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authorMiikka Heikkinen <miikka.heikkinen@theqtcompany.com>2015-06-08 09:13:12 +0300
committerMiikka Heikkinen <miikka.heikkinen@theqtcompany.com>2015-06-08 09:13:12 +0300
commit5b5282c95cbdb69fffba1679ad015b2ab140b3fc (patch)
tree34761d902c268d2d6544b999f73371d52f4c7968
parent5a861acb8064ddc41399bf9e036983ae14da9ea7 (diff)
parent05c00555c5b7538a88cdbc5c430e71291ad41206 (diff)
Merge remote-tracking branch 'origin/dev' into wip/threading
Conflicts: src/imports/qtcanvas3d/canvas3d.cpp src/imports/qtcanvas3d/context3d.cpp src/imports/qtcanvas3d/context3d_p.h src/imports/qtcanvas3d/framebuffer3d.cpp src/imports/qtcanvas3d/framebuffer3d_p.h src/imports/qtcanvas3d/program3d.cpp src/imports/qtcanvas3d/uniformlocation.cpp src/imports/qtcanvas3d/uniformlocation_p.h Change-Id: I214239d40936e14dd69498167b08f199a692f325
-rw-r--r--creatortemplates/qtcanvas3d/deployment.pri27
-rw-r--r--creatortemplates/qtcanvas3d/glcode.js (renamed from creatortemplates/qtcanvas3d/cube.js)161
-rw-r--r--creatortemplates/qtcanvas3d/main.cpp28
-rw-r--r--creatortemplates/qtcanvas3d/main.qml13
-rw-r--r--creatortemplates/qtcanvas3d/project.pro11
-rw-r--r--creatortemplates/qtcanvas3d/qtcanvas3d.qrc2
-rw-r--r--creatortemplates/qtcanvas3d/wizard.xml3
-rw-r--r--creatortemplates/qtcanvas3dthreejs/3rdparty/three.js (renamed from examples/canvas3d/3rdparty/three.js)64
-rw-r--r--creatortemplates/qtcanvas3dthreejs/deployment.pri27
-rw-r--r--creatortemplates/qtcanvas3dthreejs/glcode.js72
-rw-r--r--creatortemplates/qtcanvas3dthreejs/main.cpp48
-rw-r--r--creatortemplates/qtcanvas3dthreejs/main.qml69
-rw-r--r--creatortemplates/qtcanvas3dthreejs/project.pro15
-rw-r--r--creatortemplates/qtcanvas3dthreejs/qtcanvas3d.pngbin0 -> 1427 bytes
-rw-r--r--creatortemplates/qtcanvas3dthreejs/qtcanvas3dthreejs.qrc7
-rw-r--r--creatortemplates/qtcanvas3dthreejs/wizard.xml57
-rw-r--r--examples/canvas3d/canvas3d.pro4
-rw-r--r--examples/canvas3d/canvas3d/3rdparty/ThreeJSLoader.js (renamed from examples/canvas3d/3rdparty/ThreeJSLoader.js)0
-rw-r--r--examples/canvas3d/canvas3d/3rdparty/gl-matrix.js (renamed from examples/canvas3d/3rdparty/gl-matrix.js)0
-rw-r--r--examples/canvas3d/canvas3d/3rdparty/three.js35302
-rw-r--r--examples/canvas3d/canvas3d/3rdparty/threex.planets.js435
-rw-r--r--examples/canvas3d/canvas3d/canvas3d.pro6
-rw-r--r--examples/canvas3d/canvas3d/framebuffer/doc/images/framebuffer-example.pngbin34175 -> 13911 bytes
-rw-r--r--examples/canvas3d/canvas3d/framebuffer/framebuffer.qrc8
-rw-r--r--examples/canvas3d/canvas3d/framebuffer/main.cpp2
-rw-r--r--examples/canvas3d/canvas3d/framebuffer/qml/framebuffer/framebuffer.js4
-rw-r--r--examples/canvas3d/canvas3d/framebuffer/qml/framebuffer/main.qml12
-rw-r--r--examples/canvas3d/canvas3d/interaction/doc/images/interaction-example.pngbin37799 -> 24190 bytes
-rw-r--r--examples/canvas3d/canvas3d/interaction/doc/src/interaction.qdoc10
-rw-r--r--examples/canvas3d/canvas3d/interaction/interaction.qrc8
-rw-r--r--examples/canvas3d/canvas3d/interaction/main.cpp2
-rw-r--r--examples/canvas3d/canvas3d/interaction/qml/interaction/interaction.js10
-rw-r--r--examples/canvas3d/canvas3d/interaction/qml/interaction/main.qml9
-rw-r--r--examples/canvas3d/canvas3d/jsonmodels/doc/images/jsonmodels-example.pngbin70820 -> 66767 bytes
-rw-r--r--examples/canvas3d/canvas3d/jsonmodels/main.cpp4
-rw-r--r--examples/canvas3d/canvas3d/jsonmodels/qml.qrc30
-rw-r--r--examples/canvas3d/canvas3d/jsonmodels/qml/jsonmodels/bush.json (renamed from examples/canvas3d/canvas3d/jsonmodels/bush.json)0
-rw-r--r--examples/canvas3d/canvas3d/jsonmodels/qml/jsonmodels/bush.png (renamed from examples/canvas3d/canvas3d/jsonmodels/bush.png)bin515919 -> 515919 bytes
-rw-r--r--examples/canvas3d/canvas3d/jsonmodels/qml/jsonmodels/gold.jpg (renamed from examples/canvas3d/canvas3d/jsonmodels/gold.jpg)bin24728 -> 24728 bytes
-rw-r--r--examples/canvas3d/canvas3d/jsonmodels/qml/jsonmodels/gold.json (renamed from examples/canvas3d/canvas3d/jsonmodels/gold.json)0
-rw-r--r--examples/canvas3d/canvas3d/jsonmodels/qml/jsonmodels/jsonmodels.js (renamed from examples/canvas3d/canvas3d/jsonmodels/jsonmodels.js)0
-rw-r--r--examples/canvas3d/canvas3d/jsonmodels/qml/jsonmodels/jsonmodels.qml (renamed from examples/canvas3d/canvas3d/jsonmodels/jsonmodels.qml)0
-rw-r--r--examples/canvas3d/canvas3d/jsonmodels/qml/jsonmodels/jsonmodelsbasic.qml (renamed from examples/canvas3d/canvas3d/jsonmodels/jsonmodelsbasic.qml)61
-rw-r--r--examples/canvas3d/canvas3d/jsonmodels/qml/jsonmodels/pallet.jpg (renamed from examples/canvas3d/canvas3d/jsonmodels/pallet.jpg)bin830335 -> 830335 bytes
-rw-r--r--examples/canvas3d/canvas3d/jsonmodels/qml/jsonmodels/pallet.json (renamed from examples/canvas3d/canvas3d/jsonmodels/pallet.json)0
-rw-r--r--examples/canvas3d/canvas3d/jsonmodels/qml/jsonmodels/rock.jpg (renamed from examples/canvas3d/canvas3d/jsonmodels/rock.jpg)bin1037186 -> 1037186 bytes
-rw-r--r--examples/canvas3d/canvas3d/jsonmodels/qml/jsonmodels/rock.json (renamed from examples/canvas3d/canvas3d/jsonmodels/rock.json)0
-rw-r--r--examples/canvas3d/canvas3d/jsonmodels/qml/jsonmodels/woodbox.jpg (renamed from examples/canvas3d/canvas3d/jsonmodels/woodbox.jpg)bin32056 -> 32056 bytes
-rw-r--r--examples/canvas3d/canvas3d/jsonmodels/qml/jsonmodels/woodbox.json (renamed from examples/canvas3d/canvas3d/jsonmodels/woodbox.json)0
-rw-r--r--examples/canvas3d/canvas3d/textureandlight/doc/images/textureandlight-example.pngbin34122 -> 17978 bytes
-rw-r--r--examples/canvas3d/canvas3d/textureandlight/doc/src/textureandlight.qdoc2
-rw-r--r--examples/canvas3d/canvas3d/textureandlight/main.cpp2
-rw-r--r--examples/canvas3d/canvas3d/textureandlight/qml/textureandlight/textureandlight.js10
-rw-r--r--examples/canvas3d/canvas3d/textureandlight/textureandlight.qrc8
-rw-r--r--examples/canvas3d/canvas3d/threejs/controls/ControlEventSource.qml (renamed from examples/canvas3d/threejs/controls/ControlEventSource.qml)0
-rw-r--r--examples/canvas3d/canvas3d/threejs/oneqt/ImageCube.qml (renamed from examples/canvas3d/threejs/oneqt/ImageCube.qml)103
-rw-r--r--examples/canvas3d/canvas3d/threejs/oneqt/InfoSheet.qml (renamed from examples/canvas3d/threejs/oneqt/InfoSheet.qml)0
-rw-r--r--examples/canvas3d/canvas3d/threejs/oneqt/Navibutton.qml (renamed from examples/canvas3d/threejs/oneqt/Navibutton.qml)0
-rw-r--r--examples/canvas3d/canvas3d/threejs/oneqt/SwipeArea.qml95
-rw-r--r--examples/canvas3d/canvas3d/threejs/oneqt/doc/images/oneqt-example.png (renamed from examples/canvas3d/threejs/oneqt/doc/images/oneqt-example.png)bin125065 -> 125065 bytes
-rw-r--r--examples/canvas3d/canvas3d/threejs/oneqt/doc/src/oneqt.qdoc147
-rw-r--r--examples/canvas3d/canvas3d/threejs/oneqt/imagecube.js (renamed from examples/canvas3d/threejs/oneqt/imagecube.js)33
-rw-r--r--examples/canvas3d/canvas3d/threejs/oneqt/main.cpp (renamed from examples/canvas3d/threejs/oneqt/main.cpp)0
-rw-r--r--examples/canvas3d/canvas3d/threejs/oneqt/oneqt.pro (renamed from examples/canvas3d/threejs/oneqt/oneqt.pro)2
-rw-r--r--examples/canvas3d/canvas3d/threejs/oneqt/oneqt.qml (renamed from examples/canvas3d/threejs/oneqt/oneqt.qml)233
-rw-r--r--examples/canvas3d/canvas3d/threejs/oneqt/oneqt.qrc (renamed from examples/canvas3d/threejs/oneqt/oneqt.qrc)1
-rw-r--r--examples/canvas3d/canvas3d/threejs/oneqt/textures/dataviz.jpg (renamed from examples/canvas3d/threejs/oneqt/textures/dataviz.jpg)bin52054 -> 52054 bytes
-rw-r--r--examples/canvas3d/canvas3d/threejs/oneqt/textures/devices.png (renamed from examples/canvas3d/threejs/oneqt/textures/devices.png)bin192528 -> 192528 bytes
-rw-r--r--examples/canvas3d/canvas3d/threejs/oneqt/textures/embedded.png (renamed from examples/canvas3d/threejs/oneqt/textures/embedded.png)bin45874 -> 45874 bytes
-rw-r--r--examples/canvas3d/canvas3d/threejs/oneqt/textures/iot.png (renamed from examples/canvas3d/threejs/oneqt/textures/iot.png)bin257762 -> 257762 bytes
-rw-r--r--examples/canvas3d/canvas3d/threejs/oneqt/textures/multiscreen.png (renamed from examples/canvas3d/threejs/oneqt/textures/multiscreen.png)bin37659 -> 37659 bytes
-rw-r--r--examples/canvas3d/canvas3d/threejs/oneqt/textures/puzzle-pieces.png (renamed from examples/canvas3d/threejs/oneqt/textures/puzzle-pieces.png)bin74436 -> 74436 bytes
-rw-r--r--examples/canvas3d/canvas3d/threejs/oneqt/textures/qtlogo.png (renamed from examples/canvas3d/threejs/oneqt/textures/qtlogo.png)bin29618 -> 29618 bytes
-rw-r--r--examples/canvas3d/canvas3d/threejs/oneqt/textures/qtlogosmall.png (renamed from examples/canvas3d/threejs/oneqt/textures/qtlogosmall.png)bin4691 -> 4691 bytes
-rw-r--r--examples/canvas3d/canvas3d/threejs/planets/FpsDisplay.qml101
-rw-r--r--examples/canvas3d/canvas3d/threejs/planets/InfoSheet.qml111
-rw-r--r--examples/canvas3d/canvas3d/threejs/planets/PlanetButton.qml89
-rw-r--r--examples/canvas3d/canvas3d/threejs/planets/StyledSlider.qml69
-rw-r--r--examples/canvas3d/canvas3d/threejs/planets/doc/images/planets-example.jpgbin0 -> 241341 bytes
-rw-r--r--examples/canvas3d/canvas3d/threejs/planets/doc/src/planets.qdoc126
-rw-r--r--examples/canvas3d/canvas3d/threejs/planets/images/earth.pngbin0 -> 45904 bytes
-rw-r--r--examples/canvas3d/canvas3d/threejs/planets/images/earthbump1k.jpgbin0 -> 85615 bytes
-rw-r--r--examples/canvas3d/canvas3d/threejs/planets/images/earthcloudmapcolortrans.pngbin0 -> 1041258 bytes
-rw-r--r--examples/canvas3d/canvas3d/threejs/planets/images/earthmap1k.jpgbin0 -> 341782 bytes
-rw-r--r--examples/canvas3d/canvas3d/threejs/planets/images/earthspec1k.jpgbin0 -> 100936 bytes
-rw-r--r--examples/canvas3d/canvas3d/threejs/planets/images/galaxy_starfield.pngbin0 -> 673311 bytes
-rw-r--r--examples/canvas3d/canvas3d/threejs/planets/images/jupiter.pngbin0 -> 30298 bytes
-rw-r--r--examples/canvas3d/canvas3d/threejs/planets/images/jupitermap.jpgbin0 -> 157780 bytes
-rw-r--r--examples/canvas3d/canvas3d/threejs/planets/images/mars.pngbin0 -> 35278 bytes
-rw-r--r--examples/canvas3d/canvas3d/threejs/planets/images/marsbump1k.jpgbin0 -> 138562 bytes
-rw-r--r--examples/canvas3d/canvas3d/threejs/planets/images/marsmap1k.jpgbin0 -> 501328 bytes
-rw-r--r--examples/canvas3d/canvas3d/threejs/planets/images/mercury.pngbin0 -> 62354 bytes
-rw-r--r--examples/canvas3d/canvas3d/threejs/planets/images/mercurybump.jpgbin0 -> 194108 bytes
-rw-r--r--examples/canvas3d/canvas3d/threejs/planets/images/mercurymap.jpgbin0 -> 285975 bytes
-rw-r--r--examples/canvas3d/canvas3d/threejs/planets/images/moonbump1k.jpgbin0 -> 363247 bytes
-rw-r--r--examples/canvas3d/canvas3d/threejs/planets/images/moonmap1k.jpgbin0 -> 389305 bytes
-rw-r--r--examples/canvas3d/canvas3d/threejs/planets/images/neptune.pngbin0 -> 23206 bytes
-rw-r--r--examples/canvas3d/canvas3d/threejs/planets/images/neptunemap.jpgbin0 -> 48069 bytes
-rw-r--r--examples/canvas3d/canvas3d/threejs/planets/images/plutobump1k.jpgbin0 -> 226980 bytes
-rw-r--r--examples/canvas3d/canvas3d/threejs/planets/images/plutomap1k.jpgbin0 -> 325111 bytes
-rw-r--r--examples/canvas3d/canvas3d/threejs/planets/images/saturn.pngbin0 -> 39191 bytes
-rw-r--r--examples/canvas3d/canvas3d/threejs/planets/images/saturnmap.jpgbin0 -> 40837 bytes
-rw-r--r--examples/canvas3d/canvas3d/threejs/planets/images/saturnringcolortrans.pngbin0 -> 2568 bytes
-rw-r--r--examples/canvas3d/canvas3d/threejs/planets/images/sun.pngbin0 -> 55203 bytes
-rw-r--r--examples/canvas3d/canvas3d/threejs/planets/images/sunmap.jpgbin0 -> 281479 bytes
-rw-r--r--examples/canvas3d/canvas3d/threejs/planets/images/uranus.pngbin0 -> 32131 bytes
-rw-r--r--examples/canvas3d/canvas3d/threejs/planets/images/uranusmap.jpgbin0 -> 8942 bytes
-rw-r--r--examples/canvas3d/canvas3d/threejs/planets/images/uranusringcolortrans.pngbin0 -> 20633 bytes
-rw-r--r--examples/canvas3d/canvas3d/threejs/planets/images/venus.pngbin0 -> 45622 bytes
-rw-r--r--examples/canvas3d/canvas3d/threejs/planets/images/venusbump.jpgbin0 -> 251909 bytes
-rw-r--r--examples/canvas3d/canvas3d/threejs/planets/images/venusmap.jpgbin0 -> 255067 bytes
-rw-r--r--examples/canvas3d/canvas3d/threejs/planets/main.cpp65
-rw-r--r--examples/canvas3d/canvas3d/threejs/planets/planets.js681
-rw-r--r--examples/canvas3d/canvas3d/threejs/planets/planets.pro16
-rw-r--r--examples/canvas3d/canvas3d/threejs/planets/planets.qml356
-rw-r--r--examples/canvas3d/canvas3d/threejs/planets/planets.qrc44
-rw-r--r--examples/canvas3d/canvas3d/threejs/threejs.pro3
-rw-r--r--examples/canvas3d/threejs/oneqt/doc/src/oneqt.qdoc125
-rw-r--r--examples/canvas3d/threejs/threejs.pro2
-rw-r--r--src/imports/qtcanvas3d/activeinfo3d.cpp4
-rw-r--r--src/imports/qtcanvas3d/buffer3d.cpp10
-rw-r--r--src/imports/qtcanvas3d/canvas3d.cpp4
-rw-r--r--src/imports/qtcanvas3d/canvasglstatedump.cpp10
-rw-r--r--src/imports/qtcanvas3d/canvasrenderer.cpp41
-rw-r--r--src/imports/qtcanvas3d/context3d.cpp1298
-rw-r--r--src/imports/qtcanvas3d/context3d_p.h40
-rw-r--r--src/imports/qtcanvas3d/contextattributes.cpp24
-rw-r--r--src/imports/qtcanvas3d/doc/src/qtcanvas3d.qdoc11
-rw-r--r--src/imports/qtcanvas3d/framebuffer3d.cpp27
-rw-r--r--src/imports/qtcanvas3d/framebuffer3d_p.h5
-rw-r--r--src/imports/qtcanvas3d/plugins.qmltypes181
-rw-r--r--src/imports/qtcanvas3d/program3d.cpp8
-rw-r--r--src/imports/qtcanvas3d/qcanvas3d_plugin.cpp38
-rw-r--r--src/imports/qtcanvas3d/renderbuffer3d.cpp4
-rw-r--r--src/imports/qtcanvas3d/shader3d.cpp4
-rw-r--r--src/imports/qtcanvas3d/shaderprecisionformat.cpp8
-rw-r--r--src/imports/qtcanvas3d/texture3d.cpp8
-rw-r--r--src/imports/qtcanvas3d/uniformlocation.cpp8
-rw-r--r--tests/auto/qmltest/canvas3d/tst_program.js442
-rw-r--r--tests/auto/qmltest/canvas3d/tst_program.qml84
-rw-r--r--tests/auto/qmltest/canvas3d/tst_render_checkresult.js2
-rw-r--r--tests/auto/qmltest/canvas3d/tst_uniforms.js922
-rw-r--r--tests/auto/qmltest/canvas3d/tst_uniforms.qml74
-rw-r--r--tests/manual/commandthroughput/commandthroughput.qrc2
-rw-r--r--tests/manual/commandthroughput/qml/commandthroughput/commandthroughput.js2
145 files changed, 41011 insertions, 1185 deletions
diff --git a/creatortemplates/qtcanvas3d/deployment.pri b/creatortemplates/qtcanvas3d/deployment.pri
new file mode 100644
index 0000000..5441b63
--- /dev/null
+++ b/creatortemplates/qtcanvas3d/deployment.pri
@@ -0,0 +1,27 @@
+android-no-sdk {
+ target.path = /data/user/qt
+ export(target.path)
+ INSTALLS += target
+} else:android {
+ x86 {
+ target.path = /libs/x86
+ } else: armeabi-v7a {
+ target.path = /libs/armeabi-v7a
+ } else {
+ target.path = /libs/armeabi
+ }
+ export(target.path)
+ INSTALLS += target
+} else:unix {
+ isEmpty(target.path) {
+ qnx {
+ target.path = /tmp/$${TARGET}/bin
+ } else {
+ target.path = /opt/$${TARGET}/bin
+ }
+ export(target.path)
+ }
+ INSTALLS += target
+}
+
+export(INSTALLS)
diff --git a/creatortemplates/qtcanvas3d/cube.js b/creatortemplates/qtcanvas3d/glcode.js
index 1dadbc9..d76fd0b 100644
--- a/creatortemplates/qtcanvas3d/cube.js
+++ b/creatortemplates/qtcanvas3d/glcode.js
@@ -1,3 +1,39 @@
+/****************************************************************************
+**
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
+**
+** This file is part of the QtCanvas3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL3$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPLv3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 2.0 requirements will be
+** met: http://www.gnu.org/licenses/gpl-2.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
//
// Draws a cube that has different colors assigned to the vertices.
// Each face of the cube has the linear interpolation of the corner colors.
@@ -17,16 +53,12 @@ var mvMatrixUniformLoc;
var canvas3d;
-function log(message) {
- if (canvas3d.logAllCalls)
- console.log(message)
-}
function initializeGL(canvas) {
canvas3d = canvas
try {
// Get the context object that represents the 3D API
- gl = canvas.getContext("canvas3d", {depth:true});
+ gl = canvas.getContext("experimental-webgl", {depth:true});
// Setup the OpenGL state
gl.enable(gl.DEPTH_TEST);
@@ -37,7 +69,6 @@ function initializeGL(canvas) {
gl.clearColor(0.0, 0.0, 0.0, 1.0);
// Set viewport
- log("canvas width:"+canvas.width+" height:"+canvas.height+" devicePixelRatio:"+canvas.devicePixelRatio);
gl.viewport(0, 0, canvas.width * canvas.devicePixelRatio, canvas.height * canvas.devicePixelRatio);
// Initialize vertex and color buffers
@@ -52,22 +83,32 @@ function initializeGL(canvas) {
}
}
+function resizeGL(canvas) {
+ var pixelRatio = canvas.devicePixelRatio;
+ canvas.pixelSize = Qt.size(canvas.width * pixelRatio,
+ canvas.height * pixelRatio);
+ if (gl) {
+ gl.viewport(0, 0,
+ canvas.width * canvas.devicePixelRatio,
+ canvas.height * canvas.devicePixelRatio);
+ }
+}
+
function paintGL(canvas) {
- log("Render Enter *******")
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.useProgram(shaderProgram);
- gl.uniformMatrix4fva(pMatrixUniformLoc, false,
- [1.4082912447176388, 0, 0, 0,
- 0, 2.414213562373095, 0, 0,
- 0, 0, -1.002002002002002, -1,
- 0, 0, -0.20020020020020018, 0]);
- gl.uniformMatrix4fva(mvMatrixUniformLoc, false,
- [0.4062233546734186, -0.7219893376569733, -0.5601017607788061, 0,
- 0.5868604797442467, 0.6759683901051262, -0.4457146092434445, 0,
- 0.7004122810404072, -0.14764190424242357, 0.6983011561492968, 0,
- 0, 0, -20, 1]);
+ gl.uniformMatrix4fv(pMatrixUniformLoc, false,
+ [1.4082912447176388, 0, 0, 0,
+ 0, 2.414213562373095, 0, 0,
+ 0, 0, -1.002002002002002, -1,
+ 0, 0, -0.20020020020020018, 0]);
+ gl.uniformMatrix4fv(mvMatrixUniformLoc, false,
+ [0.4062233546734186, -0.7219893376569733, -0.5601017607788061, 0,
+ 0.5868604797442467, 0.6759683901051262, -0.4457146092434445, 0,
+ 0.7004122810404072, -0.14764190424242357, 0.6983011561492968, 0,
+ 0, 0, -20, 1]);
gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexPositionBuffer);
gl.enableVertexAttribArray(vertexPositionAttrLoc);
@@ -79,7 +120,6 @@ function paintGL(canvas) {
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, cubeVertexIndexBuffer);
gl.drawElements(gl.TRIANGLES, 36, gl.UNSIGNED_SHORT, 0);
- log("Render Exit *******")
}
function initBuffers() {
@@ -90,63 +130,61 @@ function initBuffers() {
gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexPositionBuffer);
gl.bufferData(
gl.ARRAY_BUFFER,
- Arrays.newFloat32Array([ // front
- -1.0, -1.0, 1.0,
- 1.0, -1.0, 1.0,
- 1.0, 1.0, 1.0,
- -1.0, 1.0, 1.0,
- // back
- -1.0, -1.0, -1.0,
- 1.0, -1.0, -1.0,
- 1.0, 1.0, -1.0,
- -1.0, 1.0, -1.0
- ]),
+ new Float32Array([ // front
+ -1.0, -1.0, 1.0,
+ 1.0, -1.0, 1.0,
+ 1.0, 1.0, 1.0,
+ -1.0, 1.0, 1.0,
+ // back
+ -1.0, -1.0, -1.0,
+ 1.0, -1.0, -1.0,
+ 1.0, 1.0, -1.0,
+ -1.0, 1.0, -1.0
+ ]),
gl.STATIC_DRAW);
cubeVertexIndexBuffer = gl.createBuffer();
cubeVertexIndexBuffer.name = "cubeVertexIndexBuffer";
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, cubeVertexIndexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER,
- Arrays.newUint16Array([// front
- 0, 1, 2,
- 2, 3, 0,
- // top
- 3, 2, 6,
- 6, 7, 3,
- // back
- 7, 6, 5,
- 5, 4, 7,
- // bottom
- 4, 5, 1,
- 1, 0, 4,
- // left
- 4, 0, 3,
- 3, 7, 4,
- // right
- 1, 5, 6,
- 6, 2, 1
- ]),
+ new Uint16Array([// front
+ 0, 1, 2,
+ 2, 3, 0,
+ // top
+ 3, 2, 6,
+ 6, 7, 3,
+ // back
+ 7, 6, 5,
+ 5, 4, 7,
+ // bottom
+ 4, 5, 1,
+ 1, 0, 4,
+ // left
+ 4, 0, 3,
+ 3, 7, 4,
+ // right
+ 1, 5, 6,
+ 6, 2, 1
+ ]),
gl.STATIC_DRAW);
cubeVertexColorBuffer = gl.createBuffer();
cubeVertexColorBuffer.name = "cubeVertexColorBuffer";
gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexColorBuffer);
- gl.bufferData(gl.ARRAY_BUFFER, Arrays.newFloat32Array([// front
- 0.000, 1.000, 0.000,
- 1.000, 0.000, 1.000,
- 1.000, 1.000, 0.000,
- 1.000, 0.000, 0.000,
- // back
- 0.435, 0.602, 0.223,
- 0.310, 0.747, 0.185,
- 1.000, 1.000, 1.000,
- 0.000, 0.000, 1.000
- ]), gl.STATIC_DRAW);
+ gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([// front
+ 0.000, 1.000, 0.000,
+ 1.000, 0.000, 1.000,
+ 1.000, 1.000, 0.000,
+ 1.000, 0.000, 0.000,
+ // back
+ 0.435, 0.602, 0.223,
+ 0.310, 0.747, 0.185,
+ 1.000, 1.000, 1.000,
+ 0.000, 0.000, 1.000
+ ]), gl.STATIC_DRAW);
}
function initShaders() {
- log(" Initializing shaders...");
-
vertexShader = getShader(gl, "attribute highp vec3 aVertexPosition; \
attribute highp vec4 aVertexColor; \
uniform highp mat4 uMVMatrix; \
@@ -184,7 +222,6 @@ function initShaders() {
pMatrixUniformLoc.name = "pMatrixUniformLoc";
mvMatrixUniformLoc = gl.getUniformLocation(shaderProgram, "uMVMatrix");
mvMatrixUniformLoc.name = "mvMatrixUniformLoc";
- log(" ...done")
}
function getShader(gl, str, type) {
diff --git a/creatortemplates/qtcanvas3d/main.cpp b/creatortemplates/qtcanvas3d/main.cpp
index 897270b..5d72d10 100644
--- a/creatortemplates/qtcanvas3d/main.cpp
+++ b/creatortemplates/qtcanvas3d/main.cpp
@@ -34,33 +34,15 @@
**
****************************************************************************/
-#include <QtGui/QGuiApplication>
-#include <QtCore/QDir>
-#include <QtQuick/QQuickView>
-#include <QtQml/QQmlEngine>
+#include <QApplication>
+#include <QQmlApplicationEngine>
int main(int argc, char *argv[])
{
- QGuiApplication app(argc, argv);
+ QApplication app(argc, argv);
- QQuickView viewer;
-
- // The following are needed to make examples run without having to install the module
- // in desktop environments.
-#ifdef Q_OS_WIN
- QString extraImportPath(QStringLiteral("%1/../../../../%2"));
-#else
- QString extraImportPath(QStringLiteral("%1/../../../%2"));
-#endif
- viewer.engine()->addImportPath(extraImportPath.arg(QGuiApplication::applicationDirPath(),
- QString::fromLatin1("qml")));
-
- QObject::connect(viewer.engine(), &QQmlEngine::quit, &viewer, &QWindow::close);
- viewer.setSource(QUrl("qrc:/qml/%ProjectName%/%ProjectName%.qml"));
-
- viewer.setTitle(QStringLiteral("%ProjectName%"));
- viewer.setResizeMode(QQuickView::SizeRootObjectToView);
- viewer.show();
+ QQmlApplicationEngine engine;
+ engine.load(QUrl(QStringLiteral("qrc:/qml/%ProjectName%/%ProjectName%.qml")));
return app.exec();
}
diff --git a/creatortemplates/qtcanvas3d/main.qml b/creatortemplates/qtcanvas3d/main.qml
index 47e3d4f..6d63539 100644
--- a/creatortemplates/qtcanvas3d/main.qml
+++ b/creatortemplates/qtcanvas3d/main.qml
@@ -34,13 +34,15 @@
**
****************************************************************************/
-import QtQuick 2.0
+import QtQuick 2.4
import QtCanvas3D 1.0
+import QtQuick.Controls 1.3
-import "cube.js" as GLCode
+import "glcode.js" as GLCode
-Item {
+ApplicationWindow {
id: mainview
+ title: qsTr("%ProjectName%")
width: 1280
height: 768
visible: true
@@ -57,6 +59,11 @@ Item {
onPaintGL: {
GLCode.paintGL(canvas3d);
}
+
+ onResizeGL: {
+ GLCode.resizeGL(canvas3d);
+ }
+
}
}
diff --git a/creatortemplates/qtcanvas3d/project.pro b/creatortemplates/qtcanvas3d/project.pro
index 93a1e6c..c9dac55 100644
--- a/creatortemplates/qtcanvas3d/project.pro
+++ b/creatortemplates/qtcanvas3d/project.pro
@@ -1,8 +1,15 @@
-QT += qml quick
-
TEMPLATE = app
+
+QT += qml quick widgets
+
SOURCES += main.cpp
OTHER_FILES += qml/%ProjectName:l%/*
RESOURCES += %ProjectName:l%.qrc
+
+# Additional import path used to resolve QML modules in Qt Creator's code model
+QML_IMPORT_PATH =
+
+# Default rules for deployment.
+include(deployment.pri)
diff --git a/creatortemplates/qtcanvas3d/qtcanvas3d.qrc b/creatortemplates/qtcanvas3d/qtcanvas3d.qrc
index c612a8f..2614d57 100644
--- a/creatortemplates/qtcanvas3d/qtcanvas3d.qrc
+++ b/creatortemplates/qtcanvas3d/qtcanvas3d.qrc
@@ -1,6 +1,6 @@
<RCC>
<qresource prefix="/">
<file>qml/%ProjectName%/%ProjectName%.qml</file>
- <file>qml/%ProjectName%/cube.js</file>
+ <file>qml/%ProjectName%/glcode.js</file>
</qresource>
</RCC>
diff --git a/creatortemplates/qtcanvas3d/wizard.xml b/creatortemplates/qtcanvas3d/wizard.xml
index 2e52e45..3f1bcfb 100644
--- a/creatortemplates/qtcanvas3d/wizard.xml
+++ b/creatortemplates/qtcanvas3d/wizard.xml
@@ -48,7 +48,8 @@
<file source="main.cpp" openeditor="true"/>
<file source="main.qml" target="/qml/%ProjectName%/%ProjectName%.qml" openeditor="true"/>
<file source="qtcanvas3d.qrc" target="%ProjectName%.qrc"/>"
- <file source="cube.js" target="/qml/%ProjectName%/cube.js"/>
+ <file source="glcode.js" target="/qml/%ProjectName%/glcode.js"/>
<file source="project.pro" target="%ProjectName%.pro" openproject="true"/>
+ <file source="deployment.pri" target="deployment.pri"/>
</files>
</wizard>
diff --git a/examples/canvas3d/3rdparty/three.js b/creatortemplates/qtcanvas3dthreejs/3rdparty/three.js
index ede9104..04823db 100644
--- a/examples/canvas3d/3rdparty/three.js
+++ b/creatortemplates/qtcanvas3dthreejs/3rdparty/three.js
@@ -1,7 +1,32 @@
// File:src/qml/ThreeQML.js
+/*
+The MIT License
+
+Copyright © 2010-2015 three.js authors
+
+Permission is hereby granted, free of charge, to any person obtaining a copy
+of this software and associated documentation files (the "Software"), to deal
+in the Software without restriction, including without limitation the rights
+to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+copies of the Software, and to permit persons to whom the Software is
+furnished to do so, subject to the following conditions:
+
+The above copyright notice and this permission notice shall be included in
+all copies or substantial portions of the Software.
+
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+THE SOFTWARE.
+*/
+
/**
- * three.js QML port by
+ * QtQuick port of three.js library https://github.com/mrdoob/three.js
+ * Port source code is available at https://github.com/tronlec/three.js
* @author Pasi keränen / pasi.keranen@theqtcompany.com
*/
@@ -18128,10 +18153,17 @@ THREE.XHRLoader.prototype = {
var request = new XMLHttpRequest();
request.onreadystatechange = function() {
if (request.readyState === XMLHttpRequest.DONE) {
-// TODO: Re-visit when issue with 'status' is solved in Qt
+// TODO: Re-visit https://bugreports.qt.io/browse/QTBUG-45581 is solved in Qt
if (request.status == 200 || request.status == 0) {
- THREE.Cache.add( url, request.response );
- if ( onLoad ) onLoad( request.response );
+ var response;
+// TODO: Remove once https://bugreports.qt.io/browse/QTBUG-45862 is fixed in Qt
+ if ( scope.responseType == 'arraybuffer' )
+ response = request.response;
+ else
+ response = request.responseText;
+
+ THREE.Cache.add( url, response );
+ if ( onLoad ) onLoad( response );
scope.manager.itemEnd( url );
} else {
if ( onError !== undefined ) {
@@ -18874,7 +18906,7 @@ THREE.BufferGeometryLoader.prototype = {
loader.setCrossOrigin( this.crossOrigin );
loader.load( url, function ( text ) {
- onLoad( scope.parse( JSON.parse( text ) ) );
+ onLoad( scope.parse( JSON.parse( text ) ) );
}, onProgress, onError );
@@ -19248,7 +19280,7 @@ THREE.ObjectLoader.prototype = {
if ( data.name !== undefined ) material.name = data.name;
- if ( data.map !== undefined ) {
+ if ( data.map !== undefined && data.map !== null ) {
material.map = getTexture( data.map );
@@ -19763,11 +19795,11 @@ THREE.CompressedTextureLoader.prototype = {
loader.load( url, function ( buffer ) {
- var texDatas = scope._parser( buffer, true );
+ var texDatas = scope._parser( buffer, true );
if ( texDatas.isCubemap ) {
- var faces = texDatas.mipmaps.length / texDatas.mipmapCount;
+ var faces = texDatas.mipmaps.length / texDatas.mipmapCount;
for ( var f = 0; f < faces; f ++ ) {
@@ -19785,16 +19817,14 @@ THREE.CompressedTextureLoader.prototype = {
}
} else {
- console.log("texture: mipmap");
- console.log("texture: mipmaps "+texDatas.mipmaps.length);
- texture.image.width = texDatas.width;
+
+ texture.image.width = texDatas.width;
texture.image.height = texDatas.height;
texture.mipmaps = texDatas.mipmaps;
}
- console.log("texture: mipmapcount "+texDatas.mipmapCount);
- if ( texDatas.mipmapCount === 1 ) {
+ if ( texDatas.mipmapCount === 1 ) {
texture.minFilter = THREE.LinearFilter;
@@ -24612,12 +24642,12 @@ THREE.WebGLProgram = ( function () {
prefix_fragment = [
- 'precision ' + parameters.precision + ' float;',
- 'precision ' + parameters.precision + ' int;',
+ ( parameters.bumpMap || parameters.normalMap || parameters.flatShading ) ? '#extension GL_OES_standard_derivatives : enable' : '',
- ( parameters.bumpMap || parameters.normalMap || parameters.flatShading ) ? '#extension GL_OES_standard_derivatives : enable' : '',
+ 'precision ' + parameters.precision + ' float;',
+ 'precision ' + parameters.precision + ' int;',
- customDefines,
+ customDefines,
'#define MAX_DIR_LIGHTS ' + parameters.maxDirLights,
'#define MAX_POINT_LIGHTS ' + parameters.maxPointLights,
diff --git a/creatortemplates/qtcanvas3dthreejs/deployment.pri b/creatortemplates/qtcanvas3dthreejs/deployment.pri
new file mode 100644
index 0000000..5441b63
--- /dev/null
+++ b/creatortemplates/qtcanvas3dthreejs/deployment.pri
@@ -0,0 +1,27 @@
+android-no-sdk {
+ target.path = /data/user/qt
+ export(target.path)
+ INSTALLS += target
+} else:android {
+ x86 {
+ target.path = /libs/x86
+ } else: armeabi-v7a {
+ target.path = /libs/armeabi-v7a
+ } else {
+ target.path = /libs/armeabi
+ }
+ export(target.path)
+ INSTALLS += target
+} else:unix {
+ isEmpty(target.path) {
+ qnx {
+ target.path = /tmp/$${TARGET}/bin
+ } else {
+ target.path = /opt/$${TARGET}/bin
+ }
+ export(target.path)
+ }
+ INSTALLS += target
+}
+
+export(INSTALLS)
diff --git a/creatortemplates/qtcanvas3dthreejs/glcode.js b/creatortemplates/qtcanvas3dthreejs/glcode.js
new file mode 100644
index 0000000..dab6d7e
--- /dev/null
+++ b/creatortemplates/qtcanvas3dthreejs/glcode.js
@@ -0,0 +1,72 @@
+/****************************************************************************
+**
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
+**
+** This file is part of the QtCanvas3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL3$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPLv3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 2.0 requirements will be
+** met: http://www.gnu.org/licenses/gpl-2.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+Qt.include("three.js")
+
+var camera, scene, renderer;
+var cube;
+
+function initializeGL(canvas) {
+ scene = new THREE.Scene();
+ camera = new THREE.PerspectiveCamera(75, canvas.width / canvas.height, 0.1, 1000);
+ camera.position.z = 5;
+
+ var material = new THREE.MeshBasicMaterial({ color: 0x80c342,
+ ambient: 0x000000,
+ shading: THREE.SmoothShading });
+ var cubeGeometry = new THREE.BoxGeometry(1, 1, 1);
+ cube = new THREE.Mesh(cubeGeometry, material);
+ scene.add(cube);
+
+ renderer = new THREE.Canvas3DRenderer(
+ { canvas: canvas, antialias: true, devicePixelRatio: canvas.devicePixelRatio });
+ renderer.setSize(canvas.width, canvas.height);
+}
+
+function resizeGL(canvas) {
+ camera.aspect = canvas.width / canvas.height;
+ camera.updateProjectionMatrix();
+
+ renderer.setPixelRatio(canvas.devicePixelRatio);
+ renderer.setSize(canvas.width, canvas.height);
+}
+
+function paintGL(canvas) {
+ cube.rotation.x += 0.01;
+ cube.rotation.y += 0.01;
+
+ renderer.render(scene, camera);
+}
diff --git a/creatortemplates/qtcanvas3dthreejs/main.cpp b/creatortemplates/qtcanvas3dthreejs/main.cpp
new file mode 100644
index 0000000..5d72d10
--- /dev/null
+++ b/creatortemplates/qtcanvas3dthreejs/main.cpp
@@ -0,0 +1,48 @@
+/****************************************************************************
+**
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
+**
+** This file is part of the QtCanvas3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL3$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPLv3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 2.0 requirements will be
+** met: http://www.gnu.org/licenses/gpl-2.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include <QApplication>
+#include <QQmlApplicationEngine>
+
+int main(int argc, char *argv[])
+{
+ QApplication app(argc, argv);
+
+ QQmlApplicationEngine engine;
+ engine.load(QUrl(QStringLiteral("qrc:/qml/%ProjectName%/%ProjectName%.qml")));
+
+ return app.exec();
+}
diff --git a/creatortemplates/qtcanvas3dthreejs/main.qml b/creatortemplates/qtcanvas3dthreejs/main.qml
new file mode 100644
index 0000000..6d63539
--- /dev/null
+++ b/creatortemplates/qtcanvas3dthreejs/main.qml
@@ -0,0 +1,69 @@
+/****************************************************************************
+**
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
+**
+** This file is part of the QtCanvas3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL3$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPLv3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 2.0 requirements will be
+** met: http://www.gnu.org/licenses/gpl-2.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+import QtQuick 2.4
+import QtCanvas3D 1.0
+import QtQuick.Controls 1.3
+
+import "glcode.js" as GLCode
+
+ApplicationWindow {
+ id: mainview
+ title: qsTr("%ProjectName%")
+ width: 1280
+ height: 768
+ visible: true
+
+ Canvas3D {
+ id: canvas3d
+ anchors.fill: parent
+ focus: true
+
+ onInitializeGL: {
+ GLCode.initializeGL(canvas3d);
+ }
+
+ onPaintGL: {
+ GLCode.paintGL(canvas3d);
+ }
+
+ onResizeGL: {
+ GLCode.resizeGL(canvas3d);
+ }
+
+ }
+}
+
diff --git a/creatortemplates/qtcanvas3dthreejs/project.pro b/creatortemplates/qtcanvas3dthreejs/project.pro
new file mode 100644
index 0000000..c9dac55
--- /dev/null
+++ b/creatortemplates/qtcanvas3dthreejs/project.pro
@@ -0,0 +1,15 @@
+TEMPLATE = app
+
+QT += qml quick widgets
+
+SOURCES += main.cpp
+
+OTHER_FILES += qml/%ProjectName:l%/*
+
+RESOURCES += %ProjectName:l%.qrc
+
+# Additional import path used to resolve QML modules in Qt Creator's code model
+QML_IMPORT_PATH =
+
+# Default rules for deployment.
+include(deployment.pri)
diff --git a/creatortemplates/qtcanvas3dthreejs/qtcanvas3d.png b/creatortemplates/qtcanvas3dthreejs/qtcanvas3d.png
new file mode 100644
index 0000000..a41f5d2
--- /dev/null
+++ b/creatortemplates/qtcanvas3dthreejs/qtcanvas3d.png
Binary files differ
diff --git a/creatortemplates/qtcanvas3dthreejs/qtcanvas3dthreejs.qrc b/creatortemplates/qtcanvas3dthreejs/qtcanvas3dthreejs.qrc
new file mode 100644
index 0000000..3d95fcf
--- /dev/null
+++ b/creatortemplates/qtcanvas3dthreejs/qtcanvas3dthreejs.qrc
@@ -0,0 +1,7 @@
+<RCC>
+ <qresource prefix="/">
+ <file>qml/%ProjectName%/%ProjectName%.qml</file>
+ <file>qml/%ProjectName%/glcode.js</file>
+ <file>qml/%ProjectName%/three.js</file>
+ </qresource>
+</RCC>
diff --git a/creatortemplates/qtcanvas3dthreejs/wizard.xml b/creatortemplates/qtcanvas3dthreejs/wizard.xml
new file mode 100644
index 0000000..acf63c4
--- /dev/null
+++ b/creatortemplates/qtcanvas3dthreejs/wizard.xml
@@ -0,0 +1,57 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<!--
+/****************************************************************************
+**
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
+**
+** This file is part of the QtCanvas3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL3$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPLv3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 2.0 requirements will be
+** met: http://www.gnu.org/licenses/gpl-2.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+
+-->
+<wizard version="1" kind="project"
+ class="qmakeproject" firstpage="10"
+ id="A.QtCanvas3D Three.js" category="F.Application">
+ <icon>qtcanvas3d.png</icon>
+ <description>Creates a QtCanvas3D qml project with Three.js.</description>
+ <displayname>QtCanvas3D Application with Three.js</displayname>;
+ <displaycategory>Applications</displaycategory>
+ <files>
+ <file source="main.cpp" openeditor="true"/>
+ <file source="main.qml" target="/qml/%ProjectName%/%ProjectName%.qml" openeditor="true"/>
+ <file source="qtcanvas3dthreejs.qrc" target="%ProjectName%.qrc"/>"
+ <file source="glcode.js" target="/qml/%ProjectName%/glcode.js"/>
+ <file source="3rdparty/three.js" target="/qml/%ProjectName%/three.js"/>
+ <file source="project.pro" target="%ProjectName%.pro" openproject="true"/>
+ <file source="deployment.pri" target="deployment.pri"/>
+ </files>
+</wizard>
diff --git a/examples/canvas3d/canvas3d.pro b/examples/canvas3d/canvas3d.pro
index dab4815..f384c82 100644
--- a/examples/canvas3d/canvas3d.pro
+++ b/examples/canvas3d/canvas3d.pro
@@ -1,3 +1,3 @@
TEMPLATE = subdirs
-SUBDIRS += canvas3d \
- threejs
+SUBDIRS += canvas3d
+
diff --git a/examples/canvas3d/3rdparty/ThreeJSLoader.js b/examples/canvas3d/canvas3d/3rdparty/ThreeJSLoader.js
index 42e1999..42e1999 100644
--- a/examples/canvas3d/3rdparty/ThreeJSLoader.js
+++ b/examples/canvas3d/canvas3d/3rdparty/ThreeJSLoader.js
diff --git a/examples/canvas3d/3rdparty/gl-matrix.js b/examples/canvas3d/canvas3d/3rdparty/gl-matrix.js
index eb16c6b..eb16c6b 100644
--- a/examples/canvas3d/3rdparty/gl-matrix.js
+++ b/examples/canvas3d/canvas3d/3rdparty/gl-matrix.js
diff --git a/examples/canvas3d/canvas3d/3rdparty/three.js b/examples/canvas3d/canvas3d/3rdparty/three.js
new file mode 100644
index 0000000..04823db
--- /dev/null
+++ b/examples/canvas3d/canvas3d/3rdparty/three.js
@@ -0,0 +1,35302 @@
+// File:src/qml/ThreeQML.js
+
+/*
+The MIT License
+
+Copyright © 2010-2015 three.js authors
+
+Permission is hereby granted, free of charge, to any person obtaining a copy
+of this software and associated documentation files (the "Software"), to deal
+in the Software without restriction, including without limitation the rights
+to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+copies of the Software, and to permit persons to whom the Software is
+furnished to do so, subject to the following conditions:
+
+The above copyright notice and this permission notice shall be included in
+all copies or substantial portions of the Software.
+
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+THE SOFTWARE.
+*/
+
+/**
+ * QtQuick port of three.js library https://github.com/mrdoob/three.js
+ * Port source code is available at https://github.com/tronlec/three.js
+ * @author Pasi keränen / pasi.keranen@theqtcompany.com
+ */
+
+// File:src/qml/QmlImageElement.js
+
+var __texImageToImageMap = {};
+
+function Image () {
+ this.crossOrigin = undefined;
+ this._src = undefined;
+ this._onSuccessCallback = undefined;
+ this._onProgressCallback = undefined;
+ this._onErrorCallback = undefined;
+ this._width = 0;
+ this._height = 0;
+ this._texImage = TextureImageFactory.newTexImage();
+ __texImageToImageMap[""+this._texImage.id()] = this;
+
+ // Setup mapping between the native QObject image and this image
+ var _this = this;
+
+ this._texImage.imageLoaded.connect(function() { _this.notifySuccess(_this) });
+ this._texImage.imageLoadingFailed.connect(function() { _this.notifyError(_this) });
+
+ this.__defineGetter__("src", function(){
+ return _this._src;
+ });
+
+ this.__defineSetter__("src", function(url){
+ if (url && url !== '' && url !== _this._src) {
+ _this._texImage.src = ""+url;
+ _this._texImage.name = ""+url;
+ }
+ _this._src = url;
+ });
+
+ this.__defineGetter__("width", function(){
+ return (_this._texImage !== undefined)?_this._texImage.width:0;
+ });
+
+ this.__defineSetter__("width", function(url){
+ console.log("TODO: Implement image resize");
+ });
+
+ this.__defineGetter__("height", function(){
+ return (_this._texImage !== undefined)?_this._texImage.height:0;
+ });
+
+ this.__defineSetter__("height", function(url){
+ console.log("TODO: Implement image resize");
+ });
+};
+
+Image.prototype = {
+ constructor: Image,
+
+ addEventListener: function( eventName, callback, flag ) {
+ if (eventName === 'load') {
+ this._onSuccessCallback = callback;
+ } else if (eventName === 'progress') {
+ this._onProgressCallback = callback;
+ } else if (eventName === 'error') {
+ this._onErrorCallback = callback;
+ }
+ },
+
+ notifySuccess: function(image) {
+ if (this._onSuccessCallback !== undefined) {
+ this._onSuccessCallback(new Event());
+ }
+ },
+
+ notifyProgress: function(image) {
+ if (this._onProgressCallback !== undefined) {
+ this._onProgressCallback(new Event());
+ }
+ },
+
+ notifyError: function(image) {
+ if (this._onErrorCallback !== undefined) {
+ this._onErrorCallback(new Event());
+ }
+ },
+
+ texImage: function() {
+ return this._texImage;
+ },
+
+ data: function() {
+ console.error("Image.data not implemented!");
+ }
+};
+
+// TODO: Support for resizing:
+//where.image.width = width;
+//where.image.height = height;
+//where.image.getContext( '2d' ).drawImage( this, 0, 0, width, height );
+
+// File:src/qml/QmlHtmlElements.js
+
+// HTML document and Element wrappers/stubs
+
+function document() {
+}
+
+document.createElement = function(type) {
+ if (type === "img") {
+ return new Image();
+ } else if (type === 'div') {
+ return new HtmlDiv();
+ }
+
+ return new HtmlElement();
+}
+
+document.createTextNode = function(value) {
+ return new HtmlElement();
+}
+
+function Event() {
+}
+
+Event.prototype = {
+ constructor: Event
+}
+
+function HtmlStyle() {
+ this.position = undefined;
+ this.right = undefined;
+ this.top = undefined;
+ this.fontSize = undefined;
+ this.textAlign = undefined;
+ this.background = undefined;
+ this.color = undefined;
+ this.width = undefined;
+ this.width = undefined;
+ this.padding = undefined;
+ this.zIndex = undefined;
+}
+
+function HtmlElement() {
+ this.style = new HtmlStyle();
+}
+
+HtmlElement.prototype = {
+ constructor: HtmlElement,
+
+ appendChild: function(child) {
+ }
+}
+
+function HtmlDiv() {
+ this.innerHTML = "";
+ this.style = new HtmlStyle();
+}
+
+
+
+// File:src/qml/Canvas3DRenderer.js
+
+/**
+ * @author supereggbert / http://www.paulbrunt.co.uk/
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ * @author szimek / https://github.com/szimek/
+ * @author pasikeranen / pasi.keranen@theqtcompany.com
+ */
+
+THREE.Canvas3DRenderer = function ( parameters ) {
+
+ console.log( 'THREE.Canvas3DRenderer', THREE.REVISION );
+
+ parameters = parameters || {};
+
+ if (parameters.canvas === undefined) {
+ console.error("parameter.canvas must be set when using THREE.Canvas3DRenderer");
+ return;
+ }
+
+ var _canvas = parameters.canvas,
+ _context = parameters.context !== undefined ? parameters.context : null,
+
+ pixelRatio = 1,
+
+ _precision = parameters.precision !== undefined ? parameters.precision : 'highp',
+
+ _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
+ _depth = parameters.depth !== undefined ? parameters.depth : true,
+ _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
+ _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
+ _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
+ _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
+ _logarithmicDepthBuffer = parameters.logarithmicDepthBuffer !== undefined ? parameters.logarithmicDepthBuffer : false,
+
+ _clearColor = new THREE.Color( 0x000000 ),
+ _clearAlpha = parameters.clearAlpha !== undefined ? parameters.clearAlpha : 0;
+
+ var lights = [];
+
+ var _webglObjects = {};
+ var _webglObjectsImmediate = [];
+
+ var opaqueObjects = [];
+ var transparentObjects = [];
+
+ var sprites = [];
+ var lensFlares = [];
+
+ // public properties
+
+ this.domElement = _canvas;
+ this.context = null;
+ pixelRatio = parameters.devicePixelRatio !== undefined
+ ? parameters.devicePixelRatio
+ : self.pixelRatio !== undefined
+ ? self.pixelRatio
+ : 1;
+
+ // clearing
+
+ this.autoClear = true;
+ this.autoClearColor = true;
+ this.autoClearDepth = true;
+ this.autoClearStencil = true;
+
+ // scene graph
+
+ this.sortObjects = true;
+
+ // physically based shading
+
+ this.gammaFactor = 2.0; // for backwards compatibility
+ this.gammaInput = false;
+ this.gammaOutput = false;
+
+ // shadow map
+
+ this.shadowMapEnabled = false;
+ this.shadowMapType = THREE.PCFShadowMap;
+ this.shadowMapCullFace = THREE.CullFaceFront;
+ this.shadowMapDebug = false;
+ this.shadowMapCascade = false;
+
+ // morphs
+
+ this.maxMorphTargets = 8;
+ this.maxMorphNormals = 4;
+
+ // flags
+
+ this.autoScaleCubemaps = true;
+
+ // info
+
+ this.info = {
+
+ memory: {
+
+ programs: 0,
+ geometries: 0,
+ textures: 0
+
+ },
+
+ render: {
+
+ calls: 0,
+ vertices: 0,
+ faces: 0,
+ points: 0
+
+ }
+
+ };
+
+ // internal properties
+
+ var _this = this,
+
+ _programs = [],
+
+ // internal state cache
+
+ _currentProgram = null,
+ _currentFramebuffer = null,
+ _currentMaterialId = - 1,
+ _currentGeometryProgram = '',
+ _currentCamera = null,
+
+ _usedTextureUnits = 0,
+
+ _viewportX = 0,
+ _viewportY = 0,
+ _viewportWidth = _canvas.width,
+ _viewportHeight = _canvas.height,
+ _currentWidth = 0,
+ _currentHeight = 0,
+
+ // frustum
+
+ _frustum = new THREE.Frustum(),
+
+ // camera matrices cache
+
+ _projScreenMatrix = new THREE.Matrix4(),
+
+ _vector3 = new THREE.Vector3(),
+
+ // light arrays cache
+
+ _direction = new THREE.Vector3(),
+
+ _lightsNeedUpdate = true,
+
+ _lights = {
+
+ ambient: [ 0, 0, 0 ],
+ directional: { length: 0, colors:[], positions: [] },
+ point: { length: 0, colors: [], positions: [], distances: [], decays: [] },
+ spot: { length: 0, colors: [], positions: [], distances: [], directions: [], anglesCos: [], exponents: [], decays: [] },
+ hemi: { length: 0, skyColors: [], groundColors: [], positions: [] }
+
+ };
+
+ // initialize
+
+ var _gl;
+
+ try {
+
+ var attributes = {
+ alpha: _alpha,
+ depth: _depth,
+ stencil: _stencil,
+ antialias: _antialias,
+ premultipliedAlpha: _premultipliedAlpha,
+ preserveDrawingBuffer: _preserveDrawingBuffer
+ };
+
+ _gl = _context || _canvas.getContext( 'webgl', attributes ) || _canvas.getContext( 'experimental-webgl', attributes );
+
+ if ( _gl === null ) {
+
+ if ( _canvas.getContext( 'webgl') !== null ) {
+
+ throw 'Error creating WebGL context with your selected attributes.';
+
+ } else {
+
+ throw 'Error creating WebGL context.';
+
+ }
+
+ }
+
+// _canvas.addEventListener( 'webglcontextlost', function ( event ) {
+//
+// event.preventDefault();
+//
+// resetGLState();
+// setDefaultGLState();
+//
+// _webglObjects = {};
+//
+// }, false);
+//
+ } catch ( error ) {
+
+ THREE.error( 'THREE.Canvas3DRenderer: ' + error );
+
+ }
+
+ var state = new THREE.WebGLState( _gl, paramThreeToGL );
+
+ if ( _gl.getShaderPrecisionFormat === undefined ) {
+
+ _gl.getShaderPrecisionFormat = function () {
+
+ return {
+ 'rangeMin': 1,
+ 'rangeMax': 1,
+ 'precision': 1
+ };
+
+ }
+
+ }
+
+ var extensions = new THREE.WebGLExtensions( _gl );
+
+ extensions.get( 'OES_texture_float' );
+ extensions.get( 'OES_texture_float_linear' );
+ extensions.get( 'OES_texture_half_float' );
+ extensions.get( 'OES_texture_half_float_linear' );
+ extensions.get( 'OES_standard_derivatives' );
+
+ if ( _logarithmicDepthBuffer ) {
+
+ extensions.get( 'EXT_frag_depth' );
+
+ }
+
+ //
+
+ var glClearColor = function ( r, g, b, a ) {
+
+ if ( _premultipliedAlpha === true ) {
+
+ r *= a; g *= a; b *= a;
+
+ }
+
+ _gl.clearColor( r, g, b, a );
+
+ };
+
+ var setDefaultGLState = function () {
+
+ _gl.clearColor( 0, 0, 0, 1 );
+ _gl.clearDepth( 1 );
+ _gl.clearStencil( 0 );
+
+ _gl.enable( _gl.DEPTH_TEST );
+ _gl.depthFunc( _gl.LEQUAL );
+
+ _gl.frontFace( _gl.CCW );
+ _gl.cullFace( _gl.BACK );
+ _gl.enable( _gl.CULL_FACE );
+
+ _gl.enable( _gl.BLEND );
+ _gl.blendEquation( _gl.FUNC_ADD );
+ _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA );
+
+ _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
+
+ glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
+
+ };
+
+ var resetGLState = function () {
+
+ _currentProgram = null;
+ _currentCamera = null;
+
+ _currentGeometryProgram = '';
+ _currentMaterialId = - 1;
+
+ _lightsNeedUpdate = true;
+
+ state.reset();
+
+ };
+
+ setDefaultGLState();
+
+ this.context = _gl;
+ this.state = state;
+
+ // GPU capabilities
+
+ var _maxTextures = _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS );
+ var _maxVertexTextures = _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
+ var _maxTextureSize = _gl.getParameter( _gl.MAX_TEXTURE_SIZE );
+ var _maxCubemapSize = _gl.getParameter( _gl.MAX_CUBE_MAP_TEXTURE_SIZE );
+
+ var _supportsVertexTextures = _maxVertexTextures > 0;
+ var _supportsBoneTextures = _supportsVertexTextures && extensions.get( 'OES_texture_float' );
+
+ //
+
+ var _vertexShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.HIGH_FLOAT );
+ var _vertexShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.MEDIUM_FLOAT );
+
+ var _fragmentShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.HIGH_FLOAT );
+ var _fragmentShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.MEDIUM_FLOAT );
+
+ var getCompressedTextureFormats = ( function () {
+
+ var array;
+
+ return function () {
+
+ if ( array !== undefined ) {
+
+ return array;
+
+ }
+
+ array = [];
+
+ if ( extensions.get( 'WEBGL_compressed_texture_pvrtc' ) || extensions.get( 'WEBGL_compressed_texture_s3tc' ) ) {
+
+ var formats = _gl.getParameter( _gl.COMPRESSED_TEXTURE_FORMATS );
+
+ for ( var i = 0; i < formats.length; i ++ ) {
+
+ array.push( formats[ i ] );
+
+ }
+
+ }
+
+ return array;
+
+ };
+
+ } )();
+
+ // clamp precision to maximum available
+
+ var highpAvailable = _vertexShaderPrecisionHighpFloat.precision > 0 && _fragmentShaderPrecisionHighpFloat.precision > 0;
+ var mediumpAvailable = _vertexShaderPrecisionMediumpFloat.precision > 0 && _fragmentShaderPrecisionMediumpFloat.precision > 0;
+
+ if ( _precision === 'highp' && ! highpAvailable ) {
+
+ if ( mediumpAvailable ) {
+
+ _precision = 'mediump';
+ THREE.warn( 'THREE.Canvas3DRenderer: highp not supported, using mediump.' );
+
+ } else {
+
+ _precision = 'lowp';
+ THREE.warn( 'THREE.Canvas3DRenderer: highp and mediump not supported, using lowp.' );
+
+ }
+
+ }
+
+ if ( _precision === 'mediump' && ! mediumpAvailable ) {
+
+ _precision = 'lowp';
+ THREE.warn( 'THREE.Canvas3DRenderer: mediump not supported, using lowp.' );
+
+ }
+
+ // Plugins
+
+ var shadowMapPlugin = new THREE.ShadowMapPlugin( this, lights, _webglObjects, _webglObjectsImmediate );
+
+ var spritePlugin = new THREE.SpritePlugin( this, sprites );
+ var lensFlarePlugin = new THREE.LensFlarePlugin( this, lensFlares );
+
+ // API
+
+ this.getContext = function () {
+
+ return _gl;
+
+ };
+
+ this.forceContextLoss = function () {
+
+ //extensions.get( 'WEBGL_lose_context' ).loseContext();
+
+ };
+
+ this.supportsVertexTextures = function () {
+
+ return _supportsVertexTextures;
+
+ };
+
+ this.supportsFloatTextures = function () {
+
+ return extensions.get( 'OES_texture_float' );
+
+ };
+
+ this.supportsHalfFloatTextures = function () {
+
+ return extensions.get( 'OES_texture_half_float' );
+
+ };
+
+ this.supportsStandardDerivatives = function () {
+
+ return extensions.get( 'OES_standard_derivatives' );
+
+ };
+
+ this.supportsCompressedTextureS3TC = function () {
+
+ return extensions.get( 'WEBGL_compressed_texture_s3tc' );
+
+ };
+
+ this.supportsCompressedTexturePVRTC = function () {
+
+ return extensions.get( 'WEBGL_compressed_texture_pvrtc' );
+
+ };
+
+ this.supportsBlendMinMax = function () {
+
+ return extensions.get( 'EXT_blend_minmax' );
+
+ };
+
+ this.getMaxAnisotropy = ( function () {
+
+ var value;
+
+ return function () {
+
+ if ( value !== undefined ) {
+
+ return value;
+
+ }
+
+ var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
+
+ value = extension !== null ? _gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT ) : 0;
+
+ return value;
+
+ }
+
+ } )();
+
+ this.getPrecision = function () {
+
+ return _precision;
+
+ };
+
+ this.getPixelRatio = function () {
+
+ return pixelRatio;
+
+ };
+
+ this.setPixelRatio = function ( value ) {
+
+ pixelRatio = value;
+
+ };
+
+ this.setSize = function ( width, height, updateStyle ) {
+
+ _canvas.pixelSize = Qt.size(width * pixelRatio, height * pixelRatio)
+
+ if ( updateStyle !== false ) {
+
+// Update styles is ignored in Canvas3D
+// _canvas.style.width = width + 'px';
+// _canvas.style.height = height + 'px';
+
+ }
+
+ this.setViewport( 0, 0, width, height );
+
+ };
+
+ this.setViewport = function ( x, y, width, height ) {
+
+ _viewportX = x * pixelRatio;
+ _viewportY = y * pixelRatio;
+
+ _viewportWidth = width * pixelRatio;
+ _viewportHeight = height * pixelRatio;
+
+ _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
+
+ };
+
+ this.setScissor = function ( x, y, width, height ) {
+
+ _gl.scissor(
+ x * pixelRatio,
+ y * pixelRatio,
+ width * pixelRatio,
+ height * pixelRatio
+ );
+
+ };
+
+ this.enableScissorTest = function ( enable ) {
+
+ if (enable)
+ _gl.enable( _gl.SCISSOR_TEST )
+ else
+ _gl.disable( _gl.SCISSOR_TEST );
+
+ };
+
+ // Clearing
+
+ this.getClearColor = function () {
+
+ return _clearColor;
+
+ };
+
+ this.setClearColor = function ( color, alpha ) {
+
+ _clearColor.set( color );
+
+ _clearAlpha = alpha !== undefined ? alpha : 1;
+
+ glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
+
+ };
+
+ this.getClearAlpha = function () {
+
+ return _clearAlpha;
+
+ };
+
+ this.setClearAlpha = function ( alpha ) {
+
+ _clearAlpha = alpha;
+
+ glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
+
+ };
+
+ this.clear = function ( color, depth, stencil ) {
+
+ var bits = 0;
+
+ if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
+ if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
+ if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
+
+ _gl.clear( bits );
+
+ };
+
+ this.clearColor = function () {
+
+ _gl.clear( _gl.COLOR_BUFFER_BIT );
+
+ };
+
+ this.clearDepth = function () {
+
+ _gl.clear( _gl.DEPTH_BUFFER_BIT );
+
+ };
+
+ this.clearStencil = function () {
+
+ _gl.clear( _gl.STENCIL_BUFFER_BIT );
+
+ };
+
+ this.clearTarget = function ( renderTarget, color, depth, stencil ) {
+
+ this.setRenderTarget( renderTarget );
+ this.clear( color, depth, stencil );
+
+ };
+
+ // Reset
+
+ this.resetGLState = resetGLState;
+
+ // Buffer allocation
+
+ function createParticleBuffers ( geometry ) {
+
+ geometry.__webglVertexBuffer = _gl.createBuffer();
+ geometry.__webglVertexBuffer.name = "Particle__webglVertexBuffer";
+ geometry.__webglColorBuffer = _gl.createBuffer();
+ geometry.__webglColorBuffer.name = "Particle__webglColorBuffer";
+
+ _this.info.memory.geometries ++;
+
+ };
+
+ function createLineBuffers ( geometry ) {
+
+ geometry.__webglVertexBuffer = _gl.createBuffer();
+ geometry.__webglColorBuffer = _gl.createBuffer();
+ geometry.__webglLineDistanceBuffer = _gl.createBuffer();
+ geometry.__webglVertexBuffer.name = "Line__webglVertexBuffer";
+ geometry.__webglColorBuffer.name = "Line__webglColorBuffer";
+ geometry.__webglLineDistanceBuffer.name = "Line__webglLineDistanceBuffer";
+
+ _this.info.memory.geometries ++;
+
+ };
+
+ function createMeshBuffers ( geometryGroup ) {
+
+ geometryGroup.__webglVertexBuffer = _gl.createBuffer();
+ geometryGroup.__webglNormalBuffer = _gl.createBuffer();
+ geometryGroup.__webglTangentBuffer = _gl.createBuffer();
+ geometryGroup.__webglColorBuffer = _gl.createBuffer();
+ geometryGroup.__webglUVBuffer = _gl.createBuffer();
+ geometryGroup.__webglUV2Buffer = _gl.createBuffer();
+ geometryGroup.__webglVertexBuffer.name = "Mesh__webglVertexBuffer";
+ geometryGroup.__webglNormalBuffer.name = "Mesh__webglNormalBuffer";
+ geometryGroup.__webglTangentBuffer.name = "Mesh__webglTangentBuffer";
+ geometryGroup.__webglColorBuffer.name = "Mesh__webglColorBuffer";
+ geometryGroup.__webglUVBuffer.name = "Mesh__webglUVBuffer";
+ geometryGroup.__webglUV2Buffer.name = "Mesh__webglUV2Buffer";
+
+ geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer();
+ geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer();
+ geometryGroup.__webglSkinIndicesBuffer.name = "Mesh__webglSkinIndicesBuffer";
+ geometryGroup.__webglSkinWeightsBuffer.name = "Mesh__webglSkinWeightsBuffer";
+
+ geometryGroup.__webglFaceBuffer = _gl.createBuffer();
+ geometryGroup.__webglLineBuffer = _gl.createBuffer();
+ geometryGroup.__webglFaceBuffer.name = "Mesh__webglFaceBuffer";
+ geometryGroup.__webglLineBuffer.name = "Mesh__webglLineBuffer";
+
+ var m, ml;
+ var numMorphTargets = geometryGroup.numMorphTargets;
+
+ if ( numMorphTargets ) {
+
+ geometryGroup.__webglMorphTargetsBuffers = [];
+
+ for ( m = 0, ml = numMorphTargets; m < ml; m ++ ) {
+ var buf = _gl.createBuffer();
+ buf.name = "Mesh__MorphTarget_"+m;
+ geometryGroup.__webglMorphTargetsBuffers.push(buf);
+
+ }
+
+ }
+
+ var numMorphNormals = geometryGroup.numMorphNormals;
+
+ if ( numMorphNormals ) {
+
+ geometryGroup.__webglMorphNormalsBuffers = [];
+
+ for ( m = 0, ml = numMorphNormals; m < ml; m ++ ) {
+ var nbuf = _gl.createBuffer();
+ nbuf.name = "Mesh__MorphNormal_"+m;
+ geometryGroup.__webglMorphNormalsBuffers.push( nbuf );
+
+ }
+
+ }
+
+ _this.info.memory.geometries ++;
+
+ };
+
+ // Events
+
+ var onObjectRemoved = function ( event ) {
+
+ var object = event.target;
+
+ object.traverse( function ( child ) {
+
+ child.removeEventListener( 'remove', onObjectRemoved );
+
+ removeObject( child );
+
+ } );
+
+ };
+
+ var onGeometryDispose = function ( event ) {
+
+ var geometry = event.target;
+
+ geometry.removeEventListener( 'dispose', onGeometryDispose );
+
+ deallocateGeometry( geometry );
+
+ };
+
+ var onTextureDispose = function ( event ) {
+
+ var texture = event.target;
+
+ texture.removeEventListener( 'dispose', onTextureDispose );
+
+ deallocateTexture( texture );
+
+ _this.info.memory.textures --;
+
+
+ };
+
+ var onRenderTargetDispose = function ( event ) {
+
+ var renderTarget = event.target;
+
+ renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
+
+ deallocateRenderTarget( renderTarget );
+
+ _this.info.memory.textures --;
+
+ };
+
+ var onMaterialDispose = function ( event ) {
+
+ var material = event.target;
+
+ material.removeEventListener( 'dispose', onMaterialDispose );
+
+ deallocateMaterial( material );
+
+ };
+
+ // Buffer deallocation
+
+ var deleteBuffers = function ( geometry ) {
+
+ var buffers = [
+ '__webglVertexBuffer',
+ '__webglNormalBuffer',
+ '__webglTangentBuffer',
+ '__webglColorBuffer',
+ '__webglUVBuffer',
+ '__webglUV2Buffer',
+
+ '__webglSkinIndicesBuffer',
+ '__webglSkinWeightsBuffer',
+
+ '__webglFaceBuffer',
+ '__webglLineBuffer',
+
+ '__webglLineDistanceBuffer'
+ ];
+
+ for ( var i = 0, l = buffers.length; i < l; i ++ ) {
+
+ var name = buffers[ i ];
+
+ if ( geometry[ name ] !== undefined ) {
+
+ _gl.deleteBuffer( geometry[ name ] );
+
+ delete geometry[ name ];
+
+ }
+
+ }
+
+ // custom attributes
+
+ if ( geometry.__webglCustomAttributesList !== undefined ) {
+
+ for ( var name in geometry.__webglCustomAttributesList ) {
+
+ _gl.deleteBuffer( geometry.__webglCustomAttributesList[ name ].buffer );
+
+ }
+
+ delete geometry.__webglCustomAttributesList;
+
+ }
+
+ _this.info.memory.geometries --;
+
+ };
+
+ var deallocateGeometry = function ( geometry ) {
+
+ delete geometry.__webglInit;
+
+ if ( geometry instanceof THREE.BufferGeometry ) {
+
+ for ( var name in geometry.attributes ) {
+
+ var attribute = geometry.attributes[ name ];
+
+ if ( attribute.buffer !== undefined ) {
+
+ _gl.deleteBuffer( attribute.buffer );
+
+ delete attribute.buffer;
+
+ }
+
+ }
+
+ _this.info.memory.geometries --;
+
+ } else {
+
+ var geometryGroupsList = geometryGroups[ geometry.id ];
+
+ if ( geometryGroupsList !== undefined ) {
+
+ for ( var i = 0, l = geometryGroupsList.length; i < l; i ++ ) {
+
+ var geometryGroup = geometryGroupsList[ i ];
+
+ if ( geometryGroup.numMorphTargets !== undefined ) {
+
+ for ( var m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
+
+ _gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] );
+
+ }
+
+ delete geometryGroup.__webglMorphTargetsBuffers;
+
+ }
+
+ if ( geometryGroup.numMorphNormals !== undefined ) {
+
+ for ( var m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
+
+ _gl.deleteBuffer( geometryGroup.__webglMorphNormalsBuffers[ m ] );
+
+ }
+
+ delete geometryGroup.__webglMorphNormalsBuffers;
+
+ }
+
+ deleteBuffers( geometryGroup );
+
+ }
+
+ delete geometryGroups[ geometry.id ];
+
+ } else {
+
+ deleteBuffers( geometry );
+
+ }
+
+ }
+
+ // TOFIX: Workaround for deleted geometry being currently bound
+
+ _currentGeometryProgram = '';
+
+ };
+
+ var deallocateTexture = function ( texture ) {
+
+ if ( texture.image && texture.image.__webglTextureCube ) {
+
+ // cube texture
+
+ _gl.deleteTexture( texture.image.__webglTextureCube );
+
+ delete texture.image.__webglTextureCube;
+
+ } else {
+
+ // 2D texture
+
+ if ( texture.__webglInit === undefined ) return;
+
+ _gl.deleteTexture( texture.__webglTexture );
+
+ delete texture.__webglTexture;
+ delete texture.__webglInit;
+
+ }
+
+ };
+
+ var deallocateRenderTarget = function ( renderTarget ) {
+
+ if ( ! renderTarget || renderTarget.__webglTexture === undefined ) return;
+
+ _gl.deleteTexture( renderTarget.__webglTexture );
+
+ delete renderTarget.__webglTexture;
+
+ if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
+
+ for ( var i = 0; i < 6; i ++ ) {
+
+ _gl.deleteFramebuffer( renderTarget.__webglFramebuffer[ i ] );
+ _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer[ i ] );
+
+ }
+
+ } else {
+
+ _gl.deleteFramebuffer( renderTarget.__webglFramebuffer );
+ _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer );
+
+ }
+
+ delete renderTarget.__webglFramebuffer;
+ delete renderTarget.__webglRenderbuffer;
+
+ };
+
+ var deallocateMaterial = function ( material ) {
+
+ var program = material.program.program;
+
+ if ( program === undefined ) return;
+
+ material.program = undefined;
+
+ // only deallocate GL program if this was the last use of shared program
+ // assumed there is only single copy of any program in the _programs list
+ // (that's how it's constructed)
+
+ var i, il, programInfo;
+ var deleteProgram = false;
+
+ for ( i = 0, il = _programs.length; i < il; i ++ ) {
+
+ programInfo = _programs[ i ];
+
+ if ( programInfo.program === program ) {
+
+ programInfo.usedTimes --;
+
+ if ( programInfo.usedTimes === 0 ) {
+
+ deleteProgram = true;
+
+ }
+
+ break;
+
+ }
+
+ }
+
+ if ( deleteProgram === true ) {
+
+ // avoid using array.splice, this is costlier than creating new array from scratch
+
+ var newPrograms = [];
+
+ for ( i = 0, il = _programs.length; i < il; i ++ ) {
+
+ programInfo = _programs[ i ];
+
+ if ( programInfo.program !== program ) {
+
+ newPrograms.push( programInfo );
+
+ }
+
+ }
+
+ _programs = newPrograms;
+
+ _gl.deleteProgram( program );
+
+ _this.info.memory.programs --;
+
+ }
+
+ };
+
+ // Buffer initialization
+
+ function initCustomAttributes ( object ) {
+
+ var geometry = object.geometry;
+ var material = object.material;
+
+ var nvertices = geometry.vertices.length;
+
+ if ( material.attributes ) {
+
+ if ( geometry.__webglCustomAttributesList === undefined ) {
+
+ geometry.__webglCustomAttributesList = [];
+
+ }
+
+ for ( var name in material.attributes ) {
+
+ var attribute = material.attributes[ name ];
+
+ if ( ! attribute.__webglInitialized || attribute.createUniqueBuffers ) {
+
+ attribute.__webglInitialized = true;
+
+ var size = 1; // "f" and "i"
+
+ if ( attribute.type === 'v2' ) size = 2;
+ else if ( attribute.type === 'v3' ) size = 3;
+ else if ( attribute.type === 'v4' ) size = 4;
+ else if ( attribute.type === 'c' ) size = 3;
+
+ attribute.size = size;
+
+ attribute.array = new Float32Array( nvertices * size );
+ attribute.array.name = ""+attribute+"attribute.array";
+
+ attribute.buffer = _gl.createBuffer();
+ attribute.buffer.belongsToAttribute = name;
+
+ attribute.needsUpdate = true;
+
+ }
+
+ geometry.__webglCustomAttributesList.push( attribute );
+
+ }
+
+ }
+
+ };
+
+ function initParticleBuffers ( geometry, object ) {
+
+ var nvertices = geometry.vertices.length;
+
+ geometry.__vertexArray = new Float32Array( nvertices * 3 );
+ geometry.__colorArray = new Float32Array( nvertices * 3 );
+ geometry.__vertexArray.name = "geometry.__vertexArray";
+ geometry.__colorArray.name = "geometry.__colorArray";
+
+ geometry.__webglParticleCount = nvertices;
+
+ initCustomAttributes( object );
+
+ };
+
+ function initLineBuffers ( geometry, object ) {
+
+ var nvertices = geometry.vertices.length;
+
+ geometry.__vertexArray = new Float32Array( nvertices * 3 );
+ geometry.__colorArray = new Float32Array( nvertices * 3 );
+ geometry.__lineDistanceArray = new Float32Array( nvertices * 1 );
+ geometry.__vertexArray.name = "geometry.__vertexArray";
+ geometry.__colorArray.name = "geometry.__colorArray";
+ geometry.__lineDistanceArray.name = "geometry.__lineDistanceArray";
+
+ geometry.__webglLineCount = nvertices;
+
+ initCustomAttributes( object );
+
+ };
+
+ function initMeshBuffers ( geometryGroup, object ) {
+
+ var geometry = object.geometry,
+ faces3 = geometryGroup.faces3,
+
+ nvertices = faces3.length * 3,
+ ntris = faces3.length * 1,
+ nlines = faces3.length * 3,
+
+ material = getBufferMaterial( object, geometryGroup );
+
+ geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
+ geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
+ geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
+ geometryGroup.__uvArray = new Float32Array( nvertices * 2 );
+ geometryGroup.__vertexArray.name = "geometryGroup.__vertexArray";
+ geometryGroup.__normalArray.name = "geometryGroup.__normalArray";
+ geometryGroup.__colorArray.name = "geometryGroup.__colorArray";
+ geometryGroup.__uvArray.name = "geometryGroup.__uvArray";
+
+ if ( geometry.faceVertexUvs.length > 1 ) {
+
+ geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );
+ geometryGroup.__uv2Array.name = "geometryGroup.__uv2Array";
+
+ }
+
+ if ( geometry.hasTangents ) {
+
+ geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );
+ geometryGroup.__tangentArray.name = "geometryGroup.__tangentArray";
+
+ }
+
+ if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) {
+
+ geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 );
+ geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 );
+ geometryGroup.__skinIndexArray.name = "geometryGroup.__skinIndexArray";
+ geometryGroup.__skinWeightArray.name = "geometryGroup.__skinWeightArray";
+ }
+
+ var UintArray = extensions.get( 'OES_element_index_uint' ) !== null && ntris > 21845 ? Uint32Array : Uint16Array; // 65535 / 3
+
+ geometryGroup.__typeArray = UintArray;
+ geometryGroup.__faceArray = new UintArray( ntris * 3 );
+ geometryGroup.__lineArray = new UintArray( nlines * 2 );
+ geometryGroup.__faceArray.name = "geometryGroup.__faceArray";
+ geometryGroup.__lineArray.name = "geometryGroup.__lineArray";
+
+ var m, ml;
+ var numMorphTargets = geometryGroup.numMorphTargets;
+
+ if ( numMorphTargets ) {
+
+ geometryGroup.__morphTargetsArrays = [];
+
+ for ( m = 0, ml = numMorphTargets; m < ml; m ++ ) {
+ var mta = new Float32Array( nvertices * 3 );
+ mta.name = "morphTargetArray_"+m;
+ geometryGroup.__morphTargetsArrays.push(mta);
+ }
+
+ }
+
+ var numMorphNormals = geometryGroup.numMorphNormals;
+
+ if ( numMorphNormals ) {
+
+ geometryGroup.__morphNormalsArrays = [];
+
+ for ( m = 0, ml = numMorphNormals; m < ml; m ++ ) {
+ var mna = new Float32Array( nvertices * 3 );
+ mna.name = "morphNormalsArray_"+m;
+ geometryGroup.__morphNormalsArrays.push( mna );
+ }
+
+ }
+
+ geometryGroup.__webglFaceCount = ntris * 3;
+ geometryGroup.__webglLineCount = nlines * 2;
+
+
+ // custom attributes
+
+ if ( material.attributes ) {
+
+ if ( geometryGroup.__webglCustomAttributesList === undefined ) {
+
+ geometryGroup.__webglCustomAttributesList = [];
+
+ }
+
+ for ( var name in material.attributes ) {
+
+ // Do a shallow copy of the attribute object so different geometryGroup chunks use different
+ // attribute buffers which are correctly indexed in the setMeshBuffers function
+
+ var originalAttribute = material.attributes[ name ];
+
+ var attribute = {};
+
+ for ( var property in originalAttribute ) {
+
+ attribute[ property ] = originalAttribute[ property ];
+
+ }
+
+ if ( ! attribute.__webglInitialized || attribute.createUniqueBuffers ) {
+
+ attribute.__webglInitialized = true;
+
+ var size = 1; // "f" and "i"
+
+ if ( attribute.type === 'v2' ) size = 2;
+ else if ( attribute.type === 'v3' ) size = 3;
+ else if ( attribute.type === 'v4' ) size = 4;
+ else if ( attribute.type === 'c' ) size = 3;
+
+ attribute.size = size;
+
+ attribute.array = new Float32Array( nvertices * size );
+
+ attribute.buffer = _gl.createBuffer();
+ attribute.buffer.belongsToAttribute = name;
+
+ originalAttribute.needsUpdate = true;
+ attribute.__original = originalAttribute;
+
+ }
+
+ geometryGroup.__webglCustomAttributesList.push( attribute );
+
+ }
+
+ }
+
+ geometryGroup.__inittedArrays = true;
+
+ };
+
+ function getBufferMaterial( object, geometryGroup ) {
+
+ return object.material instanceof THREE.MeshFaceMaterial
+ ? object.material.materials[ geometryGroup.materialIndex ]
+ : object.material;
+
+ }
+
+ function materialNeedsFaceNormals ( material ) {
+
+ return material instanceof THREE.MeshPhongMaterial === false && material.shading === THREE.FlatShading;
+
+ }
+
+ // Buffer setting
+
+ function setParticleBuffers ( geometry, hint, object ) {
+
+ var v, c, vertex, offset, color,
+
+ vertices = geometry.vertices,
+ vl = vertices.length,
+
+ colors = geometry.colors,
+ cl = colors.length,
+
+ vertexArray = geometry.__vertexArray,
+ colorArray = geometry.__colorArray,
+
+ dirtyVertices = geometry.verticesNeedUpdate,
+ dirtyColors = geometry.colorsNeedUpdate,
+
+ customAttributes = geometry.__webglCustomAttributesList,
+ i, il,
+ ca, cal, value,
+ customAttribute;
+
+ if ( dirtyVertices ) {
+
+ for ( v = 0; v < vl; v ++ ) {
+
+ vertex = vertices[ v ];
+
+ offset = v * 3;
+
+ vertexArray[ offset ] = vertex.x;
+ vertexArray[ offset + 1 ] = vertex.y;
+ vertexArray[ offset + 2 ] = vertex.z;
+
+ }
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
+
+ }
+
+ if ( dirtyColors ) {
+
+ for ( c = 0; c < cl; c ++ ) {
+
+ color = colors[ c ];
+
+ offset = c * 3;
+
+ colorArray[ offset ] = color.r;
+ colorArray[ offset + 1 ] = color.g;
+ colorArray[ offset + 2 ] = color.b;
+
+ }
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
+
+ }
+
+ if ( customAttributes ) {
+
+ for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
+
+ customAttribute = customAttributes[ i ];
+
+ if ( customAttribute.needsUpdate && ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) ) {
+
+ cal = customAttribute.value.length;
+
+ offset = 0;
+
+ if ( customAttribute.size === 1 ) {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ customAttribute.array[ ca ] = customAttribute.value[ ca ];
+
+ }
+
+ } else if ( customAttribute.size === 2 ) {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ value = customAttribute.value[ ca ];
+
+ customAttribute.array[ offset ] = value.x;
+ customAttribute.array[ offset + 1 ] = value.y;
+
+ offset += 2;
+
+ }
+
+ } else if ( customAttribute.size === 3 ) {
+
+ if ( customAttribute.type === 'c' ) {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ value = customAttribute.value[ ca ];
+
+ customAttribute.array[ offset ] = value.r;
+ customAttribute.array[ offset + 1 ] = value.g;
+ customAttribute.array[ offset + 2 ] = value.b;
+
+ offset += 3;
+
+ }
+
+ } else {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ value = customAttribute.value[ ca ];
+
+ customAttribute.array[ offset ] = value.x;
+ customAttribute.array[ offset + 1 ] = value.y;
+ customAttribute.array[ offset + 2 ] = value.z;
+
+ offset += 3;
+
+ }
+
+ }
+
+ } else if ( customAttribute.size === 4 ) {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ value = customAttribute.value[ ca ];
+
+ customAttribute.array[ offset ] = value.x;
+ customAttribute.array[ offset + 1 ] = value.y;
+ customAttribute.array[ offset + 2 ] = value.z;
+ customAttribute.array[ offset + 3 ] = value.w;
+
+ offset += 4;
+
+ }
+
+ }
+
+ }
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
+
+ customAttribute.needsUpdate = false;
+
+ }
+
+ }
+
+ }
+
+ function setLineBuffers ( geometry, hint ) {
+
+ var v, c, d, vertex, offset, color,
+
+ vertices = geometry.vertices,
+ colors = geometry.colors,
+ lineDistances = geometry.lineDistances,
+
+ vl = vertices.length,
+ cl = colors.length,
+ dl = lineDistances.length,
+
+ vertexArray = geometry.__vertexArray,
+ colorArray = geometry.__colorArray,
+ lineDistanceArray = geometry.__lineDistanceArray,
+
+ dirtyVertices = geometry.verticesNeedUpdate,
+ dirtyColors = geometry.colorsNeedUpdate,
+ dirtyLineDistances = geometry.lineDistancesNeedUpdate,
+
+ customAttributes = geometry.__webglCustomAttributesList,
+
+ i, il,
+ ca, cal, value,
+ customAttribute;
+
+ if ( dirtyVertices ) {
+
+ for ( v = 0; v < vl; v ++ ) {
+
+ vertex = vertices[ v ];
+
+ offset = v * 3;
+
+ vertexArray[ offset ] = vertex.x;
+ vertexArray[ offset + 1 ] = vertex.y;
+ vertexArray[ offset + 2 ] = vertex.z;
+
+ }
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
+
+ }
+
+ if ( dirtyColors ) {
+
+ for ( c = 0; c < cl; c ++ ) {
+
+ color = colors[ c ];
+
+ offset = c * 3;
+
+ colorArray[ offset ] = color.r;
+ colorArray[ offset + 1 ] = color.g;
+ colorArray[ offset + 2 ] = color.b;
+
+ }
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
+
+ }
+
+ if ( dirtyLineDistances ) {
+
+ for ( d = 0; d < dl; d ++ ) {
+
+ lineDistanceArray[ d ] = lineDistances[ d ];
+
+ }
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglLineDistanceBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, lineDistanceArray, hint );
+
+ }
+
+ if ( customAttributes ) {
+
+ for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
+
+ customAttribute = customAttributes[ i ];
+
+ if ( customAttribute.needsUpdate && ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) ) {
+
+ offset = 0;
+
+ cal = customAttribute.value.length;
+
+ if ( customAttribute.size === 1 ) {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ customAttribute.array[ ca ] = customAttribute.value[ ca ];
+
+ }
+
+ } else if ( customAttribute.size === 2 ) {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ value = customAttribute.value[ ca ];
+
+ customAttribute.array[ offset ] = value.x;
+ customAttribute.array[ offset + 1 ] = value.y;
+
+ offset += 2;
+
+ }
+
+ } else if ( customAttribute.size === 3 ) {
+
+ if ( customAttribute.type === 'c' ) {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ value = customAttribute.value[ ca ];
+
+ customAttribute.array[ offset ] = value.r;
+ customAttribute.array[ offset + 1 ] = value.g;
+ customAttribute.array[ offset + 2 ] = value.b;
+
+ offset += 3;
+
+ }
+
+ } else {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ value = customAttribute.value[ ca ];
+
+ customAttribute.array[ offset ] = value.x;
+ customAttribute.array[ offset + 1 ] = value.y;
+ customAttribute.array[ offset + 2 ] = value.z;
+
+ offset += 3;
+
+ }
+
+ }
+
+ } else if ( customAttribute.size === 4 ) {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ value = customAttribute.value[ ca ];
+
+ customAttribute.array[ offset ] = value.x;
+ customAttribute.array[ offset + 1 ] = value.y;
+ customAttribute.array[ offset + 2 ] = value.z;
+ customAttribute.array[ offset + 3 ] = value.w;
+
+ offset += 4;
+
+ }
+
+ }
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
+
+ customAttribute.needsUpdate = false;
+
+ }
+
+ }
+
+ }
+
+ }
+
+ function setMeshBuffers( geometryGroup, object, hint, dispose, material ) {
+
+ if ( ! geometryGroup.__inittedArrays ) {
+
+ return;
+
+ }
+
+ var needsFaceNormals = materialNeedsFaceNormals( material );
+
+ var f, fl, fi, face,
+ vertexNormals, faceNormal,
+ vertexColors, faceColor,
+ vertexTangents,
+ uv, uv2, v1, v2, v3, t1, t2, t3, n1, n2, n3,
+ c1, c2, c3,
+ sw1, sw2, sw3,
+ si1, si2, si3,
+ i, il,
+ vn, uvi, uv2i,
+ vk, vkl, vka,
+ nka, chf, faceVertexNormals,
+
+ vertexIndex = 0,
+
+ offset = 0,
+ offset_uv = 0,
+ offset_uv2 = 0,
+ offset_face = 0,
+ offset_normal = 0,
+ offset_tangent = 0,
+ offset_line = 0,
+ offset_color = 0,
+ offset_skin = 0,
+ offset_morphTarget = 0,
+ offset_custom = 0,
+
+ value,
+
+ vertexArray = geometryGroup.__vertexArray,
+ uvArray = geometryGroup.__uvArray,
+ uv2Array = geometryGroup.__uv2Array,
+ normalArray = geometryGroup.__normalArray,
+ tangentArray = geometryGroup.__tangentArray,
+ colorArray = geometryGroup.__colorArray,
+
+ skinIndexArray = geometryGroup.__skinIndexArray,
+ skinWeightArray = geometryGroup.__skinWeightArray,
+
+ morphTargetsArrays = geometryGroup.__morphTargetsArrays,
+ morphNormalsArrays = geometryGroup.__morphNormalsArrays,
+
+ customAttributes = geometryGroup.__webglCustomAttributesList,
+ customAttribute,
+
+ faceArray = geometryGroup.__faceArray,
+ lineArray = geometryGroup.__lineArray,
+
+ geometry = object.geometry, // this is shared for all chunks
+
+ dirtyVertices = geometry.verticesNeedUpdate,
+ dirtyElements = geometry.elementsNeedUpdate,
+ dirtyUvs = geometry.uvsNeedUpdate,
+ dirtyNormals = geometry.normalsNeedUpdate,
+ dirtyTangents = geometry.tangentsNeedUpdate,
+ dirtyColors = geometry.colorsNeedUpdate,
+ dirtyMorphTargets = geometry.morphTargetsNeedUpdate,
+
+ vertices = geometry.vertices,
+ chunk_faces3 = geometryGroup.faces3,
+ obj_faces = geometry.faces,
+
+ obj_uvs = geometry.faceVertexUvs[ 0 ],
+ obj_uvs2 = geometry.faceVertexUvs[ 1 ],
+
+ obj_skinIndices = geometry.skinIndices,
+ obj_skinWeights = geometry.skinWeights,
+
+ morphTargets = geometry.morphTargets,
+ morphNormals = geometry.morphNormals;
+
+ if ( dirtyVertices ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ face = obj_faces[ chunk_faces3[ f ] ];
+
+ v1 = vertices[ face.a ];
+ v2 = vertices[ face.b ];
+ v3 = vertices[ face.c ];
+
+ vertexArray[ offset ] = v1.x;
+ vertexArray[ offset + 1 ] = v1.y;
+ vertexArray[ offset + 2 ] = v1.z;
+
+ vertexArray[ offset + 3 ] = v2.x;
+ vertexArray[ offset + 4 ] = v2.y;
+ vertexArray[ offset + 5 ] = v2.z;
+
+ vertexArray[ offset + 6 ] = v3.x;
+ vertexArray[ offset + 7 ] = v3.y;
+ vertexArray[ offset + 8 ] = v3.z;
+
+ offset += 9;
+
+ }
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
+
+ }
+
+ if ( dirtyMorphTargets ) {
+
+ for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
+
+ offset_morphTarget = 0;
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ chf = chunk_faces3[ f ];
+ face = obj_faces[ chf ];
+
+ // morph positions
+
+ v1 = morphTargets[ vk ].vertices[ face.a ];
+ v2 = morphTargets[ vk ].vertices[ face.b ];
+ v3 = morphTargets[ vk ].vertices[ face.c ];
+
+ vka = morphTargetsArrays[ vk ];
+
+ vka[ offset_morphTarget ] = v1.x;
+ vka[ offset_morphTarget + 1 ] = v1.y;
+ vka[ offset_morphTarget + 2 ] = v1.z;
+
+ vka[ offset_morphTarget + 3 ] = v2.x;
+ vka[ offset_morphTarget + 4 ] = v2.y;
+ vka[ offset_morphTarget + 5 ] = v2.z;
+
+ vka[ offset_morphTarget + 6 ] = v3.x;
+ vka[ offset_morphTarget + 7 ] = v3.y;
+ vka[ offset_morphTarget + 8 ] = v3.z;
+
+ // morph normals
+
+ if ( material.morphNormals ) {
+
+ if ( needsFaceNormals ) {
+
+ n1 = morphNormals[ vk ].faceNormals[ chf ];
+ n2 = n1;
+ n3 = n1;
+
+ } else {
+
+ faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ];
+
+ n1 = faceVertexNormals.a;
+ n2 = faceVertexNormals.b;
+ n3 = faceVertexNormals.c;
+
+ }
+
+ nka = morphNormalsArrays[ vk ];
+
+ nka[ offset_morphTarget ] = n1.x;
+ nka[ offset_morphTarget + 1 ] = n1.y;
+ nka[ offset_morphTarget + 2 ] = n1.z;
+
+ nka[ offset_morphTarget + 3 ] = n2.x;
+ nka[ offset_morphTarget + 4 ] = n2.y;
+ nka[ offset_morphTarget + 5 ] = n2.z;
+
+ nka[ offset_morphTarget + 6 ] = n3.x;
+ nka[ offset_morphTarget + 7 ] = n3.y;
+ nka[ offset_morphTarget + 8 ] = n3.z;
+
+ }
+
+ //
+
+ offset_morphTarget += 9;
+
+ }
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] );
+ _gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint );
+
+ if ( material.morphNormals ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ vk ] );
+ _gl.bufferData( _gl.ARRAY_BUFFER, morphNormalsArrays[ vk ], hint );
+
+ }
+
+ }
+
+ }
+
+ if ( obj_skinWeights.length ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ face = obj_faces[ chunk_faces3[ f ] ];
+
+ // weights
+
+ sw1 = obj_skinWeights[ face.a ];
+ sw2 = obj_skinWeights[ face.b ];
+ sw3 = obj_skinWeights[ face.c ];
+
+ skinWeightArray[ offset_skin ] = sw1.x;
+ skinWeightArray[ offset_skin + 1 ] = sw1.y;
+ skinWeightArray[ offset_skin + 2 ] = sw1.z;
+ skinWeightArray[ offset_skin + 3 ] = sw1.w;
+
+ skinWeightArray[ offset_skin + 4 ] = sw2.x;
+ skinWeightArray[ offset_skin + 5 ] = sw2.y;
+ skinWeightArray[ offset_skin + 6 ] = sw2.z;
+ skinWeightArray[ offset_skin + 7 ] = sw2.w;
+
+ skinWeightArray[ offset_skin + 8 ] = sw3.x;
+ skinWeightArray[ offset_skin + 9 ] = sw3.y;
+ skinWeightArray[ offset_skin + 10 ] = sw3.z;
+ skinWeightArray[ offset_skin + 11 ] = sw3.w;
+
+ // indices
+
+ si1 = obj_skinIndices[ face.a ];
+ si2 = obj_skinIndices[ face.b ];
+ si3 = obj_skinIndices[ face.c ];
+
+ skinIndexArray[ offset_skin ] = si1.x;
+ skinIndexArray[ offset_skin + 1 ] = si1.y;
+ skinIndexArray[ offset_skin + 2 ] = si1.z;
+ skinIndexArray[ offset_skin + 3 ] = si1.w;
+
+ skinIndexArray[ offset_skin + 4 ] = si2.x;
+ skinIndexArray[ offset_skin + 5 ] = si2.y;
+ skinIndexArray[ offset_skin + 6 ] = si2.z;
+ skinIndexArray[ offset_skin + 7 ] = si2.w;
+
+ skinIndexArray[ offset_skin + 8 ] = si3.x;
+ skinIndexArray[ offset_skin + 9 ] = si3.y;
+ skinIndexArray[ offset_skin + 10 ] = si3.z;
+ skinIndexArray[ offset_skin + 11 ] = si3.w;
+
+ offset_skin += 12;
+
+ }
+
+ if ( offset_skin > 0 ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint );
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );
+
+ }
+
+ }
+
+ if ( dirtyColors ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ face = obj_faces[ chunk_faces3[ f ] ];
+
+ vertexColors = face.vertexColors;
+ faceColor = face.color;
+
+ if ( vertexColors.length === 3 && material.vertexColors === THREE.VertexColors ) {
+
+ c1 = vertexColors[ 0 ];
+ c2 = vertexColors[ 1 ];
+ c3 = vertexColors[ 2 ];
+
+ } else {
+
+ c1 = faceColor;
+ c2 = faceColor;
+ c3 = faceColor;
+
+ }
+
+ colorArray[ offset_color ] = c1.r;
+ colorArray[ offset_color + 1 ] = c1.g;
+ colorArray[ offset_color + 2 ] = c1.b;
+
+ colorArray[ offset_color + 3 ] = c2.r;
+ colorArray[ offset_color + 4 ] = c2.g;
+ colorArray[ offset_color + 5 ] = c2.b;
+
+ colorArray[ offset_color + 6 ] = c3.r;
+ colorArray[ offset_color + 7 ] = c3.g;
+ colorArray[ offset_color + 8 ] = c3.b;
+
+ offset_color += 9;
+
+ }
+
+ if ( offset_color > 0 ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
+
+ }
+
+ }
+
+ if ( dirtyTangents && geometry.hasTangents ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ face = obj_faces[ chunk_faces3[ f ] ];
+
+ vertexTangents = face.vertexTangents;
+
+ t1 = vertexTangents[ 0 ];
+ t2 = vertexTangents[ 1 ];
+ t3 = vertexTangents[ 2 ];
+
+ tangentArray[ offset_tangent ] = t1.x;
+ tangentArray[ offset_tangent + 1 ] = t1.y;
+ tangentArray[ offset_tangent + 2 ] = t1.z;
+ tangentArray[ offset_tangent + 3 ] = t1.w;
+
+ tangentArray[ offset_tangent + 4 ] = t2.x;
+ tangentArray[ offset_tangent + 5 ] = t2.y;
+ tangentArray[ offset_tangent + 6 ] = t2.z;
+ tangentArray[ offset_tangent + 7 ] = t2.w;
+
+ tangentArray[ offset_tangent + 8 ] = t3.x;
+ tangentArray[ offset_tangent + 9 ] = t3.y;
+ tangentArray[ offset_tangent + 10 ] = t3.z;
+ tangentArray[ offset_tangent + 11 ] = t3.w;
+
+ offset_tangent += 12;
+
+ }
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
+
+ }
+
+ if ( dirtyNormals ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ face = obj_faces[ chunk_faces3[ f ] ];
+
+ vertexNormals = face.vertexNormals;
+ faceNormal = face.normal;
+
+ if ( vertexNormals.length === 3 && needsFaceNormals === false ) {
+
+ for ( i = 0; i < 3; i ++ ) {
+
+ vn = vertexNormals[ i ];
+
+ normalArray[ offset_normal ] = vn.x;
+ normalArray[ offset_normal + 1 ] = vn.y;
+ normalArray[ offset_normal + 2 ] = vn.z;
+
+ offset_normal += 3;
+
+ }
+
+ } else {
+
+ for ( i = 0; i < 3; i ++ ) {
+
+ normalArray[ offset_normal ] = faceNormal.x;
+ normalArray[ offset_normal + 1 ] = faceNormal.y;
+ normalArray[ offset_normal + 2 ] = faceNormal.z;
+
+ offset_normal += 3;
+
+ }
+
+ }
+
+ }
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
+
+ }
+
+ if ( dirtyUvs && obj_uvs ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ fi = chunk_faces3[ f ];
+
+ uv = obj_uvs[ fi ];
+
+ if ( uv === undefined ) continue;
+
+ for ( i = 0; i < 3; i ++ ) {
+
+ uvi = uv[ i ];
+
+ uvArray[ offset_uv ] = uvi.x;
+ uvArray[ offset_uv + 1 ] = uvi.y;
+
+ offset_uv += 2;
+
+ }
+
+ }
+
+ if ( offset_uv > 0 ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
+
+ }
+
+ }
+
+ if ( dirtyUvs && obj_uvs2 ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ fi = chunk_faces3[ f ];
+
+ uv2 = obj_uvs2[ fi ];
+
+ if ( uv2 === undefined ) continue;
+
+ for ( i = 0; i < 3; i ++ ) {
+
+ uv2i = uv2[ i ];
+
+ uv2Array[ offset_uv2 ] = uv2i.x;
+ uv2Array[ offset_uv2 + 1 ] = uv2i.y;
+
+ offset_uv2 += 2;
+
+ }
+
+ }
+
+ if ( offset_uv2 > 0 ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );
+
+ }
+
+ }
+
+ if ( dirtyElements ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ faceArray[ offset_face ] = vertexIndex;
+ faceArray[ offset_face + 1 ] = vertexIndex + 1;
+ faceArray[ offset_face + 2 ] = vertexIndex + 2;
+
+ offset_face += 3;
+
+ lineArray[ offset_line ] = vertexIndex;
+ lineArray[ offset_line + 1 ] = vertexIndex + 1;
+
+ lineArray[ offset_line + 2 ] = vertexIndex;
+ lineArray[ offset_line + 3 ] = vertexIndex + 2;
+
+ lineArray[ offset_line + 4 ] = vertexIndex + 1;
+ lineArray[ offset_line + 5 ] = vertexIndex + 2;
+
+ offset_line += 6;
+
+ vertexIndex += 3;
+
+ }
+
+ _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
+ _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
+
+ _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
+ _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
+
+ }
+
+ if ( customAttributes ) {
+
+ for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
+
+ customAttribute = customAttributes[ i ];
+
+ if ( ! customAttribute.__original.needsUpdate ) continue;
+
+ offset_custom = 0;
+
+ if ( customAttribute.size === 1 ) {
+
+ if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ face = obj_faces[ chunk_faces3[ f ] ];
+
+ customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ];
+ customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
+ customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
+
+ offset_custom += 3;
+
+ }
+
+ } else if ( customAttribute.boundTo === 'faces' ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ value = customAttribute.value[ chunk_faces3[ f ] ];
+
+ customAttribute.array[ offset_custom ] = value;
+ customAttribute.array[ offset_custom + 1 ] = value;
+ customAttribute.array[ offset_custom + 2 ] = value;
+
+ offset_custom += 3;
+
+ }
+
+ }
+
+ } else if ( customAttribute.size === 2 ) {
+
+ if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ face = obj_faces[ chunk_faces3[ f ] ];
+
+ v1 = customAttribute.value[ face.a ];
+ v2 = customAttribute.value[ face.b ];
+ v3 = customAttribute.value[ face.c ];
+
+ customAttribute.array[ offset_custom ] = v1.x;
+ customAttribute.array[ offset_custom + 1 ] = v1.y;
+
+ customAttribute.array[ offset_custom + 2 ] = v2.x;
+ customAttribute.array[ offset_custom + 3 ] = v2.y;
+
+ customAttribute.array[ offset_custom + 4 ] = v3.x;
+ customAttribute.array[ offset_custom + 5 ] = v3.y;
+
+ offset_custom += 6;
+
+ }
+
+ } else if ( customAttribute.boundTo === 'faces' ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ value = customAttribute.value[ chunk_faces3[ f ] ];
+
+ v1 = value;
+ v2 = value;
+ v3 = value;
+
+ customAttribute.array[ offset_custom ] = v1.x;
+ customAttribute.array[ offset_custom + 1 ] = v1.y;
+
+ customAttribute.array[ offset_custom + 2 ] = v2.x;
+ customAttribute.array[ offset_custom + 3 ] = v2.y;
+
+ customAttribute.array[ offset_custom + 4 ] = v3.x;
+ customAttribute.array[ offset_custom + 5 ] = v3.y;
+
+ offset_custom += 6;
+
+ }
+
+ }
+
+ } else if ( customAttribute.size === 3 ) {
+
+ var pp;
+
+ if ( customAttribute.type === 'c' ) {
+
+ pp = [ 'r', 'g', 'b' ];
+
+ } else {
+
+ pp = [ 'x', 'y', 'z' ];
+
+ }
+
+ if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ face = obj_faces[ chunk_faces3[ f ] ];
+
+ v1 = customAttribute.value[ face.a ];
+ v2 = customAttribute.value[ face.b ];
+ v3 = customAttribute.value[ face.c ];
+
+ customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
+ customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
+ customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
+
+ customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
+ customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
+ customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
+
+ customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
+ customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
+ customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
+
+ offset_custom += 9;
+
+ }
+
+ } else if ( customAttribute.boundTo === 'faces' ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ value = customAttribute.value[ chunk_faces3[ f ] ];
+
+ v1 = value;
+ v2 = value;
+ v3 = value;
+
+ customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
+ customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
+ customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
+
+ customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
+ customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
+ customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
+
+ customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
+ customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
+ customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
+
+ offset_custom += 9;
+
+ }
+
+ } else if ( customAttribute.boundTo === 'faceVertices' ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ value = customAttribute.value[ chunk_faces3[ f ] ];
+
+ v1 = value[ 0 ];
+ v2 = value[ 1 ];
+ v3 = value[ 2 ];
+
+ customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
+ customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
+ customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
+
+ customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
+ customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
+ customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
+
+ customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
+ customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
+ customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
+
+ offset_custom += 9;
+
+ }
+
+ }
+
+ } else if ( customAttribute.size === 4 ) {
+
+ if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ face = obj_faces[ chunk_faces3[ f ] ];
+
+ v1 = customAttribute.value[ face.a ];
+ v2 = customAttribute.value[ face.b ];
+ v3 = customAttribute.value[ face.c ];
+
+ customAttribute.array[ offset_custom ] = v1.x;
+ customAttribute.array[ offset_custom + 1 ] = v1.y;
+ customAttribute.array[ offset_custom + 2 ] = v1.z;
+ customAttribute.array[ offset_custom + 3 ] = v1.w;
+
+ customAttribute.array[ offset_custom + 4 ] = v2.x;
+ customAttribute.array[ offset_custom + 5 ] = v2.y;
+ customAttribute.array[ offset_custom + 6 ] = v2.z;
+ customAttribute.array[ offset_custom + 7 ] = v2.w;
+
+ customAttribute.array[ offset_custom + 8 ] = v3.x;
+ customAttribute.array[ offset_custom + 9 ] = v3.y;
+ customAttribute.array[ offset_custom + 10 ] = v3.z;
+ customAttribute.array[ offset_custom + 11 ] = v3.w;
+
+ offset_custom += 12;
+
+ }
+
+ } else if ( customAttribute.boundTo === 'faces' ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ value = customAttribute.value[ chunk_faces3[ f ] ];
+
+ v1 = value;
+ v2 = value;
+ v3 = value;
+
+ customAttribute.array[ offset_custom ] = v1.x;
+ customAttribute.array[ offset_custom + 1 ] = v1.y;
+ customAttribute.array[ offset_custom + 2 ] = v1.z;
+ customAttribute.array[ offset_custom + 3 ] = v1.w;
+
+ customAttribute.array[ offset_custom + 4 ] = v2.x;
+ customAttribute.array[ offset_custom + 5 ] = v2.y;
+ customAttribute.array[ offset_custom + 6 ] = v2.z;
+ customAttribute.array[ offset_custom + 7 ] = v2.w;
+
+ customAttribute.array[ offset_custom + 8 ] = v3.x;
+ customAttribute.array[ offset_custom + 9 ] = v3.y;
+ customAttribute.array[ offset_custom + 10 ] = v3.z;
+ customAttribute.array[ offset_custom + 11 ] = v3.w;
+
+ offset_custom += 12;
+
+ }
+
+ } else if ( customAttribute.boundTo === 'faceVertices' ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ value = customAttribute.value[ chunk_faces3[ f ] ];
+
+ v1 = value[ 0 ];
+ v2 = value[ 1 ];
+ v3 = value[ 2 ];
+
+ customAttribute.array[ offset_custom ] = v1.x;
+ customAttribute.array[ offset_custom + 1 ] = v1.y;
+ customAttribute.array[ offset_custom + 2 ] = v1.z;
+ customAttribute.array[ offset_custom + 3 ] = v1.w;
+
+ customAttribute.array[ offset_custom + 4 ] = v2.x;
+ customAttribute.array[ offset_custom + 5 ] = v2.y;
+ customAttribute.array[ offset_custom + 6 ] = v2.z;
+ customAttribute.array[ offset_custom + 7 ] = v2.w;
+
+ customAttribute.array[ offset_custom + 8 ] = v3.x;
+ customAttribute.array[ offset_custom + 9 ] = v3.y;
+ customAttribute.array[ offset_custom + 10 ] = v3.z;
+ customAttribute.array[ offset_custom + 11 ] = v3.w;
+
+ offset_custom += 12;
+
+ }
+
+ }
+
+ }
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
+
+ }
+
+ }
+
+ if ( dispose ) {
+
+ delete geometryGroup.__inittedArrays;
+ delete geometryGroup.__colorArray;
+ delete geometryGroup.__normalArray;
+ delete geometryGroup.__tangentArray;
+ delete geometryGroup.__uvArray;
+ delete geometryGroup.__uv2Array;
+ delete geometryGroup.__faceArray;
+ delete geometryGroup.__vertexArray;
+ delete geometryGroup.__lineArray;
+ delete geometryGroup.__skinIndexArray;
+ delete geometryGroup.__skinWeightArray;
+
+ }
+
+ };
+
+ // Buffer rendering
+
+ this.renderBufferImmediate = function ( object, program, material ) {
+
+ state.initAttributes();
+
+ if ( object.hasPositions && ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer();
+ if ( object.hasNormals && ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer();
+ if ( object.hasUvs && ! object.__webglUvBuffer ) object.__webglUvBuffer = _gl.createBuffer();
+ if ( object.hasColors && ! object.__webglColorBuffer ) object.__webglColorBuffer = _gl.createBuffer();
+
+ if ( object.hasPositions ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
+
+ state.enableAttribute( program.attributes.position );
+
+ _gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ if ( object.hasNormals ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer );
+
+ if ( material instanceof THREE.MeshPhongMaterial === false &&
+ material.shading === THREE.FlatShading ) {
+
+ var nx, ny, nz,
+ nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
+ normalArray,
+ i, il = object.count * 3;
+
+ for ( i = 0; i < il; i += 9 ) {
+
+ normalArray = object.normalArray;
+
+ nax = normalArray[ i ];
+ nay = normalArray[ i + 1 ];
+ naz = normalArray[ i + 2 ];
+
+ nbx = normalArray[ i + 3 ];
+ nby = normalArray[ i + 4 ];
+ nbz = normalArray[ i + 5 ];
+
+ ncx = normalArray[ i + 6 ];
+ ncy = normalArray[ i + 7 ];
+ ncz = normalArray[ i + 8 ];
+
+ nx = ( nax + nbx + ncx ) / 3;
+ ny = ( nay + nby + ncy ) / 3;
+ nz = ( naz + nbz + ncz ) / 3;
+
+ normalArray[ i ] = nx;
+ normalArray[ i + 1 ] = ny;
+ normalArray[ i + 2 ] = nz;
+
+ normalArray[ i + 3 ] = nx;
+ normalArray[ i + 4 ] = ny;
+ normalArray[ i + 5 ] = nz;
+
+ normalArray[ i + 6 ] = nx;
+ normalArray[ i + 7 ] = ny;
+ normalArray[ i + 8 ] = nz;
+
+ }
+
+ }
+
+ _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
+
+ state.enableAttribute( program.attributes.normal );
+
+ _gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ if ( object.hasUvs && material.map ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglUvBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
+
+ state.enableAttribute( program.attributes.uv );
+
+ _gl.vertexAttribPointer( program.attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ if ( object.hasColors && material.vertexColors !== THREE.NoColors ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglColorBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
+
+ state.enableAttribute( program.attributes.color );
+
+ _gl.vertexAttribPointer( program.attributes.color, 3, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ state.disableUnusedAttributes();
+
+ _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
+
+ object.count = 0;
+
+ };
+
+ function setupVertexAttributes( material, program, geometry, startIndex ) {
+
+ var geometryAttributes = geometry.attributes;
+
+ var programAttributes = program.attributes;
+ var programAttributesKeys = program.attributesKeys;
+
+ for ( var i = 0, l = programAttributesKeys.length; i < l; i ++ ) {
+
+ var key = programAttributesKeys[ i ];
+ var programAttribute = programAttributes[ key ];
+
+ if ( programAttribute >= 0 ) {
+
+ var geometryAttribute = geometryAttributes[ key ];
+
+ if ( geometryAttribute !== undefined ) {
+
+ var size = geometryAttribute.itemSize;
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryAttribute.buffer );
+
+ state.enableAttribute( programAttribute );
+
+ _gl.vertexAttribPointer( programAttribute, size, _gl.FLOAT, false, 0, startIndex * size * 4 ); // 4 bytes per Float32
+
+ } else if ( material.defaultAttributeValues !== undefined ) {
+
+ if ( material.defaultAttributeValues[ key ].length === 2 ) {
+
+ _gl.vertexAttrib2fv( programAttribute, material.defaultAttributeValues[ key ] );
+
+ } else if ( material.defaultAttributeValues[ key ].length === 3 ) {
+
+ _gl.vertexAttrib3fv( programAttribute, material.defaultAttributeValues[ key ] );
+
+ }
+
+ }
+
+ }
+
+ }
+
+ state.disableUnusedAttributes();
+
+ }
+
+ this.renderBufferDirect = function ( camera, lights, fog, material, geometry, object ) {
+
+ if ( material.visible === false ) return;
+
+ updateObject( object );
+
+ var program = setProgram( camera, lights, fog, material, object );
+
+ var updateBuffers = false,
+ wireframeBit = material.wireframe ? 1 : 0,
+ geometryProgram = 'direct_' + geometry.id + '_' + program.id + '_' + wireframeBit;
+
+ if ( geometryProgram !== _currentGeometryProgram ) {
+
+ _currentGeometryProgram = geometryProgram;
+ updateBuffers = true;
+
+ }
+
+ if ( updateBuffers ) {
+
+ state.initAttributes();
+
+ }
+
+ // render mesh
+
+ if ( object instanceof THREE.Mesh ) {
+
+ var mode = material.wireframe === true ? _gl.LINES : _gl.TRIANGLES;
+
+ var index = geometry.attributes.index;
+
+ if ( index ) {
+
+ // indexed triangles
+
+ var type, size;
+
+ if ( index.array instanceof Uint32Array && extensions.get( 'OES_element_index_uint' ) ) {
+
+ type = _gl.UNSIGNED_INT;
+ size = 4;
+
+ } else {
+
+ type = _gl.UNSIGNED_SHORT;
+ size = 2;
+
+ }
+
+ var offsets = geometry.offsets;
+
+ if ( offsets.length === 0 ) {
+
+ if ( updateBuffers ) {
+
+ setupVertexAttributes( material, program, geometry, 0 );
+ _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
+
+ }
+
+ _gl.drawElements( mode, index.array.length, type, 0 );
+
+ _this.info.render.calls ++;
+ _this.info.render.vertices += index.array.length; // not really true, here vertices can be shared
+ _this.info.render.faces += index.array.length / 3;
+
+ } else {
+
+ // if there is more than 1 chunk
+ // must set attribute pointers to use new offsets for each chunk
+ // even if geometry and materials didn't change
+
+ updateBuffers = true;
+
+ for ( var i = 0, il = offsets.length; i < il; i ++ ) {
+
+ var startIndex = offsets[ i ].index;
+
+ if ( updateBuffers ) {
+
+ setupVertexAttributes( material, program, geometry, startIndex );
+ _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
+
+ }
+
+ // render indexed triangles
+
+ _gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size );
+
+ _this.info.render.calls ++;
+ _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
+ _this.info.render.faces += offsets[ i ].count / 3;
+
+ }
+
+ }
+
+ } else {
+
+ // non-indexed triangles
+
+ if ( updateBuffers ) {
+
+ setupVertexAttributes( material, program, geometry, 0 );
+
+ }
+
+ var position = geometry.attributes[ 'position' ];
+
+ // render non-indexed triangles
+
+ _gl.drawArrays( mode, 0, position.array.length / position.itemSize );
+
+ _this.info.render.calls ++;
+ _this.info.render.vertices += position.array.length / position.itemSize;
+ _this.info.render.faces += position.array.length / ( 3 * position.itemSize );
+
+ }
+
+ } else if ( object instanceof THREE.PointCloud ) {
+
+ // render particles
+
+ var mode = _gl.POINTS;
+
+ var index = geometry.attributes.index;
+
+ if ( index ) {
+
+ // indexed points
+
+ var type, size;
+
+ if ( index.array instanceof Uint32Array && extensions.get( 'OES_element_index_uint' ) ) {
+
+ type = _gl.UNSIGNED_INT;
+ size = 4;
+
+ } else {
+
+ type = _gl.UNSIGNED_SHORT;
+ size = 2;
+
+ }
+
+ var offsets = geometry.offsets;
+
+ if ( offsets.length === 0 ) {
+
+ if ( updateBuffers ) {
+
+ setupVertexAttributes( material, program, geometry, 0 );
+ _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
+
+ }
+
+ _gl.drawElements( mode, index.array.length, type, 0);
+
+ _this.info.render.calls ++;
+ _this.info.render.points += index.array.length;
+
+ } else {
+
+ // if there is more than 1 chunk
+ // must set attribute pointers to use new offsets for each chunk
+ // even if geometry and materials didn't change
+
+ if ( offsets.length > 1 ) updateBuffers = true;
+
+ for ( var i = 0, il = offsets.length; i < il; i ++ ) {
+
+ var startIndex = offsets[ i ].index;
+
+ if ( updateBuffers ) {
+
+ setupVertexAttributes( material, program, geometry, startIndex );
+ _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
+
+ }
+
+ // render indexed points
+
+ _gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size );
+
+ _this.info.render.calls ++;
+ _this.info.render.points += offsets[ i ].count;
+
+ }
+
+ }
+
+ } else {
+
+ // non-indexed points
+
+ if ( updateBuffers ) {
+
+ setupVertexAttributes( material, program, geometry, 0 );
+
+ }
+
+ var position = geometry.attributes.position;
+ var offsets = geometry.offsets;
+
+ if ( offsets.length === 0 ) {
+
+ _gl.drawArrays( mode, 0, position.array.length / 3 );
+
+ _this.info.render.calls ++;
+ _this.info.render.points += position.array.length / 3;
+
+ } else {
+
+ for ( var i = 0, il = offsets.length; i < il; i ++ ) {
+
+ _gl.drawArrays( mode, offsets[ i ].index, offsets[ i ].count );
+
+ _this.info.render.calls ++;
+ _this.info.render.points += offsets[ i ].count;
+
+ }
+
+ }
+
+ }
+
+ } else if ( object instanceof THREE.Line ) {
+
+ var mode = ( object.mode === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
+
+ state.setLineWidth( material.linewidth * pixelRatio );
+
+ var index = geometry.attributes.index;
+
+ if ( index ) {
+
+ // indexed lines
+
+ var type, size;
+
+ if ( index.array instanceof Uint32Array ) {
+
+ type = _gl.UNSIGNED_INT;
+ size = 4;
+
+ } else {
+
+ type = _gl.UNSIGNED_SHORT;
+ size = 2;
+
+ }
+
+ var offsets = geometry.offsets;
+
+ if ( offsets.length === 0 ) {
+
+ if ( updateBuffers ) {
+
+ setupVertexAttributes( material, program, geometry, 0 );
+ _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
+
+ }
+
+ _gl.drawElements( mode, index.array.length, type, 0 ); // 2 bytes per Uint16Array
+
+ _this.info.render.calls ++;
+ _this.info.render.vertices += index.array.length; // not really true, here vertices can be shared
+
+ } else {
+
+ // if there is more than 1 chunk
+ // must set attribute pointers to use new offsets for each chunk
+ // even if geometry and materials didn't change
+
+ if ( offsets.length > 1 ) updateBuffers = true;
+
+ for ( var i = 0, il = offsets.length; i < il; i ++ ) {
+
+ var startIndex = offsets[ i ].index;
+
+ if ( updateBuffers ) {
+
+ setupVertexAttributes( material, program, geometry, startIndex );
+ _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
+
+ }
+
+ // render indexed lines
+
+ _gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size ); // 2 bytes per Uint16Array
+
+ _this.info.render.calls ++;
+ _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
+
+ }
+
+ }
+
+ } else {
+
+ // non-indexed lines
+
+ if ( updateBuffers ) {
+
+ setupVertexAttributes( material, program, geometry, 0 );
+
+ }
+
+ var position = geometry.attributes.position;
+ var offsets = geometry.offsets;
+
+ if ( offsets.length === 0 ) {
+
+ _gl.drawArrays( mode, 0, position.array.length / 3 );
+
+ _this.info.render.calls ++;
+ _this.info.render.vertices += position.array.length / 3;
+
+ } else {
+
+ for ( var i = 0, il = offsets.length; i < il; i ++ ) {
+
+ _gl.drawArrays( mode, offsets[ i ].index, offsets[ i ].count );
+
+ _this.info.render.calls ++;
+ _this.info.render.vertices += offsets[ i ].count;
+
+ }
+
+ }
+
+ }
+
+ }
+
+ };
+
+ this.renderBuffer = function ( camera, lights, fog, material, geometryGroup, object ) {
+
+ if ( material.visible === false ) return;
+
+ updateObject( object );
+
+ var program = setProgram( camera, lights, fog, material, object );
+
+ var attributes = program.attributes;
+
+ var updateBuffers = false,
+ wireframeBit = material.wireframe ? 1 : 0,
+ geometryProgram = geometryGroup.id + '_' + program.id + '_' + wireframeBit;
+
+ if ( geometryProgram !== _currentGeometryProgram ) {
+
+ _currentGeometryProgram = geometryProgram;
+ updateBuffers = true;
+
+ }
+
+ if ( updateBuffers ) {
+
+ state.initAttributes();
+
+ }
+
+ // vertices
+
+ if ( ! material.morphTargets && attributes.position >= 0 ) {
+
+ if ( updateBuffers ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
+
+ state.enableAttribute( attributes.position );
+
+ _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ } else {
+
+ if ( object.morphTargetBase ) {
+
+ setupMorphTargets( material, geometryGroup, object );
+
+ }
+
+ }
+
+
+ if ( updateBuffers ) {
+
+ // custom attributes
+
+ // Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers
+
+ if ( geometryGroup.__webglCustomAttributesList ) {
+
+ for ( var i = 0, il = geometryGroup.__webglCustomAttributesList.length; i < il; i ++ ) {
+
+ var attribute = geometryGroup.__webglCustomAttributesList[ i ];
+
+ if ( attributes[ attribute.buffer.belongsToAttribute ] >= 0 ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
+
+ state.enableAttribute( attributes[ attribute.buffer.belongsToAttribute ] );
+
+ _gl.vertexAttribPointer( attributes[ attribute.buffer.belongsToAttribute ], attribute.size, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ }
+
+ }
+
+
+ // colors
+
+ if ( attributes.color >= 0 ) {
+
+ if ( object.geometry.colors.length > 0 || object.geometry.faces.length > 0 ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
+
+ state.enableAttribute( attributes.color );
+
+ _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
+
+ } else if ( material.defaultAttributeValues !== undefined ) {
+
+
+ _gl.vertexAttrib3fv( attributes.color, material.defaultAttributeValues.color );
+
+ }
+
+ }
+
+ // normals
+
+ if ( attributes.normal >= 0 ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
+
+ state.enableAttribute( attributes.normal );
+
+ _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ // tangents
+
+ if ( attributes.tangent >= 0 ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
+
+ state.enableAttribute( attributes.tangent );
+
+ _gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ // uvs
+
+ if ( attributes.uv >= 0 ) {
+
+ if ( object.geometry.faceVertexUvs[ 0 ] ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
+
+ state.enableAttribute( attributes.uv );
+
+ _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
+
+ } else if ( material.defaultAttributeValues !== undefined ) {
+
+
+ _gl.vertexAttrib2fv( attributes.uv, material.defaultAttributeValues.uv );
+
+ }
+
+ }
+
+ if ( attributes.uv2 >= 0 ) {
+
+ if ( object.geometry.faceVertexUvs[ 1 ] ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
+
+ state.enableAttribute( attributes.uv2 );
+
+ _gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
+
+ } else if ( material.defaultAttributeValues !== undefined ) {
+
+
+ _gl.vertexAttrib2fv( attributes.uv2, material.defaultAttributeValues.uv2 );
+
+ }
+
+ }
+
+ if ( material.skinning &&
+ attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
+
+ state.enableAttribute( attributes.skinIndex );
+
+ _gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
+
+ state.enableAttribute( attributes.skinWeight );
+
+ _gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ // line distances
+
+ if ( attributes.lineDistance >= 0 ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglLineDistanceBuffer );
+
+ state.enableAttribute( attributes.lineDistance );
+
+ _gl.vertexAttribPointer( attributes.lineDistance, 1, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ }
+
+ state.disableUnusedAttributes();
+
+ // render mesh
+
+ if ( object instanceof THREE.Mesh ) {
+
+ var type = geometryGroup.__typeArray === Uint32Array ? _gl.UNSIGNED_INT : _gl.UNSIGNED_SHORT;
+
+ // wireframe
+
+ if ( material.wireframe ) {
+
+ state.setLineWidth( material.wireframeLinewidth * pixelRatio );
+
+ if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
+ _gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, type, 0 );
+
+ // triangles
+
+ } else {
+
+ if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
+ _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, type, 0 );
+
+ }
+
+ _this.info.render.calls ++;
+ _this.info.render.vertices += geometryGroup.__webglFaceCount;
+ _this.info.render.faces += geometryGroup.__webglFaceCount / 3;
+
+ // render lines
+
+ } else if ( object instanceof THREE.Line ) {
+
+ var mode = ( object.mode === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
+
+ state.setLineWidth( material.linewidth * pixelRatio );
+
+ _gl.drawArrays( mode, 0, geometryGroup.__webglLineCount );
+
+ _this.info.render.calls ++;
+
+ // render particles
+
+ } else if ( object instanceof THREE.PointCloud ) {
+
+ _gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );
+
+ _this.info.render.calls ++;
+ _this.info.render.points += geometryGroup.__webglParticleCount;
+
+ }
+
+ };
+
+ function setupMorphTargets ( material, geometryGroup, object ) {
+
+ // set base
+
+ var attributes = material.program.attributes;
+
+ if ( object.morphTargetBase !== - 1 && attributes.position >= 0 ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
+
+ state.enableAttribute( attributes.position );
+
+ _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
+
+ } else if ( attributes.position >= 0 ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
+
+ state.enableAttribute( attributes.position );
+
+ _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ if ( object.morphTargetForcedOrder.length ) {
+
+ // set forced order
+
+ var m = 0;
+ var order = object.morphTargetForcedOrder;
+ var influences = object.morphTargetInfluences;
+
+ var attribute;
+
+ while ( m < material.numSupportedMorphTargets && m < order.length ) {
+
+ attribute = attributes[ 'morphTarget' + m ];
+
+ if ( attribute >= 0 ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
+
+ state.enableAttribute( attribute );
+
+ _gl.vertexAttribPointer( attribute, 3, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ attribute = attributes[ 'morphNormal' + m ];
+
+ if ( attribute >= 0 && material.morphNormals ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ order[ m ] ] );
+
+ state.enableAttribute( attribute );
+
+ _gl.vertexAttribPointer( attribute, 3, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ];
+
+ m ++;
+
+ }
+
+ } else {
+
+ // find the most influencing
+
+ var activeInfluenceIndices = [];
+ var influences = object.morphTargetInfluences;
+ var morphTargets = object.geometry.morphTargets;
+
+ if ( influences.length > morphTargets.length ) {
+
+ console.warn( 'THREE.Canvas3DRenderer: Influences array is bigger than morphTargets array.' );
+ influences.length = morphTargets.length;
+
+ }
+
+ for ( var i = 0, il = influences.length; i < il; i ++ ) {
+
+ var influence = influences[ i ];
+
+ activeInfluenceIndices.push( [ influence, i ] );
+
+ }
+
+ if ( activeInfluenceIndices.length > material.numSupportedMorphTargets ) {
+
+ activeInfluenceIndices.sort( numericalSort );
+ activeInfluenceIndices.length = material.numSupportedMorphTargets;
+
+ } else if ( activeInfluenceIndices.length > material.numSupportedMorphNormals ) {
+
+ activeInfluenceIndices.sort( numericalSort );
+
+ } else if ( activeInfluenceIndices.length === 0 ) {
+
+ activeInfluenceIndices.push( [ 0, 0 ] );
+
+ }
+
+ var attribute;
+
+ for ( var m = 0, ml = material.numSupportedMorphTargets; m < ml; m ++ ) {
+
+ if ( activeInfluenceIndices[ m ] ) {
+
+ var influenceIndex = activeInfluenceIndices[ m ][ 1 ];
+
+ attribute = attributes[ 'morphTarget' + m ];
+
+ if ( attribute >= 0 ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ influenceIndex ] );
+
+ state.enableAttribute( attribute );
+
+ _gl.vertexAttribPointer( attribute, 3, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ attribute = attributes[ 'morphNormal' + m ];
+
+ if ( attribute >= 0 && material.morphNormals ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ influenceIndex ] );
+
+ state.enableAttribute( attribute );
+
+ _gl.vertexAttribPointer( attribute, 3, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ object.__webglMorphTargetInfluences[ m ] = influences[ influenceIndex ];
+
+ } else {
+
+ /*
+ _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
+
+ if ( material.morphNormals ) {
+
+ _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
+
+ }
+ */
+
+ object.__webglMorphTargetInfluences[ m ] = 0;
+
+ }
+
+ }
+
+ }
+
+ // load updated influences uniform
+
+ if ( material.program.uniforms.morphTargetInfluences !== null ) {
+
+ _gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );
+
+ }
+
+ }
+
+ // Sorting
+
+ function painterSortStable ( a, b ) {
+
+ if ( a.object.renderOrder !== b.object.renderOrder ) {
+
+ return a.object.renderOrder - b.object.renderOrder;
+
+ } else if ( a.material.id !== b.material.id ) {
+
+ return a.material.id - b.material.id;
+
+ } else if ( a.z !== b.z ) {
+
+ return a.z - b.z;
+
+ } else {
+
+ return a.id - b.id;
+
+ }
+
+ }
+
+ function reversePainterSortStable ( a, b ) {
+
+ if ( a.object.renderOrder !== b.object.renderOrder ) {
+
+ return a.object.renderOrder - b.object.renderOrder;
+
+ } if ( a.z !== b.z ) {
+
+ return b.z - a.z;
+
+ } else {
+
+ return a.id - b.id;
+
+ }
+
+ }
+
+ function numericalSort ( a, b ) {
+
+ return b[ 0 ] - a[ 0 ];
+
+ }
+
+ // Rendering
+
+ this.render = function ( scene, camera, renderTarget, forceClear ) {
+
+ if ( camera instanceof THREE.Camera === false ) {
+
+ THREE.error( 'THREE.Canvas3DRenderer.render: camera is not an instance of THREE.Camera.' );
+ return;
+
+ }
+
+ var fog = scene.fog;
+
+ // reset caching for this frame
+
+ _currentGeometryProgram = '';
+ _currentMaterialId = - 1;
+ _currentCamera = null;
+ _lightsNeedUpdate = true;
+
+ // update scene graph
+
+ if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
+
+ // update camera matrices and frustum
+
+ if ( camera.parent === undefined ) camera.updateMatrixWorld();
+
+ // update Skeleton objects
+
+ scene.traverse( function ( object ) {
+
+ if ( object instanceof THREE.SkinnedMesh ) {
+
+ object.skeleton.update();
+
+ }
+
+ } );
+
+ camera.matrixWorldInverse.getInverse( camera.matrixWorld );
+
+ _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
+ _frustum.setFromMatrix( _projScreenMatrix );
+
+ lights.length = 0;
+ opaqueObjects.length = 0;
+ transparentObjects.length = 0;
+
+ sprites.length = 0;
+ lensFlares.length = 0;
+
+ projectObject( scene );
+
+ if ( _this.sortObjects === true ) {
+
+ opaqueObjects.sort( painterSortStable );
+ transparentObjects.sort( reversePainterSortStable );
+
+ }
+
+ // custom render plugins (pre pass)
+
+ shadowMapPlugin.render( scene, camera );
+
+ //
+
+ _this.info.render.calls = 0;
+ _this.info.render.vertices = 0;
+ _this.info.render.faces = 0;
+ _this.info.render.points = 0;
+
+ this.setRenderTarget( renderTarget );
+
+ if ( this.autoClear || forceClear ) {
+
+ this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
+
+ }
+
+ // set matrices for immediate objects
+
+ for ( var i = 0, il = _webglObjectsImmediate.length; i < il; i ++ ) {
+
+ var webglObject = _webglObjectsImmediate[ i ];
+ var object = webglObject.object;
+
+ if ( object.visible ) {
+
+ setupMatrices( object, camera );
+
+ unrollImmediateBufferMaterial( webglObject );
+
+ }
+
+ }
+
+ if ( scene.overrideMaterial ) {
+
+ var overrideMaterial = scene.overrideMaterial;
+
+ setMaterial( overrideMaterial );
+
+ renderObjects( opaqueObjects, camera, lights, fog, overrideMaterial );
+ renderObjects( transparentObjects, camera, lights, fog, overrideMaterial );
+ renderObjectsImmediate( _webglObjectsImmediate, '', camera, lights, fog, overrideMaterial );
+
+ } else {
+
+ // opaque pass (front-to-back order)
+
+ state.setBlending( THREE.NoBlending );
+
+ renderObjects( opaqueObjects, camera, lights, fog, null );
+ renderObjectsImmediate( _webglObjectsImmediate, 'opaque', camera, lights, fog, null );
+
+ // transparent pass (back-to-front order)
+
+ renderObjects( transparentObjects, camera, lights, fog, null );
+ renderObjectsImmediate( _webglObjectsImmediate, 'transparent', camera, lights, fog, null );
+
+ }
+
+ // custom render plugins (post pass)
+
+ spritePlugin.render( scene, camera );
+ lensFlarePlugin.render( scene, camera, _currentWidth, _currentHeight );
+
+ // Generate mipmap if we're using any kind of mipmap filtering
+
+ if ( renderTarget && renderTarget.generateMipmaps && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
+
+ updateRenderTargetMipmap( renderTarget );
+
+ }
+
+ // Ensure depth buffer writing is enabled so it can be cleared on next render
+
+ state.setDepthTest( true );
+ state.setDepthWrite( true );
+ state.setColorWrite( true );
+
+ // _gl.finish();
+
+ };
+
+ function projectObject( object ) {
+
+ if ( object.visible === false ) return;
+
+ if ( object instanceof THREE.Scene || object instanceof THREE.Group ) {
+
+ // skip
+
+ } else {
+
+ initObject( object );
+
+ if ( object instanceof THREE.Light ) {
+
+ lights.push( object );
+
+ } else if ( object instanceof THREE.Sprite ) {
+
+ sprites.push( object );
+
+ } else if ( object instanceof THREE.LensFlare ) {
+
+ lensFlares.push( object );
+
+ } else {
+
+ var webglObjects = _webglObjects[ object.id ];
+
+ if ( webglObjects && ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) ) {
+
+ for ( var i = 0, l = webglObjects.length; i < l; i ++ ) {
+
+ var webglObject = webglObjects[ i ];
+
+ unrollBufferMaterial( webglObject );
+
+ webglObject.render = true;
+
+ if ( _this.sortObjects === true ) {
+
+ _vector3.setFromMatrixPosition( object.matrixWorld );
+ _vector3.applyProjection( _projScreenMatrix );
+
+ webglObject.z = _vector3.z;
+
+ }
+
+ }
+
+ }
+
+ }
+
+ }
+
+ for ( var i = 0, l = object.children.length; i < l; i ++ ) {
+
+ projectObject( object.children[ i ] );
+
+ }
+
+ }
+
+ function renderObjects( renderList, camera, lights, fog, overrideMaterial ) {
+
+ var material;
+
+ for ( var i = 0, l = renderList.length; i < l; i ++ ) {
+
+ var webglObject = renderList[ i ];
+
+ var object = webglObject.object;
+ var buffer = webglObject.buffer;
+
+ setupMatrices( object, camera );
+
+ if ( overrideMaterial ) {
+
+ material = overrideMaterial;
+
+ } else {
+
+ material = webglObject.material;
+
+ if ( ! material ) continue;
+
+ setMaterial( material );
+
+ }
+
+ _this.setMaterialFaces( material );
+
+ if ( buffer instanceof THREE.BufferGeometry ) {
+
+ _this.renderBufferDirect( camera, lights, fog, material, buffer, object );
+
+ } else {
+
+ _this.renderBuffer( camera, lights, fog, material, buffer, object );
+
+ }
+
+ }
+
+ }
+
+ function renderObjectsImmediate ( renderList, materialType, camera, lights, fog, overrideMaterial ) {
+
+ var material;
+
+ for ( var i = 0, l = renderList.length; i < l; i ++ ) {
+
+ var webglObject = renderList[ i ];
+ var object = webglObject.object;
+
+ if ( object.visible ) {
+
+ if ( overrideMaterial ) {
+
+ material = overrideMaterial;
+
+ } else {
+
+ material = webglObject[ materialType ];
+
+ if ( ! material ) continue;
+
+ setMaterial( material );
+
+ }
+
+ _this.renderImmediateObject( camera, lights, fog, material, object );
+
+ }
+
+ }
+
+ }
+
+ this.renderImmediateObject = function ( camera, lights, fog, material, object ) {
+
+ var program = setProgram( camera, lights, fog, material, object );
+
+ _currentGeometryProgram = '';
+
+ _this.setMaterialFaces( material );
+
+ if ( object.immediateRenderCallback ) {
+
+ object.immediateRenderCallback( program, _gl, _frustum );
+
+ } else {
+
+ object.render( function ( object ) { _this.renderBufferImmediate( object, program, material ); } );
+
+ }
+
+ };
+
+ function unrollImmediateBufferMaterial ( globject ) {
+
+ var object = globject.object,
+ material = object.material;
+
+ if ( material.transparent ) {
+
+ globject.transparent = material;
+ globject.opaque = null;
+
+ } else {
+
+ globject.opaque = material;
+ globject.transparent = null;
+
+ }
+
+ }
+
+ function unrollBufferMaterial ( globject ) {
+
+ var object = globject.object;
+ var buffer = globject.buffer;
+
+ var geometry = object.geometry;
+ var material = object.material;
+
+ if ( material instanceof THREE.MeshFaceMaterial ) {
+
+ var materialIndex = geometry instanceof THREE.BufferGeometry ? 0 : buffer.materialIndex;
+
+ material = material.materials[ materialIndex ];
+
+ globject.material = material;
+
+ if ( material.transparent ) {
+
+ transparentObjects.push( globject );
+
+ } else {
+
+ opaqueObjects.push( globject );
+
+ }
+
+ } else if ( material ) {
+
+ globject.material = material;
+
+ if ( material.transparent ) {
+
+ transparentObjects.push( globject );
+
+ } else {
+
+ opaqueObjects.push( globject );
+
+ }
+
+ }
+
+ }
+
+ function initObject( object ) {
+
+ if ( object.__webglInit === undefined ) {
+
+ object.__webglInit = true;
+ object._modelViewMatrix = new THREE.Matrix4();
+ object._normalMatrix = new THREE.Matrix3();
+
+ object.addEventListener( 'removed', onObjectRemoved );
+
+ }
+
+ var geometry = object.geometry;
+
+ if ( geometry === undefined ) {
+
+ // ImmediateRenderObject
+
+ } else if ( geometry.__webglInit === undefined ) {
+
+ geometry.__webglInit = true;
+ geometry.addEventListener( 'dispose', onGeometryDispose );
+
+ if ( geometry instanceof THREE.BufferGeometry ) {
+
+ _this.info.memory.geometries ++;
+
+ } else if ( object instanceof THREE.Mesh ) {
+
+ initGeometryGroups( object, geometry );
+
+ } else if ( object instanceof THREE.Line ) {
+
+ if ( geometry.__webglVertexBuffer === undefined ) {
+
+ createLineBuffers( geometry );
+ initLineBuffers( geometry, object );
+
+ geometry.verticesNeedUpdate = true;
+ geometry.colorsNeedUpdate = true;
+ geometry.lineDistancesNeedUpdate = true;
+
+ }
+
+ } else if ( object instanceof THREE.PointCloud ) {
+
+ if ( geometry.__webglVertexBuffer === undefined ) {
+
+ createParticleBuffers( geometry );
+ initParticleBuffers( geometry, object );
+
+ geometry.verticesNeedUpdate = true;
+ geometry.colorsNeedUpdate = true;
+
+ }
+
+ }
+
+ }
+
+ if ( object.__webglActive === undefined) {
+
+ object.__webglActive = true;
+
+ if ( object instanceof THREE.Mesh ) {
+
+ if ( geometry instanceof THREE.BufferGeometry ) {
+
+ addBuffer( _webglObjects, geometry, object );
+
+ } else if ( geometry instanceof THREE.Geometry ) {
+
+ var geometryGroupsList = geometryGroups[ geometry.id ];
+
+ for ( var i = 0,l = geometryGroupsList.length; i < l; i ++ ) {
+
+ addBuffer( _webglObjects, geometryGroupsList[ i ], object );
+
+ }
+
+ }
+
+ } else if ( object instanceof THREE.Line || object instanceof THREE.PointCloud ) {
+
+ addBuffer( _webglObjects, geometry, object );
+
+ } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
+
+ addBufferImmediate( _webglObjectsImmediate, object );
+
+ }
+
+ }
+
+ }
+
+ // Geometry splitting
+
+ var geometryGroups = {};
+ var geometryGroupCounter = 0;
+
+ function makeGroups( geometry, usesFaceMaterial ) {
+
+ var maxVerticesInGroup = extensions.get( 'OES_element_index_uint' ) ? 4294967296 : 65535;
+
+ var groupHash, hash_map = {};
+
+ var numMorphTargets = geometry.morphTargets.length;
+ var numMorphNormals = geometry.morphNormals.length;
+
+ var group;
+ var groups = {};
+ var groupsList = [];
+
+ for ( var f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
+
+ var face = geometry.faces[ f ];
+ var materialIndex = usesFaceMaterial ? face.materialIndex : 0;
+
+ if ( ! ( materialIndex in hash_map ) ) {
+
+ hash_map[ materialIndex ] = { hash: materialIndex, counter: 0 };
+
+ }
+
+ groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;
+
+ if ( ! ( groupHash in groups ) ) {
+
+ group = {
+ id: geometryGroupCounter ++,
+ faces3: [],
+ materialIndex: materialIndex,
+ vertices: 0,
+ numMorphTargets: numMorphTargets,
+ numMorphNormals: numMorphNormals
+ };
+
+ groups[ groupHash ] = group;
+ groupsList.push( group );
+
+ }
+
+ if ( groups[ groupHash ].vertices + 3 > maxVerticesInGroup ) {
+
+ hash_map[ materialIndex ].counter += 1;
+ groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;
+
+ if ( ! ( groupHash in groups ) ) {
+
+ group = {
+ id: geometryGroupCounter ++,
+ faces3: [],
+ materialIndex: materialIndex,
+ vertices: 0,
+ numMorphTargets: numMorphTargets,
+ numMorphNormals: numMorphNormals
+ };
+
+ groups[ groupHash ] = group;
+ groupsList.push( group );
+
+ }
+
+ }
+
+ groups[ groupHash ].faces3.push( f );
+ groups[ groupHash ].vertices += 3;
+
+ }
+
+ return groupsList;
+
+ }
+
+ function initGeometryGroups( object, geometry ) {
+
+ var material = object.material, addBuffers = false;
+
+ if ( geometryGroups[ geometry.id ] === undefined || geometry.groupsNeedUpdate === true ) {
+
+ delete _webglObjects[ object.id ];
+
+ geometryGroups[ geometry.id ] = makeGroups( geometry, material instanceof THREE.MeshFaceMaterial );
+
+ geometry.groupsNeedUpdate = false;
+
+ }
+
+ var geometryGroupsList = geometryGroups[ geometry.id ];
+
+ // create separate VBOs per geometry chunk
+
+ for ( var i = 0, il = geometryGroupsList.length; i < il; i ++ ) {
+
+ var geometryGroup = geometryGroupsList[ i ];
+
+ // initialise VBO on the first access
+
+ if ( geometryGroup.__webglVertexBuffer === undefined ) {
+
+ createMeshBuffers( geometryGroup );
+ initMeshBuffers( geometryGroup, object );
+
+ geometry.verticesNeedUpdate = true;
+ geometry.morphTargetsNeedUpdate = true;
+ geometry.elementsNeedUpdate = true;
+ geometry.uvsNeedUpdate = true;
+ geometry.normalsNeedUpdate = true;
+ geometry.tangentsNeedUpdate = true;
+ geometry.colorsNeedUpdate = true;
+
+ addBuffers = true;
+
+ } else {
+
+ addBuffers = false;
+
+ }
+
+ if ( addBuffers || object.__webglActive === undefined ) {
+
+ addBuffer( _webglObjects, geometryGroup, object );
+
+ }
+
+ }
+
+ object.__webglActive = true;
+
+ }
+
+ function addBuffer( objlist, buffer, object ) {
+
+ var id = object.id;
+ objlist[id] = objlist[id] || [];
+ objlist[id].push(
+ {
+ id: id,
+ buffer: buffer,
+ object: object,
+ material: null,
+ z: 0
+ }
+ );
+
+ };
+
+ function addBufferImmediate( objlist, object ) {
+
+ objlist.push(
+ {
+ id: null,
+ object: object,
+ opaque: null,
+ transparent: null,
+ z: 0
+ }
+ );
+
+ };
+
+ // Objects updates
+
+ function updateObject( object ) {
+
+ var geometry = object.geometry;
+
+ if ( geometry instanceof THREE.BufferGeometry ) {
+
+ var attributes = geometry.attributes;
+ var attributesKeys = geometry.attributesKeys;
+
+ for ( var i = 0, l = attributesKeys.length; i < l; i ++ ) {
+
+ var key = attributesKeys[ i ];
+ var attribute = attributes[ key ];
+ var bufferType = ( key === 'index' ) ? _gl.ELEMENT_ARRAY_BUFFER : _gl.ARRAY_BUFFER;
+
+ if ( attribute.buffer === undefined ) {
+
+ attribute.buffer = _gl.createBuffer();
+ _gl.bindBuffer( bufferType, attribute.buffer );
+ _gl.bufferData( bufferType, attribute.array, ( attribute instanceof THREE.DynamicBufferAttribute ) ? _gl.DYNAMIC_DRAW : _gl.STATIC_DRAW );
+
+ attribute.needsUpdate = false;
+
+ } else if ( attribute.needsUpdate === true ) {
+
+ _gl.bindBuffer( bufferType, attribute.buffer );
+
+ if ( attribute.updateRange === undefined || attribute.updateRange.count === -1 ) { // Not using update ranges
+
+ _gl.bufferSubData( bufferType, 0, attribute.array );
+
+ } else if ( attribute.updateRange.count === 0 ) {
+
+ console.error( 'THREE.Canvas3DRenderer.updateObject: using updateRange for THREE.DynamicBufferAttribute and marked as needsUpdate but count is 0, ensure you are using set methods or updating manually.' );
+
+ } else {
+
+ _gl.bufferSubData( bufferType, attribute.updateRange.offset * attribute.array.BYTES_PER_ELEMENT,
+ attribute.array.subarray( attribute.updateRange.offset, attribute.updateRange.offset + attribute.updateRange.count ) );
+
+ attribute.updateRange.count = 0; // reset range
+
+ }
+
+ attribute.needsUpdate = false;
+
+ }
+
+ }
+
+ } else if ( object instanceof THREE.Mesh ) {
+
+ // check all geometry groups
+
+ if ( geometry.groupsNeedUpdate === true ) {
+
+ initGeometryGroups( object, geometry );
+
+ }
+
+ var geometryGroupsList = geometryGroups[ geometry.id ];
+
+ for ( var i = 0, il = geometryGroupsList.length; i < il; i ++ ) {
+
+ var geometryGroup = geometryGroupsList[ i ];
+ var material = getBufferMaterial( object, geometryGroup );
+
+ var customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
+
+ if ( geometry.verticesNeedUpdate || geometry.morphTargetsNeedUpdate || geometry.elementsNeedUpdate ||
+ geometry.uvsNeedUpdate || geometry.normalsNeedUpdate ||
+ geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate || customAttributesDirty ) {
+
+ setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW, ! geometry.dynamic, material );
+
+ }
+
+ }
+
+ geometry.verticesNeedUpdate = false;
+ geometry.morphTargetsNeedUpdate = false;
+ geometry.elementsNeedUpdate = false;
+ geometry.uvsNeedUpdate = false;
+ geometry.normalsNeedUpdate = false;
+ geometry.colorsNeedUpdate = false;
+ geometry.tangentsNeedUpdate = false;
+
+ if (material.attributes) clearCustomAttributes( material );
+
+ } else if ( object instanceof THREE.Line ) {
+
+ var material = getBufferMaterial( object, geometry );
+ var customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
+
+ if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || geometry.lineDistancesNeedUpdate || customAttributesDirty ) {
+
+ setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
+
+ }
+
+ geometry.verticesNeedUpdate = false;
+ geometry.colorsNeedUpdate = false;
+ geometry.lineDistancesNeedUpdate = false;
+
+ if (material.attributes) clearCustomAttributes( material );
+
+ } else if ( object instanceof THREE.PointCloud ) {
+
+ var material = getBufferMaterial( object, geometry );
+ var customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
+
+ if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || customAttributesDirty ) {
+
+ setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );
+
+ }
+
+ geometry.verticesNeedUpdate = false;
+ geometry.colorsNeedUpdate = false;
+
+ if(material.attributes) clearCustomAttributes( material );
+
+ }
+
+ }
+
+ // Objects updates - custom attributes check
+
+ function areCustomAttributesDirty( material ) {
+
+ for ( var name in material.attributes ) {
+
+ if ( material.attributes[ name ].needsUpdate ) return true;
+
+ }
+
+ return false;
+
+ }
+
+ function clearCustomAttributes( material ) {
+
+ for ( var name in material.attributes ) {
+
+ material.attributes[ name ].needsUpdate = false;
+
+ }
+
+ }
+
+ // Objects removal
+
+ function removeObject( object ) {
+
+ if ( object instanceof THREE.Mesh ||
+ object instanceof THREE.PointCloud ||
+ object instanceof THREE.Line ) {
+
+ delete _webglObjects[ object.id ];
+
+ } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
+
+ removeInstances( _webglObjectsImmediate, object );
+
+ }
+
+ delete object.__webglInit;
+ delete object._modelViewMatrix;
+ delete object._normalMatrix;
+
+ delete object.__webglActive;
+
+ }
+
+ function removeInstances( objlist, object ) {
+
+ for ( var o = objlist.length - 1; o >= 0; o -- ) {
+
+ if ( objlist[ o ].object === object ) {
+
+ objlist.splice( o, 1 );
+
+ }
+
+ }
+
+ }
+
+ // Materials
+
+ var shaderIDs = {
+ MeshDepthMaterial: 'depth',
+ MeshNormalMaterial: 'normal',
+ MeshBasicMaterial: 'basic',
+ MeshLambertMaterial: 'lambert',
+ MeshPhongMaterial: 'phong',
+ LineBasicMaterial: 'basic',
+ LineDashedMaterial: 'dashed',
+ PointCloudMaterial: 'particle_basic'
+ };
+
+ function initMaterial( material, lights, fog, object ) {
+
+ material.addEventListener( 'dispose', onMaterialDispose );
+
+ var shaderID = shaderIDs[ material.type ];
+
+ if ( shaderID ) {
+
+ var shader = THREE.ShaderLib[ shaderID ];
+
+ material.__webglShader = {
+ uniforms: THREE.UniformsUtils.clone( shader.uniforms ),
+ vertexShader: shader.vertexShader,
+ fragmentShader: shader.fragmentShader
+ }
+
+ } else {
+
+ material.__webglShader = {
+ uniforms: material.uniforms,
+ vertexShader: material.vertexShader,
+ fragmentShader: material.fragmentShader
+ }
+
+ }
+
+ // heuristics to create shader parameters according to lights in the scene
+ // (not to blow over maxLights budget)
+
+ var maxLightCount = allocateLights( lights );
+ var maxShadows = allocateShadows( lights );
+ var maxBones = allocateBones( object );
+
+ var parameters = {
+
+ precision: _precision,
+ supportsVertexTextures: _supportsVertexTextures,
+
+ map: !! material.map,
+ envMap: !! material.envMap,
+ envMapMode: material.envMap && material.envMap.mapping,
+ lightMap: !! material.lightMap,
+ bumpMap: !! material.bumpMap,
+ normalMap: !! material.normalMap,
+ specularMap: !! material.specularMap,
+ alphaMap: !! material.alphaMap,
+
+ combine: material.combine,
+
+ vertexColors: material.vertexColors,
+
+ fog: fog,
+ useFog: material.fog,
+ fogExp: fog instanceof THREE.FogExp2,
+
+ flatShading: material.shading === THREE.FlatShading,
+
+ sizeAttenuation: material.sizeAttenuation,
+ logarithmicDepthBuffer: _logarithmicDepthBuffer,
+
+ skinning: material.skinning,
+ maxBones: maxBones,
+ useVertexTexture: _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture,
+
+ morphTargets: material.morphTargets,
+ morphNormals: material.morphNormals,
+ maxMorphTargets: _this.maxMorphTargets,
+ maxMorphNormals: _this.maxMorphNormals,
+
+ maxDirLights: maxLightCount.directional,
+ maxPointLights: maxLightCount.point,
+ maxSpotLights: maxLightCount.spot,
+ maxHemiLights: maxLightCount.hemi,
+
+ maxShadows: maxShadows,
+ shadowMapEnabled: _this.shadowMapEnabled && object.receiveShadow && maxShadows > 0,
+ shadowMapType: _this.shadowMapType,
+ shadowMapDebug: _this.shadowMapDebug,
+ shadowMapCascade: _this.shadowMapCascade,
+
+ alphaTest: material.alphaTest,
+ metal: material.metal,
+ wrapAround: material.wrapAround,
+ doubleSided: material.side === THREE.DoubleSide,
+ flipSided: material.side === THREE.BackSide
+
+ };
+
+ // Generate code
+
+ var chunks = [];
+
+ if ( shaderID ) {
+
+ chunks.push( shaderID );
+
+ } else {
+
+ chunks.push( material.fragmentShader );
+ chunks.push( material.vertexShader );
+
+ }
+
+ if ( material.defines !== undefined ) {
+
+ for ( var name in material.defines ) {
+
+ chunks.push( name );
+ chunks.push( material.defines[ name ] );
+
+ }
+
+ }
+
+ for ( var name in parameters ) {
+
+ chunks.push( name );
+ chunks.push( parameters[ name ] );
+
+ }
+
+ var code = chunks.join();
+
+ var program;
+
+ // Check if code has been already compiled
+
+ for ( var p = 0, pl = _programs.length; p < pl; p ++ ) {
+
+ var programInfo = _programs[ p ];
+
+ if ( programInfo.code === code ) {
+
+ program = programInfo;
+ program.usedTimes ++;
+
+ break;
+
+ }
+
+ }
+
+ if ( program === undefined ) {
+
+ program = new THREE.WebGLProgram( _this, code, material, parameters );
+ _programs.push( program );
+
+ _this.info.memory.programs = _programs.length;
+
+ }
+
+ material.program = program;
+
+ var attributes = program.attributes;
+
+ if ( material.morphTargets ) {
+
+ material.numSupportedMorphTargets = 0;
+
+ var id, base = 'morphTarget';
+
+ for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
+
+ id = base + i;
+
+ if ( attributes[ id ] >= 0 ) {
+
+ material.numSupportedMorphTargets ++;
+
+ }
+
+ }
+
+ }
+
+ if ( material.morphNormals ) {
+
+ material.numSupportedMorphNormals = 0;
+
+ var id, base = 'morphNormal';
+
+ for ( i = 0; i < _this.maxMorphNormals; i ++ ) {
+
+ id = base + i;
+
+ if ( attributes[ id ] >= 0 ) {
+
+ material.numSupportedMorphNormals ++;
+
+ }
+
+ }
+
+ }
+
+ material.uniformsList = [];
+
+ for ( var u in material.__webglShader.uniforms ) {
+
+ var location = material.program.uniforms[ u ];
+
+ if ( location ) {
+ material.uniformsList.push( [ material.__webglShader.uniforms[ u ], location ] );
+ }
+
+ }
+
+ }
+
+ function setMaterial( material ) {
+
+ if ( material.transparent === true ) {
+
+ state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha );
+
+ } else {
+
+ state.setBlending( THREE.NoBlending );
+
+ }
+
+ state.setDepthTest( material.depthTest );
+ state.setDepthWrite( material.depthWrite );
+ state.setColorWrite( material.colorWrite );
+ state.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
+
+ }
+
+ function setProgram( camera, lights, fog, material, object ) {
+
+ _usedTextureUnits = 0;
+
+ if ( material.needsUpdate ) {
+
+ if ( material.program ) deallocateMaterial( material );
+
+ initMaterial( material, lights, fog, object );
+ material.needsUpdate = false;
+
+ }
+
+ if ( material.morphTargets ) {
+
+ if ( ! object.__webglMorphTargetInfluences ) {
+
+ object.__webglMorphTargetInfluences = new Float32Array( _this.maxMorphTargets );
+
+ }
+
+ }
+
+ var refreshProgram = false;
+ var refreshMaterial = false;
+ var refreshLights = false;
+
+ var program = material.program,
+ p_uniforms = program.uniforms,
+ m_uniforms = material.__webglShader.uniforms;
+
+ if ( program.id !== _currentProgram ) {
+
+ _gl.useProgram( program.program );
+ _currentProgram = program.id;
+
+ refreshProgram = true;
+ refreshMaterial = true;
+ refreshLights = true;
+
+ }
+
+ if ( material.id !== _currentMaterialId ) {
+
+ if ( _currentMaterialId === -1 ) refreshLights = true;
+ _currentMaterialId = material.id;
+
+ refreshMaterial = true;
+
+ }
+
+ if ( refreshProgram || camera !== _currentCamera ) {
+
+ _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
+
+ if ( _logarithmicDepthBuffer ) {
+
+ _gl.uniform1f( p_uniforms.logDepthBufFC, 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
+
+ }
+
+
+ if ( camera !== _currentCamera ) _currentCamera = camera;
+
+ // load material specific uniforms
+ // (shader material also gets them for the sake of genericity)
+
+ if ( material instanceof THREE.ShaderMaterial ||
+ material instanceof THREE.MeshPhongMaterial ||
+ material.envMap ) {
+
+ if ( p_uniforms.cameraPosition !== null ) {
+
+ _vector3.setFromMatrixPosition( camera.matrixWorld );
+ _gl.uniform3f( p_uniforms.cameraPosition, _vector3.x, _vector3.y, _vector3.z );
+
+ }
+
+ }
+
+ if ( material instanceof THREE.MeshPhongMaterial ||
+ material instanceof THREE.MeshLambertMaterial ||
+ material instanceof THREE.MeshBasicMaterial ||
+ material instanceof THREE.ShaderMaterial ||
+ material.skinning ) {
+
+ if ( p_uniforms.viewMatrix !== null ) {
+
+ _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera.matrixWorldInverse.elements );
+
+ }
+
+ }
+
+ }
+
+ // skinning uniforms must be set even if material didn't change
+ // auto-setting of texture unit for bone texture must go before other textures
+ // not sure why, but otherwise weird things happen
+
+ if ( material.skinning ) {
+
+ if ( object.bindMatrix && p_uniforms.bindMatrix !== null ) {
+
+ _gl.uniformMatrix4fv( p_uniforms.bindMatrix, false, object.bindMatrix.elements );
+
+ }
+
+ if ( object.bindMatrixInverse && p_uniforms.bindMatrixInverse !== null ) {
+
+ _gl.uniformMatrix4fv( p_uniforms.bindMatrixInverse, false, object.bindMatrixInverse.elements );
+
+ }
+
+ if ( _supportsBoneTextures && object.skeleton && object.skeleton.useVertexTexture ) {
+
+ if ( p_uniforms.boneTexture !== null ) {
+
+ var textureUnit = getTextureUnit();
+
+ _gl.uniform1i( p_uniforms.boneTexture, textureUnit );
+ _this.setTexture( object.skeleton.boneTexture, textureUnit );
+
+ }
+
+ if ( p_uniforms.boneTextureWidth !== null ) {
+
+ _gl.uniform1i( p_uniforms.boneTextureWidth, object.skeleton.boneTextureWidth );
+
+ }
+
+ if ( p_uniforms.boneTextureHeight !== null ) {
+
+ _gl.uniform1i( p_uniforms.boneTextureHeight, object.skeleton.boneTextureHeight );
+
+ }
+
+ } else if ( object.skeleton && object.skeleton.boneMatrices ) {
+
+ if ( p_uniforms.boneGlobalMatrices !== null ) {
+
+ _gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.skeleton.boneMatrices );
+
+ }
+
+ }
+
+ }
+
+ if ( refreshMaterial ) {
+
+ // refresh uniforms common to several materials
+
+ if ( fog && material.fog ) {
+
+ refreshUniformsFog( m_uniforms, fog );
+
+ }
+
+ if ( material instanceof THREE.MeshPhongMaterial ||
+ material instanceof THREE.MeshLambertMaterial ||
+ material.lights ) {
+
+ if ( _lightsNeedUpdate ) {
+
+ refreshLights = true;
+ setupLights( lights );
+ _lightsNeedUpdate = false;
+ }
+
+ if ( refreshLights ) {
+ refreshUniformsLights( m_uniforms, _lights );
+ markUniformsLightsNeedsUpdate( m_uniforms, true );
+ } else {
+ markUniformsLightsNeedsUpdate( m_uniforms, false );
+ }
+
+ }
+
+ if ( material instanceof THREE.MeshBasicMaterial ||
+ material instanceof THREE.MeshLambertMaterial ||
+ material instanceof THREE.MeshPhongMaterial ) {
+
+ refreshUniformsCommon( m_uniforms, material );
+
+ }
+
+ // refresh single material specific uniforms
+
+ if ( material instanceof THREE.LineBasicMaterial ) {
+
+ refreshUniformsLine( m_uniforms, material );
+
+ } else if ( material instanceof THREE.LineDashedMaterial ) {
+
+ refreshUniformsLine( m_uniforms, material );
+ refreshUniformsDash( m_uniforms, material );
+
+ } else if ( material instanceof THREE.PointCloudMaterial ) {
+
+ refreshUniformsParticle( m_uniforms, material );
+
+ } else if ( material instanceof THREE.MeshPhongMaterial ) {
+
+ refreshUniformsPhong( m_uniforms, material );
+
+ } else if ( material instanceof THREE.MeshLambertMaterial ) {
+
+ refreshUniformsLambert( m_uniforms, material );
+
+ } else if ( material instanceof THREE.MeshDepthMaterial ) {
+
+ m_uniforms.mNear.value = camera.near;
+ m_uniforms.mFar.value = camera.far;
+ m_uniforms.opacity.value = material.opacity;
+
+ } else if ( material instanceof THREE.MeshNormalMaterial ) {
+
+ m_uniforms.opacity.value = material.opacity;
+
+ }
+
+ if ( object.receiveShadow && ! material._shadowPass ) {
+
+ refreshUniformsShadow( m_uniforms, lights );
+
+ }
+
+ // load common uniforms
+
+ loadUniformsGeneric( material.uniformsList );
+
+ }
+
+ loadUniformsMatrices( p_uniforms, object );
+
+ if ( p_uniforms.modelMatrix !== null ) {
+
+ _gl.uniformMatrix4fv( p_uniforms.modelMatrix, false, object.matrixWorld.elements );
+
+ }
+
+ return program;
+
+ }
+
+ // Uniforms (refresh uniforms objects)
+
+ function refreshUniformsCommon ( uniforms, material ) {
+
+ uniforms.opacity.value = material.opacity;
+
+ uniforms.diffuse.value = material.color;
+
+ uniforms.map.value = material.map;
+ uniforms.lightMap.value = material.lightMap;
+ uniforms.specularMap.value = material.specularMap;
+ uniforms.alphaMap.value = material.alphaMap;
+
+ if ( material.bumpMap ) {
+
+ uniforms.bumpMap.value = material.bumpMap;
+ uniforms.bumpScale.value = material.bumpScale;
+
+ }
+
+ if ( material.normalMap ) {
+
+ uniforms.normalMap.value = material.normalMap;
+ uniforms.normalScale.value.copy( material.normalScale );
+
+ }
+
+ // uv repeat and offset setting priorities
+ // 1. color map
+ // 2. specular map
+ // 3. normal map
+ // 4. bump map
+ // 5. alpha map
+
+ var uvScaleMap;
+
+ if ( material.map ) {
+
+ uvScaleMap = material.map;
+
+ } else if ( material.specularMap ) {
+
+ uvScaleMap = material.specularMap;
+
+ } else if ( material.normalMap ) {
+
+ uvScaleMap = material.normalMap;
+
+ } else if ( material.bumpMap ) {
+
+ uvScaleMap = material.bumpMap;
+
+ } else if ( material.alphaMap ) {
+
+ uvScaleMap = material.alphaMap;
+
+ }
+
+ if ( uvScaleMap !== undefined ) {
+
+ var offset = uvScaleMap.offset;
+ var repeat = uvScaleMap.repeat;
+
+ uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
+
+ }
+
+ uniforms.envMap.value = material.envMap;
+ uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : - 1;
+
+ uniforms.reflectivity.value = material.reflectivity;
+ uniforms.refractionRatio.value = material.refractionRatio;
+
+ }
+
+ function refreshUniformsLine ( uniforms, material ) {
+
+ uniforms.diffuse.value = material.color;
+ uniforms.opacity.value = material.opacity;
+
+ }
+
+ function refreshUniformsDash ( uniforms, material ) {
+
+ uniforms.dashSize.value = material.dashSize;
+ uniforms.totalSize.value = material.dashSize + material.gapSize;
+ uniforms.scale.value = material.scale;
+
+ }
+
+ function refreshUniformsParticle ( uniforms, material ) {
+
+ uniforms.psColor.value = material.color;
+ uniforms.opacity.value = material.opacity;
+ uniforms.size.value = material.size;
+ uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
+
+ uniforms.map.value = material.map;
+
+ if ( material.map !== null ) {
+
+ var offset = material.map.offset;
+ var repeat = material.map.repeat;
+
+ uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
+
+ }
+
+ }
+
+ function refreshUniformsFog ( uniforms, fog ) {
+
+ uniforms.fogColor.value = fog.color;
+
+ if ( fog instanceof THREE.Fog ) {
+
+ uniforms.fogNear.value = fog.near;
+ uniforms.fogFar.value = fog.far;
+
+ } else if ( fog instanceof THREE.FogExp2 ) {
+
+ uniforms.fogDensity.value = fog.density;
+
+ }
+
+ }
+
+ function refreshUniformsPhong ( uniforms, material ) {
+
+ uniforms.shininess.value = material.shininess;
+
+ uniforms.emissive.value = material.emissive;
+ uniforms.specular.value = material.specular;
+
+ if ( material.wrapAround ) {
+
+ uniforms.wrapRGB.value.copy( material.wrapRGB );
+
+ }
+
+ }
+
+ function refreshUniformsLambert ( uniforms, material ) {
+
+ uniforms.emissive.value = material.emissive;
+
+ if ( material.wrapAround ) {
+
+ uniforms.wrapRGB.value.copy( material.wrapRGB );
+
+ }
+
+ }
+
+ function refreshUniformsLights ( uniforms, lights ) {
+
+ uniforms.ambientLightColor.value = lights.ambient;
+
+ uniforms.directionalLightColor.value = lights.directional.colors;
+ uniforms.directionalLightDirection.value = lights.directional.positions;
+
+ uniforms.pointLightColor.value = lights.point.colors;
+ uniforms.pointLightPosition.value = lights.point.positions;
+ uniforms.pointLightDistance.value = lights.point.distances;
+ uniforms.pointLightDecay.value = lights.point.decays;
+
+ uniforms.spotLightColor.value = lights.spot.colors;
+ uniforms.spotLightPosition.value = lights.spot.positions;
+ uniforms.spotLightDistance.value = lights.spot.distances;
+ uniforms.spotLightDirection.value = lights.spot.directions;
+ uniforms.spotLightAngleCos.value = lights.spot.anglesCos;
+ uniforms.spotLightExponent.value = lights.spot.exponents;
+ uniforms.spotLightDecay.value = lights.spot.decays;
+
+ uniforms.hemisphereLightSkyColor.value = lights.hemi.skyColors;
+ uniforms.hemisphereLightGroundColor.value = lights.hemi.groundColors;
+ uniforms.hemisphereLightDirection.value = lights.hemi.positions;
+
+ }
+
+ // If uniforms are marked as clean, they don't need to be loaded to the GPU.
+
+ function markUniformsLightsNeedsUpdate ( uniforms, value ) {
+
+ uniforms.ambientLightColor.needsUpdate = value;
+
+ uniforms.directionalLightColor.needsUpdate = value;
+ uniforms.directionalLightDirection.needsUpdate = value;
+
+ uniforms.pointLightColor.needsUpdate = value;
+ uniforms.pointLightPosition.needsUpdate = value;
+ uniforms.pointLightDistance.needsUpdate = value;
+ uniforms.pointLightDecay.needsUpdate = value;
+
+ uniforms.spotLightColor.needsUpdate = value;
+ uniforms.spotLightPosition.needsUpdate = value;
+ uniforms.spotLightDistance.needsUpdate = value;
+ uniforms.spotLightDirection.needsUpdate = value;
+ uniforms.spotLightAngleCos.needsUpdate = value;
+ uniforms.spotLightExponent.needsUpdate = value;
+ uniforms.spotLightDecay.needsUpdate = value;
+
+ uniforms.hemisphereLightSkyColor.needsUpdate = value;
+ uniforms.hemisphereLightGroundColor.needsUpdate = value;
+ uniforms.hemisphereLightDirection.needsUpdate = value;
+
+ }
+
+ function refreshUniformsShadow ( uniforms, lights ) {
+
+ if ( uniforms.shadowMatrix ) {
+
+ var j = 0;
+
+ for ( var i = 0, il = lights.length; i < il; i ++ ) {
+
+ var light = lights[ i ];
+
+ if ( ! light.castShadow ) continue;
+
+ if ( light instanceof THREE.SpotLight || ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) ) {
+
+ uniforms.shadowMap.value[ j ] = light.shadowMap;
+ uniforms.shadowMapSize.value[ j ] = light.shadowMapSize;
+
+ uniforms.shadowMatrix.value[ j ] = light.shadowMatrix;
+
+ uniforms.shadowDarkness.value[ j ] = light.shadowDarkness;
+ uniforms.shadowBias.value[ j ] = light.shadowBias;
+
+ j ++;
+
+ }
+
+ }
+
+ }
+
+ }
+
+ // Uniforms (load to GPU)
+
+ function loadUniformsMatrices ( uniforms, object ) {
+
+ _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrix.elements );
+
+ if ( uniforms.normalMatrix ) {
+
+ _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrix.elements );
+
+ }
+
+ }
+
+ function getTextureUnit() {
+
+ var textureUnit = _usedTextureUnits;
+
+ if ( textureUnit >= _maxTextures ) {
+
+ THREE.warn( 'Canvas3DRenderer: trying to use ' + textureUnit + ' texture units while this GPU supports only ' + _maxTextures );
+
+ }
+
+ _usedTextureUnits += 1;
+
+ return textureUnit;
+
+ }
+
+ function loadUniformsGeneric ( uniforms ) {
+
+ var texture, textureUnit, offset;
+
+ for ( var j = 0, jl = uniforms.length; j < jl; j ++ ) {
+
+ var uniform = uniforms[ j ][ 0 ];
+
+ // needsUpdate property is not added to all uniforms.
+ if ( uniform.needsUpdate === false ) continue;
+
+ var type = uniform.type;
+ var value = uniform.value;
+ var location = uniforms[ j ][ 1 ];
+
+ switch ( type ) {
+
+ case '1i':
+ _gl.uniform1i( location, value );
+ break;
+
+ case '1f':
+ _gl.uniform1f( location, value );
+ break;
+
+ case '2f':
+ _gl.uniform2f( location, value[ 0 ], value[ 1 ] );
+ break;
+
+ case '3f':
+ _gl.uniform3f( location, value[ 0 ], value[ 1 ], value[ 2 ] );
+ break;
+
+ case '4f':
+ _gl.uniform4f( location, value[ 0 ], value[ 1 ], value[ 2 ], value[ 3 ] );
+ break;
+
+ case '1iv':
+ _gl.uniform1iv( location, value );
+ break;
+
+ case '3iv':
+ _gl.uniform3iv( location, value );
+ break;
+
+ case '1fv':
+ _gl.uniform1fv( location, value );
+ break;
+
+ case '2fv':
+ _gl.uniform2fv( location, value );
+ break;
+
+ case '3fv':
+ _gl.uniform3fv( location, value );
+ break;
+
+ case '4fv':
+ _gl.uniform4fv( location, value );
+ break;
+
+ case 'Matrix3fv':
+ _gl.uniformMatrix3fv( location, false, value );
+ break;
+
+ case 'Matrix4fv':
+ _gl.uniformMatrix4fv( location, false, value );
+ break;
+
+ //
+
+ case 'i':
+
+ // single integer
+ _gl.uniform1i( location, value );
+
+ break;
+
+ case 'f':
+
+ // single float
+ _gl.uniform1f( location, value );
+
+ break;
+
+ case 'v2':
+
+ // single THREE.Vector2
+ _gl.uniform2f( location, value.x, value.y );
+
+ break;
+
+ case 'v3':
+
+ // single THREE.Vector3
+ _gl.uniform3f( location, value.x, value.y, value.z );
+
+ break;
+
+ case 'v4':
+
+ // single THREE.Vector4
+ _gl.uniform4f( location, value.x, value.y, value.z, value.w );
+
+ break;
+
+ case 'c':
+
+ // single THREE.Color
+ _gl.uniform3f( location, value.r, value.g, value.b );
+
+ break;
+
+ case 'iv1':
+
+ // flat array of integers (JS or typed array)
+ _gl.uniform1iv( location, value );
+
+ break;
+
+ case 'iv':
+
+ // flat array of integers with 3 x N size (JS or typed array)
+ _gl.uniform3iv( location, value );
+
+ break;
+
+ case 'fv1':
+
+ // flat array of floats (JS or typed array)
+ _gl.uniform1fv( location, value );
+
+ break;
+
+ case 'fv':
+
+ // flat array of floats with 3 x N size (JS or typed array)
+ _gl.uniform3fv( location, value );
+
+ break;
+
+ case 'v2v':
+
+ // array of THREE.Vector2
+
+ if ( uniform._array === undefined ) {
+
+ uniform._array = new Float32Array( 2 * value.length );
+
+ }
+
+ for ( var i = 0, il = value.length; i < il; i ++ ) {
+
+ offset = i * 2;
+
+ uniform._array[ offset ] = value[ i ].x;
+ uniform._array[ offset + 1 ] = value[ i ].y;
+
+ }
+
+ _gl.uniform2fv( location, uniform._array );
+
+ break;
+
+ case 'v3v':
+
+ // array of THREE.Vector3
+
+ if ( uniform._array === undefined ) {
+
+ uniform._array = new Float32Array( 3 * value.length );
+
+ }
+
+ for ( var i = 0, il = value.length; i < il; i ++ ) {
+
+ offset = i * 3;
+
+ uniform._array[ offset ] = value[ i ].x;
+ uniform._array[ offset + 1 ] = value[ i ].y;
+ uniform._array[ offset + 2 ] = value[ i ].z;
+
+ }
+
+ _gl.uniform3fv( location, uniform._array );
+
+ break;
+
+ case 'v4v':
+
+ // array of THREE.Vector4
+
+ if ( uniform._array === undefined ) {
+
+ uniform._array = new Float32Array( 4 * value.length );
+
+ }
+
+ for ( var i = 0, il = value.length; i < il; i ++ ) {
+
+ offset = i * 4;
+
+ uniform._array[ offset ] = value[ i ].x;
+ uniform._array[ offset + 1 ] = value[ i ].y;
+ uniform._array[ offset + 2 ] = value[ i ].z;
+ uniform._array[ offset + 3 ] = value[ i ].w;
+
+ }
+
+ _gl.uniform4fv( location, uniform._array );
+
+ break;
+
+ case 'm3':
+
+ // single THREE.Matrix3
+ _gl.uniformMatrix3fv( location, false, value.elements );
+
+ break;
+
+ case 'm3v':
+
+ // array of THREE.Matrix3
+
+ if ( uniform._array === undefined ) {
+
+ uniform._array = new Float32Array( 9 * value.length );
+
+ }
+
+ for ( var i = 0, il = value.length; i < il; i ++ ) {
+
+ value[ i ].flattenToArrayOffset( uniform._array, i * 9 );
+
+ }
+
+ _gl.uniformMatrix3fv( location, false, uniform._array );
+
+ break;
+
+ case 'm4':
+
+ // single THREE.Matrix4
+ _gl.uniformMatrix4fv( location, false, value.elements );
+
+ break;
+
+ case 'm4v':
+
+ // array of THREE.Matrix4
+
+ if ( uniform._array === undefined ) {
+
+ uniform._array = new Float32Array( 16 * value.length );
+
+ }
+
+ for ( var i = 0, il = value.length; i < il; i ++ ) {
+
+ value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
+
+ }
+
+ _gl.uniformMatrix4fv( location, false, uniform._array );
+
+ break;
+
+ case 't':
+
+ // single THREE.Texture (2d or cube)
+
+ texture = value;
+ textureUnit = getTextureUnit();
+
+ _gl.uniform1i( location, textureUnit );
+
+ if ( ! texture ) continue;
+
+ if ( texture instanceof THREE.CubeTexture ||
+ ( texture.image instanceof Array && texture.image.length === 6 ) ) { // CompressedTexture can have Array in image :/
+
+ setCubeTexture( texture, textureUnit );
+
+ } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
+
+ setCubeTextureDynamic( texture, textureUnit );
+
+ } else {
+
+ _this.setTexture( texture, textureUnit );
+
+ }
+
+ break;
+
+ case 'tv':
+
+ // array of THREE.Texture (2d)
+
+ if ( uniform._array === undefined ) {
+
+ uniform._array = [];
+
+ }
+
+ for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
+
+ uniform._array[ i ] = getTextureUnit();
+
+ }
+
+ _gl.uniform1iv( location, uniform._array );
+
+ for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
+
+ texture = uniform.value[ i ];
+ textureUnit = uniform._array[ i ];
+
+ if ( ! texture ) continue;
+
+ _this.setTexture( texture, textureUnit );
+
+ }
+
+ break;
+
+ default:
+
+ THREE.warn( 'THREE.Canvas3DRenderer: Unknown uniform type: ' + type );
+
+ }
+
+ }
+
+ }
+
+ function setupMatrices ( object, camera ) {
+
+ object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
+ object._normalMatrix.getNormalMatrix( object._modelViewMatrix );
+
+ }
+
+ function setColorLinear( array, offset, color, intensity ) {
+
+ array[ offset ] = color.r * intensity;
+ array[ offset + 1 ] = color.g * intensity;
+ array[ offset + 2 ] = color.b * intensity;
+
+ }
+
+ function setupLights ( lights ) {
+
+ var l, ll, light,
+ r = 0, g = 0, b = 0,
+ color, skyColor, groundColor,
+ intensity,
+ distance,
+
+ zlights = _lights,
+
+ dirColors = zlights.directional.colors,
+ dirPositions = zlights.directional.positions,
+
+ pointColors = zlights.point.colors,
+ pointPositions = zlights.point.positions,
+ pointDistances = zlights.point.distances,
+ pointDecays = zlights.point.decays,
+
+ spotColors = zlights.spot.colors,
+ spotPositions = zlights.spot.positions,
+ spotDistances = zlights.spot.distances,
+ spotDirections = zlights.spot.directions,
+ spotAnglesCos = zlights.spot.anglesCos,
+ spotExponents = zlights.spot.exponents,
+ spotDecays = zlights.spot.decays,
+
+ hemiSkyColors = zlights.hemi.skyColors,
+ hemiGroundColors = zlights.hemi.groundColors,
+ hemiPositions = zlights.hemi.positions,
+
+ dirLength = 0,
+ pointLength = 0,
+ spotLength = 0,
+ hemiLength = 0,
+
+ dirCount = 0,
+ pointCount = 0,
+ spotCount = 0,
+ hemiCount = 0,
+
+ dirOffset = 0,
+ pointOffset = 0,
+ spotOffset = 0,
+ hemiOffset = 0;
+
+ for ( l = 0, ll = lights.length; l < ll; l ++ ) {
+
+ light = lights[ l ];
+
+ if ( light.onlyShadow ) continue;
+
+ color = light.color;
+ intensity = light.intensity;
+ distance = light.distance;
+
+ if ( light instanceof THREE.AmbientLight ) {
+
+ if ( ! light.visible ) continue;
+
+ r += color.r;
+ g += color.g;
+ b += color.b;
+
+ } else if ( light instanceof THREE.DirectionalLight ) {
+
+ dirCount += 1;
+
+ if ( ! light.visible ) continue;
+
+ _direction.setFromMatrixPosition( light.matrixWorld );
+ _vector3.setFromMatrixPosition( light.target.matrixWorld );
+ _direction.sub( _vector3 );
+ _direction.normalize();
+
+ dirOffset = dirLength * 3;
+
+ dirPositions[ dirOffset ] = _direction.x;
+ dirPositions[ dirOffset + 1 ] = _direction.y;
+ dirPositions[ dirOffset + 2 ] = _direction.z;
+
+ setColorLinear( dirColors, dirOffset, color, intensity );
+
+ dirLength += 1;
+
+ } else if ( light instanceof THREE.PointLight ) {
+
+ pointCount += 1;
+
+ if ( ! light.visible ) continue;
+
+ pointOffset = pointLength * 3;
+
+ setColorLinear( pointColors, pointOffset, color, intensity );
+
+ _vector3.setFromMatrixPosition( light.matrixWorld );
+
+ pointPositions[ pointOffset ] = _vector3.x;
+ pointPositions[ pointOffset + 1 ] = _vector3.y;
+ pointPositions[ pointOffset + 2 ] = _vector3.z;
+
+ // distance is 0 if decay is 0, because there is no attenuation at all.
+ pointDistances[ pointLength ] = distance;
+ pointDecays[ pointLength ] = ( light.distance === 0 ) ? 0.0 : light.decay;
+
+ pointLength += 1;
+
+ } else if ( light instanceof THREE.SpotLight ) {
+
+ spotCount += 1;
+
+ if ( ! light.visible ) continue;
+
+ spotOffset = spotLength * 3;
+
+ setColorLinear( spotColors, spotOffset, color, intensity );
+
+ _direction.setFromMatrixPosition( light.matrixWorld );
+
+ spotPositions[ spotOffset ] = _direction.x;
+ spotPositions[ spotOffset + 1 ] = _direction.y;
+ spotPositions[ spotOffset + 2 ] = _direction.z;
+
+ spotDistances[ spotLength ] = distance;
+
+ _vector3.setFromMatrixPosition( light.target.matrixWorld );
+ _direction.sub( _vector3 );
+ _direction.normalize();
+
+ spotDirections[ spotOffset ] = _direction.x;
+ spotDirections[ spotOffset + 1 ] = _direction.y;
+ spotDirections[ spotOffset + 2 ] = _direction.z;
+
+ spotAnglesCos[ spotLength ] = Math.cos( light.angle );
+ spotExponents[ spotLength ] = light.exponent;
+ spotDecays[ spotLength ] = ( light.distance === 0 ) ? 0.0 : light.decay;
+
+ spotLength += 1;
+
+ } else if ( light instanceof THREE.HemisphereLight ) {
+
+ hemiCount += 1;
+
+ if ( ! light.visible ) continue;
+
+ _direction.setFromMatrixPosition( light.matrixWorld );
+ _direction.normalize();
+
+ hemiOffset = hemiLength * 3;
+
+ hemiPositions[ hemiOffset ] = _direction.x;
+ hemiPositions[ hemiOffset + 1 ] = _direction.y;
+ hemiPositions[ hemiOffset + 2 ] = _direction.z;
+
+ skyColor = light.color;
+ groundColor = light.groundColor;
+
+ setColorLinear( hemiSkyColors, hemiOffset, skyColor, intensity );
+ setColorLinear( hemiGroundColors, hemiOffset, groundColor, intensity );
+
+ hemiLength += 1;
+
+ }
+
+ }
+
+ // null eventual remains from removed lights
+ // (this is to avoid if in shader)
+
+ for ( l = dirLength * 3, ll = Math.max( dirColors.length, dirCount * 3 ); l < ll; l ++ ) dirColors[ l ] = 0.0;
+ for ( l = pointLength * 3, ll = Math.max( pointColors.length, pointCount * 3 ); l < ll; l ++ ) pointColors[ l ] = 0.0;
+ for ( l = spotLength * 3, ll = Math.max( spotColors.length, spotCount * 3 ); l < ll; l ++ ) spotColors[ l ] = 0.0;
+ for ( l = hemiLength * 3, ll = Math.max( hemiSkyColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiSkyColors[ l ] = 0.0;
+ for ( l = hemiLength * 3, ll = Math.max( hemiGroundColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiGroundColors[ l ] = 0.0;
+
+ zlights.directional.length = dirLength;
+ zlights.point.length = pointLength;
+ zlights.spot.length = spotLength;
+ zlights.hemi.length = hemiLength;
+
+ zlights.ambient[ 0 ] = r;
+ zlights.ambient[ 1 ] = g;
+ zlights.ambient[ 2 ] = b;
+
+ }
+
+ // GL state setting
+
+ this.setFaceCulling = function ( cullFace, frontFaceDirection ) {
+
+ if ( cullFace === THREE.CullFaceNone ) {
+
+ _gl.disable( _gl.CULL_FACE );
+
+ } else {
+
+ if ( frontFaceDirection === THREE.FrontFaceDirectionCW ) {
+
+ _gl.frontFace( _gl.CW );
+
+ } else {
+
+ _gl.frontFace( _gl.CCW );
+
+ }
+
+ if ( cullFace === THREE.CullFaceBack ) {
+
+ _gl.cullFace( _gl.BACK );
+
+ } else if ( cullFace === THREE.CullFaceFront ) {
+
+ _gl.cullFace( _gl.FRONT );
+
+ } else {
+
+ _gl.cullFace( _gl.FRONT_AND_BACK );
+
+ }
+
+ _gl.enable( _gl.CULL_FACE );
+
+ }
+
+ };
+
+ this.setMaterialFaces = function ( material ) {
+
+ state.setDoubleSided( material.side === THREE.DoubleSide );
+ state.setFlipSided( material.side === THREE.BackSide );
+
+ };
+
+ // Textures
+
+ function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {
+
+ var extension;
+
+ if ( isImagePowerOfTwo ) {
+
+ _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
+ _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
+
+ _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
+ _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
+
+ } else {
+
+ _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
+ _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
+
+ if ( texture.wrapS !== THREE.ClampToEdgeWrapping || texture.wrapT !== THREE.ClampToEdgeWrapping ) {
+
+ THREE.warn( 'THREE.Canvas3DRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping. ( ' + texture.sourceFile + ' )' );
+
+ }
+
+ _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
+ _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
+
+ if ( texture.minFilter !== THREE.NearestFilter && texture.minFilter !== THREE.LinearFilter ) {
+
+ THREE.warn( 'THREE.Canvas3DRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter. ( ' + texture.sourceFile + ' )' );
+
+ }
+
+ }
+
+ extension = extensions.get( 'EXT_texture_filter_anisotropic' );
+
+ if ( extension && texture.type !== THREE.FloatType && texture.type !== THREE.HalfFloatType ) {
+
+ if ( texture.anisotropy > 1 || texture.__currentAnisotropy ) {
+
+ _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _this.getMaxAnisotropy() ) );
+ texture.__currentAnisotropy = texture.anisotropy;
+
+ }
+
+ }
+
+ }
+
+ this.uploadTexture = function ( texture ) {
+
+ if ( texture.__webglInit === undefined ) {
+
+ texture.__webglInit = true;
+
+ texture.addEventListener( 'dispose', onTextureDispose );
+
+ texture.__webglTexture = _gl.createTexture();
+
+ _this.info.memory.textures ++;
+
+ }
+
+ _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
+
+ _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
+ _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
+ _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
+
+ texture.image = clampToMaxSize( texture.image, _maxTextureSize );
+
+ var image = texture.image,
+ isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
+ glFormat = paramThreeToGL( texture.format ),
+ glType = paramThreeToGL( texture.type );
+
+ setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
+
+ var mipmap, mipmaps = texture.mipmaps;
+
+ if ( texture instanceof THREE.DataTexture ) {
+
+ // use manually created mipmaps if available
+ // if there are no manual mipmaps
+ // set 0 level mipmap and then use GL to generate other mipmap levels
+
+ if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
+
+ for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
+
+ mipmap = mipmaps[ i ];
+ _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
+
+ }
+
+ texture.generateMipmaps = false;
+
+ } else {
+
+ _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
+
+ }
+
+ } else if ( texture instanceof THREE.CompressedTexture ) {
+
+ for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
+
+ mipmap = mipmaps[ i ];
+
+ if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
+
+ if ( getCompressedTextureFormats().indexOf( glFormat ) > -1 ) {
+
+ _gl.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
+
+ } else {
+
+ THREE.warn( "THREE.Canvas3DRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()" );
+
+ }
+
+ } else {
+
+ _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
+
+ }
+
+ }
+
+ } else { // regular Texture (image, video, canvas)
+
+ // use manually created mipmaps if available
+ // if there are no manual mipmaps
+ // set 0 level mipmap and then use GL to generate other mipmap levels
+
+ if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
+
+ for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
+
+ mipmap = mipmaps[ i ];
+ _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );
+
+ }
+
+ texture.generateMipmaps = false;
+
+ } else {
+
+ _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image.texImage() );
+
+ }
+
+ }
+
+ if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
+
+ texture.needsUpdate = false;
+
+ if ( texture.onUpdate ) texture.onUpdate();
+
+ };
+
+ this.setTexture = function ( texture, slot ) {
+
+ _gl.activeTexture( _gl.TEXTURE0 + slot );
+
+ if ( texture.needsUpdate ) {
+
+ _this.uploadTexture( texture );
+
+ } else {
+
+ _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
+
+ }
+
+ };
+
+ function clampToMaxSize ( image, maxSize ) {
+
+ if ( image.width > maxSize || image.height > maxSize ) {
+
+ // Warning: Scaling through the canvas will only work with images that use
+ // premultiplied alpha.
+
+ var scale = maxSize / Math.max( image.width, image.height );
+
+ var canvasWidth = Math.floor( image.width * scale );
+ var canvasHeight = Math.floor( image.height * scale );
+ var canvas = image.resize( canvasWidth, canvasHeight );
+
+
+ THREE.warn( 'THREE.Canvas3DRenderer: image is too big (' + image.width + 'x' + image.height + '). Resized to ' + canvasWidth + 'x' + canvasHeight, image );
+
+ return canvas;
+
+ }
+
+ return image;
+
+ }
+
+ function setCubeTexture ( texture, slot ) {
+
+ if ( texture.image.length === 6 ) {
+
+ if ( texture.needsUpdate ) {
+
+ if ( ! texture.image.__webglTextureCube ) {
+
+ texture.addEventListener( 'dispose', onTextureDispose );
+
+ texture.image.__webglTextureCube = _gl.createTexture();
+
+ _this.info.memory.textures ++;
+
+ }
+
+ _gl.activeTexture( _gl.TEXTURE0 + slot );
+ _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
+
+ _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
+
+ var isCompressed = texture instanceof THREE.CompressedTexture;
+ var isDataTexture = texture.image[ 0 ] instanceof THREE.DataTexture;
+
+ var cubeImage = [];
+
+ for ( var i = 0; i < 6; i ++ ) {
+
+ if ( _this.autoScaleCubemaps && ! isCompressed && ! isDataTexture ) {
+
+ cubeImage[ i ] = clampToMaxSize( texture.image[ i ], _maxCubemapSize );
+
+ } else {
+
+ cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
+
+ }
+
+ }
+
+ var image = cubeImage[ 0 ],
+ isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
+ glFormat = paramThreeToGL( texture.format ),
+ glType = paramThreeToGL( texture.type );
+
+ setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );
+
+ for ( var i = 0; i < 6; i ++ ) {
+
+ if ( ! isCompressed ) {
+
+ if ( isDataTexture ) {
+
+ _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
+
+ } else {
+
+ _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ].texImage() );
+
+ }
+
+ } else {
+
+ var mipmap, mipmaps = cubeImage[ i ].mipmaps;
+
+ for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
+
+ mipmap = mipmaps[ j ];
+
+ if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
+
+ if ( getCompressedTextureFormats().indexOf( glFormat ) > -1 ) {
+
+ _gl.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
+
+ } else {
+
+ THREE.warn( "THREE.Canvas3DRenderer: Attempt to load unsupported compressed texture format in .setCubeTexture()" );
+
+ }
+
+ } else {
+
+ _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
+
+ }
+
+ }
+
+ }
+
+ }
+
+ if ( texture.generateMipmaps && isImagePowerOfTwo ) {
+
+ _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
+
+ }
+
+ texture.needsUpdate = false;
+
+ if ( texture.onUpdate ) texture.onUpdate();
+
+ } else {
+
+ _gl.activeTexture( _gl.TEXTURE0 + slot );
+ _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
+
+ }
+
+ }
+
+ }
+
+ function setCubeTextureDynamic ( texture, slot ) {
+
+ _gl.activeTexture( _gl.TEXTURE0 + slot );
+ _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture );
+
+ }
+
+ // Render targets
+
+ function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {
+
+ _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
+ _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, renderTarget.__webglTexture, 0 );
+
+ }
+
+ function setupRenderBuffer ( renderbuffer, renderTarget ) {
+
+ _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
+
+ if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
+
+ _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
+ _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
+
+ /* For some reason this is not working. Defaulting to RGBA4.
+ } else if ( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
+
+ _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
+ _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
+ */
+ } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
+
+ _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
+ _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
+
+ } else {
+
+ _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
+
+ }
+
+ }
+
+ this.setRenderTarget = function ( renderTarget ) {
+
+ var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
+
+ if ( renderTarget && renderTarget.__webglFramebuffer === undefined ) {
+
+ if ( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
+ if ( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;
+
+ renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
+
+ renderTarget.__webglTexture = _gl.createTexture();
+
+ _this.info.memory.textures ++;
+
+ // Setup texture, create render and frame buffers
+
+ var isTargetPowerOfTwo = THREE.Math.isPowerOfTwo( renderTarget.width ) && THREE.Math.isPowerOfTwo( renderTarget.height ),
+ glFormat = paramThreeToGL( renderTarget.format ),
+ glType = paramThreeToGL( renderTarget.type );
+
+ if ( isCube ) {
+
+ renderTarget.__webglFramebuffer = [];
+ renderTarget.__webglRenderbuffer = [];
+
+ _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
+ setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo );
+
+ for ( var i = 0; i < 6; i ++ ) {
+
+ renderTarget.__webglFramebuffer[ i ] = _gl.createFramebuffer();
+ renderTarget.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
+
+ _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
+
+ setupFrameBuffer( renderTarget.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
+ setupRenderBuffer( renderTarget.__webglRenderbuffer[ i ], renderTarget );
+
+ }
+
+ if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
+
+ } else {
+
+ renderTarget.__webglFramebuffer = _gl.createFramebuffer();
+
+ if ( renderTarget.shareDepthFrom ) {
+
+ renderTarget.__webglRenderbuffer = renderTarget.shareDepthFrom.__webglRenderbuffer;
+
+ } else {
+
+ renderTarget.__webglRenderbuffer = _gl.createRenderbuffer();
+
+ }
+
+ _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
+ setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo );
+
+ _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
+
+ setupFrameBuffer( renderTarget.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );
+
+ if ( renderTarget.shareDepthFrom ) {
+
+ if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
+
+ _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );
+
+ } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
+
+ _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );
+
+ }
+
+ } else {
+
+ setupRenderBuffer( renderTarget.__webglRenderbuffer, renderTarget );
+
+ }
+
+ if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
+
+ }
+
+ // Release everything
+
+ if ( isCube ) {
+
+ _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
+
+ } else {
+
+ _gl.bindTexture( _gl.TEXTURE_2D, null );
+
+ }
+
+ _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
+ _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
+
+ }
+
+ var framebuffer, width, height, vx, vy;
+
+ if ( renderTarget ) {
+
+ if ( isCube ) {
+
+ framebuffer = renderTarget.__webglFramebuffer[ renderTarget.activeCubeFace ];
+
+ } else {
+
+ framebuffer = renderTarget.__webglFramebuffer;
+
+ }
+
+ width = renderTarget.width;
+ height = renderTarget.height;
+
+ vx = 0;
+ vy = 0;
+
+ } else {
+
+ framebuffer = null;
+
+ width = _viewportWidth;
+ height = _viewportHeight;
+
+ vx = _viewportX;
+ vy = _viewportY;
+
+ }
+
+ if ( framebuffer !== _currentFramebuffer ) {
+
+ _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
+ _gl.viewport( vx, vy, width, height );
+
+ _currentFramebuffer = framebuffer;
+
+ }
+
+ _currentWidth = width;
+ _currentHeight = height;
+
+ };
+
+ this.readRenderTargetPixels = function( renderTarget, x, y, width, height, buffer ) {
+
+ if ( ! ( renderTarget instanceof THREE.WebGLRenderTarget ) ) {
+
+ console.error( 'THREE.Canvas3DRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
+ return;
+
+ }
+
+ if ( renderTarget.__webglFramebuffer ) {
+
+ if ( renderTarget.format !== THREE.RGBAFormat ) {
+
+ console.error( 'THREE.Canvas3DRenderer.readRenderTargetPixels: renderTarget is not in RGBA format. readPixels can read only RGBA format.' );
+ return;
+
+ }
+
+ var restore = false;
+
+ if ( renderTarget.__webglFramebuffer !== _currentFramebuffer ) {
+
+ _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTarget.__webglFramebuffer );
+
+ restore = true;
+
+ }
+
+ if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
+
+ _gl.readPixels( x, y, width, height, _gl.RGBA, _gl.UNSIGNED_BYTE, buffer );
+
+ } else {
+
+ console.error( 'THREE.Canvas3DRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
+
+ }
+
+ if ( restore ) {
+
+ _gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
+
+ }
+
+ }
+
+ };
+
+ function updateRenderTargetMipmap ( renderTarget ) {
+
+ if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
+
+ _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
+ _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
+ _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
+
+ } else {
+
+ _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
+ _gl.generateMipmap( _gl.TEXTURE_2D );
+ _gl.bindTexture( _gl.TEXTURE_2D, null );
+
+ }
+
+ }
+
+ // Fallback filters for non-power-of-2 textures
+
+ function filterFallback ( f ) {
+
+ if ( f === THREE.NearestFilter || f === THREE.NearestMipMapNearestFilter || f === THREE.NearestMipMapLinearFilter ) {
+
+ return _gl.NEAREST;
+
+ }
+
+ return _gl.LINEAR;
+
+ }
+
+ // Map three.js constants to WebGL constants
+
+ function paramThreeToGL ( p ) {
+
+ var extension;
+
+ if ( p === THREE.RepeatWrapping ) return _gl.REPEAT;
+ if ( p === THREE.ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE;
+ if ( p === THREE.MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT;
+
+ if ( p === THREE.NearestFilter ) return _gl.NEAREST;
+ if ( p === THREE.NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST;
+ if ( p === THREE.NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR;
+
+ if ( p === THREE.LinearFilter ) return _gl.LINEAR;
+ if ( p === THREE.LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
+ if ( p === THREE.LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;
+
+ if ( p === THREE.UnsignedByteType ) return _gl.UNSIGNED_BYTE;
+ if ( p === THREE.UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
+ if ( p === THREE.UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
+ if ( p === THREE.UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;
+
+ if ( p === THREE.ByteType ) return _gl.BYTE;
+ if ( p === THREE.ShortType ) return _gl.SHORT;
+ if ( p === THREE.UnsignedShortType ) return _gl.UNSIGNED_SHORT;
+ if ( p === THREE.IntType ) return _gl.INT;
+ if ( p === THREE.UnsignedIntType ) return _gl.UNSIGNED_INT;
+ if ( p === THREE.FloatType ) return _gl.FLOAT;
+
+ extension = extensions.get( 'OES_texture_half_float' );
+
+ if ( extension !== null ) {
+
+ if ( p === THREE.HalfFloatType ) return extension.HALF_FLOAT_OES;
+
+ }
+
+ if ( p === THREE.AlphaFormat ) return _gl.ALPHA;
+ if ( p === THREE.RGBFormat ) return _gl.RGB;
+ if ( p === THREE.RGBAFormat ) return _gl.RGBA;
+ if ( p === THREE.LuminanceFormat ) return _gl.LUMINANCE;
+ if ( p === THREE.LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;
+
+ if ( p === THREE.AddEquation ) return _gl.FUNC_ADD;
+ if ( p === THREE.SubtractEquation ) return _gl.FUNC_SUBTRACT;
+ if ( p === THREE.ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
+
+ if ( p === THREE.ZeroFactor ) return _gl.ZERO;
+ if ( p === THREE.OneFactor ) return _gl.ONE;
+ if ( p === THREE.SrcColorFactor ) return _gl.SRC_COLOR;
+ if ( p === THREE.OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
+ if ( p === THREE.SrcAlphaFactor ) return _gl.SRC_ALPHA;
+ if ( p === THREE.OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
+ if ( p === THREE.DstAlphaFactor ) return _gl.DST_ALPHA;
+ if ( p === THREE.OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
+
+ if ( p === THREE.DstColorFactor ) return _gl.DST_COLOR;
+ if ( p === THREE.OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
+ if ( p === THREE.SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
+
+ extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
+
+ if ( extension !== null ) {
+
+ if ( p === THREE.RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
+ if ( p === THREE.RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
+ if ( p === THREE.RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
+ if ( p === THREE.RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
+
+ }
+
+ extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
+
+ if ( extension !== null ) {
+
+ if ( p === THREE.RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
+ if ( p === THREE.RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
+ if ( p === THREE.RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
+ if ( p === THREE.RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
+
+ }
+
+ extension = extensions.get( 'EXT_blend_minmax' );
+
+ if ( extension !== null ) {
+
+ if ( p === THREE.MinEquation ) return extension.MIN_EXT;
+ if ( p === THREE.MaxEquation ) return extension.MAX_EXT;
+
+ }
+
+ return 0;
+
+ }
+
+ // Allocations
+
+ function allocateBones ( object ) {
+
+ if ( _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture ) {
+
+ return 1024;
+
+ } else {
+
+ // default for when object is not specified
+ // ( for example when prebuilding shader
+ // to be used with multiple objects )
+ //
+ // - leave some extra space for other uniforms
+ // - limit here is ANGLE's 254 max uniform vectors
+ // (up to 54 should be safe)
+
+ var nVertexUniforms = _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS );
+ var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
+
+ var maxBones = nVertexMatrices;
+
+ if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
+
+ maxBones = Math.min( object.skeleton.bones.length, maxBones );
+
+ if ( maxBones < object.skeleton.bones.length ) {
+
+ THREE.warn( 'Canvas3DRenderer: too many bones - ' + object.skeleton.bones.length + ', this GPU supports just ' + maxBones + ' (try OpenGL instead of ANGLE)' );
+
+ }
+
+ }
+
+ return maxBones;
+
+ }
+
+ }
+
+ function allocateLights( lights ) {
+
+ var dirLights = 0;
+ var pointLights = 0;
+ var spotLights = 0;
+ var hemiLights = 0;
+
+ for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
+
+ var light = lights[ l ];
+
+ if ( light.onlyShadow || light.visible === false ) continue;
+
+ if ( light instanceof THREE.DirectionalLight ) dirLights ++;
+ if ( light instanceof THREE.PointLight ) pointLights ++;
+ if ( light instanceof THREE.SpotLight ) spotLights ++;
+ if ( light instanceof THREE.HemisphereLight ) hemiLights ++;
+
+ }
+
+ return { 'directional': dirLights, 'point': pointLights, 'spot': spotLights, 'hemi': hemiLights };
+
+ }
+
+ function allocateShadows( lights ) {
+
+ var maxShadows = 0;
+
+ for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
+
+ var light = lights[ l ];
+
+ if ( ! light.castShadow ) continue;
+
+ if ( light instanceof THREE.SpotLight ) maxShadows ++;
+ if ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) maxShadows ++;
+
+ }
+
+ return maxShadows;
+
+ }
+
+ // DEPRECATED
+
+ this.initMaterial = function () {
+
+ THREE.warn( 'THREE.Canvas3DRenderer: .initMaterial() has been removed.' );
+
+ };
+
+ this.addPrePlugin = function () {
+
+ THREE.warn( 'THREE.Canvas3DRenderer: .addPrePlugin() has been removed.' );
+
+ };
+
+ this.addPostPlugin = function () {
+
+ THREE.warn( 'THREE.Canvas3DRenderer: .addPostPlugin() has been removed.' );
+
+ };
+
+ this.updateShadowMap = function () {
+
+ THREE.warn( 'THREE.Canvas3DRenderer: .updateShadowMap() has been removed.' );
+
+ };
+
+};
+
+// File:src/Three.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+function THREE() {};
+
+THREE.REVISION = '71'
+
+// browserify support
+
+//if ( typeof module === 'object' ) {
+
+// module.exports = THREE;
+
+//}
+
+// polyfills
+
+if ( Math.sign === undefined ) {
+
+ // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign
+
+ Math.sign = function ( x ) {
+
+ return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : +x;
+
+ };
+
+}
+
+
+// set the default log handlers
+THREE.log = function() { console.log.apply( console, arguments ); }
+THREE.warn = function() { console.warn.apply( console, arguments ); }
+THREE.error = function() { console.error.apply( console, arguments ); }
+
+
+// https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent.button
+
+THREE.MOUSE = { LEFT: Qt.LeftButton, MIDDLE: Qt.MiddleButton, RIGHT: Qt.RightButton };
+
+// GL STATE CONSTANTS
+
+THREE.CullFaceNone = 0;
+THREE.CullFaceBack = 1;
+THREE.CullFaceFront = 2;
+THREE.CullFaceFrontBack = 3;
+
+THREE.FrontFaceDirectionCW = 0;
+THREE.FrontFaceDirectionCCW = 1;
+
+// SHADOWING TYPES
+
+THREE.BasicShadowMap = 0;
+THREE.PCFShadowMap = 1;
+THREE.PCFSoftShadowMap = 2;
+
+// MATERIAL CONSTANTS
+
+// side
+
+THREE.FrontSide = 0;
+THREE.BackSide = 1;
+THREE.DoubleSide = 2;
+
+// shading
+
+THREE.NoShading = 0;
+THREE.FlatShading = 1;
+THREE.SmoothShading = 2;
+
+// colors
+
+THREE.NoColors = 0;
+THREE.FaceColors = 1;
+THREE.VertexColors = 2;
+
+// blending modes
+
+THREE.NoBlending = 0;
+THREE.NormalBlending = 1;
+THREE.AdditiveBlending = 2;
+THREE.SubtractiveBlending = 3;
+THREE.MultiplyBlending = 4;
+THREE.CustomBlending = 5;
+
+// custom blending equations
+// (numbers start from 100 not to clash with other
+// mappings to OpenGL constants defined in Texture.js)
+
+THREE.AddEquation = 100;
+THREE.SubtractEquation = 101;
+THREE.ReverseSubtractEquation = 102;
+THREE.MinEquation = 103;
+THREE.MaxEquation = 104;
+
+// custom blending destination factors
+
+THREE.ZeroFactor = 200;
+THREE.OneFactor = 201;
+THREE.SrcColorFactor = 202;
+THREE.OneMinusSrcColorFactor = 203;
+THREE.SrcAlphaFactor = 204;
+THREE.OneMinusSrcAlphaFactor = 205;
+THREE.DstAlphaFactor = 206;
+THREE.OneMinusDstAlphaFactor = 207;
+
+// custom blending source factors
+
+//THREE.ZeroFactor = 200;
+//THREE.OneFactor = 201;
+//THREE.SrcAlphaFactor = 204;
+//THREE.OneMinusSrcAlphaFactor = 205;
+//THREE.DstAlphaFactor = 206;
+//THREE.OneMinusDstAlphaFactor = 207;
+THREE.DstColorFactor = 208;
+THREE.OneMinusDstColorFactor = 209;
+THREE.SrcAlphaSaturateFactor = 210;
+
+
+// TEXTURE CONSTANTS
+
+THREE.MultiplyOperation = 0;
+THREE.MixOperation = 1;
+THREE.AddOperation = 2;
+
+// Mapping modes
+
+THREE.UVMapping = 300;
+
+THREE.CubeReflectionMapping = 301;
+THREE.CubeRefractionMapping = 302;
+
+THREE.EquirectangularReflectionMapping = 303;
+THREE.EquirectangularRefractionMapping = 304;
+
+THREE.SphericalReflectionMapping = 305;
+
+// Wrapping modes
+
+THREE.RepeatWrapping = 1000;
+THREE.ClampToEdgeWrapping = 1001;
+THREE.MirroredRepeatWrapping = 1002;
+
+// Filters
+
+THREE.NearestFilter = 1003;
+THREE.NearestMipMapNearestFilter = 1004;
+THREE.NearestMipMapLinearFilter = 1005;
+THREE.LinearFilter = 1006;
+THREE.LinearMipMapNearestFilter = 1007;
+THREE.LinearMipMapLinearFilter = 1008;
+
+// Data types
+
+THREE.UnsignedByteType = 1009;
+THREE.ByteType = 1010;
+THREE.ShortType = 1011;
+THREE.UnsignedShortType = 1012;
+THREE.IntType = 1013;
+THREE.UnsignedIntType = 1014;
+THREE.FloatType = 1015;
+THREE.HalfFloatType = 1025;
+
+// Pixel types
+
+//THREE.UnsignedByteType = 1009;
+THREE.UnsignedShort4444Type = 1016;
+THREE.UnsignedShort5551Type = 1017;
+THREE.UnsignedShort565Type = 1018;
+
+// Pixel formats
+
+THREE.AlphaFormat = 1019;
+THREE.RGBFormat = 1020;
+THREE.RGBAFormat = 1021;
+THREE.LuminanceFormat = 1022;
+THREE.LuminanceAlphaFormat = 1023;
+// THREE.RGBEFormat handled as THREE.RGBAFormat in shaders
+THREE.RGBEFormat = THREE.RGBAFormat; //1024;
+
+// DDS / ST3C Compressed texture formats
+
+THREE.RGB_S3TC_DXT1_Format = 2001;
+THREE.RGBA_S3TC_DXT1_Format = 2002;
+THREE.RGBA_S3TC_DXT3_Format = 2003;
+THREE.RGBA_S3TC_DXT5_Format = 2004;
+
+
+// PVRTC compressed texture formats
+
+THREE.RGB_PVRTC_4BPPV1_Format = 2100;
+THREE.RGB_PVRTC_2BPPV1_Format = 2101;
+THREE.RGBA_PVRTC_4BPPV1_Format = 2102;
+THREE.RGBA_PVRTC_2BPPV1_Format = 2103;
+
+
+// DEPRECATED
+
+THREE.Projector = function () {
+
+ THREE.error( 'THREE.Projector has been moved to /examples/js/renderers/Projector.js.' );
+
+ this.projectVector = function ( vector, camera ) {
+
+ THREE.warn( 'THREE.Projector: .projectVector() is now vector.project().' );
+ vector.project( camera );
+
+ };
+
+ this.unprojectVector = function ( vector, camera ) {
+
+ THREE.warn( 'THREE.Projector: .unprojectVector() is now vector.unproject().' );
+ vector.unproject( camera );
+
+ };
+
+ this.pickingRay = function ( vector, camera ) {
+
+ THREE.error( 'THREE.Projector: .pickingRay() is now raycaster.setFromCamera().' );
+
+ };
+
+};
+
+THREE.CanvasRenderer = function () {
+
+ THREE.error( 'THREE.CanvasRenderer has been moved to /examples/js/renderers/CanvasRenderer.js' );
+
+ this.domElement = document.createElement( 'canvas' );
+ this.clear = function () {};
+ this.render = function () {};
+ this.setClearColor = function () {};
+ this.setSize = function () {};
+
+};
+
+// File:src/math/Color.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Color = function ( color ) {
+
+ if ( arguments.length === 3 ) {
+
+ return this.setRGB( arguments[ 0 ], arguments[ 1 ], arguments[ 2 ] );
+
+ }
+
+ return this.set( color )
+
+};
+
+THREE.Color.prototype = {
+
+ constructor: THREE.Color,
+
+ r: 1, g: 1, b: 1,
+
+ set: function ( value ) {
+
+ if ( value instanceof THREE.Color ) {
+
+ this.copy( value );
+
+ } else if ( typeof value === 'number' ) {
+
+ this.setHex( value );
+
+ } else if ( typeof value === 'string' ) {
+
+ this.setStyle( value );
+
+ }
+
+ return this;
+
+ },
+
+ setHex: function ( hex ) {
+
+ hex = Math.floor( hex );
+
+ this.r = ( hex >> 16 & 255 ) / 255;
+ this.g = ( hex >> 8 & 255 ) / 255;
+ this.b = ( hex & 255 ) / 255;
+
+ return this;
+
+ },
+
+ setRGB: function ( r, g, b ) {
+
+ this.r = r;
+ this.g = g;
+ this.b = b;
+
+ return this;
+
+ },
+
+ setHSL: function ( h, s, l ) {
+
+ // h,s,l ranges are in 0.0 - 1.0
+
+ if ( s === 0 ) {
+
+ this.r = this.g = this.b = l;
+
+ } else {
+
+ var hue2rgb = function ( p, q, t ) {
+
+ if ( t < 0 ) t += 1;
+ if ( t > 1 ) t -= 1;
+ if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
+ if ( t < 1 / 2 ) return q;
+ if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
+ return p;
+
+ };
+
+ var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
+ var q = ( 2 * l ) - p;
+
+ this.r = hue2rgb( q, p, h + 1 / 3 );
+ this.g = hue2rgb( q, p, h );
+ this.b = hue2rgb( q, p, h - 1 / 3 );
+
+ }
+
+ return this;
+
+ },
+
+ setStyle: function ( style ) {
+
+ // rgb(255,0,0)
+
+ if ( /^rgb\((\d+), ?(\d+), ?(\d+)\)$/i.test( style ) ) {
+
+ var color = /^rgb\((\d+), ?(\d+), ?(\d+)\)$/i.exec( style );
+
+ this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
+ this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
+ this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
+
+ return this;
+
+ }
+
+ // rgb(100%,0%,0%)
+
+ if ( /^rgb\((\d+)\%, ?(\d+)\%, ?(\d+)\%\)$/i.test( style ) ) {
+
+ var color = /^rgb\((\d+)\%, ?(\d+)\%, ?(\d+)\%\)$/i.exec( style );
+
+ this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
+ this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
+ this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
+
+ return this;
+
+ }
+
+ // #ff0000
+
+ if ( /^\#([0-9a-f]{6})$/i.test( style ) ) {
+
+ var color = /^\#([0-9a-f]{6})$/i.exec( style );
+
+ this.setHex( parseInt( color[ 1 ], 16 ) );
+
+ return this;
+
+ }
+
+ // #f00
+
+ if ( /^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.test( style ) ) {
+
+ var color = /^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.exec( style );
+
+ this.setHex( parseInt( color[ 1 ] + color[ 1 ] + color[ 2 ] + color[ 2 ] + color[ 3 ] + color[ 3 ], 16 ) );
+
+ return this;
+
+ }
+
+ // red
+
+ if ( /^(\w+)$/i.test( style ) ) {
+
+ this.setHex( THREE.ColorKeywords[ style ] );
+
+ return this;
+
+ }
+
+
+ },
+
+ copy: function ( color ) {
+
+ this.r = color.r;
+ this.g = color.g;
+ this.b = color.b;
+
+ return this;
+
+ },
+
+ copyGammaToLinear: function ( color, gammaFactor ) {
+
+ if ( gammaFactor === undefined ) gammaFactor = 2.0;
+
+ this.r = Math.pow( color.r, gammaFactor );
+ this.g = Math.pow( color.g, gammaFactor );
+ this.b = Math.pow( color.b, gammaFactor );
+
+ return this;
+
+ },
+
+ copyLinearToGamma: function ( color, gammaFactor ) {
+
+ if ( gammaFactor === undefined ) gammaFactor = 2.0;
+
+ var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;
+
+ this.r = Math.pow( color.r, safeInverse );
+ this.g = Math.pow( color.g, safeInverse );
+ this.b = Math.pow( color.b, safeInverse );
+
+ return this;
+
+ },
+
+ convertGammaToLinear: function () {
+
+ var r = this.r, g = this.g, b = this.b;
+
+ this.r = r * r;
+ this.g = g * g;
+ this.b = b * b;
+
+ return this;
+
+ },
+
+ convertLinearToGamma: function () {
+
+ this.r = Math.sqrt( this.r );
+ this.g = Math.sqrt( this.g );
+ this.b = Math.sqrt( this.b );
+
+ return this;
+
+ },
+
+ getHex: function () {
+
+ return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
+
+ },
+
+ getHexString: function () {
+
+ return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
+
+ },
+
+ getHSL: function ( optionalTarget ) {
+
+ // h,s,l ranges are in 0.0 - 1.0
+
+ var hsl = optionalTarget || { h: 0, s: 0, l: 0 };
+
+ var r = this.r, g = this.g, b = this.b;
+
+ var max = Math.max( r, g, b );
+ var min = Math.min( r, g, b );
+
+ var hue, saturation;
+ var lightness = ( min + max ) / 2.0;
+
+ if ( min === max ) {
+
+ hue = 0;
+ saturation = 0;
+
+ } else {
+
+ var delta = max - min;
+
+ saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
+
+ switch ( max ) {
+
+ case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
+ case g: hue = ( b - r ) / delta + 2; break;
+ case b: hue = ( r - g ) / delta + 4; break;
+
+ }
+
+ hue /= 6;
+
+ }
+
+ hsl.h = hue;
+ hsl.s = saturation;
+ hsl.l = lightness;
+
+ return hsl;
+
+ },
+
+ getStyle: function () {
+
+ return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
+
+ },
+
+ offsetHSL: function ( h, s, l ) {
+
+ var hsl = this.getHSL();
+
+ hsl.h += h; hsl.s += s; hsl.l += l;
+
+ this.setHSL( hsl.h, hsl.s, hsl.l );
+
+ return this;
+
+ },
+
+ add: function ( color ) {
+
+ this.r += color.r;
+ this.g += color.g;
+ this.b += color.b;
+
+ return this;
+
+ },
+
+ addColors: function ( color1, color2 ) {
+
+ this.r = color1.r + color2.r;
+ this.g = color1.g + color2.g;
+ this.b = color1.b + color2.b;
+
+ return this;
+
+ },
+
+ addScalar: function ( s ) {
+
+ this.r += s;
+ this.g += s;
+ this.b += s;
+
+ return this;
+
+ },
+
+ multiply: function ( color ) {
+
+ this.r *= color.r;
+ this.g *= color.g;
+ this.b *= color.b;
+
+ return this;
+
+ },
+
+ multiplyScalar: function ( s ) {
+
+ this.r *= s;
+ this.g *= s;
+ this.b *= s;
+
+ return this;
+
+ },
+
+ lerp: function ( color, alpha ) {
+
+ this.r += ( color.r - this.r ) * alpha;
+ this.g += ( color.g - this.g ) * alpha;
+ this.b += ( color.b - this.b ) * alpha;
+
+ return this;
+
+ },
+
+ equals: function ( c ) {
+
+ return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
+
+ },
+
+ fromArray: function ( array ) {
+
+ this.r = array[ 0 ];
+ this.g = array[ 1 ];
+ this.b = array[ 2 ];
+
+ return this;
+
+ },
+
+ toArray: function ( array, offset ) {
+
+ if ( array === undefined ) array = [];
+ if ( offset === undefined ) offset = 0;
+
+ array[ offset ] = this.r;
+ array[ offset + 1 ] = this.g;
+ array[ offset + 2 ] = this.b;
+
+ return array;
+ },
+
+ clone: function () {
+
+ return new THREE.Color().setRGB( this.r, this.g, this.b );
+
+ }
+
+};
+
+THREE.ColorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
+'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
+'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
+'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
+'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
+'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
+'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
+'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
+'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
+'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
+'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
+'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
+'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
+'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
+'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
+'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
+'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
+'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
+'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
+'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
+'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
+'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
+'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
+'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
+
+// File:src/math/Quaternion.js
+
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ * @author WestLangley / http://github.com/WestLangley
+ * @author bhouston / http://exocortex.com
+ */
+
+THREE.Quaternion = function ( x, y, z, w ) {
+
+ this._x = x || 0;
+ this._y = y || 0;
+ this._z = z || 0;
+ this._w = ( w !== undefined ) ? w : 1;
+
+ this.__defineGetter__("x", function(){
+ return this._x;
+ });
+ this.__defineSetter__("x", function(value){
+ this._x = value;
+ this.onChangeCallback();
+ });
+ this.__defineGetter__("y", function(){
+ return this._y;
+ });
+ this.__defineSetter__("y", function(value){
+ this._y = value;
+ this.onChangeCallback();
+ });
+ this.__defineGetter__("z", function(){
+ return this._z;
+ });
+ this.__defineSetter__("z", function(value){
+ this._z = value;
+ this.onChangeCallback();
+ });
+ this.__defineGetter__("w", function(){
+ return this._w;
+ });
+ this.__defineSetter__("w", function(value){
+ this._w = value;
+ this.onChangeCallback();
+ });
+};
+
+THREE.Quaternion.prototype = {
+
+ constructor: THREE.Quaternion,
+
+ _x: 0,_y: 0, _z: 0, _w: 0,
+
+ set: function ( x, y, z, w ) {
+
+ this._x = x;
+ this._y = y;
+ this._z = z;
+ this._w = w;
+
+ this.onChangeCallback();
+
+ return this;
+
+ },
+
+ copy: function ( quaternion ) {
+
+ this._x = quaternion.x;
+ this._y = quaternion.y;
+ this._z = quaternion.z;
+ this._w = quaternion.w;
+
+ this.onChangeCallback();
+
+ return this;
+
+ },
+
+ setFromEuler: function ( euler, update ) {
+
+ if ( euler instanceof THREE.Euler === false ) {
+
+ throw new Error( 'THREE.Quaternion: .setFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
+ }
+
+ // http://www.mathworks.com/matlabcentral/fileexchange/
+ // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
+ // content/SpinCalc.m
+
+ var c1 = Math.cos( euler._x / 2 );
+ var c2 = Math.cos( euler._y / 2 );
+ var c3 = Math.cos( euler._z / 2 );
+ var s1 = Math.sin( euler._x / 2 );
+ var s2 = Math.sin( euler._y / 2 );
+ var s3 = Math.sin( euler._z / 2 );
+
+ if ( euler.order === 'XYZ' ) {
+
+ this._x = s1 * c2 * c3 + c1 * s2 * s3;
+ this._y = c1 * s2 * c3 - s1 * c2 * s3;
+ this._z = c1 * c2 * s3 + s1 * s2 * c3;
+ this._w = c1 * c2 * c3 - s1 * s2 * s3;
+
+ } else if ( euler.order === 'YXZ' ) {
+
+ this._x = s1 * c2 * c3 + c1 * s2 * s3;
+ this._y = c1 * s2 * c3 - s1 * c2 * s3;
+ this._z = c1 * c2 * s3 - s1 * s2 * c3;
+ this._w = c1 * c2 * c3 + s1 * s2 * s3;
+
+ } else if ( euler.order === 'ZXY' ) {
+
+ this._x = s1 * c2 * c3 - c1 * s2 * s3;
+ this._y = c1 * s2 * c3 + s1 * c2 * s3;
+ this._z = c1 * c2 * s3 + s1 * s2 * c3;
+ this._w = c1 * c2 * c3 - s1 * s2 * s3;
+
+ } else if ( euler.order === 'ZYX' ) {
+
+ this._x = s1 * c2 * c3 - c1 * s2 * s3;
+ this._y = c1 * s2 * c3 + s1 * c2 * s3;
+ this._z = c1 * c2 * s3 - s1 * s2 * c3;
+ this._w = c1 * c2 * c3 + s1 * s2 * s3;
+
+ } else if ( euler.order === 'YZX' ) {
+
+ this._x = s1 * c2 * c3 + c1 * s2 * s3;
+ this._y = c1 * s2 * c3 + s1 * c2 * s3;
+ this._z = c1 * c2 * s3 - s1 * s2 * c3;
+ this._w = c1 * c2 * c3 - s1 * s2 * s3;
+
+ } else if ( euler.order === 'XZY' ) {
+
+ this._x = s1 * c2 * c3 - c1 * s2 * s3;
+ this._y = c1 * s2 * c3 - s1 * c2 * s3;
+ this._z = c1 * c2 * s3 + s1 * s2 * c3;
+ this._w = c1 * c2 * c3 + s1 * s2 * s3;
+
+ }
+
+ if ( update !== false ) this.onChangeCallback();
+
+ return this;
+
+ },
+
+ setFromAxisAngle: function ( axis, angle ) {
+
+ // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
+
+ // assumes axis is normalized
+
+ var halfAngle = angle / 2, s = Math.sin( halfAngle );
+
+ this._x = axis.x * s;
+ this._y = axis.y * s;
+ this._z = axis.z * s;
+ this._w = Math.cos( halfAngle );
+
+ this.onChangeCallback();
+
+ return this;
+
+ },
+
+ setFromRotationMatrix: function ( m ) {
+
+ // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
+
+ // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
+
+ var te = m.elements,
+
+ m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
+ m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
+ m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
+
+ trace = m11 + m22 + m33,
+ s;
+
+ if ( trace > 0 ) {
+
+ s = 0.5 / Math.sqrt( trace + 1.0 );
+
+ this._w = 0.25 / s;
+ this._x = ( m32 - m23 ) * s;
+ this._y = ( m13 - m31 ) * s;
+ this._z = ( m21 - m12 ) * s;
+
+ } else if ( m11 > m22 && m11 > m33 ) {
+
+ s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
+
+ this._w = ( m32 - m23 ) / s;
+ this._x = 0.25 * s;
+ this._y = ( m12 + m21 ) / s;
+ this._z = ( m13 + m31 ) / s;
+
+ } else if ( m22 > m33 ) {
+
+ s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
+
+ this._w = ( m13 - m31 ) / s;
+ this._x = ( m12 + m21 ) / s;
+ this._y = 0.25 * s;
+ this._z = ( m23 + m32 ) / s;
+
+ } else {
+
+ s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
+
+ this._w = ( m21 - m12 ) / s;
+ this._x = ( m13 + m31 ) / s;
+ this._y = ( m23 + m32 ) / s;
+ this._z = 0.25 * s;
+
+ }
+
+ this.onChangeCallback();
+
+ return this;
+
+ },
+
+ setFromUnitVectors: function () {
+
+ // http://lolengine.net/blog/2014/02/24/quaternion-from-two-vectors-final
+
+ // assumes direction vectors vFrom and vTo are normalized
+
+ var v1, r;
+
+ var EPS = 0.000001;
+
+ return function ( vFrom, vTo ) {
+
+ if ( v1 === undefined ) v1 = new THREE.Vector3();
+
+ r = vFrom.dot( vTo ) + 1;
+
+ if ( r < EPS ) {
+
+ r = 0;
+
+ if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
+
+ v1.set( - vFrom.y, vFrom.x, 0 );
+
+ } else {
+
+ v1.set( 0, - vFrom.z, vFrom.y );
+
+ }
+
+ } else {
+
+ v1.crossVectors( vFrom, vTo );
+
+ }
+
+ this._x = v1.x;
+ this._y = v1.y;
+ this._z = v1.z;
+ this._w = r;
+
+ this.normalize();
+
+ return this;
+
+ }
+
+ }(),
+
+ inverse: function () {
+
+ this.conjugate().normalize();
+
+ return this;
+
+ },
+
+ conjugate: function () {
+
+ this._x *= - 1;
+ this._y *= - 1;
+ this._z *= - 1;
+
+ this.onChangeCallback();
+
+ return this;
+
+ },
+
+ dot: function ( v ) {
+
+ return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
+
+ },
+
+ lengthSq: function () {
+
+ return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
+
+ },
+
+ length: function () {
+
+ return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
+
+ },
+
+ normalize: function () {
+
+ var l = this.length();
+
+ if ( l === 0 ) {
+
+ this._x = 0;
+ this._y = 0;
+ this._z = 0;
+ this._w = 1;
+
+ } else {
+
+ l = 1 / l;
+
+ this._x = this._x * l;
+ this._y = this._y * l;
+ this._z = this._z * l;
+ this._w = this._w * l;
+
+ }
+
+ this.onChangeCallback();
+
+ return this;
+
+ },
+
+ multiply: function ( q, p ) {
+
+ if ( p !== undefined ) {
+
+ THREE.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
+ return this.multiplyQuaternions( q, p );
+
+ }
+
+ return this.multiplyQuaternions( this, q );
+
+ },
+
+ multiplyQuaternions: function ( a, b ) {
+
+ // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
+
+ var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
+ var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
+
+ this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
+ this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
+ this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
+ this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
+
+ this.onChangeCallback();
+
+ return this;
+
+ },
+
+ multiplyVector3: function ( vector ) {
+
+ THREE.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
+ return vector.applyQuaternion( this );
+
+ },
+
+ slerp: function ( qb, t ) {
+
+ if ( t === 0 ) return this;
+ if ( t === 1 ) return this.copy( qb );
+
+ var x = this._x, y = this._y, z = this._z, w = this._w;
+
+ // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
+
+ var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
+
+ if ( cosHalfTheta < 0 ) {
+
+ this._w = - qb._w;
+ this._x = - qb._x;
+ this._y = - qb._y;
+ this._z = - qb._z;
+
+ cosHalfTheta = - cosHalfTheta;
+
+ } else {
+
+ this.copy( qb );
+
+ }
+
+ if ( cosHalfTheta >= 1.0 ) {
+
+ this._w = w;
+ this._x = x;
+ this._y = y;
+ this._z = z;
+
+ return this;
+
+ }
+
+ var halfTheta = Math.acos( cosHalfTheta );
+ var sinHalfTheta = Math.sqrt( 1.0 - cosHalfTheta * cosHalfTheta );
+
+ if ( Math.abs( sinHalfTheta ) < 0.001 ) {
+
+ this._w = 0.5 * ( w + this._w );
+ this._x = 0.5 * ( x + this._x );
+ this._y = 0.5 * ( y + this._y );
+ this._z = 0.5 * ( z + this._z );
+
+ return this;
+
+ }
+
+ var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
+ ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
+
+ this._w = ( w * ratioA + this._w * ratioB );
+ this._x = ( x * ratioA + this._x * ratioB );
+ this._y = ( y * ratioA + this._y * ratioB );
+ this._z = ( z * ratioA + this._z * ratioB );
+
+ this.onChangeCallback();
+
+ return this;
+
+ },
+
+ equals: function ( quaternion ) {
+
+ return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
+
+ },
+
+ fromArray: function ( array, offset ) {
+
+ if ( offset === undefined ) offset = 0;
+
+ this._x = array[ offset ];
+ this._y = array[ offset + 1 ];
+ this._z = array[ offset + 2 ];
+ this._w = array[ offset + 3 ];
+
+ this.onChangeCallback();
+
+ return this;
+
+ },
+
+ toArray: function ( array, offset ) {
+
+ if ( array === undefined ) array = [];
+ if ( offset === undefined ) offset = 0;
+
+ array[ offset ] = this._x;
+ array[ offset + 1 ] = this._y;
+ array[ offset + 2 ] = this._z;
+ array[ offset + 3 ] = this._w;
+
+ return array;
+
+ },
+
+ onChange: function ( callback ) {
+
+ this.onChangeCallback = callback;
+
+ return this;
+
+ },
+
+ onChangeCallback: function () {},
+
+ clone: function () {
+
+ return new THREE.Quaternion( this._x, this._y, this._z, this._w );
+
+ }
+
+};
+
+THREE.Quaternion.slerp = function ( qa, qb, qm, t ) {
+
+ return qm.copy( qa ).slerp( qb, t );
+
+}
+
+// File:src/math/Vector2.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author philogb / http://blog.thejit.org/
+ * @author egraether / http://egraether.com/
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ */
+
+THREE.Vector2 = function ( x, y ) {
+
+ this.x = x || 0;
+ this.y = y || 0;
+
+};
+
+THREE.Vector2.prototype = {
+
+ constructor: THREE.Vector2,
+
+ set: function ( x, y ) {
+
+ this.x = x;
+ this.y = y;
+
+ return this;
+
+ },
+
+ setX: function ( x ) {
+
+ this.x = x;
+
+ return this;
+
+ },
+
+ setY: function ( y ) {
+
+ this.y = y;
+
+ return this;
+
+ },
+
+ setComponent: function ( index, value ) {
+
+ switch ( index ) {
+
+ case 0: this.x = value; break;
+ case 1: this.y = value; break;
+ default: throw new Error( 'index is out of range: ' + index );
+
+ }
+
+ },
+
+ getComponent: function ( index ) {
+
+ switch ( index ) {
+
+ case 0: return this.x;
+ case 1: return this.y;
+ default: throw new Error( 'index is out of range: ' + index );
+
+ }
+
+ },
+
+ copy: function ( v ) {
+
+ this.x = v.x;
+ this.y = v.y;
+
+ return this;
+
+ },
+
+ add: function ( v, w ) {
+
+ if ( w !== undefined ) {
+
+ THREE.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
+ return this.addVectors( v, w );
+
+ }
+
+ this.x += v.x;
+ this.y += v.y;
+
+ return this;
+
+ },
+
+ addScalar: function ( s ) {
+
+ this.x += s;
+ this.y += s;
+
+ return this;
+
+ },
+
+ addVectors: function ( a, b ) {
+
+ this.x = a.x + b.x;
+ this.y = a.y + b.y;
+
+ return this;
+
+ },
+
+ sub: function ( v, w ) {
+
+ if ( w !== undefined ) {
+
+ THREE.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
+ return this.subVectors( v, w );
+
+ }
+
+ this.x -= v.x;
+ this.y -= v.y;
+
+ return this;
+
+ },
+
+ subScalar: function ( s ) {
+
+ this.x -= s;
+ this.y -= s;
+
+ return this;
+
+ },
+
+ subVectors: function ( a, b ) {
+
+ this.x = a.x - b.x;
+ this.y = a.y - b.y;
+
+ return this;
+
+ },
+
+ multiply: function ( v ) {
+
+ this.x *= v.x;
+ this.y *= v.y;
+
+ return this;
+
+ },
+
+ multiplyScalar: function ( s ) {
+
+ this.x *= s;
+ this.y *= s;
+
+ return this;
+
+ },
+
+ divide: function ( v ) {
+
+ this.x /= v.x;
+ this.y /= v.y;
+
+ return this;
+
+ },
+
+ divideScalar: function ( scalar ) {
+
+ if ( scalar !== 0 ) {
+
+ var invScalar = 1 / scalar;
+
+ this.x *= invScalar;
+ this.y *= invScalar;
+
+ } else {
+
+ this.x = 0;
+ this.y = 0;
+
+ }
+
+ return this;
+
+ },
+
+ min: function ( v ) {
+
+ if ( this.x > v.x ) {
+
+ this.x = v.x;
+
+ }
+
+ if ( this.y > v.y ) {
+
+ this.y = v.y;
+
+ }
+
+ return this;
+
+ },
+
+ max: function ( v ) {
+
+ if ( this.x < v.x ) {
+
+ this.x = v.x;
+
+ }
+
+ if ( this.y < v.y ) {
+
+ this.y = v.y;
+
+ }
+
+ return this;
+
+ },
+
+ clamp: function ( min, max ) {
+
+ // This function assumes min < max, if this assumption isn't true it will not operate correctly
+
+ if ( this.x < min.x ) {
+
+ this.x = min.x;
+
+ } else if ( this.x > max.x ) {
+
+ this.x = max.x;
+
+ }
+
+ if ( this.y < min.y ) {
+
+ this.y = min.y;
+
+ } else if ( this.y > max.y ) {
+
+ this.y = max.y;
+
+ }
+
+ return this;
+ },
+
+ clampScalar: ( function () {
+
+ var min, max;
+
+ return function ( minVal, maxVal ) {
+
+ if ( min === undefined ) {
+
+ min = new THREE.Vector2();
+ max = new THREE.Vector2();
+
+ }
+
+ min.set( minVal, minVal );
+ max.set( maxVal, maxVal );
+
+ return this.clamp( min, max );
+
+ };
+
+ } )(),
+
+ floor: function () {
+
+ this.x = Math.floor( this.x );
+ this.y = Math.floor( this.y );
+
+ return this;
+
+ },
+
+ ceil: function () {
+
+ this.x = Math.ceil( this.x );
+ this.y = Math.ceil( this.y );
+
+ return this;
+
+ },
+
+ round: function () {
+
+ this.x = Math.round( this.x );
+ this.y = Math.round( this.y );
+
+ return this;
+
+ },
+
+ roundToZero: function () {
+
+ this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
+ this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
+
+ return this;
+
+ },
+
+ negate: function () {
+
+ this.x = - this.x;
+ this.y = - this.y;
+
+ return this;
+
+ },
+
+ dot: function ( v ) {
+
+ return this.x * v.x + this.y * v.y;
+
+ },
+
+ lengthSq: function () {
+
+ return this.x * this.x + this.y * this.y;
+
+ },
+
+ length: function () {
+
+ return Math.sqrt( this.x * this.x + this.y * this.y );
+
+ },
+
+ normalize: function () {
+
+ return this.divideScalar( this.length() );
+
+ },
+
+ distanceTo: function ( v ) {
+
+ return Math.sqrt( this.distanceToSquared( v ) );
+
+ },
+
+ distanceToSquared: function ( v ) {
+
+ var dx = this.x - v.x, dy = this.y - v.y;
+ return dx * dx + dy * dy;
+
+ },
+
+ setLength: function ( l ) {
+
+ var oldLength = this.length();
+
+ if ( oldLength !== 0 && l !== oldLength ) {
+
+ this.multiplyScalar( l / oldLength );
+ }
+
+ return this;
+
+ },
+
+ lerp: function ( v, alpha ) {
+
+ this.x += ( v.x - this.x ) * alpha;
+ this.y += ( v.y - this.y ) * alpha;
+
+ return this;
+
+ },
+
+ lerpVectors: function ( v1, v2, alpha ) {
+
+ this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
+
+ return this;
+
+ },
+
+ equals: function ( v ) {
+
+ return ( ( v.x === this.x ) && ( v.y === this.y ) );
+
+ },
+
+ fromArray: function ( array, offset ) {
+
+ if ( offset === undefined ) offset = 0;
+
+ this.x = array[ offset ];
+ this.y = array[ offset + 1 ];
+
+ return this;
+
+ },
+
+ toArray: function ( array, offset ) {
+
+ if ( array === undefined ) array = [];
+ if ( offset === undefined ) offset = 0;
+
+ array[ offset ] = this.x;
+ array[ offset + 1 ] = this.y;
+
+ return array;
+
+ },
+
+ fromAttribute: function ( attribute, index, offset ) {
+
+ if ( offset === undefined ) offset = 0;
+
+ index = index * attribute.itemSize + offset;
+
+ this.x = attribute.array[ index ];
+ this.y = attribute.array[ index + 1 ];
+
+ return this;
+
+ },
+
+ clone: function () {
+
+ return new THREE.Vector2( this.x, this.y );
+
+ }
+
+};
+
+// File:src/math/Vector3.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author *kile / http://kile.stravaganza.org/
+ * @author philogb / http://blog.thejit.org/
+ * @author mikael emtinger / http://gomo.se/
+ * @author egraether / http://egraether.com/
+ * @author WestLangley / http://github.com/WestLangley
+ */
+
+THREE.Vector3 = function ( x, y, z ) {
+
+ this.x = x || 0;
+ this.y = y || 0;
+ this.z = z || 0;
+
+};
+
+THREE.Vector3.prototype = {
+
+ constructor: THREE.Vector3,
+
+ set: function ( x, y, z ) {
+
+ this.x = x;
+ this.y = y;
+ this.z = z;
+
+ return this;
+
+ },
+
+ setX: function ( x ) {
+
+ this.x = x;
+
+ return this;
+
+ },
+
+ setY: function ( y ) {
+
+ this.y = y;
+
+ return this;
+
+ },
+
+ setZ: function ( z ) {
+
+ this.z = z;
+
+ return this;
+
+ },
+
+ setComponent: function ( index, value ) {
+
+ switch ( index ) {
+
+ case 0: this.x = value; break;
+ case 1: this.y = value; break;
+ case 2: this.z = value; break;
+ default: throw new Error( 'index is out of range: ' + index );
+
+ }
+
+ },
+
+ getComponent: function ( index ) {
+
+ switch ( index ) {
+
+ case 0: return this.x;
+ case 1: return this.y;
+ case 2: return this.z;
+ default: throw new Error( 'index is out of range: ' + index );
+
+ }
+
+ },
+
+ copy: function ( v ) {
+
+ this.x = v.x;
+ this.y = v.y;
+ this.z = v.z;
+
+ return this;
+
+ },
+
+ add: function ( v, w ) {
+
+ if ( w !== undefined ) {
+
+ THREE.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
+ return this.addVectors( v, w );
+
+ }
+
+ this.x += v.x;
+ this.y += v.y;
+ this.z += v.z;
+
+ return this;
+
+ },
+
+ addScalar: function ( s ) {
+
+ this.x += s;
+ this.y += s;
+ this.z += s;
+
+ return this;
+
+ },
+
+ addVectors: function ( a, b ) {
+
+ this.x = a.x + b.x;
+ this.y = a.y + b.y;
+ this.z = a.z + b.z;
+
+ return this;
+
+ },
+
+ sub: function ( v, w ) {
+
+ if ( w !== undefined ) {
+
+ THREE.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
+ return this.subVectors( v, w );
+
+ }
+
+ this.x -= v.x;
+ this.y -= v.y;
+ this.z -= v.z;
+
+ return this;
+
+ },
+
+ subScalar: function ( s ) {
+
+ this.x -= s;
+ this.y -= s;
+ this.z -= s;
+
+ return this;
+
+ },
+
+ subVectors: function ( a, b ) {
+
+ this.x = a.x - b.x;
+ this.y = a.y - b.y;
+ this.z = a.z - b.z;
+
+ return this;
+
+ },
+
+ multiply: function ( v, w ) {
+
+ if ( w !== undefined ) {
+
+ THREE.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
+ return this.multiplyVectors( v, w );
+
+ }
+
+ this.x *= v.x;
+ this.y *= v.y;
+ this.z *= v.z;
+
+ return this;
+
+ },
+
+ multiplyScalar: function ( scalar ) {
+
+ this.x *= scalar;
+ this.y *= scalar;
+ this.z *= scalar;
+
+ return this;
+
+ },
+
+ multiplyVectors: function ( a, b ) {
+
+ this.x = a.x * b.x;
+ this.y = a.y * b.y;
+ this.z = a.z * b.z;
+
+ return this;
+
+ },
+
+ applyEuler: function () {
+
+ var quaternion;
+
+ return function ( euler ) {
+
+ if ( euler instanceof THREE.Euler === false ) {
+
+ THREE.error( 'THREE.Vector3: .applyEuler() now expects a Euler rotation rather than a Vector3 and order.' );
+
+ }
+
+ if ( quaternion === undefined ) quaternion = new THREE.Quaternion();
+
+ this.applyQuaternion( quaternion.setFromEuler( euler ) );
+
+ return this;
+
+ };
+
+ }(),
+
+ applyAxisAngle: function () {
+
+ var quaternion;
+
+ return function ( axis, angle ) {
+
+ if ( quaternion === undefined ) quaternion = new THREE.Quaternion();
+
+ this.applyQuaternion( quaternion.setFromAxisAngle( axis, angle ) );
+
+ return this;
+
+ };
+
+ }(),
+
+ applyMatrix3: function ( m ) {
+
+ var x = this.x;
+ var y = this.y;
+ var z = this.z;
+
+ var e = m.elements;
+
+ this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
+ this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
+ this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
+
+ return this;
+
+ },
+
+ applyMatrix4: function ( m ) {
+
+ // input: THREE.Matrix4 affine matrix
+
+ var x = this.x, y = this.y, z = this.z;
+
+ var e = m.elements;
+
+ this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ];
+ this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ];
+ this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ];
+
+ return this;
+
+ },
+
+ applyProjection: function ( m ) {
+
+ // input: THREE.Matrix4 projection matrix
+
+ var x = this.x, y = this.y, z = this.z;
+
+ var e = m.elements;
+ var d = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] ); // perspective divide
+
+ this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * d;
+ this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * d;
+ this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * d;
+
+ return this;
+
+ },
+
+ applyQuaternion: function ( q ) {
+
+ var x = this.x;
+ var y = this.y;
+ var z = this.z;
+
+ var qx = q.x;
+ var qy = q.y;
+ var qz = q.z;
+ var qw = q.w;
+
+ // calculate quat * vector
+
+ var ix = qw * x + qy * z - qz * y;
+ var iy = qw * y + qz * x - qx * z;
+ var iz = qw * z + qx * y - qy * x;
+ var iw = - qx * x - qy * y - qz * z;
+
+ // calculate result * inverse quat
+
+ this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
+ this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
+ this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;
+
+ return this;
+
+ },
+
+ project: function () {
+
+ var matrix;
+
+ return function ( camera ) {
+
+ if ( matrix === undefined ) matrix = new THREE.Matrix4();
+
+ matrix.multiplyMatrices( camera.projectionMatrix, matrix.getInverse( camera.matrixWorld ) );
+ return this.applyProjection( matrix );
+
+ };
+
+ }(),
+
+ unproject: function () {
+
+ var matrix;
+
+ return function ( camera ) {
+
+ if ( matrix === undefined ) matrix = new THREE.Matrix4();
+
+ matrix.multiplyMatrices( camera.matrixWorld, matrix.getInverse( camera.projectionMatrix ) );
+ return this.applyProjection( matrix );
+
+ };
+
+ }(),
+
+ transformDirection: function ( m ) {
+
+ // input: THREE.Matrix4 affine matrix
+ // vector interpreted as a direction
+
+ var x = this.x, y = this.y, z = this.z;
+
+ var e = m.elements;
+
+ this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
+ this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
+ this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
+
+ this.normalize();
+
+ return this;
+
+ },
+
+ divide: function ( v ) {
+
+ this.x /= v.x;
+ this.y /= v.y;
+ this.z /= v.z;
+
+ return this;
+
+ },
+
+ divideScalar: function ( scalar ) {
+
+ if ( scalar !== 0 ) {
+
+ var invScalar = 1 / scalar;
+
+ this.x *= invScalar;
+ this.y *= invScalar;
+ this.z *= invScalar;
+
+ } else {
+
+ this.x = 0;
+ this.y = 0;
+ this.z = 0;
+
+ }
+
+ return this;
+
+ },
+
+ min: function ( v ) {
+
+ if ( this.x > v.x ) {
+
+ this.x = v.x;
+
+ }
+
+ if ( this.y > v.y ) {
+
+ this.y = v.y;
+
+ }
+
+ if ( this.z > v.z ) {
+
+ this.z = v.z;
+
+ }
+
+ return this;
+
+ },
+
+ max: function ( v ) {
+
+ if ( this.x < v.x ) {
+
+ this.x = v.x;
+
+ }
+
+ if ( this.y < v.y ) {
+
+ this.y = v.y;
+
+ }
+
+ if ( this.z < v.z ) {
+
+ this.z = v.z;
+
+ }
+
+ return this;
+
+ },
+
+ clamp: function ( min, max ) {
+
+ // This function assumes min < max, if this assumption isn't true it will not operate correctly
+
+ if ( this.x < min.x ) {
+
+ this.x = min.x;
+
+ } else if ( this.x > max.x ) {
+
+ this.x = max.x;
+
+ }
+
+ if ( this.y < min.y ) {
+
+ this.y = min.y;
+
+ } else if ( this.y > max.y ) {
+
+ this.y = max.y;
+
+ }
+
+ if ( this.z < min.z ) {
+
+ this.z = min.z;
+
+ } else if ( this.z > max.z ) {
+
+ this.z = max.z;
+
+ }
+
+ return this;
+
+ },
+
+ clampScalar: ( function () {
+
+ var min, max;
+
+ return function ( minVal, maxVal ) {
+
+ if ( min === undefined ) {
+
+ min = new THREE.Vector3();
+ max = new THREE.Vector3();
+
+ }
+
+ min.set( minVal, minVal, minVal );
+ max.set( maxVal, maxVal, maxVal );
+
+ return this.clamp( min, max );
+
+ };
+
+ } )(),
+
+ floor: function () {
+
+ this.x = Math.floor( this.x );
+ this.y = Math.floor( this.y );
+ this.z = Math.floor( this.z );
+
+ return this;
+
+ },
+
+ ceil: function () {
+
+ this.x = Math.ceil( this.x );
+ this.y = Math.ceil( this.y );
+ this.z = Math.ceil( this.z );
+
+ return this;
+
+ },
+
+ round: function () {
+
+ this.x = Math.round( this.x );
+ this.y = Math.round( this.y );
+ this.z = Math.round( this.z );
+
+ return this;
+
+ },
+
+ roundToZero: function () {
+
+ this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
+ this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
+ this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
+
+ return this;
+
+ },
+
+ negate: function () {
+
+ this.x = - this.x;
+ this.y = - this.y;
+ this.z = - this.z;
+
+ return this;
+
+ },
+
+ dot: function ( v ) {
+
+ return this.x * v.x + this.y * v.y + this.z * v.z;
+
+ },
+
+ lengthSq: function () {
+
+ return this.x * this.x + this.y * this.y + this.z * this.z;
+
+ },
+
+ length: function () {
+
+ return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
+
+ },
+
+ lengthManhattan: function () {
+
+ return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
+
+ },
+
+ normalize: function () {
+
+ return this.divideScalar( this.length() );
+
+ },
+
+ setLength: function ( l ) {
+
+ var oldLength = this.length();
+
+ if ( oldLength !== 0 && l !== oldLength ) {
+
+ this.multiplyScalar( l / oldLength );
+ }
+
+ return this;
+
+ },
+
+ lerp: function ( v, alpha ) {
+
+ this.x += ( v.x - this.x ) * alpha;
+ this.y += ( v.y - this.y ) * alpha;
+ this.z += ( v.z - this.z ) * alpha;
+
+ return this;
+
+ },
+
+ lerpVectors: function ( v1, v2, alpha ) {
+
+ this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
+
+ return this;
+
+ },
+
+ cross: function ( v, w ) {
+
+ if ( w !== undefined ) {
+
+ THREE.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
+ return this.crossVectors( v, w );
+
+ }
+
+ var x = this.x, y = this.y, z = this.z;
+
+ this.x = y * v.z - z * v.y;
+ this.y = z * v.x - x * v.z;
+ this.z = x * v.y - y * v.x;
+
+ return this;
+
+ },
+
+ crossVectors: function ( a, b ) {
+
+ var ax = a.x, ay = a.y, az = a.z;
+ var bx = b.x, by = b.y, bz = b.z;
+
+ this.x = ay * bz - az * by;
+ this.y = az * bx - ax * bz;
+ this.z = ax * by - ay * bx;
+
+ return this;
+
+ },
+
+ projectOnVector: function () {
+
+ var v1, dot;
+
+ return function ( vector ) {
+
+ if ( v1 === undefined ) v1 = new THREE.Vector3();
+
+ v1.copy( vector ).normalize();
+
+ dot = this.dot( v1 );
+
+ return this.copy( v1 ).multiplyScalar( dot );
+
+ };
+
+ }(),
+
+ projectOnPlane: function () {
+
+ var v1;
+
+ return function ( planeNormal ) {
+
+ if ( v1 === undefined ) v1 = new THREE.Vector3();
+
+ v1.copy( this ).projectOnVector( planeNormal );
+
+ return this.sub( v1 );
+
+ }
+
+ }(),
+
+ reflect: function () {
+
+ // reflect incident vector off plane orthogonal to normal
+ // normal is assumed to have unit length
+
+ var v1;
+
+ return function ( normal ) {
+
+ if ( v1 === undefined ) v1 = new THREE.Vector3();
+
+ return this.sub( v1.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
+
+ }
+
+ }(),
+
+ angleTo: function ( v ) {
+
+ var theta = this.dot( v ) / ( this.length() * v.length() );
+
+ // clamp, to handle numerical problems
+
+ return Math.acos( THREE.Math.clamp( theta, - 1, 1 ) );
+
+ },
+
+ distanceTo: function ( v ) {
+
+ return Math.sqrt( this.distanceToSquared( v ) );
+
+ },
+
+ distanceToSquared: function ( v ) {
+
+ var dx = this.x - v.x;
+ var dy = this.y - v.y;
+ var dz = this.z - v.z;
+
+ return dx * dx + dy * dy + dz * dz;
+
+ },
+
+ setEulerFromRotationMatrix: function ( m, order ) {
+
+ THREE.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
+
+ },
+
+ setEulerFromQuaternion: function ( q, order ) {
+
+ THREE.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
+
+ },
+
+ getPositionFromMatrix: function ( m ) {
+
+ THREE.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
+
+ return this.setFromMatrixPosition( m );
+
+ },
+
+ getScaleFromMatrix: function ( m ) {
+
+ THREE.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
+
+ return this.setFromMatrixScale( m );
+ },
+
+ getColumnFromMatrix: function ( index, matrix ) {
+
+ THREE.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
+
+ return this.setFromMatrixColumn( index, matrix );
+
+ },
+
+ setFromMatrixPosition: function ( m ) {
+
+ this.x = m.elements[ 12 ];
+ this.y = m.elements[ 13 ];
+ this.z = m.elements[ 14 ];
+
+ return this;
+
+ },
+
+ setFromMatrixScale: function ( m ) {
+
+ var sx = this.set( m.elements[ 0 ], m.elements[ 1 ], m.elements[ 2 ] ).length();
+ var sy = this.set( m.elements[ 4 ], m.elements[ 5 ], m.elements[ 6 ] ).length();
+ var sz = this.set( m.elements[ 8 ], m.elements[ 9 ], m.elements[ 10 ] ).length();
+
+ this.x = sx;
+ this.y = sy;
+ this.z = sz;
+
+ return this;
+ },
+
+ setFromMatrixColumn: function ( index, matrix ) {
+
+ var offset = index * 4;
+
+ var me = matrix.elements;
+
+ this.x = me[ offset ];
+ this.y = me[ offset + 1 ];
+ this.z = me[ offset + 2 ];
+
+ return this;
+
+ },
+
+ equals: function ( v ) {
+
+ return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
+
+ },
+
+ fromArray: function ( array, offset ) {
+
+ if ( offset === undefined ) offset = 0;
+
+ this.x = array[ offset ];
+ this.y = array[ offset + 1 ];
+ this.z = array[ offset + 2 ];
+
+ return this;
+
+ },
+
+ toArray: function ( array, offset ) {
+
+ if ( array === undefined ) array = [];
+ if ( offset === undefined ) offset = 0;
+
+ array[ offset ] = this.x;
+ array[ offset + 1 ] = this.y;
+ array[ offset + 2 ] = this.z;
+
+ return array;
+
+ },
+
+ fromAttribute: function ( attribute, index, offset ) {
+
+ if ( offset === undefined ) offset = 0;
+
+ index = index * attribute.itemSize + offset;
+
+ this.x = attribute.array[ index ];
+ this.y = attribute.array[ index + 1 ];
+ this.z = attribute.array[ index + 2 ];
+
+ return this;
+
+ },
+
+ clone: function () {
+
+ return new THREE.Vector3( this.x, this.y, this.z );
+
+ }
+
+};
+
+// File:src/math/Vector4.js
+
+/**
+ * @author supereggbert / http://www.paulbrunt.co.uk/
+ * @author philogb / http://blog.thejit.org/
+ * @author mikael emtinger / http://gomo.se/
+ * @author egraether / http://egraether.com/
+ * @author WestLangley / http://github.com/WestLangley
+ */
+
+THREE.Vector4 = function ( x, y, z, w ) {
+
+ this.x = x || 0;
+ this.y = y || 0;
+ this.z = z || 0;
+ this.w = ( w !== undefined ) ? w : 1;
+
+};
+
+THREE.Vector4.prototype = {
+
+ constructor: THREE.Vector4,
+
+ set: function ( x, y, z, w ) {
+
+ this.x = x;
+ this.y = y;
+ this.z = z;
+ this.w = w;
+
+ return this;
+
+ },
+
+ setX: function ( x ) {
+
+ this.x = x;
+
+ return this;
+
+ },
+
+ setY: function ( y ) {
+
+ this.y = y;
+
+ return this;
+
+ },
+
+ setZ: function ( z ) {
+
+ this.z = z;
+
+ return this;
+
+ },
+
+ setW: function ( w ) {
+
+ this.w = w;
+
+ return this;
+
+ },
+
+ setComponent: function ( index, value ) {
+
+ switch ( index ) {
+
+ case 0: this.x = value; break;
+ case 1: this.y = value; break;
+ case 2: this.z = value; break;
+ case 3: this.w = value; break;
+ default: throw new Error( 'index is out of range: ' + index );
+
+ }
+
+ },
+
+ getComponent: function ( index ) {
+
+ switch ( index ) {
+
+ case 0: return this.x;
+ case 1: return this.y;
+ case 2: return this.z;
+ case 3: return this.w;
+ default: throw new Error( 'index is out of range: ' + index );
+
+ }
+
+ },
+
+ copy: function ( v ) {
+
+ this.x = v.x;
+ this.y = v.y;
+ this.z = v.z;
+ this.w = ( v.w !== undefined ) ? v.w : 1;
+
+ return this;
+
+ },
+
+ add: function ( v, w ) {
+
+ if ( w !== undefined ) {
+
+ THREE.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
+ return this.addVectors( v, w );
+
+ }
+
+ this.x += v.x;
+ this.y += v.y;
+ this.z += v.z;
+ this.w += v.w;
+
+ return this;
+
+ },
+
+ addScalar: function ( s ) {
+
+ this.x += s;
+ this.y += s;
+ this.z += s;
+ this.w += s;
+
+ return this;
+
+ },
+
+ addVectors: function ( a, b ) {
+
+ this.x = a.x + b.x;
+ this.y = a.y + b.y;
+ this.z = a.z + b.z;
+ this.w = a.w + b.w;
+
+ return this;
+
+ },
+
+ sub: function ( v, w ) {
+
+ if ( w !== undefined ) {
+
+ THREE.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
+ return this.subVectors( v, w );
+
+ }
+
+ this.x -= v.x;
+ this.y -= v.y;
+ this.z -= v.z;
+ this.w -= v.w;
+
+ return this;
+
+ },
+
+ subScalar: function ( s ) {
+
+ this.x -= s;
+ this.y -= s;
+ this.z -= s;
+ this.w -= s;
+
+ return this;
+
+ },
+
+ subVectors: function ( a, b ) {
+
+ this.x = a.x - b.x;
+ this.y = a.y - b.y;
+ this.z = a.z - b.z;
+ this.w = a.w - b.w;
+
+ return this;
+
+ },
+
+ multiplyScalar: function ( scalar ) {
+
+ this.x *= scalar;
+ this.y *= scalar;
+ this.z *= scalar;
+ this.w *= scalar;
+
+ return this;
+
+ },
+
+ applyMatrix4: function ( m ) {
+
+ var x = this.x;
+ var y = this.y;
+ var z = this.z;
+ var w = this.w;
+
+ var e = m.elements;
+
+ this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
+ this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
+ this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
+ this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
+
+ return this;
+
+ },
+
+ divideScalar: function ( scalar ) {
+
+ if ( scalar !== 0 ) {
+
+ var invScalar = 1 / scalar;
+
+ this.x *= invScalar;
+ this.y *= invScalar;
+ this.z *= invScalar;
+ this.w *= invScalar;
+
+ } else {
+
+ this.x = 0;
+ this.y = 0;
+ this.z = 0;
+ this.w = 1;
+
+ }
+
+ return this;
+
+ },
+
+ setAxisAngleFromQuaternion: function ( q ) {
+
+ // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
+
+ // q is assumed to be normalized
+
+ this.w = 2 * Math.acos( q.w );
+
+ var s = Math.sqrt( 1 - q.w * q.w );
+
+ if ( s < 0.0001 ) {
+
+ this.x = 1;
+ this.y = 0;
+ this.z = 0;
+
+ } else {
+
+ this.x = q.x / s;
+ this.y = q.y / s;
+ this.z = q.z / s;
+
+ }
+
+ return this;
+
+ },
+
+ setAxisAngleFromRotationMatrix: function ( m ) {
+
+ // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
+
+ // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
+
+ var angle, x, y, z, // variables for result
+ epsilon = 0.01, // margin to allow for rounding errors
+ epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
+
+ te = m.elements,
+
+ m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
+ m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
+ m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
+
+ if ( ( Math.abs( m12 - m21 ) < epsilon )
+ && ( Math.abs( m13 - m31 ) < epsilon )
+ && ( Math.abs( m23 - m32 ) < epsilon ) ) {
+
+ // singularity found
+ // first check for identity matrix which must have +1 for all terms
+ // in leading diagonal and zero in other terms
+
+ if ( ( Math.abs( m12 + m21 ) < epsilon2 )
+ && ( Math.abs( m13 + m31 ) < epsilon2 )
+ && ( Math.abs( m23 + m32 ) < epsilon2 )
+ && ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
+
+ // this singularity is identity matrix so angle = 0
+
+ this.set( 1, 0, 0, 0 );
+
+ return this; // zero angle, arbitrary axis
+
+ }
+
+ // otherwise this singularity is angle = 180
+
+ angle = Math.PI;
+
+ var xx = ( m11 + 1 ) / 2;
+ var yy = ( m22 + 1 ) / 2;
+ var zz = ( m33 + 1 ) / 2;
+ var xy = ( m12 + m21 ) / 4;
+ var xz = ( m13 + m31 ) / 4;
+ var yz = ( m23 + m32 ) / 4;
+
+ if ( ( xx > yy ) && ( xx > zz ) ) { // m11 is the largest diagonal term
+
+ if ( xx < epsilon ) {
+
+ x = 0;
+ y = 0.707106781;
+ z = 0.707106781;
+
+ } else {
+
+ x = Math.sqrt( xx );
+ y = xy / x;
+ z = xz / x;
+
+ }
+
+ } else if ( yy > zz ) { // m22 is the largest diagonal term
+
+ if ( yy < epsilon ) {
+
+ x = 0.707106781;
+ y = 0;
+ z = 0.707106781;
+
+ } else {
+
+ y = Math.sqrt( yy );
+ x = xy / y;
+ z = yz / y;
+
+ }
+
+ } else { // m33 is the largest diagonal term so base result on this
+
+ if ( zz < epsilon ) {
+
+ x = 0.707106781;
+ y = 0.707106781;
+ z = 0;
+
+ } else {
+
+ z = Math.sqrt( zz );
+ x = xz / z;
+ y = yz / z;
+
+ }
+
+ }
+
+ this.set( x, y, z, angle );
+
+ return this; // return 180 deg rotation
+
+ }
+
+ // as we have reached here there are no singularities so we can handle normally
+
+ var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 )
+ + ( m13 - m31 ) * ( m13 - m31 )
+ + ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
+
+ if ( Math.abs( s ) < 0.001 ) s = 1;
+
+ // prevent divide by zero, should not happen if matrix is orthogonal and should be
+ // caught by singularity test above, but I've left it in just in case
+
+ this.x = ( m32 - m23 ) / s;
+ this.y = ( m13 - m31 ) / s;
+ this.z = ( m21 - m12 ) / s;
+ this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
+
+ return this;
+
+ },
+
+ min: function ( v ) {
+
+ if ( this.x > v.x ) {
+
+ this.x = v.x;
+
+ }
+
+ if ( this.y > v.y ) {
+
+ this.y = v.y;
+
+ }
+
+ if ( this.z > v.z ) {
+
+ this.z = v.z;
+
+ }
+
+ if ( this.w > v.w ) {
+
+ this.w = v.w;
+
+ }
+
+ return this;
+
+ },
+
+ max: function ( v ) {
+
+ if ( this.x < v.x ) {
+
+ this.x = v.x;
+
+ }
+
+ if ( this.y < v.y ) {
+
+ this.y = v.y;
+
+ }
+
+ if ( this.z < v.z ) {
+
+ this.z = v.z;
+
+ }
+
+ if ( this.w < v.w ) {
+
+ this.w = v.w;
+
+ }
+
+ return this;
+
+ },
+
+ clamp: function ( min, max ) {
+
+ // This function assumes min < max, if this assumption isn't true it will not operate correctly
+
+ if ( this.x < min.x ) {
+
+ this.x = min.x;
+
+ } else if ( this.x > max.x ) {
+
+ this.x = max.x;
+
+ }
+
+ if ( this.y < min.y ) {
+
+ this.y = min.y;
+
+ } else if ( this.y > max.y ) {
+
+ this.y = max.y;
+
+ }
+
+ if ( this.z < min.z ) {
+
+ this.z = min.z;
+
+ } else if ( this.z > max.z ) {
+
+ this.z = max.z;
+
+ }
+
+ if ( this.w < min.w ) {
+
+ this.w = min.w;
+
+ } else if ( this.w > max.w ) {
+
+ this.w = max.w;
+
+ }
+
+ return this;
+
+ },
+
+ clampScalar: ( function () {
+
+ var min, max;
+
+ return function ( minVal, maxVal ) {
+
+ if ( min === undefined ) {
+
+ min = new THREE.Vector4();
+ max = new THREE.Vector4();
+
+ }
+
+ min.set( minVal, minVal, minVal, minVal );
+ max.set( maxVal, maxVal, maxVal, maxVal );
+
+ return this.clamp( min, max );
+
+ };
+
+ } )(),
+
+ floor: function () {
+
+ this.x = Math.floor( this.x );
+ this.y = Math.floor( this.y );
+ this.z = Math.floor( this.z );
+ this.w = Math.floor( this.w );
+
+ return this;
+
+ },
+
+ ceil: function () {
+
+ this.x = Math.ceil( this.x );
+ this.y = Math.ceil( this.y );
+ this.z = Math.ceil( this.z );
+ this.w = Math.ceil( this.w );
+
+ return this;
+
+ },
+
+ round: function () {
+
+ this.x = Math.round( this.x );
+ this.y = Math.round( this.y );
+ this.z = Math.round( this.z );
+ this.w = Math.round( this.w );
+
+ return this;
+
+ },
+
+ roundToZero: function () {
+
+ this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
+ this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
+ this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
+ this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
+
+ return this;
+
+ },
+
+ negate: function () {
+
+ this.x = - this.x;
+ this.y = - this.y;
+ this.z = - this.z;
+ this.w = - this.w;
+
+ return this;
+
+ },
+
+ dot: function ( v ) {
+
+ return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
+
+ },
+
+ lengthSq: function () {
+
+ return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
+
+ },
+
+ length: function () {
+
+ return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
+
+ },
+
+ lengthManhattan: function () {
+
+ return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
+
+ },
+
+ normalize: function () {
+
+ return this.divideScalar( this.length() );
+
+ },
+
+ setLength: function ( l ) {
+
+ var oldLength = this.length();
+
+ if ( oldLength !== 0 && l !== oldLength ) {
+
+ this.multiplyScalar( l / oldLength );
+
+ }
+
+ return this;
+
+ },
+
+ lerp: function ( v, alpha ) {
+
+ this.x += ( v.x - this.x ) * alpha;
+ this.y += ( v.y - this.y ) * alpha;
+ this.z += ( v.z - this.z ) * alpha;
+ this.w += ( v.w - this.w ) * alpha;
+
+ return this;
+
+ },
+
+ lerpVectors: function ( v1, v2, alpha ) {
+
+ this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
+
+ return this;
+
+ },
+
+ equals: function ( v ) {
+
+ return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
+
+ },
+
+ fromArray: function ( array, offset ) {
+
+ if ( offset === undefined ) offset = 0;
+
+ this.x = array[ offset ];
+ this.y = array[ offset + 1 ];
+ this.z = array[ offset + 2 ];
+ this.w = array[ offset + 3 ];
+
+ return this;
+
+ },
+
+ toArray: function ( array, offset ) {
+
+ if ( array === undefined ) array = [];
+ if ( offset === undefined ) offset = 0;
+
+ array[ offset ] = this.x;
+ array[ offset + 1 ] = this.y;
+ array[ offset + 2 ] = this.z;
+ array[ offset + 3 ] = this.w;
+
+ return array;
+
+ },
+
+ fromAttribute: function ( attribute, index, offset ) {
+
+ if ( offset === undefined ) offset = 0;
+
+ index = index * attribute.itemSize + offset;
+
+ this.x = attribute.array[ index ];
+ this.y = attribute.array[ index + 1 ];
+ this.z = attribute.array[ index + 2 ];
+ this.w = attribute.array[ index + 3 ];
+
+ return this;
+
+ },
+
+ clone: function () {
+
+ return new THREE.Vector4( this.x, this.y, this.z, this.w );
+
+ }
+
+};
+
+// File:src/math/Euler.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author WestLangley / http://github.com/WestLangley
+ * @author bhouston / http://exocortex.com
+ */
+
+THREE.Euler = function ( x, y, z, order ) {
+
+ this._x = x || 0;
+ this._y = y || 0;
+ this._z = z || 0;
+ this._order = order || THREE.Euler.DefaultOrder;
+
+ this.__defineGetter__("x", function(){
+ return this._x;
+ });
+ this.__defineSetter__("x", function(value){
+ this._x = value;
+ this.onChangeCallback();
+ });
+
+ this.__defineGetter__("y", function(){
+ return this._y;
+ });
+ this.__defineSetter__("y", function(value){
+ this._y = value;
+ this.onChangeCallback();
+ });
+
+ this.__defineGetter__("z", function(){
+ return this._z;
+ });
+ this.__defineSetter__("z", function(value){
+ this._z = value;
+ this.onChangeCallback();
+ });
+
+ this.__defineGetter__("order", function(){
+ return this._order;
+ });
+ this.__defineSetter__("order", function(value){
+ this._order = value;
+ this.onChangeCallback();
+ });
+};
+
+THREE.Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
+
+THREE.Euler.DefaultOrder = 'XYZ';
+
+THREE.Euler.prototype = {
+
+ constructor: THREE.Euler,
+
+ _x: 0, _y: 0, _z: 0, _order: THREE.Euler.DefaultOrder,
+
+ set: function ( x, y, z, order ) {
+
+ this._x = x;
+ this._y = y;
+ this._z = z;
+ this._order = order || this._order;
+
+ this.onChangeCallback();
+
+ return this;
+
+ },
+
+ copy: function ( euler ) {
+
+ this._x = euler._x;
+ this._y = euler._y;
+ this._z = euler._z;
+ this._order = euler._order;
+
+ this.onChangeCallback();
+
+ return this;
+
+ },
+
+ setFromRotationMatrix: function ( m, order, update ) {
+
+ var clamp = THREE.Math.clamp;
+
+ // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
+
+ var te = m.elements;
+ var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
+ var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
+ var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
+
+ order = order || this._order;
+
+ if ( order === 'XYZ' ) {
+
+ this._y = Math.asin( clamp( m13, - 1, 1 ) );
+
+ if ( Math.abs( m13 ) < 0.99999 ) {
+
+ this._x = Math.atan2( - m23, m33 );
+ this._z = Math.atan2( - m12, m11 );
+
+ } else {
+
+ this._x = Math.atan2( m32, m22 );
+ this._z = 0;
+
+ }
+
+ } else if ( order === 'YXZ' ) {
+
+ this._x = Math.asin( - clamp( m23, - 1, 1 ) );
+
+ if ( Math.abs( m23 ) < 0.99999 ) {
+
+ this._y = Math.atan2( m13, m33 );
+ this._z = Math.atan2( m21, m22 );
+
+ } else {
+
+ this._y = Math.atan2( - m31, m11 );
+ this._z = 0;
+
+ }
+
+ } else if ( order === 'ZXY' ) {
+
+ this._x = Math.asin( clamp( m32, - 1, 1 ) );
+
+ if ( Math.abs( m32 ) < 0.99999 ) {
+
+ this._y = Math.atan2( - m31, m33 );
+ this._z = Math.atan2( - m12, m22 );
+
+ } else {
+
+ this._y = 0;
+ this._z = Math.atan2( m21, m11 );
+
+ }
+
+ } else if ( order === 'ZYX' ) {
+
+ this._y = Math.asin( - clamp( m31, - 1, 1 ) );
+
+ if ( Math.abs( m31 ) < 0.99999 ) {
+
+ this._x = Math.atan2( m32, m33 );
+ this._z = Math.atan2( m21, m11 );
+
+ } else {
+
+ this._x = 0;
+ this._z = Math.atan2( - m12, m22 );
+
+ }
+
+ } else if ( order === 'YZX' ) {
+
+ this._z = Math.asin( clamp( m21, - 1, 1 ) );
+
+ if ( Math.abs( m21 ) < 0.99999 ) {
+
+ this._x = Math.atan2( - m23, m22 );
+ this._y = Math.atan2( - m31, m11 );
+
+ } else {
+
+ this._x = 0;
+ this._y = Math.atan2( m13, m33 );
+
+ }
+
+ } else if ( order === 'XZY' ) {
+
+ this._z = Math.asin( - clamp( m12, - 1, 1 ) );
+
+ if ( Math.abs( m12 ) < 0.99999 ) {
+
+ this._x = Math.atan2( m32, m22 );
+ this._y = Math.atan2( m13, m11 );
+
+ } else {
+
+ this._x = Math.atan2( - m23, m33 );
+ this._y = 0;
+
+ }
+
+ } else {
+
+ THREE.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order )
+
+ }
+
+ this._order = order;
+
+ if ( update !== false ) this.onChangeCallback();
+
+ return this;
+
+ },
+
+ setFromQuaternion: function () {
+
+ var matrix;
+
+ return function ( q, order, update ) {
+
+ if ( matrix === undefined ) matrix = new THREE.Matrix4();
+ matrix.makeRotationFromQuaternion( q );
+ this.setFromRotationMatrix( matrix, order, update );
+
+ return this;
+
+ };
+
+ }(),
+
+ setFromVector3: function ( v, order ) {
+
+ return this.set( v.x, v.y, v.z, order || this._order );
+
+ },
+
+ reorder: function () {
+
+ // WARNING: this discards revolution information -bhouston
+
+ var q = new THREE.Quaternion();
+
+ return function ( newOrder ) {
+
+ q.setFromEuler( this );
+ this.setFromQuaternion( q, newOrder );
+
+ };
+
+ }(),
+
+ equals: function ( euler ) {
+
+ return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
+
+ },
+
+ fromArray: function ( array ) {
+
+ this._x = array[ 0 ];
+ this._y = array[ 1 ];
+ this._z = array[ 2 ];
+ if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];
+
+ this.onChangeCallback();
+
+ return this;
+
+ },
+
+ toArray: function ( array, offset ) {
+
+ if ( array === undefined ) array = [];
+ if ( offset === undefined ) offset = 0;
+
+ array[ offset ] = this._x;
+ array[ offset + 1 ] = this._y;
+ array[ offset + 2 ] = this._z;
+ array[ offset + 3 ] = this._order;
+
+ return array;
+ },
+
+ toVector3: function ( optionalResult ) {
+
+ if ( optionalResult ) {
+
+ return optionalResult.set( this._x, this._y, this._z );
+
+ } else {
+
+ return new THREE.Vector3( this._x, this._y, this._z );
+
+ }
+
+ },
+
+ onChange: function ( callback ) {
+
+ this.onChangeCallback = callback;
+
+ return this;
+
+ },
+
+ onChangeCallback: function () {},
+
+ clone: function () {
+
+ return new THREE.Euler( this._x, this._y, this._z, this._order );
+
+ }
+
+};
+
+// File:src/math/Line3.js
+
+/**
+ * @author bhouston / http://exocortex.com
+ */
+
+THREE.Line3 = function ( start, end ) {
+
+ this.start = ( start !== undefined ) ? start : new THREE.Vector3();
+ this.end = ( end !== undefined ) ? end : new THREE.Vector3();
+
+};
+
+THREE.Line3.prototype = {
+
+ constructor: THREE.Line3,
+
+ set: function ( start, end ) {
+
+ this.start.copy( start );
+ this.end.copy( end );
+
+ return this;
+
+ },
+
+ copy: function ( line ) {
+
+ this.start.copy( line.start );
+ this.end.copy( line.end );
+
+ return this;
+
+ },
+
+ center: function ( optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector3();
+ return result.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
+
+ },
+
+ delta: function ( optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector3();
+ return result.subVectors( this.end, this.start );
+
+ },
+
+ distanceSq: function () {
+
+ return this.start.distanceToSquared( this.end );
+
+ },
+
+ distance: function () {
+
+ return this.start.distanceTo( this.end );
+
+ },
+
+ at: function ( t, optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector3();
+
+ return this.delta( result ).multiplyScalar( t ).add( this.start );
+
+ },
+
+ closestPointToPointParameter: function () {
+
+ var startP = new THREE.Vector3();
+ var startEnd = new THREE.Vector3();
+
+ return function ( point, clampToLine ) {
+
+ startP.subVectors( point, this.start );
+ startEnd.subVectors( this.end, this.start );
+
+ var startEnd2 = startEnd.dot( startEnd );
+ var startEnd_startP = startEnd.dot( startP );
+
+ var t = startEnd_startP / startEnd2;
+
+ if ( clampToLine ) {
+
+ t = THREE.Math.clamp( t, 0, 1 );
+
+ }
+
+ return t;
+
+ };
+
+ }(),
+
+ closestPointToPoint: function ( point, clampToLine, optionalTarget ) {
+
+ var t = this.closestPointToPointParameter( point, clampToLine );
+
+ var result = optionalTarget || new THREE.Vector3();
+
+ return this.delta( result ).multiplyScalar( t ).add( this.start );
+
+ },
+
+ applyMatrix4: function ( matrix ) {
+
+ this.start.applyMatrix4( matrix );
+ this.end.applyMatrix4( matrix );
+
+ return this;
+
+ },
+
+ equals: function ( line ) {
+
+ return line.start.equals( this.start ) && line.end.equals( this.end );
+
+ },
+
+ clone: function () {
+
+ return new THREE.Line3().copy( this );
+
+ }
+
+};
+
+// File:src/math/Box2.js
+
+/**
+ * @author bhouston / http://exocortex.com
+ */
+
+THREE.Box2 = function ( min, max ) {
+
+ this.min = ( min !== undefined ) ? min : new THREE.Vector2( Infinity, Infinity );
+ this.max = ( max !== undefined ) ? max : new THREE.Vector2( - Infinity, - Infinity );
+
+};
+
+THREE.Box2.prototype = {
+
+ constructor: THREE.Box2,
+
+ set: function ( min, max ) {
+
+ this.min.copy( min );
+ this.max.copy( max );
+
+ return this;
+
+ },
+
+ setFromPoints: function ( points ) {
+
+ this.makeEmpty();
+
+ for ( var i = 0, il = points.length; i < il; i ++ ) {
+
+ this.expandByPoint( points[ i ] )
+
+ }
+
+ return this;
+
+ },
+
+ setFromCenterAndSize: function () {
+
+ var v1 = new THREE.Vector2();
+
+ return function ( center, size ) {
+
+ var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
+ this.min.copy( center ).sub( halfSize );
+ this.max.copy( center ).add( halfSize );
+
+ return this;
+
+ };
+
+ }(),
+
+ copy: function ( box ) {
+
+ this.min.copy( box.min );
+ this.max.copy( box.max );
+
+ return this;
+
+ },
+
+ makeEmpty: function () {
+
+ this.min.x = this.min.y = Infinity;
+ this.max.x = this.max.y = - Infinity;
+
+ return this;
+
+ },
+
+ empty: function () {
+
+ // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
+
+ return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
+
+ },
+
+ center: function ( optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector2();
+ return result.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
+
+ },
+
+ size: function ( optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector2();
+ return result.subVectors( this.max, this.min );
+
+ },
+
+ expandByPoint: function ( point ) {
+
+ this.min.min( point );
+ this.max.max( point );
+
+ return this;
+ },
+
+ expandByVector: function ( vector ) {
+
+ this.min.sub( vector );
+ this.max.add( vector );
+
+ return this;
+ },
+
+ expandByScalar: function ( scalar ) {
+
+ this.min.addScalar( - scalar );
+ this.max.addScalar( scalar );
+
+ return this;
+ },
+
+ containsPoint: function ( point ) {
+
+ if ( point.x < this.min.x || point.x > this.max.x ||
+ point.y < this.min.y || point.y > this.max.y ) {
+
+ return false;
+
+ }
+
+ return true;
+
+ },
+
+ containsBox: function ( box ) {
+
+ if ( ( this.min.x <= box.min.x ) && ( box.max.x <= this.max.x ) &&
+ ( this.min.y <= box.min.y ) && ( box.max.y <= this.max.y ) ) {
+
+ return true;
+
+ }
+
+ return false;
+
+ },
+
+ getParameter: function ( point, optionalTarget ) {
+
+ // This can potentially have a divide by zero if the box
+ // has a size dimension of 0.
+
+ var result = optionalTarget || new THREE.Vector2();
+
+ return result.set(
+ ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
+ ( point.y - this.min.y ) / ( this.max.y - this.min.y )
+ );
+
+ },
+
+ isIntersectionBox: function ( box ) {
+
+ // using 6 splitting planes to rule out intersections.
+
+ if ( box.max.x < this.min.x || box.min.x > this.max.x ||
+ box.max.y < this.min.y || box.min.y > this.max.y ) {
+
+ return false;
+
+ }
+
+ return true;
+
+ },
+
+ clampPoint: function ( point, optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector2();
+ return result.copy( point ).clamp( this.min, this.max );
+
+ },
+
+ distanceToPoint: function () {
+
+ var v1 = new THREE.Vector2();
+
+ return function ( point ) {
+
+ var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
+ return clampedPoint.sub( point ).length();
+
+ };
+
+ }(),
+
+ intersect: function ( box ) {
+
+ this.min.max( box.min );
+ this.max.min( box.max );
+
+ return this;
+
+ },
+
+ union: function ( box ) {
+
+ this.min.min( box.min );
+ this.max.max( box.max );
+
+ return this;
+
+ },
+
+ translate: function ( offset ) {
+
+ this.min.add( offset );
+ this.max.add( offset );
+
+ return this;
+
+ },
+
+ equals: function ( box ) {
+
+ return box.min.equals( this.min ) && box.max.equals( this.max );
+
+ },
+
+ clone: function () {
+
+ return new THREE.Box2().copy( this );
+
+ }
+
+};
+
+// File:src/math/Box3.js
+
+/**
+ * @author bhouston / http://exocortex.com
+ * @author WestLangley / http://github.com/WestLangley
+ */
+
+THREE.Box3 = function ( min, max ) {
+
+ this.min = ( min !== undefined ) ? min : new THREE.Vector3( Infinity, Infinity, Infinity );
+ this.max = ( max !== undefined ) ? max : new THREE.Vector3( - Infinity, - Infinity, - Infinity );
+
+};
+
+THREE.Box3.prototype = {
+
+ constructor: THREE.Box3,
+
+ set: function ( min, max ) {
+
+ this.min.copy( min );
+ this.max.copy( max );
+
+ return this;
+
+ },
+
+ setFromPoints: function ( points ) {
+
+ this.makeEmpty();
+
+ for ( var i = 0, il = points.length; i < il; i ++ ) {
+
+ this.expandByPoint( points[ i ] )
+
+ }
+
+ return this;
+
+ },
+
+ setFromCenterAndSize: function () {
+
+ var v1 = new THREE.Vector3();
+
+ return function ( center, size ) {
+
+ var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
+
+ this.min.copy( center ).sub( halfSize );
+ this.max.copy( center ).add( halfSize );
+
+ return this;
+
+ };
+
+ }(),
+
+ setFromObject: function () {
+
+ // Computes the world-axis-aligned bounding box of an object (including its children),
+ // accounting for both the object's, and childrens', world transforms
+
+ var v1 = new THREE.Vector3();
+
+ return function ( object ) {
+
+ var scope = this;
+
+ object.updateMatrixWorld( true );
+
+ this.makeEmpty();
+
+ object.traverse( function ( node ) {
+
+ var geometry = node.geometry;
+
+ if ( geometry !== undefined ) {
+
+ if ( geometry instanceof THREE.Geometry ) {
+
+ var vertices = geometry.vertices;
+
+ for ( var i = 0, il = vertices.length; i < il; i ++ ) {
+
+ v1.copy( vertices[ i ] );
+
+ v1.applyMatrix4( node.matrixWorld );
+
+ scope.expandByPoint( v1 );
+
+ }
+
+ } else if ( geometry instanceof THREE.BufferGeometry && geometry.attributes[ 'position' ] !== undefined ) {
+
+ var positions = geometry.attributes[ 'position' ].array;
+
+ for ( var i = 0, il = positions.length; i < il; i += 3 ) {
+
+ v1.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
+
+ v1.applyMatrix4( node.matrixWorld );
+
+ scope.expandByPoint( v1 );
+
+ }
+
+ }
+
+ }
+
+ } );
+
+ return this;
+
+ };
+
+ }(),
+
+ copy: function ( box ) {
+
+ this.min.copy( box.min );
+ this.max.copy( box.max );
+
+ return this;
+
+ },
+
+ makeEmpty: function () {
+
+ this.min.x = this.min.y = this.min.z = Infinity;
+ this.max.x = this.max.y = this.max.z = - Infinity;
+
+ return this;
+
+ },
+
+ empty: function () {
+
+ // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
+
+ return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
+
+ },
+
+ center: function ( optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector3();
+ return result.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
+
+ },
+
+ size: function ( optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector3();
+ return result.subVectors( this.max, this.min );
+
+ },
+
+ expandByPoint: function ( point ) {
+
+ this.min.min( point );
+ this.max.max( point );
+
+ return this;
+
+ },
+
+ expandByVector: function ( vector ) {
+
+ this.min.sub( vector );
+ this.max.add( vector );
+
+ return this;
+
+ },
+
+ expandByScalar: function ( scalar ) {
+
+ this.min.addScalar( - scalar );
+ this.max.addScalar( scalar );
+
+ return this;
+
+ },
+
+ containsPoint: function ( point ) {
+
+ if ( point.x < this.min.x || point.x > this.max.x ||
+ point.y < this.min.y || point.y > this.max.y ||
+ point.z < this.min.z || point.z > this.max.z ) {
+
+ return false;
+
+ }
+
+ return true;
+
+ },
+
+ containsBox: function ( box ) {
+
+ if ( ( this.min.x <= box.min.x ) && ( box.max.x <= this.max.x ) &&
+ ( this.min.y <= box.min.y ) && ( box.max.y <= this.max.y ) &&
+ ( this.min.z <= box.min.z ) && ( box.max.z <= this.max.z ) ) {
+
+ return true;
+
+ }
+
+ return false;
+
+ },
+
+ getParameter: function ( point, optionalTarget ) {
+
+ // This can potentially have a divide by zero if the box
+ // has a size dimension of 0.
+
+ var result = optionalTarget || new THREE.Vector3();
+
+ return result.set(
+ ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
+ ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
+ ( point.z - this.min.z ) / ( this.max.z - this.min.z )
+ );
+
+ },
+
+ isIntersectionBox: function ( box ) {
+
+ // using 6 splitting planes to rule out intersections.
+
+ if ( box.max.x < this.min.x || box.min.x > this.max.x ||
+ box.max.y < this.min.y || box.min.y > this.max.y ||
+ box.max.z < this.min.z || box.min.z > this.max.z ) {
+
+ return false;
+
+ }
+
+ return true;
+
+ },
+
+ clampPoint: function ( point, optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector3();
+ return result.copy( point ).clamp( this.min, this.max );
+
+ },
+
+ distanceToPoint: function () {
+
+ var v1 = new THREE.Vector3();
+
+ return function ( point ) {
+
+ var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
+ return clampedPoint.sub( point ).length();
+
+ };
+
+ }(),
+
+ getBoundingSphere: function () {
+
+ var v1 = new THREE.Vector3();
+
+ return function ( optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Sphere();
+
+ result.center = this.center();
+ result.radius = this.size( v1 ).length() * 0.5;
+
+ return result;
+
+ };
+
+ }(),
+
+ intersect: function ( box ) {
+
+ this.min.max( box.min );
+ this.max.min( box.max );
+
+ return this;
+
+ },
+
+ union: function ( box ) {
+
+ this.min.min( box.min );
+ this.max.max( box.max );
+
+ return this;
+
+ },
+
+ applyMatrix4: function () {
+
+ var points = [
+ new THREE.Vector3(),
+ new THREE.Vector3(),
+ new THREE.Vector3(),
+ new THREE.Vector3(),
+ new THREE.Vector3(),
+ new THREE.Vector3(),
+ new THREE.Vector3(),
+ new THREE.Vector3()
+ ];
+
+ return function ( matrix ) {
+
+ // NOTE: I am using a binary pattern to specify all 2^3 combinations below
+ points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
+ points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
+ points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
+ points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
+ points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
+ points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
+ points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
+ points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
+
+ this.makeEmpty();
+ this.setFromPoints( points );
+
+ return this;
+
+ };
+
+ }(),
+
+ translate: function ( offset ) {
+
+ this.min.add( offset );
+ this.max.add( offset );
+
+ return this;
+
+ },
+
+ equals: function ( box ) {
+
+ return box.min.equals( this.min ) && box.max.equals( this.max );
+
+ },
+
+ clone: function () {
+
+ return new THREE.Box3().copy( this );
+
+ }
+
+};
+
+// File:src/math/Matrix3.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ * @author WestLangley / http://github.com/WestLangley
+ * @author bhouston / http://exocortex.com
+ */
+
+THREE.Matrix3 = function () {
+
+ this.elements = new Float32Array( [
+
+ 1, 0, 0,
+ 0, 1, 0,
+ 0, 0, 1
+
+ ] );
+
+ if ( arguments.length > 0 ) {
+
+ THREE.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );
+
+ }
+
+};
+
+THREE.Matrix3.prototype = {
+
+ constructor: THREE.Matrix3,
+
+ set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
+
+ var te = this.elements;
+
+ te[ 0 ] = n11; te[ 3 ] = n12; te[ 6 ] = n13;
+ te[ 1 ] = n21; te[ 4 ] = n22; te[ 7 ] = n23;
+ te[ 2 ] = n31; te[ 5 ] = n32; te[ 8 ] = n33;
+
+ return this;
+
+ },
+
+ identity: function () {
+
+ this.set(
+
+ 1, 0, 0,
+ 0, 1, 0,
+ 0, 0, 1
+
+ );
+
+ return this;
+
+ },
+
+ copy: function ( m ) {
+
+ var me = m.elements;
+
+ this.set(
+
+ me[ 0 ], me[ 3 ], me[ 6 ],
+ me[ 1 ], me[ 4 ], me[ 7 ],
+ me[ 2 ], me[ 5 ], me[ 8 ]
+
+ );
+
+ return this;
+
+ },
+
+ multiplyVector3: function ( vector ) {
+
+ THREE.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
+ return vector.applyMatrix3( this );
+
+ },
+
+ multiplyVector3Array: function ( a ) {
+
+ THREE.warn( 'THREE.Matrix3: .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.' );
+ return this.applyToVector3Array( a );
+
+ },
+
+ applyToVector3Array: function () {
+
+ var v1 = new THREE.Vector3();
+
+ return function ( array, offset, length ) {
+
+ if ( offset === undefined ) offset = 0;
+ if ( length === undefined ) length = array.length;
+
+ for ( var i = 0, j = offset; i < length; i += 3, j += 3 ) {
+
+ v1.x = array[ j ];
+ v1.y = array[ j + 1 ];
+ v1.z = array[ j + 2 ];
+
+ v1.applyMatrix3( this );
+
+ array[ j ] = v1.x;
+ array[ j + 1 ] = v1.y;
+ array[ j + 2 ] = v1.z;
+
+ }
+
+ return array;
+
+ };
+
+ }(),
+
+ multiplyScalar: function ( s ) {
+
+ var te = this.elements;
+
+ te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
+ te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
+ te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
+
+ return this;
+
+ },
+
+ determinant: function () {
+
+ var te = this.elements;
+
+ var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
+ d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
+ g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
+
+ return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
+
+ },
+
+ getInverse: function ( matrix, throwOnInvertible ) {
+
+ // input: THREE.Matrix4
+ // ( based on http://code.google.com/p/webgl-mjs/ )
+
+ var me = matrix.elements;
+ var te = this.elements;
+
+ te[ 0 ] = me[ 10 ] * me[ 5 ] - me[ 6 ] * me[ 9 ];
+ te[ 1 ] = - me[ 10 ] * me[ 1 ] + me[ 2 ] * me[ 9 ];
+ te[ 2 ] = me[ 6 ] * me[ 1 ] - me[ 2 ] * me[ 5 ];
+ te[ 3 ] = - me[ 10 ] * me[ 4 ] + me[ 6 ] * me[ 8 ];
+ te[ 4 ] = me[ 10 ] * me[ 0 ] - me[ 2 ] * me[ 8 ];
+ te[ 5 ] = - me[ 6 ] * me[ 0 ] + me[ 2 ] * me[ 4 ];
+ te[ 6 ] = me[ 9 ] * me[ 4 ] - me[ 5 ] * me[ 8 ];
+ te[ 7 ] = - me[ 9 ] * me[ 0 ] + me[ 1 ] * me[ 8 ];
+ te[ 8 ] = me[ 5 ] * me[ 0 ] - me[ 1 ] * me[ 4 ];
+
+ var det = me[ 0 ] * te[ 0 ] + me[ 1 ] * te[ 3 ] + me[ 2 ] * te[ 6 ];
+
+ // no inverse
+
+ if ( det === 0 ) {
+
+ var msg = "Matrix3.getInverse(): can't invert matrix, determinant is 0";
+
+ if ( throwOnInvertible || false ) {
+
+ throw new Error( msg );
+
+ } else {
+
+ THREE.warn( msg );
+
+ }
+
+ this.identity();
+
+ return this;
+
+ }
+
+ this.multiplyScalar( 1.0 / det );
+
+ return this;
+
+ },
+
+ transpose: function () {
+
+ var tmp, m = this.elements;
+
+ tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
+ tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
+ tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
+
+ return this;
+
+ },
+
+ flattenToArrayOffset: function ( array, offset ) {
+
+ var te = this.elements;
+
+ array[ offset ] = te[ 0 ];
+ array[ offset + 1 ] = te[ 1 ];
+ array[ offset + 2 ] = te[ 2 ];
+
+ array[ offset + 3 ] = te[ 3 ];
+ array[ offset + 4 ] = te[ 4 ];
+ array[ offset + 5 ] = te[ 5 ];
+
+ array[ offset + 6 ] = te[ 6 ];
+ array[ offset + 7 ] = te[ 7 ];
+ array[ offset + 8 ] = te[ 8 ];
+
+ return array;
+
+ },
+
+ getNormalMatrix: function ( m ) {
+
+ // input: THREE.Matrix4
+
+ this.getInverse( m ).transpose();
+
+ return this;
+
+ },
+
+ transposeIntoArray: function ( r ) {
+
+ var m = this.elements;
+
+ r[ 0 ] = m[ 0 ];
+ r[ 1 ] = m[ 3 ];
+ r[ 2 ] = m[ 6 ];
+ r[ 3 ] = m[ 1 ];
+ r[ 4 ] = m[ 4 ];
+ r[ 5 ] = m[ 7 ];
+ r[ 6 ] = m[ 2 ];
+ r[ 7 ] = m[ 5 ];
+ r[ 8 ] = m[ 8 ];
+
+ return this;
+
+ },
+
+ fromArray: function ( array ) {
+
+ this.elements.set( array );
+
+ return this;
+
+ },
+
+ toArray: function () {
+
+ var te = this.elements;
+
+ return [
+ te[ 0 ], te[ 1 ], te[ 2 ],
+ te[ 3 ], te[ 4 ], te[ 5 ],
+ te[ 6 ], te[ 7 ], te[ 8 ]
+ ];
+
+ },
+
+ clone: function () {
+
+ return new THREE.Matrix3().fromArray( this.elements );
+
+ }
+
+};
+
+// File:src/math/Matrix4.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author supereggbert / http://www.paulbrunt.co.uk/
+ * @author philogb / http://blog.thejit.org/
+ * @author jordi_ros / http://plattsoft.com
+ * @author D1plo1d / http://github.com/D1plo1d
+ * @author alteredq / http://alteredqualia.com/
+ * @author mikael emtinger / http://gomo.se/
+ * @author timknip / http://www.floorplanner.com/
+ * @author bhouston / http://exocortex.com
+ * @author WestLangley / http://github.com/WestLangley
+ */
+
+THREE.Matrix4 = function () {
+
+ this.elements = new Float32Array( [
+
+ 1, 0, 0, 0,
+ 0, 1, 0, 0,
+ 0, 0, 1, 0,
+ 0, 0, 0, 1
+
+ ] );
+
+ if ( arguments.length > 0 ) {
+
+ THREE.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );
+
+ }
+
+};
+
+THREE.Matrix4.prototype = {
+
+ constructor: THREE.Matrix4,
+
+ set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
+
+ var te = this.elements;
+
+ te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
+ te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
+ te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
+ te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
+
+ return this;
+
+ },
+
+ identity: function () {
+
+ this.set(
+
+ 1, 0, 0, 0,
+ 0, 1, 0, 0,
+ 0, 0, 1, 0,
+ 0, 0, 0, 1
+
+ );
+
+ return this;
+
+ },
+
+ copy: function ( m ) {
+
+ this.elements.set( m.elements );
+
+ return this;
+
+ },
+
+ extractPosition: function ( m ) {
+
+ THREE.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );
+ return this.copyPosition( m );
+
+ },
+
+ copyPosition: function ( m ) {
+
+ var te = this.elements;
+ var me = m.elements;
+
+ te[ 12 ] = me[ 12 ];
+ te[ 13 ] = me[ 13 ];
+ te[ 14 ] = me[ 14 ];
+
+ return this;
+
+ },
+
+ extractBasis: function ( xAxis, yAxis, zAxis ) {
+
+ var te = this.elements;
+
+ xAxis.set( te[ 0 ], te[ 1 ], te[ 2 ] );
+ yAxis.set( te[ 4 ], te[ 5 ], te[ 6 ] );
+ zAxis.set( te[ 8 ], te[ 9 ], te[ 10 ] );
+
+ return this;
+
+ },
+
+ makeBasis: function ( xAxis, yAxis, zAxis ) {
+
+ this.set(
+ xAxis.x, yAxis.x, zAxis.x, 0,
+ xAxis.y, yAxis.y, zAxis.y, 0,
+ xAxis.z, yAxis.z, zAxis.z, 0,
+ 0, 0, 0, 1
+ );
+
+ return this;
+
+ },
+
+ extractRotation: function () {
+
+ var v1 = new THREE.Vector3();
+
+ return function ( m ) {
+
+ var te = this.elements;
+ var me = m.elements;
+
+ var scaleX = 1 / v1.set( me[ 0 ], me[ 1 ], me[ 2 ] ).length();
+ var scaleY = 1 / v1.set( me[ 4 ], me[ 5 ], me[ 6 ] ).length();
+ var scaleZ = 1 / v1.set( me[ 8 ], me[ 9 ], me[ 10 ] ).length();
+
+ te[ 0 ] = me[ 0 ] * scaleX;
+ te[ 1 ] = me[ 1 ] * scaleX;
+ te[ 2 ] = me[ 2 ] * scaleX;
+
+ te[ 4 ] = me[ 4 ] * scaleY;
+ te[ 5 ] = me[ 5 ] * scaleY;
+ te[ 6 ] = me[ 6 ] * scaleY;
+
+ te[ 8 ] = me[ 8 ] * scaleZ;
+ te[ 9 ] = me[ 9 ] * scaleZ;
+ te[ 10 ] = me[ 10 ] * scaleZ;
+
+ return this;
+
+ };
+
+ }(),
+
+ makeRotationFromEuler: function ( euler ) {
+
+ if ( euler instanceof THREE.Euler === false ) {
+
+ THREE.error( 'THREE.Matrix: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
+
+ }
+
+ var te = this.elements;
+
+ var x = euler.x, y = euler.y, z = euler.z;
+ var a = Math.cos( x ), b = Math.sin( x );
+ var c = Math.cos( y ), d = Math.sin( y );
+ var e = Math.cos( z ), f = Math.sin( z );
+
+ if ( euler.order === 'XYZ' ) {
+
+ var ae = a * e, af = a * f, be = b * e, bf = b * f;
+
+ te[ 0 ] = c * e;
+ te[ 4 ] = - c * f;
+ te[ 8 ] = d;
+
+ te[ 1 ] = af + be * d;
+ te[ 5 ] = ae - bf * d;
+ te[ 9 ] = - b * c;
+
+ te[ 2 ] = bf - ae * d;
+ te[ 6 ] = be + af * d;
+ te[ 10 ] = a * c;
+
+ } else if ( euler.order === 'YXZ' ) {
+
+ var ce = c * e, cf = c * f, de = d * e, df = d * f;
+
+ te[ 0 ] = ce + df * b;
+ te[ 4 ] = de * b - cf;
+ te[ 8 ] = a * d;
+
+ te[ 1 ] = a * f;
+ te[ 5 ] = a * e;
+ te[ 9 ] = - b;
+
+ te[ 2 ] = cf * b - de;
+ te[ 6 ] = df + ce * b;
+ te[ 10 ] = a * c;
+
+ } else if ( euler.order === 'ZXY' ) {
+
+ var ce = c * e, cf = c * f, de = d * e, df = d * f;
+
+ te[ 0 ] = ce - df * b;
+ te[ 4 ] = - a * f;
+ te[ 8 ] = de + cf * b;
+
+ te[ 1 ] = cf + de * b;
+ te[ 5 ] = a * e;
+ te[ 9 ] = df - ce * b;
+
+ te[ 2 ] = - a * d;
+ te[ 6 ] = b;
+ te[ 10 ] = a * c;
+
+ } else if ( euler.order === 'ZYX' ) {
+
+ var ae = a * e, af = a * f, be = b * e, bf = b * f;
+
+ te[ 0 ] = c * e;
+ te[ 4 ] = be * d - af;
+ te[ 8 ] = ae * d + bf;
+
+ te[ 1 ] = c * f;
+ te[ 5 ] = bf * d + ae;
+ te[ 9 ] = af * d - be;
+
+ te[ 2 ] = - d;
+ te[ 6 ] = b * c;
+ te[ 10 ] = a * c;
+
+ } else if ( euler.order === 'YZX' ) {
+
+ var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
+
+ te[ 0 ] = c * e;
+ te[ 4 ] = bd - ac * f;
+ te[ 8 ] = bc * f + ad;
+
+ te[ 1 ] = f;
+ te[ 5 ] = a * e;
+ te[ 9 ] = - b * e;
+
+ te[ 2 ] = - d * e;
+ te[ 6 ] = ad * f + bc;
+ te[ 10 ] = ac - bd * f;
+
+ } else if ( euler.order === 'XZY' ) {
+
+ var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
+
+ te[ 0 ] = c * e;
+ te[ 4 ] = - f;
+ te[ 8 ] = d * e;
+
+ te[ 1 ] = ac * f + bd;
+ te[ 5 ] = a * e;
+ te[ 9 ] = ad * f - bc;
+
+ te[ 2 ] = bc * f - ad;
+ te[ 6 ] = b * e;
+ te[ 10 ] = bd * f + ac;
+
+ }
+
+ // last column
+ te[ 3 ] = 0;
+ te[ 7 ] = 0;
+ te[ 11 ] = 0;
+
+ // bottom row
+ te[ 12 ] = 0;
+ te[ 13 ] = 0;
+ te[ 14 ] = 0;
+ te[ 15 ] = 1;
+
+ return this;
+
+ },
+
+ setRotationFromQuaternion: function ( q ) {
+
+ THREE.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
+
+ return this.makeRotationFromQuaternion( q );
+
+ },
+
+ makeRotationFromQuaternion: function ( q ) {
+
+ var te = this.elements;
+
+ var x = q.x, y = q.y, z = q.z, w = q.w;
+ var x2 = x + x, y2 = y + y, z2 = z + z;
+ var xx = x * x2, xy = x * y2, xz = x * z2;
+ var yy = y * y2, yz = y * z2, zz = z * z2;
+ var wx = w * x2, wy = w * y2, wz = w * z2;
+
+ te[ 0 ] = 1 - ( yy + zz );
+ te[ 4 ] = xy - wz;
+ te[ 8 ] = xz + wy;
+
+ te[ 1 ] = xy + wz;
+ te[ 5 ] = 1 - ( xx + zz );
+ te[ 9 ] = yz - wx;
+
+ te[ 2 ] = xz - wy;
+ te[ 6 ] = yz + wx;
+ te[ 10 ] = 1 - ( xx + yy );
+
+ // last column
+ te[ 3 ] = 0;
+ te[ 7 ] = 0;
+ te[ 11 ] = 0;
+
+ // bottom row
+ te[ 12 ] = 0;
+ te[ 13 ] = 0;
+ te[ 14 ] = 0;
+ te[ 15 ] = 1;
+
+ return this;
+
+ },
+
+ lookAt: function () {
+
+ var x = new THREE.Vector3();
+ var y = new THREE.Vector3();
+ var z = new THREE.Vector3();
+
+ return function ( eye, target, up ) {
+
+ var te = this.elements;
+
+ z.subVectors( eye, target ).normalize();
+
+ if ( z.length() === 0 ) {
+
+ z.z = 1;
+
+ }
+
+ x.crossVectors( up, z ).normalize();
+
+ if ( x.length() === 0 ) {
+
+ z.x += 0.0001;
+ x.crossVectors( up, z ).normalize();
+
+ }
+
+ y.crossVectors( z, x );
+
+
+ te[ 0 ] = x.x; te[ 4 ] = y.x; te[ 8 ] = z.x;
+ te[ 1 ] = x.y; te[ 5 ] = y.y; te[ 9 ] = z.y;
+ te[ 2 ] = x.z; te[ 6 ] = y.z; te[ 10 ] = z.z;
+
+ return this;
+
+ };
+
+ }(),
+
+ multiply: function ( m, n ) {
+
+ if ( n !== undefined ) {
+
+ THREE.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
+ return this.multiplyMatrices( m, n );
+
+ }
+
+ return this.multiplyMatrices( this, m );
+
+ },
+
+ multiplyMatrices: function ( a, b ) {
+
+ var ae = a.elements;
+ var be = b.elements;
+ var te = this.elements;
+
+ var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
+ var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
+ var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
+ var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
+
+ var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
+ var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
+ var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
+ var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
+
+ te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
+ te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
+ te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
+ te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
+
+ te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
+ te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
+ te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
+ te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
+
+ te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
+ te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
+ te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
+ te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
+
+ te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
+ te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
+ te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
+ te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
+
+ return this;
+
+ },
+
+ multiplyToArray: function ( a, b, r ) {
+
+ var te = this.elements;
+
+ this.multiplyMatrices( a, b );
+
+ r[ 0 ] = te[ 0 ]; r[ 1 ] = te[ 1 ]; r[ 2 ] = te[ 2 ]; r[ 3 ] = te[ 3 ];
+ r[ 4 ] = te[ 4 ]; r[ 5 ] = te[ 5 ]; r[ 6 ] = te[ 6 ]; r[ 7 ] = te[ 7 ];
+ r[ 8 ] = te[ 8 ]; r[ 9 ] = te[ 9 ]; r[ 10 ] = te[ 10 ]; r[ 11 ] = te[ 11 ];
+ r[ 12 ] = te[ 12 ]; r[ 13 ] = te[ 13 ]; r[ 14 ] = te[ 14 ]; r[ 15 ] = te[ 15 ];
+
+ return this;
+
+ },
+
+ multiplyScalar: function ( s ) {
+
+ var te = this.elements;
+
+ te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
+ te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
+ te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
+ te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
+
+ return this;
+
+ },
+
+ multiplyVector3: function ( vector ) {
+
+ THREE.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) or vector.applyProjection( matrix ) instead.' );
+ return vector.applyProjection( this );
+
+ },
+
+ multiplyVector4: function ( vector ) {
+
+ THREE.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
+ return vector.applyMatrix4( this );
+
+ },
+
+ multiplyVector3Array: function ( a ) {
+
+ THREE.warn( 'THREE.Matrix4: .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.' );
+ return this.applyToVector3Array( a );
+
+ },
+
+ applyToVector3Array: function () {
+
+ var v1 = new THREE.Vector3();
+
+ return function ( array, offset, length ) {
+
+ if ( offset === undefined ) offset = 0;
+ if ( length === undefined ) length = array.length;
+
+ for ( var i = 0, j = offset; i < length; i += 3, j += 3 ) {
+
+ v1.x = array[ j ];
+ v1.y = array[ j + 1 ];
+ v1.z = array[ j + 2 ];
+
+ v1.applyMatrix4( this );
+
+ array[ j ] = v1.x;
+ array[ j + 1 ] = v1.y;
+ array[ j + 2 ] = v1.z;
+
+ }
+
+ return array;
+
+ };
+
+ }(),
+
+ rotateAxis: function ( v ) {
+
+ THREE.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
+
+ v.transformDirection( this );
+
+ },
+
+ crossVector: function ( vector ) {
+
+ THREE.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
+ return vector.applyMatrix4( this );
+
+ },
+
+ determinant: function () {
+
+ var te = this.elements;
+
+ var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
+ var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
+ var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
+ var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
+
+ //TODO: make this more efficient
+ //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
+
+ return (
+ n41 * (
+ + n14 * n23 * n32
+ - n13 * n24 * n32
+ - n14 * n22 * n33
+ + n12 * n24 * n33
+ + n13 * n22 * n34
+ - n12 * n23 * n34
+ ) +
+ n42 * (
+ + n11 * n23 * n34
+ - n11 * n24 * n33
+ + n14 * n21 * n33
+ - n13 * n21 * n34
+ + n13 * n24 * n31
+ - n14 * n23 * n31
+ ) +
+ n43 * (
+ + n11 * n24 * n32
+ - n11 * n22 * n34
+ - n14 * n21 * n32
+ + n12 * n21 * n34
+ + n14 * n22 * n31
+ - n12 * n24 * n31
+ ) +
+ n44 * (
+ - n13 * n22 * n31
+ - n11 * n23 * n32
+ + n11 * n22 * n33
+ + n13 * n21 * n32
+ - n12 * n21 * n33
+ + n12 * n23 * n31
+ )
+
+ );
+
+ },
+
+ transpose: function () {
+
+ var te = this.elements;
+ var tmp;
+
+ tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
+ tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
+ tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
+
+ tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
+ tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
+ tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
+
+ return this;
+
+ },
+
+ flattenToArrayOffset: function ( array, offset ) {
+
+ var te = this.elements;
+
+ array[ offset ] = te[ 0 ];
+ array[ offset + 1 ] = te[ 1 ];
+ array[ offset + 2 ] = te[ 2 ];
+ array[ offset + 3 ] = te[ 3 ];
+
+ array[ offset + 4 ] = te[ 4 ];
+ array[ offset + 5 ] = te[ 5 ];
+ array[ offset + 6 ] = te[ 6 ];
+ array[ offset + 7 ] = te[ 7 ];
+
+ array[ offset + 8 ] = te[ 8 ];
+ array[ offset + 9 ] = te[ 9 ];
+ array[ offset + 10 ] = te[ 10 ];
+ array[ offset + 11 ] = te[ 11 ];
+
+ array[ offset + 12 ] = te[ 12 ];
+ array[ offset + 13 ] = te[ 13 ];
+ array[ offset + 14 ] = te[ 14 ];
+ array[ offset + 15 ] = te[ 15 ];
+
+ return array;
+
+ },
+
+ getPosition: function () {
+
+ var v1 = new THREE.Vector3();
+
+ return function () {
+
+ THREE.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
+
+ var te = this.elements;
+ return v1.set( te[ 12 ], te[ 13 ], te[ 14 ] );
+
+ };
+
+ }(),
+
+ setPosition: function ( v ) {
+
+ var te = this.elements;
+
+ te[ 12 ] = v.x;
+ te[ 13 ] = v.y;
+ te[ 14 ] = v.z;
+
+ return this;
+
+ },
+
+ getInverse: function ( m, throwOnInvertible ) {
+
+ // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
+ var te = this.elements;
+ var me = m.elements;
+
+ var n11 = me[ 0 ], n12 = me[ 4 ], n13 = me[ 8 ], n14 = me[ 12 ];
+ var n21 = me[ 1 ], n22 = me[ 5 ], n23 = me[ 9 ], n24 = me[ 13 ];
+ var n31 = me[ 2 ], n32 = me[ 6 ], n33 = me[ 10 ], n34 = me[ 14 ];
+ var n41 = me[ 3 ], n42 = me[ 7 ], n43 = me[ 11 ], n44 = me[ 15 ];
+
+ te[ 0 ] = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44;
+ te[ 4 ] = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44;
+ te[ 8 ] = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44;
+ te[ 12 ] = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
+ te[ 1 ] = n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44;
+ te[ 5 ] = n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44;
+ te[ 9 ] = n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44;
+ te[ 13 ] = n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34;
+ te[ 2 ] = n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44;
+ te[ 6 ] = n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44;
+ te[ 10 ] = n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44;
+ te[ 14 ] = n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34;
+ te[ 3 ] = n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43;
+ te[ 7 ] = n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43;
+ te[ 11 ] = n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43;
+ te[ 15 ] = n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33;
+
+ var det = n11 * te[ 0 ] + n21 * te[ 4 ] + n31 * te[ 8 ] + n41 * te[ 12 ];
+
+ if ( det == 0 ) {
+
+ var msg = "THREE.Matrix4.getInverse(): can't invert matrix, determinant is 0";
+
+ if ( throwOnInvertible || false ) {
+
+ throw new Error( msg );
+
+ } else {
+
+ THREE.warn( msg );
+
+ }
+
+ this.identity();
+
+ return this;
+ }
+
+ this.multiplyScalar( 1 / det );
+
+ return this;
+
+ },
+
+ translate: function ( v ) {
+
+ THREE.error( 'THREE.Matrix4: .translate() has been removed.' );
+
+ },
+
+ rotateX: function ( angle ) {
+
+ THREE.error( 'THREE.Matrix4: .rotateX() has been removed.' );
+
+ },
+
+ rotateY: function ( angle ) {
+
+ THREE.error( 'THREE.Matrix4: .rotateY() has been removed.' );
+
+ },
+
+ rotateZ: function ( angle ) {
+
+ THREE.error( 'THREE.Matrix4: .rotateZ() has been removed.' );
+
+ },
+
+ rotateByAxis: function ( axis, angle ) {
+
+ THREE.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );
+
+ },
+
+ scale: function ( v ) {
+
+ var te = this.elements;
+ var x = v.x, y = v.y, z = v.z;
+
+ te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
+ te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
+ te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
+ te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
+
+ return this;
+
+ },
+
+ getMaxScaleOnAxis: function () {
+
+ var te = this.elements;
+
+ var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
+ var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
+ var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
+
+ return Math.sqrt( Math.max( scaleXSq, Math.max( scaleYSq, scaleZSq ) ) );
+
+ },
+
+ makeTranslation: function ( x, y, z ) {
+
+ this.set(
+
+ 1, 0, 0, x,
+ 0, 1, 0, y,
+ 0, 0, 1, z,
+ 0, 0, 0, 1
+
+ );
+
+ return this;
+
+ },
+
+ makeRotationX: function ( theta ) {
+
+ var c = Math.cos( theta ), s = Math.sin( theta );
+
+ this.set(
+
+ 1, 0, 0, 0,
+ 0, c, - s, 0,
+ 0, s, c, 0,
+ 0, 0, 0, 1
+
+ );
+
+ return this;
+
+ },
+
+ makeRotationY: function ( theta ) {
+
+ var c = Math.cos( theta ), s = Math.sin( theta );
+
+ this.set(
+
+ c, 0, s, 0,
+ 0, 1, 0, 0,
+ - s, 0, c, 0,
+ 0, 0, 0, 1
+
+ );
+
+ return this;
+
+ },
+
+ makeRotationZ: function ( theta ) {
+
+ var c = Math.cos( theta ), s = Math.sin( theta );
+
+ this.set(
+
+ c, - s, 0, 0,
+ s, c, 0, 0,
+ 0, 0, 1, 0,
+ 0, 0, 0, 1
+
+ );
+
+ return this;
+
+ },
+
+ makeRotationAxis: function ( axis, angle ) {
+
+ // Based on http://www.gamedev.net/reference/articles/article1199.asp
+
+ var c = Math.cos( angle );
+ var s = Math.sin( angle );
+ var t = 1 - c;
+ var x = axis.x, y = axis.y, z = axis.z;
+ var tx = t * x, ty = t * y;
+
+ this.set(
+
+ tx * x + c, tx * y - s * z, tx * z + s * y, 0,
+ tx * y + s * z, ty * y + c, ty * z - s * x, 0,
+ tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
+ 0, 0, 0, 1
+
+ );
+
+ return this;
+
+ },
+
+ makeScale: function ( x, y, z ) {
+
+ this.set(
+
+ x, 0, 0, 0,
+ 0, y, 0, 0,
+ 0, 0, z, 0,
+ 0, 0, 0, 1
+
+ );
+
+ return this;
+
+ },
+
+ compose: function ( position, quaternion, scale ) {
+
+ this.makeRotationFromQuaternion( quaternion );
+ this.scale( scale );
+ this.setPosition( position );
+
+ return this;
+
+ },
+
+ decompose: function () {
+
+ var vector = new THREE.Vector3();
+ var matrix = new THREE.Matrix4();
+
+ return function ( position, quaternion, scale ) {
+
+ var te = this.elements;
+
+ var sx = vector.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
+ var sy = vector.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
+ var sz = vector.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
+
+ // if determine is negative, we need to invert one scale
+ var det = this.determinant();
+ if ( det < 0 ) {
+ sx = - sx;
+ }
+
+ position.x = te[ 12 ];
+ position.y = te[ 13 ];
+ position.z = te[ 14 ];
+
+ // scale the rotation part
+
+ matrix.elements.set( this.elements ); // at this point matrix is incomplete so we can't use .copy()
+
+ var invSX = 1 / sx;
+ var invSY = 1 / sy;
+ var invSZ = 1 / sz;
+
+ matrix.elements[ 0 ] *= invSX;
+ matrix.elements[ 1 ] *= invSX;
+ matrix.elements[ 2 ] *= invSX;
+
+ matrix.elements[ 4 ] *= invSY;
+ matrix.elements[ 5 ] *= invSY;
+ matrix.elements[ 6 ] *= invSY;
+
+ matrix.elements[ 8 ] *= invSZ;
+ matrix.elements[ 9 ] *= invSZ;
+ matrix.elements[ 10 ] *= invSZ;
+
+ quaternion.setFromRotationMatrix( matrix );
+
+ scale.x = sx;
+ scale.y = sy;
+ scale.z = sz;
+
+ return this;
+
+ };
+
+ }(),
+
+ makeFrustum: function ( left, right, bottom, top, near, far ) {
+
+ var te = this.elements;
+ var x = 2 * near / ( right - left );
+ var y = 2 * near / ( top - bottom );
+
+ var a = ( right + left ) / ( right - left );
+ var b = ( top + bottom ) / ( top - bottom );
+ var c = - ( far + near ) / ( far - near );
+ var d = - 2 * far * near / ( far - near );
+
+ te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
+ te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
+ te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
+ te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
+
+ return this;
+
+ },
+
+ makePerspective: function ( fov, aspect, near, far ) {
+
+ var ymax = near * Math.tan( THREE.Math.degToRad( fov * 0.5 ) );
+ var ymin = - ymax;
+ var xmin = ymin * aspect;
+ var xmax = ymax * aspect;
+
+ return this.makeFrustum( xmin, xmax, ymin, ymax, near, far );
+
+ },
+
+ makeOrthographic: function ( left, right, top, bottom, near, far ) {
+
+ var te = this.elements;
+ var w = right - left;
+ var h = top - bottom;
+ var p = far - near;
+
+ var x = ( right + left ) / w;
+ var y = ( top + bottom ) / h;
+ var z = ( far + near ) / p;
+
+ te[ 0 ] = 2 / w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
+ te[ 1 ] = 0; te[ 5 ] = 2 / h; te[ 9 ] = 0; te[ 13 ] = - y;
+ te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 / p; te[ 14 ] = - z;
+ te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
+
+ return this;
+
+ },
+
+ fromArray: function ( array ) {
+
+ this.elements.set( array );
+
+ return this;
+
+ },
+
+ toArray: function () {
+
+ var te = this.elements;
+
+ return [
+ te[ 0 ], te[ 1 ], te[ 2 ], te[ 3 ],
+ te[ 4 ], te[ 5 ], te[ 6 ], te[ 7 ],
+ te[ 8 ], te[ 9 ], te[ 10 ], te[ 11 ],
+ te[ 12 ], te[ 13 ], te[ 14 ], te[ 15 ]
+ ];
+
+ },
+
+ clone: function () {
+
+ return new THREE.Matrix4().fromArray( this.elements );
+
+ }
+
+};
+
+// File:src/math/Ray.js
+
+/**
+ * @author bhouston / http://exocortex.com
+ */
+
+THREE.Ray = function ( origin, direction ) {
+
+ this.origin = ( origin !== undefined ) ? origin : new THREE.Vector3();
+ this.direction = ( direction !== undefined ) ? direction : new THREE.Vector3();
+
+};
+
+THREE.Ray.prototype = {
+
+ constructor: THREE.Ray,
+
+ set: function ( origin, direction ) {
+
+ this.origin.copy( origin );
+ this.direction.copy( direction );
+
+ return this;
+
+ },
+
+ copy: function ( ray ) {
+
+ this.origin.copy( ray.origin );
+ this.direction.copy( ray.direction );
+
+ return this;
+
+ },
+
+ at: function ( t, optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector3();
+
+ return result.copy( this.direction ).multiplyScalar( t ).add( this.origin );
+
+ },
+
+ recast: function () {
+
+ var v1 = new THREE.Vector3();
+
+ return function ( t ) {
+
+ this.origin.copy( this.at( t, v1 ) );
+
+ return this;
+
+ };
+
+ }(),
+
+ closestPointToPoint: function ( point, optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector3();
+ result.subVectors( point, this.origin );
+ var directionDistance = result.dot( this.direction );
+
+ if ( directionDistance < 0 ) {
+
+ return result.copy( this.origin );
+
+ }
+
+ return result.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
+
+ },
+
+ distanceToPoint: function () {
+
+ var v1 = new THREE.Vector3();
+
+ return function ( point ) {
+
+ var directionDistance = v1.subVectors( point, this.origin ).dot( this.direction );
+
+ // point behind the ray
+
+ if ( directionDistance < 0 ) {
+
+ return this.origin.distanceTo( point );
+
+ }
+
+ v1.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
+
+ return v1.distanceTo( point );
+
+ };
+
+ }(),
+
+ distanceSqToSegment: function ( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
+
+ // from http://www.geometrictools.com/LibMathematics/Distance/Wm5DistRay3Segment3.cpp
+ // It returns the min distance between the ray and the segment
+ // defined by v0 and v1
+ // It can also set two optional targets :
+ // - The closest point on the ray
+ // - The closest point on the segment
+
+// return function ( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
+
+ var segCenter = v0.clone().add( v1 ).multiplyScalar( 0.5 );
+ var segDir = v1.clone().sub( v0 ).normalize();
+ var segExtent = v0.distanceTo( v1 ) * 0.5;
+ var diff = this.origin.clone().sub( segCenter );
+ var a01 = - this.direction.dot( segDir );
+ var b0 = diff.dot( this.direction );
+ var b1 = - diff.dot( segDir );
+ var c = diff.lengthSq();
+ var det = Math.abs( 1 - a01 * a01 );
+ var s0, s1, sqrDist, extDet;
+
+ if ( det >= 0 ) {
+
+ // The ray and segment are not parallel.
+
+ s0 = a01 * b1 - b0;
+ s1 = a01 * b0 - b1;
+ extDet = segExtent * det;
+
+ if ( s0 >= 0 ) {
+
+ if ( s1 >= - extDet ) {
+
+ if ( s1 <= extDet ) {
+
+ // region 0
+ // Minimum at interior points of ray and segment.
+
+ var invDet = 1 / det;
+ s0 *= invDet;
+ s1 *= invDet;
+ sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
+
+ } else {
+
+ // region 1
+
+ s1 = segExtent;
+ s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
+ sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
+
+ }
+
+ } else {
+
+ // region 5
+
+ s1 = - segExtent;
+ s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
+ sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
+
+ }
+
+ } else {
+
+ if ( s1 <= - extDet ) {
+
+ // region 4
+
+ s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
+ s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
+ sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
+
+ } else if ( s1 <= extDet ) {
+
+ // region 3
+
+ s0 = 0;
+ s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
+ sqrDist = s1 * ( s1 + 2 * b1 ) + c;
+
+ } else {
+
+ // region 2
+
+ s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
+ s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
+ sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
+
+ }
+
+ }
+
+ } else {
+
+ // Ray and segment are parallel.
+
+ s1 = ( a01 > 0 ) ? - segExtent : segExtent;
+ s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
+ sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
+
+ }
+
+ if ( optionalPointOnRay ) {
+
+ optionalPointOnRay.copy( this.direction.clone().multiplyScalar( s0 ).add( this.origin ) );
+
+ }
+
+ if ( optionalPointOnSegment ) {
+
+ optionalPointOnSegment.copy( segDir.clone().multiplyScalar( s1 ).add( segCenter ) );
+
+ }
+
+ return sqrDist;
+
+ },
+
+ isIntersectionSphere: function ( sphere ) {
+
+ return this.distanceToPoint( sphere.center ) <= sphere.radius;
+
+ },
+
+ intersectSphere: function () {
+
+ // from http://www.scratchapixel.com/lessons/3d-basic-lessons/lesson-7-intersecting-simple-shapes/ray-sphere-intersection/
+
+ var v1 = new THREE.Vector3();
+
+ return function ( sphere, optionalTarget ) {
+
+ v1.subVectors( sphere.center, this.origin );
+
+ var tca = v1.dot( this.direction );
+
+ var d2 = v1.dot( v1 ) - tca * tca;
+
+ var radius2 = sphere.radius * sphere.radius;
+
+ if ( d2 > radius2 ) return null;
+
+ var thc = Math.sqrt( radius2 - d2 );
+
+ // t0 = first intersect point - entrance on front of sphere
+ var t0 = tca - thc;
+
+ // t1 = second intersect point - exit point on back of sphere
+ var t1 = tca + thc;
+
+ // test to see if both t0 and t1 are behind the ray - if so, return null
+ if ( t0 < 0 && t1 < 0 ) return null;
+
+ // test to see if t0 is behind the ray:
+ // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
+ // in order to always return an intersect point that is in front of the ray.
+ if ( t0 < 0 ) return this.at( t1, optionalTarget );
+
+ // else t0 is in front of the ray, so return the first collision point scaled by t0
+ return this.at( t0, optionalTarget );
+
+ }
+
+ }(),
+
+ isIntersectionPlane: function ( plane ) {
+
+ // check if the ray lies on the plane first
+
+ var distToPoint = plane.distanceToPoint( this.origin );
+
+ if ( distToPoint === 0 ) {
+
+ return true;
+
+ }
+
+ var denominator = plane.normal.dot( this.direction );
+
+ if ( denominator * distToPoint < 0 ) {
+
+ return true;
+
+ }
+
+ // ray origin is behind the plane (and is pointing behind it)
+
+ return false;
+
+ },
+
+ distanceToPlane: function ( plane ) {
+
+ var denominator = plane.normal.dot( this.direction );
+ if ( denominator == 0 ) {
+
+ // line is coplanar, return origin
+ if ( plane.distanceToPoint( this.origin ) == 0 ) {
+
+ return 0;
+
+ }
+
+ // Null is preferable to undefined since undefined means.... it is undefined
+
+ return null;
+
+ }
+
+ var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
+
+ // Return if the ray never intersects the plane
+
+ return t >= 0 ? t : null;
+
+ },
+
+ intersectPlane: function ( plane, optionalTarget ) {
+
+ var t = this.distanceToPlane( plane );
+
+ if ( t === null ) {
+
+ return null;
+ }
+
+ return this.at( t, optionalTarget );
+
+ },
+
+ isIntersectionBox: function () {
+
+ var v = new THREE.Vector3();
+
+ return function ( box ) {
+
+ return this.intersectBox( box, v ) !== null;
+
+ };
+
+ }(),
+
+ intersectBox: function ( box, optionalTarget ) {
+
+ // http://www.scratchapixel.com/lessons/3d-basic-lessons/lesson-7-intersecting-simple-shapes/ray-box-intersection/
+
+ var tmin,tmax,tymin,tymax,tzmin,tzmax;
+
+ var invdirx = 1 / this.direction.x,
+ invdiry = 1 / this.direction.y,
+ invdirz = 1 / this.direction.z;
+
+ var origin = this.origin;
+
+ if ( invdirx >= 0 ) {
+
+ tmin = ( box.min.x - origin.x ) * invdirx;
+ tmax = ( box.max.x - origin.x ) * invdirx;
+
+ } else {
+
+ tmin = ( box.max.x - origin.x ) * invdirx;
+ tmax = ( box.min.x - origin.x ) * invdirx;
+ }
+
+ if ( invdiry >= 0 ) {
+
+ tymin = ( box.min.y - origin.y ) * invdiry;
+ tymax = ( box.max.y - origin.y ) * invdiry;
+
+ } else {
+
+ tymin = ( box.max.y - origin.y ) * invdiry;
+ tymax = ( box.min.y - origin.y ) * invdiry;
+ }
+
+ if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;
+
+ // These lines also handle the case where tmin or tmax is NaN
+ // (result of 0 * Infinity). x !== x returns true if x is NaN
+
+ if ( tymin > tmin || tmin !== tmin ) tmin = tymin;
+
+ if ( tymax < tmax || tmax !== tmax ) tmax = tymax;
+
+ if ( invdirz >= 0 ) {
+
+ tzmin = ( box.min.z - origin.z ) * invdirz;
+ tzmax = ( box.max.z - origin.z ) * invdirz;
+
+ } else {
+
+ tzmin = ( box.max.z - origin.z ) * invdirz;
+ tzmax = ( box.min.z - origin.z ) * invdirz;
+ }
+
+ if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;
+
+ if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;
+
+ if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;
+
+ //return point closest to the ray (positive side)
+
+ if ( tmax < 0 ) return null;
+
+ return this.at( tmin >= 0 ? tmin : tmax, optionalTarget );
+
+ },
+
+ intersectTriangle: function () {
+
+ // Compute the offset origin, edges, and normal.
+ var diff = new THREE.Vector3();
+ var edge1 = new THREE.Vector3();
+ var edge2 = new THREE.Vector3();
+ var normal = new THREE.Vector3();
+
+ return function ( a, b, c, backfaceCulling, optionalTarget ) {
+
+ // from http://www.geometrictools.com/LibMathematics/Intersection/Wm5IntrRay3Triangle3.cpp
+
+ edge1.subVectors( b, a );
+ edge2.subVectors( c, a );
+ normal.crossVectors( edge1, edge2 );
+
+ // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
+ // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
+ // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
+ // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
+ // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
+ var DdN = this.direction.dot( normal );
+ var sign;
+
+ if ( DdN > 0 ) {
+
+ if ( backfaceCulling ) return null;
+ sign = 1;
+
+ } else if ( DdN < 0 ) {
+
+ sign = - 1;
+ DdN = - DdN;
+
+ } else {
+
+ return null;
+
+ }
+
+ diff.subVectors( this.origin, a );
+ var DdQxE2 = sign * this.direction.dot( edge2.crossVectors( diff, edge2 ) );
+
+ // b1 < 0, no intersection
+ if ( DdQxE2 < 0 ) {
+
+ return null;
+
+ }
+
+ var DdE1xQ = sign * this.direction.dot( edge1.cross( diff ) );
+
+ // b2 < 0, no intersection
+ if ( DdE1xQ < 0 ) {
+
+ return null;
+
+ }
+
+ // b1+b2 > 1, no intersection
+ if ( DdQxE2 + DdE1xQ > DdN ) {
+
+ return null;
+
+ }
+
+ // Line intersects triangle, check if ray does.
+ var QdN = - sign * diff.dot( normal );
+
+ // t < 0, no intersection
+ if ( QdN < 0 ) {
+
+ return null;
+
+ }
+
+ // Ray intersects triangle.
+ return this.at( QdN / DdN, optionalTarget );
+
+ };
+
+ }(),
+
+ applyMatrix4: function ( matrix4 ) {
+
+ this.direction.add( this.origin ).applyMatrix4( matrix4 );
+ this.origin.applyMatrix4( matrix4 );
+ this.direction.sub( this.origin );
+ this.direction.normalize();
+
+ return this;
+ },
+
+ equals: function ( ray ) {
+
+ return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
+
+ },
+
+ clone: function () {
+
+ return new THREE.Ray().copy( this );
+
+ }
+
+};
+
+// File:src/math/Sphere.js
+
+/**
+ * @author bhouston / http://exocortex.com
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Sphere = function ( center, radius ) {
+
+ this.center = ( center !== undefined ) ? center : new THREE.Vector3();
+ this.radius = ( radius !== undefined ) ? radius : 0;
+
+};
+
+THREE.Sphere.prototype = {
+
+ constructor: THREE.Sphere,
+
+ set: function ( center, radius ) {
+
+ this.center.copy( center );
+ this.radius = radius;
+
+ return this;
+ },
+
+ setFromPoints: function () {
+
+ var box = new THREE.Box3();
+
+ return function ( points, optionalCenter ) {
+
+ var center = this.center;
+
+ if ( optionalCenter !== undefined ) {
+
+ center.copy( optionalCenter );
+
+ } else {
+
+ box.setFromPoints( points ).center( center );
+
+ }
+
+ var maxRadiusSq = 0;
+
+ for ( var i = 0, il = points.length; i < il; i ++ ) {
+
+ maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
+
+ }
+
+ this.radius = Math.sqrt( maxRadiusSq );
+
+ return this;
+
+ };
+
+ }(),
+
+ copy: function ( sphere ) {
+
+ this.center.copy( sphere.center );
+ this.radius = sphere.radius;
+
+ return this;
+
+ },
+
+ empty: function () {
+
+ return ( this.radius <= 0 );
+
+ },
+
+ containsPoint: function ( point ) {
+
+ return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
+
+ },
+
+ distanceToPoint: function ( point ) {
+
+ return ( point.distanceTo( this.center ) - this.radius );
+
+ },
+
+ intersectsSphere: function ( sphere ) {
+
+ var radiusSum = this.radius + sphere.radius;
+
+ return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
+
+ },
+
+ clampPoint: function ( point, optionalTarget ) {
+
+ var deltaLengthSq = this.center.distanceToSquared( point );
+
+ var result = optionalTarget || new THREE.Vector3();
+ result.copy( point );
+
+ if ( deltaLengthSq > ( this.radius * this.radius ) ) {
+
+ result.sub( this.center ).normalize();
+ result.multiplyScalar( this.radius ).add( this.center );
+
+ }
+
+ return result;
+
+ },
+
+ getBoundingBox: function ( optionalTarget ) {
+
+ var box = optionalTarget || new THREE.Box3();
+
+ box.set( this.center, this.center );
+ box.expandByScalar( this.radius );
+
+ return box;
+
+ },
+
+ applyMatrix4: function ( matrix ) {
+
+ this.center.applyMatrix4( matrix );
+ this.radius = this.radius * matrix.getMaxScaleOnAxis();
+
+ return this;
+
+ },
+
+ translate: function ( offset ) {
+
+ this.center.add( offset );
+
+ return this;
+
+ },
+
+ equals: function ( sphere ) {
+
+ return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
+
+ },
+
+ clone: function () {
+
+ return new THREE.Sphere().copy( this );
+
+ }
+
+};
+
+// File:src/math/Frustum.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ * @author bhouston / http://exocortex.com
+ */
+
+THREE.Frustum = function ( p0, p1, p2, p3, p4, p5 ) {
+
+ this.planes = [
+
+ ( p0 !== undefined ) ? p0 : new THREE.Plane(),
+ ( p1 !== undefined ) ? p1 : new THREE.Plane(),
+ ( p2 !== undefined ) ? p2 : new THREE.Plane(),
+ ( p3 !== undefined ) ? p3 : new THREE.Plane(),
+ ( p4 !== undefined ) ? p4 : new THREE.Plane(),
+ ( p5 !== undefined ) ? p5 : new THREE.Plane()
+
+ ];
+
+};
+
+THREE.Frustum.prototype = {
+
+ constructor: THREE.Frustum,
+
+ set: function ( p0, p1, p2, p3, p4, p5 ) {
+
+ var planes = this.planes;
+
+ planes[ 0 ].copy( p0 );
+ planes[ 1 ].copy( p1 );
+ planes[ 2 ].copy( p2 );
+ planes[ 3 ].copy( p3 );
+ planes[ 4 ].copy( p4 );
+ planes[ 5 ].copy( p5 );
+
+ return this;
+
+ },
+
+ copy: function ( frustum ) {
+
+ var planes = this.planes;
+
+ for ( var i = 0; i < 6; i ++ ) {
+
+ planes[ i ].copy( frustum.planes[ i ] );
+
+ }
+
+ return this;
+
+ },
+
+ setFromMatrix: function ( m ) {
+
+ var planes = this.planes;
+ var me = m.elements;
+ var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
+ var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
+ var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
+ var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
+
+ planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
+ planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
+ planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
+ planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
+ planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
+ planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
+
+ return this;
+
+ },
+
+ intersectsObject: function () {
+
+ var sphere = new THREE.Sphere();
+
+ return function ( object ) {
+
+ var geometry = object.geometry;
+
+ if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
+
+ sphere.copy( geometry.boundingSphere );
+ sphere.applyMatrix4( object.matrixWorld );
+
+ return this.intersectsSphere( sphere );
+
+ };
+
+ }(),
+
+ intersectsSphere: function ( sphere ) {
+
+ var planes = this.planes;
+ var center = sphere.center;
+ var negRadius = - sphere.radius;
+
+ for ( var i = 0; i < 6; i ++ ) {
+
+ var distance = planes[ i ].distanceToPoint( center );
+
+ if ( distance < negRadius ) {
+
+ return false;
+
+ }
+
+ }
+
+ return true;
+
+ },
+
+ intersectsBox: function () {
+
+ var p1 = new THREE.Vector3(),
+ p2 = new THREE.Vector3();
+
+ return function ( box ) {
+
+ var planes = this.planes;
+
+ for ( var i = 0; i < 6 ; i ++ ) {
+
+ var plane = planes[ i ];
+
+ p1.x = plane.normal.x > 0 ? box.min.x : box.max.x;
+ p2.x = plane.normal.x > 0 ? box.max.x : box.min.x;
+ p1.y = plane.normal.y > 0 ? box.min.y : box.max.y;
+ p2.y = plane.normal.y > 0 ? box.max.y : box.min.y;
+ p1.z = plane.normal.z > 0 ? box.min.z : box.max.z;
+ p2.z = plane.normal.z > 0 ? box.max.z : box.min.z;
+
+ var d1 = plane.distanceToPoint( p1 );
+ var d2 = plane.distanceToPoint( p2 );
+
+ // if both outside plane, no intersection
+
+ if ( d1 < 0 && d2 < 0 ) {
+
+ return false;
+
+ }
+ }
+
+ return true;
+ };
+
+ }(),
+
+
+ containsPoint: function ( point ) {
+
+ var planes = this.planes;
+
+ for ( var i = 0; i < 6; i ++ ) {
+
+ if ( planes[ i ].distanceToPoint( point ) < 0 ) {
+
+ return false;
+
+ }
+
+ }
+
+ return true;
+
+ },
+
+ clone: function () {
+
+ return new THREE.Frustum().copy( this );
+
+ }
+
+};
+
+// File:src/math/Plane.js
+
+/**
+ * @author bhouston / http://exocortex.com
+ */
+
+THREE.Plane = function ( normal, constant ) {
+
+ this.normal = ( normal !== undefined ) ? normal : new THREE.Vector3( 1, 0, 0 );
+ this.constant = ( constant !== undefined ) ? constant : 0;
+
+};
+
+THREE.Plane.prototype = {
+
+ constructor: THREE.Plane,
+
+ set: function ( normal, constant ) {
+
+ this.normal.copy( normal );
+ this.constant = constant;
+
+ return this;
+
+ },
+
+ setComponents: function ( x, y, z, w ) {
+
+ this.normal.set( x, y, z );
+ this.constant = w;
+
+ return this;
+
+ },
+
+ setFromNormalAndCoplanarPoint: function ( normal, point ) {
+
+ this.normal.copy( normal );
+ this.constant = - point.dot( this.normal ); // must be this.normal, not normal, as this.normal is normalized
+
+ return this;
+
+ },
+
+ setFromCoplanarPoints: function () {
+
+ var v1 = new THREE.Vector3();
+ var v2 = new THREE.Vector3();
+
+ return function ( a, b, c ) {
+
+ var normal = v1.subVectors( c, b ).cross( v2.subVectors( a, b ) ).normalize();
+
+ // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
+
+ this.setFromNormalAndCoplanarPoint( normal, a );
+
+ return this;
+
+ };
+
+ }(),
+
+
+ copy: function ( plane ) {
+
+ this.normal.copy( plane.normal );
+ this.constant = plane.constant;
+
+ return this;
+
+ },
+
+ normalize: function () {
+
+ // Note: will lead to a divide by zero if the plane is invalid.
+
+ var inverseNormalLength = 1.0 / this.normal.length();
+ this.normal.multiplyScalar( inverseNormalLength );
+ this.constant *= inverseNormalLength;
+
+ return this;
+
+ },
+
+ negate: function () {
+
+ this.constant *= - 1;
+ this.normal.negate();
+
+ return this;
+
+ },
+
+ distanceToPoint: function ( point ) {
+
+ return this.normal.dot( point ) + this.constant;
+
+ },
+
+ distanceToSphere: function ( sphere ) {
+
+ return this.distanceToPoint( sphere.center ) - sphere.radius;
+
+ },
+
+ projectPoint: function ( point, optionalTarget ) {
+
+ return this.orthoPoint( point, optionalTarget ).sub( point ).negate();
+
+ },
+
+ orthoPoint: function ( point, optionalTarget ) {
+
+ var perpendicularMagnitude = this.distanceToPoint( point );
+
+ var result = optionalTarget || new THREE.Vector3();
+ return result.copy( this.normal ).multiplyScalar( perpendicularMagnitude );
+
+ },
+
+ isIntersectionLine: function ( line ) {
+
+ // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
+
+ var startSign = this.distanceToPoint( line.start );
+ var endSign = this.distanceToPoint( line.end );
+
+ return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
+
+ },
+
+ intersectLine: function () {
+
+ var v1 = new THREE.Vector3();
+
+ return function ( line, optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector3();
+
+ var direction = line.delta( v1 );
+
+ var denominator = this.normal.dot( direction );
+
+ if ( denominator == 0 ) {
+
+ // line is coplanar, return origin
+ if ( this.distanceToPoint( line.start ) == 0 ) {
+
+ return result.copy( line.start );
+
+ }
+
+ // Unsure if this is the correct method to handle this case.
+ return undefined;
+
+ }
+
+ var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
+
+ if ( t < 0 || t > 1 ) {
+
+ return undefined;
+
+ }
+
+ return result.copy( direction ).multiplyScalar( t ).add( line.start );
+
+ };
+
+ }(),
+
+
+ coplanarPoint: function ( optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector3();
+ return result.copy( this.normal ).multiplyScalar( - this.constant );
+
+ },
+
+ applyMatrix4: function () {
+
+ var v1 = new THREE.Vector3();
+ var v2 = new THREE.Vector3();
+ var m1 = new THREE.Matrix3();
+
+ return function ( matrix, optionalNormalMatrix ) {
+
+ // compute new normal based on theory here:
+ // http://www.songho.ca/opengl/gl_normaltransform.html
+ var normalMatrix = optionalNormalMatrix || m1.getNormalMatrix( matrix );
+ var newNormal = v1.copy( this.normal ).applyMatrix3( normalMatrix );
+
+ var newCoplanarPoint = this.coplanarPoint( v2 );
+ newCoplanarPoint.applyMatrix4( matrix );
+
+ this.setFromNormalAndCoplanarPoint( newNormal, newCoplanarPoint );
+
+ return this;
+
+ };
+
+ }(),
+
+ translate: function ( offset ) {
+
+ this.constant = this.constant - offset.dot( this.normal );
+
+ return this;
+
+ },
+
+ equals: function ( plane ) {
+
+ return plane.normal.equals( this.normal ) && ( plane.constant == this.constant );
+
+ },
+
+ clone: function () {
+
+ return new THREE.Plane().copy( this );
+
+ }
+
+};
+
+// File:src/math/Math.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Math = {
+
+ generateUUID: function () {
+
+ // http://www.broofa.com/Tools/Math.uuid.htm
+
+ var chars = '0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz'.split( '' );
+ var uuid = new Array( 36 );
+ var rnd = 0, r;
+
+ return function () {
+
+ for ( var i = 0; i < 36; i ++ ) {
+
+ if ( i == 8 || i == 13 || i == 18 || i == 23 ) {
+
+ uuid[ i ] = '-';
+
+ } else if ( i == 14 ) {
+
+ uuid[ i ] = '4';
+
+ } else {
+
+ if ( rnd <= 0x02 ) rnd = 0x2000000 + ( Math.random() * 0x1000000 ) | 0;
+ r = rnd & 0xf;
+ rnd = rnd >> 4;
+ uuid[ i ] = chars[ ( i == 19 ) ? ( r & 0x3 ) | 0x8 : r ];
+
+ }
+ }
+
+ return uuid.join( '' );
+
+ };
+
+ }(),
+
+ // Clamp value to range <a, b>
+
+ clamp: function ( x, a, b ) {
+
+ return ( x < a ) ? a : ( ( x > b ) ? b : x );
+
+ },
+
+ // Clamp value to range <a, inf)
+
+ clampBottom: function ( x, a ) {
+
+ return x < a ? a : x;
+
+ },
+
+ // Linear mapping from range <a1, a2> to range <b1, b2>
+
+ mapLinear: function ( x, a1, a2, b1, b2 ) {
+
+ return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
+
+ },
+
+ // http://en.wikipedia.org/wiki/Smoothstep
+
+ smoothstep: function ( x, min, max ) {
+
+ if ( x <= min ) return 0;
+ if ( x >= max ) return 1;
+
+ x = ( x - min ) / ( max - min );
+
+ return x * x * ( 3 - 2 * x );
+
+ },
+
+ smootherstep: function ( x, min, max ) {
+
+ if ( x <= min ) return 0;
+ if ( x >= max ) return 1;
+
+ x = ( x - min ) / ( max - min );
+
+ return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
+
+ },
+
+ // Random float from <0, 1> with 16 bits of randomness
+ // (standard Math.random() creates repetitive patterns when applied over larger space)
+
+ random16: function () {
+
+ return ( 65280 * Math.random() + 255 * Math.random() ) / 65535;
+
+ },
+
+ // Random integer from <low, high> interval
+
+ randInt: function ( low, high ) {
+
+ return Math.floor( this.randFloat( low, high ) );
+
+ },
+
+ // Random float from <low, high> interval
+
+ randFloat: function ( low, high ) {
+
+ return low + Math.random() * ( high - low );
+
+ },
+
+ // Random float from <-range/2, range/2> interval
+
+ randFloatSpread: function ( range ) {
+
+ return range * ( 0.5 - Math.random() );
+
+ },
+
+ degToRad: function () {
+
+ var degreeToRadiansFactor = Math.PI / 180;
+
+ return function ( degrees ) {
+
+ return degrees * degreeToRadiansFactor;
+
+ };
+
+ }(),
+
+ radToDeg: function () {
+
+ var radianToDegreesFactor = 180 / Math.PI;
+
+ return function ( radians ) {
+
+ return radians * radianToDegreesFactor;
+
+ };
+
+ }(),
+
+ isPowerOfTwo: function ( value ) {
+
+ return ( value & ( value - 1 ) ) === 0 && value !== 0;
+
+ },
+
+ nextPowerOfTwo: function ( value ) {
+
+ value --;
+ value |= value >> 1;
+ value |= value >> 2;
+ value |= value >> 4;
+ value |= value >> 8;
+ value |= value >> 16;
+ value ++;
+
+ return value;
+
+ }
+
+};
+
+// File:src/math/Spline.js
+
+/**
+ * Spline from Tween.js, slightly optimized (and trashed)
+ * http://sole.github.com/tween.js/examples/05_spline.html
+ *
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Spline = function ( points ) {
+
+ this.points = points;
+
+ var c = [], v3 = { x: 0, y: 0, z: 0 },
+ point, intPoint, weight, w2, w3,
+ pa, pb, pc, pd;
+
+ this.initFromArray = function ( a ) {
+
+ this.points = [];
+
+ for ( var i = 0; i < a.length; i ++ ) {
+
+ this.points[ i ] = { x: a[ i ][ 0 ], y: a[ i ][ 1 ], z: a[ i ][ 2 ] };
+
+ }
+
+ };
+
+ this.getPoint = function ( k ) {
+
+ point = ( this.points.length - 1 ) * k;
+ intPoint = Math.floor( point );
+ weight = point - intPoint;
+
+ c[ 0 ] = intPoint === 0 ? intPoint : intPoint - 1;
+ c[ 1 ] = intPoint;
+ c[ 2 ] = intPoint > this.points.length - 2 ? this.points.length - 1 : intPoint + 1;
+ c[ 3 ] = intPoint > this.points.length - 3 ? this.points.length - 1 : intPoint + 2;
+
+ pa = this.points[ c[ 0 ] ];
+ pb = this.points[ c[ 1 ] ];
+ pc = this.points[ c[ 2 ] ];
+ pd = this.points[ c[ 3 ] ];
+
+ w2 = weight * weight;
+ w3 = weight * w2;
+
+ v3.x = interpolate( pa.x, pb.x, pc.x, pd.x, weight, w2, w3 );
+ v3.y = interpolate( pa.y, pb.y, pc.y, pd.y, weight, w2, w3 );
+ v3.z = interpolate( pa.z, pb.z, pc.z, pd.z, weight, w2, w3 );
+
+ return v3;
+
+ };
+
+ this.getControlPointsArray = function () {
+
+ var i, p, l = this.points.length,
+ coords = [];
+
+ for ( i = 0; i < l; i ++ ) {
+
+ p = this.points[ i ];
+ coords[ i ] = [ p.x, p.y, p.z ];
+
+ }
+
+ return coords;
+
+ };
+
+ // approximate length by summing linear segments
+
+ this.getLength = function ( nSubDivisions ) {
+
+ var i, index, nSamples, position,
+ point = 0, intPoint = 0, oldIntPoint = 0,
+ oldPosition = new THREE.Vector3(),
+ tmpVec = new THREE.Vector3(),
+ chunkLengths = [],
+ totalLength = 0;
+
+ // first point has 0 length
+
+ chunkLengths[ 0 ] = 0;
+
+ if ( ! nSubDivisions ) nSubDivisions = 100;
+
+ nSamples = this.points.length * nSubDivisions;
+
+ oldPosition.copy( this.points[ 0 ] );
+
+ for ( i = 1; i < nSamples; i ++ ) {
+
+ index = i / nSamples;
+
+ position = this.getPoint( index );
+ tmpVec.copy( position );
+
+ totalLength += tmpVec.distanceTo( oldPosition );
+
+ oldPosition.copy( position );
+
+ point = ( this.points.length - 1 ) * index;
+ intPoint = Math.floor( point );
+
+ if ( intPoint != oldIntPoint ) {
+
+ chunkLengths[ intPoint ] = totalLength;
+ oldIntPoint = intPoint;
+
+ }
+
+ }
+
+ // last point ends with total length
+
+ chunkLengths[ chunkLengths.length ] = totalLength;
+
+ return { chunks: chunkLengths, total: totalLength };
+
+ };
+
+ this.reparametrizeByArcLength = function ( samplingCoef ) {
+
+ var i, j,
+ index, indexCurrent, indexNext,
+ realDistance,
+ sampling, position,
+ newpoints = [],
+ tmpVec = new THREE.Vector3(),
+ sl = this.getLength();
+
+ newpoints.push( tmpVec.copy( this.points[ 0 ] ).clone() );
+
+ for ( i = 1; i < this.points.length; i ++ ) {
+
+ //tmpVec.copy( this.points[ i - 1 ] );
+ //linearDistance = tmpVec.distanceTo( this.points[ i ] );
+
+ realDistance = sl.chunks[ i ] - sl.chunks[ i - 1 ];
+
+ sampling = Math.ceil( samplingCoef * realDistance / sl.total );
+
+ indexCurrent = ( i - 1 ) / ( this.points.length - 1 );
+ indexNext = i / ( this.points.length - 1 );
+
+ for ( j = 1; j < sampling - 1; j ++ ) {
+
+ index = indexCurrent + j * ( 1 / sampling ) * ( indexNext - indexCurrent );
+
+ position = this.getPoint( index );
+ newpoints.push( tmpVec.copy( position ).clone() );
+
+ }
+
+ newpoints.push( tmpVec.copy( this.points[ i ] ).clone() );
+
+ }
+
+ this.points = newpoints;
+
+ };
+
+ // Catmull-Rom
+
+ function interpolate( p0, p1, p2, p3, t, t2, t3 ) {
+
+ var v0 = ( p2 - p0 ) * 0.5,
+ v1 = ( p3 - p1 ) * 0.5;
+
+ return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1;
+
+ };
+
+};
+
+// File:src/math/Triangle.js
+
+/**
+ * @author bhouston / http://exocortex.com
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Triangle = function ( a, b, c ) {
+
+ this.a = ( a !== undefined ) ? a : new THREE.Vector3();
+ this.b = ( b !== undefined ) ? b : new THREE.Vector3();
+ this.c = ( c !== undefined ) ? c : new THREE.Vector3();
+
+};
+
+THREE.Triangle.normal = function () {
+
+ var v0 = new THREE.Vector3();
+
+ return function ( a, b, c, optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector3();
+
+ result.subVectors( c, b );
+ v0.subVectors( a, b );
+ result.cross( v0 );
+
+ var resultLengthSq = result.lengthSq();
+ if ( resultLengthSq > 0 ) {
+
+ return result.multiplyScalar( 1 / Math.sqrt( resultLengthSq ) );
+
+ }
+
+ return result.set( 0, 0, 0 );
+
+ };
+
+}();
+
+// static/instance method to calculate barycoordinates
+// based on: http://www.blackpawn.com/texts/pointinpoly/default.html
+THREE.Triangle.barycoordFromPoint = function () {
+
+ var v0 = new THREE.Vector3();
+ var v1 = new THREE.Vector3();
+ var v2 = new THREE.Vector3();
+
+ return function ( point, a, b, c, optionalTarget ) {
+
+ v0.subVectors( c, a );
+ v1.subVectors( b, a );
+ v2.subVectors( point, a );
+
+ var dot00 = v0.dot( v0 );
+ var dot01 = v0.dot( v1 );
+ var dot02 = v0.dot( v2 );
+ var dot11 = v1.dot( v1 );
+ var dot12 = v1.dot( v2 );
+
+ var denom = ( dot00 * dot11 - dot01 * dot01 );
+
+ var result = optionalTarget || new THREE.Vector3();
+
+ // colinear or singular triangle
+ if ( denom == 0 ) {
+ // arbitrary location outside of triangle?
+ // not sure if this is the best idea, maybe should be returning undefined
+ return result.set( - 2, - 1, - 1 );
+ }
+
+ var invDenom = 1 / denom;
+ var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
+ var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
+
+ // barycoordinates must always sum to 1
+ return result.set( 1 - u - v, v, u );
+
+ };
+
+}();
+
+THREE.Triangle.containsPoint = function () {
+
+ var v1 = new THREE.Vector3();
+
+ return function ( point, a, b, c ) {
+
+ var result = THREE.Triangle.barycoordFromPoint( point, a, b, c, v1 );
+
+ return ( result.x >= 0 ) && ( result.y >= 0 ) && ( ( result.x + result.y ) <= 1 );
+
+ };
+
+}();
+
+THREE.Triangle.prototype = {
+
+ constructor: THREE.Triangle,
+
+ set: function ( a, b, c ) {
+
+ this.a.copy( a );
+ this.b.copy( b );
+ this.c.copy( c );
+
+ return this;
+
+ },
+
+ setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
+
+ this.a.copy( points[ i0 ] );
+ this.b.copy( points[ i1 ] );
+ this.c.copy( points[ i2 ] );
+
+ return this;
+
+ },
+
+ copy: function ( triangle ) {
+
+ this.a.copy( triangle.a );
+ this.b.copy( triangle.b );
+ this.c.copy( triangle.c );
+
+ return this;
+
+ },
+
+ area: function () {
+
+ var v0 = new THREE.Vector3();
+ var v1 = new THREE.Vector3();
+
+ return function () {
+
+ v0.subVectors( this.c, this.b );
+ v1.subVectors( this.a, this.b );
+
+ return v0.cross( v1 ).length() * 0.5;
+
+ };
+
+ }(),
+
+ midpoint: function ( optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector3();
+ return result.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
+
+ },
+
+ normal: function ( optionalTarget ) {
+
+ return THREE.Triangle.normal( this.a, this.b, this.c, optionalTarget );
+
+ },
+
+ plane: function ( optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Plane();
+
+ return result.setFromCoplanarPoints( this.a, this.b, this.c );
+
+ },
+
+ barycoordFromPoint: function ( point, optionalTarget ) {
+
+ return THREE.Triangle.barycoordFromPoint( point, this.a, this.b, this.c, optionalTarget );
+
+ },
+
+ containsPoint: function ( point ) {
+
+ return THREE.Triangle.containsPoint( point, this.a, this.b, this.c );
+
+ },
+
+ equals: function ( triangle ) {
+
+ return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
+
+ },
+
+ clone: function () {
+
+ return new THREE.Triangle().copy( this );
+
+ }
+
+};
+
+// File:src/core/Clock.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Clock = function ( autoStart ) {
+
+ this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
+
+ this.startTime = 0;
+ this.oldTime = 0;
+ this.elapsedTime = 0;
+
+ this.running = false;
+
+};
+
+THREE.Clock.prototype = {
+
+ constructor: THREE.Clock,
+
+ start: function () {
+
+ this.startTime = self.performance !== undefined && self.performance.now !== undefined
+ ? self.performance.now()
+ : Date.now();
+
+ this.oldTime = this.startTime;
+ this.running = true;
+ },
+
+ stop: function () {
+
+ this.getElapsedTime();
+ this.running = false;
+
+ },
+
+ getElapsedTime: function () {
+
+ this.getDelta();
+ return this.elapsedTime;
+
+ },
+
+ getDelta: function () {
+
+ var diff = 0;
+
+ if ( this.autoStart && ! this.running ) {
+
+ this.start();
+
+ }
+
+ if ( this.running ) {
+
+ var newTime = self.performance !== undefined && self.performance.now !== undefined
+ ? self.performance.now()
+ : Date.now();
+
+ diff = 0.001 * ( newTime - this.oldTime );
+ this.oldTime = newTime;
+
+ this.elapsedTime += diff;
+
+ }
+
+ return diff;
+
+ }
+
+};
+
+// File:src/core/EventDispatcher.js
+
+/**
+ * https://github.com/mrdoob/eventdispatcher.js/
+ */
+
+THREE.EventDispatcher = function () {}
+
+THREE.EventDispatcher.prototype = {
+
+ constructor: THREE.EventDispatcher,
+
+ apply: function ( object ) {
+
+ object.addEventListener = THREE.EventDispatcher.prototype.addEventListener;
+ object.hasEventListener = THREE.EventDispatcher.prototype.hasEventListener;
+ object.removeEventListener = THREE.EventDispatcher.prototype.removeEventListener;
+ object.dispatchEvent = THREE.EventDispatcher.prototype.dispatchEvent;
+
+ },
+
+ addEventListener: function ( type, listener ) {
+
+ if ( this._listeners === undefined ) this._listeners = {};
+
+ var listeners = this._listeners;
+
+ if ( listeners[ type ] === undefined ) {
+
+ listeners[ type ] = [];
+
+ }
+
+ if ( listeners[ type ].indexOf( listener ) === - 1 ) {
+
+ listeners[ type ].push( listener );
+
+ }
+
+ },
+
+ hasEventListener: function ( type, listener ) {
+
+ if ( this._listeners === undefined ) return false;
+
+ var listeners = this._listeners;
+
+ if ( listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1 ) {
+
+ return true;
+
+ }
+
+ return false;
+
+ },
+
+ removeEventListener: function ( type, listener ) {
+
+ if ( this._listeners === undefined ) return;
+
+ var listeners = this._listeners;
+ var listenerArray = listeners[ type ];
+
+ if ( listenerArray !== undefined ) {
+
+ var index = listenerArray.indexOf( listener );
+
+ if ( index !== - 1 ) {
+
+ listenerArray.splice( index, 1 );
+
+ }
+
+ }
+
+ },
+
+ dispatchEvent: function ( event ) {
+
+ if ( this._listeners === undefined ) return;
+
+ var listeners = this._listeners;
+ var listenerArray = listeners[ event.type ];
+
+ if ( listenerArray !== undefined ) {
+
+ event.target = this;
+
+ var array = [];
+ var length = listenerArray.length;
+
+ for ( var i = 0; i < length; i ++ ) {
+
+ array[ i ] = listenerArray[ i ];
+
+ }
+
+ for ( var i = 0; i < length; i ++ ) {
+
+ array[ i ].call( this, event );
+
+ }
+
+ }
+
+ }
+
+};
+
+// File:src/core/Raycaster.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author bhouston / http://exocortex.com/
+ * @author stephomi / http://stephaneginier.com/
+ */
+
+//( function ( THREE ) {
+
+ THREE.Raycaster = function ( origin, direction, near, far ) {
+
+ this.ray = new THREE.Ray( origin, direction );
+ // direction is assumed to be normalized (for accurate distance calculations)
+
+ this.near = near || 0;
+ this.far = far || Infinity;
+
+ this.params = {
+ Sprite: {},
+ Mesh: {},
+ PointCloud: { threshold: 1 },
+ LOD: {},
+ Line: {}
+ };
+
+ };
+
+ var descSort = function ( a, b ) {
+
+ return a.distance - b.distance;
+
+ };
+
+ var intersectObject = function ( object, raycaster, intersects, recursive ) {
+
+ object.raycast( raycaster, intersects );
+
+ if ( recursive === true ) {
+
+ var children = object.children;
+
+ for ( var i = 0, l = children.length; i < l; i ++ ) {
+
+ intersectObject( children[ i ], raycaster, intersects, true );
+
+ }
+
+ }
+
+ };
+
+ //
+
+ THREE.Raycaster.prototype = {
+
+ constructor: THREE.Raycaster,
+
+ precision: 0.0001,
+ linePrecision: 1,
+
+ set: function ( origin, direction ) {
+
+ // direction is assumed to be normalized (for accurate distance calculations)
+
+ this.ray.set( origin, direction );
+
+ },
+
+ setFromCamera: function ( coords, camera ) {
+
+ // camera is assumed _not_ to be a child of a transformed object
+
+ if ( camera instanceof THREE.PerspectiveCamera ) {
+
+ this.ray.origin.copy( camera.position );
+ this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( camera.position ).normalize();
+
+ } else if ( camera instanceof THREE.OrthographicCamera ) {
+
+ this.ray.origin.set( coords.x, coords.y, - 1 ).unproject( camera );
+ this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
+
+ } else {
+
+ THREE.error( 'THREE.Raycaster: Unsupported camera type.' );
+
+ }
+
+ },
+
+ intersectObject: function ( object, recursive ) {
+
+ var intersects = [];
+
+ intersectObject( object, this, intersects, recursive );
+
+ intersects.sort( descSort );
+
+ return intersects;
+
+ },
+
+ intersectObjects: function ( objects, recursive ) {
+
+ var intersects = [];
+
+ if ( objects instanceof Array === false ) {
+
+ THREE.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );
+ return intersects;
+
+ }
+
+ for ( var i = 0, l = objects.length; i < l; i ++ ) {
+
+ intersectObject( objects[ i ], this, intersects, recursive );
+
+ }
+
+ intersects.sort( descSort );
+
+ return intersects;
+
+ }
+
+ };
+
+//}( THREE ) );
+
+// File:src/core/Object3D.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ * @author WestLangley / http://github.com/WestLangley
+ */
+
+THREE.Object3D = function () {
+
+ Object.defineProperty( this, 'id', { value: THREE.Object3DIdCount ++ } );
+
+ this.uuid = THREE.Math.generateUUID();
+
+ this.name = '';
+ this.type = 'Object3D';
+
+ this.parent = undefined;
+ this.children = [];
+
+ this.up = THREE.Object3D.DefaultUp.clone();
+
+ var position = new THREE.Vector3();
+ var rotation = new THREE.Euler();
+ var quaternion = new THREE.Quaternion();
+ var scale = new THREE.Vector3( 1, 1, 1 );
+
+ var onRotationChange = function () {
+ quaternion.setFromEuler( rotation, false );
+ };
+
+ var onQuaternionChange = function () {
+ rotation.setFromQuaternion( quaternion, undefined, false );
+ };
+
+ rotation.onChange( onRotationChange );
+ quaternion.onChange( onQuaternionChange );
+
+ Object.defineProperties( this, {
+ position: {
+ enumerable: true,
+ value: position
+ },
+ rotation: {
+ enumerable: true,
+ value: rotation
+ },
+ quaternion: {
+ enumerable: true,
+ value: quaternion
+ },
+ scale: {
+ enumerable: true,
+ value: scale
+ }
+ } );
+
+ this.rotationAutoUpdate = true;
+
+ this.matrix = new THREE.Matrix4();
+ this.matrixWorld = new THREE.Matrix4();
+
+ this.matrixAutoUpdate = true;
+ this.matrixWorldNeedsUpdate = false;
+
+ this.visible = true;
+
+ this.castShadow = false;
+ this.receiveShadow = false;
+
+ this.frustumCulled = true;
+ this.renderOrder = 0;
+
+ this.userData = {};
+
+};
+
+THREE.Object3D.DefaultUp = new THREE.Vector3( 0, 1, 0 );
+
+THREE.Object3D.prototype = {
+
+ constructor: THREE.Object3D,
+
+ get eulerOrder () {
+
+ THREE.warn( 'THREE.Object3D: .eulerOrder has been moved to .rotation.order.' );
+
+ return this.rotation.order;
+
+ },
+
+ set eulerOrder ( value ) {
+
+ THREE.warn( 'THREE.Object3D: .eulerOrder has been moved to .rotation.order.' );
+
+ this.rotation.order = value;
+
+ },
+
+ get useQuaternion () {
+
+ THREE.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
+
+ },
+
+ set useQuaternion ( value ) {
+
+ THREE.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
+
+ },
+
+ applyMatrix: function ( matrix ) {
+
+ this.matrix.multiplyMatrices( matrix, this.matrix );
+
+ this.matrix.decompose( this.position, this.quaternion, this.scale );
+
+ },
+
+ setRotationFromAxisAngle: function ( axis, angle ) {
+
+ // assumes axis is normalized
+
+ this.quaternion.setFromAxisAngle( axis, angle );
+
+ },
+
+ setRotationFromEuler: function ( euler ) {
+
+ this.quaternion.setFromEuler( euler, true );
+
+ },
+
+ setRotationFromMatrix: function ( m ) {
+
+ // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
+
+ this.quaternion.setFromRotationMatrix( m );
+
+ },
+
+ setRotationFromQuaternion: function ( q ) {
+
+ // assumes q is normalized
+
+ this.quaternion.copy( q );
+
+ },
+
+ rotateOnAxis: function () {
+
+ // rotate object on axis in object space
+ // axis is assumed to be normalized
+
+ var q1 = new THREE.Quaternion();
+
+ return function ( axis, angle ) {
+
+ q1.setFromAxisAngle( axis, angle );
+
+ this.quaternion.multiply( q1 );
+
+ return this;
+
+ }
+
+ }(),
+
+ rotateX: function () {
+
+ var v1 = new THREE.Vector3( 1, 0, 0 );
+
+ return function ( angle ) {
+
+ return this.rotateOnAxis( v1, angle );
+
+ };
+
+ }(),
+
+ rotateY: function () {
+
+ var v1 = new THREE.Vector3( 0, 1, 0 );
+
+ return function ( angle ) {
+
+ return this.rotateOnAxis( v1, angle );
+
+ };
+
+ }(),
+
+ rotateZ: function () {
+
+ var v1 = new THREE.Vector3( 0, 0, 1 );
+
+ return function ( angle ) {
+
+ return this.rotateOnAxis( v1, angle );
+
+ };
+
+ }(),
+
+ translateOnAxis: function () {
+
+ // translate object by distance along axis in object space
+ // axis is assumed to be normalized
+
+ var v1 = new THREE.Vector3();
+
+ return function ( axis, distance ) {
+
+ v1.copy( axis ).applyQuaternion( this.quaternion );
+
+ this.position.add( v1.multiplyScalar( distance ) );
+
+ return this;
+
+ }
+
+ }(),
+
+ translate: function ( distance, axis ) {
+
+ THREE.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
+ return this.translateOnAxis( axis, distance );
+
+ },
+
+ translateX: function () {
+
+ var v1 = new THREE.Vector3( 1, 0, 0 );
+
+ return function ( distance ) {
+
+ return this.translateOnAxis( v1, distance );
+
+ };
+
+ }(),
+
+ translateY: function () {
+
+ var v1 = new THREE.Vector3( 0, 1, 0 );
+
+ return function ( distance ) {
+
+ return this.translateOnAxis( v1, distance );
+
+ };
+
+ }(),
+
+ translateZ: function () {
+
+ var v1 = new THREE.Vector3( 0, 0, 1 );
+
+ return function ( distance ) {
+
+ return this.translateOnAxis( v1, distance );
+
+ };
+
+ }(),
+
+ localToWorld: function ( vector ) {
+
+ return vector.applyMatrix4( this.matrixWorld );
+
+ },
+
+ worldToLocal: function () {
+
+ var m1 = new THREE.Matrix4();
+
+ return function ( vector ) {
+
+ return vector.applyMatrix4( m1.getInverse( this.matrixWorld ) );
+
+ };
+
+ }(),
+
+ lookAt: function () {
+
+ // This routine does not support objects with rotated and/or translated parent(s)
+
+ var m1 = new THREE.Matrix4();
+
+ return function ( vector ) {
+
+ m1.lookAt( vector, this.position, this.up );
+
+ this.quaternion.setFromRotationMatrix( m1 );
+
+ };
+
+ }(),
+
+ add: function ( object ) {
+
+ if ( arguments.length > 1 ) {
+
+ for ( var i = 0; i < arguments.length; i ++ ) {
+
+ this.add( arguments[ i ] );
+
+ }
+
+ return this;
+
+ };
+
+ if ( object === this ) {
+
+ THREE.error( "THREE.Object3D.add: object can't be added as a child of itself.", object );
+ return this;
+
+ }
+
+ if ( object instanceof THREE.Object3D ) {
+
+ if ( object.parent !== undefined ) {
+
+ object.parent.remove( object );
+
+ }
+
+ object.parent = this;
+ object.dispatchEvent( { type: 'added' } );
+
+ this.children.push( object );
+
+ } else {
+
+ THREE.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object );
+
+ }
+
+ return this;
+
+ },
+
+ remove: function ( object ) {
+
+ if ( arguments.length > 1 ) {
+
+ for ( var i = 0; i < arguments.length; i ++ ) {
+
+ this.remove( arguments[ i ] );
+
+ }
+
+ };
+
+ var index = this.children.indexOf( object );
+
+ if ( index !== - 1 ) {
+
+ object.parent = undefined;
+
+ object.dispatchEvent( { type: 'removed' } );
+
+ this.children.splice( index, 1 );
+
+ }
+
+ },
+
+ getChildByName: function ( name ) {
+
+ THREE.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
+ return this.getObjectByName( name );
+
+ },
+
+ getObjectById: function ( id ) {
+
+ return this.getObjectByProperty( 'id', id );
+
+ },
+
+ getObjectByName: function ( name ) {
+
+ return this.getObjectByProperty( 'name', name );
+
+ },
+
+ getObjectByProperty: function ( name, value ) {
+
+ if ( this[ name ] === value ) return this;
+
+ for ( var i = 0, l = this.children.length; i < l; i ++ ) {
+
+ var child = this.children[ i ];
+ var object = child.getObjectByProperty( name, value );
+
+ if ( object !== undefined ) {
+
+ return object;
+
+ }
+
+ }
+
+ return undefined;
+
+ },
+
+ getWorldPosition: function ( optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector3();
+
+ this.updateMatrixWorld( true );
+
+ return result.setFromMatrixPosition( this.matrixWorld );
+
+ },
+
+ getWorldQuaternion: function () {
+
+ var position = new THREE.Vector3();
+ var scale = new THREE.Vector3();
+
+ return function ( optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Quaternion();
+
+ this.updateMatrixWorld( true );
+
+ this.matrixWorld.decompose( position, result, scale );
+
+ return result;
+
+ }
+
+ }(),
+
+ getWorldRotation: function () {
+
+ var quaternion = new THREE.Quaternion();
+
+ return function ( optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Euler();
+
+ this.getWorldQuaternion( quaternion );
+
+ return result.setFromQuaternion( quaternion, this.rotation.order, false );
+
+ }
+
+ }(),
+
+ getWorldScale: function () {
+
+ var position = new THREE.Vector3();
+ var quaternion = new THREE.Quaternion();
+
+ return function ( optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector3();
+
+ this.updateMatrixWorld( true );
+
+ this.matrixWorld.decompose( position, quaternion, result );
+
+ return result;
+
+ }
+
+ }(),
+
+ getWorldDirection: function () {
+
+ var quaternion = new THREE.Quaternion();
+
+ return function ( optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector3();
+
+ this.getWorldQuaternion( quaternion );
+
+ return result.set( 0, 0, 1 ).applyQuaternion( quaternion );
+
+ }
+
+ }(),
+
+ raycast: function () {},
+
+ traverse: function ( callback ) {
+
+ callback( this );
+
+ for ( var i = 0, l = this.children.length; i < l; i ++ ) {
+
+ this.children[ i ].traverse( callback );
+
+ }
+
+ },
+
+ traverseVisible: function ( callback ) {
+
+ if ( this.visible === false ) return;
+
+ callback( this );
+
+ for ( var i = 0, l = this.children.length; i < l; i ++ ) {
+
+ this.children[ i ].traverseVisible( callback );
+
+ }
+
+ },
+
+ traverseAncestors: function ( callback ) {
+
+ if ( this.parent ) {
+
+ callback( this.parent );
+
+ this.parent.traverseAncestors( callback );
+
+ }
+
+ },
+
+ updateMatrix: function () {
+
+ this.matrix.compose( this.position, this.quaternion, this.scale );
+
+ this.matrixWorldNeedsUpdate = true;
+
+ },
+
+ updateMatrixWorld: function ( force ) {
+
+ if ( this.matrixAutoUpdate === true ) this.updateMatrix();
+
+ if ( this.matrixWorldNeedsUpdate === true || force === true ) {
+
+ if ( this.parent === undefined ) {
+
+ this.matrixWorld.copy( this.matrix );
+
+ } else {
+
+ this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
+
+ }
+
+ this.matrixWorldNeedsUpdate = false;
+
+ force = true;
+
+ }
+
+ // update children
+
+ for ( var i = 0, l = this.children.length; i < l; i ++ ) {
+
+ this.children[ i ].updateMatrixWorld( force );
+
+ }
+
+ },
+
+ toJSON: function () {
+
+ var output = {
+ metadata: {
+ version: 4.3,
+ type: 'Object',
+ generator: 'ObjectExporter'
+ }
+ };
+
+ //
+
+ var geometries = {};
+
+ var parseGeometry = function ( geometry ) {
+
+ if ( output.geometries === undefined ) {
+
+ output.geometries = [];
+
+ }
+
+ if ( geometries[ geometry.uuid ] === undefined ) {
+
+ var json = geometry.toJSON();
+
+ delete json.metadata;
+
+ geometries[ geometry.uuid ] = json;
+
+ output.geometries.push( json );
+
+ }
+
+ return geometry.uuid;
+
+ };
+
+ //
+
+ var materials = {};
+
+ var parseMaterial = function ( material ) {
+
+ if ( output.materials === undefined ) {
+
+ output.materials = [];
+
+ }
+
+ if ( materials[ material.uuid ] === undefined ) {
+
+ var json = material.toJSON();
+
+ delete json.metadata;
+
+ materials[ material.uuid ] = json;
+
+ output.materials.push( json );
+
+ }
+
+ return material.uuid;
+
+ };
+
+ //
+
+ var parseObject = function ( object ) {
+
+ var data = {};
+
+ data.uuid = object.uuid;
+ data.type = object.type;
+
+ if ( object.name !== '' ) data.name = object.name;
+ if ( JSON.stringify( object.userData ) !== '{}' ) data.userData = object.userData;
+ if ( object.visible !== true ) data.visible = object.visible;
+
+ if ( object instanceof THREE.PerspectiveCamera ) {
+
+ data.fov = object.fov;
+ data.aspect = object.aspect;
+ data.near = object.near;
+ data.far = object.far;
+
+ } else if ( object instanceof THREE.OrthographicCamera ) {
+
+ data.left = object.left;
+ data.right = object.right;
+ data.top = object.top;
+ data.bottom = object.bottom;
+ data.near = object.near;
+ data.far = object.far;
+
+ } else if ( object instanceof THREE.AmbientLight ) {
+
+ data.color = object.color.getHex();
+
+ } else if ( object instanceof THREE.DirectionalLight ) {
+
+ data.color = object.color.getHex();
+ data.intensity = object.intensity;
+
+ } else if ( object instanceof THREE.PointLight ) {
+
+ data.color = object.color.getHex();
+ data.intensity = object.intensity;
+ data.distance = object.distance;
+ data.decay = object.decay;
+
+ } else if ( object instanceof THREE.SpotLight ) {
+
+ data.color = object.color.getHex();
+ data.intensity = object.intensity;
+ data.distance = object.distance;
+ data.angle = object.angle;
+ data.exponent = object.exponent;
+ data.decay = object.decay;
+
+ } else if ( object instanceof THREE.HemisphereLight ) {
+
+ data.color = object.color.getHex();
+ data.groundColor = object.groundColor.getHex();
+
+ } else if ( object instanceof THREE.Mesh || object instanceof THREE.Line || object instanceof THREE.PointCloud ) {
+
+ data.geometry = parseGeometry( object.geometry );
+ data.material = parseMaterial( object.material );
+
+ if ( object instanceof THREE.Line ) data.mode = object.mode;
+
+ } else if ( object instanceof THREE.Sprite ) {
+
+ data.material = parseMaterial( object.material );
+
+ }
+
+ data.matrix = object.matrix.toArray();
+
+ if ( object.children.length > 0 ) {
+
+ data.children = [];
+
+ for ( var i = 0; i < object.children.length; i ++ ) {
+
+ data.children.push( parseObject( object.children[ i ] ) );
+
+ }
+
+ }
+
+ return data;
+
+ }
+
+ output.object = parseObject( this );
+
+ return output;
+
+ },
+
+ clone: function ( object, recursive ) {
+
+ if ( object === undefined ) object = new THREE.Object3D();
+ if ( recursive === undefined ) recursive = true;
+
+ object.name = this.name;
+
+ object.up.copy( this.up );
+
+ object.position.copy( this.position );
+ object.quaternion.copy( this.quaternion );
+ object.scale.copy( this.scale );
+
+ object.rotationAutoUpdate = this.rotationAutoUpdate;
+
+ object.matrix.copy( this.matrix );
+ object.matrixWorld.copy( this.matrixWorld );
+
+ object.matrixAutoUpdate = this.matrixAutoUpdate;
+ object.matrixWorldNeedsUpdate = this.matrixWorldNeedsUpdate;
+
+ object.visible = this.visible;
+
+ object.castShadow = this.castShadow;
+ object.receiveShadow = this.receiveShadow;
+
+ object.frustumCulled = this.frustumCulled;
+
+ object.userData = JSON.parse( JSON.stringify( this.userData ) );
+
+ if ( recursive === true ) {
+
+ for ( var i = 0; i < this.children.length; i ++ ) {
+
+ var child = this.children[ i ];
+ object.add( child.clone() );
+
+ }
+
+ }
+
+ return object;
+
+ }
+
+};
+
+THREE.EventDispatcher.prototype.apply( THREE.Object3D.prototype );
+
+THREE.Object3DIdCount = 0;
+
+// File:src/core/Face3.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Face3 = function ( a, b, c, normal, color, materialIndex ) {
+
+ this.a = a;
+ this.b = b;
+ this.c = c;
+
+ this.normal = normal instanceof THREE.Vector3 ? normal : new THREE.Vector3();
+ this.vertexNormals = normal instanceof Array ? normal : [];
+
+ this.color = color instanceof THREE.Color ? color : new THREE.Color();
+ this.vertexColors = color instanceof Array ? color : [];
+
+ this.vertexTangents = [];
+
+ this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
+
+};
+
+THREE.Face3.prototype = {
+
+ constructor: THREE.Face3,
+
+ clone: function () {
+
+ var face = new THREE.Face3( this.a, this.b, this.c );
+
+ face.normal.copy( this.normal );
+ face.color.copy( this.color );
+
+ face.materialIndex = this.materialIndex;
+
+ for ( var i = 0, il = this.vertexNormals.length; i < il; i ++ ) {
+
+ face.vertexNormals[ i ] = this.vertexNormals[ i ].clone();
+
+ }
+
+ for ( var i = 0, il = this.vertexColors.length; i < il; i ++ ) {
+
+ face.vertexColors[ i ] = this.vertexColors[ i ].clone();
+
+ }
+
+ for ( var i = 0, il = this.vertexTangents.length; i < il; i ++ ) {
+
+ face.vertexTangents[ i ] = this.vertexTangents[ i ].clone();
+
+ }
+
+ return face;
+
+ }
+
+};
+
+// File:src/core/Face4.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Face4 = function ( a, b, c, d, normal, color, materialIndex ) {
+
+ THREE.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' )
+ return new THREE.Face3( a, b, c, normal, color, materialIndex );
+
+};
+
+// File:src/core/BufferAttribute.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.BufferAttribute = function ( array, itemSize ) {
+
+ this.array = array;
+ this.itemSize = itemSize;
+
+ this.needsUpdate = false;
+
+};
+
+THREE.BufferAttribute.prototype = {
+
+ constructor: THREE.BufferAttribute,
+
+ get length () {
+
+ return this.array.length;
+
+ },
+
+ copyAt: function ( index1, attribute, index2 ) {
+
+ index1 *= this.itemSize;
+ index2 *= attribute.itemSize;
+
+ for ( var i = 0, l = this.itemSize; i < l; i ++ ) {
+
+ this.array[ index1 + i ] = attribute.array[ index2 + i ];
+
+ }
+
+ return this;
+
+ },
+
+ set: function ( value, offset ) {
+
+ if ( offset === undefined ) offset = 0;
+
+ this.array.set( value, offset );
+
+ return this;
+
+ },
+
+ setX: function ( index, x ) {
+
+ this.array[ index * this.itemSize ] = x;
+
+ return this;
+
+ },
+
+ setY: function ( index, y ) {
+
+ this.array[ index * this.itemSize + 1 ] = y;
+
+ return this;
+
+ },
+
+ setZ: function ( index, z ) {
+
+ this.array[ index * this.itemSize + 2 ] = z;
+
+ return this;
+
+ },
+
+ setXY: function ( index, x, y ) {
+
+ index *= this.itemSize;
+
+ this.array[ index ] = x;
+ this.array[ index + 1 ] = y;
+
+ return this;
+
+ },
+
+ setXYZ: function ( index, x, y, z ) {
+
+ index *= this.itemSize;
+
+ this.array[ index ] = x;
+ this.array[ index + 1 ] = y;
+ this.array[ index + 2 ] = z;
+
+ return this;
+
+ },
+
+ setXYZW: function ( index, x, y, z, w ) {
+
+ index *= this.itemSize;
+
+ this.array[ index ] = x;
+ this.array[ index + 1 ] = y;
+ this.array[ index + 2 ] = z;
+ this.array[ index + 3 ] = w;
+
+ return this;
+
+ },
+
+ clone: function () {
+
+ return new THREE.BufferAttribute( new this.array.constructor( this.array ), this.itemSize );
+
+ }
+
+};
+
+//
+
+THREE.Int8Attribute = function ( data, itemSize ) {
+
+ THREE.warn( 'THREE.Int8Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
+ return new THREE.BufferAttribute( data, itemSize );
+
+};
+
+THREE.Uint8Attribute = function ( data, itemSize ) {
+
+ THREE.warn( 'THREE.Uint8Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
+ return new THREE.BufferAttribute( data, itemSize );
+
+};
+
+THREE.Uint8ClampedAttribute = function ( data, itemSize ) {
+
+ THREE.warn( 'THREE.Uint8ClampedAttribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
+ return new THREE.BufferAttribute( data, itemSize );
+
+
+};
+
+THREE.Int16Attribute = function ( data, itemSize ) {
+
+ THREE.warn( 'THREE.Int16Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
+ return new THREE.BufferAttribute( data, itemSize );
+
+};
+
+THREE.Uint16Attribute = function ( data, itemSize ) {
+
+ THREE.warn( 'THREE.Uint16Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
+ return new THREE.BufferAttribute( data, itemSize );
+
+};
+
+THREE.Int32Attribute = function ( data, itemSize ) {
+
+ THREE.warn( 'THREE.Int32Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
+ return new THREE.BufferAttribute( data, itemSize );
+
+};
+
+THREE.Uint32Attribute = function ( data, itemSize ) {
+
+ THREE.warn( 'THREE.Uint32Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
+ return new THREE.BufferAttribute( data, itemSize );
+
+};
+
+THREE.Float32Attribute = function ( data, itemSize ) {
+
+ THREE.warn( 'THREE.Float32Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
+ return new THREE.BufferAttribute( data, itemSize );
+
+};
+
+THREE.Float64Attribute = function ( data, itemSize ) {
+
+ THREE.warn( 'THREE.Float64Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
+ return new THREE.BufferAttribute( data, itemSize );
+
+};
+
+// File:src/core/DynamicBufferAttribute.js
+
+/**
+ * @author benaadams / https://twitter.com/ben_a_adams
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.DynamicBufferAttribute = function ( array, itemSize ) {
+
+ THREE.BufferAttribute.call( this, array, itemSize );
+
+ this.updateRange = { offset: 0, count: -1 };
+
+};
+
+THREE.DynamicBufferAttribute.prototype = Object.create( THREE.BufferAttribute.prototype );
+THREE.DynamicBufferAttribute.prototype.constructor = THREE.DynamicBufferAttribute;
+
+THREE.DynamicBufferAttribute.prototype.clone = function () {
+
+ return new THREE.DynamicBufferAttribute( new this.array.constructor( this.array ), this.itemSize );
+
+};
+
+// File:src/core/BufferGeometry.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.BufferGeometry = function () {
+
+ Object.defineProperty( this, 'id', { value: THREE.GeometryIdCount ++ } );
+
+ this.uuid = THREE.Math.generateUUID();
+
+ this.name = '';
+ this.type = 'BufferGeometry';
+
+ this.attributes = {};
+ this.attributesKeys = [];
+
+ this.drawcalls = [];
+ this.offsets = this.drawcalls; // backwards compatibility
+
+ this.boundingBox = null;
+ this.boundingSphere = null;
+
+};
+
+THREE.BufferGeometry.prototype = {
+
+ constructor: THREE.BufferGeometry,
+
+ addAttribute: function ( name, attribute ) {
+
+ if ( attribute instanceof THREE.BufferAttribute === false ) {
+
+ THREE.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );
+
+ this.attributes[ name ] = { array: arguments[ 1 ], itemSize: arguments[ 2 ] };
+
+ return;
+
+ }
+
+ this.attributes[ name ] = attribute;
+ this.attributesKeys = Object.keys( this.attributes );
+
+ },
+
+ getAttribute: function ( name ) {
+
+ return this.attributes[ name ];
+
+ },
+
+ addDrawCall: function ( start, count, indexOffset ) {
+
+ this.drawcalls.push( {
+
+ start: start,
+ count: count,
+ index: indexOffset !== undefined ? indexOffset : 0
+
+ } );
+
+ },
+
+ applyMatrix: function ( matrix ) {
+
+ var position = this.attributes.position;
+
+ if ( position !== undefined ) {
+
+ matrix.applyToVector3Array( position.array );
+ position.needsUpdate = true;
+
+ }
+
+ var normal = this.attributes.normal;
+
+ if ( normal !== undefined ) {
+
+ var normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
+
+ normalMatrix.applyToVector3Array( normal.array );
+ normal.needsUpdate = true;
+
+ }
+
+ if ( this.boundingBox !== null ) {
+
+ this.computeBoundingBox();
+
+ }
+
+ if ( this.boundingSphere !== null ) {
+
+ this.computeBoundingSphere();
+
+ }
+
+ },
+
+ center: function () {
+
+ this.computeBoundingBox();
+
+ var offset = this.boundingBox.center().negate();
+
+ this.applyMatrix( new THREE.Matrix4().setPosition( offset ) );
+
+ return offset;
+
+ },
+
+ fromGeometry: function ( geometry, settings ) {
+
+ settings = settings || { 'vertexColors': THREE.NoColors };
+
+ var vertices = geometry.vertices;
+ var faces = geometry.faces;
+ var faceVertexUvs = geometry.faceVertexUvs;
+ var vertexColors = settings.vertexColors;
+ var hasFaceVertexUv = faceVertexUvs[ 0 ].length > 0;
+ var hasFaceVertexNormals = faces[ 0 ].vertexNormals.length == 3;
+
+ var positions = new Float32Array( faces.length * 3 * 3 );
+ this.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
+
+ var normals = new Float32Array( faces.length * 3 * 3 );
+ this.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) );
+
+ if ( vertexColors !== THREE.NoColors ) {
+
+ var colors = new Float32Array( faces.length * 3 * 3 );
+ this.addAttribute( 'color', new THREE.BufferAttribute( colors, 3 ) );
+
+ }
+
+ if ( hasFaceVertexUv === true ) {
+
+ var uvs = new Float32Array( faces.length * 3 * 2 );
+ this.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) );
+
+ }
+
+ for ( var i = 0, i2 = 0, i3 = 0; i < faces.length; i ++, i2 += 6, i3 += 9 ) {
+
+ var face = faces[ i ];
+
+ var a = vertices[ face.a ];
+ var b = vertices[ face.b ];
+ var c = vertices[ face.c ];
+
+ positions[ i3 ] = a.x;
+ positions[ i3 + 1 ] = a.y;
+ positions[ i3 + 2 ] = a.z;
+
+ positions[ i3 + 3 ] = b.x;
+ positions[ i3 + 4 ] = b.y;
+ positions[ i3 + 5 ] = b.z;
+
+ positions[ i3 + 6 ] = c.x;
+ positions[ i3 + 7 ] = c.y;
+ positions[ i3 + 8 ] = c.z;
+
+ if ( hasFaceVertexNormals === true ) {
+
+ var na = face.vertexNormals[ 0 ];
+ var nb = face.vertexNormals[ 1 ];
+ var nc = face.vertexNormals[ 2 ];
+
+ normals[ i3 ] = na.x;
+ normals[ i3 + 1 ] = na.y;
+ normals[ i3 + 2 ] = na.z;
+
+ normals[ i3 + 3 ] = nb.x;
+ normals[ i3 + 4 ] = nb.y;
+ normals[ i3 + 5 ] = nb.z;
+
+ normals[ i3 + 6 ] = nc.x;
+ normals[ i3 + 7 ] = nc.y;
+ normals[ i3 + 8 ] = nc.z;
+
+ } else {
+
+ var n = face.normal;
+
+ normals[ i3 ] = n.x;
+ normals[ i3 + 1 ] = n.y;
+ normals[ i3 + 2 ] = n.z;
+
+ normals[ i3 + 3 ] = n.x;
+ normals[ i3 + 4 ] = n.y;
+ normals[ i3 + 5 ] = n.z;
+
+ normals[ i3 + 6 ] = n.x;
+ normals[ i3 + 7 ] = n.y;
+ normals[ i3 + 8 ] = n.z;
+
+ }
+
+ if ( vertexColors === THREE.FaceColors ) {
+
+ var fc = face.color;
+
+ colors[ i3 ] = fc.r;
+ colors[ i3 + 1 ] = fc.g;
+ colors[ i3 + 2 ] = fc.b;
+
+ colors[ i3 + 3 ] = fc.r;
+ colors[ i3 + 4 ] = fc.g;
+ colors[ i3 + 5 ] = fc.b;
+
+ colors[ i3 + 6 ] = fc.r;
+ colors[ i3 + 7 ] = fc.g;
+ colors[ i3 + 8 ] = fc.b;
+
+ } else if ( vertexColors === THREE.VertexColors ) {
+
+ var vca = face.vertexColors[ 0 ];
+ var vcb = face.vertexColors[ 1 ];
+ var vcc = face.vertexColors[ 2 ];
+
+ colors[ i3 ] = vca.r;
+ colors[ i3 + 1 ] = vca.g;
+ colors[ i3 + 2 ] = vca.b;
+
+ colors[ i3 + 3 ] = vcb.r;
+ colors[ i3 + 4 ] = vcb.g;
+ colors[ i3 + 5 ] = vcb.b;
+
+ colors[ i3 + 6 ] = vcc.r;
+ colors[ i3 + 7 ] = vcc.g;
+ colors[ i3 + 8 ] = vcc.b;
+
+ }
+
+ if ( hasFaceVertexUv === true ) {
+
+ var uva = faceVertexUvs[ 0 ][ i ][ 0 ];
+ var uvb = faceVertexUvs[ 0 ][ i ][ 1 ];
+ var uvc = faceVertexUvs[ 0 ][ i ][ 2 ];
+
+ uvs[ i2 ] = uva.x;
+ uvs[ i2 + 1 ] = uva.y;
+
+ uvs[ i2 + 2 ] = uvb.x;
+ uvs[ i2 + 3 ] = uvb.y;
+
+ uvs[ i2 + 4 ] = uvc.x;
+ uvs[ i2 + 5 ] = uvc.y;
+
+ }
+
+ }
+
+ this.computeBoundingSphere()
+
+ return this;
+
+ },
+
+ computeBoundingBox: function () {
+
+ var vector = new THREE.Vector3();
+
+ return function () {
+
+ if ( this.boundingBox === null ) {
+
+ this.boundingBox = new THREE.Box3();
+
+ }
+
+ var positions = this.attributes.position.array;
+
+ if ( positions ) {
+
+ var bb = this.boundingBox;
+ bb.makeEmpty();
+
+ for ( var i = 0, il = positions.length; i < il; i += 3 ) {
+
+ vector.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
+ bb.expandByPoint( vector );
+
+ }
+
+ }
+
+ if ( positions === undefined || positions.length === 0 ) {
+
+ this.boundingBox.min.set( 0, 0, 0 );
+ this.boundingBox.max.set( 0, 0, 0 );
+
+ }
+
+ if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
+
+ THREE.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.' );
+
+ }
+
+ }
+
+ }(),
+
+ computeBoundingSphere: function () {
+
+ var box = new THREE.Box3();
+ var vector = new THREE.Vector3();
+
+ return function () {
+
+ if ( this.boundingSphere === null ) {
+
+ this.boundingSphere = new THREE.Sphere();
+
+ }
+
+ var positions = this.attributes.position.array;
+
+ if ( positions ) {
+
+ box.makeEmpty();
+
+ var center = this.boundingSphere.center;
+
+ for ( var i = 0, il = positions.length; i < il; i += 3 ) {
+
+ vector.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
+ box.expandByPoint( vector );
+
+ }
+
+ box.center( center );
+
+ // hoping to find a boundingSphere with a radius smaller than the
+ // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
+
+ var maxRadiusSq = 0;
+
+ for ( var i = 0, il = positions.length; i < il; i += 3 ) {
+
+ vector.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
+ maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) );
+
+ }
+
+ this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
+
+ if ( isNaN( this.boundingSphere.radius ) ) {
+
+ THREE.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.' );
+
+ }
+
+ }
+
+ }
+
+ }(),
+
+ computeFaceNormals: function () {
+
+ // backwards compatibility
+
+ },
+
+ computeVertexNormals: function () {
+
+ var attributes = this.attributes;
+
+ if ( attributes.position ) {
+
+ var positions = attributes.position.array;
+
+ if ( attributes.normal === undefined ) {
+
+ this.addAttribute( 'normal', new THREE.BufferAttribute( new Float32Array( positions.length ), 3 ) );
+
+ } else {
+
+ // reset existing normals to zero
+
+ var normals = attributes.normal.array;
+
+ for ( var i = 0, il = normals.length; i < il; i ++ ) {
+
+ normals[ i ] = 0;
+
+ }
+
+ }
+
+ var normals = attributes.normal.array;
+
+ var vA, vB, vC,
+
+ pA = new THREE.Vector3(),
+ pB = new THREE.Vector3(),
+ pC = new THREE.Vector3(),
+
+ cb = new THREE.Vector3(),
+ ab = new THREE.Vector3();
+
+ // indexed elements
+
+ if ( attributes.index ) {
+
+ var indices = attributes.index.array;
+
+ var offsets = ( this.offsets.length > 0 ? this.offsets : [ { start: 0, count: indices.length, index: 0 } ] );
+
+ for ( var j = 0, jl = offsets.length; j < jl; ++ j ) {
+
+ var start = offsets[ j ].start;
+ var count = offsets[ j ].count;
+ var index = offsets[ j ].index;
+
+ for ( var i = start, il = start + count; i < il; i += 3 ) {
+
+ vA = ( index + indices[ i ] ) * 3;
+ vB = ( index + indices[ i + 1 ] ) * 3;
+ vC = ( index + indices[ i + 2 ] ) * 3;
+
+ pA.fromArray( positions, vA );
+ pB.fromArray( positions, vB );
+ pC.fromArray( positions, vC );
+
+ cb.subVectors( pC, pB );
+ ab.subVectors( pA, pB );
+ cb.cross( ab );
+
+ normals[ vA ] += cb.x;
+ normals[ vA + 1 ] += cb.y;
+ normals[ vA + 2 ] += cb.z;
+
+ normals[ vB ] += cb.x;
+ normals[ vB + 1 ] += cb.y;
+ normals[ vB + 2 ] += cb.z;
+
+ normals[ vC ] += cb.x;
+ normals[ vC + 1 ] += cb.y;
+ normals[ vC + 2 ] += cb.z;
+
+ }
+
+ }
+
+ } else {
+
+ // non-indexed elements (unconnected triangle soup)
+
+ for ( var i = 0, il = positions.length; i < il; i += 9 ) {
+
+ pA.fromArray( positions, i );
+ pB.fromArray( positions, i + 3 );
+ pC.fromArray( positions, i + 6 );
+
+ cb.subVectors( pC, pB );
+ ab.subVectors( pA, pB );
+ cb.cross( ab );
+
+ normals[ i ] = cb.x;
+ normals[ i + 1 ] = cb.y;
+ normals[ i + 2 ] = cb.z;
+
+ normals[ i + 3 ] = cb.x;
+ normals[ i + 4 ] = cb.y;
+ normals[ i + 5 ] = cb.z;
+
+ normals[ i + 6 ] = cb.x;
+ normals[ i + 7 ] = cb.y;
+ normals[ i + 8 ] = cb.z;
+
+ }
+
+ }
+
+ this.normalizeNormals();
+
+ attributes.normal.needsUpdate = true;
+
+ }
+
+ },
+
+ computeTangents: function () {
+
+ // based on http://www.terathon.com/code/tangent.html
+ // (per vertex tangents)
+
+ if ( this.attributes.index === undefined ||
+ this.attributes.position === undefined ||
+ this.attributes.normal === undefined ||
+ this.attributes.uv === undefined ) {
+
+ THREE.warn( 'THREE.BufferGeometry: Missing required attributes (index, position, normal or uv) in BufferGeometry.computeTangents()' );
+ return;
+
+ }
+
+ var indices = this.attributes.index.array;
+ var positions = this.attributes.position.array;
+ var normals = this.attributes.normal.array;
+ var uvs = this.attributes.uv.array;
+
+ var nVertices = positions.length / 3;
+
+ if ( this.attributes.tangent === undefined ) {
+
+ this.addAttribute( 'tangent', new THREE.BufferAttribute( new Float32Array( 4 * nVertices ), 4 ) );
+
+ }
+
+ var tangents = this.attributes.tangent.array;
+
+ var tan1 = [], tan2 = [];
+
+ for ( var k = 0; k < nVertices; k ++ ) {
+
+ tan1[ k ] = new THREE.Vector3();
+ tan2[ k ] = new THREE.Vector3();
+
+ }
+
+ var vA = new THREE.Vector3(),
+ vB = new THREE.Vector3(),
+ vC = new THREE.Vector3(),
+
+ uvA = new THREE.Vector2(),
+ uvB = new THREE.Vector2(),
+ uvC = new THREE.Vector2(),
+
+ x1, x2, y1, y2, z1, z2,
+ s1, s2, t1, t2, r;
+
+ var sdir = new THREE.Vector3(), tdir = new THREE.Vector3();
+
+ function handleTriangle( a, b, c ) {
+
+ vA.fromArray( positions, a * 3 );
+ vB.fromArray( positions, b * 3 );
+ vC.fromArray( positions, c * 3 );
+
+ uvA.fromArray( uvs, a * 2 );
+ uvB.fromArray( uvs, b * 2 );
+ uvC.fromArray( uvs, c * 2 );
+
+ x1 = vB.x - vA.x;
+ x2 = vC.x - vA.x;
+
+ y1 = vB.y - vA.y;
+ y2 = vC.y - vA.y;
+
+ z1 = vB.z - vA.z;
+ z2 = vC.z - vA.z;
+
+ s1 = uvB.x - uvA.x;
+ s2 = uvC.x - uvA.x;
+
+ t1 = uvB.y - uvA.y;
+ t2 = uvC.y - uvA.y;
+
+ r = 1.0 / ( s1 * t2 - s2 * t1 );
+
+ sdir.set(
+ ( t2 * x1 - t1 * x2 ) * r,
+ ( t2 * y1 - t1 * y2 ) * r,
+ ( t2 * z1 - t1 * z2 ) * r
+ );
+
+ tdir.set(
+ ( s1 * x2 - s2 * x1 ) * r,
+ ( s1 * y2 - s2 * y1 ) * r,
+ ( s1 * z2 - s2 * z1 ) * r
+ );
+
+ tan1[ a ].add( sdir );
+ tan1[ b ].add( sdir );
+ tan1[ c ].add( sdir );
+
+ tan2[ a ].add( tdir );
+ tan2[ b ].add( tdir );
+ tan2[ c ].add( tdir );
+
+ }
+
+ var i, il;
+ var j, jl;
+ var iA, iB, iC;
+
+ if ( this.drawcalls.length === 0 ) {
+
+ this.addDrawCall( 0, indices.length, 0 );
+
+ }
+
+ var drawcalls = this.drawcalls;
+
+ for ( j = 0, jl = drawcalls.length; j < jl; ++ j ) {
+
+ var start = drawcalls[ j ].start;
+ var count = drawcalls[ j ].count;
+ var index = drawcalls[ j ].index;
+
+ for ( i = start, il = start + count; i < il; i += 3 ) {
+
+ iA = index + indices[ i ];
+ iB = index + indices[ i + 1 ];
+ iC = index + indices[ i + 2 ];
+
+ handleTriangle( iA, iB, iC );
+
+ }
+
+ }
+
+ var tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3();
+ var n = new THREE.Vector3(), n2 = new THREE.Vector3();
+ var w, t, test;
+
+ function handleVertex( v ) {
+
+ n.fromArray( normals, v * 3 );
+ n2.copy( n );
+
+ t = tan1[ v ];
+
+ // Gram-Schmidt orthogonalize
+
+ tmp.copy( t );
+ tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();
+
+ // Calculate handedness
+
+ tmp2.crossVectors( n2, t );
+ test = tmp2.dot( tan2[ v ] );
+ w = ( test < 0.0 ) ? - 1.0 : 1.0;
+
+ tangents[ v * 4 ] = tmp.x;
+ tangents[ v * 4 + 1 ] = tmp.y;
+ tangents[ v * 4 + 2 ] = tmp.z;
+ tangents[ v * 4 + 3 ] = w;
+
+ }
+
+ for ( j = 0, jl = drawcalls.length; j < jl; ++ j ) {
+
+ var start = drawcalls[ j ].start;
+ var count = drawcalls[ j ].count;
+ var index = drawcalls[ j ].index;
+
+ for ( i = start, il = start + count; i < il; i += 3 ) {
+
+ iA = index + indices[ i ];
+ iB = index + indices[ i + 1 ];
+ iC = index + indices[ i + 2 ];
+
+ handleVertex( iA );
+ handleVertex( iB );
+ handleVertex( iC );
+
+ }
+
+ }
+
+ },
+
+ /*
+ Compute the draw offset for large models by chunking the index buffer into chunks of 65k addressable vertices.
+ This method will effectively rewrite the index buffer and remap all attributes to match the new indices.
+ WARNING: This method will also expand the vertex count to prevent sprawled triangles across draw offsets.
+ size - Defaults to 65535, but allows for larger or smaller chunks.
+ */
+ computeOffsets: function ( size ) {
+
+ if ( size === undefined ) size = 65535; // WebGL limits type of index buffer values to 16-bit.
+
+ var indices = this.attributes.index.array;
+ var vertices = this.attributes.position.array;
+
+ var facesCount = ( indices.length / 3 );
+
+ /*
+ console.log("Computing buffers in offsets of "+size+" -> indices:"+indices.length+" vertices:"+vertices.length);
+ console.log("Faces to process: "+(indices.length/3));
+ console.log("Reordering "+verticesCount+" vertices.");
+ */
+
+ var sortedIndices = new Uint16Array( indices.length ); //16-bit buffers
+ var indexPtr = 0;
+ var vertexPtr = 0;
+
+ var offsets = [ { start:0, count:0, index:0 } ];
+ var offset = offsets[ 0 ];
+
+ var duplicatedVertices = 0;
+ var newVerticeMaps = 0;
+ var faceVertices = new Int32Array( 6 );
+ var vertexMap = new Int32Array( vertices.length );
+ var revVertexMap = new Int32Array( vertices.length );
+ for ( var j = 0; j < vertices.length; j ++ ) { vertexMap[ j ] = - 1; revVertexMap[ j ] = - 1; }
+
+ /*
+ Traverse every face and reorder vertices in the proper offsets of 65k.
+ We can have more than 65k entries in the index buffer per offset, but only reference 65k values.
+ */
+ for ( var findex = 0; findex < facesCount; findex ++ ) {
+ newVerticeMaps = 0;
+
+ for ( var vo = 0; vo < 3; vo ++ ) {
+ var vid = indices[ findex * 3 + vo ];
+ if ( vertexMap[ vid ] == - 1 ) {
+ //Unmapped vertice
+ faceVertices[ vo * 2 ] = vid;
+ faceVertices[ vo * 2 + 1 ] = - 1;
+ newVerticeMaps ++;
+ } else if ( vertexMap[ vid ] < offset.index ) {
+ //Reused vertices from previous block (duplicate)
+ faceVertices[ vo * 2 ] = vid;
+ faceVertices[ vo * 2 + 1 ] = - 1;
+ duplicatedVertices ++;
+ } else {
+ //Reused vertice in the current block
+ faceVertices[ vo * 2 ] = vid;
+ faceVertices[ vo * 2 + 1 ] = vertexMap[ vid ];
+ }
+ }
+
+ var faceMax = vertexPtr + newVerticeMaps;
+ if ( faceMax > ( offset.index + size ) ) {
+ var new_offset = { start:indexPtr, count:0, index:vertexPtr };
+ offsets.push( new_offset );
+ offset = new_offset;
+
+ //Re-evaluate reused vertices in light of new offset.
+ for ( var v = 0; v < 6; v += 2 ) {
+ var new_vid = faceVertices[ v + 1 ];
+ if ( new_vid > - 1 && new_vid < offset.index )
+ faceVertices[ v + 1 ] = - 1;
+ }
+ }
+
+ //Reindex the face.
+ for ( var v = 0; v < 6; v += 2 ) {
+ var vid = faceVertices[ v ];
+ var new_vid = faceVertices[ v + 1 ];
+
+ if ( new_vid === - 1 )
+ new_vid = vertexPtr ++;
+
+ vertexMap[ vid ] = new_vid;
+ revVertexMap[ new_vid ] = vid;
+ sortedIndices[ indexPtr ++ ] = new_vid - offset.index; //XXX overflows at 16bit
+ offset.count ++;
+ }
+ }
+
+ /* Move all attribute values to map to the new computed indices , also expand the vertice stack to match our new vertexPtr. */
+ this.reorderBuffers( sortedIndices, revVertexMap, vertexPtr );
+ this.offsets = offsets; // TODO: Deprecate
+ this.drawcalls = offsets;
+
+ /*
+ var orderTime = Date.now();
+ console.log("Reorder time: "+(orderTime-s)+"ms");
+ console.log("Duplicated "+duplicatedVertices+" vertices.");
+ console.log("Compute Buffers time: "+(Date.now()-s)+"ms");
+ console.log("Draw offsets: "+offsets.length);
+ */
+
+ return offsets;
+
+ },
+
+ merge: function ( geometry, offset ) {
+
+ if ( geometry instanceof THREE.BufferGeometry === false ) {
+
+ THREE.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );
+ return;
+
+ }
+
+ if ( offset === undefined ) offset = 0;
+
+ var attributes = this.attributes;
+
+ for ( var key in attributes ) {
+
+ if ( geometry.attributes[ key ] === undefined ) continue;
+
+ var attribute1 = attributes[ key ];
+ var attributeArray1 = attribute1.array;
+
+ var attribute2 = geometry.attributes[ key ];
+ var attributeArray2 = attribute2.array;
+
+ var attributeSize = attribute2.itemSize;
+
+ for ( var i = 0, j = attributeSize * offset; i < attributeArray2.length; i ++, j ++ ) {
+
+ attributeArray1[ j ] = attributeArray2[ i ];
+
+ }
+
+ }
+
+ return this;
+
+ },
+
+ normalizeNormals: function () {
+
+ var normals = this.attributes.normal.array;
+
+ var x, y, z, n;
+
+ for ( var i = 0, il = normals.length; i < il; i += 3 ) {
+
+ x = normals[ i ];
+ y = normals[ i + 1 ];
+ z = normals[ i + 2 ];
+
+ n = 1.0 / Math.sqrt( x * x + y * y + z * z );
+
+ normals[ i ] *= n;
+ normals[ i + 1 ] *= n;
+ normals[ i + 2 ] *= n;
+
+ }
+
+ },
+
+ /*
+ reoderBuffers:
+ Reorder attributes based on a new indexBuffer and indexMap.
+ indexBuffer - Uint16Array of the new ordered indices.
+ indexMap - Int32Array where the position is the new vertex ID and the value the old vertex ID for each vertex.
+ vertexCount - Amount of total vertices considered in this reordering (in case you want to grow the vertice stack).
+ */
+ reorderBuffers: function ( indexBuffer, indexMap, vertexCount ) {
+
+ /* Create a copy of all attributes for reordering. */
+ var sortedAttributes = {};
+ for ( var attr in this.attributes ) {
+ if ( attr == 'index' )
+ continue;
+ var sourceArray = this.attributes[ attr ].array;
+ sortedAttributes[ attr ] = new sourceArray.constructor( this.attributes[ attr ].itemSize * vertexCount );
+ }
+
+ /* Move attribute positions based on the new index map */
+ for ( var new_vid = 0; new_vid < vertexCount; new_vid ++ ) {
+ var vid = indexMap[ new_vid ];
+ for ( var attr in this.attributes ) {
+ if ( attr == 'index' )
+ continue;
+ var attrArray = this.attributes[ attr ].array;
+ var attrSize = this.attributes[ attr ].itemSize;
+ var sortedAttr = sortedAttributes[ attr ];
+ for ( var k = 0; k < attrSize; k ++ )
+ sortedAttr[ new_vid * attrSize + k ] = attrArray[ vid * attrSize + k ];
+ }
+ }
+
+ /* Carry the new sorted buffers locally */
+ this.attributes[ 'index' ].array = indexBuffer;
+ for ( var attr in this.attributes ) {
+ if ( attr == 'index' )
+ continue;
+ this.attributes[ attr ].array = sortedAttributes[ attr ];
+ this.attributes[ attr ].numItems = this.attributes[ attr ].itemSize * vertexCount;
+ }
+ },
+
+ toJSON: function () {
+
+ var output = {
+ metadata: {
+ version: 4.0,
+ type: 'BufferGeometry',
+ generator: 'BufferGeometryExporter'
+ },
+ uuid: this.uuid,
+ type: this.type,
+ data: {
+ attributes: {}
+ }
+ };
+
+ var attributes = this.attributes;
+ var offsets = this.offsets;
+ var boundingSphere = this.boundingSphere;
+
+ for ( var key in attributes ) {
+
+ var attribute = attributes[ key ];
+
+ var array = Array.prototype.slice.call( attribute.array );
+
+ output.data.attributes[ key ] = {
+ itemSize: attribute.itemSize,
+ type: attribute.array.constructor.name,
+ array: array
+ }
+
+ }
+
+ if ( offsets.length > 0 ) {
+
+ output.data.offsets = JSON.parse( JSON.stringify( offsets ) );
+
+ }
+
+ if ( boundingSphere !== null ) {
+
+ output.data.boundingSphere = {
+ center: boundingSphere.center.toArray(),
+ radius: boundingSphere.radius
+ }
+
+ }
+
+ return output;
+
+ },
+
+ clone: function () {
+
+ var geometry = new THREE.BufferGeometry();
+
+ for ( var attr in this.attributes ) {
+
+ var sourceAttr = this.attributes[ attr ];
+ geometry.addAttribute( attr, sourceAttr.clone() );
+
+ }
+
+ for ( var i = 0, il = this.offsets.length; i < il; i ++ ) {
+
+ var offset = this.offsets[ i ];
+
+ geometry.offsets.push( {
+
+ start: offset.start,
+ index: offset.index,
+ count: offset.count
+
+ } );
+
+ }
+
+ return geometry;
+
+ },
+
+ dispose: function () {
+
+ this.dispatchEvent( { type: 'dispose' } );
+
+ }
+
+};
+
+THREE.EventDispatcher.prototype.apply( THREE.BufferGeometry.prototype );
+
+// File:src/core/Geometry.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author kile / http://kile.stravaganza.org/
+ * @author alteredq / http://alteredqualia.com/
+ * @author mikael emtinger / http://gomo.se/
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ * @author bhouston / http://exocortex.com
+ */
+
+THREE.Geometry = function () {
+
+ Object.defineProperty( this, 'id', { value: THREE.GeometryIdCount ++ } );
+
+ this.uuid = THREE.Math.generateUUID();
+
+ this.name = '';
+ this.type = 'Geometry';
+
+ this.vertices = [];
+ this.colors = []; // one-to-one vertex colors, used in Points and Line
+
+ this.faces = [];
+
+ this.faceVertexUvs = [ [] ];
+
+ this.morphTargets = [];
+ this.morphColors = [];
+ this.morphNormals = [];
+
+ this.skinWeights = [];
+ this.skinIndices = [];
+
+ this.lineDistances = [];
+
+ this.boundingBox = null;
+ this.boundingSphere = null;
+
+ this.hasTangents = false;
+
+ this.dynamic = true; // the intermediate typed arrays will be deleted when set to false
+
+ // update flags
+
+ this.verticesNeedUpdate = false;
+ this.elementsNeedUpdate = false;
+ this.uvsNeedUpdate = false;
+ this.normalsNeedUpdate = false;
+ this.tangentsNeedUpdate = false;
+ this.colorsNeedUpdate = false;
+ this.lineDistancesNeedUpdate = false;
+
+ this.groupsNeedUpdate = false;
+
+};
+
+THREE.Geometry.prototype = {
+
+ constructor: THREE.Geometry,
+
+ applyMatrix: function ( matrix ) {
+
+ var normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
+
+ for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
+
+ var vertex = this.vertices[ i ];
+ vertex.applyMatrix4( matrix );
+
+ }
+
+ for ( var i = 0, il = this.faces.length; i < il; i ++ ) {
+
+ var face = this.faces[ i ];
+ face.normal.applyMatrix3( normalMatrix ).normalize();
+
+ for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
+
+ face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
+
+ }
+
+ }
+
+ if ( this.boundingBox !== null ) {
+
+ this.computeBoundingBox();
+
+ }
+
+ if ( this.boundingSphere !== null ) {
+
+ this.computeBoundingSphere();
+
+ }
+
+ this.verticesNeedUpdate = true;
+ this.normalsNeedUpdate = true;
+
+ },
+
+ fromBufferGeometry: function ( geometry ) {
+
+ var scope = this;
+
+ var attributes = geometry.attributes;
+
+ var vertices = attributes.position.array;
+ var indices = attributes.index !== undefined ? attributes.index.array : undefined;
+ var normals = attributes.normal !== undefined ? attributes.normal.array : undefined;
+ var colors = attributes.color !== undefined ? attributes.color.array : undefined;
+ var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined;
+
+ var tempNormals = [];
+ var tempUVs = [];
+
+ for ( var i = 0, j = 0; i < vertices.length; i += 3, j += 2 ) {
+
+ scope.vertices.push( new THREE.Vector3( vertices[ i ], vertices[ i + 1 ], vertices[ i + 2 ] ) );
+
+ if ( normals !== undefined ) {
+
+ tempNormals.push( new THREE.Vector3( normals[ i ], normals[ i + 1 ], normals[ i + 2 ] ) );
+
+ }
+
+ if ( colors !== undefined ) {
+
+ scope.colors.push( new THREE.Color( colors[ i ], colors[ i + 1 ], colors[ i + 2 ] ) );
+
+ }
+
+ if ( uvs !== undefined ) {
+
+ tempUVs.push( new THREE.Vector2( uvs[ j ], uvs[ j + 1 ] ) );
+
+ }
+
+ }
+
+ var addFace = function ( a, b, c ) {
+
+ var vertexNormals = normals !== undefined ? [ tempNormals[ a ].clone(), tempNormals[ b ].clone(), tempNormals[ c ].clone() ] : [];
+ var vertexColors = colors !== undefined ? [ scope.colors[ a ].clone(), scope.colors[ b ].clone(), scope.colors[ c ].clone() ] : [];
+
+ scope.faces.push( new THREE.Face3( a, b, c, vertexNormals, vertexColors ) );
+
+ if ( uvs !== undefined ) {
+
+ scope.faceVertexUvs[ 0 ].push( [ tempUVs[ a ].clone(), tempUVs[ b ].clone(), tempUVs[ c ].clone() ] );
+
+ }
+
+ };
+
+ if ( indices !== undefined ) {
+
+ var drawcalls = geometry.drawcalls;
+
+ if ( drawcalls.length > 0 ) {
+
+ for ( var i = 0; i < drawcalls.length; i ++ ) {
+
+ var drawcall = drawcalls[ i ];
+
+ var start = drawcall.start;
+ var count = drawcall.count;
+ var index = drawcall.index;
+
+ for ( var j = start, jl = start + count; j < jl; j += 3 ) {
+
+ addFace( index + indices[ j ], index + indices[ j + 1 ], index + indices[ j + 2 ] );
+
+ }
+
+ }
+
+ } else {
+
+ for ( var i = 0; i < indices.length; i += 3 ) {
+
+ addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );
+
+ }
+
+ }
+
+ } else {
+
+ for ( var i = 0; i < vertices.length / 3; i += 3 ) {
+
+ addFace( i, i + 1, i + 2 );
+
+ }
+
+ }
+
+ this.computeFaceNormals();
+
+ if ( geometry.boundingBox !== null ) {
+
+ this.boundingBox = geometry.boundingBox.clone();
+
+ }
+
+ if ( geometry.boundingSphere !== null ) {
+
+ this.boundingSphere = geometry.boundingSphere.clone();
+
+ }
+
+ return this;
+
+ },
+
+ center: function () {
+
+ this.computeBoundingBox();
+
+ var offset = this.boundingBox.center().negate();
+
+ this.applyMatrix( new THREE.Matrix4().setPosition( offset ) );
+
+ return offset;
+
+ },
+
+ computeFaceNormals: function () {
+
+ var cb = new THREE.Vector3(), ab = new THREE.Vector3();
+
+ for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+ var face = this.faces[ f ];
+
+ var vA = this.vertices[ face.a ];
+ var vB = this.vertices[ face.b ];
+ var vC = this.vertices[ face.c ];
+
+ cb.subVectors( vC, vB );
+ ab.subVectors( vA, vB );
+ cb.cross( ab );
+
+ cb.normalize();
+
+ face.normal.copy( cb );
+
+ }
+
+ },
+
+ computeVertexNormals: function ( areaWeighted ) {
+
+ var v, vl, f, fl, face, vertices;
+
+ vertices = new Array( this.vertices.length );
+
+ for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
+
+ vertices[ v ] = new THREE.Vector3();
+
+ }
+
+ if ( areaWeighted ) {
+
+ // vertex normals weighted by triangle areas
+ // http://www.iquilezles.org/www/articles/normals/normals.htm
+
+ var vA, vB, vC;
+ var cb = new THREE.Vector3(), ab = new THREE.Vector3();
+
+ for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+ face = this.faces[ f ];
+
+ vA = this.vertices[ face.a ];
+ vB = this.vertices[ face.b ];
+ vC = this.vertices[ face.c ];
+
+ cb.subVectors( vC, vB );
+ ab.subVectors( vA, vB );
+ cb.cross( ab );
+
+ vertices[ face.a ].add( cb );
+ vertices[ face.b ].add( cb );
+ vertices[ face.c ].add( cb );
+
+ }
+
+ } else {
+
+ for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+ face = this.faces[ f ];
+
+ vertices[ face.a ].add( face.normal );
+ vertices[ face.b ].add( face.normal );
+ vertices[ face.c ].add( face.normal );
+
+ }
+
+ }
+
+ for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
+
+ vertices[ v ].normalize();
+
+ }
+
+ for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+ face = this.faces[ f ];
+
+ face.vertexNormals[ 0 ] = vertices[ face.a ].clone();
+ face.vertexNormals[ 1 ] = vertices[ face.b ].clone();
+ face.vertexNormals[ 2 ] = vertices[ face.c ].clone();
+
+ }
+
+ },
+
+ computeMorphNormals: function () {
+
+ var i, il, f, fl, face;
+
+ // save original normals
+ // - create temp variables on first access
+ // otherwise just copy (for faster repeated calls)
+
+ for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+ face = this.faces[ f ];
+
+ if ( ! face.__originalFaceNormal ) {
+
+ face.__originalFaceNormal = face.normal.clone();
+
+ } else {
+
+ face.__originalFaceNormal.copy( face.normal );
+
+ }
+
+ if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = [];
+
+ for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
+
+ if ( ! face.__originalVertexNormals[ i ] ) {
+
+ face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
+
+ } else {
+
+ face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
+
+ }
+
+ }
+
+ }
+
+ // use temp geometry to compute face and vertex normals for each morph
+
+ var tmpGeo = new THREE.Geometry();
+ tmpGeo.faces = this.faces;
+
+ for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {
+
+ // create on first access
+
+ if ( ! this.morphNormals[ i ] ) {
+
+ this.morphNormals[ i ] = {};
+ this.morphNormals[ i ].faceNormals = [];
+ this.morphNormals[ i ].vertexNormals = [];
+
+ var dstNormalsFace = this.morphNormals[ i ].faceNormals;
+ var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;
+
+ var faceNormal, vertexNormals;
+
+ for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+ faceNormal = new THREE.Vector3();
+ vertexNormals = { a: new THREE.Vector3(), b: new THREE.Vector3(), c: new THREE.Vector3() };
+
+ dstNormalsFace.push( faceNormal );
+ dstNormalsVertex.push( vertexNormals );
+
+ }
+
+ }
+
+ var morphNormals = this.morphNormals[ i ];
+
+ // set vertices to morph target
+
+ tmpGeo.vertices = this.morphTargets[ i ].vertices;
+
+ // compute morph normals
+
+ tmpGeo.computeFaceNormals();
+ tmpGeo.computeVertexNormals();
+
+ // store morph normals
+
+ var faceNormal, vertexNormals;
+
+ for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+ face = this.faces[ f ];
+
+ faceNormal = morphNormals.faceNormals[ f ];
+ vertexNormals = morphNormals.vertexNormals[ f ];
+
+ faceNormal.copy( face.normal );
+
+ vertexNormals.a.copy( face.vertexNormals[ 0 ] );
+ vertexNormals.b.copy( face.vertexNormals[ 1 ] );
+ vertexNormals.c.copy( face.vertexNormals[ 2 ] );
+
+ }
+
+ }
+
+ // restore original normals
+
+ for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+ face = this.faces[ f ];
+
+ face.normal = face.__originalFaceNormal;
+ face.vertexNormals = face.__originalVertexNormals;
+
+ }
+
+ },
+
+ computeTangents: function () {
+
+ // based on http://www.terathon.com/code/tangent.html
+ // tangents go to vertices
+
+ var f, fl, v, vl, i, vertexIndex,
+ face, uv, vA, vB, vC, uvA, uvB, uvC,
+ x1, x2, y1, y2, z1, z2,
+ s1, s2, t1, t2, r, t, test,
+ tan1 = [], tan2 = [],
+ sdir = new THREE.Vector3(), tdir = new THREE.Vector3(),
+ tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3(),
+ n = new THREE.Vector3(), w;
+
+ for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
+
+ tan1[ v ] = new THREE.Vector3();
+ tan2[ v ] = new THREE.Vector3();
+
+ }
+
+ function handleTriangle( context, a, b, c, ua, ub, uc ) {
+
+ vA = context.vertices[ a ];
+ vB = context.vertices[ b ];
+ vC = context.vertices[ c ];
+
+ uvA = uv[ ua ];
+ uvB = uv[ ub ];
+ uvC = uv[ uc ];
+
+ x1 = vB.x - vA.x;
+ x2 = vC.x - vA.x;
+ y1 = vB.y - vA.y;
+ y2 = vC.y - vA.y;
+ z1 = vB.z - vA.z;
+ z2 = vC.z - vA.z;
+
+ s1 = uvB.x - uvA.x;
+ s2 = uvC.x - uvA.x;
+ t1 = uvB.y - uvA.y;
+ t2 = uvC.y - uvA.y;
+
+ r = 1.0 / ( s1 * t2 - s2 * t1 );
+ sdir.set( ( t2 * x1 - t1 * x2 ) * r,
+ ( t2 * y1 - t1 * y2 ) * r,
+ ( t2 * z1 - t1 * z2 ) * r );
+ tdir.set( ( s1 * x2 - s2 * x1 ) * r,
+ ( s1 * y2 - s2 * y1 ) * r,
+ ( s1 * z2 - s2 * z1 ) * r );
+
+ tan1[ a ].add( sdir );
+ tan1[ b ].add( sdir );
+ tan1[ c ].add( sdir );
+
+ tan2[ a ].add( tdir );
+ tan2[ b ].add( tdir );
+ tan2[ c ].add( tdir );
+
+ }
+
+ for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+ face = this.faces[ f ];
+ uv = this.faceVertexUvs[ 0 ][ f ]; // use UV layer 0 for tangents
+
+ handleTriangle( this, face.a, face.b, face.c, 0, 1, 2 );
+
+ }
+
+ var faceIndex = [ 'a', 'b', 'c', 'd' ];
+
+ for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+ face = this.faces[ f ];
+
+ for ( i = 0; i < Math.min( face.vertexNormals.length, 3 ); i ++ ) {
+
+ n.copy( face.vertexNormals[ i ] );
+
+ vertexIndex = face[ faceIndex[ i ] ];
+
+ t = tan1[ vertexIndex ];
+
+ // Gram-Schmidt orthogonalize
+
+ tmp.copy( t );
+ tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();
+
+ // Calculate handedness
+
+ tmp2.crossVectors( face.vertexNormals[ i ], t );
+ test = tmp2.dot( tan2[ vertexIndex ] );
+ w = ( test < 0.0 ) ? - 1.0 : 1.0;
+
+ face.vertexTangents[ i ] = new THREE.Vector4( tmp.x, tmp.y, tmp.z, w );
+
+ }
+
+ }
+
+ this.hasTangents = true;
+
+ },
+
+ computeLineDistances: function () {
+
+ var d = 0;
+ var vertices = this.vertices;
+
+ for ( var i = 0, il = vertices.length; i < il; i ++ ) {
+
+ if ( i > 0 ) {
+
+ d += vertices[ i ].distanceTo( vertices[ i - 1 ] );
+
+ }
+
+ this.lineDistances[ i ] = d;
+
+ }
+
+ },
+
+ computeBoundingBox: function () {
+
+ if ( this.boundingBox === null ) {
+
+ this.boundingBox = new THREE.Box3();
+
+ }
+
+ this.boundingBox.setFromPoints( this.vertices );
+
+ },
+
+ computeBoundingSphere: function () {
+
+ if ( this.boundingSphere === null ) {
+
+ this.boundingSphere = new THREE.Sphere();
+
+ }
+
+ this.boundingSphere.setFromPoints( this.vertices );
+
+ },
+
+ merge: function ( geometry, matrix, materialIndexOffset ) {
+
+ if ( geometry instanceof THREE.Geometry === false ) {
+
+ THREE.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
+ return;
+
+ }
+
+ var normalMatrix,
+ vertexOffset = this.vertices.length,
+ vertices1 = this.vertices,
+ vertices2 = geometry.vertices,
+ faces1 = this.faces,
+ faces2 = geometry.faces,
+ uvs1 = this.faceVertexUvs[ 0 ],
+ uvs2 = geometry.faceVertexUvs[ 0 ];
+
+ if ( materialIndexOffset === undefined ) materialIndexOffset = 0;
+
+ if ( matrix !== undefined ) {
+
+ normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
+
+ }
+
+ // vertices
+
+ for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
+
+ var vertex = vertices2[ i ];
+
+ var vertexCopy = vertex.clone();
+
+ if ( matrix !== undefined ) vertexCopy.applyMatrix4( matrix );
+
+ vertices1.push( vertexCopy );
+
+ }
+
+ // faces
+
+ for ( i = 0, il = faces2.length; i < il; i ++ ) {
+
+ var face = faces2[ i ], faceCopy, normal, color,
+ faceVertexNormals = face.vertexNormals,
+ faceVertexColors = face.vertexColors;
+
+ faceCopy = new THREE.Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
+ faceCopy.normal.copy( face.normal );
+
+ if ( normalMatrix !== undefined ) {
+
+ faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
+
+ }
+
+ for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
+
+ normal = faceVertexNormals[ j ].clone();
+
+ if ( normalMatrix !== undefined ) {
+
+ normal.applyMatrix3( normalMatrix ).normalize();
+
+ }
+
+ faceCopy.vertexNormals.push( normal );
+
+ }
+
+ faceCopy.color.copy( face.color );
+
+ for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {
+
+ color = faceVertexColors[ j ];
+ faceCopy.vertexColors.push( color.clone() );
+
+ }
+
+ faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
+
+ faces1.push( faceCopy );
+
+ }
+
+ // uvs
+
+ for ( i = 0, il = uvs2.length; i < il; i ++ ) {
+
+ var uv = uvs2[ i ], uvCopy = [];
+
+ if ( uv === undefined ) {
+
+ continue;
+
+ }
+
+ for ( var j = 0, jl = uv.length; j < jl; j ++ ) {
+
+ uvCopy.push( uv[ j ].clone() );
+
+ }
+
+ uvs1.push( uvCopy );
+
+ }
+
+ },
+
+ mergeMesh: function ( mesh ) {
+
+ if ( mesh instanceof THREE.Mesh === false ) {
+
+ THREE.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );
+ return;
+
+ }
+
+ mesh.matrixAutoUpdate && mesh.updateMatrix();
+
+ this.merge( mesh.geometry, mesh.matrix );
+
+ },
+
+ /*
+ * Checks for duplicate vertices with hashmap.
+ * Duplicated vertices are removed
+ * and faces' vertices are updated.
+ */
+
+ mergeVertices: function () {
+
+ var verticesMap = {}; // Hashmap for looking up vertice by position coordinates (and making sure they are unique)
+ var unique = [], changes = [];
+
+ var v, key;
+ var precisionPoints = 4; // number of decimal points, eg. 4 for epsilon of 0.0001
+ var precision = Math.pow( 10, precisionPoints );
+ var i, il, face;
+ var indices, j, jl;
+
+ for ( i = 0, il = this.vertices.length; i < il; i ++ ) {
+
+ v = this.vertices[ i ];
+ key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );
+
+ if ( verticesMap[ key ] === undefined ) {
+
+ verticesMap[ key ] = i;
+ unique.push( this.vertices[ i ] );
+ changes[ i ] = unique.length - 1;
+
+ } else {
+
+ //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
+ changes[ i ] = changes[ verticesMap[ key ] ];
+
+ }
+
+ };
+
+
+ // if faces are completely degenerate after merging vertices, we
+ // have to remove them from the geometry.
+ var faceIndicesToRemove = [];
+
+ for ( i = 0, il = this.faces.length; i < il; i ++ ) {
+
+ face = this.faces[ i ];
+
+ face.a = changes[ face.a ];
+ face.b = changes[ face.b ];
+ face.c = changes[ face.c ];
+
+ indices = [ face.a, face.b, face.c ];
+
+ var dupIndex = - 1;
+
+ // if any duplicate vertices are found in a Face3
+ // we have to remove the face as nothing can be saved
+ for ( var n = 0; n < 3; n ++ ) {
+ if ( indices[ n ] == indices[ ( n + 1 ) % 3 ] ) {
+
+ dupIndex = n;
+ faceIndicesToRemove.push( i );
+ break;
+
+ }
+ }
+
+ }
+
+ for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {
+ var idx = faceIndicesToRemove[ i ];
+
+ this.faces.splice( idx, 1 );
+
+ for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
+
+ this.faceVertexUvs[ j ].splice( idx, 1 );
+
+ }
+
+ }
+
+ // Use unique set of vertices
+
+ var diff = this.vertices.length - unique.length;
+ this.vertices = unique;
+ return diff;
+
+ },
+
+ toJSON: function () {
+
+ var output = {
+ metadata: {
+ version: 4.0,
+ type: 'BufferGeometry',
+ generator: 'BufferGeometryExporter'
+ },
+ uuid: this.uuid,
+ type: this.type
+ };
+
+ if ( this.name !== "" ) output.name = this.name;
+
+ if ( this.parameters !== undefined ) {
+
+ var parameters = this.parameters;
+
+ for ( var key in parameters ) {
+
+ if ( parameters[ key ] !== undefined ) output[ key ] = parameters[ key ];
+
+ }
+
+ return output;
+
+ }
+
+ var vertices = [];
+
+ for ( var i = 0; i < this.vertices.length; i ++ ) {
+
+ var vertex = this.vertices[ i ];
+ vertices.push( vertex.x, vertex.y, vertex.z );
+
+ }
+
+ var faces = [];
+ var normals = [];
+ var normalsHash = {};
+ var colors = [];
+ var colorsHash = {};
+ var uvs = [];
+ var uvsHash = {};
+
+ for ( var i = 0; i < this.faces.length; i ++ ) {
+
+ var face = this.faces[ i ];
+
+ var hasMaterial = false; // face.materialIndex !== undefined;
+ var hasFaceUv = false; // deprecated
+ var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined;
+ var hasFaceNormal = face.normal.length() > 0;
+ var hasFaceVertexNormal = face.vertexNormals.length > 0;
+ var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
+ var hasFaceVertexColor = face.vertexColors.length > 0;
+
+ var faceType = 0;
+
+ faceType = setBit( faceType, 0, 0 );
+ faceType = setBit( faceType, 1, hasMaterial );
+ faceType = setBit( faceType, 2, hasFaceUv );
+ faceType = setBit( faceType, 3, hasFaceVertexUv );
+ faceType = setBit( faceType, 4, hasFaceNormal );
+ faceType = setBit( faceType, 5, hasFaceVertexNormal );
+ faceType = setBit( faceType, 6, hasFaceColor );
+ faceType = setBit( faceType, 7, hasFaceVertexColor );
+
+ faces.push( faceType );
+ faces.push( face.a, face.b, face.c );
+
+
+ /*
+ if ( hasMaterial ) {
+
+ faces.push( face.materialIndex );
+
+ }
+ */
+
+ if ( hasFaceVertexUv ) {
+
+ var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ];
+
+ faces.push(
+ getUvIndex( faceVertexUvs[ 0 ] ),
+ getUvIndex( faceVertexUvs[ 1 ] ),
+ getUvIndex( faceVertexUvs[ 2 ] )
+ );
+
+ }
+
+ if ( hasFaceNormal ) {
+
+ faces.push( getNormalIndex( face.normal ) );
+
+ }
+
+ if ( hasFaceVertexNormal ) {
+
+ var vertexNormals = face.vertexNormals;
+
+ faces.push(
+ getNormalIndex( vertexNormals[ 0 ] ),
+ getNormalIndex( vertexNormals[ 1 ] ),
+ getNormalIndex( vertexNormals[ 2 ] )
+ );
+
+ }
+
+ if ( hasFaceColor ) {
+
+ faces.push( getColorIndex( face.color ) );
+
+ }
+
+ if ( hasFaceVertexColor ) {
+
+ var vertexColors = face.vertexColors;
+
+ faces.push(
+ getColorIndex( vertexColors[ 0 ] ),
+ getColorIndex( vertexColors[ 1 ] ),
+ getColorIndex( vertexColors[ 2 ] )
+ );
+
+ }
+
+ }
+
+ function setBit( value, position, enabled ) {
+
+ return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position) );
+
+ }
+
+ function getNormalIndex( normal ) {
+
+ var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();
+
+ if ( normalsHash[ hash ] !== undefined ) {
+
+ return normalsHash[ hash ];
+
+ }
+
+ normalsHash[ hash ] = normals.length / 3;
+ normals.push( normal.x, normal.y, normal.z );
+
+ return normalsHash[ hash ];
+
+ }
+
+ function getColorIndex( color ) {
+
+ var hash = color.r.toString() + color.g.toString() + color.b.toString();
+
+ if ( colorsHash[ hash ] !== undefined ) {
+
+ return colorsHash[ hash ];
+
+ }
+
+ colorsHash[ hash ] = colors.length;
+ colors.push( color.getHex() );
+
+ return colorsHash[ hash ];
+
+ }
+
+ function getUvIndex( uv ) {
+
+ var hash = uv.x.toString() + uv.y.toString();
+
+ if ( uvsHash[ hash ] !== undefined ) {
+
+ return uvsHash[ hash ];
+
+ }
+
+ uvsHash[ hash ] = uvs.length / 2;
+ uvs.push( uv.x, uv.y );
+
+ return uvsHash[ hash ];
+
+ }
+
+ output.data = {};
+
+ output.data.vertices = vertices;
+ output.data.normals = normals;
+ if ( colors.length > 0 ) output.data.colors = colors;
+ if ( uvs.length > 0 ) output.data.uvs = [ uvs ]; // temporal backward compatibility
+ output.data.faces = faces;
+
+ //
+
+ return output;
+
+ },
+
+ clone: function () {
+
+ var geometry = new THREE.Geometry();
+
+ var vertices = this.vertices;
+
+ for ( var i = 0, il = vertices.length; i < il; i ++ ) {
+
+ geometry.vertices.push( vertices[ i ].clone() );
+
+ }
+
+ var faces = this.faces;
+
+ for ( var i = 0, il = faces.length; i < il; i ++ ) {
+
+ geometry.faces.push( faces[ i ].clone() );
+
+ }
+
+ for ( var i = 0, il = this.faceVertexUvs.length; i < il; i ++ ) {
+
+ var faceVertexUvs = this.faceVertexUvs[ i ];
+
+ if ( geometry.faceVertexUvs[ i ] === undefined ) {
+
+ geometry.faceVertexUvs[ i ] = [];
+
+ }
+
+ for ( var j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {
+
+ var uvs = faceVertexUvs[ j ], uvsCopy = [];
+
+ for ( var k = 0, kl = uvs.length; k < kl; k ++ ) {
+
+ var uv = uvs[ k ];
+
+ uvsCopy.push( uv.clone() );
+
+ }
+
+ geometry.faceVertexUvs[ i ].push( uvsCopy );
+
+ }
+
+ }
+
+ return geometry;
+
+ },
+
+ dispose: function () {
+
+ this.dispatchEvent( { type: 'dispose' } );
+
+ }
+
+};
+
+THREE.EventDispatcher.prototype.apply( THREE.Geometry.prototype );
+
+THREE.GeometryIdCount = 0;
+
+// File:src/cameras/Camera.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author mikael emtinger / http://gomo.se/
+ * @author WestLangley / http://github.com/WestLangley
+*/
+
+THREE.Camera = function () {
+
+ THREE.Object3D.call( this );
+
+ this.type = 'Camera';
+
+ this.matrixWorldInverse = new THREE.Matrix4();
+ this.projectionMatrix = new THREE.Matrix4();
+
+};
+
+THREE.Camera.prototype = Object.create( THREE.Object3D.prototype );
+THREE.Camera.prototype.constructor = THREE.Camera;
+
+THREE.Camera.prototype.getWorldDirection = function () {
+
+ var quaternion = new THREE.Quaternion();
+
+ return function ( optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector3();
+
+ this.getWorldQuaternion( quaternion );
+
+ return result.set( 0, 0, - 1 ).applyQuaternion( quaternion );
+
+ }
+
+}();
+
+THREE.Camera.prototype.lookAt = function () {
+
+ // This routine does not support cameras with rotated and/or translated parent(s)
+
+ var m1 = new THREE.Matrix4();
+
+ return function ( vector ) {
+
+ m1.lookAt( this.position, vector, this.up );
+
+ this.quaternion.setFromRotationMatrix( m1 );
+
+ };
+
+}();
+
+THREE.Camera.prototype.clone = function ( camera ) {
+
+ if ( camera === undefined ) camera = new THREE.Camera();
+
+ THREE.Object3D.prototype.clone.call( this, camera );
+
+ camera.matrixWorldInverse.copy( this.matrixWorldInverse );
+ camera.projectionMatrix.copy( this.projectionMatrix );
+
+ return camera;
+};
+
+// File:src/cameras/CubeCamera.js
+
+/**
+ * Camera for rendering cube maps
+ * - renders scene into axis-aligned cube
+ *
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.CubeCamera = function ( near, far, cubeResolution ) {
+
+ THREE.Object3D.call( this );
+
+ this.type = 'CubeCamera';
+
+ var fov = 90, aspect = 1;
+
+ var cameraPX = new THREE.PerspectiveCamera( fov, aspect, near, far );
+ cameraPX.up.set( 0, - 1, 0 );
+ cameraPX.lookAt( new THREE.Vector3( 1, 0, 0 ) );
+ this.add( cameraPX );
+
+ var cameraNX = new THREE.PerspectiveCamera( fov, aspect, near, far );
+ cameraNX.up.set( 0, - 1, 0 );
+ cameraNX.lookAt( new THREE.Vector3( - 1, 0, 0 ) );
+ this.add( cameraNX );
+
+ var cameraPY = new THREE.PerspectiveCamera( fov, aspect, near, far );
+ cameraPY.up.set( 0, 0, 1 );
+ cameraPY.lookAt( new THREE.Vector3( 0, 1, 0 ) );
+ this.add( cameraPY );
+
+ var cameraNY = new THREE.PerspectiveCamera( fov, aspect, near, far );
+ cameraNY.up.set( 0, 0, - 1 );
+ cameraNY.lookAt( new THREE.Vector3( 0, - 1, 0 ) );
+ this.add( cameraNY );
+
+ var cameraPZ = new THREE.PerspectiveCamera( fov, aspect, near, far );
+ cameraPZ.up.set( 0, - 1, 0 );
+ cameraPZ.lookAt( new THREE.Vector3( 0, 0, 1 ) );
+ this.add( cameraPZ );
+
+ var cameraNZ = new THREE.PerspectiveCamera( fov, aspect, near, far );
+ cameraNZ.up.set( 0, - 1, 0 );
+ cameraNZ.lookAt( new THREE.Vector3( 0, 0, - 1 ) );
+ this.add( cameraNZ );
+
+ this.renderTarget = new THREE.WebGLRenderTargetCube( cubeResolution, cubeResolution, { format: THREE.RGBFormat, magFilter: THREE.LinearFilter, minFilter: THREE.LinearFilter } );
+
+ this.updateCubeMap = function ( renderer, scene ) {
+
+ var renderTarget = this.renderTarget;
+ var generateMipmaps = renderTarget.generateMipmaps;
+
+ renderTarget.generateMipmaps = false;
+
+ renderTarget.activeCubeFace = 0;
+ renderer.render( scene, cameraPX, renderTarget );
+
+ renderTarget.activeCubeFace = 1;
+ renderer.render( scene, cameraNX, renderTarget );
+
+ renderTarget.activeCubeFace = 2;
+ renderer.render( scene, cameraPY, renderTarget );
+
+ renderTarget.activeCubeFace = 3;
+ renderer.render( scene, cameraNY, renderTarget );
+
+ renderTarget.activeCubeFace = 4;
+ renderer.render( scene, cameraPZ, renderTarget );
+
+ renderTarget.generateMipmaps = generateMipmaps;
+
+ renderTarget.activeCubeFace = 5;
+ renderer.render( scene, cameraNZ, renderTarget );
+
+ };
+
+};
+
+THREE.CubeCamera.prototype = Object.create( THREE.Object3D.prototype );
+THREE.CubeCamera.prototype.constructor = THREE.CubeCamera;
+
+// File:src/cameras/OrthographicCamera.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.OrthographicCamera = function ( left, right, top, bottom, near, far ) {
+
+ THREE.Camera.call( this );
+
+ this.type = 'OrthographicCamera';
+
+ this.zoom = 1;
+
+ this.left = left;
+ this.right = right;
+ this.top = top;
+ this.bottom = bottom;
+
+ this.near = ( near !== undefined ) ? near : 0.1;
+ this.far = ( far !== undefined ) ? far : 2000;
+
+ this.updateProjectionMatrix();
+
+};
+
+THREE.OrthographicCamera.prototype = Object.create( THREE.Camera.prototype );
+THREE.OrthographicCamera.prototype.constructor = THREE.OrthographicCamera;
+
+THREE.OrthographicCamera.prototype.updateProjectionMatrix = function () {
+
+ var dx = ( this.right - this.left ) / ( 2 * this.zoom );
+ var dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
+ var cx = ( this.right + this.left ) / 2;
+ var cy = ( this.top + this.bottom ) / 2;
+
+ this.projectionMatrix.makeOrthographic( cx - dx, cx + dx, cy + dy, cy - dy, this.near, this.far );
+
+};
+
+THREE.OrthographicCamera.prototype.clone = function () {
+
+ var camera = new THREE.OrthographicCamera();
+
+ THREE.Camera.prototype.clone.call( this, camera );
+
+ camera.zoom = this.zoom;
+
+ camera.left = this.left;
+ camera.right = this.right;
+ camera.top = this.top;
+ camera.bottom = this.bottom;
+
+ camera.near = this.near;
+ camera.far = this.far;
+
+ camera.projectionMatrix.copy( this.projectionMatrix );
+
+ return camera;
+};
+
+// File:src/cameras/PerspectiveCamera.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author greggman / http://games.greggman.com/
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ */
+
+THREE.PerspectiveCamera = function ( fov, aspect, near, far ) {
+
+ THREE.Camera.call( this );
+
+ this.type = 'PerspectiveCamera';
+
+ this.zoom = 1;
+
+ this.fov = fov !== undefined ? fov : 50;
+ this.aspect = aspect !== undefined ? aspect : 1;
+ this.near = near !== undefined ? near : 0.1;
+ this.far = far !== undefined ? far : 2000;
+
+ this.updateProjectionMatrix();
+
+};
+
+THREE.PerspectiveCamera.prototype = Object.create( THREE.Camera.prototype );
+THREE.PerspectiveCamera.prototype.constructor = THREE.PerspectiveCamera;
+
+
+/**
+ * Uses Focal Length (in mm) to estimate and set FOV
+ * 35mm (fullframe) camera is used if frame size is not specified;
+ * Formula based on http://www.bobatkins.com/photography/technical/field_of_view.html
+ */
+
+THREE.PerspectiveCamera.prototype.setLens = function ( focalLength, frameHeight ) {
+
+ if ( frameHeight === undefined ) frameHeight = 24;
+
+ this.fov = 2 * THREE.Math.radToDeg( Math.atan( frameHeight / ( focalLength * 2 ) ) );
+ this.updateProjectionMatrix();
+
+}
+
+
+/**
+ * Sets an offset in a larger frustum. This is useful for multi-window or
+ * multi-monitor/multi-machine setups.
+ *
+ * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
+ * the monitors are in grid like this
+ *
+ * +---+---+---+
+ * | A | B | C |
+ * +---+---+---+
+ * | D | E | F |
+ * +---+---+---+
+ *
+ * then for each monitor you would call it like this
+ *
+ * var w = 1920;
+ * var h = 1080;
+ * var fullWidth = w * 3;
+ * var fullHeight = h * 2;
+ *
+ * --A--
+ * camera.setOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
+ * --B--
+ * camera.setOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
+ * --C--
+ * camera.setOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
+ * --D--
+ * camera.setOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
+ * --E--
+ * camera.setOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
+ * --F--
+ * camera.setOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
+ *
+ * Note there is no reason monitors have to be the same size or in a grid.
+ */
+
+THREE.PerspectiveCamera.prototype.setViewOffset = function ( fullWidth, fullHeight, x, y, width, height ) {
+
+ this.fullWidth = fullWidth;
+ this.fullHeight = fullHeight;
+ this.x = x;
+ this.y = y;
+ this.width = width;
+ this.height = height;
+
+ this.updateProjectionMatrix();
+
+};
+
+
+THREE.PerspectiveCamera.prototype.updateProjectionMatrix = function () {
+
+ var fov = THREE.Math.radToDeg( 2 * Math.atan( Math.tan( THREE.Math.degToRad( this.fov ) * 0.5 ) / this.zoom ) );
+
+ if ( this.fullWidth ) {
+
+ var aspect = this.fullWidth / this.fullHeight;
+ var top = Math.tan( THREE.Math.degToRad( fov * 0.5 ) ) * this.near;
+ var bottom = - top;
+ var left = aspect * bottom;
+ var right = aspect * top;
+ var width = Math.abs( right - left );
+ var height = Math.abs( top - bottom );
+
+ this.projectionMatrix.makeFrustum(
+ left + this.x * width / this.fullWidth,
+ left + ( this.x + this.width ) * width / this.fullWidth,
+ top - ( this.y + this.height ) * height / this.fullHeight,
+ top - this.y * height / this.fullHeight,
+ this.near,
+ this.far
+ );
+
+ } else {
+
+ this.projectionMatrix.makePerspective( fov, this.aspect, this.near, this.far );
+
+ }
+
+};
+
+THREE.PerspectiveCamera.prototype.clone = function () {
+
+ var camera = new THREE.PerspectiveCamera();
+
+ THREE.Camera.prototype.clone.call( this, camera );
+
+ camera.zoom = this.zoom;
+
+ camera.fov = this.fov;
+ camera.aspect = this.aspect;
+ camera.near = this.near;
+ camera.far = this.far;
+
+ camera.projectionMatrix.copy( this.projectionMatrix );
+
+ return camera;
+
+};
+
+// File:src/lights/Light.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Light = function ( color ) {
+
+ THREE.Object3D.call( this );
+
+ this.type = 'Light';
+
+ this.color = new THREE.Color( color );
+
+};
+
+THREE.Light.prototype = Object.create( THREE.Object3D.prototype );
+THREE.Light.prototype.constructor = THREE.Light;
+
+THREE.Light.prototype.clone = function ( light ) {
+
+ if ( light === undefined ) light = new THREE.Light();
+
+ THREE.Object3D.prototype.clone.call( this, light );
+
+ light.color.copy( this.color );
+
+ return light;
+
+};
+
+// File:src/lights/AmbientLight.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.AmbientLight = function ( color ) {
+
+ THREE.Light.call( this, color );
+
+ this.type = 'AmbientLight';
+
+};
+
+THREE.AmbientLight.prototype = Object.create( THREE.Light.prototype );
+THREE.AmbientLight.prototype.constructor = THREE.AmbientLight;
+
+THREE.AmbientLight.prototype.clone = function () {
+
+ var light = new THREE.AmbientLight();
+
+ THREE.Light.prototype.clone.call( this, light );
+
+ return light;
+
+};
+
+// File:src/lights/AreaLight.js
+
+/**
+ * @author MPanknin / http://www.redplant.de/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.AreaLight = function ( color, intensity ) {
+
+ THREE.Light.call( this, color );
+
+ this.type = 'AreaLight';
+
+ this.normal = new THREE.Vector3( 0, - 1, 0 );
+ this.right = new THREE.Vector3( 1, 0, 0 );
+
+ this.intensity = ( intensity !== undefined ) ? intensity : 1;
+
+ this.width = 1.0;
+ this.height = 1.0;
+
+ this.constantAttenuation = 1.5;
+ this.linearAttenuation = 0.5;
+ this.quadraticAttenuation = 0.1;
+
+};
+
+THREE.AreaLight.prototype = Object.create( THREE.Light.prototype );
+THREE.AreaLight.prototype.constructor = THREE.AreaLight;
+
+
+// File:src/lights/DirectionalLight.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.DirectionalLight = function ( color, intensity ) {
+
+ THREE.Light.call( this, color );
+
+ this.type = 'DirectionalLight';
+
+ this.position.set( 0, 1, 0 );
+ this.target = new THREE.Object3D();
+
+ this.intensity = ( intensity !== undefined ) ? intensity : 1;
+
+ this.castShadow = false;
+ this.onlyShadow = false;
+
+ //
+
+ this.shadowCameraNear = 50;
+ this.shadowCameraFar = 5000;
+
+ this.shadowCameraLeft = - 500;
+ this.shadowCameraRight = 500;
+ this.shadowCameraTop = 500;
+ this.shadowCameraBottom = - 500;
+
+ this.shadowCameraVisible = false;
+
+ this.shadowBias = 0;
+ this.shadowDarkness = 0.5;
+
+ this.shadowMapWidth = 512;
+ this.shadowMapHeight = 512;
+
+ //
+
+ this.shadowCascade = false;
+
+ this.shadowCascadeOffset = new THREE.Vector3( 0, 0, - 1000 );
+ this.shadowCascadeCount = 2;
+
+ this.shadowCascadeBias = [ 0, 0, 0 ];
+ this.shadowCascadeWidth = [ 512, 512, 512 ];
+ this.shadowCascadeHeight = [ 512, 512, 512 ];
+
+ this.shadowCascadeNearZ = [ - 1.000, 0.990, 0.998 ];
+ this.shadowCascadeFarZ = [ 0.990, 0.998, 1.000 ];
+
+ this.shadowCascadeArray = [];
+
+ //
+
+ this.shadowMap = null;
+ this.shadowMapSize = null;
+ this.shadowCamera = null;
+ this.shadowMatrix = null;
+
+};
+
+THREE.DirectionalLight.prototype = Object.create( THREE.Light.prototype );
+THREE.DirectionalLight.prototype.constructor = THREE.DirectionalLight;
+
+THREE.DirectionalLight.prototype.clone = function () {
+
+ var light = new THREE.DirectionalLight();
+
+ THREE.Light.prototype.clone.call( this, light );
+
+ light.target = this.target.clone();
+
+ light.intensity = this.intensity;
+
+ light.castShadow = this.castShadow;
+ light.onlyShadow = this.onlyShadow;
+
+ //
+
+ light.shadowCameraNear = this.shadowCameraNear;
+ light.shadowCameraFar = this.shadowCameraFar;
+
+ light.shadowCameraLeft = this.shadowCameraLeft;
+ light.shadowCameraRight = this.shadowCameraRight;
+ light.shadowCameraTop = this.shadowCameraTop;
+ light.shadowCameraBottom = this.shadowCameraBottom;
+
+ light.shadowCameraVisible = this.shadowCameraVisible;
+
+ light.shadowBias = this.shadowBias;
+ light.shadowDarkness = this.shadowDarkness;
+
+ light.shadowMapWidth = this.shadowMapWidth;
+ light.shadowMapHeight = this.shadowMapHeight;
+
+ //
+
+ light.shadowCascade = this.shadowCascade;
+
+ light.shadowCascadeOffset.copy( this.shadowCascadeOffset );
+ light.shadowCascadeCount = this.shadowCascadeCount;
+
+ light.shadowCascadeBias = this.shadowCascadeBias.slice( 0 );
+ light.shadowCascadeWidth = this.shadowCascadeWidth.slice( 0 );
+ light.shadowCascadeHeight = this.shadowCascadeHeight.slice( 0 );
+
+ light.shadowCascadeNearZ = this.shadowCascadeNearZ.slice( 0 );
+ light.shadowCascadeFarZ = this.shadowCascadeFarZ.slice( 0 );
+
+ return light;
+
+};
+
+// File:src/lights/HemisphereLight.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.HemisphereLight = function ( skyColor, groundColor, intensity ) {
+
+ THREE.Light.call( this, skyColor );
+
+ this.type = 'HemisphereLight';
+
+ this.position.set( 0, 100, 0 );
+
+ this.groundColor = new THREE.Color( groundColor );
+ this.intensity = ( intensity !== undefined ) ? intensity : 1;
+
+};
+
+THREE.HemisphereLight.prototype = Object.create( THREE.Light.prototype );
+THREE.HemisphereLight.prototype.constructor = THREE.HemisphereLight;
+
+THREE.HemisphereLight.prototype.clone = function () {
+
+ var light = new THREE.HemisphereLight();
+
+ THREE.Light.prototype.clone.call( this, light );
+
+ light.groundColor.copy( this.groundColor );
+ light.intensity = this.intensity;
+
+ return light;
+
+};
+
+// File:src/lights/PointLight.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.PointLight = function ( color, intensity, distance, decay ) {
+
+ THREE.Light.call( this, color );
+
+ this.type = 'PointLight';
+
+ this.intensity = ( intensity !== undefined ) ? intensity : 1;
+ this.distance = ( distance !== undefined ) ? distance : 0;
+ this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
+
+};
+
+THREE.PointLight.prototype = Object.create( THREE.Light.prototype );
+THREE.PointLight.prototype.constructor = THREE.PointLight;
+
+THREE.PointLight.prototype.clone = function () {
+
+ var light = new THREE.PointLight();
+
+ THREE.Light.prototype.clone.call( this, light );
+
+ light.intensity = this.intensity;
+ light.distance = this.distance;
+ light.decay = this.decay;
+
+ return light;
+
+};
+
+// File:src/lights/SpotLight.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.SpotLight = function ( color, intensity, distance, angle, exponent, decay ) {
+
+ THREE.Light.call( this, color );
+
+ this.type = 'SpotLight';
+
+ this.position.set( 0, 1, 0 );
+ this.target = new THREE.Object3D();
+
+ this.intensity = ( intensity !== undefined ) ? intensity : 1;
+ this.distance = ( distance !== undefined ) ? distance : 0;
+ this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
+ this.exponent = ( exponent !== undefined ) ? exponent : 10;
+ this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
+
+ this.castShadow = false;
+ this.onlyShadow = false;
+
+ //
+
+ this.shadowCameraNear = 50;
+ this.shadowCameraFar = 5000;
+ this.shadowCameraFov = 50;
+
+ this.shadowCameraVisible = false;
+
+ this.shadowBias = 0;
+ this.shadowDarkness = 0.5;
+
+ this.shadowMapWidth = 512;
+ this.shadowMapHeight = 512;
+
+ //
+
+ this.shadowMap = null;
+ this.shadowMapSize = null;
+ this.shadowCamera = null;
+ this.shadowMatrix = null;
+
+};
+
+THREE.SpotLight.prototype = Object.create( THREE.Light.prototype );
+THREE.SpotLight.prototype.constructor = THREE.SpotLight;
+
+THREE.SpotLight.prototype.clone = function () {
+
+ var light = new THREE.SpotLight();
+
+ THREE.Light.prototype.clone.call( this, light );
+
+ light.target = this.target.clone();
+
+ light.intensity = this.intensity;
+ light.distance = this.distance;
+ light.angle = this.angle;
+ light.exponent = this.exponent;
+ light.decay = this.decay;
+
+ light.castShadow = this.castShadow;
+ light.onlyShadow = this.onlyShadow;
+
+ //
+
+ light.shadowCameraNear = this.shadowCameraNear;
+ light.shadowCameraFar = this.shadowCameraFar;
+ light.shadowCameraFov = this.shadowCameraFov;
+
+ light.shadowCameraVisible = this.shadowCameraVisible;
+
+ light.shadowBias = this.shadowBias;
+ light.shadowDarkness = this.shadowDarkness;
+
+ light.shadowMapWidth = this.shadowMapWidth;
+ light.shadowMapHeight = this.shadowMapHeight;
+
+ return light;
+
+};
+
+// File:src/loaders/Cache.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Cache = {
+
+ files: {},
+
+ add: function ( key, file ) {
+
+ // console.log( 'THREE.Cache', 'Adding key:', key );
+
+ this.files[ key ] = file;
+
+ },
+
+ get: function ( key ) {
+
+ // console.log( 'THREE.Cache', 'Checking key:', key );
+
+ return this.files[ key ];
+
+ },
+
+ remove: function ( key ) {
+
+ delete this.files[ key ];
+
+ },
+
+ clear: function () {
+
+ this.files = {}
+
+ }
+
+};
+
+// File:src/loaders/Loader.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Loader = function ( showStatus ) {
+
+ this.showStatus = showStatus;
+ this.statusDomElement = showStatus ? THREE.Loader.prototype.addStatusElement() : null;
+
+ this.imageLoader = new THREE.ImageLoader();
+
+ this.onLoadStart = function () {};
+ this.onLoadProgress = function () {};
+ this.onLoadComplete = function () {};
+ this.extractUrlBase = function ( url ) { return ""; }
+
+};
+
+THREE.Loader.prototype = {
+
+ constructor: THREE.Loader,
+
+ crossOrigin: undefined,
+
+ addStatusElement: function () {
+
+ var e = document.createElement( 'div' );
+
+ e.style.position = 'absolute';
+ e.style.right = '0px';
+ e.style.top = '0px';
+ e.style.fontSize = '0.8em';
+ e.style.textAlign = 'left';
+ e.style.background = 'rgba(0,0,0,0.25)';
+ e.style.color = '#fff';
+ e.style.width = '120px';
+ e.style.padding = '0.5em 0.5em 0.5em 0.5em';
+ e.style.zIndex = 1000;
+
+ e.innerHTML = 'Loading ...';
+
+ return e;
+
+ },
+
+ updateProgress: function ( progress ) {
+
+ var message = 'Loaded ';
+
+ if ( progress.total ) {
+
+ message += ( 100 * progress.loaded / progress.total ).toFixed( 0 ) + '%';
+
+
+ } else {
+
+ message += ( progress.loaded / 1024 ).toFixed( 2 ) + ' KB';
+
+ }
+
+ this.statusDomElement.innerHTML = message;
+
+ },
+
+ extractUrlBase: function ( url ) {
+
+ var parts = url.split( '/' );
+
+ if ( parts.length === 1 ) return './';
+
+ parts.pop();
+
+ return parts.join( '/' ) + '/';
+
+ },
+
+ initMaterials: function ( materials, texturePath ) {
+
+ var array = [];
+
+ for ( var i = 0; i < materials.length; ++ i ) {
+
+ array[ i ] = this.createMaterial( materials[ i ], texturePath );
+
+ }
+
+ return array;
+
+ },
+
+ needsTangents: function ( materials ) {
+
+ for ( var i = 0, il = materials.length; i < il; i ++ ) {
+
+ var m = materials[ i ];
+
+ if ( m instanceof THREE.ShaderMaterial ) return true;
+
+ }
+
+ return false;
+
+ },
+
+ createMaterial: function ( m, texturePath ) {
+
+ var scope = this;
+
+ function nearest_pow2( n ) {
+
+ var l = Math.log( n ) / Math.LN2;
+ return Math.pow( 2, Math.round( l ) );
+
+ }
+
+ function create_texture( where, name, sourceFile, repeat, offset, wrap, anisotropy ) {
+
+ var fullPath = texturePath + sourceFile;
+
+ var texture;
+
+ var loader = THREE.Loader.Handlers.get( fullPath );
+
+ if ( loader !== null ) {
+
+ texture = loader.load( fullPath );
+
+ } else {
+
+ texture = new THREE.Texture();
+
+ loader = scope.imageLoader;
+ loader.crossOrigin = scope.crossOrigin;
+ loader.load( fullPath, function ( image ) {
+
+ if ( THREE.Math.isPowerOfTwo( image.width ) === false ||
+ THREE.Math.isPowerOfTwo( image.height ) === false ) {
+
+ var width = nearest_pow2( image.width );
+ var height = nearest_pow2( image.height );
+
+ texture.image = image.resize( width, height );
+
+ } else {
+
+ texture.image = image;
+
+ }
+
+ texture.needsUpdate = true;
+
+ } );
+
+ }
+
+ texture.sourceFile = sourceFile;
+
+ if ( repeat ) {
+
+ texture.repeat.set( repeat[ 0 ], repeat[ 1 ] );
+
+ if ( repeat[ 0 ] !== 1 ) texture.wrapS = THREE.RepeatWrapping;
+ if ( repeat[ 1 ] !== 1 ) texture.wrapT = THREE.RepeatWrapping;
+
+ }
+
+ if ( offset ) {
+
+ texture.offset.set( offset[ 0 ], offset[ 1 ] );
+
+ }
+
+ if ( wrap ) {
+
+ var wrapMap = {
+ 'repeat': THREE.RepeatWrapping,
+ 'mirror': THREE.MirroredRepeatWrapping
+ }
+
+ if ( wrapMap[ wrap[ 0 ] ] !== undefined ) texture.wrapS = wrapMap[ wrap[ 0 ] ];
+ if ( wrapMap[ wrap[ 1 ] ] !== undefined ) texture.wrapT = wrapMap[ wrap[ 1 ] ];
+
+ }
+
+ if ( anisotropy ) {
+
+ texture.anisotropy = anisotropy;
+
+ }
+
+ where[ name ] = texture;
+
+ }
+
+ function rgb2hex( rgb ) {
+
+ return ( rgb[ 0 ] * 255 << 16 ) + ( rgb[ 1 ] * 255 << 8 ) + rgb[ 2 ] * 255;
+
+ }
+
+ // defaults
+
+ var mtype = 'MeshLambertMaterial';
+ var mpars = { color: 0xeeeeee, opacity: 1.0, map: null, lightMap: null, normalMap: null, bumpMap: null, wireframe: false };
+
+ // parameters from model file
+
+ if ( m.shading ) {
+
+ var shading = m.shading.toLowerCase();
+
+ if ( shading === 'phong' ) mtype = 'MeshPhongMaterial';
+ else if ( shading === 'basic' ) mtype = 'MeshBasicMaterial';
+
+ }
+
+ if ( m.blending !== undefined && THREE[ m.blending ] !== undefined ) {
+
+ mpars.blending = THREE[ m.blending ];
+
+ }
+
+ if ( m.transparent !== undefined ) {
+
+ mpars.transparent = m.transparent;
+
+ }
+
+ if ( m.opacity !== undefined && m.opacity < 1.0 ) {
+
+ mpars.transparent = true;
+
+ }
+
+ if ( m.depthTest !== undefined ) {
+
+ mpars.depthTest = m.depthTest;
+
+ }
+
+ if ( m.depthWrite !== undefined ) {
+
+ mpars.depthWrite = m.depthWrite;
+
+ }
+
+ if ( m.visible !== undefined ) {
+
+ mpars.visible = m.visible;
+
+ }
+
+ if ( m.flipSided !== undefined ) {
+
+ mpars.side = THREE.BackSide;
+
+ }
+
+ if ( m.doubleSided !== undefined ) {
+
+ mpars.side = THREE.DoubleSide;
+
+ }
+
+ if ( m.wireframe !== undefined ) {
+
+ mpars.wireframe = m.wireframe;
+
+ }
+
+ if ( m.vertexColors !== undefined ) {
+
+ if ( m.vertexColors === 'face' ) {
+
+ mpars.vertexColors = THREE.FaceColors;
+
+ } else if ( m.vertexColors ) {
+
+ mpars.vertexColors = THREE.VertexColors;
+
+ }
+
+ }
+
+ // colors
+
+ if ( m.colorDiffuse ) {
+
+ mpars.color = rgb2hex( m.colorDiffuse );
+
+ } else if ( m.DbgColor ) {
+
+ mpars.color = m.DbgColor;
+
+ }
+
+ if ( m.colorSpecular ) {
+
+ mpars.specular = rgb2hex( m.colorSpecular );
+
+ }
+
+ if ( m.colorEmissive ) {
+
+ mpars.emissive = rgb2hex( m.colorEmissive );
+
+ }
+
+ // modifiers
+
+ if ( m.transparency !== undefined ) {
+
+ console.warn( 'THREE.Loader: transparency has been renamed to opacity' );
+ m.opacity = m.transparency;
+
+ }
+
+ if ( m.opacity !== undefined ) {
+
+ mpars.opacity = m.opacity;
+
+ }
+
+ if ( m.specularCoef ) {
+
+ mpars.shininess = m.specularCoef;
+
+ }
+
+ // textures
+
+ if ( m.mapDiffuse && texturePath ) {
+
+ create_texture( mpars, 'map', m.mapDiffuse, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap, m.mapDiffuseAnisotropy );
+
+ }
+
+ if ( m.mapLight && texturePath ) {
+
+ create_texture( mpars, 'lightMap', m.mapLight, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap, m.mapLightAnisotropy );
+
+ }
+
+ if ( m.mapBump && texturePath ) {
+
+ create_texture( mpars, 'bumpMap', m.mapBump, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap, m.mapBumpAnisotropy );
+
+ }
+
+ if ( m.mapNormal && texturePath ) {
+
+ create_texture( mpars, 'normalMap', m.mapNormal, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap, m.mapNormalAnisotropy );
+
+ }
+
+ if ( m.mapSpecular && texturePath ) {
+
+ create_texture( mpars, 'specularMap', m.mapSpecular, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap, m.mapSpecularAnisotropy );
+
+ }
+
+ if ( m.mapAlpha && texturePath ) {
+
+ create_texture( mpars, 'alphaMap', m.mapAlpha, m.mapAlphaRepeat, m.mapAlphaOffset, m.mapAlphaWrap, m.mapAlphaAnisotropy );
+
+ }
+
+ //
+
+ if ( m.mapBumpScale ) {
+
+ mpars.bumpScale = m.mapBumpScale;
+
+ }
+
+ if ( m.mapNormalFactor ) {
+
+ mpars.normalScale = new THREE.Vector2( m.mapNormalFactor, m.mapNormalFactor );
+
+ }
+
+ var material = new THREE[ mtype ]( mpars );
+
+ if ( m.DbgName !== undefined ) material.name = m.DbgName;
+
+ return material;
+
+ }
+
+};
+
+THREE.Loader.Handlers = {
+
+ handlers: [],
+
+ add: function ( regex, loader ) {
+
+ this.handlers.push( regex, loader );
+
+ },
+
+ get: function ( file ) {
+
+ for ( var i = 0, l = this.handlers.length; i < l; i += 2 ) {
+
+ var regex = this.handlers[ i ];
+ var loader = this.handlers[ i + 1 ];
+
+ if ( regex.test( file ) ) {
+
+ return loader;
+
+ }
+
+ }
+
+ return null;
+
+ }
+
+};
+
+// File:src/loaders/XHRLoader.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.XHRLoader = function ( manager ) {
+
+ this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
+
+};
+
+THREE.XHRLoader.prototype = {
+
+ constructor: THREE.XHRLoader,
+
+ load: function ( url, onLoad, onProgress, onError ) {
+
+ var scope = this;
+
+ var cached = THREE.Cache.get( url );
+
+ if ( cached !== undefined ) {
+
+ if ( onLoad ) onLoad( cached );
+ return;
+
+ }
+
+ var request = new XMLHttpRequest();
+ request.onreadystatechange = function() {
+ if (request.readyState === XMLHttpRequest.DONE) {
+// TODO: Re-visit https://bugreports.qt.io/browse/QTBUG-45581 is solved in Qt
+ if (request.status == 200 || request.status == 0) {
+ var response;
+// TODO: Remove once https://bugreports.qt.io/browse/QTBUG-45862 is fixed in Qt
+ if ( scope.responseType == 'arraybuffer' )
+ response = request.response;
+ else
+ response = request.responseText;
+
+ THREE.Cache.add( url, response );
+ if ( onLoad ) onLoad( response );
+ scope.manager.itemEnd( url );
+ } else {
+ if ( onError !== undefined ) {
+ onError();
+ }
+ }
+ } else if (request.readyState === XMLHttpRequest.HEADERS_RECEIVED) {
+ if ( onProgress !== undefined ) {
+ onProgress();
+ }
+ }
+ };
+
+ request.open( 'GET', url, true );
+
+ if ( this.crossOrigin !== undefined ) request.crossOrigin = this.crossOrigin;
+ if ( this.responseType !== undefined ) request.responseType = this.responseType;
+
+ request.send( null );
+
+ scope.manager.itemStart( url );
+
+ },
+
+ setResponseType: function ( value ) {
+
+ this.responseType = value;
+
+ },
+
+ setCrossOrigin: function ( value ) {
+
+ this.crossOrigin = value;
+
+ }
+
+};
+
+// File:src/loaders/ImageLoader.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.ImageLoader = function ( manager ) {
+
+ this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
+
+};
+
+THREE.ImageLoader.prototype = {
+
+ constructor: THREE.ImageLoader,
+
+ load: function ( url, onLoad, onProgress, onError ) {
+
+ var scope = this;
+
+ var cached = THREE.Cache.get( url );
+
+ if ( cached !== undefined ) {
+
+ onLoad( cached );
+ return;
+
+ }
+
+ var image = document.createElement( 'img' );
+
+ image.addEventListener( 'load', function ( event ) {
+
+ THREE.Cache.add( url, image );
+
+ if ( onLoad ) onLoad( image );
+
+ scope.manager.itemEnd( url );
+
+ }, false );
+
+ if ( onProgress !== undefined ) {
+
+ image.addEventListener( 'progress', function ( event ) {
+
+ onProgress( event );
+
+ }, false );
+
+ }
+
+ if ( onError !== undefined ) {
+
+ image.addEventListener( 'error', function ( event ) {
+
+ onError( event );
+
+ }, false );
+
+ }
+
+ if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;
+
+ image.src = url;
+
+ scope.manager.itemStart( url );
+
+ return image;
+
+ },
+
+ setCrossOrigin: function ( value ) {
+
+ this.crossOrigin = value;
+
+ }
+
+}
+
+// File:src/loaders/JSONLoader.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.JSONLoader = function ( showStatus ) {
+
+ THREE.Loader.call( this, showStatus );
+
+ this.withCredentials = false;
+
+};
+
+THREE.JSONLoader.prototype = Object.create( THREE.Loader.prototype );
+THREE.JSONLoader.prototype.constructor = THREE.JSONLoader;
+
+THREE.JSONLoader.prototype.load = function ( url, callback, texturePath ) {
+
+ // todo: unify load API to for easier SceneLoader use
+
+ texturePath = texturePath && ( typeof texturePath === 'string' ) ? texturePath : this.extractUrlBase( url );
+
+ this.onLoadStart();
+ this.loadAjaxJSON( this, url, callback, texturePath );
+
+};
+
+THREE.JSONLoader.prototype.loadAjaxJSON = function ( context, url, callback, texturePath, callbackProgress ) {
+
+ var xhr = new XMLHttpRequest();
+
+ var length = 0;
+
+ xhr.onreadystatechange = function () {
+
+ if ( xhr.readyState === xhr.DONE ) {
+
+ if ( xhr.status === 200 || xhr.status === 0 ) {
+
+ if ( xhr.responseText ) {
+
+ var json = JSON.parse( xhr.responseText );
+ var metadata = json.metadata;
+
+ if ( metadata !== undefined ) {
+
+ if ( metadata.type === 'object' ) {
+
+ THREE.error( 'THREE.JSONLoader: ' + url + ' should be loaded with THREE.ObjectLoader instead.' );
+ return;
+
+ }
+
+ if ( metadata.type === 'scene' ) {
+
+ THREE.error( 'THREE.JSONLoader: ' + url + ' seems to be a Scene. Use THREE.SceneLoader instead.' );
+ return;
+
+ }
+
+ }
+
+ var result = context.parse( json, texturePath );
+ callback( result.geometry, result.materials );
+
+ } else {
+
+ THREE.error( 'THREE.JSONLoader: ' + url + ' seems to be unreachable or the file is empty.' );
+
+ }
+
+ // in context of more complex asset initialization
+ // do not block on single failed file
+ // maybe should go even one more level up
+
+ context.onLoadComplete();
+
+ } else {
+
+ THREE.error( 'THREE.JSONLoader: Couldn\'t load ' + url + ' (' + xhr.status + ')' );
+
+ }
+
+ } else if ( xhr.readyState === xhr.LOADING ) {
+
+ if ( callbackProgress ) {
+
+ if ( length === 0 ) {
+
+ length = xhr.getResponseHeader( 'Content-Length' );
+
+ }
+
+ callbackProgress( { total: length, loaded: xhr.responseText.length } );
+
+ }
+
+ } else if ( xhr.readyState === xhr.HEADERS_RECEIVED ) {
+
+ if ( callbackProgress !== undefined ) {
+
+ length = xhr.getResponseHeader( 'Content-Length' );
+
+ }
+
+ }
+
+ };
+
+ xhr.open( 'GET', url, true );
+ xhr.withCredentials = this.withCredentials;
+ xhr.send( null );
+
+};
+
+THREE.JSONLoader.prototype.parse = function ( json, texturePath ) {
+
+ var geometry = new THREE.Geometry(),
+ scale = ( json.scale !== undefined ) ? 1.0 / json.scale : 1.0;
+
+ parseModel( scale );
+
+ parseSkin();
+ parseMorphing( scale );
+
+ geometry.computeFaceNormals();
+ geometry.computeBoundingSphere();
+
+ function parseModel( scale ) {
+
+ function isBitSet( value, position ) {
+
+ return value & ( 1 << position );
+
+ }
+
+ var i, j, fi,
+
+ offset, zLength,
+
+ colorIndex, normalIndex, uvIndex, materialIndex,
+
+ type,
+ isQuad,
+ hasMaterial,
+ hasFaceVertexUv,
+ hasFaceNormal, hasFaceVertexNormal,
+ hasFaceColor, hasFaceVertexColor,
+
+ vertex, face, faceA, faceB, hex, normal,
+
+ uvLayer, uv, u, v,
+
+ faces = json.faces,
+ vertices = json.vertices,
+ normals = json.normals,
+ colors = json.colors,
+
+ nUvLayers = 0;
+
+ if ( json.uvs !== undefined ) {
+
+ // disregard empty arrays
+
+ for ( i = 0; i < json.uvs.length; i ++ ) {
+
+ if ( json.uvs[ i ].length ) nUvLayers ++;
+
+ }
+
+ for ( i = 0; i < nUvLayers; i ++ ) {
+
+ geometry.faceVertexUvs[ i ] = [];
+
+ }
+
+ }
+
+ offset = 0;
+ zLength = vertices.length;
+
+ while ( offset < zLength ) {
+
+ vertex = new THREE.Vector3();
+
+ vertex.x = vertices[ offset ++ ] * scale;
+ vertex.y = vertices[ offset ++ ] * scale;
+ vertex.z = vertices[ offset ++ ] * scale;
+
+ geometry.vertices.push( vertex );
+
+ }
+
+ offset = 0;
+ zLength = faces.length;
+
+ while ( offset < zLength ) {
+
+ type = faces[ offset ++ ];
+
+
+ isQuad = isBitSet( type, 0 );
+ hasMaterial = isBitSet( type, 1 );
+ hasFaceVertexUv = isBitSet( type, 3 );
+ hasFaceNormal = isBitSet( type, 4 );
+ hasFaceVertexNormal = isBitSet( type, 5 );
+ hasFaceColor = isBitSet( type, 6 );
+ hasFaceVertexColor = isBitSet( type, 7 );
+
+ // console.log("type", type, "bits", isQuad, hasMaterial, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor);
+
+ if ( isQuad ) {
+
+ faceA = new THREE.Face3();
+ faceA.a = faces[ offset ];
+ faceA.b = faces[ offset + 1 ];
+ faceA.c = faces[ offset + 3 ];
+
+ faceB = new THREE.Face3();
+ faceB.a = faces[ offset + 1 ];
+ faceB.b = faces[ offset + 2 ];
+ faceB.c = faces[ offset + 3 ];
+
+ offset += 4;
+
+ if ( hasMaterial ) {
+
+ materialIndex = faces[ offset ++ ];
+ faceA.materialIndex = materialIndex;
+ faceB.materialIndex = materialIndex;
+
+ }
+
+ // to get face <=> uv index correspondence
+
+ fi = geometry.faces.length;
+
+ if ( hasFaceVertexUv ) {
+
+ for ( i = 0; i < nUvLayers; i ++ ) {
+
+ uvLayer = json.uvs[ i ];
+
+ geometry.faceVertexUvs[ i ][ fi ] = [];
+ geometry.faceVertexUvs[ i ][ fi + 1 ] = []
+
+ for ( j = 0; j < 4; j ++ ) {
+
+ uvIndex = faces[ offset ++ ];
+
+ u = uvLayer[ uvIndex * 2 ];
+ v = uvLayer[ uvIndex * 2 + 1 ];
+
+ uv = new THREE.Vector2( u, v );
+
+ if ( j !== 2 ) geometry.faceVertexUvs[ i ][ fi ].push( uv );
+ if ( j !== 0 ) geometry.faceVertexUvs[ i ][ fi + 1 ].push( uv );
+
+ }
+
+ }
+
+ }
+
+ if ( hasFaceNormal ) {
+
+ normalIndex = faces[ offset ++ ] * 3;
+
+ faceA.normal.set(
+ normals[ normalIndex ++ ],
+ normals[ normalIndex ++ ],
+ normals[ normalIndex ]
+ );
+
+ faceB.normal.copy( faceA.normal );
+
+ }
+
+ if ( hasFaceVertexNormal ) {
+
+ for ( i = 0; i < 4; i ++ ) {
+
+ normalIndex = faces[ offset ++ ] * 3;
+
+ normal = new THREE.Vector3(
+ normals[ normalIndex ++ ],
+ normals[ normalIndex ++ ],
+ normals[ normalIndex ]
+ );
+
+
+ if ( i !== 2 ) faceA.vertexNormals.push( normal );
+ if ( i !== 0 ) faceB.vertexNormals.push( normal );
+
+ }
+
+ }
+
+
+ if ( hasFaceColor ) {
+
+ colorIndex = faces[ offset ++ ];
+ hex = colors[ colorIndex ];
+
+ faceA.color.setHex( hex );
+ faceB.color.setHex( hex );
+
+ }
+
+
+ if ( hasFaceVertexColor ) {
+
+ for ( i = 0; i < 4; i ++ ) {
+
+ colorIndex = faces[ offset ++ ];
+ hex = colors[ colorIndex ];
+
+ if ( i !== 2 ) faceA.vertexColors.push( new THREE.Color( hex ) );
+ if ( i !== 0 ) faceB.vertexColors.push( new THREE.Color( hex ) );
+
+ }
+
+ }
+
+ geometry.faces.push( faceA );
+ geometry.faces.push( faceB );
+
+ } else {
+
+ face = new THREE.Face3();
+ face.a = faces[ offset ++ ];
+ face.b = faces[ offset ++ ];
+ face.c = faces[ offset ++ ];
+
+ if ( hasMaterial ) {
+
+ materialIndex = faces[ offset ++ ];
+ face.materialIndex = materialIndex;
+
+ }
+
+ // to get face <=> uv index correspondence
+
+ fi = geometry.faces.length;
+
+ if ( hasFaceVertexUv ) {
+
+ for ( i = 0; i < nUvLayers; i ++ ) {
+
+ uvLayer = json.uvs[ i ];
+
+ geometry.faceVertexUvs[ i ][ fi ] = [];
+
+ for ( j = 0; j < 3; j ++ ) {
+
+ uvIndex = faces[ offset ++ ];
+
+ u = uvLayer[ uvIndex * 2 ];
+ v = uvLayer[ uvIndex * 2 + 1 ];
+
+ uv = new THREE.Vector2( u, v );
+
+ geometry.faceVertexUvs[ i ][ fi ].push( uv );
+
+ }
+
+ }
+
+ }
+
+ if ( hasFaceNormal ) {
+
+ normalIndex = faces[ offset ++ ] * 3;
+
+ face.normal.set(
+ normals[ normalIndex ++ ],
+ normals[ normalIndex ++ ],
+ normals[ normalIndex ]
+ );
+
+ }
+
+ if ( hasFaceVertexNormal ) {
+
+ for ( i = 0; i < 3; i ++ ) {
+
+ normalIndex = faces[ offset ++ ] * 3;
+
+ normal = new THREE.Vector3(
+ normals[ normalIndex ++ ],
+ normals[ normalIndex ++ ],
+ normals[ normalIndex ]
+ );
+
+ face.vertexNormals.push( normal );
+
+ }
+
+ }
+
+
+ if ( hasFaceColor ) {
+
+ colorIndex = faces[ offset ++ ];
+ face.color.setHex( colors[ colorIndex ] );
+
+ }
+
+
+ if ( hasFaceVertexColor ) {
+
+ for ( i = 0; i < 3; i ++ ) {
+
+ colorIndex = faces[ offset ++ ];
+ face.vertexColors.push( new THREE.Color( colors[ colorIndex ] ) );
+
+ }
+
+ }
+
+ geometry.faces.push( face );
+
+ }
+
+ }
+
+ };
+
+ function parseSkin() {
+ var influencesPerVertex = ( json.influencesPerVertex !== undefined ) ? json.influencesPerVertex : 2;
+
+ if ( json.skinWeights ) {
+
+ for ( var i = 0, l = json.skinWeights.length; i < l; i += influencesPerVertex ) {
+
+ var x = json.skinWeights[ i ];
+ var y = ( influencesPerVertex > 1 ) ? json.skinWeights[ i + 1 ] : 0;
+ var z = ( influencesPerVertex > 2 ) ? json.skinWeights[ i + 2 ] : 0;
+ var w = ( influencesPerVertex > 3 ) ? json.skinWeights[ i + 3 ] : 0;
+
+ geometry.skinWeights.push( new THREE.Vector4( x, y, z, w ) );
+
+ }
+
+ }
+
+ if ( json.skinIndices ) {
+
+ for ( var i = 0, l = json.skinIndices.length; i < l; i += influencesPerVertex ) {
+
+ var a = json.skinIndices[ i ];
+ var b = ( influencesPerVertex > 1 ) ? json.skinIndices[ i + 1 ] : 0;
+ var c = ( influencesPerVertex > 2 ) ? json.skinIndices[ i + 2 ] : 0;
+ var d = ( influencesPerVertex > 3 ) ? json.skinIndices[ i + 3 ] : 0;
+
+ geometry.skinIndices.push( new THREE.Vector4( a, b, c, d ) );
+
+ }
+
+ }
+
+ geometry.bones = json.bones;
+
+ if ( geometry.bones && geometry.bones.length > 0 && ( geometry.skinWeights.length !== geometry.skinIndices.length || geometry.skinIndices.length !== geometry.vertices.length ) ) {
+
+ THREE.warn( 'THREE.JSONLoader: When skinning, number of vertices (' + geometry.vertices.length + '), skinIndices (' +
+ geometry.skinIndices.length + '), and skinWeights (' + geometry.skinWeights.length + ') should match.' );
+
+ }
+
+
+ // could change this to json.animations[0] or remove completely
+
+ geometry.animation = json.animation;
+ geometry.animations = json.animations;
+
+ };
+
+ function parseMorphing( scale ) {
+
+ if ( json.morphTargets !== undefined ) {
+
+ var i, l, v, vl, dstVertices, srcVertices;
+
+ for ( i = 0, l = json.morphTargets.length; i < l; i ++ ) {
+
+ geometry.morphTargets[ i ] = {};
+ geometry.morphTargets[ i ].name = json.morphTargets[ i ].name;
+ geometry.morphTargets[ i ].vertices = [];
+
+ dstVertices = geometry.morphTargets[ i ].vertices;
+ srcVertices = json.morphTargets [ i ].vertices;
+
+ for ( v = 0, vl = srcVertices.length; v < vl; v += 3 ) {
+
+ var vertex = new THREE.Vector3();
+ vertex.x = srcVertices[ v ] * scale;
+ vertex.y = srcVertices[ v + 1 ] * scale;
+ vertex.z = srcVertices[ v + 2 ] * scale;
+
+ dstVertices.push( vertex );
+
+ }
+
+ }
+
+ }
+
+ if ( json.morphColors !== undefined ) {
+
+ var i, l, c, cl, dstColors, srcColors, color;
+
+ for ( i = 0, l = json.morphColors.length; i < l; i ++ ) {
+
+ geometry.morphColors[ i ] = {};
+ geometry.morphColors[ i ].name = json.morphColors[ i ].name;
+ geometry.morphColors[ i ].colors = [];
+
+ dstColors = geometry.morphColors[ i ].colors;
+ srcColors = json.morphColors [ i ].colors;
+
+ for ( c = 0, cl = srcColors.length; c < cl; c += 3 ) {
+
+ color = new THREE.Color( 0xffaa00 );
+ color.setRGB( srcColors[ c ], srcColors[ c + 1 ], srcColors[ c + 2 ] );
+ dstColors.push( color );
+
+ }
+
+ }
+
+ }
+
+ };
+
+ if ( json.materials === undefined || json.materials.length === 0 ) {
+
+ return { geometry: geometry };
+
+ } else {
+
+ var materials = this.initMaterials( json.materials, texturePath );
+
+ if ( this.needsTangents( materials ) ) {
+
+ geometry.computeTangents();
+
+ }
+
+ return { geometry: geometry, materials: materials };
+
+ }
+
+};
+
+// File:src/loaders/LoadingManager.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.LoadingManager = function ( onLoad, onProgress, onError ) {
+
+ var scope = this;
+
+ var loaded = 0, total = 0;
+
+ this.onLoad = onLoad;
+ this.onProgress = onProgress;
+ this.onError = onError;
+
+ this.itemStart = function ( url ) {
+
+ total ++;
+
+ };
+
+ this.itemEnd = function ( url ) {
+
+ loaded ++;
+
+ if ( scope.onProgress !== undefined ) {
+
+ scope.onProgress( url, loaded, total );
+
+ }
+
+ if ( loaded === total && scope.onLoad !== undefined ) {
+
+ scope.onLoad();
+
+ }
+
+ };
+
+};
+
+THREE.DefaultLoadingManager = new THREE.LoadingManager();
+
+// File:src/loaders/BufferGeometryLoader.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.BufferGeometryLoader = function ( manager ) {
+
+ this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
+
+};
+
+THREE.BufferGeometryLoader.prototype = {
+
+ constructor: THREE.BufferGeometryLoader,
+
+ load: function ( url, onLoad, onProgress, onError ) {
+
+ var scope = this;
+
+ var loader = new THREE.XHRLoader( scope.manager );
+ loader.setCrossOrigin( this.crossOrigin );
+ loader.load( url, function ( text ) {
+
+ onLoad( scope.parse( JSON.parse( text ) ) );
+
+ }, onProgress, onError );
+
+ },
+
+ setCrossOrigin: function ( value ) {
+
+ this.crossOrigin = value;
+
+ },
+
+ parse: function ( json ) {
+
+ var geometry = new THREE.BufferGeometry();
+
+ var attributes = json.data.attributes;
+
+ for ( var key in attributes ) {
+
+ var attribute = attributes[ key ];
+ var typedArray = new self[ attribute.type ]( attribute.array );
+
+ geometry.addAttribute( key, new THREE.BufferAttribute( typedArray, attribute.itemSize ) );
+
+ }
+
+ var offsets = json.data.offsets;
+
+ if ( offsets !== undefined ) {
+
+ geometry.offsets = JSON.parse( JSON.stringify( offsets ) );
+
+ }
+
+ var boundingSphere = json.data.boundingSphere;
+
+ if ( boundingSphere !== undefined ) {
+
+ var center = new THREE.Vector3();
+
+ if ( boundingSphere.center !== undefined ) {
+
+ center.fromArray( boundingSphere.center );
+
+ }
+
+ geometry.boundingSphere = new THREE.Sphere( center, boundingSphere.radius );
+
+ }
+
+ return geometry;
+
+ }
+
+};
+
+// File:src/loaders/MaterialLoader.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.MaterialLoader = function ( manager ) {
+
+ this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
+
+};
+
+THREE.MaterialLoader.prototype = {
+
+ constructor: THREE.MaterialLoader,
+
+ load: function ( url, onLoad, onProgress, onError ) {
+
+ var scope = this;
+
+ var loader = new THREE.XHRLoader( scope.manager );
+ loader.setCrossOrigin( this.crossOrigin );
+ loader.load( url, function ( text ) {
+
+ onLoad( scope.parse( JSON.parse( text ) ) );
+
+ }, onProgress, onError );
+
+ },
+
+ setCrossOrigin: function ( value ) {
+
+ this.crossOrigin = value;
+
+ },
+
+ parse: function ( json ) {
+
+ var material = new THREE[ json.type ];
+
+ if ( json.color !== undefined ) material.color.setHex( json.color );
+ if ( json.emissive !== undefined ) material.emissive.setHex( json.emissive );
+ if ( json.specular !== undefined ) material.specular.setHex( json.specular );
+ if ( json.shininess !== undefined ) material.shininess = json.shininess;
+ if ( json.uniforms !== undefined ) material.uniforms = json.uniforms;
+ if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;
+ if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;
+ if ( json.vertexColors !== undefined ) material.vertexColors = json.vertexColors;
+ if ( json.shading !== undefined ) material.shading = json.shading;
+ if ( json.blending !== undefined ) material.blending = json.blending;
+ if ( json.side !== undefined ) material.side = json.side;
+ if ( json.opacity !== undefined ) material.opacity = json.opacity;
+ if ( json.transparent !== undefined ) material.transparent = json.transparent;
+ if ( json.wireframe !== undefined ) material.wireframe = json.wireframe;
+
+ // for PointCloudMaterial
+ if ( json.size !== undefined ) material.size = json.size;
+ if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;
+
+ if ( json.materials !== undefined ) {
+
+ for ( var i = 0, l = json.materials.length; i < l; i ++ ) {
+
+ material.materials.push( this.parse( json.materials[ i ] ) );
+
+ }
+
+ }
+
+ return material;
+
+ }
+
+};
+
+// File:src/loaders/ObjectLoader.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.ObjectLoader = function ( manager ) {
+
+ this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
+ this.texturePath = '';
+
+};
+
+THREE.ObjectLoader.prototype = {
+
+ constructor: THREE.ObjectLoader,
+
+ load: function ( url, onLoad, onProgress, onError ) {
+
+// if ( this.texturePath === '' ) {
+
+// this.texturePath = url.substring( 0, url.lastIndexOf( '/' ) + 1 );
+
+// }
+
+ var scope = this;
+
+ var loader = new THREE.XHRLoader( scope.manager );
+ loader.setCrossOrigin( this.crossOrigin );
+ loader.load( url, function ( text ) {
+
+ scope.parse( JSON.parse( text ), onLoad );
+
+ }, onProgress, onError );
+
+ },
+
+ setTexturePath: function ( value ) {
+
+ this.texturePath = value;
+
+ },
+
+ setCrossOrigin: function ( value ) {
+
+ this.crossOrigin = value;
+
+ },
+
+ parse: function ( json, onLoad ) {
+
+ var geometries = this.parseGeometries( json.geometries );
+
+ var images = this.parseImages( json.images, function () {
+
+ if ( onLoad !== undefined ) onLoad( object );
+
+ } );
+ var textures = this.parseTextures( json.textures, images );
+ var materials = this.parseMaterials( json.materials, textures );
+ var object = this.parseObject( json.object, geometries, materials );
+
+ if ( json.images === undefined || json.images.length === 0 ) {
+
+ if ( onLoad !== undefined ) onLoad( object );
+
+ }
+
+ return object;
+
+ },
+
+ parseGeometries: function ( json ) {
+
+ var geometries = {};
+
+ if ( json !== undefined ) {
+
+ var geometryLoader = new THREE.JSONLoader();
+ var bufferGeometryLoader = new THREE.BufferGeometryLoader();
+
+ for ( var i = 0, l = json.length; i < l; i ++ ) {
+
+ var geometry;
+ var data = json[ i ];
+
+ switch ( data.type ) {
+
+ case 'PlaneGeometry':
+ case 'PlaneBufferGeometry':
+
+ geometry = new THREE[ data.type ](
+ data.width,
+ data.height,
+ data.widthSegments,
+ data.heightSegments
+ );
+
+ break;
+
+ case 'BoxGeometry':
+ case 'CubeGeometry': // backwards compatible
+
+ geometry = new THREE.BoxGeometry(
+ data.width,
+ data.height,
+ data.depth,
+ data.widthSegments,
+ data.heightSegments,
+ data.depthSegments
+ );
+
+ break;
+
+ case 'CircleGeometry':
+
+ geometry = new THREE.CircleGeometry(
+ data.radius,
+ data.segments
+ );
+
+ break;
+
+ case 'CylinderGeometry':
+
+ geometry = new THREE.CylinderGeometry(
+ data.radiusTop,
+ data.radiusBottom,
+ data.height,
+ data.radialSegments,
+ data.heightSegments,
+ data.openEnded
+ );
+
+ break;
+
+ case 'SphereGeometry':
+
+ geometry = new THREE.SphereGeometry(
+ data.radius,
+ data.widthSegments,
+ data.heightSegments,
+ data.phiStart,
+ data.phiLength,
+ data.thetaStart,
+ data.thetaLength
+ );
+
+ break;
+
+ case 'IcosahedronGeometry':
+
+ geometry = new THREE.IcosahedronGeometry(
+ data.radius,
+ data.detail
+ );
+
+ break;
+
+ case 'TorusGeometry':
+
+ geometry = new THREE.TorusGeometry(
+ data.radius,
+ data.tube,
+ data.radialSegments,
+ data.tubularSegments,
+ data.arc
+ );
+
+ break;
+
+ case 'TorusKnotGeometry':
+
+ geometry = new THREE.TorusKnotGeometry(
+ data.radius,
+ data.tube,
+ data.radialSegments,
+ data.tubularSegments,
+ data.p,
+ data.q,
+ data.heightScale
+ );
+
+ break;
+
+ case 'BufferGeometry':
+
+ geometry = bufferGeometryLoader.parse( data );
+
+ break;
+
+ case 'Geometry':
+
+ geometry = geometryLoader.parse( data.data ).geometry;
+
+ break;
+
+ }
+
+ geometry.uuid = data.uuid;
+
+ if ( data.name !== undefined ) geometry.name = data.name;
+
+ geometries[ data.uuid ] = geometry;
+
+ }
+
+ }
+
+ return geometries;
+
+ },
+
+ parseMaterials: function ( json, textures ) {
+
+ var materials = {};
+
+ if ( json !== undefined ) {
+
+ var getTexture = function ( name ) {
+
+ if ( textures[ name ] === undefined ) {
+
+ THREE.warn( 'THREE.ObjectLoader: Undefined texture', name );
+
+ }
+
+ return textures[ name ];
+
+ };
+
+ var loader = new THREE.MaterialLoader();
+
+ for ( var i = 0, l = json.length; i < l; i ++ ) {
+
+ var data = json[ i ];
+ var material = loader.parse( data );
+
+ material.uuid = data.uuid;
+
+ if ( data.name !== undefined ) material.name = data.name;
+
+ if ( data.map !== undefined && data.map !== null ) {
+
+ material.map = getTexture( data.map );
+
+ }
+
+ if ( data.bumpMap !== undefined ) {
+
+ material.bumpMap = getTexture( data.bumpMap );
+ if ( data.bumpScale ) {
+ material.bumpScale = new THREE.Vector2( data.bumpScale, data.bumpScale );
+ }
+
+ }
+
+ if ( data.alphaMap !== undefined ) {
+
+ material.alphaMap = getTexture( data.alphaMap );
+
+ }
+
+ if ( data.envMap !== undefined ) {
+
+ material.envMap = getTexture( data.envMap );
+
+ }
+
+ if ( data.normalMap !== undefined ) {
+
+ material.normalMap = getTexture( data.normalMap );
+ if ( data.normalScale ) {
+ material.normalScale = new THREE.Vector2( data.normalScale, data.normalScale );
+ }
+
+ }
+
+ if ( data.lightMap !== undefined ) {
+
+ material.lightMap = getTexture( data.lightMap );
+
+ }
+
+ if ( data.specularMap !== undefined ) {
+
+ material.specularMap = getTexture( data.specularMap );
+
+ }
+
+ materials[ data.uuid ] = material;
+
+ }
+
+ }
+
+ return materials;
+
+ },
+
+ parseImages: function ( json, onLoad ) {
+
+ var scope = this;
+ var images = {};
+
+ if ( json !== undefined && json.length > 0 ) {
+
+ var manager = new THREE.LoadingManager( onLoad );
+
+ var loader = new THREE.ImageLoader( manager );
+ loader.setCrossOrigin( this.crossOrigin );
+
+ var loadImage = function ( url ) {
+
+ scope.manager.itemStart( url );
+
+ return loader.load( url, function () {
+
+ scope.manager.itemEnd( url );
+
+ } );
+
+ };
+
+ for ( var i = 0, l = json.length; i < l; i ++ ) {
+
+ var image = json[ i ];
+ var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.texturePath + image.url;
+
+ images[ image.uuid ] = loadImage( path );
+
+ }
+
+ }
+
+ return images;
+
+ },
+
+ parseTextures: function ( json, images ) {
+
+ var textures = {};
+
+ if ( json !== undefined ) {
+
+ for ( var i = 0, l = json.length; i < l; i ++ ) {
+
+ var data = json[ i ];
+
+ if ( data.image === undefined ) {
+
+ THREE.warn( 'THREE.ObjectLoader: No "image" speficied for', data.uuid );
+
+ }
+
+ if ( images[ data.image ] === undefined ) {
+
+ THREE.warn( 'THREE.ObjectLoader: Undefined image', data.image );
+
+ }
+
+ var texture = new THREE.Texture( images[ data.image ] );
+ texture.needsUpdate = true;
+
+ texture.uuid = data.uuid;
+
+ if ( data.name !== undefined ) texture.name = data.name;
+ if ( data.repeat !== undefined ) texture.repeat = new THREE.Vector2( data.repeat[ 0 ], data.repeat[ 1 ] );
+ if ( data.minFilter !== undefined ) texture.minFilter = THREE[ data.minFilter ];
+ if ( data.magFilter !== undefined ) texture.magFilter = THREE[ data.magFilter ];
+ if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;
+ if ( data.wrap instanceof Array ) {
+
+ texture.wrapS = THREE[ data.wrap[ 0 ] ];
+ texture.wrapT = THREE[ data.wrap[ 1 ] ];
+
+ }
+
+ textures[ data.uuid ] = texture;
+
+ }
+
+ }
+
+ return textures;
+
+ },
+
+ parseObject: function () {
+
+ var matrix = new THREE.Matrix4();
+
+ return function ( data, geometries, materials ) {
+
+ var object;
+
+ var getGeometry = function ( name ) {
+
+ if ( geometries[ name ] === undefined ) {
+
+ THREE.warn( 'THREE.ObjectLoader: Undefined geometry', name );
+
+ }
+
+ return geometries[ name ];
+
+ };
+
+ var getMaterial = function ( name ) {
+
+ if ( materials[ name ] === undefined ) {
+
+ THREE.warn( 'THREE.ObjectLoader: Undefined material', name );
+
+ }
+
+ return materials[ name ];
+
+ };
+
+ switch ( data.type ) {
+
+ case 'Scene':
+
+ object = new THREE.Scene();
+
+ break;
+
+ case 'PerspectiveCamera':
+
+ object = new THREE.PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
+
+ break;
+
+ case 'OrthographicCamera':
+
+ object = new THREE.OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
+
+ break;
+
+ case 'AmbientLight':
+
+ object = new THREE.AmbientLight( data.color );
+
+ break;
+
+ case 'DirectionalLight':
+
+ object = new THREE.DirectionalLight( data.color, data.intensity );
+
+ break;
+
+ case 'PointLight':
+
+ object = new THREE.PointLight( data.color, data.intensity, data.distance, data.decay );
+
+ break;
+
+ case 'SpotLight':
+
+ object = new THREE.SpotLight( data.color, data.intensity, data.distance, data.angle, data.exponent, data.decay );
+
+ break;
+
+ case 'HemisphereLight':
+
+ object = new THREE.HemisphereLight( data.color, data.groundColor, data.intensity );
+
+ break;
+
+ case 'Mesh':
+
+ object = new THREE.Mesh( getGeometry( data.geometry ), getMaterial( data.material ) );
+
+ break;
+
+ case 'Line':
+
+ object = new THREE.Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode );
+
+ break;
+
+ case 'PointCloud':
+
+ object = new THREE.PointCloud( getGeometry( data.geometry ), getMaterial( data.material ) );
+
+ break;
+
+ case 'Sprite':
+
+ object = new THREE.Sprite( getMaterial( data.material ) );
+
+ break;
+
+ case 'Group':
+
+ object = new THREE.Group();
+
+ break;
+
+ default:
+
+ object = new THREE.Object3D();
+
+ }
+
+ object.uuid = data.uuid;
+
+ if ( data.name !== undefined ) object.name = data.name;
+ if ( data.matrix !== undefined ) {
+
+ matrix.fromArray( data.matrix );
+ matrix.decompose( object.position, object.quaternion, object.scale );
+
+ } else {
+
+ if ( data.position !== undefined ) object.position.fromArray( data.position );
+ if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );
+ if ( data.scale !== undefined ) object.scale.fromArray( data.scale );
+
+ }
+
+ if ( data.visible !== undefined ) object.visible = data.visible;
+ if ( data.userData !== undefined ) object.userData = data.userData;
+
+ if ( data.children !== undefined ) {
+
+ for ( var child in data.children ) {
+
+ object.add( this.parseObject( data.children[ child ], geometries, materials ) );
+
+ }
+
+ }
+
+ return object;
+
+ }
+
+ }()
+
+};
+
+// File:src/loaders/TextureLoader.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.TextureLoader = function ( manager ) {
+
+ this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
+
+};
+
+THREE.TextureLoader.prototype = {
+
+ constructor: THREE.TextureLoader,
+
+ load: function ( url, onLoad, onProgress, onError ) {
+
+ var scope = this;
+
+ var loader = new THREE.ImageLoader( scope.manager );
+ loader.setCrossOrigin( this.crossOrigin );
+ loader.load( url, function ( image ) {
+
+ var texture = new THREE.Texture( image );
+ texture.needsUpdate = true;
+
+ if ( onLoad !== undefined ) {
+
+ onLoad( texture );
+
+ }
+
+ }, onProgress, onError );
+
+ },
+
+ setCrossOrigin: function ( value ) {
+
+ this.crossOrigin = value;
+
+ }
+
+};
+
+// File:src/loaders/BinaryTextureLoader.js
+
+/**
+ * @author Nikos M. / https://github.com/foo123/
+ *
+ * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
+ */
+
+THREE.DataTextureLoader = THREE.BinaryTextureLoader = function () {
+
+ // override in sub classes
+ this._parser = null;
+
+};
+
+THREE.BinaryTextureLoader.prototype = {
+
+ constructor: THREE.BinaryTextureLoader,
+
+ load: function ( url, onLoad, onProgress, onError ) {
+
+ var scope = this;
+
+ var texture = new THREE.DataTexture( );
+
+ var loader = new THREE.XHRLoader();
+ loader.setResponseType( 'arraybuffer' );
+
+ loader.load( url, function ( buffer ) {
+
+ var texData = scope._parser( buffer );
+
+ if ( !texData ) return;
+
+ if ( undefined !== texData.image ) {
+
+ texture.image = texData.image;
+
+ } else if ( undefined !== texData.data ) {
+
+ texture.image.width = texData.width;
+ texture.image.height = texData.height;
+ texture.image.data = texData.data;
+
+ }
+
+ texture.wrapS = undefined !== texData.wrapS ? texData.wrapS : THREE.ClampToEdgeWrapping;
+ texture.wrapT = undefined !== texData.wrapT ? texData.wrapT : THREE.ClampToEdgeWrapping;
+
+ texture.magFilter = undefined !== texData.magFilter ? texData.magFilter : THREE.LinearFilter;
+ texture.minFilter = undefined !== texData.minFilter ? texData.minFilter : THREE.LinearMipMapLinearFilter;
+
+ texture.anisotropy = undefined !== texData.anisotropy ? texData.anisotropy : 1;
+
+ if ( undefined !== texData.format ) {
+
+ texture.format = texData.format;
+
+ }
+ if ( undefined !== texData.type ) {
+
+ texture.type = texData.type;
+
+ }
+
+ if ( undefined !== texData.mipmaps ) {
+
+ texture.mipmaps = texData.mipmaps;
+
+ }
+
+ if ( 1 === texData.mipmapCount ) {
+
+ texture.minFilter = THREE.LinearFilter;
+
+ }
+
+ texture.needsUpdate = true;
+
+ if ( onLoad ) onLoad( texture, texData );
+
+ }, onProgress, onError );
+
+
+ return texture;
+
+ }
+
+};
+
+// File:src/loaders/CompressedTextureLoader.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ *
+ * Abstract Base class to block based textures loader (dds, pvr, ...)
+ */
+
+THREE.CompressedTextureLoader = function () {
+
+ // override in sub classes
+ this._parser = null;
+
+};
+
+
+THREE.CompressedTextureLoader.prototype = {
+
+ constructor: THREE.CompressedTextureLoader,
+
+ load: function ( url, onLoad, onError ) {
+
+ var scope = this;
+
+ var images = [];
+
+ var texture = new THREE.CompressedTexture();
+ texture.image = images;
+
+ var loader = new THREE.XHRLoader();
+ loader.setResponseType( 'arraybuffer' );
+
+ if ( url instanceof Array ) {
+
+ var loaded = 0;
+
+ var loadTexture = function ( i ) {
+
+ loader.load( url[ i ], function ( buffer ) {
+
+ var texDatas = scope._parser( buffer, true );
+
+ images[ i ] = {
+ width: texDatas.width,
+ height: texDatas.height,
+ format: texDatas.format,
+ mipmaps: texDatas.mipmaps
+ };
+
+ loaded += 1;
+
+ if ( loaded === 6 ) {
+
+ if (texDatas.mipmapCount == 1)
+ texture.minFilter = THREE.LinearFilter;
+
+ texture.format = texDatas.format;
+ texture.needsUpdate = true;
+
+ if ( onLoad ) onLoad( texture );
+
+ }
+
+ } );
+
+ };
+
+ for ( var i = 0, il = url.length; i < il; ++ i ) {
+
+ loadTexture( i );
+
+ }
+
+ } else {
+
+ // compressed cubemap texture stored in a single DDS file
+
+ loader.load( url, function ( buffer ) {
+
+ var texDatas = scope._parser( buffer, true );
+
+ if ( texDatas.isCubemap ) {
+
+ var faces = texDatas.mipmaps.length / texDatas.mipmapCount;
+
+ for ( var f = 0; f < faces; f ++ ) {
+
+ images[ f ] = { mipmaps : [] };
+
+ for ( var i = 0; i < texDatas.mipmapCount; i ++ ) {
+
+ images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
+ images[ f ].format = texDatas.format;
+ images[ f ].width = texDatas.width;
+ images[ f ].height = texDatas.height;
+
+ }
+
+ }
+
+ } else {
+
+ texture.image.width = texDatas.width;
+ texture.image.height = texDatas.height;
+ texture.mipmaps = texDatas.mipmaps;
+
+ }
+
+ if ( texDatas.mipmapCount === 1 ) {
+
+ texture.minFilter = THREE.LinearFilter;
+
+ }
+
+ texture.format = texDatas.format;
+ texture.needsUpdate = true;
+
+ if ( onLoad ) onLoad( texture );
+
+ } );
+
+ }
+
+ return texture;
+
+ }
+
+};
+
+// File:src/materials/Material.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Material = function () {
+
+ Object.defineProperty( this, 'id', { value: THREE.MaterialIdCount ++ } );
+
+ this.uuid = THREE.Math.generateUUID();
+
+ this.name = '';
+ this.type = 'Material';
+
+ this.side = THREE.FrontSide;
+
+ this.opacity = 1;
+ this.transparent = false;
+
+ this.blending = THREE.NormalBlending;
+
+ this.blendSrc = THREE.SrcAlphaFactor;
+ this.blendDst = THREE.OneMinusSrcAlphaFactor;
+ this.blendEquation = THREE.AddEquation;
+ this.blendSrcAlpha = null;
+ this.blendDstAlpha = null;
+ this.blendEquationAlpha = null;
+
+ this.depthTest = true;
+ this.depthWrite = true;
+
+ this.colorWrite = true;
+
+ this.polygonOffset = false;
+ this.polygonOffsetFactor = 0;
+ this.polygonOffsetUnits = 0;
+
+ this.alphaTest = 0;
+
+ this.overdraw = 0; // Overdrawn pixels (typically between 0 and 1) for fixing antialiasing gaps in CanvasRenderer
+
+ this.visible = true;
+
+ this._needsUpdate = true;
+
+};
+
+THREE.Material.prototype = {
+
+ constructor: THREE.Material,
+
+ get needsUpdate () {
+
+ return this._needsUpdate;
+
+ },
+
+ set needsUpdate ( value ) {
+
+ if ( value === true ) this.update();
+
+ this._needsUpdate = value;
+
+ },
+
+ setValues: function ( values ) {
+
+ if ( values === undefined ) return;
+
+ for ( var key in values ) {
+
+ var newValue = values[ key ];
+
+ if ( newValue === undefined ) {
+
+ THREE.warn( "THREE.Material: '" + key + "' parameter is undefined." );
+ continue;
+
+ }
+
+ if ( key in this ) {
+
+ var currentValue = this[ key ];
+
+ if ( currentValue instanceof THREE.Color ) {
+
+ currentValue.set( newValue );
+
+ } else if ( currentValue instanceof THREE.Vector3 && newValue instanceof THREE.Vector3 ) {
+
+ currentValue.copy( newValue );
+
+ } else if ( key == 'overdraw' ) {
+
+ // ensure overdraw is backwards-compatable with legacy boolean type
+ this[ key ] = Number( newValue );
+
+ } else {
+
+ this[ key ] = newValue;
+
+ }
+
+ }
+
+ }
+
+ },
+
+ toJSON: function () {
+
+ var output = {
+ metadata: {
+ version: 4.2,
+ type: 'material',
+ generator: 'MaterialExporter'
+ },
+ uuid: this.uuid,
+ type: this.type
+ };
+
+ if ( this.name !== "" ) output.name = this.name;
+
+ if ( this instanceof THREE.MeshBasicMaterial ) {
+
+ output.color = this.color.getHex();
+ if ( this.vertexColors !== THREE.NoColors ) output.vertexColors = this.vertexColors;
+ if ( this.blending !== THREE.NormalBlending ) output.blending = this.blending;
+ if ( this.side !== THREE.FrontSide ) output.side = this.side;
+
+ } else if ( this instanceof THREE.MeshLambertMaterial ) {
+
+ output.color = this.color.getHex();
+ output.emissive = this.emissive.getHex();
+ if ( this.vertexColors !== THREE.NoColors ) output.vertexColors = this.vertexColors;
+ if ( this.shading !== THREE.SmoothShading ) output.shading = this.shading;
+ if ( this.blending !== THREE.NormalBlending ) output.blending = this.blending;
+ if ( this.side !== THREE.FrontSide ) output.side = this.side;
+
+ } else if ( this instanceof THREE.MeshPhongMaterial ) {
+
+ output.color = this.color.getHex();
+ output.emissive = this.emissive.getHex();
+ output.specular = this.specular.getHex();
+ output.shininess = this.shininess;
+ if ( this.vertexColors !== THREE.NoColors ) output.vertexColors = this.vertexColors;
+ if ( this.shading !== THREE.SmoothShading ) output.shading = this.shading;
+ if ( this.blending !== THREE.NormalBlending ) output.blending = this.blending;
+ if ( this.side !== THREE.FrontSide ) output.side = this.side;
+
+ } else if ( this instanceof THREE.MeshNormalMaterial ) {
+
+ if ( this.blending !== THREE.NormalBlending ) output.blending = this.blending;
+ if ( this.side !== THREE.FrontSide ) output.side = this.side;
+
+ } else if ( this instanceof THREE.MeshDepthMaterial ) {
+
+ if ( this.blending !== THREE.NormalBlending ) output.blending = this.blending;
+ if ( this.side !== THREE.FrontSide ) output.side = this.side;
+
+ } else if ( this instanceof THREE.PointCloudMaterial ) {
+
+ output.size = this.size;
+ output.sizeAttenuation = this.sizeAttenuation;
+ output.color = this.color.getHex();
+
+ if ( this.vertexColors !== THREE.NoColors ) output.vertexColors = this.vertexColors;
+ if ( this.blending !== THREE.NormalBlending ) output.blending = this.blending;
+
+ } else if ( this instanceof THREE.ShaderMaterial ) {
+
+ output.uniforms = this.uniforms;
+ output.vertexShader = this.vertexShader;
+ output.fragmentShader = this.fragmentShader;
+
+ } else if ( this instanceof THREE.SpriteMaterial ) {
+
+ output.color = this.color.getHex();
+
+ }
+
+ if ( this.opacity < 1 ) output.opacity = this.opacity;
+ if ( this.transparent !== false ) output.transparent = this.transparent;
+ if ( this.wireframe !== false ) output.wireframe = this.wireframe;
+
+ return output;
+
+ },
+
+ clone: function ( material ) {
+
+ if ( material === undefined ) material = new THREE.Material();
+
+ material.name = this.name;
+
+ material.side = this.side;
+
+ material.opacity = this.opacity;
+ material.transparent = this.transparent;
+
+ material.blending = this.blending;
+
+ material.blendSrc = this.blendSrc;
+ material.blendDst = this.blendDst;
+ material.blendEquation = this.blendEquation;
+ material.blendSrcAlpha = this.blendSrcAlpha;
+ material.blendDstAlpha = this.blendDstAlpha;
+ material.blendEquationAlpha = this.blendEquationAlpha;
+
+ material.depthTest = this.depthTest;
+ material.depthWrite = this.depthWrite;
+
+ material.polygonOffset = this.polygonOffset;
+ material.polygonOffsetFactor = this.polygonOffsetFactor;
+ material.polygonOffsetUnits = this.polygonOffsetUnits;
+
+ material.alphaTest = this.alphaTest;
+
+ material.overdraw = this.overdraw;
+
+ material.visible = this.visible;
+
+ return material;
+
+ },
+
+ update: function () {
+
+ this.dispatchEvent( { type: 'update' } );
+
+ },
+
+ dispose: function () {
+
+ this.dispatchEvent( { type: 'dispose' } );
+
+ }
+
+};
+
+THREE.EventDispatcher.prototype.apply( THREE.Material.prototype );
+
+THREE.MaterialIdCount = 0;
+
+// File:src/materials/LineBasicMaterial.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ * color: <hex>,
+ * opacity: <float>,
+ *
+ * blending: THREE.NormalBlending,
+ * depthTest: <bool>,
+ * depthWrite: <bool>,
+ *
+ * linewidth: <float>,
+ * linecap: "round",
+ * linejoin: "round",
+ *
+ * vertexColors: <bool>
+ *
+ * fog: <bool>
+ * }
+ */
+
+THREE.LineBasicMaterial = function ( parameters ) {
+
+ THREE.Material.call( this );
+
+ this.type = 'LineBasicMaterial';
+
+ this.color = new THREE.Color( 0xffffff );
+
+ this.linewidth = 1;
+ this.linecap = 'round';
+ this.linejoin = 'round';
+
+ this.vertexColors = THREE.NoColors;
+
+ this.fog = true;
+
+ this.setValues( parameters );
+
+};
+
+THREE.LineBasicMaterial.prototype = Object.create( THREE.Material.prototype );
+THREE.LineBasicMaterial.prototype.constructor = THREE.LineBasicMaterial;
+
+THREE.LineBasicMaterial.prototype.clone = function () {
+
+ var material = new THREE.LineBasicMaterial();
+
+ THREE.Material.prototype.clone.call( this, material );
+
+ material.color.copy( this.color );
+
+ material.linewidth = this.linewidth;
+ material.linecap = this.linecap;
+ material.linejoin = this.linejoin;
+
+ material.vertexColors = this.vertexColors;
+
+ material.fog = this.fog;
+
+ return material;
+
+};
+
+// File:src/materials/LineDashedMaterial.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ * color: <hex>,
+ * opacity: <float>,
+ *
+ * blending: THREE.NormalBlending,
+ * depthTest: <bool>,
+ * depthWrite: <bool>,
+ *
+ * linewidth: <float>,
+ *
+ * scale: <float>,
+ * dashSize: <float>,
+ * gapSize: <float>,
+ *
+ * vertexColors: <bool>
+ *
+ * fog: <bool>
+ * }
+ */
+
+THREE.LineDashedMaterial = function ( parameters ) {
+
+ THREE.Material.call( this );
+
+ this.type = 'LineDashedMaterial';
+
+ this.color = new THREE.Color( 0xffffff );
+
+ this.linewidth = 1;
+
+ this.scale = 1;
+ this.dashSize = 3;
+ this.gapSize = 1;
+
+ this.vertexColors = false;
+
+ this.fog = true;
+
+ this.setValues( parameters );
+
+};
+
+THREE.LineDashedMaterial.prototype = Object.create( THREE.Material.prototype );
+THREE.LineDashedMaterial.prototype.constructor = THREE.LineDashedMaterial;
+
+THREE.LineDashedMaterial.prototype.clone = function () {
+
+ var material = new THREE.LineDashedMaterial();
+
+ THREE.Material.prototype.clone.call( this, material );
+
+ material.color.copy( this.color );
+
+ material.linewidth = this.linewidth;
+
+ material.scale = this.scale;
+ material.dashSize = this.dashSize;
+ material.gapSize = this.gapSize;
+
+ material.vertexColors = this.vertexColors;
+
+ material.fog = this.fog;
+
+ return material;
+
+};
+
+// File:src/materials/MeshBasicMaterial.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ * color: <hex>,
+ * opacity: <float>,
+ * map: new THREE.Texture( <Image> ),
+ *
+ * lightMap: new THREE.Texture( <Image> ),
+ *
+ * specularMap: new THREE.Texture( <Image> ),
+ *
+ * alphaMap: new THREE.Texture( <Image> ),
+ *
+ * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
+ * combine: THREE.Multiply,
+ * reflectivity: <float>,
+ * refractionRatio: <float>,
+ *
+ * shading: THREE.SmoothShading,
+ * blending: THREE.NormalBlending,
+ * depthTest: <bool>,
+ * depthWrite: <bool>,
+ *
+ * wireframe: <boolean>,
+ * wireframeLinewidth: <float>,
+ *
+ * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
+ *
+ * skinning: <bool>,
+ * morphTargets: <bool>,
+ *
+ * fog: <bool>
+ * }
+ */
+
+THREE.MeshBasicMaterial = function ( parameters ) {
+
+ THREE.Material.call( this );
+
+ this.type = 'MeshBasicMaterial';
+
+ this.color = new THREE.Color( 0xffffff ); // emissive
+
+ this.map = null;
+
+ this.lightMap = null;
+
+ this.specularMap = null;
+
+ this.alphaMap = null;
+
+ this.envMap = null;
+ this.combine = THREE.MultiplyOperation;
+ this.reflectivity = 1;
+ this.refractionRatio = 0.98;
+
+ this.fog = true;
+
+ this.shading = THREE.SmoothShading;
+
+ this.wireframe = false;
+ this.wireframeLinewidth = 1;
+ this.wireframeLinecap = 'round';
+ this.wireframeLinejoin = 'round';
+
+ this.vertexColors = THREE.NoColors;
+
+ this.skinning = false;
+ this.morphTargets = false;
+
+ this.setValues( parameters );
+
+};
+
+THREE.MeshBasicMaterial.prototype = Object.create( THREE.Material.prototype );
+THREE.MeshBasicMaterial.prototype.constructor = THREE.MeshBasicMaterial;
+
+THREE.MeshBasicMaterial.prototype.clone = function () {
+
+ var material = new THREE.MeshBasicMaterial();
+
+ THREE.Material.prototype.clone.call( this, material );
+
+ material.color.copy( this.color );
+
+ material.map = this.map;
+
+ material.lightMap = this.lightMap;
+
+ material.specularMap = this.specularMap;
+
+ material.alphaMap = this.alphaMap;
+
+ material.envMap = this.envMap;
+ material.combine = this.combine;
+ material.reflectivity = this.reflectivity;
+ material.refractionRatio = this.refractionRatio;
+
+ material.fog = this.fog;
+
+ material.shading = this.shading;
+
+ material.wireframe = this.wireframe;
+ material.wireframeLinewidth = this.wireframeLinewidth;
+ material.wireframeLinecap = this.wireframeLinecap;
+ material.wireframeLinejoin = this.wireframeLinejoin;
+
+ material.vertexColors = this.vertexColors;
+
+ material.skinning = this.skinning;
+ material.morphTargets = this.morphTargets;
+
+ return material;
+
+};
+
+// File:src/materials/MeshLambertMaterial.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ * color: <hex>,
+ * emissive: <hex>,
+ * opacity: <float>,
+ *
+ * map: new THREE.Texture( <Image> ),
+ *
+ * lightMap: new THREE.Texture( <Image> ),
+ *
+ * specularMap: new THREE.Texture( <Image> ),
+ *
+ * alphaMap: new THREE.Texture( <Image> ),
+ *
+ * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
+ * combine: THREE.Multiply,
+ * reflectivity: <float>,
+ * refractionRatio: <float>,
+ *
+ * shading: THREE.SmoothShading,
+ * blending: THREE.NormalBlending,
+ * depthTest: <bool>,
+ * depthWrite: <bool>,
+ *
+ * wireframe: <boolean>,
+ * wireframeLinewidth: <float>,
+ *
+ * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
+ *
+ * skinning: <bool>,
+ * morphTargets: <bool>,
+ * morphNormals: <bool>,
+ *
+ * fog: <bool>
+ * }
+ */
+
+THREE.MeshLambertMaterial = function ( parameters ) {
+
+ THREE.Material.call( this );
+
+ this.type = 'MeshLambertMaterial';
+
+ this.color = new THREE.Color( 0xffffff ); // diffuse
+ this.emissive = new THREE.Color( 0x000000 );
+
+ this.wrapAround = false;
+ this.wrapRGB = new THREE.Vector3( 1, 1, 1 );
+
+ this.map = null;
+
+ this.lightMap = null;
+
+ this.specularMap = null;
+
+ this.alphaMap = null;
+
+ this.envMap = null;
+ this.combine = THREE.MultiplyOperation;
+ this.reflectivity = 1;
+ this.refractionRatio = 0.98;
+
+ this.fog = true;
+
+ this.shading = THREE.SmoothShading;
+
+ this.wireframe = false;
+ this.wireframeLinewidth = 1;
+ this.wireframeLinecap = 'round';
+ this.wireframeLinejoin = 'round';
+
+ this.vertexColors = THREE.NoColors;
+
+ this.skinning = false;
+ this.morphTargets = false;
+ this.morphNormals = false;
+
+ this.setValues( parameters );
+
+};
+
+THREE.MeshLambertMaterial.prototype = Object.create( THREE.Material.prototype );
+THREE.MeshLambertMaterial.prototype.constructor = THREE.MeshLambertMaterial;
+
+THREE.MeshLambertMaterial.prototype.clone = function () {
+
+ var material = new THREE.MeshLambertMaterial();
+
+ THREE.Material.prototype.clone.call( this, material );
+
+ material.color.copy( this.color );
+ material.emissive.copy( this.emissive );
+
+ material.wrapAround = this.wrapAround;
+ material.wrapRGB.copy( this.wrapRGB );
+
+ material.map = this.map;
+
+ material.lightMap = this.lightMap;
+
+ material.specularMap = this.specularMap;
+
+ material.alphaMap = this.alphaMap;
+
+ material.envMap = this.envMap;
+ material.combine = this.combine;
+ material.reflectivity = this.reflectivity;
+ material.refractionRatio = this.refractionRatio;
+
+ material.fog = this.fog;
+
+ material.shading = this.shading;
+
+ material.wireframe = this.wireframe;
+ material.wireframeLinewidth = this.wireframeLinewidth;
+ material.wireframeLinecap = this.wireframeLinecap;
+ material.wireframeLinejoin = this.wireframeLinejoin;
+
+ material.vertexColors = this.vertexColors;
+
+ material.skinning = this.skinning;
+ material.morphTargets = this.morphTargets;
+ material.morphNormals = this.morphNormals;
+
+ return material;
+
+};
+
+// File:src/materials/MeshPhongMaterial.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ * color: <hex>,
+ * emissive: <hex>,
+ * specular: <hex>,
+ * shininess: <float>,
+ * opacity: <float>,
+ *
+ * map: new THREE.Texture( <Image> ),
+ *
+ * lightMap: new THREE.Texture( <Image> ),
+ *
+ * bumpMap: new THREE.Texture( <Image> ),
+ * bumpScale: <float>,
+ *
+ * normalMap: new THREE.Texture( <Image> ),
+ * normalScale: <Vector2>,
+ *
+ * specularMap: new THREE.Texture( <Image> ),
+ *
+ * alphaMap: new THREE.Texture( <Image> ),
+ *
+ * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
+ * combine: THREE.Multiply,
+ * reflectivity: <float>,
+ * refractionRatio: <float>,
+ *
+ * shading: THREE.SmoothShading,
+ * blending: THREE.NormalBlending,
+ * depthTest: <bool>,
+ * depthWrite: <bool>,
+ *
+ * wireframe: <boolean>,
+ * wireframeLinewidth: <float>,
+ *
+ * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
+ *
+ * skinning: <bool>,
+ * morphTargets: <bool>,
+ * morphNormals: <bool>,
+ *
+ * fog: <bool>
+ * }
+ */
+
+THREE.MeshPhongMaterial = function ( parameters ) {
+
+ THREE.Material.call( this );
+
+ this.type = 'MeshPhongMaterial';
+
+ this.color = new THREE.Color( 0xffffff ); // diffuse
+ this.emissive = new THREE.Color( 0x000000 );
+ this.specular = new THREE.Color( 0x111111 );
+ this.shininess = 30;
+
+ this.metal = false;
+
+ this.wrapAround = false;
+ this.wrapRGB = new THREE.Vector3( 1, 1, 1 );
+
+ this.map = null;
+
+ this.lightMap = null;
+
+ this.bumpMap = null;
+ this.bumpScale = 1;
+
+ this.normalMap = null;
+ this.normalScale = new THREE.Vector2( 1, 1 );
+
+ this.specularMap = null;
+
+ this.alphaMap = null;
+
+ this.envMap = null;
+ this.combine = THREE.MultiplyOperation;
+ this.reflectivity = 1;
+ this.refractionRatio = 0.98;
+
+ this.fog = true;
+
+ this.shading = THREE.SmoothShading;
+
+ this.wireframe = false;
+ this.wireframeLinewidth = 1;
+ this.wireframeLinecap = 'round';
+ this.wireframeLinejoin = 'round';
+
+ this.vertexColors = THREE.NoColors;
+
+ this.skinning = false;
+ this.morphTargets = false;
+ this.morphNormals = false;
+
+ this.setValues( parameters );
+
+};
+
+THREE.MeshPhongMaterial.prototype = Object.create( THREE.Material.prototype );
+THREE.MeshPhongMaterial.prototype.constructor = THREE.MeshPhongMaterial;
+
+THREE.MeshPhongMaterial.prototype.clone = function () {
+
+ var material = new THREE.MeshPhongMaterial();
+
+ THREE.Material.prototype.clone.call( this, material );
+
+ material.color.copy( this.color );
+ material.emissive.copy( this.emissive );
+ material.specular.copy( this.specular );
+ material.shininess = this.shininess;
+
+ material.metal = this.metal;
+
+ material.wrapAround = this.wrapAround;
+ material.wrapRGB.copy( this.wrapRGB );
+
+ material.map = this.map;
+
+ material.lightMap = this.lightMap;
+
+ material.bumpMap = this.bumpMap;
+ material.bumpScale = this.bumpScale;
+
+ material.normalMap = this.normalMap;
+ material.normalScale.copy( this.normalScale );
+
+ material.specularMap = this.specularMap;
+
+ material.alphaMap = this.alphaMap;
+
+ material.envMap = this.envMap;
+ material.combine = this.combine;
+ material.reflectivity = this.reflectivity;
+ material.refractionRatio = this.refractionRatio;
+
+ material.fog = this.fog;
+
+ material.shading = this.shading;
+
+ material.wireframe = this.wireframe;
+ material.wireframeLinewidth = this.wireframeLinewidth;
+ material.wireframeLinecap = this.wireframeLinecap;
+ material.wireframeLinejoin = this.wireframeLinejoin;
+
+ material.vertexColors = this.vertexColors;
+
+ material.skinning = this.skinning;
+ material.morphTargets = this.morphTargets;
+ material.morphNormals = this.morphNormals;
+
+ return material;
+
+};
+
+// File:src/materials/MeshDepthMaterial.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ * opacity: <float>,
+ *
+ * blending: THREE.NormalBlending,
+ * depthTest: <bool>,
+ * depthWrite: <bool>,
+ *
+ * wireframe: <boolean>,
+ * wireframeLinewidth: <float>
+ * }
+ */
+
+THREE.MeshDepthMaterial = function ( parameters ) {
+
+ THREE.Material.call( this );
+
+ this.type = 'MeshDepthMaterial';
+
+ this.morphTargets = false;
+ this.wireframe = false;
+ this.wireframeLinewidth = 1;
+
+ this.setValues( parameters );
+
+};
+
+THREE.MeshDepthMaterial.prototype = Object.create( THREE.Material.prototype );
+THREE.MeshDepthMaterial.prototype.constructor = THREE.MeshDepthMaterial;
+
+THREE.MeshDepthMaterial.prototype.clone = function () {
+
+ var material = new THREE.MeshDepthMaterial();
+
+ THREE.Material.prototype.clone.call( this, material );
+
+ material.wireframe = this.wireframe;
+ material.wireframeLinewidth = this.wireframeLinewidth;
+
+ return material;
+
+};
+
+// File:src/materials/MeshNormalMaterial.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ *
+ * parameters = {
+ * opacity: <float>,
+ *
+ * shading: THREE.FlatShading,
+ * blending: THREE.NormalBlending,
+ * depthTest: <bool>,
+ * depthWrite: <bool>,
+ *
+ * wireframe: <boolean>,
+ * wireframeLinewidth: <float>
+ * }
+ */
+
+THREE.MeshNormalMaterial = function ( parameters ) {
+
+ THREE.Material.call( this, parameters );
+
+ this.type = 'MeshNormalMaterial';
+
+ this.wireframe = false;
+ this.wireframeLinewidth = 1;
+
+ this.morphTargets = false;
+
+ this.setValues( parameters );
+
+};
+
+THREE.MeshNormalMaterial.prototype = Object.create( THREE.Material.prototype );
+THREE.MeshNormalMaterial.prototype.constructor = THREE.MeshNormalMaterial;
+
+THREE.MeshNormalMaterial.prototype.clone = function () {
+
+ var material = new THREE.MeshNormalMaterial();
+
+ THREE.Material.prototype.clone.call( this, material );
+
+ material.wireframe = this.wireframe;
+ material.wireframeLinewidth = this.wireframeLinewidth;
+
+ return material;
+
+};
+
+// File:src/materials/MeshFaceMaterial.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.MeshFaceMaterial = function ( materials ) {
+
+ this.uuid = THREE.Math.generateUUID();
+
+ this.type = 'MeshFaceMaterial';
+
+ this.materials = materials instanceof Array ? materials : [];
+
+};
+
+THREE.MeshFaceMaterial.prototype = {
+
+ constructor: THREE.MeshFaceMaterial,
+
+ toJSON: function () {
+
+ var output = {
+ metadata: {
+ version: 4.2,
+ type: 'material',
+ generator: 'MaterialExporter'
+ },
+ uuid: this.uuid,
+ type: this.type,
+ materials: []
+ };
+
+ for ( var i = 0, l = this.materials.length; i < l; i ++ ) {
+
+ output.materials.push( this.materials[ i ].toJSON() );
+
+ }
+
+ return output;
+
+ },
+
+ clone: function () {
+
+ var material = new THREE.MeshFaceMaterial();
+
+ for ( var i = 0; i < this.materials.length; i ++ ) {
+
+ material.materials.push( this.materials[ i ].clone() );
+
+ }
+
+ return material;
+
+ }
+
+};
+
+// File:src/materials/PointCloudMaterial.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ * color: <hex>,
+ * opacity: <float>,
+ * map: new THREE.Texture( <Image> ),
+ *
+ * size: <float>,
+ * sizeAttenuation: <bool>,
+ *
+ * blending: THREE.NormalBlending,
+ * depthTest: <bool>,
+ * depthWrite: <bool>,
+ *
+ * vertexColors: <bool>,
+ *
+ * fog: <bool>
+ * }
+ */
+
+THREE.PointCloudMaterial = function ( parameters ) {
+
+ THREE.Material.call( this );
+
+ this.type = 'PointCloudMaterial';
+
+ this.color = new THREE.Color( 0xffffff );
+
+ this.map = null;
+
+ this.size = 1;
+ this.sizeAttenuation = true;
+
+ this.vertexColors = THREE.NoColors;
+
+ this.fog = true;
+
+ this.setValues( parameters );
+
+};
+
+THREE.PointCloudMaterial.prototype = Object.create( THREE.Material.prototype );
+THREE.PointCloudMaterial.prototype.constructor = THREE.PointCloudMaterial;
+
+THREE.PointCloudMaterial.prototype.clone = function () {
+
+ var material = new THREE.PointCloudMaterial();
+
+ THREE.Material.prototype.clone.call( this, material );
+
+ material.color.copy( this.color );
+
+ material.map = this.map;
+
+ material.size = this.size;
+ material.sizeAttenuation = this.sizeAttenuation;
+
+ material.vertexColors = this.vertexColors;
+
+ material.fog = this.fog;
+
+ return material;
+
+};
+
+// backwards compatibility
+
+THREE.ParticleBasicMaterial = function ( parameters ) {
+
+ THREE.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointCloudMaterial.' );
+ return new THREE.PointCloudMaterial( parameters );
+
+};
+
+THREE.ParticleSystemMaterial = function ( parameters ) {
+
+ THREE.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointCloudMaterial.' );
+ return new THREE.PointCloudMaterial( parameters );
+
+};
+
+// File:src/materials/ShaderMaterial.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ * defines: { "label" : "value" },
+ * uniforms: { "parameter1": { type: "f", value: 1.0 }, "parameter2": { type: "i" value2: 2 } },
+ *
+ * fragmentShader: <string>,
+ * vertexShader: <string>,
+ *
+ * shading: THREE.SmoothShading,
+ * blending: THREE.NormalBlending,
+ * depthTest: <bool>,
+ * depthWrite: <bool>,
+ *
+ * wireframe: <boolean>,
+ * wireframeLinewidth: <float>,
+ *
+ * lights: <bool>,
+ *
+ * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
+ *
+ * skinning: <bool>,
+ * morphTargets: <bool>,
+ * morphNormals: <bool>,
+ *
+ * fog: <bool>
+ * }
+ */
+
+THREE.ShaderMaterial = function ( parameters ) {
+
+ THREE.Material.call( this );
+
+ this.type = 'ShaderMaterial';
+
+ this.defines = {};
+ this.uniforms = {};
+ this.attributes = null;
+
+ this.vertexShader = 'void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}';
+ this.fragmentShader = 'void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}';
+
+ this.shading = THREE.SmoothShading;
+
+ this.linewidth = 1;
+
+ this.wireframe = false;
+ this.wireframeLinewidth = 1;
+
+ this.fog = false; // set to use scene fog
+
+ this.lights = false; // set to use scene lights
+
+ this.vertexColors = THREE.NoColors; // set to use "color" attribute stream
+
+ this.skinning = false; // set to use skinning attribute streams
+
+ this.morphTargets = false; // set to use morph targets
+ this.morphNormals = false; // set to use morph normals
+
+ // When rendered geometry doesn't include these attributes but the material does,
+ // use these default values in WebGL. This avoids errors when buffer data is missing.
+ this.defaultAttributeValues = {
+ 'color': [ 1, 1, 1 ],
+ 'uv': [ 0, 0 ],
+ 'uv2': [ 0, 0 ]
+ };
+
+ this.index0AttributeName = undefined;
+
+ this.setValues( parameters );
+
+};
+
+THREE.ShaderMaterial.prototype = Object.create( THREE.Material.prototype );
+THREE.ShaderMaterial.prototype.constructor = THREE.ShaderMaterial;
+
+THREE.ShaderMaterial.prototype.clone = function () {
+
+ var material = new THREE.ShaderMaterial();
+
+ THREE.Material.prototype.clone.call( this, material );
+
+ material.fragmentShader = this.fragmentShader;
+ material.vertexShader = this.vertexShader;
+
+ material.uniforms = THREE.UniformsUtils.clone( this.uniforms );
+
+ material.attributes = this.attributes;
+ material.defines = this.defines;
+
+ material.shading = this.shading;
+
+ material.wireframe = this.wireframe;
+ material.wireframeLinewidth = this.wireframeLinewidth;
+
+ material.fog = this.fog;
+
+ material.lights = this.lights;
+
+ material.vertexColors = this.vertexColors;
+
+ material.skinning = this.skinning;
+
+ material.morphTargets = this.morphTargets;
+ material.morphNormals = this.morphNormals;
+
+ return material;
+
+};
+
+// File:src/materials/RawShaderMaterial.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.RawShaderMaterial = function ( parameters ) {
+
+ THREE.ShaderMaterial.call( this, parameters );
+
+ this.type = 'RawShaderMaterial';
+
+};
+
+THREE.RawShaderMaterial.prototype = Object.create( THREE.ShaderMaterial.prototype );
+THREE.RawShaderMaterial.prototype.constructor = THREE.RawShaderMaterial;
+
+THREE.RawShaderMaterial.prototype.clone = function () {
+
+ var material = new THREE.RawShaderMaterial();
+
+ THREE.ShaderMaterial.prototype.clone.call( this, material );
+
+ return material;
+
+};
+
+// File:src/materials/SpriteMaterial.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ * color: <hex>,
+ * opacity: <float>,
+ * map: new THREE.Texture( <Image> ),
+ *
+ * blending: THREE.NormalBlending,
+ * depthTest: <bool>,
+ * depthWrite: <bool>,
+ *
+ * uvOffset: new THREE.Vector2(),
+ * uvScale: new THREE.Vector2(),
+ *
+ * fog: <bool>
+ * }
+ */
+
+THREE.SpriteMaterial = function ( parameters ) {
+
+ THREE.Material.call( this );
+
+ this.type = 'SpriteMaterial';
+
+ this.color = new THREE.Color( 0xffffff );
+ this.map = null;
+
+ this.rotation = 0;
+
+ this.fog = false;
+
+ // set parameters
+
+ this.setValues( parameters );
+
+};
+
+THREE.SpriteMaterial.prototype = Object.create( THREE.Material.prototype );
+THREE.SpriteMaterial.prototype.constructor = THREE.SpriteMaterial;
+
+THREE.SpriteMaterial.prototype.clone = function () {
+
+ var material = new THREE.SpriteMaterial();
+
+ THREE.Material.prototype.clone.call( this, material );
+
+ material.color.copy( this.color );
+ material.map = this.map;
+
+ material.rotation = this.rotation;
+
+ material.fog = this.fog;
+
+ return material;
+
+};
+
+// File:src/textures/Texture.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ * @author szimek / https://github.com/szimek/
+ */
+
+THREE.Texture = function ( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
+
+ Object.defineProperty( this, 'id', { value: THREE.TextureIdCount ++ } );
+
+ this.uuid = THREE.Math.generateUUID();
+
+ this.name = '';
+ this.sourceFile = '';
+
+ this.image = image !== undefined ? image : THREE.Texture.DEFAULT_IMAGE;
+ this.mipmaps = [];
+
+ this.mapping = mapping !== undefined ? mapping : THREE.Texture.DEFAULT_MAPPING;
+
+ this.wrapS = wrapS !== undefined ? wrapS : THREE.ClampToEdgeWrapping;
+ this.wrapT = wrapT !== undefined ? wrapT : THREE.ClampToEdgeWrapping;
+
+ this.magFilter = magFilter !== undefined ? magFilter : THREE.LinearFilter;
+ this.minFilter = minFilter !== undefined ? minFilter : THREE.LinearMipMapLinearFilter;
+
+ this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
+
+ this.format = format !== undefined ? format : THREE.RGBAFormat;
+ this.type = type !== undefined ? type : THREE.UnsignedByteType;
+
+ this.offset = new THREE.Vector2( 0, 0 );
+ this.repeat = new THREE.Vector2( 1, 1 );
+
+ this.generateMipmaps = true;
+ this.premultiplyAlpha = false;
+ this.flipY = true;
+ this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
+
+ this._needsUpdate = false;
+ this.onUpdate = null;
+
+ var _this = this;
+ this.__defineGetter__("needsUpdate", function(){
+ return _this._needsUpdate;
+ });
+
+ this.__defineSetter__("needsUpdate", function(value){
+
+ if ( value === true ) _this.update();
+ _this._needsUpdate = value;
+ });
+};
+
+THREE.Texture.DEFAULT_IMAGE = undefined;
+THREE.Texture.DEFAULT_MAPPING = THREE.UVMapping;
+
+THREE.Texture.prototype = {
+
+ constructor: THREE.Texture,
+
+ clone: function ( texture ) {
+
+ if ( texture === undefined ) texture = new THREE.Texture();
+
+ texture.image = this.image;
+ texture.mipmaps = this.mipmaps.slice( 0 );
+
+ texture.mapping = this.mapping;
+
+ texture.wrapS = this.wrapS;
+ texture.wrapT = this.wrapT;
+
+ texture.magFilter = this.magFilter;
+ texture.minFilter = this.minFilter;
+
+ texture.anisotropy = this.anisotropy;
+
+ texture.format = this.format;
+ texture.type = this.type;
+
+ texture.offset.copy( this.offset );
+ texture.repeat.copy( this.repeat );
+
+ texture.generateMipmaps = this.generateMipmaps;
+ texture.premultiplyAlpha = this.premultiplyAlpha;
+ texture.flipY = this.flipY;
+ texture.unpackAlignment = this.unpackAlignment;
+
+ return texture;
+
+ },
+
+ update: function () {
+
+ this.dispatchEvent( { type: 'update' } );
+
+ },
+
+ dispose: function () {
+
+ this.dispatchEvent( { type: 'dispose' } );
+
+ }
+
+};
+
+THREE.EventDispatcher.prototype.apply( THREE.Texture.prototype );
+
+THREE.TextureIdCount = 0;
+
+// File:src/textures/CubeTexture.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.CubeTexture = function ( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
+
+ mapping = mapping !== undefined ? mapping : THREE.CubeReflectionMapping;
+
+ THREE.Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
+
+ this.images = images;
+
+};
+
+THREE.CubeTexture.prototype = Object.create( THREE.Texture.prototype );
+THREE.CubeTexture.prototype.constructor = THREE.CubeTexture;
+
+THREE.CubeTexture.clone = function ( texture ) {
+
+ if ( texture === undefined ) texture = new THREE.CubeTexture();
+
+ THREE.Texture.prototype.clone.call( this, texture );
+
+ texture.images = this.images;
+
+ return texture;
+
+};
+
+// File:src/textures/CompressedTexture.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.CompressedTexture = function ( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy ) {
+
+ THREE.Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
+
+ this.image = { width: width, height: height };
+ this.mipmaps = mipmaps;
+
+ // no flipping for cube textures
+ // (also flipping doesn't work for compressed textures )
+
+ this.flipY = false;
+
+ // can't generate mipmaps for compressed textures
+ // mips must be embedded in DDS files
+
+ this.generateMipmaps = false;
+
+};
+
+THREE.CompressedTexture.prototype = Object.create( THREE.Texture.prototype );
+THREE.CompressedTexture.prototype.constructor = THREE.CompressedTexture;
+
+THREE.CompressedTexture.prototype.clone = function () {
+
+ var texture = new THREE.CompressedTexture();
+
+ THREE.Texture.prototype.clone.call( this, texture );
+
+ return texture;
+
+};
+
+// File:src/textures/DataTexture.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.DataTexture = function ( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy ) {
+
+ THREE.Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
+
+ this.image = { data: data, width: width, height: height };
+
+};
+
+THREE.DataTexture.prototype = Object.create( THREE.Texture.prototype );
+THREE.DataTexture.prototype.constructor = THREE.DataTexture;
+
+THREE.DataTexture.prototype.clone = function () {
+
+ var texture = new THREE.DataTexture();
+
+ THREE.Texture.prototype.clone.call( this, texture );
+
+ return texture;
+
+};
+
+// File:src/textures/VideoTexture.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.VideoTexture = function ( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
+
+ THREE.Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
+
+ this.generateMipmaps = false;
+
+ var scope = this;
+
+ var update = function () {
+
+ requestAnimationFrame( update );
+
+ if ( video.readyState === video.HAVE_ENOUGH_DATA ) {
+
+ scope.needsUpdate = true;
+
+ }
+
+ };
+
+ update();
+
+};
+
+THREE.VideoTexture.prototype = Object.create( THREE.Texture.prototype );
+THREE.VideoTexture.prototype.constructor = THREE.VideoTexture;
+
+// File:src/objects/Group.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Group = function () {
+
+ THREE.Object3D.call( this );
+
+ this.type = 'Group';
+
+};
+
+THREE.Group.prototype = Object.create( THREE.Object3D.prototype );
+THREE.Group.prototype.constructor = THREE.Group;
+
+// File:src/objects/PointCloud.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.PointCloud = function ( geometry, material ) {
+
+ THREE.Object3D.call( this );
+
+ this.type = 'PointCloud';
+
+ this.geometry = geometry !== undefined ? geometry : new THREE.Geometry();
+ this.material = material !== undefined ? material : new THREE.PointCloudMaterial( { color: Math.random() * 0xffffff } );
+
+};
+
+THREE.PointCloud.prototype = Object.create( THREE.Object3D.prototype );
+THREE.PointCloud.prototype.constructor = THREE.PointCloud;
+
+THREE.PointCloud.prototype.raycast = ( function () {
+
+ var inverseMatrix = new THREE.Matrix4();
+ var ray = new THREE.Ray();
+
+ return function ( raycaster, intersects ) {
+
+ var object = this;
+ var geometry = object.geometry;
+ var threshold = raycaster.params.PointCloud.threshold;
+
+ inverseMatrix.getInverse( this.matrixWorld );
+ ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
+
+ if ( geometry.boundingBox !== null ) {
+
+ if ( ray.isIntersectionBox( geometry.boundingBox ) === false ) {
+
+ return;
+
+ }
+
+ }
+
+ var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
+ var position = new THREE.Vector3();
+
+ var testPoint = function ( point, index ) {
+
+ var rayPointDistance = ray.distanceToPoint( point );
+
+ if ( rayPointDistance < localThreshold ) {
+
+ var intersectPoint = ray.closestPointToPoint( point );
+ intersectPoint.applyMatrix4( object.matrixWorld );
+
+ var distance = raycaster.ray.origin.distanceTo( intersectPoint );
+
+ intersects.push( {
+
+ distance: distance,
+ distanceToRay: rayPointDistance,
+ point: intersectPoint.clone(),
+ index: index,
+ face: null,
+ object: object
+
+ } );
+
+ }
+
+ };
+
+ if ( geometry instanceof THREE.BufferGeometry ) {
+
+ var attributes = geometry.attributes;
+ var positions = attributes.position.array;
+
+ if ( attributes.index !== undefined ) {
+
+ var indices = attributes.index.array;
+ var offsets = geometry.offsets;
+
+ if ( offsets.length === 0 ) {
+
+ var offset = {
+ start: 0,
+ count: indices.length,
+ index: 0
+ };
+
+ offsets = [ offset ];
+
+ }
+
+ for ( var oi = 0, ol = offsets.length; oi < ol; ++ oi ) {
+
+ var start = offsets[ oi ].start;
+ var count = offsets[ oi ].count;
+ var index = offsets[ oi ].index;
+
+ for ( var i = start, il = start + count; i < il; i ++ ) {
+
+ var a = index + indices[ i ];
+
+ position.fromArray( positions, a * 3 );
+
+ testPoint( position, a );
+
+ }
+
+ }
+
+ } else {
+
+ var pointCount = positions.length / 3;
+
+ for ( var i = 0; i < pointCount; i ++ ) {
+
+ position.set(
+ positions[ 3 * i ],
+ positions[ 3 * i + 1 ],
+ positions[ 3 * i + 2 ]
+ );
+
+ testPoint( position, i );
+
+ }
+
+ }
+
+ } else {
+
+ var vertices = this.geometry.vertices;
+
+ for ( var i = 0; i < vertices.length; i ++ ) {
+
+ testPoint( vertices[ i ], i );
+
+ }
+
+ }
+
+ };
+
+}() );
+
+THREE.PointCloud.prototype.clone = function ( object ) {
+
+ if ( object === undefined ) object = new THREE.PointCloud( this.geometry, this.material );
+
+ THREE.Object3D.prototype.clone.call( this, object );
+
+ return object;
+
+};
+
+// Backwards compatibility
+
+THREE.ParticleSystem = function ( geometry, material ) {
+
+ THREE.warn( 'THREE.ParticleSystem has been renamed to THREE.PointCloud.' );
+ return new THREE.PointCloud( geometry, material );
+
+};
+
+// File:src/objects/Line.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Line = function ( geometry, material, mode ) {
+
+ THREE.Object3D.call( this );
+
+ this.type = 'Line';
+
+ this.geometry = geometry !== undefined ? geometry : new THREE.Geometry();
+ this.material = material !== undefined ? material : new THREE.LineBasicMaterial( { color: Math.random() * 0xffffff } );
+
+ this.mode = mode !== undefined ? mode : THREE.LineStrip;
+
+};
+
+THREE.LineStrip = 0;
+THREE.LinePieces = 1;
+
+THREE.Line.prototype = Object.create( THREE.Object3D.prototype );
+THREE.Line.prototype.constructor = THREE.Line;
+
+THREE.Line.prototype.raycast = ( function () {
+
+ var inverseMatrix = new THREE.Matrix4();
+ var ray = new THREE.Ray();
+ var sphere = new THREE.Sphere();
+
+ return function ( raycaster, intersects ) {
+
+ var precision = raycaster.linePrecision;
+ var precisionSq = precision * precision;
+
+ var geometry = this.geometry;
+
+ if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
+
+ // Checking boundingSphere distance to ray
+
+ sphere.copy( geometry.boundingSphere );
+ sphere.applyMatrix4( this.matrixWorld );
+
+ if ( raycaster.ray.isIntersectionSphere( sphere ) === false ) {
+
+ return;
+
+ }
+
+ inverseMatrix.getInverse( this.matrixWorld );
+ ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
+
+ var vStart = new THREE.Vector3();
+ var vEnd = new THREE.Vector3();
+ var interSegment = new THREE.Vector3();
+ var interRay = new THREE.Vector3();
+ var step = this.mode === THREE.LineStrip ? 1 : 2;
+
+ if ( geometry instanceof THREE.BufferGeometry ) {
+
+ var attributes = geometry.attributes;
+
+ if ( attributes.index !== undefined ) {
+
+ var indices = attributes.index.array;
+ var positions = attributes.position.array;
+ var offsets = geometry.offsets;
+
+ if ( offsets.length === 0 ) {
+
+ offsets = [ { start: 0, count: indices.length, index: 0 } ];
+
+ }
+
+ for ( var oi = 0; oi < offsets.length; oi ++) {
+
+ var start = offsets[ oi ].start;
+ var count = offsets[ oi ].count;
+ var index = offsets[ oi ].index;
+
+ for ( var i = start; i < start + count - 1; i += step ) {
+
+ var a = index + indices[ i ];
+ var b = index + indices[ i + 1 ];
+
+ vStart.fromArray( positions, a * 3 );
+ vEnd.fromArray( positions, b * 3 );
+
+ var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
+
+ if ( distSq > precisionSq ) continue;
+
+ var distance = ray.origin.distanceTo( interRay );
+
+ if ( distance < raycaster.near || distance > raycaster.far ) continue;
+
+ intersects.push( {
+
+ distance: distance,
+ // What do we want? intersection point on the ray or on the segment??
+ // point: raycaster.ray.at( distance ),
+ point: interSegment.clone().applyMatrix4( this.matrixWorld ),
+ index: i,
+ offsetIndex: oi,
+ face: null,
+ faceIndex: null,
+ object: this
+
+ } );
+
+ }
+
+ }
+
+ } else {
+
+ var positions = attributes.position.array;
+
+ for ( var i = 0; i < positions.length / 3 - 1; i += step ) {
+
+ vStart.fromArray( positions, 3 * i );
+ vEnd.fromArray( positions, 3 * i + 3 );
+
+ var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
+
+ if ( distSq > precisionSq ) continue;
+
+ var distance = ray.origin.distanceTo( interRay );
+
+ if ( distance < raycaster.near || distance > raycaster.far ) continue;
+
+ intersects.push( {
+
+ distance: distance,
+ // What do we want? intersection point on the ray or on the segment??
+ // point: raycaster.ray.at( distance ),
+ point: interSegment.clone().applyMatrix4( this.matrixWorld ),
+ index: i,
+ face: null,
+ faceIndex: null,
+ object: this
+
+ } );
+
+ }
+
+ }
+
+ } else if ( geometry instanceof THREE.Geometry ) {
+
+ var vertices = geometry.vertices;
+ var nbVertices = vertices.length;
+
+ for ( var i = 0; i < nbVertices - 1; i += step ) {
+
+ var distSq = ray.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );
+
+ if ( distSq > precisionSq ) continue;
+
+ var distance = ray.origin.distanceTo( interRay );
+
+ if ( distance < raycaster.near || distance > raycaster.far ) continue;
+
+ intersects.push( {
+
+ distance: distance,
+ // What do we want? intersection point on the ray or on the segment??
+ // point: raycaster.ray.at( distance ),
+ point: interSegment.clone().applyMatrix4( this.matrixWorld ),
+ index: i,
+ face: null,
+ faceIndex: null,
+ object: this
+
+ } );
+
+ }
+
+ }
+
+ };
+
+}() );
+
+THREE.Line.prototype.clone = function ( object ) {
+
+ if ( object === undefined ) object = new THREE.Line( this.geometry, this.material, this.mode );
+
+ THREE.Object3D.prototype.clone.call( this, object );
+
+ return object;
+
+};
+
+// File:src/objects/Mesh.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ * @author mikael emtinger / http://gomo.se/
+ * @author jonobr1 / http://jonobr1.com/
+ */
+
+THREE.Mesh = function ( geometry, material ) {
+
+ THREE.Object3D.call( this );
+
+ this.type = 'Mesh';
+
+ this.geometry = geometry !== undefined ? geometry : new THREE.Geometry();
+ this.material = material !== undefined ? material : new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff } );
+
+ this.updateMorphTargets();
+
+};
+
+THREE.Mesh.prototype = Object.create( THREE.Object3D.prototype );
+THREE.Mesh.prototype.constructor = THREE.Mesh;
+
+THREE.Mesh.prototype.updateMorphTargets = function () {
+
+ if ( this.geometry.morphTargets !== undefined && this.geometry.morphTargets.length > 0 ) {
+
+ this.morphTargetBase = - 1;
+ this.morphTargetForcedOrder = [];
+ this.morphTargetInfluences = [];
+ this.morphTargetDictionary = {};
+
+ for ( var m = 0, ml = this.geometry.morphTargets.length; m < ml; m ++ ) {
+
+ this.morphTargetInfluences.push( 0 );
+ this.morphTargetDictionary[ this.geometry.morphTargets[ m ].name ] = m;
+
+ }
+
+ }
+
+};
+
+THREE.Mesh.prototype.getMorphTargetIndexByName = function ( name ) {
+
+ if ( this.morphTargetDictionary[ name ] !== undefined ) {
+
+ return this.morphTargetDictionary[ name ];
+
+ }
+
+ THREE.warn( 'THREE.Mesh.getMorphTargetIndexByName: morph target ' + name + ' does not exist. Returning 0.' );
+
+ return 0;
+
+};
+
+
+THREE.Mesh.prototype.raycast = ( function () {
+
+ var inverseMatrix = new THREE.Matrix4();
+ var ray = new THREE.Ray();
+ var sphere = new THREE.Sphere();
+
+ var vA = new THREE.Vector3();
+ var vB = new THREE.Vector3();
+ var vC = new THREE.Vector3();
+
+ return function ( raycaster, intersects ) {
+
+ var geometry = this.geometry;
+
+ // Checking boundingSphere distance to ray
+
+ if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
+
+ sphere.copy( geometry.boundingSphere );
+ sphere.applyMatrix4( this.matrixWorld );
+
+ if ( raycaster.ray.isIntersectionSphere( sphere ) === false ) {
+
+ return;
+
+ }
+
+ // Check boundingBox before continuing
+
+ inverseMatrix.getInverse( this.matrixWorld );
+ ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
+
+ if ( geometry.boundingBox !== null ) {
+
+ if ( ray.isIntersectionBox( geometry.boundingBox ) === false ) {
+
+ return;
+
+ }
+
+ }
+
+ if ( geometry instanceof THREE.BufferGeometry ) {
+
+ var material = this.material;
+
+ if ( material === undefined ) return;
+
+ var attributes = geometry.attributes;
+
+ var a, b, c;
+ var precision = raycaster.precision;
+
+ if ( attributes.index !== undefined ) {
+
+ var indices = attributes.index.array;
+ var positions = attributes.position.array;
+ var offsets = geometry.offsets;
+
+ if ( offsets.length === 0 ) {
+
+ offsets = [ { start: 0, count: indices.length, index: 0 } ];
+
+ }
+
+ for ( var oi = 0, ol = offsets.length; oi < ol; ++ oi ) {
+
+ var start = offsets[ oi ].start;
+ var count = offsets[ oi ].count;
+ var index = offsets[ oi ].index;
+
+ for ( var i = start, il = start + count; i < il; i += 3 ) {
+
+ a = index + indices[ i ];
+ b = index + indices[ i + 1 ];
+ c = index + indices[ i + 2 ];
+
+ vA.fromArray( positions, a * 3 );
+ vB.fromArray( positions, b * 3 );
+ vC.fromArray( positions, c * 3 );
+
+ if ( material.side === THREE.BackSide ) {
+
+ var intersectionPoint = ray.intersectTriangle( vC, vB, vA, true );
+
+ } else {
+
+ var intersectionPoint = ray.intersectTriangle( vA, vB, vC, material.side !== THREE.DoubleSide );
+
+ }
+
+ if ( intersectionPoint === null ) continue;
+
+ intersectionPoint.applyMatrix4( this.matrixWorld );
+
+ var distance = raycaster.ray.origin.distanceTo( intersectionPoint );
+
+ if ( distance < precision || distance < raycaster.near || distance > raycaster.far ) continue;
+
+ intersects.push( {
+
+ distance: distance,
+ point: intersectionPoint,
+ face: new THREE.Face3( a, b, c, THREE.Triangle.normal( vA, vB, vC ) ),
+ faceIndex: null,
+ object: this
+
+ } );
+
+ }
+
+ }
+
+ } else {
+
+ var positions = attributes.position.array;
+
+ for ( var i = 0, j = 0, il = positions.length; i < il; i += 3, j += 9 ) {
+
+ a = i;
+ b = i + 1;
+ c = i + 2;
+
+ vA.fromArray( positions, j );
+ vB.fromArray( positions, j + 3 );
+ vC.fromArray( positions, j + 6 );
+
+ if ( material.side === THREE.BackSide ) {
+
+ var intersectionPoint = ray.intersectTriangle( vC, vB, vA, true );
+
+ } else {
+
+ var intersectionPoint = ray.intersectTriangle( vA, vB, vC, material.side !== THREE.DoubleSide );
+
+ }
+
+ if ( intersectionPoint === null ) continue;
+
+ intersectionPoint.applyMatrix4( this.matrixWorld );
+
+ var distance = raycaster.ray.origin.distanceTo( intersectionPoint );
+
+ if ( distance < precision || distance < raycaster.near || distance > raycaster.far ) continue;
+
+ intersects.push( {
+
+ distance: distance,
+ point: intersectionPoint,
+ face: new THREE.Face3( a, b, c, THREE.Triangle.normal( vA, vB, vC ) ),
+ faceIndex: null,
+ object: this
+
+ } );
+
+ }
+
+ }
+
+ } else if ( geometry instanceof THREE.Geometry ) {
+
+ var isFaceMaterial = this.material instanceof THREE.MeshFaceMaterial;
+ var objectMaterials = isFaceMaterial === true ? this.material.materials : null;
+
+ var a, b, c;
+ var precision = raycaster.precision;
+
+ var vertices = geometry.vertices;
+
+ for ( var f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
+
+ var face = geometry.faces[ f ];
+
+ var material = isFaceMaterial === true ? objectMaterials[ face.materialIndex ] : this.material;
+
+ if ( material === undefined ) continue;
+
+ a = vertices[ face.a ];
+ b = vertices[ face.b ];
+ c = vertices[ face.c ];
+
+ if ( material.morphTargets === true ) {
+
+ var morphTargets = geometry.morphTargets;
+ var morphInfluences = this.morphTargetInfluences;
+
+ vA.set( 0, 0, 0 );
+ vB.set( 0, 0, 0 );
+ vC.set( 0, 0, 0 );
+
+ for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) {
+
+ var influence = morphInfluences[ t ];
+
+ if ( influence === 0 ) continue;
+
+ var targets = morphTargets[ t ].vertices;
+
+ vA.x += ( targets[ face.a ].x - a.x ) * influence;
+ vA.y += ( targets[ face.a ].y - a.y ) * influence;
+ vA.z += ( targets[ face.a ].z - a.z ) * influence;
+
+ vB.x += ( targets[ face.b ].x - b.x ) * influence;
+ vB.y += ( targets[ face.b ].y - b.y ) * influence;
+ vB.z += ( targets[ face.b ].z - b.z ) * influence;
+
+ vC.x += ( targets[ face.c ].x - c.x ) * influence;
+ vC.y += ( targets[ face.c ].y - c.y ) * influence;
+ vC.z += ( targets[ face.c ].z - c.z ) * influence;
+
+ }
+
+ vA.add( a );
+ vB.add( b );
+ vC.add( c );
+
+ a = vA;
+ b = vB;
+ c = vC;
+
+ }
+
+ if ( material.side === THREE.BackSide ) {
+
+ var intersectionPoint = ray.intersectTriangle( c, b, a, true );
+
+ } else {
+
+ var intersectionPoint = ray.intersectTriangle( a, b, c, material.side !== THREE.DoubleSide );
+
+ }
+
+ if ( intersectionPoint === null ) continue;
+
+ intersectionPoint.applyMatrix4( this.matrixWorld );
+
+ var distance = raycaster.ray.origin.distanceTo( intersectionPoint );
+
+ if ( distance < precision || distance < raycaster.near || distance > raycaster.far ) continue;
+
+ intersects.push( {
+
+ distance: distance,
+ point: intersectionPoint,
+ face: face,
+ faceIndex: f,
+ object: this
+
+ } );
+
+ }
+
+ }
+
+ };
+
+}() );
+
+THREE.Mesh.prototype.clone = function ( object, recursive ) {
+
+ if ( object === undefined ) object = new THREE.Mesh( this.geometry, this.material );
+
+ THREE.Object3D.prototype.clone.call( this, object, recursive );
+
+ return object;
+
+};
+
+// File:src/objects/Bone.js
+
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ * @author ikerr / http://verold.com
+ */
+
+THREE.Bone = function ( skin ) {
+
+ THREE.Object3D.call( this );
+
+ this.type = 'Bone';
+
+ this.skin = skin;
+
+};
+
+THREE.Bone.prototype = Object.create( THREE.Object3D.prototype );
+THREE.Bone.prototype.constructor = THREE.Bone;
+
+// File:src/objects/Skeleton.js
+
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ * @author michael guerrero / http://realitymeltdown.com
+ * @author ikerr / http://verold.com
+ */
+
+THREE.Skeleton = function ( bones, boneInverses, useVertexTexture ) {
+
+ this.useVertexTexture = useVertexTexture !== undefined ? useVertexTexture : true;
+
+ this.identityMatrix = new THREE.Matrix4();
+
+ // copy the bone array
+
+ bones = bones || [];
+
+ this.bones = bones.slice( 0 );
+
+ // create a bone texture or an array of floats
+
+ if ( this.useVertexTexture ) {
+
+ // layout (1 matrix = 4 pixels)
+ // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
+ // with 8x8 pixel texture max 16 bones (8 * 8 / 4)
+ // 16x16 pixel texture max 64 bones (16 * 16 / 4)
+ // 32x32 pixel texture max 256 bones (32 * 32 / 4)
+ // 64x64 pixel texture max 1024 bones (64 * 64 / 4)
+
+ var size;
+
+ if ( this.bones.length > 256 )
+ size = 64;
+ else if ( this.bones.length > 64 )
+ size = 32;
+ else if ( this.bones.length > 16 )
+ size = 16;
+ else
+ size = 8;
+
+ this.boneTextureWidth = size;
+ this.boneTextureHeight = size;
+
+ this.boneMatrices = new Float32Array( this.boneTextureWidth * this.boneTextureHeight * 4 ); // 4 floats per RGBA pixel
+ this.boneTexture = new THREE.DataTexture( this.boneMatrices, this.boneTextureWidth, this.boneTextureHeight, THREE.RGBAFormat, THREE.FloatType );
+ this.boneTexture.minFilter = THREE.NearestFilter;
+ this.boneTexture.magFilter = THREE.NearestFilter;
+ this.boneTexture.generateMipmaps = false;
+ this.boneTexture.flipY = false;
+
+ } else {
+
+ this.boneMatrices = new Float32Array( 16 * this.bones.length );
+
+ }
+
+ // use the supplied bone inverses or calculate the inverses
+
+ if ( boneInverses === undefined ) {
+
+ this.calculateInverses();
+
+ } else {
+
+ if ( this.bones.length === boneInverses.length ) {
+
+ this.boneInverses = boneInverses.slice( 0 );
+
+ } else {
+
+ THREE.warn( 'THREE.Skeleton bonInverses is the wrong length.' );
+
+ this.boneInverses = [];
+
+ for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
+
+ this.boneInverses.push( new THREE.Matrix4() );
+
+ }
+
+ }
+
+ }
+
+};
+
+THREE.Skeleton.prototype.calculateInverses = function () {
+
+ this.boneInverses = [];
+
+ for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
+
+ var inverse = new THREE.Matrix4();
+
+ if ( this.bones[ b ] ) {
+
+ inverse.getInverse( this.bones[ b ].matrixWorld );
+
+ }
+
+ this.boneInverses.push( inverse );
+
+ }
+
+};
+
+THREE.Skeleton.prototype.pose = function () {
+
+ var bone;
+
+ // recover the bind-time world matrices
+
+ for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
+
+ bone = this.bones[ b ];
+
+ if ( bone ) {
+
+ bone.matrixWorld.getInverse( this.boneInverses[ b ] );
+
+ }
+
+ }
+
+ // compute the local matrices, positions, rotations and scales
+
+ for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
+
+ bone = this.bones[ b ];
+
+ if ( bone ) {
+
+ if ( bone.parent ) {
+
+ bone.matrix.getInverse( bone.parent.matrixWorld );
+ bone.matrix.multiply( bone.matrixWorld );
+
+ } else {
+
+ bone.matrix.copy( bone.matrixWorld );
+
+ }
+
+ bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
+
+ }
+
+ }
+
+};
+
+THREE.Skeleton.prototype.update = ( function () {
+
+ var offsetMatrix = new THREE.Matrix4();
+
+ return function () {
+
+ // flatten bone matrices to array
+
+ for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
+
+ // compute the offset between the current and the original transform
+
+ var matrix = this.bones[ b ] ? this.bones[ b ].matrixWorld : this.identityMatrix;
+
+ offsetMatrix.multiplyMatrices( matrix, this.boneInverses[ b ] );
+ offsetMatrix.flattenToArrayOffset( this.boneMatrices, b * 16 );
+
+ }
+
+ if ( this.useVertexTexture ) {
+
+ this.boneTexture.needsUpdate = true;
+
+ }
+
+ };
+
+} )();
+
+
+// File:src/objects/SkinnedMesh.js
+
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ * @author ikerr / http://verold.com
+ */
+
+THREE.SkinnedMesh = function ( geometry, material, useVertexTexture ) {
+
+ THREE.Mesh.call( this, geometry, material );
+
+ this.type = 'SkinnedMesh';
+
+ this.bindMode = "attached";
+ this.bindMatrix = new THREE.Matrix4();
+ this.bindMatrixInverse = new THREE.Matrix4();
+
+ // init bones
+
+ // TODO: remove bone creation as there is no reason (other than
+ // convenience) for THREE.SkinnedMesh to do this.
+
+ var bones = [];
+
+ if ( this.geometry && this.geometry.bones !== undefined ) {
+
+ var bone, gbone, p, q, s;
+
+ for ( var b = 0, bl = this.geometry.bones.length; b < bl; ++ b ) {
+
+ gbone = this.geometry.bones[ b ];
+
+ p = gbone.pos;
+ q = gbone.rotq;
+ s = gbone.scl;
+
+ bone = new THREE.Bone( this );
+ bones.push( bone );
+
+ bone.name = gbone.name;
+ bone.position.set( p[ 0 ], p[ 1 ], p[ 2 ] );
+ bone.quaternion.set( q[ 0 ], q[ 1 ], q[ 2 ], q[ 3 ] );
+
+ if ( s !== undefined ) {
+
+ bone.scale.set( s[ 0 ], s[ 1 ], s[ 2 ] );
+
+ } else {
+
+ bone.scale.set( 1, 1, 1 );
+
+ }
+
+ }
+
+ for ( var b = 0, bl = this.geometry.bones.length; b < bl; ++ b ) {
+
+ gbone = this.geometry.bones[ b ];
+
+ if ( gbone.parent !== - 1 ) {
+
+ bones[ gbone.parent ].add( bones[ b ] );
+
+ } else {
+
+ this.add( bones[ b ] );
+
+ }
+
+ }
+
+ }
+
+ this.normalizeSkinWeights();
+
+ this.updateMatrixWorld( true );
+ this.bind( new THREE.Skeleton( bones, undefined, useVertexTexture ) );
+
+};
+
+
+THREE.SkinnedMesh.prototype = Object.create( THREE.Mesh.prototype );
+THREE.SkinnedMesh.prototype.constructor = THREE.SkinnedMesh;
+
+THREE.SkinnedMesh.prototype.bind = function( skeleton, bindMatrix ) {
+
+ this.skeleton = skeleton;
+
+ if ( bindMatrix === undefined ) {
+
+ this.updateMatrixWorld( true );
+
+ bindMatrix = this.matrixWorld;
+
+ }
+
+ this.bindMatrix.copy( bindMatrix );
+ this.bindMatrixInverse.getInverse( bindMatrix );
+
+};
+
+THREE.SkinnedMesh.prototype.pose = function () {
+
+ this.skeleton.pose();
+
+};
+
+THREE.SkinnedMesh.prototype.normalizeSkinWeights = function () {
+
+ if ( this.geometry instanceof THREE.Geometry ) {
+
+ for ( var i = 0; i < this.geometry.skinIndices.length; i ++ ) {
+
+ var sw = this.geometry.skinWeights[ i ];
+
+ var scale = 1.0 / sw.lengthManhattan();
+
+ if ( scale !== Infinity ) {
+
+ sw.multiplyScalar( scale );
+
+ } else {
+
+ sw.set( 1 ); // this will be normalized by the shader anyway
+
+ }
+
+ }
+
+ } else {
+
+ // skinning weights assumed to be normalized for THREE.BufferGeometry
+
+ }
+
+};
+
+THREE.SkinnedMesh.prototype.updateMatrixWorld = function( force ) {
+
+ THREE.Mesh.prototype.updateMatrixWorld.call( this, true );
+
+ if ( this.bindMode === "attached" ) {
+
+ this.bindMatrixInverse.getInverse( this.matrixWorld );
+
+ } else if ( this.bindMode === "detached" ) {
+
+ this.bindMatrixInverse.getInverse( this.bindMatrix );
+
+ } else {
+
+ THREE.warn( 'THREE.SkinnedMesh unreckognized bindMode: ' + this.bindMode );
+
+ }
+
+};
+
+THREE.SkinnedMesh.prototype.clone = function( object ) {
+
+ if ( object === undefined ) {
+
+ object = new THREE.SkinnedMesh( this.geometry, this.material, this.useVertexTexture );
+
+ }
+
+ THREE.Mesh.prototype.clone.call( this, object );
+
+ return object;
+
+};
+
+
+// File:src/objects/MorphAnimMesh.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.MorphAnimMesh = function ( geometry, material ) {
+
+ THREE.Mesh.call( this, geometry, material );
+
+ this.type = 'MorphAnimMesh';
+
+ // API
+
+ this.duration = 1000; // milliseconds
+ this.mirroredLoop = false;
+ this.time = 0;
+
+ // internals
+
+ this.lastKeyframe = 0;
+ this.currentKeyframe = 0;
+
+ this.direction = 1;
+ this.directionBackwards = false;
+
+ this.setFrameRange( 0, this.geometry.morphTargets.length - 1 );
+
+};
+
+THREE.MorphAnimMesh.prototype = Object.create( THREE.Mesh.prototype );
+THREE.MorphAnimMesh.prototype.constructor = THREE.MorphAnimMesh;
+
+THREE.MorphAnimMesh.prototype.setFrameRange = function ( start, end ) {
+
+ this.startKeyframe = start;
+ this.endKeyframe = end;
+
+ this.length = this.endKeyframe - this.startKeyframe + 1;
+
+};
+
+THREE.MorphAnimMesh.prototype.setDirectionForward = function () {
+
+ this.direction = 1;
+ this.directionBackwards = false;
+
+};
+
+THREE.MorphAnimMesh.prototype.setDirectionBackward = function () {
+
+ this.direction = - 1;
+ this.directionBackwards = true;
+
+};
+
+THREE.MorphAnimMesh.prototype.parseAnimations = function () {
+
+ var geometry = this.geometry;
+
+ if ( ! geometry.animations ) geometry.animations = {};
+
+ var firstAnimation, animations = geometry.animations;
+
+ var pattern = /([a-z]+)_?(\d+)/;
+
+ for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) {
+
+ var morph = geometry.morphTargets[ i ];
+ var parts = morph.name.match( pattern );
+
+ if ( parts && parts.length > 1 ) {
+
+ var label = parts[ 1 ];
+
+ if ( ! animations[ label ] ) animations[ label ] = { start: Infinity, end: - Infinity };
+
+ var animation = animations[ label ];
+
+ if ( i < animation.start ) animation.start = i;
+ if ( i > animation.end ) animation.end = i;
+
+ if ( ! firstAnimation ) firstAnimation = label;
+
+ }
+
+ }
+
+ geometry.firstAnimation = firstAnimation;
+
+};
+
+THREE.MorphAnimMesh.prototype.setAnimationLabel = function ( label, start, end ) {
+
+ if ( ! this.geometry.animations ) this.geometry.animations = {};
+
+ this.geometry.animations[ label ] = { start: start, end: end };
+
+};
+
+THREE.MorphAnimMesh.prototype.playAnimation = function ( label, fps ) {
+
+ var animation = this.geometry.animations[ label ];
+
+ if ( animation ) {
+
+ this.setFrameRange( animation.start, animation.end );
+ this.duration = 1000 * ( ( animation.end - animation.start ) / fps );
+ this.time = 0;
+
+ } else {
+
+ THREE.warn( 'THREE.MorphAnimMesh: animation[' + label + '] undefined in .playAnimation()' );
+
+ }
+
+};
+
+THREE.MorphAnimMesh.prototype.updateAnimation = function ( delta ) {
+
+ var frameTime = this.duration / this.length;
+
+ this.time += this.direction * delta;
+
+ if ( this.mirroredLoop ) {
+
+ if ( this.time > this.duration || this.time < 0 ) {
+
+ this.direction *= - 1;
+
+ if ( this.time > this.duration ) {
+
+ this.time = this.duration;
+ this.directionBackwards = true;
+
+ }
+
+ if ( this.time < 0 ) {
+
+ this.time = 0;
+ this.directionBackwards = false;
+
+ }
+
+ }
+
+ } else {
+
+ this.time = this.time % this.duration;
+
+ if ( this.time < 0 ) this.time += this.duration;
+
+ }
+
+ var keyframe = this.startKeyframe + THREE.Math.clamp( Math.floor( this.time / frameTime ), 0, this.length - 1 );
+
+ if ( keyframe !== this.currentKeyframe ) {
+
+ this.morphTargetInfluences[ this.lastKeyframe ] = 0;
+ this.morphTargetInfluences[ this.currentKeyframe ] = 1;
+
+ this.morphTargetInfluences[ keyframe ] = 0;
+
+ this.lastKeyframe = this.currentKeyframe;
+ this.currentKeyframe = keyframe;
+
+ }
+
+ var mix = ( this.time % frameTime ) / frameTime;
+
+ if ( this.directionBackwards ) {
+
+ mix = 1 - mix;
+
+ }
+
+ this.morphTargetInfluences[ this.currentKeyframe ] = mix;
+ this.morphTargetInfluences[ this.lastKeyframe ] = 1 - mix;
+
+};
+
+THREE.MorphAnimMesh.prototype.interpolateTargets = function ( a, b, t ) {
+
+ var influences = this.morphTargetInfluences;
+
+ for ( var i = 0, l = influences.length; i < l; i ++ ) {
+
+ influences[ i ] = 0;
+
+ }
+
+ if ( a > -1 ) influences[ a ] = 1 - t;
+ if ( b > -1 ) influences[ b ] = t;
+
+};
+
+THREE.MorphAnimMesh.prototype.clone = function ( object ) {
+
+ if ( object === undefined ) object = new THREE.MorphAnimMesh( this.geometry, this.material );
+
+ object.duration = this.duration;
+ object.mirroredLoop = this.mirroredLoop;
+ object.time = this.time;
+
+ object.lastKeyframe = this.lastKeyframe;
+ object.currentKeyframe = this.currentKeyframe;
+
+ object.direction = this.direction;
+ object.directionBackwards = this.directionBackwards;
+
+ THREE.Mesh.prototype.clone.call( this, object );
+
+ return object;
+
+};
+
+// File:src/objects/LOD.js
+
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.LOD = function () {
+
+ THREE.Object3D.call( this );
+
+ this.objects = [];
+
+};
+
+
+THREE.LOD.prototype = Object.create( THREE.Object3D.prototype );
+THREE.LOD.prototype.constructor = THREE.LOD;
+
+THREE.LOD.prototype.addLevel = function ( object, distance ) {
+
+ if ( distance === undefined ) distance = 0;
+
+ distance = Math.abs( distance );
+
+ for ( var l = 0; l < this.objects.length; l ++ ) {
+
+ if ( distance < this.objects[ l ].distance ) {
+
+ break;
+
+ }
+
+ }
+
+ this.objects.splice( l, 0, { distance: distance, object: object } );
+ this.add( object );
+
+};
+
+THREE.LOD.prototype.getObjectForDistance = function ( distance ) {
+
+ for ( var i = 1, l = this.objects.length; i < l; i ++ ) {
+
+ if ( distance < this.objects[ i ].distance ) {
+
+ break;
+
+ }
+
+ }
+
+ return this.objects[ i - 1 ].object;
+
+};
+
+THREE.LOD.prototype.raycast = ( function () {
+
+ var matrixPosition = new THREE.Vector3();
+
+ return function ( raycaster, intersects ) {
+
+ matrixPosition.setFromMatrixPosition( this.matrixWorld );
+
+ var distance = raycaster.ray.origin.distanceTo( matrixPosition );
+
+ this.getObjectForDistance( distance ).raycast( raycaster, intersects );
+
+ };
+
+}() );
+
+THREE.LOD.prototype.update = function () {
+
+ var v1 = new THREE.Vector3();
+ var v2 = new THREE.Vector3();
+
+ return function ( camera ) {
+
+ if ( this.objects.length > 1 ) {
+
+ v1.setFromMatrixPosition( camera.matrixWorld );
+ v2.setFromMatrixPosition( this.matrixWorld );
+
+ var distance = v1.distanceTo( v2 );
+
+ this.objects[ 0 ].object.visible = true;
+
+ for ( var i = 1, l = this.objects.length; i < l; i ++ ) {
+
+ if ( distance >= this.objects[ i ].distance ) {
+
+ this.objects[ i - 1 ].object.visible = false;
+ this.objects[ i ].object.visible = true;
+
+ } else {
+
+ break;
+
+ }
+
+ }
+
+ for ( ; i < l; i ++ ) {
+
+ this.objects[ i ].object.visible = false;
+
+ }
+
+ }
+
+ };
+
+}();
+
+THREE.LOD.prototype.clone = function ( object ) {
+
+ if ( object === undefined ) object = new THREE.LOD();
+
+ THREE.Object3D.prototype.clone.call( this, object );
+
+ for ( var i = 0, l = this.objects.length; i < l; i ++ ) {
+ var x = this.objects[ i ].object.clone();
+ x.visible = i === 0;
+ object.addLevel( x, this.objects[ i ].distance );
+ }
+
+ return object;
+
+};
+
+// File:src/objects/Sprite.js
+
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Sprite = function (material) {
+
+ var indices = new Uint16Array( [ 0, 1, 2, 0, 2, 3 ] );
+ var vertices = new Float32Array( [ - 0.5, - 0.5, 0, 0.5, - 0.5, 0, 0.5, 0.5, 0, - 0.5, 0.5, 0 ] );
+ var uvs = new Float32Array( [ 0, 0, 1, 0, 1, 1, 0, 1 ] );
+
+ var geometry = new THREE.BufferGeometry();
+ geometry.addAttribute( 'index', new THREE.BufferAttribute( indices, 1 ) );
+ geometry.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
+ geometry.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) );
+
+// return function ( material ) {
+
+ THREE.Object3D.call( this );
+
+ this.type = 'Sprite';
+
+ this.geometry = geometry;
+ this.material = ( material !== undefined ) ? material : new THREE.SpriteMaterial();
+
+// };
+
+};
+
+THREE.Sprite.prototype = Object.create( THREE.Object3D.prototype );
+THREE.Sprite.prototype.constructor = THREE.Sprite;
+
+THREE.Sprite.prototype.raycast = ( function () {
+
+ var matrixPosition = new THREE.Vector3();
+
+ return function ( raycaster, intersects ) {
+
+ matrixPosition.setFromMatrixPosition( this.matrixWorld );
+
+ var distance = raycaster.ray.distanceToPoint( matrixPosition );
+
+ if ( distance > this.scale.x ) {
+
+ return;
+
+ }
+
+ intersects.push( {
+
+ distance: distance,
+ point: this.position,
+ face: null,
+ object: this
+
+ } );
+
+ };
+
+}() );
+
+THREE.Sprite.prototype.clone = function ( object ) {
+
+ if ( object === undefined ) object = new THREE.Sprite( this.material );
+
+ THREE.Object3D.prototype.clone.call( this, object );
+
+ return object;
+
+};
+
+// Backwards compatibility
+
+THREE.Particle = THREE.Sprite;
+
+// File:src/objects/LensFlare.js
+
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.LensFlare = function ( texture, size, distance, blending, color ) {
+
+ THREE.Object3D.call( this );
+
+ this.lensFlares = [];
+
+ this.positionScreen = new THREE.Vector3();
+ this.customUpdateCallback = undefined;
+
+ if ( texture !== undefined ) {
+
+ this.add( texture, size, distance, blending, color );
+
+ }
+
+};
+
+THREE.LensFlare.prototype = Object.create( THREE.Object3D.prototype );
+THREE.LensFlare.prototype.constructor = THREE.LensFlare;
+
+
+/*
+ * Add: adds another flare
+ */
+
+THREE.LensFlare.prototype.add = function ( texture, size, distance, blending, color, opacity ) {
+
+ if ( size === undefined ) size = - 1;
+ if ( distance === undefined ) distance = 0;
+ if ( opacity === undefined ) opacity = 1;
+ if ( color === undefined ) color = new THREE.Color( 0xffffff );
+ if ( blending === undefined ) blending = THREE.NormalBlending;
+
+ distance = Math.min( distance, Math.max( 0, distance ) );
+
+ this.lensFlares.push( {
+ texture: texture, // THREE.Texture
+ size: size, // size in pixels (-1 = use texture.width)
+ distance: distance, // distance (0-1) from light source (0=at light source)
+ x: 0, y: 0, z: 0, // screen position (-1 => 1) z = 0 is ontop z = 1 is back
+ scale: 1, // scale
+ rotation: 1, // rotation
+ opacity: opacity, // opacity
+ color: color, // color
+ blending: blending // blending
+ } );
+
+};
+
+/*
+ * Update lens flares update positions on all flares based on the screen position
+ * Set myLensFlare.customUpdateCallback to alter the flares in your project specific way.
+ */
+
+THREE.LensFlare.prototype.updateLensFlares = function () {
+
+ var f, fl = this.lensFlares.length;
+ var flare;
+ var vecX = - this.positionScreen.x * 2;
+ var vecY = - this.positionScreen.y * 2;
+
+ for ( f = 0; f < fl; f ++ ) {
+
+ flare = this.lensFlares[ f ];
+
+ flare.x = this.positionScreen.x + vecX * flare.distance;
+ flare.y = this.positionScreen.y + vecY * flare.distance;
+
+ flare.wantedRotation = flare.x * Math.PI * 0.25;
+ flare.rotation += ( flare.wantedRotation - flare.rotation ) * 0.25;
+
+ }
+
+};
+
+
+// File:src/scenes/Scene.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Scene = function () {
+
+ THREE.Object3D.call( this );
+
+ this.type = 'Scene';
+
+ this.fog = null;
+ this.overrideMaterial = null;
+
+ this.autoUpdate = true; // checked by the renderer
+
+};
+
+THREE.Scene.prototype = Object.create( THREE.Object3D.prototype );
+THREE.Scene.prototype.constructor = THREE.Scene;
+
+THREE.Scene.prototype.clone = function ( object ) {
+
+ if ( object === undefined ) object = new THREE.Scene();
+
+ THREE.Object3D.prototype.clone.call( this, object );
+
+ if ( this.fog !== null ) object.fog = this.fog.clone();
+ if ( this.overrideMaterial !== null ) object.overrideMaterial = this.overrideMaterial.clone();
+
+ object.autoUpdate = this.autoUpdate;
+ object.matrixAutoUpdate = this.matrixAutoUpdate;
+
+ return object;
+
+};
+
+// File:src/scenes/Fog.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Fog = function ( color, near, far ) {
+
+ this.name = '';
+
+ this.color = new THREE.Color( color );
+
+ this.near = ( near !== undefined ) ? near : 1;
+ this.far = ( far !== undefined ) ? far : 1000;
+
+};
+
+THREE.Fog.prototype.clone = function () {
+
+ return new THREE.Fog( this.color.getHex(), this.near, this.far );
+
+};
+
+// File:src/scenes/FogExp2.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.FogExp2 = function ( color, density ) {
+
+ this.name = '';
+
+ this.color = new THREE.Color( color );
+ this.density = ( density !== undefined ) ? density : 0.00025;
+
+};
+
+THREE.FogExp2.prototype.clone = function () {
+
+ return new THREE.FogExp2( this.color.getHex(), this.density );
+
+};
+
+// File:src/renderers/shaders/ShaderChunk.js
+
+THREE.ShaderChunk = {};
+
+// File:src/renderers/shaders/ShaderChunk/common.glsl
+
+THREE.ShaderChunk[ 'common'] = "#define PI 3.14159\n#define PI2 6.28318\n#define RECIPROCAL_PI2 0.15915494\n#define LOG2 1.442695\n#define EPSILON 1e-6\n\nfloat square( in float a ) { return a*a; }\nvec2 square( in vec2 a ) { return vec2( a.x*a.x, a.y*a.y ); }\nvec3 square( in vec3 a ) { return vec3( a.x*a.x, a.y*a.y, a.z*a.z ); }\nvec4 square( in vec4 a ) { return vec4( a.x*a.x, a.y*a.y, a.z*a.z, a.w*a.w ); }\nfloat saturate( in float a ) { return clamp( a, 0.0, 1.0 ); }\nvec2 saturate( in vec2 a ) { return clamp( a, 0.0, 1.0 ); }\nvec3 saturate( in vec3 a ) { return clamp( a, 0.0, 1.0 ); }\nvec4 saturate( in vec4 a ) { return clamp( a, 0.0, 1.0 ); }\nfloat average( in float a ) { return a; }\nfloat average( in vec2 a ) { return ( a.x + a.y) * 0.5; }\nfloat average( in vec3 a ) { return ( a.x + a.y + a.z) / 3.0; }\nfloat average( in vec4 a ) { return ( a.x + a.y + a.z + a.w) * 0.25; }\nfloat whiteCompliment( in float a ) { return saturate( 1.0 - a ); }\nvec2 whiteCompliment( in vec2 a ) { return saturate( vec2(1.0) - a ); }\nvec3 whiteCompliment( in vec3 a ) { return saturate( vec3(1.0) - a ); }\nvec4 whiteCompliment( in vec4 a ) { return saturate( vec4(1.0) - a ); }\nvec3 transformDirection( in vec3 normal, in mat4 matrix ) {\n return normalize( ( matrix * vec4( normal, 0.0 ) ).xyz );\n}\n// http://en.wikibooks.org/wiki/GLSL_Programming/Applying_Matrix_Transformations\nvec3 inverseTransformDirection( in vec3 normal, in mat4 matrix ) {\n return normalize( ( vec4( normal, 0.0 ) * matrix ).xyz );\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal) {\n float distance = dot( planeNormal, point-pointOnPlane );\n return point - distance * planeNormal;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n return sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n return pointOnLine + lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) );\n}\nfloat calcLightAttenuation( float lightDistance, float cutoffDistance, float decayExponent ) {\n if ( decayExponent > 0.0 ) {\n return pow( saturate( 1.0 - lightDistance / cutoffDistance ), decayExponent );\n }\n return 1.0;\n}\n\nvec3 inputToLinear( in vec3 a ) {\n#ifdef GAMMA_INPUT\n return pow( a, vec3( float( GAMMA_FACTOR ) ) );\n#else\n return a;\n#endif\n}\nvec3 linearToOutput( in vec3 a ) {\n#ifdef GAMMA_OUTPUT\n return pow( a, vec3( 1.0 / float( GAMMA_FACTOR ) ) );\n#else\n return a;\n#endif\n}\n";
+
+// File:src/renderers/shaders/ShaderChunk/alphatest_fragment.glsl
+
+THREE.ShaderChunk[ 'alphatest_fragment'] = "#ifdef ALPHATEST\n\n if ( diffuseColor.a < ALPHATEST ) discard;\n\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/lights_lambert_vertex.glsl
+
+THREE.ShaderChunk[ 'lights_lambert_vertex'] = "vLightFront = vec3( 0.0 );\n\n#ifdef DOUBLE_SIDED\n\n vLightBack = vec3( 0.0 );\n\n#endif\n\ntransformedNormal = normalize( transformedNormal );\n\n#if MAX_DIR_LIGHTS > 0\n\nfor( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {\n\n vec3 dirVector = transformDirection( directionalLightDirection[ i ], viewMatrix );\n\n float dotProduct = dot( transformedNormal, dirVector );\n vec3 directionalLightWeighting = vec3( max( dotProduct, 0.0 ) );\n\n #ifdef DOUBLE_SIDED\n\n vec3 directionalLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );\n\n #ifdef WRAP_AROUND\n\n vec3 directionalLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );\n\n #endif\n\n #endif\n\n #ifdef WRAP_AROUND\n\n vec3 directionalLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );\n directionalLightWeighting = mix( directionalLightWeighting, directionalLightWeightingHalf, wrapRGB );\n\n #ifdef DOUBLE_SIDED\n\n directionalLightWeightingBack = mix( directionalLightWeightingBack, directionalLightWeightingHalfBack, wrapRGB );\n\n #endif\n\n #endif\n\n vLightFront += directionalLightColor[ i ] * directionalLightWeighting;\n\n #ifdef DOUBLE_SIDED\n\n vLightBack += directionalLightColor[ i ] * directionalLightWeightingBack;\n\n #endif\n\n}\n\n#endif\n\n#if MAX_POINT_LIGHTS > 0\n\n for( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\n\n vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\n vec3 lVector = lPosition.xyz - mvPosition.xyz;\n\n float attenuation = calcLightAttenuation( length( lVector ), pointLightDistance[ i ], pointLightDecay[ i ] );\n\n lVector = normalize( lVector );\n float dotProduct = dot( transformedNormal, lVector );\n\n vec3 pointLightWeighting = vec3( max( dotProduct, 0.0 ) );\n\n #ifdef DOUBLE_SIDED\n\n vec3 pointLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );\n\n #ifdef WRAP_AROUND\n\n vec3 pointLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );\n\n #endif\n\n #endif\n\n #ifdef WRAP_AROUND\n\n vec3 pointLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );\n pointLightWeighting = mix( pointLightWeighting, pointLightWeightingHalf, wrapRGB );\n\n #ifdef DOUBLE_SIDED\n\n pointLightWeightingBack = mix( pointLightWeightingBack, pointLightWeightingHalfBack, wrapRGB );\n\n #endif\n\n #endif\n\n vLightFront += pointLightColor[ i ] * pointLightWeighting * attenuation;\n\n #ifdef DOUBLE_SIDED\n\n vLightBack += pointLightColor[ i ] * pointLightWeightingBack * attenuation;\n\n #endif\n\n }\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n for( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\n\n vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );\n vec3 lVector = lPosition.xyz - mvPosition.xyz;\n\n float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - worldPosition.xyz ) );\n\n if ( spotEffect > spotLightAngleCos[ i ] ) {\n\n spotEffect = max( pow( max( spotEffect, 0.0 ), spotLightExponent[ i ] ), 0.0 );\n\n float attenuation = calcLightAttenuation( length( lVector ), spotLightDistance[ i ], spotLightDecay[ i ] );\n\n lVector = normalize( lVector );\n\n float dotProduct = dot( transformedNormal, lVector );\n vec3 spotLightWeighting = vec3( max( dotProduct, 0.0 ) );\n\n #ifdef DOUBLE_SIDED\n\n vec3 spotLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );\n\n #ifdef WRAP_AROUND\n\n vec3 spotLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );\n\n #endif\n\n #endif\n\n #ifdef WRAP_AROUND\n\n vec3 spotLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );\n spotLightWeighting = mix( spotLightWeighting, spotLightWeightingHalf, wrapRGB );\n\n #ifdef DOUBLE_SIDED\n\n spotLightWeightingBack = mix( spotLightWeightingBack, spotLightWeightingHalfBack, wrapRGB );\n\n #endif\n\n #endif\n\n vLightFront += spotLightColor[ i ] * spotLightWeighting * attenuation * spotEffect;\n\n #ifdef DOUBLE_SIDED\n\n vLightBack += spotLightColor[ i ] * spotLightWeightingBack * attenuation * spotEffect;\n\n #endif\n\n }\n\n }\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {\n\n vec3 lVector = transformDirection( hemisphereLightDirection[ i ], viewMatrix );\n\n float dotProduct = dot( transformedNormal, lVector );\n\n float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;\n float hemiDiffuseWeightBack = -0.5 * dotProduct + 0.5;\n\n vLightFront += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );\n\n #ifdef DOUBLE_SIDED\n\n vLightBack += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeightBack );\n\n #endif\n\n }\n\n#endif\n\nvLightFront += ambientLightColor;\n\n#ifdef DOUBLE_SIDED\n\n vLightBack += ambientLightColor;\n\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/map_particle_pars_fragment.glsl
+
+THREE.ShaderChunk[ 'map_particle_pars_fragment'] = "#ifdef USE_MAP\n\n uniform vec4 offsetRepeat;\n uniform sampler2D map;\n\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/default_vertex.glsl
+
+THREE.ShaderChunk[ 'default_vertex'] = "#ifdef USE_SKINNING\n\n vec4 mvPosition = modelViewMatrix * skinned;\n\n#elif defined( USE_MORPHTARGETS )\n\n vec4 mvPosition = modelViewMatrix * vec4( morphed, 1.0 );\n\n#else\n\n vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n\n#endif\n\ngl_Position = projectionMatrix * mvPosition;\n";
+
+// File:src/renderers/shaders/ShaderChunk/map_pars_fragment.glsl
+
+THREE.ShaderChunk[ 'map_pars_fragment'] = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP )\n\n varying vec2 vUv;\n\n#endif\n\n#ifdef USE_MAP\n\n uniform sampler2D map;\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/skinnormal_vertex.glsl
+
+THREE.ShaderChunk[ 'skinnormal_vertex'] = "#ifdef USE_SKINNING\n\n mat4 skinMatrix = mat4( 0.0 );\n skinMatrix += skinWeight.x * boneMatX;\n skinMatrix += skinWeight.y * boneMatY;\n skinMatrix += skinWeight.z * boneMatZ;\n skinMatrix += skinWeight.w * boneMatW;\n skinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n\n #ifdef USE_MORPHNORMALS\n\n vec4 skinnedNormal = skinMatrix * vec4( morphedNormal, 0.0 );\n\n #else\n\n vec4 skinnedNormal = skinMatrix * vec4( normal, 0.0 );\n\n #endif\n\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/logdepthbuf_pars_vertex.glsl
+
+THREE.ShaderChunk[ 'logdepthbuf_pars_vertex'] = "#ifdef USE_LOGDEPTHBUF\n\n #ifdef USE_LOGDEPTHBUF_EXT\n\n varying float vFragDepth;\n\n #endif\n\n uniform float logDepthBufFC;\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/lightmap_pars_vertex.glsl
+
+THREE.ShaderChunk[ 'lightmap_pars_vertex'] = "#ifdef USE_LIGHTMAP\n\n varying vec2 vUv2;\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/lights_phong_fragment.glsl
+
+THREE.ShaderChunk[ 'lights_phong_fragment'] = "#ifndef FLAT_SHADED\n\n vec3 normal = normalize( vNormal );\n\n #ifdef DOUBLE_SIDED\n\n normal = normal * ( -1.0 + 2.0 * float( gl_FrontFacing ) );\n\n #endif\n\n#else\n\n vec3 fdx = dFdx( vViewPosition );\n vec3 fdy = dFdy( vViewPosition );\n vec3 normal = normalize( cross( fdx, fdy ) );\n\n#endif\n\nvec3 viewPosition = normalize( vViewPosition );\n\n#ifdef USE_NORMALMAP\n\n normal = perturbNormal2Arb( -vViewPosition, normal );\n\n#elif defined( USE_BUMPMAP )\n\n normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n\n#endif\n\nvec3 totalDiffuseLight = vec3( 0.0 );\nvec3 totalSpecularLight = vec3( 0.0 );\n\n#if MAX_POINT_LIGHTS > 0\n\n for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\n\n vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\n vec3 lVector = lPosition.xyz + vViewPosition.xyz;\n\n float attenuation = calcLightAttenuation( length( lVector ), pointLightDistance[ i ], pointLightDecay[ i ] );\n\n lVector = normalize( lVector );\n\n // diffuse\n\n float dotProduct = dot( normal, lVector );\n\n #ifdef WRAP_AROUND\n\n float pointDiffuseWeightFull = max( dotProduct, 0.0 );\n float pointDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );\n\n vec3 pointDiffuseWeight = mix( vec3( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );\n\n #else\n\n float pointDiffuseWeight = max( dotProduct, 0.0 );\n\n #endif\n\n totalDiffuseLight += pointLightColor[ i ] * pointDiffuseWeight * attenuation;\n\n // specular\n\n vec3 pointHalfVector = normalize( lVector + viewPosition );\n float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );\n float pointSpecularWeight = specularStrength * max( pow( pointDotNormalHalf, shininess ), 0.0 );\n\n float specularNormalization = ( shininess + 2.0 ) / 8.0;\n\n vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, pointHalfVector ), 0.0 ), 5.0 );\n totalSpecularLight += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * attenuation * specularNormalization;\n\n }\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\n\n vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );\n vec3 lVector = lPosition.xyz + vViewPosition.xyz;\n\n float attenuation = calcLightAttenuation( length( lVector ), spotLightDistance[ i ], spotLightDecay[ i ] );\n\n lVector = normalize( lVector );\n\n float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );\n\n if ( spotEffect > spotLightAngleCos[ i ] ) {\n\n spotEffect = max( pow( max( spotEffect, 0.0 ), spotLightExponent[ i ] ), 0.0 );\n\n // diffuse\n\n float dotProduct = dot( normal, lVector );\n\n #ifdef WRAP_AROUND\n\n float spotDiffuseWeightFull = max( dotProduct, 0.0 );\n float spotDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );\n\n vec3 spotDiffuseWeight = mix( vec3( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );\n\n #else\n\n float spotDiffuseWeight = max( dotProduct, 0.0 );\n\n #endif\n\n totalDiffuseLight += spotLightColor[ i ] * spotDiffuseWeight * attenuation * spotEffect;\n\n // specular\n\n vec3 spotHalfVector = normalize( lVector + viewPosition );\n float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );\n float spotSpecularWeight = specularStrength * max( pow( spotDotNormalHalf, shininess ), 0.0 );\n\n float specularNormalization = ( shininess + 2.0 ) / 8.0;\n\n vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, spotHalfVector ), 0.0 ), 5.0 );\n totalSpecularLight += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * attenuation * specularNormalization * spotEffect;\n\n }\n\n }\n\n#endif\n\n#if MAX_DIR_LIGHTS > 0\n\n for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {\n\n vec3 dirVector = transformDirection( directionalLightDirection[ i ], viewMatrix );\n\n // diffuse\n\n float dotProduct = dot( normal, dirVector );\n\n #ifdef WRAP_AROUND\n\n float dirDiffuseWeightFull = max( dotProduct, 0.0 );\n float dirDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );\n\n vec3 dirDiffuseWeight = mix( vec3( dirDiffuseWeightFull ), vec3( dirDiffuseWeightHalf ), wrapRGB );\n\n #else\n\n float dirDiffuseWeight = max( dotProduct, 0.0 );\n\n #endif\n\n totalDiffuseLight += directionalLightColor[ i ] * dirDiffuseWeight;\n\n // specular\n\n vec3 dirHalfVector = normalize( dirVector + viewPosition );\n float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );\n float dirSpecularWeight = specularStrength * max( pow( dirDotNormalHalf, shininess ), 0.0 );\n\n /*\n // fresnel term from skin shader\n const float F0 = 0.128;\n\n float base = 1.0 - dot( viewPosition, dirHalfVector );\n float exponential = pow( base, 5.0 );\n\n float fresnel = exponential + F0 * ( 1.0 - exponential );\n */\n\n /*\n // fresnel term from fresnel shader\n const float mFresnelBias = 0.08;\n const float mFresnelScale = 0.3;\n const float mFresnelPower = 5.0;\n\n float fresnel = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( -viewPosition ), normal ), mFresnelPower );\n */\n\n float specularNormalization = ( shininess + 2.0 ) / 8.0;\n\n // dirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization * fresnel;\n\n vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( dirVector, dirHalfVector ), 0.0 ), 5.0 );\n totalSpecularLight += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;\n\n\n }\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {\n\n vec3 lVector = transformDirection( hemisphereLightDirection[ i ], viewMatrix );\n\n // diffuse\n\n float dotProduct = dot( normal, lVector );\n float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;\n\n vec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );\n\n totalDiffuseLight += hemiColor;\n\n // specular (sky light)\n\n vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );\n float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;\n float hemiSpecularWeightSky = specularStrength * max( pow( max( hemiDotNormalHalfSky, 0.0 ), shininess ), 0.0 );\n\n // specular (ground light)\n\n vec3 lVectorGround = -lVector;\n\n vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );\n float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;\n float hemiSpecularWeightGround = specularStrength * max( pow( max( hemiDotNormalHalfGround, 0.0 ), shininess ), 0.0 );\n\n float dotProductGround = dot( normal, lVectorGround );\n\n float specularNormalization = ( shininess + 2.0 ) / 8.0;\n\n vec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, hemiHalfVectorSky ), 0.0 ), 5.0 );\n vec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 0.0 ), 5.0 );\n totalSpecularLight += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );\n\n }\n\n#endif\n\n#ifdef METAL\n\n outgoingLight += diffuseColor.rgb * ( totalDiffuseLight + ambientLightColor ) * specular + totalSpecularLight + emissive;\n\n#else\n\n outgoingLight += diffuseColor.rgb * ( totalDiffuseLight + ambientLightColor ) + totalSpecularLight + emissive;\n\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/fog_pars_fragment.glsl
+
+THREE.ShaderChunk[ 'fog_pars_fragment'] = "#ifdef USE_FOG\n\n uniform vec3 fogColor;\n\n #ifdef FOG_EXP2\n\n uniform float fogDensity;\n\n #else\n\n uniform float fogNear;\n uniform float fogFar;\n #endif\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/morphnormal_vertex.glsl
+
+THREE.ShaderChunk[ 'morphnormal_vertex'] = "#ifdef USE_MORPHNORMALS\n\n vec3 morphedNormal = vec3( 0.0 );\n\n morphedNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\n morphedNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\n morphedNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\n morphedNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\n\n morphedNormal += normal;\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/envmap_pars_fragment.glsl
+
+THREE.ShaderChunk[ 'envmap_pars_fragment'] = "#ifdef USE_ENVMAP\n\n uniform float reflectivity;\n #ifdef ENVMAP_TYPE_CUBE\n uniform samplerCube envMap;\n #else\n uniform sampler2D envMap;\n #endif\n uniform float flipEnvMap;\n\n #if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\n uniform float refractionRatio;\n\n #else\n\n varying vec3 vReflect;\n\n #endif\n\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/logdepthbuf_fragment.glsl
+
+THREE.ShaderChunk[ 'logdepthbuf_fragment'] = "#if defined(USE_LOGDEPTHBUF) && defined(USE_LOGDEPTHBUF_EXT)\n\n gl_FragDepthEXT = log2(vFragDepth) * logDepthBufFC * 0.5;\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/normalmap_pars_fragment.glsl
+
+THREE.ShaderChunk[ 'normalmap_pars_fragment'] = "#ifdef USE_NORMALMAP\n\n uniform sampler2D normalMap;\n uniform vec2 normalScale;\n\n // Per-Pixel Tangent Space Normal Mapping\n // http://hacksoflife.blogspot.ch/2009/11/per-pixel-tangent-space-normal-mapping.html\n\n vec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {\n\n vec3 q0 = dFdx( eye_pos.xyz );\n vec3 q1 = dFdy( eye_pos.xyz );\n vec2 st0 = dFdx( vUv.st );\n vec2 st1 = dFdy( vUv.st );\n\n vec3 S = normalize( q0 * st1.t - q1 * st0.t );\n vec3 T = normalize( -q0 * st1.s + q1 * st0.s );\n vec3 N = normalize( surf_norm );\n\n vec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n mapN.xy = normalScale * mapN.xy;\n mat3 tsn = mat3( S, T, N );\n return normalize( tsn * mapN );\n\n }\n\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/lights_phong_pars_vertex.glsl
+
+THREE.ShaderChunk[ 'lights_phong_pars_vertex'] = "#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP ) || defined( USE_ENVMAP )\n\n varying vec3 vWorldPosition;\n\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/lightmap_pars_fragment.glsl
+
+THREE.ShaderChunk[ 'lightmap_pars_fragment'] = "#ifdef USE_LIGHTMAP\n\n varying vec2 vUv2;\n uniform sampler2D lightMap;\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/shadowmap_vertex.glsl
+
+THREE.ShaderChunk[ 'shadowmap_vertex'] = "#ifdef USE_SHADOWMAP\n\n for( int i = 0; i < MAX_SHADOWS; i ++ ) {\n\n vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;\n\n }\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/lights_phong_vertex.glsl
+
+THREE.ShaderChunk[ 'lights_phong_vertex'] = "#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP ) || defined( USE_ENVMAP )\n\n vWorldPosition = worldPosition.xyz;\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/map_fragment.glsl
+
+THREE.ShaderChunk[ 'map_fragment'] = "#ifdef USE_MAP\n\n vec4 texelColor = texture2D( map, vUv );\n\n texelColor.xyz = inputToLinear( texelColor.xyz );\n\n diffuseColor *= texelColor;\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/lightmap_vertex.glsl
+
+THREE.ShaderChunk[ 'lightmap_vertex'] = "#ifdef USE_LIGHTMAP\n\n vUv2 = uv2;\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/map_particle_fragment.glsl
+
+THREE.ShaderChunk[ 'map_particle_fragment'] = "#ifdef USE_MAP\n\n diffuseColor *= texture2D( map, vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y ) * offsetRepeat.zw + offsetRepeat.xy );\n\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/color_pars_fragment.glsl
+
+THREE.ShaderChunk[ 'color_pars_fragment'] = "#ifdef USE_COLOR\n\n varying vec3 vColor;\n\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/color_vertex.glsl
+
+THREE.ShaderChunk[ 'color_vertex'] = "#ifdef USE_COLOR\n\n vColor.xyz = inputToLinear( color.xyz );\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/skinning_vertex.glsl
+
+THREE.ShaderChunk[ 'skinning_vertex'] = "#ifdef USE_SKINNING\n\n #ifdef USE_MORPHTARGETS\n\n vec4 skinVertex = bindMatrix * vec4( morphed, 1.0 );\n\n #else\n\n vec4 skinVertex = bindMatrix * vec4( position, 1.0 );\n\n #endif\n\n vec4 skinned = vec4( 0.0 );\n skinned += boneMatX * skinVertex * skinWeight.x;\n skinned += boneMatY * skinVertex * skinWeight.y;\n skinned += boneMatZ * skinVertex * skinWeight.z;\n skinned += boneMatW * skinVertex * skinWeight.w;\n skinned = bindMatrixInverse * skinned;\n\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/envmap_pars_vertex.glsl
+
+THREE.ShaderChunk[ 'envmap_pars_vertex'] = "#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP ) && ! defined( PHONG )\n\n varying vec3 vReflect;\n\n uniform float refractionRatio;\n\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/linear_to_gamma_fragment.glsl
+
+THREE.ShaderChunk[ 'linear_to_gamma_fragment'] = "\n outgoingLight = linearToOutput( outgoingLight );\n";
+
+// File:src/renderers/shaders/ShaderChunk/color_pars_vertex.glsl
+
+THREE.ShaderChunk[ 'color_pars_vertex'] = "#ifdef USE_COLOR\n\n varying vec3 vColor;\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/lights_lambert_pars_vertex.glsl
+
+THREE.ShaderChunk[ 'lights_lambert_pars_vertex'] = "uniform vec3 ambientLightColor;\n\n#if MAX_DIR_LIGHTS > 0\n\n uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\n uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];\n uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];\n uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];\n\n#endif\n\n#if MAX_POINT_LIGHTS > 0\n\n uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\n uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\n uniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n uniform float pointLightDecay[ MAX_POINT_LIGHTS ];\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];\n uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];\n uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];\n uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\n uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];\n uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];\n uniform float spotLightDecay[ MAX_SPOT_LIGHTS ];\n\n#endif\n\n#ifdef WRAP_AROUND\n\n uniform vec3 wrapRGB;\n\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/map_pars_vertex.glsl
+
+THREE.ShaderChunk[ 'map_pars_vertex'] = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP )\n\n varying vec2 vUv;\n uniform vec4 offsetRepeat;\n\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/envmap_fragment.glsl
+
+THREE.ShaderChunk[ 'envmap_fragment'] = "#ifdef USE_ENVMAP\n\n #if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\n vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\n\n // Transforming Normal Vectors with the Inverse Transformation\n vec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\n #ifdef ENVMAP_MODE_REFLECTION\n\n vec3 reflectVec = reflect( cameraToVertex, worldNormal );\n\n #else\n\n vec3 reflectVec = refract( cameraToVertex, worldNormal, refractionRatio );\n\n #endif\n\n #else\n\n vec3 reflectVec = vReflect;\n\n #endif\n\n #ifdef DOUBLE_SIDED\n float flipNormal = ( -1.0 + 2.0 * float( gl_FrontFacing ) );\n #else\n float flipNormal = 1.0;\n #endif\n\n #ifdef ENVMAP_TYPE_CUBE\n vec4 envColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\n #elif defined( ENVMAP_TYPE_EQUIREC )\n vec2 sampleUV;\n sampleUV.y = saturate( flipNormal * reflectVec.y * 0.5 + 0.5 );\n sampleUV.x = atan( flipNormal * reflectVec.z, flipNormal * reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n vec4 envColor = texture2D( envMap, sampleUV );\n\n #elif defined( ENVMAP_TYPE_SPHERE )\n vec3 reflectView = flipNormal * normalize((viewMatrix * vec4( reflectVec, 0.0 )).xyz + vec3(0.0,0.0,1.0));\n vec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n #endif\n\n envColor.xyz = inputToLinear( envColor.xyz );\n\n #ifdef ENVMAP_BLENDING_MULTIPLY\n\n outgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\n #elif defined( ENVMAP_BLENDING_MIX )\n\n outgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\n #elif defined( ENVMAP_BLENDING_ADD )\n\n outgoingLight += envColor.xyz * specularStrength * reflectivity;\n\n #endif\n\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/specularmap_pars_fragment.glsl
+
+THREE.ShaderChunk[ 'specularmap_pars_fragment'] = "#ifdef USE_SPECULARMAP\n\n uniform sampler2D specularMap;\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/logdepthbuf_vertex.glsl
+
+THREE.ShaderChunk[ 'logdepthbuf_vertex'] = "#ifdef USE_LOGDEPTHBUF\n\n gl_Position.z = log2(max( EPSILON, gl_Position.w + 1.0 )) * logDepthBufFC;\n\n #ifdef USE_LOGDEPTHBUF_EXT\n\n vFragDepth = 1.0 + gl_Position.w;\n\n#else\n\n gl_Position.z = (gl_Position.z - 1.0) * gl_Position.w;\n\n #endif\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/morphtarget_pars_vertex.glsl
+
+THREE.ShaderChunk[ 'morphtarget_pars_vertex'] = "#ifdef USE_MORPHTARGETS\n\n #ifndef USE_MORPHNORMALS\n\n uniform float morphTargetInfluences[ 8 ];\n\n #else\n\n uniform float morphTargetInfluences[ 4 ];\n\n #endif\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/specularmap_fragment.glsl
+
+THREE.ShaderChunk[ 'specularmap_fragment'] = "float specularStrength;\n\n#ifdef USE_SPECULARMAP\n\n vec4 texelSpecular = texture2D( specularMap, vUv );\n specularStrength = texelSpecular.r;\n\n#else\n\n specularStrength = 1.0;\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/fog_fragment.glsl
+
+THREE.ShaderChunk[ 'fog_fragment'] = "#ifdef USE_FOG\n\n #ifdef USE_LOGDEPTHBUF_EXT\n\n float depth = gl_FragDepthEXT / gl_FragCoord.w;\n\n #else\n\n float depth = gl_FragCoord.z / gl_FragCoord.w;\n\n #endif\n\n #ifdef FOG_EXP2\n\n float fogFactor = exp2( - square( fogDensity ) * square( depth ) * LOG2 );\n fogFactor = whiteCompliment( fogFactor );\n\n #else\n\n float fogFactor = smoothstep( fogNear, fogFar, depth );\n\n #endif\n \n outgoingLight = mix( outgoingLight, fogColor, fogFactor );\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/bumpmap_pars_fragment.glsl
+
+THREE.ShaderChunk[ 'bumpmap_pars_fragment'] = "#ifdef USE_BUMPMAP\n\n uniform sampler2D bumpMap;\n uniform float bumpScale;\n\n // Derivative maps - bump mapping unparametrized surfaces by Morten Mikkelsen\n // http://mmikkelsen3d.blogspot.sk/2011/07/derivative-maps.html\n\n // Evaluate the derivative of the height w.r.t. screen-space using forward differencing (listing 2)\n\n vec2 dHdxy_fwd() {\n\n vec2 dSTdx = dFdx( vUv );\n vec2 dSTdy = dFdy( vUv );\n\n float Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n float dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n float dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\n return vec2( dBx, dBy );\n\n }\n\n vec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\n\n vec3 vSigmaX = dFdx( surf_pos );\n vec3 vSigmaY = dFdy( surf_pos );\n vec3 vN = surf_norm; // normalized\n\n vec3 R1 = cross( vSigmaY, vN );\n vec3 R2 = cross( vN, vSigmaX );\n\n float fDet = dot( vSigmaX, R1 );\n\n vec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n return normalize( abs( fDet ) * surf_norm - vGrad );\n\n }\n\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/defaultnormal_vertex.glsl
+
+THREE.ShaderChunk[ 'defaultnormal_vertex'] = "#ifdef USE_SKINNING\n\n vec3 objectNormal = skinnedNormal.xyz;\n\n#elif defined( USE_MORPHNORMALS )\n\n vec3 objectNormal = morphedNormal;\n\n#else\n\n vec3 objectNormal = normal;\n\n#endif\n\n#ifdef FLIP_SIDED\n\n objectNormal = -objectNormal;\n\n#endif\n\nvec3 transformedNormal = normalMatrix * objectNormal;\n";
+
+// File:src/renderers/shaders/ShaderChunk/lights_phong_pars_fragment.glsl
+
+THREE.ShaderChunk[ 'lights_phong_pars_fragment'] = "uniform vec3 ambientLightColor;\n\n#if MAX_DIR_LIGHTS > 0\n\n uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\n uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];\n uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];\n uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];\n\n#endif\n\n#if MAX_POINT_LIGHTS > 0\n\n uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\n\n uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\n uniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n uniform float pointLightDecay[ MAX_POINT_LIGHTS ];\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];\n uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];\n uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];\n uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];\n uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];\n uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\n uniform float spotLightDecay[ MAX_SPOT_LIGHTS ];\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP ) || defined( USE_ENVMAP )\n\n varying vec3 vWorldPosition;\n\n#endif\n\n#ifdef WRAP_AROUND\n\n uniform vec3 wrapRGB;\n\n#endif\n\nvarying vec3 vViewPosition;\n\n#ifndef FLAT_SHADED\n\n varying vec3 vNormal;\n\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/skinbase_vertex.glsl
+
+THREE.ShaderChunk[ 'skinbase_vertex'] = "#ifdef USE_SKINNING\n\n mat4 boneMatX = getBoneMatrix( skinIndex.x );\n mat4 boneMatY = getBoneMatrix( skinIndex.y );\n mat4 boneMatZ = getBoneMatrix( skinIndex.z );\n mat4 boneMatW = getBoneMatrix( skinIndex.w );\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/map_vertex.glsl
+
+THREE.ShaderChunk[ 'map_vertex'] = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP )\n\n vUv = uv * offsetRepeat.zw + offsetRepeat.xy;\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/lightmap_fragment.glsl
+
+THREE.ShaderChunk[ 'lightmap_fragment'] = "#ifdef USE_LIGHTMAP\n\n outgoingLight *= diffuseColor.xyz * texture2D( lightMap, vUv2 ).xyz;\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/shadowmap_pars_vertex.glsl
+
+THREE.ShaderChunk[ 'shadowmap_pars_vertex'] = "#ifdef USE_SHADOWMAP\n\n varying vec4 vShadowCoord[ MAX_SHADOWS ];\n uniform mat4 shadowMatrix[ MAX_SHADOWS ];\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/color_fragment.glsl
+
+THREE.ShaderChunk[ 'color_fragment'] = "#ifdef USE_COLOR\n\n diffuseColor.rgb *= vColor;\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/morphtarget_vertex.glsl
+
+THREE.ShaderChunk[ 'morphtarget_vertex'] = "#ifdef USE_MORPHTARGETS\n\n vec3 morphed = vec3( 0.0 );\n morphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\n morphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\n morphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\n morphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\n\n #ifndef USE_MORPHNORMALS\n\n morphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\n morphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\n morphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\n morphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\n\n #endif\n\n morphed += position;\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/envmap_vertex.glsl
+
+THREE.ShaderChunk[ 'envmap_vertex'] = "#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP ) && ! defined( PHONG )\n\n vec3 worldNormal = transformDirection( objectNormal, modelMatrix );\n\n vec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\n #ifdef ENVMAP_MODE_REFLECTION\n\n vReflect = reflect( cameraToVertex, worldNormal );\n\n #else\n\n vReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\n #endif\n\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/shadowmap_fragment.glsl
+
+THREE.ShaderChunk[ 'shadowmap_fragment'] = "#ifdef USE_SHADOWMAP\n\n #ifdef SHADOWMAP_DEBUG\n\n vec3 frustumColors[3];\n frustumColors[0] = vec3( 1.0, 0.5, 0.0 );\n frustumColors[1] = vec3( 0.0, 1.0, 0.8 );\n frustumColors[2] = vec3( 0.0, 0.5, 1.0 );\n\n #endif\n\n #ifdef SHADOWMAP_CASCADE\n\n int inFrustumCount = 0;\n\n #endif\n\n float fDepth;\n vec3 shadowColor = vec3( 1.0 );\n\n for( int i = 0; i < MAX_SHADOWS; i ++ ) {\n\n vec3 shadowCoord = vShadowCoord[ i ].xyz / vShadowCoord[ i ].w;\n\n // if ( something && something ) breaks ATI OpenGL shader compiler\n // if ( all( something, something ) ) using this instead\n\n bvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n bool inFrustum = all( inFrustumVec );\n\n // don't shadow pixels outside of light frustum\n // use just first frustum (for cascades)\n // don't shadow pixels behind far plane of light frustum\n\n #ifdef SHADOWMAP_CASCADE\n\n inFrustumCount += int( inFrustum );\n bvec3 frustumTestVec = bvec3( inFrustum, inFrustumCount == 1, shadowCoord.z <= 1.0 );\n\n #else\n\n bvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\n #endif\n\n bool frustumTest = all( frustumTestVec );\n\n if ( frustumTest ) {\n\n shadowCoord.z += shadowBias[ i ];\n\n #if defined( SHADOWMAP_TYPE_PCF )\n\n // Percentage-close filtering\n // (9 pixel kernel)\n // http://fabiensanglard.net/shadowmappingPCF/\n\n float shadow = 0.0;\n\n /*\n // nested loops breaks shader compiler / validator on some ATI cards when using OpenGL\n // must enroll loop manually\n\n for ( float y = -1.25; y <= 1.25; y += 1.25 )\n for ( float x = -1.25; x <= 1.25; x += 1.25 ) {\n\n vec4 rgbaDepth = texture2D( shadowMap[ i ], vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy );\n\n // doesn't seem to produce any noticeable visual difference compared to simple texture2D lookup\n //vec4 rgbaDepth = texture2DProj( shadowMap[ i ], vec4( vShadowCoord[ i ].w * ( vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy ), 0.05, vShadowCoord[ i ].w ) );\n\n float fDepth = unpackDepth( rgbaDepth );\n\n if ( fDepth < shadowCoord.z )\n shadow += 1.0;\n\n }\n\n shadow /= 9.0;\n\n */\n\n const float shadowDelta = 1.0 / 9.0;\n\n float xPixelOffset = 1.0 / shadowMapSize[ i ].x;\n float yPixelOffset = 1.0 / shadowMapSize[ i ].y;\n\n float dx0 = -1.25 * xPixelOffset;\n float dy0 = -1.25 * yPixelOffset;\n float dx1 = 1.25 * xPixelOffset;\n float dy1 = 1.25 * yPixelOffset;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n shadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );\n\n #elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\n // Percentage-close filtering\n // (9 pixel kernel)\n // http://fabiensanglard.net/shadowmappingPCF/\n\n float shadow = 0.0;\n\n float xPixelOffset = 1.0 / shadowMapSize[ i ].x;\n float yPixelOffset = 1.0 / shadowMapSize[ i ].y;\n\n float dx0 = -1.0 * xPixelOffset;\n float dy0 = -1.0 * yPixelOffset;\n float dx1 = 1.0 * xPixelOffset;\n float dy1 = 1.0 * yPixelOffset;\n\n mat3 shadowKernel;\n mat3 depthKernel;\n\n depthKernel[0][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );\n depthKernel[0][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );\n depthKernel[0][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );\n depthKernel[1][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );\n depthKernel[1][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );\n depthKernel[1][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );\n depthKernel[2][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );\n depthKernel[2][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );\n depthKernel[2][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );\n\n vec3 shadowZ = vec3( shadowCoord.z );\n shadowKernel[0] = vec3(lessThan(depthKernel[0], shadowZ ));\n shadowKernel[0] *= vec3(0.25);\n\n shadowKernel[1] = vec3(lessThan(depthKernel[1], shadowZ ));\n shadowKernel[1] *= vec3(0.25);\n\n shadowKernel[2] = vec3(lessThan(depthKernel[2], shadowZ ));\n shadowKernel[2] *= vec3(0.25);\n\n vec2 fractionalCoord = 1.0 - fract( shadowCoord.xy * shadowMapSize[i].xy );\n\n shadowKernel[0] = mix( shadowKernel[1], shadowKernel[0], fractionalCoord.x );\n shadowKernel[1] = mix( shadowKernel[2], shadowKernel[1], fractionalCoord.x );\n\n vec4 shadowValues;\n shadowValues.x = mix( shadowKernel[0][1], shadowKernel[0][0], fractionalCoord.y );\n shadowValues.y = mix( shadowKernel[0][2], shadowKernel[0][1], fractionalCoord.y );\n shadowValues.z = mix( shadowKernel[1][1], shadowKernel[1][0], fractionalCoord.y );\n shadowValues.w = mix( shadowKernel[1][2], shadowKernel[1][1], fractionalCoord.y );\n\n shadow = dot( shadowValues, vec4( 1.0 ) );\n\n shadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );\n\n #else\n\n vec4 rgbaDepth = texture2D( shadowMap[ i ], shadowCoord.xy );\n float fDepth = unpackDepth( rgbaDepth );\n\n if ( fDepth < shadowCoord.z )\n\n // spot with multiple shadows is darker\n\n shadowColor = shadowColor * vec3( 1.0 - shadowDarkness[ i ] );\n\n // spot with multiple shadows has the same color as single shadow spot\n\n // shadowColor = min( shadowColor, vec3( shadowDarkness[ i ] ) );\n\n #endif\n\n }\n\n\n #ifdef SHADOWMAP_DEBUG\n\n #ifdef SHADOWMAP_CASCADE\n\n if ( inFrustum && inFrustumCount == 1 ) outgoingLight *= frustumColors[ i ];\n\n #else\n\n if ( inFrustum ) outgoingLight *= frustumColors[ i ];\n\n #endif\n\n #endif\n\n }\n\n // NOTE: I am unsure if this is correct in linear space. -bhouston, Dec 29, 2014\n shadowColor = inputToLinear( shadowColor );\n\n outgoingLight = outgoingLight * shadowColor;\n\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/worldpos_vertex.glsl
+
+THREE.ShaderChunk[ 'worldpos_vertex'] = "#if defined( USE_ENVMAP ) || defined( PHONG ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP )\n\n #ifdef USE_SKINNING\n\n vec4 worldPosition = modelMatrix * skinned;\n\n #elif defined( USE_MORPHTARGETS )\n\n vec4 worldPosition = modelMatrix * vec4( morphed, 1.0 );\n\n #else\n\n vec4 worldPosition = modelMatrix * vec4( position, 1.0 );\n\n #endif\n\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/shadowmap_pars_fragment.glsl
+
+THREE.ShaderChunk[ 'shadowmap_pars_fragment'] = "#ifdef USE_SHADOWMAP\n\n uniform sampler2D shadowMap[ MAX_SHADOWS ];\n uniform vec2 shadowMapSize[ MAX_SHADOWS ];\n\n uniform float shadowDarkness[ MAX_SHADOWS ];\n uniform float shadowBias[ MAX_SHADOWS ];\n\n varying vec4 vShadowCoord[ MAX_SHADOWS ];\n\n float unpackDepth( const in vec4 rgba_depth ) {\n\n const vec4 bit_shift = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );\n float depth = dot( rgba_depth, bit_shift );\n return depth;\n\n }\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/skinning_pars_vertex.glsl
+
+THREE.ShaderChunk[ 'skinning_pars_vertex'] = "#ifdef USE_SKINNING\n\n uniform mat4 bindMatrix;\n uniform mat4 bindMatrixInverse;\n\n #ifdef BONE_TEXTURE\n\n uniform sampler2D boneTexture;\n uniform int boneTextureWidth;\n uniform int boneTextureHeight;\n\n mat4 getBoneMatrix( const in float i ) {\n\n float j = i * 4.0;\n float x = mod( j, float( boneTextureWidth ) );\n float y = floor( j / float( boneTextureWidth ) );\n\n float dx = 1.0 / float( boneTextureWidth );\n float dy = 1.0 / float( boneTextureHeight );\n\n y = dy * ( y + 0.5 );\n\n vec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n vec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n vec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n vec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\n mat4 bone = mat4( v1, v2, v3, v4 );\n\n return bone;\n\n }\n\n #else\n\n uniform mat4 boneGlobalMatrices[ MAX_BONES ];\n\n mat4 getBoneMatrix( const in float i ) {\n\n mat4 bone = boneGlobalMatrices[ int(i) ];\n return bone;\n\n }\n\n #endif\n\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/logdepthbuf_pars_fragment.glsl
+
+THREE.ShaderChunk[ 'logdepthbuf_pars_fragment'] = "#ifdef USE_LOGDEPTHBUF\n\n uniform float logDepthBufFC;\n\n #ifdef USE_LOGDEPTHBUF_EXT\n\n #extension GL_EXT_frag_depth : enable\n varying float vFragDepth;\n\n #endif\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/alphamap_fragment.glsl
+
+THREE.ShaderChunk[ 'alphamap_fragment'] = "#ifdef USE_ALPHAMAP\n\n diffuseColor.a *= texture2D( alphaMap, vUv ).g;\n\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/alphamap_pars_fragment.glsl
+
+THREE.ShaderChunk[ 'alphamap_pars_fragment'] = "#ifdef USE_ALPHAMAP\n\n uniform sampler2D alphaMap;\n\n#endif\n";
+
+// File:src/renderers/shaders/UniformsUtils.js
+
+/**
+ * Uniform Utilities
+ */
+
+THREE.UniformsUtils = {
+
+ merge: function ( uniforms ) {
+
+ var merged = {};
+
+ for ( var u = 0; u < uniforms.length; u ++ ) {
+
+ var tmp = this.clone( uniforms[ u ] );
+
+ for ( var p in tmp ) {
+
+ merged[ p ] = tmp[ p ];
+
+ }
+
+ }
+
+ return merged;
+
+ },
+
+ clone: function ( uniforms_src ) {
+
+ var uniforms_dst = {};
+
+ for ( var u in uniforms_src ) {
+
+ uniforms_dst[ u ] = {};
+
+ for ( var p in uniforms_src[ u ] ) {
+
+ var parameter_src = uniforms_src[ u ][ p ];
+
+ if ( parameter_src instanceof THREE.Color ||
+ parameter_src instanceof THREE.Vector2 ||
+ parameter_src instanceof THREE.Vector3 ||
+ parameter_src instanceof THREE.Vector4 ||
+ parameter_src instanceof THREE.Matrix4 ||
+ parameter_src instanceof THREE.Texture ) {
+
+ uniforms_dst[ u ][ p ] = parameter_src.clone();
+
+ } else if ( parameter_src instanceof Array ) {
+
+ uniforms_dst[ u ][ p ] = parameter_src.slice();
+
+ } else {
+
+ uniforms_dst[ u ][ p ] = parameter_src;
+
+ }
+
+ }
+
+ }
+
+ return uniforms_dst;
+
+ }
+
+};
+
+// File:src/renderers/shaders/UniformsLib.js
+
+/**
+ * Uniforms library for shared webgl shaders
+ */
+
+THREE.UniformsLib = {
+
+ common: {
+
+ "diffuse" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
+ "opacity" : { type: "f", value: 1.0 },
+
+ "map" : { type: "t", value: null },
+ "offsetRepeat" : { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) },
+
+ "lightMap" : { type: "t", value: null },
+ "specularMap" : { type: "t", value: null },
+ "alphaMap" : { type: "t", value: null },
+
+ "envMap" : { type: "t", value: null },
+ "flipEnvMap" : { type: "f", value: - 1 },
+ "reflectivity" : { type: "f", value: 1.0 },
+ "refractionRatio" : { type: "f", value: 0.98 },
+
+ "morphTargetInfluences" : { type: "f", value: 0 }
+
+ },
+
+ bump: {
+
+ "bumpMap" : { type: "t", value: null },
+ "bumpScale" : { type: "f", value: 1 }
+
+ },
+
+ normalmap: {
+
+ "normalMap" : { type: "t", value: null },
+ "normalScale" : { type: "v2", value: new THREE.Vector2( 1, 1 ) }
+ },
+
+ fog : {
+
+ "fogDensity" : { type: "f", value: 0.00025 },
+ "fogNear" : { type: "f", value: 1 },
+ "fogFar" : { type: "f", value: 2000 },
+ "fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) }
+
+ },
+
+ lights: {
+
+ "ambientLightColor" : { type: "fv", value: [] },
+
+ "directionalLightDirection" : { type: "fv", value: [] },
+ "directionalLightColor" : { type: "fv", value: [] },
+
+ "hemisphereLightDirection" : { type: "fv", value: [] },
+ "hemisphereLightSkyColor" : { type: "fv", value: [] },
+ "hemisphereLightGroundColor" : { type: "fv", value: [] },
+
+ "pointLightColor" : { type: "fv", value: [] },
+ "pointLightPosition" : { type: "fv", value: [] },
+ "pointLightDistance" : { type: "fv1", value: [] },
+ "pointLightDecay" : { type: "fv1", value: [] },
+
+ "spotLightColor" : { type: "fv", value: [] },
+ "spotLightPosition" : { type: "fv", value: [] },
+ "spotLightDirection" : { type: "fv", value: [] },
+ "spotLightDistance" : { type: "fv1", value: [] },
+ "spotLightAngleCos" : { type: "fv1", value: [] },
+ "spotLightExponent" : { type: "fv1", value: [] },
+ "spotLightDecay" : { type: "fv1", value: [] }
+
+ },
+
+ particle: {
+
+ "psColor" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
+ "opacity" : { type: "f", value: 1.0 },
+ "size" : { type: "f", value: 1.0 },
+ "scale" : { type: "f", value: 1.0 },
+ "map" : { type: "t", value: null },
+ "offsetRepeat" : { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) },
+
+ "fogDensity" : { type: "f", value: 0.00025 },
+ "fogNear" : { type: "f", value: 1 },
+ "fogFar" : { type: "f", value: 2000 },
+ "fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) }
+
+ },
+
+ shadowmap: {
+
+ "shadowMap": { type: "tv", value: [] },
+ "shadowMapSize": { type: "v2v", value: [] },
+
+ "shadowBias" : { type: "fv1", value: [] },
+ "shadowDarkness": { type: "fv1", value: [] },
+
+ "shadowMatrix" : { type: "m4v", value: [] }
+
+ }
+
+};
+
+// File:src/renderers/shaders/ShaderLib.js
+
+/**
+ * Webgl Shader Library for three.js
+ *
+ * @author alteredq / http://alteredqualia.com/
+ * @author mrdoob / http://mrdoob.com/
+ * @author mikael emtinger / http://gomo.se/
+ */
+
+
+THREE.ShaderLib = {
+
+ 'basic': {
+
+ uniforms: THREE.UniformsUtils.merge( [
+
+ THREE.UniformsLib[ "common" ],
+ THREE.UniformsLib[ "fog" ],
+ THREE.UniformsLib[ "shadowmap" ]
+
+ ] ),
+
+ vertexShader: [
+
+ THREE.ShaderChunk[ "common" ],
+ THREE.ShaderChunk[ "map_pars_vertex" ],
+ THREE.ShaderChunk[ "lightmap_pars_vertex" ],
+ THREE.ShaderChunk[ "envmap_pars_vertex" ],
+ THREE.ShaderChunk[ "color_pars_vertex" ],
+ THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
+ THREE.ShaderChunk[ "skinning_pars_vertex" ],
+ THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
+ THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
+
+ "void main() {",
+
+ THREE.ShaderChunk[ "map_vertex" ],
+ THREE.ShaderChunk[ "lightmap_vertex" ],
+ THREE.ShaderChunk[ "color_vertex" ],
+ THREE.ShaderChunk[ "skinbase_vertex" ],
+
+ " #ifdef USE_ENVMAP",
+
+ THREE.ShaderChunk[ "morphnormal_vertex" ],
+ THREE.ShaderChunk[ "skinnormal_vertex" ],
+ THREE.ShaderChunk[ "defaultnormal_vertex" ],
+
+ " #endif",
+
+ THREE.ShaderChunk[ "morphtarget_vertex" ],
+ THREE.ShaderChunk[ "skinning_vertex" ],
+ THREE.ShaderChunk[ "default_vertex" ],
+ THREE.ShaderChunk[ "logdepthbuf_vertex" ],
+
+ THREE.ShaderChunk[ "worldpos_vertex" ],
+ THREE.ShaderChunk[ "envmap_vertex" ],
+ THREE.ShaderChunk[ "shadowmap_vertex" ],
+
+ "}"
+
+ ].join("\n"),
+
+ fragmentShader: [
+
+ "uniform vec3 diffuse;",
+ "uniform float opacity;",
+
+ THREE.ShaderChunk[ "common" ],
+ THREE.ShaderChunk[ "color_pars_fragment" ],
+ THREE.ShaderChunk[ "map_pars_fragment" ],
+ THREE.ShaderChunk[ "alphamap_pars_fragment" ],
+ THREE.ShaderChunk[ "lightmap_pars_fragment" ],
+ THREE.ShaderChunk[ "envmap_pars_fragment" ],
+ THREE.ShaderChunk[ "fog_pars_fragment" ],
+ THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
+ THREE.ShaderChunk[ "specularmap_pars_fragment" ],
+ THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
+
+ "void main() {",
+
+ " vec3 outgoingLight = vec3( 0.0 );", // outgoing light does not have an alpha, the surface does
+ " vec4 diffuseColor = vec4( diffuse, opacity );",
+
+ THREE.ShaderChunk[ "logdepthbuf_fragment" ],
+ THREE.ShaderChunk[ "map_fragment" ],
+ THREE.ShaderChunk[ "color_fragment" ],
+ THREE.ShaderChunk[ "alphamap_fragment" ],
+ THREE.ShaderChunk[ "alphatest_fragment" ],
+ THREE.ShaderChunk[ "specularmap_fragment" ],
+
+ " outgoingLight = diffuseColor.rgb;", // simple shader
+
+ THREE.ShaderChunk[ "lightmap_fragment" ], // TODO: Light map on an otherwise unlit surface doesn't make sense.
+ THREE.ShaderChunk[ "envmap_fragment" ],
+ THREE.ShaderChunk[ "shadowmap_fragment" ], // TODO: Shadows on an otherwise unlit surface doesn't make sense.
+
+ THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
+
+ THREE.ShaderChunk[ "fog_fragment" ],
+
+ " gl_FragColor = vec4( outgoingLight, diffuseColor.a );", // TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects
+
+ "}"
+
+ ].join("\n")
+
+ },
+
+ 'lambert': {
+
+ uniforms: THREE.UniformsUtils.merge( [
+
+ THREE.UniformsLib[ "common" ],
+ THREE.UniformsLib[ "fog" ],
+ THREE.UniformsLib[ "lights" ],
+ THREE.UniformsLib[ "shadowmap" ],
+
+ {
+ "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
+ "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
+ }
+
+ ] ),
+
+ vertexShader: [
+
+ "#define LAMBERT",
+
+ "varying vec3 vLightFront;",
+
+ "#ifdef DOUBLE_SIDED",
+
+ " varying vec3 vLightBack;",
+
+ "#endif",
+
+ THREE.ShaderChunk[ "common" ],
+ THREE.ShaderChunk[ "map_pars_vertex" ],
+ THREE.ShaderChunk[ "lightmap_pars_vertex" ],
+ THREE.ShaderChunk[ "envmap_pars_vertex" ],
+ THREE.ShaderChunk[ "lights_lambert_pars_vertex" ],
+ THREE.ShaderChunk[ "color_pars_vertex" ],
+ THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
+ THREE.ShaderChunk[ "skinning_pars_vertex" ],
+ THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
+ THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
+
+ "void main() {",
+
+ THREE.ShaderChunk[ "map_vertex" ],
+ THREE.ShaderChunk[ "lightmap_vertex" ],
+ THREE.ShaderChunk[ "color_vertex" ],
+
+ THREE.ShaderChunk[ "morphnormal_vertex" ],
+ THREE.ShaderChunk[ "skinbase_vertex" ],
+ THREE.ShaderChunk[ "skinnormal_vertex" ],
+ THREE.ShaderChunk[ "defaultnormal_vertex" ],
+
+ THREE.ShaderChunk[ "morphtarget_vertex" ],
+ THREE.ShaderChunk[ "skinning_vertex" ],
+ THREE.ShaderChunk[ "default_vertex" ],
+ THREE.ShaderChunk[ "logdepthbuf_vertex" ],
+
+ THREE.ShaderChunk[ "worldpos_vertex" ],
+ THREE.ShaderChunk[ "envmap_vertex" ],
+ THREE.ShaderChunk[ "lights_lambert_vertex" ],
+ THREE.ShaderChunk[ "shadowmap_vertex" ],
+
+ "}"
+
+ ].join("\n"),
+
+ fragmentShader: [
+
+ "uniform vec3 diffuse;",
+ "uniform vec3 emissive;",
+ "uniform float opacity;",
+
+ "varying vec3 vLightFront;",
+
+ "#ifdef DOUBLE_SIDED",
+
+ " varying vec3 vLightBack;",
+
+ "#endif",
+
+ THREE.ShaderChunk[ "common" ],
+ THREE.ShaderChunk[ "color_pars_fragment" ],
+ THREE.ShaderChunk[ "map_pars_fragment" ],
+ THREE.ShaderChunk[ "alphamap_pars_fragment" ],
+ THREE.ShaderChunk[ "lightmap_pars_fragment" ],
+ THREE.ShaderChunk[ "envmap_pars_fragment" ],
+ THREE.ShaderChunk[ "fog_pars_fragment" ],
+ THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
+ THREE.ShaderChunk[ "specularmap_pars_fragment" ],
+ THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
+
+ "void main() {",
+
+ " vec3 outgoingLight = vec3( 0.0 );", // outgoing light does not have an alpha, the surface does
+ " vec4 diffuseColor = vec4( diffuse, opacity );",
+
+ THREE.ShaderChunk[ "logdepthbuf_fragment" ],
+ THREE.ShaderChunk[ "map_fragment" ],
+ THREE.ShaderChunk[ "color_fragment" ],
+ THREE.ShaderChunk[ "alphamap_fragment" ],
+ THREE.ShaderChunk[ "alphatest_fragment" ],
+ THREE.ShaderChunk[ "specularmap_fragment" ],
+
+ " #ifdef DOUBLE_SIDED",
+
+ //"float isFront = float( gl_FrontFacing );",
+ //"gl_FragColor.xyz *= isFront * vLightFront + ( 1.0 - isFront ) * vLightBack;",
+
+ " if ( gl_FrontFacing )",
+ " outgoingLight += diffuseColor.rgb * vLightFront + emissive;",
+ " else",
+ " outgoingLight += diffuseColor.rgb * vLightBack + emissive;",
+
+ " #else",
+
+ " outgoingLight += diffuseColor.rgb * vLightFront + emissive;",
+
+ " #endif",
+
+ THREE.ShaderChunk[ "lightmap_fragment" ],
+ THREE.ShaderChunk[ "envmap_fragment" ],
+ THREE.ShaderChunk[ "shadowmap_fragment" ],
+
+ THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
+
+ THREE.ShaderChunk[ "fog_fragment" ],
+
+ " gl_FragColor = vec4( outgoingLight, diffuseColor.a );", // TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects
+
+ "}"
+
+ ].join("\n")
+
+ },
+
+ 'phong': {
+
+ uniforms: THREE.UniformsUtils.merge( [
+
+ THREE.UniformsLib[ "common" ],
+ THREE.UniformsLib[ "bump" ],
+ THREE.UniformsLib[ "normalmap" ],
+ THREE.UniformsLib[ "fog" ],
+ THREE.UniformsLib[ "lights" ],
+ THREE.UniformsLib[ "shadowmap" ],
+
+ {
+ "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
+ "specular" : { type: "c", value: new THREE.Color( 0x111111 ) },
+ "shininess": { type: "f", value: 30 },
+ "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
+ }
+
+ ] ),
+
+ vertexShader: [
+
+ "#define PHONG",
+
+ "varying vec3 vViewPosition;",
+
+ "#ifndef FLAT_SHADED",
+
+ " varying vec3 vNormal;",
+
+ "#endif",
+
+ THREE.ShaderChunk[ "common" ],
+ THREE.ShaderChunk[ "map_pars_vertex" ],
+ THREE.ShaderChunk[ "lightmap_pars_vertex" ],
+ THREE.ShaderChunk[ "envmap_pars_vertex" ],
+ THREE.ShaderChunk[ "lights_phong_pars_vertex" ],
+ THREE.ShaderChunk[ "color_pars_vertex" ],
+ THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
+ THREE.ShaderChunk[ "skinning_pars_vertex" ],
+ THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
+ THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
+
+ "void main() {",
+
+ THREE.ShaderChunk[ "map_vertex" ],
+ THREE.ShaderChunk[ "lightmap_vertex" ],
+ THREE.ShaderChunk[ "color_vertex" ],
+
+ THREE.ShaderChunk[ "morphnormal_vertex" ],
+ THREE.ShaderChunk[ "skinbase_vertex" ],
+ THREE.ShaderChunk[ "skinnormal_vertex" ],
+ THREE.ShaderChunk[ "defaultnormal_vertex" ],
+
+ "#ifndef FLAT_SHADED", // Normal computed with derivatives when FLAT_SHADED
+
+ " vNormal = normalize( transformedNormal );",
+
+ "#endif",
+
+ THREE.ShaderChunk[ "morphtarget_vertex" ],
+ THREE.ShaderChunk[ "skinning_vertex" ],
+ THREE.ShaderChunk[ "default_vertex" ],
+ THREE.ShaderChunk[ "logdepthbuf_vertex" ],
+
+ " vViewPosition = -mvPosition.xyz;",
+
+ THREE.ShaderChunk[ "worldpos_vertex" ],
+ THREE.ShaderChunk[ "envmap_vertex" ],
+ THREE.ShaderChunk[ "lights_phong_vertex" ],
+ THREE.ShaderChunk[ "shadowmap_vertex" ],
+
+ "}"
+
+ ].join("\n"),
+
+ fragmentShader: [
+
+ "#define PHONG",
+
+ "uniform vec3 diffuse;",
+ "uniform vec3 emissive;",
+ "uniform vec3 specular;",
+ "uniform float shininess;",
+ "uniform float opacity;",
+
+ THREE.ShaderChunk[ "common" ],
+ THREE.ShaderChunk[ "color_pars_fragment" ],
+ THREE.ShaderChunk[ "map_pars_fragment" ],
+ THREE.ShaderChunk[ "alphamap_pars_fragment" ],
+ THREE.ShaderChunk[ "lightmap_pars_fragment" ],
+ THREE.ShaderChunk[ "envmap_pars_fragment" ],
+ THREE.ShaderChunk[ "fog_pars_fragment" ],
+ THREE.ShaderChunk[ "lights_phong_pars_fragment" ],
+ THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
+ THREE.ShaderChunk[ "bumpmap_pars_fragment" ],
+ THREE.ShaderChunk[ "normalmap_pars_fragment" ],
+ THREE.ShaderChunk[ "specularmap_pars_fragment" ],
+ THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
+
+ "void main() {",
+
+ " vec3 outgoingLight = vec3( 0.0 );", // outgoing light does not have an alpha, the surface does
+ " vec4 diffuseColor = vec4( diffuse, opacity );",
+
+ THREE.ShaderChunk[ "logdepthbuf_fragment" ],
+ THREE.ShaderChunk[ "map_fragment" ],
+ THREE.ShaderChunk[ "color_fragment" ],
+ THREE.ShaderChunk[ "alphamap_fragment" ],
+ THREE.ShaderChunk[ "alphatest_fragment" ],
+ THREE.ShaderChunk[ "specularmap_fragment" ],
+
+ THREE.ShaderChunk[ "lights_phong_fragment" ],
+
+ THREE.ShaderChunk[ "lightmap_fragment" ],
+ THREE.ShaderChunk[ "envmap_fragment" ],
+ THREE.ShaderChunk[ "shadowmap_fragment" ],
+
+ THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
+
+ THREE.ShaderChunk[ "fog_fragment" ],
+
+ " gl_FragColor = vec4( outgoingLight, diffuseColor.a );", // TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects
+
+ "}"
+
+ ].join("\n")
+
+ },
+
+ 'particle_basic': {
+
+ uniforms: THREE.UniformsUtils.merge( [
+
+ THREE.UniformsLib[ "particle" ],
+ THREE.UniformsLib[ "shadowmap" ]
+
+ ] ),
+
+ vertexShader: [
+
+ "uniform float size;",
+ "uniform float scale;",
+
+ THREE.ShaderChunk[ "common" ],
+ THREE.ShaderChunk[ "color_pars_vertex" ],
+ THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
+ THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
+
+ "void main() {",
+
+ THREE.ShaderChunk[ "color_vertex" ],
+
+ " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
+
+ " #ifdef USE_SIZEATTENUATION",
+ " gl_PointSize = size * ( scale / length( mvPosition.xyz ) );",
+ " #else",
+ " gl_PointSize = size;",
+ " #endif",
+
+ " gl_Position = projectionMatrix * mvPosition;",
+
+ THREE.ShaderChunk[ "logdepthbuf_vertex" ],
+ THREE.ShaderChunk[ "worldpos_vertex" ],
+ THREE.ShaderChunk[ "shadowmap_vertex" ],
+
+ "}"
+
+ ].join("\n"),
+
+ fragmentShader: [
+
+ "uniform vec3 psColor;",
+ "uniform float opacity;",
+
+ THREE.ShaderChunk[ "common" ],
+ THREE.ShaderChunk[ "color_pars_fragment" ],
+ THREE.ShaderChunk[ "map_particle_pars_fragment" ],
+ THREE.ShaderChunk[ "fog_pars_fragment" ],
+ THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
+ THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
+
+ "void main() {",
+
+ " vec3 outgoingLight = vec3( 0.0 );", // outgoing light does not have an alpha, the surface does
+ " vec4 diffuseColor = vec4( psColor, opacity );",
+
+ THREE.ShaderChunk[ "logdepthbuf_fragment" ],
+ THREE.ShaderChunk[ "map_particle_fragment" ],
+ THREE.ShaderChunk[ "color_fragment" ],
+ THREE.ShaderChunk[ "alphatest_fragment" ],
+
+ " outgoingLight = diffuseColor.rgb;", // simple shader
+
+ THREE.ShaderChunk[ "shadowmap_fragment" ],
+ THREE.ShaderChunk[ "fog_fragment" ],
+
+ " gl_FragColor = vec4( outgoingLight, diffuseColor.a );", // TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects
+
+ "}"
+
+ ].join("\n")
+
+ },
+
+ 'dashed': {
+
+ uniforms: THREE.UniformsUtils.merge( [
+
+ THREE.UniformsLib[ "common" ],
+ THREE.UniformsLib[ "fog" ],
+
+ {
+ "scale" : { type: "f", value: 1 },
+ "dashSize" : { type: "f", value: 1 },
+ "totalSize": { type: "f", value: 2 }
+ }
+
+ ] ),
+
+ vertexShader: [
+
+ "uniform float scale;",
+ "attribute float lineDistance;",
+
+ "varying float vLineDistance;",
+
+ THREE.ShaderChunk[ "common" ],
+ THREE.ShaderChunk[ "color_pars_vertex" ],
+ THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
+
+ "void main() {",
+
+ THREE.ShaderChunk[ "color_vertex" ],
+
+ " vLineDistance = scale * lineDistance;",
+
+ " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
+ " gl_Position = projectionMatrix * mvPosition;",
+
+ THREE.ShaderChunk[ "logdepthbuf_vertex" ],
+
+ "}"
+
+ ].join("\n"),
+
+ fragmentShader: [
+
+ "uniform vec3 diffuse;",
+ "uniform float opacity;",
+
+ "uniform float dashSize;",
+ "uniform float totalSize;",
+
+ "varying float vLineDistance;",
+
+ THREE.ShaderChunk[ "common" ],
+ THREE.ShaderChunk[ "color_pars_fragment" ],
+ THREE.ShaderChunk[ "fog_pars_fragment" ],
+ THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
+
+ "void main() {",
+
+ " if ( mod( vLineDistance, totalSize ) > dashSize ) {",
+
+ " discard;",
+
+ " }",
+
+ " vec3 outgoingLight = vec3( 0.0 );", // outgoing light does not have an alpha, the surface does
+ " vec4 diffuseColor = vec4( diffuse, opacity );",
+
+ THREE.ShaderChunk[ "logdepthbuf_fragment" ],
+ THREE.ShaderChunk[ "color_fragment" ],
+
+ " outgoingLight = diffuseColor.rgb;", // simple shader
+
+ THREE.ShaderChunk[ "fog_fragment" ],
+
+ " gl_FragColor = vec4( outgoingLight, diffuseColor.a );", // TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects
+
+ "}"
+
+ ].join("\n")
+
+ },
+
+ 'depth': {
+
+ uniforms: {
+
+ "mNear": { type: "f", value: 1.0 },
+ "mFar" : { type: "f", value: 2000.0 },
+ "opacity" : { type: "f", value: 1.0 }
+
+ },
+
+ vertexShader: [
+
+ THREE.ShaderChunk[ "common" ],
+ THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
+ THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
+
+ "void main() {",
+
+ THREE.ShaderChunk[ "morphtarget_vertex" ],
+ THREE.ShaderChunk[ "default_vertex" ],
+ THREE.ShaderChunk[ "logdepthbuf_vertex" ],
+
+ "}"
+
+ ].join("\n"),
+
+ fragmentShader: [
+
+ "uniform float mNear;",
+ "uniform float mFar;",
+ "uniform float opacity;",
+
+ THREE.ShaderChunk[ "common" ],
+ THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
+
+ "void main() {",
+
+ THREE.ShaderChunk[ "logdepthbuf_fragment" ],
+
+ " #ifdef USE_LOGDEPTHBUF_EXT",
+
+ " float depth = gl_FragDepthEXT / gl_FragCoord.w;",
+
+ " #else",
+
+ " float depth = gl_FragCoord.z / gl_FragCoord.w;",
+
+ " #endif",
+
+ " float color = 1.0 - smoothstep( mNear, mFar, depth );",
+ " gl_FragColor = vec4( vec3( color ), opacity );", // TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects
+
+ "}"
+
+ ].join("\n")
+
+ },
+
+ 'normal': {
+
+ uniforms: {
+
+ "opacity" : { type: "f", value: 1.0 }
+
+ },
+
+ vertexShader: [
+
+ "varying vec3 vNormal;",
+
+ THREE.ShaderChunk[ "common" ],
+ THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
+ THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
+
+ "void main() {",
+
+ " vNormal = normalize( normalMatrix * normal );",
+
+ THREE.ShaderChunk[ "morphtarget_vertex" ],
+ THREE.ShaderChunk[ "default_vertex" ],
+ THREE.ShaderChunk[ "logdepthbuf_vertex" ],
+
+ "}"
+
+ ].join("\n"),
+
+ fragmentShader: [
+
+ "uniform float opacity;",
+ "varying vec3 vNormal;",
+
+ THREE.ShaderChunk[ "common" ],
+ THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
+
+ "void main() {",
+
+ " gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );",
+
+ THREE.ShaderChunk[ "logdepthbuf_fragment" ],
+
+ "}"
+
+ ].join("\n")
+
+ },
+
+ /* -------------------------------------------------------------------------
+ // Cube map shader
+ ------------------------------------------------------------------------- */
+
+ 'cube': {
+
+ uniforms: { "tCube": { type: "t", value: null },
+ "tFlip": { type: "f", value: - 1 } },
+
+ vertexShader: [
+
+ "varying vec3 vWorldPosition;",
+
+ THREE.ShaderChunk[ "common" ],
+ THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
+
+ "void main() {",
+
+ " vWorldPosition = transformDirection( position, modelMatrix );",
+
+ " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
+
+ THREE.ShaderChunk[ "logdepthbuf_vertex" ],
+
+ "}"
+
+ ].join("\n"),
+
+ fragmentShader: [
+
+ "uniform samplerCube tCube;",
+ "uniform float tFlip;",
+
+ "varying vec3 vWorldPosition;",
+
+ THREE.ShaderChunk[ "common" ],
+ THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
+
+ "void main() {",
+
+ " gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",
+
+ THREE.ShaderChunk[ "logdepthbuf_fragment" ],
+
+ "}"
+
+ ].join("\n")
+
+ },
+
+ /* -------------------------------------------------------------------------
+ // Cube map shader
+ ------------------------------------------------------------------------- */
+
+ 'equirect': {
+
+ uniforms: { "tEquirect": { type: "t", value: null },
+ "tFlip": { type: "f", value: - 1 } },
+
+ vertexShader: [
+
+ "varying vec3 vWorldPosition;",
+
+ THREE.ShaderChunk[ "common" ],
+ THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
+
+ "void main() {",
+
+ " vWorldPosition = transformDirection( position, modelMatrix );",
+
+ " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
+
+ THREE.ShaderChunk[ "logdepthbuf_vertex" ],
+
+ "}"
+
+ ].join("\n"),
+
+ fragmentShader: [
+
+ "uniform sampler2D tEquirect;",
+ "uniform float tFlip;",
+
+ "varying vec3 vWorldPosition;",
+
+ THREE.ShaderChunk[ "common" ],
+ THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
+
+ "void main() {",
+
+ // " gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",
+ "vec3 direction = normalize( vWorldPosition );",
+ "vec2 sampleUV;",
+ "sampleUV.y = saturate( tFlip * direction.y * -0.5 + 0.5 );",
+ "sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;",
+ "gl_FragColor = texture2D( tEquirect, sampleUV );",
+
+ THREE.ShaderChunk[ "logdepthbuf_fragment" ],
+
+ "}"
+
+ ].join("\n")
+
+ },
+
+ /* Depth encoding into RGBA texture
+ *
+ * based on SpiderGL shadow map example
+ * http://spidergl.org/example.php?id=6
+ *
+ * originally from
+ * http://www.gamedev.net/topic/442138-packing-a-float-into-a-a8r8g8b8-texture-shader/page__whichpage__1%25EF%25BF%25BD
+ *
+ * see also
+ * http://aras-p.info/blog/2009/07/30/encoding-floats-to-rgba-the-final/
+ */
+
+ 'depthRGBA': {
+
+ uniforms: {},
+
+ vertexShader: [
+
+ THREE.ShaderChunk[ "common" ],
+ THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
+ THREE.ShaderChunk[ "skinning_pars_vertex" ],
+ THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
+
+ "void main() {",
+
+ THREE.ShaderChunk[ "skinbase_vertex" ],
+ THREE.ShaderChunk[ "morphtarget_vertex" ],
+ THREE.ShaderChunk[ "skinning_vertex" ],
+ THREE.ShaderChunk[ "default_vertex" ],
+ THREE.ShaderChunk[ "logdepthbuf_vertex" ],
+
+ "}"
+
+ ].join("\n"),
+
+ fragmentShader: [
+
+ THREE.ShaderChunk[ "common" ],
+ THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
+
+ "vec4 pack_depth( const in float depth ) {",
+
+ " const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );",
+ " const vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );",
+ " vec4 res = mod( depth * bit_shift * vec4( 255 ), vec4( 256 ) ) / vec4( 255 );", // " vec4 res = fract( depth * bit_shift );",
+ " res -= res.xxyz * bit_mask;",
+ " return res;",
+
+ "}",
+
+ "void main() {",
+
+ THREE.ShaderChunk[ "logdepthbuf_fragment" ],
+
+ " #ifdef USE_LOGDEPTHBUF_EXT",
+
+ " gl_FragData[ 0 ] = pack_depth( gl_FragDepthEXT );",
+
+ " #else",
+
+ " gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );",
+
+ " #endif",
+
+ //"gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z / gl_FragCoord.w );",
+ //"float z = ( ( gl_FragCoord.z / gl_FragCoord.w ) - 3.0 ) / ( 4000.0 - 3.0 );",
+ //"gl_FragData[ 0 ] = pack_depth( z );",
+ //"gl_FragData[ 0 ] = vec4( z, z, z, 1.0 );",
+
+ "}"
+
+ ].join("\n")
+
+ }
+
+};
+
+// File:src/renderers/WebGLRenderTarget.js
+
+/**
+ * @author szimek / https://github.com/szimek/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.WebGLRenderTarget = function ( width, height, options ) {
+
+ this.width = width;
+ this.height = height;
+
+ options = options || {};
+
+ this.wrapS = options.wrapS !== undefined ? options.wrapS : THREE.ClampToEdgeWrapping;
+ this.wrapT = options.wrapT !== undefined ? options.wrapT : THREE.ClampToEdgeWrapping;
+
+ this.magFilter = options.magFilter !== undefined ? options.magFilter : THREE.LinearFilter;
+ this.minFilter = options.minFilter !== undefined ? options.minFilter : THREE.LinearMipMapLinearFilter;
+
+ this.anisotropy = options.anisotropy !== undefined ? options.anisotropy : 1;
+
+ this.offset = new THREE.Vector2( 0, 0 );
+ this.repeat = new THREE.Vector2( 1, 1 );
+
+ this.format = options.format !== undefined ? options.format : THREE.RGBAFormat;
+ this.type = options.type !== undefined ? options.type : THREE.UnsignedByteType;
+
+ this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
+ this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
+
+ this.generateMipmaps = true;
+
+ this.shareDepthFrom = options.shareDepthFrom !== undefined ? options.shareDepthFrom : null;
+
+};
+
+THREE.WebGLRenderTarget.prototype = {
+
+ constructor: THREE.WebGLRenderTarget,
+
+ setSize: function ( width, height ) {
+
+ this.width = width;
+ this.height = height;
+
+ },
+
+ clone: function () {
+
+ var tmp = new THREE.WebGLRenderTarget( this.width, this.height );
+
+ tmp.wrapS = this.wrapS;
+ tmp.wrapT = this.wrapT;
+
+ tmp.magFilter = this.magFilter;
+ tmp.minFilter = this.minFilter;
+
+ tmp.anisotropy = this.anisotropy;
+
+ tmp.offset.copy( this.offset );
+ tmp.repeat.copy( this.repeat );
+
+ tmp.format = this.format;
+ tmp.type = this.type;
+
+ tmp.depthBuffer = this.depthBuffer;
+ tmp.stencilBuffer = this.stencilBuffer;
+
+ tmp.generateMipmaps = this.generateMipmaps;
+
+ tmp.shareDepthFrom = this.shareDepthFrom;
+
+ return tmp;
+
+ },
+
+ dispose: function () {
+
+ this.dispatchEvent( { type: 'dispose' } );
+
+ }
+
+};
+
+THREE.EventDispatcher.prototype.apply( THREE.WebGLRenderTarget.prototype );
+
+// File:src/renderers/WebGLRenderTargetCube.js
+
+/**
+ * @author alteredq / http://alteredqualia.com
+ */
+
+THREE.WebGLRenderTargetCube = function ( width, height, options ) {
+
+ THREE.WebGLRenderTarget.call( this, width, height, options );
+
+ this.activeCubeFace = 0; // PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5
+
+};
+
+THREE.WebGLRenderTargetCube.prototype = Object.create( THREE.WebGLRenderTarget.prototype );
+THREE.WebGLRenderTargetCube.prototype.constructor = THREE.WebGLRenderTargetCube;
+
+// File:src/renderers/webgl/WebGLExtensions.js
+
+/**
+* @author mrdoob / http://mrdoob.com/
+*/
+
+THREE.WebGLExtensions = function ( gl ) {
+
+ var extensions = {};
+
+ this.get = function ( name ) {
+
+ if ( extensions[ name ] !== undefined ) {
+
+ return extensions[ name ];
+
+ }
+
+ var extension;
+
+ switch ( name ) {
+
+ case 'EXT_texture_filter_anisotropic':
+ extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
+ break;
+
+ case 'WEBGL_compressed_texture_s3tc':
+ extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
+ break;
+
+ case 'WEBGL_compressed_texture_pvrtc':
+ extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
+ break;
+
+ default:
+ extension = gl.getExtension( name );
+
+ }
+
+ if ( extension === null ) {
+
+ THREE.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );
+
+ }
+
+ extensions[ name ] = extension;
+
+ return extension;
+
+ };
+
+};
+
+// File:src/renderers/webgl/WebGLProgram.js
+
+THREE.WebGLProgram = ( function () {
+
+ var programIdCount = 0;
+
+ var generateDefines = function ( defines ) {
+
+ var value, chunk, chunks = [];
+
+ for ( var d in defines ) {
+
+ value = defines[ d ];
+ if ( value === false ) continue;
+
+ chunk = '#define ' + d + ' ' + value;
+ chunks.push( chunk );
+
+ }
+
+ return chunks.join( '\n' );
+
+ };
+
+ var cacheUniformLocations = function ( gl, program, identifiers ) {
+
+ var uniforms = {};
+
+ for ( var i = 0, l = identifiers.length; i < l; i ++ ) {
+
+ var id = identifiers[ i ];
+ uniforms[ id ] = gl.getUniformLocation( program, id );
+
+ }
+
+ return uniforms;
+
+ };
+
+ var cacheAttributeLocations = function ( gl, program, identifiers ) {
+
+ var attributes = {};
+
+ for ( var i = 0, l = identifiers.length; i < l; i ++ ) {
+
+ var id = identifiers[ i ];
+ attributes[ id ] = gl.getAttribLocation( program, id );
+
+ }
+
+ return attributes;
+
+ };
+
+ return function ( renderer, code, material, parameters ) {
+
+ var _this = renderer;
+ var _gl = _this.context;
+
+ var defines = material.defines;
+ var uniforms = material.__webglShader.uniforms;
+ var attributes = material.attributes;
+
+ var vertexShader = material.__webglShader.vertexShader;
+ var fragmentShader = material.__webglShader.fragmentShader;
+
+ var index0AttributeName = material.index0AttributeName;
+
+ if ( index0AttributeName === undefined && parameters.morphTargets === true ) {
+
+ // programs with morphTargets displace position out of attribute 0
+
+ index0AttributeName = 'position';
+
+ }
+
+ var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
+
+ if ( parameters.shadowMapType === THREE.PCFShadowMap ) {
+
+ shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
+
+ } else if ( parameters.shadowMapType === THREE.PCFSoftShadowMap ) {
+
+ shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
+
+ }
+
+ var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
+ var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
+ var envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
+
+ if ( parameters.envMap ) {
+
+ switch ( material.envMap.mapping ) {
+
+ case THREE.CubeReflectionMapping:
+ case THREE.CubeRefractionMapping:
+ envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
+ break;
+
+ case THREE.EquirectangularReflectionMapping:
+ case THREE.EquirectangularRefractionMapping:
+ envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
+ break;
+
+ case THREE.SphericalReflectionMapping:
+ envMapTypeDefine = 'ENVMAP_TYPE_SPHERE';
+ break;
+
+ }
+
+ switch ( material.envMap.mapping ) {
+
+ case THREE.CubeRefractionMapping:
+ case THREE.EquirectangularRefractionMapping:
+ envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
+ break;
+
+ }
+
+ switch ( material.combine ) {
+
+ case THREE.MultiplyOperation:
+ envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
+ break;
+
+ case THREE.MixOperation:
+ envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
+ break;
+
+ case THREE.AddOperation:
+ envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
+ break;
+
+ }
+
+ }
+
+ var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
+
+ // console.log( 'building new program ' );
+
+ //
+
+ var customDefines = generateDefines( defines );
+
+ //
+
+ var program = _gl.createProgram();
+
+ var prefix_vertex, prefix_fragment;
+
+ if ( material instanceof THREE.RawShaderMaterial ) {
+
+ prefix_vertex = '';
+ prefix_fragment = '';
+
+ } else {
+
+ prefix_vertex = [
+
+ 'precision ' + parameters.precision + ' float;',
+ 'precision ' + parameters.precision + ' int;',
+
+ customDefines,
+
+ parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
+
+ _this.gammaInput ? '#define GAMMA_INPUT' : '',
+ _this.gammaOutput ? '#define GAMMA_OUTPUT' : '',
+ '#define GAMMA_FACTOR ' + gammaFactorDefine,
+
+ '#define MAX_DIR_LIGHTS ' + parameters.maxDirLights,
+ '#define MAX_POINT_LIGHTS ' + parameters.maxPointLights,
+ '#define MAX_SPOT_LIGHTS ' + parameters.maxSpotLights,
+ '#define MAX_HEMI_LIGHTS ' + parameters.maxHemiLights,
+
+ '#define MAX_SHADOWS ' + parameters.maxShadows,
+
+ '#define MAX_BONES ' + parameters.maxBones,
+
+ parameters.map ? '#define USE_MAP' : '',
+ parameters.envMap ? '#define USE_ENVMAP' : '',
+ parameters.envMap ? '#define ' + envMapModeDefine : '',
+ parameters.lightMap ? '#define USE_LIGHTMAP' : '',
+ parameters.bumpMap ? '#define USE_BUMPMAP' : '',
+ parameters.normalMap ? '#define USE_NORMALMAP' : '',
+ parameters.specularMap ? '#define USE_SPECULARMAP' : '',
+ parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
+ parameters.vertexColors ? '#define USE_COLOR' : '',
+
+ parameters.flatShading ? '#define FLAT_SHADED': '',
+
+ parameters.skinning ? '#define USE_SKINNING' : '',
+ parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
+
+ parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
+ parameters.morphNormals ? '#define USE_MORPHNORMALS' : '',
+ parameters.wrapAround ? '#define WRAP_AROUND' : '',
+ parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
+ parameters.flipSided ? '#define FLIP_SIDED' : '',
+
+ parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
+ parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
+ parameters.shadowMapDebug ? '#define SHADOWMAP_DEBUG' : '',
+ parameters.shadowMapCascade ? '#define SHADOWMAP_CASCADE' : '',
+
+ parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
+
+ parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
+ //_this._glExtensionFragDepth ? '#define USE_LOGDEPTHBUF_EXT' : '',
+
+
+ 'uniform mat4 modelMatrix;',
+ 'uniform mat4 modelViewMatrix;',
+ 'uniform mat4 projectionMatrix;',
+ 'uniform mat4 viewMatrix;',
+ 'uniform mat3 normalMatrix;',
+ 'uniform vec3 cameraPosition;',
+
+ 'attribute vec3 position;',
+ 'attribute vec3 normal;',
+ 'attribute vec2 uv;',
+ 'attribute vec2 uv2;',
+
+ '#ifdef USE_COLOR',
+
+ ' attribute vec3 color;',
+
+ '#endif',
+
+ '#ifdef USE_MORPHTARGETS',
+
+ ' attribute vec3 morphTarget0;',
+ ' attribute vec3 morphTarget1;',
+ ' attribute vec3 morphTarget2;',
+ ' attribute vec3 morphTarget3;',
+
+ ' #ifdef USE_MORPHNORMALS',
+
+ ' attribute vec3 morphNormal0;',
+ ' attribute vec3 morphNormal1;',
+ ' attribute vec3 morphNormal2;',
+ ' attribute vec3 morphNormal3;',
+
+ ' #else',
+
+ ' attribute vec3 morphTarget4;',
+ ' attribute vec3 morphTarget5;',
+ ' attribute vec3 morphTarget6;',
+ ' attribute vec3 morphTarget7;',
+
+ ' #endif',
+
+ '#endif',
+
+ '#ifdef USE_SKINNING',
+
+ ' attribute vec4 skinIndex;',
+ ' attribute vec4 skinWeight;',
+
+ '#endif',
+
+ ''
+
+ ].join( '\n' );
+
+ prefix_fragment = [
+
+ ( parameters.bumpMap || parameters.normalMap || parameters.flatShading ) ? '#extension GL_OES_standard_derivatives : enable' : '',
+
+ 'precision ' + parameters.precision + ' float;',
+ 'precision ' + parameters.precision + ' int;',
+
+ customDefines,
+
+ '#define MAX_DIR_LIGHTS ' + parameters.maxDirLights,
+ '#define MAX_POINT_LIGHTS ' + parameters.maxPointLights,
+ '#define MAX_SPOT_LIGHTS ' + parameters.maxSpotLights,
+ '#define MAX_HEMI_LIGHTS ' + parameters.maxHemiLights,
+
+ '#define MAX_SHADOWS ' + parameters.maxShadows,
+
+ parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest : '',
+
+ _this.gammaInput ? '#define GAMMA_INPUT' : '',
+ _this.gammaOutput ? '#define GAMMA_OUTPUT' : '',
+ '#define GAMMA_FACTOR ' + gammaFactorDefine,
+
+ ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
+ ( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '',
+
+ parameters.map ? '#define USE_MAP' : '',
+ parameters.envMap ? '#define USE_ENVMAP' : '',
+ parameters.envMap ? '#define ' + envMapTypeDefine : '',
+ parameters.envMap ? '#define ' + envMapModeDefine : '',
+ parameters.envMap ? '#define ' + envMapBlendingDefine : '',
+ parameters.lightMap ? '#define USE_LIGHTMAP' : '',
+ parameters.bumpMap ? '#define USE_BUMPMAP' : '',
+ parameters.normalMap ? '#define USE_NORMALMAP' : '',
+ parameters.specularMap ? '#define USE_SPECULARMAP' : '',
+ parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
+ parameters.vertexColors ? '#define USE_COLOR' : '',
+
+ parameters.flatShading ? '#define FLAT_SHADED': '',
+
+ parameters.metal ? '#define METAL' : '',
+ parameters.wrapAround ? '#define WRAP_AROUND' : '',
+ parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
+ parameters.flipSided ? '#define FLIP_SIDED' : '',
+
+ parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
+ parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
+ parameters.shadowMapDebug ? '#define SHADOWMAP_DEBUG' : '',
+ parameters.shadowMapCascade ? '#define SHADOWMAP_CASCADE' : '',
+
+ parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
+ //_this._glExtensionFragDepth ? '#define USE_LOGDEPTHBUF_EXT' : '',
+
+ 'uniform mat4 viewMatrix;',
+ 'uniform vec3 cameraPosition;',
+ ''
+
+ ].join( '\n' );
+
+ }
+
+ var glVertexShader = new THREE.WebGLShader( _gl, _gl.VERTEX_SHADER, prefix_vertex + vertexShader );
+ var glFragmentShader = new THREE.WebGLShader( _gl, _gl.FRAGMENT_SHADER, prefix_fragment + fragmentShader );
+
+ _gl.attachShader( program, glVertexShader );
+ _gl.attachShader( program, glFragmentShader );
+
+ if ( index0AttributeName !== undefined ) {
+
+ // Force a particular attribute to index 0.
+ // because potentially expensive emulation is done by browser if attribute 0 is disabled.
+ // And, color, for example is often automatically bound to index 0 so disabling it
+
+ _gl.bindAttribLocation( program, 0, index0AttributeName );
+
+ }
+
+ _gl.linkProgram( program );
+
+ var programLogInfo = _gl.getProgramInfoLog( program );
+
+ if ( _gl.getProgramParameter( program, _gl.LINK_STATUS ) === false ) {
+
+ THREE.error( 'THREE.WebGLProgram: shader error: ' + _gl.getError(), 'gl.VALIDATE_STATUS', _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ), 'gl.getPRogramInfoLog', programLogInfo );
+
+ }
+
+ if ( programLogInfo !== '' ) {
+
+ THREE.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()' + programLogInfo );
+ // THREE.warn( _gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glVertexShader ) );
+ // THREE.warn( _gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glFragmentShader ) );
+
+ }
+
+ // clean up
+
+ _gl.deleteShader( glVertexShader );
+ _gl.deleteShader( glFragmentShader );
+
+ // cache uniform locations
+
+ var identifiers = [
+
+ 'viewMatrix',
+ 'modelViewMatrix',
+ 'projectionMatrix',
+ 'normalMatrix',
+ 'modelMatrix',
+ 'cameraPosition',
+ 'morphTargetInfluences',
+ 'bindMatrix',
+ 'bindMatrixInverse'
+
+ ];
+
+ if ( parameters.useVertexTexture ) {
+
+ identifiers.push( 'boneTexture' );
+ identifiers.push( 'boneTextureWidth' );
+ identifiers.push( 'boneTextureHeight' );
+
+ } else {
+
+ identifiers.push( 'boneGlobalMatrices' );
+
+ }
+
+ if ( parameters.logarithmicDepthBuffer ) {
+
+ identifiers.push('logDepthBufFC');
+
+ }
+
+
+ for ( var u in uniforms ) {
+
+ identifiers.push( u );
+
+ }
+
+ this.uniforms = cacheUniformLocations( _gl, program, identifiers );
+
+ // cache attributes locations
+
+ identifiers = [
+
+ 'position',
+ 'normal',
+ 'uv',
+ 'uv2',
+ 'tangent',
+ 'color',
+ 'skinIndex',
+ 'skinWeight',
+ 'lineDistance'
+
+ ];
+
+ for ( var i = 0; i < parameters.maxMorphTargets; i ++ ) {
+
+ identifiers.push( 'morphTarget' + i );
+
+ }
+
+ for ( var i = 0; i < parameters.maxMorphNormals; i ++ ) {
+
+ identifiers.push( 'morphNormal' + i );
+
+ }
+
+ for ( var a in attributes ) {
+
+ identifiers.push( a );
+
+ }
+
+ this.attributes = cacheAttributeLocations( _gl, program, identifiers );
+ this.attributesKeys = Object.keys( this.attributes );
+
+ //
+
+ this.id = programIdCount ++;
+ this.code = code;
+ this.usedTimes = 1;
+ this.program = program;
+ this.vertexShader = glVertexShader;
+ this.fragmentShader = glFragmentShader;
+
+ return this;
+
+ };
+
+} )();
+
+// File:src/renderers/webgl/WebGLShader.js
+
+THREE.WebGLShader = ( function () {
+
+ var addLineNumbers = function ( string ) {
+
+ var lines = string.split( '\n' );
+
+ for ( var i = 0; i < lines.length; i ++ ) {
+
+ lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];
+
+ }
+
+ return lines.join( '\n' );
+
+ };
+
+ return function ( gl, type, string ) {
+
+ var shader = gl.createShader( type );
+
+ gl.shaderSource( shader, string );
+ gl.compileShader( shader );
+
+ if ( gl.getShaderParameter( shader, gl.COMPILE_STATUS ) === false ) {
+
+ THREE.error( 'THREE.WebGLShader: Shader couldn\'t compile.' );
+
+ }
+
+ if ( gl.getShaderInfoLog( shader ) !== '' ) {
+
+ THREE.warn( 'THREE.WebGLShader: gl.getShaderInfoLog()', gl.getShaderInfoLog( shader ), addLineNumbers( string ) );
+
+ }
+
+ // --enable-privileged-webgl-extension
+ // console.log( type, gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
+
+ return shader;
+
+ };
+
+} )();
+
+// File:src/renderers/webgl/WebGLState.js
+
+/**
+* @author mrdoob / http://mrdoob.com/
+*/
+
+THREE.WebGLState = function ( gl, paramThreeToGL ) {
+
+ var newAttributes = new Uint8Array( 16 );
+ var enabledAttributes = new Uint8Array( 16 );
+
+ var currentBlending = null;
+ var currentBlendEquation = null;
+ var currentBlendSrc = null;
+ var currentBlendDst = null;
+ var currentBlendEquationAlpha = null;
+ var currentBlendSrcAlpha = null;
+ var currentBlendDstAlpha = null;
+
+ var currentDepthTest = null;
+ var currentDepthWrite = null;
+
+ var currentColorWrite = null;
+
+ var currentDoubleSided = null;
+ var currentFlipSided = null;
+
+ var currentLineWidth = null;
+
+ var currentPolygonOffset = null;
+ var currentPolygonOffsetFactor = null;
+ var currentPolygonOffsetUnits = null;
+
+ this.initAttributes = function () {
+
+ for ( var i = 0, l = newAttributes.length; i < l; i ++ ) {
+
+ newAttributes[ i ] = 0;
+
+ }
+
+ };
+
+ this.enableAttribute = function ( attribute ) {
+
+ newAttributes[ attribute ] = 1;
+
+ if ( enabledAttributes[ attribute ] === 0 ) {
+
+ gl.enableVertexAttribArray( attribute );
+ enabledAttributes[ attribute ] = 1;
+
+ }
+
+ };
+
+ this.disableUnusedAttributes = function () {
+
+ for ( var i = 0, l = enabledAttributes.length; i < l; i ++ ) {
+
+ if ( enabledAttributes[ i ] !== newAttributes[ i ] ) {
+
+ gl.disableVertexAttribArray( i );
+ enabledAttributes[ i ] = 0;
+
+ }
+
+ }
+
+ };
+
+ this.setBlending = function ( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha ) {
+
+ if ( blending !== currentBlending ) {
+
+ if ( blending === THREE.NoBlending ) {
+
+ gl.disable( gl.BLEND );
+
+ } else if ( blending === THREE.AdditiveBlending ) {
+
+ gl.enable( gl.BLEND );
+ gl.blendEquation( gl.FUNC_ADD );
+ gl.blendFunc( gl.SRC_ALPHA, gl.ONE );
+
+ } else if ( blending === THREE.SubtractiveBlending ) {
+
+ // TODO: Find blendFuncSeparate() combination
+ gl.enable( gl.BLEND );
+ gl.blendEquation( gl.FUNC_ADD );
+ gl.blendFunc( gl.ZERO, gl.ONE_MINUS_SRC_COLOR );
+
+ } else if ( blending === THREE.MultiplyBlending ) {
+
+ // TODO: Find blendFuncSeparate() combination
+ gl.enable( gl.BLEND );
+ gl.blendEquation( gl.FUNC_ADD );
+ gl.blendFunc( gl.ZERO, gl.SRC_COLOR );
+
+ } else if ( blending === THREE.CustomBlending ) {
+
+ gl.enable( gl.BLEND );
+
+ } else {
+
+ gl.enable( gl.BLEND );
+ gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD );
+ gl.blendFuncSeparate( gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA );
+
+ }
+
+ currentBlending = blending;
+
+ }
+
+ if ( blending === THREE.CustomBlending ) {
+
+ blendEquationAlpha = blendEquationAlpha || blendEquation;
+ blendSrcAlpha = blendSrcAlpha || blendSrc;
+ blendDstAlpha = blendDstAlpha || blendDst;
+
+ if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {
+
+ gl.blendEquationSeparate( paramThreeToGL( blendEquation ), paramThreeToGL( blendEquationAlpha ) );
+
+ currentBlendEquation = blendEquation;
+ currentBlendEquationAlpha = blendEquationAlpha;
+
+ }
+
+ if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {
+
+ gl.blendFuncSeparate( paramThreeToGL( blendSrc ), paramThreeToGL( blendDst ), paramThreeToGL( blendSrcAlpha ), paramThreeToGL( blendDstAlpha ) );
+
+ currentBlendSrc = blendSrc;
+ currentBlendDst = blendDst;
+ currentBlendSrcAlpha = blendSrcAlpha;
+ currentBlendDstAlpha = blendDstAlpha;
+
+ }
+
+ } else {
+
+ currentBlendEquation = null;
+ currentBlendSrc = null;
+ currentBlendDst = null;
+ currentBlendEquationAlpha = null;
+ currentBlendSrcAlpha = null;
+ currentBlendDstAlpha = null;
+
+ }
+
+ };
+
+ this.setDepthTest = function ( depthTest ) {
+
+ if ( currentDepthTest !== depthTest ) {
+
+ if ( depthTest ) {
+
+ gl.enable( gl.DEPTH_TEST );
+
+ } else {
+
+ gl.disable( gl.DEPTH_TEST );
+
+ }
+
+ currentDepthTest = depthTest;
+
+ }
+
+ };
+
+ this.setDepthWrite = function ( depthWrite ) {
+
+ if ( currentDepthWrite !== depthWrite ) {
+
+ gl.depthMask( depthWrite );
+ currentDepthWrite = depthWrite;
+
+ }
+
+ };
+
+ this.setColorWrite = function ( colorWrite ) {
+
+ if ( currentColorWrite !== colorWrite ) {
+
+ gl.colorMask( colorWrite, colorWrite, colorWrite, colorWrite );
+ currentColorWrite = colorWrite;
+
+ }
+
+ };
+
+ this.setDoubleSided = function ( doubleSided ) {
+
+ if ( currentDoubleSided !== doubleSided ) {
+
+ if ( doubleSided ) {
+
+ gl.disable( gl.CULL_FACE );
+
+ } else {
+
+ gl.enable( gl.CULL_FACE );
+
+ }
+
+ currentDoubleSided = doubleSided;
+
+ }
+
+ };
+
+ this.setFlipSided = function ( flipSided ) {
+
+ if ( currentFlipSided !== flipSided ) {
+
+ if ( flipSided ) {
+
+ gl.frontFace( gl.CW );
+
+ } else {
+
+ gl.frontFace( gl.CCW );
+
+ }
+
+ currentFlipSided = flipSided;
+
+ }
+
+ };
+
+ this.setLineWidth = function ( width ) {
+
+ if ( width !== currentLineWidth ) {
+
+ gl.lineWidth( width );
+
+ currentLineWidth = width;
+
+ }
+
+ };
+
+ this.setPolygonOffset = function ( polygonoffset, factor, units ) {
+
+ if ( currentPolygonOffset !== polygonoffset ) {
+
+ if ( polygonoffset ) {
+
+ gl.enable( gl.POLYGON_OFFSET_FILL );
+
+ } else {
+
+ gl.disable( gl.POLYGON_OFFSET_FILL );
+
+ }
+
+ currentPolygonOffset = polygonoffset;
+
+ }
+
+ if ( polygonoffset && ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) ) {
+
+ gl.polygonOffset( factor, units );
+
+ currentPolygonOffsetFactor = factor;
+ currentPolygonOffsetUnits = units;
+
+ }
+
+ };
+
+ this.reset = function () {
+
+ for ( var i = 0; i < enabledAttributes.length; i ++ ) {
+
+ enabledAttributes[ i ] = 0;
+
+ }
+
+ currentBlending = null;
+ currentDepthTest = null;
+ currentDepthWrite = null;
+ currentColorWrite = null;
+ currentDoubleSided = null;
+ currentFlipSided = null;
+
+ };
+
+};
+
+// File:src/renderers/webgl/plugins/LensFlarePlugin.js
+
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.LensFlarePlugin = function ( renderer, flares ) {
+
+ var gl = renderer.context;
+
+ var vertexBuffer, elementBuffer;
+ var program, attributes, uniforms;
+ var hasVertexTexture;
+
+ var tempTexture, occlusionTexture;
+
+ var init = function () {
+
+ var vertices = new Float32Array( [
+ -1, -1, 0, 0,
+ 1, -1, 1, 0,
+ 1, 1, 1, 1,
+ -1, 1, 0, 1
+ ] );
+
+ var faces = new Uint16Array( [
+ 0, 1, 2,
+ 0, 2, 3
+ ] );
+
+ // buffers
+
+ vertexBuffer = gl.createBuffer();
+ elementBuffer = gl.createBuffer();
+
+ gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer );
+ gl.bufferData( gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW );
+
+ gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
+ gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, faces, gl.STATIC_DRAW );
+
+ // textures
+
+ tempTexture = gl.createTexture();
+ occlusionTexture = gl.createTexture();
+
+ gl.bindTexture( gl.TEXTURE_2D, tempTexture );
+ gl.texImage2D( gl.TEXTURE_2D, 0, gl.RGB, 16, 16, 0, gl.RGB, gl.UNSIGNED_BYTE, null );
+ gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE );
+ gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE );
+ gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST );
+ gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST );
+
+ gl.bindTexture( gl.TEXTURE_2D, occlusionTexture );
+ gl.texImage2D( gl.TEXTURE_2D, 0, gl.RGBA, 16, 16, 0, gl.RGBA, gl.UNSIGNED_BYTE, null );
+ gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE );
+ gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE );
+ gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST );
+ gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST );
+
+ hasVertexTexture = gl.getParameter( gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ) > 0;
+
+ var shader;
+
+ if ( hasVertexTexture ) {
+
+ shader = {
+
+ vertexShader: [
+
+ "uniform lowp int renderType;",
+
+ "uniform vec3 screenPosition;",
+ "uniform vec2 scale;",
+ "uniform float rotation;",
+
+ "uniform sampler2D occlusionMap;",
+
+ "attribute vec2 position;",
+ "attribute vec2 uv;",
+
+ "varying vec2 vUV;",
+ "varying float vVisibility;",
+
+ "void main() {",
+
+ "vUV = uv;",
+
+ "vec2 pos = position;",
+
+ "if( renderType == 2 ) {",
+
+ "vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) );",
+ "visibility += texture2D( occlusionMap, vec2( 0.5, 0.1 ) );",
+ "visibility += texture2D( occlusionMap, vec2( 0.9, 0.1 ) );",
+ "visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) );",
+ "visibility += texture2D( occlusionMap, vec2( 0.9, 0.9 ) );",
+ "visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) );",
+ "visibility += texture2D( occlusionMap, vec2( 0.1, 0.9 ) );",
+ "visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) );",
+ "visibility += texture2D( occlusionMap, vec2( 0.5, 0.5 ) );",
+
+ "vVisibility = visibility.r / 9.0;",
+ "vVisibility *= 1.0 - visibility.g / 9.0;",
+ "vVisibility *= visibility.b / 9.0;",
+ "vVisibility *= 1.0 - visibility.a / 9.0;",
+
+ "pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;",
+ "pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;",
+
+ "}",
+
+ "gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );",
+
+ "}"
+
+ ].join( "\n" ),
+
+ fragmentShader: [
+
+ "uniform lowp int renderType;",
+
+ "uniform sampler2D map;",
+ "uniform float opacity;",
+ "uniform vec3 color;",
+
+ "varying vec2 vUV;",
+ "varying float vVisibility;",
+
+ "void main() {",
+
+ // pink square
+
+ "if( renderType == 0 ) {",
+
+ "gl_FragColor = vec4( 1.0, 0.0, 1.0, 0.0 );",
+
+ // restore
+
+ "} else if( renderType == 1 ) {",
+
+ "gl_FragColor = texture2D( map, vUV );",
+
+ // flare
+
+ "} else {",
+
+ "vec4 texture = texture2D( map, vUV );",
+ "texture.a *= opacity * vVisibility;",
+ "gl_FragColor = texture;",
+ "gl_FragColor.rgb *= color;",
+
+ "}",
+
+ "}"
+
+ ].join( "\n" )
+
+ };
+
+ } else {
+
+ shader = {
+
+ vertexShader: [
+
+ "uniform lowp int renderType;",
+
+ "uniform vec3 screenPosition;",
+ "uniform vec2 scale;",
+ "uniform float rotation;",
+
+ "attribute vec2 position;",
+ "attribute vec2 uv;",
+
+ "varying vec2 vUV;",
+
+ "void main() {",
+
+ "vUV = uv;",
+
+ "vec2 pos = position;",
+
+ "if( renderType == 2 ) {",
+
+ "pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;",
+ "pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;",
+
+ "}",
+
+ "gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );",
+
+ "}"
+
+ ].join( "\n" ),
+
+ fragmentShader: [
+
+ "precision mediump float;",
+
+ "uniform lowp int renderType;",
+
+ "uniform sampler2D map;",
+ "uniform sampler2D occlusionMap;",
+ "uniform float opacity;",
+ "uniform vec3 color;",
+
+ "varying vec2 vUV;",
+
+ "void main() {",
+
+ // pink square
+
+ "if( renderType == 0 ) {",
+
+ "gl_FragColor = vec4( texture2D( map, vUV ).rgb, 0.0 );",
+
+ // restore
+
+ "} else if( renderType == 1 ) {",
+
+ "gl_FragColor = texture2D( map, vUV );",
+
+ // flare
+
+ "} else {",
+
+ "float visibility = texture2D( occlusionMap, vec2( 0.5, 0.1 ) ).a;",
+ "visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) ).a;",
+ "visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) ).a;",
+ "visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) ).a;",
+ "visibility = ( 1.0 - visibility / 4.0 );",
+
+ "vec4 texture = texture2D( map, vUV );",
+ "texture.a *= opacity * visibility;",
+ "gl_FragColor = texture;",
+ "gl_FragColor.rgb *= color;",
+
+ "}",
+
+ "}"
+
+ ].join( "\n" )
+
+ };
+
+ }
+
+ program = createProgram( shader );
+
+ attributes = {
+ vertex: gl.getAttribLocation ( program, "position" ),
+ uv: gl.getAttribLocation ( program, "uv" )
+ }
+
+ uniforms = {
+ renderType: gl.getUniformLocation( program, "renderType" ),
+ map: gl.getUniformLocation( program, "map" ),
+ occlusionMap: gl.getUniformLocation( program, "occlusionMap" ),
+ opacity: gl.getUniformLocation( program, "opacity" ),
+ color: gl.getUniformLocation( program, "color" ),
+ scale: gl.getUniformLocation( program, "scale" ),
+ rotation: gl.getUniformLocation( program, "rotation" ),
+ screenPosition: gl.getUniformLocation( program, "screenPosition" )
+ };
+
+ };
+
+ /*
+ * Render lens flares
+ * Method: renders 16x16 0xff00ff-colored points scattered over the light source area,
+ * reads these back and calculates occlusion.
+ */
+
+ this.render = function ( scene, camera, viewportWidth, viewportHeight ) {
+
+ if ( flares.length === 0 ) return;
+
+ var tempPosition = new THREE.Vector3();
+
+ var invAspect = viewportHeight / viewportWidth,
+ halfViewportWidth = viewportWidth * 0.5,
+ halfViewportHeight = viewportHeight * 0.5;
+
+ var size = 16 / viewportHeight,
+ scale = new THREE.Vector2( size * invAspect, size );
+
+ var screenPosition = new THREE.Vector3( 1, 1, 0 ),
+ screenPositionPixels = new THREE.Vector2( 1, 1 );
+
+ if ( program === undefined ) {
+
+ init();
+
+ }
+
+ gl.useProgram( program );
+
+ gl.enableVertexAttribArray( attributes.vertex );
+ gl.enableVertexAttribArray( attributes.uv );
+
+ // loop through all lens flares to update their occlusion and positions
+ // setup gl and common used attribs/unforms
+
+ gl.uniform1i( uniforms.occlusionMap, 0 );
+ gl.uniform1i( uniforms.map, 1 );
+
+ gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer );
+ gl.vertexAttribPointer( attributes.vertex, 2, gl.FLOAT, false, 2 * 8, 0 );
+ gl.vertexAttribPointer( attributes.uv, 2, gl.FLOAT, false, 2 * 8, 8 );
+
+ gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
+
+ gl.disable( gl.CULL_FACE );
+ gl.depthMask( false );
+
+ for ( var i = 0, l = flares.length; i < l; i ++ ) {
+
+ size = 16 / viewportHeight;
+ scale.set( size * invAspect, size );
+
+ // calc object screen position
+
+ var flare = flares[ i ];
+
+ tempPosition.set( flare.matrixWorld.elements[12], flare.matrixWorld.elements[13], flare.matrixWorld.elements[14] );
+
+ tempPosition.applyMatrix4( camera.matrixWorldInverse );
+ tempPosition.applyProjection( camera.projectionMatrix );
+
+ // setup arrays for gl programs
+
+ screenPosition.copy( tempPosition )
+
+ screenPositionPixels.x = screenPosition.x * halfViewportWidth + halfViewportWidth;
+ screenPositionPixels.y = screenPosition.y * halfViewportHeight + halfViewportHeight;
+
+ // screen cull
+
+ if ( hasVertexTexture || (
+ screenPositionPixels.x > 0 &&
+ screenPositionPixels.x < viewportWidth &&
+ screenPositionPixels.y > 0 &&
+ screenPositionPixels.y < viewportHeight ) ) {
+
+ // save current RGB to temp texture
+
+ gl.activeTexture( gl.TEXTURE1 );
+ gl.bindTexture( gl.TEXTURE_2D, tempTexture );
+ gl.copyTexImage2D( gl.TEXTURE_2D, 0, gl.RGB, screenPositionPixels.x - 8, screenPositionPixels.y - 8, 16, 16, 0 );
+
+
+ // render pink quad
+
+ gl.uniform1i( uniforms.renderType, 0 );
+ gl.uniform2f( uniforms.scale, scale.x, scale.y );
+ gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z );
+
+ gl.disable( gl.BLEND );
+ gl.enable( gl.DEPTH_TEST );
+
+ gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );
+
+
+ // copy result to occlusionMap
+
+ gl.activeTexture( gl.TEXTURE0 );
+ gl.bindTexture( gl.TEXTURE_2D, occlusionTexture );
+ gl.copyTexImage2D( gl.TEXTURE_2D, 0, gl.RGBA, screenPositionPixels.x - 8, screenPositionPixels.y - 8, 16, 16, 0 );
+
+
+ // restore graphics
+
+ gl.uniform1i( uniforms.renderType, 1 );
+ gl.disable( gl.DEPTH_TEST );
+
+ gl.activeTexture( gl.TEXTURE1 );
+ gl.bindTexture( gl.TEXTURE_2D, tempTexture );
+ gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );
+
+
+ // update object positions
+
+ flare.positionScreen.copy( screenPosition )
+
+ if ( flare.customUpdateCallback ) {
+
+ flare.customUpdateCallback( flare );
+
+ } else {
+
+ flare.updateLensFlares();
+
+ }
+
+ // render flares
+
+ gl.uniform1i( uniforms.renderType, 2 );
+ gl.enable( gl.BLEND );
+
+ for ( var j = 0, jl = flare.lensFlares.length; j < jl; j ++ ) {
+
+ var sprite = flare.lensFlares[ j ];
+
+ if ( sprite.opacity > 0.001 && sprite.scale > 0.001 ) {
+
+ screenPosition.x = sprite.x;
+ screenPosition.y = sprite.y;
+ screenPosition.z = sprite.z;
+
+ size = sprite.size * sprite.scale / viewportHeight;
+
+ scale.x = size * invAspect;
+ scale.y = size;
+
+ gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z );
+ gl.uniform2f( uniforms.scale, scale.x, scale.y );
+ gl.uniform1f( uniforms.rotation, sprite.rotation );
+
+ gl.uniform1f( uniforms.opacity, sprite.opacity );
+ gl.uniform3f( uniforms.color, sprite.color.r, sprite.color.g, sprite.color.b );
+
+ renderer.state.setBlending( sprite.blending, sprite.blendEquation, sprite.blendSrc, sprite.blendDst );
+ renderer.setTexture( sprite.texture, 1 );
+
+ gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );
+
+ }
+
+ }
+
+ }
+
+ }
+
+ // restore gl
+
+ gl.enable( gl.CULL_FACE );
+ gl.enable( gl.DEPTH_TEST );
+ gl.depthMask( true );
+
+ renderer.resetGLState();
+
+ };
+
+ function createProgram ( shader ) {
+
+ var program = gl.createProgram();
+
+ var fragmentShader = gl.createShader( gl.FRAGMENT_SHADER );
+ var vertexShader = gl.createShader( gl.VERTEX_SHADER );
+
+ var prefix = "precision " + renderer.getPrecision() + " float;\n";
+
+ gl.shaderSource( fragmentShader, prefix + shader.fragmentShader );
+ gl.shaderSource( vertexShader, prefix + shader.vertexShader );
+
+ gl.compileShader( fragmentShader );
+ gl.compileShader( vertexShader );
+
+ gl.attachShader( program, fragmentShader );
+ gl.attachShader( program, vertexShader );
+
+ gl.linkProgram( program );
+
+ return program;
+
+ }
+
+};
+
+// File:src/renderers/webgl/plugins/ShadowMapPlugin.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.ShadowMapPlugin = function ( _renderer, _lights, _webglObjects, _webglObjectsImmediate ) {
+
+ var _gl = _renderer.context;
+
+ var _depthMaterial, _depthMaterialMorph, _depthMaterialSkin, _depthMaterialMorphSkin,
+
+ _frustum = new THREE.Frustum(),
+ _projScreenMatrix = new THREE.Matrix4(),
+
+ _min = new THREE.Vector3(),
+ _max = new THREE.Vector3(),
+
+ _matrixPosition = new THREE.Vector3(),
+
+ _renderList = [];
+
+ // init
+
+ var depthShader = THREE.ShaderLib[ "depthRGBA" ];
+ var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );
+
+ _depthMaterial = new THREE.ShaderMaterial( {
+ uniforms: depthUniforms,
+ vertexShader: depthShader.vertexShader,
+ fragmentShader: depthShader.fragmentShader
+ } );
+
+ _depthMaterialMorph = new THREE.ShaderMaterial( {
+ uniforms: depthUniforms,
+ vertexShader: depthShader.vertexShader,
+ fragmentShader: depthShader.fragmentShader,
+ morphTargets: true
+ } );
+
+ _depthMaterialSkin = new THREE.ShaderMaterial( {
+ uniforms: depthUniforms,
+ vertexShader: depthShader.vertexShader,
+ fragmentShader: depthShader.fragmentShader,
+ skinning: true
+ } );
+
+ _depthMaterialMorphSkin = new THREE.ShaderMaterial( {
+ uniforms: depthUniforms,
+ vertexShader: depthShader.vertexShader,
+ fragmentShader: depthShader.fragmentShader,
+ morphTargets: true,
+ skinning: true
+ } );
+
+ _depthMaterial._shadowPass = true;
+ _depthMaterialMorph._shadowPass = true;
+ _depthMaterialSkin._shadowPass = true;
+ _depthMaterialMorphSkin._shadowPass = true;
+
+ this.render = function ( scene, camera ) {
+
+ if ( _renderer.shadowMapEnabled === false ) return;
+
+ var i, il, j, jl, n,
+
+ shadowMap, shadowMatrix, shadowCamera,
+ buffer, material,
+ webglObject, object, light,
+
+ lights = [],
+ k = 0,
+
+ fog = null;
+
+ // set GL state for depth map
+
+ _gl.clearColor( 1, 1, 1, 1 );
+ _gl.disable( _gl.BLEND );
+
+ _gl.enable( _gl.CULL_FACE );
+ _gl.frontFace( _gl.CCW );
+
+ if ( _renderer.shadowMapCullFace === THREE.CullFaceFront ) {
+
+ _gl.cullFace( _gl.FRONT );
+
+ } else {
+
+ _gl.cullFace( _gl.BACK );
+
+ }
+
+ _renderer.state.setDepthTest( true );
+
+ // preprocess lights
+ // - skip lights that are not casting shadows
+ // - create virtual lights for cascaded shadow maps
+
+ for ( i = 0, il = _lights.length; i < il; i ++ ) {
+
+ light = _lights[ i ];
+
+ if ( ! light.castShadow ) continue;
+
+ if ( ( light instanceof THREE.DirectionalLight ) && light.shadowCascade ) {
+
+ for ( n = 0; n < light.shadowCascadeCount; n ++ ) {
+
+ var virtualLight;
+
+ if ( ! light.shadowCascadeArray[ n ] ) {
+
+ virtualLight = createVirtualLight( light, n );
+ virtualLight.originalCamera = camera;
+
+ var gyro = new THREE.Gyroscope();
+ gyro.position.copy( light.shadowCascadeOffset );
+
+ gyro.add( virtualLight );
+ gyro.add( virtualLight.target );
+
+ camera.add( gyro );
+
+ light.shadowCascadeArray[ n ] = virtualLight;
+
+ //console.log( "Created virtualLight", virtualLight );
+
+ } else {
+
+ virtualLight = light.shadowCascadeArray[ n ];
+
+ }
+
+ updateVirtualLight( light, n );
+
+ lights[ k ] = virtualLight;
+ k ++;
+
+ }
+
+ } else {
+
+ lights[ k ] = light;
+ k ++;
+
+ }
+
+ }
+
+ // render depth map
+
+ for ( i = 0, il = lights.length; i < il; i ++ ) {
+
+ light = lights[ i ];
+
+ if ( ! light.shadowMap ) {
+
+ var shadowFilter = THREE.LinearFilter;
+
+ if ( _renderer.shadowMapType === THREE.PCFSoftShadowMap ) {
+
+ shadowFilter = THREE.NearestFilter;
+
+ }
+
+ var pars = { minFilter: shadowFilter, magFilter: shadowFilter, format: THREE.RGBAFormat };
+
+ light.shadowMap = new THREE.WebGLRenderTarget( light.shadowMapWidth, light.shadowMapHeight, pars );
+ light.shadowMapSize = new THREE.Vector2( light.shadowMapWidth, light.shadowMapHeight );
+
+ light.shadowMatrix = new THREE.Matrix4();
+
+ }
+
+ if ( ! light.shadowCamera ) {
+
+ if ( light instanceof THREE.SpotLight ) {
+
+ light.shadowCamera = new THREE.PerspectiveCamera( light.shadowCameraFov, light.shadowMapWidth / light.shadowMapHeight, light.shadowCameraNear, light.shadowCameraFar );
+
+ } else if ( light instanceof THREE.DirectionalLight ) {
+
+ light.shadowCamera = new THREE.OrthographicCamera( light.shadowCameraLeft, light.shadowCameraRight, light.shadowCameraTop, light.shadowCameraBottom, light.shadowCameraNear, light.shadowCameraFar );
+
+ } else {
+
+ THREE.error( "THREE.ShadowMapPlugin: Unsupported light type for shadow", light );
+ continue;
+
+ }
+
+ scene.add( light.shadowCamera );
+
+ if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
+
+ }
+
+ if ( light.shadowCameraVisible && ! light.cameraHelper ) {
+
+ light.cameraHelper = new THREE.CameraHelper( light.shadowCamera );
+ scene.add( light.cameraHelper );
+
+ }
+
+ if ( light.isVirtual && virtualLight.originalCamera == camera ) {
+
+ updateShadowCamera( camera, light );
+
+ }
+
+ shadowMap = light.shadowMap;
+ shadowMatrix = light.shadowMatrix;
+ shadowCamera = light.shadowCamera;
+
+ //
+
+ shadowCamera.position.setFromMatrixPosition( light.matrixWorld );
+ _matrixPosition.setFromMatrixPosition( light.target.matrixWorld );
+ shadowCamera.lookAt( _matrixPosition );
+ shadowCamera.updateMatrixWorld();
+
+ shadowCamera.matrixWorldInverse.getInverse( shadowCamera.matrixWorld );
+
+ //
+
+ if ( light.cameraHelper ) light.cameraHelper.visible = light.shadowCameraVisible;
+ if ( light.shadowCameraVisible ) light.cameraHelper.update();
+
+ // compute shadow matrix
+
+ shadowMatrix.set(
+ 0.5, 0.0, 0.0, 0.5,
+ 0.0, 0.5, 0.0, 0.5,
+ 0.0, 0.0, 0.5, 0.5,
+ 0.0, 0.0, 0.0, 1.0
+ );
+
+ shadowMatrix.multiply( shadowCamera.projectionMatrix );
+ shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
+
+ // update camera matrices and frustum
+
+ _projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
+ _frustum.setFromMatrix( _projScreenMatrix );
+
+ // render shadow map
+
+ _renderer.setRenderTarget( shadowMap );
+ _renderer.clear();
+
+ // set object matrices & frustum culling
+
+ _renderList.length = 0;
+
+ projectObject( scene, scene, shadowCamera );
+
+
+ // render regular objects
+
+ var objectMaterial, useMorphing, useSkinning;
+
+ for ( j = 0, jl = _renderList.length; j < jl; j ++ ) {
+
+ webglObject = _renderList[ j ];
+
+ object = webglObject.object;
+ buffer = webglObject.buffer;
+
+ // culling is overriden globally for all objects
+ // while rendering depth map
+
+ // need to deal with MeshFaceMaterial somehow
+ // in that case just use the first of material.materials for now
+ // (proper solution would require to break objects by materials
+ // similarly to regular rendering and then set corresponding
+ // depth materials per each chunk instead of just once per object)
+
+ objectMaterial = getObjectMaterial( object );
+
+ useMorphing = object.geometry.morphTargets !== undefined && object.geometry.morphTargets.length > 0 && objectMaterial.morphTargets;
+ useSkinning = object instanceof THREE.SkinnedMesh && objectMaterial.skinning;
+
+ if ( object.customDepthMaterial ) {
+
+ material = object.customDepthMaterial;
+
+ } else if ( useSkinning ) {
+
+ material = useMorphing ? _depthMaterialMorphSkin : _depthMaterialSkin;
+
+ } else if ( useMorphing ) {
+
+ material = _depthMaterialMorph;
+
+ } else {
+
+ material = _depthMaterial;
+
+ }
+
+ _renderer.setMaterialFaces( objectMaterial );
+
+ if ( buffer instanceof THREE.BufferGeometry ) {
+
+ _renderer.renderBufferDirect( shadowCamera, _lights, fog, material, buffer, object );
+
+ } else {
+
+ _renderer.renderBuffer( shadowCamera, _lights, fog, material, buffer, object );
+
+ }
+
+ }
+
+ // set matrices and render immediate objects
+
+ for ( j = 0, jl = _webglObjectsImmediate.length; j < jl; j ++ ) {
+
+ webglObject = _webglObjectsImmediate[ j ];
+ object = webglObject.object;
+
+ if ( object.visible && object.castShadow ) {
+
+ object._modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
+
+ _renderer.renderImmediateObject( shadowCamera, _lights, fog, _depthMaterial, object );
+
+ }
+
+ }
+
+ }
+
+ // restore GL state
+
+ var clearColor = _renderer.getClearColor(),
+ clearAlpha = _renderer.getClearAlpha();
+
+ _gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
+ _gl.enable( _gl.BLEND );
+
+ if ( _renderer.shadowMapCullFace === THREE.CullFaceFront ) {
+
+ _gl.cullFace( _gl.BACK );
+
+ }
+
+ _renderer.resetGLState();
+
+ };
+
+ function projectObject( scene, object, shadowCamera ) {
+
+ if ( object.visible ) {
+
+ var webglObjects = _webglObjects[ object.id ];
+
+ if ( webglObjects && object.castShadow && (object.frustumCulled === false || _frustum.intersectsObject( object ) === true) ) {
+
+ for ( var i = 0, l = webglObjects.length; i < l; i ++ ) {
+
+ var webglObject = webglObjects[ i ];
+
+ object._modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
+ _renderList.push( webglObject );
+
+ }
+
+ }
+
+ for ( var i = 0, l = object.children.length; i < l; i ++ ) {
+
+ projectObject( scene, object.children[ i ], shadowCamera );
+
+ }
+
+ }
+
+ }
+
+ function createVirtualLight( light, cascade ) {
+
+ var virtualLight = new THREE.DirectionalLight();
+
+ virtualLight.isVirtual = true;
+
+ virtualLight.onlyShadow = true;
+ virtualLight.castShadow = true;
+
+ virtualLight.shadowCameraNear = light.shadowCameraNear;
+ virtualLight.shadowCameraFar = light.shadowCameraFar;
+
+ virtualLight.shadowCameraLeft = light.shadowCameraLeft;
+ virtualLight.shadowCameraRight = light.shadowCameraRight;
+ virtualLight.shadowCameraBottom = light.shadowCameraBottom;
+ virtualLight.shadowCameraTop = light.shadowCameraTop;
+
+ virtualLight.shadowCameraVisible = light.shadowCameraVisible;
+
+ virtualLight.shadowDarkness = light.shadowDarkness;
+
+ virtualLight.shadowBias = light.shadowCascadeBias[ cascade ];
+ virtualLight.shadowMapWidth = light.shadowCascadeWidth[ cascade ];
+ virtualLight.shadowMapHeight = light.shadowCascadeHeight[ cascade ];
+
+ virtualLight.pointsWorld = [];
+ virtualLight.pointsFrustum = [];
+
+ var pointsWorld = virtualLight.pointsWorld,
+ pointsFrustum = virtualLight.pointsFrustum;
+
+ for ( var i = 0; i < 8; i ++ ) {
+
+ pointsWorld[ i ] = new THREE.Vector3();
+ pointsFrustum[ i ] = new THREE.Vector3();
+
+ }
+
+ var nearZ = light.shadowCascadeNearZ[ cascade ];
+ var farZ = light.shadowCascadeFarZ[ cascade ];
+
+ pointsFrustum[ 0 ].set( - 1, - 1, nearZ );
+ pointsFrustum[ 1 ].set( 1, - 1, nearZ );
+ pointsFrustum[ 2 ].set( - 1, 1, nearZ );
+ pointsFrustum[ 3 ].set( 1, 1, nearZ );
+
+ pointsFrustum[ 4 ].set( - 1, - 1, farZ );
+ pointsFrustum[ 5 ].set( 1, - 1, farZ );
+ pointsFrustum[ 6 ].set( - 1, 1, farZ );
+ pointsFrustum[ 7 ].set( 1, 1, farZ );
+
+ return virtualLight;
+
+ }
+
+ // Synchronize virtual light with the original light
+
+ function updateVirtualLight( light, cascade ) {
+
+ var virtualLight = light.shadowCascadeArray[ cascade ];
+
+ virtualLight.position.copy( light.position );
+ virtualLight.target.position.copy( light.target.position );
+ virtualLight.lookAt( virtualLight.target );
+
+ virtualLight.shadowCameraVisible = light.shadowCameraVisible;
+ virtualLight.shadowDarkness = light.shadowDarkness;
+
+ virtualLight.shadowBias = light.shadowCascadeBias[ cascade ];
+
+ var nearZ = light.shadowCascadeNearZ[ cascade ];
+ var farZ = light.shadowCascadeFarZ[ cascade ];
+
+ var pointsFrustum = virtualLight.pointsFrustum;
+
+ pointsFrustum[ 0 ].z = nearZ;
+ pointsFrustum[ 1 ].z = nearZ;
+ pointsFrustum[ 2 ].z = nearZ;
+ pointsFrustum[ 3 ].z = nearZ;
+
+ pointsFrustum[ 4 ].z = farZ;
+ pointsFrustum[ 5 ].z = farZ;
+ pointsFrustum[ 6 ].z = farZ;
+ pointsFrustum[ 7 ].z = farZ;
+
+ }
+
+ // Fit shadow camera's ortho frustum to camera frustum
+
+ function updateShadowCamera( camera, light ) {
+
+ var shadowCamera = light.shadowCamera,
+ pointsFrustum = light.pointsFrustum,
+ pointsWorld = light.pointsWorld;
+
+ _min.set( Infinity, Infinity, Infinity );
+ _max.set( - Infinity, - Infinity, - Infinity );
+
+ for ( var i = 0; i < 8; i ++ ) {
+
+ var p = pointsWorld[ i ];
+
+ p.copy( pointsFrustum[ i ] );
+ p.unproject( camera );
+
+ p.applyMatrix4( shadowCamera.matrixWorldInverse );
+
+ if ( p.x < _min.x ) _min.x = p.x;
+ if ( p.x > _max.x ) _max.x = p.x;
+
+ if ( p.y < _min.y ) _min.y = p.y;
+ if ( p.y > _max.y ) _max.y = p.y;
+
+ if ( p.z < _min.z ) _min.z = p.z;
+ if ( p.z > _max.z ) _max.z = p.z;
+
+ }
+
+ shadowCamera.left = _min.x;
+ shadowCamera.right = _max.x;
+ shadowCamera.top = _max.y;
+ shadowCamera.bottom = _min.y;
+
+ // can't really fit near/far
+ //shadowCamera.near = _min.z;
+ //shadowCamera.far = _max.z;
+
+ shadowCamera.updateProjectionMatrix();
+
+ }
+
+ // For the moment just ignore objects that have multiple materials with different animation methods
+ // Only the first material will be taken into account for deciding which depth material to use for shadow maps
+
+ function getObjectMaterial( object ) {
+
+ return object.material instanceof THREE.MeshFaceMaterial
+ ? object.material.materials[ 0 ]
+ : object.material;
+
+ };
+
+};
+
+// File:src/renderers/webgl/plugins/SpritePlugin.js
+
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.SpritePlugin = function ( renderer, sprites ) {
+
+ var gl = renderer.context;
+
+ var vertexBuffer, elementBuffer;
+ var program, attributes, uniforms;
+
+ var texture;
+
+ // decompose matrixWorld
+
+ var spritePosition = new THREE.Vector3();
+ var spriteRotation = new THREE.Quaternion();
+ var spriteScale = new THREE.Vector3();
+
+ var init = function () {
+
+ var vertices = new Float32Array( [
+ - 0.5, - 0.5, 0, 0,
+ 0.5, - 0.5, 1, 0,
+ 0.5, 0.5, 1, 1,
+ - 0.5, 0.5, 0, 1
+ ] );
+
+ var faces = new Uint16Array( [
+ 0, 1, 2,
+ 0, 2, 3
+ ] );
+
+ vertexBuffer = gl.createBuffer();
+ elementBuffer = gl.createBuffer();
+
+ gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer );
+ gl.bufferData( gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW );
+
+ gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
+ gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, faces, gl.STATIC_DRAW );
+
+ program = createProgram();
+
+ attributes = {
+ position: gl.getAttribLocation ( program, 'position' ),
+ uv: gl.getAttribLocation ( program, 'uv' )
+ };
+
+ uniforms = {
+ uvOffset: gl.getUniformLocation( program, 'uvOffset' ),
+ uvScale: gl.getUniformLocation( program, 'uvScale' ),
+
+ rotation: gl.getUniformLocation( program, 'rotation' ),
+ scale: gl.getUniformLocation( program, 'scale' ),
+
+ color: gl.getUniformLocation( program, 'color' ),
+ map: gl.getUniformLocation( program, 'map' ),
+ opacity: gl.getUniformLocation( program, 'opacity' ),
+
+ modelViewMatrix: gl.getUniformLocation( program, 'modelViewMatrix' ),
+ projectionMatrix: gl.getUniformLocation( program, 'projectionMatrix' ),
+
+ fogType: gl.getUniformLocation( program, 'fogType' ),
+ fogDensity: gl.getUniformLocation( program, 'fogDensity' ),
+ fogNear: gl.getUniformLocation( program, 'fogNear' ),
+ fogFar: gl.getUniformLocation( program, 'fogFar' ),
+ fogColor: gl.getUniformLocation( program, 'fogColor' ),
+
+ alphaTest: gl.getUniformLocation( program, 'alphaTest' )
+ };
+
+ var canvas = document.createElement( 'canvas' );
+ canvas.width = 8;
+ canvas.height = 8;
+
+ var context = canvas.getContext( '2d' );
+ context.fillStyle = 'white';
+ context.fillRect( 0, 0, 8, 8 );
+
+ texture = new THREE.Texture( canvas );
+ texture.needsUpdate = true;
+
+ };
+
+ this.render = function ( scene, camera ) {
+
+ if ( sprites.length === 0 ) return;
+
+ // setup gl
+
+ if ( program === undefined ) {
+
+ init();
+
+ }
+
+ gl.useProgram( program );
+
+ gl.enableVertexAttribArray( attributes.position );
+ gl.enableVertexAttribArray( attributes.uv );
+
+ gl.disable( gl.CULL_FACE );
+ gl.enable( gl.BLEND );
+
+ gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer );
+ gl.vertexAttribPointer( attributes.position, 2, gl.FLOAT, false, 2 * 8, 0 );
+ gl.vertexAttribPointer( attributes.uv, 2, gl.FLOAT, false, 2 * 8, 8 );
+
+ gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
+
+ gl.uniformMatrix4fv( uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
+
+ gl.activeTexture( gl.TEXTURE0 );
+ gl.uniform1i( uniforms.map, 0 );
+
+ var oldFogType = 0;
+ var sceneFogType = 0;
+ var fog = scene.fog;
+
+ if ( fog ) {
+
+ gl.uniform3f( uniforms.fogColor, fog.color.r, fog.color.g, fog.color.b );
+
+ if ( fog instanceof THREE.Fog ) {
+
+ gl.uniform1f( uniforms.fogNear, fog.near );
+ gl.uniform1f( uniforms.fogFar, fog.far );
+
+ gl.uniform1i( uniforms.fogType, 1 );
+ oldFogType = 1;
+ sceneFogType = 1;
+
+ } else if ( fog instanceof THREE.FogExp2 ) {
+
+ gl.uniform1f( uniforms.fogDensity, fog.density );
+
+ gl.uniform1i( uniforms.fogType, 2 );
+ oldFogType = 2;
+ sceneFogType = 2;
+
+ }
+
+ } else {
+
+ gl.uniform1i( uniforms.fogType, 0 );
+ oldFogType = 0;
+ sceneFogType = 0;
+
+ }
+
+
+ // update positions and sort
+
+ for ( var i = 0, l = sprites.length; i < l; i ++ ) {
+
+ var sprite = sprites[ i ];
+
+ sprite._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, sprite.matrixWorld );
+ sprite.z = - sprite._modelViewMatrix.elements[ 14 ];
+
+ }
+
+ sprites.sort( painterSortStable );
+
+ // render all sprites
+
+ var scale = [];
+
+ for ( var i = 0, l = sprites.length; i < l; i ++ ) {
+
+ var sprite = sprites[ i ];
+ var material = sprite.material;
+
+ gl.uniform1f( uniforms.alphaTest, material.alphaTest );
+ gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, sprite._modelViewMatrix.elements );
+
+ sprite.matrixWorld.decompose( spritePosition, spriteRotation, spriteScale );
+
+ scale[ 0 ] = spriteScale.x;
+ scale[ 1 ] = spriteScale.y;
+
+ var fogType = 0;
+
+ if ( scene.fog && material.fog ) {
+
+ fogType = sceneFogType;
+
+ }
+
+ if ( oldFogType !== fogType ) {
+
+ gl.uniform1i( uniforms.fogType, fogType );
+ oldFogType = fogType;
+
+ }
+
+ if ( material.map !== null ) {
+
+ gl.uniform2f( uniforms.uvOffset, material.map.offset.x, material.map.offset.y );
+ gl.uniform2f( uniforms.uvScale, material.map.repeat.x, material.map.repeat.y );
+
+ } else {
+
+ gl.uniform2f( uniforms.uvOffset, 0, 0 );
+ gl.uniform2f( uniforms.uvScale, 1, 1 );
+
+ }
+
+ gl.uniform1f( uniforms.opacity, material.opacity );
+ gl.uniform3f( uniforms.color, material.color.r, material.color.g, material.color.b );
+
+ gl.uniform1f( uniforms.rotation, material.rotation );
+ gl.uniform2fv( uniforms.scale, scale );
+
+ renderer.state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
+ renderer.state.setDepthTest( material.depthTest );
+ renderer.state.setDepthWrite( material.depthWrite );
+
+ if ( material.map && material.map.image && material.map.image.width ) {
+
+ renderer.setTexture( material.map, 0 );
+
+ } else {
+
+ renderer.setTexture( texture, 0 );
+
+ }
+
+ gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );
+
+ }
+
+ // restore gl
+
+ gl.enable( gl.CULL_FACE );
+
+ renderer.resetGLState();
+
+ };
+
+ function createProgram () {
+
+ var program = gl.createProgram();
+
+ var vertexShader = gl.createShader( gl.VERTEX_SHADER );
+ var fragmentShader = gl.createShader( gl.FRAGMENT_SHADER );
+
+ gl.shaderSource( vertexShader, [
+
+ 'precision ' + renderer.getPrecision() + ' float;',
+
+ 'uniform mat4 modelViewMatrix;',
+ 'uniform mat4 projectionMatrix;',
+ 'uniform float rotation;',
+ 'uniform vec2 scale;',
+ 'uniform vec2 uvOffset;',
+ 'uniform vec2 uvScale;',
+
+ 'attribute vec2 position;',
+ 'attribute vec2 uv;',
+
+ 'varying vec2 vUV;',
+
+ 'void main() {',
+
+ 'vUV = uvOffset + uv * uvScale;',
+
+ 'vec2 alignedPosition = position * scale;',
+
+ 'vec2 rotatedPosition;',
+ 'rotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;',
+ 'rotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;',
+
+ 'vec4 finalPosition;',
+
+ 'finalPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );',
+ 'finalPosition.xy += rotatedPosition;',
+ 'finalPosition = projectionMatrix * finalPosition;',
+
+ 'gl_Position = finalPosition;',
+
+ '}'
+
+ ].join( '\n' ) );
+
+ gl.shaderSource( fragmentShader, [
+
+ 'precision ' + renderer.getPrecision() + ' float;',
+
+ 'uniform vec3 color;',
+ 'uniform sampler2D map;',
+ 'uniform float opacity;',
+
+ 'uniform int fogType;',
+ 'uniform vec3 fogColor;',
+ 'uniform float fogDensity;',
+ 'uniform float fogNear;',
+ 'uniform float fogFar;',
+ 'uniform float alphaTest;',
+
+ 'varying vec2 vUV;',
+
+ 'void main() {',
+
+ 'vec4 texture = texture2D( map, vUV );',
+
+ 'if ( texture.a < alphaTest ) discard;',
+
+ 'gl_FragColor = vec4( color * texture.xyz, texture.a * opacity );',
+
+ 'if ( fogType > 0 ) {',
+
+ 'float depth = gl_FragCoord.z / gl_FragCoord.w;',
+ 'float fogFactor = 0.0;',
+
+ 'if ( fogType == 1 ) {',
+
+ 'fogFactor = smoothstep( fogNear, fogFar, depth );',
+
+ '} else {',
+
+ 'const float LOG2 = 1.442695;',
+ 'float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );',
+ 'fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );',
+
+ '}',
+
+ 'gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );',
+
+ '}',
+
+ '}'
+
+ ].join( '\n' ) );
+
+ gl.compileShader( vertexShader );
+ gl.compileShader( fragmentShader );
+
+ gl.attachShader( program, vertexShader );
+ gl.attachShader( program, fragmentShader );
+
+ gl.linkProgram( program );
+
+ return program;
+
+ };
+
+ function painterSortStable ( a, b ) {
+
+ if ( a.z !== b.z ) {
+
+ return b.z - a.z;
+
+ } else {
+
+ return b.id - a.id;
+
+ }
+
+ };
+
+};
+
+// File:src/extras/GeometryUtils.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.GeometryUtils = {
+
+ merge: function ( geometry1, geometry2, materialIndexOffset ) {
+
+ THREE.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );
+
+ var matrix;
+
+ if ( geometry2 instanceof THREE.Mesh ) {
+
+ geometry2.matrixAutoUpdate && geometry2.updateMatrix();
+
+ matrix = geometry2.matrix;
+ geometry2 = geometry2.geometry;
+
+ }
+
+ geometry1.merge( geometry2, matrix, materialIndexOffset );
+
+ },
+
+ center: function ( geometry ) {
+
+ THREE.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );
+ return geometry.center();
+
+ }
+
+};
+
+// File:src/extras/ImageUtils.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ * @author mrdoob / http://mrdoob.com/
+ * @author Daosheng Mu / https://github.com/DaoshengMu/
+ */
+
+THREE.ImageUtils = {
+
+ crossOrigin: undefined,
+
+ loadTexture: function ( url, mapping, onLoad, onError ) {
+
+ var loader = new THREE.ImageLoader();
+ loader.crossOrigin = this.crossOrigin;
+
+ var texture = new THREE.Texture( undefined, mapping );
+
+ loader.load( url, function ( image ) {
+
+ texture.image = image;
+ texture.needsUpdate = true;
+
+ if ( onLoad ) onLoad( texture );
+
+ }, undefined, function ( event ) {
+
+ if ( onError ) onError( event );
+
+ } );
+
+ texture.sourceFile = url;
+
+ return texture;
+
+ },
+
+ loadTextureCube: function ( array, mapping, onLoad, onError ) {
+
+ var images = [];
+
+ var loader = new THREE.ImageLoader();
+ loader.crossOrigin = this.crossOrigin;
+
+ var texture = new THREE.CubeTexture( images, mapping );
+
+ // no flipping needed for cube textures
+
+ texture.flipY = false;
+
+ var loaded = 0;
+
+ var loadTexture = function ( i ) {
+
+ loader.load( array[ i ], function ( image ) {
+
+ texture.images[ i ] = image;
+
+ loaded += 1;
+
+ if ( loaded === 6 ) {
+
+ texture.needsUpdate = true;
+
+ if ( onLoad ) onLoad( texture );
+
+ }
+
+ }, undefined, onError );
+
+ }
+
+ for ( var i = 0, il = array.length; i < il; ++ i ) {
+
+ loadTexture( i );
+
+ }
+
+ return texture;
+
+ },
+
+ loadCompressedTexture: function () {
+
+ THREE.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' )
+
+ },
+
+ loadCompressedTextureCube: function () {
+
+ THREE.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' )
+
+ },
+
+ getNormalMap: function ( image, depth ) {
+
+ // Adapted from http://www.paulbrunt.co.uk/lab/heightnormal/
+
+ var cross = function ( a, b ) {
+
+ return [ a[ 1 ] * b[ 2 ] - a[ 2 ] * b[ 1 ], a[ 2 ] * b[ 0 ] - a[ 0 ] * b[ 2 ], a[ 0 ] * b[ 1 ] - a[ 1 ] * b[ 0 ] ];
+
+ }
+
+ var subtract = function ( a, b ) {
+
+ return [ a[ 0 ] - b[ 0 ], a[ 1 ] - b[ 1 ], a[ 2 ] - b[ 2 ] ];
+
+ }
+
+ var normalize = function ( a ) {
+
+ var l = Math.sqrt( a[ 0 ] * a[ 0 ] + a[ 1 ] * a[ 1 ] + a[ 2 ] * a[ 2 ] );
+ return [ a[ 0 ] / l, a[ 1 ] / l, a[ 2 ] / l ];
+
+ }
+
+ depth = depth | 1;
+
+ var width = image.width;
+ var height = image.height;
+
+ // TODO: Make this work in Qt Quick
+
+ var canvas = document.createElement( 'canvas' );
+ canvas.width = width;
+ canvas.height = height;
+
+ var context = canvas.getContext( '2d' );
+ context.drawImage( image, 0, 0 );
+
+ var data = context.getImageData( 0, 0, width, height ).data;
+ var imageData = context.createImageData( width, height );
+ var output = imageData.data;
+
+ for ( var x = 0; x < width; x ++ ) {
+
+ for ( var y = 0; y < height; y ++ ) {
+
+ var ly = y - 1 < 0 ? 0 : y - 1;
+ var uy = y + 1 > height - 1 ? height - 1 : y + 1;
+ var lx = x - 1 < 0 ? 0 : x - 1;
+ var ux = x + 1 > width - 1 ? width - 1 : x + 1;
+
+ var points = [];
+ var origin = [ 0, 0, data[ ( y * width + x ) * 4 ] / 255 * depth ];
+ points.push( [ - 1, 0, data[ ( y * width + lx ) * 4 ] / 255 * depth ] );
+ points.push( [ - 1, - 1, data[ ( ly * width + lx ) * 4 ] / 255 * depth ] );
+ points.push( [ 0, - 1, data[ ( ly * width + x ) * 4 ] / 255 * depth ] );
+ points.push( [ 1, - 1, data[ ( ly * width + ux ) * 4 ] / 255 * depth ] );
+ points.push( [ 1, 0, data[ ( y * width + ux ) * 4 ] / 255 * depth ] );
+ points.push( [ 1, 1, data[ ( uy * width + ux ) * 4 ] / 255 * depth ] );
+ points.push( [ 0, 1, data[ ( uy * width + x ) * 4 ] / 255 * depth ] );
+ points.push( [ - 1, 1, data[ ( uy * width + lx ) * 4 ] / 255 * depth ] );
+
+ var normals = [];
+ var num_points = points.length;
+
+ for ( var i = 0; i < num_points; i ++ ) {
+
+ var v1 = points[ i ];
+ var v2 = points[ ( i + 1 ) % num_points ];
+ v1 = subtract( v1, origin );
+ v2 = subtract( v2, origin );
+ normals.push( normalize( cross( v1, v2 ) ) );
+
+ }
+
+ var normal = [ 0, 0, 0 ];
+
+ for ( var i = 0; i < normals.length; i ++ ) {
+
+ normal[ 0 ] += normals[ i ][ 0 ];
+ normal[ 1 ] += normals[ i ][ 1 ];
+ normal[ 2 ] += normals[ i ][ 2 ];
+
+ }
+
+ normal[ 0 ] /= normals.length;
+ normal[ 1 ] /= normals.length;
+ normal[ 2 ] /= normals.length;
+
+ var idx = ( y * width + x ) * 4;
+
+ output[ idx ] = ( ( normal[ 0 ] + 1.0 ) / 2.0 * 255 ) | 0;
+ output[ idx + 1 ] = ( ( normal[ 1 ] + 1.0 ) / 2.0 * 255 ) | 0;
+ output[ idx + 2 ] = ( normal[ 2 ] * 255 ) | 0;
+ output[ idx + 3 ] = 255;
+
+ }
+
+ }
+
+ context.putImageData( imageData, 0, 0 );
+
+ return canvas;
+
+ },
+
+ generateDataTexture: function ( width, height, color ) {
+
+ var size = width * height;
+ var data = new Uint8Array( 3 * size );
+
+ var r = Math.floor( color.r * 255 );
+ var g = Math.floor( color.g * 255 );
+ var b = Math.floor( color.b * 255 );
+
+ for ( var i = 0; i < size; i ++ ) {
+
+ data[ i * 3 ] = r;
+ data[ i * 3 + 1 ] = g;
+ data[ i * 3 + 2 ] = b;
+
+ }
+
+ var texture = new THREE.DataTexture( data, width, height, THREE.RGBFormat );
+ texture.needsUpdate = true;
+
+ return texture;
+
+ }
+
+};
+
+// File:src/extras/SceneUtils.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.SceneUtils = {
+
+ createMultiMaterialObject: function ( geometry, materials ) {
+
+ var group = new THREE.Object3D();
+
+ for ( var i = 0, l = materials.length; i < l; i ++ ) {
+
+ group.add( new THREE.Mesh( geometry, materials[ i ] ) );
+
+ }
+
+ return group;
+
+ },
+
+ detach: function ( child, parent, scene ) {
+
+ child.applyMatrix( parent.matrixWorld );
+ parent.remove( child );
+ scene.add( child );
+
+ },
+
+ attach: function ( child, scene, parent ) {
+
+ var matrixWorldInverse = new THREE.Matrix4();
+ matrixWorldInverse.getInverse( parent.matrixWorld );
+ child.applyMatrix( matrixWorldInverse );
+
+ scene.remove( child );
+ parent.add( child );
+
+ }
+
+};
+
+// File:src/extras/FontUtils.js
+
+/**
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * For Text operations in three.js (See TextGeometry)
+ *
+ * It uses techniques used in:
+ *
+ * typeface.js and canvastext
+ * For converting fonts and rendering with javascript
+ * http://typeface.neocracy.org
+ *
+ * Triangulation ported from AS3
+ * Simple Polygon Triangulation
+ * http://actionsnippet.com/?p=1462
+ *
+ * A Method to triangulate shapes with holes
+ * http://www.sakri.net/blog/2009/06/12/an-approach-to-triangulating-polygons-with-holes/
+ *
+ */
+
+THREE.FontUtils = {
+
+ faces: {},
+
+ // Just for now. face[weight][style]
+
+ face: 'helvetiker',
+ weight: 'normal',
+ style: 'normal',
+ size: 150,
+ divisions: 10,
+
+ getFace: function () {
+
+ try {
+
+ return this.faces[ this.face ][ this.weight ][ this.style ];
+
+ } catch (e) {
+
+ throw "The font " + this.face + " with " + this.weight + " weight and " + this.style + " style is missing."
+
+ };
+
+ },
+
+ loadFace: function ( data ) {
+
+ var family = data.familyName.toLowerCase();
+
+ var ThreeFont = this;
+
+ ThreeFont.faces[ family ] = ThreeFont.faces[ family ] || {};
+
+ ThreeFont.faces[ family ][ data.cssFontWeight ] = ThreeFont.faces[ family ][ data.cssFontWeight ] || {};
+ ThreeFont.faces[ family ][ data.cssFontWeight ][ data.cssFontStyle ] = data;
+
+ ThreeFont.faces[ family ][ data.cssFontWeight ][ data.cssFontStyle ] = data;
+
+ return data;
+
+ },
+
+ drawText: function ( text ) {
+
+ // RenderText
+
+ var i,
+ face = this.getFace(),
+ scale = this.size / face.resolution,
+ offset = 0,
+ chars = String( text ).split( '' ),
+ length = chars.length;
+
+ var fontPaths = [];
+
+ for ( i = 0; i < length; i ++ ) {
+
+ var path = new THREE.Path();
+
+ var ret = this.extractGlyphPoints( chars[ i ], face, scale, offset, path );
+ offset += ret.offset;
+
+ fontPaths.push( ret.path );
+
+ }
+
+ // get the width
+
+ var width = offset / 2;
+ //
+ // for ( p = 0; p < allPts.length; p++ ) {
+ //
+ // allPts[ p ].x -= width;
+ //
+ // }
+
+ //var extract = this.extractPoints( allPts, characterPts );
+ //extract.contour = allPts;
+
+ //extract.paths = fontPaths;
+ //extract.offset = width;
+
+ return { paths: fontPaths, offset: width };
+
+ },
+
+
+
+
+ extractGlyphPoints: function ( c, face, scale, offset, path ) {
+
+ var pts = [];
+
+ var i, i2, divisions,
+ outline, action, length,
+ scaleX, scaleY,
+ x, y, cpx, cpy, cpx0, cpy0, cpx1, cpy1, cpx2, cpy2,
+ laste,
+ glyph = face.glyphs[ c ] || face.glyphs[ '?' ];
+
+ if ( ! glyph ) return;
+
+ if ( glyph.o ) {
+
+ outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
+ length = outline.length;
+
+ scaleX = scale;
+ scaleY = scale;
+
+ for ( i = 0; i < length; ) {
+
+ action = outline[ i ++ ];
+
+ //console.log( action );
+
+ switch ( action ) {
+
+ case 'm':
+
+ // Move To
+
+ x = outline[ i ++ ] * scaleX + offset;
+ y = outline[ i ++ ] * scaleY;
+
+ path.moveTo( x, y );
+ break;
+
+ case 'l':
+
+ // Line To
+
+ x = outline[ i ++ ] * scaleX + offset;
+ y = outline[ i ++ ] * scaleY;
+ path.lineTo( x, y );
+ break;
+
+ case 'q':
+
+ // QuadraticCurveTo
+
+ cpx = outline[ i ++ ] * scaleX + offset;
+ cpy = outline[ i ++ ] * scaleY;
+ cpx1 = outline[ i ++ ] * scaleX + offset;
+ cpy1 = outline[ i ++ ] * scaleY;
+
+ path.quadraticCurveTo( cpx1, cpy1, cpx, cpy );
+
+ laste = pts[ pts.length - 1 ];
+
+ if ( laste ) {
+
+ cpx0 = laste.x;
+ cpy0 = laste.y;
+
+ for ( i2 = 1, divisions = this.divisions; i2 <= divisions; i2 ++ ) {
+
+ var t = i2 / divisions;
+ THREE.Shape.Utils.b2( t, cpx0, cpx1, cpx );
+ THREE.Shape.Utils.b2( t, cpy0, cpy1, cpy );
+ }
+
+ }
+
+ break;
+
+ case 'b':
+
+ // Cubic Bezier Curve
+
+ cpx = outline[ i ++ ] * scaleX + offset;
+ cpy = outline[ i ++ ] * scaleY;
+ cpx1 = outline[ i ++ ] * scaleX + offset;
+ cpy1 = outline[ i ++ ] * scaleY;
+ cpx2 = outline[ i ++ ] * scaleX + offset;
+ cpy2 = outline[ i ++ ] * scaleY;
+
+ path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );
+
+ laste = pts[ pts.length - 1 ];
+
+ if ( laste ) {
+
+ cpx0 = laste.x;
+ cpy0 = laste.y;
+
+ for ( i2 = 1, divisions = this.divisions; i2 <= divisions; i2 ++ ) {
+
+ var t = i2 / divisions;
+ THREE.Shape.Utils.b3( t, cpx0, cpx1, cpx2, cpx );
+ THREE.Shape.Utils.b3( t, cpy0, cpy1, cpy2, cpy );
+
+ }
+
+ }
+
+ break;
+
+ }
+
+ }
+ }
+
+
+
+ return { offset: glyph.ha * scale, path:path };
+ }
+
+};
+
+
+THREE.FontUtils.generateShapes = function ( text, parameters ) {
+
+ // Parameters
+
+ parameters = parameters || {};
+
+ var size = parameters.size !== undefined ? parameters.size : 100;
+ var curveSegments = parameters.curveSegments !== undefined ? parameters.curveSegments : 4;
+
+ var font = parameters.font !== undefined ? parameters.font : 'helvetiker';
+ var weight = parameters.weight !== undefined ? parameters.weight : 'normal';
+ var style = parameters.style !== undefined ? parameters.style : 'normal';
+
+ THREE.FontUtils.size = size;
+ THREE.FontUtils.divisions = curveSegments;
+
+ THREE.FontUtils.face = font;
+ THREE.FontUtils.weight = weight;
+ THREE.FontUtils.style = style;
+
+ // Get a Font data json object
+
+ var data = THREE.FontUtils.drawText( text );
+
+ var paths = data.paths;
+ var shapes = [];
+
+ for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
+
+ Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
+
+ }
+
+ return shapes;
+
+};
+
+
+/**
+ * This code is a quick port of code written in C++ which was submitted to
+ * flipcode.com by John W. Ratcliff // July 22, 2000
+ * See original code and more information here:
+ * http://www.flipcode.com/archives/Efficient_Polygon_Triangulation.shtml
+ *
+ * ported to actionscript by Zevan Rosser
+ * www.actionsnippet.com
+ *
+ * ported to javascript by Joshua Koo
+ * http://www.lab4games.net/zz85/blog
+ *
+ */
+
+
+//( function ( namespace ) {
+
+ var EPSILON = 0.0000000001;
+
+ // takes in an contour array and returns
+
+THREE.FontUtils.process = function ( contour, indices ) {
+
+ var n = contour.length;
+
+ if ( n < 3 ) return null;
+
+ var result = [],
+ verts = [],
+ vertIndices = [];
+
+ /* we want a counter-clockwise polygon in verts */
+
+ var u, v, w;
+
+ if ( THREE.FontUtils.area( contour ) > 0.0 ) {
+
+ for ( v = 0; v < n; v ++ ) verts[ v ] = v;
+
+ } else {
+
+ for ( v = 0; v < n; v ++ ) verts[ v ] = ( n - 1 ) - v;
+
+ }
+
+ var nv = n;
+
+ /* remove nv - 2 vertices, creating 1 triangle every time */
+
+ var count = 2 * nv; /* error detection */
+
+ for ( v = nv - 1; nv > 2; ) {
+
+ /* if we loop, it is probably a non-simple polygon */
+
+ if ( ( count -- ) <= 0 ) {
+
+ //** Triangulate: ERROR - probable bad polygon!
+
+ //throw ( "Warning, unable to triangulate polygon!" );
+ //return null;
+ // Sometimes warning is fine, especially polygons are triangulated in reverse.
+ THREE.warn( 'THREE.FontUtils: Warning, unable to triangulate polygon! in Triangulate.process()' );
+
+ if ( indices ) return vertIndices;
+ return result;
+
+ }
+
+ /* three consecutive vertices in current polygon, <u,v,w> */
+
+ u = v; if ( nv <= u ) u = 0; /* previous */
+ v = u + 1; if ( nv <= v ) v = 0; /* new v */
+ w = v + 1; if ( nv <= w ) w = 0; /* next */
+
+ if ( THREE.FontUtils.snip( contour, u, v, w, nv, verts ) ) {
+
+ var a, b, c, s, t;
+
+ /* true names of the vertices */
+
+ a = verts[ u ];
+ b = verts[ v ];
+ c = verts[ w ];
+
+ /* output Triangle */
+
+ result.push( [ contour[ a ],
+ contour[ b ],
+ contour[ c ] ] );
+
+
+ vertIndices.push( [ verts[ u ], verts[ v ], verts[ w ] ] );
+
+ /* remove v from the remaining polygon */
+
+ for ( s = v, t = v + 1; t < nv; s ++, t ++ ) {
+
+ verts[ s ] = verts[ t ];
+
+ }
+
+ nv --;
+
+ /* reset error detection counter */
+
+ count = 2 * nv;
+
+ }
+
+ }
+
+ if ( indices ) return vertIndices;
+ return result;
+
+ };
+
+ // calculate area of the contour polygon
+
+THREE.FontUtils.area = function ( contour ) {
+
+ var n = contour.length;
+ var a = 0.0;
+
+ for ( var p = n - 1, q = 0; q < n; p = q ++ ) {
+
+ a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
+
+ }
+
+ return a * 0.5;
+
+ };
+
+THREE.FontUtils.snip = function ( contour, u, v, w, n, verts ) {
+
+ var p;
+ var ax, ay, bx, by;
+ var cx, cy, px, py;
+
+ ax = contour[ verts[ u ] ].x;
+ ay = contour[ verts[ u ] ].y;
+
+ bx = contour[ verts[ v ] ].x;
+ by = contour[ verts[ v ] ].y;
+
+ cx = contour[ verts[ w ] ].x;
+ cy = contour[ verts[ w ] ].y;
+
+ if ( EPSILON > ( ( ( bx - ax ) * ( cy - ay ) ) - ( ( by - ay ) * ( cx - ax ) ) ) ) return false;
+
+ var aX, aY, bX, bY, cX, cY;
+ var apx, apy, bpx, bpy, cpx, cpy;
+ var cCROSSap, bCROSScp, aCROSSbp;
+
+ aX = cx - bx; aY = cy - by;
+ bX = ax - cx; bY = ay - cy;
+ cX = bx - ax; cY = by - ay;
+
+ for ( p = 0; p < n; p ++ ) {
+
+ px = contour[ verts[ p ] ].x
+ py = contour[ verts[ p ] ].y
+
+ if ( ( ( px === ax ) && ( py === ay ) ) ||
+ ( ( px === bx ) && ( py === by ) ) ||
+ ( ( px === cx ) && ( py === cy ) ) ) continue;
+
+ apx = px - ax; apy = py - ay;
+ bpx = px - bx; bpy = py - by;
+ cpx = px - cx; cpy = py - cy;
+
+ // see if p is inside triangle abc
+
+ aCROSSbp = aX * bpy - aY * bpx;
+ cCROSSap = cX * apy - cY * apx;
+ bCROSScp = bX * cpy - bY * cpx;
+
+ if ( ( aCROSSbp >= - EPSILON ) && ( bCROSScp >= - EPSILON ) && ( cCROSSap >= - EPSILON ) ) return false;
+
+ }
+
+ return true;
+
+ };
+
+
+THREE.FontUtils.Triangulate = THREE.FontUtils.process;
+THREE.FontUtils.Triangulate.area = THREE.FontUtils.area;
+
+//return namespace;
+
+//} )( THREE.FontUtils );
+
+// To use the typeface.js face files, hook up the API
+var _typeface_js = { faces: THREE.FontUtils.faces, loadFace: THREE.FontUtils.loadFace };
+THREE.typeface_js = _typeface_js;
+
+// File:src/extras/audio/Audio.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Audio = function ( listener ) {
+
+ THREE.Object3D.call( this );
+
+ this.type = 'Audio';
+
+ this.context = listener.context;
+ this.source = this.context.createBufferSource();
+ this.source.onended = this.onEnded.bind(this);
+
+ this.gain = this.context.createGain();
+ this.gain.connect( this.context.destination );
+
+ this.panner = this.context.createPanner();
+ this.panner.connect( this.gain );
+
+ this.autoplay = false;
+
+ this.startTime = 0;
+ this.isPlaying = false;
+
+};
+
+THREE.Audio.prototype = Object.create( THREE.Object3D.prototype );
+THREE.Audio.prototype.constructor = THREE.Audio;
+
+THREE.Audio.prototype.load = function ( file ) {
+
+ var scope = this;
+
+ var request = new XMLHttpRequest();
+ request.open( 'GET', file, true );
+ request.responseType = 'arraybuffer';
+ request.onload = function ( e ) {
+
+ scope.context.decodeAudioData( this.response, function ( buffer ) {
+
+ scope.source.buffer = buffer;
+
+ if( scope.autoplay ) scope.play();
+
+ } );
+
+ };
+ request.send();
+
+ return this;
+
+};
+
+THREE.Audio.prototype.play = function () {
+
+ if ( this.isPlaying === true ) {
+
+ THREE.warn( 'THREE.Audio: Audio is already playing.' );
+ return;
+
+ }
+
+ var source = this.context.createBufferSource();
+
+ source.buffer = this.source.buffer;
+ source.loop = this.source.loop;
+ source.onended = this.source.onended;
+ source.connect( this.panner );
+ source.start( 0, this.startTime );
+
+ this.isPlaying = true;
+
+ this.source = source;
+
+};
+
+THREE.Audio.prototype.pause = function () {
+
+ this.source.stop();
+ this.startTime = this.context.currentTime;
+
+};
+
+THREE.Audio.prototype.stop = function () {
+
+ this.source.stop();
+ this.startTime = 0;
+
+};
+
+THREE.Audio.prototype.onEnded = function() {
+
+ this.isPlaying = false;
+
+};
+
+THREE.Audio.prototype.setLoop = function ( value ) {
+
+ this.source.loop = value;
+
+};
+
+THREE.Audio.prototype.setRefDistance = function ( value ) {
+
+ this.panner.refDistance = value;
+
+};
+
+THREE.Audio.prototype.setRolloffFactor = function ( value ) {
+
+ this.panner.rolloffFactor = value;
+
+};
+
+THREE.Audio.prototype.setVolume = function ( value ) {
+
+ this.gain.gain.value = value;
+
+};
+
+THREE.Audio.prototype.updateMatrixWorld = ( function () {
+
+ var position = new THREE.Vector3();
+
+ return function ( force ) {
+
+ THREE.Object3D.prototype.updateMatrixWorld.call( this, force );
+
+ position.setFromMatrixPosition( this.matrixWorld );
+
+ this.panner.setPosition( position.x, position.y, position.z );
+
+ };
+
+} )();
+
+// File:src/extras/audio/AudioListener.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.AudioListener = function () {
+
+ THREE.Object3D.call( this );
+
+ this.type = 'AudioListener';
+
+ this.context = new ( window.AudioContext || window.webkitAudioContext )();
+
+};
+
+THREE.AudioListener.prototype = Object.create( THREE.Object3D.prototype );
+THREE.AudioListener.prototype.constructor = THREE.AudioListener;
+
+THREE.AudioListener.prototype.updateMatrixWorld = ( function () {
+
+ var position = new THREE.Vector3();
+ var quaternion = new THREE.Quaternion();
+ var scale = new THREE.Vector3();
+
+ var orientation = new THREE.Vector3();
+ var velocity = new THREE.Vector3();
+
+ var positionPrev = new THREE.Vector3();
+
+ return function ( force ) {
+
+ THREE.Object3D.prototype.updateMatrixWorld.call( this, force );
+
+ var listener = this.context.listener;
+ var up = this.up;
+
+ this.matrixWorld.decompose( position, quaternion, scale );
+
+ orientation.set( 0, 0, -1 ).applyQuaternion( quaternion );
+ velocity.subVectors( position, positionPrev );
+
+ listener.setPosition( position.x, position.y, position.z );
+ listener.setOrientation( orientation.x, orientation.y, orientation.z, up.x, up.y, up.z );
+ listener.setVelocity( velocity.x, velocity.y, velocity.z );
+
+ positionPrev.copy( position );
+
+ };
+
+} )();
+
+// File:src/extras/core/Curve.js
+
+/**
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ * Extensible curve object
+ *
+ * Some common of Curve methods
+ * .getPoint(t), getTangent(t)
+ * .getPointAt(u), getTagentAt(u)
+ * .getPoints(), .getSpacedPoints()
+ * .getLength()
+ * .updateArcLengths()
+ *
+ * This following classes subclasses THREE.Curve:
+ *
+ * -- 2d classes --
+ * THREE.LineCurve
+ * THREE.QuadraticBezierCurve
+ * THREE.CubicBezierCurve
+ * THREE.SplineCurve
+ * THREE.ArcCurve
+ * THREE.EllipseCurve
+ *
+ * -- 3d classes --
+ * THREE.LineCurve3
+ * THREE.QuadraticBezierCurve3
+ * THREE.CubicBezierCurve3
+ * THREE.SplineCurve3
+ * THREE.ClosedSplineCurve3
+ *
+ * A series of curves can be represented as a THREE.CurvePath
+ *
+ **/
+
+/**************************************************************
+ * Abstract Curve base class
+ **************************************************************/
+
+THREE.Curve = function () {
+
+};
+
+// Virtual base class method to overwrite and implement in subclasses
+// - t [0 .. 1]
+
+THREE.Curve.prototype.getPoint = function ( t ) {
+
+ THREE.warn( "THREE.Curve: Warning, getPoint() not implemented!" );
+ return null;
+
+};
+
+// Get point at relative position in curve according to arc length
+// - u [0 .. 1]
+
+THREE.Curve.prototype.getPointAt = function ( u ) {
+
+ var t = this.getUtoTmapping( u );
+ return this.getPoint( t );
+
+};
+
+// Get sequence of points using getPoint( t )
+
+THREE.Curve.prototype.getPoints = function ( divisions ) {
+
+ if ( ! divisions ) divisions = 5;
+
+ var d, pts = [];
+
+ for ( d = 0; d <= divisions; d ++ ) {
+
+ pts.push( this.getPoint( d / divisions ) );
+
+ }
+
+ return pts;
+
+};
+
+// Get sequence of points using getPointAt( u )
+
+THREE.Curve.prototype.getSpacedPoints = function ( divisions ) {
+
+ if ( ! divisions ) divisions = 5;
+
+ var d, pts = [];
+
+ for ( d = 0; d <= divisions; d ++ ) {
+
+ pts.push( this.getPointAt( d / divisions ) );
+
+ }
+
+ return pts;
+
+};
+
+// Get total curve arc length
+
+THREE.Curve.prototype.getLength = function () {
+
+ var lengths = this.getLengths();
+ return lengths[ lengths.length - 1 ];
+
+};
+
+// Get list of cumulative segment lengths
+
+THREE.Curve.prototype.getLengths = function ( divisions ) {
+
+ if ( ! divisions ) divisions = (this.__arcLengthDivisions) ? (this.__arcLengthDivisions) : 200;
+
+ if ( this.cacheArcLengths
+ && ( this.cacheArcLengths.length == divisions + 1 )
+ && ! this.needsUpdate) {
+
+ //console.log( "cached", this.cacheArcLengths );
+ return this.cacheArcLengths;
+
+ }
+
+ this.needsUpdate = false;
+
+ var cache = [];
+ var current, last = this.getPoint( 0 );
+ var p, sum = 0;
+
+ cache.push( 0 );
+
+ for ( p = 1; p <= divisions; p ++ ) {
+
+ current = this.getPoint ( p / divisions );
+ sum += current.distanceTo( last );
+ cache.push( sum );
+ last = current;
+
+ }
+
+ this.cacheArcLengths = cache;
+
+ return cache; // { sums: cache, sum:sum }; Sum is in the last element.
+
+};
+
+
+THREE.Curve.prototype.updateArcLengths = function() {
+ this.needsUpdate = true;
+ this.getLengths();
+};
+
+// Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equi distance
+
+THREE.Curve.prototype.getUtoTmapping = function ( u, distance ) {
+
+ var arcLengths = this.getLengths();
+
+ var i = 0, il = arcLengths.length;
+
+ var targetArcLength; // The targeted u distance value to get
+
+ if ( distance ) {
+
+ targetArcLength = distance;
+
+ } else {
+
+ targetArcLength = u * arcLengths[ il - 1 ];
+
+ }
+
+ //var time = Date.now();
+
+ // binary search for the index with largest value smaller than target u distance
+
+ var low = 0, high = il - 1, comparison;
+
+ while ( low <= high ) {
+
+ i = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats
+
+ comparison = arcLengths[ i ] - targetArcLength;
+
+ if ( comparison < 0 ) {
+
+ low = i + 1;
+
+ } else if ( comparison > 0 ) {
+
+ high = i - 1;
+
+ } else {
+
+ high = i;
+ break;
+
+ // DONE
+
+ }
+
+ }
+
+ i = high;
+
+ //console.log('b' , i, low, high, Date.now()- time);
+
+ if ( arcLengths[ i ] == targetArcLength ) {
+
+ var t = i / ( il - 1 );
+ return t;
+
+ }
+
+ // we could get finer grain at lengths, or use simple interpolatation between two points
+
+ var lengthBefore = arcLengths[ i ];
+ var lengthAfter = arcLengths[ i + 1 ];
+
+ var segmentLength = lengthAfter - lengthBefore;
+
+ // determine where we are between the 'before' and 'after' points
+
+ var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
+
+ // add that fractional amount to t
+
+ var t = ( i + segmentFraction ) / ( il - 1 );
+
+ return t;
+
+};
+
+// Returns a unit vector tangent at t
+// In case any sub curve does not implement its tangent derivation,
+// 2 points a small delta apart will be used to find its gradient
+// which seems to give a reasonable approximation
+
+THREE.Curve.prototype.getTangent = function( t ) {
+
+ var delta = 0.0001;
+ var t1 = t - delta;
+ var t2 = t + delta;
+
+ // Capping in case of danger
+
+ if ( t1 < 0 ) t1 = 0;
+ if ( t2 > 1 ) t2 = 1;
+
+ var pt1 = this.getPoint( t1 );
+ var pt2 = this.getPoint( t2 );
+
+ var vec = pt2.clone().sub(pt1);
+ return vec.normalize();
+
+};
+
+
+THREE.Curve.prototype.getTangentAt = function ( u ) {
+
+ var t = this.getUtoTmapping( u );
+ return this.getTangent( t );
+
+};
+
+
+
+
+
+/**************************************************************
+ * Utils
+ **************************************************************/
+
+THREE.Curve.Utils = {
+
+ tangentQuadraticBezier: function ( t, p0, p1, p2 ) {
+
+ return 2 * ( 1 - t ) * ( p1 - p0 ) + 2 * t * ( p2 - p1 );
+
+ },
+
+ // Puay Bing, thanks for helping with this derivative!
+
+ tangentCubicBezier: function (t, p0, p1, p2, p3 ) {
+
+ return - 3 * p0 * (1 - t) * (1 - t) +
+ 3 * p1 * (1 - t) * (1 - t) - 6 * t * p1 * (1 - t) +
+ 6 * t * p2 * (1 - t) - 3 * t * t * p2 +
+ 3 * t * t * p3;
+
+ },
+
+ tangentSpline: function ( t, p0, p1, p2, p3 ) {
+
+ // To check if my formulas are correct
+
+ var h00 = 6 * t * t - 6 * t; // derived from 2t^3 − 3t^2 + 1
+ var h10 = 3 * t * t - 4 * t + 1; // t^3 − 2t^2 + t
+ var h01 = - 6 * t * t + 6 * t; // − 2t3 + 3t2
+ var h11 = 3 * t * t - 2 * t; // t3 − t2
+
+ return h00 + h10 + h01 + h11;
+
+ },
+
+ // Catmull-Rom
+
+ interpolate: function( p0, p1, p2, p3, t ) {
+
+ var v0 = ( p2 - p0 ) * 0.5;
+ var v1 = ( p3 - p1 ) * 0.5;
+ var t2 = t * t;
+ var t3 = t * t2;
+ return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
+
+ }
+
+};
+
+
+// TODO: Transformation for Curves?
+
+/**************************************************************
+ * 3D Curves
+ **************************************************************/
+
+// A Factory method for creating new curve subclasses
+
+THREE.Curve.create = function ( constructor, getPointFunc ) {
+
+ constructor.prototype = Object.create( THREE.Curve.prototype );
+ constructor.prototype.constructor = constructor;
+ constructor.prototype.getPoint = getPointFunc;
+
+ return constructor;
+
+};
+
+// File:src/extras/core/CurvePath.js
+
+/**
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ *
+ **/
+
+/**************************************************************
+ * Curved Path - a curve path is simply a array of connected
+ * curves, but retains the api of a curve
+ **************************************************************/
+
+THREE.CurvePath = function () {
+
+ this.curves = [];
+ this.bends = [];
+
+ this.autoClose = false; // Automatically closes the path
+};
+
+THREE.CurvePath.prototype = Object.create( THREE.Curve.prototype );
+THREE.CurvePath.prototype.constructor = THREE.CurvePath;
+
+THREE.CurvePath.prototype.add = function ( curve ) {
+
+ this.curves.push( curve );
+
+};
+
+THREE.CurvePath.prototype.checkConnection = function() {
+ // TODO
+ // If the ending of curve is not connected to the starting
+ // or the next curve, then, this is not a real path
+};
+
+THREE.CurvePath.prototype.closePath = function() {
+ // TODO Test
+ // and verify for vector3 (needs to implement equals)
+ // Add a line curve if start and end of lines are not connected
+ var startPoint = this.curves[0].getPoint(0);
+ var endPoint = this.curves[this.curves.length - 1].getPoint(1);
+
+ if (! startPoint.equals(endPoint)) {
+ this.curves.push( new THREE.LineCurve(endPoint, startPoint) );
+ }
+
+};
+
+// To get accurate point with reference to
+// entire path distance at time t,
+// following has to be done:
+
+// 1. Length of each sub path have to be known
+// 2. Locate and identify type of curve
+// 3. Get t for the curve
+// 4. Return curve.getPointAt(t')
+
+THREE.CurvePath.prototype.getPoint = function( t ) {
+
+ var d = t * this.getLength();
+ var curveLengths = this.getCurveLengths();
+ var i = 0, diff, curve;
+
+ // To think about boundaries points.
+
+ while ( i < curveLengths.length ) {
+
+ if ( curveLengths[ i ] >= d ) {
+
+ diff = curveLengths[ i ] - d;
+ curve = this.curves[ i ];
+
+ var u = 1 - diff / curve.getLength();
+
+ return curve.getPointAt( u );
+
+ }
+
+ i ++;
+
+ }
+
+ return null;
+
+ // loop where sum != 0, sum > d , sum+1 <d
+
+};
+
+/*
+THREE.CurvePath.prototype.getTangent = function( t ) {
+};*/
+
+
+// We cannot use the default THREE.Curve getPoint() with getLength() because in
+// THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
+// getPoint() depends on getLength
+
+THREE.CurvePath.prototype.getLength = function() {
+
+ var lens = this.getCurveLengths();
+ return lens[ lens.length - 1 ];
+
+};
+
+// Compute lengths and cache them
+// We cannot overwrite getLengths() because UtoT mapping uses it.
+
+THREE.CurvePath.prototype.getCurveLengths = function() {
+
+ // We use cache values if curves and cache array are same length
+
+ if ( this.cacheLengths && this.cacheLengths.length == this.curves.length ) {
+
+ return this.cacheLengths;
+
+ };
+
+ // Get length of subsurve
+ // Push sums into cached array
+
+ var lengths = [], sums = 0;
+ var i, il = this.curves.length;
+
+ for ( i = 0; i < il; i ++ ) {
+
+ sums += this.curves[ i ].getLength();
+ lengths.push( sums );
+
+ }
+
+ this.cacheLengths = lengths;
+
+ return lengths;
+
+};
+
+
+
+// Returns min and max coordinates
+
+THREE.CurvePath.prototype.getBoundingBox = function () {
+
+ var points = this.getPoints();
+
+ var maxX, maxY, maxZ;
+ var minX, minY, minZ;
+
+ maxX = maxY = Number.NEGATIVE_INFINITY;
+ minX = minY = Number.POSITIVE_INFINITY;
+
+ var p, i, il, sum;
+
+ var v3 = points[0] instanceof THREE.Vector3;
+
+ sum = v3 ? new THREE.Vector3() : new THREE.Vector2();
+
+ for ( i = 0, il = points.length; i < il; i ++ ) {
+
+ p = points[ i ];
+
+ if ( p.x > maxX ) maxX = p.x;
+ else if ( p.x < minX ) minX = p.x;
+
+ if ( p.y > maxY ) maxY = p.y;
+ else if ( p.y < minY ) minY = p.y;
+
+ if ( v3 ) {
+
+ if ( p.z > maxZ ) maxZ = p.z;
+ else if ( p.z < minZ ) minZ = p.z;
+
+ }
+
+ sum.add( p );
+
+ }
+
+ var ret = {
+
+ minX: minX,
+ minY: minY,
+ maxX: maxX,
+ maxY: maxY
+
+ };
+
+ if ( v3 ) {
+
+ ret.maxZ = maxZ;
+ ret.minZ = minZ;
+
+ }
+
+ return ret;
+
+};
+
+/**************************************************************
+ * Create Geometries Helpers
+ **************************************************************/
+
+/// Generate geometry from path points (for Line or Points objects)
+
+THREE.CurvePath.prototype.createPointsGeometry = function( divisions ) {
+
+ var pts = this.getPoints( divisions, true );
+ return this.createGeometry( pts );
+
+};
+
+// Generate geometry from equidistance sampling along the path
+
+THREE.CurvePath.prototype.createSpacedPointsGeometry = function( divisions ) {
+
+ var pts = this.getSpacedPoints( divisions, true );
+ return this.createGeometry( pts );
+
+};
+
+THREE.CurvePath.prototype.createGeometry = function( points ) {
+
+ var geometry = new THREE.Geometry();
+
+ for ( var i = 0; i < points.length; i ++ ) {
+
+ geometry.vertices.push( new THREE.Vector3( points[ i ].x, points[ i ].y, points[ i ].z || 0) );
+
+ }
+
+ return geometry;
+
+};
+
+
+/**************************************************************
+ * Bend / Wrap Helper Methods
+ **************************************************************/
+
+// Wrap path / Bend modifiers?
+
+THREE.CurvePath.prototype.addWrapPath = function ( bendpath ) {
+
+ this.bends.push( bendpath );
+
+};
+
+THREE.CurvePath.prototype.getTransformedPoints = function( segments, bends ) {
+
+ var oldPts = this.getPoints( segments ); // getPoints getSpacedPoints
+ var i, il;
+
+ if ( ! bends ) {
+
+ bends = this.bends;
+
+ }
+
+ for ( i = 0, il = bends.length; i < il; i ++ ) {
+
+ oldPts = this.getWrapPoints( oldPts, bends[ i ] );
+
+ }
+
+ return oldPts;
+
+};
+
+THREE.CurvePath.prototype.getTransformedSpacedPoints = function( segments, bends ) {
+
+ var oldPts = this.getSpacedPoints( segments );
+
+ var i, il;
+
+ if ( ! bends ) {
+
+ bends = this.bends;
+
+ }
+
+ for ( i = 0, il = bends.length; i < il; i ++ ) {
+
+ oldPts = this.getWrapPoints( oldPts, bends[ i ] );
+
+ }
+
+ return oldPts;
+
+};
+
+// This returns getPoints() bend/wrapped around the contour of a path.
+// Read http://www.planetclegg.com/projects/WarpingTextToSplines.html
+
+THREE.CurvePath.prototype.getWrapPoints = function ( oldPts, path ) {
+
+ var bounds = this.getBoundingBox();
+
+ var i, il, p, oldX, oldY, xNorm;
+
+ for ( i = 0, il = oldPts.length; i < il; i ++ ) {
+
+ p = oldPts[ i ];
+
+ oldX = p.x;
+ oldY = p.y;
+
+ xNorm = oldX / bounds.maxX;
+
+ // If using actual distance, for length > path, requires line extrusions
+ //xNorm = path.getUtoTmapping(xNorm, oldX); // 3 styles. 1) wrap stretched. 2) wrap stretch by arc length 3) warp by actual distance
+
+ xNorm = path.getUtoTmapping( xNorm, oldX );
+
+ // check for out of bounds?
+
+ var pathPt = path.getPoint( xNorm );
+ var normal = path.getTangent( xNorm );
+ normal.set( - normal.y, normal.x ).multiplyScalar( oldY );
+
+ p.x = pathPt.x + normal.x;
+ p.y = pathPt.y + normal.y;
+
+ }
+
+ return oldPts;
+
+};
+
+
+// File:src/extras/core/Gyroscope.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Gyroscope = function () {
+
+ THREE.Object3D.call( this );
+
+};
+
+THREE.Gyroscope.prototype = Object.create( THREE.Object3D.prototype );
+THREE.Gyroscope.prototype.constructor = THREE.Gyroscope;
+
+THREE.Gyroscope.prototype.updateMatrixWorld = function () {
+
+ var translationObject = new THREE.Vector3();
+ var quaternionObject = new THREE.Quaternion();
+ var scaleObject = new THREE.Vector3();
+
+ var translationWorld = new THREE.Vector3();
+ var quaternionWorld = new THREE.Quaternion();
+ var scaleWorld = new THREE.Vector3();
+
+ return function ( force ) {
+
+ this.matrixAutoUpdate && this.updateMatrix();
+
+ // update matrixWorld
+
+ if ( this.matrixWorldNeedsUpdate || force ) {
+
+ if ( this.parent ) {
+
+ this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
+
+ this.matrixWorld.decompose( translationWorld, quaternionWorld, scaleWorld );
+ this.matrix.decompose( translationObject, quaternionObject, scaleObject );
+
+ this.matrixWorld.compose( translationWorld, quaternionObject, scaleWorld );
+
+
+ } else {
+
+ this.matrixWorld.copy( this.matrix );
+
+ }
+
+
+ this.matrixWorldNeedsUpdate = false;
+
+ force = true;
+
+ }
+
+ // update children
+
+ for ( var i = 0, l = this.children.length; i < l; i ++ ) {
+
+ this.children[ i ].updateMatrixWorld( force );
+
+ }
+
+ };
+
+}();
+
+// File:src/extras/core/Path.js
+
+/**
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ * Creates free form 2d path using series of points, lines or curves.
+ *
+ **/
+
+THREE.Path = function ( points ) {
+
+ THREE.CurvePath.call(this);
+
+ this.actions = [];
+
+ if ( points ) {
+
+ this.fromPoints( points );
+
+ }
+
+};
+
+THREE.Path.prototype = Object.create( THREE.CurvePath.prototype );
+THREE.Path.prototype.constructor = THREE.Path;
+
+THREE.PathActions = {
+
+ MOVE_TO: 'moveTo',
+ LINE_TO: 'lineTo',
+ QUADRATIC_CURVE_TO: 'quadraticCurveTo', // Bezier quadratic curve
+ BEZIER_CURVE_TO: 'bezierCurveTo', // Bezier cubic curve
+ CSPLINE_THRU: 'splineThru', // Catmull-rom spline
+ ARC: 'arc', // Circle
+ ELLIPSE: 'ellipse'
+};
+
+// TODO Clean up PATH API
+
+// Create path using straight lines to connect all points
+// - vectors: array of Vector2
+
+THREE.Path.prototype.fromPoints = function ( vectors ) {
+
+ this.moveTo( vectors[ 0 ].x, vectors[ 0 ].y );
+
+ for ( var v = 1, vlen = vectors.length; v < vlen; v ++ ) {
+
+ this.lineTo( vectors[ v ].x, vectors[ v ].y );
+
+ };
+
+};
+
+// startPath() endPath()?
+
+THREE.Path.prototype.moveTo = function ( x, y ) {
+
+ var args = Array.prototype.slice.call( arguments );
+ this.actions.push( { action: THREE.PathActions.MOVE_TO, args: args } );
+
+};
+
+THREE.Path.prototype.lineTo = function ( x, y ) {
+
+ var args = Array.prototype.slice.call( arguments );
+
+ var lastargs = this.actions[ this.actions.length - 1 ].args;
+
+ var x0 = lastargs[ lastargs.length - 2 ];
+ var y0 = lastargs[ lastargs.length - 1 ];
+
+ var curve = new THREE.LineCurve( new THREE.Vector2( x0, y0 ), new THREE.Vector2( x, y ) );
+ this.curves.push( curve );
+
+ this.actions.push( { action: THREE.PathActions.LINE_TO, args: args } );
+
+};
+
+THREE.Path.prototype.quadraticCurveTo = function( aCPx, aCPy, aX, aY ) {
+
+ var args = Array.prototype.slice.call( arguments );
+
+ var lastargs = this.actions[ this.actions.length - 1 ].args;
+
+ var x0 = lastargs[ lastargs.length - 2 ];
+ var y0 = lastargs[ lastargs.length - 1 ];
+
+ var curve = new THREE.QuadraticBezierCurve( new THREE.Vector2( x0, y0 ),
+ new THREE.Vector2( aCPx, aCPy ),
+ new THREE.Vector2( aX, aY ) );
+ this.curves.push( curve );
+
+ this.actions.push( { action: THREE.PathActions.QUADRATIC_CURVE_TO, args: args } );
+
+};
+
+THREE.Path.prototype.bezierCurveTo = function( aCP1x, aCP1y,
+ aCP2x, aCP2y,
+ aX, aY ) {
+
+ var args = Array.prototype.slice.call( arguments );
+
+ var lastargs = this.actions[ this.actions.length - 1 ].args;
+
+ var x0 = lastargs[ lastargs.length - 2 ];
+ var y0 = lastargs[ lastargs.length - 1 ];
+
+ var curve = new THREE.CubicBezierCurve( new THREE.Vector2( x0, y0 ),
+ new THREE.Vector2( aCP1x, aCP1y ),
+ new THREE.Vector2( aCP2x, aCP2y ),
+ new THREE.Vector2( aX, aY ) );
+ this.curves.push( curve );
+
+ this.actions.push( { action: THREE.PathActions.BEZIER_CURVE_TO, args: args } );
+
+};
+
+THREE.Path.prototype.splineThru = function( pts /*Array of Vector*/ ) {
+
+ var args = Array.prototype.slice.call( arguments );
+ var lastargs = this.actions[ this.actions.length - 1 ].args;
+
+ var x0 = lastargs[ lastargs.length - 2 ];
+ var y0 = lastargs[ lastargs.length - 1 ];
+//---
+ var npts = [ new THREE.Vector2( x0, y0 ) ];
+ Array.prototype.push.apply( npts, pts );
+
+ var curve = new THREE.SplineCurve( npts );
+ this.curves.push( curve );
+
+ this.actions.push( { action: THREE.PathActions.CSPLINE_THRU, args: args } );
+
+};
+
+// FUTURE: Change the API or follow canvas API?
+
+THREE.Path.prototype.arc = function ( aX, aY, aRadius,
+ aStartAngle, aEndAngle, aClockwise ) {
+
+ var lastargs = this.actions[ this.actions.length - 1].args;
+ var x0 = lastargs[ lastargs.length - 2 ];
+ var y0 = lastargs[ lastargs.length - 1 ];
+
+ this.absarc(aX + x0, aY + y0, aRadius,
+ aStartAngle, aEndAngle, aClockwise );
+
+ };
+
+ THREE.Path.prototype.absarc = function ( aX, aY, aRadius,
+ aStartAngle, aEndAngle, aClockwise ) {
+ this.absellipse(aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise);
+ };
+
+THREE.Path.prototype.ellipse = function ( aX, aY, xRadius, yRadius,
+ aStartAngle, aEndAngle, aClockwise ) {
+
+ var lastargs = this.actions[ this.actions.length - 1].args;
+ var x0 = lastargs[ lastargs.length - 2 ];
+ var y0 = lastargs[ lastargs.length - 1 ];
+
+ this.absellipse(aX + x0, aY + y0, xRadius, yRadius,
+ aStartAngle, aEndAngle, aClockwise );
+
+ };
+
+
+THREE.Path.prototype.absellipse = function ( aX, aY, xRadius, yRadius,
+ aStartAngle, aEndAngle, aClockwise ) {
+
+ var args = Array.prototype.slice.call( arguments );
+ var curve = new THREE.EllipseCurve( aX, aY, xRadius, yRadius,
+ aStartAngle, aEndAngle, aClockwise );
+ this.curves.push( curve );
+
+ var lastPoint = curve.getPoint(1);
+ args.push(lastPoint.x);
+ args.push(lastPoint.y);
+
+ this.actions.push( { action: THREE.PathActions.ELLIPSE, args: args } );
+
+ };
+
+THREE.Path.prototype.getSpacedPoints = function ( divisions, closedPath ) {
+
+ if ( ! divisions ) divisions = 40;
+
+ var points = [];
+
+ for ( var i = 0; i < divisions; i ++ ) {
+
+ points.push( this.getPoint( i / divisions ) );
+
+ //if( !this.getPoint( i / divisions ) ) throw "DIE";
+
+ }
+
+ // if ( closedPath ) {
+ //
+ // points.push( points[ 0 ] );
+ //
+ // }
+
+ return points;
+
+};
+
+/* Return an array of vectors based on contour of the path */
+
+THREE.Path.prototype.getPoints = function( divisions, closedPath ) {
+
+ if (this.useSpacedPoints) {
+ console.log('tata');
+ return this.getSpacedPoints( divisions, closedPath );
+ }
+
+ divisions = divisions || 12;
+
+ var points = [];
+
+ var i, il, item, action, args;
+ var cpx, cpy, cpx2, cpy2, cpx1, cpy1, cpx0, cpy0,
+ laste, j,
+ t, tx, ty;
+
+ for ( i = 0, il = this.actions.length; i < il; i ++ ) {
+
+ item = this.actions[ i ];
+
+ action = item.action;
+ args = item.args;
+
+ switch ( action ) {
+
+ case THREE.PathActions.MOVE_TO:
+
+ points.push( new THREE.Vector2( args[ 0 ], args[ 1 ] ) );
+
+ break;
+
+ case THREE.PathActions.LINE_TO:
+
+ points.push( new THREE.Vector2( args[ 0 ], args[ 1 ] ) );
+
+ break;
+
+ case THREE.PathActions.QUADRATIC_CURVE_TO:
+
+ cpx = args[ 2 ];
+ cpy = args[ 3 ];
+
+ cpx1 = args[ 0 ];
+ cpy1 = args[ 1 ];
+
+ if ( points.length > 0 ) {
+
+ laste = points[ points.length - 1 ];
+
+ cpx0 = laste.x;
+ cpy0 = laste.y;
+
+ } else {
+
+ laste = this.actions[ i - 1 ].args;
+
+ cpx0 = laste[ laste.length - 2 ];
+ cpy0 = laste[ laste.length - 1 ];
+
+ }
+
+ for ( j = 1; j <= divisions; j ++ ) {
+
+ t = j / divisions;
+
+ tx = THREE.Shape.Utils.b2( t, cpx0, cpx1, cpx );
+ ty = THREE.Shape.Utils.b2( t, cpy0, cpy1, cpy );
+
+ points.push( new THREE.Vector2( tx, ty ) );
+
+ }
+
+ break;
+
+ case THREE.PathActions.BEZIER_CURVE_TO:
+
+ cpx = args[ 4 ];
+ cpy = args[ 5 ];
+
+ cpx1 = args[ 0 ];
+ cpy1 = args[ 1 ];
+
+ cpx2 = args[ 2 ];
+ cpy2 = args[ 3 ];
+
+ if ( points.length > 0 ) {
+
+ laste = points[ points.length - 1 ];
+
+ cpx0 = laste.x;
+ cpy0 = laste.y;
+
+ } else {
+
+ laste = this.actions[ i - 1 ].args;
+
+ cpx0 = laste[ laste.length - 2 ];
+ cpy0 = laste[ laste.length - 1 ];
+
+ }
+
+
+ for ( j = 1; j <= divisions; j ++ ) {
+
+ t = j / divisions;
+
+ tx = THREE.Shape.Utils.b3( t, cpx0, cpx1, cpx2, cpx );
+ ty = THREE.Shape.Utils.b3( t, cpy0, cpy1, cpy2, cpy );
+
+ points.push( new THREE.Vector2( tx, ty ) );
+
+ }
+
+ break;
+
+ case THREE.PathActions.CSPLINE_THRU:
+
+ laste = this.actions[ i - 1 ].args;
+
+ var last = new THREE.Vector2( laste[ laste.length - 2 ], laste[ laste.length - 1 ] );
+ var spts = [ last ];
+
+ var n = divisions * args[ 0 ].length;
+
+ spts = spts.concat( args[ 0 ] );
+
+ var spline = new THREE.SplineCurve( spts );
+
+ for ( j = 1; j <= n; j ++ ) {
+
+ points.push( spline.getPointAt( j / n ) ) ;
+
+ }
+
+ break;
+
+ case THREE.PathActions.ARC:
+
+ var aX = args[ 0 ], aY = args[ 1 ],
+ aRadius = args[ 2 ],
+ aStartAngle = args[ 3 ], aEndAngle = args[ 4 ],
+ aClockwise = !! args[ 5 ];
+
+ var deltaAngle = aEndAngle - aStartAngle;
+ var angle;
+ var tdivisions = divisions * 2;
+
+ for ( j = 1; j <= tdivisions; j ++ ) {
+
+ t = j / tdivisions;
+
+ if ( ! aClockwise ) {
+
+ t = 1 - t;
+
+ }
+
+ angle = aStartAngle + t * deltaAngle;
+
+ tx = aX + aRadius * Math.cos( angle );
+ ty = aY + aRadius * Math.sin( angle );
+
+ //console.log('t', t, 'angle', angle, 'tx', tx, 'ty', ty);
+
+ points.push( new THREE.Vector2( tx, ty ) );
+
+ }
+
+ //console.log(points);
+
+ break;
+
+ case THREE.PathActions.ELLIPSE:
+
+ var aX = args[ 0 ], aY = args[ 1 ],
+ xRadius = args[ 2 ],
+ yRadius = args[ 3 ],
+ aStartAngle = args[ 4 ], aEndAngle = args[ 5 ],
+ aClockwise = !! args[ 6 ];
+
+
+ var deltaAngle = aEndAngle - aStartAngle;
+ var angle;
+ var tdivisions = divisions * 2;
+
+ for ( j = 1; j <= tdivisions; j ++ ) {
+
+ t = j / tdivisions;
+
+ if ( ! aClockwise ) {
+
+ t = 1 - t;
+
+ }
+
+ angle = aStartAngle + t * deltaAngle;
+
+ tx = aX + xRadius * Math.cos( angle );
+ ty = aY + yRadius * Math.sin( angle );
+
+ //console.log('t', t, 'angle', angle, 'tx', tx, 'ty', ty);
+
+ points.push( new THREE.Vector2( tx, ty ) );
+
+ }
+
+ //console.log(points);
+
+ break;
+
+ } // end switch
+
+ }
+
+
+
+ // Normalize to remove the closing point by default.
+ var lastPoint = points[ points.length - 1];
+ var EPSILON = 0.0000000001;
+ if ( Math.abs(lastPoint.x - points[ 0 ].x) < EPSILON &&
+ Math.abs(lastPoint.y - points[ 0 ].y) < EPSILON)
+ points.splice( points.length - 1, 1);
+ if ( closedPath ) {
+
+ points.push( points[ 0 ] );
+
+ }
+
+ return points;
+
+};
+
+//
+// Breaks path into shapes
+//
+// Assumptions (if parameter isCCW==true the opposite holds):
+// - solid shapes are defined clockwise (CW)
+// - holes are defined counterclockwise (CCW)
+//
+// If parameter noHoles==true:
+// - all subPaths are regarded as solid shapes
+// - definition order CW/CCW has no relevance
+//
+
+THREE.Path.prototype.toShapes = function( isCCW, noHoles ) {
+
+ function extractSubpaths( inActions ) {
+
+ var i, il, item, action, args;
+
+ var subPaths = [], lastPath = new THREE.Path();
+
+ for ( i = 0, il = inActions.length; i < il; i ++ ) {
+
+ item = inActions[ i ];
+
+ args = item.args;
+ action = item.action;
+
+ if ( action == THREE.PathActions.MOVE_TO ) {
+
+ if ( lastPath.actions.length != 0 ) {
+
+ subPaths.push( lastPath );
+ lastPath = new THREE.Path();
+
+ }
+
+ }
+
+ lastPath[ action ].apply( lastPath, args );
+
+ }
+
+ if ( lastPath.actions.length != 0 ) {
+
+ subPaths.push( lastPath );
+
+ }
+
+ // console.log(subPaths);
+
+ return subPaths;
+ }
+
+ function toShapesNoHoles( inSubpaths ) {
+
+ var shapes = [];
+
+ for ( var i = 0, il = inSubpaths.length; i < il; i ++ ) {
+
+ var tmpPath = inSubpaths[ i ];
+
+ var tmpShape = new THREE.Shape();
+ tmpShape.actions = tmpPath.actions;
+ tmpShape.curves = tmpPath.curves;
+
+ shapes.push( tmpShape );
+ }
+
+ //console.log("shape", shapes);
+
+ return shapes;
+ };
+
+ function isPointInsidePolygon( inPt, inPolygon ) {
+ var EPSILON = 0.0000000001;
+
+ var polyLen = inPolygon.length;
+
+ // inPt on polygon contour => immediate success or
+ // toggling of inside/outside at every single! intersection point of an edge
+ // with the horizontal line through inPt, left of inPt
+ // not counting lowerY endpoints of edges and whole edges on that line
+ var inside = false;
+ for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
+ var edgeLowPt = inPolygon[ p ];
+ var edgeHighPt = inPolygon[ q ];
+
+ var edgeDx = edgeHighPt.x - edgeLowPt.x;
+ var edgeDy = edgeHighPt.y - edgeLowPt.y;
+
+ if ( Math.abs(edgeDy) > EPSILON ) { // not parallel
+ if ( edgeDy < 0 ) {
+ edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
+ edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
+ }
+ if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue;
+
+ if ( inPt.y == edgeLowPt.y ) {
+ if ( inPt.x == edgeLowPt.x ) return true; // inPt is on contour ?
+ // continue; // no intersection or edgeLowPt => doesn't count !!!
+ } else {
+ var perpEdge = edgeDy * (inPt.x - edgeLowPt.x) - edgeDx * (inPt.y - edgeLowPt.y);
+ if ( perpEdge == 0 ) return true; // inPt is on contour ?
+ if ( perpEdge < 0 ) continue;
+ inside = ! inside; // true intersection left of inPt
+ }
+ } else { // parallel or colinear
+ if ( inPt.y != edgeLowPt.y ) continue; // parallel
+ // egde lies on the same horizontal line as inPt
+ if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
+ ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour !
+ // continue;
+ }
+ }
+
+ return inside;
+ }
+
+
+ var subPaths = extractSubpaths( this.actions );
+ if ( subPaths.length == 0 ) return [];
+
+ if ( noHoles === true ) return toShapesNoHoles( subPaths );
+
+
+ var solid, tmpPath, tmpShape, shapes = [];
+
+ if ( subPaths.length == 1) {
+
+ tmpPath = subPaths[0];
+ tmpShape = new THREE.Shape();
+ tmpShape.actions = tmpPath.actions;
+ tmpShape.curves = tmpPath.curves;
+ shapes.push( tmpShape );
+ return shapes;
+
+ }
+
+ var holesFirst = ! THREE.Shape.Utils.isClockWise( subPaths[ 0 ].getPoints() );
+ holesFirst = isCCW ? ! holesFirst : holesFirst;
+
+ // console.log("Holes first", holesFirst);
+
+ var betterShapeHoles = [];
+ var newShapes = [];
+ var newShapeHoles = [];
+ var mainIdx = 0;
+ var tmpPoints;
+
+ newShapes[mainIdx] = undefined;
+ newShapeHoles[mainIdx] = [];
+
+ var i, il;
+
+ for ( i = 0, il = subPaths.length; i < il; i ++ ) {
+
+ tmpPath = subPaths[ i ];
+ tmpPoints = tmpPath.getPoints();
+ solid = THREE.Shape.Utils.isClockWise( tmpPoints );
+ solid = isCCW ? ! solid : solid;
+
+ if ( solid ) {
+
+ if ( (! holesFirst ) && ( newShapes[mainIdx] ) ) mainIdx ++;
+
+ newShapes[mainIdx] = { s: new THREE.Shape(), p: tmpPoints };
+ newShapes[mainIdx].s.actions = tmpPath.actions;
+ newShapes[mainIdx].s.curves = tmpPath.curves;
+
+ if ( holesFirst ) mainIdx ++;
+ newShapeHoles[mainIdx] = [];
+
+ //console.log('cw', i);
+
+ } else {
+
+ newShapeHoles[mainIdx].push( { h: tmpPath, p: tmpPoints[0] } );
+
+ //console.log('ccw', i);
+
+ }
+
+ }
+
+ // only Holes? -> probably all Shapes with wrong orientation
+ if ( ! newShapes[0] ) return toShapesNoHoles( subPaths );
+
+
+ if ( newShapes.length > 1 ) {
+ var ambigious = false;
+ var toChange = [];
+
+ for (var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
+ betterShapeHoles[sIdx] = [];
+ }
+ for (var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
+ var sho = newShapeHoles[sIdx];
+ for (var hIdx = 0; hIdx < sho.length; hIdx ++ ) {
+ var ho = sho[hIdx];
+ var hole_unassigned = true;
+ for (var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
+ if ( isPointInsidePolygon( ho.p, newShapes[s2Idx].p ) ) {
+ if ( sIdx != s2Idx ) toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } );
+ if ( hole_unassigned ) {
+ hole_unassigned = false;
+ betterShapeHoles[s2Idx].push( ho );
+ } else {
+ ambigious = true;
+ }
+ }
+ }
+ if ( hole_unassigned ) { betterShapeHoles[sIdx].push( ho ); }
+ }
+ }
+ // console.log("ambigious: ", ambigious);
+ if ( toChange.length > 0 ) {
+ // console.log("to change: ", toChange);
+ if (! ambigious) newShapeHoles = betterShapeHoles;
+ }
+ }
+
+ var tmpHoles, j, jl;
+ for ( i = 0, il = newShapes.length; i < il; i ++ ) {
+ tmpShape = newShapes[i].s;
+ shapes.push( tmpShape );
+ tmpHoles = newShapeHoles[i];
+ for ( j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
+ tmpShape.holes.push( tmpHoles[j].h );
+ }
+ }
+
+ //console.log("shape", shapes);
+
+ return shapes;
+
+};
+
+// File:src/extras/core/Shape.js
+
+/**
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ * Defines a 2d shape plane using paths.
+ **/
+
+// STEP 1 Create a path.
+// STEP 2 Turn path into shape.
+// STEP 3 ExtrudeGeometry takes in Shape/Shapes
+// STEP 3a - Extract points from each shape, turn to vertices
+// STEP 3b - Triangulate each shape, add faces.
+
+THREE.Shape = function () {
+
+ THREE.Path.apply( this, arguments );
+ this.holes = [];
+
+};
+
+THREE.Shape.prototype = Object.create( THREE.Path.prototype );
+THREE.Shape.prototype.constructor = THREE.Shape;
+
+// Convenience method to return ExtrudeGeometry
+
+THREE.Shape.prototype.extrude = function ( options ) {
+
+ var extruded = new THREE.ExtrudeGeometry( this, options );
+ return extruded;
+
+};
+
+// Convenience method to return ShapeGeometry
+
+THREE.Shape.prototype.makeGeometry = function ( options ) {
+
+ var geometry = new THREE.ShapeGeometry( this, options );
+ return geometry;
+
+};
+
+// Get points of holes
+
+THREE.Shape.prototype.getPointsHoles = function ( divisions ) {
+
+ var i, il = this.holes.length, holesPts = [];
+
+ for ( i = 0; i < il; i ++ ) {
+
+ holesPts[ i ] = this.holes[ i ].getTransformedPoints( divisions, this.bends );
+
+ }
+
+ return holesPts;
+
+};
+
+// Get points of holes (spaced by regular distance)
+
+THREE.Shape.prototype.getSpacedPointsHoles = function ( divisions ) {
+
+ var i, il = this.holes.length, holesPts = [];
+
+ for ( i = 0; i < il; i ++ ) {
+
+ holesPts[ i ] = this.holes[ i ].getTransformedSpacedPoints( divisions, this.bends );
+
+ }
+
+ return holesPts;
+
+};
+
+
+// Get points of shape and holes (keypoints based on segments parameter)
+
+THREE.Shape.prototype.extractAllPoints = function ( divisions ) {
+
+ return {
+
+ shape: this.getTransformedPoints( divisions ),
+ holes: this.getPointsHoles( divisions )
+
+ };
+
+};
+
+THREE.Shape.prototype.extractPoints = function ( divisions ) {
+
+ if (this.useSpacedPoints) {
+ return this.extractAllSpacedPoints(divisions);
+ }
+
+ return this.extractAllPoints(divisions);
+
+};
+
+//
+// THREE.Shape.prototype.extractAllPointsWithBend = function ( divisions, bend ) {
+//
+// return {
+//
+// shape: this.transform( bend, divisions ),
+// holes: this.getPointsHoles( divisions, bend )
+//
+// };
+//
+// };
+
+// Get points of shape and holes (spaced by regular distance)
+
+THREE.Shape.prototype.extractAllSpacedPoints = function ( divisions ) {
+
+ return {
+
+ shape: this.getTransformedSpacedPoints( divisions ),
+ holes: this.getSpacedPointsHoles( divisions )
+
+ };
+
+};
+
+/**************************************************************
+ * Utils
+ **************************************************************/
+
+THREE.Shape.Utils = {
+
+ triangulateShape: function ( contour, holes ) {
+
+ function point_in_segment_2D_colin( inSegPt1, inSegPt2, inOtherPt ) {
+ // inOtherPt needs to be colinear to the inSegment
+ if ( inSegPt1.x != inSegPt2.x ) {
+ if ( inSegPt1.x < inSegPt2.x ) {
+ return ( ( inSegPt1.x <= inOtherPt.x ) && ( inOtherPt.x <= inSegPt2.x ) );
+ } else {
+ return ( ( inSegPt2.x <= inOtherPt.x ) && ( inOtherPt.x <= inSegPt1.x ) );
+ }
+ } else {
+ if ( inSegPt1.y < inSegPt2.y ) {
+ return ( ( inSegPt1.y <= inOtherPt.y ) && ( inOtherPt.y <= inSegPt2.y ) );
+ } else {
+ return ( ( inSegPt2.y <= inOtherPt.y ) && ( inOtherPt.y <= inSegPt1.y ) );
+ }
+ }
+ }
+
+ function intersect_segments_2D( inSeg1Pt1, inSeg1Pt2, inSeg2Pt1, inSeg2Pt2, inExcludeAdjacentSegs ) {
+ var EPSILON = 0.0000000001;
+
+ var seg1dx = inSeg1Pt2.x - inSeg1Pt1.x, seg1dy = inSeg1Pt2.y - inSeg1Pt1.y;
+ var seg2dx = inSeg2Pt2.x - inSeg2Pt1.x, seg2dy = inSeg2Pt2.y - inSeg2Pt1.y;
+
+ var seg1seg2dx = inSeg1Pt1.x - inSeg2Pt1.x;
+ var seg1seg2dy = inSeg1Pt1.y - inSeg2Pt1.y;
+
+ var limit = seg1dy * seg2dx - seg1dx * seg2dy;
+ var perpSeg1 = seg1dy * seg1seg2dx - seg1dx * seg1seg2dy;
+
+ if ( Math.abs(limit) > EPSILON ) { // not parallel
+
+ var perpSeg2;
+ if ( limit > 0 ) {
+ if ( ( perpSeg1 < 0 ) || ( perpSeg1 > limit ) ) return [];
+ perpSeg2 = seg2dy * seg1seg2dx - seg2dx * seg1seg2dy;
+ if ( ( perpSeg2 < 0 ) || ( perpSeg2 > limit ) ) return [];
+ } else {
+ if ( ( perpSeg1 > 0 ) || ( perpSeg1 < limit ) ) return [];
+ perpSeg2 = seg2dy * seg1seg2dx - seg2dx * seg1seg2dy;
+ if ( ( perpSeg2 > 0 ) || ( perpSeg2 < limit ) ) return [];
+ }
+
+ // i.e. to reduce rounding errors
+ // intersection at endpoint of segment#1?
+ if ( perpSeg2 == 0 ) {
+ if ( ( inExcludeAdjacentSegs ) &&
+ ( ( perpSeg1 == 0 ) || ( perpSeg1 == limit ) ) ) return [];
+ return [ inSeg1Pt1 ];
+ }
+ if ( perpSeg2 == limit ) {
+ if ( ( inExcludeAdjacentSegs ) &&
+ ( ( perpSeg1 == 0 ) || ( perpSeg1 == limit ) ) ) return [];
+ return [ inSeg1Pt2 ];
+ }
+ // intersection at endpoint of segment#2?
+ if ( perpSeg1 == 0 ) return [ inSeg2Pt1 ];
+ if ( perpSeg1 == limit ) return [ inSeg2Pt2 ];
+
+ // return real intersection point
+ var factorSeg1 = perpSeg2 / limit;
+ return [ { x: inSeg1Pt1.x + factorSeg1 * seg1dx,
+ y: inSeg1Pt1.y + factorSeg1 * seg1dy } ];
+
+ } else { // parallel or colinear
+ if ( ( perpSeg1 != 0 ) ||
+ ( seg2dy * seg1seg2dx != seg2dx * seg1seg2dy ) ) return [];
+
+ // they are collinear or degenerate
+ var seg1Pt = ( (seg1dx == 0) && (seg1dy == 0) ); // segment1 ist just a point?
+ var seg2Pt = ( (seg2dx == 0) && (seg2dy == 0) ); // segment2 ist just a point?
+ // both segments are points
+ if ( seg1Pt && seg2Pt ) {
+ if ( (inSeg1Pt1.x != inSeg2Pt1.x) ||
+ (inSeg1Pt1.y != inSeg2Pt1.y) ) return []; // they are distinct points
+ return [ inSeg1Pt1 ]; // they are the same point
+ }
+ // segment#1 is a single point
+ if ( seg1Pt ) {
+ if (! point_in_segment_2D_colin( inSeg2Pt1, inSeg2Pt2, inSeg1Pt1 ) ) return []; // but not in segment#2
+ return [ inSeg1Pt1 ];
+ }
+ // segment#2 is a single point
+ if ( seg2Pt ) {
+ if (! point_in_segment_2D_colin( inSeg1Pt1, inSeg1Pt2, inSeg2Pt1 ) ) return []; // but not in segment#1
+ return [ inSeg2Pt1 ];
+ }
+
+ // they are collinear segments, which might overlap
+ var seg1min, seg1max, seg1minVal, seg1maxVal;
+ var seg2min, seg2max, seg2minVal, seg2maxVal;
+ if (seg1dx != 0) { // the segments are NOT on a vertical line
+ if ( inSeg1Pt1.x < inSeg1Pt2.x ) {
+ seg1min = inSeg1Pt1; seg1minVal = inSeg1Pt1.x;
+ seg1max = inSeg1Pt2; seg1maxVal = inSeg1Pt2.x;
+ } else {
+ seg1min = inSeg1Pt2; seg1minVal = inSeg1Pt2.x;
+ seg1max = inSeg1Pt1; seg1maxVal = inSeg1Pt1.x;
+ }
+ if ( inSeg2Pt1.x < inSeg2Pt2.x ) {
+ seg2min = inSeg2Pt1; seg2minVal = inSeg2Pt1.x;
+ seg2max = inSeg2Pt2; seg2maxVal = inSeg2Pt2.x;
+ } else {
+ seg2min = inSeg2Pt2; seg2minVal = inSeg2Pt2.x;
+ seg2max = inSeg2Pt1; seg2maxVal = inSeg2Pt1.x;
+ }
+ } else { // the segments are on a vertical line
+ if ( inSeg1Pt1.y < inSeg1Pt2.y ) {
+ seg1min = inSeg1Pt1; seg1minVal = inSeg1Pt1.y;
+ seg1max = inSeg1Pt2; seg1maxVal = inSeg1Pt2.y;
+ } else {
+ seg1min = inSeg1Pt2; seg1minVal = inSeg1Pt2.y;
+ seg1max = inSeg1Pt1; seg1maxVal = inSeg1Pt1.y;
+ }
+ if ( inSeg2Pt1.y < inSeg2Pt2.y ) {
+ seg2min = inSeg2Pt1; seg2minVal = inSeg2Pt1.y;
+ seg2max = inSeg2Pt2; seg2maxVal = inSeg2Pt2.y;
+ } else {
+ seg2min = inSeg2Pt2; seg2minVal = inSeg2Pt2.y;
+ seg2max = inSeg2Pt1; seg2maxVal = inSeg2Pt1.y;
+ }
+ }
+ if ( seg1minVal <= seg2minVal ) {
+ if ( seg1maxVal < seg2minVal ) return [];
+ if ( seg1maxVal == seg2minVal ) {
+ if ( inExcludeAdjacentSegs ) return [];
+ return [ seg2min ];
+ }
+ if ( seg1maxVal <= seg2maxVal ) return [ seg2min, seg1max ];
+ return [ seg2min, seg2max ];
+ } else {
+ if ( seg1minVal > seg2maxVal ) return [];
+ if ( seg1minVal == seg2maxVal ) {
+ if ( inExcludeAdjacentSegs ) return [];
+ return [ seg1min ];
+ }
+ if ( seg1maxVal <= seg2maxVal ) return [ seg1min, seg1max ];
+ return [ seg1min, seg2max ];
+ }
+ }
+ }
+
+ function isPointInsideAngle( inVertex, inLegFromPt, inLegToPt, inOtherPt ) {
+ // The order of legs is important
+
+ var EPSILON = 0.0000000001;
+
+ // translation of all points, so that Vertex is at (0,0)
+ var legFromPtX = inLegFromPt.x - inVertex.x, legFromPtY = inLegFromPt.y - inVertex.y;
+ var legToPtX = inLegToPt.x - inVertex.x, legToPtY = inLegToPt.y - inVertex.y;
+ var otherPtX = inOtherPt.x - inVertex.x, otherPtY = inOtherPt.y - inVertex.y;
+
+ // main angle >0: < 180 deg.; 0: 180 deg.; <0: > 180 deg.
+ var from2toAngle = legFromPtX * legToPtY - legFromPtY * legToPtX;
+ var from2otherAngle = legFromPtX * otherPtY - legFromPtY * otherPtX;
+
+ if ( Math.abs(from2toAngle) > EPSILON ) { // angle != 180 deg.
+
+ var other2toAngle = otherPtX * legToPtY - otherPtY * legToPtX;
+ // console.log( "from2to: " + from2toAngle + ", from2other: " + from2otherAngle + ", other2to: " + other2toAngle );
+
+ if ( from2toAngle > 0 ) { // main angle < 180 deg.
+ return ( ( from2otherAngle >= 0 ) && ( other2toAngle >= 0 ) );
+ } else { // main angle > 180 deg.
+ return ( ( from2otherAngle >= 0 ) || ( other2toAngle >= 0 ) );
+ }
+ } else { // angle == 180 deg.
+ // console.log( "from2to: 180 deg., from2other: " + from2otherAngle );
+ return ( from2otherAngle > 0 );
+ }
+ }
+
+
+ function removeHoles( contour, holes ) {
+
+ var shape = contour.concat(); // work on this shape
+ var hole;
+
+ function isCutLineInsideAngles( inShapeIdx, inHoleIdx ) {
+ // Check if hole point lies within angle around shape point
+ var lastShapeIdx = shape.length - 1;
+
+ var prevShapeIdx = inShapeIdx - 1;
+ if ( prevShapeIdx < 0 ) prevShapeIdx = lastShapeIdx;
+
+ var nextShapeIdx = inShapeIdx + 1;
+ if ( nextShapeIdx > lastShapeIdx ) nextShapeIdx = 0;
+
+ var insideAngle = isPointInsideAngle( shape[inShapeIdx], shape[ prevShapeIdx ], shape[ nextShapeIdx ], hole[inHoleIdx] );
+ if (! insideAngle ) {
+ // console.log( "Vertex (Shape): " + inShapeIdx + ", Point: " + hole[inHoleIdx].x + "/" + hole[inHoleIdx].y );
+ return false;
+ }
+
+ // Check if shape point lies within angle around hole point
+ var lastHoleIdx = hole.length - 1;
+
+ var prevHoleIdx = inHoleIdx - 1;
+ if ( prevHoleIdx < 0 ) prevHoleIdx = lastHoleIdx;
+
+ var nextHoleIdx = inHoleIdx + 1;
+ if ( nextHoleIdx > lastHoleIdx ) nextHoleIdx = 0;
+
+ insideAngle = isPointInsideAngle( hole[inHoleIdx], hole[ prevHoleIdx ], hole[ nextHoleIdx ], shape[inShapeIdx] );
+ if (! insideAngle ) {
+ // console.log( "Vertex (Hole): " + inHoleIdx + ", Point: " + shape[inShapeIdx].x + "/" + shape[inShapeIdx].y );
+ return false;
+ }
+
+ return true;
+ }
+
+ function intersectsShapeEdge( inShapePt, inHolePt ) {
+ // checks for intersections with shape edges
+ var sIdx, nextIdx, intersection;
+ for ( sIdx = 0; sIdx < shape.length; sIdx ++ ) {
+ nextIdx = sIdx + 1; nextIdx %= shape.length;
+ intersection = intersect_segments_2D( inShapePt, inHolePt, shape[sIdx], shape[nextIdx], true );
+ if ( intersection.length > 0 ) return true;
+ }
+
+ return false;
+ }
+
+ var indepHoles = [];
+
+ function intersectsHoleEdge( inShapePt, inHolePt ) {
+ // checks for intersections with hole edges
+ var ihIdx, chkHole,
+ hIdx, nextIdx, intersection;
+ for ( ihIdx = 0; ihIdx < indepHoles.length; ihIdx ++ ) {
+ chkHole = holes[indepHoles[ihIdx]];
+ for ( hIdx = 0; hIdx < chkHole.length; hIdx ++ ) {
+ nextIdx = hIdx + 1; nextIdx %= chkHole.length;
+ intersection = intersect_segments_2D( inShapePt, inHolePt, chkHole[hIdx], chkHole[nextIdx], true );
+ if ( intersection.length > 0 ) return true;
+ }
+ }
+ return false;
+ }
+
+ var holeIndex, shapeIndex,
+ shapePt, holePt,
+ holeIdx, cutKey, failedCuts = [],
+ tmpShape1, tmpShape2,
+ tmpHole1, tmpHole2;
+
+ for ( var h = 0, hl = holes.length; h < hl; h ++ ) {
+
+ indepHoles.push( h );
+
+ }
+
+ var minShapeIndex = 0;
+ var counter = indepHoles.length * 2;
+ while ( indepHoles.length > 0 ) {
+ counter --;
+ if ( counter < 0 ) {
+ console.log( "Infinite Loop! Holes left:" + indepHoles.length + ", Probably Hole outside Shape!" );
+ break;
+ }
+
+ // search for shape-vertex and hole-vertex,
+ // which can be connected without intersections
+ for ( shapeIndex = minShapeIndex; shapeIndex < shape.length; shapeIndex ++ ) {
+
+ shapePt = shape[ shapeIndex ];
+ holeIndex = - 1;
+
+ // search for hole which can be reached without intersections
+ for ( var h = 0; h < indepHoles.length; h ++ ) {
+ holeIdx = indepHoles[h];
+
+ // prevent multiple checks
+ cutKey = shapePt.x + ":" + shapePt.y + ":" + holeIdx;
+ if ( failedCuts[cutKey] !== undefined ) continue;
+
+ hole = holes[holeIdx];
+ for ( var h2 = 0; h2 < hole.length; h2 ++ ) {
+ holePt = hole[ h2 ];
+ if (! isCutLineInsideAngles( shapeIndex, h2 ) ) continue;
+ if ( intersectsShapeEdge( shapePt, holePt ) ) continue;
+ if ( intersectsHoleEdge( shapePt, holePt ) ) continue;
+
+ holeIndex = h2;
+ indepHoles.splice(h, 1);
+
+ tmpShape1 = shape.slice( 0, shapeIndex + 1 );
+ tmpShape2 = shape.slice( shapeIndex );
+ tmpHole1 = hole.slice( holeIndex );
+ tmpHole2 = hole.slice( 0, holeIndex + 1 );
+
+ shape = tmpShape1.concat( tmpHole1 ).concat( tmpHole2 ).concat( tmpShape2 );
+
+ minShapeIndex = shapeIndex;
+
+ // Debug only, to show the selected cuts
+ // glob_CutLines.push( [ shapePt, holePt ] );
+
+ break;
+ }
+ if ( holeIndex >= 0 ) break; // hole-vertex found
+
+ failedCuts[cutKey] = true; // remember failure
+ }
+ if ( holeIndex >= 0 ) break; // hole-vertex found
+ }
+ }
+
+ return shape; /* shape with no holes */
+ }
+
+
+ var i, il, f, face,
+ key, index,
+ allPointsMap = {};
+
+ // To maintain reference to old shape, one must match coordinates, or offset the indices from original arrays. It's probably easier to do the first.
+
+ var allpoints = contour.concat();
+
+ for ( var h = 0, hl = holes.length; h < hl; h ++ ) {
+
+ Array.prototype.push.apply( allpoints, holes[h] );
+
+ }
+
+ //console.log( "allpoints",allpoints, allpoints.length );
+
+ // prepare all points map
+
+ for ( i = 0, il = allpoints.length; i < il; i ++ ) {
+
+ key = allpoints[ i ].x + ":" + allpoints[ i ].y;
+
+ if ( allPointsMap[ key ] !== undefined ) {
+
+ THREE.warn( "THREE.Shape: Duplicate point", key );
+
+ }
+
+ allPointsMap[ key ] = i;
+
+ }
+
+ // remove holes by cutting paths to holes and adding them to the shape
+ var shapeWithoutHoles = removeHoles( contour, holes );
+
+ var triangles = THREE.FontUtils.Triangulate( shapeWithoutHoles, false ); // True returns indices for points of spooled shape
+ //console.log( "triangles",triangles, triangles.length );
+
+ // check all face vertices against all points map
+
+ for ( i = 0, il = triangles.length; i < il; i ++ ) {
+
+ face = triangles[ i ];
+
+ for ( f = 0; f < 3; f ++ ) {
+
+ key = face[ f ].x + ":" + face[ f ].y;
+
+ index = allPointsMap[ key ];
+
+ if ( index !== undefined ) {
+
+ face[ f ] = index;
+
+ }
+
+ }
+
+ }
+
+ return triangles.concat();
+
+ },
+
+ isClockWise: function ( pts ) {
+
+ return THREE.FontUtils.Triangulate.area( pts ) < 0;
+
+ },
+
+ // Bezier Curves formulas obtained from
+ // http://en.wikipedia.org/wiki/B%C3%A9zier_curve
+
+ // Quad Bezier Functions
+
+ b2p0: function ( t, p ) {
+
+ var k = 1 - t;
+ return k * k * p;
+
+ },
+
+ b2p1: function ( t, p ) {
+
+ return 2 * ( 1 - t ) * t * p;
+
+ },
+
+ b2p2: function ( t, p ) {
+
+ return t * t * p;
+
+ },
+
+ b2: function ( t, p0, p1, p2 ) {
+
+ return this.b2p0( t, p0 ) + this.b2p1( t, p1 ) + this.b2p2( t, p2 );
+
+ },
+
+ // Cubic Bezier Functions
+
+ b3p0: function ( t, p ) {
+
+ var k = 1 - t;
+ return k * k * k * p;
+
+ },
+
+ b3p1: function ( t, p ) {
+
+ var k = 1 - t;
+ return 3 * k * k * t * p;
+
+ },
+
+ b3p2: function ( t, p ) {
+
+ var k = 1 - t;
+ return 3 * k * t * t * p;
+
+ },
+
+ b3p3: function ( t, p ) {
+
+ return t * t * t * p;
+
+ },
+
+ b3: function ( t, p0, p1, p2, p3 ) {
+
+ return this.b3p0( t, p0 ) + this.b3p1( t, p1 ) + this.b3p2( t, p2 ) + this.b3p3( t, p3 );
+
+ }
+
+};
+
+
+// File:src/extras/curves/LineCurve.js
+
+/**************************************************************
+ * Line
+ **************************************************************/
+
+THREE.LineCurve = function ( v1, v2 ) {
+
+ this.v1 = v1;
+ this.v2 = v2;
+
+};
+
+THREE.LineCurve.prototype = Object.create( THREE.Curve.prototype );
+THREE.LineCurve.prototype.constructor = THREE.LineCurve;
+
+THREE.LineCurve.prototype.getPoint = function ( t ) {
+
+ var point = this.v2.clone().sub(this.v1);
+ point.multiplyScalar( t ).add( this.v1 );
+
+ return point;
+
+};
+
+// Line curve is linear, so we can overwrite default getPointAt
+
+THREE.LineCurve.prototype.getPointAt = function ( u ) {
+
+ return this.getPoint( u );
+
+};
+
+THREE.LineCurve.prototype.getTangent = function( t ) {
+
+ var tangent = this.v2.clone().sub(this.v1);
+
+ return tangent.normalize();
+
+};
+
+// File:src/extras/curves/QuadraticBezierCurve.js
+
+/**************************************************************
+ * Quadratic Bezier curve
+ **************************************************************/
+
+
+THREE.QuadraticBezierCurve = function ( v0, v1, v2 ) {
+
+ this.v0 = v0;
+ this.v1 = v1;
+ this.v2 = v2;
+
+};
+
+THREE.QuadraticBezierCurve.prototype = Object.create( THREE.Curve.prototype );
+THREE.QuadraticBezierCurve.prototype.constructor = THREE.QuadraticBezierCurve;
+
+
+THREE.QuadraticBezierCurve.prototype.getPoint = function ( t ) {
+
+ var vector = new THREE.Vector2();
+
+ vector.x = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x );
+ vector.y = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y );
+
+ return vector;
+
+};
+
+
+THREE.QuadraticBezierCurve.prototype.getTangent = function( t ) {
+
+ var vector = new THREE.Vector2();
+
+ vector.x = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.x, this.v1.x, this.v2.x );
+ vector.y = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.y, this.v1.y, this.v2.y );
+
+ // returns unit vector
+
+ return vector.normalize();
+
+};
+
+// File:src/extras/curves/CubicBezierCurve.js
+
+/**************************************************************
+ * Cubic Bezier curve
+ **************************************************************/
+
+THREE.CubicBezierCurve = function ( v0, v1, v2, v3 ) {
+
+ this.v0 = v0;
+ this.v1 = v1;
+ this.v2 = v2;
+ this.v3 = v3;
+
+};
+
+THREE.CubicBezierCurve.prototype = Object.create( THREE.Curve.prototype );
+THREE.CubicBezierCurve.prototype.constructor = THREE.CubicBezierCurve;
+
+THREE.CubicBezierCurve.prototype.getPoint = function ( t ) {
+
+ var tx, ty;
+
+ tx = THREE.Shape.Utils.b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
+ ty = THREE.Shape.Utils.b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
+
+ return new THREE.Vector2( tx, ty );
+
+};
+
+THREE.CubicBezierCurve.prototype.getTangent = function( t ) {
+
+ var tx, ty;
+
+ tx = THREE.Curve.Utils.tangentCubicBezier( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
+ ty = THREE.Curve.Utils.tangentCubicBezier( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
+
+ var tangent = new THREE.Vector2( tx, ty );
+ tangent.normalize();
+
+ return tangent;
+
+};
+
+// File:src/extras/curves/SplineCurve.js
+
+/**************************************************************
+ * Spline curve
+ **************************************************************/
+
+THREE.SplineCurve = function ( points /* array of Vector2 */ ) {
+
+ this.points = ( points == undefined ) ? [] : points;
+
+};
+
+THREE.SplineCurve.prototype = Object.create( THREE.Curve.prototype );
+THREE.SplineCurve.prototype.constructor = THREE.SplineCurve;
+
+THREE.SplineCurve.prototype.getPoint = function ( t ) {
+
+ var points = this.points;
+ var point = ( points.length - 1 ) * t;
+
+ var intPoint = Math.floor( point );
+ var weight = point - intPoint;
+
+ var point0 = points[ intPoint == 0 ? intPoint : intPoint - 1 ]
+ var point1 = points[ intPoint ]
+ var point2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ]
+ var point3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ]
+
+ var vector = new THREE.Vector2();
+
+ vector.x = THREE.Curve.Utils.interpolate( point0.x, point1.x, point2.x, point3.x, weight );
+ vector.y = THREE.Curve.Utils.interpolate( point0.y, point1.y, point2.y, point3.y, weight );
+
+ return vector;
+
+};
+
+// File:src/extras/curves/EllipseCurve.js
+
+/**************************************************************
+ * Ellipse curve
+ **************************************************************/
+
+THREE.EllipseCurve = function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise ) {
+
+ this.aX = aX;
+ this.aY = aY;
+
+ this.xRadius = xRadius;
+ this.yRadius = yRadius;
+
+ this.aStartAngle = aStartAngle;
+ this.aEndAngle = aEndAngle;
+
+ this.aClockwise = aClockwise;
+
+};
+
+THREE.EllipseCurve.prototype = Object.create( THREE.Curve.prototype );
+THREE.EllipseCurve.prototype.constructor = THREE.EllipseCurve;
+
+THREE.EllipseCurve.prototype.getPoint = function ( t ) {
+
+ var deltaAngle = this.aEndAngle - this.aStartAngle;
+
+ if ( deltaAngle < 0 ) deltaAngle += Math.PI * 2;
+ if ( deltaAngle > Math.PI * 2 ) deltaAngle -= Math.PI * 2;
+
+ var angle;
+
+ if ( this.aClockwise === true ) {
+
+ angle = this.aEndAngle + ( 1 - t ) * ( Math.PI * 2 - deltaAngle );
+
+ } else {
+
+ angle = this.aStartAngle + t * deltaAngle;
+
+ }
+
+ var vector = new THREE.Vector2();
+
+ vector.x = this.aX + this.xRadius * Math.cos( angle );
+ vector.y = this.aY + this.yRadius * Math.sin( angle );
+
+ return vector;
+
+};
+
+// File:src/extras/curves/ArcCurve.js
+
+/**************************************************************
+ * Arc curve
+ **************************************************************/
+
+THREE.ArcCurve = function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
+
+ THREE.EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
+};
+
+THREE.ArcCurve.prototype = Object.create( THREE.EllipseCurve.prototype );
+THREE.ArcCurve.prototype.constructor = THREE.ArcCurve;
+
+// File:src/extras/curves/LineCurve3.js
+
+/**************************************************************
+ * Line3D
+ **************************************************************/
+
+THREE.LineCurve3 = THREE.Curve.create(
+
+ function ( v1, v2 ) {
+
+ this.v1 = v1;
+ this.v2 = v2;
+
+ },
+
+ function ( t ) {
+
+ var vector = new THREE.Vector3();
+
+ vector.subVectors( this.v2, this.v1 ); // diff
+ vector.multiplyScalar( t );
+ vector.add( this.v1 );
+
+ return vector;
+
+ }
+
+);
+
+// File:src/extras/curves/QuadraticBezierCurve3.js
+
+/**************************************************************
+ * Quadratic Bezier 3D curve
+ **************************************************************/
+
+THREE.QuadraticBezierCurve3 = THREE.Curve.create(
+
+ function ( v0, v1, v2 ) {
+
+ this.v0 = v0;
+ this.v1 = v1;
+ this.v2 = v2;
+
+ },
+
+ function ( t ) {
+
+ var vector = new THREE.Vector3();
+
+ vector.x = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x );
+ vector.y = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y );
+ vector.z = THREE.Shape.Utils.b2( t, this.v0.z, this.v1.z, this.v2.z );
+
+ return vector;
+
+ }
+
+);
+
+// File:src/extras/curves/CubicBezierCurve3.js
+
+/**************************************************************
+ * Cubic Bezier 3D curve
+ **************************************************************/
+
+THREE.CubicBezierCurve3 = THREE.Curve.create(
+
+ function ( v0, v1, v2, v3 ) {
+
+ this.v0 = v0;
+ this.v1 = v1;
+ this.v2 = v2;
+ this.v3 = v3;
+
+ },
+
+ function ( t ) {
+
+ var vector = new THREE.Vector3();
+
+ vector.x = THREE.Shape.Utils.b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
+ vector.y = THREE.Shape.Utils.b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
+ vector.z = THREE.Shape.Utils.b3( t, this.v0.z, this.v1.z, this.v2.z, this.v3.z );
+
+ return vector;
+
+ }
+
+);
+
+// File:src/extras/curves/SplineCurve3.js
+
+/**************************************************************
+ * Spline 3D curve
+ **************************************************************/
+
+
+THREE.SplineCurve3 = THREE.Curve.create(
+
+ function ( points /* array of Vector3 */) {
+
+ this.points = ( points == undefined ) ? [] : points;
+
+ },
+
+ function ( t ) {
+
+ var points = this.points;
+ var point = ( points.length - 1 ) * t;
+
+ var intPoint = Math.floor( point );
+ var weight = point - intPoint;
+
+ var point0 = points[ intPoint == 0 ? intPoint : intPoint - 1 ];
+ var point1 = points[ intPoint ];
+ var point2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
+ var point3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
+
+ var vector = new THREE.Vector3();
+
+ vector.x = THREE.Curve.Utils.interpolate( point0.x, point1.x, point2.x, point3.x, weight );
+ vector.y = THREE.Curve.Utils.interpolate( point0.y, point1.y, point2.y, point3.y, weight );
+ vector.z = THREE.Curve.Utils.interpolate( point0.z, point1.z, point2.z, point3.z, weight );
+
+ return vector;
+
+ }
+
+);
+
+// File:src/extras/curves/ClosedSplineCurve3.js
+
+/**************************************************************
+ * Closed Spline 3D curve
+ **************************************************************/
+
+
+THREE.ClosedSplineCurve3 = THREE.Curve.create(
+
+ function ( points /* array of Vector3 */) {
+
+ this.points = ( points == undefined ) ? [] : points;
+
+ },
+
+ function ( t ) {
+
+ var points = this.points;
+ var point = ( points.length - 0 ) * t; // This needs to be from 0-length +1
+
+ var intPoint = Math.floor( point );
+ var weight = point - intPoint;
+
+ intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / points.length ) + 1 ) * points.length;
+
+ var point0 = points[ ( intPoint - 1 ) % points.length ];
+ var point1 = points[ ( intPoint ) % points.length ];
+ var point2 = points[ ( intPoint + 1 ) % points.length ];
+ var point3 = points[ ( intPoint + 2 ) % points.length ];
+
+ var vector = new THREE.Vector3();
+
+ vector.x = THREE.Curve.Utils.interpolate( point0.x, point1.x, point2.x, point3.x, weight );
+ vector.y = THREE.Curve.Utils.interpolate( point0.y, point1.y, point2.y, point3.y, weight );
+ vector.z = THREE.Curve.Utils.interpolate( point0.z, point1.z, point2.z, point3.z, weight );
+
+ return vector;
+
+ }
+
+);
+
+// File:src/extras/animation/AnimationHandler.js
+
+/**
+ * @author mikael emtinger / http://gomo.se/
+ */
+
+THREE.AnimationHandler = {
+
+ LINEAR: 0,
+ CATMULLROM: 1,
+ CATMULLROM_FORWARD: 2,
+
+ //
+
+ add: function () { THREE.warn( 'THREE.AnimationHandler.add() has been deprecated.' ); },
+ get: function () { THREE.warn( 'THREE.AnimationHandler.get() has been deprecated.' ); },
+ remove: function () { THREE.warn( 'THREE.AnimationHandler.remove() has been deprecated.' ); },
+
+ //
+
+ animations: [],
+
+ init: function ( data ) {
+
+ if ( data.initialized === true ) return data;
+
+ // loop through all keys
+
+ for ( var h = 0; h < data.hierarchy.length; h ++ ) {
+
+ for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
+
+ // remove minus times
+
+ if ( data.hierarchy[ h ].keys[ k ].time < 0 ) {
+
+ data.hierarchy[ h ].keys[ k ].time = 0;
+
+ }
+
+ // create quaternions
+
+ if ( data.hierarchy[ h ].keys[ k ].rot !== undefined &&
+ ! ( data.hierarchy[ h ].keys[ k ].rot instanceof THREE.Quaternion ) ) {
+
+ var quat = data.hierarchy[ h ].keys[ k ].rot;
+ data.hierarchy[ h ].keys[ k ].rot = new THREE.Quaternion().fromArray( quat );
+
+ }
+
+ }
+
+ // prepare morph target keys
+
+ if ( data.hierarchy[ h ].keys.length && data.hierarchy[ h ].keys[ 0 ].morphTargets !== undefined ) {
+
+ // get all used
+
+ var usedMorphTargets = {};
+
+ for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
+
+ for ( var m = 0; m < data.hierarchy[ h ].keys[ k ].morphTargets.length; m ++ ) {
+
+ var morphTargetName = data.hierarchy[ h ].keys[ k ].morphTargets[ m ];
+ usedMorphTargets[ morphTargetName ] = - 1;
+
+ }
+
+ }
+
+ data.hierarchy[ h ].usedMorphTargets = usedMorphTargets;
+
+
+ // set all used on all frames
+
+ for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
+
+ var influences = {};
+
+ for ( var morphTargetName in usedMorphTargets ) {
+
+ for ( var m = 0; m < data.hierarchy[ h ].keys[ k ].morphTargets.length; m ++ ) {
+
+ if ( data.hierarchy[ h ].keys[ k ].morphTargets[ m ] === morphTargetName ) {
+
+ influences[ morphTargetName ] = data.hierarchy[ h ].keys[ k ].morphTargetsInfluences[ m ];
+ break;
+
+ }
+
+ }
+
+ if ( m === data.hierarchy[ h ].keys[ k ].morphTargets.length ) {
+
+ influences[ morphTargetName ] = 0;
+
+ }
+
+ }
+
+ data.hierarchy[ h ].keys[ k ].morphTargetsInfluences = influences;
+
+ }
+
+ }
+
+
+ // remove all keys that are on the same time
+
+ for ( var k = 1; k < data.hierarchy[ h ].keys.length; k ++ ) {
+
+ if ( data.hierarchy[ h ].keys[ k ].time === data.hierarchy[ h ].keys[ k - 1 ].time ) {
+
+ data.hierarchy[ h ].keys.splice( k, 1 );
+ k --;
+
+ }
+
+ }
+
+
+ // set index
+
+ for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
+
+ data.hierarchy[ h ].keys[ k ].index = k;
+
+ }
+
+ }
+
+ data.initialized = true;
+
+ return data;
+
+ },
+
+ parse: function ( root ) {
+
+ var parseRecurseHierarchy = function ( root, hierarchy ) {
+
+ hierarchy.push( root );
+
+ for ( var c = 0; c < root.children.length; c ++ )
+ parseRecurseHierarchy( root.children[ c ], hierarchy );
+
+ };
+
+ // setup hierarchy
+
+ var hierarchy = [];
+
+ if ( root instanceof THREE.SkinnedMesh ) {
+
+ for ( var b = 0; b < root.skeleton.bones.length; b ++ ) {
+
+ hierarchy.push( root.skeleton.bones[ b ] );
+
+ }
+
+ } else {
+
+ parseRecurseHierarchy( root, hierarchy );
+
+ }
+
+ return hierarchy;
+
+ },
+
+ play: function ( animation ) {
+
+ if ( this.animations.indexOf( animation ) === - 1 ) {
+
+ this.animations.push( animation );
+
+ }
+
+ },
+
+ stop: function ( animation ) {
+
+ var index = this.animations.indexOf( animation );
+
+ if ( index !== - 1 ) {
+
+ this.animations.splice( index, 1 );
+
+ }
+
+ },
+
+ update: function ( deltaTimeMS ) {
+
+ for ( var i = 0; i < this.animations.length; i ++ ) {
+
+ this.animations[ i ].resetBlendWeights( );
+
+ }
+
+ for ( var i = 0; i < this.animations.length; i ++ ) {
+
+ this.animations[ i ].update( deltaTimeMS );
+
+ }
+
+ }
+
+};
+
+// File:src/extras/animation/Animation.js
+
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Animation = function ( root, data ) {
+
+ this.root = root;
+ this.data = THREE.AnimationHandler.init( data );
+ this.hierarchy = THREE.AnimationHandler.parse( root );
+
+ this.currentTime = 0;
+ this.timeScale = 1;
+
+ this.isPlaying = false;
+ this.loop = true;
+ this.weight = 0;
+
+ this.interpolationType = THREE.AnimationHandler.LINEAR;
+
+};
+
+THREE.Animation.prototype = {
+
+ constructor: THREE.Animation,
+
+ keyTypes: [ "pos", "rot", "scl" ],
+
+ play: function ( startTime, weight ) {
+
+ this.currentTime = startTime !== undefined ? startTime : 0;
+ this.weight = weight !== undefined ? weight : 1;
+
+ this.isPlaying = true;
+
+ this.reset();
+
+ THREE.AnimationHandler.play( this );
+
+ },
+
+ stop: function() {
+
+ this.isPlaying = false;
+
+ THREE.AnimationHandler.stop( this );
+
+ },
+
+ reset: function () {
+
+ for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {
+
+ var object = this.hierarchy[ h ];
+
+ if ( object.animationCache === undefined ) {
+
+ object.animationCache = {
+ animations: {},
+ blending: {
+ positionWeight: 0.0,
+ quaternionWeight: 0.0,
+ scaleWeight: 0.0
+ }
+ };
+ }
+
+ var name = this.data.name;
+ var animations = object.animationCache.animations;
+ var animationCache = animations[ name ];
+
+ if ( animationCache === undefined ) {
+
+ animationCache = {
+ prevKey: { pos: 0, rot: 0, scl: 0 },
+ nextKey: { pos: 0, rot: 0, scl: 0 },
+ originalMatrix: object.matrix
+ };
+
+ animations[ name ] = animationCache;
+
+ }
+
+ // Get keys to match our current time
+
+ for ( var t = 0; t < 3; t ++ ) {
+
+ var type = this.keyTypes[ t ];
+
+ var prevKey = this.data.hierarchy[ h ].keys[ 0 ];
+ var nextKey = this.getNextKeyWith( type, h, 1 );
+
+ while ( nextKey.time < this.currentTime && nextKey.index > prevKey.index ) {
+
+ prevKey = nextKey;
+ nextKey = this.getNextKeyWith( type, h, nextKey.index + 1 );
+
+ }
+
+ animationCache.prevKey[ type ] = prevKey;
+ animationCache.nextKey[ type ] = nextKey;
+
+ }
+
+ }
+
+ },
+
+ resetBlendWeights: function () {
+
+ for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {
+
+ var object = this.hierarchy[ h ];
+ var animationCache = object.animationCache;
+
+ if ( animationCache !== undefined ) {
+
+ var blending = animationCache.blending;
+
+ blending.positionWeight = 0.0;
+ blending.quaternionWeight = 0.0;
+ blending.scaleWeight = 0.0;
+
+ }
+
+ }
+
+ },
+
+ update: ( function() {
+
+ var points = [];
+ var target = new THREE.Vector3();
+ var newVector = new THREE.Vector3();
+ var newQuat = new THREE.Quaternion();
+
+ // Catmull-Rom spline
+
+ var interpolateCatmullRom = function ( points, scale ) {
+
+ var c = [], v3 = [],
+ point, intPoint, weight, w2, w3,
+ pa, pb, pc, pd;
+
+ point = ( points.length - 1 ) * scale;
+ intPoint = Math.floor( point );
+ weight = point - intPoint;
+
+ c[ 0 ] = intPoint === 0 ? intPoint : intPoint - 1;
+ c[ 1 ] = intPoint;
+ c[ 2 ] = intPoint > points.length - 2 ? intPoint : intPoint + 1;
+ c[ 3 ] = intPoint > points.length - 3 ? intPoint : intPoint + 2;
+
+ pa = points[ c[ 0 ] ];
+ pb = points[ c[ 1 ] ];
+ pc = points[ c[ 2 ] ];
+ pd = points[ c[ 3 ] ];
+
+ w2 = weight * weight;
+ w3 = weight * w2;
+
+ v3[ 0 ] = interpolate( pa[ 0 ], pb[ 0 ], pc[ 0 ], pd[ 0 ], weight, w2, w3 );
+ v3[ 1 ] = interpolate( pa[ 1 ], pb[ 1 ], pc[ 1 ], pd[ 1 ], weight, w2, w3 );
+ v3[ 2 ] = interpolate( pa[ 2 ], pb[ 2 ], pc[ 2 ], pd[ 2 ], weight, w2, w3 );
+
+ return v3;
+
+ };
+
+ var interpolate = function ( p0, p1, p2, p3, t, t2, t3 ) {
+
+ var v0 = ( p2 - p0 ) * 0.5,
+ v1 = ( p3 - p1 ) * 0.5;
+
+ return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1;
+
+ };
+
+ return function ( delta ) {
+
+ if ( this.isPlaying === false ) return;
+
+ this.currentTime += delta * this.timeScale;
+
+ if ( this.weight === 0 )
+ return;
+
+ //
+
+ var duration = this.data.length;
+
+ if ( this.currentTime > duration || this.currentTime < 0 ) {
+
+ if ( this.loop ) {
+
+ this.currentTime %= duration;
+
+ if ( this.currentTime < 0 )
+ this.currentTime += duration;
+
+ this.reset();
+
+ } else {
+
+ this.stop();
+
+ }
+
+ }
+
+ for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {
+
+ var object = this.hierarchy[ h ];
+ var animationCache = object.animationCache.animations[this.data.name];
+ var blending = object.animationCache.blending;
+
+ // loop through pos/rot/scl
+
+ for ( var t = 0; t < 3; t ++ ) {
+
+ // get keys
+
+ var type = this.keyTypes[ t ];
+ var prevKey = animationCache.prevKey[ type ];
+ var nextKey = animationCache.nextKey[ type ];
+
+ if ( ( this.timeScale > 0 && nextKey.time <= this.currentTime ) ||
+ ( this.timeScale < 0 && prevKey.time >= this.currentTime ) ) {
+
+ prevKey = this.data.hierarchy[ h ].keys[ 0 ];
+ nextKey = this.getNextKeyWith( type, h, 1 );
+
+ while ( nextKey.time < this.currentTime && nextKey.index > prevKey.index ) {
+
+ prevKey = nextKey;
+ nextKey = this.getNextKeyWith( type, h, nextKey.index + 1 );
+
+ }
+
+ animationCache.prevKey[ type ] = prevKey;
+ animationCache.nextKey[ type ] = nextKey;
+
+ }
+
+ var scale = ( this.currentTime - prevKey.time ) / ( nextKey.time - prevKey.time );
+
+ var prevXYZ = prevKey[ type ];
+ var nextXYZ = nextKey[ type ];
+
+ if ( scale < 0 ) scale = 0;
+ if ( scale > 1 ) scale = 1;
+
+ // interpolate
+
+ if ( type === "pos" ) {
+
+ if ( this.interpolationType === THREE.AnimationHandler.LINEAR ) {
+
+ newVector.x = prevXYZ[ 0 ] + ( nextXYZ[ 0 ] - prevXYZ[ 0 ] ) * scale;
+ newVector.y = prevXYZ[ 1 ] + ( nextXYZ[ 1 ] - prevXYZ[ 1 ] ) * scale;
+ newVector.z = prevXYZ[ 2 ] + ( nextXYZ[ 2 ] - prevXYZ[ 2 ] ) * scale;
+
+ // blend
+ var proportionalWeight = this.weight / ( this.weight + blending.positionWeight );
+ object.position.lerp( newVector, proportionalWeight );
+ blending.positionWeight += this.weight;
+
+ } else if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
+ this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
+
+ points[ 0 ] = this.getPrevKeyWith( "pos", h, prevKey.index - 1 )[ "pos" ];
+ points[ 1 ] = prevXYZ;
+ points[ 2 ] = nextXYZ;
+ points[ 3 ] = this.getNextKeyWith( "pos", h, nextKey.index + 1 )[ "pos" ];
+
+ scale = scale * 0.33 + 0.33;
+
+ var currentPoint = interpolateCatmullRom( points, scale );
+ var proportionalWeight = this.weight / ( this.weight + blending.positionWeight );
+ blending.positionWeight += this.weight;
+
+ // blend
+
+ var vector = object.position;
+
+ vector.x = vector.x + ( currentPoint[ 0 ] - vector.x ) * proportionalWeight;
+ vector.y = vector.y + ( currentPoint[ 1 ] - vector.y ) * proportionalWeight;
+ vector.z = vector.z + ( currentPoint[ 2 ] - vector.z ) * proportionalWeight;
+
+ if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
+
+ var forwardPoint = interpolateCatmullRom( points, scale * 1.01 );
+
+ target.set( forwardPoint[ 0 ], forwardPoint[ 1 ], forwardPoint[ 2 ] );
+ target.sub( vector );
+ target.y = 0;
+ target.normalize();
+
+ var angle = Math.atan2( target.x, target.z );
+ object.rotation.set( 0, angle, 0 );
+
+ }
+
+ }
+
+ } else if ( type === "rot" ) {
+
+ THREE.Quaternion.slerp( prevXYZ, nextXYZ, newQuat, scale );
+
+ // Avoid paying the cost of an additional slerp if we don't have to
+ if ( blending.quaternionWeight === 0 ) {
+
+ object.quaternion.copy(newQuat);
+ blending.quaternionWeight = this.weight;
+
+ } else {
+
+ var proportionalWeight = this.weight / ( this.weight + blending.quaternionWeight );
+ THREE.Quaternion.slerp( object.quaternion, newQuat, object.quaternion, proportionalWeight );
+ blending.quaternionWeight += this.weight;
+
+ }
+
+ } else if ( type === "scl" ) {
+
+ newVector.x = prevXYZ[ 0 ] + ( nextXYZ[ 0 ] - prevXYZ[ 0 ] ) * scale;
+ newVector.y = prevXYZ[ 1 ] + ( nextXYZ[ 1 ] - prevXYZ[ 1 ] ) * scale;
+ newVector.z = prevXYZ[ 2 ] + ( nextXYZ[ 2 ] - prevXYZ[ 2 ] ) * scale;
+
+ var proportionalWeight = this.weight / ( this.weight + blending.scaleWeight );
+ object.scale.lerp( newVector, proportionalWeight );
+ blending.scaleWeight += this.weight;
+
+ }
+
+ }
+
+ }
+
+ return true;
+
+ };
+
+ } )(),
+
+ getNextKeyWith: function ( type, h, key ) {
+
+ var keys = this.data.hierarchy[ h ].keys;
+
+ if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
+ this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
+
+ key = key < keys.length - 1 ? key : keys.length - 1;
+
+ } else {
+
+ key = key % keys.length;
+
+ }
+
+ for ( ; key < keys.length; key ++ ) {
+
+ if ( keys[ key ][ type ] !== undefined ) {
+
+ return keys[ key ];
+
+ }
+
+ }
+
+ return this.data.hierarchy[ h ].keys[ 0 ];
+
+ },
+
+ getPrevKeyWith: function ( type, h, key ) {
+
+ var keys = this.data.hierarchy[ h ].keys;
+
+ if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
+ this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
+
+ key = key > 0 ? key : 0;
+
+ } else {
+
+ key = key >= 0 ? key : key + keys.length;
+
+ }
+
+
+ for ( ; key >= 0; key -- ) {
+
+ if ( keys[ key ][ type ] !== undefined ) {
+
+ return keys[ key ];
+
+ }
+
+ }
+
+ return this.data.hierarchy[ h ].keys[ keys.length - 1 ];
+
+ }
+
+};
+
+// File:src/extras/animation/KeyFrameAnimation.js
+
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ * @author khang duong
+ * @author erik kitson
+ */
+
+THREE.KeyFrameAnimation = function ( data ) {
+
+ this.root = data.node;
+ this.data = THREE.AnimationHandler.init( data );
+ this.hierarchy = THREE.AnimationHandler.parse( this.root );
+ this.currentTime = 0;
+ this.timeScale = 0.001;
+ this.isPlaying = false;
+ this.isPaused = true;
+ this.loop = true;
+
+ // initialize to first keyframes
+
+ for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {
+
+ var keys = this.data.hierarchy[h].keys,
+ sids = this.data.hierarchy[h].sids,
+ obj = this.hierarchy[h];
+
+ if ( keys.length && sids ) {
+
+ for ( var s = 0; s < sids.length; s ++ ) {
+
+ var sid = sids[ s ],
+ next = this.getNextKeyWith( sid, h, 0 );
+
+ if ( next ) {
+
+ next.apply( sid );
+
+ }
+
+ }
+
+ obj.matrixAutoUpdate = false;
+ this.data.hierarchy[h].node.updateMatrix();
+ obj.matrixWorldNeedsUpdate = true;
+
+ }
+
+ }
+
+};
+
+THREE.KeyFrameAnimation.prototype = {
+
+ constructor: THREE.KeyFrameAnimation,
+
+ play: function ( startTime ) {
+
+ this.currentTime = startTime !== undefined ? startTime : 0;
+
+ if ( this.isPlaying === false ) {
+
+ this.isPlaying = true;
+
+ // reset key cache
+
+ var h, hl = this.hierarchy.length,
+ object,
+ node;
+
+ for ( h = 0; h < hl; h ++ ) {
+
+ object = this.hierarchy[ h ];
+ node = this.data.hierarchy[ h ];
+
+ if ( node.animationCache === undefined ) {
+
+ node.animationCache = {};
+ node.animationCache.prevKey = null;
+ node.animationCache.nextKey = null;
+ node.animationCache.originalMatrix = object.matrix;
+
+ }
+
+ var keys = this.data.hierarchy[h].keys;
+
+ if (keys.length) {
+
+ node.animationCache.prevKey = keys[ 0 ];
+ node.animationCache.nextKey = keys[ 1 ];
+
+ this.startTime = Math.min( keys[0].time, this.startTime );
+ this.endTime = Math.max( keys[keys.length - 1].time, this.endTime );
+
+ }
+
+ }
+
+ this.update( 0 );
+
+ }
+
+ this.isPaused = false;
+
+ THREE.AnimationHandler.play( this );
+
+ },
+
+ stop: function () {
+
+ this.isPlaying = false;
+ this.isPaused = false;
+
+ THREE.AnimationHandler.stop( this );
+
+ // reset JIT matrix and remove cache
+
+ for ( var h = 0; h < this.data.hierarchy.length; h ++ ) {
+
+ var obj = this.hierarchy[ h ];
+ var node = this.data.hierarchy[ h ];
+
+ if ( node.animationCache !== undefined ) {
+
+ var original = node.animationCache.originalMatrix;
+
+ original.copy( obj.matrix );
+ obj.matrix = original;
+
+ delete node.animationCache;
+
+ }
+
+ }
+
+ },
+
+ update: function ( delta ) {
+
+ if ( this.isPlaying === false ) return;
+
+ this.currentTime += delta * this.timeScale;
+
+ //
+
+ var duration = this.data.length;
+
+ if ( this.loop === true && this.currentTime > duration ) {
+
+ this.currentTime %= duration;
+
+ }
+
+ this.currentTime = Math.min( this.currentTime, duration );
+
+ for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {
+
+ var object = this.hierarchy[ h ];
+ var node = this.data.hierarchy[ h ];
+
+ var keys = node.keys,
+ animationCache = node.animationCache;
+
+
+ if ( keys.length ) {
+
+ var prevKey = animationCache.prevKey;
+ var nextKey = animationCache.nextKey;
+
+ if ( nextKey.time <= this.currentTime ) {
+
+ while ( nextKey.time < this.currentTime && nextKey.index > prevKey.index ) {
+
+ prevKey = nextKey;
+ nextKey = keys[ prevKey.index + 1 ];
+
+ }
+
+ animationCache.prevKey = prevKey;
+ animationCache.nextKey = nextKey;
+
+ }
+
+ if ( nextKey.time >= this.currentTime ) {
+
+ prevKey.interpolate( nextKey, this.currentTime );
+
+ } else {
+
+ prevKey.interpolate( nextKey, nextKey.time );
+
+ }
+
+ this.data.hierarchy[ h ].node.updateMatrix();
+ object.matrixWorldNeedsUpdate = true;
+
+ }
+
+ }
+
+ },
+
+ getNextKeyWith: function ( sid, h, key ) {
+
+ var keys = this.data.hierarchy[ h ].keys;
+ key = key % keys.length;
+
+ for ( ; key < keys.length; key ++ ) {
+
+ if ( keys[ key ].hasTarget( sid ) ) {
+
+ return keys[ key ];
+
+ }
+
+ }
+
+ return keys[ 0 ];
+
+ },
+
+ getPrevKeyWith: function ( sid, h, key ) {
+
+ var keys = this.data.hierarchy[ h ].keys;
+ key = key >= 0 ? key : key + keys.length;
+
+ for ( ; key >= 0; key -- ) {
+
+ if ( keys[ key ].hasTarget( sid ) ) {
+
+ return keys[ key ];
+
+ }
+
+ }
+
+ return keys[ keys.length - 1 ];
+
+ }
+
+};
+
+// File:src/extras/animation/MorphAnimation.js
+
+/**
+ * @author mrdoob / http://mrdoob.com
+ * @author willy-vvu / http://willy-vvu.github.io
+ */
+
+THREE.MorphAnimation = function ( mesh ) {
+
+ this.mesh = mesh;
+ this.frames = mesh.morphTargetInfluences.length;
+ this.currentTime = 0;
+ this.duration = 1000;
+ this.loop = true;
+ this.lastFrame = 0;
+ this.currentFrame = 0;
+
+ this.isPlaying = false;
+
+};
+
+THREE.MorphAnimation.prototype = {
+
+ constructor: THREE.MorphAnimation,
+
+ play: function () {
+
+ this.isPlaying = true;
+
+ },
+
+ pause: function () {
+
+ this.isPlaying = false;
+
+ },
+
+ update: function ( delta ) {
+
+ if ( this.isPlaying === false ) return;
+
+ this.currentTime += delta;
+
+ if ( this.loop === true && this.currentTime > this.duration ) {
+
+ this.currentTime %= this.duration;
+
+ }
+
+ this.currentTime = Math.min( this.currentTime, this.duration );
+
+ var interpolation = this.duration / this.frames;
+ var frame = Math.floor( this.currentTime / interpolation );
+
+ var influences = this.mesh.morphTargetInfluences;
+
+ if ( frame != this.currentFrame ) {
+
+ influences[ this.lastFrame ] = 0;
+ influences[ this.currentFrame ] = 1;
+ influences[ frame ] = 0;
+
+ this.lastFrame = this.currentFrame;
+ this.currentFrame = frame;
+
+ }
+
+ influences[ frame ] = ( this.currentTime % interpolation ) / interpolation;
+ influences[ this.lastFrame ] = 1 - influences[ frame ];
+
+ }
+
+};
+
+// File:src/extras/geometries/BoxGeometry.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Cube.as
+ */
+
+THREE.BoxGeometry = function ( width, height, depth, widthSegments, heightSegments, depthSegments ) {
+
+ THREE.Geometry.call( this );
+
+ this.type = 'BoxGeometry';
+
+ this.parameters = {
+ width: width,
+ height: height,
+ depth: depth,
+ widthSegments: widthSegments,
+ heightSegments: heightSegments,
+ depthSegments: depthSegments
+ };
+
+ this.widthSegments = widthSegments || 1;
+ this.heightSegments = heightSegments || 1;
+ this.depthSegments = depthSegments || 1;
+
+ var scope = this;
+
+ var width_half = width / 2;
+ var height_half = height / 2;
+ var depth_half = depth / 2;
+
+ buildPlane( 'z', 'y', - 1, - 1, depth, height, width_half, 0 ); // px
+ buildPlane( 'z', 'y', 1, - 1, depth, height, - width_half, 1 ); // nx
+ buildPlane( 'x', 'z', 1, 1, width, depth, height_half, 2 ); // py
+ buildPlane( 'x', 'z', 1, - 1, width, depth, - height_half, 3 ); // ny
+ buildPlane( 'x', 'y', 1, - 1, width, height, depth_half, 4 ); // pz
+ buildPlane( 'x', 'y', - 1, - 1, width, height, - depth_half, 5 ); // nz
+
+ function buildPlane( u, v, udir, vdir, width, height, depth, materialIndex ) {
+
+ var w, ix, iy,
+ gridX = scope.widthSegments,
+ gridY = scope.heightSegments,
+ width_half = width / 2,
+ height_half = height / 2,
+ offset = scope.vertices.length;
+
+ if ( ( u === 'x' && v === 'y' ) || ( u === 'y' && v === 'x' ) ) {
+
+ w = 'z';
+
+ } else if ( ( u === 'x' && v === 'z' ) || ( u === 'z' && v === 'x' ) ) {
+
+ w = 'y';
+ gridY = scope.depthSegments;
+
+ } else if ( ( u === 'z' && v === 'y' ) || ( u === 'y' && v === 'z' ) ) {
+
+ w = 'x';
+ gridX = scope.depthSegments;
+
+ }
+
+ var gridX1 = gridX + 1,
+ gridY1 = gridY + 1,
+ segment_width = width / gridX,
+ segment_height = height / gridY,
+ normal = new THREE.Vector3();
+
+ normal[ w ] = depth > 0 ? 1 : - 1;
+
+ for ( iy = 0; iy < gridY1; iy ++ ) {
+
+ for ( ix = 0; ix < gridX1; ix ++ ) {
+
+ var vector = new THREE.Vector3();
+ vector[ u ] = ( ix * segment_width - width_half ) * udir;
+ vector[ v ] = ( iy * segment_height - height_half ) * vdir;
+ vector[ w ] = depth;
+
+ scope.vertices.push( vector );
+
+ }
+
+ }
+
+ for ( iy = 0; iy < gridY; iy ++ ) {
+
+ for ( ix = 0; ix < gridX; ix ++ ) {
+
+ var a = ix + gridX1 * iy;
+ var b = ix + gridX1 * ( iy + 1 );
+ var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
+ var d = ( ix + 1 ) + gridX1 * iy;
+
+ var uva = new THREE.Vector2( ix / gridX, 1 - iy / gridY );
+ var uvb = new THREE.Vector2( ix / gridX, 1 - ( iy + 1 ) / gridY );
+ var uvc = new THREE.Vector2( ( ix + 1 ) / gridX, 1 - ( iy + 1 ) / gridY );
+ var uvd = new THREE.Vector2( ( ix + 1 ) / gridX, 1 - iy / gridY );
+
+ var face = new THREE.Face3( a + offset, b + offset, d + offset );
+ face.normal.copy( normal );
+ face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone() );
+ face.materialIndex = materialIndex;
+
+ scope.faces.push( face );
+ scope.faceVertexUvs[ 0 ].push( [ uva, uvb, uvd ] );
+
+ face = new THREE.Face3( b + offset, c + offset, d + offset );
+ face.normal.copy( normal );
+ face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone() );
+ face.materialIndex = materialIndex;
+
+ scope.faces.push( face );
+ scope.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] );
+
+ }
+
+ }
+
+ }
+
+ this.mergeVertices();
+
+};
+
+THREE.BoxGeometry.prototype = Object.create( THREE.Geometry.prototype );
+THREE.BoxGeometry.prototype.constructor = THREE.BoxGeometry;
+
+// File:src/extras/geometries/CircleGeometry.js
+
+/**
+ * @author hughes
+ */
+
+THREE.CircleGeometry = function ( radius, segments, thetaStart, thetaLength ) {
+
+ THREE.Geometry.call( this );
+
+ this.type = 'CircleGeometry';
+
+ this.parameters = {
+ radius: radius,
+ segments: segments,
+ thetaStart: thetaStart,
+ thetaLength: thetaLength
+ };
+
+ radius = radius || 50;
+ segments = segments !== undefined ? Math.max( 3, segments ) : 8;
+
+ thetaStart = thetaStart !== undefined ? thetaStart : 0;
+ thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
+
+ var i, uvs = [],
+ center = new THREE.Vector3(), centerUV = new THREE.Vector2( 0.5, 0.5 );
+
+ this.vertices.push(center);
+ uvs.push( centerUV );
+
+ for ( i = 0; i <= segments; i ++ ) {
+
+ var vertex = new THREE.Vector3();
+ var segment = thetaStart + i / segments * thetaLength;
+
+ vertex.x = radius * Math.cos( segment );
+ vertex.y = radius * Math.sin( segment );
+
+ this.vertices.push( vertex );
+ uvs.push( new THREE.Vector2( ( vertex.x / radius + 1 ) / 2, ( vertex.y / radius + 1 ) / 2 ) );
+
+ }
+
+ var n = new THREE.Vector3( 0, 0, 1 );
+
+ for ( i = 1; i <= segments; i ++ ) {
+
+ this.faces.push( new THREE.Face3( i, i + 1, 0, [ n.clone(), n.clone(), n.clone() ] ) );
+ this.faceVertexUvs[ 0 ].push( [ uvs[ i ].clone(), uvs[ i + 1 ].clone(), centerUV.clone() ] );
+
+ }
+
+ this.computeFaceNormals();
+
+ this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
+
+};
+
+THREE.CircleGeometry.prototype = Object.create( THREE.Geometry.prototype );
+THREE.CircleGeometry.prototype.constructor = THREE.CircleGeometry;
+
+// File:src/extras/geometries/CubeGeometry.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+
+THREE.CubeGeometry = function ( width, height, depth, widthSegments, heightSegments, depthSegments ) {
+
+ THREE.warn( 'THREE.CubeGeometry has been renamed to THREE.BoxGeometry.' );
+ return new THREE.BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments );
+
+ };
+
+// File:src/extras/geometries/CylinderGeometry.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.CylinderGeometry = function ( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
+
+ THREE.Geometry.call( this );
+
+ this.type = 'CylinderGeometry';
+
+ this.parameters = {
+ radiusTop: radiusTop,
+ radiusBottom: radiusBottom,
+ height: height,
+ radialSegments: radialSegments,
+ heightSegments: heightSegments,
+ openEnded: openEnded,
+ thetaStart: thetaStart,
+ thetaLength: thetaLength
+ };
+
+ radiusTop = radiusTop !== undefined ? radiusTop : 20;
+ radiusBottom = radiusBottom !== undefined ? radiusBottom : 20;
+ height = height !== undefined ? height : 100;
+
+ radialSegments = radialSegments || 8;
+ heightSegments = heightSegments || 1;
+
+ openEnded = openEnded !== undefined ? openEnded : false;
+ thetaStart = thetaStart !== undefined ? thetaStart : 0;
+ thetaLength = thetaLength !== undefined ? thetaLength : 2 * Math.PI;
+
+ var heightHalf = height / 2;
+
+ var x, y, vertices = [], uvs = [];
+
+ for ( y = 0; y <= heightSegments; y ++ ) {
+
+ var verticesRow = [];
+ var uvsRow = [];
+
+ var v = y / heightSegments;
+ var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
+
+ for ( x = 0; x <= radialSegments; x ++ ) {
+
+ var u = x / radialSegments;
+
+ var vertex = new THREE.Vector3();
+ vertex.x = radius * Math.sin( u * thetaLength + thetaStart );
+ vertex.y = - v * height + heightHalf;
+ vertex.z = radius * Math.cos( u * thetaLength + thetaStart );
+
+ this.vertices.push( vertex );
+
+ verticesRow.push( this.vertices.length - 1 );
+ uvsRow.push( new THREE.Vector2( u, 1 - v ) );
+
+ }
+
+ vertices.push( verticesRow );
+ uvs.push( uvsRow );
+
+ }
+
+ var tanTheta = ( radiusBottom - radiusTop ) / height;
+ var na, nb;
+
+ for ( x = 0; x < radialSegments; x ++ ) {
+
+ if ( radiusTop !== 0 ) {
+
+ na = this.vertices[ vertices[ 0 ][ x ] ].clone();
+ nb = this.vertices[ vertices[ 0 ][ x + 1 ] ].clone();
+
+ } else {
+
+ na = this.vertices[ vertices[ 1 ][ x ] ].clone();
+ nb = this.vertices[ vertices[ 1 ][ x + 1 ] ].clone();
+
+ }
+
+ na.setY( Math.sqrt( na.x * na.x + na.z * na.z ) * tanTheta ).normalize();
+ nb.setY( Math.sqrt( nb.x * nb.x + nb.z * nb.z ) * tanTheta ).normalize();
+
+ for ( y = 0; y < heightSegments; y ++ ) {
+
+ var v1 = vertices[ y ][ x ];
+ var v2 = vertices[ y + 1 ][ x ];
+ var v3 = vertices[ y + 1 ][ x + 1 ];
+ var v4 = vertices[ y ][ x + 1 ];
+
+ var n1 = na.clone();
+ var n2 = na.clone();
+ var n3 = nb.clone();
+ var n4 = nb.clone();
+
+ var uv1 = uvs[ y ][ x ].clone();
+ var uv2 = uvs[ y + 1 ][ x ].clone();
+ var uv3 = uvs[ y + 1 ][ x + 1 ].clone();
+ var uv4 = uvs[ y ][ x + 1 ].clone();
+
+ this.faces.push( new THREE.Face3( v1, v2, v4, [ n1, n2, n4 ] ) );
+ this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv4 ] );
+
+ this.faces.push( new THREE.Face3( v2, v3, v4, [ n2.clone(), n3, n4.clone() ] ) );
+ this.faceVertexUvs[ 0 ].push( [ uv2.clone(), uv3, uv4.clone() ] );
+
+ }
+
+ }
+
+ // top cap
+
+ if ( openEnded === false && radiusTop > 0 ) {
+
+ this.vertices.push( new THREE.Vector3( 0, heightHalf, 0 ) );
+
+ for ( x = 0; x < radialSegments; x ++ ) {
+
+ var v1 = vertices[ 0 ][ x ];
+ var v2 = vertices[ 0 ][ x + 1 ];
+ var v3 = this.vertices.length - 1;
+
+ var n1 = new THREE.Vector3( 0, 1, 0 );
+ var n2 = new THREE.Vector3( 0, 1, 0 );
+ var n3 = new THREE.Vector3( 0, 1, 0 );
+
+ var uv1 = uvs[ 0 ][ x ].clone();
+ var uv2 = uvs[ 0 ][ x + 1 ].clone();
+ var uv3 = new THREE.Vector2( uv2.x, 0 );
+
+ this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
+ this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
+
+ }
+
+ }
+
+ // bottom cap
+
+ if ( openEnded === false && radiusBottom > 0 ) {
+
+ this.vertices.push( new THREE.Vector3( 0, - heightHalf, 0 ) );
+
+ for ( x = 0; x < radialSegments; x ++ ) {
+
+ var v1 = vertices[ heightSegments ][ x + 1 ];
+ var v2 = vertices[ heightSegments ][ x ];
+ var v3 = this.vertices.length - 1;
+
+ var n1 = new THREE.Vector3( 0, - 1, 0 );
+ var n2 = new THREE.Vector3( 0, - 1, 0 );
+ var n3 = new THREE.Vector3( 0, - 1, 0 );
+
+ var uv1 = uvs[ heightSegments ][ x + 1 ].clone();
+ var uv2 = uvs[ heightSegments ][ x ].clone();
+ var uv3 = new THREE.Vector2( uv2.x, 1 );
+
+ this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
+ this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
+
+ }
+
+ }
+
+ this.computeFaceNormals();
+
+};
+
+THREE.CylinderGeometry.prototype = Object.create( THREE.Geometry.prototype );
+THREE.CylinderGeometry.prototype.constructor = THREE.CylinderGeometry;
+
+// File:src/extras/geometries/ExtrudeGeometry.js
+
+/**
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ *
+ * Creates extruded geometry from a path shape.
+ *
+ * parameters = {
+ *
+ * curveSegments: <int>, // number of points on the curves
+ * steps: <int>, // number of points for z-side extrusions / used for subdividing segements of extrude spline too
+ * amount: <int>, // Depth to extrude the shape
+ *
+ * bevelEnabled: <bool>, // turn on bevel
+ * bevelThickness: <float>, // how deep into the original shape bevel goes
+ * bevelSize: <float>, // how far from shape outline is bevel
+ * bevelSegments: <int>, // number of bevel layers
+ *
+ * extrudePath: <THREE.CurvePath> // 3d spline path to extrude shape along. (creates Frames if .frames aren't defined)
+ * frames: <THREE.TubeGeometry.FrenetFrames> // containing arrays of tangents, normals, binormals
+ *
+ * material: <int> // material index for front and back faces
+ * extrudeMaterial: <int> // material index for extrusion and beveled faces
+ * uvGenerator: <Object> // object that provides UV generator functions
+ *
+ * }
+ **/
+
+THREE.ExtrudeGeometry = function ( shapes, options ) {
+
+ if ( typeof( shapes ) === "undefined" ) {
+ shapes = [];
+ return;
+ }
+
+ THREE.Geometry.call( this );
+
+ this.type = 'ExtrudeGeometry';
+
+ shapes = shapes instanceof Array ? shapes : [ shapes ];
+
+ this.addShapeList( shapes, options );
+
+ this.computeFaceNormals();
+
+ // can't really use automatic vertex normals
+ // as then front and back sides get smoothed too
+ // should do separate smoothing just for sides
+
+ //this.computeVertexNormals();
+
+ //console.log( "took", ( Date.now() - startTime ) );
+
+};
+
+THREE.ExtrudeGeometry.prototype = Object.create( THREE.Geometry.prototype );
+THREE.ExtrudeGeometry.prototype.constructor = THREE.ExtrudeGeometry;
+
+THREE.ExtrudeGeometry.prototype.addShapeList = function ( shapes, options ) {
+ var sl = shapes.length;
+
+ for ( var s = 0; s < sl; s ++ ) {
+ var shape = shapes[ s ];
+ this.addShape( shape, options );
+ }
+};
+
+THREE.ExtrudeGeometry.prototype.addShape = function ( shape, options ) {
+
+ var amount = options.amount !== undefined ? options.amount : 100;
+
+ var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6; // 10
+ var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2; // 8
+ var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
+
+ var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true; // false
+
+ var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
+
+ var steps = options.steps !== undefined ? options.steps : 1;
+
+ var extrudePath = options.extrudePath;
+ var extrudePts, extrudeByPath = false;
+
+ var material = options.material;
+ var extrudeMaterial = options.extrudeMaterial;
+
+ // Use default WorldUVGenerator if no UV generators are specified.
+ var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : THREE.ExtrudeGeometry.WorldUVGenerator;
+
+ var splineTube, binormal, normal, position2;
+ if ( extrudePath ) {
+
+ extrudePts = extrudePath.getSpacedPoints( steps );
+
+ extrudeByPath = true;
+ bevelEnabled = false; // bevels not supported for path extrusion
+
+ // SETUP TNB variables
+
+ // Reuse TNB from TubeGeomtry for now.
+ // TODO1 - have a .isClosed in spline?
+
+ splineTube = options.frames !== undefined ? options.frames : new THREE.TubeGeometry.FrenetFrames(extrudePath, steps, false);
+
+ // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
+
+ binormal = new THREE.Vector3();
+ normal = new THREE.Vector3();
+ position2 = new THREE.Vector3();
+
+ }
+
+ // Safeguards if bevels are not enabled
+
+ if ( ! bevelEnabled ) {
+
+ bevelSegments = 0;
+ bevelThickness = 0;
+ bevelSize = 0;
+
+ }
+
+ // Variables initalization
+
+ var ahole, h, hl; // looping of holes
+ var scope = this;
+
+ var shapesOffset = this.vertices.length;
+
+ var shapePoints = shape.extractPoints( curveSegments );
+
+ var vertices = shapePoints.shape;
+ var holes = shapePoints.holes;
+
+ var reverse = ! THREE.Shape.Utils.isClockWise( vertices ) ;
+
+ if ( reverse ) {
+
+ vertices = vertices.reverse();
+
+ // Maybe we should also check if holes are in the opposite direction, just to be safe ...
+
+ for ( h = 0, hl = holes.length; h < hl; h ++ ) {
+
+ ahole = holes[ h ];
+
+ if ( THREE.Shape.Utils.isClockWise( ahole ) ) {
+
+ holes[ h ] = ahole.reverse();
+
+ }
+
+ }
+
+ reverse = false; // If vertices are in order now, we shouldn't need to worry about them again (hopefully)!
+
+ }
+
+
+ var faces = THREE.Shape.Utils.triangulateShape ( vertices, holes );
+
+ /* Vertices */
+
+ var contour = vertices; // vertices has all points but contour has only points of circumference
+
+ for ( h = 0, hl = holes.length; h < hl; h ++ ) {
+
+ ahole = holes[ h ];
+
+ vertices = vertices.concat( ahole );
+
+ }
+
+
+ function scalePt2 ( pt, vec, size ) {
+
+ if ( ! vec ) THREE.error( "THREE.ExtrudeGeometry: vec does not exist" );
+
+ return vec.clone().multiplyScalar( size ).add( pt );
+
+ }
+
+ var b, bs, t, z,
+ vert, vlen = vertices.length,
+ face, flen = faces.length;
+
+
+ // Find directions for point movement
+
+
+ function getBevelVec( inPt, inPrev, inNext ) {
+
+ var EPSILON = 0.0000000001;
+
+ // computes for inPt the corresponding point inPt' on a new contour
+ // shiftet by 1 unit (length of normalized vector) to the left
+ // if we walk along contour clockwise, this new contour is outside the old one
+ //
+ // inPt' is the intersection of the two lines parallel to the two
+ // adjacent edges of inPt at a distance of 1 unit on the left side.
+
+ var v_trans_x, v_trans_y, shrink_by = 1; // resulting translation vector for inPt
+
+ // good reading for geometry algorithms (here: line-line intersection)
+ // http://geomalgorithms.com/a05-_intersect-1.html
+
+ var v_prev_x = inPt.x - inPrev.x, v_prev_y = inPt.y - inPrev.y;
+ var v_next_x = inNext.x - inPt.x, v_next_y = inNext.y - inPt.y;
+
+ var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
+
+ // check for colinear edges
+ var colinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
+
+ if ( Math.abs( colinear0 ) > EPSILON ) { // not colinear
+
+ // length of vectors for normalizing
+
+ var v_prev_len = Math.sqrt( v_prev_lensq );
+ var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
+
+ // shift adjacent points by unit vectors to the left
+
+ var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
+ var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
+
+ var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
+ var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
+
+ // scaling factor for v_prev to intersection point
+
+ var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
+ ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
+ ( v_prev_x * v_next_y - v_prev_y * v_next_x );
+
+ // vector from inPt to intersection point
+
+ v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
+ v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
+
+ // Don't normalize!, otherwise sharp corners become ugly
+ // but prevent crazy spikes
+ var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y )
+ if ( v_trans_lensq <= 2 ) {
+ return new THREE.Vector2( v_trans_x, v_trans_y );
+ } else {
+ shrink_by = Math.sqrt( v_trans_lensq / 2 );
+ }
+
+ } else { // handle special case of colinear edges
+
+ var direction_eq = false; // assumes: opposite
+ if ( v_prev_x > EPSILON ) {
+ if ( v_next_x > EPSILON ) { direction_eq = true; }
+ } else {
+ if ( v_prev_x < - EPSILON ) {
+ if ( v_next_x < - EPSILON ) { direction_eq = true; }
+ } else {
+ if ( Math.sign(v_prev_y) == Math.sign(v_next_y) ) { direction_eq = true; }
+ }
+ }
+
+ if ( direction_eq ) {
+ // console.log("Warning: lines are a straight sequence");
+ v_trans_x = - v_prev_y;
+ v_trans_y = v_prev_x;
+ shrink_by = Math.sqrt( v_prev_lensq );
+ } else {
+ // console.log("Warning: lines are a straight spike");
+ v_trans_x = v_prev_x;
+ v_trans_y = v_prev_y;
+ shrink_by = Math.sqrt( v_prev_lensq / 2 );
+ }
+
+ }
+
+ return new THREE.Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
+
+ }
+
+
+ var contourMovements = [];
+
+ for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
+
+ if ( j === il ) j = 0;
+ if ( k === il ) k = 0;
+
+ // (j)---(i)---(k)
+ // console.log('i,j,k', i, j , k)
+
+ contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
+
+ }
+
+ var holesMovements = [], oneHoleMovements, verticesMovements = contourMovements.concat();
+
+ for ( h = 0, hl = holes.length; h < hl; h ++ ) {
+
+ ahole = holes[ h ];
+
+ oneHoleMovements = [];
+
+ for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
+
+ if ( j === il ) j = 0;
+ if ( k === il ) k = 0;
+
+ // (j)---(i)---(k)
+ oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
+
+ }
+
+ holesMovements.push( oneHoleMovements );
+ verticesMovements = verticesMovements.concat( oneHoleMovements );
+
+ }
+
+
+ // Loop bevelSegments, 1 for the front, 1 for the back
+
+ for ( b = 0; b < bevelSegments; b ++ ) {
+ //for ( b = bevelSegments; b > 0; b -- ) {
+
+ t = b / bevelSegments;
+ z = bevelThickness * ( 1 - t );
+
+ //z = bevelThickness * t;
+ bs = bevelSize * ( Math.sin ( t * Math.PI / 2 ) ) ; // curved
+ //bs = bevelSize * t ; // linear
+
+ // contract shape
+
+ for ( i = 0, il = contour.length; i < il; i ++ ) {
+
+ vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
+
+ v( vert.x, vert.y, - z );
+
+ }
+
+ // expand holes
+
+ for ( h = 0, hl = holes.length; h < hl; h ++ ) {
+
+ ahole = holes[ h ];
+ oneHoleMovements = holesMovements[ h ];
+
+ for ( i = 0, il = ahole.length; i < il; i ++ ) {
+
+ vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
+
+ v( vert.x, vert.y, - z );
+
+ }
+
+ }
+
+ }
+
+ bs = bevelSize;
+
+ // Back facing vertices
+
+ for ( i = 0; i < vlen; i ++ ) {
+
+ vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
+
+ if ( ! extrudeByPath ) {
+
+ v( vert.x, vert.y, 0 );
+
+ } else {
+
+ // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
+
+ normal.copy( splineTube.normals[0] ).multiplyScalar(vert.x);
+ binormal.copy( splineTube.binormals[0] ).multiplyScalar(vert.y);
+
+ position2.copy( extrudePts[0] ).add(normal).add(binormal);
+
+ v( position2.x, position2.y, position2.z );
+
+ }
+
+ }
+
+ // Add stepped vertices...
+ // Including front facing vertices
+
+ var s;
+
+ for ( s = 1; s <= steps; s ++ ) {
+
+ for ( i = 0; i < vlen; i ++ ) {
+
+ vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
+
+ if ( ! extrudeByPath ) {
+
+ v( vert.x, vert.y, amount / steps * s );
+
+ } else {
+
+ // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
+
+ normal.copy( splineTube.normals[s] ).multiplyScalar( vert.x );
+ binormal.copy( splineTube.binormals[s] ).multiplyScalar( vert.y );
+
+ position2.copy( extrudePts[s] ).add( normal ).add( binormal );
+
+ v( position2.x, position2.y, position2.z );
+
+ }
+
+ }
+
+ }
+
+
+ // Add bevel segments planes
+
+ //for ( b = 1; b <= bevelSegments; b ++ ) {
+ for ( b = bevelSegments - 1; b >= 0; b -- ) {
+
+ t = b / bevelSegments;
+ z = bevelThickness * ( 1 - t );
+ //bs = bevelSize * ( 1-Math.sin ( ( 1 - t ) * Math.PI/2 ) );
+ bs = bevelSize * Math.sin ( t * Math.PI / 2 ) ;
+
+ // contract shape
+
+ for ( i = 0, il = contour.length; i < il; i ++ ) {
+
+ vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
+ v( vert.x, vert.y, amount + z );
+
+ }
+
+ // expand holes
+
+ for ( h = 0, hl = holes.length; h < hl; h ++ ) {
+
+ ahole = holes[ h ];
+ oneHoleMovements = holesMovements[ h ];
+
+ for ( i = 0, il = ahole.length; i < il; i ++ ) {
+
+ vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
+
+ if ( ! extrudeByPath ) {
+
+ v( vert.x, vert.y, amount + z );
+
+ } else {
+
+ v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
+
+ }
+
+ }
+
+ }
+
+ }
+
+ /* Faces */
+
+ // Top and bottom faces
+
+ buildLidFaces();
+
+ // Sides faces
+
+ buildSideFaces();
+
+
+ ///// Internal functions
+
+ function buildLidFaces() {
+
+ if ( bevelEnabled ) {
+
+ var layer = 0 ; // steps + 1
+ var offset = vlen * layer;
+
+ // Bottom faces
+
+ for ( i = 0; i < flen; i ++ ) {
+
+ face = faces[ i ];
+ f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
+
+ }
+
+ layer = steps + bevelSegments * 2;
+ offset = vlen * layer;
+
+ // Top faces
+
+ for ( i = 0; i < flen; i ++ ) {
+
+ face = faces[ i ];
+ f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
+
+ }
+
+ } else {
+
+ // Bottom faces
+
+ for ( i = 0; i < flen; i ++ ) {
+
+ face = faces[ i ];
+ f3( face[ 2 ], face[ 1 ], face[ 0 ] );
+
+ }
+
+ // Top faces
+
+ for ( i = 0; i < flen; i ++ ) {
+
+ face = faces[ i ];
+ f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
+
+ }
+ }
+
+ }
+
+ // Create faces for the z-sides of the shape
+
+ function buildSideFaces() {
+
+ var layeroffset = 0;
+ sidewalls( contour, layeroffset );
+ layeroffset += contour.length;
+
+ for ( h = 0, hl = holes.length; h < hl; h ++ ) {
+
+ ahole = holes[ h ];
+ sidewalls( ahole, layeroffset );
+
+ //, true
+ layeroffset += ahole.length;
+
+ }
+
+ }
+
+ function sidewalls( contour, layeroffset ) {
+
+ var j, k;
+ i = contour.length;
+
+ while ( -- i >= 0 ) {
+
+ j = i;
+ k = i - 1;
+ if ( k < 0 ) k = contour.length - 1;
+
+ //console.log('b', i,j, i-1, k,vertices.length);
+
+ var s = 0, sl = steps + bevelSegments * 2;
+
+ for ( s = 0; s < sl; s ++ ) {
+
+ var slen1 = vlen * s;
+ var slen2 = vlen * ( s + 1 );
+
+ var a = layeroffset + j + slen1,
+ b = layeroffset + k + slen1,
+ c = layeroffset + k + slen2,
+ d = layeroffset + j + slen2;
+
+ f4( a, b, c, d, contour, s, sl, j, k );
+
+ }
+ }
+
+ }
+
+
+ function v( x, y, z ) {
+
+ scope.vertices.push( new THREE.Vector3( x, y, z ) );
+
+ }
+
+ function f3( a, b, c ) {
+
+ a += shapesOffset;
+ b += shapesOffset;
+ c += shapesOffset;
+
+ // normal, color, material
+ scope.faces.push( new THREE.Face3( a, b, c, null, null, material ) );
+
+ var uvs = uvgen.generateTopUV( scope, a, b, c );
+
+ scope.faceVertexUvs[ 0 ].push( uvs );
+
+ }
+
+ function f4( a, b, c, d, wallContour, stepIndex, stepsLength, contourIndex1, contourIndex2 ) {
+
+ a += shapesOffset;
+ b += shapesOffset;
+ c += shapesOffset;
+ d += shapesOffset;
+
+ scope.faces.push( new THREE.Face3( a, b, d, null, null, extrudeMaterial ) );
+ scope.faces.push( new THREE.Face3( b, c, d, null, null, extrudeMaterial ) );
+
+ var uvs = uvgen.generateSideWallUV( scope, a, b, c, d );
+
+ scope.faceVertexUvs[ 0 ].push( [ uvs[ 0 ], uvs[ 1 ], uvs[ 3 ] ] );
+ scope.faceVertexUvs[ 0 ].push( [ uvs[ 1 ], uvs[ 2 ], uvs[ 3 ] ] );
+
+ }
+
+};
+
+THREE.ExtrudeGeometry.WorldUVGenerator = {
+
+ generateTopUV: function ( geometry, indexA, indexB, indexC ) {
+
+ var vertices = geometry.vertices;
+
+ var a = vertices[ indexA ];
+ var b = vertices[ indexB ];
+ var c = vertices[ indexC ];
+
+ return [
+ new THREE.Vector2( a.x, a.y ),
+ new THREE.Vector2( b.x, b.y ),
+ new THREE.Vector2( c.x, c.y )
+ ];
+
+ },
+
+ generateSideWallUV: function ( geometry, indexA, indexB, indexC, indexD ) {
+
+ var vertices = geometry.vertices;
+
+ var a = vertices[ indexA ];
+ var b = vertices[ indexB ];
+ var c = vertices[ indexC ];
+ var d = vertices[ indexD ];
+
+ if ( Math.abs( a.y - b.y ) < 0.01 ) {
+ return [
+ new THREE.Vector2( a.x, 1 - a.z ),
+ new THREE.Vector2( b.x, 1 - b.z ),
+ new THREE.Vector2( c.x, 1 - c.z ),
+ new THREE.Vector2( d.x, 1 - d.z )
+ ];
+ } else {
+ return [
+ new THREE.Vector2( a.y, 1 - a.z ),
+ new THREE.Vector2( b.y, 1 - b.z ),
+ new THREE.Vector2( c.y, 1 - c.z ),
+ new THREE.Vector2( d.y, 1 - d.z )
+ ];
+ }
+ }
+};
+
+// File:src/extras/geometries/ShapeGeometry.js
+
+/**
+ * @author jonobr1 / http://jonobr1.com
+ *
+ * Creates a one-sided polygonal geometry from a path shape. Similar to
+ * ExtrudeGeometry.
+ *
+ * parameters = {
+ *
+ * curveSegments: <int>, // number of points on the curves. NOT USED AT THE MOMENT.
+ *
+ * material: <int> // material index for front and back faces
+ * uvGenerator: <Object> // object that provides UV generator functions
+ *
+ * }
+ **/
+
+THREE.ShapeGeometry = function ( shapes, options ) {
+
+ THREE.Geometry.call( this );
+
+ this.type = 'ShapeGeometry';
+
+ if ( shapes instanceof Array === false ) shapes = [ shapes ];
+
+ this.addShapeList( shapes, options );
+
+ this.computeFaceNormals();
+
+};
+
+THREE.ShapeGeometry.prototype = Object.create( THREE.Geometry.prototype );
+THREE.ShapeGeometry.prototype.constructor = THREE.ShapeGeometry;
+
+/**
+ * Add an array of shapes to THREE.ShapeGeometry.
+ */
+THREE.ShapeGeometry.prototype.addShapeList = function ( shapes, options ) {
+
+ for ( var i = 0, l = shapes.length; i < l; i ++ ) {
+
+ this.addShape( shapes[ i ], options );
+
+ }
+
+ return this;
+
+};
+
+/**
+ * Adds a shape to THREE.ShapeGeometry, based on THREE.ExtrudeGeometry.
+ */
+THREE.ShapeGeometry.prototype.addShape = function ( shape, options ) {
+
+ if ( options === undefined ) options = {};
+ var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
+
+ var material = options.material;
+ var uvgen = options.UVGenerator === undefined ? THREE.ExtrudeGeometry.WorldUVGenerator : options.UVGenerator;
+
+ //
+
+ var i, l, hole;
+
+ var shapesOffset = this.vertices.length;
+ var shapePoints = shape.extractPoints( curveSegments );
+
+ var vertices = shapePoints.shape;
+ var holes = shapePoints.holes;
+
+ var reverse = ! THREE.Shape.Utils.isClockWise( vertices );
+
+ if ( reverse ) {
+
+ vertices = vertices.reverse();
+
+ // Maybe we should also check if holes are in the opposite direction, just to be safe...
+
+ for ( i = 0, l = holes.length; i < l; i ++ ) {
+
+ hole = holes[ i ];
+
+ if ( THREE.Shape.Utils.isClockWise( hole ) ) {
+
+ holes[ i ] = hole.reverse();
+
+ }
+
+ }
+
+ reverse = false;
+
+ }
+
+ var faces = THREE.Shape.Utils.triangulateShape( vertices, holes );
+
+ // Vertices
+
+ var contour = vertices;
+
+ for ( i = 0, l = holes.length; i < l; i ++ ) {
+
+ hole = holes[ i ];
+ vertices = vertices.concat( hole );
+
+ }
+
+ //
+
+ var vert, vlen = vertices.length;
+ var face, flen = faces.length;
+
+ for ( i = 0; i < vlen; i ++ ) {
+
+ vert = vertices[ i ];
+
+ this.vertices.push( new THREE.Vector3( vert.x, vert.y, 0 ) );
+
+ }
+
+ for ( i = 0; i < flen; i ++ ) {
+
+ face = faces[ i ];
+
+ var a = face[ 0 ] + shapesOffset;
+ var b = face[ 1 ] + shapesOffset;
+ var c = face[ 2 ] + shapesOffset;
+
+ this.faces.push( new THREE.Face3( a, b, c, null, null, material ) );
+ this.faceVertexUvs[ 0 ].push( uvgen.generateTopUV( this, a, b, c ) );
+
+ }
+
+};
+
+// File:src/extras/geometries/LatheGeometry.js
+
+/**
+ * @author astrodud / http://astrodud.isgreat.org/
+ * @author zz85 / https://github.com/zz85
+ * @author bhouston / http://exocortex.com
+ */
+
+// points - to create a closed torus, one must use a set of points
+// like so: [ a, b, c, d, a ], see first is the same as last.
+// segments - the number of circumference segments to create
+// phiStart - the starting radian
+// phiLength - the radian (0 to 2*PI) range of the lathed section
+// 2*pi is a closed lathe, less than 2PI is a portion.
+
+THREE.LatheGeometry = function ( points, segments, phiStart, phiLength ) {
+
+ THREE.Geometry.call( this );
+
+ this.type = 'LatheGeometry';
+
+ this.parameters = {
+ points: points,
+ segments: segments,
+ phiStart: phiStart,
+ phiLength: phiLength
+ };
+
+ segments = segments || 12;
+ phiStart = phiStart || 0;
+ phiLength = phiLength || 2 * Math.PI;
+
+ var inversePointLength = 1.0 / ( points.length - 1 );
+ var inverseSegments = 1.0 / segments;
+
+ for ( var i = 0, il = segments; i <= il; i ++ ) {
+
+ var phi = phiStart + i * inverseSegments * phiLength;
+
+ var c = Math.cos( phi ),
+ s = Math.sin( phi );
+
+ for ( var j = 0, jl = points.length; j < jl; j ++ ) {
+
+ var pt = points[ j ];
+
+ var vertex = new THREE.Vector3();
+
+ vertex.x = c * pt.x - s * pt.y;
+ vertex.y = s * pt.x + c * pt.y;
+ vertex.z = pt.z;
+
+ this.vertices.push( vertex );
+
+ }
+
+ }
+
+ var np = points.length;
+
+ for ( var i = 0, il = segments; i < il; i ++ ) {
+
+ for ( var j = 0, jl = points.length - 1; j < jl; j ++ ) {
+
+ var base = j + np * i;
+ var a = base;
+ var b = base + np;
+ var c = base + 1 + np;
+ var d = base + 1;
+
+ var u0 = i * inverseSegments;
+ var v0 = j * inversePointLength;
+ var u1 = u0 + inverseSegments;
+ var v1 = v0 + inversePointLength;
+
+ this.faces.push( new THREE.Face3( a, b, d ) );
+
+ this.faceVertexUvs[ 0 ].push( [
+
+ new THREE.Vector2( u0, v0 ),
+ new THREE.Vector2( u1, v0 ),
+ new THREE.Vector2( u0, v1 )
+
+ ] );
+
+ this.faces.push( new THREE.Face3( b, c, d ) );
+
+ this.faceVertexUvs[ 0 ].push( [
+
+ new THREE.Vector2( u1, v0 ),
+ new THREE.Vector2( u1, v1 ),
+ new THREE.Vector2( u0, v1 )
+
+ ] );
+
+
+ }
+
+ }
+
+ this.mergeVertices();
+ this.computeFaceNormals();
+ this.computeVertexNormals();
+
+};
+
+THREE.LatheGeometry.prototype = Object.create( THREE.Geometry.prototype );
+THREE.LatheGeometry.prototype.constructor = THREE.LatheGeometry;
+
+// File:src/extras/geometries/PlaneGeometry.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Plane.as
+ */
+
+THREE.PlaneGeometry = function ( width, height, widthSegments, heightSegments ) {
+
+ console.info( 'THREE.PlaneGeometry: Consider using THREE.PlaneBufferGeometry for lower memory footprint.' );
+
+ THREE.Geometry.call( this );
+
+ this.type = 'PlaneGeometry';
+
+ this.parameters = {
+ width: width,
+ height: height,
+ widthSegments: widthSegments,
+ heightSegments: heightSegments
+ };
+
+ this.fromBufferGeometry( new THREE.PlaneBufferGeometry( width, height, widthSegments, heightSegments ) );
+
+};
+
+THREE.PlaneGeometry.prototype = Object.create( THREE.Geometry.prototype );
+THREE.PlaneGeometry.prototype.constructor = THREE.PlaneGeometry;
+
+// File:src/extras/geometries/PlaneBufferGeometry.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Plane.as
+ */
+
+THREE.PlaneBufferGeometry = function ( width, height, widthSegments, heightSegments ) {
+
+ THREE.BufferGeometry.call( this );
+
+ this.type = 'PlaneBufferGeometry';
+
+ this.parameters = {
+ width: width,
+ height: height,
+ widthSegments: widthSegments,
+ heightSegments: heightSegments
+ };
+
+ var width_half = width / 2;
+ var height_half = height / 2;
+
+ var gridX = widthSegments || 1;
+ var gridY = heightSegments || 1;
+
+ var gridX1 = gridX + 1;
+ var gridY1 = gridY + 1;
+
+ var segment_width = width / gridX;
+ var segment_height = height / gridY;
+
+ var vertices = new Float32Array( gridX1 * gridY1 * 3 );
+ var normals = new Float32Array( gridX1 * gridY1 * 3 );
+ var uvs = new Float32Array( gridX1 * gridY1 * 2 );
+
+ var offset = 0;
+ var offset2 = 0;
+
+ for ( var iy = 0; iy < gridY1; iy ++ ) {
+
+ var y = iy * segment_height - height_half;
+
+ for ( var ix = 0; ix < gridX1; ix ++ ) {
+
+ var x = ix * segment_width - width_half;
+
+ vertices[ offset ] = x;
+ vertices[ offset + 1 ] = - y;
+
+ normals[ offset + 2 ] = 1;
+
+ uvs[ offset2 ] = ix / gridX;
+ uvs[ offset2 + 1 ] = 1 - ( iy / gridY );
+
+ offset += 3;
+ offset2 += 2;
+
+ }
+
+ }
+
+ offset = 0;
+
+ var indices = new ( ( vertices.length / 3 ) > 65535 ? Uint32Array : Uint16Array )( gridX * gridY * 6 );
+
+ for ( var iy = 0; iy < gridY; iy ++ ) {
+
+ for ( var ix = 0; ix < gridX; ix ++ ) {
+
+ var a = ix + gridX1 * iy;
+ var b = ix + gridX1 * ( iy + 1 );
+ var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
+ var d = ( ix + 1 ) + gridX1 * iy;
+
+ indices[ offset ] = a;
+ indices[ offset + 1 ] = b;
+ indices[ offset + 2 ] = d;
+
+ indices[ offset + 3 ] = b;
+ indices[ offset + 4 ] = c;
+ indices[ offset + 5 ] = d;
+
+ offset += 6;
+
+ }
+
+ }
+
+ this.addAttribute( 'index', new THREE.BufferAttribute( indices, 1 ) );
+ this.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
+ this.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) );
+ this.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) );
+
+};
+
+THREE.PlaneBufferGeometry.prototype = Object.create( THREE.BufferGeometry.prototype );
+THREE.PlaneBufferGeometry.prototype.constructor = THREE.PlaneBufferGeometry;
+
+// File:src/extras/geometries/RingGeometry.js
+
+/**
+ * @author Kaleb Murphy
+ */
+
+THREE.RingGeometry = function ( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
+
+ THREE.Geometry.call( this );
+
+ this.type = 'RingGeometry';
+
+ this.parameters = {
+ innerRadius: innerRadius,
+ outerRadius: outerRadius,
+ thetaSegments: thetaSegments,
+ phiSegments: phiSegments,
+ thetaStart: thetaStart,
+ thetaLength: thetaLength
+ };
+
+ innerRadius = innerRadius || 0;
+ outerRadius = outerRadius || 50;
+
+ thetaStart = thetaStart !== undefined ? thetaStart : 0;
+ thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
+
+ thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
+ phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 8;
+
+ var i, o, uvs = [], radius = innerRadius, radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
+
+ for ( i = 0; i < phiSegments + 1; i ++ ) { // concentric circles inside ring
+
+ for ( o = 0; o < thetaSegments + 1; o ++ ) { // number of segments per circle
+
+ var vertex = new THREE.Vector3();
+ var segment = thetaStart + o / thetaSegments * thetaLength;
+ vertex.x = radius * Math.cos( segment );
+ vertex.y = radius * Math.sin( segment );
+
+ this.vertices.push( vertex );
+ uvs.push( new THREE.Vector2( ( vertex.x / outerRadius + 1 ) / 2, ( vertex.y / outerRadius + 1 ) / 2 ) );
+ }
+
+ radius += radiusStep;
+
+ }
+
+ var n = new THREE.Vector3( 0, 0, 1 );
+
+ for ( i = 0; i < phiSegments; i ++ ) { // concentric circles inside ring
+
+ var thetaSegment = i * (thetaSegments + 1);
+
+ for ( o = 0; o < thetaSegments ; o ++ ) { // number of segments per circle
+
+ var segment = o + thetaSegment;
+
+ var v1 = segment;
+ var v2 = segment + thetaSegments + 1;
+ var v3 = segment + thetaSegments + 2;
+
+ this.faces.push( new THREE.Face3( v1, v2, v3, [ n.clone(), n.clone(), n.clone() ] ) );
+ this.faceVertexUvs[ 0 ].push( [ uvs[ v1 ].clone(), uvs[ v2 ].clone(), uvs[ v3 ].clone() ]);
+
+ v1 = segment;
+ v2 = segment + thetaSegments + 2;
+ v3 = segment + 1;
+
+ this.faces.push( new THREE.Face3( v1, v2, v3, [ n.clone(), n.clone(), n.clone() ] ) );
+ this.faceVertexUvs[ 0 ].push( [ uvs[ v1 ].clone(), uvs[ v2 ].clone(), uvs[ v3 ].clone() ]);
+
+ }
+ }
+
+ this.computeFaceNormals();
+
+ this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
+
+};
+
+THREE.RingGeometry.prototype = Object.create( THREE.Geometry.prototype );
+THREE.RingGeometry.prototype.constructor = THREE.RingGeometry;
+
+
+// File:src/extras/geometries/SphereGeometry.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.SphereGeometry = function ( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
+
+ THREE.Geometry.call( this );
+
+ this.type = 'SphereGeometry';
+
+ this.parameters = {
+ radius: radius,
+ widthSegments: widthSegments,
+ heightSegments: heightSegments,
+ phiStart: phiStart,
+ phiLength: phiLength,
+ thetaStart: thetaStart,
+ thetaLength: thetaLength
+ };
+
+ radius = radius || 50;
+
+ widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
+ heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
+
+ phiStart = phiStart !== undefined ? phiStart : 0;
+ phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
+
+ thetaStart = thetaStart !== undefined ? thetaStart : 0;
+ thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
+
+ var x, y, vertices = [], uvs = [];
+
+ for ( y = 0; y <= heightSegments; y ++ ) {
+
+ var verticesRow = [];
+ var uvsRow = [];
+
+ for ( x = 0; x <= widthSegments; x ++ ) {
+
+ var u = x / widthSegments;
+ var v = y / heightSegments;
+
+ var vertex = new THREE.Vector3();
+ vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
+ vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
+ vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
+
+ this.vertices.push( vertex );
+
+ verticesRow.push( this.vertices.length - 1 );
+ uvsRow.push( new THREE.Vector2( u, 1 - v ) );
+
+ }
+
+ vertices.push( verticesRow );
+ uvs.push( uvsRow );
+
+ }
+
+ for ( y = 0; y < heightSegments; y ++ ) {
+
+ for ( x = 0; x < widthSegments; x ++ ) {
+
+ var v1 = vertices[ y ][ x + 1 ];
+ var v2 = vertices[ y ][ x ];
+ var v3 = vertices[ y + 1 ][ x ];
+ var v4 = vertices[ y + 1 ][ x + 1 ];
+
+ var n1 = this.vertices[ v1 ].clone().normalize();
+ var n2 = this.vertices[ v2 ].clone().normalize();
+ var n3 = this.vertices[ v3 ].clone().normalize();
+ var n4 = this.vertices[ v4 ].clone().normalize();
+
+ var uv1 = uvs[ y ][ x + 1 ].clone();
+ var uv2 = uvs[ y ][ x ].clone();
+ var uv3 = uvs[ y + 1 ][ x ].clone();
+ var uv4 = uvs[ y + 1 ][ x + 1 ].clone();
+
+ if ( Math.abs( this.vertices[ v1 ].y ) === radius ) {
+
+ uv1.x = ( uv1.x + uv2.x ) / 2;
+ this.faces.push( new THREE.Face3( v1, v3, v4, [ n1, n3, n4 ] ) );
+ this.faceVertexUvs[ 0 ].push( [ uv1, uv3, uv4 ] );
+
+ } else if ( Math.abs( this.vertices[ v3 ].y ) === radius ) {
+
+ uv3.x = ( uv3.x + uv4.x ) / 2;
+ this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
+ this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
+
+ } else {
+
+ this.faces.push( new THREE.Face3( v1, v2, v4, [ n1, n2, n4 ] ) );
+ this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv4 ] );
+
+ this.faces.push( new THREE.Face3( v2, v3, v4, [ n2.clone(), n3, n4.clone() ] ) );
+ this.faceVertexUvs[ 0 ].push( [ uv2.clone(), uv3, uv4.clone() ] );
+
+ }
+
+ }
+
+ }
+
+ this.computeFaceNormals();
+
+ this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
+
+};
+
+THREE.SphereGeometry.prototype = Object.create( THREE.Geometry.prototype );
+THREE.SphereGeometry.prototype.constructor = THREE.SphereGeometry;
+
+// File:src/extras/geometries/TextGeometry.js
+
+/**
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * For creating 3D text geometry in three.js
+ *
+ * Text = 3D Text
+ *
+ * parameters = {
+ * size: <float>, // size of the text
+ * height: <float>, // thickness to extrude text
+ * curveSegments: <int>, // number of points on the curves
+ *
+ * font: <string>, // font name
+ * weight: <string>, // font weight (normal, bold)
+ * style: <string>, // font style (normal, italics)
+ *
+ * bevelEnabled: <bool>, // turn on bevel
+ * bevelThickness: <float>, // how deep into text bevel goes
+ * bevelSize: <float>, // how far from text outline is bevel
+ * }
+ *
+ */
+
+/* Usage Examples
+
+ // TextGeometry wrapper
+
+ var text3d = new TextGeometry( text, options );
+
+ // Complete manner
+
+ var textShapes = THREE.FontUtils.generateShapes( text, options );
+ var text3d = new ExtrudeGeometry( textShapes, options );
+
+*/
+
+
+THREE.TextGeometry = function ( text, parameters ) {
+
+ parameters = parameters || {};
+
+ var textShapes = THREE.FontUtils.generateShapes( text, parameters );
+
+ // translate parameters to ExtrudeGeometry API
+
+ parameters.amount = parameters.height !== undefined ? parameters.height : 50;
+
+ // defaults
+
+ if ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10;
+ if ( parameters.bevelSize === undefined ) parameters.bevelSize = 8;
+ if ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false;
+
+ THREE.ExtrudeGeometry.call( this, textShapes, parameters );
+
+ this.type = 'TextGeometry';
+
+};
+
+THREE.TextGeometry.prototype = Object.create( THREE.ExtrudeGeometry.prototype );
+THREE.TextGeometry.prototype.constructor = THREE.TextGeometry;
+
+// File:src/extras/geometries/TorusGeometry.js
+
+/**
+ * @author oosmoxiecode
+ * @author mrdoob / http://mrdoob.com/
+ * based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3DLite/src/away3dlite/primitives/Torus.as?r=2888
+ */
+
+THREE.TorusGeometry = function ( radius, tube, radialSegments, tubularSegments, arc ) {
+
+ THREE.Geometry.call( this );
+
+ this.type = 'TorusGeometry';
+
+ this.parameters = {
+ radius: radius,
+ tube: tube,
+ radialSegments: radialSegments,
+ tubularSegments: tubularSegments,
+ arc: arc
+ };
+
+ radius = radius || 100;
+ tube = tube || 40;
+ radialSegments = radialSegments || 8;
+ tubularSegments = tubularSegments || 6;
+ arc = arc || Math.PI * 2;
+
+ var center = new THREE.Vector3(), uvs = [], normals = [];
+
+ for ( var j = 0; j <= radialSegments; j ++ ) {
+
+ for ( var i = 0; i <= tubularSegments; i ++ ) {
+
+ var u = i / tubularSegments * arc;
+ var v = j / radialSegments * Math.PI * 2;
+
+ center.x = radius * Math.cos( u );
+ center.y = radius * Math.sin( u );
+
+ var vertex = new THREE.Vector3();
+ vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
+ vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
+ vertex.z = tube * Math.sin( v );
+
+ this.vertices.push( vertex );
+
+ uvs.push( new THREE.Vector2( i / tubularSegments, j / radialSegments ) );
+ normals.push( vertex.clone().sub( center ).normalize() );
+
+ }
+
+ }
+
+ for ( var j = 1; j <= radialSegments; j ++ ) {
+
+ for ( var i = 1; i <= tubularSegments; i ++ ) {
+
+ var a = ( tubularSegments + 1 ) * j + i - 1;
+ var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
+ var c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
+ var d = ( tubularSegments + 1 ) * j + i;
+
+ var face = new THREE.Face3( a, b, d, [ normals[ a ].clone(), normals[ b ].clone(), normals[ d ].clone() ] );
+ this.faces.push( face );
+ this.faceVertexUvs[ 0 ].push( [ uvs[ a ].clone(), uvs[ b ].clone(), uvs[ d ].clone() ] );
+
+ face = new THREE.Face3( b, c, d, [ normals[ b ].clone(), normals[ c ].clone(), normals[ d ].clone() ] );
+ this.faces.push( face );
+ this.faceVertexUvs[ 0 ].push( [ uvs[ b ].clone(), uvs[ c ].clone(), uvs[ d ].clone() ] );
+
+ }
+
+ }
+
+ this.computeFaceNormals();
+
+};
+
+THREE.TorusGeometry.prototype = Object.create( THREE.Geometry.prototype );
+THREE.TorusGeometry.prototype.constructor = THREE.TorusGeometry;
+
+// File:src/extras/geometries/TorusKnotGeometry.js
+
+/**
+ * @author oosmoxiecode
+ * based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/away3d/primitives/TorusKnot.as?spec=svn2473&r=2473
+ */
+
+THREE.TorusKnotGeometry = function ( radius, tube, radialSegments, tubularSegments, p, q, heightScale ) {
+
+ THREE.Geometry.call( this );
+
+ this.type = 'TorusKnotGeometry';
+
+ this.parameters = {
+ radius: radius,
+ tube: tube,
+ radialSegments: radialSegments,
+ tubularSegments: tubularSegments,
+ p: p,
+ q: q,
+ heightScale: heightScale
+ };
+
+ radius = radius || 100;
+ tube = tube || 40;
+ radialSegments = radialSegments || 64;
+ tubularSegments = tubularSegments || 8;
+ p = p || 2;
+ q = q || 3;
+ heightScale = heightScale || 1;
+
+ var grid = new Array( radialSegments );
+ var tang = new THREE.Vector3();
+ var n = new THREE.Vector3();
+ var bitan = new THREE.Vector3();
+
+ for ( var i = 0; i < radialSegments; ++ i ) {
+
+ grid[ i ] = new Array( tubularSegments );
+ var u = i / radialSegments * 2 * p * Math.PI;
+ var p1 = getPos( u, q, p, radius, heightScale );
+ var p2 = getPos( u + 0.01, q, p, radius, heightScale );
+ tang.subVectors( p2, p1 );
+ n.addVectors( p2, p1 );
+
+ bitan.crossVectors( tang, n );
+ n.crossVectors( bitan, tang );
+ bitan.normalize();
+ n.normalize();
+
+ for ( var j = 0; j < tubularSegments; ++ j ) {
+
+ var v = j / tubularSegments * 2 * Math.PI;
+ var cx = - tube * Math.cos( v ); // TODO: Hack: Negating it so it faces outside.
+ var cy = tube * Math.sin( v );
+
+ var pos = new THREE.Vector3();
+ pos.x = p1.x + cx * n.x + cy * bitan.x;
+ pos.y = p1.y + cx * n.y + cy * bitan.y;
+ pos.z = p1.z + cx * n.z + cy * bitan.z;
+
+ grid[ i ][ j ] = this.vertices.push( pos ) - 1;
+
+ }
+
+ }
+
+ for ( var i = 0; i < radialSegments; ++ i ) {
+
+ for ( var j = 0; j < tubularSegments; ++ j ) {
+
+ var ip = ( i + 1 ) % radialSegments;
+ var jp = ( j + 1 ) % tubularSegments;
+
+ var a = grid[ i ][ j ];
+ var b = grid[ ip ][ j ];
+ var c = grid[ ip ][ jp ];
+ var d = grid[ i ][ jp ];
+
+ var uva = new THREE.Vector2( i / radialSegments, j / tubularSegments );
+ var uvb = new THREE.Vector2( ( i + 1 ) / radialSegments, j / tubularSegments );
+ var uvc = new THREE.Vector2( ( i + 1 ) / radialSegments, ( j + 1 ) / tubularSegments );
+ var uvd = new THREE.Vector2( i / radialSegments, ( j + 1 ) / tubularSegments );
+
+ this.faces.push( new THREE.Face3( a, b, d ) );
+ this.faceVertexUvs[ 0 ].push( [ uva, uvb, uvd ] );
+
+ this.faces.push( new THREE.Face3( b, c, d ) );
+ this.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] );
+
+ }
+ }
+
+ this.computeFaceNormals();
+ this.computeVertexNormals();
+
+ function getPos( u, in_q, in_p, radius, heightScale ) {
+
+ var cu = Math.cos( u );
+ var su = Math.sin( u );
+ var quOverP = in_q / in_p * u;
+ var cs = Math.cos( quOverP );
+
+ var tx = radius * ( 2 + cs ) * 0.5 * cu;
+ var ty = radius * ( 2 + cs ) * su * 0.5;
+ var tz = heightScale * radius * Math.sin( quOverP ) * 0.5;
+
+ return new THREE.Vector3( tx, ty, tz );
+
+ }
+
+};
+
+THREE.TorusKnotGeometry.prototype = Object.create( THREE.Geometry.prototype );
+THREE.TorusKnotGeometry.prototype.constructor = THREE.TorusKnotGeometry;
+
+// File:src/extras/geometries/TubeGeometry.js
+
+/**
+ * @author WestLangley / https://github.com/WestLangley
+ * @author zz85 / https://github.com/zz85
+ * @author miningold / https://github.com/miningold
+ * @author jonobr1 / https://github.com/jonobr1
+ *
+ * Modified from the TorusKnotGeometry by @oosmoxiecode
+ *
+ * Creates a tube which extrudes along a 3d spline
+ *
+ * Uses parallel transport frames as described in
+ * http://www.cs.indiana.edu/pub/techreports/TR425.pdf
+ */
+
+THREE.TubeGeometry = function ( path, segments, radius, radialSegments, closed, taper ) {
+
+ THREE.Geometry.call( this );
+
+ this.type = 'TubeGeometry';
+
+ this.parameters = {
+ path: path,
+ segments: segments,
+ radius: radius,
+ radialSegments: radialSegments,
+ closed: closed
+ };
+
+ segments = segments || 64;
+ radius = radius || 1;
+ radialSegments = radialSegments || 8;
+ closed = closed || false;
+ taper = taper || THREE.TubeGeometry.NoTaper;
+
+ var grid = [];
+
+ var scope = this,
+
+ tangent,
+ normal,
+ binormal,
+
+ numpoints = segments + 1,
+
+ u, v, r,
+
+ cx, cy,
+ pos, pos2 = new THREE.Vector3(),
+ i, j,
+ ip, jp,
+ a, b, c, d,
+ uva, uvb, uvc, uvd;
+
+ var frames = new THREE.TubeGeometry.FrenetFrames( path, segments, closed ),
+ tangents = frames.tangents,
+ normals = frames.normals,
+ binormals = frames.binormals;
+
+ // proxy internals
+ this.tangents = tangents;
+ this.normals = normals;
+ this.binormals = binormals;
+
+ function vert( x, y, z ) {
+
+ return scope.vertices.push( new THREE.Vector3( x, y, z ) ) - 1;
+
+ }
+
+ // consruct the grid
+
+ for ( i = 0; i < numpoints; i ++ ) {
+
+ grid[ i ] = [];
+
+ u = i / ( numpoints - 1 );
+
+ pos = path.getPointAt( u );
+
+ tangent = tangents[ i ];
+ normal = normals[ i ];
+ binormal = binormals[ i ];
+
+ r = radius * taper( u );
+
+ for ( j = 0; j < radialSegments; j ++ ) {
+
+ v = j / radialSegments * 2 * Math.PI;
+
+ cx = - r * Math.cos( v ); // TODO: Hack: Negating it so it faces outside.
+ cy = r * Math.sin( v );
+
+ pos2.copy( pos );
+ pos2.x += cx * normal.x + cy * binormal.x;
+ pos2.y += cx * normal.y + cy * binormal.y;
+ pos2.z += cx * normal.z + cy * binormal.z;
+
+ grid[ i ][ j ] = vert( pos2.x, pos2.y, pos2.z );
+
+ }
+ }
+
+
+ // construct the mesh
+
+ for ( i = 0; i < segments; i ++ ) {
+
+ for ( j = 0; j < radialSegments; j ++ ) {
+
+ ip = ( closed ) ? (i + 1) % segments : i + 1;
+ jp = (j + 1) % radialSegments;
+
+ a = grid[ i ][ j ]; // *** NOT NECESSARILY PLANAR ! ***
+ b = grid[ ip ][ j ];
+ c = grid[ ip ][ jp ];
+ d = grid[ i ][ jp ];
+
+ uva = new THREE.Vector2( i / segments, j / radialSegments );
+ uvb = new THREE.Vector2( ( i + 1 ) / segments, j / radialSegments );
+ uvc = new THREE.Vector2( ( i + 1 ) / segments, ( j + 1 ) / radialSegments );
+ uvd = new THREE.Vector2( i / segments, ( j + 1 ) / radialSegments );
+
+ this.faces.push( new THREE.Face3( a, b, d ) );
+ this.faceVertexUvs[ 0 ].push( [ uva, uvb, uvd ] );
+
+ this.faces.push( new THREE.Face3( b, c, d ) );
+ this.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] );
+
+ }
+ }
+
+ this.computeFaceNormals();
+ this.computeVertexNormals();
+
+};
+
+THREE.TubeGeometry.prototype = Object.create( THREE.Geometry.prototype );
+THREE.TubeGeometry.prototype.constructor = THREE.TubeGeometry;
+
+THREE.TubeGeometry.NoTaper = function ( u ) {
+
+ return 1;
+
+};
+
+THREE.TubeGeometry.SinusoidalTaper = function ( u ) {
+
+ return Math.sin( Math.PI * u );
+
+};
+
+// For computing of Frenet frames, exposing the tangents, normals and binormals the spline
+THREE.TubeGeometry.FrenetFrames = function ( path, segments, closed ) {
+
+ var normal = new THREE.Vector3(),
+
+ tangents = [],
+ normals = [],
+ binormals = [],
+
+ vec = new THREE.Vector3(),
+ mat = new THREE.Matrix4(),
+
+ numpoints = segments + 1,
+ theta,
+ epsilon = 0.0001,
+ smallest,
+
+ tx, ty, tz,
+ i, u;
+
+
+ // expose internals
+ this.tangents = tangents;
+ this.normals = normals;
+ this.binormals = binormals;
+
+ // compute the tangent vectors for each segment on the path
+
+ for ( i = 0; i < numpoints; i ++ ) {
+
+ u = i / ( numpoints - 1 );
+
+ tangents[ i ] = path.getTangentAt( u );
+ tangents[ i ].normalize();
+
+ }
+
+ initialNormal3();
+
+ /*
+ function initialNormal1(lastBinormal) {
+ // fixed start binormal. Has dangers of 0 vectors
+ normals[ 0 ] = new THREE.Vector3();
+ binormals[ 0 ] = new THREE.Vector3();
+ if (lastBinormal===undefined) lastBinormal = new THREE.Vector3( 0, 0, 1 );
+ normals[ 0 ].crossVectors( lastBinormal, tangents[ 0 ] ).normalize();
+ binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ).normalize();
+ }
+
+ function initialNormal2() {
+
+ // This uses the Frenet-Serret formula for deriving binormal
+ var t2 = path.getTangentAt( epsilon );
+
+ normals[ 0 ] = new THREE.Vector3().subVectors( t2, tangents[ 0 ] ).normalize();
+ binormals[ 0 ] = new THREE.Vector3().crossVectors( tangents[ 0 ], normals[ 0 ] );
+
+ normals[ 0 ].crossVectors( binormals[ 0 ], tangents[ 0 ] ).normalize(); // last binormal x tangent
+ binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ).normalize();
+
+ }
+ */
+
+ function initialNormal3() {
+ // select an initial normal vector perpenicular to the first tangent vector,
+ // and in the direction of the smallest tangent xyz component
+
+ normals[ 0 ] = new THREE.Vector3();
+ binormals[ 0 ] = new THREE.Vector3();
+ smallest = Number.MAX_VALUE;
+ tx = Math.abs( tangents[ 0 ].x );
+ ty = Math.abs( tangents[ 0 ].y );
+ tz = Math.abs( tangents[ 0 ].z );
+
+ if ( tx <= smallest ) {
+ smallest = tx;
+ normal.set( 1, 0, 0 );
+ }
+
+ if ( ty <= smallest ) {
+ smallest = ty;
+ normal.set( 0, 1, 0 );
+ }
+
+ if ( tz <= smallest ) {
+ normal.set( 0, 0, 1 );
+ }
+
+ vec.crossVectors( tangents[ 0 ], normal ).normalize();
+
+ normals[ 0 ].crossVectors( tangents[ 0 ], vec );
+ binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
+ }
+
+
+ // compute the slowly-varying normal and binormal vectors for each segment on the path
+
+ for ( i = 1; i < numpoints; i ++ ) {
+
+ normals[ i ] = normals[ i - 1 ].clone();
+
+ binormals[ i ] = binormals[ i - 1 ].clone();
+
+ vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );
+
+ if ( vec.length() > epsilon ) {
+
+ vec.normalize();
+
+ theta = Math.acos( THREE.Math.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors
+
+ normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
+
+ }
+
+ binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
+
+ }
+
+
+ // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
+
+ if ( closed ) {
+
+ theta = Math.acos( THREE.Math.clamp( normals[ 0 ].dot( normals[ numpoints - 1 ] ), - 1, 1 ) );
+ theta /= ( numpoints - 1 );
+
+ if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ numpoints - 1 ] ) ) > 0 ) {
+
+ theta = - theta;
+
+ }
+
+ for ( i = 1; i < numpoints; i ++ ) {
+
+ // twist a little...
+ normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
+ binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
+
+ }
+
+ }
+};
+
+// File:src/extras/geometries/PolyhedronGeometry.js
+
+/**
+ * @author clockworkgeek / https://github.com/clockworkgeek
+ * @author timothypratley / https://github.com/timothypratley
+ * @author WestLangley / http://github.com/WestLangley
+*/
+
+THREE.PolyhedronGeometry = function ( vertices, indices, radius, detail ) {
+
+ THREE.Geometry.call( this );
+
+ this.type = 'PolyhedronGeometry';
+
+ this.parameters = {
+ vertices: vertices,
+ indices: indices,
+ radius: radius,
+ detail: detail
+ };
+
+ radius = radius || 1;
+ detail = detail || 0;
+
+ var that = this;
+
+ for ( var i = 0, l = vertices.length; i < l; i += 3 ) {
+
+ prepare( new THREE.Vector3( vertices[ i ], vertices[ i + 1 ], vertices[ i + 2 ] ) );
+
+ }
+
+ var p = this.vertices;
+
+ var faces = [];
+
+ for ( var i = 0, j = 0, l = indices.length; i < l; i += 3, j ++ ) {
+
+ var v1 = p[ indices[ i ] ];
+ var v2 = p[ indices[ i + 1 ] ];
+ var v3 = p[ indices[ i + 2 ] ];
+
+ faces[ j ] = new THREE.Face3( v1.index, v2.index, v3.index, [ v1.clone(), v2.clone(), v3.clone() ] );
+
+ }
+
+ var centroid = new THREE.Vector3();
+
+ for ( var i = 0, l = faces.length; i < l; i ++ ) {
+
+ subdivide( faces[ i ], detail );
+
+ }
+
+
+ // Handle case when face straddles the seam
+
+ for ( var i = 0, l = this.faceVertexUvs[ 0 ].length; i < l; i ++ ) {
+
+ var uvs = this.faceVertexUvs[ 0 ][ i ];
+
+ var x0 = uvs[ 0 ].x;
+ var x1 = uvs[ 1 ].x;
+ var x2 = uvs[ 2 ].x;
+
+ var max = Math.max( x0, Math.max( x1, x2 ) );
+ var min = Math.min( x0, Math.min( x1, x2 ) );
+
+ if ( max > 0.9 && min < 0.1 ) { // 0.9 is somewhat arbitrary
+
+ if ( x0 < 0.2 ) uvs[ 0 ].x += 1;
+ if ( x1 < 0.2 ) uvs[ 1 ].x += 1;
+ if ( x2 < 0.2 ) uvs[ 2 ].x += 1;
+
+ }
+
+ }
+
+
+ // Apply radius
+
+ for ( var i = 0, l = this.vertices.length; i < l; i ++ ) {
+
+ this.vertices[ i ].multiplyScalar( radius );
+
+ }
+
+
+ // Merge vertices
+
+ this.mergeVertices();
+
+ this.computeFaceNormals();
+
+ this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
+
+
+ // Project vector onto sphere's surface
+
+ function prepare( vector ) {
+
+ var vertex = vector.normalize().clone();
+ vertex.index = that.vertices.push( vertex ) - 1;
+
+ // Texture coords are equivalent to map coords, calculate angle and convert to fraction of a circle.
+
+ var u = azimuth( vector ) / 2 / Math.PI + 0.5;
+ var v = inclination( vector ) / Math.PI + 0.5;
+ vertex.uv = new THREE.Vector2( u, 1 - v );
+
+ return vertex;
+
+ }
+
+
+ // Approximate a curved face with recursively sub-divided triangles.
+
+ function make( v1, v2, v3 ) {
+
+ var face = new THREE.Face3( v1.index, v2.index, v3.index, [ v1.clone(), v2.clone(), v3.clone() ] );
+ that.faces.push( face );
+
+ centroid.copy( v1 ).add( v2 ).add( v3 ).divideScalar( 3 );
+
+ var azi = azimuth( centroid );
+
+ that.faceVertexUvs[ 0 ].push( [
+ correctUV( v1.uv, v1, azi ),
+ correctUV( v2.uv, v2, azi ),
+ correctUV( v3.uv, v3, azi )
+ ] );
+
+ }
+
+
+ // Analytically subdivide a face to the required detail level.
+
+ function subdivide( face, detail ) {
+
+ var cols = Math.pow(2, detail);
+ var a = prepare( that.vertices[ face.a ] );
+ var b = prepare( that.vertices[ face.b ] );
+ var c = prepare( that.vertices[ face.c ] );
+ var v = [];
+
+ // Construct all of the vertices for this subdivision.
+
+ for ( var i = 0 ; i <= cols; i ++ ) {
+
+ v[ i ] = [];
+
+ var aj = prepare( a.clone().lerp( c, i / cols ) );
+ var bj = prepare( b.clone().lerp( c, i / cols ) );
+ var rows = cols - i;
+
+ for ( var j = 0; j <= rows; j ++) {
+
+ if ( j == 0 && i == cols ) {
+
+ v[ i ][ j ] = aj;
+
+ } else {
+
+ v[ i ][ j ] = prepare( aj.clone().lerp( bj, j / rows ) );
+
+ }
+
+ }
+
+ }
+
+ // Construct all of the faces.
+
+ for ( var i = 0; i < cols ; i ++ ) {
+
+ for ( var j = 0; j < 2 * (cols - i) - 1; j ++ ) {
+
+ var k = Math.floor( j / 2 );
+
+ if ( j % 2 == 0 ) {
+
+ make(
+ v[ i ][ k + 1],
+ v[ i + 1 ][ k ],
+ v[ i ][ k ]
+ );
+
+ } else {
+
+ make(
+ v[ i ][ k + 1 ],
+ v[ i + 1][ k + 1],
+ v[ i + 1 ][ k ]
+ );
+
+ }
+
+ }
+
+ }
+
+ }
+
+
+ // Angle around the Y axis, counter-clockwise when looking from above.
+
+ function azimuth( vector ) {
+
+ return Math.atan2( vector.z, - vector.x );
+
+ }
+
+
+ // Angle above the XZ plane.
+
+ function inclination( vector ) {
+
+ return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
+
+ }
+
+
+ // Texture fixing helper. Spheres have some odd behaviours.
+
+ function correctUV( uv, vector, azimuth ) {
+
+ if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) uv = new THREE.Vector2( uv.x - 1, uv.y );
+ if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) uv = new THREE.Vector2( azimuth / 2 / Math.PI + 0.5, uv.y );
+ return uv.clone();
+
+ }
+
+
+};
+
+THREE.PolyhedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
+THREE.PolyhedronGeometry.prototype.constructor = THREE.PolyhedronGeometry;
+
+// File:src/extras/geometries/DodecahedronGeometry.js
+
+/**
+ * @author Abe Pazos / https://hamoid.com
+ */
+
+THREE.DodecahedronGeometry = function ( radius, detail ) {
+
+ this.parameters = {
+ radius: radius,
+ detail: detail
+ };
+
+ var t = ( 1 + Math.sqrt( 5 ) ) / 2;
+ var r = 1 / t;
+
+ var vertices = [
+
+ // (±1, ±1, ±1)
+ -1, -1, -1, -1, -1, 1,
+ -1, 1, -1, -1, 1, 1,
+ 1, -1, -1, 1, -1, 1,
+ 1, 1, -1, 1, 1, 1,
+
+ // (0, ±1/φ, ±φ)
+ 0, -r, -t, 0, -r, t,
+ 0, r, -t, 0, r, t,
+
+ // (±1/φ, ±φ, 0)
+ -r, -t, 0, -r, t, 0,
+ r, -t, 0, r, t, 0,
+
+ // (±φ, 0, ±1/φ)
+ -t, 0, -r, t, 0, -r,
+ -t, 0, r, t, 0, r
+ ];
+
+ var indices = [
+ 3, 11, 7, 3, 7, 15, 3, 15, 13,
+ 7, 19, 17, 7, 17, 6, 7, 6, 15,
+ 17, 4, 8, 17, 8, 10, 17, 10, 6,
+ 8, 0, 16, 8, 16, 2, 8, 2, 10,
+ 0, 12, 1, 0, 1, 18, 0, 18, 16,
+ 6, 10, 2, 6, 2, 13, 6, 13, 15,
+ 2, 16, 18, 2, 18, 3, 2, 3, 13,
+ 18, 1, 9, 18, 9, 11, 18, 11, 3,
+ 4, 14, 12, 4, 12, 0, 4, 0, 8,
+ 11, 9, 5, 11, 5, 19, 11, 19, 7,
+ 19, 5, 14, 19, 14, 4, 19, 4, 17,
+ 1, 12, 14, 1, 14, 5, 1, 5, 9
+ ];
+
+ THREE.PolyhedronGeometry.call( this, vertices, indices, radius, detail );
+
+};
+
+THREE.DodecahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
+THREE.DodecahedronGeometry.prototype.constructor = THREE.DodecahedronGeometry;
+
+// File:src/extras/geometries/IcosahedronGeometry.js
+
+/**
+ * @author timothypratley / https://github.com/timothypratley
+ */
+
+THREE.IcosahedronGeometry = function ( radius, detail ) {
+
+ var t = ( 1 + Math.sqrt( 5 ) ) / 2;
+
+ var vertices = [
+ - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0,
+ 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t,
+ t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1
+ ];
+
+ var indices = [
+ 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
+ 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
+ 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
+ 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
+ ];
+
+ THREE.PolyhedronGeometry.call( this, vertices, indices, radius, detail );
+
+ this.type = 'IcosahedronGeometry';
+
+ this.parameters = {
+ radius: radius,
+ detail: detail
+ };
+};
+
+THREE.IcosahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
+THREE.IcosahedronGeometry.prototype.constructor = THREE.IcosahedronGeometry;
+
+// File:src/extras/geometries/OctahedronGeometry.js
+
+/**
+ * @author timothypratley / https://github.com/timothypratley
+ */
+
+THREE.OctahedronGeometry = function ( radius, detail ) {
+
+ this.parameters = {
+ radius: radius,
+ detail: detail
+ };
+
+ var vertices = [
+ 1, 0, 0, - 1, 0, 0, 0, 1, 0, 0,- 1, 0, 0, 0, 1, 0, 0,- 1
+ ];
+
+ var indices = [
+ 0, 2, 4, 0, 4, 3, 0, 3, 5, 0, 5, 2, 1, 2, 5, 1, 5, 3, 1, 3, 4, 1, 4, 2
+ ];
+
+ THREE.PolyhedronGeometry.call( this, vertices, indices, radius, detail );
+
+ this.type = 'OctahedronGeometry';
+
+ this.parameters = {
+ radius: radius,
+ detail: detail
+ };
+};
+
+THREE.OctahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
+THREE.OctahedronGeometry.prototype.constructor = THREE.OctahedronGeometry;
+
+// File:src/extras/geometries/TetrahedronGeometry.js
+
+/**
+ * @author timothypratley / https://github.com/timothypratley
+ */
+
+THREE.TetrahedronGeometry = function ( radius, detail ) {
+
+ var vertices = [
+ 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1
+ ];
+
+ var indices = [
+ 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
+ ];
+
+ THREE.PolyhedronGeometry.call( this, vertices, indices, radius, detail );
+
+ this.type = 'TetrahedronGeometry';
+
+ this.parameters = {
+ radius: radius,
+ detail: detail
+ };
+
+};
+
+THREE.TetrahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
+THREE.TetrahedronGeometry.prototype.constructor = THREE.TetrahedronGeometry;
+
+// File:src/extras/geometries/ParametricGeometry.js
+
+/**
+ * @author zz85 / https://github.com/zz85
+ * Parametric Surfaces Geometry
+ * based on the brilliant article by @prideout http://prideout.net/blog/?p=44
+ *
+ * new THREE.ParametricGeometry( parametricFunction, uSegments, ySegements );
+ *
+ */
+
+THREE.ParametricGeometry = function ( func, slices, stacks ) {
+
+ THREE.Geometry.call( this );
+
+ this.type = 'ParametricGeometry';
+
+ this.parameters = {
+ func: func,
+ slices: slices,
+ stacks: stacks
+ };
+
+ var verts = this.vertices;
+ var faces = this.faces;
+ var uvs = this.faceVertexUvs[ 0 ];
+
+ var i, j, p;
+ var u, v;
+
+ var sliceCount = slices + 1;
+
+ for ( i = 0; i <= stacks; i ++ ) {
+
+ v = i / stacks;
+
+ for ( j = 0; j <= slices; j ++ ) {
+
+ u = j / slices;
+
+ p = func( u, v );
+ verts.push( p );
+
+ }
+ }
+
+ var a, b, c, d;
+ var uva, uvb, uvc, uvd;
+
+ for ( i = 0; i < stacks; i ++ ) {
+
+ for ( j = 0; j < slices; j ++ ) {
+
+ a = i * sliceCount + j;
+ b = i * sliceCount + j + 1;
+ c = (i + 1) * sliceCount + j + 1;
+ d = (i + 1) * sliceCount + j;
+
+ uva = new THREE.Vector2( j / slices, i / stacks );
+ uvb = new THREE.Vector2( ( j + 1 ) / slices, i / stacks );
+ uvc = new THREE.Vector2( ( j + 1 ) / slices, ( i + 1 ) / stacks );
+ uvd = new THREE.Vector2( j / slices, ( i + 1 ) / stacks );
+
+ faces.push( new THREE.Face3( a, b, d ) );
+ uvs.push( [ uva, uvb, uvd ] );
+
+ faces.push( new THREE.Face3( b, c, d ) );
+ uvs.push( [ uvb.clone(), uvc, uvd.clone() ] );
+
+ }
+
+ }
+
+ // console.log(this);
+
+ // magic bullet
+ // var diff = this.mergeVertices();
+ // console.log('removed ', diff, ' vertices by merging');
+
+ this.computeFaceNormals();
+ this.computeVertexNormals();
+
+};
+
+THREE.ParametricGeometry.prototype = Object.create( THREE.Geometry.prototype );
+THREE.ParametricGeometry.prototype.constructor = THREE.ParametricGeometry;
+
+// File:src/extras/helpers/AxisHelper.js
+
+/**
+ * @author sroucheray / http://sroucheray.org/
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.AxisHelper = function ( size ) {
+
+ size = size || 1;
+
+ var vertices = new Float32Array( [
+ 0, 0, 0, size, 0, 0,
+ 0, 0, 0, 0, size, 0,
+ 0, 0, 0, 0, 0, size
+ ] );
+
+ var colors = new Float32Array( [
+ 1, 0, 0, 1, 0.6, 0,
+ 0, 1, 0, 0.6, 1, 0,
+ 0, 0, 1, 0, 0.6, 1
+ ] );
+
+ var geometry = new THREE.BufferGeometry();
+ geometry.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
+ geometry.addAttribute( 'color', new THREE.BufferAttribute( colors, 3 ) );
+
+ var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors } );
+
+ THREE.Line.call( this, geometry, material, THREE.LinePieces );
+
+};
+
+THREE.AxisHelper.prototype = Object.create( THREE.Line.prototype );
+THREE.AxisHelper.prototype.constructor = THREE.AxisHelper;
+
+// File:src/extras/helpers/ArrowHelper.js
+
+/**
+ * @author WestLangley / http://github.com/WestLangley
+ * @author zz85 / http://github.com/zz85
+ * @author bhouston / http://exocortex.com
+ *
+ * Creates an arrow for visualizing directions
+ *
+ * Parameters:
+ * dir - Vector3
+ * origin - Vector3
+ * length - Number
+ * color - color in hex value
+ * headLength - Number
+ * headWidth - Number
+ */
+
+THREE.ArrowHelper = ( function () {
+
+ var lineGeometry = new THREE.Geometry();
+ lineGeometry.vertices.push( new THREE.Vector3( 0, 0, 0 ), new THREE.Vector3( 0, 1, 0 ) );
+
+ var coneGeometry = new THREE.CylinderGeometry( 0, 0.5, 1, 5, 1 );
+ coneGeometry.applyMatrix( new THREE.Matrix4().makeTranslation( 0, - 0.5, 0 ) );
+
+ return function ( dir, origin, length, color, headLength, headWidth ) {
+
+ // dir is assumed to be normalized
+
+ THREE.Object3D.call( this );
+
+ if ( color === undefined ) color = 0xffff00;
+ if ( length === undefined ) length = 1;
+ if ( headLength === undefined ) headLength = 0.2 * length;
+ if ( headWidth === undefined ) headWidth = 0.2 * headLength;
+
+ this.position.copy( origin );
+
+ this.line = new THREE.Line( lineGeometry, new THREE.LineBasicMaterial( { color: color } ) );
+ this.line.matrixAutoUpdate = false;
+ this.add( this.line );
+
+ this.cone = new THREE.Mesh( coneGeometry, new THREE.MeshBasicMaterial( { color: color } ) );
+ this.cone.matrixAutoUpdate = false;
+ this.add( this.cone );
+
+ this.setDirection( dir );
+ this.setLength( length, headLength, headWidth );
+
+ }
+
+}() );
+
+THREE.ArrowHelper.prototype = Object.create( THREE.Object3D.prototype );
+THREE.ArrowHelper.prototype.constructor = THREE.ArrowHelper;
+
+THREE.ArrowHelper.prototype.setDirection = ( function () {
+
+ var axis = new THREE.Vector3();
+ var radians;
+
+ return function ( dir ) {
+
+ // dir is assumed to be normalized
+
+ if ( dir.y > 0.99999 ) {
+
+ this.quaternion.set( 0, 0, 0, 1 );
+
+ } else if ( dir.y < - 0.99999 ) {
+
+ this.quaternion.set( 1, 0, 0, 0 );
+
+ } else {
+
+ axis.set( dir.z, 0, - dir.x ).normalize();
+
+ radians = Math.acos( dir.y );
+
+ this.quaternion.setFromAxisAngle( axis, radians );
+
+ }
+
+ };
+
+}() );
+
+THREE.ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) {
+
+ if ( headLength === undefined ) headLength = 0.2 * length;
+ if ( headWidth === undefined ) headWidth = 0.2 * headLength;
+
+ this.line.scale.set( 1, length - headLength, 1 );
+ this.line.updateMatrix();
+
+ this.cone.scale.set( headWidth, headLength, headWidth );
+ this.cone.position.y = length;
+ this.cone.updateMatrix();
+
+};
+
+THREE.ArrowHelper.prototype.setColor = function ( color ) {
+
+ this.line.material.color.set( color );
+ this.cone.material.color.set( color );
+
+};
+
+// File:src/extras/helpers/BoxHelper.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.BoxHelper = function ( object ) {
+
+ var geometry = new THREE.BufferGeometry();
+ geometry.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( 72 ), 3 ) );
+
+ THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: 0xffff00 } ), THREE.LinePieces );
+
+ if ( object !== undefined ) {
+
+ this.update( object );
+
+ }
+
+};
+
+THREE.BoxHelper.prototype = Object.create( THREE.Line.prototype );
+THREE.BoxHelper.prototype.constructor = THREE.BoxHelper;
+
+THREE.BoxHelper.prototype.update = function ( object ) {
+
+ var geometry = object.geometry;
+
+ if ( geometry.boundingBox === null ) {
+
+ geometry.computeBoundingBox();
+
+ }
+
+ var min = geometry.boundingBox.min;
+ var max = geometry.boundingBox.max;
+
+ /*
+ 5____4
+ 1/___0/|
+ | 6__|_7
+ 2/___3/
+
+ 0: max.x, max.y, max.z
+ 1: min.x, max.y, max.z
+ 2: min.x, min.y, max.z
+ 3: max.x, min.y, max.z
+ 4: max.x, max.y, min.z
+ 5: min.x, max.y, min.z
+ 6: min.x, min.y, min.z
+ 7: max.x, min.y, min.z
+ */
+
+ var vertices = this.geometry.attributes.position.array;
+
+ vertices[ 0 ] = max.x; vertices[ 1 ] = max.y; vertices[ 2 ] = max.z;
+ vertices[ 3 ] = min.x; vertices[ 4 ] = max.y; vertices[ 5 ] = max.z;
+
+ vertices[ 6 ] = min.x; vertices[ 7 ] = max.y; vertices[ 8 ] = max.z;
+ vertices[ 9 ] = min.x; vertices[ 10 ] = min.y; vertices[ 11 ] = max.z;
+
+ vertices[ 12 ] = min.x; vertices[ 13 ] = min.y; vertices[ 14 ] = max.z;
+ vertices[ 15 ] = max.x; vertices[ 16 ] = min.y; vertices[ 17 ] = max.z;
+
+ vertices[ 18 ] = max.x; vertices[ 19 ] = min.y; vertices[ 20 ] = max.z;
+ vertices[ 21 ] = max.x; vertices[ 22 ] = max.y; vertices[ 23 ] = max.z;
+
+ //
+
+ vertices[ 24 ] = max.x; vertices[ 25 ] = max.y; vertices[ 26 ] = min.z;
+ vertices[ 27 ] = min.x; vertices[ 28 ] = max.y; vertices[ 29 ] = min.z;
+
+ vertices[ 30 ] = min.x; vertices[ 31 ] = max.y; vertices[ 32 ] = min.z;
+ vertices[ 33 ] = min.x; vertices[ 34 ] = min.y; vertices[ 35 ] = min.z;
+
+ vertices[ 36 ] = min.x; vertices[ 37 ] = min.y; vertices[ 38 ] = min.z;
+ vertices[ 39 ] = max.x; vertices[ 40 ] = min.y; vertices[ 41 ] = min.z;
+
+ vertices[ 42 ] = max.x; vertices[ 43 ] = min.y; vertices[ 44 ] = min.z;
+ vertices[ 45 ] = max.x; vertices[ 46 ] = max.y; vertices[ 47 ] = min.z;
+
+ //
+
+ vertices[ 48 ] = max.x; vertices[ 49 ] = max.y; vertices[ 50 ] = max.z;
+ vertices[ 51 ] = max.x; vertices[ 52 ] = max.y; vertices[ 53 ] = min.z;
+
+ vertices[ 54 ] = min.x; vertices[ 55 ] = max.y; vertices[ 56 ] = max.z;
+ vertices[ 57 ] = min.x; vertices[ 58 ] = max.y; vertices[ 59 ] = min.z;
+
+ vertices[ 60 ] = min.x; vertices[ 61 ] = min.y; vertices[ 62 ] = max.z;
+ vertices[ 63 ] = min.x; vertices[ 64 ] = min.y; vertices[ 65 ] = min.z;
+
+ vertices[ 66 ] = max.x; vertices[ 67 ] = min.y; vertices[ 68 ] = max.z;
+ vertices[ 69 ] = max.x; vertices[ 70 ] = min.y; vertices[ 71 ] = min.z;
+
+ this.geometry.attributes.position.needsUpdate = true;
+
+ this.geometry.computeBoundingSphere();
+
+ this.matrix = object.matrixWorld;
+ this.matrixAutoUpdate = false;
+
+};
+
+// File:src/extras/helpers/BoundingBoxHelper.js
+
+/**
+ * @author WestLangley / http://github.com/WestLangley
+ */
+
+// a helper to show the world-axis-aligned bounding box for an object
+
+THREE.BoundingBoxHelper = function ( object, hex ) {
+
+ var color = ( hex !== undefined ) ? hex : 0x888888;
+
+ this.object = object;
+
+ this.box = new THREE.Box3();
+
+ THREE.Mesh.call( this, new THREE.BoxGeometry( 1, 1, 1 ), new THREE.MeshBasicMaterial( { color: color, wireframe: true } ) );
+
+};
+
+THREE.BoundingBoxHelper.prototype = Object.create( THREE.Mesh.prototype );
+THREE.BoundingBoxHelper.prototype.constructor = THREE.BoundingBoxHelper;
+
+THREE.BoundingBoxHelper.prototype.update = function () {
+
+ this.box.setFromObject( this.object );
+
+ this.box.size( this.scale );
+
+ this.box.center( this.position );
+
+};
+
+// File:src/extras/helpers/CameraHelper.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * - shows frustum, line of sight and up of the camera
+ * - suitable for fast updates
+ * - based on frustum visualization in lightgl.js shadowmap example
+ * http://evanw.github.com/lightgl.js/tests/shadowmap.html
+ */
+
+THREE.CameraHelper = function ( camera ) {
+
+ var geometry = new THREE.Geometry();
+ var material = new THREE.LineBasicMaterial( { color: 0xffffff, vertexColors: THREE.FaceColors } );
+
+ var pointMap = {};
+
+ // colors
+
+ var hexFrustum = 0xffaa00;
+ var hexCone = 0xff0000;
+ var hexUp = 0x00aaff;
+ var hexTarget = 0xffffff;
+ var hexCross = 0x333333;
+
+ // near
+
+ addLine( "n1", "n2", hexFrustum );
+ addLine( "n2", "n4", hexFrustum );
+ addLine( "n4", "n3", hexFrustum );
+ addLine( "n3", "n1", hexFrustum );
+
+ // far
+
+ addLine( "f1", "f2", hexFrustum );
+ addLine( "f2", "f4", hexFrustum );
+ addLine( "f4", "f3", hexFrustum );
+ addLine( "f3", "f1", hexFrustum );
+
+ // sides
+
+ addLine( "n1", "f1", hexFrustum );
+ addLine( "n2", "f2", hexFrustum );
+ addLine( "n3", "f3", hexFrustum );
+ addLine( "n4", "f4", hexFrustum );
+
+ // cone
+
+ addLine( "p", "n1", hexCone );
+ addLine( "p", "n2", hexCone );
+ addLine( "p", "n3", hexCone );
+ addLine( "p", "n4", hexCone );
+
+ // up
+
+ addLine( "u1", "u2", hexUp );
+ addLine( "u2", "u3", hexUp );
+ addLine( "u3", "u1", hexUp );
+
+ // target
+
+ addLine( "c", "t", hexTarget );
+ addLine( "p", "c", hexCross );
+
+ // cross
+
+ addLine( "cn1", "cn2", hexCross );
+ addLine( "cn3", "cn4", hexCross );
+
+ addLine( "cf1", "cf2", hexCross );
+ addLine( "cf3", "cf4", hexCross );
+
+ function addLine( a, b, hex ) {
+
+ addPoint( a, hex );
+ addPoint( b, hex );
+
+ }
+
+ function addPoint( id, hex ) {
+
+ geometry.vertices.push( new THREE.Vector3() );
+ geometry.colors.push( new THREE.Color( hex ) );
+
+ if ( pointMap[ id ] === undefined ) {
+
+ pointMap[ id ] = [];
+
+ }
+
+ pointMap[ id ].push( geometry.vertices.length - 1 );
+
+ }
+
+ THREE.Line.call( this, geometry, material, THREE.LinePieces );
+
+ this.camera = camera;
+ this.matrix = camera.matrixWorld;
+ this.matrixAutoUpdate = false;
+
+ this.pointMap = pointMap;
+
+ this.update();
+
+};
+
+THREE.CameraHelper.prototype = Object.create( THREE.Line.prototype );
+THREE.CameraHelper.prototype.constructor = THREE.CameraHelper;
+
+THREE.CameraHelper.prototype.update = function () {
+
+ var geometry, pointMap;
+
+ var vector = new THREE.Vector3();
+ var camera = new THREE.Camera();
+
+ var setPoint = function ( point, x, y, z ) {
+
+ vector.set( x, y, z ).unproject( camera );
+
+ var points = pointMap[ point ];
+
+ if ( points !== undefined ) {
+
+ for ( var i = 0, il = points.length; i < il; i ++ ) {
+
+ geometry.vertices[ points[ i ] ].copy( vector );
+
+ }
+
+ }
+
+ };
+
+ return function () {
+
+ geometry = this.geometry;
+ pointMap = this.pointMap;
+
+ var w = 1, h = 1;
+
+ // we need just camera projection matrix
+ // world matrix must be identity
+
+ camera.projectionMatrix.copy( this.camera.projectionMatrix );
+
+ // center / target
+
+ setPoint( "c", 0, 0, - 1 );
+ setPoint( "t", 0, 0, 1 );
+
+ // near
+
+ setPoint( "n1", - w, - h, - 1 );
+ setPoint( "n2", w, - h, - 1 );
+ setPoint( "n3", - w, h, - 1 );
+ setPoint( "n4", w, h, - 1 );
+
+ // far
+
+ setPoint( "f1", - w, - h, 1 );
+ setPoint( "f2", w, - h, 1 );
+ setPoint( "f3", - w, h, 1 );
+ setPoint( "f4", w, h, 1 );
+
+ // up
+
+ setPoint( "u1", w * 0.7, h * 1.1, - 1 );
+ setPoint( "u2", - w * 0.7, h * 1.1, - 1 );
+ setPoint( "u3", 0, h * 2, - 1 );
+
+ // cross
+
+ setPoint( "cf1", - w, 0, 1 );
+ setPoint( "cf2", w, 0, 1 );
+ setPoint( "cf3", 0, - h, 1 );
+ setPoint( "cf4", 0, h, 1 );
+
+ setPoint( "cn1", - w, 0, - 1 );
+ setPoint( "cn2", w, 0, - 1 );
+ setPoint( "cn3", 0, - h, - 1 );
+ setPoint( "cn4", 0, h, - 1 );
+
+ geometry.verticesNeedUpdate = true;
+
+ };
+
+}();
+
+// File:src/extras/helpers/DirectionalLightHelper.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ * @author mrdoob / http://mrdoob.com/
+ * @author WestLangley / http://github.com/WestLangley
+ */
+
+THREE.DirectionalLightHelper = function ( light, size ) {
+
+ THREE.Object3D.call( this );
+
+ this.light = light;
+ this.light.updateMatrixWorld();
+
+ this.matrix = light.matrixWorld;
+ this.matrixAutoUpdate = false;
+
+ size = size || 1;
+
+ var geometry = new THREE.Geometry();
+ geometry.vertices.push(
+ new THREE.Vector3( - size, size, 0 ),
+ new THREE.Vector3( size, size, 0 ),
+ new THREE.Vector3( size, - size, 0 ),
+ new THREE.Vector3( - size, - size, 0 ),
+ new THREE.Vector3( - size, size, 0 )
+ );
+
+ var material = new THREE.LineBasicMaterial( { fog: false } );
+ material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
+
+ this.lightPlane = new THREE.Line( geometry, material );
+ this.add( this.lightPlane );
+
+ geometry = new THREE.Geometry();
+ geometry.vertices.push(
+ new THREE.Vector3(),
+ new THREE.Vector3()
+ );
+
+ material = new THREE.LineBasicMaterial( { fog: false } );
+ material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
+
+ this.targetLine = new THREE.Line( geometry, material );
+ this.add( this.targetLine );
+
+ this.update();
+
+};
+
+THREE.DirectionalLightHelper.prototype = Object.create( THREE.Object3D.prototype );
+THREE.DirectionalLightHelper.prototype.constructor = THREE.DirectionalLightHelper;
+
+THREE.DirectionalLightHelper.prototype.dispose = function () {
+
+ this.lightPlane.geometry.dispose();
+ this.lightPlane.material.dispose();
+ this.targetLine.geometry.dispose();
+ this.targetLine.material.dispose();
+};
+
+THREE.DirectionalLightHelper.prototype.update = function () {
+
+ var v1 = new THREE.Vector3();
+ var v2 = new THREE.Vector3();
+ var v3 = new THREE.Vector3();
+
+ return function () {
+
+ v1.setFromMatrixPosition( this.light.matrixWorld );
+ v2.setFromMatrixPosition( this.light.target.matrixWorld );
+ v3.subVectors( v2, v1 );
+
+ this.lightPlane.lookAt( v3 );
+ this.lightPlane.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
+
+ this.targetLine.geometry.vertices[ 1 ].copy( v3 );
+ this.targetLine.geometry.verticesNeedUpdate = true;
+ this.targetLine.material.color.copy( this.lightPlane.material.color );
+
+ };
+
+}();
+
+// File:src/extras/helpers/EdgesHelper.js
+
+/**
+ * @author WestLangley / http://github.com/WestLangley
+ * @param object THREE.Mesh whose geometry will be used
+ * @param hex line color
+ * @param thresholdAngle the minimim angle (in degrees),
+ * between the face normals of adjacent faces,
+ * that is required to render an edge. A value of 10 means
+ * an edge is only rendered if the angle is at least 10 degrees.
+ */
+
+THREE.EdgesHelper = function ( object, hex, thresholdAngle ) {
+
+ var color = ( hex !== undefined ) ? hex : 0xffffff;
+ thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;
+
+ var thresholdDot = Math.cos( THREE.Math.degToRad( thresholdAngle ) );
+
+ var edge = [ 0, 0 ], hash = {};
+ var sortFunction = function ( a, b ) { return a - b };
+
+ var keys = [ 'a', 'b', 'c' ];
+ var geometry = new THREE.BufferGeometry();
+
+ var geometry2;
+
+ if ( object.geometry instanceof THREE.BufferGeometry ) {
+
+ geometry2 = new THREE.Geometry();
+ geometry2.fromBufferGeometry( object.geometry );
+
+ } else {
+
+ geometry2 = object.geometry.clone();
+
+ }
+
+ geometry2.mergeVertices();
+ geometry2.computeFaceNormals();
+
+ var vertices = geometry2.vertices;
+ var faces = geometry2.faces;
+ var numEdges = 0;
+
+ for ( var i = 0, l = faces.length; i < l; i ++ ) {
+
+ var face = faces[ i ];
+
+ for ( var j = 0; j < 3; j ++ ) {
+
+ edge[ 0 ] = face[ keys[ j ] ];
+ edge[ 1 ] = face[ keys[ ( j + 1 ) % 3 ] ];
+ edge.sort( sortFunction );
+
+ var key = edge.toString();
+
+ if ( hash[ key ] === undefined ) {
+
+ hash[ key ] = { vert1: edge[ 0 ], vert2: edge[ 1 ], face1: i, face2: undefined };
+ numEdges ++;
+
+ } else {
+
+ hash[ key ].face2 = i;
+
+ }
+
+ }
+
+ }
+
+ var coords = new Float32Array( numEdges * 2 * 3 );
+
+ var index = 0;
+
+ for ( var key in hash ) {
+
+ var h = hash[ key ];
+
+ if ( h.face2 === undefined || faces[ h.face1 ].normal.dot( faces[ h.face2 ].normal ) <= thresholdDot ) {
+
+ var vertex = vertices[ h.vert1 ];
+ coords[ index ++ ] = vertex.x;
+ coords[ index ++ ] = vertex.y;
+ coords[ index ++ ] = vertex.z;
+
+ vertex = vertices[ h.vert2 ];
+ coords[ index ++ ] = vertex.x;
+ coords[ index ++ ] = vertex.y;
+ coords[ index ++ ] = vertex.z;
+
+ }
+
+ }
+
+ geometry.addAttribute( 'position', new THREE.BufferAttribute( coords, 3 ) );
+
+ THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color } ), THREE.LinePieces );
+
+ this.matrix = object.matrixWorld;
+ this.matrixAutoUpdate = false;
+
+};
+
+THREE.EdgesHelper.prototype = Object.create( THREE.Line.prototype );
+THREE.EdgesHelper.prototype.constructor = THREE.EdgesHelper;
+
+// File:src/extras/helpers/FaceNormalsHelper.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author WestLangley / http://github.com/WestLangley
+*/
+
+THREE.FaceNormalsHelper = function ( object, size, hex, linewidth ) {
+
+ this.object = object;
+
+ this.size = ( size !== undefined ) ? size : 1;
+
+ var color = ( hex !== undefined ) ? hex : 0xffff00;
+
+ var width = ( linewidth !== undefined ) ? linewidth : 1;
+
+ var geometry = new THREE.Geometry();
+
+ var faces = this.object.geometry.faces;
+
+ for ( var i = 0, l = faces.length; i < l; i ++ ) {
+
+ geometry.vertices.push( new THREE.Vector3(), new THREE.Vector3() );
+
+ }
+
+ THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color, linewidth: width } ), THREE.LinePieces );
+
+ this.matrixAutoUpdate = false;
+
+ this.normalMatrix = new THREE.Matrix3();
+
+ this.update();
+
+};
+
+THREE.FaceNormalsHelper.prototype = Object.create( THREE.Line.prototype );
+THREE.FaceNormalsHelper.prototype.constructor = THREE.FaceNormalsHelper;
+
+THREE.FaceNormalsHelper.prototype.update = function () {
+
+ var vertices = this.geometry.vertices;
+
+ var object = this.object;
+ var objectVertices = object.geometry.vertices;
+ var objectFaces = object.geometry.faces;
+ var objectWorldMatrix = object.matrixWorld;
+
+ object.updateMatrixWorld( true );
+
+ this.normalMatrix.getNormalMatrix( objectWorldMatrix );
+
+ for ( var i = 0, i2 = 0, l = objectFaces.length; i < l; i ++, i2 += 2 ) {
+
+ var face = objectFaces[ i ];
+
+ vertices[ i2 ].copy( objectVertices[ face.a ] )
+ .add( objectVertices[ face.b ] )
+ .add( objectVertices[ face.c ] )
+ .divideScalar( 3 )
+ .applyMatrix4( objectWorldMatrix );
+
+ vertices[ i2 + 1 ].copy( face.normal )
+ .applyMatrix3( this.normalMatrix )
+ .normalize()
+ .multiplyScalar( this.size )
+ .add( vertices[ i2 ] );
+
+ }
+
+ this.geometry.verticesNeedUpdate = true;
+
+ return this;
+
+};
+
+
+// File:src/extras/helpers/GridHelper.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.GridHelper = function ( size, step ) {
+
+ var geometry = new THREE.Geometry();
+ var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors } );
+
+ this.color1 = new THREE.Color( 0x444444 );
+ this.color2 = new THREE.Color( 0x888888 );
+
+ for ( var i = - size; i <= size; i += step ) {
+
+ geometry.vertices.push(
+ new THREE.Vector3( - size, 0, i ), new THREE.Vector3( size, 0, i ),
+ new THREE.Vector3( i, 0, - size ), new THREE.Vector3( i, 0, size )
+ );
+
+ var color = i === 0 ? this.color1 : this.color2;
+
+ geometry.colors.push( color, color, color, color );
+
+ }
+
+ THREE.Line.call( this, geometry, material, THREE.LinePieces );
+
+};
+
+THREE.GridHelper.prototype = Object.create( THREE.Line.prototype );
+THREE.GridHelper.prototype.constructor = THREE.GridHelper;
+
+THREE.GridHelper.prototype.setColors = function( colorCenterLine, colorGrid ) {
+
+ this.color1.set( colorCenterLine );
+ this.color2.set( colorGrid );
+
+ this.geometry.colorsNeedUpdate = true;
+
+}
+
+// File:src/extras/helpers/HemisphereLightHelper.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.HemisphereLightHelper = function ( light, sphereSize ) {
+
+ THREE.Object3D.call( this );
+
+ this.light = light;
+ this.light.updateMatrixWorld();
+
+ this.matrix = light.matrixWorld;
+ this.matrixAutoUpdate = false;
+
+ this.colors = [ new THREE.Color(), new THREE.Color() ];
+
+ var geometry = new THREE.SphereGeometry( sphereSize, 4, 2 );
+ geometry.applyMatrix( new THREE.Matrix4().makeRotationX( - Math.PI / 2 ) );
+
+ for ( var i = 0, il = 8; i < il; i ++ ) {
+
+ geometry.faces[ i ].color = this.colors[ i < 4 ? 0 : 1 ];
+
+ }
+
+ var material = new THREE.MeshBasicMaterial( { vertexColors: THREE.FaceColors, wireframe: true } );
+
+ this.lightSphere = new THREE.Mesh( geometry, material );
+ this.add( this.lightSphere );
+
+ this.update();
+
+};
+
+THREE.HemisphereLightHelper.prototype = Object.create( THREE.Object3D.prototype );
+THREE.HemisphereLightHelper.prototype.constructor = THREE.HemisphereLightHelper;
+
+THREE.HemisphereLightHelper.prototype.dispose = function () {
+ this.lightSphere.geometry.dispose();
+ this.lightSphere.material.dispose();
+};
+
+THREE.HemisphereLightHelper.prototype.update = function () {
+
+ var vector = new THREE.Vector3();
+
+ return function () {
+
+ this.colors[ 0 ].copy( this.light.color ).multiplyScalar( this.light.intensity );
+ this.colors[ 1 ].copy( this.light.groundColor ).multiplyScalar( this.light.intensity );
+
+ this.lightSphere.lookAt( vector.setFromMatrixPosition( this.light.matrixWorld ).negate() );
+ this.lightSphere.geometry.colorsNeedUpdate = true;
+
+ }
+
+}();
+
+// File:src/extras/helpers/PointLightHelper.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.PointLightHelper = function ( light, sphereSize ) {
+
+ this.light = light;
+ this.light.updateMatrixWorld();
+
+ var geometry = new THREE.SphereGeometry( sphereSize, 4, 2 );
+ var material = new THREE.MeshBasicMaterial( { wireframe: true, fog: false } );
+ material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
+
+ THREE.Mesh.call( this, geometry, material );
+
+ this.matrix = this.light.matrixWorld;
+ this.matrixAutoUpdate = false;
+
+ /*
+ var distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 );
+ var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
+
+ this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
+ this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
+
+ var d = light.distance;
+
+ if ( d === 0.0 ) {
+
+ this.lightDistance.visible = false;
+
+ } else {
+
+ this.lightDistance.scale.set( d, d, d );
+
+ }
+
+ this.add( this.lightDistance );
+ */
+
+};
+
+THREE.PointLightHelper.prototype = Object.create( THREE.Mesh.prototype );
+THREE.PointLightHelper.prototype.constructor = THREE.PointLightHelper;
+
+THREE.PointLightHelper.prototype.dispose = function () {
+
+ this.geometry.dispose();
+ this.material.dispose();
+};
+
+THREE.PointLightHelper.prototype.update = function () {
+
+ this.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
+
+ /*
+ var d = this.light.distance;
+
+ if ( d === 0.0 ) {
+
+ this.lightDistance.visible = false;
+
+ } else {
+
+ this.lightDistance.visible = true;
+ this.lightDistance.scale.set( d, d, d );
+
+ }
+ */
+
+};
+
+// File:src/extras/helpers/SkeletonHelper.js
+
+/**
+ * @author Sean Griffin / http://twitter.com/sgrif
+ * @author Michael Guerrero / http://realitymeltdown.com
+ * @author mrdoob / http://mrdoob.com/
+ * @author ikerr / http://verold.com
+ */
+
+THREE.SkeletonHelper = function ( object ) {
+
+ this.bones = this.getBoneList( object );
+
+ var geometry = new THREE.Geometry();
+
+ for ( var i = 0; i < this.bones.length; i ++ ) {
+
+ var bone = this.bones[ i ];
+
+ if ( bone.parent instanceof THREE.Bone ) {
+
+ geometry.vertices.push( new THREE.Vector3() );
+ geometry.vertices.push( new THREE.Vector3() );
+ geometry.colors.push( new THREE.Color( 0, 0, 1 ) );
+ geometry.colors.push( new THREE.Color( 0, 1, 0 ) );
+
+ }
+
+ }
+
+ var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors, depthTest: false, depthWrite: false, transparent: true } );
+
+ THREE.Line.call( this, geometry, material, THREE.LinePieces );
+
+ this.root = object;
+
+ this.matrix = object.matrixWorld;
+ this.matrixAutoUpdate = false;
+
+ this.update();
+
+};
+
+
+THREE.SkeletonHelper.prototype = Object.create( THREE.Line.prototype );
+THREE.SkeletonHelper.prototype.constructor = THREE.SkeletonHelper;
+
+THREE.SkeletonHelper.prototype.getBoneList = function( object ) {
+
+ var boneList = [];
+
+ if ( object instanceof THREE.Bone ) {
+
+ boneList.push( object );
+
+ }
+
+ for ( var i = 0; i < object.children.length; i ++ ) {
+
+ boneList.push.apply( boneList, this.getBoneList( object.children[ i ] ) );
+
+ }
+
+ return boneList;
+
+};
+
+THREE.SkeletonHelper.prototype.update = function () {
+
+ var geometry = this.geometry;
+
+ var matrixWorldInv = new THREE.Matrix4().getInverse( this.root.matrixWorld );
+
+ var boneMatrix = new THREE.Matrix4();
+
+ var j = 0;
+
+ for ( var i = 0; i < this.bones.length; i ++ ) {
+
+ var bone = this.bones[ i ];
+
+ if ( bone.parent instanceof THREE.Bone ) {
+
+ boneMatrix.multiplyMatrices( matrixWorldInv, bone.matrixWorld );
+ geometry.vertices[ j ].setFromMatrixPosition( boneMatrix );
+
+ boneMatrix.multiplyMatrices( matrixWorldInv, bone.parent.matrixWorld );
+ geometry.vertices[ j + 1 ].setFromMatrixPosition( boneMatrix );
+
+ j += 2;
+
+ }
+
+ }
+
+ geometry.verticesNeedUpdate = true;
+
+ geometry.computeBoundingSphere();
+
+};
+
+// File:src/extras/helpers/SpotLightHelper.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ * @author mrdoob / http://mrdoob.com/
+ * @author WestLangley / http://github.com/WestLangley
+*/
+
+THREE.SpotLightHelper = function ( light ) {
+
+ THREE.Object3D.call( this );
+
+ this.light = light;
+ this.light.updateMatrixWorld();
+
+ this.matrix = light.matrixWorld;
+ this.matrixAutoUpdate = false;
+
+ var geometry = new THREE.CylinderGeometry( 0, 1, 1, 8, 1, true );
+
+ geometry.applyMatrix( new THREE.Matrix4().makeTranslation( 0, - 0.5, 0 ) );
+ geometry.applyMatrix( new THREE.Matrix4().makeRotationX( - Math.PI / 2 ) );
+
+ var material = new THREE.MeshBasicMaterial( { wireframe: true, fog: false } );
+
+ this.cone = new THREE.Mesh( geometry, material );
+ this.add( this.cone );
+
+ this.update();
+
+};
+
+THREE.SpotLightHelper.prototype = Object.create( THREE.Object3D.prototype );
+THREE.SpotLightHelper.prototype.constructor = THREE.SpotLightHelper;
+
+THREE.SpotLightHelper.prototype.dispose = function () {
+ this.cone.geometry.dispose();
+ this.cone.material.dispose();
+};
+
+THREE.SpotLightHelper.prototype.update = function () {
+
+ var vector = new THREE.Vector3();
+ var vector2 = new THREE.Vector3();
+
+ return function () {
+
+ var coneLength = this.light.distance ? this.light.distance : 10000;
+ var coneWidth = coneLength * Math.tan( this.light.angle );
+
+ this.cone.scale.set( coneWidth, coneWidth, coneLength );
+
+ vector.setFromMatrixPosition( this.light.matrixWorld );
+ vector2.setFromMatrixPosition( this.light.target.matrixWorld );
+
+ this.cone.lookAt( vector2.sub( vector ) );
+
+ this.cone.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
+
+ };
+
+}();
+
+// File:src/extras/helpers/VertexNormalsHelper.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author WestLangley / http://github.com/WestLangley
+*/
+
+THREE.VertexNormalsHelper = function ( object, size, hex, linewidth ) {
+
+ this.object = object;
+
+ this.size = ( size !== undefined ) ? size : 1;
+
+ var color = ( hex !== undefined ) ? hex : 0xff0000;
+
+ var width = ( linewidth !== undefined ) ? linewidth : 1;
+
+ var geometry = new THREE.Geometry();
+
+ var faces = object.geometry.faces;
+
+ for ( var i = 0, l = faces.length; i < l; i ++ ) {
+
+ var face = faces[ i ];
+
+ for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
+
+ geometry.vertices.push( new THREE.Vector3(), new THREE.Vector3() );
+
+ }
+
+ }
+
+ THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color, linewidth: width } ), THREE.LinePieces );
+
+ this.matrixAutoUpdate = false;
+
+ this.normalMatrix = new THREE.Matrix3();
+
+ this.update();
+
+};
+
+THREE.VertexNormalsHelper.prototype = Object.create( THREE.Line.prototype );
+THREE.VertexNormalsHelper.prototype.constructor = THREE.VertexNormalsHelper;
+
+THREE.VertexNormalsHelper.prototype.update = ( function ( object ) {
+
+ var v1 = new THREE.Vector3();
+
+ return function( object ) {
+
+ var keys = [ 'a', 'b', 'c', 'd' ];
+
+ this.object.updateMatrixWorld( true );
+
+ this.normalMatrix.getNormalMatrix( this.object.matrixWorld );
+
+ var vertices = this.geometry.vertices;
+
+ var verts = this.object.geometry.vertices;
+
+ var faces = this.object.geometry.faces;
+
+ var worldMatrix = this.object.matrixWorld;
+
+ var idx = 0;
+
+ for ( var i = 0, l = faces.length; i < l; i ++ ) {
+
+ var face = faces[ i ];
+
+ for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
+
+ var vertexId = face[ keys[ j ] ];
+ var vertex = verts[ vertexId ];
+
+ var normal = face.vertexNormals[ j ];
+
+ vertices[ idx ].copy( vertex ).applyMatrix4( worldMatrix );
+
+ v1.copy( normal ).applyMatrix3( this.normalMatrix ).normalize().multiplyScalar( this.size );
+
+ v1.add( vertices[ idx ] );
+ idx = idx + 1;
+
+ vertices[ idx ].copy( v1 );
+ idx = idx + 1;
+
+ }
+
+ }
+
+ this.geometry.verticesNeedUpdate = true;
+
+ return this;
+
+ }
+
+}());
+
+// File:src/extras/helpers/VertexTangentsHelper.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author WestLangley / http://github.com/WestLangley
+*/
+
+THREE.VertexTangentsHelper = function ( object, size, hex, linewidth ) {
+
+ this.object = object;
+
+ this.size = ( size !== undefined ) ? size : 1;
+
+ var color = ( hex !== undefined ) ? hex : 0x0000ff;
+
+ var width = ( linewidth !== undefined ) ? linewidth : 1;
+
+ var geometry = new THREE.Geometry();
+
+ var faces = object.geometry.faces;
+
+ for ( var i = 0, l = faces.length; i < l; i ++ ) {
+
+ var face = faces[ i ];
+
+ for ( var j = 0, jl = face.vertexTangents.length; j < jl; j ++ ) {
+
+ geometry.vertices.push( new THREE.Vector3() );
+ geometry.vertices.push( new THREE.Vector3() );
+
+ }
+
+ }
+
+ THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color, linewidth: width } ), THREE.LinePieces );
+
+ this.matrixAutoUpdate = false;
+
+ this.update();
+
+};
+
+THREE.VertexTangentsHelper.prototype = Object.create( THREE.Line.prototype );
+THREE.VertexTangentsHelper.prototype.constructor = THREE.VertexTangentsHelper;
+
+THREE.VertexTangentsHelper.prototype.update = ( function ( object ) {
+
+ var v1 = new THREE.Vector3();
+
+ return function( object ) {
+
+ var keys = [ 'a', 'b', 'c', 'd' ];
+
+ this.object.updateMatrixWorld( true );
+
+ var vertices = this.geometry.vertices;
+
+ var verts = this.object.geometry.vertices;
+
+ var faces = this.object.geometry.faces;
+
+ var worldMatrix = this.object.matrixWorld;
+
+ var idx = 0;
+
+ for ( var i = 0, l = faces.length; i < l; i ++ ) {
+
+ var face = faces[ i ];
+
+ for ( var j = 0, jl = face.vertexTangents.length; j < jl; j ++ ) {
+
+ var vertexId = face[ keys[ j ] ];
+ var vertex = verts[ vertexId ];
+
+ var tangent = face.vertexTangents[ j ];
+
+ vertices[ idx ].copy( vertex ).applyMatrix4( worldMatrix );
+
+ v1.copy( tangent ).transformDirection( worldMatrix ).multiplyScalar( this.size );
+
+ v1.add( vertices[ idx ] );
+ idx = idx + 1;
+
+ vertices[ idx ].copy( v1 );
+ idx = idx + 1;
+
+ }
+
+ }
+
+ this.geometry.verticesNeedUpdate = true;
+
+ return this;
+
+ }
+
+}());
+
+// File:src/extras/helpers/WireframeHelper.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.WireframeHelper = function ( object, hex ) {
+
+ var color = ( hex !== undefined ) ? hex : 0xffffff;
+
+ var edge = [ 0, 0 ], hash = {};
+ var sortFunction = function ( a, b ) { return a - b };
+
+ var keys = [ 'a', 'b', 'c' ];
+ var geometry = new THREE.BufferGeometry();
+
+ if ( object.geometry instanceof THREE.Geometry ) {
+
+ var vertices = object.geometry.vertices;
+ var faces = object.geometry.faces;
+ var numEdges = 0;
+
+ // allocate maximal size
+ var edges = new Uint32Array( 6 * faces.length );
+
+ for ( var i = 0, l = faces.length; i < l; i ++ ) {
+
+ var face = faces[ i ];
+
+ for ( var j = 0; j < 3; j ++ ) {
+
+ edge[ 0 ] = face[ keys[ j ] ];
+ edge[ 1 ] = face[ keys[ ( j + 1 ) % 3 ] ];
+ edge.sort( sortFunction );
+
+ var key = edge.toString();
+
+ if ( hash[ key ] === undefined ) {
+
+ edges[ 2 * numEdges ] = edge[ 0 ];
+ edges[ 2 * numEdges + 1 ] = edge[ 1 ];
+ hash[ key ] = true;
+ numEdges ++;
+
+ }
+
+ }
+
+ }
+
+ var coords = new Float32Array( numEdges * 2 * 3 );
+
+ for ( var i = 0, l = numEdges; i < l; i ++ ) {
+
+ for ( var j = 0; j < 2; j ++ ) {
+
+ var vertex = vertices[ edges [ 2 * i + j] ];
+
+ var index = 6 * i + 3 * j;
+ coords[ index + 0 ] = vertex.x;
+ coords[ index + 1 ] = vertex.y;
+ coords[ index + 2 ] = vertex.z;
+
+ }
+
+ }
+
+ geometry.addAttribute( 'position', new THREE.BufferAttribute( coords, 3 ) );
+
+ } else if ( object.geometry instanceof THREE.BufferGeometry ) {
+
+ if ( object.geometry.attributes.index !== undefined ) { // Indexed BufferGeometry
+
+ var vertices = object.geometry.attributes.position.array;
+ var indices = object.geometry.attributes.index.array;
+ var drawcalls = object.geometry.drawcalls;
+ var numEdges = 0;
+
+ if ( drawcalls.length === 0 ) {
+
+ drawcalls = [ { count : indices.length, index : 0, start : 0 } ];
+
+ }
+
+ // allocate maximal size
+ var edges = new Uint32Array( 2 * indices.length );
+
+ for ( var o = 0, ol = drawcalls.length; o < ol; ++ o ) {
+
+ var start = drawcalls[ o ].start;
+ var count = drawcalls[ o ].count;
+ var index = drawcalls[ o ].index;
+
+ for ( var i = start, il = start + count; i < il; i += 3 ) {
+
+ for ( var j = 0; j < 3; j ++ ) {
+
+ edge[ 0 ] = index + indices[ i + j ];
+ edge[ 1 ] = index + indices[ i + ( j + 1 ) % 3 ];
+ edge.sort( sortFunction );
+
+ var key = edge.toString();
+
+ if ( hash[ key ] === undefined ) {
+
+ edges[ 2 * numEdges ] = edge[ 0 ];
+ edges[ 2 * numEdges + 1 ] = edge[ 1 ];
+ hash[ key ] = true;
+ numEdges ++;
+
+ }
+
+ }
+
+ }
+
+ }
+
+ var coords = new Float32Array( numEdges * 2 * 3 );
+
+ for ( var i = 0, l = numEdges; i < l; i ++ ) {
+
+ for ( var j = 0; j < 2; j ++ ) {
+
+ var index = 6 * i + 3 * j;
+ var index2 = 3 * edges[ 2 * i + j];
+ coords[ index + 0 ] = vertices[ index2 ];
+ coords[ index + 1 ] = vertices[ index2 + 1 ];
+ coords[ index + 2 ] = vertices[ index2 + 2 ];
+
+ }
+
+ }
+
+ geometry.addAttribute( 'position', new THREE.BufferAttribute( coords, 3 ) );
+
+ } else { // non-indexed BufferGeometry
+
+ var vertices = object.geometry.attributes.position.array;
+ var numEdges = vertices.length / 3;
+ var numTris = numEdges / 3;
+
+ var coords = new Float32Array( numEdges * 2 * 3 );
+
+ for ( var i = 0, l = numTris; i < l; i ++ ) {
+
+ for ( var j = 0; j < 3; j ++ ) {
+
+ var index = 18 * i + 6 * j;
+
+ var index1 = 9 * i + 3 * j;
+ coords[ index + 0 ] = vertices[ index1 ];
+ coords[ index + 1 ] = vertices[ index1 + 1 ];
+ coords[ index + 2 ] = vertices[ index1 + 2 ];
+
+ var index2 = 9 * i + 3 * ( ( j + 1 ) % 3 );
+ coords[ index + 3 ] = vertices[ index2 ];
+ coords[ index + 4 ] = vertices[ index2 + 1 ];
+ coords[ index + 5 ] = vertices[ index2 + 2 ];
+
+ }
+
+ }
+
+ geometry.addAttribute( 'position', new THREE.BufferAttribute( coords, 3 ) );
+
+ }
+
+ }
+
+ THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color } ), THREE.LinePieces );
+
+ this.matrix = object.matrixWorld;
+ this.matrixAutoUpdate = false;
+
+};
+
+THREE.WireframeHelper.prototype = Object.create( THREE.Line.prototype );
+THREE.WireframeHelper.prototype.constructor = THREE.WireframeHelper;
+
+// File:src/extras/objects/ImmediateRenderObject.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.ImmediateRenderObject = function () {
+
+ THREE.Object3D.call( this );
+
+ this.render = function ( renderCallback ) {};
+
+};
+
+THREE.ImmediateRenderObject.prototype = Object.create( THREE.Object3D.prototype );
+THREE.ImmediateRenderObject.prototype.constructor = THREE.ImmediateRenderObject;
+
+// File:src/extras/objects/MorphBlendMesh.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.MorphBlendMesh = function( geometry, material ) {
+
+ THREE.Mesh.call( this, geometry, material );
+
+ this.animationsMap = {};
+ this.animationsList = [];
+
+ // prepare default animation
+ // (all frames played together in 1 second)
+
+ var numFrames = this.geometry.morphTargets.length;
+
+ var name = "__default";
+
+ var startFrame = 0;
+ var endFrame = numFrames - 1;
+
+ var fps = numFrames / 1;
+
+ this.createAnimation( name, startFrame, endFrame, fps );
+ this.setAnimationWeight( name, 1 );
+
+};
+
+THREE.MorphBlendMesh.prototype = Object.create( THREE.Mesh.prototype );
+THREE.MorphBlendMesh.prototype.constructor = THREE.MorphBlendMesh;
+
+THREE.MorphBlendMesh.prototype.createAnimation = function ( name, start, end, fps ) {
+
+ var animation = {
+
+ startFrame: start,
+ endFrame: end,
+
+ length: end - start + 1,
+
+ fps: fps,
+ duration: ( end - start ) / fps,
+
+ lastFrame: 0,
+ currentFrame: 0,
+
+ active: false,
+
+ time: 0,
+ direction: 1,
+ weight: 1,
+
+ directionBackwards: false,
+ mirroredLoop: false
+
+ };
+
+ this.animationsMap[ name ] = animation;
+ this.animationsList.push( animation );
+
+};
+
+THREE.MorphBlendMesh.prototype.autoCreateAnimations = function ( fps ) {
+
+ var pattern = /([a-z]+)_?(\d+)/;
+
+ var firstAnimation, frameRanges = {};
+
+ var geometry = this.geometry;
+
+ for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) {
+
+ var morph = geometry.morphTargets[ i ];
+ var chunks = morph.name.match( pattern );
+
+ if ( chunks && chunks.length > 1 ) {
+
+ var name = chunks[ 1 ];
+
+ if ( ! frameRanges[ name ] ) frameRanges[ name ] = { start: Infinity, end: - Infinity };
+
+ var range = frameRanges[ name ];
+
+ if ( i < range.start ) range.start = i;
+ if ( i > range.end ) range.end = i;
+
+ if ( ! firstAnimation ) firstAnimation = name;
+
+ }
+
+ }
+
+ for ( var name in frameRanges ) {
+
+ var range = frameRanges[ name ];
+ this.createAnimation( name, range.start, range.end, fps );
+
+ }
+
+ this.firstAnimation = firstAnimation;
+
+};
+
+THREE.MorphBlendMesh.prototype.setAnimationDirectionForward = function ( name ) {
+
+ var animation = this.animationsMap[ name ];
+
+ if ( animation ) {
+
+ animation.direction = 1;
+ animation.directionBackwards = false;
+
+ }
+
+};
+
+THREE.MorphBlendMesh.prototype.setAnimationDirectionBackward = function ( name ) {
+
+ var animation = this.animationsMap[ name ];
+
+ if ( animation ) {
+
+ animation.direction = - 1;
+ animation.directionBackwards = true;
+
+ }
+
+};
+
+THREE.MorphBlendMesh.prototype.setAnimationFPS = function ( name, fps ) {
+
+ var animation = this.animationsMap[ name ];
+
+ if ( animation ) {
+
+ animation.fps = fps;
+ animation.duration = ( animation.end - animation.start ) / animation.fps;
+
+ }
+
+};
+
+THREE.MorphBlendMesh.prototype.setAnimationDuration = function ( name, duration ) {
+
+ var animation = this.animationsMap[ name ];
+
+ if ( animation ) {
+
+ animation.duration = duration;
+ animation.fps = ( animation.end - animation.start ) / animation.duration;
+
+ }
+
+};
+
+THREE.MorphBlendMesh.prototype.setAnimationWeight = function ( name, weight ) {
+
+ var animation = this.animationsMap[ name ];
+
+ if ( animation ) {
+
+ animation.weight = weight;
+
+ }
+
+};
+
+THREE.MorphBlendMesh.prototype.setAnimationTime = function ( name, time ) {
+
+ var animation = this.animationsMap[ name ];
+
+ if ( animation ) {
+
+ animation.time = time;
+
+ }
+
+};
+
+THREE.MorphBlendMesh.prototype.getAnimationTime = function ( name ) {
+
+ var time = 0;
+
+ var animation = this.animationsMap[ name ];
+
+ if ( animation ) {
+
+ time = animation.time;
+
+ }
+
+ return time;
+
+};
+
+THREE.MorphBlendMesh.prototype.getAnimationDuration = function ( name ) {
+
+ var duration = - 1;
+
+ var animation = this.animationsMap[ name ];
+
+ if ( animation ) {
+
+ duration = animation.duration;
+
+ }
+
+ return duration;
+
+};
+
+THREE.MorphBlendMesh.prototype.playAnimation = function ( name ) {
+
+ var animation = this.animationsMap[ name ];
+
+ if ( animation ) {
+
+ animation.time = 0;
+ animation.active = true;
+
+ } else {
+
+ THREE.warn( "THREE.MorphBlendMesh: animation[" + name + "] undefined in .playAnimation()" );
+
+ }
+
+};
+
+THREE.MorphBlendMesh.prototype.stopAnimation = function ( name ) {
+
+ var animation = this.animationsMap[ name ];
+
+ if ( animation ) {
+
+ animation.active = false;
+
+ }
+
+};
+
+THREE.MorphBlendMesh.prototype.update = function ( delta ) {
+
+ for ( var i = 0, il = this.animationsList.length; i < il; i ++ ) {
+
+ var animation = this.animationsList[ i ];
+
+ if ( ! animation.active ) continue;
+
+ var frameTime = animation.duration / animation.length;
+
+ animation.time += animation.direction * delta;
+
+ if ( animation.mirroredLoop ) {
+
+ if ( animation.time > animation.duration || animation.time < 0 ) {
+
+ animation.direction *= - 1;
+
+ if ( animation.time > animation.duration ) {
+
+ animation.time = animation.duration;
+ animation.directionBackwards = true;
+
+ }
+
+ if ( animation.time < 0 ) {
+
+ animation.time = 0;
+ animation.directionBackwards = false;
+
+ }
+
+ }
+
+ } else {
+
+ animation.time = animation.time % animation.duration;
+
+ if ( animation.time < 0 ) animation.time += animation.duration;
+
+ }
+
+ var keyframe = animation.startFrame + THREE.Math.clamp( Math.floor( animation.time / frameTime ), 0, animation.length - 1 );
+ var weight = animation.weight;
+
+ if ( keyframe !== animation.currentFrame ) {
+
+ this.morphTargetInfluences[ animation.lastFrame ] = 0;
+ this.morphTargetInfluences[ animation.currentFrame ] = 1 * weight;
+
+ this.morphTargetInfluences[ keyframe ] = 0;
+
+ animation.lastFrame = animation.currentFrame;
+ animation.currentFrame = keyframe;
+
+ }
+
+ var mix = ( animation.time % frameTime ) / frameTime;
+
+ if ( animation.directionBackwards ) mix = 1 - mix;
+
+ this.morphTargetInfluences[ animation.currentFrame ] = mix * weight;
+ this.morphTargetInfluences[ animation.lastFrame ] = ( 1 - mix ) * weight;
+
+ }
+
+};
+
diff --git a/examples/canvas3d/canvas3d/3rdparty/threex.planets.js b/examples/canvas3d/canvas3d/3rdparty/threex.planets.js
new file mode 100644
index 0000000..799493d
--- /dev/null
+++ b/examples/canvas3d/canvas3d/3rdparty/threex.planets.js
@@ -0,0 +1,435 @@
+/********************************************************************************
+**
+** The MIT License
+**
+** Copyright © 2014 threex.planets Jerome Etienne
+**
+** Permission is hereby granted, free of charge, to any person obtaining a copy
+** of this software and associated documentation files (the "Software"), to deal
+** in the Software without restriction, including without limitation the rights
+** to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+** copies of the Software, and to permit persons to whom the Software is
+** furnished to do so, subject to the following conditions:
+**
+** The above copyright notice and this permission notice shall be included in
+** all copies or substantial portions of the Software.
+**
+** THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+** IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+** FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+** AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+** LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+** OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+** THE SOFTWARE.
+**
+********************************************************************************/
+
+var THREEx = THREEx || {}
+
+THREEx.Planets = {}
+
+THREEx.Planets.baseURL = '../'
+
+// from http://planetpixelemporium.com/
+
+THREEx.Planets.createSun = function(){
+ var geometry = new THREE.SphereGeometry(0.5, 32, 32)
+ var texture = THREE.ImageUtils.loadTexture(THREEx.Planets.baseURL+'images/sunmap.jpg')
+ var material = new THREE.MeshPhongMaterial({
+ map : texture,
+ bumpMap : texture,
+ bumpScale: 0.05,
+ })
+ var mesh = new THREE.Mesh(geometry, material)
+ return mesh
+}
+
+THREEx.Planets.createMercury = function(){
+ var geometry = new THREE.SphereGeometry(0.5, 32, 32)
+ var material = new THREE.MeshPhongMaterial({
+ map : THREE.ImageUtils.loadTexture(THREEx.Planets.baseURL+'images/mercurymap.jpg'),
+ bumpMap : THREE.ImageUtils.loadTexture(THREEx.Planets.baseURL+'images/mercurybump.jpg'),
+ bumpScale: 0.005,
+ })
+ var mesh = new THREE.Mesh(geometry, material)
+ return mesh
+}
+
+THREEx.Planets.createVenus = function(){
+ var geometry = new THREE.SphereGeometry(0.5, 32, 32)
+ var material = new THREE.MeshPhongMaterial({
+ map : THREE.ImageUtils.loadTexture(THREEx.Planets.baseURL+'images/venusmap.jpg'),
+ bumpMap : THREE.ImageUtils.loadTexture(THREEx.Planets.baseURL+'images/venusbump.jpg'),
+ bumpScale: 0.005,
+ })
+ var mesh = new THREE.Mesh(geometry, material)
+ return mesh
+}
+
+THREEx.Planets.createEarth = function(){
+ var geometry = new THREE.SphereGeometry(0.5, 32, 32)
+ var material = new THREE.MeshPhongMaterial({
+ map : THREE.ImageUtils.loadTexture(THREEx.Planets.baseURL+'images/earthmap1k.jpg'),
+ bumpMap : THREE.ImageUtils.loadTexture(THREEx.Planets.baseURL+'images/earthbump1k.jpg'),
+ bumpScale : 0.05,
+ specularMap : THREE.ImageUtils.loadTexture(THREEx.Planets.baseURL+'images/earthspec1k.jpg'),
+ specular : new THREE.Color('grey'),
+ })
+ var mesh = new THREE.Mesh(geometry, material)
+ return mesh
+}
+
+THREEx.Planets.createEarthCloud = function(){
+ // create destination canvas
+ var canvasResult = document.createElement('canvas')
+ canvasResult.width = 1024
+ canvasResult.height = 512
+ var contextResult = canvasResult.getContext('2d')
+
+ // load earthcloudmap
+ var imageMap = new Image();
+ imageMap.addEventListener("load", function() {
+
+ // create dataMap ImageData for earthcloudmap
+ var canvasMap = document.createElement('canvas')
+ canvasMap.width = imageMap.width
+ canvasMap.height= imageMap.height
+ var contextMap = canvasMap.getContext('2d')
+ contextMap.drawImage(imageMap, 0, 0)
+ var dataMap = contextMap.getImageData(0, 0, canvasMap.width, canvasMap.height)
+
+ // load earthcloudmaptrans
+ var imageTrans = new Image();
+ imageTrans.addEventListener("load", function(){
+ // create dataTrans ImageData for earthcloudmaptrans
+ var canvasTrans = document.createElement('canvas')
+ canvasTrans.width = imageTrans.width
+ canvasTrans.height = imageTrans.height
+ var contextTrans = canvasTrans.getContext('2d')
+ contextTrans.drawImage(imageTrans, 0, 0)
+ var dataTrans = contextTrans.getImageData(0, 0, canvasTrans.width, canvasTrans.height)
+ // merge dataMap + dataTrans into dataResult
+ var dataResult = contextMap.createImageData(canvasMap.width, canvasMap.height)
+ for(var y = 0, offset = 0; y < imageMap.height; y++){
+ for(var x = 0; x < imageMap.width; x++, offset += 4){
+ dataResult.data[offset+0] = dataMap.data[offset+0]
+ dataResult.data[offset+1] = dataMap.data[offset+1]
+ dataResult.data[offset+2] = dataMap.data[offset+2]
+ dataResult.data[offset+3] = 255 - dataTrans.data[offset+0]
+ }
+ }
+ // update texture with result
+ contextResult.putImageData(dataResult,0,0)
+ material.map.needsUpdate = true;
+ })
+ imageTrans.src = THREEx.Planets.baseURL+'images/earthcloudmaptrans.jpg';
+ }, false);
+ imageMap.src = THREEx.Planets.baseURL+'images/earthcloudmap.jpg';
+
+ var geometry = new THREE.SphereGeometry(0.51, 32, 32)
+ var material = new THREE.MeshPhongMaterial({
+ map : new THREE.Texture(canvasResult),
+ side : THREE.DoubleSide,
+ transparent : true,
+ opacity : 0.8,
+ })
+ var mesh = new THREE.Mesh(geometry, material)
+ return mesh
+}
+
+
+THREEx.Planets.createMoon = function(){
+ var geometry = new THREE.SphereGeometry(0.5, 32, 32)
+ var material = new THREE.MeshPhongMaterial({
+ map : THREE.ImageUtils.loadTexture(THREEx.Planets.baseURL+'images/moonmap1k.jpg'),
+ bumpMap : THREE.ImageUtils.loadTexture(THREEx.Planets.baseURL+'images/moonbump1k.jpg'),
+ bumpScale: 0.002,
+ })
+ var mesh = new THREE.Mesh(geometry, material)
+ return mesh
+}
+
+THREEx.Planets.createMars = function(){
+ var geometry = new THREE.SphereGeometry(0.5, 32, 32)
+ var material = new THREE.MeshPhongMaterial({
+ map : THREE.ImageUtils.loadTexture(THREEx.Planets.baseURL+'images/marsmap1k.jpg'),
+ bumpMap : THREE.ImageUtils.loadTexture(THREEx.Planets.baseURL+'images/marsbump1k.jpg'),
+ bumpScale: 0.05,
+ })
+ var mesh = new THREE.Mesh(geometry, material)
+ return mesh
+}
+
+THREEx.Planets.createJupiter = function(){
+ var geometry = new THREE.SphereGeometry(0.5, 32, 32)
+ var texture = THREE.ImageUtils.loadTexture(THREEx.Planets.baseURL+'images/jupitermap.jpg')
+ var material = new THREE.MeshPhongMaterial({
+ map : texture,
+ bumpMap : texture,
+ bumpScale: 0.02,
+ })
+ var mesh = new THREE.Mesh(geometry, material)
+ return mesh
+}
+
+
+THREEx.Planets.createSaturn = function(){
+ var geometry = new THREE.SphereGeometry(0.5, 32, 32)
+ var texture = THREE.ImageUtils.loadTexture(THREEx.Planets.baseURL+'images/saturnmap.jpg')
+ var material = new THREE.MeshPhongMaterial({
+ map : texture,
+ bumpMap : texture,
+ bumpScale: 0.05,
+ })
+ var mesh = new THREE.Mesh(geometry, material)
+ return mesh
+}
+
+
+THREEx.Planets.createSaturnRing = function(){
+ // create destination canvas
+ var canvasResult = document.createElement('canvas')
+ canvasResult.width = 915
+ canvasResult.height = 64
+ var contextResult = canvasResult.getContext('2d')
+
+ // load earthcloudmap
+ var imageMap = new Image();
+ imageMap.addEventListener("load", function() {
+
+ // create dataMap ImageData for earthcloudmap
+ var canvasMap = document.createElement('canvas')
+ canvasMap.width = imageMap.width
+ canvasMap.height= imageMap.height
+ var contextMap = canvasMap.getContext('2d')
+ contextMap.drawImage(imageMap, 0, 0)
+ var dataMap = contextMap.getImageData(0, 0, canvasMap.width, canvasMap.height)
+
+ // load earthcloudmaptrans
+ var imageTrans = new Image();
+ imageTrans.addEventListener("load", function(){
+ // create dataTrans ImageData for earthcloudmaptrans
+ var canvasTrans = document.createElement('canvas')
+ canvasTrans.width = imageTrans.width
+ canvasTrans.height = imageTrans.height
+ var contextTrans = canvasTrans.getContext('2d')
+ contextTrans.drawImage(imageTrans, 0, 0)
+ var dataTrans = contextTrans.getImageData(0, 0, canvasTrans.width, canvasTrans.height)
+ // merge dataMap + dataTrans into dataResult
+ var dataResult = contextMap.createImageData(canvasResult.width, canvasResult.height)
+ for(var y = 0, offset = 0; y < imageMap.height; y++){
+ for(var x = 0; x < imageMap.width; x++, offset += 4){
+ dataResult.data[offset+0] = dataMap.data[offset+0]
+ dataResult.data[offset+1] = dataMap.data[offset+1]
+ dataResult.data[offset+2] = dataMap.data[offset+2]
+ dataResult.data[offset+3] = 255 - dataTrans.data[offset+0]/4
+ }
+ }
+ // update texture with result
+ contextResult.putImageData(dataResult,0,0)
+ material.map.needsUpdate = true;
+ })
+ imageTrans.src = THREEx.Planets.baseURL+'images/saturnringpattern.gif';
+ }, false);
+ imageMap.src = THREEx.Planets.baseURL+'images/saturnringcolor.jpg';
+
+ var geometry = new THREEx.Planets._RingGeometry(0.55, 0.75, 64);
+ var material = new THREE.MeshPhongMaterial({
+ map : new THREE.Texture(canvasResult),
+ // map : THREE.ImageUtils.loadTexture(THREEx.Planets.baseURL+'images/ash_uvgrid01.jpg'),
+ side : THREE.DoubleSide,
+ transparent : true,
+ opacity : 0.8,
+ })
+ var mesh = new THREE.Mesh(geometry, material)
+ mesh.lookAt(new THREE.Vector3(0.5,-4,1))
+ return mesh
+}
+
+
+THREEx.Planets.createUranus = function(){
+ var geometry = new THREE.SphereGeometry(0.5, 32, 32)
+ var texture = THREE.ImageUtils.loadTexture(THREEx.Planets.baseURL+'images/uranusmap.jpg')
+ var material = new THREE.MeshPhongMaterial({
+ map : texture,
+ bumpMap : texture,
+ bumpScale: 0.05,
+ })
+ var mesh = new THREE.Mesh(geometry, material)
+ return mesh
+}
+
+THREEx.Planets.createUranusRing = function(){
+ // create destination canvas
+ var canvasResult = document.createElement('canvas')
+ canvasResult.width = 1024
+ canvasResult.height = 72
+ var contextResult = canvasResult.getContext('2d')
+
+ // load earthcloudmap
+ var imageMap = new Image();
+ imageMap.addEventListener("load", function() {
+
+ // create dataMap ImageData for earthcloudmap
+ var canvasMap = document.createElement('canvas')
+ canvasMap.width = imageMap.width
+ canvasMap.height= imageMap.height
+ var contextMap = canvasMap.getContext('2d')
+ contextMap.drawImage(imageMap, 0, 0)
+ var dataMap = contextMap.getImageData(0, 0, canvasMap.width, canvasMap.height)
+
+ // load earthcloudmaptrans
+ var imageTrans = new Image();
+ imageTrans.addEventListener("load", function(){
+ // create dataTrans ImageData for earthcloudmaptrans
+ var canvasTrans = document.createElement('canvas')
+ canvasTrans.width = imageTrans.width
+ canvasTrans.height = imageTrans.height
+ var contextTrans = canvasTrans.getContext('2d')
+ contextTrans.drawImage(imageTrans, 0, 0)
+ var dataTrans = contextTrans.getImageData(0, 0, canvasTrans.width, canvasTrans.height)
+ // merge dataMap + dataTrans into dataResult
+ var dataResult = contextMap.createImageData(canvasResult.width, canvasResult.height)
+ for(var y = 0, offset = 0; y < imageMap.height; y++){
+ for(var x = 0; x < imageMap.width; x++, offset += 4){
+ dataResult.data[offset+0] = dataMap.data[offset+0]
+ dataResult.data[offset+1] = dataMap.data[offset+1]
+ dataResult.data[offset+2] = dataMap.data[offset+2]
+ dataResult.data[offset+3] = 255 - dataTrans.data[offset+0]/2
+ }
+ }
+ // update texture with result
+ contextResult.putImageData(dataResult,0,0)
+ material.map.needsUpdate = true;
+ })
+ imageTrans.src = THREEx.Planets.baseURL+'images/uranusringtrans.gif';
+ }, false);
+ imageMap.src = THREEx.Planets.baseURL+'images/uranusringcolour.jpg';
+
+ var geometry = new THREEx.Planets._RingGeometry(0.55, 0.75, 64);
+ var material = new THREE.MeshPhongMaterial({
+ map : new THREE.Texture(canvasResult),
+ // map : THREE.ImageUtils.loadTexture(THREEx.Planets.baseURL+'images/ash_uvgrid01.jpg'),
+ side : THREE.DoubleSide,
+ transparent : true,
+ opacity : 0.8,
+ })
+ var mesh = new THREE.Mesh(geometry, material)
+ mesh.lookAt(new THREE.Vector3(0.5,-4,1))
+ return mesh
+}
+
+
+THREEx.Planets.createNeptune = function(){
+ var geometry = new THREE.SphereGeometry(0.5, 32, 32)
+ var texture = THREE.ImageUtils.loadTexture(THREEx.Planets.baseURL+'images/neptunemap.jpg')
+ var material = new THREE.MeshPhongMaterial({
+ map : texture,
+ bumpMap : texture,
+ bumpScale: 0.05,
+ })
+ var mesh = new THREE.Mesh(geometry, material)
+ return mesh
+}
+
+
+
+THREEx.Planets.createPluto = function(){
+ var geometry = new THREE.SphereGeometry(0.5, 32, 32)
+ var material = new THREE.MeshPhongMaterial({
+ map : THREE.ImageUtils.loadTexture(THREEx.Planets.baseURL+'images/plutomap1k.jpg'),
+ bumpMap : THREE.ImageUtils.loadTexture(THREEx.Planets.baseURL+'images/plutobump1k.jpg'),
+ bumpScale: 0.005,
+ })
+ var mesh = new THREE.Mesh(geometry, material)
+ return mesh
+}
+
+THREEx.Planets.createStarfield = function(radius){
+ var texture = THREE.ImageUtils.loadTexture(THREEx.Planets.baseURL+'images/galaxy_starfield.png')
+ var material = new THREE.MeshBasicMaterial({
+ map : texture,
+ side : THREE.BackSide
+ })
+ var geometry = new THREE.SphereGeometry(radius, 32, 32)
+ var mesh = new THREE.Mesh(geometry, material)
+ return mesh
+}
+
+
+//////////////////////////////////////////////////////////////////////////////////
+// comment //
+//////////////////////////////////////////////////////////////////////////////////
+
+/**
+ * change the original from three.js because i needed different UV
+ *
+ * @author Kaleb Murphy
+ * @author jerome etienne
+ *
+ * Minor changes
+ * @author Titta Heikkala
+ */
+THREEx.Planets._RingGeometry = function ( innerRadius, outerRadius, thetaSegments ) {
+
+ THREE.Geometry.call( this )
+
+ innerRadius = innerRadius || 0
+ outerRadius = outerRadius || 50
+ thetaSegments = thetaSegments || 8
+
+ var normal = new THREE.Vector3( 0, 0, 1 )
+
+ for(var i = 0; i < thetaSegments; i++ ){
+ var angleLo = (i / thetaSegments) *Math.PI*2
+ var angleHi = ((i+1) / thetaSegments) *Math.PI*2
+
+ var vertex1 = new THREE.Vector3(innerRadius * Math.cos(angleLo), innerRadius * Math.sin(angleLo), 0);
+ var vertex2 = new THREE.Vector3(outerRadius * Math.cos(angleLo), outerRadius * Math.sin(angleLo), 0);
+ var vertex3 = new THREE.Vector3(innerRadius * Math.cos(angleHi), innerRadius * Math.sin(angleHi), 0);
+ var vertex4 = new THREE.Vector3(outerRadius * Math.cos(angleHi), outerRadius * Math.sin(angleHi), 0);
+
+ this.vertices.push( vertex1 );
+ this.vertices.push( vertex2 );
+ this.vertices.push( vertex3 );
+ this.vertices.push( vertex4 );
+
+
+ var vertexIdx = i * 4;
+
+ // Create the first triangle
+ var face = new THREE.Face3(vertexIdx + 0, vertexIdx + 1, vertexIdx + 2, normal);
+ var uvs = []
+
+ var uv = new THREE.Vector2(0, 0)
+ uvs.push(uv)
+ var uv = new THREE.Vector2(1, 0)
+ uvs.push(uv)
+ var uv = new THREE.Vector2(0, 1)
+ uvs.push(uv)
+
+ this.faces.push(face);
+ this.faceVertexUvs[0].push(uvs);
+
+ // Create the second triangle
+ var face = new THREE.Face3(vertexIdx + 2, vertexIdx + 1, vertexIdx + 3, normal);
+ var uvs = []
+
+ var uv = new THREE.Vector2(0, 1)
+ uvs.push(uv)
+ var uv = new THREE.Vector2(1, 0)
+ uvs.push(uv)
+ var uv = new THREE.Vector2(1, 1)
+ uvs.push(uv)
+
+ this.faces.push(face);
+ this.faceVertexUvs[0].push(uvs);
+ }
+
+ this.computeFaceNormals();
+
+ this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), outerRadius );
+
+};
+THREEx.Planets._RingGeometry.prototype = Object.create( THREE.Geometry.prototype );
+
diff --git a/examples/canvas3d/canvas3d/canvas3d.pro b/examples/canvas3d/canvas3d/canvas3d.pro
index ef545b0..978d455 100644
--- a/examples/canvas3d/canvas3d/canvas3d.pro
+++ b/examples/canvas3d/canvas3d/canvas3d.pro
@@ -2,4 +2,8 @@ TEMPLATE = subdirs
SUBDIRS += textureandlight \
framebuffer \
interaction \
- jsonmodels
+ jsonmodels \
+ threejs
+
+OTHER_FILES += 3rdparty/*
+
diff --git a/examples/canvas3d/canvas3d/framebuffer/doc/images/framebuffer-example.png b/examples/canvas3d/canvas3d/framebuffer/doc/images/framebuffer-example.png
index 4a4ca67..055bf62 100644
--- a/examples/canvas3d/canvas3d/framebuffer/doc/images/framebuffer-example.png
+++ b/examples/canvas3d/canvas3d/framebuffer/doc/images/framebuffer-example.png
Binary files differ
diff --git a/examples/canvas3d/canvas3d/framebuffer/framebuffer.qrc b/examples/canvas3d/canvas3d/framebuffer/framebuffer.qrc
index af7a213..646c76a 100644
--- a/examples/canvas3d/canvas3d/framebuffer/framebuffer.qrc
+++ b/examples/canvas3d/canvas3d/framebuffer/framebuffer.qrc
@@ -1,8 +1,8 @@
<RCC>
<qresource prefix="/">
- <file>../../3rdparty/gl-matrix.js</file>
- <file>qml/framebuffer/main.qml</file>
- <file>qml/framebuffer/qtlogo.png</file>
- <file>qml/framebuffer/framebuffer.js</file>
+ <file alias="gl-matrix.js">../3rdparty/gl-matrix.js</file>
+ <file alias="main.qml">qml/framebuffer/main.qml</file>
+ <file alias="qtlogo.png">qml/framebuffer/qtlogo.png</file>
+ <file alias="framebuffer.js">qml/framebuffer/framebuffer.js</file>
</qresource>
</RCC>
diff --git a/examples/canvas3d/canvas3d/framebuffer/main.cpp b/examples/canvas3d/canvas3d/framebuffer/main.cpp
index f6aff12..dc9ef5c 100644
--- a/examples/canvas3d/canvas3d/framebuffer/main.cpp
+++ b/examples/canvas3d/canvas3d/framebuffer/main.cpp
@@ -55,7 +55,7 @@ int main(int argc, char *argv[])
viewer.engine()->addImportPath(extraImportPath.arg(QGuiApplication::applicationDirPath(),
QString::fromLatin1("qml")));
- viewer.setSource(QUrl(QStringLiteral("qrc:///qml/framebuffer/main.qml")));
+ viewer.setSource(QUrl(QStringLiteral("qrc:/main.qml")));
viewer.setTitle(QStringLiteral("Render into FrameBuffer"));
viewer.setResizeMode(QQuickView::SizeRootObjectToView);
diff --git a/examples/canvas3d/canvas3d/framebuffer/qml/framebuffer/framebuffer.js b/examples/canvas3d/canvas3d/framebuffer/qml/framebuffer/framebuffer.js
index a8ad597..f268682 100644
--- a/examples/canvas3d/canvas3d/framebuffer/qml/framebuffer/framebuffer.js
+++ b/examples/canvas3d/canvas3d/framebuffer/qml/framebuffer/framebuffer.js
@@ -34,7 +34,7 @@
**
****************************************************************************/
-Qt.include("../../3rdparty/gl-matrix.js")
+Qt.include("gl-matrix.js")
//
// Draws a cube that has the Qt logo as decal texture on each face in to a texture.
@@ -109,7 +109,7 @@ function initializeGL(canvas, textureLoader) {
qtLogoImage.imageLoadingFailed.connect(function() {
console.log("Texture load FAILED, "+qtLogoImage.errorString);
});
- qtLogoImage.src = "qrc:/qml/framebuffer/qtlogo.png";
+ qtLogoImage.src = "qrc:/qtlogo.png";
//! [1]
// Create the framebuffer object
diff --git a/examples/canvas3d/canvas3d/framebuffer/qml/framebuffer/main.qml b/examples/canvas3d/canvas3d/framebuffer/qml/framebuffer/main.qml
index 221cd02..68798cd 100644
--- a/examples/canvas3d/canvas3d/framebuffer/qml/framebuffer/main.qml
+++ b/examples/canvas3d/canvas3d/framebuffer/qml/framebuffer/main.qml
@@ -155,9 +155,9 @@ Item {
RowLayout {
id: controlLayout
spacing: 5
- x: 0
- y: parent.height-100
- width: parent.width
+ x: 12
+ y: parent.height - 100
+ width: parent.width - (x * 2)
height: 100
visible: true
@@ -166,13 +166,11 @@ Item {
Layout.alignment: Qt.AlignRight
Layout.fillWidth: false
text: "X-axis:"
- color: "#FFFFFF"
}
Slider {
id: xSlider
Layout.alignment: Qt.AlignLeft
- Layout.preferredWidth : 300
Layout.fillWidth: true
minimumValue: 0;
maximumValue: 360;
@@ -184,13 +182,11 @@ Item {
Layout.alignment: Qt.AlignRight
Layout.fillWidth: false
text: "Y-axis:"
- color: "#FFFFFF"
}
Slider {
id: ySlider
Layout.alignment: Qt.AlignLeft
- Layout.preferredWidth : 300
Layout.fillWidth: true
minimumValue: 0;
maximumValue: 360;
@@ -202,13 +198,11 @@ Item {
Layout.alignment: Qt.AlignRight
Layout.fillWidth: false
text: "Z-axis:"
- color: "#FFFFFF"
}
Slider {
id: zSlider
Layout.alignment: Qt.AlignLeft
- Layout.preferredWidth : 300
Layout.fillWidth: true
minimumValue: 0;
maximumValue: 360;
diff --git a/examples/canvas3d/canvas3d/interaction/doc/images/interaction-example.png b/examples/canvas3d/canvas3d/interaction/doc/images/interaction-example.png
index a72efc8..20f7434 100644
--- a/examples/canvas3d/canvas3d/interaction/doc/images/interaction-example.png
+++ b/examples/canvas3d/canvas3d/interaction/doc/images/interaction-example.png
Binary files differ
diff --git a/examples/canvas3d/canvas3d/interaction/doc/src/interaction.qdoc b/examples/canvas3d/canvas3d/interaction/doc/src/interaction.qdoc
index fba0268..3349575 100644
--- a/examples/canvas3d/canvas3d/interaction/doc/src/interaction.qdoc
+++ b/examples/canvas3d/canvas3d/interaction/doc/src/interaction.qdoc
@@ -59,7 +59,7 @@
\snippet canvas3d/interaction/qml/interaction/main.qml 1
And then we add three sliders to the layout. Here's the one for
- controlling x axis rotation:
+ controlling x-axis rotation:
\snippet canvas3d/interaction/qml/interaction/main.qml 2
@@ -71,7 +71,7 @@
\snippet canvas3d/interaction/qml/interaction/main.qml 3
The \c onValueChanged signal handlers of the \l[QML]{Slider} components
- are connected to the above properties. Here's the connection in x rotation
+ are connected to the above properties. Here's the connection in x-rotation
slider as an example:
\snippet canvas3d/interaction/qml/interaction/main.qml 4
@@ -81,10 +81,10 @@
\snippet canvas3d/interaction/qml/interaction/interaction.js 0
- \section1 Drawing in Three Ways
+ \section1 Three Ways of Drawing
- The actual drawing is done in the same way as everywhere else we are
- drawing the same object multiple times. Only in this case, we use a
+ The actual drawing is no different from any situation where
+ the same object is drawn multiple times. Only in this case we use a
different drawing mode for each:
\snippet canvas3d/interaction/qml/interaction/interaction.js 1
diff --git a/examples/canvas3d/canvas3d/interaction/interaction.qrc b/examples/canvas3d/canvas3d/interaction/interaction.qrc
index 674f0ad..5bfd073 100644
--- a/examples/canvas3d/canvas3d/interaction/interaction.qrc
+++ b/examples/canvas3d/canvas3d/interaction/interaction.qrc
@@ -1,10 +1,10 @@
<RCC>
<qresource prefix="/">
- <file>../../3rdparty/gl-matrix.js</file>
- <file>../../3rdparty/ThreeJSLoader.js</file>
+ <file alias="gl-matrix.js">../3rdparty/gl-matrix.js</file>
+ <file alias="ThreeJSLoader.js">../3rdparty/ThreeJSLoader.js</file>
<file>qml/interaction/barrel.jpg</file>
<file>qml/interaction/barrel.json</file>
- <file>qml/interaction/interaction.js</file>
- <file>qml/interaction/main.qml</file>
+ <file alias="main.qml">qml/interaction/main.qml</file>
+ <file alias="interaction.js">qml/interaction/interaction.js</file>
</qresource>
</RCC>
diff --git a/examples/canvas3d/canvas3d/interaction/main.cpp b/examples/canvas3d/canvas3d/interaction/main.cpp
index bb070e5..05e00a0 100644
--- a/examples/canvas3d/canvas3d/interaction/main.cpp
+++ b/examples/canvas3d/canvas3d/interaction/main.cpp
@@ -55,7 +55,7 @@ int main(int argc, char *argv[])
viewer.engine()->addImportPath(extraImportPath.arg(QGuiApplication::applicationDirPath(),
QString::fromLatin1("qml")));
- viewer.setSource(QUrl("qrc:/qml/interaction/main.qml"));
+ viewer.setSource(QUrl("qrc:/main.qml"));
viewer.setTitle(QStringLiteral("Interaction"));
viewer.setResizeMode(QQuickView::SizeRootObjectToView);
diff --git a/examples/canvas3d/canvas3d/interaction/qml/interaction/interaction.js b/examples/canvas3d/canvas3d/interaction/qml/interaction/interaction.js
index edd35be..e8ca513 100644
--- a/examples/canvas3d/canvas3d/interaction/qml/interaction/interaction.js
+++ b/examples/canvas3d/canvas3d/interaction/qml/interaction/interaction.js
@@ -34,8 +34,8 @@
**
****************************************************************************/
-Qt.include("../../3rdparty/gl-matrix.js")
-Qt.include("../../3rdparty/ThreeJSLoader.js")
+Qt.include("gl-matrix.js")
+Qt.include("ThreeJSLoader.js")
var gl;
@@ -150,16 +150,18 @@ function initializeGL(canvas) {
barrelImage.imageLoadingFailed.connect(function() {
console.log("Texture load FAILED, "+barrelImage.errorString);
});
+ // Aliasing doesn't work correctly with QtQuick compiler for some reason,
+ // so use full names for barrel.jpg and barrel.json
barrelImage.src = "qrc:/qml/interaction/barrel.jpg";
// Load the model
log(" Create XMLHttpRequest")
var request = new XMLHttpRequest();
log(" XMLHttpRequest.open")
- request.open("GET", "barrel.json");
+ request.open("GET", "qrc:/qml/interaction/barrel.json");
log(" XMLHttpRequest.onreadystatechange")
request.onreadystatechange = function () {
- if (request.readyState == XMLHttpRequest.DONE) {
+ if (request.readyState === XMLHttpRequest.DONE) {
handleLoadedModel(JSON.parse(request.responseText));
}
}
diff --git a/examples/canvas3d/canvas3d/interaction/qml/interaction/main.qml b/examples/canvas3d/canvas3d/interaction/qml/interaction/main.qml
index 7ef6284..88e9b31 100644
--- a/examples/canvas3d/canvas3d/interaction/qml/interaction/main.qml
+++ b/examples/canvas3d/canvas3d/interaction/qml/interaction/main.qml
@@ -78,8 +78,9 @@ Item {
RowLayout {
id: controlLayout
spacing: 5
+ x: 12
y: parent.height - 100
- width: parent.width
+ width: parent.width - (2 * x)
height: 100
visible: true
//! [1]
@@ -89,14 +90,12 @@ Item {
Layout.alignment: Qt.AlignRight
Layout.fillWidth: false
text: "X-axis:"
- color: "#FFFFFF"
}
//! [2]
Slider {
id: xSlider
Layout.alignment: Qt.AlignLeft
- Layout.preferredWidth : 300
Layout.fillWidth: true
minimumValue: 0;
maximumValue: 360;
@@ -111,13 +110,11 @@ Item {
Layout.alignment: Qt.AlignRight
Layout.fillWidth: false
text: "Y-axis:"
- color: "#FFFFFF"
}
Slider {
id: ySlider
Layout.alignment: Qt.AlignLeft
- Layout.preferredWidth : 300
Layout.fillWidth: true
minimumValue: 0;
maximumValue: 360;
@@ -129,13 +126,11 @@ Item {
Layout.alignment: Qt.AlignRight
Layout.fillWidth: false
text: "Z-axis:"
- color: "#FFFFFF"
}
Slider {
id: zSlider
Layout.alignment: Qt.AlignLeft
- Layout.preferredWidth : 300
Layout.fillWidth: true
minimumValue: 0;
maximumValue: 360;
diff --git a/examples/canvas3d/canvas3d/jsonmodels/doc/images/jsonmodels-example.png b/examples/canvas3d/canvas3d/jsonmodels/doc/images/jsonmodels-example.png
index e2b3697..0bf0f3c 100644
--- a/examples/canvas3d/canvas3d/jsonmodels/doc/images/jsonmodels-example.png
+++ b/examples/canvas3d/canvas3d/jsonmodels/doc/images/jsonmodels-example.png
Binary files differ
diff --git a/examples/canvas3d/canvas3d/jsonmodels/main.cpp b/examples/canvas3d/canvas3d/jsonmodels/main.cpp
index 06ab9cc..ee3caa9 100644
--- a/examples/canvas3d/canvas3d/jsonmodels/main.cpp
+++ b/examples/canvas3d/canvas3d/jsonmodels/main.cpp
@@ -45,9 +45,9 @@ int main(int argc, char *argv[])
QQmlApplicationEngine engine;
#ifdef NO_ENTERPRISE
- engine.load(QUrl(QStringLiteral("qrc:///jsonmodelsbasic.qml")));
+ engine.load(QUrl(QStringLiteral("qrc:/jsonmodelsbasic.qml")));
#else
- engine.load(QUrl(QStringLiteral("qrc:///jsonmodels.qml")));
+ engine.load(QUrl(QStringLiteral("qrc:/jsonmodels.qml")));
#endif
return app.exec();
diff --git a/examples/canvas3d/canvas3d/jsonmodels/qml.qrc b/examples/canvas3d/canvas3d/jsonmodels/qml.qrc
index 89ef89f..ec83f78 100644
--- a/examples/canvas3d/canvas3d/jsonmodels/qml.qrc
+++ b/examples/canvas3d/canvas3d/jsonmodels/qml.qrc
@@ -1,19 +1,19 @@
<RCC>
<qresource prefix="/">
- <file alias="gl-matrix.js">../../3rdparty/gl-matrix.js</file>
- <file alias="ThreeJSLoader.js">../../3rdparty/ThreeJSLoader.js</file>
- <file>gold.json</file>
- <file>woodbox.json</file>
- <file>bush.json</file>
- <file>pallet.json</file>
- <file>rock.json</file>
- <file>pallet.jpg</file>
- <file>rock.jpg</file>
- <file>gold.jpg</file>
- <file>woodbox.jpg</file>
- <file>bush.png</file>
- <file>jsonmodels.js</file>
- <file>jsonmodels.qml</file>
- <file>jsonmodelsbasic.qml</file>
+ <file alias="gl-matrix.js">../3rdparty/gl-matrix.js</file>
+ <file alias="ThreeJSLoader.js">../3rdparty/ThreeJSLoader.js</file>
+ <file alias="bush.json">qml/jsonmodels/bush.json</file>
+ <file alias="bush.png">qml/jsonmodels/bush.png</file>
+ <file alias="gold.jpg">qml/jsonmodels/gold.jpg</file>
+ <file alias="gold.json">qml/jsonmodels/gold.json</file>
+ <file alias="jsonmodels.js">qml/jsonmodels/jsonmodels.js</file>
+ <file alias="jsonmodels.qml">qml/jsonmodels/jsonmodels.qml</file>
+ <file alias="jsonmodelsbasic.qml">qml/jsonmodels/jsonmodelsbasic.qml</file>
+ <file alias="pallet.jpg">qml/jsonmodels/pallet.jpg</file>
+ <file alias="pallet.json">qml/jsonmodels/pallet.json</file>
+ <file alias="rock.jpg">qml/jsonmodels/rock.jpg</file>
+ <file alias="rock.json">qml/jsonmodels/rock.json</file>
+ <file alias="woodbox.jpg">qml/jsonmodels/woodbox.jpg</file>
+ <file alias="woodbox.json">qml/jsonmodels/woodbox.json</file>
</qresource>
</RCC>
diff --git a/examples/canvas3d/canvas3d/jsonmodels/bush.json b/examples/canvas3d/canvas3d/jsonmodels/qml/jsonmodels/bush.json
index f05ed58..f05ed58 100644
--- a/examples/canvas3d/canvas3d/jsonmodels/bush.json
+++ b/examples/canvas3d/canvas3d/jsonmodels/qml/jsonmodels/bush.json
diff --git a/examples/canvas3d/canvas3d/jsonmodels/bush.png b/examples/canvas3d/canvas3d/jsonmodels/qml/jsonmodels/bush.png
index 9980cf0..9980cf0 100644
--- a/examples/canvas3d/canvas3d/jsonmodels/bush.png
+++ b/examples/canvas3d/canvas3d/jsonmodels/qml/jsonmodels/bush.png
Binary files differ
diff --git a/examples/canvas3d/canvas3d/jsonmodels/gold.jpg b/examples/canvas3d/canvas3d/jsonmodels/qml/jsonmodels/gold.jpg
index ca316d5..ca316d5 100644
--- a/examples/canvas3d/canvas3d/jsonmodels/gold.jpg
+++ b/examples/canvas3d/canvas3d/jsonmodels/qml/jsonmodels/gold.jpg
Binary files differ
diff --git a/examples/canvas3d/canvas3d/jsonmodels/gold.json b/examples/canvas3d/canvas3d/jsonmodels/qml/jsonmodels/gold.json
index 0e586be..0e586be 100644
--- a/examples/canvas3d/canvas3d/jsonmodels/gold.json
+++ b/examples/canvas3d/canvas3d/jsonmodels/qml/jsonmodels/gold.json
diff --git a/examples/canvas3d/canvas3d/jsonmodels/jsonmodels.js b/examples/canvas3d/canvas3d/jsonmodels/qml/jsonmodels/jsonmodels.js
index 8a6dafe..8a6dafe 100644
--- a/examples/canvas3d/canvas3d/jsonmodels/jsonmodels.js
+++ b/examples/canvas3d/canvas3d/jsonmodels/qml/jsonmodels/jsonmodels.js
diff --git a/examples/canvas3d/canvas3d/jsonmodels/jsonmodels.qml b/examples/canvas3d/canvas3d/jsonmodels/qml/jsonmodels/jsonmodels.qml
index 2cdeeb9..2cdeeb9 100644
--- a/examples/canvas3d/canvas3d/jsonmodels/jsonmodels.qml
+++ b/examples/canvas3d/canvas3d/jsonmodels/qml/jsonmodels/jsonmodels.qml
diff --git a/examples/canvas3d/canvas3d/jsonmodels/jsonmodelsbasic.qml b/examples/canvas3d/canvas3d/jsonmodels/qml/jsonmodels/jsonmodelsbasic.qml
index 3583131..bbc93fa 100644
--- a/examples/canvas3d/canvas3d/jsonmodels/jsonmodelsbasic.qml
+++ b/examples/canvas3d/canvas3d/jsonmodels/qml/jsonmodels/jsonmodelsbasic.qml
@@ -50,6 +50,40 @@ Window {
property int previousY: 0
property int previousX: 0
+ Rectangle {
+ id: valuePanel
+ width: 150
+ height: 100
+ anchors.left: parent.left
+ anchors.top: parent.top
+ opacity: 0.3
+ border.color: "black"
+ border.width: 2
+ radius: 5
+ z: 1
+ }
+ ColumnLayout {
+ width: valuePanel.width
+ height: valuePanel.height
+ x: 10
+ z: 2
+ Label {
+ font.pixelSize: 20
+ text: "x angle: " + angle
+ readonly property int angle: canvas3d.xRot
+ }
+ Label {
+ font.pixelSize: 20
+ text: "y angle: " + angle
+ readonly property int angle: canvas3d.yRot
+ }
+ Label {
+ font.pixelSize: 20
+ text: "distance: " + distance
+ readonly property int distance: canvas3d.distance * 10
+ }
+ }
+
ColumnLayout {
anchors.fill: parent
RowLayout {
@@ -115,33 +149,6 @@ Window {
}
}
}
-
- ColumnLayout {
- Label {
- width: 150
- Text {
- font.pixelSize: 20
- text: "x angle: " + angle
- readonly property int angle: canvas3d.xRot
- }
- }
- Label {
- width: 150
- Text {
- font.pixelSize: 20
- text: "y angle: " + angle
- readonly property int angle: canvas3d.yRot
- }
- }
- Label {
- width: 150
- Text {
- font.pixelSize: 20
- text: "distance: " + distance
- readonly property int distance: canvas3d.distance * 10
- }
- }
- }
}
RowLayout {
Layout.fillWidth: true
diff --git a/examples/canvas3d/canvas3d/jsonmodels/pallet.jpg b/examples/canvas3d/canvas3d/jsonmodels/qml/jsonmodels/pallet.jpg
index ea0c01a..ea0c01a 100644
--- a/examples/canvas3d/canvas3d/jsonmodels/pallet.jpg
+++ b/examples/canvas3d/canvas3d/jsonmodels/qml/jsonmodels/pallet.jpg
Binary files differ
diff --git a/examples/canvas3d/canvas3d/jsonmodels/pallet.json b/examples/canvas3d/canvas3d/jsonmodels/qml/jsonmodels/pallet.json
index 8bd7fef..8bd7fef 100644
--- a/examples/canvas3d/canvas3d/jsonmodels/pallet.json
+++ b/examples/canvas3d/canvas3d/jsonmodels/qml/jsonmodels/pallet.json
diff --git a/examples/canvas3d/canvas3d/jsonmodels/rock.jpg b/examples/canvas3d/canvas3d/jsonmodels/qml/jsonmodels/rock.jpg
index 023035d..023035d 100644
--- a/examples/canvas3d/canvas3d/jsonmodels/rock.jpg
+++ b/examples/canvas3d/canvas3d/jsonmodels/qml/jsonmodels/rock.jpg
Binary files differ
diff --git a/examples/canvas3d/canvas3d/jsonmodels/rock.json b/examples/canvas3d/canvas3d/jsonmodels/qml/jsonmodels/rock.json
index 72127b6..72127b6 100644
--- a/examples/canvas3d/canvas3d/jsonmodels/rock.json
+++ b/examples/canvas3d/canvas3d/jsonmodels/qml/jsonmodels/rock.json
diff --git a/examples/canvas3d/canvas3d/jsonmodels/woodbox.jpg b/examples/canvas3d/canvas3d/jsonmodels/qml/jsonmodels/woodbox.jpg
index fd9c10d..fd9c10d 100644
--- a/examples/canvas3d/canvas3d/jsonmodels/woodbox.jpg
+++ b/examples/canvas3d/canvas3d/jsonmodels/qml/jsonmodels/woodbox.jpg
Binary files differ
diff --git a/examples/canvas3d/canvas3d/jsonmodels/woodbox.json b/examples/canvas3d/canvas3d/jsonmodels/qml/jsonmodels/woodbox.json
index 141ad57..141ad57 100644
--- a/examples/canvas3d/canvas3d/jsonmodels/woodbox.json
+++ b/examples/canvas3d/canvas3d/jsonmodels/qml/jsonmodels/woodbox.json
diff --git a/examples/canvas3d/canvas3d/textureandlight/doc/images/textureandlight-example.png b/examples/canvas3d/canvas3d/textureandlight/doc/images/textureandlight-example.png
index cd63f9e..d148aa0 100644
--- a/examples/canvas3d/canvas3d/textureandlight/doc/images/textureandlight-example.png
+++ b/examples/canvas3d/canvas3d/textureandlight/doc/images/textureandlight-example.png
Binary files differ
diff --git a/examples/canvas3d/canvas3d/textureandlight/doc/src/textureandlight.qdoc b/examples/canvas3d/canvas3d/textureandlight/doc/src/textureandlight.qdoc
index 4ae0afd..287c3a0 100644
--- a/examples/canvas3d/canvas3d/textureandlight/doc/src/textureandlight.qdoc
+++ b/examples/canvas3d/canvas3d/textureandlight/doc/src/textureandlight.qdoc
@@ -107,7 +107,7 @@
\snippet canvas3d/textureandlight/qml/textureandlight/textureandlight.js 4
- Then we need to create the shader program (Program3D), attach the shaders
+ Then we need to create the shader program (Canvas3DProgram), attach the shaders
to it, and then link and use the program:
\snippet canvas3d/textureandlight/qml/textureandlight/textureandlight.js 5
diff --git a/examples/canvas3d/canvas3d/textureandlight/main.cpp b/examples/canvas3d/canvas3d/textureandlight/main.cpp
index 53262ac..d2472a2 100644
--- a/examples/canvas3d/canvas3d/textureandlight/main.cpp
+++ b/examples/canvas3d/canvas3d/textureandlight/main.cpp
@@ -65,7 +65,7 @@ int main(int argc, char *argv[])
viewer.engine()->addImportPath(extraImportPath.arg(QGuiApplication::applicationDirPath(),
QString::fromLatin1("qml")));
- viewer.setSource(QUrl("qrc:/qml/textureandlight/main.qml"));
+ viewer.setSource(QUrl("qrc:/main.qml"));
viewer.setTitle(QStringLiteral("Textured and Lit Cube"));
viewer.setResizeMode(QQuickView::SizeRootObjectToView);
diff --git a/examples/canvas3d/canvas3d/textureandlight/qml/textureandlight/textureandlight.js b/examples/canvas3d/canvas3d/textureandlight/qml/textureandlight/textureandlight.js
index 9be4cef..d80cb8f 100644
--- a/examples/canvas3d/canvas3d/textureandlight/qml/textureandlight/textureandlight.js
+++ b/examples/canvas3d/canvas3d/textureandlight/qml/textureandlight/textureandlight.js
@@ -35,7 +35,7 @@
****************************************************************************/
//! [0]
-Qt.include("/gl-matrix.js")
+Qt.include("gl-matrix.js")
//! [0]
//
@@ -69,7 +69,7 @@ function initializeGL(canvas) {
//! [2]
// Setup the OpenGL state
gl.enable(gl.DEPTH_TEST);
- gl.depthFunc(gl.DEPTH_LESS);
+ gl.depthFunc(gl.LESS);
gl.enable(gl.CULL_FACE);
gl.cullFace(gl.BACK);
gl.clearColor(0.98, 0.98, 0.98, 1.0);
@@ -91,7 +91,7 @@ function initializeGL(canvas) {
//! [8]
qtLogoImage.imageLoaded.connect(function() {
console.log("Texture loaded, "+qtLogoImage.src);
- // Create the Texture3D object
+ // Create the Canvas3DTexture object
cubeTexture = gl.createTexture();
// Bind it
gl.bindTexture(gl.TEXTURE_2D, cubeTexture);
@@ -112,7 +112,7 @@ function initializeGL(canvas) {
qtLogoImage.imageLoadingFailed.connect(function() {
console.log("Texture load FAILED, "+qtLogoImage.errorString);
});
- qtLogoImage.src = "qrc:/qml/textureandlight/qtlogo.png";
+ qtLogoImage.src = "qrc:/qtlogo.png";
}
function resizeGL(canvas)
@@ -349,7 +349,7 @@ function initShaders()
}", gl.FRAGMENT_SHADER);
//! [4]
//! [5]
- // Create the Program3D for shader
+ // Create the Canvas3DProgram for shader
var shaderProgram = gl.createProgram();
// Attach the shader sources to the shader program
diff --git a/examples/canvas3d/canvas3d/textureandlight/textureandlight.qrc b/examples/canvas3d/canvas3d/textureandlight/textureandlight.qrc
index 56b2fa7..bd485d1 100644
--- a/examples/canvas3d/canvas3d/textureandlight/textureandlight.qrc
+++ b/examples/canvas3d/canvas3d/textureandlight/textureandlight.qrc
@@ -1,8 +1,8 @@
<RCC>
<qresource prefix="/">
- <file>qml/textureandlight/main.qml</file>
- <file>qml/textureandlight/textureandlight.js</file>
- <file>qml/textureandlight/qtlogo.png</file>
- <file alias="gl-matrix.js">../../3rdparty/gl-matrix.js</file>
+ <file alias="main.qml">qml/textureandlight/main.qml</file>
+ <file alias="textureandlight.js">qml/textureandlight/textureandlight.js</file>
+ <file alias="qtlogo.png">qml/textureandlight/qtlogo.png</file>
+ <file alias="gl-matrix.js">../3rdparty/gl-matrix.js</file>
</qresource>
</RCC>
diff --git a/examples/canvas3d/threejs/controls/ControlEventSource.qml b/examples/canvas3d/canvas3d/threejs/controls/ControlEventSource.qml
index 8662442..8662442 100644
--- a/examples/canvas3d/threejs/controls/ControlEventSource.qml
+++ b/examples/canvas3d/canvas3d/threejs/controls/ControlEventSource.qml
diff --git a/examples/canvas3d/threejs/oneqt/ImageCube.qml b/examples/canvas3d/canvas3d/threejs/oneqt/ImageCube.qml
index 4fd5b15..f08988c 100644
--- a/examples/canvas3d/threejs/oneqt/ImageCube.qml
+++ b/examples/canvas3d/canvas3d/threejs/oneqt/ImageCube.qml
@@ -42,9 +42,9 @@ import "imagecube.js" as GLCode
Canvas3D {
id: cube
//! [0]
- property real xRotation: 0
- property real yRotation: 0
- property real zRotation: 0
+ state: "image6"
+ property color backgroundColor: "#FCFCFC"
+ property real angleOffset: -180 / 8.0
property string image1: ""
//! [0]
property string image2: ""
@@ -52,58 +52,63 @@ Canvas3D {
property string image4: ""
property string image5: ""
property string image6: ""
- state: "image6"
+ property real xRotation: 0
+ property real yRotation: 0
+ property real zRotation: 0
+
+ onBackgroundColorChanged: { GLCode.setBackgroundColor(cube.backgroundColor); }
//! [1]
states: [
-
State {
name: "image1"
PropertyChanges { target: cube; xRotation: 0; }
- PropertyChanges { target: cube; yRotation: Math.PI + Math.PI / 4.0; }
+ PropertyChanges { target: cube; yRotation: 180 * 1.5 + angleOffset; }
PropertyChanges { target: cube; zRotation: 0 }
},
- //! [1]
+ //! [1]
State {
name: "image2"
PropertyChanges { target: cube; xRotation: 0; }
- PropertyChanges { target: cube; yRotation: Math.PI * 0.5 + Math.PI / 4.0; }
+ PropertyChanges { target: cube; yRotation: 180 * 1.0 + angleOffset; }
PropertyChanges { target: cube; zRotation: 0 }
},
State {
name: "image3"
PropertyChanges { target: cube; xRotation: 0; }
- PropertyChanges { target: cube; yRotation: 0 + Math.PI / 4.0; }
+ PropertyChanges { target: cube; yRotation: 180 * 0.5 + angleOffset; }
PropertyChanges { target: cube; zRotation: 0 }
},
State {
name: "image4"
PropertyChanges { target: cube; xRotation: 0; }
- PropertyChanges { target: cube; yRotation: -Math.PI * .5 + Math.PI / 4.0; }
+ PropertyChanges { target: cube; yRotation: 0 + angleOffset; }
PropertyChanges { target: cube; zRotation: 0 }
},
State {
name: "image5"
- PropertyChanges { target: cube; xRotation: Math.PI / 2.0; }
+ PropertyChanges { target: cube; xRotation: 180 / 2.0; }
PropertyChanges { target: cube; yRotation: 0; }
- PropertyChanges { target: cube; zRotation: Math.PI / 4.0; }
+ PropertyChanges { target: cube; zRotation: -angleOffset; }
},
State {
name: "image6"
- PropertyChanges { target: cube; xRotation: -Math.PI / 2.0; }
+ PropertyChanges { target: cube; xRotation: -180 / 2.0; }
PropertyChanges { target: cube; yRotation: 0; }
- PropertyChanges { target: cube; zRotation: -Math.PI / 4.0; }
+ PropertyChanges { target: cube; zRotation: angleOffset; }
}
]
//! [2]
transitions: [
Transition {
+ id: turnTransition
from: "*"
to: "*"
- NumberAnimation {
+ RotationAnimation {
properties: "xRotation,yRotation,zRotation"
easing.type: Easing.InOutCubic
+ direction: RotationAnimation.Shortest
duration: 450
}
}
@@ -120,8 +125,74 @@ Canvas3D {
}
onResizeGL: {
- GLCode.onResizeGL(cube);
+ GLCode.resizeGL(cube);
}
//! [3]
+
+ SwipeArea {
+ id: swipeArea
+ anchors.fill: parent
+
+ onSwipeRight: {
+ if (cube.state === "image1")
+ cube.state = "image4";
+ else if (cube.state == "image2")
+ cube.state = "image1";
+ else if (cube.state == "image3")
+ cube.state = "image2";
+ else if (cube.state == "image4")
+ cube.state = "image3";
+ else if (cube.state == "image5")
+ cube.state = "image3";
+ else if (cube.state == "image6")
+ cube.state = "image3";
+ }
+
+ onSwipeLeft: {
+ if (cube.state === "image1")
+ cube.state = "image2";
+ else if (cube.state == "image2")
+ cube.state = "image3";
+ else if (cube.state == "image3")
+ cube.state = "image4";
+ else if (cube.state == "image4")
+ cube.state = "image1";
+ else if (cube.state == "image5")
+ cube.state = "image1";
+ else if (cube.state == "image6")
+ cube.state = "image1";
+ }
+
+ onSwipeUp: {
+ if (cube.state === "image1")
+ cube.state = "image6";
+ else if (cube.state == "image2")
+ cube.state = "image6";
+ else if (cube.state == "image3")
+ cube.state = "image6";
+ else if (cube.state == "image4")
+ cube.state = "image6";
+ else if (cube.state == "image5")
+ cube.state = "image4";
+ else if (cube.state == "image6")
+ cube.state = "image2";
+ }
+
+ onSwipeDown: {
+ if (cube.state === "image1")
+ cube.state = "image5";
+ else if (cube.state == "image2")
+ cube.state = "image5";
+ else if (cube.state == "image3")
+ cube.state = "image5";
+ else if (cube.state == "image4")
+ cube.state = "image5";
+ else if (cube.state == "image5")
+ cube.state = "image2";
+ else if (cube.state == "image6")
+ cube.state = "image4";
+ }
+ }
+
}
diff --git a/examples/canvas3d/threejs/oneqt/InfoSheet.qml b/examples/canvas3d/canvas3d/threejs/oneqt/InfoSheet.qml
index acd0b9e..acd0b9e 100644
--- a/examples/canvas3d/threejs/oneqt/InfoSheet.qml
+++ b/examples/canvas3d/canvas3d/threejs/oneqt/InfoSheet.qml
diff --git a/examples/canvas3d/threejs/oneqt/Navibutton.qml b/examples/canvas3d/canvas3d/threejs/oneqt/Navibutton.qml
index 94a85f0..94a85f0 100644
--- a/examples/canvas3d/threejs/oneqt/Navibutton.qml
+++ b/examples/canvas3d/canvas3d/threejs/oneqt/Navibutton.qml
diff --git a/examples/canvas3d/canvas3d/threejs/oneqt/SwipeArea.qml b/examples/canvas3d/canvas3d/threejs/oneqt/SwipeArea.qml
new file mode 100644
index 0000000..13b7b44
--- /dev/null
+++ b/examples/canvas3d/canvas3d/threejs/oneqt/SwipeArea.qml
@@ -0,0 +1,95 @@
+/****************************************************************************
+**
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
+**
+** This file is part of the QtCanvas3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL3$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPLv3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 2.0 requirements will be
+** met: http://www.gnu.org/licenses/gpl-2.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+import QtQuick 2.0
+
+MouseArea {
+ id: mouseSwipeArea
+ preventStealing: true
+
+ property real prevX: 0
+ property real prevY: 0
+ property real velocityX: 0.0
+ property real velocityY: 0.0
+ property int startX: 0
+ property int startY: 0
+ property bool tracing: false
+
+ signal swipeLeft()
+ signal swipeRight()
+ signal swipeUp()
+ signal swipeDown()
+
+ onPressed: {
+ startX = mouse.x
+ startY = mouse.y
+ prevX = mouse.x
+ prevY = mouse.y
+ velocityX = 0
+ velocityY = 0
+ tracing = true
+ }
+
+ onPositionChanged: {
+ if ( !tracing ) return
+ var currVelX = (mouse.x-prevX)
+ var currVelY = (mouse.y-prevY)
+
+ velocityX = (velocityX + currVelX)/2.0;
+ velocityY = (velocityY + currVelY)/2.0;
+
+ prevX = mouse.x
+ prevY = mouse.y
+
+ if ( velocityX > 15 && mouse.x > mouseSwipeArea.width * 0.25 ) {
+ tracing = false
+ // Swipe Right
+ mouseSwipeArea.swipeRight()
+ } else if ( velocityX < -15 && mouse.x < mouseSwipeArea.width * 0.75 ) {
+ tracing = false
+ // Swipe Left
+ mouseSwipeArea.swipeLeft()
+ } else if (velocityY > 15 && mouse.y > mouseSwipeArea.height * 0.25 ) {
+ tracing = false
+ // Swipe Down
+ mouseSwipeArea.swipeDown()
+ } else if ( velocityY < -15 && mouse.y < mouseSwipeArea.height * 0.75 ) {
+ tracing = false
+ // Swipe Up
+ mouseSwipeArea.swipeUp()
+ }
+ }
+}
diff --git a/examples/canvas3d/threejs/oneqt/doc/images/oneqt-example.png b/examples/canvas3d/canvas3d/threejs/oneqt/doc/images/oneqt-example.png
index 726cc2e..726cc2e 100644
--- a/examples/canvas3d/threejs/oneqt/doc/images/oneqt-example.png
+++ b/examples/canvas3d/canvas3d/threejs/oneqt/doc/images/oneqt-example.png
Binary files differ
diff --git a/examples/canvas3d/canvas3d/threejs/oneqt/doc/src/oneqt.qdoc b/examples/canvas3d/canvas3d/threejs/oneqt/doc/src/oneqt.qdoc
new file mode 100644
index 0000000..54f535d
--- /dev/null
+++ b/examples/canvas3d/canvas3d/threejs/oneqt/doc/src/oneqt.qdoc
@@ -0,0 +1,147 @@
+/****************************************************************************
+**
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
+**
+** This file is part of the QtCanvas3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL3$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPLv3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 2.0 requirements will be
+** met: http://www.gnu.org/licenses/gpl-2.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+/*!
+ \example canvas3d/threejs/oneqt
+ \since QtCanvas3D 1.0
+ \title One Qt Example
+ \ingroup qtcanvas3d-examples
+ \brief Demonstrates combining Qt Quick and three.js rendering.
+
+ One Qt example demonstrates how to implement a simple QML 3D control that combines the use
+ of \c{three.js} library-based Canvas3D rendering with Qt Quick 2D elements. The example shows
+ a view with various benefits of using Qt with related images picked from
+ \l {http://qt.io} {http://qt.io}. The images are displayed on the side of a spinning 3D cube
+ that spins to show the correct image when the tabs at the top of the application are selected.
+ You can also use swipe gestures to spin the cube to navigate between the tabs. The 3D cube
+ control has been implemented as a simple QML type that internaly uses \c{three.js} library and
+ \l{Qt Canvas 3D}.
+
+ \image oneqt-example.png
+
+ \section1 Main QML File
+
+ In \l{canvas3d/threejs/oneqt/oneqt.qml}{oneqt.qml}, we build the 2D content as normal in QML.
+ Then we add a custom \c {ImageCube} type into the scene behind the text elements.
+ This custom type, implemented using \c{three.js} library, handles the painting of the 3D
+ cube.
+
+ \snippet canvas3d/threejs/oneqt/oneqt.qml 0
+ \dots
+
+ \note The \c {ImageCube} 3D UI component can be created and anchored just like any other
+ QML type.
+
+ \section1 The Custom 3D QML Control
+
+ The \l{canvas3d/threejs/oneqt/ImageCube.qml}{ImageCube.qml} takes six images that it loads
+ and places to the sides of the cube. In addition, the type has a state that defines which of
+ these images are visible and a \c {backgroundColor} property that is used when painting the 3D
+ cube. The \c {angleOffset} property can be used to adjust the cube's direction when displaying
+ the selected image. In this example the cube component sits on the right edge of the screen so
+ we twist it slightly to the left so that it appears to be facing the rest of the content.
+ This angle is also used by the 3D light so that the light always illuminates the selected face
+ of the cube.
+
+ \snippet canvas3d/threejs/oneqt/ImageCube.qml 0
+ \dots
+
+ The custom type defines six states, one for each side of the cube along with the x-, y-, and
+ z-rotations, that must be set to show the face of the cube corresponding to the state.
+
+ \snippet canvas3d/threejs/oneqt/ImageCube.qml 1
+ \dots
+
+ We use \c {RotationAnimation} to animate the transition between angles. It enables us to get
+ smooth transitions between different cube orientations and to always rotate the cube along the
+ shortest possible angle distance.
+
+ \snippet canvas3d/threejs/oneqt/ImageCube.qml 2
+ \dots
+
+ We call the JavaScript code that uses \c{three.js} to do the rendering of the cube, calling
+ it on the \c{initializeGL}, \c{paintGL}, and \c{resizeGL} signals.
+
+ \snippet canvas3d/threejs/oneqt/ImageCube.qml 3
+
+ \section1 The JavaScript Code
+
+ The JavaScript side of the implementation,
+ \l{canvas3d/threejs/oneqt/imagecube.js}{imagecube.js},
+ is done using a version of \c{three.js} that is ported for \l{Qt Canvas 3D}:
+ \l{https://github.com/tronlec/three.js}{three.js}.
+
+ In \l{canvas3d/threejs/oneqt/imagecube.js}{imagecube.js}, we start by creating the camera and
+ the scene that contains all the rest of the \c{three.js} objects.
+
+ \snippet canvas3d/threejs/oneqt/imagecube.js 0
+ \dots
+
+ Then we start the asynchronous loading of the textures and create a material array for the sides
+ of the cube (note that the cube needs 12 materials as each side consists of two triangles).
+
+ \snippet canvas3d/threejs/oneqt/imagecube.js 1
+ \dots
+
+ We then create the needed geometry as \c {BoxGeometry} binding the created materials to the
+ faces of the cube. We then create a \c {MeshFaceMaterial} from the array of materials.
+
+ \snippet canvas3d/threejs/oneqt/imagecube.js 2
+
+ Finally we create the cube mesh from the geometry and material, position it, and add it
+ to the 3D scene.
+
+ \snippet canvas3d/threejs/oneqt/imagecube.js 3
+
+ Next we create and add some lights to the scene. \c{AmbientLight} defines the surrounding light
+ amount and the directional light is positioned so that it highlights the face of the cube that
+ is currently selected.
+
+ \snippet canvas3d/threejs/oneqt/imagecube.js 6
+
+ Final step in the initialization phase is to create the \c {Canvas3D} renderer and set the
+ initial size and clear color (color of the background) to the renderer.
+
+ \snippet canvas3d/threejs/oneqt/imagecube.js 4
+
+ When we need to render the scene in response to the \c{paintGL} signal from Canvas3D, we just
+ copy the current rotation values from the QML side to the cube mesh in the \c{paintGL()} method.
+
+ \snippet canvas3d/threejs/oneqt/imagecube.js 5
+
+ For more information on how to use \c {three.js} the documentation is available here:
+ \l{http://threejs.org/docs/}{three.js/docs}
+*/
diff --git a/examples/canvas3d/threejs/oneqt/imagecube.js b/examples/canvas3d/canvas3d/threejs/oneqt/imagecube.js
index 666aa0e..d961284 100644
--- a/examples/canvas3d/threejs/oneqt/imagecube.js
+++ b/examples/canvas3d/canvas3d/threejs/oneqt/imagecube.js
@@ -43,7 +43,8 @@ var pointLight;
function initializeGL(canvas) {
//! [0]
camera = new THREE.PerspectiveCamera(50, canvas.width / canvas.height, 1, 2000);
- camera.position.z = 700;
+ camera.position.z = 400;
+ camera.position.y = 140;
scene = new THREE.Scene();
//! [0]
@@ -86,22 +87,20 @@ function initializeGL(canvas) {
//! [3]
cube = new THREE.Mesh(geometry, faceMaterial);
- cube.position.x = 350;
- cube.position.y = -130;
- cube.rotation.x = 0;
- cube.rotation.y = 0;
- cube.rotation.z = 0;
scene.add(cube);
//! [3]
+ camera.lookAt(cube.position);
+
// Lights
//! [6]
scene.add(new THREE.AmbientLight(0x444444));
var directionalLight = new THREE.DirectionalLight(0xffffff, 1.0);
- directionalLight.position.x = -350;
+
directionalLight.position.y = 130;
directionalLight.position.z = 700;
+ directionalLight.position.x = Math.tan(canvas.angleOffset) * directionalLight.position.z;
directionalLight.position.normalize();
scene.add(directionalLight);
//! [6]
@@ -109,26 +108,34 @@ function initializeGL(canvas) {
//! [4]
renderer = new THREE.Canvas3DRenderer(
{ canvas: canvas, antialias: true, devicePixelRatio: canvas.devicePixelRatio });
+ renderer.setPixelRatio(canvas.devicePixelRatio);
renderer.setSize(canvas.width, canvas.height);
- renderer.setClearColor(0xfcfcfc);
+ setBackgroundColor(canvas.backgroundColor);
//! [4]
}
-function onResizeGL(canvas) {
+function setBackgroundColor(backgroundColor) {
+ var str = ""+backgroundColor;
+ var color = parseInt(str.substring(1), 16);
+ if (renderer)
+ renderer.setClearColor(color);
+}
+
+function resizeGL(canvas) {
if (camera === undefined) return;
camera.aspect = canvas.width / canvas.height;
camera.updateProjectionMatrix();
- renderer.devicePixelRatio = canvas.devicePixelRatio;
+ renderer.setPixelRatio(canvas.devicePixelRatio);
renderer.setSize(canvas.width, canvas.height);
}
//! [5]
function paintGL(canvas) {
- cube.rotation.x = canvas.xRotation;
- cube.rotation.y = canvas.yRotation;
- cube.rotation.z = canvas.zRotation;
+ cube.rotation.x = canvas.xRotation * Math.PI / 180;
+ cube.rotation.y = canvas.yRotation * Math.PI / 180;
+ cube.rotation.z = canvas.zRotation * Math.PI / 180;
renderer.render(scene, camera);
}
//! [5]
diff --git a/examples/canvas3d/threejs/oneqt/main.cpp b/examples/canvas3d/canvas3d/threejs/oneqt/main.cpp
index 112cc20..112cc20 100644
--- a/examples/canvas3d/threejs/oneqt/main.cpp
+++ b/examples/canvas3d/canvas3d/threejs/oneqt/main.cpp
diff --git a/examples/canvas3d/threejs/oneqt/oneqt.pro b/examples/canvas3d/canvas3d/threejs/oneqt/oneqt.pro
index 08551ae..96515f0 100644
--- a/examples/canvas3d/threejs/oneqt/oneqt.pro
+++ b/examples/canvas3d/canvas3d/threejs/oneqt/oneqt.pro
@@ -1,4 +1,4 @@
-!include( ../../../examples.pri ) {
+!include( ../../../../examples.pri ) {
error( "Couldn't find the examples.pri file!" )
}
diff --git a/examples/canvas3d/threejs/oneqt/oneqt.qml b/examples/canvas3d/canvas3d/threejs/oneqt/oneqt.qml
index 513f604..cc1a16c 100644
--- a/examples/canvas3d/threejs/oneqt/oneqt.qml
+++ b/examples/canvas3d/canvas3d/threejs/oneqt/oneqt.qml
@@ -38,124 +38,123 @@ import QtQuick 2.0
import QtCanvas3D 1.0
import QtQuick.Layouts 1.1
-Item {
+Rectangle {
id: mainview
width: 1280
height: 768
visible: true
focus: true
- state: "page6"
-
- onStateChanged: {
- if (state == "page1") {
- imageCube.state="image1";
- page1Button.selected = true;
- page2Button.selected = false;
- page3Button.selected = false;
- page4Button.selected = false;
- page5Button.selected = false;
- page6Button.selected = false;
- page1.visible = true;
- page2.visible = false;
- page4.visible = false;
- page3.visible = false;
- page5.visible = false;
- page6.visible = false;
- } else if (state == "page2") {
- imageCube.state="image2";
- page1Button.selected = false;
- page2Button.selected = true;
- page3Button.selected = false;
- page4Button.selected = false;
- page5Button.selected = false;
- page6Button.selected = false;
- page1.visible = false;
- page2.visible = true;
- page4.visible = false;
- page3.visible = false;
- page5.visible = false;
- page6.visible = false;
- } else if (state == "page3") {
- imageCube.state="image3";
- page1Button.selected = false;
- page2Button.selected = false;
- page3Button.selected = true;
- page4Button.selected = false;
- page5Button.selected = false;
- page6Button.selected = false;
- page1.visible = false;
- page2.visible = false;
- page3.visible = true;
- page4.visible = false;
- page5.visible = false;
- page6.visible = false;
- } else if (state == "page4") {
- imageCube.state="image4";
- page1Button.selected = false;
- page2Button.selected = false;
- page3Button.selected = false;
- page4Button.selected = true;
- page5Button.selected = false;
- page6Button.selected = false;
- page1.visible = false;
- page2.visible = false;
- page3.visible = false;
- page4.visible = true;
- page5.visible = false;
- page6.visible = false;
- } else if (state == "page5") {
- imageCube.state="image5";
- page1Button.selected = false;
- page2Button.selected = false;
- page3Button.selected = false;
- page4Button.selected = false;
- page5Button.selected = true;
- page6Button.selected = false;
- page1.visible = false;
- page2.visible = false;
- page3.visible = false;
- page4.visible = false;
- page5.visible = true;
- page6.visible = false;
- } else if (state == "page6") {
- imageCube.state="image6";
- page1Button.selected = false;
- page2Button.selected = false;
- page3Button.selected = false;
- page4Button.selected = false;
- page5Button.selected = false;
- page6Button.selected = true;
- page1.visible = false;
- page2.visible = false;
- page3.visible = false;
- page4.visible = false;
- page5.visible = false;
- page6.visible = true;
- }
- }
+ color: "#FCFCFC"
Keys.onPressed: {
- if (event.key == Qt.Key_1) state = 'page1';
- else if (event.key == Qt.Key_2) state = 'page2';
- else if (event.key == Qt.Key_3) state = 'page3';
- else if (event.key == Qt.Key_4) state = 'page4';
- else if (event.key == Qt.Key_5) state = 'page5';
- else if (event.key == Qt.Key_6) state = 'page6';
+ if (event.key === Qt.Key_1) imageCube.state = 'image1';
+ else if (event.key === Qt.Key_2) imageCube.state = 'image2';
+ else if (event.key === Qt.Key_3) imageCube.state = 'image3';
+ else if (event.key === Qt.Key_4) imageCube.state = 'image4';
+ else if (event.key === Qt.Key_5) imageCube.state = 'image5';
+ else if (event.key === Qt.Key_6) imageCube.state = 'image6';
}
//! [0]
ImageCube {
id: imageCube
- anchors.fill:parent
- state: "image1"
+ width: 512 * (parent.width / 1280)
+ height: 512 * (parent.height / 768)
+ anchors.bottom: parent.bottom
+ anchors.right: parent.right
+ //! [0]
+ angleOffset: -180 / 8.0
+ backgroundColor: "#FCFCFC"
+ state: "image6"
image1: "qrc:/textures/devices.png"
image2: "qrc:/textures/iot.png"
image3: "qrc:/textures/embedded.png"
image4: "qrc:/textures/dataviz.jpg"
image5: "qrc:/textures/multiscreen.png"
image6: "qrc:/textures/puzzle-pieces.png"
+
+ onStateChanged: {
+ if (imageCube.state == "image1") {
+ page1Button.selected = true;
+ page2Button.selected = false;
+ page3Button.selected = false;
+ page4Button.selected = false;
+ page5Button.selected = false;
+ page6Button.selected = false;
+ info1.visible = true;
+ info2.visible = false;
+ info4.visible = false;
+ info3.visible = false;
+ info5.visible = false;
+ info6.visible = false;
+ } else if (imageCube.state == "image2") {
+ page1Button.selected = false;
+ page2Button.selected = true;
+ page3Button.selected = false;
+ page4Button.selected = false;
+ page5Button.selected = false;
+ page6Button.selected = false;
+ info1.visible = false;
+ info2.visible = true;
+ info4.visible = false;
+ info3.visible = false;
+ info5.visible = false;
+ info6.visible = false;
+ } else if (imageCube.state == "image3") {
+ page1Button.selected = false;
+ page2Button.selected = false;
+ page3Button.selected = true;
+ page4Button.selected = false;
+ page5Button.selected = false;
+ page6Button.selected = false;
+ info1.visible = false;
+ info2.visible = false;
+ info3.visible = true;
+ info4.visible = false;
+ info5.visible = false;
+ info6.visible = false;
+ } else if (imageCube.state == "image4") {
+ page1Button.selected = false;
+ page2Button.selected = false;
+ page3Button.selected = false;
+ page4Button.selected = true;
+ page5Button.selected = false;
+ page6Button.selected = false;
+ info1.visible = false;
+ info2.visible = false;
+ info3.visible = false;
+ info4.visible = true;
+ info5.visible = false;
+ info6.visible = false;
+ } else if (imageCube.state == "image5") {
+ page1Button.selected = false;
+ page2Button.selected = false;
+ page3Button.selected = false;
+ page4Button.selected = false;
+ page5Button.selected = true;
+ page6Button.selected = false;
+ info1.visible = false;
+ info2.visible = false;
+ info3.visible = false;
+ info4.visible = false;
+ info5.visible = true;
+ info6.visible = false;
+ } else if (imageCube.state == "image6") {
+ page1Button.selected = false;
+ page2Button.selected = false;
+ page3Button.selected = false;
+ page4Button.selected = false;
+ page5Button.selected = false;
+ page6Button.selected = true;
+ info1.visible = false;
+ info2.visible = false;
+ info3.visible = false;
+ info4.visible = false;
+ info5.visible = false;
+ info6.visible = true;
+ }
+ }
}
- //! [0]
Rectangle {
id: menuBar
@@ -180,8 +179,8 @@ Item {
Navibutton {
id: page1Button
text: "Device Creation"
- stateTarget: mainview
- stateSelect: "page1"
+ stateTarget: imageCube
+ stateSelect: "image1"
Layout.minimumHeight:52
Layout.preferredHeight: 52
Layout.maximumHeight: 52
@@ -190,8 +189,8 @@ Item {
Navibutton {
id: page2Button
text: "IoT"
- stateTarget: mainview
- stateSelect: "page2"
+ stateTarget: imageCube
+ stateSelect: "image2"
Layout.minimumHeight:52
Layout.preferredHeight: 52
Layout.maximumHeight: 52
@@ -200,8 +199,8 @@ Item {
Navibutton {
id: page3Button
text: "Rapid Development"
- stateTarget: mainview
- stateSelect: "page3"
+ stateTarget: imageCube
+ stateSelect: "image3"
Layout.minimumHeight:52
Layout.preferredHeight: 52
Layout.maximumHeight: 52
@@ -210,8 +209,8 @@ Item {
Navibutton {
id: page4Button
text: "Modern UX"
- stateTarget: mainview
- stateSelect: "page4"
+ stateTarget: imageCube
+ stateSelect: "image4"
Layout.minimumHeight:52
Layout.preferredHeight: 52
Layout.maximumHeight: 52
@@ -220,8 +219,8 @@ Item {
Navibutton {
id: page5Button
text: "Cross Platform"
- stateTarget: mainview
- stateSelect: "page5"
+ stateTarget: imageCube
+ stateSelect: "image5"
Layout.minimumHeight:52
Layout.preferredHeight: 52
Layout.maximumHeight: 52
@@ -230,8 +229,8 @@ Item {
Navibutton {
id: page6Button
text: "In the Box"
- stateTarget: mainview
- stateSelect: "page6"
+ stateTarget: imageCube
+ stateSelect: "image6"
Layout.minimumHeight:52
Layout.preferredHeight: 52
Layout.maximumHeight: 52
@@ -248,7 +247,7 @@ Item {
}
InfoSheet {
- id: page1
+ id: info1
width: parent.width
anchors.top: separator.bottom
anchors.left: parent.left
@@ -263,7 +262,7 @@ Item {
}
InfoSheet {
- id: page2
+ id: info2
visible: false
width: parent.width
anchors.top: separator.bottom
@@ -280,7 +279,7 @@ Item {
}
InfoSheet {
- id: page3
+ id: info3
visible: false
width: parent.width
anchors.top: separator.bottom
@@ -297,7 +296,7 @@ Item {
}
InfoSheet {
- id: page4
+ id: info4
visible: false
width: parent.width
anchors.top: separator.bottom
@@ -313,7 +312,7 @@ Item {
}
InfoSheet {
- id: page5
+ id: info5
visible: false
width: parent.width
anchors.top: separator.bottom
@@ -330,7 +329,7 @@ Item {
}
InfoSheet {
- id: page6
+ id: info6
visible: false
width: parent.width
anchors.top: separator.bottom
diff --git a/examples/canvas3d/threejs/oneqt/oneqt.qrc b/examples/canvas3d/canvas3d/threejs/oneqt/oneqt.qrc
index cc44d6d..bb641b2 100644
--- a/examples/canvas3d/threejs/oneqt/oneqt.qrc
+++ b/examples/canvas3d/canvas3d/threejs/oneqt/oneqt.qrc
@@ -14,5 +14,6 @@
<file>textures/multiscreen.png</file>
<file>textures/puzzle-pieces.png</file>
<file>ImageCube.qml</file>
+ <file>SwipeArea.qml</file>
</qresource>
</RCC>
diff --git a/examples/canvas3d/threejs/oneqt/textures/dataviz.jpg b/examples/canvas3d/canvas3d/threejs/oneqt/textures/dataviz.jpg
index b680b85..b680b85 100644
--- a/examples/canvas3d/threejs/oneqt/textures/dataviz.jpg
+++ b/examples/canvas3d/canvas3d/threejs/oneqt/textures/dataviz.jpg
Binary files differ
diff --git a/examples/canvas3d/threejs/oneqt/textures/devices.png b/examples/canvas3d/canvas3d/threejs/oneqt/textures/devices.png
index 6e537a9..6e537a9 100644
--- a/examples/canvas3d/threejs/oneqt/textures/devices.png
+++ b/examples/canvas3d/canvas3d/threejs/oneqt/textures/devices.png
Binary files differ
diff --git a/examples/canvas3d/threejs/oneqt/textures/embedded.png b/examples/canvas3d/canvas3d/threejs/oneqt/textures/embedded.png
index cd77ead..cd77ead 100644
--- a/examples/canvas3d/threejs/oneqt/textures/embedded.png
+++ b/examples/canvas3d/canvas3d/threejs/oneqt/textures/embedded.png
Binary files differ
diff --git a/examples/canvas3d/threejs/oneqt/textures/iot.png b/examples/canvas3d/canvas3d/threejs/oneqt/textures/iot.png
index cab216c..cab216c 100644
--- a/examples/canvas3d/threejs/oneqt/textures/iot.png
+++ b/examples/canvas3d/canvas3d/threejs/oneqt/textures/iot.png
Binary files differ
diff --git a/examples/canvas3d/threejs/oneqt/textures/multiscreen.png b/examples/canvas3d/canvas3d/threejs/oneqt/textures/multiscreen.png
index 668d65d..668d65d 100644
--- a/examples/canvas3d/threejs/oneqt/textures/multiscreen.png
+++ b/examples/canvas3d/canvas3d/threejs/oneqt/textures/multiscreen.png
Binary files differ
diff --git a/examples/canvas3d/threejs/oneqt/textures/puzzle-pieces.png b/examples/canvas3d/canvas3d/threejs/oneqt/textures/puzzle-pieces.png
index 9526256..9526256 100644
--- a/examples/canvas3d/threejs/oneqt/textures/puzzle-pieces.png
+++ b/examples/canvas3d/canvas3d/threejs/oneqt/textures/puzzle-pieces.png
Binary files differ
diff --git a/examples/canvas3d/threejs/oneqt/textures/qtlogo.png b/examples/canvas3d/canvas3d/threejs/oneqt/textures/qtlogo.png
index f7276e2..f7276e2 100644
--- a/examples/canvas3d/threejs/oneqt/textures/qtlogo.png
+++ b/examples/canvas3d/canvas3d/threejs/oneqt/textures/qtlogo.png
Binary files differ
diff --git a/examples/canvas3d/threejs/oneqt/textures/qtlogosmall.png b/examples/canvas3d/canvas3d/threejs/oneqt/textures/qtlogosmall.png
index 7d6772d..7d6772d 100644
--- a/examples/canvas3d/threejs/oneqt/textures/qtlogosmall.png
+++ b/examples/canvas3d/canvas3d/threejs/oneqt/textures/qtlogosmall.png
Binary files differ
diff --git a/examples/canvas3d/canvas3d/threejs/planets/FpsDisplay.qml b/examples/canvas3d/canvas3d/threejs/planets/FpsDisplay.qml
new file mode 100644
index 0000000..c0dad19
--- /dev/null
+++ b/examples/canvas3d/canvas3d/threejs/planets/FpsDisplay.qml
@@ -0,0 +1,101 @@
+/****************************************************************************
+**
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
+**
+** This file is part of the QtCanvas3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL3$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPLv3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 2.0 requirements will be
+** met: http://www.gnu.org/licenses/gpl-2.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+import QtQuick 2.0
+
+Item {
+ id: fpsDisplayControl
+ property bool hidden: true
+ property real fps: 0.0
+
+ onHiddenChanged: {
+ if (fpsDisplayControl.hidden)
+ fpsDisplay.color = "transparent";
+ else
+ fpsDisplay.color = "#000000FF";
+ }
+
+ onFpsChanged: {
+ fpsDisplay.updateFps();
+ }
+
+ Rectangle {
+ anchors.fill: parent
+ id: fpsDisplay
+ color: "transparent"
+
+ property real maxFps: 60.0
+ property color maxFpsColor: "#00FF00"
+ property color minFpsColor: "#FF0000"
+
+ function updateFps() {
+ var scale = (fps > maxFps)?1.0:(fps/maxFps);
+ var r = (1 - scale) * minFpsColor.r + scale * maxFpsColor.r;
+ var g = (1 - scale) * minFpsColor.g + scale * maxFpsColor.g;
+ var b = (1 - scale) * minFpsColor.b + scale * maxFpsColor.b;
+ var a = (1 - scale) * minFpsColor.a + scale * maxFpsColor.a;
+ fpsCauge.height = scale * fpsDisplay.height;
+ fpsCauge.color = Qt.rgba(r,g,b,a);
+ }
+
+ Rectangle {
+ id: fpsCauge
+ width: parent.width
+ anchors.bottom: parent.bottom
+ visible: !fpsDisplayControl.hidden
+ }
+
+ Text {
+ id: fpsText
+ text: ""+(fps | 0)
+ font.family: "Helvetica"
+ font.pixelSize: 16
+ font.weight: Font.Light
+ color: "white"
+ anchors.fill: parent
+ verticalAlignment: Text.AlignVCenter
+ horizontalAlignment: Text.AlignHCenter
+ visible: !fpsDisplayControl.hidden
+ }
+ }
+ MouseArea {
+ anchors.fill: parent
+ onClicked: {
+ fpsDisplayControl.hidden = !fpsDisplayControl.hidden;
+ }
+ }
+}
+
diff --git a/examples/canvas3d/canvas3d/threejs/planets/InfoSheet.qml b/examples/canvas3d/canvas3d/threejs/planets/InfoSheet.qml
new file mode 100644
index 0000000..6db7e53
--- /dev/null
+++ b/examples/canvas3d/canvas3d/threejs/planets/InfoSheet.qml
@@ -0,0 +1,111 @@
+/****************************************************************************
+**
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
+**
+** This file is part of the QtCanvas3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL3$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPLv3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 2.0 requirements will be
+** met: http://www.gnu.org/licenses/gpl-2.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+import QtQuick 2.0
+
+Rectangle {
+ id: infoSheet
+
+ width: 200
+ height: 450
+ anchors.verticalCenter: parent.verticalCenter
+
+ property alias planet: planetText.planet
+ property alias radius: infoText.radius
+ property alias temperature: infoText.temperature
+ property alias orbitalPeriod: infoText.orbitalPeriod
+ property alias distance: infoText.distance
+ property alias exampleDetails: infoText.exampleDetails
+
+ Behavior on opacity { PropertyAnimation {} }
+
+ color: "black"
+
+ Text {
+ id: planetText
+ anchors.top: parent.top
+ anchors.topMargin: 20
+ anchors.horizontalCenter: parent.horizontalCenter
+
+ property string planet: ""
+
+ font.family: "Helvetica"
+ font.pixelSize: 32
+ font.weight: Font.Light
+ color: "white"
+
+ text: "<p>" + planet + "</p>"
+
+ }
+
+ Text {
+ id: infoText
+ anchors.top: planetText.bottom
+ anchors.horizontalCenter: parent.horizontalCenter
+
+ property string radius: ""
+ property string temperature: ""
+ property string orbitalPeriod: ""
+ property string distance: ""
+ property string exampleDetails: ""
+
+ font.family: "Helvetica"
+ font.pixelSize: 16
+ font.weight: Font.Light
+ lineHeight: 1.625 * 16
+ lineHeightMode: Text.FixedHeight
+ color: "white"
+
+ text: {
+ if (planet == "Solar System") {
+ "<p>" + exampleDetails + "</p>"
+ } else if (planet == "Sun") {
+ "<p>Equatorial Diameter:</p><p>" + radius + "</p></br>"
+ + "<p>Surface Temperature:</p><p>" + temperature + "</p>"
+ } else {
+ "<p>Equatorial Diameter:</p><p>" + radius + "</p></br>"
+ + "<p>Surface Temperature:</p><p>" + temperature + "</p></br>"
+ + "<p>Solar Orbit Period:</p><p>" + orbitalPeriod + "</p></br>"
+ + "<p>Distance from Sun:</p><p>" + distance + "</p>"
+ }
+ }
+
+ onLinkActivated: Qt.openUrlExternally(link);
+
+ }
+
+}
+
diff --git a/examples/canvas3d/canvas3d/threejs/planets/PlanetButton.qml b/examples/canvas3d/canvas3d/threejs/planets/PlanetButton.qml
new file mode 100644
index 0000000..a518859
--- /dev/null
+++ b/examples/canvas3d/canvas3d/threejs/planets/PlanetButton.qml
@@ -0,0 +1,89 @@
+/****************************************************************************
+**
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
+**
+** This file is part of the QtCanvas3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL3$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPLv3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 2.0 requirements will be
+** met: http://www.gnu.org/licenses/gpl-2.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+import QtQuick 2.0
+
+Rectangle {
+
+ id: planetButton
+ property alias text: planetText.text
+ property alias source: planetImage.source
+ property alias focusPlanet: planetImage.focusPlanet
+ property Item planetSelector: parent.parent
+ property int buttonSize: 70
+
+ width: buttonSize; height: buttonSize
+ color: "transparent"
+
+ Image {
+ id: planetImage
+ anchors.fill: parent
+ property int focusPlanet
+
+ MouseArea {
+ anchors.fill: parent
+ hoverEnabled: true
+ onClicked: { planetSelector.focusedPlanet = focusPlanet; }
+ onEntered: PropertyAnimation { target: planetText; property: "opacity"; to: 1 }
+ onExited: PropertyAnimation { target: planetText;
+ property: "opacity";
+ to: {
+ if (planetText.text != "Solar System")
+ 0
+ else
+ 1
+ }
+ }
+ }
+ }
+
+ Text {
+ id: planetText
+ anchors.centerIn: parent
+ font.family: "Helvetica"
+ font.pixelSize: 16
+ font.weight: Font.Light
+ color: "white"
+ opacity: {
+ if (text == "Solar System") {
+ opacity = 1;
+ } else {
+ opacity = 0;
+ }
+ }
+ }
+
+}
diff --git a/examples/canvas3d/canvas3d/threejs/planets/StyledSlider.qml b/examples/canvas3d/canvas3d/threejs/planets/StyledSlider.qml
new file mode 100644
index 0000000..1601dd3
--- /dev/null
+++ b/examples/canvas3d/canvas3d/threejs/planets/StyledSlider.qml
@@ -0,0 +1,69 @@
+/****************************************************************************
+**
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
+**
+** This file is part of the QtCanvas3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL3$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPLv3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 2.0 requirements will be
+** met: http://www.gnu.org/licenses/gpl-2.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+import QtQuick 2.0
+import QtQuick.Controls 1.2
+import QtQuick.Controls.Styles 1.3
+
+Slider {
+ id: styledSlider
+
+ style: SliderStyle {
+ groove: Rectangle {
+ implicitWidth: 200
+ implicitHeight: 5
+ color: "#5d5b59"
+ Rectangle {
+ anchors.verticalCenter: parent.verticalCenter
+ width: styleData.handlePosition
+ height: 5
+ gradient: Gradient {
+ GradientStop { position: 0.0; color: "#80c342" }
+ GradientStop { position: 1.0; color: "#328930" }
+ }
+ }
+ }
+ handle: Rectangle {
+ anchors.centerIn: parent
+ color: "#aeadac"
+ border.color: "#1e1b18"
+ border.width: 1
+ implicitWidth: 8
+ implicitHeight: 20
+ }
+ }
+}
+
diff --git a/examples/canvas3d/canvas3d/threejs/planets/doc/images/planets-example.jpg b/examples/canvas3d/canvas3d/threejs/planets/doc/images/planets-example.jpg
new file mode 100644
index 0000000..7177c27
--- /dev/null
+++ b/examples/canvas3d/canvas3d/threejs/planets/doc/images/planets-example.jpg
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diff --git a/examples/canvas3d/canvas3d/threejs/planets/doc/src/planets.qdoc b/examples/canvas3d/canvas3d/threejs/planets/doc/src/planets.qdoc
new file mode 100644
index 0000000..cbadcbb
--- /dev/null
+++ b/examples/canvas3d/canvas3d/threejs/planets/doc/src/planets.qdoc
@@ -0,0 +1,126 @@
+/****************************************************************************
+**
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
+**
+** This file is part of the QtCanvas3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL3$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPLv3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 2.0 requirements will be
+** met: http://www.gnu.org/licenses/gpl-2.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+/*!
+ \example canvas3d/threejs/planets
+ \since QtCanvas3D 1.0
+ \title Planets Example
+ \ingroup qtcanvas3d-examples
+ \brief Demonstrates combining Qt Quick and three.js rendering.
+
+ The Planets example demonstrates how to implement an application that combines the use of
+ three.js library-based Canvas3D rendering with Qt Quick 2D elements. The example shows the eight
+ planets of our Solar System with the Sun.
+
+ \image planets-example.jpg
+
+ The planets are rotating around the Sun based on their orbit at a given time. The rotation
+ starts at 2000 Jan 0.0 UT. The planet positions are calculated based on the formulas found here:
+ \l {http://www.stjarnhimlen.se/comp/ppcomp.html}{http://www.stjarnhimlen.se/comp/ppcomp.html}
+ and \l {http://www.davidcolarusso.com/astro/}{http://www.davidcolarusso.com/astro/}.
+
+ \section1 Qt Quick Implementation
+
+ The Qt Quick Implementation \l{canvas3d/threejs/planets/planets.qml}{planets.qml} of the example
+ renders the 3D content using Canvas3D type. The type calls JavaScript code that uses
+ \c{three.js} to initialize, paint, and resize the 3D view.
+
+ \snippet canvas3d/threejs/planets/planets.qml 0
+
+ The planet related information is stored into \c{ListModel}. The selection buttons for the
+ planets and the information sheet are created based on the model. The 2D elements, selection
+ buttons and sliders, are implemented in the QML side.
+
+ The selection buttons change the \c{focusedPlanet} property of the mainview. As the property
+ changes the planet information is updated and the camera is animated to the new position. The
+ camera position and the camera look at point are updated based on values that are animated on
+ QML side.
+
+ \snippet canvas3d/threejs/planets/planets.qml 1
+
+ The sliders are used to adjust the rotation speed, the planet size, and the viewing distance.
+ When the slider value changes, JavaScript code is called to adjust the given property. For
+ example, changing the value of the "Viewing Distance" slider calls the \c{setCameraDistence()}
+ method.
+
+ \snippet canvas3d/threejs/planets/planets.qml 2
+
+ \section1 The JavaScript Code
+
+ The JavaScript side of the implementation, \l{canvas3d/threejs/planets/planets.js}{planets.js},
+ is done using a version of \c{three.js} that is ported for \l{Qt Canvas 3D}:
+ \l{https://github.com/tronlec/three.js}{three.js}.
+
+ The \c{initializeGL()} method creates the camera and the scene. It also adds the lights to the
+ scene and creates the planet meshes. The Canvas3D renderer needs to be created at initialization
+ phase too.
+
+ Planet texture maps are Copyright (c) by James Hastings-Trew
+ \l{http://planetpixelemporium.com/planets.html}{http://planetpixelemporium.com/planets.html}
+ used with permission. To calculate the ring geometry for the planets with rings, the
+ \c{_RingGeometry()} method from
+ \l{https://github.com/jeromeetienne/threex.planets}{three.xplanets} extension is used.
+
+ The scene is rendered in \c{paintGL()} method. That is also the place where the positions for
+ all of the planets are calculated. The planets are rotated based on their axial tilt and their
+ sidereal rotation period. In the \c{paintGL()} method the camera position and look at point are
+ updated based on the focused planet.
+
+ For more information on how to use \c {three.js} the documentation is available here:
+ \l{http://threejs.org/docs/}{three.js/docs}
+
+ \section1 Handling the Mouse Events
+
+ In order to handle the mouse event in JavaScript code the Canvas3D type has to include the
+ \c{ControlEventSource} type.
+
+ \snippet canvas3d/threejs/planets/planets.qml 3
+
+ This type is then passed to the JavaScript code on initialization.
+
+ \snippet canvas3d/threejs/planets/planets.qml 4
+
+ On JavaScript code in the \c{initializeGL()} method the \c{eventSource} object is saved to a
+ global variable. In this example \c{mouseDown} event is connected to the
+ \c{onDocumentMouseDown()} method.
+
+ \snippet canvas3d/threejs/planets/planets.js 5
+
+ Based on the mouse position variables passed to \c{onDocumentMouseDown()} method, it's checked
+ if the event takes place on top of a planet or not. The focused planet is changed according to
+ the mouse position.
+
+*/
diff --git a/examples/canvas3d/canvas3d/threejs/planets/images/earth.png b/examples/canvas3d/canvas3d/threejs/planets/images/earth.png
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diff --git a/examples/canvas3d/canvas3d/threejs/planets/images/venusmap.jpg b/examples/canvas3d/canvas3d/threejs/planets/images/venusmap.jpg
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diff --git a/examples/canvas3d/canvas3d/threejs/planets/main.cpp b/examples/canvas3d/canvas3d/threejs/planets/main.cpp
new file mode 100644
index 0000000..59b10c6
--- /dev/null
+++ b/examples/canvas3d/canvas3d/threejs/planets/main.cpp
@@ -0,0 +1,65 @@
+/****************************************************************************
+**
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
+**
+** This file is part of the QtCanvas3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL3$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPLv3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 2.0 requirements will be
+** met: http://www.gnu.org/licenses/gpl-2.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include <QtGui/QGuiApplication>
+#include <QtCore/QDir>
+#include <QtQuick/QQuickView>
+#include <QtQml/QQmlEngine>
+
+int main(int argc, char *argv[])
+{
+ QGuiApplication app(argc, argv);
+
+ QQuickView viewer;
+
+ // The following are needed to make examples run without having to install the module
+ // in desktop environments.
+#ifdef Q_OS_WIN
+ QString extraImportPath(QStringLiteral("%1/../../../../%2"));
+#else
+ QString extraImportPath(QStringLiteral("%1/../../../%2"));
+#endif
+ viewer.engine()->addImportPath(extraImportPath.arg(QGuiApplication::applicationDirPath(),
+ QString::fromLatin1("qml")));
+
+ viewer.setSource(QUrl("qrc:/planets.qml"));
+
+ viewer.setTitle(QStringLiteral("Qt Canvas 3D Examples - Planets"));
+ viewer.setResizeMode(QQuickView::SizeRootObjectToView);
+ viewer.show();
+
+ return app.exec();
+}
diff --git a/examples/canvas3d/canvas3d/threejs/planets/planets.js b/examples/canvas3d/canvas3d/threejs/planets/planets.js
new file mode 100644
index 0000000..79c3933
--- /dev/null
+++ b/examples/canvas3d/canvas3d/threejs/planets/planets.js
@@ -0,0 +1,681 @@
+/****************************************************************************
+**
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
+**
+** This file is part of the QtCanvas3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL3$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPLv3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 2.0 requirements will be
+** met: http://www.gnu.org/licenses/gpl-2.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+Qt.include("three.js")
+Qt.include("threex.planets.js")
+
+var SUN = 0;
+var MERCURY = 1;
+var VENUS = 2;
+var EARTH = 3;
+var MARS = 4;
+var JUPITER = 5;
+var SATURN = 6;
+var URANUS = 7;
+var NEPTUNE = 8;
+var NUM_SELECTABLE_PLANETS = 9;
+var MOON = 9;
+var SOLAR_SYSTEM = 100;
+
+var camera, scene, renderer;
+var planetCanvas, mouse, raycaster;
+
+var daysPerFrame;
+var daysPerFrameScale;
+var planetScale;
+var cameraDistance;
+
+var objects = []; // Planet objects
+var planets = []; // Planet data info
+
+var commonGeometry;
+var solarDistance = 2600000;
+var saturnOuterRadius = 120.700;
+var uranusOuterRadius = 40;
+
+var qmlView;
+
+var oldFocusedPlanetPosition;
+var oldCameraPosition;
+var defaultCameraPosition;
+
+var y = 2000;
+var m = 1;
+var D = 1;
+// Time scale formula based on http://www.stjarnhimlen.se/comp/ppcomp.html
+var startD = 367 * y - 7 * (y + (m + 9) / 12) / 4 + 275 * m / 9 + D - 730530;
+var oldTimeD = startD;
+var currTimeD = startD;
+
+var auScale = 149597.870700; // AU in thousands of kilometers
+
+var focusedScaling = false;
+var focusedMinimumScale = 20;
+var actualScale;
+
+function initializeGL(canvas, eventSource, mainView) {
+
+ planetCanvas = canvas;
+ qmlView = mainView;
+
+ camera = new THREE.PerspectiveCamera(45, canvas.width / canvas.height, 2500000, 20000000);
+ defaultCameraPosition = new THREE.Vector3(solarDistance, solarDistance, solarDistance);
+ camera.position.set(defaultCameraPosition.x, defaultCameraPosition.y, defaultCameraPosition.z);
+
+ scene = new THREE.Scene();
+
+ var starSphere = THREEx.Planets.createStarfield(8500000);
+ scene.add(starSphere);
+
+ var light = new THREE.PointLight(0x777777, 2);
+ light.position.set(0, 0, 0);
+ scene.add(light);
+
+ scene.add(new THREE.AmbientLight(0x111111));
+
+ loadPlanetData();
+ createPlanets();
+ setScale(1200);
+
+ camera.lookAt(objects[0].position); // look at the Sun
+
+ raycaster = new THREE.Raycaster();
+ mouse = new THREE.Vector2();
+
+ renderer = new THREE.Canvas3DRenderer(
+ { canvas: canvas, antialias: true, devicePixelRatio: canvas.devicePixelRatio });
+
+ renderer.setPixelRatio(canvas.devicePixelRatio);
+ renderer.setSize(canvas.width, canvas.height);
+ //! [5]
+ eventSource.mouseDown.connect(onDocumentMouseDown);
+ //! [5]
+}
+
+function loadPlanetData() {
+
+ // Planet Data
+ // radius - planet radius
+ // tilt - planet axis angle
+ // N1/2 - longitude of the ascending node
+ // i1/2 - inclination to the ecliptic (plane of the Earth's orbit)
+ // w1/2 - argument of perihelion
+ // a1/2 - semi-major axis, or mean distance from Sun
+ // e1/2 - eccentricity (0=circle, 0-1=ellipse, 1=parabola)
+ // M1/2 - mean anomaly (0 at perihelion; increases uniformly with time)
+ // period - sidereal rotation period
+ // centerOfOrbit - the planet in the center of the orbit
+ // (orbital elements based on http://www.stjarnhimlen.se/comp/ppcomp.html)
+
+ var sun = { radius: 694.439, tilt: 63.87, period: 25.05 };
+ planets.push(sun);
+ var mercury = {
+ radius: 2.433722, tilt: 0.04, N1: 48.3313, N2: 0.0000324587,
+ i1: 7.0047, i2: 0.0000000500, w1: 29.1241, w2: 0.0000101444,
+ a1: 0.387098, a2: 0, e1: 0.205635, e2: 0.000000000559,
+ M1: 168.6562, M2: 4.0923344368, period: 58.646,
+ centerOfOrbit: SUN
+ };
+ planets.push(mercury);
+ var venus = {
+ radius: 6.046079, tilt: 177.36, N1: 76.6799, N2: 0.0000246590,
+ i1: 3.3946, i2: 0.0000000275, w1: 54.8910, w2: 0.0000138374,
+ a1: 0.723330, a2: 0, e1: 0.006773, e2: -0.000000001302,
+ M1: 48.0052, M2: 1.6021302244, period: 243.0185,
+ centerOfOrbit: SUN
+ };
+ planets.push(venus);
+ var earth = {
+ radius: 6.371, tilt: 25.44, N1: 174.873, N2: 0,
+ i1: 0.00005, i2: 0, w1: 102.94719, w2: 0,
+ a1: 1, a2: 0, e1: 0.01671022, e2: 0,
+ M1: 357.529, M2: 0.985608, period: 0.997,
+ centerOfOrbit: SUN
+ };
+ planets.push(earth);
+ var mars = {
+ radius: 3.389372, tilt: 25.19, N1: 49.5574, N2: 0.0000211081,
+ i1: 1.8497, i2: -0.0000000178, w1: 286.5016, w2: 0.0000292961,
+ a1: 1.523688, a2: 0, e1: 0.093405, e2: 0.000000002516,
+ M1: 18.6021, M2: 0.5240207766, period: 1.025957,
+ centerOfOrbit: SUN
+ };
+ planets.push(mars);
+ var jupiter = {
+ radius: 71.41254, tilt: 3.13, N1: 100.4542, N2: 0.0000276854,
+ i1: 1.3030, i2: -0.0000001557, w1: 273.8777, w2: 0.0000164505,
+ a1: 5.20256, a2: 0, e1: 0.048498, e2: 0.000000004469,
+ M1: 19.8950, M2: 0.0830853001, period: 0.4135,
+ centerOfOrbit: SUN
+ };
+ planets.push(jupiter);
+ var saturn = {
+ radius: 60.19958, tilt: 26.73, N1: 113.6634, N2: 0.0000238980,
+ i1: 2.4886, i2: -0.0000001081, w1: 339.3939, w2: 0.0000297661,
+ a1: 9.55475, a2: 0, e1: 0.055546, e2: -0.000000009499,
+ M1: 316.9670, M2: 0.0334442282, period: 0.4395,
+ centerOfOrbit: SUN
+ };
+ planets.push(saturn);
+ var uranus = {
+ radius: 25.5286, tilt: 97.77, N1: 74.0005, N2: 0.000013978,
+ i1: 0.7733, i2: 0.000000019, w1: 96.6612, w2: 0.000030565,
+ a1: 19.18171, a2: -0.0000000155, e1: 0.047318, e2: 0.00000000745,
+ M1: 142.5905, M2: 0.011725806, period: 0.71833,
+ centerOfOrbit: SUN
+ };
+ planets.push(uranus);
+ var neptune = {
+ radius: 24.73859, tilt: 28.32, N1: 131.7806, N2: 0.000030173,
+ i1: 1.7700, i2: -0.000000255, w1: 272.8461, w2: 0.000006027,
+ a1: 30.05826, a2: 0.00000003313, e1: 0.008606, e2: 0.00000000215,
+ M1: 260.2471, M2: 0.005995147, period: 0.6713,
+ centerOfOrbit: SUN
+ };
+ planets.push(neptune);
+ var moon = {
+ radius: 1.5424, tilt: 28.32, N1: 125.1228, N2: -0.0529538083,
+ i1: 5.1454, i2: 0, w1: 318.0634, w2: 0.1643573223,
+ a1: 0.273, a2: 0, e1: 0.054900, e2: 0,
+ M1: 115.3654, M2: 13.0649929509, period: 27.321582,
+ centerOfOrbit: EARTH
+ };
+ planets.push(moon);
+
+}
+
+function createPlanets() {
+
+ objects = [];
+
+ commonGeometry = new THREE.SphereGeometry(1, 64, 64);
+ var ringSegments = 70;
+ var mesh, innerRadius, outerRadius, ring;
+
+ for (var i = 0; i < planets.length; i ++) {
+ switch (i) {
+ case SUN:
+ mesh = createSun(planets[i]["radius"]);
+ mesh.position.set(0, 0, 0);
+ break;
+ case MERCURY:
+ mesh = createPlanet(planets[i]["radius"], 0.005, 'qrc:/images/mercurymap.jpg',
+ 'qrc:/images/mercurybump.jpg');
+ break;
+ case VENUS:
+ mesh = createPlanet(planets[i]["radius"], 0.005, 'qrc:/images/venusmap.jpg',
+ 'qrc:/images/venusbump.jpg');
+ break;
+ case EARTH:
+ mesh = createPlanet(planets[i]["radius"], 0.05, 'qrc:/images/earthmap1k.jpg',
+ 'qrc:/images/earthbump1k.jpg', 'qrc:/images/earthspec1k.jpg');
+ var cloud = createEarthCloud();
+ mesh.add(cloud);
+ break;
+ case MARS:
+ mesh = createPlanet(planets[i]["radius"], 0.05, 'qrc:/images/marsmap1k.jpg',
+ 'qrc:/images/marsbump1k.jpg');
+ break;
+ case JUPITER:
+ mesh = createPlanet(planets[i]["radius"], 0.02, 'qrc:/images/jupitermap.jpg',
+ 'qrc:/images/jupitermap.jpg');
+ break;
+ case SATURN:
+ mesh = createPlanet(planets[i]["radius"], 0.05, 'qrc:/images/saturnmap.jpg',
+ 'qrc:/images/saturnmap.jpg');
+ innerRadius = (planets[i]["radius"] + 6.630) / planets[i]["radius"];
+ outerRadius = (planets[i]["radius"] + saturnOuterRadius) / planets[i]["radius"];
+ ring = createRing(innerRadius, outerRadius, ringSegments,
+ 'qrc:images/saturnringcolortrans.png');
+ ring.receiveShadow = true;
+ ring.castShadow = true;
+ mesh.add(ring);
+ break;
+ case URANUS:
+ mesh = createPlanet(planets[i]["radius"], 0.05, 'qrc:/images/uranusmap.jpg',
+ 'qrc:/images/uranusmap.jpg');
+ innerRadius = (planets[i]["radius"] + 2) / planets[i]["radius"];
+ outerRadius = (planets[i]["radius"] + uranusOuterRadius) / planets[i]["radius"];
+ ring = createRing(innerRadius, outerRadius, ringSegments,
+ 'qrc:images/uranusringcolortrans.png');
+ ring.receiveShadow = true;
+ ring.castShadow = true;
+ mesh.add(ring);
+ break;
+ case NEPTUNE:
+ mesh = createPlanet(planets[i]["radius"], 0.05, 'qrc:/images/neptunemap.jpg',
+ 'qrc:/images/neptunemap.jpg');
+ break;
+ case MOON:
+ mesh = createPlanet(planets[i]["radius"], 0.05, 'qrc:/images/moonmap1k.jpg',
+ 'qrc:/images/moonbump1k.jpg');
+ break;
+ }
+
+ objects.push(mesh);
+ scene.add(mesh);
+ }
+
+}
+
+function createSun(radius) {
+
+ var texture = THREE.ImageUtils.loadTexture('qrc:/images/sunmap.jpg');
+ var material = new THREE.MeshBasicMaterial({
+ map: texture,
+ bumpMap: texture,
+ bumpScale: 0.05
+ });
+ var mesh = new THREE.Mesh(commonGeometry, material);
+ mesh.scale.set(radius, radius, radius);
+
+ mesh.receiveShadow = false;
+ mesh.castShadow = false;
+
+ return mesh;
+}
+
+function createPlanet(radius, scale, mapTexture, bumpTexture, specularTexture) {
+
+ var material = new THREE.MeshPhongMaterial({
+ map: THREE.ImageUtils.loadTexture(mapTexture),
+ bumpMap: THREE.ImageUtils.loadTexture(bumpTexture),
+ bumpScale: scale
+ });
+
+ if (specularTexture) {
+ material.specularMap = THREE.ImageUtils.loadTexture(specularTexture);
+ material.specular = new THREE.Color('grey');
+ material.shininess = 50.0;
+ } else {
+ material.shininess = 1.0;
+ }
+
+ var mesh = new THREE.Mesh(commonGeometry, material);
+ mesh.scale.set(radius, radius, radius);
+
+ return mesh;
+
+}
+
+function createEarthCloud() {
+
+ var material = new THREE.MeshPhongMaterial({
+ map: THREE.ImageUtils.loadTexture('qrc:images/earthcloudmapcolortrans.png'),
+ side: THREE.DoubleSide,
+ transparent: true,
+ opacity: 0.8
+ });
+ var mesh = new THREE.Mesh(commonGeometry, material);
+
+ return mesh;
+
+}
+
+function createRing(radius, width, height, texture) {
+
+ var geometry = new THREEx.Planets._RingGeometry(radius, width, height);
+ var material = new THREE.MeshPhongMaterial({
+ map: THREE.ImageUtils.loadTexture(texture),
+ side: THREE.DoubleSide,
+ transparent: true,
+ opacity: 0.8
+ });
+ material.map.minFilter = THREE.NearestFilter;
+ var mesh = new THREE.Mesh(geometry, material);
+ mesh.lookAt(new THREE.Vector3(0, 90, 0));
+
+ return mesh;
+
+}
+
+function createStarfield(radius) {
+
+ var texture = THREE.ImageUtils.loadTexture('qrc:/images/galaxy_starfield.png')
+ var material = new THREE.MeshBasicMaterial({
+ map: texture,
+ side: THREE.BackSide
+ })
+ var geometry = new THREE.SphereGeometry(radius, 32, 32)
+ var mesh = new THREE.Mesh(geometry, material)
+
+ return mesh
+
+}
+
+function onResizeGL(canvas) {
+
+ if (camera === undefined) return;
+
+ camera.aspect = canvas.width / canvas.height;
+ camera.updateProjectionMatrix();
+ renderer.setPixelRatio(canvas.devicePixelRatio);
+ renderer.setSize(canvas.width, canvas.height);
+
+}
+
+function onSpeedChanged(value) {
+
+ daysPerFrameScale = value;
+
+}
+
+function setScale(value, focused) {
+
+ // Save actual scale in focus mode
+ if (!focused)
+ actualScale = value;
+
+ // Limit minimum scaling in focus mode to avoid jitter caused by rounding errors
+ if (value <= focusedMinimumScale && (focusedScaling || focused)) {
+ planetScale = focusedMinimumScale;
+ } else {
+ planetScale = actualScale;
+ }
+
+ for (var i = 0; i < objects.length; i++) {
+ var object = objects[i];
+ // first reset scale
+ object.scale.set(planets[i]["radius"], planets[i]["radius"], planets[i]["radius"]);
+ if (i === SUN) {
+ object.scale.multiplyScalar(planetScale / 100);
+ } else {
+ object.scale.multiplyScalar(planetScale);
+ }
+ }
+
+}
+
+function setOldPlanet() {
+
+ oldCameraPosition = camera.position.clone();
+
+ var planet = 0;
+ if (qmlView.oldPlanet !== SOLAR_SYSTEM)
+ planet = qmlView.oldPlanet;
+ oldFocusedPlanetPosition = objects[planet].position.clone();
+ qmlView.oldPlanet = qmlView.focusedPlanet;
+
+ if (qmlView.focusedPlanet !== SOLAR_SYSTEM && actualScale <= focusedMinimumScale) {
+ // Limit minimum scaling in focus mode to avoid jitter caused by rounding errors
+ planetScale = focusedMinimumScale;
+ setScale(focusedMinimumScale, true);
+ focusedScaling = true;
+ } else if (focusedScaling === true) {
+ // Restore normal scaling
+ focusedScaling = false;
+ setScale(actualScale);
+ }
+
+}
+
+function setCameraDistance(distance) {
+
+ cameraDistance = distance;
+
+}
+
+function setLookAtOffset() {
+
+ var offset = oldFocusedPlanetPosition.clone();
+
+ var planet = 0;
+ if (qmlView.focusedPlanet !== SOLAR_SYSTEM)
+ planet = qmlView.oldPlanet;
+
+ var focusedPlanetPosition = objects[planet].position.clone();
+ offset.sub(focusedPlanetPosition);
+
+ qmlView.xLookAtOffset = offset.x;
+ qmlView.yLookAtOffset = offset.y;
+ qmlView.zLookAtOffset = offset.z;
+
+}
+
+function setCameraOffset() {
+
+ var offset = oldCameraPosition.clone();
+
+ var planet = 0;
+ if (qmlView.focusedPlanet !== SOLAR_SYSTEM)
+ planet = qmlView.focusedPlanet;
+
+ var newCameraPosition = getNewCameraPosition(getOuterRadius(planet));
+
+ if (qmlView.focusedPlanet !== SUN)
+ offset.sub(newCameraPosition);
+
+ if (qmlView.focusedPlanet === SUN && qmlView.oldPlanet === SOLAR_SYSTEM) {
+ qmlView.xCameraOffset = Math.abs(offset.x);
+ qmlView.yCameraOffset = Math.abs(offset.y);
+ qmlView.zCameraOffset = Math.abs(offset.z);
+ } else { // from a planet to another
+ qmlView.xCameraOffset = offset.x;
+ qmlView.yCameraOffset = offset.y;
+ qmlView.zCameraOffset = offset.z;
+ }
+
+}
+
+function getNewCameraPosition( radius ) {
+
+ var position;
+ if (qmlView.focusedPlanet === SOLAR_SYSTEM) {
+ position = defaultCameraPosition.clone();
+ position.multiplyScalar(cameraDistance);
+ } else if (qmlView.focusedPlanet === SUN) {
+ position = new THREE.Vector3(radius * planetScale * 2,
+ radius * planetScale * 2,
+ radius * planetScale * 2);
+ position.multiplyScalar(cameraDistance);
+
+ } else {
+ var vec1 = objects[qmlView.focusedPlanet].position.clone();
+ var vec2 = new THREE.Vector3(0, 1, 0);
+ vec1.normalize();
+ vec2.cross(vec1);
+ vec2.multiplyScalar(radius * planetScale * cameraDistance * 4);
+ vec2.add(objects[qmlView.focusedPlanet].position);
+ vec1.set(0, radius * planetScale, 0);
+ vec2.add(vec1);
+ position = vec2;
+ }
+ return position;
+}
+
+function onDocumentMouseDown(x, y) {
+
+ // Mouse selection for planets and Solar system, not for the Moon
+
+ mouse.set((x / planetCanvas.width) * 2 - 1, - (y / planetCanvas.height ) * 2 + 1);
+
+ raycaster.setFromCamera(mouse, camera);
+
+ var intersects = raycaster.intersectObjects(objects);
+ var selectedPlanet;
+
+ if (intersects.length > 0) {
+ var intersect = intersects[0];
+
+ var i = 0;
+ while (i < objects.length - 1) {
+ if (intersect.object === objects[i]) {
+ selectedPlanet = i;
+ break;
+ }
+ i++;
+ }
+ if (selectedPlanet < NUM_SELECTABLE_PLANETS) {
+ qmlView.focusedPlanet = selectedPlanet;
+ // Limit minimum scaling in focus mode to avoid jitter caused by rounding errors
+ if (actualScale <= focusedMinimumScale) {
+ planetScale = focusedMinimumScale;
+ setScale(focusedMinimumScale, true);
+ }
+ focusedScaling = true;
+ }
+ } else {
+ qmlView.focusedPlanet = SOLAR_SYSTEM;
+ // Restore normal scaling
+ if (focusedScaling === true) {
+ focusedScaling = false;
+ setScale(actualScale);
+ }
+ }
+
+}
+
+function paintGL(canvas) {
+
+ if (qmlView.focusedPlanet === SOLAR_SYSTEM)
+ daysPerFrame = daysPerFrameScale * 10;
+ else
+ daysPerFrame = daysPerFrameScale * planets[qmlView.focusedPlanet]["period"] / 100;
+
+ // Advance the time in days
+ oldTimeD = currTimeD;
+ currTimeD = currTimeD + daysPerFrame;
+ var deltaTimeD = currTimeD - oldTimeD;
+
+ // Position the planets orbiting the sun
+ for (var i = 1; i < objects.length; i ++) {
+ var object = objects[i];
+ var planet = planets[i];
+
+ // Bumpmaps of mercury, venus, jupiter and moon need special handling
+ if (i == MERCURY || i == VENUS || i == JUPITER || i == MOON)
+ object.material.bumpScale = 0.03 * planetScale;
+ else
+ object.material.bumpScale = 0.3 * planetScale;
+
+ // Calculate the planet orbital elements from the current time in days
+ var N = (planet["N1"] + planet["N2"] * currTimeD) * Math.PI / 180;
+ var iPlanet = (planet["i1"] + planet["i2"] * currTimeD) * Math.PI / 180;
+ var w = (planet["w1"] + planet["w2"] * currTimeD) * Math.PI / 180;
+ var a = planet["a1"] + planet["a2"] * currTimeD;
+ var e = planet["e1"] + planet["e2"] * currTimeD;
+ var M = (planet["M1"] + planet["M2"] * currTimeD) * Math.PI / 180;
+ var E = M + e * Math.sin(M) * (1.0 + e * Math.cos(M));
+
+ var xv = a * (Math.cos(E) - e);
+ var yv = a * (Math.sqrt(1.0 - e * e) * Math.sin(E));
+ var v = Math.atan2(yv, xv);
+
+ // Calculate the distance (radius)
+ var r = Math.sqrt(xv * xv + yv * yv);
+
+ // From http://www.davidcolarusso.com/astro/
+ // Modified to compensate for the right handed coordinate system of OpenGL
+ var xh = r * (Math.cos(N) * Math.cos(v + w)
+ - Math.sin(N) * Math.sin(v + w) * Math.cos(iPlanet));
+ var zh = -r * (Math.sin(N) * Math.cos(v + w)
+ + Math.cos(N) * Math.sin(v + w) * Math.cos(iPlanet));
+ var yh = r * (Math.sin(w + v) * Math.sin(iPlanet));
+
+ // Apply the position offset from the center of orbit to the bodies
+ var centerOfOrbit = objects[planet["centerOfOrbit"]];
+ object.position.set(centerOfOrbit.position.x + xh * auScale,
+ centerOfOrbit.position.y + yh * auScale,
+ centerOfOrbit.position.z + zh * auScale);
+
+ // Calculate and apply the appropriate axis tilt to the bodies
+ // and rotate them around the axis
+ var radians = planet["tilt"] * Math.PI / 180; // tilt in radians
+ object.rotation.order = 'ZXY';
+ object.rotation.x = 0;
+ object.rotation.y += (deltaTimeD / planet["period"]) * 2 * Math.PI;
+ object.rotation.z = radians;
+ object.updateMatrix();
+
+ }
+
+ // rotate the Sun
+ var sun = objects[SUN];
+ sun.rotation.order = 'ZXY';
+ sun.rotation.x = 0;
+ sun.rotation.y += (deltaTimeD / planets[SUN]["period"]) * 2 * Math.PI;
+ sun.rotation.z = planets[SUN]["tilt"] * Math.PI / 180; // tilt in radians
+ sun.updateMatrix();
+
+ // calculate the outer radius of the focused item
+ var outerRadius = getOuterRadius(qmlView.focusedPlanet);
+
+ // get the appropriate near plane position for the camera and animate it with QML animations
+ qmlView.cameraNear = outerRadius;
+
+ camera.near = qmlView.cameraNear;
+ camera.updateProjectionMatrix();
+
+ // Calculate and set camera position
+ var cameraPosition = getNewCameraPosition(outerRadius);
+ var cameraOffset = new THREE.Vector3(qmlView.xCameraOffset,
+ qmlView.yCameraOffset,
+ qmlView.zCameraOffset);
+ cameraPosition.add(cameraOffset);
+ camera.position.set(cameraPosition.x, cameraPosition.y, cameraPosition.z);
+
+ // Calculate and set camera look-at point
+ var lookAtPlanet = SUN;
+ if (qmlView.focusedPlanet !== SOLAR_SYSTEM)
+ lookAtPlanet = qmlView.focusedPlanet;
+ var cameraLookAt = objects[lookAtPlanet].position.clone();
+ var lookAtOffset = new THREE.Vector3(qmlView.xLookAtOffset,
+ qmlView.yLookAtOffset,
+ qmlView.zLookAtOffset);
+ cameraLookAt.add(lookAtOffset);
+ camera.lookAt(cameraLookAt);
+
+ // Render the scene
+ renderer.render(scene, camera);
+
+}
+
+function getOuterRadius( planet ) {
+
+ var outerRadius = solarDistance;
+ if (planet !== SOLAR_SYSTEM) {
+ outerRadius = planets[planet]["radius"];
+ if (planet === SATURN) {
+ outerRadius =+ saturnOuterRadius;
+ } else if (planet === URANUS) {
+ outerRadius =+ uranusOuterRadius;
+ } else if (planet === SUN) {
+ outerRadius = planets[planet]["radius"] / 100;
+ }
+ }
+
+ return outerRadius;
+}
diff --git a/examples/canvas3d/canvas3d/threejs/planets/planets.pro b/examples/canvas3d/canvas3d/threejs/planets/planets.pro
new file mode 100644
index 0000000..647740d
--- /dev/null
+++ b/examples/canvas3d/canvas3d/threejs/planets/planets.pro
@@ -0,0 +1,16 @@
+!include( ../../../../examples.pri ) {
+ error( "Couldn't find the examples.pri file!" )
+}
+
+TEMPLATE = app
+
+QT += qml quick
+
+SOURCES += main.cpp
+
+OTHER_FILES += *.qml \
+ planets.js \
+ doc/src/* \
+ doc/images/*
+
+RESOURCES += planets.qrc
diff --git a/examples/canvas3d/canvas3d/threejs/planets/planets.qml b/examples/canvas3d/canvas3d/threejs/planets/planets.qml
new file mode 100644
index 0000000..4b4d313
--- /dev/null
+++ b/examples/canvas3d/canvas3d/threejs/planets/planets.qml
@@ -0,0 +1,356 @@
+/****************************************************************************
+**
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
+**
+** This file is part of the QtCanvas3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL3$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPLv3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 2.0 requirements will be
+** met: http://www.gnu.org/licenses/gpl-2.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+import QtQuick 2.0
+import QtCanvas3D 1.0
+
+import "planets.js" as GLCode
+
+Item {
+ id: mainview
+ width: 1280
+ height: 768
+ visible: true
+ property int focusedPlanet: 100
+ property int oldPlanet: 0
+ property real xLookAtOffset: 0
+ property real yLookAtOffset: 0
+ property real zLookAtOffset: 0
+ property real xCameraOffset: 0
+ property real yCameraOffset: 0
+ property real zCameraOffset: 0
+ property real cameraNear: 0
+
+ NumberAnimation {
+ id: lookAtOffsetAnimation
+ target: mainview
+ properties: "xLookAtOffset, yLookAtOffset, zLookAtOffset"
+ to: 0
+ easing.type: Easing.InOutQuint
+ duration: 1250
+ }
+
+ NumberAnimation {
+ id: cameraOffsetAnimation
+ target: mainview
+ properties: "xCameraOffset, yCameraOffset, zCameraOffset"
+ to: 0
+ easing.type: Easing.InOutQuint
+ duration: 2500
+ }
+
+ Behavior on cameraNear {
+ PropertyAnimation {
+ easing.type: Easing.InOutQuint
+ duration: 2500
+ }
+ }
+ //! [1]
+ onFocusedPlanetChanged: {
+ if (focusedPlanet == 100) {
+ info.opacity = 0;
+ updatePlanetInfo();
+ } else {
+ updatePlanetInfo();
+ info.opacity = 0.5;
+ }
+
+ GLCode.setOldPlanet();
+ GLCode.setLookAtOffset();
+ GLCode.setCameraOffset();
+
+ lookAtOffsetAnimation.restart();
+ cameraOffsetAnimation.restart();
+ }
+ //! [1]
+ //! [0]
+ Canvas3D {
+ id: canvas3d
+ anchors.fill: parent
+ //! [4]
+ onInitializeGL: {
+ GLCode.initializeGL(canvas3d, eventSource, mainview);
+ }
+ //! [4]
+ onPaintGL: {
+ GLCode.paintGL(canvas3d);
+ fpsDisplay.fps = canvas3d.fps;
+ }
+
+ onResizeGL: {
+ GLCode.onResizeGL(canvas3d);
+ }
+ //! [3]
+ ControlEventSource {
+ anchors.fill: parent
+ focus: true
+ id: eventSource
+ }
+ //! [3]
+ }
+ //! [0]
+ ListModel {
+ id: planetModel
+
+ ListElement {
+ name: "Sun"
+ radius: "109 x Earth"
+ temperature: "5 778 K"
+ orbitalPeriod: ""
+ distance: ""
+ planetImageSource: "qrc:/images/sun.png"
+ planetNumber: 0
+ }
+ ListElement {
+ name: "Mercury"
+ radius: "0.3829 x Earth"
+ temperature: "80-700 K"
+ orbitalPeriod: "87.969 d"
+ distance: "0.387 098 AU"
+ planetImageSource: "qrc:/images/mercury.png"
+ planetNumber: 1
+ }
+ ListElement {
+ name: "Venus"
+ radius: "0.9499 x Earth"
+ temperature: "737 K"
+ orbitalPeriod: "224.701 d"
+ distance: "0.723 327 AU"
+ planetImageSource: "qrc:/images/venus.png"
+ planetNumber: 2
+ }
+ ListElement {
+ name: "Earth"
+ radius: "6 378.1 km"
+ temperature: "184-330 K"
+ orbitalPeriod: "365.256 d"
+ distance: "149598261 km (1 AU)"
+ planetImageSource: "qrc:/images/earth.png"
+ planetNumber: 3
+ }
+ ListElement {
+ name: "Mars"
+ radius: "0.533 x Earth"
+ temperature: "130-308 K"
+ orbitalPeriod: "686.971 d"
+ distance: "1.523679 AU"
+ planetImageSource: "qrc:/images/mars.png"
+ planetNumber: 4
+ }
+ ListElement {
+ name: "Jupiter"
+ radius: "11.209 x Earth"
+ temperature: "112-165 K"
+ orbitalPeriod: "4332.59 d"
+ distance: "5.204267 AU"
+ planetImageSource: "qrc:/images/jupiter.png"
+ planetNumber: 5
+ }
+ ListElement {
+ name: "Saturn"
+ radius: "9.4492 x Earth"
+ temperature: "84-134 K"
+ orbitalPeriod: "10759.22 d"
+ distance: "9.5820172 AU"
+ planetImageSource: "qrc:/images/saturn.png"
+ planetNumber: 6
+ }
+ ListElement {
+ name: "Uranus"
+ radius: "4.007 x Earth"
+ temperature: "49-76 K"
+ orbitalPeriod: "30687.15 d"
+ distance: "19.189253 AU"
+ planetImageSource: "qrc:/images/uranus.png"
+ planetNumber: 7
+ }
+ ListElement {
+ name: "Neptune"
+ radius: "3.883 x Earth"
+ temperature: "55-72 K"
+ orbitalPeriod: "60190.03 d"
+ distance: "30.070900 AU"
+ planetImageSource: "qrc:/images/neptune.png"
+ planetNumber: 8
+ }
+ ListElement {
+ name: "Solar System"
+ planetImageSource: ""
+ planetNumber: 100 // Defaults to solar system
+ }
+ }
+
+ Component {
+ id: planetButtonDelegate
+ PlanetButton {
+ source: planetImageSource
+ text: name
+ focusPlanet: planetNumber
+ planetSelector: mainview
+ }
+ }
+
+ ListView {
+ id: planetButtonView
+ anchors.top: parent.top
+ anchors.right: parent.right
+ anchors.bottom: parent.bottom
+ anchors.rightMargin: 15
+ anchors.bottomMargin: 10
+ spacing: 10
+ width: 100
+ interactive: false
+ model: planetModel
+ delegate: planetButtonDelegate
+ }
+
+ InfoSheet {
+ id: info
+ width: 400
+ anchors.right: planetButtonView.left
+ anchors.rightMargin: 10
+ opacity: 0.5
+
+ // Set initial information for Solar System
+ planet: "Solar System"
+ exampleDetails: "This example shows a 3D model of the Solar</p>" +
+ "<p>System comprised of the Sun and the eight</p>" +
+ "<p>planets orbiting the Sun.</p></br>" +
+ "<p>The example is implemented using QtCanvas3D,</p>" +
+ "<p>three.js and _RingGeometry() method from</p>" +
+ "<p>threex.planets extension.</p></br>" +
+ "<p>The textures and images used in the example</p>" +
+ "<p>are Copyright (c) by James Hastings-Trew,</p>" +
+ "<a href=\"http://planetpixelemporium.com/planets.html\">" +
+ "http://planetpixelemporium.com/planets.html</a>"
+ }
+
+ function updatePlanetInfo() {
+
+ info.width = 200;
+
+ if (focusedPlanet !== 100) {
+ info.planet = planetModel.get(focusedPlanet).name
+ info.radius = planetModel.get(focusedPlanet).radius
+ info.temperature = planetModel.get(focusedPlanet).temperature
+ info.orbitalPeriod = planetModel.get(focusedPlanet).orbitalPeriod
+ info.distance = planetModel.get(focusedPlanet).distance
+ }
+ }
+
+ StyledSlider {
+ id: speedSlider
+ anchors.top: parent.top
+ anchors.topMargin: 10
+ anchors.horizontalCenter: parent.horizontalCenter
+ width: 400
+ value: 0.2
+ minimumValue: 0
+ maximumValue: 1
+ onValueChanged: GLCode.onSpeedChanged(value);
+ }
+ Text {
+ anchors.right: speedSlider.left
+ anchors.verticalCenter: speedSlider.verticalCenter
+ anchors.rightMargin: 10
+ font.family: "Helvetica"
+ font.pixelSize: 16
+ font.weight: Font.Light
+ color: "white"
+ text: "Rotation Speed"
+ }
+
+ StyledSlider {
+ id: scaleSlider
+ anchors.bottom: parent.bottom
+ anchors.bottomMargin: 10
+ anchors.horizontalCenter: parent.horizontalCenter
+ width: 400
+ value: 1200
+ minimumValue: 1
+ maximumValue: 2000
+ onValueChanged: GLCode.setScale(value);
+ }
+ Text {
+ anchors.right: scaleSlider.left
+ anchors.verticalCenter: scaleSlider.verticalCenter
+ anchors.rightMargin: 10
+ font.family: "Helvetica"
+ font.pixelSize: 16
+ font.weight: Font.Light
+ color: "white"
+ text: "Planet Size"
+ }
+
+ StyledSlider {
+ id: distanceSlider
+ anchors.left: parent.left
+ anchors.leftMargin: 10
+ anchors.verticalCenter: parent.verticalCenter
+ orientation: Qt.Vertical
+ height: 400
+ value: 1
+ minimumValue: 1
+ maximumValue: 2
+ //! [2]
+ onValueChanged: GLCode.setCameraDistance(value);
+ //! [2]
+ }
+ Text {
+ y: distanceSlider.y + distanceSlider.height + width + 10
+ x: distanceSlider.x
+ transform: Rotation {
+ origin.x: 0;
+ origin.y: 0;
+ angle: -90
+ }
+ font.family: "Helvetica"
+ font.pixelSize: 16
+ font.weight: Font.Light
+ color: "white"
+ text: "Viewing Distance"
+ }
+
+ // FPS display, initially hidden, clicking will show it
+ FpsDisplay {
+ id: fpsDisplay
+ anchors.left: parent.left
+ anchors.top: parent.top
+ width: 32
+ height: 64
+ hidden: true
+ }
+}
diff --git a/examples/canvas3d/canvas3d/threejs/planets/planets.qrc b/examples/canvas3d/canvas3d/threejs/planets/planets.qrc
new file mode 100644
index 0000000..63f5afd
--- /dev/null
+++ b/examples/canvas3d/canvas3d/threejs/planets/planets.qrc
@@ -0,0 +1,44 @@
+<RCC>
+ <qresource prefix="/">
+ <file>planets.qml</file>
+ <file>PlanetButton.qml</file>
+ <file>InfoSheet.qml</file>
+ <file>StyledSlider.qml</file>
+ <file>FpsDisplay.qml</file>
+ <file alias="three.js">../../3rdparty/three.js</file>
+ <file alias="ControlEventSource.qml">../controls/ControlEventSource.qml</file>
+ <file alias="threex.planets.js">../../3rdparty/threex.planets.js</file>
+ <file>planets.js</file>
+ </qresource>
+ <qresource prefix="/images">
+ <file alias="sunmap.jpg">images/sunmap.jpg</file>
+ <file alias="mercurymap.jpg">images/mercurymap.jpg</file>
+ <file alias="mercurybump.jpg">images/mercurybump.jpg</file>
+ <file alias="venusmap.jpg">images/venusmap.jpg</file>
+ <file alias="venusbump.jpg">images/venusbump.jpg</file>
+ <file alias="earthmap1k.jpg">images/earthmap1k.jpg</file>
+ <file alias="earthbump1k.jpg">images/earthbump1k.jpg</file>
+ <file alias="earthspec1k.jpg">images/earthspec1k.jpg</file>
+ <file alias="moonmap1k.jpg">images/moonmap1k.jpg</file>
+ <file alias="moonbump1k.jpg">images/moonbump1k.jpg</file>
+ <file alias="marsmap1k.jpg">images/marsmap1k.jpg</file>
+ <file alias="marsbump1k.jpg">images/marsbump1k.jpg</file>
+ <file alias="jupitermap.jpg">images/jupitermap.jpg</file>
+ <file alias="saturnmap.jpg">images/saturnmap.jpg</file>
+ <file alias="uranusmap.jpg">images/uranusmap.jpg</file>
+ <file alias="neptunemap.jpg">images/neptunemap.jpg</file>
+ <file alias="earth.png">images/earth.png</file>
+ <file alias="mercury.png">images/mercury.png</file>
+ <file alias="jupiter.png">images/jupiter.png</file>
+ <file alias="mars.png">images/mars.png</file>
+ <file alias="neptune.png">images/neptune.png</file>
+ <file alias="saturn.png">images/saturn.png</file>
+ <file alias="sun.png">images/sun.png</file>
+ <file alias="uranus.png">images/uranus.png</file>
+ <file alias="venus.png">images/venus.png</file>
+ <file alias="earthcloudmapcolortrans.png">images/earthcloudmapcolortrans.png</file>
+ <file alias="saturnringcolortrans.png">images/saturnringcolortrans.png</file>
+ <file alias="uranusringcolortrans.png">images/uranusringcolortrans.png</file>
+ <file alias="galaxy_starfield.png">images/galaxy_starfield.png</file>
+ </qresource>
+</RCC>
diff --git a/examples/canvas3d/canvas3d/threejs/threejs.pro b/examples/canvas3d/canvas3d/threejs/threejs.pro
new file mode 100644
index 0000000..4372297
--- /dev/null
+++ b/examples/canvas3d/canvas3d/threejs/threejs.pro
@@ -0,0 +1,3 @@
+TEMPLATE = subdirs
+SUBDIRS += oneqt \
+ planets
diff --git a/examples/canvas3d/threejs/oneqt/doc/src/oneqt.qdoc b/examples/canvas3d/threejs/oneqt/doc/src/oneqt.qdoc
deleted file mode 100644
index 702b5c0..0000000
--- a/examples/canvas3d/threejs/oneqt/doc/src/oneqt.qdoc
+++ /dev/null
@@ -1,125 +0,0 @@
-/****************************************************************************
-**
-** Copyright (C) 2015 The Qt Company Ltd.
-** Contact: http://www.qt.io/licensing/
-**
-** This file is part of the QtCanvas3D module of the Qt Toolkit.
-**
-** $QT_BEGIN_LICENSE:LGPL3$
-** Commercial License Usage
-** Licensees holding valid commercial Qt licenses may use this file in
-** accordance with the commercial license agreement provided with the
-** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and The Qt Company. For licensing terms
-** and conditions see http://www.qt.io/terms-conditions. For further
-** information use the contact form at http://www.qt.io/contact-us.
-**
-** GNU Lesser General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU Lesser
-** General Public License version 3 as published by the Free Software
-** Foundation and appearing in the file LICENSE.LGPLv3 included in the
-** packaging of this file. Please review the following information to
-** ensure the GNU Lesser General Public License version 3 requirements
-** will be met: https://www.gnu.org/licenses/lgpl.html.
-**
-** GNU General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 2.0 or later as published by the Free
-** Software Foundation and appearing in the file LICENSE.GPL included in
-** the packaging of this file. Please review the following information to
-** ensure the GNU General Public License version 2.0 requirements will be
-** met: http://www.gnu.org/licenses/gpl-2.0.html.
-**
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
-/*!
- \example threejs/oneqt
- \since QtCanvas3D 1.0
- \title One Qt Example
- \ingroup qtcanvas3d-examples
- \brief Demonstrates combining Qt Quick and three.js based rendering.
-
- One Qt example demonstrates how to implement an application that combines the use of three.js
- library based Canvas3D rendering with Qt Quick 2D elements.
-
- \image oneqt-example.png
-
- \section1 Qt Quick Implementation
-
- In \l{threejs/oneqt/oneqt.qml}{oneqt.qml}, we build the 2D content as normally in Qt Quick.
- Then we add a custom ImageCube element in to the scene as the background element. This custom
- component fills the whole parent area and handles the painting of the background and the 3D cube
- for this view.
-
- \snippet threejs/oneqt/oneqt.qml 0
- \dots
-
- The custom component takes six images that it loads and places to the sides of the cube.
- In addition the component has a state that defines which of these images is visible.
-
- \section2 The Custom 3D Qt Quick Element
-
- In \l{threejs/oneqt/ImageCube.qml}{ImageCube.qml}, we define the cube rotation related
- properties and properties that contain the image file URLs to be loaded for the cube sides.
-
- \snippet threejs/oneqt/ImageCube.qml 0
- \dots
-
- The custom component defines six states, one for each side of the cube along with the x, y and
- z rotations that must be set to show that face of the cube.
-
- \snippet threejs/oneqt/ImageCube.qml 1
- \dots
-
- We use Qt Quick transitions to animate between the angles to get smooth transitions between
- different cube orientations.
-
- \snippet threejs/oneqt/ImageCube.qml 2
- \dots
-
- Finally we call the JavaScript code that uses three.js to do the rendering of the cube, calling
- it on the initializeGL, paintGL and resizeGL signals.
-
- \snippet threejs/oneqt/ImageCube.qml 3
-
- \section2 The three.js Code
-
- In \l{threejs/oneqt/imagecube.js}{imagecube.js}, we start by creating the camera and scene.
-
- \snippet threejs/oneqt/imagecube.js 0
- \dots
-
- Then we start the asynchronous loading of the textures and create a material array for the sides
- of the cube (note that the cube needs 12 materials as each side consists of two triangles).
-
- \snippet threejs/oneqt/imagecube.js 1
- \dots
-
- We then create the needed geometry as BoxGeometry binding the just created materials to the
- faces of the cube. We then create a MeshFaceMaterial from the array of materials.
-
- \snippet threejs/oneqt/imagecube.js 2
-
- Finally we create the cube mesh from the geometry and material, we position it and add it
- to the 3D scene.
-
- \snippet threejs/oneqt/imagecube.js 3
-
- Next we create and add some lights to the scene. AmbientLight defines the "surrounding light"
- amount and the directional light is positioned so that it highlights the face of the cube facing
- directly towards the camera.
-
- \snippet threejs/oneqt/imagecube.js 6
-
- Final step in the initialization phase is create the Canvas3D renderer and set the
- initial size and clear color (color of the background) to the renderer.
-
- \snippet threejs/oneqt/imagecube.js 4
-
- When we need to render the scene in response to the paintGL signal from Canvas3D we just copy
- the current rotation values from the Qt Quick component to the cube mesh in paintGL method.
-
- \snippet threejs/oneqt/imagecube.js 5
-*/
diff --git a/examples/canvas3d/threejs/threejs.pro b/examples/canvas3d/threejs/threejs.pro
deleted file mode 100644
index 9576c70..0000000
--- a/examples/canvas3d/threejs/threejs.pro
+++ /dev/null
@@ -1,2 +0,0 @@
-TEMPLATE = subdirs
-SUBDIRS += oneqt
diff --git a/src/imports/qtcanvas3d/activeinfo3d.cpp b/src/imports/qtcanvas3d/activeinfo3d.cpp
index bbffb45..78ad365 100644
--- a/src/imports/qtcanvas3d/activeinfo3d.cpp
+++ b/src/imports/qtcanvas3d/activeinfo3d.cpp
@@ -40,12 +40,12 @@ QT_BEGIN_NAMESPACE
QT_CANVAS3D_BEGIN_NAMESPACE
/*!
- * \qmltype ActiveInfo3D
+ * \qmltype Canvas3DActiveInfo
* \since QtCanvas3D 1.0
* \inqmlmodule QtCanvas3D
* \brief Active attribute or uniform information.
*
- * The ActiveInfo3D interface represents the information returned from the getActiveAttrib and
+ * The Canvas3DActiveInfo interface represents the information returned from the getActiveAttrib and
* getActiveUniform calls.
*
* \sa Context3D, Canvas3D
diff --git a/src/imports/qtcanvas3d/buffer3d.cpp b/src/imports/qtcanvas3d/buffer3d.cpp
index 635e96f..492184b 100644
--- a/src/imports/qtcanvas3d/buffer3d.cpp
+++ b/src/imports/qtcanvas3d/buffer3d.cpp
@@ -43,12 +43,12 @@ QT_BEGIN_NAMESPACE
QT_CANVAS3D_BEGIN_NAMESPACE
/*!
- * \qmltype Buffer3D
+ * \qmltype Canvas3DBuffer
* \since QtCanvas3D 1.0
* \inqmlmodule QtCanvas3D
* \brief Contains an OpenGL buffer.
*
- * An uncreatable QML type that contains an OpenGL buffer. You can get it by calling
+ * An uncreatable QML type that contains an OpenGL buffer. You can get it by calling the
* \l{Context3D::createBuffer()}{Context3D.createBuffer()} method.
*/
@@ -125,7 +125,7 @@ CanvasBuffer::bindTarget CanvasBuffer::target()
*/
void CanvasBuffer::setTarget(bindTarget bindPoint)
{
- //Q_ASSERT(m_bindTarget == Buffer3D::UNINITIALIZED);
+ //Q_ASSERT(m_bindTarget == CanvasBuffer::UNINITIALIZED);
m_bindTarget = bindPoint;
}
@@ -144,9 +144,9 @@ GLint CanvasBuffer::id()
QDebug operator<<(QDebug dbg, const CanvasBuffer *buffer)
{
if (buffer)
- dbg.nospace() << "Buffer3D("<< buffer->name() <<", id:" << buffer->m_bufferId << ")";
+ dbg.nospace() << "Canvas3DBuffer("<< buffer->name() <<", id:" << buffer->m_bufferId << ")";
else
- dbg.nospace() << "Buffer3D("<< ((void*) buffer) <<")";
+ dbg.nospace() << "Canvas3DBuffer("<< ((void*) buffer) <<")";
return dbg.maybeSpace();
}
diff --git a/src/imports/qtcanvas3d/canvas3d.cpp b/src/imports/qtcanvas3d/canvas3d.cpp
index 107316a..e110a13 100644
--- a/src/imports/qtcanvas3d/canvas3d.cpp
+++ b/src/imports/qtcanvas3d/canvas3d.cpp
@@ -227,7 +227,7 @@ QJSValue Canvas::getContext(const QString &type)
}
/*!
- * \qmlmethod Context3D Canvas3D::getContext(string type, ContextAttributes options)
+ * \qmlmethod Context3D Canvas3D::getContext(string type, Canvas3DContextAttributes options)
* Returns the 3D rendering context that allows 3D rendering calls to be made.
* The \a type parameter is ignored for now, but a string is expected to be given.
* The \a options parameter is only parsed when the first call to getContext() is
@@ -235,7 +235,7 @@ QJSValue Canvas::getContext(const QString &type)
* giving the \a options parameter, then the context and render target is initialized with
* default configuration.
*
- * \sa ContextAttributes, Context3D
+ * \sa Canvas3DContextAttributes, Context3D
*/
/*!
* \internal
diff --git a/src/imports/qtcanvas3d/canvasglstatedump.cpp b/src/imports/qtcanvas3d/canvasglstatedump.cpp
index f2f90d4..e32108a 100644
--- a/src/imports/qtcanvas3d/canvasglstatedump.cpp
+++ b/src/imports/qtcanvas3d/canvasglstatedump.cpp
@@ -55,10 +55,10 @@ QT_CANVAS3D_BEGIN_NAMESPACE
\inqmlmodule QtCanvas3D
\brief Provides means to print current GL driver state info.
- An uncreatable QML type that provides an extension API that can be used dump current OpenGL
- driver state as string that can be then e.g. printed on console log. You can get it by
- calling \l{Context3D::getExtension}{Context3D.getExtension} with "QTCANVAS3D_gl_state_dump"
- as parameter.
+ An uncreatable QML type that provides an extension API that can be used to dump current OpenGL
+ driver state as a string that can be then, for example, be printed on the console log.
+ You can get it by calling \l{Context3D::getExtension}{Context3D.getExtension} with
+ "QTCANVAS3D_gl_state_dump" as parameter.
Typical usage could be something like this:
\code
@@ -66,7 +66,7 @@ QT_CANVAS3D_BEGIN_NAMESPACE
var stateDumpExt;
.
.
- // After context has been created from Canvas3D get the extension
+ // After the context has been created from Canvas3D get the extension
stateDumpExt = gl.getExtension("QTCANVAS3D_gl_state_dump");
.
.
diff --git a/src/imports/qtcanvas3d/canvasrenderer.cpp b/src/imports/qtcanvas3d/canvasrenderer.cpp
index 2fbfa75..3c1bad6 100644
--- a/src/imports/qtcanvas3d/canvasrenderer.cpp
+++ b/src/imports/qtcanvas3d/canvasrenderer.cpp
@@ -94,10 +94,16 @@ void CanvasRenderer::createContextShare(QQuickWindow *window, const QSize &initi
m_initializedSize = initializedSize;
m_glContextQt = window->openglContext();
m_isOpenGLES2 = m_glContextQt->isOpenGLES();
- if (!m_isOpenGLES2 || m_glContextQt->format().majorVersion() >= 3)
+
+ QSurfaceFormat surfaceFormat = m_glContextQt->format();
+ // Some devices report wrong version, so force 2.0 on ES2
+ if (m_isOpenGLES2)
+ surfaceFormat.setVersion(2, 0);
+
+ if (!m_isOpenGLES2 || surfaceFormat.majorVersion() >= 3)
m_maxSamples = 4;
m_glContextShare = new QOpenGLContext;
- m_glContextShare->setFormat(m_glContextQt->format());
+ m_glContextShare->setFormat(surfaceFormat);
m_glContextShare->setShareContext(m_glContextQt);
QSurface *surface = m_glContextQt->surface();
m_glContextQt->doneCurrent();
@@ -278,7 +284,11 @@ bool CanvasRenderer::createContext(QQuickWindow *window,
// Create the offscreen surface
QSurfaceFormat surfaceFormat = m_glContextShare->format();
- if (!m_isOpenGLES2) {
+
+ if (m_isOpenGLES2) {
+ // Some devices report wrong version, so force 2.0 on ES2
+ surfaceFormat.setVersion(2, 0);
+ } else {
surfaceFormat.setSwapBehavior(QSurfaceFormat::SingleBuffer);
surfaceFormat.setSwapInterval(0);
}
@@ -345,6 +355,15 @@ bool CanvasRenderer::createContext(QQuickWindow *window,
setFboSize(m_initializedSize);
m_forceViewportRect = QRect(0, 0, m_fboSize.width(), m_fboSize.height());
+#if !defined(QT_OPENGL_ES_2)
+ if (!m_isOpenGLES2) {
+ // Make it possible to change point primitive size and use textures with them in
+ // the shaders. These are implicitly enabled in ES2.
+ glEnable(GL_PROGRAM_POINT_SIZE);
+ glEnable(GL_POINT_SPRITE);
+ }
+#endif
+
m_commandQueue.resetQueue(commandQueueSize);
m_executeQueue.resize(commandQueueSize);
m_executeQueueCount = 0;
@@ -464,6 +483,19 @@ void CanvasRenderer::createFBOs()
QOpenGLFramebufferObject *renderFbo = m_renderFbo;
QOpenGLFramebufferObject *antialiasFbo = m_antialiasFbo;
+ // Initialize the scissor box the first time we create FBOs
+ if (!m_displayFbo)
+ glScissor(0, 0, m_fboSize.width(), m_fboSize.height());
+
+ QOpenGLFramebufferObject *dummyFbo = 0;
+ if (!m_renderFbo) {
+ // Create a dummy FBO to work around a weird GPU driver bug on some platforms that
+ // causes the first FBO created to get corrupted in some cases.
+ dummyFbo = new QOpenGLFramebufferObject(m_fboSize.width(),
+ m_fboSize.height(),
+ m_fboFormat);
+ }
+
// Create FBOs
qCDebug(canvas3drendering).nospace() << "CanvasRenderer::" << __FUNCTION__
<< " Creating front and back FBO's with"
@@ -517,6 +549,9 @@ void CanvasRenderer::createFBOs()
if (m_currentFramebufferId)
bindCurrentRenderTarget();
+ // Get rid of the dummy FBO, it has served its purpose
+ delete dummyFbo;
+
logGlErrors(__FUNCTION__);
}
diff --git a/src/imports/qtcanvas3d/context3d.cpp b/src/imports/qtcanvas3d/context3d.cpp
index e6478de..b7e0e4b 100644
--- a/src/imports/qtcanvas3d/context3d.cpp
+++ b/src/imports/qtcanvas3d/context3d.cpp
@@ -73,7 +73,7 @@ const int maxUniformAttributeNameLen = 512;
* \brief Provides the 3D rendering API and context.
*
* An uncreatable QML type that provides a WebGL-like API that can be used to draw 3D graphics to
- * the Canvas3D element. You can get it by calling \l{Canvas3D::getContext}{Canvas3D.getContext}
+ * the Canvas3D element. You can get it by calling the \l{Canvas3D::getContext}{Canvas3D.getContext}
* method.
*
* \sa Canvas3D
@@ -155,7 +155,7 @@ Canvas *CanvasContext::canvas()
/*!
* \qmlproperty int Context3D::drawingBufferWidth
* Holds the current read-only logical pixel width of the drawing buffer.
- * To get width in physical pixels you need to multiply this with the \c devicePixelRatio.
+ * To get the width in physical pixels you need to multiply this with the \c devicePixelRatio.
*/
uint CanvasContext::drawingBufferWidth()
{
@@ -171,7 +171,7 @@ uint CanvasContext::drawingBufferWidth()
/*!
* \qmlproperty int Context3D::drawingBufferHeight
* Holds the current read-only logical pixel height of the drawing buffer.
- * To get height in physical pixels you need to multiply this with the \c devicePixelRatio.
+ * To get the height in physical pixels you need to multiply this with the \c devicePixelRatio.
*/
uint CanvasContext::drawingBufferHeight()
{
@@ -218,8 +218,8 @@ void CanvasContext::setDevicePixelRatio(float ratio)
}
/*!
- * \qmlmethod ShaderPrecisionFormat Context3D::getShaderPrecisionFormat(glEnums shadertype, glEnums precisiontype)
- * Return a new ShaderPrecisionFormat describing the range and precision for the specified shader
+ * \qmlmethod Canvas3DShaderPrecisionFormat Context3D::getShaderPrecisionFormat(glEnums shadertype, glEnums precisiontype)
+ * Return a new Canvas3DShaderPrecisionFormat describing the range and precision for the specified shader
* numeric format.
* \a shadertype Type of the shader, either \c Context3D.FRAGMENT_SHADER or
* \c{Context3D.VERTEX_SHADER}.
@@ -227,7 +227,7 @@ void CanvasContext::setDevicePixelRatio(float ratio)
* \c{Context3D.HIGH_FLOAT}, \c{Context3D.LOW_INT}, \c{Context3D.MEDIUM_INT} or
* \c{Context3D.HIGH_INT}.
*
- * \sa ShaderPrecisionFormat
+ * \sa Canvas3DShaderPrecisionFormat
*/
/*!
* \internal
@@ -244,15 +244,41 @@ QJSValue CanvasContext::getShaderPrecisionFormat(glEnums shadertype,
qCDebug(canvas3drendering).nospace() << "Context3D::" << str;
- GlSyncCommand syncCommand(CanvasGlCommandQueue::glGetShaderPrecisionFormat,
- GLint(shadertype), GLint(precisiontype));
GLint retval[3];
- retval[0] = 1;
- retval[1] = 1;
- retval[2] = 1;
- syncCommand.returnValue = retval;
+ // Default values from OpenGL ES2 spec
+ switch (precisiontype) {
+ case LOW_INT:
+ case MEDIUM_INT:
+ case HIGH_INT:
+ // 32-bit twos-complement integer format
+ retval[0] = 31;
+ retval[1] = 30;
+ retval[2] = 0;
+ break;
+ case LOW_FLOAT:
+ case MEDIUM_FLOAT:
+ case HIGH_FLOAT:
+ // IEEE single-precision floating-point format
+ retval[0] = 127;
+ retval[1] = 127;
+ retval[2] = 23;
+ break;
+ default:
+ retval[0] = 1;
+ retval[1] = 1;
+ retval[2] = 1;
+ m_error |= CANVAS_INVALID_ENUM;
+ break;
+ }
- scheduleSyncCommand(&syncCommand);
+ // On desktop envs glGetShaderPrecisionFormat is part of OpenGL 4.x, so it is not necessarily
+ // available. Let's just return the default values if not ES2.
+ if (m_isOpenGLES2) {
+ GlSyncCommand syncCommand(CanvasGlCommandQueue::glGetShaderPrecisionFormat,
+ GLint(shadertype), GLint(precisiontype));
+ syncCommand.returnValue = retval;
+ scheduleSyncCommand(&syncCommand);
+ }
CanvasShaderPrecisionFormat *format = new CanvasShaderPrecisionFormat();
format->setRangeMin(int(retval[0]));
@@ -276,7 +302,7 @@ bool CanvasContext::isContextLost()
}
/*!
- * \qmlmethod ContextAttributes Context3D::getContextAttributes()
+ * \qmlmethod Canvas3DContextAttributes Context3D::getContextAttributes()
* Returns a copy of the actual context parameters that are used in the current context.
*/
/*!
@@ -332,8 +358,8 @@ void CanvasContext::finish()
}
/*!
- * \qmlmethod Texture3D Context3D::createTexture()
- * Create a Texture3D object and initialize a name for it as by calling \c{glGenTextures()}.
+ * \qmlmethod Canvas3DTexture Context3D::createTexture()
+ * Create a Canvas3DTexture object and initialize a name for it as by calling \c{glGenTextures()}.
*/
/*!
* \internal
@@ -348,10 +374,10 @@ QJSValue CanvasContext::createTexture()
}
/*!
- * \qmlmethod void Context3D::deleteTexture(Texture3D texture3D)
+ * \qmlmethod void Context3D::deleteTexture(Canvas3DTexture texture3D)
* Deletes the given texture as if by calling \c{glDeleteTextures()}.
* Calling this method repeatedly on the same object has no side effects.
- * \a texture3D is the Texture3D to be deleted.
+ * \a texture3D is the Canvas3DTexture to be deleted.
*/
/*!
* \internal
@@ -401,7 +427,7 @@ void CanvasContext::scissor(int x, int y, int width, int height)
/*!
* \qmlmethod void Context3D::activeTexture(glEnums texture)
- * Sets the given texture unit as active. Number of texture units is implementation dependent,
+ * Sets the given texture unit as active. The number of texture units is implementation dependent,
* but must be at least 8. Initially \c Context3D.TEXTURE0 is active.
* \a texture must be one of \c Context3D.TEXTUREi values where \c i ranges from \c 0 to
* \c{(Context3D.MAX_COMBINED_TEXTURE_IMAGE_UNITS-1)}.
@@ -418,11 +444,11 @@ void CanvasContext::activeTexture(glEnums texture)
}
/*!
- * \qmlmethod void Context3D::bindTexture(glEnums target, Texture3D texture3D)
- * Bind a Texture3D to a texturing target.
- * \a target is the target of the active texture unit to which the Texture3D will be bound.
+ * \qmlmethod void Context3D::bindTexture(glEnums target, Canvas3DTexture texture3D)
+ * Bind a Canvas3DTexture to a texturing target.
+ * \a target is the target of the active texture unit to which the Canvas3DTexture will be bound.
* Must be either \c{Context3D.TEXTURE_2D} or \c{Context3D.TEXTURE_CUBE_MAP}.
- * \a texture3D is the Texture3D to be bound.
+ * \a texture3D is the Canvas3DTexture to be bound.
*/
/*!
* \internal
@@ -501,6 +527,162 @@ bool CanvasContext::checkParent(QObject *obj, const char *function)
}
/*!
+ * \internal
+ *
+ * Transposes matrices. \a dim is the dimensions of the square matrices in \a src.
+ * A newly allocated array containing transposed matrices is returned. \a count specifies how many
+ * matrices are handled.
+ * Required for uniformMatrix*fv functions in ES2.
+ */
+float *CanvasContext::transposeMatrix(int dim, int count, float *src)
+{
+ float *dest = new float[dim * dim * count];
+
+ for (int k = 0; k < count; k++) {
+ const int offset = k * dim * dim;
+ for (int i = 0; i < dim; i++) {
+ for (int j = 0; j < dim; j++)
+ dest[offset + (i * dim) + j] = src[offset + (j * dim) + i];
+ }
+ }
+
+ return dest;
+}
+
+/*!
+ * \internal
+ *
+ * Set matrix uniform values.
+ */
+void CanvasContext::uniformMatrixNfv(int dim, const QJSValue &location3D, bool transpose,
+ const QJSValue &array)
+{
+ qCDebug(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__
+ << "(dim:" << dim
+ << ", uniformLocation:" << location3D.toString()
+ << ", transpose:" << transpose
+ << ", array:" << array.toString()
+ <<")";
+
+ if (!isOfType(location3D, "QtCanvas3D::CanvasUniformLocation")) {
+ m_error |= CANVAS_INVALID_OPERATION;
+ return;
+ }
+
+ CanvasUniformLocation *locationObj =
+ static_cast<CanvasUniformLocation *>(location3D.toQObject());
+
+ if (!checkParent(locationObj, __FUNCTION__))
+ return;
+
+ // Check if we have a JavaScript array
+ if (array.isArray()) {
+ uniformMatrixNfva(dim, locationObj, transpose, array.toVariant().toList());
+ return;
+ }
+
+ int arrayLen = 0;
+ float *uniformData = reinterpret_cast<float * >(
+ getTypedArrayAsRawDataPtr(array, arrayLen, QV4::Heap::TypedArray::Float32Array));
+
+ if (!m_currentProgram || !uniformData || !locationObj)
+ return;
+
+ int numMatrices = arrayLen / (dim * dim * 4);
+
+ qCDebug(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__
+ << "numMatrices:" << numMatrices;
+
+ float *transposedMatrix = 0;
+ if (m_isOpenGLES2 && transpose) {
+ transpose = false;
+ transposedMatrix = transposeMatrix(dim, numMatrices, uniformData);
+ uniformData = transposedMatrix;
+ }
+
+ CanvasGlCommandQueue::GlCommandId id(CanvasGlCommandQueue::internalNoCommand);
+ switch (dim) {
+ case 2:
+ id = CanvasGlCommandQueue::glUniformMatrix2fv;
+ break;
+ case 3:
+ id = CanvasGlCommandQueue::glUniformMatrix3fv;
+ break;
+ case 4:
+ id = CanvasGlCommandQueue::glUniformMatrix4fv;
+ break;
+ default:
+ qWarning() << "Warning: Unsupported dim specified in" << __FUNCTION__;
+ break;
+ }
+
+ QByteArray *dataArray = new QByteArray(reinterpret_cast<char *>(uniformData), arrayLen);
+ GlCommand &command = m_commandQueue->queueCommand(id, locationObj->id(), GLint(numMatrices),
+ GLint(transpose));
+ command.data = dataArray;
+
+ delete[] transposedMatrix;
+}
+
+/*!
+ * \internal
+ *
+ * Set matrix uniform values from JS array.
+ */
+void CanvasContext::uniformMatrixNfva(int dim, CanvasUniformLocation *uniformLocation,
+ bool transpose, const QVariantList &array)
+{
+ qCDebug(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__
+ << "(dim:" << dim
+ << ", location3D:" << uniformLocation
+ << ", transpose:" << transpose
+ << ", array:" << array
+ << ")";
+
+ if (!m_currentProgram || !uniformLocation)
+ return;
+
+ int location3D = uniformLocation->id();
+ int size = array.count();
+ float *uniformData = new float[size];
+ float *arrayPtr = uniformData;
+ int numMatrices = size / (dim * dim);
+
+ ArrayUtils::fillFloatArrayFromVariantList(array, arrayPtr);
+
+ float *transposedMatrix = 0;
+ if (m_isOpenGLES2 && transpose) {
+ transpose = false;
+ transposedMatrix = transposeMatrix(dim, numMatrices, arrayPtr);
+ arrayPtr = transposedMatrix;
+ }
+
+ CanvasGlCommandQueue::GlCommandId id(CanvasGlCommandQueue::internalNoCommand);
+ switch (dim) {
+ case 2:
+ id = CanvasGlCommandQueue::glUniformMatrix2fv;
+ break;
+ case 3:
+ id = CanvasGlCommandQueue::glUniformMatrix3fv;
+ break;
+ case 4:
+ id = CanvasGlCommandQueue::glUniformMatrix4fv;
+ break;
+ default:
+ qWarning() << "Warning: Unsupported dim specified in" << __FUNCTION__;
+ break;
+ }
+
+ QByteArray *dataArray = new QByteArray(reinterpret_cast<char *>(arrayPtr), size * 4);
+ GlCommand &command = m_commandQueue->queueCommand(id, location3D, GLint(numMatrices),
+ GLint(transpose));
+ command.data = dataArray;
+
+ delete[] uniformData;
+ delete[] transposedMatrix;
+}
+
+/*!
* \qmlmethod void Context3D::generateMipmap(glEnums target)
* Generates a complete set of mipmaps for a texture object of the currently active texture unit.
* \a target defines the texture target to which the texture object is bound whose mipmaps will be
@@ -523,7 +705,7 @@ void CanvasContext::generateMipmap(glEnums target)
/*!
* \qmlmethod bool Context3D::isTexture(Object anyObject)
- * Returns true if the given object is a valid Texture3D object.
+ * Returns true if the given object is a valid Canvas3DTexture object.
* \a anyObject is the object that is to be verified as a valid texture.
*/
/*!
@@ -552,9 +734,6 @@ bool CanvasContext::isTexture(QJSValue anyObject)
*/
CanvasTexture *CanvasContext::getAsTexture3D(QJSValue anyObject)
{
- if (!anyObject.isQObject())
- return 0;
-
if (!isOfType(anyObject, "QtCanvas3D::CanvasTexture"))
return 0;
@@ -567,8 +746,23 @@ CanvasTexture *CanvasContext::getAsTexture3D(QJSValue anyObject)
/*!
* \qmlmethod void Context3D::compressedTexImage2D(glEnums target, int level, glEnums internalformat, int width, int height, int border, TypedArray pixels)
- * Not supported, \c{Context3D.INVALID_OPERATION} is generated when called.
- * \a target, \a level, \a internalformat, \a width, \a height, \a border and \a pixels are ignored.
+ * Specify a 2D compressed texture image.
+ * \a target specifies the target texture of the active texture unit. Must be one of:
+ * \c{Context3D.TEXTURE_2D},
+ * \c{Context3D.TEXTURE_CUBE_MAP_POSITIVE_X}, \c{Context3D.TEXTURE_CUBE_MAP_NEGATIVE_X},
+ * \c{Context3D.TEXTURE_CUBE_MAP_POSITIVE_Y}, \c{Context3D.TEXTURE_CUBE_MAP_NEGATIVE_Y},
+ * \c{Context3D.TEXTURE_CUBE_MAP_POSITIVE_Z}, or \c{Context3D.TEXTURE_CUBE_MAP_NEGATIVE_Z}.
+ * \a level specifies the level of detail number. Level \c 0 is the base image level. Level \c n is
+ * the \c{n}th mipmap reduction image.
+ * \a internalformat specifies the internal format of the compressed texture.
+ * \a width specifies the width of the texture image. All implementations will support 2D texture
+ * images that are at least 64 texels wide and cube-mapped texture images that are at least 16
+ * texels wide.
+ * \a height specifies the height of the texture image. All implementations will support 2D texture
+ * images that are at least 64 texels high and cube-mapped texture images that are at least 16
+ * texels high.
+ * \a border must be \c{0}.
+ * \a pixels specifies the TypedArray containing the compressed image data.
*/
/*!
* \internal
@@ -590,17 +784,13 @@ void CanvasContext::compressedTexImage2D(glEnums target, int level, glEnums inte
if (!isValidTextureBound(target, __FUNCTION__))
return;
- QV4::Scope scope(m_v4engine);
- QV4::Scoped<QV4::TypedArray> typedArray(scope,
- QJSValuePrivate::convertedToValue(m_v4engine, pixels));
+ int byteLen = 0;
+ uchar *srcData = getTypedArrayAsRawDataPtr(pixels, byteLen, QV4::Heap::TypedArray::UInt8Array);
- if (typedArray) {
+ if (srcData) {
// Driver implementation will handle checking of texture
// properties for specific compression methods
- QByteArray *commandData =
- new QByteArray(static_cast<const char *>(typedArray->arrayData()->data()),
- typedArray->byteLength());
-
+ QByteArray *commandData = new QByteArray(reinterpret_cast<const char *>(srcData), byteLen);
GlCommand &command =
m_commandQueue->queueCommand(CanvasGlCommandQueue::glCompressedTexImage2D,
GLint(target), GLint(level),
@@ -617,9 +807,22 @@ void CanvasContext::compressedTexImage2D(glEnums target, int level, glEnums inte
/*!
* \qmlmethod void Context3D::compressedTexSubImage2D(glEnums target, int level, int xoffset, int yoffset, int width, int height, glEnums format, TypedArray pixels)
- * Not supported, \c{Context3D.INVALID_OPERATION} is generated when called.
- * \a target, \a level, \a xoffset, \a yoffset, \a width, \a height, \a format and \a pixels are
- * ignored.
+ * Specify a 2D compressed texture image.
+ * \a target specifies the target texture of the active texture unit. Must be one of:
+ * \c{Context3D.TEXTURE_2D},
+ * \c{Context3D.TEXTURE_CUBE_MAP_POSITIVE_X}, \c{Context3D.TEXTURE_CUBE_MAP_NEGATIVE_X},
+ * \c{Context3D.TEXTURE_CUBE_MAP_POSITIVE_Y}, \c{Context3D.TEXTURE_CUBE_MAP_NEGATIVE_Y},
+ * \c{Context3D.TEXTURE_CUBE_MAP_POSITIVE_Z}, or \c{Context3D.TEXTURE_CUBE_MAP_NEGATIVE_Z}.
+ * \a level specifies the level of detail number. Level \c 0 is the base image level. Level \c n is
+ * the \c{n}th mipmap reduction image.
+ * \a xoffset Specifies a texel offset in the x direction within the texture array.
+ * \a yoffset Specifies a texel offset in the y direction within the texture array.
+ * \a width Width of the texture subimage.
+ * \a height Height of the texture subimage.
+ * \a pixels specifies the TypedArray containing the compressed image data.
+ * \a format Format of the texel data given in \a pixels, must match the value
+ * of \c internalFormat parameter given when the texture was created.
+ * \a pixels TypedArray containing the compressed image data. If pixels is \c null.
*/
/*!
* \internal
@@ -644,17 +847,13 @@ void CanvasContext::compressedTexSubImage2D(glEnums target, int level,
if (!isValidTextureBound(target, __FUNCTION__))
return;
- QV4::Scope scope(m_v4engine);
- QV4::Scoped<QV4::TypedArray> typedArray(scope,
- QJSValuePrivate::convertedToValue(m_v4engine, pixels));
+ int byteLen = 0;
+ uchar *srcData = getTypedArrayAsRawDataPtr(pixels, byteLen, QV4::Heap::TypedArray::UInt8Array);
- if (typedArray) {
+ if (srcData) {
// Driver implementation will handle checking of texture
// properties for specific compression methods
- QByteArray *commandData =
- new QByteArray(static_cast<const char *>(typedArray->arrayData()->data()),
- typedArray->byteLength());
-
+ QByteArray *commandData = new QByteArray(reinterpret_cast<const char *>(srcData), byteLen);
GlCommand &command =
m_commandQueue->queueCommand(CanvasGlCommandQueue::glCompressedTexSubImage2D,
GLint(target), GLint(level),
@@ -859,7 +1058,7 @@ void CanvasContext::texImage2D(glEnums target, int level, glEnums internalformat
}
if (!srcData)
- srcData = getAsUint8ArrayRawPtr(pixels);
+ srcData = getTypedArrayAsRawDataPtr(pixels, QV4::Heap::TypedArray::UInt8Array);
if (!srcData) {
qCWarning(canvas3drendering).nospace() << "Context3D::"
@@ -885,7 +1084,7 @@ void CanvasContext::texImage2D(glEnums target, int level, glEnums internalformat
case UNSIGNED_SHORT_5_6_5:
case UNSIGNED_SHORT_5_5_5_1: {
if (!srcData)
- srcData = getAsUint16ArrayRawPtr(pixels);
+ srcData = getTypedArrayAsRawDataPtr(pixels, QV4::Heap::TypedArray::UInt16Array);
if (!srcData) {
qCWarning(canvas3drendering).nospace() << "Context3D::"
@@ -921,7 +1120,8 @@ void CanvasContext::texImage2D(glEnums target, int level, glEnums internalformat
/*!
* \internal
*/
-uchar *CanvasContext::getAsUint8ArrayRawPtr(QJSValue jsValue)
+uchar *CanvasContext::getTypedArrayAsRawDataPtr(const QJSValue &jsValue, int &byteLength,
+ QV4::Heap::TypedArray::Type type)
{
QV4::Scope scope(m_v4engine);
QV4::Scoped<QV4::TypedArray> typedArray(scope,
@@ -930,28 +1130,48 @@ uchar *CanvasContext::getAsUint8ArrayRawPtr(QJSValue jsValue)
if (!typedArray)
return 0;
- if (typedArray->arrayType() != QV4::Heap::TypedArray::UInt8Array)
+ QV4::Heap::TypedArray::Type arrayType = typedArray->arrayType();
+ if (type < QV4::Heap::TypedArray::NTypes && arrayType != type)
return 0;
- return reinterpret_cast<unsigned char *>(typedArray->arrayData()->data());
+ uchar *dataPtr = reinterpret_cast<uchar *>(typedArray->arrayData()->data());
+ dataPtr += typedArray->d()->byteOffset;
+ byteLength = typedArray->byteLength();
+ return dataPtr;
}
/*!
* \internal
*/
-uchar *CanvasContext::getAsUint16ArrayRawPtr(QJSValue jsValue)
+uchar *CanvasContext::getTypedArrayAsRawDataPtr(const QJSValue &jsValue,
+ QV4::Heap::TypedArray::Type type)
{
- QV4::Scope scope(m_v4engine);
- QV4::Scoped<QV4::TypedArray> typedArray(scope,
- QJSValuePrivate::convertedToValue(m_v4engine, jsValue));
+ int dummy;
+ return getTypedArrayAsRawDataPtr(jsValue, dummy, type);
+}
- if (!typedArray)
- return 0;
+/*!
+ * \internal
+ */
+uchar *CanvasContext::getTypedArrayAsRawDataPtr(const QJSValue &jsValue, int &byteLength)
+{
+ return getTypedArrayAsRawDataPtr(jsValue, byteLength, QV4::Heap::TypedArray::NTypes);
+}
- if (typedArray->arrayType() != QV4::Heap::TypedArray::UInt16Array)
+/*!
+ * \internal
+ */
+uchar *CanvasContext::getArrayBufferAsRawDataPtr(const QJSValue &jsValue, int &byteLength)
+{
+ QV4::Scope scope(m_v4engine);
+ QV4::Scoped<QV4::ArrayBuffer> arrayBuffer(scope,
+ QJSValuePrivate::convertedToValue(m_v4engine, jsValue));
+ if (!arrayBuffer)
return 0;
- return reinterpret_cast<unsigned char *>(typedArray->arrayData()->data());
+ uchar *dataPtr = reinterpret_cast<uchar *>(arrayBuffer->data());
+ byteLength = arrayBuffer->byteLength();
+ return dataPtr;
}
/*!
@@ -968,12 +1188,11 @@ uchar *CanvasContext::getAsUint16ArrayRawPtr(QJSValue jsValue)
* \a width Width of the texture subimage.
* \a height Height of the texture subimage.
* \a format Format of the texel data given in \a pixels, must match the value
- * of \a internalFormat.
+ * of \c internalFormat parameter given when the texture was created.
* \a type Data type of the data given in \a pixels, must match the TypedArray type
* of \a pixels. Must be \c{Context3D.UNSIGNED_BYTE}, \c{Context3D.UNSIGNED_SHORT_5_6_5},
* \c{Context3D.UNSIGNED_SHORT_4_4_4_4} or \c{Context3D.UNSIGNED_SHORT_5_5_5_1}.
- * \a pixels TypedArray containing the image data. If pixels is \c null, a buffer of
- * sufficient size initialized to 0 is passed.
+ * \a pixels TypedArray containing the image data.
*/
/*!
* \internal
@@ -1040,7 +1259,7 @@ void CanvasContext::texSubImage2D(glEnums target, int level,
return;
}
- srcData = getAsUint8ArrayRawPtr(pixels);
+ srcData = getTypedArrayAsRawDataPtr(pixels, QV4::Heap::TypedArray::UInt8Array);
if (!srcData) {
qCWarning(canvas3drendering).nospace() << "Context3D::"
<< __FUNCTION__
@@ -1064,7 +1283,7 @@ void CanvasContext::texSubImage2D(glEnums target, int level,
case UNSIGNED_SHORT_4_4_4_4:
case UNSIGNED_SHORT_5_6_5:
case UNSIGNED_SHORT_5_5_5_1: {
- srcData = getAsUint16ArrayRawPtr(pixels);
+ srcData = getTypedArrayAsRawDataPtr(pixels, QV4::Heap::TypedArray::UInt16Array);
if (!srcData) {
qCWarning(canvas3drendering).nospace() << "Context3D::"
<< __FUNCTION__
@@ -1147,7 +1366,7 @@ QByteArray *CanvasContext::unpackPixels(uchar *srcData, bool useSrcDataAsDst,
/*!
* \qmlmethod void Context3D::texImage2D(glEnums target, int level, glEnums internalformat, glEnums format, glEnums type, TextureImage texImage)
- * Uploads the given TextureImage element to the currently bound Texture3D.
+ * Uploads the given TextureImage element to the currently bound Canvas3DTexture.
* \a target Target texture of the active texture unit. Must be \c{Context3D.TEXTURE_2D},
* \c{Context3D.TEXTURE_CUBE_MAP_POSITIVE_X}, \c{Context3D.TEXTURE_CUBE_MAP__NEGATIVE_X},
* \c{Context3D.TEXTURE_CUBE_MAP_POSITIVE_Y}, \c{Context3D.TEXTURE_CUBE_MAP__NEGATIVE_Y},
@@ -1161,7 +1380,7 @@ QByteArray *CanvasContext::unpackPixels(uchar *srcData, bool useSrcDataAsDst,
* \a type Type of the data, conceptually the given image is first converted to this type, then
* uploaded. Must be \c{Context3D.UNSIGNED_BYTE}, \c{Context3D.UNSIGNED_SHORT_5_6_5},
* \c{Context3D.UNSIGNED_SHORT_4_4_4_4} or \c{Context3D.UNSIGNED_SHORT_5_5_5_1}.
- * \a texImage A complete \c{TextureImage} loaded using the \c{TextureImageLoader}.
+ * \a texImage A complete \c{TextureImage} loaded using the \c{TextureImageFactory}.
*/
/*!
* \internal
@@ -1232,6 +1451,7 @@ void CanvasContext::texImage2D(glEnums target, int level, glEnums internalformat
if (pixels == 0) {
qCWarning(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__
<< ":Conversion of pixels to format failed.";
+ m_error |= CANVAS_INVALID_OPERATION;
return;
}
@@ -1254,9 +1474,6 @@ void CanvasContext::texImage2D(glEnums target, int level, glEnums internalformat
*/
CanvasTextureImage* CanvasContext::getAsTextureImage(QJSValue anyObject)
{
- if (!anyObject.isQObject())
- return 0;
-
if (!isOfType(anyObject, "QtCanvas3D::CanvasTextureImage"))
return 0;
@@ -1267,7 +1484,7 @@ CanvasTextureImage* CanvasContext::getAsTextureImage(QJSValue anyObject)
/*!
* \qmlmethod void Context3D::texSubImage2D(glEnums target, int level, int xoffset, int yoffset, glEnums format, glEnums type, TextureImage texImage)
- * Uploads the given TextureImage element to the currently bound Texture3D.
+ * Uploads the given TextureImage element to the currently bound Canvas3DTexture.
* \a target specifies the target texture of the active texture unit. Must be
* \c{Context3D.TEXTURE_2D}, \c{Context3D.TEXTURE_CUBE_MAP_POSITIVE_X},
* \c{Context3D.TEXTURE_CUBE_MAP__NEGATIVE_X}, \c{Context3D.TEXTURE_CUBE_MAP_POSITIVE_Y},
@@ -1282,7 +1499,7 @@ CanvasTextureImage* CanvasContext::getAsTextureImage(QJSValue anyObject)
* \a type Type of the data, conceptually the given image is first converted to this type, then
* uploaded. Must be \c{Context3D.UNSIGNED_BYTE}, \c{Context3D.UNSIGNED_SHORT_5_6_5},
* \c{Context3D.UNSIGNED_SHORT_4_4_4_4} or \c{Context3D.UNSIGNED_SHORT_5_5_5_1}.
- * \a texImage A complete \c{TextureImage} loaded using the \c{TextureImageLoader}.
+ * \a texImage A complete \c{TextureImage} loaded using the \c{TextureImageFactory}.
*/
/*!
* \internal
@@ -1359,6 +1576,7 @@ void CanvasContext::texSubImage2D(glEnums target, int level,
if (pixels == 0) {
qCWarning(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__
<< ":Conversion of pixels to format failed.";
+ m_error |= CANVAS_INVALID_OPERATION;
return;
}
@@ -1460,8 +1678,8 @@ int CanvasContext::getSufficientSize(glEnums internalFormat, int width, int heig
}
/*!
- * \qmlmethod FrameBuffer3D Context3D::createFramebuffer()
- * Returns a created FrameBuffer3D object that is initialized with a framebuffer object name as
+ * \qmlmethod Canvas3DFrameBuffer Context3D::createFramebuffer()
+ * Returns a created Canvas3DFrameBuffer object that is initialized with a framebuffer object name as
* if by calling \c{glGenFramebuffers()}.
*/
/*!
@@ -1478,7 +1696,7 @@ QJSValue CanvasContext::createFramebuffer()
}
/*!
- * \qmlmethod void Context3D::bindFramebuffer(glEnums target, FrameBuffer3D buffer)
+ * \qmlmethod void Context3D::bindFramebuffer(glEnums target, Canvas3DFrameBuffer buffer)
* Binds the given \a buffer object to the given \a target.
* \a target must be \c{Context3D.FRAMEBUFFER}.
*/
@@ -1542,7 +1760,7 @@ CanvasContext::glEnums CanvasContext::checkFramebufferStatus(glEnums target)
}
/*!
- * \qmlmethod void Context3D::framebufferRenderbuffer(glEnums target, glEnums attachment, glEnums renderbuffertarget, RenderBuffer3D renderbuffer3D)
+ * \qmlmethod void Context3D::framebufferRenderbuffer(glEnums target, glEnums attachment, glEnums renderbuffertarget, Canvas3DRenderBuffer renderbuffer3D)
* Attaches the given \a renderbuffer3D object to the \a attachment point of the current framebuffer
* object.
* \a target must be \c{Context3D.FRAMEBUFFER}. \a renderbuffertarget must
@@ -1609,7 +1827,7 @@ void CanvasContext::framebufferRenderbuffer(glEnums target, glEnums attachment,
}
/*!
- * \qmlmethod void Context3D::framebufferTexture2D(glEnums target, glEnums attachment, glEnums textarget, Texture3D texture3D, int level)
+ * \qmlmethod void Context3D::framebufferTexture2D(glEnums target, glEnums attachment, glEnums textarget, Canvas3DTexture texture3D, int level)
* Attaches the given \a renderbuffer object to the \a attachment point of the current framebuffer
* object.
* \a target must be \c{Context3D.FRAMEBUFFER}. \a renderbuffertarget must
@@ -1687,7 +1905,7 @@ void CanvasContext::framebufferTexture2D(glEnums target, glEnums attachment, glE
}
GLint textureId = texture ? texture->textureId() : 0;
-
+ m_currentFramebuffer->setTexture(texture);
m_commandQueue->queueCommand(CanvasGlCommandQueue::glFramebufferTexture2D,
GLint(target), GLint(attachment),
GLint(textarget), textureId, GLint(level));
@@ -1695,7 +1913,7 @@ void CanvasContext::framebufferTexture2D(glEnums target, glEnums attachment, glE
/*!
* \qmlmethod void Context3D::isFramebuffer(Object anyObject)
- * Returns true if the given object is a valid FrameBuffer3D object.
+ * Returns true if the given object is a valid Canvas3DFrameBuffer object.
* \a anyObject is the object that is to be verified as a valid framebuffer.
*/
/*!
@@ -1724,9 +1942,6 @@ bool CanvasContext::isFramebuffer(QJSValue anyObject)
*/
CanvasFrameBuffer *CanvasContext::getAsFramebuffer(QJSValue anyObject)
{
- if (!anyObject.isQObject())
- return 0;
-
if (!isOfType(anyObject, "QtCanvas3D::CanvasFrameBuffer"))
return 0;
@@ -1739,10 +1954,10 @@ CanvasFrameBuffer *CanvasContext::getAsFramebuffer(QJSValue anyObject)
}
/*!
- * \qmlmethod void Context3D::deleteFramebuffer(FrameBuffer3D buffer)
+ * \qmlmethod void Context3D::deleteFramebuffer(Canvas3DFrameBuffer buffer)
* Deletes the given framebuffer as if by calling \c{glDeleteFramebuffers()}.
* Calling this method repeatedly on the same object has no side effects.
- * \a buffer is the FrameBuffer3D to be deleted.
+ * \a buffer is the Canvas3DFrameBuffer to be deleted.
*/
/*!
* \internal
@@ -1766,8 +1981,8 @@ void CanvasContext::deleteFramebuffer(QJSValue buffer)
}
/*!
- * \qmlmethod RenderBuffer3D Context3D::createRenderbuffer()
- * Returns a created RenderBuffer3D object that is initialized with a renderbuffer object name
+ * \qmlmethod Canvas3DRenderBuffer Context3D::createRenderbuffer()
+ * Returns a created Canvas3DRenderBuffer object that is initialized with a renderbuffer object name
* as if by calling \c{glGenRenderbuffers()}.
*/
/*!
@@ -1783,7 +1998,7 @@ QJSValue CanvasContext::createRenderbuffer()
}
/*!
- * \qmlmethod void Context3D::bindRenderbuffer(glEnums target, RenderBuffer3D renderbuffer)
+ * \qmlmethod void Context3D::bindRenderbuffer(glEnums target, Canvas3DRenderBuffer renderbuffer)
* Binds the given \a renderbuffer3D object to the given \a target.
* \a target must be \c{Context3D.RENDERBUFFER}.
*/
@@ -1853,7 +2068,7 @@ void CanvasContext::renderbufferStorage(glEnums target, glEnums internalformat,
/*!
* \qmlmethod bool Context3D::isRenderbuffer(Object anyObject)
- * Returns true if the given object is a valid RenderBuffer3D object.
+ * Returns true if the given object is a valid Canvas3DRenderBuffer object.
* \a anyObject is the object that is to be verified as a valid renderbuffer.
*/
/*!
@@ -1882,9 +2097,6 @@ bool CanvasContext::isRenderbuffer(QJSValue anyObject)
*/
CanvasRenderBuffer *CanvasContext::getAsRenderbuffer3D(QJSValue anyObject) const
{
- if (!anyObject.isQObject())
- return 0;
-
if (!isOfType(anyObject, "QtCanvas3D::CanvasRenderBuffer"))
return 0;
@@ -1896,10 +2108,10 @@ CanvasRenderBuffer *CanvasContext::getAsRenderbuffer3D(QJSValue anyObject) const
}
/*!
- * \qmlmethod void Context3D::deleteRenderbuffer(RenderBuffer3D renderbuffer3D)
+ * \qmlmethod void Context3D::deleteRenderbuffer(Canvas3DRenderBuffer renderbuffer3D)
* Deletes the given renderbuffer as if by calling \c{glDeleteRenderbuffers()}.
* Calling this method repeatedly on the same object has no side effects.
- * \a renderbuffer3D is the RenderBuffer3D to be deleted.
+ * \a renderbuffer3D is the Canvas3DRenderBuffer to be deleted.
*/
/*!
* \internal
@@ -1943,8 +2155,8 @@ void CanvasContext::sampleCoverage(float value, bool invert)
}
/*!
- * \qmlmethod Program3D Context3D::createProgram()
- * Returns a created Program3D object that is initialized with a program object name as if by
+ * \qmlmethod Canvas3DProgram Context3D::createProgram()
+ * Returns a created Canvas3DProgram object that is initialized with a program object name as if by
* calling \c{glCreateProgram()}.
*/
/*!
@@ -1962,7 +2174,7 @@ QJSValue CanvasContext::createProgram()
/*!
* \qmlmethod bool Context3D::isProgram(Object anyObject)
- * Returns true if the given object is a valid Program3D object.
+ * Returns true if the given object is a valid Canvas3DProgram object.
* \a anyObject is the object that is to be verified as a valid program.
*/
/*!
@@ -1990,26 +2202,23 @@ bool CanvasContext::isProgram(QJSValue anyObject)
/*!
* \internal
*/
-CanvasProgram *CanvasContext::getAsProgram3D(QJSValue anyObject) const
+CanvasProgram *CanvasContext::getAsProgram3D(QJSValue anyObject, bool deadOrAlive) const
{
- if (!anyObject.isQObject())
- return 0;
-
if (!isOfType(anyObject, "QtCanvas3D::CanvasProgram"))
return 0;
CanvasProgram *program = static_cast<CanvasProgram *>(anyObject.toQObject());
- if (!program->isAlive())
+ if (!deadOrAlive && !program->isAlive())
return 0;
return program;
}
/*!
- * \qmlmethod void Context3D::deleteProgram(Program3D program3D)
+ * \qmlmethod void Context3D::deleteProgram(Canvas3DProgram program3D)
* Deletes the given program as if by calling \c{glDeleteProgram()}.
* Calling this method repeatedly on the same object has no side effects.
- * \a program3D is the Program3D to be deleted.
+ * \a program3D is the Canvas3DProgram to be deleted.
*/
/*!
* \internal
@@ -2020,7 +2229,7 @@ void CanvasContext::deleteProgram(QJSValue program3D)
<< "(program3D:" << program3D.toString()
<< ")";
- CanvasProgram *program = getAsProgram3D(program3D);
+ CanvasProgram *program = getAsProgram3D(program3D, true);
if (program) {
if (!checkParent(program, __FUNCTION__))
@@ -2035,7 +2244,7 @@ void CanvasContext::deleteProgram(QJSValue program3D)
}
/*!
- * \qmlmethod void Context3D::attachShader(Program3D program3D, Shader3D shader3D)
+ * \qmlmethod void Context3D::attachShader(Canvas3DProgram program3D, Canvas3DShader shader3D)
* Attaches the given \a shader3D object to the given \a program3D object.
* Calling this method repeatedly on the same object has no side effects.
*/
@@ -2056,6 +2265,7 @@ void CanvasContext::attachShader(QJSValue program3D, QJSValue shader3D)
qCWarning(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__
<< "(): Invalid program handle "
<< program3D.toString();
+ m_error |= CANVAS_INVALID_OPERATION;
return;
}
@@ -2063,6 +2273,7 @@ void CanvasContext::attachShader(QJSValue program3D, QJSValue shader3D)
qCWarning(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__
<< "(): Invalid shader handle "
<< shader3D.toString();
+ m_error |= CANVAS_INVALID_OPERATION;
return;
}
@@ -2073,31 +2284,38 @@ void CanvasContext::attachShader(QJSValue program3D, QJSValue shader3D)
}
/*!
- * \qmlmethod list<Shader3D> Context3D::getAttachedShaders(Program3D program3D)
+ * \qmlmethod list<Canvas3DShader> Context3D::getAttachedShaders(Canvas3DProgram program3D)
* Returns the list of shaders currently attached to the given \a program3D.
*/
/*!
* \internal
*/
-QVariantList CanvasContext::getAttachedShaders(QJSValue program3D)
+QJSValue CanvasContext::getAttachedShaders(QJSValue program3D)
{
qCDebug(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__
<< "(program3D:" << program3D.toString()
<< ")";
- QVariantList shaderList;
+ int index = 0;
CanvasProgram *program = getAsProgram3D(program3D);
- if (!program || !checkParent(program, __FUNCTION__))
- return shaderList;
+ if (!program) {
+ m_error |= CANVAS_INVALID_VALUE;
+ return QJSValue(QJSValue::NullValue);
+ }
+
+ if (!checkParent(program, __FUNCTION__))
+ return QJSValue(QJSValue::NullValue);
QList<CanvasShader *> shaders = program->attachedShaders();
+ QJSValue shaderList = m_engine->newArray(shaders.count());
+
for (QList<CanvasShader *>::const_iterator iter = shaders.constBegin();
iter != shaders.constEnd(); iter++) {
CanvasShader *shader = *iter;
- shaderList << QVariant::fromValue(shader);
+ shaderList.setProperty(index++, m_engine->newQObject((CanvasShader *)shader));
}
return shaderList;
@@ -2105,7 +2323,7 @@ QVariantList CanvasContext::getAttachedShaders(QJSValue program3D)
/*!
- * \qmlmethod void Context3D::detachShader(Program3D program, Shader3D shader)
+ * \qmlmethod void Context3D::detachShader(Canvas3DProgram program, Canvas3DShader shader)
* Detaches given shader object from given program object.
* \a program3D specifies the program object from which to detach the shader.
* \a shader3D specifies the shader object to detach.
@@ -2127,6 +2345,7 @@ void CanvasContext::detachShader(QJSValue program3D, QJSValue shader3D)
qCWarning(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__
<< "(): Invalid program handle "
<< program3D.toString();
+ m_error |= CANVAS_INVALID_OPERATION;
return;
}
@@ -2134,6 +2353,7 @@ void CanvasContext::detachShader(QJSValue program3D, QJSValue shader3D)
qCWarning(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__
<< "(): Invalid shader handle "
<< shader3D.toString();
+ m_error |= CANVAS_INVALID_OPERATION;
return;
}
@@ -2144,7 +2364,7 @@ void CanvasContext::detachShader(QJSValue program3D, QJSValue shader3D)
}
/*!
- * \qmlmethod void Context3D::linkProgram(Program3D program3D)
+ * \qmlmethod void Context3D::linkProgram(Canvas3DProgram program3D)
* Links the given program object.
* \a program3D specifies the program to be linked.
*/
@@ -2159,8 +2379,10 @@ void CanvasContext::linkProgram(QJSValue program3D)
CanvasProgram *program = getAsProgram3D(program3D);
- if (!program || !checkParent(program, __FUNCTION__))
+ if (!program || !checkParent(program, __FUNCTION__)) {
+ m_error |= CANVAS_INVALID_OPERATION;
return;
+ }
program->link();
}
@@ -2343,7 +2565,7 @@ void CanvasContext::blendColor(float red, float green, float blue, float alpha)
/*!
* \qmlmethod void Context3D::blendEquation(glEnums mode)
- * Sets the equation used for both the RGB blend equation and the alpha blend equation
+ * Sets the equation used for both the RGB blend equation and the alpha blend equation.
* \a mode specifies how source and destination colors are to be combined. Must be
* \c{Context3D.FUNC_ADD}, \c{Context3D.FUNC_SUBTRACT} or \c{Context3D.FUNC_REVERSE_SUBTRACT}.
*/
@@ -2493,7 +2715,7 @@ void CanvasContext::blendFuncSeparate(glEnums srcRGB, glEnums dstRGB, glEnums sr
}
/*!
- * \qmlmethod variant Context3D::getProgramParameter(Program3D program3D, glEnums paramName)
+ * \qmlmethod variant Context3D::getProgramParameter(Canvas3DProgram program3D, glEnums paramName)
* Return the value for the passed \a paramName given the passed \a program3D. The type returned is
* the natural type for the requested paramName.
* \a paramName must be \c{Context3D.DELETE_STATUS}, \c{Context3D.LINK_STATUS},
@@ -2503,7 +2725,7 @@ void CanvasContext::blendFuncSeparate(glEnums srcRGB, glEnums dstRGB, glEnums sr
/*!
* \internal
*/
-QVariant CanvasContext::getProgramParameter(QJSValue program3D, glEnums paramName)
+QJSValue CanvasContext::getProgramParameter(QJSValue program3D, glEnums paramName)
{
qCDebug(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__
<< "(program3D:" << program3D.toString()
@@ -2512,8 +2734,10 @@ QVariant CanvasContext::getProgramParameter(QJSValue program3D, glEnums paramNam
CanvasProgram *program = getAsProgram3D(program3D);
- if (!program || !checkParent(program, __FUNCTION__))
- return 0;
+ if (!program || !checkParent(program, __FUNCTION__)) {
+ m_error |= CANVAS_INVALID_OPERATION;
+ return QJSValue(QJSValue::NullValue);
+ }
GlSyncCommand syncCommand(CanvasGlCommandQueue::glGetProgramiv,
GLint(program->id()), GLint(paramName));
@@ -2529,7 +2753,7 @@ QVariant CanvasContext::getProgramParameter(QJSValue program3D, glEnums paramNam
scheduleSyncCommand(&syncCommand);
const bool boolValue = (value == GL_TRUE);
qCDebug(canvas3drendering).nospace() << " getProgramParameter returns " << boolValue;
- return QVariant::fromValue(boolValue);
+ return QJSValue(boolValue);
}
case ATTACHED_SHADERS:
// Intentional flow through
@@ -2538,19 +2762,19 @@ QVariant CanvasContext::getProgramParameter(QJSValue program3D, glEnums paramNam
case ACTIVE_UNIFORMS: {
scheduleSyncCommand(&syncCommand);
qCDebug(canvas3drendering).nospace() << " getProgramParameter returns " << value;
- return QVariant::fromValue(value);
+ return QJSValue(value);
}
default: {
m_error |= CANVAS_INVALID_ENUM;
qCWarning(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__
<< ": INVALID_ENUM illegal parameter name ";
- return QVariant::fromValue(0);
+ return QJSValue(QJSValue::NullValue);
}
}
}
/*!
- * \qmlmethod Shader3D Context3D::createShader(glEnums type)
+ * \qmlmethod Canvas3DShader Context3D::createShader(glEnums type)
* Creates a shader of \a type. Must be either \c Context3D.VERTEX_SHADER or
* \c{Context3D.FRAGMENT_SHADER}.
*/
@@ -2576,7 +2800,7 @@ QJSValue CanvasContext::createShader(glEnums type)
/*!
* \qmlmethod bool Context3D::isShader(Object anyObject)
- * Returns true if the given object is a valid Shader3D object.
+ * Returns true if the given object is a valid Canvas3DShader object.
* \a anyObject is the object that is to be verified as a valid shader.
*/
/*!
@@ -2603,23 +2827,23 @@ bool CanvasContext::isShader(QJSValue anyObject)
/*!
* \internal
*/
-CanvasShader *CanvasContext::getAsShader3D(QJSValue shader3D) const
+CanvasShader *CanvasContext::getAsShader3D(QJSValue shader3D, bool deadOrAlive) const
{
if (!isOfType(shader3D, "QtCanvas3D::CanvasShader"))
return 0;
CanvasShader *shader = static_cast<CanvasShader *>(shader3D.toQObject());
- if (!shader->isAlive())
+ if (!deadOrAlive && !shader->isAlive())
return 0;
return shader;
}
/*!
- * \qmlmethod void Context3D::deleteShader(Shader3D shader)
+ * \qmlmethod void Context3D::deleteShader(Canvas3DShader shader)
* Deletes the given shader as if by calling \c{glDeleteShader()}.
* Calling this method repeatedly on the same object has no side effects.
- * \a shader is the Shader3D to be deleted.
+ * \a shader is the Canvas3DShader to be deleted.
*/
/*!
* \internal
@@ -2631,7 +2855,7 @@ void CanvasContext::deleteShader(QJSValue shader3D)
<< "(shader:" << shader3D.toString()
<< ")";
- CanvasShader *shader = getAsShader3D(shader3D);
+ CanvasShader *shader = getAsShader3D(shader3D, true);
if (shader) {
if (!checkParent(shader, __FUNCTION__))
@@ -2646,7 +2870,7 @@ void CanvasContext::deleteShader(QJSValue shader3D)
}
/*!
- * \qmlmethod void Context3D::shaderSource(Shader3D shader, string shaderSource)
+ * \qmlmethod void Context3D::shaderSource(Canvas3DShader shader, string shaderSource)
* Replaces the shader source code in the given shader object.
* \a shader specifies the shader object whose source code is to be replaced.
* \a shaderSource specifies the source code to be loaded in to the shader.
@@ -2668,9 +2892,9 @@ void CanvasContext::shaderSource(QJSValue shader3D, const QString &shaderSource)
CanvasShader *shader = getAsShader3D(shader3D);
if (!shader) {
- m_error |= CANVAS_INVALID_VALUE;
+ m_error |= CANVAS_INVALID_OPERATION;
qCWarning(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__
- << ":INVALID_VALUE:"
+ << ":INVALID_OPERATION:"
<< "Invalid shader handle:" << shader3D.toString();
return;
}
@@ -2682,7 +2906,7 @@ void CanvasContext::shaderSource(QJSValue shader3D, const QString &shaderSource)
/*!
- * \qmlmethod string Context3D::getShaderSource(Shader3D shader)
+ * \qmlmethod string Context3D::getShaderSource(Canvas3DShader shader)
* Returns the source code string from the \a shader object.
*/
/*!
@@ -2696,9 +2920,9 @@ QJSValue CanvasContext::getShaderSource(QJSValue shader3D)
CanvasShader *shader = getAsShader3D(shader3D);
if (!shader) {
- m_error |= CANVAS_INVALID_VALUE;
+ m_error |= CANVAS_INVALID_OPERATION;
qCWarning(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__
- << ":INVALID_VALUE:"
+ << ":INVALID_OPERATION:"
<< "Invalid shader handle:" << shader3D.toString();
return m_engine->newObject();
}
@@ -2709,7 +2933,7 @@ QJSValue CanvasContext::getShaderSource(QJSValue shader3D)
}
/*!
- * \qmlmethod void Context3D::compileShader(Shader3D shader)
+ * \qmlmethod void Context3D::compileShader(Canvas3DShader shader)
* Compiles the given \a shader object.
*/
/*!
@@ -2722,9 +2946,9 @@ void CanvasContext::compileShader(QJSValue shader3D)
<< ")";
CanvasShader *shader = getAsShader3D(shader3D);
if (!shader) {
- m_error |= CANVAS_INVALID_VALUE;
+ m_error |= CANVAS_INVALID_OPERATION;
qCWarning(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__
- << ":INVALID_VALUE:"
+ << ":INVALID_OPERATION:"
<< "Invalid shader handle:" << shader3D.toString();
return;
}
@@ -2751,7 +2975,7 @@ CanvasUniformLocation *CanvasContext::getAsUniformLocation3D(QJSValue anyObject)
}
/*!
- * \qmlmethod void Context3D::uniform1i(UniformLocation3D location3D, int x)
+ * \qmlmethod void Context3D::uniform1i(Canvas3DUniformLocation location3D, int x)
* Sets the single integer value given in \a x to the given uniform \a location3D.
*/
/*!
@@ -2765,15 +2989,17 @@ void CanvasContext::uniform1i(QJSValue location3D, int x)
<< ")";
CanvasUniformLocation *locationObj = getAsUniformLocation3D(location3D);
- if (!locationObj || !checkParent(locationObj, __FUNCTION__))
+ if (!locationObj || !checkParent(locationObj, __FUNCTION__)) {
+ m_error |= CANVAS_INVALID_OPERATION;
return;
+ }
m_commandQueue->queueCommand(CanvasGlCommandQueue::glUniform1i,
locationObj->id(), GLint(x));
}
/*!
- * \qmlmethod void Context3D::uniform1iv(UniformLocation3D location3D, Int32Array array)
+ * \qmlmethod void Context3D::uniform1iv(Canvas3DUniformLocation location3D, Int32Array array)
* Sets the integer array given in \a array to the given uniform \a location3D.
*/
/*!
@@ -2788,8 +3014,10 @@ void CanvasContext::uniform1iv(QJSValue location3D, QJSValue array)
CanvasUniformLocation *locationObj = getAsUniformLocation3D(location3D);
- if (!locationObj || !checkParent(locationObj, __FUNCTION__))
+ if (!locationObj || !checkParent(locationObj, __FUNCTION__)) {
+ m_error |= CANVAS_INVALID_OPERATION;
return;
+ }
// Check if we have a JavaScript array
if (array.isArray()) {
@@ -2797,26 +3025,26 @@ void CanvasContext::uniform1iv(QJSValue location3D, QJSValue array)
return;
}
- QV4::Scope scope(m_v4engine);
- QV4::Scoped<QV4::TypedArray> typedArray(scope,
- QJSValuePrivate::convertedToValue(m_v4engine, array));
- if (!typedArray
- || !locationObj
- || typedArray->arrayType() != QV4::Heap::TypedArray::Int32Array)
+ int arrayLen = 0;
+ uchar *uniformData = getTypedArrayAsRawDataPtr(array, arrayLen,
+ QV4::Heap::TypedArray::Int32Array);
+
+ if (!uniformData) {
+ m_error |= CANVAS_INVALID_OPERATION;
return;
+ }
- QByteArray *dataArray =
- new QByteArray(reinterpret_cast<char *>(typedArray->arrayData()->data()),
- typedArray->length() * sizeof(GLint));
+ QByteArray *dataArray = new QByteArray(reinterpret_cast<char *>(uniformData), arrayLen);
+ arrayLen /= 4; // get value count
GlCommand &uniformCommand = m_commandQueue->queueCommand(CanvasGlCommandQueue::glUniform1iv,
locationObj->id(),
- GLint(typedArray->length()));
+ GLint(arrayLen));
uniformCommand.data = dataArray;
}
/*!
- * \qmlmethod void Context3D::uniform1f(UniformLocation3D location3D, float x)
+ * \qmlmethod void Context3D::uniform1f(Canvas3DUniformLocation location3D, float x)
* Sets the single float value given in \a x to the given uniform \a location3D.
*/
/*!
@@ -2830,14 +3058,16 @@ void CanvasContext::uniform1f(QJSValue location3D, float x)
<< ")";
CanvasUniformLocation *locationObj = getAsUniformLocation3D(location3D);
- if (!locationObj || !checkParent(locationObj, __FUNCTION__))
+ if (!locationObj || !checkParent(locationObj, __FUNCTION__)) {
+ m_error |= CANVAS_INVALID_OPERATION;
return;
+ }
m_commandQueue->queueCommand(CanvasGlCommandQueue::glUniform1f, locationObj->id(), GLfloat(x));
}
/*!
- * \qmlmethod void Context3D::uniform1fvt(UniformLocation3D location3D, Object array)
+ * \qmlmethod void Context3D::uniform1fvt(Canvas3DUniformLocation location3D, Object array)
* Sets the float array given in \a array to the given uniform \a location3D. \a array must be
* a JavaScript \c Array object or a \c Float32Array object.
*/
@@ -2852,8 +3082,10 @@ void CanvasContext::uniform1fv(QJSValue location3D, QJSValue array)
<< ")";
CanvasUniformLocation *locationObj = getAsUniformLocation3D(location3D);
- if (!locationObj || !checkParent(locationObj, __FUNCTION__))
+ if (!locationObj || !checkParent(locationObj, __FUNCTION__)) {
+ m_error |= CANVAS_INVALID_OPERATION;
return;
+ }
// Check if we have a JavaScript array
if (array.isArray()) {
@@ -2861,26 +3093,26 @@ void CanvasContext::uniform1fv(QJSValue location3D, QJSValue array)
return;
}
- QV4::Scope scope(m_v4engine);
- QV4::Scoped<QV4::TypedArray> typedArray(scope,
- QJSValuePrivate::convertedToValue(m_v4engine, array));
- if (!typedArray
- || !locationObj
- || typedArray->arrayType() != QV4::Heap::TypedArray::Float32Array)
+ int arrayLen = 0;
+ uchar *uniformData = getTypedArrayAsRawDataPtr(array, arrayLen,
+ QV4::Heap::TypedArray::Float32Array);
+
+ if (!uniformData) {
+ m_error |= CANVAS_INVALID_OPERATION;
return;
+ }
- QByteArray *dataArray =
- new QByteArray(reinterpret_cast<char *>(typedArray->arrayData()->data()),
- typedArray->length() * sizeof(GLfloat));
+ QByteArray *dataArray = new QByteArray(reinterpret_cast<char *>(uniformData), arrayLen);
+ arrayLen /= 4; // get value count
GlCommand &uniformCommand = m_commandQueue->queueCommand(CanvasGlCommandQueue::glUniform1fv,
locationObj->id(),
- GLint(typedArray->length()));
+ GLint(arrayLen));
uniformCommand.data = dataArray;
}
/*!
- * \qmlmethod void Context3D::uniform2f(UniformLocation3D location3D, float x, float y)
+ * \qmlmethod void Context3D::uniform2f(Canvas3DUniformLocation location3D, float x, float y)
* Sets the two float values given in \a x and \a y to the given uniform \a location3D.
*/
/*!
@@ -2896,15 +3128,17 @@ void CanvasContext::uniform2f(QJSValue location3D, float x, float y)
CanvasUniformLocation *locationObj = getAsUniformLocation3D(location3D);
- if (!locationObj || !checkParent(locationObj, __FUNCTION__))
+ if (!locationObj || !checkParent(locationObj, __FUNCTION__)) {
+ m_error |= CANVAS_INVALID_OPERATION;
return;
+ }
m_commandQueue->queueCommand(CanvasGlCommandQueue::glUniform2f,
locationObj->id(), GLfloat(x), GLfloat(y));
}
/*!
- * \qmlmethod void Context3D::uniform2fv(UniformLocation3D location3D, Float32Array array)
+ * \qmlmethod void Context3D::uniform2fv(Canvas3DUniformLocation location3D, Float32Array array)
* Sets the float array given in \a array to the given uniform \a location3D.
*/
/*!
@@ -2918,8 +3152,10 @@ void CanvasContext::uniform2fv(QJSValue location3D, QJSValue array)
<< ")";
CanvasUniformLocation *locationObj = getAsUniformLocation3D(location3D);
- if (!locationObj || !checkParent(locationObj, __FUNCTION__))
+ if (!locationObj || !checkParent(locationObj, __FUNCTION__)) {
+ m_error |= CANVAS_INVALID_OPERATION;
return;
+ }
// Check if we have a JavaScript array
if (array.isArray()) {
@@ -2927,26 +3163,26 @@ void CanvasContext::uniform2fv(QJSValue location3D, QJSValue array)
return;
}
- QV4::Scope scope(m_v4engine);
- QV4::Scoped<QV4::TypedArray> typedArray(scope,
- QJSValuePrivate::convertedToValue(m_v4engine, array));
- if (!typedArray
- || !locationObj
- || typedArray->arrayType() != QV4::Heap::TypedArray::Float32Array)
+ int arrayLen = 0;
+ uchar *uniformData = getTypedArrayAsRawDataPtr(array, arrayLen,
+ QV4::Heap::TypedArray::Float32Array);
+
+ if (!uniformData) {
+ m_error |= CANVAS_INVALID_OPERATION;
return;
+ }
- QByteArray *dataArray =
- new QByteArray(reinterpret_cast<char *>(typedArray->arrayData()->data()),
- typedArray->length() * sizeof(GLfloat));
+ QByteArray *dataArray = new QByteArray(reinterpret_cast<char *>(uniformData), arrayLen);
+ arrayLen /= (4 * 2); // get value count
GlCommand &uniformCommand = m_commandQueue->queueCommand(CanvasGlCommandQueue::glUniform2fv,
locationObj->id(),
- GLint(typedArray->length() / 2));
+ GLint(arrayLen));
uniformCommand.data = dataArray;
}
/*!
- * \qmlmethod void Context3D::uniform2i(UniformLocation3D location3D, int x, int y)
+ * \qmlmethod void Context3D::uniform2i(Canvas3DUniformLocation location3D, int x, int y)
* Sets the two integer values given in \a x and \a y to the given uniform \a location3D.
*/
/*!
@@ -2962,15 +3198,17 @@ void CanvasContext::uniform2i(QJSValue location3D, int x, int y)
CanvasUniformLocation *locationObj = getAsUniformLocation3D(location3D);
- if (!locationObj || !checkParent(locationObj, __FUNCTION__))
+ if (!locationObj || !checkParent(locationObj, __FUNCTION__)) {
+ m_error |= CANVAS_INVALID_OPERATION;
return;
+ }
m_commandQueue->queueCommand(CanvasGlCommandQueue::glUniform2i,
locationObj->id(), GLint(x), GLint(y));
}
/*!
- * \qmlmethod void Context3D::uniform2iv(UniformLocation3D location3D, Int32Array array)
+ * \qmlmethod void Context3D::uniform2iv(Canvas3DUniformLocation location3D, Int32Array array)
* Sets the integer array given in \a array to the given uniform \a location3D.
*/
/*!
@@ -2984,8 +3222,10 @@ void CanvasContext::uniform2iv(QJSValue location3D, QJSValue array)
<< ")";
CanvasUniformLocation *locationObj = getAsUniformLocation3D(location3D);
- if (!locationObj || !checkParent(locationObj, __FUNCTION__))
+ if (!locationObj || !checkParent(locationObj, __FUNCTION__)) {
+ m_error |= CANVAS_INVALID_OPERATION;
return;
+ }
// Check if we have a JavaScript array
if (array.isArray()) {
@@ -2993,26 +3233,26 @@ void CanvasContext::uniform2iv(QJSValue location3D, QJSValue array)
return;
}
- QV4::Scope scope(m_v4engine);
- QV4::Scoped<QV4::TypedArray> typedArray(scope,
- QJSValuePrivate::convertedToValue(m_v4engine, array));
- if (!typedArray
- || !locationObj
- || typedArray->arrayType() != QV4::Heap::TypedArray::Int32Array)
+ int arrayLen = 0;
+ uchar *uniformData = getTypedArrayAsRawDataPtr(array, arrayLen,
+ QV4::Heap::TypedArray::Int32Array);
+
+ if (!uniformData) {
+ m_error |= CANVAS_INVALID_OPERATION;
return;
+ }
- QByteArray *dataArray =
- new QByteArray(reinterpret_cast<char *>(typedArray->arrayData()->data()),
- typedArray->length() * sizeof(GLint));
+ QByteArray *dataArray = new QByteArray(reinterpret_cast<char *>(uniformData), arrayLen);
+ arrayLen /= (4 * 2); // get value count
GlCommand &uniformCommand = m_commandQueue->queueCommand(CanvasGlCommandQueue::glUniform2iv,
locationObj->id(),
- GLint(typedArray->length() / 2));
+ GLint(arrayLen));
uniformCommand.data = dataArray;
}
/*!
- * \qmlmethod void Context3D::uniform3f(UniformLocation3D location3D, float x, float y, float z)
+ * \qmlmethod void Context3D::uniform3f(Canvas3DUniformLocation location3D, float x, float y, float z)
* Sets the three float values given in \a x , \a y and \a z to the given uniform \a location3D.
*/
/*!
@@ -3028,15 +3268,17 @@ void CanvasContext::uniform3f(QJSValue location3D, float x, float y, float z)
<< ")";
CanvasUniformLocation *locationObj = getAsUniformLocation3D(location3D);
- if (!locationObj || !checkParent(locationObj, __FUNCTION__))
+ if (!locationObj || !checkParent(locationObj, __FUNCTION__)) {
+ m_error |= CANVAS_INVALID_OPERATION;
return;
+ }
m_commandQueue->queueCommand(CanvasGlCommandQueue::glUniform3f,
locationObj->id(), GLfloat(x), GLfloat(y), GLfloat(z));
}
/*!
- * \qmlmethod void Context3D::uniform3fv(UniformLocation3D location3D, Float32Array array)
+ * \qmlmethod void Context3D::uniform3fv(Canvas3DUniformLocation location3D, Float32Array array)
* Sets the float array given in \a array to the given uniform \a location3D.
*/
/*!
@@ -3050,8 +3292,10 @@ void CanvasContext::uniform3fv(QJSValue location3D, QJSValue array)
<< ")";
CanvasUniformLocation *locationObj = getAsUniformLocation3D(location3D);
- if (!locationObj || !checkParent(locationObj, __FUNCTION__))
+ if (!locationObj || !checkParent(locationObj, __FUNCTION__)) {
+ m_error |= CANVAS_INVALID_OPERATION;
return;
+ }
// Check if we have a JavaScript array
if (array.isArray()) {
@@ -3059,27 +3303,26 @@ void CanvasContext::uniform3fv(QJSValue location3D, QJSValue array)
return;
}
- QV4::Scope scope(m_v4engine);
- QV4::Scoped<QV4::TypedArray> typedArray(scope,
- QJSValuePrivate::convertedToValue(m_v4engine, array));
- if (!typedArray
- || !locationObj
- || typedArray->arrayType() != QV4::Heap::TypedArray::Float32Array) {
+ int arrayLen = 0;
+ uchar *uniformData = getTypedArrayAsRawDataPtr(array, arrayLen,
+ QV4::Heap::TypedArray::Float32Array);
+
+ if (!uniformData) {
+ m_error |= CANVAS_INVALID_OPERATION;
return;
}
- QByteArray *dataArray =
- new QByteArray(reinterpret_cast<char *>(typedArray->arrayData()->data()),
- typedArray->length() * sizeof(GLfloat));
+ QByteArray *dataArray = new QByteArray(reinterpret_cast<char *>(uniformData), arrayLen);
+ arrayLen /= (4 * 3); // get value count
GlCommand &uniformCommand = m_commandQueue->queueCommand(CanvasGlCommandQueue::glUniform3fv,
locationObj->id(),
- GLint(typedArray->length() / 3));
+ GLint(arrayLen));
uniformCommand.data = dataArray;
}
/*!
- * \qmlmethod void Context3D::uniform3i(UniformLocation3D location3D, int x, int y, int z)
+ * \qmlmethod void Context3D::uniform3i(Canvas3DUniformLocation location3D, int x, int y, int z)
* Sets the three integer values given in \a x , \a y and \a z to the given uniform \a location3D.
*/
/*!
@@ -3094,15 +3337,17 @@ void CanvasContext::uniform3i(QJSValue location3D, int x, int y, int z)
<< ", z:" << z
<< ")";
CanvasUniformLocation *locationObj = getAsUniformLocation3D(location3D);
- if (!locationObj || !checkParent(locationObj, __FUNCTION__))
+ if (!locationObj || !checkParent(locationObj, __FUNCTION__)) {
+ m_error |= CANVAS_INVALID_OPERATION;
return;
+ }
m_commandQueue->queueCommand(CanvasGlCommandQueue::glUniform3i,
locationObj->id(), GLint(x), GLint(y), GLint(z));
}
/*!
- * \qmlmethod void Context3D::uniform3iv(UniformLocation3D location3D, Int32Array array)
+ * \qmlmethod void Context3D::uniform3iv(Canvas3DUniformLocation location3D, Int32Array array)
* Sets the integer array given in \a array to the given uniform \a location3D.
*/
/*!
@@ -3116,8 +3361,10 @@ void CanvasContext::uniform3iv(QJSValue location3D, QJSValue array)
<< ")";
CanvasUniformLocation *locationObj = getAsUniformLocation3D(location3D);
- if (!locationObj || !checkParent(locationObj, __FUNCTION__))
+ if (!locationObj || !checkParent(locationObj, __FUNCTION__)) {
+ m_error |= CANVAS_INVALID_OPERATION;
return;
+ }
// Check if we have a JavaScript array
if (array.isArray()) {
@@ -3125,27 +3372,26 @@ void CanvasContext::uniform3iv(QJSValue location3D, QJSValue array)
return;
}
- QV4::Scope scope(m_v4engine);
- QV4::Scoped<QV4::TypedArray> typedArray(scope,
- QJSValuePrivate::convertedToValue(m_v4engine, array));
- if (!typedArray
- || !locationObj
- || typedArray->arrayType() != QV4::Heap::TypedArray::Int32Array) {
+ int arrayLen = 0;
+ uchar *uniformData = getTypedArrayAsRawDataPtr(array, arrayLen,
+ QV4::Heap::TypedArray::Int32Array);
+
+ if (!uniformData) {
+ m_error |= CANVAS_INVALID_OPERATION;
return;
}
- QByteArray *dataArray =
- new QByteArray(reinterpret_cast<char *>(typedArray->arrayData()->data()),
- typedArray->length() * sizeof(GLint));
+ QByteArray *dataArray = new QByteArray(reinterpret_cast<char *>(uniformData), arrayLen);
+ arrayLen /= (4 * 3); // get value count
GlCommand &uniformCommand = m_commandQueue->queueCommand(CanvasGlCommandQueue::glUniform3iv,
locationObj->id(),
- GLint(typedArray->length() / 3));
+ GLint(arrayLen));
uniformCommand.data = dataArray;
}
/*!
- * \qmlmethod void Context3D::uniform4f(UniformLocation3D location3D, float x, float y, float z, float w)
+ * \qmlmethod void Context3D::uniform4f(Canvas3DUniformLocation location3D, float x, float y, float z, float w)
* Sets the four float values given in \a x , \a y , \a z and \a w to the given uniform \a location3D.
*/
/*!
@@ -3161,8 +3407,10 @@ void CanvasContext::uniform4f(QJSValue location3D, float x, float y, float z, fl
<< ", w:" << w
<< ")";
CanvasUniformLocation *locationObj = getAsUniformLocation3D(location3D);
- if (!locationObj || !checkParent(locationObj, __FUNCTION__))
+ if (!locationObj || !checkParent(locationObj, __FUNCTION__)) {
+ m_error |= CANVAS_INVALID_OPERATION;
return;
+ }
m_commandQueue->queueCommand(CanvasGlCommandQueue::glUniform4f,
locationObj->id(),
@@ -3170,7 +3418,7 @@ void CanvasContext::uniform4f(QJSValue location3D, float x, float y, float z, fl
}
/*!
- * \qmlmethod void Context3D::uniform4fv(UniformLocation3D location3D, Float32Array array)
+ * \qmlmethod void Context3D::uniform4fv(Canvas3DUniformLocation location3D, Float32Array array)
* Sets the float array given in \a array to the given uniform \a location3D.
*/
/*!
@@ -3184,8 +3432,10 @@ void CanvasContext::uniform4fv(QJSValue location3D, QJSValue array)
<< ")";
CanvasUniformLocation *locationObj = getAsUniformLocation3D(location3D);
- if (!locationObj || !checkParent(locationObj, __FUNCTION__))
+ if (!locationObj || !checkParent(locationObj, __FUNCTION__)) {
+ m_error |= CANVAS_INVALID_OPERATION;
return;
+ }
// Check if we have a JavaScript array
if (array.isArray()) {
@@ -3193,26 +3443,26 @@ void CanvasContext::uniform4fv(QJSValue location3D, QJSValue array)
return;
}
- QV4::Scope scope(m_v4engine);
- QV4::Scoped<QV4::TypedArray> typedArray(scope,
- QJSValuePrivate::convertedToValue(m_v4engine, array));
- if (!typedArray
- || !locationObj
- || typedArray->arrayType() != QV4::Heap::TypedArray::Float32Array)
+ int arrayLen = 0;
+ uchar *uniformData = getTypedArrayAsRawDataPtr(array, arrayLen,
+ QV4::Heap::TypedArray::Float32Array);
+
+ if (!uniformData) {
+ m_error |= CANVAS_INVALID_OPERATION;
return;
+ }
- QByteArray *dataArray =
- new QByteArray(reinterpret_cast<char *>(typedArray->arrayData()->data()),
- typedArray->length() * sizeof(GLfloat));
+ QByteArray *dataArray = new QByteArray(reinterpret_cast<char *>(uniformData), arrayLen);
+ arrayLen /= (4 * 4); // get value count
GlCommand &uniformCommand = m_commandQueue->queueCommand(CanvasGlCommandQueue::glUniform4fv,
locationObj->id(),
- GLint(typedArray->length() / 4));
+ GLint(arrayLen));
uniformCommand.data = dataArray;
}
/*!
- * \qmlmethod void Context3D::uniform4i(UniformLocation3D location3D, int x, int y, int z, int w)
+ * \qmlmethod void Context3D::uniform4i(Canvas3DUniformLocation location3D, int x, int y, int z, int w)
* Sets the four integer values given in \a x , \a y , \a z and \a w to the given uniform
* \a location3D.
*/
@@ -3229,15 +3479,17 @@ void CanvasContext::uniform4i(QJSValue location3D, int x, int y, int z, int w)
<< ", w:" << w
<< ")";
CanvasUniformLocation *locationObj = getAsUniformLocation3D(location3D);
- if (!locationObj || !checkParent(locationObj, __FUNCTION__))
+ if (!locationObj || !checkParent(locationObj, __FUNCTION__)) {
+ m_error |= CANVAS_INVALID_OPERATION;
return;
+ }
m_commandQueue->queueCommand(CanvasGlCommandQueue::glUniform4i,
locationObj->id(), GLint(x), GLint(y), GLint(z), GLint(w));
}
/*!
- * \qmlmethod void Context3D::uniform4iv(UniformLocation3D location3D, Int32Array array)
+ * \qmlmethod void Context3D::uniform4iv(Canvas3DUniformLocation location3D, Int32Array array)
* Sets the integer array given in \a array to the given uniform \a location3D.
*/
/*!
@@ -3250,8 +3502,10 @@ void CanvasContext::uniform4iv(QJSValue location3D, QJSValue array)
<< ", array:" << array.toString()
<< ")";
CanvasUniformLocation *locationObj = getAsUniformLocation3D(location3D);
- if (!locationObj || !checkParent(locationObj, __FUNCTION__))
+ if (!locationObj || !checkParent(locationObj, __FUNCTION__)) {
+ m_error |= CANVAS_INVALID_OPERATION;
return;
+ }
// Check if we have a JavaScript array
if (array.isArray()) {
@@ -3259,21 +3513,21 @@ void CanvasContext::uniform4iv(QJSValue location3D, QJSValue array)
return;
}
- QV4::Scope scope(m_v4engine);
- QV4::Scoped<QV4::TypedArray> typedArray(scope,
- QJSValuePrivate::convertedToValue(m_v4engine, array));
- if (!typedArray
- || !locationObj
- || typedArray->arrayType() != QV4::Heap::TypedArray::Int32Array)
+ int arrayLen = 0;
+ uchar *uniformData = getTypedArrayAsRawDataPtr(array, arrayLen,
+ QV4::Heap::TypedArray::Int32Array);
+
+ if (!uniformData) {
+ m_error |= CANVAS_INVALID_OPERATION;
return;
+ }
- QByteArray *dataArray =
- new QByteArray(reinterpret_cast<char *>(typedArray->arrayData()->data()),
- typedArray->length() * sizeof(GLint));
+ QByteArray *dataArray = new QByteArray(reinterpret_cast<char *>(uniformData), arrayLen);
+ arrayLen /= (4 * 4); // get value count
GlCommand &uniformCommand = m_commandQueue->queueCommand(CanvasGlCommandQueue::glUniform4iv,
locationObj->id(),
- GLint(typedArray->length() / 4));
+ GLint(arrayLen));
uniformCommand.data = dataArray;
}
@@ -3418,10 +3672,6 @@ void CanvasContext::uniform3iva(CanvasUniformLocation *location3D, QVariantList
}
/*!
- * \qmlmethod void Context3D::uniform4iva(UniformLocation3D location3D, list<variant> array)
- * Sets the integer array given as JavasScript \a array to the given uniform \a location3D.
- */
-/*!
* \internal
*/
void CanvasContext::uniform4iva(CanvasUniformLocation *location3D, QVariantList array)
@@ -3480,16 +3730,16 @@ void CanvasContext::vertexAttrib1fv(unsigned int indx, QJSValue array)
return;
}
- // Check if we have a Float32Array
- QV4::Scope scope(m_v4engine);
- QV4::Scoped<QV4::TypedArray> typedArray(scope,
- QJSValuePrivate::convertedToValue(m_v4engine, array));
- if (!typedArray || typedArray->arrayType() != QV4::Heap::TypedArray::Float32Array)
+ int arrayLen = 0;
+ uchar *attribData = getTypedArrayAsRawDataPtr(array, arrayLen,
+ QV4::Heap::TypedArray::Float32Array);
+
+ if (!attribData) {
+ m_error |= CANVAS_INVALID_OPERATION;
return;
+ }
- QByteArray *dataArray =
- new QByteArray(reinterpret_cast<char *>(typedArray->arrayData()->data()),
- typedArray->length() * sizeof(GLfloat));
+ QByteArray *dataArray = new QByteArray(reinterpret_cast<char *>(attribData), arrayLen);
GlCommand &command = m_commandQueue->queueCommand(CanvasGlCommandQueue::glVertexAttrib1fv,
GLint(indx));
@@ -3537,16 +3787,16 @@ void CanvasContext::vertexAttrib2fv(unsigned int indx, QJSValue array)
return;
}
- // Check if we have a Float32Array
- QV4::Scope scope(m_v4engine);
- QV4::Scoped<QV4::TypedArray> typedArray(scope,
- QJSValuePrivate::convertedToValue(m_v4engine, array));
- if (!typedArray || typedArray->arrayType() != QV4::Heap::TypedArray::Float32Array)
+ int arrayLen = 0;
+ uchar *attribData = getTypedArrayAsRawDataPtr(array, arrayLen,
+ QV4::Heap::TypedArray::Float32Array);
+
+ if (!attribData) {
+ m_error |= CANVAS_INVALID_OPERATION;
return;
+ }
- QByteArray *dataArray =
- new QByteArray(reinterpret_cast<char *>(typedArray->arrayData()->data()),
- typedArray->length() * sizeof(GLfloat));
+ QByteArray *dataArray = new QByteArray(reinterpret_cast<char *>(attribData), arrayLen);
GlCommand &command = m_commandQueue->queueCommand(CanvasGlCommandQueue::glVertexAttrib2fv,
GLint(indx));
@@ -3595,16 +3845,16 @@ void CanvasContext::vertexAttrib3fv(unsigned int indx, QJSValue array)
return;
}
- // Check if we have a Float32Array
- QV4::Scope scope(m_v4engine);
- QV4::Scoped<QV4::TypedArray> typedArray(scope,
- QJSValuePrivate::convertedToValue(m_v4engine, array));
- if (!typedArray || typedArray->arrayType() != QV4::Heap::TypedArray::Float32Array)
+ int arrayLen = 0;
+ uchar *attribData = getTypedArrayAsRawDataPtr(array, arrayLen,
+ QV4::Heap::TypedArray::Float32Array);
+
+ if (!attribData) {
+ m_error |= CANVAS_INVALID_OPERATION;
return;
+ }
- QByteArray *dataArray =
- new QByteArray(reinterpret_cast<char *>(typedArray->arrayData()->data()),
- typedArray->length() * sizeof(GLfloat));
+ QByteArray *dataArray = new QByteArray(reinterpret_cast<char *>(attribData), arrayLen);
GlCommand &command = m_commandQueue->queueCommand(CanvasGlCommandQueue::glVertexAttrib3fv,
GLint(indx));
@@ -3654,16 +3904,16 @@ void CanvasContext::vertexAttrib4fv(unsigned int indx, QJSValue array)
return;
}
- // Check if we have a Float32Array
- QV4::Scope scope(m_v4engine);
- QV4::Scoped<QV4::TypedArray> typedArray(scope,
- QJSValuePrivate::convertedToValue(m_v4engine, array));
- if (!typedArray || typedArray->arrayType() != QV4::Heap::TypedArray::Float32Array)
+ int arrayLen = 0;
+ uchar *attribData = getTypedArrayAsRawDataPtr(array, arrayLen,
+ QV4::Heap::TypedArray::Float32Array);
+
+ if (!attribData) {
+ m_error |= CANVAS_INVALID_OPERATION;
return;
+ }
- QByteArray *dataArray =
- new QByteArray(reinterpret_cast<char *>(typedArray->arrayData()->data()),
- typedArray->length() * sizeof(GLfloat));
+ QByteArray *dataArray = new QByteArray(reinterpret_cast<char *>(attribData), arrayLen);
GlCommand &command = m_commandQueue->queueCommand(CanvasGlCommandQueue::glVertexAttrib4fv,
GLint(indx));
@@ -3671,7 +3921,7 @@ void CanvasContext::vertexAttrib4fv(unsigned int indx, QJSValue array)
}
/*!
- * \qmlmethod int Context3D::getShaderParameter(Shader3D shader, glEnums pname)
+ * \qmlmethod int Context3D::getShaderParameter(Canvas3DShader shader, glEnums pname)
* Returns the value of the passed \a pname for the given \a shader.
* \a pname must be one of \c{Context3D.SHADER_TYPE}, \c Context3D.DELETE_STATUS and
* \c{Context3D.COMPILE_STATUS}.
@@ -3679,7 +3929,7 @@ void CanvasContext::vertexAttrib4fv(unsigned int indx, QJSValue array)
/*!
* \internal
*/
-int CanvasContext::getShaderParameter(QJSValue shader3D, glEnums pname)
+QJSValue CanvasContext::getShaderParameter(QJSValue shader3D, glEnums pname)
{
qCDebug(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__
<< "(shader:" << shader3D.toString()
@@ -3688,12 +3938,13 @@ int CanvasContext::getShaderParameter(QJSValue shader3D, glEnums pname)
CanvasShader *shader = getAsShader3D(shader3D);
if (!shader) {
qCWarning(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__
- << ":INVALID_VALUE:"
+ << ":INVALID_OPERATION:"
<<"Invalid shader handle:" << shader3D.toString();
- return 0;
+ m_error |= CANVAS_INVALID_OPERATION;
+ return QJSValue(QJSValue::NullValue);
}
if (!checkParent(shader, __FUNCTION__))
- return 0;
+ return QJSValue(QJSValue::NullValue);
GlSyncCommand syncCommand(CanvasGlCommandQueue::glGetShaderiv,
GLint(shader->id()), GLint(pname));
@@ -3704,26 +3955,27 @@ int CanvasContext::getShaderParameter(QJSValue shader3D, glEnums pname)
case SHADER_TYPE: {
scheduleSyncCommand(&syncCommand);
qCDebug(canvas3drendering).nospace() << " getShaderParameter returns " << value;
- return value;
+ return QJSValue(glEnums(value));
}
case DELETE_STATUS:
// Intentional fall-through
case COMPILE_STATUS: {
scheduleSyncCommand(&syncCommand);
qCDebug(canvas3drendering).nospace() << " getShaderParameter returns " << bool(value);
- return value;
+ return QJSValue(bool(value));
}
default: {
qCWarning(canvas3drendering).nospace() << "getShaderParameter():UNSUPPORTED parameter name "
<< glEnumToString(pname);
- return 0;
+ m_error |= CANVAS_INVALID_ENUM;
+ return QJSValue(QJSValue::NullValue);
}
}
}
/*!
- * \qmlmethod Buffer3D Context3D::createBuffer()
- * Creates a Buffer3D object and initializes it with a buffer object name as if \c glGenBuffers()
+ * \qmlmethod Canvas3DBuffer Context3D::createBuffer()
+ * Creates a Canvas3DBuffer object and initializes it with a buffer object name as if \c glGenBuffers()
* was called.
*/
/*!
@@ -3741,8 +3993,8 @@ QJSValue CanvasContext::createBuffer()
}
/*!
- * \qmlmethod UniformLocation3D Context3D::getUniformLocation(Program3D program3D, string name)
- * Returns UniformLocation3D object that represents the location3D of a specific uniform variable
+ * \qmlmethod Canvas3DUniformLocation Context3D::getUniformLocation(Canvas3DProgram program3D, string name)
+ * Returns Canvas3DUniformLocation object that represents the location3D of a specific uniform variable
* with the given \a name within the given \a program3D object.
* Returns \c null if name doesn't correspond to a uniform variable.
*/
@@ -3758,7 +4010,8 @@ QJSValue CanvasContext::getUniformLocation(QJSValue program3D, const QString &na
<< ", name:" << name
<< "):-1";
qCWarning(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__
- << "WARNING:Invalid Program3D reference " << program;
+ << " WARNING:Invalid Canvas3DProgram reference " << program;
+ m_error |= CANVAS_INVALID_OPERATION;
return 0;
}
if (!checkParent(program, __FUNCTION__))
@@ -3781,8 +4034,8 @@ QJSValue CanvasContext::getUniformLocation(QJSValue program3D, const QString &na
}
/*!
- * \qmlmethod int Context3D::getAttribLocation(Program3D program3D, string name)
- * Returns index of the given attribute variable \a name in the given \a program3D.
+ * \qmlmethod int Context3D::getAttribLocation(Canvas3DProgram program3D, string name)
+ * Returns location3D of the given attribute variable \a name in the given \a program3D.
*/
/*!
* \internal
@@ -3796,7 +4049,8 @@ int CanvasContext::getAttribLocation(QJSValue program3D, const QString &name)
<< ", name:" << name
<< "):-1";
qCWarning(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__
- << ": INVALID Program3D reference " << program;
+ << ": INVALID Canvas3DProgram reference " << program;
+ m_error |= CANVAS_INVALID_OPERATION;
return -1;
} else {
if (!checkParent(program, __FUNCTION__))
@@ -3817,7 +4071,7 @@ int CanvasContext::getAttribLocation(QJSValue program3D, const QString &name)
}
/*!
- * \qmlmethod void Context3D::bindAttribLocation(Program3D program3D, int index, string name)
+ * \qmlmethod void Context3D::bindAttribLocation(Canvas3DProgram program3D, int index, string name)
* Binds the attribute \a index with the attribute variable \a name in the given \a program3D.
*/
/*!
@@ -3834,7 +4088,8 @@ void CanvasContext::bindAttribLocation(QJSValue program3D, int index, const QStr
CanvasProgram *program = getAsProgram3D(program3D);
if (!program) {
qCWarning(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__
- << ": INVALID Program3D reference " << program;
+ << ": INVALID Canvas3DProgram reference " << program;
+ m_error |= CANVAS_INVALID_OPERATION;
return;
}
if (!checkParent(program, __FUNCTION__))
@@ -3876,7 +4131,7 @@ void CanvasContext::disableVertexAttribArray(int index)
}
/*!
- * \qmlmethod void Context3D::uniformMatrix2fv(UniformLocation3D location3D, bool transpose, Value array)
+ * \qmlmethod void Context3D::uniformMatrix2fv(Canvas3DUniformLocation location3D, bool transpose, Value array)
* Converts the float array given in \a array to a 2x2 matrix and sets it to the given
* uniform at \a uniformLocation. Applies \a transpose if set to \c{true}.
*/
@@ -3885,53 +4140,11 @@ void CanvasContext::disableVertexAttribArray(int index)
*/
void CanvasContext::uniformMatrix2fv(QJSValue location3D, bool transpose, QJSValue array)
{
- qCDebug(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__
- << "(uniformLocation:" << location3D.toString()
- << ", transpose:" << transpose
- << ", array:" << array.toString()
- <<")";
-
- if (!isOfType(location3D, "QtCanvas3D::CanvasUniformLocation"))
- return;
-
- CanvasUniformLocation *locationObj =
- static_cast<CanvasUniformLocation *>(location3D.toQObject());
-
- if (!checkParent(locationObj, __FUNCTION__))
- return;
-
- // Check if we have a JavaScript array
- if (array.isArray()) {
- uniformMatrix2fva(locationObj, transpose, array.toVariant().toList());
- return;
- }
-
- // We should have a Float32Array
- QV4::Scope scope(m_v4engine);
- QV4::Scoped<QV4::TypedArray> typedArray(scope,
- QJSValuePrivate::convertedToValue(m_v4engine, array));
- if (!m_currentProgram
- || !typedArray
- || !locationObj
- || typedArray->arrayType() != QV4::Heap::TypedArray::Float32Array)
- return;
-
- qCDebug(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__
- << "numMatrices:" << (typedArray->length() / 4);
-
- QByteArray *dataArray =
- new QByteArray(reinterpret_cast<char *>(typedArray->arrayData()->data()),
- typedArray->length() * sizeof(float));
- GLuint numMatrices = GLuint(typedArray->length() / 4);
-
- GlCommand &command = m_commandQueue->queueCommand(CanvasGlCommandQueue::glUniformMatrix2fv,
- locationObj->id(), GLint(numMatrices),
- GLint(transpose));
- command.data = dataArray;
+ uniformMatrixNfv(2, location3D, transpose, array);
}
/*!
- * \qmlmethod void Context3D::uniformMatrix3fv(UniformLocation3D location3D, bool transpose, Value array)
+ * \qmlmethod void Context3D::uniformMatrix3fv(Canvas3DUniformLocation location3D, bool transpose, Value array)
* Converts the float array given in \a array to a 3x3 matrix and sets it to the given
* uniform at \a uniformLocation. Applies \a transpose if set to \c{true}.
*/
@@ -3940,52 +4153,11 @@ void CanvasContext::uniformMatrix2fv(QJSValue location3D, bool transpose, QJSVal
*/
void CanvasContext::uniformMatrix3fv(QJSValue location3D, bool transpose, QJSValue array)
{
- qCDebug(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__
- << "(location3D:" << location3D.toString()
- << ", transpose:" << transpose
- << ", array:" << array.toString()
- <<")";
-
- if (!isOfType(location3D, "QtCanvas3D::CanvasUniformLocation"))
- return;
- CanvasUniformLocation *locationObj =
- static_cast<CanvasUniformLocation *>(location3D.toQObject());
-
- if (!checkParent(locationObj, __FUNCTION__))
- return;
-
- // Check if we have a JavaScript array
- if (array.isArray()) {
- uniformMatrix3fva(locationObj, transpose, array.toVariant().toList());
- return;
- }
-
- // We should have a Float32Array
- QV4::Scope scope(m_v4engine);
- QV4::Scoped<QV4::TypedArray> typedArray(scope,
- QJSValuePrivate::convertedToValue(m_v4engine, array));
- if (!m_currentProgram
- || !typedArray
- || !locationObj
- || typedArray->arrayType() != QV4::Heap::TypedArray::Float32Array)
- return;
-
- qCDebug(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__
- << "numMatrices:" << (typedArray->length() / 9);
-
- QByteArray *dataArray =
- new QByteArray(reinterpret_cast<char *>(typedArray->arrayData()->data()),
- typedArray->length() * sizeof(float));
- GLuint numMatrices = GLuint(typedArray->length() / 9);
-
- GlCommand &command = m_commandQueue->queueCommand(CanvasGlCommandQueue::glUniformMatrix3fv,
- locationObj->id(), GLint(numMatrices),
- GLint(transpose));
- command.data = dataArray;
+ uniformMatrixNfv(3, location3D, transpose, array);
}
/*!
- * \qmlmethod void Context3D::uniformMatrix4fv(UniformLocation3D location3D, bool transpose, Value array)
+ * \qmlmethod void Context3D::uniformMatrix4fv(Canvas3DUniformLocation location3D, bool transpose, Value array)
* Converts the float array given in \a array to a 4x4 matrix and sets it to the given
* uniform at \a uniformLocation. Applies \a transpose if set to \c{true}.
*/
@@ -3994,127 +4166,7 @@ void CanvasContext::uniformMatrix3fv(QJSValue location3D, bool transpose, QJSVal
*/
void CanvasContext::uniformMatrix4fv(QJSValue location3D, bool transpose, QJSValue array)
{
- qCDebug(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__
- << "(location3D:" << location3D.toString()
- << ", transpose:" << transpose
- << ", array:" << array.toString()
- << ")";
-
- if (!isOfType(location3D, "QtCanvas3D::CanvasUniformLocation"))
- return;
- CanvasUniformLocation *locationObj =
- static_cast<CanvasUniformLocation *>(location3D.toQObject());
-
- if (!checkParent(locationObj, __FUNCTION__))
- return;
-
- // Check if we have a JavaScript array
- if (array.isArray()) {
- uniformMatrix4fva(locationObj, transpose,array.toVariant().toList());
- return;
- }
-
- // We should have a Float32Array
- QV4::Scope scope(m_v4engine);
- QV4::Scoped<QV4::TypedArray> typedArray(scope,
- QJSValuePrivate::convertedToValue(m_v4engine, array));
- if (!m_currentProgram
- || !typedArray
- || !locationObj
- || typedArray->arrayType() != QV4::Heap::TypedArray::Float32Array)
- return;
-
- qCDebug(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__
- << "numMatrices:" << (typedArray->length() / 16);
- QByteArray *dataArray =
- new QByteArray(reinterpret_cast<char *>(typedArray->arrayData()->data()),
- typedArray->length() * sizeof(float));
- GLuint numMatrices = GLuint(typedArray->length() / 16);
-
- GlCommand &command = m_commandQueue->queueCommand(CanvasGlCommandQueue::glUniformMatrix4fv,
- locationObj->id(), GLint(numMatrices),
- GLint(transpose));
- command.data = dataArray;
-}
-
-/*!
- * \internal
- */
-void CanvasContext::uniformMatrix4fva(CanvasUniformLocation *uniformLocation, bool transpose,
- QVariantList array)
-{
- qCDebug(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__
- << "(location3D:" << uniformLocation
- << ", transpose:" << transpose
- << ", array:" << array
- << ")";
- if (!m_currentProgram || !uniformLocation)
- return;
-
- int size = array.count();
- QByteArray *dataArray = new QByteArray(size * sizeof(float), Qt::Uninitialized);
- GLuint numMatrices = GLuint(size / 16);
-
- ArrayUtils::fillFloatArrayFromVariantList(array, reinterpret_cast<float *>(dataArray->data()));
-
- GlCommand &command = m_commandQueue->queueCommand(CanvasGlCommandQueue::glUniformMatrix4fv,
- uniformLocation->id(), GLint(numMatrices),
- GLint(transpose));
- command.data = dataArray;
-}
-
-
-/*!
- * \internal
- */
-void CanvasContext::uniformMatrix3fva(CanvasUniformLocation *uniformLocation, bool transpose,
- QVariantList array)
-{
- qCDebug(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__
- << "(location3D:" << uniformLocation
- << ", transpose:" << transpose
- << ", array:" << array
- << ")";
- if (!m_currentProgram || !uniformLocation)
- return;
-
- int size = array.count();
- QByteArray *dataArray = new QByteArray(size * sizeof(float), Qt::Uninitialized);
- GLuint numMatrices = GLuint(size / 9);
-
- ArrayUtils::fillFloatArrayFromVariantList(array, reinterpret_cast<float *>(dataArray->data()));
-
- GlCommand &command = m_commandQueue->queueCommand(CanvasGlCommandQueue::glUniformMatrix3fv,
- uniformLocation->id(), GLint(numMatrices),
- GLint(transpose));
- command.data = dataArray;
-}
-
-/*!
- * \internal
- */
-void CanvasContext::uniformMatrix2fva(CanvasUniformLocation *uniformLocation, bool transpose,
- QVariantList array)
-{
- qCDebug(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__
- << "(location3D:" << uniformLocation
- << ", transpose:" << transpose
- << ", array:" << array
- << ")";
-
- if (!m_currentProgram || !uniformLocation)
- return;
-
- int size = array.count();
- QByteArray *dataArray = new QByteArray(size * sizeof(float), Qt::Uninitialized);
- GLuint numMatrices = GLuint(size / 4);
-
- ArrayUtils::fillFloatArrayFromVariantList(array, reinterpret_cast<float *>(dataArray->data()));
-
- GlCommand &command = m_commandQueue->queueCommand(CanvasGlCommandQueue::glUniformMatrix2fv,
- uniformLocation->id(), GLint(numMatrices),
- GLint(transpose));
- command.data = dataArray;
+ uniformMatrixNfv(4, location3D, transpose, array);
}
/*!
@@ -4315,27 +4367,21 @@ void CanvasContext::bufferData(glEnums target, QJSValue data, glEnums usage)
}
- QV4::Scope scope(m_v4engine);
- QV4::Scoped<QV4::TypedArray> typedArray(scope,
- QJSValuePrivate::convertedToValue(m_v4engine, data));
- QV4::Scoped<QV4::ArrayBuffer> arrayBuffer(scope,
- QJSValuePrivate::convertedToValue(m_v4engine, data));
-
- QByteArray *commandData = 0;
- if (typedArray) {
- commandData = new QByteArray(static_cast<const char *>(typedArray->arrayData()->data()),
- typedArray->byteLength());
- } else if (arrayBuffer) {
- commandData = new QByteArray(static_cast<const char *>(arrayBuffer->data()),
- arrayBuffer->byteLength());
- } else {
+ int arrayLen = 0;
+ uchar *srcData = getTypedArrayAsRawDataPtr(data, arrayLen);
+
+ if (!srcData)
+ srcData = getArrayBufferAsRawDataPtr(data, arrayLen);
+
+ if (!srcData) {
qCWarning(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__
<< ":INVALID_VALUE:data must be either"
- << "TypedArray or ArrayBuffer";
+ << " TypedArray or ArrayBuffer";
m_error |= CANVAS_INVALID_VALUE;
return;
}
+ QByteArray *commandData = new QByteArray(reinterpret_cast<const char *>(srcData), arrayLen);
GlCommand &command = m_commandQueue->queueCommand(CanvasGlCommandQueue::glBufferData,
GLint(target), GLint(commandData->size()), GLint(usage));
command.data = commandData;
@@ -4373,27 +4419,21 @@ void CanvasContext::bufferSubData(glEnums target, int offset, QJSValue data)
return;
}
- QV4::Scope scope(m_v4engine);
- QV4::Scoped<QV4::TypedArray> typedArray(scope,
- QJSValuePrivate::convertedToValue(m_v4engine, data));
- QV4::Scoped<QV4::ArrayBuffer> arrayBuffer(scope,
- QJSValuePrivate::convertedToValue(m_v4engine, data));
-
- QByteArray *commandData = 0;
- if (typedArray) {
- commandData = new QByteArray(static_cast<const char *>(typedArray->arrayData()->data()),
- typedArray->byteLength());
- } else if (arrayBuffer) {
- commandData = new QByteArray(static_cast<const char *>(arrayBuffer->data()),
- arrayBuffer->byteLength());
- } else {
+ int arrayLen = 0;
+ uchar *srcData = getTypedArrayAsRawDataPtr(data, arrayLen);
+
+ if (!srcData)
+ srcData = getArrayBufferAsRawDataPtr(data, arrayLen);
+
+ if (!srcData) {
qCWarning(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__
<< ":INVALID_VALUE:data must be either"
- << "TypedArray or ArrayBuffer";
+ << " TypedArray or ArrayBuffer";
m_error |= CANVAS_INVALID_VALUE;
return;
}
+ QByteArray *commandData = new QByteArray(reinterpret_cast<const char *>(srcData), arrayLen);
GlCommand &command = m_commandQueue->queueCommand(CanvasGlCommandQueue::glBufferSubData,
GLint(target), GLint(offset));
command.data = commandData;
@@ -4420,7 +4460,7 @@ QJSValue CanvasContext::getBufferParameter(glEnums target, glEnums pname)
<< ":INVALID_ENUM:target must be either ARRAY_BUFFER"
<< " or ELEMENT_ARRAY_BUFFER.";
m_error |= CANVAS_INVALID_ENUM;
- return m_engine->newObject();
+ return QJSValue(QJSValue::NullValue);
}
switch (pname) {
@@ -4439,12 +4479,13 @@ QJSValue CanvasContext::getBufferParameter(glEnums target, glEnums pname)
qCWarning(canvas3drendering).nospace() << "getBufferParameter():INVALID_ENUM:Unknown pname";
m_error |= CANVAS_INVALID_ENUM;
- return m_engine->newObject();
+ return QJSValue(QJSValue::NullValue);
}
/*!
* \qmlmethod bool Context3D::isBuffer(Object anyObject)
- * Returns \c true if the given \a anyObect is a valid Buffer3D object and \c false otherwise.
+ * Returns \c true if the given \a anyObect is a valid Canvas3DBuffer object,
+ * \c false otherwise.
*/
/*!
* \internal
@@ -4484,8 +4525,8 @@ CanvasBuffer *CanvasContext::getAsBuffer3D(QJSValue anyObject) const
}
/*!
- * \qmlmethod void Context3D::deleteBuffer(Buffer3D buffer3D)
- * Deletes the \a buffer3D. Has no effect if the Buffer3D object has been deleted already.
+ * \qmlmethod void Context3D::deleteBuffer(Canvas3DBuffer buffer3D)
+ * Deletes the \a buffer3D. Has no effect if the Canvas3DBuffer object has been deleted already.
*/
/*!
* \internal
@@ -4500,6 +4541,7 @@ void CanvasContext::deleteBuffer(QJSValue buffer3D)
qCWarning(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__
<< ": WARNING invalid buffer target"
<< buffer3D.toString();
+ m_error |= CANVAS_INVALID_OPERATION;
return;
}
if (!checkParent(bufferObj, __FUNCTION__))
@@ -4748,8 +4790,6 @@ QJSValue CanvasContext::getParameter(glEnums pname)
callData->args[0] = buffer;
return QJSValue(m_v4engine, constructor->construct(callData));
}
-
- break;
// Int32Array (with 4 elements)
// Intentional flow through
case SCISSOR_BOX:
@@ -4780,10 +4820,10 @@ QJSValue CanvasContext::getParameter(glEnums pname)
scheduleSyncCommand(&syncCommand);
QJSValue arrayValue = m_engine->newArray(4);
- arrayValue.setProperty(0, values[0]);
- arrayValue.setProperty(1, values[1]);
- arrayValue.setProperty(2, values[2]);
- arrayValue.setProperty(3, values[3]);
+ arrayValue.setProperty(0, bool(values[0]));
+ arrayValue.setProperty(1, bool(values[1]));
+ arrayValue.setProperty(2, bool(values[2]));
+ arrayValue.setProperty(3, bool(values[3]));
return arrayValue;
}
@@ -4843,7 +4883,7 @@ QJSValue CanvasContext::getParameter(glEnums pname)
QV4::ScopedFunctionObject constructor(scope,
m_v4engine->typedArrayCtors[
- QV4::Heap::TypedArray::Int32Array]);
+ QV4::Heap::TypedArray::UInt32Array]);
QV4::ScopedCallData callData(scope, 1);
callData->args[0] = buffer;
return QJSValue(m_v4engine, constructor->construct(callData));
@@ -4882,7 +4922,7 @@ QJSValue CanvasContext::getParameter(glEnums pname)
}
/*!
- * \qmlmethod string Context3D::getShaderInfoLog(Shader3D shader)
+ * \qmlmethod string Context3D::getShaderInfoLog(Canvas3DShader shader)
* Returns the info log string of the given \a shader.
*/
/*!
@@ -4896,8 +4936,9 @@ QJSValue CanvasContext::getShaderInfoLog(QJSValue shader3D)
CanvasShader *shader = getAsShader3D(shader3D);
if (!shader) {
qCWarning(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__
- << "WARNING: invalid shader handle:"
+ << " WARNING: invalid shader handle:"
<< shader3D.toString();
+ m_error |= CANVAS_INVALID_OPERATION;
return m_engine->newObject();
}
if (!checkParent(shader, __FUNCTION__))
@@ -4913,7 +4954,7 @@ QJSValue CanvasContext::getShaderInfoLog(QJSValue shader3D)
}
/*!
- * \qmlmethod string Context3D::getProgramInfoLog(Program3D program3D)
+ * \qmlmethod string Context3D::getProgramInfoLog(Canvas3DProgram program3D)
* Returns the info log string of the given \a program3D.
*/
/*!
@@ -4928,8 +4969,9 @@ QJSValue CanvasContext::getProgramInfoLog(QJSValue program3D)
if (!program) {
qCWarning(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__
- << "WARNING: invalid program handle:"
+ << " WARNING: invalid program handle:"
<< program3D.toString();
+ m_error |= CANVAS_INVALID_OPERATION;
return m_engine->newObject();
}
if (!checkParent(program, __FUNCTION__))
@@ -4945,7 +4987,7 @@ QJSValue CanvasContext::getProgramInfoLog(QJSValue program3D)
}
/*!
- * \qmlmethod void Context3D::bindBuffer(glEnums target, Buffer3D buffer3D)
+ * \qmlmethod void Context3D::bindBuffer(glEnums target, Canvas3DBuffer buffer3D)
* Binds the given \a buffer3D to the given \a target. Target must be either
* \c Context3D.ARRAY_BUFFER or \c{Context3D.ELEMENT_ARRAY_BUFFER}. If the \a buffer3D given is
* \c{null}, the current buffer bound to the target is unbound.
@@ -5003,7 +5045,7 @@ void CanvasContext::bindBuffer(glEnums target, QJSValue buffer3D)
}
/*!
- * \qmlmethod void Context3D::validateProgram(Program3D program3D)
+ * \qmlmethod void Context3D::validateProgram(Canvas3DProgram program3D)
* Validates the given \a program3D. The validation status is stored into the state of the shader
* program container in \a program3D and can be queried using \c{Context3D.VALIDATE_STATUS}
* as \c{paramName} for \c{Context3D.getProgramParameter()} method. Additional information may
@@ -5020,12 +5062,16 @@ void CanvasContext::validateProgram(QJSValue program3D)
<< "(program3D:" << program3D.toString() << ")";
CanvasProgram *program = getAsProgram3D(program3D);
- if (program && checkParent(program, __FUNCTION__))
+ if (!program) {
+ m_error |= CANVAS_INVALID_OPERATION;
+ return;
+ }
+ if (checkParent(program, __FUNCTION__))
program->validateProgram();
}
/*!
- * \qmlmethod void Context3D::useProgram(Program3D program)
+ * \qmlmethod void Context3D::useProgram(Canvas3DProgram program)
* Installs the given \a program3D as a part of the current rendering state.
*/
/*!
@@ -5038,7 +5084,13 @@ void CanvasContext::useProgram(QJSValue program3D)
CanvasProgram *program = getAsProgram3D(program3D);
m_currentProgram = program;
- if (!program || !program->isLinked() || !checkParent(program, __FUNCTION__))
+
+ if (!program) {
+ m_error |= CANVAS_INVALID_OPERATION;
+ return;
+ }
+
+ if (!checkParent(program, __FUNCTION__))
return;
program->useProgram();
}
@@ -5394,7 +5446,7 @@ void CanvasContext::readPixels(int x, int y, long width, long height, glEnums fo
return;
}
- uchar *bufferPtr = getAsUint8ArrayRawPtr(pixels);
+ uchar *bufferPtr = getTypedArrayAsRawDataPtr(pixels, QV4::Heap::TypedArray::UInt8Array);
if (!bufferPtr) {
qCWarning(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__
<< ":INVALID_OPERATION:pixels must be Uint8Array.";
@@ -5412,10 +5464,10 @@ void CanvasContext::readPixels(int x, int y, long width, long height, glEnums fo
}
/*!
- * \qmlmethod ActiveInfo3D Context3D::getActiveAttrib(Program3D program3D, uint index)
+ * \qmlmethod Canvas3DActiveInfo Context3D::getActiveAttrib(Canvas3DProgram program3D, uint index)
* Returns information about the given active attribute variable defined by \a index for the given
* \a program3D.
- * \sa ActiveInfo3D
+ * \sa Canvas3DActiveInfo
*/
/*!
* \internal
@@ -5427,8 +5479,10 @@ CanvasActiveInfo *CanvasContext::getActiveAttrib(QJSValue program3D, uint index)
<< ", index:" << index << ")";
CanvasProgram *program = getAsProgram3D(program3D);
- if (!program || !checkParent(program, __FUNCTION__))
+ if (!program || !checkParent(program, __FUNCTION__)) {
+ m_error |= CANVAS_INVALID_OPERATION;
return 0;
+ }
GlSyncCommand syncCommand(CanvasGlCommandQueue::glGetActiveAttrib,
program->id(), GLint(index), GLint(maxUniformAttributeNameLen));
@@ -5444,10 +5498,10 @@ CanvasActiveInfo *CanvasContext::getActiveAttrib(QJSValue program3D, uint index)
}
/*!
- * \qmlmethod ActiveInfo3D Context3D::getActiveUniform(Program3D program3D, uint index)
+ * \qmlmethod Canvas3DActiveInfo Context3D::getActiveUniform(Canvas3DProgram program3D, uint index)
* Returns information about the given active uniform variable defined by \a index for the given
* \a program3D.
- * \sa ActiveInfo3D
+ * \sa Canvas3DActiveInfo
*/
/*!
* \internal
@@ -5459,8 +5513,10 @@ CanvasActiveInfo *CanvasContext::getActiveUniform(QJSValue program3D, uint index
<< ", index:" << index << ")";
CanvasProgram *program = getAsProgram3D(program3D);
- if (!program || !checkParent(program, __FUNCTION__))
+ if (!program || !checkParent(program, __FUNCTION__)) {
+ m_error |= CANVAS_INVALID_OPERATION;
return 0;
+ }
GlSyncCommand syncCommand(CanvasGlCommandQueue::glGetActiveUniform,
program->id(), GLint(index), GLint(maxUniformAttributeNameLen));
@@ -5768,8 +5824,8 @@ void CanvasContext::vertexAttrib4fva(uint indx, QVariantList values)
/*!
* \internal
*/
-int CanvasContext::getFramebufferAttachmentParameter(glEnums target, glEnums attachment,
- glEnums pname)
+QJSValue CanvasContext::getFramebufferAttachmentParameter(glEnums target, glEnums attachment,
+ glEnums pname)
{
qCDebug(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__
<< "(target" << glEnumToString(target)
@@ -5782,7 +5838,30 @@ int CanvasContext::getFramebufferAttachmentParameter(glEnums target, glEnums att
syncCommand.returnValue = &parameter;
scheduleSyncCommand(&syncCommand);
- return parameter;
+ switch (pname) {
+ case FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE:
+ return QJSValue(glEnums(parameter));
+ case FRAMEBUFFER_ATTACHMENT_OBJECT_NAME: {
+ QJSValue retval;
+ // Check FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, and choose the type based on it
+ syncCommand.i3 = GLint(FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE);
+ scheduleSyncCommand(&syncCommand);
+ if (parameter == TEXTURE)
+ retval = m_engine->newQObject(m_currentFramebuffer->texture());
+ else
+ retval = m_engine->newQObject(m_currentRenderbuffer);
+ return retval;
+ }
+ case FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL:
+ case FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE:
+ return QJSValue(parameter);
+ default:
+ qCWarning(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__
+ << ":INVALID_ENUM:invalid pname "
+ << glEnumToString(pname);
+ m_error |= CANVAS_INVALID_ENUM;
+ return QJSValue(QJSValue::NullValue);
+ }
}
/*!
@@ -5793,7 +5872,7 @@ int CanvasContext::getFramebufferAttachmentParameter(glEnums target, glEnums att
/*!
* \internal
*/
-int CanvasContext::getRenderbufferParameter(glEnums target, glEnums pname)
+QJSValue CanvasContext::getRenderbufferParameter(glEnums target, glEnums pname)
{
qCDebug(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__
<< "(target" << glEnumToString(target)
@@ -5806,7 +5885,25 @@ int CanvasContext::getRenderbufferParameter(glEnums target, glEnums pname)
syncCommand.returnValue = &parameter;
scheduleSyncCommand(&syncCommand);
- return parameter;
+ switch (pname) {
+ case RENDERBUFFER_INTERNAL_FORMAT:
+ return QJSValue(glEnums(parameter));
+ case RENDERBUFFER_WIDTH:
+ case RENDERBUFFER_HEIGHT:
+ case RENDERBUFFER_RED_SIZE:
+ case RENDERBUFFER_GREEN_SIZE:
+ case RENDERBUFFER_BLUE_SIZE:
+ case RENDERBUFFER_ALPHA_SIZE:
+ case RENDERBUFFER_DEPTH_SIZE:
+ case RENDERBUFFER_STENCIL_SIZE:
+ return QJSValue(parameter);
+ default:
+ qCWarning(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__
+ << ":INVALID_ENUM:invalid pname "
+ << glEnumToString(pname);
+ m_error |= CANVAS_INVALID_ENUM;
+ return QJSValue(QJSValue::NullValue);
+ }
}
/*!
@@ -5823,7 +5920,7 @@ int CanvasContext::getRenderbufferParameter(glEnums target, glEnums pname)
/*!
* \internal
*/
-QVariant CanvasContext::getTexParameter(glEnums target, glEnums pname)
+QJSValue CanvasContext::getTexParameter(glEnums target, glEnums pname)
{
qCDebug(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__
<< "(target" << glEnumToString(target)
@@ -5834,17 +5931,14 @@ QVariant CanvasContext::getTexParameter(glEnums target, glEnums pname)
if (isValidTextureBound(target, __FUNCTION__)) {
switch (pname) {
case TEXTURE_MAG_FILTER:
- // Intentional flow through
case TEXTURE_MIN_FILTER:
- // Intentional flow through
case TEXTURE_WRAP_S:
- // Intentional flow through
case TEXTURE_WRAP_T: {
GlSyncCommand syncCommand(CanvasGlCommandQueue::glGetTexParameteriv,
GLint(target), GLint(pname));
syncCommand.returnValue = &parameter;
scheduleSyncCommand(&syncCommand);
- break;
+ return QJSValue(parameter);
}
default:
qCWarning(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__
@@ -5854,11 +5948,10 @@ QVariant CanvasContext::getTexParameter(glEnums target, glEnums pname)
<< "TEXTURE_MIN_FILTER, TEXTURE_WRAP_S"
<< " or TEXTURE_WRAP_T";
m_error |= CANVAS_INVALID_ENUM;
- break;
+ return QJSValue(QJSValue::NullValue);
}
}
-
- return QVariant::fromValue(parameter);
+ return QJSValue(QJSValue::NullValue);
}
@@ -5918,7 +6011,7 @@ uint CanvasContext::getVertexAttribOffset(uint index, glEnums pname)
* \li Returned Type
* \row
* \li \c{Context3D.VERTEX_ATTRIB_ARRAY_BUFFER_BINDING}
- * \li \c{CanvasBuffer}
+ * \li \c{Canvas3DBuffer}
* \row
* \li \c{Context3D.VERTEX_ATTRIB_ARRAY_ENABLED}
* \li \c{boolean}
@@ -5936,7 +6029,7 @@ uint CanvasContext::getVertexAttribOffset(uint index, glEnums pname)
* \li \c{boolean}
* \row
* \li \c{Context3D.CURRENT_VERTEX_ATTRIB}
- * \li \c{sequence<float>} (with 4 elements)
+ * \li \c{Float32Array} (with 4 elements)
* \endtable
*/
/*!
@@ -5964,18 +6057,16 @@ QJSValue CanvasContext::getVertexAttrib(uint index, glEnums pname)
case VERTEX_ATTRIB_ARRAY_BUFFER_BINDING: {
scheduleSyncCommand(&syncCommand);
if (value == 0 || !m_idToCanvasBufferMap.contains(value))
- return m_engine->newObject();
+ return QJSValue(QJSValue::NullValue);
return m_engine->newQObject(m_idToCanvasBufferMap.value(value));
}
- break;
case VERTEX_ATTRIB_ARRAY_ENABLED:
// Intentional flow through
case VERTEX_ATTRIB_ARRAY_NORMALIZED: {
scheduleSyncCommand(&syncCommand);
return QJSValue(bool(value));
}
- break;
case VERTEX_ATTRIB_ARRAY_SIZE:
// Intentional flow through
case VERTEX_ATTRIB_ARRAY_STRIDE:
@@ -5984,18 +6075,22 @@ QJSValue CanvasContext::getVertexAttrib(uint index, glEnums pname)
return QJSValue(value);
}
case CURRENT_VERTEX_ATTRIB: {
- // TODO: Should be Float32Array
- GLfloat values[4];
+ QV4::Scope scope(m_v4engine);
+ QV4::Scoped<QV4::ArrayBuffer> buffer(scope,
+ m_v4engine->memoryManager->alloc<QV4::ArrayBuffer>(
+ m_v4engine,
+ sizeof(float) * 4));
+
syncCommand.id = CanvasGlCommandQueue::glGetVertexAttribfv;
- syncCommand.returnValue = values;
+ syncCommand.returnValue = buffer->data();
scheduleSyncCommand(&syncCommand);
- QJSValue array = m_engine->newArray(4);
- array.setProperty(0, values[0]);
- array.setProperty(1, values[1]);
- array.setProperty(2, values[2]);
- array.setProperty(3, values[3]);
- return array;
+ QV4::ScopedFunctionObject constructor(scope,
+ m_v4engine->typedArrayCtors[
+ QV4::Heap::TypedArray::Float32Array]);
+ QV4::ScopedCallData callData(scope, 1);
+ callData->args[0] = buffer;
+ return QJSValue(m_v4engine, constructor->construct(callData));
}
default:
qCWarning(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__
@@ -6004,11 +6099,11 @@ QJSValue CanvasContext::getVertexAttrib(uint index, glEnums pname)
}
}
- return m_engine->newObject();
+ return QJSValue(QJSValue::NullValue);
}
/*!
- * \qmlmethod variant Context3D::getUniform(Program3D program, UniformLocation3D location3D)
+ * \qmlmethod variant Context3D::getUniform(Canvas3DProgram program, Canvas3DUniformLocation location3D)
* Returns the uniform value at the given \a location3D in the \a program.
* The type returned is dependent on the uniform type, as shown in the table:
* \table
@@ -6228,7 +6323,6 @@ QJSValue CanvasContext::getUniform(QJSValue program3D, QJSValue location3D)
break;
}
}
-
return QJSValue(QJSValue::UndefinedValue);
}
diff --git a/src/imports/qtcanvas3d/context3d_p.h b/src/imports/qtcanvas3d/context3d_p.h
index c963a64..4e209ec 100644
--- a/src/imports/qtcanvas3d/context3d_p.h
+++ b/src/imports/qtcanvas3d/context3d_p.h
@@ -63,6 +63,7 @@
#include <QtQml>
#include <QtQml/QJSEngine>
#include <QtQml/private/qqmlengine_p.h>
+#include <QtQml/private/qv4typedarray_p.h>
#ifdef NO_ERROR // may de defined in winerror.h
#undef NO_ERROR
@@ -1104,8 +1105,8 @@ public:
Q_INVOKABLE void vertexAttrib3fv(unsigned int indx, QJSValue array);
Q_INVOKABLE void vertexAttrib4fv(unsigned int indx, QJSValue array);
- Q_INVOKABLE int getShaderParameter(QJSValue shader3D, glEnums paramName);
- Q_INVOKABLE QVariant getProgramParameter(QJSValue program, glEnums paramName);
+ Q_INVOKABLE QJSValue getShaderParameter(QJSValue shader3D, glEnums paramName);
+ Q_INVOKABLE QJSValue getProgramParameter(QJSValue program, glEnums paramName);
Q_INVOKABLE QJSValue getShaderInfoLog(QJSValue shader3D);
/* Buffer object methods */
@@ -1162,7 +1163,7 @@ public:
Q_INVOKABLE CanvasActiveInfo *getActiveAttrib(QJSValue program, uint index);
Q_INVOKABLE CanvasActiveInfo *getActiveUniform(QJSValue program, uint index);
- Q_INVOKABLE QVariantList getAttachedShaders(QJSValue program);
+ Q_INVOKABLE QJSValue getAttachedShaders(QJSValue program);
Q_INVOKABLE void stencilFunc(glEnums func, int ref, uint mask);
Q_INVOKABLE void stencilFuncSeparate(glEnums face, glEnums func, int ref, uint mask);
@@ -1171,11 +1172,11 @@ public:
Q_INVOKABLE void stencilOp(glEnums fail, glEnums zfail, glEnums zpass);
Q_INVOKABLE void stencilOpSeparate(glEnums face, glEnums fail, glEnums zfail, glEnums zpass);
- Q_INVOKABLE int getFramebufferAttachmentParameter(glEnums target,
- glEnums attachment,
- glEnums pname);
- Q_INVOKABLE int getRenderbufferParameter(glEnums target, glEnums pname);
- Q_INVOKABLE QVariant getTexParameter(glEnums target, glEnums pname);
+ Q_INVOKABLE QJSValue getFramebufferAttachmentParameter(glEnums target,
+ glEnums attachment,
+ glEnums pname);
+ Q_INVOKABLE QJSValue getRenderbufferParameter(glEnums target, glEnums pname);
+ Q_INVOKABLE QJSValue getTexParameter(glEnums target, glEnums pname);
Q_INVOKABLE QJSValue getUniform(QJSValue program, QJSValue location);
Q_INVOKABLE uint getVertexAttribOffset(uint index, glEnums pname);
Q_INVOKABLE QJSValue getVertexAttrib(uint index, glEnums pname);
@@ -1191,15 +1192,20 @@ signals:
void drawingBufferHeightChanged();
private:
- uchar *getAsUint8ArrayRawPtr(QJSValue value);
- uchar *getAsUint16ArrayRawPtr(QJSValue value);
+ uchar *getTypedArrayAsRawDataPtr(const QJSValue &jsValue, int &byteLength,
+ QV4::Heap::TypedArray::Type type);
+ uchar *getTypedArrayAsRawDataPtr(const QJSValue &jsValue,
+ QV4::Heap::TypedArray::Type type);
+ uchar *getTypedArrayAsRawDataPtr(const QJSValue &jsValue, int &byteLength);
+ uchar *getArrayBufferAsRawDataPtr(const QJSValue &jsValue, int &byteLength);
+
CanvasTexture *getAsTexture3D(QJSValue anyObject);
CanvasTextureImage* getAsTextureImage(QJSValue image);
CanvasFrameBuffer *getAsFramebuffer(QJSValue anyObject);
CanvasRenderBuffer *getAsRenderbuffer3D(QJSValue anyObject) const;
- CanvasShader *getAsShader3D(QJSValue shader3D) const;
+ CanvasShader *getAsShader3D(QJSValue shader3D, bool deadOrAlive = false) const;
CanvasUniformLocation *getAsUniformLocation3D(QJSValue anyObject) const;
- CanvasProgram *getAsProgram3D(QJSValue anyObject) const;
+ CanvasProgram *getAsProgram3D(QJSValue anyObject, bool deadOrAlive = false) const;
CanvasBuffer *getAsBuffer3D(QJSValue value) const;
void uniform1fva(CanvasUniformLocation *location, QVariantList array);
@@ -1211,10 +1217,6 @@ private:
void uniform3iva(CanvasUniformLocation *location, QVariantList array);
void uniform4iva(CanvasUniformLocation *location, QVariantList array);
- void uniformMatrix2fva(CanvasUniformLocation *location, bool transpose, QVariantList value);
- void uniformMatrix3fva(CanvasUniformLocation *location, bool transpose, QVariantList value);
- void uniformMatrix4fva(CanvasUniformLocation *location, bool transpose, QVariantList value);
-
void vertexAttrib1fva(uint indx, QVariantList values);
void vertexAttrib2fva(uint indx, QVariantList values);
void vertexAttrib3fva(uint indx, QVariantList values);
@@ -1233,6 +1235,12 @@ private:
bool isValidTextureBound(glEnums target, const QString &funcName);
bool checkParent(QObject *jsObj, const char *function);
+ float *transposeMatrix(int dim, int count, float *src);
+ void uniformMatrixNfv(int dim, const QJSValue &location3D, bool transpose,
+ const QJSValue &array);
+ void uniformMatrixNfva(int dim, CanvasUniformLocation *uniformLocation, bool transpose,
+ const QVariantList &array);
+
typedef enum {
CANVAS_NO_ERRORS = 0,
CANVAS_INVALID_ENUM = 1 << 0,
diff --git a/src/imports/qtcanvas3d/contextattributes.cpp b/src/imports/qtcanvas3d/contextattributes.cpp
index e21a562..06781f5 100644
--- a/src/imports/qtcanvas3d/contextattributes.cpp
+++ b/src/imports/qtcanvas3d/contextattributes.cpp
@@ -43,13 +43,13 @@ QT_BEGIN_NAMESPACE
QT_CANVAS3D_BEGIN_NAMESPACE
/*!
- * \qmltype ContextAttributes
+ * \qmltype Canvas3DContextAttributes
* \since QtCanvas3D 1.0
* \inqmlmodule QtCanvas3D
* \brief Attribute set for Context3D
*
- * ContextAttributes is an attribute set that can be given as parameter on first call to
- * Canvas3D object's \l{Canvas3D::getContext}{getContext(string type, ContextAttributes options)}
+ * Canvas3DContextAttributes is an attribute set that can be given as parameter on first call to
+ * Canvas3D object's \l{Canvas3D::getContext}{getContext(string type, Canvas3DContextAttributes options)}
* method call. It can also be requested from the Context3D later on to verify what exact
* attributes are in fact enabled/disabled in the created context.
*
@@ -120,7 +120,7 @@ void CanvasContextAttributes::setFrom(const CanvasContextAttributes &source)
}
/*!
- * \qmlproperty bool ContextAttributes::alpha
+ * \qmlproperty bool Canvas3DContextAttributes::alpha
* Ignored. Defaults to \c{false}.
*/
bool CanvasContextAttributes::alpha() const
@@ -138,7 +138,7 @@ void CanvasContextAttributes::setAlpha(bool value)
}
/*!
- * \qmlproperty bool ContextAttributes::depth
+ * \qmlproperty bool Canvas3DContextAttributes::depth
* Specifies whether a depth attachment is to be created and attached to the default render target
* of the Context3D.
* Defaults to \c{false}.
@@ -158,7 +158,7 @@ void CanvasContextAttributes::setDepth(bool value)
}
/*!
- * \qmlproperty bool ContextAttributes::stencil
+ * \qmlproperty bool Canvas3DContextAttributes::stencil
* Specifies whether a stencil attachment is to be created and attached to the default render
* target of the Context3D.
* Defaults to \c{false}.
@@ -178,7 +178,7 @@ void CanvasContextAttributes::setStencil(bool value)
}
/*!
- * \qmlproperty bool ContextAttributes::antialias
+ * \qmlproperty bool Canvas3DContextAttributes::antialias
* Specifies whether antialiasing buffer is created for the default render target of the Context3D.
* Defaults to \c{false}.
*/
@@ -197,7 +197,7 @@ void CanvasContextAttributes::setAntialias(bool value)
}
/*!
- * \qmlproperty bool ContextAttributes::premultipliedAlpha
+ * \qmlproperty bool Canvas3DContextAttributes::premultipliedAlpha
* Ignored. Defaults to \c{false}.
*/
bool CanvasContextAttributes::premultipliedAlpha() const
@@ -215,7 +215,7 @@ void CanvasContextAttributes::setPremultipliedAlpha(bool value)
}
/*!
- * \qmlproperty bool ContextAttributes::preserveDrawingBuffer
+ * \qmlproperty bool Canvas3DContextAttributes::preserveDrawingBuffer
* Ignored. Defaults to \c{false}.
*/
bool CanvasContextAttributes::preserveDrawingBuffer() const
@@ -233,7 +233,7 @@ void CanvasContextAttributes::setPreserveDrawingBuffer(bool value)
}
/*!
- * \qmlproperty bool ContextAttributes::preferLowPowerToHighPerformance
+ * \qmlproperty bool Canvas3DContextAttributes::preferLowPowerToHighPerformance
* Ignored. Defaults to \c{false}.
*/
bool CanvasContextAttributes::preferLowPowerToHighPerformance() const
@@ -251,7 +251,7 @@ void CanvasContextAttributes::setPreferLowPowerToHighPerformance(bool value)
}
/*!
- * \qmlproperty bool ContextAttributes::failIfMajorPerformanceCaveat
+ * \qmlproperty bool Canvas3DContextAttributes::failIfMajorPerformanceCaveat
* Ignored. Defaults to \c{false}.
*/
bool CanvasContextAttributes::failIfMajorPerformanceCaveat() const
@@ -273,7 +273,7 @@ void CanvasContextAttributes::setFailIfMajorPerformanceCaveat(bool value)
*/
QDebug operator<<(QDebug dbg, const CanvasContextAttributes &attribs)
{
- dbg.nospace() << "ContextAttributes(\n alpha:"<< attribs.m_alpha <<
+ dbg.nospace() << "Canvas3DContextAttributes(\n alpha:"<< attribs.m_alpha <<
"\n depth:" << attribs.m_depth <<
"\n m_stencil:" << attribs.m_stencil <<
"\n antialias:"<< attribs.m_antialias <<
diff --git a/src/imports/qtcanvas3d/doc/src/qtcanvas3d.qdoc b/src/imports/qtcanvas3d/doc/src/qtcanvas3d.qdoc
index 3a48b67..4f6c052 100644
--- a/src/imports/qtcanvas3d/doc/src/qtcanvas3d.qdoc
+++ b/src/imports/qtcanvas3d/doc/src/qtcanvas3d.qdoc
@@ -154,6 +154,17 @@
For a simple Canvas3D example, see the \l {Lit and Textured Cube Example}.
For all examples, check out \l {Qt Canvas 3D Examples}.
+
+ \section1 Creating Qt Canvas 3D Project
+
+ For convenience, Qt Canvas 3D comes with a Qt Creator wizard template. The template is
+ provided with the source package and can be found under \e{creatortemplates} folder. The Qt
+ Canvas 3D wizard creates a project that includes QML and JavaScript files. It also has, by
+ default, code that draws a cube.
+
+ In order to use the wizard template it needs to be copied to the correct location. For more
+ details of the correct location, please see
+ \l {http://doc.qt.io/qtcreator/creator-project-wizards.html#locating-wizards}{Locating Wizards}.
*/
/*!
diff --git a/src/imports/qtcanvas3d/framebuffer3d.cpp b/src/imports/qtcanvas3d/framebuffer3d.cpp
index fbd7d4e..42ed1ce 100644
--- a/src/imports/qtcanvas3d/framebuffer3d.cpp
+++ b/src/imports/qtcanvas3d/framebuffer3d.cpp
@@ -40,12 +40,12 @@ QT_BEGIN_NAMESPACE
QT_CANVAS3D_BEGIN_NAMESPACE
/*!
- * \qmltype FrameBuffer3D
+ * \qmltype Canvas3DFrameBuffer
* \since QtCanvas3D 1.0
* \inqmlmodule QtCanvas3D
* \brief Contains an OpenGL framebuffer.
*
- * An uncreatable QML type that contains an OpenGL framebuffer object. You can get it by calling
+ * An uncreatable QML type that contains an OpenGL framebuffer object. You can get it by calling the
* \l{Context3D::createFramebuffer()}{Context3D.createFramebuffer()} method.
*/
@@ -54,7 +54,8 @@ QT_CANVAS3D_BEGIN_NAMESPACE
*/
CanvasFrameBuffer::CanvasFrameBuffer(CanvasGlCommandQueue *queue, QObject *parent) :
CanvasAbstractObject(queue, parent),
- m_framebufferId(queue->createResourceId())
+ m_framebufferId(queue->createResourceId()),
+ m_texture(0)
{
Q_ASSERT(m_commandQueue);
@@ -99,12 +100,28 @@ GLint CanvasFrameBuffer::id()
/*!
* \internal
*/
+void CanvasFrameBuffer::setTexture(CanvasTexture *texture)
+{
+ m_texture = texture;
+}
+
+/*!
+ * \internal
+ */
+CanvasTexture *CanvasFrameBuffer::texture()
+{
+ return m_texture;
+}
+
+/*!
+ * \internal
+ */
QDebug operator<<(QDebug dbg, const CanvasFrameBuffer *buffer)
{
if (buffer)
- dbg.nospace() << "FrameBuffer3D("<< buffer->name() <<", id:" << buffer->m_framebufferId << ")";
+ dbg.nospace() << "Canvas3DFrameBuffer("<< buffer->name() <<", id:" << buffer->m_framebufferId << ")";
else
- dbg.nospace() << "FrameBuffer3D("<< ((void*) buffer) <<")";
+ dbg.nospace() << "Canvas3DFrameBuffer("<< ((void*) buffer) <<")";
return dbg.maybeSpace();
}
diff --git a/src/imports/qtcanvas3d/framebuffer3d_p.h b/src/imports/qtcanvas3d/framebuffer3d_p.h
index 2dfbcc2..49bba4c 100644
--- a/src/imports/qtcanvas3d/framebuffer3d_p.h
+++ b/src/imports/qtcanvas3d/framebuffer3d_p.h
@@ -54,6 +54,8 @@
QT_BEGIN_NAMESPACE
QT_CANVAS3D_BEGIN_NAMESPACE
+class CanvasTexture;
+
class CanvasFrameBuffer : public CanvasAbstractObject
{
Q_OBJECT
@@ -65,11 +67,14 @@ public:
bool isAlive();
void del();
GLint id();
+ void setTexture(CanvasTexture *texture);
+ CanvasTexture *texture();
friend QDebug operator<< (QDebug d, const CanvasFrameBuffer *fb);
private:
GLint m_framebufferId;
+ CanvasTexture *m_texture; // Not owned
};
QT_CANVAS3D_END_NAMESPACE
diff --git a/src/imports/qtcanvas3d/plugins.qmltypes b/src/imports/qtcanvas3d/plugins.qmltypes
index 030e049..2b4ba04 100644
--- a/src/imports/qtcanvas3d/plugins.qmltypes
+++ b/src/imports/qtcanvas3d/plugins.qmltypes
@@ -1,4 +1,4 @@
-import QtQuick.tooling 1.1
+import QtQuick.tooling 1.2
// This file describes the plugin-supplied types contained in the library.
// It is used for QML tooling purposes only.
@@ -7,6 +7,161 @@ import QtQuick.tooling 1.1
// 'qmlplugindump -nonrelocatable QtCanvas3D 1.0'
Module {
+ dependencies: []
+ Component {
+ name: "QQuickItem"
+ defaultProperty: "data"
+ prototype: "QObject"
+ Enum {
+ name: "TransformOrigin"
+ values: {
+ "TopLeft": 0,
+ "Top": 1,
+ "TopRight": 2,
+ "Left": 3,
+ "Center": 4,
+ "Right": 5,
+ "BottomLeft": 6,
+ "Bottom": 7,
+ "BottomRight": 8
+ }
+ }
+ Property { name: "parent"; type: "QQuickItem"; isPointer: true }
+ Property { name: "data"; type: "QObject"; isList: true; isReadonly: true }
+ Property { name: "resources"; type: "QObject"; isList: true; isReadonly: true }
+ Property { name: "children"; type: "QQuickItem"; isList: true; isReadonly: true }
+ Property { name: "x"; type: "double" }
+ Property { name: "y"; type: "double" }
+ Property { name: "z"; type: "double" }
+ Property { name: "width"; type: "double" }
+ Property { name: "height"; type: "double" }
+ Property { name: "opacity"; type: "double" }
+ Property { name: "enabled"; type: "bool" }
+ Property { name: "visible"; type: "bool" }
+ Property { name: "visibleChildren"; type: "QQuickItem"; isList: true; isReadonly: true }
+ Property { name: "states"; type: "QQuickState"; isList: true; isReadonly: true }
+ Property { name: "transitions"; type: "QQuickTransition"; isList: true; isReadonly: true }
+ Property { name: "state"; type: "string" }
+ Property { name: "childrenRect"; type: "QRectF"; isReadonly: true }
+ Property { name: "anchors"; type: "QQuickAnchors"; isReadonly: true; isPointer: true }
+ Property { name: "left"; type: "QQuickAnchorLine"; isReadonly: true }
+ Property { name: "right"; type: "QQuickAnchorLine"; isReadonly: true }
+ Property { name: "horizontalCenter"; type: "QQuickAnchorLine"; isReadonly: true }
+ Property { name: "top"; type: "QQuickAnchorLine"; isReadonly: true }
+ Property { name: "bottom"; type: "QQuickAnchorLine"; isReadonly: true }
+ Property { name: "verticalCenter"; type: "QQuickAnchorLine"; isReadonly: true }
+ Property { name: "baseline"; type: "QQuickAnchorLine"; isReadonly: true }
+ Property { name: "baselineOffset"; type: "double" }
+ Property { name: "clip"; type: "bool" }
+ Property { name: "focus"; type: "bool" }
+ Property { name: "activeFocus"; type: "bool"; isReadonly: true }
+ Property { name: "activeFocusOnTab"; revision: 1; type: "bool" }
+ Property { name: "rotation"; type: "double" }
+ Property { name: "scale"; type: "double" }
+ Property { name: "transformOrigin"; type: "TransformOrigin" }
+ Property { name: "transformOriginPoint"; type: "QPointF"; isReadonly: true }
+ Property { name: "transform"; type: "QQuickTransform"; isList: true; isReadonly: true }
+ Property { name: "smooth"; type: "bool" }
+ Property { name: "antialiasing"; type: "bool" }
+ Property { name: "implicitWidth"; type: "double" }
+ Property { name: "implicitHeight"; type: "double" }
+ Property { name: "layer"; type: "QQuickItemLayer"; isReadonly: true; isPointer: true }
+ Signal {
+ name: "childrenRectChanged"
+ Parameter { type: "QRectF" }
+ }
+ Signal {
+ name: "baselineOffsetChanged"
+ Parameter { type: "double" }
+ }
+ Signal {
+ name: "stateChanged"
+ Parameter { type: "string" }
+ }
+ Signal {
+ name: "focusChanged"
+ Parameter { type: "bool" }
+ }
+ Signal {
+ name: "activeFocusChanged"
+ Parameter { type: "bool" }
+ }
+ Signal {
+ name: "activeFocusOnTabChanged"
+ revision: 1
+ Parameter { type: "bool" }
+ }
+ Signal {
+ name: "parentChanged"
+ Parameter { type: "QQuickItem"; isPointer: true }
+ }
+ Signal {
+ name: "transformOriginChanged"
+ Parameter { type: "TransformOrigin" }
+ }
+ Signal {
+ name: "smoothChanged"
+ Parameter { type: "bool" }
+ }
+ Signal {
+ name: "antialiasingChanged"
+ Parameter { type: "bool" }
+ }
+ Signal {
+ name: "clipChanged"
+ Parameter { type: "bool" }
+ }
+ Signal {
+ name: "windowChanged"
+ revision: 1
+ Parameter { name: "window"; type: "QQuickWindow"; isPointer: true }
+ }
+ Method { name: "update" }
+ Method {
+ name: "grabToImage"
+ revision: 2
+ type: "bool"
+ Parameter { name: "callback"; type: "QJSValue" }
+ Parameter { name: "targetSize"; type: "QSize" }
+ }
+ Method {
+ name: "grabToImage"
+ revision: 2
+ type: "bool"
+ Parameter { name: "callback"; type: "QJSValue" }
+ }
+ Method {
+ name: "contains"
+ type: "bool"
+ Parameter { name: "point"; type: "QPointF" }
+ }
+ Method {
+ name: "mapFromItem"
+ Parameter { type: "QQmlV4Function"; isPointer: true }
+ }
+ Method {
+ name: "mapToItem"
+ Parameter { type: "QQmlV4Function"; isPointer: true }
+ }
+ Method { name: "forceActiveFocus" }
+ Method {
+ name: "forceActiveFocus"
+ Parameter { name: "reason"; type: "Qt::FocusReason" }
+ }
+ Method {
+ name: "nextItemInFocusChain"
+ revision: 1
+ type: "QQuickItem*"
+ Parameter { name: "forward"; type: "bool" }
+ }
+ Method { name: "nextItemInFocusChain"; revision: 1; type: "QQuickItem*" }
+ Method {
+ name: "childAt"
+ type: "QQuickItem*"
+ Parameter { name: "x"; type: "double" }
+ Parameter { name: "y"; type: "double" }
+ }
+ }
Component {
name: "QtCanvas3D::Canvas"
defaultProperty: "data"
@@ -53,7 +208,7 @@ Module {
Method { name: "ready" }
Method { name: "shutDown" }
Method { name: "renderNext" }
- Method { name: "emitResizeGL" }
+ Method { name: "queueResizeGL" }
Method { name: "emitNeedRender" }
Method {
name: "getContext"
@@ -79,7 +234,7 @@ Module {
Component {
name: "QtCanvas3D::CanvasActiveInfo"
prototype: "QObject"
- exports: ["QtCanvas3D/ActiveInfo3D 1.0"]
+ exports: ["QtCanvas3D/CanvasActiveInfo3D 1.0"]
isCreatable: false
exportMetaObjectRevisions: [0]
Property { name: "size"; type: "int"; isReadonly: true }
@@ -101,7 +256,7 @@ Module {
Component {
name: "QtCanvas3D::CanvasBuffer"
prototype: "QtCanvas3D::CanvasAbstractObject"
- exports: ["QtCanvas3D/Buffer3D 1.0"]
+ exports: ["QtCanvas3D/CanvasBuffer3D 1.0"]
isCreatable: false
exportMetaObjectRevisions: [0]
}
@@ -2028,7 +2183,7 @@ Module {
}
Method {
name: "getUniform"
- type: "QVariant"
+ type: "QJSValue"
Parameter { name: "program"; type: "QJSValue" }
Parameter { name: "location"; type: "QJSValue" }
}
@@ -2048,7 +2203,7 @@ Module {
Component {
name: "QtCanvas3D::CanvasContextAttributes"
prototype: "QtCanvas3D::CanvasAbstractObject"
- exports: ["QtCanvas3D/ContextAttributes3D 1.0"]
+ exports: ["QtCanvas3D/CanvasContextAttributes 1.0"]
exportMetaObjectRevisions: [0]
Property { name: "alpha"; type: "bool" }
Property { name: "depth"; type: "bool" }
@@ -2094,7 +2249,7 @@ Module {
Component {
name: "QtCanvas3D::CanvasFrameBuffer"
prototype: "QtCanvas3D::CanvasAbstractObject"
- exports: ["QtCanvas3D/FrameBuffer3D 1.0"]
+ exports: ["QtCanvas3D/CanvasFrameBuffer3D 1.0"]
isCreatable: false
exportMetaObjectRevisions: [0]
}
@@ -2143,28 +2298,28 @@ Module {
Component {
name: "QtCanvas3D::CanvasProgram"
prototype: "QtCanvas3D::CanvasAbstractObject"
- exports: ["QtCanvas3D/Program3D 1.0"]
+ exports: ["QtCanvas3D/CanvasProgram3D 1.0"]
isCreatable: false
exportMetaObjectRevisions: [0]
}
Component {
name: "QtCanvas3D::CanvasRenderBuffer"
prototype: "QtCanvas3D::CanvasAbstractObject"
- exports: ["QtCanvas3D/RenderBuffer3D 1.0"]
+ exports: ["QtCanvas3D/CanvasRenderBuffer3D 1.0"]
isCreatable: false
exportMetaObjectRevisions: [0]
}
Component {
name: "QtCanvas3D::CanvasShader"
prototype: "QtCanvas3D::CanvasAbstractObject"
- exports: ["QtCanvas3D/Shader3D 1.0"]
+ exports: ["QtCanvas3D/CanvasShader3D 1.0"]
isCreatable: false
exportMetaObjectRevisions: [0]
}
Component {
name: "QtCanvas3D::CanvasShaderPrecisionFormat"
prototype: "QtCanvas3D::CanvasAbstractObject"
- exports: ["QtCanvas3D/ShaderPrecisionFormat3D 1.0"]
+ exports: ["QtCanvas3D/CanvasShaderPrecisionFormat3D 1.0"]
isCreatable: false
exportMetaObjectRevisions: [0]
Property { name: "rangeMin"; type: "int"; isReadonly: true }
@@ -2186,7 +2341,7 @@ Module {
Component {
name: "QtCanvas3D::CanvasTexture"
prototype: "QtCanvas3D::CanvasAbstractObject"
- exports: ["QtCanvas3D/Texture3D 1.0"]
+ exports: ["QtCanvas3D/CanvasTexture3D 1.0"]
isCreatable: false
exportMetaObjectRevisions: [0]
}
@@ -2268,7 +2423,7 @@ Module {
Component {
name: "QtCanvas3D::CanvasUniformLocation"
prototype: "QtCanvas3D::CanvasAbstractObject"
- exports: ["QtCanvas3D/UniformLocation3D 1.0"]
+ exports: ["QtCanvas3D/CanvasUniformLocation3D 1.0"]
isCreatable: false
exportMetaObjectRevisions: [0]
}
diff --git a/src/imports/qtcanvas3d/program3d.cpp b/src/imports/qtcanvas3d/program3d.cpp
index 17eff17..9ffb491 100644
--- a/src/imports/qtcanvas3d/program3d.cpp
+++ b/src/imports/qtcanvas3d/program3d.cpp
@@ -40,13 +40,13 @@ QT_BEGIN_NAMESPACE
QT_CANVAS3D_BEGIN_NAMESPACE
/*!
- * \qmltype Program3D
+ * \qmltype Canvas3DProgram
* \since QtCanvas3D 1.0
* \inqmlmodule QtCanvas3D
* \brief Contains a shader program.
*
* An uncreatable QML type that contains a compiled shader program. You can get it by calling
- * \l{Context3D::createProgram()}{Context3D.createProgram()} method.
+ * the \l{Context3D::createProgram()}{Context3D.createProgram()} method.
*/
/*!
@@ -192,9 +192,9 @@ GLint CanvasProgram::id()
QDebug operator<<(QDebug dbg, const CanvasProgram *program)
{
if (program)
- dbg.nospace() << "Program3D("<< program->name() << ", id:" << program->m_programId << ")";
+ dbg.nospace() << "Canvas3DProgram("<< program->name() << ", id:" << program->m_programId << ")";
else
- dbg.nospace() << "Program3D("<< ((void*) program) <<")";
+ dbg.nospace() << "Canvas3DProgram("<< ((void*) program) <<")";
return dbg.maybeSpace();
}
diff --git a/src/imports/qtcanvas3d/qcanvas3d_plugin.cpp b/src/imports/qtcanvas3d/qcanvas3d_plugin.cpp
index c2795af..3c421a5 100644
--- a/src/imports/qtcanvas3d/qcanvas3d_plugin.cpp
+++ b/src/imports/qtcanvas3d/qcanvas3d_plugin.cpp
@@ -61,47 +61,47 @@ void QtCanvas3DPlugin::registerTypes(const char *uri)
"Canvas3D");
qmlRegisterType<CanvasContextAttributes>(uri,
1, 0,
- "ContextAttributes3D");
+ "Canvas3DContextAttributes");
qmlRegisterUncreatableType<CanvasShaderPrecisionFormat>(uri,
1, 0,
- "ShaderPrecisionFormat3D",
- QLatin1String("Trying to create uncreatable: ShaderPrecisionFormat3D."));
+ "Canvas3DShaderPrecisionFormat",
+ QLatin1String("Trying to create uncreatable: Canvas3DShaderPrecisionFormat."));
qmlRegisterUncreatableType<CanvasContext>(uri,
1, 0,
"Context3D",
QLatin1String("Trying to create uncreatable: Context3D, use Canvas3D.getContext() instead."));
qmlRegisterUncreatableType<CanvasActiveInfo>(uri,
1, 0,
- "ActiveInfo3D",
- QLatin1String("Trying to create uncreatable: ActiveInfo3D, use Context3D.getActiveAttrib() or Context3D.getActiveUniform() instead."));
+ "Canvas3DActiveInfo",
+ QLatin1String("Trying to create uncreatable: Canvas3DActiveInfo, use Context3D.getActiveAttrib() or Context3D.getActiveUniform() instead."));
qmlRegisterUncreatableType<CanvasTexture>(uri,
1, 0,
- "Texture3D",
- QLatin1String("Trying to create uncreatable: Texture3D, use Context3D.createTexture() instead."));
+ "Canvas3DTexture",
+ QLatin1String("Trying to create uncreatable: Canvas3DTexture, use Context3D.createTexture() instead."));
qmlRegisterUncreatableType<CanvasShader>(uri,
1, 0,
- "Shader3D",
- QLatin1String("Trying to create uncreatable: Shader3D, use Context3D.createShader() instead."));
+ "Canvas3DShader",
+ QLatin1String("Trying to create uncreatable: Canvas3DShader, use Context3D.createShader() instead."));
qmlRegisterUncreatableType<CanvasFrameBuffer>(uri,
1, 0,
- "FrameBuffer3D",
- QLatin1String("Trying to create uncreatable: FrameBuffer3D, use Context3D.createFramebuffer() instead."));
+ "Canvas3DFrameBuffer",
+ QLatin1String("Trying to create uncreatable: Canvas3DFrameBuffer, use Context3D.createFramebuffer() instead."));
qmlRegisterUncreatableType<CanvasRenderBuffer>(uri,
1, 0,
- "RenderBuffer3D",
- QLatin1String("Trying to create uncreatable: RenderBuffer3D, use Context3D.createRenderbuffer() instead."));
+ "Canvas3DRenderBuffer",
+ QLatin1String("Trying to create uncreatable: Canvas3DRenderBuffer, use Context3D.createRenderbuffer() instead."));
qmlRegisterUncreatableType<CanvasProgram>(uri,
1, 0,
- "Program3D",
- QLatin1String("Trying to create uncreatable: Program3D, use Context3D.createProgram() instead."));
+ "Canvas3DProgram",
+ QLatin1String("Trying to create uncreatable: Canvas3DProgram, use Context3D.createProgram() instead."));
qmlRegisterUncreatableType<CanvasBuffer>(uri,
1, 0,
- "Buffer3D",
- QLatin1String("Trying to create uncreatable: Buffer3D, use Context3D.createBuffer() instead."));
+ "Canvas3DBuffer",
+ QLatin1String("Trying to create uncreatable: Canvas3DBuffer, use Context3D.createBuffer() instead."));
qmlRegisterUncreatableType<CanvasUniformLocation>(uri,
1, 0,
- "UniformLocation3D",
- QLatin1String("Trying to create uncreatable: UniformLocation3D, use Context3D.getUniformLocation() instead."));
+ "Canvas3DUniformLocation",
+ QLatin1String("Trying to create uncreatable: Canvas3DUniformLocation, use Context3D.getUniformLocation() instead."));
// EXTENSIONS
qmlRegisterUncreatableType<CanvasGLStateDump>(uri,
diff --git a/src/imports/qtcanvas3d/renderbuffer3d.cpp b/src/imports/qtcanvas3d/renderbuffer3d.cpp
index 6374840..01591c1 100644
--- a/src/imports/qtcanvas3d/renderbuffer3d.cpp
+++ b/src/imports/qtcanvas3d/renderbuffer3d.cpp
@@ -40,13 +40,13 @@ QT_BEGIN_NAMESPACE
QT_CANVAS3D_BEGIN_NAMESPACE
/*!
- * \qmltype RenderBuffer3D
+ * \qmltype Canvas3DRenderBuffer
* \since QtCanvas3D 1.0
* \inqmlmodule QtCanvas3D
* \brief Contains an OpenGL renderbuffer.
*
* An uncreatable QML type that contains an OpenGL renderbuffer. You can get it by calling
- * \l{Context3D::createRenderbuffer()}{Context3D.createRenderbuffer()} method.
+ * the \l{Context3D::createRenderbuffer()}{Context3D.createRenderbuffer()} method.
*/
/*!
diff --git a/src/imports/qtcanvas3d/shader3d.cpp b/src/imports/qtcanvas3d/shader3d.cpp
index fb8d4e2..7e18d6c 100644
--- a/src/imports/qtcanvas3d/shader3d.cpp
+++ b/src/imports/qtcanvas3d/shader3d.cpp
@@ -40,13 +40,13 @@ QT_BEGIN_NAMESPACE
QT_CANVAS3D_BEGIN_NAMESPACE
/*!
- * \qmltype Shader3D
+ * \qmltype Canvas3DShader
* \since QtCanvas3D 1.0
* \inqmlmodule QtCanvas3D
* \brief Contains a shader.
*
* An uncreatable QML type that contains a shader. You can get it by calling
- * \l{Context3D::createShader()}{Context3D.createShader()} method.
+ * the \l{Context3D::createShader()}{Context3D.createShader()} method.
*/
/*!
diff --git a/src/imports/qtcanvas3d/shaderprecisionformat.cpp b/src/imports/qtcanvas3d/shaderprecisionformat.cpp
index ce27dae..96ee7d8 100644
--- a/src/imports/qtcanvas3d/shaderprecisionformat.cpp
+++ b/src/imports/qtcanvas3d/shaderprecisionformat.cpp
@@ -40,7 +40,7 @@ QT_BEGIN_NAMESPACE
QT_CANVAS3D_BEGIN_NAMESPACE
/*!
- * \qmltype ShaderPrecisionFormat
+ * \qmltype Canvas3DShaderPrecisionFormat
* \since QtCanvas3D 1.0
* \inqmlmodule QtCanvas3D
* \brief Contains the shader precision format attributes.
@@ -60,17 +60,17 @@ CanvasShaderPrecisionFormat::CanvasShaderPrecisionFormat(QObject *parent) :
}
/*!
- * \qmlproperty int ShaderPrecisionFormat::rangeMin
+ * \qmlproperty int Canvas3DShaderPrecisionFormat::rangeMin
* The base 2 log of the absolute value of the minimum value that can be represented.
*/
/*!
- * \qmlproperty int ShaderPrecisionFormat::rangeMax
+ * \qmlproperty int Canvas3DShaderPrecisionFormat::rangeMax
* The base 2 log of the absolute value of the maximum value that can be represented.
*/
/*!
- * \qmlproperty int ShaderPrecisionFormat::precision
+ * \qmlproperty int Canvas3DShaderPrecisionFormat::precision
* The number of bits of precision that can be represented. 0 for integer formats.
*/
diff --git a/src/imports/qtcanvas3d/texture3d.cpp b/src/imports/qtcanvas3d/texture3d.cpp
index 1fc076a..4ef2226 100644
--- a/src/imports/qtcanvas3d/texture3d.cpp
+++ b/src/imports/qtcanvas3d/texture3d.cpp
@@ -41,13 +41,13 @@ QT_BEGIN_NAMESPACE
QT_CANVAS3D_BEGIN_NAMESPACE
/*!
- * \qmltype Texture3D
+ * \qmltype Canvas3DTexture
* \since QtCanvas3D 1.0
* \inqmlmodule QtCanvas3D
* \brief Contains an OpenGL texture.
*
* An uncreatable QML type that contains an OpenGL texture. You can get it by calling
- * \l{Context3D::createTexture()}{Context3D.createTexture()} method.
+ * the \l{Context3D::createTexture()}{Context3D.createTexture()} method.
*/
/*!
@@ -117,9 +117,9 @@ void CanvasTexture::del()
QDebug operator<<(QDebug dbg, const CanvasTexture *texture)
{
if (texture)
- dbg.nospace() << "Texture3D("<< ((void*) texture) << ", name:" << texture->name() << ", id:" << texture->textureId() << ")";
+ dbg.nospace() << "Canvas3DTexture("<< ((void*) texture) << ", name:" << texture->name() << ", id:" << texture->textureId() << ")";
else
- dbg.nospace() << "Texture3D("<< ((void*) texture) <<")";
+ dbg.nospace() << "Canvas3DTexture("<< ((void*) texture) <<")";
return dbg.maybeSpace();
}
diff --git a/src/imports/qtcanvas3d/uniformlocation.cpp b/src/imports/qtcanvas3d/uniformlocation.cpp
index c1b9092..2aeb26e 100644
--- a/src/imports/qtcanvas3d/uniformlocation.cpp
+++ b/src/imports/qtcanvas3d/uniformlocation.cpp
@@ -41,13 +41,13 @@ QT_BEGIN_NAMESPACE
QT_CANVAS3D_BEGIN_NAMESPACE
/*!
- * \qmltype UniformLocation
+ * \qmltype Canvas3DUniformLocation
* \since QtCanvas3D 1.0
* \inqmlmodule QtCanvas3D
* \brief Contains uniform location id.
*
* An uncreatable QML type that contains an uniform location id. You can get it by calling
- * \l{Context3D::getUniformLocation()}{Context3D.getUniformLocation()} method.
+ * the \l{Context3D::getUniformLocation()}{Context3D.getUniformLocation()} method.
*/
/*!
@@ -106,9 +106,9 @@ void CanvasUniformLocation::resolveType(GLint programId, CanvasContext *context)
QDebug operator<<(QDebug dbg, const CanvasUniformLocation *uLoc)
{
if (uLoc)
- dbg.nospace() << "UniformLocation("<< (void *) uLoc << ", name:"<< uLoc->name() <<", location:" << uLoc->m_locationId << ")";
+ dbg.nospace() << "Canvas3DUniformLocation("<< (void *) uLoc << ", name:"<< uLoc->name() <<", location:" << uLoc->m_locationId << ")";
else
- dbg.nospace() << "UniformLocation("<< (void *)(uLoc) << ")";
+ dbg.nospace() << "Canvas3DUniformLocation("<< (void *)(uLoc) << ")";
return dbg.maybeSpace();
}
diff --git a/tests/auto/qmltest/canvas3d/tst_program.js b/tests/auto/qmltest/canvas3d/tst_program.js
new file mode 100644
index 0000000..7555c24
--- /dev/null
+++ b/tests/auto/qmltest/canvas3d/tst_program.js
@@ -0,0 +1,442 @@
+/****************************************************************************
+**
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
+**
+** This file is part of the QtCanvas3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL3$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPLv3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 2.0 requirements will be
+** met: http://www.gnu.org/licenses/gpl-2.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+var gl;
+var positionLocation;
+var inactiveUniformLocation;
+var testUniformLocation;
+var shaderProgram;
+var buffer;
+var vertexShader;
+var fragmentShader;
+
+function compareValues(a, b) {
+ if (a !== b) {
+ console.log("initializeGL(): FAILURE: value doesn't have expected contents.",
+ "Expected:", a, "Actual:", b);
+ return false;
+ }
+
+ return true;
+}
+
+function getShaderPrecisionFormat(a, b, errorExpected) {
+ var precFormat = gl.getShaderPrecisionFormat(a, b);
+
+ // The returned values may vary depending on the platform, so just check that we don't get
+ // the uninitialized values or error.
+
+ var glError = gl.getError();
+ if (glError !== 0) {
+ if (errorExpected)
+ return true;
+
+ console.log("GL error:", glError, "when calling getShaderPrecisionFormat()");
+ return false;
+ }
+
+ if (precFormat.rangeMin === 1 || precFormat.rangeMax === 1 || precFormat.precision === 1) {
+ console.log("Default values returned when calling getShaderPrecisionFormat");
+ return false;
+ }
+
+ return true;
+}
+
+function isProgram(a, expectedValue) {
+ var varIsProgram = gl.isProgram(a);
+ var glError = gl.getError();
+ if (glError !== 0) {
+ console.log("GL error:", glError, "when calling isProgram()");
+ return false;
+ }
+
+ if (expectedValue === varIsProgram)
+ return true;
+ else
+ return false;
+}
+
+function isShader(a, expectedValue) {
+ var varIsShader = gl.isShader(a);
+ var glError = gl.getError();
+ if (glError !== 0) {
+ console.log("GL error:", glError, "when calling isShader()");
+ return false;
+ }
+
+ if (expectedValue === varIsShader)
+ return true;
+ else
+ return false;
+}
+
+function deleteProgram(a, errorExpected) {
+ gl.deleteProgram(a);
+
+ var glError = gl.getError();
+ if (glError !== 0) {
+ if (errorExpected)
+ return true;
+
+ console.log("GL error:", glError, "when calling deleteProgram()");
+ return false;
+ }
+
+ return true;
+}
+
+function deleteShader(a, errorExpected) {
+ gl.deleteShader(a);
+
+ var glError = gl.getError();
+ if (glError !== 0) {
+ if (errorExpected)
+ return true;
+
+ console.log("GL error:", glError, "when calling deleteShader()");
+ return false;
+ }
+
+ return true;
+}
+
+function getAttachedShaders(a, count, errorExpected) {
+ var shaderList = gl.getAttachedShaders(a);
+
+ var glError = gl.getError();
+ if (glError !== 0) {
+ if (errorExpected)
+ return true;
+ console.log("GL error:", glError, "when calling getAttachedShaders()");
+ return false;
+ }
+
+ if (shaderList.length !== count) {
+ console.log("Wrong shader count, expected: ", count, ", Actual: ", shaderList.length);
+ return false;
+ }
+
+ return true;
+}
+
+function detachShader(a, b, errorExpected) {
+ gl.detachShader(a, b);
+
+ var glError = gl.getError();
+ if (glError !== 0) {
+ if (errorExpected)
+ return true;
+ console.log("GL error:", glError, "when calling detachShader()");
+ return false;
+ }
+
+ return true;
+}
+
+function getShaderSource(a, checkStr, notFoundExpected, errorExpected) {
+ var srcString = gl.getShaderSource(a);
+
+ var glError = gl.getError();
+ if (glError !== 0) {
+ if (errorExpected)
+ return true;
+ console.log("GL error:", glError, "when calling getShaderSource()");
+ return false;
+ }
+
+ if (srcString.indexOf(checkStr) === -1) {
+ if (notFoundExpected)
+ return true;
+ console.log("Invalid shader string when calling getShaderSource()");
+ return false;
+ }
+
+ return true;
+}
+
+function getShaderInfoLog(a, errorExpected) {
+ var infoStr = gl.getShaderInfoLog(a);
+
+ var glError = gl.getError();
+ if (glError !== 0) {
+ if (errorExpected)
+ return true;
+ console.log("GL error:", glError, "when calling getShaderInfoLog()");
+ return false;
+ }
+
+ if (infoStr === "") {
+ console.log("Empty log when calling getShaderInfoLog()");
+ return false;
+ }
+
+ return true;
+}
+
+function getProgramInfoLog(a, errorExpected) {
+ var infoStr = gl.getProgramInfoLog(a);
+
+ var glError = gl.getError();
+ if (glError !== 0) {
+ if (errorExpected)
+ return true;
+ console.log("GL error:", glError, "when calling getProgramInfoLog()");
+ return false;
+ }
+
+ if (infoStr === "") {
+ console.log("Empty log when calling getProgramInfoLog()");
+ return false;
+ }
+
+ return true;
+}
+
+function initializeGL(canvas) {
+ try {
+ gl = canvas.getContext("3d");
+ buffer = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
+ gl.bufferData(
+ gl.ARRAY_BUFFER, new Float32Array(
+ [-1.0, -1.0,
+ 1.0, -1.0,
+ -1.0, 1.0
+ ]),
+ gl.STATIC_DRAW);
+
+ if (!initShaders())
+ return 1;
+
+ if (!getAttachedShaders(shaderProgram, 2, false))
+ return 2;
+
+ if (!deleteProgram(shaderProgram, false))
+ return 3;
+ // Deleting same again should be silently ignored
+ if (!deleteProgram(shaderProgram, false))
+ return 4;
+ if (!deleteProgram(vertexShader, true))
+ return 5;
+
+ if (!getAttachedShaders(shaderProgram, 0, true))
+ return 6;
+
+ // Reinitialize shaders
+ if (!initShaders())
+ return 7;
+
+ if (!getAttachedShaders(shaderProgram, 2, false))
+ return 8;
+
+ if (!detachShader(shaderProgram, vertexShader, false))
+ return 9;
+
+ if (!getAttachedShaders(shaderProgram, 1, false))
+ return 10;
+
+ // Detach again should generate error
+ if (!detachShader(shaderProgram, vertexShader, true))
+ return 11;
+
+ if (!getAttachedShaders(shaderProgram, 1, false))
+ return 12;
+
+ // Reinitialize shaders
+ if (!initShaders())
+ return 13;
+
+ if (!deleteShader(shaderProgram, true))
+ return 14;
+ if (!deleteShader(vertexShader, false))
+ return 15;
+ // Deleting same again should be silently ignored
+ if (!deleteShader(vertexShader, false))
+ return 16;
+
+ // Reinitialize shaders
+ if (!initShaders())
+ return 17;
+
+ gl.useProgram(shaderProgram);
+
+ positionLocation = gl.getAttribLocation(shaderProgram, "a_position");
+ gl.enableVertexAttribArray(positionLocation);
+ gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0);
+
+ gl.clearColor(0.0, 0.0, 0.0, 1.0);
+
+ gl.viewport(0, 0,
+ canvas.width * canvas.devicePixelRatio,
+ canvas.height * canvas.devicePixelRatio);
+
+ if (!getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.LOW_FLOAT, false))
+ return 20;
+ if (!getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.MEDIUM_FLOAT, false))
+ return 21;
+ if (!getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.HIGH_FLOAT, false))
+ return 22;
+ if (!getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.LOW_INT, false))
+ return 23;
+ if (!getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.MEDIUM_INT, false))
+ return 24;
+ if (!getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.HIGH_INT, false))
+ return 25;
+ if (!getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.LOW_FLOAT, false))
+ return 26;
+ if (!getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT, false))
+ return 27;
+ if (!getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.HIGH_FLOAT, false))
+ return 28;
+ if (!getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.LOW_INT, false))
+ return 29;
+ if (!getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.MEDIUM_INT, false))
+ return 30;
+ if (!getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.HIGH_INT, false))
+ return 31;
+ if (!getShaderPrecisionFormat(77, gl.LOW_INT, true))
+ return 32;
+ if (!getShaderPrecisionFormat(gl.FRAGMENT_SHADER, 77, true))
+ return 33;
+
+ if (!isProgram(shaderProgram, true))
+ return 40;
+ if (!isProgram(vertexShader, false))
+ return 41;
+ if (!isShader(shaderProgram, false))
+ return 42;
+ if (!isShader(vertexShader, true))
+ return 43;
+
+ if (!getShaderSource(vertexShader, "testVertexString", false, false))
+ return 60;
+ if (!getShaderSource(fragmentShader, "testFragmentString", false, false))
+ return 61;
+ if (!getShaderSource(vertexShader, "testFragmentString", true, false))
+ return 62;
+ if (!getShaderSource(fragmentShader, "testVertexString", true, false))
+ return 63;
+ if (!getShaderSource(shaderProgram, "foobar", false, true))
+ return 64;
+
+ // Tests checking info log contents are not reliable, as it is entirely up to the
+ // OpenGL implementation what to return in the info log, if anything.
+ // Since it's unreliable, let's skip these tests.
+// var dummyShader = gl.createShader(gl.FRAGMENT_SHADER);
+// gl.shaderSource(dummyShader, "This shader is dummy");
+// gl.compileShader(dummyShader);
+// gl.getError(); // Clear the error from faulty compilation
+// var dummyProgram = gl.createProgram();
+// gl.attachShader(dummyProgram, dummyShader);
+// gl.linkProgram(dummyProgram);
+// gl.getError(); // Clear the error from faulty linking
+
+// if (!getShaderInfoLog(dummyShader, false))
+// return 70;
+// if (!getShaderInfoLog(dummyProgram, true))
+// return 71;
+
+// if (!getProgramInfoLog(dummyProgram, false))
+// return 72;
+// if (!getProgramInfoLog(dummyShader, true))
+// return 73;
+ } catch(e) {
+ console.log("initializeGL(): FAILURE!");
+ console.log(""+e);
+ console.log(""+e.message);
+ return -1;
+ }
+ return 0;
+}
+
+function paintGL(canvas) {
+ gl.clear(gl.COLOR_BUFFER_BIT);
+ gl.drawArrays(gl.TRIANGLES, 0, 3);
+
+ return 0;
+}
+
+function initShaders()
+{
+ vertexShader = compileShader("attribute highp vec2 a_position; \
+ varying highp vec4 varPosition; \
+ attribute highp float testVertexString; \
+ void main() { \
+ gl_Position = vec4(a_position, 0.0, 1.0); \
+ varPosition = gl_Position + vec4(1.0, 1.0, 1.0, 1.0); \
+ varPosition /= 2.0; \
+ }", gl.VERTEX_SHADER);
+ fragmentShader = compileShader("varying highp vec4 varPosition; \
+ uniform highp float testFragmentString; \
+ void main() { \
+ gl_FragColor = varPosition; \
+ }", gl.FRAGMENT_SHADER);
+
+ shaderProgram = gl.createProgram();
+ gl.attachShader(shaderProgram, vertexShader);
+ gl.attachShader(shaderProgram, fragmentShader);
+ gl.linkProgram(shaderProgram);
+
+ // Check linking status
+ if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
+ console.log("Could not initialize shaders");
+ console.log(gl.getProgramInfoLog(shaderProgram));
+ return false;
+ }
+
+ return true;
+}
+
+function compileShader(str, type) {
+ var shader = gl.createShader(type);
+ gl.shaderSource(shader, str);
+ gl.compileShader(shader);
+
+ if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
+ console.log("JS:Shader compile failed");
+ console.log(gl.getShaderInfoLog(shader));
+ return null;
+ }
+
+ if (gl.getShaderParameter(shader, gl.SHADER_TYPE) !== type) {
+ console.log("JS:Shader type test failed");
+ console.log(gl.getShaderInfoLog(shader));
+ return null;
+ }
+
+ return shader;
+}
diff --git a/tests/auto/qmltest/canvas3d/tst_program.qml b/tests/auto/qmltest/canvas3d/tst_program.qml
new file mode 100644
index 0000000..d362fb6
--- /dev/null
+++ b/tests/auto/qmltest/canvas3d/tst_program.qml
@@ -0,0 +1,84 @@
+/****************************************************************************
+**
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
+**
+** This file is part of the QtCanvas3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL3$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPLv3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 2.0 requirements will be
+** met: http://www.gnu.org/licenses/gpl-2.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+import QtQuick 2.2
+import QtCanvas3D 1.0
+import QtTest 1.0
+
+import "tst_program.js" as Content
+
+Item {
+ id: top
+ height: 300
+ width: 300
+
+ property var canvas3d: null
+ property var activeContent: Content
+
+ function createCanvas() {
+ canvas3d = Qt.createQmlObject("
+ import QtQuick 2.2
+ import QtCanvas3D 1.0
+ Canvas3D {
+ property bool heightChanged: false
+ property bool widthChanged: false
+ property int initStatus: -1
+ property int renderStatus: -1
+
+ anchors.fill: parent
+ onInitializeGL: initStatus = activeContent.initializeGL(canvas3d)
+ onPaintGL: {
+ renderStatus = activeContent.paintGL(canvas3d)
+ }
+ onHeightChanged: heightChanged = true
+ onWidthChanged: widthChanged = true
+ }", top)
+ canvas3d.anchors.fill = top
+ }
+
+ TestCase {
+ name: "Canvas3D_test_program_and_shaders"
+ when: windowShown
+
+ function test_program_and_shaders() {
+ createCanvas()
+ verify(canvas3d !== null)
+ waitForRendering(canvas3d)
+ tryCompare(canvas3d, "initStatus", 0)
+ tryCompare(canvas3d, "renderStatus", 0)
+ }
+ }
+}
diff --git a/tests/auto/qmltest/canvas3d/tst_render_checkresult.js b/tests/auto/qmltest/canvas3d/tst_render_checkresult.js
index 407f0f6..b66c8ae 100644
--- a/tests/auto/qmltest/canvas3d/tst_render_checkresult.js
+++ b/tests/auto/qmltest/canvas3d/tst_render_checkresult.js
@@ -34,7 +34,7 @@
**
****************************************************************************/
-Qt.include("../../../../examples/canvas3d/3rdparty/gl-matrix.js")
+Qt.include("../../../../examples/canvas3d/canvas3d/3rdparty/gl-matrix.js")
var gl;
diff --git a/tests/auto/qmltest/canvas3d/tst_uniforms.js b/tests/auto/qmltest/canvas3d/tst_uniforms.js
new file mode 100644
index 0000000..d6227bc
--- /dev/null
+++ b/tests/auto/qmltest/canvas3d/tst_uniforms.js
@@ -0,0 +1,922 @@
+/****************************************************************************
+**
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
+**
+** This file is part of the QtCanvas3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL3$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPLv3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 2.0 requirements will be
+** met: http://www.gnu.org/licenses/gpl-2.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+var gl;
+var positionLocation;
+var inactiveUniformLocation;
+var testUniformLocation;
+var shaderProgram;
+var buffer;
+var vertexShader;
+var fragmentShader;
+
+var uniform1i;
+var uniform2i;
+var uniform3i;
+var uniform4i;
+var uniform1f;
+var uniform2f;
+var uniform3f;
+var uniform4f;
+var uniform1b;
+var uniform2b;
+var uniform3b;
+var uniform4b;
+var uniform1iv;
+var uniform2iv;
+var uniform3iv;
+var uniform4iv;
+var uniform1fv;
+var uniform2fv;
+var uniform3fv;
+var uniform4fv;
+var uniform1bv;
+var uniform2bv;
+var uniform3bv;
+var uniform4bv;
+var uniformMatrix2fv;
+var uniformMatrix3fv;
+var uniformMatrix4fv;
+var uniformSampler;
+
+var fillValue;
+var testArray;
+
+function constructTestArrayJS(count) {
+ testArray = [];
+ for (var i = 0; i < count; i++) {
+ testArray[i] = fillValue++;
+ }
+ return testArray;
+}
+
+function constructTestArrayBooleanJS(count) {
+ testArray = [];
+ for (var i = 0; i < count; i++) {
+ testArray[i] = Boolean(fillValue++ % 2);
+ }
+ return testArray;
+}
+
+function constructTestArrayInt(count) {
+ testArray = new Int32Array(count);
+ for (var i = 0; i < count; i++) {
+ testArray[i] = fillValue++;
+ }
+ return testArray;
+}
+
+function constructTestArrayFloat(count) {
+ testArray = new Float32Array(count);
+ for (var i = 0; i < count; i++) {
+ testArray[i] = fillValue++;
+ }
+ return testArray;
+}
+
+function compareUniformValues(a, b) {
+ if (a !== b) {
+ console.log("initializeGL(): FAILURE: returned uniform doesn't have expected contents.",
+ "Expected:", a, "Actual:", b);
+ return false;
+ }
+
+ return true;
+}
+
+function compareUniformArrays(a, b) {
+ if (a.length !== b.length) {
+ console.log("initializeGL(): FAILURE: returned uniform array not the expected length. Expected:",
+ a.length, "Actual:", b.length);
+ return false;
+ }
+
+ for (var i = 0; i < a.length; i++) {
+ if (a[i] !== b[i]) {
+ console.log("initializeGL(): FAILURE: returned uniform array doesn't have expected contents.",
+ "Expected:", a[i], "Actual:", b[i], "Index:", i);
+ return false;
+ }
+ }
+
+ return true;
+}
+
+function compareUniformSubArrays(index, len, a, b) {
+ var newArray = [];
+
+ if (len !== b.length) {
+ console.log("initializeGL(): FAILURE: returned uniform arrays not the expected length. Expected:",
+ a.length - index, "Actual:", b.length);
+ return false;
+ }
+
+ for (var i = 0; i < len; i++) {
+ newArray[i] = a[i + index];
+ }
+
+ return compareUniformArrays(newArray, b);
+}
+function compareUniformSubArraysTransposed(index, len, a, b) {
+ var newArray = [];
+
+ if (len !== b.length) {
+ console.log("initializeGL(): FAILURE: returned uniform arrays not the expected length. Expected:",
+ a.length - index, "Actual:", b.length);
+ return false;
+ }
+
+ var dim = Math.sqrt(len);
+
+ // Transpose the original array
+ var newIndex = 0;
+ for (var i = 0; i < dim; i++) {
+ for (var j = 0; j < dim; j++) {
+ newArray[newIndex++] = a[index + (j * dim) + i];
+ }
+ }
+
+ return compareUniformArrays(newArray, b);
+}
+
+function debugPrintArray(title, a) {
+ var len = a.length;
+ console.log(title);
+ for (var i = 0; i < len; i++) {
+ console.log(i, ":", a[i]);
+ }
+}
+
+function getUniformValue(uniformName) {
+ var uniformLocation = gl.getUniformLocation(shaderProgram, uniformName);
+ var uniformValue = gl.getUniform(shaderProgram, uniformLocation);
+
+ return uniformValue;
+}
+
+function initializeGL(canvas) {
+ var initStatus = 0
+ try {
+ gl = canvas.getContext("3d");
+ buffer = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
+ gl.bufferData(
+ gl.ARRAY_BUFFER, new Float32Array(
+ [-1.0, -1.0,
+ 1.0, -1.0,
+ -1.0, 1.0
+ ]),
+ gl.STATIC_DRAW);
+
+ if (!initShaders()) {
+ initStatus = 1;
+ } else {
+ gl.useProgram(shaderProgram);
+
+ positionLocation = gl.getAttribLocation(shaderProgram, "a_position");
+ gl.enableVertexAttribArray(positionLocation);
+ gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0);
+
+ inactiveUniformLocation = gl.getUniformLocation(shaderProgram, "inactiveUniform");
+ testUniformLocation = gl.getUniformLocation(shaderProgram, "testUniform");
+
+ uniform1i = gl.getUniformLocation(shaderProgram, "i1");
+ uniform2i = gl.getUniformLocation(shaderProgram, "i2");
+ uniform3i = gl.getUniformLocation(shaderProgram, "i3");
+ uniform4i = gl.getUniformLocation(shaderProgram, "i4");
+ uniform1f = gl.getUniformLocation(shaderProgram, "f1");
+ uniform2f = gl.getUniformLocation(shaderProgram, "f2");
+ uniform3f = gl.getUniformLocation(shaderProgram, "f3");
+ uniform4f = gl.getUniformLocation(shaderProgram, "f4");
+ uniform1b = gl.getUniformLocation(shaderProgram, "b1");
+ uniform2b = gl.getUniformLocation(shaderProgram, "b2");
+ uniform3b = gl.getUniformLocation(shaderProgram, "b3");
+ uniform4b = gl.getUniformLocation(shaderProgram, "b4");
+ uniform1iv = gl.getUniformLocation(shaderProgram, "i1v");
+ uniform2iv = gl.getUniformLocation(shaderProgram, "i2v");
+ uniform3iv = gl.getUniformLocation(shaderProgram, "i3v");
+ uniform4iv = gl.getUniformLocation(shaderProgram, "i4v");
+ uniform1fv = gl.getUniformLocation(shaderProgram, "f1v");
+ uniform2fv = gl.getUniformLocation(shaderProgram, "f2v");
+ uniform3fv = gl.getUniformLocation(shaderProgram, "f3v");
+ uniform4fv = gl.getUniformLocation(shaderProgram, "f4v");
+ uniform1bv = gl.getUniformLocation(shaderProgram, "b1v");
+ uniform2bv = gl.getUniformLocation(shaderProgram, "b2v");
+ uniform3bv = gl.getUniformLocation(shaderProgram, "b3v");
+ uniform4bv = gl.getUniformLocation(shaderProgram, "b4v");
+ uniformMatrix2fv = gl.getUniformLocation(shaderProgram, "matrix2");
+ uniformMatrix3fv = gl.getUniformLocation(shaderProgram, "matrix3");
+ uniformMatrix4fv = gl.getUniformLocation(shaderProgram, "matrix4");
+ uniformSampler = gl.getUniformLocation(shaderProgram, "uSampler")
+
+ gl.activeTexture(gl.TEXTURE0);
+ gl.uniform1i(uniformSampler, 0);
+
+ gl.clearColor(0.0, 0.0, 0.0, 1.0);
+
+ gl.viewport(0, 0,
+ canvas.width * canvas.devicePixelRatio,
+ canvas.height * canvas.devicePixelRatio);
+
+ // Test getActiveUniform
+ var uniformCount = 0;
+ var expectedUniformCount = 37;
+ var actualUniformCount = gl.getProgramParameter(shaderProgram, gl.ACTIVE_UNIFORMS);
+
+ for (var i = 0; i < actualUniformCount; i++) {
+ var activeInfo = gl.getActiveUniform(shaderProgram, i);
+ if (activeInfo.name !== "")
+ uniformCount++;
+ if (activeInfo.name === "testUniform") {
+ if (activeInfo.size !== 1) {
+ console.log("initializeGL(): FAILURE: testUniform size wrong");
+ return 2;
+ }
+
+ if (activeInfo.type !== Context3D.FLOAT) {
+ console.log("initializeGL(): FAILURE: testUniform type wrong");
+ return 3;
+ }
+ }
+ }
+
+ if (uniformCount !== expectedUniformCount) {
+ console.log("initializeGL(): FAILURE: active uniform count wrong, expected:",
+ expectedUniformCount, "actual:", uniformCount);
+ return 4;
+ }
+
+ // Test uniform setters and getters
+ var uniformValue = 0;
+ var checkValue = false;
+ fillValue = 1;
+
+ gl.uniform1i(uniform1i, fillValue);
+ uniformValue = gl.getUniform(shaderProgram, uniform1i);
+ if (!compareUniformValues(fillValue, uniformValue))
+ return 5;
+ fillValue++;
+
+ constructTestArrayJS(2);
+ gl.uniform2i(uniform2i, testArray[0], testArray[1]);
+ uniformValue = gl.getUniform(shaderProgram, uniform2i);
+ if (!compareUniformArrays(testArray, uniformValue))
+ return 6;
+
+ constructTestArrayJS(3);
+ gl.uniform3i(uniform3i, testArray[0], testArray[1], testArray[2]);
+ uniformValue = gl.getUniform(shaderProgram, uniform3i);
+ if (!compareUniformArrays(testArray, uniformValue))
+ return 7;
+
+ constructTestArrayJS(4);
+ gl.uniform4i(uniform4i, testArray[0], testArray[1], testArray[2], testArray[3]);
+ uniformValue = gl.getUniform(shaderProgram, uniform4i);
+ if (!compareUniformArrays(testArray, uniformValue))
+ return 8;
+
+ gl.uniform1f(uniform1f, fillValue);
+ uniformValue = gl.getUniform(shaderProgram, uniform1f);
+ if (!compareUniformValues(fillValue, uniformValue))
+ return 9;
+ fillValue++;
+
+ constructTestArrayJS(2);
+ gl.uniform2f(uniform2f, testArray[0], testArray[1]);
+ uniformValue = gl.getUniform(shaderProgram, uniform2f);
+ if (!compareUniformArrays(testArray, uniformValue))
+ return 10;
+
+ constructTestArrayJS(3);
+ gl.uniform3f(uniform3f, testArray[0], testArray[1], testArray[2]);
+ uniformValue = gl.getUniform(shaderProgram, uniform3f);
+ if (!compareUniformArrays(testArray, uniformValue))
+ return 11;
+
+ constructTestArrayJS(4);
+ gl.uniform4f(uniform4f, testArray[0], testArray[1], testArray[2], testArray[3]);
+ uniformValue = gl.getUniform(shaderProgram, uniform4f);
+ if (!compareUniformArrays(testArray, uniformValue))
+ return 12;
+
+ gl.uniform1i(uniform1b, true);
+ uniformValue = gl.getUniform(shaderProgram, uniform1b);
+ if (!compareUniformValues(true, uniformValue))
+ return 13;
+ fillValue++;
+
+ constructTestArrayBooleanJS(2);
+ gl.uniform2i(uniform2b, testArray[0], testArray[1]);
+ uniformValue = gl.getUniform(shaderProgram, uniform2b);
+ if (!compareUniformArrays(testArray, uniformValue))
+ return 14;
+
+ constructTestArrayBooleanJS(3);
+ gl.uniform3i(uniform3b, testArray[0], testArray[1], testArray[2]);
+ uniformValue = gl.getUniform(shaderProgram, uniform3b);
+ if (!compareUniformArrays(testArray, uniformValue))
+ return 15;
+
+ constructTestArrayBooleanJS(4);
+ gl.uniform4i(uniform4b, testArray[0], testArray[1], testArray[2], testArray[3]);
+ uniformValue = gl.getUniform(shaderProgram, uniform4b);
+ if (!compareUniformArrays(testArray, uniformValue))
+ return 16;
+
+ // Test both javascript arrays and typed arrays for functions that take arrays
+ var arrayElements = 3;
+ var elementLen = 1;
+ gl.uniform1iv(uniform1iv, constructTestArrayJS(arrayElements * elementLen));
+
+ uniformValue = getUniformValue("i1v[0]");
+ if (!compareUniformValues(testArray[0], uniformValue))
+ return 17;
+ uniformValue = getUniformValue("i1v[1]");
+ if (!compareUniformValues(testArray[1], uniformValue))
+ return 18;
+ uniformValue = getUniformValue("i1v[2]");
+ if (!compareUniformValues(testArray[2], uniformValue))
+ return 19;
+
+ elementLen = 2;
+ gl.uniform2iv(uniform2iv, constructTestArrayJS(arrayElements * elementLen));
+
+ uniformValue = getUniformValue("i2v[0]");
+ if (!compareUniformSubArrays(0 * elementLen, elementLen, testArray, uniformValue))
+ return 20;
+ uniformValue = getUniformValue("i2v[1]");
+ if (!compareUniformSubArrays(1 * elementLen, elementLen, testArray, uniformValue))
+ return 21;
+ uniformValue = getUniformValue("i2v[2]");
+ if (!compareUniformSubArrays(2 * elementLen, elementLen, testArray, uniformValue))
+ return 22;
+
+ elementLen = 3;
+ gl.uniform3iv(uniform3iv, constructTestArrayJS(arrayElements * elementLen));
+
+ uniformValue = getUniformValue("i3v[0]");
+ if (!compareUniformSubArrays(0 * elementLen, elementLen, testArray, uniformValue))
+ return 23;
+ uniformValue = getUniformValue("i3v[1]");
+ if (!compareUniformSubArrays(1 * elementLen, elementLen, testArray, uniformValue))
+ return 24;
+ uniformValue = getUniformValue("i3v[2]");
+ if (!compareUniformSubArrays(2 * elementLen, elementLen, testArray, uniformValue))
+ return 25;
+
+ elementLen = 4;
+ gl.uniform4iv(uniform4iv, constructTestArrayJS(arrayElements * elementLen));
+
+ uniformValue = getUniformValue("i4v[0]");
+ if (!compareUniformSubArrays(0 * elementLen, elementLen, testArray, uniformValue))
+ return 26;
+ uniformValue = getUniformValue("i4v[1]");
+ if (!compareUniformSubArrays(1 * elementLen, elementLen, testArray, uniformValue))
+ return 27;
+ uniformValue = getUniformValue("i4v[2]");
+ if (!compareUniformSubArrays(2 * elementLen, elementLen, testArray, uniformValue))
+ return 28;
+
+ elementLen = 1;
+ gl.uniform1fv(uniform1fv, constructTestArrayJS(arrayElements * elementLen));
+
+ uniformValue = getUniformValue("f1v[0]");
+ if (!compareUniformValues(testArray[0], uniformValue))
+ return 29;
+ uniformValue = getUniformValue("f1v[1]");
+ if (!compareUniformValues(testArray[1], uniformValue))
+ return 30;
+ uniformValue = getUniformValue("f1v[2]");
+ if (!compareUniformValues(testArray[2], uniformValue))
+ return 31;
+
+ elementLen = 2;
+ gl.uniform2fv(uniform2fv, constructTestArrayJS(arrayElements * elementLen));
+
+ uniformValue = getUniformValue("f2v[0]");
+ if (!compareUniformSubArrays(0 * elementLen, elementLen, testArray, uniformValue))
+ return 32;
+ uniformValue = getUniformValue("f2v[1]");
+ if (!compareUniformSubArrays(1 * elementLen, elementLen, testArray, uniformValue))
+ return 33;
+ uniformValue = getUniformValue("f2v[2]");
+ if (!compareUniformSubArrays(2 * elementLen, elementLen, testArray, uniformValue))
+ return 34;
+
+ elementLen = 3;
+ gl.uniform3fv(uniform3fv, constructTestArrayJS(arrayElements * elementLen));
+
+ uniformValue = getUniformValue("f3v[0]");
+ if (!compareUniformSubArrays(0 * elementLen, elementLen, testArray, uniformValue))
+ return 35;
+ uniformValue = getUniformValue("f3v[1]");
+ if (!compareUniformSubArrays(1 * elementLen, elementLen, testArray, uniformValue))
+ return 36;
+ uniformValue = getUniformValue("f3v[2]");
+ if (!compareUniformSubArrays(2 * elementLen, elementLen, testArray, uniformValue))
+ return 37;
+
+ elementLen = 4;
+ gl.uniform4fv(uniform4fv, constructTestArrayJS(arrayElements * elementLen));
+
+ uniformValue = getUniformValue("f4v[0]");
+ if (!compareUniformSubArrays(0 * elementLen, elementLen, testArray, uniformValue))
+ return 38;
+ uniformValue = getUniformValue("f4v[1]");
+ if (!compareUniformSubArrays(1 * elementLen, elementLen, testArray, uniformValue))
+ return 39;
+ uniformValue = getUniformValue("f4v[2]");
+ if (!compareUniformSubArrays(2 * elementLen, elementLen, testArray, uniformValue))
+ return 40;
+
+ elementLen = 1
+ gl.uniform1iv(uniform1bv, constructTestArrayBooleanJS(arrayElements * elementLen));
+
+ uniformValue = getUniformValue("b1v[0]");
+ if (!compareUniformValues(testArray[0], uniformValue))
+ return 41;
+ uniformValue = getUniformValue("b1v[1]");
+ if (!compareUniformValues(testArray[1], uniformValue))
+ return 42;
+ uniformValue = getUniformValue("b1v[2]");
+ if (!compareUniformValues(testArray[2], uniformValue))
+ return 43;
+
+ elementLen = 2;
+ gl.uniform2iv(uniform2bv, constructTestArrayBooleanJS(arrayElements * elementLen));
+
+ uniformValue = getUniformValue("b2v[0]");
+ if (!compareUniformSubArrays(0 * elementLen, elementLen, testArray, uniformValue))
+ return 44;
+ uniformValue = getUniformValue("b2v[1]");
+ if (!compareUniformSubArrays(1 * elementLen, elementLen, testArray, uniformValue))
+ return 45;
+ uniformValue = getUniformValue("b2v[2]");
+ if (!compareUniformSubArrays(2 * elementLen, elementLen, testArray, uniformValue))
+ return 46;
+
+ elementLen = 3;
+ gl.uniform3iv(uniform3bv, constructTestArrayBooleanJS(arrayElements * elementLen));
+
+ uniformValue = getUniformValue("b3v[0]");
+ if (!compareUniformSubArrays(0 * elementLen, elementLen, testArray, uniformValue))
+ return 47;
+ uniformValue = getUniformValue("b3v[1]");
+ if (!compareUniformSubArrays(1 * elementLen, elementLen, testArray, uniformValue))
+ return 48;
+ uniformValue = getUniformValue("b3v[2]");
+ if (!compareUniformSubArrays(2 * elementLen, elementLen, testArray, uniformValue))
+ return 49;
+
+ elementLen = 4;
+ gl.uniform4iv(uniform4bv, constructTestArrayBooleanJS(arrayElements * elementLen));
+
+ uniformValue = getUniformValue("b4v[0]");
+ if (!compareUniformSubArrays(0 * elementLen, elementLen, testArray, uniformValue))
+ return 50;
+ uniformValue = getUniformValue("b4v[1]");
+ if (!compareUniformSubArrays(1 * elementLen, elementLen, testArray, uniformValue))
+ return 51;
+ uniformValue = getUniformValue("b4v[2]");
+ if (!compareUniformSubArrays(2 * elementLen, elementLen, testArray, uniformValue))
+ return 52;
+
+ elementLen = 2 * 2;
+ gl.uniformMatrix2fv(uniformMatrix2fv, false, constructTestArrayJS(arrayElements * elementLen));
+
+ uniformValue = getUniformValue("matrix2[0]");
+ if (!compareUniformSubArrays(0 * elementLen, elementLen, testArray, uniformValue))
+ return 53;
+ uniformValue = getUniformValue("matrix2[1]");
+ if (!compareUniformSubArrays(1 * elementLen, elementLen, testArray, uniformValue))
+ return 54;
+ uniformValue = getUniformValue("matrix2[2]");
+ if (!compareUniformSubArrays(2 * elementLen, elementLen, testArray, uniformValue))
+ return 55;
+
+ gl.uniformMatrix2fv(uniformMatrix2fv, true, constructTestArrayJS(arrayElements * elementLen));
+
+ uniformValue = getUniformValue("matrix2[0]");
+ if (!compareUniformSubArraysTransposed(0 * elementLen, elementLen, testArray, uniformValue))
+ return 56;
+ uniformValue = getUniformValue("matrix2[1]");
+ if (!compareUniformSubArraysTransposed(1 * elementLen, elementLen, testArray, uniformValue))
+ return 57;
+ uniformValue = getUniformValue("matrix2[2]");
+ if (!compareUniformSubArraysTransposed(2 * elementLen, elementLen, testArray, uniformValue))
+ return 58;
+
+ elementLen = 3 * 3;
+ gl.uniformMatrix3fv(uniformMatrix3fv, false, constructTestArrayJS(arrayElements * elementLen));
+
+ uniformValue = getUniformValue("matrix3[0]");
+ if (!compareUniformSubArrays(0 * elementLen, elementLen, testArray, uniformValue))
+ return 59;
+ uniformValue = getUniformValue("matrix3[1]");
+ if (!compareUniformSubArrays(1 * elementLen, elementLen, testArray, uniformValue))
+ return 60;
+ uniformValue = getUniformValue("matrix3[2]");
+ if (!compareUniformSubArrays(2 * elementLen, elementLen, testArray, uniformValue))
+ return 61;
+
+ gl.uniformMatrix3fv(uniformMatrix3fv, true, constructTestArrayJS(arrayElements * elementLen));
+
+ uniformValue = getUniformValue("matrix3[0]");
+ if (!compareUniformSubArraysTransposed(0 * elementLen, elementLen, testArray, uniformValue))
+ return 62;
+ uniformValue = getUniformValue("matrix3[1]");
+ if (!compareUniformSubArraysTransposed(1 * elementLen, elementLen, testArray, uniformValue))
+ return 63;
+ uniformValue = getUniformValue("matrix3[2]");
+ if (!compareUniformSubArraysTransposed(2 * elementLen, elementLen, testArray, uniformValue))
+ return 64;
+
+ elementLen = 4 * 4;
+ gl.uniformMatrix4fv(uniformMatrix4fv, false, constructTestArrayJS(arrayElements * elementLen));
+
+ uniformValue = getUniformValue("matrix4[0]");
+ if (!compareUniformSubArrays(0 * elementLen, elementLen, testArray, uniformValue))
+ return 65;
+ uniformValue = getUniformValue("matrix4[1]");
+ if (!compareUniformSubArrays(1 * elementLen, elementLen, testArray, uniformValue))
+ return 66;
+ uniformValue = getUniformValue("matrix4[2]");
+ if (!compareUniformSubArrays(2 * elementLen, elementLen, testArray, uniformValue))
+ return 67;
+
+ gl.uniformMatrix4fv(uniformMatrix4fv, true, constructTestArrayJS(arrayElements * elementLen));
+
+ uniformValue = getUniformValue("matrix4[0]");
+ if (!compareUniformSubArraysTransposed(0 * elementLen, elementLen, testArray, uniformValue))
+ return 68;
+ uniformValue = getUniformValue("matrix4[1]");
+ if (!compareUniformSubArraysTransposed(1 * elementLen, elementLen, testArray, uniformValue))
+ return 69;
+ uniformValue = getUniformValue("matrix4[2]");
+ if (!compareUniformSubArraysTransposed(2 * elementLen, elementLen, testArray, uniformValue))
+ return 70;
+
+ elementLen = 1;
+ gl.uniform1iv(uniform1iv, constructTestArrayInt(arrayElements * elementLen));
+
+ uniformValue = getUniformValue("i1v[0]");
+ if (!compareUniformValues(testArray[0], uniformValue))
+ return 71;
+ uniformValue = getUniformValue("i1v[1]");
+ if (!compareUniformValues(testArray[1], uniformValue))
+ return 72;
+ uniformValue = getUniformValue("i1v[2]");
+ if (!compareUniformValues(testArray[2], uniformValue))
+ return 73;
+
+ elementLen = 2;
+ gl.uniform2iv(uniform2iv, constructTestArrayInt(arrayElements * elementLen));
+
+ uniformValue = getUniformValue("i2v[0]");
+ if (!compareUniformSubArrays(0 * elementLen, elementLen, testArray, uniformValue))
+ return 74;
+ uniformValue = getUniformValue("i2v[1]");
+ if (!compareUniformSubArrays(1 * elementLen, elementLen, testArray, uniformValue))
+ return 75;
+ uniformValue = getUniformValue("i2v[2]");
+ if (!compareUniformSubArrays(2 * elementLen, elementLen, testArray, uniformValue))
+ return 76;
+
+ elementLen = 3;
+ gl.uniform3iv(uniform3iv, constructTestArrayInt(arrayElements * elementLen));
+
+ uniformValue = getUniformValue("i3v[0]");
+ if (!compareUniformSubArrays(0 * elementLen, elementLen, testArray, uniformValue))
+ return 77;
+ uniformValue = getUniformValue("i3v[1]");
+ if (!compareUniformSubArrays(1 * elementLen, elementLen, testArray, uniformValue))
+ return 78;
+ uniformValue = getUniformValue("i3v[2]");
+ if (!compareUniformSubArrays(2 * elementLen, elementLen, testArray, uniformValue))
+ return 79;
+
+ elementLen = 4;
+ gl.uniform4iv(uniform4iv, constructTestArrayInt(arrayElements * elementLen));
+
+ uniformValue = getUniformValue("i4v[0]");
+ if (!compareUniformSubArrays(0 * elementLen, elementLen, testArray, uniformValue))
+ return 80;
+ uniformValue = getUniformValue("i4v[1]");
+ if (!compareUniformSubArrays(1 * elementLen, elementLen, testArray, uniformValue))
+ return 81;
+ uniformValue = getUniformValue("i4v[2]");
+ if (!compareUniformSubArrays(2 * elementLen, elementLen, testArray, uniformValue))
+ return 82;
+
+ elementLen = 1;
+ gl.uniform1fv(uniform1fv, constructTestArrayFloat(arrayElements * elementLen));
+
+ uniformValue = getUniformValue("f1v[0]");
+ if (!compareUniformValues(testArray[0], uniformValue))
+ return 83;
+ uniformValue = getUniformValue("f1v[1]");
+ if (!compareUniformValues(testArray[1], uniformValue))
+ return 84;
+ uniformValue = getUniformValue("f1v[2]");
+ if (!compareUniformValues(testArray[2], uniformValue))
+ return 85;
+
+ elementLen = 2;
+ gl.uniform2fv(uniform2fv, constructTestArrayFloat(arrayElements * elementLen));
+
+ uniformValue = getUniformValue("f2v[0]");
+ if (!compareUniformSubArrays(0 * elementLen, elementLen, testArray, uniformValue))
+ return 86;
+ uniformValue = getUniformValue("f2v[1]");
+ if (!compareUniformSubArrays(1 * elementLen, elementLen, testArray, uniformValue))
+ return 87;
+ uniformValue = getUniformValue("f2v[2]");
+ if (!compareUniformSubArrays(2 * elementLen, elementLen, testArray, uniformValue))
+ return 88;
+
+ elementLen = 3;
+ gl.uniform3fv(uniform3fv, constructTestArrayFloat(arrayElements * elementLen));
+
+ uniformValue = getUniformValue("f3v[0]");
+ if (!compareUniformSubArrays(0 * elementLen, elementLen, testArray, uniformValue))
+ return 89;
+ uniformValue = getUniformValue("f3v[1]");
+ if (!compareUniformSubArrays(1 * elementLen, elementLen, testArray, uniformValue))
+ return 90;
+ uniformValue = getUniformValue("f3v[2]");
+ if (!compareUniformSubArrays(2 * elementLen, elementLen, testArray, uniformValue))
+ return 91;
+
+ elementLen = 4;
+ gl.uniform4fv(uniform4fv, constructTestArrayFloat(arrayElements * elementLen));
+
+ uniformValue = getUniformValue("f4v[0]");
+ if (!compareUniformSubArrays(0 * elementLen, elementLen, testArray, uniformValue))
+ return 92;
+ uniformValue = getUniformValue("f4v[1]");
+ if (!compareUniformSubArrays(1 * elementLen, elementLen, testArray, uniformValue))
+ return 93;
+ uniformValue = getUniformValue("f4v[2]");
+ if (!compareUniformSubArrays(2 * elementLen, elementLen, testArray, uniformValue))
+ return 94;
+
+ elementLen = 2 * 2;
+ gl.uniformMatrix2fv(uniformMatrix2fv, false, constructTestArrayFloat(arrayElements * elementLen));
+
+ uniformValue = getUniformValue("matrix2[0]");
+ if (!compareUniformSubArrays(0 * elementLen, elementLen, testArray, uniformValue))
+ return 95;
+ uniformValue = getUniformValue("matrix2[1]");
+ if (!compareUniformSubArrays(1 * elementLen, elementLen, testArray, uniformValue))
+ return 96;
+ uniformValue = getUniformValue("matrix2[2]");
+ if (!compareUniformSubArrays(2 * elementLen, elementLen, testArray, uniformValue))
+ return 97;
+
+ gl.uniformMatrix2fv(uniformMatrix2fv, true, constructTestArrayFloat(arrayElements * elementLen));
+
+ uniformValue = getUniformValue("matrix2[0]");
+ if (!compareUniformSubArraysTransposed(0 * elementLen, elementLen, testArray, uniformValue))
+ return 98;
+ uniformValue = getUniformValue("matrix2[1]");
+ if (!compareUniformSubArraysTransposed(1 * elementLen, elementLen, testArray, uniformValue))
+ return 99;
+ uniformValue = getUniformValue("matrix2[2]");
+ if (!compareUniformSubArraysTransposed(2 * elementLen, elementLen, testArray, uniformValue))
+ return 100;
+
+ elementLen = 3 * 3;
+ gl.uniformMatrix3fv(uniformMatrix3fv, false, constructTestArrayFloat(arrayElements * elementLen));
+
+ uniformValue = getUniformValue("matrix3[0]");
+ if (!compareUniformSubArrays(0 * elementLen, elementLen, testArray, uniformValue))
+ return 101;
+ uniformValue = getUniformValue("matrix3[1]");
+ if (!compareUniformSubArrays(1 * elementLen, elementLen, testArray, uniformValue))
+ return 102;
+ uniformValue = getUniformValue("matrix3[2]");
+ if (!compareUniformSubArrays(2 * elementLen, elementLen, testArray, uniformValue))
+ return 103;
+
+ gl.uniformMatrix3fv(uniformMatrix3fv, true, constructTestArrayFloat(arrayElements * elementLen));
+
+ uniformValue = getUniformValue("matrix3[0]");
+ if (!compareUniformSubArraysTransposed(0 * elementLen, elementLen, testArray, uniformValue))
+ return 104;
+ uniformValue = getUniformValue("matrix3[1]");
+ if (!compareUniformSubArraysTransposed(1 * elementLen, elementLen, testArray, uniformValue))
+ return 105;
+ uniformValue = getUniformValue("matrix3[2]");
+ if (!compareUniformSubArraysTransposed(2 * elementLen, elementLen, testArray, uniformValue))
+ return 106;
+
+ elementLen = 4 * 4;
+ gl.uniformMatrix4fv(uniformMatrix4fv, false, constructTestArrayFloat(arrayElements * elementLen));
+
+ uniformValue = getUniformValue("matrix4[0]");
+ if (!compareUniformSubArrays(0 * elementLen, elementLen, testArray, uniformValue))
+ return 107;
+ uniformValue = getUniformValue("matrix4[1]");
+ if (!compareUniformSubArrays(1 * elementLen, elementLen, testArray, uniformValue))
+ return 108;
+ uniformValue = getUniformValue("matrix4[2]");
+ if (!compareUniformSubArrays(2 * elementLen, elementLen, testArray, uniformValue))
+ return 109;
+
+ gl.uniformMatrix4fv(uniformMatrix4fv, true, constructTestArrayFloat(arrayElements * elementLen));
+
+ uniformValue = getUniformValue("matrix4[0]");
+ if (!compareUniformSubArraysTransposed(0 * elementLen, elementLen, testArray, uniformValue))
+ return 110;
+ uniformValue = getUniformValue("matrix4[1]");
+ if (!compareUniformSubArraysTransposed(1 * elementLen, elementLen, testArray, uniformValue))
+ return 111;
+ uniformValue = getUniformValue("matrix4[2]");
+ if (!compareUniformSubArraysTransposed(2 * elementLen, elementLen, testArray, uniformValue))
+ return 112;
+
+ gl.uniform1i(uniformSampler, 1);
+ uniformValue = gl.getUniform(shaderProgram, uniformSampler);
+ if (!compareUniformValues(1, uniformValue))
+ return 113;
+
+ constructTestArrayJS(3);
+ var uniformLocation = gl.getUniformLocation(shaderProgram, "uStruct.first");
+ gl.uniform3f(uniformLocation, testArray[0], testArray[1], testArray[2]);
+ uniformValue = gl.getUniform(shaderProgram, uniformLocation);
+ if (!compareUniformArrays(testArray, uniformValue))
+ return 114;
+
+ uniformLocation = gl.getUniformLocation(shaderProgram, "uStruct.second");
+ gl.uniform1i(uniformLocation, fillValue);
+ uniformValue = gl.getUniform(shaderProgram, uniformLocation);
+ if (!compareUniformValues(fillValue, uniformValue))
+ return 115;
+ fillValue++;
+
+ constructTestArrayJS(3);
+ uniformLocation = gl.getUniformLocation(shaderProgram, "uStructv[0].first");
+ gl.uniform3f(uniformLocation, testArray[0], testArray[1], testArray[2]);
+ uniformValue = gl.getUniform(shaderProgram, uniformLocation);
+ if (!compareUniformArrays(testArray, uniformValue))
+ return 116;
+
+ uniformLocation = gl.getUniformLocation(shaderProgram, "uStructv[0].second");
+ gl.uniform1i(uniformLocation, fillValue);
+ uniformValue = gl.getUniform(shaderProgram, uniformLocation);
+ if (!compareUniformValues(fillValue, uniformValue))
+ return 117;
+ fillValue++;
+ }
+ } catch(e) {
+ console.log("initializeGL(): FAILURE!");
+ console.log(""+e);
+ console.log(""+e.message);
+ initStatus = -1;
+ }
+ return initStatus;
+}
+
+function paintGL(canvas) {
+ gl.clear(gl.COLOR_BUFFER_BIT);
+ gl.drawArrays(gl.TRIANGLES, 0, 3);
+
+ return 0;
+}
+
+function initShaders()
+{
+ vertexShader = compileShader("attribute vec2 a_position; \
+ void main() { \
+ gl_Position = vec4(a_position, 0.0, 1.0); \
+ }", gl.VERTEX_SHADER);
+ fragmentShader = compileShader("struct TestStruct \
+ { \
+ highp vec3 first; \
+ int second; \
+ }; \
+ uniform highp float inactiveUniform; \
+ uniform highp float testUniform; \
+ uniform int i1; \
+ uniform ivec2 i2; \
+ uniform ivec3 i3; \
+ uniform ivec4 i4; \
+ uniform highp float f1; \
+ uniform highp vec2 f2; \
+ uniform highp vec3 f3; \
+ uniform highp vec4 f4; \
+ uniform bool b1; \
+ uniform bvec2 b2; \
+ uniform bvec3 b3; \
+ uniform bvec4 b4; \
+ uniform int i1v[3]; \
+ uniform ivec2 i2v[3]; \
+ uniform ivec3 i3v[3]; \
+ uniform ivec4 i4v[3]; \
+ uniform highp float f1v[3]; \
+ uniform highp vec2 f2v[3]; \
+ uniform highp vec3 f3v[3]; \
+ uniform highp vec4 f4v[3]; \
+ uniform bool b1v[3]; \
+ uniform bvec2 b2v[3]; \
+ uniform bvec3 b3v[3]; \
+ uniform bvec4 b4v[3]; \
+ uniform highp mat2 matrix2[3]; \
+ uniform highp mat3 matrix3[3]; \
+ uniform highp mat4 matrix4[3]; \
+ uniform sampler2D uSampler; \
+ uniform TestStruct uStruct; \
+ uniform TestStruct uStructv[3]; \
+ void main() { \
+ int iValue = i1 + i2.x + i3.y + i4.z; \
+ highp float fValue = f1 + f2.x + f3.y + f4.z; \
+ if (b1 || b2.x || b3.y || b4.z) \
+ iValue++; \
+ fValue += uStruct.first.x; \
+ iValue += uStruct.second; \
+ for (int i = 0; i < 3; i++) { \
+ iValue += i1v[i]; \
+ iValue += i2v[i].x; \
+ iValue += i3v[i].y; \
+ iValue += i4v[i].z; \
+ fValue += f1v[i]; \
+ fValue += f2v[i].x; \
+ fValue += f3v[i].y; \
+ fValue += f4v[i].z; \
+ fValue += matrix2[i][0][0]; \
+ fValue += matrix3[i][1][1]; \
+ fValue += matrix4[i][2][2]; \
+ if (b1v[i] || b2v[i].x || b3v[i].y || b4v[i].z) \
+ iValue++; \
+ fValue += uStructv[i].first.x; \
+ iValue += uStructv[i].second; \
+ } \
+ highp vec4 texelColor = texture2D(uSampler, vec2(fValue, fValue)); \
+ if (iValue > 30) { \
+ gl_FragColor = vec4(fValue, testUniform, texelColor.b, 1.0); \
+ } else { \
+ gl_FragColor = texelColor; \
+ } \
+ }", gl.FRAGMENT_SHADER);
+
+ shaderProgram = gl.createProgram();
+ gl.attachShader(shaderProgram, vertexShader);
+ gl.attachShader(shaderProgram, fragmentShader);
+ gl.linkProgram(shaderProgram);
+
+ // Check linking status
+ if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
+ console.log("Could not initialize shaders");
+ console.log(gl.getProgramInfoLog(shaderProgram));
+ return false;
+ }
+
+ return true;
+}
+
+function compileShader(str, type) {
+ var shader = gl.createShader(type);
+ gl.shaderSource(shader, str);
+ gl.compileShader(shader);
+
+ if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
+ console.log("JS:Shader compile failed");
+ console.log(gl.getShaderInfoLog(shader));
+ return null;
+ }
+
+ return shader;
+}
diff --git a/tests/auto/qmltest/canvas3d/tst_uniforms.qml b/tests/auto/qmltest/canvas3d/tst_uniforms.qml
new file mode 100644
index 0000000..a42d89c
--- /dev/null
+++ b/tests/auto/qmltest/canvas3d/tst_uniforms.qml
@@ -0,0 +1,74 @@
+/****************************************************************************
+**
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
+**
+** This file is part of the QtCanvas3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL3$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPLv3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 2.0 requirements will be
+** met: http://www.gnu.org/licenses/gpl-2.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+import QtQuick 2.2
+import QtCanvas3D 1.0
+import QtTest 1.0
+
+import "tst_uniforms.js" as Content
+
+Item {
+ id: top
+ height: 300
+ width: 300
+
+ Canvas3D {
+ id: uniforms_test
+ property bool heightChanged: false
+ property bool widthChanged: false
+ property int initStatus: -1
+ property int renderStatus: -1
+
+ anchors.fill: parent
+ onInitializeGL: initStatus = Content.initializeGL(uniforms_test)
+ onPaintGL: {
+ renderStatus = Content.paintGL(uniforms_test)
+ }
+ onHeightChanged: heightChanged = true
+ onWidthChanged: widthChanged = true
+ }
+
+ TestCase {
+ name: "Canvas3D_test_uniforms"
+ when: windowShown
+
+ function test_uniforms() {
+ waitForRendering(uniforms_test)
+ tryCompare(uniforms_test, "initStatus", 0)
+ tryCompare(uniforms_test, "renderStatus", 0)
+ }
+ }
+}
diff --git a/tests/manual/commandthroughput/commandthroughput.qrc b/tests/manual/commandthroughput/commandthroughput.qrc
index 0e13094..38a179f 100644
--- a/tests/manual/commandthroughput/commandthroughput.qrc
+++ b/tests/manual/commandthroughput/commandthroughput.qrc
@@ -1,6 +1,6 @@
<RCC>
<qresource prefix="/">
- <file>../../../examples/canvas3d/3rdparty/gl-matrix.js</file>
+ <file>../../../examples/canvas3d/canvas3d/3rdparty/gl-matrix.js</file>
<file>qml/commandthroughput/commandthroughput.js</file>
<file>qml/commandthroughput/main.qml</file>
</qresource>
diff --git a/tests/manual/commandthroughput/qml/commandthroughput/commandthroughput.js b/tests/manual/commandthroughput/qml/commandthroughput/commandthroughput.js
index 16b4216..547419f 100644
--- a/tests/manual/commandthroughput/qml/commandthroughput/commandthroughput.js
+++ b/tests/manual/commandthroughput/qml/commandthroughput/commandthroughput.js
@@ -34,7 +34,7 @@
**
****************************************************************************/
-Qt.include("../../../examples/canvas3d/3rdparty/gl-matrix.js")
+Qt.include("../../../examples/canvas3d/canvas3d/3rdparty/gl-matrix.js")
//
// Draws a cube that has the Qt logo as decal texture on each face in to a texture.