diff --git a/.gitignore b/.gitignore index 920d4fb..d652658 100644 --- a/.gitignore +++ b/.gitignore @@ -5,3 +5,6 @@ composer.lock .DS_Store /app/config/database.php /app/config/app.php +.vagrant +*.sublime-workspace +*.sublime-project \ No newline at end of file diff --git a/CONTRIBUTING.md b/CONTRIBUTING.md index a04ec11..efb029b 100644 --- a/CONTRIBUTING.md +++ b/CONTRIBUTING.md @@ -5,3 +5,21 @@ Bug reports go into issues. Be as detailed as possible. Discussion should ideally be first on IRC (#r/a/dio@irc.rizon.net) and then in a github issue if the discussion has any merit. Pull request to your heart's content if you fancy doing something that's lacking. + +# Translations + +All translations are made using the system that Laravel 4 uses: http://laravel.com/docs/localization + +Files for localizing are arrays, located in `app/lang/:locale/:file.php`. + +These are PHP files, meaning you can put executable code in them, but be warned that this means your pull request will be flat-out rejected in that case. + +Rules for translations: + +1. Translations must not be filled with shitposting +2. No HTML is allowed inside of translations +3. You must not use code to pluralize sentences. Use the format `"singular|plural"` instead. +4. All translations must be sent via pull request on github and signed off. +5. There must be no executable code in the language files + +To see where all of the translations are physically on a page, set `"locale" => ""` in `app/config/app.php` before you do any work. This will result in a bunch of strings (e.g. "search.placeholder", "search.button") appearing everywhere. These are the locale placeholders, which you then replace in the relevant files (i.e. `search.placeholder` would be `"placeholder" => "Search"` in `app/lang/en/search.php`). diff --git a/Vagrantfile b/Vagrantfile new file mode 100644 index 0000000..aa2d15c --- /dev/null +++ b/Vagrantfile @@ -0,0 +1,31 @@ +# -*- mode: ruby -*- +# vi: set ft=ruby : + +# Vagrantfile API/syntax version. Don't touch unless you know what you're doing! +VAGRANTFILE_API_VERSION = "2" + +Vagrant.configure(VAGRANTFILE_API_VERSION) do |config| + # All Vagrant configuration is done here. The most common configuration + # options are documented and commented below. For a complete reference, + # please see the online documentation at vagrantup.com. + + # Every Vagrant virtual environment requires a box to build off of. + config.vm.box = "radio" + + # The url from where the 'config.vm.box' box will be fetched if it + # doesn't already exist on the user's system. + config.vm.box_url = "https://r-a-d.io/vagrant.box" + + # Create a forwarded port mapping which allows access to a specific port + # within the machine from a port on the host machine. In the example below, + # accessing "localhost:8080" will access port 80 on the guest machine. + config.vm.network :forwarded_port, guest: 80, host: 8080 + + # We need more memory. Laravel's installation is a little intensive. + config.vm.provider :virtualbox do |vb| + vb.customize ["modifyvm", :id, "--memory", "512"] + end + + # Shared folder permissions matter + config.vm.synced_folder ".", "/vagrant", :mount_options => ["dmode=775", "fmode=664"], :owner => "vagrant", :group => "www-data" +end diff --git a/app/config/app.php.sample b/app/config/app.php.sample index addfdbe..600e9bf 100644 --- a/app/config/app.php.sample +++ b/app/config/app.php.sample @@ -39,7 +39,20 @@ return array( | */ - 'base' => '/dev', + 'base' => '', + + /* + |-------------------------------------------------------------------------- + | Sentry DSN + |-------------------------------------------------------------------------- + | + | DSN to your Sentry Project. False = no Sentry. + | It is used to provide neat error logging. + | See https://github.com/getsentry/sentry + | + */ + + 'sentry' => false, /* |-------------------------------------------------------------------------- diff --git a/app/config/cache.php b/app/config/cache.php index ce89842..91febfd 100644 --- a/app/config/cache.php +++ b/app/config/cache.php @@ -2,6 +2,12 @@ return array( + 'times' => [ + 'search' => 3, + 'api' => 1, + 'themes', 180 + ], + /* |-------------------------------------------------------------------------- | Default Cache Driver @@ -15,7 +21,7 @@ | */ - 'driver' => 'file', + 'driver' => 'redis', /* |-------------------------------------------------------------------------- diff --git a/app/config/database.php.sample b/app/config/database.php.sample index 4121785..6e2c1a4 100644 --- a/app/config/database.php.sample +++ b/app/config/database.php.sample @@ -55,7 +55,7 @@ return array( 'mysql' => array( 'driver' => 'mysql', 'host' => 'localhost', - 'database' => 'database', + 'database' => 'radio', 'username' => 'root', 'password' => '', 'charset' => 'utf8', diff --git a/app/config/packages/cartalyst/sentry/config.php b/app/config/packages/cartalyst/sentry/config.php new file mode 100644 index 0000000..4dd16f2 --- /dev/null +++ b/app/config/packages/cartalyst/sentry/config.php @@ -0,0 +1,207 @@ + 'eloquent', + + /* + |-------------------------------------------------------------------------- + | Default Hasher + |-------------------------------------------------------------------------- + | + | This option allows you to specify the default hasher used by Sentry + | + | Supported: "native", "bcrypt", "sha256", "whirlpool" + | + */ + + 'hasher' => 'native', + + /* + |-------------------------------------------------------------------------- + | Cookie + |-------------------------------------------------------------------------- + | + | Configuration specific to the cookie component of Sentry. + | + */ + + 'cookie' => array( + + /* + |-------------------------------------------------------------------------- + | Default Cookie Key + |-------------------------------------------------------------------------- + | + | This option allows you to specify the default cookie key used by Sentry. + | + | Supported: string + | + */ + + 'key' => 'radio_sentry', + + ), + + /* + |-------------------------------------------------------------------------- + | Groups + |-------------------------------------------------------------------------- + | + | Configuration specific to the group management component of Sentry. + | + */ + + 'groups' => array( + + /* + |-------------------------------------------------------------------------- + | Model + |-------------------------------------------------------------------------- + | + | When using the "eloquent" driver, we need to know which + | Eloquent models should be used throughout Sentry. + | + */ + + 'model' => 'Cartalyst\Sentry\Groups\Eloquent\Group', + + ), + + /* + |-------------------------------------------------------------------------- + | Users + |-------------------------------------------------------------------------- + | + | Configuration specific to the user management component of Sentry. + | + */ + + 'users' => array( + + /* + |-------------------------------------------------------------------------- + | Model + |-------------------------------------------------------------------------- + | + | When using the "eloquent" driver, we need to know which + | Eloquent models should be used throughout Sentry. + | + */ + + 'model' => 'Cartalyst\Sentry\Users\Eloquent\User', + + /* + |-------------------------------------------------------------------------- + | Login Attribute + |-------------------------------------------------------------------------- + | + | If you're the "eloquent" driver and extending the base Eloquent model, + | we allow you to globally override the login attribute without even + | subclassing the model, simply by specifying the attribute below. + | + */ + + 'login_attribute' => 'email', + + ), + + /* + |-------------------------------------------------------------------------- + | Throttling + |-------------------------------------------------------------------------- + | + | Throttling is an optional security feature for authentication, which + | enables limiting of login attempts and the suspension & banning of users. + | + */ + + 'throttling' => array( + + /* + |-------------------------------------------------------------------------- + | Throttling + |-------------------------------------------------------------------------- + | + | Enable throttling or not. Throttling is where users are only allowed a + | certain number of login attempts before they are suspended. Suspension + | must be removed before a new login attempt is allowed. + | + */ + + 'enabled' => true, + + /* + |-------------------------------------------------------------------------- + | Model + |-------------------------------------------------------------------------- + | + | When using the "eloquent" driver, we need to know which + | Eloquent models should be used throughout Sentry. + | + */ + + 'model' => 'Cartalyst\Sentry\Throttling\Eloquent\Throttle', + + /* + |-------------------------------------------------------------------------- + | Attempts Limit + |-------------------------------------------------------------------------- + | + | When using the "eloquent" driver and extending the base Eloquent model, + | you have the option to globally set the login attempts. + | + | Supported: int + | + */ + + 'attempt_limit' => 5, + + /* + |-------------------------------------------------------------------------- + | Suspension Time + |-------------------------------------------------------------------------- + | + | When using the "eloquent" driver and extending the base Eloquent model, + | you have the option to globally set the suspension time, in minutes. + | + | Supported: int + | + */ + + 'suspension_time' => 15, + + ), + +); diff --git a/app/config/session.php b/app/config/session.php index 0758db4..6637f0e 100644 --- a/app/config/session.php +++ b/app/config/session.php @@ -16,7 +16,7 @@ | */ - 'driver' => 'native', + 'driver' => 'redis', /* |-------------------------------------------------------------------------- @@ -94,7 +94,7 @@ | */ - 'cookie' => 'laravel_session', + 'cookie' => 'radio_session', /* |-------------------------------------------------------------------------- diff --git a/app/controllers/BaseController.php b/app/controllers/BaseController.php index 3791d75..504c754 100644 --- a/app/controllers/BaseController.php +++ b/app/controllers/BaseController.php @@ -2,17 +2,61 @@ class BaseController extends Controller { + public function __construct() { + + // Auth, naturally. + //$this->beforeFilter('auth'); + + + // ALL POST/PUT/DELETE REQUIRE CSRF TOKENS. + $this->beforeFilter('csrf', ['on' => ['post', 'put', 'delete']]); + + } + /** * Retrieve the current theme's identifier. * * @return string */ - protected function getTheme() - { + protected function getTheme() { + if (Input::cookie("radio.theme", false)) { + if (Cache::section("themes") + ->get(Input::cookie("radio.theme"))) { + return Cache::section("themes") + ->get(Input::cookie("radio.theme")); + } else { + $theme = DB::table("themes") + ->where("id", Input::cookie("radio.theme")) + ->get(); + + if ($theme) { + Cache::section("themes")->put( + Input::cookie("radio.theme"), + $theme["name"], + Config::get("cache.times.themes", 180) + ); + return $theme["name"]; + } + } + } // TODO: check database access, DJ column will have theme return "default"; } + protected function getStrings($path, $locale) { + try { + + $json = file_get_contents($path); + $json = json_decode($json); + + Cache::section("strings")->put($locale, $json, 30); + + return $json; + } catch (Exception $e) { + die("Invalid json file: " . $path); + } + } + /** * Setup the layout used by the controller. * Also adds a few required variables. diff --git a/app/controllers/Player.php b/app/controllers/Player.php index 4573a6a..286ed5d 100644 --- a/app/controllers/Player.php +++ b/app/controllers/Player.php @@ -15,6 +15,22 @@ class Player extends BaseController { | */ + /** + * + */ + protected function getSongDelay($priority) { + // priority is 30 max + if ($priority > 30) + $priority = 30; + + // between 0 and 7 return magic + if ($priority >= 0 and $priority <= 7) + return -11057 * $priority * $priority + 172954 * $priority + 81720; + // if above that, return magic crazy numbers + else + return (int) (599955 * exp(0.0372 * $priority) + 0.5); + } + /** * Retrieve the current queue. * diff --git a/app/controllers/Search.php b/app/controllers/Search.php new file mode 100644 index 0000000..fdb2c4b --- /dev/null +++ b/app/controllers/Search.php @@ -0,0 +1,63 @@ +has($search)) { + + return Cache::section('search')->get($search); + + } else { + + $results = DB::table('tracks') + ->where('usable', '=', 1) + ->where('need_reupload', '=', 0) + ->whereRaw('match (artist, track, album, tags) against (?)', [$search]) + ->select("id", "track", "artist", "album", "tags", "lastplayed", "lastrequested", "requestcount", "priority") + ->get(); + + $count = 0; + + foreach ($results as &$result) { + + + $result["break"] = $count; + if ($count == 2) + $count = 0; + else + $count++; + + $delay = $this->getSongDelay((int) $result["requestcount"]); + + if ((time() - strtotime($result["lastrequested"])) > $delay) + $result["cooldown"] = false; + else + $result["cooldown"] = true; + + // lets us ->format() the resulting time + $result["lastplayed"] = new DateTime($result["lastplayed"]); + $result["lastrequested"] = new DateTime($result["lastrequested"]); + } + Cache::section('search')->put($search, $results, Config::get('cache.times.search')); + return $results; + } + } else { + return []; + } + + } + + public function showResults($search = false) { + + if (Input::has('q')) + $search = Input::get("q", false); + + $this->layout->content = View::make($this->getTheme() . '.search') + ->with("search", $this->getSearchResults($search)) + ->with("base", Config::get("app.base", "")); + } + +} \ No newline at end of file diff --git a/app/controllers/UserAuth.php b/app/controllers/UserAuth.php new file mode 100644 index 0000000..9eb7536 --- /dev/null +++ b/app/controllers/UserAuth.php @@ -0,0 +1,10 @@ +layout->content = View::make($this->getTheme() . '.login'); + } + } \ No newline at end of file diff --git a/app/lang/en/navbar.php b/app/lang/en/navbar.php new file mode 100644 index 0000000..bbfdce6 --- /dev/null +++ b/app/lang/en/navbar.php @@ -0,0 +1,17 @@ + "R/a/dio", + "news" => "News", + "data" => "Play Data", + "lp" => "Last Played", + "queue" => "Queue", + "faves" => "Favourites", + "stats" => "Stats", + "submit" => "Submit", + "irc" => "IRC", + "search" => "Search", + "request" => "Request", + "graphs" => "Graphs & Metrics", + "staff" => "Staff" +]; diff --git a/app/lang/en/reminders.php b/app/lang/en/reminders.php index 4a9f176..5f10332 100644 --- a/app/lang/en/reminders.php +++ b/app/lang/en/reminders.php @@ -1,6 +1,6 @@ "This password reset token is invalid.", -); \ No newline at end of file +]; \ No newline at end of file diff --git a/app/lang/en/search.php b/app/lang/en/search.php new file mode 100644 index 0000000..c65df96 --- /dev/null +++ b/app/lang/en/search.php @@ -0,0 +1,21 @@ + "Search", + "help" => [ + "main" => "Search for a song.", + "options" => "Click on a song for options", + ], + "placeholder" => "Search", + "button" => "Search", + "plays" => "Plays", + "faves" => "Faves", + "request" => "Request", + "requestable" => "Requestable", + "popover" => [ + "header" => "Song Options", + "lp" => "Last Played :timeago", + "login" => ":login to fave or download", + ], + +]; \ No newline at end of file diff --git a/app/lang/en/stream.php b/app/lang/en/stream.php new file mode 100644 index 0000000..b93dadf --- /dev/null +++ b/app/lang/en/stream.php @@ -0,0 +1,18 @@ + "Play Stream", + "stop" => "Stop Stream", + "loading" => "Loading...", + "options" => "More Options", + "links" => [ + "direct" => "Direct Stream Link", + "m3u" => "Stream .m3u Playlist", + "pls" => "Stream .pls Playlist", + "help" => "Help" + ], + "dj" => "DJ", + "listeners" => "Listeners", + "lp" => "Last Played", + "queue" => "Queue", +]; diff --git a/app/lang/en/time.php b/app/lang/en/time.php new file mode 100644 index 0000000..b8b9571 --- /dev/null +++ b/app/lang/en/time.php @@ -0,0 +1,22 @@ + [ + "p" => "minutes", + "s" => "minute", + ], + "hour" => [ + "p" => "hours", + "s" => "hour" + ], + "day" => [ + "p" => "days", + "s" => "day" + ], + "week" => [ + "p" => "weeks", + "s" => "week" + ], + "timeago" => ":time :units ago", + "timeuntil" => "in :time :units" +] \ No newline at end of file diff --git a/app/routes.php b/app/routes.php index ba92955..158122e 100644 --- a/app/routes.php +++ b/app/routes.php @@ -11,6 +11,9 @@ | */ +$_SERVER["HTTP_HOST"] = Config::get('app.host', ''); +$_SERVER["SERVER_NAME"] = Config::get('app.host', ''); + # Index. Route::get('/', 'Home@showHome'); @@ -26,5 +29,12 @@ # IRC Route::get('/irc', 'IRC@show'); +# Search +Route::any('/search/{search?}', 'Search@showResults'); + +Route::any('/login', 'UserAuth@login'); +//Route::any('/logout', 'UserAuth@logout'); + + # Admin controller; adds extra auth + security Route::controller('/admin', 'Admin'); diff --git a/app/start/global.php b/app/start/global.php index 7697a6b..e5c4e1d 100644 --- a/app/start/global.php +++ b/app/start/global.php @@ -50,6 +50,27 @@ App::error(function(Exception $exception, $code) { + $sentry = Config::get("app.sentry", false); + + if ($sentry) { + // grab monolog to add a handler to it + $monolog = Log::getMonolog(); + + // Create a sentry/raven client + $client = new Raven_Client($sentry); + + // handler time + $handler = new Monolog\Handler\RavenHandler($client, + Monolog\Logger::ERROR); + + // cleanup on formatting + //$handler->setFormatter(new Monolog\Formatter\LineFormatter("%message% %context% %extra%\n")); + + // add sentry to monolog + $monolog->pushHandler($handler); + } + + // display the error with whatever error handler is installed (whoops) Log::error($exception); }); diff --git a/app/views/default/home.blade.php b/app/views/default/home.blade.php index e3c98b8..d4668a5 100644 --- a/app/views/default/home.blade.php +++ b/app/views/default/home.blade.php @@ -1,22 +1,23 @@ @extends('master') @section('content') +
- +
-
+
- +
@@ -28,33 +29,30 @@
- +
@@ -85,7 +83,7 @@

- Listeners: 420 + {{{ trans("stream.listeners") }}}: 420

@@ -106,7 +104,7 @@
- +

Hanyuu-sama

@@ -124,13 +122,13 @@
-

Last Played

+

{{ trans("stream.lp") }}

    {{ $lp }}
-

Queue

+

{{ trans("stream.queue") }}

    {{ $queue }}
@@ -173,67 +171,10 @@ @section('script') @stop diff --git a/app/views/default/login.blade.php b/app/views/default/login.blade.php new file mode 100644 index 0000000..a25500f --- /dev/null +++ b/app/views/default/login.blade.php @@ -0,0 +1,31 @@ +@section('content') + +
+ +
+
+
+

+ Log In With +

+ {{ Form::open(['url' => 'login']) }} +
+ +
+ {{ Form::close() }} +
+
+
+
+

+ Register +

+ +
+
+
+ + +
+ +@stop \ No newline at end of file diff --git a/app/views/default/manifest.json b/app/views/default/manifest.json new file mode 100644 index 0000000..404ab44 --- /dev/null +++ b/app/views/default/manifest.json @@ -0,0 +1,15 @@ +{ + "name": "R/a/dio 2.0 Default Theme", + "ident": "default", + "author": "David Collinson ", + "provides": [ + "home", + "irc", + "login", + "news", + "search", + "stats" + ], + "css": "css/default.css", + "less": "less/*" +} diff --git a/app/views/default/search.blade.php b/app/views/default/search.blade.php new file mode 100644 index 0000000..dd38dac --- /dev/null +++ b/app/views/default/search.blade.php @@ -0,0 +1,86 @@ +@section('content') + +
+ +
+
+

{{{ trans("search.help.main") }}}

+ {{ Form::open(['url' => $base . "/search" ]) }} +
+ +
+ +
+
+ {{ Form::close() }} + +
+
+
+

{{{ trans("search.help.options") }}}

+
+
+ + +
+ + @foreach ($search as $result) + + @if ($result["break"] == 0) +
+ @endif + +
+ + @if ($result["cooldown"]) +
+ @else +
+ @endif +

{{{ $result["track"] }}} - {{{ $result["artist"] }}}

+

+ {{{ trans("search.plays") }}}: ?? + | + {{{ trans("search.faves") }}}: ?? + | + @if ($result["cooldown"]) + {{{ trans("search.cooldown") }}} + @else + {{{ trans("search.requestable") }}} + @endif +

+
+ +
+ + @if ($result["break"] == 2) +
+ @endif + + @endforeach + + + + +
+ + + +
+ +@stop + +@section('script') + +@stop \ No newline at end of file diff --git a/app/views/layouts/footer.blade.php b/app/views/layouts/footer.blade.php index ba86755..b8ae557 100644 --- a/app/views/layouts/footer.blade.php +++ b/app/views/layouts/footer.blade.php @@ -1,11 +1,11 @@ diff --git a/app/views/layouts/head.blade.php b/app/views/layouts/head.blade.php index bb387dc..f9ac1c6 100644 --- a/app/views/layouts/head.blade.php +++ b/app/views/layouts/head.blade.php @@ -2,15 +2,21 @@ - + R/a/dio + + + + + + diff --git a/app/views/layouts/navbar.blade.php b/app/views/layouts/navbar.blade.php index 5165a86..a79f181 100644 --- a/app/views/layouts/navbar.blade.php +++ b/app/views/layouts/navbar.blade.php @@ -1,6 +1,6 @@ - \ No newline at end of file diff --git a/app/views/layouts/postscript.blade.php b/app/views/layouts/postscript.blade.php index a34c403..9d64a49 100644 --- a/app/views/layouts/postscript.blade.php +++ b/app/views/layouts/postscript.blade.php @@ -5,6 +5,6 @@ - + diff --git a/composer.json b/composer.json index 6a8b9d0..884de3d 100644 --- a/composer.json +++ b/composer.json @@ -4,7 +4,8 @@ "keywords": ["framework", "laravel"], "require": { "laravel/framework": "4.0.*", - "cartalyst/sentry": "2.0.*" + "cartalyst/sentry": "2.0.*", + "raven/raven": "0.7.1" }, "autoload": { "classmap": [ diff --git a/install.sh b/install.sh index f433cdb..1f3ca17 100644 --- a/install.sh +++ b/install.sh @@ -1,70 +1,17 @@ #!/bin/bash -# TODO: -# * detect OS for travis-ci installs (ubuntu vs debian repos) -# * allow selection of mariadb repo country -# * Use "stable" instead of "wheezy"? +# This should be ran from inside the r/a/dio vagrant box: +# https://r-a-d.io/vagrant.box -# fix for scripts having shit CDPATH vars -set CDPATH="." -BASEPATH="/radio/www/" +if [ ! -f app/config/app.php ]; then + cp app/config/app.php.sample app/config/app.php +fi -# Needed for add-apt-repository -apt-get install -y python-software-properties +if [ ! -f app/config.database.php ]; then + cp app/config/database.php.sample app/config/database.php +fi -echo "Adding php5.5 dotdeb repo" -# PHP 5.5 -add-apt-repository 'deb http://packages.dotdeb.org wheezy-php55 all' +echo "Edit app/config/app.php and app/config/database.php after this." -echo "Adding percona toolkit repo" -# Percona Toolkit -add-apt-repository 'deb http://repo.percona.com/apt wheezy main' - -echo "Adding MariaDB repo." -# MariaDB -add-apt-repository 'deb http://mirror.stshosting.co.uk/mariadb/repo/5.5/debian wheezy main' - -echo "Updating + Upgrading your system packages. #YOLO" -apt-get update && apt-get upgrade -y - -apt-get remove -y mysql-common -apt-get install -y mariadb-5.5-server -# Script will end here if you have a mysql conflict. -# Might need to be manual if you have multiple versions. - -echo "Installing required packages" -apt-get install -y \ -php5-fpm \ -php5-cli \ -php5-mcrypt \ -php5-mysql \ -nginx \ -curl \ -git - -if [ ! -f /usr/local/bin/composer ]; then - echo "Installing Composer" - curl -sS https://getcomposer.org/installer | php - mv ./composer.phar /usr/local/bin/composer -done - - -mkdir "${BASEPATH}/r-a-d.io/dev" -cd "${BASEPATH}/r-a-d.io/dev" - -echo "Checking out the git repo" -git clone https://github.com/R-a-dio/site.git . -git checkout develop - -# Installing errythang, including database (for now) composer install -# artisan database install - - -# Adding r/a/dio's nginx config. -# If you use apache, you aren't getting support. Ever. -cp nginx.conf /etc/nginx/sites-available/r-a-d.io -cd /etc/nginx/sites-enabled -ln -s /etc/nginx/sites-available/r-a-d.io r-a-d.io -# Restarting nginx -service nginx restart +# done diff --git a/public/assets/fonts/FontAwesome.otf b/public/assets/fonts/FontAwesome.otf new file mode 100644 index 0000000..7012545 Binary files /dev/null and b/public/assets/fonts/FontAwesome.otf differ diff --git a/public/assets/fonts/fontawesome-webfont.eot b/public/assets/fonts/fontawesome-webfont.eot new file mode 100755 index 0000000..0662cb9 Binary files /dev/null and b/public/assets/fonts/fontawesome-webfont.eot differ diff --git a/public/assets/fonts/fontawesome-webfont.svg b/public/assets/fonts/fontawesome-webfont.svg new file mode 100755 index 0000000..2edb4ec --- /dev/null +++ b/public/assets/fonts/fontawesome-webfont.svg @@ -0,0 +1,399 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/public/assets/fonts/fontawesome-webfont.ttf b/public/assets/fonts/fontawesome-webfont.ttf new file mode 100755 index 0000000..d365924 Binary files /dev/null and b/public/assets/fonts/fontawesome-webfont.ttf differ diff --git a/public/assets/fonts/fontawesome-webfont.woff b/public/assets/fonts/fontawesome-webfont.woff new file mode 100755 index 0000000..b9bd17e Binary files /dev/null and b/public/assets/fonts/fontawesome-webfont.woff differ diff --git a/public/assets/google_base.png b/public/assets/google_base.png new file mode 100644 index 0000000..88732d1 Binary files /dev/null and b/public/assets/google_base.png differ diff --git a/public/assets/google_hover.png b/public/assets/google_hover.png new file mode 100644 index 0000000..0a68522 Binary files /dev/null and b/public/assets/google_hover.png differ diff --git a/public/assets/google_press.png b/public/assets/google_press.png new file mode 100644 index 0000000..ea4d65f Binary files /dev/null and b/public/assets/google_press.png differ diff --git a/public/assets/particles/particle_blue.png b/public/assets/particles/particle_blue.png new file mode 100644 index 0000000..32702fa Binary files /dev/null and b/public/assets/particles/particle_blue.png differ diff --git a/public/assets/particles/particle_green.png b/public/assets/particles/particle_green.png new file mode 100644 index 0000000..d79678a Binary files /dev/null and b/public/assets/particles/particle_green.png differ diff --git a/public/assets/particles/particle_orange.png b/public/assets/particles/particle_orange.png new file mode 100644 index 0000000..3a8db47 Binary files /dev/null and b/public/assets/particles/particle_orange.png differ diff --git a/public/assets/particles/particle_pink.png b/public/assets/particles/particle_pink.png new file mode 100755 index 0000000..7a11c15 Binary files /dev/null and b/public/assets/particles/particle_pink.png differ diff --git a/public/assets/particles/particle_white.png b/public/assets/particles/particle_white.png new file mode 100644 index 0000000..7e796a7 Binary files /dev/null and b/public/assets/particles/particle_white.png differ diff --git a/public/assets/particles/particle_yellow.png b/public/assets/particles/particle_yellow.png new file mode 100644 index 0000000..fcdd5ef Binary files /dev/null and b/public/assets/particles/particle_yellow.png differ diff --git a/public/css/base.css b/public/css/base.css index 485a3f2..9aee1e6 100644 --- a/public/css/base.css +++ b/public/css/base.css @@ -1,16 +1,13 @@ /* base CSS. This should be overridden, never removed */ -.main { - margin-top: 60px; - -} - -.content { - margin-top: 30px; -} #stream-progress-bar { margin-top: 20px; } + +#stream-volume { + padding: 0 30px 0 30px; +} + .footer { border-top: 1px solid #eee; margin-top: 40px; @@ -26,4 +23,94 @@ .pending { background: #463265; color: #fff; -} \ No newline at end of file +} + +.centered { + float: none; + margin: 0 auto; +} + +.search-result:hover, +.search-result:focus { + border-color: #66afe9; + outline: 0; + -webkit-box-shadow: inset 0 1px 1px rgba(0,0,0,.075), 0 0 8px rgba(102, 175, 233, 0.6); + box-shadow: inset 0 1px 1px rgba(0,0,0,.075), 0 0 8px rgba(102, 175, 233, 0.6); + cursor: pointer; +} + + +.search-result h4 { + margin-top: 0; + margin-bottom: 0; +} + +.search-result p { + margin: 0; +} + +.cooldown { + opacity: 0.7; +} + + +.btn-google { + background: url('../assets/google_base.png'); + width: 160px; + height: 54px; +} +.btn-google:hover, +.btn-google:focus { + background: url('../assets/google_hover.png'); +} +.btn-google:active { + background: url('../assets/google_press.png'); +} + +li#nav-control > div > div.popover-content { + padding: 0 !important; +} + +#canvas > canvas { + padding: 0; + margin: 0; + width: 100%; + height: 100%; +} + +#canvas { + position: fixed; + top: 0; + padding: 0; + margin: 0; + z-index: -9999; + height: 100%; + width: 100%; +} + +#fft { + height: 150px; + position: relative; + margin-top: -110px; + width: 60px; +} + +#visualisation > div { + width: 2.5%; + background-color: rgb(195, 63, 40); + display: inline-block; + position: absolute; + bottom: 0px; +} + +#visualisation { + height: 245px; + position: relative; + margin: 10px; + margin-bottom: -245px; + -webkit-box-reflect: below 3px -webkit-gradient(linear, left top, left bottom, from(transparent), to(rgba(255,255,255,0.2))); +} + + + + diff --git a/public/css/dancer.css b/public/css/dancer.css new file mode 100644 index 0000000..58efaaf --- /dev/null +++ b/public/css/dancer.css @@ -0,0 +1,119 @@ +@font-face { + font-family: 'League Gothic'; + src: url('League_Gothic-webfont.eot'); + src: url('League_Gothic-webfont.eot?') format('embedded-opentype'), + url('League_Gothic-webfont.woff') format('woff'), + url('League_Gothic-webfont.ttf') format('opentype'); + font-weight: bold; + font-style: normal; +} +body { + background-color: #000; + margin: 0; + padding: 0; + font-family: Arial; +} +#info { + width: 100%; + position: absolute; + top: 0; + height: 52px; + background-color: #111; + color: #ccc; + font-family: 'League Gothic', arial, sans-serif; +} +#info h1 { + margin: 0 0 0 20px; + float: left; + font-size: 40px; + color: #ff0077; +} +#info h2 { + margin: 14px 0 0 5px; + float: left; + font-size: 25px; +} + +#info h3 { + margin: 19px 0 0 15px; + float: left; + font-size: 20px; +} + +#info ul { + float:right; + display-icon-type:none; +} + +#info li { + display:block; + float:left; + margin-right: 15px; +} + +#info li a { + color: #ff0077; + margin-left: 5px; +} + +#loading { + font-size: 60px; + color: #fff; + width: 500px; + margin-left: auto; + margin-right: auto; + margin-top: 100px; + background-color: #111; + padding: 10px; + -webkit-border-radius: 10px; + -moz-border-radius: 10px; + border-radius: 10px; + opacity: 0.9; + border: 1px solid #ccc; + text-align: center; +} + +#loading a { + color: #fff; + text-shadow: 0 0 10px #fff; + text-decoration: none; +} + +#loading p{ + color: #fff; + font-size: 18px; +} + +#waveform { + display: block; + margin: 100px auto; +} + +#stats { + margin: 0 0 0 10px; + float: left; +} + +#songinfo { + position: absolute; + bottom: 0; + left: 0; + background-color: #111; +} + +#songinfo span, #songinfo h3 { + color: #ccc; + font-size: 12px; + margin: 5px 30px 5px 30px; + padding: 0; +} + +#songinfo a { + color: #ff0077; +} + +audio { + width: 400px; + display: block; + margin: 100px auto; +} diff --git a/public/css/font-awesome.css b/public/css/font-awesome.css new file mode 100644 index 0000000..831b650 --- /dev/null +++ b/public/css/font-awesome.css @@ -0,0 +1,1479 @@ +/*! + * Font Awesome 3.2.1 + * the iconic font designed for Bootstrap + * ------------------------------------------------------------------------------ + * The full suite of pictographic icons, examples, and documentation can be + * found at http://fontawesome.io. Stay up to date on Twitter at + * http://twitter.com/fontawesome. + * + * License + * ------------------------------------------------------------------------------ + * - The Font Awesome font is licensed under SIL OFL 1.1 - + * http://scripts.sil.org/OFL + * - Font Awesome CSS, LESS, and SASS files are licensed under MIT License - + * http://opensource.org/licenses/mit-license.html + * - Font Awesome documentation licensed under CC BY 3.0 - + * http://creativecommons.org/licenses/by/3.0/ + * - Attribution is no longer required in Font Awesome 3.0, but much appreciated: + * "Font Awesome by Dave Gandy - http://fontawesome.io" + * + * Author - Dave Gandy + * ------------------------------------------------------------------------------ + * Email: dave@fontawesome.io + * Twitter: http://twitter.com/davegandy + * Work: Lead Product Designer @ Kyruus - http://kyruus.com + */ +/* FONT PATH + * -------------------------- */ +@font-face { + font-family: 'FontAwesome'; + src: url('../assets/fonts/fontawesome-webfont.eot?v=3.2.1'); + src: url('../assets/fonts/fontawesome-webfont.eot?#iefix&v=3.2.1') format('embedded-opentype'), url('../assets/fonts/fontawesome-webfont.woff?v=3.2.1') format('woff'), url('../assets/fonts/fontawesome-webfont.ttf?v=3.2.1') format('truetype'), url('../assets/fonts/fontawesome-webfont.svg#fontawesomeregular?v=3.2.1') format('svg'); + font-weight: normal; + font-style: normal; +} +/* FONT AWESOME CORE + * -------------------------- */ +[class^="icon-"], +[class*=" icon-"] { + font-family: FontAwesome; + font-weight: normal; + font-style: normal; + text-decoration: inherit; + -webkit-font-smoothing: antialiased; + *margin-right: .3em; +} +[class^="icon-"]:before, +[class*=" icon-"]:before { + text-decoration: inherit; + display: inline-block; + speak: none; +} +/* makes the font 33% larger relative to the icon container */ +.icon-large:before { + vertical-align: -10%; + font-size: 1.3333333333333333em; +} +/* makes sure icons active on rollover in links */ +a [class^="icon-"], +a [class*=" icon-"] { + display: inline; +} +/* increased font size for icon-large */ +[class^="icon-"].icon-fixed-width, +[class*=" icon-"].icon-fixed-width { + display: inline-block; + width: 1.1428571428571428em; + text-align: right; + padding-right: 0.2857142857142857em; +} +[class^="icon-"].icon-fixed-width.icon-large, +[class*=" icon-"].icon-fixed-width.icon-large { + width: 1.4285714285714286em; +} +.icons-ul { + margin-left: 2.142857142857143em; + list-style-type: none; +} +.icons-ul > li { + position: relative; +} +.icons-ul .icon-li { + position: absolute; + left: -2.142857142857143em; + width: 2.142857142857143em; + text-align: center; + line-height: inherit; +} +[class^="icon-"].hide, +[class*=" icon-"].hide { + display: none; +} +.icon-muted { + color: #eeeeee; +} +.icon-light { + color: #ffffff; +} +.icon-dark { + color: #333333; +} +.icon-border { + border: solid 1px #eeeeee; + padding: .2em .25em .15em; + -webkit-border-radius: 3px; + -moz-border-radius: 3px; + border-radius: 3px; +} +.icon-2x { + font-size: 2em; +} +.icon-2x.icon-border { + border-width: 2px; + -webkit-border-radius: 4px; + -moz-border-radius: 4px; + border-radius: 4px; +} +.icon-3x { + font-size: 3em; +} +.icon-3x.icon-border { + border-width: 3px; + -webkit-border-radius: 5px; + -moz-border-radius: 5px; + border-radius: 5px; +} +.icon-4x { + font-size: 4em; +} +.icon-4x.icon-border { + border-width: 4px; + -webkit-border-radius: 6px; + -moz-border-radius: 6px; + border-radius: 6px; +} +.icon-5x { + font-size: 5em; +} +.icon-5x.icon-border { + border-width: 5px; + -webkit-border-radius: 7px; + -moz-border-radius: 7px; + border-radius: 7px; +} +.pull-right { + float: right; +} +.pull-left { + float: left; +} +[class^="icon-"].pull-left, +[class*=" icon-"].pull-left { + margin-right: .3em; +} +[class^="icon-"].pull-right, +[class*=" icon-"].pull-right { + margin-left: .3em; +} +/* BOOTSTRAP SPECIFIC CLASSES + * -------------------------- */ +/* Bootstrap 2.0 sprites.less reset */ +[class^="icon-"], +[class*=" icon-"] { + display: inline; + width: auto; + height: auto; + line-height: normal; + vertical-align: baseline; + background-image: none; + background-position: 0% 0%; + background-repeat: repeat; + margin-top: 0; +} +/* more sprites.less reset */ +.icon-white, +.nav-pills > .active > a > [class^="icon-"], +.nav-pills > .active > a > [class*=" icon-"], +.nav-list > .active > a > [class^="icon-"], +.nav-list > .active > a > [class*=" icon-"], +.navbar-inverse .nav > .active > a > [class^="icon-"], +.navbar-inverse .nav > .active > a > [class*=" icon-"], +.dropdown-menu > li > a:hover > [class^="icon-"], +.dropdown-menu > li > a:hover > [class*=" icon-"], +.dropdown-menu > .active > a > [class^="icon-"], +.dropdown-menu > .active > a > [class*=" icon-"], +.dropdown-submenu:hover > a > [class^="icon-"], +.dropdown-submenu:hover > a > [class*=" icon-"] { + background-image: none; +} +/* keeps Bootstrap styles with and without icons the same */ +.btn [class^="icon-"].icon-large, +.nav [class^="icon-"].icon-large, +.btn [class*=" icon-"].icon-large, +.nav [class*=" icon-"].icon-large { + line-height: .9em; +} +.btn [class^="icon-"].icon-spin, +.nav [class^="icon-"].icon-spin, +.btn [class*=" icon-"].icon-spin, +.nav [class*=" icon-"].icon-spin { + display: inline-block; +} +.nav-tabs [class^="icon-"], +.nav-pills [class^="icon-"], +.nav-tabs [class*=" icon-"], +.nav-pills [class*=" icon-"], +.nav-tabs [class^="icon-"].icon-large, +.nav-pills [class^="icon-"].icon-large, +.nav-tabs [class*=" icon-"].icon-large, +.nav-pills [class*=" icon-"].icon-large { + line-height: .9em; +} +.btn [class^="icon-"].pull-left.icon-2x, +.btn [class*=" icon-"].pull-left.icon-2x, +.btn [class^="icon-"].pull-right.icon-2x, +.btn [class*=" icon-"].pull-right.icon-2x { + margin-top: .18em; +} +.btn [class^="icon-"].icon-spin.icon-large, +.btn [class*=" icon-"].icon-spin.icon-large { + line-height: .8em; +} +.btn.btn-small [class^="icon-"].pull-left.icon-2x, +.btn.btn-small [class*=" icon-"].pull-left.icon-2x, +.btn.btn-small [class^="icon-"].pull-right.icon-2x, +.btn.btn-small [class*=" icon-"].pull-right.icon-2x { + margin-top: .25em; +} +.btn.btn-large [class^="icon-"], +.btn.btn-large [class*=" icon-"] { + margin-top: 0; +} +.btn.btn-large [class^="icon-"].pull-left.icon-2x, +.btn.btn-large [class*=" icon-"].pull-left.icon-2x, +.btn.btn-large [class^="icon-"].pull-right.icon-2x, +.btn.btn-large [class*=" icon-"].pull-right.icon-2x { + margin-top: .05em; +} +.btn.btn-large [class^="icon-"].pull-left.icon-2x, +.btn.btn-large [class*=" icon-"].pull-left.icon-2x { + margin-right: .2em; +} +.btn.btn-large [class^="icon-"].pull-right.icon-2x, +.btn.btn-large [class*=" icon-"].pull-right.icon-2x { + margin-left: .2em; +} +/* Fixes alignment in nav lists */ +.nav-list [class^="icon-"], +.nav-list [class*=" icon-"] { + line-height: inherit; +} +/* EXTRAS + * -------------------------- */ +/* Stacked and layered icon */ +.icon-stack { + position: relative; + display: inline-block; + width: 2em; + height: 2em; + line-height: 2em; + vertical-align: -35%; +} +.icon-stack [class^="icon-"], +.icon-stack [class*=" icon-"] { + display: block; + text-align: center; + position: absolute; + width: 100%; + height: 100%; + font-size: 1em; + line-height: inherit; + *line-height: 2em; +} +.icon-stack .icon-stack-base { + font-size: 2em; + *line-height: 1em; +} +/* Animated rotating icon */ +.icon-spin { + display: inline-block; + -moz-animation: spin 2s infinite linear; + -o-animation: spin 2s infinite linear; + -webkit-animation: spin 2s infinite linear; + animation: spin 2s infinite linear; +} +/* Prevent stack and spinners from being taken inline when inside a link */ +a .icon-stack, +a .icon-spin { + display: inline-block; + text-decoration: none; +} +@-moz-keyframes spin { + 0% { + -moz-transform: rotate(0deg); + } + 100% { + -moz-transform: rotate(359deg); + } +} +@-webkit-keyframes spin { + 0% { + -webkit-transform: rotate(0deg); + } + 100% { + -webkit-transform: rotate(359deg); + } +} +@-o-keyframes spin { + 0% { + -o-transform: rotate(0deg); + } + 100% { + -o-transform: rotate(359deg); + } +} +@-ms-keyframes spin { + 0% { + -ms-transform: rotate(0deg); + } + 100% { + -ms-transform: rotate(359deg); + } +} +@keyframes spin { + 0% { + transform: rotate(0deg); + } + 100% { + transform: rotate(359deg); + } +} +/* Icon rotations and mirroring */ +.icon-rotate-90:before { + -webkit-transform: rotate(90deg); + -moz-transform: rotate(90deg); + -ms-transform: rotate(90deg); + -o-transform: rotate(90deg); + transform: rotate(90deg); + filter: progid:DXImageTransform.Microsoft.BasicImage(rotation=1); +} +.icon-rotate-180:before { + -webkit-transform: rotate(180deg); + -moz-transform: rotate(180deg); + -ms-transform: rotate(180deg); + -o-transform: rotate(180deg); + transform: rotate(180deg); + filter: progid:DXImageTransform.Microsoft.BasicImage(rotation=2); +} +.icon-rotate-270:before { + -webkit-transform: rotate(270deg); + -moz-transform: rotate(270deg); + -ms-transform: rotate(270deg); + -o-transform: rotate(270deg); + transform: rotate(270deg); + filter: progid:DXImageTransform.Microsoft.BasicImage(rotation=3); +} +.icon-flip-horizontal:before { + -webkit-transform: scale(-1, 1); + -moz-transform: scale(-1, 1); + -ms-transform: scale(-1, 1); + -o-transform: scale(-1, 1); + transform: scale(-1, 1); +} +.icon-flip-vertical:before { + -webkit-transform: scale(1, -1); + -moz-transform: scale(1, -1); + -ms-transform: scale(1, -1); + -o-transform: scale(1, -1); + transform: scale(1, -1); +} +/* ensure rotation occurs inside anchor tags */ +a .icon-rotate-90:before, +a .icon-rotate-180:before, +a .icon-rotate-270:before, +a .icon-flip-horizontal:before, +a .icon-flip-vertical:before { + display: inline-block; +} +/* Font Awesome uses the Unicode Private Use Area (PUA) to ensure screen + readers do not read off random characters that represent icons */ +.icon-glass:before { + content: "\f000"; +} +.icon-music:before { + content: "\f001"; +} +.icon-search:before { + content: "\f002"; +} +.icon-envelope-alt:before { + content: "\f003"; +} +.icon-heart:before { + content: "\f004"; +} +.icon-star:before { + content: "\f005"; +} +.icon-star-empty:before { + content: "\f006"; +} +.icon-user:before { + content: "\f007"; +} +.icon-film:before { + content: "\f008"; +} +.icon-th-large:before { + content: "\f009"; +} +.icon-th:before { + content: "\f00a"; +} +.icon-th-list:before { + content: "\f00b"; +} +.icon-ok:before { + content: "\f00c"; +} +.icon-remove:before { + content: "\f00d"; +} +.icon-zoom-in:before { + content: "\f00e"; +} +.icon-zoom-out:before { + content: "\f010"; +} +.icon-power-off:before, +.icon-off:before { + content: "\f011"; +} +.icon-signal:before { + content: "\f012"; +} +.icon-gear:before, +.icon-cog:before { + content: "\f013"; +} +.icon-trash:before { + content: "\f014"; +} +.icon-home:before { + content: "\f015"; +} +.icon-file-alt:before { + content: "\f016"; +} +.icon-time:before { + content: "\f017"; +} +.icon-road:before { + content: "\f018"; +} +.icon-download-alt:before { + content: "\f019"; +} +.icon-download:before { + content: "\f01a"; +} +.icon-upload:before { + content: "\f01b"; +} +.icon-inbox:before { + content: "\f01c"; +} +.icon-play-circle:before { + content: "\f01d"; +} +.icon-rotate-right:before, +.icon-repeat:before { + content: "\f01e"; +} +.icon-refresh:before { + content: "\f021"; +} +.icon-list-alt:before { + content: "\f022"; +} +.icon-lock:before { + content: "\f023"; +} +.icon-flag:before { + content: "\f024"; +} +.icon-headphones:before { + content: "\f025"; +} +.icon-volume-off:before { + content: "\f026"; +} +.icon-volume-down:before { + content: "\f027"; +} +.icon-volume-up:before { + content: "\f028"; +} +.icon-qrcode:before { + content: "\f029"; +} +.icon-barcode:before { + content: "\f02a"; +} +.icon-tag:before { + content: "\f02b"; +} +.icon-tags:before { + content: "\f02c"; +} +.icon-book:before { + content: "\f02d"; +} +.icon-bookmark:before { + content: "\f02e"; +} +.icon-print:before { + content: "\f02f"; +} +.icon-camera:before { + content: "\f030"; +} +.icon-font:before { + content: "\f031"; +} +.icon-bold:before { + content: "\f032"; +} +.icon-italic:before { + content: "\f033"; +} +.icon-text-height:before { + content: "\f034"; +} +.icon-text-width:before { + content: "\f035"; +} +.icon-align-left:before { + content: "\f036"; +} +.icon-align-center:before { + content: "\f037"; +} +.icon-align-right:before { + content: "\f038"; +} +.icon-align-justify:before { + content: "\f039"; +} +.icon-list:before { + content: "\f03a"; +} +.icon-indent-left:before { + content: "\f03b"; +} +.icon-indent-right:before { + content: "\f03c"; +} +.icon-facetime-video:before { + content: "\f03d"; +} +.icon-picture:before { + content: "\f03e"; +} +.icon-pencil:before { + content: "\f040"; +} +.icon-map-marker:before { + content: "\f041"; +} +.icon-adjust:before { + content: "\f042"; +} +.icon-tint:before { + content: "\f043"; +} +.icon-edit:before { + content: "\f044"; +} +.icon-share:before { + content: "\f045"; +} +.icon-check:before { + content: "\f046"; +} +.icon-move:before { + content: "\f047"; +} +.icon-step-backward:before { + content: "\f048"; +} +.icon-fast-backward:before { + content: "\f049"; +} +.icon-backward:before { + content: "\f04a"; +} +.icon-play:before { + content: "\f04b"; +} +.icon-pause:before { + content: "\f04c"; +} +.icon-stop:before { + content: "\f04d"; +} +.icon-forward:before { + content: "\f04e"; +} +.icon-fast-forward:before { + content: "\f050"; +} +.icon-step-forward:before { + content: "\f051"; +} +.icon-eject:before { + content: "\f052"; +} +.icon-chevron-left:before { + content: "\f053"; +} +.icon-chevron-right:before { + content: "\f054"; +} +.icon-plus-sign:before { + content: "\f055"; +} +.icon-minus-sign:before { + content: "\f056"; +} +.icon-remove-sign:before { + content: "\f057"; +} +.icon-ok-sign:before { + content: "\f058"; +} +.icon-question-sign:before { + content: "\f059"; +} +.icon-info-sign:before { + content: "\f05a"; +} +.icon-screenshot:before { + content: "\f05b"; +} +.icon-remove-circle:before { + content: "\f05c"; +} +.icon-ok-circle:before { + content: "\f05d"; +} +.icon-ban-circle:before { + content: "\f05e"; +} +.icon-arrow-left:before { + content: "\f060"; +} +.icon-arrow-right:before { + content: "\f061"; +} +.icon-arrow-up:before { + content: "\f062"; +} +.icon-arrow-down:before { + content: "\f063"; +} +.icon-mail-forward:before, +.icon-share-alt:before { + content: "\f064"; +} +.icon-resize-full:before { + content: "\f065"; +} +.icon-resize-small:before { + content: "\f066"; +} +.icon-plus:before { + content: "\f067"; +} +.icon-minus:before { + content: "\f068"; +} +.icon-asterisk:before { + content: "\f069"; +} +.icon-exclamation-sign:before { + content: "\f06a"; +} +.icon-gift:before { + content: "\f06b"; +} +.icon-leaf:before { + content: "\f06c"; +} +.icon-fire:before { + content: "\f06d"; +} +.icon-eye-open:before { + content: "\f06e"; +} +.icon-eye-close:before { + content: "\f070"; +} +.icon-warning-sign:before { + content: "\f071"; +} +.icon-plane:before { + content: "\f072"; +} +.icon-calendar:before { + content: "\f073"; +} +.icon-random:before { + content: "\f074"; +} +.icon-comment:before { + content: "\f075"; +} +.icon-magnet:before { + content: "\f076"; +} +.icon-chevron-up:before { + content: "\f077"; +} +.icon-chevron-down:before { + content: "\f078"; +} +.icon-retweet:before { + content: "\f079"; +} +.icon-shopping-cart:before { + content: "\f07a"; +} +.icon-folder-close:before { + content: "\f07b"; +} +.icon-folder-open:before { + content: "\f07c"; +} +.icon-resize-vertical:before { + content: "\f07d"; +} +.icon-resize-horizontal:before { + content: "\f07e"; +} +.icon-bar-chart:before { + content: "\f080"; +} +.icon-twitter-sign:before { + content: "\f081"; +} +.icon-facebook-sign:before { + content: "\f082"; +} +.icon-camera-retro:before { + content: "\f083"; +} +.icon-key:before { + content: "\f084"; +} +.icon-gears:before, +.icon-cogs:before { + content: "\f085"; +} +.icon-comments:before { + content: "\f086"; +} +.icon-thumbs-up-alt:before { + content: "\f087"; +} +.icon-thumbs-down-alt:before { + content: "\f088"; +} +.icon-star-half:before { + content: "\f089"; +} +.icon-heart-empty:before { + content: "\f08a"; +} +.icon-signout:before { + content: "\f08b"; +} +.icon-linkedin-sign:before { + content: "\f08c"; +} +.icon-pushpin:before { + content: "\f08d"; +} +.icon-external-link:before { + content: "\f08e"; +} +.icon-signin:before { + content: "\f090"; +} +.icon-trophy:before { + content: "\f091"; +} +.icon-github-sign:before { + content: "\f092"; +} +.icon-upload-alt:before { + content: "\f093"; +} +.icon-lemon:before { + content: "\f094"; +} +.icon-phone:before { + content: "\f095"; +} +.icon-unchecked:before, +.icon-check-empty:before { + content: "\f096"; +} +.icon-bookmark-empty:before { + content: "\f097"; +} +.icon-phone-sign:before { + content: "\f098"; +} +.icon-twitter:before { + content: "\f099"; +} +.icon-facebook:before { + content: "\f09a"; +} +.icon-github:before { + content: "\f09b"; +} +.icon-unlock:before { + content: "\f09c"; +} +.icon-credit-card:before { + content: "\f09d"; +} +.icon-rss:before { + content: "\f09e"; +} +.icon-hdd:before { + content: "\f0a0"; +} +.icon-bullhorn:before { + content: "\f0a1"; +} +.icon-bell:before { + content: "\f0a2"; +} +.icon-certificate:before { + content: "\f0a3"; +} +.icon-hand-right:before { + content: "\f0a4"; +} +.icon-hand-left:before { + content: "\f0a5"; +} +.icon-hand-up:before { + content: "\f0a6"; +} +.icon-hand-down:before { + content: "\f0a7"; +} +.icon-circle-arrow-left:before { + content: "\f0a8"; +} +.icon-circle-arrow-right:before { + content: "\f0a9"; +} +.icon-circle-arrow-up:before { + content: "\f0aa"; +} +.icon-circle-arrow-down:before { + content: "\f0ab"; +} +.icon-globe:before { + content: "\f0ac"; +} +.icon-wrench:before { + content: "\f0ad"; +} +.icon-tasks:before { + content: "\f0ae"; +} +.icon-filter:before { + content: "\f0b0"; +} +.icon-briefcase:before { + content: "\f0b1"; +} +.icon-fullscreen:before { + content: "\f0b2"; +} +.icon-group:before { + content: "\f0c0"; +} +.icon-link:before { + content: "\f0c1"; +} +.icon-cloud:before { + content: "\f0c2"; +} +.icon-beaker:before { + content: "\f0c3"; +} +.icon-cut:before { + content: "\f0c4"; +} +.icon-copy:before { + content: "\f0c5"; +} +.icon-paperclip:before, +.icon-paper-clip:before { + content: "\f0c6"; +} +.icon-save:before { + content: "\f0c7"; +} +.icon-sign-blank:before { + content: "\f0c8"; +} +.icon-reorder:before { + content: "\f0c9"; +} +.icon-list-ul:before { + content: "\f0ca"; +} +.icon-list-ol:before { + content: "\f0cb"; +} +.icon-strikethrough:before { + content: "\f0cc"; +} +.icon-underline:before { + content: "\f0cd"; +} +.icon-table:before { + content: "\f0ce"; +} +.icon-magic:before { + content: "\f0d0"; +} +.icon-truck:before { + content: "\f0d1"; +} +.icon-pinterest:before { + content: "\f0d2"; +} +.icon-pinterest-sign:before { + content: "\f0d3"; +} +.icon-google-plus-sign:before { + content: "\f0d4"; +} +.icon-google-plus:before { + content: "\f0d5"; +} +.icon-money:before { + content: "\f0d6"; +} +.icon-caret-down:before { + content: "\f0d7"; +} +.icon-caret-up:before { + content: "\f0d8"; +} +.icon-caret-left:before { + content: "\f0d9"; +} +.icon-caret-right:before { + content: "\f0da"; +} +.icon-columns:before { + content: "\f0db"; +} +.icon-sort:before { + content: "\f0dc"; +} +.icon-sort-down:before { + content: "\f0dd"; +} +.icon-sort-up:before { + content: "\f0de"; +} +.icon-envelope:before { + content: "\f0e0"; +} +.icon-linkedin:before { + content: "\f0e1"; +} +.icon-rotate-left:before, +.icon-undo:before { + content: "\f0e2"; +} +.icon-legal:before { + content: "\f0e3"; +} +.icon-dashboard:before { + content: "\f0e4"; +} +.icon-comment-alt:before { + content: "\f0e5"; +} +.icon-comments-alt:before { + content: "\f0e6"; +} +.icon-bolt:before { + content: "\f0e7"; +} +.icon-sitemap:before { + content: "\f0e8"; +} +.icon-umbrella:before { + content: "\f0e9"; +} +.icon-paste:before { + content: "\f0ea"; +} +.icon-lightbulb:before { + content: "\f0eb"; +} +.icon-exchange:before { + content: "\f0ec"; +} +.icon-cloud-download:before { + content: "\f0ed"; +} +.icon-cloud-upload:before { + content: "\f0ee"; +} +.icon-user-md:before { + content: "\f0f0"; +} +.icon-stethoscope:before { + content: "\f0f1"; +} +.icon-suitcase:before { + content: "\f0f2"; +} +.icon-bell-alt:before { + content: "\f0f3"; +} +.icon-coffee:before { + content: "\f0f4"; +} +.icon-food:before { + content: "\f0f5"; +} +.icon-file-text-alt:before { + content: "\f0f6"; +} +.icon-building:before { + content: "\f0f7"; +} +.icon-hospital:before { + content: "\f0f8"; +} +.icon-ambulance:before { + content: "\f0f9"; +} +.icon-medkit:before { + content: "\f0fa"; +} +.icon-fighter-jet:before { + content: "\f0fb"; +} +.icon-beer:before { + content: "\f0fc"; +} +.icon-h-sign:before { + content: "\f0fd"; +} +.icon-plus-sign-alt:before { + content: "\f0fe"; +} +.icon-double-angle-left:before { + content: "\f100"; +} +.icon-double-angle-right:before { + content: "\f101"; +} +.icon-double-angle-up:before { + content: "\f102"; +} +.icon-double-angle-down:before { + content: "\f103"; +} +.icon-angle-left:before { + content: "\f104"; +} +.icon-angle-right:before { + content: "\f105"; +} +.icon-angle-up:before { + content: "\f106"; +} +.icon-angle-down:before { + content: "\f107"; +} +.icon-desktop:before { + content: "\f108"; +} +.icon-laptop:before { + content: "\f109"; +} +.icon-tablet:before { + content: "\f10a"; +} +.icon-mobile-phone:before { + content: "\f10b"; +} +.icon-circle-blank:before { + content: "\f10c"; +} +.icon-quote-left:before { + content: "\f10d"; +} +.icon-quote-right:before { + content: "\f10e"; +} +.icon-spinner:before { + content: "\f110"; +} +.icon-circle:before { + content: "\f111"; +} +.icon-mail-reply:before, +.icon-reply:before { + content: "\f112"; +} +.icon-github-alt:before { + content: "\f113"; +} +.icon-folder-close-alt:before { + content: "\f114"; +} +.icon-folder-open-alt:before { + content: "\f115"; +} +.icon-expand-alt:before { + content: "\f116"; +} +.icon-collapse-alt:before { + content: "\f117"; +} +.icon-smile:before { + content: "\f118"; +} +.icon-frown:before { + content: "\f119"; +} +.icon-meh:before { + content: "\f11a"; +} +.icon-gamepad:before { + content: "\f11b"; +} +.icon-keyboard:before { + content: "\f11c"; +} +.icon-flag-alt:before { + content: "\f11d"; +} +.icon-flag-checkered:before { + content: "\f11e"; +} +.icon-terminal:before { + content: "\f120"; +} +.icon-code:before { + content: "\f121"; +} +.icon-reply-all:before { + content: "\f122"; +} +.icon-mail-reply-all:before { + content: "\f122"; +} +.icon-star-half-full:before, +.icon-star-half-empty:before { + content: "\f123"; +} +.icon-location-arrow:before { + content: "\f124"; +} +.icon-crop:before { + content: "\f125"; +} +.icon-code-fork:before { + content: "\f126"; +} +.icon-unlink:before { + content: "\f127"; +} +.icon-question:before { + content: "\f128"; +} +.icon-info:before { + content: "\f129"; +} +.icon-exclamation:before { + content: "\f12a"; +} +.icon-superscript:before { + content: "\f12b"; +} +.icon-subscript:before { + content: "\f12c"; +} +.icon-eraser:before { + content: "\f12d"; +} +.icon-puzzle-piece:before { + content: "\f12e"; +} +.icon-microphone:before { + content: "\f130"; +} +.icon-microphone-off:before { + content: "\f131"; +} +.icon-shield:before { + content: "\f132"; +} +.icon-calendar-empty:before { + content: "\f133"; +} +.icon-fire-extinguisher:before { + content: "\f134"; +} +.icon-rocket:before { + content: "\f135"; +} +.icon-maxcdn:before { + content: "\f136"; +} +.icon-chevron-sign-left:before { + content: "\f137"; +} +.icon-chevron-sign-right:before { + content: "\f138"; +} +.icon-chevron-sign-up:before { + content: "\f139"; +} +.icon-chevron-sign-down:before { + content: "\f13a"; +} +.icon-html5:before { + content: "\f13b"; +} +.icon-css3:before { + content: "\f13c"; +} +.icon-anchor:before { + content: "\f13d"; +} +.icon-unlock-alt:before { + content: "\f13e"; +} +.icon-bullseye:before { + content: "\f140"; +} +.icon-ellipsis-horizontal:before { + content: "\f141"; +} +.icon-ellipsis-vertical:before { + content: "\f142"; +} +.icon-rss-sign:before { + content: "\f143"; +} +.icon-play-sign:before { + content: "\f144"; +} +.icon-ticket:before { + content: "\f145"; +} +.icon-minus-sign-alt:before { + content: "\f146"; +} +.icon-check-minus:before { + content: "\f147"; +} +.icon-level-up:before { + content: "\f148"; +} +.icon-level-down:before { + content: "\f149"; +} +.icon-check-sign:before { + content: "\f14a"; +} +.icon-edit-sign:before { + content: "\f14b"; +} +.icon-external-link-sign:before { + content: "\f14c"; +} +.icon-share-sign:before { + content: "\f14d"; +} +.icon-compass:before { + content: "\f14e"; +} +.icon-collapse:before { + content: "\f150"; +} +.icon-collapse-top:before { + content: "\f151"; +} +.icon-expand:before { + content: "\f152"; +} +.icon-euro:before, +.icon-eur:before { + content: "\f153"; +} +.icon-gbp:before { + content: "\f154"; +} +.icon-dollar:before, +.icon-usd:before { + content: "\f155"; +} +.icon-rupee:before, +.icon-inr:before { + content: "\f156"; +} +.icon-yen:before, +.icon-jpy:before { + content: "\f157"; +} +.icon-renminbi:before, +.icon-cny:before { + content: "\f158"; +} +.icon-won:before, +.icon-krw:before { + content: "\f159"; +} +.icon-bitcoin:before, +.icon-btc:before { + content: "\f15a"; +} +.icon-file:before { + content: "\f15b"; +} +.icon-file-text:before { + content: "\f15c"; +} +.icon-sort-by-alphabet:before { + content: "\f15d"; +} +.icon-sort-by-alphabet-alt:before { + content: "\f15e"; +} +.icon-sort-by-attributes:before { + content: "\f160"; +} +.icon-sort-by-attributes-alt:before { + content: "\f161"; +} +.icon-sort-by-order:before { + content: "\f162"; +} +.icon-sort-by-order-alt:before { + content: "\f163"; +} +.icon-thumbs-up:before { + content: "\f164"; +} +.icon-thumbs-down:before { + content: "\f165"; +} +.icon-youtube-sign:before { + content: "\f166"; +} +.icon-youtube:before { + content: "\f167"; +} +.icon-xing:before { + content: "\f168"; +} +.icon-xing-sign:before { + content: "\f169"; +} +.icon-youtube-play:before { + content: "\f16a"; +} +.icon-dropbox:before { + content: "\f16b"; +} +.icon-stackexchange:before { + content: "\f16c"; +} +.icon-instagram:before { + content: "\f16d"; +} +.icon-flickr:before { + content: "\f16e"; +} +.icon-adn:before { + content: "\f170"; +} +.icon-bitbucket:before { + content: "\f171"; +} +.icon-bitbucket-sign:before { + content: "\f172"; +} +.icon-tumblr:before { + content: "\f173"; +} +.icon-tumblr-sign:before { + content: "\f174"; +} +.icon-long-arrow-down:before { + content: "\f175"; +} +.icon-long-arrow-up:before { + content: "\f176"; +} +.icon-long-arrow-left:before { + content: "\f177"; +} +.icon-long-arrow-right:before { + content: "\f178"; +} +.icon-apple:before { + content: "\f179"; +} +.icon-windows:before { + content: "\f17a"; +} +.icon-android:before { + content: "\f17b"; +} +.icon-linux:before { + content: "\f17c"; +} +.icon-dribbble:before { + content: "\f17d"; +} +.icon-skype:before { + content: "\f17e"; +} +.icon-foursquare:before { + content: "\f180"; +} +.icon-trello:before { + content: "\f181"; +} +.icon-female:before { + content: "\f182"; +} +.icon-male:before { + content: "\f183"; +} +.icon-gittip:before { + content: "\f184"; +} +.icon-sun:before { + content: "\f185"; +} +.icon-moon:before { + content: "\f186"; +} +.icon-archive:before { + content: "\f187"; +} +.icon-bug:before { + content: "\f188"; +} +.icon-vk:before { + content: "\f189"; +} +.icon-weibo:before { + content: "\f18a"; +} +.icon-renren:before { + content: "\f18b"; +} diff --git a/public/css/font-awesome.min.css b/public/css/font-awesome.min.css new file mode 100644 index 0000000..c605fb5 --- /dev/null +++ b/public/css/font-awesome.min.css @@ -0,0 +1,403 @@ +@font-face{font-family:'FontAwesome';src:url('../assets/fonts/fontawesome-webfont.eot?v=3.2.1');src:url('../assets/fonts/fontawesome-webfont.eot?#iefix&v=3.2.1') format('embedded-opentype'),url('../assets/fonts/fontawesome-webfont.woff?v=3.2.1') format('woff'),url('../assets/fonts/fontawesome-webfont.ttf?v=3.2.1') format('truetype'),url('../assets/fonts/fontawesome-webfont.svg#fontawesomeregular?v=3.2.1') format('svg');font-weight:normal;font-style:normal;}[class^="icon-"],[class*=" icon-"]{font-family:FontAwesome;font-weight:normal;font-style:normal;text-decoration:inherit;-webkit-font-smoothing:antialiased;*margin-right:.3em;} +[class^="icon-"]:before,[class*=" icon-"]:before{text-decoration:inherit;display:inline-block;speak:none;} +.icon-large:before{vertical-align:-10%;font-size:1.3333333333333333em;} +a [class^="icon-"],a [class*=" icon-"]{display:inline;} +[class^="icon-"].icon-fixed-width,[class*=" icon-"].icon-fixed-width{display:inline-block;width:1.1428571428571428em;text-align:right;padding-right:0.2857142857142857em;}[class^="icon-"].icon-fixed-width.icon-large,[class*=" icon-"].icon-fixed-width.icon-large{width:1.4285714285714286em;} +.icons-ul{margin-left:2.142857142857143em;list-style-type:none;}.icons-ul>li{position:relative;} +.icons-ul .icon-li{position:absolute;left:-2.142857142857143em;width:2.142857142857143em;text-align:center;line-height:inherit;} +[class^="icon-"].hide,[class*=" icon-"].hide{display:none;} +.icon-muted{color:#eeeeee;} +.icon-light{color:#ffffff;} +.icon-dark{color:#333333;} +.icon-border{border:solid 1px #eeeeee;padding:.2em .25em .15em;-webkit-border-radius:3px;-moz-border-radius:3px;border-radius:3px;} +.icon-2x{font-size:2em;}.icon-2x.icon-border{border-width:2px;-webkit-border-radius:4px;-moz-border-radius:4px;border-radius:4px;} +.icon-3x{font-size:3em;}.icon-3x.icon-border{border-width:3px;-webkit-border-radius:5px;-moz-border-radius:5px;border-radius:5px;} +.icon-4x{font-size:4em;}.icon-4x.icon-border{border-width:4px;-webkit-border-radius:6px;-moz-border-radius:6px;border-radius:6px;} +.icon-5x{font-size:5em;}.icon-5x.icon-border{border-width:5px;-webkit-border-radius:7px;-moz-border-radius:7px;border-radius:7px;} +.pull-right{float:right;} +.pull-left{float:left;} +[class^="icon-"].pull-left,[class*=" icon-"].pull-left{margin-right:.3em;} +[class^="icon-"].pull-right,[class*=" icon-"].pull-right{margin-left:.3em;} +[class^="icon-"],[class*=" icon-"]{display:inline;width:auto;height:auto;line-height:normal;vertical-align:baseline;background-image:none;background-position:0% 0%;background-repeat:repeat;margin-top:0;} +.icon-white,.nav-pills>.active>a>[class^="icon-"],.nav-pills>.active>a>[class*=" icon-"],.nav-list>.active>a>[class^="icon-"],.nav-list>.active>a>[class*=" icon-"],.navbar-inverse .nav>.active>a>[class^="icon-"],.navbar-inverse .nav>.active>a>[class*=" icon-"],.dropdown-menu>li>a:hover>[class^="icon-"],.dropdown-menu>li>a:hover>[class*=" icon-"],.dropdown-menu>.active>a>[class^="icon-"],.dropdown-menu>.active>a>[class*=" icon-"],.dropdown-submenu:hover>a>[class^="icon-"],.dropdown-submenu:hover>a>[class*=" icon-"]{background-image:none;} +.btn [class^="icon-"].icon-large,.nav [class^="icon-"].icon-large,.btn [class*=" icon-"].icon-large,.nav [class*=" icon-"].icon-large{line-height:.9em;} +.btn [class^="icon-"].icon-spin,.nav [class^="icon-"].icon-spin,.btn [class*=" icon-"].icon-spin,.nav [class*=" icon-"].icon-spin{display:inline-block;} +.nav-tabs [class^="icon-"],.nav-pills [class^="icon-"],.nav-tabs [class*=" icon-"],.nav-pills [class*=" icon-"],.nav-tabs [class^="icon-"].icon-large,.nav-pills [class^="icon-"].icon-large,.nav-tabs [class*=" icon-"].icon-large,.nav-pills [class*=" icon-"].icon-large{line-height:.9em;} +.btn [class^="icon-"].pull-left.icon-2x,.btn [class*=" icon-"].pull-left.icon-2x,.btn [class^="icon-"].pull-right.icon-2x,.btn [class*=" icon-"].pull-right.icon-2x{margin-top:.18em;} +.btn [class^="icon-"].icon-spin.icon-large,.btn [class*=" icon-"].icon-spin.icon-large{line-height:.8em;} +.btn.btn-small [class^="icon-"].pull-left.icon-2x,.btn.btn-small [class*=" icon-"].pull-left.icon-2x,.btn.btn-small [class^="icon-"].pull-right.icon-2x,.btn.btn-small [class*=" icon-"].pull-right.icon-2x{margin-top:.25em;} +.btn.btn-large [class^="icon-"],.btn.btn-large [class*=" icon-"]{margin-top:0;}.btn.btn-large [class^="icon-"].pull-left.icon-2x,.btn.btn-large [class*=" icon-"].pull-left.icon-2x,.btn.btn-large [class^="icon-"].pull-right.icon-2x,.btn.btn-large [class*=" icon-"].pull-right.icon-2x{margin-top:.05em;} +.btn.btn-large [class^="icon-"].pull-left.icon-2x,.btn.btn-large [class*=" icon-"].pull-left.icon-2x{margin-right:.2em;} +.btn.btn-large [class^="icon-"].pull-right.icon-2x,.btn.btn-large [class*=" icon-"].pull-right.icon-2x{margin-left:.2em;} +.nav-list [class^="icon-"],.nav-list [class*=" icon-"]{line-height:inherit;} +.icon-stack{position:relative;display:inline-block;width:2em;height:2em;line-height:2em;vertical-align:-35%;}.icon-stack [class^="icon-"],.icon-stack [class*=" icon-"]{display:block;text-align:center;position:absolute;width:100%;height:100%;font-size:1em;line-height:inherit;*line-height:2em;} +.icon-stack .icon-stack-base{font-size:2em;*line-height:1em;} +.icon-spin{display:inline-block;-moz-animation:spin 2s infinite linear;-o-animation:spin 2s infinite linear;-webkit-animation:spin 2s infinite linear;animation:spin 2s infinite linear;} +a .icon-stack,a .icon-spin{display:inline-block;text-decoration:none;} +@-moz-keyframes spin{0%{-moz-transform:rotate(0deg);} 100%{-moz-transform:rotate(359deg);}}@-webkit-keyframes spin{0%{-webkit-transform:rotate(0deg);} 100%{-webkit-transform:rotate(359deg);}}@-o-keyframes spin{0%{-o-transform:rotate(0deg);} 100%{-o-transform:rotate(359deg);}}@-ms-keyframes spin{0%{-ms-transform:rotate(0deg);} 100%{-ms-transform:rotate(359deg);}}@keyframes spin{0%{transform:rotate(0deg);} 100%{transform:rotate(359deg);}}.icon-rotate-90:before{-webkit-transform:rotate(90deg);-moz-transform:rotate(90deg);-ms-transform:rotate(90deg);-o-transform:rotate(90deg);transform:rotate(90deg);filter:progid:DXImageTransform.Microsoft.BasicImage(rotation=1);} +.icon-rotate-180:before{-webkit-transform:rotate(180deg);-moz-transform:rotate(180deg);-ms-transform:rotate(180deg);-o-transform:rotate(180deg);transform:rotate(180deg);filter:progid:DXImageTransform.Microsoft.BasicImage(rotation=2);} +.icon-rotate-270:before{-webkit-transform:rotate(270deg);-moz-transform:rotate(270deg);-ms-transform:rotate(270deg);-o-transform:rotate(270deg);transform:rotate(270deg);filter:progid:DXImageTransform.Microsoft.BasicImage(rotation=3);} +.icon-flip-horizontal:before{-webkit-transform:scale(-1, 1);-moz-transform:scale(-1, 1);-ms-transform:scale(-1, 1);-o-transform:scale(-1, 1);transform:scale(-1, 1);} +.icon-flip-vertical:before{-webkit-transform:scale(1, -1);-moz-transform:scale(1, -1);-ms-transform:scale(1, -1);-o-transform:scale(1, -1);transform:scale(1, -1);} +a .icon-rotate-90:before,a .icon-rotate-180:before,a .icon-rotate-270:before,a .icon-flip-horizontal:before,a .icon-flip-vertical:before{display:inline-block;} +.icon-glass:before{content:"\f000";} +.icon-music:before{content:"\f001";} +.icon-search:before{content:"\f002";} +.icon-envelope-alt:before{content:"\f003";} +.icon-heart:before{content:"\f004";} +.icon-star:before{content:"\f005";} +.icon-star-empty:before{content:"\f006";} +.icon-user:before{content:"\f007";} +.icon-film:before{content:"\f008";} +.icon-th-large:before{content:"\f009";} +.icon-th:before{content:"\f00a";} +.icon-th-list:before{content:"\f00b";} +.icon-ok:before{content:"\f00c";} +.icon-remove:before{content:"\f00d";} +.icon-zoom-in:before{content:"\f00e";} +.icon-zoom-out:before{content:"\f010";} +.icon-power-off:before,.icon-off:before{content:"\f011";} +.icon-signal:before{content:"\f012";} +.icon-gear:before,.icon-cog:before{content:"\f013";} +.icon-trash:before{content:"\f014";} +.icon-home:before{content:"\f015";} +.icon-file-alt:before{content:"\f016";} +.icon-time:before{content:"\f017";} +.icon-road:before{content:"\f018";} +.icon-download-alt:before{content:"\f019";} +.icon-download:before{content:"\f01a";} +.icon-upload:before{content:"\f01b";} +.icon-inbox:before{content:"\f01c";} +.icon-play-circle:before{content:"\f01d";} +.icon-rotate-right:before,.icon-repeat:before{content:"\f01e";} +.icon-refresh:before{content:"\f021";} +.icon-list-alt:before{content:"\f022";} +.icon-lock:before{content:"\f023";} +.icon-flag:before{content:"\f024";} +.icon-headphones:before{content:"\f025";} +.icon-volume-off:before{content:"\f026";} +.icon-volume-down:before{content:"\f027";} +.icon-volume-up:before{content:"\f028";} +.icon-qrcode:before{content:"\f029";} +.icon-barcode:before{content:"\f02a";} +.icon-tag:before{content:"\f02b";} +.icon-tags:before{content:"\f02c";} +.icon-book:before{content:"\f02d";} +.icon-bookmark:before{content:"\f02e";} +.icon-print:before{content:"\f02f";} +.icon-camera:before{content:"\f030";} +.icon-font:before{content:"\f031";} +.icon-bold:before{content:"\f032";} +.icon-italic:before{content:"\f033";} +.icon-text-height:before{content:"\f034";} +.icon-text-width:before{content:"\f035";} +.icon-align-left:before{content:"\f036";} +.icon-align-center:before{content:"\f037";} +.icon-align-right:before{content:"\f038";} +.icon-align-justify:before{content:"\f039";} +.icon-list:before{content:"\f03a";} +.icon-indent-left:before{content:"\f03b";} +.icon-indent-right:before{content:"\f03c";} +.icon-facetime-video:before{content:"\f03d";} +.icon-picture:before{content:"\f03e";} +.icon-pencil:before{content:"\f040";} +.icon-map-marker:before{content:"\f041";} +.icon-adjust:before{content:"\f042";} +.icon-tint:before{content:"\f043";} +.icon-edit:before{content:"\f044";} +.icon-share:before{content:"\f045";} +.icon-check:before{content:"\f046";} +.icon-move:before{content:"\f047";} +.icon-step-backward:before{content:"\f048";} +.icon-fast-backward:before{content:"\f049";} +.icon-backward:before{content:"\f04a";} +.icon-play:before{content:"\f04b";} +.icon-pause:before{content:"\f04c";} +.icon-stop:before{content:"\f04d";} +.icon-forward:before{content:"\f04e";} +.icon-fast-forward:before{content:"\f050";} +.icon-step-forward:before{content:"\f051";} +.icon-eject:before{content:"\f052";} +.icon-chevron-left:before{content:"\f053";} +.icon-chevron-right:before{content:"\f054";} +.icon-plus-sign:before{content:"\f055";} +.icon-minus-sign:before{content:"\f056";} +.icon-remove-sign:before{content:"\f057";} +.icon-ok-sign:before{content:"\f058";} +.icon-question-sign:before{content:"\f059";} +.icon-info-sign:before{content:"\f05a";} +.icon-screenshot:before{content:"\f05b";} +.icon-remove-circle:before{content:"\f05c";} +.icon-ok-circle:before{content:"\f05d";} +.icon-ban-circle:before{content:"\f05e";} +.icon-arrow-left:before{content:"\f060";} +.icon-arrow-right:before{content:"\f061";} +.icon-arrow-up:before{content:"\f062";} +.icon-arrow-down:before{content:"\f063";} +.icon-mail-forward:before,.icon-share-alt:before{content:"\f064";} +.icon-resize-full:before{content:"\f065";} +.icon-resize-small:before{content:"\f066";} +.icon-plus:before{content:"\f067";} +.icon-minus:before{content:"\f068";} +.icon-asterisk:before{content:"\f069";} +.icon-exclamation-sign:before{content:"\f06a";} +.icon-gift:before{content:"\f06b";} +.icon-leaf:before{content:"\f06c";} +.icon-fire:before{content:"\f06d";} +.icon-eye-open:before{content:"\f06e";} +.icon-eye-close:before{content:"\f070";} +.icon-warning-sign:before{content:"\f071";} +.icon-plane:before{content:"\f072";} +.icon-calendar:before{content:"\f073";} +.icon-random:before{content:"\f074";} +.icon-comment:before{content:"\f075";} +.icon-magnet:before{content:"\f076";} +.icon-chevron-up:before{content:"\f077";} +.icon-chevron-down:before{content:"\f078";} +.icon-retweet:before{content:"\f079";} +.icon-shopping-cart:before{content:"\f07a";} +.icon-folder-close:before{content:"\f07b";} +.icon-folder-open:before{content:"\f07c";} +.icon-resize-vertical:before{content:"\f07d";} +.icon-resize-horizontal:before{content:"\f07e";} +.icon-bar-chart:before{content:"\f080";} +.icon-twitter-sign:before{content:"\f081";} +.icon-facebook-sign:before{content:"\f082";} +.icon-camera-retro:before{content:"\f083";} +.icon-key:before{content:"\f084";} +.icon-gears:before,.icon-cogs:before{content:"\f085";} +.icon-comments:before{content:"\f086";} +.icon-thumbs-up-alt:before{content:"\f087";} +.icon-thumbs-down-alt:before{content:"\f088";} +.icon-star-half:before{content:"\f089";} +.icon-heart-empty:before{content:"\f08a";} +.icon-signout:before{content:"\f08b";} +.icon-linkedin-sign:before{content:"\f08c";} +.icon-pushpin:before{content:"\f08d";} +.icon-external-link:before{content:"\f08e";} +.icon-signin:before{content:"\f090";} +.icon-trophy:before{content:"\f091";} +.icon-github-sign:before{content:"\f092";} +.icon-upload-alt:before{content:"\f093";} +.icon-lemon:before{content:"\f094";} +.icon-phone:before{content:"\f095";} +.icon-unchecked:before,.icon-check-empty:before{content:"\f096";} +.icon-bookmark-empty:before{content:"\f097";} +.icon-phone-sign:before{content:"\f098";} +.icon-twitter:before{content:"\f099";} +.icon-facebook:before{content:"\f09a";} +.icon-github:before{content:"\f09b";} +.icon-unlock:before{content:"\f09c";} +.icon-credit-card:before{content:"\f09d";} +.icon-rss:before{content:"\f09e";} +.icon-hdd:before{content:"\f0a0";} +.icon-bullhorn:before{content:"\f0a1";} +.icon-bell:before{content:"\f0a2";} +.icon-certificate:before{content:"\f0a3";} +.icon-hand-right:before{content:"\f0a4";} +.icon-hand-left:before{content:"\f0a5";} +.icon-hand-up:before{content:"\f0a6";} +.icon-hand-down:before{content:"\f0a7";} +.icon-circle-arrow-left:before{content:"\f0a8";} +.icon-circle-arrow-right:before{content:"\f0a9";} +.icon-circle-arrow-up:before{content:"\f0aa";} +.icon-circle-arrow-down:before{content:"\f0ab";} +.icon-globe:before{content:"\f0ac";} +.icon-wrench:before{content:"\f0ad";} +.icon-tasks:before{content:"\f0ae";} +.icon-filter:before{content:"\f0b0";} +.icon-briefcase:before{content:"\f0b1";} +.icon-fullscreen:before{content:"\f0b2";} +.icon-group:before{content:"\f0c0";} +.icon-link:before{content:"\f0c1";} +.icon-cloud:before{content:"\f0c2";} +.icon-beaker:before{content:"\f0c3";} +.icon-cut:before{content:"\f0c4";} +.icon-copy:before{content:"\f0c5";} +.icon-paperclip:before,.icon-paper-clip:before{content:"\f0c6";} +.icon-save:before{content:"\f0c7";} +.icon-sign-blank:before{content:"\f0c8";} +.icon-reorder:before{content:"\f0c9";} +.icon-list-ul:before{content:"\f0ca";} +.icon-list-ol:before{content:"\f0cb";} +.icon-strikethrough:before{content:"\f0cc";} +.icon-underline:before{content:"\f0cd";} +.icon-table:before{content:"\f0ce";} +.icon-magic:before{content:"\f0d0";} +.icon-truck:before{content:"\f0d1";} +.icon-pinterest:before{content:"\f0d2";} +.icon-pinterest-sign:before{content:"\f0d3";} +.icon-google-plus-sign:before{content:"\f0d4";} +.icon-google-plus:before{content:"\f0d5";} +.icon-money:before{content:"\f0d6";} +.icon-caret-down:before{content:"\f0d7";} +.icon-caret-up:before{content:"\f0d8";} +.icon-caret-left:before{content:"\f0d9";} +.icon-caret-right:before{content:"\f0da";} +.icon-columns:before{content:"\f0db";} +.icon-sort:before{content:"\f0dc";} +.icon-sort-down:before{content:"\f0dd";} +.icon-sort-up:before{content:"\f0de";} +.icon-envelope:before{content:"\f0e0";} +.icon-linkedin:before{content:"\f0e1";} +.icon-rotate-left:before,.icon-undo:before{content:"\f0e2";} +.icon-legal:before{content:"\f0e3";} +.icon-dashboard:before{content:"\f0e4";} +.icon-comment-alt:before{content:"\f0e5";} +.icon-comments-alt:before{content:"\f0e6";} +.icon-bolt:before{content:"\f0e7";} +.icon-sitemap:before{content:"\f0e8";} +.icon-umbrella:before{content:"\f0e9";} +.icon-paste:before{content:"\f0ea";} +.icon-lightbulb:before{content:"\f0eb";} +.icon-exchange:before{content:"\f0ec";} +.icon-cloud-download:before{content:"\f0ed";} +.icon-cloud-upload:before{content:"\f0ee";} +.icon-user-md:before{content:"\f0f0";} +.icon-stethoscope:before{content:"\f0f1";} +.icon-suitcase:before{content:"\f0f2";} +.icon-bell-alt:before{content:"\f0f3";} +.icon-coffee:before{content:"\f0f4";} +.icon-food:before{content:"\f0f5";} +.icon-file-text-alt:before{content:"\f0f6";} +.icon-building:before{content:"\f0f7";} +.icon-hospital:before{content:"\f0f8";} +.icon-ambulance:before{content:"\f0f9";} +.icon-medkit:before{content:"\f0fa";} +.icon-fighter-jet:before{content:"\f0fb";} +.icon-beer:before{content:"\f0fc";} +.icon-h-sign:before{content:"\f0fd";} +.icon-plus-sign-alt:before{content:"\f0fe";} +.icon-double-angle-left:before{content:"\f100";} +.icon-double-angle-right:before{content:"\f101";} +.icon-double-angle-up:before{content:"\f102";} +.icon-double-angle-down:before{content:"\f103";} +.icon-angle-left:before{content:"\f104";} +.icon-angle-right:before{content:"\f105";} +.icon-angle-up:before{content:"\f106";} +.icon-angle-down:before{content:"\f107";} +.icon-desktop:before{content:"\f108";} +.icon-laptop:before{content:"\f109";} +.icon-tablet:before{content:"\f10a";} +.icon-mobile-phone:before{content:"\f10b";} +.icon-circle-blank:before{content:"\f10c";} +.icon-quote-left:before{content:"\f10d";} +.icon-quote-right:before{content:"\f10e";} +.icon-spinner:before{content:"\f110";} +.icon-circle:before{content:"\f111";} +.icon-mail-reply:before,.icon-reply:before{content:"\f112";} +.icon-github-alt:before{content:"\f113";} +.icon-folder-close-alt:before{content:"\f114";} +.icon-folder-open-alt:before{content:"\f115";} +.icon-expand-alt:before{content:"\f116";} +.icon-collapse-alt:before{content:"\f117";} +.icon-smile:before{content:"\f118";} +.icon-frown:before{content:"\f119";} +.icon-meh:before{content:"\f11a";} +.icon-gamepad:before{content:"\f11b";} +.icon-keyboard:before{content:"\f11c";} +.icon-flag-alt:before{content:"\f11d";} +.icon-flag-checkered:before{content:"\f11e";} +.icon-terminal:before{content:"\f120";} +.icon-code:before{content:"\f121";} +.icon-reply-all:before{content:"\f122";} +.icon-mail-reply-all:before{content:"\f122";} +.icon-star-half-full:before,.icon-star-half-empty:before{content:"\f123";} +.icon-location-arrow:before{content:"\f124";} +.icon-crop:before{content:"\f125";} +.icon-code-fork:before{content:"\f126";} +.icon-unlink:before{content:"\f127";} +.icon-question:before{content:"\f128";} +.icon-info:before{content:"\f129";} +.icon-exclamation:before{content:"\f12a";} +.icon-superscript:before{content:"\f12b";} +.icon-subscript:before{content:"\f12c";} +.icon-eraser:before{content:"\f12d";} +.icon-puzzle-piece:before{content:"\f12e";} +.icon-microphone:before{content:"\f130";} +.icon-microphone-off:before{content:"\f131";} +.icon-shield:before{content:"\f132";} +.icon-calendar-empty:before{content:"\f133";} +.icon-fire-extinguisher:before{content:"\f134";} +.icon-rocket:before{content:"\f135";} +.icon-maxcdn:before{content:"\f136";} +.icon-chevron-sign-left:before{content:"\f137";} +.icon-chevron-sign-right:before{content:"\f138";} +.icon-chevron-sign-up:before{content:"\f139";} +.icon-chevron-sign-down:before{content:"\f13a";} +.icon-html5:before{content:"\f13b";} +.icon-css3:before{content:"\f13c";} +.icon-anchor:before{content:"\f13d";} +.icon-unlock-alt:before{content:"\f13e";} +.icon-bullseye:before{content:"\f140";} +.icon-ellipsis-horizontal:before{content:"\f141";} +.icon-ellipsis-vertical:before{content:"\f142";} +.icon-rss-sign:before{content:"\f143";} +.icon-play-sign:before{content:"\f144";} +.icon-ticket:before{content:"\f145";} +.icon-minus-sign-alt:before{content:"\f146";} +.icon-check-minus:before{content:"\f147";} +.icon-level-up:before{content:"\f148";} +.icon-level-down:before{content:"\f149";} +.icon-check-sign:before{content:"\f14a";} +.icon-edit-sign:before{content:"\f14b";} +.icon-external-link-sign:before{content:"\f14c";} +.icon-share-sign:before{content:"\f14d";} +.icon-compass:before{content:"\f14e";} +.icon-collapse:before{content:"\f150";} +.icon-collapse-top:before{content:"\f151";} +.icon-expand:before{content:"\f152";} +.icon-euro:before,.icon-eur:before{content:"\f153";} +.icon-gbp:before{content:"\f154";} +.icon-dollar:before,.icon-usd:before{content:"\f155";} +.icon-rupee:before,.icon-inr:before{content:"\f156";} +.icon-yen:before,.icon-jpy:before{content:"\f157";} +.icon-renminbi:before,.icon-cny:before{content:"\f158";} +.icon-won:before,.icon-krw:before{content:"\f159";} +.icon-bitcoin:before,.icon-btc:before{content:"\f15a";} +.icon-file:before{content:"\f15b";} +.icon-file-text:before{content:"\f15c";} +.icon-sort-by-alphabet:before{content:"\f15d";} +.icon-sort-by-alphabet-alt:before{content:"\f15e";} +.icon-sort-by-attributes:before{content:"\f160";} +.icon-sort-by-attributes-alt:before{content:"\f161";} +.icon-sort-by-order:before{content:"\f162";} +.icon-sort-by-order-alt:before{content:"\f163";} +.icon-thumbs-up:before{content:"\f164";} +.icon-thumbs-down:before{content:"\f165";} +.icon-youtube-sign:before{content:"\f166";} +.icon-youtube:before{content:"\f167";} +.icon-xing:before{content:"\f168";} +.icon-xing-sign:before{content:"\f169";} +.icon-youtube-play:before{content:"\f16a";} +.icon-dropbox:before{content:"\f16b";} +.icon-stackexchange:before{content:"\f16c";} +.icon-instagram:before{content:"\f16d";} +.icon-flickr:before{content:"\f16e";} +.icon-adn:before{content:"\f170";} +.icon-bitbucket:before{content:"\f171";} +.icon-bitbucket-sign:before{content:"\f172";} +.icon-tumblr:before{content:"\f173";} +.icon-tumblr-sign:before{content:"\f174";} +.icon-long-arrow-down:before{content:"\f175";} +.icon-long-arrow-up:before{content:"\f176";} +.icon-long-arrow-left:before{content:"\f177";} +.icon-long-arrow-right:before{content:"\f178";} +.icon-apple:before{content:"\f179";} +.icon-windows:before{content:"\f17a";} +.icon-android:before{content:"\f17b";} +.icon-linux:before{content:"\f17c";} +.icon-dribbble:before{content:"\f17d";} +.icon-skype:before{content:"\f17e";} +.icon-foursquare:before{content:"\f180";} +.icon-trello:before{content:"\f181";} +.icon-female:before{content:"\f182";} +.icon-male:before{content:"\f183";} +.icon-gittip:before{content:"\f184";} +.icon-sun:before{content:"\f185";} +.icon-moon:before{content:"\f186";} +.icon-archive:before{content:"\f187";} +.icon-bug:before{content:"\f188";} +.icon-vk:before{content:"\f189";} +.icon-weibo:before{content:"\f18a";} +.icon-renren:before{content:"\f18b";} diff --git a/public/index.html b/public/index.html new file mode 100644 index 0000000..6988dda --- /dev/null +++ b/public/index.html @@ -0,0 +1,170 @@ + + + + + + + + + +
+

dancer.js

+

JavaScript Audio Library

+ toggle FFT spectrum + + +
+
+ Now playing... +

R/a/dio

+
+
Loading . . .
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/public/js/Jplayer.swf b/public/js/Jplayer.swf new file mode 100755 index 0000000..85c0ba3 Binary files /dev/null and b/public/js/Jplayer.swf differ diff --git a/public/js/dancer.js b/public/js/dancer.js new file mode 100644 index 0000000..847fdba --- /dev/null +++ b/public/js/dancer.js @@ -0,0 +1,1103 @@ +/* dancer.js - v0.3.2 - 2012-09-29 +* https://github.com/jsantell/dancer.js +* Copyright (c) 2012 Jordan Santell; Licensed MIT */ + +(function() { + + var Dancer = function () { + this.audioAdapter = Dancer._getAdapter( this ); + this.events = {}; + this.sections = []; + this.bind( 'update', update ); + }; + + Dancer.version = '0.3.2'; + Dancer.adapters = {}; + + Dancer.prototype = { + + load : function ( source ) { + var path; + + // Loading an Audio element + if ( source instanceof HTMLElement ) { + this.source = source; + if ( Dancer.isSupported() === 'flash' ) { + this.source = { src: Dancer._getMP3SrcFromAudio( source ) }; + } + + // Loading an object with src, [codecs] + } else { + this.source = window.Audio ? new Audio() : {}; + this.source.src = Dancer._makeSupportedPath( source.src, source.codecs ); + } + + this.audio = this.audioAdapter.load( this.source ); + return this; + }, + + /* Controls */ + + play : function () { + this.audioAdapter.play(); + return this; + }, + + pause : function () { + this.audioAdapter.pause(); + return this; + }, + + setVolume : function ( volume ) { + this.audioAdapter.setVolume( volume ); + return this; + }, + + + /* Actions */ + + createKick : function ( options ) { + return new Dancer.Kick( this, options ); + }, + + bind : function ( name, callback ) { + if ( !this.events[ name ] ) { + this.events[ name ] = []; + } + this.events[ name ].push( callback ); + return this; + }, + + unbind : function ( name ) { + if ( this.events[ name ] ) { + delete this.events[ name ]; + } + return this; + }, + + trigger : function ( name ) { + var _this = this; + if ( this.events[ name ] ) { + this.events[ name ].forEach(function( callback ) { + callback.call( _this ); + }); + } + return this; + }, + + + /* Getters */ + + getVolume : function () { + return this.audioAdapter.getVolume(); + }, + + getProgress : function () { + return this.audioAdapter.getProgress(); + }, + + getTime : function () { + return this.audioAdapter.getTime(); + }, + + // Returns the magnitude of a frequency or average over a range of frequencies + getFrequency : function ( freq, endFreq ) { + var sum = 0; + if ( endFreq !== undefined ) { + for ( var i = freq; i <= endFreq; i++ ) { + sum += this.getSpectrum()[ i ]; + } + return sum / ( endFreq - freq + 1 ); + } else { + return this.getSpectrum()[ freq ]; + } + }, + + getWaveform : function () { + return this.audioAdapter.getWaveform(); + }, + + getSpectrum : function () { + return this.audioAdapter.getSpectrum(); + }, + + isLoaded : function () { + return this.audioAdapter.isLoaded; + }, + + isPlaying : function () { + return this.audioAdapter.isPlaying; + }, + + + /* Sections */ + + after : function ( time, callback ) { + var _this = this; + this.sections.push({ + condition : function () { + return _this.getTime() > time; + }, + callback : callback + }); + return this; + }, + + before : function ( time, callback ) { + var _this = this; + this.sections.push({ + condition : function () { + return _this.getTime() < time; + }, + callback : callback + }); + return this; + }, + + between : function ( startTime, endTime, callback ) { + var _this = this; + this.sections.push({ + condition : function () { + return _this.getTime() > startTime && _this.getTime() < endTime; + }, + callback : callback + }); + return this; + }, + + onceAt : function ( time, callback ) { + var + _this = this, + thisSection = null; + this.sections.push({ + condition : function () { + return _this.getTime() > time && !this.called; + }, + callback : function () { + callback.call( this ); + thisSection.called = true; + }, + called : false + }); + // Baking the section in the closure due to callback's this being the dancer instance + thisSection = this.sections[ this.sections.length - 1 ]; + return this; + } + }; + + function update () { + for ( var i in this.sections ) { + if ( this.sections[ i ].condition() ) + this.sections[ i ].callback.call( this ); + } + } + + window.Dancer = Dancer; +})(); + +(function ( Dancer ) { + + var CODECS = { + 'mp3' : 'audio/mpeg;', + 'ogg' : 'audio/ogg; codecs="vorbis"', + 'wav' : 'audio/wav; codecs="1"', + 'aac' : 'audio/mp4; codecs="mp4a.40.2"' + }, + audioEl = document.createElement( 'audio' ); + + Dancer.options = {}; + + Dancer.setOptions = function ( o ) { + for ( var option in o ) { + if ( o.hasOwnProperty( option ) ) { + Dancer.options[ option ] = o[ option ]; + } + } + }; + + Dancer.isSupported = function () { + if ( !window.Float32Array || !window.Uint32Array ) { + return null; + } else if ( !isUnsupportedSafari() && ( window.AudioContext || window.webkitAudioContext )) { + return 'webaudio'; + } else if ( audioEl && audioEl.mozSetup ) { + return 'audiodata'; + } else if ( FlashDetect.versionAtLeast( 9 ) ) { + return 'flash'; + } else { + return ''; + } + }; + + Dancer.canPlay = function ( type ) { + var canPlay = audioEl.canPlayType; + return !!( + Dancer.isSupported() === 'flash' ? + type.toLowerCase() === 'mp3' : + audioEl.canPlayType && + audioEl.canPlayType( CODECS[ type.toLowerCase() ] ).replace( /no/, '')); + }; + + Dancer.addPlugin = function ( name, fn ) { + if ( Dancer.prototype[ name ] === undefined ) { + Dancer.prototype[ name ] = fn; + } + }; + + Dancer._makeSupportedPath = function ( source, codecs ) { + if ( !codecs ) { return source; } + + for ( var i = 0; i < codecs.length; i++ ) { + if ( Dancer.canPlay( codecs[ i ] ) ) { + return source + '.' + codecs[ i ]; + } + } + return source; + }; + + Dancer._getAdapter = function ( instance ) { + switch ( Dancer.isSupported() ) { + case 'webaudio': + return new Dancer.adapters.webkit( instance ); + case 'audiodata': + return new Dancer.adapters.moz( instance ); + case 'flash': + return new Dancer.adapters.flash( instance ); + default: + return null; + } + }; + + Dancer._getMP3SrcFromAudio = function ( audioEl ) { + var sources = audioEl.children; + if ( audioEl.src ) { return audioEl.src; } + for ( var i = sources.length; i--; ) { + if (( sources[ i ].type || '' ).match( /audio\/mpeg/ )) return sources[ i ].src; + } + return null; + }; + + // Browser detection is lame, but Safari 6 has Web Audio API, + // but does not support processing audio from a Media Element Source + // https://gist.github.com/3265344 + function isUnsupportedSafari () { + var + isApple = !!( navigator.vendor || '' ).match( /Apple/ ), + version = navigator.userAgent.match( /Version\/([^ ]*)/ ); + version = version ? parseFloat( version[ 1 ] ) : 0; + return isApple && version <= 6; + } + +})( window.Dancer ); + +(function ( undefined ) { + var Kick = function ( dancer, o ) { + o = o || {}; + this.dancer = dancer; + this.frequency = o.frequency !== undefined ? o.frequency : [ 0, 10 ]; + this.threshold = o.threshold !== undefined ? o.threshold : 0.3; + this.decay = o.decay !== undefined ? o.decay : 0.02; + this.onKick = o.onKick; + this.offKick = o.offKick; + this.isOn = false; + this.currentThreshold = this.threshold; + + var _this = this; + this.dancer.bind( 'update', function () { + _this.onUpdate(); + }); + }; + + Kick.prototype = { + on : function () { + this.isOn = true; + return this; + }, + off : function () { + this.isOn = false; + return this; + }, + + set : function ( o ) { + o = o || {}; + this.frequency = o.frequency !== undefined ? o.frequency : this.frequency; + this.threshold = o.threshold !== undefined ? o.threshold : this.threshold; + this.decay = o.decay !== undefined ? o.decay : this.decay; + this.onKick = o.onKick || this.onKick; + this.offKick = o.offKick || this.offKick; + }, + + onUpdate : function () { + if ( !this.isOn ) { return; } + var magnitude = this.maxAmplitude( this.frequency ); + if ( magnitude >= this.currentThreshold && + magnitude >= this.threshold ) { + this.currentThreshold = magnitude; + this.onKick && this.onKick.call( this.dancer, magnitude ); + } else { + this.offKick && this.offKick.call( this.dancer, magnitude ); + this.currentThreshold -= this.decay; + } + }, + maxAmplitude : function ( frequency ) { + var + max = 0, + fft = this.dancer.getSpectrum(); + + // Sloppy array check + if ( !frequency.length ) { + return frequency < fft.length ? + fft[ ~~frequency ] : + null; + } + + for ( var i = frequency[ 0 ], l = frequency[ 1 ]; i <= l; i++ ) { + if ( fft[ i ] > max ) { max = fft[ i ]; } + } + return max; + } + }; + + window.Dancer.Kick = Kick; +})(); + +(function() { + var + SAMPLE_SIZE = 2048, + SAMPLE_RATE = 44100; + + var adapter = function ( dancer ) { + this.dancer = dancer; + this.audio = new Audio(); + this.context = window.AudioContext ? + new window.AudioContext() : + new window.webkitAudioContext(); + }; + + adapter.prototype = { + + load : function ( _source ) { + var _this = this; + this.audio = _source; + + this.isLoaded = false; + this.progress = 0; + + this.proc = this.context.createJavaScriptNode( SAMPLE_SIZE / 2, 1, 1 ); + this.proc.onaudioprocess = function ( e ) { + _this.update.call( _this, e ); + }; + this.gain = this.context.createGainNode(); + + this.fft = new FFT( SAMPLE_SIZE / 2, SAMPLE_RATE ); + this.signal = new Float32Array( SAMPLE_SIZE / 2 ); + + if ( this.audio.readyState < 3 ) { + this.audio.addEventListener( 'canplay', function () { + connectContext.call( _this ); + }); + } else { + connectContext.call( _this ); + } + + this.audio.addEventListener( 'progress', function ( e ) { + if ( e.currentTarget.duration ) { + _this.progress = e.currentTarget.seekable.end( 0 ) / e.currentTarget.duration; + } + }); + + return this.audio; + }, + + play : function () { + this.audio.play(); + this.isPlaying = true; + }, + + pause : function () { + this.audio.pause(); + this.isPlaying = false; + }, + + setVolume : function ( volume ) { + this.gain.gain.value = volume; + }, + + getVolume : function () { + return this.gain.gain.value; + }, + + getProgress : function() { + return this.progress; + }, + + getWaveform : function () { + return this.signal; + }, + + getSpectrum : function () { + return this.fft.spectrum; + }, + + getTime : function () { + return this.audio.currentTime; + }, + + update : function ( e ) { + if ( !this.isPlaying || !this.isLoaded ) return; + + var + buffers = [], + channels = e.inputBuffer.numberOfChannels, + resolution = SAMPLE_SIZE / channels, + sum = function ( prev, curr ) { + return prev[ i ] + curr[ i ]; + }, i; + + for ( i = channels; i--; ) { + buffers.push( e.inputBuffer.getChannelData( i ) ); + } + + for ( i = 0; i < resolution; i++ ) { + this.signal[ i ] = channels > 1 ? + buffers.reduce( sum ) / channels : + buffers[ 0 ][ i ]; + } + + this.fft.forward( this.signal ); + this.dancer.trigger( 'update' ); + } + }; + + function connectContext () { + this.source = this.context.createMediaElementSource( this.audio ); + this.source.connect( this.proc ); + this.source.connect( this.gain ); + this.gain.connect( this.context.destination ); + this.proc.connect( this.context.destination ); + + this.isLoaded = true; + this.progress = 1; + this.dancer.trigger( 'loaded' ); + } + + Dancer.adapters.webkit = adapter; + +})(); + +(function() { + + var adapter = function ( dancer ) { + this.dancer = dancer; + this.audio = new Audio(); + }; + + adapter.prototype = { + + load : function ( _source ) { + var _this = this; + this.audio = _source; + + this.isLoaded = false; + this.progress = 0; + + if ( this.audio.readyState < 3 ) { + this.audio.addEventListener( 'loadedmetadata', function () { + getMetadata.call( _this ); + }, false); + } else { + getMetadata.call( _this ); + } + + this.audio.addEventListener( 'MozAudioAvailable', function ( e ) { + _this.update( e ); + }, false); + + this.audio.addEventListener( 'progress', function ( e ) { + if ( e.currentTarget.duration ) { + _this.progress = e.currentTarget.seekable.end( 0 ) / e.currentTarget.duration; + } + }, false); + + return this.audio; + }, + + play : function () { + this.audio.play(); + this.isPlaying = true; + }, + + pause : function () { + this.audio.pause(); + this.isPlaying = false; + }, + + setVolume : function ( volume ) { + this.audio.volume = volume; + }, + + getVolume : function () { + return this.audio.volume; + }, + + getProgress : function () { + return this.progress; + }, + + getWaveform : function () { + return this.signal; + }, + + getSpectrum : function () { + return this.fft.spectrum; + }, + + getTime : function () { + return this.audio.currentTime; + }, + + update : function ( e ) { + if ( !this.isPlaying || !this.isLoaded ) return; + + for ( var i = 0, j = this.fbLength / 2; i < j; i++ ) { + this.signal[ i ] = ( e.frameBuffer[ 2 * i ] + e.frameBuffer[ 2 * i + 1 ] ) / 2; + } + + this.fft.forward( this.signal ); + this.dancer.trigger( 'update' ); + } + }; + + function getMetadata () { + this.fbLength = this.audio.mozFrameBufferLength; + this.channels = this.audio.mozChannels; + this.rate = this.audio.mozSampleRate; + this.fft = new FFT( this.fbLength / this.channels, this.rate ); + this.signal = new Float32Array( this.fbLength / this.channels ); + this.isLoaded = true; + this.progress = 1; + this.dancer.trigger( 'loaded' ); + } + + Dancer.adapters.moz = adapter; + +})(); + +(function() { + var + SAMPLE_SIZE = 1024, + SAMPLE_RATE = 44100, + smLoaded = false, + smLoading = false, + CONVERSION_COEFFICIENT = 0.93; + + var adapter = function ( dancer ) { + this.dancer = dancer; + this.wave_L = []; + this.wave_R = []; + this.spectrum = []; + window.SM2_DEFER = true; + }; + + adapter.prototype = { + // `source` can be either an Audio element, if supported, or an object + // either way, the path is stored in the `src` property + load : function ( source ) { + var _this = this; + this.path = source ? source.src : this.path; + + this.isLoaded = false; + this.progress = 0; + + !window.soundManager && !smLoading && loadSM.call( this ); + + if ( window.soundManager ) { + this.audio = soundManager.createSound({ + id : 'dancer' + Math.random() + '', + url : this.path, + stream : true, + autoPlay : false, + autoLoad : true, + whileplaying : function () { + _this.update(); + }, + whileloading : function () { + _this.progress = this.bytesLoaded / this.bytesTotal; + }, + onload : function () { + _this.fft = new FFT( SAMPLE_SIZE, SAMPLE_RATE ); + _this.signal = new Float32Array( SAMPLE_SIZE ); + _this.waveform = new Float32Array( SAMPLE_SIZE ); + _this.isLoaded = true; + _this.progress = 1; + _this.dancer.trigger( 'loaded' ); + } + }); + this.dancer.audio = this.audio; + } + + // Returns audio if SM already loaded -- otherwise, + // sets dancer instance's audio property after load + return this.audio; + }, + + play : function () { + this.audio.play(); + this.isPlaying = true; + }, + + pause : function () { + this.audio.pause(); + this.isPlaying = false; + }, + + setVolume : function ( volume ) { + this.audio.setVolume( volume * 100 ); + }, + + getVolume : function () { + return this.audio.volume / 100; + }, + + getProgress : function () { + return this.progress; + }, + + getWaveform : function () { + return this.waveform; + }, + + getSpectrum : function () { + return this.fft.spectrum; + }, + + getTime : function () { + return this.audio.position / 1000; + }, + + update : function () { + if ( !this.isPlaying && !this.isLoaded ) return; + this.wave_L = this.audio.waveformData.left; + this.wave_R = this.audio.waveformData.right; + var avg; + for ( var i = 0, j = this.wave_L.length; i < j; i++ ) { + avg = parseFloat(this.wave_L[ i ]) + parseFloat(this.wave_R[ i ]); + this.waveform[ 2 * i ] = avg / 2; + this.waveform[ i * 2 + 1 ] = avg / 2; + this.signal[ 2 * i ] = avg * CONVERSION_COEFFICIENT; + this.signal[ i * 2 + 1 ] = avg * CONVERSION_COEFFICIENT; + } + + this.fft.forward( this.signal ); + this.dancer.trigger( 'update' ); + } + }; + + function loadSM () { + var adapter = this; + smLoading = true; + loadScript( Dancer.options.flashJS, function () { + soundManager = new SoundManager(); + soundManager.flashVersion = 9; + soundManager.flash9Options.useWaveformData = true; + soundManager.useWaveformData = true; + soundManager.useHighPerformance = true; + soundManager.useFastPolling = true; + soundManager.multiShot = false; + soundManager.debugMode = false; + soundManager.debugFlash = false; + soundManager.url = Dancer.options.flashSWF; + soundManager.onready(function () { + smLoaded = true; + adapter.load(); + }); + soundManager.ontimeout(function(){ + console.error( 'Error loading SoundManager2.swf' ); + }); + soundManager.beginDelayedInit(); + }); + } + + function loadScript ( url, callback ) { + var + script = document.createElement( 'script' ), + appender = document.getElementsByTagName( 'script' )[0]; + script.type = 'text/javascript'; + script.src = url; + script.onload = callback; + appender.parentNode.insertBefore( script, appender ); + } + + Dancer.adapters.flash = adapter; + +})(); + +/* + * DSP.js - a comprehensive digital signal processing library for javascript + * + * Created by Corban Brook on 2010-01-01. + * Copyright 2010 Corban Brook. All rights reserved. + * + */ + +// Fourier Transform Module used by DFT, FFT, RFFT +function FourierTransform(bufferSize, sampleRate) { + this.bufferSize = bufferSize; + this.sampleRate = sampleRate; + this.bandwidth = 2 / bufferSize * sampleRate / 2; + + this.spectrum = new Float32Array(bufferSize/2); + this.real = new Float32Array(bufferSize); + this.imag = new Float32Array(bufferSize); + + this.peakBand = 0; + this.peak = 0; + + /** + * Calculates the *middle* frequency of an FFT band. + * + * @param {Number} index The index of the FFT band. + * + * @returns The middle frequency in Hz. + */ + this.getBandFrequency = function(index) { + return this.bandwidth * index + this.bandwidth / 2; + }; + + this.calculateSpectrum = function() { + var spectrum = this.spectrum, + real = this.real, + imag = this.imag, + bSi = 2 / this.bufferSize, + sqrt = Math.sqrt, + rval, + ival, + mag; + + for (var i = 0, N = bufferSize/2; i < N; i++) { + rval = real[i]; + ival = imag[i]; + mag = bSi * sqrt(rval * rval + ival * ival); + + if (mag > this.peak) { + this.peakBand = i; + this.peak = mag; + } + + spectrum[i] = mag; + } + }; +} + +/** + * FFT is a class for calculating the Discrete Fourier Transform of a signal + * with the Fast Fourier Transform algorithm. + * + * @param {Number} bufferSize The size of the sample buffer to be computed. Must be power of 2 + * @param {Number} sampleRate The sampleRate of the buffer (eg. 44100) + * + * @constructor + */ +function FFT(bufferSize, sampleRate) { + FourierTransform.call(this, bufferSize, sampleRate); + + this.reverseTable = new Uint32Array(bufferSize); + + var limit = 1; + var bit = bufferSize >> 1; + + var i; + + while (limit < bufferSize) { + for (i = 0; i < limit; i++) { + this.reverseTable[i + limit] = this.reverseTable[i] + bit; + } + + limit = limit << 1; + bit = bit >> 1; + } + + this.sinTable = new Float32Array(bufferSize); + this.cosTable = new Float32Array(bufferSize); + + for (i = 0; i < bufferSize; i++) { + this.sinTable[i] = Math.sin(-Math.PI/i); + this.cosTable[i] = Math.cos(-Math.PI/i); + } +} + +/** + * Performs a forward transform on the sample buffer. + * Converts a time domain signal to frequency domain spectra. + * + * @param {Array} buffer The sample buffer. Buffer Length must be power of 2 + * + * @returns The frequency spectrum array + */ +FFT.prototype.forward = function(buffer) { + // Locally scope variables for speed up + var bufferSize = this.bufferSize, + cosTable = this.cosTable, + sinTable = this.sinTable, + reverseTable = this.reverseTable, + real = this.real, + imag = this.imag, + spectrum = this.spectrum; + + var k = Math.floor(Math.log(bufferSize) / Math.LN2); + + if (Math.pow(2, k) !== bufferSize) { throw "Invalid buffer size, must be a power of 2."; } + if (bufferSize !== buffer.length) { throw "Supplied buffer is not the same size as defined FFT. FFT Size: " + bufferSize + " Buffer Size: " + buffer.length; } + + var halfSize = 1, + phaseShiftStepReal, + phaseShiftStepImag, + currentPhaseShiftReal, + currentPhaseShiftImag, + off, + tr, + ti, + tmpReal, + i; + + for (i = 0; i < bufferSize; i++) { + real[i] = buffer[reverseTable[i]]; + imag[i] = 0; + } + + while (halfSize < bufferSize) { + //phaseShiftStepReal = Math.cos(-Math.PI/halfSize); + //phaseShiftStepImag = Math.sin(-Math.PI/halfSize); + phaseShiftStepReal = cosTable[halfSize]; + phaseShiftStepImag = sinTable[halfSize]; + + currentPhaseShiftReal = 1; + currentPhaseShiftImag = 0; + + for (var fftStep = 0; fftStep < halfSize; fftStep++) { + i = fftStep; + + while (i < bufferSize) { + off = i + halfSize; + tr = (currentPhaseShiftReal * real[off]) - (currentPhaseShiftImag * imag[off]); + ti = (currentPhaseShiftReal * imag[off]) + (currentPhaseShiftImag * real[off]); + + real[off] = real[i] - tr; + imag[off] = imag[i] - ti; + real[i] += tr; + imag[i] += ti; + + i += halfSize << 1; + } + + tmpReal = currentPhaseShiftReal; + currentPhaseShiftReal = (tmpReal * phaseShiftStepReal) - (currentPhaseShiftImag * phaseShiftStepImag); + currentPhaseShiftImag = (tmpReal * phaseShiftStepImag) + (currentPhaseShiftImag * phaseShiftStepReal); + } + + halfSize = halfSize << 1; + } + + return this.calculateSpectrum(); +}; + +/* +Copyright (c) Copyright (c) 2007, Carl S. Yestrau All rights reserved. +Code licensed under the BSD License: http://www.featureblend.com/license.txt +Version: 1.0.4 +*/ +var FlashDetect = new function(){ + var self = this; + self.installed = false; + self.raw = ""; + self.major = -1; + self.minor = -1; + self.revision = -1; + self.revisionStr = ""; + var activeXDetectRules = [ + { + "name":"ShockwaveFlash.ShockwaveFlash.7", + "version":function(obj){ + return getActiveXVersion(obj); + } + }, + { + "name":"ShockwaveFlash.ShockwaveFlash.6", + "version":function(obj){ + var version = "6,0,21"; + try{ + obj.AllowScriptAccess = "always"; + version = getActiveXVersion(obj); + }catch(err){} + return version; + } + }, + { + "name":"ShockwaveFlash.ShockwaveFlash", + "version":function(obj){ + return getActiveXVersion(obj); + } + } + ]; + /** + * Extract the ActiveX version of the plugin. + * + * @param {Object} The flash ActiveX object. + * @type String + */ + var getActiveXVersion = function(activeXObj){ + var version = -1; + try{ + version = activeXObj.GetVariable("$version"); + }catch(err){} + return version; + }; + /** + * Try and retrieve an ActiveX object having a specified name. + * + * @param {String} name The ActiveX object name lookup. + * @return One of ActiveX object or a simple object having an attribute of activeXError with a value of true. + * @type Object + */ + var getActiveXObject = function(name){ + var obj = -1; + try{ + obj = new ActiveXObject(name); + }catch(err){ + obj = {activeXError:true}; + } + return obj; + }; + /** + * Parse an ActiveX $version string into an object. + * + * @param {String} str The ActiveX Object GetVariable($version) return value. + * @return An object having raw, major, minor, revision and revisionStr attributes. + * @type Object + */ + var parseActiveXVersion = function(str){ + var versionArray = str.split(",");//replace with regex + return { + "raw":str, + "major":parseInt(versionArray[0].split(" ")[1], 10), + "minor":parseInt(versionArray[1], 10), + "revision":parseInt(versionArray[2], 10), + "revisionStr":versionArray[2] + }; + }; + /** + * Parse a standard enabledPlugin.description into an object. + * + * @param {String} str The enabledPlugin.description value. + * @return An object having raw, major, minor, revision and revisionStr attributes. + * @type Object + */ + var parseStandardVersion = function(str){ + var descParts = str.split(/ +/); + var majorMinor = descParts[2].split(/\./); + var revisionStr = descParts[3]; + return { + "raw":str, + "major":parseInt(majorMinor[0], 10), + "minor":parseInt(majorMinor[1], 10), + "revisionStr":revisionStr, + "revision":parseRevisionStrToInt(revisionStr) + }; + }; + /** + * Parse the plugin revision string into an integer. + * + * @param {String} The revision in string format. + * @type Number + */ + var parseRevisionStrToInt = function(str){ + return parseInt(str.replace(/[a-zA-Z]/g, ""), 10) || self.revision; + }; + /** + * Is the major version greater than or equal to a specified version. + * + * @param {Number} version The minimum required major version. + * @type Boolean + */ + self.majorAtLeast = function(version){ + return self.major >= version; + }; + /** + * Is the minor version greater than or equal to a specified version. + * + * @param {Number} version The minimum required minor version. + * @type Boolean + */ + self.minorAtLeast = function(version){ + return self.minor >= version; + }; + /** + * Is the revision version greater than or equal to a specified version. + * + * @param {Number} version The minimum required revision version. + * @type Boolean + */ + self.revisionAtLeast = function(version){ + return self.revision >= version; + }; + /** + * Is the version greater than or equal to a specified major, minor and revision. + * + * @param {Number} major The minimum required major version. + * @param {Number} (Optional) minor The minimum required minor version. + * @param {Number} (Optional) revision The minimum required revision version. + * @type Boolean + */ + self.versionAtLeast = function(major){ + var properties = [self.major, self.minor, self.revision]; + var len = Math.min(properties.length, arguments.length); + for(i=0; i=arguments[i]){ + if(i+10){ + var type = 'application/x-shockwave-flash'; + var mimeTypes = navigator.mimeTypes; + if(mimeTypes && mimeTypes[type] && mimeTypes[type].enabledPlugin && mimeTypes[type].enabledPlugin.description){ + var version = mimeTypes[type].enabledPlugin.description; + var versionObj = parseStandardVersion(version); + self.raw = versionObj.raw; + self.major = versionObj.major; + self.minor = versionObj.minor; + self.revisionStr = versionObj.revisionStr; + self.revision = versionObj.revision; + self.installed = true; + } + }else if(navigator.appVersion.indexOf("Mac")==-1 && window.execScript){ + var version = -1; + for(var i=0; ithis.peak&&(this.peakBand=f,this.peak=a),t[f]=a}}function FFT(e,t){FourierTransform.call(this,e,t),this.reverseTable=new Uint32Array(e);var n=1,r=e>>1,i;while(n>=1}this.sinTable=new Float32Array(e),this.cosTable=new Float32Array(e);for(i=0;ie},callback:t}),this},before:function(e,t){var n=this;return this.sections.push({condition:function(){return n.getTime()e&&r.getTime()e&&!this.called},callback:function(){t.call(this),r.called=!0},called:!1}),r=this.sections[this.sections.length-1],this}},window.Dancer=e})(),function(e){function r(){var e=!!(navigator.vendor||"").match(/Apple/),t=navigator.userAgent.match(/Version\/([^ ]*)/);return t=t?parseFloat(t[1]):0,e&&t<=6}var t={mp3:"audio/mpeg;",ogg:'audio/ogg; codecs="vorbis"',wav:'audio/wav; codecs="1"',aac:'audio/mp4; codecs="mp4a.40.2"'},n=document.createElement("audio");e.options={},e.setOptions=function(t){for(var n in t)t.hasOwnProperty(n)&&(e.options[n]=t[n])},e.isSupported=function(){return!window.Float32Array||!window.Uint32Array?null:!r()&&(window.AudioContext||window.webkitAudioContext)?"webaudio":n&&n.mozSetup?"audiodata":FlashDetect.versionAtLeast(9)?"flash":""},e.canPlay=function(r){var i=n.canPlayType;return e.isSupported()==="flash"?r.toLowerCase()==="mp3":!!n.canPlayType&&!!n.canPlayType(t[r.toLowerCase()]).replace(/no/,"")},e.addPlugin=function(t,n){e.prototype[t]===undefined&&(e.prototype[t]=n)},e._makeSupportedPath=function(t,n){if(!n)return t;for(var r=0;r=this.currentThreshold&&e>=this.threshold?(this.currentThreshold=e,this.onKick&&this.onKick.call(this.dancer,e)):(this.offKick&&this.offKick.call(this.dancer,e),this.currentThreshold-=this.decay)},maxAmplitude:function(e){var t=0,n=this.dancer.getSpectrum();if(!e.length)return et&&(t=n[r]);return t}},window.Dancer.Kick=t}(),function(){function r(){this.source=this.context.createMediaElementSource(this.audio),this.source.connect(this.proc),this.source.connect(this.gain),this.gain.connect(this.context.destination),this.proc.connect(this.context.destination),this.isLoaded=!0,this.progress=1,this.dancer.trigger("loaded")}var e=2048,t=44100,n=function(e){this.dancer=e,this.audio=new Audio,this.context=window.AudioContext?new window.AudioContext:new window.webkitAudioContext};n.prototype={load:function(n){var i=this;return this.audio=n,this.isLoaded=!1,this.progress=0,this.proc=this.context.createJavaScriptNode(e/2,1,1),this.proc.onaudioprocess=function(e){i.update.call(i,e)},this.gain=this.context.createGainNode(),this.fft=new FFT(e/2,t),this.signal=new Float32Array(e/2),this.audio.readyState<3?this.audio.addEventListener("canplay",function(){r.call(i)}):r.call(i),this.audio.addEventListener("progress",function(e){e.currentTarget.duration&&(i.progress=e.currentTarget.seekable.end(0)/e.currentTarget.duration)}),this.audio},play:function(){this.audio.play(),this.isPlaying=!0},pause:function(){this.audio.pause(),this.isPlaying=!1},setVolume:function(e){this.gain.gain.value=e},getVolume:function(){return this.gain.gain.value},getProgress:function(){return this.progress},getWaveform:function(){return this.signal},getSpectrum:function(){return this.fft.spectrum},getTime:function(){return this.audio.currentTime},update:function(t){if(!this.isPlaying||!this.isLoaded)return;var n=[],r=t.inputBuffer.numberOfChannels,i=e/r,s=function(e,t){return e[o]+t[o]},o;for(o=r;o--;)n.push(t.inputBuffer.getChannelData(o));for(o=0;o1?n.reduce(s)/r:n[0][o];this.fft.forward(this.signal),this.dancer.trigger("update")}},Dancer.adapters.webkit=n}(),function(){function t(){this.fbLength=this.audio.mozFrameBufferLength,this.channels=this.audio.mozChannels,this.rate=this.audio.mozSampleRate,this.fft=new FFT(this.fbLength/this.channels,this.rate),this.signal=new Float32Array(this.fbLength/this.channels),this.isLoaded=!0,this.progress=1,this.dancer.trigger("loaded")}var e=function(e){this.dancer=e,this.audio=new Audio};e.prototype={load:function(e){var n=this;return this.audio=e,this.isLoaded=!1,this.progress=0,this.audio.readyState<3?this.audio.addEventListener("loadedmetadata",function(){t.call(n)},!1):t.call(n),this.audio.addEventListener("MozAudioAvailable",function(e){n.update(e)},!1),this.audio.addEventListener("progress",function(e){e.currentTarget.duration&&(n.progress=e.currentTarget.seekable.end(0)/e.currentTarget.duration)},!1),this.audio},play:function(){this.audio.play(),this.isPlaying=!0},pause:function(){this.audio.pause(),this.isPlaying=!1},setVolume:function(e){this.audio.volume=e},getVolume:function(){return this.audio.volume},getProgress:function(){return this.progress},getWaveform:function(){return this.signal},getSpectrum:function(){return this.fft.spectrum},getTime:function(){return this.audio.currentTime},update:function(e){if(!this.isPlaying||!this.isLoaded)return;for(var t=0,n=this.fbLength/2;t=t},e.minorAtLeast=function(t){return e.minor>=t},e.revisionAtLeast=function(t){return e.revision>=t},e.versionAtLeast=function(t){var n=[e.major,e.minor,e.revision],r=Math.min(n.length,arguments.length);for(i=0;i=arguments[i]){if(i+10){var n="application/x-shockwave-flash",i=navigator.mimeTypes;if(i&&i[n]&&i[n].enabledPlugin&&i[n].enabledPlugin.description){var u=i[n].enabledPlugin.description,a=o(u);e.raw=a.raw,e.major=a.major,e.minor=a.minor,e.revisionStr=a.revisionStr,e.revision=a.revision,e.installed=!0}}else if(navigator.appVersion.indexOf("Mac")==-1&&window.execScript){var u=-1;for(var f=0;fb?"0"+b:b;a=this.options.timeFormat.padMin&&10>a?"0"+a:a;c=this.options.timeFormat.padSec&&10>c?"0"+c:c;b=""+(this.options.timeFormat.showHour?b+this.options.timeFormat.sepHour:"");b+=this.options.timeFormat.showMin?a+this.options.timeFormat.sepMin:"";return b+=this.options.timeFormat.showSec?c+this.options.timeFormat.sepSec:""}};var m=new l;b.jPlayer.convertTime=function(a){return m.time(a)}; +b.jPlayer.uaBrowser=function(a){a=a.toLowerCase();var b=/(opera)(?:.*version)?[ \/]([\w.]+)/,d=/(msie) ([\w.]+)/,e=/(mozilla)(?:.*? rv:([\w.]+))?/;a=/(webkit)[ \/]([\w.]+)/.exec(a)||b.exec(a)||d.exec(a)||0>a.indexOf("compatible")&&e.exec(a)||[];return{browser:a[1]||"",version:a[2]||"0"}};b.jPlayer.uaPlatform=function(a){var b=a.toLowerCase(),d=/(android)/,e=/(mobile)/;a=/(ipad|iphone|ipod|android|blackberry|playbook|windows ce|webos)/.exec(b)||[];b=/(ipad|playbook)/.exec(b)||!e.exec(b)&&d.exec(b)|| +[];a[1]&&(a[1]=a[1].replace(/\s/g,"_"));return{platform:a[1]||"",tablet:b[1]||""}};b.jPlayer.browser={};b.jPlayer.platform={};var j=b.jPlayer.uaBrowser(navigator.userAgent);j.browser&&(b.jPlayer.browser[j.browser]=!0,b.jPlayer.browser.version=j.version);j=b.jPlayer.uaPlatform(navigator.userAgent);j.platform&&(b.jPlayer.platform[j.platform]=!0,b.jPlayer.platform.mobile=!j.tablet,b.jPlayer.platform.tablet=!!j.tablet);b.jPlayer.getDocMode=function(){var a;b.jPlayer.browser.msie&&(document.documentMode? +a=document.documentMode:(a=5,document.compatMode&&"CSS1Compat"===document.compatMode&&(a=7)));return a};b.jPlayer.browser.documentMode=b.jPlayer.getDocMode();b.jPlayer.nativeFeatures={init:function(){var a=document,b=a.createElement("video"),d={w3c:"fullscreenEnabled fullscreenElement requestFullscreen exitFullscreen fullscreenchange fullscreenerror".split(" "),moz:"mozFullScreenEnabled mozFullScreenElement mozRequestFullScreen mozCancelFullScreen mozfullscreenchange mozfullscreenerror".split(" "), +webkit:" webkitCurrentFullScreenElement webkitRequestFullScreen webkitCancelFullScreen webkitfullscreenchange ".split(" "),webkitVideo:"webkitSupportsFullscreen webkitDisplayingFullscreen webkitEnterFullscreen webkitExitFullscreen ".split(" ")},e=["w3c","moz","webkit","webkitVideo"],g,h;this.fullscreen=b={support:{w3c:!!a[d.w3c[0]],moz:!!a[d.moz[0]],webkit:"function"===typeof a[d.webkit[3]],webkitVideo:"function"===typeof b[d.webkitVideo[2]]},used:{}};g=0;for(h=e.length;g','','','',''];c=document.createElement(''); +for(var e=0;e=a&&(b=!0);return b},_validString:function(a){return a&&"string"===typeof a},_limitValue:function(a,b,d){return ad?d:a},_urlNotSetError:function(a){this._error({type:b.jPlayer.error.URL_NOT_SET,context:a,message:b.jPlayer.errorMsg.URL_NOT_SET,hint:b.jPlayer.errorHint.URL_NOT_SET})},_flashError:function(a){var c;c=this.internal.ready?"FLASH_DISABLED":"FLASH";this._error({type:b.jPlayer.error[c],context:this.internal.flash.swf, +message:b.jPlayer.errorMsg[c]+a.message,hint:b.jPlayer.errorHint[c]});this.internal.flash.jq.css({width:"1px",height:"1px"})},_error:function(a){this._trigger(b.jPlayer.event.error,a);this.options.errorAlerts&&this._alert("Error!"+(a.message?"\n\n"+a.message:"")+(a.hint?"\n\n"+a.hint:"")+"\n\nContext: "+a.context)},_warning:function(a){this._trigger(b.jPlayer.event.warning,f,a);this.options.warningAlerts&&this._alert("Warning!"+(a.message?"\n\n"+a.message:"")+(a.hint?"\n\n"+a.hint:"")+"\n\nContext: "+ +a.context)},_alert:function(a){alert("jPlayer "+this.version.script+" : id='"+this.internal.self.id+"' : "+a)},_emulateHtmlBridge:function(){var a=this;b.each(b.jPlayer.emulateMethods.split(/\s+/g),function(b,d){a.internal.domNode[d]=function(b){a[d](b)}});b.each(b.jPlayer.event,function(c,d){var e=!0;b.each(b.jPlayer.reservedEvent.split(/\s+/g),function(a,b){if(b===c)return e=!1});e&&a.element.bind(d+".jPlayer.jPlayerHtml",function(){a._emulateHtmlUpdate();var b=document.createEvent("Event");b.initEvent(c, +!1,!0);a.internal.domNode.dispatchEvent(b)})})},_emulateHtmlUpdate:function(){var a=this;b.each(b.jPlayer.emulateStatus.split(/\s+/g),function(b,d){a.internal.domNode[d]=a.status[d]});b.each(b.jPlayer.emulateOptions.split(/\s+/g),function(b,d){a.internal.domNode[d]=a.options[d]})},_destroyHtmlBridge:function(){var a=this;this.element.unbind(".jPlayerHtml");b.each((b.jPlayer.emulateMethods+" "+b.jPlayer.emulateStatus+" "+b.jPlayer.emulateOptions).split(/\s+/g),function(b,d){delete a.internal.domNode[d]})}}; +b.jPlayer.error={FLASH:"e_flash",FLASH_DISABLED:"e_flash_disabled",NO_SOLUTION:"e_no_solution",NO_SUPPORT:"e_no_support",URL:"e_url",URL_NOT_SET:"e_url_not_set",VERSION:"e_version"};b.jPlayer.errorMsg={FLASH:"jPlayer's Flash fallback is not configured correctly, or a command was issued before the jPlayer Ready event. Details: ",FLASH_DISABLED:"jPlayer's Flash fallback has been disabled by the browser due to the CSS rules you have used. Details: ",NO_SOLUTION:"No solution can be found by jPlayer in this browser. Neither HTML nor Flash can be used.", +NO_SUPPORT:"It is not possible to play any media format provided in setMedia() on this browser using your current options.",URL:"Media URL could not be loaded.",URL_NOT_SET:"Attempt to issue media playback commands, while no media url is set.",VERSION:"jPlayer "+b.jPlayer.prototype.version.script+" needs Jplayer.swf version "+b.jPlayer.prototype.version.needFlash+" but found "};b.jPlayer.errorHint={FLASH:"Check your swfPath option and that Jplayer.swf is there.",FLASH_DISABLED:"Check that you have not display:none; the jPlayer entity or any ancestor.", +NO_SOLUTION:"Review the jPlayer options: support and supplied.",NO_SUPPORT:"Video or audio formats defined in the supplied option are missing.",URL:"Check media URL is valid.",URL_NOT_SET:"Use setMedia() to set the media URL.",VERSION:"Update jPlayer files."};b.jPlayer.warning={CSS_SELECTOR_COUNT:"e_css_selector_count",CSS_SELECTOR_METHOD:"e_css_selector_method",CSS_SELECTOR_STRING:"e_css_selector_string",OPTION_KEY:"e_option_key"};b.jPlayer.warningMsg={CSS_SELECTOR_COUNT:"The number of css selectors found did not equal one: ", +CSS_SELECTOR_METHOD:"The methodName given in jPlayer('cssSelector') is not a valid jPlayer method.",CSS_SELECTOR_STRING:"The methodCssSelector given in jPlayer('cssSelector') is not a String or is empty.",OPTION_KEY:"The option requested in jPlayer('option') is undefined."};b.jPlayer.warningHint={CSS_SELECTOR_COUNT:"Check your css selector and the ancestor.",CSS_SELECTOR_METHOD:"Check your method name.",CSS_SELECTOR_STRING:"Check your css selector is a string.",OPTION_KEY:"Check your option name."}}); \ No newline at end of file diff --git a/public/js/lib/Detector.js b/public/js/lib/Detector.js new file mode 100644 index 0000000..8ea968d --- /dev/null +++ b/public/js/lib/Detector.js @@ -0,0 +1,59 @@ +/** + * @author alteredq / http://alteredqualia.com/ + * @author mr.doob / http://mrdoob.com/ + */ + +Detector = { + + canvas: !! window.CanvasRenderingContext2D, + webgl: ( function () { try { return !! window.WebGLRenderingContext && !! document.createElement( 'canvas' ).getContext( 'experimental-webgl' ); } catch( e ) { return false; } } )(), + workers: !! window.Worker, + fileapi: window.File && window.FileReader && window.FileList && window.Blob, + + getWebGLErrorMessage: function () { + + var element = document.createElement( 'div' ); + element.id = 'webgl-error-message'; + element.style.fontFamily = 'monospace'; + element.style.fontSize = '13px'; + element.style.fontWeight = 'normal'; + element.style.textAlign = 'center'; + element.style.background = '#fff'; + element.style.color = '#000'; + element.style.padding = '1.5em'; + element.style.width = '400px'; + element.style.margin = '5em auto 0'; + + if ( ! this.webgl ) { + + element.innerHTML = window.WebGLRenderingContext ? [ + 'Your graphics card does not seem to support WebGL.
', + 'Find out how to get it here.' + ].join( '\n' ) : [ + 'Your browser does not seem to support WebGL.
', + 'Find out how to get it here.' + ].join( '\n' ); + + } + + return element; + + }, + + addGetWebGLMessage: function ( parameters ) { + + var parent, id, element; + + parameters = parameters || {}; + + parent = parameters.parent !== undefined ? parameters.parent : document.body; + id = parameters.id !== undefined ? parameters.id : 'oldie'; + + element = Detector.getWebGLErrorMessage(); + element.id = id; + + parent.appendChild( element ); + + } + +}; diff --git a/public/js/lib/Stats.js b/public/js/lib/Stats.js new file mode 100644 index 0000000..6cdeeb3 --- /dev/null +++ b/public/js/lib/Stats.js @@ -0,0 +1,8 @@ +// stats.js r8 - http://github.com/mrdoob/stats.js +var Stats=function(){var h,a,n=0,o=0,i=Date.now(),u=i,p=i,l=0,q=1E3,r=0,e,j,f,b=[[16,16,48],[0,255,255]],m=0,s=1E3,t=0,d,k,g,c=[[16,48,16],[0,255,0]];h=document.createElement("div");h.style.cursor="pointer";h.style.width="80px";h.style.opacity="0.9";h.style.zIndex="10001";h.addEventListener("mousedown",function(a){a.preventDefault();n=(n+1)%2;n==0?(e.style.display="block",d.style.display="none"):(e.style.display="none",d.style.display="block")},!1);e=document.createElement("div");e.style.textAlign= +"left";e.style.lineHeight="1.2em";e.style.backgroundColor="rgb("+Math.floor(b[0][0]/2)+","+Math.floor(b[0][1]/2)+","+Math.floor(b[0][2]/2)+")";e.style.padding="0 0 3px 3px";h.appendChild(e);j=document.createElement("div");j.style.fontFamily="Helvetica, Arial, sans-serif";j.style.fontSize="9px";j.style.color="rgb("+b[1][0]+","+b[1][1]+","+b[1][2]+")";j.style.fontWeight="bold";j.innerHTML="FPS";e.appendChild(j);f=document.createElement("div");f.style.position="relative";f.style.width="74px";f.style.height= +"30px";f.style.backgroundColor="rgb("+b[1][0]+","+b[1][1]+","+b[1][2]+")";for(e.appendChild(f);f.children.length<74;)a=document.createElement("span"),a.style.width="1px",a.style.height="30px",a.style.cssFloat="left",a.style.backgroundColor="rgb("+b[0][0]+","+b[0][1]+","+b[0][2]+")",f.appendChild(a);d=document.createElement("div");d.style.textAlign="left";d.style.lineHeight="1.2em";d.style.backgroundColor="rgb("+Math.floor(c[0][0]/2)+","+Math.floor(c[0][1]/2)+","+Math.floor(c[0][2]/2)+")";d.style.padding= +"0 0 3px 3px";d.style.display="none";h.appendChild(d);k=document.createElement("div");k.style.fontFamily="Helvetica, Arial, sans-serif";k.style.fontSize="9px";k.style.color="rgb("+c[1][0]+","+c[1][1]+","+c[1][2]+")";k.style.fontWeight="bold";k.innerHTML="MS";d.appendChild(k);g=document.createElement("div");g.style.position="relative";g.style.width="74px";g.style.height="30px";g.style.backgroundColor="rgb("+c[1][0]+","+c[1][1]+","+c[1][2]+")";for(d.appendChild(g);g.children.length<74;)a=document.createElement("span"), +a.style.width="1px",a.style.height=Math.random()*30+"px",a.style.cssFloat="left",a.style.backgroundColor="rgb("+c[0][0]+","+c[0][1]+","+c[0][2]+")",g.appendChild(a);return{domElement:h,update:function(){i=Date.now();m=i-u;s=Math.min(s,m);t=Math.max(t,m);k.textContent=m+" MS ("+s+"-"+t+")";var a=Math.min(30,30-m/200*30);g.appendChild(g.firstChild).style.height=a+"px";u=i;o++;if(i>p+1E3)l=Math.round(o*1E3/(i-p)),q=Math.min(q,l),r=Math.max(r,l),j.textContent=l+" FPS ("+q+"-"+r+")",a=Math.min(30,30-l/ +100*30),f.appendChild(f.firstChild).style.height=a+"px",p=i,o=0}}}; + diff --git a/public/js/lib/Three.debug.js b/public/js/lib/Three.debug.js new file mode 100644 index 0000000..20fe87f --- /dev/null +++ b/public/js/lib/Three.debug.js @@ -0,0 +1,31984 @@ +// ThreeDebug.js - http://github.com/mrdoob/three.js +/** + * @author mr.doob / http://mrdoob.com/ + */ + +var THREE = THREE || { REVISION: '49' }; + +if ( ! self.Int32Array ) { + + self.Int32Array = Array; + self.Float32Array = Array; + +} + +// http://paulirish.com/2011/requestanimationframe-for-smart-animating/ +// http://my.opera.com/emoller/blog/2011/12/20/requestanimationframe-for-smart-er-animating + +// requestAnimationFrame polyfill by Erik Möller +// fixes from Paul Irish and Tino Zijdel + +( function () { + + var lastTime = 0; + var vendors = [ 'ms', 'moz', 'webkit', 'o' ]; + + for ( var x = 0; x < vendors.length && !window.requestAnimationFrame; ++ x ) { + + window.requestAnimationFrame = window[ vendors[ x ] + 'RequestAnimationFrame' ]; + window.cancelAnimationFrame = window[ vendors[ x ] + 'CancelAnimationFrame' ] || window[ vendors[ x ] + 'CancelRequestAnimationFrame' ]; + + } + + if ( !window.requestAnimationFrame ) { + + window.requestAnimationFrame = function ( callback, element ) { + + var currTime = Date.now(), timeToCall = Math.max( 0, 16 - ( currTime - lastTime ) ); + var id = window.setTimeout( function() { callback( currTime + timeToCall ); }, timeToCall ); + lastTime = currTime + timeToCall; + return id; + + }; + + } + + + if ( !window.cancelAnimationFrame ) { + + window.cancelAnimationFrame = function ( id ) { clearTimeout( id ); }; + + } + +}() ); +/** + * @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.start = function () { + + this.startTime = Date.now(); + this.oldTime = this.startTime; + + this.running = true; + +}; + +THREE.Clock.prototype.stop = function () { + + this.getElapsedTime(); + + this.running = false; + +}; + +THREE.Clock.prototype.getElapsedTime = function () { + + this.elapsedTime += this.getDelta(); + + return this.elapsedTime; + +}; + + +THREE.Clock.prototype.getDelta = function () { + + var diff = 0; + + if ( this.autoStart && ! this.running ) { + + this.start(); + + } + + if ( this.running ) { + + var newTime = Date.now(); + diff = 0.001 * ( newTime - this.oldTime ); + this.oldTime = newTime; + + this.elapsedTime += diff; + + } + + return diff; + +};/** + * @author mr.doob / http://mrdoob.com/ + */ + +THREE.Color = function ( hex ) { + + if ( hex !== undefined ) this.setHex( hex ); + return this; + +}; + +THREE.Color.prototype = { + + constructor: THREE.Color, + + r: 1, g: 1, b: 1, + + copy: function ( color ) { + + this.r = color.r; + this.g = color.g; + this.b = color.b; + + return this; + + }, + + copyGammaToLinear: function ( color ) { + + this.r = color.r * color.r; + this.g = color.g * color.g; + this.b = color.b * color.b; + + return this; + + }, + + copyLinearToGamma: function ( color ) { + + this.r = Math.sqrt( color.r ); + this.g = Math.sqrt( color.g ); + this.b = Math.sqrt( color.b ); + + return this; + + }, + + convertGammaToLinear: function () { + + var r = this.r, g = this.g, b = this.b; + + this.r = r * r; + this.g = g * g; + this.b = b * b; + + return this; + + }, + + convertLinearToGamma: function () { + + this.r = Math.sqrt( this.r ); + this.g = Math.sqrt( this.g ); + this.b = Math.sqrt( this.b ); + + return this; + + }, + + setRGB: function ( r, g, b ) { + + this.r = r; + this.g = g; + this.b = b; + + return this; + + }, + + setHSV: function ( h, s, v ) { + + // based on MochiKit implementation by Bob Ippolito + // h,s,v ranges are < 0.0 - 1.0 > + + var i, f, p, q, t; + + if ( v === 0 ) { + + this.r = this.g = this.b = 0; + + } else { + + i = Math.floor( h * 6 ); + f = ( h * 6 ) - i; + p = v * ( 1 - s ); + q = v * ( 1 - ( s * f ) ); + t = v * ( 1 - ( s * ( 1 - f ) ) ); + + switch ( i ) { + + case 1: this.r = q; this.g = v; this.b = p; break; + case 2: this.r = p; this.g = v; this.b = t; break; + case 3: this.r = p; this.g = q; this.b = v; break; + case 4: this.r = t; this.g = p; this.b = v; break; + case 5: this.r = v; this.g = p; this.b = q; break; + case 6: // fall through + case 0: this.r = v; this.g = t; this.b = p; break; + + } + + } + + return this; + + }, + + setHex: function ( hex ) { + + hex = Math.floor( hex ); + + this.r = ( hex >> 16 & 255 ) / 255; + this.g = ( hex >> 8 & 255 ) / 255; + this.b = ( hex & 255 ) / 255; + + return this; + + }, + + lerpSelf: function ( color, alpha ) { + + this.r += ( color.r - this.r ) * alpha; + this.g += ( color.g - this.g ) * alpha; + this.b += ( color.b - this.b ) * alpha; + + return this; + + }, + + getHex: function () { + + return Math.floor( this.r * 255 ) << 16 ^ Math.floor( this.g * 255 ) << 8 ^ Math.floor( this.b * 255 ); + + }, + + getContextStyle: function () { + + return 'rgb(' + Math.floor( this.r * 255 ) + ',' + Math.floor( this.g * 255 ) + ',' + Math.floor( this.b * 255 ) + ')'; + + }, + + clone: function () { + + return new THREE.Color().setRGB( this.r, this.g, this.b ); + + } + +}; +/** + * @author mr.doob / http://mrdoob.com/ + * @author philogb / http://blog.thejit.org/ + * @author egraether / http://egraether.com/ + * @author zz85 / http://www.lab4games.net/zz85/blog + */ + +THREE.Vector2 = function ( x, y ) { + + this.x = x || 0; + this.y = y || 0; + +}; + +THREE.Vector2.prototype = { + + constructor: THREE.Vector2, + + set: function ( x, y ) { + + this.x = x; + this.y = y; + + return this; + + }, + + copy: function ( v ) { + + this.x = v.x; + this.y = v.y; + + return this; + + }, + + add: function ( a, b ) { + + this.x = a.x + b.x; + this.y = a.y + b.y; + + return this; + + }, + + addSelf: function ( v ) { + + this.x += v.x; + this.y += v.y; + + return this; + + }, + + sub: function ( a, b ) { + + this.x = a.x - b.x; + this.y = a.y - b.y; + + return this; + + }, + + subSelf: function ( v ) { + + this.x -= v.x; + this.y -= v.y; + + return this; + + }, + + multiplyScalar: function ( s ) { + + this.x *= s; + this.y *= s; + + return this; + + }, + + divideScalar: function ( s ) { + + if ( s ) { + + this.x /= s; + this.y /= s; + + } else { + + this.set( 0, 0 ); + + } + + return this; + + }, + + negate: function() { + + return this.multiplyScalar( - 1 ); + + }, + + dot: function ( v ) { + + return this.x * v.x + this.y * v.y; + + }, + + lengthSq: function () { + + return this.x * this.x + this.y * this.y; + + }, + + length: function () { + + return Math.sqrt( this.lengthSq() ); + + }, + + normalize: function () { + + return this.divideScalar( this.length() ); + + }, + + distanceTo: function ( v ) { + + return Math.sqrt( this.distanceToSquared( v ) ); + + }, + + distanceToSquared: function ( v ) { + + var dx = this.x - v.x, dy = this.y - v.y; + return dx * dx + dy * dy; + + }, + + setLength: function ( l ) { + + return this.normalize().multiplyScalar( l ); + + }, + + lerpSelf: function ( v, alpha ) { + + this.x += ( v.x - this.x ) * alpha; + this.y += ( v.y - this.y ) * alpha; + + return this; + + }, + + equals: function( v ) { + + return ( ( v.x === this.x ) && ( v.y === this.y ) ); + + }, + + isZero: function () { + + return ( this.lengthSq() < 0.0001 /* almostZero */ ); + + }, + + clone: function () { + + return new THREE.Vector2( this.x, this.y ); + + } + +}; +/** + * @author mr.doob / 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/ + */ + +THREE.Vector3 = function ( x, y, z ) { + + this.x = x || 0; + this.y = y || 0; + this.z = z || 0; + +}; + + +THREE.Vector3.prototype = { + + constructor: THREE.Vector3, + + set: function ( x, y, z ) { + + this.x = x; + this.y = y; + this.z = z; + + return this; + + }, + + setX: function ( x ) { + + this.x = x; + + return this; + + }, + + setY: function ( y ) { + + this.y = y; + + return this; + + }, + + setZ: function ( z ) { + + this.z = z; + + return this; + + }, + + copy: function ( v ) { + + this.x = v.x; + this.y = v.y; + this.z = v.z; + + return this; + + }, + + add: function ( a, b ) { + + this.x = a.x + b.x; + this.y = a.y + b.y; + this.z = a.z + b.z; + + return this; + + }, + + addSelf: function ( v ) { + + this.x += v.x; + this.y += v.y; + this.z += v.z; + + return this; + + }, + + addScalar: function ( s ) { + + this.x += s; + this.y += s; + this.z += s; + + return this; + + }, + + sub: function ( a, b ) { + + this.x = a.x - b.x; + this.y = a.y - b.y; + this.z = a.z - b.z; + + return this; + + }, + + subSelf: function ( v ) { + + this.x -= v.x; + this.y -= v.y; + this.z -= v.z; + + return this; + + }, + + multiply: function ( a, b ) { + + this.x = a.x * b.x; + this.y = a.y * b.y; + this.z = a.z * b.z; + + return this; + + }, + + multiplySelf: function ( v ) { + + this.x *= v.x; + this.y *= v.y; + this.z *= v.z; + + return this; + + }, + + multiplyScalar: function ( s ) { + + this.x *= s; + this.y *= s; + this.z *= s; + + return this; + + }, + + divideSelf: function ( v ) { + + this.x /= v.x; + this.y /= v.y; + this.z /= v.z; + + return this; + + }, + + divideScalar: function ( s ) { + + if ( s ) { + + this.x /= s; + this.y /= s; + this.z /= s; + + } else { + + this.x = 0; + this.y = 0; + this.z = 0; + + } + + return this; + + }, + + + negate: function() { + + return this.multiplyScalar( - 1 ); + + }, + + dot: function ( v ) { + + return this.x * v.x + this.y * v.y + this.z * v.z; + + }, + + lengthSq: function () { + + return this.x * this.x + this.y * this.y + this.z * this.z; + + }, + + length: function () { + + return Math.sqrt( this.lengthSq() ); + + }, + + lengthManhattan: function () { + + return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ); + + }, + + normalize: function () { + + return this.divideScalar( this.length() ); + + }, + + setLength: function ( l ) { + + return this.normalize().multiplyScalar( l ); + + }, + + lerpSelf: function ( v, alpha ) { + + this.x += ( v.x - this.x ) * alpha; + this.y += ( v.y - this.y ) * alpha; + this.z += ( v.z - this.z ) * alpha; + + return this; + + }, + + cross: function ( a, b ) { + + this.x = a.y * b.z - a.z * b.y; + this.y = a.z * b.x - a.x * b.z; + this.z = a.x * b.y - a.y * b.x; + + return this; + + }, + + crossSelf: function ( v ) { + + var x = this.x, y = this.y, z = this.z; + + this.x = y * v.z - z * v.y; + this.y = z * v.x - x * v.z; + this.z = x * v.y - y * v.x; + + return this; + + }, + + distanceTo: function ( v ) { + + return Math.sqrt( this.distanceToSquared( v ) ); + + }, + + distanceToSquared: function ( v ) { + + return new THREE.Vector3().sub( this, v ).lengthSq(); + + }, + + getPositionFromMatrix: function ( m ) { + + this.x = m.elements[12]; + this.y = m.elements[13]; + this.z = m.elements[14]; + + return this; + + }, + + getRotationFromMatrix: function ( m, scale ) { + + var sx = scale ? scale.x : 1; + var sy = scale ? scale.y : 1; + var sz = scale ? scale.z : 1; + + var m11 = m.elements[0] / sx, m12 = m.elements[4] / sy, m13 = m.elements[8] / sz; + var m21 = m.elements[1] / sx, m22 = m.elements[5] / sy, m23 = m.elements[9] / sz; + var m33 = m.elements[10] / sz; + + this.y = Math.asin( m13 ); + + var cosY = Math.cos( this.y ); + + if ( Math.abs( cosY ) > 0.00001 ) { + + this.x = Math.atan2( - m23 / cosY, m33 / cosY ); + this.z = Math.atan2( - m12 / cosY, m11 / cosY ); + + } else { + + this.x = 0; + this.z = Math.atan2( m21, m22 ); + + } + + return this; + + }, + + /* + + // from http://www.mathworks.com/matlabcentral/fileexchange/20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/content/SpinCalc.m + // order XYZ + + getEulerXYZFromQuaternion: function ( q ) { + + this.x = Math.atan2( 2 * ( q.x * q.w - q.y * q.z ), ( q.w * q.w - q.x * q.x - q.y * q.y + q.z * q.z ) ); + this.y = Math.asin( 2 * ( q.x * q.z + q.y * q.w ) ); + this.z = Math.atan2( 2 * ( q.z * q.w - q.x * q.y ), ( q.w * q.w + q.x * q.x - q.y * q.y - q.z * q.z ) ); + + }, + + // from http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToEuler/index.htm + // order YZX (assuming heading == y, attitude == z, bank == x) + + getEulerYZXFromQuaternion: function ( q ) { + + var sqw = q.w * q.w; + var sqx = q.x * q.x; + var sqy = q.y * q.y; + var sqz = q.z * q.z; + var unit = sqx + sqy + sqz + sqw; // if normalised is one, otherwise is correction factor + var test = q.x * q.y + q.z * q.w; + + if ( test > 0.499 * unit ) { // singularity at north pole + + this.y = 2 * Math.atan2( q.x, q.w ); + this.z = Math.PI / 2; + this.x = 0; + + return; + + } + + if ( test < -0.499 * unit ) { // singularity at south pole + + this.y = -2 * Math.atan2( q.x, q.w ); + this.z = -Math.PI / 2; + this.x = 0; + + return; + + } + + this.y = Math.atan2( 2 * q.y * q.w - 2 * q.x * q.z, sqx - sqy - sqz + sqw ); + this.z = Math.asin( 2 * test / unit ); + this.x = Math.atan2( 2 * q.x * q.w - 2 * q.y * q.z, -sqx + sqy - sqz + sqw ); + + }, + + */ + + getScaleFromMatrix: function ( m ) { + + var sx = this.set( m.elements[0], m.elements[1], m.elements[2] ).length(); + var sy = this.set( m.elements[4], m.elements[5], m.elements[6] ).length(); + var sz = this.set( m.elements[8], m.elements[9], m.elements[10] ).length(); + + this.x = sx; + this.y = sy; + this.z = sz; + + }, + + equals: function ( v ) { + + return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) ); + + }, + + isZero: function () { + + return ( this.lengthSq() < 0.0001 /* almostZero */ ); + + }, + + clone: function () { + + return new THREE.Vector3( this.x, this.y, this.z ); + + } + +}; + +/** + * @author supereggbert / http://www.paulbrunt.co.uk/ + * @author philogb / http://blog.thejit.org/ + * @author mikael emtinger / http://gomo.se/ + * @author egraether / http://egraether.com/ + */ + +THREE.Vector4 = function ( x, y, z, w ) { + + this.x = x || 0; + this.y = y || 0; + this.z = z || 0; + this.w = ( w !== undefined ) ? w : 1; + +}; + +THREE.Vector4.prototype = { + + constructor: THREE.Vector4, + + set: function ( x, y, z, w ) { + + this.x = x; + this.y = y; + this.z = z; + this.w = w; + + return this; + + }, + + copy: function ( v ) { + + this.x = v.x; + this.y = v.y; + this.z = v.z; + this.w = ( v.w !== undefined ) ? v.w : 1; + + return this; + + }, + + add: function ( a, b ) { + + this.x = a.x + b.x; + this.y = a.y + b.y; + this.z = a.z + b.z; + this.w = a.w + b.w; + + return this; + + }, + + addSelf: function ( v ) { + + this.x += v.x; + this.y += v.y; + this.z += v.z; + this.w += v.w; + + return this; + + }, + + sub: function ( a, b ) { + + this.x = a.x - b.x; + this.y = a.y - b.y; + this.z = a.z - b.z; + this.w = a.w - b.w; + + return this; + + }, + + subSelf: function ( v ) { + + this.x -= v.x; + this.y -= v.y; + this.z -= v.z; + this.w -= v.w; + + return this; + + }, + + multiplyScalar: function ( s ) { + + this.x *= s; + this.y *= s; + this.z *= s; + this.w *= s; + + return this; + + }, + + divideScalar: function ( s ) { + + if ( s ) { + + this.x /= s; + this.y /= s; + this.z /= s; + this.w /= s; + + } else { + + this.x = 0; + this.y = 0; + this.z = 0; + this.w = 1; + + } + + return this; + + }, + + + negate: function() { + + return this.multiplyScalar( -1 ); + + }, + + dot: function ( v ) { + + return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w; + + }, + + lengthSq: function () { + + return this.dot( this ); + + }, + + length: function () { + + return Math.sqrt( this.lengthSq() ); + + }, + + normalize: function () { + + return this.divideScalar( this.length() ); + + }, + + setLength: function ( l ) { + + return this.normalize().multiplyScalar( l ); + + }, + + lerpSelf: function ( v, alpha ) { + + this.x += ( v.x - this.x ) * alpha; + this.y += ( v.y - this.y ) * alpha; + this.z += ( v.z - this.z ) * alpha; + this.w += ( v.w - this.w ) * alpha; + + return this; + + }, + + clone: function () { + + return new THREE.Vector4( this.x, this.y, this.z, this.w ); + + } + +}; +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.Frustum = function ( ) { + + this.planes = [ + + new THREE.Vector4(), + new THREE.Vector4(), + new THREE.Vector4(), + new THREE.Vector4(), + new THREE.Vector4(), + new THREE.Vector4() + + ]; + +}; + +THREE.Frustum.prototype.setFromMatrix = function ( m ) { + + var i, plane, planes = this.planes; + + var me = m.elements; + var me0 = me[0], me1 = me[1], me2 = me[2], me3 = me[3]; + var me4 = me[4], me5 = me[5], me6 = me[6], me7 = me[7]; + var me8 = me[8], me9 = me[9], me10 = me[10], me11 = me[11]; + var me12 = me[12], me13 = me[13], me14 = me[14], me15 = me[15]; + + planes[ 0 ].set( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ); + planes[ 1 ].set( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ); + planes[ 2 ].set( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ); + planes[ 3 ].set( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ); + planes[ 4 ].set( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ); + planes[ 5 ].set( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ); + + for ( i = 0; i < 6; i ++ ) { + + plane = planes[ i ]; + plane.divideScalar( Math.sqrt( plane.x * plane.x + plane.y * plane.y + plane.z * plane.z ) ); + + } + +}; + +THREE.Frustum.prototype.contains = function ( object ) { + + var distance, + planes = this.planes, + matrix = object.matrixWorld, + me = matrix.elements, + radius = - object.geometry.boundingSphere.radius * matrix.getMaxScaleOnAxis(); + + for ( var i = 0; i < 6; i ++ ) { + + distance = planes[ i ].x * me[12] + planes[ i ].y * me[13] + planes[ i ].z * me[14] + planes[ i ].w; + if ( distance <= radius ) return false; + + } + + return true; + +}; + +THREE.Frustum.__v1 = new THREE.Vector3(); +/** + * @author mr.doob / http://mrdoob.com/ + */ + +THREE.Ray = function ( origin, direction ) { + + this.origin = origin || new THREE.Vector3(); + this.direction = direction || new THREE.Vector3(); + + var precision = 0.0001; + + this.setPrecision = function ( value ) { + + precision = value; + + }; + + var a = new THREE.Vector3(); + var b = new THREE.Vector3(); + var c = new THREE.Vector3(); + var d = new THREE.Vector3(); + + var originCopy = new THREE.Vector3(); + var directionCopy = new THREE.Vector3(); + + var vector = new THREE.Vector3(); + var normal = new THREE.Vector3(); + var intersectPoint = new THREE.Vector3() + + this.intersectObject = function ( object ) { + + var intersect, intersects = []; + + if ( object instanceof THREE.Particle ) { + + var distance = distanceFromIntersection( this.origin, this.direction, object.matrixWorld.getPosition() ); + + if ( distance > object.scale.x ) { + + return []; + + } + + intersect = { + + distance: distance, + point: object.position, + face: null, + object: object + + }; + + intersects.push( intersect ); + + } else if ( object instanceof THREE.Mesh ) { + + // Checking boundingSphere + + var distance = distanceFromIntersection( this.origin, this.direction, object.matrixWorld.getPosition() ); + var scale = THREE.Frustum.__v1.set( object.matrixWorld.getColumnX().length(), object.matrixWorld.getColumnY().length(), object.matrixWorld.getColumnZ().length() ); + + if ( distance > object.geometry.boundingSphere.radius * Math.max( scale.x, Math.max( scale.y, scale.z ) ) ) { + + return intersects; + + } + + // Checking faces + + var f, fl, face, dot, scalar, + geometry = object.geometry, + vertices = geometry.vertices, + objMatrix; + + object.matrixRotationWorld.extractRotation( object.matrixWorld ); + + for ( f = 0, fl = geometry.faces.length; f < fl; f ++ ) { + + face = geometry.faces[ f ]; + + originCopy.copy( this.origin ); + directionCopy.copy( this.direction ); + + objMatrix = object.matrixWorld; + + // determine if ray intersects the plane of the face + // note: this works regardless of the direction of the face normal + + vector = objMatrix.multiplyVector3( vector.copy( face.centroid ) ).subSelf( originCopy ); + normal = object.matrixRotationWorld.multiplyVector3( normal.copy( face.normal ) ); + dot = directionCopy.dot( normal ); + + // bail if ray and plane are parallel + + if ( Math.abs( dot ) < precision ) continue; + + // calc distance to plane + + scalar = normal.dot( vector ) / dot; + + // if negative distance, then plane is behind ray + + if ( scalar < 0 ) continue; + + if ( object.doubleSided || ( object.flipSided ? dot > 0 : dot < 0 ) ) { + + intersectPoint.add( originCopy, directionCopy.multiplyScalar( scalar ) ); + + if ( face instanceof THREE.Face3 ) { + + a = objMatrix.multiplyVector3( a.copy( vertices[ face.a ] ) ); + b = objMatrix.multiplyVector3( b.copy( vertices[ face.b ] ) ); + c = objMatrix.multiplyVector3( c.copy( vertices[ face.c ] ) ); + + if ( pointInFace3( intersectPoint, a, b, c ) ) { + + intersect = { + + distance: originCopy.distanceTo( intersectPoint ), + point: intersectPoint.clone(), + face: face, + object: object + + }; + + intersects.push( intersect ); + + } + + } else if ( face instanceof THREE.Face4 ) { + + a = objMatrix.multiplyVector3( a.copy( vertices[ face.a ] ) ); + b = objMatrix.multiplyVector3( b.copy( vertices[ face.b ] ) ); + c = objMatrix.multiplyVector3( c.copy( vertices[ face.c ] ) ); + d = objMatrix.multiplyVector3( d.copy( vertices[ face.d ] ) ); + + if ( pointInFace3( intersectPoint, a, b, d ) || pointInFace3( intersectPoint, b, c, d ) ) { + + intersect = { + + distance: originCopy.distanceTo( intersectPoint ), + point: intersectPoint.clone(), + face: face, + object: object + + }; + + intersects.push( intersect ); + + } + + } + + } + + } + + } + + return intersects; + + } + + this.intersectObjects = function ( objects ) { + + var intersects = []; + + for ( var i = 0, l = objects.length; i < l; i ++ ) { + + Array.prototype.push.apply( intersects, this.intersectObject( objects[ i ] ) ); + + } + + intersects.sort( function ( a, b ) { return a.distance - b.distance; } ); + + return intersects; + + }; + + var v0 = new THREE.Vector3(), v1 = new THREE.Vector3(), v2 = new THREE.Vector3(); + var dot, intersect, distance; + + function distanceFromIntersection( origin, direction, position ) { + + v0.sub( position, origin ); + dot = v0.dot( direction ); + + intersect = v1.add( origin, v2.copy( direction ).multiplyScalar( dot ) ); + distance = position.distanceTo( intersect ); + + return distance; + + } + + // http://www.blackpawn.com/texts/pointinpoly/default.html + + var dot00, dot01, dot02, dot11, dot12, invDenom, u, v; + + function pointInFace3( p, a, b, c ) { + + v0.sub( c, a ); + v1.sub( b, a ); + v2.sub( p, a ); + + dot00 = v0.dot( v0 ); + dot01 = v0.dot( v1 ); + dot02 = v0.dot( v2 ); + dot11 = v1.dot( v1 ); + dot12 = v1.dot( v2 ); + + invDenom = 1 / ( dot00 * dot11 - dot01 * dot01 ); + u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom; + v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom; + + return ( u >= 0 ) && ( v >= 0 ) && ( u + v < 1 ); + + } + +}; +/** + * @author mr.doob / http://mrdoob.com/ + */ + +THREE.Rectangle = function () { + + var _left, _top, _right, _bottom, + _width, _height, _isEmpty = true; + + function resize() { + + _width = _right - _left; + _height = _bottom - _top; + + } + + this.getX = function () { + + return _left; + + }; + + this.getY = function () { + + return _top; + + }; + + this.getWidth = function () { + + return _width; + + }; + + this.getHeight = function () { + + return _height; + + }; + + this.getLeft = function() { + + return _left; + + }; + + this.getTop = function() { + + return _top; + + }; + + this.getRight = function() { + + return _right; + + }; + + this.getBottom = function() { + + return _bottom; + + }; + + this.set = function ( left, top, right, bottom ) { + + _isEmpty = false; + + _left = left; _top = top; + _right = right; _bottom = bottom; + + resize(); + + }; + + this.addPoint = function ( x, y ) { + + if ( _isEmpty ) { + + _isEmpty = false; + _left = x; _top = y; + _right = x; _bottom = y; + + resize(); + + } else { + + _left = _left < x ? _left : x; // Math.min( _left, x ); + _top = _top < y ? _top : y; // Math.min( _top, y ); + _right = _right > x ? _right : x; // Math.max( _right, x ); + _bottom = _bottom > y ? _bottom : y; // Math.max( _bottom, y ); + + resize(); + } + + }; + + this.add3Points = function ( x1, y1, x2, y2, x3, y3 ) { + + if (_isEmpty) { + + _isEmpty = false; + _left = x1 < x2 ? ( x1 < x3 ? x1 : x3 ) : ( x2 < x3 ? x2 : x3 ); + _top = y1 < y2 ? ( y1 < y3 ? y1 : y3 ) : ( y2 < y3 ? y2 : y3 ); + _right = x1 > x2 ? ( x1 > x3 ? x1 : x3 ) : ( x2 > x3 ? x2 : x3 ); + _bottom = y1 > y2 ? ( y1 > y3 ? y1 : y3 ) : ( y2 > y3 ? y2 : y3 ); + + resize(); + + } else { + + _left = x1 < x2 ? ( x1 < x3 ? ( x1 < _left ? x1 : _left ) : ( x3 < _left ? x3 : _left ) ) : ( x2 < x3 ? ( x2 < _left ? x2 : _left ) : ( x3 < _left ? x3 : _left ) ); + _top = y1 < y2 ? ( y1 < y3 ? ( y1 < _top ? y1 : _top ) : ( y3 < _top ? y3 : _top ) ) : ( y2 < y3 ? ( y2 < _top ? y2 : _top ) : ( y3 < _top ? y3 : _top ) ); + _right = x1 > x2 ? ( x1 > x3 ? ( x1 > _right ? x1 : _right ) : ( x3 > _right ? x3 : _right ) ) : ( x2 > x3 ? ( x2 > _right ? x2 : _right ) : ( x3 > _right ? x3 : _right ) ); + _bottom = y1 > y2 ? ( y1 > y3 ? ( y1 > _bottom ? y1 : _bottom ) : ( y3 > _bottom ? y3 : _bottom ) ) : ( y2 > y3 ? ( y2 > _bottom ? y2 : _bottom ) : ( y3 > _bottom ? y3 : _bottom ) ); + + resize(); + + }; + + }; + + this.addRectangle = function ( r ) { + + if ( _isEmpty ) { + + _isEmpty = false; + _left = r.getLeft(); _top = r.getTop(); + _right = r.getRight(); _bottom = r.getBottom(); + + resize(); + + } else { + + _left = _left < r.getLeft() ? _left : r.getLeft(); // Math.min(_left, r.getLeft() ); + _top = _top < r.getTop() ? _top : r.getTop(); // Math.min(_top, r.getTop() ); + _right = _right > r.getRight() ? _right : r.getRight(); // Math.max(_right, r.getRight() ); + _bottom = _bottom > r.getBottom() ? _bottom : r.getBottom(); // Math.max(_bottom, r.getBottom() ); + + resize(); + + } + + }; + + this.inflate = function ( v ) { + + _left -= v; _top -= v; + _right += v; _bottom += v; + + resize(); + + }; + + this.minSelf = function ( r ) { + + _left = _left > r.getLeft() ? _left : r.getLeft(); // Math.max( _left, r.getLeft() ); + _top = _top > r.getTop() ? _top : r.getTop(); // Math.max( _top, r.getTop() ); + _right = _right < r.getRight() ? _right : r.getRight(); // Math.min( _right, r.getRight() ); + _bottom = _bottom < r.getBottom() ? _bottom : r.getBottom(); // Math.min( _bottom, r.getBottom() ); + + resize(); + + }; + + this.intersects = function ( r ) { + + // http://gamemath.com/2011/09/detecting-whether-two-boxes-overlap/ + + if ( _right < r.getLeft() ) return false; + if ( _left > r.getRight() ) return false; + if ( _bottom < r.getTop() ) return false; + if ( _top > r.getBottom() ) return false; + + return true; + + }; + + this.empty = function () { + + _isEmpty = true; + + _left = 0; _top = 0; + _right = 0; _bottom = 0; + + resize(); + + }; + + this.isEmpty = function () { + + return _isEmpty; + + }; + +}; +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.Math = { + + // Clamp value to range + + clamp: function ( x, a, b ) { + + return ( x < a ) ? a : ( ( x > b ) ? b : x ); + + }, + + // Clamp value to range to range + + mapLinear: function ( x, a1, a2, b1, b2 ) { + + return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 ); + + }, + + // Random float from <0, 1> with 16 bits of randomness + // (standard Math.random() creates repetitive patterns when applied over larger space) + + random16: function () { + + return ( 65280 * Math.random() + 255 * Math.random() ) / 65535; + + }, + + // Random integer from interval + + randInt: function ( low, high ) { + + return low + Math.floor( Math.random() * ( high - low + 1 ) ); + + }, + + // Random float from interval + + randFloat: function ( low, high ) { + + return low + Math.random() * ( high - low ); + + }, + + // Random float from <-range/2, range/2> interval + + randFloatSpread: function ( range ) { + + return range * ( 0.5 - Math.random() ); + + }, + + sign: function ( x ) { + + return ( x < 0 ) ? -1 : ( ( x > 0 ) ? 1 : 0 ); + + } + +}; +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.Matrix3 = function () { + + this.elements = new Float32Array(9); + +}; + +THREE.Matrix3.prototype = { + + constructor: THREE.Matrix3, + + getInverse: function ( matrix ) { + + // input: THREE.Matrix4 + // ( based on http://code.google.com/p/webgl-mjs/ ) + + var me = matrix.elements; + + var a11 = me[10] * me[5] - me[6] * me[9]; + var a21 = - me[10] * me[1] + me[2] * me[9]; + var a31 = me[6] * me[1] - me[2] * me[5]; + var a12 = - me[10] * me[4] + me[6] * me[8]; + var a22 = me[10] * me[0] - me[2] * me[8]; + var a32 = - me[6] * me[0] + me[2] * me[4]; + var a13 = me[9] * me[4] - me[5] * me[8]; + var a23 = - me[9] * me[0] + me[1] * me[8]; + var a33 = me[5] * me[0] - me[1] * me[4]; + + var det = me[0] * a11 + me[1] * a12 + me[2] * a13; + + // no inverse + + if ( det === 0 ) { + + console.warn( "Matrix3.getInverse(): determinant == 0" ); + + } + + var idet = 1.0 / det; + + var m = this.elements; + + m[ 0 ] = idet * a11; m[ 1 ] = idet * a21; m[ 2 ] = idet * a31; + m[ 3 ] = idet * a12; m[ 4 ] = idet * a22; m[ 5 ] = idet * a32; + m[ 6 ] = idet * a13; m[ 7 ] = idet * a23; m[ 8 ] = idet * a33; + + return this; + + }, + + + transpose: function () { + + var tmp, m = this.elements; + + tmp = m[1]; m[1] = m[3]; m[3] = tmp; + tmp = m[2]; m[2] = m[6]; m[6] = tmp; + tmp = m[5]; m[5] = m[7]; m[7] = tmp; + + return this; + + }, + + + transposeIntoArray: function ( r ) { + + var m = this.m; + + r[ 0 ] = m[ 0 ]; + r[ 1 ] = m[ 3 ]; + r[ 2 ] = m[ 6 ]; + r[ 3 ] = m[ 1 ]; + r[ 4 ] = m[ 4 ]; + r[ 5 ] = m[ 7 ]; + r[ 6 ] = m[ 2 ]; + r[ 7 ] = m[ 5 ]; + r[ 8 ] = m[ 8 ]; + + return this; + + } + +}; +/** + * @author mr.doob / http://mrdoob.com/ + * @author supereggbert / http://www.paulbrunt.co.uk/ + * @author philogb / http://blog.thejit.org/ + * @author jordi_ros / http://plattsoft.com + * @author D1plo1d / http://github.com/D1plo1d + * @author alteredq / http://alteredqualia.com/ + * @author mikael emtinger / http://gomo.se/ + * @author timknip / http://www.floorplanner.com/ + */ + + +THREE.Matrix4 = function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) { + + this.elements = new Float32Array( 16 ); + + this.set( + + ( n11 !== undefined ) ? n11 : 1, n12 || 0, n13 || 0, n14 || 0, + n21 || 0, ( n22 !== undefined ) ? n22 : 1, n23 || 0, n24 || 0, + n31 || 0, n32 || 0, ( n33 !== undefined ) ? n33 : 1, n34 || 0, + n41 || 0, n42 || 0, n43 || 0, ( n44 !== undefined ) ? n44 : 1 + + ); + +}; + +THREE.Matrix4.prototype = { + + constructor: THREE.Matrix4, + + set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) { + + var te = this.elements; + + te[0] = n11; te[4] = n12; te[8] = n13; te[12] = n14; + te[1] = n21; te[5] = n22; te[9] = n23; te[13] = n24; + te[2] = n31; te[6] = n32; te[10] = n33; te[14] = n34; + te[3] = n41; te[7] = n42; te[11] = n43; te[15] = n44; + + return this; + + }, + + identity: function () { + + this.set( + + 1, 0, 0, 0, + 0, 1, 0, 0, + 0, 0, 1, 0, + 0, 0, 0, 1 + + ); + + return this; + + }, + + copy: function ( m ) { + + var me = m.elements; + + this.set( + + me[0], me[4], me[8], me[12], + me[1], me[5], me[9], me[13], + me[2], me[6], me[10], me[14], + me[3], me[7], me[11], me[15] + + ); + + return this; + + }, + + lookAt: function ( eye, target, up ) { + + var te = this.elements; + + var x = THREE.Matrix4.__v1; + var y = THREE.Matrix4.__v2; + var z = THREE.Matrix4.__v3; + + z.sub( eye, target ).normalize(); + + if ( z.length() === 0 ) { + + z.z = 1; + + } + + x.cross( up, z ).normalize(); + + if ( x.length() === 0 ) { + + z.x += 0.0001; + x.cross( up, z ).normalize(); + + } + + y.cross( z, x ); + + + te[0] = x.x; te[4] = y.x; te[8] = z.x; + te[1] = x.y; te[5] = y.y; te[9] = z.y; + te[2] = x.z; te[6] = y.z; te[10] = z.z; + + return this; + + }, + + multiply: function ( a, b ) { + + var ae = a.elements; + var be = b.elements; + var te = this.elements; + + var a11 = ae[0], a12 = ae[4], a13 = ae[8], a14 = ae[12]; + var a21 = ae[1], a22 = ae[5], a23 = ae[9], a24 = ae[13]; + var a31 = ae[2], a32 = ae[6], a33 = ae[10], a34 = ae[14]; + var a41 = ae[3], a42 = ae[7], a43 = ae[11], a44 = ae[15]; + + var b11 = be[0], b12 = be[4], b13 = be[8], b14 = be[12]; + var b21 = be[1], b22 = be[5], b23 = be[9], b24 = be[13]; + var b31 = be[2], b32 = be[6], b33 = be[10], b34 = be[14]; + var b41 = be[3], b42 = be[7], b43 = be[11], b44 = be[15]; + + te[0] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41; + te[4] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42; + te[8] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43; + te[12] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44; + + te[1] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41; + te[5] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42; + te[9] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43; + te[13] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44; + + te[2] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41; + te[6] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42; + te[10] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43; + te[14] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44; + + te[3] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41; + te[7] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42; + te[11] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43; + te[15] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44; + + return this; + + }, + + multiplySelf: function ( m ) { + + return this.multiply( this, m ); + + }, + + multiplyToArray: function ( a, b, r ) { + + var te = this.elements; + + this.multiply( a, b ); + + r[ 0 ] = te[0]; r[ 1 ] = te[1]; r[ 2 ] = te[2]; r[ 3 ] = te[3]; + r[ 4 ] = te[4]; r[ 5 ] = te[5]; r[ 6 ] = te[6]; r[ 7 ] = te[7]; + r[ 8 ] = te[8]; r[ 9 ] = te[9]; r[ 10 ] = te[10]; r[ 11 ] = te[11]; + r[ 12 ] = te[12]; r[ 13 ] = te[13]; r[ 14 ] = te[14]; r[ 15 ] = te[15]; + + return this; + + }, + + multiplyScalar: function ( s ) { + + var te = this.elements; + + te[0] *= s; te[4] *= s; te[8] *= s; te[12] *= s; + te[1] *= s; te[5] *= s; te[9] *= s; te[13] *= s; + te[2] *= s; te[6] *= s; te[10] *= s; te[14] *= s; + te[3] *= s; te[7] *= s; te[11] *= s; te[15] *= s; + + return this; + + }, + + multiplyVector3: function ( v ) { + + var te = this.elements; + + var vx = v.x, vy = v.y, vz = v.z; + var d = 1 / ( te[3] * vx + te[7] * vy + te[11] * vz + te[15] ); + + v.x = ( te[0] * vx + te[4] * vy + te[8] * vz + te[12] ) * d; + v.y = ( te[1] * vx + te[5] * vy + te[9] * vz + te[13] ) * d; + v.z = ( te[2] * vx + te[6] * vy + te[10] * vz + te[14] ) * d; + + return v; + + }, + + multiplyVector4: function ( v ) { + + var te = this.elements; + var vx = v.x, vy = v.y, vz = v.z, vw = v.w; + + v.x = te[0] * vx + te[4] * vy + te[8] * vz + te[12] * vw; + v.y = te[1] * vx + te[5] * vy + te[9] * vz + te[13] * vw; + v.z = te[2] * vx + te[6] * vy + te[10] * vz + te[14] * vw; + v.w = te[3] * vx + te[7] * vy + te[11] * vz + te[15] * vw; + + return v; + + }, + + rotateAxis: function ( v ) { + + var te = this.elements; + var vx = v.x, vy = v.y, vz = v.z; + + v.x = vx * te[0] + vy * te[4] + vz * te[8]; + v.y = vx * te[1] + vy * te[5] + vz * te[9]; + v.z = vx * te[2] + vy * te[6] + vz * te[10]; + + v.normalize(); + + return v; + + }, + + crossVector: function ( a ) { + + var te = this.elements; + var v = new THREE.Vector4(); + + v.x = te[0] * a.x + te[4] * a.y + te[8] * a.z + te[12] * a.w; + v.y = te[1] * a.x + te[5] * a.y + te[9] * a.z + te[13] * a.w; + v.z = te[2] * a.x + te[6] * a.y + te[10] * a.z + te[14] * a.w; + + v.w = ( a.w ) ? te[3] * a.x + te[7] * a.y + te[11] * a.z + te[15] * a.w : 1; + + return v; + + }, + + determinant: function () { + + var te = this.elements; + + var n11 = te[0], n12 = te[4], n13 = te[8], n14 = te[12]; + var n21 = te[1], n22 = te[5], n23 = te[9], n24 = te[13]; + var n31 = te[2], n32 = te[6], n33 = te[10], n34 = te[14]; + var n41 = te[3], n42 = te[7], n43 = te[11], n44 = te[15]; + + //TODO: make this more efficient + //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm ) + + return ( + n14 * n23 * n32 * n41- + n13 * n24 * n32 * n41- + n14 * n22 * n33 * n41+ + n12 * n24 * n33 * n41+ + + n13 * n22 * n34 * n41- + n12 * n23 * n34 * n41- + n14 * n23 * n31 * n42+ + n13 * n24 * n31 * n42+ + + n14 * n21 * n33 * n42- + n11 * n24 * n33 * n42- + n13 * n21 * n34 * n42+ + n11 * n23 * n34 * n42+ + + n14 * n22 * n31 * n43- + n12 * n24 * n31 * n43- + n14 * n21 * n32 * n43+ + n11 * n24 * n32 * n43+ + + n12 * n21 * n34 * n43- + n11 * n22 * n34 * n43- + n13 * n22 * n31 * n44+ + n12 * n23 * n31 * n44+ + + n13 * n21 * n32 * n44- + n11 * n23 * n32 * n44- + n12 * n21 * n33 * n44+ + n11 * n22 * n33 * n44 + ); + + }, + + transpose: function () { + + var te = this.elements; + var tmp; + + tmp = te[1]; te[1] = te[4]; te[4] = tmp; + tmp = te[2]; te[2] = te[8]; te[8] = tmp; + tmp = te[6]; te[6] = te[9]; te[9] = tmp; + + tmp = te[3]; te[3] = te[12]; te[12] = tmp; + tmp = te[7]; te[7] = te[13]; te[13] = tmp; + tmp = te[11]; te[11] = te[14]; te[14] = tmp; + + return this; + + }, + + flattenToArray: function ( flat ) { + + var te = this.elements; + flat[ 0 ] = te[0]; flat[ 1 ] = te[1]; flat[ 2 ] = te[2]; flat[ 3 ] = te[3]; + flat[ 4 ] = te[4]; flat[ 5 ] = te[5]; flat[ 6 ] = te[6]; flat[ 7 ] = te[7]; + flat[ 8 ] = te[8]; flat[ 9 ] = te[9]; flat[ 10 ] = te[10]; flat[ 11 ] = te[11]; + flat[ 12 ] = te[12]; flat[ 13 ] = te[13]; flat[ 14 ] = te[14]; flat[ 15 ] = te[15]; + + return flat; + + }, + + flattenToArrayOffset: function( flat, offset ) { + + var te = this.elements; + flat[ offset ] = te[0]; + flat[ offset + 1 ] = te[1]; + flat[ offset + 2 ] = te[2]; + flat[ offset + 3 ] = te[3]; + + flat[ offset + 4 ] = te[4]; + flat[ offset + 5 ] = te[5]; + flat[ offset + 6 ] = te[6]; + flat[ offset + 7 ] = te[7]; + + flat[ offset + 8 ] = te[8]; + flat[ offset + 9 ] = te[9]; + flat[ offset + 10 ] = te[10]; + flat[ offset + 11 ] = te[11]; + + flat[ offset + 12 ] = te[12]; + flat[ offset + 13 ] = te[13]; + flat[ offset + 14 ] = te[14]; + flat[ offset + 15 ] = te[15]; + + return flat; + + }, + + getPosition: function () { + + var te = this.elements; + return THREE.Matrix4.__v1.set( te[12], te[13], te[14] ); + + }, + + setPosition: function ( v ) { + + var te = this.elements; + + te[12] = v.x; + te[13] = v.y; + te[14] = v.z; + + return this; + + }, + + getColumnX: function () { + + var te = this.elements; + return THREE.Matrix4.__v1.set( te[0], te[1], te[2] ); + + }, + + getColumnY: function () { + + var te = this.elements; + return THREE.Matrix4.__v1.set( te[4], te[5], te[6] ); + + }, + + getColumnZ: function() { + + var te = this.elements; + return THREE.Matrix4.__v1.set( te[8], te[9], te[10] ); + + }, + + getInverse: function ( m ) { + + // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm + var te = this.elements; + var me = m.elements; + + var n11 = me[0], n12 = me[4], n13 = me[8], n14 = me[12]; + var n21 = me[1], n22 = me[5], n23 = me[9], n24 = me[13]; + var n31 = me[2], n32 = me[6], n33 = me[10], n34 = me[14]; + var n41 = me[3], n42 = me[7], n43 = me[11], n44 = me[15]; + + te[0] = n23*n34*n42 - n24*n33*n42 + n24*n32*n43 - n22*n34*n43 - n23*n32*n44 + n22*n33*n44; + te[4] = n14*n33*n42 - n13*n34*n42 - n14*n32*n43 + n12*n34*n43 + n13*n32*n44 - n12*n33*n44; + te[8] = n13*n24*n42 - n14*n23*n42 + n14*n22*n43 - n12*n24*n43 - n13*n22*n44 + n12*n23*n44; + te[12] = n14*n23*n32 - n13*n24*n32 - n14*n22*n33 + n12*n24*n33 + n13*n22*n34 - n12*n23*n34; + te[1] = n24*n33*n41 - n23*n34*n41 - n24*n31*n43 + n21*n34*n43 + n23*n31*n44 - n21*n33*n44; + te[5] = n13*n34*n41 - n14*n33*n41 + n14*n31*n43 - n11*n34*n43 - n13*n31*n44 + n11*n33*n44; + te[9] = n14*n23*n41 - n13*n24*n41 - n14*n21*n43 + n11*n24*n43 + n13*n21*n44 - n11*n23*n44; + te[13] = n13*n24*n31 - n14*n23*n31 + n14*n21*n33 - n11*n24*n33 - n13*n21*n34 + n11*n23*n34; + te[2] = n22*n34*n41 - n24*n32*n41 + n24*n31*n42 - n21*n34*n42 - n22*n31*n44 + n21*n32*n44; + te[6] = n14*n32*n41 - n12*n34*n41 - n14*n31*n42 + n11*n34*n42 + n12*n31*n44 - n11*n32*n44; + te[10] = n12*n24*n41 - n14*n22*n41 + n14*n21*n42 - n11*n24*n42 - n12*n21*n44 + n11*n22*n44; + te[14] = n14*n22*n31 - n12*n24*n31 - n14*n21*n32 + n11*n24*n32 + n12*n21*n34 - n11*n22*n34; + te[3] = n23*n32*n41 - n22*n33*n41 - n23*n31*n42 + n21*n33*n42 + n22*n31*n43 - n21*n32*n43; + te[7] = n12*n33*n41 - n13*n32*n41 + n13*n31*n42 - n11*n33*n42 - n12*n31*n43 + n11*n32*n43; + te[11] = n13*n22*n41 - n12*n23*n41 - n13*n21*n42 + n11*n23*n42 + n12*n21*n43 - n11*n22*n43; + te[15] = n12*n23*n31 - n13*n22*n31 + n13*n21*n32 - n11*n23*n32 - n12*n21*n33 + n11*n22*n33; + this.multiplyScalar( 1 / m.determinant() ); + + return this; + + }, + + setRotationFromEuler: function( v, order ) { + + var te = this.elements; + + var x = v.x, y = v.y, z = v.z; + var a = Math.cos( x ), b = Math.sin( x ); + var c = Math.cos( y ), d = Math.sin( y ); + var e = Math.cos( z ), f = Math.sin( z ); + + switch ( order ) { + + case '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; + break; + + case '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; + break; + + case '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; + break; + + case '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; + break; + + case '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; + break; + + default: // '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; + break; + + } + + return this; + + }, + + + setRotationFromQuaternion: function( q ) { + + var te = this.elements; + + var x = q.x, y = q.y, z = q.z, w = q.w; + var x2 = x + x, y2 = y + y, z2 = z + z; + var xx = x * x2, xy = x * y2, xz = x * z2; + var yy = y * y2, yz = y * z2, zz = z * z2; + var wx = w * x2, wy = w * y2, wz = w * z2; + + te[0] = 1 - ( yy + zz ); + te[4] = xy - wz; + te[8] = xz + wy; + + te[1] = xy + wz; + te[5] = 1 - ( xx + zz ); + te[9] = yz - wx; + + te[2] = xz - wy; + te[6] = yz + wx; + te[10] = 1 - ( xx + yy ); + + return this; + + }, + + compose: function ( translation, rotation, scale ) { + + var te = this.elements; + var mRotation = THREE.Matrix4.__m1; + var mScale = THREE.Matrix4.__m2; + + mRotation.identity(); + mRotation.setRotationFromQuaternion( rotation ); + + mScale.makeScale( scale.x, scale.y, scale.z ); + + this.multiply( mRotation, mScale ); + + te[12] = translation.x; + te[13] = translation.y; + te[14] = translation.z; + + return this; + + }, + + decompose: function ( translation, rotation, scale ) { + + var te = this.elements; + + // grab the axis vectors + var x = THREE.Matrix4.__v1; + var y = THREE.Matrix4.__v2; + var z = THREE.Matrix4.__v3; + + x.set( te[0], te[1], te[2] ); + y.set( te[4], te[5], te[6] ); + z.set( te[8], te[9], te[10] ); + + translation = ( translation instanceof THREE.Vector3 ) ? translation : new THREE.Vector3(); + rotation = ( rotation instanceof THREE.Quaternion ) ? rotation : new THREE.Quaternion(); + scale = ( scale instanceof THREE.Vector3 ) ? scale : new THREE.Vector3(); + + scale.x = x.length(); + scale.y = y.length(); + scale.z = z.length(); + + translation.x = te[12]; + translation.y = te[13]; + translation.z = te[14]; + + // scale the rotation part + + var matrix = THREE.Matrix4.__m1; + + matrix.copy( this ); + + matrix.elements[0] /= scale.x; + matrix.elements[1] /= scale.x; + matrix.elements[2] /= scale.x; + + matrix.elements[4] /= scale.y; + matrix.elements[5] /= scale.y; + matrix.elements[6] /= scale.y; + + matrix.elements[8] /= scale.z; + matrix.elements[9] /= scale.z; + matrix.elements[10] /= scale.z; + + rotation.setFromRotationMatrix( matrix ); + + return [ translation, rotation, scale ]; + + }, + + extractPosition: function ( m ) { + + var te = this.elements; + var me = m.elements; + + te[12] = me[12]; + te[13] = me[13]; + te[14] = me[14]; + + return this; + + }, + + extractRotation: function ( m ) { + + var te = this.elements; + var me = m.elements; + + var vector = THREE.Matrix4.__v1; + + var scaleX = 1 / vector.set( me[0], me[1], me[2] ).length(); + var scaleY = 1 / vector.set( me[4], me[5], me[6] ).length(); + var scaleZ = 1 / vector.set( me[8], me[9], me[10] ).length(); + + te[0] = me[0] * scaleX; + te[1] = me[1] * scaleX; + te[2] = me[2] * scaleX; + + te[4] = me[4] * scaleY; + te[5] = me[5] * scaleY; + te[6] = me[6] * scaleY; + + te[8] = me[8] * scaleZ; + te[9] = me[9] * scaleZ; + te[10] = me[10] * scaleZ; + + return this; + + }, + + // + + translate: function ( v ) { + + var te = this.elements; + var x = v.x, y = v.y, z = v.z; + + te[12] = te[0] * x + te[4] * y + te[8] * z + te[12]; + te[13] = te[1] * x + te[5] * y + te[9] * z + te[13]; + te[14] = te[2] * x + te[6] * y + te[10] * z + te[14]; + te[15] = te[3] * x + te[7] * y + te[11] * z + te[15]; + + return this; + + }, + + rotateX: function ( angle ) { + + var te = this.elements; + var m12 = te[4]; + var m22 = te[5]; + var m32 = te[6]; + var m42 = te[7]; + var m13 = te[8]; + var m23 = te[9]; + var m33 = te[10]; + var m43 = te[11]; + var c = Math.cos( angle ); + var s = Math.sin( angle ); + + te[4] = c * m12 + s * m13; + te[5] = c * m22 + s * m23; + te[6] = c * m32 + s * m33; + te[7] = c * m42 + s * m43; + + te[8] = c * m13 - s * m12; + te[9] = c * m23 - s * m22; + te[10] = c * m33 - s * m32; + te[11] = c * m43 - s * m42; + + return this; + + }, + + rotateY: function ( angle ) { + + var te = this.elements; + var m11 = te[0]; + var m21 = te[1]; + var m31 = te[2]; + var m41 = te[3]; + var m13 = te[8]; + var m23 = te[9]; + var m33 = te[10]; + var m43 = te[11]; + var c = Math.cos( angle ); + var s = Math.sin( angle ); + + te[0] = c * m11 - s * m13; + te[1] = c * m21 - s * m23; + te[2] = c * m31 - s * m33; + te[3] = c * m41 - s * m43; + + te[8] = c * m13 + s * m11; + te[9] = c * m23 + s * m21; + te[10] = c * m33 + s * m31; + te[11] = c * m43 + s * m41; + + return this; + + }, + + rotateZ: function ( angle ) { + + var te = this.elements; + var m11 = te[0]; + var m21 = te[1]; + var m31 = te[2]; + var m41 = te[3]; + var m12 = te[4]; + var m22 = te[5]; + var m32 = te[6]; + var m42 = te[7]; + var c = Math.cos( angle ); + var s = Math.sin( angle ); + + te[0] = c * m11 + s * m12; + te[1] = c * m21 + s * m22; + te[2] = c * m31 + s * m32; + te[3] = c * m41 + s * m42; + + te[4] = c * m12 - s * m11; + te[5] = c * m22 - s * m21; + te[6] = c * m32 - s * m31; + te[7] = c * m42 - s * m41; + + return this; + + }, + + rotateByAxis: function ( axis, angle ) { + + var te = this.elements; + + // optimize by checking axis + + if ( axis.x === 1 && axis.y === 0 && axis.z === 0 ) { + + return this.rotateX( angle ); + + } else if ( axis.x === 0 && axis.y === 1 && axis.z === 0 ) { + + return this.rotateY( angle ); + + } else if ( axis.x === 0 && axis.y === 0 && axis.z === 1 ) { + + return this.rotateZ( angle ); + + } + + var x = axis.x, y = axis.y, z = axis.z; + var n = Math.sqrt(x * x + y * y + z * z); + + x /= n; + y /= n; + z /= n; + + var xx = x * x, yy = y * y, zz = z * z; + var c = Math.cos( angle ); + var s = Math.sin( angle ); + var oneMinusCosine = 1 - c; + var xy = x * y * oneMinusCosine; + var xz = x * z * oneMinusCosine; + var yz = y * z * oneMinusCosine; + var xs = x * s; + var ys = y * s; + var zs = z * s; + + var r11 = xx + (1 - xx) * c; + var r21 = xy + zs; + var r31 = xz - ys; + var r12 = xy - zs; + var r22 = yy + (1 - yy) * c; + var r32 = yz + xs; + var r13 = xz + ys; + var r23 = yz - xs; + var r33 = zz + (1 - zz) * c; + + var m11 = te[0], m21 = te[1], m31 = te[2], m41 = te[3]; + var m12 = te[4], m22 = te[5], m32 = te[6], m42 = te[7]; + var m13 = te[8], m23 = te[9], m33 = te[10], m43 = te[11]; + var m14 = te[12], m24 = te[13], m34 = te[14], m44 = te[15]; + + te[0] = r11 * m11 + r21 * m12 + r31 * m13; + te[1] = r11 * m21 + r21 * m22 + r31 * m23; + te[2] = r11 * m31 + r21 * m32 + r31 * m33; + te[3] = r11 * m41 + r21 * m42 + r31 * m43; + + te[4] = r12 * m11 + r22 * m12 + r32 * m13; + te[5] = r12 * m21 + r22 * m22 + r32 * m23; + te[6] = r12 * m31 + r22 * m32 + r32 * m33; + te[7] = r12 * m41 + r22 * m42 + r32 * m43; + + te[8] = r13 * m11 + r23 * m12 + r33 * m13; + te[9] = r13 * m21 + r23 * m22 + r33 * m23; + te[10] = r13 * m31 + r23 * m32 + r33 * m33; + te[11] = r13 * m41 + r23 * m42 + r33 * m43; + + return this; + + }, + + scale: function ( v ) { + + var te = this.elements; + var x = v.x, y = v.y, z = v.z; + + te[0] *= x; te[4] *= y; te[8] *= z; + te[1] *= x; te[5] *= y; te[9] *= z; + te[2] *= x; te[6] *= y; te[10] *= z; + te[3] *= x; te[7] *= y; te[11] *= z; + + return this; + + }, + + getMaxScaleOnAxis: function () { + + var te = this.elements; + + var scaleXSq = te[0] * te[0] + te[1] * te[1] + te[2] * te[2]; + var scaleYSq = te[4] * te[4] + te[5] * te[5] + te[6] * te[6]; + var scaleZSq = te[8] * te[8] + te[9] * te[9] + te[10] * te[10]; + + return Math.sqrt( Math.max( scaleXSq, Math.max( scaleYSq, scaleZSq ) ) ); + + }, + + // + + makeTranslation: function ( x, y, z ) { + + this.set( + + 1, 0, 0, x, + 0, 1, 0, y, + 0, 0, 1, z, + 0, 0, 0, 1 + + ); + + return this; + + }, + + makeRotationX: function ( theta ) { + + var c = Math.cos( theta ), s = Math.sin( theta ); + + this.set( + + 1, 0, 0, 0, + 0, c, -s, 0, + 0, s, c, 0, + 0, 0, 0, 1 + + ); + + return this; + + }, + + makeRotationY: function ( theta ) { + + var c = Math.cos( theta ), s = Math.sin( theta ); + + this.set( + + c, 0, s, 0, + 0, 1, 0, 0, + -s, 0, c, 0, + 0, 0, 0, 1 + + ); + + return this; + + }, + + makeRotationZ: function ( theta ) { + + var c = Math.cos( theta ), s = Math.sin( theta ); + + this.set( + + c, -s, 0, 0, + s, c, 0, 0, + 0, 0, 1, 0, + 0, 0, 0, 1 + + ); + + return this; + + }, + + makeRotationAxis: function ( axis, angle ) { + + // Based on http://www.gamedev.net/reference/articles/article1199.asp + + var c = Math.cos( angle ); + var s = Math.sin( angle ); + var t = 1 - c; + var x = axis.x, y = axis.y, z = axis.z; + var tx = t * x, ty = t * y; + + this.set( + + tx * x + c, tx * y - s * z, tx * z + s * y, 0, + tx * y + s * z, ty * y + c, ty * z - s * x, 0, + tx * z - s * y, ty * z + s * x, t * z * z + c, 0, + 0, 0, 0, 1 + + ); + + return this; + + }, + + makeScale: function ( x, y, z ) { + + this.set( + + x, 0, 0, 0, + 0, y, 0, 0, + 0, 0, z, 0, + 0, 0, 0, 1 + + ); + + return this; + + }, + + makeFrustum: function ( left, right, bottom, top, near, far ) { + + var te = this.elements; + var x = 2 * near / ( right - left ); + var y = 2 * near / ( top - bottom ); + + var a = ( right + left ) / ( right - left ); + var b = ( top + bottom ) / ( top - bottom ); + var c = - ( far + near ) / ( far - near ); + var d = - 2 * far * near / ( far - near ); + + te[0] = x; te[4] = 0; te[8] = a; te[12] = 0; + te[1] = 0; te[5] = y; te[9] = b; te[13] = 0; + te[2] = 0; te[6] = 0; te[10] = c; te[14] = d; + te[3] = 0; te[7] = 0; te[11] = - 1; te[15] = 0; + + return this; + + }, + + makePerspective: function ( fov, aspect, near, far ) { + + var ymax = near * Math.tan( fov * Math.PI / 360 ); + var ymin = - ymax; + var xmin = ymin * aspect; + var xmax = ymax * aspect; + + return this.makeFrustum( xmin, xmax, ymin, ymax, near, far ); + + }, + + makeOrthographic: function ( left, right, top, bottom, near, far ) { + + var te = this.elements; + var w = right - left; + var h = top - bottom; + var p = far - near; + + var x = ( right + left ) / w; + var y = ( top + bottom ) / h; + var z = ( far + near ) / p; + + te[0] = 2 / w; te[4] = 0; te[8] = 0; te[12] = -x; + te[1] = 0; te[5] = 2 / h; te[9] = 0; te[13] = -y; + te[2] = 0; te[6] = 0; te[10] = -2 / p; te[14] = -z; + te[3] = 0; te[7] = 0; te[11] = 0; te[15] = 1; + + return this; + + }, + + + clone: function () { + + var te = this.elements; + + return new THREE.Matrix4( + + te[0], te[4], te[8], te[12], + te[1], te[5], te[9], te[13], + te[2], te[6], te[10], te[14], + te[3], te[7], te[11], te[15] + + ); + + } + +}; + +THREE.Matrix4.__v1 = new THREE.Vector3(); +THREE.Matrix4.__v2 = new THREE.Vector3(); +THREE.Matrix4.__v3 = new THREE.Vector3(); + +THREE.Matrix4.__m1 = new THREE.Matrix4(); +THREE.Matrix4.__m2 = new THREE.Matrix4(); +/** + * @author mr.doob / http://mrdoob.com/ + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.Object3D = function () { + + this.id = THREE.Object3DCount ++; + + this.name = ''; + + this.parent = undefined; + this.children = []; + + this.up = new THREE.Vector3( 0, 1, 0 ); + + this.position = new THREE.Vector3(); + this.rotation = new THREE.Vector3(); + this.eulerOrder = 'XYZ'; + this.scale = new THREE.Vector3( 1, 1, 1 ); + + this.doubleSided = false; + this.flipSided = false; + + this.renderDepth = null; + + this.rotationAutoUpdate = true; + + this.matrix = new THREE.Matrix4(); + this.matrixWorld = new THREE.Matrix4(); + this.matrixRotationWorld = new THREE.Matrix4(); + + this.matrixAutoUpdate = true; + this.matrixWorldNeedsUpdate = true; + + this.quaternion = new THREE.Quaternion(); + this.useQuaternion = false; + + this.boundRadius = 0.0; + this.boundRadiusScale = 1.0; + + this.visible = true; + + this.castShadow = false; + this.receiveShadow = false; + + this.frustumCulled = true; + + this._vector = new THREE.Vector3(); + +}; + + +THREE.Object3D.prototype = { + + constructor: THREE.Object3D, + + applyMatrix: function ( matrix ) { + + this.matrix.multiply( matrix, this.matrix ); + + this.scale.getScaleFromMatrix( this.matrix ); + this.rotation.getRotationFromMatrix( this.matrix, this.scale ); + this.position.getPositionFromMatrix( this.matrix ); + + }, + + translate: function ( distance, axis ) { + + this.matrix.rotateAxis( axis ); + this.position.addSelf( axis.multiplyScalar( distance ) ); + + }, + + translateX: function ( distance ) { + + this.translate( distance, this._vector.set( 1, 0, 0 ) ); + + }, + + translateY: function ( distance ) { + + this.translate( distance, this._vector.set( 0, 1, 0 ) ); + + }, + + translateZ: function ( distance ) { + + this.translate( distance, this._vector.set( 0, 0, 1 ) ); + + }, + + lookAt: function ( vector ) { + + // TODO: Add hierarchy support. + + this.matrix.lookAt( vector, this.position, this.up ); + + if ( this.rotationAutoUpdate ) { + + this.rotation.getRotationFromMatrix( this.matrix ); + + } + + }, + + add: function ( object ) { + + if ( object === this ) { + + console.warn( 'THREE.Object3D.add: An object can\'t be added as a child of itself.' ); + return; + + } + + if ( object instanceof THREE.Object3D ) { // && this.children.indexOf( object ) === - 1 + + if ( object.parent !== undefined ) { + + object.parent.remove( object ); + + } + + object.parent = this; + this.children.push( object ); + + // add to scene + + var scene = this; + + while ( scene.parent !== undefined ) { + + scene = scene.parent; + + } + + if ( scene !== undefined && scene instanceof THREE.Scene ) { + + scene.__addObject( object ); + + } + + } + + }, + + remove: function ( object ) { + + var index = this.children.indexOf( object ); + + if ( index !== - 1 ) { + + object.parent = undefined; + this.children.splice( index, 1 ); + + // remove from scene + + var scene = this; + + while ( scene.parent !== undefined ) { + + scene = scene.parent; + + } + + if ( scene !== undefined && scene instanceof THREE.Scene ) { + + scene.__removeObject( object ); + + } + + } + + }, + + getChildByName: function ( name, recursive ) { + + var c, cl, child; + + for ( c = 0, cl = this.children.length; c < cl; c ++ ) { + + child = this.children[ c ]; + + if ( child.name === name ) { + + return child; + + } + + if ( recursive ) { + + child = child.getChildByName( name, recursive ); + + if ( child !== undefined ) { + + return child; + + } + + } + + } + + return undefined; + + }, + + updateMatrix: function () { + + this.matrix.setPosition( this.position ); + + if ( this.useQuaternion ) { + + this.matrix.setRotationFromQuaternion( this.quaternion ); + + } else { + + this.matrix.setRotationFromEuler( this.rotation, this.eulerOrder ); + + } + + if ( this.scale.x !== 1 || this.scale.y !== 1 || this.scale.z !== 1 ) { + + this.matrix.scale( this.scale ); + this.boundRadiusScale = Math.max( this.scale.x, Math.max( this.scale.y, this.scale.z ) ); + + } + + this.matrixWorldNeedsUpdate = true; + + }, + + updateMatrixWorld: function ( force ) { + + this.matrixAutoUpdate && this.updateMatrix(); + + // update matrixWorld + + if ( this.matrixWorldNeedsUpdate || force ) { + + if ( this.parent ) { + + this.matrixWorld.multiply( this.parent.matrixWorld, this.matrix ); + + } else { + + this.matrixWorld.copy( this.matrix ); + + } + + this.matrixWorldNeedsUpdate = false; + + force = true; + + } + + // update children + + for ( var i = 0, l = this.children.length; i < l; i ++ ) { + + this.children[ i ].updateMatrixWorld( force ); + + } + + } + +}; + +THREE.Object3DCount = 0; +/** + * @author mr.doob / http://mrdoob.com/ + * @author supereggbert / http://www.paulbrunt.co.uk/ + * @author julianwa / https://github.com/julianwa + */ + +THREE.Projector = function() { + + var _object, _objectCount, _objectPool = [], + _vertex, _vertexCount, _vertexPool = [], + _face, _face3Count, _face3Pool = [], _face4Count, _face4Pool = [], + _line, _lineCount, _linePool = [], + _particle, _particleCount, _particlePool = [], + + _renderData = { objects: [], sprites: [], lights: [], elements: [] }, + + _vector3 = new THREE.Vector3(), + _vector4 = new THREE.Vector4(), + + _projScreenMatrix = new THREE.Matrix4(), + _projScreenobjectMatrixWorld = new THREE.Matrix4(), + + _frustum = new THREE.Frustum(), + + _clippedVertex1PositionScreen = new THREE.Vector4(), + _clippedVertex2PositionScreen = new THREE.Vector4(), + + _face3VertexNormals; + + this.projectVector = function ( vector, camera ) { + + camera.matrixWorldInverse.getInverse( camera.matrixWorld ); + + _projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse ); + _projScreenMatrix.multiplyVector3( vector ); + + return vector; + + }; + + this.unprojectVector = function ( vector, camera ) { + + camera.projectionMatrixInverse.getInverse( camera.projectionMatrix ); + + _projScreenMatrix.multiply( camera.matrixWorld, camera.projectionMatrixInverse ); + _projScreenMatrix.multiplyVector3( vector ); + + return vector; + + }; + + this.pickingRay = function ( vector, camera ) { + + var end, ray, t; + + // set two vectors with opposing z values + vector.z = -1.0; + end = new THREE.Vector3( vector.x, vector.y, 1.0 ); + + this.unprojectVector( vector, camera ); + this.unprojectVector( end, camera ); + + // find direction from vector to end + end.subSelf( vector ).normalize(); + + return new THREE.Ray( vector, end ); + + }; + + this.projectGraph = function ( root, sort ) { + + _objectCount = 0; + + _renderData.objects.length = 0; + _renderData.sprites.length = 0; + _renderData.lights.length = 0; + + var projectObject = function ( object ) { + + if ( object.visible === false ) return; + + if ( ( object instanceof THREE.Mesh || object instanceof THREE.Line ) && + ( object.frustumCulled === false || _frustum.contains( object ) ) ) { + + _vector3.copy( object.matrixWorld.getPosition() ); + _projScreenMatrix.multiplyVector3( _vector3 ); + + _object = getNextObjectInPool(); + _object.object = object; + _object.z = _vector3.z; + + _renderData.objects.push( _object ); + + } else if ( object instanceof THREE.Sprite || object instanceof THREE.Particle ) { + + _vector3.copy( object.matrixWorld.getPosition() ); + _projScreenMatrix.multiplyVector3( _vector3 ); + + _object = getNextObjectInPool(); + _object.object = object; + _object.z = _vector3.z; + + _renderData.sprites.push( _object ); + + } else if ( object instanceof THREE.Light ) { + + _renderData.lights.push( object ); + + } + + for ( var c = 0, cl = object.children.length; c < cl; c ++ ) { + + projectObject( object.children[ c ] ); + + } + + }; + + projectObject( root ); + + sort && _renderData.objects.sort( painterSort ); + + return _renderData; + + }; + + this.projectScene = function ( scene, camera, sort ) { + + var near = camera.near, far = camera.far, visible = false, + o, ol, v, vl, f, fl, n, nl, c, cl, u, ul, object, + objectMatrixWorld, objectMatrixWorldRotation, + geometry, geometryMaterials, vertices, vertex, vertexPositionScreen, + faces, face, faceVertexNormals, normal, faceVertexUvs, uvs, + v1, v2, v3, v4; + + _face3Count = 0; + _face4Count = 0; + _lineCount = 0; + _particleCount = 0; + + _renderData.elements.length = 0; + + if ( camera.parent === undefined ) { + + console.warn( 'DEPRECATED: Camera hasn\'t been added to a Scene. Adding it...' ); + scene.add( camera ); + + } + + scene.updateMatrixWorld(); + + camera.matrixWorldInverse.getInverse( camera.matrixWorld ); + + _projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse ); + + _frustum.setFromMatrix( _projScreenMatrix ); + + _renderData = this.projectGraph( scene, false ); + + for ( o = 0, ol = _renderData.objects.length; o < ol; o++ ) { + + object = _renderData.objects[ o ].object; + + objectMatrixWorld = object.matrixWorld; + + _vertexCount = 0; + + if ( object instanceof THREE.Mesh ) { + + geometry = object.geometry; + geometryMaterials = object.geometry.materials; + vertices = geometry.vertices; + faces = geometry.faces; + faceVertexUvs = geometry.faceVertexUvs; + + objectMatrixWorldRotation = object.matrixRotationWorld.extractRotation( objectMatrixWorld ); + + for ( v = 0, vl = vertices.length; v < vl; v ++ ) { + + _vertex = getNextVertexInPool(); + _vertex.positionWorld.copy( vertices[ v ] ); + + objectMatrixWorld.multiplyVector3( _vertex.positionWorld ); + + _vertex.positionScreen.copy( _vertex.positionWorld ); + _projScreenMatrix.multiplyVector4( _vertex.positionScreen ); + + _vertex.positionScreen.x /= _vertex.positionScreen.w; + _vertex.positionScreen.y /= _vertex.positionScreen.w; + + _vertex.visible = _vertex.positionScreen.z > near && _vertex.positionScreen.z < far; + + } + + for ( f = 0, fl = faces.length; f < fl; f ++ ) { + + face = faces[ f ]; + + if ( face instanceof THREE.Face3 ) { + + v1 = _vertexPool[ face.a ]; + v2 = _vertexPool[ face.b ]; + v3 = _vertexPool[ face.c ]; + + if ( v1.visible && v2.visible && v3.visible ) { + + visible = ( ( v3.positionScreen.x - v1.positionScreen.x ) * ( v2.positionScreen.y - v1.positionScreen.y ) - + ( v3.positionScreen.y - v1.positionScreen.y ) * ( v2.positionScreen.x - v1.positionScreen.x ) ) < 0; + + if ( object.doubleSided || visible != object.flipSided ) { + + _face = getNextFace3InPool(); + + _face.v1.copy( v1 ); + _face.v2.copy( v2 ); + _face.v3.copy( v3 ); + + } else { + + continue; + + } + + } else { + + continue; + + } + + } else if ( face instanceof THREE.Face4 ) { + + v1 = _vertexPool[ face.a ]; + v2 = _vertexPool[ face.b ]; + v3 = _vertexPool[ face.c ]; + v4 = _vertexPool[ face.d ]; + + if ( v1.visible && v2.visible && v3.visible && v4.visible ) { + + visible = ( v4.positionScreen.x - v1.positionScreen.x ) * ( v2.positionScreen.y - v1.positionScreen.y ) - + ( v4.positionScreen.y - v1.positionScreen.y ) * ( v2.positionScreen.x - v1.positionScreen.x ) < 0 || + ( v2.positionScreen.x - v3.positionScreen.x ) * ( v4.positionScreen.y - v3.positionScreen.y ) - + ( v2.positionScreen.y - v3.positionScreen.y ) * ( v4.positionScreen.x - v3.positionScreen.x ) < 0; + + + if ( object.doubleSided || visible != object.flipSided ) { + + _face = getNextFace4InPool(); + + _face.v1.copy( v1 ); + _face.v2.copy( v2 ); + _face.v3.copy( v3 ); + _face.v4.copy( v4 ); + + } else { + + continue; + + } + + } else { + + continue; + + } + + } + + _face.normalWorld.copy( face.normal ); + if ( !visible && ( object.flipSided || object.doubleSided ) ) _face.normalWorld.negate(); + objectMatrixWorldRotation.multiplyVector3( _face.normalWorld ); + + _face.centroidWorld.copy( face.centroid ); + objectMatrixWorld.multiplyVector3( _face.centroidWorld ); + + _face.centroidScreen.copy( _face.centroidWorld ); + _projScreenMatrix.multiplyVector3( _face.centroidScreen ); + + faceVertexNormals = face.vertexNormals; + + for ( n = 0, nl = faceVertexNormals.length; n < nl; n ++ ) { + + normal = _face.vertexNormalsWorld[ n ]; + normal.copy( faceVertexNormals[ n ] ); + if ( !visible && ( object.flipSided || object.doubleSided ) ) normal.negate(); + objectMatrixWorldRotation.multiplyVector3( normal ); + + } + + for ( c = 0, cl = faceVertexUvs.length; c < cl; c ++ ) { + + uvs = faceVertexUvs[ c ][ f ]; + + if ( !uvs ) continue; + + for ( u = 0, ul = uvs.length; u < ul; u ++ ) { + + _face.uvs[ c ][ u ] = uvs[ u ]; + + } + + } + + _face.material = object.material; + _face.faceMaterial = face.materialIndex !== null ? geometryMaterials[ face.materialIndex ] : null; + + _face.z = _face.centroidScreen.z; + + _renderData.elements.push( _face ); + + } + + } else if ( object instanceof THREE.Line ) { + + _projScreenobjectMatrixWorld.multiply( _projScreenMatrix, objectMatrixWorld ); + + vertices = object.geometry.vertices; + + v1 = getNextVertexInPool(); + v1.positionScreen.copy( vertices[ 0 ] ); + _projScreenobjectMatrixWorld.multiplyVector4( v1.positionScreen ); + + // Handle LineStrip and LinePieces + var step = object.type === THREE.LinePieces ? 2 : 1; + + for ( v = 1, vl = vertices.length; v < vl; v ++ ) { + + v1 = getNextVertexInPool(); + v1.positionScreen.copy( vertices[ v ] ); + _projScreenobjectMatrixWorld.multiplyVector4( v1.positionScreen ); + + if ( ( v + 1 ) % step > 0 ) continue; + + v2 = _vertexPool[ _vertexCount - 2 ]; + + _clippedVertex1PositionScreen.copy( v1.positionScreen ); + _clippedVertex2PositionScreen.copy( v2.positionScreen ); + + if ( clipLine( _clippedVertex1PositionScreen, _clippedVertex2PositionScreen ) ) { + + // Perform the perspective divide + _clippedVertex1PositionScreen.multiplyScalar( 1 / _clippedVertex1PositionScreen.w ); + _clippedVertex2PositionScreen.multiplyScalar( 1 / _clippedVertex2PositionScreen.w ); + + _line = getNextLineInPool(); + _line.v1.positionScreen.copy( _clippedVertex1PositionScreen ); + _line.v2.positionScreen.copy( _clippedVertex2PositionScreen ); + + _line.z = Math.max( _clippedVertex1PositionScreen.z, _clippedVertex2PositionScreen.z ); + + _line.material = object.material; + + _renderData.elements.push( _line ); + + } + + } + + } + + } + + for ( o = 0, ol = _renderData.sprites.length; o < ol; o++ ) { + + object = _renderData.sprites[ o ].object; + + objectMatrixWorld = object.matrixWorld; + + if ( object instanceof THREE.Particle ) { + + _vector4.set( objectMatrixWorld.elements[12], objectMatrixWorld.elements[13], objectMatrixWorld.elements[14], 1 ); + _projScreenMatrix.multiplyVector4( _vector4 ); + + _vector4.z /= _vector4.w; + + if ( _vector4.z > 0 && _vector4.z < 1 ) { + + _particle = getNextParticleInPool(); + _particle.x = _vector4.x / _vector4.w; + _particle.y = _vector4.y / _vector4.w; + _particle.z = _vector4.z; + + _particle.rotation = object.rotation.z; + + _particle.scale.x = object.scale.x * Math.abs( _particle.x - ( _vector4.x + camera.projectionMatrix.elements[0] ) / ( _vector4.w + camera.projectionMatrix.elements[12] ) ); + _particle.scale.y = object.scale.y * Math.abs( _particle.y - ( _vector4.y + camera.projectionMatrix.elements[5] ) / ( _vector4.w + camera.projectionMatrix.elements[13] ) ); + + _particle.material = object.material; + + _renderData.elements.push( _particle ); + + } + + } + + } + + sort && _renderData.elements.sort( painterSort ); + + return _renderData; + + }; + + // Pools + + function getNextObjectInPool() { + + var object = _objectPool[ _objectCount ] = _objectPool[ _objectCount ] || new THREE.RenderableObject(); + + _objectCount ++; + + return object; + + } + + function getNextVertexInPool() { + + var vertex = _vertexPool[ _vertexCount ] = _vertexPool[ _vertexCount ] || new THREE.RenderableVertex(); + + _vertexCount ++; + + return vertex; + + } + + function getNextFace3InPool() { + + var face = _face3Pool[ _face3Count ] = _face3Pool[ _face3Count ] || new THREE.RenderableFace3(); + + _face3Count ++; + + return face; + + } + + function getNextFace4InPool() { + + var face = _face4Pool[ _face4Count ] = _face4Pool[ _face4Count ] || new THREE.RenderableFace4(); + + _face4Count ++; + + return face; + + } + + function getNextLineInPool() { + + var line = _linePool[ _lineCount ] = _linePool[ _lineCount ] || new THREE.RenderableLine(); + + _lineCount ++; + + return line; + + } + + function getNextParticleInPool() { + + var particle = _particlePool[ _particleCount ] = _particlePool[ _particleCount ] || new THREE.RenderableParticle(); + _particleCount ++; + return particle; + + } + + // + + function painterSort( a, b ) { + + return b.z - a.z; + + } + + function clipLine( s1, s2 ) { + + var alpha1 = 0, alpha2 = 1, + + // Calculate the boundary coordinate of each vertex for the near and far clip planes, + // Z = -1 and Z = +1, respectively. + bc1near = s1.z + s1.w, + bc2near = s2.z + s2.w, + bc1far = - s1.z + s1.w, + bc2far = - s2.z + s2.w; + + if ( bc1near >= 0 && bc2near >= 0 && bc1far >= 0 && bc2far >= 0 ) { + + // Both vertices lie entirely within all clip planes. + return true; + + } else if ( ( bc1near < 0 && bc2near < 0) || (bc1far < 0 && bc2far < 0 ) ) { + + // Both vertices lie entirely outside one of the clip planes. + return false; + + } else { + + // The line segment spans at least one clip plane. + + if ( bc1near < 0 ) { + + // v1 lies outside the near plane, v2 inside + alpha1 = Math.max( alpha1, bc1near / ( bc1near - bc2near ) ); + + } else if ( bc2near < 0 ) { + + // v2 lies outside the near plane, v1 inside + alpha2 = Math.min( alpha2, bc1near / ( bc1near - bc2near ) ); + + } + + if ( bc1far < 0 ) { + + // v1 lies outside the far plane, v2 inside + alpha1 = Math.max( alpha1, bc1far / ( bc1far - bc2far ) ); + + } else if ( bc2far < 0 ) { + + // v2 lies outside the far plane, v2 inside + alpha2 = Math.min( alpha2, bc1far / ( bc1far - bc2far ) ); + + } + + if ( alpha2 < alpha1 ) { + + // The line segment spans two boundaries, but is outside both of them. + // (This can't happen when we're only clipping against just near/far but good + // to leave the check here for future usage if other clip planes are added.) + return false; + + } else { + + // Update the s1 and s2 vertices to match the clipped line segment. + s1.lerpSelf( s2, alpha1 ); + s2.lerpSelf( s1, 1 - alpha2 ); + + return true; + + } + + } + + } + +}; +/** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.Quaternion = function( x, y, z, w ) { + + this.x = x || 0; + this.y = y || 0; + this.z = z || 0; + this.w = ( w !== undefined ) ? w : 1; + +}; + +THREE.Quaternion.prototype = { + + constructor: THREE.Quaternion, + + set: function ( x, y, z, w ) { + + this.x = x; + this.y = y; + this.z = z; + this.w = w; + + return this; + + }, + + copy: function ( q ) { + + this.x = q.x; + this.y = q.y; + this.z = q.z; + this.w = q.w; + + return this; + + }, + + setFromEuler: function ( vector ) { + + var c = Math.PI / 360, // 0.5 * Math.PI / 360, // 0.5 is an optimization + x = vector.x * c, + y = vector.y * c, + z = vector.z * c, + + c1 = Math.cos( y ), + s1 = Math.sin( y ), + c2 = Math.cos( -z ), + s2 = Math.sin( -z ), + c3 = Math.cos( x ), + s3 = Math.sin( x ), + + c1c2 = c1 * c2, + s1s2 = s1 * s2; + + this.w = c1c2 * c3 - s1s2 * s3; + this.x = c1c2 * s3 + s1s2 * c3; + this.y = s1 * c2 * c3 + c1 * s2 * s3; + this.z = c1 * s2 * c3 - s1 * c2 * s3; + + return this; + + }, + + setFromAxisAngle: function ( axis, angle ) { + + // from http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm + // axis have to be normalized + + var halfAngle = angle / 2, + s = Math.sin( halfAngle ); + + this.x = axis.x * s; + this.y = axis.y * s; + this.z = axis.z * s; + this.w = Math.cos( halfAngle ); + + return this; + + }, + + setFromRotationMatrix: function ( m ) { + + // Adapted from: http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm + + function copySign( a, b ) { + + return b < 0 ? -Math.abs( a ) : Math.abs( a ); + + } + + var absQ = Math.pow( m.determinant(), 1.0 / 3.0 ); + this.w = Math.sqrt( Math.max( 0, absQ + m.elements[0] + m.elements[5] + m.elements[10] ) ) / 2; + this.x = Math.sqrt( Math.max( 0, absQ + m.elements[0] - m.elements[5] - m.elements[10] ) ) / 2; + this.y = Math.sqrt( Math.max( 0, absQ - m.elements[0] + m.elements[5] - m.elements[10] ) ) / 2; + this.z = Math.sqrt( Math.max( 0, absQ - m.elements[0] - m.elements[5] + m.elements[10] ) ) / 2; + this.x = copySign( this.x, ( m.elements[6] - m.elements[9] ) ); + this.y = copySign( this.y, ( m.elements[8] - m.elements[2] ) ); + this.z = copySign( this.z, ( m.elements[1] - m.elements[4] ) ); + this.normalize(); + + return this; + + }, + + calculateW : function () { + + this.w = - Math.sqrt( Math.abs( 1.0 - this.x * this.x - this.y * this.y - this.z * this.z ) ); + + return this; + + }, + + inverse: function () { + + this.x *= -1; + this.y *= -1; + this.z *= -1; + + return this; + + }, + + length: function () { + + return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w ); + + }, + + normalize: function () { + + var l = Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w ); + + if ( l === 0 ) { + + this.x = 0; + this.y = 0; + this.z = 0; + this.w = 0; + + } else { + + l = 1 / l; + + this.x = this.x * l; + this.y = this.y * l; + this.z = this.z * l; + this.w = this.w * l; + + } + + return this; + + }, + + multiply: function ( a, b ) { + + // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm + + this.x = a.x * b.w + a.y * b.z - a.z * b.y + a.w * b.x; + this.y = -a.x * b.z + a.y * b.w + a.z * b.x + a.w * b.y; + this.z = a.x * b.y - a.y * b.x + a.z * b.w + a.w * b.z; + this.w = -a.x * b.x - a.y * b.y - a.z * b.z + a.w * b.w; + + return this; + + }, + + multiplySelf: function ( b ) { + + var qax = this.x, qay = this.y, qaz = this.z, qaw = this.w, + qbx = b.x, qby = b.y, qbz = b.z, qbw = b.w; + + this.x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby; + this.y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz; + this.z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx; + this.w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz; + + return this; + + }, + + multiplyVector3: function ( vector, dest ) { + + if ( !dest ) { dest = vector; } + + var x = vector.x, y = vector.y, z = vector.z, + qx = this.x, qy = this.y, qz = this.z, qw = this.w; + + // calculate quat * vector + + var ix = qw * x + qy * z - qz * y, + iy = qw * y + qz * x - qx * z, + iz = qw * z + qx * y - qy * x, + iw = -qx * x - qy * y - qz * z; + + // calculate result * inverse quat + + dest.x = ix * qw + iw * -qx + iy * -qz - iz * -qy; + dest.y = iy * qw + iw * -qy + iz * -qx - ix * -qz; + dest.z = iz * qw + iw * -qz + ix * -qy - iy * -qx; + + return dest; + + }, + + clone: function () { + + return new THREE.Quaternion( this.x, this.y, this.z, this.w ); + + } + +} + +THREE.Quaternion.slerp = function ( qa, qb, qm, t ) { + + // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/ + + var cosHalfTheta = qa.w * qb.w + qa.x * qb.x + qa.y * qb.y + qa.z * qb.z; + + if (cosHalfTheta < 0) { + qm.w = -qb.w; qm.x = -qb.x; qm.y = -qb.y; qm.z = -qb.z; + cosHalfTheta = -cosHalfTheta; + } else { + qm.copy(qb); + } + + if ( Math.abs( cosHalfTheta ) >= 1.0 ) { + + qm.w = qa.w; qm.x = qa.x; qm.y = qa.y; qm.z = qa.z; + return qm; + + } + + var halfTheta = Math.acos( cosHalfTheta ), + sinHalfTheta = Math.sqrt( 1.0 - cosHalfTheta * cosHalfTheta ); + + if ( Math.abs( sinHalfTheta ) < 0.001 ) { + + qm.w = 0.5 * ( qa.w + qb.w ); + qm.x = 0.5 * ( qa.x + qb.x ); + qm.y = 0.5 * ( qa.y + qb.y ); + qm.z = 0.5 * ( qa.z + qb.z ); + + return qm; + + } + + var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta, + ratioB = Math.sin( t * halfTheta ) / sinHalfTheta; + + qm.w = ( qa.w * ratioA + qm.w * ratioB ); + qm.x = ( qa.x * ratioA + qm.x * ratioB ); + qm.y = ( qa.y * ratioA + qm.y * ratioB ); + qm.z = ( qa.z * ratioA + qm.z * ratioB ); + + return qm; + +} +/** + * @author mr.doob / http://mrdoob.com/ + */ + +THREE.Vertex = function () { + + console.warn( 'THREE.Vertex has been DEPRECATED. Use THREE.Vector3 instead.') + +}; +/** + * @author mr.doob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.Face3 = function ( a, b, c, normal, color, materialIndex ) { + + this.a = a; + this.b = b; + this.c = c; + + this.normal = normal instanceof THREE.Vector3 ? normal : new THREE.Vector3(); + this.vertexNormals = normal instanceof Array ? normal : [ ]; + + this.color = color instanceof THREE.Color ? color : new THREE.Color(); + this.vertexColors = color instanceof Array ? color : []; + + this.vertexTangents = []; + + this.materialIndex = materialIndex; + + this.centroid = new THREE.Vector3(); + +}; + +THREE.Face3.prototype = { + + constructor: THREE.Face3, + + clone: function () { + + var face = new THREE.Face3( this.a, this.b, this.c ); + + face.normal.copy( this.normal ); + face.color.copy( this.color ); + face.centroid.copy( this.centroid ); + + face.materialIndex = this.materialIndex; + + var i, il; + for ( i = 0, il = this.vertexNormals.length; i < il; i ++ ) face.vertexNormals[ i ] = this.vertexNormals[ i ].clone(); + for ( i = 0, il = this.vertexColors.length; i < il; i ++ ) face.vertexColors[ i ] = this.vertexColors[ i ].clone(); + for ( i = 0, il = this.vertexTangents.length; i < il; i ++ ) face.vertexTangents[ i ] = this.vertexTangents[ i ].clone(); + + return face; + + } + +}; +/** + * @author mr.doob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.Face4 = function ( a, b, c, d, normal, color, materialIndex ) { + + this.a = a; + this.b = b; + this.c = c; + this.d = d; + + this.normal = normal instanceof THREE.Vector3 ? normal : new THREE.Vector3(); + this.vertexNormals = normal instanceof Array ? normal : [ ]; + + this.color = color instanceof THREE.Color ? color : new THREE.Color(); + this.vertexColors = color instanceof Array ? color : []; + + this.vertexTangents = []; + + this.materialIndex = materialIndex; + + this.centroid = new THREE.Vector3(); + +}; + +THREE.Face4.prototype = { + + constructor: THREE.Face4, + + clone: function () { + + var face = new THREE.Face4( this.a, this.b, this.c, this.d ); + + face.normal.copy( this.normal ); + face.color.copy( this.color ); + face.centroid.copy( this.centroid ); + + face.materialIndex = this.materialIndex; + + var i, il; + for ( i = 0, il = this.vertexNormals.length; i < il; i ++ ) face.vertexNormals[ i ] = this.vertexNormals[ i ].clone(); + for ( i = 0, il = this.vertexColors.length; i < il; i ++ ) face.vertexColors[ i ] = this.vertexColors[ i ].clone(); + for ( i = 0, il = this.vertexTangents.length; i < il; i ++ ) face.vertexTangents[ i ] = this.vertexTangents[ i ].clone(); + + return face; + + } + +}; +/** + * @author mr.doob / http://mrdoob.com/ + */ + +THREE.UV = function ( u, v ) { + + this.u = u || 0; + this.v = v || 0; + +}; + +THREE.UV.prototype = { + + constructor: THREE.UV, + + set: function ( u, v ) { + + this.u = u; + this.v = v; + + return this; + + }, + + copy: function ( uv ) { + + this.u = uv.u; + this.v = uv.v; + + return this; + + }, + + lerpSelf: function ( uv, alpha ) { + + this.u += ( uv.u - this.u ) * alpha; + this.v += ( uv.v - this.v ) * alpha; + + return this; + + }, + + clone: function () { + + return new THREE.UV( this.u, this.v ); + + } + +}; +/** + * @author mr.doob / http://mrdoob.com/ + * @author kile / http://kile.stravaganza.org/ + * @author alteredq / http://alteredqualia.com/ + * @author mikael emtinger / http://gomo.se/ + * @author zz85 / http://www.lab4games.net/zz85/blog + */ + +THREE.Geometry = function () { + + this.id = THREE.GeometryCount ++; + + this.vertices = []; + this.colors = []; // one-to-one vertex colors, used in ParticleSystem, Line and Ribbon + + this.materials = []; + + this.faces = []; + + this.faceUvs = [[]]; + this.faceVertexUvs = [[]]; + + this.morphTargets = []; + this.morphColors = []; + this.morphNormals = []; + + this.skinWeights = []; + this.skinIndices = []; + + this.boundingBox = null; + this.boundingSphere = null; + + this.hasTangents = false; + + this.dynamic = false; // unless set to true the *Arrays will be deleted once sent to a buffer. + +}; + +THREE.Geometry.prototype = { + + constructor : THREE.Geometry, + + applyMatrix: function ( matrix ) { + + var matrixRotation = new THREE.Matrix4(); + matrixRotation.extractRotation( matrix ); + + for ( var i = 0, il = this.vertices.length; i < il; i ++ ) { + + var vertex = this.vertices[ i ]; + + matrix.multiplyVector3( vertex ); + + } + + for ( var i = 0, il = this.faces.length; i < il; i ++ ) { + + var face = this.faces[ i ]; + + matrixRotation.multiplyVector3( face.normal ); + + for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) { + + matrixRotation.multiplyVector3( face.vertexNormals[ j ] ); + + } + + matrix.multiplyVector3( face.centroid ); + + } + + }, + + computeCentroids: function () { + + var f, fl, face; + + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + + face = this.faces[ f ]; + face.centroid.set( 0, 0, 0 ); + + if ( face instanceof THREE.Face3 ) { + + face.centroid.addSelf( this.vertices[ face.a ] ); + face.centroid.addSelf( this.vertices[ face.b ] ); + face.centroid.addSelf( this.vertices[ face.c ] ); + face.centroid.divideScalar( 3 ); + + } else if ( face instanceof THREE.Face4 ) { + + face.centroid.addSelf( this.vertices[ face.a ] ); + face.centroid.addSelf( this.vertices[ face.b ] ); + face.centroid.addSelf( this.vertices[ face.c ] ); + face.centroid.addSelf( this.vertices[ face.d ] ); + face.centroid.divideScalar( 4 ); + + } + + } + + }, + + computeFaceNormals: function () { + + var n, nl, v, vl, vertex, f, fl, face, vA, vB, vC, + cb = new THREE.Vector3(), ab = new THREE.Vector3(); + + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + + face = this.faces[ f ]; + + vA = this.vertices[ face.a ]; + vB = this.vertices[ face.b ]; + vC = this.vertices[ face.c ]; + + cb.sub( vC, vB ); + ab.sub( vA, vB ); + cb.crossSelf( ab ); + + if ( !cb.isZero() ) { + + cb.normalize(); + + } + + face.normal.copy( cb ); + + } + + }, + + computeVertexNormals: function () { + + var v, vl, f, fl, face, vertices; + + // create internal buffers for reuse when calling this method repeatedly + // (otherwise memory allocation / deallocation every frame is big resource hog) + + if ( this.__tmpVertices === undefined ) { + + this.__tmpVertices = new Array( this.vertices.length ); + vertices = this.__tmpVertices; + + for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) { + + vertices[ v ] = new THREE.Vector3(); + + } + + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + + face = this.faces[ f ]; + + if ( face instanceof THREE.Face3 ) { + + face.vertexNormals = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ]; + + } else if ( face instanceof THREE.Face4 ) { + + face.vertexNormals = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ]; + + } + + } + + } else { + + vertices = this.__tmpVertices; + + for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) { + + vertices[ v ].set( 0, 0, 0 ); + + } + + } + + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + + face = this.faces[ f ]; + + if ( face instanceof THREE.Face3 ) { + + vertices[ face.a ].addSelf( face.normal ); + vertices[ face.b ].addSelf( face.normal ); + vertices[ face.c ].addSelf( face.normal ); + + } else if ( face instanceof THREE.Face4 ) { + + vertices[ face.a ].addSelf( face.normal ); + vertices[ face.b ].addSelf( face.normal ); + vertices[ face.c ].addSelf( face.normal ); + vertices[ face.d ].addSelf( face.normal ); + + } + + } + + for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) { + + vertices[ v ].normalize(); + + } + + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + + face = this.faces[ f ]; + + if ( face instanceof THREE.Face3 ) { + + face.vertexNormals[ 0 ].copy( vertices[ face.a ] ); + face.vertexNormals[ 1 ].copy( vertices[ face.b ] ); + face.vertexNormals[ 2 ].copy( vertices[ face.c ] ); + + } else if ( face instanceof THREE.Face4 ) { + + face.vertexNormals[ 0 ].copy( vertices[ face.a ] ); + face.vertexNormals[ 1 ].copy( vertices[ face.b ] ); + face.vertexNormals[ 2 ].copy( vertices[ face.c ] ); + face.vertexNormals[ 3 ].copy( vertices[ face.d ] ); + + } + + } + + }, + + computeMorphNormals: function () { + + var i, il, f, fl, face; + + // save original normals + // - create temp variables on first access + // otherwise just copy (for faster repeated calls) + + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + + face = this.faces[ f ]; + + if ( ! face.__originalFaceNormal ) { + + face.__originalFaceNormal = face.normal.clone(); + + } else { + + face.__originalFaceNormal.copy( face.normal ); + + } + + if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = []; + + for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) { + + if ( ! face.__originalVertexNormals[ i ] ) { + + face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone(); + + } else { + + face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] ); + + } + + } + + } + + // use temp geometry to compute face and vertex normals for each morph + + var tmpGeo = new THREE.Geometry(); + tmpGeo.faces = this.faces; + + for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) { + + // create on first access + + if ( ! this.morphNormals[ i ] ) { + + this.morphNormals[ i ] = {}; + this.morphNormals[ i ].faceNormals = []; + this.morphNormals[ i ].vertexNormals = []; + + var dstNormalsFace = this.morphNormals[ i ].faceNormals; + var dstNormalsVertex = this.morphNormals[ i ].vertexNormals; + + var faceNormal, vertexNormals; + + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + + face = this.faces[ f ]; + + faceNormal = new THREE.Vector3(); + + if ( face instanceof THREE.Face3 ) { + + vertexNormals = { a: new THREE.Vector3(), b: new THREE.Vector3(), c: new THREE.Vector3() }; + + } else { + + vertexNormals = { a: new THREE.Vector3(), b: new THREE.Vector3(), c: new THREE.Vector3(), d: new THREE.Vector3() }; + + } + + dstNormalsFace.push( faceNormal ); + dstNormalsVertex.push( vertexNormals ); + + } + + } + + var morphNormals = this.morphNormals[ i ]; + + // set vertices to morph target + + tmpGeo.vertices = this.morphTargets[ i ].vertices; + + // compute morph normals + + tmpGeo.computeFaceNormals(); + tmpGeo.computeVertexNormals(); + + // store morph normals + + var faceNormal, vertexNormals; + + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + + face = this.faces[ f ]; + + faceNormal = morphNormals.faceNormals[ f ]; + vertexNormals = morphNormals.vertexNormals[ f ]; + + faceNormal.copy( face.normal ); + + if ( face instanceof THREE.Face3 ) { + + vertexNormals.a.copy( face.vertexNormals[ 0 ] ); + vertexNormals.b.copy( face.vertexNormals[ 1 ] ); + vertexNormals.c.copy( face.vertexNormals[ 2 ] ); + + } else { + + vertexNormals.a.copy( face.vertexNormals[ 0 ] ); + vertexNormals.b.copy( face.vertexNormals[ 1 ] ); + vertexNormals.c.copy( face.vertexNormals[ 2 ] ); + vertexNormals.d.copy( face.vertexNormals[ 3 ] ); + + } + + } + + } + + // restore original normals + + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + + face = this.faces[ f ]; + + face.normal = face.__originalFaceNormal; + face.vertexNormals = face.__originalVertexNormals; + + } + + }, + + computeTangents: function () { + + // based on http://www.terathon.com/code/tangent.html + // tangents go to vertices + + var f, fl, v, vl, i, il, vertexIndex, + face, uv, vA, vB, vC, uvA, uvB, uvC, + x1, x2, y1, y2, z1, z2, + s1, s2, t1, t2, r, t, test, + tan1 = [], tan2 = [], + sdir = new THREE.Vector3(), tdir = new THREE.Vector3(), + tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3(), + n = new THREE.Vector3(), w; + + for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) { + + tan1[ v ] = new THREE.Vector3(); + tan2[ v ] = new THREE.Vector3(); + + } + + function handleTriangle( context, a, b, c, ua, ub, uc ) { + + vA = context.vertices[ a ]; + vB = context.vertices[ b ]; + vC = context.vertices[ c ]; + + uvA = uv[ ua ]; + uvB = uv[ ub ]; + uvC = uv[ uc ]; + + x1 = vB.x - vA.x; + x2 = vC.x - vA.x; + y1 = vB.y - vA.y; + y2 = vC.y - vA.y; + z1 = vB.z - vA.z; + z2 = vC.z - vA.z; + + s1 = uvB.u - uvA.u; + s2 = uvC.u - uvA.u; + t1 = uvB.v - uvA.v; + t2 = uvC.v - uvA.v; + + r = 1.0 / ( s1 * t2 - s2 * t1 ); + sdir.set( ( t2 * x1 - t1 * x2 ) * r, + ( t2 * y1 - t1 * y2 ) * r, + ( t2 * z1 - t1 * z2 ) * r ); + tdir.set( ( s1 * x2 - s2 * x1 ) * r, + ( s1 * y2 - s2 * y1 ) * r, + ( s1 * z2 - s2 * z1 ) * r ); + + tan1[ a ].addSelf( sdir ); + tan1[ b ].addSelf( sdir ); + tan1[ c ].addSelf( sdir ); + + tan2[ a ].addSelf( tdir ); + tan2[ b ].addSelf( tdir ); + tan2[ c ].addSelf( tdir ); + + } + + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + + face = this.faces[ f ]; + uv = this.faceVertexUvs[ 0 ][ f ]; // use UV layer 0 for tangents + + if ( face instanceof THREE.Face3 ) { + + handleTriangle( this, face.a, face.b, face.c, 0, 1, 2 ); + + } else if ( face instanceof THREE.Face4 ) { + + handleTriangle( this, face.a, face.b, face.d, 0, 1, 3 ); + handleTriangle( this, face.b, face.c, face.d, 1, 2, 3 ); + + } + + } + + var faceIndex = [ 'a', 'b', 'c', 'd' ]; + + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + + face = this.faces[ f ]; + + for ( i = 0; i < face.vertexNormals.length; i++ ) { + + n.copy( face.vertexNormals[ i ] ); + + vertexIndex = face[ faceIndex[ i ] ]; + + t = tan1[ vertexIndex ]; + + // Gram-Schmidt orthogonalize + + tmp.copy( t ); + tmp.subSelf( n.multiplyScalar( n.dot( t ) ) ).normalize(); + + // Calculate handedness + + tmp2.cross( face.vertexNormals[ i ], t ); + test = tmp2.dot( tan2[ vertexIndex ] ); + w = (test < 0.0) ? -1.0 : 1.0; + + face.vertexTangents[ i ] = new THREE.Vector4( tmp.x, tmp.y, tmp.z, w ); + + } + + } + + this.hasTangents = true; + + }, + + computeBoundingBox: function () { + + if ( ! this.boundingBox ) { + + this.boundingBox = { min: new THREE.Vector3(), max: new THREE.Vector3() }; + + } + + if ( this.vertices.length > 0 ) { + + var position, firstPosition = this.vertices[ 0 ]; + + this.boundingBox.min.copy( firstPosition ); + this.boundingBox.max.copy( firstPosition ); + + var min = this.boundingBox.min, + max = this.boundingBox.max; + + for ( var v = 1, vl = this.vertices.length; v < vl; v ++ ) { + + position = this.vertices[ v ]; + + if ( position.x < min.x ) { + + min.x = position.x; + + } else if ( position.x > max.x ) { + + max.x = position.x; + + } + + if ( position.y < min.y ) { + + min.y = position.y; + + } else if ( position.y > max.y ) { + + max.y = position.y; + + } + + if ( position.z < min.z ) { + + min.z = position.z; + + } else if ( position.z > max.z ) { + + max.z = position.z; + + } + + } + + } else { + + this.boundingBox.min.set( 0, 0, 0 ); + this.boundingBox.max.set( 0, 0, 0 ); + + } + + }, + + computeBoundingSphere: function () { + + if ( ! this.boundingSphere ) this.boundingSphere = { radius: 0 }; + + var radius, maxRadius = 0; + + for ( var v = 0, vl = this.vertices.length; v < vl; v ++ ) { + + radius = this.vertices[ v ].length(); + if ( radius > maxRadius ) maxRadius = radius; + + } + + this.boundingSphere.radius = maxRadius; + + }, + + /* + * Checks for duplicate vertices with hashmap. + * Duplicated vertices are removed + * and faces' vertices are updated. + */ + + mergeVertices: function() { + + var verticesMap = {}; // Hashmap for looking up vertice by position coordinates (and making sure they are unique) + var unique = [], changes = []; + + var v, key; + var precisionPoints = 4; // number of decimal points, eg. 4 for epsilon of 0.0001 + var precision = Math.pow( 10, precisionPoints ); + var i,il, face; + var abcd = 'abcd', o, k, j, jl, u; + + for ( i = 0, il = this.vertices.length; i < il; i ++ ) { + + v = this.vertices[ i ]; + key = [ Math.round( v.x * precision ), Math.round( v.y * precision ), Math.round( v.z * precision ) ].join( '_' ); + + if ( verticesMap[ key ] === undefined ) { + + verticesMap[ key ] = i; + unique.push( this.vertices[ i ] ); + changes[ i ] = unique.length - 1; + + } else { + + //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]); + changes[ i ] = changes[ verticesMap[ key ] ]; + + } + + }; + + + // Start to patch face indices + + for( i = 0, il = this.faces.length; i < il; i ++ ) { + + face = this.faces[ i ]; + + if ( face instanceof THREE.Face3 ) { + + face.a = changes[ face.a ]; + face.b = changes[ face.b ]; + face.c = changes[ face.c ]; + + } else if ( face instanceof THREE.Face4 ) { + + face.a = changes[ face.a ]; + face.b = changes[ face.b ]; + face.c = changes[ face.c ]; + face.d = changes[ face.d ]; + + // check dups in (a, b, c, d) and convert to -> face3 + o = [face.a, face.b, face.c, face.d]; + for (k=3;k>0;k--) { + if ( o.indexOf(face[abcd[k]]) != k ) { + // console.log('faces', face.a, face.b, face.c, face.d, 'dup at', k); + o.splice(k, 1); + this.faces[ i ] = new THREE.Face3(o[0], o[1], o[2]); + for (j=0,jl=this.faceVertexUvs.length;j this.points.length - 2 ? this.points.length - 1 : intPoint + 1; + c[ 3 ] = intPoint > this.points.length - 3 ? this.points.length - 1 : intPoint + 2; + + pa = this.points[ c[ 0 ] ]; + pb = this.points[ c[ 1 ] ]; + pc = this.points[ c[ 2 ] ]; + pd = this.points[ c[ 3 ] ]; + + w2 = weight * weight; + w3 = weight * w2; + + v3.x = interpolate( pa.x, pb.x, pc.x, pd.x, weight, w2, w3 ); + v3.y = interpolate( pa.y, pb.y, pc.y, pd.y, weight, w2, w3 ); + v3.z = interpolate( pa.z, pb.z, pc.z, pd.z, weight, w2, w3 ); + + return v3; + + }; + + this.getControlPointsArray = function () { + + var i, p, l = this.points.length, + coords = []; + + for ( i = 0; i < l; i ++ ) { + + p = this.points[ i ]; + coords[ i ] = [ p.x, p.y, p.z ]; + + } + + return coords; + + }; + + // approximate length by summing linear segments + + this.getLength = function ( nSubDivisions ) { + + var i, index, nSamples, position, + point = 0, intPoint = 0, oldIntPoint = 0, + oldPosition = new THREE.Vector3(), + tmpVec = new THREE.Vector3(), + chunkLengths = [], + totalLength = 0; + + // first point has 0 length + + chunkLengths[ 0 ] = 0; + + if ( !nSubDivisions ) nSubDivisions = 100; + + nSamples = this.points.length * nSubDivisions; + + oldPosition.copy( this.points[ 0 ] ); + + for ( i = 1; i < nSamples; i ++ ) { + + index = i / nSamples; + + position = this.getPoint( index ); + tmpVec.copy( position ); + + totalLength += tmpVec.distanceTo( oldPosition ); + + oldPosition.copy( position ); + + point = ( this.points.length - 1 ) * index; + intPoint = Math.floor( point ); + + if ( intPoint != oldIntPoint ) { + + chunkLengths[ intPoint ] = totalLength; + oldIntPoint = intPoint; + + } + + } + + // last point ends with total length + + chunkLengths[ chunkLengths.length ] = totalLength; + + return { chunks: chunkLengths, total: totalLength }; + + }; + + this.reparametrizeByArcLength = function ( samplingCoef ) { + + var i, j, + index, indexCurrent, indexNext, + linearDistance, realDistance, + sampling, position, + newpoints = [], + tmpVec = new THREE.Vector3(), + sl = this.getLength(); + + newpoints.push( tmpVec.copy( this.points[ 0 ] ).clone() ); + + for ( i = 1; i < this.points.length; i++ ) { + + //tmpVec.copy( this.points[ i - 1 ] ); + //linearDistance = tmpVec.distanceTo( this.points[ i ] ); + + realDistance = sl.chunks[ i ] - sl.chunks[ i - 1 ]; + + sampling = Math.ceil( samplingCoef * realDistance / sl.total ); + + indexCurrent = ( i - 1 ) / ( this.points.length - 1 ); + indexNext = i / ( this.points.length - 1 ); + + for ( j = 1; j < sampling - 1; j++ ) { + + index = indexCurrent + j * ( 1 / sampling ) * ( indexNext - indexCurrent ); + + position = this.getPoint( index ); + newpoints.push( tmpVec.copy( position ).clone() ); + + } + + newpoints.push( tmpVec.copy( this.points[ i ] ).clone() ); + + } + + this.points = newpoints; + + }; + + // Catmull-Rom + + function interpolate( p0, p1, p2, p3, t, t2, t3 ) { + + var v0 = ( p2 - p0 ) * 0.5, + v1 = ( p3 - p1 ) * 0.5; + + return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1; + + }; + +}; +/** + * @author mr.doob / http://mrdoob.com/ + * @author mikael emtinger / http://gomo.se/ + */ + +THREE.Camera = function () { + + THREE.Object3D.call( this ); + + this.matrixWorldInverse = new THREE.Matrix4(); + + this.projectionMatrix = new THREE.Matrix4(); + this.projectionMatrixInverse = new THREE.Matrix4(); + +}; + +THREE.Camera.prototype = new THREE.Object3D(); +THREE.Camera.prototype.constructor = THREE.Camera; + +THREE.Camera.prototype.lookAt = function ( vector ) { + + // TODO: Add hierarchy support. + + this.matrix.lookAt( this.position, vector, this.up ); + + if ( this.rotationAutoUpdate ) { + + this.rotation.getRotationFromMatrix( this.matrix ); + + } + +}; +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.OrthographicCamera = function ( left, right, top, bottom, near, far ) { + + THREE.Camera.call( this ); + + this.left = left; + this.right = right; + this.top = top; + this.bottom = bottom; + + this.near = ( near !== undefined ) ? near : 0.1; + this.far = ( far !== undefined ) ? far : 2000; + + this.updateProjectionMatrix(); + +}; + +THREE.OrthographicCamera.prototype = new THREE.Camera(); +THREE.OrthographicCamera.prototype.constructor = THREE.OrthographicCamera; + +THREE.OrthographicCamera.prototype.updateProjectionMatrix = function () { + + this.projectionMatrix.makeOrthographic( this.left, this.right, this.top, this.bottom, this.near, this.far ); + +}; +/** + * @author mr.doob / http://mrdoob.com/ + * @author greggman / http://games.greggman.com/ + * @author zz85 / http://www.lab4games.net/zz85/blog + */ + +THREE.PerspectiveCamera = function ( fov, aspect, near, far ) { + + THREE.Camera.call( this ); + + this.fov = fov !== undefined ? fov : 50; + this.aspect = aspect !== undefined ? aspect : 1; + this.near = near !== undefined ? near : 0.1; + this.far = far !== undefined ? far : 2000; + + this.updateProjectionMatrix(); + +}; + +THREE.PerspectiveCamera.prototype = new THREE.Camera(); +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 ) { + + frameHeight = frameHeight !== undefined ? frameHeight : 24; + + this.fov = 2 * Math.atan( frameHeight / ( focalLength * 2 ) ) * ( 180 / Math.PI ); + this.updateProjectionMatrix(); + +} + + +/** + * Sets an offset in a larger frustum. This is useful for multi-window or + * multi-monitor/multi-machine setups. + * + * For example, if you have 3x2 monitors and each monitor is 1920x1080 and + * the monitors are in grid like this + * + * +---+---+---+ + * | A | B | C | + * +---+---+---+ + * | D | E | F | + * +---+---+---+ + * + * then for each monitor you would call it like this + * + * var w = 1920; + * var h = 1080; + * var fullWidth = w * 3; + * var fullHeight = h * 2; + * + * --A-- + * camera.setOffset( fullWidth, fullHeight, w * 0, h * 0, w, h ); + * --B-- + * camera.setOffset( fullWidth, fullHeight, w * 1, h * 0, w, h ); + * --C-- + * camera.setOffset( fullWidth, fullHeight, w * 2, h * 0, w, h ); + * --D-- + * camera.setOffset( fullWidth, fullHeight, w * 0, h * 1, w, h ); + * --E-- + * camera.setOffset( fullWidth, fullHeight, w * 1, h * 1, w, h ); + * --F-- + * camera.setOffset( fullWidth, fullHeight, w * 2, h * 1, w, h ); + * + * Note there is no reason monitors have to be the same size or in a grid. + */ + +THREE.PerspectiveCamera.prototype.setViewOffset = function ( fullWidth, fullHeight, x, y, width, height ) { + + this.fullWidth = fullWidth; + this.fullHeight = fullHeight; + this.x = x; + this.y = y; + this.width = width; + this.height = height; + + this.updateProjectionMatrix(); + +}; + + +THREE.PerspectiveCamera.prototype.updateProjectionMatrix = function () { + + if ( this.fullWidth ) { + + var aspect = this.fullWidth / this.fullHeight; + var top = Math.tan( this.fov * Math.PI / 360 ) * this.near; + var bottom = -top; + var left = aspect * bottom; + var right = aspect * top; + var width = Math.abs( right - left ); + var height = Math.abs( top - bottom ); + + this.projectionMatrix.makeFrustum( + left + this.x * width / this.fullWidth, + left + ( this.x + this.width ) * width / this.fullWidth, + top - ( this.y + this.height ) * height / this.fullHeight, + top - this.y * height / this.fullHeight, + this.near, + this.far + ); + + } else { + + this.projectionMatrix.makePerspective( this.fov, this.aspect, this.near, this.far ); + + } + +}; +/** + * @author mr.doob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.Light = function ( hex ) { + + THREE.Object3D.call( this ); + + this.color = new THREE.Color( hex ); + +}; + +THREE.Light.prototype = new THREE.Object3D(); +THREE.Light.prototype.constructor = THREE.Light; +THREE.Light.prototype.supr = THREE.Object3D.prototype; +/** + * @author mr.doob / http://mrdoob.com/ + */ + +THREE.AmbientLight = function ( hex ) { + + THREE.Light.call( this, hex ); + +}; + +THREE.AmbientLight.prototype = new THREE.Light(); +THREE.AmbientLight.prototype.constructor = THREE.AmbientLight; +/** + * @author mr.doob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.DirectionalLight = function ( hex, intensity, distance ) { + + THREE.Light.call( this, hex ); + + this.position = new THREE.Vector3( 0, 1, 0 ); + this.target = new THREE.Object3D(); + + this.intensity = ( intensity !== undefined ) ? intensity : 1; + this.distance = ( distance !== undefined ) ? distance : 0; + + this.castShadow = false; + this.onlyShadow = false; + + // + + this.shadowCameraNear = 50; + this.shadowCameraFar = 5000; + + this.shadowCameraLeft = -500; + this.shadowCameraRight = 500; + this.shadowCameraTop = 500; + this.shadowCameraBottom = -500; + + this.shadowCameraVisible = false; + + this.shadowBias = 0; + this.shadowDarkness = 0.5; + + this.shadowMapWidth = 512; + this.shadowMapHeight = 512; + + // + + this.shadowCascade = false; + + this.shadowCascadeOffset = new THREE.Vector3( 0, 0, -1000 ); + this.shadowCascadeCount = 2; + + this.shadowCascadeBias = [ 0, 0, 0 ]; + this.shadowCascadeWidth = [ 512, 512, 512 ]; + this.shadowCascadeHeight = [ 512, 512, 512 ]; + + this.shadowCascadeNearZ = [ -1.000, 0.990, 0.998 ]; + this.shadowCascadeFarZ = [ 0.990, 0.998, 1.000 ]; + + this.shadowCascadeArray = []; + + // + + this.shadowMap = null; + this.shadowMapSize = null; + this.shadowCamera = null; + this.shadowMatrix = null; + +}; + +THREE.DirectionalLight.prototype = new THREE.Light(); +THREE.DirectionalLight.prototype.constructor = THREE.DirectionalLight; +/** + * @author mr.doob / http://mrdoob.com/ + */ + +THREE.PointLight = function ( hex, intensity, distance ) { + + THREE.Light.call( this, hex ); + + this.position = new THREE.Vector3( 0, 0, 0 ); + this.intensity = ( intensity !== undefined ) ? intensity : 1; + this.distance = ( distance !== undefined ) ? distance : 0; + +}; + +THREE.PointLight.prototype = new THREE.Light(); +THREE.PointLight.prototype.constructor = THREE.PointLight; +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.SpotLight = function ( hex, intensity, distance, angle, exponent ) { + + THREE.Light.call( this, hex ); + + this.position = new THREE.Vector3( 0, 1, 0 ); + this.target = new THREE.Object3D(); + + this.intensity = ( intensity !== undefined ) ? intensity : 1; + this.distance = ( distance !== undefined ) ? distance : 0; + this.angle = ( angle !== undefined ) ? angle : Math.PI / 2; + this.exponent = ( exponent !== undefined ) ? exponent : 10; + + this.castShadow = false; + this.onlyShadow = false; + + // + + this.shadowCameraNear = 50; + this.shadowCameraFar = 5000; + this.shadowCameraFov = 50; + + this.shadowCameraVisible = false; + + this.shadowBias = 0; + this.shadowDarkness = 0.5; + + this.shadowMapWidth = 512; + this.shadowMapHeight = 512; + + // + + this.shadowMap = null; + this.shadowMapSize = null; + this.shadowCamera = null; + this.shadowMatrix = null; + +}; + +THREE.SpotLight.prototype = new THREE.Light(); +THREE.SpotLight.prototype.constructor = THREE.SpotLight; +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.Loader = function ( showStatus ) { + + this.showStatus = showStatus; + this.statusDomElement = showStatus ? THREE.Loader.prototype.addStatusElement() : null; + + this.onLoadStart = function () {}; + this.onLoadProgress = function () {}; + this.onLoadComplete = function () {}; + +}; + +THREE.Loader.prototype = { + + constructor: THREE.Loader, + + crossOrigin: 'anonymous', + + addStatusElement: function () { + + var e = document.createElement( "div" ); + + e.style.position = "absolute"; + e.style.right = "0px"; + e.style.top = "0px"; + e.style.fontSize = "0.8em"; + e.style.textAlign = "left"; + e.style.background = "rgba(0,0,0,0.25)"; + e.style.color = "#fff"; + e.style.width = "120px"; + e.style.padding = "0.5em 0.5em 0.5em 0.5em"; + e.style.zIndex = 1000; + + e.innerHTML = "Loading ..."; + + return e; + + }, + + updateProgress: function ( progress ) { + + var message = "Loaded "; + + if ( progress.total ) { + + message += ( 100 * progress.loaded / progress.total ).toFixed(0) + "%"; + + + } else { + + message += ( progress.loaded / 1000 ).toFixed(2) + " KB"; + + } + + this.statusDomElement.innerHTML = message; + + }, + + extractUrlBase: function ( url ) { + + var parts = url.split( '/' ); + parts.pop(); + return ( parts.length < 1 ? '.' : parts.join( '/' ) ) + '/'; + + }, + + initMaterials: function ( scope, materials, texturePath ) { + + scope.materials = []; + + for ( var i = 0; i < materials.length; ++ i ) { + + scope.materials[ i ] = THREE.Loader.prototype.createMaterial( materials[ i ], texturePath ); + + } + + }, + + hasNormals: function ( scope ) { + + var m, i, il = scope.materials.length; + + for( i = 0; i < il; i ++ ) { + + m = scope.materials[ i ]; + + if ( m instanceof THREE.ShaderMaterial ) return true; + + } + + return false; + + }, + + createMaterial: function ( m, texturePath ) { + + var _this = this; + + function is_pow2( n ) { + + var l = Math.log( n ) / Math.LN2; + return Math.floor( l ) == l; + + } + + function nearest_pow2( n ) { + + var l = Math.log( n ) / Math.LN2; + return Math.pow( 2, Math.round( l ) ); + + } + + function load_image( where, url ) { + + var image = new Image(); + image.onload = function () { + + if ( !is_pow2( this.width ) || !is_pow2( this.height ) ) { + + var width = nearest_pow2( this.width ); + var height = nearest_pow2( this.height ); + + where.image.width = width; + where.image.height = height; + where.image.getContext( '2d' ).drawImage( this, 0, 0, width, height ); + + } else { + + where.image = this; + + } + + where.needsUpdate = true; + + }; + image.crossOrigin = _this.crossOrigin; + image.src = url; + + } + + function create_texture( where, name, sourceFile, repeat, offset, wrap ) { + + var texture = document.createElement( 'canvas' ); + + where[ name ] = new THREE.Texture( texture ); + where[ name ].sourceFile = sourceFile; + + if( repeat ) { + + where[ name ].repeat.set( repeat[ 0 ], repeat[ 1 ] ); + + if ( repeat[ 0 ] != 1 ) where[ name ].wrapS = THREE.RepeatWrapping; + if ( repeat[ 1 ] != 1 ) where[ name ].wrapT = THREE.RepeatWrapping; + + } + + if ( offset ) { + + where[ name ].offset.set( offset[ 0 ], offset[ 1 ] ); + + } + + if ( wrap ) { + + var wrapMap = { + "repeat": THREE.RepeatWrapping, + "mirror": THREE.MirroredRepeatWrapping + } + + if ( wrapMap[ wrap[ 0 ] ] !== undefined ) where[ name ].wrapS = wrapMap[ wrap[ 0 ] ]; + if ( wrapMap[ wrap[ 1 ] ] !== undefined ) where[ name ].wrapT = wrapMap[ wrap[ 1 ] ]; + + } + + load_image( where[ name ], texturePath + "/" + sourceFile ); + + } + + 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, wireframe: m.wireframe }; + + // parameters from model file + + if ( m.shading ) { + + var shading = m.shading.toLowerCase(); + + if ( shading === "phong" ) mtype = "MeshPhongMaterial"; + else if ( shading === "basic" ) mtype = "MeshBasicMaterial"; + + } + + if ( m.blending !== undefined && THREE[ m.blending ] !== undefined ) { + + mpars.blending = THREE[ m.blending ]; + + } + + if ( m.transparent !== undefined || m.opacity < 1.0 ) { + + mpars.transparent = m.transparent; + + } + + if ( m.depthTest !== undefined ) { + + mpars.depthTest = m.depthTest; + + } + + if ( m.depthWrite !== undefined ) { + + mpars.depthWrite = m.depthWrite; + + } + + if ( m.vertexColors !== undefined ) { + + if ( m.vertexColors == "face" ) { + + mpars.vertexColors = THREE.FaceColors; + + } else if ( m.vertexColors ) { + + mpars.vertexColors = THREE.VertexColors; + + } + + } + + // colors + + if ( m.colorDiffuse ) { + + mpars.color = rgb2hex( m.colorDiffuse ); + + } else if ( m.DbgColor ) { + + mpars.color = m.DbgColor; + + } + + if ( m.colorSpecular ) { + + mpars.specular = rgb2hex( m.colorSpecular ); + + } + + if ( m.colorAmbient ) { + + mpars.ambient = rgb2hex( m.colorAmbient ); + + } + + // modifiers + + if ( m.transparency ) { + + mpars.opacity = m.transparency; + + } + + if ( m.specularCoef ) { + + mpars.shininess = m.specularCoef; + + } + + // textures + + if ( m.mapDiffuse && texturePath ) { + + create_texture( mpars, "map", m.mapDiffuse, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap ); + + } + + if ( m.mapLight && texturePath ) { + + create_texture( mpars, "lightMap", m.mapLight, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap ); + + } + + if ( m.mapNormal && texturePath ) { + + create_texture( mpars, "normalMap", m.mapNormal, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap ); + + } + + if ( m.mapSpecular && texturePath ) { + + create_texture( mpars, "specularMap", m.mapSpecular, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap ); + + } + + // special case for normal mapped material + + if ( m.mapNormal ) { + + var shader = THREE.ShaderUtils.lib[ "normal" ]; + var uniforms = THREE.UniformsUtils.clone( shader.uniforms ); + + uniforms[ "tNormal" ].texture = mpars.normalMap; + + if ( m.mapNormalFactor ) { + + uniforms[ "uNormalScale" ].value = m.mapNormalFactor; + + } + + if ( mpars.map ) { + + uniforms[ "tDiffuse" ].texture = mpars.map; + uniforms[ "enableDiffuse" ].value = true; + + } + + if ( mpars.specularMap ) { + + uniforms[ "tSpecular" ].texture = mpars.specularMap; + uniforms[ "enableSpecular" ].value = true; + + } + + if ( mpars.lightMap ) { + + uniforms[ "tAO" ].texture = mpars.lightMap; + uniforms[ "enableAO" ].value = true; + + } + + // for the moment don't handle displacement texture + + uniforms[ "uDiffuseColor" ].value.setHex( mpars.color ); + uniforms[ "uSpecularColor" ].value.setHex( mpars.specular ); + uniforms[ "uAmbientColor" ].value.setHex( mpars.ambient ); + + uniforms[ "uShininess" ].value = mpars.shininess; + + if ( mpars.opacity !== undefined ) { + + uniforms[ "uOpacity" ].value = mpars.opacity; + + } + + var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true, fog: true }; + var material = new THREE.ShaderMaterial( parameters ); + + } else { + + var material = new THREE[ mtype ]( mpars ); + + } + + if ( m.DbgName !== undefined ) material.name = m.DbgName; + + return material; + + } + +}; +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.BinaryLoader = function ( showStatus ) { + + THREE.Loader.call( this, showStatus ); + +}; + +THREE.BinaryLoader.prototype = new THREE.Loader(); +THREE.BinaryLoader.prototype.constructor = THREE.BinaryLoader; + + +// Load models generated by slim OBJ converter with BINARY option (converter_obj_three_slim.py -t binary) +// - binary models consist of two files: JS and BIN +// - parameters +// - url (required) +// - callback (required) +// - texturePath (optional: if not specified, textures will be assumed to be in the same folder as JS model file) +// - binaryPath (optional: if not specified, binary file will be assumed to be in the same folder as JS model file) + +THREE.BinaryLoader.prototype.load = function( url, callback, texturePath, binaryPath ) { + + texturePath = texturePath ? texturePath : this.extractUrlBase( url ); + binaryPath = binaryPath ? binaryPath : this.extractUrlBase( url ); + + var callbackProgress = this.showProgress ? THREE.Loader.prototype.updateProgress : null; + + this.onLoadStart(); + + // #1 load JS part via web worker + + this.loadAjaxJSON( this, url, callback, texturePath, binaryPath, callbackProgress ); + +}; + +THREE.BinaryLoader.prototype.loadAjaxJSON = function ( context, url, callback, texturePath, binaryPath, callbackProgress ) { + + var xhr = new XMLHttpRequest(); + + xhr.onreadystatechange = function () { + + if ( xhr.readyState == 4 ) { + + if ( xhr.status == 200 || xhr.status == 0 ) { + + var json = JSON.parse( xhr.responseText ); + context.loadAjaxBuffers( json, callback, binaryPath, texturePath, callbackProgress ); + + } else { + + console.error( "THREE.BinaryLoader: Couldn't load [" + url + "] [" + xhr.status + "]" ); + + } + + } + + }; + + xhr.open( "GET", url, true ); + if ( xhr.overrideMimeType ) xhr.overrideMimeType( "text/plain; charset=x-user-defined" ); + xhr.setRequestHeader( "Content-Type", "text/plain" ); + xhr.send( null ); + +}; + +THREE.BinaryLoader.prototype.loadAjaxBuffers = function ( json, callback, binaryPath, texturePath, callbackProgress ) { + + var xhr = new XMLHttpRequest(), + url = binaryPath + "/" + json.buffers; + + var length = 0; + + xhr.onreadystatechange = function () { + + if ( xhr.readyState == 4 ) { + + if ( xhr.status == 200 || xhr.status == 0 ) { + + THREE.BinaryLoader.prototype.createBinModel( xhr.response, callback, texturePath, json.materials ); + + } else { + + console.error( "THREE.BinaryLoader: Couldn't load [" + url + "] [" + xhr.status + "]" ); + + } + + } else if ( xhr.readyState == 3 ) { + + if ( callbackProgress ) { + + if ( length == 0 ) { + + length = xhr.getResponseHeader( "Content-Length" ); + + } + + callbackProgress( { total: length, loaded: xhr.responseText.length } ); + + } + + } else if ( xhr.readyState == 2 ) { + + length = xhr.getResponseHeader( "Content-Length" ); + + } + + }; + + xhr.open( "GET", url, true ); + xhr.responseType = "arraybuffer"; + xhr.send( null ); + +}; + +// Binary AJAX parser + +THREE.BinaryLoader.prototype.createBinModel = function ( data, callback, texturePath, materials ) { + + var Model = function ( texturePath ) { + + var scope = this, + currentOffset = 0, + md, + normals = [], + uvs = [], + start_tri_flat, start_tri_smooth, start_tri_flat_uv, start_tri_smooth_uv, + start_quad_flat, start_quad_smooth, start_quad_flat_uv, start_quad_smooth_uv, + tri_size, quad_size, + len_tri_flat, len_tri_smooth, len_tri_flat_uv, len_tri_smooth_uv, + len_quad_flat, len_quad_smooth, len_quad_flat_uv, len_quad_smooth_uv; + + + THREE.Geometry.call( this ); + + THREE.Loader.prototype.initMaterials( scope, materials, texturePath ); + + md = parseMetaData( data, currentOffset ); + + currentOffset += md.header_bytes; +/* + md.vertex_index_bytes = Uint32Array.BYTES_PER_ELEMENT; + md.material_index_bytes = Uint16Array.BYTES_PER_ELEMENT; + md.normal_index_bytes = Uint32Array.BYTES_PER_ELEMENT; + md.uv_index_bytes = Uint32Array.BYTES_PER_ELEMENT; +*/ + // buffers sizes + + tri_size = md.vertex_index_bytes * 3 + md.material_index_bytes; + quad_size = md.vertex_index_bytes * 4 + md.material_index_bytes; + + len_tri_flat = md.ntri_flat * ( tri_size ); + len_tri_smooth = md.ntri_smooth * ( tri_size + md.normal_index_bytes * 3 ); + len_tri_flat_uv = md.ntri_flat_uv * ( tri_size + md.uv_index_bytes * 3 ); + len_tri_smooth_uv = md.ntri_smooth_uv * ( tri_size + md.normal_index_bytes * 3 + md.uv_index_bytes * 3 ); + + len_quad_flat = md.nquad_flat * ( quad_size ); + len_quad_smooth = md.nquad_smooth * ( quad_size + md.normal_index_bytes * 4 ); + len_quad_flat_uv = md.nquad_flat_uv * ( quad_size + md.uv_index_bytes * 4 ); + len_quad_smooth_uv = md.nquad_smooth_uv * ( quad_size + md.normal_index_bytes * 4 + md.uv_index_bytes * 4 ); + + // read buffers + + currentOffset += init_vertices( currentOffset ); + + currentOffset += init_normals( currentOffset ); + currentOffset += handlePadding( md.nnormals * 3 ); + + currentOffset += init_uvs( currentOffset ); + + start_tri_flat = currentOffset; + start_tri_smooth = start_tri_flat + len_tri_flat + handlePadding( md.ntri_flat * 2 ); + start_tri_flat_uv = start_tri_smooth + len_tri_smooth + handlePadding( md.ntri_smooth * 2 ); + start_tri_smooth_uv = start_tri_flat_uv + len_tri_flat_uv + handlePadding( md.ntri_flat_uv * 2 ); + + start_quad_flat = start_tri_smooth_uv + len_tri_smooth_uv + handlePadding( md.ntri_smooth_uv * 2 ); + start_quad_smooth = start_quad_flat + len_quad_flat + handlePadding( md.nquad_flat * 2 ); + start_quad_flat_uv = start_quad_smooth + len_quad_smooth + handlePadding( md.nquad_smooth * 2 ); + start_quad_smooth_uv= start_quad_flat_uv + len_quad_flat_uv + handlePadding( md.nquad_flat_uv * 2 ); + + // have to first process faces with uvs + // so that face and uv indices match + + init_triangles_flat_uv( start_tri_flat_uv ); + init_triangles_smooth_uv( start_tri_smooth_uv ); + + init_quads_flat_uv( start_quad_flat_uv ); + init_quads_smooth_uv( start_quad_smooth_uv ); + + // now we can process untextured faces + + init_triangles_flat( start_tri_flat ); + init_triangles_smooth( start_tri_smooth ); + + init_quads_flat( start_quad_flat ); + init_quads_smooth( start_quad_smooth ); + + this.computeCentroids(); + this.computeFaceNormals(); + + if ( THREE.Loader.prototype.hasNormals( this ) ) this.computeTangents(); + + function handlePadding( n ) { + + return ( n % 4 ) ? ( 4 - n % 4 ) : 0; + + }; + + function parseMetaData( data, offset ) { + + var metaData = { + + 'signature' :parseString( data, offset, 12 ), + 'header_bytes' :parseUChar8( data, offset + 12 ), + + 'vertex_coordinate_bytes' :parseUChar8( data, offset + 13 ), + 'normal_coordinate_bytes' :parseUChar8( data, offset + 14 ), + 'uv_coordinate_bytes' :parseUChar8( data, offset + 15 ), + + 'vertex_index_bytes' :parseUChar8( data, offset + 16 ), + 'normal_index_bytes' :parseUChar8( data, offset + 17 ), + 'uv_index_bytes' :parseUChar8( data, offset + 18 ), + 'material_index_bytes' :parseUChar8( data, offset + 19 ), + + 'nvertices' :parseUInt32( data, offset + 20 ), + 'nnormals' :parseUInt32( data, offset + 20 + 4*1 ), + 'nuvs' :parseUInt32( data, offset + 20 + 4*2 ), + + 'ntri_flat' :parseUInt32( data, offset + 20 + 4*3 ), + 'ntri_smooth' :parseUInt32( data, offset + 20 + 4*4 ), + 'ntri_flat_uv' :parseUInt32( data, offset + 20 + 4*5 ), + 'ntri_smooth_uv' :parseUInt32( data, offset + 20 + 4*6 ), + + 'nquad_flat' :parseUInt32( data, offset + 20 + 4*7 ), + 'nquad_smooth' :parseUInt32( data, offset + 20 + 4*8 ), + 'nquad_flat_uv' :parseUInt32( data, offset + 20 + 4*9 ), + 'nquad_smooth_uv' :parseUInt32( data, offset + 20 + 4*10 ) + + }; +/* + console.log( "signature: " + metaData.signature ); + + console.log( "header_bytes: " + metaData.header_bytes ); + console.log( "vertex_coordinate_bytes: " + metaData.vertex_coordinate_bytes ); + console.log( "normal_coordinate_bytes: " + metaData.normal_coordinate_bytes ); + console.log( "uv_coordinate_bytes: " + metaData.uv_coordinate_bytes ); + + console.log( "vertex_index_bytes: " + metaData.vertex_index_bytes ); + console.log( "normal_index_bytes: " + metaData.normal_index_bytes ); + console.log( "uv_index_bytes: " + metaData.uv_index_bytes ); + console.log( "material_index_bytes: " + metaData.material_index_bytes ); + + console.log( "nvertices: " + metaData.nvertices ); + console.log( "nnormals: " + metaData.nnormals ); + console.log( "nuvs: " + metaData.nuvs ); + + console.log( "ntri_flat: " + metaData.ntri_flat ); + console.log( "ntri_smooth: " + metaData.ntri_smooth ); + console.log( "ntri_flat_uv: " + metaData.ntri_flat_uv ); + console.log( "ntri_smooth_uv: " + metaData.ntri_smooth_uv ); + + console.log( "nquad_flat: " + metaData.nquad_flat ); + console.log( "nquad_smooth: " + metaData.nquad_smooth ); + console.log( "nquad_flat_uv: " + metaData.nquad_flat_uv ); + console.log( "nquad_smooth_uv: " + metaData.nquad_smooth_uv ); + + var total = metaData.header_bytes + + metaData.nvertices * metaData.vertex_coordinate_bytes * 3 + + metaData.nnormals * metaData.normal_coordinate_bytes * 3 + + metaData.nuvs * metaData.uv_coordinate_bytes * 2 + + metaData.ntri_flat * ( metaData.vertex_index_bytes*3 + metaData.material_index_bytes ) + + metaData.ntri_smooth * ( metaData.vertex_index_bytes*3 + metaData.material_index_bytes + metaData.normal_index_bytes*3 ) + + metaData.ntri_flat_uv * ( metaData.vertex_index_bytes*3 + metaData.material_index_bytes + metaData.uv_index_bytes*3 ) + + metaData.ntri_smooth_uv * ( metaData.vertex_index_bytes*3 + metaData.material_index_bytes + metaData.normal_index_bytes*3 + metaData.uv_index_bytes*3 ) + + metaData.nquad_flat * ( metaData.vertex_index_bytes*4 + metaData.material_index_bytes ) + + metaData.nquad_smooth * ( metaData.vertex_index_bytes*4 + metaData.material_index_bytes + metaData.normal_index_bytes*4 ) + + metaData.nquad_flat_uv * ( metaData.vertex_index_bytes*4 + metaData.material_index_bytes + metaData.uv_index_bytes*4 ) + + metaData.nquad_smooth_uv * ( metaData.vertex_index_bytes*4 + metaData.material_index_bytes + metaData.normal_index_bytes*4 + metaData.uv_index_bytes*4 ); + console.log( "total bytes: " + total ); +*/ + + return metaData; + + }; + + function parseString( data, offset, length ) { + + var charArray = new Uint8Array( data, offset, length ); + + var text = ""; + + for ( var i = 0; i < length; i ++ ) { + + text += String.fromCharCode( charArray[ offset + i ] ); + + } + + return text; + + }; + + function parseUChar8( data, offset ) { + + var charArray = new Uint8Array( data, offset, 1 ); + + return charArray[ 0 ]; + + }; + + function parseUInt32( data, offset ) { + + var intArray = new Uint32Array( data, offset, 1 ); + + return intArray[ 0 ]; + + }; + + function init_vertices( start ) { + + var nElements = md.nvertices; + + var coordArray = new Float32Array( data, start, nElements * 3 ); + + var i, x, y, z; + + for( i = 0; i < nElements; i ++ ) { + + x = coordArray[ i * 3 ]; + y = coordArray[ i * 3 + 1 ]; + z = coordArray[ i * 3 + 2 ]; + + vertex( scope, x, y, z ); + + } + + return nElements * 3 * Float32Array.BYTES_PER_ELEMENT; + + }; + + function init_normals( start ) { + + var nElements = md.nnormals; + + if ( nElements ) { + + var normalArray = new Int8Array( data, start, nElements * 3 ); + + var i, x, y, z; + + for( i = 0; i < nElements; i ++ ) { + + x = normalArray[ i * 3 ]; + y = normalArray[ i * 3 + 1 ]; + z = normalArray[ i * 3 + 2 ]; + + normals.push( x/127, y/127, z/127 ); + + } + + } + + return nElements * 3 * Int8Array.BYTES_PER_ELEMENT; + + }; + + function init_uvs( start ) { + + var nElements = md.nuvs; + + if ( nElements ) { + + var uvArray = new Float32Array( data, start, nElements * 2 ); + + var i, u, v; + + for( i = 0; i < nElements; i ++ ) { + + u = uvArray[ i * 2 ]; + v = uvArray[ i * 2 + 1 ]; + + uvs.push( u, v ); + + } + + } + + return nElements * 2 * Float32Array.BYTES_PER_ELEMENT; + + }; + + function init_uvs3( nElements, offset ) { + + var i, uva, uvb, uvc, u1, u2, u3, v1, v2, v3; + + var uvIndexBuffer = new Uint32Array( data, offset, 3 * nElements ); + + for( i = 0; i < nElements; i ++ ) { + + uva = uvIndexBuffer[ i * 3 ]; + uvb = uvIndexBuffer[ i * 3 + 1 ]; + uvc = uvIndexBuffer[ i * 3 + 2 ]; + + u1 = uvs[ uva*2 ]; + v1 = uvs[ uva*2 + 1 ]; + + u2 = uvs[ uvb*2 ]; + v2 = uvs[ uvb*2 + 1 ]; + + u3 = uvs[ uvc*2 ]; + v3 = uvs[ uvc*2 + 1 ]; + + uv3( scope.faceVertexUvs[ 0 ], u1, v1, u2, v2, u3, v3 ); + + } + + }; + + function init_uvs4( nElements, offset ) { + + var i, uva, uvb, uvc, uvd, u1, u2, u3, u4, v1, v2, v3, v4; + + var uvIndexBuffer = new Uint32Array( data, offset, 4 * nElements ); + + for( i = 0; i < nElements; i ++ ) { + + uva = uvIndexBuffer[ i * 4 ]; + uvb = uvIndexBuffer[ i * 4 + 1 ]; + uvc = uvIndexBuffer[ i * 4 + 2 ]; + uvd = uvIndexBuffer[ i * 4 + 3 ]; + + u1 = uvs[ uva*2 ]; + v1 = uvs[ uva*2 + 1 ]; + + u2 = uvs[ uvb*2 ]; + v2 = uvs[ uvb*2 + 1 ]; + + u3 = uvs[ uvc*2 ]; + v3 = uvs[ uvc*2 + 1 ]; + + u4 = uvs[ uvd*2 ]; + v4 = uvs[ uvd*2 + 1 ]; + + uv4( scope.faceVertexUvs[ 0 ], u1, v1, u2, v2, u3, v3, u4, v4 ); + + } + + }; + + function init_faces3_flat( nElements, offsetVertices, offsetMaterials ) { + + var i, a, b, c, m; + + var vertexIndexBuffer = new Uint32Array( data, offsetVertices, 3 * nElements ); + var materialIndexBuffer = new Uint16Array( data, offsetMaterials, nElements ); + + for( i = 0; i < nElements; i ++ ) { + + a = vertexIndexBuffer[ i * 3 ]; + b = vertexIndexBuffer[ i * 3 + 1 ]; + c = vertexIndexBuffer[ i * 3 + 2 ]; + + m = materialIndexBuffer[ i ]; + + f3( scope, a, b, c, m ); + + } + + }; + + function init_faces4_flat( nElements, offsetVertices, offsetMaterials ) { + + var i, a, b, c, d, m; + + var vertexIndexBuffer = new Uint32Array( data, offsetVertices, 4 * nElements ); + var materialIndexBuffer = new Uint16Array( data, offsetMaterials, nElements ); + + for( i = 0; i < nElements; i ++ ) { + + a = vertexIndexBuffer[ i * 4 ]; + b = vertexIndexBuffer[ i * 4 + 1 ]; + c = vertexIndexBuffer[ i * 4 + 2 ]; + d = vertexIndexBuffer[ i * 4 + 3 ]; + + m = materialIndexBuffer[ i ]; + + f4( scope, a, b, c, d, m ); + + } + + }; + + function init_faces3_smooth( nElements, offsetVertices, offsetNormals, offsetMaterials ) { + + var i, a, b, c, m; + var na, nb, nc; + + var vertexIndexBuffer = new Uint32Array( data, offsetVertices, 3 * nElements ); + var normalIndexBuffer = new Uint32Array( data, offsetNormals, 3 * nElements ); + var materialIndexBuffer = new Uint16Array( data, offsetMaterials, nElements ); + + for( i = 0; i < nElements; i ++ ) { + + a = vertexIndexBuffer[ i * 3 ]; + b = vertexIndexBuffer[ i * 3 + 1 ]; + c = vertexIndexBuffer[ i * 3 + 2 ]; + + na = normalIndexBuffer[ i * 3 ]; + nb = normalIndexBuffer[ i * 3 + 1 ]; + nc = normalIndexBuffer[ i * 3 + 2 ]; + + m = materialIndexBuffer[ i ]; + + f3n( scope, normals, a, b, c, m, na, nb, nc ); + + } + + }; + + function init_faces4_smooth( nElements, offsetVertices, offsetNormals, offsetMaterials ) { + + var i, a, b, c, d, m; + var na, nb, nc, nd; + + var vertexIndexBuffer = new Uint32Array( data, offsetVertices, 4 * nElements ); + var normalIndexBuffer = new Uint32Array( data, offsetNormals, 4 * nElements ); + var materialIndexBuffer = new Uint16Array( data, offsetMaterials, nElements ); + + for( i = 0; i < nElements; i ++ ) { + + a = vertexIndexBuffer[ i * 4 ]; + b = vertexIndexBuffer[ i * 4 + 1 ]; + c = vertexIndexBuffer[ i * 4 + 2 ]; + d = vertexIndexBuffer[ i * 4 + 3 ]; + + na = normalIndexBuffer[ i * 4 ]; + nb = normalIndexBuffer[ i * 4 + 1 ]; + nc = normalIndexBuffer[ i * 4 + 2 ]; + nd = normalIndexBuffer[ i * 4 + 3 ]; + + m = materialIndexBuffer[ i ]; + + f4n( scope, normals, a, b, c, d, m, na, nb, nc, nd ); + + } + + }; + + function init_triangles_flat( start ) { + + var nElements = md.ntri_flat; + + if ( nElements ) { + + var offsetMaterials = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 3; + init_faces3_flat( nElements, start, offsetMaterials ); + + } + + }; + + function init_triangles_flat_uv( start ) { + + var nElements = md.ntri_flat_uv; + + if ( nElements ) { + + var offsetUvs = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 3; + var offsetMaterials = offsetUvs + nElements * Uint32Array.BYTES_PER_ELEMENT * 3; + + init_faces3_flat( nElements, start, offsetMaterials ); + init_uvs3( nElements, offsetUvs ); + + } + + }; + + function init_triangles_smooth( start ) { + + var nElements = md.ntri_smooth; + + if ( nElements ) { + + var offsetNormals = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 3; + var offsetMaterials = offsetNormals + nElements * Uint32Array.BYTES_PER_ELEMENT * 3; + + init_faces3_smooth( nElements, start, offsetNormals, offsetMaterials ); + + } + + }; + + function init_triangles_smooth_uv( start ) { + + var nElements = md.ntri_smooth_uv; + + if ( nElements ) { + + var offsetNormals = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 3; + var offsetUvs = offsetNormals + nElements * Uint32Array.BYTES_PER_ELEMENT * 3; + var offsetMaterials = offsetUvs + nElements * Uint32Array.BYTES_PER_ELEMENT * 3; + + init_faces3_smooth( nElements, start, offsetNormals, offsetMaterials ); + init_uvs3( nElements, offsetUvs ); + + } + + }; + + function init_quads_flat( start ) { + + var nElements = md.nquad_flat; + + if ( nElements ) { + + var offsetMaterials = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 4; + init_faces4_flat( nElements, start, offsetMaterials ); + + } + + }; + + function init_quads_flat_uv( start ) { + + var nElements = md.nquad_flat_uv; + + if ( nElements ) { + + var offsetUvs = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 4; + var offsetMaterials = offsetUvs + nElements * Uint32Array.BYTES_PER_ELEMENT * 4; + + init_faces4_flat( nElements, start, offsetMaterials ); + init_uvs4( nElements, offsetUvs ); + + } + + }; + + function init_quads_smooth( start ) { + + var nElements = md.nquad_smooth; + + if ( nElements ) { + + var offsetNormals = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 4; + var offsetMaterials = offsetNormals + nElements * Uint32Array.BYTES_PER_ELEMENT * 4; + + init_faces4_smooth( nElements, start, offsetNormals, offsetMaterials ); + + } + + }; + + function init_quads_smooth_uv( start ) { + + var nElements = md.nquad_smooth_uv; + + if ( nElements ) { + + var offsetNormals = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 4; + var offsetUvs = offsetNormals + nElements * Uint32Array.BYTES_PER_ELEMENT * 4; + var offsetMaterials = offsetUvs + nElements * Uint32Array.BYTES_PER_ELEMENT * 4; + + init_faces4_smooth( nElements, start, offsetNormals, offsetMaterials ); + init_uvs4( nElements, offsetUvs ); + + } + + }; + + }; + + function vertex ( scope, x, y, z ) { + + scope.vertices.push( new THREE.Vector3( x, y, z ) ); + + }; + + function f3 ( scope, a, b, c, mi ) { + + scope.faces.push( new THREE.Face3( a, b, c, null, null, mi ) ); + + }; + + function f4 ( scope, a, b, c, d, mi ) { + + scope.faces.push( new THREE.Face4( a, b, c, d, null, null, mi ) ); + + }; + + function f3n ( scope, normals, a, b, c, mi, na, nb, nc ) { + + var nax = normals[ na*3 ], + nay = normals[ na*3 + 1 ], + naz = normals[ na*3 + 2 ], + + nbx = normals[ nb*3 ], + nby = normals[ nb*3 + 1 ], + nbz = normals[ nb*3 + 2 ], + + ncx = normals[ nc*3 ], + ncy = normals[ nc*3 + 1 ], + ncz = normals[ nc*3 + 2 ]; + + scope.faces.push( new THREE.Face3( a, b, c, + [new THREE.Vector3( nax, nay, naz ), + new THREE.Vector3( nbx, nby, nbz ), + new THREE.Vector3( ncx, ncy, ncz )], + null, + mi ) ); + + }; + + function f4n ( scope, normals, a, b, c, d, mi, na, nb, nc, nd ) { + + var nax = normals[ na*3 ], + nay = normals[ na*3 + 1 ], + naz = normals[ na*3 + 2 ], + + nbx = normals[ nb*3 ], + nby = normals[ nb*3 + 1 ], + nbz = normals[ nb*3 + 2 ], + + ncx = normals[ nc*3 ], + ncy = normals[ nc*3 + 1 ], + ncz = normals[ nc*3 + 2 ], + + ndx = normals[ nd*3 ], + ndy = normals[ nd*3 + 1 ], + ndz = normals[ nd*3 + 2 ]; + + scope.faces.push( new THREE.Face4( a, b, c, d, + [new THREE.Vector3( nax, nay, naz ), + new THREE.Vector3( nbx, nby, nbz ), + new THREE.Vector3( ncx, ncy, ncz ), + new THREE.Vector3( ndx, ndy, ndz )], + null, + mi ) ); + + }; + + function uv3 ( where, u1, v1, u2, v2, u3, v3 ) { + + var uv = []; + uv.push( new THREE.UV( u1, v1 ) ); + uv.push( new THREE.UV( u2, v2 ) ); + uv.push( new THREE.UV( u3, v3 ) ); + where.push( uv ); + + }; + + function uv4 ( where, u1, v1, u2, v2, u3, v3, u4, v4 ) { + + var uv = []; + uv.push( new THREE.UV( u1, v1 ) ); + uv.push( new THREE.UV( u2, v2 ) ); + uv.push( new THREE.UV( u3, v3 ) ); + uv.push( new THREE.UV( u4, v4 ) ); + where.push( uv ); + + }; + + Model.prototype = new THREE.Geometry(); + Model.prototype.constructor = Model; + + callback( new Model( texturePath ) ); + +}; +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.JSONLoader = function ( showStatus ) { + + THREE.Loader.call( this, showStatus ); + +}; + +THREE.JSONLoader.prototype = new THREE.Loader(); +THREE.JSONLoader.prototype.constructor = THREE.JSONLoader; + +THREE.JSONLoader.prototype.load = function ( url, callback, texturePath ) { + + var worker, scope = this; + + texturePath = texturePath ? texturePath : this.extractUrlBase( url ); + + this.onLoadStart(); + this.loadAjaxJSON( this, url, callback, texturePath ); + +}; + +THREE.JSONLoader.prototype.loadAjaxJSON = function ( context, url, callback, texturePath, callbackProgress ) { + + var xhr = new XMLHttpRequest(); + + var length = 0; + + xhr.onreadystatechange = function () { + + if ( xhr.readyState === xhr.DONE ) { + + if ( xhr.status === 200 || xhr.status === 0 ) { + + if ( xhr.responseText ) { + + var json = JSON.parse( xhr.responseText ); + context.createModel( json, callback, texturePath ); + + } else { + + console.warn( "THREE.JSONLoader: [" + url + "] seems to be unreachable or file there is empty" ); + + } + + // in context of more complex asset initialization + // do not block on single failed file + // maybe should go even one more level up + + context.onLoadComplete(); + + } else { + + console.error( "THREE.JSONLoader: Couldn't load [" + url + "] [" + xhr.status + "]" ); + + } + + } else if ( xhr.readyState === xhr.LOADING ) { + + if ( callbackProgress ) { + + if ( length === 0 ) { + + length = xhr.getResponseHeader( "Content-Length" ); + + } + + callbackProgress( { total: length, loaded: xhr.responseText.length } ); + + } + + } else if ( xhr.readyState === xhr.HEADERS_RECEIVED ) { + + length = xhr.getResponseHeader( "Content-Length" ); + + } + + }; + + xhr.open( "GET", url, true ); + if ( xhr.overrideMimeType ) xhr.overrideMimeType( "text/plain; charset=x-user-defined" ); + xhr.setRequestHeader( "Content-Type", "text/plain" ); + xhr.send( null ); + +}; + +THREE.JSONLoader.prototype.createModel = function ( json, callback, texturePath ) { + + var scope = this, + geometry = new THREE.Geometry(), + scale = ( json.scale !== undefined ) ? 1.0 / json.scale : 1.0; + + this.initMaterials( geometry, json.materials, texturePath ); + + parseModel( scale ); + + parseSkin(); + parseMorphing( scale ); + + geometry.computeCentroids(); + geometry.computeFaceNormals(); + + if ( this.hasNormals( geometry ) ) geometry.computeTangents(); + + + function parseModel( scale ) { + + function isBitSet( value, position ) { + + return value & ( 1 << position ); + + } + + var i, j, fi, + + offset, zLength, nVertices, + + colorIndex, normalIndex, uvIndex, materialIndex, + + type, + isQuad, + hasMaterial, + hasFaceUv, hasFaceVertexUv, + hasFaceNormal, hasFaceVertexNormal, + hasFaceColor, hasFaceVertexColor, + + vertex, face, color, normal, + + uvLayer, uvs, u, v, + + faces = json.faces, + vertices = json.vertices, + normals = json.normals, + colors = json.colors, + + nUvLayers = 0; + + // disregard empty arrays + + for ( i = 0; i < json.uvs.length; i++ ) { + + if ( json.uvs[ i ].length ) nUvLayers ++; + + } + + for ( i = 0; i < nUvLayers; i++ ) { + + geometry.faceUvs[ i ] = []; + geometry.faceVertexUvs[ i ] = []; + + } + + offset = 0; + zLength = vertices.length; + + while ( offset < zLength ) { + + vertex = new THREE.Vector3(); + + vertex.x = vertices[ offset ++ ] * scale; + vertex.y = vertices[ offset ++ ] * scale; + vertex.z = vertices[ offset ++ ] * scale; + + geometry.vertices.push( vertex ); + + } + + offset = 0; + zLength = faces.length; + + while ( offset < zLength ) { + + type = faces[ offset ++ ]; + + + isQuad = isBitSet( type, 0 ); + hasMaterial = isBitSet( type, 1 ); + hasFaceUv = isBitSet( type, 2 ); + hasFaceVertexUv = isBitSet( type, 3 ); + hasFaceNormal = isBitSet( type, 4 ); + hasFaceVertexNormal = isBitSet( type, 5 ); + hasFaceColor = isBitSet( type, 6 ); + hasFaceVertexColor = isBitSet( type, 7 ); + + //console.log("type", type, "bits", isQuad, hasMaterial, hasFaceUv, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor); + + if ( isQuad ) { + + face = new THREE.Face4(); + + face.a = faces[ offset ++ ]; + face.b = faces[ offset ++ ]; + face.c = faces[ offset ++ ]; + face.d = faces[ offset ++ ]; + + nVertices = 4; + + } else { + + face = new THREE.Face3(); + + face.a = faces[ offset ++ ]; + face.b = faces[ offset ++ ]; + face.c = faces[ offset ++ ]; + + nVertices = 3; + + } + + if ( hasMaterial ) { + + materialIndex = faces[ offset ++ ]; + face.materialIndex = materialIndex; + + } + + // to get face <=> uv index correspondence + + fi = geometry.faces.length; + + if ( hasFaceUv ) { + + for ( i = 0; i < nUvLayers; i++ ) { + + uvLayer = json.uvs[ i ]; + + uvIndex = faces[ offset ++ ]; + + u = uvLayer[ uvIndex * 2 ]; + v = uvLayer[ uvIndex * 2 + 1 ]; + + geometry.faceUvs[ i ][ fi ] = new THREE.UV( u, v ); + + } + + } + + if ( hasFaceVertexUv ) { + + for ( i = 0; i < nUvLayers; i++ ) { + + uvLayer = json.uvs[ i ]; + + uvs = []; + + for ( j = 0; j < nVertices; j ++ ) { + + uvIndex = faces[ offset ++ ]; + + u = uvLayer[ uvIndex * 2 ]; + v = uvLayer[ uvIndex * 2 + 1 ]; + + uvs[ j ] = new THREE.UV( u, v ); + + } + + geometry.faceVertexUvs[ i ][ fi ] = uvs; + + } + + } + + if ( hasFaceNormal ) { + + normalIndex = faces[ offset ++ ] * 3; + + normal = new THREE.Vector3(); + + normal.x = normals[ normalIndex ++ ]; + normal.y = normals[ normalIndex ++ ]; + normal.z = normals[ normalIndex ]; + + face.normal = normal; + + } + + if ( hasFaceVertexNormal ) { + + for ( i = 0; i < nVertices; i++ ) { + + normalIndex = faces[ offset ++ ] * 3; + + normal = new THREE.Vector3(); + + normal.x = normals[ normalIndex ++ ]; + normal.y = normals[ normalIndex ++ ]; + normal.z = normals[ normalIndex ]; + + face.vertexNormals.push( normal ); + + } + + } + + + if ( hasFaceColor ) { + + colorIndex = faces[ offset ++ ]; + + color = new THREE.Color( colors[ colorIndex ] ); + face.color = color; + + } + + + if ( hasFaceVertexColor ) { + + for ( i = 0; i < nVertices; i++ ) { + + colorIndex = faces[ offset ++ ]; + + color = new THREE.Color( colors[ colorIndex ] ); + face.vertexColors.push( color ); + + } + + } + + geometry.faces.push( face ); + + } + + }; + + function parseSkin() { + + var i, l, x, y, z, w, a, b, c, d; + + if ( json.skinWeights ) { + + for ( i = 0, l = json.skinWeights.length; i < l; i += 2 ) { + + x = json.skinWeights[ i ]; + y = json.skinWeights[ i + 1 ]; + z = 0; + w = 0; + + geometry.skinWeights.push( new THREE.Vector4( x, y, z, w ) ); + + } + + } + + if ( json.skinIndices ) { + + for ( i = 0, l = json.skinIndices.length; i < l; i += 2 ) { + + a = json.skinIndices[ i ]; + b = json.skinIndices[ i + 1 ]; + c = 0; + d = 0; + + geometry.skinIndices.push( new THREE.Vector4( a, b, c, d ) ); + + } + + } + + geometry.bones = json.bones; + geometry.animation = json.animation; + + }; + + function parseMorphing( scale ) { + + if ( json.morphTargets !== undefined ) { + + var i, l, v, vl, dstVertices, srcVertices; + + for ( i = 0, l = json.morphTargets.length; i < l; i ++ ) { + + geometry.morphTargets[ i ] = {}; + geometry.morphTargets[ i ].name = json.morphTargets[ i ].name; + geometry.morphTargets[ i ].vertices = []; + + dstVertices = geometry.morphTargets[ i ].vertices; + srcVertices = json.morphTargets [ i ].vertices; + + for( v = 0, vl = srcVertices.length; v < vl; v += 3 ) { + + var vertex = new THREE.Vector3(); + vertex.x = srcVertices[ v ] * scale; + vertex.y = srcVertices[ v + 1 ] * scale; + vertex.z = srcVertices[ v + 2 ] * scale; + + dstVertices.push( vertex ); + + } + + } + + } + + if ( json.morphColors !== undefined ) { + + var i, l, c, cl, dstColors, srcColors, color; + + for ( i = 0, l = json.morphColors.length; i < l; i++ ) { + + geometry.morphColors[ i ] = {}; + geometry.morphColors[ i ].name = json.morphColors[ i ].name; + geometry.morphColors[ i ].colors = []; + + dstColors = geometry.morphColors[ i ].colors; + srcColors = json.morphColors [ i ].colors; + + for ( c = 0, cl = srcColors.length; c < cl; c += 3 ) { + + color = new THREE.Color( 0xffaa00 ); + color.setRGB( srcColors[ c ], srcColors[ c + 1 ], srcColors[ c + 2 ] ); + dstColors.push( color ); + + } + + } + + } + + }; + + callback( geometry ); + +}; +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.SceneLoader = function () { + + this.onLoadStart = function () {}; + this.onLoadProgress = function() {}; + this.onLoadComplete = function () {}; + + this.callbackSync = function () {}; + this.callbackProgress = function () {}; + +}; + +THREE.SceneLoader.prototype.constructor = THREE.SceneLoader; + +THREE.SceneLoader.prototype.load = function( url, callbackFinished ) { + + var context = this; + + var xhr = new XMLHttpRequest(); + + xhr.onreadystatechange = function () { + + if ( xhr.readyState == 4 ) { + + if ( xhr.status == 200 || xhr.status == 0 ) { + + var json = JSON.parse( xhr.responseText ); + context.createScene( json, callbackFinished, url ); + + } else { + + console.error( "THREE.SceneLoader: Couldn't load [" + url + "] [" + xhr.status + "]" ); + + } + + } + + }; + + xhr.open( "GET", url, true ); + if ( xhr.overrideMimeType ) xhr.overrideMimeType( "text/plain; charset=x-user-defined" ); + xhr.setRequestHeader( "Content-Type", "text/plain" ); + xhr.send( null ); + +}; + +THREE.SceneLoader.prototype.createScene = function ( json, callbackFinished, url ) { + + var scope = this; + + var urlBase = THREE.Loader.prototype.extractUrlBase( url ); + + var dg, dm, dd, dl, dc, df, dt, + g, o, m, l, d, p, r, q, s, c, t, f, tt, pp, u, + geometry, material, camera, fog, + texture, images, + light, + data, binLoader, jsonLoader, + counter_models, counter_textures, + total_models, total_textures, + result; + + data = json; + + binLoader = new THREE.BinaryLoader(); + jsonLoader = new THREE.JSONLoader(); + + counter_models = 0; + counter_textures = 0; + + result = { + + scene: new THREE.Scene(), + geometries: {}, + materials: {}, + textures: {}, + objects: {}, + cameras: {}, + lights: {}, + fogs: {}, + empties: {} + + }; + + if ( data.transform ) { + + var position = data.transform.position, + rotation = data.transform.rotation, + scale = data.transform.scale; + + if ( position ) + result.scene.position.set( position[ 0 ], position[ 1 ], position [ 2 ] ); + + if ( rotation ) + result.scene.rotation.set( rotation[ 0 ], rotation[ 1 ], rotation [ 2 ] ); + + if ( scale ) + result.scene.scale.set( scale[ 0 ], scale[ 1 ], scale [ 2 ] ); + + if ( position || rotation || scale ) { + + result.scene.updateMatrix(); + result.scene.updateMatrixWorld(); + + } + + } + + function get_url( source_url, url_type ) { + + if ( url_type == "relativeToHTML" ) { + + return source_url; + + } else { + + return urlBase + "/" + source_url; + + } + + }; + + function handle_objects() { + + var object; + + for( dd in data.objects ) { + + if ( !result.objects[ dd ] ) { + + o = data.objects[ dd ]; + + if ( o.geometry !== undefined ) { + + geometry = result.geometries[ o.geometry ]; + + // geometry already loaded + + if ( geometry ) { + + var hasNormals = false; + + // not anymore support for multiple materials + // shouldn't really be array + + material = result.materials[ o.materials[ 0 ] ]; + hasNormals = material instanceof THREE.ShaderMaterial; + + if ( hasNormals ) { + + geometry.computeTangents(); + + } + + p = o.position; + r = o.rotation; + q = o.quaternion; + s = o.scale; + m = o.matrix; + + // turn off quaternions, for the moment + + q = 0; + + if ( o.materials.length == 0 ) { + + material = new THREE.MeshFaceMaterial(); + + } + + // dirty hack to handle meshes with multiple materials + // just use face materials defined in model + + if ( o.materials.length > 1 ) { + + material = new THREE.MeshFaceMaterial(); + + } + + object = new THREE.Mesh( geometry, material ); + object.name = dd; + + if ( m ) { + + object.matrixAutoUpdate = false; + object.matrix.set( m[0], m[1], m[2], m[3], + m[4], m[5], m[6], m[7], + m[8], m[9], m[10], m[11], + m[12], m[13], m[14], m[15]); + + } else { + + object.position.set( p[0], p[1], p[2] ); + + if ( q ) { + + object.quaternion.set( q[0], q[1], q[2], q[3] ); + object.useQuaternion = true; + + } else { + + object.rotation.set( r[0], r[1], r[2] ); + + } + + object.scale.set( s[0], s[1], s[2] ); + + } + + object.visible = o.visible; + object.doubleSided = o.doubleSided; + object.castShadow = o.castShadow; + object.receiveShadow = o.receiveShadow; + + result.scene.add( object ); + + result.objects[ dd ] = object; + + } + + // pure Object3D + + } else { + + p = o.position; + r = o.rotation; + q = o.quaternion; + s = o.scale; + + // turn off quaternions, for the moment + + q = 0; + + object = new THREE.Object3D(); + object.name = dd; + object.position.set( p[0], p[1], p[2] ); + + if ( q ) { + + object.quaternion.set( q[0], q[1], q[2], q[3] ); + object.useQuaternion = true; + + } else { + + object.rotation.set( r[0], r[1], r[2] ); + + } + + object.scale.set( s[0], s[1], s[2] ); + object.visible = ( o.visible !== undefined ) ? o.visible : false; + + result.scene.add( object ); + + result.objects[ dd ] = object; + result.empties[ dd ] = object; + + } + + } + + } + + }; + + function handle_mesh( geo, id ) { + + result.geometries[ id ] = geo; + handle_objects(); + + }; + + function create_callback( id ) { + + return function( geo ) { + + handle_mesh( geo, id ); + + counter_models -= 1; + + scope.onLoadComplete(); + + async_callback_gate(); + + } + + }; + + function create_callback_embed( id ) { + + return function( geo ) { + + result.geometries[ id ] = geo; + + } + + }; + + function async_callback_gate() { + + var progress = { + + totalModels : total_models, + totalTextures : total_textures, + loadedModels : total_models - counter_models, + loadedTextures : total_textures - counter_textures + + }; + + scope.callbackProgress( progress, result ); + + scope.onLoadProgress(); + + if( counter_models == 0 && counter_textures == 0 ) { + + callbackFinished( result ); + + } + + }; + + var callbackTexture = function( images ) { + + counter_textures -= 1; + async_callback_gate(); + + scope.onLoadComplete(); + + }; + + // first go synchronous elements + + // cameras + + for( dc in data.cameras ) { + + c = data.cameras[ dc ]; + + if ( c.type == "perspective" ) { + + camera = new THREE.PerspectiveCamera( c.fov, c.aspect, c.near, c.far ); + + } else if ( c.type == "ortho" ) { + + camera = new THREE.OrthographicCamera( c.left, c.right, c.top, c.bottom, c.near, c.far ); + + } + + p = c.position; + t = c.target; + u = c.up; + + camera.position.set( p[0], p[1], p[2] ); + camera.target = new THREE.Vector3( t[0], t[1], t[2] ); + if ( u ) camera.up.set( u[0], u[1], u[2] ); + + result.cameras[ dc ] = camera; + + } + + // lights + + var hex, intensity; + + for ( dl in data.lights ) { + + l = data.lights[ dl ]; + + hex = ( l.color !== undefined ) ? l.color : 0xffffff; + intensity = ( l.intensity !== undefined ) ? l.intensity : 1; + + if ( l.type == "directional" ) { + + p = l.direction; + + light = new THREE.DirectionalLight( hex, intensity ); + light.position.set( p[0], p[1], p[2] ); + light.position.normalize(); + + } else if ( l.type == "point" ) { + + p = l.position; + d = l.distance; + + light = new THREE.PointLight( hex, intensity, d ); + light.position.set( p[0], p[1], p[2] ); + + } else if ( l.type == "ambient" ) { + + light = new THREE.AmbientLight( hex ); + + } + + result.scene.add( light ); + + result.lights[ dl ] = light; + + } + + // fogs + + for( df in data.fogs ) { + + f = data.fogs[ df ]; + + if ( f.type == "linear" ) { + + fog = new THREE.Fog( 0x000000, f.near, f.far ); + + } else if ( f.type == "exp2" ) { + + fog = new THREE.FogExp2( 0x000000, f.density ); + + } + + c = f.color; + fog.color.setRGB( c[0], c[1], c[2] ); + + result.fogs[ df ] = fog; + + } + + // defaults + + if ( result.cameras && data.defaults.camera ) { + + result.currentCamera = result.cameras[ data.defaults.camera ]; + + } + + if ( result.fogs && data.defaults.fog ) { + + result.scene.fog = result.fogs[ data.defaults.fog ]; + + } + + c = data.defaults.bgcolor; + result.bgColor = new THREE.Color(); + result.bgColor.setRGB( c[0], c[1], c[2] ); + + result.bgColorAlpha = data.defaults.bgalpha; + + // now come potentially asynchronous elements + + // geometries + + // count how many models will be loaded asynchronously + + for( dg in data.geometries ) { + + g = data.geometries[ dg ]; + + if ( g.type == "bin_mesh" || g.type == "ascii_mesh" ) { + + counter_models += 1; + + scope.onLoadStart(); + + } + + } + + total_models = counter_models; + + for ( dg in data.geometries ) { + + g = data.geometries[ dg ]; + + if ( g.type == "cube" ) { + + geometry = new THREE.CubeGeometry( g.width, g.height, g.depth, g.segmentsWidth, g.segmentsHeight, g.segmentsDepth, null, g.flipped, g.sides ); + result.geometries[ dg ] = geometry; + + } else if ( g.type == "plane" ) { + + geometry = new THREE.PlaneGeometry( g.width, g.height, g.segmentsWidth, g.segmentsHeight ); + result.geometries[ dg ] = geometry; + + } else if ( g.type == "sphere" ) { + + geometry = new THREE.SphereGeometry( g.radius, g.segmentsWidth, g.segmentsHeight ); + result.geometries[ dg ] = geometry; + + } else if ( g.type == "cylinder" ) { + + geometry = new THREE.CylinderGeometry( g.topRad, g.botRad, g.height, g.radSegs, g.heightSegs ); + result.geometries[ dg ] = geometry; + + } else if ( g.type == "torus" ) { + + geometry = new THREE.TorusGeometry( g.radius, g.tube, g.segmentsR, g.segmentsT ); + result.geometries[ dg ] = geometry; + + } else if ( g.type == "icosahedron" ) { + + geometry = new THREE.IcosahedronGeometry( g.radius, g.subdivisions ); + result.geometries[ dg ] = geometry; + + } else if ( g.type == "bin_mesh" ) { + + binLoader.load( get_url( g.url, data.urlBaseType ), create_callback( dg ) ); + + } else if ( g.type == "ascii_mesh" ) { + + jsonLoader.load( get_url( g.url, data.urlBaseType ), create_callback( dg ) ); + + } else if ( g.type == "embedded_mesh" ) { + + var modelJson = data.embeds[ g.id ], + texture_path = ""; + + // Pass metadata along to jsonLoader so it knows the format version. + modelJson.metadata = data.metadata; + + if ( modelJson ) { + + jsonLoader.createModel( modelJson, create_callback_embed( dg ), texture_path ); + + } + + } + + } + + // textures + + // count how many textures will be loaded asynchronously + + for( dt in data.textures ) { + + tt = data.textures[ dt ]; + + if( tt.url instanceof Array ) { + + counter_textures += tt.url.length; + + for( var n = 0; n < tt.url.length; n ++ ) { + + scope.onLoadStart(); + + } + + } else { + + counter_textures += 1; + + scope.onLoadStart(); + + } + + } + + total_textures = counter_textures; + + for( dt in data.textures ) { + + tt = data.textures[ dt ]; + + if ( tt.mapping != undefined && THREE[ tt.mapping ] != undefined ) { + + tt.mapping = new THREE[ tt.mapping ](); + + } + + if( tt.url instanceof Array ) { + + var url_array = []; + + for( var i = 0; i < tt.url.length; i ++ ) { + + url_array[ i ] = get_url( tt.url[ i ], data.urlBaseType ); + + } + + texture = THREE.ImageUtils.loadTextureCube( url_array, tt.mapping, callbackTexture ); + + } else { + + texture = THREE.ImageUtils.loadTexture( get_url( tt.url, data.urlBaseType ), tt.mapping, callbackTexture ); + + if ( THREE[ tt.minFilter ] != undefined ) + texture.minFilter = THREE[ tt.minFilter ]; + + if ( THREE[ tt.magFilter ] != undefined ) + texture.magFilter = THREE[ tt.magFilter ]; + + + if ( tt.repeat ) { + + texture.repeat.set( tt.repeat[ 0 ], tt.repeat[ 1 ] ); + + if ( tt.repeat[ 0 ] != 1 ) texture.wrapS = THREE.RepeatWrapping; + if ( tt.repeat[ 1 ] != 1 ) texture.wrapT = THREE.RepeatWrapping; + + } + + if ( tt.offset ) { + + texture.offset.set( tt.offset[ 0 ], tt.offset[ 1 ] ); + + } + + // handle wrap after repeat so that default repeat can be overriden + + if ( tt.wrap ) { + + var wrapMap = { + "repeat" : THREE.RepeatWrapping, + "mirror" : THREE.MirroredRepeatWrapping + } + + if ( wrapMap[ tt.wrap[ 0 ] ] !== undefined ) texture.wrapS = wrapMap[ tt.wrap[ 0 ] ]; + if ( wrapMap[ tt.wrap[ 1 ] ] !== undefined ) texture.wrapT = wrapMap[ tt.wrap[ 1 ] ]; + + } + + } + + result.textures[ dt ] = texture; + + } + + // materials + + for ( dm in data.materials ) { + + m = data.materials[ dm ]; + + for ( pp in m.parameters ) { + + if ( pp == "envMap" || pp == "map" || pp == "lightMap" ) { + + m.parameters[ pp ] = result.textures[ m.parameters[ pp ] ]; + + } else if ( pp == "shading" ) { + + m.parameters[ pp ] = ( m.parameters[ pp ] == "flat" ) ? THREE.FlatShading : THREE.SmoothShading; + + } else if ( pp == "blending" ) { + + m.parameters[ pp ] = THREE[ m.parameters[ pp ] ] ? THREE[ m.parameters[ pp ] ] : THREE.NormalBlending; + + } else if ( pp == "combine" ) { + + m.parameters[ pp ] = ( m.parameters[ pp ] == "MixOperation" ) ? THREE.MixOperation : THREE.MultiplyOperation; + + } else if ( pp == "vertexColors" ) { + + if ( m.parameters[ pp ] == "face" ) { + + m.parameters[ pp ] = THREE.FaceColors; + + // default to vertex colors if "vertexColors" is anything else face colors or 0 / null / false + + } else if ( m.parameters[ pp ] ) { + + m.parameters[ pp ] = THREE.VertexColors; + + } + + } + + } + + if ( m.parameters.opacity !== undefined && m.parameters.opacity < 1.0 ) { + + m.parameters.transparent = true; + + } + + if ( m.parameters.normalMap ) { + + var shader = THREE.ShaderUtils.lib[ "normal" ]; + var uniforms = THREE.UniformsUtils.clone( shader.uniforms ); + + var diffuse = m.parameters.color; + var specular = m.parameters.specular; + var ambient = m.parameters.ambient; + var shininess = m.parameters.shininess; + + uniforms[ "tNormal" ].texture = result.textures[ m.parameters.normalMap ]; + + if ( m.parameters.normalMapFactor ) { + + uniforms[ "uNormalScale" ].value = m.parameters.normalMapFactor; + + } + + if ( m.parameters.map ) { + + uniforms[ "tDiffuse" ].texture = m.parameters.map; + uniforms[ "enableDiffuse" ].value = true; + + } + + if ( m.parameters.lightMap ) { + + uniforms[ "tAO" ].texture = m.parameters.lightMap; + uniforms[ "enableAO" ].value = true; + + } + + if ( m.parameters.specularMap ) { + + uniforms[ "tSpecular" ].texture = result.textures[ m.parameters.specularMap ]; + uniforms[ "enableSpecular" ].value = true; + + } + + uniforms[ "uDiffuseColor" ].value.setHex( diffuse ); + uniforms[ "uSpecularColor" ].value.setHex( specular ); + uniforms[ "uAmbientColor" ].value.setHex( ambient ); + + uniforms[ "uShininess" ].value = shininess; + + if ( m.parameters.opacity ) { + + uniforms[ "uOpacity" ].value = m.parameters.opacity; + + } + + var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true, fog: true }; + + material = new THREE.ShaderMaterial( parameters ); + + } else { + + material = new THREE[ m.type ]( m.parameters ); + + } + + result.materials[ dm ] = material; + + } + + // objects ( synchronous init of procedural primitives ) + + handle_objects(); + + // synchronous callback + + scope.callbackSync( result ); + + // just in case there are no async elements: + async_callback_gate(); + + +}; +/** + * @author mr.doob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.Material = function ( parameters ) { + + parameters = parameters || {}; + + this.id = THREE.MaterialCount ++; + + this.name = ''; + + this.opacity = parameters.opacity !== undefined ? parameters.opacity : 1; + this.transparent = parameters.transparent !== undefined ? parameters.transparent : false; + + this.blending = parameters.blending !== undefined ? parameters.blending : THREE.NormalBlending; + + this.blendSrc = parameters.blendSrc !== undefined ? parameters.blendSrc : THREE.SrcAlphaFactor; + this.blendDst = parameters.blendDst !== undefined ? parameters.blendDst : THREE.OneMinusSrcAlphaFactor; + this.blendEquation = parameters.blendEquation !== undefined ? parameters.blendEquation : THREE.AddEquation; + + this.depthTest = parameters.depthTest !== undefined ? parameters.depthTest : true; + this.depthWrite = parameters.depthWrite !== undefined ? parameters.depthWrite : true; + + this.polygonOffset = parameters.polygonOffset !== undefined ? parameters.polygonOffset : false; + this.polygonOffsetFactor = parameters.polygonOffsetFactor !== undefined ? parameters.polygonOffsetFactor : 0; + this.polygonOffsetUnits = parameters.polygonOffsetUnits !== undefined ? parameters.polygonOffsetUnits : 0; + + this.alphaTest = parameters.alphaTest !== undefined ? parameters.alphaTest : 0; + + this.overdraw = parameters.overdraw !== undefined ? parameters.overdraw : false; // Boolean for fixing antialiasing gaps in CanvasRenderer + + this.visible = true; + + this.needsUpdate = true; + +} + +THREE.MaterialCount = 0; + +// 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.AdditiveAlphaBlending = 5; +THREE.CustomBlending = 6; + +// 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; + +// 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; + +/** + * @author mr.doob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * opacity: , + * + * blending: THREE.NormalBlending, + * depthTest: , + * + * linewidth: , + * linecap: "round", + * linejoin: "round", + * + * vertexColors: + * + * fog: + * } + */ + +THREE.LineBasicMaterial = function ( parameters ) { + + THREE.Material.call( this, parameters ); + + parameters = parameters || {}; + + this.color = parameters.color !== undefined ? new THREE.Color( parameters.color ) : new THREE.Color( 0xffffff ); + + this.linewidth = parameters.linewidth !== undefined ? parameters.linewidth : 1; + this.linecap = parameters.linecap !== undefined ? parameters.linecap : 'round'; + this.linejoin = parameters.linejoin !== undefined ? parameters.linejoin : 'round'; + + this.vertexColors = parameters.vertexColors ? parameters.vertexColors : false; + + this.fog = parameters.fog !== undefined ? parameters.fog : true; + +}; + +THREE.LineBasicMaterial.prototype = new THREE.Material(); +THREE.LineBasicMaterial.prototype.constructor = THREE.LineBasicMaterial; +/** + * @author mr.doob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * opacity: , + * map: new THREE.Texture( ), + * + * lightMap: new THREE.Texture( ), + * + * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ), + * combine: THREE.Multiply, + * reflectivity: , + * refractionRatio: , + * + * shading: THREE.SmoothShading, + * blending: THREE.NormalBlending, + * depthTest: , + * + * wireframe: , + * wireframeLinewidth: , + * + * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors, + * + * skinning: , + * morphTargets: , + * + * fog: + * } + */ + +THREE.MeshBasicMaterial = function ( parameters ) { + + THREE.Material.call( this, parameters ); + + parameters = parameters || {}; + + // color property represents emissive for MeshBasicMaterial + + this.color = parameters.color !== undefined ? new THREE.Color( parameters.color ) : new THREE.Color( 0xffffff ); + + this.map = parameters.map !== undefined ? parameters.map : null; + + this.lightMap = parameters.lightMap !== undefined ? parameters.lightMap : null; + + this.envMap = parameters.envMap !== undefined ? parameters.envMap : null; + this.combine = parameters.combine !== undefined ? parameters.combine : THREE.MultiplyOperation; + this.reflectivity = parameters.reflectivity !== undefined ? parameters.reflectivity : 1; + this.refractionRatio = parameters.refractionRatio !== undefined ? parameters.refractionRatio : 0.98; + + this.fog = parameters.fog !== undefined ? parameters.fog : true; + + this.shading = parameters.shading !== undefined ? parameters.shading : THREE.SmoothShading; + + this.wireframe = parameters.wireframe !== undefined ? parameters.wireframe : false; + this.wireframeLinewidth = parameters.wireframeLinewidth !== undefined ? parameters.wireframeLinewidth : 1; + this.wireframeLinecap = parameters.wireframeLinecap !== undefined ? parameters.wireframeLinecap : 'round'; + this.wireframeLinejoin = parameters.wireframeLinejoin !== undefined ? parameters.wireframeLinejoin : 'round'; + + this.vertexColors = parameters.vertexColors !== undefined ? parameters.vertexColors : THREE.NoColors; + + this.skinning = parameters.skinning !== undefined ? parameters.skinning : false; + this.morphTargets = parameters.morphTargets !== undefined ? parameters.morphTargets : false; + +}; + +THREE.MeshBasicMaterial.prototype = new THREE.Material(); +THREE.MeshBasicMaterial.prototype.constructor = THREE.MeshBasicMaterial; +/** + * @author mr.doob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * ambient: , + * emissive: , + * opacity: , + * + * map: new THREE.Texture( ), + * + * lightMap: new THREE.Texture( ), + * + * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ), + * combine: THREE.Multiply, + * reflectivity: , + * refractionRatio: , + * + * shading: THREE.SmoothShading, + * blending: THREE.NormalBlending, + * depthTest: , + * + * wireframe: , + * wireframeLinewidth: , + * + * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors, + * + * skinning: , + * morphTargets: , + * morphNormals: , + * + * fog: + * } + */ + +THREE.MeshLambertMaterial = function ( parameters ) { + + THREE.Material.call( this, parameters ); + + parameters = parameters || {}; + + // color property represents diffuse for MeshLambertMaterial + + this.color = parameters.color !== undefined ? new THREE.Color( parameters.color ) : new THREE.Color( 0xffffff ); + this.ambient = parameters.ambient !== undefined ? new THREE.Color( parameters.ambient ) : new THREE.Color( 0xffffff ); + this.emissive = parameters.emissive !== undefined ? new THREE.Color( parameters.emissive ) : new THREE.Color( 0x000000 ); + + this.wrapAround = parameters.wrapAround !== undefined ? parameters.wrapAround: false; + this.wrapRGB = new THREE.Vector3( 1, 1, 1 ); + + this.map = parameters.map !== undefined ? parameters.map : null; + + this.lightMap = parameters.lightMap !== undefined ? parameters.lightMap : null; + + this.envMap = parameters.envMap !== undefined ? parameters.envMap : null; + this.combine = parameters.combine !== undefined ? parameters.combine : THREE.MultiplyOperation; + this.reflectivity = parameters.reflectivity !== undefined ? parameters.reflectivity : 1; + this.refractionRatio = parameters.refractionRatio !== undefined ? parameters.refractionRatio : 0.98; + + this.fog = parameters.fog !== undefined ? parameters.fog : true; + + this.shading = parameters.shading !== undefined ? parameters.shading : THREE.SmoothShading; + + this.wireframe = parameters.wireframe !== undefined ? parameters.wireframe : false; + this.wireframeLinewidth = parameters.wireframeLinewidth !== undefined ? parameters.wireframeLinewidth : 1; + this.wireframeLinecap = parameters.wireframeLinecap !== undefined ? parameters.wireframeLinecap : 'round'; + this.wireframeLinejoin = parameters.wireframeLinejoin !== undefined ? parameters.wireframeLinejoin : 'round'; + + this.vertexColors = parameters.vertexColors !== undefined ? parameters.vertexColors : THREE.NoColors; + + this.skinning = parameters.skinning !== undefined ? parameters.skinning : false; + this.morphTargets = parameters.morphTargets !== undefined ? parameters.morphTargets : false; + this.morphNormals = parameters.morphNormals !== undefined ? parameters.morphNormals : false; + +}; + +THREE.MeshLambertMaterial.prototype = new THREE.Material(); +THREE.MeshLambertMaterial.prototype.constructor = THREE.MeshLambertMaterial; +/** + * @author mr.doob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * ambient: , + * emissive: , + * specular: , + * shininess: , + * opacity: , + * + * map: new THREE.Texture( ), + * + * lightMap: new THREE.Texture( ), + * + * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ), + * combine: THREE.Multiply, + * reflectivity: , + * refractionRatio: , + * + * shading: THREE.SmoothShading, + * blending: THREE.NormalBlending, + * depthTest: , + * + * wireframe: , + * wireframeLinewidth: , + * + * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors, + * + * skinning: , + * morphTargets: , + * morphNormals: , + * + * fog: + * } + */ + +THREE.MeshPhongMaterial = function ( parameters ) { + + THREE.Material.call( this, parameters ); + + parameters = parameters || {}; + + // color property represents diffuse for MeshPhongMaterial + + this.color = parameters.color !== undefined ? new THREE.Color( parameters.color ) : new THREE.Color( 0xffffff ); + this.ambient = parameters.ambient !== undefined ? new THREE.Color( parameters.ambient ) : new THREE.Color( 0xffffff ); + this.emissive = parameters.emissive !== undefined ? new THREE.Color( parameters.emissive ) : new THREE.Color( 0x000000 ); + this.specular = parameters.specular !== undefined ? new THREE.Color( parameters.specular ) : new THREE.Color( 0x111111 ); + this.shininess = parameters.shininess !== undefined ? parameters.shininess : 30; + + this.metal = parameters.metal !== undefined ? parameters.metal : false; + this.perPixel = parameters.perPixel !== undefined ? parameters.perPixel : false; + + this.wrapAround = parameters.wrapAround !== undefined ? parameters.wrapAround: false; + this.wrapRGB = new THREE.Vector3( 1, 1, 1 ); + + this.map = parameters.map !== undefined ? parameters.map : null; + + this.lightMap = parameters.lightMap !== undefined ? parameters.lightMap : null; + + this.envMap = parameters.envMap !== undefined ? parameters.envMap : null; + this.combine = parameters.combine !== undefined ? parameters.combine : THREE.MultiplyOperation; + this.reflectivity = parameters.reflectivity !== undefined ? parameters.reflectivity : 1; + this.refractionRatio = parameters.refractionRatio !== undefined ? parameters.refractionRatio : 0.98; + + this.fog = parameters.fog !== undefined ? parameters.fog : true; + + this.shading = parameters.shading !== undefined ? parameters.shading : THREE.SmoothShading; + + this.wireframe = parameters.wireframe !== undefined ? parameters.wireframe : false; + this.wireframeLinewidth = parameters.wireframeLinewidth !== undefined ? parameters.wireframeLinewidth : 1; + this.wireframeLinecap = parameters.wireframeLinecap !== undefined ? parameters.wireframeLinecap : 'round'; + this.wireframeLinejoin = parameters.wireframeLinejoin !== undefined ? parameters.wireframeLinejoin : 'round'; + + this.vertexColors = parameters.vertexColors !== undefined ? parameters.vertexColors : THREE.NoColors; + + this.skinning = parameters.skinning !== undefined ? parameters.skinning : false; + this.morphTargets = parameters.morphTargets !== undefined ? parameters.morphTargets : false; + this.morphNormals = parameters.morphNormals !== undefined ? parameters.morphNormals : false; + +}; + +THREE.MeshPhongMaterial.prototype = new THREE.Material(); +THREE.MeshPhongMaterial.prototype.constructor = THREE.MeshPhongMaterial; +/** + * @author mr.doob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * opacity: , + + * blending: THREE.NormalBlending, + * depthTest: , + + * wireframe: , + * wireframeLinewidth: + * } + */ + +THREE.MeshDepthMaterial = function ( parameters ) { + + THREE.Material.call( this, parameters ); + + parameters = parameters || {}; + + this.shading = parameters.shading !== undefined ? parameters.shading : THREE.SmoothShading; // doesn't really apply here, normals are not used + + this.wireframe = parameters.wireframe !== undefined ? parameters.wireframe : false; + this.wireframeLinewidth = parameters.wireframeLinewidth !== undefined ? parameters.wireframeLinewidth : 1; + +}; + +THREE.MeshDepthMaterial.prototype = new THREE.Material(); +THREE.MeshDepthMaterial.prototype.constructor = THREE.MeshDepthMaterial; +/** + * @author mr.doob / http://mrdoob.com/ + * + * parameters = { + * opacity: , + + * shading: THREE.FlatShading, + * blending: THREE.NormalBlending, + * depthTest: , + + * wireframe: , + * wireframeLinewidth: + * } + */ + +THREE.MeshNormalMaterial = function ( parameters ) { + + THREE.Material.call( this, parameters ); + + parameters = parameters || {}; + + this.shading = parameters.shading ? parameters.shading : THREE.FlatShading; + + this.wireframe = parameters.wireframe ? parameters.wireframe : false; + this.wireframeLinewidth = parameters.wireframeLinewidth ? parameters.wireframeLinewidth : 1; + +}; + +THREE.MeshNormalMaterial.prototype = new THREE.Material(); +THREE.MeshNormalMaterial.prototype.constructor = THREE.MeshNormalMaterial; +/** + * @author mr.doob / http://mrdoob.com/ + */ + +THREE.MeshFaceMaterial = function () { + +}; +/** + * @author mr.doob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * opacity: , + * map: new THREE.Texture( ), + * + * size: , + * + * blending: THREE.NormalBlending, + * depthTest: , + * + * vertexColors: , + * + * fog: + * } + */ + +THREE.ParticleBasicMaterial = function ( parameters ) { + + THREE.Material.call( this, parameters ); + + parameters = parameters || {}; + + this.color = parameters.color !== undefined ? new THREE.Color( parameters.color ) : new THREE.Color( 0xffffff ); + + this.map = parameters.map !== undefined ? parameters.map : null; + + this.size = parameters.size !== undefined ? parameters.size : 1; + this.sizeAttenuation = parameters.sizeAttenuation !== undefined ? parameters.sizeAttenuation : true; + + this.vertexColors = parameters.vertexColors !== undefined ? parameters.vertexColors : false; + + this.fog = parameters.fog !== undefined ? parameters.fog : true; + +}; + +THREE.ParticleBasicMaterial.prototype = new THREE.Material(); +THREE.ParticleBasicMaterial.prototype.constructor = THREE.ParticleBasicMaterial; +/** + * @author mr.doob / http://mrdoob.com/ + * + * parameters = { + * color: , + * program: , + * opacity: , + * blending: THREE.NormalBlending + * } + */ + +THREE.ParticleCanvasMaterial = function ( parameters ) { + + THREE.Material.call( this, parameters ); + + parameters = parameters || {}; + + this.color = parameters.color !== undefined ? new THREE.Color( parameters.color ) : new THREE.Color( 0xffffff ); + this.program = parameters.program !== undefined ? parameters.program : function ( context, color ) {}; + +}; + +THREE.ParticleCanvasMaterial.prototype = new THREE.Material(); +THREE.ParticleCanvasMaterial.prototype.constructor = THREE.ParticleCanvasMaterial; +/** + * @author mr.doob / http://mrdoob.com/ + */ + +THREE.ParticleDOMMaterial = function ( domElement ) { + + THREE.Material.call( this ); + + this.domElement = domElement; + +}; +/** + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * fragmentShader: , + * vertexShader: , + * + * uniforms: { "parameter1": { type: "f", value: 1.0 }, "parameter2": { type: "i" value2: 2 } }, + * + * shading: THREE.SmoothShading, + * blending: THREE.NormalBlending, + * depthTest: , + * + * wireframe: , + * wireframeLinewidth: , + * + * lights: , + * + * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors, + * + * skinning: , + * morphTargets: , + * morphNormals: , + * + * fog: + * } + */ + +THREE.ShaderMaterial = function ( parameters ) { + + THREE.Material.call( this, parameters ); + + parameters = parameters || {}; + + this.fragmentShader = parameters.fragmentShader !== undefined ? parameters.fragmentShader : "void main() {}"; + this.vertexShader = parameters.vertexShader !== undefined ? parameters.vertexShader : "void main() {}"; + this.uniforms = parameters.uniforms !== undefined ? parameters.uniforms : {}; + this.attributes = parameters.attributes; + + this.shading = parameters.shading !== undefined ? parameters.shading : THREE.SmoothShading; + + this.wireframe = parameters.wireframe !== undefined ? parameters.wireframe : false; + this.wireframeLinewidth = parameters.wireframeLinewidth !== undefined ? parameters.wireframeLinewidth : 1; + + this.fog = parameters.fog !== undefined ? parameters.fog : false; // set to use scene fog + + this.lights = parameters.lights !== undefined ? parameters.lights : false; // set to use scene lights + + this.vertexColors = parameters.vertexColors !== undefined ? parameters.vertexColors : THREE.NoColors; // set to use "color" attribute stream + + this.skinning = parameters.skinning !== undefined ? parameters.skinning : false; // set to use skinning attribute streams + + this.morphTargets = parameters.morphTargets !== undefined ? parameters.morphTargets : false; // set to use morph targets + this.morphNormals = parameters.morphNormals !== undefined ? parameters.morphNormals : false; // set to use morph normals + +}; + +THREE.ShaderMaterial.prototype = new THREE.Material(); +THREE.ShaderMaterial.prototype.constructor = THREE.ShaderMaterial; +/** + * @author mr.doob / 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 ) { + + this.id = THREE.TextureCount ++; + + this.image = image; + + this.mapping = mapping !== undefined ? mapping : new THREE.UVMapping(); + + this.wrapS = wrapS !== undefined ? wrapS : THREE.ClampToEdgeWrapping; + this.wrapT = wrapT !== undefined ? wrapT : THREE.ClampToEdgeWrapping; + + this.magFilter = magFilter !== undefined ? magFilter : THREE.LinearFilter; + this.minFilter = minFilter !== undefined ? minFilter : THREE.LinearMipMapLinearFilter; + + this.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.needsUpdate = false; + this.onUpdate = null; + +}; + +THREE.Texture.prototype = { + + constructor: THREE.Texture, + + clone: function () { + + var clonedTexture = new THREE.Texture( this.image, this.mapping, this.wrapS, this.wrapT, this.magFilter, this.minFilter, this.format, this.type ); + + clonedTexture.offset.copy( this.offset ); + clonedTexture.repeat.copy( this.repeat ); + + return clonedTexture; + + } + +}; + +THREE.TextureCount = 0; + +THREE.MultiplyOperation = 0; +THREE.MixOperation = 1; + +// Mapping modes + +THREE.UVMapping = function () {}; + +THREE.CubeReflectionMapping = function () {}; +THREE.CubeRefractionMapping = function () {}; + +THREE.SphericalReflectionMapping = function () {}; +THREE.SphericalRefractionMapping = function () {}; + +// Wrapping modes + +THREE.RepeatWrapping = 0; +THREE.ClampToEdgeWrapping = 1; +THREE.MirroredRepeatWrapping = 2; + +// Filters + +THREE.NearestFilter = 3; +THREE.NearestMipMapNearestFilter = 4; +THREE.NearestMipMapLinearFilter = 5; +THREE.LinearFilter = 6; +THREE.LinearMipMapNearestFilter = 7; +THREE.LinearMipMapLinearFilter = 8; + +// Types + +THREE.ByteType = 9; +THREE.UnsignedByteType = 10; +THREE.ShortType = 11; +THREE.UnsignedShortType = 12; +THREE.IntType = 13; +THREE.UnsignedIntType = 14; +THREE.FloatType = 15; + +// Formats + +THREE.AlphaFormat = 16; +THREE.RGBFormat = 17; +THREE.RGBAFormat = 18; +THREE.LuminanceFormat = 19; +THREE.LuminanceAlphaFormat = 20; +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.DataTexture = function ( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter ) { + + THREE.Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type ); + + this.image = { data: data, width: width, height: height }; + +}; + +THREE.DataTexture.prototype = new THREE.Texture(); +THREE.DataTexture.prototype.constructor = THREE.DataTexture; + +THREE.DataTexture.prototype.clone = function () { + + var clonedTexture = new THREE.DataTexture( this.image.data, this.image.width, this.image.height, this.format, this.type, this.mapping, this.wrapS, this.wrapT, this.magFilter, this.minFilter ); + + clonedTexture.offset.copy( this.offset ); + clonedTexture.repeat.copy( this.repeat ); + + return clonedTexture; + +}; +/** + * @author mr.doob / http://mrdoob.com/ + */ + +THREE.Particle = function ( material ) { + + THREE.Object3D.call( this ); + + this.material = material; + +}; + +THREE.Particle.prototype = new THREE.Object3D(); +THREE.Particle.prototype.constructor = THREE.Particle; +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.ParticleSystem = function ( geometry, material ) { + + THREE.Object3D.call( this ); + + this.geometry = geometry; + this.material = ( material !== undefined ) ? material : new THREE.ParticleBasicMaterial( { color: Math.random() * 0xffffff } ); + + this.sortParticles = false; + + if ( this.geometry ) { + + // calc bound radius + + if( !this.geometry.boundingSphere ) { + + this.geometry.computeBoundingSphere(); + + } + + this.boundRadius = geometry.boundingSphere.radius; + + } + + this.frustumCulled = false; + +}; + +THREE.ParticleSystem.prototype = new THREE.Object3D(); +THREE.ParticleSystem.prototype.constructor = THREE.ParticleSystem; +/** + * @author mr.doob / http://mrdoob.com/ + */ + +THREE.Line = function ( geometry, material, type ) { + + THREE.Object3D.call( this ); + + this.geometry = geometry; + this.material = ( material !== undefined ) ? material : new THREE.LineBasicMaterial( { color: Math.random() * 0xffffff } ); + this.type = ( type !== undefined ) ? type : THREE.LineStrip; + + if ( this.geometry ) { + + if ( ! this.geometry.boundingSphere ) { + + this.geometry.computeBoundingSphere(); + + } + + } + +}; + +THREE.LineStrip = 0; +THREE.LinePieces = 1; + +THREE.Line.prototype = new THREE.Object3D(); +THREE.Line.prototype.constructor = THREE.Line; +/** + * @author mr.doob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * @author mikael emtinger / http://gomo.se/ + */ + +THREE.Mesh = function ( geometry, material ) { + + THREE.Object3D.call( this ); + + this.geometry = geometry; + this.material = ( material !== undefined ) ? material : new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff, wireframe: true } ); + + if ( this.geometry ) { + + // calc bound radius + + if( ! this.geometry.boundingSphere ) { + + this.geometry.computeBoundingSphere(); + + } + + this.boundRadius = geometry.boundingSphere.radius; + + + // setup morph targets + + if( this.geometry.morphTargets.length ) { + + this.morphTargetBase = -1; + this.morphTargetForcedOrder = []; + this.morphTargetInfluences = []; + this.morphTargetDictionary = {}; + + for( var m = 0; m < this.geometry.morphTargets.length; m ++ ) { + + this.morphTargetInfluences.push( 0 ); + this.morphTargetDictionary[ this.geometry.morphTargets[ m ].name ] = m; + + } + + } + + } + +} + +THREE.Mesh.prototype = new THREE.Object3D(); +THREE.Mesh.prototype.constructor = THREE.Mesh; +THREE.Mesh.prototype.supr = THREE.Object3D.prototype; + + +/* + * Get Morph Target Index by Name + */ + +THREE.Mesh.prototype.getMorphTargetIndexByName = function( name ) { + + if ( this.morphTargetDictionary[ name ] !== undefined ) { + + return this.morphTargetDictionary[ name ]; + } + + console.log( "THREE.Mesh.getMorphTargetIndexByName: morph target " + name + " does not exist. Returning 0." ); + return 0; + +} +/** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.Bone = function( belongsToSkin ) { + + THREE.Object3D.call( this ); + + this.skin = belongsToSkin; + this.skinMatrix = new THREE.Matrix4(); + +}; + +THREE.Bone.prototype = new THREE.Object3D(); +THREE.Bone.prototype.constructor = THREE.Bone; +THREE.Bone.prototype.supr = THREE.Object3D.prototype; + + +THREE.Bone.prototype.update = function( parentSkinMatrix, forceUpdate ) { + + // update local + + if ( this.matrixAutoUpdate ) { + + forceUpdate |= this.updateMatrix(); + + } + + // update skin matrix + + if ( forceUpdate || this.matrixWorldNeedsUpdate ) { + + if( parentSkinMatrix ) { + + this.skinMatrix.multiply( parentSkinMatrix, this.matrix ); + + } else { + + this.skinMatrix.copy( this.matrix ); + + } + + this.matrixWorldNeedsUpdate = false; + forceUpdate = true; + + } + + // update children + + var child, i, l = this.children.length; + + for ( i = 0; i < l; i ++ ) { + + this.children[ i ].update( this.skinMatrix, forceUpdate ); + + } + +}; + +/** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.SkinnedMesh = function ( geometry, material ) { + + THREE.Mesh.call( this, geometry, material ); + + // init bones + + this.identityMatrix = new THREE.Matrix4(); + + this.bones = []; + this.boneMatrices = []; + + var b, bone, gbone, p, q, s; + + if ( this.geometry.bones !== undefined ) { + + for ( b = 0; b < this.geometry.bones.length; b ++ ) { + + gbone = this.geometry.bones[ b ]; + + p = gbone.pos; + q = gbone.rotq; + s = gbone.scl; + + bone = this.addBone(); + + bone.name = gbone.name; + bone.position.set( p[0], p[1], p[2] ); + bone.quaternion.set( q[0], q[1], q[2], q[3] ); + bone.useQuaternion = true; + + if ( s !== undefined ) { + + bone.scale.set( s[0], s[1], s[2] ); + + } else { + + bone.scale.set( 1, 1, 1 ); + + } + + } + + for ( b = 0; b < this.bones.length; b ++ ) { + + gbone = this.geometry.bones[ b ]; + bone = this.bones[ b ]; + + if ( gbone.parent === -1 ) { + + this.add( bone ); + + } else { + + this.bones[ gbone.parent ].add( bone ); + + } + + } + + this.boneMatrices = new Float32Array( 16 * this.bones.length ); + + this.pose(); + + } + +}; + +THREE.SkinnedMesh.prototype = new THREE.Mesh(); +THREE.SkinnedMesh.prototype.constructor = THREE.SkinnedMesh; + +THREE.SkinnedMesh.prototype.addBone = function( bone ) { + + if ( bone === undefined ) { + + bone = new THREE.Bone( this ); + + } + + this.bones.push( bone ); + + return bone; + +}; + +THREE.SkinnedMesh.prototype.updateMatrixWorld = function ( force ) { + + this.matrixAutoUpdate && this.updateMatrix(); + + // update matrixWorld + + if ( this.matrixWorldNeedsUpdate || force ) { + + if ( this.parent ) { + + this.matrixWorld.multiply( this.parent.matrixWorld, this.matrix ); + + } else { + + this.matrixWorld.copy( this.matrix ); + + } + + this.matrixWorldNeedsUpdate = false; + + force = true; + + } + + // update children + + for ( var i = 0, l = this.children.length; i < l; i ++ ) { + + var child = this.children[ i ]; + + if ( child instanceof THREE.Bone ) { + + child.update( this.identityMatrix, false ); + + } else { + + child.updateMatrixWorld( true ); + + } + + } + + // flatten bone matrices to array + + var b, bl = this.bones.length, + ba = this.bones, + bm = this.boneMatrices; + + for ( b = 0; b < bl; b ++ ) { + + ba[ b ].skinMatrix.flattenToArrayOffset( bm, b * 16 ); + + } + +}; + +/* + * Pose + */ + +THREE.SkinnedMesh.prototype.pose = function() { + + this.updateMatrixWorld( true ); + + var bim, bone, boneInverses = []; + + for ( var b = 0; b < this.bones.length; b ++ ) { + + bone = this.bones[ b ]; + + var inverseMatrix = new THREE.Matrix4(); + inverseMatrix.getInverse( bone.skinMatrix ); + + boneInverses.push( inverseMatrix ); + + bone.skinMatrix.flattenToArrayOffset( this.boneMatrices, b * 16 ); + + } + + // project vertices to local + + if ( this.geometry.skinVerticesA === undefined ) { + + this.geometry.skinVerticesA = []; + this.geometry.skinVerticesB = []; + + var orgVertex, vertex; + + for ( var i = 0; i < this.geometry.skinIndices.length; i ++ ) { + + orgVertex = this.geometry.vertices[ i ]; + + var indexA = this.geometry.skinIndices[ i ].x; + var indexB = this.geometry.skinIndices[ i ].y; + + vertex = new THREE.Vector3( orgVertex.x, orgVertex.y, orgVertex.z ); + this.geometry.skinVerticesA.push( boneInverses[ indexA ].multiplyVector3( vertex ) ); + + vertex = new THREE.Vector3( orgVertex.x, orgVertex.y, orgVertex.z ); + this.geometry.skinVerticesB.push( boneInverses[ indexB ].multiplyVector3( vertex ) ); + + // todo: add more influences + + // normalize weights + + if ( this.geometry.skinWeights[ i ].x + this.geometry.skinWeights[ i ].y !== 1 ) { + + var len = ( 1.0 - ( this.geometry.skinWeights[ i ].x + this.geometry.skinWeights[ i ].y ) ) * 0.5; + this.geometry.skinWeights[ i ].x += len; + this.geometry.skinWeights[ i ].y += len; + + } + + } + + } + +}; +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.MorphAnimMesh = function ( geometry, material ) { + + THREE.Mesh.call( this, geometry, material ); + + // API + + this.duration = 1000; // milliseconds + this.mirroredLoop = false; + this.time = 0; + + // internals + + this.lastKeyframe = 0; + this.currentKeyframe = 0; + + this.direction = 1; + this.directionBackwards = false; + + this.setFrameRange( 0, this.geometry.morphTargets.length - 1 ); + +}; + +THREE.MorphAnimMesh.prototype = new THREE.Mesh(); +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 ]; + var num = parts[ 2 ]; + + if ( ! animations[ label ] ) animations[ label ] = { start: Infinity, end: -Infinity }; + + var animation = animations[ label ]; + + if ( i < animation.start ) animation.start = i; + if ( i > animation.end ) animation.end = i; + + if ( ! firstAnimation ) firstAnimation = label; + + } + + } + + geometry.firstAnimation = firstAnimation; + +}; + +THREE.MorphAnimMesh.prototype.setAnimationLabel = function ( label, start, end ) { + + if ( ! this.geometry.animations ) this.geometry.animations = {}; + + this.geometry.animations[ label ] = { start: start, end: end }; + +}; + +THREE.MorphAnimMesh.prototype.playAnimation = function ( label, fps ) { + + var animation = this.geometry.animations[ label ]; + + if ( animation ) { + + this.setFrameRange( animation.start, animation.end ); + this.duration = 1000 * ( ( animation.end - animation.start ) / fps ); + this.time = 0; + + } else { + + console.warn( "animation[" + label + "] undefined" ); + + } + +}; + +THREE.MorphAnimMesh.prototype.updateAnimation = function ( delta ) { + + var frameTime = this.duration / this.length; + + this.time += this.direction * delta; + + if ( this.mirroredLoop ) { + + if ( this.time > this.duration || this.time < 0 ) { + + this.direction *= -1; + + if ( this.time > this.duration ) { + + this.time = this.duration; + this.directionBackwards = true; + + } + + if ( this.time < 0 ) { + + this.time = 0; + this.directionBackwards = false; + + } + + } + + } else { + + this.time = this.time % this.duration; + + if ( this.time < 0 ) this.time += this.duration; + + } + + var keyframe = this.startKeyframe + THREE.Math.clamp( Math.floor( this.time / frameTime ), 0, this.length - 1 ); + + if ( keyframe !== this.currentKeyframe ) { + + this.morphTargetInfluences[ this.lastKeyframe ] = 0; + this.morphTargetInfluences[ this.currentKeyframe ] = 1; + + this.morphTargetInfluences[ keyframe ] = 0; + + this.lastKeyframe = this.currentKeyframe; + this.currentKeyframe = keyframe; + + } + + var mix = ( this.time % frameTime ) / frameTime; + + if ( this.directionBackwards ) { + + mix = 1 - mix; + + } + + this.morphTargetInfluences[ this.currentKeyframe ] = mix; + this.morphTargetInfluences[ this.lastKeyframe ] = 1 - mix; + +}; +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.Ribbon = function ( geometry, material ) { + + THREE.Object3D.call( this ); + + this.geometry = geometry; + this.material = material; + +}; + +THREE.Ribbon.prototype = new THREE.Object3D(); +THREE.Ribbon.prototype.constructor = THREE.Ribbon; +/** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + * @author mr.doob / http://mrdoob.com/ + */ + +THREE.LOD = function () { + + THREE.Object3D.call( this ); + + this.LODs = []; + +}; + +THREE.LOD.prototype = new THREE.Object3D(); +THREE.LOD.prototype.constructor = THREE.LOD; +THREE.LOD.prototype.supr = THREE.Object3D.prototype; + +THREE.LOD.prototype.addLevel = function ( object3D, visibleAtDistance ) { + + if ( visibleAtDistance === undefined ) { + + visibleAtDistance = 0; + + } + + visibleAtDistance = Math.abs( visibleAtDistance ); + + for ( var l = 0; l < this.LODs.length; l ++ ) { + + if ( visibleAtDistance < this.LODs[ l ].visibleAtDistance ) { + + break; + + } + + } + + this.LODs.splice( l, 0, { visibleAtDistance: visibleAtDistance, object3D: object3D } ); + this.add( object3D ); + +}; + +THREE.LOD.prototype.update = function ( camera ) { + + if ( this.LODs.length > 1 ) { + + camera.matrixWorldInverse.getInverse( camera.matrixWorld ); + + var inverse = camera.matrixWorldInverse; + var distance = -( inverse.elements[2] * this.matrixWorld.elements[12] + inverse.elements[6] * this.matrixWorld.elements[13] + inverse.elements[10] * this.matrixWorld.elements[14] + inverse.elements[14] ); + + this.LODs[ 0 ].object3D.visible = true; + + for ( var l = 1; l < this.LODs.length; l ++ ) { + + if( distance >= this.LODs[ l ].visibleAtDistance ) { + + this.LODs[ l - 1 ].object3D.visible = false; + this.LODs[ l ].object3D.visible = true; + + } else { + + break; + + } + + } + + for( ; l < this.LODs.length; l ++ ) { + + this.LODs[ l ].object3D.visible = false; + + } + + } + +}; +/** + * @author mikael emtinger / http://gomo.se/ + */ + +THREE.Sprite = function ( parameters ) { + + THREE.Object3D.call( this ); + + this.color = ( parameters.color !== undefined ) ? new THREE.Color( parameters.color ) : new THREE.Color( 0xffffff ); + this.map = ( parameters.map !== undefined ) ? parameters.map : new THREE.Texture(); + + this.blending = ( parameters.blending !== undefined ) ? parameters.blending : THREE.NormalBlending; + + this.blendSrc = parameters.blendSrc !== undefined ? parameters.blendSrc : THREE.SrcAlphaFactor; + this.blendDst = parameters.blendDst !== undefined ? parameters.blendDst : THREE.OneMinusSrcAlphaFactor; + this.blendEquation = parameters.blendEquation !== undefined ? parameters.blendEquation : THREE.AddEquation; + + this.useScreenCoordinates = ( parameters.useScreenCoordinates !== undefined ) ? parameters.useScreenCoordinates : true; + this.mergeWith3D = ( parameters.mergeWith3D !== undefined ) ? parameters.mergeWith3D : !this.useScreenCoordinates; + this.affectedByDistance = ( parameters.affectedByDistance !== undefined ) ? parameters.affectedByDistance : !this.useScreenCoordinates; + this.scaleByViewport = ( parameters.scaleByViewport !== undefined ) ? parameters.scaleByViewport : !this.affectedByDistance; + this.alignment = ( parameters.alignment instanceof THREE.Vector2 ) ? parameters.alignment : THREE.SpriteAlignment.center; + + this.rotation3d = this.rotation; + this.rotation = 0; + this.opacity = 1; + + this.uvOffset = new THREE.Vector2( 0, 0 ); + this.uvScale = new THREE.Vector2( 1, 1 ); + +}; + +THREE.Sprite.prototype = new THREE.Object3D(); +THREE.Sprite.prototype.constructor = THREE.Sprite; + + +/* + * Custom update matrix + */ + +THREE.Sprite.prototype.updateMatrix = function () { + + this.matrix.setPosition( this.position ); + + this.rotation3d.set( 0, 0, this.rotation ); + this.matrix.setRotationFromEuler( this.rotation3d ); + + if ( this.scale.x !== 1 || this.scale.y !== 1 ) { + + this.matrix.scale( this.scale ); + this.boundRadiusScale = Math.max( this.scale.x, this.scale.y ); + + } + + this.matrixWorldNeedsUpdate = true; + +}; + +/* + * Alignment + */ + +THREE.SpriteAlignment = {}; +THREE.SpriteAlignment.topLeft = new THREE.Vector2( 1, -1 ); +THREE.SpriteAlignment.topCenter = new THREE.Vector2( 0, -1 ); +THREE.SpriteAlignment.topRight = new THREE.Vector2( -1, -1 ); +THREE.SpriteAlignment.centerLeft = new THREE.Vector2( 1, 0 ); +THREE.SpriteAlignment.center = new THREE.Vector2( 0, 0 ); +THREE.SpriteAlignment.centerRight = new THREE.Vector2( -1, 0 ); +THREE.SpriteAlignment.bottomLeft = new THREE.Vector2( 1, 1 ); +THREE.SpriteAlignment.bottomCenter = new THREE.Vector2( 0, 1 ); +THREE.SpriteAlignment.bottomRight = new THREE.Vector2( -1, 1 ); +/** + * @author mr.doob / http://mrdoob.com/ + */ + +THREE.Scene = function () { + + THREE.Object3D.call( this ); + + this.fog = null; + this.overrideMaterial = null; + + this.matrixAutoUpdate = false; + + this.__objects = []; + this.__lights = []; + + this.__objectsAdded = []; + this.__objectsRemoved = []; + +}; + +THREE.Scene.prototype = new THREE.Object3D(); +THREE.Scene.prototype.constructor = THREE.Scene; + +THREE.Scene.prototype.__addObject = function ( object ) { + + if ( object instanceof THREE.Light ) { + + if ( this.__lights.indexOf( object ) === - 1 ) { + + this.__lights.push( object ); + + } + + } else if ( !( object instanceof THREE.Camera || object instanceof THREE.Bone ) ) { + + if ( this.__objects.indexOf( object ) === - 1 ) { + + this.__objects.push( object ); + this.__objectsAdded.push( object ); + + // check if previously removed + + var i = this.__objectsRemoved.indexOf( object ); + + if ( i !== -1 ) { + + this.__objectsRemoved.splice( i, 1 ); + + } + + } + + } + + for ( var c = 0; c < object.children.length; c ++ ) { + + this.__addObject( object.children[ c ] ); + + } + +}; + +THREE.Scene.prototype.__removeObject = function ( object ) { + + if ( object instanceof THREE.Light ) { + + var i = this.__lights.indexOf( object ); + + if ( i !== -1 ) { + + this.__lights.splice( i, 1 ); + + } + + } else if ( !( object instanceof THREE.Camera ) ) { + + var i = this.__objects.indexOf( object ); + + if( i !== -1 ) { + + this.__objects.splice( i, 1 ); + this.__objectsRemoved.push( object ); + + // check if previously added + + var ai = this.__objectsAdded.indexOf( object ); + + if ( ai !== -1 ) { + + this.__objectsAdded.splice( ai, 1 ); + + } + + } + + } + + for ( var c = 0; c < object.children.length; c ++ ) { + + this.__removeObject( object.children[ c ] ); + + } + +}; +/** + * @author mr.doob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.Fog = function ( hex, near, far ) { + + this.color = new THREE.Color( hex ); + + this.near = ( near !== undefined ) ? near : 1; + this.far = ( far !== undefined ) ? far : 1000; + +}; +/** + * @author mr.doob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.FogExp2 = function ( hex, density ) { + + this.color = new THREE.Color( hex ); + this.density = ( density !== undefined ) ? density : 0.00025; + +}; +/** + * @author mr.doob / http://mrdoob.com/ + */ + +THREE.DOMRenderer = function () { + + console.log( 'THREE.DOMRenderer', THREE.REVISION ); + + var _renderData, _elements, + _width, _height, _widthHalf, _heightHalf, _transformProp, + _projector = new THREE.Projector(); + + var getSupportedProp = function ( proparray ) { + + var root = document.documentElement + + for ( var i = 0; i < proparray.length; i ++ ) { + + if ( typeof root.style[ proparray[ i ] ] === "string" ) { + + return proparray[i]; + + } + + } + + return null; + + }; + + _transformProp = getSupportedProp( [ 'transform', 'MozTransform', 'WebkitTransform', 'msTransform', 'OTransform' ] ); + + this.domElement = document.createElement( 'div' ); + + this.setSize = function ( width, height ) { + + _width = width; + _height = height; + + _widthHalf = _width / 2; + _heightHalf = _height / 2; + + }; + + this.render = function ( scene, camera ) { + + var e, el, m, ml, element, material, dom, v1x, v1y; + + _renderData = _projector.projectScene( scene, camera ); + _elements = _renderData.elements; + + for ( e = 0, el = _elements.length; e < el; e ++ ) { + + element = _elements[ e ]; + + if ( element instanceof THREE.RenderableParticle && element.material instanceof THREE.ParticleDOMMaterial ) { + + dom = element.material.domElement; + + v1x = element.x * _widthHalf + _widthHalf - ( dom.offsetWidth >> 1 ); + v1y = element.y * _heightHalf + _heightHalf - ( dom.offsetHeight >> 1 ); + + dom.style.left = v1x + 'px'; + dom.style.top = v1y + 'px'; + dom.style.zIndex = Math.abs( Math.floor( ( 1 - element.z ) * camera.far / camera.near ) ) + + if ( _transformProp ) { + + var scaleX = element.scale.x * _widthHalf; + var scaleY = element.scale.y * _heightHalf; + var scaleVal = "scale(" + scaleX + "," + scaleY + ")"; + + dom.style[ _transformProp ] = scaleVal; + + } + + } + + } + + }; + +}; +/** + * @author mr.doob / http://mrdoob.com/ + */ + +THREE.CanvasRenderer = function ( parameters ) { + + console.log( 'THREE.CanvasRenderer', THREE.REVISION ); + + parameters = parameters || {}; + + var _this = this, + _renderData, _elements, _lights, + _projector = new THREE.Projector(), + + _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ), + + _canvasWidth, _canvasHeight, _canvasWidthHalf, _canvasHeightHalf, + _context = _canvas.getContext( '2d' ), + + _clearColor = new THREE.Color( 0x000000 ), + _clearOpacity = 0, + + _contextGlobalAlpha = 1, + _contextGlobalCompositeOperation = 0, + _contextStrokeStyle = null, + _contextFillStyle = null, + _contextLineWidth = null, + _contextLineCap = null, + _contextLineJoin = null, + + _v1, _v2, _v3, _v4, + _v5 = new THREE.RenderableVertex(), + _v6 = new THREE.RenderableVertex(), + + _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, + _v4x, _v4y, _v5x, _v5y, _v6x, _v6y, + + _color = new THREE.Color(), + _color1 = new THREE.Color(), + _color2 = new THREE.Color(), + _color3 = new THREE.Color(), + _color4 = new THREE.Color(), + + _patterns = [], _imagedatas = [], + + _near, _far, + + _image, _uvs, + _uv1x, _uv1y, _uv2x, _uv2y, _uv3x, _uv3y, + + _clipRect = new THREE.Rectangle(), + _clearRect = new THREE.Rectangle(), + _bboxRect = new THREE.Rectangle(), + + _enableLighting = false, + _ambientLight = new THREE.Color(), + _directionalLights = new THREE.Color(), + _pointLights = new THREE.Color(), + + _pi2 = Math.PI * 2, + _vector3 = new THREE.Vector3(), // Needed for PointLight + + _pixelMap, _pixelMapContext, _pixelMapImage, _pixelMapData, + _gradientMap, _gradientMapContext, _gradientMapQuality = 16; + + _pixelMap = document.createElement( 'canvas' ); + _pixelMap.width = _pixelMap.height = 2; + + _pixelMapContext = _pixelMap.getContext( '2d' ); + _pixelMapContext.fillStyle = 'rgba(0,0,0,1)'; + _pixelMapContext.fillRect( 0, 0, 2, 2 ); + + _pixelMapImage = _pixelMapContext.getImageData( 0, 0, 2, 2 ); + _pixelMapData = _pixelMapImage.data; + + _gradientMap = document.createElement( 'canvas' ); + _gradientMap.width = _gradientMap.height = _gradientMapQuality; + + _gradientMapContext = _gradientMap.getContext( '2d' ); + _gradientMapContext.translate( - _gradientMapQuality / 2, - _gradientMapQuality / 2 ); + _gradientMapContext.scale( _gradientMapQuality, _gradientMapQuality ); + + _gradientMapQuality --; // Fix UVs + + this.domElement = _canvas; + + this.autoClear = true; + this.sortObjects = true; + this.sortElements = true; + + this.info = { + + render: { + + vertices: 0, + faces: 0 + + } + + } + + this.setSize = function ( width, height ) { + + _canvasWidth = width; + _canvasHeight = height; + _canvasWidthHalf = Math.floor( _canvasWidth / 2 ); + _canvasHeightHalf = Math.floor( _canvasHeight / 2 ); + + _canvas.width = _canvasWidth; + _canvas.height = _canvasHeight; + + _clipRect.set( - _canvasWidthHalf, - _canvasHeightHalf, _canvasWidthHalf, _canvasHeightHalf ); + _clearRect.set( - _canvasWidthHalf, - _canvasHeightHalf, _canvasWidthHalf, _canvasHeightHalf ); + + _contextGlobalAlpha = 1; + _contextGlobalCompositeOperation = 0; + _contextStrokeStyle = null; + _contextFillStyle = null; + _contextLineWidth = null; + _contextLineCap = null; + _contextLineJoin = null; + + }; + + this.setClearColor = function ( color, opacity ) { + + _clearColor.copy( color ); + _clearOpacity = opacity !== undefined ? opacity : 1; + + _clearRect.set( - _canvasWidthHalf, - _canvasHeightHalf, _canvasWidthHalf, _canvasHeightHalf ); + + }; + + this.setClearColorHex = function ( hex, opacity ) { + + _clearColor.setHex( hex ); + _clearOpacity = opacity !== undefined ? opacity : 1; + + _clearRect.set( - _canvasWidthHalf, - _canvasHeightHalf, _canvasWidthHalf, _canvasHeightHalf ); + + }; + + this.clear = function () { + + _context.setTransform( 1, 0, 0, - 1, _canvasWidthHalf, _canvasHeightHalf ); + + if ( !_clearRect.isEmpty() ) { + + _clearRect.minSelf( _clipRect ); + _clearRect.inflate( 2 ); + + if ( _clearOpacity < 1 ) { + + _context.clearRect( Math.floor( _clearRect.getX() ), Math.floor( _clearRect.getY() ), Math.floor( _clearRect.getWidth() ), Math.floor( _clearRect.getHeight() ) ); + + } + + if ( _clearOpacity > 0 ) { + + setBlending( THREE.NormalBlending ); + setOpacity( 1 ); + + setFillStyle( 'rgba(' + Math.floor( _clearColor.r * 255 ) + ',' + Math.floor( _clearColor.g * 255 ) + ',' + Math.floor( _clearColor.b * 255 ) + ',' + _clearOpacity + ')' ); + + _context.fillRect( Math.floor( _clearRect.getX() ), Math.floor( _clearRect.getY() ), Math.floor( _clearRect.getWidth() ), Math.floor( _clearRect.getHeight() ) ); + + } + + _clearRect.empty(); + + } + + + }; + + this.render = function ( scene, camera ) { + + var e, el, element, material; + + this.autoClear ? this.clear() : _context.setTransform( 1, 0, 0, - 1, _canvasWidthHalf, _canvasHeightHalf ); + + _this.info.render.vertices = 0; + _this.info.render.faces = 0; + + _renderData = _projector.projectScene( scene, camera, this.sortElements ); + _elements = _renderData.elements; + _lights = _renderData.lights; + + + _context.fillStyle = 'rgba( 0, 255, 255, 0.5 )'; + _context.fillRect( _clipRect.getX(), _clipRect.getY(), _clipRect.getWidth(), _clipRect.getHeight() ); + + + _enableLighting = _lights.length > 0; + + if ( _enableLighting ) { + + calculateLights( _lights ); + + } + + for ( e = 0, el = _elements.length; e < el; e++ ) { + + element = _elements[ e ]; + + material = element.material; + material = material instanceof THREE.MeshFaceMaterial ? element.faceMaterial : material; + + if ( material === undefined || material.visible === false ) continue; + + _bboxRect.empty(); + + if ( element instanceof THREE.RenderableParticle ) { + + _v1 = element; + _v1.x *= _canvasWidthHalf; _v1.y *= _canvasHeightHalf; + + renderParticle( _v1, element, material, scene ); + + } else if ( element instanceof THREE.RenderableLine ) { + + _v1 = element.v1; _v2 = element.v2; + + _v1.positionScreen.x *= _canvasWidthHalf; _v1.positionScreen.y *= _canvasHeightHalf; + _v2.positionScreen.x *= _canvasWidthHalf; _v2.positionScreen.y *= _canvasHeightHalf; + + _bboxRect.addPoint( _v1.positionScreen.x, _v1.positionScreen.y ); + _bboxRect.addPoint( _v2.positionScreen.x, _v2.positionScreen.y ); + + if ( _clipRect.intersects( _bboxRect ) ) { + + renderLine( _v1, _v2, element, material, scene ); + + } + + + } else if ( element instanceof THREE.RenderableFace3 ) { + + _v1 = element.v1; _v2 = element.v2; _v3 = element.v3; + + _v1.positionScreen.x *= _canvasWidthHalf; _v1.positionScreen.y *= _canvasHeightHalf; + _v2.positionScreen.x *= _canvasWidthHalf; _v2.positionScreen.y *= _canvasHeightHalf; + _v3.positionScreen.x *= _canvasWidthHalf; _v3.positionScreen.y *= _canvasHeightHalf; + + if ( material.overdraw ) { + + expand( _v1.positionScreen, _v2.positionScreen ); + expand( _v2.positionScreen, _v3.positionScreen ); + expand( _v3.positionScreen, _v1.positionScreen ); + + } + + _bboxRect.add3Points( _v1.positionScreen.x, _v1.positionScreen.y, + _v2.positionScreen.x, _v2.positionScreen.y, + _v3.positionScreen.x, _v3.positionScreen.y ); + + if ( _clipRect.intersects( _bboxRect ) ) { + + renderFace3( _v1, _v2, _v3, 0, 1, 2, element, material, scene ); + + } + + } else if ( element instanceof THREE.RenderableFace4 ) { + + _v1 = element.v1; _v2 = element.v2; _v3 = element.v3; _v4 = element.v4; + + _v1.positionScreen.x *= _canvasWidthHalf; _v1.positionScreen.y *= _canvasHeightHalf; + _v2.positionScreen.x *= _canvasWidthHalf; _v2.positionScreen.y *= _canvasHeightHalf; + _v3.positionScreen.x *= _canvasWidthHalf; _v3.positionScreen.y *= _canvasHeightHalf; + _v4.positionScreen.x *= _canvasWidthHalf; _v4.positionScreen.y *= _canvasHeightHalf; + + _v5.positionScreen.copy( _v2.positionScreen ); + _v6.positionScreen.copy( _v4.positionScreen ); + + if ( material.overdraw ) { + + expand( _v1.positionScreen, _v2.positionScreen ); + expand( _v2.positionScreen, _v4.positionScreen ); + expand( _v4.positionScreen, _v1.positionScreen ); + + expand( _v3.positionScreen, _v5.positionScreen ); + expand( _v3.positionScreen, _v6.positionScreen ); + + } + + _bboxRect.addPoint( _v1.positionScreen.x, _v1.positionScreen.y ); + _bboxRect.addPoint( _v2.positionScreen.x, _v2.positionScreen.y ); + _bboxRect.addPoint( _v3.positionScreen.x, _v3.positionScreen.y ); + _bboxRect.addPoint( _v4.positionScreen.x, _v4.positionScreen.y ); + + if ( _clipRect.intersects( _bboxRect ) ) { + + renderFace4( _v1, _v2, _v3, _v4, _v5, _v6, element, material, scene ); + + } + + } + + /* + _context.lineWidth = 1; + _context.strokeStyle = 'rgba( 0, 255, 0, 0.5 )'; + _context.strokeRect( _bboxRect.getX(), _bboxRect.getY(), _bboxRect.getWidth(), _bboxRect.getHeight() ); + */ + + _clearRect.addRectangle( _bboxRect ); + + + } + + + _context.lineWidth = 1; + _context.strokeStyle = 'rgba( 255, 0, 0, 0.5 )'; + _context.strokeRect( _clearRect.getX(), _clearRect.getY(), _clearRect.getWidth(), _clearRect.getHeight() ); + + + _context.setTransform( 1, 0, 0, 1, 0, 0 ); + + // + + function calculateLights( lights ) { + + var l, ll, light, lightColor; + + _ambientLight.setRGB( 0, 0, 0 ); + _directionalLights.setRGB( 0, 0, 0 ); + _pointLights.setRGB( 0, 0, 0 ); + + for ( l = 0, ll = lights.length; l < ll; l ++ ) { + + light = lights[ l ]; + lightColor = light.color; + + if ( light instanceof THREE.AmbientLight ) { + + _ambientLight.r += lightColor.r; + _ambientLight.g += lightColor.g; + _ambientLight.b += lightColor.b; + + } else if ( light instanceof THREE.DirectionalLight ) { + + // for particles + + _directionalLights.r += lightColor.r; + _directionalLights.g += lightColor.g; + _directionalLights.b += lightColor.b; + + } else if ( light instanceof THREE.PointLight ) { + + // for particles + + _pointLights.r += lightColor.r; + _pointLights.g += lightColor.g; + _pointLights.b += lightColor.b; + + } + + } + + } + + function calculateLight( lights, position, normal, color ) { + + var l, ll, light, lightColor, lightPosition, amount; + + for ( l = 0, ll = lights.length; l < ll; l ++ ) { + + light = lights[ l ]; + lightColor = light.color; + + if ( light instanceof THREE.DirectionalLight ) { + + lightPosition = light.matrixWorld.getPosition(); + + amount = normal.dot( lightPosition ); + + if ( amount <= 0 ) continue; + + amount *= light.intensity; + + color.r += lightColor.r * amount; + color.g += lightColor.g * amount; + color.b += lightColor.b * amount; + + } else if ( light instanceof THREE.PointLight ) { + + lightPosition = light.matrixWorld.getPosition(); + + amount = normal.dot( _vector3.sub( lightPosition, position ).normalize() ); + + if ( amount <= 0 ) continue; + + amount *= light.distance == 0 ? 1 : 1 - Math.min( position.distanceTo( lightPosition ) / light.distance, 1 ); + + if ( amount == 0 ) continue; + + amount *= light.intensity; + + color.r += lightColor.r * amount; + color.g += lightColor.g * amount; + color.b += lightColor.b * amount; + + } + + } + + } + + function renderParticle ( v1, element, material, scene ) { + + setOpacity( material.opacity ); + setBlending( material.blending ); + + var width, height, scaleX, scaleY, + bitmap, bitmapWidth, bitmapHeight; + + if ( material instanceof THREE.ParticleBasicMaterial ) { + + if ( material.map ) { + + bitmap = material.map.image; + bitmapWidth = bitmap.width >> 1; + bitmapHeight = bitmap.height >> 1; + + scaleX = element.scale.x * _canvasWidthHalf; + scaleY = element.scale.y * _canvasHeightHalf; + + width = scaleX * bitmapWidth; + height = scaleY * bitmapHeight; + + // TODO: Rotations break this... + + _bboxRect.set( v1.x - width, v1.y - height, v1.x + width, v1.y + height ); + + if ( !_clipRect.intersects( _bboxRect ) ) { + + return; + + } + + _context.save(); + _context.translate( v1.x, v1.y ); + _context.rotate( - element.rotation ); + _context.scale( scaleX, - scaleY ); + + _context.translate( - bitmapWidth, - bitmapHeight ); + _context.drawImage( bitmap, 0, 0 ); + + _context.restore(); + + } + + + _context.beginPath(); + _context.moveTo( v1.x - 10, v1.y ); + _context.lineTo( v1.x + 10, v1.y ); + _context.moveTo( v1.x, v1.y - 10 ); + _context.lineTo( v1.x, v1.y + 10 ); + _context.closePath(); + _context.strokeStyle = 'rgb(255,255,0)'; + _context.stroke(); + + + } else if ( material instanceof THREE.ParticleCanvasMaterial ) { + + width = element.scale.x * _canvasWidthHalf; + height = element.scale.y * _canvasHeightHalf; + + _bboxRect.set( v1.x - width, v1.y - height, v1.x + width, v1.y + height ); + + if ( !_clipRect.intersects( _bboxRect ) ) { + + return; + + } + + setStrokeStyle( material.color.getContextStyle() ); + setFillStyle( material.color.getContextStyle() ); + + _context.save(); + _context.translate( v1.x, v1.y ); + _context.rotate( - element.rotation ); + _context.scale( width, height ); + + material.program( _context ); + + _context.restore(); + + } + + } + + function renderLine( v1, v2, element, material, scene ) { + + setOpacity( material.opacity ); + setBlending( material.blending ); + + _context.beginPath(); + _context.moveTo( v1.positionScreen.x, v1.positionScreen.y ); + _context.lineTo( v2.positionScreen.x, v2.positionScreen.y ); + _context.closePath(); + + if ( material instanceof THREE.LineBasicMaterial ) { + + setLineWidth( material.linewidth ); + setLineCap( material.linecap ); + setLineJoin( material.linejoin ); + setStrokeStyle( material.color.getContextStyle() ); + + _context.stroke(); + _bboxRect.inflate( material.linewidth * 2 ); + + } + + } + + function renderFace3( v1, v2, v3, uv1, uv2, uv3, element, material, scene ) { + + _this.info.render.vertices += 3; + _this.info.render.faces ++; + + setOpacity( material.opacity ); + setBlending( material.blending ); + + _v1x = v1.positionScreen.x; _v1y = v1.positionScreen.y; + _v2x = v2.positionScreen.x; _v2y = v2.positionScreen.y; + _v3x = v3.positionScreen.x; _v3y = v3.positionScreen.y; + + drawTriangle( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y ); + + if ( material instanceof THREE.MeshBasicMaterial ) { + + if ( material.map ) { + + if ( material.map.mapping instanceof THREE.UVMapping ) { + + _uvs = element.uvs[ 0 ]; + patternPath( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _uvs[ uv1 ].u, _uvs[ uv1 ].v, _uvs[ uv2 ].u, _uvs[ uv2 ].v, _uvs[ uv3 ].u, _uvs[ uv3 ].v, material.map ); + + } + + + } else if ( material.envMap ) { + + if ( material.envMap.mapping instanceof THREE.SphericalReflectionMapping ) { + + var cameraMatrix = camera.matrixWorldInverse; + + _vector3.copy( element.vertexNormalsWorld[ uv1 ] ); + _uv1x = ( _vector3.x * cameraMatrix.elements[0] + _vector3.y * cameraMatrix.elements[4] + _vector3.z * cameraMatrix.elements[8] ) * 0.5 + 0.5; + _uv1y = - ( _vector3.x * cameraMatrix.elements[1] + _vector3.y * cameraMatrix.elements[5] + _vector3.z * cameraMatrix.elements[9] ) * 0.5 + 0.5; + + _vector3.copy( element.vertexNormalsWorld[ uv2 ] ); + _uv2x = ( _vector3.x * cameraMatrix.elements[0] + _vector3.y * cameraMatrix.elements[4] + _vector3.z * cameraMatrix.elements[8] ) * 0.5 + 0.5; + _uv2y = - ( _vector3.x * cameraMatrix.elements[1] + _vector3.y * cameraMatrix.elements[5] + _vector3.z * cameraMatrix.elements[9] ) * 0.5 + 0.5; + + _vector3.copy( element.vertexNormalsWorld[ uv3 ] ); + _uv3x = ( _vector3.x * cameraMatrix.elements[0] + _vector3.y * cameraMatrix.elements[4] + _vector3.z * cameraMatrix.elements[8] ) * 0.5 + 0.5; + _uv3y = - ( _vector3.x * cameraMatrix.elements[1] + _vector3.y * cameraMatrix.elements[5] + _vector3.z * cameraMatrix.elements[9] ) * 0.5 + 0.5; + + patternPath( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _uv1x, _uv1y, _uv2x, _uv2y, _uv3x, _uv3y, material.envMap ); + + }/* else if ( material.envMap.mapping == THREE.SphericalRefractionMapping ) { + + + + }*/ + + + } else { + + material.wireframe ? strokePath( material.color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin ) : fillPath( material.color ); + + } + + } else if ( material instanceof THREE.MeshLambertMaterial ) { + + if ( _enableLighting ) { + + if ( !material.wireframe && material.shading == THREE.SmoothShading && element.vertexNormalsWorld.length == 3 ) { + + _color1.r = _color2.r = _color3.r = _ambientLight.r; + _color1.g = _color2.g = _color3.g = _ambientLight.g; + _color1.b = _color2.b = _color3.b = _ambientLight.b; + + calculateLight( _lights, element.v1.positionWorld, element.vertexNormalsWorld[ 0 ], _color1 ); + calculateLight( _lights, element.v2.positionWorld, element.vertexNormalsWorld[ 1 ], _color2 ); + calculateLight( _lights, element.v3.positionWorld, element.vertexNormalsWorld[ 2 ], _color3 ); + + _color1.r = Math.max( 0, Math.min( material.color.r * _color1.r, 1 ) ); + _color1.g = Math.max( 0, Math.min( material.color.g * _color1.g, 1 ) ); + _color1.b = Math.max( 0, Math.min( material.color.b * _color1.b, 1 ) ); + + _color2.r = Math.max( 0, Math.min( material.color.r * _color2.r, 1 ) ); + _color2.g = Math.max( 0, Math.min( material.color.g * _color2.g, 1 ) ); + _color2.b = Math.max( 0, Math.min( material.color.b * _color2.b, 1 ) ); + + _color3.r = Math.max( 0, Math.min( material.color.r * _color3.r, 1 ) ); + _color3.g = Math.max( 0, Math.min( material.color.g * _color3.g, 1 ) ); + _color3.b = Math.max( 0, Math.min( material.color.b * _color3.b, 1 ) ); + + _color4.r = ( _color2.r + _color3.r ) * 0.5; + _color4.g = ( _color2.g + _color3.g ) * 0.5; + _color4.b = ( _color2.b + _color3.b ) * 0.5; + + _image = getGradientTexture( _color1, _color2, _color3, _color4 ); + + clipImage( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, 0, 0, 1, 0, 0, 1, _image ); + + } else { + + _color.r = _ambientLight.r; + _color.g = _ambientLight.g; + _color.b = _ambientLight.b; + + calculateLight( _lights, element.centroidWorld, element.normalWorld, _color ); + + _color.r = Math.max( 0, Math.min( material.color.r * _color.r, 1 ) ); + _color.g = Math.max( 0, Math.min( material.color.g * _color.g, 1 ) ); + _color.b = Math.max( 0, Math.min( material.color.b * _color.b, 1 ) ); + + material.wireframe ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin ) : fillPath( _color ); + + } + + } else { + + material.wireframe ? strokePath( material.color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin ) : fillPath( material.color ); + + } + + } else if ( material instanceof THREE.MeshDepthMaterial ) { + + _near = camera.near; + _far = camera.far; + + _color1.r = _color1.g = _color1.b = 1 - smoothstep( v1.positionScreen.z, _near, _far ); + _color2.r = _color2.g = _color2.b = 1 - smoothstep( v2.positionScreen.z, _near, _far ); + _color3.r = _color3.g = _color3.b = 1 - smoothstep( v3.positionScreen.z, _near, _far ); + + _color4.r = ( _color2.r + _color3.r ) * 0.5; + _color4.g = ( _color2.g + _color3.g ) * 0.5; + _color4.b = ( _color2.b + _color3.b ) * 0.5; + + _image = getGradientTexture( _color1, _color2, _color3, _color4 ); + + clipImage( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, 0, 0, 1, 0, 0, 1, _image ); + + } else if ( material instanceof THREE.MeshNormalMaterial ) { + + _color.r = normalToComponent( element.normalWorld.x ); + _color.g = normalToComponent( element.normalWorld.y ); + _color.b = normalToComponent( element.normalWorld.z ); + + material.wireframe ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin ) : fillPath( _color ); + + } + + } + + function renderFace4( v1, v2, v3, v4, v5, v6, element, material, scene ) { + + _this.info.render.vertices += 4; + _this.info.render.faces ++; + + setOpacity( material.opacity ); + setBlending( material.blending ); + + if ( material.map || material.envMap ) { + + // Let renderFace3() handle this + + renderFace3( v1, v2, v4, 0, 1, 3, element, material, scene ); + renderFace3( v5, v3, v6, 1, 2, 3, element, material, scene ); + + return; + + } + + _v1x = v1.positionScreen.x; _v1y = v1.positionScreen.y; + _v2x = v2.positionScreen.x; _v2y = v2.positionScreen.y; + _v3x = v3.positionScreen.x; _v3y = v3.positionScreen.y; + _v4x = v4.positionScreen.x; _v4y = v4.positionScreen.y; + _v5x = v5.positionScreen.x; _v5y = v5.positionScreen.y; + _v6x = v6.positionScreen.x; _v6y = v6.positionScreen.y; + + if ( material instanceof THREE.MeshBasicMaterial ) { + + drawQuad( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _v4x, _v4y ); + + material.wireframe ? strokePath( material.color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin ) : fillPath( material.color ); + + } else if ( material instanceof THREE.MeshLambertMaterial ) { + + if ( _enableLighting ) { + + if ( !material.wireframe && material.shading == THREE.SmoothShading && element.vertexNormalsWorld.length == 4 ) { + + _color1.r = _color2.r = _color3.r = _color4.r = _ambientLight.r; + _color1.g = _color2.g = _color3.g = _color4.g = _ambientLight.g; + _color1.b = _color2.b = _color3.b = _color4.b = _ambientLight.b; + + calculateLight( _lights, element.v1.positionWorld, element.vertexNormalsWorld[ 0 ], _color1 ); + calculateLight( _lights, element.v2.positionWorld, element.vertexNormalsWorld[ 1 ], _color2 ); + calculateLight( _lights, element.v4.positionWorld, element.vertexNormalsWorld[ 3 ], _color3 ); + calculateLight( _lights, element.v3.positionWorld, element.vertexNormalsWorld[ 2 ], _color4 ); + + _color1.r = Math.max( 0, Math.min( material.color.r * _color1.r, 1 ) ); + _color1.g = Math.max( 0, Math.min( material.color.g * _color1.g, 1 ) ); + _color1.b = Math.max( 0, Math.min( material.color.b * _color1.b, 1 ) ); + + _color2.r = Math.max( 0, Math.min( material.color.r * _color2.r, 1 ) ); + _color2.g = Math.max( 0, Math.min( material.color.g * _color2.g, 1 ) ); + _color2.b = Math.max( 0, Math.min( material.color.b * _color2.b, 1 ) ); + + _color3.r = Math.max( 0, Math.min( material.color.r * _color3.r, 1 ) ); + _color3.g = Math.max( 0, Math.min( material.color.g * _color3.g, 1 ) ); + _color3.b = Math.max( 0, Math.min( material.color.b * _color3.b, 1 ) ); + + _color4.r = Math.max( 0, Math.min( material.color.r * _color4.r, 1 ) ); + _color4.g = Math.max( 0, Math.min( material.color.g * _color4.g, 1 ) ); + _color4.b = Math.max( 0, Math.min( material.color.b * _color4.b, 1 ) ); + + _image = getGradientTexture( _color1, _color2, _color3, _color4 ); + + // TODO: UVs are incorrect, v4->v3? + + drawTriangle( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y ); + clipImage( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y, 0, 0, 1, 0, 0, 1, _image ); + + drawTriangle( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y ); + clipImage( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y, 1, 0, 1, 1, 0, 1, _image ); + + } else { + + _color.r = _ambientLight.r; + _color.g = _ambientLight.g; + _color.b = _ambientLight.b; + + calculateLight( _lights, element.centroidWorld, element.normalWorld, _color ); + + _color.r = Math.max( 0, Math.min( material.color.r * _color.r, 1 ) ); + _color.g = Math.max( 0, Math.min( material.color.g * _color.g, 1 ) ); + _color.b = Math.max( 0, Math.min( material.color.b * _color.b, 1 ) ); + + drawQuad( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _v4x, _v4y ); + + material.wireframe ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin ) : fillPath( _color ); + + } + + } else { + + drawQuad( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _v4x, _v4y ); + + material.wireframe ? strokePath( material.color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin ) : fillPath( material.color ); + + } + + } else if ( material instanceof THREE.MeshNormalMaterial ) { + + _color.r = normalToComponent( element.normalWorld.x ); + _color.g = normalToComponent( element.normalWorld.y ); + _color.b = normalToComponent( element.normalWorld.z ); + + drawQuad( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _v4x, _v4y ); + + material.wireframe ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin ) : fillPath( _color ); + + } else if ( material instanceof THREE.MeshDepthMaterial ) { + + _near = camera.near; + _far = camera.far; + + _color1.r = _color1.g = _color1.b = 1 - smoothstep( v1.positionScreen.z, _near, _far ); + _color2.r = _color2.g = _color2.b = 1 - smoothstep( v2.positionScreen.z, _near, _far ); + _color3.r = _color3.g = _color3.b = 1 - smoothstep( v4.positionScreen.z, _near, _far ); + _color4.r = _color4.g = _color4.b = 1 - smoothstep( v3.positionScreen.z, _near, _far ); + + _image = getGradientTexture( _color1, _color2, _color3, _color4 ); + + // TODO: UVs are incorrect, v4->v3? + + drawTriangle( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y ); + clipImage( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y, 0, 0, 1, 0, 0, 1, _image ); + + drawTriangle( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y ); + clipImage( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y, 1, 0, 1, 1, 0, 1, _image ); + + } + + } + + // + + function drawTriangle( x0, y0, x1, y1, x2, y2 ) { + + _context.beginPath(); + _context.moveTo( x0, y0 ); + _context.lineTo( x1, y1 ); + _context.lineTo( x2, y2 ); + _context.lineTo( x0, y0 ); + _context.closePath(); + + } + + function drawQuad( x0, y0, x1, y1, x2, y2, x3, y3 ) { + + _context.beginPath(); + _context.moveTo( x0, y0 ); + _context.lineTo( x1, y1 ); + _context.lineTo( x2, y2 ); + _context.lineTo( x3, y3 ); + _context.lineTo( x0, y0 ); + _context.closePath(); + + } + + function strokePath( color, linewidth, linecap, linejoin ) { + + setLineWidth( linewidth ); + setLineCap( linecap ); + setLineJoin( linejoin ); + setStrokeStyle( color.getContextStyle() ); + + _context.stroke(); + + _bboxRect.inflate( linewidth * 2 ); + + } + + function fillPath( color ) { + + setFillStyle( color.getContextStyle() ); + _context.fill(); + + } + + function patternPath( x0, y0, x1, y1, x2, y2, u0, v0, u1, v1, u2, v2, texture ) { + + if ( texture.image.width == 0 ) return; + + if ( texture.needsUpdate == true || _patterns[ texture.id ] == undefined ) { + + var repeatX = texture.wrapS == THREE.RepeatWrapping; + var repeatY = texture.wrapT == THREE.RepeatWrapping; + + _patterns[ texture.id ] = _context.createPattern( texture.image, repeatX && repeatY ? 'repeat' : repeatX && !repeatY ? 'repeat-x' : !repeatX && repeatY ? 'repeat-y' : 'no-repeat' ); + + texture.needsUpdate = false; + + } + + setFillStyle( _patterns[ texture.id ] ); + + // http://extremelysatisfactorytotalitarianism.com/blog/?p=2120 + + var a, b, c, d, e, f, det, idet, + offsetX = texture.offset.x / texture.repeat.x, + offsetY = texture.offset.y / texture.repeat.y, + width = texture.image.width * texture.repeat.x, + height = texture.image.height * texture.repeat.y; + + u0 = ( u0 + offsetX ) * width; + v0 = ( v0 + offsetY ) * height; + + u1 = ( u1 + offsetX ) * width; + v1 = ( v1 + offsetY ) * height; + + u2 = ( u2 + offsetX ) * width; + v2 = ( v2 + offsetY ) * height; + + x1 -= x0; y1 -= y0; + x2 -= x0; y2 -= y0; + + u1 -= u0; v1 -= v0; + u2 -= u0; v2 -= v0; + + det = u1 * v2 - u2 * v1; + + if ( det == 0 ) { + + if ( _imagedatas[ texture.id ] === undefined ) { + + var canvas = document.createElement( 'canvas' ) + canvas.width = texture.image.width; + canvas.height = texture.image.height; + + var context = canvas.getContext( '2d' ); + context.drawImage( texture.image, 0, 0 ); + + _imagedatas[ texture.id ] = context.getImageData( 0, 0, texture.image.width, texture.image.height ).data; + + // variables cannot be deleted in ES5 strict mode + //delete canvas; + + } + + var data = _imagedatas[ texture.id ]; + var index = ( Math.floor( u0 ) + Math.floor( v0 ) * texture.image.width ) * 4; + + _color.setRGB( data[ index ] / 255, data[ index + 1 ] / 255, data[ index + 2 ] / 255 ); + fillPath( _color ); + + return; + + } + + idet = 1 / det; + + a = ( v2 * x1 - v1 * x2 ) * idet; + b = ( v2 * y1 - v1 * y2 ) * idet; + c = ( u1 * x2 - u2 * x1 ) * idet; + d = ( u1 * y2 - u2 * y1 ) * idet; + + e = x0 - a * u0 - c * v0; + f = y0 - b * u0 - d * v0; + + _context.save(); + _context.transform( a, b, c, d, e, f ); + _context.fill(); + _context.restore(); + + } + + function clipImage( x0, y0, x1, y1, x2, y2, u0, v0, u1, v1, u2, v2, image ) { + + // http://extremelysatisfactorytotalitarianism.com/blog/?p=2120 + + var a, b, c, d, e, f, det, idet, + width = image.width - 1, + height = image.height - 1; + + u0 *= width; v0 *= height; + u1 *= width; v1 *= height; + u2 *= width; v2 *= height; + + x1 -= x0; y1 -= y0; + x2 -= x0; y2 -= y0; + + u1 -= u0; v1 -= v0; + u2 -= u0; v2 -= v0; + + det = u1 * v2 - u2 * v1; + + idet = 1 / det; + + a = ( v2 * x1 - v1 * x2 ) * idet; + b = ( v2 * y1 - v1 * y2 ) * idet; + c = ( u1 * x2 - u2 * x1 ) * idet; + d = ( u1 * y2 - u2 * y1 ) * idet; + + e = x0 - a * u0 - c * v0; + f = y0 - b * u0 - d * v0; + + _context.save(); + _context.transform( a, b, c, d, e, f ); + _context.clip(); + _context.drawImage( image, 0, 0 ); + _context.restore(); + + } + + function getGradientTexture( color1, color2, color3, color4 ) { + + // http://mrdoob.com/blog/post/710 + + var c1r = ~~ ( color1.r * 255 ), c1g = ~~ ( color1.g * 255 ), c1b = ~~ ( color1.b * 255 ), + c2r = ~~ ( color2.r * 255 ), c2g = ~~ ( color2.g * 255 ), c2b = ~~ ( color2.b * 255 ), + c3r = ~~ ( color3.r * 255 ), c3g = ~~ ( color3.g * 255 ), c3b = ~~ ( color3.b * 255 ), + c4r = ~~ ( color4.r * 255 ), c4g = ~~ ( color4.g * 255 ), c4b = ~~ ( color4.b * 255 ); + + _pixelMapData[ 0 ] = c1r < 0 ? 0 : c1r > 255 ? 255 : c1r; + _pixelMapData[ 1 ] = c1g < 0 ? 0 : c1g > 255 ? 255 : c1g; + _pixelMapData[ 2 ] = c1b < 0 ? 0 : c1b > 255 ? 255 : c1b; + + _pixelMapData[ 4 ] = c2r < 0 ? 0 : c2r > 255 ? 255 : c2r; + _pixelMapData[ 5 ] = c2g < 0 ? 0 : c2g > 255 ? 255 : c2g; + _pixelMapData[ 6 ] = c2b < 0 ? 0 : c2b > 255 ? 255 : c2b; + + _pixelMapData[ 8 ] = c3r < 0 ? 0 : c3r > 255 ? 255 : c3r; + _pixelMapData[ 9 ] = c3g < 0 ? 0 : c3g > 255 ? 255 : c3g; + _pixelMapData[ 10 ] = c3b < 0 ? 0 : c3b > 255 ? 255 : c3b; + + _pixelMapData[ 12 ] = c4r < 0 ? 0 : c4r > 255 ? 255 : c4r; + _pixelMapData[ 13 ] = c4g < 0 ? 0 : c4g > 255 ? 255 : c4g; + _pixelMapData[ 14 ] = c4b < 0 ? 0 : c4b > 255 ? 255 : c4b; + + _pixelMapContext.putImageData( _pixelMapImage, 0, 0 ); + _gradientMapContext.drawImage( _pixelMap, 0, 0 ); + + return _gradientMap; + + } + + function smoothstep( value, min, max ) { + + var x = ( value - min ) / ( max - min ); + return x * x * ( 3 - 2 * x ); + + } + + function normalToComponent( normal ) { + + var component = ( normal + 1 ) * 0.5; + return component < 0 ? 0 : ( component > 1 ? 1 : component ); + + } + + // Hide anti-alias gaps + + function expand( v1, v2 ) { + + var x = v2.x - v1.x, y = v2.y - v1.y, + det = x * x + y * y, idet; + + if ( det == 0 ) return; + + idet = 1 / Math.sqrt( det ); + + x *= idet; y *= idet; + + v2.x += x; v2.y += y; + v1.x -= x; v1.y -= y; + + } + }; + + // Context cached methods. + + function setOpacity( value ) { + + if ( _contextGlobalAlpha != value ) { + + _context.globalAlpha = _contextGlobalAlpha = value; + + } + + } + + function setBlending( value ) { + + if ( _contextGlobalCompositeOperation != value ) { + + switch ( value ) { + + case THREE.NormalBlending: + + _context.globalCompositeOperation = 'source-over'; + + break; + + case THREE.AdditiveBlending: + + _context.globalCompositeOperation = 'lighter'; + + break; + + } + + _contextGlobalCompositeOperation = value; + + } + + } + + function setLineWidth( value ) { + + if ( _contextLineWidth != value ) { + + _context.lineWidth = _contextLineWidth = value; + + } + + } + + function setLineCap( value ) { + + // "butt", "round", "square" + + if ( _contextLineCap != value ) { + + _context.lineCap = _contextLineCap = value; + + } + + } + + function setLineJoin( value ) { + + // "round", "bevel", "miter" + + if ( _contextLineJoin != value ) { + + _context.lineJoin = _contextLineJoin = value; + + } + + } + + function setStrokeStyle( style ) { + + if ( _contextStrokeStyle != style ) { + + _context.strokeStyle = _contextStrokeStyle = style; + + } + + } + + function setFillStyle( style ) { + + if ( _contextFillStyle != style ) { + + _context.fillStyle = _contextFillStyle = style; + + } + + } + +}; +/** + * @author mr.doob / http://mrdoob.com/ + */ + +THREE.SVGRenderer = function () { + + console.log( 'THREE.SVGRenderer', THREE.REVISION ); + + var _this = this, + _renderData, _elements, _lights, + _projector = new THREE.Projector(), + _svg = document.createElementNS('http://www.w3.org/2000/svg', 'svg'), + _svgWidth, _svgHeight, _svgWidthHalf, _svgHeightHalf, + + _v1, _v2, _v3, _v4, + + _clipRect = new THREE.Rectangle(), + _bboxRect = new THREE.Rectangle(), + + _enableLighting = false, + _color = new THREE.Color(), + _ambientLight = new THREE.Color(), + _directionalLights = new THREE.Color(), + _pointLights = new THREE.Color(), + + _w, // z-buffer to w-buffer + _vector3 = new THREE.Vector3(), // Needed for PointLight + + _svgPathPool = [], _svgCirclePool = [], _svgLinePool = [], + _svgNode, _pathCount, _circleCount, _lineCount, + _quality = 1; + + this.domElement = _svg; + + this.autoClear = true; + this.sortObjects = true; + this.sortElements = true; + + this.info = { + + render: { + + vertices: 0, + faces: 0 + + } + + } + + this.setQuality = function( quality ) { + + switch(quality) { + + case "high": _quality = 1; break; + case "low": _quality = 0; break; + + } + + }; + + this.setSize = function( width, height ) { + + _svgWidth = width; _svgHeight = height; + _svgWidthHalf = _svgWidth / 2; _svgHeightHalf = _svgHeight / 2; + + _svg.setAttribute( 'viewBox', ( - _svgWidthHalf ) + ' ' + ( - _svgHeightHalf ) + ' ' + _svgWidth + ' ' + _svgHeight ); + _svg.setAttribute( 'width', _svgWidth ); + _svg.setAttribute( 'height', _svgHeight ); + + _clipRect.set( - _svgWidthHalf, - _svgHeightHalf, _svgWidthHalf, _svgHeightHalf ); + + }; + + this.clear = function () { + + while ( _svg.childNodes.length > 0 ) { + + _svg.removeChild( _svg.childNodes[ 0 ] ); + + } + + }; + + this.render = function ( scene, camera ) { + + var e, el, element, material; + + this.autoClear && this.clear(); + + _this.info.render.vertices = 0; + _this.info.render.faces = 0; + + _renderData = _projector.projectScene( scene, camera, this.sortElements ); + _elements = _renderData.elements; + _lights = _renderData.lights; + + _pathCount = 0; _circleCount = 0; _lineCount = 0; + + _enableLighting = _lights.length > 0; + + if ( _enableLighting ) { + + calculateLights( _lights ); + + } + + for ( e = 0, el = _elements.length; e < el; e ++ ) { + + element = _elements[ e ]; + + material = element.material; + material = material instanceof THREE.MeshFaceMaterial ? element.faceMaterial : material; + + if ( material === undefined || material.visible === false ) continue; + + _bboxRect.empty(); + + if ( element instanceof THREE.RenderableParticle ) { + + _v1 = element; + _v1.x *= _svgWidthHalf; _v1.y *= -_svgHeightHalf; + + renderParticle( _v1, element, material, scene ); + + } else if ( element instanceof THREE.RenderableLine ) { + + _v1 = element.v1; _v2 = element.v2; + + _v1.positionScreen.x *= _svgWidthHalf; _v1.positionScreen.y *= - _svgHeightHalf; + _v2.positionScreen.x *= _svgWidthHalf; _v2.positionScreen.y *= - _svgHeightHalf; + + _bboxRect.addPoint( _v1.positionScreen.x, _v1.positionScreen.y ); + _bboxRect.addPoint( _v2.positionScreen.x, _v2.positionScreen.y ); + + if ( !_clipRect.intersects( _bboxRect ) ) { + + continue; + + } + + renderLine( _v1, _v2, element, material, scene ); + + } else if ( element instanceof THREE.RenderableFace3 ) { + + _v1 = element.v1; _v2 = element.v2; _v3 = element.v3; + + _v1.positionScreen.x *= _svgWidthHalf; _v1.positionScreen.y *= - _svgHeightHalf; + _v2.positionScreen.x *= _svgWidthHalf; _v2.positionScreen.y *= - _svgHeightHalf; + _v3.positionScreen.x *= _svgWidthHalf; _v3.positionScreen.y *= - _svgHeightHalf; + + _bboxRect.addPoint( _v1.positionScreen.x, _v1.positionScreen.y ); + _bboxRect.addPoint( _v2.positionScreen.x, _v2.positionScreen.y ); + _bboxRect.addPoint( _v3.positionScreen.x, _v3.positionScreen.y ); + + if ( !_clipRect.intersects( _bboxRect ) ) { + + continue; + + } + + renderFace3( _v1, _v2, _v3, element, material, scene ); + + } else if ( element instanceof THREE.RenderableFace4 ) { + + _v1 = element.v1; _v2 = element.v2; _v3 = element.v3; _v4 = element.v4; + + _v1.positionScreen.x *= _svgWidthHalf; _v1.positionScreen.y *= -_svgHeightHalf; + _v2.positionScreen.x *= _svgWidthHalf; _v2.positionScreen.y *= -_svgHeightHalf; + _v3.positionScreen.x *= _svgWidthHalf; _v3.positionScreen.y *= -_svgHeightHalf; + _v4.positionScreen.x *= _svgWidthHalf; _v4.positionScreen.y *= -_svgHeightHalf; + + _bboxRect.addPoint( _v1.positionScreen.x, _v1.positionScreen.y ); + _bboxRect.addPoint( _v2.positionScreen.x, _v2.positionScreen.y ); + _bboxRect.addPoint( _v3.positionScreen.x, _v3.positionScreen.y ); + _bboxRect.addPoint( _v4.positionScreen.x, _v4.positionScreen.y ); + + if ( !_clipRect.intersects( _bboxRect) ) { + + continue; + + } + + renderFace4( _v1, _v2, _v3, _v4, element, material, scene ); + + } + + } + + }; + + function calculateLights( lights ) { + + var l, ll, light, lightColor; + + _ambientLight.setRGB( 0, 0, 0 ); + _directionalLights.setRGB( 0, 0, 0 ); + _pointLights.setRGB( 0, 0, 0 ); + + for ( l = 0, ll = lights.length; l < ll; l++ ) { + + light = lights[ l ]; + lightColor = light.color; + + if ( light instanceof THREE.AmbientLight ) { + + _ambientLight.r += lightColor.r; + _ambientLight.g += lightColor.g; + _ambientLight.b += lightColor.b; + + } else if ( light instanceof THREE.DirectionalLight ) { + + _directionalLights.r += lightColor.r; + _directionalLights.g += lightColor.g; + _directionalLights.b += lightColor.b; + + } else if ( light instanceof THREE.PointLight ) { + + _pointLights.r += lightColor.r; + _pointLights.g += lightColor.g; + _pointLights.b += lightColor.b; + + } + + } + + } + + function calculateLight( lights, position, normal, color ) { + + var l, ll, light, lightColor, lightPosition, amount; + + for ( l = 0, ll = lights.length; l < ll; l ++ ) { + + light = lights[ l ]; + lightColor = light.color; + + if ( light instanceof THREE.DirectionalLight ) { + + lightPosition = light.matrixWorld.getPosition(); + + amount = normal.dot( lightPosition ); + + if ( amount <= 0 ) continue; + + amount *= light.intensity; + + color.r += lightColor.r * amount; + color.g += lightColor.g * amount; + color.b += lightColor.b * amount; + + } else if ( light instanceof THREE.PointLight ) { + + lightPosition = light.matrixWorld.getPosition(); + + amount = normal.dot( _vector3.sub( lightPosition, position ).normalize() ); + + if ( amount <= 0 ) continue; + + amount *= light.distance == 0 ? 1 : 1 - Math.min( position.distanceTo( lightPosition ) / light.distance, 1 ); + + if ( amount == 0 ) continue; + + amount *= light.intensity; + + color.r += lightColor.r * amount; + color.g += lightColor.g * amount; + color.b += lightColor.b * amount; + + } + + } + + } + + function renderParticle( v1, element, material, scene ) { + + /* + _svgNode = getCircleNode( _circleCount++ ); + _svgNode.setAttribute( 'cx', v1.x ); + _svgNode.setAttribute( 'cy', v1.y ); + _svgNode.setAttribute( 'r', element.scale.x * _svgWidthHalf ); + + if ( material instanceof THREE.ParticleCircleMaterial ) { + + if ( _enableLighting ) { + + _color.r = _ambientLight.r + _directionalLights.r + _pointLights.r; + _color.g = _ambientLight.g + _directionalLights.g + _pointLights.g; + _color.b = _ambientLight.b + _directionalLights.b + _pointLights.b; + + _color.r = material.color.r * _color.r; + _color.g = material.color.g * _color.g; + _color.b = material.color.b * _color.b; + + _color.updateStyleString(); + + } else { + + _color = material.color; + + } + + _svgNode.setAttribute( 'style', 'fill: ' + _color.__styleString ); + + } + + _svg.appendChild( _svgNode ); + */ + + } + + function renderLine ( v1, v2, element, material, scene ) { + + _svgNode = getLineNode( _lineCount ++ ); + + _svgNode.setAttribute( 'x1', v1.positionScreen.x ); + _svgNode.setAttribute( 'y1', v1.positionScreen.y ); + _svgNode.setAttribute( 'x2', v2.positionScreen.x ); + _svgNode.setAttribute( 'y2', v2.positionScreen.y ); + + if ( material instanceof THREE.LineBasicMaterial ) { + + _svgNode.setAttribute( 'style', 'fill: none; stroke: ' + material.color.getContextStyle() + '; stroke-width: ' + material.linewidth + '; stroke-opacity: ' + material.opacity + '; stroke-linecap: ' + material.linecap + '; stroke-linejoin: ' + material.linejoin ); + + _svg.appendChild( _svgNode ); + + } + + } + + function renderFace3( v1, v2, v3, element, material, scene ) { + + _this.info.render.vertices += 3; + _this.info.render.faces ++; + + _svgNode = getPathNode( _pathCount ++ ); + _svgNode.setAttribute( 'd', 'M ' + v1.positionScreen.x + ' ' + v1.positionScreen.y + ' L ' + v2.positionScreen.x + ' ' + v2.positionScreen.y + ' L ' + v3.positionScreen.x + ',' + v3.positionScreen.y + 'z' ); + + if ( material instanceof THREE.MeshBasicMaterial ) { + + _color.copy( material.color ); + + } else if ( material instanceof THREE.MeshLambertMaterial ) { + + if ( _enableLighting ) { + + _color.r = _ambientLight.r; + _color.g = _ambientLight.g; + _color.b = _ambientLight.b; + + calculateLight( _lights, element.centroidWorld, element.normalWorld, _color ); + + _color.r = Math.max( 0, Math.min( material.color.r * _color.r, 1 ) ); + _color.g = Math.max( 0, Math.min( material.color.g * _color.g, 1 ) ); + _color.b = Math.max( 0, Math.min( material.color.b * _color.b, 1 ) ); + + } else { + + _color.copy( material.color ); + + } + + } else if ( material instanceof THREE.MeshDepthMaterial ) { + + _w = 1 - ( material.__2near / (material.__farPlusNear - element.z * material.__farMinusNear) ); + _color.setRGB( _w, _w, _w ); + + } else if ( material instanceof THREE.MeshNormalMaterial ) { + + _color.setRGB( normalToComponent( element.normalWorld.x ), normalToComponent( element.normalWorld.y ), normalToComponent( element.normalWorld.z ) ); + + } + + if ( material.wireframe ) { + + _svgNode.setAttribute( 'style', 'fill: none; stroke: ' + _color.getContextStyle() + '; stroke-width: ' + material.wireframeLinewidth + '; stroke-opacity: ' + material.opacity + '; stroke-linecap: ' + material.wireframeLinecap + '; stroke-linejoin: ' + material.wireframeLinejoin ); + + } else { + + _svgNode.setAttribute( 'style', 'fill: ' + _color.getContextStyle() + '; fill-opacity: ' + material.opacity ); + + } + + _svg.appendChild( _svgNode ); + + } + + function renderFace4( v1, v2, v3, v4, element, material, scene ) { + + _this.info.render.vertices += 4; + _this.info.render.faces ++; + + _svgNode = getPathNode( _pathCount ++ ); + _svgNode.setAttribute( 'd', 'M ' + v1.positionScreen.x + ' ' + v1.positionScreen.y + ' L ' + v2.positionScreen.x + ' ' + v2.positionScreen.y + ' L ' + v3.positionScreen.x + ',' + v3.positionScreen.y + ' L ' + v4.positionScreen.x + ',' + v4.positionScreen.y + 'z' ); + + if ( material instanceof THREE.MeshBasicMaterial ) { + + _color.copy( material.color ); + + } else if ( material instanceof THREE.MeshLambertMaterial ) { + + if ( _enableLighting ) { + + _color.r = _ambientLight.r; + _color.g = _ambientLight.g; + _color.b = _ambientLight.b; + + calculateLight( _lights, element.centroidWorld, element.normalWorld, _color ); + + _color.r = Math.max( 0, Math.min( material.color.r * _color.r, 1 ) ); + _color.g = Math.max( 0, Math.min( material.color.g * _color.g, 1 ) ); + _color.b = Math.max( 0, Math.min( material.color.b * _color.b, 1 ) ); + + } else { + + _color.copy( material.color ); + + } + + } else if ( material instanceof THREE.MeshDepthMaterial ) { + + _w = 1 - ( material.__2near / (material.__farPlusNear - element.z * material.__farMinusNear) ); + _color.setRGB( _w, _w, _w ); + + } else if ( material instanceof THREE.MeshNormalMaterial ) { + + _color.setRGB( normalToComponent( element.normalWorld.x ), normalToComponent( element.normalWorld.y ), normalToComponent( element.normalWorld.z ) ); + + } + + if ( material.wireframe ) { + + _svgNode.setAttribute( 'style', 'fill: none; stroke: ' + _color.getContextStyle() + '; stroke-width: ' + material.wireframeLinewidth + '; stroke-opacity: ' + material.opacity + '; stroke-linecap: ' + material.wireframeLinecap + '; stroke-linejoin: ' + material.wireframeLinejoin ); + + } else { + + _svgNode.setAttribute( 'style', 'fill: ' + _color.getContextStyle() + '; fill-opacity: ' + material.opacity ); + + } + + _svg.appendChild( _svgNode ); + + } + + function getLineNode( id ) { + + if ( _svgLinePool[ id ] == null ) { + + _svgLinePool[ id ] = document.createElementNS( 'http://www.w3.org/2000/svg', 'line' ); + + if ( _quality == 0 ) { + + _svgLinePool[ id ].setAttribute( 'shape-rendering', 'crispEdges' ); //optimizeSpeed + + } + + return _svgLinePool[ id ]; + + } + + return _svgLinePool[ id ]; + + } + + function getPathNode( id ) { + + if ( _svgPathPool[ id ] == null ) { + + _svgPathPool[ id ] = document.createElementNS( 'http://www.w3.org/2000/svg', 'path' ); + + if ( _quality == 0 ) { + + _svgPathPool[ id ].setAttribute( 'shape-rendering', 'crispEdges' ); //optimizeSpeed + + } + + return _svgPathPool[ id ]; + + } + + return _svgPathPool[ id ]; + + } + + function getCircleNode( id ) { + + if ( _svgCirclePool[id] == null ) { + + _svgCirclePool[ id ] = document.createElementNS( 'http://www.w3.org/2000/svg', 'circle' ); + + if ( _quality == 0 ) { + + _svgCirclePool[id].setAttribute( 'shape-rendering', 'crispEdges' ); //optimizeSpeed + + } + + return _svgCirclePool[ id ]; + + } + + return _svgCirclePool[ id ]; + + } + + function normalToComponent( normal ) { + + var component = ( normal + 1 ) * 0.5; + return component < 0 ? 0 : ( component > 1 ? 1 : component ); + + } + + function pad( str ) { + + while ( str.length < 6 ) str = '0' + str; + return str; + + } + +}; +/** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + * @author mikael emtinger / http://gomo.se/ + */ + +THREE.ShaderChunk = { + + // FOG + + fog_pars_fragment: [ + + "#ifdef USE_FOG", + + "uniform vec3 fogColor;", + + "#ifdef FOG_EXP2", + + "uniform float fogDensity;", + + "#else", + + "uniform float fogNear;", + "uniform float fogFar;", + + "#endif", + + "#endif" + + ].join("\n"), + + fog_fragment: [ + + "#ifdef USE_FOG", + + "float depth = gl_FragCoord.z / gl_FragCoord.w;", + + "#ifdef FOG_EXP2", + + "const float LOG2 = 1.442695;", + "float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );", + "fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );", + + "#else", + + "float fogFactor = smoothstep( fogNear, fogFar, depth );", + + "#endif", + + "gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );", + + "#endif" + + ].join("\n"), + + // ENVIRONMENT MAP + + envmap_pars_fragment: [ + + "#ifdef USE_ENVMAP", + + "varying vec3 vReflect;", + + "uniform float reflectivity;", + "uniform samplerCube envMap;", + "uniform float flipEnvMap;", + "uniform int combine;", + + "#endif" + + ].join("\n"), + + envmap_fragment: [ + + "#ifdef USE_ENVMAP", + + "#ifdef DOUBLE_SIDED", + + "float flipNormal = ( -1.0 + 2.0 * float( gl_FrontFacing ) );", + "vec4 cubeColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * vReflect.x, vReflect.yz ) );", + + "#else", + + "vec4 cubeColor = textureCube( envMap, vec3( flipEnvMap * vReflect.x, vReflect.yz ) );", + + "#endif", + + "#ifdef GAMMA_INPUT", + + "cubeColor.xyz *= cubeColor.xyz;", + + "#endif", + + "if ( combine == 1 ) {", + + "gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, reflectivity );", + + "} else {", + + "gl_FragColor.xyz = gl_FragColor.xyz * cubeColor.xyz;", + + "}", + + "#endif" + + ].join("\n"), + + envmap_pars_vertex: [ + + "#ifdef USE_ENVMAP", + + "varying vec3 vReflect;", + + "uniform float refractionRatio;", + "uniform bool useRefract;", + + "#endif" + + ].join("\n"), + + envmap_vertex : [ + + "#ifdef USE_ENVMAP", + + "vec4 mPosition = objectMatrix * vec4( position, 1.0 );", + "vec3 nWorld = mat3( objectMatrix[ 0 ].xyz, objectMatrix[ 1 ].xyz, objectMatrix[ 2 ].xyz ) * normal;", + + "if ( useRefract ) {", + + "vReflect = refract( normalize( mPosition.xyz - cameraPosition ), normalize( nWorld.xyz ), refractionRatio );", + + "} else {", + + "vReflect = reflect( normalize( mPosition.xyz - cameraPosition ), normalize( nWorld.xyz ) );", + + "}", + + "#endif" + + ].join("\n"), + + // COLOR MAP (particles) + + map_particle_pars_fragment: [ + + "#ifdef USE_MAP", + + "uniform sampler2D map;", + + "#endif" + + ].join("\n"), + + + map_particle_fragment: [ + + "#ifdef USE_MAP", + + "gl_FragColor = gl_FragColor * texture2D( map, gl_PointCoord );", + + "#endif" + + ].join("\n"), + + // COLOR MAP (triangles) + + map_pars_vertex: [ + + "#ifdef USE_MAP", + + "varying vec2 vUv;", + "uniform vec4 offsetRepeat;", + + "#endif" + + ].join("\n"), + + map_pars_fragment: [ + + "#ifdef USE_MAP", + + "varying vec2 vUv;", + "uniform sampler2D map;", + + "#endif" + + ].join("\n"), + + map_vertex: [ + + "#ifdef USE_MAP", + + "vUv = uv * offsetRepeat.zw + offsetRepeat.xy;", + + "#endif" + + ].join("\n"), + + map_fragment: [ + + "#ifdef USE_MAP", + + "#ifdef GAMMA_INPUT", + + "vec4 texelColor = texture2D( map, vUv );", + "texelColor.xyz *= texelColor.xyz;", + + "gl_FragColor = gl_FragColor * texelColor;", + + "#else", + + "gl_FragColor = gl_FragColor * texture2D( map, vUv );", + + "#endif", + + "#endif" + + ].join("\n"), + + // LIGHT MAP + + lightmap_pars_fragment: [ + + "#ifdef USE_LIGHTMAP", + + "varying vec2 vUv2;", + "uniform sampler2D lightMap;", + + "#endif" + + ].join("\n"), + + lightmap_pars_vertex: [ + + "#ifdef USE_LIGHTMAP", + + "varying vec2 vUv2;", + + "#endif" + + ].join("\n"), + + lightmap_fragment: [ + + "#ifdef USE_LIGHTMAP", + + "gl_FragColor = gl_FragColor * texture2D( lightMap, vUv2 );", + + "#endif" + + ].join("\n"), + + lightmap_vertex: [ + + "#ifdef USE_LIGHTMAP", + + "vUv2 = uv2;", + + "#endif" + + ].join("\n"), + + // LIGHTS LAMBERT + + lights_lambert_pars_vertex: [ + + "uniform vec3 ambient;", + "uniform vec3 diffuse;", + "uniform vec3 emissive;", + + "uniform vec3 ambientLightColor;", + + "#if MAX_DIR_LIGHTS > 0", + + "uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];", + "uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];", + + "#endif", + + "#if MAX_POINT_LIGHTS > 0", + + "uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];", + "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];", + "uniform float pointLightDistance[ MAX_POINT_LIGHTS ];", + + "#endif", + + "#if MAX_SPOT_LIGHTS > 0", + + "uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];", + "uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];", + "uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];", + "uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];", + "uniform float spotLightAngle[ MAX_SPOT_LIGHTS ];", + "uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];", + + "#endif", + + "#ifdef WRAP_AROUND", + + "uniform vec3 wrapRGB;", + + "#endif" + + ].join("\n"), + + lights_lambert_vertex: [ + + "vLightFront = vec3( 0.0 );", + + "#ifdef DOUBLE_SIDED", + + "vLightBack = vec3( 0.0 );", + + "#endif", + + "transformedNormal = normalize( transformedNormal );", + + "#if MAX_DIR_LIGHTS > 0", + + "for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {", + + "vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );", + "vec3 dirVector = normalize( lDirection.xyz );", + + "float dotProduct = dot( transformedNormal, dirVector );", + "vec3 directionalLightWeighting = vec3( max( dotProduct, 0.0 ) );", + + "#ifdef DOUBLE_SIDED", + + "vec3 directionalLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );", + + "#ifdef WRAP_AROUND", + + "vec3 directionalLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );", + + "#endif", + + "#endif", + + "#ifdef WRAP_AROUND", + + "vec3 directionalLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );", + "directionalLightWeighting = mix( directionalLightWeighting, directionalLightWeightingHalf, wrapRGB );", + + "#ifdef DOUBLE_SIDED", + + "directionalLightWeightingBack = mix( directionalLightWeightingBack, directionalLightWeightingHalfBack, wrapRGB );", + + "#endif", + + "#endif", + + "vLightFront += directionalLightColor[ i ] * directionalLightWeighting;", + + "#ifdef DOUBLE_SIDED", + + "vLightBack += directionalLightColor[ i ] * directionalLightWeightingBack;", + + "#endif", + + "}", + + "#endif", + + "#if MAX_POINT_LIGHTS > 0", + + "for( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {", + + "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );", + "vec3 lVector = lPosition.xyz - mvPosition.xyz;", + + "float lDistance = 1.0;", + "if ( pointLightDistance[ i ] > 0.0 )", + "lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );", + + "lVector = normalize( lVector );", + "float dotProduct = dot( transformedNormal, lVector );", + + "vec3 pointLightWeighting = vec3( max( dotProduct, 0.0 ) );", + + "#ifdef DOUBLE_SIDED", + + "vec3 pointLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );", + + "#ifdef WRAP_AROUND", + + "vec3 pointLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );", + + "#endif", + + "#endif", + + "#ifdef WRAP_AROUND", + + "vec3 pointLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );", + "pointLightWeighting = mix( pointLightWeighting, pointLightWeightingHalf, wrapRGB );", + + "#ifdef DOUBLE_SIDED", + + "pointLightWeightingBack = mix( pointLightWeightingBack, pointLightWeightingHalfBack, wrapRGB );", + + "#endif", + + "#endif", + + "vLightFront += pointLightColor[ i ] * pointLightWeighting * lDistance;", + + "#ifdef DOUBLE_SIDED", + + "vLightBack += pointLightColor[ i ] * pointLightWeightingBack * lDistance;", + + "#endif", + + "}", + + "#endif", + + "#if MAX_SPOT_LIGHTS > 0", + + "for( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {", + + "vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );", + "vec3 lVector = lPosition.xyz - mvPosition.xyz;", + + "lVector = normalize( lVector );", + + "float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - mPosition.xyz ) );", + + "if ( spotEffect > spotLightAngle[ i ] ) {", + + "spotEffect = pow( spotEffect, spotLightExponent[ i ] );", + + "float lDistance = 1.0;", + "if ( spotLightDistance[ i ] > 0.0 )", + "lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );", + + "float dotProduct = dot( transformedNormal, lVector );", + "vec3 spotLightWeighting = vec3( max( dotProduct, 0.0 ) );", + + "#ifdef DOUBLE_SIDED", + + "vec3 spotLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );", + + "#ifdef WRAP_AROUND", + + "vec3 spotLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );", + + "#endif", + + "#endif", + + "#ifdef WRAP_AROUND", + + "vec3 spotLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );", + "spotLightWeighting = mix( spotLightWeighting, spotLightWeightingHalf, wrapRGB );", + + "#ifdef DOUBLE_SIDED", + + "spotLightWeightingBack = mix( spotLightWeightingBack, spotLightWeightingHalfBack, wrapRGB );", + + "#endif", + + "#endif", + + "vLightFront += spotLightColor[ i ] * spotLightWeighting * lDistance * spotEffect;", + + "#ifdef DOUBLE_SIDED", + + "vLightBack += spotLightColor[ i ] * spotLightWeightingBack * lDistance * spotEffect;", + + "#endif", + + "}", + + "}", + + "#endif", + + "vLightFront = vLightFront * diffuse + ambient * ambientLightColor + emissive;", + + "#ifdef DOUBLE_SIDED", + + "vLightBack = vLightBack * diffuse + ambient * ambientLightColor + emissive;", + + "#endif" + + ].join("\n"), + + // LIGHTS PHONG + + lights_phong_pars_vertex: [ + + "#ifndef PHONG_PER_PIXEL", + + "#if MAX_POINT_LIGHTS > 0", + + "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];", + "uniform float pointLightDistance[ MAX_POINT_LIGHTS ];", + + "varying vec4 vPointLight[ MAX_POINT_LIGHTS ];", + + "#endif", + + "#if MAX_SPOT_LIGHTS > 0", + + "uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];", + "uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];", + + "varying vec4 vSpotLight[ MAX_SPOT_LIGHTS ];", + + "#endif", + + "#endif", + + "#if MAX_SPOT_LIGHTS > 0", + + "varying vec3 vWorldPosition;", + + "#endif" + + ].join("\n"), + + + lights_phong_vertex: [ + + "#ifndef PHONG_PER_PIXEL", + + "#if MAX_POINT_LIGHTS > 0", + + "for( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {", + + "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );", + "vec3 lVector = lPosition.xyz - mvPosition.xyz;", + + "float lDistance = 1.0;", + "if ( pointLightDistance[ i ] > 0.0 )", + "lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );", + + "vPointLight[ i ] = vec4( lVector, lDistance );", + + "}", + + "#endif", + + "#if MAX_SPOT_LIGHTS > 0", + + "for( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {", + + "vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );", + "vec3 lVector = lPosition.xyz - mvPosition.xyz;", + + "float lDistance = 1.0;", + "if ( spotLightDistance[ i ] > 0.0 )", + "lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );", + + "vSpotLight[ i ] = vec4( lVector, lDistance );", + + "}", + + "#endif", + + "#endif", + + "#if MAX_SPOT_LIGHTS > 0", + + "vWorldPosition = mPosition.xyz;", + + "#endif" + + ].join("\n"), + + lights_phong_pars_fragment: [ + + "uniform vec3 ambientLightColor;", + + "#if MAX_DIR_LIGHTS > 0", + + "uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];", + "uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];", + + "#endif", + + "#if MAX_POINT_LIGHTS > 0", + + "uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];", + + "#ifdef PHONG_PER_PIXEL", + + "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];", + "uniform float pointLightDistance[ MAX_POINT_LIGHTS ];", + + "#else", + + "varying vec4 vPointLight[ MAX_POINT_LIGHTS ];", + + "#endif", + + "#endif", + + "#if MAX_SPOT_LIGHTS > 0", + + "uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];", + "uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];", + "uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];", + "uniform float spotLightAngle[ MAX_SPOT_LIGHTS ];", + "uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];", + + "#ifdef PHONG_PER_PIXEL", + + "uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];", + + "#else", + + "varying vec4 vSpotLight[ MAX_SPOT_LIGHTS ];", + + "#endif", + + "varying vec3 vWorldPosition;", + + "#endif", + + "#ifdef WRAP_AROUND", + + "uniform vec3 wrapRGB;", + + "#endif", + + "varying vec3 vViewPosition;", + "varying vec3 vNormal;" + + ].join("\n"), + + lights_phong_fragment: [ + + "vec3 normal = normalize( vNormal );", + "vec3 viewPosition = normalize( vViewPosition );", + + "#ifdef DOUBLE_SIDED", + + "normal = normal * ( -1.0 + 2.0 * float( gl_FrontFacing ) );", + + "#endif", + + "#if MAX_POINT_LIGHTS > 0", + + "vec3 pointDiffuse = vec3( 0.0 );", + "vec3 pointSpecular = vec3( 0.0 );", + + "for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {", + + "#ifdef PHONG_PER_PIXEL", + + "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );", + "vec3 lVector = lPosition.xyz + vViewPosition.xyz;", + + "float lDistance = 1.0;", + "if ( pointLightDistance[ i ] > 0.0 )", + "lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );", + + "lVector = normalize( lVector );", + + "#else", + + "vec3 lVector = normalize( vPointLight[ i ].xyz );", + "float lDistance = vPointLight[ i ].w;", + + "#endif", + + // diffuse + + "float dotProduct = dot( normal, lVector );", + + "#ifdef WRAP_AROUND", + + "float pointDiffuseWeightFull = max( dotProduct, 0.0 );", + "float pointDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );", + + "vec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );", + + "#else", + + "float pointDiffuseWeight = max( dotProduct, 0.0 );", + + "#endif", + + "pointDiffuse += diffuse * pointLightColor[ i ] * pointDiffuseWeight * lDistance;", + + // specular + + "vec3 pointHalfVector = normalize( lVector + viewPosition );", + "float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );", + "float pointSpecularWeight = max( pow( pointDotNormalHalf, shininess ), 0.0 );", + + "#ifdef PHYSICALLY_BASED_SHADING", + + // 2.0 => 2.0001 is hack to work around ANGLE bug + + "float specularNormalization = ( shininess + 2.0001 ) / 8.0;", + + "vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, pointHalfVector ), 5.0 );", + "pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance * specularNormalization;", + + "#else", + + "pointSpecular += specular * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance;", + + "#endif", + + "}", + + "#endif", + + "#if MAX_SPOT_LIGHTS > 0", + + "vec3 spotDiffuse = vec3( 0.0 );", + "vec3 spotSpecular = vec3( 0.0 );", + + "for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {", + + "#ifdef PHONG_PER_PIXEL", + + "vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );", + "vec3 lVector = lPosition.xyz + vViewPosition.xyz;", + + "float lDistance = 1.0;", + "if ( spotLightDistance[ i ] > 0.0 )", + "lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );", + + "lVector = normalize( lVector );", + + "#else", + + "vec3 lVector = normalize( vSpotLight[ i ].xyz );", + "float lDistance = vSpotLight[ i ].w;", + + "#endif", + + "float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );", + + "if ( spotEffect > spotLightAngle[ i ] ) {", + + "spotEffect = pow( spotEffect, spotLightExponent[ i ] );", + + // diffuse + + "float dotProduct = dot( normal, lVector );", + + "#ifdef WRAP_AROUND", + + "float spotDiffuseWeightFull = max( dotProduct, 0.0 );", + "float spotDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );", + + "vec3 spotDiffuseWeight = mix( vec3 ( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );", + + "#else", + + "float spotDiffuseWeight = max( dotProduct, 0.0 );", + + "#endif", + + "spotDiffuse += diffuse * spotLightColor[ i ] * spotDiffuseWeight * lDistance * spotEffect;", + + // specular + + "vec3 spotHalfVector = normalize( lVector + viewPosition );", + "float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );", + "float spotSpecularWeight = max( pow( spotDotNormalHalf, shininess ), 0.0 );", + + "#ifdef PHYSICALLY_BASED_SHADING", + + // 2.0 => 2.0001 is hack to work around ANGLE bug + + "float specularNormalization = ( shininess + 2.0001 ) / 8.0;", + + "vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, spotHalfVector ), 5.0 );", + "spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * lDistance * specularNormalization * spotEffect;", + + "#else", + + "spotSpecular += specular * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * lDistance * spotEffect;", + + "#endif", + + "}", + + "}", + + "#endif", + + "#if MAX_DIR_LIGHTS > 0", + + "vec3 dirDiffuse = vec3( 0.0 );", + "vec3 dirSpecular = vec3( 0.0 );" , + + "for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {", + + "vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );", + "vec3 dirVector = normalize( lDirection.xyz );", + + // diffuse + + "float dotProduct = dot( normal, dirVector );", + + "#ifdef WRAP_AROUND", + + "float dirDiffuseWeightFull = max( dotProduct, 0.0 );", + "float dirDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );", + + "vec3 dirDiffuseWeight = mix( vec3( dirDiffuseWeightFull ), vec3( dirDiffuseWeightHalf ), wrapRGB );", + + "#else", + + "float dirDiffuseWeight = max( dotProduct, 0.0 );", + + "#endif", + + "dirDiffuse += diffuse * directionalLightColor[ i ] * dirDiffuseWeight;", + + // specular + + "vec3 dirHalfVector = normalize( dirVector + viewPosition );", + "float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );", + "float dirSpecularWeight = max( pow( dirDotNormalHalf, shininess ), 0.0 );", + + "#ifdef PHYSICALLY_BASED_SHADING", + + /* + // fresnel term from skin shader + "const float F0 = 0.128;", + + "float base = 1.0 - dot( viewPosition, dirHalfVector );", + "float exponential = pow( base, 5.0 );", + + "float fresnel = exponential + F0 * ( 1.0 - exponential );", + */ + + /* + // fresnel term from fresnel shader + "const float mFresnelBias = 0.08;", + "const float mFresnelScale = 0.3;", + "const float mFresnelPower = 5.0;", + + "float fresnel = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( -viewPosition ), normal ), mFresnelPower );", + */ + + // 2.0 => 2.0001 is hack to work around ANGLE bug + + "float specularNormalization = ( shininess + 2.0001 ) / 8.0;", + + //"dirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization * fresnel;", + + "vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( dirVector, dirHalfVector ), 5.0 );", + "dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;", + + "#else", + + "dirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight;", + + "#endif", + + "}", + + "#endif", + + "vec3 totalDiffuse = vec3( 0.0 );", + "vec3 totalSpecular = vec3( 0.0 );", + + "#if MAX_DIR_LIGHTS > 0", + + "totalDiffuse += dirDiffuse;", + "totalSpecular += dirSpecular;", + + "#endif", + + "#if MAX_POINT_LIGHTS > 0", + + "totalDiffuse += pointDiffuse;", + "totalSpecular += pointSpecular;", + + "#endif", + + "#if MAX_SPOT_LIGHTS > 0", + + "totalDiffuse += spotDiffuse;", + "totalSpecular += spotSpecular;", + + "#endif", + + "#ifdef METAL", + + "gl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient + totalSpecular );", + + "#else", + + "gl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient ) + totalSpecular;", + + "#endif" + + ].join("\n"), + + // VERTEX COLORS + + color_pars_fragment: [ + + "#ifdef USE_COLOR", + + "varying vec3 vColor;", + + "#endif" + + ].join("\n"), + + + color_fragment: [ + + "#ifdef USE_COLOR", + + "gl_FragColor = gl_FragColor * vec4( vColor, opacity );", + + "#endif" + + ].join("\n"), + + color_pars_vertex: [ + + "#ifdef USE_COLOR", + + "varying vec3 vColor;", + + "#endif" + + ].join("\n"), + + + color_vertex: [ + + "#ifdef USE_COLOR", + + "#ifdef GAMMA_INPUT", + + "vColor = color * color;", + + "#else", + + "vColor = color;", + + "#endif", + + "#endif" + + ].join("\n"), + + // SKINNING + + skinning_pars_vertex: [ + + "#ifdef USE_SKINNING", + + "uniform mat4 boneGlobalMatrices[ MAX_BONES ];", + + "#endif" + + ].join("\n"), + + skinning_vertex: [ + + "#ifdef USE_SKINNING", + + "gl_Position = ( boneGlobalMatrices[ int( skinIndex.x ) ] * skinVertexA ) * skinWeight.x;", + "gl_Position += ( boneGlobalMatrices[ int( skinIndex.y ) ] * skinVertexB ) * skinWeight.y;", + + "gl_Position = projectionMatrix * modelViewMatrix * gl_Position;", + + "#endif" + + ].join("\n"), + + // MORPHING + + morphtarget_pars_vertex: [ + + "#ifdef USE_MORPHTARGETS", + + "#ifndef USE_MORPHNORMALS", + + "uniform float morphTargetInfluences[ 8 ];", + + "#else", + + "uniform float morphTargetInfluences[ 4 ];", + + "#endif", + + "#endif" + + ].join("\n"), + + morphtarget_vertex: [ + + "#ifdef USE_MORPHTARGETS", + + "vec3 morphed = vec3( 0.0 );", + "morphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];", + "morphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];", + "morphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];", + "morphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];", + + "#ifndef USE_MORPHNORMALS", + + "morphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];", + "morphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];", + "morphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];", + "morphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];", + + "#endif", + + "morphed += position;", + + "gl_Position = projectionMatrix * modelViewMatrix * vec4( morphed, 1.0 );", + + "#endif" + + ].join("\n"), + + default_vertex : [ + + "#ifndef USE_MORPHTARGETS", + "#ifndef USE_SKINNING", + + "gl_Position = projectionMatrix * mvPosition;", + + "#endif", + "#endif" + + ].join("\n"), + + morphnormal_vertex: [ + + "#ifdef USE_MORPHNORMALS", + + "vec3 morphedNormal = vec3( 0.0 );", + + "morphedNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];", + "morphedNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];", + "morphedNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];", + "morphedNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];", + + "morphedNormal += normal;", + + "vec3 transformedNormal = normalMatrix * morphedNormal;", + + "#else", + + "vec3 transformedNormal = normalMatrix * normal;", + + "#endif" + + ].join("\n"), + + // SHADOW MAP + + // based on SpiderGL shadow map and Fabien Sanglard's GLSL shadow mapping examples + // http://spidergl.org/example.php?id=6 + // http://fabiensanglard.net/shadowmapping + + shadowmap_pars_fragment: [ + + "#ifdef USE_SHADOWMAP", + + "uniform sampler2D shadowMap[ MAX_SHADOWS ];", + "uniform vec2 shadowMapSize[ MAX_SHADOWS ];", + + "uniform float shadowDarkness[ MAX_SHADOWS ];", + "uniform float shadowBias[ MAX_SHADOWS ];", + + "varying vec4 vShadowCoord[ MAX_SHADOWS ];", + + "float unpackDepth( const in vec4 rgba_depth ) {", + + "const vec4 bit_shift = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );", + "float depth = dot( rgba_depth, bit_shift );", + "return depth;", + + "}", + + "#endif" + + ].join("\n"), + + shadowmap_fragment: [ + + "#ifdef USE_SHADOWMAP", + + "#ifdef SHADOWMAP_DEBUG", + + "vec3 frustumColors[3];", + "frustumColors[0] = vec3( 1.0, 0.5, 0.0 );", + "frustumColors[1] = vec3( 0.0, 1.0, 0.8 );", + "frustumColors[2] = vec3( 0.0, 0.5, 1.0 );", + + "#endif", + + "#ifdef SHADOWMAP_CASCADE", + + "int inFrustumCount = 0;", + + "#endif", + + "float fDepth;", + "vec3 shadowColor = vec3( 1.0 );", + + "for( int i = 0; i < MAX_SHADOWS; i ++ ) {", + + "vec3 shadowCoord = vShadowCoord[ i ].xyz / vShadowCoord[ i ].w;", + + // "if ( something && something )" breaks ATI OpenGL shader compiler + // "if ( all( something, something ) )" using this instead + + "bvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );", + "bool inFrustum = all( inFrustumVec );", + + // don't shadow pixels outside of light frustum + // use just first frustum (for cascades) + // don't shadow pixels behind far plane of light frustum + + "#ifdef SHADOWMAP_CASCADE", + + "inFrustumCount += int( inFrustum );", + "bvec3 frustumTestVec = bvec3( inFrustum, inFrustumCount == 1, shadowCoord.z <= 1.0 );", + + "#else", + + "bvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );", + + "#endif", + + "bool frustumTest = all( frustumTestVec );", + + "if ( frustumTest ) {", + + "shadowCoord.z += shadowBias[ i ];", + + "#ifdef SHADOWMAP_SOFT", + + // Percentage-close filtering + // (9 pixel kernel) + // http://fabiensanglard.net/shadowmappingPCF/ + + "float shadow = 0.0;", + + /* + // nested loops breaks shader compiler / validator on some ATI cards when using OpenGL + // must enroll loop manually + + "for ( float y = -1.25; y <= 1.25; y += 1.25 )", + "for ( float x = -1.25; x <= 1.25; x += 1.25 ) {", + + "vec4 rgbaDepth = texture2D( shadowMap[ i ], vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy );", + + // doesn't seem to produce any noticeable visual difference compared to simple "texture2D" lookup + //"vec4 rgbaDepth = texture2DProj( shadowMap[ i ], vec4( vShadowCoord[ i ].w * ( vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy ), 0.05, vShadowCoord[ i ].w ) );", + + "float fDepth = unpackDepth( rgbaDepth );", + + "if ( fDepth < shadowCoord.z )", + "shadow += 1.0;", + + "}", + + "shadow /= 9.0;", + + */ + + "const float shadowDelta = 1.0 / 9.0;", + + "float xPixelOffset = 1.0 / shadowMapSize[ i ].x;", + "float yPixelOffset = 1.0 / shadowMapSize[ i ].y;", + + "float dx0 = -1.25 * xPixelOffset;", + "float dy0 = -1.25 * yPixelOffset;", + "float dx1 = 1.25 * xPixelOffset;", + "float dy1 = 1.25 * yPixelOffset;", + + "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );", + "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;", + + "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );", + "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;", + + "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );", + "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;", + + "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );", + "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;", + + "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );", + "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;", + + "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );", + "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;", + + "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );", + "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;", + + "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );", + "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;", + + "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );", + "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;", + + "shadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );", + + "#else", + + "vec4 rgbaDepth = texture2D( shadowMap[ i ], shadowCoord.xy );", + "float fDepth = unpackDepth( rgbaDepth );", + + "if ( fDepth < shadowCoord.z )", + + // spot with multiple shadows is darker + + "shadowColor = shadowColor * vec3( 1.0 - shadowDarkness[ i ] );", + + // spot with multiple shadows has the same color as single shadow spot + + //"shadowColor = min( shadowColor, vec3( shadowDarkness[ i ] ) );", + + "#endif", + + "}", + + + "#ifdef SHADOWMAP_DEBUG", + + "#ifdef SHADOWMAP_CASCADE", + + "if ( inFrustum && inFrustumCount == 1 ) gl_FragColor.xyz *= frustumColors[ i ];", + + "#else", + + "if ( inFrustum ) gl_FragColor.xyz *= frustumColors[ i ];", + + "#endif", + + "#endif", + + "}", + + "#ifdef GAMMA_OUTPUT", + + "shadowColor *= shadowColor;", + + "#endif", + + "gl_FragColor.xyz = gl_FragColor.xyz * shadowColor;", + + "#endif" + + ].join("\n"), + + shadowmap_pars_vertex: [ + + "#ifdef USE_SHADOWMAP", + + "varying vec4 vShadowCoord[ MAX_SHADOWS ];", + "uniform mat4 shadowMatrix[ MAX_SHADOWS ];", + + "#endif" + + ].join("\n"), + + shadowmap_vertex: [ + + "#ifdef USE_SHADOWMAP", + + "for( int i = 0; i < MAX_SHADOWS; i ++ ) {", + + "#ifdef USE_MORPHTARGETS", + + "vShadowCoord[ i ] = shadowMatrix[ i ] * objectMatrix * vec4( morphed, 1.0 );", + + "#else", + + "vShadowCoord[ i ] = shadowMatrix[ i ] * objectMatrix * vec4( position, 1.0 );", + + "#endif", + + "}", + + "#endif" + + ].join("\n"), + + // ALPHATEST + + alphatest_fragment: [ + + "#ifdef ALPHATEST", + + "if ( gl_FragColor.a < ALPHATEST ) discard;", + + "#endif" + + ].join("\n"), + + // LINEAR SPACE + + linear_to_gamma_fragment: [ + + "#ifdef GAMMA_OUTPUT", + + "gl_FragColor.xyz = sqrt( gl_FragColor.xyz );", + + "#endif" + + ].join("\n"), + + +}; + +THREE.UniformsUtils = { + + merge: function ( uniforms ) { + + var u, p, tmp, merged = {}; + + for ( u = 0; u < uniforms.length; u++ ) { + + tmp = this.clone( uniforms[ u ] ); + + for ( p in tmp ) { + + merged[ p ] = tmp[ p ]; + + } + + } + + return merged; + + }, + + clone: function ( uniforms_src ) { + + var u, p, parameter, parameter_src, uniforms_dst = {}; + + for ( u in uniforms_src ) { + + uniforms_dst[ u ] = {}; + + for ( p in uniforms_src[ u ] ) { + + parameter_src = uniforms_src[ u ][ p ]; + + if ( parameter_src instanceof THREE.Color || + parameter_src instanceof THREE.Vector2 || + parameter_src instanceof THREE.Vector3 || + parameter_src instanceof THREE.Vector4 || + parameter_src instanceof THREE.Matrix4 || + parameter_src instanceof THREE.Texture ) { + + uniforms_dst[ u ][ p ] = parameter_src.clone(); + + } else if ( parameter_src instanceof Array ) { + + uniforms_dst[ u ][ p ] = parameter_src.slice(); + + } else { + + uniforms_dst[ u ][ p ] = parameter_src; + + } + + } + + } + + return uniforms_dst; + + } + +}; + +THREE.UniformsLib = { + + common: { + + "diffuse" : { type: "c", value: new THREE.Color( 0xeeeeee ) }, + "opacity" : { type: "f", value: 1.0 }, + + "map" : { type: "t", value: 0, texture: null }, + "offsetRepeat" : { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) }, + + "lightMap" : { type: "t", value: 2, texture: null }, + + "envMap" : { type: "t", value: 1, texture: null }, + "flipEnvMap" : { type: "f", value: -1 }, + "useRefract" : { type: "i", value: 0 }, + "reflectivity" : { type: "f", value: 1.0 }, + "refractionRatio" : { type: "f", value: 0.98 }, + "combine" : { type: "i", value: 0 }, + + "morphTargetInfluences" : { type: "f", value: 0 } + + }, + + 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: [] }, + + "pointLightColor" : { type: "fv", value: [] }, + "pointLightPosition" : { type: "fv", value: [] }, + "pointLightDistance" : { type: "fv1", value: [] }, + + "spotLightColor" : { type: "fv", value: [] }, + "spotLightPosition" : { type: "fv", value: [] }, + "spotLightDirection" : { type: "fv", value: [] }, + "spotLightDistance" : { type: "fv1", value: [] }, + "spotLightAngle" : { type: "fv1", value: [] }, + "spotLightExponent" : { type: "fv1", value: [] } + + }, + + particle: { + + "psColor" : { type: "c", value: new THREE.Color( 0xeeeeee ) }, + "opacity" : { type: "f", value: 1.0 }, + "size" : { type: "f", value: 1.0 }, + "scale" : { type: "f", value: 1.0 }, + "map" : { type: "t", value: 0, texture: null }, + + "fogDensity" : { type: "f", value: 0.00025 }, + "fogNear" : { type: "f", value: 1 }, + "fogFar" : { type: "f", value: 2000 }, + "fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) } + + }, + + shadowmap: { + + "shadowMap": { type: "tv", value: 6, texture: [] }, + "shadowMapSize": { type: "v2v", value: [] }, + + "shadowBias" : { type: "fv1", value: [] }, + "shadowDarkness": { type: "fv1", value: [] }, + + "shadowMatrix" : { type: "m4v", value: [] }, + + } + +}; + +THREE.ShaderLib = { + + 'depth': { + + uniforms: { + + "mNear": { type: "f", value: 1.0 }, + "mFar" : { type: "f", value: 2000.0 }, + "opacity" : { type: "f", value: 1.0 } + + }, + + vertexShader: [ + + "void main() {", + + "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", + + "}" + + ].join("\n"), + + fragmentShader: [ + + "uniform float mNear;", + "uniform float mFar;", + "uniform float opacity;", + + "void main() {", + + "float depth = gl_FragCoord.z / gl_FragCoord.w;", + "float color = 1.0 - smoothstep( mNear, mFar, depth );", + "gl_FragColor = vec4( vec3( color ), opacity );", + + "}" + + ].join("\n") + + }, + + 'normal': { + + uniforms: { + + "opacity" : { type: "f", value: 1.0 } + + }, + + vertexShader: [ + + "varying vec3 vNormal;", + + "void main() {", + + "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );", + "vNormal = normalMatrix * normal;", + + "gl_Position = projectionMatrix * mvPosition;", + + "}" + + ].join("\n"), + + fragmentShader: [ + + "uniform float opacity;", + "varying vec3 vNormal;", + + "void main() {", + + "gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );", + + "}" + + ].join("\n") + + }, + + 'basic': { + + uniforms: THREE.UniformsUtils.merge( [ + + THREE.UniformsLib[ "common" ], + THREE.UniformsLib[ "fog" ], + THREE.UniformsLib[ "shadowmap" ] + + ] ), + + vertexShader: [ + + THREE.ShaderChunk[ "map_pars_vertex" ], + THREE.ShaderChunk[ "lightmap_pars_vertex" ], + THREE.ShaderChunk[ "envmap_pars_vertex" ], + THREE.ShaderChunk[ "color_pars_vertex" ], + THREE.ShaderChunk[ "skinning_pars_vertex" ], + THREE.ShaderChunk[ "morphtarget_pars_vertex" ], + THREE.ShaderChunk[ "shadowmap_pars_vertex" ], + + "void main() {", + + "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );", + + THREE.ShaderChunk[ "map_vertex" ], + THREE.ShaderChunk[ "lightmap_vertex" ], + THREE.ShaderChunk[ "envmap_vertex" ], + THREE.ShaderChunk[ "color_vertex" ], + THREE.ShaderChunk[ "skinning_vertex" ], + THREE.ShaderChunk[ "morphtarget_vertex" ], + THREE.ShaderChunk[ "default_vertex" ], + THREE.ShaderChunk[ "shadowmap_vertex" ], + + "}" + + ].join("\n"), + + fragmentShader: [ + + "uniform vec3 diffuse;", + "uniform float opacity;", + + THREE.ShaderChunk[ "color_pars_fragment" ], + THREE.ShaderChunk[ "map_pars_fragment" ], + THREE.ShaderChunk[ "lightmap_pars_fragment" ], + THREE.ShaderChunk[ "envmap_pars_fragment" ], + THREE.ShaderChunk[ "fog_pars_fragment" ], + THREE.ShaderChunk[ "shadowmap_pars_fragment" ], + + "void main() {", + + "gl_FragColor = vec4( diffuse, opacity );", + + THREE.ShaderChunk[ "map_fragment" ], + THREE.ShaderChunk[ "alphatest_fragment" ], + THREE.ShaderChunk[ "lightmap_fragment" ], + THREE.ShaderChunk[ "color_fragment" ], + THREE.ShaderChunk[ "envmap_fragment" ], + THREE.ShaderChunk[ "shadowmap_fragment" ], + + THREE.ShaderChunk[ "linear_to_gamma_fragment" ], + + THREE.ShaderChunk[ "fog_fragment" ], + + "}" + + ].join("\n") + + }, + + 'lambert': { + + uniforms: THREE.UniformsUtils.merge( [ + + THREE.UniformsLib[ "common" ], + THREE.UniformsLib[ "fog" ], + THREE.UniformsLib[ "lights" ], + THREE.UniformsLib[ "shadowmap" ], + + { + "ambient" : { type: "c", value: new THREE.Color( 0xffffff ) }, + "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) }, + "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) } + } + + ] ), + + vertexShader: [ + + "varying vec3 vLightFront;", + + "#ifdef DOUBLE_SIDED", + + "varying vec3 vLightBack;", + + "#endif", + + THREE.ShaderChunk[ "map_pars_vertex" ], + THREE.ShaderChunk[ "lightmap_pars_vertex" ], + THREE.ShaderChunk[ "envmap_pars_vertex" ], + THREE.ShaderChunk[ "lights_lambert_pars_vertex" ], + THREE.ShaderChunk[ "color_pars_vertex" ], + THREE.ShaderChunk[ "skinning_pars_vertex" ], + THREE.ShaderChunk[ "morphtarget_pars_vertex" ], + THREE.ShaderChunk[ "shadowmap_pars_vertex" ], + + "void main() {", + + "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );", + + THREE.ShaderChunk[ "map_vertex" ], + THREE.ShaderChunk[ "lightmap_vertex" ], + THREE.ShaderChunk[ "envmap_vertex" ], + THREE.ShaderChunk[ "color_vertex" ], + + THREE.ShaderChunk[ "morphnormal_vertex" ], + + "#ifndef USE_ENVMAP", + + "vec4 mPosition = objectMatrix * vec4( position, 1.0 );", + + "#endif", + + THREE.ShaderChunk[ "lights_lambert_vertex" ], + THREE.ShaderChunk[ "skinning_vertex" ], + THREE.ShaderChunk[ "morphtarget_vertex" ], + THREE.ShaderChunk[ "default_vertex" ], + THREE.ShaderChunk[ "shadowmap_vertex" ], + + + "}" + + ].join("\n"), + + fragmentShader: [ + + "uniform float opacity;", + + "varying vec3 vLightFront;", + + "#ifdef DOUBLE_SIDED", + + "varying vec3 vLightBack;", + + "#endif", + + THREE.ShaderChunk[ "color_pars_fragment" ], + THREE.ShaderChunk[ "map_pars_fragment" ], + THREE.ShaderChunk[ "lightmap_pars_fragment" ], + THREE.ShaderChunk[ "envmap_pars_fragment" ], + THREE.ShaderChunk[ "fog_pars_fragment" ], + THREE.ShaderChunk[ "shadowmap_pars_fragment" ], + + "void main() {", + + "gl_FragColor = vec4( vec3 ( 1.0 ), opacity );", + + THREE.ShaderChunk[ "map_fragment" ], + THREE.ShaderChunk[ "alphatest_fragment" ], + + "#ifdef DOUBLE_SIDED", + + //"float isFront = float( gl_FrontFacing );", + //"gl_FragColor.xyz *= isFront * vLightFront + ( 1.0 - isFront ) * vLightBack;", + + "if ( gl_FrontFacing )", + "gl_FragColor.xyz *= vLightFront;", + "else", + "gl_FragColor.xyz *= vLightBack;", + + "#else", + + "gl_FragColor.xyz *= vLightFront;", + + "#endif", + + THREE.ShaderChunk[ "lightmap_fragment" ], + THREE.ShaderChunk[ "color_fragment" ], + THREE.ShaderChunk[ "envmap_fragment" ], + THREE.ShaderChunk[ "shadowmap_fragment" ], + + THREE.ShaderChunk[ "linear_to_gamma_fragment" ], + + THREE.ShaderChunk[ "fog_fragment" ], + + "}" + + ].join("\n") + + }, + + 'phong': { + + uniforms: THREE.UniformsUtils.merge( [ + + THREE.UniformsLib[ "common" ], + THREE.UniformsLib[ "fog" ], + THREE.UniformsLib[ "lights" ], + THREE.UniformsLib[ "shadowmap" ], + + { + "ambient" : { type: "c", value: new THREE.Color( 0xffffff ) }, + "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) }, + "specular" : { type: "c", value: new THREE.Color( 0x111111 ) }, + "shininess": { type: "f", value: 30 }, + "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) } + } + + ] ), + + vertexShader: [ + + "varying vec3 vViewPosition;", + "varying vec3 vNormal;", + + THREE.ShaderChunk[ "map_pars_vertex" ], + THREE.ShaderChunk[ "lightmap_pars_vertex" ], + THREE.ShaderChunk[ "envmap_pars_vertex" ], + THREE.ShaderChunk[ "lights_phong_pars_vertex" ], + THREE.ShaderChunk[ "color_pars_vertex" ], + THREE.ShaderChunk[ "skinning_pars_vertex" ], + THREE.ShaderChunk[ "morphtarget_pars_vertex" ], + THREE.ShaderChunk[ "shadowmap_pars_vertex" ], + + "void main() {", + + "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );", + + THREE.ShaderChunk[ "map_vertex" ], + THREE.ShaderChunk[ "lightmap_vertex" ], + THREE.ShaderChunk[ "envmap_vertex" ], + THREE.ShaderChunk[ "color_vertex" ], + + "#ifndef USE_ENVMAP", + + "vec4 mPosition = objectMatrix * vec4( position, 1.0 );", + + "#endif", + + "vViewPosition = -mvPosition.xyz;", + + THREE.ShaderChunk[ "morphnormal_vertex" ], + + "vNormal = transformedNormal;", + + THREE.ShaderChunk[ "lights_phong_vertex" ], + THREE.ShaderChunk[ "skinning_vertex" ], + THREE.ShaderChunk[ "morphtarget_vertex" ], + THREE.ShaderChunk[ "default_vertex" ], + THREE.ShaderChunk[ "shadowmap_vertex" ], + + "}" + + ].join("\n"), + + fragmentShader: [ + + "uniform vec3 diffuse;", + "uniform float opacity;", + + "uniform vec3 ambient;", + "uniform vec3 emissive;", + "uniform vec3 specular;", + "uniform float shininess;", + + THREE.ShaderChunk[ "color_pars_fragment" ], + THREE.ShaderChunk[ "map_pars_fragment" ], + THREE.ShaderChunk[ "lightmap_pars_fragment" ], + THREE.ShaderChunk[ "envmap_pars_fragment" ], + THREE.ShaderChunk[ "fog_pars_fragment" ], + THREE.ShaderChunk[ "lights_phong_pars_fragment" ], + THREE.ShaderChunk[ "shadowmap_pars_fragment" ], + + "void main() {", + + "gl_FragColor = vec4( vec3 ( 1.0 ), opacity );", + + THREE.ShaderChunk[ "map_fragment" ], + THREE.ShaderChunk[ "alphatest_fragment" ], + + THREE.ShaderChunk[ "lights_phong_fragment" ], + + THREE.ShaderChunk[ "lightmap_fragment" ], + THREE.ShaderChunk[ "color_fragment" ], + THREE.ShaderChunk[ "envmap_fragment" ], + THREE.ShaderChunk[ "shadowmap_fragment" ], + + THREE.ShaderChunk[ "linear_to_gamma_fragment" ], + + THREE.ShaderChunk[ "fog_fragment" ], + + "}" + + ].join("\n") + + }, + + 'particle_basic': { + + uniforms: THREE.UniformsUtils.merge( [ + + THREE.UniformsLib[ "particle" ], + THREE.UniformsLib[ "shadowmap" ] + + ] ), + + vertexShader: [ + + "uniform float size;", + "uniform float scale;", + + THREE.ShaderChunk[ "color_pars_vertex" ], + THREE.ShaderChunk[ "shadowmap_pars_vertex" ], + + "void main() {", + + THREE.ShaderChunk[ "color_vertex" ], + + "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );", + + "#ifdef USE_SIZEATTENUATION", + "gl_PointSize = size * ( scale / length( mvPosition.xyz ) );", + "#else", + "gl_PointSize = size;", + "#endif", + + "gl_Position = projectionMatrix * mvPosition;", + + THREE.ShaderChunk[ "shadowmap_vertex" ], + + "}" + + ].join("\n"), + + fragmentShader: [ + + "uniform vec3 psColor;", + "uniform float opacity;", + + THREE.ShaderChunk[ "color_pars_fragment" ], + THREE.ShaderChunk[ "map_particle_pars_fragment" ], + THREE.ShaderChunk[ "fog_pars_fragment" ], + THREE.ShaderChunk[ "shadowmap_pars_fragment" ], + + "void main() {", + + "gl_FragColor = vec4( psColor, opacity );", + + THREE.ShaderChunk[ "map_particle_fragment" ], + THREE.ShaderChunk[ "alphatest_fragment" ], + THREE.ShaderChunk[ "color_fragment" ], + THREE.ShaderChunk[ "shadowmap_fragment" ], + THREE.ShaderChunk[ "fog_fragment" ], + + "}" + + ].join("\n") + + }, + + // Depth encoding into RGBA texture + // based on SpiderGL shadow map example + // http://spidergl.org/example.php?id=6 + // originally from + // http://www.gamedev.net/topic/442138-packing-a-float-into-a-a8r8g8b8-texture-shader/page__whichpage__1%25EF%25BF%25BD + // see also here: + // http://aras-p.info/blog/2009/07/30/encoding-floats-to-rgba-the-final/ + + 'depthRGBA': { + + uniforms: {}, + + vertexShader: [ + + THREE.ShaderChunk[ "morphtarget_pars_vertex" ], + + "void main() {", + + "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );", + + THREE.ShaderChunk[ "morphtarget_vertex" ], + THREE.ShaderChunk[ "default_vertex" ], + + "}" + + ].join("\n"), + + fragmentShader: [ + + "vec4 pack_depth( const in float depth ) {", + + "const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );", + "const vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );", + "vec4 res = fract( depth * bit_shift );", + "res -= res.xxyz * bit_mask;", + "return res;", + + "}", + + "void main() {", + + "gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );", + + //"gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z / gl_FragCoord.w );", + //"float z = ( ( gl_FragCoord.z / gl_FragCoord.w ) - 3.0 ) / ( 4000.0 - 3.0 );", + //"gl_FragData[ 0 ] = pack_depth( z );", + //"gl_FragData[ 0 ] = vec4( z, z, z, 1.0 );", + + "}" + + ].join("\n") + + } + +};/** + * @author supereggbert / http://www.paulbrunt.co.uk/ + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * @author szimek / https://github.com/szimek/ + */ + +THREE.WebGLRenderer = function ( parameters ) { + + console.log( 'THREE.WebGLRenderer', THREE.REVISION ); + + parameters = parameters || {}; + + var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ), + + _precision = parameters.precision !== undefined ? parameters.precision : 'highp', + + _alpha = parameters.alpha !== undefined ? parameters.alpha : true, + _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true, + _antialias = parameters.antialias !== undefined ? parameters.antialias : false, + _stencil = parameters.stencil !== undefined ? parameters.stencil : true, + _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false, + + _clearColor = parameters.clearColor !== undefined ? new THREE.Color( parameters.clearColor ) : new THREE.Color( 0x000000 ), + _clearAlpha = parameters.clearAlpha !== undefined ? parameters.clearAlpha : 0, + + _maxLights = parameters.maxLights !== undefined ? parameters.maxLights : 4; + + // public properties + + this.domElement = _canvas; + this.context = null; + + // clearing + + this.autoClear = true; + this.autoClearColor = true; + this.autoClearDepth = true; + this.autoClearStencil = true; + + // scene graph + + this.sortObjects = true; + + this.autoUpdateObjects = true; + this.autoUpdateScene = true; + + // physically based shading + + this.gammaInput = false; + this.gammaOutput = false; + this.physicallyBasedShading = false; + + // shadow map + + this.shadowMapEnabled = false; + this.shadowMapAutoUpdate = true; + this.shadowMapSoft = true; + this.shadowMapCullFrontFaces = true; + this.shadowMapDebug = false; + this.shadowMapCascade = false; + + // morphs + + this.maxMorphTargets = 8; + this.maxMorphNormals = 4; + + // flags + + this.autoScaleCubemaps = true; + + // custom render plugins + + this.renderPluginsPre = []; + this.renderPluginsPost = []; + + // info + + this.info = { + + memory: { + + programs: 0, + geometries: 0, + textures: 0 + + }, + + render: { + + calls: 0, + vertices: 0, + faces: 0, + points: 0 + + } + + }; + + // internal properties + + var _this = this, + + _gl, + + _programs = [], + + // internal state cache + + _currentProgram = null, + _currentFramebuffer = null, + _currentMaterialId = -1, + _currentGeometryGroupHash = null, + _currentCamera = null, + _geometryGroupCounter = 0, + + // GL state cache + + _oldDoubleSided = -1, + _oldFlipSided = -1, + + _oldBlending = -1, + + _oldBlendEquation = -1, + _oldBlendSrc = -1, + _oldBlendDst = -1, + + _oldDepthTest = -1, + _oldDepthWrite = -1, + + _oldPolygonOffset = null, + _oldPolygonOffsetFactor = null, + _oldPolygonOffsetUnits = null, + + _oldLineWidth = null, + + _viewportX = 0, + _viewportY = 0, + _viewportWidth = 0, + _viewportHeight = 0, + _currentWidth = 0, + _currentHeight = 0, + + // frustum + + _frustum = new THREE.Frustum(), + + // camera matrices cache + + _projScreenMatrix = new THREE.Matrix4(), + _projScreenMatrixPS = new THREE.Matrix4(), + + _vector3 = new THREE.Vector4(), + + // light arrays cache + + _direction = new THREE.Vector3(), + + _lightsNeedUpdate = true, + + _lights = { + + ambient: [ 0, 0, 0 ], + directional: { length: 0, colors: new Array(), positions: new Array() }, + point: { length: 0, colors: new Array(), positions: new Array(), distances: new Array() }, + spot: { length: 0, colors: new Array(), positions: new Array(), distances: new Array(), directions: new Array(), angles: new Array(), exponents: new Array() } + + }; + + // initialize + + _gl = initGL(); + + setDefaultGLState(); + + this.context = _gl; + + // GPU capabilities + + var _maxVertexTextures = _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ), + _maxTextureSize = _gl.getParameter( _gl.MAX_TEXTURE_SIZE ), + _maxCubemapSize = _gl.getParameter( _gl.MAX_CUBE_MAP_TEXTURE_SIZE ); + + // API + + this.getContext = function () { + + return _gl; + + }; + + this.supportsVertexTextures = function () { + + return _maxVertexTextures > 0; + + }; + + this.setSize = function ( width, height ) { + + _canvas.width = width; + _canvas.height = height; + + this.setViewport( 0, 0, _canvas.width, _canvas.height ); + + }; + + this.setViewport = function ( x, y, width, height ) { + + _viewportX = x; + _viewportY = y; + + _viewportWidth = width; + _viewportHeight = height; + + _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight ); + + }; + + this.setScissor = function ( x, y, width, height ) { + + _gl.scissor( x, y, width, height ); + + }; + + this.enableScissorTest = function ( enable ) { + + enable ? _gl.enable( _gl.SCISSOR_TEST ) : _gl.disable( _gl.SCISSOR_TEST ); + + }; + + // Clearing + + this.setClearColorHex = function ( hex, alpha ) { + + _clearColor.setHex( hex ); + _clearAlpha = alpha; + + _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha ); + + }; + + this.setClearColor = function ( color, alpha ) { + + _clearColor.copy( color ); + _clearAlpha = alpha; + + _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha ); + + }; + + this.getClearColor = function () { + + return _clearColor; + + }; + + this.getClearAlpha = function () { + + return _clearAlpha; + + }; + + this.clear = function ( color, depth, stencil ) { + + var bits = 0; + + if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT; + if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT; + if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT; + + _gl.clear( bits ); + + }; + + this.clearTarget = function ( renderTarget, color, depth, stencil ) { + + this.setRenderTarget( renderTarget ); + this.clear( color, depth, stencil ); + + }; + + // Plugins + + this.addPostPlugin = function ( plugin ) { + + plugin.init( this ); + this.renderPluginsPost.push( plugin ); + + }; + + this.addPrePlugin = function ( plugin ) { + + plugin.init( this ); + this.renderPluginsPre.push( plugin ); + + }; + + // Deallocation + + this.deallocateObject = function ( object ) { + + if ( ! object.__webglInit ) return; + + object.__webglInit = false; + + delete object._modelViewMatrix; + delete object._normalMatrix; + + delete object._normalMatrixArray; + delete object._modelViewMatrixArray; + delete object._objectMatrixArray; + + if ( object instanceof THREE.Mesh ) { + + for ( var g in object.geometry.geometryGroups ) { + + deleteMeshBuffers( object.geometry.geometryGroups[ g ] ); + + } + + } else if ( object instanceof THREE.Ribbon ) { + + deleteRibbonBuffers( object.geometry ); + + } else if ( object instanceof THREE.Line ) { + + deleteLineBuffers( object.geometry ); + + } else if ( object instanceof THREE.ParticleSystem ) { + + deleteParticleBuffers( object.geometry ); + + } + + }; + + this.deallocateTexture = function ( texture ) { + + if ( ! texture.__webglInit ) return; + + texture.__webglInit = false; + _gl.deleteTexture( texture.__webglTexture ); + + _this.info.memory.textures --; + + }; + + this.deallocateRenderTarget = function ( renderTarget ) { + + if ( !renderTarget || ! renderTarget.__webglTexture ) return; + + _gl.deleteTexture( renderTarget.__webglTexture ); + + if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) { + + for ( var i = 0; i < 6; i ++ ) { + + _gl.deleteFramebuffer( renderTarget.__webglFramebuffer[ i ] ); + _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer[ i ] ); + + } + + } else { + + _gl.deleteFramebuffer( renderTarget.__webglFramebuffer ); + _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer ); + + } + + }; + + // Rendering + + this.updateShadowMap = function ( scene, camera ) { + + _currentProgram = null; + _oldBlending = -1; + _oldDepthTest = -1; + _oldDepthWrite = -1; + _currentGeometryGroupHash = -1; + _currentMaterialId = -1; + _lightsNeedUpdate = true; + _oldDoubleSided = -1; + _oldFlipSided = -1; + + this.shadowMapPlugin.update( scene, camera ); + + }; + + // Internal functions + + // Buffer allocation + + function createParticleBuffers ( geometry ) { + + geometry.__webglVertexBuffer = _gl.createBuffer(); + geometry.__webglColorBuffer = _gl.createBuffer(); + + _this.info.geometries ++; + + }; + + function createLineBuffers ( geometry ) { + + geometry.__webglVertexBuffer = _gl.createBuffer(); + geometry.__webglColorBuffer = _gl.createBuffer(); + + _this.info.memory.geometries ++; + + }; + + function createRibbonBuffers ( geometry ) { + + geometry.__webglVertexBuffer = _gl.createBuffer(); + geometry.__webglColorBuffer = _gl.createBuffer(); + + _this.info.memory.geometries ++; + + }; + + function createMeshBuffers ( geometryGroup ) { + + geometryGroup.__webglVertexBuffer = _gl.createBuffer(); + geometryGroup.__webglNormalBuffer = _gl.createBuffer(); + geometryGroup.__webglTangentBuffer = _gl.createBuffer(); + geometryGroup.__webglColorBuffer = _gl.createBuffer(); + geometryGroup.__webglUVBuffer = _gl.createBuffer(); + geometryGroup.__webglUV2Buffer = _gl.createBuffer(); + + geometryGroup.__webglSkinVertexABuffer = _gl.createBuffer(); + geometryGroup.__webglSkinVertexBBuffer = _gl.createBuffer(); + geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer(); + geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer(); + + geometryGroup.__webglFaceBuffer = _gl.createBuffer(); + geometryGroup.__webglLineBuffer = _gl.createBuffer(); + + var m, ml; + + if ( geometryGroup.numMorphTargets ) { + + geometryGroup.__webglMorphTargetsBuffers = []; + + for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) { + + geometryGroup.__webglMorphTargetsBuffers.push( _gl.createBuffer() ); + + } + + } + + if ( geometryGroup.numMorphNormals ) { + + geometryGroup.__webglMorphNormalsBuffers = []; + + for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) { + + geometryGroup.__webglMorphNormalsBuffers.push( _gl.createBuffer() ); + + } + + } + + _this.info.memory.geometries ++; + + }; + + // Buffer deallocation + + function deleteParticleBuffers ( geometry ) { + + _gl.deleteBuffer( geometry.__webglVertexBuffer ); + _gl.deleteBuffer( geometry.__webglColorBuffer ); + + _this.info.memory.geometries --; + + }; + + function deleteLineBuffers ( geometry ) { + + _gl.deleteBuffer( geometry.__webglVertexBuffer ); + _gl.deleteBuffer( geometry.__webglColorBuffer ); + + _this.info.memory.geometries --; + + }; + + function deleteRibbonBuffers ( geometry ) { + + _gl.deleteBuffer( geometry.__webglVertexBuffer ); + _gl.deleteBuffer( geometry.__webglColorBuffer ); + + _this.info.memory.geometries --; + + }; + + function deleteMeshBuffers ( geometryGroup ) { + + _gl.deleteBuffer( geometryGroup.__webglVertexBuffer ); + _gl.deleteBuffer( geometryGroup.__webglNormalBuffer ); + _gl.deleteBuffer( geometryGroup.__webglTangentBuffer ); + _gl.deleteBuffer( geometryGroup.__webglColorBuffer ); + _gl.deleteBuffer( geometryGroup.__webglUVBuffer ); + _gl.deleteBuffer( geometryGroup.__webglUV2Buffer ); + + _gl.deleteBuffer( geometryGroup.__webglSkinVertexABuffer ); + _gl.deleteBuffer( geometryGroup.__webglSkinVertexBBuffer ); + _gl.deleteBuffer( geometryGroup.__webglSkinIndicesBuffer ); + _gl.deleteBuffer( geometryGroup.__webglSkinWeightsBuffer ); + + _gl.deleteBuffer( geometryGroup.__webglFaceBuffer ); + _gl.deleteBuffer( geometryGroup.__webglLineBuffer ); + + var m, ml; + + if ( geometryGroup.numMorphTargets ) { + + for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) { + + _gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] ); + + } + + } + + if ( geometryGroup.numMorphNormals ) { + + for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) { + + _gl.deleteBuffer( geometryGroup.__webglMorphNormalsBuffers[ m ] ); + + } + + } + + + if ( geometryGroup.__webglCustomAttributesList ) { + + for ( var id in geometryGroup.__webglCustomAttributesList ) { + + _gl.deleteBuffer( geometryGroup.__webglCustomAttributesList[ id ].buffer ); + + } + + } + + _this.info.memory.geometries --; + + }; + + // Buffer initialization + + function initCustomAttributes ( geometry, object ) { + + var nvertices = geometry.vertices.length; + + var material = object.material; + + if ( material.attributes ) { + + if ( geometry.__webglCustomAttributesList === undefined ) { + + geometry.__webglCustomAttributesList = []; + + } + + for ( var a in material.attributes ) { + + var attribute = material.attributes[ a ]; + + if( !attribute.__webglInitialized || attribute.createUniqueBuffers ) { + + attribute.__webglInitialized = true; + + var size = 1; // "f" and "i" + + if ( attribute.type === "v2" ) size = 2; + else if ( attribute.type === "v3" ) size = 3; + else if ( attribute.type === "v4" ) size = 4; + else if ( attribute.type === "c" ) size = 3; + + attribute.size = size; + + attribute.array = new Float32Array( nvertices * size ); + + attribute.buffer = _gl.createBuffer(); + attribute.buffer.belongsToAttribute = a; + + attribute.needsUpdate = true; + + } + + geometry.__webglCustomAttributesList.push( attribute ); + + } + + } + + }; + + function initParticleBuffers ( geometry, object ) { + + var nvertices = geometry.vertices.length; + + geometry.__vertexArray = new Float32Array( nvertices * 3 ); + geometry.__colorArray = new Float32Array( nvertices * 3 ); + + geometry.__sortArray = []; + + geometry.__webglParticleCount = nvertices; + + initCustomAttributes ( geometry, object ); + + }; + + function initLineBuffers ( geometry, object ) { + + var nvertices = geometry.vertices.length; + + geometry.__vertexArray = new Float32Array( nvertices * 3 ); + geometry.__colorArray = new Float32Array( nvertices * 3 ); + + geometry.__webglLineCount = nvertices; + + initCustomAttributes ( geometry, object ); + + }; + + function initRibbonBuffers ( geometry ) { + + var nvertices = geometry.vertices.length; + + geometry.__vertexArray = new Float32Array( nvertices * 3 ); + geometry.__colorArray = new Float32Array( nvertices * 3 ); + + geometry.__webglVertexCount = nvertices; + + }; + + function initMeshBuffers ( geometryGroup, object ) { + + var geometry = object.geometry, + faces3 = geometryGroup.faces3, + faces4 = geometryGroup.faces4, + + nvertices = faces3.length * 3 + faces4.length * 4, + ntris = faces3.length * 1 + faces4.length * 2, + nlines = faces3.length * 3 + faces4.length * 4, + + material = getBufferMaterial( object, geometryGroup ), + + uvType = bufferGuessUVType( material ), + normalType = bufferGuessNormalType( material ), + vertexColorType = bufferGuessVertexColorType( material ); + + //console.log( "uvType", uvType, "normalType", normalType, "vertexColorType", vertexColorType, object, geometryGroup, material ); + + geometryGroup.__vertexArray = new Float32Array( nvertices * 3 ); + + if ( normalType ) { + + geometryGroup.__normalArray = new Float32Array( nvertices * 3 ); + + } + + if ( geometry.hasTangents ) { + + geometryGroup.__tangentArray = new Float32Array( nvertices * 4 ); + + } + + if ( vertexColorType ) { + + geometryGroup.__colorArray = new Float32Array( nvertices * 3 ); + + } + + if ( uvType ) { + + if ( geometry.faceUvs.length > 0 || geometry.faceVertexUvs.length > 0 ) { + + geometryGroup.__uvArray = new Float32Array( nvertices * 2 ); + + } + + if ( geometry.faceUvs.length > 1 || geometry.faceVertexUvs.length > 1 ) { + + geometryGroup.__uv2Array = new Float32Array( nvertices * 2 ); + + } + + } + + if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) { + + geometryGroup.__skinVertexAArray = new Float32Array( nvertices * 4 ); + geometryGroup.__skinVertexBArray = new Float32Array( nvertices * 4 ); + geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 ); + geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 ); + + } + + geometryGroup.__faceArray = new Uint16Array( ntris * 3 ); + geometryGroup.__lineArray = new Uint16Array( nlines * 2 ); + + var m, ml; + + if ( geometryGroup.numMorphTargets ) { + + geometryGroup.__morphTargetsArrays = []; + + for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) { + + geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) ); + + } + + } + + if ( geometryGroup.numMorphNormals ) { + + geometryGroup.__morphNormalsArrays = []; + + for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) { + + geometryGroup.__morphNormalsArrays.push( new Float32Array( nvertices * 3 ) ); + + } + + } + + geometryGroup.__webglFaceCount = ntris * 3; + geometryGroup.__webglLineCount = nlines * 2; + + + // custom attributes + + if ( material.attributes ) { + + if ( geometryGroup.__webglCustomAttributesList === undefined ) { + + geometryGroup.__webglCustomAttributesList = []; + + } + + for ( var a in material.attributes ) { + + // Do a shallow copy of the attribute object so different geometryGroup chunks use different + // attribute buffers which are correctly indexed in the setMeshBuffers function + + var originalAttribute = material.attributes[ a ]; + + var attribute = {}; + + for ( var property in originalAttribute ) { + + attribute[ property ] = originalAttribute[ property ]; + + } + + if( !attribute.__webglInitialized || attribute.createUniqueBuffers ) { + + attribute.__webglInitialized = true; + + var size = 1; // "f" and "i" + + if( attribute.type === "v2" ) size = 2; + else if( attribute.type === "v3" ) size = 3; + else if( attribute.type === "v4" ) size = 4; + else if( attribute.type === "c" ) size = 3; + + attribute.size = size; + + attribute.array = new Float32Array( nvertices * size ); + + attribute.buffer = _gl.createBuffer(); + attribute.buffer.belongsToAttribute = a; + + originalAttribute.needsUpdate = true; + attribute.__original = originalAttribute; + + } + + geometryGroup.__webglCustomAttributesList.push( attribute ); + + } + + } + + geometryGroup.__inittedArrays = true; + + }; + + function getBufferMaterial( object, geometryGroup ) { + + if ( object.material && ! ( object.material instanceof THREE.MeshFaceMaterial ) ) { + + return object.material; + + } else if ( geometryGroup.materialIndex >= 0 ) { + + return object.geometry.materials[ geometryGroup.materialIndex ]; + + } + + }; + + function materialNeedsSmoothNormals ( material ) { + + return material && material.shading !== undefined && material.shading === THREE.SmoothShading; + + }; + + function bufferGuessNormalType ( material ) { + + // only MeshBasicMaterial and MeshDepthMaterial don't need normals + + if ( ( material instanceof THREE.MeshBasicMaterial && !material.envMap ) || material instanceof THREE.MeshDepthMaterial ) { + + return false; + + } + + if ( materialNeedsSmoothNormals( material ) ) { + + return THREE.SmoothShading; + + } else { + + return THREE.FlatShading; + + } + + }; + + function bufferGuessVertexColorType ( material ) { + + if ( material.vertexColors ) { + + return material.vertexColors; + + } + + return false; + + }; + + function bufferGuessUVType ( material ) { + + // material must use some texture to require uvs + + if ( material.map || material.lightMap || material instanceof THREE.ShaderMaterial ) { + + return true; + + } + + return false; + + }; + + // Buffer setting + + function setParticleBuffers ( geometry, hint, object ) { + + var v, c, vertex, offset, index, color, + + vertices = geometry.vertices, + vl = vertices.length, + + colors = geometry.colors, + cl = colors.length, + + vertexArray = geometry.__vertexArray, + colorArray = geometry.__colorArray, + + sortArray = geometry.__sortArray, + + dirtyVertices = geometry.verticesNeedUpdate, + dirtyElements = geometry.elementsNeedUpdate, + dirtyColors = geometry.colorsNeedUpdate, + + customAttributes = geometry.__webglCustomAttributesList, + i, il, + a, ca, cal, value, + customAttribute; + + if ( object.sortParticles ) { + + _projScreenMatrixPS.copy( _projScreenMatrix ); + _projScreenMatrixPS.multiplySelf( object.matrixWorld ); + + for ( v = 0; v < vl; v ++ ) { + + vertex = vertices[ v ]; + + _vector3.copy( vertex ); + _projScreenMatrixPS.multiplyVector3( _vector3 ); + + sortArray[ v ] = [ _vector3.z, v ]; + + } + + sortArray.sort( function( a, b ) { return b[ 0 ] - a[ 0 ]; } ); + + for ( v = 0; v < vl; v ++ ) { + + vertex = vertices[ sortArray[v][1] ]; + + offset = v * 3; + + vertexArray[ offset ] = vertex.x; + vertexArray[ offset + 1 ] = vertex.y; + vertexArray[ offset + 2 ] = vertex.z; + + } + + for ( c = 0; c < cl; c ++ ) { + + offset = c * 3; + + color = colors[ sortArray[c][1] ]; + + colorArray[ offset ] = color.r; + colorArray[ offset + 1 ] = color.g; + colorArray[ offset + 2 ] = color.b; + + } + + if ( customAttributes ) { + + for ( i = 0, il = customAttributes.length; i < il; i ++ ) { + + customAttribute = customAttributes[ i ]; + + if ( ! ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) ) continue; + + offset = 0; + + cal = customAttribute.value.length; + + if ( customAttribute.size === 1 ) { + + for ( ca = 0; ca < cal; ca ++ ) { + + index = sortArray[ ca ][ 1 ]; + + customAttribute.array[ ca ] = customAttribute.value[ index ]; + + } + + } else if ( customAttribute.size === 2 ) { + + for ( ca = 0; ca < cal; ca ++ ) { + + index = sortArray[ ca ][ 1 ]; + + value = customAttribute.value[ index ]; + + customAttribute.array[ offset ] = value.x; + customAttribute.array[ offset + 1 ] = value.y; + + offset += 2; + + } + + } else if ( customAttribute.size === 3 ) { + + if ( customAttribute.type === "c" ) { + + for ( ca = 0; ca < cal; ca ++ ) { + + index = sortArray[ ca ][ 1 ]; + + value = customAttribute.value[ index ]; + + customAttribute.array[ offset ] = value.r; + customAttribute.array[ offset + 1 ] = value.g; + customAttribute.array[ offset + 2 ] = value.b; + + offset += 3; + + } + + } else { + + for ( ca = 0; ca < cal; ca ++ ) { + + index = sortArray[ ca ][ 1 ]; + + value = customAttribute.value[ index ]; + + customAttribute.array[ offset ] = value.x; + customAttribute.array[ offset + 1 ] = value.y; + customAttribute.array[ offset + 2 ] = value.z; + + offset += 3; + + } + + } + + } else if ( customAttribute.size === 4 ) { + + for ( ca = 0; ca < cal; ca ++ ) { + + index = sortArray[ ca ][ 1 ]; + + value = customAttribute.value[ index ]; + + customAttribute.array[ offset ] = value.x; + customAttribute.array[ offset + 1 ] = value.y; + customAttribute.array[ offset + 2 ] = value.z; + customAttribute.array[ offset + 3 ] = value.w; + + offset += 4; + + } + + } + + } + + } + + } else { + + if ( dirtyVertices ) { + + for ( v = 0; v < vl; v ++ ) { + + vertex = vertices[ v ]; + + offset = v * 3; + + vertexArray[ offset ] = vertex.x; + vertexArray[ offset + 1 ] = vertex.y; + vertexArray[ offset + 2 ] = vertex.z; + + } + + } + + if ( dirtyColors ) { + + for ( c = 0; c < cl; c ++ ) { + + color = colors[ c ]; + + offset = c * 3; + + colorArray[ offset ] = color.r; + colorArray[ offset + 1 ] = color.g; + colorArray[ offset + 2 ] = color.b; + + } + + } + + if ( customAttributes ) { + + for ( i = 0, il = customAttributes.length; i < il; i ++ ) { + + customAttribute = customAttributes[ i ]; + + if ( customAttribute.needsUpdate && + ( customAttribute.boundTo === undefined || + customAttribute.boundTo === "vertices") ) { + + cal = customAttribute.value.length; + + offset = 0; + + if ( customAttribute.size === 1 ) { + + for ( ca = 0; ca < cal; ca ++ ) { + + customAttribute.array[ ca ] = customAttribute.value[ ca ]; + + } + + } else if ( customAttribute.size === 2 ) { + + for ( ca = 0; ca < cal; ca ++ ) { + + value = customAttribute.value[ ca ]; + + customAttribute.array[ offset ] = value.x; + customAttribute.array[ offset + 1 ] = value.y; + + offset += 2; + + } + + } else if ( customAttribute.size === 3 ) { + + if ( customAttribute.type === "c" ) { + + for ( ca = 0; ca < cal; ca ++ ) { + + value = customAttribute.value[ ca ]; + + customAttribute.array[ offset ] = value.r; + customAttribute.array[ offset + 1 ] = value.g; + customAttribute.array[ offset + 2 ] = value.b; + + offset += 3; + + } + + } else { + + for ( ca = 0; ca < cal; ca ++ ) { + + value = customAttribute.value[ ca ]; + + customAttribute.array[ offset ] = value.x; + customAttribute.array[ offset + 1 ] = value.y; + customAttribute.array[ offset + 2 ] = value.z; + + offset += 3; + + } + + } + + } else if ( customAttribute.size === 4 ) { + + for ( ca = 0; ca < cal; ca ++ ) { + + value = customAttribute.value[ ca ]; + + customAttribute.array[ offset ] = value.x; + customAttribute.array[ offset + 1 ] = value.y; + customAttribute.array[ offset + 2 ] = value.z; + customAttribute.array[ offset + 3 ] = value.w; + + offset += 4; + + } + + } + + } + + } + + } + + } + + if ( dirtyVertices || object.sortParticles ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint ); + + } + + if ( dirtyColors || object.sortParticles ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint ); + + } + + if ( customAttributes ) { + + for ( i = 0, il = customAttributes.length; i < il; i ++ ) { + + customAttribute = customAttributes[ i ]; + + if ( customAttribute.needsUpdate || object.sortParticles ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint ); + + } + + } + + } + + + }; + + function setLineBuffers ( geometry, hint ) { + + var v, c, vertex, offset, color, + + vertices = geometry.vertices, + colors = geometry.colors, + vl = vertices.length, + cl = colors.length, + + vertexArray = geometry.__vertexArray, + colorArray = geometry.__colorArray, + + dirtyVertices = geometry.verticesNeedUpdate, + dirtyColors = geometry.colorsNeedUpdate, + + customAttributes = geometry.__webglCustomAttributesList, + + i, il, + a, ca, cal, value, + customAttribute; + + if ( dirtyVertices ) { + + for ( v = 0; v < vl; v ++ ) { + + vertex = vertices[ v ]; + + offset = v * 3; + + vertexArray[ offset ] = vertex.x; + vertexArray[ offset + 1 ] = vertex.y; + vertexArray[ offset + 2 ] = vertex.z; + + } + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint ); + + } + + if ( dirtyColors ) { + + for ( c = 0; c < cl; c ++ ) { + + color = colors[ c ]; + + offset = c * 3; + + colorArray[ offset ] = color.r; + colorArray[ offset + 1 ] = color.g; + colorArray[ offset + 2 ] = color.b; + + } + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint ); + + } + + if ( customAttributes ) { + + for ( i = 0, il = customAttributes.length; i < il; i ++ ) { + + customAttribute = customAttributes[ i ]; + + if ( customAttribute.needsUpdate && + ( customAttribute.boundTo === undefined || + customAttribute.boundTo === "vertices" ) ) { + + offset = 0; + + cal = customAttribute.value.length; + + if ( customAttribute.size === 1 ) { + + for ( ca = 0; ca < cal; ca ++ ) { + + customAttribute.array[ ca ] = customAttribute.value[ ca ]; + + } + + } else if ( customAttribute.size === 2 ) { + + for ( ca = 0; ca < cal; ca ++ ) { + + value = customAttribute.value[ ca ]; + + customAttribute.array[ offset ] = value.x; + customAttribute.array[ offset + 1 ] = value.y; + + offset += 2; + + } + + } else if ( customAttribute.size === 3 ) { + + if ( customAttribute.type === "c" ) { + + for ( ca = 0; ca < cal; ca ++ ) { + + value = customAttribute.value[ ca ]; + + customAttribute.array[ offset ] = value.r; + customAttribute.array[ offset + 1 ] = value.g; + customAttribute.array[ offset + 2 ] = value.b; + + offset += 3; + + } + + } else { + + for ( ca = 0; ca < cal; ca ++ ) { + + value = customAttribute.value[ ca ]; + + customAttribute.array[ offset ] = value.x; + customAttribute.array[ offset + 1 ] = value.y; + customAttribute.array[ offset + 2 ] = value.z; + + offset += 3; + + } + + } + + } else if ( customAttribute.size === 4 ) { + + for ( ca = 0; ca < cal; ca ++ ) { + + value = customAttribute.value[ ca ]; + + customAttribute.array[ offset ] = value.x; + customAttribute.array[ offset + 1 ] = value.y; + customAttribute.array[ offset + 2 ] = value.z; + customAttribute.array[ offset + 3 ] = value.w; + + offset += 4; + + } + + } + + _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint ); + + } + + } + + } + + }; + + function setRibbonBuffers ( geometry, hint ) { + + var v, c, vertex, offset, color, + + vertices = geometry.vertices, + colors = geometry.colors, + vl = vertices.length, + cl = colors.length, + + vertexArray = geometry.__vertexArray, + colorArray = geometry.__colorArray, + + dirtyVertices = geometry.verticesNeedUpdate, + dirtyColors = geometry.colorsNeedUpdate; + + if ( dirtyVertices ) { + + for ( v = 0; v < vl; v ++ ) { + + vertex = vertices[ v ]; + + offset = v * 3; + + vertexArray[ offset ] = vertex.x; + vertexArray[ offset + 1 ] = vertex.y; + vertexArray[ offset + 2 ] = vertex.z; + + } + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint ); + + } + + if ( dirtyColors ) { + + for ( c = 0; c < cl; c ++ ) { + + color = colors[ c ]; + + offset = c * 3; + + colorArray[ offset ] = color.r; + colorArray[ offset + 1 ] = color.g; + colorArray[ offset + 2 ] = color.b; + + } + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint ); + + } + + }; + + function setMeshBuffers( geometryGroup, object, hint, dispose, material ) { + + if ( ! geometryGroup.__inittedArrays ) { + + // console.log( object ); + return; + + } + + var normalType = bufferGuessNormalType( material ), + vertexColorType = bufferGuessVertexColorType( material ), + uvType = bufferGuessUVType( material ), + + needsSmoothNormals = ( normalType === THREE.SmoothShading ); + + var f, fl, fi, face, + vertexNormals, faceNormal, normal, + vertexColors, faceColor, + vertexTangents, + uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4, n1, n2, n3, n4, + c1, c2, c3, c4, + sw1, sw2, sw3, sw4, + si1, si2, si3, si4, + sa1, sa2, sa3, sa4, + sb1, sb2, sb3, sb4, + m, ml, i, il, + vn, uvi, uv2i, + vk, vkl, vka, + nka, chf, faceVertexNormals, + a, + + vertexIndex = 0, + + offset = 0, + offset_uv = 0, + offset_uv2 = 0, + offset_face = 0, + offset_normal = 0, + offset_tangent = 0, + offset_line = 0, + offset_color = 0, + offset_skin = 0, + offset_morphTarget = 0, + offset_custom = 0, + offset_customSrc = 0, + + value, + + vertexArray = geometryGroup.__vertexArray, + uvArray = geometryGroup.__uvArray, + uv2Array = geometryGroup.__uv2Array, + normalArray = geometryGroup.__normalArray, + tangentArray = geometryGroup.__tangentArray, + colorArray = geometryGroup.__colorArray, + + skinVertexAArray = geometryGroup.__skinVertexAArray, + skinVertexBArray = geometryGroup.__skinVertexBArray, + 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.tangetsNeedUpdate, + dirtyColors = geometry.colorsNeedUpdate, + dirtyMorphTargets = geometry.morphTargetsNeedUpdate, + + vertices = geometry.vertices, + chunk_faces3 = geometryGroup.faces3, + chunk_faces4 = geometryGroup.faces4, + obj_faces = geometry.faces, + + obj_uvs = geometry.faceVertexUvs[ 0 ], + obj_uvs2 = geometry.faceVertexUvs[ 1 ], + + obj_colors = geometry.colors, + + obj_skinVerticesA = geometry.skinVerticesA, + obj_skinVerticesB = geometry.skinVerticesB, + obj_skinIndices = geometry.skinIndices, + obj_skinWeights = geometry.skinWeights, + + morphTargets = geometry.morphTargets, + morphNormals = geometry.morphNormals; + + if ( dirtyVertices ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces3[ f ] ]; + + v1 = vertices[ face.a ]; + v2 = vertices[ face.b ]; + v3 = vertices[ face.c ]; + + vertexArray[ offset ] = v1.x; + vertexArray[ offset + 1 ] = v1.y; + vertexArray[ offset + 2 ] = v1.z; + + vertexArray[ offset + 3 ] = v2.x; + vertexArray[ offset + 4 ] = v2.y; + vertexArray[ offset + 5 ] = v2.z; + + vertexArray[ offset + 6 ] = v3.x; + vertexArray[ offset + 7 ] = v3.y; + vertexArray[ offset + 8 ] = v3.z; + + offset += 9; + + } + + for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces4[ f ] ]; + + v1 = vertices[ face.a ]; + v2 = vertices[ face.b ]; + v3 = vertices[ face.c ]; + v4 = vertices[ face.d ]; + + vertexArray[ offset ] = v1.x; + vertexArray[ offset + 1 ] = v1.y; + vertexArray[ offset + 2 ] = v1.z; + + vertexArray[ offset + 3 ] = v2.x; + vertexArray[ offset + 4 ] = v2.y; + vertexArray[ offset + 5 ] = v2.z; + + vertexArray[ offset + 6 ] = v3.x; + vertexArray[ offset + 7 ] = v3.y; + vertexArray[ offset + 8 ] = v3.z; + + vertexArray[ offset + 9 ] = v4.x; + vertexArray[ offset + 10 ] = v4.y; + vertexArray[ offset + 11 ] = v4.z; + + offset += 12; + + } + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint ); + + } + + if ( dirtyMorphTargets ) { + + for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) { + + offset_morphTarget = 0; + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + chf = chunk_faces3[ f ]; + face = obj_faces[ chf ]; + + // morph positions + + v1 = morphTargets[ vk ].vertices[ face.a ]; + v2 = morphTargets[ vk ].vertices[ face.b ]; + v3 = morphTargets[ vk ].vertices[ face.c ]; + + vka = morphTargetsArrays[ vk ]; + + vka[ offset_morphTarget ] = v1.x; + vka[ offset_morphTarget + 1 ] = v1.y; + vka[ offset_morphTarget + 2 ] = v1.z; + + vka[ offset_morphTarget + 3 ] = v2.x; + vka[ offset_morphTarget + 4 ] = v2.y; + vka[ offset_morphTarget + 5 ] = v2.z; + + vka[ offset_morphTarget + 6 ] = v3.x; + vka[ offset_morphTarget + 7 ] = v3.y; + vka[ offset_morphTarget + 8 ] = v3.z; + + // morph normals + + if ( material.morphNormals ) { + + if ( needsSmoothNormals ) { + + faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ]; + + n1 = faceVertexNormals.a; + n2 = faceVertexNormals.b; + n3 = faceVertexNormals.c; + + } else { + + n1 = morphNormals[ vk ].faceNormals[ chf ]; + n2 = n1; + n3 = n1; + + } + + nka = morphNormalsArrays[ vk ]; + + nka[ offset_morphTarget ] = n1.x; + nka[ offset_morphTarget + 1 ] = n1.y; + nka[ offset_morphTarget + 2 ] = n1.z; + + nka[ offset_morphTarget + 3 ] = n2.x; + nka[ offset_morphTarget + 4 ] = n2.y; + nka[ offset_morphTarget + 5 ] = n2.z; + + nka[ offset_morphTarget + 6 ] = n3.x; + nka[ offset_morphTarget + 7 ] = n3.y; + nka[ offset_morphTarget + 8 ] = n3.z; + + } + + // + + offset_morphTarget += 9; + + } + + for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { + + chf = chunk_faces4[ f ]; + face = obj_faces[ chf ]; + + // morph positions + + v1 = morphTargets[ vk ].vertices[ face.a ]; + v2 = morphTargets[ vk ].vertices[ face.b ]; + v3 = morphTargets[ vk ].vertices[ face.c ]; + v4 = morphTargets[ vk ].vertices[ face.d ]; + + vka = morphTargetsArrays[ vk ]; + + vka[ offset_morphTarget ] = v1.x; + vka[ offset_morphTarget + 1 ] = v1.y; + vka[ offset_morphTarget + 2 ] = v1.z; + + vka[ offset_morphTarget + 3 ] = v2.x; + vka[ offset_morphTarget + 4 ] = v2.y; + vka[ offset_morphTarget + 5 ] = v2.z; + + vka[ offset_morphTarget + 6 ] = v3.x; + vka[ offset_morphTarget + 7 ] = v3.y; + vka[ offset_morphTarget + 8 ] = v3.z; + + vka[ offset_morphTarget + 9 ] = v4.x; + vka[ offset_morphTarget + 10 ] = v4.y; + vka[ offset_morphTarget + 11 ] = v4.z; + + // morph normals + + if ( material.morphNormals ) { + + if ( needsSmoothNormals ) { + + faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ]; + + n1 = faceVertexNormals.a; + n2 = faceVertexNormals.b; + n3 = faceVertexNormals.c; + n4 = faceVertexNormals.d; + + } else { + + n1 = morphNormals[ vk ].faceNormals[ chf ]; + n2 = n1; + n3 = n1; + n4 = n1; + + } + + nka = morphNormalsArrays[ vk ]; + + nka[ offset_morphTarget ] = n1.x; + nka[ offset_morphTarget + 1 ] = n1.y; + nka[ offset_morphTarget + 2 ] = n1.z; + + nka[ offset_morphTarget + 3 ] = n2.x; + nka[ offset_morphTarget + 4 ] = n2.y; + nka[ offset_morphTarget + 5 ] = n2.z; + + nka[ offset_morphTarget + 6 ] = n3.x; + nka[ offset_morphTarget + 7 ] = n3.y; + nka[ offset_morphTarget + 8 ] = n3.z; + + nka[ offset_morphTarget + 9 ] = n4.x; + nka[ offset_morphTarget + 10 ] = n4.y; + nka[ offset_morphTarget + 11 ] = n4.z; + + } + + // + + offset_morphTarget += 12; + + } + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] ); + _gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint ); + + if ( material.morphNormals ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ vk ] ); + _gl.bufferData( _gl.ARRAY_BUFFER, morphNormalsArrays[ vk ], hint ); + + } + + } + + } + + if ( obj_skinWeights.length ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces3[ f ] ]; + + // weights + + sw1 = obj_skinWeights[ face.a ]; + sw2 = obj_skinWeights[ face.b ]; + sw3 = obj_skinWeights[ face.c ]; + + skinWeightArray[ offset_skin ] = sw1.x; + skinWeightArray[ offset_skin + 1 ] = sw1.y; + skinWeightArray[ offset_skin + 2 ] = sw1.z; + skinWeightArray[ offset_skin + 3 ] = sw1.w; + + skinWeightArray[ offset_skin + 4 ] = sw2.x; + skinWeightArray[ offset_skin + 5 ] = sw2.y; + skinWeightArray[ offset_skin + 6 ] = sw2.z; + skinWeightArray[ offset_skin + 7 ] = sw2.w; + + skinWeightArray[ offset_skin + 8 ] = sw3.x; + skinWeightArray[ offset_skin + 9 ] = sw3.y; + skinWeightArray[ offset_skin + 10 ] = sw3.z; + skinWeightArray[ offset_skin + 11 ] = sw3.w; + + // indices + + si1 = obj_skinIndices[ face.a ]; + si2 = obj_skinIndices[ face.b ]; + si3 = obj_skinIndices[ face.c ]; + + skinIndexArray[ offset_skin ] = si1.x; + skinIndexArray[ offset_skin + 1 ] = si1.y; + skinIndexArray[ offset_skin + 2 ] = si1.z; + skinIndexArray[ offset_skin + 3 ] = si1.w; + + skinIndexArray[ offset_skin + 4 ] = si2.x; + skinIndexArray[ offset_skin + 5 ] = si2.y; + skinIndexArray[ offset_skin + 6 ] = si2.z; + skinIndexArray[ offset_skin + 7 ] = si2.w; + + skinIndexArray[ offset_skin + 8 ] = si3.x; + skinIndexArray[ offset_skin + 9 ] = si3.y; + skinIndexArray[ offset_skin + 10 ] = si3.z; + skinIndexArray[ offset_skin + 11 ] = si3.w; + + // vertices A + + sa1 = obj_skinVerticesA[ face.a ]; + sa2 = obj_skinVerticesA[ face.b ]; + sa3 = obj_skinVerticesA[ face.c ]; + + skinVertexAArray[ offset_skin ] = sa1.x; + skinVertexAArray[ offset_skin + 1 ] = sa1.y; + skinVertexAArray[ offset_skin + 2 ] = sa1.z; + skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader + + skinVertexAArray[ offset_skin + 4 ] = sa2.x; + skinVertexAArray[ offset_skin + 5 ] = sa2.y; + skinVertexAArray[ offset_skin + 6 ] = sa2.z; + skinVertexAArray[ offset_skin + 7 ] = 1; + + skinVertexAArray[ offset_skin + 8 ] = sa3.x; + skinVertexAArray[ offset_skin + 9 ] = sa3.y; + skinVertexAArray[ offset_skin + 10 ] = sa3.z; + skinVertexAArray[ offset_skin + 11 ] = 1; + + // vertices B + + sb1 = obj_skinVerticesB[ face.a ]; + sb2 = obj_skinVerticesB[ face.b ]; + sb3 = obj_skinVerticesB[ face.c ]; + + skinVertexBArray[ offset_skin ] = sb1.x; + skinVertexBArray[ offset_skin + 1 ] = sb1.y; + skinVertexBArray[ offset_skin + 2 ] = sb1.z; + skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader + + skinVertexBArray[ offset_skin + 4 ] = sb2.x; + skinVertexBArray[ offset_skin + 5 ] = sb2.y; + skinVertexBArray[ offset_skin + 6 ] = sb2.z; + skinVertexBArray[ offset_skin + 7 ] = 1; + + skinVertexBArray[ offset_skin + 8 ] = sb3.x; + skinVertexBArray[ offset_skin + 9 ] = sb3.y; + skinVertexBArray[ offset_skin + 10 ] = sb3.z; + skinVertexBArray[ offset_skin + 11 ] = 1; + + offset_skin += 12; + + } + + for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces4[ f ] ]; + + // weights + + sw1 = obj_skinWeights[ face.a ]; + sw2 = obj_skinWeights[ face.b ]; + sw3 = obj_skinWeights[ face.c ]; + sw4 = obj_skinWeights[ face.d ]; + + skinWeightArray[ offset_skin ] = sw1.x; + skinWeightArray[ offset_skin + 1 ] = sw1.y; + skinWeightArray[ offset_skin + 2 ] = sw1.z; + skinWeightArray[ offset_skin + 3 ] = sw1.w; + + skinWeightArray[ offset_skin + 4 ] = sw2.x; + skinWeightArray[ offset_skin + 5 ] = sw2.y; + skinWeightArray[ offset_skin + 6 ] = sw2.z; + skinWeightArray[ offset_skin + 7 ] = sw2.w; + + skinWeightArray[ offset_skin + 8 ] = sw3.x; + skinWeightArray[ offset_skin + 9 ] = sw3.y; + skinWeightArray[ offset_skin + 10 ] = sw3.z; + skinWeightArray[ offset_skin + 11 ] = sw3.w; + + skinWeightArray[ offset_skin + 12 ] = sw4.x; + skinWeightArray[ offset_skin + 13 ] = sw4.y; + skinWeightArray[ offset_skin + 14 ] = sw4.z; + skinWeightArray[ offset_skin + 15 ] = sw4.w; + + // indices + + si1 = obj_skinIndices[ face.a ]; + si2 = obj_skinIndices[ face.b ]; + si3 = obj_skinIndices[ face.c ]; + si4 = obj_skinIndices[ face.d ]; + + skinIndexArray[ offset_skin ] = si1.x; + skinIndexArray[ offset_skin + 1 ] = si1.y; + skinIndexArray[ offset_skin + 2 ] = si1.z; + skinIndexArray[ offset_skin + 3 ] = si1.w; + + skinIndexArray[ offset_skin + 4 ] = si2.x; + skinIndexArray[ offset_skin + 5 ] = si2.y; + skinIndexArray[ offset_skin + 6 ] = si2.z; + skinIndexArray[ offset_skin + 7 ] = si2.w; + + skinIndexArray[ offset_skin + 8 ] = si3.x; + skinIndexArray[ offset_skin + 9 ] = si3.y; + skinIndexArray[ offset_skin + 10 ] = si3.z; + skinIndexArray[ offset_skin + 11 ] = si3.w; + + skinIndexArray[ offset_skin + 12 ] = si4.x; + skinIndexArray[ offset_skin + 13 ] = si4.y; + skinIndexArray[ offset_skin + 14 ] = si4.z; + skinIndexArray[ offset_skin + 15 ] = si4.w; + + // vertices A + + sa1 = obj_skinVerticesA[ face.a ]; + sa2 = obj_skinVerticesA[ face.b ]; + sa3 = obj_skinVerticesA[ face.c ]; + sa4 = obj_skinVerticesA[ face.d ]; + + skinVertexAArray[ offset_skin ] = sa1.x; + skinVertexAArray[ offset_skin + 1 ] = sa1.y; + skinVertexAArray[ offset_skin + 2 ] = sa1.z; + skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader + + skinVertexAArray[ offset_skin + 4 ] = sa2.x; + skinVertexAArray[ offset_skin + 5 ] = sa2.y; + skinVertexAArray[ offset_skin + 6 ] = sa2.z; + skinVertexAArray[ offset_skin + 7 ] = 1; + + skinVertexAArray[ offset_skin + 8 ] = sa3.x; + skinVertexAArray[ offset_skin + 9 ] = sa3.y; + skinVertexAArray[ offset_skin + 10 ] = sa3.z; + skinVertexAArray[ offset_skin + 11 ] = 1; + + skinVertexAArray[ offset_skin + 12 ] = sa4.x; + skinVertexAArray[ offset_skin + 13 ] = sa4.y; + skinVertexAArray[ offset_skin + 14 ] = sa4.z; + skinVertexAArray[ offset_skin + 15 ] = 1; + + // vertices B + + sb1 = obj_skinVerticesB[ face.a ]; + sb2 = obj_skinVerticesB[ face.b ]; + sb3 = obj_skinVerticesB[ face.c ]; + sb4 = obj_skinVerticesB[ face.d ]; + + skinVertexBArray[ offset_skin ] = sb1.x; + skinVertexBArray[ offset_skin + 1 ] = sb1.y; + skinVertexBArray[ offset_skin + 2 ] = sb1.z; + skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader + + skinVertexBArray[ offset_skin + 4 ] = sb2.x; + skinVertexBArray[ offset_skin + 5 ] = sb2.y; + skinVertexBArray[ offset_skin + 6 ] = sb2.z; + skinVertexBArray[ offset_skin + 7 ] = 1; + + skinVertexBArray[ offset_skin + 8 ] = sb3.x; + skinVertexBArray[ offset_skin + 9 ] = sb3.y; + skinVertexBArray[ offset_skin + 10 ] = sb3.z; + skinVertexBArray[ offset_skin + 11 ] = 1; + + skinVertexBArray[ offset_skin + 12 ] = sb4.x; + skinVertexBArray[ offset_skin + 13 ] = sb4.y; + skinVertexBArray[ offset_skin + 14 ] = sb4.z; + skinVertexBArray[ offset_skin + 15 ] = 1; + + offset_skin += 16; + + } + + if ( offset_skin > 0 ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexABuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, skinVertexAArray, hint ); + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexBBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, skinVertexBArray, hint ); + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint ); + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint ); + + } + + } + + if ( dirtyColors && vertexColorType ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces3[ f ] ]; + + vertexColors = face.vertexColors; + faceColor = face.color; + + if ( vertexColors.length === 3 && vertexColorType === THREE.VertexColors ) { + + c1 = vertexColors[ 0 ]; + c2 = vertexColors[ 1 ]; + c3 = vertexColors[ 2 ]; + + } else { + + c1 = faceColor; + c2 = faceColor; + c3 = faceColor; + + } + + colorArray[ offset_color ] = c1.r; + colorArray[ offset_color + 1 ] = c1.g; + colorArray[ offset_color + 2 ] = c1.b; + + colorArray[ offset_color + 3 ] = c2.r; + colorArray[ offset_color + 4 ] = c2.g; + colorArray[ offset_color + 5 ] = c2.b; + + colorArray[ offset_color + 6 ] = c3.r; + colorArray[ offset_color + 7 ] = c3.g; + colorArray[ offset_color + 8 ] = c3.b; + + offset_color += 9; + + } + + for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces4[ f ] ]; + + vertexColors = face.vertexColors; + faceColor = face.color; + + if ( vertexColors.length === 4 && vertexColorType === THREE.VertexColors ) { + + c1 = vertexColors[ 0 ]; + c2 = vertexColors[ 1 ]; + c3 = vertexColors[ 2 ]; + c4 = vertexColors[ 3 ]; + + } else { + + c1 = faceColor; + c2 = faceColor; + c3 = faceColor; + c4 = faceColor; + + } + + colorArray[ offset_color ] = c1.r; + colorArray[ offset_color + 1 ] = c1.g; + colorArray[ offset_color + 2 ] = c1.b; + + colorArray[ offset_color + 3 ] = c2.r; + colorArray[ offset_color + 4 ] = c2.g; + colorArray[ offset_color + 5 ] = c2.b; + + colorArray[ offset_color + 6 ] = c3.r; + colorArray[ offset_color + 7 ] = c3.g; + colorArray[ offset_color + 8 ] = c3.b; + + colorArray[ offset_color + 9 ] = c4.r; + colorArray[ offset_color + 10 ] = c4.g; + colorArray[ offset_color + 11 ] = c4.b; + + offset_color += 12; + + } + + if ( offset_color > 0 ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint ); + + } + + } + + if ( dirtyTangents && geometry.hasTangents ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces3[ f ] ]; + + vertexTangents = face.vertexTangents; + + t1 = vertexTangents[ 0 ]; + t2 = vertexTangents[ 1 ]; + t3 = vertexTangents[ 2 ]; + + tangentArray[ offset_tangent ] = t1.x; + tangentArray[ offset_tangent + 1 ] = t1.y; + tangentArray[ offset_tangent + 2 ] = t1.z; + tangentArray[ offset_tangent + 3 ] = t1.w; + + tangentArray[ offset_tangent + 4 ] = t2.x; + tangentArray[ offset_tangent + 5 ] = t2.y; + tangentArray[ offset_tangent + 6 ] = t2.z; + tangentArray[ offset_tangent + 7 ] = t2.w; + + tangentArray[ offset_tangent + 8 ] = t3.x; + tangentArray[ offset_tangent + 9 ] = t3.y; + tangentArray[ offset_tangent + 10 ] = t3.z; + tangentArray[ offset_tangent + 11 ] = t3.w; + + offset_tangent += 12; + + } + + for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces4[ f ] ]; + + vertexTangents = face.vertexTangents; + + t1 = vertexTangents[ 0 ]; + t2 = vertexTangents[ 1 ]; + t3 = vertexTangents[ 2 ]; + t4 = vertexTangents[ 3 ]; + + tangentArray[ offset_tangent ] = t1.x; + tangentArray[ offset_tangent + 1 ] = t1.y; + tangentArray[ offset_tangent + 2 ] = t1.z; + tangentArray[ offset_tangent + 3 ] = t1.w; + + tangentArray[ offset_tangent + 4 ] = t2.x; + tangentArray[ offset_tangent + 5 ] = t2.y; + tangentArray[ offset_tangent + 6 ] = t2.z; + tangentArray[ offset_tangent + 7 ] = t2.w; + + tangentArray[ offset_tangent + 8 ] = t3.x; + tangentArray[ offset_tangent + 9 ] = t3.y; + tangentArray[ offset_tangent + 10 ] = t3.z; + tangentArray[ offset_tangent + 11 ] = t3.w; + + tangentArray[ offset_tangent + 12 ] = t4.x; + tangentArray[ offset_tangent + 13 ] = t4.y; + tangentArray[ offset_tangent + 14 ] = t4.z; + tangentArray[ offset_tangent + 15 ] = t4.w; + + offset_tangent += 16; + + } + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint ); + + } + + if ( dirtyNormals && normalType ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces3[ f ] ]; + + vertexNormals = face.vertexNormals; + faceNormal = face.normal; + + if ( vertexNormals.length === 3 && needsSmoothNormals ) { + + for ( i = 0; i < 3; i ++ ) { + + vn = vertexNormals[ i ]; + + normalArray[ offset_normal ] = vn.x; + normalArray[ offset_normal + 1 ] = vn.y; + normalArray[ offset_normal + 2 ] = vn.z; + + offset_normal += 3; + + } + + } else { + + for ( i = 0; i < 3; i ++ ) { + + normalArray[ offset_normal ] = faceNormal.x; + normalArray[ offset_normal + 1 ] = faceNormal.y; + normalArray[ offset_normal + 2 ] = faceNormal.z; + + offset_normal += 3; + + } + + } + + } + + for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces4[ f ] ]; + + vertexNormals = face.vertexNormals; + faceNormal = face.normal; + + if ( vertexNormals.length === 4 && needsSmoothNormals ) { + + for ( i = 0; i < 4; i ++ ) { + + vn = vertexNormals[ i ]; + + normalArray[ offset_normal ] = vn.x; + normalArray[ offset_normal + 1 ] = vn.y; + normalArray[ offset_normal + 2 ] = vn.z; + + offset_normal += 3; + + } + + } else { + + for ( i = 0; i < 4; i ++ ) { + + normalArray[ offset_normal ] = faceNormal.x; + normalArray[ offset_normal + 1 ] = faceNormal.y; + normalArray[ offset_normal + 2 ] = faceNormal.z; + + offset_normal += 3; + + } + + } + + } + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint ); + + } + + if ( dirtyUvs && obj_uvs && uvType ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + fi = chunk_faces3[ f ]; + + face = obj_faces[ fi ]; + uv = obj_uvs[ fi ]; + + if ( uv === undefined ) continue; + + for ( i = 0; i < 3; i ++ ) { + + uvi = uv[ i ]; + + uvArray[ offset_uv ] = uvi.u; + uvArray[ offset_uv + 1 ] = uvi.v; + + offset_uv += 2; + + } + + } + + for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { + + fi = chunk_faces4[ f ]; + + face = obj_faces[ fi ]; + uv = obj_uvs[ fi ]; + + if ( uv === undefined ) continue; + + for ( i = 0; i < 4; i ++ ) { + + uvi = uv[ i ]; + + uvArray[ offset_uv ] = uvi.u; + uvArray[ offset_uv + 1 ] = uvi.v; + + offset_uv += 2; + + } + + } + + if ( offset_uv > 0 ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint ); + + } + + } + + if ( dirtyUvs && obj_uvs2 && uvType ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + fi = chunk_faces3[ f ]; + + face = obj_faces[ fi ]; + uv2 = obj_uvs2[ fi ]; + + if ( uv2 === undefined ) continue; + + for ( i = 0; i < 3; i ++ ) { + + uv2i = uv2[ i ]; + + uv2Array[ offset_uv2 ] = uv2i.u; + uv2Array[ offset_uv2 + 1 ] = uv2i.v; + + offset_uv2 += 2; + + } + + } + + for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { + + fi = chunk_faces4[ f ]; + + face = obj_faces[ fi ]; + uv2 = obj_uvs2[ fi ]; + + if ( uv2 === undefined ) continue; + + for ( i = 0; i < 4; i ++ ) { + + uv2i = uv2[ i ]; + + uv2Array[ offset_uv2 ] = uv2i.u; + uv2Array[ offset_uv2 + 1 ] = uv2i.v; + + offset_uv2 += 2; + + } + + } + + if ( offset_uv2 > 0 ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint ); + + } + + } + + if ( dirtyElements ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces3[ f ] ]; + + faceArray[ offset_face ] = vertexIndex; + faceArray[ offset_face + 1 ] = vertexIndex + 1; + faceArray[ offset_face + 2 ] = vertexIndex + 2; + + offset_face += 3; + + lineArray[ offset_line ] = vertexIndex; + lineArray[ offset_line + 1 ] = vertexIndex + 1; + + lineArray[ offset_line + 2 ] = vertexIndex; + lineArray[ offset_line + 3 ] = vertexIndex + 2; + + lineArray[ offset_line + 4 ] = vertexIndex + 1; + lineArray[ offset_line + 5 ] = vertexIndex + 2; + + offset_line += 6; + + vertexIndex += 3; + + } + + for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces4[ f ] ]; + + faceArray[ offset_face ] = vertexIndex; + faceArray[ offset_face + 1 ] = vertexIndex + 1; + faceArray[ offset_face + 2 ] = vertexIndex + 3; + + faceArray[ offset_face + 3 ] = vertexIndex + 1; + faceArray[ offset_face + 4 ] = vertexIndex + 2; + faceArray[ offset_face + 5 ] = vertexIndex + 3; + + offset_face += 6; + + lineArray[ offset_line ] = vertexIndex; + lineArray[ offset_line + 1 ] = vertexIndex + 1; + + lineArray[ offset_line + 2 ] = vertexIndex; + lineArray[ offset_line + 3 ] = vertexIndex + 3; + + lineArray[ offset_line + 4 ] = vertexIndex + 1; + lineArray[ offset_line + 5 ] = vertexIndex + 2; + + lineArray[ offset_line + 6 ] = vertexIndex + 2; + lineArray[ offset_line + 7 ] = vertexIndex + 3; + + offset_line += 8; + + vertexIndex += 4; + + } + + _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer ); + _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint ); + + _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer ); + _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint ); + + } + + if ( customAttributes ) { + + for ( i = 0, il = customAttributes.length; i < il; i ++ ) { + + customAttribute = customAttributes[ i ]; + + if ( ! customAttribute.__original.needsUpdate ) continue; + + offset_custom = 0; + offset_customSrc = 0; + + if ( customAttribute.size === 1 ) { + + if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces3[ f ] ]; + + customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ]; + customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ]; + customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ]; + + offset_custom += 3; + + } + + for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces4[ f ] ]; + + customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ]; + customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ]; + customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ]; + customAttribute.array[ offset_custom + 3 ] = customAttribute.value[ face.d ]; + + offset_custom += 4; + + } + + } else if ( customAttribute.boundTo === "faces" ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + value = customAttribute.value[ chunk_faces3[ f ] ]; + + customAttribute.array[ offset_custom ] = value; + customAttribute.array[ offset_custom + 1 ] = value; + customAttribute.array[ offset_custom + 2 ] = value; + + offset_custom += 3; + + } + + for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { + + value = customAttribute.value[ chunk_faces4[ f ] ]; + + customAttribute.array[ offset_custom ] = value; + customAttribute.array[ offset_custom + 1 ] = value; + customAttribute.array[ offset_custom + 2 ] = value; + customAttribute.array[ offset_custom + 3 ] = value; + + offset_custom += 4; + + } + + } + + } else if ( customAttribute.size === 2 ) { + + if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces3[ f ] ]; + + v1 = customAttribute.value[ face.a ]; + v2 = customAttribute.value[ face.b ]; + v3 = customAttribute.value[ face.c ]; + + customAttribute.array[ offset_custom ] = v1.x; + customAttribute.array[ offset_custom + 1 ] = v1.y; + + customAttribute.array[ offset_custom + 2 ] = v2.x; + customAttribute.array[ offset_custom + 3 ] = v2.y; + + customAttribute.array[ offset_custom + 4 ] = v3.x; + customAttribute.array[ offset_custom + 5 ] = v3.y; + + offset_custom += 6; + + } + + for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces4[ f ] ]; + + v1 = customAttribute.value[ face.a ]; + v2 = customAttribute.value[ face.b ]; + v3 = customAttribute.value[ face.c ]; + v4 = customAttribute.value[ face.d ]; + + customAttribute.array[ offset_custom ] = v1.x; + customAttribute.array[ offset_custom + 1 ] = v1.y; + + customAttribute.array[ offset_custom + 2 ] = v2.x; + customAttribute.array[ offset_custom + 3 ] = v2.y; + + customAttribute.array[ offset_custom + 4 ] = v3.x; + customAttribute.array[ offset_custom + 5 ] = v3.y; + + customAttribute.array[ offset_custom + 6 ] = v4.x; + customAttribute.array[ offset_custom + 7 ] = v4.y; + + offset_custom += 8; + + } + + } else if ( customAttribute.boundTo === "faces" ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + value = customAttribute.value[ chunk_faces3[ f ] ]; + + v1 = value; + v2 = value; + v3 = value; + + customAttribute.array[ offset_custom ] = v1.x; + customAttribute.array[ offset_custom + 1 ] = v1.y; + + customAttribute.array[ offset_custom + 2 ] = v2.x; + customAttribute.array[ offset_custom + 3 ] = v2.y; + + customAttribute.array[ offset_custom + 4 ] = v3.x; + customAttribute.array[ offset_custom + 5 ] = v3.y; + + offset_custom += 6; + + } + + for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { + + value = customAttribute.value[ chunk_faces4[ f ] ]; + + v1 = value; + v2 = value; + v3 = value; + v4 = value; + + customAttribute.array[ offset_custom ] = v1.x; + customAttribute.array[ offset_custom + 1 ] = v1.y; + + customAttribute.array[ offset_custom + 2 ] = v2.x; + customAttribute.array[ offset_custom + 3 ] = v2.y; + + customAttribute.array[ offset_custom + 4 ] = v3.x; + customAttribute.array[ offset_custom + 5 ] = v3.y; + + customAttribute.array[ offset_custom + 6 ] = v4.x; + customAttribute.array[ offset_custom + 7 ] = v4.y; + + offset_custom += 8; + + } + + } + + } else if ( customAttribute.size === 3 ) { + + var pp; + + if ( customAttribute.type === "c" ) { + + pp = [ "r", "g", "b" ]; + + } else { + + pp = [ "x", "y", "z" ]; + + } + + if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces3[ f ] ]; + + v1 = customAttribute.value[ face.a ]; + v2 = customAttribute.value[ face.b ]; + v3 = customAttribute.value[ face.c ]; + + customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ]; + customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ]; + customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ]; + + customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ]; + customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ]; + customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ]; + + customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ]; + customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ]; + customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ]; + + offset_custom += 9; + + } + + for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces4[ f ] ]; + + v1 = customAttribute.value[ face.a ]; + v2 = customAttribute.value[ face.b ]; + v3 = customAttribute.value[ face.c ]; + v4 = customAttribute.value[ face.d ]; + + customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ]; + customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ]; + customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ]; + + customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ]; + customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ]; + customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ]; + + customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ]; + customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ]; + customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ]; + + customAttribute.array[ offset_custom + 9 ] = v4[ pp[ 0 ] ]; + customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ]; + customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ]; + + offset_custom += 12; + + } + + } else if ( customAttribute.boundTo === "faces" ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + value = customAttribute.value[ chunk_faces3[ f ] ]; + + v1 = value; + v2 = value; + v3 = value; + + customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ]; + customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ]; + customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ]; + + customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ]; + customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ]; + customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ]; + + customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ]; + customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ]; + customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ]; + + offset_custom += 9; + + } + + for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { + + value = customAttribute.value[ chunk_faces4[ f ] ]; + + v1 = value; + v2 = value; + v3 = value; + v4 = value; + + customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ]; + customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ]; + customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ]; + + customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ]; + customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ]; + customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ]; + + customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ]; + customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ]; + customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ]; + + customAttribute.array[ offset_custom + 9 ] = v4[ pp[ 0 ] ]; + customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ]; + customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ]; + + offset_custom += 12; + + } + + } + + } else if ( customAttribute.size === 4 ) { + + if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces3[ f ] ]; + + v1 = customAttribute.value[ face.a ]; + v2 = customAttribute.value[ face.b ]; + v3 = customAttribute.value[ face.c ]; + + customAttribute.array[ offset_custom ] = v1.x; + customAttribute.array[ offset_custom + 1 ] = v1.y; + customAttribute.array[ offset_custom + 2 ] = v1.z; + customAttribute.array[ offset_custom + 3 ] = v1.w; + + customAttribute.array[ offset_custom + 4 ] = v2.x; + customAttribute.array[ offset_custom + 5 ] = v2.y; + customAttribute.array[ offset_custom + 6 ] = v2.z; + customAttribute.array[ offset_custom + 7 ] = v2.w; + + customAttribute.array[ offset_custom + 8 ] = v3.x; + customAttribute.array[ offset_custom + 9 ] = v3.y; + customAttribute.array[ offset_custom + 10 ] = v3.z; + customAttribute.array[ offset_custom + 11 ] = v3.w; + + offset_custom += 12; + + } + + for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces4[ f ] ]; + + v1 = customAttribute.value[ face.a ]; + v2 = customAttribute.value[ face.b ]; + v3 = customAttribute.value[ face.c ]; + v4 = customAttribute.value[ face.d ]; + + customAttribute.array[ offset_custom ] = v1.x; + customAttribute.array[ offset_custom + 1 ] = v1.y; + customAttribute.array[ offset_custom + 2 ] = v1.z; + customAttribute.array[ offset_custom + 3 ] = v1.w; + + customAttribute.array[ offset_custom + 4 ] = v2.x; + customAttribute.array[ offset_custom + 5 ] = v2.y; + customAttribute.array[ offset_custom + 6 ] = v2.z; + customAttribute.array[ offset_custom + 7 ] = v2.w; + + customAttribute.array[ offset_custom + 8 ] = v3.x; + customAttribute.array[ offset_custom + 9 ] = v3.y; + customAttribute.array[ offset_custom + 10 ] = v3.z; + customAttribute.array[ offset_custom + 11 ] = v3.w; + + customAttribute.array[ offset_custom + 12 ] = v4.x; + customAttribute.array[ offset_custom + 13 ] = v4.y; + customAttribute.array[ offset_custom + 14 ] = v4.z; + customAttribute.array[ offset_custom + 15 ] = v4.w; + + offset_custom += 16; + + } + + } else if ( customAttribute.boundTo === "faces" ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + value = customAttribute.value[ chunk_faces3[ f ] ]; + + v1 = value; + v2 = value; + v3 = value; + + customAttribute.array[ offset_custom ] = v1.x; + customAttribute.array[ offset_custom + 1 ] = v1.y; + customAttribute.array[ offset_custom + 2 ] = v1.z; + customAttribute.array[ offset_custom + 3 ] = v1.w; + + customAttribute.array[ offset_custom + 4 ] = v2.x; + customAttribute.array[ offset_custom + 5 ] = v2.y; + customAttribute.array[ offset_custom + 6 ] = v2.z; + customAttribute.array[ offset_custom + 7 ] = v2.w; + + customAttribute.array[ offset_custom + 8 ] = v3.x; + customAttribute.array[ offset_custom + 9 ] = v3.y; + customAttribute.array[ offset_custom + 10 ] = v3.z; + customAttribute.array[ offset_custom + 11 ] = v3.w; + + offset_custom += 12; + + } + + for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { + + value = customAttribute.value[ chunk_faces4[ f ] ]; + + v1 = value; + v2 = value; + v3 = value; + v4 = value; + + customAttribute.array[ offset_custom ] = v1.x; + customAttribute.array[ offset_custom + 1 ] = v1.y; + customAttribute.array[ offset_custom + 2 ] = v1.z; + customAttribute.array[ offset_custom + 3 ] = v1.w; + + customAttribute.array[ offset_custom + 4 ] = v2.x; + customAttribute.array[ offset_custom + 5 ] = v2.y; + customAttribute.array[ offset_custom + 6 ] = v2.z; + customAttribute.array[ offset_custom + 7 ] = v2.w; + + customAttribute.array[ offset_custom + 8 ] = v3.x; + customAttribute.array[ offset_custom + 9 ] = v3.y; + customAttribute.array[ offset_custom + 10 ] = v3.z; + customAttribute.array[ offset_custom + 11 ] = v3.w; + + customAttribute.array[ offset_custom + 12 ] = v4.x; + customAttribute.array[ offset_custom + 13 ] = v4.y; + customAttribute.array[ offset_custom + 14 ] = v4.z; + customAttribute.array[ offset_custom + 15 ] = v4.w; + + offset_custom += 16; + + } + + } + + } + + _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.__skinVertexAArray; + delete geometryGroup.__skinVertexBArray; + delete geometryGroup.__skinIndexArray; + delete geometryGroup.__skinWeightArray; + + } + + }; + + // Buffer rendering + + this.renderBufferImmediate = function ( object, program, shading ) { + + if ( ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer(); + if ( ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer(); + + if ( object.hasPos ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW ); + _gl.enableVertexAttribArray( program.attributes.position ); + _gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 ); + + } + + if ( object.hasNormal ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer ); + + if ( shading === THREE.FlatShading ) { + + var nx, ny, nz, + nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz, + normalArray, + i, il = object.count * 3; + + for( i = 0; i < il; i += 9 ) { + + normalArray = object.normalArray; + + nax = normalArray[ i ]; + nay = normalArray[ i + 1 ]; + naz = normalArray[ i + 2 ]; + + nbx = normalArray[ i + 3 ]; + nby = normalArray[ i + 4 ]; + nbz = normalArray[ i + 5 ]; + + ncx = normalArray[ i + 6 ]; + ncy = normalArray[ i + 7 ]; + ncz = normalArray[ i + 8 ]; + + nx = ( nax + nbx + ncx ) / 3; + ny = ( nay + nby + ncy ) / 3; + nz = ( naz + nbz + ncz ) / 3; + + normalArray[ i ] = nx; + normalArray[ i + 1 ] = ny; + normalArray[ i + 2 ] = nz; + + normalArray[ i + 3 ] = nx; + normalArray[ i + 4 ] = ny; + normalArray[ i + 5 ] = nz; + + normalArray[ i + 6 ] = nx; + normalArray[ i + 7 ] = ny; + normalArray[ i + 8 ] = nz; + + } + + } + + _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW ); + _gl.enableVertexAttribArray( program.attributes.normal ); + _gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 ); + + } + + _gl.drawArrays( _gl.TRIANGLES, 0, object.count ); + + object.count = 0; + + }; + + this.renderBufferDirect = function ( camera, lights, fog, material, geometryGroup, object ) { + + if ( material.visible === false ) return; + + var program, attributes, linewidth, primitives, a, attribute; + + program = setProgram( camera, lights, fog, material, object ); + + attributes = program.attributes; + + var updateBuffers = false, + wireframeBit = material.wireframe ? 1 : 0, + geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit; + + if ( geometryGroupHash !== _currentGeometryGroupHash ) { + + _currentGeometryGroupHash = geometryGroupHash; + updateBuffers = true; + + } + + // render mesh + + if ( object instanceof THREE.Mesh ) { + + var offsets = geometryGroup.offsets; + + for ( var i = 0, il = offsets.length; i < il; ++ i ) { + + if ( updateBuffers ) { + + // vertices + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.vertexPositionBuffer ); + _gl.vertexAttribPointer( attributes.position, geometryGroup.vertexPositionBuffer.itemSize, _gl.FLOAT, false, 0, offsets[ i ].index * 4 * 3 ); + + // normals + + if ( attributes.normal >= 0 && geometryGroup.vertexNormalBuffer ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.vertexNormalBuffer ); + _gl.vertexAttribPointer( attributes.normal, geometryGroup.vertexNormalBuffer.itemSize, _gl.FLOAT, false, 0, offsets[ i ].index * 4 * 3 ); + + } + + // uvs + + if ( attributes.uv >= 0 && geometryGroup.vertexUvBuffer ) { + + if ( geometryGroup.vertexUvBuffer ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.vertexUvBuffer ); + _gl.vertexAttribPointer( attributes.uv, geometryGroup.vertexUvBuffer.itemSize, _gl.FLOAT, false, 0, offsets[ i ].index * 4 * 2 ); + + _gl.enableVertexAttribArray( attributes.uv ); + + } else { + + _gl.disableVertexAttribArray( attributes.uv ); + + } + + } + + // colors + + if ( attributes.color >= 0 && geometryGroup.vertexColorBuffer ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.vertexColorBuffer ); + _gl.vertexAttribPointer( attributes.color, geometryGroup.vertexColorBuffer.itemSize, _gl.FLOAT, false, 0, offsets[ i ].index * 4 * 4 ); + + + } + + _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.vertexIndexBuffer ); + + } + + // render indexed triangles + + _gl.drawElements( _gl.TRIANGLES, offsets[ i ].count, _gl.UNSIGNED_SHORT, offsets[ i ].start * 2 ); // 2 = Uint16 + + _this.info.render.calls ++; + _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared + _this.info.render.faces += offsets[ i ].count / 3; + + } + + } + + }; + + this.renderBuffer = function ( camera, lights, fog, material, geometryGroup, object ) { + + if ( material.visible === false ) return; + + var program, attributes, linewidth, primitives, a, attribute, i, il; + + program = setProgram( camera, lights, fog, material, object ); + + attributes = program.attributes; + + var updateBuffers = false, + wireframeBit = material.wireframe ? 1 : 0, + geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit; + + if ( geometryGroupHash !== _currentGeometryGroupHash ) { + + _currentGeometryGroupHash = geometryGroupHash; + updateBuffers = true; + + } + + // vertices + + if ( !material.morphTargets && attributes.position >= 0 ) { + + if ( updateBuffers ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer ); + _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 ); + + } + + } else { + + if ( object.morphTargetBase ) { + + setupMorphTargets( material, geometryGroup, object ); + + } + + } + + + if ( updateBuffers ) { + + // custom attributes + + // Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers + + if ( geometryGroup.__webglCustomAttributesList ) { + + for ( i = 0, il = geometryGroup.__webglCustomAttributesList.length; i < il; i ++ ) { + + attribute = geometryGroup.__webglCustomAttributesList[ i ]; + + if( attributes[ attribute.buffer.belongsToAttribute ] >= 0 ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer ); + _gl.vertexAttribPointer( attributes[ attribute.buffer.belongsToAttribute ], attribute.size, _gl.FLOAT, false, 0, 0 ); + + } + + } + + } + + + // colors + + if ( attributes.color >= 0 ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer ); + _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 ); + + } + + // normals + + if ( attributes.normal >= 0 ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer ); + _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 ); + + } + + // tangents + + if ( attributes.tangent >= 0 ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer ); + _gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 ); + + } + + // uvs + + if ( attributes.uv >= 0 ) { + + if ( geometryGroup.__webglUVBuffer ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer ); + _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 ); + + _gl.enableVertexAttribArray( attributes.uv ); + + } else { + + _gl.disableVertexAttribArray( attributes.uv ); + + } + + } + + if ( attributes.uv2 >= 0 ) { + + if ( geometryGroup.__webglUV2Buffer ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer ); + _gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 ); + + _gl.enableVertexAttribArray( attributes.uv2 ); + + } else { + + _gl.disableVertexAttribArray( attributes.uv2 ); + + } + + } + + if ( material.skinning && + attributes.skinVertexA >= 0 && attributes.skinVertexB >= 0 && + attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexABuffer ); + _gl.vertexAttribPointer( attributes.skinVertexA, 4, _gl.FLOAT, false, 0, 0 ); + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexBBuffer ); + _gl.vertexAttribPointer( attributes.skinVertexB, 4, _gl.FLOAT, false, 0, 0 ); + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer ); + _gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 ); + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer ); + _gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 ); + + } + + } + + // render mesh + + if ( object instanceof THREE.Mesh ) { + + // wireframe + + if ( material.wireframe ) { + + setLineWidth( material.wireframeLinewidth ); + + if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer ); + _gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, _gl.UNSIGNED_SHORT, 0 ); + + // triangles + + } else { + + if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer ); + _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 ); + + } + + _this.info.render.calls ++; + _this.info.render.vertices += geometryGroup.__webglFaceCount; + _this.info.render.faces += geometryGroup.__webglFaceCount / 3; + + // render lines + + } else if ( object instanceof THREE.Line ) { + + primitives = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES; + + setLineWidth( material.linewidth ); + + _gl.drawArrays( primitives, 0, geometryGroup.__webglLineCount ); + + _this.info.render.calls ++; + + // render particles + + } else if ( object instanceof THREE.ParticleSystem ) { + + _gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount ); + + _this.info.render.calls ++; + _this.info.render.points += geometryGroup.__webglParticleCount; + + // render ribbon + + } else if ( object instanceof THREE.Ribbon ) { + + _gl.drawArrays( _gl.TRIANGLE_STRIP, 0, geometryGroup.__webglVertexCount ); + + _this.info.render.calls ++; + + } + + }; + + function setupMorphTargets ( material, geometryGroup, object ) { + + // set base + + var attributes = material.program.attributes; + + if ( object.morphTargetBase !== - 1 ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] ); + _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 ); + + } else if ( attributes.position >= 0 ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer ); + _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 ); + + } + + if ( object.morphTargetForcedOrder.length ) { + + // set forced order + + var m = 0; + var order = object.morphTargetForcedOrder; + var influences = object.morphTargetInfluences; + + while ( m < material.numSupportedMorphTargets && m < order.length ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] ); + _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 ); + + if ( material.morphNormals ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ order[ m ] ] ); + _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 ); + + } + + object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ]; + + m ++; + } + + } else { + + // find most influencing + + var used = []; + var candidateInfluence = - 1; + var candidate = 0; + var influences = object.morphTargetInfluences; + var i, il = influences.length; + var m = 0; + + if ( object.morphTargetBase !== - 1 ) { + + used[ object.morphTargetBase ] = true; + + } + + while ( m < material.numSupportedMorphTargets ) { + + for ( i = 0; i < il; i ++ ) { + + if ( !used[ i ] && influences[ i ] > candidateInfluence ) { + + candidate = i; + candidateInfluence = influences[ candidate ]; + + } + + } + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ candidate ] ); + _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 ); + + if ( material.morphNormals ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ candidate ] ); + _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 ); + + } + + object.__webglMorphTargetInfluences[ m ] = candidateInfluence; + + used[ candidate ] = 1; + candidateInfluence = -1; + m ++; + + } + + } + + // load updated influences uniform + + if( material.program.uniforms.morphTargetInfluences !== null ) { + + _gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences ); + + } + + }; + + + function painterSort ( a, b ) { + + return b.z - a.z; + + }; + + // Rendering + + this.render = function ( scene, camera, renderTarget, forceClear ) { + + var i, il, + + webglObject, object, + renderList, + + lights = scene.__lights, + fog = scene.fog; + + // reset caching for this frame + + _currentMaterialId = -1; + _lightsNeedUpdate = true; + + // update scene graph + + if ( camera.parent === undefined ) { + + console.warn( 'DEPRECATED: Camera hasn\'t been added to a Scene. Adding it...' ); + scene.add( camera ); + + } + + if ( this.autoUpdateScene ) scene.updateMatrixWorld(); + + // update camera matrices and frustum + + if ( ! camera._viewMatrixArray ) camera._viewMatrixArray = new Float32Array( 16 ); + if ( ! camera._projectionMatrixArray ) camera._projectionMatrixArray = new Float32Array( 16 ); + + camera.matrixWorldInverse.getInverse( camera.matrixWorld ); + + camera.matrixWorldInverse.flattenToArray( camera._viewMatrixArray ); + camera.projectionMatrix.flattenToArray( camera._projectionMatrixArray ); + + _projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse ); + _frustum.setFromMatrix( _projScreenMatrix ); + + // update WebGL objects + + if ( this.autoUpdateObjects ) this.initWebGLObjects( scene ); + + // custom render plugins (pre pass) + + renderPlugins( this.renderPluginsPre, scene, camera ); + + // + + _this.info.render.calls = 0; + _this.info.render.vertices = 0; + _this.info.render.faces = 0; + _this.info.render.points = 0; + + this.setRenderTarget( renderTarget ); + + if ( this.autoClear || forceClear ) { + + this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil ); + + } + + // set matrices for regular objects (frustum culled) + + renderList = scene.__webglObjects; + + for ( i = 0, il = renderList.length; i < il; i ++ ) { + + webglObject = renderList[ i ]; + object = webglObject.object; + + webglObject.render = false; + + if ( object.visible ) { + + if ( ! ( object instanceof THREE.Mesh || object instanceof THREE.ParticleSystem ) || ! ( object.frustumCulled ) || _frustum.contains( object ) ) { + + //object.matrixWorld.flattenToArray( object._objectMatrixArray ); + + setupMatrices( object, camera ); + + unrollBufferMaterial( webglObject ); + + webglObject.render = true; + + if ( this.sortObjects ) { + + if ( object.renderDepth ) { + + webglObject.z = object.renderDepth; + + } else { + + _vector3.copy( object.matrixWorld.getPosition() ); + _projScreenMatrix.multiplyVector3( _vector3 ); + + webglObject.z = _vector3.z; + + } + + } + + } + + } + + } + + if ( this.sortObjects ) { + + renderList.sort( painterSort ); + + } + + // set matrices for immediate objects + + renderList = scene.__webglObjectsImmediate; + + for ( i = 0, il = renderList.length; i < il; i ++ ) { + + webglObject = renderList[ i ]; + object = webglObject.object; + + if ( object.visible ) { + + /* + if ( object.matrixAutoUpdate ) { + + object.matrixWorld.flattenToArray( object._objectMatrixArray ); + + } + */ + + setupMatrices( object, camera ); + + unrollImmediateBufferMaterial( webglObject ); + + } + + } + + if ( scene.overrideMaterial ) { + + var material = scene.overrideMaterial; + + this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst ); + this.setDepthTest( material.depthTest ); + this.setDepthWrite( material.depthWrite ); + setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits ); + + renderObjects( scene.__webglObjects, false, "", camera, lights, fog, true, material ); + renderObjectsImmediate( scene.__webglObjectsImmediate, "", camera, lights, fog, false, material ); + + } else { + + // opaque pass (front-to-back order) + + this.setBlending( THREE.NormalBlending ); + + renderObjects( scene.__webglObjects, true, "opaque", camera, lights, fog, false ); + renderObjectsImmediate( scene.__webglObjectsImmediate, "opaque", camera, lights, fog, false ); + + // transparent pass (back-to-front order) + + renderObjects( scene.__webglObjects, false, "transparent", camera, lights, fog, true ); + renderObjectsImmediate( scene.__webglObjectsImmediate, "transparent", camera, lights, fog, true ); + + } + + // custom render plugins (post pass) + + renderPlugins( this.renderPluginsPost, scene, camera ); + + + // Generate mipmap if we're using any kind of mipmap filtering + + if ( renderTarget && renderTarget.generateMipmaps && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) { + + updateRenderTargetMipmap( renderTarget ); + + } + + // Ensure depth buffer writing is enabled so it can be cleared on next render + + this.setDepthTest( true ); + this.setDepthWrite( true ); + + // _gl.finish(); + + }; + + function renderPlugins( plugins, scene, camera ) { + + if ( ! plugins.length ) return; + + for ( var i = 0, il = plugins.length; i < il; i ++ ) { + + // reset state for plugin (to start from clean slate) + + _currentProgram = null; + _currentCamera = null; + + _oldBlending = -1; + _oldDepthTest = -1; + _oldDepthWrite = -1; + _oldDoubleSided = -1; + _oldFlipSided = -1; + _currentGeometryGroupHash = -1; + _currentMaterialId = -1; + + _lightsNeedUpdate = true; + + plugins[ i ].render( scene, camera, _currentWidth, _currentHeight ); + + // reset state after plugin (anything could have changed) + + _currentProgram = null; + _currentCamera = null; + + _oldBlending = -1; + _oldDepthTest = -1; + _oldDepthWrite = -1; + _oldDoubleSided = -1; + _oldFlipSided = -1; + _currentGeometryGroupHash = -1; + _currentMaterialId = -1; + + _lightsNeedUpdate = true; + + } + + }; + + function renderObjects ( renderList, reverse, materialType, camera, lights, fog, useBlending, overrideMaterial ) { + + var webglObject, object, buffer, material, start, end, delta; + + if ( reverse ) { + + start = renderList.length - 1; + end = -1; + delta = -1; + + } else { + + start = 0; + end = renderList.length; + delta = 1; + } + + for ( var i = start; i !== end; i += delta ) { + + webglObject = renderList[ i ]; + + if ( webglObject.render ) { + + object = webglObject.object; + buffer = webglObject.buffer; + + if ( overrideMaterial ) { + + material = overrideMaterial; + + } else { + + material = webglObject[ materialType ]; + + if ( ! material ) continue; + + if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst ); + + _this.setDepthTest( material.depthTest ); + _this.setDepthWrite( material.depthWrite ); + setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits ); + + } + + _this.setObjectFaces( object ); + + if ( buffer instanceof THREE.BufferGeometry ) { + + _this.renderBufferDirect( camera, lights, fog, material, buffer, object ); + + } else { + + _this.renderBuffer( camera, lights, fog, material, buffer, object ); + + } + + } + + } + + }; + + function renderObjectsImmediate ( renderList, materialType, camera, lights, fog, useBlending, overrideMaterial ) { + + var webglObject, object, material, program; + + for ( var i = 0, il = renderList.length; i < il; i ++ ) { + + webglObject = renderList[ i ]; + object = webglObject.object; + + if ( object.visible ) { + + if ( overrideMaterial ) { + + material = overrideMaterial; + + } else { + + material = webglObject[ materialType ]; + + if ( ! material ) continue; + + if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst ); + + _this.setDepthTest( material.depthTest ); + _this.setDepthWrite( material.depthWrite ); + setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits ); + + } + + _this.renderImmediateObject( camera, lights, fog, material, object ); + + } + + } + + }; + + this.renderImmediateObject = function ( camera, lights, fog, material, object ) { + + var program = setProgram( camera, lights, fog, material, object ); + + _currentGeometryGroupHash = -1; + + _this.setObjectFaces( object ); + + if ( object.immediateRenderCallback ) { + + object.immediateRenderCallback( program, _gl, _frustum ); + + } else { + + object.render( function( object ) { _this.renderBufferImmediate( object, program, material.shading ); } ); + + } + + }; + + function unrollImmediateBufferMaterial ( globject ) { + + var object = globject.object, + material = object.material; + + if ( material.transparent ) { + + globject.transparent = material; + globject.opaque = null; + + } else { + + globject.opaque = material; + globject.transparent = null; + + } + + }; + + function unrollBufferMaterial ( globject ) { + + var object = globject.object, + buffer = globject.buffer, + material, materialIndex, meshMaterial; + + meshMaterial = object.material; + + if ( meshMaterial instanceof THREE.MeshFaceMaterial ) { + + materialIndex = buffer.materialIndex; + + if ( materialIndex >= 0 ) { + + material = object.geometry.materials[ materialIndex ]; + + if ( material.transparent ) { + + globject.transparent = material; + globject.opaque = null; + + } else { + + globject.opaque = material; + globject.transparent = null; + + } + + } + + } else { + + material = meshMaterial; + + if ( material ) { + + if ( material.transparent ) { + + globject.transparent = material; + globject.opaque = null; + + } else { + + globject.opaque = material; + globject.transparent = null; + + } + + } + + } + + }; + + // Geometry splitting + + function sortFacesByMaterial ( geometry ) { + + var f, fl, face, materialIndex, vertices, + materialHash, groupHash, + hash_map = {}; + + var numMorphTargets = geometry.morphTargets.length; + var numMorphNormals = geometry.morphNormals.length; + + geometry.geometryGroups = {}; + + for ( f = 0, fl = geometry.faces.length; f < fl; f ++ ) { + + face = geometry.faces[ f ]; + materialIndex = face.materialIndex; + + materialHash = ( materialIndex !== undefined ) ? materialIndex : -1; + + if ( hash_map[ materialHash ] === undefined ) { + + hash_map[ materialHash ] = { 'hash': materialHash, 'counter': 0 }; + + } + + groupHash = hash_map[ materialHash ].hash + '_' + hash_map[ materialHash ].counter; + + if ( geometry.geometryGroups[ groupHash ] === undefined ) { + + geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals }; + + } + + vertices = face instanceof THREE.Face3 ? 3 : 4; + + if ( geometry.geometryGroups[ groupHash ].vertices + vertices > 65535 ) { + + hash_map[ materialHash ].counter += 1; + groupHash = hash_map[ materialHash ].hash + '_' + hash_map[ materialHash ].counter; + + if ( geometry.geometryGroups[ groupHash ] === undefined ) { + + geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals }; + + } + + } + + if ( face instanceof THREE.Face3 ) { + + geometry.geometryGroups[ groupHash ].faces3.push( f ); + + } else { + + geometry.geometryGroups[ groupHash ].faces4.push( f ); + + } + + geometry.geometryGroups[ groupHash ].vertices += vertices; + + } + + geometry.geometryGroupsList = []; + + for ( var g in geometry.geometryGroups ) { + + geometry.geometryGroups[ g ].id = _geometryGroupCounter ++; + + geometry.geometryGroupsList.push( geometry.geometryGroups[ g ] ); + + } + + }; + + // Objects refresh + + this.initWebGLObjects = function ( scene ) { + + if ( !scene.__webglObjects ) { + + scene.__webglObjects = []; + scene.__webglObjectsImmediate = []; + scene.__webglSprites = []; + scene.__webglFlares = []; + + } + + while ( scene.__objectsAdded.length ) { + + addObject( scene.__objectsAdded[ 0 ], scene ); + scene.__objectsAdded.splice( 0, 1 ); + + } + + while ( scene.__objectsRemoved.length ) { + + removeObject( scene.__objectsRemoved[ 0 ], scene ); + scene.__objectsRemoved.splice( 0, 1 ); + + } + + // update must be called after objects adding / removal + + for ( var o = 0, ol = scene.__webglObjects.length; o < ol; o ++ ) { + + updateObject( scene.__webglObjects[ o ].object ); + + } + + }; + + // Objects adding + + function addObject ( object, scene ) { + + var g, geometry, geometryGroup; + + if ( ! object.__webglInit ) { + + object.__webglInit = true; + + object._modelViewMatrix = new THREE.Matrix4(); + object._normalMatrix = new THREE.Matrix3(); + + //object._normalMatrixArray = new Float32Array( 9 ); + //object._modelViewMatrixArray = new Float32Array( 16 ); + //object._objectMatrixArray = new Float32Array( 16 ); + + //object.matrixWorld.flattenToArray( object._objectMatrixArray ); + + if ( object instanceof THREE.Mesh ) { + + geometry = object.geometry; + + if ( geometry instanceof THREE.Geometry ) { + + if ( geometry.geometryGroups === undefined ) { + + sortFacesByMaterial( geometry ); + + } + + // create separate VBOs per geometry chunk + + for ( g in geometry.geometryGroups ) { + + geometryGroup = geometry.geometryGroups[ g ]; + + // initialise VBO on the first access + + if ( ! geometryGroup.__webglVertexBuffer ) { + + createMeshBuffers( geometryGroup ); + initMeshBuffers( geometryGroup, object ); + + geometry.verticesNeedUpdate = true; + geometry.morphTargetsNeedUpdate = true; + geometry.elementsNeedUpdate = true; + geometry.uvsNeedUpdate = true; + geometry.normalsNeedUpdate = true; + geometry.tangetsNeedUpdate = true; + geometry.colorsNeedUpdate = true; + + } + + } + + } + + } else if ( object instanceof THREE.Ribbon ) { + + geometry = object.geometry; + + if( ! geometry.__webglVertexBuffer ) { + + createRibbonBuffers( geometry ); + initRibbonBuffers( geometry ); + + geometry.verticesNeedUpdate = true; + geometry.colorsNeedUpdate = true; + + } + + } else if ( object instanceof THREE.Line ) { + + geometry = object.geometry; + + if( ! geometry.__webglVertexBuffer ) { + + createLineBuffers( geometry ); + initLineBuffers( geometry, object ); + + geometry.verticesNeedUpdate = true; + geometry.colorsNeedUpdate = true; + + } + + } else if ( object instanceof THREE.ParticleSystem ) { + + geometry = object.geometry; + + if ( ! geometry.__webglVertexBuffer ) { + + createParticleBuffers( geometry ); + initParticleBuffers( geometry, object ); + + geometry.verticesNeedUpdate = true; + geometry.colorsNeedUpdate = true; + + } + + } + + } + + if ( ! object.__webglActive ) { + + if ( object instanceof THREE.Mesh ) { + + geometry = object.geometry; + + if ( geometry instanceof THREE.BufferGeometry ) { + + addBuffer( scene.__webglObjects, geometry, object ); + + } else { + + for ( g in geometry.geometryGroups ) { + + geometryGroup = geometry.geometryGroups[ g ]; + + addBuffer( scene.__webglObjects, geometryGroup, object ); + + } + + } + + } else if ( object instanceof THREE.Ribbon || + object instanceof THREE.Line || + object instanceof THREE.ParticleSystem ) { + + geometry = object.geometry; + addBuffer( scene.__webglObjects, geometry, object ); + + } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) { + + addBufferImmediate( scene.__webglObjectsImmediate, object ); + + } else if ( object instanceof THREE.Sprite ) { + + scene.__webglSprites.push( object ); + + } else if ( object instanceof THREE.LensFlare ) { + + scene.__webglFlares.push( object ); + + } + + object.__webglActive = true; + + } + + }; + + function addBuffer ( objlist, buffer, object ) { + + objlist.push( + { + buffer: buffer, + object: object, + opaque: null, + transparent: null + } + ); + + }; + + function addBufferImmediate ( objlist, object ) { + + objlist.push( + { + object: object, + opaque: null, + transparent: null + } + ); + + }; + + // Objects updates + + function updateObject ( object ) { + + var geometry = object.geometry, + geometryGroup, customAttributesDirty, material; + + if ( object instanceof THREE.Mesh ) { + + if ( geometry instanceof THREE.BufferGeometry ) { + + /* + if ( geometry.verticesNeedUpdate || geometry.elementsNeedUpdate || + geometry.uvsNeedUpdate || geometry.normalsNeedUpdate || + geometry.colorsNeedUpdate ) { + + // TODO + // set buffers from typed arrays + + } + */ + + geometry.verticesNeedUpdate = false; + geometry.elementsNeedUpdate = false; + geometry.uvsNeedUpdate = false; + geometry.normalsNeedUpdate = false; + geometry.colorsNeedUpdate = false; + + } else { + + // check all geometry groups + + for( var i = 0, il = geometry.geometryGroupsList.length; i < il; i ++ ) { + + geometryGroup = geometry.geometryGroupsList[ i ]; + + material = getBufferMaterial( object, geometryGroup ); + + customAttributesDirty = material.attributes && areCustomAttributesDirty( material ); + + if ( geometry.verticesNeedUpdate || geometry.morphTargetsNeedUpdate || geometry.elementsNeedUpdate || + geometry.uvsNeedUpdate || geometry.normalsNeedUpdate || + geometry.colorsNeedUpdate || geometry.tangetsNeedUpdate || 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.tangetsNeedUpdate = false; + + material.attributes && clearCustomAttributes( material ); + + } + + } else if ( object instanceof THREE.Ribbon ) { + + if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate ) { + + setRibbonBuffers( geometry, _gl.DYNAMIC_DRAW ); + + } + + geometry.verticesNeedUpdate = false; + geometry.colorsNeedUpdate = false; + + } else if ( object instanceof THREE.Line ) { + + material = getBufferMaterial( object, geometryGroup ); + + customAttributesDirty = material.attributes && areCustomAttributesDirty( material ); + + if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || customAttributesDirty ) { + + setLineBuffers( geometry, _gl.DYNAMIC_DRAW ); + + } + + geometry.verticesNeedUpdate = false; + geometry.colorsNeedUpdate = false; + + material.attributes && clearCustomAttributes( material ); + + } else if ( object instanceof THREE.ParticleSystem ) { + + material = getBufferMaterial( object, geometryGroup ); + + customAttributesDirty = material.attributes && areCustomAttributesDirty( material ); + + if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || object.sortParticles || customAttributesDirty ) { + + setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object ); + + } + + geometry.verticesNeedUpdate = false; + geometry.colorsNeedUpdate = false; + + material.attributes && clearCustomAttributes( material ); + + } + + }; + + // Objects updates - custom attributes check + + function areCustomAttributesDirty ( material ) { + + for ( var a in material.attributes ) { + + if ( material.attributes[ a ].needsUpdate ) return true; + + } + + return false; + + }; + + function clearCustomAttributes ( material ) { + + for ( var a in material.attributes ) { + + material.attributes[ a ].needsUpdate = false; + + } + + }; + + // Objects removal + + function removeObject ( object, scene ) { + + if ( object instanceof THREE.Mesh || + object instanceof THREE.ParticleSystem || + object instanceof THREE.Ribbon || + object instanceof THREE.Line ) { + + removeInstances( scene.__webglObjects, object ); + + } else if ( object instanceof THREE.Sprite ) { + + removeInstancesDirect( scene.__webglSprites, object ); + + } else if ( object instanceof THREE.LensFlare ) { + + removeInstancesDirect( scene.__webglFlares, object ); + + } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) { + + removeInstances( scene.__webglObjectsImmediate, object ); + + } + + object.__webglActive = false; + + }; + + function removeInstances ( objlist, object ) { + + for ( var o = objlist.length - 1; o >= 0; o -- ) { + + if ( objlist[ o ].object === object ) { + + objlist.splice( o, 1 ); + + } + + } + + }; + + function removeInstancesDirect ( objlist, object ) { + + for ( var o = objlist.length - 1; o >= 0; o -- ) { + + if ( objlist[ o ] === object ) { + + objlist.splice( o, 1 ); + + } + + } + + }; + + // Materials + + this.initMaterial = function ( material, lights, fog, object ) { + + var u, a, identifiers, i, parameters, maxLightCount, maxBones, maxShadows, shaderID; + + if ( material instanceof THREE.MeshDepthMaterial ) { + + shaderID = 'depth'; + + } else if ( material instanceof THREE.MeshNormalMaterial ) { + + shaderID = 'normal'; + + } else if ( material instanceof THREE.MeshBasicMaterial ) { + + shaderID = 'basic'; + + } else if ( material instanceof THREE.MeshLambertMaterial ) { + + shaderID = 'lambert'; + + } else if ( material instanceof THREE.MeshPhongMaterial ) { + + shaderID = 'phong'; + + } else if ( material instanceof THREE.LineBasicMaterial ) { + + shaderID = 'basic'; + + } else if ( material instanceof THREE.ParticleBasicMaterial ) { + + shaderID = 'particle_basic'; + + } + + if ( shaderID ) { + + setMaterialShaders( material, THREE.ShaderLib[ shaderID ] ); + + } + + // heuristics to create shader parameters according to lights in the scene + // (not to blow over maxLights budget) + + maxLightCount = allocateLights( lights ); + + maxShadows = allocateShadows( lights ); + + maxBones = allocateBones( object ); + + parameters = { + + map: !!material.map, + envMap: !!material.envMap, + lightMap: !!material.lightMap, + + vertexColors: material.vertexColors, + + fog: fog, + useFog: material.fog, + + sizeAttenuation: material.sizeAttenuation, + + skinning: material.skinning, + maxBones: maxBones, + + morphTargets: material.morphTargets, + morphNormals: material.morphNormals, + maxMorphTargets: this.maxMorphTargets, + maxMorphNormals: this.maxMorphNormals, + + maxDirLights: maxLightCount.directional, + maxPointLights: maxLightCount.point, + maxSpotLights: maxLightCount.spot, + + maxShadows: maxShadows, + shadowMapEnabled: this.shadowMapEnabled && object.receiveShadow, + shadowMapSoft: this.shadowMapSoft, + shadowMapDebug: this.shadowMapDebug, + shadowMapCascade: this.shadowMapCascade, + + alphaTest: material.alphaTest, + metal: material.metal, + perPixel: material.perPixel, + wrapAround: material.wrapAround, + doubleSided: object && object.doubleSided + + }; + + material.program = buildProgram( shaderID, material.fragmentShader, material.vertexShader, material.uniforms, material.attributes, parameters ); + + var attributes = material.program.attributes; + + if ( attributes.position >= 0 ) _gl.enableVertexAttribArray( attributes.position ); + if ( attributes.color >= 0 ) _gl.enableVertexAttribArray( attributes.color ); + if ( attributes.normal >= 0 ) _gl.enableVertexAttribArray( attributes.normal ); + if ( attributes.tangent >= 0 ) _gl.enableVertexAttribArray( attributes.tangent ); + + if ( material.skinning && + attributes.skinVertexA >=0 && attributes.skinVertexB >= 0 && + attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) { + + _gl.enableVertexAttribArray( attributes.skinVertexA ); + _gl.enableVertexAttribArray( attributes.skinVertexB ); + _gl.enableVertexAttribArray( attributes.skinIndex ); + _gl.enableVertexAttribArray( attributes.skinWeight ); + + } + + if ( material.attributes ) { + + for ( a in material.attributes ) { + + if( attributes[ a ] !== undefined && attributes[ a ] >= 0 ) _gl.enableVertexAttribArray( attributes[ a ] ); + + } + + } + + if ( material.morphTargets ) { + + material.numSupportedMorphTargets = 0; + + var id, base = "morphTarget"; + + for ( i = 0; i < this.maxMorphTargets; i ++ ) { + + id = base + i; + + if ( attributes[ id ] >= 0 ) { + + _gl.enableVertexAttribArray( attributes[ id ] ); + material.numSupportedMorphTargets ++; + + } + + } + + } + + if ( material.morphNormals ) { + + material.numSupportedMorphNormals = 0; + + var id, base = "morphNormal"; + + for ( i = 0; i < this.maxMorphNormals; i ++ ) { + + id = base + i; + + if ( attributes[ id ] >= 0 ) { + + _gl.enableVertexAttribArray( attributes[ id ] ); + material.numSupportedMorphNormals ++; + + } + + } + + } + + material.uniformsList = []; + + for ( u in material.uniforms ) { + + material.uniformsList.push( [ material.uniforms[ u ], u ] ); + + } + + }; + + function setMaterialShaders( material, shaders ) { + + material.uniforms = THREE.UniformsUtils.clone( shaders.uniforms ); + material.vertexShader = shaders.vertexShader; + material.fragmentShader = shaders.fragmentShader; + + }; + + function setProgram( camera, lights, fog, material, object ) { + + if ( ! material.program || material.needsUpdate ) { + + _this.initMaterial( material, lights, fog, object ); + material.needsUpdate = false; + + } + + if ( material.morphTargets ) { + + if ( ! object.__webglMorphTargetInfluences ) { + + object.__webglMorphTargetInfluences = new Float32Array( _this.maxMorphTargets ); + + for ( var i = 0, il = _this.maxMorphTargets; i < il; i ++ ) { + + object.__webglMorphTargetInfluences[ i ] = 0; + + } + + } + + } + + var refreshMaterial = false; + + var program = material.program, + p_uniforms = program.uniforms, + m_uniforms = material.uniforms; + + if ( program !== _currentProgram ) { + + _gl.useProgram( program ); + _currentProgram = program; + + refreshMaterial = true; + + } + + if ( material.id !== _currentMaterialId ) { + + _currentMaterialId = material.id; + refreshMaterial = true; + + } + + if ( refreshMaterial || camera !== _currentCamera ) { + + _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera._projectionMatrixArray ); + + if ( camera !== _currentCamera ) _currentCamera = camera; + + } + + if ( refreshMaterial ) { + + // refresh uniforms common to several materials + + if ( fog && material.fog ) { + + refreshUniformsFog( m_uniforms, fog ); + + } + + if ( material instanceof THREE.MeshPhongMaterial || + material instanceof THREE.MeshLambertMaterial || + material.lights ) { + + if ( _lightsNeedUpdate ) { + + setupLights( program, lights ); + _lightsNeedUpdate = false; + + } + + refreshUniformsLights( m_uniforms, _lights ); + + } + + if ( material instanceof THREE.MeshBasicMaterial || + material instanceof THREE.MeshLambertMaterial || + material instanceof THREE.MeshPhongMaterial ) { + + refreshUniformsCommon( m_uniforms, material ); + + } + + // refresh single material specific uniforms + + if ( material instanceof THREE.LineBasicMaterial ) { + + refreshUniformsLine( m_uniforms, material ); + + } else if ( material instanceof THREE.ParticleBasicMaterial ) { + + refreshUniformsParticle( m_uniforms, material ); + + } else if ( material instanceof THREE.MeshPhongMaterial ) { + + refreshUniformsPhong( m_uniforms, material ); + + } else if ( material instanceof THREE.MeshLambertMaterial ) { + + refreshUniformsLambert( m_uniforms, material ); + + } else if ( material instanceof THREE.MeshDepthMaterial ) { + + m_uniforms.mNear.value = camera.near; + m_uniforms.mFar.value = camera.far; + m_uniforms.opacity.value = material.opacity; + + } else if ( material instanceof THREE.MeshNormalMaterial ) { + + m_uniforms.opacity.value = material.opacity; + + } + + if ( object.receiveShadow && ! material._shadowPass ) { + + refreshUniformsShadow( m_uniforms, lights ); + + } + + // load common uniforms + + loadUniformsGeneric( program, material.uniformsList ); + + // load material specific uniforms + // (shader material also gets them for the sake of genericity) + + if ( material instanceof THREE.ShaderMaterial || + material instanceof THREE.MeshPhongMaterial || + material.envMap ) { + + if ( p_uniforms.cameraPosition !== null ) { + + var position = camera.matrixWorld.getPosition(); + _gl.uniform3f( p_uniforms.cameraPosition, position.x, position.y, position.z ); + + } + + } + + if ( material instanceof THREE.MeshPhongMaterial || + material instanceof THREE.MeshLambertMaterial || + material instanceof THREE.ShaderMaterial || + material.skinning ) { + + if ( p_uniforms.viewMatrix !== null ) { + + _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera._viewMatrixArray ); + + } + + } + + if ( material.skinning ) { + + _gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.boneMatrices ); + + } + + } + + loadUniformsMatrices( p_uniforms, object ); + + if ( p_uniforms.objectMatrix !== null ) { + + _gl.uniformMatrix4fv( p_uniforms.objectMatrix, false, object.matrixWorld.elements ); + + } + + return program; + + }; + + // Uniforms (refresh uniforms objects) + + function refreshUniformsCommon ( uniforms, material ) { + + uniforms.opacity.value = material.opacity; + + if ( _this.gammaInput ) { + + uniforms.diffuse.value.copyGammaToLinear( material.color ); + + } else { + + uniforms.diffuse.value = material.color; + + } + + uniforms.map.texture = material.map; + + if ( material.map ) { + + uniforms.offsetRepeat.value.set( material.map.offset.x, material.map.offset.y, material.map.repeat.x, material.map.repeat.y ); + + } + + uniforms.lightMap.texture = material.lightMap; + + uniforms.envMap.texture = material.envMap; + uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : -1; + + if ( _this.gammaInput ) { + + //uniforms.reflectivity.value = material.reflectivity * material.reflectivity; + uniforms.reflectivity.value = material.reflectivity; + + } else { + + uniforms.reflectivity.value = material.reflectivity; + + } + + uniforms.refractionRatio.value = material.refractionRatio; + uniforms.combine.value = material.combine; + uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping; + + }; + + function refreshUniformsLine ( uniforms, material ) { + + uniforms.diffuse.value = material.color; + uniforms.opacity.value = material.opacity; + + }; + + function refreshUniformsParticle ( uniforms, material ) { + + uniforms.psColor.value = material.color; + uniforms.opacity.value = material.opacity; + uniforms.size.value = material.size; + uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this. + + uniforms.map.texture = material.map; + + }; + + function refreshUniformsFog ( uniforms, fog ) { + + uniforms.fogColor.value = fog.color; + + if ( fog instanceof THREE.Fog ) { + + uniforms.fogNear.value = fog.near; + uniforms.fogFar.value = fog.far; + + } else if ( fog instanceof THREE.FogExp2 ) { + + uniforms.fogDensity.value = fog.density; + + } + + }; + + function refreshUniformsPhong ( uniforms, material ) { + + uniforms.shininess.value = material.shininess; + + if ( _this.gammaInput ) { + + uniforms.ambient.value.copyGammaToLinear( material.ambient ); + uniforms.emissive.value.copyGammaToLinear( material.emissive ); + uniforms.specular.value.copyGammaToLinear( material.specular ); + + } else { + + uniforms.ambient.value = material.ambient; + uniforms.emissive.value = material.emissive; + uniforms.specular.value = material.specular; + + } + + if ( material.wrapAround ) { + + uniforms.wrapRGB.value.copy( material.wrapRGB ); + + } + + }; + + function refreshUniformsLambert ( uniforms, material ) { + + if ( _this.gammaInput ) { + + uniforms.ambient.value.copyGammaToLinear( material.ambient ); + uniforms.emissive.value.copyGammaToLinear( material.emissive ); + + } else { + + uniforms.ambient.value = material.ambient; + uniforms.emissive.value = material.emissive; + + } + + if ( material.wrapAround ) { + + uniforms.wrapRGB.value.copy( material.wrapRGB ); + + } + + }; + + function refreshUniformsLights ( uniforms, lights ) { + + uniforms.ambientLightColor.value = lights.ambient; + + uniforms.directionalLightColor.value = lights.directional.colors; + uniforms.directionalLightDirection.value = lights.directional.positions; + + uniforms.pointLightColor.value = lights.point.colors; + uniforms.pointLightPosition.value = lights.point.positions; + uniforms.pointLightDistance.value = lights.point.distances; + + uniforms.spotLightColor.value = lights.spot.colors; + uniforms.spotLightPosition.value = lights.spot.positions; + uniforms.spotLightDistance.value = lights.spot.distances; + uniforms.spotLightDirection.value = lights.spot.directions; + uniforms.spotLightAngle.value = lights.spot.angles; + uniforms.spotLightExponent.value = lights.spot.exponents; + + }; + + 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.texture[ 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 loadUniformsGeneric ( program, uniforms ) { + + var uniform, value, type, location, texture, i, il, j, jl, offset; + + for ( j = 0, jl = uniforms.length; j < jl; j ++ ) { + + location = program.uniforms[ uniforms[ j ][ 1 ] ]; + if ( !location ) continue; + + uniform = uniforms[ j ][ 0 ]; + + type = uniform.type; + value = uniform.value; + + switch ( type ) { + + 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 "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 ) { + + uniform._array = new Float32Array( 2 * value.length ); + + } + + for ( i = 0, il = value.length; i < il; i ++ ) { + + offset = i * 2; + + uniform._array[ offset ] = value[ i ].x; + uniform._array[ offset + 1 ] = value[ i ].y; + + } + + _gl.uniform2fv( location, uniform._array ); + + break; + + case "v3v": // array of THREE.Vector3 + + if ( ! uniform._array ) { + + uniform._array = new Float32Array( 3 * value.length ); + + } + + for ( i = 0, il = value.length; i < il; i ++ ) { + + offset = i * 3; + + uniform._array[ offset ] = value[ i ].x; + uniform._array[ offset + 1 ] = value[ i ].y; + uniform._array[ offset + 2 ] = value[ i ].z; + + } + + _gl.uniform3fv( location, uniform._array ); + + break; + + case "v4v": // array of THREE.Vector4 + + if ( ! uniform._array ) { + + uniform._array = new Float32Array( 4 * value.length ); + + } + + for ( i = 0, il = value.length; i < il; i ++ ) { + + offset = i * 4; + + uniform._array[ offset ] = value[ i ].x; + uniform._array[ offset + 1 ] = value[ i ].y; + uniform._array[ offset + 2 ] = value[ i ].z; + uniform._array[ offset + 3 ] = value[ i ].w; + + } + + _gl.uniform4fv( location, uniform._array ); + + break; + + case "m4": // single THREE.Matrix4 + + if ( ! uniform._array ) { + + uniform._array = new Float32Array( 16 ); + + } + + value.flattenToArray( uniform._array ); + _gl.uniformMatrix4fv( location, false, uniform._array ); + + break; + + case "m4v": // array of THREE.Matrix4 + + if ( ! uniform._array ) { + + uniform._array = new Float32Array( 16 * value.length ); + + } + + for ( i = 0, il = value.length; i < il; i ++ ) { + + value[ i ].flattenToArrayOffset( uniform._array, i * 16 ); + + } + + _gl.uniformMatrix4fv( location, false, uniform._array ); + + break; + + case "t": // single THREE.Texture (2d or cube) + + _gl.uniform1i( location, value ); + + texture = uniform.texture; + + if ( !texture ) continue; + + if ( texture.image instanceof Array && texture.image.length === 6 ) { + + setCubeTexture( texture, value ); + + } else if ( texture instanceof THREE.WebGLRenderTargetCube ) { + + setCubeTextureDynamic( texture, value ); + + } else { + + _this.setTexture( texture, value ); + + } + + break; + + case "tv": // array of THREE.Texture (2d) + + if ( ! uniform._array ) { + + uniform._array = []; + + for( i = 0, il = uniform.texture.length; i < il; i ++ ) { + + uniform._array[ i ] = value + i; + + } + + } + + _gl.uniform1iv( location, uniform._array ); + + for( i = 0, il = uniform.texture.length; i < il; i ++ ) { + + texture = uniform.texture[ i ]; + + if ( !texture ) continue; + + _this.setTexture( texture, uniform._array[ i ] ); + + } + + break; + + } + + } + + }; + + function setupMatrices ( object, camera ) { + + object._modelViewMatrix.multiply( camera.matrixWorldInverse, object.matrixWorld); + + object._normalMatrix.getInverse( object._modelViewMatrix ); + object._normalMatrix.transpose(); + + }; + + function setupLights ( program, lights ) { + + var l, ll, light, n, + r = 0, g = 0, b = 0, + color, position, intensity, distance, + + zlights = _lights, + + dcolors = zlights.directional.colors, + dpositions = zlights.directional.positions, + + pcolors = zlights.point.colors, + ppositions = zlights.point.positions, + pdistances = zlights.point.distances, + + scolors = zlights.spot.colors, + spositions = zlights.spot.positions, + sdistances = zlights.spot.distances, + sdirections = zlights.spot.directions, + sangles = zlights.spot.angles, + sexponents = zlights.spot.exponents, + + dlength = 0, + plength = 0, + slength = 0, + + doffset = 0, + poffset = 0, + soffset = 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 ( _this.gammaInput ) { + + r += color.r * color.r; + g += color.g * color.g; + b += color.b * color.b; + + } else { + + r += color.r; + g += color.g; + b += color.b; + + } + + } else if ( light instanceof THREE.DirectionalLight ) { + + doffset = dlength * 3; + + if ( _this.gammaInput ) { + + dcolors[ doffset ] = color.r * color.r * intensity * intensity; + dcolors[ doffset + 1 ] = color.g * color.g * intensity * intensity; + dcolors[ doffset + 2 ] = color.b * color.b * intensity * intensity; + + } else { + + dcolors[ doffset ] = color.r * intensity; + dcolors[ doffset + 1 ] = color.g * intensity; + dcolors[ doffset + 2 ] = color.b * intensity; + + } + + _direction.copy( light.matrixWorld.getPosition() ); + _direction.subSelf( light.target.matrixWorld.getPosition() ); + _direction.normalize(); + + dpositions[ doffset ] = _direction.x; + dpositions[ doffset + 1 ] = _direction.y; + dpositions[ doffset + 2 ] = _direction.z; + + dlength += 1; + + } else if( light instanceof THREE.PointLight ) { + + poffset = plength * 3; + + if ( _this.gammaInput ) { + + pcolors[ poffset ] = color.r * color.r * intensity * intensity; + pcolors[ poffset + 1 ] = color.g * color.g * intensity * intensity; + pcolors[ poffset + 2 ] = color.b * color.b * intensity * intensity; + + } else { + + pcolors[ poffset ] = color.r * intensity; + pcolors[ poffset + 1 ] = color.g * intensity; + pcolors[ poffset + 2 ] = color.b * intensity; + + } + + position = light.matrixWorld.getPosition(); + + ppositions[ poffset ] = position.x; + ppositions[ poffset + 1 ] = position.y; + ppositions[ poffset + 2 ] = position.z; + + pdistances[ plength ] = distance; + + plength += 1; + + } else if( light instanceof THREE.SpotLight ) { + + soffset = slength * 3; + + if ( _this.gammaInput ) { + + scolors[ soffset ] = color.r * color.r * intensity * intensity; + scolors[ soffset + 1 ] = color.g * color.g * intensity * intensity; + scolors[ soffset + 2 ] = color.b * color.b * intensity * intensity; + + } else { + + scolors[ soffset ] = color.r * intensity; + scolors[ soffset + 1 ] = color.g * intensity; + scolors[ soffset + 2 ] = color.b * intensity; + + } + + position = light.matrixWorld.getPosition(); + + spositions[ soffset ] = position.x; + spositions[ soffset + 1 ] = position.y; + spositions[ soffset + 2 ] = position.z; + + sdistances[ slength ] = distance; + + _direction.copy( position ); + _direction.subSelf( light.target.matrixWorld.getPosition() ); + _direction.normalize(); + + sdirections[ soffset ] = _direction.x; + sdirections[ soffset + 1 ] = _direction.y; + sdirections[ soffset + 2 ] = _direction.z; + + sangles[ slength ] = Math.cos( light.angle ); + sexponents[ slength ] = light.exponent; + + slength += 1; + + } + + } + + // null eventual remains from removed lights + // (this is to avoid if in shader) + + for ( l = dlength * 3, ll = dcolors.length; l < ll; l ++ ) dcolors[ l ] = 0.0; + for ( l = plength * 3, ll = pcolors.length; l < ll; l ++ ) pcolors[ l ] = 0.0; + for ( l = slength * 3, ll = scolors.length; l < ll; l ++ ) scolors[ l ] = 0.0; + + zlights.directional.length = dlength; + zlights.point.length = plength; + zlights.spot.length = slength; + + zlights.ambient[ 0 ] = r; + zlights.ambient[ 1 ] = g; + zlights.ambient[ 2 ] = b; + + }; + + // GL state setting + + this.setFaceCulling = function ( cullFace, frontFace ) { + + if ( cullFace ) { + + if ( !frontFace || frontFace === "ccw" ) { + + _gl.frontFace( _gl.CCW ); + + } else { + + _gl.frontFace( _gl.CW ); + + } + + if( cullFace === "back" ) { + + _gl.cullFace( _gl.BACK ); + + } else if( cullFace === "front" ) { + + _gl.cullFace( _gl.FRONT ); + + } else { + + _gl.cullFace( _gl.FRONT_AND_BACK ); + + } + + _gl.enable( _gl.CULL_FACE ); + + } else { + + _gl.disable( _gl.CULL_FACE ); + + } + + }; + + this.setObjectFaces = function ( object ) { + + if ( _oldDoubleSided !== object.doubleSided ) { + + if ( object.doubleSided ) { + + _gl.disable( _gl.CULL_FACE ); + + } else { + + _gl.enable( _gl.CULL_FACE ); + + } + + _oldDoubleSided = object.doubleSided; + + } + + if ( _oldFlipSided !== object.flipSided ) { + + if ( object.flipSided ) { + + _gl.frontFace( _gl.CW ); + + } else { + + _gl.frontFace( _gl.CCW ); + + } + + _oldFlipSided = object.flipSided; + + } + + }; + + this.setDepthTest = function ( depthTest ) { + + if ( _oldDepthTest !== depthTest ) { + + if ( depthTest ) { + + _gl.enable( _gl.DEPTH_TEST ); + + } else { + + _gl.disable( _gl.DEPTH_TEST ); + + } + + _oldDepthTest = depthTest; + + } + + }; + + this.setDepthWrite = function ( depthWrite ) { + + if ( _oldDepthWrite !== depthWrite ) { + + _gl.depthMask( depthWrite ); + _oldDepthWrite = depthWrite; + + } + + }; + + function setLineWidth ( width ) { + + if ( width !== _oldLineWidth ) { + + _gl.lineWidth( width ); + + _oldLineWidth = width; + + } + + }; + + function setPolygonOffset ( polygonoffset, factor, units ) { + + if ( _oldPolygonOffset !== polygonoffset ) { + + if ( polygonoffset ) { + + _gl.enable( _gl.POLYGON_OFFSET_FILL ); + + } else { + + _gl.disable( _gl.POLYGON_OFFSET_FILL ); + + } + + _oldPolygonOffset = polygonoffset; + + } + + if ( polygonoffset && ( _oldPolygonOffsetFactor !== factor || _oldPolygonOffsetUnits !== units ) ) { + + _gl.polygonOffset( factor, units ); + + _oldPolygonOffsetFactor = factor; + _oldPolygonOffsetUnits = units; + + } + + }; + + this.setBlending = function ( blending, blendEquation, blendSrc, blendDst ) { + + if ( blending !== _oldBlending ) { + + switch ( blending ) { + + case THREE.NoBlending: + + _gl.disable( _gl.BLEND ); + + break; + + case THREE.AdditiveBlending: + + _gl.enable( _gl.BLEND ); + _gl.blendEquation( _gl.FUNC_ADD ); + _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE ); + + break; + + case THREE.SubtractiveBlending: + + // TODO: Find blendFuncSeparate() combination + _gl.enable( _gl.BLEND ); + _gl.blendEquation( _gl.FUNC_ADD ); + _gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR ); + + break; + + case THREE.MultiplyBlending: + + // TODO: Find blendFuncSeparate() combination + _gl.enable( _gl.BLEND ); + _gl.blendEquation( _gl.FUNC_ADD ); + _gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR ); + + break; + + case THREE.CustomBlending: + + _gl.enable( _gl.BLEND ); + + break; + + default: + + _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 ); + + break; + + } + + _oldBlending = blending; + + } + + if ( blending === THREE.CustomBlending ) { + + if ( blendEquation !== _oldBlendEquation ) { + + _gl.blendEquation( paramThreeToGL( blendEquation ) ); + + _oldBlendEquation = blendEquation; + + } + + if ( blendSrc !== _oldBlendSrc || blendDst !== _oldBlendDst ) { + + _gl.blendFunc( paramThreeToGL( blendSrc ), paramThreeToGL( blendDst ) ); + + _oldBlendSrc = blendSrc; + _oldBlendDst = blendDst; + + } + + } else { + + _oldBlendEquation = null; + _oldBlendSrc = null; + _oldBlendDst = null; + + } + + }; + + // Shaders + + function buildProgram ( shaderID, fragmentShader, vertexShader, uniforms, attributes, parameters ) { + + var p, pl, program, code; + var chunks = []; + + // Generate code + + if ( shaderID ) { + + chunks.push( shaderID ); + + } else { + + chunks.push( fragmentShader ); + chunks.push( vertexShader ); + + } + + for ( p in parameters ) { + + chunks.push( p ); + chunks.push( parameters[ p ] ); + + } + + code = chunks.join(); + + // Check if code has been already compiled + + for ( p = 0, pl = _programs.length; p < pl; p ++ ) { + + if ( _programs[ p ].code === code ) { + + // console.log( "Code already compiled." /*: \n\n" + code*/ ); + + return _programs[ p ].program; + + } + + } + + //console.log( "building new program " ); + + // + + program = _gl.createProgram(); + + var prefix_vertex = [ + + "precision " + _precision + " float;", + + ( _maxVertexTextures > 0 ) ? "#define VERTEX_TEXTURES" : "", + + _this.gammaInput ? "#define GAMMA_INPUT" : "", + _this.gammaOutput ? "#define GAMMA_OUTPUT" : "", + _this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "", + + "#define MAX_DIR_LIGHTS " + parameters.maxDirLights, + "#define MAX_POINT_LIGHTS " + parameters.maxPointLights, + "#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights, + + "#define MAX_SHADOWS " + parameters.maxShadows, + + "#define MAX_BONES " + parameters.maxBones, + + parameters.map ? "#define USE_MAP" : "", + parameters.envMap ? "#define USE_ENVMAP" : "", + parameters.lightMap ? "#define USE_LIGHTMAP" : "", + parameters.vertexColors ? "#define USE_COLOR" : "", + parameters.skinning ? "#define USE_SKINNING" : "", + parameters.morphTargets ? "#define USE_MORPHTARGETS" : "", + parameters.morphNormals ? "#define USE_MORPHNORMALS" : "", + parameters.perPixel ? "#define PHONG_PER_PIXEL" : "", + parameters.wrapAround ? "#define WRAP_AROUND" : "", + parameters.doubleSided ? "#define DOUBLE_SIDED" : "", + + parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "", + parameters.shadowMapSoft ? "#define SHADOWMAP_SOFT" : "", + parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "", + parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "", + + parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "", + + "uniform mat4 objectMatrix;", + "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 skinVertexA;", + "attribute vec4 skinVertexB;", + "attribute vec4 skinIndex;", + "attribute vec4 skinWeight;", + + "#endif", + + "" + + ].join("\n"); + + var prefix_fragment = [ + + "precision " + _precision + " float;", + + "#define MAX_DIR_LIGHTS " + parameters.maxDirLights, + "#define MAX_POINT_LIGHTS " + parameters.maxPointLights, + "#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights, + + "#define MAX_SHADOWS " + parameters.maxShadows, + + parameters.alphaTest ? "#define ALPHATEST " + parameters.alphaTest: "", + + _this.gammaInput ? "#define GAMMA_INPUT" : "", + _this.gammaOutput ? "#define GAMMA_OUTPUT" : "", + _this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "", + + ( parameters.useFog && parameters.fog ) ? "#define USE_FOG" : "", + ( parameters.useFog && parameters.fog instanceof THREE.FogExp2 ) ? "#define FOG_EXP2" : "", + + parameters.map ? "#define USE_MAP" : "", + parameters.envMap ? "#define USE_ENVMAP" : "", + parameters.lightMap ? "#define USE_LIGHTMAP" : "", + parameters.vertexColors ? "#define USE_COLOR" : "", + + parameters.metal ? "#define METAL" : "", + parameters.perPixel ? "#define PHONG_PER_PIXEL" : "", + parameters.wrapAround ? "#define WRAP_AROUND" : "", + parameters.doubleSided ? "#define DOUBLE_SIDED" : "", + + parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "", + parameters.shadowMapSoft ? "#define SHADOWMAP_SOFT" : "", + parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "", + parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "", + + "uniform mat4 viewMatrix;", + "uniform vec3 cameraPosition;", + "" + + ].join("\n"); + + _gl.attachShader( program, getShader( "fragment", prefix_fragment + fragmentShader ) ); + _gl.attachShader( program, getShader( "vertex", prefix_vertex + vertexShader ) ); + + _gl.linkProgram( program ); + + if ( !_gl.getProgramParameter( program, _gl.LINK_STATUS ) ) { + + console.error( "Could not initialise shader\n" + "VALIDATE_STATUS: " + _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) + ", gl error [" + _gl.getError() + "]" ); + + } + + //console.log( prefix_fragment + fragmentShader ); + //console.log( prefix_vertex + vertexShader ); + + program.uniforms = {}; + program.attributes = {}; + + var identifiers, u, a, i; + + // cache uniform locations + + identifiers = [ + + 'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'objectMatrix', 'cameraPosition', + 'boneGlobalMatrices', 'morphTargetInfluences' + + ]; + + for ( u in uniforms ) { + + identifiers.push( u ); + + } + + cacheUniformLocations( program, identifiers ); + + // cache attributes locations + + identifiers = [ + + "position", "normal", "uv", "uv2", "tangent", "color", + "skinVertexA", "skinVertexB", "skinIndex", "skinWeight" + + ]; + + for ( i = 0; i < parameters.maxMorphTargets; i ++ ) { + + identifiers.push( "morphTarget" + i ); + + } + + for ( i = 0; i < parameters.maxMorphNormals; i ++ ) { + + identifiers.push( "morphNormal" + i ); + + } + + for ( a in attributes ) { + + identifiers.push( a ); + + } + + cacheAttributeLocations( program, identifiers ); + + program.id = _programs.length; + + _programs.push( { program: program, code: code } ); + + _this.info.memory.programs = _programs.length; + + return program; + + }; + + // Shader parameters cache + + function cacheUniformLocations ( program, identifiers ) { + + var i, l, id; + + for( i = 0, l = identifiers.length; i < l; i ++ ) { + + id = identifiers[ i ]; + program.uniforms[ id ] = _gl.getUniformLocation( program, id ); + + } + + }; + + function cacheAttributeLocations ( program, identifiers ) { + + var i, l, id; + + for( i = 0, l = identifiers.length; i < l; i ++ ) { + + id = identifiers[ i ]; + program.attributes[ id ] = _gl.getAttribLocation( program, id ); + + } + + }; + + function getShader ( type, string ) { + + var shader; + + if ( type === "fragment" ) { + + shader = _gl.createShader( _gl.FRAGMENT_SHADER ); + + } else if ( type === "vertex" ) { + + shader = _gl.createShader( _gl.VERTEX_SHADER ); + + } + + _gl.shaderSource( shader, string ); + _gl.compileShader( shader ); + + if ( !_gl.getShaderParameter( shader, _gl.COMPILE_STATUS ) ) { + + console.error( _gl.getShaderInfoLog( shader ) ); + console.error( string ); + return null; + + } + + return shader; + + }; + + // Textures + + + function isPowerOfTwo ( value ) { + + return ( value & ( value - 1 ) ) === 0; + + }; + + function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) { + + if ( isImagePowerOfTwo ) { + + _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) ); + _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) ); + + _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) ); + _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) ); + + } else { + + _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE ); + _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE ); + + _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) ); + _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) ); + + } + + }; + + this.setTexture = function ( texture, slot ) { + + if ( texture.needsUpdate ) { + + if ( ! texture.__webglInit ) { + + texture.__webglInit = true; + texture.__webglTexture = _gl.createTexture(); + + _this.info.memory.textures ++; + + } + + _gl.activeTexture( _gl.TEXTURE0 + slot ); + _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture ); + + _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha ); + + var image = texture.image, + isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ), + glFormat = paramThreeToGL( texture.format ), + glType = paramThreeToGL( texture.type ); + + setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo ); + + if ( texture instanceof THREE.DataTexture ) { + + _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data ); + + } else { + + _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image ); + + } + + if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D ); + + texture.needsUpdate = false; + + if ( texture.onUpdate ) texture.onUpdate(); + + } else { + + _gl.activeTexture( _gl.TEXTURE0 + slot ); + _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture ); + + } + + }; + + function clampToMaxSize ( image, maxSize ) { + + if ( image.width <= maxSize && image.height <= maxSize ) { + + return image; + + } + + // Warning: Scaling through the canvas will only work with images that use + // premultiplied alpha. + + var maxDimension = Math.max( image.width, image.height ); + var newWidth = Math.floor( image.width * maxSize / maxDimension ); + var newHeight = Math.floor( image.height * maxSize / maxDimension ); + + var canvas = document.createElement( 'canvas' ); + canvas.width = newWidth; + canvas.height = newHeight; + + var ctx = canvas.getContext( "2d" ); + ctx.drawImage( image, 0, 0, image.width, image.height, 0, 0, newWidth, newHeight ); + + return canvas; + + } + + function setCubeTexture ( texture, slot ) { + + if ( texture.image.length === 6 ) { + + if ( texture.needsUpdate ) { + + if ( ! texture.image.__webglTextureCube ) { + + texture.image.__webglTextureCube = _gl.createTexture(); + + } + + _gl.activeTexture( _gl.TEXTURE0 + slot ); + _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube ); + + var cubeImage = []; + + for ( var i = 0; i < 6; i ++ ) { + + if ( _this.autoScaleCubemaps ) { + + cubeImage[ i ] = clampToMaxSize( texture.image[ i ], _maxCubemapSize ); + + } else { + + cubeImage[ i ] = texture.image[ i ]; + + } + + } + + var image = cubeImage[ 0 ], + isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ), + glFormat = paramThreeToGL( texture.format ), + glType = paramThreeToGL( texture.type ); + + setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo ); + + for ( var i = 0; i < 6; i ++ ) { + + _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] ); + + } + + if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP ); + + texture.needsUpdate = false; + + if ( texture.onUpdate ) texture.onUpdate(); + + } else { + + _gl.activeTexture( _gl.TEXTURE0 + slot ); + _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube ); + + } + + } + + }; + + function setCubeTextureDynamic ( texture, slot ) { + + _gl.activeTexture( _gl.TEXTURE0 + slot ); + _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture ); + + }; + + // Render targets + + function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) { + + _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); + _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, renderTarget.__webglTexture, 0 ); + + }; + + function setupRenderBuffer ( renderbuffer, renderTarget ) { + + _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer ); + + if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) { + + _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height ); + _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer ); + + /* For some reason this is not working. Defaulting to RGBA4. + } else if( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) { + + _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height ); + _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer ); + */ + } else if( renderTarget.depthBuffer && renderTarget.stencilBuffer ) { + + _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height ); + _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer ); + + } else { + + _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height ); + + } + + }; + + this.setRenderTarget = function ( renderTarget ) { + + var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube ); + + if ( renderTarget && ! renderTarget.__webglFramebuffer ) { + + if( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true; + if( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true; + + renderTarget.__webglTexture = _gl.createTexture(); + + // Setup texture, create render and frame buffers + + var isTargetPowerOfTwo = isPowerOfTwo( renderTarget.width ) && isPowerOfTwo( renderTarget.height ), + glFormat = paramThreeToGL( renderTarget.format ), + glType = paramThreeToGL( renderTarget.type ); + + if ( isCube ) { + + renderTarget.__webglFramebuffer = []; + renderTarget.__webglRenderbuffer = []; + + _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture ); + setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo ); + + for ( var i = 0; i < 6; i ++ ) { + + renderTarget.__webglFramebuffer[ i ] = _gl.createFramebuffer(); + renderTarget.__webglRenderbuffer[ i ] = _gl.createRenderbuffer(); + + _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null ); + + setupFrameBuffer( renderTarget.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i ); + setupRenderBuffer( renderTarget.__webglRenderbuffer[ i ], renderTarget ); + + } + + if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP ); + + } else { + + renderTarget.__webglFramebuffer = _gl.createFramebuffer(); + renderTarget.__webglRenderbuffer = _gl.createRenderbuffer(); + + _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture ); + setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo ); + + _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null ); + + setupFrameBuffer( renderTarget.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D ); + setupRenderBuffer( renderTarget.__webglRenderbuffer, renderTarget ); + + if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D ); + + } + + // Release everything + + if ( isCube ) { + + _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null ); + + } else { + + _gl.bindTexture( _gl.TEXTURE_2D, null ); + + } + + _gl.bindRenderbuffer( _gl.RENDERBUFFER, null ); + _gl.bindFramebuffer( _gl.FRAMEBUFFER, null); + + } + + var framebuffer, width, height, vx, vy; + + if ( renderTarget ) { + + if ( isCube ) { + + framebuffer = renderTarget.__webglFramebuffer[ renderTarget.activeCubeFace ]; + + } else { + + framebuffer = renderTarget.__webglFramebuffer; + + } + + width = renderTarget.width; + height = renderTarget.height; + + vx = 0; + vy = 0; + + } else { + + framebuffer = null; + + width = _viewportWidth; + height = _viewportHeight; + + vx = _viewportX; + vy = _viewportY; + + } + + if ( framebuffer !== _currentFramebuffer ) { + + _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); + _gl.viewport( vx, vy, width, height ); + + _currentFramebuffer = framebuffer; + + } + + _currentWidth = width; + _currentHeight = height; + + }; + + function updateRenderTargetMipmap ( renderTarget ) { + + if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) { + + _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture ); + _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP ); + _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null ); + + } else { + + _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture ); + _gl.generateMipmap( _gl.TEXTURE_2D ); + _gl.bindTexture( _gl.TEXTURE_2D, null ); + + } + + }; + + // Fallback filters for non-power-of-2 textures + + function filterFallback ( f ) { + + switch ( f ) { + + case THREE.NearestFilter: + case THREE.NearestMipMapNearestFilter: + case THREE.NearestMipMapLinearFilter: return _gl.NEAREST; break; + + case THREE.LinearFilter: + case THREE.LinearMipMapNearestFilter: + case THREE.LinearMipMapLinearFilter: + default: + + return _gl.LINEAR; break; + + } + + }; + + // Map three.js constants to WebGL constants + + function paramThreeToGL ( p ) { + + switch ( p ) { + + case THREE.RepeatWrapping: return _gl.REPEAT; break; + case THREE.ClampToEdgeWrapping: return _gl.CLAMP_TO_EDGE; break; + case THREE.MirroredRepeatWrapping: return _gl.MIRRORED_REPEAT; break; + + case THREE.NearestFilter: return _gl.NEAREST; break; + case THREE.NearestMipMapNearestFilter: return _gl.NEAREST_MIPMAP_NEAREST; break; + case THREE.NearestMipMapLinearFilter: return _gl.NEAREST_MIPMAP_LINEAR; break; + + case THREE.LinearFilter: return _gl.LINEAR; break; + case THREE.LinearMipMapNearestFilter: return _gl.LINEAR_MIPMAP_NEAREST; break; + case THREE.LinearMipMapLinearFilter: return _gl.LINEAR_MIPMAP_LINEAR; break; + + case THREE.ByteType: return _gl.BYTE; break; + case THREE.UnsignedByteType: return _gl.UNSIGNED_BYTE; break; + case THREE.ShortType: return _gl.SHORT; break; + case THREE.UnsignedShortType: return _gl.UNSIGNED_SHORT; break; + case THREE.IntType: return _gl.INT; break; + case THREE.UnsignedIntType: return _gl.UNSIGNED_INT; break; + case THREE.FloatType: return _gl.FLOAT; break; + + case THREE.AlphaFormat: return _gl.ALPHA; break; + case THREE.RGBFormat: return _gl.RGB; break; + case THREE.RGBAFormat: return _gl.RGBA; break; + case THREE.LuminanceFormat: return _gl.LUMINANCE; break; + case THREE.LuminanceAlphaFormat: return _gl.LUMINANCE_ALPHA; break; + + case THREE.AddEquation: return _gl.FUNC_ADD; break; + case THREE.SubtractEquation: return _gl.FUNC_SUBTRACT; break; + case THREE.ReverseSubtractEquation: return _gl.FUNC_REVERSE_SUBTRACT; break; + + case THREE.ZeroFactor: return _gl.ZERO; break; + case THREE.OneFactor: return _gl.ONE; break; + case THREE.SrcColorFactor: return _gl.SRC_COLOR; break; + case THREE.OneMinusSrcColorFactor: return _gl.ONE_MINUS_SRC_COLOR; break; + case THREE.SrcAlphaFactor: return _gl.SRC_ALPHA; break; + case THREE.OneMinusSrcAlphaFactor: return _gl.ONE_MINUS_SRC_ALPHA; break; + case THREE.DstAlphaFactor: return _gl.DST_ALPHA; break; + case THREE.OneMinusDstAlphaFactor: return _gl.ONE_MINUS_DST_ALPHA; break; + + case THREE.DstColorFactor: return _gl.DST_COLOR; break; + case THREE.OneMinusDstColorFactor: return _gl.ONE_MINUS_DST_COLOR; break; + case THREE.SrcAlphaSaturateFactor: return _gl.SRC_ALPHA_SATURATE; break; + + } + + return 0; + + }; + + // Allocations + + function allocateBones ( object ) { + + // 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 maxBones = 50; + + if ( object !== undefined && object instanceof THREE.SkinnedMesh ) { + + maxBones = object.bones.length; + + } + + return maxBones; + + }; + + function allocateLights ( lights ) { + + var l, ll, light, dirLights, pointLights, spotLights, maxDirLights, maxPointLights, maxSpotLights; + + dirLights = pointLights = spotLights = maxDirLights = maxPointLights = maxSpotLights = 0; + + for ( l = 0, ll = lights.length; l < ll; l ++ ) { + + light = lights[ l ]; + + if ( light.onlyShadow ) continue; + + if ( light instanceof THREE.DirectionalLight ) dirLights ++; + if ( light instanceof THREE.PointLight ) pointLights ++; + if ( light instanceof THREE.SpotLight ) spotLights ++; + + } + + if ( ( pointLights + spotLights + dirLights ) <= _maxLights ) { + + maxDirLights = dirLights; + maxPointLights = pointLights; + maxSpotLights = spotLights; + + } else { + + maxDirLights = Math.ceil( _maxLights * dirLights / ( pointLights + dirLights ) ); + maxPointLights = _maxLights - maxDirLights; + maxSpotLights = maxPointLights; // this is not really correct + + } + + return { 'directional' : maxDirLights, 'point' : maxPointLights, 'spot': maxSpotLights }; + + }; + + function allocateShadows ( lights ) { + + var l, ll, light, maxShadows = 0; + + for ( l = 0, ll = lights.length; l < ll; l++ ) { + + light = lights[ l ]; + + if ( ! light.castShadow ) continue; + + if ( light instanceof THREE.SpotLight ) maxShadows ++; + if ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) maxShadows ++; + + } + + return maxShadows; + + }; + + // Initialization + + function initGL () { + + var gl; + + try { + + if ( ! ( gl = _canvas.getContext( 'experimental-webgl', { alpha: _alpha, premultipliedAlpha: _premultipliedAlpha, antialias: _antialias, stencil: _stencil, preserveDrawingBuffer: _preserveDrawingBuffer } ) ) ) { + + throw 'Error creating WebGL context.'; + + } + + } catch ( error ) { + + console.error( error ); + + } + + if ( ! gl.getExtension( 'OES_texture_float' ) ) { + + console.log( 'THREE.WebGLRenderer: Float textures not supported.' ); + + } + + return gl; + + }; + + function setDefaultGLState () { + + _gl.clearColor( 0, 0, 0, 1 ); + _gl.clearDepth( 1 ); + _gl.clearStencil( 0 ); + + _gl.enable( _gl.DEPTH_TEST ); + _gl.depthFunc( _gl.LEQUAL ); + + _gl.frontFace( _gl.CCW ); + _gl.cullFace( _gl.BACK ); + _gl.enable( _gl.CULL_FACE ); + + _gl.enable( _gl.BLEND ); + _gl.blendEquation( _gl.FUNC_ADD ); + _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA ); + + _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha ); + + }; + + // default plugins (order is important) + + this.shadowMapPlugin = new THREE.ShadowMapPlugin(); + this.addPrePlugin( this.shadowMapPlugin ); + + this.addPostPlugin( new THREE.SpritePlugin() ); + this.addPostPlugin( new THREE.LensFlarePlugin() ); + +}; +/** + * @author szimek / https://github.com/szimek/ + */ + +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.offset = new THREE.Vector2( 0, 0 ); + this.repeat = new THREE.Vector2( 1, 1 ); + + this.format = options.format !== undefined ? options.format : THREE.RGBAFormat; + this.type = options.type !== undefined ? options.type : THREE.UnsignedByteType; + + this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true; + this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true; + + this.generateMipmaps = true; + +}; + +THREE.WebGLRenderTarget.prototype.clone = function() { + + var tmp = new THREE.WebGLRenderTarget( this.width, this.height ); + + tmp.wrapS = this.wrapS; + tmp.wrapT = this.wrapT; + + tmp.magFilter = this.magFilter; + tmp.minFilter = this.minFilter; + + tmp.offset.copy( this.offset ); + tmp.repeat.copy( this.repeat ); + + tmp.format = this.format; + tmp.type = this.type; + + tmp.depthBuffer = this.depthBuffer; + tmp.stencilBuffer = this.stencilBuffer; + + return tmp; + +}; +/** + * @author alteredq / http://alteredqualia.com + */ + +THREE.WebGLRenderTargetCube = function ( width, height, options ) { + + THREE.WebGLRenderTarget.call( this, width, height, options ); + + this.activeCubeFace = 0; // PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5 + +}; + +THREE.WebGLRenderTargetCube.prototype = new THREE.WebGLRenderTarget(); +THREE.WebGLRenderTargetCube.prototype.constructor = THREE.WebGLRenderTargetCube; +/** + * @author mr.doob / http://mrdoob.com/ + */ + +THREE.RenderableVertex = function () { + + this.positionWorld = new THREE.Vector3(); + this.positionScreen = new THREE.Vector4(); + + this.visible = true; + +}; + +THREE.RenderableVertex.prototype.copy = function ( vertex ) { + + this.positionWorld.copy( vertex.positionWorld ); + this.positionScreen.copy( vertex.positionScreen ); + +} +/** + * @author mr.doob / http://mrdoob.com/ + */ + +THREE.RenderableFace3 = function () { + + this.v1 = new THREE.RenderableVertex(); + this.v2 = new THREE.RenderableVertex(); + this.v3 = new THREE.RenderableVertex(); + + this.centroidWorld = new THREE.Vector3(); + this.centroidScreen = new THREE.Vector3(); + + this.normalWorld = new THREE.Vector3(); + this.vertexNormalsWorld = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ]; + + this.material = null; + this.faceMaterial = null; + this.uvs = [[]]; + + this.z = null; + +}; +/** + * @author mr.doob / http://mrdoob.com/ + */ + +THREE.RenderableFace4 = function () { + + this.v1 = new THREE.RenderableVertex(); + this.v2 = new THREE.RenderableVertex(); + this.v3 = new THREE.RenderableVertex(); + this.v4 = new THREE.RenderableVertex(); + + this.centroidWorld = new THREE.Vector3(); + this.centroidScreen = new THREE.Vector3(); + + this.normalWorld = new THREE.Vector3(); + this.vertexNormalsWorld = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ]; + + this.material = null; + this.faceMaterial = null; + this.uvs = [[]]; + + this.z = null; + +}; +/** + * @author mr.doob / http://mrdoob.com/ + */ + +THREE.RenderableObject = function () { + + this.object = null; + this.z = null; + +}; +/** + * @author mr.doob / http://mrdoob.com/ + */ + +THREE.RenderableParticle = function () { + + this.x = null; + this.y = null; + this.z = null; + + this.rotation = null; + this.scale = new THREE.Vector2(); + + this.material = null; + +}; +/** + * @author mr.doob / http://mrdoob.com/ + */ + +THREE.RenderableLine = function () { + + this.z = null; + + this.v1 = new THREE.RenderableVertex(); + this.v2 = new THREE.RenderableVertex(); + + this.material = null; + +}; +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.ColorUtils = { + + adjustHSV : function ( color, h, s, v ) { + + var hsv = THREE.ColorUtils.__hsv; + + THREE.ColorUtils.rgbToHsv( color, hsv ); + + hsv.h = THREE.Math.clamp( hsv.h + h, 0, 1 ); + hsv.s = THREE.Math.clamp( hsv.s + s, 0, 1 ); + hsv.v = THREE.Math.clamp( hsv.v + v, 0, 1 ); + + color.setHSV( hsv.h, hsv.s, hsv.v ); + + }, + + // based on MochiKit implementation by Bob Ippolito + + rgbToHsv : function ( color, hsv ) { + + var r = color.r; + var g = color.g; + var b = color.b; + + var max = Math.max( Math.max( r, g ), b ); + var min = Math.min( Math.min( r, g ), b ); + + var hue; + var saturation; + var value = max; + + if ( min === max ) { + + hue = 0; + saturation = 0; + + } else { + + var delta = ( max - min ); + saturation = delta / max; + + if ( r === max ) { + + hue = ( g - b ) / delta; + + } else if ( g === max ) { + + hue = 2 + ( ( b - r ) / delta ); + + } else { + + hue = 4 + ( ( r - g ) / delta ); + } + + hue /= 6; + + if ( hue < 0 ) { + + hue += 1; + + } + + if ( hue > 1 ) { + + hue -= 1; + + } + + } + + if ( hsv === undefined ) { + + hsv = { h: 0, s: 0, v: 0 }; + + } + + hsv.h = hue; + hsv.s = saturation; + hsv.v = value; + + return hsv; + + } + +}; + +THREE.ColorUtils.__hsv = { h: 0, s: 0, v: 0 };/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.GeometryUtils = { + + // Merge two geometries or geometry and geometry from object (using object's transform) + + merge: function ( geometry1, object2 /* mesh | geometry */ ) { + + var matrix, matrixRotation, + vertexOffset = geometry1.vertices.length, + uvPosition = geometry1.faceVertexUvs[ 0 ].length, + geometry2 = object2 instanceof THREE.Mesh ? object2.geometry : object2, + vertices1 = geometry1.vertices, + vertices2 = geometry2.vertices, + faces1 = geometry1.faces, + faces2 = geometry2.faces, + uvs1 = geometry1.faceVertexUvs[ 0 ], + uvs2 = geometry2.faceVertexUvs[ 0 ]; + + var geo1MaterialsMap = {}; + + for ( var i = 0; i < geometry1.materials.length; i ++ ) { + + var id = geometry1.materials[ i ].id; + + geo1MaterialsMap[ id ] = i; + + } + + if ( object2 instanceof THREE.Mesh ) { + + object2.matrixAutoUpdate && object2.updateMatrix(); + + matrix = object2.matrix; + matrixRotation = new THREE.Matrix4(); + matrixRotation.extractRotation( matrix, object2.scale ); + + } + + // vertices + + for ( var i = 0, il = vertices2.length; i < il; i ++ ) { + + var vertex = vertices2[ i ]; + + var vertexCopy = vertex.clone(); + + if ( matrix ) matrix.multiplyVector3( vertexCopy ); + + vertices1.push( vertexCopy ); + + } + + // faces + + for ( i = 0, il = faces2.length; i < il; i ++ ) { + + var face = faces2[ i ], faceCopy, normal, color, + faceVertexNormals = face.vertexNormals, + faceVertexColors = face.vertexColors; + + if ( face instanceof THREE.Face3 ) { + + faceCopy = new THREE.Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset ); + + } else if ( face instanceof THREE.Face4 ) { + + faceCopy = new THREE.Face4( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset, face.d + vertexOffset ); + + } + + faceCopy.normal.copy( face.normal ); + + if ( matrixRotation ) matrixRotation.multiplyVector3( faceCopy.normal ); + + for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) { + + normal = faceVertexNormals[ j ].clone(); + + if ( matrixRotation ) matrixRotation.multiplyVector3( normal ); + + faceCopy.vertexNormals.push( normal ); + + } + + faceCopy.color.copy( face.color ); + + for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) { + + color = faceVertexColors[ j ]; + faceCopy.vertexColors.push( color.clone() ); + + } + + if ( face.materialIndex !== undefined ) { + + var material2 = geometry2.materials[ face.materialIndex ]; + var materialId2 = material2.id; + + var materialIndex = geo1MaterialsMap[ materialId2 ]; + + if ( materialIndex === undefined ) { + + materialIndex = geometry1.materials.length; + geo1MaterialsMap[ materialId2 ] = materialIndex; + + geometry1.materials.push( material2 ); + + } + + faceCopy.materialIndex = materialIndex; + + } + + faceCopy.centroid.copy( face.centroid ); + if ( matrix ) matrix.multiplyVector3( faceCopy.centroid ); + + faces1.push( faceCopy ); + + } + + // uvs + + for ( i = 0, il = uvs2.length; i < il; i ++ ) { + + var uv = uvs2[ i ], uvCopy = []; + + for ( var j = 0, jl = uv.length; j < jl; j ++ ) { + + uvCopy.push( new THREE.UV( uv[ j ].u, uv[ j ].v ) ); + + } + + uvs1.push( uvCopy ); + + } + + }, + + clone: function ( geometry ) { + + var cloneGeo = new THREE.Geometry(); + + var i, il; + + var vertices = geometry.vertices, + faces = geometry.faces, + uvs = geometry.faceVertexUvs[ 0 ]; + + // materials + + if ( geometry.materials ) { + + cloneGeo.materials = geometry.materials.slice(); + + } + + // vertices + + for ( i = 0, il = vertices.length; i < il; i ++ ) { + + var vertex = vertices[ i ]; + + cloneGeo.vertices.push( vertex.clone() ); + + } + + // faces + + for ( i = 0, il = faces.length; i < il; i ++ ) { + + var face = faces[ i ]; + + cloneGeo.faces.push( face.clone() ); + + } + + // uvs + + for ( i = 0, il = uvs.length; i < il; i ++ ) { + + var uv = uvs[ i ], uvCopy = []; + + for ( var j = 0, jl = uv.length; j < jl; j ++ ) { + + uvCopy.push( new THREE.UV( uv[ j ].u, uv[ j ].v ) ); + + } + + cloneGeo.faceVertexUvs[ 0 ].push( uvCopy ); + + } + + return cloneGeo; + + }, + + // Get random point in triangle (via barycentric coordinates) + // (uniform distribution) + // http://www.cgafaq.info/wiki/Random_Point_In_Triangle + + randomPointInTriangle: function ( vectorA, vectorB, vectorC ) { + + var a, b, c, + point = new THREE.Vector3(), + tmp = THREE.GeometryUtils.__v1; + + a = THREE.GeometryUtils.random(); + b = THREE.GeometryUtils.random(); + + if ( ( a + b ) > 1 ) { + + a = 1 - a; + b = 1 - b; + + } + + c = 1 - a - b; + + point.copy( vectorA ); + point.multiplyScalar( a ); + + tmp.copy( vectorB ); + tmp.multiplyScalar( b ); + + point.addSelf( tmp ); + + tmp.copy( vectorC ); + tmp.multiplyScalar( c ); + + point.addSelf( tmp ); + + return point; + + }, + + // Get random point in face (triangle / quad) + // (uniform distribution) + + randomPointInFace: function ( face, geometry, useCachedAreas ) { + + var vA, vB, vC, vD; + + if ( face instanceof THREE.Face3 ) { + + vA = geometry.vertices[ face.a ]; + vB = geometry.vertices[ face.b ]; + vC = geometry.vertices[ face.c ]; + + return THREE.GeometryUtils.randomPointInTriangle( vA, vB, vC ); + + } else if ( face instanceof THREE.Face4 ) { + + vA = geometry.vertices[ face.a ]; + vB = geometry.vertices[ face.b ]; + vC = geometry.vertices[ face.c ]; + vD = geometry.vertices[ face.d ]; + + var area1, area2; + + if ( useCachedAreas ) { + + if ( face._area1 && face._area2 ) { + + area1 = face._area1; + area2 = face._area2; + + } else { + + area1 = THREE.GeometryUtils.triangleArea( vA, vB, vD ); + area2 = THREE.GeometryUtils.triangleArea( vB, vC, vD ); + + face._area1 = area1; + face._area2 = area2; + + } + + } else { + + area1 = THREE.GeometryUtils.triangleArea( vA, vB, vD ), + area2 = THREE.GeometryUtils.triangleArea( vB, vC, vD ); + + } + + var r = THREE.GeometryUtils.random() * ( area1 + area2 ); + + if ( r < area1 ) { + + return THREE.GeometryUtils.randomPointInTriangle( vA, vB, vD ); + + } else { + + return THREE.GeometryUtils.randomPointInTriangle( vB, vC, vD ); + + } + + } + + }, + + // Get uniformly distributed random points in mesh + // - create array with cumulative sums of face areas + // - pick random number from 0 to total area + // - find corresponding place in area array by binary search + // - get random point in face + + randomPointsInGeometry: function ( geometry, n ) { + + var face, i, + faces = geometry.faces, + vertices = geometry.vertices, + il = faces.length, + totalArea = 0, + cumulativeAreas = [], + vA, vB, vC, vD; + + // precompute face areas + + for ( i = 0; i < il; i ++ ) { + + face = faces[ i ]; + + if ( face instanceof THREE.Face3 ) { + + vA = vertices[ face.a ]; + vB = vertices[ face.b ]; + vC = vertices[ face.c ]; + + face._area = THREE.GeometryUtils.triangleArea( vA, vB, vC ); + + } else if ( face instanceof THREE.Face4 ) { + + vA = vertices[ face.a ]; + vB = vertices[ face.b ]; + vC = vertices[ face.c ]; + vD = vertices[ face.d ]; + + face._area1 = THREE.GeometryUtils.triangleArea( vA, vB, vD ); + face._area2 = THREE.GeometryUtils.triangleArea( vB, vC, vD ); + + face._area = face._area1 + face._area2; + + } + + totalArea += face._area; + + cumulativeAreas[ i ] = totalArea; + + } + + // binary search cumulative areas array + + function binarySearchIndices( value ) { + + function binarySearch( start, end ) { + + // return closest larger index + // if exact number is not found + + if ( end < start ) + return start; + + var mid = start + Math.floor( ( end - start ) / 2 ); + + if ( cumulativeAreas[ mid ] > value ) { + + return binarySearch( start, mid - 1 ); + + } else if ( cumulativeAreas[ mid ] < value ) { + + return binarySearch( mid + 1, end ); + + } else { + + return mid; + + } + + } + + var result = binarySearch( 0, cumulativeAreas.length - 1 ) + return result; + + } + + // pick random face weighted by face area + + var r, index, + result = []; + + var stats = {}; + + for ( i = 0; i < n; i ++ ) { + + r = THREE.GeometryUtils.random() * totalArea; + + index = binarySearchIndices( r ); + + result[ i ] = THREE.GeometryUtils.randomPointInFace( faces[ index ], geometry, true ); + + if ( ! stats[ index ] ) { + + stats[ index ] = 1; + + } else { + + stats[ index ] += 1; + + } + + } + + return result; + + }, + + // Get triangle area (by Heron's formula) + // http://en.wikipedia.org/wiki/Heron%27s_formula + + triangleArea: function ( vectorA, vectorB, vectorC ) { + + var s, a, b, c, + tmp = THREE.GeometryUtils.__v1; + + tmp.sub( vectorA, vectorB ); + a = tmp.length(); + + tmp.sub( vectorA, vectorC ); + b = tmp.length(); + + tmp.sub( vectorB, vectorC ); + c = tmp.length(); + + s = 0.5 * ( a + b + c ); + + return Math.sqrt( s * ( s - a ) * ( s - b ) * ( s - c ) ); + + }, + + // Center geometry so that 0,0,0 is in center of bounding box + + center: function ( geometry ) { + + geometry.computeBoundingBox(); + + var bb = geometry.boundingBox; + + var offset = new THREE.Vector3(); + + offset.add( bb.min, bb.max ); + offset.multiplyScalar( -0.5 ); + + geometry.applyMatrix( new THREE.Matrix4().makeTranslation( offset.x, offset.y, offset.z ) ); + geometry.computeBoundingBox(); + + return offset; + + }, + + // Normalize UVs to be from <0,1> + // (for now just the first set of UVs) + + normalizeUVs: function ( geometry ) { + + var uvSet = geometry.faceVertexUvs[ 0 ]; + + for ( var i = 0, il = uvSet.length; i < il; i ++ ) { + + var uvs = uvSet[ i ]; + + for ( var j = 0, jl = uvs.length; j < jl; j ++ ) { + + // texture repeat + + if( uvs[ j ].u !== 1.0 ) uvs[ j ].u = uvs[ j ].u - Math.floor( uvs[ j ].u ); + if( uvs[ j ].v !== 1.0 ) uvs[ j ].v = uvs[ j ].v - Math.floor( uvs[ j ].v ); + + } + + } + + }, + + triangulateQuads: function ( geometry ) { + + var i, il, j, jl; + + var faces = []; + var faceUvs = []; + var faceVertexUvs = []; + + for ( i = 0, il = geometry.faceUvs.length; i < il; i ++ ) { + + faceUvs[ i ] = []; + + } + + for ( i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) { + + faceVertexUvs[ i ] = []; + + } + + for ( i = 0, il = geometry.faces.length; i < il; i ++ ) { + + var face = geometry.faces[ i ]; + + if ( face instanceof THREE.Face4 ) { + + var a = face.a; + var b = face.b; + var c = face.c; + var d = face.d; + + var triA = new THREE.Face3(); + var triB = new THREE.Face3(); + + triA.color.copy( face.color ); + triB.color.copy( face.color ); + + triA.materialIndex = face.materialIndex; + triB.materialIndex = face.materialIndex; + + triA.a = a; + triA.b = b; + triA.c = d; + + triB.a = b; + triB.b = c; + triB.c = d; + + if ( face.vertexColors.length === 4 ) { + + triA.vertexColors[ 0 ] = face.vertexColors[ 0 ].clone(); + triA.vertexColors[ 1 ] = face.vertexColors[ 1 ].clone(); + triA.vertexColors[ 2 ] = face.vertexColors[ 3 ].clone(); + + triB.vertexColors[ 0 ] = face.vertexColors[ 1 ].clone(); + triB.vertexColors[ 1 ] = face.vertexColors[ 2 ].clone(); + triB.vertexColors[ 2 ] = face.vertexColors[ 3 ].clone(); + + } + + faces.push( triA, triB ); + + for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) { + + if ( geometry.faceVertexUvs[ j ].length ) { + + var uvs = geometry.faceVertexUvs[ j ][ i ]; + + var uvA = uvs[ 0 ]; + var uvB = uvs[ 1 ]; + var uvC = uvs[ 2 ]; + var uvD = uvs[ 3 ]; + + var uvsTriA = [ uvA.clone(), uvB.clone(), uvD.clone() ]; + var uvsTriB = [ uvB.clone(), uvC.clone(), uvD.clone() ]; + + faceVertexUvs[ j ].push( uvsTriA, uvsTriB ); + + } + + } + + for ( j = 0, jl = geometry.faceUvs.length; j < jl; j ++ ) { + + if ( geometry.faceUvs[ j ].length ) { + + var faceUv = geometry.faceUvs[ j ][ i ]; + + faceUvs[ j ].push( faceUv, faceUv ); + + } + + } + + } else { + + faces.push( face ); + + for ( j = 0, jl = geometry.faceUvs.length; j < jl; j ++ ) { + + faceUvs[ j ].push( geometry.faceUvs[ j ] ); + + } + + for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) { + + faceVertexUvs[ j ].push( geometry.faceVertexUvs[ j ] ); + + } + + } + + } + + geometry.faces = faces; + geometry.faceUvs = faceUvs; + geometry.faceVertexUvs = faceVertexUvs; + + geometry.computeCentroids(); + geometry.computeFaceNormals(); + geometry.computeVertexNormals(); + + if ( geometry.hasTangents ) geometry.computeTangents(); + + }, + + // Make all faces use unique vertices + // so that each face can be separated from others + + explode: function( geometry ) { + + var vertices = []; + + for ( var i = 0, il = geometry.faces.length; i < il; i ++ ) { + + var n = vertices.length; + + var face = geometry.faces[ i ]; + + if ( face instanceof THREE.Face4 ) { + + var a = face.a; + var b = face.b; + var c = face.c; + var d = face.d; + + var va = geometry.vertices[ a ]; + var vb = geometry.vertices[ b ]; + var vc = geometry.vertices[ c ]; + var vd = geometry.vertices[ d ]; + + vertices.push( va.clone() ); + vertices.push( vb.clone() ); + vertices.push( vc.clone() ); + vertices.push( vd.clone() ); + + face.a = n; + face.b = n + 1; + face.c = n + 2; + face.d = n + 3; + + } else { + + var a = face.a; + var b = face.b; + var c = face.c; + + var va = geometry.vertices[ a ]; + var vb = geometry.vertices[ b ]; + var vc = geometry.vertices[ c ]; + + vertices.push( va.clone() ); + vertices.push( vb.clone() ); + vertices.push( vc.clone() ); + + face.a = n; + face.b = n + 1; + face.c = n + 2; + + } + + } + + geometry.vertices = vertices; + delete geometry.__tmpVertices; + + }, + + // Break faces with edges longer than maxEdgeLength + // - not recursive + + tessellate: function ( geometry, maxEdgeLength ) { + + var i, il, face, + a, b, c, d, + va, vb, vc, vd, + dab, dbc, dac, dcd, dad, + m, m1, m2, + vm, vm1, vm2, + vnm, vnm1, vnm2, + vcm, vcm1, vcm2, + triA, triB, + quadA, quadB, + edge; + + var faces = []; + var faceVertexUvs = []; + + for ( i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) { + + faceVertexUvs[ i ] = []; + + } + + for ( i = 0, il = geometry.faces.length; i < il; i ++ ) { + + face = geometry.faces[ i ]; + + if ( face instanceof THREE.Face3 ) { + + a = face.a; + b = face.b; + c = face.c; + + va = geometry.vertices[ a ]; + vb = geometry.vertices[ b ]; + vc = geometry.vertices[ c ]; + + dab = va.distanceTo( vb ); + dbc = vb.distanceTo( vc ); + dac = va.distanceTo( vc ); + + if ( dab > maxEdgeLength || dbc > maxEdgeLength || dac > maxEdgeLength ) { + + m = geometry.vertices.length; + + triA = face.clone(); + triB = face.clone(); + + if ( dab >= dbc && dab >= dac ) { + + vm = va.clone(); + vm.lerpSelf( vb, 0.5 ); + + triA.a = a; + triA.b = m; + triA.c = c; + + triB.a = m; + triB.b = b; + triB.c = c; + + if ( face.vertexNormals.length === 3 ) { + + vnm = face.vertexNormals[ 0 ].clone(); + vnm.lerpSelf( face.vertexNormals[ 1 ], 0.5 ); + + triA.vertexNormals[ 1 ].copy( vnm ); + triB.vertexNormals[ 0 ].copy( vnm ); + + } + + if ( face.vertexColors.length === 3 ) { + + vcm = face.vertexColors[ 0 ].clone(); + vcm.lerpSelf( face.vertexColors[ 1 ], 0.5 ); + + triA.vertexColors[ 1 ].copy( vcm ); + triB.vertexColors[ 0 ].copy( vcm ); + + } + + edge = 0; + + } else if ( dbc >= dab && dbc >= dac ) { + + vm = vb.clone(); + vm.lerpSelf( vc, 0.5 ); + + triA.a = a; + triA.b = b; + triA.c = m; + + triB.a = m; + triB.b = c; + triB.c = a; + + if ( face.vertexNormals.length === 3 ) { + + vnm = face.vertexNormals[ 1 ].clone(); + vnm.lerpSelf( face.vertexNormals[ 2 ], 0.5 ); + + triA.vertexNormals[ 2 ].copy( vnm ); + + triB.vertexNormals[ 0 ].copy( vnm ); + triB.vertexNormals[ 1 ].copy( face.vertexNormals[ 2 ] ); + triB.vertexNormals[ 2 ].copy( face.vertexNormals[ 0 ] ); + + } + + if ( face.vertexColors.length === 3 ) { + + vcm = face.vertexColors[ 1 ].clone(); + vcm.lerpSelf( face.vertexColors[ 2 ], 0.5 ); + + triA.vertexColors[ 2 ].copy( vcm ); + + triB.vertexColors[ 0 ].copy( vcm ); + triB.vertexColors[ 1 ].copy( face.vertexColors[ 2 ] ); + triB.vertexColors[ 2 ].copy( face.vertexColors[ 0 ] ); + + } + + edge = 1; + + } else { + + vm = va.clone(); + vm.lerpSelf( vc, 0.5 ); + + triA.a = a; + triA.b = b; + triA.c = m; + + triB.a = m; + triB.b = b; + triB.c = c; + + if ( face.vertexNormals.length === 3 ) { + + vnm = face.vertexNormals[ 0 ].clone(); + vnm.lerpSelf( face.vertexNormals[ 2 ], 0.5 ); + + triA.vertexNormals[ 2 ].copy( vnm ); + triB.vertexNormals[ 0 ].copy( vnm ); + + } + + if ( face.vertexColors.length === 3 ) { + + vcm = face.vertexColors[ 0 ].clone(); + vcm.lerpSelf( face.vertexColors[ 2 ], 0.5 ); + + triA.vertexColors[ 2 ].copy( vcm ); + triB.vertexColors[ 0 ].copy( vcm ); + + } + + edge = 2; + + } + + faces.push( triA, triB ); + geometry.vertices.push( vm ); + + var j, jl, uvs, uvA, uvB, uvC, uvM, uvsTriA, uvsTriB; + + for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) { + + if ( geometry.faceVertexUvs[ j ].length ) { + + uvs = geometry.faceVertexUvs[ j ][ i ]; + + uvA = uvs[ 0 ]; + uvB = uvs[ 1 ]; + uvC = uvs[ 2 ]; + + // AB + + if ( edge === 0 ) { + + uvM = uvA.clone(); + uvM.lerpSelf( uvB, 0.5 ); + + uvsTriA = [ uvA.clone(), uvM.clone(), uvC.clone() ]; + uvsTriB = [ uvM.clone(), uvB.clone(), uvC.clone() ]; + + // BC + + } else if ( edge === 1 ) { + + uvM = uvB.clone(); + uvM.lerpSelf( uvC, 0.5 ); + + uvsTriA = [ uvA.clone(), uvB.clone(), uvM.clone() ]; + uvsTriB = [ uvM.clone(), uvC.clone(), uvA.clone() ]; + + // AC + + } else { + + uvM = uvA.clone(); + uvM.lerpSelf( uvC, 0.5 ); + + uvsTriA = [ uvA.clone(), uvB.clone(), uvM.clone() ]; + uvsTriB = [ uvM.clone(), uvB.clone(), uvC.clone() ]; + + } + + faceVertexUvs[ j ].push( uvsTriA, uvsTriB ); + + } + + } + + } else { + + faces.push( face ); + + for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) { + + faceVertexUvs[ j ].push( geometry.faceVertexUvs[ j ][ i ] ); + + } + + } + + } else { + + a = face.a; + b = face.b; + c = face.c; + d = face.d; + + va = geometry.vertices[ a ]; + vb = geometry.vertices[ b ]; + vc = geometry.vertices[ c ]; + vd = geometry.vertices[ d ]; + + dab = va.distanceTo( vb ); + dbc = vb.distanceTo( vc ); + dcd = vc.distanceTo( vd ); + dad = va.distanceTo( vd ); + + if ( dab > maxEdgeLength || dbc > maxEdgeLength || dcd > maxEdgeLength || dad > maxEdgeLength ) { + + m1 = geometry.vertices.length; + m2 = geometry.vertices.length + 1; + + quadA = face.clone(); + quadB = face.clone(); + + if ( ( dab >= dbc && dab >= dcd && dab >= dad ) || ( dcd >= dbc && dcd >= dab && dcd >= dad ) ) { + + vm1 = va.clone(); + vm1.lerpSelf( vb, 0.5 ); + + vm2 = vc.clone(); + vm2.lerpSelf( vd, 0.5 ); + + quadA.a = a; + quadA.b = m1; + quadA.c = m2; + quadA.d = d; + + quadB.a = m1; + quadB.b = b; + quadB.c = c; + quadB.d = m2; + + if ( face.vertexNormals.length === 4 ) { + + vnm1 = face.vertexNormals[ 0 ].clone(); + vnm1.lerpSelf( face.vertexNormals[ 1 ], 0.5 ); + + vnm2 = face.vertexNormals[ 2 ].clone(); + vnm2.lerpSelf( face.vertexNormals[ 3 ], 0.5 ); + + quadA.vertexNormals[ 1 ].copy( vnm1 ); + quadA.vertexNormals[ 2 ].copy( vnm2 ); + + quadB.vertexNormals[ 0 ].copy( vnm1 ); + quadB.vertexNormals[ 3 ].copy( vnm2 ); + + } + + if ( face.vertexColors.length === 4 ) { + + vcm1 = face.vertexColors[ 0 ].clone(); + vcm1.lerpSelf( face.vertexColors[ 1 ], 0.5 ); + + vcm2 = face.vertexColors[ 2 ].clone(); + vcm2.lerpSelf( face.vertexColors[ 3 ], 0.5 ); + + quadA.vertexColors[ 1 ].copy( vcm1 ); + quadA.vertexColors[ 2 ].copy( vcm2 ); + + quadB.vertexColors[ 0 ].copy( vcm1 ); + quadB.vertexColors[ 3 ].copy( vcm2 ); + + } + + edge = 0; + + } else { + + vm1 = vb.clone(); + vm1.lerpSelf( vc, 0.5 ); + + vm2 = vd.clone(); + vm2.lerpSelf( va, 0.5 ); + + quadA.a = a; + quadA.b = b; + quadA.c = m1; + quadA.d = m2; + + quadB.a = m2; + quadB.b = m1; + quadB.c = c; + quadB.d = d; + + if ( face.vertexNormals.length === 4 ) { + + vnm1 = face.vertexNormals[ 1 ].clone(); + vnm1.lerpSelf( face.vertexNormals[ 2 ], 0.5 ); + + vnm2 = face.vertexNormals[ 3 ].clone(); + vnm2.lerpSelf( face.vertexNormals[ 0 ], 0.5 ); + + quadA.vertexNormals[ 2 ].copy( vnm1 ); + quadA.vertexNormals[ 3 ].copy( vnm2 ); + + quadB.vertexNormals[ 0 ].copy( vnm2 ); + quadB.vertexNormals[ 1 ].copy( vnm1 ); + + } + + if ( face.vertexColors.length === 4 ) { + + vcm1 = face.vertexColors[ 1 ].clone(); + vcm1.lerpSelf( face.vertexColors[ 2 ], 0.5 ); + + vcm2 = face.vertexColors[ 3 ].clone(); + vcm2.lerpSelf( face.vertexColors[ 0 ], 0.5 ); + + quadA.vertexColors[ 2 ].copy( vcm1 ); + quadA.vertexColors[ 3 ].copy( vcm2 ); + + quadB.vertexColors[ 0 ].copy( vcm2 ); + quadB.vertexColors[ 1 ].copy( vcm1 ); + + } + + edge = 1; + + } + + faces.push( quadA, quadB ); + geometry.vertices.push( vm1, vm2 ); + + var j, jl, uvs, uvA, uvB, uvC, uvD, uvM1, uvM2, uvsQuadA, uvsQuadB; + + for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) { + + if ( geometry.faceVertexUvs[ j ].length ) { + + uvs = geometry.faceVertexUvs[ j ][ i ]; + + uvA = uvs[ 0 ]; + uvB = uvs[ 1 ]; + uvC = uvs[ 2 ]; + uvD = uvs[ 3 ]; + + // AB + CD + + if ( edge === 0 ) { + + uvM1 = uvA.clone(); + uvM1.lerpSelf( uvB, 0.5 ); + + uvM2 = uvC.clone(); + uvM2.lerpSelf( uvD, 0.5 ); + + uvsQuadA = [ uvA.clone(), uvM1.clone(), uvM2.clone(), uvD.clone() ]; + uvsQuadB = [ uvM1.clone(), uvB.clone(), uvC.clone(), uvM2.clone() ]; + + // BC + AD + + } else { + + uvM1 = uvB.clone(); + uvM1.lerpSelf( uvC, 0.5 ); + + uvM2 = uvD.clone(); + uvM2.lerpSelf( uvA, 0.5 ); + + uvsQuadA = [ uvA.clone(), uvB.clone(), uvM1.clone(), uvM2.clone() ]; + uvsQuadB = [ uvM2.clone(), uvM1.clone(), uvC.clone(), uvD.clone() ]; + + } + + faceVertexUvs[ j ].push( uvsQuadA, uvsQuadB ); + + } + + } + + } else { + + faces.push( face ); + + for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) { + + faceVertexUvs[ j ].push( geometry.faceVertexUvs[ j ][ i ] ); + + } + + } + + } + + } + + geometry.faces = faces; + geometry.faceVertexUvs = faceVertexUvs; + + } + +}; + +THREE.GeometryUtils.random = THREE.Math.random16; + +THREE.GeometryUtils.__v1 = new THREE.Vector3(); +/** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.ImageUtils = { + + crossOrigin: 'anonymous', + + loadTexture: function ( path, mapping, callback ) { + + var image = new Image(), texture = new THREE.Texture( image, mapping ); + + image.onload = function () { texture.needsUpdate = true; if ( callback ) callback( this ); }; + image.crossOrigin = this.crossOrigin; + image.src = path; + + return texture; + + }, + + loadTextureCube: function ( array, mapping, callback ) { + + var i, l, images = [], texture = new THREE.Texture( images, mapping ); + + images.loadCount = 0; + + for ( i = 0, l = array.length; i < l; ++ i ) { + + images[ i ] = new Image(); + images[ i ].onload = function () { + + images.loadCount += 1; + if ( images.loadCount === 6 ) texture.needsUpdate = true; + if ( callback ) callback( this ); + + }; + + images[ i ].crossOrigin = this.crossOrigin; + images[ i ].src = array[ i ]; + + } + + return texture; + + }, + + getNormalMap: function ( image, depth ) { + + // Adapted from http://www.paulbrunt.co.uk/lab/heightnormal/ + + var cross = function ( a, b ) { + + return [ a[ 1 ] * b[ 2 ] - a[ 2 ] * b[ 1 ], a[ 2 ] * b[ 0 ] - a[ 0 ] * b[ 2 ], a[ 0 ] * b[ 1 ] - a[ 1 ] * b[ 0 ] ]; + + } + + var subtract = function ( a, b ) { + + return [ a[ 0 ] - b[ 0 ], a[ 1 ] - b[ 1 ], a[ 2 ] - b[ 2 ] ]; + + } + + var normalize = function ( a ) { + + var l = Math.sqrt( a[ 0 ] * a[ 0 ] + a[ 1 ] * a[ 1 ] + a[ 2 ] * a[ 2 ] ); + return [ a[ 0 ] / l, a[ 1 ] / l, a[ 2 ] / l ]; + + } + + depth = depth | 1; + + var width = image.width; + var height = image.height; + + var canvas = document.createElement( 'canvas' ); + canvas.width = width; + canvas.height = height; + + var context = canvas.getContext( '2d' ); + context.drawImage( image, 0, 0 ); + + var data = context.getImageData( 0, 0, width, height ).data; + var imageData = context.createImageData( width, height ); + var output = imageData.data; + + for ( var x = 0; x < width; x ++ ) { + + for ( var y = 0; y < height; y ++ ) { + + var ly = y - 1 < 0 ? 0 : y - 1; + var uy = y + 1 > height - 1 ? height - 1 : y + 1; + var lx = x - 1 < 0 ? 0 : x - 1; + var ux = x + 1 > width - 1 ? width - 1 : x + 1; + + var points = []; + var origin = [ 0, 0, data[ ( y * width + x ) * 4 ] / 255 * depth ]; + points.push( [ - 1, 0, data[ ( y * width + lx ) * 4 ] / 255 * depth ] ); + points.push( [ - 1, - 1, data[ ( ly * width + lx ) * 4 ] / 255 * depth ] ); + points.push( [ 0, - 1, data[ ( ly * width + x ) * 4 ] / 255 * depth ] ); + points.push( [ 1, - 1, data[ ( ly * width + ux ) * 4 ] / 255 * depth ] ); + points.push( [ 1, 0, data[ ( y * width + ux ) * 4 ] / 255 * depth ] ); + points.push( [ 1, 1, data[ ( uy * width + ux ) * 4 ] / 255 * depth ] ); + points.push( [ 0, 1, data[ ( uy * width + x ) * 4 ] / 255 * depth ] ); + points.push( [ - 1, 1, data[ ( uy * width + lx ) * 4 ] / 255 * depth ] ); + + var normals = []; + var num_points = points.length; + + for ( var i = 0; i < num_points; i ++ ) { + + var v1 = points[ i ]; + var v2 = points[ ( i + 1 ) % num_points ]; + v1 = subtract( v1, origin ); + v2 = subtract( v2, origin ); + normals.push( normalize( cross( v1, v2 ) ) ); + + } + + var normal = [ 0, 0, 0 ]; + + for ( var i = 0; i < normals.length; i ++ ) { + + normal[ 0 ] += normals[ i ][ 0 ]; + normal[ 1 ] += normals[ i ][ 1 ]; + normal[ 2 ] += normals[ i ][ 2 ]; + + } + + normal[ 0 ] /= normals.length; + normal[ 1 ] /= normals.length; + normal[ 2 ] /= normals.length; + + var idx = ( y * width + x ) * 4; + + output[ idx ] = ( ( normal[ 0 ] + 1.0 ) / 2.0 * 255 ) | 0; + output[ idx + 1 ] = ( ( normal[ 1 ] + 1.0 / 2.0 ) * 255 ) | 0; + output[ idx + 2 ] = ( normal[ 2 ] * 255 ) | 0; + output[ idx + 3 ] = 255; + + } + + } + + context.putImageData( imageData, 0, 0 ); + + return canvas; + + }, + + generateDataTexture: function ( width, height, color ) { + + var size = width * height; + var data = new Uint8Array( 3 * size ); + + var r = Math.floor( color.r * 255 ); + var g = Math.floor( color.g * 255 ); + var b = Math.floor( color.b * 255 ); + + for ( var i = 0; i < size; i ++ ) { + + data[ i * 3 ] = r; + data[ i * 3 + 1 ] = g; + data[ i * 3 + 2 ] = b; + + } + + var texture = new THREE.DataTexture( data, width, height, THREE.RGBFormat ); + texture.needsUpdate = true; + + return texture; + + } + +}; +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.SceneUtils = { + + showHierarchy : function ( root, visible ) { + + THREE.SceneUtils.traverseHierarchy( root, function( node ) { node.visible = visible; } ); + + }, + + traverseHierarchy : function ( root, callback ) { + + var n, i, l = root.children.length; + + for ( i = 0; i < l; i ++ ) { + + n = root.children[ i ]; + + callback( n ); + + THREE.SceneUtils.traverseHierarchy( n, callback ); + + } + + }, + + createMultiMaterialObject : function ( geometry, materials ) { + + var i, il = materials.length, + group = new THREE.Object3D(); + + for ( i = 0; i < il; i ++ ) { + + var object = new THREE.Mesh( geometry, materials[ i ] ); + group.add( object ); + + } + + return group; + + }, + + cloneObject: function ( source ) { + + var object; + + // subclass specific properties + // (must process in order from more specific subclasses to more abstract classes) + + if ( source instanceof THREE.MorphAnimMesh ) { + + object = new THREE.MorphAnimMesh( source.geometry, source.material ); + + object.duration = source.duration; + object.mirroredLoop = source.mirroredLoop; + object.time = source.time; + + object.lastKeyframe = source.lastKeyframe; + object.currentKeyframe = source.currentKeyframe; + + object.direction = source.direction; + object.directionBackwards = source.directionBackwards; + + } else if ( source instanceof THREE.SkinnedMesh ) { + + object = new THREE.SkinnedMesh( source.geometry, source.material ); + + } else if ( source instanceof THREE.Mesh ) { + + object = new THREE.Mesh( source.geometry, source.material ); + + } else if ( source instanceof THREE.Line ) { + + object = new THREE.Line( source.geometry, source.material, source.type ); + + } else if ( source instanceof THREE.Ribbon ) { + + object = new THREE.Ribbon( source.geometry, source.material ); + + } else if ( source instanceof THREE.ParticleSystem ) { + + object = new THREE.ParticleSystem( source.geometry, source.material ); + object.sortParticles = source.sortParticles; + + } else if ( source instanceof THREE.Particle ) { + + object = new THREE.Particle( source.material ); + + } else if ( source instanceof THREE.Sprite ) { + + object = new THREE.Sprite( {} ); + + object.color.copy( source.color ); + object.map = source.map; + object.blending = source.blending; + + object.useScreenCoordinates = source.useScreenCoordinates; + object.mergeWith3D = source.mergeWith3D; + object.affectedByDistance = source.affectedByDistance; + object.scaleByViewport = source.scaleByViewport; + object.alignment = source.alignment; + + object.rotation3d.copy( source.rotation3d ); + object.rotation = source.rotation; + object.opacity = source.opacity; + + object.uvOffset.copy( source.uvOffset ); + object.uvScale.copy( source.uvScale); + + } else if ( source instanceof THREE.LOD ) { + + object = new THREE.LOD(); + + } else if ( source instanceof THREE.MarchingCubes ) { + + object = new THREE.MarchingCubes( source.resolution, source.material ); + object.field.set( source.field ); + object.isolation = source.isolation; + + } else if ( source instanceof THREE.Object3D ) { + + object = new THREE.Object3D(); + + } + + // base class properties + + object.name = source.name; + + object.parent = source.parent; + + object.up.copy( source.up ); + + object.position.copy( source.position ); + + // because of Sprite madness + + if ( object.rotation instanceof THREE.Vector3 ) + object.rotation.copy( source.rotation ); + + object.eulerOrder = source.eulerOrder; + + object.scale.copy( source.scale ); + + object.dynamic = source.dynamic; + + object.doubleSided = source.doubleSided; + object.flipSided = source.flipSided; + + object.renderDepth = source.renderDepth; + + object.rotationAutoUpdate = source.rotationAutoUpdate; + + object.matrix.copy( source.matrix ); + object.matrixWorld.copy( source.matrixWorld ); + object.matrixRotationWorld.copy( source.matrixRotationWorld ); + + object.matrixAutoUpdate = source.matrixAutoUpdate; + object.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate; + + object.quaternion.copy( source.quaternion ); + object.useQuaternion = source.useQuaternion; + + object.boundRadius = source.boundRadius; + object.boundRadiusScale = source.boundRadiusScale; + + object.visible = source.visible; + + object.castShadow = source.castShadow; + object.receiveShadow = source.receiveShadow; + + object.frustumCulled = source.frustumCulled; + + // children + + for ( var i = 0; i < source.children.length; i ++ ) { + + var child = THREE.SceneUtils.cloneObject( source.children[ i ] ); + object.children[ i ] = child; + + child.parent = object; + + } + + // LODs need to be patched separately to use cloned children + + if ( source instanceof THREE.LOD ) { + + for ( var i = 0; i < source.LODs.length; i ++ ) { + + var lod = source.LODs[ i ]; + object.LODs[ i ] = { visibleAtDistance: lod.visibleAtDistance, object3D: object.children[ i ] }; + + } + + } + + return object; + + }, + + detach : function ( child, parent, scene ) { + + child.applyMatrix( parent.matrixWorld ); + parent.remove( child ); + scene.add( child ); + + }, + + attach: function ( child, scene, parent ) { + + var matrixWorldInverse = new THREE.Matrix4(); + matrixWorldInverse.getInverse( parent.matrixWorld ); + child.applyMatrix( matrixWorldInverse ); + + scene.remove( child ); + parent.add( child ); + + } + +}; +/** + * @author alteredq / http://alteredqualia.com/ + * @author mr.doob / http://mrdoob.com/ + * + * ShaderUtils currently contains: + * + * fresnel + * normal + * cube + * + */ + +if ( THREE.WebGLRenderer ) { + +THREE.ShaderUtils = { + + lib: { + + /* ------------------------------------------------------------------------- + // Fresnel shader + // - based on Nvidia Cg tutorial + ------------------------------------------------------------------------- */ + + 'fresnel': { + + uniforms: { + + "mRefractionRatio": { type: "f", value: 1.02 }, + "mFresnelBias": { type: "f", value: 0.1 }, + "mFresnelPower": { type: "f", value: 2.0 }, + "mFresnelScale": { type: "f", value: 1.0 }, + "tCube": { type: "t", value: 1, texture: null } + + }, + + fragmentShader: [ + + "uniform samplerCube tCube;", + + "varying vec3 vReflect;", + "varying vec3 vRefract[3];", + "varying float vReflectionFactor;", + + "void main() {", + + "vec4 reflectedColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );", + "vec4 refractedColor = vec4( 1.0, 1.0, 1.0, 1.0 );", + + "refractedColor.r = textureCube( tCube, vec3( -vRefract[0].x, vRefract[0].yz ) ).r;", + "refractedColor.g = textureCube( tCube, vec3( -vRefract[1].x, vRefract[1].yz ) ).g;", + "refractedColor.b = textureCube( tCube, vec3( -vRefract[2].x, vRefract[2].yz ) ).b;", + "refractedColor.a = 1.0;", + + "gl_FragColor = mix( refractedColor, reflectedColor, clamp( vReflectionFactor, 0.0, 1.0 ) );", + + "}" + + ].join("\n"), + + vertexShader: [ + + "uniform float mRefractionRatio;", + "uniform float mFresnelBias;", + "uniform float mFresnelScale;", + "uniform float mFresnelPower;", + + "varying vec3 vReflect;", + "varying vec3 vRefract[3];", + "varying float vReflectionFactor;", + + "void main() {", + + "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );", + "vec4 mPosition = objectMatrix * vec4( position, 1.0 );", + + "vec3 nWorld = normalize ( mat3( objectMatrix[0].xyz, objectMatrix[1].xyz, objectMatrix[2].xyz ) * normal );", + + "vec3 I = mPosition.xyz - cameraPosition;", + + "vReflect = reflect( I, nWorld );", + "vRefract[0] = refract( normalize( I ), nWorld, mRefractionRatio );", + "vRefract[1] = refract( normalize( I ), nWorld, mRefractionRatio * 0.99 );", + "vRefract[2] = refract( normalize( I ), nWorld, mRefractionRatio * 0.98 );", + "vReflectionFactor = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( I ), nWorld ), mFresnelPower );", + + "gl_Position = projectionMatrix * mvPosition;", + + "}" + + ].join("\n") + + }, + + /* ------------------------------------------------------------------------- + // Normal map shader + // - Blinn-Phong + // - normal + diffuse + specular + AO + displacement + reflection + shadow maps + // - point and directional lights (use with "lights: true" material option) + ------------------------------------------------------------------------- */ + + 'normal' : { + + uniforms: THREE.UniformsUtils.merge( [ + + THREE.UniformsLib[ "fog" ], + THREE.UniformsLib[ "lights" ], + THREE.UniformsLib[ "shadowmap" ], + + { + + "enableAO" : { type: "i", value: 0 }, + "enableDiffuse" : { type: "i", value: 0 }, + "enableSpecular" : { type: "i", value: 0 }, + "enableReflection": { type: "i", value: 0 }, + + "tDiffuse" : { type: "t", value: 0, texture: null }, + "tCube" : { type: "t", value: 1, texture: null }, + "tNormal" : { type: "t", value: 2, texture: null }, + "tSpecular" : { type: "t", value: 3, texture: null }, + "tAO" : { type: "t", value: 4, texture: null }, + "tDisplacement": { type: "t", value: 5, texture: null }, + + "uNormalScale": { type: "f", value: 1.0 }, + + "uDisplacementBias": { type: "f", value: 0.0 }, + "uDisplacementScale": { type: "f", value: 1.0 }, + + "uDiffuseColor": { type: "c", value: new THREE.Color( 0xffffff ) }, + "uSpecularColor": { type: "c", value: new THREE.Color( 0x111111 ) }, + "uAmbientColor": { type: "c", value: new THREE.Color( 0xffffff ) }, + "uShininess": { type: "f", value: 30 }, + "uOpacity": { type: "f", value: 1 }, + + "uReflectivity": { type: "f", value: 0.5 }, + + "uOffset" : { type: "v2", value: new THREE.Vector2( 0, 0 ) }, + "uRepeat" : { type: "v2", value: new THREE.Vector2( 1, 1 ) }, + + "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) } + + } + + ] ), + + fragmentShader: [ + + "uniform vec3 uAmbientColor;", + "uniform vec3 uDiffuseColor;", + "uniform vec3 uSpecularColor;", + "uniform float uShininess;", + "uniform float uOpacity;", + + "uniform bool enableDiffuse;", + "uniform bool enableSpecular;", + "uniform bool enableAO;", + "uniform bool enableReflection;", + + "uniform sampler2D tDiffuse;", + "uniform sampler2D tNormal;", + "uniform sampler2D tSpecular;", + "uniform sampler2D tAO;", + + "uniform samplerCube tCube;", + + "uniform float uNormalScale;", + "uniform float uReflectivity;", + + "varying vec3 vTangent;", + "varying vec3 vBinormal;", + "varying vec3 vNormal;", + "varying vec2 vUv;", + + "uniform vec3 ambientLightColor;", + + "#if MAX_DIR_LIGHTS > 0", + "uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];", + "uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];", + "#endif", + + "#if MAX_POINT_LIGHTS > 0", + "uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];", + "varying vec4 vPointLight[ MAX_POINT_LIGHTS ];", + "#endif", + + "#ifdef WRAP_AROUND", + "uniform vec3 wrapRGB;", + "#endif", + + "varying vec3 vViewPosition;", + + THREE.ShaderChunk[ "shadowmap_pars_fragment" ], + THREE.ShaderChunk[ "fog_pars_fragment" ], + + "void main() {", + + "gl_FragColor = vec4( vec3( 1.0 ), uOpacity );", + + "vec3 specularTex = vec3( 1.0 );", + + "vec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;", + "normalTex.xy *= uNormalScale;", + "normalTex = normalize( normalTex );", + + "if( enableDiffuse ) {", + + "#ifdef GAMMA_INPUT", + + "vec4 texelColor = texture2D( tDiffuse, vUv );", + "texelColor.xyz *= texelColor.xyz;", + + "gl_FragColor = gl_FragColor * texelColor;", + + "#else", + + "gl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );", + + "#endif", + + "}", + + "if( enableAO ) {", + + "#ifdef GAMMA_INPUT", + + "vec4 aoColor = texture2D( tAO, vUv );", + "aoColor.xyz *= aoColor.xyz;", + + "gl_FragColor.xyz = gl_FragColor.xyz * aoColor.xyz;", + + "#else", + + "gl_FragColor.xyz = gl_FragColor.xyz * texture2D( tAO, vUv ).xyz;", + + "#endif", + + "}", + + "if( enableSpecular )", + "specularTex = texture2D( tSpecular, vUv ).xyz;", + + "mat3 tsb = mat3( normalize( vTangent ), normalize( vBinormal ), normalize( vNormal ) );", + "vec3 finalNormal = tsb * normalTex;", + + "vec3 normal = normalize( finalNormal );", + "vec3 viewPosition = normalize( vViewPosition );", + + // point lights + + "#if MAX_POINT_LIGHTS > 0", + + "vec3 pointDiffuse = vec3( 0.0 );", + "vec3 pointSpecular = vec3( 0.0 );", + + "for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {", + + "vec3 pointVector = normalize( vPointLight[ i ].xyz );", + "float pointDistance = vPointLight[ i ].w;", + + // diffuse + + "#ifdef WRAP_AROUND", + + "float pointDiffuseWeightFull = max( dot( normal, pointVector ), 0.0 );", + "float pointDiffuseWeightHalf = max( 0.5 * dot( normal, pointVector ) + 0.5, 0.0 );", + + "vec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );", + + "#else", + + "float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );", + + "#endif", + + "pointDiffuse += pointDistance * pointLightColor[ i ] * uDiffuseColor * pointDiffuseWeight;", + + // specular + + "vec3 pointHalfVector = normalize( pointVector + viewPosition );", + "float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );", + "float pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, uShininess ), 0.0 );", + + "#ifdef PHYSICALLY_BASED_SHADING", + + // 2.0 => 2.0001 is hack to work around ANGLE bug + + "float specularNormalization = ( uShininess + 2.0001 ) / 8.0;", + + "vec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( pointVector, pointHalfVector ), 5.0 );", + "pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance * specularNormalization;", + + "#else", + + "pointSpecular += pointDistance * pointLightColor[ i ] * uSpecularColor * pointSpecularWeight * pointDiffuseWeight;", + + "#endif", + + "}", + + "#endif", + + // directional lights + + "#if MAX_DIR_LIGHTS > 0", + + "vec3 dirDiffuse = vec3( 0.0 );", + "vec3 dirSpecular = vec3( 0.0 );", + + "for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {", + + "vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );", + "vec3 dirVector = normalize( lDirection.xyz );", + + // diffuse + + "#ifdef WRAP_AROUND", + + "float directionalLightWeightingFull = max( dot( normal, dirVector ), 0.0 );", + "float directionalLightWeightingHalf = max( 0.5 * dot( normal, dirVector ) + 0.5, 0.0 );", + + "vec3 dirDiffuseWeight = mix( vec3( directionalLightWeightingFull ), vec3( directionalLightWeightingHalf ), wrapRGB );", + + "#else", + + "float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );", + + "#endif", + + "dirDiffuse += directionalLightColor[ i ] * uDiffuseColor * dirDiffuseWeight;", + + // specular + + "vec3 dirHalfVector = normalize( dirVector + viewPosition );", + "float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );", + "float dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, uShininess ), 0.0 );", + + "#ifdef PHYSICALLY_BASED_SHADING", + + // 2.0 => 2.0001 is hack to work around ANGLE bug + + "float specularNormalization = ( uShininess + 2.0001 ) / 8.0;", + + "vec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( dirVector, dirHalfVector ), 5.0 );", + "dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;", + + "#else", + + "dirSpecular += directionalLightColor[ i ] * uSpecularColor * dirSpecularWeight * dirDiffuseWeight;", + + "#endif", + + "}", + + "#endif", + + // all lights contribution summation + + "vec3 totalDiffuse = vec3( 0.0 );", + "vec3 totalSpecular = vec3( 0.0 );", + + "#if MAX_DIR_LIGHTS > 0", + + "totalDiffuse += dirDiffuse;", + "totalSpecular += dirSpecular;", + + "#endif", + + "#if MAX_POINT_LIGHTS > 0", + + "totalDiffuse += pointDiffuse;", + "totalSpecular += pointSpecular;", + + "#endif", + + "gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * uAmbientColor) + totalSpecular;", + + "if ( enableReflection ) {", + + "vec3 wPos = cameraPosition - vViewPosition;", + "vec3 vReflect = reflect( normalize( wPos ), normal );", + + "vec4 cubeColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );", + + "#ifdef GAMMA_INPUT", + + "cubeColor.xyz *= cubeColor.xyz;", + + "#endif", + + "gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularTex.r * uReflectivity );", + + "}", + + THREE.ShaderChunk[ "shadowmap_fragment" ], + THREE.ShaderChunk[ "linear_to_gamma_fragment" ], + THREE.ShaderChunk[ "fog_fragment" ], + + "}" + + ].join("\n"), + + vertexShader: [ + + "attribute vec4 tangent;", + + "uniform vec2 uOffset;", + "uniform vec2 uRepeat;", + + "#ifdef VERTEX_TEXTURES", + + "uniform sampler2D tDisplacement;", + "uniform float uDisplacementScale;", + "uniform float uDisplacementBias;", + + "#endif", + + "varying vec3 vTangent;", + "varying vec3 vBinormal;", + "varying vec3 vNormal;", + "varying vec2 vUv;", + + "#if MAX_POINT_LIGHTS > 0", + + "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];", + "uniform float pointLightDistance[ MAX_POINT_LIGHTS ];", + + "varying vec4 vPointLight[ MAX_POINT_LIGHTS ];", + + "#endif", + + "varying vec3 vViewPosition;", + + THREE.ShaderChunk[ "shadowmap_pars_vertex" ], + + "void main() {", + + "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );", + + "vViewPosition = -mvPosition.xyz;", + + // normal, tangent and binormal vectors + + "vNormal = normalMatrix * normal;", + "vTangent = normalMatrix * tangent.xyz;", + "vBinormal = cross( vNormal, vTangent ) * tangent.w;", + + "vUv = uv * uRepeat + uOffset;", + + // point lights + + "#if MAX_POINT_LIGHTS > 0", + + "for( int i = 0; i < MAX_POINT_LIGHTS; i++ ) {", + + "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );", + "vec3 lVector = lPosition.xyz - mvPosition.xyz;", + + "float lDistance = 1.0;", + "if ( pointLightDistance[ i ] > 0.0 )", + "lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );", + + "lVector = normalize( lVector );", + + "vPointLight[ i ] = vec4( lVector, lDistance );", + + "}", + + "#endif", + + // displacement mapping + + "#ifdef VERTEX_TEXTURES", + + "vec3 dv = texture2D( tDisplacement, uv ).xyz;", + "float df = uDisplacementScale * dv.x + uDisplacementBias;", + "vec4 displacedPosition = vec4( normalize( vNormal.xyz ) * df, 0.0 ) + mvPosition;", + "gl_Position = projectionMatrix * displacedPosition;", + + "#else", + + "gl_Position = projectionMatrix * mvPosition;", + + "#endif", + + THREE.ShaderChunk[ "shadowmap_vertex" ], + + "}" + + ].join("\n") + + }, + + /* ------------------------------------------------------------------------- + // Cube map shader + ------------------------------------------------------------------------- */ + + 'cube': { + + uniforms: { "tCube": { type: "t", value: 1, texture: null }, + "tFlip": { type: "f", value: -1 } }, + + vertexShader: [ + + "varying vec3 vViewPosition;", + + "void main() {", + + "vec4 mPosition = objectMatrix * vec4( position, 1.0 );", + "vViewPosition = cameraPosition - mPosition.xyz;", + + "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", + + "}" + + ].join("\n"), + + fragmentShader: [ + + "uniform samplerCube tCube;", + "uniform float tFlip;", + + "varying vec3 vViewPosition;", + + "void main() {", + + "vec3 wPos = cameraPosition - vViewPosition;", + "gl_FragColor = textureCube( tCube, vec3( tFlip * wPos.x, wPos.yz ) );", + + "}" + + ].join("\n") + + } + + } + +}; + +};/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.BufferGeometry = function () { + + this.id = THREE.GeometryCount ++; + + // GL buffers + + this.vertexIndexBuffer = null; + this.vertexPositionBuffer = null; + this.vertexNormalBuffer = null; + this.vertexUvBuffer = null; + this.vertexColorBuffer = null; + + // typed arrays (kept only if dynamic flag is set) + + this.vertexIndexArray = null; + this.vertexPositionArray = null; + this.vertexNormalArray = null; + this.vertexUvArray = null; + this.vertexColorArray = null; + + this.dynamic = false; + + // boundings + + this.boundingBox = null; + this.boundingSphere = null; + + // for compatibility + + this.morphTargets = []; + +}; + +THREE.BufferGeometry.prototype = { + + constructor : THREE.BufferGeometry, + + // for compatibility + + computeBoundingBox: function () { + + }, + + // for compatibility + + computeBoundingSphere: function () { + + } + + +}; + +/** + * @author zz85 / http://www.lab4games.net/zz85/blog + * Extensible curve object + * + * Some common of Curve methods + * .getPoint(t), getTangent(t) + * .getPointAt(u), getTagentAt(u) + * .getPoints(), .getSpacedPoints() + * .getLength() + * .updateArcLengths() + * + * This file contains following classes: + * + * -- 2d classes -- + * THREE.Curve + * THREE.LineCurve + * THREE.QuadraticBezierCurve + * THREE.CubicBezierCurve + * THREE.SplineCurve + * THREE.ArcCurve + * + * -- 3d classes -- + * THREE.LineCurve3 + * THREE.QuadraticBezierCurve3 + * THREE.CubicBezierCurve3 + * THREE.SplineCurve3 + * THREE.ClosedSplineCurve3 + * + * A series of curves can be represented as a THREE.CurvePath + * + **/ + +/************************************************************** + * Abstract Curve base class + **************************************************************/ + +THREE.Curve = function () { + +}; + +// Virtual base class method to overwrite and implement in subclasses +// - t [0 .. 1] + +THREE.Curve.prototype.getPoint = function ( t ) { + + console.log( "Warning, getPoint() not implemented!" ); + return null; + +}; + +// Get point at relative position in curve according to arc length +// - u [0 .. 1] + +THREE.Curve.prototype.getPointAt = function ( u ) { + + var t = this.getUtoTmapping( u ); + return this.getPoint( t ); + +}; + +// Get sequence of points using getPoint( t ) + +THREE.Curve.prototype.getPoints = function ( divisions ) { + + if ( !divisions ) divisions = 5; + + var d, pts = []; + + for ( d = 0; d <= divisions; d ++ ) { + + pts.push( this.getPoint( d / divisions ) ); + + } + + return pts; + +}; + +// Get sequence of points using getPointAt( u ) + +THREE.Curve.prototype.getSpacedPoints = function ( divisions ) { + + if ( !divisions ) divisions = 5; + + var d, pts = []; + + for ( d = 0; d <= divisions; d ++ ) { + + pts.push( this.getPointAt( d / divisions ) ); + + } + + return pts; + +}; + +// Get total curve arc length + +THREE.Curve.prototype.getLength = function () { + + var lengths = this.getLengths(); + return lengths[ lengths.length - 1 ]; + +}; + +// Get list of cumulative segment lengths + +THREE.Curve.prototype.getLengths = function ( divisions ) { + + if ( !divisions ) divisions = (this.__arcLengthDivisions) ? (this.__arcLengthDivisions): 200; + + if ( this.cacheArcLengths + && ( this.cacheArcLengths.length == divisions + 1 ) + && !this.needsUpdate) { + + //console.log( "cached", this.cacheArcLengths ); + return this.cacheArcLengths; + + } + + this.needsUpdate = false; + + var cache = []; + var current, last = this.getPoint( 0 ); + var p, sum = 0; + + cache.push( 0 ); + + for ( p = 1; p <= divisions; p ++ ) { + + current = this.getPoint ( p / divisions ); + sum += current.distanceTo( last ); + cache.push( sum ); + last = current; + + } + + this.cacheArcLengths = cache; + + return cache; // { sums: cache, sum:sum }; Sum is in the last element. + +}; + + +THREE.Curve.prototype.updateArcLengths = function() { + this.needsUpdate = true; + this.getLengths(); +}; + +// Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equi distance + +THREE.Curve.prototype.getUtoTmapping = function ( u, distance ) { + + var arcLengths = this.getLengths(); + + var i = 0, il = arcLengths.length; + + var targetArcLength; // The targeted u distance value to get + + if ( distance ) { + + targetArcLength = distance; + + } else { + + targetArcLength = u * arcLengths[ il - 1 ]; + + } + + //var time = Date.now(); + + // binary search for the index with largest value smaller than target u distance + + var low = 0, high = il - 1, comparison; + + while ( low <= high ) { + + i = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats + + comparison = arcLengths[ i ] - targetArcLength; + + if ( comparison < 0 ) { + + low = i + 1; + continue; + + } else if ( comparison > 0 ) { + + high = i - 1; + continue; + + } else { + + high = i; + break; + + // DONE + + } + + } + + i = high; + + //console.log('b' , i, low, high, Date.now()- time); + + if ( arcLengths[ i ] == targetArcLength ) { + + var t = i / ( il - 1 ); + return t; + + } + + // we could get finer grain at lengths, or use simple interpolatation between two points + + var lengthBefore = arcLengths[ i ]; + var lengthAfter = arcLengths[ i + 1 ]; + + var segmentLength = lengthAfter - lengthBefore; + + // determine where we are between the 'before' and 'after' points + + var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength; + + // add that fractional amount to t + + var t = ( i + segmentFraction ) / ( il -1 ); + + return t; + +}; + + +// In 2D space, there are actually 2 normal vectors, +// and in 3D space, infinte +// TODO this should be depreciated. +THREE.Curve.prototype.getNormalVector = function( t ) { + + var vec = this.getTangent( t ); + + return new THREE.Vector2( -vec.y , vec.x ); + +}; + +// Returns a unit vector tangent at t +// In case any sub curve does not implement its tangent / normal finding, +// we get 2 points with a small delta and find a gradient of the 2 points +// which seems to make a reasonable approximation + +THREE.Curve.prototype.getTangent = function( t ) { + + var delta = 0.0001; + var t1 = t - delta; + var t2 = t + delta; + + // Capping in case of danger + + if ( t1 < 0 ) t1 = 0; + if ( t2 > 1 ) t2 = 1; + + var pt1 = this.getPoint( t1 ); + var pt2 = this.getPoint( t2 ); + + var vec = pt2.clone().subSelf(pt1); + return vec.normalize(); + +}; + + +THREE.Curve.prototype.getTangentAt = function ( u ) { + + var t = this.getUtoTmapping( u ); + return this.getTangent( t ); + +}; + +/************************************************************** + * Line + **************************************************************/ + +THREE.LineCurve = function ( v1, v2 ) { + + this.v1 = v1; + this.v2 = v2; + +}; + +THREE.LineCurve.prototype = new THREE.Curve(); +THREE.LineCurve.prototype.constructor = THREE.LineCurve; + +THREE.LineCurve.prototype.getPoint = function ( t ) { + + var point = this.v2.clone().subSelf(this.v1); + point.multiplyScalar( t ).addSelf( this.v1 ); + + return point; + +}; + +// Line curve is linear, so we can overwrite default getPointAt + +THREE.LineCurve.prototype.getPointAt = function ( u ) { + + return this.getPoint( u ); + +}; + +THREE.LineCurve.prototype.getTangent = function( t ) { + + var tangent = this.v2.clone().subSelf(this.v1); + + return tangent.normalize(); + +}; + +/************************************************************** + * Quadratic Bezier curve + **************************************************************/ + + +THREE.QuadraticBezierCurve = function ( v0, v1, v2 ) { + + this.v0 = v0; + this.v1 = v1; + this.v2 = v2; + +}; + +THREE.QuadraticBezierCurve.prototype = new THREE.Curve(); +THREE.QuadraticBezierCurve.prototype.constructor = THREE.QuadraticBezierCurve; + + +THREE.QuadraticBezierCurve.prototype.getPoint = function ( t ) { + + var tx, ty; + + tx = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x ); + ty = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y ); + + return new THREE.Vector2( tx, ty ); + +}; + + +THREE.QuadraticBezierCurve.prototype.getTangent = function( t ) { + + var tx, ty; + + tx = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.x, this.v1.x, this.v2.x ); + ty = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.y, this.v1.y, this.v2.y ); + + // returns unit vector + + var tangent = new THREE.Vector2( tx, ty ); + tangent.normalize(); + + return tangent; + +}; + + +/************************************************************** + * Cubic Bezier curve + **************************************************************/ + +THREE.CubicBezierCurve = function ( v0, v1, v2, v3 ) { + + this.v0 = v0; + this.v1 = v1; + this.v2 = v2; + this.v3 = v3; + +}; + +THREE.CubicBezierCurve.prototype = new THREE.Curve(); +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; + +}; + + +/************************************************************** + * Spline curve + **************************************************************/ + +THREE.SplineCurve = function ( points /* array of Vector2 */ ) { + + this.points = (points == undefined) ? [] : points; + +}; + +THREE.SplineCurve.prototype = new THREE.Curve(); +THREE.SplineCurve.prototype.constructor = THREE.SplineCurve; + +THREE.SplineCurve.prototype.getPoint = function ( t ) { + + var v = new THREE.Vector2(); + var c = []; + var points = this.points, point, intPoint, weight; + point = ( points.length - 1 ) * t; + + intPoint = Math.floor( point ); + weight = point - intPoint; + + c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1; + c[ 1 ] = intPoint; + c[ 2 ] = intPoint > points.length - 2 ? points.length -1 : intPoint + 1; + c[ 3 ] = intPoint > points.length - 3 ? points.length -1 : intPoint + 2; + + v.x = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].x, points[ c[ 1 ] ].x, points[ c[ 2 ] ].x, points[ c[ 3 ] ].x, weight ); + v.y = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].y, points[ c[ 1 ] ].y, points[ c[ 2 ] ].y, points[ c[ 3 ] ].y, weight ); + + return v; + +}; + +/************************************************************** + * Arc curve + **************************************************************/ + +THREE.ArcCurve = function ( aX, aY, aRadius, + aStartAngle, aEndAngle, + aClockwise ) { + + this.aX = aX; + this.aY = aY; + + this.aRadius = aRadius; + + this.aStartAngle = aStartAngle; + this.aEndAngle = aEndAngle; + + this.aClockwise = aClockwise; + +}; + +THREE.ArcCurve.prototype = new THREE.Curve(); +THREE.ArcCurve.prototype.constructor = THREE.ArcCurve; + +THREE.ArcCurve.prototype.getPoint = function ( t ) { + + var deltaAngle = this.aEndAngle - this.aStartAngle; + + if ( !this.aClockwise ) { + + t = 1 - t; + + } + + var angle = this.aStartAngle + t * deltaAngle; + + var tx = this.aX + this.aRadius * Math.cos( angle ); + var ty = this.aY + this.aRadius * Math.sin( angle ); + + return new THREE.Vector2( tx, ty ); + +}; + +/************************************************************** + * 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 ) { + + var subClass = constructor; + + subClass.prototype = new THREE.Curve(); + + subClass.prototype.constructor = constructor; + subClass.prototype.getPoint = getPointFunc; + + return subClass; + +}; + + +/************************************************************** + * Line3D + **************************************************************/ + +THREE.LineCurve3 = THREE.Curve.create( + + function ( v1, v2 ) { + + this.v1 = v1; + this.v2 = v2; + + }, + + function ( t ) { + + var r = new THREE.Vector3(); + + + r.sub( this.v2, this.v1 ); // diff + r.multiplyScalar( t ); + r.addSelf( this.v1 ); + + return r; + + } + +); + + +/************************************************************** + * Quadratic Bezier 3D curve + **************************************************************/ + +THREE.QuadraticBezierCurve3 = THREE.Curve.create( + + function ( v0, v1, v2 ) { + + this.v0 = v0; + this.v1 = v1; + this.v2 = v2; + + }, + + function ( t ) { + + var tx, ty, tz; + + tx = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x ); + ty = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y ); + tz = THREE.Shape.Utils.b2( t, this.v0.z, this.v1.z, this.v2.z ); + + return new THREE.Vector3( tx, ty, tz ); + + } + +); + + + +/************************************************************** + * Cubic Bezier 3D curve + **************************************************************/ + +THREE.CubicBezierCurve3 = THREE.Curve.create( + + function ( v0, v1, v2, v3 ) { + + this.v0 = v0; + this.v1 = v1; + this.v2 = v2; + this.v3 = v3; + + }, + + function ( t ) { + + var tx, ty, tz; + + tx = THREE.Shape.Utils.b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x ); + ty = THREE.Shape.Utils.b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y ); + tz = THREE.Shape.Utils.b3( t, this.v0.z, this.v1.z, this.v2.z, this.v3.z ); + + return new THREE.Vector3( tx, ty, tz ); + + } + +); + + + +/************************************************************** + * Spline 3D curve + **************************************************************/ + + +THREE.SplineCurve3 = THREE.Curve.create( + + function ( points /* array of Vector3 */) { + + this.points = (points == undefined) ? [] : points; + + }, + + function ( t ) { + + var v = new THREE.Vector3(); + var c = []; + var points = this.points, point, intPoint, weight; + point = ( points.length - 1 ) * t; + + intPoint = Math.floor( point ); + weight = point - intPoint; + + c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1; + c[ 1 ] = intPoint; + c[ 2 ] = intPoint > points.length - 2 ? points.length - 1 : intPoint + 1; + c[ 3 ] = intPoint > points.length - 3 ? points.length - 1 : intPoint + 2; + + var pt0 = points[ c[0] ], + pt1 = points[ c[1] ], + pt2 = points[ c[2] ], + pt3 = points[ c[3] ]; + + v.x = THREE.Curve.Utils.interpolate(pt0.x, pt1.x, pt2.x, pt3.x, weight); + v.y = THREE.Curve.Utils.interpolate(pt0.y, pt1.y, pt2.y, pt3.y, weight); + v.z = THREE.Curve.Utils.interpolate(pt0.z, pt1.z, pt2.z, pt3.z, weight); + + return v; + + } + +); + + +// THREE.SplineCurve3.prototype.getTangent = function(t) { +// var v = new THREE.Vector3(); +// var c = []; +// var points = this.points, point, intPoint, weight; +// point = ( points.length - 1 ) * t; + +// intPoint = Math.floor( point ); +// weight = point - intPoint; + +// c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1; +// c[ 1 ] = intPoint; +// c[ 2 ] = intPoint > points.length - 2 ? points.length - 1 : intPoint + 1; +// c[ 3 ] = intPoint > points.length - 3 ? points.length - 1 : intPoint + 2; + +// var pt0 = points[ c[0] ], +// pt1 = points[ c[1] ], +// pt2 = points[ c[2] ], +// pt3 = points[ c[3] ]; + +// // t = weight; +// v.x = THREE.Curve.Utils.tangentSpline( t, pt0.x, pt1.x, pt2.x, pt3.x ); +// v.y = THREE.Curve.Utils.tangentSpline( t, pt0.y, pt1.y, pt2.y, pt3.y ); +// v.z = THREE.Curve.Utils.tangentSpline( t, pt0.z, pt1.z, pt2.z, pt3.z ); + +// return v; + +// } + +/************************************************************** + * Closed Spline 3D curve + **************************************************************/ + + +THREE.ClosedSplineCurve3 = THREE.Curve.create( + + function ( points /* array of Vector3 */) { + + this.points = (points == undefined) ? [] : points; + + }, + + function ( t ) { + + var v = new THREE.Vector3(); + var c = []; + var points = this.points, point, intPoint, weight; + point = ( points.length - 0 ) * t; + // This needs to be from 0-length +1 + + intPoint = Math.floor( point ); + weight = point - intPoint; + + intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / points.length ) + 1 ) * points.length; + c[ 0 ] = ( intPoint - 1 ) % points.length; + c[ 1 ] = ( intPoint ) % points.length; + c[ 2 ] = ( intPoint + 1 ) % points.length; + c[ 3 ] = ( intPoint + 2 ) % points.length; + + v.x = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].x, points[ c[ 1 ] ].x, points[ c[ 2 ] ].x, points[ c[ 3 ] ].x, weight ); + v.y = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].y, points[ c[ 1 ] ].y, points[ c[ 2 ] ].y, points[ c[ 3 ] ].y, weight ); + v.z = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].z, points[ c[ 1 ] ].z, points[ c[ 2 ] ].z, points[ c[ 3 ] ].z, weight ); + + return v; + + } + +);/** + * @author zz85 / http://www.lab4games.net/zz85/blog + * + **/ + +/************************************************************** + * Curved Path - a curve path is simply a array of connected + * curves, but retains the api of a curve + **************************************************************/ + +THREE.CurvePath = function () { + + this.curves = []; + this.bends = []; + + this.autoClose = false; // Automatically closes the path +}; + +THREE.CurvePath.prototype = new THREE.Curve(); +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 ); + + break; + } + + i ++; + + } + + return null; + + // loop where sum != 0, sum > d , sum+1 maxX ) maxX = p.x; + else if ( p.x < minX ) minX = p.x; + + if ( p.y > maxY ) maxY = p.y; + else if ( p.y < maxY ) minY = p.y; + + sum.addSelf( p.x, p.y ); + + } + + return { + + minX: minX, + minY: minY, + maxX: maxX, + maxY: maxY, + centroid: sum.divideScalar( il ) + + }; + +}; + +/************************************************************** + * Create Geometries Helpers + **************************************************************/ + +/// Generate geometry from path points (for Line or ParticleSystem objects) + +THREE.CurvePath.prototype.createPointsGeometry = function( divisions ) { + + var pts = this.getPoints( divisions, true ); + return this.createGeometry( pts ); + +}; + +// Generate geometry from equidistance sampling along the path + +THREE.CurvePath.prototype.createSpacedPointsGeometry = function( divisions ) { + + var pts = this.getSpacedPoints( divisions, true ); + return this.createGeometry( pts ); + +}; + +THREE.CurvePath.prototype.createGeometry = function( points ) { + + var geometry = new THREE.Geometry(); + + for ( var i = 0; i < points.length; i ++ ) { + + geometry.vertices.push( new THREE.Vector3( points[ i ].x, points[ i ].y, 0 ) ); + + } + + return geometry; + +}; + + +/************************************************************** + * Bend / Wrap Helper Methods + **************************************************************/ + +// Wrap path / Bend modifiers? + +THREE.CurvePath.prototype.addWrapPath = function ( bendpath ) { + + this.bends.push( bendpath ); + +}; + +THREE.CurvePath.prototype.getTransformedPoints = function( segments, bends ) { + + var oldPts = this.getPoints( segments ); // getPoints getSpacedPoints + var i, il; + + if ( !bends ) { + + bends = this.bends; + + } + + for ( i = 0, il = bends.length; i < il; i ++ ) { + + oldPts = this.getWrapPoints( oldPts, bends[ i ] ); + + } + + return oldPts; + +}; + +THREE.CurvePath.prototype.getTransformedSpacedPoints = function( segments, bends ) { + + var oldPts = this.getSpacedPoints( segments ); + + var i, il; + + if ( !bends ) { + + bends = this.bends; + + } + + for ( i = 0, il = bends.length; i < il; i ++ ) { + + oldPts = this.getWrapPoints( oldPts, bends[ i ] ); + + } + + return oldPts; + +}; + +// This returns getPoints() bend/wrapped around the contour of a path. +// Read http://www.planetclegg.com/projects/WarpingTextToSplines.html + +THREE.CurvePath.prototype.getWrapPoints = function ( oldPts, path ) { + + var bounds = this.getBoundingBox(); + + var i, il, p, oldX, oldY, xNorm; + + for ( i = 0, il = oldPts.length; i < il; i ++ ) { + + p = oldPts[ i ]; + + oldX = p.x; + oldY = p.y; + + xNorm = oldX / bounds.maxX; + + // If using actual distance, for length > path, requires line extrusions + //xNorm = path.getUtoTmapping(xNorm, oldX); // 3 styles. 1) wrap stretched. 2) wrap stretch by arc length 3) warp by actual distance + + xNorm = path.getUtoTmapping( xNorm, oldX ); + + // check for out of bounds? + + var pathPt = path.getPoint( xNorm ); + var normal = path.getNormalVector( xNorm ).multiplyScalar( oldY ); + + p.x = pathPt.x + normal.x; + p.y = pathPt.y + normal.y; + + } + + return oldPts; + +}; + +/** + * https://github.com/mrdoob/eventtarget.js/ + */ + +THREE.EventTarget = function () { + + var listeners = {}; + + this.addEventListener = function ( type, listener ) { + + if ( listeners[ type ] == undefined ) { + + listeners[ type ] = []; + + } + + if ( listeners[ type ].indexOf( listener ) === - 1 ) { + + listeners[ type ].push( listener ); + + } + + }; + + this.dispatchEvent = function ( event ) { + + for ( var listener in listeners[ event.type ] ) { + + listeners[ event.type ][ listener ]( event ); + + } + + }; + + this.removeEventListener = function ( type, listener ) { + + var index = listeners[ type ].indexOf( listener ); + + if ( index !== - 1 ) { + + listeners[ type ].splice( index, 1 ); + + } + + }; + +}; +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.Gyroscope = function () { + + THREE.Object3D.call( this ); + +}; + + +THREE.Gyroscope.prototype = new THREE.Object3D(); +THREE.Gyroscope.prototype.constructor = THREE.Gyroscope; + +THREE.Gyroscope.prototype.updateMatrixWorld = function ( force ) { + + this.matrixAutoUpdate && this.updateMatrix(); + + // update matrixWorld + + if ( this.matrixWorldNeedsUpdate || force ) { + + if ( this.parent ) { + + this.matrixWorld.multiply( this.parent.matrixWorld, this.matrix ); + + this.matrixWorld.decompose( this.translationWorld, this.rotationWorld, this.scaleWorld ); + this.matrix.decompose( this.translationObject, this.rotationObject, this.scaleObject ); + + this.matrixWorld.compose( this.translationWorld, this.rotationObject, this.scaleWorld ); + + + } else { + + this.matrixWorld.copy( this.matrix ); + + } + + + this.matrixWorldNeedsUpdate = false; + + force = true; + + } + + // update children + + for ( var i = 0, l = this.children.length; i < l; i ++ ) { + + this.children[ i ].updateMatrixWorld( force ); + + } + +}; + +THREE.Gyroscope.prototype.translationWorld = new THREE.Vector3(); +THREE.Gyroscope.prototype.translationObject = new THREE.Vector3(); +THREE.Gyroscope.prototype.rotationWorld = new THREE.Quaternion(); +THREE.Gyroscope.prototype.rotationObject = new THREE.Quaternion(); +THREE.Gyroscope.prototype.scaleWorld = new THREE.Vector3(); +THREE.Gyroscope.prototype.scaleObject = new THREE.Vector3(); + +/** + * @author zz85 / http://www.lab4games.net/zz85/blog + * Creates free form 2d path using series of points, lines or curves. + * + **/ + +THREE.Path = function ( points ) { + + THREE.CurvePath.call(this); + + this.actions = []; + + if ( points ) { + + this.fromPoints( points ); + + } + +}; + +THREE.Path.prototype = new THREE.CurvePath(); +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 + +}; + +// 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? +// TODO ARC ( x, y, x - radius, y - radius, startAngle, endAngle ) + +THREE.Path.prototype.arc = function ( aX, aY, aRadius, + aStartAngle, aEndAngle, aClockwise ) { + + var args = Array.prototype.slice.call( arguments ); + + var laste = this.actions[ this.actions.length - 1]; + + var curve = new THREE.ArcCurve( laste.x + aX, laste.y + aY, aRadius, + aStartAngle, aEndAngle, aClockwise ); + this.curves.push( curve ); + + // All of the other actions look to the last two elements in the list to + // find the ending point, so we need to append them. + var lastPoint = curve.getPoint(aClockwise ? 1 : 0); + args.push(lastPoint.x); + args.push(lastPoint.y); + + this.actions.push( { action: THREE.PathActions.ARC, args: args } ); + + }; + +THREE.Path.prototype.absarc = function ( aX, aY, aRadius, + aStartAngle, aEndAngle, aClockwise ) { + + var args = Array.prototype.slice.call( arguments ); + + var curve = new THREE.ArcCurve( aX, aY, aRadius, + aStartAngle, aEndAngle, aClockwise ); + this.curves.push( curve ); + + // console.log( 'arc', args ); + + // All of the other actions look to the last two elements in the list to + // find the ending point, so we need to append them. + var lastPoint = curve.getPoint(aClockwise ? 1 : 0); + args.push(lastPoint.x); + args.push(lastPoint.y); + + this.actions.push( { action: THREE.PathActions.ARC, 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: + + laste = this.actions[ i - 1 ].args; + + 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; + + } // 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; + +}; + + + +// This was used for testing purposes. Should be removed soon. + +THREE.Path.prototype.transform = function( path, segments ) { + + var bounds = this.getBoundingBox(); + var oldPts = this.getPoints( segments ); // getPoints getSpacedPoints + + //console.log( path.cacheArcLengths() ); + //path.getLengths(400); + //segments = 40; + + return this.getWrapPoints( oldPts, path ); + +}; + +// Read http://www.tinaja.com/glib/nonlingr.pdf +// nonlinear transforms + +THREE.Path.prototype.nltransform = function( a, b, c, d, e, f ) { + + // a - horizontal size + // b - lean + // c - x offset + // d - vertical size + // e - climb + // f - y offset + + var oldPts = this.getPoints(); + + var i, il, p, oldX, oldY; + + for ( i = 0, il = oldPts.length; i < il; i ++ ) { + + p = oldPts[i]; + + oldX = p.x; + oldY = p.y; + + p.x = a * oldX + b * oldY + c; + p.y = d * oldY + e * oldX + f; + + } + + return oldPts; + +}; + + +// FUTURE Export JSON Format + +/* Draws this path onto a 2d canvas easily */ + +THREE.Path.prototype.debug = function( canvas ) { + + var bounds = this.getBoundingBox(); + + if ( !canvas ) { + + canvas = document.createElement( "canvas" ); + + canvas.setAttribute( 'width', bounds.maxX + 100 ); + canvas.setAttribute( 'height', bounds.maxY + 100 ); + + document.body.appendChild( canvas ); + + } + + var ctx = canvas.getContext( "2d" ); + ctx.fillStyle = "white"; + ctx.fillRect( 0, 0, canvas.width, canvas.height ); + + ctx.strokeStyle = "black"; + ctx.beginPath(); + + var i, il, item, action, args; + + // Debug Path + + for ( i = 0, il = this.actions.length; i < il; i ++ ) { + + item = this.actions[ i ]; + + args = item.args; + action = item.action; + + // Short hand for now + + if ( action != THREE.PathActions.CSPLINE_THRU ) { + + ctx[ action ].apply( ctx, args ); + + } + + /* + switch ( action ) { + + case THREE.PathActions.MOVE_TO: + + ctx[ action ]( args[ 0 ], args[ 1 ] ); + break; + + case THREE.PathActions.LINE_TO: + + ctx[ action ]( args[ 0 ], args[ 1 ] ); + break; + + case THREE.PathActions.QUADRATIC_CURVE_TO: + + ctx[ action ]( args[ 0 ], args[ 1 ], args[ 2 ], args[ 3 ] ); + break; + + case THREE.PathActions.CUBIC_CURVE_TO: + + ctx[ action ]( args[ 0 ], args[ 1 ], args[ 2 ], args[ 3 ], args[ 4 ], args[ 5 ] ); + break; + + } + */ + + } + + ctx.stroke(); + ctx.closePath(); + + // Debug Points + + ctx.strokeStyle = "red"; + + /* TO CLEAN UP */ + + var p, points = this.getPoints(); + + for ( i = 0, il = points.length; i < il; i ++ ) { + + p = points[ i ]; + + ctx.beginPath(); + ctx.arc( p.x, p.y, 1.5, 0, Math.PI * 2, false ); + ctx.stroke(); + ctx.closePath(); + + } + +}; + +// Breaks path into shapes + +THREE.Path.prototype.toShapes = function() { + + var i, il, item, action, args; + + var subPaths = [], lastPath = new THREE.Path(); + + for ( i = 0, il = this.actions.length; i < il; i ++ ) { + + item = this.actions[ i ]; + + args = item.args; + action = item.action; + + if ( action == THREE.PathActions.MOVE_TO ) { + + if ( lastPath.actions.length != 0 ) { + + subPaths.push( lastPath ); + lastPath = new THREE.Path(); + + } + + } + + lastPath[ action ].apply( lastPath, args ); + + } + + if ( lastPath.actions.length != 0 ) { + + subPaths.push( lastPath ); + + } + + // console.log(subPaths); + + if ( subPaths.length == 0 ) return []; + + var tmpPath, tmpShape, shapes = []; + + var holesFirst = !THREE.Shape.Utils.isClockWise( subPaths[ 0 ].getPoints() ); + // console.log("Holes first", holesFirst); + + if ( subPaths.length == 1) { + tmpPath = subPaths[0]; + tmpShape = new THREE.Shape(); + tmpShape.actions = tmpPath.actions; + tmpShape.curves = tmpPath.curves; + shapes.push( tmpShape ); + return shapes; + }; + + if ( holesFirst ) { + + tmpShape = new THREE.Shape(); + + for ( i = 0, il = subPaths.length; i < il; i ++ ) { + + tmpPath = subPaths[ i ]; + + if ( THREE.Shape.Utils.isClockWise( tmpPath.getPoints() ) ) { + + tmpShape.actions = tmpPath.actions; + tmpShape.curves = tmpPath.curves; + + shapes.push( tmpShape ); + tmpShape = new THREE.Shape(); + + //console.log('cw', i); + + } else { + + tmpShape.holes.push( tmpPath ); + + //console.log('ccw', i); + + } + + } + + } else { + + // Shapes first + + for ( i = 0, il = subPaths.length; i < il; i ++ ) { + + tmpPath = subPaths[ i ]; + + if ( THREE.Shape.Utils.isClockWise( tmpPath.getPoints() ) ) { + + + if ( tmpShape ) shapes.push( tmpShape ); + + tmpShape = new THREE.Shape(); + tmpShape.actions = tmpPath.actions; + tmpShape.curves = tmpPath.curves; + + } else { + + tmpShape.holes.push( tmpPath ); + + } + + } + + shapes.push( tmpShape ); + + } + + //console.log("shape", shapes); + + return shapes; + +}; +/** + * @author zz85 / http://www.lab4games.net/zz85/blog + * Defines a 2d shape plane using paths. + **/ + +// STEP 1 Create a path. +// STEP 2 Turn path into shape. +// STEP 3 ExtrudeGeometry takes in Shape/Shapes +// STEP 3a - Extract points from each shape, turn to vertices +// STEP 3b - Triangulate each shape, add faces. + +THREE.Shape = function ( ) { + + THREE.Path.apply( this, arguments ); + this.holes = []; + +}; + +THREE.Shape.prototype = new THREE.Path(); +THREE.Shape.prototype.constructor = THREE.Path; + +// Convenience method to return ExtrudeGeometry + +THREE.Shape.prototype.extrude = function ( options ) { + + var extruded = new THREE.ExtrudeGeometry( this, options ); + return extruded; + +}; + +// Get points of holes + +THREE.Shape.prototype.getPointsHoles = function ( divisions ) { + + var i, il = this.holes.length, holesPts = []; + + for ( i = 0; i < il; i ++ ) { + + holesPts[ i ] = this.holes[ i ].getTransformedPoints( divisions, this.bends ); + + } + + return holesPts; + +}; + +// Get points of holes (spaced by regular distance) + +THREE.Shape.prototype.getSpacedPointsHoles = function ( divisions ) { + + var i, il = this.holes.length, holesPts = []; + + for ( i = 0; i < il; i ++ ) { + + holesPts[ i ] = this.holes[ i ].getTransformedSpacedPoints( divisions, this.bends ); + + } + + return holesPts; + +}; + + +// Get points of shape and holes (keypoints based on segments parameter) + +THREE.Shape.prototype.extractAllPoints = function ( divisions ) { + + return { + + shape: this.getTransformedPoints( divisions ), + holes: this.getPointsHoles( divisions ) + + }; + +}; + +THREE.Shape.prototype.extractPoints = function ( divisions ) { + + if (this.useSpacedPoints) { + return this.extractAllSpacedPoints(divisions); + } + + return this.extractAllPoints(divisions); + +}; + +// +// THREE.Shape.prototype.extractAllPointsWithBend = function ( divisions, bend ) { +// +// return { +// +// shape: this.transform( bend, divisions ), +// holes: this.getPointsHoles( divisions, bend ) +// +// }; +// +// }; + +// Get points of shape and holes (spaced by regular distance) + +THREE.Shape.prototype.extractAllSpacedPoints = function ( divisions ) { + + return { + + shape: this.getTransformedSpacedPoints( divisions ), + holes: this.getSpacedPointsHoles( divisions ) + + }; + +}; + +/************************************************************** + * Utils + **************************************************************/ + +THREE.Shape.Utils = { + + /* + contour - array of vector2 for contour + holes - array of array of vector2 + */ + + removeHoles: function ( contour, holes ) { + + var shape = contour.concat(); // work on this shape + var allpoints = shape.concat(); + + /* For each isolated shape, find the closest points and break to the hole to allow triangulation */ + + + var prevShapeVert, nextShapeVert, + prevHoleVert, nextHoleVert, + holeIndex, shapeIndex, + shapeId, shapeGroup, + h, h2, + hole, shortest, d, + p, pts1, pts2, + tmpShape1, tmpShape2, + tmpHole1, tmpHole2, + verts = []; + + for ( h = 0; h < holes.length; h ++ ) { + + hole = holes[ h ]; + + /* + shapeholes[ h ].concat(); // preserves original + holes.push( hole ); + */ + + Array.prototype.push.apply( allpoints, hole ); + + shortest = Number.POSITIVE_INFINITY; + + + // Find the shortest pair of pts between shape and hole + + // Note: Actually, I'm not sure now if we could optimize this to be faster than O(m*n) + // Using distanceToSquared() intead of distanceTo() should speed a little + // since running square roots operations are reduced. + + for ( h2 = 0; h2 < hole.length; h2 ++ ) { + + pts1 = hole[ h2 ]; + var dist = []; + + for ( p = 0; p < shape.length; p++ ) { + + pts2 = shape[ p ]; + d = pts1.distanceToSquared( pts2 ); + dist.push( d ); + + if ( d < shortest ) { + + shortest = d; + holeIndex = h2; + shapeIndex = p; + + } + + } + + } + + //console.log("shortest", shortest, dist); + + prevShapeVert = ( shapeIndex - 1 ) >= 0 ? shapeIndex - 1 : shape.length - 1; + prevHoleVert = ( holeIndex - 1 ) >= 0 ? holeIndex - 1 : hole.length - 1; + + var areaapts = [ + + hole[ holeIndex ], + shape[ shapeIndex ], + shape[ prevShapeVert ] + + ]; + + var areaa = THREE.FontUtils.Triangulate.area( areaapts ); + + var areabpts = [ + + hole[ holeIndex ], + hole[ prevHoleVert ], + shape[ shapeIndex ] + + ]; + + var areab = THREE.FontUtils.Triangulate.area( areabpts ); + + var shapeOffset = 1; + var holeOffset = -1; + + var oldShapeIndex = shapeIndex, oldHoleIndex = holeIndex; + shapeIndex += shapeOffset; + holeIndex += holeOffset; + + if ( shapeIndex < 0 ) { shapeIndex += shape.length; } + shapeIndex %= shape.length; + + if ( holeIndex < 0 ) { holeIndex += hole.length; } + holeIndex %= hole.length; + + prevShapeVert = ( shapeIndex - 1 ) >= 0 ? shapeIndex - 1 : shape.length - 1; + prevHoleVert = ( holeIndex - 1 ) >= 0 ? holeIndex - 1 : hole.length - 1; + + areaapts = [ + + hole[ holeIndex ], + shape[ shapeIndex ], + shape[ prevShapeVert ] + + ]; + + var areaa2 = THREE.FontUtils.Triangulate.area( areaapts ); + + areabpts = [ + + hole[ holeIndex ], + hole[ prevHoleVert ], + shape[ shapeIndex ] + + ]; + + var areab2 = THREE.FontUtils.Triangulate.area( areabpts ); + //console.log(areaa,areab ,areaa2,areab2, ( areaa + areab ), ( areaa2 + areab2 )); + + if ( ( areaa + areab ) > ( areaa2 + areab2 ) ) { + + // In case areas are not correct. + //console.log("USE THIS"); + + shapeIndex = oldShapeIndex; + holeIndex = oldHoleIndex ; + + if ( shapeIndex < 0 ) { shapeIndex += shape.length; } + shapeIndex %= shape.length; + + if ( holeIndex < 0 ) { holeIndex += hole.length; } + holeIndex %= hole.length; + + prevShapeVert = ( shapeIndex - 1 ) >= 0 ? shapeIndex - 1 : shape.length - 1; + prevHoleVert = ( holeIndex - 1 ) >= 0 ? holeIndex - 1 : hole.length - 1; + + } else { + + //console.log("USE THAT ") + + } + + tmpShape1 = shape.slice( 0, shapeIndex ); + tmpShape2 = shape.slice( shapeIndex ); + tmpHole1 = hole.slice( holeIndex ); + tmpHole2 = hole.slice( 0, holeIndex ); + + // Should check orders here again? + + var trianglea = [ + + hole[ holeIndex ], + shape[ shapeIndex ], + shape[ prevShapeVert ] + + ]; + + var triangleb = [ + + hole[ holeIndex ] , + hole[ prevHoleVert ], + shape[ shapeIndex ] + + ]; + + verts.push( trianglea ); + verts.push( triangleb ); + + shape = tmpShape1.concat( tmpHole1 ).concat( tmpHole2 ).concat( tmpShape2 ); + + } + + return { + + shape:shape, /* shape with no holes */ + isolatedPts: verts, /* isolated faces */ + allpoints: allpoints + + } + + + }, + + triangulateShape: function ( contour, holes ) { + + var shapeWithoutHoles = THREE.Shape.Utils.removeHoles( contour, holes ); + + var shape = shapeWithoutHoles.shape, + allpoints = shapeWithoutHoles.allpoints, + isolatedPts = shapeWithoutHoles.isolatedPts; + + var triangles = THREE.FontUtils.Triangulate( shape, false ); // True returns indices for points of spooled shape + + // To maintain reference to old shape, one must match coordinates, or offset the indices from original arrays. It's probably easier to do the first. + + //console.log( "triangles",triangles, triangles.length ); + //console.log( "allpoints",allpoints, allpoints.length ); + + var i, il, f, face, + key, index, + allPointsMap = {}, + isolatedPointsMap = {}; + + // prepare all points map + + for ( i = 0, il = allpoints.length; i < il; i ++ ) { + + key = allpoints[ i ].x + ":" + allpoints[ i ].y; + + if ( allPointsMap[ key ] !== undefined ) { + + console.log( "Duplicate point", key ); + + } + + allPointsMap[ key ] = i; + + } + + // check all face vertices against all points map + + for ( i = 0, il = triangles.length; i < il; i ++ ) { + + face = triangles[ i ]; + + for ( f = 0; f < 3; f ++ ) { + + key = face[ f ].x + ":" + face[ f ].y; + + index = allPointsMap[ key ]; + + if ( index !== undefined ) { + + face[ f ] = index; + + } + + } + + } + + // check isolated points vertices against all points map + + for ( i = 0, il = isolatedPts.length; i < il; i ++ ) { + + face = isolatedPts[ i ]; + + for ( f = 0; f < 3; f ++ ) { + + key = face[ f ].x + ":" + face[ f ].y; + + index = allPointsMap[ key ]; + + if ( index !== undefined ) { + + face[ f ] = index; + + } + + } + + } + + return triangles.concat( isolatedPts ); + + }, // end triangulate shapes + + /* + triangulate2 : function( pts, holes ) { + + // For use with Poly2Tri.js + + var allpts = pts.concat(); + var shape = []; + for (var p in pts) { + shape.push(new js.poly2tri.Point(pts[p].x, pts[p].y)); + } + + var swctx = new js.poly2tri.SweepContext(shape); + + for (var h in holes) { + var aHole = holes[h]; + var newHole = [] + for (i in aHole) { + newHole.push(new js.poly2tri.Point(aHole[i].x, aHole[i].y)); + allpts.push(aHole[i]); + } + swctx.AddHole(newHole); + } + + var find; + var findIndexForPt = function (pt) { + find = new THREE.Vector2(pt.x, pt.y); + var p; + for (p=0, pl = allpts.length; p 1 ) { + + console.log( "THREE.Animation.update: Warning! Scale out of bounds:" + scale + " on bone " + h ); + scale = scale < 0 ? 0 : 1; + + } + + // interpolate + + if ( type === "pos" ) { + + vector = object.position; + + if( this.interpolationType === THREE.AnimationHandler.LINEAR ) { + + vector.x = prevXYZ[ 0 ] + ( nextXYZ[ 0 ] - prevXYZ[ 0 ] ) * scale; + vector.y = prevXYZ[ 1 ] + ( nextXYZ[ 1 ] - prevXYZ[ 1 ] ) * scale; + vector.z = prevXYZ[ 2 ] + ( nextXYZ[ 2 ] - prevXYZ[ 2 ] ) * scale; + + } else if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM || + this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) { + + this.points[ 0 ] = this.getPrevKeyWith( "pos", h, prevKey.index - 1 )[ "pos" ]; + this.points[ 1 ] = prevXYZ; + this.points[ 2 ] = nextXYZ; + this.points[ 3 ] = this.getNextKeyWith( "pos", h, nextKey.index + 1 )[ "pos" ]; + + scale = scale * 0.33 + 0.33; + + currentPoint = this.interpolateCatmullRom( this.points, scale ); + + vector.x = currentPoint[ 0 ]; + vector.y = currentPoint[ 1 ]; + vector.z = currentPoint[ 2 ]; + + if( this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) { + + forwardPoint = this.interpolateCatmullRom( this.points, scale * 1.01 ); + + this.target.set( forwardPoint[ 0 ], forwardPoint[ 1 ], forwardPoint[ 2 ] ); + this.target.subSelf( vector ); + this.target.y = 0; + this.target.normalize(); + + angle = Math.atan2( this.target.x, this.target.z ); + object.rotation.set( 0, angle, 0 ); + + } + + } + + } else if ( type === "rot" ) { + + THREE.Quaternion.slerp( prevXYZ, nextXYZ, object.quaternion, scale ); + + } else if( type === "scl" ) { + + vector = object.scale; + + vector.x = prevXYZ[ 0 ] + ( nextXYZ[ 0 ] - prevXYZ[ 0 ] ) * scale; + vector.y = prevXYZ[ 1 ] + ( nextXYZ[ 1 ] - prevXYZ[ 1 ] ) * scale; + vector.z = prevXYZ[ 2 ] + ( nextXYZ[ 2 ] - prevXYZ[ 2 ] ) * scale; + + } + + } + + } + + } + + // update JIT? + + if ( this.JITCompile ) { + + if ( JIThierarchy[ 0 ][ frame ] === undefined ) { + + this.hierarchy[ 0 ].updateMatrixWorld( true ); + + for ( var h = 0; h < this.hierarchy.length; h++ ) { + + if( this.hierarchy[ h ] instanceof THREE.Bone ) { + + JIThierarchy[ h ][ frame ] = this.hierarchy[ h ].skinMatrix.clone(); + + } else { + + JIThierarchy[ h ][ frame ] = this.hierarchy[ h ].matrix.clone(); + + } + + } + + } + + } + +}; + +// Catmull-Rom spline + +THREE.Animation.prototype.interpolateCatmullRom = function ( points, scale ) { + + var c = [], v3 = [], + point, intPoint, weight, w2, w3, + pa, pb, pc, pd; + + point = ( points.length - 1 ) * scale; + intPoint = Math.floor( point ); + weight = point - intPoint; + + c[ 0 ] = intPoint === 0 ? intPoint : intPoint - 1; + c[ 1 ] = intPoint; + c[ 2 ] = intPoint > points.length - 2 ? intPoint : intPoint + 1; + c[ 3 ] = intPoint > points.length - 3 ? intPoint : intPoint + 2; + + pa = points[ c[ 0 ] ]; + pb = points[ c[ 1 ] ]; + pc = points[ c[ 2 ] ]; + pd = points[ c[ 3 ] ]; + + w2 = weight * weight; + w3 = weight * w2; + + v3[ 0 ] = this.interpolate( pa[ 0 ], pb[ 0 ], pc[ 0 ], pd[ 0 ], weight, w2, w3 ); + v3[ 1 ] = this.interpolate( pa[ 1 ], pb[ 1 ], pc[ 1 ], pd[ 1 ], weight, w2, w3 ); + v3[ 2 ] = this.interpolate( pa[ 2 ], pb[ 2 ], pc[ 2 ], pd[ 2 ], weight, w2, w3 ); + + return v3; + +}; + +THREE.Animation.prototype.interpolate = function( p0, p1, p2, p3, t, t2, t3 ) { + + var v0 = ( p2 - p0 ) * 0.5, + v1 = ( p3 - p1 ) * 0.5; + + return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1; + +}; + + + +// Get next key with + +THREE.Animation.prototype.getNextKeyWith = function( type, h, key ) { + + var keys = this.data.hierarchy[ h ].keys; + + if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM || + this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) { + + key = key < keys.length - 1 ? key : keys.length - 1; + + } else { + + key = key % keys.length; + + } + + for ( ; key < keys.length; key++ ) { + + if ( keys[ key ][ type ] !== undefined ) { + + return keys[ key ]; + + } + + } + + return this.data.hierarchy[ h ].keys[ 0 ]; + +}; + +// Get previous key with + +THREE.Animation.prototype.getPrevKeyWith = function( type, h, key ) { + + var keys = this.data.hierarchy[ h ].keys; + + if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM || + this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) { + + key = key > 0 ? key : 0; + + } else { + + key = key >= 0 ? key : key + keys.length; + + } + + + for ( ; key >= 0; key-- ) { + + if ( keys[ key ][ type ] !== undefined ) { + + return keys[ key ]; + + } + + } + + return this.data.hierarchy[ h ].keys[ keys.length - 1 ]; + +};/** + * @author mikael emtinger / http://gomo.se/ + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * @author khang duong + * @author erik kitson + */ + +THREE.KeyFrameAnimation = function( root, data, JITCompile ) { + + this.root = root; + this.data = THREE.AnimationHandler.get( data ); + this.hierarchy = THREE.AnimationHandler.parse( root ); + this.currentTime = 0; + this.timeScale = 0.001; + this.isPlaying = false; + this.isPaused = true; + this.loop = true; + this.JITCompile = JITCompile !== undefined ? JITCompile : true; + + // initialize to first keyframes + + for ( var h = 0, hl = this.hierarchy.length; h < hl; h++ ) { + + var keys = this.data.hierarchy[h].keys, + sids = this.data.hierarchy[h].sids, + obj = this.hierarchy[h]; + + if ( keys.length && sids ) { + + for ( var s = 0; s < sids.length; s++ ) { + + var sid = sids[ s ], + next = this.getNextKeyWith( sid, h, 0 ); + + if ( next ) { + + next.apply( sid ); + + } + + } + + obj.matrixAutoUpdate = false; + this.data.hierarchy[h].node.updateMatrix(); + obj.matrixWorldNeedsUpdate = true; + + } + + } + +}; + +// Play + +THREE.KeyFrameAnimation.prototype.play = function( loop, startTimeMS ) { + + if( !this.isPlaying ) { + + this.isPlaying = true; + this.loop = loop !== undefined ? loop : true; + this.currentTime = startTimeMS !== undefined ? startTimeMS : 0; + this.startTimeMs = startTimeMS; + this.startTime = 10000000; + this.endTime = -this.startTime; + + + // reset key cache + + var h, hl = this.hierarchy.length, + object, + node; + + for ( h = 0; h < hl; h++ ) { + + object = this.hierarchy[ h ]; + node = this.data.hierarchy[ h ]; + object.useQuaternion = true; + + if ( node.animationCache === undefined ) { + + node.animationCache = {}; + node.animationCache.prevKey = null; + node.animationCache.nextKey = null; + node.animationCache.originalMatrix = object instanceof THREE.Bone ? object.skinMatrix : object.matrix; + + } + + var keys = this.data.hierarchy[h].keys; + + if (keys.length) { + + node.animationCache.prevKey = keys[ 0 ]; + node.animationCache.nextKey = keys[ 1 ]; + + this.startTime = Math.min( keys[0].time, this.startTime ); + this.endTime = Math.max( keys[keys.length - 1].time, this.endTime ); + + } + + } + + this.update( 0 ); + + } + + this.isPaused = false; + + THREE.AnimationHandler.addToUpdate( this ); + +}; + + + +// Pause + +THREE.KeyFrameAnimation.prototype.pause = function() { + + if( this.isPaused ) { + + THREE.AnimationHandler.addToUpdate( this ); + + } else { + + THREE.AnimationHandler.removeFromUpdate( this ); + + } + + this.isPaused = !this.isPaused; + +}; + + +// Stop + +THREE.KeyFrameAnimation.prototype.stop = function() { + + this.isPlaying = false; + this.isPaused = false; + THREE.AnimationHandler.removeFromUpdate( this ); + + + // reset JIT matrix and remove cache + + for ( var h = 0; h < this.data.hierarchy.length; h++ ) { + + var obj = this.hierarchy[ h ]; + var node = this.data.hierarchy[ h ]; + + if ( node.animationCache !== undefined ) { + + var original = node.animationCache.originalMatrix; + + if( obj instanceof THREE.Bone ) { + + original.copy( obj.skinMatrix ); + obj.skinMatrix = original; + + } else { + + original.copy( obj.matrix ); + obj.matrix = original; + + } + + delete node.animationCache; + + } + + } + +}; + + +// Update + +THREE.KeyFrameAnimation.prototype.update = function( deltaTimeMS ) { + + // early out + + if( !this.isPlaying ) return; + + + // vars + + var prevKey, nextKey; + var object; + var node; + var frame; + var JIThierarchy = this.data.JIT.hierarchy; + var currentTime, unloopedCurrentTime; + var looped; + + + // update + + this.currentTime += deltaTimeMS * this.timeScale; + + unloopedCurrentTime = this.currentTime; + currentTime = this.currentTime = this.currentTime % this.data.length; + + // if looped around, the current time should be based on the startTime + if ( currentTime < this.startTimeMs ) { + + currentTime = this.currentTime = this.startTimeMs + currentTime; + + } + + frame = parseInt( Math.min( currentTime * this.data.fps, this.data.length * this.data.fps ), 10 ); + looped = currentTime < unloopedCurrentTime; + + if ( looped && !this.loop ) { + + // Set the animation to the last keyframes and stop + for ( var h = 0, hl = this.hierarchy.length; h < hl; h++ ) { + + var keys = this.data.hierarchy[h].keys, + sids = this.data.hierarchy[h].sids, + end = keys.length-1, + obj = this.hierarchy[h]; + + if ( keys.length ) { + + for ( var s = 0; s < sids.length; s++ ) { + + var sid = sids[ s ], + prev = this.getPrevKeyWith( sid, h, end ); + + if ( prev ) { + prev.apply( sid ); + + } + + } + + this.data.hierarchy[h].node.updateMatrix(); + obj.matrixWorldNeedsUpdate = true; + + } + + } + + this.stop(); + return; + + } + + // check pre-infinity + if ( currentTime < this.startTime ) { + + return; + + } + + // update + + for ( var h = 0, hl = this.hierarchy.length; h < hl; h++ ) { + + object = this.hierarchy[ h ]; + node = this.data.hierarchy[ h ]; + + var keys = node.keys, + animationCache = node.animationCache; + + // use JIT? + + if ( this.JITCompile && JIThierarchy[ h ][ frame ] !== undefined ) { + + if( object instanceof THREE.Bone ) { + + object.skinMatrix = JIThierarchy[ h ][ frame ]; + object.matrixWorldNeedsUpdate = false; + + } else { + + object.matrix = JIThierarchy[ h ][ frame ]; + object.matrixWorldNeedsUpdate = true; + + } + + // use interpolation + + } else if ( keys.length ) { + + // make sure so original matrix and not JIT matrix is set + + if ( this.JITCompile && animationCache ) { + + if( object instanceof THREE.Bone ) { + + object.skinMatrix = animationCache.originalMatrix; + + } else { + + object.matrix = animationCache.originalMatrix; + + } + + } + + prevKey = animationCache.prevKey; + nextKey = animationCache.nextKey; + + if ( prevKey && nextKey ) { + + // switch keys? + + if ( nextKey.time <= unloopedCurrentTime ) { + + // did we loop? + + if ( looped && this.loop ) { + + prevKey = keys[ 0 ]; + nextKey = keys[ 1 ]; + + while ( nextKey.time < currentTime ) { + + prevKey = nextKey; + nextKey = keys[ prevKey.index + 1 ]; + + } + + } else if ( !looped ) { + + var lastIndex = keys.length - 1; + + while ( nextKey.time < currentTime && nextKey.index !== lastIndex ) { + + prevKey = nextKey; + nextKey = keys[ prevKey.index + 1 ]; + + } + + } + + animationCache.prevKey = prevKey; + animationCache.nextKey = nextKey; + + } + if(nextKey.time >= currentTime) + prevKey.interpolate( nextKey, currentTime ); + else + prevKey.interpolate( nextKey, nextKey.time); + + } + + this.data.hierarchy[h].node.updateMatrix(); + object.matrixWorldNeedsUpdate = true; + + } + + } + + // update JIT? + + if ( this.JITCompile ) { + + if ( JIThierarchy[ 0 ][ frame ] === undefined ) { + + this.hierarchy[ 0 ].updateMatrixWorld( true ); + + for ( var h = 0; h < this.hierarchy.length; h++ ) { + + if( this.hierarchy[ h ] instanceof THREE.Bone ) { + + JIThierarchy[ h ][ frame ] = this.hierarchy[ h ].skinMatrix.clone(); + + } else { + + JIThierarchy[ h ][ frame ] = this.hierarchy[ h ].matrix.clone(); + + } + + } + + } + + } + +}; + +// Get next key with + +THREE.KeyFrameAnimation.prototype.getNextKeyWith = function( sid, h, key ) { + + var keys = this.data.hierarchy[ h ].keys; + key = key % keys.length; + + for ( ; key < keys.length; key++ ) { + + if ( keys[ key ].hasTarget( sid ) ) { + + return keys[ key ]; + + } + + } + + return keys[ 0 ]; + +}; + +// Get previous key with + +THREE.KeyFrameAnimation.prototype.getPrevKeyWith = function( sid, h, key ) { + + var keys = this.data.hierarchy[ h ].keys; + key = key >= 0 ? key : key + keys.length; + + for ( ; key >= 0; key-- ) { + + if ( keys[ key ].hasTarget( sid ) ) { + + return keys[ key ]; + + } + + } + + return keys[ keys.length - 1 ]; + +}; +/** + * Camera for rendering cube maps + * - renders scene into axis-aligned cube + * + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.CubeCamera = function ( near, far, cubeResolution ) { + + THREE.Object3D.call( this ); + + var fov = 90, aspect = 1; + + var cameraPX = new THREE.PerspectiveCamera( fov, aspect, near, far ); + cameraPX.up.set( 0, -1, 0 ); + cameraPX.lookAt( new THREE.Vector3( 1, 0, 0 ) ); + this.add( cameraPX ); + + var cameraNX = new THREE.PerspectiveCamera( fov, aspect, near, far ); + cameraNX.up.set( 0, -1, 0 ); + cameraNX.lookAt( new THREE.Vector3( -1, 0, 0 ) ); + this.add( cameraNX ); + + var cameraPY = new THREE.PerspectiveCamera( fov, aspect, near, far ); + cameraPY.up.set( 0, 0, 1 ); + cameraPY.lookAt( new THREE.Vector3( 0, 1, 0 ) ); + this.add( cameraPY ); + + var cameraNY = new THREE.PerspectiveCamera( fov, aspect, near, far ); + cameraNY.up.set( 0, 0, -1 ); + cameraNY.lookAt( new THREE.Vector3( 0, -1, 0 ) ); + this.add( cameraNY ); + + var cameraPZ = new THREE.PerspectiveCamera( fov, aspect, near, far ); + cameraPZ.up.set( 0, -1, 0 ); + cameraPZ.lookAt( new THREE.Vector3( 0, 0, 1 ) ); + this.add( cameraPZ ); + + var cameraNZ = new THREE.PerspectiveCamera( fov, aspect, near, far ); + cameraNZ.up.set( 0, -1, 0 ); + cameraNZ.lookAt( new THREE.Vector3( 0, 0, -1 ) ); + this.add( cameraNZ ); + + this.renderTarget = new THREE.WebGLRenderTargetCube( cubeResolution, cubeResolution, { format: THREE.RGBFormat, magFilter: THREE.LinearFilter, minFilter: THREE.LinearFilter } ); + + this.updateCubeMap = function ( renderer, scene ) { + + var renderTarget = this.renderTarget; + var generateMipmaps = renderTarget.generateMipmaps; + + renderTarget.generateMipmaps = false; + + renderTarget.activeCubeFace = 0; + renderer.render( scene, cameraPX, renderTarget ); + + renderTarget.activeCubeFace = 1; + renderer.render( scene, cameraNX, renderTarget ); + + renderTarget.activeCubeFace = 2; + renderer.render( scene, cameraPY, renderTarget ); + + renderTarget.activeCubeFace = 3; + renderer.render( scene, cameraNY, renderTarget ); + + renderTarget.activeCubeFace = 4; + renderer.render( scene, cameraPZ, renderTarget ); + + renderTarget.generateMipmaps = generateMipmaps; + + renderTarget.activeCubeFace = 5; + renderer.render( scene, cameraNZ, renderTarget ); + + }; + +}; + +THREE.CubeCamera.prototype = new THREE.Object3D(); +THREE.CubeCamera.prototype.constructor = THREE.CubeCamera; +/* + * @author zz85 / http://twitter.com/blurspline / http://www.lab4games.net/zz85/blog + * + * A general perpose camera, for setting FOV, Lens Focal Length, + * and switching between perspective and orthographic views easily. + * Use this only if you do not wish to manage + * both a Orthographic and Perspective Camera + * + */ + + +THREE.CombinedCamera = function ( width, height, fov, near, far, orthonear, orthofar ) { + + THREE.Camera.call( this ); + + this.fov = fov; + + this.left = -width / 2; + this.right = width / 2 + this.top = height / 2; + this.bottom = -height / 2; + + // We could also handle the projectionMatrix internally, but just wanted to test nested camera objects + this.cameraO = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, orthonear, orthofar ); + this.cameraP = new THREE.PerspectiveCamera( fov, width/height, near, far ); + + this.zoom = 1; + + this.toPerspective(); + + + var aspect = width/height; + + + + +}; + +THREE.CombinedCamera.prototype = new THREE.Camera(); +THREE.CombinedCamera.prototype.constructor = THREE.CombinedCamera; + +THREE.CombinedCamera.prototype.toPerspective = function () { + // Switches to the Perspective Camera + + this.near = this.cameraP.near; + this.far = this.cameraP.far; + this.cameraP.fov = this.fov / this.zoom ; + this.cameraP.updateProjectionMatrix(); + this.projectionMatrix = this.cameraP.projectionMatrix; + + this.inPersepectiveMode = true; + this.inOrthographicMode = false; + +}; + +THREE.CombinedCamera.prototype.toOrthographic = function () { + + // Switches to the Orthographic camera estimating viewport from Perspective + var fov = this.fov; + var aspect = this.cameraP.aspect; + var near = this.cameraP.near; + var far = this.cameraP.far; + + + // The size that we set is the mid plane of the viewing frustum + var hyperfocus = ( near + far ) / 2; + + var halfHeight = Math.tan( fov / 2 ) * hyperfocus; + var planeHeight = 2 * halfHeight; + var planeWidth = planeHeight * aspect; + var halfWidth = planeWidth / 2; + + halfHeight /= this.zoom; + halfWidth /= this.zoom; + + this.cameraO.left = -halfWidth; + this.cameraO.right = halfWidth; + this.cameraO.top = halfHeight; + this.cameraO.bottom = -halfHeight; + + // this.cameraO.left = -farHalfWidth; + // this.cameraO.right = farHalfWidth; + // this.cameraO.top = farHalfHeight; + // this.cameraO.bottom = -farHalfHeight; + + // this.cameraO.left = this.left / this.zoom; + // this.cameraO.right = this.right / this.zoom; + // this.cameraO.top = this.top / this.zoom; + // this.cameraO.bottom = this.bottom / this.zoom; + + this.cameraO.updateProjectionMatrix(); + + this.near = this.cameraO.near; + this.far = this.cameraO.far; + this.projectionMatrix = this.cameraO.projectionMatrix; + + this.inPersepectiveMode = false; + this.inOrthographicMode = true; + +}; + + +THREE.CombinedCamera.prototype.setSize = function(width, height) { + + this.cameraP.aspect = width / height; + this.left = -width / 2; + this.right = width / 2 + this.top = height / 2; + this.bottom = -height / 2; + +} + + +THREE.CombinedCamera.prototype.setFov = function(fov) { + this.fov = fov; + + if (this.inPersepectiveMode) { + this.toPerspective(); + } else { + this.toOrthographic(); + } + +}; + +// For mantaining similar API with PerspectiveCamera +THREE.CombinedCamera.prototype.updateProjectionMatrix = function() { + if (this.inPersepectiveMode) { + this.toPerspective(); + } else { + this.toPerspective(); + this.toOrthographic(); + } +}; + +/* +* Uses Focal Length (in mm) to estimate and set FOV +* 35mm (fullframe) camera is used if frame size is not specified; +* Formula based on http://www.bobatkins.com/photography/technical/field_of_view.html +*/ +THREE.CombinedCamera.prototype.setLens = function ( focalLength, frameHeight ) { + + frameHeight = frameHeight !== undefined ? frameHeight : 24; + + var fov = 2 * Math.atan( frameHeight / ( focalLength * 2 ) ) * ( 180 / Math.PI ); + + this.setFov( fov ); + + return fov; +}; + + +THREE.CombinedCamera.prototype.setZoom = function(zoom) { + + this.zoom = zoom; + + if (this.inPersepectiveMode) { + this.toPerspective(); + } else { + this.toOrthographic(); + } + + +}; + +THREE.CombinedCamera.prototype.toFrontView = function() { + this.rotation.x = 0; + this.rotation.y = 0; + this.rotation.z = 0; + // should we be modifing the matrix instead? + this.rotationAutoUpdate = false; +}; + +THREE.CombinedCamera.prototype.toBackView = function() { + this.rotation.x = 0; + this.rotation.y = Math.PI; + this.rotation.z = 0; + this.rotationAutoUpdate = false; +}; + +THREE.CombinedCamera.prototype.toLeftView = function() { + this.rotation.x = 0; + this.rotation.y = - Math.PI / 2; + this.rotation.z = 0; + this.rotationAutoUpdate = false; +}; + +THREE.CombinedCamera.prototype.toRightView = function() { + this.rotation.x = 0; + this.rotation.y = Math.PI / 2; + this.rotation.z = 0; + this.rotationAutoUpdate = false; +}; + +THREE.CombinedCamera.prototype.toTopView = function() { + this.rotation.x = - Math.PI / 2; + this.rotation.y = 0; + this.rotation.z = 0; + this.rotationAutoUpdate = false; +}; + +THREE.CombinedCamera.prototype.toBottomView = function() { + this.rotation.x = Math.PI / 2; + this.rotation.y = 0; + this.rotation.z = 0; + this.rotationAutoUpdate = false; +}; + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * @author paulirish / http://paulirish.com/ + */ + +THREE.FirstPersonControls = function ( object, domElement ) { + + this.object = object; + this.target = new THREE.Vector3( 0, 0, 0 ); + + this.domElement = ( domElement !== undefined ) ? domElement : document; + + this.movementSpeed = 1.0; + this.lookSpeed = 0.005; + + this.noFly = false; + this.lookVertical = true; + this.autoForward = false; + // this.invertVertical = false; + + this.activeLook = true; + + this.heightSpeed = false; + this.heightCoef = 1.0; + this.heightMin = 0.0; + + this.constrainVertical = false; + this.verticalMin = 0; + this.verticalMax = Math.PI; + + this.autoSpeedFactor = 0.0; + + this.mouseX = 0; + this.mouseY = 0; + + this.lat = 0; + this.lon = 0; + this.phi = 0; + this.theta = 0; + + this.moveForward = false; + this.moveBackward = false; + this.moveLeft = false; + this.moveRight = false; + this.freeze = false; + + this.mouseDragOn = false; + + if ( this.domElement === document ) { + + this.viewHalfX = window.innerWidth / 2; + this.viewHalfY = window.innerHeight / 2; + + } else { + + this.viewHalfX = this.domElement.offsetWidth / 2; + this.viewHalfY = this.domElement.offsetHeight / 2; + this.domElement.setAttribute( 'tabindex', -1 ); + + } + + this.onMouseDown = function ( event ) { + + if ( this.domElement !== document ) { + + this.domElement.focus(); + + } + + event.preventDefault(); + event.stopPropagation(); + + if ( this.activeLook ) { + + switch ( event.button ) { + + case 0: this.moveForward = true; break; + case 2: this.moveBackward = true; break; + + } + + } + + this.mouseDragOn = true; + + }; + + this.onMouseUp = function ( event ) { + + event.preventDefault(); + event.stopPropagation(); + + if ( this.activeLook ) { + + switch ( event.button ) { + + case 0: this.moveForward = false; break; + case 2: this.moveBackward = false; break; + + } + + } + + this.mouseDragOn = false; + + }; + + this.onMouseMove = function ( event ) { + + if ( this.domElement === document ) { + + this.mouseX = event.pageX - this.viewHalfX; + this.mouseY = event.pageY - this.viewHalfY; + + } else { + + this.mouseX = event.pageX - this.domElement.offsetLeft - this.viewHalfX; + this.mouseY = event.pageY - this.domElement.offsetTop - this.viewHalfY; + + } + + }; + + this.onKeyDown = function ( event ) { + + switch( event.keyCode ) { + + case 38: /*up*/ + case 87: /*W*/ this.moveForward = true; break; + + case 37: /*left*/ + case 65: /*A*/ this.moveLeft = true; break; + + case 40: /*down*/ + case 83: /*S*/ this.moveBackward = true; break; + + case 39: /*right*/ + case 68: /*D*/ this.moveRight = true; break; + + case 82: /*R*/ this.moveUp = true; break; + case 70: /*F*/ this.moveDown = true; break; + + case 81: /*Q*/ this.freeze = !this.freeze; break; + + } + + }; + + this.onKeyUp = function ( event ) { + + switch( event.keyCode ) { + + case 38: /*up*/ + case 87: /*W*/ this.moveForward = false; break; + + case 37: /*left*/ + case 65: /*A*/ this.moveLeft = false; break; + + case 40: /*down*/ + case 83: /*S*/ this.moveBackward = false; break; + + case 39: /*right*/ + case 68: /*D*/ this.moveRight = false; break; + + case 82: /*R*/ this.moveUp = false; break; + case 70: /*F*/ this.moveDown = false; break; + + } + + }; + + this.update = function( delta ) { + var actualMoveSpeed = 0; + + if ( this.freeze ) { + + return; + + } else { + + if ( this.heightSpeed ) { + + var y = THREE.Math.clamp( this.object.position.y, this.heightMin, this.heightMax ); + var heightDelta = y - this.heightMin; + + this.autoSpeedFactor = delta * ( heightDelta * this.heightCoef ); + + } else { + + this.autoSpeedFactor = 0.0; + + } + + actualMoveSpeed = delta * this.movementSpeed; + + if ( this.moveForward || ( this.autoForward && !this.moveBackward ) ) this.object.translateZ( - ( actualMoveSpeed + this.autoSpeedFactor ) ); + if ( this.moveBackward ) this.object.translateZ( actualMoveSpeed ); + + if ( this.moveLeft ) this.object.translateX( - actualMoveSpeed ); + if ( this.moveRight ) this.object.translateX( actualMoveSpeed ); + + if ( this.moveUp ) this.object.translateY( actualMoveSpeed ); + if ( this.moveDown ) this.object.translateY( - actualMoveSpeed ); + + var actualLookSpeed = delta * this.lookSpeed; + + if ( !this.activeLook ) { + + actualLookSpeed = 0; + + } + + this.lon += this.mouseX * actualLookSpeed; + if( this.lookVertical ) this.lat -= this.mouseY * actualLookSpeed; // * this.invertVertical?-1:1; + + this.lat = Math.max( - 85, Math.min( 85, this.lat ) ); + this.phi = ( 90 - this.lat ) * Math.PI / 180; + this.theta = this.lon * Math.PI / 180; + + var targetPosition = this.target, + position = this.object.position; + + targetPosition.x = position.x + 100 * Math.sin( this.phi ) * Math.cos( this.theta ); + targetPosition.y = position.y + 100 * Math.cos( this.phi ); + targetPosition.z = position.z + 100 * Math.sin( this.phi ) * Math.sin( this.theta ); + + } + + var verticalLookRatio = 1; + + if ( this.constrainVertical ) { + + verticalLookRatio = Math.PI / ( this.verticalMax - this.verticalMin ); + + } + + this.lon += this.mouseX * actualLookSpeed; + if( this.lookVertical ) this.lat -= this.mouseY * actualLookSpeed * verticalLookRatio; + + this.lat = Math.max( - 85, Math.min( 85, this.lat ) ); + this.phi = ( 90 - this.lat ) * Math.PI / 180; + + this.theta = this.lon * Math.PI / 180; + + if ( this.constrainVertical ) { + + this.phi = THREE.Math.mapLinear( this.phi, 0, Math.PI, this.verticalMin, this.verticalMax ); + + } + + var targetPosition = this.target, + position = this.object.position; + + targetPosition.x = position.x + 100 * Math.sin( this.phi ) * Math.cos( this.theta ); + targetPosition.y = position.y + 100 * Math.cos( this.phi ); + targetPosition.z = position.z + 100 * Math.sin( this.phi ) * Math.sin( this.theta ); + + this.object.lookAt( targetPosition ); + + }; + + + this.domElement.addEventListener( 'contextmenu', function ( event ) { event.preventDefault(); }, false ); + + this.domElement.addEventListener( 'mousemove', bind( this, this.onMouseMove ), false ); + this.domElement.addEventListener( 'mousedown', bind( this, this.onMouseDown ), false ); + this.domElement.addEventListener( 'mouseup', bind( this, this.onMouseUp ), false ); + this.domElement.addEventListener( 'keydown', bind( this, this.onKeyDown ), false ); + this.domElement.addEventListener( 'keyup', bind( this, this.onKeyUp ), false ); + + function bind( scope, fn ) { + + return function () { + + fn.apply( scope, arguments ); + + }; + + }; + +}; +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.PathControls = function ( object, domElement ) { + + this.object = object; + this.domElement = ( domElement !== undefined ) ? domElement : document; + + this.id = "PathControls" + THREE.PathControlsIdCounter ++; + + // API + + this.duration = 10 * 1000; // milliseconds + this.waypoints = []; + + this.useConstantSpeed = true; + this.resamplingCoef = 50; + + this.debugPath = new THREE.Object3D(); + this.debugDummy = new THREE.Object3D(); + + this.animationParent = new THREE.Object3D(); + + this.lookSpeed = 0.005; + this.lookVertical = true; + this.lookHorizontal = true; + this.verticalAngleMap = { srcRange: [ 0, 2 * Math.PI ], dstRange: [ 0, 2 * Math.PI ] }; + this.horizontalAngleMap = { srcRange: [ 0, 2 * Math.PI ], dstRange: [ 0, 2 * Math.PI ] }; + + // internals + + this.target = new THREE.Object3D(); + + this.mouseX = 0; + this.mouseY = 0; + + this.lat = 0; + this.lon = 0; + + this.phi = 0; + this.theta = 0; + + if ( this.domElement === document ) { + + this.viewHalfX = window.innerWidth / 2; + this.viewHalfY = window.innerHeight / 2; + + } else { + + this.viewHalfX = this.domElement.offsetWidth / 2; + this.viewHalfY = this.domElement.offsetHeight / 2; + this.domElement.setAttribute( 'tabindex', -1 ); + + } + + var PI2 = Math.PI * 2, + PI180 = Math.PI / 180; + + // methods + + this.update = function ( delta ) { + + var srcRange, dstRange; + + if( this.lookHorizontal ) this.lon += this.mouseX * this.lookSpeed * delta; + if( this.lookVertical ) this.lat -= this.mouseY * this.lookSpeed * delta; + + this.lon = Math.max( 0, Math.min( 360, this.lon ) ); + this.lat = Math.max( - 85, Math.min( 85, this.lat ) ); + + this.phi = ( 90 - this.lat ) * PI180; + this.theta = this.lon * PI180; + + this.phi = normalize_angle_rad( this.phi ); + + // constrain vertical look angle + + srcRange = this.verticalAngleMap.srcRange; + dstRange = this.verticalAngleMap.dstRange; + + var tmpPhi = THREE.Math.mapLinear( this.phi, srcRange[ 0 ], srcRange[ 1 ], dstRange[ 0 ], dstRange[ 1 ] ); + var tmpPhiFullRange = dstRange[ 1 ] - dstRange[ 0 ]; + var tmpPhiNormalized = ( tmpPhi - dstRange[ 0 ] ) / tmpPhiFullRange; + + this.phi = QuadraticEaseInOut( tmpPhiNormalized ) * tmpPhiFullRange + dstRange[ 0 ]; + + // constrain horizontal look angle + + srcRange = this.horizontalAngleMap.srcRange; + dstRange = this.horizontalAngleMap.dstRange; + + var tmpTheta = THREE.Math.mapLinear( this.theta, srcRange[ 0 ], srcRange[ 1 ], dstRange[ 0 ], dstRange[ 1 ] ); + var tmpThetaFullRange = dstRange[ 1 ] - dstRange[ 0 ]; + var tmpThetaNormalized = ( tmpTheta - dstRange[ 0 ] ) / tmpThetaFullRange; + + this.theta = QuadraticEaseInOut( tmpThetaNormalized ) * tmpThetaFullRange + dstRange[ 0 ]; + + var targetPosition = this.target.position, + position = this.object.position; + + targetPosition.x = 100 * Math.sin( this.phi ) * Math.cos( this.theta ); + targetPosition.y = 100 * Math.cos( this.phi ); + targetPosition.z = 100 * Math.sin( this.phi ) * Math.sin( this.theta ); + + this.object.lookAt( this.target.position ); + + }; + + this.onMouseMove = function ( event ) { + + if ( this.domElement === document ) { + + this.mouseX = event.pageX - this.viewHalfX; + this.mouseY = event.pageY - this.viewHalfY; + + } else { + + this.mouseX = event.pageX - this.domElement.offsetLeft - this.viewHalfX; + this.mouseY = event.pageY - this.domElement.offsetTop - this.viewHalfY; + + } + + }; + + // utils + + function normalize_angle_rad( a ) { + + var b = a % PI2; + return b >= 0 ? b : b + PI2; + + }; + + function distance( a, b ) { + + var dx = a[ 0 ] - b[ 0 ], + dy = a[ 1 ] - b[ 1 ], + dz = a[ 2 ] - b[ 2 ]; + + return Math.sqrt( dx * dx + dy * dy + dz * dz ); + + }; + + function QuadraticEaseInOut ( k ) { + + if ( ( k *= 2 ) < 1 ) return 0.5 * k * k; + return - 0.5 * ( --k * ( k - 2 ) - 1 ); + + }; + + function bind( scope, fn ) { + + return function () { + + fn.apply( scope, arguments ); + + }; + + }; + + function initAnimationPath( parent, spline, name, duration ) { + + var animationData = { + + name: name, + fps: 0.6, + length: duration, + + hierarchy: [] + + }; + + var i, + parentAnimation, childAnimation, + path = spline.getControlPointsArray(), + sl = spline.getLength(), + pl = path.length, + t = 0, + first = 0, + last = pl - 1; + + parentAnimation = { parent: -1, keys: [] }; + parentAnimation.keys[ first ] = { time: 0, pos: path[ first ], rot: [ 0, 0, 0, 1 ], scl: [ 1, 1, 1 ] }; + parentAnimation.keys[ last ] = { time: duration, pos: path[ last ], rot: [ 0, 0, 0, 1 ], scl: [ 1, 1, 1 ] }; + + for ( i = 1; i < pl - 1; i++ ) { + + // real distance (approximation via linear segments) + + t = duration * sl.chunks[ i ] / sl.total; + + // equal distance + + //t = duration * ( i / pl ); + + // linear distance + + //t += duration * distance( path[ i ], path[ i - 1 ] ) / sl.total; + + parentAnimation.keys[ i ] = { time: t, pos: path[ i ] }; + + } + + animationData.hierarchy[ 0 ] = parentAnimation; + + THREE.AnimationHandler.add( animationData ); + + return new THREE.Animation( parent, name, THREE.AnimationHandler.CATMULLROM_FORWARD, false ); + + }; + + + function createSplineGeometry( spline, n_sub ) { + + var i, index, position, + geometry = new THREE.Geometry(); + + for ( i = 0; i < spline.points.length * n_sub; i ++ ) { + + index = i / ( spline.points.length * n_sub ); + position = spline.getPoint( index ); + + geometry.vertices[ i ] = new THREE.Vector3( position.x, position.y, position.z ); + + } + + return geometry; + + }; + + function createPath( parent, spline ) { + + var lineGeo = createSplineGeometry( spline, 10 ), + particleGeo = createSplineGeometry( spline, 10 ), + lineMat = new THREE.LineBasicMaterial( { color: 0xff0000, linewidth: 3 } ), + lineObj = new THREE.Line( lineGeo, lineMat ), + particleObj = new THREE.ParticleSystem( particleGeo, new THREE.ParticleBasicMaterial( { color: 0xffaa00, size: 3 } ) ); + + lineObj.scale.set( 1, 1, 1 ); + parent.add( lineObj ); + + particleObj.scale.set( 1, 1, 1 ); + parent.add( particleObj ); + + var waypoint, + geo = new THREE.SphereGeometry( 1, 16, 8 ), + mat = new THREE.MeshBasicMaterial( { color: 0x00ff00 } ); + + for ( var i = 0; i < spline.points.length; i ++ ) { + + waypoint = new THREE.Mesh( geo, mat ); + waypoint.position.copy( spline.points[ i ] ); + parent.add( waypoint ); + + } + + }; + + this.init = function ( ) { + + // constructor + + this.spline = new THREE.Spline(); + this.spline.initFromArray( this.waypoints ); + + if ( this.useConstantSpeed ) { + + this.spline.reparametrizeByArcLength( this.resamplingCoef ); + + } + + if ( this.createDebugDummy ) { + + var dummyParentMaterial = new THREE.MeshLambertMaterial( { color: 0x0077ff } ), + dummyChildMaterial = new THREE.MeshLambertMaterial( { color: 0x00ff00 } ), + dummyParentGeo = new THREE.CubeGeometry( 10, 10, 20 ), + dummyChildGeo = new THREE.CubeGeometry( 2, 2, 10 ); + + this.animationParent = new THREE.Mesh( dummyParentGeo, dummyParentMaterial ); + + var dummyChild = new THREE.Mesh( dummyChildGeo, dummyChildMaterial ); + dummyChild.position.set( 0, 10, 0 ); + + this.animation = initAnimationPath( this.animationParent, this.spline, this.id, this.duration ); + + this.animationParent.add( this.object ); + this.animationParent.add( this.target ); + this.animationParent.add( dummyChild ); + + } else { + + this.animation = initAnimationPath( this.animationParent, this.spline, this.id, this.duration ); + this.animationParent.add( this.target ); + this.animationParent.add( this.object ); + + } + + if ( this.createDebugPath ) { + + createPath( this.debugPath, this.spline ); + + } + + this.domElement.addEventListener( 'mousemove', bind( this, this.onMouseMove ), false ); + + }; + +}; + +THREE.PathControlsIdCounter = 0; +/** + * @author James Baicoianu / http://www.baicoianu.com/ + */ + +THREE.FlyControls = function ( object, domElement ) { + + this.object = object; + + this.domElement = ( domElement !== undefined ) ? domElement : document; + if ( domElement ) this.domElement.setAttribute( 'tabindex', -1 ); + + // API + + this.movementSpeed = 1.0; + this.rollSpeed = 0.005; + + this.dragToLook = false; + this.autoForward = false; + + // disable default target object behavior + + this.object.useQuaternion = true; + + // internals + + this.tmpQuaternion = new THREE.Quaternion(); + + this.mouseStatus = 0; + + this.moveState = { up: 0, down: 0, left: 0, right: 0, forward: 0, back: 0, pitchUp: 0, pitchDown: 0, yawLeft: 0, yawRight: 0, rollLeft: 0, rollRight: 0 }; + this.moveVector = new THREE.Vector3( 0, 0, 0 ); + this.rotationVector = new THREE.Vector3( 0, 0, 0 ); + + this.handleEvent = function ( event ) { + + if ( typeof this[ event.type ] == 'function' ) { + + this[ event.type ]( event ); + + } + + }; + + this.keydown = function( event ) { + + if ( event.altKey ) { + + return; + + } + + switch( event.keyCode ) { + + case 16: /* shift */ this.movementSpeedMultiplier = .1; break; + + case 87: /*W*/ this.moveState.forward = 1; break; + case 83: /*S*/ this.moveState.back = 1; break; + + case 65: /*A*/ this.moveState.left = 1; break; + case 68: /*D*/ this.moveState.right = 1; break; + + case 82: /*R*/ this.moveState.up = 1; break; + case 70: /*F*/ this.moveState.down = 1; break; + + case 38: /*up*/ this.moveState.pitchUp = 1; break; + case 40: /*down*/ this.moveState.pitchDown = 1; break; + + case 37: /*left*/ this.moveState.yawLeft = 1; break; + case 39: /*right*/ this.moveState.yawRight = 1; break; + + case 81: /*Q*/ this.moveState.rollLeft = 1; break; + case 69: /*E*/ this.moveState.rollRight = 1; break; + + } + + this.updateMovementVector(); + this.updateRotationVector(); + + }; + + this.keyup = function( event ) { + + switch( event.keyCode ) { + + case 16: /* shift */ this.movementSpeedMultiplier = 1; break; + + case 87: /*W*/ this.moveState.forward = 0; break; + case 83: /*S*/ this.moveState.back = 0; break; + + case 65: /*A*/ this.moveState.left = 0; break; + case 68: /*D*/ this.moveState.right = 0; break; + + case 82: /*R*/ this.moveState.up = 0; break; + case 70: /*F*/ this.moveState.down = 0; break; + + case 38: /*up*/ this.moveState.pitchUp = 0; break; + case 40: /*down*/ this.moveState.pitchDown = 0; break; + + case 37: /*left*/ this.moveState.yawLeft = 0; break; + case 39: /*right*/ this.moveState.yawRight = 0; break; + + case 81: /*Q*/ this.moveState.rollLeft = 0; break; + case 69: /*E*/ this.moveState.rollRight = 0; break; + + } + + this.updateMovementVector(); + this.updateRotationVector(); + + }; + + this.mousedown = function( event ) { + + if ( this.domElement !== document ) { + + this.domElement.focus(); + + } + + event.preventDefault(); + event.stopPropagation(); + + if ( this.dragToLook ) { + + this.mouseStatus ++; + + } else { + + switch ( event.button ) { + + case 0: this.object.moveForward = true; break; + case 2: this.object.moveBackward = true; break; + + } + + } + + }; + + this.mousemove = function( event ) { + + if ( !this.dragToLook || this.mouseStatus > 0 ) { + + var container = this.getContainerDimensions(); + var halfWidth = container.size[ 0 ] / 2; + var halfHeight = container.size[ 1 ] / 2; + + this.moveState.yawLeft = - ( ( event.pageX - container.offset[ 0 ] ) - halfWidth ) / halfWidth; + this.moveState.pitchDown = ( ( event.pageY - container.offset[ 1 ] ) - halfHeight ) / halfHeight; + + this.updateRotationVector(); + + } + + }; + + this.mouseup = function( event ) { + + event.preventDefault(); + event.stopPropagation(); + + if ( this.dragToLook ) { + + this.mouseStatus --; + + this.moveState.yawLeft = this.moveState.pitchDown = 0; + + } else { + + switch ( event.button ) { + + case 0: this.moveForward = false; break; + case 2: this.moveBackward = false; break; + + } + + } + + this.updateRotationVector(); + + }; + + this.update = function( delta ) { + + var moveMult = delta * this.movementSpeed; + var rotMult = delta * this.rollSpeed; + + this.object.translateX( this.moveVector.x * moveMult ); + this.object.translateY( this.moveVector.y * moveMult ); + this.object.translateZ( this.moveVector.z * moveMult ); + + this.tmpQuaternion.set( this.rotationVector.x * rotMult, this.rotationVector.y * rotMult, this.rotationVector.z * rotMult, 1 ).normalize(); + this.object.quaternion.multiplySelf( this.tmpQuaternion ); + + this.object.matrix.setPosition( this.object.position ); + this.object.matrix.setRotationFromQuaternion( this.object.quaternion ); + this.object.matrixWorldNeedsUpdate = true; + + + }; + + this.updateMovementVector = function() { + + var forward = ( this.moveState.forward || ( this.autoForward && !this.moveState.back ) ) ? 1 : 0; + + this.moveVector.x = ( -this.moveState.left + this.moveState.right ); + this.moveVector.y = ( -this.moveState.down + this.moveState.up ); + this.moveVector.z = ( -forward + this.moveState.back ); + + //console.log( 'move:', [ this.moveVector.x, this.moveVector.y, this.moveVector.z ] ); + + }; + + this.updateRotationVector = function() { + + this.rotationVector.x = ( -this.moveState.pitchDown + this.moveState.pitchUp ); + this.rotationVector.y = ( -this.moveState.yawRight + this.moveState.yawLeft ); + this.rotationVector.z = ( -this.moveState.rollRight + this.moveState.rollLeft ); + + //console.log( 'rotate:', [ this.rotationVector.x, this.rotationVector.y, this.rotationVector.z ] ); + + }; + + this.getContainerDimensions = function() { + + if ( this.domElement != document ) { + + return { + size : [ this.domElement.offsetWidth, this.domElement.offsetHeight ], + offset : [ this.domElement.offsetLeft, this.domElement.offsetTop ] + }; + + } else { + + return { + size : [ window.innerWidth, window.innerHeight ], + offset : [ 0, 0 ] + }; + + } + + }; + + function bind( scope, fn ) { + + return function () { + + fn.apply( scope, arguments ); + + }; + + }; + + this.domElement.addEventListener( 'mousemove', bind( this, this.mousemove ), false ); + this.domElement.addEventListener( 'mousedown', bind( this, this.mousedown ), false ); + this.domElement.addEventListener( 'mouseup', bind( this, this.mouseup ), false ); + + this.domElement.addEventListener( 'keydown', bind( this, this.keydown ), false ); + this.domElement.addEventListener( 'keyup', bind( this, this.keyup ), false ); + + this.updateMovementVector(); + this.updateRotationVector(); + +}; +/** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.RollControls = function ( object, domElement ) { + + this.object = object; + this.domElement = ( domElement !== undefined ) ? domElement : document; + + // API + + this.mouseLook = true; + this.autoForward = false; + + this.lookSpeed = 1; + this.movementSpeed = 1; + this.rollSpeed = 1; + + this.constrainVertical = [ -0.9, 0.9 ]; + + // disable default target object behavior + + this.object.matrixAutoUpdate = false; + + // internals + + this.forward = new THREE.Vector3( 0, 0, 1 ); + this.roll = 0; + + var xTemp = new THREE.Vector3(); + var yTemp = new THREE.Vector3(); + var zTemp = new THREE.Vector3(); + var rollMatrix = new THREE.Matrix4(); + + var doRoll = false, rollDirection = 1, forwardSpeed = 0, sideSpeed = 0, upSpeed = 0; + + var mouseX = 0, mouseY = 0; + + var windowHalfX = window.innerWidth / 2; + var windowHalfY = window.innerHeight / 2; + + // custom update + + this.update = function ( delta ) { + + if ( this.mouseLook ) { + + var actualLookSpeed = delta * this.lookSpeed; + + this.rotateHorizontally( actualLookSpeed * mouseX ); + this.rotateVertically( actualLookSpeed * mouseY ); + + } + + var actualSpeed = delta * this.movementSpeed; + var forwardOrAuto = ( forwardSpeed > 0 || ( this.autoForward && ! ( forwardSpeed < 0 ) ) ) ? 1 : forwardSpeed; + + this.object.translateZ( -actualSpeed * forwardOrAuto ); + this.object.translateX( actualSpeed * sideSpeed ); + this.object.translateY( actualSpeed * upSpeed ); + + if( doRoll ) { + + this.roll += this.rollSpeed * delta * rollDirection; + + } + + // cap forward up / down + + if( this.forward.y > this.constrainVertical[ 1 ] ) { + + this.forward.y = this.constrainVertical[ 1 ]; + this.forward.normalize(); + + } else if( this.forward.y < this.constrainVertical[ 0 ] ) { + + this.forward.y = this.constrainVertical[ 0 ]; + this.forward.normalize(); + + } + + + // construct unrolled camera matrix + + zTemp.copy( this.forward ); + yTemp.set( 0, 1, 0 ); + + xTemp.cross( yTemp, zTemp ).normalize(); + yTemp.cross( zTemp, xTemp ).normalize(); + + this.object.matrix.elements[0] = xTemp.x; this.object.matrix.elements[4] = yTemp.x; this.object.matrix.elements[8] = zTemp.x; + this.object.matrix.elements[1] = xTemp.y; this.object.matrix.elements[5] = yTemp.y; this.object.matrix.elements[9] = zTemp.y; + this.object.matrix.elements[2] = xTemp.z; this.object.matrix.elements[6] = yTemp.z; this.object.matrix.elements[10] = zTemp.z; + + // calculate roll matrix + + rollMatrix.identity(); + rollMatrix.elements[0] = Math.cos( this.roll ); rollMatrix.elements[4] = -Math.sin( this.roll ); + rollMatrix.elements[1] = Math.sin( this.roll ); rollMatrix.elements[5] = Math.cos( this.roll ); + + // multiply camera with roll + + this.object.matrix.multiplySelf( rollMatrix ); + this.object.matrixWorldNeedsUpdate = true; + + // set position + + this.object.matrix.elements[12] = this.object.position.x; + this.object.matrix.elements[13] = this.object.position.y; + this.object.matrix.elements[14] = this.object.position.z; + + + }; + + this.translateX = function ( distance ) { + + this.object.position.x += this.object.matrix.elements[0] * distance; + this.object.position.y += this.object.matrix.elements[1] * distance; + this.object.position.z += this.object.matrix.elements[2] * distance; + + }; + + this.translateY = function ( distance ) { + + this.object.position.x += this.object.matrix.elements[4] * distance; + this.object.position.y += this.object.matrix.elements[5] * distance; + this.object.position.z += this.object.matrix.elements[6] * distance; + + }; + + this.translateZ = function ( distance ) { + + this.object.position.x -= this.object.matrix.elements[8] * distance; + this.object.position.y -= this.object.matrix.elements[9] * distance; + this.object.position.z -= this.object.matrix.elements[10] * distance; + + }; + + + this.rotateHorizontally = function ( amount ) { + + // please note that the amount is NOT degrees, but a scale value + + xTemp.set( this.object.matrix.elements[0], this.object.matrix.elements[1], this.object.matrix.elements[2] ); + xTemp.multiplyScalar( amount ); + + this.forward.subSelf( xTemp ); + this.forward.normalize(); + + }; + + this.rotateVertically = function ( amount ) { + + // please note that the amount is NOT degrees, but a scale value + + yTemp.set( this.object.matrix.elements[4], this.object.matrix.elements[5], this.object.matrix.elements[6] ); + yTemp.multiplyScalar( amount ); + + this.forward.addSelf( yTemp ); + this.forward.normalize(); + + }; + + function onKeyDown( event ) { + + switch( event.keyCode ) { + + case 38: /*up*/ + case 87: /*W*/ forwardSpeed = 1; break; + + case 37: /*left*/ + case 65: /*A*/ sideSpeed = -1; break; + + case 40: /*down*/ + case 83: /*S*/ forwardSpeed = -1; break; + + case 39: /*right*/ + case 68: /*D*/ sideSpeed = 1; break; + + case 81: /*Q*/ doRoll = true; rollDirection = 1; break; + case 69: /*E*/ doRoll = true; rollDirection = -1; break; + + case 82: /*R*/ upSpeed = 1; break; + case 70: /*F*/ upSpeed = -1; break; + + } + + }; + + function onKeyUp( event ) { + + switch( event.keyCode ) { + + case 38: /*up*/ + case 87: /*W*/ forwardSpeed = 0; break; + + case 37: /*left*/ + case 65: /*A*/ sideSpeed = 0; break; + + case 40: /*down*/ + case 83: /*S*/ forwardSpeed = 0; break; + + case 39: /*right*/ + case 68: /*D*/ sideSpeed = 0; break; + + case 81: /*Q*/ doRoll = false; break; + case 69: /*E*/ doRoll = false; break; + + case 82: /*R*/ upSpeed = 0; break; + case 70: /*F*/ upSpeed = 0; break; + + } + + }; + + function onMouseMove( event ) { + + mouseX = ( event.clientX - windowHalfX ) / window.innerWidth; + mouseY = ( event.clientY - windowHalfY ) / window.innerHeight; + + }; + + function onMouseDown ( event ) { + + event.preventDefault(); + event.stopPropagation(); + + switch ( event.button ) { + + case 0: forwardSpeed = 1; break; + case 2: forwardSpeed = -1; break; + + } + + }; + + function onMouseUp ( event ) { + + event.preventDefault(); + event.stopPropagation(); + + switch ( event.button ) { + + case 0: forwardSpeed = 0; break; + case 2: forwardSpeed = 0; break; + + } + + }; + + this.domElement.addEventListener( 'contextmenu', function ( event ) { event.preventDefault(); }, false ); + + this.domElement.addEventListener( 'mousemove', onMouseMove, false ); + this.domElement.addEventListener( 'mousedown', onMouseDown, false ); + this.domElement.addEventListener( 'mouseup', onMouseUp, false ); + this.domElement.addEventListener( 'keydown', onKeyDown, false ); + this.domElement.addEventListener( 'keyup', onKeyUp, false ); + +}; +/** + * @author Eberhard Graether / http://egraether.com/ + */ + +THREE.TrackballControls = function ( object, domElement ) { + + THREE.EventTarget.call( this ); + + var _this = this, + STATE = { NONE : -1, ROTATE : 0, ZOOM : 1, PAN : 2 }; + + this.object = object; + this.domElement = ( domElement !== undefined ) ? domElement : document; + + // API + + this.enabled = true; + + this.screen = { width: window.innerWidth, height: window.innerHeight, offsetLeft: 0, offsetTop: 0 }; + this.radius = ( this.screen.width + this.screen.height ) / 4; + + this.rotateSpeed = 1.0; + this.zoomSpeed = 1.2; + this.panSpeed = 0.3; + + this.noRotate = false; + this.noZoom = false; + this.noPan = false; + + this.staticMoving = false; + this.dynamicDampingFactor = 0.2; + + this.minDistance = 0; + this.maxDistance = Infinity; + + this.keys = [ 65 /*A*/, 83 /*S*/, 68 /*D*/ ]; + + // internals + + this.target = new THREE.Vector3(); + + var lastPosition = new THREE.Vector3(); + + var _keyPressed = false, + _state = STATE.NONE, + + _eye = new THREE.Vector3(), + + _rotateStart = new THREE.Vector3(), + _rotateEnd = new THREE.Vector3(), + + _zoomStart = new THREE.Vector2(), + _zoomEnd = new THREE.Vector2(), + + _panStart = new THREE.Vector2(), + _panEnd = new THREE.Vector2(); + + // events + + var changeEvent = { type: 'change' }; + + + // methods + + this.handleEvent = function ( event ) { + + if ( typeof this[ event.type ] == 'function' ) { + + this[ event.type ]( event ); + + } + + }; + + this.getMouseOnScreen = function ( clientX, clientY ) { + + return new THREE.Vector2( + ( clientX - _this.screen.offsetLeft ) / _this.radius * 0.5, + ( clientY - _this.screen.offsetTop ) / _this.radius * 0.5 + ); + + }; + + this.getMouseProjectionOnBall = function ( clientX, clientY ) { + + var mouseOnBall = new THREE.Vector3( + ( clientX - _this.screen.width * 0.5 - _this.screen.offsetLeft ) / _this.radius, + ( _this.screen.height * 0.5 + _this.screen.offsetTop - clientY ) / _this.radius, + 0.0 + ); + + var length = mouseOnBall.length(); + + if ( length > 1.0 ) { + + mouseOnBall.normalize(); + + } else { + + mouseOnBall.z = Math.sqrt( 1.0 - length * length ); + + } + + _eye.copy( _this.object.position ).subSelf( _this.target ); + + var projection = _this.object.up.clone().setLength( mouseOnBall.y ); + projection.addSelf( _this.object.up.clone().crossSelf( _eye ).setLength( mouseOnBall.x ) ); + projection.addSelf( _eye.setLength( mouseOnBall.z ) ); + + return projection; + + }; + + this.rotateCamera = function () { + + var angle = Math.acos( _rotateStart.dot( _rotateEnd ) / _rotateStart.length() / _rotateEnd.length() ); + + if ( angle ) { + + var axis = ( new THREE.Vector3() ).cross( _rotateStart, _rotateEnd ).normalize(), + quaternion = new THREE.Quaternion(); + + angle *= _this.rotateSpeed; + + quaternion.setFromAxisAngle( axis, -angle ); + + quaternion.multiplyVector3( _eye ); + quaternion.multiplyVector3( _this.object.up ); + + quaternion.multiplyVector3( _rotateEnd ); + + if ( _this.staticMoving ) { + + _rotateStart = _rotateEnd; + + } else { + + quaternion.setFromAxisAngle( axis, angle * ( _this.dynamicDampingFactor - 1.0 ) ); + quaternion.multiplyVector3( _rotateStart ); + + } + + } + + }; + + this.zoomCamera = function () { + + var factor = 1.0 + ( _zoomEnd.y - _zoomStart.y ) * _this.zoomSpeed; + + if ( factor !== 1.0 && factor > 0.0 ) { + + _eye.multiplyScalar( factor ); + + if ( _this.staticMoving ) { + + _zoomStart = _zoomEnd; + + } else { + + _zoomStart.y += ( _zoomEnd.y - _zoomStart.y ) * this.dynamicDampingFactor; + + } + + } + + }; + + this.panCamera = function () { + + var mouseChange = _panEnd.clone().subSelf( _panStart ); + + if ( mouseChange.lengthSq() ) { + + mouseChange.multiplyScalar( _eye.length() * _this.panSpeed ); + + var pan = _eye.clone().crossSelf( _this.object.up ).setLength( mouseChange.x ); + pan.addSelf( _this.object.up.clone().setLength( mouseChange.y ) ); + + _this.object.position.addSelf( pan ); + _this.target.addSelf( pan ); + + if ( _this.staticMoving ) { + + _panStart = _panEnd; + + } else { + + _panStart.addSelf( mouseChange.sub( _panEnd, _panStart ).multiplyScalar( _this.dynamicDampingFactor ) ); + + } + + } + + }; + + this.checkDistances = function () { + + if ( !_this.noZoom || !_this.noPan ) { + + if ( _this.object.position.lengthSq() > _this.maxDistance * _this.maxDistance ) { + + _this.object.position.setLength( _this.maxDistance ); + + } + + if ( _eye.lengthSq() < _this.minDistance * _this.minDistance ) { + + _this.object.position.add( _this.target, _eye.setLength( _this.minDistance ) ); + + } + + } + + }; + + this.update = function () { + + _eye.copy( _this.object.position ).subSelf( _this.target ); + + if ( !_this.noRotate ) { + + _this.rotateCamera(); + + } + + if ( !_this.noZoom ) { + + _this.zoomCamera(); + + } + + if ( !_this.noPan ) { + + _this.panCamera(); + + } + + _this.object.position.add( _this.target, _eye ); + + _this.checkDistances(); + + _this.object.lookAt( _this.target ); + + if ( lastPosition.distanceTo( _this.object.position ) > 0 ) { + + _this.dispatchEvent( changeEvent ); + + lastPosition.copy( _this.object.position ); + + } + + }; + + // listeners + + function keydown( event ) { + + if ( ! _this.enabled ) return; + + if ( _state !== STATE.NONE ) { + + return; + + } else if ( event.keyCode === _this.keys[ STATE.ROTATE ] && !_this.noRotate ) { + + _state = STATE.ROTATE; + + } else if ( event.keyCode === _this.keys[ STATE.ZOOM ] && !_this.noZoom ) { + + _state = STATE.ZOOM; + + } else if ( event.keyCode === _this.keys[ STATE.PAN ] && !_this.noPan ) { + + _state = STATE.PAN; + + } + + if ( _state !== STATE.NONE ) { + + _keyPressed = true; + + } + + }; + + function keyup( event ) { + + if ( ! _this.enabled ) return; + + if ( _state !== STATE.NONE ) { + + _state = STATE.NONE; + + } + + }; + + function mousedown( event ) { + + if ( ! _this.enabled ) return; + + event.preventDefault(); + event.stopPropagation(); + + if ( _state === STATE.NONE ) { + + _state = event.button; + + if ( _state === STATE.ROTATE && !_this.noRotate ) { + + _rotateStart = _rotateEnd = _this.getMouseProjectionOnBall( event.clientX, event.clientY ); + + } else if ( _state === STATE.ZOOM && !_this.noZoom ) { + + _zoomStart = _zoomEnd = _this.getMouseOnScreen( event.clientX, event.clientY ); + + } else if ( !this.noPan ) { + + _panStart = _panEnd = _this.getMouseOnScreen( event.clientX, event.clientY ); + + } + + } + + }; + + function mousemove( event ) { + + if ( ! _this.enabled ) return; + + if ( _keyPressed ) { + + _rotateStart = _rotateEnd = _this.getMouseProjectionOnBall( event.clientX, event.clientY ); + _zoomStart = _zoomEnd = _this.getMouseOnScreen( event.clientX, event.clientY ); + _panStart = _panEnd = _this.getMouseOnScreen( event.clientX, event.clientY ); + + _keyPressed = false; + + } + + if ( _state === STATE.NONE ) { + + return; + + } else if ( _state === STATE.ROTATE && !_this.noRotate ) { + + _rotateEnd = _this.getMouseProjectionOnBall( event.clientX, event.clientY ); + + } else if ( _state === STATE.ZOOM && !_this.noZoom ) { + + _zoomEnd = _this.getMouseOnScreen( event.clientX, event.clientY ); + + } else if ( _state === STATE.PAN && !_this.noPan ) { + + _panEnd = _this.getMouseOnScreen( event.clientX, event.clientY ); + + } + + }; + + function mouseup( event ) { + + if ( ! _this.enabled ) return; + + event.preventDefault(); + event.stopPropagation(); + + _state = STATE.NONE; + + }; + + this.domElement.addEventListener( 'contextmenu', function ( event ) { event.preventDefault(); }, false ); + + this.domElement.addEventListener( 'mousemove', mousemove, false ); + this.domElement.addEventListener( 'mousedown', mousedown, false ); + this.domElement.addEventListener( 'mouseup', mouseup, false ); + + window.addEventListener( 'keydown', keydown, false ); + window.addEventListener( 'keyup', keyup, false ); + +}; +/** + * @author mr.doob / http://mrdoob.com/ + * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Cube.as + */ + +THREE.CubeGeometry = function ( width, height, depth, segmentsWidth, segmentsHeight, segmentsDepth, materials, sides ) { + + THREE.Geometry.call( this ); + + var scope = this, + width_half = width / 2, + height_half = height / 2, + depth_half = depth / 2; + + var mpx, mpy, mpz, mnx, mny, mnz; + + if ( materials !== undefined ) { + + if ( materials instanceof Array ) { + + this.materials = materials; + + } else { + + this.materials = []; + + for ( var i = 0; i < 6; i ++ ) { + + this.materials.push( materials ); + + } + + } + + mpx = 0; mnx = 1; mpy = 2; mny = 3; mpz = 4; mnz = 5; + + } else { + + this.materials = []; + + } + + this.sides = { px: true, nx: true, py: true, ny: true, pz: true, nz: true }; + + if ( sides != undefined ) { + + for ( var s in sides ) { + + if ( this.sides[ s ] !== undefined ) { + + this.sides[ s ] = sides[ s ]; + + } + + } + + } + + this.sides.px && buildPlane( 'z', 'y', - 1, - 1, depth, height, width_half, mpx ); // px + this.sides.nx && buildPlane( 'z', 'y', 1, - 1, depth, height, - width_half, mnx ); // nx + this.sides.py && buildPlane( 'x', 'z', 1, 1, width, depth, height_half, mpy ); // py + this.sides.ny && buildPlane( 'x', 'z', 1, - 1, width, depth, - height_half, mny ); // ny + this.sides.pz && buildPlane( 'x', 'y', 1, - 1, width, height, depth_half, mpz ); // pz + this.sides.nz && buildPlane( 'x', 'y', - 1, - 1, width, height, - depth_half, mnz ); // nz + + function buildPlane( u, v, udir, vdir, width, height, depth, material ) { + + var w, ix, iy, + gridX = segmentsWidth || 1, + gridY = segmentsHeight || 1, + width_half = width / 2, + height_half = height / 2, + offset = scope.vertices.length; + + if ( ( u === 'x' && v === 'y' ) || ( u === 'y' && v === 'x' ) ) { + + w = 'z'; + + } else if ( ( u === 'x' && v === 'z' ) || ( u === 'z' && v === 'x' ) ) { + + w = 'y'; + gridY = segmentsDepth || 1; + + } else if ( ( u === 'z' && v === 'y' ) || ( u === 'y' && v === 'z' ) ) { + + w = 'x'; + gridX = segmentsDepth || 1; + + } + + var gridX1 = gridX + 1, + gridY1 = gridY + 1, + segment_width = width / gridX, + segment_height = height / gridY, + normal = new THREE.Vector3(); + + normal[ w ] = depth > 0 ? 1 : - 1; + + for ( iy = 0; iy < gridY1; iy ++ ) { + + for ( ix = 0; ix < gridX1; ix ++ ) { + + var vector = new THREE.Vector3(); + vector[ u ] = ( ix * segment_width - width_half ) * udir; + vector[ v ] = ( iy * segment_height - height_half ) * vdir; + vector[ w ] = depth; + + scope.vertices.push( vector ); + + } + + } + + for ( iy = 0; iy < gridY; iy++ ) { + + for ( ix = 0; ix < gridX; ix++ ) { + + var a = ix + gridX1 * iy; + var b = ix + gridX1 * ( iy + 1 ); + var c = ( ix + 1 ) + gridX1 * ( iy + 1 ); + var d = ( ix + 1 ) + gridX1 * iy; + + var face = new THREE.Face4( a + offset, b + offset, c + offset, d + offset ); + face.normal.copy( normal ); + face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone(), normal.clone() ); + face.materialIndex = material; + + scope.faces.push( face ); + scope.faceVertexUvs[ 0 ].push( [ + new THREE.UV( ix / gridX, iy / gridY ), + new THREE.UV( ix / gridX, ( iy + 1 ) / gridY ), + new THREE.UV( ( ix + 1 ) / gridX, ( iy + 1 ) / gridY ), + new THREE.UV( ( ix + 1 ) / gridX, iy / gridY ) + ] ); + + } + + } + + } + + this.computeCentroids(); + this.mergeVertices(); + +}; + +THREE.CubeGeometry.prototype = new THREE.Geometry(); +THREE.CubeGeometry.prototype.constructor = THREE.CubeGeometry; +/** + * @author mr.doob / http://mrdoob.com/ + */ + +THREE.CylinderGeometry = function ( radiusTop, radiusBottom, height, segmentsRadius, segmentsHeight, openEnded ) { + + THREE.Geometry.call( this ); + + radiusTop = radiusTop !== undefined ? radiusTop : 20; + radiusBottom = radiusBottom !== undefined ? radiusBottom : 20; + height = height !== undefined ? height : 100; + + var heightHalf = height / 2; + var segmentsX = segmentsRadius || 8; + var segmentsY = segmentsHeight || 1; + + var x, y, vertices = [], uvs = []; + + for ( y = 0; y <= segmentsY; y ++ ) { + + var verticesRow = []; + var uvsRow = []; + + var v = y / segmentsY; + var radius = v * ( radiusBottom - radiusTop ) + radiusTop; + + for ( x = 0; x <= segmentsX; x ++ ) { + + var u = x / segmentsX; + + var vertex = new THREE.Vector3(); + vertex.x = radius * Math.sin( u * Math.PI * 2 ); + vertex.y = - v * height + heightHalf; + vertex.z = radius * Math.cos( u * Math.PI * 2 ); + + this.vertices.push( vertex ); + + verticesRow.push( this.vertices.length - 1 ); + uvsRow.push( new THREE.UV( u, v ) ); + + } + + vertices.push( verticesRow ); + uvs.push( uvsRow ); + + } + + var tanTheta = ( radiusBottom - radiusTop ) / height; + var na, nb; + + for ( x = 0; x < segmentsX; x ++ ) { + + if ( radiusTop !== 0 ) { + + na = this.vertices[ vertices[ 0 ][ x ] ].clone(); + nb = this.vertices[ vertices[ 0 ][ x + 1 ] ].clone(); + + } else { + + na = this.vertices[ vertices[ 1 ][ x ] ].clone(); + nb = this.vertices[ vertices[ 1 ][ x + 1 ] ].clone(); + + } + + na.setY( Math.sqrt( na.x * na.x + na.z * na.z ) * tanTheta ).normalize(); + nb.setY( Math.sqrt( nb.x * nb.x + nb.z * nb.z ) * tanTheta ).normalize(); + + for ( y = 0; y < segmentsY; y ++ ) { + + var v1 = vertices[ y ][ x ]; + var v2 = vertices[ y + 1 ][ x ]; + var v3 = vertices[ y + 1 ][ x + 1 ]; + var v4 = vertices[ y ][ x + 1 ]; + + var n1 = na.clone(); + var n2 = na.clone(); + var n3 = nb.clone(); + var n4 = nb.clone(); + + var uv1 = uvs[ y ][ x ].clone(); + var uv2 = uvs[ y + 1 ][ x ].clone(); + var uv3 = uvs[ y + 1 ][ x + 1 ].clone(); + var uv4 = uvs[ y ][ x + 1 ].clone(); + + this.faces.push( new THREE.Face4( v1, v2, v3, v4, [ n1, n2, n3, n4 ] ) ); + this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3, uv4 ] ); + + } + + } + + // top cap + + if ( !openEnded && radiusTop > 0 ) { + + this.vertices.push( new THREE.Vector3( 0, heightHalf, 0 ) ); + + for ( x = 0; x < segmentsX; x ++ ) { + + var v1 = vertices[ 0 ][ x ]; + var v2 = vertices[ 0 ][ x + 1 ]; + var v3 = this.vertices.length - 1; + + var n1 = new THREE.Vector3( 0, 1, 0 ); + var n2 = new THREE.Vector3( 0, 1, 0 ); + var n3 = new THREE.Vector3( 0, 1, 0 ); + + var uv1 = uvs[ 0 ][ x ].clone(); + var uv2 = uvs[ 0 ][ x + 1 ].clone(); + var uv3 = new THREE.UV( uv2.u, 0 ); + + this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) ); + this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] ); + + } + + } + + // bottom cap + + if ( !openEnded && radiusBottom > 0 ) { + + this.vertices.push( new THREE.Vector3( 0, - heightHalf, 0 ) ); + + for ( x = 0; x < segmentsX; x ++ ) { + + var v1 = vertices[ y ][ x + 1 ]; + var v2 = vertices[ y ][ x ]; + var v3 = this.vertices.length - 1; + + var n1 = new THREE.Vector3( 0, - 1, 0 ); + var n2 = new THREE.Vector3( 0, - 1, 0 ); + var n3 = new THREE.Vector3( 0, - 1, 0 ); + + var uv1 = uvs[ y ][ x + 1 ].clone(); + var uv2 = uvs[ y ][ x ].clone(); + var uv3 = new THREE.UV( uv2.u, 1 ); + + this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) ); + this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] ); + + } + + } + + this.computeCentroids(); + this.computeFaceNormals(); + +} +THREE.CylinderGeometry.prototype = new THREE.Geometry(); +THREE.CylinderGeometry.prototype.constructor = THREE.CylinderGeometry; +/** + * @author zz85 / http://www.lab4games.net/zz85/blog + * + * Creates extruded geometry from a path shape. + * + * parameters = { + * + * size: , // size of the text + * height: , // thickness to extrude text + * curveSegments: , // number of points on the curves + * steps: , // number of points for z-side extrusions / used for subdividing segements of extrude spline too + amount: , // Amount + * + * bevelEnabled: , // turn on bevel + * bevelThickness: , // how deep into text bevel goes + * bevelSize: , // how far from text outline is bevel + * bevelSegments: , // number of bevel layers + * + * extrudePath: // 2d/3d spline path to extrude shape orthogonality to + * bendPath: // 2d path for bend the shape around x/y plane + * + * material: // material index for front and back faces + * extrudeMaterial: // material index for extrusion and beveled faces + * + * } + **/ + + +THREE.ExtrudeGeometry = function( shapes, options ) { + + if ( typeof( shapes ) === "undefined" ) { + shapes = []; + return; + } + + THREE.Geometry.call( this ); + + shapes = shapes instanceof Array ? shapes : [ shapes ]; + + this.shapebb = shapes[ shapes.length - 1 ].getBoundingBox(); + + this.addShapeList( shapes, options ); + + this.computeCentroids(); + this.computeFaceNormals(); + + // can't really use automatic vertex normals + // as then front and back sides get smoothed too + // should do separate smoothing just for sides + + //this.computeVertexNormals(); + + //console.log( "took", ( Date.now() - startTime ) ); + +}; + +THREE.ExtrudeGeometry.prototype = new THREE.Geometry(); +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 bendPath = options.bendPath; + + var extrudePath = options.extrudePath; + var extrudePts, extrudeByPath = false; + + var material = options.material; + var extrudeMaterial = options.extrudeMaterial; + + var shapebb = this.shapebb; + //shapebb = shape.getBoundingBox(); + + + + var splineTube, binormal, normal, position2; + if ( extrudePath ) { + + extrudePts = extrudePath.getSpacedPoints( steps ); + + extrudeByPath = true; + bevelEnabled = false; // bevels not supported for path extrusion + + // SETUP TNB variables + + // Reuse TNB from TubeGeomtry for now. + // TODO1 - have a .isClosed in spline? + splineTube = new THREE.TubeGeometry.FrenetFrames(extrudePath, steps, false); + + // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length); + + binormal = new THREE.Vector3(); + normal = new THREE.Vector3(); + position2 = new THREE.Vector3(); + + } + + // Safeguards if bevels are not enabled + + if ( ! bevelEnabled ) { + + bevelSegments = 0; + bevelThickness = 0; + bevelSize = 0; + + } + + // Variables initalization + + var ahole, h, hl; // looping of holes + var scope = this; + var bevelPoints = []; + + var shapesOffset = this.vertices.length; + + if ( bendPath ) { + + shape.addWrapPath( bendPath ); + + } + + var shapePoints = shape.extractPoints(); + + var vertices = shapePoints.shape; + var holes = shapePoints.holes; + + var reverse = !THREE.Shape.Utils.isClockWise( vertices ) ; + + if ( reverse ) { + + vertices = vertices.reverse(); + + // Maybe we should also check if holes are in the opposite direction, just to be safe ... + + for ( h = 0, hl = holes.length; h < hl; h ++ ) { + + ahole = holes[ h ]; + + if ( THREE.Shape.Utils.isClockWise( ahole ) ) { + + holes[ h ] = ahole.reverse(); + + } + + } + + reverse = false; // If vertices are in order now, we shouldn't need to worry about them again (hopefully)! + + } + + + var faces = THREE.Shape.Utils.triangulateShape ( vertices, holes ); + //var faces = THREE.Shape.Utils.triangulate2( vertices, holes ); + + // Would it be better to move points after triangulation? + // shapePoints = shape.extractAllPointsWithBend( curveSegments, bendPath ); + // vertices = shapePoints.shape; + // holes = shapePoints.holes; + + //console.log(faces); + + //// + /// Handle Vertices + //// + + var contour = vertices; // vertices has all points but contour has only points of circumference + + for ( h = 0, hl = holes.length; h < hl; h ++ ) { + + ahole = holes[ h ]; + + vertices = vertices.concat( ahole ); + + } + + + function scalePt2 ( pt, vec, size ) { + + if ( !vec ) console.log( "die" ); + + return vec.clone().multiplyScalar( size ).addSelf( pt ); + + } + + var b, bs, t, z, + vert, vlen = vertices.length, + face, flen = faces.length, + cont, clen = contour.length; + + + //------ + // Find directions for point movement + // + + var RAD_TO_DEGREES = 180 / Math.PI; + + + function getBevelVec( pt_i, pt_j, pt_k ) { + + // Algorithm 2 + + return getBevelVec2( pt_i, pt_j, pt_k ); + + } + + function getBevelVec1( pt_i, pt_j, pt_k ) { + + var anglea = Math.atan2( pt_j.y - pt_i.y, pt_j.x - pt_i.x ); + var angleb = Math.atan2( pt_k.y - pt_i.y, pt_k.x - pt_i.x ); + + if ( anglea > angleb ) { + + angleb += Math.PI * 2; + + } + + var anglec = ( anglea + angleb ) / 2; + + + //console.log('angle1', anglea * RAD_TO_DEGREES,'angle2', angleb * RAD_TO_DEGREES, 'anglec', anglec *RAD_TO_DEGREES); + + var x = - Math.cos( anglec ); + var y = - Math.sin( anglec ); + + var vec = new THREE.Vector2( x, y ); //.normalize(); + + return vec; + + } + + function getBevelVec2( pt_i, pt_j, pt_k ) { + + var a = THREE.ExtrudeGeometry.__v1, + b = THREE.ExtrudeGeometry.__v2, + v_hat = THREE.ExtrudeGeometry.__v3, + w_hat = THREE.ExtrudeGeometry.__v4, + p = THREE.ExtrudeGeometry.__v5, + q = THREE.ExtrudeGeometry.__v6, + v, w, + v_dot_w_hat, q_sub_p_dot_w_hat, + s, intersection; + + // good reading for line-line intersection + // http://sputsoft.com/blog/2010/03/line-line-intersection.html + + // define a as vector j->i + // define b as vectot k->i + + a.set( pt_i.x - pt_j.x, pt_i.y - pt_j.y ); + b.set( pt_i.x - pt_k.x, pt_i.y - pt_k.y ); + + // get unit vectors + + v = a.normalize(); + w = b.normalize(); + + // normals from pt i + + v_hat.set( -v.y, v.x ); + w_hat.set( w.y, -w.x ); + + // pts from i + + p.copy( pt_i ).addSelf( v_hat ); + q.copy( pt_i ).addSelf( w_hat ); + + if ( p.equals( q ) ) { + + //console.log("Warning: lines are straight"); + return w_hat.clone(); + + } + + // Points from j, k. helps prevents points cross overover most of the time + + p.copy( pt_j ).addSelf( v_hat ); + q.copy( pt_k ).addSelf( w_hat ); + + v_dot_w_hat = v.dot( w_hat ); + q_sub_p_dot_w_hat = q.subSelf( p ).dot( w_hat ); + + // We should not reach these conditions + + if ( v_dot_w_hat === 0 ) { + + console.log( "Either infinite or no solutions!" ); + + if ( q_sub_p_dot_w_hat === 0 ) { + + console.log( "Its finite solutions." ); + + } else { + + console.log( "Too bad, no solutions." ); + + } + + } + + s = q_sub_p_dot_w_hat / v_dot_w_hat; + + if ( s < 0 ) { + + // in case of emergecy, revert to algorithm 1. + + return getBevelVec1( pt_i, pt_j, pt_k ); + + } + + intersection = v.multiplyScalar( s ).addSelf( p ); + + return intersection.subSelf( pt_i ).clone(); // Don't normalize!, otherwise sharp corners become ugly + + } + + var contourMovements = []; + + for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) { + + if ( j === il ) j = 0; + if ( k === il ) k = 0; + + // (j)---(i)---(k) + // console.log('i,j,k', i, j , k) + + var pt_i = contour[ i ]; + var pt_j = contour[ j ]; + var pt_k = contour[ k ]; + + contourMovements[ i ]= getBevelVec( contour[ i ], contour[ j ], contour[ k ] ); + + } + + var holesMovements = [], oneHoleMovements, verticesMovements = contourMovements.concat(); + + for ( h = 0, hl = holes.length; h < hl; h ++ ) { + + ahole = holes[ h ]; + + oneHoleMovements = []; + + for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) { + + if ( j === il ) j = 0; + if ( k === il ) k = 0; + + // (j)---(i)---(k) + oneHoleMovements[ i ]= getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] ); + + } + + holesMovements.push( oneHoleMovements ); + verticesMovements = verticesMovements.concat( oneHoleMovements ); + + } + + + // Loop bevelSegments, 1 for the front, 1 for the back + + for ( b = 0; b < bevelSegments; b ++ ) { + //for ( b = bevelSegments; b > 0; b -- ) { + + t = b / bevelSegments; + z = bevelThickness * ( 1 - t ); + + //z = bevelThickness * t; + bs = bevelSize * ( Math.sin ( t * Math.PI/2 ) ) ; // curved + //bs = bevelSize * t ; // linear + + // contract shape + + for ( i = 0, il = contour.length; i < il; i ++ ) { + + vert = scalePt2( contour[ i ], contourMovements[ i ], bs ); + //vert = scalePt( contour[ i ], contourCentroid, bs, false ); + v( vert.x, vert.y, - z ); + + } + + // expand holes + + for ( h = 0, hl = holes.length; h < hl; h++ ) { + + ahole = holes[ h ]; + oneHoleMovements = holesMovements[ h ]; + + for ( i = 0, il = ahole.length; i < il; i++ ) { + + vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs ); + //vert = scalePt( ahole[ i ], holesCentroids[ h ], bs, true ); + + v( vert.x, vert.y, -z ); + + } + + } + + } + + bs = bevelSize; + + // Back facing vertices + + for ( i = 0; i < vlen; i ++ ) { + + vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ]; + + if ( !extrudeByPath ) { + + v( vert.x, vert.y, 0 ); + + } else { + + // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x ); + + normal.copy(splineTube.normals[0]).multiplyScalar(vert.x); + binormal.copy(splineTube.binormals[0]).multiplyScalar(vert.y); + + position2.copy(extrudePts[0]).addSelf(normal).addSelf(binormal); + + v(position2.x, position2.y, position2.z); + + } + + } + + // Add stepped vertices... + // Including front facing vertices + + var s; + + for ( s = 1; s <= steps; s ++ ) { + + for ( i = 0; i < vlen; i ++ ) { + + vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ]; + + if ( !extrudeByPath ) { + + v( vert.x, vert.y, amount / steps * s ); + + } else { + + // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x ); + + normal.copy(splineTube.normals[s]).multiplyScalar(vert.x); + binormal.copy(splineTube.binormals[s]).multiplyScalar(vert.y); + + position2.copy(extrudePts[s]).addSelf(normal).addSelf(binormal); + + v(position2.x, position2.y, position2.z ); + + } + + } + + } + + + // Add bevel segments planes + + //for ( b = 1; b <= bevelSegments; b ++ ) { + for ( b = bevelSegments - 1; b >= 0; b -- ) { + + t = b / bevelSegments; + z = bevelThickness * ( 1 - t ); + //bs = bevelSize * ( 1-Math.sin ( ( 1 - t ) * Math.PI/2 ) ); + bs = bevelSize * Math.sin ( t * Math.PI/2 ) ; + + // contract shape + + for ( i = 0, il = contour.length; i < il; i ++ ) { + + vert = scalePt2( contour[ i ], contourMovements[ i ], bs ); + v( vert.x, vert.y, amount + z ); + + } + + // expand holes + + for ( h = 0, hl = holes.length; h < hl; h ++ ) { + + ahole = holes[ h ]; + oneHoleMovements = holesMovements[ h ]; + + for ( i = 0, il = ahole.length; i < il; i++ ) { + + vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs ); + + if ( !extrudeByPath ) { + + v( vert.x, vert.y, amount + z ); + + } else { + + v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z ); + + } + + } + + } + + } + + // set UV generator + var uvgen = THREE.ExtrudeGeometry.WorldUVGenerator; + + //// + /// Handle Faces + //// + + // Top and bottom faces + buildLidFaces(); + + // Sides faces + buildSideFaces(); + + + ///// Internal functions + + function buildLidFaces() { + if ( bevelEnabled ) { + + var layer = 0 ; // steps + 1 + var offset = vlen * layer; + + // Bottom faces + + for ( i = 0; i < flen; i ++ ) { + + face = faces[ i ]; + f3( face[ 2 ]+ offset, face[ 1 ]+ offset, face[ 0 ] + offset, true ); + + } + + layer = steps + bevelSegments * 2; + offset = vlen * layer; + + // Top faces + + for ( i = 0; i < flen; i ++ ) { + face = faces[ i ]; + f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset, false ); + } + } else { + + // Bottom faces + + for ( i = 0; i < flen; i++ ) { + face = faces[ i ]; + f3( face[ 2 ], face[ 1 ], face[ 0 ], true ); + } + + // Top faces + + for ( i = 0; i < flen; i ++ ) { + face = faces[ i ]; + f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps, false ); + } + } + } + + // Create faces for the z-sides of the shape + + function buildSideFaces() { + var layeroffset = 0; + sidewalls( contour, layeroffset ); + layeroffset += contour.length; + + for ( h = 0, hl = holes.length; h < hl; h ++ ) { + ahole = holes[ h ]; + sidewalls( ahole, layeroffset ); + + //, true + layeroffset += ahole.length; + } + } + + function sidewalls( contour, layeroffset ) { + var j, k; + i = contour.length; + + while ( --i >= 0 ) { + j = i; + k = i - 1; + if ( k < 0 ) k = contour.length - 1; + + //console.log('b', i,j, i-1, k,vertices.length); + + var s = 0, sl = steps + bevelSegments * 2; + + for ( s = 0; s < sl; s ++ ) { + var slen1 = vlen * s; + var slen2 = vlen * ( s + 1 ); + var a = layeroffset + j + slen1, + b = layeroffset + k + slen1, + c = layeroffset + k + slen2, + d = layeroffset + j + slen2; + + f4( a, b, c, d, contour, s, sl ); + } + } + } + + + function v( x, y, z ) { + scope.vertices.push( new THREE.Vector3( x, y, z ) ); + } + + function f3( a, b, c, isBottom ) { + a += shapesOffset; + b += shapesOffset; + c += shapesOffset; + + // normal, color, material + scope.faces.push( new THREE.Face3( a, b, c, null, null, material ) ); + + var uvs = isBottom ? uvgen.generateBottomUV( scope, shape, options, a, b, c) + : uvgen.generateTopUV( scope, shape, options, a, b, c); + + scope.faceVertexUvs[ 0 ].push(uvs); + } + + function f4( a, b, c, d, wallContour, stepIndex, stepsLength ) { + a += shapesOffset; + b += shapesOffset; + c += shapesOffset; + d += shapesOffset; + + scope.faces.push( new THREE.Face4( a, b, c, d, null, null, extrudeMaterial ) ); + + var uvs = uvgen.generateSideWallUV( scope, shape, wallContour, options, a, b, c, d, stepIndex, stepsLength); + scope.faceVertexUvs[ 0 ].push(uvs); + } + +}; + + + +THREE.ExtrudeGeometry.WorldUVGenerator = { + generateTopUV: function( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC) { + var ax = geometry.vertices[ indexA ].x, + ay = geometry.vertices[ indexA ].y, + + bx = geometry.vertices[ indexB ].x, + by = geometry.vertices[ indexB ].y, + + cx = geometry.vertices[ indexC ].x, + cy = geometry.vertices[ indexC ].y; + + return [ + new THREE.UV( ax, 1 - ay ), + new THREE.UV( bx, 1 - by ), + new THREE.UV( cx, 1 - cy ) + ]; + }, + + generateBottomUV: function( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC) { + return this.generateTopUV( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC ); + }, + + generateSideWallUV: function( geometry, extrudedShape, wallContour, extrudeOptions, + indexA, indexB, indexC, indexD, stepIndex, stepsLength) { + var ax = geometry.vertices[ indexA ].x, + ay = geometry.vertices[ indexA ].y, + az = geometry.vertices[ indexA ].z, + + bx = geometry.vertices[ indexB ].x, + by = geometry.vertices[ indexB ].y, + bz = geometry.vertices[ indexB ].z, + + cx = geometry.vertices[ indexC ].x, + cy = geometry.vertices[ indexC ].y, + cz = geometry.vertices[ indexC ].z, + + dx = geometry.vertices[ indexD ].x, + dy = geometry.vertices[ indexD ].y, + dz = geometry.vertices[ indexD ].z; + + if ( Math.abs( ay - by ) < 0.01 ) { + return [ + new THREE.UV( ax, az ), + new THREE.UV( bx, bz ), + new THREE.UV( cx, cz ), + new THREE.UV( dx, dz ) + ]; + } else { + return [ + new THREE.UV( ay, az ), + new THREE.UV( by, bz ), + new THREE.UV( cy, cz ), + new THREE.UV( dy, dz ) + ]; + } + } +}; + +THREE.ExtrudeGeometry.__v1 = new THREE.Vector2(); +THREE.ExtrudeGeometry.__v2 = new THREE.Vector2(); +THREE.ExtrudeGeometry.__v3 = new THREE.Vector2(); +THREE.ExtrudeGeometry.__v4 = new THREE.Vector2(); +THREE.ExtrudeGeometry.__v5 = new THREE.Vector2(); +THREE.ExtrudeGeometry.__v6 = new THREE.Vector2(); +/** + * @author astrodud / http://astrodud.isgreat.org/ + * @author zz85 / https://github.com/zz85 + */ + +THREE.LatheGeometry = function ( points, steps, angle ) { + + THREE.Geometry.call( this ); + + var _steps = steps || 12; + var _angle = angle || 2 * Math.PI; + + var _newV = []; + var _matrix = new THREE.Matrix4().makeRotationZ( _angle / _steps ); + + for ( var j = 0; j < points.length; j ++ ) { + + _newV[ j ] = points[ j ].clone(); + this.vertices.push( _newV[ j ] ); + + } + + var i, il = _steps + 1; + + for ( i = 0; i < il; i ++ ) { + + for ( var j = 0; j < _newV.length; j ++ ) { + + _newV[ j ] = _matrix.multiplyVector3( _newV[ j ].clone() ); + this.vertices.push( _newV[ j ] ); + + } + + } + + for ( i = 0; i < _steps; i ++ ) { + + for ( var k = 0, kl = points.length; k < kl - 1; k ++ ) { + + var a = i * kl + k; + var b = ( ( i + 1 ) % il ) * kl + k; + var c = ( ( i + 1 ) % il ) * kl + ( k + 1 ) % kl; + var d = i * kl + ( k + 1 ) % kl; + + this.faces.push( new THREE.Face4( a, b, c, d ) ); + + this.faceVertexUvs[ 0 ].push( [ + + new THREE.UV( 1 - i / _steps, k / kl ), + new THREE.UV( 1 - ( i + 1 ) / _steps, k / kl ), + new THREE.UV( 1 - ( i + 1 ) / _steps, ( k + 1 ) / kl ), + new THREE.UV( 1 - i / _steps, ( k + 1 ) / kl ) + + ] ); + + } + + } + + this.computeCentroids(); + this.computeFaceNormals(); + this.computeVertexNormals(); + +}; + +THREE.LatheGeometry.prototype = new THREE.Geometry(); +THREE.LatheGeometry.prototype.constructor = THREE.LatheGeometry; +/** + * @author mr.doob / http://mrdoob.com/ + * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Plane.as + */ + +THREE.PlaneGeometry = function ( width, depth, segmentsWidth, segmentsDepth ) { + + THREE.Geometry.call( this ); + + var ix, iz, + width_half = width / 2, + depth_half = depth / 2, + gridX = segmentsWidth || 1, + gridZ = segmentsDepth || 1, + gridX1 = gridX + 1, + gridZ1 = gridZ + 1, + segment_width = width / gridX, + segment_depth = depth / gridZ, + normal = new THREE.Vector3( 0, 1, 0 ); + + for ( iz = 0; iz < gridZ1; iz ++ ) { + + for ( ix = 0; ix < gridX1; ix ++ ) { + + var x = ix * segment_width - width_half; + var z = iz * segment_depth - depth_half; + + this.vertices.push( new THREE.Vector3( x, 0, z ) ); + + } + + } + + for ( iz = 0; iz < gridZ; iz ++ ) { + + for ( ix = 0; ix < gridX; ix ++ ) { + + var a = ix + gridX1 * iz; + var b = ix + gridX1 * ( iz + 1 ); + var c = ( ix + 1 ) + gridX1 * ( iz + 1 ); + var d = ( ix + 1 ) + gridX1 * iz; + + var face = new THREE.Face4( a, b, c, d ); + face.normal.copy( normal ); + face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone(), normal.clone() ); + + this.faces.push( face ); + this.faceVertexUvs[ 0 ].push( [ + new THREE.UV( ix / gridX, iz / gridZ ), + new THREE.UV( ix / gridX, ( iz + 1 ) / gridZ ), + new THREE.UV( ( ix + 1 ) / gridX, ( iz + 1 ) / gridZ ), + new THREE.UV( ( ix + 1 ) / gridX, iz / gridZ ) + ] ); + + } + + } + + this.computeCentroids(); + +}; + +THREE.PlaneGeometry.prototype = new THREE.Geometry(); +THREE.PlaneGeometry.prototype.constructor = THREE.PlaneGeometry; +/** + * @author mr.doob / http://mrdoob.com/ + */ + +THREE.SphereGeometry = function ( radius, segmentsWidth, segmentsHeight, phiStart, phiLength, thetaStart, thetaLength ) { + + THREE.Geometry.call( this ); + + radius = radius || 50; + + phiStart = phiStart !== undefined ? phiStart : 0; + phiLength = phiLength !== undefined ? phiLength : Math.PI * 2; + + thetaStart = thetaStart !== undefined ? thetaStart : 0; + thetaLength = thetaLength !== undefined ? thetaLength : Math.PI; + + var segmentsX = Math.max( 3, Math.floor( segmentsWidth ) || 8 ); + var segmentsY = Math.max( 2, Math.floor( segmentsHeight ) || 6 ); + + var x, y, vertices = [], uvs = []; + + for ( y = 0; y <= segmentsY; y ++ ) { + + var verticesRow = []; + var uvsRow = []; + + for ( x = 0; x <= segmentsX; x ++ ) { + + var u = x / segmentsX; + var v = y / segmentsY; + + var vertex = new THREE.Vector3(); + vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength ); + vertex.y = radius * Math.cos( thetaStart + v * thetaLength ); + vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength ); + + this.vertices.push( vertex ); + + verticesRow.push( this.vertices.length - 1 ); + uvsRow.push( new THREE.UV( u, v ) ); + + } + + vertices.push( verticesRow ); + uvs.push( uvsRow ); + + } + + for ( y = 0; y < segmentsY; y ++ ) { + + for ( x = 0; x < segmentsX; x ++ ) { + + var v1 = vertices[ y ][ x + 1 ]; + var v2 = vertices[ y ][ x ]; + var v3 = vertices[ y + 1 ][ x ]; + var v4 = vertices[ y + 1 ][ x + 1 ]; + + var n1 = this.vertices[ v1 ].clone().normalize(); + var n2 = this.vertices[ v2 ].clone().normalize(); + var n3 = this.vertices[ v3 ].clone().normalize(); + var n4 = this.vertices[ v4 ].clone().normalize(); + + var uv1 = uvs[ y ][ x + 1 ].clone(); + var uv2 = uvs[ y ][ x ].clone(); + var uv3 = uvs[ y + 1 ][ x ].clone(); + var uv4 = uvs[ y + 1 ][ x + 1 ].clone(); + + if ( Math.abs( this.vertices[ v1 ].y ) == radius ) { + + this.faces.push( new THREE.Face3( v1, v3, v4, [ n1, n3, n4 ] ) ); + this.faceVertexUvs[ 0 ].push( [ uv1, uv3, uv4 ] ); + + } else if ( Math.abs( this.vertices[ v3 ].y ) == radius ) { + + this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) ); + this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] ); + + } else { + + this.faces.push( new THREE.Face4( v1, v2, v3, v4, [ n1, n2, n3, n4 ] ) ); + this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3, uv4 ] ); + + } + + } + + } + + this.computeCentroids(); + this.computeFaceNormals(); + + this.boundingSphere = { radius: radius }; + +}; + +THREE.SphereGeometry.prototype = new THREE.Geometry(); +THREE.SphereGeometry.prototype.constructor = THREE.SphereGeometry; +/** + * @author zz85 / http://www.lab4games.net/zz85/blog + * @author alteredq / http://alteredqualia.com/ + * + * For creating 3D text geometry in three.js + * + * Text = 3D Text + * + * parameters = { + * size: , // size of the text + * height: , // thickness to extrude text + * curveSegments: , // number of points on the curves + * + * font: , // font name + * weight: , // font weight (normal, bold) + * style: , // font style (normal, italics) + * + * bevelEnabled: , // turn on bevel + * bevelThickness: , // how deep into text bevel goes + * bevelSize: , // how far from text outline is bevel + * + * bend: // bend according to hardcoded curve (generates bendPath) + * bendPath: // wraps text according to bend Path + * } + * + * 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/ + * + */ +/* Usage Examples + + // TextGeometry wrapper + + var text3d = new TextGeometry( text, options ); + + // Complete manner + + var textPath = new THREE.TextPath( text, options ); + var textShapes = textPath.toShapes(); + var text3d = new ExtrudeGeometry( textShapes, options ); + +*/ + + +THREE.TextGeometry = function ( text, parameters ) { + + var textPath = new THREE.TextPath( text, parameters ); + var textShapes = textPath.toShapes(); + + // 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; + + if ( parameters.bend ) { + + var b = textShapes[ textShapes.length - 1 ].getBoundingBox(); + var max = b.maxX; + + parameters.bendPath = new THREE.QuadraticBezierCurve( new THREE.Vector2( 0, 0 ), + new THREE.Vector2( max / 2, 120 ), + new THREE.Vector2( max, 0 ) ); + + } + + THREE.ExtrudeGeometry.call( this, textShapes, parameters ); + +}; + +THREE.TextGeometry.prototype = new THREE.ExtrudeGeometry(); +THREE.TextGeometry.prototype.constructor = THREE.TextGeometry; + + +THREE.FontUtils = { + + faces : {}, + + // Just for now. face[weight][style] + + face : "helvetiker", + weight: "normal", + style : "normal", + size : 150, + divisions : 10, + + getFace : function() { + + return this.faces[ this.face ][ this.weight ][ this.style ]; + + }, + + loadFace : function( data ) { + + var family = data.familyName.toLowerCase(); + + var ThreeFont = this; + + ThreeFont.faces[ family ] = ThreeFont.faces[ family ] || {}; + + ThreeFont.faces[ family ][ data.cssFontWeight ] = ThreeFont.faces[ family ][ data.cssFontWeight ] || {}; + ThreeFont.faces[ family ][ data.cssFontWeight ][ data.cssFontStyle ] = data; + + var face = ThreeFont.faces[ family ][ data.cssFontWeight ][ data.cssFontStyle ] = data; + + return data; + + }, + + drawText : function( text ) { + + var characterPts = [], allPts = []; + + // RenderText + + var i, p, + face = this.getFace(), + scale = this.size / face.resolution, + offset = 0, + chars = String( text ).split( '' ), + length = chars.length; + + var fontPaths = []; + + for ( i = 0; i < length; i ++ ) { + + var path = new THREE.Path(); + + var ret = this.extractGlyphPoints( chars[ i ], face, scale, offset, path ); + offset += ret.offset; + //characterPts.push( ret.points ); + //allPts = allPts.concat( ret.points ); + 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; + + pts.push( new THREE.Vector2( x, y ) ); + + path.moveTo( x, y ); + break; + + case 'l': + + // Line To + + x = outline[ i++ ] * scaleX + offset; + y = outline[ i++ ] * scaleY; + pts.push( new THREE.Vector2( x, y ) ); + path.lineTo(x,y); + break; + + case 'q': + + // QuadraticCurveTo + + cpx = outline[ i++ ] * scaleX + offset; + cpy = outline[ i++ ] * scaleY; + cpx1 = outline[ i++ ] * scaleX + offset; + cpy1 = outline[ i++ ] * scaleY; + + path.quadraticCurveTo(cpx1, cpy1, cpx, cpy); + + laste = pts[ pts.length - 1 ]; + + if ( laste ) { + + cpx0 = laste.x; + cpy0 = laste.y; + + for ( i2 = 1, divisions = this.divisions; i2 <= divisions; i2 ++ ) { + + var t = i2 / divisions; + var tx = THREE.Shape.Utils.b2( t, cpx0, cpx1, cpx ); + var ty = THREE.Shape.Utils.b2( t, cpy0, cpy1, cpy ); + pts.push( new THREE.Vector2( tx, ty ) ); + + } + + } + + break; + + case 'b': + + // Cubic Bezier Curve + + cpx = outline[ i++ ] * scaleX + offset; + cpy = outline[ i++ ] * scaleY; + cpx1 = outline[ i++ ] * scaleX + offset; + cpy1 = outline[ i++ ] * -scaleY; + cpx2 = outline[ i++ ] * scaleX + offset; + cpy2 = outline[ i++ ] * -scaleY; + + path.bezierCurveTo( cpx, cpy, cpx1, cpy1, cpx2, cpy2 ); + + laste = pts[ pts.length - 1 ]; + + if ( laste ) { + + cpx0 = laste.x; + cpy0 = laste.y; + + for ( i2 = 1, divisions = this.divisions; i2 <= divisions; i2 ++ ) { + + var t = i2 / divisions; + var tx = THREE.Shape.Utils.b3( t, cpx0, cpx1, cpx2, cpx ); + var ty = THREE.Shape.Utils.b3( t, cpy0, cpy1, cpy2, cpy ); + pts.push( new THREE.Vector2( tx, ty ) ); + + } + + } + + break; + + } + + } + } + + + + return { offset: glyph.ha*scale, points:pts, path:path}; + } + +}; + + + +/** + * This code is a quick port of code written in C++ which was submitted to + * flipcode.com by John W. Ratcliff // July 22, 2000 + * See original code and more information here: + * http://www.flipcode.com/archives/Efficient_Polygon_Triangulation.shtml + * + * ported to actionscript by Zevan Rosser + * www.actionsnippet.com + * + * ported to javascript by Joshua Koo + * http://www.lab4games.net/zz85/blog + * + */ + + +( function( namespace ) { + + var EPSILON = 0.0000000001; + + // takes in an contour array and returns + + var process = function( contour, indices ) { + + var n = contour.length; + + if ( n < 3 ) return null; + + var result = [], + verts = [], + vertIndices = []; + + /* we want a counter-clockwise polygon in verts */ + + var u, v, w; + + if ( area( contour ) > 0.0 ) { + + for ( v = 0; v < n; v++ ) verts[ v ] = v; + + } else { + + for ( v = 0; v < n; v++ ) verts[ v ] = ( n - 1 ) - v; + + } + + var nv = n; + + /* remove nv - 2 vertices, creating 1 triangle every time */ + + var count = 2 * nv; /* error detection */ + + for( v = nv - 1; nv > 2; ) { + + /* if we loop, it is probably a non-simple polygon */ + + if ( ( count-- ) <= 0 ) { + + //** Triangulate: ERROR - probable bad polygon! + + //throw ( "Warning, unable to triangulate polygon!" ); + //return null; + // Sometimes warning is fine, especially polygons are triangulated in reverse. + console.log( "Warning, unable to triangulate polygon!" ); + + if ( indices ) return vertIndices; + return result; + + } + + /* three consecutive vertices in current polygon, */ + + u = v; if ( nv <= u ) u = 0; /* previous */ + v = u + 1; if ( nv <= v ) v = 0; /* new v */ + w = v + 1; if ( nv <= w ) w = 0; /* next */ + + if ( snip( contour, u, v, w, nv, verts ) ) { + + var a, b, c, s, t; + + /* true names of the vertices */ + + a = verts[ u ]; + b = verts[ v ]; + c = verts[ w ]; + + /* output Triangle */ + + /* + result.push( contour[ a ] ); + result.push( contour[ b ] ); + result.push( contour[ c ] ); + */ + result.push( [ contour[ a ], + contour[ b ], + contour[ c ] ] ); + + + vertIndices.push( [ verts[ u ], verts[ v ], verts[ w ] ] ); + + /* remove v from the remaining polygon */ + + for( s = v, t = v + 1; t < nv; s++, t++ ) { + + verts[ s ] = verts[ t ]; + + } + + nv--; + + /* reset error detection counter */ + + count = 2 * nv; + + } + + } + + if ( indices ) return vertIndices; + return result; + + }; + + // calculate area of the contour polygon + + var area = function ( contour ) { + + var n = contour.length; + var a = 0.0; + + for( var p = n - 1, q = 0; q < n; p = q++ ) { + + a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y; + + } + + return a * 0.5; + + }; + + // see if p is inside triangle abc + + var insideTriangle = function( ax, ay, + bx, by, + cx, cy, + px, py ) { + + var aX, aY, bX, bY; + var cX, cY, apx, apy; + var bpx, bpy, cpx, cpy; + var cCROSSap, bCROSScp, aCROSSbp; + + aX = cx - bx; aY = cy - by; + bX = ax - cx; bY = ay - cy; + cX = bx - ax; cY = by - ay; + apx= px -ax; apy= py - ay; + bpx= px - bx; bpy= py - by; + cpx= px - cx; cpy= py - cy; + + aCROSSbp = aX*bpy - aY*bpx; + cCROSSap = cX*apy - cY*apx; + bCROSScp = bX*cpy - bY*cpx; + + return ( (aCROSSbp >= 0.0) && (bCROSScp >= 0.0) && (cCROSSap >= 0.0) ); + + }; + + + var snip = function ( contour, u, v, w, n, verts ) { + + var p; + var ax, ay, bx, by; + var cx, cy, px, py; + + ax = contour[ verts[ u ] ].x; + ay = contour[ verts[ u ] ].y; + + bx = contour[ verts[ v ] ].x; + by = contour[ verts[ v ] ].y; + + cx = contour[ verts[ w ] ].x; + cy = contour[ verts[ w ] ].y; + + if ( EPSILON > (((bx-ax)*(cy-ay)) - ((by-ay)*(cx-ax))) ) return false; + + for ( p = 0; p < n; p++ ) { + + if( (p == u) || (p == v) || (p == w) ) continue; + + px = contour[ verts[ p ] ].x + py = contour[ verts[ p ] ].y + + if ( insideTriangle( ax, ay, bx, by, cx, cy, px, py ) ) return false; + + } + + return true; + + }; + + + namespace.Triangulate = process; + namespace.Triangulate.area = area; + + return namespace; + +})(THREE.FontUtils); + +// To use the typeface.js face files, hook up the API +self._typeface_js = { faces: THREE.FontUtils.faces, loadFace: THREE.FontUtils.loadFace }; +/** + * @author oosmoxiecode + * @author mr.doob / 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, segmentsR, segmentsT, arc ) { + + THREE.Geometry.call( this ); + + var scope = this; + + this.radius = radius || 100; + this.tube = tube || 40; + this.segmentsR = segmentsR || 8; + this.segmentsT = segmentsT || 6; + this.arc = arc || Math.PI * 2; + + var center = new THREE.Vector3(), uvs = [], normals = []; + + for ( var j = 0; j <= this.segmentsR; j ++ ) { + + for ( var i = 0; i <= this.segmentsT; i ++ ) { + + var u = i / this.segmentsT * this.arc; + var v = j / this.segmentsR * Math.PI * 2; + + center.x = this.radius * Math.cos( u ); + center.y = this.radius * Math.sin( u ); + + var vertex = new THREE.Vector3(); + vertex.x = ( this.radius + this.tube * Math.cos( v ) ) * Math.cos( u ); + vertex.y = ( this.radius + this.tube * Math.cos( v ) ) * Math.sin( u ); + vertex.z = this.tube * Math.sin( v ); + + this.vertices.push( vertex ); + + uvs.push( new THREE.UV( i / this.segmentsT, 1 - j / this.segmentsR ) ); + normals.push( vertex.clone().subSelf( center ).normalize() ); + + } + } + + + for ( var j = 1; j <= this.segmentsR; j ++ ) { + + for ( var i = 1; i <= this.segmentsT; i ++ ) { + + var a = ( this.segmentsT + 1 ) * j + i - 1; + var b = ( this.segmentsT + 1 ) * ( j - 1 ) + i - 1; + var c = ( this.segmentsT + 1 ) * ( j - 1 ) + i; + var d = ( this.segmentsT + 1 ) * j + i; + + var face = new THREE.Face4( a, b, c, d, [ normals[ a ], normals[ b ], normals[ c ], normals[ d ] ] ); + face.normal.addSelf( normals[ a ] ); + face.normal.addSelf( normals[ b ] ); + face.normal.addSelf( normals[ c ] ); + face.normal.addSelf( normals[ d ] ); + face.normal.normalize(); + + this.faces.push( face ); + + this.faceVertexUvs[ 0 ].push( [ uvs[ a ].clone(), uvs[ b ].clone(), uvs[ c ].clone(), uvs[ d ].clone() ] ); + } + + } + + this.computeCentroids(); + +}; + +THREE.TorusGeometry.prototype = new THREE.Geometry(); +THREE.TorusGeometry.prototype.constructor = THREE.TorusGeometry; +/** + * @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, segmentsR, segmentsT, p, q, heightScale ) { + + THREE.Geometry.call( this ); + + var scope = this; + + this.radius = radius || 200; + this.tube = tube || 40; + this.segmentsR = segmentsR || 64; + this.segmentsT = segmentsT || 8; + this.p = p || 2; + this.q = q || 3; + this.heightScale = heightScale || 1; + this.grid = new Array(this.segmentsR); + + var tang = new THREE.Vector3(); + var n = new THREE.Vector3(); + var bitan = new THREE.Vector3(); + + for ( var i = 0; i < this.segmentsR; ++ i ) { + + this.grid[ i ] = new Array( this.segmentsT ); + + for ( var j = 0; j < this.segmentsT; ++ j ) { + + var u = i / this.segmentsR * 2 * this.p * Math.PI; + var v = j / this.segmentsT * 2 * Math.PI; + var p1 = getPos( u, v, this.q, this.p, this.radius, this.heightScale ); + var p2 = getPos( u + 0.01, v, this.q, this.p, this.radius, this.heightScale ); + var cx, cy; + + tang.sub( p2, p1 ); + n.add( p2, p1 ); + + bitan.cross( tang, n ); + n.cross( bitan, tang ); + bitan.normalize(); + n.normalize(); + + cx = - this.tube * Math.cos( v ); // TODO: Hack: Negating it so it faces outside. + cy = this.tube * Math.sin( v ); + + p1.x += cx * n.x + cy * bitan.x; + p1.y += cx * n.y + cy * bitan.y; + p1.z += cx * n.z + cy * bitan.z; + + this.grid[ i ][ j ] = vert( p1.x, p1.y, p1.z ); + + } + + } + + for ( var i = 0; i < this.segmentsR; ++ i ) { + + for ( var j = 0; j < this.segmentsT; ++ j ) { + + var ip = ( i + 1 ) % this.segmentsR; + var jp = ( j + 1 ) % this.segmentsT; + + var a = this.grid[ i ][ j ]; + var b = this.grid[ ip ][ j ]; + var c = this.grid[ ip ][ jp ]; + var d = this.grid[ i ][ jp ]; + + var uva = new THREE.UV( i / this.segmentsR, j / this.segmentsT ); + var uvb = new THREE.UV( ( i + 1 ) / this.segmentsR, j / this.segmentsT ); + var uvc = new THREE.UV( ( i + 1 ) / this.segmentsR, ( j + 1 ) / this.segmentsT ); + var uvd = new THREE.UV( i / this.segmentsR, ( j + 1 ) / this.segmentsT ); + + this.faces.push( new THREE.Face4( a, b, c, d ) ); + this.faceVertexUvs[ 0 ].push( [ uva,uvb,uvc, uvd ] ); + + } + } + + this.computeCentroids(); + this.computeFaceNormals(); + this.computeVertexNormals(); + + function vert( x, y, z ) { + + return scope.vertices.push( new THREE.Vector3( x, y, z ) ) - 1; + + } + + function getPos( u, v, in_q, in_p, radius, heightScale ) { + + var cu = Math.cos( u ); + var cv = Math.cos( v ); + var su = Math.sin( u ); + var quOverP = in_q / in_p * u; + var cs = Math.cos( quOverP ); + + var tx = radius * ( 2 + cs ) * 0.5 * cu; + var ty = radius * ( 2 + cs ) * su * 0.5; + var tz = heightScale * radius * Math.sin( quOverP ) * 0.5; + + return new THREE.Vector3( tx, ty, tz ); + + } + +}; + +THREE.TorusKnotGeometry.prototype = new THREE.Geometry(); +THREE.TorusKnotGeometry.prototype.constructor = THREE.TorusKnotGeometry; +/** + * @author WestLangley / https://github.com/WestLangley + * @author zz85 / https://github.com/zz85 + * @author miningold / https://github.com/miningold + * + * Modified from the TorusKnotGeometry by @oosmoxiecode + * + * Creates a tube which extrudes along a 3d spline + * + * Uses parallel transport frames as described in + * http://www.cs.indiana.edu/pub/techreports/TR425.pdf + */ + +THREE.TubeGeometry = function( path, segments, radius, segmentsRadius, closed, debug ) { + + THREE.Geometry.call( this ); + + this.path = path; + this.segments = segments || 64; + this.radius = radius || 1; + this.segmentsRadius = segmentsRadius || 8; + this.closed = closed || false; + if ( debug ) this.debug = new THREE.Object3D(); + + this.grid = []; + + var scope = this, + + tangent, + normal, + binormal, + + numpoints = this.segments + 1, + + x, y, z, + tx, ty, tz, + u, v, + + cx, cy, + pos, pos2 = new THREE.Vector3(), + i, j, + ip, jp, + a, b, c, d, + uva, uvb, uvc, uvd; + + var frames = new THREE.TubeGeometry.FrenetFrames(path, segments, closed), + tangents = frames.tangents, + normals = frames.normals, + binormals = frames.binormals; + + // proxy internals + this.tangents = tangents; + this.normals = normals; + this.binormals = binormals; + + + function vert( x, y, z ) { + + return scope.vertices.push( new THREE.Vector3( x, y, z ) ) - 1; + + } + + + + + // consruct the grid + + for ( i = 0; i < numpoints; i++ ) { + + this.grid[ i ] = []; + + u = i / ( numpoints - 1 ); + + pos = path.getPointAt( u ); + + tangent = tangents[ i ]; + normal = normals[ i ]; + binormal = binormals[ i ]; + + if ( this.debug ) { + + this.debug.add(new THREE.ArrowHelper(tangent, pos, radius, 0x0000ff)); + this.debug.add(new THREE.ArrowHelper(normal, pos, radius, 0xff0000)); + this.debug.add(new THREE.ArrowHelper(binormal, pos, radius, 0x00ff00)); + + } + + for ( j = 0; j < this.segmentsRadius; j++ ) { + + v = j / this.segmentsRadius * 2 * Math.PI; + + cx = -this.radius * Math.cos( v ); // TODO: Hack: Negating it so it faces outside. + cy = this.radius * Math.sin( v ); + + pos2.copy( pos ); + pos2.x += cx * normal.x + cy * binormal.x; + pos2.y += cx * normal.y + cy * binormal.y; + pos2.z += cx * normal.z + cy * binormal.z; + + this.grid[ i ][ j ] = vert( pos2.x, pos2.y, pos2.z ); + + } + } + + + // construct the mesh + + for ( i = 0; i < this.segments; i++ ) { + + for ( j = 0; j < this.segmentsRadius; j++ ) { + + ip = ( closed ) ? (i + 1) % this.segments : i + 1; + jp = (j + 1) % this.segmentsRadius; + + a = this.grid[ i ][ j ]; // *** NOT NECESSARILY PLANAR ! *** + b = this.grid[ ip ][ j ]; + c = this.grid[ ip ][ jp ]; + d = this.grid[ i ][ jp ]; + + uva = new THREE.UV( i / this.segments, j / this.segmentsRadius ); + uvb = new THREE.UV( ( i + 1 ) / this.segments, j / this.segmentsRadius ); + uvc = new THREE.UV( ( i + 1 ) / this.segments, ( j + 1 ) / this.segmentsRadius ); + uvd = new THREE.UV( i / this.segments, ( j + 1 ) / this.segmentsRadius ); + + this.faces.push( new THREE.Face4( a, b, c, d ) ); + this.faceVertexUvs[ 0 ].push( [ uva, uvb, uvc, uvd ] ); + + } + } + + this.computeCentroids(); + this.computeFaceNormals(); + this.computeVertexNormals(); + +}; + +THREE.TubeGeometry.prototype = new THREE.Geometry(); +THREE.TubeGeometry.prototype.constructor = THREE.TubeGeometry; + + +// For computing of Frenet frames, exposing the tangents, normals and binormals the spline +THREE.TubeGeometry.FrenetFrames = function(path, segments, closed) { + + var + tangent = new THREE.Vector3(), + normal = new THREE.Vector3(), + binormal = new THREE.Vector3(), + + tangents = [], + normals = [], + binormals = [], + + vec = new THREE.Vector3(), + mat = new THREE.Matrix4(), + + numpoints = segments + 1, + theta, + epsilon = 0.0001, + smallest, + + tx, ty, tz, + i, u, v; + + + // expose internals + this.tangents = tangents; + this.normals = normals; + this.binormals = binormals; + + // compute the tangent vectors for each segment on the path + + for ( i = 0; i < numpoints; i++ ) { + + u = i / ( numpoints - 1 ); + + tangents[ i ] = path.getTangentAt( u ); + tangents[ i ].normalize(); + + } + + initialNormal3(); + + function initialNormal1(lastBinormal) { + // fixed start binormal. Has dangers of 0 vectors + normals[ 0 ] = new THREE.Vector3(); + binormals[ 0 ] = new THREE.Vector3(); + if (lastBinormal===undefined) lastBinormal = new THREE.Vector3( 0, 0, 1 ); + normals[ 0 ].cross( lastBinormal, tangents[ 0 ] ).normalize(); + binormals[ 0 ].cross( tangents[ 0 ], normals[ 0 ] ).normalize(); + } + + function initialNormal2() { + + // This uses the Frenet-Serret formula for deriving binormal + var t2 = path.getTangentAt( epsilon ); + + normals[ 0 ] = new THREE.Vector3().sub( t2, tangents[ 0 ] ).normalize(); + binormals[ 0 ] = new THREE.Vector3().cross( tangents[ 0 ], normals[ 0 ] ); + + normals[ 0 ].cross( binormals[ 0 ], tangents[ 0 ] ).normalize(); // last binormal x tangent + binormals[ 0 ].cross( tangents[ 0 ], normals[ 0 ] ).normalize(); + + } + + function initialNormal3() { + // select an initial normal vector perpenicular to the first tangent vector, + // and in the direction of the smallest tangent xyz component + + normals[ 0 ] = new THREE.Vector3(); + binormals[ 0 ] = new THREE.Vector3(); + smallest = Number.MAX_VALUE; + tx = Math.abs( tangents[ 0 ].x ); + ty = Math.abs( tangents[ 0 ].y ); + tz = Math.abs( tangents[ 0 ].z ); + + if ( tx <= smallest ) { + smallest = tx; + normal.set( 1, 0, 0 ); + } + + if ( ty <= smallest ) { + smallest = ty; + normal.set( 0, 1, 0 ); + } + + if ( tz <= smallest ) { + normal.set( 0, 0, 1 ); + } + + vec.cross( tangents[ 0 ], normal ).normalize(); + + normals[ 0 ].cross( tangents[ 0 ], vec ); + binormals[ 0 ].cross( tangents[ 0 ], normals[ 0 ] ); + } + + + // compute the slowly-varying normal and binormal vectors for each segment on the path + + for ( i = 1; i < numpoints; i++ ) { + + normals[ i ] = normals[ i-1 ].clone(); + + binormals[ i ] = binormals[ i-1 ].clone(); + + vec.cross( tangents[ i-1 ], tangents[ i ] ); + + if ( vec.length() > epsilon ) { + + vec.normalize(); + + theta = Math.acos( tangents[ i-1 ].dot( tangents[ i ] ) ); + + mat.makeRotationAxis( vec, theta ).multiplyVector3( normals[ i ] ); + + } + + binormals[ i ].cross( tangents[ i ], normals[ i ] ); + + } + + + // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same + + if ( closed ) { + + theta = Math.acos( normals[ 0 ].dot( normals[ numpoints-1 ] ) ); + theta /= ( numpoints - 1 ); + + if ( tangents[ 0 ].dot( vec.cross( normals[ 0 ], normals[ numpoints-1 ] ) ) > 0 ) { + + theta = -theta; + + } + + for ( i = 1; i < numpoints; i++ ) { + + // twist a little... + mat.makeRotationAxis( tangents[ i ], theta * i ).multiplyVector3( normals[ i ] ); + binormals[ i ].cross( tangents[ i ], normals[ i ] ); + + } + + } +}; +/** + * @author clockworkgeek / https://github.com/clockworkgeek + * @author timothypratley / https://github.com/timothypratley + */ + +THREE.PolyhedronGeometry = function ( vertices, faces, radius, detail ) { + + THREE.Geometry.call( this ); + + radius = radius || 1; + detail = detail || 0; + + var that = this; + + for ( var i = 0, l = vertices.length; i < l; i ++ ) { + + prepare( new THREE.Vector3( vertices[ i ][ 0 ], vertices[ i ][ 1 ], vertices[ i ][ 2 ] ) ); + + } + + var midpoints = [], p = this.vertices; + + for ( var i = 0, l = faces.length; i < l; i ++ ) { + + make( p[ faces[ i ][ 0 ] ], p[ faces[ i ][ 1 ] ], p[ faces[ i ][ 2 ] ], detail ); + + } + + this.mergeVertices(); + + // Apply radius + + for ( var i = 0, l = this.vertices.length; i < l; i ++ ) { + + this.vertices[ i ].multiplyScalar( radius ); + + } + + /** + * Project vector onto sphere's surface + */ + function prepare( vector ) { + + var vertex = vector.normalize().clone(); + vertex.index = that.vertices.push( vertex ) - 1; + + // Texture coords are equivalent to map coords, calculate angle and convert to fraction of a circle. + var u = azimuth( vector ) / 2 / Math.PI + 0.5; + var v = inclination( vector ) / Math.PI + 0.5; + vertex.uv = new THREE.UV( u, v ); + + return vertex; + + } + + /** + * Approximate a curved face with recursively sub-divided triangles. + */ + function make( v1, v2, v3, detail ) { + + if ( detail < 1 ) { + + var face = new THREE.Face3( v1.index, v2.index, v3.index, [ v1.clone(), v2.clone(), v3.clone() ] ); + face.centroid.addSelf( v1 ).addSelf( v2 ).addSelf( v3 ).divideScalar( 3 ); + face.normal = face.centroid.clone().normalize(); + that.faces.push( face ); + + var azi = azimuth( face.centroid ); + that.faceVertexUvs[ 0 ].push( [ + correctUV( v1.uv, v1, azi ), + correctUV( v2.uv, v2, azi ), + correctUV( v3.uv, v3, azi ) + ] ); + + } + else { + + detail -= 1; + // split triangle into 4 smaller triangles + make( v1, midpoint( v1, v2 ), midpoint( v1, v3 ), detail ); // top quadrant + make( midpoint( v1, v2 ), v2, midpoint( v2, v3 ), detail ); // left quadrant + make( midpoint( v1, v3 ), midpoint( v2, v3 ), v3, detail ); // right quadrant + make( midpoint( v1, v2 ), midpoint( v2, v3 ), midpoint( v1, v3 ), detail ); // center quadrant + + } + + } + + function midpoint( v1, v2 ) { + + if ( !midpoints[ v1.index ] ) midpoints[ v1.index ] = []; + if ( !midpoints[ v2.index ] ) midpoints[ v2.index ] = []; + var mid = midpoints[ v1.index ][ v2.index ]; + if ( mid === undefined ) { + // generate mean point and project to surface with prepare() + midpoints[ v1.index ][ v2.index ] = midpoints[ v2.index ][ v1.index ] = mid = prepare( + new THREE.Vector3().add( v1, v2 ).divideScalar( 2 ) + ); + } + return mid; + + } + + /** + * Angle around the Y axis, counter-clockwise when looking from above. + */ + function azimuth( vector ) { + + return Math.atan2( vector.z, -vector.x ); + + } + + /** + * Angle above the XZ plane. + */ + function inclination( vector ) { + + return Math.atan2( -vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) ); + + } + + /** + * Texture fixing helper. Spheres have some odd behaviours. + */ + function correctUV( uv, vector, azimuth ) { + + if ( (azimuth < 0) && (uv.u === 1) ) uv = new THREE.UV( uv.u - 1, uv.v ); + if ( (vector.x === 0) && (vector.z === 0) ) uv = new THREE.UV( azimuth / 2 / Math.PI + 0.5, uv.v ); + return uv; + + } + + this.computeCentroids(); + + this.boundingSphere = { radius: radius }; + +}; + +THREE.PolyhedronGeometry.prototype = new THREE.Geometry(); +THREE.PolyhedronGeometry.prototype.constructor = THREE.PolyhedronGeometry; +/** + * @author timothypratley / https://github.com/timothypratley + */ + +THREE.IcosahedronGeometry = function ( radius, detail ) { + + var t = ( 1 + Math.sqrt( 5 ) ) / 2; + + var vertices = [ + [ -1, t, 0 ], [ 1, t, 0 ], [ -1, -t, 0 ], [ 1, -t, 0 ], + [ 0, -1, t ], [ 0, 1, t ], [ 0, -1, -t ], [ 0, 1, -t ], + [ t, 0, -1 ], [ t, 0, 1 ], [ -t, 0, -1 ], [ -t, 0, 1 ] + ]; + + var faces = [ + [ 0, 11, 5 ], [ 0, 5, 1 ], [ 0, 1, 7 ], [ 0, 7, 10 ], [ 0, 10, 11 ], + [ 1, 5, 9 ], [ 5, 11, 4 ], [ 11, 10, 2 ], [ 10, 7, 6 ], [ 7, 1, 8 ], + [ 3, 9, 4 ], [ 3, 4, 2 ], [ 3, 2, 6 ], [ 3, 6, 8 ], [ 3, 8, 9 ], + [ 4, 9, 5 ], [ 2, 4, 11 ], [ 6, 2, 10 ], [ 8, 6, 7 ], [ 9, 8, 1 ] + ]; + + THREE.PolyhedronGeometry.call( this, vertices, faces, radius, detail ); + +}; +THREE.IcosahedronGeometry.prototype = new THREE.Geometry(); +THREE.IcosahedronGeometry.prototype.constructor = THREE.IcosahedronGeometry; +/** + * @author timothypratley / https://github.com/timothypratley + */ + +THREE.OctahedronGeometry = function ( radius, detail ) { + + var vertices = [ + [ 1, 0, 0 ], [ -1, 0, 0 ], [ 0, 1, 0 ], [ 0, -1, 0 ], [ 0, 0, 1 ], [ 0, 0, -1 ] + ]; + + var faces = [ + [ 0, 2, 4 ], [ 0, 4, 3 ], [ 0, 3, 5 ], [ 0, 5, 2 ], [ 1, 2, 5 ], [ 1, 5, 3 ], [ 1, 3, 4 ], [ 1, 4, 2 ] + ]; + + THREE.PolyhedronGeometry.call( this, vertices, faces, radius, detail ); +}; +THREE.OctahedronGeometry.prototype = new THREE.Geometry(); +THREE.OctahedronGeometry.prototype.constructor = THREE.OctahedronGeometry; +/** + * @author timothypratley / https://github.com/timothypratley + */ + +THREE.TetrahedronGeometry = function ( radius, detail ) { + + var vertices = [ + [ 1, 1, 1 ], [ -1, -1, 1 ], [ -1, 1, -1 ], [ 1, -1, -1 ] + ]; + + var faces = [ + [ 2, 1, 0 ], [ 0, 3, 2 ], [ 1, 3, 0 ], [ 2, 3, 1 ] + ]; + + THREE.PolyhedronGeometry.call( this, vertices, faces, radius, detail ); + +}; +THREE.TetrahedronGeometry.prototype = new THREE.Geometry(); +THREE.TetrahedronGeometry.prototype.constructor = THREE.TetrahedronGeometry; +/** + * @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, uSements, ySegements, useTris ); + * + */ + +THREE.ParametricGeometry = function ( func, slices, stacks, useTris ) { + + THREE.Geometry.call( this ); + + var verts = this.vertices; + var faces = this.faces; + var uvs = this.faceVertexUvs[ 0 ]; + + useTris = (useTris === undefined) ? false : useTris; + + var i, il, j, p; + var u, v; + + var stackCount = stacks + 1; + var sliceCount = slices + 1; + + for ( i = 0; i <= stacks; i ++ ) { + + v = i / stacks; + + for ( j = 0; j <= slices; j ++ ) { + + u = j / slices; + + p = func( u, v ); + verts.push( p ); + + } + } + + var a, b, c, d; + var uva, uvb, uvc, uvd; + + for ( i = 0; i < stacks; i ++ ) { + for ( j = 0; j < slices; j ++ ) { + + a = i * sliceCount + j; + b = i * sliceCount + j + 1; + c = (i + 1) * sliceCount + j; + d = (i + 1) * sliceCount + j + 1; + + uva = new THREE.UV( i / slices, j / stacks ); + uvb = new THREE.UV( i / slices, ( j + 1 ) / stacks ); + uvc = new THREE.UV( ( i + 1 ) / slices, j / stacks ); + uvd = new THREE.UV( ( i + 1 ) / slices, ( j + 1 ) / stacks ); + + if ( useTris ) { + + faces.push( new THREE.Face3( a, b, c ) ); + faces.push( new THREE.Face3( b, d, c ) ); + + uvs.push( [ uva, uvb, uvc ] ); + uvs.push( [ uvb, uvd, uvc ] ); + + } else { + + faces.push( new THREE.Face4( a, b, d, c ) ); + uvs.push( [ uva, uvb, uvc, uvd ] ); + + } + + } + + } + + // console.log(this); + + // magic bullet + // var diff = this.mergeVertices(); + // console.log('removed ', diff, ' vertices by merging'); + + this.computeCentroids(); + this.computeFaceNormals(); + this.computeVertexNormals(); + +}; + +THREE.ParametricGeometry.prototype = new THREE.Geometry(); +THREE.ParametricGeometry.prototype.constructor = THREE.ParametricGeometry; +/** + * @author sroucheray / http://sroucheray.org/ + * @author mr.doob / http://mrdoob.com/ + */ + +THREE.AxisHelper = function () { + + THREE.Object3D.call( this ); + + var lineGeometry = new THREE.Geometry(); + lineGeometry.vertices.push( new THREE.Vector3() ); + lineGeometry.vertices.push( new THREE.Vector3( 0, 100, 0 ) ); + + var coneGeometry = new THREE.CylinderGeometry( 0, 5, 25, 5, 1 ); + + var line, cone; + + // x + + line = new THREE.Line( lineGeometry, new THREE.LineBasicMaterial( { color : 0xff0000 } ) ); + line.rotation.z = - Math.PI / 2; + this.add( line ); + + cone = new THREE.Mesh( coneGeometry, new THREE.MeshBasicMaterial( { color : 0xff0000 } ) ); + cone.position.x = 100; + cone.rotation.z = - Math.PI / 2; + this.add( cone ); + + // y + + line = new THREE.Line( lineGeometry, new THREE.LineBasicMaterial( { color : 0x00ff00 } ) ); + this.add( line ); + + cone = new THREE.Mesh( coneGeometry, new THREE.MeshBasicMaterial( { color : 0x00ff00 } ) ); + cone.position.y = 100; + this.add( cone ); + + // z + + line = new THREE.Line( lineGeometry, new THREE.LineBasicMaterial( { color : 0x0000ff } ) ); + line.rotation.x = Math.PI / 2; + this.add( line ); + + cone = new THREE.Mesh( coneGeometry, new THREE.MeshBasicMaterial( { color : 0x0000ff } ) ); + cone.position.z = 100; + cone.rotation.x = Math.PI / 2; + this.add( cone ); + +}; + +THREE.AxisHelper.prototype = new THREE.Object3D(); +THREE.AxisHelper.prototype.constructor = THREE.AxisHelper; +/** + * @author WestLangley / https://github.com/WestLangley + * @author zz85 / https://github.com/zz85 + * + * Creates an arrow for visualizing directions + * + * Parameters: + * dir - Vector3 + * origin - Vector3 + * length - Number + * hex - color in hex value + */ + +THREE.ArrowHelper = function ( dir, origin, length, hex ) { + + THREE.Object3D.call( this ); + + if ( hex === undefined ) hex = 0xffff00; + if ( length === undefined ) length = 20; + + var lineGeometry = new THREE.Geometry(); + lineGeometry.vertices.push( new THREE.Vector3( 0, 0, 0 ) ); + lineGeometry.vertices.push( new THREE.Vector3( 0, 1, 0 ) ); + + this.line = new THREE.Line( lineGeometry, new THREE.LineBasicMaterial( { color: hex } ) ); + this.add( this.line ); + + var coneGeometry = new THREE.CylinderGeometry( 0, 0.05, 0.25, 5, 1 ); + + this.cone = new THREE.Mesh( coneGeometry, new THREE.MeshBasicMaterial( { color: hex } ) ); + this.cone.position.set( 0, 1, 0 ); + this.add( this.cone ); + + if ( origin instanceof THREE.Vector3 ) this.position = origin; + + this.setDirection( dir ); + this.setLength( length ); + +}; + +THREE.ArrowHelper.prototype = new THREE.Object3D(); +THREE.ArrowHelper.prototype.constructor = THREE.ArrowHelper; + +THREE.ArrowHelper.prototype.setDirection = function ( dir ) { + + var axis = new THREE.Vector3( 0, 1, 0 ).crossSelf( dir ); + + var radians = Math.acos( new THREE.Vector3( 0, 1, 0 ).dot( dir.clone().normalize() ) ); + + this.matrix = new THREE.Matrix4().makeRotationAxis( axis.normalize(), radians ); + + this.rotation.getRotationFromMatrix( this.matrix, this.scale ); + +}; + +THREE.ArrowHelper.prototype.setLength = function ( length ) { + + this.scale.set( length, length, length ); + +}; + +THREE.ArrowHelper.prototype.setColor = function ( hex ) { + + this.line.material.color.setHex( hex ); + this.cone.material.color.setHex( hex ); + +}; +/** + * @author alteredq / http://alteredqualia.com/ + * + * - shows frustum, line of sight and up of the camera + * - suitable for fast updates + * - based on frustum visualization in lightgl.js shadowmap example + * http://evanw.github.com/lightgl.js/tests/shadowmap.html + */ + +THREE.CameraHelper = function ( camera ) { + + THREE.Object3D.call( this ); + + var _this = this; + + this.lineGeometry = new THREE.Geometry(); + this.lineMaterial = new THREE.LineBasicMaterial( { color: 0xffffff, vertexColors: THREE.FaceColors } ); + + this.pointMap = {}; + + // colors + + var hexFrustum = 0xffaa00, + hexCone = 0xff0000, + hexUp = 0x00aaff, + hexTarget = 0xffffff, + hexCross = 0x333333; + + // near + + addLine( "n1", "n2", hexFrustum ); + addLine( "n2", "n4", hexFrustum ); + addLine( "n4", "n3", hexFrustum ); + addLine( "n3", "n1", hexFrustum ); + + // far + + addLine( "f1", "f2", hexFrustum ); + addLine( "f2", "f4", hexFrustum ); + addLine( "f4", "f3", hexFrustum ); + addLine( "f3", "f1", hexFrustum ); + + // sides + + addLine( "n1", "f1", hexFrustum ); + addLine( "n2", "f2", hexFrustum ); + addLine( "n3", "f3", hexFrustum ); + addLine( "n4", "f4", hexFrustum ); + + // cone + + addLine( "p", "n1", hexCone ); + addLine( "p", "n2", hexCone ); + addLine( "p", "n3", hexCone ); + addLine( "p", "n4", hexCone ); + + // up + + addLine( "u1", "u2", hexUp ); + addLine( "u2", "u3", hexUp ); + addLine( "u3", "u1", hexUp ); + + // target + + addLine( "c", "t", hexTarget ); + addLine( "p", "c", hexCross ); + + // cross + + addLine( "cn1", "cn2", hexCross ); + addLine( "cn3", "cn4", hexCross ); + + addLine( "cf1", "cf2", hexCross ); + addLine( "cf3", "cf4", hexCross ); + + this.camera = camera; + + function addLine( a, b, hex ) { + + addPoint( a, hex ); + addPoint( b, hex ); + + } + + function addPoint( id, hex ) { + + _this.lineGeometry.vertices.push( new THREE.Vector3() ); + _this.lineGeometry.colors.push( new THREE.Color( hex ) ); + + if ( _this.pointMap[ id ] === undefined ) _this.pointMap[ id ] = []; + _this.pointMap[ id ].push( _this.lineGeometry.vertices.length - 1 ); + + } + + this.update( camera ); + + this.lines = new THREE.Line( this.lineGeometry, this.lineMaterial, THREE.LinePieces ); + this.add( this.lines ); + +}; + +THREE.CameraHelper.prototype = new THREE.Object3D(); +THREE.CameraHelper.prototype.constructor = THREE.CameraHelper; + +THREE.CameraHelper.prototype.update = function () { + + var camera = this.camera; + + var w = 1; + var h = 1; + + var _this = this; + + // we need just camera projection matrix + // world matrix must be identity + + THREE.CameraHelper.__c.projectionMatrix.copy( camera.projectionMatrix ); + + // center / target + + setPoint( "c", 0, 0, -1 ); + setPoint( "t", 0, 0, 1 ); + + // near + + setPoint( "n1", -w, -h, -1 ); + setPoint( "n2", w, -h, -1 ); + setPoint( "n3", -w, h, -1 ); + setPoint( "n4", w, h, -1 ); + + // far + + setPoint( "f1", -w, -h, 1 ); + setPoint( "f2", w, -h, 1 ); + setPoint( "f3", -w, h, 1 ); + setPoint( "f4", w, h, 1 ); + + // up + + setPoint( "u1", w * 0.7, h * 1.1, -1 ); + setPoint( "u2", -w * 0.7, h * 1.1, -1 ); + setPoint( "u3", 0, h * 2, -1 ); + + // cross + + setPoint( "cf1", -w, 0, 1 ); + setPoint( "cf2", w, 0, 1 ); + setPoint( "cf3", 0, -h, 1 ); + setPoint( "cf4", 0, h, 1 ); + + setPoint( "cn1", -w, 0, -1 ); + setPoint( "cn2", w, 0, -1 ); + setPoint( "cn3", 0, -h, -1 ); + setPoint( "cn4", 0, h, -1 ); + + function setPoint( point, x, y, z ) { + + THREE.CameraHelper.__v.set( x, y, z ); + THREE.CameraHelper.__projector.unprojectVector( THREE.CameraHelper.__v, THREE.CameraHelper.__c ); + + var points = _this.pointMap[ point ]; + + if ( points !== undefined ) { + + for ( var i = 0, il = points.length; i < il; i ++ ) { + + var j = points[ i ]; + _this.lineGeometry.vertices[ j ].copy( THREE.CameraHelper.__v ); + + } + + } + + } + + this.lineGeometry.verticesNeedUpdate = true; + +}; + +THREE.CameraHelper.__projector = new THREE.Projector(); +THREE.CameraHelper.__v = new THREE.Vector3(); +THREE.CameraHelper.__c = new THREE.Camera(); + +/* + * @author zz85 / http://twitter.com/blurspline / http://www.lab4games.net/zz85/blog + * + * Subdivision Geometry Modifier + * using Catmull-Clark Subdivision Surfaces + * for creating smooth geometry meshes + * + * Note: a modifier modifies vertices and faces of geometry, + * so use THREE.GeometryUtils.clone() if orignal geoemtry needs to be retained + * + * Readings: + * http://en.wikipedia.org/wiki/Catmull%E2%80%93Clark_subdivision_surface + * http://www.rorydriscoll.com/2008/08/01/catmull-clark-subdivision-the-basics/ + * http://xrt.wikidot.com/blog:31 + * "Subdivision Surfaces in Character Animation" + * + * Supports: + * Closed and Open geometries. + * + * TODO: + * crease vertex and "semi-sharp" features + * selective subdivision + */ + +THREE.SubdivisionModifier = function( subdivisions ) { + + this.subdivisions = (subdivisions === undefined ) ? 1 : subdivisions; + + // Settings + this.useOldVertexColors = false; + this.supportUVs = true; + this.debug = false; + +}; + +//THREE.SubdivisionModifier.prototype = new THREE.Modifier(); + +THREE.SubdivisionModifier.prototype.constructor = THREE.SubdivisionModifier; + +// Applies the "modify" pattern +THREE.SubdivisionModifier.prototype.modify = function ( geometry ) { + + var repeats = this.subdivisions; + + while ( repeats-- > 0 ) { + this.smooth( geometry ); + } + +}; + +// Performs an iteration of Catmull-Clark Subdivision +THREE.SubdivisionModifier.prototype.smooth = function ( oldGeometry ) { + + //debug( 'running smooth' ); + + // New set of vertices, faces and uvs + var newVertices = [], newFaces = [], newUVs = []; + + function v( x, y, z ) { + newVertices.push( new THREE.Vector3( x, y, z ) ); + } + + var scope = this; + + function debug() { + if (scope.debug) console.log.apply(console, arguments); + } + + function warn() { + if (console) + console.log.apply(console, arguments); + } + + function f4( a, b, c, d, oldFace, orders, facei ) { + + // TODO move vertex selection over here! + + var newFace = new THREE.Face4( a, b, c, d, null, oldFace.color, oldFace.material ); + + if (scope.useOldVertexColors) { + + newFace.vertexColors = []; + + var color, tmpColor, order; + for (var i=0;i<4;i++) { + order = orders[i]; + + color = new THREE.Color(), + color.setRGB(0,0,0); + + for (var j=0, jl=0; j face map + + for( i = 0, il = geometry.faces.length; i < il; i ++ ) { + + face = geometry.faces[ i ]; + + if ( face instanceof THREE.Face3 ) { + + hash = edge_hash( face.a, face.b ); + mapEdgeHash( hash, i ); + + hash = edge_hash( face.b, face.c ); + mapEdgeHash( hash, i ); + + hash = edge_hash( face.c, face.a ); + mapEdgeHash( hash, i ); + + } else if ( face instanceof THREE.Face4 ) { + + hash = edge_hash( face.a, face.b ); + mapEdgeHash( hash, i ); + + hash = edge_hash( face.b, face.c ); + mapEdgeHash( hash, i ); + + hash = edge_hash( face.c, face.d ); + mapEdgeHash( hash, i ); + + hash = edge_hash( face.d, face.a ); + mapEdgeHash( hash, i ); + + } + + } + + // extract faces + + // var edges = []; + // + // var numOfEdges = 0; + // for (i in edgeFaceMap) { + // numOfEdges++; + // + // edge = edgeFaceMap[i]; + // edges.push(edge); + // + // } + + //debug('edgeFaceMap', edgeFaceMap, 'geometry.edges',geometry.edges, 'numOfEdges', numOfEdges); + + return edgeFaceMap; + + } + + var originalPoints = oldGeometry.vertices; + var originalFaces = oldGeometry.faces; + + var newPoints = originalPoints.concat(); // Vertices + + var facePoints = [], edgePoints = {}; + + var sharpEdges = {}, sharpVertices = [], sharpFaces = []; + + var uvForVertices = {}; // Stored in {vertex}:{old face} format + + var originalVerticesLength = originalPoints.length; + + function getUV(vertexNo, oldFaceNo) { + var j,jl; + + var key = vertexNo+':'+oldFaceNo; + var theUV = uvForVertices[key]; + + if (!theUV) { + if (vertexNo>=originalVerticesLength && vertexNo < (originalVerticesLength + originalFaces.length)) { + debug('face pt'); + } else { + debug('edge pt'); + } + + warn('warning, UV not found for', key); + + return null; + } + + return theUV; + + // Original faces -> Vertex Nos. + // new Facepoint -> Vertex Nos. + // edge Points + + } + + function addUV(vertexNo, oldFaceNo, value) { + + var key = vertexNo+':'+oldFaceNo; + if (!(key in uvForVertices)) { + uvForVertices[key] = value; + } else { + warn('dup vertexNo', vertexNo, 'oldFaceNo', oldFaceNo, 'value', value, 'key', key, uvForVertices[key]); + } + } + + // Step 1 + // For each face, add a face point + // Set each face point to be the centroid of all original points for the respective face. + // debug(oldGeometry); + var i, il, j, jl, face; + + // For Uvs + var uvs = oldGeometry.faceVertexUvs[0]; + var abcd = 'abcd', vertice; + + debug('originalFaces, uvs, originalVerticesLength', originalFaces.length, uvs.length, originalVerticesLength); + if (scope.supportUVs) + for (i=0, il = uvs.length; i Faces Index + var edge, faceIndexA, faceIndexB, avg; + + // debug('edgeFaceMap', edgeFaceMap); + + var edgeCount = 0; + + var edgeVertex, edgeVertexA, edgeVertexB; + + //// + + var vertexEdgeMap = {}; // Gives edges connecting from each vertex + var vertexFaceMap = {}; // Gives faces connecting from each vertex + + function addVertexEdgeMap(vertex, edge) { + if (vertexEdgeMap[vertex]===undefined) { + vertexEdgeMap[vertex] = []; + } + + vertexEdgeMap[vertex].push(edge); + } + + function addVertexFaceMap(vertex, face, edge) { + if (vertexFaceMap[vertex]===undefined) { + vertexFaceMap[vertex] = {}; + } + + vertexFaceMap[vertex][face] = edge; + // vertexFaceMap[vertex][face] = null; + } + + // Prepares vertexEdgeMap and vertexFaceMap + for (i in edgeFaceMap) { // This is for every edge + edge = edgeFaceMap[i]; + + edgeVertex = i.split('_'); + edgeVertexA = edgeVertex[0]; + edgeVertexB = edgeVertex[1]; + + // Maps an edgeVertex to connecting edges + addVertexEdgeMap(edgeVertexA, [edgeVertexA, edgeVertexB] ); + addVertexEdgeMap(edgeVertexB, [edgeVertexA, edgeVertexB] ); + + + for (j=0,jl=edge.length;j2) { + // TODO + } + */ + + F.divideScalar(f); + + + + for (j=0; j 1) z = 0 is ontop z = 1 is back + scale: 1, // scale + rotation: 1, // rotation + opacity: opacity, // opacity + color: color, // color + blending: blending } ); // blending + +}; + + +/* + * Update lens flares update positions on all flares based on the screen position + * Set myLensFlare.customUpdateCallback to alter the flares in your project specific way. + */ + +THREE.LensFlare.prototype.updateLensFlares = function () { + + var f, fl = this.lensFlares.length; + var flare; + var vecX = -this.positionScreen.x * 2; + var vecY = -this.positionScreen.y * 2; + + for( f = 0; f < fl; f ++ ) { + + flare = this.lensFlares[ f ]; + + flare.x = this.positionScreen.x + vecX * flare.distance; + flare.y = this.positionScreen.y + vecY * flare.distance; + + flare.wantedRotation = flare.x * Math.PI * 0.25; + flare.rotation += ( flare.wantedRotation - flare.rotation ) * 0.25; + + } + +}; + + + + + + + + + + + + +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.MorphBlendMesh = function( geometry, material ) { + + THREE.Mesh.call( this, geometry, material ); + + this.animationsMap = {}; + this.animationsList = []; + + // prepare default animation + // (all frames played together in 1 second) + + var numFrames = this.geometry.morphTargets.length; + + var name = "__default"; + + var startFrame = 0; + var endFrame = numFrames - 1; + + var fps = numFrames / 1; + + this.createAnimation( name, startFrame, endFrame, fps ); + this.setAnimationWeight( name, 1 ); + +}; + +THREE.MorphBlendMesh.prototype = new THREE.Mesh(); +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 ]; + var num = chunks[ 2 ]; + + if ( ! frameRanges[ name ] ) frameRanges[ name ] = { start: Infinity, end: -Infinity }; + + var range = frameRanges[ name ]; + + if ( i < range.start ) range.start = i; + if ( i > range.end ) range.end = i; + + if ( ! firstAnimation ) firstAnimation = name; + + } + + } + + for ( var name in frameRanges ) { + + var range = frameRanges[ name ]; + this.createAnimation( name, range.start, range.end, fps ); + + } + + this.firstAnimation = firstAnimation; + +}; + +THREE.MorphBlendMesh.prototype.setAnimationDirectionForward = function ( name ) { + + var animation = this.animationsMap[ name ]; + + if ( animation ) { + + animation.direction = 1; + animation.directionBackwards = false; + + } + +}; + +THREE.MorphBlendMesh.prototype.setAnimationDirectionBackward = function ( name ) { + + var animation = this.animationsMap[ name ]; + + if ( animation ) { + + animation.direction = -1; + animation.directionBackwards = true; + + } + +}; + +THREE.MorphBlendMesh.prototype.setAnimationFPS = function ( name, fps ) { + + var animation = this.animationsMap[ name ]; + + if ( animation ) { + + animation.fps = fps; + animation.duration = ( animation.end - animation.start ) / animation.fps; + + } + +}; + +THREE.MorphBlendMesh.prototype.setAnimationDuration = function ( name, duration ) { + + var animation = this.animationsMap[ name ]; + + if ( animation ) { + + animation.duration = duration; + animation.fps = ( animation.end - animation.start ) / animation.duration; + + } + +}; + +THREE.MorphBlendMesh.prototype.setAnimationWeight = function ( name, weight ) { + + var animation = this.animationsMap[ name ]; + + if ( animation ) { + + animation.weight = weight; + + } + +}; + +THREE.MorphBlendMesh.prototype.setAnimationTime = function ( name, time ) { + + var animation = this.animationsMap[ name ]; + + if ( animation ) { + + animation.time = time; + + } + +}; + +THREE.MorphBlendMesh.prototype.getAnimationTime = function ( name ) { + + var time = 0; + + var animation = this.animationsMap[ name ]; + + if ( animation ) { + + time = animation.time; + + } + + return time; + +}; + +THREE.MorphBlendMesh.prototype.getAnimationDuration = function ( name ) { + + var duration = -1; + + var animation = this.animationsMap[ name ]; + + if ( animation ) { + + duration = animation.duration; + + } + + return duration; + +}; + +THREE.MorphBlendMesh.prototype.playAnimation = function ( name ) { + + var animation = this.animationsMap[ name ]; + + if ( animation ) { + + animation.time = 0; + animation.active = true; + + } else { + + console.warn( "animation[" + name + "] undefined" ); + + } + +}; + +THREE.MorphBlendMesh.prototype.stopAnimation = function ( name ) { + + var animation = this.animationsMap[ name ]; + + if ( animation ) { + + animation.active = false; + + } + +}; + +THREE.MorphBlendMesh.prototype.update = function ( delta ) { + + for ( var i = 0, il = this.animationsList.length; i < il; i ++ ) { + + var animation = this.animationsList[ i ]; + + if ( ! animation.active ) continue; + + var frameTime = animation.duration / animation.length; + + animation.time += animation.direction * delta; + + if ( animation.mirroredLoop ) { + + if ( animation.time > animation.duration || animation.time < 0 ) { + + animation.direction *= -1; + + if ( animation.time > animation.duration ) { + + animation.time = animation.duration; + animation.directionBackwards = true; + + } + + if ( animation.time < 0 ) { + + animation.time = 0; + animation.directionBackwards = false; + + } + + } + + } else { + + animation.time = animation.time % animation.duration; + + if ( animation.time < 0 ) animation.time += animation.duration; + + } + + var keyframe = animation.startFrame + THREE.Math.clamp( Math.floor( animation.time / frameTime ), 0, animation.length - 1 ); + var weight = animation.weight; + + if ( keyframe !== animation.currentFrame ) { + + this.morphTargetInfluences[ animation.lastFrame ] = 0; + this.morphTargetInfluences[ animation.currentFrame ] = 1 * weight; + + this.morphTargetInfluences[ keyframe ] = 0; + + animation.lastFrame = animation.currentFrame; + animation.currentFrame = keyframe; + + } + + var mix = ( animation.time % frameTime ) / frameTime; + + if ( animation.directionBackwards ) mix = 1 - mix; + + this.morphTargetInfluences[ animation.currentFrame ] = mix * weight; + this.morphTargetInfluences[ animation.lastFrame ] = ( 1 - mix ) * weight; + + } + +}; +/** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.LensFlarePlugin = function ( ) { + + var _gl, _renderer, _lensFlare = {}; + + this.init = function ( renderer ) { + + _gl = renderer.context; + _renderer = renderer; + + _lensFlare.vertices = new Float32Array( 8 + 8 ); + _lensFlare.faces = new Uint16Array( 6 ); + + var i = 0; + _lensFlare.vertices[ i++ ] = -1; _lensFlare.vertices[ i++ ] = -1; // vertex + _lensFlare.vertices[ i++ ] = 0; _lensFlare.vertices[ i++ ] = 0; // uv... etc. + + _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = -1; + _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = 0; + + _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = 1; + _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = 1; + + _lensFlare.vertices[ i++ ] = -1; _lensFlare.vertices[ i++ ] = 1; + _lensFlare.vertices[ i++ ] = 0; _lensFlare.vertices[ i++ ] = 1; + + i = 0; + _lensFlare.faces[ i++ ] = 0; _lensFlare.faces[ i++ ] = 1; _lensFlare.faces[ i++ ] = 2; + _lensFlare.faces[ i++ ] = 0; _lensFlare.faces[ i++ ] = 2; _lensFlare.faces[ i++ ] = 3; + + // buffers + + _lensFlare.vertexBuffer = _gl.createBuffer(); + _lensFlare.elementBuffer = _gl.createBuffer(); + + _gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, _lensFlare.vertices, _gl.STATIC_DRAW ); + + _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer ); + _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.faces, _gl.STATIC_DRAW ); + + // textures + + _lensFlare.tempTexture = _gl.createTexture(); + _lensFlare.occlusionTexture = _gl.createTexture(); + + _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture ); + _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, 16, 16, 0, _gl.RGB, _gl.UNSIGNED_BYTE, null ); + _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE ); + _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE ); + _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST ); + _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST ); + + _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture ); + _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, 16, 16, 0, _gl.RGBA, _gl.UNSIGNED_BYTE, null ); + _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE ); + _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE ); + _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST ); + _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST ); + + if ( _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ) <= 0 ) { + + _lensFlare.hasVertexTexture = false; + _lensFlare.program = createProgram( THREE.ShaderFlares[ "lensFlare" ] ); + + } else { + + _lensFlare.hasVertexTexture = true; + _lensFlare.program = createProgram( THREE.ShaderFlares[ "lensFlareVertexTexture" ] ); + + } + + _lensFlare.attributes = {}; + _lensFlare.uniforms = {}; + + _lensFlare.attributes.vertex = _gl.getAttribLocation ( _lensFlare.program, "position" ); + _lensFlare.attributes.uv = _gl.getAttribLocation ( _lensFlare.program, "uv" ); + + _lensFlare.uniforms.renderType = _gl.getUniformLocation( _lensFlare.program, "renderType" ); + _lensFlare.uniforms.map = _gl.getUniformLocation( _lensFlare.program, "map" ); + _lensFlare.uniforms.occlusionMap = _gl.getUniformLocation( _lensFlare.program, "occlusionMap" ); + _lensFlare.uniforms.opacity = _gl.getUniformLocation( _lensFlare.program, "opacity" ); + _lensFlare.uniforms.color = _gl.getUniformLocation( _lensFlare.program, "color" ); + _lensFlare.uniforms.scale = _gl.getUniformLocation( _lensFlare.program, "scale" ); + _lensFlare.uniforms.rotation = _gl.getUniformLocation( _lensFlare.program, "rotation" ); + _lensFlare.uniforms.screenPosition = _gl.getUniformLocation( _lensFlare.program, "screenPosition" ); + + _lensFlare.attributesEnabled = false; + + }; + + + /* + * Render lens flares + * Method: renders 16x16 0xff00ff-colored points scattered over the light source area, + * reads these back and calculates occlusion. + * Then _lensFlare.update_lensFlares() is called to re-position and + * update transparency of flares. Then they are rendered. + * + */ + + this.render = function ( scene, camera, viewportWidth, viewportHeight ) { + + var flares = scene.__webglFlares, + nFlares = flares.length; + + if ( ! nFlares ) return; + + var tempPosition = new THREE.Vector3(); + + var invAspect = viewportHeight / viewportWidth, + halfViewportWidth = viewportWidth * 0.5, + halfViewportHeight = viewportHeight * 0.5; + + var size = 16 / viewportHeight, + scale = new THREE.Vector2( size * invAspect, size ); + + var screenPosition = new THREE.Vector3( 1, 1, 0 ), + screenPositionPixels = new THREE.Vector2( 1, 1 ); + + var uniforms = _lensFlare.uniforms, + attributes = _lensFlare.attributes; + + // set _lensFlare program and reset blending + + _gl.useProgram( _lensFlare.program ); + + if ( ! _lensFlare.attributesEnabled ) { + + _gl.enableVertexAttribArray( _lensFlare.attributes.vertex ); + _gl.enableVertexAttribArray( _lensFlare.attributes.uv ); + + _lensFlare.attributesEnabled = true; + + } + + // loop through all lens flares to update their occlusion and positions + // setup gl and common used attribs/unforms + + _gl.uniform1i( uniforms.occlusionMap, 0 ); + _gl.uniform1i( uniforms.map, 1 ); + + _gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer ); + _gl.vertexAttribPointer( attributes.vertex, 2, _gl.FLOAT, false, 2 * 8, 0 ); + _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 ); + + _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer ); + + _gl.disable( _gl.CULL_FACE ); + _gl.depthMask( false ); + + var i, j, jl, flare, sprite; + + for ( i = 0; i < nFlares; i ++ ) { + + size = 16 / viewportHeight; + scale.set( size * invAspect, size ); + + // calc object screen position + + flare = flares[ i ]; + + tempPosition.set( flare.matrixWorld.elements[12], flare.matrixWorld.elements[13], flare.matrixWorld.elements[14] ); + + camera.matrixWorldInverse.multiplyVector3( tempPosition ); + camera.projectionMatrix.multiplyVector3( tempPosition ); + + // setup arrays for gl programs + + screenPosition.copy( tempPosition ) + + screenPositionPixels.x = screenPosition.x * halfViewportWidth + halfViewportWidth; + screenPositionPixels.y = screenPosition.y * halfViewportHeight + halfViewportHeight; + + // screen cull + + if ( _lensFlare.hasVertexTexture || ( + screenPositionPixels.x > 0 && + screenPositionPixels.x < viewportWidth && + screenPositionPixels.y > 0 && + screenPositionPixels.y < viewportHeight ) ) { + + // save current RGB to temp texture + + _gl.activeTexture( _gl.TEXTURE1 ); + _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture ); + _gl.copyTexImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, screenPositionPixels.x - 8, screenPositionPixels.y - 8, 16, 16, 0 ); + + + // render pink quad + + _gl.uniform1i( uniforms.renderType, 0 ); + _gl.uniform2f( uniforms.scale, scale.x, scale.y ); + _gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z ); + + _gl.disable( _gl.BLEND ); + _gl.enable( _gl.DEPTH_TEST ); + + _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 ); + + + // copy result to occlusionMap + + _gl.activeTexture( _gl.TEXTURE0 ); + _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture ); + _gl.copyTexImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, screenPositionPixels.x - 8, screenPositionPixels.y - 8, 16, 16, 0 ); + + + // restore graphics + + _gl.uniform1i( uniforms.renderType, 1 ); + _gl.disable( _gl.DEPTH_TEST ); + + _gl.activeTexture( _gl.TEXTURE1 ); + _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture ); + _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 ); + + + // update object positions + + flare.positionScreen.copy( screenPosition ) + + if ( flare.customUpdateCallback ) { + + flare.customUpdateCallback( flare ); + + } else { + + flare.updateLensFlares(); + + } + + // render flares + + _gl.uniform1i( uniforms.renderType, 2 ); + _gl.enable( _gl.BLEND ); + + for ( j = 0, jl = flare.lensFlares.length; j < jl; j ++ ) { + + sprite = flare.lensFlares[ j ]; + + if ( sprite.opacity > 0.001 && sprite.scale > 0.001 ) { + + screenPosition.x = sprite.x; + screenPosition.y = sprite.y; + screenPosition.z = sprite.z; + + size = sprite.size * sprite.scale / viewportHeight; + + scale.x = size * invAspect; + scale.y = size; + + _gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z ); + _gl.uniform2f( uniforms.scale, scale.x, scale.y ); + _gl.uniform1f( uniforms.rotation, sprite.rotation ); + + _gl.uniform1f( uniforms.opacity, sprite.opacity ); + _gl.uniform3f( uniforms.color, sprite.color.r, sprite.color.g, sprite.color.b ); + + _renderer.setBlending( sprite.blending, sprite.blendEquation, sprite.blendSrc, sprite.blendDst ); + _renderer.setTexture( sprite.texture, 1 ); + + _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 ); + + } + + } + + } + + } + + // restore gl + + _gl.enable( _gl.CULL_FACE ); + _gl.enable( _gl.DEPTH_TEST ); + _gl.depthMask( true ); + + }; + + function createProgram ( shader ) { + + var program = _gl.createProgram(); + + var fragmentShader = _gl.createShader( _gl.FRAGMENT_SHADER ); + var vertexShader = _gl.createShader( _gl.VERTEX_SHADER ); + + _gl.shaderSource( fragmentShader, shader.fragmentShader ); + _gl.shaderSource( vertexShader, shader.vertexShader ); + + _gl.compileShader( fragmentShader ); + _gl.compileShader( vertexShader ); + + _gl.attachShader( program, fragmentShader ); + _gl.attachShader( program, vertexShader ); + + _gl.linkProgram( program ); + + return program; + + }; + +};/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.ShadowMapPlugin = function ( ) { + + var _gl, + _renderer, + _depthMaterial, _depthMaterialMorph, + + _frustum = new THREE.Frustum(), + _projScreenMatrix = new THREE.Matrix4(), + + _min = new THREE.Vector3(), + _max = new THREE.Vector3(); + + this.init = function ( renderer ) { + + _gl = renderer.context; + _renderer = renderer; + + var depthShader = THREE.ShaderLib[ "depthRGBA" ]; + var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms ); + + _depthMaterial = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms } ); + _depthMaterialMorph = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true } ); + + _depthMaterial._shadowPass = true; + _depthMaterialMorph._shadowPass = true; + + }; + + this.render = function ( scene, camera ) { + + if ( ! ( _renderer.shadowMapEnabled && _renderer.shadowMapAutoUpdate ) ) return; + + this.update( scene, camera ); + + }; + + this.update = function ( scene, camera ) { + + var i, il, j, jl, n, + + shadowMap, shadowMatrix, shadowCamera, + program, buffer, material, + webglObject, object, light, + renderList, + + lights = [], + k = 0, + + fog = null; + + // set GL state for depth map + + _gl.clearColor( 1, 1, 1, 1 ); + _gl.disable( _gl.BLEND ); + + _gl.enable( _gl.CULL_FACE ); + + if ( _renderer.shadowMapCullFrontFaces ) { + + _gl.cullFace( _gl.FRONT ); + + } else { + + _gl.cullFace( _gl.BACK ); + + } + + _renderer.setDepthTest( true ); + + // preprocess lights + // - skip lights that are not casting shadows + // - create virtual lights for cascaded shadow maps + + for ( i = 0, il = scene.__lights.length; i < il; i ++ ) { + + light = scene.__lights[ i ]; + + if ( ! light.castShadow ) continue; + + if ( ( light instanceof THREE.DirectionalLight ) && light.shadowCascade ) { + + for ( n = 0; n < light.shadowCascadeCount; n ++ ) { + + var virtualLight; + + if ( ! light.shadowCascadeArray[ n ] ) { + + virtualLight = createVirtualLight( light, n ); + virtualLight.originalCamera = camera; + + var gyro = new THREE.Gyroscope(); + gyro.position = light.shadowCascadeOffset; + + gyro.add( virtualLight ); + gyro.add( virtualLight.target ); + + camera.add( gyro ); + + light.shadowCascadeArray[ n ] = virtualLight; + + console.log( "Created virtualLight", virtualLight ); + + } else { + + virtualLight = light.shadowCascadeArray[ n ]; + + } + + updateVirtualLight( light, n ); + + lights[ k ] = virtualLight; + k ++; + + } + + } else { + + lights[ k ] = light; + k ++; + + } + + } + + // render depth map + + for ( i = 0, il = lights.length; i < il; i ++ ) { + + light = lights[ i ]; + + if ( ! light.shadowMap ) { + + var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat }; + + light.shadowMap = new THREE.WebGLRenderTarget( light.shadowMapWidth, light.shadowMapHeight, pars ); + light.shadowMapSize = new THREE.Vector2( light.shadowMapWidth, light.shadowMapHeight ); + + light.shadowMatrix = new THREE.Matrix4(); + + } + + if ( ! light.shadowCamera ) { + + if ( light instanceof THREE.SpotLight ) { + + light.shadowCamera = new THREE.PerspectiveCamera( light.shadowCameraFov, light.shadowMapWidth / light.shadowMapHeight, light.shadowCameraNear, light.shadowCameraFar ); + + } else if ( light instanceof THREE.DirectionalLight ) { + + light.shadowCamera = new THREE.OrthographicCamera( light.shadowCameraLeft, light.shadowCameraRight, light.shadowCameraTop, light.shadowCameraBottom, light.shadowCameraNear, light.shadowCameraFar ); + + } else { + + console.error( "Unsupported light type for shadow" ); + continue; + + } + + scene.add( light.shadowCamera ); + + if ( _renderer.autoUpdateScene ) scene.updateMatrixWorld(); + + } + + if ( light.shadowCameraVisible && ! light.cameraHelper ) { + + light.cameraHelper = new THREE.CameraHelper( light.shadowCamera ); + light.shadowCamera.add( light.cameraHelper ); + + } + + if ( light.isVirtual && virtualLight.originalCamera == camera ) { + + updateShadowCamera( camera, light ); + + } + + shadowMap = light.shadowMap; + shadowMatrix = light.shadowMatrix; + shadowCamera = light.shadowCamera; + + shadowCamera.position.copy( light.matrixWorld.getPosition() ); + shadowCamera.lookAt( light.target.matrixWorld.getPosition() ); + shadowCamera.updateMatrixWorld(); + + shadowCamera.matrixWorldInverse.getInverse( shadowCamera.matrixWorld ); + + if ( light.cameraHelper ) light.cameraHelper.lines.visible = light.shadowCameraVisible; + if ( light.shadowCameraVisible ) light.cameraHelper.update(); + + // compute shadow matrix + + shadowMatrix.set( 0.5, 0.0, 0.0, 0.5, + 0.0, 0.5, 0.0, 0.5, + 0.0, 0.0, 0.5, 0.5, + 0.0, 0.0, 0.0, 1.0 ); + + shadowMatrix.multiplySelf( shadowCamera.projectionMatrix ); + shadowMatrix.multiplySelf( shadowCamera.matrixWorldInverse ); + + // update camera matrices and frustum + + if ( ! shadowCamera._viewMatrixArray ) shadowCamera._viewMatrixArray = new Float32Array( 16 ); + if ( ! shadowCamera._projectionMatrixArray ) shadowCamera._projectionMatrixArray = new Float32Array( 16 ); + + shadowCamera.matrixWorldInverse.flattenToArray( shadowCamera._viewMatrixArray ); + shadowCamera.projectionMatrix.flattenToArray( shadowCamera._projectionMatrixArray ); + + _projScreenMatrix.multiply( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse ); + _frustum.setFromMatrix( _projScreenMatrix ); + + // render shadow map + + _renderer.setRenderTarget( shadowMap ); + _renderer.clear(); + + // set object matrices & frustum culling + + renderList = scene.__webglObjects; + + for ( j = 0, jl = renderList.length; j < jl; j ++ ) { + + webglObject = renderList[ j ]; + object = webglObject.object; + + webglObject.render = false; + + if ( object.visible && object.castShadow ) { + + if ( ! ( object instanceof THREE.Mesh ) || ! ( object.frustumCulled ) || _frustum.contains( object ) ) { + + object._modelViewMatrix.multiply( shadowCamera.matrixWorldInverse, object.matrixWorld); + + webglObject.render = true; + + } + + } + + } + + // render regular objects + + for ( j = 0, jl = renderList.length; j < jl; j ++ ) { + + webglObject = renderList[ j ]; + + if ( webglObject.render ) { + + object = webglObject.object; + buffer = webglObject.buffer; + + // culling is overriden globally for all objects + // while rendering depth map + + //_renderer.setObjectFaces( object ); + + if ( object.customDepthMaterial ) { + + material = object.customDepthMaterial; + + } else if ( object.geometry.morphTargets.length ) { + + material = _depthMaterialMorph; + + } else { + + material = _depthMaterial; + + } + + if ( buffer instanceof THREE.BufferGeometry ) { + + _renderer.renderBufferDirect( shadowCamera, scene.__lights, fog, material, buffer, object ); + + } else { + + _renderer.renderBuffer( shadowCamera, scene.__lights, fog, material, buffer, object ); + + } + + } + + } + + // set matrices and render immediate objects + + renderList = scene.__webglObjectsImmediate; + + for ( j = 0, jl = renderList.length; j < jl; j ++ ) { + + webglObject = renderList[ j ]; + object = webglObject.object; + + if ( object.visible && object.castShadow ) { + + object._modelViewMatrix.multiply( shadowCamera.matrixWorldInverse, object.matrixWorld); + + _renderer.renderImmediateObject( shadowCamera, scene.__lights, fog, _depthMaterial, object ); + + } + + } + + } + + // restore GL state + + var clearColor = _renderer.getClearColor(), + clearAlpha = _renderer.getClearAlpha(); + + _gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha ); + _gl.enable( _gl.BLEND ); + + if ( _renderer.shadowMapCullFrontFaces ) { + + _gl.cullFace( _gl.BACK ); + + } + + }; + + function createVirtualLight( light, cascade ) { + + var virtualLight = new THREE.DirectionalLight(); + + virtualLight.isVirtual = true; + + virtualLight.onlyShadow = true; + virtualLight.castShadow = true; + + virtualLight.shadowCameraNear = light.shadowCameraNear; + virtualLight.shadowCameraFar = light.shadowCameraFar; + + virtualLight.shadowCameraLeft = light.shadowCameraLeft; + virtualLight.shadowCameraRight = light.shadowCameraRight; + virtualLight.shadowCameraBottom = light.shadowCameraBottom; + virtualLight.shadowCameraTop = light.shadowCameraTop; + + virtualLight.shadowCameraVisible = light.shadowCameraVisible; + + virtualLight.shadowDarkness = light.shadowDarkness; + + virtualLight.shadowBias = light.shadowCascadeBias[ cascade ]; + virtualLight.shadowMapWidth = light.shadowCascadeWidth[ cascade ]; + virtualLight.shadowMapHeight = light.shadowCascadeHeight[ cascade ]; + + virtualLight.pointsWorld = []; + virtualLight.pointsFrustum = []; + + var pointsWorld = virtualLight.pointsWorld, + pointsFrustum = virtualLight.pointsFrustum; + + for ( var i = 0; i < 8; i ++ ) { + + pointsWorld[ i ] = new THREE.Vector3(); + pointsFrustum[ i ] = new THREE.Vector3(); + + } + + var nearZ = light.shadowCascadeNearZ[ cascade ]; + var farZ = light.shadowCascadeFarZ[ cascade ]; + + pointsFrustum[ 0 ].set( -1, -1, nearZ ); + pointsFrustum[ 1 ].set( 1, -1, nearZ ); + pointsFrustum[ 2 ].set( -1, 1, nearZ ); + pointsFrustum[ 3 ].set( 1, 1, nearZ ); + + pointsFrustum[ 4 ].set( -1, -1, farZ ); + pointsFrustum[ 5 ].set( 1, -1, farZ ); + pointsFrustum[ 6 ].set( -1, 1, farZ ); + pointsFrustum[ 7 ].set( 1, 1, farZ ); + + return virtualLight; + + } + + // Synchronize virtual light with the original light + + function updateVirtualLight( light, cascade ) { + + var virtualLight = light.shadowCascadeArray[ cascade ]; + + virtualLight.position.copy( light.position ); + virtualLight.target.position.copy( light.target.position ); + virtualLight.lookAt( virtualLight.target ); + + virtualLight.shadowCameraVisible = light.shadowCameraVisible; + virtualLight.shadowDarkness = light.shadowDarkness; + + virtualLight.shadowBias = light.shadowCascadeBias[ cascade ]; + + var nearZ = light.shadowCascadeNearZ[ cascade ]; + var farZ = light.shadowCascadeFarZ[ cascade ]; + + var pointsFrustum = virtualLight.pointsFrustum; + + pointsFrustum[ 0 ].z = nearZ; + pointsFrustum[ 1 ].z = nearZ; + pointsFrustum[ 2 ].z = nearZ; + pointsFrustum[ 3 ].z = nearZ; + + pointsFrustum[ 4 ].z = farZ; + pointsFrustum[ 5 ].z = farZ; + pointsFrustum[ 6 ].z = farZ; + pointsFrustum[ 7 ].z = farZ; + + } + + // Fit shadow camera's ortho frustum to camera frustum + + function updateShadowCamera( camera, light ) { + + var shadowCamera = light.shadowCamera, + pointsFrustum = light.pointsFrustum, + pointsWorld = light.pointsWorld; + + _min.set( Infinity, Infinity, Infinity ); + _max.set( -Infinity, -Infinity, -Infinity ); + + for ( var i = 0; i < 8; i ++ ) { + + var p = pointsWorld[ i ]; + + p.copy( pointsFrustum[ i ] ); + THREE.ShadowMapPlugin.__projector.unprojectVector( p, camera ); + + shadowCamera.matrixWorldInverse.multiplyVector3( p ); + + if ( p.x < _min.x ) _min.x = p.x; + if ( p.x > _max.x ) _max.x = p.x; + + if ( p.y < _min.y ) _min.y = p.y; + if ( p.y > _max.y ) _max.y = p.y; + + if ( p.z < _min.z ) _min.z = p.z; + if ( p.z > _max.z ) _max.z = p.z; + + } + + shadowCamera.left = _min.x; + shadowCamera.right = _max.x; + shadowCamera.top = _max.y; + shadowCamera.bottom = _min.y; + + // can't really fit near/far + //shadowCamera.near = _min.z; + //shadowCamera.far = _max.z; + + shadowCamera.updateProjectionMatrix(); + + } + +}; + +THREE.ShadowMapPlugin.__projector = new THREE.Projector(); +/** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.SpritePlugin = function ( ) { + + var _gl, _renderer, _sprite = {}; + + this.init = function ( renderer ) { + + _gl = renderer.context; + _renderer = renderer; + + _sprite.vertices = new Float32Array( 8 + 8 ); + _sprite.faces = new Uint16Array( 6 ); + + var i = 0; + + _sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = -1; // vertex 0 + _sprite.vertices[ i++ ] = 0; _sprite.vertices[ i++ ] = 1; // uv 0 + + _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = -1; // vertex 1 + _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 1; // uv 1 + + _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 1; // vertex 2 + _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 0; // uv 2 + + _sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = 1; // vertex 3 + _sprite.vertices[ i++ ] = 0; _sprite.vertices[ i++ ] = 0; // uv 3 + + i = 0; + + _sprite.faces[ i++ ] = 0; _sprite.faces[ i++ ] = 1; _sprite.faces[ i++ ] = 2; + _sprite.faces[ i++ ] = 0; _sprite.faces[ i++ ] = 2; _sprite.faces[ i++ ] = 3; + + _sprite.vertexBuffer = _gl.createBuffer(); + _sprite.elementBuffer = _gl.createBuffer(); + + _gl.bindBuffer( _gl.ARRAY_BUFFER, _sprite.vertexBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, _sprite.vertices, _gl.STATIC_DRAW ); + + _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _sprite.elementBuffer ); + _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _sprite.faces, _gl.STATIC_DRAW ); + + _sprite.program = createProgram( THREE.ShaderSprite[ "sprite" ] ); + + _sprite.attributes = {}; + _sprite.uniforms = {}; + + _sprite.attributes.position = _gl.getAttribLocation ( _sprite.program, "position" ); + _sprite.attributes.uv = _gl.getAttribLocation ( _sprite.program, "uv" ); + + _sprite.uniforms.uvOffset = _gl.getUniformLocation( _sprite.program, "uvOffset" ); + _sprite.uniforms.uvScale = _gl.getUniformLocation( _sprite.program, "uvScale" ); + + _sprite.uniforms.rotation = _gl.getUniformLocation( _sprite.program, "rotation" ); + _sprite.uniforms.scale = _gl.getUniformLocation( _sprite.program, "scale" ); + _sprite.uniforms.alignment = _gl.getUniformLocation( _sprite.program, "alignment" ); + + _sprite.uniforms.color = _gl.getUniformLocation( _sprite.program, "color" ); + _sprite.uniforms.map = _gl.getUniformLocation( _sprite.program, "map" ); + _sprite.uniforms.opacity = _gl.getUniformLocation( _sprite.program, "opacity" ); + + _sprite.uniforms.useScreenCoordinates = _gl.getUniformLocation( _sprite.program, "useScreenCoordinates" ); + _sprite.uniforms.affectedByDistance = _gl.getUniformLocation( _sprite.program, "affectedByDistance" ); + _sprite.uniforms.screenPosition = _gl.getUniformLocation( _sprite.program, "screenPosition" ); + _sprite.uniforms.modelViewMatrix = _gl.getUniformLocation( _sprite.program, "modelViewMatrix" ); + _sprite.uniforms.projectionMatrix = _gl.getUniformLocation( _sprite.program, "projectionMatrix" ); + + _sprite.attributesEnabled = false; + + }; + + this.render = function ( scene, camera, viewportWidth, viewportHeight ) { + + var sprites = scene.__webglSprites, + nSprites = sprites.length; + + if ( ! nSprites ) return; + + var attributes = _sprite.attributes, + uniforms = _sprite.uniforms; + + var invAspect = viewportHeight / viewportWidth; + + var halfViewportWidth = viewportWidth * 0.5, + halfViewportHeight = viewportHeight * 0.5; + + var mergeWith3D = true; + + // setup gl + + _gl.useProgram( _sprite.program ); + + if ( ! _sprite.attributesEnabled ) { + + _gl.enableVertexAttribArray( attributes.position ); + _gl.enableVertexAttribArray( attributes.uv ); + + _sprite.attributesEnabled = true; + + } + + _gl.disable( _gl.CULL_FACE ); + _gl.enable( _gl.BLEND ); + _gl.depthMask( true ); + + _gl.bindBuffer( _gl.ARRAY_BUFFER, _sprite.vertexBuffer ); + _gl.vertexAttribPointer( attributes.position, 2, _gl.FLOAT, false, 2 * 8, 0 ); + _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 ); + + _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _sprite.elementBuffer ); + + _gl.uniformMatrix4fv( uniforms.projectionMatrix, false, camera._projectionMatrixArray ); + + _gl.activeTexture( _gl.TEXTURE0 ); + _gl.uniform1i( uniforms.map, 0 ); + + // update positions and sort + + var i, sprite, screenPosition, size, scale = []; + + for( i = 0; i < nSprites; i ++ ) { + + sprite = sprites[ i ]; + + if ( ! sprite.visible || sprite.opacity === 0 ) continue; + + if( ! sprite.useScreenCoordinates ) { + + sprite._modelViewMatrix.multiply( camera.matrixWorldInverse, sprite.matrixWorld); + sprite.z = - sprite._modelViewMatrix.elements[14]; + + } else { + + sprite.z = - sprite.position.z; + + } + + } + + sprites.sort( painterSort ); + + // render all sprites + + for( i = 0; i < nSprites; i ++ ) { + + sprite = sprites[ i ]; + + if ( ! sprite.visible || sprite.opacity === 0 ) continue; + + if ( sprite.map && sprite.map.image && sprite.map.image.width ) { + + if ( sprite.useScreenCoordinates ) { + + _gl.uniform1i( uniforms.useScreenCoordinates, 1 ); + _gl.uniform3f( uniforms.screenPosition, ( sprite.position.x - halfViewportWidth ) / halfViewportWidth, + ( halfViewportHeight - sprite.position.y ) / halfViewportHeight, + Math.max( 0, Math.min( 1, sprite.position.z ) ) ); + + } else { + + _gl.uniform1i( uniforms.useScreenCoordinates, 0 ); + _gl.uniform1i( uniforms.affectedByDistance, sprite.affectedByDistance ? 1 : 0 ); + _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, sprite._modelViewMatrix.elements); + + } + + size = sprite.map.image.width / ( sprite.scaleByViewport ? viewportHeight : 1 ); + + scale[ 0 ] = size * invAspect * sprite.scale.x; + scale[ 1 ] = size * sprite.scale.y; + + _gl.uniform2f( uniforms.uvScale, sprite.uvScale.x, sprite.uvScale.y ); + _gl.uniform2f( uniforms.uvOffset, sprite.uvOffset.x, sprite.uvOffset.y ); + _gl.uniform2f( uniforms.alignment, sprite.alignment.x, sprite.alignment.y ); + + _gl.uniform1f( uniforms.opacity, sprite.opacity ); + _gl.uniform3f( uniforms.color, sprite.color.r, sprite.color.g, sprite.color.b ); + + _gl.uniform1f( uniforms.rotation, sprite.rotation ); + _gl.uniform2fv( uniforms.scale, scale ); + + if ( sprite.mergeWith3D && !mergeWith3D ) { + + _gl.enable( _gl.DEPTH_TEST ); + mergeWith3D = true; + + } else if ( ! sprite.mergeWith3D && mergeWith3D ) { + + _gl.disable( _gl.DEPTH_TEST ); + mergeWith3D = false; + + } + + _renderer.setBlending( sprite.blending, sprite.blendEquation, sprite.blendSrc, sprite.blendDst ); + _renderer.setTexture( sprite.map, 0 ); + + _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 ); + + } + + } + + // restore gl + + _gl.enable( _gl.CULL_FACE ); + _gl.enable( _gl.DEPTH_TEST ); + _gl.depthMask( true ); + + }; + + function createProgram ( shader ) { + + var program = _gl.createProgram(); + + var fragmentShader = _gl.createShader( _gl.FRAGMENT_SHADER ); + var vertexShader = _gl.createShader( _gl.VERTEX_SHADER ); + + _gl.shaderSource( fragmentShader, shader.fragmentShader ); + _gl.shaderSource( vertexShader, shader.vertexShader ); + + _gl.compileShader( fragmentShader ); + _gl.compileShader( vertexShader ); + + _gl.attachShader( program, fragmentShader ); + _gl.attachShader( program, vertexShader ); + + _gl.linkProgram( program ); + + return program; + + }; + + function painterSort ( a, b ) { + + return b.z - a.z; + + }; + +};/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.DepthPassPlugin = function ( ) { + + this.enabled = false; + this.renderTarget = null; + + var _gl, + _renderer, + _depthMaterial, _depthMaterialMorph, + + _frustum = new THREE.Frustum(), + _projScreenMatrix = new THREE.Matrix4(); + + this.init = function ( renderer ) { + + _gl = renderer.context; + _renderer = renderer; + + var depthShader = THREE.ShaderLib[ "depthRGBA" ]; + var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms ); + + _depthMaterial = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms } ); + _depthMaterialMorph = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true } ); + + _depthMaterial._shadowPass = true; + _depthMaterialMorph._shadowPass = true; + + }; + + this.render = function ( scene, camera ) { + + if ( ! this.enabled ) return; + + this.update( scene, camera ); + + }; + + this.update = function ( scene, camera ) { + + var i, il, j, jl, n, + + program, buffer, material, + webglObject, object, light, + renderList, + + fog = null; + + // set GL state for depth map + + _gl.clearColor( 1, 1, 1, 1 ); + _gl.disable( _gl.BLEND ); + + _renderer.setDepthTest( true ); + + // update scene + + if ( _renderer.autoUpdateScene ) scene.updateMatrixWorld(); + + // update camera matrices and frustum + + if ( ! camera._viewMatrixArray ) camera._viewMatrixArray = new Float32Array( 16 ); + if ( ! camera._projectionMatrixArray ) camera._projectionMatrixArray = new Float32Array( 16 ); + + camera.matrixWorldInverse.getInverse( camera.matrixWorld ); + + camera.matrixWorldInverse.flattenToArray( camera._viewMatrixArray ); + camera.projectionMatrix.flattenToArray( camera._projectionMatrixArray ); + + _projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse ); + _frustum.setFromMatrix( _projScreenMatrix ); + + // render depth map + + _renderer.setRenderTarget( this.renderTarget ); + _renderer.clear(); + + // set object matrices & frustum culling + + renderList = scene.__webglObjects; + + for ( j = 0, jl = renderList.length; j < jl; j ++ ) { + + webglObject = renderList[ j ]; + object = webglObject.object; + + webglObject.render = false; + + if ( object.visible ) { + + if ( ! ( object instanceof THREE.Mesh ) || ! ( object.frustumCulled ) || _frustum.contains( object ) ) { + + //object.matrixWorld.flattenToArray( object._objectMatrixArray ); + object._modelViewMatrix.multiply( camera.matrixWorldInverse, object.matrixWorld); + + webglObject.render = true; + + } + + } + + } + + // render regular objects + + for ( j = 0, jl = renderList.length; j < jl; j ++ ) { + + webglObject = renderList[ j ]; + + if ( webglObject.render ) { + + object = webglObject.object; + buffer = webglObject.buffer; + + _renderer.setObjectFaces( object ); + + if ( object.customDepthMaterial ) { + + material = object.customDepthMaterial; + + } else if ( object.geometry.morphTargets.length ) { + + material = _depthMaterialMorph; + + } else { + + material = _depthMaterial; + + } + + if ( buffer instanceof THREE.BufferGeometry ) { + + _renderer.renderBufferDirect( camera, scene.__lights, fog, material, buffer, object ); + + } else { + + _renderer.renderBuffer( camera, scene.__lights, fog, material, buffer, object ); + + } + + } + + } + + // set matrices and render immediate objects + + renderList = scene.__webglObjectsImmediate; + + for ( j = 0, jl = renderList.length; j < jl; j ++ ) { + + webglObject = renderList[ j ]; + object = webglObject.object; + + if ( object.visible && object.castShadow ) { + + /* + if ( object.matrixAutoUpdate ) { + + object.matrixWorld.flattenToArray( object._objectMatrixArray ); + + } + */ + + object._modelViewMatrix.multiply( camera.matrixWorldInverse, object.matrixWorld); + + _renderer.renderImmediateObject( camera, scene.__lights, fog, _depthMaterial, object ); + + } + + } + + // restore GL state + + var clearColor = _renderer.getClearColor(), + clearAlpha = _renderer.getClearAlpha(); + + _gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha ); + _gl.enable( _gl.BLEND ); + + }; + +}; + +/** + * @author mikael emtinger / http://gomo.se/ + * + */ + +THREE.ShaderFlares = { + + 'lensFlareVertexTexture': { + + vertexShader: [ + + "uniform vec3 screenPosition;", + "uniform vec2 scale;", + "uniform float rotation;", + "uniform int renderType;", + + "uniform sampler2D occlusionMap;", + + "attribute vec2 position;", + "attribute vec2 uv;", + + "varying vec2 vUV;", + "varying float vVisibility;", + + "void main() {", + + "vUV = uv;", + + "vec2 pos = position;", + + "if( renderType == 2 ) {", + + "vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) ) +", + "texture2D( occlusionMap, vec2( 0.5, 0.1 ) ) +", + "texture2D( occlusionMap, vec2( 0.9, 0.1 ) ) +", + "texture2D( occlusionMap, vec2( 0.9, 0.5 ) ) +", + "texture2D( occlusionMap, vec2( 0.9, 0.9 ) ) +", + "texture2D( occlusionMap, vec2( 0.5, 0.9 ) ) +", + "texture2D( occlusionMap, vec2( 0.1, 0.9 ) ) +", + "texture2D( occlusionMap, vec2( 0.1, 0.5 ) ) +", + "texture2D( occlusionMap, vec2( 0.5, 0.5 ) );", + + "vVisibility = ( visibility.r / 9.0 ) *", + "( 1.0 - visibility.g / 9.0 ) *", + "( visibility.b / 9.0 ) *", + "( 1.0 - visibility.a / 9.0 );", + + "pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;", + "pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;", + + "}", + + "gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );", + + "}" + + ].join( "\n" ), + + fragmentShader: [ + + "precision mediump float;", + + "uniform sampler2D map;", + "uniform float opacity;", + "uniform int renderType;", + "uniform vec3 color;", + + "varying vec2 vUV;", + "varying float vVisibility;", + + "void main() {", + + // pink square + + "if( renderType == 0 ) {", + + "gl_FragColor = vec4( 1.0, 0.0, 1.0, 0.0 );", + + // restore + + "} else if( renderType == 1 ) {", + + "gl_FragColor = texture2D( map, vUV );", + + // flare + + "} else {", + + "vec4 texture = texture2D( map, vUV );", + "texture.a *= opacity * vVisibility;", + "gl_FragColor = texture;", + "gl_FragColor.rgb *= color;", + + "}", + + "}" + ].join( "\n" ) + + }, + + + 'lensFlare': { + + vertexShader: [ + + "uniform vec3 screenPosition;", + "uniform vec2 scale;", + "uniform float rotation;", + "uniform int renderType;", + + "attribute vec2 position;", + "attribute vec2 uv;", + + "varying vec2 vUV;", + + "void main() {", + + "vUV = uv;", + + "vec2 pos = position;", + + "if( renderType == 2 ) {", + + "pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;", + "pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;", + + "}", + + "gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );", + + "}" + + ].join( "\n" ), + + fragmentShader: [ + + "precision mediump float;", + + "uniform sampler2D map;", + "uniform sampler2D occlusionMap;", + "uniform float opacity;", + "uniform int renderType;", + "uniform vec3 color;", + + "varying vec2 vUV;", + + "void main() {", + + // pink square + + "if( renderType == 0 ) {", + + "gl_FragColor = vec4( texture2D( map, vUV ).rgb, 0.0 );", + + // restore + + "} else if( renderType == 1 ) {", + + "gl_FragColor = texture2D( map, vUV );", + + // flare + + "} else {", + + "float visibility = texture2D( occlusionMap, vec2( 0.5, 0.1 ) ).a +", + "texture2D( occlusionMap, vec2( 0.9, 0.5 ) ).a +", + "texture2D( occlusionMap, vec2( 0.5, 0.9 ) ).a +", + "texture2D( occlusionMap, vec2( 0.1, 0.5 ) ).a;", + + "visibility = ( 1.0 - visibility / 4.0 );", + + "vec4 texture = texture2D( map, vUV );", + "texture.a *= opacity * visibility;", + "gl_FragColor = texture;", + "gl_FragColor.rgb *= color;", + + "}", + + "}" + + ].join( "\n" ) + + } + +}; +/** + * @author mikael emtinger / http://gomo.se/ + * + */ + +THREE.ShaderSprite = { + + 'sprite': { + + vertexShader: [ + + "uniform int useScreenCoordinates;", + "uniform int affectedByDistance;", + "uniform vec3 screenPosition;", + "uniform mat4 modelViewMatrix;", + "uniform mat4 projectionMatrix;", + "uniform float rotation;", + "uniform vec2 scale;", + "uniform vec2 alignment;", + "uniform vec2 uvOffset;", + "uniform vec2 uvScale;", + + "attribute vec2 position;", + "attribute vec2 uv;", + + "varying vec2 vUV;", + + "void main() {", + + "vUV = uvOffset + uv * uvScale;", + + "vec2 alignedPosition = position + alignment;", + + "vec2 rotatedPosition;", + "rotatedPosition.x = ( cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y ) * scale.x;", + "rotatedPosition.y = ( sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y ) * scale.y;", + + "vec4 finalPosition;", + + "if( useScreenCoordinates != 0 ) {", + + "finalPosition = vec4( screenPosition.xy + rotatedPosition, screenPosition.z, 1.0 );", + + "} else {", + + "finalPosition = projectionMatrix * modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );", + "finalPosition.xy += rotatedPosition * ( affectedByDistance == 1 ? 1.0 : finalPosition.z );", + + "}", + + "gl_Position = finalPosition;", + + "}" + + ].join( "\n" ), + + fragmentShader: [ + + "precision mediump float;", + + "uniform vec3 color;", + "uniform sampler2D map;", + "uniform float opacity;", + + "varying vec2 vUV;", + + "void main() {", + + "vec4 texture = texture2D( map, vUV );", + "gl_FragColor = vec4( color * texture.xyz, texture.a * opacity );", + + "}" + + ].join( "\n" ) + + } + +}; diff --git a/public/js/lib/Three.js b/public/js/lib/Three.js new file mode 100644 index 0000000..b36e7d8 --- /dev/null +++ b/public/js/lib/Three.js @@ -0,0 +1,794 @@ +// Three.js - http://github.com/mrdoob/three.js +'use strict';var THREE=THREE||{REVISION:"48"};if(!self.Int32Array)self.Int32Array=Array,self.Float32Array=Array; +(function(){for(var a=0,b=["ms","moz","webkit","o"],c=0;c>16&255)/255;this.g=(a>>8&255)/255;this.b=(a&255)/255;return this},getHex:function(){return Math.floor(255*this.r)<<16^Math.floor(255*this.g)<<8^Math.floor(255*this.b)},getContextStyle:function(){return"rgb("+Math.floor(255*this.r)+","+Math.floor(255*this.g)+","+Math.floor(255*this.b)+")"},clone:function(){return(new THREE.Color).setRGB(this.r,this.g,this.b)}};THREE.Vector2=function(a,b){this.x=a||0;this.y=b||0}; +THREE.Vector2.prototype={constructor:THREE.Vector2,set:function(a,b){this.x=a;this.y=b;return this},copy:function(a){this.x=a.x;this.y=a.y;return this},clone:function(){return new THREE.Vector2(this.x,this.y)},add:function(a,b){this.x=a.x+b.x;this.y=a.y+b.y;return this},addSelf:function(a){this.x+=a.x;this.y+=a.y;return this},sub:function(a,b){this.x=a.x-b.x;this.y=a.y-b.y;return this},subSelf:function(a){this.x-=a.x;this.y-=a.y;return this},multiplyScalar:function(a){this.x*=a;this.y*=a;return this}, +divideScalar:function(a){a?(this.x/=a,this.y/=a):this.set(0,0);return this},negate:function(){return this.multiplyScalar(-1)},dot:function(a){return this.x*a.x+this.y*a.y},lengthSq:function(){return this.x*this.x+this.y*this.y},length:function(){return Math.sqrt(this.lengthSq())},normalize:function(){return this.divideScalar(this.length())},distanceTo:function(a){return Math.sqrt(this.distanceToSquared(a))},distanceToSquared:function(a){var b=this.x-a.x,a=this.y-a.y;return b*b+a*a},setLength:function(a){return this.normalize().multiplyScalar(a)}, +lerpSelf:function(a,b){this.x+=(a.x-this.x)*b;this.y+=(a.y-this.y)*b;return this},equals:function(a){return a.x===this.x&&a.y===this.y},isZero:function(){return 1.0E-4>this.lengthSq()}};THREE.Vector3=function(a,b,c){this.x=a||0;this.y=b||0;this.z=c||0}; +THREE.Vector3.prototype={constructor:THREE.Vector3,set:function(a,b,c){this.x=a;this.y=b;this.z=c;return this},setX:function(a){this.x=a;return this},setY:function(a){this.y=a;return this},setZ:function(a){this.z=a;return this},copy:function(a){this.x=a.x;this.y=a.y;this.z=a.z;return this},clone:function(){return new THREE.Vector3(this.x,this.y,this.z)},add:function(a,b){this.x=a.x+b.x;this.y=a.y+b.y;this.z=a.z+b.z;return this},addSelf:function(a){this.x+=a.x;this.y+=a.y;this.z+=a.z;return this}, +addScalar:function(a){this.x+=a;this.y+=a;this.z+=a;return this},sub:function(a,b){this.x=a.x-b.x;this.y=a.y-b.y;this.z=a.z-b.z;return this},subSelf:function(a){this.x-=a.x;this.y-=a.y;this.z-=a.z;return this},multiply:function(a,b){this.x=a.x*b.x;this.y=a.y*b.y;this.z=a.z*b.z;return this},multiplySelf:function(a){this.x*=a.x;this.y*=a.y;this.z*=a.z;return this},multiplyScalar:function(a){this.x*=a;this.y*=a;this.z*=a;return this},divideSelf:function(a){this.x/=a.x;this.y/=a.y;this.z/=a.z;return this}, +divideScalar:function(a){a?(this.x/=a,this.y/=a,this.z/=a):this.z=this.y=this.x=0;return this},negate:function(){return this.multiplyScalar(-1)},dot:function(a){return this.x*a.x+this.y*a.y+this.z*a.z},lengthSq:function(){return this.x*this.x+this.y*this.y+this.z*this.z},length:function(){return Math.sqrt(this.lengthSq())},lengthManhattan:function(){return Math.abs(this.x)+Math.abs(this.y)+Math.abs(this.z)},normalize:function(){return this.divideScalar(this.length())},setLength:function(a){return this.normalize().multiplyScalar(a)}, +lerpSelf:function(a,b){this.x+=(a.x-this.x)*b;this.y+=(a.y-this.y)*b;this.z+=(a.z-this.z)*b;return this},cross:function(a,b){this.x=a.y*b.z-a.z*b.y;this.y=a.z*b.x-a.x*b.z;this.z=a.x*b.y-a.y*b.x;return this},crossSelf:function(a){var b=this.x,c=this.y,d=this.z;this.x=c*a.z-d*a.y;this.y=d*a.x-b*a.z;this.z=b*a.y-c*a.x;return this},distanceTo:function(a){return Math.sqrt(this.distanceToSquared(a))},distanceToSquared:function(a){return(new THREE.Vector3).sub(this,a).lengthSq()},getPositionFromMatrix:function(a){this.x= +a.n14;this.y=a.n24;this.z=a.n34;return this},getRotationFromMatrix:function(a,b){var c=b?b.x:1,d=b?b.y:1,f=b?b.z:1,g=a.n11/c,e=a.n12/d,c=a.n21/c,d=a.n22/d,h=a.n23/f,i=a.n33/f;this.y=Math.asin(a.n13/f);f=Math.cos(this.y);1.0E-5this.lengthSq()}};THREE.Vector4=function(a,b,c,d){this.x=a||0;this.y=b||0;this.z=c||0;this.w=void 0!==d?d:1}; +THREE.Vector4.prototype={constructor:THREE.Vector4,set:function(a,b,c,d){this.x=a;this.y=b;this.z=c;this.w=d;return this},copy:function(a){this.x=a.x;this.y=a.y;this.z=a.z;this.w=void 0!==a.w?a.w:1;return this},clone:function(){return new THREE.Vector4(this.x,this.y,this.z,this.w)},add:function(a,b){this.x=a.x+b.x;this.y=a.y+b.y;this.z=a.z+b.z;this.w=a.w+b.w;return this},addSelf:function(a){this.x+=a.x;this.y+=a.y;this.z+=a.z;this.w+=a.w;return this},sub:function(a,b){this.x=a.x-b.x;this.y=a.y-b.y; +this.z=a.z-b.z;this.w=a.w-b.w;return this},subSelf:function(a){this.x-=a.x;this.y-=a.y;this.z-=a.z;this.w-=a.w;return this},multiplyScalar:function(a){this.x*=a;this.y*=a;this.z*=a;this.w*=a;return this},divideScalar:function(a){a?(this.x/=a,this.y/=a,this.z/=a,this.w/=a):(this.z=this.y=this.x=0,this.w=1);return this},negate:function(){return this.multiplyScalar(-1)},dot:function(a){return this.x*a.x+this.y*a.y+this.z*a.z+this.w*a.w},lengthSq:function(){return this.dot(this)},length:function(){return Math.sqrt(this.lengthSq())}, +normalize:function(){return this.divideScalar(this.length())},setLength:function(a){return this.normalize().multiplyScalar(a)},lerpSelf:function(a,b){this.x+=(a.x-this.x)*b;this.y+=(a.y-this.y)*b;this.z+=(a.z-this.z)*b;this.w+=(a.w-this.w)*b;return this}};THREE.Frustum=function(){this.planes=[new THREE.Vector4,new THREE.Vector4,new THREE.Vector4,new THREE.Vector4,new THREE.Vector4,new THREE.Vector4]}; +THREE.Frustum.prototype.setFromMatrix=function(a){var b,c=this.planes;c[0].set(a.n41-a.n11,a.n42-a.n12,a.n43-a.n13,a.n44-a.n14);c[1].set(a.n41+a.n11,a.n42+a.n12,a.n43+a.n13,a.n44+a.n14);c[2].set(a.n41+a.n21,a.n42+a.n22,a.n43+a.n23,a.n44+a.n24);c[3].set(a.n41-a.n21,a.n42-a.n22,a.n43-a.n23,a.n44-a.n24);c[4].set(a.n41-a.n31,a.n42-a.n32,a.n43-a.n33,a.n44-a.n34);c[5].set(a.n41+a.n31,a.n42+a.n32,a.n43+a.n33,a.n44+a.n34);for(a=0;6>a;a++)b=c[a],b.divideScalar(Math.sqrt(b.x*b.x+b.y*b.y+b.z*b.z))}; +THREE.Frustum.prototype.contains=function(a){for(var b=this.planes,c=a.matrixWorld,d=THREE.Frustum.__v1.set(c.getColumnX().length(),c.getColumnY().length(),c.getColumnZ().length()),d=-a.geometry.boundingSphere.radius*Math.max(d.x,Math.max(d.y,d.z)),f=0;6>f;f++)if(a=b[f].x*c.n14+b[f].y*c.n24+b[f].z*c.n34+b[f].w,a<=d)return!1;return!0};THREE.Frustum.__v1=new THREE.Vector3; +THREE.Ray=function(a,b){function c(a,b,c){p.sub(c,a);s=p.dot(b);t=n.add(a,r.copy(b).multiplyScalar(s));return w=c.distanceTo(t)}function d(a,b,c,d){p.sub(d,b);n.sub(c,b);r.sub(a,b);u=p.dot(p);v=p.dot(n);A=p.dot(r);F=n.dot(n);B=n.dot(r);D=1/(u*F-v*v);H=(F*A-v*B)*D;I=(u*B-v*A)*D;return 0<=H&&0<=I&&1>H+I}this.origin=a||new THREE.Vector3;this.direction=b||new THREE.Vector3;this.intersectObjects=function(a){var b,c,d=[];for(b=0,c=a.length;ba.scale.x)return[];b={distance:p,point:a.position,face:null,object:a}; +n.push(b)}else if(a instanceof THREE.Mesh){var p=c(this.origin,this.direction,a.matrixWorld.getPosition()),r=THREE.Frustum.__v1.set(a.matrixWorld.getColumnX().length(),a.matrixWorld.getColumnY().length(),a.matrixWorld.getColumnZ().length());if(p>a.geometry.boundingSphere.radius*Math.max(r.x,Math.max(r.y,r.z)))return n;var s,l,t=a.geometry,u=t.vertices,E;a.matrixRotationWorld.extractRotation(a.matrixWorld);for(p=0,r=t.faces.length;pl)&&(a.doubleSided||(a.flipSided?0s))))if(o.add(j,k.multiplyScalar(l)),b instanceof THREE.Face3)g=E.multiplyVector3(g.copy(u[b.a].position)),e=E.multiplyVector3(e.copy(u[b.b].position)),h=E.multiplyVector3(h.copy(u[b.c].position)),d(o,g,e,h)&&(b={distance:j.distanceTo(o),point:o.clone(),face:b,object:a},n.push(b));else if(b instanceof +THREE.Face4&&(g=E.multiplyVector3(g.copy(u[b.a].position)),e=E.multiplyVector3(e.copy(u[b.b].position)),h=E.multiplyVector3(h.copy(u[b.c].position)),i=E.multiplyVector3(i.copy(u[b.d].position)),d(o,g,e,i)||d(o,e,h,i)))b={distance:j.distanceTo(o),point:o.clone(),face:b,object:a},n.push(b)}return n};var p=new THREE.Vector3,n=new THREE.Vector3,r=new THREE.Vector3,s,t,w,u,v,A,F,B,D,H,I}; +THREE.Rectangle=function(){function a(){g=d-b;e=f-c}var b,c,d,f,g,e,h=!0;this.getX=function(){return b};this.getY=function(){return c};this.getWidth=function(){return g};this.getHeight=function(){return e};this.getLeft=function(){return b};this.getTop=function(){return c};this.getRight=function(){return d};this.getBottom=function(){return f};this.set=function(g,e,k,q){h=!1;b=g;c=e;d=k;f=q;a()};this.addPoint=function(g,e){h?(h=!1,b=g,c=e,d=g,f=e):(b=bg?d:g,f=f>e?f:e);a()};this.add3Points= +function(g,e,k,q,m,o){h?(h=!1,b=gk?g>m?g:m:k>m?k:m,f=e>q?e>o?e:o:q>o?q:o):(b=gk?g>m?g>d?g:d:m>d?m:d:k>m?k>d?k:d:m>d?m:d,f=e>q?e>o?e>f?e:f:o>f?o:f:q>o?q>f?q:f:o>f?o:f);a()};this.addRectangle=function(g){h?(h=!1,b=g.getLeft(),c=g.getTop(),d=g.getRight(),f=g.getBottom()):(b=bg.getRight()?d:g.getRight(),f=f> +g.getBottom()?f:g.getBottom());a()};this.inflate=function(g){b-=g;c-=g;d+=g;f+=g;a()};this.minSelf=function(g){b=b>g.getLeft()?b:g.getLeft();c=c>g.getTop()?c:g.getTop();d=da.getRight()||fa.getBottom()?!1:!0};this.empty=function(){h=!0;f=d=c=b=0;a()};this.isEmpty=function(){return h}}; +THREE.Math={clamp:function(a,b,c){return ac?c:a},clampBottom:function(a,b){return aa?-1:0f&&0>g||0>e&&0>h)return!1;0>f?c=Math.max(c,f/(f-g)):0>g&&(d=Math.min(d,f/(f-g)));0>e?c=Math.max(c,e/(e-h)):0>h&&(d=Math.min(d,e/(e-h)));if(de&&h.positionScreen.z(ka.positionScreen.x-R.positionScreen.x)*(ca.positionScreen.y-R.positionScreen.y)-(ka.positionScreen.y-R.positionScreen.y)*(ca.positionScreen.x-R.positionScreen.x), +N.doubleSided||l!=N.flipSided)ia=m[q]=m[q]||new THREE.RenderableFace3,q++,k=ia,k.v1.copy(R),k.v2.copy(ca),k.v3.copy(ka);else continue;else continue;else if(E instanceof THREE.Face4)if(R=j[E.a],ca=j[E.b],ka=j[E.c],ia=j[E.d],R.visible&&ca.visible&&ka.visible&&ia.visible)if(l=0>(ia.positionScreen.x-R.positionScreen.x)*(ca.positionScreen.y-R.positionScreen.y)-(ia.positionScreen.y-R.positionScreen.y)*(ca.positionScreen.x-R.positionScreen.x)||0>(ca.positionScreen.x-ka.positionScreen.x)*(ia.positionScreen.y- +ka.positionScreen.y)-(ca.positionScreen.y-ka.positionScreen.y)*(ia.positionScreen.x-ka.positionScreen.x),N.doubleSided||l!=N.flipSided)Ja=p[o]=p[o]||new THREE.RenderableFace4,o++,k=Ja,k.v1.copy(R),k.v2.copy(ca),k.v3.copy(ka),k.v4.copy(ia);else continue;else continue;k.normalWorld.copy(E.normal);!l&&(N.flipSided||N.doubleSided)&&k.normalWorld.negate();U.multiplyVector3(k.normalWorld);k.centroidWorld.copy(E.centroid);aa.multiplyVector3(k.centroidWorld);k.centroidScreen.copy(k.centroidWorld);B.multiplyVector3(k.centroidScreen); +ka=E.vertexNormals;for(R=0,ca=ka.length;RF.z))e=u[w]=u[w]||new THREE.RenderableParticle,w++,t=e,t.x=F.x/F.w,t.y=F.y/F.w,t.z=F.z,t.rotation=N.rotation.z,t.scale.x=N.scale.x*Math.abs(t.x-(F.x+f.projectionMatrix.n11)/(F.w+f.projectionMatrix.n14)),t.scale.y=N.scale.y*Math.abs(t.y-(F.y+f.projectionMatrix.n22)/(F.w+f.projectionMatrix.n24)),t.material=N.material,v.elements.push(t);g&&v.elements.sort(c);return v}}; +THREE.Quaternion=function(a,b,c,d){this.x=a||0;this.y=b||0;this.z=c||0;this.w=void 0!==d?d:1}; +THREE.Quaternion.prototype={constructor:THREE.Quaternion,set:function(a,b,c,d){this.x=a;this.y=b;this.z=c;this.w=d;return this},copy:function(a){this.x=a.x;this.y=a.y;this.z=a.z;this.w=a.w;return this},clone:function(){return new THREE.Quaternion(this.x,this.y,this.z,this.w)},setFromEuler:function(a){var b=Math.PI/360,c=a.x*b,d=a.y*b,f=a.z*b,a=Math.cos(d),d=Math.sin(d),b=Math.cos(-f),f=Math.sin(-f),g=Math.cos(c),c=Math.sin(c),e=a*b,h=d*f;this.w=e*g-h*c;this.x=e*c+h*g;this.y=d*b*g+a*f*c;this.z=a*f* +g-d*b*c;return this},setFromAxisAngle:function(a,b){var c=b/2,d=Math.sin(c);this.x=a.x*d;this.y=a.y*d;this.z=a.z*d;this.w=Math.cos(c);return this},setFromRotationMatrix:function(a){var b=Math.pow(a.determinant(),1/3);this.w=Math.sqrt(Math.max(0,b+a.n11+a.n22+a.n33))/2;this.x=Math.sqrt(Math.max(0,b+a.n11-a.n22-a.n33))/2;this.y=Math.sqrt(Math.max(0,b-a.n11+a.n22-a.n33))/2;this.z=Math.sqrt(Math.max(0,b-a.n11-a.n22+a.n33))/2;this.x=0>a.n32-a.n23?-Math.abs(this.x):Math.abs(this.x);this.y=0>a.n13-a.n31? +-Math.abs(this.y):Math.abs(this.y);this.z=0>a.n21-a.n12?-Math.abs(this.z):Math.abs(this.z);this.normalize();return this},calculateW:function(){this.w=-Math.sqrt(Math.abs(1-this.x*this.x-this.y*this.y-this.z*this.z));return this},inverse:function(){this.x*=-1;this.y*=-1;this.z*=-1;return this},length:function(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w)},normalize:function(){var a=Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w);0===a?this.w=this.z= +this.y=this.x=0:(a=1/a,this.x*=a,this.y*=a,this.z*=a,this.w*=a);return this},multiplySelf:function(a){var b=this.x,c=this.y,d=this.z,f=this.w,g=a.x,e=a.y,h=a.z,a=a.w;this.x=b*a+f*g+c*h-d*e;this.y=c*a+f*e+d*g-b*h;this.z=d*a+f*h+b*e-c*g;this.w=f*a-b*g-c*e-d*h;return this},multiply:function(a,b){this.x=a.x*b.w+a.y*b.z-a.z*b.y+a.w*b.x;this.y=-a.x*b.z+a.y*b.w+a.z*b.x+a.w*b.y;this.z=a.x*b.y-a.y*b.x+a.z*b.w+a.w*b.z;this.w=-a.x*b.x-a.y*b.y-a.z*b.z+a.w*b.w;return this},multiplyVector3:function(a,b){b||(b= +a);var c=a.x,d=a.y,f=a.z,g=this.x,e=this.y,h=this.z,i=this.w,j=i*c+e*f-h*d,k=i*d+h*c-g*f,q=i*f+g*d-e*c,c=-g*c-e*d-h*f;b.x=j*i+c*-g+k*-h-q*-e;b.y=k*i+c*-e+q*-g-j*-h;b.z=q*i+c*-h+j*-e-k*-g;return b}}; +THREE.Quaternion.slerp=function(a,b,c,d){var f=a.w*b.w+a.x*b.x+a.y*b.y+a.z*b.z;0>f?(c.w=-b.w,c.x=-b.x,c.y=-b.y,c.z=-b.z,f=-f):c.copy(b);if(1<=Math.abs(f))return c.w=a.w,c.x=a.x,c.y=a.y,c.z=a.z,c;var g=Math.acos(f),f=Math.sqrt(1-f*f);if(0.001>Math.abs(f))return c.w=0.5*(a.w+b.w),c.x=0.5*(a.x+b.x),c.y=0.5*(a.y+b.y),c.z=0.5*(a.z+b.z),c;b=Math.sin((1-d)*g)/f;d=Math.sin(d*g)/f;c.w=a.w*b+c.w*d;c.x=a.x*b+c.x*d;c.y=a.y*b+c.y*d;c.z=a.z*b+c.z*d;return c};THREE.Vertex=function(a){this.position=a||new THREE.Vector3}; +THREE.Vertex.prototype={constructor:THREE.Vertex,clone:function(){return new THREE.Vertex(this.position.clone())}};THREE.Face3=function(a,b,c,d,f,g){this.a=a;this.b=b;this.c=c;this.normal=d instanceof THREE.Vector3?d:new THREE.Vector3;this.vertexNormals=d instanceof Array?d:[];this.color=f instanceof THREE.Color?f:new THREE.Color;this.vertexColors=f instanceof Array?f:[];this.vertexTangents=[];this.materialIndex=g;this.centroid=new THREE.Vector3}; +THREE.Face3.prototype={constructor:THREE.Face3,clone:function(){var a=new THREE.Face3(this.a,this.b,this.c);a.normal.copy(this.normal);a.color.copy(this.color);a.centroid.copy(this.centroid);a.materialIndex=this.materialIndex;var b,c;for(b=0,c=this.vertexNormals.length;bf?-1:1,g.vertexTangents[d]=new THREE.Vector4(P.x,P.y,P.z,f)}this.hasTangents=!0},computeBoundingBox:function(){if(!this.boundingBox)this.boundingBox={min:new THREE.Vector3,max:new THREE.Vector3};if(0c.x)c.x=a.x;if(a.yc.y)c.y=a.y;if(a.zc.z)c.z=a.z}}else this.boundingBox.min.set(0,0,0),this.boundingBox.max.set(0,0,0)},computeBoundingSphere:function(){if(!this.boundingSphere)this.boundingSphere={radius:0};for(var a,b=0,c=0,d=this.vertices.length;cb&&(b=a);this.boundingSphere.radius=b},mergeVertices:function(){var a={},b=[],c=[],d,f=Math.pow(10, +4),g,e;for(g=0,e=this.vertices.length;gthis.points.length-2?g:g+1;c[3]=g>this.points.length-3?g:g+2;j=this.points[c[0]];k=this.points[c[1]]; +q=this.points[c[2]];m=this.points[c[3]];h=e*e;i=e*h;d.x=b(j.x,k.x,q.x,m.x,e,h,i);d.y=b(j.y,k.y,q.y,m.y,e,h,i);d.z=b(j.z,k.z,q.z,m.z,e,h,i);return d};this.getControlPointsArray=function(){var a,b,c=this.points.length,d=[];for(a=0;ah.end)h.end=f;b||(b=e)}}a.firstAnimation=b}; +THREE.MorphAnimMesh.prototype.setAnimationLabel=function(a,b,c){if(!this.geometry.animations)this.geometry.animations={};this.geometry.animations[a]={start:b,end:c}};THREE.MorphAnimMesh.prototype.playAnimation=function(a,b){var c=this.geometry.animations[a];c?(this.setFrameRange(c.start,c.end),this.duration=1E3*((c.end-c.start)/b),this.time=0):console.warn("animation["+a+"] undefined")}; +THREE.MorphAnimMesh.prototype.updateAnimation=function(a){var b=this.duration/this.length;this.time+=this.direction*a;if(this.mirroredLoop){if(this.time>this.duration||0>this.time){this.direction*=-1;if(this.time>this.duration)this.time=this.duration,this.directionBackwards=!0;if(0>this.time)this.time=0,this.directionBackwards=!1}}else this.time%=this.duration,0>this.time&&(this.time+=this.duration);a=this.startKeyframe+THREE.Math.clamp(Math.floor(this.time/b),0,this.length-1);if(a!==this.currentKeyframe)this.morphTargetInfluences[this.lastKeyframe]= +0,this.morphTargetInfluences[this.currentKeyframe]=1,this.morphTargetInfluences[a]=0,this.lastKeyframe=this.currentKeyframe,this.currentKeyframe=a;b=this.time%b/b;this.directionBackwards&&(b=1-b);this.morphTargetInfluences[this.currentKeyframe]=b;this.morphTargetInfluences[this.lastKeyframe]=1-b};THREE.Ribbon=function(a,b){THREE.Object3D.call(this);this.geometry=a;this.material=b};THREE.Ribbon.prototype=new THREE.Object3D;THREE.Ribbon.prototype.constructor=THREE.Ribbon; +THREE.LOD=function(){THREE.Object3D.call(this);this.LODs=[]};THREE.LOD.prototype=new THREE.Object3D;THREE.LOD.prototype.constructor=THREE.LOD;THREE.LOD.prototype.supr=THREE.Object3D.prototype;THREE.LOD.prototype.addLevel=function(a,b){void 0===b&&(b=0);for(var b=Math.abs(b),c=0;c=this.LODs[b].visibleAtDistance)this.LODs[b-1].object3D.visible=!1,this.LODs[b].object3D.visible=!0;else break;for(;bs&&n.clearRect(Math.floor(sa.getX()),Math.floor(sa.getY()),Math.floor(sa.getWidth()),Math.floor(sa.getHeight())),0=i||(i*=e.intensity,d.r+=h.r*i,d.g+=h.g*i,d.b+=h.b*i)):e instanceof THREE.PointLight&&(l=e.matrixWorld.getPosition(),i=c.dot(Z.sub(l,b).normalize()),0>=i||(i*=0==e.distance?1:1-Math.min(b.distanceTo(l)/e.distance,1),0!=i&&(i*=e.intensity,d.r+=h.r*i,d.g+=h.g*i,d.b+=h.b*i)))}function r(a,g,e){b(e.opacity);c(e.blending);var Z,h,l,i,k,j;if(e instanceof THREE.ParticleBasicMaterial){if(e.map)i= +e.map.image,k=i.width>>1,j=i.height>>1,e=g.scale.x*o,l=g.scale.y*p,Z=e*k,h=l*j,za.set(a.x-Z,a.y-h,a.x+Z,a.y+h),La.intersects(za)&&(n.save(),n.translate(a.x,a.y),n.rotate(-g.rotation),n.scale(e,-l),n.translate(-k,-j),n.drawImage(i,0,0),n.restore())}else e instanceof THREE.ParticleCanvasMaterial&&(Z=g.scale.x*o,h=g.scale.y*p,za.set(a.x-Z,a.y-h,a.x+Z,a.y+h),La.intersects(za)&&(d(e.color.getContextStyle()),f(e.color.getContextStyle()),n.save(),n.translate(a.x,a.y),n.rotate(-g.rotation),n.scale(Z,h),e.program(n), +n.restore()))}function s(a,f,g,e){b(e.opacity);c(e.blending);n.beginPath();n.moveTo(a.positionScreen.x,a.positionScreen.y);n.lineTo(f.positionScreen.x,f.positionScreen.y);n.closePath();if(e instanceof THREE.LineBasicMaterial){a=e.linewidth;if(A!=a)n.lineWidth=A=a;a=e.linecap;if(F!=a)n.lineCap=F=a;a=e.linejoin;if(B!=a)n.lineJoin=B=a;d(e.color.getContextStyle());n.stroke();za.inflate(2*e.linewidth)}}function t(a,d,f,e,h,j,n,T){g.info.render.vertices+=3;g.info.render.faces++;b(T.opacity);c(T.blending); +K=a.positionScreen.x;O=a.positionScreen.y;y=d.positionScreen.x;l=d.positionScreen.y;$=f.positionScreen.x;C=f.positionScreen.y;v(K,O,y,l,$,C);if(T instanceof THREE.MeshBasicMaterial)if(T.map)T.map.mapping instanceof THREE.UVMapping&&(ha=n.uvs[0],Vc(K,O,y,l,$,C,ha[e].u,ha[e].v,ha[h].u,ha[h].v,ha[j].u,ha[j].v,T.map));else if(T.envMap){if(T.envMap.mapping instanceof THREE.SphericalReflectionMapping)a=k.matrixWorldInverse,Z.copy(n.vertexNormalsWorld[e]),ib=0.5*(Z.x*a.n11+Z.y*a.n12+Z.z*a.n13)+0.5,db=0.5* +-(Z.x*a.n21+Z.y*a.n22+Z.z*a.n23)+0.5,Z.copy(n.vertexNormalsWorld[h]),lb=0.5*(Z.x*a.n11+Z.y*a.n12+Z.z*a.n13)+0.5,cb=0.5*-(Z.x*a.n21+Z.y*a.n22+Z.z*a.n23)+0.5,Z.copy(n.vertexNormalsWorld[j]),Za=0.5*(Z.x*a.n11+Z.y*a.n12+Z.z*a.n13)+0.5,Sa=0.5*-(Z.x*a.n21+Z.y*a.n22+Z.z*a.n23)+0.5,Vc(K,O,y,l,$,C,ib,db,lb,cb,Za,Sa,T.envMap)}else T.wireframe?Mb(T.color,T.wireframeLinewidth,T.wireframeLinecap,T.wireframeLinejoin):Gb(T.color);else if(T instanceof THREE.MeshLambertMaterial)T.map&&!T.wireframe&&(T.map.mapping instanceof +THREE.UVMapping&&(ha=n.uvs[0],Vc(K,O,y,l,$,C,ha[e].u,ha[e].v,ha[h].u,ha[h].v,ha[j].u,ha[j].v,T.map)),c(THREE.SubtractiveBlending)),Ea?!T.wireframe&&T.shading==THREE.SmoothShading&&3==n.vertexNormalsWorld.length?(aa.r=U.r=ba.r=Fa.r,aa.g=U.g=ba.g=Fa.g,aa.b=U.b=ba.b=Fa.b,q(i,n.v1.positionWorld,n.vertexNormalsWorld[0],aa),q(i,n.v2.positionWorld,n.vertexNormalsWorld[1],U),q(i,n.v3.positionWorld,n.vertexNormalsWorld[2],ba),aa.r=Math.max(0,Math.min(T.color.r*aa.r,1)),aa.g=Math.max(0,Math.min(T.color.g*aa.g, +1)),aa.b=Math.max(0,Math.min(T.color.b*aa.b,1)),U.r=Math.max(0,Math.min(T.color.r*U.r,1)),U.g=Math.max(0,Math.min(T.color.g*U.g,1)),U.b=Math.max(0,Math.min(T.color.b*U.b,1)),ba.r=Math.max(0,Math.min(T.color.r*ba.r,1)),ba.g=Math.max(0,Math.min(T.color.g*ba.g,1)),ba.b=Math.max(0,Math.min(T.color.b*ba.b,1)),ea.r=0.5*(U.r+ba.r),ea.g=0.5*(U.g+ba.g),ea.b=0.5*(U.b+ba.b),qa=Dc(aa,U,ba,ea),gc(K,O,y,l,$,C,0,0,1,0,0,1,qa)):(N.r=Fa.r,N.g=Fa.g,N.b=Fa.b,q(i,n.centroidWorld,n.normalWorld,N),N.r=Math.max(0,Math.min(T.color.r* +N.r,1)),N.g=Math.max(0,Math.min(T.color.g*N.g,1)),N.b=Math.max(0,Math.min(T.color.b*N.b,1)),T.wireframe?Mb(N,T.wireframeLinewidth,T.wireframeLinecap,T.wireframeLinejoin):Gb(N)):T.wireframe?Mb(T.color,T.wireframeLinewidth,T.wireframeLinecap,T.wireframeLinejoin):Gb(T.color);else if(T instanceof THREE.MeshDepthMaterial)Ka=k.near,Ga=k.far,aa.r=aa.g=aa.b=1-ac(a.positionScreen.z,Ka,Ga),U.r=U.g=U.b=1-ac(d.positionScreen.z,Ka,Ga),ba.r=ba.g=ba.b=1-ac(f.positionScreen.z,Ka,Ga),ea.r=0.5*(U.r+ba.r),ea.g=0.5* +(U.g+ba.g),ea.b=0.5*(U.b+ba.b),qa=Dc(aa,U,ba,ea),gc(K,O,y,l,$,C,0,0,1,0,0,1,qa);else if(T instanceof THREE.MeshNormalMaterial)N.r=hc(n.normalWorld.x),N.g=hc(n.normalWorld.y),N.b=hc(n.normalWorld.z),T.wireframe?Mb(N,T.wireframeLinewidth,T.wireframeLinecap,T.wireframeLinejoin):Gb(N)}function u(a,d,f,e,Z,h,T,j,n){g.info.render.vertices+=4;g.info.render.faces++;b(j.opacity);c(j.blending);if(j.map||j.envMap)t(a,d,e,0,1,3,T,j,n),t(Z,f,h,1,2,3,T,j,n);else if(K=a.positionScreen.x,O=a.positionScreen.y,y=d.positionScreen.x, +l=d.positionScreen.y,$=f.positionScreen.x,C=f.positionScreen.y,E=e.positionScreen.x,S=e.positionScreen.y,R=Z.positionScreen.x,ca=Z.positionScreen.y,ka=h.positionScreen.x,ia=h.positionScreen.y,j instanceof THREE.MeshBasicMaterial)w(K,O,y,l,$,C,E,S),j.wireframe?Mb(j.color,j.wireframeLinewidth,j.wireframeLinecap,j.wireframeLinejoin):Gb(j.color);else if(j instanceof THREE.MeshLambertMaterial)Ea?!j.wireframe&&j.shading==THREE.SmoothShading&&4==T.vertexNormalsWorld.length?(aa.r=U.r=ba.r=ea.r=Fa.r,aa.g= +U.g=ba.g=ea.g=Fa.g,aa.b=U.b=ba.b=ea.b=Fa.b,q(i,T.v1.positionWorld,T.vertexNormalsWorld[0],aa),q(i,T.v2.positionWorld,T.vertexNormalsWorld[1],U),q(i,T.v4.positionWorld,T.vertexNormalsWorld[3],ba),q(i,T.v3.positionWorld,T.vertexNormalsWorld[2],ea),aa.r=Math.max(0,Math.min(j.color.r*aa.r,1)),aa.g=Math.max(0,Math.min(j.color.g*aa.g,1)),aa.b=Math.max(0,Math.min(j.color.b*aa.b,1)),U.r=Math.max(0,Math.min(j.color.r*U.r,1)),U.g=Math.max(0,Math.min(j.color.g*U.g,1)),U.b=Math.max(0,Math.min(j.color.b*U.b,1)), +ba.r=Math.max(0,Math.min(j.color.r*ba.r,1)),ba.g=Math.max(0,Math.min(j.color.g*ba.g,1)),ba.b=Math.max(0,Math.min(j.color.b*ba.b,1)),ea.r=Math.max(0,Math.min(j.color.r*ea.r,1)),ea.g=Math.max(0,Math.min(j.color.g*ea.g,1)),ea.b=Math.max(0,Math.min(j.color.b*ea.b,1)),qa=Dc(aa,U,ba,ea),v(K,O,y,l,E,S),gc(K,O,y,l,E,S,0,0,1,0,0,1,qa),v(R,ca,$,C,ka,ia),gc(R,ca,$,C,ka,ia,1,0,1,1,0,1,qa)):(N.r=Fa.r,N.g=Fa.g,N.b=Fa.b,q(i,T.centroidWorld,T.normalWorld,N),N.r=Math.max(0,Math.min(j.color.r*N.r,1)),N.g=Math.max(0, +Math.min(j.color.g*N.g,1)),N.b=Math.max(0,Math.min(j.color.b*N.b,1)),w(K,O,y,l,$,C,E,S),j.wireframe?Mb(N,j.wireframeLinewidth,j.wireframeLinecap,j.wireframeLinejoin):Gb(N)):(w(K,O,y,l,$,C,E,S),j.wireframe?Mb(j.color,j.wireframeLinewidth,j.wireframeLinecap,j.wireframeLinejoin):Gb(j.color));else if(j instanceof THREE.MeshNormalMaterial)N.r=hc(T.normalWorld.x),N.g=hc(T.normalWorld.y),N.b=hc(T.normalWorld.z),w(K,O,y,l,$,C,E,S),j.wireframe?Mb(N,j.wireframeLinewidth,j.wireframeLinecap,j.wireframeLinejoin): +Gb(N);else if(j instanceof THREE.MeshDepthMaterial)Ka=k.near,Ga=k.far,aa.r=aa.g=aa.b=1-ac(a.positionScreen.z,Ka,Ga),U.r=U.g=U.b=1-ac(d.positionScreen.z,Ka,Ga),ba.r=ba.g=ba.b=1-ac(e.positionScreen.z,Ka,Ga),ea.r=ea.g=ea.b=1-ac(f.positionScreen.z,Ka,Ga),qa=Dc(aa,U,ba,ea),v(K,O,y,l,E,S),gc(K,O,y,l,E,S,0,0,1,0,0,1,qa),v(R,ca,$,C,ka,ia),gc(R,ca,$,C,ka,ia,1,0,1,1,0,1,qa)}function v(a,b,c,d,f,e){n.beginPath();n.moveTo(a,b);n.lineTo(c,d);n.lineTo(f,e);n.lineTo(a,b);n.closePath()}function w(a,b,c,d,f,e,g,Z){n.beginPath(); +n.moveTo(a,b);n.lineTo(c,d);n.lineTo(f,e);n.lineTo(g,Z);n.lineTo(a,b);n.closePath()}function Mb(a,b,c,f){if(A!=b)n.lineWidth=A=b;if(F!=c)n.lineCap=F=c;if(B!=f)n.lineJoin=B=f;d(a.getContextStyle());n.stroke();za.inflate(2*b)}function Gb(a){f(a.getContextStyle());n.fill()}function Vc(a,b,c,d,e,g,Z,h,l,i,j,T,k){if(0!=k.image.width){if(!0==k.needsUpdate||void 0==Ta[k.id]){var m=k.wrapS==THREE.RepeatWrapping,o=k.wrapT==THREE.RepeatWrapping;Ta[k.id]=n.createPattern(k.image,m&&o?"repeat":m&&!o?"repeat-x": +!m&&o?"repeat-y":"no-repeat");k.needsUpdate=!1}f(Ta[k.id]);var m=k.offset.x/k.repeat.x,o=k.offset.y/k.repeat.y,p=k.image.width*k.repeat.x,Fb=k.image.height*k.repeat.y,Z=(Z+m)*p,h=(h+o)*Fb,c=c-a,d=d-b,e=e-a,g=g-b,l=(l+m)*p-Z,i=(i+o)*Fb-h,j=(j+m)*p-Z,T=(T+o)*Fb-h,m=l*T-j*i;if(0==m){if(void 0===Ja[k.id])b=document.createElement("canvas"),b.width=k.image.width,b.height=k.image.height,b=b.getContext("2d"),b.drawImage(k.image,0,0),Ja[k.id]=b.getImageData(0,0,k.image.width,k.image.height).data;b=Ja[k.id]; +Z=4*(Math.floor(Z)+Math.floor(h)*k.image.width);N.setRGB(b[Z]/255,b[Z+1]/255,b[Z+2]/255);Gb(N)}else m=1/m,k=(T*c-i*e)*m,i=(T*d-i*g)*m,c=(l*e-j*c)*m,d=(l*g-j*d)*m,a=a-k*Z-c*h,Z=b-i*Z-d*h,n.save(),n.transform(k,i,c,d,a,Z),n.fill(),n.restore()}}function gc(a,b,c,d,f,e,g,Z,h,l,i,j,T){var k,m;k=T.width-1;m=T.height-1;g*=k;Z*=m;c-=a;d-=b;f-=a;e-=b;h=h*k-g;l=l*m-Z;i=i*k-g;j=j*m-Z;m=1/(h*j-i*l);k=(j*c-l*f)*m;l=(j*d-l*e)*m;c=(h*f-i*c)*m;d=(h*e-i*d)*m;a=a-k*g-c*Z;b=b-l*g-d*Z;n.save();n.transform(k,l,c,d,a, +b);n.clip();n.drawImage(T,0,0);n.restore()}function Dc(a,b,c,d){var f=~~(255*a.r),e=~~(255*a.g),a=~~(255*a.b),g=~~(255*b.r),Z=~~(255*b.g),b=~~(255*b.b),h=~~(255*c.r),l=~~(255*c.g),c=~~(255*c.b),i=~~(255*d.r),j=~~(255*d.g),d=~~(255*d.b);eb[0]=0>f?0:255e?0:255a?0:255g?0:255Z?0:255b?0:255h?0:255l?0:255c?0:255i?0:255j?0:255d?0:255a?0:1=j||(j*=g.intensity,d.r+=h.r*j,d.g+=h.g*j,d.b+=h.b*j)):g instanceof THREE.PointLight&&(i=g.matrixWorld.getPosition(),j=c.dot(D.sub(i,b).normalize()),0>=j||(j*=0==g.distance?1:1-Math.min(b.distanceTo(i)/g.distance,1),0!=j&&(j*=g.intensity,d.r+=h.r*j,d.g+=h.g*j,d.b+=h.b*j)))}function b(a){null==H[a]&&(H[a]=document.createElementNS("http://www.w3.org/2000/svg", +"path"),0==K&&H[a].setAttribute("shape-rendering","crispEdges"));return H[a]}function c(a){a=0.5*(a+1);return 0>a?0:1 0\nuniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\nuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n#endif\n#if MAX_POINT_LIGHTS > 0\nuniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\nuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\nuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n#endif\n#ifdef WRAP_AROUND\nuniform vec3 wrapRGB;\n#endif", +lights_lambert_vertex:"vLightFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\nvLightBack = vec3( 0.0 );\n#endif\ntransformedNormal = normalize( transformedNormal );\n#if MAX_DIR_LIGHTS > 0\nfor( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {\nvec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\nvec3 dirVector = normalize( lDirection.xyz );\nfloat dotProduct = dot( transformedNormal, dirVector );\nvec3 directionalLightWeighting = vec3( max( dotProduct, 0.0 ) );\n#ifdef DOUBLE_SIDED\nvec3 directionalLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );\n#ifdef WRAP_AROUND\nvec3 directionalLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );\n#endif\n#endif\n#ifdef WRAP_AROUND\nvec3 directionalLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );\ndirectionalLightWeighting = mix( directionalLightWeighting, directionalLightWeightingHalf, wrapRGB );\n#ifdef DOUBLE_SIDED\ndirectionalLightWeightingBack = mix( directionalLightWeightingBack, directionalLightWeightingHalfBack, wrapRGB );\n#endif\n#endif\nvLightFront += directionalLightColor[ i ] * directionalLightWeighting;\n#ifdef DOUBLE_SIDED\nvLightBack += directionalLightColor[ i ] * directionalLightWeightingBack;\n#endif\n}\n#endif\n#if MAX_POINT_LIGHTS > 0\nfor( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\nvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\nvec3 lVector = lPosition.xyz - mvPosition.xyz;\nfloat lDistance = 1.0;\nif ( pointLightDistance[ i ] > 0.0 )\nlDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );\nlVector = normalize( lVector );\nfloat dotProduct = dot( transformedNormal, lVector );\nvec3 pointLightWeighting = vec3( max( dotProduct, 0.0 ) );\n#ifdef DOUBLE_SIDED\nvec3 pointLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );\n#ifdef WRAP_AROUND\nvec3 pointLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );\n#endif\n#endif\n#ifdef WRAP_AROUND\nvec3 pointLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );\npointLightWeighting = mix( pointLightWeighting, pointLightWeightingHalf, wrapRGB );\n#ifdef DOUBLE_SIDED\npointLightWeightingBack = mix( pointLightWeightingBack, pointLightWeightingHalfBack, wrapRGB );\n#endif\n#endif\nvLightFront += pointLightColor[ i ] * pointLightWeighting * lDistance;\n#ifdef DOUBLE_SIDED\nvLightBack += pointLightColor[ i ] * pointLightWeightingBack * lDistance;\n#endif\n}\n#endif\nvLightFront = vLightFront * diffuse + ambient * ambientLightColor;\n#ifdef DOUBLE_SIDED\nvLightBack = vLightBack * diffuse + ambient * ambientLightColor;\n#endif", +lights_phong_pars_vertex:"#if MAX_POINT_LIGHTS > 0\n#ifndef PHONG_PER_PIXEL\nuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\nuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\nvarying vec4 vPointLight[ MAX_POINT_LIGHTS ];\n#endif\n#endif",lights_phong_vertex:"#if MAX_POINT_LIGHTS > 0\n#ifndef PHONG_PER_PIXEL\nfor( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\nvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\nvec3 lVector = lPosition.xyz - mvPosition.xyz;\nfloat lDistance = 1.0;\nif ( pointLightDistance[ i ] > 0.0 )\nlDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );\nvPointLight[ i ] = vec4( lVector, lDistance );\n}\n#endif\n#endif", +lights_phong_pars_fragment:"uniform vec3 ambientLightColor;\n#if MAX_DIR_LIGHTS > 0\nuniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\nuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n#endif\n#if MAX_POINT_LIGHTS > 0\nuniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\n#ifdef PHONG_PER_PIXEL\nuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\nuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n#else\nvarying vec4 vPointLight[ MAX_POINT_LIGHTS ];\n#endif\n#endif\n#ifdef WRAP_AROUND\nuniform vec3 wrapRGB;\n#endif\nvarying vec3 vViewPosition;\nvarying vec3 vNormal;", +lights_phong_fragment:"vec3 normal = normalize( vNormal );\nvec3 viewPosition = normalize( vViewPosition );\n#ifdef DOUBLE_SIDED\nnormal = normal * ( -1.0 + 2.0 * float( gl_FrontFacing ) );\n#endif\n#if MAX_POINT_LIGHTS > 0\nvec3 pointDiffuse = vec3( 0.0 );\nvec3 pointSpecular = vec3( 0.0 );\nfor ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\n#ifdef PHONG_PER_PIXEL\nvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\nvec3 lVector = lPosition.xyz + vViewPosition.xyz;\nfloat lDistance = 1.0;\nif ( pointLightDistance[ i ] > 0.0 )\nlDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );\nlVector = normalize( lVector );\n#else\nvec3 lVector = normalize( vPointLight[ i ].xyz );\nfloat lDistance = vPointLight[ i ].w;\n#endif\nfloat dotProduct = dot( normal, lVector );\n#ifdef WRAP_AROUND\nfloat pointDiffuseWeightFull = max( dotProduct, 0.0 );\nfloat pointDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );\nvec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );\n#else\nfloat pointDiffuseWeight = max( dotProduct, 0.0 );\n#endif\npointDiffuse += diffuse * pointLightColor[ i ] * pointDiffuseWeight * lDistance;\nvec3 pointHalfVector = normalize( lVector + viewPosition );\nfloat pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );\nfloat pointSpecularWeight = max( pow( pointDotNormalHalf, shininess ), 0.0 );\n#ifdef PHYSICALLY_BASED_SHADING\nvec3 schlick = specular + vec3( 1.0 - specular ) * pow( dot( lVector, pointHalfVector ), 5.0 );\npointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance;\n#else\npointSpecular += specular * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance;\n#endif\n}\n#endif\n#if MAX_DIR_LIGHTS > 0\nvec3 dirDiffuse = vec3( 0.0 );\nvec3 dirSpecular = vec3( 0.0 );\nfor( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {\nvec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\nvec3 dirVector = normalize( lDirection.xyz );\nfloat dotProduct = dot( normal, dirVector );\n#ifdef WRAP_AROUND\nfloat dirDiffuseWeightFull = max( dotProduct, 0.0 );\nfloat dirDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );\nvec3 dirDiffuseWeight = mix( vec3( dirDiffuseWeightFull ), vec3( dirDiffuseWeightHalf ), wrapRGB );\n#else\nfloat dirDiffuseWeight = max( dotProduct, 0.0 );\n#endif\ndirDiffuse += diffuse * directionalLightColor[ i ] * dirDiffuseWeight;\nvec3 dirHalfVector = normalize( dirVector + viewPosition );\nfloat dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );\nfloat dirSpecularWeight = max( pow( dirDotNormalHalf, shininess ), 0.0 );\n#ifdef PHYSICALLY_BASED_SHADING\nvec3 schlick = specular + vec3( 1.0 - specular ) * pow( dot( dirVector, dirHalfVector ), 5.0 );\ndirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight;\n#else\ndirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight;\n#endif\n}\n#endif\nvec3 totalDiffuse = vec3( 0.0 );\nvec3 totalSpecular = vec3( 0.0 );\n#if MAX_DIR_LIGHTS > 0\ntotalDiffuse += dirDiffuse;\ntotalSpecular += dirSpecular;\n#endif\n#if MAX_POINT_LIGHTS > 0\ntotalDiffuse += pointDiffuse;\ntotalSpecular += pointSpecular;\n#endif\n#ifdef METAL\ngl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient + totalSpecular );\n#else\ngl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient ) + totalSpecular;\n#endif", +color_pars_fragment:"#ifdef USE_COLOR\nvarying vec3 vColor;\n#endif",color_fragment:"#ifdef USE_COLOR\ngl_FragColor = gl_FragColor * vec4( vColor, opacity );\n#endif",color_pars_vertex:"#ifdef USE_COLOR\nvarying vec3 vColor;\n#endif",color_vertex:"#ifdef USE_COLOR\n#ifdef GAMMA_INPUT\nvColor = color * color;\n#else\nvColor = color;\n#endif\n#endif",skinning_pars_vertex:"#ifdef USE_SKINNING\nuniform mat4 boneGlobalMatrices[ MAX_BONES ];\n#endif",skinning_vertex:"#ifdef USE_SKINNING\ngl_Position = ( boneGlobalMatrices[ int( skinIndex.x ) ] * skinVertexA ) * skinWeight.x;\ngl_Position += ( boneGlobalMatrices[ int( skinIndex.y ) ] * skinVertexB ) * skinWeight.y;\ngl_Position = projectionMatrix * modelViewMatrix * gl_Position;\n#endif", +morphtarget_pars_vertex:"#ifdef USE_MORPHTARGETS\n#ifndef USE_MORPHNORMALS\nuniform float morphTargetInfluences[ 8 ];\n#else\nuniform float morphTargetInfluences[ 4 ];\n#endif\n#endif",morphtarget_vertex:"#ifdef USE_MORPHTARGETS\nvec3 morphed = vec3( 0.0 );\nmorphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\nmorphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\nmorphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\nmorphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\n#ifndef USE_MORPHNORMALS\nmorphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\nmorphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\nmorphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\nmorphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\n#endif\nmorphed += position;\ngl_Position = projectionMatrix * modelViewMatrix * vec4( morphed, 1.0 );\n#endif", +default_vertex:"#ifndef USE_MORPHTARGETS\n#ifndef USE_SKINNING\ngl_Position = projectionMatrix * mvPosition;\n#endif\n#endif",morphnormal_vertex:"#ifdef USE_MORPHNORMALS\nvec3 morphedNormal = vec3( 0.0 );\nmorphedNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\nmorphedNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\nmorphedNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\nmorphedNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\nmorphedNormal += normal;\nvec3 transformedNormal = normalMatrix * morphedNormal;\n#else\nvec3 transformedNormal = normalMatrix * normal;\n#endif", +shadowmap_pars_fragment:"#ifdef USE_SHADOWMAP\nuniform sampler2D shadowMap[ MAX_SHADOWS ];\nuniform vec2 shadowMapSize[ MAX_SHADOWS ];\nuniform float shadowDarkness[ MAX_SHADOWS ];\nuniform float shadowBias[ MAX_SHADOWS ];\nvarying vec4 vShadowCoord[ MAX_SHADOWS ];\nfloat unpackDepth( const in vec4 rgba_depth ) {\nconst vec4 bit_shift = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );\nfloat depth = dot( rgba_depth, bit_shift );\nreturn depth;\n}\n#endif",shadowmap_fragment:"#ifdef USE_SHADOWMAP\n#ifdef SHADOWMAP_DEBUG\nvec3 frustumColors[3];\nfrustumColors[0] = vec3( 1.0, 0.5, 0.0 );\nfrustumColors[1] = vec3( 0.0, 1.0, 0.8 );\nfrustumColors[2] = vec3( 0.0, 0.5, 1.0 );\n#endif\n#ifdef SHADOWMAP_CASCADE\nint inFrustumCount = 0;\n#endif\nfloat fDepth;\nvec3 shadowColor = vec3( 1.0 );\nfor( int i = 0; i < MAX_SHADOWS; i ++ ) {\nvec3 shadowCoord = vShadowCoord[ i ].xyz / vShadowCoord[ i ].w;\nbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\nbool inFrustum = all( inFrustumVec );\n#ifdef SHADOWMAP_CASCADE\ninFrustumCount += int( inFrustum );\nbvec3 frustumTestVec = bvec3( inFrustum, inFrustumCount == 1, shadowCoord.z <= 1.0 );\n#else\nbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n#endif\nbool frustumTest = all( frustumTestVec );\nif ( frustumTest ) {\nshadowCoord.z += shadowBias[ i ];\n#ifdef SHADOWMAP_SOFT\nfloat shadow = 0.0;\nconst float shadowDelta = 1.0 / 9.0;\nfloat xPixelOffset = 1.0 / shadowMapSize[ i ].x;\nfloat yPixelOffset = 1.0 / shadowMapSize[ i ].y;\nfloat dx0 = -1.25 * xPixelOffset;\nfloat dy0 = -1.25 * yPixelOffset;\nfloat dx1 = 1.25 * xPixelOffset;\nfloat dy1 = 1.25 * yPixelOffset;\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\nshadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );\n#else\nvec4 rgbaDepth = texture2D( shadowMap[ i ], shadowCoord.xy );\nfloat fDepth = unpackDepth( rgbaDepth );\nif ( fDepth < shadowCoord.z )\nshadowColor = shadowColor * vec3( 1.0 - shadowDarkness[ i ] );\n#endif\n}\n#ifdef SHADOWMAP_DEBUG\n#ifdef SHADOWMAP_CASCADE\nif ( inFrustum && inFrustumCount == 1 ) gl_FragColor.xyz *= frustumColors[ i ];\n#else\nif ( inFrustum ) gl_FragColor.xyz *= frustumColors[ i ];\n#endif\n#endif\n}\n#ifdef GAMMA_OUTPUT\nshadowColor *= shadowColor;\n#endif\ngl_FragColor.xyz = gl_FragColor.xyz * shadowColor;\n#endif", +shadowmap_pars_vertex:"#ifdef USE_SHADOWMAP\nvarying vec4 vShadowCoord[ MAX_SHADOWS ];\nuniform mat4 shadowMatrix[ MAX_SHADOWS ];\n#endif",shadowmap_vertex:"#ifdef USE_SHADOWMAP\nfor( int i = 0; i < MAX_SHADOWS; i ++ ) {\n#ifdef USE_MORPHTARGETS\nvShadowCoord[ i ] = shadowMatrix[ i ] * objectMatrix * vec4( morphed, 1.0 );\n#else\nvShadowCoord[ i ] = shadowMatrix[ i ] * objectMatrix * vec4( position, 1.0 );\n#endif\n}\n#endif",alphatest_fragment:"#ifdef ALPHATEST\nif ( gl_FragColor.a < ALPHATEST ) discard;\n#endif", +linear_to_gamma_fragment:"#ifdef GAMMA_OUTPUT\ngl_FragColor.xyz = sqrt( gl_FragColor.xyz );\n#endif"}; +THREE.UniformsUtils={merge:function(a){var b,c,d,f={};for(b=0;bn;n++){m=k;r=n;if(y.autoScaleCubemaps){if(s=h.image[n],E=Ea,!(s.width<=E&&s.height<=E))u=Math.max(s.width, +s.height),t=Math.floor(s.width*E/u),E=Math.floor(s.height*E/u),u=document.createElement("canvas"),u.width=t,u.height=E,u.getContext("2d").drawImage(s,0,0,s.width,s.height,0,0,t,E),s=u}else s=h.image[n];m[r]=s}n=k[0];m=0===(n.width&n.width-1)&&0===(n.height&n.height-1);r=A(h.format);s=A(h.type);w(l.TEXTURE_CUBE_MAP,h,m);for(n=0;6>n;n++)l.texImage2D(l.TEXTURE_CUBE_MAP_POSITIVE_X+n,0,r,r,s,k[n]);h.generateMipmaps&&m&&l.generateMipmap(l.TEXTURE_CUBE_MAP);h.needsUpdate=!1;if(h.onUpdate)h.onUpdate()}else l.activeTexture(l.TEXTURE0+ +k),l.bindTexture(l.TEXTURE_CUBE_MAP,h.image.__webglTextureCube)}else n instanceof THREE.WebGLRenderTargetCube?(h=n,l.activeTexture(l.TEXTURE0+k),l.bindTexture(l.TEXTURE_CUBE_MAP,h.__webglTexture)):y.setTexture(n,k)}else if("tv"===m){if(!h._array){h._array=[];for(m=0,r=h.texture.length;mj&&(k=m,j=h[k]);l.bindBuffer(l.ARRAY_BUFFER,f.__webglMorphTargetsBuffers[k]);l.vertexAttribPointer(c["morphTarget"+g],3,l.FLOAT,!1,0,0);d.morphNormals&&(l.bindBuffer(l.ARRAY_BUFFER,f.__webglMorphNormalsBuffers[k]),l.vertexAttribPointer(c["morphNormal"+ +g],3,l.FLOAT,!1,0,0));e.__webglMorphTargetInfluences[g]=j;i[k]=1;j=-1;g++}}null!==d.program.uniforms.morphTargetInfluences&&l.uniform1fv(d.program.uniforms.morphTargetInfluences,e.__webglMorphTargetInfluences)}if(a){if(f.__webglCustomAttributesList)for(g=0,h=f.__webglCustomAttributesList.length;gla;la++)Vb=jc[la],hb[Ra]=Vb.x,hb[Ra+1]=Vb.y,hb[Ra+2]=Vb.z,Ra+=3;else for(la=0;3>la;la++)hb[Ra]=Ob.x,hb[Ra+1]=Ob.y,hb[Ra+2]=Ob.z,Ra+=3;for(G=0,V=na.length;Gla;la++)Vb=jc[la], +hb[Ra]=Vb.x,hb[Ra+1]=Vb.y,hb[Ra+2]=Vb.z,Ra+=3;else for(la=0;4>la;la++)hb[Ra]=Ob.x,hb[Ra+1]=Ob.y,hb[Ra+2]=Ob.z,Ra+=3;l.bindBuffer(l.ARRAY_BUFFER,fa.__webglNormalBuffer);l.bufferData(l.ARRAY_BUFFER,hb,$a)}if(kd&&bd&&hd){for(G=0,V=ma.length;Gla;la++)mc=kc[la],wc[Jb]=mc.u,wc[Jb+1]=mc.v,Jb+=2;for(G=0,V=na.length;Gla;la++)mc=kc[la],wc[Jb]=mc.u,wc[Jb+1]=mc.v,Jb+=2;0la;la++)nc=lc[la],xc[Kb]=nc.u,xc[Kb+1]=nc.v,Kb+=2;for(G=0,V=na.length;Gla;la++)nc=lc[la],xc[Kb]=nc.u,xc[Kb+1]=nc.v,Kb+=2;0c;c++){a.__webglFramebuffer[c]=l.createFramebuffer();a.__webglRenderbuffer[c]=l.createRenderbuffer();l.texImage2D(l.TEXTURE_CUBE_MAP_POSITIVE_X+c,0,d,a.width,a.height,0,d,f,null);var e=a,g=l.TEXTURE_CUBE_MAP_POSITIVE_X+c;l.bindFramebuffer(l.FRAMEBUFFER,a.__webglFramebuffer[c]);l.framebufferTexture2D(l.FRAMEBUFFER,l.COLOR_ATTACHMENT0,g,e.__webglTexture,0);u(a.__webglRenderbuffer[c],a)}}else a.__webglFramebuffer=l.createFramebuffer(),a.__webglRenderbuffer= +l.createRenderbuffer(),l.bindTexture(l.TEXTURE_2D,a.__webglTexture),w(l.TEXTURE_2D,a,c),l.texImage2D(l.TEXTURE_2D,0,d,a.width,a.height,0,d,f,null),d=l.TEXTURE_2D,l.bindFramebuffer(l.FRAMEBUFFER,a.__webglFramebuffer),l.framebufferTexture2D(l.FRAMEBUFFER,l.COLOR_ATTACHMENT0,d,a.__webglTexture,0),u(a.__webglRenderbuffer,a);b?l.bindTexture(l.TEXTURE_CUBE_MAP,null):l.bindTexture(l.TEXTURE_2D,null);l.bindRenderbuffer(l.RENDERBUFFER,null);l.bindFramebuffer(l.FRAMEBUFFER,null)}a?(b=b?a.__webglFramebuffer[a.activeCubeFace]: +a.__webglFramebuffer,d=a.width,a=a.height,c=f=0):(b=null,d=ha,a=ib,f=Ga,c=qa);b!==E&&(l.bindFramebuffer(l.FRAMEBUFFER,b),l.viewport(f,c,d,a),E=b);db=d;lb=a};this.shadowMapPlugin=new THREE.ShadowMapPlugin;this.addPrePlugin(this.shadowMapPlugin);this.addPostPlugin(new THREE.SpritePlugin);this.addPostPlugin(new THREE.LensFlarePlugin)}; +THREE.WebGLRenderTarget=function(a,b,c){this.width=a;this.height=b;c=c||{};this.wrapS=void 0!==c.wrapS?c.wrapS:THREE.ClampToEdgeWrapping;this.wrapT=void 0!==c.wrapT?c.wrapT:THREE.ClampToEdgeWrapping;this.magFilter=void 0!==c.magFilter?c.magFilter:THREE.LinearFilter;this.minFilter=void 0!==c.minFilter?c.minFilter:THREE.LinearMipMapLinearFilter;this.offset=new THREE.Vector2(0,0);this.repeat=new THREE.Vector2(1,1);this.format=void 0!==c.format?c.format:THREE.RGBAFormat;this.type=void 0!==c.type?c.type: +THREE.UnsignedByteType;this.depthBuffer=void 0!==c.depthBuffer?c.depthBuffer:!0;this.stencilBuffer=void 0!==c.stencilBuffer?c.stencilBuffer:!0;this.generateMipmaps=!0}; +THREE.WebGLRenderTarget.prototype.clone=function(){var a=new THREE.WebGLRenderTarget(this.width,this.height);a.wrapS=this.wrapS;a.wrapT=this.wrapT;a.magFilter=this.magFilter;a.minFilter=this.minFilter;a.offset.copy(this.offset);a.repeat.copy(this.repeat);a.format=this.format;a.type=this.type;a.depthBuffer=this.depthBuffer;a.stencilBuffer=this.stencilBuffer;return a};THREE.WebGLRenderTargetCube=function(a,b,c){THREE.WebGLRenderTarget.call(this,a,b,c);this.activeCubeFace=0}; +THREE.WebGLRenderTargetCube.prototype=new THREE.WebGLRenderTarget;THREE.WebGLRenderTargetCube.prototype.constructor=THREE.WebGLRenderTargetCube;THREE.RenderableVertex=function(){this.positionWorld=new THREE.Vector3;this.positionScreen=new THREE.Vector4;this.visible=!0};THREE.RenderableVertex.prototype.copy=function(a){this.positionWorld.copy(a.positionWorld);this.positionScreen.copy(a.positionScreen)}; +THREE.RenderableFace3=function(){this.v1=new THREE.RenderableVertex;this.v2=new THREE.RenderableVertex;this.v3=new THREE.RenderableVertex;this.centroidWorld=new THREE.Vector3;this.centroidScreen=new THREE.Vector3;this.normalWorld=new THREE.Vector3;this.vertexNormalsWorld=[new THREE.Vector3,new THREE.Vector3,new THREE.Vector3];this.faceMaterial=this.material=null;this.uvs=[[]];this.z=null}; +THREE.RenderableFace4=function(){this.v1=new THREE.RenderableVertex;this.v2=new THREE.RenderableVertex;this.v3=new THREE.RenderableVertex;this.v4=new THREE.RenderableVertex;this.centroidWorld=new THREE.Vector3;this.centroidScreen=new THREE.Vector3;this.normalWorld=new THREE.Vector3;this.vertexNormalsWorld=[new THREE.Vector3,new THREE.Vector3,new THREE.Vector3,new THREE.Vector3];this.faceMaterial=this.material=null;this.uvs=[[]];this.z=null};THREE.RenderableObject=function(){this.z=this.object=null}; +THREE.RenderableParticle=function(){this.rotation=this.z=this.y=this.x=null;this.scale=new THREE.Vector2;this.material=null};THREE.RenderableLine=function(){this.z=null;this.v1=new THREE.RenderableVertex;this.v2=new THREE.RenderableVertex;this.material=null}; +THREE.ColorUtils={adjustHSV:function(a,b,c,d){var f=THREE.ColorUtils.__hsv;THREE.ColorUtils.rgbToHsv(a,f);f.h=THREE.Math.clamp(f.h+b,0,1);f.s=THREE.Math.clamp(f.s+c,0,1);f.v=THREE.Math.clamp(f.v+d,0,1);a.setHSV(f.h,f.s,f.v)},rgbToHsv:function(a,b){var c=a.r,d=a.g,f=a.b,g=Math.max(Math.max(c,d),f),e=Math.min(Math.min(c,d),f);if(e===g)e=c=0;else{var h=g-e,e=h/g,c=(c===g?(d-f)/h:d===g?2+(f-c)/h:4+(c-d)/h)/6;0>c&&(c+=1);1a?b(c,f-1):j[f]b||o>b||q>b){h=a.vertices.length;t=d.clone();d=d.clone();m>=o&&m>=q?(i=i.clone(),i.position.lerpSelf(j.position,0.5),t.a=f,t.b=h,t.c=e,d.a=h,d.b=g,d.c=e,f= +0):o>=m&&o>=q?(i=j.clone(),i.position.lerpSelf(k.position,0.5),t.a=f,t.b=g,t.c=h,d.a=h,d.b=e,d.c=f,f=1):(i=i.clone(),i.position.lerpSelf(k.position,0.5),t.a=f,t.b=g,t.c=h,d.a=h,d.b=g,d.c=e,f=2);a.faces.splice(c,1,t,d);a.vertices.push(i);for(g=0;gb||o>b||p>b||n>b){r=a.vertices.length;s=a.vertices.length+1;t=d.clone(); +d=d.clone();m>=o&&m>=p&&m>=n||p>=o&&p>=m&&p>=n?(m=i.clone(),m.position.lerpSelf(j.position,0.5),j=k.clone(),j.position.lerpSelf(q.position,0.5),t.a=f,t.b=r,t.c=s,t.d=h,d.a=r,d.b=g,d.c=e,d.d=s,f=0):(m=j.clone(),m.position.lerpSelf(k.position,0.5),j=q.clone(),j.position.lerpSelf(i.position,0.5),t.a=f,t.b=g,t.c=r,t.d=s,d.a=s,d.b=r,d.c=e,d.d=h,f=1);a.faces.splice(c,1,t,d);a.vertices.push(m);a.vertices.push(j);for(g=0;gq-1?f-1:q-1,o=(q+1)%f,p=0>k-1?d-1:k-1,n=(k+1)%d,r=[],s=[0,0,h[4*(q*d+k)]/255*b];r.push([-1,0,h[4*(q*d+p)]/255*b]);r.push([-1,-1,h[4*(m*d+p)]/255*b]);r.push([0,-1, +h[4*(m*d+k)]/255*b]);r.push([1,-1,h[4*(m*d+n)]/255*b]);r.push([1,0,h[4*(q*d+n)]/255*b]);r.push([1,1,h[4*(o*d+n)]/255*b]);r.push([0,1,h[4*(o*d+k)]/255*b]);r.push([-1,1,h[4*(o*d+p)]/255*b]);m=[];p=r.length;for(o=0;o 0\nuniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\nuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n#endif\n#if MAX_POINT_LIGHTS > 0\nuniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\nvarying vec4 vPointLight[ MAX_POINT_LIGHTS ];\n#endif\n#ifdef WRAP_AROUND\nuniform vec3 wrapRGB;\n#endif\nvarying vec3 vViewPosition;", +THREE.ShaderChunk.shadowmap_pars_fragment,THREE.ShaderChunk.fog_pars_fragment,"void main() {\ngl_FragColor = vec4( vec3( 1.0 ), uOpacity );\nvec3 specularTex = vec3( 1.0 );\nvec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;\nnormalTex.xy *= uNormalScale;\nnormalTex = normalize( normalTex );\nif( enableDiffuse ) {\n#ifdef GAMMA_INPUT\nvec4 texelColor = texture2D( tDiffuse, vUv );\ntexelColor.xyz *= texelColor.xyz;\ngl_FragColor = gl_FragColor * texelColor;\n#else\ngl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );\n#endif\n}\nif( enableAO ) {\n#ifdef GAMMA_INPUT\nvec4 aoColor = texture2D( tAO, vUv );\naoColor.xyz *= aoColor.xyz;\ngl_FragColor.xyz = gl_FragColor.xyz * aoColor.xyz;\n#else\ngl_FragColor.xyz = gl_FragColor.xyz * texture2D( tAO, vUv ).xyz;\n#endif\n}\nif( enableSpecular )\nspecularTex = texture2D( tSpecular, vUv ).xyz;\nmat3 tsb = mat3( normalize( vTangent ), normalize( vBinormal ), normalize( vNormal ) );\nvec3 finalNormal = tsb * normalTex;\nvec3 normal = normalize( finalNormal );\nvec3 viewPosition = normalize( vViewPosition );\n#if MAX_POINT_LIGHTS > 0\nvec3 pointDiffuse = vec3( 0.0 );\nvec3 pointSpecular = vec3( 0.0 );\nfor ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\nvec3 pointVector = normalize( vPointLight[ i ].xyz );\nfloat pointDistance = vPointLight[ i ].w;\n#ifdef WRAP_AROUND\nfloat pointDiffuseWeightFull = max( dot( normal, pointVector ), 0.0 );\nfloat pointDiffuseWeightHalf = max( 0.5 * dot( normal, pointVector ) + 0.5, 0.0 );\nvec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );\n#else\nfloat pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );\n#endif\npointDiffuse += pointDistance * pointLightColor[ i ] * uDiffuseColor * pointDiffuseWeight;\nvec3 pointHalfVector = normalize( pointVector + viewPosition );\nfloat pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );\nfloat pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, uShininess ), 0.0 );\npointSpecular += pointDistance * pointLightColor[ i ] * uSpecularColor * pointSpecularWeight * pointDiffuseWeight;\n}\n#endif\n#if MAX_DIR_LIGHTS > 0\nvec3 dirDiffuse = vec3( 0.0 );\nvec3 dirSpecular = vec3( 0.0 );\nfor( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {\nvec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\nvec3 dirVector = normalize( lDirection.xyz );\n#ifdef WRAP_AROUND\nfloat directionalLightWeightingFull = max( dot( normal, dirVector ), 0.0 );\nfloat directionalLightWeightingHalf = max( 0.5 * dot( normal, dirVector ) + 0.5, 0.0 );\nvec3 dirDiffuseWeight = mix( vec3( directionalLightWeightingFull ), vec3( directionalLightWeightingHalf ), wrapRGB );\n#else\nfloat dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );\n#endif\ndirDiffuse += directionalLightColor[ i ] * uDiffuseColor * dirDiffuseWeight;\nvec3 dirHalfVector = normalize( dirVector + viewPosition );\nfloat dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );\nfloat dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, uShininess ), 0.0 );\ndirSpecular += directionalLightColor[ i ] * uSpecularColor * dirSpecularWeight * dirDiffuseWeight;\n}\n#endif\nvec3 totalDiffuse = vec3( 0.0 );\nvec3 totalSpecular = vec3( 0.0 );\n#if MAX_DIR_LIGHTS > 0\ntotalDiffuse += dirDiffuse;\ntotalSpecular += dirSpecular;\n#endif\n#if MAX_POINT_LIGHTS > 0\ntotalDiffuse += pointDiffuse;\ntotalSpecular += pointSpecular;\n#endif\ngl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * uAmbientColor) + totalSpecular;\nif ( enableReflection ) {\nvec3 wPos = cameraPosition - vViewPosition;\nvec3 vReflect = reflect( normalize( wPos ), normal );\nvec4 cubeColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );\n#ifdef GAMMA_INPUT\ncubeColor.xyz *= cubeColor.xyz;\n#endif\ngl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularTex.r * uReflectivity );\n}", +THREE.ShaderChunk.shadowmap_fragment,THREE.ShaderChunk.linear_to_gamma_fragment,THREE.ShaderChunk.fog_fragment,"}"].join("\n"),vertexShader:["attribute vec4 tangent;\nuniform vec2 uOffset;\nuniform vec2 uRepeat;\n#ifdef VERTEX_TEXTURES\nuniform sampler2D tDisplacement;\nuniform float uDisplacementScale;\nuniform float uDisplacementBias;\n#endif\nvarying vec3 vTangent;\nvarying vec3 vBinormal;\nvarying vec3 vNormal;\nvarying vec2 vUv;\n#if MAX_POINT_LIGHTS > 0\nuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\nuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\nvarying vec4 vPointLight[ MAX_POINT_LIGHTS ];\n#endif\nvarying vec3 vViewPosition;", +THREE.ShaderChunk.shadowmap_pars_vertex,"void main() {\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\nvViewPosition = -mvPosition.xyz;\nvNormal = normalMatrix * normal;\nvTangent = normalMatrix * tangent.xyz;\nvBinormal = cross( vNormal, vTangent ) * tangent.w;\nvUv = uv * uRepeat + uOffset;\n#if MAX_POINT_LIGHTS > 0\nfor( int i = 0; i < MAX_POINT_LIGHTS; i++ ) {\nvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\nvec3 lVector = lPosition.xyz - mvPosition.xyz;\nfloat lDistance = 1.0;\nif ( pointLightDistance[ i ] > 0.0 )\nlDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );\nlVector = normalize( lVector );\nvPointLight[ i ] = vec4( lVector, lDistance );\n}\n#endif\n#ifdef VERTEX_TEXTURES\nvec3 dv = texture2D( tDisplacement, uv ).xyz;\nfloat df = uDisplacementScale * dv.x + uDisplacementBias;\nvec4 displacedPosition = vec4( normalize( vNormal.xyz ) * df, 0.0 ) + mvPosition;\ngl_Position = projectionMatrix * displacedPosition;\n#else\ngl_Position = projectionMatrix * mvPosition;\n#endif", +THREE.ShaderChunk.shadowmap_vertex,"}"].join("\n")},cube:{uniforms:{tCube:{type:"t",value:1,texture:null},tFlip:{type:"f",value:-1}},vertexShader:"varying vec3 vViewPosition;\nvoid main() {\nvec4 mPosition = objectMatrix * vec4( position, 1.0 );\nvViewPosition = cameraPosition - mPosition.xyz;\ngl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}",fragmentShader:"uniform samplerCube tCube;\nuniform float tFlip;\nvarying vec3 vViewPosition;\nvoid main() {\nvec3 wPos = cameraPosition - vViewPosition;\ngl_FragColor = textureCube( tCube, vec3( tFlip * wPos.x, wPos.yz ) );\n}"}}}; +THREE.BufferGeometry=function(){this.id=THREE.GeometryCount++;this.vertexColorArray=this.vertexUvArray=this.vertexNormalArray=this.vertexPositionArray=this.vertexIndexArray=this.vertexColorBuffer=this.vertexUvBuffer=this.vertexNormalBuffer=this.vertexPositionBuffer=this.vertexIndexBuffer=null;this.dynamic=!1;this.boundingSphere=this.boundingBox=null;this.morphTargets=[]};THREE.BufferGeometry.prototype={constructor:THREE.BufferGeometry,computeBoundingBox:function(){},computeBoundingSphere:function(){}}; +THREE.Curve=function(){};THREE.Curve.prototype.getPoint=function(){console.log("Warning, getPoint() not implemented!");return null};THREE.Curve.prototype.getPointAt=function(a){return this.getPoint(this.getUtoTmapping(a))};THREE.Curve.prototype.getPoints=function(a){a||(a=5);var b,c=[];for(b=0;b<=a;b++)c.push(this.getPoint(b/a));return c};THREE.Curve.prototype.getSpacedPoints=function(a){a||(a=5);var b,c=[];for(b=0;b<=a;b++)c.push(this.getPointAt(b/a));return c}; +THREE.Curve.prototype.getLength=function(){var a=this.getLengths();return a[a.length-1]};THREE.Curve.prototype.getLengths=function(a){a||(a=200);if(this.cacheArcLengths&&this.cacheArcLengths.length==a+1)return this.cacheArcLengths;var b=[],c,d=this.getPoint(0),f,g=0;b.push(0);for(f=1;f<=a;f++)c=this.getPoint(f/a),g+=c.distanceTo(d),b.push(g),d=c;return this.cacheArcLengths=b}; +THREE.Curve.prototype.getUtoTmapping=function(a,b){var c=this.getLengths(),d=0,f=c.length,g;g=b?b:a*c[f-1];for(var e=0,h=f-1,i;e<=h;)if(d=Math.floor(e+(h-e)/2),i=c[d]-g,0>i)e=d+1;else if(0b&&(b=0);1d.length-2?a:a+1;c[3]=a>d.length-3?a:a+2;b.x=THREE.Curve.Utils.interpolate(d[c[0]].x,d[c[1]].x,d[c[2]].x,d[c[3]].x,f);b.y=THREE.Curve.Utils.interpolate(d[c[0]].y,d[c[1]].y,d[c[2]].y,d[c[3]].y,f);return b};THREE.ArcCurve=function(a,b,c,d,f,g){this.aX=a;this.aY=b;this.aRadius=c;this.aStartAngle=d;this.aEndAngle=f;this.aClockwise=g}; +THREE.ArcCurve.prototype=new THREE.Curve;THREE.ArcCurve.prototype.constructor=THREE.ArcCurve;THREE.ArcCurve.prototype.getPoint=function(a){var b=this.aEndAngle-this.aStartAngle;this.aClockwise||(a=1-a);b=this.aStartAngle+a*b;a=this.aX+this.aRadius*Math.cos(b);b=this.aY+this.aRadius*Math.sin(b);return new THREE.Vector2(a,b)}; +THREE.Curve.Utils={tangentQuadraticBezier:function(a,b,c,d){return 2*(1-a)*(c-b)+2*a*(d-c)},tangentCubicBezier:function(a,b,c,d,f){return-3*b*(1-a)*(1-a)+3*c*(1-a)*(1-a)-6*a*c*(1-a)+6*a*d*(1-a)-3*a*a*d+3*a*a*f},tangentSpline:function(a){return 6*a*a-6*a+(3*a*a-4*a+1)+(-6*a*a+6*a)+(3*a*a-2*a)},interpolate:function(a,b,c,d,f){var a=0.5*(c-a),d=0.5*(d-b),g=f*f;return(2*b-2*c+a+d)*f*g+(-3*b+3*c-2*a-d)*g+a*f+b}}; +THREE.Curve.create=function(a,b){a.prototype=new THREE.Curve;a.prototype.constructor=a;a.prototype.getPoint=b;return a};THREE.LineCurve3=THREE.Curve.create(function(a,b){this.v1=a;this.v2=b},function(a){var b=new THREE.Vector3;b.sub(this.v2,this.v1);b.multiplyScalar(a);b.addSelf(this.v1);return b}); +THREE.QuadraticBezierCurve3=THREE.Curve.create(function(a,b,c){this.v0=a;this.v1=b;this.v2=c},function(a){var b,c;b=THREE.Shape.Utils.b2(a,this.v0.x,this.v1.x,this.v2.x);c=THREE.Shape.Utils.b2(a,this.v0.y,this.v1.y,this.v2.y);a=THREE.Shape.Utils.b2(a,this.v0.z,this.v1.z,this.v2.z);return new THREE.Vector3(b,c,a)}); +THREE.CubicBezierCurve3=THREE.Curve.create(function(a,b,c,d){this.v0=a;this.v1=b;this.v2=c;this.v3=d},function(a){var b,c;b=THREE.Shape.Utils.b3(a,this.v0.x,this.v1.x,this.v2.x,this.v3.x);c=THREE.Shape.Utils.b3(a,this.v0.y,this.v1.y,this.v2.y,this.v3.y);a=THREE.Shape.Utils.b3(a,this.v0.z,this.v1.z,this.v2.z,this.v3.z);return new THREE.Vector3(b,c,a)}); +THREE.SplineCurve3=THREE.Curve.create(function(a){this.points=void 0==a?[]:a},function(a){var b=new THREE.Vector3,c=[],d=this.points,f;f=(d.length-1)*a;a=Math.floor(f);f-=a;c[0]=0==a?a:a-1;c[1]=a;c[2]=a>d.length-2?a:a+1;c[3]=a>d.length-3?a:a+2;b.x=THREE.Curve.Utils.interpolate(d[c[0]].x,d[c[1]].x,d[c[2]].x,d[c[3]].x,f);b.y=THREE.Curve.Utils.interpolate(d[c[0]].y,d[c[1]].y,d[c[2]].y,d[c[3]].y,f);b.z=THREE.Curve.Utils.interpolate(d[c[0]].z,d[c[1]].z,d[c[2]].z,d[c[3]].z,f);return b}); +THREE.CurvePath=function(){this.curves=[];this.bends=[];this.autoClose=!1};THREE.CurvePath.prototype=new THREE.Curve;THREE.CurvePath.prototype.constructor=THREE.CurvePath;THREE.CurvePath.prototype.add=function(a){this.curves.push(a)};THREE.CurvePath.prototype.checkConnection=function(){};THREE.CurvePath.prototype.closePath=function(){var a=this.curves[0].getPoint(0),b=this.curves[this.curves.length-1].getPoint(1);a.equals(b)||this.curves.push(new THREE.LineCurve(b,a))}; +THREE.CurvePath.prototype.getPoint=function(a){for(var b=a*this.getLength(),c=this.getCurveLengths(),a=0;a=b)return b=c[a]-b,a=this.curves[a],b=1-b/a.getLength(),a.getPointAt(b);a++}return null};THREE.CurvePath.prototype.getLength=function(){var a=this.getCurveLengths();return a[a.length-1]}; +THREE.CurvePath.prototype.getCurveLengths=function(){if(this.cacheLengths&&this.cacheLengths.length==this.curves.length)return this.cacheLengths;var a=[],b=0,c,d=this.curves.length;for(c=0;cb)b=g.x;else if(g.xc)c=g.y;else if(g.y +h&&(h+=c.length);h%=c.length;0>e&&(e+=j.length);e%=j.length;f=0<=h-1?h-1:c.length-1;g=0<=e-1?e-1:j.length-1;n=[j[e],c[h],c[f]];n=THREE.FontUtils.Triangulate.area(n);r=[j[e],j[g],c[h]];r=THREE.FontUtils.Triangulate.area(r);q+m>n+r&&(h=o,e=k,0>h&&(h+=c.length),h%=c.length,0>e&&(e+=j.length),e%=j.length,f=0<=h-1?h-1:c.length-1,g=0<=e-1?e-1:j.length-1);q=c.slice(0,h);m=c.slice(h);o=j.slice(e);k=j.slice(0,e);g=[j[e],j[g],c[h]];p.push([j[e],c[h],c[f]]);p.push(g);c=q.concat(o).concat(k).concat(m)}return{shape:c, +isolatedPts:p,allpoints:d}},triangulateShape:function(a,b){var c=THREE.Shape.Utils.removeHoles(a,b),d=c.allpoints,f=c.isolatedPts,c=THREE.FontUtils.Triangulate(c.shape,!1),g,e,h,i,j={};for(g=0,e=d.length;gd;d++)i=h[d].x+":"+h[d].y,i=j[i],void 0!==i&&(h[d]=i)}for(g=0,e=f.length;gd;d++)i=h[d].x+":"+h[d].y,i=j[i],void 0!==i&&(h[d]=i)}return c.concat(f)}, +isClockWise:function(a){return 0>THREE.FontUtils.Triangulate.area(a)},b2p0:function(a,b){var c=1-a;return c*c*b},b2p1:function(a,b){return 2*(1-a)*a*b},b2p2:function(a,b){return a*a*b},b2:function(a,b,c,d){return this.b2p0(a,b)+this.b2p1(a,c)+this.b2p2(a,d)},b3p0:function(a,b){var c=1-a;return c*c*c*b},b3p1:function(a,b){var c=1-a;return 3*c*c*a*b},b3p2:function(a,b){return 3*(1-a)*a*a*b},b3p3:function(a,b){return a*a*a*b},b3:function(a,b,c,d,f){return this.b3p0(a,b)+this.b3p1(a,c)+this.b3p2(a,d)+ +this.b3p3(a,f)}};THREE.TextPath=function(a,b){THREE.Path.call(this);this.parameters=b||{};this.set(a)};THREE.TextPath.prototype.set=function(a,b){b=b||this.parameters;this.text=a;var c=void 0!==b.curveSegments?b.curveSegments:4,d=void 0!==b.font?b.font:"helvetiker",f=void 0!==b.weight?b.weight:"normal",g=void 0!==b.style?b.style:"normal";THREE.FontUtils.size=void 0!==b.size?b.size:100;THREE.FontUtils.divisions=c;THREE.FontUtils.face=d;THREE.FontUtils.weight=f;THREE.FontUtils.style=g}; +THREE.TextPath.prototype.toShapes=function(){for(var a=THREE.FontUtils.drawText(this.text).paths,b=[],c=0,d=a.length;ca.hierarchy[c].keys[d].time)a.hierarchy[c].keys[d].time= +0;if(void 0!==a.hierarchy[c].keys[d].rot&&!(a.hierarchy[c].keys[d].rot instanceof THREE.Quaternion)){var h=a.hierarchy[c].keys[d].rot;a.hierarchy[c].keys[d].rot=new THREE.Quaternion(h[0],h[1],h[2],h[3])}}if(a.hierarchy[c].keys.length&&void 0!==a.hierarchy[c].keys[0].morphTargets){h={};for(d=0;dn;n++){c=b[n];e=i.prevKey[c];h=i.nextKey[c];if(h.time<=m){if(qd||1d?0:1;if("pos"===c)if(c=a.position,this.interpolationType===THREE.AnimationHandler.LINEAR)c.x=f[0]+(g[0]-f[0])*d,c.y=f[1]+(g[1]-f[1])*d,c.z=f[2]+(g[2]-f[2])*d;else{if(this.interpolationType===THREE.AnimationHandler.CATMULLROM||this.interpolationType===THREE.AnimationHandler.CATMULLROM_FORWARD)if(this.points[0]= +this.getPrevKeyWith("pos",o,e.index-1).pos,this.points[1]=f,this.points[2]=g,this.points[3]=this.getNextKeyWith("pos",o,h.index+1).pos,d=0.33*d+0.33,f=this.interpolateCatmullRom(this.points,d),c.x=f[0],c.y=f[1],c.z=f[2],this.interpolationType===THREE.AnimationHandler.CATMULLROM_FORWARD)d=this.interpolateCatmullRom(this.points,1.01*d),this.target.set(d[0],d[1],d[2]),this.target.subSelf(c),this.target.y=0,this.target.normalize(),d=Math.atan2(this.target.x,this.target.z),a.rotation.set(0,d,0)}else if("rot"=== +c)THREE.Quaternion.slerp(f,g,a.quaternion,d);else if("scl"===c)c=a.scale,c.x=f[0]+(g[0]-f[0])*d,c.y=f[1]+(g[1]-f[1])*d,c.z=f[2]+(g[2]-f[2])*d}}if(this.JITCompile&&void 0===k[0][j]){this.hierarchy[0].updateMatrixWorld(!0);for(o=0;oa.length-2?g:g+1;c[3]=g>a.length-3?g:g+2;g=a[c[0]];h=a[c[1]];i=a[c[2]];j=a[c[3]];c=f*f;e=f*c;d[0]=this.interpolate(g[0],h[0],i[0],j[0],f,c,e);d[1]=this.interpolate(g[1],h[1],i[1],j[1],f,c,e);d[2]=this.interpolate(g[2],h[2],i[2],j[2],f,c,e);return d}; +THREE.Animation.prototype.interpolate=function(a,b,c,d,f,g,e){a=0.5*(c-a);d=0.5*(d-b);return(2*(b-c)+a+d)*e+(-3*(b-c)-2*a-d)*g+a*f+b};THREE.Animation.prototype.getNextKeyWith=function(a,b,c){for(var d=this.data.hierarchy[b].keys,c=this.interpolationType===THREE.AnimationHandler.CATMULLROM||this.interpolationType===THREE.AnimationHandler.CATMULLROM_FORWARD?c=e?b.interpolate(c,e):b.interpolate(c,c.time)}this.data.hierarchy[a].node.updateMatrix();d.matrixWorldNeedsUpdate=!0}}if(this.JITCompile&&void 0===g[0][f]){this.hierarchy[0].updateMatrixWorld(!0);for(a=0;a(a*=2)?0.5*a*a:-0.5*(--a*(a-2)-1)}function d(a,b){return function(){b.apply(a,arguments)}}function f(a,b,c,d){var f={name:c,fps:0.6,length:d,hierarchy:[]},e,g=b.getControlPointsArray(),h=b.getLength(),r=g.length,s=0;e=r-1;b={parent:-1,keys:[]};b.keys[0]={time:0,pos:g[0],rot:[0,0,0,1],scl:[1,1,1]};b.keys[e]={time:d,pos:g[e],rot:[0,0,0,1],scl:[1,1,1]};for(e=1;ei)?1:i));this.object.translateX(b*j);this.object.translateY(b*k);e&&(this.roll+=this.rollSpeed*a*h);if(this.forward.y>this.constrainVertical[1])this.forward.y=this.constrainVertical[1],this.forward.normalize();else if(this.forward.yc.maxDistance*c.maxDistance&&c.object.position.setLength(c.maxDistance),e.lengthSq()o;o++)this.materials.push(e)}o=0;r=1;p=2;s= +3;n=4;t=5}else this.materials=[];this.sides={px:!0,nx:!0,py:!0,ny:!0,pz:!0,nz:!0};if(void 0!=h)for(var w in h)void 0!==this.sides[w]&&(this.sides[w]=h[w]);this.sides.px&&i("z","y",-1,-1,c,b,k,o);this.sides.nx&&i("z","y",1,-1,c,b,-k,r);this.sides.py&&i("x","z",1,1,a,c,q,p);this.sides.ny&&i("x","z",1,-1,a,c,-q,s);this.sides.pz&&i("x","y",1,-1,a,b,m,n);this.sides.nz&&i("x","y",-1,-1,a,b,-m,t);this.computeCentroids();this.mergeVertices()};THREE.CubeGeometry.prototype=new THREE.Geometry; +THREE.CubeGeometry.prototype.constructor=THREE.CubeGeometry; +THREE.CylinderGeometry=function(a,b,c,d,f,g){THREE.Geometry.call(this);var a=void 0!==a?a:20,b=void 0!==b?b:20,c=void 0!==c?c:100,e=c/2,d=d||8,f=f||1,h,i,j=[],k=[];for(i=0;i<=f;i++){var q=[],m=[],o=i/f,p=o*(b-a)+a;for(h=0;h<=d;h++){var n=h/d,r=p*Math.sin(2*n*Math.PI),s=-o*c+e,t=p*Math.cos(2*n*Math.PI);this.vertices.push(new THREE.Vertex(new THREE.Vector3(r,s,t)));q.push(this.vertices.length-1);m.push(new THREE.UV(n,o))}j.push(q);k.push(m)}for(i=0;ig?(b=Math.atan2(b.y-a.y,b.x-a.x),a=Math.atan2(c.y-a.y,c.x-a.x),b>a&&(a+=2*Math.PI),c=(b+a)/2,a=-Math.cos(c),c=-Math.sin(c),new THREE.Vector2(a,c)):d.multiplyScalar(g).addSelf(h).subSelf(a).clone()}function f(a){for(y=a.length;0<=--y;){$=y;C=y-1;0>C&&(C=a.length-1);for(var b= +0,c=o+2*k,b=0;bMath.abs(d-l)? +B.faceVertexUvs[0].push([new THREE.UV(f,e),new THREE.UV(j,g),new THREE.UV(m,h),new THREE.UV(q,i)]):B.faceVertexUvs[0].push([new THREE.UV(d,e),new THREE.UV(l,g),new THREE.UV(n,h),new THREE.UV(p,i)])}}}function g(a,b,c){B.vertices.push(new THREE.Vertex(new THREE.Vector3(a,b,c)))}function e(a,b,c){a+=D;b+=D;c+=D;B.faces.push(new THREE.Face3(a,b,c,null,null,w));var d=B.vertices[b].position.x,b=B.vertices[b].position.y,f=B.vertices[c].position.x,c=B.vertices[c].position.y;B.faceVertexUvs[0].push([new THREE.UV(B.vertices[a].position.x, +1-B.vertices[a].position.y),new THREE.UV(d,1-b),new THREE.UV(f,1-c)])}var h=void 0!==b.amount?b.amount:100,i=void 0!==b.bevelThickness?b.bevelThickness:6,j=void 0!==b.bevelSize?b.bevelSize:i-2,k=void 0!==b.bevelSegments?b.bevelSegments:3,q=void 0!==b.bevelEnabled?b.bevelEnabled:!0,m=void 0!==b.curveSegments?b.curveSegments:12,o=void 0!==b.steps?b.steps:1,p=b.bendPath,n=b.extrudePath,r,s=!1,t=void 0!==b.useSpacedPoints?b.useSpacedPoints:!1,w=b.material,u=b.extrudeMaterial;if(n)r=n.getPoints(m),o=r.length, +s=!0,q=!1;q||(j=i=k=0);var v,A,F,B=this,D=this.vertices.length;p&&a.addWrapPath(p);m=t?a.extractAllSpacedPoints(m):a.extractAllPoints(m);p=m.shape;m=m.holes;if(n=!THREE.Shape.Utils.isClockWise(p)){p=p.reverse();for(A=0,F=m.length;Af)return null;var g=[],e=[],h=[],i,j,k;if(0=q--){console.log("Warning, unable to triangulate polygon!");break}i=j;f<=i&&(i=0);j=i+1;f<=j&&(j=0);k=j+1;f<=k&&(k=0);var m;a:{m=a;var o=i,p=j,n=k,r=f,s=e,t=void 0,w=void 0,u=void 0,v=void 0,A=void 0, +F=void 0,B=void 0,D=void 0,H=void 0,w=m[s[o]].x,u=m[s[o]].y,v=m[s[p]].x,A=m[s[p]].y,F=m[s[n]].x,B=m[s[n]].y;if(1.0E-10>(v-w)*(B-u)-(A-u)*(F-w))m=!1;else{for(t=0;td?(d=new THREE.Face3(a.index,b.index,c.index,[a.position.clone(),b.position.clone(),c.position.clone()]),d.centroid.addSelf(a.position).addSelf(b.position).addSelf(c.position).divideScalar(3),d.normal=d.centroid.clone().normalize(), +i.faces.push(d),d=Math.atan2(d.centroid.z,-d.centroid.x),i.faceVertexUvs[0].push([h(a.uv,a.position,d),h(b.uv,b.position,d),h(c.uv,c.position,d)])):(d-=1,g(a,e(a,b),e(a,c),d),g(e(a,b),b,e(b,c),d),g(e(a,c),e(b,c),c,d),g(e(a,b),e(b,c),e(a,c),d))}function e(a,b){q[a.index]||(q[a.index]=[]);q[b.index]||(q[b.index]=[]);var c=q[a.index][b.index];void 0===c&&(q[a.index][b.index]=q[b.index][a.index]=c=f((new THREE.Vector3).add(a.position,b.position).divideScalar(2)));return c}function h(a,b,c){0>c&&1===a.u&& +(a=new THREE.UV(a.u-1,a.v));0===b.x&&0===b.z&&(a=new THREE.UV(c/2/Math.PI+0.5,a.v));return a}THREE.Geometry.call(this);for(var c=c||1,d=d||0,i=this,j=0,k=a.length;jq;q++){o=i[q];k=new THREE.Color;k.setRGB(0,0,0);for(var p=0;pw.length&&(q[o]=!0)}for(o in p)if(w=p[o],s=w[0],w=w[1],v=o.split("_"),A=v[0],v=v[1],r=new THREE.Vector3,q[o]?(r.addSelf(h[A].position),r.addSelf(h[v].position),r.multiplyScalar(0.5)):(r.addSelf(j[s]),r.addSelf(j[w]),r.addSelf(h[A].position),r.addSelf(h[v].position),r.multiplyScalar(0.25)), +k[o]=t+d.length+u,i.push(new THREE.Vertex(r)),u++,e.supportUVs&&0!=m.length)w=new THREE.UV,w.u=m[A].u+m[v].u,w.v=m[A].v+m[v].v,w.u/=2,w.v/=2,m.push(w);var I,Q;v=["123","12","2","23"];r=["123","23","3","31"];var D=["123","31","1","12"],H=["1234","12","2","23"],P=["1234","23","3","34"],L=["1234","34","4","41"],K=["1234","41","1","12"];for(o=0,p=j.length;oa.length?".":a.join("/"))+"/"},initMaterials:function(a,b,c){a.materials=[];for(var d=0;da.opacity)j.transparent=a.transparent;if(void 0!==a.depthTest)j.depthTest=a.depthTest;if(void 0!==a.vertexColors)if("face"==a.vertexColors)j.vertexColors=THREE.FaceColors;else if(a.vertexColors)j.vertexColors= +THREE.VertexColors;if(a.colorDiffuse)j.color=e(a.colorDiffuse);else if(a.DbgColor)j.color=a.DbgColor;if(a.colorSpecular)j.specular=e(a.colorSpecular);if(a.colorAmbient)j.ambient=e(a.colorAmbient);if(a.transparency)j.opacity=a.transparency;if(a.specularCoef)j.shininess=a.specularCoef;a.mapDiffuse&&b&&g(j,"map",a.mapDiffuse,a.mapDiffuseRepeat,a.mapDiffuseOffset,a.mapDiffuseWrap);a.mapLight&&b&&g(j,"lightMap",a.mapLight,a.mapLightRepeat,a.mapLightOffset,a.mapLightWrap);a.mapNormal&&b&&g(j,"normalMap", +a.mapNormal,a.mapNormalRepeat,a.mapNormalOffset,a.mapNormalWrap);a.mapSpecular&&b&&g(j,"specularMap",a.mapSpecular,a.mapSpecularRepeat,a.mapSpecularOffset,a.mapSpecularWrap);if(a.mapNormal){var i=THREE.ShaderUtils.lib.normal,k=THREE.UniformsUtils.clone(i.uniforms);k.tNormal.texture=j.normalMap;if(a.mapNormalFactor)k.uNormalScale.value=a.mapNormalFactor;if(j.map)k.tDiffuse.texture=j.map,k.enableDiffuse.value=!0;if(j.specularMap)k.tSpecular.texture=j.specularMap,k.enableSpecular.value=!0;if(j.lightMap)k.tAO.texture= +j.lightMap,k.enableAO.value=!0;k.uDiffuseColor.value.setHex(j.color);k.uSpecularColor.value.setHex(j.specular);k.uAmbientColor.value.setHex(j.ambient);k.uShininess.value=j.shininess;if(void 0!==j.opacity)k.uOpacity.value=j.opacity;j=new THREE.ShaderMaterial({fragmentShader:i.fragmentShader,vertexShader:i.vertexShader,uniforms:k,lights:!0,fog:!0})}else j=new THREE[i](j);if(void 0!==a.DbgName)j.name=a.DbgName;return j}};THREE.BinaryLoader=function(a){THREE.Loader.call(this,a)}; +THREE.BinaryLoader.prototype=new THREE.Loader;THREE.BinaryLoader.prototype.constructor=THREE.BinaryLoader;THREE.BinaryLoader.prototype.supr=THREE.Loader.prototype;THREE.BinaryLoader.prototype.load=function(a,b,c,d){var c=c?c:this.extractUrlBase(a),d=d?d:this.extractUrlBase(a),f=this.showProgress?THREE.Loader.prototype.updateProgress:null;this.onLoadStart();this.loadAjaxJSON(this,a,b,c,d,f)}; +THREE.BinaryLoader.prototype.loadAjaxJSON=function(a,b,c,d,f,g){var e=new XMLHttpRequest;e.onreadystatechange=function(){if(4==e.readyState)if(200==e.status||0==e.status){var h=JSON.parse(e.responseText);a.loadAjaxBuffers(h,c,f,d,g)}else console.error("THREE.BinaryLoader: Couldn't load ["+b+"] ["+e.status+"]")};e.open("GET",b,!0);e.overrideMimeType&&e.overrideMimeType("text/plain; charset=x-user-defined");e.setRequestHeader("Content-Type","text/plain");e.send(null)}; +THREE.BinaryLoader.prototype.loadAjaxBuffers=function(a,b,c,d,f){var g=new XMLHttpRequest,e=c+"/"+a.buffers,h=0;g.onreadystatechange=function(){4==g.readyState?200==g.status||0==g.status?THREE.BinaryLoader.prototype.createBinModel(g.response,b,d,a.materials):console.error("THREE.BinaryLoader: Couldn't load ["+e+"] ["+g.status+"]"):3==g.readyState?f&&(0==h&&(h=g.getResponseHeader("Content-Length")),f({total:h,loaded:g.responseText.length})):2==g.readyState&&(h=g.getResponseHeader("Content-Length"))}; +g.open("GET",e,!0);g.responseType="arraybuffer";g.send(null)}; +THREE.BinaryLoader.prototype.createBinModel=function(a,b,c,d){var f=function(b){var c,f,i,j,k,q,m,o,p,n,r,s,t,w,u;function v(a){return a%4?4-a%4:0}function A(a,b){return(new Uint8Array(a,b,1))[0]}function F(a,b){return(new Uint32Array(a,b,1))[0]}function B(b,c){var d,e,f,g,h,i,j,k,l=new Uint32Array(a,c,3*b);for(d=0;da.length?".":a.join("/"))+"/");if((a=U.evaluate("//dae:asset",U,E,XPathResult.ORDERED_NODE_ITERATOR_TYPE,null).iterateNext())&&a.childNodes)for(f=0;fp)break}if(!s){s=new l(p);t=-1;u=0;for(v=d.length;u=p&&(t=u);p=t;d.splice(-1==p?d.length: +p,0,s)}s.addTarget(f,j,g,r)}}else console.log('Could not find transform "'+b.sid+'" in node '+this.id)}for(c=0;cthis.set)this.set=0;return this};F.prototype.parse=function(a){this.id=a.getAttribute("id");for(var b=0;bthis.transparency,c;for(c in this)switch(c){case "ambient":case "emission":case "diffuse":case "specular":var d=this[c]; +if(d instanceof D)if(d.isTexture()){if(this.effect.sampler&&this.effect.surface&&this.effect.sampler.source==this.effect.surface.sid){var e=Ka[this.effect.surface.init_from];if(e)e=THREE.ImageUtils.loadTexture(Sa+e.init_from),e.wrapS=d.texOpts.wrapU?THREE.RepeatWrapping:THREE.ClampToEdgeWrapping,e.wrapT=d.texOpts.wrapV?THREE.RepeatWrapping:THREE.ClampToEdgeWrapping,e.offset.x=d.texOpts.offsetU,e.offset.y=d.texOpts.offsetV,e.repeat.x=d.texOpts.repeatU,e.repeat.y=d.texOpts.repeatV,a.map=e}}else"diffuse"== +c?a.color=d.color.getHex():b||(a[c]=d.color.getHex());break;case "shininess":case "reflectivity":a[c]=this[c];break;case "transparency":if(b)a.transparent=!0,a.opacity=this[c],b=!0}a.shading=za;return this.material=new THREE.MeshLambertMaterial(a)};I.prototype.parse=function(a){for(var b=0;bf||1f?0:1;if(h.length)for(var e=[],i=0;ir.parameters.opacity)r.parameters.transparent=!0;if(r.parameters.normalMap){a=THREE.ShaderUtils.lib.normal;k=THREE.UniformsUtils.clone(a.uniforms);n=r.parameters.color;P=r.parameters.specular;c=r.parameters.ambient;K=r.parameters.shininess;k.tNormal.texture=C.textures[r.parameters.normalMap];if(r.parameters.normalMapFactor)k.uNormalScale.value=r.parameters.normalMapFactor;if(r.parameters.map)k.tDiffuse.texture=r.parameters.map,k.enableDiffuse.value=!0;if(r.parameters.lightMap)k.tAO.texture= +r.parameters.lightMap,k.enableAO.value=!0;if(r.parameters.specularMap)k.tSpecular.texture=C.textures[r.parameters.specularMap],k.enableSpecular.value=!0;k.uDiffuseColor.value.setHex(n);k.uSpecularColor.value.setHex(P);k.uAmbientColor.value.setHex(c);k.uShininess.value=K;if(r.parameters.opacity)k.uOpacity.value=r.parameters.opacity;I=new THREE.ShaderMaterial({fragmentShader:a.fragmentShader,vertexShader:a.vertexShader,uniforms:k,lights:!0,fog:!0})}else I=new THREE[r.type](r.parameters);C.materials[q]= +I}f();i.callbackSync(C);h()};THREE.UTF8Loader=function(){}; +THREE.UTF8Loader.prototype.load=function(a,b,c){var d=new XMLHttpRequest,f=void 0!==c.scale?c.scale:1,g=void 0!==c.offsetX?c.offsetX:0,e=void 0!==c.offsetY?c.offsetY:0,h=void 0!==c.offsetZ?c.offsetZ:0;d.onreadystatechange=function(){4==d.readyState?200==d.status||0==d.status?THREE.UTF8Loader.prototype.createModel(d.responseText,b,f,g,e,h):console.error("THREE.UTF8Loader: Couldn't load ["+a+"] ["+d.status+"]"):3!=d.readyState&&2==d.readyState&&d.getResponseHeader("Content-Length")};d.open("GET",a, +!0);d.send(null)};THREE.UTF8Loader.prototype.decompressMesh=function(a){var b=a.charCodeAt(0);57344<=b&&(b-=2048);b++;for(var c=new Float32Array(8*b),d=1,f=0;8>f;f++){for(var g=0,e=0;e>1^-(h&1));c[8*e+f]=g}d+=b}b=a.length-d;g=new Uint16Array(b);for(f=e=0;f=this.maxCount-3&&h(this)};this.begin=function(){this.count=0; +this.hasNormal=this.hasPos=!1};this.end=function(a){if(0!==this.count){for(var b=3*this.count;bq&&(q=1);i=Math.floor(i+h);i>this.size-1&&(i=this.size-1);var m=Math.floor(j-h);1>m&&(m=1);j=Math.floor(j+h);j>this.size-1&&(j=this.size-1);var o=Math.floor(k-h);1>o&&(o=1);h=Math.floor(k+h);h>this.size-1&&(h=this.size- +1);for(var p,n,r,s,t,w,u,k=q;kj&&(o=j);for(f=0;fk&&(p=k);for(g=0;gk&&(p=k);for(e=0;e=b.getParameter(b.MAX_VERTEX_TEXTURE_IMAGE_UNITS)?(j=!1,k=a(THREE.ShaderFlares.lensFlare)):(j=!0,k=a(THREE.ShaderFlares.lensFlareVertexTexture));q={};m={};q.vertex=b.getAttribLocation(k,"position");q.uv=b.getAttribLocation(k,"uv");m.renderType=b.getUniformLocation(k,"renderType");m.map=b.getUniformLocation(k,"map");m.occlusionMap=b.getUniformLocation(k,"occlusionMap");m.opacity=b.getUniformLocation(k,"opacity");m.color=b.getUniformLocation(k, +"color");m.scale=b.getUniformLocation(k,"scale");m.rotation=b.getUniformLocation(k,"rotation");m.screenPosition=b.getUniformLocation(k,"screenPosition");o=!1};this.render=function(a,d,f,s){var a=a.__webglFlares,t=a.length;if(t){var w=new THREE.Vector3,u=s/f,v=0.5*f,A=0.5*s,F=16/s,B=new THREE.Vector2(F*u,F),D=new THREE.Vector3(1,1,0),H=new THREE.Vector2(1,1),I=m,F=q;b.useProgram(k);o||(b.enableVertexAttribArray(q.vertex),b.enableVertexAttribArray(q.uv),o=!0);b.uniform1i(I.occlusionMap,0);b.uniform1i(I.map, +1);b.bindBuffer(b.ARRAY_BUFFER,g);b.vertexAttribPointer(F.vertex,2,b.FLOAT,!1,16,0);b.vertexAttribPointer(F.uv,2,b.FLOAT,!1,16,8);b.bindBuffer(b.ELEMENT_ARRAY_BUFFER,e);b.disable(b.CULL_FACE);b.depthMask(!1);var Q,P,L,K,O;for(Q=0;Qv;v++)s[v]=new THREE.Vector3,n[v]=new THREE.Vector3;s=t.shadowCascadeNearZ[r];t=t.shadowCascadeFarZ[r];n[0].set(-1,-1,s);n[1].set(1,-1,s);n[2].set(-1,1,s);n[3].set(1,1,s);n[4].set(-1,-1,t);n[5].set(1,-1,t);n[6].set(-1,1,t);n[7].set(1,1,t);u.originalCamera=j;n=new THREE.Gyroscope;n.position=m.shadowCascadeOffset;n.add(u);n.add(u.target);j.add(n);m.shadowCascadeArray[p]=u;console.log("Created virtualLight",u)}r=m;s=p;t=r.shadowCascadeArray[s];t.position.copy(r.position); +t.target.position.copy(r.target.position);t.lookAt(t.target);t.shadowCameraVisible=r.shadowCameraVisible;t.shadowDarkness=r.shadowDarkness;t.shadowBias=r.shadowCascadeBias[s];n=r.shadowCascadeNearZ[s];r=r.shadowCascadeFarZ[s];t=t.pointsFrustum;t[0].z=n;t[1].z=n;t[2].z=n;t[3].z=n;t[4].z=r;t[5].z=r;t[6].z=r;t[7].z=r;w[o]=u;o++}else w[o]=m,o++;for(k=0,q=w.length;kr;r++){s=t[r];s.copy(n[r]);THREE.ShadowMapPlugin.__projector.unprojectVector(s, +p);o.matrixWorldInverse.multiplyVector3(s);if(s.xh.x)h.x=s.x;if(s.yh.y)h.y=s.y;if(s.zh.z)h.z=s.z}o.left=e.x;o.right=h.x;o.top=h.y;o.bottom=e.y;o.updateProjectionMatrix()}o=m.shadowMap;n=m.shadowMatrix;p=m.shadowCamera;p.position.copy(m.matrixWorld.getPosition());p.lookAt(m.target.matrixWorld.getPosition());p.updateMatrixWorld();p.matrixWorldInverse.getInverse(p.matrixWorld);if(m.cameraHelper)m.cameraHelper.lines.visible=m.shadowCameraVisible; +m.shadowCameraVisible&&m.cameraHelper.update(m.shadowCamera);n.set(0.5,0,0,0.5,0,0.5,0,0.5,0,0,0.5,0.5,0,0,0,1);n.multiplySelf(p.projectionMatrix);n.multiplySelf(p.matrixWorldInverse);if(!p._viewMatrixArray)p._viewMatrixArray=new Float32Array(16);p.matrixWorldInverse.flattenToArray(p._viewMatrixArray);if(!p._projectionMatrixArray)p._projectionMatrixArray=new Float32Array(16);p.projectionMatrix.flattenToArray(p._projectionMatrixArray);g.multiply(p.projectionMatrix,p.matrixWorldInverse);f.setFromMatrix(g); +b.setRenderTarget(o);b.clear();t=i.__webglObjects;for(m=0,o=t.length;m1?1:d;j=n(d);for(g in c)a[g]=e[g]+c[g]*j;l!==null&&l.call(a,j);if(d==1){m!==null&&m.call(a);k!==null&&k.start();return false}return true}};TWEEN.Easing={Linear:{},Quadratic:{},Cubic:{},Quartic:{},Quintic:{},Sinusoidal:{},Exponential:{},Circular:{},Elastic:{},Back:{},Bounce:{}};TWEEN.Easing.Linear.EaseNone=function(a){return a}; +TWEEN.Easing.Quadratic.EaseIn=function(a){return a*a};TWEEN.Easing.Quadratic.EaseOut=function(a){return-a*(a-2)};TWEEN.Easing.Quadratic.EaseInOut=function(a){if((a*=2)<1)return 0.5*a*a;return-0.5*(--a*(a-2)-1)};TWEEN.Easing.Cubic.EaseIn=function(a){return a*a*a};TWEEN.Easing.Cubic.EaseOut=function(a){return--a*a*a+1};TWEEN.Easing.Cubic.EaseInOut=function(a){if((a*=2)<1)return 0.5*a*a*a;return 0.5*((a-=2)*a*a+2)};TWEEN.Easing.Quartic.EaseIn=function(a){return a*a*a*a}; +TWEEN.Easing.Quartic.EaseOut=function(a){return-(--a*a*a*a-1)};TWEEN.Easing.Quartic.EaseInOut=function(a){if((a*=2)<1)return 0.5*a*a*a*a;return-0.5*((a-=2)*a*a*a-2)};TWEEN.Easing.Quintic.EaseIn=function(a){return a*a*a*a*a};TWEEN.Easing.Quintic.EaseOut=function(a){return(a-=1)*a*a*a*a+1};TWEEN.Easing.Quintic.EaseInOut=function(a){if((a*=2)<1)return 0.5*a*a*a*a*a;return 0.5*((a-=2)*a*a*a*a+2)};TWEEN.Easing.Sinusoidal.EaseIn=function(a){return-Math.cos(a*Math.PI/2)+1}; +TWEEN.Easing.Sinusoidal.EaseOut=function(a){return Math.sin(a*Math.PI/2)};TWEEN.Easing.Sinusoidal.EaseInOut=function(a){return-0.5*(Math.cos(Math.PI*a)-1)};TWEEN.Easing.Exponential.EaseIn=function(a){return a==0?0:Math.pow(2,10*(a-1))};TWEEN.Easing.Exponential.EaseOut=function(a){return a==1?1:-Math.pow(2,-10*a)+1};TWEEN.Easing.Exponential.EaseInOut=function(a){if(a==0)return 0;if(a==1)return 1;if((a*=2)<1)return 0.5*Math.pow(2,10*(a-1));return 0.5*(-Math.pow(2,-10*(a-1))+2)}; +TWEEN.Easing.Circular.EaseIn=function(a){return-(Math.sqrt(1-a*a)-1)};TWEEN.Easing.Circular.EaseOut=function(a){return Math.sqrt(1- --a*a)};TWEEN.Easing.Circular.EaseInOut=function(a){if((a/=0.5)<1)return-0.5*(Math.sqrt(1-a*a)-1);return 0.5*(Math.sqrt(1-(a-=2)*a)+1)};TWEEN.Easing.Elastic.EaseIn=function(a){var e,c=0.1,b=0.4;if(a==0)return 0;if(a==1)return 1;b||(b=0.3);if(!c||c<1){c=1;e=b/4}else e=b/(2*Math.PI)*Math.asin(1/c);return-(c*Math.pow(2,10*(a-=1))*Math.sin((a-e)*2*Math.PI/b))}; +TWEEN.Easing.Elastic.EaseOut=function(a){var e,c=0.1,b=0.4;if(a==0)return 0;if(a==1)return 1;b||(b=0.3);if(!c||c<1){c=1;e=b/4}else e=b/(2*Math.PI)*Math.asin(1/c);return c*Math.pow(2,-10*a)*Math.sin((a-e)*2*Math.PI/b)+1}; +TWEEN.Easing.Elastic.EaseInOut=function(a){var e,c=0.1,b=0.4;if(a==0)return 0;if(a==1)return 1;b||(b=0.3);if(!c||c<1){c=1;e=b/4}else e=b/(2*Math.PI)*Math.asin(1/c);if((a*=2)<1)return-0.5*c*Math.pow(2,10*(a-=1))*Math.sin((a-e)*2*Math.PI/b);return c*Math.pow(2,-10*(a-=1))*Math.sin((a-e)*2*Math.PI/b)*0.5+1};TWEEN.Easing.Back.EaseIn=function(a){return a*a*(2.70158*a-1.70158)};TWEEN.Easing.Back.EaseOut=function(a){return(a-=1)*a*(2.70158*a+1.70158)+1}; +TWEEN.Easing.Back.EaseInOut=function(a){if((a*=2)<1)return 0.5*a*a*(3.5949095*a-2.5949095);return 0.5*((a-=2)*a*(3.5949095*a+2.5949095)+2)};TWEEN.Easing.Bounce.EaseIn=function(a){return 1-TWEEN.Easing.Bounce.EaseOut(1-a)};TWEEN.Easing.Bounce.EaseOut=function(a){return(a/=1)<1/2.75?7.5625*a*a:a<2/2.75?7.5625*(a-=1.5/2.75)*a+0.75:a<2.5/2.75?7.5625*(a-=2.25/2.75)*a+0.9375:7.5625*(a-=2.625/2.75)*a+0.984375}; +TWEEN.Easing.Bounce.EaseInOut=function(a){if(a<0.5)return TWEEN.Easing.Bounce.EaseIn(a*2)*0.5;return TWEEN.Easing.Bounce.EaseOut(a*2-1)*0.5+0.5}; diff --git a/public/js/lib/dat.gui.min.js b/public/js/lib/dat.gui.min.js new file mode 100644 index 0000000..17e4a3c --- /dev/null +++ b/public/js/lib/dat.gui.min.js @@ -0,0 +1,94 @@ +/** + * dat-gui JavaScript Controller Library + * http://code.google.com/p/dat-gui + * + * Copyright 2011 Data Arts Team, Google Creative Lab + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + */ +var dat=dat||{};dat.gui=dat.gui||{};dat.utils=dat.utils||{};dat.controllers=dat.controllers||{};dat.dom=dat.dom||{};dat.color=dat.color||{};dat.utils.css=function(){return{load:function(e,a){var a=a||document,c=a.createElement("link");c.type="text/css";c.rel="stylesheet";c.href=e;a.getElementsByTagName("head")[0].appendChild(c)},inject:function(e,a){var a=a||document,c=document.createElement("style");c.type="text/css";c.innerHTML=e;a.getElementsByTagName("head")[0].appendChild(c)}}}(); +dat.utils.common=function(){var e=Array.prototype.forEach,a=Array.prototype.slice;return{BREAK:{},extend:function(c){this.each(a.call(arguments,1),function(a){for(var f in a)this.isUndefined(a[f])||(c[f]=a[f])},this);return c},defaults:function(c){this.each(a.call(arguments,1),function(a){for(var f in a)this.isUndefined(c[f])&&(c[f]=a[f])},this);return c},compose:function(){var c=a.call(arguments);return function(){for(var d=a.call(arguments),f=c.length-1;f>=0;f--)d=[c[f].apply(this,d)];return d[0]}}, +each:function(a,d,f){if(e&&a.forEach===e)a.forEach(d,f);else if(a.length===a.length+0)for(var b=0,n=a.length;b-1?d.length-d.indexOf(".")-1:0};c.superclass=e;a.extend(c.prototype,e.prototype,{setValue:function(a){if(this.__min!==void 0&&athis.__max)a=this.__max;this.__step!==void 0&&a%this.__step!=0&&(a=Math.round(a/this.__step)*this.__step);return c.superclass.prototype.setValue.call(this,a)},min:function(a){this.__min=a;return this},max:function(a){this.__max=a;return this},step:function(a){this.__step=a;return this}});return c}(dat.controllers.Controller,dat.utils.common); +dat.controllers.NumberControllerBox=function(e,a,c){var d=function(f,b,e){function h(){var a=parseFloat(l.__input.value);c.isNaN(a)||l.setValue(a)}function j(a){var b=o-a.clientY;l.setValue(l.getValue()+b*l.__impliedStep);o=a.clientY}function m(){a.unbind(window,"mousemove",j);a.unbind(window,"mouseup",m)}this.__truncationSuspended=false;d.superclass.call(this,f,b,e);var l=this,o;this.__input=document.createElement("input");this.__input.setAttribute("type","text");a.bind(this.__input,"change",h); +a.bind(this.__input,"blur",function(){h();l.__onFinishChange&&l.__onFinishChange.call(l,l.getValue())});a.bind(this.__input,"mousedown",function(b){a.bind(window,"mousemove",j);a.bind(window,"mouseup",m);o=b.clientY});a.bind(this.__input,"keydown",function(a){if(a.keyCode===13)l.__truncationSuspended=true,this.blur(),l.__truncationSuspended=false});this.updateDisplay();this.domElement.appendChild(this.__input)};d.superclass=e;c.extend(d.prototype,e.prototype,{updateDisplay:function(){var a=this.__input, +b;if(this.__truncationSuspended)b=this.getValue();else{b=this.getValue();var c=Math.pow(10,this.__precision);b=Math.round(b*c)/c}a.value=b;return d.superclass.prototype.updateDisplay.call(this)}});return d}(dat.controllers.NumberController,dat.dom.dom,dat.utils.common); +dat.controllers.NumberControllerSlider=function(e,a,c,d,f){var b=function(d,c,f,e,l){function o(b){b.preventDefault();var d=a.getOffset(g.__background),c=a.getWidth(g.__background);g.setValue(g.__min+(g.__max-g.__min)*((b.clientX-d.left)/(d.left+c-d.left)));return false}function y(){a.unbind(window,"mousemove",o);a.unbind(window,"mouseup",y);g.__onFinishChange&&g.__onFinishChange.call(g,g.getValue())}b.superclass.call(this,d,c,{min:f,max:e,step:l});var g=this;this.__background=document.createElement("div"); +this.__foreground=document.createElement("div");a.bind(this.__background,"mousedown",function(b){a.bind(window,"mousemove",o);a.bind(window,"mouseup",y);o(b)});a.addClass(this.__background,"slider");a.addClass(this.__foreground,"slider-fg");this.updateDisplay();this.__background.appendChild(this.__foreground);this.domElement.appendChild(this.__background)};b.superclass=e;b.useDefaultStyles=function(){c.inject(f)};d.extend(b.prototype,e.prototype,{updateDisplay:function(){this.__foreground.style.width= +(this.getValue()-this.__min)/(this.__max-this.__min)*100+"%";return b.superclass.prototype.updateDisplay.call(this)}});return b}(dat.controllers.NumberController,dat.dom.dom,dat.utils.css,dat.utils.common,".slider {\n box-shadow: inset 0 2px 4px rgba(0,0,0,0.15);\n height: 1em;\n border-radius: 1em;\n background-color: #eee;\n padding: 0 0.5em;\n overflow: hidden;\n}\n\n.slider-fg {\n padding: 1px 0 2px 0;\n background-color: #aaa;\n height: 1em;\n margin-left: -0.5em;\n padding-right: 0.5em;\n border-radius: 1em 0 0 1em;\n}\n\n.slider-fg:after {\n display: inline-block;\n border-radius: 1em;\n background-color: #fff;\n border: 1px solid #aaa;\n content: '';\n float: right;\n margin-right: -1em;\n margin-top: -1px;\n height: 0.9em;\n width: 0.9em;\n}"); +dat.controllers.FunctionController=function(e,a,c){var d=function(c,b,e){d.superclass.call(this,c,b);var h=this;this.__button=document.createElement("div");this.__button.innerHTML=e===void 0?"Fire":e;a.bind(this.__button,"click",function(a){a.preventDefault();h.fire();return false});a.addClass(this.__button,"button");this.domElement.appendChild(this.__button)};d.superclass=e;c.extend(d.prototype,e.prototype,{fire:function(){this.__onChange&&this.__onChange.call(this);this.__onFinishChange&&this.__onFinishChange.call(this, +this.getValue());this.getValue().call(this.object)}});return d}(dat.controllers.Controller,dat.dom.dom,dat.utils.common); +dat.controllers.BooleanController=function(e,a,c){var d=function(c,b){d.superclass.call(this,c,b);var e=this;this.__prev=this.getValue();this.__checkbox=document.createElement("input");this.__checkbox.setAttribute("type","checkbox");a.bind(this.__checkbox,"change",function(){e.setValue(!e.__prev)},false);this.domElement.appendChild(this.__checkbox);this.updateDisplay()};d.superclass=e;c.extend(d.prototype,e.prototype,{setValue:function(a){a=d.superclass.prototype.setValue.call(this,a);this.__onFinishChange&& +this.__onFinishChange.call(this,this.getValue());this.__prev=this.getValue();return a},updateDisplay:function(){this.getValue()===true?(this.__checkbox.setAttribute("checked","checked"),this.__checkbox.checked=true):this.__checkbox.checked=false;return d.superclass.prototype.updateDisplay.call(this)}});return d}(dat.controllers.Controller,dat.dom.dom,dat.utils.common); +dat.color.toString=function(e){return function(a){if(a.a==1||e.isUndefined(a.a)){for(a=a.hex.toString(16);a.length<6;)a="0"+a;return"#"+a}else return"rgba("+Math.round(a.r)+","+Math.round(a.g)+","+Math.round(a.b)+","+a.a+")"}}(dat.utils.common); +dat.color.interpret=function(e,a){var c,d,f=[{litmus:a.isString,conversions:{THREE_CHAR_HEX:{read:function(a){a=a.match(/^#([A-F0-9])([A-F0-9])([A-F0-9])$/i);return a===null?false:{space:"HEX",hex:parseInt("0x"+a[1].toString()+a[1].toString()+a[2].toString()+a[2].toString()+a[3].toString()+a[3].toString())}},write:e},SIX_CHAR_HEX:{read:function(a){a=a.match(/^#([A-F0-9]{6})$/i);return a===null?false:{space:"HEX",hex:parseInt("0x"+a[1].toString())}},write:e},CSS_RGB:{read:function(a){a=a.match(/^rgb\(\s*(.+)\s*,\s*(.+)\s*,\s*(.+)\s*\)/); +return a===null?false:{space:"RGB",r:parseFloat(a[1]),g:parseFloat(a[2]),b:parseFloat(a[3])}},write:e},CSS_RGBA:{read:function(a){a=a.match(/^rgba\(\s*(.+)\s*,\s*(.+)\s*,\s*(.+)\s*\,\s*(.+)\s*\)/);return a===null?false:{space:"RGB",r:parseFloat(a[1]),g:parseFloat(a[2]),b:parseFloat(a[3]),a:parseFloat(a[4])}},write:e}}},{litmus:a.isNumber,conversions:{HEX:{read:function(a){return{space:"HEX",hex:a,conversionName:"HEX"}},write:function(a){return a.hex}}}},{litmus:a.isArray,conversions:{RGB_ARRAY:{read:function(a){return a.length!= +3?false:{space:"RGB",r:a[0],g:a[1],b:a[2]}},write:function(a){return[a.r,a.g,a.b]}},RGBA_ARRAY:{read:function(a){return a.length!=4?false:{space:"RGB",r:a[0],g:a[1],b:a[2],a:a[3]}},write:function(a){return[a.r,a.g,a.b,a.a]}}}},{litmus:a.isObject,conversions:{RGBA_OBJ:{read:function(b){return a.isNumber(b.r)&&a.isNumber(b.g)&&a.isNumber(b.b)&&a.isNumber(b.a)?{space:"RGB",r:b.r,g:b.g,b:b.b,a:b.a}:false},write:function(a){return{r:a.r,g:a.g,b:a.b,a:a.a}}},RGB_OBJ:{read:function(b){return a.isNumber(b.r)&& +a.isNumber(b.g)&&a.isNumber(b.b)?{space:"RGB",r:b.r,g:b.g,b:b.b}:false},write:function(a){return{r:a.r,g:a.g,b:a.b}}},HSVA_OBJ:{read:function(b){return a.isNumber(b.h)&&a.isNumber(b.s)&&a.isNumber(b.v)&&a.isNumber(b.a)?{space:"HSV",h:b.h,s:b.s,v:b.v,a:b.a}:false},write:function(a){return{h:a.h,s:a.s,v:a.v,a:a.a}}},HSV_OBJ:{read:function(b){return a.isNumber(b.h)&&a.isNumber(b.s)&&a.isNumber(b.v)?{space:"HSV",h:b.h,s:b.s,v:b.v}:false},write:function(a){return{h:a.h,s:a.s,v:a.v}}}}}];return function(){d= +false;var b=arguments.length>1?a.toArray(arguments):arguments[0];a.each(f,function(e){if(e.litmus(b))return a.each(e.conversions,function(e,f){c=e.read(b);if(d===false&&c!==false)return d=c,c.conversionName=f,c.conversion=e,a.BREAK}),a.BREAK});return d}}(dat.color.toString,dat.utils.common); +dat.GUI=dat.gui.GUI=function(e,a,c,d,f,b,n,h,j,m,l,o,y,g,i){function q(a,b,r,c){if(b[r]===void 0)throw Error("Object "+b+' has no property "'+r+'"');c.color?b=new l(b,r):(b=[b,r].concat(c.factoryArgs),b=d.apply(a,b));if(c.before instanceof f)c.before=c.before.__li;t(a,b);g.addClass(b.domElement,"c");r=document.createElement("span");g.addClass(r,"property-name");r.innerHTML=b.property;var e=document.createElement("div");e.appendChild(r);e.appendChild(b.domElement);c=s(a,e,c.before);g.addClass(c,k.CLASS_CONTROLLER_ROW); +g.addClass(c,typeof b.getValue());p(a,c,b);a.__controllers.push(b);return b}function s(a,b,d){var c=document.createElement("li");b&&c.appendChild(b);d?a.__ul.insertBefore(c,params.before):a.__ul.appendChild(c);a.onResize();return c}function p(a,d,c){c.__li=d;c.__gui=a;i.extend(c,{options:function(b){if(arguments.length>1)return c.remove(),q(a,c.object,c.property,{before:c.__li.nextElementSibling,factoryArgs:[i.toArray(arguments)]});if(i.isArray(b)||i.isObject(b))return c.remove(),q(a,c.object,c.property, +{before:c.__li.nextElementSibling,factoryArgs:[b]})},name:function(a){c.__li.firstElementChild.firstElementChild.innerHTML=a;return c},listen:function(){c.__gui.listen(c);return c},remove:function(){c.__gui.remove(c);return c}});if(c instanceof j){var e=new h(c.object,c.property,{min:c.__min,max:c.__max,step:c.__step});i.each(["updateDisplay","onChange","onFinishChange"],function(a){var b=c[a],H=e[a];c[a]=e[a]=function(){var a=Array.prototype.slice.call(arguments);b.apply(c,a);return H.apply(e,a)}}); +g.addClass(d,"has-slider");c.domElement.insertBefore(e.domElement,c.domElement.firstElementChild)}else if(c instanceof h){var f=function(b){return i.isNumber(c.__min)&&i.isNumber(c.__max)?(c.remove(),q(a,c.object,c.property,{before:c.__li.nextElementSibling,factoryArgs:[c.__min,c.__max,c.__step]})):b};c.min=i.compose(f,c.min);c.max=i.compose(f,c.max)}else if(c instanceof b)g.bind(d,"click",function(){g.fakeEvent(c.__checkbox,"click")}),g.bind(c.__checkbox,"click",function(a){a.stopPropagation()}); +else if(c instanceof n)g.bind(d,"click",function(){g.fakeEvent(c.__button,"click")}),g.bind(d,"mouseover",function(){g.addClass(c.__button,"hover")}),g.bind(d,"mouseout",function(){g.removeClass(c.__button,"hover")});else if(c instanceof l)g.addClass(d,"color"),c.updateDisplay=i.compose(function(a){d.style.borderLeftColor=c.__color.toString();return a},c.updateDisplay),c.updateDisplay();c.setValue=i.compose(function(b){a.getRoot().__preset_select&&c.isModified()&&B(a.getRoot(),true);return b},c.setValue)} +function t(a,b){var c=a.getRoot(),d=c.__rememberedObjects.indexOf(b.object);if(d!=-1){var e=c.__rememberedObjectIndecesToControllers[d];e===void 0&&(e={},c.__rememberedObjectIndecesToControllers[d]=e);e[b.property]=b;if(c.load&&c.load.remembered){c=c.load.remembered;if(c[a.preset])c=c[a.preset];else if(c[w])c=c[w];else return;if(c[d]&&c[d][b.property]!==void 0)d=c[d][b.property],b.initialValue=d,b.setValue(d)}}}function I(a){var b=a.__save_row=document.createElement("li");g.addClass(a.domElement, +"has-save");a.__ul.insertBefore(b,a.__ul.firstChild);g.addClass(b,"save-row");var c=document.createElement("span");c.innerHTML=" ";g.addClass(c,"button gears");var d=document.createElement("span");d.innerHTML="Save";g.addClass(d,"button");g.addClass(d,"save");var e=document.createElement("span");e.innerHTML="New";g.addClass(e,"button");g.addClass(e,"save-as");var f=document.createElement("span");f.innerHTML="Revert";g.addClass(f,"button");g.addClass(f,"revert");var m=a.__preset_select=document.createElement("select"); +a.load&&a.load.remembered?i.each(a.load.remembered,function(b,c){C(a,c,c==a.preset)}):C(a,w,false);g.bind(m,"change",function(){for(var b=0;b0){a.preset=this.preset;if(!a.remembered)a.remembered={};a.remembered[this.preset]=z(this)}a.folders={};i.each(this.__folders,function(b, +c){a.folders[c]=b.getSaveObject()});return a},save:function(){if(!this.load.remembered)this.load.remembered={};this.load.remembered[this.preset]=z(this);B(this,false)},saveAs:function(a){if(!this.load.remembered)this.load.remembered={},this.load.remembered[w]=z(this,true);this.load.remembered[a]=z(this);this.preset=a;C(this,a,true)},revert:function(a){i.each(this.__controllers,function(b){this.getRoot().load.remembered?t(a||this.getRoot(),b):b.setValue(b.initialValue)},this);i.each(this.__folders, +function(a){a.revert(a)});a||B(this.getRoot(),false)},listen:function(a){var b=this.__listening.length==0;this.__listening.push(a);b&&E(this.__listening)}});return k}(dat.utils.css,'
\n\n Here\'s the new load parameter for your GUI\'s constructor:\n\n \n\n
\n\n Automatically save\n values to localStorage on exit.\n\n
The values saved to localStorage will\n override those passed to dat.GUI\'s constructor. This makes it\n easier to work incrementally, but localStorage is fragile,\n and your friends may not see the same values you do.\n \n
\n \n
\n\n
', +".dg ul{list-style:none;margin:0;padding:0;width:100%;clear:both}.dg.ac{position:fixed;top:0;left:0;right:0;height:0;z-index:0}.dg:not(.ac) .main{overflow:hidden}.dg.main{-webkit-transition:opacity 0.1s linear;-o-transition:opacity 0.1s linear;-moz-transition:opacity 0.1s linear;transition:opacity 0.1s linear}.dg.main.taller-than-window{overflow-y:auto}.dg.main.taller-than-window .close-button{opacity:1;margin-top:-1px;border-top:1px solid #2c2c2c}.dg.main ul.closed .close-button{opacity:1 !important}.dg.main:hover .close-button,.dg.main .close-button.drag{opacity:1}.dg.main .close-button{-webkit-transition:opacity 0.1s linear;-o-transition:opacity 0.1s linear;-moz-transition:opacity 0.1s linear;transition:opacity 0.1s linear;border:0;position:absolute;line-height:19px;height:20px;cursor:pointer;text-align:center;background-color:#000}.dg.main .close-button:hover{background-color:#111}.dg.a{float:right;margin-right:15px;overflow-x:hidden}.dg.a.has-save ul{margin-top:27px}.dg.a.has-save ul.closed{margin-top:0}.dg.a .save-row{position:fixed;top:0;z-index:1002}.dg li{-webkit-transition:height 0.1s ease-out;-o-transition:height 0.1s ease-out;-moz-transition:height 0.1s ease-out;transition:height 0.1s ease-out}.dg li:not(.folder){cursor:auto;height:27px;line-height:27px;overflow:hidden;padding:0 4px 0 5px}.dg li.folder{padding:0;border-left:4px solid rgba(0,0,0,0)}.dg li.title{cursor:pointer;margin-left:-4px}.dg .closed li:not(.title),.dg .closed ul li,.dg .closed ul li > *{height:0;overflow:hidden;border:0}.dg .cr{clear:both;padding-left:3px;height:27px}.dg .property-name{cursor:default;float:left;clear:left;width:40%;overflow:hidden;text-overflow:ellipsis}.dg .c{float:left;width:60%}.dg .c input[type=text]{border:0;margin-top:4px;padding:3px;width:100%;float:right}.dg .has-slider input[type=text]{width:30%;margin-left:0}.dg .slider{float:left;width:66%;margin-left:-5px;margin-right:0;height:19px;margin-top:4px}.dg .slider-fg{height:100%}.dg .c input[type=checkbox]{margin-top:9px}.dg .c select{margin-top:5px}.dg .cr.function,.dg .cr.function .property-name,.dg .cr.function *,.dg .cr.boolean,.dg .cr.boolean *{cursor:pointer}.dg .selector{display:none;position:absolute;margin-left:-9px;margin-top:23px;z-index:10}.dg .c:hover .selector,.dg .selector.drag{display:block}.dg li.save-row{padding:0}.dg li.save-row .button{display:inline-block;padding:0px 6px}.dg.dialogue{background-color:#222;width:460px;padding:15px;font-size:13px;line-height:15px}#dg-new-constructor{padding:10px;color:#222;font-family:Monaco, monospace;font-size:10px;border:0;resize:none;box-shadow:inset 1px 1px 1px #888;word-wrap:break-word;margin:12px 0;display:block;width:440px;overflow-y:scroll;height:100px;position:relative}#dg-local-explain{display:none;font-size:11px;line-height:17px;border-radius:3px;background-color:#333;padding:8px;margin-top:10px}#dg-local-explain code{font-size:10px}#dat-gui-save-locally{display:none}.dg{color:#eee;font:11px 'Lucida Grande', sans-serif;text-shadow:0 -1px 0 #111}.dg.main::-webkit-scrollbar{width:5px;background:#1a1a1a}.dg.main::-webkit-scrollbar-corner{height:0;display:none}.dg.main::-webkit-scrollbar-thumb{border-radius:5px;background:#676767}.dg li:not(.folder){background:#1a1a1a;border-bottom:1px solid #2c2c2c}.dg li.save-row{line-height:25px;background:#dad5cb;border:0}.dg li.save-row select{margin-left:5px;width:108px}.dg li.save-row .button{margin-left:5px;margin-top:1px;border-radius:2px;font-size:9px;line-height:7px;padding:4px 4px 5px 4px;background:#c5bdad;color:#fff;text-shadow:0 1px 0 #b0a58f;box-shadow:0 -1px 0 #b0a58f;cursor:pointer}.dg li.save-row .button.gears{background:#c5bdad url(data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAsAAAANCAYAAAB/9ZQ7AAAAGXRFWHRTb2Z0d2FyZQBBZG9iZSBJbWFnZVJlYWR5ccllPAAAAQJJREFUeNpiYKAU/P//PwGIC/ApCABiBSAW+I8AClAcgKxQ4T9hoMAEUrxx2QSGN6+egDX+/vWT4e7N82AMYoPAx/evwWoYoSYbACX2s7KxCxzcsezDh3evFoDEBYTEEqycggWAzA9AuUSQQgeYPa9fPv6/YWm/Acx5IPb7ty/fw+QZblw67vDs8R0YHyQhgObx+yAJkBqmG5dPPDh1aPOGR/eugW0G4vlIoTIfyFcA+QekhhHJhPdQxbiAIguMBTQZrPD7108M6roWYDFQiIAAv6Aow/1bFwXgis+f2LUAynwoIaNcz8XNx3Dl7MEJUDGQpx9gtQ8YCueB+D26OECAAQDadt7e46D42QAAAABJRU5ErkJggg==) 2px 1px no-repeat;height:7px;width:8px}.dg li.save-row .button:hover{background-color:#bab19e;box-shadow:0 -1px 0 #b0a58f}.dg li.folder{border-bottom:0}.dg li.title{padding-left:16px;background:#000 url(data:image/gif;base64,R0lGODlhBQAFAJEAAP////Pz8////////yH5BAEAAAIALAAAAAAFAAUAAAIIlI+hKgFxoCgAOw==) 6px 10px no-repeat;cursor:pointer;border-bottom:1px solid rgba(255,255,255,0.2)}.dg .closed li.title{background-image:url(data:image/gif;base64,R0lGODlhBQAFAJEAAP////Pz8////////yH5BAEAAAIALAAAAAAFAAUAAAIIlGIWqMCbWAEAOw==)}.dg .cr.boolean{border-left:3px solid #806787}.dg .cr.function{border-left:3px solid #e61d5f}.dg .cr.number{border-left:3px solid #2fa1d6}.dg .cr.number input[type=text]{color:#2fa1d6}.dg .cr.string{border-left:3px solid #1ed36f}.dg .cr.string input[type=text]{color:#1ed36f}.dg .cr.function:hover,.dg .cr.boolean:hover{background:#111}.dg .c input[type=text]{background:#303030;outline:none}.dg .c input[type=text]:hover{background:#3c3c3c}.dg .c input[type=text]:focus{background:#494949;color:#fff}.dg .c .slider{background:#303030;cursor:ew-resize}.dg .c .slider-fg{background:#2fa1d6}.dg .c .slider:hover{background:#3c3c3c}.dg .c .slider:hover .slider-fg{background:#44abda}\n", +dat.controllers.factory=function(e,a,c,d,f,b,n){return function(h,j,m,l){var o=h[j];if(n.isArray(m)||n.isObject(m))return new e(h,j,m);if(n.isNumber(o))return n.isNumber(m)&&n.isNumber(l)?new c(h,j,m,l):new a(h,j,{min:m,max:l});if(n.isString(o))return new d(h,j);if(n.isFunction(o))return new f(h,j,"");if(n.isBoolean(o))return new b(h,j)}}(dat.controllers.OptionController,dat.controllers.NumberControllerBox,dat.controllers.NumberControllerSlider,dat.controllers.StringController=function(e,a,c){var d= +function(c,b){function e(){h.setValue(h.__input.value)}d.superclass.call(this,c,b);var h=this;this.__input=document.createElement("input");this.__input.setAttribute("type","text");a.bind(this.__input,"keyup",e);a.bind(this.__input,"change",e);a.bind(this.__input,"blur",function(){h.__onFinishChange&&h.__onFinishChange.call(h,h.getValue())});a.bind(this.__input,"keydown",function(a){a.keyCode===13&&this.blur()});this.updateDisplay();this.domElement.appendChild(this.__input)};d.superclass=e;c.extend(d.prototype, +e.prototype,{updateDisplay:function(){if(!a.isActive(this.__input))this.__input.value=this.getValue();return d.superclass.prototype.updateDisplay.call(this)}});return d}(dat.controllers.Controller,dat.dom.dom,dat.utils.common),dat.controllers.FunctionController,dat.controllers.BooleanController,dat.utils.common),dat.controllers.Controller,dat.controllers.BooleanController,dat.controllers.FunctionController,dat.controllers.NumberControllerBox,dat.controllers.NumberControllerSlider,dat.controllers.OptionController, +dat.controllers.ColorController=function(e,a,c,d,f){function b(a,b,c,d){a.style.background="";f.each(j,function(e){a.style.cssText+="background: "+e+"linear-gradient("+b+", "+c+" 0%, "+d+" 100%); "})}function n(a){a.style.background="";a.style.cssText+="background: -moz-linear-gradient(top, #ff0000 0%, #ff00ff 17%, #0000ff 34%, #00ffff 50%, #00ff00 67%, #ffff00 84%, #ff0000 100%);";a.style.cssText+="background: -webkit-linear-gradient(top, #ff0000 0%,#ff00ff 17%,#0000ff 34%,#00ffff 50%,#00ff00 67%,#ffff00 84%,#ff0000 100%);"; +a.style.cssText+="background: -o-linear-gradient(top, #ff0000 0%,#ff00ff 17%,#0000ff 34%,#00ffff 50%,#00ff00 67%,#ffff00 84%,#ff0000 100%);";a.style.cssText+="background: -ms-linear-gradient(top, #ff0000 0%,#ff00ff 17%,#0000ff 34%,#00ffff 50%,#00ff00 67%,#ffff00 84%,#ff0000 100%);";a.style.cssText+="background: linear-gradient(top, #ff0000 0%,#ff00ff 17%,#0000ff 34%,#00ffff 50%,#00ff00 67%,#ffff00 84%,#ff0000 100%);"}var h=function(e,l){function o(b){q(b);a.bind(window,"mousemove",q);a.bind(window, +"mouseup",j)}function j(){a.unbind(window,"mousemove",q);a.unbind(window,"mouseup",j)}function g(){var a=d(this.value);a!==false?(p.__color.__state=a,p.setValue(p.__color.toOriginal())):this.value=p.__color.toString()}function i(){a.unbind(window,"mousemove",s);a.unbind(window,"mouseup",i)}function q(b){b.preventDefault();var c=a.getWidth(p.__saturation_field),d=a.getOffset(p.__saturation_field),e=(b.clientX-d.left+document.body.scrollLeft)/c,b=1-(b.clientY-d.top+document.body.scrollTop)/c;b>1?b= +1:b<0&&(b=0);e>1?e=1:e<0&&(e=0);p.__color.v=b;p.__color.s=e;p.setValue(p.__color.toOriginal());return false}function s(b){b.preventDefault();var c=a.getHeight(p.__hue_field),d=a.getOffset(p.__hue_field),b=1-(b.clientY-d.top+document.body.scrollTop)/c;b>1?b=1:b<0&&(b=0);p.__color.h=b*360;p.setValue(p.__color.toOriginal());return false}h.superclass.call(this,e,l);this.__color=new c(this.getValue());this.__temp=new c(0);var p=this;this.domElement=document.createElement("div");a.makeSelectable(this.domElement, +false);this.__selector=document.createElement("div");this.__selector.className="selector";this.__saturation_field=document.createElement("div");this.__saturation_field.className="saturation-field";this.__field_knob=document.createElement("div");this.__field_knob.className="field-knob";this.__field_knob_border="2px solid ";this.__hue_knob=document.createElement("div");this.__hue_knob.className="hue-knob";this.__hue_field=document.createElement("div");this.__hue_field.className="hue-field";this.__input= +document.createElement("input");this.__input.type="text";this.__input_textShadow="0 1px 1px ";a.bind(this.__input,"keydown",function(a){a.keyCode===13&&g.call(this)});a.bind(this.__input,"blur",g);a.bind(this.__selector,"mousedown",function(){a.addClass(this,"drag").bind(window,"mouseup",function(){a.removeClass(p.__selector,"drag")})});var t=document.createElement("div");f.extend(this.__selector.style,{width:"122px",height:"102px",padding:"3px",backgroundColor:"#222",boxShadow:"0px 1px 3px rgba(0,0,0,0.3)"}); +f.extend(this.__field_knob.style,{position:"absolute",width:"12px",height:"12px",border:this.__field_knob_border+(this.__color.v<0.5?"#fff":"#000"),boxShadow:"0px 1px 3px rgba(0,0,0,0.5)",borderRadius:"12px",zIndex:1});f.extend(this.__hue_knob.style,{position:"absolute",width:"15px",height:"2px",borderRight:"4px solid #fff",zIndex:1});f.extend(this.__saturation_field.style,{width:"100px",height:"100px",border:"1px solid #555",marginRight:"3px",display:"inline-block",cursor:"pointer"});f.extend(t.style, +{width:"100%",height:"100%",background:"none"});b(t,"top","rgba(0,0,0,0)","#000");f.extend(this.__hue_field.style,{width:"15px",height:"100px",display:"inline-block",border:"1px solid #555",cursor:"ns-resize"});n(this.__hue_field);f.extend(this.__input.style,{outline:"none",textAlign:"center",color:"#fff",border:0,fontWeight:"bold",textShadow:this.__input_textShadow+"rgba(0,0,0,0.7)"});a.bind(this.__saturation_field,"mousedown",o);a.bind(this.__field_knob,"mousedown",o);a.bind(this.__hue_field,"mousedown", +function(b){s(b);a.bind(window,"mousemove",s);a.bind(window,"mouseup",i)});this.__saturation_field.appendChild(t);this.__selector.appendChild(this.__field_knob);this.__selector.appendChild(this.__saturation_field);this.__selector.appendChild(this.__hue_field);this.__hue_field.appendChild(this.__hue_knob);this.domElement.appendChild(this.__input);this.domElement.appendChild(this.__selector);this.updateDisplay()};h.superclass=e;f.extend(h.prototype,e.prototype,{updateDisplay:function(){var a=d(this.getValue()); +if(a!==false){var e=false;f.each(c.COMPONENTS,function(b){if(!f.isUndefined(a[b])&&!f.isUndefined(this.__color.__state[b])&&a[b]!==this.__color.__state[b])return e=true,{}},this);e&&f.extend(this.__color.__state,a)}f.extend(this.__temp.__state,this.__color.__state);this.__temp.a=1;var h=this.__color.v<0.5||this.__color.s>0.5?255:0,j=255-h;f.extend(this.__field_knob.style,{marginLeft:100*this.__color.s-7+"px",marginTop:100*(1-this.__color.v)-7+"px",backgroundColor:this.__temp.toString(),border:this.__field_knob_border+ +"rgb("+h+","+h+","+h+")"});this.__hue_knob.style.marginTop=(1-this.__color.h/360)*100+"px";this.__temp.s=1;this.__temp.v=1;b(this.__saturation_field,"left","#fff",this.__temp.toString());f.extend(this.__input.style,{backgroundColor:this.__input.value=this.__color.toString(),color:"rgb("+h+","+h+","+h+")",textShadow:this.__input_textShadow+"rgba("+j+","+j+","+j+",.7)"})}});var j=["-moz-","-o-","-webkit-","-ms-",""];return h}(dat.controllers.Controller,dat.dom.dom,dat.color.Color=function(e,a,c,d){function f(a, +b,c){Object.defineProperty(a,b,{get:function(){if(this.__state.space==="RGB")return this.__state[b];n(this,b,c);return this.__state[b]},set:function(a){if(this.__state.space!=="RGB")n(this,b,c),this.__state.space="RGB";this.__state[b]=a}})}function b(a,b){Object.defineProperty(a,b,{get:function(){if(this.__state.space==="HSV")return this.__state[b];h(this);return this.__state[b]},set:function(a){if(this.__state.space!=="HSV")h(this),this.__state.space="HSV";this.__state[b]=a}})}function n(b,c,e){if(b.__state.space=== +"HEX")b.__state[c]=a.component_from_hex(b.__state.hex,e);else if(b.__state.space==="HSV")d.extend(b.__state,a.hsv_to_rgb(b.__state.h,b.__state.s,b.__state.v));else throw"Corrupted color state";}function h(b){var c=a.rgb_to_hsv(b.r,b.g,b.b);d.extend(b.__state,{s:c.s,v:c.v});if(d.isNaN(c.h)){if(d.isUndefined(b.__state.h))b.__state.h=0}else b.__state.h=c.h}var j=function(){this.__state=e.apply(this,arguments);if(this.__state===false)throw"Failed to interpret color arguments";this.__state.a=this.__state.a|| +1};j.COMPONENTS="r,g,b,h,s,v,hex,a".split(",");d.extend(j.prototype,{toString:function(){return c(this)},toOriginal:function(){return this.__state.conversion.write(this)}});f(j.prototype,"r",2);f(j.prototype,"g",1);f(j.prototype,"b",0);b(j.prototype,"h");b(j.prototype,"s");b(j.prototype,"v");Object.defineProperty(j.prototype,"a",{get:function(){return this.__state.a},set:function(a){this.__state.a=a}});Object.defineProperty(j.prototype,"hex",{get:function(){if(!this.__state.space!=="HEX")this.__state.hex= +a.rgb_to_hex(this.r,this.g,this.b);return this.__state.hex},set:function(a){this.__state.space="HEX";this.__state.hex=a}});return j}(dat.color.interpret,dat.color.math=function(){var e;return{hsv_to_rgb:function(a,c,d){var e=a/60-Math.floor(a/60),b=d*(1-c),n=d*(1-e*c),c=d*(1-(1-e)*c),a=[[d,c,b],[n,d,b],[b,d,c],[b,n,d],[c,b,d],[d,b,n]][Math.floor(a/60)%6];return{r:a[0]*255,g:a[1]*255,b:a[2]*255}},rgb_to_hsv:function(a,c,d){var e=Math.min(a,c,d),b=Math.max(a,c,d),e=b-e;if(b==0)return{h:NaN,s:0,v:0}; +a=a==b?(c-d)/e:c==b?2+(d-a)/e:4+(a-c)/e;a/=6;a<0&&(a+=1);return{h:a*360,s:e/b,v:b/255}},rgb_to_hex:function(a,c,d){a=this.hex_with_component(0,2,a);a=this.hex_with_component(a,1,c);return a=this.hex_with_component(a,0,d)},component_from_hex:function(a,c){return a>>c*8&255},hex_with_component:function(a,c,d){return d<<(e=c*8)|a&~(255< on 2010-01-01. + * Copyright 2010 Corban Brook. All rights reserved. + * + */ + +// Fourier Transform Module used by DFT, FFT, RFFT +function FourierTransform(bufferSize, sampleRate) { + this.bufferSize = bufferSize; + this.sampleRate = sampleRate; + this.bandwidth = 2 / bufferSize * sampleRate / 2; + + this.spectrum = new Float32Array(bufferSize/2); + this.real = new Float32Array(bufferSize); + this.imag = new Float32Array(bufferSize); + + this.peakBand = 0; + this.peak = 0; + + /** + * Calculates the *middle* frequency of an FFT band. + * + * @param {Number} index The index of the FFT band. + * + * @returns The middle frequency in Hz. + */ + this.getBandFrequency = function(index) { + return this.bandwidth * index + this.bandwidth / 2; + }; + + this.calculateSpectrum = function() { + var spectrum = this.spectrum, + real = this.real, + imag = this.imag, + bSi = 2 / this.bufferSize, + sqrt = Math.sqrt, + rval, + ival, + mag; + + for (var i = 0, N = bufferSize/2; i < N; i++) { + rval = real[i]; + ival = imag[i]; + mag = bSi * sqrt(rval * rval + ival * ival); + + if (mag > this.peak) { + this.peakBand = i; + this.peak = mag; + } + + spectrum[i] = mag; + } + }; +} + +/** + * FFT is a class for calculating the Discrete Fourier Transform of a signal + * with the Fast Fourier Transform algorithm. + * + * @param {Number} bufferSize The size of the sample buffer to be computed. Must be power of 2 + * @param {Number} sampleRate The sampleRate of the buffer (eg. 44100) + * + * @constructor + */ +function FFT(bufferSize, sampleRate) { + FourierTransform.call(this, bufferSize, sampleRate); + + this.reverseTable = new Uint32Array(bufferSize); + + var limit = 1; + var bit = bufferSize >> 1; + + var i; + + while (limit < bufferSize) { + for (i = 0; i < limit; i++) { + this.reverseTable[i + limit] = this.reverseTable[i] + bit; + } + + limit = limit << 1; + bit = bit >> 1; + } + + this.sinTable = new Float32Array(bufferSize); + this.cosTable = new Float32Array(bufferSize); + + for (i = 0; i < bufferSize; i++) { + this.sinTable[i] = Math.sin(-Math.PI/i); + this.cosTable[i] = Math.cos(-Math.PI/i); + } +} + +/** + * Performs a forward transform on the sample buffer. + * Converts a time domain signal to frequency domain spectra. + * + * @param {Array} buffer The sample buffer. Buffer Length must be power of 2 + * + * @returns The frequency spectrum array + */ +FFT.prototype.forward = function(buffer) { + // Locally scope variables for speed up + var bufferSize = this.bufferSize, + cosTable = this.cosTable, + sinTable = this.sinTable, + reverseTable = this.reverseTable, + real = this.real, + imag = this.imag, + spectrum = this.spectrum; + + var k = Math.floor(Math.log(bufferSize) / Math.LN2); + + if (Math.pow(2, k) !== bufferSize) { throw "Invalid buffer size, must be a power of 2."; } + if (bufferSize !== buffer.length) { throw "Supplied buffer is not the same size as defined FFT. FFT Size: " + bufferSize + " Buffer Size: " + buffer.length; } + + var halfSize = 1, + phaseShiftStepReal, + phaseShiftStepImag, + currentPhaseShiftReal, + currentPhaseShiftImag, + off, + tr, + ti, + tmpReal, + i; + + for (i = 0; i < bufferSize; i++) { + real[i] = buffer[reverseTable[i]]; + imag[i] = 0; + } + + while (halfSize < bufferSize) { + //phaseShiftStepReal = Math.cos(-Math.PI/halfSize); + //phaseShiftStepImag = Math.sin(-Math.PI/halfSize); + phaseShiftStepReal = cosTable[halfSize]; + phaseShiftStepImag = sinTable[halfSize]; + + currentPhaseShiftReal = 1; + currentPhaseShiftImag = 0; + + for (var fftStep = 0; fftStep < halfSize; fftStep++) { + i = fftStep; + + while (i < bufferSize) { + off = i + halfSize; + tr = (currentPhaseShiftReal * real[off]) - (currentPhaseShiftImag * imag[off]); + ti = (currentPhaseShiftReal * imag[off]) + (currentPhaseShiftImag * real[off]); + + real[off] = real[i] - tr; + imag[off] = imag[i] - ti; + real[i] += tr; + imag[i] += ti; + + i += halfSize << 1; + } + + tmpReal = currentPhaseShiftReal; + currentPhaseShiftReal = (tmpReal * phaseShiftStepReal) - (currentPhaseShiftImag * phaseShiftStepImag); + currentPhaseShiftImag = (tmpReal * phaseShiftStepImag) + (currentPhaseShiftImag * phaseShiftStepReal); + } + + halfSize = halfSize << 1; + } + + return this.calculateSpectrum(); +}; diff --git a/public/js/lib/flash_detect.js b/public/js/lib/flash_detect.js new file mode 100644 index 0000000..689a6e3 --- /dev/null +++ b/public/js/lib/flash_detect.js @@ -0,0 +1,200 @@ +/* +Copyright (c) Copyright (c) 2007, Carl S. Yestrau All rights reserved. +Code licensed under the BSD License: http://www.featureblend.com/license.txt +Version: 1.0.4 +*/ +var FlashDetect = new function(){ + var self = this; + self.installed = false; + self.raw = ""; + self.major = -1; + self.minor = -1; + self.revision = -1; + self.revisionStr = ""; + var activeXDetectRules = [ + { + "name":"ShockwaveFlash.ShockwaveFlash.7", + "version":function(obj){ + return getActiveXVersion(obj); + } + }, + { + "name":"ShockwaveFlash.ShockwaveFlash.6", + "version":function(obj){ + var version = "6,0,21"; + try{ + obj.AllowScriptAccess = "always"; + version = getActiveXVersion(obj); + }catch(err){} + return version; + } + }, + { + "name":"ShockwaveFlash.ShockwaveFlash", + "version":function(obj){ + return getActiveXVersion(obj); + } + } + ]; + /** + * Extract the ActiveX version of the plugin. + * + * @param {Object} The flash ActiveX object. + * @type String + */ + var getActiveXVersion = function(activeXObj){ + var version = -1; + try{ + version = activeXObj.GetVariable("$version"); + }catch(err){} + return version; + }; + /** + * Try and retrieve an ActiveX object having a specified name. + * + * @param {String} name The ActiveX object name lookup. + * @return One of ActiveX object or a simple object having an attribute of activeXError with a value of true. + * @type Object + */ + var getActiveXObject = function(name){ + var obj = -1; + try{ + obj = new ActiveXObject(name); + }catch(err){ + obj = {activeXError:true}; + } + return obj; + }; + /** + * Parse an ActiveX $version string into an object. + * + * @param {String} str The ActiveX Object GetVariable($version) return value. + * @return An object having raw, major, minor, revision and revisionStr attributes. + * @type Object + */ + var parseActiveXVersion = function(str){ + var versionArray = str.split(",");//replace with regex + return { + "raw":str, + "major":parseInt(versionArray[0].split(" ")[1], 10), + "minor":parseInt(versionArray[1], 10), + "revision":parseInt(versionArray[2], 10), + "revisionStr":versionArray[2] + }; + }; + /** + * Parse a standard enabledPlugin.description into an object. + * + * @param {String} str The enabledPlugin.description value. + * @return An object having raw, major, minor, revision and revisionStr attributes. + * @type Object + */ + var parseStandardVersion = function(str){ + var descParts = str.split(/ +/); + var majorMinor = descParts[2].split(/\./); + var revisionStr = descParts[3]; + return { + "raw":str, + "major":parseInt(majorMinor[0], 10), + "minor":parseInt(majorMinor[1], 10), + "revisionStr":revisionStr, + "revision":parseRevisionStrToInt(revisionStr) + }; + }; + /** + * Parse the plugin revision string into an integer. + * + * @param {String} The revision in string format. + * @type Number + */ + var parseRevisionStrToInt = function(str){ + return parseInt(str.replace(/[a-zA-Z]/g, ""), 10) || self.revision; + }; + /** + * Is the major version greater than or equal to a specified version. + * + * @param {Number} version The minimum required major version. + * @type Boolean + */ + self.majorAtLeast = function(version){ + return self.major >= version; + }; + /** + * Is the minor version greater than or equal to a specified version. + * + * @param {Number} version The minimum required minor version. + * @type Boolean + */ + self.minorAtLeast = function(version){ + return self.minor >= version; + }; + /** + * Is the revision version greater than or equal to a specified version. + * + * @param {Number} version The minimum required revision version. + * @type Boolean + */ + self.revisionAtLeast = function(version){ + return self.revision >= version; + }; + /** + * Is the version greater than or equal to a specified major, minor and revision. + * + * @param {Number} major The minimum required major version. + * @param {Number} (Optional) minor The minimum required minor version. + * @param {Number} (Optional) revision The minimum required revision version. + * @type Boolean + */ + self.versionAtLeast = function(major){ + var properties = [self.major, self.minor, self.revision]; + var len = Math.min(properties.length, arguments.length); + for(i=0; i=arguments[i]){ + if(i+10){ + var type = 'application/x-shockwave-flash'; + var mimeTypes = navigator.mimeTypes; + if(mimeTypes && mimeTypes[type] && mimeTypes[type].enabledPlugin && mimeTypes[type].enabledPlugin.description){ + var version = mimeTypes[type].enabledPlugin.description; + var versionObj = parseStandardVersion(version); + self.raw = versionObj.raw; + self.major = versionObj.major; + self.minor = versionObj.minor; + self.revisionStr = versionObj.revisionStr; + self.revision = versionObj.revision; + self.installed = true; + } + }else if(navigator.appVersion.indexOf("Mac")==-1 && window.execScript){ + var version = -1; + for(var i=0; i l * l) { + m = Math.sqrt(mSq); + this.x /= m; + this.y /= m; + this.x *= l; + this.y *= l; + return this; + } + }; + + /* Copies components from another vector. + */ + + Vector.prototype.copy = function(v) { + this.x = v.x; + this.y = v.y; + return this; + }; + + /* Clones this vector to a new itentical one. + */ + + Vector.prototype.clone = function() { + return new Vector(this.x, this.y); + }; + + /* Resets the vector to zero. + */ + + Vector.prototype.clear = function() { + this.x = 0.0; + this.y = 0.0; + return this; + }; + + return Vector; + +})(); + +/* Particle +*/ + +Particle = (function() { + + function Particle(mass) { + this.mass = mass != null ? mass : 1.0; + this.setMass(this.mass); + this.setRadius(1.0); + this.fixed = false; + this.behaviours = []; + this.pos = new Vector(); + this.vel = new Vector(); + this.acc = new Vector(); + this.old = { + pos: new Vector(), + vel: new Vector(), + acc: new Vector() + }; + } + + /* Moves the particle to a given location vector. + */ + + Particle.prototype.moveTo = function(pos) { + this.pos.copy(pos); + return this.old.pos.copy(pos); + }; + + /* Sets the mass of the particle. + */ + + Particle.prototype.setMass = function(mass) { + this.mass = mass != null ? mass : 1.0; + return this.massInv = 1.0 / this.mass; + }; + + /* Sets the radius of the particle. + */ + + Particle.prototype.setRadius = function(radius) { + this.radius = radius != null ? radius : 1.0; + return this.radiusSq = this.radius * this.radius; + }; + + /* Applies all behaviours to derive new force. + */ + + Particle.prototype.update = function(dt, index) { + var behaviour, _i, _len, _ref, _results; + if (!this.fixed) { + _ref = this.behaviours; + _results = []; + for (_i = 0, _len = _ref.length; _i < _len; _i++) { + behaviour = _ref[_i]; + _results.push(behaviour.apply(this, dt, index)); + } + return _results; + } + }; + + return Particle; + +})(); + +/* Spring +*/ + +Spring = (function() { + + function Spring(p1, p2, restLength, stiffness) { + this.p1 = p1; + this.p2 = p2; + this.restLength = restLength != null ? restLength : 100; + this.stiffness = stiffness != null ? stiffness : 1.0; + this._delta = new Vector(); + } + + Spring.prototype.apply = function() { + var dist, force; + (this._delta.copy(this.p2.pos)).sub(this.p1.pos); + dist = this._delta.mag() + 0.000001; + force = (dist - this.restLength) / (dist * (this.p1.massInv + this.p2.massInv)) * this.stiffness; + if (!this.p1.fixed) { + this.p1.pos.add(this._delta.clone().scale(force * this.p1.massInv)); + } + if (!this.p2.fixed) { + return this.p2.pos.add(this._delta.scale(-force * this.p2.massInv)); + } + }; + + return Spring; + +})(); + +/* Physics Engine +*/ + +Physics = (function() { + + function Physics(integrator) { + this.integrator = integrator != null ? integrator : new Euler(); + this.timestep = 1.0 / 60; + this.viscosity = 0.005; + this.behaviours = []; + this._time = 0.0; + this._step = 0.0; + this._clock = null; + this._buffer = 0.0; + this._maxSteps = 4; + this.particles = []; + this.springs = []; + } + + /* Performs a numerical integration step. + */ + + Physics.prototype.integrate = function(dt) { + var behaviour, drag, index, particle, spring, _i, _j, _len, _len2, _len3, _ref, _ref2, _ref3, _results; + drag = 1.0 - this.viscosity; + _ref = this.particles; + for (index = 0, _len = _ref.length; index < _len; index++) { + particle = _ref[index]; + _ref2 = this.behaviours; + for (_i = 0, _len2 = _ref2.length; _i < _len2; _i++) { + behaviour = _ref2[_i]; + behaviour.apply(particle, dt, index); + } + particle.update(dt, index); + } + this.integrator.integrate(this.particles, dt, drag); + _ref3 = this.springs; + _results = []; + for (_j = 0, _len3 = _ref3.length; _j < _len3; _j++) { + spring = _ref3[_j]; + _results.push(spring.apply()); + } + return _results; + }; + + /* Steps the system. + */ + + Physics.prototype.step = function() { + var delta, i, time; + if (this._clock == null) this._clock = new Date().getTime(); + time = new Date().getTime(); + delta = time - this._clock; + if (delta <= 0.0) return; + delta *= 0.001; + this._clock = time; + this._buffer += delta; + i = 0; + while (this._buffer >= this.timestep && ++i < this._maxSteps) { + this.integrate(this.timestep); + this._buffer -= this.timestep; + this._time += this.timestep; + } + return this._step = new Date().getTime() - time; + }; + + /* Clean up after yourself. + */ + + Physics.prototype.destroy = function() { + this.integrator = null; + this.particles = null; + return this.springs = null; + }; + + return Physics; + +})(); + +/* Behaviour +*/ + +Behaviour = (function() { + + Behaviour.GUID = 0; + + function Behaviour() { + this.GUID = Behaviour.GUID++; + this.interval = 1; + } + + Behaviour.prototype.apply = function(p, dt, index) { + var _name, _ref; + return ((_ref = p[_name = '__behaviour' + this.GUID]) != null ? _ref : p[_name] = { + counter: 0 + }).counter++; + }; + + return Behaviour; + +})(); + +/* Attraction Behaviour +*/ + +Attraction = (function(_super) { + + __extends(Attraction, _super); + + function Attraction(target, radius, strength) { + this.target = target != null ? target : new Vector(); + this.radius = radius != null ? radius : 1000; + this.strength = strength != null ? strength : 100.0; + this._delta = new Vector(); + this.setRadius(this.radius); + Attraction.__super__.constructor.apply(this, arguments); + } + + /* Sets the effective radius of the bahavious. + */ + + Attraction.prototype.setRadius = function(radius) { + this.radius = radius; + return this.radiusSq = radius * radius; + }; + + Attraction.prototype.apply = function(p, dt, index) { + var distSq; + (this._delta.copy(this.target)).sub(p.pos); + distSq = this._delta.magSq(); + if (distSq < this.radiusSq && distSq > 0.000001) { + this._delta.norm().scale(1.0 - distSq / this.radiusSq); + return p.acc.add(this._delta.scale(this.strength)); + } + }; + + return Attraction; + +})(Behaviour); + +/* Collision Behaviour +*/ + +Collision = (function(_super) { + + __extends(Collision, _super); + + function Collision(useMass, callback) { + this.useMass = useMass != null ? useMass : true; + this.callback = callback != null ? callback : null; + this.pool = []; + this._delta = new Vector(); + Collision.__super__.constructor.apply(this, arguments); + } + + Collision.prototype.apply = function(p, dt, index) { + var dist, distSq, i, mt, o, overlap, r1, r2, radii, _ref, _results; + _results = []; + for (i = index, _ref = this.pool.length - 1; index <= _ref ? i <= _ref : i >= _ref; index <= _ref ? i++ : i--) { + o = this.pool[i]; + if (o !== p) { + (this._delta.copy(o.pos)).sub(p.pos); + distSq = this._delta.magSq(); + radii = p.radius + o.radius; + if (distSq <= radii * radii) { + dist = Math.sqrt(distSq); + overlap = (p.radius + o.radius) - dist; + overlap += 0.5; + mt = p.mass + o.mass; + r1 = this.useMass ? o.mass / mt : 0.5; + r2 = this.useMass ? p.mass / mt : 0.5; + p.pos.add(this._delta.clone().norm().scale(overlap * -r1)); + o.pos.add(this._delta.norm().scale(overlap * r2)); + _results.push(typeof this.callback === "function" ? this.callback(p, o, overlap) : void 0); + } else { + _results.push(void 0); + } + } else { + _results.push(void 0); + } + } + return _results; + }; + + return Collision; + +})(Behaviour); + +/* Constant Force Behaviour +*/ + +ConstantForce = (function(_super) { + + __extends(ConstantForce, _super); + + function ConstantForce(force) { + this.force = force != null ? force : new Vector(); + ConstantForce.__super__.constructor.apply(this, arguments); + } + + ConstantForce.prototype.apply = function(p, dt, index) { + return p.acc.add(this.force); + }; + + return ConstantForce; + +})(Behaviour); + +/* Edge Bounce Behaviour +*/ + +EdgeBounce = (function(_super) { + + __extends(EdgeBounce, _super); + + function EdgeBounce(min, max) { + this.min = min != null ? min : new Vector(); + this.max = max != null ? max : new Vector(); + EdgeBounce.__super__.constructor.apply(this, arguments); + } + + EdgeBounce.prototype.apply = function(p, dt, index) { + if (p.pos.x - p.radius < this.min.x) { + p.pos.x = this.min.x + p.radius; + } else if (p.pos.x + p.radius > this.max.x) { + p.pos.x = this.max.x - p.radius; + } + if (p.pos.y - p.radius < this.min.y) { + return p.pos.y = this.min.y + p.radius; + } else if (p.pos.y + p.radius > this.max.y) { + return p.pos.y = this.max.y - p.radius; + } + }; + + return EdgeBounce; + +})(Behaviour); + +/* Edge Wrap Behaviour +*/ + +EdgeWrap = (function(_super) { + + __extends(EdgeWrap, _super); + + function EdgeWrap(min, max) { + this.min = min != null ? min : new Vector(); + this.max = max != null ? max : new Vector(); + EdgeWrap.__super__.constructor.apply(this, arguments); + } + + EdgeWrap.prototype.apply = function(p, dt, index) { + if (p.pos.x + p.radius < this.min.x) { + p.pos.x = this.max.x + p.radius; + p.old.pos.x = p.pos.x; + } else if (p.pos.x - p.radius > this.max.x) { + p.pos.x = this.min.x - p.radius; + p.old.pos.x = p.pos.x; + } + if (p.pos.y + p.radius < this.min.y) { + p.pos.y = this.max.y + p.radius; + return p.old.pos.y = p.pos.y; + } else if (p.pos.y - p.radius > this.max.y) { + p.pos.y = this.min.y - p.radius; + return p.old.pos.y = p.pos.y; + } + }; + + return EdgeWrap; + +})(Behaviour); + +/* Wander Behaviour +*/ + +Wander = (function(_super) { + + __extends(Wander, _super); + + function Wander(jitter, radius, strength) { + this.jitter = jitter != null ? jitter : 0.5; + this.radius = radius != null ? radius : 100; + this.strength = strength != null ? strength : 1.0; + this.theta = Math.random() * Math.PI * 2; + Wander.__super__.constructor.apply(this, arguments); + } + + Wander.prototype.apply = function(p, dt, index) { + this.theta += (Math.random() - 0.5) * this.jitter * Math.PI * 2; + p.acc.x += Math.cos(this.theta) * this.radius * this.strength; + return p.acc.y += Math.sin(this.theta) * this.radius * this.strength; + }; + + return Wander; + +})(Behaviour); diff --git a/public/js/lib/soundmanager2.js b/public/js/lib/soundmanager2.js new file mode 100644 index 0000000..8087bc6 --- /dev/null +++ b/public/js/lib/soundmanager2.js @@ -0,0 +1,2407 @@ +/** @license + * + * SoundManager 2: JavaScript Sound for the Web + * ---------------------------------------------- + * http://schillmania.com/projects/soundmanager2/ + * + * Copyright (c) 2007, Scott Schiller. All rights reserved. + * Code provided under the BSD License: + * http://schillmania.com/projects/soundmanager2/license.txt + * + * V2.97a.20120527 + */ + +/*global window, SM2_DEFER, sm2Debugger, console, document, navigator, setTimeout, setInterval, clearInterval, Audio */ +/*jslint regexp: true, sloppy: true, white: true, nomen: true, plusplus: true */ + +(function(window) { +var soundManager = null; +function SoundManager(smURL, smID) { + this.flashVersion = 8; + this.debugMode = false; + this.debugFlash = false; + this.useConsole = true; + this.consoleOnly = true; + this.waitForWindowLoad = false; + this.bgColor = '#ffffff'; + this.useHighPerformance = false; + this.flashPollingInterval = null; + this.html5PollingInterval = null; + this.flashLoadTimeout = 1000; + this.wmode = null; + this.allowScriptAccess = 'always'; + this.useFlashBlock = false; + this.useHTML5Audio = true; + this.html5Test = /^(probably|maybe)$/i; + this.preferFlash = true; + this.noSWFCache = false; + this.audioFormats = { + 'mp3': { + 'type': ['audio/mpeg; codecs="mp3"', 'audio/mpeg', 'audio/mp3', 'audio/MPA', 'audio/mpa-robust'], + 'required': true + }, + 'mp4': { + 'related': ['aac','m4a'], + 'type': ['audio/mp4; codecs="mp4a.40.2"', 'audio/aac', 'audio/x-m4a', 'audio/MP4A-LATM', 'audio/mpeg4-generic'], + 'required': false + }, + 'ogg': { + 'type': ['audio/ogg; codecs=vorbis'], + 'required': false + }, + 'wav': { + 'type': ['audio/wav; codecs="1"', 'audio/wav', 'audio/wave', 'audio/x-wav'], + 'required': false + } + }; + this.defaultOptions = { + 'autoLoad': false, + 'autoPlay': false, + 'from': null, + 'loops': 1, + 'onid3': null, + 'onload': null, + 'whileloading': null, + 'onplay': null, + 'onpause': null, + 'onresume': null, + 'whileplaying': null, + 'onposition': null, + 'onstop': null, + 'onfailure': null, + 'onfinish': null, + 'multiShot': true, + 'multiShotEvents': false, + 'position': null, + 'pan': 0, + 'stream': true, + 'to': null, + 'type': null, + 'usePolicyFile': false, + 'volume': 100 + }; + this.flash9Options = { + 'isMovieStar': null, + 'usePeakData': false, + 'useWaveformData': false, + 'useEQData': false, + 'onbufferchange': null, + 'ondataerror': null + }; + this.movieStarOptions = { + 'bufferTime': 3, + 'serverURL': null, + 'onconnect': null, + 'duration': null + }; + this.movieID = 'sm2-container'; + this.id = (smID || 'sm2movie'); + this.debugID = 'soundmanager-debug'; + this.debugURLParam = /([#?&])debug=1/i; + this.versionNumber = 'V2.97a.20120527'; + this.version = null; + this.movieURL = null; + this.url = (smURL || null); + this.altURL = null; + this.swfLoaded = false; + this.enabled = false; + this.oMC = null; + this.sounds = {}; + this.soundIDs = []; + this.muted = false; + this.didFlashBlock = false; + this.filePattern = null; + this.filePatterns = { + 'flash8': /\.mp3(\?.*)?$/i, + 'flash9': /\.mp3(\?.*)?$/i + }; + this.features = { + 'buffering': false, + 'peakData': false, + 'waveformData': false, + 'eqData': false, + 'movieStar': false + }; + this.sandbox = { + }; + this.hasHTML5 = (function() { + try { + return (typeof Audio !== 'undefined' && typeof new Audio().canPlayType !== 'undefined'); + } catch(e) { + return false; + } + }()); + this.html5 = { + 'usingFlash': null + }; + this.flash = {}; + this.html5Only = false; + this.ignoreFlash = false; + var SMSound, + _s = this, _flash = null, _sm = 'soundManager', _smc = _sm+'::', _h5 = 'HTML5::', _id, _ua = navigator.userAgent, _win = window, _wl = _win.location.href.toString(), _doc = document, _doNothing, _init, _fV, _on_queue = [], _debugOpen = true, _debugTS, _didAppend = false, _appendSuccess = false, _didInit = false, _disabled = false, _windowLoaded = false, _wDS, _wdCount = 0, _initComplete, _mixin, _addOnEvent, _processOnEvents, _initUserOnload, _delayWaitForEI, _waitForEI, _setVersionInfo, _handleFocus, _strings, _initMovie, _domContentLoaded, _winOnLoad, _didDCLoaded, _getDocument, _createMovie, _catchError, _setPolling, _initDebug, _debugLevels = ['log', 'info', 'warn', 'error'], _defaultFlashVersion = 8, _disableObject, _failSafely, _normalizeMovieURL, _oRemoved = null, _oRemovedHTML = null, _str, _flashBlockHandler, _getSWFCSS, _swfCSS, _toggleDebug, _loopFix, _policyFix, _complain, _idCheck, _waitingForEI = false, _initPending = false, _startTimer, _stopTimer, _timerExecute, _h5TimerCount = 0, _h5IntervalTimer = null, _parseURL, + _needsFlash = null, _featureCheck, _html5OK, _html5CanPlay, _html5Ext, _html5Unload, _domContentLoadedIE, _testHTML5, _event, _slice = Array.prototype.slice, _useGlobalHTML5Audio = false, _hasFlash, _detectFlash, _badSafariFix, _html5_events, _showSupport, + _is_iDevice = _ua.match(/(ipad|iphone|ipod)/i), _is_firefox = _ua.match(/firefox/i), _isIE = _ua.match(/msie/i), _isWebkit = _ua.match(/webkit/i), _isSafari = (_ua.match(/safari/i) && !_ua.match(/chrome/i)), _isOpera = (_ua.match(/opera/i)), + _mobileHTML5 = (_ua.match(/(mobile|pre\/|xoom)/i) || _is_iDevice), + _isBadSafari = (!_wl.match(/usehtml5audio/i) && !_wl.match(/sm2\-ignorebadua/i) && _isSafari && !_ua.match(/silk/i) && _ua.match(/OS X 10_6_([3-7])/i)), + _hasConsole = (typeof console !== 'undefined' && typeof console.log !== 'undefined'), _isFocused = (typeof _doc.hasFocus !== 'undefined'?_doc.hasFocus():null), _tryInitOnFocus = (_isSafari && (typeof _doc.hasFocus === 'undefined' || !_doc.hasFocus())), _okToDisable = !_tryInitOnFocus, _flashMIME = /(mp3|mp4|mpa)/i, + _emptyURL = 'about:blank', + _overHTTP = (_doc.location?_doc.location.protocol.match(/http/i):null), + _http = (!_overHTTP ? 'http:/'+'/' : ''), + _netStreamMimeTypes = /^\s*audio\/(?:x-)?(?:mpeg4|aac|flv|mov|mp4||m4v|m4a|mp4v|3gp|3g2)\s*(?:$|;)/i, + _netStreamTypes = ['mpeg4', 'aac', 'flv', 'mov', 'mp4', 'm4v', 'f4v', 'm4a', 'mp4v', '3gp', '3g2'], + _netStreamPattern = new RegExp('\\.(' + _netStreamTypes.join('|') + ')(\\?.*)?$', 'i'); + this.mimePattern = /^\s*audio\/(?:x-)?(?:mp(?:eg|3))\s*(?:$|;)/i; + this.useAltURL = !_overHTTP; + this._global_a = null; + _swfCSS = { + 'swfBox': 'sm2-object-box', + 'swfDefault': 'movieContainer', + 'swfError': 'swf_error', + 'swfTimedout': 'swf_timedout', + 'swfLoaded': 'swf_loaded', + 'swfUnblocked': 'swf_unblocked', + 'sm2Debug': 'sm2_debug', + 'highPerf': 'high_performance', + 'flashDebug': 'flash_debug' + }; + if (_mobileHTML5) { + _s.useHTML5Audio = true; + _s.preferFlash = false; + if (_is_iDevice) { + _s.ignoreFlash = true; + _useGlobalHTML5Audio = true; + } + } + this.ok = function() { + return (_needsFlash?(_didInit && !_disabled):(_s.useHTML5Audio && _s.hasHTML5)); + }; + this.supported = this.ok; + this.getMovie = function(smID) { + return _id(smID) || _doc[smID] || _win[smID]; + }; + this.createSound = function(oOptions, _url) { + var _cs, _cs_string, thisOptions = null, oSound = null, _tO = null; + if (!_didInit || !_s.ok()) { + _complain(_cs_string); + return false; + } + if (typeof _url !== 'undefined') { + oOptions = { + 'id': oOptions, + 'url': _url + }; + } + thisOptions = _mixin(oOptions); + thisOptions.url = _parseURL(thisOptions.url); + _tO = thisOptions; + if (_idCheck(_tO.id, true)) { + return _s.sounds[_tO.id]; + } + function make() { + thisOptions = _loopFix(thisOptions); + _s.sounds[_tO.id] = new SMSound(_tO); + _s.soundIDs.push(_tO.id); + return _s.sounds[_tO.id]; + } + if (_html5OK(_tO)) { + oSound = make(); + oSound._setup_html5(_tO); + } else { + if (_fV > 8) { + if (_tO.isMovieStar === null) { + _tO.isMovieStar = (_tO.serverURL || (_tO.type ? _tO.type.match(_netStreamMimeTypes) : false) || _tO.url.match(_netStreamPattern)); + } + } + _tO = _policyFix(_tO, _cs); + oSound = make(); + if (_fV === 8) { + _flash._createSound(_tO.id, _tO.loops||1, _tO.usePolicyFile); + } else { + _flash._createSound(_tO.id, _tO.url, _tO.usePeakData, _tO.useWaveformData, _tO.useEQData, _tO.isMovieStar, (_tO.isMovieStar?_tO.bufferTime:false), _tO.loops||1, _tO.serverURL, _tO.duration||null, _tO.autoPlay, true, _tO.autoLoad, _tO.usePolicyFile); + if (!_tO.serverURL) { + oSound.connected = true; + if (_tO.onconnect) { + _tO.onconnect.apply(oSound); + } + } + } + if (!_tO.serverURL && (_tO.autoLoad || _tO.autoPlay)) { + oSound.load(_tO); + } + } + if (!_tO.serverURL && _tO.autoPlay) { + oSound.play(); + } + return oSound; + }; + this.destroySound = function(sID, _bFromSound) { + if (!_idCheck(sID)) { + return false; + } + var oS = _s.sounds[sID], i; + oS._iO = {}; + oS.stop(); + oS.unload(); + for (i = 0; i < _s.soundIDs.length; i++) { + if (_s.soundIDs[i] === sID) { + _s.soundIDs.splice(i, 1); + break; + } + } + if (!_bFromSound) { + oS.destruct(true); + } + oS = null; + delete _s.sounds[sID]; + return true; + }; + this.load = function(sID, oOptions) { + if (!_idCheck(sID)) { + return false; + } + return _s.sounds[sID].load(oOptions); + }; + this.unload = function(sID) { + if (!_idCheck(sID)) { + return false; + } + return _s.sounds[sID].unload(); + }; + this.onPosition = function(sID, nPosition, oMethod, oScope) { + if (!_idCheck(sID)) { + return false; + } + return _s.sounds[sID].onposition(nPosition, oMethod, oScope); + }; + this.onposition = this.onPosition; + this.clearOnPosition = function(sID, nPosition, oMethod) { + if (!_idCheck(sID)) { + return false; + } + return _s.sounds[sID].clearOnPosition(nPosition, oMethod); + }; + this.play = function(sID, oOptions) { + var result = false; + if (!_didInit || !_s.ok()) { + _complain(_sm+'.play(): ' + _str(!_didInit?'notReady':'notOK')); + return result; + } + if (!_idCheck(sID)) { + if (!(oOptions instanceof Object)) { + oOptions = { + url: oOptions + }; + } + if (oOptions && oOptions.url) { + oOptions.id = sID; + result = _s.createSound(oOptions).play(); + } + return result; + } + return _s.sounds[sID].play(oOptions); + }; + this.start = this.play; + this.setPosition = function(sID, nMsecOffset) { + if (!_idCheck(sID)) { + return false; + } + return _s.sounds[sID].setPosition(nMsecOffset); + }; + this.stop = function(sID) { + if (!_idCheck(sID)) { + return false; + } + return _s.sounds[sID].stop(); + }; + this.stopAll = function() { + var oSound; + for (oSound in _s.sounds) { + if (_s.sounds.hasOwnProperty(oSound)) { + _s.sounds[oSound].stop(); + } + } + }; + this.pause = function(sID) { + if (!_idCheck(sID)) { + return false; + } + return _s.sounds[sID].pause(); + }; + this.pauseAll = function() { + var i; + for (i = _s.soundIDs.length-1; i >= 0; i--) { + _s.sounds[_s.soundIDs[i]].pause(); + } + }; + this.resume = function(sID) { + if (!_idCheck(sID)) { + return false; + } + return _s.sounds[sID].resume(); + }; + this.resumeAll = function() { + var i; + for (i = _s.soundIDs.length-1; i >= 0; i--) { + _s.sounds[_s.soundIDs[i]].resume(); + } + }; + this.togglePause = function(sID) { + if (!_idCheck(sID)) { + return false; + } + return _s.sounds[sID].togglePause(); + }; + this.setPan = function(sID, nPan) { + if (!_idCheck(sID)) { + return false; + } + return _s.sounds[sID].setPan(nPan); + }; + this.setVolume = function(sID, nVol) { + if (!_idCheck(sID)) { + return false; + } + return _s.sounds[sID].setVolume(nVol); + }; + this.mute = function(sID) { + var i = 0; + if (typeof sID !== 'string') { + sID = null; + } + if (!sID) { + for (i = _s.soundIDs.length-1; i >= 0; i--) { + _s.sounds[_s.soundIDs[i]].mute(); + } + _s.muted = true; + } else { + if (!_idCheck(sID)) { + return false; + } + return _s.sounds[sID].mute(); + } + return true; + }; + this.muteAll = function() { + _s.mute(); + }; + this.unmute = function(sID) { + var i; + if (typeof sID !== 'string') { + sID = null; + } + if (!sID) { + for (i = _s.soundIDs.length-1; i >= 0; i--) { + _s.sounds[_s.soundIDs[i]].unmute(); + } + _s.muted = false; + } else { + if (!_idCheck(sID)) { + return false; + } + return _s.sounds[sID].unmute(); + } + return true; + }; + this.unmuteAll = function() { + _s.unmute(); + }; + this.toggleMute = function(sID) { + if (!_idCheck(sID)) { + return false; + } + return _s.sounds[sID].toggleMute(); + }; + this.getMemoryUse = function() { + var ram = 0; + if (_flash && _fV !== 8) { + ram = parseInt(_flash._getMemoryUse(), 10); + } + return ram; + }; + this.disable = function(bNoDisable) { + var i; + if (typeof bNoDisable === 'undefined') { + bNoDisable = false; + } + if (_disabled) { + return false; + } + _disabled = true; + for (i = _s.soundIDs.length-1; i >= 0; i--) { + _disableObject(_s.sounds[_s.soundIDs[i]]); + } + _initComplete(bNoDisable); + _event.remove(_win, 'load', _initUserOnload); + return true; + }; + this.canPlayMIME = function(sMIME) { + var result; + if (_s.hasHTML5) { + result = _html5CanPlay({type:sMIME}); + } + if (!result && _needsFlash) { + result = (sMIME && _s.ok() ? !!((_fV > 8 ? sMIME.match(_netStreamMimeTypes) : null) || sMIME.match(_s.mimePattern)) : null); + } + return result; + }; + this.canPlayURL = function(sURL) { + var result; + if (_s.hasHTML5) { + result = _html5CanPlay({url: sURL}); + } + if (!result && _needsFlash) { + result = (sURL && _s.ok() ? !!(sURL.match(_s.filePattern)) : null); + } + return result; + }; + this.canPlayLink = function(oLink) { + if (typeof oLink.type !== 'undefined' && oLink.type) { + if (_s.canPlayMIME(oLink.type)) { + return true; + } + } + return _s.canPlayURL(oLink.href); + }; + this.getSoundById = function(sID, _suppressDebug) { + if (!sID) { + throw new Error(_sm+'.getSoundById(): sID is null/undefined'); + } + var result = _s.sounds[sID]; + return result; + }; + this.onready = function(oMethod, oScope) { + var sType = 'onready', + result = false; + if (typeof oMethod === 'function') { + if (!oScope) { + oScope = _win; + } + _addOnEvent(sType, oMethod, oScope); + _processOnEvents(); + result = true; + } else { + throw _str('needFunction', sType); + } + return result; + }; + this.ontimeout = function(oMethod, oScope) { + var sType = 'ontimeout', + result = false; + if (typeof oMethod === 'function') { + if (!oScope) { + oScope = _win; + } + _addOnEvent(sType, oMethod, oScope); + _processOnEvents({type:sType}); + result = true; + } else { + throw _str('needFunction', sType); + } + return result; + }; + this._writeDebug = function(sText, sType, _bTimestamp) { + return true; + }; + this._wD = this._writeDebug; + this._debug = function() { + }; + this.reboot = function() { + var i, j; + for (i = _s.soundIDs.length-1; i >= 0; i--) { + _s.sounds[_s.soundIDs[i]].destruct(); + } + try { + if (_isIE) { + _oRemovedHTML = _flash.innerHTML; + } + _oRemoved = _flash.parentNode.removeChild(_flash); + } catch(e) { + } + _oRemovedHTML = _oRemoved = _needsFlash = null; + _s.enabled = _didDCLoaded = _didInit = _waitingForEI = _initPending = _didAppend = _appendSuccess = _disabled = _s.swfLoaded = false; + _s.soundIDs = []; + _s.sounds = {}; + _flash = null; + for (i in _on_queue) { + if (_on_queue.hasOwnProperty(i)) { + for (j = _on_queue[i].length-1; j >= 0; j--) { + _on_queue[i][j].fired = false; + } + } + } + _win.setTimeout(_s.beginDelayedInit, 20); + }; + this.getMoviePercent = function() { + return (_flash && typeof _flash.PercentLoaded !== 'undefined' ? _flash.PercentLoaded() : null); + }; + this.beginDelayedInit = function() { + _windowLoaded = true; + _domContentLoaded(); + setTimeout(function() { + if (_initPending) { + return false; + } + _createMovie(); + _initMovie(); + _initPending = true; + return true; + }, 20); + _delayWaitForEI(); + }; + this.destruct = function() { + _s.disable(true); + }; + SMSound = function(oOptions) { + var _t = this, _resetProperties, _add_html5_events, _remove_html5_events, _stop_html5_timer, _start_html5_timer, _attachOnPosition, _onplay_called = false, _onPositionItems = [], _onPositionFired = 0, _detachOnPosition, _applyFromTo, _lastURL = null, _lastHTML5State; + _lastHTML5State = { + duration: null, + time: null + }; + this.sID = oOptions.id; + this.url = oOptions.url; + this.options = _mixin(oOptions); + this.instanceOptions = this.options; + this._iO = this.instanceOptions; + this.pan = this.options.pan; + this.volume = this.options.volume; + this.isHTML5 = false; + this._a = null; + this.id3 = {}; + this._debug = function() { + }; + this.load = function(oOptions) { + var oS = null, _iO; + if (typeof oOptions !== 'undefined') { + _t._iO = _mixin(oOptions, _t.options); + _t.instanceOptions = _t._iO; + } else { + oOptions = _t.options; + _t._iO = oOptions; + _t.instanceOptions = _t._iO; + if (_lastURL && _lastURL !== _t.url) { + _t._iO.url = _t.url; + _t.url = null; + } + } + if (!_t._iO.url) { + _t._iO.url = _t.url; + } + _t._iO.url = _parseURL(_t._iO.url); + if (_t._iO.url === _t.url && _t.readyState !== 0 && _t.readyState !== 2) { + if (_t.readyState === 3 && _t._iO.onload) { + _t._iO.onload.apply(_t, [(!!_t.duration)]); + } + return _t; + } + _iO = _t._iO; + _lastURL = _t.url; + _t.loaded = false; + _t.readyState = 1; + _t.playState = 0; + if (_html5OK(_iO)) { + oS = _t._setup_html5(_iO); + if (!oS._called_load) { + _t._html5_canplay = false; + _t._a.autobuffer = 'auto'; + _t._a.preload = 'auto'; + oS._called_load = true; + if (_iO.autoPlay) { + _t.play(); + } else { + oS.load(); + } + } else { + } + } else { + try { + _t.isHTML5 = false; + _t._iO = _policyFix(_loopFix(_iO)); + _iO = _t._iO; + if (_fV === 8) { + _flash._load(_t.sID, _iO.url, _iO.stream, _iO.autoPlay, (_iO.whileloading?1:0), _iO.loops||1, _iO.usePolicyFile); + } else { + _flash._load(_t.sID, _iO.url, !!(_iO.stream), !!(_iO.autoPlay), _iO.loops||1, !!(_iO.autoLoad), _iO.usePolicyFile); + } + } catch(e) { + _catchError({type:'SMSOUND_LOAD_JS_EXCEPTION', fatal:true}); + } + } + return _t; + }; + this.unload = function() { + if (_t.readyState !== 0) { + if (!_t.isHTML5) { + if (_fV === 8) { + _flash._unload(_t.sID, _emptyURL); + } else { + _flash._unload(_t.sID); + } + } else { + _stop_html5_timer(); + if (_t._a) { + _t._a.pause(); + _html5Unload(_t._a); + } + } + _resetProperties(); + } + return _t; + }; + this.destruct = function(_bFromSM) { + if (!_t.isHTML5) { + _t._iO.onfailure = null; + _flash._destroySound(_t.sID); + } else { + _stop_html5_timer(); + if (_t._a) { + _t._a.pause(); + _html5Unload(_t._a); + if (!_useGlobalHTML5Audio) { + _remove_html5_events(); + } + _t._a._t = null; + _t._a = null; + } + } + if (!_bFromSM) { + _s.destroySound(_t.sID, true); + } + }; + this.play = function(oOptions, _updatePlayState) { + var fN, allowMulti, a, onready, startOK, + exit = null; + _updatePlayState = (typeof _updatePlayState === 'undefined' ? true : _updatePlayState); + if (!oOptions) { + oOptions = {}; + } + _t._iO = _mixin(oOptions, _t._iO); + _t._iO = _mixin(_t._iO, _t.options); + _t._iO.url = _parseURL(_t._iO.url); + _t.instanceOptions = _t._iO; + if (_t._iO.serverURL && !_t.connected) { + if (!_t.getAutoPlay()) { + _t.setAutoPlay(true); + } + return _t; + } + if (_html5OK(_t._iO)) { + _t._setup_html5(_t._iO); + _start_html5_timer(); + } + if (_t.playState === 1 && !_t.paused) { + allowMulti = _t._iO.multiShot; + if (!allowMulti) { + exit = _t; + } else { + } + } + if (exit !== null) { + return exit; + } + if (!_t.loaded) { + if (_t.readyState === 0) { + if (!_t.isHTML5) { + _t._iO.autoPlay = true; + _t.load(_t._iO); + } else if (_is_iDevice) { + _t.load(_t._iO); + } + } else if (_t.readyState === 2) { + exit = _t; + } else { + } + } else { + } + if (exit !== null) { + return exit; + } + if (!_t.isHTML5 && _fV === 9 && _t.position > 0 && _t.position === _t.duration) { + oOptions.position = 0; + } + if (_t.paused && _t.position && _t.position > 0) { + _t.resume(); + } else { + _t._iO = _mixin(oOptions, _t._iO); + if (_t._iO.from !== null && _t._iO.to !== null && _t.instanceCount === 0 && _t.playState === 0 && !_t._iO.serverURL) { + onready = function() { + _t._iO = _mixin(oOptions, _t._iO); + _t.play(_t._iO); + }; + if (_t.isHTML5 && !_t._html5_canplay) { + _t.load({ + _oncanplay: onready + }); + exit = false; + } else if (!_t.isHTML5 && !_t.loaded && (!_t.readyState || _t.readyState !== 2)) { + _t.load({ + onload: onready + }); + exit = false; + } + if (exit !== null) { + return exit; + } + _t._iO = _applyFromTo(); + } + if (!_t.instanceCount || _t._iO.multiShotEvents || (!_t.isHTML5 && _fV > 8 && !_t.getAutoPlay())) { + _t.instanceCount++; + } + if (_t._iO.onposition && _t.playState === 0) { + _attachOnPosition(_t); + } + _t.playState = 1; + _t.paused = false; + _t.position = (typeof _t._iO.position !== 'undefined' && !isNaN(_t._iO.position) ? _t._iO.position : 0); + if (!_t.isHTML5) { + _t._iO = _policyFix(_loopFix(_t._iO)); + } + if (_t._iO.onplay && _updatePlayState) { + _t._iO.onplay.apply(_t); + _onplay_called = true; + } + _t.setVolume(_t._iO.volume, true); + _t.setPan(_t._iO.pan, true); + if (!_t.isHTML5) { + startOK = _flash._start(_t.sID, _t._iO.loops || 1, (_fV === 9 ? _t._iO.position : _t._iO.position / 1000), _t._iO.multiShot); + } else { + _start_html5_timer(); + a = _t._setup_html5(); + _t.setPosition(_t._iO.position); + a.play(); + } + if (_fV === 9 && !startOK) { + if (_t._iO.onplayerror) { + _t._iO.onplayerror.apply(_t); + } + } + } + return _t; + }; + this.start = this.play; + this.stop = function(bAll) { + var _iO = _t._iO, _oP; + if (_t.playState === 1) { + _t._onbufferchange(0); + _t._resetOnPosition(0); + _t.paused = false; + if (!_t.isHTML5) { + _t.playState = 0; + } + _detachOnPosition(); + if (_iO.to) { + _t.clearOnPosition(_iO.to); + } + if (!_t.isHTML5) { + _flash._stop(_t.sID, bAll); + if (_iO.serverURL) { + _t.unload(); + } + } else { + if (_t._a) { + _oP = _t.position; + _t.setPosition(0); + _t.position = _oP; + _t._a.pause(); + _t.playState = 0; + _t._onTimer(); + _stop_html5_timer(); + } + } + _t.instanceCount = 0; + _t._iO = {}; + if (_iO.onstop) { + _iO.onstop.apply(_t); + } + } + return _t; + }; + this.setAutoPlay = function(autoPlay) { + _t._iO.autoPlay = autoPlay; + if (!_t.isHTML5) { + _flash._setAutoPlay(_t.sID, autoPlay); + if (autoPlay) { + if (!_t.instanceCount && _t.readyState === 1) { + _t.instanceCount++; + } + } + } + }; + this.getAutoPlay = function() { + return _t._iO.autoPlay; + }; + this.setPosition = function(nMsecOffset) { + if (typeof nMsecOffset === 'undefined') { + nMsecOffset = 0; + } + var original_pos, + position, position1K, + offset = (_t.isHTML5 ? Math.max(nMsecOffset,0) : Math.min(_t.duration || _t._iO.duration, Math.max(nMsecOffset, 0))); + original_pos = _t.position; + _t.position = offset; + position1K = _t.position/1000; + _t._resetOnPosition(_t.position); + _t._iO.position = offset; + if (!_t.isHTML5) { + position = (_fV === 9 ? _t.position : position1K); + if (_t.readyState && _t.readyState !== 2) { + _flash._setPosition(_t.sID, position, (_t.paused || !_t.playState), _t._iO.multiShot); + } + } else if (_t._a) { + if (_t._html5_canplay) { + if (_t._a.currentTime !== position1K) { + try { + _t._a.currentTime = position1K; + if (_t.playState === 0 || _t.paused) { + _t._a.pause(); + } + } catch(e) { + } + } + } else { + } + } + if (_t.isHTML5) { + if (_t.paused) { + _t._onTimer(true); + } + } + return _t; + }; + this.pause = function(_bCallFlash) { + if (_t.paused || (_t.playState === 0 && _t.readyState !== 1)) { + return _t; + } + _t.paused = true; + if (!_t.isHTML5) { + if (_bCallFlash || typeof _bCallFlash === 'undefined') { + _flash._pause(_t.sID, _t._iO.multiShot); + } + } else { + _t._setup_html5().pause(); + _stop_html5_timer(); + } + if (_t._iO.onpause) { + _t._iO.onpause.apply(_t); + } + return _t; + }; + this.resume = function() { + var _iO = _t._iO; + if (!_t.paused) { + return _t; + } + _t.paused = false; + _t.playState = 1; + if (!_t.isHTML5) { + if (_iO.isMovieStar && !_iO.serverURL) { + _t.setPosition(_t.position); + } + _flash._pause(_t.sID, _iO.multiShot); + } else { + _t._setup_html5().play(); + _start_html5_timer(); + } + if (!_onplay_called && _iO.onplay) { + _iO.onplay.apply(_t); + _onplay_called = true; + } else if (_iO.onresume) { + _iO.onresume.apply(_t); + } + return _t; + }; + this.togglePause = function() { + if (_t.playState === 0) { + _t.play({ + position: (_fV === 9 && !_t.isHTML5 ? _t.position : _t.position / 1000) + }); + return _t; + } + if (_t.paused) { + _t.resume(); + } else { + _t.pause(); + } + return _t; + }; + this.setPan = function(nPan, bInstanceOnly) { + if (typeof nPan === 'undefined') { + nPan = 0; + } + if (typeof bInstanceOnly === 'undefined') { + bInstanceOnly = false; + } + if (!_t.isHTML5) { + _flash._setPan(_t.sID, nPan); + } + _t._iO.pan = nPan; + if (!bInstanceOnly) { + _t.pan = nPan; + _t.options.pan = nPan; + } + return _t; + }; + this.setVolume = function(nVol, _bInstanceOnly) { + if (typeof nVol === 'undefined') { + nVol = 100; + } + if (typeof _bInstanceOnly === 'undefined') { + _bInstanceOnly = false; + } + if (!_t.isHTML5) { + _flash._setVolume(_t.sID, (_s.muted && !_t.muted) || _t.muted?0:nVol); + } else if (_t._a) { + _t._a.volume = Math.max(0, Math.min(1, nVol/100)); + } + _t._iO.volume = nVol; + if (!_bInstanceOnly) { + _t.volume = nVol; + _t.options.volume = nVol; + } + return _t; + }; + this.mute = function() { + _t.muted = true; + if (!_t.isHTML5) { + _flash._setVolume(_t.sID, 0); + } else if (_t._a) { + _t._a.muted = true; + } + return _t; + }; + this.unmute = function() { + _t.muted = false; + var hasIO = (typeof _t._iO.volume !== 'undefined'); + if (!_t.isHTML5) { + _flash._setVolume(_t.sID, hasIO?_t._iO.volume:_t.options.volume); + } else if (_t._a) { + _t._a.muted = false; + } + return _t; + }; + this.toggleMute = function() { + return (_t.muted?_t.unmute():_t.mute()); + }; + this.onPosition = function(nPosition, oMethod, oScope) { + _onPositionItems.push({ + position: parseInt(nPosition, 10), + method: oMethod, + scope: (typeof oScope !== 'undefined' ? oScope : _t), + fired: false + }); + return _t; + }; + this.onposition = this.onPosition; + this.clearOnPosition = function(nPosition, oMethod) { + var i; + nPosition = parseInt(nPosition, 10); + if (isNaN(nPosition)) { + return false; + } + for (i=0; i < _onPositionItems.length; i++) { + if (nPosition === _onPositionItems[i].position) { + if (!oMethod || (oMethod === _onPositionItems[i].method)) { + if (_onPositionItems[i].fired) { + _onPositionFired--; + } + _onPositionItems.splice(i, 1); + } + } + } + }; + this._processOnPosition = function() { + var i, item, j = _onPositionItems.length; + if (!j || !_t.playState || _onPositionFired >= j) { + return false; + } + for (i=j-1; i >= 0; i--) { + item = _onPositionItems[i]; + if (!item.fired && _t.position >= item.position) { + item.fired = true; + _onPositionFired++; + item.method.apply(item.scope, [item.position]); + } + } + return true; + }; + this._resetOnPosition = function(nPosition) { + var i, item, j = _onPositionItems.length; + if (!j) { + return false; + } + for (i=j-1; i >= 0; i--) { + item = _onPositionItems[i]; + if (item.fired && nPosition <= item.position) { + item.fired = false; + _onPositionFired--; + } + } + return true; + }; + _applyFromTo = function() { + var _iO = _t._iO, + f = _iO.from, + t = _iO.to, + start, end; + end = function() { + _t.clearOnPosition(t, end); + _t.stop(); + }; + start = function() { + if (t !== null && !isNaN(t)) { + _t.onPosition(t, end); + } + }; + if (f !== null && !isNaN(f)) { + _iO.position = f; + _iO.multiShot = false; + start(); + } + return _iO; + }; + _attachOnPosition = function() { + var item, + op = _t._iO.onposition; + if (op) { + for (item in op) { + if (op.hasOwnProperty(item)) { + _t.onPosition(parseInt(item, 10), op[item]); + } + } + } + }; + _detachOnPosition = function() { + var item, + op = _t._iO.onposition; + if (op) { + for (item in op) { + if (op.hasOwnProperty(item)) { + _t.clearOnPosition(parseInt(item, 10)); + } + } + } + }; + _start_html5_timer = function() { + if (_t.isHTML5) { + _startTimer(_t); + } + }; + _stop_html5_timer = function() { + if (_t.isHTML5) { + _stopTimer(_t); + } + }; + _resetProperties = function(retainPosition) { + if (!retainPosition) { + _onPositionItems = []; + _onPositionFired = 0; + } + _onplay_called = false; + _t._hasTimer = null; + _t._a = null; + _t._html5_canplay = false; + _t.bytesLoaded = null; + _t.bytesTotal = null; + _t.duration = (_t._iO && _t._iO.duration ? _t._iO.duration : null); + _t.durationEstimate = null; + _t.eqData = []; + _t.eqData.left = []; + _t.eqData.right = []; + _t.failures = 0; + _t.isBuffering = false; + _t.instanceOptions = {}; + _t.instanceCount = 0; + _t.loaded = false; + _t.metadata = {}; + _t.readyState = 0; + _t.muted = false; + _t.paused = false; + _t.peakData = { + left: 0, + right: 0 + }; + _t.waveformData = { + left: [], + right: [] + }; + _t.playState = 0; + _t.position = null; + }; + _resetProperties(); + this._onTimer = function(bForce) { + var duration, isNew = false, time, x = {}; + if (_t._hasTimer || bForce) { + if (_t._a && (bForce || ((_t.playState > 0 || _t.readyState === 1) && !_t.paused))) { + duration = _t._get_html5_duration(); + if (duration !== _lastHTML5State.duration) { + _lastHTML5State.duration = duration; + _t.duration = duration; + isNew = true; + } + _t.durationEstimate = _t.duration; + time = (_t._a.currentTime * 1000 || 0); + if (time !== _lastHTML5State.time) { + _lastHTML5State.time = time; + isNew = true; + } + if (isNew || bForce) { + _t._whileplaying(time,x,x,x,x); + } + } + return isNew; + } + }; + this._get_html5_duration = function() { + var _iO = _t._iO, + d = (_t._a ? _t._a.duration*1000 : (_iO ? _iO.duration : undefined)), + result = (d && !isNaN(d) && d !== Infinity ? d : (_iO ? _iO.duration : null)); + return result; + }; + this._apply_loop = function(a, nLoops) { + a.loop = (nLoops > 1 ? 'loop' : ''); + }; + this._setup_html5 = function(oOptions) { + var _iO = _mixin(_t._iO, oOptions), d = decodeURI, + _a = _useGlobalHTML5Audio ? _s._global_a : _t._a, + _dURL = d(_iO.url), + _oldIO = (_a && _a._t ? _a._t.instanceOptions : null), + result; + if (_a) { + if (_a._t) { + if (!_useGlobalHTML5Audio && _dURL === d(_lastURL)) { + result = _a; + } else if (_useGlobalHTML5Audio && _oldIO.url === _iO.url && (!_lastURL || (_lastURL === _oldIO.url))) { + result = _a; + } + if (result) { + _t._apply_loop(_a, _iO.loops); + return result; + } + } + if (_useGlobalHTML5Audio && _a._t && _a._t.playState && _iO.url !== _oldIO.url) { + _a._t.stop(); + } + _resetProperties((_oldIO.url ? _iO.url === _oldIO.url : (_lastURL ? _lastURL === _iO.url : false))); + _a.src = _iO.url; + _t.url = _iO.url; + _lastURL = _iO.url; + _a._called_load = false; + } else { + _a = new Audio(_iO.url); + _a._called_load = false; + if (_useGlobalHTML5Audio) { + _s._global_a = _a; + } + } + _t.isHTML5 = true; + _t._a = _a; + _a._t = _t; + _add_html5_events(); + _t._apply_loop(_a, _iO.loops); + if (_iO.autoLoad || _iO.autoPlay) { + _t.load(); + } else { + _a.autobuffer = false; + _a.preload = 'none'; + if (!_mobileHTML5) { + _t.load(); + } + } + return _a; + }; + _add_html5_events = function() { + if (_t._a._added_events) { + return false; + } + var f; + function add(oEvt, oFn, bCapture) { + return _t._a ? _t._a.addEventListener(oEvt, oFn, bCapture||false) : null; + } + _t._a._added_events = true; + for (f in _html5_events) { + if (_html5_events.hasOwnProperty(f)) { + add(f, _html5_events[f]); + } + } + return true; + }; + _remove_html5_events = function() { + var f; + function remove(oEvt, oFn, bCapture) { + return (_t._a ? _t._a.removeEventListener(oEvt, oFn, bCapture||false) : null); + } + _t._a._added_events = false; + for (f in _html5_events) { + if (_html5_events.hasOwnProperty(f)) { + remove(f, _html5_events[f]); + } + } + }; + this._onload = function(nSuccess) { + var fN, loadOK = !!(nSuccess); + _t.loaded = loadOK; + _t.readyState = loadOK?3:2; + _t._onbufferchange(0); + if (_t._iO.onload) { + _t._iO.onload.apply(_t, [loadOK]); + } + return true; + }; + this._onbufferchange = function(nIsBuffering) { + if (_t.playState === 0) { + return false; + } + if ((nIsBuffering && _t.isBuffering) || (!nIsBuffering && !_t.isBuffering)) { + return false; + } + _t.isBuffering = (nIsBuffering === 1); + if (_t._iO.onbufferchange) { + _t._iO.onbufferchange.apply(_t); + } + return true; + }; + this._onsuspend = function() { + if (_t._iO.onsuspend) { + _t._iO.onsuspend.apply(_t); + } + return true; + }; + this._onfailure = function(msg, level, code) { + _t.failures++; + if (_t._iO.onfailure && _t.failures === 1) { + _t._iO.onfailure(_t, msg, level, code); + } else { + } + }; + this._onfinish = function() { + var _io_onfinish = _t._iO.onfinish; + _t._onbufferchange(0); + _t._resetOnPosition(0); + if (_t.instanceCount) { + _t.instanceCount--; + if (!_t.instanceCount) { + _detachOnPosition(); + _t.playState = 0; + _t.paused = false; + _t.instanceCount = 0; + _t.instanceOptions = {}; + _t._iO = {}; + _stop_html5_timer(); + } + if (!_t.instanceCount || _t._iO.multiShotEvents) { + if (_io_onfinish) { + _io_onfinish.apply(_t); + } + } + } + }; + this._whileloading = function(nBytesLoaded, nBytesTotal, nDuration, nBufferLength) { + var _iO = _t._iO; + _t.bytesLoaded = nBytesLoaded; + _t.bytesTotal = nBytesTotal; + _t.duration = Math.floor(nDuration); + _t.bufferLength = nBufferLength; + if (!_iO.isMovieStar) { + if (_iO.duration) { + _t.durationEstimate = (_t.duration > _iO.duration) ? _t.duration : _iO.duration; + } else { + _t.durationEstimate = parseInt((_t.bytesTotal / _t.bytesLoaded) * _t.duration, 10); + } + if (typeof _t.durationEstimate === 'undefined') { + _t.durationEstimate = _t.duration; + } + if (_t.readyState !== 3 && _iO.whileloading) { + _iO.whileloading.apply(_t); + } + } else { + _t.durationEstimate = _t.duration; + if (_t.readyState !== 3 && _iO.whileloading) { + _iO.whileloading.apply(_t); + } + } + }; + this._whileplaying = function(nPosition, oPeakData, oWaveformDataLeft, oWaveformDataRight, oEQData) { + var _iO = _t._iO, + eqLeft; + if (isNaN(nPosition) || nPosition === null) { + return false; + } + _t.position = nPosition; + _t._processOnPosition(); + if (!_t.isHTML5 && _fV > 8) { + if (_iO.usePeakData && typeof oPeakData !== 'undefined' && oPeakData) { + _t.peakData = { + left: oPeakData.leftPeak, + right: oPeakData.rightPeak + }; + } + if (_iO.useWaveformData && typeof oWaveformDataLeft !== 'undefined' && oWaveformDataLeft) { + _t.waveformData = { + left: oWaveformDataLeft.split(','), + right: oWaveformDataRight.split(',') + }; + } + if (_iO.useEQData) { + if (typeof oEQData !== 'undefined' && oEQData && oEQData.leftEQ) { + eqLeft = oEQData.leftEQ.split(','); + _t.eqData = eqLeft; + _t.eqData.left = eqLeft; + if (typeof oEQData.rightEQ !== 'undefined' && oEQData.rightEQ) { + _t.eqData.right = oEQData.rightEQ.split(','); + } + } + } + } + if (_t.playState === 1) { + if (!_t.isHTML5 && _fV === 8 && !_t.position && _t.isBuffering) { + _t._onbufferchange(0); + } + if (_iO.whileplaying) { + _iO.whileplaying.apply(_t); + } + } + return true; + }; + this._oncaptiondata = function(oData) { + _t.captiondata = oData; + if (_t._iO.oncaptiondata) { + _t._iO.oncaptiondata.apply(_t); + } + }; + this._onmetadata = function(oMDProps, oMDData) { + var oData = {}, i, j; + for (i = 0, j = oMDProps.length; i < j; i++) { + oData[oMDProps[i]] = oMDData[i]; + } + _t.metadata = oData; + if (_t._iO.onmetadata) { + _t._iO.onmetadata.apply(_t); + } + }; + this._onid3 = function(oID3Props, oID3Data) { + var oData = [], i, j; + for (i = 0, j = oID3Props.length; i < j; i++) { + oData[oID3Props[i]] = oID3Data[i]; + } + _t.id3 = _mixin(_t.id3, oData); + if (_t._iO.onid3) { + _t._iO.onid3.apply(_t); + } + }; + this._onconnect = function(bSuccess) { + bSuccess = (bSuccess === 1); + _t.connected = bSuccess; + if (bSuccess) { + _t.failures = 0; + if (_idCheck(_t.sID)) { + if (_t.getAutoPlay()) { + _t.play(undefined, _t.getAutoPlay()); + } else if (_t._iO.autoLoad) { + _t.load(); + } + } + if (_t._iO.onconnect) { + _t._iO.onconnect.apply(_t, [bSuccess]); + } + } + }; + this._ondataerror = function(sError) { + if (_t.playState > 0) { + if (_t._iO.ondataerror) { + _t._iO.ondataerror.apply(_t); + } + } + }; + }; + _getDocument = function() { + return (_doc.body || _doc._docElement || _doc.getElementsByTagName('div')[0]); + }; + _id = function(sID) { + return _doc.getElementById(sID); + }; + _mixin = function(oMain, oAdd) { + var o1 = {}, i, o2, o; + for (i in oMain) { + if (oMain.hasOwnProperty(i)) { + o1[i] = oMain[i]; + } + } + o2 = (typeof oAdd === 'undefined'?_s.defaultOptions:oAdd); + for (o in o2) { + if (o2.hasOwnProperty(o) && typeof o1[o] === 'undefined') { + o1[o] = o2[o]; + } + } + return o1; + }; + _event = (function() { + var old = (_win.attachEvent), + evt = { + add: (old?'attachEvent':'addEventListener'), + remove: (old?'detachEvent':'removeEventListener') + }; + function getArgs(oArgs) { + var args = _slice.call(oArgs), len = args.length; + if (old) { + args[1] = 'on' + args[1]; + if (len > 3) { + args.pop(); + } + } else if (len === 3) { + args.push(false); + } + return args; + } + function apply(args, sType) { + var element = args.shift(), + method = [evt[sType]]; + if (old) { + element[method](args[0], args[1]); + } else { + element[method].apply(element, args); + } + } + function add() { + apply(getArgs(arguments), 'add'); + } + function remove() { + apply(getArgs(arguments), 'remove'); + } + return { + 'add': add, + 'remove': remove + }; + }()); + function _html5_event(oFn) { + return function(e) { + var t = this._t, + result; + if (!t || !t._a) { + result = null; + } else { + result = oFn.call(this, e); + } + return result; + }; + } + _html5_events = { + abort: _html5_event(function() { + }), + canplay: _html5_event(function() { + var t = this._t, + position1K; + if (t._html5_canplay) { + return true; + } + t._html5_canplay = true; + t._onbufferchange(0); + position1K = (!isNaN(t.position)?t.position/1000:null); + if (t.position && this.currentTime !== position1K) { + try { + this.currentTime = position1K; + } catch(ee) { + } + } + if (t._iO._oncanplay) { + t._iO._oncanplay(); + } + }), + load: _html5_event(function() { + var t = this._t; + if (!t.loaded) { + t._onbufferchange(0); + t._whileloading(t.bytesTotal, t.bytesTotal, t._get_html5_duration()); + t._onload(true); + } + }), + ended: _html5_event(function() { + var t = this._t; + t._onfinish(); + }), + error: _html5_event(function() { + this._t._onload(false); + }), + loadeddata: _html5_event(function() { + var t = this._t, + bytesTotal = t.bytesTotal || 1; + if (!t._loaded && !_isSafari) { + t.duration = t._get_html5_duration(); + t._whileloading(bytesTotal, bytesTotal, t._get_html5_duration()); + t._onload(true); + } + }), + loadedmetadata: _html5_event(function() { + }), + loadstart: _html5_event(function() { + this._t._onbufferchange(1); + }), + play: _html5_event(function() { + this._t._onbufferchange(0); + }), + playing: _html5_event(function() { + this._t._onbufferchange(0); + }), + progress: _html5_event(function(e) { + var t = this._t, + i, j, str, buffered = 0, + isProgress = (e.type === 'progress'), + ranges = e.target.buffered, + loaded = (e.loaded||0), + total = (e.total||1); + if (t.loaded) { + return false; + } + if (ranges && ranges.length) { + for (i=ranges.length-1; i >= 0; i--) { + buffered = (ranges.end(i) - ranges.start(i)); + } + loaded = buffered/e.target.duration; + } + if (!isNaN(loaded)) { + t._onbufferchange(0); + t._whileloading(loaded, total, t._get_html5_duration()); + if (loaded && total && loaded === total) { + _html5_events.load.call(this, e); + } + } + }), + ratechange: _html5_event(function() { + }), + suspend: _html5_event(function(e) { + var t = this._t; + _html5_events.progress.call(this, e); + t._onsuspend(); + }), + stalled: _html5_event(function() { + }), + timeupdate: _html5_event(function() { + this._t._onTimer(); + }), + waiting: _html5_event(function() { + var t = this._t; + t._onbufferchange(1); + }) + }; + _html5OK = function(iO) { + return (!iO.serverURL && (iO.type?_html5CanPlay({type:iO.type}):_html5CanPlay({url:iO.url})||_s.html5Only)); + }; + _html5Unload = function(oAudio) { + if (oAudio) { + oAudio.src = (_is_firefox ? '' : _emptyURL); + } + }; + _html5CanPlay = function(o) { + if (!_s.useHTML5Audio || !_s.hasHTML5) { + return false; + } + var url = (o.url || null), + mime = (o.type || null), + aF = _s.audioFormats, + result, + offset, + fileExt, + item; + function preferFlashCheck(kind) { + return (_s.preferFlash && _hasFlash && !_s.ignoreFlash && (typeof _s.flash[kind] !== 'undefined' && _s.flash[kind])); + } + if (mime && typeof _s.html5[mime] !== 'undefined') { + return (_s.html5[mime] && !preferFlashCheck(mime)); + } + if (!_html5Ext) { + _html5Ext = []; + for (item in aF) { + if (aF.hasOwnProperty(item)) { + _html5Ext.push(item); + if (aF[item].related) { + _html5Ext = _html5Ext.concat(aF[item].related); + } + } + } + _html5Ext = new RegExp('\\.('+_html5Ext.join('|')+')(\\?.*)?$','i'); + } + fileExt = (url ? url.toLowerCase().match(_html5Ext) : null); + if (!fileExt || !fileExt.length) { + if (!mime) { + result = false; + } else { + offset = mime.indexOf(';'); + fileExt = (offset !== -1?mime.substr(0,offset):mime).substr(6); + } + } else { + fileExt = fileExt[1]; + } + if (fileExt && typeof _s.html5[fileExt] !== 'undefined') { + result = (_s.html5[fileExt] && !preferFlashCheck(fileExt)); + } else { + mime = 'audio/'+fileExt; + result = _s.html5.canPlayType({type:mime}); + _s.html5[fileExt] = result; + result = (result && _s.html5[mime] && !preferFlashCheck(mime)); + } + return result; + }; + _testHTML5 = function() { + if (!_s.useHTML5Audio || typeof Audio === 'undefined') { + return false; + } + var a = (typeof Audio !== 'undefined' ? (_isOpera ? new Audio(null) : new Audio()) : null), + item, support = {}, aF, i; + function _cp(m) { + var canPlay, i, j, + result = false, + isOK = false; + if (!a || typeof a.canPlayType !== 'function') { + return result; + } + if (m instanceof Array) { + for (i=0, j=m.length; i= 0; i--) { + support['audio/'+aF[item].related[i]] = support[item]; + _s.html5[aF[item].related[i]] = support[item]; + _s.flash[aF[item].related[i]] = support[item]; + } + } + } + } + support.canPlayType = (a?_cp:null); + _s.html5 = _mixin(_s.html5, support); + return true; + }; + _strings = { + }; + _str = function() { + }; + _loopFix = function(sOpt) { + if (_fV === 8 && sOpt.loops > 1 && sOpt.stream) { + sOpt.stream = false; + } + return sOpt; + }; + _policyFix = function(sOpt, sPre) { + if (sOpt && !sOpt.usePolicyFile && (sOpt.onid3 || sOpt.usePeakData || sOpt.useWaveformData || sOpt.useEQData)) { + sOpt.usePolicyFile = true; + } + return sOpt; + }; + _complain = function(sMsg) { + }; + _doNothing = function() { + return false; + }; + _disableObject = function(o) { + var oProp; + for (oProp in o) { + if (o.hasOwnProperty(oProp) && typeof o[oProp] === 'function') { + o[oProp] = _doNothing; + } + } + oProp = null; + }; + _failSafely = function(bNoDisable) { + if (typeof bNoDisable === 'undefined') { + bNoDisable = false; + } + if (_disabled || bNoDisable) { + _s.disable(bNoDisable); + } + }; + _normalizeMovieURL = function(smURL) { + var urlParams = null, url; + if (smURL) { + if (smURL.match(/\.swf(\?.*)?$/i)) { + urlParams = smURL.substr(smURL.toLowerCase().lastIndexOf('.swf?') + 4); + if (urlParams) { + return smURL; + } + } else if (smURL.lastIndexOf('/') !== smURL.length - 1) { + smURL += '/'; + } + } + url = (smURL && smURL.lastIndexOf('/') !== - 1 ? smURL.substr(0, smURL.lastIndexOf('/') + 1) : './') + _s.movieURL; + if (_s.noSWFCache) { + url += ('?ts=' + new Date().getTime()); + } + return url; + }; + _setVersionInfo = function() { + _fV = parseInt(_s.flashVersion, 10); + if (_fV !== 8 && _fV !== 9) { + _s.flashVersion = _fV = _defaultFlashVersion; + } + var isDebug = (_s.debugMode || _s.debugFlash?'_debug.swf':'.swf'); + if (_s.useHTML5Audio && !_s.html5Only && _s.audioFormats.mp4.required && _fV < 9) { + _s.flashVersion = _fV = 9; + } + _s.version = _s.versionNumber + (_s.html5Only?' (HTML5-only mode)':(_fV === 9?' (AS3/Flash 9)':' (AS2/Flash 8)')); + if (_fV > 8) { + _s.defaultOptions = _mixin(_s.defaultOptions, _s.flash9Options); + _s.features.buffering = true; + _s.defaultOptions = _mixin(_s.defaultOptions, _s.movieStarOptions); + _s.filePatterns.flash9 = new RegExp('\\.(mp3|' + _netStreamTypes.join('|') + ')(\\?.*)?$', 'i'); + _s.features.movieStar = true; + } else { + _s.features.movieStar = false; + } + _s.filePattern = _s.filePatterns[(_fV !== 8?'flash9':'flash8')]; + _s.movieURL = (_fV === 8?'soundmanager2.swf':'soundmanager2_flash9.swf').replace('.swf', isDebug); + _s.features.peakData = _s.features.waveformData = _s.features.eqData = (_fV > 8); + }; + _setPolling = function(bPolling, bHighPerformance) { + if (!_flash) { + return false; + } + _flash._setPolling(bPolling, bHighPerformance); + }; + _initDebug = function() { + if (_s.debugURLParam.test(_wl)) { + _s.debugMode = true; + } + }; + _idCheck = this.getSoundById; + _getSWFCSS = function() { + var css = []; + if (_s.debugMode) { + css.push(_swfCSS.sm2Debug); + } + if (_s.debugFlash) { + css.push(_swfCSS.flashDebug); + } + if (_s.useHighPerformance) { + css.push(_swfCSS.highPerf); + } + return css.join(' '); + }; + _flashBlockHandler = function() { + var name = _str('fbHandler'), + p = _s.getMoviePercent(), + css = _swfCSS, + error = {type:'FLASHBLOCK'}; + if (_s.html5Only) { + return false; + } + if (!_s.ok()) { + if (_needsFlash) { + _s.oMC.className = _getSWFCSS() + ' ' + css.swfDefault + ' ' + (p === null?css.swfTimedout:css.swfError); + } + _s.didFlashBlock = true; + _processOnEvents({type:'ontimeout', ignoreInit:true, error:error}); + _catchError(error); + } else { + if (_s.oMC) { + _s.oMC.className = [_getSWFCSS(), css.swfDefault, css.swfLoaded + (_s.didFlashBlock?' '+css.swfUnblocked:'')].join(' '); + } + } + }; + _addOnEvent = function(sType, oMethod, oScope) { + if (typeof _on_queue[sType] === 'undefined') { + _on_queue[sType] = []; + } + _on_queue[sType].push({ + 'method': oMethod, + 'scope': (oScope || null), + 'fired': false + }); + }; + _processOnEvents = function(oOptions) { + if (!oOptions) { + oOptions = { + type: (_s.ok() ? 'onready' : 'ontimeout') + }; + } + if (!_didInit && oOptions && !oOptions.ignoreInit) { + return false; + } + if (oOptions.type === 'ontimeout' && (_s.ok() || (_disabled && !oOptions.ignoreInit))) { + return false; + } + var status = { + success: (oOptions && oOptions.ignoreInit?_s.ok():!_disabled) + }, + srcQueue = (oOptions && oOptions.type?_on_queue[oOptions.type]||[]:[]), + queue = [], i, j, + args = [status], + canRetry = (_needsFlash && _s.useFlashBlock && !_s.ok()); + if (oOptions.error) { + args[0].error = oOptions.error; + } + for (i = 0, j = srcQueue.length; i < j; i++) { + if (srcQueue[i].fired !== true) { + queue.push(srcQueue[i]); + } + } + if (queue.length) { + for (i = 0, j = queue.length; i < j; i++) { + if (queue[i].scope) { + queue[i].method.apply(queue[i].scope, args); + } else { + queue[i].method.apply(this, args); + } + if (!canRetry) { + queue[i].fired = true; + } + } + } + return true; + }; + _initUserOnload = function() { + _win.setTimeout(function() { + if (_s.useFlashBlock) { + _flashBlockHandler(); + } + _processOnEvents(); + if (typeof _s.onload === 'function') { + _s.onload.apply(_win); + } + if (_s.waitForWindowLoad) { + _event.add(_win, 'load', _initUserOnload); + } + },1); + }; + _detectFlash = function() { + if (typeof _hasFlash !== 'undefined') { + return _hasFlash; + } + var hasPlugin = false, n = navigator, nP = n.plugins, obj, type, types, AX = _win.ActiveXObject; + if (nP && nP.length) { + type = 'application/x-shockwave-flash'; + types = n.mimeTypes; + if (types && types[type] && types[type].enabledPlugin && types[type].enabledPlugin.description) { + hasPlugin = true; + } + } else if (typeof AX !== 'undefined') { + try { + obj = new AX('ShockwaveFlash.ShockwaveFlash'); + } catch(e) { + } + hasPlugin = (!!obj); + } + _hasFlash = hasPlugin; + return hasPlugin; + }; + _featureCheck = function() { + var needsFlash, + item, + result = true, + isSpecial = (_is_iDevice && !!(_ua.match(/os (1|2|3_0|3_1)/i))); + if (isSpecial) { + _s.hasHTML5 = false; + _s.html5Only = true; + if (_s.oMC) { + _s.oMC.style.display = 'none'; + } + result = false; + } else { + if (_s.useHTML5Audio) { + if (!_s.html5 || !_s.html5.canPlayType) { + _s.hasHTML5 = false; + } else { + _s.hasHTML5 = true; + } + } + } + if (_s.useHTML5Audio && _s.hasHTML5) { + for (item in _s.audioFormats) { + if (_s.audioFormats.hasOwnProperty(item)) { + if ((_s.audioFormats[item].required && !_s.html5.canPlayType(_s.audioFormats[item].type)) || _s.flash[item] || _s.flash[_s.audioFormats[item].type]) { + needsFlash = true; + } + } + } + } + if (_s.ignoreFlash) { + needsFlash = false; + } + _s.html5Only = (_s.hasHTML5 && _s.useHTML5Audio && !needsFlash); + return (!_s.html5Only); + }; + _parseURL = function(url) { + var i, j, urlResult = 0, result; + if (url instanceof Array) { + for (i=0, j=url.length; i= 0; i--) { + if (_s.sounds[_s.soundIDs[i]].isHTML5 && _s.sounds[_s.soundIDs[i]]._hasTimer) { + _s.sounds[_s.soundIDs[i]]._onTimer(); + } + } + }; + _catchError = function(options) { + options = (typeof options !== 'undefined' ? options : {}); + if (typeof _s.onerror === 'function') { + _s.onerror.apply(_win, [{type:(typeof options.type !== 'undefined' ? options.type : null)}]); + } + if (typeof options.fatal !== 'undefined' && options.fatal) { + _s.disable(); + } + }; + _badSafariFix = function() { + if (!_isBadSafari || !_detectFlash()) { + return false; + } + var aF = _s.audioFormats, i, item; + for (item in aF) { + if (aF.hasOwnProperty(item)) { + if (item === 'mp3' || item === 'mp4') { + _s.html5[item] = false; + if (aF[item] && aF[item].related) { + for (i = aF[item].related.length-1; i >= 0; i--) { + _s.html5[aF[item].related[i]] = false; + } + } + } + } + } + }; + this._setSandboxType = function(sandboxType) { + }; + this._externalInterfaceOK = function(flashDate, swfVersion) { + if (_s.swfLoaded) { + return false; + } + var e, eiTime = new Date().getTime(); + _s.swfLoaded = true; + _tryInitOnFocus = false; + if (_isBadSafari) { + _badSafariFix(); + } + setTimeout(_init, _isIE ? 100 : 1); + }; + _createMovie = function(smID, smURL) { + if (_didAppend && _appendSuccess) { + return false; + } + function _initMsg() { + } + if (_s.html5Only) { + _setVersionInfo(); + _initMsg(); + _s.oMC = _id(_s.movieID); + _init(); + _didAppend = true; + _appendSuccess = true; + return false; + } + var remoteURL = (smURL || _s.url), + localURL = (_s.altURL || remoteURL), + swfTitle = 'JS/Flash audio component (SoundManager 2)', + oEmbed, oMovie, oTarget = _getDocument(), tmp, movieHTML, oEl, extraClass = _getSWFCSS(), + s, x, sClass, isRTL = null, + html = _doc.getElementsByTagName('html')[0]; + isRTL = (html && html.dir && html.dir.match(/rtl/i)); + smID = (typeof smID === 'undefined'?_s.id:smID); + function param(name, value) { + return ''; + } + _setVersionInfo(); + _s.url = _normalizeMovieURL(_overHTTP?remoteURL:localURL); + smURL = _s.url; + _s.wmode = (!_s.wmode && _s.useHighPerformance ? 'transparent' : _s.wmode); + if (_s.wmode !== null && (_ua.match(/msie 8/i) || (!_isIE && !_s.useHighPerformance)) && navigator.platform.match(/win32|win64/i)) { + _s.wmode = null; + } + oEmbed = { + 'name': smID, + 'id': smID, + 'src': smURL, + 'quality': 'high', + 'allowScriptAccess': _s.allowScriptAccess, + 'bgcolor': _s.bgColor, + 'pluginspage': _http+'www.macromedia.com/go/getflashplayer', + 'title': swfTitle, + 'type': 'application/x-shockwave-flash', + 'wmode': _s.wmode, + 'hasPriority': 'true' + }; + if (_s.debugFlash) { + oEmbed.FlashVars = 'debug=1'; + } + if (!_s.wmode) { + delete oEmbed.wmode; + } + if (_isIE) { + oMovie = _doc.createElement('div'); + movieHTML = [ + '', + param('movie', smURL), + param('AllowScriptAccess', _s.allowScriptAccess), + param('quality', oEmbed.quality), + (_s.wmode? param('wmode', _s.wmode): ''), + param('bgcolor', _s.bgColor), + param('hasPriority', 'true'), + (_s.debugFlash ? param('FlashVars', oEmbed.FlashVars) : ''), + '' + ].join(''); + } else { + oMovie = _doc.createElement('embed'); + for (tmp in oEmbed) { + if (oEmbed.hasOwnProperty(tmp)) { + oMovie.setAttribute(tmp, oEmbed[tmp]); + } + } + } + _initDebug(); + extraClass = _getSWFCSS(); + oTarget = _getDocument(); + if (oTarget) { + _s.oMC = (_id(_s.movieID) || _doc.createElement('div')); + if (!_s.oMC.id) { + _s.oMC.id = _s.movieID; + _s.oMC.className = _swfCSS.swfDefault + ' ' + extraClass; + s = null; + oEl = null; + if (!_s.useFlashBlock) { + if (_s.useHighPerformance) { + s = { + 'position': 'fixed', + 'width': '8px', + 'height': '8px', + 'bottom': '0px', + 'left': '0px', + 'overflow': 'hidden' + }; + } else { + s = { + 'position': 'absolute', + 'width': '6px', + 'height': '6px', + 'top': '-9999px', + 'left': '-9999px' + }; + if (isRTL) { + s.left = Math.abs(parseInt(s.left,10))+'px'; + } + } + } + if (_isWebkit) { + _s.oMC.style.zIndex = 10000; + } + if (!_s.debugFlash) { + for (x in s) { + if (s.hasOwnProperty(x)) { + _s.oMC.style[x] = s[x]; + } + } + } + try { + if (!_isIE) { + _s.oMC.appendChild(oMovie); + } + oTarget.appendChild(_s.oMC); + if (_isIE) { + oEl = _s.oMC.appendChild(_doc.createElement('div')); + oEl.className = _swfCSS.swfBox; + oEl.innerHTML = movieHTML; + } + _appendSuccess = true; + } catch(e) { + throw new Error(_str('domError')+' \n'+e.toString()); + } + } else { + sClass = _s.oMC.className; + _s.oMC.className = (sClass?sClass+' ':_swfCSS.swfDefault) + (extraClass?' '+extraClass:''); + _s.oMC.appendChild(oMovie); + if (_isIE) { + oEl = _s.oMC.appendChild(_doc.createElement('div')); + oEl.className = _swfCSS.swfBox; + oEl.innerHTML = movieHTML; + } + _appendSuccess = true; + } + } + _didAppend = true; + _initMsg(); + return true; + }; + _initMovie = function() { + if (_s.html5Only) { + _createMovie(); + return false; + } + if (_flash) { + return false; + } + _flash = _s.getMovie(_s.id); + if (!_flash) { + if (!_oRemoved) { + _createMovie(_s.id, _s.url); + } else { + if (!_isIE) { + _s.oMC.appendChild(_oRemoved); + } else { + _s.oMC.innerHTML = _oRemovedHTML; + } + _oRemoved = null; + _didAppend = true; + } + _flash = _s.getMovie(_s.id); + } + if (typeof _s.oninitmovie === 'function') { + setTimeout(_s.oninitmovie, 1); + } + return true; + }; + _delayWaitForEI = function() { + setTimeout(_waitForEI, 1000); + }; + _waitForEI = function() { + var p, + loadIncomplete = false; + if (_waitingForEI) { + return false; + } + _waitingForEI = true; + _event.remove(_win, 'load', _delayWaitForEI); + if (_tryInitOnFocus && !_isFocused) { + return false; + } + if (!_didInit) { + p = _s.getMoviePercent(); + if (p > 0 && p < 100) { + loadIncomplete = true; + } + } + setTimeout(function() { + p = _s.getMoviePercent(); + if (loadIncomplete) { + _waitingForEI = false; + _win.setTimeout(_delayWaitForEI, 1); + return false; + } + if (!_didInit && _okToDisable) { + if (p === null) { + if (_s.useFlashBlock || _s.flashLoadTimeout === 0) { + if (_s.useFlashBlock) { + _flashBlockHandler(); + } + } else { + _failSafely(true); + } + } else { + if (_s.flashLoadTimeout === 0) { + } else { + _failSafely(true); + } + } + } + }, _s.flashLoadTimeout); + }; + _handleFocus = function() { + function cleanup() { + _event.remove(_win, 'focus', _handleFocus); + } + if (_isFocused || !_tryInitOnFocus) { + cleanup(); + return true; + } + _okToDisable = true; + _isFocused = true; + _waitingForEI = false; + _delayWaitForEI(); + cleanup(); + return true; + }; + _showSupport = function() { + var item, tests = []; + if (_s.useHTML5Audio && _s.hasHTML5) { + for (item in _s.audioFormats) { + if (_s.audioFormats.hasOwnProperty(item)) { + tests.push(item + ': ' + _s.html5[item] + (!_s.html5[item] && _hasFlash && _s.flash[item] ? ' (using flash)' : (_s.preferFlash && _s.flash[item] && _hasFlash ? ' (preferring flash)': (!_s.html5[item] ? ' (' + (_s.audioFormats[item].required ? 'required, ':'') + 'and no flash support)' : '')))); + } + } + } + }; + _initComplete = function(bNoDisable) { + if (_didInit) { + return false; + } + if (_s.html5Only) { + _didInit = true; + _initUserOnload(); + return true; + } + var wasTimeout = (_s.useFlashBlock && _s.flashLoadTimeout && !_s.getMoviePercent()), + result = true, + error; + if (!wasTimeout) { + _didInit = true; + if (_disabled) { + error = {type: (!_hasFlash && _needsFlash ? 'NO_FLASH' : 'INIT_TIMEOUT')}; + } + } + if (_disabled || bNoDisable) { + if (_s.useFlashBlock && _s.oMC) { + _s.oMC.className = _getSWFCSS() + ' ' + (_s.getMoviePercent() === null?_swfCSS.swfTimedout:_swfCSS.swfError); + } + _processOnEvents({type:'ontimeout', error:error, ignoreInit: true}); + _catchError(error); + result = false; + } else { + } + if (!_disabled) { + if (_s.waitForWindowLoad && !_windowLoaded) { + _event.add(_win, 'load', _initUserOnload); + } else { + _initUserOnload(); + } + } + return result; + }; + _init = function() { + if (_didInit) { + return false; + } + function _cleanup() { + _event.remove(_win, 'load', _s.beginDelayedInit); + } + if (_s.html5Only) { + if (!_didInit) { + _cleanup(); + _s.enabled = true; + _initComplete(); + } + return true; + } + _initMovie(); + try { + _flash._externalInterfaceTest(false); + _setPolling(true, (_s.flashPollingInterval || (_s.useHighPerformance ? 10 : 50))); + if (!_s.debugMode) { + _flash._disableDebug(); + } + _s.enabled = true; + if (!_s.html5Only) { + _event.add(_win, 'unload', _doNothing); + } + } catch(e) { + _catchError({type:'JS_TO_FLASH_EXCEPTION', fatal:true}); + _failSafely(true); + _initComplete(); + return false; + } + _initComplete(); + _cleanup(); + return true; + }; + _domContentLoaded = function() { + if (_didDCLoaded) { + return false; + } + _didDCLoaded = true; + _initDebug(); + if (!_hasFlash && _s.hasHTML5) { + _s.useHTML5Audio = true; + _s.preferFlash = false; + } + _testHTML5(); + _s.html5.usingFlash = _featureCheck(); + _needsFlash = _s.html5.usingFlash; + _showSupport(); + if (!_hasFlash && _needsFlash) { + _s.flashLoadTimeout = 1; + } + if (_doc.removeEventListener) { + _doc.removeEventListener('DOMContentLoaded', _domContentLoaded, false); + } + _initMovie(); + return true; + }; + _domContentLoadedIE = function() { + if (_doc.readyState === 'complete') { + _domContentLoaded(); + _doc.detachEvent('onreadystatechange', _domContentLoadedIE); + } + return true; + }; + _winOnLoad = function() { + _windowLoaded = true; + _event.remove(_win, 'load', _winOnLoad); + }; + _detectFlash(); + _event.add(_win, 'focus', _handleFocus); + _event.add(_win, 'load', _delayWaitForEI); + _event.add(_win, 'load', _winOnLoad); + if (_doc.addEventListener) { + _doc.addEventListener('DOMContentLoaded', _domContentLoaded, false); + } else if (_doc.attachEvent) { + _doc.attachEvent('onreadystatechange', _domContentLoadedIE); + } else { + _catchError({type:'NO_DOM2_EVENTS', fatal:true}); + } + if (_doc.readyState === 'complete') { + setTimeout(_domContentLoaded,100); + } +} +// SM2_DEFER details: http://www.schillmania.com/projects/soundmanager2/doc/getstarted/#lazy-loading +if (typeof SM2_DEFER === 'undefined' || !SM2_DEFER) { + soundManager = new SoundManager(); +} +window.SoundManager = SoundManager; +window.soundManager = soundManager; +}(window)); \ No newline at end of file diff --git a/public/js/lib/soundmanager2.swf b/public/js/lib/soundmanager2.swf new file mode 100755 index 0000000..5eea89a Binary files /dev/null and b/public/js/lib/soundmanager2.swf differ diff --git a/public/js/lib/test.ogg b/public/js/lib/test.ogg new file mode 100644 index 0000000..8d439ca Binary files /dev/null and b/public/js/lib/test.ogg differ diff --git a/public/js/player.js b/public/js/player.js new file mode 100644 index 0000000..2b4c417 --- /dev/null +++ b/public/js/player.js @@ -0,0 +1,169 @@ +(function () { + + var + AUDIO_FILE = 'https://r-a-d.io/main', + PARTICLE_COUNT = 250, + MAX_PARTICLE_SIZE = 8, + MIN_PARTICLE_SIZE = 1, + GROWTH_RATE = 8, + DECAY_RATE = 2, + + BEAM_RATE = 0.8, + BEAM_COUNT = 60, + + GROWTH_VECTOR = new THREE.Vector3( GROWTH_RATE, GROWTH_RATE, GROWTH_RATE ), + DECAY_VECTOR = new THREE.Vector3( DECAY_RATE, DECAY_RATE, DECAY_RATE ), + beamGroup = new THREE.Object3D(), + particles = group.children, + colors = [ 0xaaee22, 0x04dbe5, 0xff0077, 0xffb412, 0xf6c83d ], + t, dancer, kick; + var a = document.getElementById("stream"); + /* + * Dancer.js magic + */ + + Dancer.setOptions({ + flashSWF : 'lib/soundmanager2.swf', + flashJS : 'lib/soundmanager2.js' + }); + + dancer = new Dancer(); + kick = dancer.createKick({ + onKick: function () { + var i; + if ( particles[ 0 ].scale.x > MAX_PARTICLE_SIZE ) { + decay(); + } else { + for ( i = PARTICLE_COUNT; i--; ) { + particles[ i ].scale.addSelf( GROWTH_VECTOR ); + } + } + // ~~(Math.random() * 255) == Math.floor(Math.random() * 255) + document.getElementsByTagName("body")[0].style["background-color"] = "rgba(" + ~~(Math.random() * 255) + + "," + ~~(Math.random() * 255) + "," + ~~(Math.random() * 255) + ", 0.3)"; + }, + offKick: decay, + threshold: 0.1, + frequency: [0, 5] + }); + + dancer.onceAt( 0, function () { + kick.on(); + }).onceAt( 8.2, function () { + scene.add( beamGroup ); + }).after( 8.2, function () { + beamGroup.rotation.x += BEAM_RATE; + beamGroup.rotation.y += BEAM_RATE; + }).onceAt( 50, function () { + changeParticleMat( 'blue' ); + }).onceAt( 66.5, function () { + changeParticleMat( 'pink' ); + }).onceAt( 75, function () { + changeParticleMat(); + }).fft( document.getElementById( 'fft' ) ) + .load(a) + + Dancer.isSupported() || loaded(); + !dancer.isLoaded() ? dancer.bind( 'loaded', loaded ) : loaded(); + + /* + * Three.js Setup + */ + + function on () { + for ( var i = PARTICLE_COUNT; i--; ) { + particle = new THREE.Particle( newParticleMat() ); + particle.position.x = Math.random() * 2000 - 1000; + particle.position.y = Math.random() * 2000 - 1000; + particle.position.z = Math.random() * 2000 - 1000; + particle.scale.x = particle.scale.y = Math.random() * 10 + 5; + group.add( particle ); + } + scene.add( group ); + + // Beam idea from http://www.airtightinteractive.com/demos/js/nebula/ + var + beamGeometry = new THREE.PlaneGeometry( 5000, 50, 1, 1 ), + beamMaterial, beam; + + for ( i = BEAM_COUNT; i--; ) { + beamMaterial = new THREE.MeshBasicMaterial({ + opacity: 0.5, + blending: THREE.AdditiveBlending, + depthTest: false, + color: colors[ ~~( Math.random() * 5 )] + }); + beam = new THREE.Mesh( beamGeometry, beamMaterial ); + beam.doubleSided = true; + beam.rotation.x = Math.random() * Math.PI; + beam.rotation.y = Math.random() * Math.PI; + beam.rotation.z = Math.random() * Math.PI; + beamGroup.add( beam ); + } + } + + function decay () { + if ( beamGroup.children[ 0 ].visible ) { + for ( i = BEAM_COUNT; i--; ) { + beamGroup.children[ i ].visible = false; + } + } + + for ( var i = PARTICLE_COUNT; i--; ) { + if ( particles[i].scale.x - DECAY_RATE > MIN_PARTICLE_SIZE ) { + particles[ i ].scale.subSelf( DECAY_VECTOR ); + } + } + } + + function changeParticleMat ( color ) { + var mat = newParticleMat( color ); + for ( var i = PARTICLE_COUNT; i--; ) { + if ( !color ) { + mat = newParticleMat(); + } + particles[ i ].material = mat; + } + } + + function newParticleMat( color ) { + var + sprites = [ 'pink', 'orange', 'yellow', 'blue', 'green' ], + sprite = color || sprites[ ~~( Math.random() * 5 )]; + + return new THREE.ParticleBasicMaterial({ + blending: THREE.AdditiveBlending, + size: MIN_PARTICLE_SIZE, + map: THREE.ImageUtils.loadTexture('/assets/particles/particle_' + sprite + '.png'), + vertexColor: 0xFFFFFF + }); + } + + function loaded () { + var + loading = document.getElementById( 'loading' ), + supported = Dancer.isSupported(); + + if ( !supported ) { + $(loading).text("UNSUPPORTED BROWSER") + } else { + $(loading).text("RAVE MODO ACTIVATE"); + } + + + + $(loading).click(function(event) { + dancer.play(); + }) + + } + + on(); + + // For debugging + window.dancer = dancer; + window.newParticleMat = newParticleMat; + window.changeParticleMat = changeParticleMat; + window.kick = kick; + +})(); diff --git a/public/js/plugins/dancer.fft.js b/public/js/plugins/dancer.fft.js new file mode 100644 index 0000000..76a0da5 --- /dev/null +++ b/public/js/plugins/dancer.fft.js @@ -0,0 +1,34 @@ +/* + * FFT plugin for dancer.js + * + * Usage of frequencies being 2px with 1px spacing: + * + * var dancer = new Dancer('song.ogg'), + * canvas = document.getElementById('fftcanvas'); + * dancer.fft( canvas, { width: 2, spacing: 1 }); + */ + +(function() { + Dancer.addPlugin( 'fft', function( canvasEl, options ) { + options = options || {}; + var + ctx = canvasEl.getContext( '2d' ), + h = canvasEl.height, + w = canvasEl.width, + width = options.width || 1, + spacing = options.spacing || 0, + count = options.count || 512; + + ctx.fillStyle = options.fillStyle || "white"; + + this.bind( 'update', function() { + var spectrum = this.getSpectrum(); + ctx.clearRect( 0, 0, w, h ); + for ( var i = 0, l = spectrum.length; i < l && i < count; i++ ) { + ctx.fillRect( i * ( spacing + width ), h, width, -spectrum[ i ] * h ); + } + }); + + return this; + }); +})(); diff --git a/public/js/plugins/dancer.waveform.js b/public/js/plugins/dancer.waveform.js new file mode 100644 index 0000000..1a70e88 --- /dev/null +++ b/public/js/plugins/dancer.waveform.js @@ -0,0 +1,37 @@ +/* + * Waveform plugin for dancer.js + * + * var dancer = new Dancer('song.ogg'), + * canvas = document.getElementById('waveform'); + * dancer.waveform( canvas, { strokeStyle: '#ff0077' }); + */ + +(function() { + Dancer.addPlugin( 'waveform', function( canvasEl, options ) { + options = options || {}; + var + ctx = canvasEl.getContext( '2d' ), + h = canvasEl.height, + w = canvasEl.width, + width = options.width || 2, + spacing = options.spacing || 0, + count = options.count || 1024; + + ctx.lineWidth = options.strokeWidth || 1; + ctx.strokeStyle = options.strokeStyle || "white"; + + this.bind( 'update', function() { + var waveform = this.getWaveform(); + ctx.clearRect( 0, 0, w, h ); + ctx.beginPath(); + ctx.moveTo( 0, h / 2 ); + for ( var i = 0, l = waveform.length; i < l && i < count; i++ ) { + ctx.lineTo( i * ( spacing + width ), ( h / 2 ) + waveform[ i ] * ( h / 2 )); + } + ctx.stroke(); + ctx.closePath(); + }); + + return this; + }); +})(); diff --git a/public/js/radio.player.js b/public/js/radio.player.js new file mode 100644 index 0000000..89ac9fb --- /dev/null +++ b/public/js/radio.player.js @@ -0,0 +1,77 @@ +$(function () { + // Future-proofing... + var context; + if (typeof AudioContext !== "undefined") { + context = new AudioContext(); + } else if (typeof webkitAudioContext !== "undefined") { + context = new webkitAudioContext(); + } else { + alert("Flash Fallback Needed. If you're on firefox, ff25 was released weeks ago. UPDATE DAMNIT."); + } + + // Overkill - if we've got Web Audio API, surely we've got requestAnimationFrame. Surely?... + // requestAnimationFrame polyfill by Erik M�ller + // fixes from Paul Irish and Tino Zijdel + // http://paulirish.com/2011/requestanimationframe-for-smart-animating/ + // http://my.opera.com/emoller/blog/2011/12/20/requestanimationframe-for-smart-er-animating + var lastTime = 0; + var vendors = ['ms', 'moz', 'webkit', 'o']; + for (var x = 0; x < vendors.length && !window.requestAnimationFrame; ++x) { + window.requestAnimationFrame = window[vendors[x] + 'RequestAnimationFrame']; + window.cancelAnimationFrame = window[vendors[x] + 'CancelAnimationFrame'] + || window[vendors[x] + 'CancelRequestAnimationFrame']; + } + + if (!window.requestAnimationFrame) + window.requestAnimationFrame = function (callback, element) { + var currTime = new Date().getTime(); + var timeToCall = Math.max(0, 16 - (currTime - lastTime)); + var id = window.setTimeout(function () { callback(currTime + timeToCall); }, + timeToCall); + lastTime = currTime + timeToCall; + return id; + }; + + if (!window.cancelAnimationFrame) + window.cancelAnimationFrame = function (id) { + clearTimeout(id); + }; + + // Create the analyser + var analyser = context.createAnalyser(); + analyser.fftSize = 64; + var frequencyData = new Uint8Array(analyser.frequencyBinCount); + + // Set up the visualisation elements + var visualisation = $("#visualisation"); + + var barSpacingPercent = 100 / analyser.frequencyBinCount; + for (var i = 0; i < analyser.frequencyBinCount; i++) { + $("
").css("left", i * barSpacingPercent + "%") + .appendTo(visualisation); + } + var bars = $("#visualisation > div"); + + // Get the frequency data and update the visualisation + function update() { + requestAnimationFrame(update); + + analyser.getByteFrequencyData(frequencyData); + + bars.each(function (index, bar) { + bar.style.height = frequencyData[index] + 'px'; + }); + }; + + // Hook up the audio routing... + // player -> analyser -> speakers + // (Do this after the player is ready to play - https://code.google.com/p/chromium/issues/detail?id=112368#c4) + $("#player").bind('canplay', function() { + var source = context.createMediaElementSource(this); + source.connect(analyser); + analyser.connect(context.destination); + }); + + // Kick it off... + update(); +}); \ No newline at end of file diff --git a/public/js/scene.js b/public/js/scene.js new file mode 100644 index 0000000..2d744fe --- /dev/null +++ b/public/js/scene.js @@ -0,0 +1,51 @@ +(function() { + var container; + var renderer, particle; + var mouseX = 0, mouseY = 0; + + var windowHalfX = window.innerWidth / 2; + var windowHalfY = window.innerHeight / 2; + + var stats = new Stats(); + + // Expose these for the demo + window.rotateSpeed = 1; + window.scene = new THREE.Scene(); + window.group = new THREE.Object3D(); + window.camera; + + init(); + animate(); + + function init() { + container = document.createElement( 'div' ); + container.id = "canvas"; + document.body.appendChild( container ); + camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 3000 ); + camera.position.z = 1000; + + scene.add( camera ); + scene.add( group ); + + renderer = new THREE.CanvasRenderer(); + renderer.setSize( window.innerWidth, window.innerHeight ); + container.appendChild( renderer.domElement ); + + } + + function animate() { + requestAnimationFrame( animate ); + render(); + stats.update(); + } + + var t = 0; + function render() { + camera.position.x = Math.sin(t * 0.005 * rotateSpeed) * 1000; + camera.position.z = Math.cos(t * 0.005 * rotateSpeed) * 1000; + //camera.position.y += ( - mouseY - camera.position.y ) * 0.01; + camera.lookAt( scene.position ); + t++; + renderer.render( scene, camera ); + } +})(); diff --git a/public/js/src/adapterFlash.js b/public/js/src/adapterFlash.js new file mode 100644 index 0000000..f4c967d --- /dev/null +++ b/public/js/src/adapterFlash.js @@ -0,0 +1,148 @@ +(function() { + var + SAMPLE_SIZE = 1024, + SAMPLE_RATE = 44100, + smLoaded = false, + smLoading = false, + CONVERSION_COEFFICIENT = 0.93; + + var adapter = function ( dancer ) { + this.dancer = dancer; + this.wave_L = []; + this.wave_R = []; + this.spectrum = []; + window.SM2_DEFER = true; + }; + + adapter.prototype = { + // `source` can be either an Audio element, if supported, or an object + // either way, the path is stored in the `src` property + load : function ( source ) { + var _this = this; + this.path = source ? source.src : this.path; + + this.isLoaded = false; + this.progress = 0; + + !window.soundManager && !smLoading && loadSM.call( this ); + + if ( window.soundManager ) { + this.audio = soundManager.createSound({ + id : 'dancer' + Math.random() + '', + url : this.path, + stream : true, + autoPlay : false, + autoLoad : true, + whileplaying : function () { + _this.update(); + }, + whileloading : function () { + _this.progress = this.bytesLoaded / this.bytesTotal; + }, + onload : function () { + _this.fft = new FFT( SAMPLE_SIZE, SAMPLE_RATE ); + _this.signal = new Float32Array( SAMPLE_SIZE ); + _this.waveform = new Float32Array( SAMPLE_SIZE ); + _this.isLoaded = true; + _this.progress = 1; + _this.dancer.trigger( 'loaded' ); + } + }); + this.dancer.audio = this.audio; + } + + // Returns audio if SM already loaded -- otherwise, + // sets dancer instance's audio property after load + return this.audio; + }, + + play : function () { + this.audio.play(); + this.isPlaying = true; + }, + + pause : function () { + this.audio.pause(); + this.isPlaying = false; + }, + + setVolume : function ( volume ) { + this.audio.setVolume( volume * 100 ); + }, + + getVolume : function () { + return this.audio.volume / 100; + }, + + getProgress : function () { + return this.progress; + }, + + getWaveform : function () { + return this.waveform; + }, + + getSpectrum : function () { + return this.fft.spectrum; + }, + + getTime : function () { + return this.audio.position / 1000; + }, + + update : function () { + if ( !this.isPlaying && !this.isLoaded ) return; + this.wave_L = this.audio.waveformData.left; + this.wave_R = this.audio.waveformData.right; + var avg; + for ( var i = 0, j = this.wave_L.length; i < j; i++ ) { + avg = parseFloat(this.wave_L[ i ]) + parseFloat(this.wave_R[ i ]); + this.waveform[ 2 * i ] = avg / 2; + this.waveform[ i * 2 + 1 ] = avg / 2; + this.signal[ 2 * i ] = avg * CONVERSION_COEFFICIENT; + this.signal[ i * 2 + 1 ] = avg * CONVERSION_COEFFICIENT; + } + + this.fft.forward( this.signal ); + this.dancer.trigger( 'update' ); + } + }; + + function loadSM () { + var adapter = this; + smLoading = true; + loadScript( Dancer.options.flashJS, function () { + soundManager = new SoundManager(); + soundManager.flashVersion = 9; + soundManager.flash9Options.useWaveformData = true; + soundManager.useWaveformData = true; + soundManager.useHighPerformance = true; + soundManager.useFastPolling = true; + soundManager.multiShot = false; + soundManager.debugMode = false; + soundManager.debugFlash = false; + soundManager.url = Dancer.options.flashSWF; + soundManager.onready(function () { + smLoaded = true; + adapter.load(); + }); + soundManager.ontimeout(function(){ + console.error( 'Error loading SoundManager2.swf' ); + }); + soundManager.beginDelayedInit(); + }); + } + + function loadScript ( url, callback ) { + var + script = document.createElement( 'script' ), + appender = document.getElementsByTagName( 'script' )[0]; + script.type = 'text/javascript'; + script.src = url; + script.onload = callback; + appender.parentNode.insertBefore( script, appender ); + } + + Dancer.adapters.flash = adapter; + +})(); diff --git a/public/js/src/adapterMoz.js b/public/js/src/adapterMoz.js new file mode 100644 index 0000000..49e398c --- /dev/null +++ b/public/js/src/adapterMoz.js @@ -0,0 +1,97 @@ +(function() { + + var adapter = function ( dancer ) { + this.dancer = dancer; + this.audio = new Audio(); + }; + + adapter.prototype = { + + load : function ( _source ) { + var _this = this; + this.audio = _source; + + this.isLoaded = false; + this.progress = 0; + + if ( this.audio.readyState < 3 ) { + this.audio.addEventListener( 'loadedmetadata', function () { + getMetadata.call( _this ); + }, false); + } else { + getMetadata.call( _this ); + } + + this.audio.addEventListener( 'MozAudioAvailable', function ( e ) { + _this.update( e ); + }, false); + + this.audio.addEventListener( 'progress', function ( e ) { + if ( e.currentTarget.duration ) { + _this.progress = e.currentTarget.seekable.end( 0 ) / e.currentTarget.duration; + } + }, false); + + return this.audio; + }, + + play : function () { + this.audio.play(); + this.isPlaying = true; + }, + + pause : function () { + this.audio.pause(); + this.isPlaying = false; + }, + + setVolume : function ( volume ) { + this.audio.volume = volume; + }, + + getVolume : function () { + return this.audio.volume; + }, + + getProgress : function () { + return this.progress; + }, + + getWaveform : function () { + return this.signal; + }, + + getSpectrum : function () { + return this.fft.spectrum; + }, + + getTime : function () { + return this.audio.currentTime; + }, + + update : function ( e ) { + if ( !this.isPlaying || !this.isLoaded ) return; + + for ( var i = 0, j = this.fbLength / 2; i < j; i++ ) { + this.signal[ i ] = ( e.frameBuffer[ 2 * i ] + e.frameBuffer[ 2 * i + 1 ] ) / 2; + } + + this.fft.forward( this.signal ); + this.dancer.trigger( 'update' ); + } + }; + + function getMetadata () { + this.fbLength = this.audio.mozFrameBufferLength; + this.channels = this.audio.mozChannels; + this.rate = this.audio.mozSampleRate; + this.fft = new FFT( this.fbLength / this.channels, this.rate ); + this.signal = new Float32Array( this.fbLength / this.channels ); + this.isLoaded = true; + this.progress = 1; + this.dancer.trigger( 'loaded' ); + } + + Dancer.adapters.moz = adapter; + +})(); diff --git a/public/js/src/adapterWebkit.js b/public/js/src/adapterWebkit.js new file mode 100644 index 0000000..61d8f26 --- /dev/null +++ b/public/js/src/adapterWebkit.js @@ -0,0 +1,125 @@ +(function() { + var + SAMPLE_SIZE = 2048, + SAMPLE_RATE = 44100; + + var adapter = function ( dancer ) { + this.dancer = dancer; + this.audio = new Audio(); + this.context = window.AudioContext ? + new window.AudioContext() : + new window.webkitAudioContext(); + }; + + adapter.prototype = { + + load : function ( _source ) { + var _this = this; + this.audio = _source; + + this.isLoaded = false; + this.progress = 0; + + this.proc = this.context.createJavaScriptNode( SAMPLE_SIZE / 2, 1, 1 ); + this.proc.onaudioprocess = function ( e ) { + _this.update.call( _this, e ); + }; + this.gain = this.context.createGainNode(); + + this.fft = new FFT( SAMPLE_SIZE / 2, SAMPLE_RATE ); + this.signal = new Float32Array( SAMPLE_SIZE / 2 ); + + if ( this.audio.readyState < 3 ) { + this.audio.addEventListener( 'canplay', function () { + connectContext.call( _this ); + }); + } else { + connectContext.call( _this ); + } + + this.audio.addEventListener( 'progress', function ( e ) { + if ( e.currentTarget.duration ) { + try { + _this.progress = e.currentTarget.seekable.end( 0 ) / e.currentTarget.duration; + } catch(IndexSizeError) {} + } + }); + + return this.audio; + }, + + play : function () { + this.audio.play(); + this.isPlaying = true; + }, + + pause : function () { + this.audio.pause(); + this.isPlaying = false; + }, + + setVolume : function ( volume ) { + this.gain.gain.value = volume; + }, + + getVolume : function () { + return this.gain.gain.value; + }, + + getProgress : function() { + return this.progress; + }, + + getWaveform : function () { + return this.signal; + }, + + getSpectrum : function () { + return this.fft.spectrum; + }, + + getTime : function () { + return this.audio.currentTime; + }, + + update : function ( e ) { + if ( !this.isPlaying || !this.isLoaded ) return; + + var + buffers = [], + channels = e.inputBuffer.numberOfChannels, + resolution = SAMPLE_SIZE / channels, + sum = function ( prev, curr ) { + return prev[ i ] + curr[ i ]; + }, i; + + for ( i = channels; i--; ) { + buffers.push( e.inputBuffer.getChannelData( i ) ); + } + + for ( i = 0; i < resolution; i++ ) { + this.signal[ i ] = channels > 1 ? + buffers.reduce( sum ) / channels : + buffers[ 0 ][ i ]; + } + + this.fft.forward( this.signal ); + this.dancer.trigger( 'update' ); + } + }; + + function connectContext () { + this.source = this.context.createMediaElementSource( this.audio ); + this.source.connect( this.proc ); + this.source.connect( this.gain ); + this.gain.connect( this.context.destination ); + this.proc.connect( this.context.destination ); + + this.isLoaded = true; + this.progress = 1; + this.dancer.trigger( 'loaded' ); + } + + Dancer.adapters.webkit = adapter; + +})(); diff --git a/public/js/src/dancer.js b/public/js/src/dancer.js new file mode 100644 index 0000000..f10f42e --- /dev/null +++ b/public/js/src/dancer.js @@ -0,0 +1,192 @@ +(function() { + + var Dancer = function () { + this.audioAdapter = Dancer._getAdapter( this ); + this.events = {}; + this.sections = []; + this.bind( 'update', update ); + }; + + Dancer.version = '0.3.2'; + Dancer.adapters = {}; + + Dancer.prototype = { + + load : function ( source ) { + var path; + + // Loading an Audio element + if ( source instanceof HTMLElement ) { + this.source = source; + if ( Dancer.isSupported() === 'flash' ) { + this.source = { src: Dancer._getMP3SrcFromAudio( source ) }; + } + + // Loading an object with src, [codecs] + } else { + this.source = window.Audio ? new Audio() : {}; + this.source.src = Dancer._makeSupportedPath( source.src, source.codecs ); + } + + this.audio = this.audioAdapter.load( this.source ); + return this; + }, + + /* Controls */ + + play : function () { + this.audioAdapter.play(); + return this; + }, + + pause : function () { + this.audioAdapter.pause(); + return this; + }, + + setVolume : function ( volume ) { + this.audioAdapter.setVolume( volume ); + return this; + }, + + + /* Actions */ + + createKick : function ( options ) { + return new Dancer.Kick( this, options ); + }, + + bind : function ( name, callback ) { + if ( !this.events[ name ] ) { + this.events[ name ] = []; + } + this.events[ name ].push( callback ); + return this; + }, + + unbind : function ( name ) { + if ( this.events[ name ] ) { + delete this.events[ name ]; + } + return this; + }, + + trigger : function ( name ) { + var _this = this; + if ( this.events[ name ] ) { + this.events[ name ].forEach(function( callback ) { + callback.call( _this ); + }); + } + return this; + }, + + + /* Getters */ + + getVolume : function () { + return this.audioAdapter.getVolume(); + }, + + getProgress : function () { + return this.audioAdapter.getProgress(); + }, + + getTime : function () { + return this.audioAdapter.getTime(); + }, + + // Returns the magnitude of a frequency or average over a range of frequencies + getFrequency : function ( freq, endFreq ) { + var sum = 0; + if ( endFreq !== undefined ) { + for ( var i = freq; i <= endFreq; i++ ) { + sum += this.getSpectrum()[ i ]; + } + return sum / ( endFreq - freq + 1 ); + } else { + return this.getSpectrum()[ freq ]; + } + }, + + getWaveform : function () { + return this.audioAdapter.getWaveform(); + }, + + getSpectrum : function () { + return this.audioAdapter.getSpectrum(); + }, + + isLoaded : function () { + return this.audioAdapter.isLoaded; + }, + + isPlaying : function () { + return this.audioAdapter.isPlaying; + }, + + + /* Sections */ + + after : function ( time, callback ) { + var _this = this; + this.sections.push({ + condition : function () { + return _this.getTime() > time; + }, + callback : callback + }); + return this; + }, + + before : function ( time, callback ) { + var _this = this; + this.sections.push({ + condition : function () { + return _this.getTime() < time; + }, + callback : callback + }); + return this; + }, + + between : function ( startTime, endTime, callback ) { + var _this = this; + this.sections.push({ + condition : function () { + return _this.getTime() > startTime && _this.getTime() < endTime; + }, + callback : callback + }); + return this; + }, + + onceAt : function ( time, callback ) { + var + _this = this, + thisSection = null; + this.sections.push({ + condition : function () { + return _this.getTime() > time && !this.called; + }, + callback : function () { + callback.call( this ); + thisSection.called = true; + }, + called : false + }); + // Baking the section in the closure due to callback's this being the dancer instance + thisSection = this.sections[ this.sections.length - 1 ]; + return this; + } + }; + + function update () { + for ( var i in this.sections ) { + if ( this.sections[ i ].condition() ) + this.sections[ i ].callback.call( this ); + } + } + + window.Dancer = Dancer; +})(); diff --git a/public/js/src/kick.js b/public/js/src/kick.js new file mode 100644 index 0000000..1c5b01f --- /dev/null +++ b/public/js/src/kick.js @@ -0,0 +1,70 @@ +(function ( undefined ) { + var Kick = function ( dancer, o ) { + o = o || {}; + this.dancer = dancer; + this.frequency = o.frequency !== undefined ? o.frequency : [ 0, 10 ]; + this.threshold = o.threshold !== undefined ? o.threshold : 0.3; + this.decay = o.decay !== undefined ? o.decay : 0.02; + this.onKick = o.onKick; + this.offKick = o.offKick; + this.isOn = false; + this.currentThreshold = this.threshold; + + var _this = this; + this.dancer.bind( 'update', function () { + _this.onUpdate(); + }); + }; + + Kick.prototype = { + on : function () { + this.isOn = true; + return this; + }, + off : function () { + this.isOn = false; + return this; + }, + + set : function ( o ) { + o = o || {}; + this.frequency = o.frequency !== undefined ? o.frequency : this.frequency; + this.threshold = o.threshold !== undefined ? o.threshold : this.threshold; + this.decay = o.decay !== undefined ? o.decay : this.decay; + this.onKick = o.onKick || this.onKick; + this.offKick = o.offKick || this.offKick; + }, + + onUpdate : function () { + if ( !this.isOn ) { return; } + var magnitude = this.maxAmplitude( this.frequency ); + if ( magnitude >= this.currentThreshold && + magnitude >= this.threshold ) { + this.currentThreshold = magnitude; + this.onKick && this.onKick.call( this.dancer, magnitude ); + } else { + this.offKick && this.offKick.call( this.dancer, magnitude ); + this.currentThreshold -= this.decay; + } + }, + maxAmplitude : function ( frequency ) { + var + max = 0, + fft = this.dancer.getSpectrum(); + + // Sloppy array check + if ( !frequency.length ) { + return frequency < fft.length ? + fft[ ~~frequency ] : + null; + } + + for ( var i = frequency[ 0 ], l = frequency[ 1 ]; i <= l; i++ ) { + if ( fft[ i ] > max ) { max = fft[ i ]; } + } + return max; + } + }; + + window.Dancer.Kick = Kick; +})(); diff --git a/public/js/src/support.js b/public/js/src/support.js new file mode 100644 index 0000000..6f5aa3a --- /dev/null +++ b/public/js/src/support.js @@ -0,0 +1,94 @@ +(function ( Dancer ) { + + var CODECS = { + 'mp3' : 'audio/mpeg;', + 'ogg' : 'audio/ogg; codecs="vorbis"', + 'wav' : 'audio/wav; codecs="1"', + 'aac' : 'audio/mp4; codecs="mp4a.40.2"' + }, + audioEl = document.createElement( 'audio' ); + + Dancer.options = {}; + + Dancer.setOptions = function ( o ) { + for ( var option in o ) { + if ( o.hasOwnProperty( option ) ) { + Dancer.options[ option ] = o[ option ]; + } + } + }; + + Dancer.isSupported = function () { + if ( !window.Float32Array || !window.Uint32Array ) { + return null; + } else if ( !isUnsupportedSafari() && ( window.AudioContext || window.webkitAudioContext )) { + return 'webaudio'; + } else if ( audioEl && audioEl.mozSetup ) { + return 'audiodata'; + } else if ( FlashDetect.versionAtLeast( 9 ) ) { + return 'flash'; + } else { + return ''; + } + }; + + Dancer.canPlay = function ( type ) { + var canPlay = audioEl.canPlayType; + return !!( + Dancer.isSupported() === 'flash' ? + type.toLowerCase() === 'mp3' : + audioEl.canPlayType && + audioEl.canPlayType( CODECS[ type.toLowerCase() ] ).replace( /no/, '')); + }; + + Dancer.addPlugin = function ( name, fn ) { + if ( Dancer.prototype[ name ] === undefined ) { + Dancer.prototype[ name ] = fn; + } + }; + + Dancer._makeSupportedPath = function ( source, codecs ) { + if ( !codecs ) { return source; } + + for ( var i = 0; i < codecs.length; i++ ) { + if ( Dancer.canPlay( codecs[ i ] ) ) { + return source + '.' + codecs[ i ]; + } + } + return source; + }; + + Dancer._getAdapter = function ( instance ) { + switch ( Dancer.isSupported() ) { + case 'webaudio': + return new Dancer.adapters.webkit( instance ); + case 'audiodata': + return new Dancer.adapters.moz( instance ); + case 'flash': + return new Dancer.adapters.flash( instance ); + default: + return null; + } + }; + + Dancer._getMP3SrcFromAudio = function ( audioEl ) { + var sources = audioEl.children; + if ( audioEl.src ) { return audioEl.src; } + for ( var i = sources.length; i--; ) { + if (( sources[ i ].type || '' ).match( /audio\/mpeg/ )) return sources[ i ].src; + } + return null; + }; + + // Browser detection is lame, but Safari 6 has Web Audio API, + // but does not support processing audio from a Media Element Source + // https://gist.github.com/3265344 + function isUnsupportedSafari () { + var + isApple = !!( navigator.vendor || '' ).match( /Apple/ ), + version = navigator.userAgent.match( /Version\/([^ ]*)/ ); + version = version ? parseFloat( version[ 1 ] ) : 0; + return isApple && version <= 6; + } + +})( window.Dancer ); diff --git a/readme.md b/readme.md index f66921e..d97ccad 100644 --- a/readme.md +++ b/readme.md @@ -31,9 +31,9 @@ tl;dr of these is that they make two very important things (music playing while Alpha + Beta ---- -The staging area (beta) for changes due for live is at https://r-a-d.io/beta/ +The staging area (beta) for changes due for live is at https://r-a-d.io/dev/ -The development area (unstable, will often be a 500 error) is at https://r-a-d.io/dev/public/ +The development area (unstable, will often be a 500 error) is at http://radio.hiroto.eu/ Issues @@ -46,54 +46,13 @@ To contact the dev(s), ping Hiroto on IRC (#R/a/dio @ irc.rizon.net) or on Twitt Installing ---------- -If you want to work on this, you'll need `php5`, a webserver and `php5-mcrypt`. - -R/a/dio uses php5-fpm and nginx. Here's one of our `server {}` blocks: - -``` -# Beta Server. -server { - listen 5672; - root /radio/www/r-a-d.io/beta/public; - index index.php index.html; - - error_log /radio/www/logs/r-a-d.io/beta/error.log; - access_log /radio/www/logs/r-a-d.io/beta/access.log; - - location / { - try_files $uri $uri/ /index.php?$uri =404; - } - - # php5-fpm fastcgi pass. - location ~ \.php$ { - fastcgi_split_path_info ^((?U).+\.php)(/?.+)$; - fastcgi_pass unix:/var/run/php5-fpm.sock; - fastcgi_intercept_errors off; - fastcgi_param SCRIPT_FILENAME $document_root$fastcgi_script_name; - include fastcgi_params; - } - -} - - -``` - - -You will also need [Composer](http://getcomposer.org/). Clone the repo, enter the directory, and run: - -```php - curl -sS https://getcomposer.org/installer | php -``` - -This will install a `composer.phar` file to the current directory: - - ./composer.phar install - -Note: if you get errors about disabled functions, enable them. For any other errors, make sure the branch you are on passes the travis-ci tests. - - - +1. Install [Vagrant][vagrant] and [VirtualBox][vbox] +2. clone this repository +3. `vagrant up` inside the repository +4. `vagrant ssh` into the VM +5. `cd /vagrant` and `bash install.sh` +R/a/dio is now running at http://localhost:8080 Credits @@ -104,7 +63,6 @@ The original creators of the r/a/dio site are [@Bevinsky](https://github.com/Bev Occasional theme-hacker and freedom-hater is [@9001](https://github.com/9001) (aka Tripflag, ed) - ## Laravel PHP Framework [![Latest Stable Version](https://poser.pugx.org/laravel/framework/version.png)](https://packagist.org/packages/laravel/framework) [![Total Downloads](https://poser.pugx.org/laravel/framework/d/total.png)](https://packagist.org/packages/laravel/framework) [![Build Status](https://travis-ci.org/laravel/framework.png)](https://travis-ci.org/laravel/framework) @@ -112,5 +70,10 @@ The Laravel framework is open-sourced software licensed under the [MIT license]( ## License -R/a/dio is licensed under the [MIT License](http://opensource.org/licenses/MIT). +R/a/dio is licensed under the [MIT License](http://opensource.org/licenses/MIT). Optionally you can use the [BSD 2-Clause License](http://opensource.org/licenses/BSD-2-Clause) + + + +[vagrant]: https://www.vagrantup.com +[vbox]: https://virtualbox.org