From 9c304188620f4c6dbfa8f24abb5bb6a1d9f94438 Mon Sep 17 00:00:00 2001 From: Brian Peiris <brianpeiris@gmail.com> Date: Mon, 29 Jan 2018 17:38:07 +0000 Subject: [PATCH] Use aframe from aframe-xr. Hide environment in AR --- package.json | 1 + src/assets/aframe.js | 82045 +++++++++++++++++++++++++++++++++++++++++ src/room.js | 2 +- src/utils/webgl.js | 1 - templates/room.hbs | 7 + yarn.lock | 10 + 6 files changed, 82064 insertions(+), 2 deletions(-) create mode 100644 src/assets/aframe.js diff --git a/package.json b/package.json index f8bfd556c..fdee8b0ba 100644 --- a/package.json +++ b/package.json @@ -14,6 +14,7 @@ "aframe-extras": "^3.12.4", "aframe-input-mapping-component": "https://github.com/johnshaughnessy/aframe-input-mapping-component#23e2855", "aframe-teleport-controls": "https://github.com/netpro2k/aframe-teleport-controls#feature/teleport-origin", + "aframe-xr": "^0.0.8", "extract-text-webpack-plugin": "^3.0.2", "material-design-lite": "^1.3.0", "minijanus": "^0.1.6", diff --git a/src/assets/aframe.js b/src/assets/aframe.js new file mode 100644 index 000000000..b49e048c6 --- /dev/null +++ b/src/assets/aframe.js @@ -0,0 +1,82045 @@ +(function(f){if(typeof exports==="object"&&typeof module!=="undefined"){module.exports=f()}else if(typeof define==="function"&&define.amd){define([],f)}else{var g;if(typeof window!=="undefined"){g=window}else if(typeof global!=="undefined"){g=global}else if(typeof self!=="undefined"){g=self}else{g=this}g.AFRAME = f()}})(function(){var define,module,exports;return (function e(t,n,r){function s(o,u){if(!n[o]){if(!t[o]){var a=typeof require=="function"&&require;if(!u&&a)return a(o,!0);if(i)return i(o,!0);var f=new Error("Cannot find module '"+o+"'");throw f.code="MODULE_NOT_FOUND",f}var l=n[o]={exports:{}};t[o][0].call(l.exports,function(e){var n=t[o][1][e];return s(n?n:e)},l,l.exports,e,t,n,r)}return n[o].exports}var i=typeof require=="function"&&require;for(var o=0;o<r.length;o++)s(r[o]);return s})({1:[function(_dereq_,module,exports){ +(function (process){ +/** + * Tween.js - Licensed under the MIT license + * https://github.com/tweenjs/tween.js + * ---------------------------------------------- + * + * See https://github.com/tweenjs/tween.js/graphs/contributors for the full list of contributors. + * Thank you all, you're awesome! + */ + + +var _Group = function () { + this._tweens = {}; + this._tweensAddedDuringUpdate = {}; +}; + +_Group.prototype = { + getAll: function () { + + return Object.keys(this._tweens).map(function (tweenId) { + return this._tweens[tweenId]; + }.bind(this)); + + }, + + removeAll: function () { + + this._tweens = {}; + + }, + + add: function (tween) { + + this._tweens[tween.getId()] = tween; + this._tweensAddedDuringUpdate[tween.getId()] = tween; + + }, + + remove: function (tween) { + + delete this._tweens[tween.getId()]; + delete this._tweensAddedDuringUpdate[tween.getId()]; + + }, + + update: function (time, preserve) { + + var tweenIds = Object.keys(this._tweens); + + if (tweenIds.length === 0) { + return false; + } + + time = time !== undefined ? time : TWEEN.now(); + + // Tweens are updated in "batches". If you add a new tween during an update, then the + // new tween will be updated in the next batch. + // If you remove a tween during an update, it will normally still be updated. However, + // if the removed tween was added during the current batch, then it will not be updated. + while (tweenIds.length > 0) { + this._tweensAddedDuringUpdate = {}; + + for (var i = 0; i < tweenIds.length; i++) { + + if (this._tweens[tweenIds[i]].update(time) === false) { + this._tweens[tweenIds[i]]._isPlaying = false; + + if (!preserve) { + delete this._tweens[tweenIds[i]]; + } + } + } + + tweenIds = Object.keys(this._tweensAddedDuringUpdate); + } + + return true; + + } +}; + +var TWEEN = new _Group(); + +TWEEN.Group = _Group; +TWEEN._nextId = 0; +TWEEN.nextId = function () { + return TWEEN._nextId++; +}; + + +// Include a performance.now polyfill. +// In node.js, use process.hrtime. +if (typeof (window) === 'undefined' && typeof (process) !== 'undefined') { + TWEEN.now = function () { + var time = process.hrtime(); + + // Convert [seconds, nanoseconds] to milliseconds. + return time[0] * 1000 + time[1] / 1000000; + }; +} +// In a browser, use window.performance.now if it is available. +else if (typeof (window) !== 'undefined' && + window.performance !== undefined && + window.performance.now !== undefined) { + // This must be bound, because directly assigning this function + // leads to an invocation exception in Chrome. + TWEEN.now = window.performance.now.bind(window.performance); +} +// Use Date.now if it is available. +else if (Date.now !== undefined) { + TWEEN.now = Date.now; +} +// Otherwise, use 'new Date().getTime()'. +else { + TWEEN.now = function () { + return new Date().getTime(); + }; +} + + +TWEEN.Tween = function (object, group) { + this._object = object; + this._valuesStart = {}; + this._valuesEnd = {}; + this._valuesStartRepeat = {}; + this._duration = 1000; + this._repeat = 0; + this._repeatDelayTime = undefined; + this._yoyo = false; + this._isPlaying = false; + this._reversed = false; + this._delayTime = 0; + this._startTime = null; + this._easingFunction = TWEEN.Easing.Linear.None; + this._interpolationFunction = TWEEN.Interpolation.Linear; + this._chainedTweens = []; + this._onStartCallback = null; + this._onStartCallbackFired = false; + this._onUpdateCallback = null; + this._onCompleteCallback = null; + this._onStopCallback = null; + this._group = group || TWEEN; + this._id = TWEEN.nextId(); + +}; + +TWEEN.Tween.prototype = { + getId: function getId() { + return this._id; + }, + + isPlaying: function isPlaying() { + return this._isPlaying; + }, + + to: function to(properties, duration) { + + this._valuesEnd = properties; + + if (duration !== undefined) { + this._duration = duration; + } + + return this; + + }, + + start: function start(time) { + + this._group.add(this); + + this._isPlaying = true; + + this._onStartCallbackFired = false; + + this._startTime = time !== undefined ? time : TWEEN.now(); + this._startTime += this._delayTime; + + for (var property in this._valuesEnd) { + + // Check if an Array was provided as property value + if (this._valuesEnd[property] instanceof Array) { + + if (this._valuesEnd[property].length === 0) { + continue; + } + + // Create a local copy of the Array with the start value at the front + this._valuesEnd[property] = [this._object[property]].concat(this._valuesEnd[property]); + + } + + // If `to()` specifies a property that doesn't exist in the source object, + // we should not set that property in the object + if (this._object[property] === undefined) { + continue; + } + + // Save the starting value. + this._valuesStart[property] = this._object[property]; + + if ((this._valuesStart[property] instanceof Array) === false) { + this._valuesStart[property] *= 1.0; // Ensures we're using numbers, not strings + } + + this._valuesStartRepeat[property] = this._valuesStart[property] || 0; + + } + + return this; + + }, + + stop: function stop() { + + if (!this._isPlaying) { + return this; + } + + this._group.remove(this); + this._isPlaying = false; + + if (this._onStopCallback !== null) { + this._onStopCallback.call(this._object, this._object); + } + + this.stopChainedTweens(); + return this; + + }, + + end: function end() { + + this.update(this._startTime + this._duration); + return this; + + }, + + stopChainedTweens: function stopChainedTweens() { + + for (var i = 0, numChainedTweens = this._chainedTweens.length; i < numChainedTweens; i++) { + this._chainedTweens[i].stop(); + } + + }, + + delay: function delay(amount) { + + this._delayTime = amount; + return this; + + }, + + repeat: function repeat(times) { + + this._repeat = times; + return this; + + }, + + repeatDelay: function repeatDelay(amount) { + + this._repeatDelayTime = amount; + return this; + + }, + + yoyo: function yoyo(yoyo) { + + this._yoyo = yoyo; + return this; + + }, + + easing: function easing(easing) { + + this._easingFunction = easing; + return this; + + }, + + interpolation: function interpolation(interpolation) { + + this._interpolationFunction = interpolation; + return this; + + }, + + chain: function chain() { + + this._chainedTweens = arguments; + return this; + + }, + + onStart: function onStart(callback) { + + this._onStartCallback = callback; + return this; + + }, + + onUpdate: function onUpdate(callback) { + + this._onUpdateCallback = callback; + return this; + + }, + + onComplete: function onComplete(callback) { + + this._onCompleteCallback = callback; + return this; + + }, + + onStop: function onStop(callback) { + + this._onStopCallback = callback; + return this; + + }, + + update: function update(time) { + + var property; + var elapsed; + var value; + + if (time < this._startTime) { + return true; + } + + if (this._onStartCallbackFired === false) { + + if (this._onStartCallback !== null) { + this._onStartCallback.call(this._object, this._object); + } + + this._onStartCallbackFired = true; + } + + elapsed = (time - this._startTime) / this._duration; + elapsed = elapsed > 1 ? 1 : elapsed; + + value = this._easingFunction(elapsed); + + for (property in this._valuesEnd) { + + // Don't update properties that do not exist in the source object + if (this._valuesStart[property] === undefined) { + continue; + } + + var start = this._valuesStart[property] || 0; + var end = this._valuesEnd[property]; + + if (end instanceof Array) { + + this._object[property] = this._interpolationFunction(end, value); + + } else { + + // Parses relative end values with start as base (e.g.: +10, -3) + if (typeof (end) === 'string') { + + if (end.charAt(0) === '+' || end.charAt(0) === '-') { + end = start + parseFloat(end); + } else { + end = parseFloat(end); + } + } + + // Protect against non numeric properties. + if (typeof (end) === 'number') { + this._object[property] = start + (end - start) * value; + } + + } + + } + + if (this._onUpdateCallback !== null) { + this._onUpdateCallback.call(this._object, value); + } + + if (elapsed === 1) { + + if (this._repeat > 0) { + + if (isFinite(this._repeat)) { + this._repeat--; + } + + // Reassign starting values, restart by making startTime = now + for (property in this._valuesStartRepeat) { + + if (typeof (this._valuesEnd[property]) === 'string') { + this._valuesStartRepeat[property] = this._valuesStartRepeat[property] + parseFloat(this._valuesEnd[property]); + } + + if (this._yoyo) { + var tmp = this._valuesStartRepeat[property]; + + this._valuesStartRepeat[property] = this._valuesEnd[property]; + this._valuesEnd[property] = tmp; + } + + this._valuesStart[property] = this._valuesStartRepeat[property]; + + } + + if (this._yoyo) { + this._reversed = !this._reversed; + } + + if (this._repeatDelayTime !== undefined) { + this._startTime = time + this._repeatDelayTime; + } else { + this._startTime = time + this._delayTime; + } + + return true; + + } else { + + if (this._onCompleteCallback !== null) { + + this._onCompleteCallback.call(this._object, this._object); + } + + for (var i = 0, numChainedTweens = this._chainedTweens.length; i < numChainedTweens; i++) { + // Make the chained tweens start exactly at the time they should, + // even if the `update()` method was called way past the duration of the tween + this._chainedTweens[i].start(this._startTime + this._duration); + } + + return false; + + } + + } + + return true; + + } +}; + + +TWEEN.Easing = { + + Linear: { + + None: function (k) { + + return k; + + } + + }, + + Quadratic: { + + In: function (k) { + + return k * k; + + }, + + Out: function (k) { + + return k * (2 - k); + + }, + + InOut: function (k) { + + if ((k *= 2) < 1) { + return 0.5 * k * k; + } + + return - 0.5 * (--k * (k - 2) - 1); + + } + + }, + + Cubic: { + + In: function (k) { + + return k * k * k; + + }, + + Out: function (k) { + + return --k * k * k + 1; + + }, + + InOut: function (k) { + + if ((k *= 2) < 1) { + return 0.5 * k * k * k; + } + + return 0.5 * ((k -= 2) * k * k + 2); + + } + + }, + + Quartic: { + + In: function (k) { + + return k * k * k * k; + + }, + + Out: function (k) { + + return 1 - (--k * k * k * k); + + }, + + InOut: function (k) { + + if ((k *= 2) < 1) { + return 0.5 * k * k * k * k; + } + + return - 0.5 * ((k -= 2) * k * k * k - 2); + + } + + }, + + Quintic: { + + In: function (k) { + + return k * k * k * k * k; + + }, + + Out: function (k) { + + return --k * k * k * k * k + 1; + + }, + + InOut: function (k) { + + if ((k *= 2) < 1) { + return 0.5 * k * k * k * k * k; + } + + return 0.5 * ((k -= 2) * k * k * k * k + 2); + + } + + }, + + Sinusoidal: { + + In: function (k) { + + return 1 - Math.cos(k * Math.PI / 2); + + }, + + Out: function (k) { + + return Math.sin(k * Math.PI / 2); + + }, + + InOut: function (k) { + + return 0.5 * (1 - Math.cos(Math.PI * k)); + + } + + }, + + Exponential: { + + In: function (k) { + + return k === 0 ? 0 : Math.pow(1024, k - 1); + + }, + + Out: function (k) { + + return k === 1 ? 1 : 1 - Math.pow(2, - 10 * k); + + }, + + InOut: function (k) { + + if (k === 0) { + return 0; + } + + if (k === 1) { + return 1; + } + + if ((k *= 2) < 1) { + return 0.5 * Math.pow(1024, k - 1); + } + + return 0.5 * (- Math.pow(2, - 10 * (k - 1)) + 2); + + } + + }, + + Circular: { + + In: function (k) { + + return 1 - Math.sqrt(1 - k * k); + + }, + + Out: function (k) { + + return Math.sqrt(1 - (--k * k)); + + }, + + InOut: function (k) { + + if ((k *= 2) < 1) { + return - 0.5 * (Math.sqrt(1 - k * k) - 1); + } + + return 0.5 * (Math.sqrt(1 - (k -= 2) * k) + 1); + + } + + }, + + Elastic: { + + In: function (k) { + + if (k === 0) { + return 0; + } + + if (k === 1) { + return 1; + } + + return -Math.pow(2, 10 * (k - 1)) * Math.sin((k - 1.1) * 5 * Math.PI); + + }, + + Out: function (k) { + + if (k === 0) { + return 0; + } + + if (k === 1) { + return 1; + } + + return Math.pow(2, -10 * k) * Math.sin((k - 0.1) * 5 * Math.PI) + 1; + + }, + + InOut: function (k) { + + if (k === 0) { + return 0; + } + + if (k === 1) { + return 1; + } + + k *= 2; + + if (k < 1) { + return -0.5 * Math.pow(2, 10 * (k - 1)) * Math.sin((k - 1.1) * 5 * Math.PI); + } + + return 0.5 * Math.pow(2, -10 * (k - 1)) * Math.sin((k - 1.1) * 5 * Math.PI) + 1; + + } + + }, + + Back: { + + In: function (k) { + + var s = 1.70158; + + return k * k * ((s + 1) * k - s); + + }, + + Out: function (k) { + + var s = 1.70158; + + return --k * k * ((s + 1) * k + s) + 1; + + }, + + InOut: function (k) { + + var s = 1.70158 * 1.525; + + if ((k *= 2) < 1) { + return 0.5 * (k * k * ((s + 1) * k - s)); + } + + return 0.5 * ((k -= 2) * k * ((s + 1) * k + s) + 2); + + } + + }, + + Bounce: { + + In: function (k) { + + return 1 - TWEEN.Easing.Bounce.Out(1 - k); + + }, + + Out: function (k) { + + if (k < (1 / 2.75)) { + return 7.5625 * k * k; + } else if (k < (2 / 2.75)) { + return 7.5625 * (k -= (1.5 / 2.75)) * k + 0.75; + } else if (k < (2.5 / 2.75)) { + return 7.5625 * (k -= (2.25 / 2.75)) * k + 0.9375; + } else { + return 7.5625 * (k -= (2.625 / 2.75)) * k + 0.984375; + } + + }, + + InOut: function (k) { + + if (k < 0.5) { + return TWEEN.Easing.Bounce.In(k * 2) * 0.5; + } + + return TWEEN.Easing.Bounce.Out(k * 2 - 1) * 0.5 + 0.5; + + } + + } + +}; + +TWEEN.Interpolation = { + + Linear: function (v, k) { + + var m = v.length - 1; + var f = m * k; + var i = Math.floor(f); + var fn = TWEEN.Interpolation.Utils.Linear; + + if (k < 0) { + return fn(v[0], v[1], f); + } + + if (k > 1) { + return fn(v[m], v[m - 1], m - f); + } + + return fn(v[i], v[i + 1 > m ? m : i + 1], f - i); + + }, + + Bezier: function (v, k) { + + var b = 0; + var n = v.length - 1; + var pw = Math.pow; + var bn = TWEEN.Interpolation.Utils.Bernstein; + + for (var i = 0; i <= n; i++) { + b += pw(1 - k, n - i) * pw(k, i) * v[i] * bn(n, i); + } + + return b; + + }, + + CatmullRom: function (v, k) { + + var m = v.length - 1; + var f = m * k; + var i = Math.floor(f); + var fn = TWEEN.Interpolation.Utils.CatmullRom; + + if (v[0] === v[m]) { + + if (k < 0) { + i = Math.floor(f = m * (1 + k)); + } + + return fn(v[(i - 1 + m) % m], v[i], v[(i + 1) % m], v[(i + 2) % m], f - i); + + } else { + + if (k < 0) { + return v[0] - (fn(v[0], v[0], v[1], v[1], -f) - v[0]); + } + + if (k > 1) { + return v[m] - (fn(v[m], v[m], v[m - 1], v[m - 1], f - m) - v[m]); + } + + return fn(v[i ? i - 1 : 0], v[i], v[m < i + 1 ? m : i + 1], v[m < i + 2 ? m : i + 2], f - i); + + } + + }, + + Utils: { + + Linear: function (p0, p1, t) { + + return (p1 - p0) * t + p0; + + }, + + Bernstein: function (n, i) { + + var fc = TWEEN.Interpolation.Utils.Factorial; + + return fc(n) / fc(i) / fc(n - i); + + }, + + Factorial: (function () { + + var a = [1]; + + return function (n) { + + var s = 1; + + if (a[n]) { + return a[n]; + } + + for (var i = n; i > 1; i--) { + s *= i; + } + + a[n] = s; + return s; + + }; + + })(), + + CatmullRom: 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; + + } + + } + +}; + +// UMD (Universal Module Definition) +(function (root) { + + if (typeof define === 'function' && define.amd) { + + // AMD + define([], function () { + return TWEEN; + }); + + } else if (typeof module !== 'undefined' && typeof exports === 'object') { + + // Node.js + module.exports = TWEEN; + + } else if (root !== undefined) { + + // Global variable + root.TWEEN = TWEEN; + + } + +})(this); + +}).call(this,_dereq_('_process')) + +},{"_process":6}],2:[function(_dereq_,module,exports){ +var str = Object.prototype.toString + +module.exports = anArray + +function anArray(arr) { + return ( + arr.BYTES_PER_ELEMENT + && str.call(arr.buffer) === '[object ArrayBuffer]' + || Array.isArray(arr) + ) +} + +},{}],3:[function(_dereq_,module,exports){ +module.exports = function numtype(num, def) { + return typeof num === 'number' + ? num + : (typeof def === 'number' ? def : 0) +} +},{}],4:[function(_dereq_,module,exports){ +'use strict' + +exports.byteLength = byteLength +exports.toByteArray = toByteArray +exports.fromByteArray = fromByteArray + +var lookup = [] +var revLookup = [] +var Arr = typeof Uint8Array !== 'undefined' ? Uint8Array : Array + +var code = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/' +for (var i = 0, len = code.length; i < len; ++i) { + lookup[i] = code[i] + revLookup[code.charCodeAt(i)] = i +} + +revLookup['-'.charCodeAt(0)] = 62 +revLookup['_'.charCodeAt(0)] = 63 + +function placeHoldersCount (b64) { + var len = b64.length + if (len % 4 > 0) { + throw new Error('Invalid string. Length must be a multiple of 4') + } + + // the number of equal signs (place holders) + // if there are two placeholders, than the two characters before it + // represent one byte + // if there is only one, then the three characters before it represent 2 bytes + // this is just a cheap hack to not do indexOf twice + return b64[len - 2] === '=' ? 2 : b64[len - 1] === '=' ? 1 : 0 +} + +function byteLength (b64) { + // base64 is 4/3 + up to two characters of the original data + return (b64.length * 3 / 4) - placeHoldersCount(b64) +} + +function toByteArray (b64) { + var i, l, tmp, placeHolders, arr + var len = b64.length + placeHolders = placeHoldersCount(b64) + + arr = new Arr((len * 3 / 4) - placeHolders) + + // if there are placeholders, only get up to the last complete 4 chars + l = placeHolders > 0 ? len - 4 : len + + var L = 0 + + for (i = 0; i < l; i += 4) { + tmp = (revLookup[b64.charCodeAt(i)] << 18) | (revLookup[b64.charCodeAt(i + 1)] << 12) | (revLookup[b64.charCodeAt(i + 2)] << 6) | revLookup[b64.charCodeAt(i + 3)] + arr[L++] = (tmp >> 16) & 0xFF + arr[L++] = (tmp >> 8) & 0xFF + arr[L++] = tmp & 0xFF + } + + if (placeHolders === 2) { + tmp = (revLookup[b64.charCodeAt(i)] << 2) | (revLookup[b64.charCodeAt(i + 1)] >> 4) + arr[L++] = tmp & 0xFF + } else if (placeHolders === 1) { + tmp = (revLookup[b64.charCodeAt(i)] << 10) | (revLookup[b64.charCodeAt(i + 1)] << 4) | (revLookup[b64.charCodeAt(i + 2)] >> 2) + arr[L++] = (tmp >> 8) & 0xFF + arr[L++] = tmp & 0xFF + } + + return arr +} + +function tripletToBase64 (num) { + return lookup[num >> 18 & 0x3F] + lookup[num >> 12 & 0x3F] + lookup[num >> 6 & 0x3F] + lookup[num & 0x3F] +} + +function encodeChunk (uint8, start, end) { + var tmp + var output = [] + for (var i = start; i < end; i += 3) { + tmp = (uint8[i] << 16) + (uint8[i + 1] << 8) + (uint8[i + 2]) + output.push(tripletToBase64(tmp)) + } + return output.join('') +} + +function fromByteArray (uint8) { + var tmp + var len = uint8.length + var extraBytes = len % 3 // if we have 1 byte left, pad 2 bytes + var output = '' + var parts = [] + var maxChunkLength = 16383 // must be multiple of 3 + + // go through the array every three bytes, we'll deal with trailing stuff later + for (var i = 0, len2 = len - extraBytes; i < len2; i += maxChunkLength) { + parts.push(encodeChunk(uint8, i, (i + maxChunkLength) > len2 ? len2 : (i + maxChunkLength))) + } + + // pad the end with zeros, but make sure to not forget the extra bytes + if (extraBytes === 1) { + tmp = uint8[len - 1] + output += lookup[tmp >> 2] + output += lookup[(tmp << 4) & 0x3F] + output += '==' + } else if (extraBytes === 2) { + tmp = (uint8[len - 2] << 8) + (uint8[len - 1]) + output += lookup[tmp >> 10] + output += lookup[(tmp >> 4) & 0x3F] + output += lookup[(tmp << 2) & 0x3F] + output += '=' + } + + parts.push(output) + + return parts.join('') +} + +},{}],5:[function(_dereq_,module,exports){ +'use strict'; +// For more information about browser field, check out the browser field at https://github.com/substack/browserify-handbook#browser-field. + +module.exports = { + // Create a <link> tag with optional data attributes + createLink: function(href, attributes) { + var head = document.head || document.getElementsByTagName('head')[0]; + var link = document.createElement('link'); + + link.href = href; + link.rel = 'stylesheet'; + + for (var key in attributes) { + if ( ! attributes.hasOwnProperty(key)) { + continue; + } + var value = attributes[key]; + link.setAttribute('data-' + key, value); + } + + head.appendChild(link); + }, + // Create a <style> tag with optional data attributes + createStyle: function(cssText, attributes) { + var head = document.head || document.getElementsByTagName('head')[0], + style = document.createElement('style'); + + style.type = 'text/css'; + + for (var key in attributes) { + if ( ! attributes.hasOwnProperty(key)) { + continue; + } + var value = attributes[key]; + style.setAttribute('data-' + key, value); + } + + if (style.sheet) { // for jsdom and IE9+ + style.innerHTML = cssText; + style.sheet.cssText = cssText; + head.appendChild(style); + } else if (style.styleSheet) { // for IE8 and below + head.appendChild(style); + style.styleSheet.cssText = cssText; + } else { // for Chrome, Firefox, and Safari + style.appendChild(document.createTextNode(cssText)); + head.appendChild(style); + } + } +}; + +},{}],6:[function(_dereq_,module,exports){ +// shim for using process in browser +var process = module.exports = {}; + +// cached from whatever global is present so that test runners that stub it +// don't break things. But we need to wrap it in a try catch in case it is +// wrapped in strict mode code which doesn't define any globals. It's inside a +// function because try/catches deoptimize in certain engines. + +var cachedSetTimeout; +var cachedClearTimeout; + +function defaultSetTimout() { + throw new Error('setTimeout has not been defined'); +} +function defaultClearTimeout () { + throw new Error('clearTimeout has not been defined'); +} +(function () { + try { + if (typeof setTimeout === 'function') { + cachedSetTimeout = setTimeout; + } else { + cachedSetTimeout = defaultSetTimout; + } + } catch (e) { + cachedSetTimeout = defaultSetTimout; + } + try { + if (typeof clearTimeout === 'function') { + cachedClearTimeout = clearTimeout; + } else { + cachedClearTimeout = defaultClearTimeout; + } + } catch (e) { + cachedClearTimeout = defaultClearTimeout; + } +} ()) +function runTimeout(fun) { + if (cachedSetTimeout === setTimeout) { + //normal enviroments in sane situations + return setTimeout(fun, 0); + } + // if setTimeout wasn't available but was latter defined + if ((cachedSetTimeout === defaultSetTimout || !cachedSetTimeout) && setTimeout) { + cachedSetTimeout = setTimeout; + return setTimeout(fun, 0); + } + try { + // when when somebody has screwed with setTimeout but no I.E. maddness + return cachedSetTimeout(fun, 0); + } catch(e){ + try { + // When we are in I.E. but the script has been evaled so I.E. doesn't trust the global object when called normally + return cachedSetTimeout.call(null, fun, 0); + } catch(e){ + // same as above but when it's a version of I.E. that must have the global object for 'this', hopfully our context correct otherwise it will throw a global error + return cachedSetTimeout.call(this, fun, 0); + } + } + + +} +function runClearTimeout(marker) { + if (cachedClearTimeout === clearTimeout) { + //normal enviroments in sane situations + return clearTimeout(marker); + } + // if clearTimeout wasn't available but was latter defined + if ((cachedClearTimeout === defaultClearTimeout || !cachedClearTimeout) && clearTimeout) { + cachedClearTimeout = clearTimeout; + return clearTimeout(marker); + } + try { + // when when somebody has screwed with setTimeout but no I.E. maddness + return cachedClearTimeout(marker); + } catch (e){ + try { + // When we are in I.E. but the script has been evaled so I.E. doesn't trust the global object when called normally + return cachedClearTimeout.call(null, marker); + } catch (e){ + // same as above but when it's a version of I.E. that must have the global object for 'this', hopfully our context correct otherwise it will throw a global error. + // Some versions of I.E. have different rules for clearTimeout vs setTimeout + return cachedClearTimeout.call(this, marker); + } + } + + + +} +var queue = []; +var draining = false; +var currentQueue; +var queueIndex = -1; + +function cleanUpNextTick() { + if (!draining || !currentQueue) { + return; + } + draining = false; + if (currentQueue.length) { + queue = currentQueue.concat(queue); + } else { + queueIndex = -1; + } + if (queue.length) { + drainQueue(); + } +} + +function drainQueue() { + if (draining) { + return; + } + var timeout = runTimeout(cleanUpNextTick); + draining = true; + + var len = queue.length; + while(len) { + currentQueue = queue; + queue = []; + while (++queueIndex < len) { + if (currentQueue) { + currentQueue[queueIndex].run(); + } + } + queueIndex = -1; + len = queue.length; + } + currentQueue = null; + draining = false; + runClearTimeout(timeout); +} + +process.nextTick = function (fun) { + var args = new Array(arguments.length - 1); + if (arguments.length > 1) { + for (var i = 1; i < arguments.length; i++) { + args[i - 1] = arguments[i]; + } + } + queue.push(new Item(fun, args)); + if (queue.length === 1 && !draining) { + runTimeout(drainQueue); + } +}; + +// v8 likes predictible objects +function Item(fun, array) { + this.fun = fun; + this.array = array; +} +Item.prototype.run = function () { + this.fun.apply(null, this.array); +}; +process.title = 'browser'; +process.browser = true; +process.env = {}; +process.argv = []; +process.version = ''; // empty string to avoid regexp issues +process.versions = {}; + +function noop() {} + +process.on = noop; +process.addListener = noop; +process.once = noop; +process.off = noop; +process.removeListener = noop; +process.removeAllListeners = noop; +process.emit = noop; +process.prependListener = noop; +process.prependOnceListener = noop; + +process.listeners = function (name) { return [] } + +process.binding = function (name) { + throw new Error('process.binding is not supported'); +}; + +process.cwd = function () { return '/' }; +process.chdir = function (dir) { + throw new Error('process.chdir is not supported'); +}; +process.umask = function() { return 0; }; + +},{}],7:[function(_dereq_,module,exports){ +var Buffer = _dereq_('buffer').Buffer; // for use with browserify + +module.exports = function (a, b) { + if (!Buffer.isBuffer(a)) return undefined; + if (!Buffer.isBuffer(b)) return undefined; + if (typeof a.equals === 'function') return a.equals(b); + if (a.length !== b.length) return false; + + for (var i = 0; i < a.length; i++) { + if (a[i] !== b[i]) return false; + } + + return true; +}; + +},{"buffer":8}],8:[function(_dereq_,module,exports){ +(function (global){ +/*! + * The buffer module from node.js, for the browser. + * + * @author Feross Aboukhadijeh <feross@feross.org> <http://feross.org> + * @license MIT + */ +/* eslint-disable no-proto */ + +'use strict' + +var base64 = _dereq_('base64-js') +var ieee754 = _dereq_('ieee754') +var isArray = _dereq_('isarray') + +exports.Buffer = Buffer +exports.SlowBuffer = SlowBuffer +exports.INSPECT_MAX_BYTES = 50 + +/** + * If `Buffer.TYPED_ARRAY_SUPPORT`: + * === true Use Uint8Array implementation (fastest) + * === false Use Object implementation (most compatible, even IE6) + * + * Browsers that support typed arrays are IE 10+, Firefox 4+, Chrome 7+, Safari 5.1+, + * Opera 11.6+, iOS 4.2+. + * + * Due to various browser bugs, sometimes the Object implementation will be used even + * when the browser supports typed arrays. + * + * Note: + * + * - Firefox 4-29 lacks support for adding new properties to `Uint8Array` instances, + * See: https://bugzilla.mozilla.org/show_bug.cgi?id=695438. + * + * - Chrome 9-10 is missing the `TypedArray.prototype.subarray` function. + * + * - IE10 has a broken `TypedArray.prototype.subarray` function which returns arrays of + * incorrect length in some situations. + + * We detect these buggy browsers and set `Buffer.TYPED_ARRAY_SUPPORT` to `false` so they + * get the Object implementation, which is slower but behaves correctly. + */ +Buffer.TYPED_ARRAY_SUPPORT = global.TYPED_ARRAY_SUPPORT !== undefined + ? global.TYPED_ARRAY_SUPPORT + : typedArraySupport() + +/* + * Export kMaxLength after typed array support is determined. + */ +exports.kMaxLength = kMaxLength() + +function typedArraySupport () { + try { + var arr = new Uint8Array(1) + arr.__proto__ = {__proto__: Uint8Array.prototype, foo: function () { return 42 }} + return arr.foo() === 42 && // typed array instances can be augmented + typeof arr.subarray === 'function' && // chrome 9-10 lack `subarray` + arr.subarray(1, 1).byteLength === 0 // ie10 has broken `subarray` + } catch (e) { + return false + } +} + +function kMaxLength () { + return Buffer.TYPED_ARRAY_SUPPORT + ? 0x7fffffff + : 0x3fffffff +} + +function createBuffer (that, length) { + if (kMaxLength() < length) { + throw new RangeError('Invalid typed array length') + } + if (Buffer.TYPED_ARRAY_SUPPORT) { + // Return an augmented `Uint8Array` instance, for best performance + that = new Uint8Array(length) + that.__proto__ = Buffer.prototype + } else { + // Fallback: Return an object instance of the Buffer class + if (that === null) { + that = new Buffer(length) + } + that.length = length + } + + return that +} + +/** + * The Buffer constructor returns instances of `Uint8Array` that have their + * prototype changed to `Buffer.prototype`. Furthermore, `Buffer` is a subclass of + * `Uint8Array`, so the returned instances will have all the node `Buffer` methods + * and the `Uint8Array` methods. Square bracket notation works as expected -- it + * returns a single octet. + * + * The `Uint8Array` prototype remains unmodified. + */ + +function Buffer (arg, encodingOrOffset, length) { + if (!Buffer.TYPED_ARRAY_SUPPORT && !(this instanceof Buffer)) { + return new Buffer(arg, encodingOrOffset, length) + } + + // Common case. + if (typeof arg === 'number') { + if (typeof encodingOrOffset === 'string') { + throw new Error( + 'If encoding is specified then the first argument must be a string' + ) + } + return allocUnsafe(this, arg) + } + return from(this, arg, encodingOrOffset, length) +} + +Buffer.poolSize = 8192 // not used by this implementation + +// TODO: Legacy, not needed anymore. Remove in next major version. +Buffer._augment = function (arr) { + arr.__proto__ = Buffer.prototype + return arr +} + +function from (that, value, encodingOrOffset, length) { + if (typeof value === 'number') { + throw new TypeError('"value" argument must not be a number') + } + + if (typeof ArrayBuffer !== 'undefined' && value instanceof ArrayBuffer) { + return fromArrayBuffer(that, value, encodingOrOffset, length) + } + + if (typeof value === 'string') { + return fromString(that, value, encodingOrOffset) + } + + return fromObject(that, value) +} + +/** + * Functionally equivalent to Buffer(arg, encoding) but throws a TypeError + * if value is a number. + * Buffer.from(str[, encoding]) + * Buffer.from(array) + * Buffer.from(buffer) + * Buffer.from(arrayBuffer[, byteOffset[, length]]) + **/ +Buffer.from = function (value, encodingOrOffset, length) { + return from(null, value, encodingOrOffset, length) +} + +if (Buffer.TYPED_ARRAY_SUPPORT) { + Buffer.prototype.__proto__ = Uint8Array.prototype + Buffer.__proto__ = Uint8Array + if (typeof Symbol !== 'undefined' && Symbol.species && + Buffer[Symbol.species] === Buffer) { + // Fix subarray() in ES2016. See: https://github.com/feross/buffer/pull/97 + Object.defineProperty(Buffer, Symbol.species, { + value: null, + configurable: true + }) + } +} + +function assertSize (size) { + if (typeof size !== 'number') { + throw new TypeError('"size" argument must be a number') + } else if (size < 0) { + throw new RangeError('"size" argument must not be negative') + } +} + +function alloc (that, size, fill, encoding) { + assertSize(size) + if (size <= 0) { + return createBuffer(that, size) + } + if (fill !== undefined) { + // Only pay attention to encoding if it's a string. This + // prevents accidentally sending in a number that would + // be interpretted as a start offset. + return typeof encoding === 'string' + ? createBuffer(that, size).fill(fill, encoding) + : createBuffer(that, size).fill(fill) + } + return createBuffer(that, size) +} + +/** + * Creates a new filled Buffer instance. + * alloc(size[, fill[, encoding]]) + **/ +Buffer.alloc = function (size, fill, encoding) { + return alloc(null, size, fill, encoding) +} + +function allocUnsafe (that, size) { + assertSize(size) + that = createBuffer(that, size < 0 ? 0 : checked(size) | 0) + if (!Buffer.TYPED_ARRAY_SUPPORT) { + for (var i = 0; i < size; ++i) { + that[i] = 0 + } + } + return that +} + +/** + * Equivalent to Buffer(num), by default creates a non-zero-filled Buffer instance. + * */ +Buffer.allocUnsafe = function (size) { + return allocUnsafe(null, size) +} +/** + * Equivalent to SlowBuffer(num), by default creates a non-zero-filled Buffer instance. + */ +Buffer.allocUnsafeSlow = function (size) { + return allocUnsafe(null, size) +} + +function fromString (that, string, encoding) { + if (typeof encoding !== 'string' || encoding === '') { + encoding = 'utf8' + } + + if (!Buffer.isEncoding(encoding)) { + throw new TypeError('"encoding" must be a valid string encoding') + } + + var length = byteLength(string, encoding) | 0 + that = createBuffer(that, length) + + var actual = that.write(string, encoding) + + if (actual !== length) { + // Writing a hex string, for example, that contains invalid characters will + // cause everything after the first invalid character to be ignored. (e.g. + // 'abxxcd' will be treated as 'ab') + that = that.slice(0, actual) + } + + return that +} + +function fromArrayLike (that, array) { + var length = array.length < 0 ? 0 : checked(array.length) | 0 + that = createBuffer(that, length) + for (var i = 0; i < length; i += 1) { + that[i] = array[i] & 255 + } + return that +} + +function fromArrayBuffer (that, array, byteOffset, length) { + array.byteLength // this throws if `array` is not a valid ArrayBuffer + + if (byteOffset < 0 || array.byteLength < byteOffset) { + throw new RangeError('\'offset\' is out of bounds') + } + + if (array.byteLength < byteOffset + (length || 0)) { + throw new RangeError('\'length\' is out of bounds') + } + + if (byteOffset === undefined && length === undefined) { + array = new Uint8Array(array) + } else if (length === undefined) { + array = new Uint8Array(array, byteOffset) + } else { + array = new Uint8Array(array, byteOffset, length) + } + + if (Buffer.TYPED_ARRAY_SUPPORT) { + // Return an augmented `Uint8Array` instance, for best performance + that = array + that.__proto__ = Buffer.prototype + } else { + // Fallback: Return an object instance of the Buffer class + that = fromArrayLike(that, array) + } + return that +} + +function fromObject (that, obj) { + if (Buffer.isBuffer(obj)) { + var len = checked(obj.length) | 0 + that = createBuffer(that, len) + + if (that.length === 0) { + return that + } + + obj.copy(that, 0, 0, len) + return that + } + + if (obj) { + if ((typeof ArrayBuffer !== 'undefined' && + obj.buffer instanceof ArrayBuffer) || 'length' in obj) { + if (typeof obj.length !== 'number' || isnan(obj.length)) { + return createBuffer(that, 0) + } + return fromArrayLike(that, obj) + } + + if (obj.type === 'Buffer' && isArray(obj.data)) { + return fromArrayLike(that, obj.data) + } + } + + throw new TypeError('First argument must be a string, Buffer, ArrayBuffer, Array, or array-like object.') +} + +function checked (length) { + // Note: cannot use `length < kMaxLength()` here because that fails when + // length is NaN (which is otherwise coerced to zero.) + if (length >= kMaxLength()) { + throw new RangeError('Attempt to allocate Buffer larger than maximum ' + + 'size: 0x' + kMaxLength().toString(16) + ' bytes') + } + return length | 0 +} + +function SlowBuffer (length) { + if (+length != length) { // eslint-disable-line eqeqeq + length = 0 + } + return Buffer.alloc(+length) +} + +Buffer.isBuffer = function isBuffer (b) { + return !!(b != null && b._isBuffer) +} + +Buffer.compare = function compare (a, b) { + if (!Buffer.isBuffer(a) || !Buffer.isBuffer(b)) { + throw new TypeError('Arguments must be Buffers') + } + + if (a === b) return 0 + + var x = a.length + var y = b.length + + for (var i = 0, len = Math.min(x, y); i < len; ++i) { + if (a[i] !== b[i]) { + x = a[i] + y = b[i] + break + } + } + + if (x < y) return -1 + if (y < x) return 1 + return 0 +} + +Buffer.isEncoding = function isEncoding (encoding) { + switch (String(encoding).toLowerCase()) { + case 'hex': + case 'utf8': + case 'utf-8': + case 'ascii': + case 'latin1': + case 'binary': + case 'base64': + case 'ucs2': + case 'ucs-2': + case 'utf16le': + case 'utf-16le': + return true + default: + return false + } +} + +Buffer.concat = function concat (list, length) { + if (!isArray(list)) { + throw new TypeError('"list" argument must be an Array of Buffers') + } + + if (list.length === 0) { + return Buffer.alloc(0) + } + + var i + if (length === undefined) { + length = 0 + for (i = 0; i < list.length; ++i) { + length += list[i].length + } + } + + var buffer = Buffer.allocUnsafe(length) + var pos = 0 + for (i = 0; i < list.length; ++i) { + var buf = list[i] + if (!Buffer.isBuffer(buf)) { + throw new TypeError('"list" argument must be an Array of Buffers') + } + buf.copy(buffer, pos) + pos += buf.length + } + return buffer +} + +function byteLength (string, encoding) { + if (Buffer.isBuffer(string)) { + return string.length + } + if (typeof ArrayBuffer !== 'undefined' && typeof ArrayBuffer.isView === 'function' && + (ArrayBuffer.isView(string) || string instanceof ArrayBuffer)) { + return string.byteLength + } + if (typeof string !== 'string') { + string = '' + string + } + + var len = string.length + if (len === 0) return 0 + + // Use a for loop to avoid recursion + var loweredCase = false + for (;;) { + switch (encoding) { + case 'ascii': + case 'latin1': + case 'binary': + return len + case 'utf8': + case 'utf-8': + case undefined: + return utf8ToBytes(string).length + case 'ucs2': + case 'ucs-2': + case 'utf16le': + case 'utf-16le': + return len * 2 + case 'hex': + return len >>> 1 + case 'base64': + return base64ToBytes(string).length + default: + if (loweredCase) return utf8ToBytes(string).length // assume utf8 + encoding = ('' + encoding).toLowerCase() + loweredCase = true + } + } +} +Buffer.byteLength = byteLength + +function slowToString (encoding, start, end) { + var loweredCase = false + + // No need to verify that "this.length <= MAX_UINT32" since it's a read-only + // property of a typed array. + + // This behaves neither like String nor Uint8Array in that we set start/end + // to their upper/lower bounds if the value passed is out of range. + // undefined is handled specially as per ECMA-262 6th Edition, + // Section 13.3.3.7 Runtime Semantics: KeyedBindingInitialization. + if (start === undefined || start < 0) { + start = 0 + } + // Return early if start > this.length. Done here to prevent potential uint32 + // coercion fail below. + if (start > this.length) { + return '' + } + + if (end === undefined || end > this.length) { + end = this.length + } + + if (end <= 0) { + return '' + } + + // Force coersion to uint32. This will also coerce falsey/NaN values to 0. + end >>>= 0 + start >>>= 0 + + if (end <= start) { + return '' + } + + if (!encoding) encoding = 'utf8' + + while (true) { + switch (encoding) { + case 'hex': + return hexSlice(this, start, end) + + case 'utf8': + case 'utf-8': + return utf8Slice(this, start, end) + + case 'ascii': + return asciiSlice(this, start, end) + + case 'latin1': + case 'binary': + return latin1Slice(this, start, end) + + case 'base64': + return base64Slice(this, start, end) + + case 'ucs2': + case 'ucs-2': + case 'utf16le': + case 'utf-16le': + return utf16leSlice(this, start, end) + + default: + if (loweredCase) throw new TypeError('Unknown encoding: ' + encoding) + encoding = (encoding + '').toLowerCase() + loweredCase = true + } + } +} + +// The property is used by `Buffer.isBuffer` and `is-buffer` (in Safari 5-7) to detect +// Buffer instances. +Buffer.prototype._isBuffer = true + +function swap (b, n, m) { + var i = b[n] + b[n] = b[m] + b[m] = i +} + +Buffer.prototype.swap16 = function swap16 () { + var len = this.length + if (len % 2 !== 0) { + throw new RangeError('Buffer size must be a multiple of 16-bits') + } + for (var i = 0; i < len; i += 2) { + swap(this, i, i + 1) + } + return this +} + +Buffer.prototype.swap32 = function swap32 () { + var len = this.length + if (len % 4 !== 0) { + throw new RangeError('Buffer size must be a multiple of 32-bits') + } + for (var i = 0; i < len; i += 4) { + swap(this, i, i + 3) + swap(this, i + 1, i + 2) + } + return this +} + +Buffer.prototype.swap64 = function swap64 () { + var len = this.length + if (len % 8 !== 0) { + throw new RangeError('Buffer size must be a multiple of 64-bits') + } + for (var i = 0; i < len; i += 8) { + swap(this, i, i + 7) + swap(this, i + 1, i + 6) + swap(this, i + 2, i + 5) + swap(this, i + 3, i + 4) + } + return this +} + +Buffer.prototype.toString = function toString () { + var length = this.length | 0 + if (length === 0) return '' + if (arguments.length === 0) return utf8Slice(this, 0, length) + return slowToString.apply(this, arguments) +} + +Buffer.prototype.equals = function equals (b) { + if (!Buffer.isBuffer(b)) throw new TypeError('Argument must be a Buffer') + if (this === b) return true + return Buffer.compare(this, b) === 0 +} + +Buffer.prototype.inspect = function inspect () { + var str = '' + var max = exports.INSPECT_MAX_BYTES + if (this.length > 0) { + str = this.toString('hex', 0, max).match(/.{2}/g).join(' ') + if (this.length > max) str += ' ... ' + } + return '<Buffer ' + str + '>' +} + +Buffer.prototype.compare = function compare (target, start, end, thisStart, thisEnd) { + if (!Buffer.isBuffer(target)) { + throw new TypeError('Argument must be a Buffer') + } + + if (start === undefined) { + start = 0 + } + if (end === undefined) { + end = target ? target.length : 0 + } + if (thisStart === undefined) { + thisStart = 0 + } + if (thisEnd === undefined) { + thisEnd = this.length + } + + if (start < 0 || end > target.length || thisStart < 0 || thisEnd > this.length) { + throw new RangeError('out of range index') + } + + if (thisStart >= thisEnd && start >= end) { + return 0 + } + if (thisStart >= thisEnd) { + return -1 + } + if (start >= end) { + return 1 + } + + start >>>= 0 + end >>>= 0 + thisStart >>>= 0 + thisEnd >>>= 0 + + if (this === target) return 0 + + var x = thisEnd - thisStart + var y = end - start + var len = Math.min(x, y) + + var thisCopy = this.slice(thisStart, thisEnd) + var targetCopy = target.slice(start, end) + + for (var i = 0; i < len; ++i) { + if (thisCopy[i] !== targetCopy[i]) { + x = thisCopy[i] + y = targetCopy[i] + break + } + } + + if (x < y) return -1 + if (y < x) return 1 + return 0 +} + +// Finds either the first index of `val` in `buffer` at offset >= `byteOffset`, +// OR the last index of `val` in `buffer` at offset <= `byteOffset`. +// +// Arguments: +// - buffer - a Buffer to search +// - val - a string, Buffer, or number +// - byteOffset - an index into `buffer`; will be clamped to an int32 +// - encoding - an optional encoding, relevant is val is a string +// - dir - true for indexOf, false for lastIndexOf +function bidirectionalIndexOf (buffer, val, byteOffset, encoding, dir) { + // Empty buffer means no match + if (buffer.length === 0) return -1 + + // Normalize byteOffset + if (typeof byteOffset === 'string') { + encoding = byteOffset + byteOffset = 0 + } else if (byteOffset > 0x7fffffff) { + byteOffset = 0x7fffffff + } else if (byteOffset < -0x80000000) { + byteOffset = -0x80000000 + } + byteOffset = +byteOffset // Coerce to Number. + if (isNaN(byteOffset)) { + // byteOffset: it it's undefined, null, NaN, "foo", etc, search whole buffer + byteOffset = dir ? 0 : (buffer.length - 1) + } + + // Normalize byteOffset: negative offsets start from the end of the buffer + if (byteOffset < 0) byteOffset = buffer.length + byteOffset + if (byteOffset >= buffer.length) { + if (dir) return -1 + else byteOffset = buffer.length - 1 + } else if (byteOffset < 0) { + if (dir) byteOffset = 0 + else return -1 + } + + // Normalize val + if (typeof val === 'string') { + val = Buffer.from(val, encoding) + } + + // Finally, search either indexOf (if dir is true) or lastIndexOf + if (Buffer.isBuffer(val)) { + // Special case: looking for empty string/buffer always fails + if (val.length === 0) { + return -1 + } + return arrayIndexOf(buffer, val, byteOffset, encoding, dir) + } else if (typeof val === 'number') { + val = val & 0xFF // Search for a byte value [0-255] + if (Buffer.TYPED_ARRAY_SUPPORT && + typeof Uint8Array.prototype.indexOf === 'function') { + if (dir) { + return Uint8Array.prototype.indexOf.call(buffer, val, byteOffset) + } else { + return Uint8Array.prototype.lastIndexOf.call(buffer, val, byteOffset) + } + } + return arrayIndexOf(buffer, [ val ], byteOffset, encoding, dir) + } + + throw new TypeError('val must be string, number or Buffer') +} + +function arrayIndexOf (arr, val, byteOffset, encoding, dir) { + var indexSize = 1 + var arrLength = arr.length + var valLength = val.length + + if (encoding !== undefined) { + encoding = String(encoding).toLowerCase() + if (encoding === 'ucs2' || encoding === 'ucs-2' || + encoding === 'utf16le' || encoding === 'utf-16le') { + if (arr.length < 2 || val.length < 2) { + return -1 + } + indexSize = 2 + arrLength /= 2 + valLength /= 2 + byteOffset /= 2 + } + } + + function read (buf, i) { + if (indexSize === 1) { + return buf[i] + } else { + return buf.readUInt16BE(i * indexSize) + } + } + + var i + if (dir) { + var foundIndex = -1 + for (i = byteOffset; i < arrLength; i++) { + if (read(arr, i) === read(val, foundIndex === -1 ? 0 : i - foundIndex)) { + if (foundIndex === -1) foundIndex = i + if (i - foundIndex + 1 === valLength) return foundIndex * indexSize + } else { + if (foundIndex !== -1) i -= i - foundIndex + foundIndex = -1 + } + } + } else { + if (byteOffset + valLength > arrLength) byteOffset = arrLength - valLength + for (i = byteOffset; i >= 0; i--) { + var found = true + for (var j = 0; j < valLength; j++) { + if (read(arr, i + j) !== read(val, j)) { + found = false + break + } + } + if (found) return i + } + } + + return -1 +} + +Buffer.prototype.includes = function includes (val, byteOffset, encoding) { + return this.indexOf(val, byteOffset, encoding) !== -1 +} + +Buffer.prototype.indexOf = function indexOf (val, byteOffset, encoding) { + return bidirectionalIndexOf(this, val, byteOffset, encoding, true) +} + +Buffer.prototype.lastIndexOf = function lastIndexOf (val, byteOffset, encoding) { + return bidirectionalIndexOf(this, val, byteOffset, encoding, false) +} + +function hexWrite (buf, string, offset, length) { + offset = Number(offset) || 0 + var remaining = buf.length - offset + if (!length) { + length = remaining + } else { + length = Number(length) + if (length > remaining) { + length = remaining + } + } + + // must be an even number of digits + var strLen = string.length + if (strLen % 2 !== 0) throw new TypeError('Invalid hex string') + + if (length > strLen / 2) { + length = strLen / 2 + } + for (var i = 0; i < length; ++i) { + var parsed = parseInt(string.substr(i * 2, 2), 16) + if (isNaN(parsed)) return i + buf[offset + i] = parsed + } + return i +} + +function utf8Write (buf, string, offset, length) { + return blitBuffer(utf8ToBytes(string, buf.length - offset), buf, offset, length) +} + +function asciiWrite (buf, string, offset, length) { + return blitBuffer(asciiToBytes(string), buf, offset, length) +} + +function latin1Write (buf, string, offset, length) { + return asciiWrite(buf, string, offset, length) +} + +function base64Write (buf, string, offset, length) { + return blitBuffer(base64ToBytes(string), buf, offset, length) +} + +function ucs2Write (buf, string, offset, length) { + return blitBuffer(utf16leToBytes(string, buf.length - offset), buf, offset, length) +} + +Buffer.prototype.write = function write (string, offset, length, encoding) { + // Buffer#write(string) + if (offset === undefined) { + encoding = 'utf8' + length = this.length + offset = 0 + // Buffer#write(string, encoding) + } else if (length === undefined && typeof offset === 'string') { + encoding = offset + length = this.length + offset = 0 + // Buffer#write(string, offset[, length][, encoding]) + } else if (isFinite(offset)) { + offset = offset | 0 + if (isFinite(length)) { + length = length | 0 + if (encoding === undefined) encoding = 'utf8' + } else { + encoding = length + length = undefined + } + // legacy write(string, encoding, offset, length) - remove in v0.13 + } else { + throw new Error( + 'Buffer.write(string, encoding, offset[, length]) is no longer supported' + ) + } + + var remaining = this.length - offset + if (length === undefined || length > remaining) length = remaining + + if ((string.length > 0 && (length < 0 || offset < 0)) || offset > this.length) { + throw new RangeError('Attempt to write outside buffer bounds') + } + + if (!encoding) encoding = 'utf8' + + var loweredCase = false + for (;;) { + switch (encoding) { + case 'hex': + return hexWrite(this, string, offset, length) + + case 'utf8': + case 'utf-8': + return utf8Write(this, string, offset, length) + + case 'ascii': + return asciiWrite(this, string, offset, length) + + case 'latin1': + case 'binary': + return latin1Write(this, string, offset, length) + + case 'base64': + // Warning: maxLength not taken into account in base64Write + return base64Write(this, string, offset, length) + + case 'ucs2': + case 'ucs-2': + case 'utf16le': + case 'utf-16le': + return ucs2Write(this, string, offset, length) + + default: + if (loweredCase) throw new TypeError('Unknown encoding: ' + encoding) + encoding = ('' + encoding).toLowerCase() + loweredCase = true + } + } +} + +Buffer.prototype.toJSON = function toJSON () { + return { + type: 'Buffer', + data: Array.prototype.slice.call(this._arr || this, 0) + } +} + +function base64Slice (buf, start, end) { + if (start === 0 && end === buf.length) { + return base64.fromByteArray(buf) + } else { + return base64.fromByteArray(buf.slice(start, end)) + } +} + +function utf8Slice (buf, start, end) { + end = Math.min(buf.length, end) + var res = [] + + var i = start + while (i < end) { + var firstByte = buf[i] + var codePoint = null + var bytesPerSequence = (firstByte > 0xEF) ? 4 + : (firstByte > 0xDF) ? 3 + : (firstByte > 0xBF) ? 2 + : 1 + + if (i + bytesPerSequence <= end) { + var secondByte, thirdByte, fourthByte, tempCodePoint + + switch (bytesPerSequence) { + case 1: + if (firstByte < 0x80) { + codePoint = firstByte + } + break + case 2: + secondByte = buf[i + 1] + if ((secondByte & 0xC0) === 0x80) { + tempCodePoint = (firstByte & 0x1F) << 0x6 | (secondByte & 0x3F) + if (tempCodePoint > 0x7F) { + codePoint = tempCodePoint + } + } + break + case 3: + secondByte = buf[i + 1] + thirdByte = buf[i + 2] + if ((secondByte & 0xC0) === 0x80 && (thirdByte & 0xC0) === 0x80) { + tempCodePoint = (firstByte & 0xF) << 0xC | (secondByte & 0x3F) << 0x6 | (thirdByte & 0x3F) + if (tempCodePoint > 0x7FF && (tempCodePoint < 0xD800 || tempCodePoint > 0xDFFF)) { + codePoint = tempCodePoint + } + } + break + case 4: + secondByte = buf[i + 1] + thirdByte = buf[i + 2] + fourthByte = buf[i + 3] + if ((secondByte & 0xC0) === 0x80 && (thirdByte & 0xC0) === 0x80 && (fourthByte & 0xC0) === 0x80) { + tempCodePoint = (firstByte & 0xF) << 0x12 | (secondByte & 0x3F) << 0xC | (thirdByte & 0x3F) << 0x6 | (fourthByte & 0x3F) + if (tempCodePoint > 0xFFFF && tempCodePoint < 0x110000) { + codePoint = tempCodePoint + } + } + } + } + + if (codePoint === null) { + // we did not generate a valid codePoint so insert a + // replacement char (U+FFFD) and advance only 1 byte + codePoint = 0xFFFD + bytesPerSequence = 1 + } else if (codePoint > 0xFFFF) { + // encode to utf16 (surrogate pair dance) + codePoint -= 0x10000 + res.push(codePoint >>> 10 & 0x3FF | 0xD800) + codePoint = 0xDC00 | codePoint & 0x3FF + } + + res.push(codePoint) + i += bytesPerSequence + } + + return decodeCodePointsArray(res) +} + +// Based on http://stackoverflow.com/a/22747272/680742, the browser with +// the lowest limit is Chrome, with 0x10000 args. +// We go 1 magnitude less, for safety +var MAX_ARGUMENTS_LENGTH = 0x1000 + +function decodeCodePointsArray (codePoints) { + var len = codePoints.length + if (len <= MAX_ARGUMENTS_LENGTH) { + return String.fromCharCode.apply(String, codePoints) // avoid extra slice() + } + + // Decode in chunks to avoid "call stack size exceeded". + var res = '' + var i = 0 + while (i < len) { + res += String.fromCharCode.apply( + String, + codePoints.slice(i, i += MAX_ARGUMENTS_LENGTH) + ) + } + return res +} + +function asciiSlice (buf, start, end) { + var ret = '' + end = Math.min(buf.length, end) + + for (var i = start; i < end; ++i) { + ret += String.fromCharCode(buf[i] & 0x7F) + } + return ret +} + +function latin1Slice (buf, start, end) { + var ret = '' + end = Math.min(buf.length, end) + + for (var i = start; i < end; ++i) { + ret += String.fromCharCode(buf[i]) + } + return ret +} + +function hexSlice (buf, start, end) { + var len = buf.length + + if (!start || start < 0) start = 0 + if (!end || end < 0 || end > len) end = len + + var out = '' + for (var i = start; i < end; ++i) { + out += toHex(buf[i]) + } + return out +} + +function utf16leSlice (buf, start, end) { + var bytes = buf.slice(start, end) + var res = '' + for (var i = 0; i < bytes.length; i += 2) { + res += String.fromCharCode(bytes[i] + bytes[i + 1] * 256) + } + return res +} + +Buffer.prototype.slice = function slice (start, end) { + var len = this.length + start = ~~start + end = end === undefined ? len : ~~end + + if (start < 0) { + start += len + if (start < 0) start = 0 + } else if (start > len) { + start = len + } + + if (end < 0) { + end += len + if (end < 0) end = 0 + } else if (end > len) { + end = len + } + + if (end < start) end = start + + var newBuf + if (Buffer.TYPED_ARRAY_SUPPORT) { + newBuf = this.subarray(start, end) + newBuf.__proto__ = Buffer.prototype + } else { + var sliceLen = end - start + newBuf = new Buffer(sliceLen, undefined) + for (var i = 0; i < sliceLen; ++i) { + newBuf[i] = this[i + start] + } + } + + return newBuf +} + +/* + * Need to make sure that buffer isn't trying to write out of bounds. + */ +function checkOffset (offset, ext, length) { + if ((offset % 1) !== 0 || offset < 0) throw new RangeError('offset is not uint') + if (offset + ext > length) throw new RangeError('Trying to access beyond buffer length') +} + +Buffer.prototype.readUIntLE = function readUIntLE (offset, byteLength, noAssert) { + offset = offset | 0 + byteLength = byteLength | 0 + if (!noAssert) checkOffset(offset, byteLength, this.length) + + var val = this[offset] + var mul = 1 + var i = 0 + while (++i < byteLength && (mul *= 0x100)) { + val += this[offset + i] * mul + } + + return val +} + +Buffer.prototype.readUIntBE = function readUIntBE (offset, byteLength, noAssert) { + offset = offset | 0 + byteLength = byteLength | 0 + if (!noAssert) { + checkOffset(offset, byteLength, this.length) + } + + var val = this[offset + --byteLength] + var mul = 1 + while (byteLength > 0 && (mul *= 0x100)) { + val += this[offset + --byteLength] * mul + } + + return val +} + +Buffer.prototype.readUInt8 = function readUInt8 (offset, noAssert) { + if (!noAssert) checkOffset(offset, 1, this.length) + return this[offset] +} + +Buffer.prototype.readUInt16LE = function readUInt16LE (offset, noAssert) { + if (!noAssert) checkOffset(offset, 2, this.length) + return this[offset] | (this[offset + 1] << 8) +} + +Buffer.prototype.readUInt16BE = function readUInt16BE (offset, noAssert) { + if (!noAssert) checkOffset(offset, 2, this.length) + return (this[offset] << 8) | this[offset + 1] +} + +Buffer.prototype.readUInt32LE = function readUInt32LE (offset, noAssert) { + if (!noAssert) checkOffset(offset, 4, this.length) + + return ((this[offset]) | + (this[offset + 1] << 8) | + (this[offset + 2] << 16)) + + (this[offset + 3] * 0x1000000) +} + +Buffer.prototype.readUInt32BE = function readUInt32BE (offset, noAssert) { + if (!noAssert) checkOffset(offset, 4, this.length) + + return (this[offset] * 0x1000000) + + ((this[offset + 1] << 16) | + (this[offset + 2] << 8) | + this[offset + 3]) +} + +Buffer.prototype.readIntLE = function readIntLE (offset, byteLength, noAssert) { + offset = offset | 0 + byteLength = byteLength | 0 + if (!noAssert) checkOffset(offset, byteLength, this.length) + + var val = this[offset] + var mul = 1 + var i = 0 + while (++i < byteLength && (mul *= 0x100)) { + val += this[offset + i] * mul + } + mul *= 0x80 + + if (val >= mul) val -= Math.pow(2, 8 * byteLength) + + return val +} + +Buffer.prototype.readIntBE = function readIntBE (offset, byteLength, noAssert) { + offset = offset | 0 + byteLength = byteLength | 0 + if (!noAssert) checkOffset(offset, byteLength, this.length) + + var i = byteLength + var mul = 1 + var val = this[offset + --i] + while (i > 0 && (mul *= 0x100)) { + val += this[offset + --i] * mul + } + mul *= 0x80 + + if (val >= mul) val -= Math.pow(2, 8 * byteLength) + + return val +} + +Buffer.prototype.readInt8 = function readInt8 (offset, noAssert) { + if (!noAssert) checkOffset(offset, 1, this.length) + if (!(this[offset] & 0x80)) return (this[offset]) + return ((0xff - this[offset] + 1) * -1) +} + +Buffer.prototype.readInt16LE = function readInt16LE (offset, noAssert) { + if (!noAssert) checkOffset(offset, 2, this.length) + var val = this[offset] | (this[offset + 1] << 8) + return (val & 0x8000) ? val | 0xFFFF0000 : val +} + +Buffer.prototype.readInt16BE = function readInt16BE (offset, noAssert) { + if (!noAssert) checkOffset(offset, 2, this.length) + var val = this[offset + 1] | (this[offset] << 8) + return (val & 0x8000) ? val | 0xFFFF0000 : val +} + +Buffer.prototype.readInt32LE = function readInt32LE (offset, noAssert) { + if (!noAssert) checkOffset(offset, 4, this.length) + + return (this[offset]) | + (this[offset + 1] << 8) | + (this[offset + 2] << 16) | + (this[offset + 3] << 24) +} + +Buffer.prototype.readInt32BE = function readInt32BE (offset, noAssert) { + if (!noAssert) checkOffset(offset, 4, this.length) + + return (this[offset] << 24) | + (this[offset + 1] << 16) | + (this[offset + 2] << 8) | + (this[offset + 3]) +} + +Buffer.prototype.readFloatLE = function readFloatLE (offset, noAssert) { + if (!noAssert) checkOffset(offset, 4, this.length) + return ieee754.read(this, offset, true, 23, 4) +} + +Buffer.prototype.readFloatBE = function readFloatBE (offset, noAssert) { + if (!noAssert) checkOffset(offset, 4, this.length) + return ieee754.read(this, offset, false, 23, 4) +} + +Buffer.prototype.readDoubleLE = function readDoubleLE (offset, noAssert) { + if (!noAssert) checkOffset(offset, 8, this.length) + return ieee754.read(this, offset, true, 52, 8) +} + +Buffer.prototype.readDoubleBE = function readDoubleBE (offset, noAssert) { + if (!noAssert) checkOffset(offset, 8, this.length) + return ieee754.read(this, offset, false, 52, 8) +} + +function checkInt (buf, value, offset, ext, max, min) { + if (!Buffer.isBuffer(buf)) throw new TypeError('"buffer" argument must be a Buffer instance') + if (value > max || value < min) throw new RangeError('"value" argument is out of bounds') + if (offset + ext > buf.length) throw new RangeError('Index out of range') +} + +Buffer.prototype.writeUIntLE = function writeUIntLE (value, offset, byteLength, noAssert) { + value = +value + offset = offset | 0 + byteLength = byteLength | 0 + if (!noAssert) { + var maxBytes = Math.pow(2, 8 * byteLength) - 1 + checkInt(this, value, offset, byteLength, maxBytes, 0) + } + + var mul = 1 + var i = 0 + this[offset] = value & 0xFF + while (++i < byteLength && (mul *= 0x100)) { + this[offset + i] = (value / mul) & 0xFF + } + + return offset + byteLength +} + +Buffer.prototype.writeUIntBE = function writeUIntBE (value, offset, byteLength, noAssert) { + value = +value + offset = offset | 0 + byteLength = byteLength | 0 + if (!noAssert) { + var maxBytes = Math.pow(2, 8 * byteLength) - 1 + checkInt(this, value, offset, byteLength, maxBytes, 0) + } + + var i = byteLength - 1 + var mul = 1 + this[offset + i] = value & 0xFF + while (--i >= 0 && (mul *= 0x100)) { + this[offset + i] = (value / mul) & 0xFF + } + + return offset + byteLength +} + +Buffer.prototype.writeUInt8 = function writeUInt8 (value, offset, noAssert) { + value = +value + offset = offset | 0 + if (!noAssert) checkInt(this, value, offset, 1, 0xff, 0) + if (!Buffer.TYPED_ARRAY_SUPPORT) value = Math.floor(value) + this[offset] = (value & 0xff) + return offset + 1 +} + +function objectWriteUInt16 (buf, value, offset, littleEndian) { + if (value < 0) value = 0xffff + value + 1 + for (var i = 0, j = Math.min(buf.length - offset, 2); i < j; ++i) { + buf[offset + i] = (value & (0xff << (8 * (littleEndian ? i : 1 - i)))) >>> + (littleEndian ? i : 1 - i) * 8 + } +} + +Buffer.prototype.writeUInt16LE = function writeUInt16LE (value, offset, noAssert) { + value = +value + offset = offset | 0 + if (!noAssert) checkInt(this, value, offset, 2, 0xffff, 0) + if (Buffer.TYPED_ARRAY_SUPPORT) { + this[offset] = (value & 0xff) + this[offset + 1] = (value >>> 8) + } else { + objectWriteUInt16(this, value, offset, true) + } + return offset + 2 +} + +Buffer.prototype.writeUInt16BE = function writeUInt16BE (value, offset, noAssert) { + value = +value + offset = offset | 0 + if (!noAssert) checkInt(this, value, offset, 2, 0xffff, 0) + if (Buffer.TYPED_ARRAY_SUPPORT) { + this[offset] = (value >>> 8) + this[offset + 1] = (value & 0xff) + } else { + objectWriteUInt16(this, value, offset, false) + } + return offset + 2 +} + +function objectWriteUInt32 (buf, value, offset, littleEndian) { + if (value < 0) value = 0xffffffff + value + 1 + for (var i = 0, j = Math.min(buf.length - offset, 4); i < j; ++i) { + buf[offset + i] = (value >>> (littleEndian ? i : 3 - i) * 8) & 0xff + } +} + +Buffer.prototype.writeUInt32LE = function writeUInt32LE (value, offset, noAssert) { + value = +value + offset = offset | 0 + if (!noAssert) checkInt(this, value, offset, 4, 0xffffffff, 0) + if (Buffer.TYPED_ARRAY_SUPPORT) { + this[offset + 3] = (value >>> 24) + this[offset + 2] = (value >>> 16) + this[offset + 1] = (value >>> 8) + this[offset] = (value & 0xff) + } else { + objectWriteUInt32(this, value, offset, true) + } + return offset + 4 +} + +Buffer.prototype.writeUInt32BE = function writeUInt32BE (value, offset, noAssert) { + value = +value + offset = offset | 0 + if (!noAssert) checkInt(this, value, offset, 4, 0xffffffff, 0) + if (Buffer.TYPED_ARRAY_SUPPORT) { + this[offset] = (value >>> 24) + this[offset + 1] = (value >>> 16) + this[offset + 2] = (value >>> 8) + this[offset + 3] = (value & 0xff) + } else { + objectWriteUInt32(this, value, offset, false) + } + return offset + 4 +} + +Buffer.prototype.writeIntLE = function writeIntLE (value, offset, byteLength, noAssert) { + value = +value + offset = offset | 0 + if (!noAssert) { + var limit = Math.pow(2, 8 * byteLength - 1) + + checkInt(this, value, offset, byteLength, limit - 1, -limit) + } + + var i = 0 + var mul = 1 + var sub = 0 + this[offset] = value & 0xFF + while (++i < byteLength && (mul *= 0x100)) { + if (value < 0 && sub === 0 && this[offset + i - 1] !== 0) { + sub = 1 + } + this[offset + i] = ((value / mul) >> 0) - sub & 0xFF + } + + return offset + byteLength +} + +Buffer.prototype.writeIntBE = function writeIntBE (value, offset, byteLength, noAssert) { + value = +value + offset = offset | 0 + if (!noAssert) { + var limit = Math.pow(2, 8 * byteLength - 1) + + checkInt(this, value, offset, byteLength, limit - 1, -limit) + } + + var i = byteLength - 1 + var mul = 1 + var sub = 0 + this[offset + i] = value & 0xFF + while (--i >= 0 && (mul *= 0x100)) { + if (value < 0 && sub === 0 && this[offset + i + 1] !== 0) { + sub = 1 + } + this[offset + i] = ((value / mul) >> 0) - sub & 0xFF + } + + return offset + byteLength +} + +Buffer.prototype.writeInt8 = function writeInt8 (value, offset, noAssert) { + value = +value + offset = offset | 0 + if (!noAssert) checkInt(this, value, offset, 1, 0x7f, -0x80) + if (!Buffer.TYPED_ARRAY_SUPPORT) value = Math.floor(value) + if (value < 0) value = 0xff + value + 1 + this[offset] = (value & 0xff) + return offset + 1 +} + +Buffer.prototype.writeInt16LE = function writeInt16LE (value, offset, noAssert) { + value = +value + offset = offset | 0 + if (!noAssert) checkInt(this, value, offset, 2, 0x7fff, -0x8000) + if (Buffer.TYPED_ARRAY_SUPPORT) { + this[offset] = (value & 0xff) + this[offset + 1] = (value >>> 8) + } else { + objectWriteUInt16(this, value, offset, true) + } + return offset + 2 +} + +Buffer.prototype.writeInt16BE = function writeInt16BE (value, offset, noAssert) { + value = +value + offset = offset | 0 + if (!noAssert) checkInt(this, value, offset, 2, 0x7fff, -0x8000) + if (Buffer.TYPED_ARRAY_SUPPORT) { + this[offset] = (value >>> 8) + this[offset + 1] = (value & 0xff) + } else { + objectWriteUInt16(this, value, offset, false) + } + return offset + 2 +} + +Buffer.prototype.writeInt32LE = function writeInt32LE (value, offset, noAssert) { + value = +value + offset = offset | 0 + if (!noAssert) checkInt(this, value, offset, 4, 0x7fffffff, -0x80000000) + if (Buffer.TYPED_ARRAY_SUPPORT) { + this[offset] = (value & 0xff) + this[offset + 1] = (value >>> 8) + this[offset + 2] = (value >>> 16) + this[offset + 3] = (value >>> 24) + } else { + objectWriteUInt32(this, value, offset, true) + } + return offset + 4 +} + +Buffer.prototype.writeInt32BE = function writeInt32BE (value, offset, noAssert) { + value = +value + offset = offset | 0 + if (!noAssert) checkInt(this, value, offset, 4, 0x7fffffff, -0x80000000) + if (value < 0) value = 0xffffffff + value + 1 + if (Buffer.TYPED_ARRAY_SUPPORT) { + this[offset] = (value >>> 24) + this[offset + 1] = (value >>> 16) + this[offset + 2] = (value >>> 8) + this[offset + 3] = (value & 0xff) + } else { + objectWriteUInt32(this, value, offset, false) + } + return offset + 4 +} + +function checkIEEE754 (buf, value, offset, ext, max, min) { + if (offset + ext > buf.length) throw new RangeError('Index out of range') + if (offset < 0) throw new RangeError('Index out of range') +} + +function writeFloat (buf, value, offset, littleEndian, noAssert) { + if (!noAssert) { + checkIEEE754(buf, value, offset, 4, 3.4028234663852886e+38, -3.4028234663852886e+38) + } + ieee754.write(buf, value, offset, littleEndian, 23, 4) + return offset + 4 +} + +Buffer.prototype.writeFloatLE = function writeFloatLE (value, offset, noAssert) { + return writeFloat(this, value, offset, true, noAssert) +} + +Buffer.prototype.writeFloatBE = function writeFloatBE (value, offset, noAssert) { + return writeFloat(this, value, offset, false, noAssert) +} + +function writeDouble (buf, value, offset, littleEndian, noAssert) { + if (!noAssert) { + checkIEEE754(buf, value, offset, 8, 1.7976931348623157E+308, -1.7976931348623157E+308) + } + ieee754.write(buf, value, offset, littleEndian, 52, 8) + return offset + 8 +} + +Buffer.prototype.writeDoubleLE = function writeDoubleLE (value, offset, noAssert) { + return writeDouble(this, value, offset, true, noAssert) +} + +Buffer.prototype.writeDoubleBE = function writeDoubleBE (value, offset, noAssert) { + return writeDouble(this, value, offset, false, noAssert) +} + +// copy(targetBuffer, targetStart=0, sourceStart=0, sourceEnd=buffer.length) +Buffer.prototype.copy = function copy (target, targetStart, start, end) { + if (!start) start = 0 + if (!end && end !== 0) end = this.length + if (targetStart >= target.length) targetStart = target.length + if (!targetStart) targetStart = 0 + if (end > 0 && end < start) end = start + + // Copy 0 bytes; we're done + if (end === start) return 0 + if (target.length === 0 || this.length === 0) return 0 + + // Fatal error conditions + if (targetStart < 0) { + throw new RangeError('targetStart out of bounds') + } + if (start < 0 || start >= this.length) throw new RangeError('sourceStart out of bounds') + if (end < 0) throw new RangeError('sourceEnd out of bounds') + + // Are we oob? + if (end > this.length) end = this.length + if (target.length - targetStart < end - start) { + end = target.length - targetStart + start + } + + var len = end - start + var i + + if (this === target && start < targetStart && targetStart < end) { + // descending copy from end + for (i = len - 1; i >= 0; --i) { + target[i + targetStart] = this[i + start] + } + } else if (len < 1000 || !Buffer.TYPED_ARRAY_SUPPORT) { + // ascending copy from start + for (i = 0; i < len; ++i) { + target[i + targetStart] = this[i + start] + } + } else { + Uint8Array.prototype.set.call( + target, + this.subarray(start, start + len), + targetStart + ) + } + + return len +} + +// Usage: +// buffer.fill(number[, offset[, end]]) +// buffer.fill(buffer[, offset[, end]]) +// buffer.fill(string[, offset[, end]][, encoding]) +Buffer.prototype.fill = function fill (val, start, end, encoding) { + // Handle string cases: + if (typeof val === 'string') { + if (typeof start === 'string') { + encoding = start + start = 0 + end = this.length + } else if (typeof end === 'string') { + encoding = end + end = this.length + } + if (val.length === 1) { + var code = val.charCodeAt(0) + if (code < 256) { + val = code + } + } + if (encoding !== undefined && typeof encoding !== 'string') { + throw new TypeError('encoding must be a string') + } + if (typeof encoding === 'string' && !Buffer.isEncoding(encoding)) { + throw new TypeError('Unknown encoding: ' + encoding) + } + } else if (typeof val === 'number') { + val = val & 255 + } + + // Invalid ranges are not set to a default, so can range check early. + if (start < 0 || this.length < start || this.length < end) { + throw new RangeError('Out of range index') + } + + if (end <= start) { + return this + } + + start = start >>> 0 + end = end === undefined ? this.length : end >>> 0 + + if (!val) val = 0 + + var i + if (typeof val === 'number') { + for (i = start; i < end; ++i) { + this[i] = val + } + } else { + var bytes = Buffer.isBuffer(val) + ? val + : utf8ToBytes(new Buffer(val, encoding).toString()) + var len = bytes.length + for (i = 0; i < end - start; ++i) { + this[i + start] = bytes[i % len] + } + } + + return this +} + +// HELPER FUNCTIONS +// ================ + +var INVALID_BASE64_RE = /[^+\/0-9A-Za-z-_]/g + +function base64clean (str) { + // Node strips out invalid characters like \n and \t from the string, base64-js does not + str = stringtrim(str).replace(INVALID_BASE64_RE, '') + // Node converts strings with length < 2 to '' + if (str.length < 2) return '' + // Node allows for non-padded base64 strings (missing trailing ===), base64-js does not + while (str.length % 4 !== 0) { + str = str + '=' + } + return str +} + +function stringtrim (str) { + if (str.trim) return str.trim() + return str.replace(/^\s+|\s+$/g, '') +} + +function toHex (n) { + if (n < 16) return '0' + n.toString(16) + return n.toString(16) +} + +function utf8ToBytes (string, units) { + units = units || Infinity + var codePoint + var length = string.length + var leadSurrogate = null + var bytes = [] + + for (var i = 0; i < length; ++i) { + codePoint = string.charCodeAt(i) + + // is surrogate component + if (codePoint > 0xD7FF && codePoint < 0xE000) { + // last char was a lead + if (!leadSurrogate) { + // no lead yet + if (codePoint > 0xDBFF) { + // unexpected trail + if ((units -= 3) > -1) bytes.push(0xEF, 0xBF, 0xBD) + continue + } else if (i + 1 === length) { + // unpaired lead + if ((units -= 3) > -1) bytes.push(0xEF, 0xBF, 0xBD) + continue + } + + // valid lead + leadSurrogate = codePoint + + continue + } + + // 2 leads in a row + if (codePoint < 0xDC00) { + if ((units -= 3) > -1) bytes.push(0xEF, 0xBF, 0xBD) + leadSurrogate = codePoint + continue + } + + // valid surrogate pair + codePoint = (leadSurrogate - 0xD800 << 10 | codePoint - 0xDC00) + 0x10000 + } else if (leadSurrogate) { + // valid bmp char, but last char was a lead + if ((units -= 3) > -1) bytes.push(0xEF, 0xBF, 0xBD) + } + + leadSurrogate = null + + // encode utf8 + if (codePoint < 0x80) { + if ((units -= 1) < 0) break + bytes.push(codePoint) + } else if (codePoint < 0x800) { + if ((units -= 2) < 0) break + bytes.push( + codePoint >> 0x6 | 0xC0, + codePoint & 0x3F | 0x80 + ) + } else if (codePoint < 0x10000) { + if ((units -= 3) < 0) break + bytes.push( + codePoint >> 0xC | 0xE0, + codePoint >> 0x6 & 0x3F | 0x80, + codePoint & 0x3F | 0x80 + ) + } else if (codePoint < 0x110000) { + if ((units -= 4) < 0) break + bytes.push( + codePoint >> 0x12 | 0xF0, + codePoint >> 0xC & 0x3F | 0x80, + codePoint >> 0x6 & 0x3F | 0x80, + codePoint & 0x3F | 0x80 + ) + } else { + throw new Error('Invalid code point') + } + } + + return bytes +} + +function asciiToBytes (str) { + var byteArray = [] + for (var i = 0; i < str.length; ++i) { + // Node's code seems to be doing this and not & 0x7F.. + byteArray.push(str.charCodeAt(i) & 0xFF) + } + return byteArray +} + +function utf16leToBytes (str, units) { + var c, hi, lo + var byteArray = [] + for (var i = 0; i < str.length; ++i) { + if ((units -= 2) < 0) break + + c = str.charCodeAt(i) + hi = c >> 8 + lo = c % 256 + byteArray.push(lo) + byteArray.push(hi) + } + + return byteArray +} + +function base64ToBytes (str) { + return base64.toByteArray(base64clean(str)) +} + +function blitBuffer (src, dst, offset, length) { + for (var i = 0; i < length; ++i) { + if ((i + offset >= dst.length) || (i >= src.length)) break + dst[i + offset] = src[i] + } + return i +} + +function isnan (val) { + return val !== val // eslint-disable-line no-self-compare +} + +}).call(this,typeof global !== "undefined" ? global : typeof self !== "undefined" ? self : typeof window !== "undefined" ? window : {}) + +},{"base64-js":4,"ieee754":18,"isarray":9}],9:[function(_dereq_,module,exports){ +var toString = {}.toString; + +module.exports = Array.isArray || function (arr) { + return toString.call(arr) == '[object Array]'; +}; + +},{}],10:[function(_dereq_,module,exports){ + +/** + * This is the web browser implementation of `debug()`. + * + * Expose `debug()` as the module. + */ + +exports = module.exports = _dereq_('./debug'); +exports.log = log; +exports.formatArgs = formatArgs; +exports.save = save; +exports.load = load; +exports.useColors = useColors; +exports.storage = 'undefined' != typeof chrome + && 'undefined' != typeof chrome.storage + ? chrome.storage.local + : localstorage(); + +/** + * Colors. + */ + +exports.colors = [ + 'lightseagreen', + 'forestgreen', + 'goldenrod', + 'dodgerblue', + 'darkorchid', + 'crimson' +]; + +/** + * Currently only WebKit-based Web Inspectors, Firefox >= v31, + * and the Firebug extension (any Firefox version) are known + * to support "%c" CSS customizations. + * + * TODO: add a `localStorage` variable to explicitly enable/disable colors + */ + +function useColors() { + // is webkit? http://stackoverflow.com/a/16459606/376773 + return ('WebkitAppearance' in document.documentElement.style) || + // is firebug? http://stackoverflow.com/a/398120/376773 + (window.console && (console.firebug || (console.exception && console.table))) || + // is firefox >= v31? + // https://developer.mozilla.org/en-US/docs/Tools/Web_Console#Styling_messages + (navigator.userAgent.toLowerCase().match(/firefox\/(\d+)/) && parseInt(RegExp.$1, 10) >= 31); +} + +/** + * Map %j to `JSON.stringify()`, since no Web Inspectors do that by default. + */ + +exports.formatters.j = function(v) { + return JSON.stringify(v); +}; + + +/** + * Colorize log arguments if enabled. + * + * @api public + */ + +function formatArgs() { + var args = arguments; + var useColors = this.useColors; + + args[0] = (useColors ? '%c' : '') + + this.namespace + + (useColors ? ' %c' : ' ') + + args[0] + + (useColors ? '%c ' : ' '); + + if (!useColors) return args; + + var c = 'color: ' + this.color; + args = [args[0], c, 'color: inherit'].concat(Array.prototype.slice.call(args, 1)); + + // the final "%c" is somewhat tricky, because there could be other + // arguments passed either before or after the %c, so we need to + // figure out the correct index to insert the CSS into + var index = 0; + var lastC = 0; + args[0].replace(/%[a-z%]/g, function(match) { + if ('%%' === match) return; + index++; + if ('%c' === match) { + // we only are interested in the *last* %c + // (the user may have provided their own) + lastC = index; + } + }); + + args.splice(lastC, 0, c); + return args; +} + +/** + * Invokes `console.log()` when available. + * No-op when `console.log` is not a "function". + * + * @api public + */ + +function log() { + // this hackery is required for IE8/9, where + // the `console.log` function doesn't have 'apply' + return 'object' === typeof console + && console.log + && Function.prototype.apply.call(console.log, console, arguments); +} + +/** + * Save `namespaces`. + * + * @param {String} namespaces + * @api private + */ + +function save(namespaces) { + try { + if (null == namespaces) { + exports.storage.removeItem('debug'); + } else { + exports.storage.debug = namespaces; + } + } catch(e) {} +} + +/** + * Load `namespaces`. + * + * @return {String} returns the previously persisted debug modes + * @api private + */ + +function load() { + var r; + try { + r = exports.storage.debug; + } catch(e) {} + return r; +} + +/** + * Enable namespaces listed in `localStorage.debug` initially. + */ + +exports.enable(load()); + +/** + * Localstorage attempts to return the localstorage. + * + * This is necessary because safari throws + * when a user disables cookies/localstorage + * and you attempt to access it. + * + * @return {LocalStorage} + * @api private + */ + +function localstorage(){ + try { + return window.localStorage; + } catch (e) {} +} + +},{"./debug":11}],11:[function(_dereq_,module,exports){ + +/** + * This is the common logic for both the Node.js and web browser + * implementations of `debug()`. + * + * Expose `debug()` as the module. + */ + +exports = module.exports = debug; +exports.coerce = coerce; +exports.disable = disable; +exports.enable = enable; +exports.enabled = enabled; + +/** + * The currently active debug mode names, and names to skip. + */ + +exports.names = []; +exports.skips = []; + +/** + * Map of special "%n" handling functions, for the debug "format" argument. + * + * Valid key names are a single, lowercased letter, i.e. "n". + */ + +exports.formatters = {}; + +/** + * Previously assigned color. + */ + +var prevColor = 0; + +/** + * Select a color. + * + * @return {Number} + * @api private + */ + +function selectColor() { + return exports.colors[prevColor++ % exports.colors.length]; +} + +/** + * Create a debugger with the given `namespace`. + * + * @param {String} namespace + * @return {Function} + * @api public + */ + +function debug(namespace) { + + // define the `disabled` version + function disabled() { + } + disabled.enabled = false; + + // define the `enabled` version + function enabled() { + + var self = enabled; + + // add the `color` if not set + if (null == self.useColors) self.useColors = exports.useColors(); + if (null == self.color && self.useColors) self.color = selectColor(); + + var args = Array.prototype.slice.call(arguments); + + args[0] = exports.coerce(args[0]); + + if ('string' !== typeof args[0]) { + // anything else let's inspect with %o + args = ['%o'].concat(args); + } + + // apply any `formatters` transformations + var index = 0; + args[0] = args[0].replace(/%([a-z%])/g, function(match, format) { + // if we encounter an escaped % then don't increase the array index + if (match === '%%') return match; + index++; + var formatter = exports.formatters[format]; + if ('function' === typeof formatter) { + var val = args[index]; + match = formatter.call(self, val); + + // now we need to remove `args[index]` since it's inlined in the `format` + args.splice(index, 1); + index--; + } + return match; + }); + + if ('function' === typeof exports.formatArgs) { + args = exports.formatArgs.apply(self, args); + } + var logFn = enabled.log || exports.log || console.log.bind(console); + logFn.apply(self, args); + } + enabled.enabled = true; + + var fn = exports.enabled(namespace) ? enabled : disabled; + + fn.namespace = namespace; + + return fn; +} + +/** + * Enables a debug mode by namespaces. This can include modes + * separated by a colon and wildcards. + * + * @param {String} namespaces + * @api public + */ + +function enable(namespaces) { + exports.save(namespaces); + + var split = (namespaces || '').split(/[\s,]+/); + var len = split.length; + + for (var i = 0; i < len; i++) { + if (!split[i]) continue; // ignore empty strings + namespaces = split[i].replace(/\*/g, '.*?'); + if (namespaces[0] === '-') { + exports.skips.push(new RegExp('^' + namespaces.substr(1) + '$')); + } else { + exports.names.push(new RegExp('^' + namespaces + '$')); + } + } +} + +/** + * Disable debug output. + * + * @api public + */ + +function disable() { + exports.enable(''); +} + +/** + * Returns true if the given mode name is enabled, false otherwise. + * + * @param {String} name + * @return {Boolean} + * @api public + */ + +function enabled(name) { + var i, len; + for (i = 0, len = exports.skips.length; i < len; i++) { + if (exports.skips[i].test(name)) { + return false; + } + } + for (i = 0, len = exports.names.length; i < len; i++) { + if (exports.names[i].test(name)) { + return true; + } + } + return false; +} + +/** + * Coerce `val`. + * + * @param {Mixed} val + * @return {Mixed} + * @api private + */ + +function coerce(val) { + if (val instanceof Error) return val.stack || val.message; + return val; +} + +},{}],12:[function(_dereq_,module,exports){ +'use strict'; +var isObj = _dereq_('is-obj'); +var hasOwnProperty = Object.prototype.hasOwnProperty; +var propIsEnumerable = Object.prototype.propertyIsEnumerable; + +function toObject(val) { + if (val === null || val === undefined) { + throw new TypeError('Sources cannot be null or undefined'); + } + + return Object(val); +} + +function assignKey(to, from, key) { + var val = from[key]; + + if (val === undefined || val === null) { + return; + } + + if (hasOwnProperty.call(to, key)) { + if (to[key] === undefined || to[key] === null) { + throw new TypeError('Cannot convert undefined or null to object (' + key + ')'); + } + } + + if (!hasOwnProperty.call(to, key) || !isObj(val)) { + to[key] = val; + } else { + to[key] = assign(Object(to[key]), from[key]); + } +} + +function assign(to, from) { + if (to === from) { + return to; + } + + from = Object(from); + + for (var key in from) { + if (hasOwnProperty.call(from, key)) { + assignKey(to, from, key); + } + } + + if (Object.getOwnPropertySymbols) { + var symbols = Object.getOwnPropertySymbols(from); + + for (var i = 0; i < symbols.length; i++) { + if (propIsEnumerable.call(from, symbols[i])) { + assignKey(to, from, symbols[i]); + } + } + } + + return to; +} + +module.exports = function deepAssign(target) { + target = toObject(target); + + for (var s = 1; s < arguments.length; s++) { + assign(target, arguments[s]); + } + + return target; +}; + +},{"is-obj":22}],13:[function(_dereq_,module,exports){ +/*! 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case 'uint32': + return Uint32Array + case 'float32': + return Float32Array + case 'float64': + return Float64Array + case 'array': + return Array + case 'uint8_clamped': + return Uint8ClampedArray + } +} + +},{}],15:[function(_dereq_,module,exports){ +/*eslint new-cap:0*/ +var dtype = _dereq_('dtype') +module.exports = flattenVertexData +function flattenVertexData (data, output, offset) { + if (!data) throw new TypeError('must specify data as first parameter') + offset = +(offset || 0) | 0 + + if (Array.isArray(data) && Array.isArray(data[0])) { + var dim = data[0].length + var length = data.length * dim + + // no output specified, create a new typed array + if (!output || typeof output === 'string') { + output = new (dtype(output || 'float32'))(length + offset) + } + + var dstLength = output.length - offset + if (length !== dstLength) { + throw new Error('source length ' + length + ' (' + dim + 'x' + data.length + ')' + + ' does not match destination length ' + dstLength) + } + + for (var i = 0, k = offset; i < data.length; i++) { + for (var j = 0; j < dim; j++) { + output[k++] = data[i][j] + } + } + } else { + if (!output || typeof output === 'string') { + // no output, create a new one + var Ctor = dtype(output || 'float32') + if (offset === 0) { + output = new Ctor(data) + } else { + output = new Ctor(data.length + offset) + output.set(data, offset) + } + } else { + // store output in existing array + output.set(data, offset) + } + } + + return output +} + +},{"dtype":14}],16:[function(_dereq_,module,exports){ +var isFunction = _dereq_('is-function') + +module.exports = forEach + +var toString = Object.prototype.toString +var hasOwnProperty = Object.prototype.hasOwnProperty + +function forEach(list, iterator, context) { + if (!isFunction(iterator)) { + throw new TypeError('iterator must be a function') + } + + if (arguments.length < 3) { + context = this + } + + if (toString.call(list) === '[object Array]') + forEachArray(list, iterator, context) + else if (typeof list === 'string') + forEachString(list, iterator, context) + else + forEachObject(list, iterator, context) +} + +function forEachArray(array, iterator, context) { + for (var i = 0, len = array.length; i < len; i++) { + if (hasOwnProperty.call(array, i)) { + iterator.call(context, array[i], i, array) + } + } +} + +function forEachString(string, iterator, context) { + for (var i = 0, len = string.length; i < len; i++) { + // no such thing as a sparse string. + iterator.call(context, string.charAt(i), i, string) + } +} + +function forEachObject(object, iterator, context) { + for (var k in object) { + if (hasOwnProperty.call(object, k)) { + iterator.call(context, object[k], k, object) + } + } +} + +},{"is-function":21}],17:[function(_dereq_,module,exports){ +(function (global){ +var win; + +if (typeof window !== "undefined") { + win = window; +} else if (typeof global !== "undefined") { + win = global; +} else if (typeof self !== "undefined"){ + win = self; +} else { + win = {}; +} + +module.exports = win; + +}).call(this,typeof global !== "undefined" ? global : typeof self !== "undefined" ? self : typeof window !== "undefined" ? window : {}) + +},{}],18:[function(_dereq_,module,exports){ +exports.read = function (buffer, offset, isLE, mLen, nBytes) { + var e, m + var eLen = nBytes * 8 - mLen - 1 + var eMax = (1 << eLen) - 1 + var eBias = eMax >> 1 + var nBits = -7 + var i = isLE ? (nBytes - 1) : 0 + var d = isLE ? -1 : 1 + var s = buffer[offset + i] + + i += d + + e = s & ((1 << (-nBits)) - 1) + s >>= (-nBits) + nBits += eLen + for (; nBits > 0; e = e * 256 + buffer[offset + i], i += d, nBits -= 8) {} + + m = e & ((1 << (-nBits)) - 1) + e >>= (-nBits) + nBits += mLen + for (; nBits > 0; m = m * 256 + buffer[offset + i], i += d, nBits -= 8) {} + + if (e === 0) { + e = 1 - eBias + } else if (e === eMax) { + return m ? NaN : ((s ? -1 : 1) * Infinity) + } else { + m = m + Math.pow(2, mLen) + e = e - eBias + } + return (s ? -1 : 1) * m * Math.pow(2, e - mLen) +} + +exports.write = function (buffer, value, offset, isLE, mLen, nBytes) { + var e, m, c + var eLen = nBytes * 8 - mLen - 1 + var eMax = (1 << eLen) - 1 + var eBias = eMax >> 1 + var rt = (mLen === 23 ? Math.pow(2, -24) - Math.pow(2, -77) : 0) + var i = isLE ? 0 : (nBytes - 1) + var d = isLE ? 1 : -1 + var s = value < 0 || (value === 0 && 1 / value < 0) ? 1 : 0 + + value = Math.abs(value) + + if (isNaN(value) || value === Infinity) { + m = isNaN(value) ? 1 : 0 + e = eMax + } else { + e = Math.floor(Math.log(value) / Math.LN2) + if (value * (c = Math.pow(2, -e)) < 1) { + e-- + c *= 2 + } + if (e + eBias >= 1) { + value += rt / c + } else { + value += rt * Math.pow(2, 1 - eBias) + } + if (value * c >= 2) { + e++ + c /= 2 + } + + if (e + eBias >= eMax) { + m = 0 + e = eMax + } else if (e + eBias >= 1) { + m = (value * c - 1) * Math.pow(2, mLen) + e = e + eBias + } else { + m = value * Math.pow(2, eBias - 1) * Math.pow(2, mLen) + e = 0 + } + } + + for (; mLen >= 8; buffer[offset + i] = m & 0xff, i += d, m /= 256, mLen -= 8) {} + + e = (e << mLen) | m + eLen += mLen + for (; eLen > 0; buffer[offset + i] = e & 0xff, i += d, e /= 256, eLen -= 8) {} + + buffer[offset + i - d] |= s * 128 +} + +},{}],19:[function(_dereq_,module,exports){ +if (typeof Object.create === 'function') { + // implementation from standard node.js 'util' module + module.exports = function inherits(ctor, superCtor) { + ctor.super_ = superCtor + ctor.prototype = Object.create(superCtor.prototype, { + constructor: { + value: ctor, + enumerable: false, + writable: true, + configurable: true + } + }); + }; +} else { + // old school shim for old browsers + module.exports = function inherits(ctor, superCtor) { + ctor.super_ = superCtor + var TempCtor = function () {} + TempCtor.prototype = superCtor.prototype + ctor.prototype = new TempCtor() + ctor.prototype.constructor = ctor + } +} + +},{}],20:[function(_dereq_,module,exports){ +/*! + * Determine if an object is a Buffer + * + * @author Feross Aboukhadijeh <https://feross.org> + * @license MIT + */ + +// The _isBuffer check is for Safari 5-7 support, because it's missing +// Object.prototype.constructor. Remove this eventually +module.exports = function (obj) { + return obj != null && (isBuffer(obj) || isSlowBuffer(obj) || !!obj._isBuffer) +} + +function isBuffer (obj) { + return !!obj.constructor && typeof obj.constructor.isBuffer === 'function' && obj.constructor.isBuffer(obj) +} + +// For Node v0.10 support. Remove this eventually. +function isSlowBuffer (obj) { + return typeof obj.readFloatLE === 'function' && typeof obj.slice === 'function' && isBuffer(obj.slice(0, 0)) +} + +},{}],21:[function(_dereq_,module,exports){ +module.exports = isFunction + +var toString = Object.prototype.toString + +function isFunction (fn) { + var string = toString.call(fn) + return string === '[object Function]' || + (typeof fn === 'function' && string !== '[object RegExp]') || + (typeof window !== 'undefined' && + // IE8 and below + (fn === window.setTimeout || + fn === window.alert || + fn === window.confirm || + fn === window.prompt)) +}; + +},{}],22:[function(_dereq_,module,exports){ +'use strict'; +module.exports = function (x) { + var type = typeof x; + return x !== null && (type === 'object' || type === 'function'); +}; + +},{}],23:[function(_dereq_,module,exports){ +var wordWrap = _dereq_('word-wrapper') +var xtend = _dereq_('xtend') +var number = _dereq_('as-number') + +var X_HEIGHTS = ['x', 'e', 'a', 'o', 'n', 's', 'r', 'c', 'u', 'm', 'v', 'w', 'z'] +var M_WIDTHS = ['m', 'w'] +var CAP_HEIGHTS = ['H', 'I', 'N', 'E', 'F', 'K', 'L', 'T', 'U', 'V', 'W', 'X', 'Y', 'Z'] + + +var TAB_ID = '\t'.charCodeAt(0) +var SPACE_ID = ' '.charCodeAt(0) +var ALIGN_LEFT = 0, + ALIGN_CENTER = 1, + ALIGN_RIGHT = 2 + +module.exports = function createLayout(opt) { + return new TextLayout(opt) +} + +function TextLayout(opt) { + this.glyphs = [] + this._measure = this.computeMetrics.bind(this) + this.update(opt) +} + +TextLayout.prototype.update = function(opt) { + opt = xtend({ + measure: this._measure + }, opt) + this._opt = opt + this._opt.tabSize = number(this._opt.tabSize, 4) + + if (!opt.font) + throw new Error('must provide a valid bitmap font') + + var glyphs = this.glyphs + var text = opt.text||'' + var font = opt.font + this._setupSpaceGlyphs(font) + + var lines = wordWrap.lines(text, opt) + var minWidth = opt.width || 0 + + //clear glyphs + glyphs.length = 0 + + //get max line width + var maxLineWidth = lines.reduce(function(prev, line) { + return Math.max(prev, line.width, minWidth) + }, 0) + + //the pen position + var x = 0 + var y = 0 + var lineHeight = number(opt.lineHeight, font.common.lineHeight) + var baseline = font.common.base + var descender = lineHeight-baseline + var letterSpacing = opt.letterSpacing || 0 + var height = lineHeight * lines.length - descender + var align = getAlignType(this._opt.align) + + //draw text along baseline + y -= height + + //the metrics for this text layout + this._width = maxLineWidth + this._height = height + this._descender = lineHeight - baseline + this._baseline = baseline + this._xHeight = getXHeight(font) + this._capHeight = getCapHeight(font) + this._lineHeight = lineHeight + this._ascender = lineHeight - descender - this._xHeight + + //layout each glyph + var self = this + lines.forEach(function(line, lineIndex) { + var start = line.start + var end = line.end + var lineWidth = line.width + var lastGlyph + + //for each glyph in that line... + for (var i=start; i<end; i++) { + var id = text.charCodeAt(i) + var glyph = self.getGlyph(font, id) + if (glyph) { + if (lastGlyph) + x += getKerning(font, lastGlyph.id, glyph.id) + + var tx = x + if (align === ALIGN_CENTER) + tx += (maxLineWidth-lineWidth)/2 + else if (align === ALIGN_RIGHT) + tx += (maxLineWidth-lineWidth) + + glyphs.push({ + position: [tx, y], + data: glyph, + index: i, + line: lineIndex + }) + + //move pen forward + x += glyph.xadvance + letterSpacing + lastGlyph = glyph + } + } + + //next line down + y += lineHeight + x = 0 + }) + this._linesTotal = lines.length; +} + +TextLayout.prototype._setupSpaceGlyphs = function(font) { + //These are fallbacks, when the font doesn't include + //' ' or '\t' glyphs + this._fallbackSpaceGlyph = null + this._fallbackTabGlyph = null + + if (!font.chars || font.chars.length === 0) + return + + //try to get space glyph + //then fall back to the 'm' or 'w' glyphs + //then fall back to the first glyph available + var space = getGlyphById(font, SPACE_ID) + || getMGlyph(font) + || font.chars[0] + + //and create a fallback for tab + var tabWidth = this._opt.tabSize * space.xadvance + this._fallbackSpaceGlyph = space + this._fallbackTabGlyph = xtend(space, { + x: 0, y: 0, xadvance: tabWidth, id: TAB_ID, + xoffset: 0, yoffset: 0, width: 0, height: 0 + }) +} + +TextLayout.prototype.getGlyph = function(font, id) { + var glyph = getGlyphById(font, id) + if (glyph) + return glyph + else if (id === TAB_ID) + return this._fallbackTabGlyph + else if (id === SPACE_ID) + return this._fallbackSpaceGlyph + return null +} + +TextLayout.prototype.computeMetrics = function(text, start, end, width) { + var letterSpacing = this._opt.letterSpacing || 0 + var font = this._opt.font + var curPen = 0 + var curWidth = 0 + var count = 0 + var glyph + var lastGlyph + + if (!font.chars || font.chars.length === 0) { + return { + start: start, + end: start, + width: 0 + } + } + + end = Math.min(text.length, end) + for (var i=start; i < end; i++) { + var id = text.charCodeAt(i) + var glyph = this.getGlyph(font, id) + + if (glyph) { + //move pen forward + var xoff = glyph.xoffset + var kern = lastGlyph ? getKerning(font, lastGlyph.id, glyph.id) : 0 + curPen += kern + + var nextPen = curPen + glyph.xadvance + letterSpacing + var nextWidth = curPen + glyph.width + + //we've hit our limit; we can't move onto the next glyph + if (nextWidth >= width || nextPen >= width) + break + + //otherwise continue along our line + curPen = nextPen + curWidth = nextWidth + lastGlyph = glyph + } + count++ + } + + //make sure rightmost edge lines up with rendered glyphs + if (lastGlyph) + curWidth += lastGlyph.xoffset + + return { + start: start, + end: start + count, + width: curWidth + } +} + +//getters for the private vars +;['width', 'height', + 'descender', 'ascender', + 'xHeight', 'baseline', + 'capHeight', + 'lineHeight' ].forEach(addGetter) + +function addGetter(name) { + Object.defineProperty(TextLayout.prototype, name, { + get: wrapper(name), + configurable: true + }) +} + +//create lookups for private vars +function wrapper(name) { + return (new Function([ + 'return function '+name+'() {', + ' return this._'+name, + '}' + ].join('\n')))() +} + +function getGlyphById(font, id) { + if (!font.chars || font.chars.length === 0) + return null + + var glyphIdx = findChar(font.chars, id) + if (glyphIdx >= 0) + return font.chars[glyphIdx] + return null +} + +function getXHeight(font) { + for (var i=0; i<X_HEIGHTS.length; i++) { + var id = X_HEIGHTS[i].charCodeAt(0) + var idx = findChar(font.chars, id) + if (idx >= 0) + return font.chars[idx].height + } + return 0 +} + +function getMGlyph(font) { + for (var i=0; i<M_WIDTHS.length; i++) { + var id = M_WIDTHS[i].charCodeAt(0) + var idx = findChar(font.chars, id) + if (idx >= 0) + return font.chars[idx] + } + return 0 +} + +function getCapHeight(font) { + for (var i=0; i<CAP_HEIGHTS.length; i++) { + var id = CAP_HEIGHTS[i].charCodeAt(0) + var idx = findChar(font.chars, id) + if (idx >= 0) + return font.chars[idx].height + } + return 0 +} + +function getKerning(font, left, right) { + if (!font.kernings || font.kernings.length === 0) + return 0 + + var table = font.kernings + for (var i=0; i<table.length; i++) { + var kern = table[i] + if (kern.first === left && kern.second === right) + return kern.amount + } + return 0 +} + +function getAlignType(align) { + if (align === 'center') + return ALIGN_CENTER + else if (align === 'right') + return ALIGN_RIGHT + return ALIGN_LEFT +} + +function findChar (array, value, start) { + start = start || 0 + for (var i = start; i < array.length; i++) { + if (array[i].id === value) { + return i + } + } + return -1 +} +},{"as-number":3,"word-wrapper":71,"xtend":74}],24:[function(_dereq_,module,exports){ +(function (Buffer){ +var xhr = _dereq_('xhr') +var noop = function(){} +var parseASCII = _dereq_('parse-bmfont-ascii') +var parseXML = _dereq_('parse-bmfont-xml') +var readBinary = _dereq_('parse-bmfont-binary') +var isBinaryFormat = _dereq_('./lib/is-binary') +var xtend = _dereq_('xtend') + +var xml2 = (function hasXML2() { + return self.XMLHttpRequest && "withCredentials" in new XMLHttpRequest +})() + +module.exports = function(opt, cb) { + cb = typeof cb === 'function' ? cb : noop + + if (typeof opt === 'string') + opt = { uri: opt } + else if (!opt) + opt = {} + + var expectBinary = opt.binary + if (expectBinary) + opt = getBinaryOpts(opt) + + xhr(opt, function(err, res, body) { + if (err) + return cb(err) + if (!/^2/.test(res.statusCode)) + return cb(new Error('http status code: '+res.statusCode)) + if (!body) + return cb(new Error('no body result')) + + var binary = false + + //if the response type is an array buffer, + //we need to convert it into a regular Buffer object + if (isArrayBuffer(body)) { + var array = new Uint8Array(body) + body = new Buffer(array, 'binary') + } + + //now check the string/Buffer response + //and see if it has a binary BMF header + if (isBinaryFormat(body)) { + binary = true + //if we have a string, turn it into a Buffer + if (typeof body === 'string') + body = new Buffer(body, 'binary') + } + + //we are not parsing a binary format, just ASCII/XML/etc + if (!binary) { + //might still be a buffer if responseType is 'arraybuffer' + if (Buffer.isBuffer(body)) + body = body.toString(opt.encoding) + body = body.trim() + } + + var result + try { + var type = res.headers['content-type'] + if (binary) + result = readBinary(body) + else if (/json/.test(type) || body.charAt(0) === '{') + result = JSON.parse(body) + else if (/xml/.test(type) || body.charAt(0) === '<') + result = parseXML(body) + else + result = parseASCII(body) + } catch (e) { + cb(new Error('error parsing font '+e.message)) + cb = noop + } + cb(null, result) + }) +} + +function isArrayBuffer(arr) { + var str = Object.prototype.toString + return str.call(arr) === '[object ArrayBuffer]' +} + +function getBinaryOpts(opt) { + //IE10+ and other modern browsers support array buffers + if (xml2) + return xtend(opt, { responseType: 'arraybuffer' }) + + if (typeof self.XMLHttpRequest === 'undefined') + throw new Error('your browser does not support XHR loading') + + //IE9 and XML1 browsers could still use an override + var req = new self.XMLHttpRequest() + req.overrideMimeType('text/plain; charset=x-user-defined') + return xtend({ + xhr: req + }, opt) +} + +}).call(this,_dereq_("buffer").Buffer) + +},{"./lib/is-binary":25,"buffer":8,"parse-bmfont-ascii":27,"parse-bmfont-binary":28,"parse-bmfont-xml":29,"xhr":72,"xtend":74}],25:[function(_dereq_,module,exports){ +(function (Buffer){ +var equal = _dereq_('buffer-equal') +var HEADER = new Buffer([66, 77, 70, 3]) + +module.exports = function(buf) { + if (typeof buf === 'string') + return buf.substring(0, 3) === 'BMF' + return buf.length > 4 && equal(buf.slice(0, 4), HEADER) +} +}).call(this,_dereq_("buffer").Buffer) + +},{"buffer":8,"buffer-equal":7}],26:[function(_dereq_,module,exports){ +/* +object-assign +(c) Sindre Sorhus +@license MIT +*/ + +'use strict'; +/* eslint-disable no-unused-vars */ +var getOwnPropertySymbols = Object.getOwnPropertySymbols; +var hasOwnProperty = Object.prototype.hasOwnProperty; +var propIsEnumerable = Object.prototype.propertyIsEnumerable; + +function toObject(val) { + if (val === null || val === undefined) { + throw new TypeError('Object.assign cannot be called with null or undefined'); + } + + return Object(val); +} + +function shouldUseNative() { + try { + if (!Object.assign) { + return false; + } + + // Detect buggy property enumeration order in older V8 versions. + + // https://bugs.chromium.org/p/v8/issues/detail?id=4118 + var test1 = new String('abc'); // eslint-disable-line no-new-wrappers + test1[5] = 'de'; + if (Object.getOwnPropertyNames(test1)[0] === '5') { + return false; + } + + // https://bugs.chromium.org/p/v8/issues/detail?id=3056 + var test2 = {}; + for (var i = 0; i < 10; i++) { + test2['_' + String.fromCharCode(i)] = i; + } + var order2 = Object.getOwnPropertyNames(test2).map(function (n) { + return test2[n]; + }); + if (order2.join('') !== '0123456789') { + return false; + } + + // https://bugs.chromium.org/p/v8/issues/detail?id=3056 + var test3 = {}; + 'abcdefghijklmnopqrst'.split('').forEach(function (letter) { + test3[letter] = letter; + }); + if (Object.keys(Object.assign({}, test3)).join('') !== + 'abcdefghijklmnopqrst') { + return false; + } + + return true; + } catch (err) { + // We don't expect any of the above to throw, but better to be safe. + return false; + } +} + +module.exports = shouldUseNative() ? Object.assign : function (target, source) { + var from; + var to = toObject(target); + var symbols; + + for (var s = 1; s < arguments.length; s++) { + from = Object(arguments[s]); + + for (var key in from) { + if (hasOwnProperty.call(from, key)) { + to[key] = from[key]; + } + } + + if (getOwnPropertySymbols) { + symbols = getOwnPropertySymbols(from); + for (var i = 0; i < symbols.length; i++) { + if (propIsEnumerable.call(from, symbols[i])) { + to[symbols[i]] = from[symbols[i]]; + } + } + } + } + + return to; +}; + +},{}],27:[function(_dereq_,module,exports){ +module.exports = function parseBMFontAscii(data) { + if (!data) + throw new Error('no data provided') + data = data.toString().trim() + + var output = { + pages: [], + chars: [], + kernings: [] + } + + var lines = data.split(/\r\n?|\n/g) + + if (lines.length === 0) + throw new Error('no data in BMFont file') + + for (var i = 0; i < lines.length; i++) { + var lineData = splitLine(lines[i], i) + if (!lineData) //skip empty lines + continue + + if (lineData.key === 'page') { + if (typeof lineData.data.id !== 'number') + throw new Error('malformed file at line ' + i + ' -- needs page id=N') + if (typeof lineData.data.file !== 'string') + throw new Error('malformed file at line ' + i + ' -- needs page file="path"') + output.pages[lineData.data.id] = lineData.data.file + } else if (lineData.key === 'chars' || lineData.key === 'kernings') { + //... do nothing for these two ... + } else if (lineData.key === 'char') { + output.chars.push(lineData.data) + } else if (lineData.key === 'kerning') { + output.kernings.push(lineData.data) + } else { + output[lineData.key] = lineData.data + } + } + + return output +} + +function splitLine(line, idx) { + line = line.replace(/\t+/g, ' ').trim() + if (!line) + return null + + var space = line.indexOf(' ') + if (space === -1) + throw new Error("no named row at line " + idx) + + var key = line.substring(0, space) + + line = line.substring(space + 1) + //clear "letter" field as it is non-standard and + //requires additional complexity to parse " / = symbols + line = line.replace(/letter=[\'\"]\S+[\'\"]/gi, '') + line = line.split("=") + line = line.map(function(str) { + return str.trim().match((/(".*?"|[^"\s]+)+(?=\s*|\s*$)/g)) + }) + + var data = [] + for (var i = 0; i < line.length; i++) { + var dt = line[i] + if (i === 0) { + data.push({ + key: dt[0], + data: "" + }) + } else if (i === line.length - 1) { + data[data.length - 1].data = parseData(dt[0]) + } else { + data[data.length - 1].data = parseData(dt[0]) + data.push({ + key: dt[1], + data: "" + }) + } + } + + var out = { + key: key, + data: {} + } + + data.forEach(function(v) { + out.data[v.key] = v.data; + }) + + return out +} + +function parseData(data) { + if (!data || data.length === 0) + return "" + + if (data.indexOf('"') === 0 || data.indexOf("'") === 0) + return data.substring(1, data.length - 1) + if (data.indexOf(',') !== -1) + return parseIntList(data) + return parseInt(data, 10) +} + +function parseIntList(data) { + return data.split(',').map(function(val) { + return parseInt(val, 10) + }) +} +},{}],28:[function(_dereq_,module,exports){ +var HEADER = [66, 77, 70] + +module.exports = function readBMFontBinary(buf) { + if (buf.length < 6) + throw new Error('invalid buffer length for BMFont') + + var header = HEADER.every(function(byte, i) { + return buf.readUInt8(i) === byte + }) + + if (!header) + throw new Error('BMFont missing BMF byte header') + + var i = 3 + var vers = buf.readUInt8(i++) + if (vers > 3) + throw new Error('Only supports BMFont Binary v3 (BMFont App v1.10)') + + var target = { kernings: [], chars: [] } + for (var b=0; b<5; b++) + i += readBlock(target, buf, i) + return target +} + +function readBlock(target, buf, i) { + if (i > buf.length-1) + return 0 + + var blockID = buf.readUInt8(i++) + var blockSize = buf.readInt32LE(i) + i += 4 + + switch(blockID) { + case 1: + target.info = readInfo(buf, i) + break + case 2: + target.common = readCommon(buf, i) + break + case 3: + target.pages = readPages(buf, i, blockSize) + break + case 4: + target.chars = readChars(buf, i, blockSize) + break + case 5: + target.kernings = readKernings(buf, i, blockSize) + break + } + return 5 + blockSize +} + +function readInfo(buf, i) { + var info = {} + info.size = buf.readInt16LE(i) + + var bitField = buf.readUInt8(i+2) + info.smooth = (bitField >> 7) & 1 + info.unicode = (bitField >> 6) & 1 + info.italic = (bitField >> 5) & 1 + info.bold = (bitField >> 4) & 1 + + //fixedHeight is only mentioned in binary spec + if ((bitField >> 3) & 1) + info.fixedHeight = 1 + + info.charset = buf.readUInt8(i+3) || '' + info.stretchH = buf.readUInt16LE(i+4) + info.aa = buf.readUInt8(i+6) + info.padding = [ + buf.readInt8(i+7), + buf.readInt8(i+8), + buf.readInt8(i+9), + buf.readInt8(i+10) + ] + info.spacing = [ + buf.readInt8(i+11), + buf.readInt8(i+12) + ] + info.outline = buf.readUInt8(i+13) + info.face = readStringNT(buf, i+14) + return info +} + +function readCommon(buf, i) { + var common = {} + common.lineHeight = buf.readUInt16LE(i) + common.base = buf.readUInt16LE(i+2) + common.scaleW = buf.readUInt16LE(i+4) + common.scaleH = buf.readUInt16LE(i+6) + common.pages = buf.readUInt16LE(i+8) + var bitField = buf.readUInt8(i+10) + common.packed = 0 + common.alphaChnl = buf.readUInt8(i+11) + common.redChnl = buf.readUInt8(i+12) + common.greenChnl = buf.readUInt8(i+13) + common.blueChnl = buf.readUInt8(i+14) + return common +} + +function readPages(buf, i, size) { + var pages = [] + var text = readNameNT(buf, i) + var len = text.length+1 + var count = size / len + for (var c=0; c<count; c++) { + pages[c] = buf.slice(i, i+text.length).toString('utf8') + i += len + } + return pages +} + +function readChars(buf, i, blockSize) { + var chars = [] + + var count = blockSize / 20 + for (var c=0; c<count; c++) { + var char = {} + var off = c*20 + char.id = buf.readUInt32LE(i + 0 + off) + char.x = buf.readUInt16LE(i + 4 + off) + char.y = buf.readUInt16LE(i + 6 + off) + char.width = buf.readUInt16LE(i + 8 + off) + char.height = buf.readUInt16LE(i + 10 + off) + char.xoffset = buf.readInt16LE(i + 12 + off) + char.yoffset = buf.readInt16LE(i + 14 + off) + char.xadvance = buf.readInt16LE(i + 16 + off) + char.page = buf.readUInt8(i + 18 + off) + char.chnl = buf.readUInt8(i + 19 + off) + chars[c] = char + } + return chars +} + +function readKernings(buf, i, blockSize) { + var kernings = [] + var count = blockSize / 10 + for (var c=0; c<count; c++) { + var kern = {} + var off = c*10 + kern.first = buf.readUInt32LE(i + 0 + off) + kern.second = buf.readUInt32LE(i + 4 + off) + kern.amount = buf.readInt16LE(i + 8 + off) + kernings[c] = kern + } + return kernings +} + +function readNameNT(buf, offset) { + var pos=offset + for (; pos<buf.length; pos++) { + if (buf[pos] === 0x00) + break + } + return buf.slice(offset, pos) +} + +function readStringNT(buf, offset) { + return readNameNT(buf, offset).toString('utf8') +} +},{}],29:[function(_dereq_,module,exports){ +var parseAttributes = _dereq_('./parse-attribs') +var parseFromString = _dereq_('xml-parse-from-string') + +//In some cases element.attribute.nodeName can return +//all lowercase values.. so we need to map them to the correct +//case +var NAME_MAP = { + scaleh: 'scaleH', + scalew: 'scaleW', + stretchh: 'stretchH', + lineheight: 'lineHeight', + alphachnl: 'alphaChnl', + redchnl: 'redChnl', + greenchnl: 'greenChnl', + bluechnl: 'blueChnl' +} + +module.exports = function parse(data) { + data = data.toString() + + var xmlRoot = parseFromString(data) + var output = { + pages: [], + chars: [], + kernings: [] + } + + //get config settings + ;['info', 'common'].forEach(function(key) { + var element = xmlRoot.getElementsByTagName(key)[0] + if (element) + output[key] = parseAttributes(getAttribs(element)) + }) + + //get page info + var pageRoot = xmlRoot.getElementsByTagName('pages')[0] + if (!pageRoot) + throw new Error('malformed file -- no <pages> element') + var pages = pageRoot.getElementsByTagName('page') + for (var i=0; i<pages.length; i++) { + var p = pages[i] + var id = parseInt(p.getAttribute('id'), 10) + var file = p.getAttribute('file') + if (isNaN(id)) + throw new Error('malformed file -- page "id" attribute is NaN') + if (!file) + throw new Error('malformed file -- needs page "file" attribute') + output.pages[parseInt(id, 10)] = file + } + + //get kernings / chars + ;['chars', 'kernings'].forEach(function(key) { + var element = xmlRoot.getElementsByTagName(key)[0] + if (!element) + return + var childTag = key.substring(0, key.length-1) + var children = element.getElementsByTagName(childTag) + for (var i=0; i<children.length; i++) { + var child = children[i] + output[key].push(parseAttributes(getAttribs(child))) + } + }) + return output +} + +function getAttribs(element) { + var attribs = getAttribList(element) + return attribs.reduce(function(dict, attrib) { + var key = mapName(attrib.nodeName) + dict[key] = attrib.nodeValue + return dict + }, {}) +} + +function getAttribList(element) { + //IE8+ and modern browsers + var attribs = [] + for (var i=0; i<element.attributes.length; i++) + attribs.push(element.attributes[i]) + return attribs +} + +function mapName(nodeName) { + return NAME_MAP[nodeName.toLowerCase()] || nodeName +} +},{"./parse-attribs":30,"xml-parse-from-string":73}],30:[function(_dereq_,module,exports){ +//Some versions of GlyphDesigner have a typo +//that causes some bugs with parsing. +//Need to confirm with recent version of the software +//to see whether this is still an issue or not. +var GLYPH_DESIGNER_ERROR = 'chasrset' + +module.exports = function parseAttributes(obj) { + if (GLYPH_DESIGNER_ERROR in obj) { + obj['charset'] = obj[GLYPH_DESIGNER_ERROR] + delete obj[GLYPH_DESIGNER_ERROR] + } + + for (var k in obj) { + if (k === 'face' || k === 'charset') + continue + else if (k === 'padding' || k === 'spacing') + obj[k] = parseIntList(obj[k]) + else + obj[k] = parseInt(obj[k], 10) + } + return obj +} + +function parseIntList(data) { + return data.split(',').map(function(val) { + return parseInt(val, 10) + }) +} +},{}],31:[function(_dereq_,module,exports){ +var trim = _dereq_('trim') + , forEach = _dereq_('for-each') + , isArray = function(arg) { + return Object.prototype.toString.call(arg) === '[object Array]'; + } + +module.exports = function (headers) { + if (!headers) + return {} + + var result = {} + + forEach( + trim(headers).split('\n') + , function (row) { + var index = row.indexOf(':') + , key = trim(row.slice(0, index)).toLowerCase() + , value = trim(row.slice(index + 1)) + + if (typeof(result[key]) === 'undefined') { + result[key] = value + } else if (isArray(result[key])) { + result[key].push(value) + } else { + result[key] = [ result[key], value ] + } + } + ) + + return result +} +},{"for-each":16,"trim":45}],32:[function(_dereq_,module,exports){ +(function (global){ +var performance = global.performance || {}; + +var present = (function () { + var names = ['now', 'webkitNow', 'msNow', 'mozNow', 'oNow']; + while (names.length) { + var name = names.shift(); + if (name in performance) { + return performance[name].bind(performance); + } + } + + var dateNow = Date.now || function () { return new Date().getTime(); }; + var navigationStart = (performance.timing || {}).navigationStart || dateNow(); + return function () { + return dateNow() - navigationStart; + }; +}()); + +present.performanceNow = performance.now; +present.noConflict = function () { + performance.now = present.performanceNow; +}; +present.conflict = function () { + performance.now = present; +}; +present.conflict(); + +module.exports = present; + +}).call(this,typeof global !== "undefined" ? global : typeof self !== "undefined" ? self : typeof window !== "undefined" ? window : {}) + +},{}],33:[function(_dereq_,module,exports){ +(function(root) { + + // Store setTimeout reference so promise-polyfill will be unaffected by + // other code modifying setTimeout (like sinon.useFakeTimers()) + var setTimeoutFunc = setTimeout; + + // Use polyfill for setImmediate for performance gains + var asap = (typeof setImmediate === 'function' && setImmediate) || + function(fn) { setTimeoutFunc(fn, 1); }; + + // Polyfill for Function.prototype.bind + function bind(fn, thisArg) { + return function() { + fn.apply(thisArg, arguments); + } + } + + var isArray = Array.isArray || function(value) { return Object.prototype.toString.call(value) === "[object Array]" }; + + function Promise(fn) { + if (typeof this !== 'object') throw new TypeError('Promises must be constructed via new'); + if (typeof fn !== 'function') throw new TypeError('not a function'); + this._state = null; + this._value = null; + this._deferreds = [] + + doResolve(fn, bind(resolve, this), bind(reject, this)) + } + + function handle(deferred) { + var me = this; + if (this._state === null) { + this._deferreds.push(deferred); + return + } + asap(function() { + var cb = me._state ? deferred.onFulfilled : deferred.onRejected + if (cb === null) { + (me._state ? deferred.resolve : deferred.reject)(me._value); + return; + } + var ret; + try { + ret = cb(me._value); + } + catch (e) { + deferred.reject(e); + return; + } + deferred.resolve(ret); + }) + } + + function resolve(newValue) { + try { //Promise Resolution Procedure: https://github.com/promises-aplus/promises-spec#the-promise-resolution-procedure + if (newValue === this) throw new TypeError('A promise cannot be resolved with itself.'); + if (newValue && (typeof newValue === 'object' || typeof newValue === 'function')) { + var then = newValue.then; + if (typeof then === 'function') { + doResolve(bind(then, newValue), bind(resolve, this), bind(reject, this)); + return; + } + } + this._state = true; + this._value = newValue; + finale.call(this); + } catch (e) { reject.call(this, e); } + } + + function reject(newValue) { + this._state = false; + this._value = newValue; + finale.call(this); + } + + function finale() { + for (var i = 0, len = this._deferreds.length; i < len; i++) { + handle.call(this, this._deferreds[i]); + } + this._deferreds = null; + } + + function Handler(onFulfilled, onRejected, resolve, reject){ + this.onFulfilled = typeof onFulfilled === 'function' ? onFulfilled : null; + this.onRejected = typeof onRejected === 'function' ? onRejected : null; + this.resolve = resolve; + this.reject = reject; + } + + /** + * Take a potentially misbehaving resolver function and make sure + * onFulfilled and onRejected are only called once. + * + * Makes no guarantees about asynchrony. + */ + function doResolve(fn, onFulfilled, onRejected) { + var done = false; + try { + fn(function (value) { + if (done) return; + done = true; + onFulfilled(value); + }, function (reason) { + if (done) return; + done = true; + onRejected(reason); + }) + } catch (ex) { + if (done) return; + done = true; + onRejected(ex); + } + } + + Promise.prototype['catch'] = function (onRejected) { + return this.then(null, onRejected); + }; + + Promise.prototype.then = function(onFulfilled, onRejected) { + var me = this; + return new Promise(function(resolve, reject) { + handle.call(me, new Handler(onFulfilled, onRejected, resolve, reject)); + }) + }; + + Promise.all = function () { + var args = Array.prototype.slice.call(arguments.length === 1 && isArray(arguments[0]) ? arguments[0] : arguments); + + return new Promise(function (resolve, reject) { + if (args.length === 0) return resolve([]); + var remaining = args.length; + function res(i, val) { + try { + if (val && (typeof val === 'object' || typeof val === 'function')) { + var then = val.then; + if (typeof then === 'function') { + then.call(val, function (val) { res(i, val) }, reject); + return; + } + } + args[i] = val; + if (--remaining === 0) { + resolve(args); + } + } catch (ex) { + reject(ex); + } + } + for (var i = 0; i < args.length; i++) { + res(i, args[i]); + } + }); + }; + + Promise.resolve = function (value) { + if (value && typeof value === 'object' && value.constructor === Promise) { + return value; + } + + return new Promise(function (resolve) { + resolve(value); + }); + }; + + Promise.reject = function (value) { + return new Promise(function (resolve, reject) { + reject(value); + }); + }; + + Promise.race = function (values) { + return new Promise(function (resolve, reject) { + for(var i = 0, len = values.length; i < len; i++) { + values[i].then(resolve, reject); + } + }); + }; + + /** + * Set the immediate function to execute callbacks + * @param fn {function} Function to execute + * @private + */ + Promise._setImmediateFn = function _setImmediateFn(fn) { + asap = fn; + }; + + if (typeof module !== 'undefined' && module.exports) { + module.exports = Promise; + } else if (!root.Promise) { + root.Promise = Promise; + } + +})(this); + +},{}],34:[function(_dereq_,module,exports){ +var dtype = _dereq_('dtype') +var anArray = _dereq_('an-array') +var isBuffer = _dereq_('is-buffer') + +var CW = [0, 2, 3] +var CCW = [2, 1, 3] + +module.exports = function createQuadElements(array, opt) { + //if user didn't specify an output array + if (!array || !(anArray(array) || isBuffer(array))) { + opt = array || {} + array = null + } + + if (typeof opt === 'number') //backwards-compatible + opt = { count: opt } + else + opt = opt || {} + + var type = typeof opt.type === 'string' ? opt.type : 'uint16' + var count = typeof opt.count === 'number' ? opt.count : 1 + var start = (opt.start || 0) + + var dir = opt.clockwise !== false ? CW : CCW, + a = dir[0], + b = dir[1], + c = dir[2] + + var numIndices = count * 6 + + var indices = array || new (dtype(type))(numIndices) + for (var i = 0, j = 0; i < numIndices; i += 6, j += 4) { + var x = i + start + indices[x + 0] = j + 0 + indices[x + 1] = j + 1 + indices[x + 2] = j + 2 + indices[x + 3] = j + a + indices[x + 4] = j + b + indices[x + 5] = j + c + } + return indices +} +},{"an-array":2,"dtype":14,"is-buffer":20}],35:[function(_dereq_,module,exports){ + + +/*:: type Attr = { [key: string]: string | number } */ +/*:: type Opts = { preserveNumbers: ?boolean } */ + +/* + +style-attr +==== + +Very simple parsing and stringifying of style attributes. + +`parse` +---- + +Convert a style attribute string to an object. + +*/ + +/*:: declare function parse (raw: string, opts: ?Opts): Attr */ +function parse(raw, opts) { + opts = opts || {}; + + var preserveNumbers = opts.preserveNumbers; + var trim = function (s) { + return s.trim(); + }; + var obj = {}; + + getKeyValueChunks(raw).map(trim).filter(Boolean).forEach(function (item) { + // split with `.indexOf` rather than `.split` because the value may also contain colons. + var pos = item.indexOf(':'); + var key = item.substr(0, pos).trim(); + var val = item.substr(pos + 1).trim(); + if (preserveNumbers && isNumeric(val)) { + val = Number(val); + } + + obj[key] = val; + }); + + return obj; +} + +/* + +`isNumeric` +---- + +Check if a value is numeric. +Via: https://stackoverflow.com/a/1830844/9324 + +*/ + +/*:: declare function isNumeric (n: any): boolean */ + +function isNumeric(n) { + return !isNaN(parseFloat(n)) && isFinite(n); +} + +/* + +`getKeyValueChunks` +---- + +Split a string into chunks matching `<key>: <value>` + +*/ +/*:: declare function getKeyValueChunks (raw: string): Array<string> */ +function getKeyValueChunks(raw) { + var chunks = []; + var offset = 0; + var sep = ';'; + var hasUnclosedUrl = /url\([^\)]+$/; + var chunk = ''; + var nextSplit; + while (offset < raw.length) { + nextSplit = raw.indexOf(sep, offset); + if (nextSplit === -1) { + nextSplit = raw.length; + } + + chunk += raw.substring(offset, nextSplit); + + // data URIs can contain semicolons, so make sure we get the whole thing + if (hasUnclosedUrl.test(chunk)) { + chunk += ';'; + offset = nextSplit + 1; + continue; + } + + chunks.push(chunk); + chunk = ''; + offset = nextSplit + 1; + } + + return chunks; +} + +/* + +`stringify` +---- + +Convert an object into an attribute string + +*/ +/*:: declare function stringify (obj: Attr): string */ +function stringify(obj) { + return Object.keys(obj).map(function (key) { + return key + ':' + obj[key]; + }).join(';'); +} + +/* + +`normalize` +---- + +Normalize an attribute string (eg. collapse duplicates) + +*/ +/*:: declare function normalize (str: string, opts: ?Opts): string */ +function normalize(str, opts) { + return stringify(parse(str, opts)); +} + +module.exports.parse = parse; +module.exports.stringify = stringify; +module.exports.normalize = normalize; +},{}],36:[function(_dereq_,module,exports){ +var createLayout = _dereq_('layout-bmfont-text') +var inherits = _dereq_('inherits') +var createIndices = _dereq_('quad-indices') +var buffer = _dereq_('three-buffer-vertex-data') +var assign = _dereq_('object-assign') + +var vertices = _dereq_('./lib/vertices') +var utils = _dereq_('./lib/utils') + +var Base = THREE.BufferGeometry + +module.exports = function createTextGeometry (opt) { + return new TextGeometry(opt) +} + +function TextGeometry (opt) { + Base.call(this) + + if (typeof opt === 'string') { + opt = { text: opt } + } + + // use these as default values for any subsequent + // calls to update() + this._opt = assign({}, opt) + + // also do an initial setup... + if (opt) this.update(opt) +} + +inherits(TextGeometry, Base) + +TextGeometry.prototype.update = function (opt) { + if (typeof opt === 'string') { + opt = { text: opt } + } + + // use constructor defaults + opt = assign({}, this._opt, opt) + + if (!opt.font) { + throw new TypeError('must specify a { font } in options') + } + + this.layout = createLayout(opt) + + // get vec2 texcoords + var flipY = opt.flipY !== false + + // the desired BMFont data + var font = opt.font + + // determine texture size from font file + var texWidth = font.common.scaleW + var texHeight = font.common.scaleH + + // get visible glyphs + var glyphs = this.layout.glyphs.filter(function (glyph) { + var bitmap = glyph.data + return bitmap.width * bitmap.height > 0 + }) + + // provide visible glyphs for convenience + this.visibleGlyphs = glyphs + + // get common vertex data + var positions = vertices.positions(glyphs) + var uvs = vertices.uvs(glyphs, texWidth, texHeight, flipY) + var indices = createIndices({ + clockwise: true, + type: 'uint16', + count: glyphs.length + }) + + // update vertex data + buffer.index(this, indices, 1, 'uint16') + buffer.attr(this, 'position', positions, 2) + buffer.attr(this, 'uv', uvs, 2) + + // update multipage data + if (!opt.multipage && 'page' in this.attributes) { + // disable multipage rendering + this.removeAttribute('page') + } else if (opt.multipage) { + var pages = vertices.pages(glyphs) + // enable multipage rendering + buffer.attr(this, 'page', pages, 1) + } +} + +TextGeometry.prototype.computeBoundingSphere = function () { + if (this.boundingSphere === null) { + this.boundingSphere = new THREE.Sphere() + } + + var positions = this.attributes.position.array + var itemSize = this.attributes.position.itemSize + if (!positions || !itemSize || positions.length < 2) { + this.boundingSphere.radius = 0 + this.boundingSphere.center.set(0, 0, 0) + return + } + utils.computeSphere(positions, this.boundingSphere) + if (isNaN(this.boundingSphere.radius)) { + console.error('THREE.BufferGeometry.computeBoundingSphere(): ' + + 'Computed radius is NaN. The ' + + '"position" attribute is likely to have NaN values.') + } +} + +TextGeometry.prototype.computeBoundingBox = function () { + if (this.boundingBox === null) { + this.boundingBox = new THREE.Box3() + } + + var bbox = this.boundingBox + var positions = this.attributes.position.array + var itemSize = this.attributes.position.itemSize + if (!positions || !itemSize || positions.length < 2) { + bbox.makeEmpty() + return + } + utils.computeBox(positions, bbox) +} + +},{"./lib/utils":37,"./lib/vertices":38,"inherits":19,"layout-bmfont-text":23,"object-assign":26,"quad-indices":34,"three-buffer-vertex-data":39}],37:[function(_dereq_,module,exports){ +var itemSize = 2 +var box = { min: [0, 0], max: [0, 0] } + +function bounds (positions) { + var count = positions.length / itemSize + box.min[0] = positions[0] + box.min[1] = positions[1] + box.max[0] = positions[0] + box.max[1] = positions[1] + + for (var i = 0; i < count; i++) { + var x = positions[i * itemSize + 0] + var y = positions[i * itemSize + 1] + box.min[0] = Math.min(x, box.min[0]) + box.min[1] = Math.min(y, box.min[1]) + box.max[0] = Math.max(x, box.max[0]) + box.max[1] = Math.max(y, box.max[1]) + } +} + +module.exports.computeBox = function (positions, output) { + bounds(positions) + output.min.set(box.min[0], box.min[1], 0) + output.max.set(box.max[0], box.max[1], 0) +} + +module.exports.computeSphere = function (positions, output) { + bounds(positions) + var minX = box.min[0] + var minY = box.min[1] + var maxX = box.max[0] + var maxY = box.max[1] + var width = maxX - minX + var height = maxY - minY + var length = Math.sqrt(width * width + height * height) + output.center.set(minX + width / 2, minY + height / 2, 0) + output.radius = length / 2 +} + +},{}],38:[function(_dereq_,module,exports){ +module.exports.pages = function pages (glyphs) { + var pages = new Float32Array(glyphs.length * 4 * 1) + var i = 0 + glyphs.forEach(function (glyph) { + var id = glyph.data.page || 0 + pages[i++] = id + pages[i++] = id + pages[i++] = id + pages[i++] = id + }) + return pages +} + +module.exports.uvs = function uvs (glyphs, texWidth, texHeight, flipY) { + var uvs = new Float32Array(glyphs.length * 4 * 2) + var i = 0 + glyphs.forEach(function (glyph) { + var bitmap = glyph.data + var bw = (bitmap.x + bitmap.width) + var bh = (bitmap.y + bitmap.height) + + // top left position + var u0 = bitmap.x / texWidth + var v1 = bitmap.y / texHeight + var u1 = bw / texWidth + var v0 = bh / texHeight + + if (flipY) { + v1 = (texHeight - bitmap.y) / texHeight + v0 = (texHeight - bh) / texHeight + } + + // BL + uvs[i++] = u0 + uvs[i++] = v1 + // TL + uvs[i++] = u0 + uvs[i++] = v0 + // TR + uvs[i++] = u1 + uvs[i++] = v0 + // BR + uvs[i++] = u1 + uvs[i++] = v1 + }) + return uvs +} + +module.exports.positions = function positions (glyphs) { + var positions = new Float32Array(glyphs.length * 4 * 2) + var i = 0 + glyphs.forEach(function (glyph) { + var bitmap = glyph.data + + // bottom left position + var x = glyph.position[0] + bitmap.xoffset + var y = glyph.position[1] + bitmap.yoffset + + // quad size + var w = bitmap.width + var h = bitmap.height + + // BL + positions[i++] = x + positions[i++] = y + // TL + positions[i++] = x + positions[i++] = y + h + // TR + positions[i++] = x + w + positions[i++] = y + h + // BR + positions[i++] = x + w + positions[i++] = y + }) + return positions +} + +},{}],39:[function(_dereq_,module,exports){ +var flatten = _dereq_('flatten-vertex-data') +var warned = false; + +module.exports.attr = setAttribute +module.exports.index = setIndex + +function setIndex (geometry, data, itemSize, dtype) { + if (typeof itemSize !== 'number') itemSize = 1 + if (typeof dtype !== 'string') dtype = 'uint16' + + var isR69 = !geometry.index && typeof geometry.setIndex !== 'function' + var attrib = isR69 ? geometry.getAttribute('index') : geometry.index + var newAttrib = updateAttribute(attrib, data, itemSize, dtype) + if (newAttrib) { + if (isR69) geometry.addAttribute('index', newAttrib) + else geometry.index = newAttrib + } +} + +function setAttribute (geometry, key, data, itemSize, dtype) { + if (typeof itemSize !== 'number') itemSize = 3 + if (typeof dtype !== 'string') dtype = 'float32' + if (Array.isArray(data) && + Array.isArray(data[0]) && + data[0].length !== itemSize) { + throw new Error('Nested vertex array has unexpected size; expected ' + + itemSize + ' but found ' + data[0].length) + } + + var attrib = geometry.getAttribute(key) + var newAttrib = updateAttribute(attrib, data, itemSize, dtype) + if (newAttrib) { + geometry.addAttribute(key, newAttrib) + } +} + +function updateAttribute (attrib, data, itemSize, dtype) { + data = data || [] + if (!attrib || rebuildAttribute(attrib, data, itemSize)) { + // create a new array with desired type + data = flatten(data, dtype) + + var needsNewBuffer = attrib && typeof attrib.setArray !== 'function' + if (!attrib || needsNewBuffer) { + // We are on an old version of ThreeJS which can't + // support growing / shrinking buffers, so we need + // to build a new buffer + if (needsNewBuffer && !warned) { + warned = true + console.warn([ + 'A WebGL buffer is being updated with a new size or itemSize, ', + 'however this version of ThreeJS only supports fixed-size buffers.', + '\nThe old buffer may still be kept in memory.\n', + 'To avoid memory leaks, it is recommended that you dispose ', + 'your geometries and create new ones, or update to ThreeJS r82 or newer.\n', + 'See here for discussion:\n', + 'https://github.com/mrdoob/three.js/pull/9631' + ].join('')) + } + + // Build a new attribute + attrib = new THREE.BufferAttribute(data, itemSize); + } + + attrib.itemSize = itemSize + attrib.needsUpdate = true + + // New versions of ThreeJS suggest using setArray + // to change the data. It will use bufferData internally, + // so you can change the array size without any issues + if (typeof attrib.setArray === 'function') { + attrib.setArray(data) + } + + return attrib + } else { + // copy data into the existing array + flatten(data, attrib.array) + attrib.needsUpdate = true + return null + } +} + +// Test whether the attribute needs to be re-created, +// returns false if we can re-use it as-is. +function rebuildAttribute (attrib, data, itemSize) { + if (attrib.itemSize !== itemSize) return true + if (!attrib.array) return true + var attribLength = attrib.array.length + if (Array.isArray(data) && Array.isArray(data[0])) { + // [ [ x, y, z ] ] + return attribLength !== data.length * itemSize + } else { + // [ x, y, z ] + return attribLength !== data.length + } + return false +} + +},{"flatten-vertex-data":15}],40:[function(_dereq_,module,exports){ +(function (global, factory) { + typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports) : + typeof define === 'function' && define.amd ? define(['exports'], factory) : + (factory((global.THREE = {}))); +}(this, (function (exports) { 'use strict'; + + // Polyfills + + if ( Number.EPSILON === undefined ) { + + Number.EPSILON = Math.pow( 2, - 52 ); + + } + + if ( Number.isInteger === undefined ) { + + // Missing in IE + // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/isInteger + + Number.isInteger = function ( value ) { + + return typeof value === 'number' && isFinite( value ) && Math.floor( value ) === value; + + }; + + } + + // + + if ( Math.sign === undefined ) { + + // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign + + Math.sign = function ( x ) { + + return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : + x; + + }; + + } + + if ( 'name' in Function.prototype === false ) { + + // Missing in IE + // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/name + + Object.defineProperty( Function.prototype, 'name', { + + get: function () { + + return this.toString().match( /^\s*function\s*([^\(\s]*)/ )[ 1 ]; + + } + + } ); + + } + + if ( Object.assign === undefined ) { + + // Missing in IE + // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign + + ( function () { + + Object.assign = function ( target ) { + + if ( target === undefined || target === null ) { + + throw new TypeError( 'Cannot convert undefined or null to object' ); + + } + + var output = Object( target ); + + for ( var index = 1; index < arguments.length; index ++ ) { + + var source = arguments[ index ]; + + if ( source !== undefined && source !== null ) { + + for ( var nextKey in source ) { + + if ( Object.prototype.hasOwnProperty.call( source, nextKey ) ) { + + output[ nextKey ] = source[ nextKey ]; + + } + + } + + } + + } + + return output; + + }; + + } )(); + + } + + /** + * https://github.com/mrdoob/eventdispatcher.js/ + */ + + function EventDispatcher() {} + + Object.assign( EventDispatcher.prototype, { + + addEventListener: function ( type, listener ) { + + if ( this._listeners === undefined ) this._listeners = {}; + + var listeners = this._listeners; + + if ( listeners[ type ] === undefined ) { + + listeners[ type ] = []; + + } + + if ( listeners[ type ].indexOf( listener ) === - 1 ) { + + listeners[ type ].push( listener ); + + } + + }, + + hasEventListener: function ( type, listener ) { + + if ( this._listeners === undefined ) return false; + + var listeners = this._listeners; + + return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1; + + }, + + removeEventListener: function ( type, listener ) { + + if ( this._listeners === undefined ) return; + + var listeners = this._listeners; + var listenerArray = listeners[ type ]; + + if ( listenerArray !== undefined ) { + + var index = listenerArray.indexOf( listener ); + + if ( index !== - 1 ) { + + listenerArray.splice( index, 1 ); + + } + + } + + }, + + dispatchEvent: function ( event ) { + + if ( this._listeners === undefined ) return; + + var listeners = this._listeners; + var listenerArray = listeners[ event.type ]; + + if ( listenerArray !== undefined ) { + + event.target = this; + + var array = listenerArray.slice( 0 ); + + for ( var i = 0, l = array.length; i < l; i ++ ) { + + array[ i ].call( this, event ); + + } + + } + + } + + } ); + + var REVISION = '89'; + var MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2 }; + var CullFaceNone = 0; + var CullFaceBack = 1; + var CullFaceFront = 2; + var CullFaceFrontBack = 3; + var FrontFaceDirectionCW = 0; + var FrontFaceDirectionCCW = 1; + var BasicShadowMap = 0; + var PCFShadowMap = 1; + var PCFSoftShadowMap = 2; + var FrontSide = 0; + var BackSide = 1; + var DoubleSide = 2; + var FlatShading = 1; + var SmoothShading = 2; + var NoColors = 0; + var FaceColors = 1; + var VertexColors = 2; + var NoBlending = 0; + var NormalBlending = 1; + var AdditiveBlending = 2; + var SubtractiveBlending = 3; + var MultiplyBlending = 4; + var CustomBlending = 5; + var AddEquation = 100; + var SubtractEquation = 101; + var ReverseSubtractEquation = 102; + var MinEquation = 103; + var MaxEquation = 104; + var ZeroFactor = 200; + var OneFactor = 201; + var SrcColorFactor = 202; + var OneMinusSrcColorFactor = 203; + var SrcAlphaFactor = 204; + var OneMinusSrcAlphaFactor = 205; + var DstAlphaFactor = 206; + var OneMinusDstAlphaFactor = 207; + var DstColorFactor = 208; + var OneMinusDstColorFactor = 209; + var SrcAlphaSaturateFactor = 210; + var NeverDepth = 0; + var AlwaysDepth = 1; + var LessDepth = 2; + var LessEqualDepth = 3; + var EqualDepth = 4; + var GreaterEqualDepth = 5; + var GreaterDepth = 6; + var NotEqualDepth = 7; + var MultiplyOperation = 0; + var MixOperation = 1; + var AddOperation = 2; + var NoToneMapping = 0; + var LinearToneMapping = 1; + var ReinhardToneMapping = 2; + var Uncharted2ToneMapping = 3; + var CineonToneMapping = 4; + var UVMapping = 300; + var CubeReflectionMapping = 301; + var CubeRefractionMapping = 302; + var EquirectangularReflectionMapping = 303; + var EquirectangularRefractionMapping = 304; + var SphericalReflectionMapping = 305; + var CubeUVReflectionMapping = 306; + var CubeUVRefractionMapping = 307; + var RepeatWrapping = 1000; + var ClampToEdgeWrapping = 1001; + var MirroredRepeatWrapping = 1002; + var NearestFilter = 1003; + var NearestMipMapNearestFilter = 1004; + var NearestMipMapLinearFilter = 1005; + var LinearFilter = 1006; + var LinearMipMapNearestFilter = 1007; + var LinearMipMapLinearFilter = 1008; + var UnsignedByteType = 1009; + var ByteType = 1010; + var ShortType = 1011; + var UnsignedShortType = 1012; + var IntType = 1013; + var UnsignedIntType = 1014; + var FloatType = 1015; + var HalfFloatType = 1016; + var UnsignedShort4444Type = 1017; + var UnsignedShort5551Type = 1018; + var UnsignedShort565Type = 1019; + var UnsignedInt248Type = 1020; + var AlphaFormat = 1021; + var RGBFormat = 1022; + var RGBAFormat = 1023; + var LuminanceFormat = 1024; + var LuminanceAlphaFormat = 1025; + var RGBEFormat = RGBAFormat; + var DepthFormat = 1026; + var DepthStencilFormat = 1027; + var RGB_S3TC_DXT1_Format = 2001; + var RGBA_S3TC_DXT1_Format = 2002; + var RGBA_S3TC_DXT3_Format = 2003; + var RGBA_S3TC_DXT5_Format = 2004; + var RGB_PVRTC_4BPPV1_Format = 2100; + var RGB_PVRTC_2BPPV1_Format = 2101; + var RGBA_PVRTC_4BPPV1_Format = 2102; + var RGBA_PVRTC_2BPPV1_Format = 2103; + var RGB_ETC1_Format = 2151; + var LoopOnce = 2200; + var LoopRepeat = 2201; + var LoopPingPong = 2202; + var InterpolateDiscrete = 2300; + var InterpolateLinear = 2301; + var InterpolateSmooth = 2302; + var ZeroCurvatureEnding = 2400; + var ZeroSlopeEnding = 2401; + var WrapAroundEnding = 2402; + var TrianglesDrawMode = 0; + var TriangleStripDrawMode = 1; + var TriangleFanDrawMode = 2; + var LinearEncoding = 3000; + var sRGBEncoding = 3001; + var GammaEncoding = 3007; + var RGBEEncoding = 3002; + var LogLuvEncoding = 3003; + var RGBM7Encoding = 3004; + var RGBM16Encoding = 3005; + var RGBDEncoding = 3006; + var BasicDepthPacking = 3200; + var RGBADepthPacking = 3201; + + /** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + */ + + var _Math = { + + DEG2RAD: Math.PI / 180, + RAD2DEG: 180 / Math.PI, + + generateUUID: ( function () { + + // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136 + + var lut = []; + + for ( var i = 0; i < 256; i ++ ) { + + lut[ i ] = ( i < 16 ? '0' : '' ) + ( i ).toString( 16 ).toUpperCase(); + + } + + return function () { + + var d0 = Math.random() * 0xffffffff | 0; + var d1 = Math.random() * 0xffffffff | 0; + var d2 = Math.random() * 0xffffffff | 0; + var d3 = Math.random() * 0xffffffff | 0; + return lut[ d0 & 0xff ] + lut[ d0 >> 8 & 0xff ] + lut[ d0 >> 16 & 0xff ] + lut[ d0 >> 24 & 0xff ] + '-' + + lut[ d1 & 0xff ] + lut[ d1 >> 8 & 0xff ] + '-' + lut[ d1 >> 16 & 0x0f | 0x40 ] + lut[ d1 >> 24 & 0xff ] + '-' + + lut[ d2 & 0x3f | 0x80 ] + lut[ d2 >> 8 & 0xff ] + '-' + lut[ d2 >> 16 & 0xff ] + lut[ d2 >> 24 & 0xff ] + + lut[ d3 & 0xff ] + lut[ d3 >> 8 & 0xff ] + lut[ d3 >> 16 & 0xff ] + lut[ d3 >> 24 & 0xff ]; + + }; + + } )(), + + clamp: function ( value, min, max ) { + + return Math.max( min, Math.min( max, value ) ); + + }, + + // compute euclidian modulo of m % n + // https://en.wikipedia.org/wiki/Modulo_operation + + euclideanModulo: function ( n, m ) { + + return ( ( n % m ) + m ) % m; + + }, + + // Linear mapping from range <a1, a2> to range <b1, b2> + + mapLinear: function ( x, a1, a2, b1, b2 ) { + + return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 ); + + }, + + // https://en.wikipedia.org/wiki/Linear_interpolation + + lerp: function ( x, y, t ) { + + return ( 1 - t ) * x + t * y; + + }, + + // http://en.wikipedia.org/wiki/Smoothstep + + smoothstep: function ( x, min, max ) { + + if ( x <= min ) return 0; + if ( x >= max ) return 1; + + x = ( x - min ) / ( max - min ); + + return x * x * ( 3 - 2 * x ); + + }, + + smootherstep: function ( x, min, max ) { + + if ( x <= min ) return 0; + if ( x >= max ) return 1; + + x = ( x - min ) / ( max - min ); + + return x * x * x * ( x * ( x * 6 - 15 ) + 10 ); + + }, + + // Random integer from <low, high> interval + + randInt: function ( low, high ) { + + return low + Math.floor( Math.random() * ( high - low + 1 ) ); + + }, + + // Random float from <low, high> interval + + randFloat: function ( low, high ) { + + return low + Math.random() * ( high - low ); + + }, + + // Random float from <-range/2, range/2> interval + + randFloatSpread: function ( range ) { + + return range * ( 0.5 - Math.random() ); + + }, + + degToRad: function ( degrees ) { + + return degrees * _Math.DEG2RAD; + + }, + + radToDeg: function ( radians ) { + + return radians * _Math.RAD2DEG; + + }, + + isPowerOfTwo: function ( value ) { + + return ( value & ( value - 1 ) ) === 0 && value !== 0; + + }, + + ceilPowerOfTwo: function ( value ) { + + return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) ); + + }, + + floorPowerOfTwo: function ( value ) { + + return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) ); + + } + + }; + + /** + * @author mrdoob / http://mrdoob.com/ + * @author philogb / http://blog.thejit.org/ + * @author egraether / http://egraether.com/ + * @author zz85 / http://www.lab4games.net/zz85/blog + */ + + function Vector2( x, y ) { + + this.x = x || 0; + this.y = y || 0; + + } + + Object.defineProperties( Vector2.prototype, { + + "width": { + + get: function () { + + return this.x; + + }, + + set: function ( value ) { + + this.x = value; + + } + + }, + + "height": { + + get: function () { + + return this.y; + + }, + + set: function ( value ) { + + this.y = value; + + } + + } + + } ); + + Object.assign( Vector2.prototype, { + + isVector2: true, + + set: function ( x, y ) { + + this.x = x; + this.y = y; + + return this; + + }, + + setScalar: function ( scalar ) { + + this.x = scalar; + this.y = scalar; + + return this; + + }, + + setX: function ( x ) { + + this.x = x; + + return this; + + }, + + setY: function ( y ) { + + this.y = y; + + return this; + + }, + + setComponent: function ( index, value ) { + + switch ( index ) { + + case 0: this.x = value; break; + case 1: this.y = value; break; + default: throw new Error( 'index is out of range: ' + index ); + + } + + return this; + + }, + + getComponent: function ( index ) { + + switch ( index ) { + + case 0: return this.x; + case 1: return this.y; + default: throw new Error( 'index is out of range: ' + index ); + + } + + }, + + clone: function () { + + return new this.constructor( this.x, this.y ); + + }, + + copy: function ( v ) { + + this.x = v.x; + this.y = v.y; + + return this; + + }, + + add: function ( v, w ) { + + if ( w !== undefined ) { + + console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' ); + return this.addVectors( v, w ); + + } + + this.x += v.x; + this.y += v.y; + + return this; + + }, + + addScalar: function ( s ) { + + this.x += s; + this.y += s; + + return this; + + }, + + addVectors: function ( a, b ) { + + this.x = a.x + b.x; + this.y = a.y + b.y; + + return this; + + }, + + addScaledVector: function ( v, s ) { + + this.x += v.x * s; + this.y += v.y * s; + + return this; + + }, + + sub: function ( v, w ) { + + if ( w !== undefined ) { + + console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' ); + return this.subVectors( v, w ); + + } + + this.x -= v.x; + this.y -= v.y; + + return this; + + }, + + subScalar: function ( s ) { + + this.x -= s; + this.y -= s; + + return this; + + }, + + subVectors: function ( a, b ) { + + this.x = a.x - b.x; + this.y = a.y - b.y; + + return this; + + }, + + multiply: function ( v ) { + + this.x *= v.x; + this.y *= v.y; + + return this; + + }, + + multiplyScalar: function ( scalar ) { + + this.x *= scalar; + this.y *= scalar; + + return this; + + }, + + divide: function ( v ) { + + this.x /= v.x; + this.y /= v.y; + + return this; + + }, + + divideScalar: function ( scalar ) { + + return this.multiplyScalar( 1 / scalar ); + + }, + + applyMatrix3: function ( m ) { + + var x = this.x, y = this.y; + var e = m.elements; + + this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ]; + this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ]; + + return this; + + }, + + min: function ( v ) { + + this.x = Math.min( this.x, v.x ); + this.y = Math.min( this.y, v.y ); + + return this; + + }, + + max: function ( v ) { + + this.x = Math.max( this.x, v.x ); + this.y = Math.max( this.y, v.y ); + + return this; + + }, + + clamp: function ( min, max ) { + + // assumes min < max, componentwise + + this.x = Math.max( min.x, Math.min( max.x, this.x ) ); + this.y = Math.max( min.y, Math.min( max.y, this.y ) ); + + return this; + + }, + + clampScalar: function () { + + var min = new Vector2(); + var max = new Vector2(); + + return function clampScalar( minVal, maxVal ) { + + min.set( minVal, minVal ); + max.set( maxVal, maxVal ); + + return this.clamp( min, max ); + + }; + + }(), + + clampLength: function ( min, max ) { + + var length = this.length(); + + return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) ); + + }, + + floor: function () { + + this.x = Math.floor( this.x ); + this.y = Math.floor( this.y ); + + return this; + + }, + + ceil: function () { + + this.x = Math.ceil( this.x ); + this.y = Math.ceil( this.y ); + + return this; + + }, + + round: function () { + + this.x = Math.round( this.x ); + this.y = Math.round( this.y ); + + return this; + + }, + + roundToZero: function () { + + this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x ); + this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y ); + + return this; + + }, + + negate: function () { + + this.x = - this.x; + this.y = - this.y; + + return this; + + }, + + dot: function ( v ) { + + return this.x * v.x + this.y * v.y; + + }, + + lengthSq: function () { + + return this.x * this.x + this.y * this.y; + + }, + + length: function () { + + return Math.sqrt( this.x * this.x + this.y * this.y ); + + }, + + manhattanLength: function () { + + return Math.abs( this.x ) + Math.abs( this.y ); + + }, + + normalize: function () { + + return this.divideScalar( this.length() || 1 ); + + }, + + angle: function () { + + // computes the angle in radians with respect to the positive x-axis + + var angle = Math.atan2( this.y, this.x ); + + if ( angle < 0 ) angle += 2 * Math.PI; + + return angle; + + }, + + 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; + + }, + + manhattanDistanceTo: function ( v ) { + + return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ); + + }, + + setLength: function ( length ) { + + return this.normalize().multiplyScalar( length ); + + }, + + lerp: function ( v, alpha ) { + + this.x += ( v.x - this.x ) * alpha; + this.y += ( v.y - this.y ) * alpha; + + return this; + + }, + + lerpVectors: function ( v1, v2, alpha ) { + + return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 ); + + }, + + equals: function ( v ) { + + return ( ( v.x === this.x ) && ( v.y === this.y ) ); + + }, + + fromArray: function ( array, offset ) { + + if ( offset === undefined ) offset = 0; + + this.x = array[ offset ]; + this.y = array[ offset + 1 ]; + + return this; + + }, + + toArray: function ( array, offset ) { + + if ( array === undefined ) array = []; + if ( offset === undefined ) offset = 0; + + array[ offset ] = this.x; + array[ offset + 1 ] = this.y; + + return array; + + }, + + fromBufferAttribute: function ( attribute, index, offset ) { + + if ( offset !== undefined ) { + + console.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' ); + + } + + this.x = attribute.getX( index ); + this.y = attribute.getY( index ); + + return this; + + }, + + rotateAround: function ( center, angle ) { + + var c = Math.cos( angle ), s = Math.sin( angle ); + + var x = this.x - center.x; + var y = this.y - center.y; + + this.x = x * c - y * s + center.x; + this.y = x * s + y * c + center.y; + + return this; + + } + + } ); + + /** + * @author mrdoob / http://mrdoob.com/ + * @author supereggbert / http://www.paulbrunt.co.uk/ + * @author philogb / http://blog.thejit.org/ + * @author jordi_ros / http://plattsoft.com + * @author D1plo1d / http://github.com/D1plo1d + * @author alteredq / http://alteredqualia.com/ + * @author mikael emtinger / http://gomo.se/ + * @author timknip / http://www.floorplanner.com/ + * @author bhouston / http://clara.io + * @author WestLangley / http://github.com/WestLangley + */ + + function Matrix4() { + + this.elements = [ + + 1, 0, 0, 0, + 0, 1, 0, 0, + 0, 0, 1, 0, + 0, 0, 0, 1 + + ]; + + if ( arguments.length > 0 ) { + + console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' ); + + } + + } + + Object.assign( Matrix4.prototype, { + + isMatrix4: true, + + 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; + + }, + + clone: function () { + + return new Matrix4().fromArray( this.elements ); + + }, + + copy: function ( m ) { + + var te = this.elements; + var me = m.elements; + + te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ]; + te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; + te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ]; + te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ]; + + return this; + + }, + + copyPosition: function ( m ) { + + var te = this.elements, me = m.elements; + + te[ 12 ] = me[ 12 ]; + te[ 13 ] = me[ 13 ]; + te[ 14 ] = me[ 14 ]; + + return this; + + }, + + extractBasis: function ( xAxis, yAxis, zAxis ) { + + xAxis.setFromMatrixColumn( this, 0 ); + yAxis.setFromMatrixColumn( this, 1 ); + zAxis.setFromMatrixColumn( this, 2 ); + + return this; + + }, + + makeBasis: function ( xAxis, yAxis, zAxis ) { + + this.set( + xAxis.x, yAxis.x, zAxis.x, 0, + xAxis.y, yAxis.y, zAxis.y, 0, + xAxis.z, yAxis.z, zAxis.z, 0, + 0, 0, 0, 1 + ); + + return this; + + }, + + extractRotation: function () { + + var v1 = new Vector3(); + + return function extractRotation( m ) { + + var te = this.elements; + var me = m.elements; + + var scaleX = 1 / v1.setFromMatrixColumn( m, 0 ).length(); + var scaleY = 1 / v1.setFromMatrixColumn( m, 1 ).length(); + var scaleZ = 1 / v1.setFromMatrixColumn( m, 2 ).length(); + + te[ 0 ] = me[ 0 ] * scaleX; + te[ 1 ] = me[ 1 ] * scaleX; + te[ 2 ] = me[ 2 ] * scaleX; + + te[ 4 ] = me[ 4 ] * scaleY; + te[ 5 ] = me[ 5 ] * scaleY; + te[ 6 ] = me[ 6 ] * scaleY; + + te[ 8 ] = me[ 8 ] * scaleZ; + te[ 9 ] = me[ 9 ] * scaleZ; + te[ 10 ] = me[ 10 ] * scaleZ; + + return this; + + }; + + }(), + + makeRotationFromEuler: function ( euler ) { + + if ( ! ( euler && euler.isEuler ) ) { + + console.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' ); + + } + + var te = this.elements; + + var x = euler.x, y = euler.y, z = euler.z; + var a = Math.cos( x ), b = Math.sin( x ); + var c = Math.cos( y ), d = Math.sin( y ); + var e = Math.cos( z ), f = Math.sin( z ); + + if ( euler.order === 'XYZ' ) { + + var ae = a * e, af = a * f, be = b * e, bf = b * f; + + te[ 0 ] = c * e; + te[ 4 ] = - c * f; + te[ 8 ] = d; + + te[ 1 ] = af + be * d; + te[ 5 ] = ae - bf * d; + te[ 9 ] = - b * c; + + te[ 2 ] = bf - ae * d; + te[ 6 ] = be + af * d; + te[ 10 ] = a * c; + + } else if ( euler.order === 'YXZ' ) { + + var ce = c * e, cf = c * f, de = d * e, df = d * f; + + te[ 0 ] = ce + df * b; + te[ 4 ] = de * b - cf; + te[ 8 ] = a * d; + + te[ 1 ] = a * f; + te[ 5 ] = a * e; + te[ 9 ] = - b; + + te[ 2 ] = cf * b - de; + te[ 6 ] = df + ce * b; + te[ 10 ] = a * c; + + } else if ( euler.order === 'ZXY' ) { + + var ce = c * e, cf = c * f, de = d * e, df = d * f; + + te[ 0 ] = ce - df * b; + te[ 4 ] = - a * f; + te[ 8 ] = de + cf * b; + + te[ 1 ] = cf + de * b; + te[ 5 ] = a * e; + te[ 9 ] = df - ce * b; + + te[ 2 ] = - a * d; + te[ 6 ] = b; + te[ 10 ] = a * c; + + } else if ( euler.order === 'ZYX' ) { + + var ae = a * e, af = a * f, be = b * e, bf = b * f; + + te[ 0 ] = c * e; + te[ 4 ] = be * d - af; + te[ 8 ] = ae * d + bf; + + te[ 1 ] = c * f; + te[ 5 ] = bf * d + ae; + te[ 9 ] = af * d - be; + + te[ 2 ] = - d; + te[ 6 ] = b * c; + te[ 10 ] = a * c; + + } else if ( euler.order === 'YZX' ) { + + var ac = a * c, ad = a * d, bc = b * c, bd = b * d; + + te[ 0 ] = c * e; + te[ 4 ] = bd - ac * f; + te[ 8 ] = bc * f + ad; + + te[ 1 ] = f; + te[ 5 ] = a * e; + te[ 9 ] = - b * e; + + te[ 2 ] = - d * e; + te[ 6 ] = ad * f + bc; + te[ 10 ] = ac - bd * f; + + } else if ( euler.order === 'XZY' ) { + + var ac = a * c, ad = a * d, bc = b * c, bd = b * d; + + te[ 0 ] = c * e; + te[ 4 ] = - f; + te[ 8 ] = d * e; + + te[ 1 ] = ac * f + bd; + te[ 5 ] = a * e; + te[ 9 ] = ad * f - bc; + + te[ 2 ] = bc * f - ad; + te[ 6 ] = b * e; + te[ 10 ] = bd * f + ac; + + } + + // last column + te[ 3 ] = 0; + te[ 7 ] = 0; + te[ 11 ] = 0; + + // bottom row + te[ 12 ] = 0; + te[ 13 ] = 0; + te[ 14 ] = 0; + te[ 15 ] = 1; + + return this; + + }, + + makeRotationFromQuaternion: function ( q ) { + + var te = this.elements; + + var x = q._x, y = q._y, z = q._z, w = q._w; + var x2 = x + x, y2 = y + y, z2 = z + z; + var xx = x * x2, xy = x * y2, xz = x * z2; + var yy = y * y2, yz = y * z2, zz = z * z2; + var wx = w * x2, wy = w * y2, wz = w * z2; + + te[ 0 ] = 1 - ( yy + zz ); + te[ 4 ] = xy - wz; + te[ 8 ] = xz + wy; + + te[ 1 ] = xy + wz; + te[ 5 ] = 1 - ( xx + zz ); + te[ 9 ] = yz - wx; + + te[ 2 ] = xz - wy; + te[ 6 ] = yz + wx; + te[ 10 ] = 1 - ( xx + yy ); + + // last column + te[ 3 ] = 0; + te[ 7 ] = 0; + te[ 11 ] = 0; + + // bottom row + te[ 12 ] = 0; + te[ 13 ] = 0; + te[ 14 ] = 0; + te[ 15 ] = 1; + + return this; + + }, + + lookAt: function () { + + var x = new Vector3(); + var y = new Vector3(); + var z = new Vector3(); + + return function lookAt( eye, target, up ) { + + var te = this.elements; + + z.subVectors( eye, target ); + + if ( z.lengthSq() === 0 ) { + + // eye and target are in the same position + + z.z = 1; + + } + + z.normalize(); + x.crossVectors( up, z ); + + if ( x.lengthSq() === 0 ) { + + // up and z are parallel + + if ( Math.abs( up.z ) === 1 ) { + + z.x += 0.0001; + + } else { + + z.z += 0.0001; + + } + + z.normalize(); + x.crossVectors( up, z ); + + } + + x.normalize(); + y.crossVectors( z, x ); + + te[ 0 ] = x.x; te[ 4 ] = y.x; te[ 8 ] = z.x; + te[ 1 ] = x.y; te[ 5 ] = y.y; te[ 9 ] = z.y; + te[ 2 ] = x.z; te[ 6 ] = y.z; te[ 10 ] = z.z; + + return this; + + }; + + }(), + + multiply: function ( m, n ) { + + if ( n !== undefined ) { + + console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' ); + return this.multiplyMatrices( m, n ); + + } + + return this.multiplyMatrices( this, m ); + + }, + + premultiply: function ( m ) { + + return this.multiplyMatrices( m, this ); + + }, + + multiplyMatrices: function ( a, b ) { + + var ae = a.elements; + var be = b.elements; + var te = this.elements; + + var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ]; + var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ]; + var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ]; + var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ]; + + var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ]; + var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ]; + var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ]; + var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ]; + + te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41; + te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42; + te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43; + te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44; + + te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41; + te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42; + te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43; + te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44; + + te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41; + te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42; + te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43; + te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44; + + te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41; + te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42; + te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43; + te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44; + + return this; + + }, + + 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; + + }, + + applyToBufferAttribute: function () { + + var v1 = new Vector3(); + + return function applyToBufferAttribute( attribute ) { + + for ( var i = 0, l = attribute.count; i < l; i ++ ) { + + v1.x = attribute.getX( i ); + v1.y = attribute.getY( i ); + v1.z = attribute.getZ( i ); + + v1.applyMatrix4( this ); + + attribute.setXYZ( i, v1.x, v1.y, v1.z ); + + } + + return attribute; + + }; + + }(), + + determinant: function () { + + var te = this.elements; + + var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ]; + var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ]; + var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ]; + var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ]; + + //TODO: make this more efficient + //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm ) + + return ( + n41 * ( + + n14 * n23 * n32 + - n13 * n24 * n32 + - n14 * n22 * n33 + + n12 * n24 * n33 + + n13 * n22 * n34 + - n12 * n23 * n34 + ) + + n42 * ( + + n11 * n23 * n34 + - n11 * n24 * n33 + + n14 * n21 * n33 + - n13 * n21 * n34 + + n13 * n24 * n31 + - n14 * n23 * n31 + ) + + n43 * ( + + n11 * n24 * n32 + - n11 * n22 * n34 + - n14 * n21 * n32 + + n12 * n21 * n34 + + n14 * n22 * n31 + - n12 * n24 * n31 + ) + + n44 * ( + - n13 * n22 * n31 + - n11 * n23 * n32 + + n11 * n22 * n33 + + n13 * n21 * n32 + - n12 * n21 * n33 + + n12 * n23 * n31 + ) + + ); + + }, + + transpose: function () { + + var te = this.elements; + var tmp; + + tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp; + tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp; + tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp; + + tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp; + tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp; + tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp; + + return this; + + }, + + setPosition: function ( v ) { + + var te = this.elements; + + te[ 12 ] = v.x; + te[ 13 ] = v.y; + te[ 14 ] = v.z; + + return this; + + }, + + getInverse: function ( m, throwOnDegenerate ) { + + // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm + var te = this.elements, + me = m.elements, + + n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ], + n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ], + n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ], + n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ], + + t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44, + t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44, + t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44, + t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34; + + var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14; + + if ( det === 0 ) { + + var msg = "THREE.Matrix4: .getInverse() can't invert matrix, determinant is 0"; + + if ( throwOnDegenerate === true ) { + + throw new Error( msg ); + + } else { + + console.warn( msg ); + + } + + return this.identity(); + + } + + var detInv = 1 / det; + + te[ 0 ] = t11 * detInv; + te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv; + te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv; + te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv; + + te[ 4 ] = t12 * detInv; + te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv; + te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv; + te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv; + + te[ 8 ] = t13 * detInv; + te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv; + te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv; + te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv; + + te[ 12 ] = t14 * detInv; + te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv; + te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv; + te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv; + + 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, 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; + + }, + + makeShear: function ( x, y, z ) { + + this.set( + + 1, y, z, 0, + x, 1, z, 0, + x, y, 1, 0, + 0, 0, 0, 1 + + ); + + return this; + + }, + + compose: function ( position, quaternion, scale ) { + + this.makeRotationFromQuaternion( quaternion ); + this.scale( scale ); + this.setPosition( position ); + + return this; + + }, + + decompose: function () { + + var vector = new Vector3(); + var matrix = new Matrix4(); + + return function decompose( position, quaternion, scale ) { + + var te = this.elements; + + var sx = vector.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length(); + var sy = vector.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length(); + var sz = vector.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length(); + + // if determine is negative, we need to invert one scale + var det = this.determinant(); + if ( det < 0 ) sx = - sx; + + position.x = te[ 12 ]; + position.y = te[ 13 ]; + position.z = te[ 14 ]; + + // scale the rotation part + matrix.copy( this ); + + var invSX = 1 / sx; + var invSY = 1 / sy; + var invSZ = 1 / sz; + + matrix.elements[ 0 ] *= invSX; + matrix.elements[ 1 ] *= invSX; + matrix.elements[ 2 ] *= invSX; + + matrix.elements[ 4 ] *= invSY; + matrix.elements[ 5 ] *= invSY; + matrix.elements[ 6 ] *= invSY; + + matrix.elements[ 8 ] *= invSZ; + matrix.elements[ 9 ] *= invSZ; + matrix.elements[ 10 ] *= invSZ; + + quaternion.setFromRotationMatrix( matrix ); + + scale.x = sx; + scale.y = sy; + scale.z = sz; + + return this; + + }; + + }(), + + makePerspective: function ( left, right, top, bottom, near, far ) { + + if ( far === undefined ) { + + console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' ); + + } + + 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; + + }, + + makeOrthographic: function ( left, right, top, bottom, near, far ) { + + var te = this.elements; + var w = 1.0 / ( right - left ); + var h = 1.0 / ( top - bottom ); + var p = 1.0 / ( 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; + + }, + + equals: function ( matrix ) { + + var te = this.elements; + var me = matrix.elements; + + for ( var i = 0; i < 16; i ++ ) { + + if ( te[ i ] !== me[ i ] ) return false; + + } + + return true; + + }, + + fromArray: function ( array, offset ) { + + if ( offset === undefined ) offset = 0; + + for ( var i = 0; i < 16; i ++ ) { + + this.elements[ i ] = array[ i + offset ]; + + } + + return this; + + }, + + toArray: function ( array, offset ) { + + if ( array === undefined ) array = []; + if ( offset === undefined ) offset = 0; + + var te = this.elements; + + array[ offset ] = te[ 0 ]; + array[ offset + 1 ] = te[ 1 ]; + array[ offset + 2 ] = te[ 2 ]; + array[ offset + 3 ] = te[ 3 ]; + + array[ offset + 4 ] = te[ 4 ]; + array[ offset + 5 ] = te[ 5 ]; + array[ offset + 6 ] = te[ 6 ]; + array[ offset + 7 ] = te[ 7 ]; + + array[ offset + 8 ] = te[ 8 ]; + array[ offset + 9 ] = te[ 9 ]; + array[ offset + 10 ] = te[ 10 ]; + array[ offset + 11 ] = te[ 11 ]; + + array[ offset + 12 ] = te[ 12 ]; + array[ offset + 13 ] = te[ 13 ]; + array[ offset + 14 ] = te[ 14 ]; + array[ offset + 15 ] = te[ 15 ]; + + return array; + + } + + } ); + + /** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + * @author WestLangley / http://github.com/WestLangley + * @author bhouston / http://clara.io + */ + + function Quaternion( x, y, z, w ) { + + this._x = x || 0; + this._y = y || 0; + this._z = z || 0; + this._w = ( w !== undefined ) ? w : 1; + + } + + Object.assign( Quaternion, { + + slerp: function ( qa, qb, qm, t ) { + + return qm.copy( qa ).slerp( qb, t ); + + }, + + slerpFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) { + + // fuzz-free, array-based Quaternion SLERP operation + + var x0 = src0[ srcOffset0 + 0 ], + y0 = src0[ srcOffset0 + 1 ], + z0 = src0[ srcOffset0 + 2 ], + w0 = src0[ srcOffset0 + 3 ], + + x1 = src1[ srcOffset1 + 0 ], + y1 = src1[ srcOffset1 + 1 ], + z1 = src1[ srcOffset1 + 2 ], + w1 = src1[ srcOffset1 + 3 ]; + + if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) { + + var s = 1 - t, + + cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1, + + dir = ( cos >= 0 ? 1 : - 1 ), + sqrSin = 1 - cos * cos; + + // Skip the Slerp for tiny steps to avoid numeric problems: + if ( sqrSin > Number.EPSILON ) { + + var sin = Math.sqrt( sqrSin ), + len = Math.atan2( sin, cos * dir ); + + s = Math.sin( s * len ) / sin; + t = Math.sin( t * len ) / sin; + + } + + var tDir = t * dir; + + x0 = x0 * s + x1 * tDir; + y0 = y0 * s + y1 * tDir; + z0 = z0 * s + z1 * tDir; + w0 = w0 * s + w1 * tDir; + + // Normalize in case we just did a lerp: + if ( s === 1 - t ) { + + var f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 ); + + x0 *= f; + y0 *= f; + z0 *= f; + w0 *= f; + + } + + } + + dst[ dstOffset ] = x0; + dst[ dstOffset + 1 ] = y0; + dst[ dstOffset + 2 ] = z0; + dst[ dstOffset + 3 ] = w0; + + } + + } ); + + Object.defineProperties( Quaternion.prototype, { + + x: { + + get: function () { + + return this._x; + + }, + + set: function ( value ) { + + this._x = value; + this.onChangeCallback(); + + } + + }, + + y: { + + get: function () { + + return this._y; + + }, + + set: function ( value ) { + + this._y = value; + this.onChangeCallback(); + + } + + }, + + z: { + + get: function () { + + return this._z; + + }, + + set: function ( value ) { + + this._z = value; + this.onChangeCallback(); + + } + + }, + + w: { + + get: function () { + + return this._w; + + }, + + set: function ( value ) { + + this._w = value; + this.onChangeCallback(); + + } + + } + + } ); + + Object.assign( Quaternion.prototype, { + + set: function ( x, y, z, w ) { + + this._x = x; + this._y = y; + this._z = z; + this._w = w; + + this.onChangeCallback(); + + return this; + + }, + + clone: function () { + + return new this.constructor( this._x, this._y, this._z, this._w ); + + }, + + copy: function ( quaternion ) { + + this._x = quaternion.x; + this._y = quaternion.y; + this._z = quaternion.z; + this._w = quaternion.w; + + this.onChangeCallback(); + + return this; + + }, + + setFromEuler: function ( euler, update ) { + + if ( ! ( euler && euler.isEuler ) ) { + + throw new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' ); + + } + + var x = euler._x, y = euler._y, z = euler._z, order = euler.order; + + // http://www.mathworks.com/matlabcentral/fileexchange/ + // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/ + // content/SpinCalc.m + + var cos = Math.cos; + var sin = Math.sin; + + var c1 = cos( x / 2 ); + var c2 = cos( y / 2 ); + var c3 = cos( z / 2 ); + + var s1 = sin( x / 2 ); + var s2 = sin( y / 2 ); + var s3 = sin( z / 2 ); + + if ( order === 'XYZ' ) { + + this._x = s1 * c2 * c3 + c1 * s2 * s3; + this._y = c1 * s2 * c3 - s1 * c2 * s3; + this._z = c1 * c2 * s3 + s1 * s2 * c3; + this._w = c1 * c2 * c3 - s1 * s2 * s3; + + } else if ( order === 'YXZ' ) { + + this._x = s1 * c2 * c3 + c1 * s2 * s3; + this._y = c1 * s2 * c3 - s1 * c2 * s3; + this._z = c1 * c2 * s3 - s1 * s2 * c3; + this._w = c1 * c2 * c3 + s1 * s2 * s3; + + } else if ( order === 'ZXY' ) { + + this._x = s1 * c2 * c3 - c1 * s2 * s3; + this._y = c1 * s2 * c3 + s1 * c2 * s3; + this._z = c1 * c2 * s3 + s1 * s2 * c3; + this._w = c1 * c2 * c3 - s1 * s2 * s3; + + } else if ( order === 'ZYX' ) { + + this._x = s1 * c2 * c3 - c1 * s2 * s3; + this._y = c1 * s2 * c3 + s1 * c2 * s3; + this._z = c1 * c2 * s3 - s1 * s2 * c3; + this._w = c1 * c2 * c3 + s1 * s2 * s3; + + } else if ( order === 'YZX' ) { + + this._x = s1 * c2 * c3 + c1 * s2 * s3; + this._y = c1 * s2 * c3 + s1 * c2 * s3; + this._z = c1 * c2 * s3 - s1 * s2 * c3; + this._w = c1 * c2 * c3 - s1 * s2 * s3; + + } else if ( order === 'XZY' ) { + + this._x = s1 * c2 * c3 - c1 * s2 * s3; + this._y = c1 * s2 * c3 - s1 * c2 * s3; + this._z = c1 * c2 * s3 + s1 * s2 * c3; + this._w = c1 * c2 * c3 + s1 * s2 * s3; + + } + + if ( update !== false ) this.onChangeCallback(); + + return this; + + }, + + setFromAxisAngle: function ( axis, angle ) { + + // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm + + // assumes axis is normalized + + var halfAngle = angle / 2, s = Math.sin( halfAngle ); + + this._x = axis.x * s; + this._y = axis.y * s; + this._z = axis.z * s; + this._w = Math.cos( halfAngle ); + + this.onChangeCallback(); + + return this; + + }, + + setFromRotationMatrix: function ( m ) { + + // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm + + // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) + + var te = m.elements, + + m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ], + m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ], + m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ], + + trace = m11 + m22 + m33, + s; + + if ( trace > 0 ) { + + s = 0.5 / Math.sqrt( trace + 1.0 ); + + this._w = 0.25 / s; + this._x = ( m32 - m23 ) * s; + this._y = ( m13 - m31 ) * s; + this._z = ( m21 - m12 ) * s; + + } else if ( m11 > m22 && m11 > m33 ) { + + s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 ); + + this._w = ( m32 - m23 ) / s; + this._x = 0.25 * s; + this._y = ( m12 + m21 ) / s; + this._z = ( m13 + m31 ) / s; + + } else if ( m22 > m33 ) { + + s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 ); + + this._w = ( m13 - m31 ) / s; + this._x = ( m12 + m21 ) / s; + this._y = 0.25 * s; + this._z = ( m23 + m32 ) / s; + + } else { + + s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 ); + + this._w = ( m21 - m12 ) / s; + this._x = ( m13 + m31 ) / s; + this._y = ( m23 + m32 ) / s; + this._z = 0.25 * s; + + } + + this.onChangeCallback(); + + return this; + + }, + + setFromUnitVectors: function () { + + // assumes direction vectors vFrom and vTo are normalized + + var v1 = new Vector3(); + var r; + + var EPS = 0.000001; + + return function setFromUnitVectors( vFrom, vTo ) { + + if ( v1 === undefined ) v1 = new Vector3(); + + r = vFrom.dot( vTo ) + 1; + + if ( r < EPS ) { + + r = 0; + + if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) { + + v1.set( - vFrom.y, vFrom.x, 0 ); + + } else { + + v1.set( 0, - vFrom.z, vFrom.y ); + + } + + } else { + + v1.crossVectors( vFrom, vTo ); + + } + + this._x = v1.x; + this._y = v1.y; + this._z = v1.z; + this._w = r; + + return this.normalize(); + + }; + + }(), + + inverse: function () { + + return this.conjugate().normalize(); + + }, + + conjugate: function () { + + this._x *= - 1; + this._y *= - 1; + this._z *= - 1; + + this.onChangeCallback(); + + return this; + + }, + + dot: function ( v ) { + + return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w; + + }, + + lengthSq: function () { + + return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w; + + }, + + length: function () { + + return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w ); + + }, + + normalize: function () { + + var l = this.length(); + + if ( l === 0 ) { + + this._x = 0; + this._y = 0; + this._z = 0; + this._w = 1; + + } else { + + l = 1 / l; + + this._x = this._x * l; + this._y = this._y * l; + this._z = this._z * l; + this._w = this._w * l; + + } + + this.onChangeCallback(); + + return this; + + }, + + multiply: function ( q, p ) { + + if ( p !== undefined ) { + + console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' ); + return this.multiplyQuaternions( q, p ); + + } + + return this.multiplyQuaternions( this, q ); + + }, + + premultiply: function ( q ) { + + return this.multiplyQuaternions( q, this ); + + }, + + multiplyQuaternions: function ( a, b ) { + + // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm + + var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w; + var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w; + + this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby; + this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz; + this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx; + this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz; + + this.onChangeCallback(); + + return this; + + }, + + slerp: function ( qb, t ) { + + if ( t === 0 ) return this; + if ( t === 1 ) return this.copy( qb ); + + var x = this._x, y = this._y, z = this._z, w = this._w; + + // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/ + + var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z; + + if ( cosHalfTheta < 0 ) { + + this._w = - qb._w; + this._x = - qb._x; + this._y = - qb._y; + this._z = - qb._z; + + cosHalfTheta = - cosHalfTheta; + + } else { + + this.copy( qb ); + + } + + if ( cosHalfTheta >= 1.0 ) { + + this._w = w; + this._x = x; + this._y = y; + this._z = z; + + return this; + + } + + var sinHalfTheta = Math.sqrt( 1.0 - cosHalfTheta * cosHalfTheta ); + + if ( Math.abs( sinHalfTheta ) < 0.001 ) { + + this._w = 0.5 * ( w + this._w ); + this._x = 0.5 * ( x + this._x ); + this._y = 0.5 * ( y + this._y ); + this._z = 0.5 * ( z + this._z ); + + return this; + + } + + var halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta ); + var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta, + ratioB = Math.sin( t * halfTheta ) / sinHalfTheta; + + this._w = ( w * ratioA + this._w * ratioB ); + this._x = ( x * ratioA + this._x * ratioB ); + this._y = ( y * ratioA + this._y * ratioB ); + this._z = ( z * ratioA + this._z * ratioB ); + + this.onChangeCallback(); + + return this; + + }, + + equals: function ( quaternion ) { + + return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w ); + + }, + + fromArray: function ( array, offset ) { + + if ( offset === undefined ) offset = 0; + + this._x = array[ offset ]; + this._y = array[ offset + 1 ]; + this._z = array[ offset + 2 ]; + this._w = array[ offset + 3 ]; + + this.onChangeCallback(); + + return this; + + }, + + toArray: function ( array, offset ) { + + if ( array === undefined ) array = []; + if ( offset === undefined ) offset = 0; + + array[ offset ] = this._x; + array[ offset + 1 ] = this._y; + array[ offset + 2 ] = this._z; + array[ offset + 3 ] = this._w; + + return array; + + }, + + onChange: function ( callback ) { + + this.onChangeCallback = callback; + + return this; + + }, + + onChangeCallback: function () {} + + } ); + + /** + * @author mrdoob / http://mrdoob.com/ + * @author kile / http://kile.stravaganza.org/ + * @author philogb / http://blog.thejit.org/ + * @author mikael emtinger / http://gomo.se/ + * @author egraether / http://egraether.com/ + * @author WestLangley / http://github.com/WestLangley + */ + + function Vector3( x, y, z ) { + + this.x = x || 0; + this.y = y || 0; + this.z = z || 0; + + } + + Object.assign( Vector3.prototype, { + + isVector3: true, + + set: function ( x, y, z ) { + + this.x = x; + this.y = y; + this.z = z; + + return this; + + }, + + setScalar: function ( scalar ) { + + this.x = scalar; + this.y = scalar; + this.z = scalar; + + return this; + + }, + + setX: function ( x ) { + + this.x = x; + + return this; + + }, + + setY: function ( y ) { + + this.y = y; + + return this; + + }, + + setZ: function ( z ) { + + this.z = z; + + return this; + + }, + + setComponent: function ( index, value ) { + + switch ( index ) { + + case 0: this.x = value; break; + case 1: this.y = value; break; + case 2: this.z = value; break; + default: throw new Error( 'index is out of range: ' + index ); + + } + + return this; + + }, + + getComponent: function ( index ) { + + switch ( index ) { + + case 0: return this.x; + case 1: return this.y; + case 2: return this.z; + default: throw new Error( 'index is out of range: ' + index ); + + } + + }, + + clone: function () { + + return new this.constructor( this.x, this.y, this.z ); + + }, + + copy: function ( v ) { + + this.x = v.x; + this.y = v.y; + this.z = v.z; + + return this; + + }, + + add: function ( v, w ) { + + if ( w !== undefined ) { + + console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' ); + return this.addVectors( v, w ); + + } + + this.x += v.x; + this.y += v.y; + this.z += v.z; + + return this; + + }, + + addScalar: function ( s ) { + + this.x += s; + this.y += s; + this.z += s; + + return this; + + }, + + addVectors: function ( a, b ) { + + this.x = a.x + b.x; + this.y = a.y + b.y; + this.z = a.z + b.z; + + return this; + + }, + + addScaledVector: function ( v, s ) { + + this.x += v.x * s; + this.y += v.y * s; + this.z += v.z * s; + + return this; + + }, + + sub: function ( v, w ) { + + if ( w !== undefined ) { + + console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' ); + return this.subVectors( v, w ); + + } + + this.x -= v.x; + this.y -= v.y; + this.z -= v.z; + + return this; + + }, + + subScalar: function ( s ) { + + this.x -= s; + this.y -= s; + this.z -= s; + + return this; + + }, + + subVectors: function ( a, b ) { + + this.x = a.x - b.x; + this.y = a.y - b.y; + this.z = a.z - b.z; + + return this; + + }, + + multiply: function ( v, w ) { + + if ( w !== undefined ) { + + console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' ); + return this.multiplyVectors( v, w ); + + } + + this.x *= v.x; + this.y *= v.y; + this.z *= v.z; + + return this; + + }, + + multiplyScalar: function ( scalar ) { + + this.x *= scalar; + this.y *= scalar; + this.z *= scalar; + + return this; + + }, + + multiplyVectors: function ( a, b ) { + + this.x = a.x * b.x; + this.y = a.y * b.y; + this.z = a.z * b.z; + + return this; + + }, + + applyEuler: function () { + + var quaternion = new Quaternion(); + + return function applyEuler( euler ) { + + if ( ! ( euler && euler.isEuler ) ) { + + console.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' ); + + } + + return this.applyQuaternion( quaternion.setFromEuler( euler ) ); + + }; + + }(), + + applyAxisAngle: function () { + + var quaternion = new Quaternion(); + + return function applyAxisAngle( axis, angle ) { + + return this.applyQuaternion( quaternion.setFromAxisAngle( axis, angle ) ); + + }; + + }(), + + applyMatrix3: function ( m ) { + + var x = this.x, y = this.y, z = this.z; + var e = m.elements; + + this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z; + this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z; + this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z; + + return this; + + }, + + applyMatrix4: function ( m ) { + + var x = this.x, y = this.y, z = this.z; + var e = m.elements; + + var w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] ); + + this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w; + this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w; + this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w; + + return this; + + }, + + applyQuaternion: function ( q ) { + + var x = this.x, y = this.y, z = this.z; + var qx = q.x, qy = q.y, qz = q.z, qw = q.w; + + // calculate quat * vector + + var ix = qw * x + qy * z - qz * y; + var iy = qw * y + qz * x - qx * z; + var iz = qw * z + qx * y - qy * x; + var iw = - qx * x - qy * y - qz * z; + + // calculate result * inverse quat + + this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy; + this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz; + this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx; + + return this; + + }, + + project: function () { + + var matrix = new Matrix4(); + + return function project( camera ) { + + matrix.multiplyMatrices( camera.projectionMatrix, matrix.getInverse( camera.matrixWorld ) ); + return this.applyMatrix4( matrix ); + + }; + + }(), + + unproject: function () { + + var matrix = new Matrix4(); + + return function unproject( camera ) { + + matrix.multiplyMatrices( camera.matrixWorld, matrix.getInverse( camera.projectionMatrix ) ); + return this.applyMatrix4( matrix ); + + }; + + }(), + + transformDirection: function ( m ) { + + // input: THREE.Matrix4 affine matrix + // vector interpreted as a direction + + var x = this.x, y = this.y, z = this.z; + var e = m.elements; + + this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z; + this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z; + this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z; + + return this.normalize(); + + }, + + divide: function ( v ) { + + this.x /= v.x; + this.y /= v.y; + this.z /= v.z; + + return this; + + }, + + divideScalar: function ( scalar ) { + + return this.multiplyScalar( 1 / scalar ); + + }, + + min: function ( v ) { + + this.x = Math.min( this.x, v.x ); + this.y = Math.min( this.y, v.y ); + this.z = Math.min( this.z, v.z ); + + return this; + + }, + + max: function ( v ) { + + this.x = Math.max( this.x, v.x ); + this.y = Math.max( this.y, v.y ); + this.z = Math.max( this.z, v.z ); + + return this; + + }, + + clamp: function ( min, max ) { + + // assumes min < max, componentwise + + this.x = Math.max( min.x, Math.min( max.x, this.x ) ); + this.y = Math.max( min.y, Math.min( max.y, this.y ) ); + this.z = Math.max( min.z, Math.min( max.z, this.z ) ); + + return this; + + }, + + clampScalar: function () { + + var min = new Vector3(); + var max = new Vector3(); + + return function clampScalar( minVal, maxVal ) { + + min.set( minVal, minVal, minVal ); + max.set( maxVal, maxVal, maxVal ); + + return this.clamp( min, max ); + + }; + + }(), + + clampLength: function ( min, max ) { + + var length = this.length(); + + return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) ); + + }, + + floor: function () { + + this.x = Math.floor( this.x ); + this.y = Math.floor( this.y ); + this.z = Math.floor( this.z ); + + return this; + + }, + + ceil: function () { + + this.x = Math.ceil( this.x ); + this.y = Math.ceil( this.y ); + this.z = Math.ceil( this.z ); + + return this; + + }, + + round: function () { + + this.x = Math.round( this.x ); + this.y = Math.round( this.y ); + this.z = Math.round( this.z ); + + return this; + + }, + + roundToZero: function () { + + this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x ); + this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y ); + this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z ); + + return this; + + }, + + negate: function () { + + this.x = - this.x; + this.y = - this.y; + this.z = - this.z; + + return this; + + }, + + dot: function ( v ) { + + return this.x * v.x + this.y * v.y + this.z * v.z; + + }, + + // TODO lengthSquared? + + lengthSq: function () { + + return this.x * this.x + this.y * this.y + this.z * this.z; + + }, + + length: function () { + + return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z ); + + }, + + manhattanLength: function () { + + return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ); + + }, + + normalize: function () { + + return this.divideScalar( this.length() || 1 ); + + }, + + setLength: function ( length ) { + + return this.normalize().multiplyScalar( length ); + + }, + + lerp: function ( v, alpha ) { + + this.x += ( v.x - this.x ) * alpha; + this.y += ( v.y - this.y ) * alpha; + this.z += ( v.z - this.z ) * alpha; + + return this; + + }, + + lerpVectors: function ( v1, v2, alpha ) { + + return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 ); + + }, + + cross: function ( v, w ) { + + if ( w !== undefined ) { + + console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' ); + return this.crossVectors( v, w ); + + } + + return this.crossVectors( this, v ); + + }, + + crossVectors: function ( a, b ) { + + var ax = a.x, ay = a.y, az = a.z; + var bx = b.x, by = b.y, bz = b.z; + + this.x = ay * bz - az * by; + this.y = az * bx - ax * bz; + this.z = ax * by - ay * bx; + + return this; + + }, + + projectOnVector: function ( vector ) { + + var scalar = vector.dot( this ) / vector.lengthSq(); + + return this.copy( vector ).multiplyScalar( scalar ); + + }, + + projectOnPlane: function () { + + var v1 = new Vector3(); + + return function projectOnPlane( planeNormal ) { + + v1.copy( this ).projectOnVector( planeNormal ); + + return this.sub( v1 ); + + }; + + }(), + + reflect: function () { + + // reflect incident vector off plane orthogonal to normal + // normal is assumed to have unit length + + var v1 = new Vector3(); + + return function reflect( normal ) { + + return this.sub( v1.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) ); + + }; + + }(), + + angleTo: function ( v ) { + + var theta = this.dot( v ) / ( Math.sqrt( this.lengthSq() * v.lengthSq() ) ); + + // clamp, to handle numerical problems + + return Math.acos( _Math.clamp( theta, - 1, 1 ) ); + + }, + + distanceTo: function ( v ) { + + return Math.sqrt( this.distanceToSquared( v ) ); + + }, + + distanceToSquared: function ( v ) { + + var dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z; + + return dx * dx + dy * dy + dz * dz; + + }, + + manhattanDistanceTo: function ( v ) { + + return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z ); + + }, + + setFromSpherical: function ( s ) { + + var sinPhiRadius = Math.sin( s.phi ) * s.radius; + + this.x = sinPhiRadius * Math.sin( s.theta ); + this.y = Math.cos( s.phi ) * s.radius; + this.z = sinPhiRadius * Math.cos( s.theta ); + + return this; + + }, + + setFromCylindrical: function ( c ) { + + this.x = c.radius * Math.sin( c.theta ); + this.y = c.y; + this.z = c.radius * Math.cos( c.theta ); + + return this; + + }, + + setFromMatrixPosition: function ( m ) { + + var e = m.elements; + + this.x = e[ 12 ]; + this.y = e[ 13 ]; + this.z = e[ 14 ]; + + return this; + + }, + + setFromMatrixScale: function ( m ) { + + var sx = this.setFromMatrixColumn( m, 0 ).length(); + var sy = this.setFromMatrixColumn( m, 1 ).length(); + var sz = this.setFromMatrixColumn( m, 2 ).length(); + + this.x = sx; + this.y = sy; + this.z = sz; + + return this; + + }, + + setFromMatrixColumn: function ( m, index ) { + + return this.fromArray( m.elements, index * 4 ); + + }, + + equals: function ( v ) { + + return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) ); + + }, + + fromArray: function ( array, offset ) { + + if ( offset === undefined ) offset = 0; + + this.x = array[ offset ]; + this.y = array[ offset + 1 ]; + this.z = array[ offset + 2 ]; + + return this; + + }, + + toArray: function ( array, offset ) { + + if ( array === undefined ) array = []; + if ( offset === undefined ) offset = 0; + + array[ offset ] = this.x; + array[ offset + 1 ] = this.y; + array[ offset + 2 ] = this.z; + + return array; + + }, + + fromBufferAttribute: function ( attribute, index, offset ) { + + if ( offset !== undefined ) { + + console.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' ); + + } + + this.x = attribute.getX( index ); + this.y = attribute.getY( index ); + this.z = attribute.getZ( index ); + + return this; + + } + + } ); + + /** + * @author alteredq / http://alteredqualia.com/ + * @author WestLangley / http://github.com/WestLangley + * @author bhouston / http://clara.io + * @author tschw + */ + + function Matrix3() { + + this.elements = [ + + 1, 0, 0, + 0, 1, 0, + 0, 0, 1 + + ]; + + if ( arguments.length > 0 ) { + + console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' ); + + } + + } + + Object.assign( Matrix3.prototype, { + + isMatrix3: true, + + set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) { + + var te = this.elements; + + te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31; + te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32; + te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33; + + return this; + + }, + + identity: function () { + + this.set( + + 1, 0, 0, + 0, 1, 0, + 0, 0, 1 + + ); + + return this; + + }, + + clone: function () { + + return new this.constructor().fromArray( this.elements ); + + }, + + copy: function ( m ) { + + var te = this.elements; + var me = m.elements; + + te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; + te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; + te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ]; + + return this; + + }, + + setFromMatrix4: function ( m ) { + + var me = m.elements; + + this.set( + + me[ 0 ], me[ 4 ], me[ 8 ], + me[ 1 ], me[ 5 ], me[ 9 ], + me[ 2 ], me[ 6 ], me[ 10 ] + + ); + + return this; + + }, + + applyToBufferAttribute: function () { + + var v1 = new Vector3(); + + return function applyToBufferAttribute( attribute ) { + + for ( var i = 0, l = attribute.count; i < l; i ++ ) { + + v1.x = attribute.getX( i ); + v1.y = attribute.getY( i ); + v1.z = attribute.getZ( i ); + + v1.applyMatrix3( this ); + + attribute.setXYZ( i, v1.x, v1.y, v1.z ); + + } + + return attribute; + + }; + + }(), + + multiply: function ( m ) { + + return this.multiplyMatrices( this, m ); + + }, + + premultiply: function ( m ) { + + return this.multiplyMatrices( m, this ); + + }, + + multiplyMatrices: function ( a, b ) { + + var ae = a.elements; + var be = b.elements; + var te = this.elements; + + var a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ]; + var a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ]; + var a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ]; + + var b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ]; + var b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ]; + var b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ]; + + te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31; + te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32; + te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33; + + te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31; + te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32; + te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33; + + te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31; + te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32; + te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33; + + return this; + + }, + + multiplyScalar: function ( s ) { + + var te = this.elements; + + te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s; + te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s; + te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s; + + return this; + + }, + + determinant: function () { + + var te = this.elements; + + var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ], + d = te[ 3 ], e = te[ 4 ], f = te[ 5 ], + g = te[ 6 ], h = te[ 7 ], i = te[ 8 ]; + + return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g; + + }, + + getInverse: function ( matrix, throwOnDegenerate ) { + + if ( matrix && matrix.isMatrix4 ) { + + console.error( "THREE.Matrix3: .getInverse() no longer takes a Matrix4 argument." ); + + } + + var me = matrix.elements, + te = this.elements, + + n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], + n12 = me[ 3 ], n22 = me[ 4 ], n32 = me[ 5 ], + n13 = me[ 6 ], n23 = me[ 7 ], n33 = me[ 8 ], + + t11 = n33 * n22 - n32 * n23, + t12 = n32 * n13 - n33 * n12, + t13 = n23 * n12 - n22 * n13, + + det = n11 * t11 + n21 * t12 + n31 * t13; + + if ( det === 0 ) { + + var msg = "THREE.Matrix3: .getInverse() can't invert matrix, determinant is 0"; + + if ( throwOnDegenerate === true ) { + + throw new Error( msg ); + + } else { + + console.warn( msg ); + + } + + return this.identity(); + + } + + var detInv = 1 / det; + + te[ 0 ] = t11 * detInv; + te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv; + te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv; + + te[ 3 ] = t12 * detInv; + te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv; + te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv; + + te[ 6 ] = t13 * detInv; + te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv; + te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv; + + 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; + + }, + + getNormalMatrix: function ( matrix4 ) { + + return this.setFromMatrix4( matrix4 ).getInverse( this ).transpose(); + + }, + + transposeIntoArray: function ( r ) { + + var m = this.elements; + + r[ 0 ] = m[ 0 ]; + r[ 1 ] = m[ 3 ]; + r[ 2 ] = m[ 6 ]; + r[ 3 ] = m[ 1 ]; + r[ 4 ] = m[ 4 ]; + r[ 5 ] = m[ 7 ]; + r[ 6 ] = m[ 2 ]; + r[ 7 ] = m[ 5 ]; + r[ 8 ] = m[ 8 ]; + + return this; + + }, + + setUvTransform: function ( tx, ty, sx, sy, rotation, cx, cy ) { + + var c = Math.cos( rotation ); + var s = Math.sin( rotation ); + + this.set( + sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx, + - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty, + 0, 0, 1 + ); + + }, + + scale: function ( sx, sy ) { + + var te = this.elements; + + te[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx; + te[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy; + + return this; + + }, + + rotate: function ( theta ) { + + var c = Math.cos( theta ); + var s = Math.sin( theta ); + + var te = this.elements; + + var a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ]; + var a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ]; + + te[ 0 ] = c * a11 + s * a21; + te[ 3 ] = c * a12 + s * a22; + te[ 6 ] = c * a13 + s * a23; + + te[ 1 ] = - s * a11 + c * a21; + te[ 4 ] = - s * a12 + c * a22; + te[ 7 ] = - s * a13 + c * a23; + + return this; + + }, + + translate: function ( tx, ty ) { + + var te = this.elements; + + te[ 0 ] += tx * te[ 2 ]; te[ 3 ] += tx * te[ 5 ]; te[ 6 ] += tx * te[ 8 ]; + te[ 1 ] += ty * te[ 2 ]; te[ 4 ] += ty * te[ 5 ]; te[ 7 ] += ty * te[ 8 ]; + + return this; + + }, + + equals: function ( matrix ) { + + var te = this.elements; + var me = matrix.elements; + + for ( var i = 0; i < 9; i ++ ) { + + if ( te[ i ] !== me[ i ] ) return false; + + } + + return true; + + }, + + fromArray: function ( array, offset ) { + + if ( offset === undefined ) offset = 0; + + for ( var i = 0; i < 9; i ++ ) { + + this.elements[ i ] = array[ i + offset ]; + + } + + return this; + + }, + + toArray: function ( array, offset ) { + + if ( array === undefined ) array = []; + if ( offset === undefined ) offset = 0; + + var te = this.elements; + + array[ offset ] = te[ 0 ]; + array[ offset + 1 ] = te[ 1 ]; + array[ offset + 2 ] = te[ 2 ]; + + array[ offset + 3 ] = te[ 3 ]; + array[ offset + 4 ] = te[ 4 ]; + array[ offset + 5 ] = te[ 5 ]; + + array[ offset + 6 ] = te[ 6 ]; + array[ offset + 7 ] = te[ 7 ]; + array[ offset + 8 ] = te[ 8 ]; + + return array; + + } + + } ); + + /** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * @author szimek / https://github.com/szimek/ + */ + + var textureId = 0; + + function Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) { + + Object.defineProperty( this, 'id', { value: textureId ++ } ); + + this.uuid = _Math.generateUUID(); + + this.name = ''; + + this.image = image !== undefined ? image : Texture.DEFAULT_IMAGE; + this.mipmaps = []; + + this.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING; + + this.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping; + this.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping; + + this.magFilter = magFilter !== undefined ? magFilter : LinearFilter; + this.minFilter = minFilter !== undefined ? minFilter : LinearMipMapLinearFilter; + + this.anisotropy = anisotropy !== undefined ? anisotropy : 1; + + this.format = format !== undefined ? format : RGBAFormat; + this.type = type !== undefined ? type : UnsignedByteType; + + this.offset = new Vector2( 0, 0 ); + this.repeat = new Vector2( 1, 1 ); + this.center = new Vector2( 0, 0 ); + this.rotation = 0; + + this.matrixAutoUpdate = true; + this.matrix = new Matrix3(); + + this.generateMipmaps = true; + this.premultiplyAlpha = false; + this.flipY = true; + this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml) + + // Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap. + // + // Also changing the encoding after already used by a Material will not automatically make the Material + // update. You need to explicitly call Material.needsUpdate to trigger it to recompile. + this.encoding = encoding !== undefined ? encoding : LinearEncoding; + + this.version = 0; + this.onUpdate = null; + + } + + Texture.DEFAULT_IMAGE = undefined; + Texture.DEFAULT_MAPPING = UVMapping; + + Texture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { + + constructor: Texture, + + isTexture: true, + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + copy: function ( source ) { + + this.name = source.name; + + this.image = source.image; + this.mipmaps = source.mipmaps.slice( 0 ); + + this.mapping = source.mapping; + + this.wrapS = source.wrapS; + this.wrapT = source.wrapT; + + this.magFilter = source.magFilter; + this.minFilter = source.minFilter; + + this.anisotropy = source.anisotropy; + + this.format = source.format; + this.type = source.type; + + this.offset.copy( source.offset ); + this.repeat.copy( source.repeat ); + this.center.copy( source.center ); + this.rotation = source.rotation; + + this.matrixAutoUpdate = source.matrixAutoUpdate; + this.matrix.copy( source.matrix ); + + this.generateMipmaps = source.generateMipmaps; + this.premultiplyAlpha = source.premultiplyAlpha; + this.flipY = source.flipY; + this.unpackAlignment = source.unpackAlignment; + this.encoding = source.encoding; + + return this; + + }, + + toJSON: function ( meta ) { + + var isRootObject = ( meta === undefined || typeof meta === 'string' ); + + if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) { + + return meta.textures[ this.uuid ]; + + } + + function getDataURL( image ) { + + var canvas; + + if ( image instanceof HTMLCanvasElement ) { + + canvas = image; + + } else { + + canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); + canvas.width = image.width; + canvas.height = image.height; + + var context = canvas.getContext( '2d' ); + + if ( image instanceof ImageData ) { + + context.putImageData( image, 0, 0 ); + + } else { + + context.drawImage( image, 0, 0, image.width, image.height ); + + } + + } + + if ( canvas.width > 2048 || canvas.height > 2048 ) { + + return canvas.toDataURL( 'image/jpeg', 0.6 ); + + } else { + + return canvas.toDataURL( 'image/png' ); + + } + + } + + var output = { + metadata: { + version: 4.5, + type: 'Texture', + generator: 'Texture.toJSON' + }, + + uuid: this.uuid, + name: this.name, + + mapping: this.mapping, + + repeat: [ this.repeat.x, this.repeat.y ], + offset: [ this.offset.x, this.offset.y ], + center: [ this.center.x, this.center.y ], + rotation: this.rotation, + + wrap: [ this.wrapS, this.wrapT ], + + minFilter: this.minFilter, + magFilter: this.magFilter, + anisotropy: this.anisotropy, + + flipY: this.flipY + }; + + if ( this.image !== undefined ) { + + // TODO: Move to THREE.Image + + var image = this.image; + + if ( image.uuid === undefined ) { + + image.uuid = _Math.generateUUID(); // UGH + + } + + if ( ! isRootObject && meta.images[ image.uuid ] === undefined ) { + + meta.images[ image.uuid ] = { + uuid: image.uuid, + url: getDataURL( image ) + }; + + } + + output.image = image.uuid; + + } + + if ( ! isRootObject ) { + + meta.textures[ this.uuid ] = output; + + } + + return output; + + }, + + dispose: function () { + + this.dispatchEvent( { type: 'dispose' } ); + + }, + + transformUv: function ( uv ) { + + if ( this.mapping !== UVMapping ) return; + + uv.applyMatrix3( this.matrix ); + + if ( uv.x < 0 || uv.x > 1 ) { + + switch ( this.wrapS ) { + + case RepeatWrapping: + + uv.x = uv.x - Math.floor( uv.x ); + break; + + case ClampToEdgeWrapping: + + uv.x = uv.x < 0 ? 0 : 1; + break; + + case MirroredRepeatWrapping: + + if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) { + + uv.x = Math.ceil( uv.x ) - uv.x; + + } else { + + uv.x = uv.x - Math.floor( uv.x ); + + } + break; + + } + + } + + if ( uv.y < 0 || uv.y > 1 ) { + + switch ( this.wrapT ) { + + case RepeatWrapping: + + uv.y = uv.y - Math.floor( uv.y ); + break; + + case ClampToEdgeWrapping: + + uv.y = uv.y < 0 ? 0 : 1; + break; + + case MirroredRepeatWrapping: + + if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) { + + uv.y = Math.ceil( uv.y ) - uv.y; + + } else { + + uv.y = uv.y - Math.floor( uv.y ); + + } + break; + + } + + } + + if ( this.flipY ) { + + uv.y = 1 - uv.y; + + } + + } + + } ); + + Object.defineProperty( Texture.prototype, "needsUpdate", { + + set: function ( value ) { + + if ( value === true ) this.version ++; + + } + + } ); + + /** + * @author supereggbert / http://www.paulbrunt.co.uk/ + * @author philogb / http://blog.thejit.org/ + * @author mikael emtinger / http://gomo.se/ + * @author egraether / http://egraether.com/ + * @author WestLangley / http://github.com/WestLangley + */ + + function Vector4( x, y, z, w ) { + + this.x = x || 0; + this.y = y || 0; + this.z = z || 0; + this.w = ( w !== undefined ) ? w : 1; + + } + + Object.assign( Vector4.prototype, { + + isVector4: true, + + set: function ( x, y, z, w ) { + + this.x = x; + this.y = y; + this.z = z; + this.w = w; + + return this; + + }, + + setScalar: function ( scalar ) { + + this.x = scalar; + this.y = scalar; + this.z = scalar; + this.w = scalar; + + return this; + + }, + + setX: function ( x ) { + + this.x = x; + + return this; + + }, + + setY: function ( y ) { + + this.y = y; + + return this; + + }, + + setZ: function ( z ) { + + this.z = z; + + return this; + + }, + + setW: function ( w ) { + + this.w = w; + + return this; + + }, + + setComponent: function ( index, value ) { + + switch ( index ) { + + case 0: this.x = value; break; + case 1: this.y = value; break; + case 2: this.z = value; break; + case 3: this.w = value; break; + default: throw new Error( 'index is out of range: ' + index ); + + } + + return this; + + }, + + getComponent: function ( index ) { + + switch ( index ) { + + case 0: return this.x; + case 1: return this.y; + case 2: return this.z; + case 3: return this.w; + default: throw new Error( 'index is out of range: ' + index ); + + } + + }, + + clone: function () { + + return new this.constructor( this.x, this.y, this.z, this.w ); + + }, + + copy: function ( v ) { + + this.x = v.x; + this.y = v.y; + this.z = v.z; + this.w = ( v.w !== undefined ) ? v.w : 1; + + return this; + + }, + + add: function ( v, w ) { + + if ( w !== undefined ) { + + console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' ); + return this.addVectors( v, w ); + + } + + this.x += v.x; + this.y += v.y; + this.z += v.z; + this.w += v.w; + + return this; + + }, + + addScalar: function ( s ) { + + this.x += s; + this.y += s; + this.z += s; + this.w += s; + + return this; + + }, + + addVectors: function ( a, b ) { + + this.x = a.x + b.x; + this.y = a.y + b.y; + this.z = a.z + b.z; + this.w = a.w + b.w; + + return this; + + }, + + addScaledVector: function ( v, s ) { + + this.x += v.x * s; + this.y += v.y * s; + this.z += v.z * s; + this.w += v.w * s; + + return this; + + }, + + sub: function ( v, w ) { + + if ( w !== undefined ) { + + console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' ); + return this.subVectors( v, w ); + + } + + this.x -= v.x; + this.y -= v.y; + this.z -= v.z; + this.w -= v.w; + + return this; + + }, + + subScalar: function ( s ) { + + this.x -= s; + this.y -= s; + this.z -= s; + this.w -= s; + + return this; + + }, + + subVectors: function ( a, b ) { + + this.x = a.x - b.x; + this.y = a.y - b.y; + this.z = a.z - b.z; + this.w = a.w - b.w; + + return this; + + }, + + multiplyScalar: function ( scalar ) { + + this.x *= scalar; + this.y *= scalar; + this.z *= scalar; + this.w *= scalar; + + return this; + + }, + + applyMatrix4: function ( m ) { + + var x = this.x, y = this.y, z = this.z, w = this.w; + var e = m.elements; + + this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w; + this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w; + this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w; + this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w; + + return this; + + }, + + divideScalar: function ( scalar ) { + + return this.multiplyScalar( 1 / scalar ); + + }, + + setAxisAngleFromQuaternion: function ( q ) { + + // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm + + // q is assumed to be normalized + + this.w = 2 * Math.acos( q.w ); + + var s = Math.sqrt( 1 - q.w * q.w ); + + if ( s < 0.0001 ) { + + this.x = 1; + this.y = 0; + this.z = 0; + + } else { + + this.x = q.x / s; + this.y = q.y / s; + this.z = q.z / s; + + } + + return this; + + }, + + setAxisAngleFromRotationMatrix: function ( m ) { + + // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm + + // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) + + var angle, x, y, z, // variables for result + epsilon = 0.01, // margin to allow for rounding errors + epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees + + te = m.elements, + + m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ], + m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ], + m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ]; + + if ( ( Math.abs( m12 - m21 ) < epsilon ) && + ( Math.abs( m13 - m31 ) < epsilon ) && + ( Math.abs( m23 - m32 ) < epsilon ) ) { + + // singularity found + // first check for identity matrix which must have +1 for all terms + // in leading diagonal and zero in other terms + + if ( ( Math.abs( m12 + m21 ) < epsilon2 ) && + ( Math.abs( m13 + m31 ) < epsilon2 ) && + ( Math.abs( m23 + m32 ) < epsilon2 ) && + ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) { + + // this singularity is identity matrix so angle = 0 + + this.set( 1, 0, 0, 0 ); + + return this; // zero angle, arbitrary axis + + } + + // otherwise this singularity is angle = 180 + + angle = Math.PI; + + var xx = ( m11 + 1 ) / 2; + var yy = ( m22 + 1 ) / 2; + var zz = ( m33 + 1 ) / 2; + var xy = ( m12 + m21 ) / 4; + var xz = ( m13 + m31 ) / 4; + var yz = ( m23 + m32 ) / 4; + + if ( ( xx > yy ) && ( xx > zz ) ) { + + // m11 is the largest diagonal term + + if ( xx < epsilon ) { + + x = 0; + y = 0.707106781; + z = 0.707106781; + + } else { + + x = Math.sqrt( xx ); + y = xy / x; + z = xz / x; + + } + + } else if ( yy > zz ) { + + // m22 is the largest diagonal term + + if ( yy < epsilon ) { + + x = 0.707106781; + y = 0; + z = 0.707106781; + + } else { + + y = Math.sqrt( yy ); + x = xy / y; + z = yz / y; + + } + + } else { + + // m33 is the largest diagonal term so base result on this + + if ( zz < epsilon ) { + + x = 0.707106781; + y = 0.707106781; + z = 0; + + } else { + + z = Math.sqrt( zz ); + x = xz / z; + y = yz / z; + + } + + } + + this.set( x, y, z, angle ); + + return this; // return 180 deg rotation + + } + + // as we have reached here there are no singularities so we can handle normally + + var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) + + ( m13 - m31 ) * ( m13 - m31 ) + + ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize + + if ( Math.abs( s ) < 0.001 ) s = 1; + + // prevent divide by zero, should not happen if matrix is orthogonal and should be + // caught by singularity test above, but I've left it in just in case + + this.x = ( m32 - m23 ) / s; + this.y = ( m13 - m31 ) / s; + this.z = ( m21 - m12 ) / s; + this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 ); + + return this; + + }, + + min: function ( v ) { + + this.x = Math.min( this.x, v.x ); + this.y = Math.min( this.y, v.y ); + this.z = Math.min( this.z, v.z ); + this.w = Math.min( this.w, v.w ); + + return this; + + }, + + max: function ( v ) { + + this.x = Math.max( this.x, v.x ); + this.y = Math.max( this.y, v.y ); + this.z = Math.max( this.z, v.z ); + this.w = Math.max( this.w, v.w ); + + return this; + + }, + + clamp: function ( min, max ) { + + // assumes min < max, componentwise + + this.x = Math.max( min.x, Math.min( max.x, this.x ) ); + this.y = Math.max( min.y, Math.min( max.y, this.y ) ); + this.z = Math.max( min.z, Math.min( max.z, this.z ) ); + this.w = Math.max( min.w, Math.min( max.w, this.w ) ); + + return this; + + }, + + clampScalar: function () { + + var min, max; + + return function clampScalar( minVal, maxVal ) { + + if ( min === undefined ) { + + min = new Vector4(); + max = new Vector4(); + + } + + min.set( minVal, minVal, minVal, minVal ); + max.set( maxVal, maxVal, maxVal, maxVal ); + + return this.clamp( min, max ); + + }; + + }(), + + clampLength: function ( min, max ) { + + var length = this.length(); + + return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) ); + + }, + + floor: function () { + + this.x = Math.floor( this.x ); + this.y = Math.floor( this.y ); + this.z = Math.floor( this.z ); + this.w = Math.floor( this.w ); + + return this; + + }, + + ceil: function () { + + this.x = Math.ceil( this.x ); + this.y = Math.ceil( this.y ); + this.z = Math.ceil( this.z ); + this.w = Math.ceil( this.w ); + + return this; + + }, + + round: function () { + + this.x = Math.round( this.x ); + this.y = Math.round( this.y ); + this.z = Math.round( this.z ); + this.w = Math.round( this.w ); + + return this; + + }, + + roundToZero: function () { + + this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x ); + this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y ); + this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z ); + this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w ); + + return this; + + }, + + negate: function () { + + this.x = - this.x; + this.y = - this.y; + this.z = - this.z; + this.w = - this.w; + + return this; + + }, + + dot: function ( v ) { + + return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w; + + }, + + lengthSq: function () { + + return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w; + + }, + + length: function () { + + return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w ); + + }, + + manhattanLength: function () { + + return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w ); + + }, + + normalize: function () { + + return this.divideScalar( this.length() || 1 ); + + }, + + setLength: function ( length ) { + + return this.normalize().multiplyScalar( length ); + + }, + + lerp: function ( v, alpha ) { + + this.x += ( v.x - this.x ) * alpha; + this.y += ( v.y - this.y ) * alpha; + this.z += ( v.z - this.z ) * alpha; + this.w += ( v.w - this.w ) * alpha; + + return this; + + }, + + lerpVectors: function ( v1, v2, alpha ) { + + return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 ); + + }, + + equals: function ( v ) { + + return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) ); + + }, + + fromArray: function ( array, offset ) { + + if ( offset === undefined ) offset = 0; + + this.x = array[ offset ]; + this.y = array[ offset + 1 ]; + this.z = array[ offset + 2 ]; + this.w = array[ offset + 3 ]; + + return this; + + }, + + toArray: function ( array, offset ) { + + if ( array === undefined ) array = []; + if ( offset === undefined ) offset = 0; + + array[ offset ] = this.x; + array[ offset + 1 ] = this.y; + array[ offset + 2 ] = this.z; + array[ offset + 3 ] = this.w; + + return array; + + }, + + fromBufferAttribute: function ( attribute, index, offset ) { + + if ( offset !== undefined ) { + + console.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' ); + + } + + this.x = attribute.getX( index ); + this.y = attribute.getY( index ); + this.z = attribute.getZ( index ); + this.w = attribute.getW( index ); + + return this; + + } + + } ); + + /** + * @author szimek / https://github.com/szimek/ + * @author alteredq / http://alteredqualia.com/ + * @author Marius Kintel / https://github.com/kintel + */ + + /* + In options, we can specify: + * Texture parameters for an auto-generated target texture + * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers + */ + function WebGLRenderTarget( width, height, options ) { + + this.uuid = _Math.generateUUID(); + + this.width = width; + this.height = height; + + this.scissor = new Vector4( 0, 0, width, height ); + this.scissorTest = false; + + this.viewport = new Vector4( 0, 0, width, height ); + + options = options || {}; + + if ( options.minFilter === undefined ) options.minFilter = LinearFilter; + + this.texture = new Texture( undefined, undefined, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding ); + + this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true; + this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true; + this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null; + + } + + WebGLRenderTarget.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { + + constructor: WebGLRenderTarget, + + isWebGLRenderTarget: true, + + setSize: function ( width, height ) { + + if ( this.width !== width || this.height !== height ) { + + this.width = width; + this.height = height; + + this.dispose(); + + } + + this.viewport.set( 0, 0, width, height ); + this.scissor.set( 0, 0, width, height ); + + }, + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + copy: function ( source ) { + + this.width = source.width; + this.height = source.height; + + this.viewport.copy( source.viewport ); + + this.texture = source.texture.clone(); + + this.depthBuffer = source.depthBuffer; + this.stencilBuffer = source.stencilBuffer; + this.depthTexture = source.depthTexture; + + return this; + + }, + + dispose: function () { + + this.dispatchEvent( { type: 'dispose' } ); + + } + + } ); + + /** + * @author alteredq / http://alteredqualia.com + */ + + function WebGLRenderTargetCube( width, height, options ) { + + WebGLRenderTarget.call( this, width, height, options ); + + this.activeCubeFace = 0; // PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5 + this.activeMipMapLevel = 0; + + } + + WebGLRenderTargetCube.prototype = Object.create( WebGLRenderTarget.prototype ); + WebGLRenderTargetCube.prototype.constructor = WebGLRenderTargetCube; + + WebGLRenderTargetCube.prototype.isWebGLRenderTargetCube = true; + + /** + * @author alteredq / http://alteredqualia.com/ + */ + + function DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) { + + Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ); + + this.image = { data: data, width: width, height: height }; + + this.magFilter = magFilter !== undefined ? magFilter : NearestFilter; + this.minFilter = minFilter !== undefined ? minFilter : NearestFilter; + + this.generateMipmaps = false; + this.flipY = false; + this.unpackAlignment = 1; + + } + + DataTexture.prototype = Object.create( Texture.prototype ); + DataTexture.prototype.constructor = DataTexture; + + DataTexture.prototype.isDataTexture = true; + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) { + + images = images !== undefined ? images : []; + mapping = mapping !== undefined ? mapping : CubeReflectionMapping; + + Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ); + + this.flipY = false; + + } + + CubeTexture.prototype = Object.create( Texture.prototype ); + CubeTexture.prototype.constructor = CubeTexture; + + CubeTexture.prototype.isCubeTexture = true; + + Object.defineProperty( CubeTexture.prototype, 'images', { + + get: function () { + + return this.image; + + }, + + set: function ( value ) { + + this.image = value; + + } + + } ); + + /** + * @author tschw + * + * Uniforms of a program. + * Those form a tree structure with a special top-level container for the root, + * which you get by calling 'new WebGLUniforms( gl, program, renderer )'. + * + * + * Properties of inner nodes including the top-level container: + * + * .seq - array of nested uniforms + * .map - nested uniforms by name + * + * + * Methods of all nodes except the top-level container: + * + * .setValue( gl, value, [renderer] ) + * + * uploads a uniform value(s) + * the 'renderer' parameter is needed for sampler uniforms + * + * + * Static methods of the top-level container (renderer factorizations): + * + * .upload( gl, seq, values, renderer ) + * + * sets uniforms in 'seq' to 'values[id].value' + * + * .seqWithValue( seq, values ) : filteredSeq + * + * filters 'seq' entries with corresponding entry in values + * + * + * Methods of the top-level container (renderer factorizations): + * + * .setValue( gl, name, value ) + * + * sets uniform with name 'name' to 'value' + * + * .set( gl, obj, prop ) + * + * sets uniform from object and property with same name than uniform + * + * .setOptional( gl, obj, prop ) + * + * like .set for an optional property of the object + * + */ + + var emptyTexture = new Texture(); + var emptyCubeTexture = new CubeTexture(); + + // --- Base for inner nodes (including the root) --- + + function UniformContainer() { + + this.seq = []; + this.map = {}; + + } + + // --- Utilities --- + + // Array Caches (provide typed arrays for temporary by size) + + var arrayCacheF32 = []; + var arrayCacheI32 = []; + + // Float32Array caches used for uploading Matrix uniforms + + var mat4array = new Float32Array( 16 ); + var mat3array = new Float32Array( 9 ); + + // Flattening for arrays of vectors and matrices + + function flatten( array, nBlocks, blockSize ) { + + var firstElem = array[ 0 ]; + + if ( firstElem <= 0 || firstElem > 0 ) return array; + // unoptimized: ! isNaN( firstElem ) + // see http://jacksondunstan.com/articles/983 + + var n = nBlocks * blockSize, + r = arrayCacheF32[ n ]; + + if ( r === undefined ) { + + r = new Float32Array( n ); + arrayCacheF32[ n ] = r; + + } + + if ( nBlocks !== 0 ) { + + firstElem.toArray( r, 0 ); + + for ( var i = 1, offset = 0; i !== nBlocks; ++ i ) { + + offset += blockSize; + array[ i ].toArray( r, offset ); + + } + + } + + return r; + + } + + // Texture unit allocation + + function allocTexUnits( renderer, n ) { + + var r = arrayCacheI32[ n ]; + + if ( r === undefined ) { + + r = new Int32Array( n ); + arrayCacheI32[ n ] = r; + + } + + for ( var i = 0; i !== n; ++ i ) + r[ i ] = renderer.allocTextureUnit(); + + return r; + + } + + // --- Setters --- + + // Note: Defining these methods externally, because they come in a bunch + // and this way their names minify. + + // Single scalar + + function setValue1f( gl, v ) { + + gl.uniform1f( this.addr, v ); + + } + + function setValue1i( gl, v ) { + + gl.uniform1i( this.addr, v ); + + } + + // Single float vector (from flat array or THREE.VectorN) + + function setValue2fv( gl, v ) { + + if ( v.x === undefined ) { + + gl.uniform2fv( this.addr, v ); + + } else { + + gl.uniform2f( this.addr, v.x, v.y ); + + } + + } + + function setValue3fv( gl, v ) { + + if ( v.x !== undefined ) { + + gl.uniform3f( this.addr, v.x, v.y, v.z ); + + } else if ( v.r !== undefined ) { + + gl.uniform3f( this.addr, v.r, v.g, v.b ); + + } else { + + gl.uniform3fv( this.addr, v ); + + } + + } + + function setValue4fv( gl, v ) { + + if ( v.x === undefined ) { + + gl.uniform4fv( this.addr, v ); + + } else { + + gl.uniform4f( this.addr, v.x, v.y, v.z, v.w ); + + } + + } + + // Single matrix (from flat array or MatrixN) + + function setValue2fm( gl, v ) { + + gl.uniformMatrix2fv( this.addr, false, v.elements || v ); + + } + + function setValue3fm( gl, v ) { + + if ( v.elements === undefined ) { + + gl.uniformMatrix3fv( this.addr, false, v ); + + } else { + + mat3array.set( v.elements ); + gl.uniformMatrix3fv( this.addr, false, mat3array ); + + } + + } + + function setValue4fm( gl, v ) { + + if ( v.elements === undefined ) { + + gl.uniformMatrix4fv( this.addr, false, v ); + + } else { + + mat4array.set( v.elements ); + gl.uniformMatrix4fv( this.addr, false, mat4array ); + + } + + } + + // Single texture (2D / Cube) + + function setValueT1( gl, v, renderer ) { + + var unit = renderer.allocTextureUnit(); + gl.uniform1i( this.addr, unit ); + renderer.setTexture2D( v || emptyTexture, unit ); + + } + + function setValueT6( gl, v, renderer ) { + + var unit = renderer.allocTextureUnit(); + gl.uniform1i( this.addr, unit ); + renderer.setTextureCube( v || emptyCubeTexture, unit ); + + } + + // Integer / Boolean vectors or arrays thereof (always flat arrays) + + function setValue2iv( gl, v ) { + + gl.uniform2iv( this.addr, v ); + + } + + function setValue3iv( gl, v ) { + + gl.uniform3iv( this.addr, v ); + + } + + function setValue4iv( gl, v ) { + + gl.uniform4iv( this.addr, v ); + + } + + // Helper to pick the right setter for the singular case + + function getSingularSetter( type ) { + + switch ( type ) { + + case 0x1406: return setValue1f; // FLOAT + case 0x8b50: return setValue2fv; // _VEC2 + case 0x8b51: return setValue3fv; // _VEC3 + case 0x8b52: return setValue4fv; // _VEC4 + + case 0x8b5a: return setValue2fm; // _MAT2 + case 0x8b5b: return setValue3fm; // _MAT3 + case 0x8b5c: return setValue4fm; // _MAT4 + + case 0x8b5e: case 0x8d66: return setValueT1; // SAMPLER_2D, SAMPLER_EXTERNAL_OES + case 0x8b60: return setValueT6; // SAMPLER_CUBE + + case 0x1404: case 0x8b56: return setValue1i; // INT, BOOL + case 0x8b53: case 0x8b57: return setValue2iv; // _VEC2 + case 0x8b54: case 0x8b58: return setValue3iv; // _VEC3 + case 0x8b55: case 0x8b59: return setValue4iv; // _VEC4 + + } + + } + + // Array of scalars + + function setValue1fv( gl, v ) { + + gl.uniform1fv( this.addr, v ); + + } + function setValue1iv( gl, v ) { + + gl.uniform1iv( this.addr, v ); + + } + + // Array of vectors (flat or from THREE classes) + + function setValueV2a( gl, v ) { + + gl.uniform2fv( this.addr, flatten( v, this.size, 2 ) ); + + } + + function setValueV3a( gl, v ) { + + gl.uniform3fv( this.addr, flatten( v, this.size, 3 ) ); + + } + + function setValueV4a( gl, v ) { + + gl.uniform4fv( this.addr, flatten( v, this.size, 4 ) ); + + } + + // Array of matrices (flat or from THREE clases) + + function setValueM2a( gl, v ) { + + gl.uniformMatrix2fv( this.addr, false, flatten( v, this.size, 4 ) ); + + } + + function setValueM3a( gl, v ) { + + gl.uniformMatrix3fv( this.addr, false, flatten( v, this.size, 9 ) ); + + } + + function setValueM4a( gl, v ) { + + gl.uniformMatrix4fv( this.addr, false, flatten( v, this.size, 16 ) ); + + } + + // Array of textures (2D / Cube) + + function setValueT1a( gl, v, renderer ) { + + var n = v.length, + units = allocTexUnits( renderer, n ); + + gl.uniform1iv( this.addr, units ); + + for ( var i = 0; i !== n; ++ i ) { + + renderer.setTexture2D( v[ i ] || emptyTexture, units[ i ] ); + + } + + } + + function setValueT6a( gl, v, renderer ) { + + var n = v.length, + units = allocTexUnits( renderer, n ); + + gl.uniform1iv( this.addr, units ); + + for ( var i = 0; i !== n; ++ i ) { + + renderer.setTextureCube( v[ i ] || emptyCubeTexture, units[ i ] ); + + } + + } + + // Helper to pick the right setter for a pure (bottom-level) array + + function getPureArraySetter( type ) { + + switch ( type ) { + + case 0x1406: return setValue1fv; // FLOAT + case 0x8b50: return setValueV2a; // _VEC2 + case 0x8b51: return setValueV3a; // _VEC3 + case 0x8b52: return setValueV4a; // _VEC4 + + case 0x8b5a: return setValueM2a; // _MAT2 + case 0x8b5b: return setValueM3a; // _MAT3 + case 0x8b5c: return setValueM4a; // _MAT4 + + case 0x8b5e: return setValueT1a; // SAMPLER_2D + case 0x8b60: return setValueT6a; // SAMPLER_CUBE + + case 0x1404: case 0x8b56: return setValue1iv; // INT, BOOL + case 0x8b53: case 0x8b57: return setValue2iv; // _VEC2 + case 0x8b54: case 0x8b58: return setValue3iv; // _VEC3 + case 0x8b55: case 0x8b59: return setValue4iv; // _VEC4 + + } + + } + + // --- Uniform Classes --- + + function SingleUniform( id, activeInfo, addr ) { + + this.id = id; + this.addr = addr; + this.setValue = getSingularSetter( activeInfo.type ); + + // this.path = activeInfo.name; // DEBUG + + } + + function PureArrayUniform( id, activeInfo, addr ) { + + this.id = id; + this.addr = addr; + this.size = activeInfo.size; + this.setValue = getPureArraySetter( activeInfo.type ); + + // this.path = activeInfo.name; // DEBUG + + } + + function StructuredUniform( id ) { + + this.id = id; + + UniformContainer.call( this ); // mix-in + + } + + StructuredUniform.prototype.setValue = function ( gl, value ) { + + // Note: Don't need an extra 'renderer' parameter, since samplers + // are not allowed in structured uniforms. + + var seq = this.seq; + + for ( var i = 0, n = seq.length; i !== n; ++ i ) { + + var u = seq[ i ]; + u.setValue( gl, value[ u.id ] ); + + } + + }; + + // --- Top-level --- + + // Parser - builds up the property tree from the path strings + + var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g; + + // extracts + // - the identifier (member name or array index) + // - followed by an optional right bracket (found when array index) + // - followed by an optional left bracket or dot (type of subscript) + // + // Note: These portions can be read in a non-overlapping fashion and + // allow straightforward parsing of the hierarchy that WebGL encodes + // in the uniform names. + + function addUniform( container, uniformObject ) { + + container.seq.push( uniformObject ); + container.map[ uniformObject.id ] = uniformObject; + + } + + function parseUniform( activeInfo, addr, container ) { + + var path = activeInfo.name, + pathLength = path.length; + + // reset RegExp object, because of the early exit of a previous run + RePathPart.lastIndex = 0; + + for ( ; ; ) { + + var match = RePathPart.exec( path ), + matchEnd = RePathPart.lastIndex, + + id = match[ 1 ], + idIsIndex = match[ 2 ] === ']', + subscript = match[ 3 ]; + + if ( idIsIndex ) id = id | 0; // convert to integer + + if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) { + + // bare name or "pure" bottom-level array "[0]" suffix + + addUniform( container, subscript === undefined ? + new SingleUniform( id, activeInfo, addr ) : + new PureArrayUniform( id, activeInfo, addr ) ); + + break; + + } else { + + // step into inner node / create it in case it doesn't exist + + var map = container.map, next = map[ id ]; + + if ( next === undefined ) { + + next = new StructuredUniform( id ); + addUniform( container, next ); + + } + + container = next; + + } + + } + + } + + // Root Container + + function WebGLUniforms( gl, program, renderer ) { + + UniformContainer.call( this ); + + this.renderer = renderer; + + var n = gl.getProgramParameter( program, gl.ACTIVE_UNIFORMS ); + + for ( var i = 0; i < n; ++ i ) { + + var info = gl.getActiveUniform( program, i ), + path = info.name, + addr = gl.getUniformLocation( program, path ); + + parseUniform( info, addr, this ); + + } + + } + + WebGLUniforms.prototype.setValue = function ( gl, name, value ) { + + var u = this.map[ name ]; + + if ( u !== undefined ) u.setValue( gl, value, this.renderer ); + + }; + + WebGLUniforms.prototype.setOptional = function ( gl, object, name ) { + + var v = object[ name ]; + + if ( v !== undefined ) this.setValue( gl, name, v ); + + }; + + + // Static interface + + WebGLUniforms.upload = function ( gl, seq, values, renderer ) { + + for ( var i = 0, n = seq.length; i !== n; ++ i ) { + + var u = seq[ i ], + v = values[ u.id ]; + + if ( v.needsUpdate !== false ) { + + // note: always updating when .needsUpdate is undefined + u.setValue( gl, v.value, renderer ); + + } + + } + + }; + + WebGLUniforms.seqWithValue = function ( seq, values ) { + + var r = []; + + for ( var i = 0, n = seq.length; i !== n; ++ i ) { + + var u = seq[ i ]; + if ( u.id in values ) r.push( u ); + + } + + return r; + + }; + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + var ColorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF, + 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2, + 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50, + 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B, + 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B, + 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F, + 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3, + 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222, + 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700, + 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4, + 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00, + 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3, + 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA, + 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32, + 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3, + 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC, + 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD, + 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6, + 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9, + 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F, + 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE, + 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA, + 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0, + 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 }; + + function Color( r, g, b ) { + + if ( g === undefined && b === undefined ) { + + // r is THREE.Color, hex or string + return this.set( r ); + + } + + return this.setRGB( r, g, b ); + + } + + Object.assign( Color.prototype, { + + isColor: true, + + r: 1, g: 1, b: 1, + + set: function ( value ) { + + if ( value && value.isColor ) { + + this.copy( value ); + + } else if ( typeof value === 'number' ) { + + this.setHex( value ); + + } else if ( typeof value === 'string' ) { + + this.setStyle( value ); + + } + + return this; + + }, + + setScalar: function ( scalar ) { + + this.r = scalar; + this.g = scalar; + this.b = scalar; + + return this; + + }, + + setHex: function ( hex ) { + + hex = Math.floor( hex ); + + this.r = ( hex >> 16 & 255 ) / 255; + this.g = ( hex >> 8 & 255 ) / 255; + this.b = ( hex & 255 ) / 255; + + return this; + + }, + + setRGB: function ( r, g, b ) { + + this.r = r; + this.g = g; + this.b = b; + + return this; + + }, + + setHSL: function () { + + function hue2rgb( p, q, t ) { + + if ( t < 0 ) t += 1; + if ( t > 1 ) t -= 1; + if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t; + if ( t < 1 / 2 ) return q; + if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t ); + return p; + + } + + return function setHSL( h, s, l ) { + + // h,s,l ranges are in 0.0 - 1.0 + h = _Math.euclideanModulo( h, 1 ); + s = _Math.clamp( s, 0, 1 ); + l = _Math.clamp( l, 0, 1 ); + + if ( s === 0 ) { + + this.r = this.g = this.b = l; + + } else { + + var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s ); + var q = ( 2 * l ) - p; + + this.r = hue2rgb( q, p, h + 1 / 3 ); + this.g = hue2rgb( q, p, h ); + this.b = hue2rgb( q, p, h - 1 / 3 ); + + } + + return this; + + }; + + }(), + + setStyle: function ( style ) { + + function handleAlpha( string ) { + + if ( string === undefined ) return; + + if ( parseFloat( string ) < 1 ) { + + console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' ); + + } + + } + + + var m; + + if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) { + + // rgb / hsl + + var color; + var name = m[ 1 ]; + var components = m[ 2 ]; + + switch ( name ) { + + case 'rgb': + case 'rgba': + + if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) { + + // rgb(255,0,0) rgba(255,0,0,0.5) + this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255; + this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255; + this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255; + + handleAlpha( color[ 5 ] ); + + return this; + + } + + if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) { + + // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5) + this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100; + this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100; + this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100; + + handleAlpha( color[ 5 ] ); + + return this; + + } + + break; + + case 'hsl': + case 'hsla': + + if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) { + + // hsl(120,50%,50%) hsla(120,50%,50%,0.5) + var h = parseFloat( color[ 1 ] ) / 360; + var s = parseInt( color[ 2 ], 10 ) / 100; + var l = parseInt( color[ 3 ], 10 ) / 100; + + handleAlpha( color[ 5 ] ); + + return this.setHSL( h, s, l ); + + } + + break; + + } + + } else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) { + + // hex color + + var hex = m[ 1 ]; + var size = hex.length; + + if ( size === 3 ) { + + // #ff0 + this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255; + this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255; + this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255; + + return this; + + } else if ( size === 6 ) { + + // #ff0000 + this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255; + this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255; + this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255; + + return this; + + } + + } + + if ( style && style.length > 0 ) { + + // color keywords + var hex = ColorKeywords[ style ]; + + if ( hex !== undefined ) { + + // red + this.setHex( hex ); + + } else { + + // unknown color + console.warn( 'THREE.Color: Unknown color ' + style ); + + } + + } + + return this; + + }, + + clone: function () { + + return new this.constructor( this.r, this.g, this.b ); + + }, + + copy: function ( color ) { + + this.r = color.r; + this.g = color.g; + this.b = color.b; + + return this; + + }, + + copyGammaToLinear: function ( color, gammaFactor ) { + + if ( gammaFactor === undefined ) gammaFactor = 2.0; + + this.r = Math.pow( color.r, gammaFactor ); + this.g = Math.pow( color.g, gammaFactor ); + this.b = Math.pow( color.b, gammaFactor ); + + return this; + + }, + + copyLinearToGamma: function ( color, gammaFactor ) { + + if ( gammaFactor === undefined ) gammaFactor = 2.0; + + var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0; + + this.r = Math.pow( color.r, safeInverse ); + this.g = Math.pow( color.g, safeInverse ); + this.b = Math.pow( color.b, safeInverse ); + + return this; + + }, + + convertGammaToLinear: function () { + + var r = this.r, g = this.g, b = this.b; + + this.r = r * r; + this.g = g * g; + this.b = b * b; + + return this; + + }, + + convertLinearToGamma: function () { + + this.r = Math.sqrt( this.r ); + this.g = Math.sqrt( this.g ); + this.b = Math.sqrt( this.b ); + + return this; + + }, + + getHex: function () { + + return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0; + + }, + + getHexString: function () { + + return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 ); + + }, + + getHSL: function ( optionalTarget ) { + + // h,s,l ranges are in 0.0 - 1.0 + + var hsl = optionalTarget || { h: 0, s: 0, l: 0 }; + + var r = this.r, g = this.g, b = this.b; + + var max = Math.max( r, g, b ); + var min = Math.min( r, g, b ); + + var hue, saturation; + var lightness = ( min + max ) / 2.0; + + if ( min === max ) { + + hue = 0; + saturation = 0; + + } else { + + var delta = max - min; + + saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min ); + + switch ( max ) { + + case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break; + case g: hue = ( b - r ) / delta + 2; break; + case b: hue = ( r - g ) / delta + 4; break; + + } + + hue /= 6; + + } + + hsl.h = hue; + hsl.s = saturation; + hsl.l = lightness; + + return hsl; + + }, + + getStyle: function () { + + return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')'; + + }, + + offsetHSL: function ( h, s, l ) { + + var hsl = this.getHSL(); + + hsl.h += h; hsl.s += s; hsl.l += l; + + this.setHSL( hsl.h, hsl.s, hsl.l ); + + return this; + + }, + + add: function ( color ) { + + this.r += color.r; + this.g += color.g; + this.b += color.b; + + return this; + + }, + + addColors: function ( color1, color2 ) { + + this.r = color1.r + color2.r; + this.g = color1.g + color2.g; + this.b = color1.b + color2.b; + + return this; + + }, + + addScalar: function ( s ) { + + this.r += s; + this.g += s; + this.b += s; + + return this; + + }, + + sub: function ( color ) { + + this.r = Math.max( 0, this.r - color.r ); + this.g = Math.max( 0, this.g - color.g ); + this.b = Math.max( 0, this.b - color.b ); + + return this; + + }, + + multiply: function ( color ) { + + this.r *= color.r; + this.g *= color.g; + this.b *= color.b; + + return this; + + }, + + multiplyScalar: function ( s ) { + + this.r *= s; + this.g *= s; + this.b *= s; + + return this; + + }, + + lerp: function ( color, alpha ) { + + this.r += ( color.r - this.r ) * alpha; + this.g += ( color.g - this.g ) * alpha; + this.b += ( color.b - this.b ) * alpha; + + return this; + + }, + + equals: function ( c ) { + + return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b ); + + }, + + fromArray: function ( array, offset ) { + + if ( offset === undefined ) offset = 0; + + this.r = array[ offset ]; + this.g = array[ offset + 1 ]; + this.b = array[ offset + 2 ]; + + return this; + + }, + + toArray: function ( array, offset ) { + + if ( array === undefined ) array = []; + if ( offset === undefined ) offset = 0; + + array[ offset ] = this.r; + array[ offset + 1 ] = this.g; + array[ offset + 2 ] = this.b; + + return array; + + }, + + toJSON: function () { + + return this.getHex(); + + } + + } ); + + /** + * Uniforms library for shared webgl shaders + */ + + var UniformsLib = { + + common: { + + diffuse: { value: new Color( 0xeeeeee ) }, + opacity: { value: 1.0 }, + + map: { value: null }, + uvTransform: { value: new Matrix3() }, + + alphaMap: { value: null }, + + }, + + specularmap: { + + specularMap: { value: null }, + + }, + + envmap: { + + envMap: { value: null }, + flipEnvMap: { value: - 1 }, + reflectivity: { value: 1.0 }, + refractionRatio: { value: 0.98 } + + }, + + aomap: { + + aoMap: { value: null }, + aoMapIntensity: { value: 1 } + + }, + + lightmap: { + + lightMap: { value: null }, + lightMapIntensity: { value: 1 } + + }, + + emissivemap: { + + emissiveMap: { value: null } + + }, + + bumpmap: { + + bumpMap: { value: null }, + bumpScale: { value: 1 } + + }, + + normalmap: { + + normalMap: { value: null }, + normalScale: { value: new Vector2( 1, 1 ) } + + }, + + displacementmap: { + + displacementMap: { value: null }, + displacementScale: { value: 1 }, + displacementBias: { value: 0 } + + }, + + roughnessmap: { + + roughnessMap: { value: null } + + }, + + metalnessmap: { + + metalnessMap: { value: null } + + }, + + gradientmap: { + + gradientMap: { value: null } + + }, + + fog: { + + fogDensity: { value: 0.00025 }, + fogNear: { value: 1 }, + fogFar: { value: 2000 }, + fogColor: { value: new Color( 0xffffff ) } + + }, + + lights: { + + ambientLightColor: { value: [] }, + + directionalLights: { value: [], properties: { + direction: {}, + color: {}, + + shadow: {}, + shadowBias: {}, + shadowRadius: {}, + shadowMapSize: {} + } }, + + directionalShadowMap: { value: [] }, + directionalShadowMatrix: { value: [] }, + + spotLights: { value: [], properties: { + color: {}, + position: {}, + direction: {}, + distance: {}, + coneCos: {}, + penumbraCos: {}, + decay: {}, + + shadow: {}, + shadowBias: {}, + shadowRadius: {}, + shadowMapSize: {} + } }, + + spotShadowMap: { value: [] }, + spotShadowMatrix: { value: [] }, + + pointLights: { value: [], properties: { + color: {}, + position: {}, + decay: {}, + distance: {}, + + shadow: {}, + shadowBias: {}, + shadowRadius: {}, + shadowMapSize: {}, + shadowCameraNear: {}, + shadowCameraFar: {} + } }, + + pointShadowMap: { value: [] }, + pointShadowMatrix: { value: [] }, + + hemisphereLights: { value: [], properties: { + direction: {}, + skyColor: {}, + groundColor: {} + } }, + + // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src + rectAreaLights: { value: [], properties: { + color: {}, + position: {}, + width: {}, + height: {} + } } + + }, + + points: { + + diffuse: { value: new Color( 0xeeeeee ) }, + opacity: { value: 1.0 }, + size: { value: 1.0 }, + scale: { value: 1.0 }, + map: { value: null }, + uvTransform: { value: new Matrix3() } + + } + + }; + + /** + * Uniform Utilities + */ + + var UniformsUtils = { + + merge: function ( uniforms ) { + + var merged = {}; + + for ( var u = 0; u < uniforms.length; u ++ ) { + + var tmp = this.clone( uniforms[ u ] ); + + for ( var p in tmp ) { + + merged[ p ] = tmp[ p ]; + + } + + } + + return merged; + + }, + + clone: function ( uniforms_src ) { + + var uniforms_dst = {}; + + for ( var u in uniforms_src ) { + + uniforms_dst[ u ] = {}; + + for ( var p in uniforms_src[ u ] ) { + + var parameter_src = uniforms_src[ u ][ p ]; + + if ( parameter_src && ( parameter_src.isColor || + parameter_src.isMatrix3 || parameter_src.isMatrix4 || + parameter_src.isVector2 || parameter_src.isVector3 || parameter_src.isVector4 || + parameter_src.isTexture ) ) { + + uniforms_dst[ u ][ p ] = parameter_src.clone(); + + } else if ( Array.isArray( parameter_src ) ) { + + uniforms_dst[ u ][ p ] = parameter_src.slice(); + + } else { + + uniforms_dst[ u ][ p ] = parameter_src; + + } + + } + + } + + return uniforms_dst; + + } + + }; + + var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif\n"; + + var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif\n"; + + var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif\n"; + + var aomap_fragment = "#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_ENVMAP ) && defined( PHYSICAL )\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\n\t#endif\n#endif\n"; + + var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif"; + + var begin_vertex = "\nvec3 transformed = vec3( position );\n"; + + var beginnormal_vertex = "\nvec3 objectNormal = vec3( normal );\n"; + + var bsdfs = "float punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n\tif( decayExponent > 0.0 ) {\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n\t\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\t\tfloat maxDistanceCutoffFactor = pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t\treturn distanceFalloff * maxDistanceCutoffFactor;\n#else\n\t\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n#endif\n\t}\n\treturn 1.0;\n}\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\n\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\n}\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\treturn 1.0 / ( gl * gv );\n}\nfloat G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNL = saturate( dot( geometry.normal, incidentLight.direction ) );\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\tfloat D = D_GGX( alpha, dotNH );\n\treturn F * ( G * D );\n}\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n\tconst float LUT_SIZE = 64.0;\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\n\tfloat theta = acos( dot( N, V ) );\n\tvec2 uv = vec2(\n\t\tsqrt( saturate( roughness ) ),\n\t\tsaturate( theta / ( 0.5 * PI ) ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n\tfloat l = length( f );\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n\tfloat x = dot( v1, v2 );\n\tfloat y = abs( x );\n\tfloat a = 0.86267 + (0.49788 + 0.01436 * y ) * y;\n\tfloat b = 3.45068 + (4.18814 + y) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = (x > 0.0) ? v : 0.5 * inversesqrt( 1.0 - x * x ) - v;\n\treturn cross( v1, v2 ) * theta_sintheta;\n}\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 );\n\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tvec3 result = vec3( LTC_ClippedSphereFormFactor( vectorFormFactor ) );\n\treturn result;\n}\nvec3 BRDF_Specular_GGX_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\tvec4 r = roughness * c0 + c1;\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\tvec2 AB = vec2( -1.04, 1.04 ) * a004 + r.zw;\n\treturn specularColor * AB.x + AB.y;\n}\nfloat G_BlinnPhong_Implicit( ) {\n\treturn 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n}\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\n\treturn ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\n}\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\n\treturn sqrt( 2.0 / ( blinnExponent + 2.0 ) );\n}\n"; + + var bumpmap_pars_fragment = "#ifdef USE_BUMPMAP\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\tvec2 dHdxy_fwd() {\n\t\tvec2 dSTdx = dFdx( vUv );\n\t\tvec2 dSTdy = dFdy( vUv );\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\t\treturn vec2( dBx, dBy );\n\t}\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\n\t\tvec3 vSigmaX = vec3( dFdx( surf_pos.x ), dFdx( surf_pos.y ), dFdx( surf_pos.z ) );\n\t\tvec3 vSigmaY = vec3( dFdy( surf_pos.x ), dFdy( surf_pos.y ), dFdy( surf_pos.z ) );\n\t\tvec3 vN = surf_norm;\n\t\tvec3 R1 = cross( vSigmaY, vN );\n\t\tvec3 R2 = cross( vN, vSigmaX );\n\t\tfloat fDet = dot( vSigmaX, R1 );\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\t}\n#endif\n"; + + var clipping_planes_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; ++ i ) {\n\t\tvec4 plane = clippingPlanes[ i ];\n\t\tif ( dot( vViewPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t\t\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; ++ i ) {\n\t\t\tvec4 plane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vViewPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\tif ( clipped ) discard;\n\t\n\t#endif\n#endif\n"; + + var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\t#if ! defined( PHYSICAL ) && ! defined( PHONG )\n\t\tvarying vec3 vViewPosition;\n\t#endif\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif\n"; + + var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG )\n\tvarying vec3 vViewPosition;\n#endif\n"; + + var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n"; + + var color_fragment = "#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif"; + + var color_pars_fragment = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif\n"; + + var color_pars_vertex = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif"; + + var color_vertex = "#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif"; + + var common = "#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI_HALF 1.5707963267949\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n#define LOG2 1.442695\n#define EPSILON 1e-6\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#define whiteCompliment(a) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract(sin(sn) * c);\n}\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\n\treturn - distance * planeNormal + point;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n}\nmat3 transposeMat3( const in mat3 m ) {\n\tmat3 tmp;\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\treturn tmp;\n}\nfloat linearToRelativeLuminance( const in vec3 color ) {\n\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\n\treturn dot( weights, color.rgb );\n}\n"; + + var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n#define cubeUV_textureSize (1024.0)\nint getFaceFromDirection(vec3 direction) {\n\tvec3 absDirection = abs(direction);\n\tint face = -1;\n\tif( absDirection.x > absDirection.z ) {\n\t\tif(absDirection.x > absDirection.y )\n\t\t\tface = direction.x > 0.0 ? 0 : 3;\n\t\telse\n\t\t\tface = direction.y > 0.0 ? 1 : 4;\n\t}\n\telse {\n\t\tif(absDirection.z > absDirection.y )\n\t\t\tface = direction.z > 0.0 ? 2 : 5;\n\t\telse\n\t\t\tface = direction.y > 0.0 ? 1 : 4;\n\t}\n\treturn face;\n}\n#define cubeUV_maxLods1 (log2(cubeUV_textureSize*0.25) - 1.0)\n#define cubeUV_rangeClamp (exp2((6.0 - 1.0) * 2.0))\nvec2 MipLevelInfo( vec3 vec, float roughnessLevel, float roughness ) {\n\tfloat scale = exp2(cubeUV_maxLods1 - roughnessLevel);\n\tfloat dxRoughness = dFdx(roughness);\n\tfloat dyRoughness = dFdy(roughness);\n\tvec3 dx = dFdx( vec * scale * dxRoughness );\n\tvec3 dy = dFdy( vec * scale * dyRoughness );\n\tfloat d = max( dot( dx, dx ), dot( dy, dy ) );\n\td = clamp(d, 1.0, cubeUV_rangeClamp);\n\tfloat mipLevel = 0.5 * log2(d);\n\treturn vec2(floor(mipLevel), fract(mipLevel));\n}\n#define cubeUV_maxLods2 (log2(cubeUV_textureSize*0.25) - 2.0)\n#define cubeUV_rcpTextureSize (1.0 / cubeUV_textureSize)\nvec2 getCubeUV(vec3 direction, float roughnessLevel, float mipLevel) {\n\tmipLevel = roughnessLevel > cubeUV_maxLods2 - 3.0 ? 0.0 : mipLevel;\n\tfloat a = 16.0 * cubeUV_rcpTextureSize;\n\tvec2 exp2_packed = exp2( vec2( roughnessLevel, mipLevel ) );\n\tvec2 rcp_exp2_packed = vec2( 1.0 ) / exp2_packed;\n\tfloat powScale = exp2_packed.x * exp2_packed.y;\n\tfloat scale = rcp_exp2_packed.x * rcp_exp2_packed.y * 0.25;\n\tfloat mipOffset = 0.75*(1.0 - rcp_exp2_packed.y) * rcp_exp2_packed.x;\n\tbool bRes = mipLevel == 0.0;\n\tscale = bRes && (scale < a) ? a : scale;\n\tvec3 r;\n\tvec2 offset;\n\tint face = getFaceFromDirection(direction);\n\tfloat rcpPowScale = 1.0 / powScale;\n\tif( face == 0) {\n\t\tr = vec3(direction.x, -direction.z, direction.y);\n\t\toffset = vec2(0.0+mipOffset,0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 1) {\n\t\tr = vec3(direction.y, direction.x, direction.z);\n\t\toffset = vec2(scale+mipOffset, 0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 2) {\n\t\tr = vec3(direction.z, direction.x, direction.y);\n\t\toffset = vec2(2.0*scale+mipOffset, 0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 3) {\n\t\tr = vec3(direction.x, direction.z, direction.y);\n\t\toffset = vec2(0.0+mipOffset,0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\telse if( face == 4) {\n\t\tr = vec3(direction.y, direction.x, -direction.z);\n\t\toffset = vec2(scale+mipOffset, 0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\telse {\n\t\tr = vec3(direction.z, -direction.x, direction.y);\n\t\toffset = vec2(2.0*scale+mipOffset, 0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\tr = normalize(r);\n\tfloat texelOffset = 0.5 * cubeUV_rcpTextureSize;\n\tvec2 s = ( r.yz / abs( r.x ) + vec2( 1.0 ) ) * 0.5;\n\tvec2 base = offset + vec2( texelOffset );\n\treturn base + s * ( scale - 2.0 * texelOffset );\n}\n#define cubeUV_maxLods3 (log2(cubeUV_textureSize*0.25) - 3.0)\nvec4 textureCubeUV(vec3 reflectedDirection, float roughness ) {\n\tfloat roughnessVal = roughness* cubeUV_maxLods3;\n\tfloat r1 = floor(roughnessVal);\n\tfloat r2 = r1 + 1.0;\n\tfloat t = fract(roughnessVal);\n\tvec2 mipInfo = MipLevelInfo(reflectedDirection, r1, roughness);\n\tfloat s = mipInfo.y;\n\tfloat level0 = mipInfo.x;\n\tfloat level1 = level0 + 1.0;\n\tlevel1 = level1 > 5.0 ? 5.0 : level1;\n\tlevel0 += min( floor( s + 0.5 ), 5.0 );\n\tvec2 uv_10 = getCubeUV(reflectedDirection, r1, level0);\n\tvec4 color10 = envMapTexelToLinear(texture2D(envMap, uv_10));\n\tvec2 uv_20 = getCubeUV(reflectedDirection, r2, level0);\n\tvec4 color20 = envMapTexelToLinear(texture2D(envMap, uv_20));\n\tvec4 result = mix(color10, color20, t);\n\treturn vec4(result.rgb, 1.0);\n}\n#endif\n"; + + var defaultnormal_vertex = "vec3 transformedNormal = normalMatrix * objectNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n"; + + var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif\n"; + + var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, uv ).x * displacementScale + displacementBias );\n#endif\n"; + + var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif\n"; + + var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif\n"; + + var encodings_fragment = " gl_FragColor = linearToOutputTexel( gl_FragColor );\n"; + + var encodings_pars_fragment = "\nvec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.xyz, vec3( gammaFactor ) ), value.w );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.xyz, vec3( 1.0 / gammaFactor ) ), value.w );\n}\nvec4 sRGBToLinear( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.w );\n}\nvec4 LinearTosRGB( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.w );\n}\nvec4 RGBEToLinear( in vec4 value ) {\n\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n\tfloat maxComponent = max( max( value.r, value.g ), value.b );\n\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n}\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.xyz * value.w * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.x, max( value.g, value.b ) );\n\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\n\tM = ceil( M * 255.0 ) / 255.0;\n\treturn vec4( value.rgb / ( M * maxRange ), M );\n}\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.x, max( value.g, value.b ) );\n\tfloat D = max( maxRange / maxRGB, 1.0 );\n\tD = min( floor( D ) / 255.0, 1.0 );\n\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\n}\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\nvec4 LinearToLogLuv( in vec4 value ) {\n\tvec3 Xp_Y_XYZp = value.rgb * cLogLuvM;\n\tXp_Y_XYZp = max(Xp_Y_XYZp, vec3(1e-6, 1e-6, 1e-6));\n\tvec4 vResult;\n\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n\tvResult.w = fract(Le);\n\tvResult.z = (Le - (floor(vResult.w*255.0))/255.0)/255.0;\n\treturn vResult;\n}\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\nvec4 LogLuvToLinear( in vec4 value ) {\n\tfloat Le = value.z * 255.0 + value.w;\n\tvec3 Xp_Y_XYZp;\n\tXp_Y_XYZp.y = exp2((Le - 127.0) / 2.0);\n\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n\tvec3 vRGB = Xp_Y_XYZp.rgb * cLogLuvInverseM;\n\treturn vec4( max(vRGB, 0.0), 1.0 );\n}\n"; + + var envmap_fragment = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\tvec2 sampleUV;\n\t\treflectVec = normalize( reflectVec );\n\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\n\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\treflectVec = normalize( reflectVec );\n\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) );\n\t\tvec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\tenvColor = envMapTexelToLinear( envColor );\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif\n"; + + var envmap_pars_fragment = "#if defined( USE_ENVMAP ) || defined( PHYSICAL )\n\tuniform float reflectivity;\n\tuniform float envMapIntensity;\n#endif\n#ifdef USE_ENVMAP\n\t#if ! defined( PHYSICAL ) && ( defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) )\n\t\tvarying vec3 vWorldPosition;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\tuniform float flipEnvMap;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( PHYSICAL )\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif\n"; + + var envmap_pars_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif\n"; + + var envmap_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif\n"; + + var fog_vertex = "\n#ifdef USE_FOG\nfogDepth = -mvPosition.z;\n#endif"; + + var fog_pars_vertex = "#ifdef USE_FOG\n varying float fogDepth;\n#endif\n"; + + var fog_fragment = "#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = whiteCompliment( exp2( - fogDensity * fogDensity * fogDepth * fogDepth * LOG2 ) );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, fogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif\n"; + + var fog_pars_fragment = "#ifdef USE_FOG\n\tuniform vec3 fogColor;\n\tvarying float fogDepth;\n\t#ifdef FOG_EXP2\n\t\tuniform float fogDensity;\n\t#else\n\t\tuniform float fogNear;\n\t\tuniform float fogFar;\n\t#endif\n#endif\n"; + + var gradientmap_pars_fragment = "#ifdef TOON\n\tuniform sampler2D gradientMap;\n\tvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\t\tfloat dotNL = dot( normal, lightDirection );\n\t\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t\t#ifdef USE_GRADIENTMAP\n\t\t\treturn texture2D( gradientMap, coord ).rgb;\n\t\t#else\n\t\t\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\n\t\t#endif\n\t}\n#endif\n"; + + var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\treflectedLight.indirectDiffuse += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n#endif\n"; + + var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif"; + + var lights_lambert_vertex = "vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\n#if NUM_POINT_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_DIR_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\tvLightFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\t\t#endif\n\t}\n#endif\n"; + + var lights_pars = "uniform vec3 ambientLightColor;\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treturn irradiance;\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tdirectLight.color = directionalLight.color;\n\t\tdirectLight.direction = directionalLight.direction;\n\t\tdirectLight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t\tfloat shadowCameraNear;\n\t\tfloat shadowCameraFar;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tdirectLight.color = pointLight.color;\n\t\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\n\t\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tfloat angleCos = dot( directLight.direction, spotLight.direction );\n\t\tif ( angleCos > spotLight.coneCos ) {\n\t\t\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\t\tdirectLight.color = spotLight.color;\n\t\t\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tdirectLight.visible = true;\n\t\t} else {\n\t\t\tdirectLight.color = vec3( 0.0 );\n\t\t\tdirectLight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltcMat;\tuniform sampler2D ltcMag;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\n\t\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tirradiance *= PI;\n\t\t#endif\n\t\treturn irradiance;\n\t}\n#endif\n#if defined( USE_ENVMAP ) && defined( PHYSICAL )\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\tvec4 envMapColor = textureCubeUV( queryVec, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float blinnShininessExponent, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar + 0.79248 - 0.5 * log2( pow2( blinnShininessExponent ) + 1.0 );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in GeometricContext geometry, const in float blinnShininessExponent, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( -geometry.viewDir, geometry.normal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( -geometry.viewDir, geometry.normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( blinnShininessExponent, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\tvec4 envMapColor = textureCubeUV(queryReflectVec, BlinnExponentToGGXRoughness(blinnShininessExponent));\n\t\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\t\tvec2 sampleUV;\n\t\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0,0.0,1.0 ) );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif\n"; + + var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;\n"; + + var lights_phong_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\t#ifdef TOON\n\t\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\t#else\n\t\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\t\tvec3 irradiance = dotNL * directLight.color;\n\t#endif\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material )\t(0)\n"; + + var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nmaterial.specularRoughness = clamp( roughnessFactor, 0.04, 1.0 );\n#ifdef STANDARD\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n\tmaterial.clearCoat = saturate( clearCoat );\tmaterial.clearCoatRoughness = clamp( clearCoatRoughness, 0.04, 1.0 );\n#endif\n"; + + var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3\tdiffuseColor;\n\tfloat\tspecularRoughness;\n\tvec3\tspecularColor;\n\t#ifndef STANDARD\n\t\tfloat clearCoat;\n\t\tfloat clearCoatRoughness;\n\t#endif\n};\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\nfloat clearCoatDHRApprox( const in float roughness, const in float dotNL ) {\n\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometry.normal;\n\t\tvec3 viewDir = geometry.viewDir;\n\t\tvec3 position = geometry.position;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.specularRoughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos - halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos + halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos + halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos - halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tfloat norm = texture2D( ltcMag, uv ).a;\n\t\tvec4 t = texture2D( ltcMat, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( 1, 0, t.y ),\n\t\t\tvec3( 0, t.z, 0 ),\n\t\t\tvec3( t.w, 0, t.x )\n\t\t);\n\t\treflectedLight.directSpecular += lightColor * material.specularColor * norm * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\t#ifndef STANDARD\n\t\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\n\t#else\n\t\tfloat clearCoatDHR = 0.0;\n\t#endif\n\treflectedLight.directSpecular += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry, material.specularColor, material.specularRoughness );\n\treflectedLight.directDiffuse += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\t#ifndef STANDARD\n\t\treflectedLight.directSpecular += irradiance * material.clearCoat * BRDF_Specular_GGX( directLight, geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\n\t#endif\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 clearCoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t#ifndef STANDARD\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\tfloat dotNL = dotNV;\n\t\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\n\t#else\n\t\tfloat clearCoatDHR = 0.0;\n\t#endif\n\treflectedLight.indirectSpecular += ( 1.0 - clearCoatDHR ) * radiance * BRDF_Specular_GGX_Environment( geometry, material.specularColor, material.specularRoughness );\n\t#ifndef STANDARD\n\t\treflectedLight.indirectSpecular += clearCoatRadiance * material.clearCoat * BRDF_Specular_GGX_Environment( geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\n\t#endif\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\n#define Material_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.specularRoughness )\n#define Material_ClearCoat_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.clearCoatRoughness )\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}\n"; + + var lights_template = "\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = normalize( vViewPosition );\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( pointLight.shadow, directLight.visible ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( spotLight.shadow, directLight.visible ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( directionalLight.shadow, directLight.visible ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\t#ifdef USE_LIGHTMAP\n\t\tvec3 lightMapIrradiance = texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tlightMapIrradiance *= PI;\n\t\t#endif\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t}\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( PHYSICAL ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tirradiance += getLightProbeIndirectIrradiance( geometry, 8 );\n\t#endif\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tvec3 radiance = getLightProbeIndirectRadiance( geometry, Material_BlinnShininessExponent( material ), 8 );\n\t#ifndef STANDARD\n\t\tvec3 clearCoatRadiance = getLightProbeIndirectRadiance( geometry, Material_ClearCoat_BlinnShininessExponent( material ), 8 );\n\t#else\n\t\tvec3 clearCoatRadiance = vec3( 0.0 );\n\t#endif\n\tRE_IndirectSpecular( radiance, clearCoatRadiance, geometry, material, reflectedLight );\n#endif\n"; + + var logdepthbuf_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif"; + + var logdepthbuf_pars_fragment = "#ifdef USE_LOGDEPTHBUF\n\tuniform float logDepthBufFC;\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t#endif\n#endif\n"; + + var logdepthbuf_pars_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t#endif\n\tuniform float logDepthBufFC;\n#endif"; + + var logdepthbuf_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t#else\n\t\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\n\t\tgl_Position.z *= gl_Position.w;\n\t#endif\n#endif\n"; + + var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif\n"; + + var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n"; + + var map_particle_fragment = "#ifdef USE_MAP\n\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n\tvec4 mapTexel = texture2D( map, uv );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif\n"; + + var map_particle_pars_fragment = "#ifdef USE_MAP\n\tuniform mat3 uvTransform;\n\tuniform sampler2D map;\n#endif\n"; + + var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif\n"; + + var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif"; + + var morphnormal_vertex = "#ifdef USE_MORPHNORMALS\n\tobjectNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\n\tobjectNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\n\tobjectNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\n\tobjectNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\n#endif\n"; + + var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\t#ifndef USE_MORPHNORMALS\n\tuniform float morphTargetInfluences[ 8 ];\n\t#else\n\tuniform float morphTargetInfluences[ 4 ];\n\t#endif\n#endif"; + + var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n\ttransformed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\n\ttransformed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\n\ttransformed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\n\ttransformed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\n\t#ifndef USE_MORPHNORMALS\n\ttransformed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\n\ttransformed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\n\ttransformed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\n\ttransformed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\n\t#endif\n#endif\n"; + + var normal_fragment = "#ifdef FLAT_SHADED\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n#endif\n#ifdef USE_NORMALMAP\n\tnormal = perturbNormal2Arb( -vViewPosition, normal );\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif\n"; + + var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {\n\t\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\n\t\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.st );\n\t\tvec3 S = normalize( q0 * st1.t - q1 * st0.t );\n\t\tvec3 T = normalize( -q0 * st1.s + q1 * st0.s );\n\t\tvec3 N = normalize( surf_norm );\n\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\tmapN.xy = normalScale * mapN.xy;\n\t\tmat3 tsn = mat3( S, T, N );\n\t\treturn normalize( tsn * mapN );\n\t}\n#endif\n"; + + var packing = "vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}\n"; + + var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif\n"; + + var project_vertex = "vec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );\ngl_Position = projectionMatrix * mvPosition;\n"; + + var dithering_fragment = "#if defined( DITHERING )\n gl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif\n"; + + var dithering_pars_fragment = "#if defined( DITHERING )\n\tvec3 dithering( vec3 color ) {\n\t\tfloat grid_position = rand( gl_FragCoord.xy );\n\t\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\n\t\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\n\t\treturn color + dither_shift_RGB;\n\t}\n#endif\n"; + + var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif\n"; + + var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif"; + + var shadowmap_pars_fragment = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHTS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHTS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHTS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tfloat texture2DShadowLerp( sampler2D depths, vec2 size, vec2 uv, float compare ) {\n\t\tconst vec2 offset = vec2( 0.0, 1.0 );\n\t\tvec2 texelSize = vec2( 1.0 ) / size;\n\t\tvec2 centroidUV = floor( uv * size + 0.5 ) / size;\n\t\tfloat lb = texture2DCompare( depths, centroidUV + texelSize * offset.xx, compare );\n\t\tfloat lt = texture2DCompare( depths, centroidUV + texelSize * offset.xy, compare );\n\t\tfloat rb = texture2DCompare( depths, centroidUV + texelSize * offset.yx, compare );\n\t\tfloat rt = texture2DCompare( depths, centroidUV + texelSize * offset.yy, compare );\n\t\tvec2 f = fract( uv * size + 0.5 );\n\t\tfloat a = mix( lb, lt, f.y );\n\t\tfloat b = mix( rb, rt, f.y );\n\t\tfloat c = mix( a, b, f.x );\n\t\treturn c;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tshadow = (\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif\n"; + + var shadowmap_pars_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHTS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHTS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHTS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\n\t#endif\n#endif\n"; + + var shadowmap_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n#endif\n"; + + var shadowmask_pars_fragment = "float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\tDirectionalLight directionalLight;\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tshadow *= bool( directionalLight.shadow ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\tSpotLight spotLight;\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tshadow *= bool( spotLight.shadow ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\tPointLight pointLight;\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tshadow *= bool( pointLight.shadow ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#endif\n\t#endif\n\treturn shadow;\n}\n"; + + var skinbase_vertex = "#ifdef USE_SKINNING\n\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\n\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\n\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\n\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\n#endif"; + + var skinning_pars_vertex = "#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\t#ifdef BONE_TEXTURE\n\t\tuniform sampler2D boneTexture;\n\t\tuniform int boneTextureSize;\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tfloat j = i * 4.0;\n\t\t\tfloat x = mod( j, float( boneTextureSize ) );\n\t\t\tfloat y = floor( j / float( boneTextureSize ) );\n\t\t\tfloat dx = 1.0 / float( boneTextureSize );\n\t\t\tfloat dy = 1.0 / float( boneTextureSize );\n\t\t\ty = dy * ( y + 0.5 );\n\t\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\t\t\tmat4 bone = mat4( v1, v2, v3, v4 );\n\t\t\treturn bone;\n\t\t}\n\t#else\n\t\tuniform mat4 boneMatrices[ MAX_BONES ];\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tmat4 bone = boneMatrices[ int(i) ];\n\t\t\treturn bone;\n\t\t}\n\t#endif\n#endif\n"; + + var skinning_vertex = "#ifdef USE_SKINNING\n\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n\tvec4 skinned = vec4( 0.0 );\n\tskinned += boneMatX * skinVertex * skinWeight.x;\n\tskinned += boneMatY * skinVertex * skinWeight.y;\n\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\tskinned += boneMatW * skinVertex * skinWeight.w;\n\ttransformed = ( bindMatrixInverse * skinned ).xyz;\n#endif\n"; + + var skinnormal_vertex = "#ifdef USE_SKINNING\n\tmat4 skinMatrix = mat4( 0.0 );\n\tskinMatrix += skinWeight.x * boneMatX;\n\tskinMatrix += skinWeight.y * boneMatY;\n\tskinMatrix += skinWeight.z * boneMatZ;\n\tskinMatrix += skinWeight.w * boneMatW;\n\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n#endif\n"; + + var specularmap_fragment = "float specularStrength;\n#ifdef USE_SPECULARMAP\n\tvec4 texelSpecular = texture2D( specularMap, vUv );\n\tspecularStrength = texelSpecular.r;\n#else\n\tspecularStrength = 1.0;\n#endif"; + + var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif"; + + var tonemapping_fragment = "#if defined( TONE_MAPPING )\n gl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif\n"; + + var tonemapping_pars_fragment = "#ifndef saturate\n\t#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nuniform float toneMappingWhitePoint;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\n#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )\nvec3 Uncharted2ToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\n"; + + var uv_pars_fragment = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvarying vec2 vUv;\n#endif"; + + var uv_pars_vertex = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvarying vec2 vUv;\n\tuniform mat3 uvTransform;\n#endif\n"; + + var uv_vertex = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif"; + + var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif"; + + var uv2_pars_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n#endif"; + + var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = uv2;\n#endif"; + + var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\n\tvec4 worldPosition = modelMatrix * vec4( transformed, 1.0 );\n#endif\n"; + + var cube_frag = "uniform samplerCube tCube;\nuniform float tFlip;\nuniform float opacity;\nvarying vec3 vWorldPosition;\nvoid main() {\n\tgl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );\n\tgl_FragColor.a *= opacity;\n}\n"; + + var cube_vert = "varying vec3 vWorldPosition;\n#include <common>\nvoid main() {\n\tvWorldPosition = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\tgl_Position.z = gl_Position.w;\n}\n"; + + var depth_frag = "#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <logdepthbuf_fragment>\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( gl_FragCoord.z ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( gl_FragCoord.z );\n\t#endif\n}\n"; + + var depth_vert = "#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n}\n"; + + var distanceRGBA_frag = "#define DISTANCE\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main () {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\tfloat dist = length( vWorldPosition - referencePosition );\n\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n\tdist = saturate( dist );\n\tgl_FragColor = packDepthToRGBA( dist );\n}\n"; + + var distanceRGBA_vert = "#define DISTANCE\nvarying vec3 vWorldPosition;\n#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <clipping_planes_vertex>\n\tvWorldPosition = worldPosition.xyz;\n}\n"; + + var equirect_frag = "uniform sampler2D tEquirect;\nvarying vec3 vWorldPosition;\n#include <common>\nvoid main() {\n\tvec3 direction = normalize( vWorldPosition );\n\tvec2 sampleUV;\n\tsampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\tsampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;\n\tgl_FragColor = texture2D( tEquirect, sampleUV );\n}\n"; + + var equirect_vert = "varying vec3 vWorldPosition;\n#include <common>\nvoid main() {\n\tvWorldPosition = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n}\n"; + + var linedashed_frag = "uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <color_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}\n"; + + var linedashed_vert = "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <color_vertex>\n\tvLineDistance = scale * lineDistance;\n\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}\n"; + + var meshbasic_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\treflectedLight.indirectDiffuse += texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include <aomap_fragment>\n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}\n"; + + var meshbasic_vert = "#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_ENVMAP\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <worldpos_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <envmap_vertex>\n\t#include <fog_vertex>\n}\n"; + + var meshlambert_frag = "uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <bsdfs>\n#include <lights_pars>\n#include <fog_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <emissivemap_fragment>\n\treflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );\n\t#include <lightmap_fragment>\n\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\n\t#else\n\t\treflectedLight.directDiffuse = vLightFront;\n\t#endif\n\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}\n"; + + var meshlambert_vert = "#define LAMBERT\nvarying vec3 vLightFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <envmap_pars_vertex>\n#include <bsdfs>\n#include <lights_pars>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <lights_lambert_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}\n"; + + var meshphong_frag = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <gradientmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars>\n#include <lights_phong_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <normal_fragment>\n\t#include <emissivemap_fragment>\n\t#include <lights_phong_fragment>\n\t#include <lights_template>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}\n"; + + var meshphong_vert = "#define PHONG\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}\n"; + + var meshphysical_frag = "#define PHYSICAL\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifndef STANDARD\n\tuniform float clearCoat;\n\tuniform float clearCoatRoughness;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <cube_uv_reflection_fragment>\n#include <lights_pars>\n#include <lights_physical_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <roughnessmap_pars_fragment>\n#include <metalnessmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <roughnessmap_fragment>\n\t#include <metalnessmap_fragment>\n\t#include <normal_fragment>\n\t#include <emissivemap_fragment>\n\t#include <lights_physical_fragment>\n\t#include <lights_template>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}\n"; + + var meshphysical_vert = "#define PHYSICAL\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}\n"; + + var normal_frag = "#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <packing>\n#include <uv_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\nvoid main() {\n\t#include <logdepthbuf_fragment>\n\t#include <normal_fragment>\n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n}\n"; + + var normal_vert = "#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}\n"; + + var points_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <color_pars_fragment>\n#include <map_particle_pars_fragment>\n#include <fog_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_particle_fragment>\n\t#include <color_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}\n"; + + var points_vert = "uniform float size;\nuniform float scale;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <color_vertex>\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\t#ifdef USE_SIZEATTENUATION\n\t\tgl_PointSize = size * ( scale / - mvPosition.z );\n\t#else\n\t\tgl_PointSize = size;\n\t#endif\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}\n"; + + var shadow_frag = "uniform vec3 color;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\nvoid main() {\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include <fog_fragment>\n}\n"; + + var shadow_vert = "#include <fog_pars_vertex>\n#include <shadowmap_pars_vertex>\nvoid main() {\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}\n"; + + var ShaderChunk = { + alphamap_fragment: alphamap_fragment, + alphamap_pars_fragment: alphamap_pars_fragment, + alphatest_fragment: alphatest_fragment, + aomap_fragment: aomap_fragment, + aomap_pars_fragment: aomap_pars_fragment, + begin_vertex: begin_vertex, + beginnormal_vertex: beginnormal_vertex, + bsdfs: bsdfs, + bumpmap_pars_fragment: bumpmap_pars_fragment, + clipping_planes_fragment: clipping_planes_fragment, + clipping_planes_pars_fragment: clipping_planes_pars_fragment, + clipping_planes_pars_vertex: clipping_planes_pars_vertex, + clipping_planes_vertex: clipping_planes_vertex, + color_fragment: color_fragment, + color_pars_fragment: color_pars_fragment, + color_pars_vertex: color_pars_vertex, + color_vertex: color_vertex, + common: common, + cube_uv_reflection_fragment: cube_uv_reflection_fragment, + defaultnormal_vertex: defaultnormal_vertex, + displacementmap_pars_vertex: displacementmap_pars_vertex, + displacementmap_vertex: displacementmap_vertex, + emissivemap_fragment: emissivemap_fragment, + emissivemap_pars_fragment: emissivemap_pars_fragment, + encodings_fragment: encodings_fragment, + encodings_pars_fragment: encodings_pars_fragment, + envmap_fragment: envmap_fragment, + envmap_pars_fragment: envmap_pars_fragment, + envmap_pars_vertex: envmap_pars_vertex, + envmap_vertex: envmap_vertex, + fog_vertex: fog_vertex, + fog_pars_vertex: fog_pars_vertex, + fog_fragment: fog_fragment, + fog_pars_fragment: fog_pars_fragment, + gradientmap_pars_fragment: gradientmap_pars_fragment, + lightmap_fragment: lightmap_fragment, + lightmap_pars_fragment: lightmap_pars_fragment, + lights_lambert_vertex: lights_lambert_vertex, + lights_pars: lights_pars, + lights_phong_fragment: lights_phong_fragment, + lights_phong_pars_fragment: lights_phong_pars_fragment, + lights_physical_fragment: lights_physical_fragment, + lights_physical_pars_fragment: lights_physical_pars_fragment, + lights_template: lights_template, + logdepthbuf_fragment: logdepthbuf_fragment, + logdepthbuf_pars_fragment: logdepthbuf_pars_fragment, + logdepthbuf_pars_vertex: logdepthbuf_pars_vertex, + logdepthbuf_vertex: logdepthbuf_vertex, + map_fragment: map_fragment, + map_pars_fragment: map_pars_fragment, + map_particle_fragment: map_particle_fragment, + map_particle_pars_fragment: map_particle_pars_fragment, + metalnessmap_fragment: metalnessmap_fragment, + metalnessmap_pars_fragment: metalnessmap_pars_fragment, + morphnormal_vertex: morphnormal_vertex, + morphtarget_pars_vertex: morphtarget_pars_vertex, + morphtarget_vertex: morphtarget_vertex, + normal_fragment: normal_fragment, + normalmap_pars_fragment: normalmap_pars_fragment, + packing: packing, + premultiplied_alpha_fragment: premultiplied_alpha_fragment, + project_vertex: project_vertex, + dithering_fragment: dithering_fragment, + dithering_pars_fragment: dithering_pars_fragment, + roughnessmap_fragment: roughnessmap_fragment, + roughnessmap_pars_fragment: roughnessmap_pars_fragment, + shadowmap_pars_fragment: shadowmap_pars_fragment, + shadowmap_pars_vertex: shadowmap_pars_vertex, + shadowmap_vertex: shadowmap_vertex, + shadowmask_pars_fragment: shadowmask_pars_fragment, + skinbase_vertex: skinbase_vertex, + skinning_pars_vertex: skinning_pars_vertex, + skinning_vertex: skinning_vertex, + skinnormal_vertex: skinnormal_vertex, + specularmap_fragment: specularmap_fragment, + specularmap_pars_fragment: specularmap_pars_fragment, + tonemapping_fragment: tonemapping_fragment, + tonemapping_pars_fragment: tonemapping_pars_fragment, + uv_pars_fragment: uv_pars_fragment, + uv_pars_vertex: uv_pars_vertex, + uv_vertex: uv_vertex, + uv2_pars_fragment: uv2_pars_fragment, + uv2_pars_vertex: uv2_pars_vertex, + uv2_vertex: uv2_vertex, + worldpos_vertex: worldpos_vertex, + + cube_frag: cube_frag, + cube_vert: cube_vert, + depth_frag: depth_frag, + depth_vert: depth_vert, + distanceRGBA_frag: distanceRGBA_frag, + distanceRGBA_vert: distanceRGBA_vert, + equirect_frag: equirect_frag, + equirect_vert: equirect_vert, + linedashed_frag: linedashed_frag, + linedashed_vert: linedashed_vert, + meshbasic_frag: meshbasic_frag, + meshbasic_vert: meshbasic_vert, + meshlambert_frag: meshlambert_frag, + meshlambert_vert: meshlambert_vert, + meshphong_frag: meshphong_frag, + meshphong_vert: meshphong_vert, + meshphysical_frag: meshphysical_frag, + meshphysical_vert: meshphysical_vert, + normal_frag: normal_frag, + normal_vert: normal_vert, + points_frag: points_frag, + points_vert: points_vert, + shadow_frag: shadow_frag, + shadow_vert: shadow_vert + }; + + /** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + * @author mikael emtinger / http://gomo.se/ + */ + + var ShaderLib = { + + basic: { + + uniforms: UniformsUtils.merge( [ + UniformsLib.common, + UniformsLib.specularmap, + UniformsLib.envmap, + UniformsLib.aomap, + UniformsLib.lightmap, + UniformsLib.fog + ] ), + + vertexShader: ShaderChunk.meshbasic_vert, + fragmentShader: ShaderChunk.meshbasic_frag + + }, + + lambert: { + + uniforms: UniformsUtils.merge( [ + UniformsLib.common, + UniformsLib.specularmap, + UniformsLib.envmap, + UniformsLib.aomap, + UniformsLib.lightmap, + UniformsLib.emissivemap, + UniformsLib.fog, + UniformsLib.lights, + { + emissive: { value: new Color( 0x000000 ) } + } + ] ), + + vertexShader: ShaderChunk.meshlambert_vert, + fragmentShader: ShaderChunk.meshlambert_frag + + }, + + phong: { + + uniforms: UniformsUtils.merge( [ + UniformsLib.common, + UniformsLib.specularmap, + UniformsLib.envmap, + UniformsLib.aomap, + UniformsLib.lightmap, + UniformsLib.emissivemap, + UniformsLib.bumpmap, + UniformsLib.normalmap, + UniformsLib.displacementmap, + UniformsLib.gradientmap, + UniformsLib.fog, + UniformsLib.lights, + { + emissive: { value: new Color( 0x000000 ) }, + specular: { value: new Color( 0x111111 ) }, + shininess: { value: 30 } + } + ] ), + + vertexShader: ShaderChunk.meshphong_vert, + fragmentShader: ShaderChunk.meshphong_frag + + }, + + standard: { + + uniforms: UniformsUtils.merge( [ + UniformsLib.common, + UniformsLib.envmap, + UniformsLib.aomap, + UniformsLib.lightmap, + UniformsLib.emissivemap, + UniformsLib.bumpmap, + UniformsLib.normalmap, + UniformsLib.displacementmap, + UniformsLib.roughnessmap, + UniformsLib.metalnessmap, + UniformsLib.fog, + UniformsLib.lights, + { + emissive: { value: new Color( 0x000000 ) }, + roughness: { value: 0.5 }, + metalness: { value: 0.5 }, + envMapIntensity: { value: 1 } // temporary + } + ] ), + + vertexShader: ShaderChunk.meshphysical_vert, + fragmentShader: ShaderChunk.meshphysical_frag + + }, + + points: { + + uniforms: UniformsUtils.merge( [ + UniformsLib.points, + UniformsLib.fog + ] ), + + vertexShader: ShaderChunk.points_vert, + fragmentShader: ShaderChunk.points_frag + + }, + + dashed: { + + uniforms: UniformsUtils.merge( [ + UniformsLib.common, + UniformsLib.fog, + { + scale: { value: 1 }, + dashSize: { value: 1 }, + totalSize: { value: 2 } + } + ] ), + + vertexShader: ShaderChunk.linedashed_vert, + fragmentShader: ShaderChunk.linedashed_frag + + }, + + depth: { + + uniforms: UniformsUtils.merge( [ + UniformsLib.common, + UniformsLib.displacementmap + ] ), + + vertexShader: ShaderChunk.depth_vert, + fragmentShader: ShaderChunk.depth_frag + + }, + + normal: { + + uniforms: UniformsUtils.merge( [ + UniformsLib.common, + UniformsLib.bumpmap, + UniformsLib.normalmap, + UniformsLib.displacementmap, + { + opacity: { value: 1.0 } + } + ] ), + + vertexShader: ShaderChunk.normal_vert, + fragmentShader: ShaderChunk.normal_frag + + }, + + /* ------------------------------------------------------------------------- + // Cube map shader + ------------------------------------------------------------------------- */ + + cube: { + + uniforms: { + tCube: { value: null }, + tFlip: { value: - 1 }, + opacity: { value: 1.0 } + }, + + vertexShader: ShaderChunk.cube_vert, + fragmentShader: ShaderChunk.cube_frag + + }, + + equirect: { + + uniforms: { + tEquirect: { value: null }, + }, + + vertexShader: ShaderChunk.equirect_vert, + fragmentShader: ShaderChunk.equirect_frag + + }, + + distanceRGBA: { + + uniforms: UniformsUtils.merge( [ + UniformsLib.common, + UniformsLib.displacementmap, + { + referencePosition: { value: new Vector3() }, + nearDistance: { value: 1 }, + farDistance: { value: 1000 } + } + ] ), + + vertexShader: ShaderChunk.distanceRGBA_vert, + fragmentShader: ShaderChunk.distanceRGBA_frag + + }, + + shadow: { + + uniforms: UniformsUtils.merge( [ + UniformsLib.lights, + UniformsLib.fog, + { + color: { value: new Color( 0x00000 ) }, + opacity: { value: 1.0 } + }, + ] ), + + vertexShader: ShaderChunk.shadow_vert, + fragmentShader: ShaderChunk.shadow_frag + + } + + }; + + ShaderLib.physical = { + + uniforms: UniformsUtils.merge( [ + ShaderLib.standard.uniforms, + { + clearCoat: { value: 0 }, + clearCoatRoughness: { value: 0 } + } + ] ), + + vertexShader: ShaderChunk.meshphysical_vert, + fragmentShader: ShaderChunk.meshphysical_frag + + }; + + /** + * @author bhouston / http://clara.io + */ + + function Box2( min, max ) { + + this.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity ); + this.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity ); + + } + + Object.assign( Box2.prototype, { + + set: function ( min, max ) { + + this.min.copy( min ); + this.max.copy( max ); + + return this; + + }, + + setFromPoints: function ( points ) { + + this.makeEmpty(); + + for ( var i = 0, il = points.length; i < il; i ++ ) { + + this.expandByPoint( points[ i ] ); + + } + + return this; + + }, + + setFromCenterAndSize: function () { + + var v1 = new Vector2(); + + return function setFromCenterAndSize( center, size ) { + + var halfSize = v1.copy( size ).multiplyScalar( 0.5 ); + this.min.copy( center ).sub( halfSize ); + this.max.copy( center ).add( halfSize ); + + return this; + + }; + + }(), + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + copy: function ( box ) { + + this.min.copy( box.min ); + this.max.copy( box.max ); + + return this; + + }, + + makeEmpty: function () { + + this.min.x = this.min.y = + Infinity; + this.max.x = this.max.y = - Infinity; + + return this; + + }, + + isEmpty: function () { + + // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes + + return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ); + + }, + + getCenter: function ( optionalTarget ) { + + var result = optionalTarget || new Vector2(); + return this.isEmpty() ? result.set( 0, 0 ) : result.addVectors( this.min, this.max ).multiplyScalar( 0.5 ); + + }, + + getSize: function ( optionalTarget ) { + + var result = optionalTarget || new Vector2(); + return this.isEmpty() ? result.set( 0, 0 ) : result.subVectors( this.max, this.min ); + + }, + + expandByPoint: function ( point ) { + + this.min.min( point ); + this.max.max( point ); + + return this; + + }, + + expandByVector: function ( vector ) { + + this.min.sub( vector ); + this.max.add( vector ); + + return this; + + }, + + expandByScalar: function ( scalar ) { + + this.min.addScalar( - scalar ); + this.max.addScalar( scalar ); + + return this; + + }, + + containsPoint: function ( point ) { + + return point.x < this.min.x || point.x > this.max.x || + point.y < this.min.y || point.y > this.max.y ? false : true; + + }, + + containsBox: function ( box ) { + + return this.min.x <= box.min.x && box.max.x <= this.max.x && + this.min.y <= box.min.y && box.max.y <= this.max.y; + + }, + + getParameter: function ( point, optionalTarget ) { + + // This can potentially have a divide by zero if the box + // has a size dimension of 0. + + var result = optionalTarget || new Vector2(); + + return result.set( + ( point.x - this.min.x ) / ( this.max.x - this.min.x ), + ( point.y - this.min.y ) / ( this.max.y - this.min.y ) + ); + + }, + + intersectsBox: function ( box ) { + + // using 4 splitting planes to rule out intersections + + return box.max.x < this.min.x || box.min.x > this.max.x || + box.max.y < this.min.y || box.min.y > this.max.y ? false : true; + + }, + + clampPoint: function ( point, optionalTarget ) { + + var result = optionalTarget || new Vector2(); + return result.copy( point ).clamp( this.min, this.max ); + + }, + + distanceToPoint: function () { + + var v1 = new Vector2(); + + return function distanceToPoint( point ) { + + var clampedPoint = v1.copy( point ).clamp( this.min, this.max ); + return clampedPoint.sub( point ).length(); + + }; + + }(), + + intersect: function ( box ) { + + this.min.max( box.min ); + this.max.min( box.max ); + + return this; + + }, + + union: function ( box ) { + + this.min.min( box.min ); + this.max.max( box.max ); + + return this; + + }, + + translate: function ( offset ) { + + this.min.add( offset ); + this.max.add( offset ); + + return this; + + }, + + equals: function ( box ) { + + return box.min.equals( this.min ) && box.max.equals( this.max ); + + } + + } ); + + /** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + */ + + function WebGLFlareRenderer( renderer, gl, state, textures, capabilities ) { + + var vertexBuffer, elementBuffer; + var shader, program, attributes, uniforms; + + var tempTexture, occlusionTexture; + + function init() { + + var vertices = new Float32Array( [ + - 1, - 1, 0, 0, + 1, - 1, 1, 0, + 1, 1, 1, 1, + - 1, 1, 0, 1 + ] ); + + var faces = new Uint16Array( [ + 0, 1, 2, + 0, 2, 3 + ] ); + + // buffers + + vertexBuffer = gl.createBuffer(); + elementBuffer = gl.createBuffer(); + + gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer ); + gl.bufferData( gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW ); + + gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer ); + gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, faces, gl.STATIC_DRAW ); + + // textures + + tempTexture = gl.createTexture(); + occlusionTexture = gl.createTexture(); + + state.bindTexture( gl.TEXTURE_2D, tempTexture ); + gl.texImage2D( gl.TEXTURE_2D, 0, gl.RGB, 16, 16, 0, gl.RGB, gl.UNSIGNED_BYTE, null ); + gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE ); + gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE ); + gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST ); + gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST ); + + state.bindTexture( gl.TEXTURE_2D, occlusionTexture ); + gl.texImage2D( gl.TEXTURE_2D, 0, gl.RGBA, 16, 16, 0, gl.RGBA, gl.UNSIGNED_BYTE, null ); + gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE ); + gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE ); + gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST ); + gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST ); + + shader = { + + vertexShader: [ + + 'uniform lowp int renderType;', + + 'uniform vec3 screenPosition;', + 'uniform vec2 scale;', + 'uniform float rotation;', + + 'uniform sampler2D occlusionMap;', + + 'attribute vec2 position;', + 'attribute vec2 uv;', + + 'varying vec2 vUV;', + 'varying float vVisibility;', + + 'void main() {', + + ' vUV = uv;', + + ' vec2 pos = position;', + + ' if ( renderType == 2 ) {', + + ' vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) );', + ' visibility += texture2D( occlusionMap, vec2( 0.5, 0.1 ) );', + ' visibility += texture2D( occlusionMap, vec2( 0.9, 0.1 ) );', + ' visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) );', + ' visibility += texture2D( occlusionMap, vec2( 0.9, 0.9 ) );', + ' visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) );', + ' visibility += texture2D( occlusionMap, vec2( 0.1, 0.9 ) );', + ' visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) );', + ' visibility += texture2D( occlusionMap, vec2( 0.5, 0.5 ) );', + + ' vVisibility = visibility.r / 9.0;', + ' vVisibility *= 1.0 - visibility.g / 9.0;', + ' vVisibility *= visibility.b / 9.0;', + ' vVisibility *= 1.0 - visibility.a / 9.0;', + + ' pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;', + ' pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;', + + ' }', + + ' gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );', + + '}' + + ].join( '\n' ), + + fragmentShader: [ + + 'uniform lowp int renderType;', + + 'uniform sampler2D map;', + 'uniform float opacity;', + 'uniform vec3 color;', + + 'varying vec2 vUV;', + 'varying float vVisibility;', + + 'void main() {', + + // pink square + + ' if ( renderType == 0 ) {', + + ' gl_FragColor = vec4( 1.0, 0.0, 1.0, 0.0 );', + + // restore + + ' } else if ( renderType == 1 ) {', + + ' gl_FragColor = texture2D( map, vUV );', + + // flare + + ' } else {', + + ' vec4 texture = texture2D( map, vUV );', + ' texture.a *= opacity * vVisibility;', + ' gl_FragColor = texture;', + ' gl_FragColor.rgb *= color;', + + ' }', + + '}' + + ].join( '\n' ) + + }; + + program = createProgram( shader ); + + attributes = { + vertex: gl.getAttribLocation( program, 'position' ), + uv: gl.getAttribLocation( program, 'uv' ) + }; + + uniforms = { + renderType: gl.getUniformLocation( program, 'renderType' ), + map: gl.getUniformLocation( program, 'map' ), + occlusionMap: gl.getUniformLocation( program, 'occlusionMap' ), + opacity: gl.getUniformLocation( program, 'opacity' ), + color: gl.getUniformLocation( program, 'color' ), + scale: gl.getUniformLocation( program, 'scale' ), + rotation: gl.getUniformLocation( program, 'rotation' ), + screenPosition: gl.getUniformLocation( program, 'screenPosition' ) + }; + + } + + /* + * Render lens flares + * Method: renders 16x16 0xff00ff-colored points scattered over the light source area, + * reads these back and calculates occlusion. + */ + + this.render = function ( flares, scene, camera, viewport ) { + + if ( flares.length === 0 ) return; + + var tempPosition = new Vector3(); + + var invAspect = viewport.w / viewport.z, + halfViewportWidth = viewport.z * 0.5, + halfViewportHeight = viewport.w * 0.5; + + var size = 16 / viewport.w, + scale = new Vector2( size * invAspect, size ); + + var screenPosition = new Vector3( 1, 1, 0 ), + screenPositionPixels = new Vector2( 1, 1 ); + + var validArea = new Box2(); + + validArea.min.set( viewport.x, viewport.y ); + validArea.max.set( viewport.x + ( viewport.z - 16 ), viewport.y + ( viewport.w - 16 ) ); + + if ( program === undefined ) { + + init(); + + } + + state.useProgram( program ); + + state.initAttributes(); + state.enableAttribute( attributes.vertex ); + state.enableAttribute( attributes.uv ); + state.disableUnusedAttributes(); + + // loop through all lens flares to update their occlusion and positions + // setup gl and common used attribs/uniforms + + gl.uniform1i( uniforms.occlusionMap, 0 ); + gl.uniform1i( uniforms.map, 1 ); + + gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer ); + gl.vertexAttribPointer( attributes.vertex, 2, gl.FLOAT, false, 2 * 8, 0 ); + gl.vertexAttribPointer( attributes.uv, 2, gl.FLOAT, false, 2 * 8, 8 ); + + gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer ); + + state.disable( gl.CULL_FACE ); + state.buffers.depth.setMask( false ); + + for ( var i = 0, l = flares.length; i < l; i ++ ) { + + size = 16 / viewport.w; + scale.set( size * invAspect, size ); + + // calc object screen position + + var flare = flares[ i ]; + + tempPosition.set( flare.matrixWorld.elements[ 12 ], flare.matrixWorld.elements[ 13 ], flare.matrixWorld.elements[ 14 ] ); + + tempPosition.applyMatrix4( camera.matrixWorldInverse ); + tempPosition.applyMatrix4( camera.projectionMatrix ); + + // setup arrays for gl programs + + screenPosition.copy( tempPosition ); + + // horizontal and vertical coordinate of the lower left corner of the pixels to copy + + screenPositionPixels.x = viewport.x + ( screenPosition.x * halfViewportWidth ) + halfViewportWidth - 8; + screenPositionPixels.y = viewport.y + ( screenPosition.y * halfViewportHeight ) + halfViewportHeight - 8; + + // screen cull + + if ( validArea.containsPoint( screenPositionPixels ) === true ) { + + // save current RGB to temp texture + + state.activeTexture( gl.TEXTURE0 ); + state.bindTexture( gl.TEXTURE_2D, null ); + state.activeTexture( gl.TEXTURE1 ); + state.bindTexture( gl.TEXTURE_2D, tempTexture ); + gl.copyTexImage2D( gl.TEXTURE_2D, 0, gl.RGB, screenPositionPixels.x, screenPositionPixels.y, 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 ); + + state.disable( gl.BLEND ); + state.enable( gl.DEPTH_TEST ); + + gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 ); + + + // copy result to occlusionMap + + state.activeTexture( gl.TEXTURE0 ); + state.bindTexture( gl.TEXTURE_2D, occlusionTexture ); + gl.copyTexImage2D( gl.TEXTURE_2D, 0, gl.RGBA, screenPositionPixels.x, screenPositionPixels.y, 16, 16, 0 ); + + + // restore graphics + + gl.uniform1i( uniforms.renderType, 1 ); + state.disable( gl.DEPTH_TEST ); + + state.activeTexture( gl.TEXTURE1 ); + state.bindTexture( gl.TEXTURE_2D, tempTexture ); + gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 ); + + + // update object positions + + flare.positionScreen.copy( screenPosition ); + + if ( flare.customUpdateCallback ) { + + flare.customUpdateCallback( flare ); + + } else { + + flare.updateLensFlares(); + + } + + // render flares + + gl.uniform1i( uniforms.renderType, 2 ); + state.enable( gl.BLEND ); + + for ( var j = 0, jl = flare.lensFlares.length; j < jl; j ++ ) { + + var sprite = flare.lensFlares[ j ]; + + if ( sprite.opacity > 0.001 && sprite.scale > 0.001 ) { + + screenPosition.x = sprite.x; + screenPosition.y = sprite.y; + screenPosition.z = sprite.z; + + size = sprite.size * sprite.scale / viewport.w; + + 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 ); + + state.setBlending( sprite.blending, sprite.blendEquation, sprite.blendSrc, sprite.blendDst ); + + textures.setTexture2D( sprite.texture, 1 ); + + gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 ); + + } + + } + + } + + } + + // restore gl + + state.enable( gl.CULL_FACE ); + state.enable( gl.DEPTH_TEST ); + state.buffers.depth.setMask( true ); + + state.reset(); + + }; + + function createProgram( shader ) { + + var program = gl.createProgram(); + + var fragmentShader = gl.createShader( gl.FRAGMENT_SHADER ); + var vertexShader = gl.createShader( gl.VERTEX_SHADER ); + + var prefix = 'precision ' + capabilities.precision + ' float;\n'; + + gl.shaderSource( fragmentShader, prefix + shader.fragmentShader ); + gl.shaderSource( vertexShader, prefix + shader.vertexShader ); + + gl.compileShader( fragmentShader ); + gl.compileShader( vertexShader ); + + gl.attachShader( program, fragmentShader ); + gl.attachShader( program, vertexShader ); + + gl.linkProgram( program ); + + return program; + + } + + } + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) { + + Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); + + this.needsUpdate = true; + + } + + CanvasTexture.prototype = Object.create( Texture.prototype ); + CanvasTexture.prototype.constructor = CanvasTexture; + + /** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + */ + + function WebGLSpriteRenderer( renderer, gl, state, textures, capabilities ) { + + var vertexBuffer, elementBuffer; + var program, attributes, uniforms; + + var texture; + + // decompose matrixWorld + + var spritePosition = new Vector3(); + var spriteRotation = new Quaternion(); + var spriteScale = new Vector3(); + + function init() { + + var vertices = new Float32Array( [ + - 0.5, - 0.5, 0, 0, + 0.5, - 0.5, 1, 0, + 0.5, 0.5, 1, 1, + - 0.5, 0.5, 0, 1 + ] ); + + var faces = new Uint16Array( [ + 0, 1, 2, + 0, 2, 3 + ] ); + + vertexBuffer = gl.createBuffer(); + elementBuffer = gl.createBuffer(); + + gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer ); + gl.bufferData( gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW ); + + gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer ); + gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, faces, gl.STATIC_DRAW ); + + program = createProgram(); + + attributes = { + position: gl.getAttribLocation( program, 'position' ), + uv: gl.getAttribLocation( program, 'uv' ) + }; + + uniforms = { + uvOffset: gl.getUniformLocation( program, 'uvOffset' ), + uvScale: gl.getUniformLocation( program, 'uvScale' ), + + rotation: gl.getUniformLocation( program, 'rotation' ), + scale: gl.getUniformLocation( program, 'scale' ), + + color: gl.getUniformLocation( program, 'color' ), + map: gl.getUniformLocation( program, 'map' ), + opacity: gl.getUniformLocation( program, 'opacity' ), + + modelViewMatrix: gl.getUniformLocation( program, 'modelViewMatrix' ), + projectionMatrix: gl.getUniformLocation( program, 'projectionMatrix' ), + + fogType: gl.getUniformLocation( program, 'fogType' ), + fogDensity: gl.getUniformLocation( program, 'fogDensity' ), + fogNear: gl.getUniformLocation( program, 'fogNear' ), + fogFar: gl.getUniformLocation( program, 'fogFar' ), + fogColor: gl.getUniformLocation( program, 'fogColor' ), + fogDepth: gl.getUniformLocation( program, 'fogDepth' ), + + alphaTest: gl.getUniformLocation( program, 'alphaTest' ) + }; + + var canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); + canvas.width = 8; + canvas.height = 8; + + var context = canvas.getContext( '2d' ); + context.fillStyle = 'white'; + context.fillRect( 0, 0, 8, 8 ); + + texture = new CanvasTexture( canvas ); + + } + + this.render = function ( sprites, scene, camera ) { + + if ( sprites.length === 0 ) return; + + // setup gl + + if ( program === undefined ) { + + init(); + + } + + state.useProgram( program ); + + state.initAttributes(); + state.enableAttribute( attributes.position ); + state.enableAttribute( attributes.uv ); + state.disableUnusedAttributes(); + + state.disable( gl.CULL_FACE ); + state.enable( gl.BLEND ); + + gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer ); + gl.vertexAttribPointer( attributes.position, 2, gl.FLOAT, false, 2 * 8, 0 ); + gl.vertexAttribPointer( attributes.uv, 2, gl.FLOAT, false, 2 * 8, 8 ); + + gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer ); + + gl.uniformMatrix4fv( uniforms.projectionMatrix, false, camera.projectionMatrix.elements ); + + state.activeTexture( gl.TEXTURE0 ); + gl.uniform1i( uniforms.map, 0 ); + + var oldFogType = 0; + var sceneFogType = 0; + var fog = scene.fog; + + if ( fog ) { + + gl.uniform3f( uniforms.fogColor, fog.color.r, fog.color.g, fog.color.b ); + + if ( fog.isFog ) { + + gl.uniform1f( uniforms.fogNear, fog.near ); + gl.uniform1f( uniforms.fogFar, fog.far ); + + gl.uniform1i( uniforms.fogType, 1 ); + oldFogType = 1; + sceneFogType = 1; + + } else if ( fog.isFogExp2 ) { + + gl.uniform1f( uniforms.fogDensity, fog.density ); + + gl.uniform1i( uniforms.fogType, 2 ); + oldFogType = 2; + sceneFogType = 2; + + } + + } else { + + gl.uniform1i( uniforms.fogType, 0 ); + oldFogType = 0; + sceneFogType = 0; + + } + + + // update positions and sort + + for ( var i = 0, l = sprites.length; i < l; i ++ ) { + + var sprite = sprites[ i ]; + + sprite.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, sprite.matrixWorld ); + sprite.z = - sprite.modelViewMatrix.elements[ 14 ]; + + } + + sprites.sort( painterSortStable ); + + // render all sprites + + var scale = []; + + for ( var i = 0, l = sprites.length; i < l; i ++ ) { + + var sprite = sprites[ i ]; + var material = sprite.material; + + if ( material.visible === false ) continue; + + sprite.onBeforeRender( renderer, scene, camera, undefined, material, undefined ); + + gl.uniform1f( uniforms.alphaTest, material.alphaTest ); + gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, sprite.modelViewMatrix.elements ); + + sprite.matrixWorld.decompose( spritePosition, spriteRotation, spriteScale ); + + scale[ 0 ] = spriteScale.x; + scale[ 1 ] = spriteScale.y; + + var fogType = 0; + + if ( scene.fog && material.fog ) { + + fogType = sceneFogType; + + } + + if ( oldFogType !== fogType ) { + + gl.uniform1i( uniforms.fogType, fogType ); + oldFogType = fogType; + + } + + if ( material.map !== null ) { + + gl.uniform2f( uniforms.uvOffset, material.map.offset.x, material.map.offset.y ); + gl.uniform2f( uniforms.uvScale, material.map.repeat.x, material.map.repeat.y ); + + } else { + + gl.uniform2f( uniforms.uvOffset, 0, 0 ); + gl.uniform2f( uniforms.uvScale, 1, 1 ); + + } + + gl.uniform1f( uniforms.opacity, material.opacity ); + gl.uniform3f( uniforms.color, material.color.r, material.color.g, material.color.b ); + + gl.uniform1f( uniforms.rotation, material.rotation ); + gl.uniform2fv( uniforms.scale, scale ); + + state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha ); + state.buffers.depth.setTest( material.depthTest ); + state.buffers.depth.setMask( material.depthWrite ); + state.buffers.color.setMask( material.colorWrite ); + + textures.setTexture2D( material.map || texture, 0 ); + + gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 ); + + sprite.onAfterRender( renderer, scene, camera, undefined, material, undefined ); + + } + + // restore gl + + state.enable( gl.CULL_FACE ); + + state.reset(); + + }; + + function createProgram() { + + var program = gl.createProgram(); + + var vertexShader = gl.createShader( gl.VERTEX_SHADER ); + var fragmentShader = gl.createShader( gl.FRAGMENT_SHADER ); + + gl.shaderSource( vertexShader, [ + + 'precision ' + capabilities.precision + ' float;', + + '#define SHADER_NAME ' + 'SpriteMaterial', + + 'uniform mat4 modelViewMatrix;', + 'uniform mat4 projectionMatrix;', + 'uniform float rotation;', + 'uniform vec2 scale;', + 'uniform vec2 uvOffset;', + 'uniform vec2 uvScale;', + + 'attribute vec2 position;', + 'attribute vec2 uv;', + + 'varying vec2 vUV;', + 'varying float fogDepth;', + + 'void main() {', + + ' vUV = uvOffset + uv * uvScale;', + + ' vec2 alignedPosition = position * scale;', + + ' vec2 rotatedPosition;', + ' rotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;', + ' rotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;', + + ' vec4 mvPosition;', + + ' mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );', + ' mvPosition.xy += rotatedPosition;', + + ' gl_Position = projectionMatrix * mvPosition;', + + ' fogDepth = - mvPosition.z;', + + '}' + + ].join( '\n' ) ); + + gl.shaderSource( fragmentShader, [ + + 'precision ' + capabilities.precision + ' float;', + + '#define SHADER_NAME ' + 'SpriteMaterial', + + 'uniform vec3 color;', + 'uniform sampler2D map;', + 'uniform float opacity;', + + 'uniform int fogType;', + 'uniform vec3 fogColor;', + 'uniform float fogDensity;', + 'uniform float fogNear;', + 'uniform float fogFar;', + 'uniform float alphaTest;', + + 'varying vec2 vUV;', + 'varying float fogDepth;', + + 'void main() {', + + ' vec4 texture = texture2D( map, vUV );', + + ' gl_FragColor = vec4( color * texture.xyz, texture.a * opacity );', + + ' if ( gl_FragColor.a < alphaTest ) discard;', + + ' if ( fogType > 0 ) {', + + ' float fogFactor = 0.0;', + + ' if ( fogType == 1 ) {', + + ' fogFactor = smoothstep( fogNear, fogFar, fogDepth );', + + ' } else {', + + ' const float LOG2 = 1.442695;', + ' fogFactor = exp2( - fogDensity * fogDensity * fogDepth * fogDepth * LOG2 );', + ' fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );', + + ' }', + + ' gl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );', + + ' }', + + '}' + + ].join( '\n' ) ); + + gl.compileShader( vertexShader ); + gl.compileShader( fragmentShader ); + + gl.attachShader( program, vertexShader ); + gl.attachShader( program, fragmentShader ); + + gl.linkProgram( program ); + + return program; + + } + + function painterSortStable( a, b ) { + + if ( a.renderOrder !== b.renderOrder ) { + + return a.renderOrder - b.renderOrder; + + } else if ( a.z !== b.z ) { + + return b.z - a.z; + + } else { + + return b.id - a.id; + + } + + } + + } + + /** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + + var materialId = 0; + + function Material() { + + Object.defineProperty( this, 'id', { value: materialId ++ } ); + + this.uuid = _Math.generateUUID(); + + this.name = ''; + this.type = 'Material'; + + this.fog = true; + this.lights = true; + + this.blending = NormalBlending; + this.side = FrontSide; + this.flatShading = false; + this.vertexColors = NoColors; // THREE.NoColors, THREE.VertexColors, THREE.FaceColors + + this.opacity = 1; + this.transparent = false; + + this.blendSrc = SrcAlphaFactor; + this.blendDst = OneMinusSrcAlphaFactor; + this.blendEquation = AddEquation; + this.blendSrcAlpha = null; + this.blendDstAlpha = null; + this.blendEquationAlpha = null; + + this.depthFunc = LessEqualDepth; + this.depthTest = true; + this.depthWrite = true; + + this.clippingPlanes = null; + this.clipIntersection = false; + this.clipShadows = false; + + this.colorWrite = true; + + this.precision = null; // override the renderer's default precision for this material + + this.polygonOffset = false; + this.polygonOffsetFactor = 0; + this.polygonOffsetUnits = 0; + + this.dithering = false; + + this.alphaTest = 0; + this.premultipliedAlpha = false; + + this.overdraw = 0; // Overdrawn pixels (typically between 0 and 1) for fixing antialiasing gaps in CanvasRenderer + + this.visible = true; + + this.userData = {}; + + this.needsUpdate = true; + + } + + Material.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { + + constructor: Material, + + isMaterial: true, + + onBeforeCompile: function () {}, + + setValues: function ( values ) { + + if ( values === undefined ) return; + + for ( var key in values ) { + + var newValue = values[ key ]; + + if ( newValue === undefined ) { + + console.warn( "THREE.Material: '" + key + "' parameter is undefined." ); + continue; + + } + + // for backward compatability if shading is set in the constructor + if ( key === 'shading' ) { + + console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' ); + this.flatShading = ( newValue === FlatShading ) ? true : false; + continue; + + } + + var currentValue = this[ key ]; + + if ( currentValue === undefined ) { + + console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." ); + continue; + + } + + if ( currentValue && currentValue.isColor ) { + + currentValue.set( newValue ); + + } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) { + + currentValue.copy( newValue ); + + } else if ( key === 'overdraw' ) { + + // ensure overdraw is backwards-compatible with legacy boolean type + this[ key ] = Number( newValue ); + + } else { + + this[ key ] = newValue; + + } + + } + + }, + + toJSON: function ( meta ) { + + var isRoot = ( meta === undefined || typeof meta === 'string' ); + + if ( isRoot ) { + + meta = { + textures: {}, + images: {} + }; + + } + + var data = { + metadata: { + version: 4.5, + type: 'Material', + generator: 'Material.toJSON' + } + }; + + // standard Material serialization + data.uuid = this.uuid; + data.type = this.type; + + if ( this.name !== '' ) data.name = this.name; + + if ( this.color && this.color.isColor ) data.color = this.color.getHex(); + + if ( this.roughness !== undefined ) data.roughness = this.roughness; + if ( this.metalness !== undefined ) data.metalness = this.metalness; + + if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex(); + if ( this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity; + + if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex(); + if ( this.shininess !== undefined ) data.shininess = this.shininess; + if ( this.clearCoat !== undefined ) data.clearCoat = this.clearCoat; + if ( this.clearCoatRoughness !== undefined ) data.clearCoatRoughness = this.clearCoatRoughness; + + if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid; + if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid; + if ( this.lightMap && this.lightMap.isTexture ) data.lightMap = this.lightMap.toJSON( meta ).uuid; + if ( this.bumpMap && this.bumpMap.isTexture ) { + + data.bumpMap = this.bumpMap.toJSON( meta ).uuid; + data.bumpScale = this.bumpScale; + + } + if ( this.normalMap && this.normalMap.isTexture ) { + + data.normalMap = this.normalMap.toJSON( meta ).uuid; + data.normalScale = this.normalScale.toArray(); + + } + if ( this.displacementMap && this.displacementMap.isTexture ) { + + data.displacementMap = this.displacementMap.toJSON( meta ).uuid; + data.displacementScale = this.displacementScale; + data.displacementBias = this.displacementBias; + + } + if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid; + if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid; + + if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid; + if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid; + + if ( this.envMap && this.envMap.isTexture ) { + + data.envMap = this.envMap.toJSON( meta ).uuid; + data.reflectivity = this.reflectivity; // Scale behind envMap + + } + + if ( this.gradientMap && this.gradientMap.isTexture ) { + + data.gradientMap = this.gradientMap.toJSON( meta ).uuid; + + } + + if ( this.size !== undefined ) data.size = this.size; + if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation; + + if ( this.blending !== NormalBlending ) data.blending = this.blending; + if ( this.flatShading === true ) data.flatShading = this.flatShading; + if ( this.side !== FrontSide ) data.side = this.side; + if ( this.vertexColors !== NoColors ) data.vertexColors = this.vertexColors; + + if ( this.opacity < 1 ) data.opacity = this.opacity; + if ( this.transparent === true ) data.transparent = this.transparent; + + data.depthFunc = this.depthFunc; + data.depthTest = this.depthTest; + data.depthWrite = this.depthWrite; + + // rotation (SpriteMaterial) + if ( this.rotation !== 0 ) data.rotation = this.rotation; + + if ( this.linewidth !== 1 ) data.linewidth = this.linewidth; + if ( this.dashSize !== undefined ) data.dashSize = this.dashSize; + if ( this.gapSize !== undefined ) data.gapSize = this.gapSize; + if ( this.scale !== undefined ) data.scale = this.scale; + + if ( this.dithering === true ) data.dithering = true; + + if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest; + if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = this.premultipliedAlpha; + + if ( this.wireframe === true ) data.wireframe = this.wireframe; + if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth; + if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap; + if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin; + + if ( this.morphTargets === true ) data.morphTargets = true; + if ( this.skinning === true ) data.skinning = true; + + if ( this.visible === false ) data.visible = false; + if ( JSON.stringify( this.userData ) !== '{}' ) data.userData = this.userData; + + // TODO: Copied from Object3D.toJSON + + function extractFromCache( cache ) { + + var values = []; + + for ( var key in cache ) { + + var data = cache[ key ]; + delete data.metadata; + values.push( data ); + + } + + return values; + + } + + if ( isRoot ) { + + var textures = extractFromCache( meta.textures ); + var images = extractFromCache( meta.images ); + + if ( textures.length > 0 ) data.textures = textures; + if ( images.length > 0 ) data.images = images; + + } + + return data; + + }, + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + copy: function ( source ) { + + this.name = source.name; + + this.fog = source.fog; + this.lights = source.lights; + + this.blending = source.blending; + this.side = source.side; + this.flatShading = source.flatShading; + this.vertexColors = source.vertexColors; + + this.opacity = source.opacity; + this.transparent = source.transparent; + + this.blendSrc = source.blendSrc; + this.blendDst = source.blendDst; + this.blendEquation = source.blendEquation; + this.blendSrcAlpha = source.blendSrcAlpha; + this.blendDstAlpha = source.blendDstAlpha; + this.blendEquationAlpha = source.blendEquationAlpha; + + this.depthFunc = source.depthFunc; + this.depthTest = source.depthTest; + this.depthWrite = source.depthWrite; + + this.colorWrite = source.colorWrite; + + this.precision = source.precision; + + this.polygonOffset = source.polygonOffset; + this.polygonOffsetFactor = source.polygonOffsetFactor; + this.polygonOffsetUnits = source.polygonOffsetUnits; + + this.dithering = source.dithering; + + this.alphaTest = source.alphaTest; + this.premultipliedAlpha = source.premultipliedAlpha; + + this.overdraw = source.overdraw; + + this.visible = source.visible; + this.userData = JSON.parse( JSON.stringify( source.userData ) ); + + this.clipShadows = source.clipShadows; + this.clipIntersection = source.clipIntersection; + + var srcPlanes = source.clippingPlanes, + dstPlanes = null; + + if ( srcPlanes !== null ) { + + var n = srcPlanes.length; + dstPlanes = new Array( n ); + + for ( var i = 0; i !== n; ++ i ) + dstPlanes[ i ] = srcPlanes[ i ].clone(); + + } + + this.clippingPlanes = dstPlanes; + + return this; + + }, + + dispose: function () { + + this.dispatchEvent( { type: 'dispose' } ); + + } + + } ); + + /** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * @author bhouston / https://clara.io + * @author WestLangley / http://github.com/WestLangley + * + * parameters = { + * + * opacity: <float>, + * + * map: new THREE.Texture( <Image> ), + * + * alphaMap: new THREE.Texture( <Image> ), + * + * displacementMap: new THREE.Texture( <Image> ), + * displacementScale: <float>, + * displacementBias: <float>, + * + * wireframe: <boolean>, + * wireframeLinewidth: <float> + * } + */ + + function MeshDepthMaterial( parameters ) { + + Material.call( this ); + + this.type = 'MeshDepthMaterial'; + + this.depthPacking = BasicDepthPacking; + + this.skinning = false; + this.morphTargets = false; + + this.map = null; + + this.alphaMap = null; + + this.displacementMap = null; + this.displacementScale = 1; + this.displacementBias = 0; + + this.wireframe = false; + this.wireframeLinewidth = 1; + + this.fog = false; + this.lights = false; + + this.setValues( parameters ); + + } + + MeshDepthMaterial.prototype = Object.create( Material.prototype ); + MeshDepthMaterial.prototype.constructor = MeshDepthMaterial; + + MeshDepthMaterial.prototype.isMeshDepthMaterial = true; + + MeshDepthMaterial.prototype.copy = function ( source ) { + + Material.prototype.copy.call( this, source ); + + this.depthPacking = source.depthPacking; + + this.skinning = source.skinning; + this.morphTargets = source.morphTargets; + + this.map = source.map; + + this.alphaMap = source.alphaMap; + + this.displacementMap = source.displacementMap; + this.displacementScale = source.displacementScale; + this.displacementBias = source.displacementBias; + + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + + return this; + + }; + + /** + * @author WestLangley / http://github.com/WestLangley + * + * parameters = { + * + * referencePosition: <float>, + * nearDistance: <float>, + * farDistance: <float>, + * + * skinning: <bool>, + * morphTargets: <bool>, + * + * map: new THREE.Texture( <Image> ), + * + * alphaMap: new THREE.Texture( <Image> ), + * + * displacementMap: new THREE.Texture( <Image> ), + * displacementScale: <float>, + * displacementBias: <float> + * + * } + */ + + function MeshDistanceMaterial( parameters ) { + + Material.call( this ); + + this.type = 'MeshDistanceMaterial'; + + this.referencePosition = new Vector3(); + this.nearDistance = 1; + this.farDistance = 1000; + + this.skinning = false; + this.morphTargets = false; + + this.map = null; + + this.alphaMap = null; + + this.displacementMap = null; + this.displacementScale = 1; + this.displacementBias = 0; + + this.fog = false; + this.lights = false; + + this.setValues( parameters ); + + } + + MeshDistanceMaterial.prototype = Object.create( Material.prototype ); + MeshDistanceMaterial.prototype.constructor = MeshDistanceMaterial; + + MeshDistanceMaterial.prototype.isMeshDistanceMaterial = true; + + MeshDistanceMaterial.prototype.copy = function ( source ) { + + Material.prototype.copy.call( this, source ); + + this.referencePosition.copy( source.referencePosition ); + this.nearDistance = source.nearDistance; + this.farDistance = source.farDistance; + + this.skinning = source.skinning; + this.morphTargets = source.morphTargets; + + this.map = source.map; + + this.alphaMap = source.alphaMap; + + this.displacementMap = source.displacementMap; + this.displacementScale = source.displacementScale; + this.displacementBias = source.displacementBias; + + return this; + + }; + + /** + * @author bhouston / http://clara.io + * @author WestLangley / http://github.com/WestLangley + */ + + function Box3( min, max ) { + + this.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity ); + this.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity ); + + } + + Object.assign( Box3.prototype, { + + isBox3: true, + + set: function ( min, max ) { + + this.min.copy( min ); + this.max.copy( max ); + + return this; + + }, + + setFromArray: function ( array ) { + + var minX = + Infinity; + var minY = + Infinity; + var minZ = + Infinity; + + var maxX = - Infinity; + var maxY = - Infinity; + var maxZ = - Infinity; + + for ( var i = 0, l = array.length; i < l; i += 3 ) { + + var x = array[ i ]; + var y = array[ i + 1 ]; + var z = array[ i + 2 ]; + + if ( x < minX ) minX = x; + if ( y < minY ) minY = y; + if ( z < minZ ) minZ = z; + + if ( x > maxX ) maxX = x; + if ( y > maxY ) maxY = y; + if ( z > maxZ ) maxZ = z; + + } + + this.min.set( minX, minY, minZ ); + this.max.set( maxX, maxY, maxZ ); + + return this; + + }, + + setFromBufferAttribute: function ( attribute ) { + + var minX = + Infinity; + var minY = + Infinity; + var minZ = + Infinity; + + var maxX = - Infinity; + var maxY = - Infinity; + var maxZ = - Infinity; + + for ( var i = 0, l = attribute.count; i < l; i ++ ) { + + var x = attribute.getX( i ); + var y = attribute.getY( i ); + var z = attribute.getZ( i ); + + if ( x < minX ) minX = x; + if ( y < minY ) minY = y; + if ( z < minZ ) minZ = z; + + if ( x > maxX ) maxX = x; + if ( y > maxY ) maxY = y; + if ( z > maxZ ) maxZ = z; + + } + + this.min.set( minX, minY, minZ ); + this.max.set( maxX, maxY, maxZ ); + + return this; + + }, + + setFromPoints: function ( points ) { + + this.makeEmpty(); + + for ( var i = 0, il = points.length; i < il; i ++ ) { + + this.expandByPoint( points[ i ] ); + + } + + return this; + + }, + + setFromCenterAndSize: function () { + + var v1 = new Vector3(); + + return function setFromCenterAndSize( center, size ) { + + var halfSize = v1.copy( size ).multiplyScalar( 0.5 ); + + this.min.copy( center ).sub( halfSize ); + this.max.copy( center ).add( halfSize ); + + return this; + + }; + + }(), + + setFromObject: function ( object ) { + + this.makeEmpty(); + + return this.expandByObject( object ); + + }, + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + copy: function ( box ) { + + this.min.copy( box.min ); + this.max.copy( box.max ); + + return this; + + }, + + makeEmpty: function () { + + this.min.x = this.min.y = this.min.z = + Infinity; + this.max.x = this.max.y = this.max.z = - Infinity; + + return this; + + }, + + isEmpty: function () { + + // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes + + return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z ); + + }, + + getCenter: function ( optionalTarget ) { + + var result = optionalTarget || new Vector3(); + return this.isEmpty() ? result.set( 0, 0, 0 ) : result.addVectors( this.min, this.max ).multiplyScalar( 0.5 ); + + }, + + getSize: function ( optionalTarget ) { + + var result = optionalTarget || new Vector3(); + return this.isEmpty() ? result.set( 0, 0, 0 ) : result.subVectors( this.max, this.min ); + + }, + + expandByPoint: function ( point ) { + + this.min.min( point ); + this.max.max( point ); + + return this; + + }, + + expandByVector: function ( vector ) { + + this.min.sub( vector ); + this.max.add( vector ); + + return this; + + }, + + expandByScalar: function ( scalar ) { + + this.min.addScalar( - scalar ); + this.max.addScalar( scalar ); + + return this; + + }, + + expandByObject: function () { + + // Computes the world-axis-aligned bounding box of an object (including its children), + // accounting for both the object's, and children's, world transforms + + var scope, i, l; + + var v1 = new Vector3(); + + function traverse( node ) { + + var geometry = node.geometry; + + if ( geometry !== undefined ) { + + if ( geometry.isGeometry ) { + + var vertices = geometry.vertices; + + for ( i = 0, l = vertices.length; i < l; i ++ ) { + + v1.copy( vertices[ i ] ); + v1.applyMatrix4( node.matrixWorld ); + + scope.expandByPoint( v1 ); + + } + + } else if ( geometry.isBufferGeometry ) { + + var attribute = geometry.attributes.position; + + if ( attribute !== undefined ) { + + for ( i = 0, l = attribute.count; i < l; i ++ ) { + + v1.fromBufferAttribute( attribute, i ).applyMatrix4( node.matrixWorld ); + + scope.expandByPoint( v1 ); + + } + + } + + } + + } + + } + + return function expandByObject( object ) { + + scope = this; + + object.updateMatrixWorld( true ); + + object.traverse( traverse ); + + return this; + + }; + + }(), + + containsPoint: function ( point ) { + + return point.x < this.min.x || point.x > this.max.x || + point.y < this.min.y || point.y > this.max.y || + point.z < this.min.z || point.z > this.max.z ? false : true; + + }, + + containsBox: function ( box ) { + + return this.min.x <= box.min.x && box.max.x <= this.max.x && + this.min.y <= box.min.y && box.max.y <= this.max.y && + this.min.z <= box.min.z && box.max.z <= this.max.z; + + }, + + getParameter: function ( point, optionalTarget ) { + + // This can potentially have a divide by zero if the box + // has a size dimension of 0. + + var result = optionalTarget || new Vector3(); + + return result.set( + ( point.x - this.min.x ) / ( this.max.x - this.min.x ), + ( point.y - this.min.y ) / ( this.max.y - this.min.y ), + ( point.z - this.min.z ) / ( this.max.z - this.min.z ) + ); + + }, + + intersectsBox: function ( box ) { + + // using 6 splitting planes to rule out intersections. + return box.max.x < this.min.x || box.min.x > this.max.x || + box.max.y < this.min.y || box.min.y > this.max.y || + box.max.z < this.min.z || box.min.z > this.max.z ? false : true; + + }, + + intersectsSphere: ( function () { + + var closestPoint = new Vector3(); + + return function intersectsSphere( sphere ) { + + // Find the point on the AABB closest to the sphere center. + this.clampPoint( sphere.center, closestPoint ); + + // If that point is inside the sphere, the AABB and sphere intersect. + return closestPoint.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius ); + + }; + + } )(), + + intersectsPlane: function ( plane ) { + + // We compute the minimum and maximum dot product values. If those values + // are on the same side (back or front) of the plane, then there is no intersection. + + var min, max; + + if ( plane.normal.x > 0 ) { + + min = plane.normal.x * this.min.x; + max = plane.normal.x * this.max.x; + + } else { + + min = plane.normal.x * this.max.x; + max = plane.normal.x * this.min.x; + + } + + if ( plane.normal.y > 0 ) { + + min += plane.normal.y * this.min.y; + max += plane.normal.y * this.max.y; + + } else { + + min += plane.normal.y * this.max.y; + max += plane.normal.y * this.min.y; + + } + + if ( plane.normal.z > 0 ) { + + min += plane.normal.z * this.min.z; + max += plane.normal.z * this.max.z; + + } else { + + min += plane.normal.z * this.max.z; + max += plane.normal.z * this.min.z; + + } + + return ( min <= plane.constant && max >= plane.constant ); + + }, + + clampPoint: function ( point, optionalTarget ) { + + var result = optionalTarget || new Vector3(); + return result.copy( point ).clamp( this.min, this.max ); + + }, + + distanceToPoint: function () { + + var v1 = new Vector3(); + + return function distanceToPoint( point ) { + + var clampedPoint = v1.copy( point ).clamp( this.min, this.max ); + return clampedPoint.sub( point ).length(); + + }; + + }(), + + getBoundingSphere: function () { + + var v1 = new Vector3(); + + return function getBoundingSphere( optionalTarget ) { + + var result = optionalTarget || new Sphere(); + + this.getCenter( result.center ); + + result.radius = this.getSize( v1 ).length() * 0.5; + + return result; + + }; + + }(), + + intersect: function ( box ) { + + this.min.max( box.min ); + this.max.min( box.max ); + + // ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values. + if ( this.isEmpty() ) this.makeEmpty(); + + return this; + + }, + + union: function ( box ) { + + this.min.min( box.min ); + this.max.max( box.max ); + + return this; + + }, + + applyMatrix4: function () { + + var points = [ + new Vector3(), + new Vector3(), + new Vector3(), + new Vector3(), + new Vector3(), + new Vector3(), + new Vector3(), + new Vector3() + ]; + + return function applyMatrix4( matrix ) { + + // transform of empty box is an empty box. + if ( this.isEmpty() ) return this; + + // NOTE: I am using a binary pattern to specify all 2^3 combinations below + points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000 + points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001 + points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010 + points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011 + points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100 + points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101 + points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110 + points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111 + + this.setFromPoints( points ); + + return this; + + }; + + }(), + + translate: function ( offset ) { + + this.min.add( offset ); + this.max.add( offset ); + + return this; + + }, + + equals: function ( box ) { + + return box.min.equals( this.min ) && box.max.equals( this.max ); + + } + + } ); + + /** + * @author bhouston / http://clara.io + * @author mrdoob / http://mrdoob.com/ + */ + + function Sphere( center, radius ) { + + this.center = ( center !== undefined ) ? center : new Vector3(); + this.radius = ( radius !== undefined ) ? radius : 0; + + } + + Object.assign( Sphere.prototype, { + + set: function ( center, radius ) { + + this.center.copy( center ); + this.radius = radius; + + return this; + + }, + + setFromPoints: function () { + + var box = new Box3(); + + return function setFromPoints( points, optionalCenter ) { + + var center = this.center; + + if ( optionalCenter !== undefined ) { + + center.copy( optionalCenter ); + + } else { + + box.setFromPoints( points ).getCenter( center ); + + } + + var maxRadiusSq = 0; + + for ( var i = 0, il = points.length; i < il; i ++ ) { + + maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) ); + + } + + this.radius = Math.sqrt( maxRadiusSq ); + + return this; + + }; + + }(), + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + copy: function ( sphere ) { + + this.center.copy( sphere.center ); + this.radius = sphere.radius; + + return this; + + }, + + empty: function () { + + return ( this.radius <= 0 ); + + }, + + containsPoint: function ( point ) { + + return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) ); + + }, + + distanceToPoint: function ( point ) { + + return ( point.distanceTo( this.center ) - this.radius ); + + }, + + intersectsSphere: function ( sphere ) { + + var radiusSum = this.radius + sphere.radius; + + return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum ); + + }, + + intersectsBox: function ( box ) { + + return box.intersectsSphere( this ); + + }, + + intersectsPlane: function ( plane ) { + + return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius; + + }, + + clampPoint: function ( point, optionalTarget ) { + + var deltaLengthSq = this.center.distanceToSquared( point ); + + var result = optionalTarget || new Vector3(); + + result.copy( point ); + + if ( deltaLengthSq > ( this.radius * this.radius ) ) { + + result.sub( this.center ).normalize(); + result.multiplyScalar( this.radius ).add( this.center ); + + } + + return result; + + }, + + getBoundingBox: function ( optionalTarget ) { + + var box = optionalTarget || new Box3(); + + box.set( this.center, this.center ); + box.expandByScalar( this.radius ); + + return box; + + }, + + applyMatrix4: function ( matrix ) { + + this.center.applyMatrix4( matrix ); + this.radius = this.radius * matrix.getMaxScaleOnAxis(); + + return this; + + }, + + translate: function ( offset ) { + + this.center.add( offset ); + + return this; + + }, + + equals: function ( sphere ) { + + return sphere.center.equals( this.center ) && ( sphere.radius === this.radius ); + + } + + } ); + + /** + * @author bhouston / http://clara.io + */ + + function Plane( normal, constant ) { + + // normal is assumed to be normalized + + this.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 ); + this.constant = ( constant !== undefined ) ? constant : 0; + + } + + Object.assign( Plane.prototype, { + + set: function ( normal, constant ) { + + this.normal.copy( normal ); + this.constant = constant; + + return this; + + }, + + setComponents: function ( x, y, z, w ) { + + this.normal.set( x, y, z ); + this.constant = w; + + return this; + + }, + + setFromNormalAndCoplanarPoint: function ( normal, point ) { + + this.normal.copy( normal ); + this.constant = - point.dot( this.normal ); + + return this; + + }, + + setFromCoplanarPoints: function () { + + var v1 = new Vector3(); + var v2 = new Vector3(); + + return function setFromCoplanarPoints( a, b, c ) { + + var normal = v1.subVectors( c, b ).cross( v2.subVectors( a, b ) ).normalize(); + + // Q: should an error be thrown if normal is zero (e.g. degenerate plane)? + + this.setFromNormalAndCoplanarPoint( normal, a ); + + return this; + + }; + + }(), + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + copy: function ( plane ) { + + this.normal.copy( plane.normal ); + this.constant = plane.constant; + + return this; + + }, + + normalize: function () { + + // Note: will lead to a divide by zero if the plane is invalid. + + var inverseNormalLength = 1.0 / this.normal.length(); + this.normal.multiplyScalar( inverseNormalLength ); + this.constant *= inverseNormalLength; + + return this; + + }, + + negate: function () { + + this.constant *= - 1; + this.normal.negate(); + + return this; + + }, + + distanceToPoint: function ( point ) { + + return this.normal.dot( point ) + this.constant; + + }, + + distanceToSphere: function ( sphere ) { + + return this.distanceToPoint( sphere.center ) - sphere.radius; + + }, + + projectPoint: function ( point, optionalTarget ) { + + var result = optionalTarget || new Vector3(); + + return result.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point ); + + }, + + intersectLine: function () { + + var v1 = new Vector3(); + + return function intersectLine( line, optionalTarget ) { + + var result = optionalTarget || new Vector3(); + + var direction = line.delta( v1 ); + + var denominator = this.normal.dot( direction ); + + if ( denominator === 0 ) { + + // line is coplanar, return origin + if ( this.distanceToPoint( line.start ) === 0 ) { + + return result.copy( line.start ); + + } + + // Unsure if this is the correct method to handle this case. + return undefined; + + } + + var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator; + + if ( t < 0 || t > 1 ) { + + return undefined; + + } + + return result.copy( direction ).multiplyScalar( t ).add( line.start ); + + }; + + }(), + + intersectsLine: function ( line ) { + + // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it. + + var startSign = this.distanceToPoint( line.start ); + var endSign = this.distanceToPoint( line.end ); + + return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 ); + + }, + + intersectsBox: function ( box ) { + + return box.intersectsPlane( this ); + + }, + + intersectsSphere: function ( sphere ) { + + return sphere.intersectsPlane( this ); + + }, + + coplanarPoint: function ( optionalTarget ) { + + var result = optionalTarget || new Vector3(); + + return result.copy( this.normal ).multiplyScalar( - this.constant ); + + }, + + applyMatrix4: function () { + + var v1 = new Vector3(); + var m1 = new Matrix3(); + + return function applyMatrix4( matrix, optionalNormalMatrix ) { + + var normalMatrix = optionalNormalMatrix || m1.getNormalMatrix( matrix ); + + var referencePoint = this.coplanarPoint( v1 ).applyMatrix4( matrix ); + + var normal = this.normal.applyMatrix3( normalMatrix ).normalize(); + + this.constant = - referencePoint.dot( normal ); + + return this; + + }; + + }(), + + translate: function ( offset ) { + + this.constant -= offset.dot( this.normal ); + + return this; + + }, + + equals: function ( plane ) { + + return plane.normal.equals( this.normal ) && ( plane.constant === this.constant ); + + } + + } ); + + /** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * @author bhouston / http://clara.io + */ + + function Frustum( p0, p1, p2, p3, p4, p5 ) { + + this.planes = [ + + ( p0 !== undefined ) ? p0 : new Plane(), + ( p1 !== undefined ) ? p1 : new Plane(), + ( p2 !== undefined ) ? p2 : new Plane(), + ( p3 !== undefined ) ? p3 : new Plane(), + ( p4 !== undefined ) ? p4 : new Plane(), + ( p5 !== undefined ) ? p5 : new Plane() + + ]; + + } + + Object.assign( Frustum.prototype, { + + set: function ( p0, p1, p2, p3, p4, p5 ) { + + var planes = this.planes; + + planes[ 0 ].copy( p0 ); + planes[ 1 ].copy( p1 ); + planes[ 2 ].copy( p2 ); + planes[ 3 ].copy( p3 ); + planes[ 4 ].copy( p4 ); + planes[ 5 ].copy( p5 ); + + return this; + + }, + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + copy: function ( frustum ) { + + var planes = this.planes; + + for ( var i = 0; i < 6; i ++ ) { + + planes[ i ].copy( frustum.planes[ i ] ); + + } + + return this; + + }, + + setFromMatrix: function ( m ) { + + var planes = this.planes; + var me = m.elements; + var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ]; + var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ]; + var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ]; + var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ]; + + planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize(); + planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize(); + planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize(); + planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize(); + planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize(); + planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize(); + + return this; + + }, + + intersectsObject: function () { + + var sphere = new Sphere(); + + return function intersectsObject( object ) { + + var geometry = object.geometry; + + if ( geometry.boundingSphere === null ) + geometry.computeBoundingSphere(); + + sphere.copy( geometry.boundingSphere ) + .applyMatrix4( object.matrixWorld ); + + return this.intersectsSphere( sphere ); + + }; + + }(), + + intersectsSprite: function () { + + var sphere = new Sphere(); + + return function intersectsSprite( sprite ) { + + sphere.center.set( 0, 0, 0 ); + sphere.radius = 0.7071067811865476; + sphere.applyMatrix4( sprite.matrixWorld ); + + return this.intersectsSphere( sphere ); + + }; + + }(), + + intersectsSphere: function ( sphere ) { + + var planes = this.planes; + var center = sphere.center; + var negRadius = - sphere.radius; + + for ( var i = 0; i < 6; i ++ ) { + + var distance = planes[ i ].distanceToPoint( center ); + + if ( distance < negRadius ) { + + return false; + + } + + } + + return true; + + }, + + intersectsBox: function () { + + var p1 = new Vector3(), + p2 = new Vector3(); + + return function intersectsBox( box ) { + + var planes = this.planes; + + for ( var i = 0; i < 6; i ++ ) { + + var plane = planes[ i ]; + + p1.x = plane.normal.x > 0 ? box.min.x : box.max.x; + p2.x = plane.normal.x > 0 ? box.max.x : box.min.x; + p1.y = plane.normal.y > 0 ? box.min.y : box.max.y; + p2.y = plane.normal.y > 0 ? box.max.y : box.min.y; + p1.z = plane.normal.z > 0 ? box.min.z : box.max.z; + p2.z = plane.normal.z > 0 ? box.max.z : box.min.z; + + var d1 = plane.distanceToPoint( p1 ); + var d2 = plane.distanceToPoint( p2 ); + + // if both outside plane, no intersection + + if ( d1 < 0 && d2 < 0 ) { + + return false; + + } + + } + + return true; + + }; + + }(), + + containsPoint: function ( point ) { + + var planes = this.planes; + + for ( var i = 0; i < 6; i ++ ) { + + if ( planes[ i ].distanceToPoint( point ) < 0 ) { + + return false; + + } + + } + + return true; + + } + + } ); + + /** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + */ + + function WebGLShadowMap( _renderer, _objects, maxTextureSize ) { + + var _frustum = new Frustum(), + _projScreenMatrix = new Matrix4(), + + _shadowMapSize = new Vector2(), + _maxShadowMapSize = new Vector2( maxTextureSize, maxTextureSize ), + + _lookTarget = new Vector3(), + _lightPositionWorld = new Vector3(), + + _MorphingFlag = 1, + _SkinningFlag = 2, + + _NumberOfMaterialVariants = ( _MorphingFlag | _SkinningFlag ) + 1, + + _depthMaterials = new Array( _NumberOfMaterialVariants ), + _distanceMaterials = new Array( _NumberOfMaterialVariants ), + + _materialCache = {}; + + var cubeDirections = [ + new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ), + new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 ) + ]; + + var cubeUps = [ + new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), + new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 ) + ]; + + var cube2DViewPorts = [ + new Vector4(), new Vector4(), new Vector4(), + new Vector4(), new Vector4(), new Vector4() + ]; + + // init + + for ( var i = 0; i !== _NumberOfMaterialVariants; ++ i ) { + + var useMorphing = ( i & _MorphingFlag ) !== 0; + var useSkinning = ( i & _SkinningFlag ) !== 0; + + var depthMaterial = new MeshDepthMaterial( { + + depthPacking: RGBADepthPacking, + + morphTargets: useMorphing, + skinning: useSkinning + + } ); + + _depthMaterials[ i ] = depthMaterial; + + // + + var distanceMaterial = new MeshDistanceMaterial( { + + morphTargets: useMorphing, + skinning: useSkinning + + } ); + + _distanceMaterials[ i ] = distanceMaterial; + + } + + // + + var scope = this; + + this.enabled = false; + + this.autoUpdate = true; + this.needsUpdate = false; + + this.type = PCFShadowMap; + + this.renderReverseSided = true; + this.renderSingleSided = true; + + this.render = function ( lights, scene, camera ) { + + if ( scope.enabled === false ) return; + if ( scope.autoUpdate === false && scope.needsUpdate === false ) return; + + if ( lights.length === 0 ) return; + + // TODO Clean up (needed in case of contextlost) + var _gl = _renderer.context; + var _state = _renderer.state; + + // Set GL state for depth map. + _state.disable( _gl.BLEND ); + _state.buffers.color.setClear( 1, 1, 1, 1 ); + _state.buffers.depth.setTest( true ); + _state.setScissorTest( false ); + + // render depth map + + var faceCount; + + for ( var i = 0, il = lights.length; i < il; i ++ ) { + + var light = lights[ i ]; + var shadow = light.shadow; + var isPointLight = light && light.isPointLight; + + if ( shadow === undefined ) { + + console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' ); + continue; + + } + + var shadowCamera = shadow.camera; + + _shadowMapSize.copy( shadow.mapSize ); + _shadowMapSize.min( _maxShadowMapSize ); + + if ( isPointLight ) { + + var vpWidth = _shadowMapSize.x; + var vpHeight = _shadowMapSize.y; + + // These viewports map a cube-map onto a 2D texture with the + // following orientation: + // + // xzXZ + // y Y + // + // X - Positive x direction + // x - Negative x direction + // Y - Positive y direction + // y - Negative y direction + // Z - Positive z direction + // z - Negative z direction + + // positive X + cube2DViewPorts[ 0 ].set( vpWidth * 2, vpHeight, vpWidth, vpHeight ); + // negative X + cube2DViewPorts[ 1 ].set( 0, vpHeight, vpWidth, vpHeight ); + // positive Z + cube2DViewPorts[ 2 ].set( vpWidth * 3, vpHeight, vpWidth, vpHeight ); + // negative Z + cube2DViewPorts[ 3 ].set( vpWidth, vpHeight, vpWidth, vpHeight ); + // positive Y + cube2DViewPorts[ 4 ].set( vpWidth * 3, 0, vpWidth, vpHeight ); + // negative Y + cube2DViewPorts[ 5 ].set( vpWidth, 0, vpWidth, vpHeight ); + + _shadowMapSize.x *= 4.0; + _shadowMapSize.y *= 2.0; + + } + + if ( shadow.map === null ) { + + var pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat }; + + shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars ); + shadow.map.texture.name = light.name + ".shadowMap"; + + shadowCamera.updateProjectionMatrix(); + + } + + if ( shadow.isSpotLightShadow ) { + + shadow.update( light ); + + } + + var shadowMap = shadow.map; + var shadowMatrix = shadow.matrix; + + _lightPositionWorld.setFromMatrixPosition( light.matrixWorld ); + shadowCamera.position.copy( _lightPositionWorld ); + + if ( isPointLight ) { + + faceCount = 6; + + // for point lights we set the shadow matrix to be a translation-only matrix + // equal to inverse of the light's position + + shadowMatrix.makeTranslation( - _lightPositionWorld.x, - _lightPositionWorld.y, - _lightPositionWorld.z ); + + } else { + + faceCount = 1; + + _lookTarget.setFromMatrixPosition( light.target.matrixWorld ); + shadowCamera.lookAt( _lookTarget ); + shadowCamera.updateMatrixWorld(); + + // compute shadow matrix + + shadowMatrix.set( + 0.5, 0.0, 0.0, 0.5, + 0.0, 0.5, 0.0, 0.5, + 0.0, 0.0, 0.5, 0.5, + 0.0, 0.0, 0.0, 1.0 + ); + + shadowMatrix.multiply( shadowCamera.projectionMatrix ); + shadowMatrix.multiply( shadowCamera.matrixWorldInverse ); + + } + + _renderer.setRenderTarget( shadowMap ); + _renderer.clear(); + + // render shadow map for each cube face (if omni-directional) or + // run a single pass if not + + for ( var face = 0; face < faceCount; face ++ ) { + + if ( isPointLight ) { + + _lookTarget.copy( shadowCamera.position ); + _lookTarget.add( cubeDirections[ face ] ); + shadowCamera.up.copy( cubeUps[ face ] ); + shadowCamera.lookAt( _lookTarget ); + shadowCamera.updateMatrixWorld(); + + var vpDimensions = cube2DViewPorts[ face ]; + _state.viewport( vpDimensions ); + + } + + // update camera matrices and frustum + + _projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse ); + _frustum.setFromMatrix( _projScreenMatrix ); + + // set object matrices & frustum culling + + renderObject( scene, camera, shadowCamera, isPointLight ); + + } + + } + + scope.needsUpdate = false; + + }; + + function getDepthMaterial( object, material, isPointLight, lightPositionWorld, shadowCameraNear, shadowCameraFar ) { + + var geometry = object.geometry; + + var result = null; + + var materialVariants = _depthMaterials; + var customMaterial = object.customDepthMaterial; + + if ( isPointLight ) { + + materialVariants = _distanceMaterials; + customMaterial = object.customDistanceMaterial; + + } + + if ( ! customMaterial ) { + + var useMorphing = false; + + if ( material.morphTargets ) { + + if ( geometry && geometry.isBufferGeometry ) { + + useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0; + + } else if ( geometry && geometry.isGeometry ) { + + useMorphing = geometry.morphTargets && geometry.morphTargets.length > 0; + + } + + } + + if ( object.isSkinnedMesh && material.skinning === false ) { + + console.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object ); + + } + + var useSkinning = object.isSkinnedMesh && material.skinning; + + var variantIndex = 0; + + if ( useMorphing ) variantIndex |= _MorphingFlag; + if ( useSkinning ) variantIndex |= _SkinningFlag; + + result = materialVariants[ variantIndex ]; + + } else { + + result = customMaterial; + + } + + if ( _renderer.localClippingEnabled && + material.clipShadows === true && + material.clippingPlanes.length !== 0 ) { + + // in this case we need a unique material instance reflecting the + // appropriate state + + var keyA = result.uuid, keyB = material.uuid; + + var materialsForVariant = _materialCache[ keyA ]; + + if ( materialsForVariant === undefined ) { + + materialsForVariant = {}; + _materialCache[ keyA ] = materialsForVariant; + + } + + var cachedMaterial = materialsForVariant[ keyB ]; + + if ( cachedMaterial === undefined ) { + + cachedMaterial = result.clone(); + materialsForVariant[ keyB ] = cachedMaterial; + + } + + result = cachedMaterial; + + } + + result.visible = material.visible; + result.wireframe = material.wireframe; + + var side = material.side; + + if ( scope.renderSingleSided && side == DoubleSide ) { + + side = FrontSide; + + } + + if ( scope.renderReverseSided ) { + + if ( side === FrontSide ) side = BackSide; + else if ( side === BackSide ) side = FrontSide; + + } + + result.side = side; + + result.clipShadows = material.clipShadows; + result.clippingPlanes = material.clippingPlanes; + result.clipIntersection = material.clipIntersection; + + result.wireframeLinewidth = material.wireframeLinewidth; + result.linewidth = material.linewidth; + + if ( isPointLight && result.isMeshDistanceMaterial ) { + + result.referencePosition.copy( lightPositionWorld ); + result.nearDistance = shadowCameraNear; + result.farDistance = shadowCameraFar; + + } + + return result; + + } + + function renderObject( object, camera, shadowCamera, isPointLight ) { + + if ( object.visible === false ) return; + + var visible = object.layers.test( camera.layers ); + + if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) { + + if ( object.castShadow && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) { + + object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld ); + + var geometry = _objects.update( object ); + var material = object.material; + + if ( Array.isArray( material ) ) { + + var groups = geometry.groups; + + for ( var k = 0, kl = groups.length; k < kl; k ++ ) { + + var group = groups[ k ]; + var groupMaterial = material[ group.materialIndex ]; + + if ( groupMaterial && groupMaterial.visible ) { + + var depthMaterial = getDepthMaterial( object, groupMaterial, isPointLight, _lightPositionWorld, shadowCamera.near, shadowCamera.far ); + _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group ); + + } + + } + + } else if ( material.visible ) { + + var depthMaterial = getDepthMaterial( object, material, isPointLight, _lightPositionWorld, shadowCamera.near, shadowCamera.far ); + _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null ); + + } + + } + + } + + var children = object.children; + + for ( var i = 0, l = children.length; i < l; i ++ ) { + + renderObject( children[ i ], camera, shadowCamera, isPointLight ); + + } + + } + + } + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function WebGLAttributes( gl ) { + + var buffers = {}; + + function createBuffer( attribute, bufferType ) { + + var array = attribute.array; + var usage = attribute.dynamic ? gl.DYNAMIC_DRAW : gl.STATIC_DRAW; + + var buffer = gl.createBuffer(); + + gl.bindBuffer( bufferType, buffer ); + gl.bufferData( bufferType, array, usage ); + + attribute.onUploadCallback(); + + var type = gl.FLOAT; + + if ( array instanceof Float32Array ) { + + type = gl.FLOAT; + + } else if ( array instanceof Float64Array ) { + + console.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' ); + + } else if ( array instanceof Uint16Array ) { + + type = gl.UNSIGNED_SHORT; + + } else if ( array instanceof Int16Array ) { + + type = gl.SHORT; + + } else if ( array instanceof Uint32Array ) { + + type = gl.UNSIGNED_INT; + + } else if ( array instanceof Int32Array ) { + + type = gl.INT; + + } else if ( array instanceof Int8Array ) { + + type = gl.BYTE; + + } else if ( array instanceof Uint8Array ) { + + type = gl.UNSIGNED_BYTE; + + } + + return { + buffer: buffer, + type: type, + bytesPerElement: array.BYTES_PER_ELEMENT, + version: attribute.version + }; + + } + + function updateBuffer( buffer, attribute, bufferType ) { + + var array = attribute.array; + var updateRange = attribute.updateRange; + + gl.bindBuffer( bufferType, buffer ); + + if ( attribute.dynamic === false ) { + + gl.bufferData( bufferType, array, gl.STATIC_DRAW ); + + } else if ( updateRange.count === - 1 ) { + + // Not using update ranges + + gl.bufferSubData( bufferType, 0, array ); + + } else if ( updateRange.count === 0 ) { + + console.error( 'THREE.WebGLObjects.updateBuffer: dynamic THREE.BufferAttribute marked as needsUpdate but updateRange.count is 0, ensure you are using set methods or updating manually.' ); + + } else { + + gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT, + array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) ); + + updateRange.count = - 1; // reset range + + } + + } + + // + + function get( attribute ) { + + if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data; + + return buffers[ attribute.uuid ]; + + } + + function remove( attribute ) { + + if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data; + + var data = buffers[ attribute.uuid ]; + + if ( data ) { + + gl.deleteBuffer( data.buffer ); + + delete buffers[ attribute.uuid ]; + + } + + } + + function update( attribute, bufferType ) { + + if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data; + + var data = buffers[ attribute.uuid ]; + + if ( data === undefined ) { + + buffers[ attribute.uuid ] = createBuffer( attribute, bufferType ); + + } else if ( data.version < attribute.version ) { + + updateBuffer( data.buffer, attribute, bufferType ); + + data.version = attribute.version; + + } + + } + + return { + + get: get, + remove: remove, + update: update + + }; + + } + + /** + * @author mrdoob / http://mrdoob.com/ + * @author WestLangley / http://github.com/WestLangley + * @author bhouston / http://clara.io + */ + + function Euler( x, y, z, order ) { + + this._x = x || 0; + this._y = y || 0; + this._z = z || 0; + this._order = order || Euler.DefaultOrder; + + } + + Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ]; + + Euler.DefaultOrder = 'XYZ'; + + Object.defineProperties( Euler.prototype, { + + x: { + + get: function () { + + return this._x; + + }, + + set: function ( value ) { + + this._x = value; + this.onChangeCallback(); + + } + + }, + + y: { + + get: function () { + + return this._y; + + }, + + set: function ( value ) { + + this._y = value; + this.onChangeCallback(); + + } + + }, + + z: { + + get: function () { + + return this._z; + + }, + + set: function ( value ) { + + this._z = value; + this.onChangeCallback(); + + } + + }, + + order: { + + get: function () { + + return this._order; + + }, + + set: function ( value ) { + + this._order = value; + this.onChangeCallback(); + + } + + } + + } ); + + Object.assign( Euler.prototype, { + + isEuler: true, + + set: function ( x, y, z, order ) { + + this._x = x; + this._y = y; + this._z = z; + this._order = order || this._order; + + this.onChangeCallback(); + + return this; + + }, + + clone: function () { + + return new this.constructor( this._x, this._y, this._z, this._order ); + + }, + + copy: function ( euler ) { + + this._x = euler._x; + this._y = euler._y; + this._z = euler._z; + this._order = euler._order; + + this.onChangeCallback(); + + return this; + + }, + + setFromRotationMatrix: function ( m, order, update ) { + + var clamp = _Math.clamp; + + // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) + + var te = m.elements; + var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ]; + var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ]; + var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ]; + + order = order || this._order; + + if ( order === 'XYZ' ) { + + this._y = Math.asin( clamp( m13, - 1, 1 ) ); + + if ( Math.abs( m13 ) < 0.99999 ) { + + this._x = Math.atan2( - m23, m33 ); + this._z = Math.atan2( - m12, m11 ); + + } else { + + this._x = Math.atan2( m32, m22 ); + this._z = 0; + + } + + } else if ( order === 'YXZ' ) { + + this._x = Math.asin( - clamp( m23, - 1, 1 ) ); + + if ( Math.abs( m23 ) < 0.99999 ) { + + this._y = Math.atan2( m13, m33 ); + this._z = Math.atan2( m21, m22 ); + + } else { + + this._y = Math.atan2( - m31, m11 ); + this._z = 0; + + } + + } else if ( order === 'ZXY' ) { + + this._x = Math.asin( clamp( m32, - 1, 1 ) ); + + if ( Math.abs( m32 ) < 0.99999 ) { + + this._y = Math.atan2( - m31, m33 ); + this._z = Math.atan2( - m12, m22 ); + + } else { + + this._y = 0; + this._z = Math.atan2( m21, m11 ); + + } + + } else if ( order === 'ZYX' ) { + + this._y = Math.asin( - clamp( m31, - 1, 1 ) ); + + if ( Math.abs( m31 ) < 0.99999 ) { + + this._x = Math.atan2( m32, m33 ); + this._z = Math.atan2( m21, m11 ); + + } else { + + this._x = 0; + this._z = Math.atan2( - m12, m22 ); + + } + + } else if ( order === 'YZX' ) { + + this._z = Math.asin( clamp( m21, - 1, 1 ) ); + + if ( Math.abs( m21 ) < 0.99999 ) { + + this._x = Math.atan2( - m23, m22 ); + this._y = Math.atan2( - m31, m11 ); + + } else { + + this._x = 0; + this._y = Math.atan2( m13, m33 ); + + } + + } else if ( order === 'XZY' ) { + + this._z = Math.asin( - clamp( m12, - 1, 1 ) ); + + if ( Math.abs( m12 ) < 0.99999 ) { + + this._x = Math.atan2( m32, m22 ); + this._y = Math.atan2( m13, m11 ); + + } else { + + this._x = Math.atan2( - m23, m33 ); + this._y = 0; + + } + + } else { + + console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order ); + + } + + this._order = order; + + if ( update !== false ) this.onChangeCallback(); + + return this; + + }, + + setFromQuaternion: function () { + + var matrix = new Matrix4(); + + return function setFromQuaternion( q, order, update ) { + + matrix.makeRotationFromQuaternion( q ); + + return this.setFromRotationMatrix( matrix, order, update ); + + }; + + }(), + + setFromVector3: function ( v, order ) { + + return this.set( v.x, v.y, v.z, order || this._order ); + + }, + + reorder: function () { + + // WARNING: this discards revolution information -bhouston + + var q = new Quaternion(); + + return function reorder( newOrder ) { + + q.setFromEuler( this ); + + return this.setFromQuaternion( q, newOrder ); + + }; + + }(), + + equals: function ( euler ) { + + return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order ); + + }, + + fromArray: function ( array ) { + + this._x = array[ 0 ]; + this._y = array[ 1 ]; + this._z = array[ 2 ]; + if ( array[ 3 ] !== undefined ) this._order = array[ 3 ]; + + this.onChangeCallback(); + + return this; + + }, + + toArray: function ( array, offset ) { + + if ( array === undefined ) array = []; + if ( offset === undefined ) offset = 0; + + array[ offset ] = this._x; + array[ offset + 1 ] = this._y; + array[ offset + 2 ] = this._z; + array[ offset + 3 ] = this._order; + + return array; + + }, + + toVector3: function ( optionalResult ) { + + if ( optionalResult ) { + + return optionalResult.set( this._x, this._y, this._z ); + + } else { + + return new Vector3( this._x, this._y, this._z ); + + } + + }, + + onChange: function ( callback ) { + + this.onChangeCallback = callback; + + return this; + + }, + + onChangeCallback: function () {} + + } ); + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function Layers() { + + this.mask = 1 | 0; + + } + + Object.assign( Layers.prototype, { + + set: function ( channel ) { + + this.mask = 1 << channel | 0; + + }, + + enable: function ( channel ) { + + this.mask |= 1 << channel | 0; + + }, + + toggle: function ( channel ) { + + this.mask ^= 1 << channel | 0; + + }, + + disable: function ( channel ) { + + this.mask &= ~ ( 1 << channel | 0 ); + + }, + + test: function ( layers ) { + + return ( this.mask & layers.mask ) !== 0; + + } + + } ); + + /** + * @author mrdoob / http://mrdoob.com/ + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + * @author WestLangley / http://github.com/WestLangley + * @author elephantatwork / www.elephantatwork.ch + */ + + var object3DId = 0; + + function Object3D() { + + Object.defineProperty( this, 'id', { value: object3DId ++ } ); + + this.uuid = _Math.generateUUID(); + + this.name = ''; + this.type = 'Object3D'; + + this.parent = null; + this.children = []; + + this.up = Object3D.DefaultUp.clone(); + + var position = new Vector3(); + var rotation = new Euler(); + var quaternion = new Quaternion(); + var scale = new Vector3( 1, 1, 1 ); + + function onRotationChange() { + + quaternion.setFromEuler( rotation, false ); + + } + + function onQuaternionChange() { + + rotation.setFromQuaternion( quaternion, undefined, false ); + + } + + rotation.onChange( onRotationChange ); + quaternion.onChange( onQuaternionChange ); + + Object.defineProperties( this, { + position: { + enumerable: true, + value: position + }, + rotation: { + enumerable: true, + value: rotation + }, + quaternion: { + enumerable: true, + value: quaternion + }, + scale: { + enumerable: true, + value: scale + }, + modelViewMatrix: { + value: new Matrix4() + }, + normalMatrix: { + value: new Matrix3() + } + } ); + + this.matrix = new Matrix4(); + this.matrixWorld = new Matrix4(); + + this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate; + this.matrixWorldNeedsUpdate = false; + + this.layers = new Layers(); + this.visible = true; + + this.castShadow = false; + this.receiveShadow = false; + + this.frustumCulled = true; + this.renderOrder = 0; + + this.userData = {}; + + } + + Object3D.DefaultUp = new Vector3( 0, 1, 0 ); + Object3D.DefaultMatrixAutoUpdate = true; + + Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { + + constructor: Object3D, + + isObject3D: true, + + onBeforeRender: function () {}, + onAfterRender: function () {}, + + applyMatrix: function ( matrix ) { + + this.matrix.multiplyMatrices( matrix, this.matrix ); + + this.matrix.decompose( this.position, this.quaternion, this.scale ); + + }, + + applyQuaternion: function ( q ) { + + this.quaternion.premultiply( q ); + + return this; + + }, + + setRotationFromAxisAngle: function ( axis, angle ) { + + // assumes axis is normalized + + this.quaternion.setFromAxisAngle( axis, angle ); + + }, + + setRotationFromEuler: function ( euler ) { + + this.quaternion.setFromEuler( euler, true ); + + }, + + setRotationFromMatrix: function ( m ) { + + // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) + + this.quaternion.setFromRotationMatrix( m ); + + }, + + setRotationFromQuaternion: function ( q ) { + + // assumes q is normalized + + this.quaternion.copy( q ); + + }, + + rotateOnAxis: function () { + + // rotate object on axis in object space + // axis is assumed to be normalized + + var q1 = new Quaternion(); + + return function rotateOnAxis( axis, angle ) { + + q1.setFromAxisAngle( axis, angle ); + + this.quaternion.multiply( q1 ); + + return this; + + }; + + }(), + + rotateOnWorldAxis: function () { + + // rotate object on axis in world space + // axis is assumed to be normalized + // method assumes no rotated parent + + var q1 = new Quaternion(); + + return function rotateOnWorldAxis( axis, angle ) { + + q1.setFromAxisAngle( axis, angle ); + + this.quaternion.premultiply( q1 ); + + return this; + + }; + + }(), + + rotateX: function () { + + var v1 = new Vector3( 1, 0, 0 ); + + return function rotateX( angle ) { + + return this.rotateOnAxis( v1, angle ); + + }; + + }(), + + rotateY: function () { + + var v1 = new Vector3( 0, 1, 0 ); + + return function rotateY( angle ) { + + return this.rotateOnAxis( v1, angle ); + + }; + + }(), + + rotateZ: function () { + + var v1 = new Vector3( 0, 0, 1 ); + + return function rotateZ( angle ) { + + return this.rotateOnAxis( v1, angle ); + + }; + + }(), + + translateOnAxis: function () { + + // translate object by distance along axis in object space + // axis is assumed to be normalized + + var v1 = new Vector3(); + + return function translateOnAxis( axis, distance ) { + + v1.copy( axis ).applyQuaternion( this.quaternion ); + + this.position.add( v1.multiplyScalar( distance ) ); + + return this; + + }; + + }(), + + translateX: function () { + + var v1 = new Vector3( 1, 0, 0 ); + + return function translateX( distance ) { + + return this.translateOnAxis( v1, distance ); + + }; + + }(), + + translateY: function () { + + var v1 = new Vector3( 0, 1, 0 ); + + return function translateY( distance ) { + + return this.translateOnAxis( v1, distance ); + + }; + + }(), + + translateZ: function () { + + var v1 = new Vector3( 0, 0, 1 ); + + return function translateZ( distance ) { + + return this.translateOnAxis( v1, distance ); + + }; + + }(), + + localToWorld: function ( vector ) { + + return vector.applyMatrix4( this.matrixWorld ); + + }, + + worldToLocal: function () { + + var m1 = new Matrix4(); + + return function worldToLocal( vector ) { + + return vector.applyMatrix4( m1.getInverse( this.matrixWorld ) ); + + }; + + }(), + + lookAt: function () { + + // This method does not support objects with rotated and/or translated parent(s) + + var m1 = new Matrix4(); + var vector = new Vector3(); + + return function lookAt( x, y, z ) { + + if ( x.isVector3 ) { + + vector.copy( x ); + + } else { + + vector.set( x, y, z ); + + } + + if ( this.isCamera ) { + + m1.lookAt( this.position, vector, this.up ); + + } else { + + m1.lookAt( vector, this.position, this.up ); + + } + + this.quaternion.setFromRotationMatrix( m1 ); + + }; + + }(), + + add: function ( object ) { + + if ( arguments.length > 1 ) { + + for ( var i = 0; i < arguments.length; i ++ ) { + + this.add( arguments[ i ] ); + + } + + return this; + + } + + if ( object === this ) { + + console.error( "THREE.Object3D.add: object can't be added as a child of itself.", object ); + return this; + + } + + if ( ( object && object.isObject3D ) ) { + + if ( object.parent !== null ) { + + object.parent.remove( object ); + + } + + object.parent = this; + object.dispatchEvent( { type: 'added' } ); + + this.children.push( object ); + + } else { + + console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object ); + + } + + return this; + + }, + + remove: function ( object ) { + + if ( arguments.length > 1 ) { + + for ( var i = 0; i < arguments.length; i ++ ) { + + this.remove( arguments[ i ] ); + + } + + return this; + + } + + var index = this.children.indexOf( object ); + + if ( index !== - 1 ) { + + object.parent = null; + + object.dispatchEvent( { type: 'removed' } ); + + this.children.splice( index, 1 ); + + } + + return this; + + }, + + getObjectById: function ( id ) { + + return this.getObjectByProperty( 'id', id ); + + }, + + getObjectByName: function ( name ) { + + return this.getObjectByProperty( 'name', name ); + + }, + + getObjectByProperty: function ( name, value ) { + + if ( this[ name ] === value ) return this; + + for ( var i = 0, l = this.children.length; i < l; i ++ ) { + + var child = this.children[ i ]; + var object = child.getObjectByProperty( name, value ); + + if ( object !== undefined ) { + + return object; + + } + + } + + return undefined; + + }, + + getWorldPosition: function ( optionalTarget ) { + + var result = optionalTarget || new Vector3(); + + this.updateMatrixWorld( true ); + + return result.setFromMatrixPosition( this.matrixWorld ); + + }, + + getWorldQuaternion: function () { + + var position = new Vector3(); + var scale = new Vector3(); + + return function getWorldQuaternion( optionalTarget ) { + + var result = optionalTarget || new Quaternion(); + + this.updateMatrixWorld( true ); + + this.matrixWorld.decompose( position, result, scale ); + + return result; + + }; + + }(), + + getWorldRotation: function () { + + var quaternion = new Quaternion(); + + return function getWorldRotation( optionalTarget ) { + + var result = optionalTarget || new Euler(); + + this.getWorldQuaternion( quaternion ); + + return result.setFromQuaternion( quaternion, this.rotation.order, false ); + + }; + + }(), + + getWorldScale: function () { + + var position = new Vector3(); + var quaternion = new Quaternion(); + + return function getWorldScale( optionalTarget ) { + + var result = optionalTarget || new Vector3(); + + this.updateMatrixWorld( true ); + + this.matrixWorld.decompose( position, quaternion, result ); + + return result; + + }; + + }(), + + getWorldDirection: function () { + + var quaternion = new Quaternion(); + + return function getWorldDirection( optionalTarget ) { + + var result = optionalTarget || new Vector3(); + + this.getWorldQuaternion( quaternion ); + + return result.set( 0, 0, 1 ).applyQuaternion( quaternion ); + + }; + + }(), + + raycast: function () {}, + + traverse: function ( callback ) { + + callback( this ); + + var children = this.children; + + for ( var i = 0, l = children.length; i < l; i ++ ) { + + children[ i ].traverse( callback ); + + } + + }, + + traverseVisible: function ( callback ) { + + if ( this.visible === false ) return; + + callback( this ); + + var children = this.children; + + for ( var i = 0, l = children.length; i < l; i ++ ) { + + children[ i ].traverseVisible( callback ); + + } + + }, + + traverseAncestors: function ( callback ) { + + var parent = this.parent; + + if ( parent !== null ) { + + callback( parent ); + + parent.traverseAncestors( callback ); + + } + + }, + + updateMatrix: function () { + + this.matrix.compose( this.position, this.quaternion, this.scale ); + + this.matrixWorldNeedsUpdate = true; + + }, + + updateMatrixWorld: function ( force ) { + + if ( this.matrixAutoUpdate ) this.updateMatrix(); + + if ( this.matrixWorldNeedsUpdate || force ) { + + if ( this.parent === null ) { + + this.matrixWorld.copy( this.matrix ); + + } else { + + this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix ); + + } + + this.matrixWorldNeedsUpdate = false; + + force = true; + + } + + // update children + + var children = this.children; + + for ( var i = 0, l = children.length; i < l; i ++ ) { + + children[ i ].updateMatrixWorld( force ); + + } + + }, + + toJSON: function ( meta ) { + + // meta is a string when called from JSON.stringify + var isRootObject = ( meta === undefined || typeof meta === 'string' ); + + var output = {}; + + // meta is a hash used to collect geometries, materials. + // not providing it implies that this is the root object + // being serialized. + if ( isRootObject ) { + + // initialize meta obj + meta = { + geometries: {}, + materials: {}, + textures: {}, + images: {}, + shapes: {} + }; + + output.metadata = { + version: 4.5, + type: 'Object', + generator: 'Object3D.toJSON' + }; + + } + + // standard Object3D serialization + + var object = {}; + + object.uuid = this.uuid; + object.type = this.type; + + if ( this.name !== '' ) object.name = this.name; + if ( this.castShadow === true ) object.castShadow = true; + if ( this.receiveShadow === true ) object.receiveShadow = true; + if ( this.visible === false ) object.visible = false; + if ( JSON.stringify( this.userData ) !== '{}' ) object.userData = this.userData; + + object.matrix = this.matrix.toArray(); + + // + + function serialize( library, element ) { + + if ( library[ element.uuid ] === undefined ) { + + library[ element.uuid ] = element.toJSON( meta ); + + } + + return element.uuid; + + } + + if ( this.geometry !== undefined ) { + + object.geometry = serialize( meta.geometries, this.geometry ); + + var parameters = this.geometry.parameters; + + if ( parameters !== undefined && parameters.shapes !== undefined ) { + + var shapes = parameters.shapes; + + if ( Array.isArray( shapes ) ) { + + for ( var i = 0, l = shapes.length; i < l; i ++ ) { + + var shape = shapes[ i ]; + + serialize( meta.shapes, shape ); + + } + + } else { + + serialize( meta.shapes, shapes ); + + } + + } + + } + + if ( this.material !== undefined ) { + + if ( Array.isArray( this.material ) ) { + + var uuids = []; + + for ( var i = 0, l = this.material.length; i < l; i ++ ) { + + uuids.push( serialize( meta.materials, this.material[ i ] ) ); + + } + + object.material = uuids; + + } else { + + object.material = serialize( meta.materials, this.material ); + + } + + } + + // + + if ( this.children.length > 0 ) { + + object.children = []; + + for ( var i = 0; i < this.children.length; i ++ ) { + + object.children.push( this.children[ i ].toJSON( meta ).object ); + + } + + } + + if ( isRootObject ) { + + var geometries = extractFromCache( meta.geometries ); + var materials = extractFromCache( meta.materials ); + var textures = extractFromCache( meta.textures ); + var images = extractFromCache( meta.images ); + var shapes = extractFromCache( meta.shapes ); + + if ( geometries.length > 0 ) output.geometries = geometries; + if ( materials.length > 0 ) output.materials = materials; + if ( textures.length > 0 ) output.textures = textures; + if ( images.length > 0 ) output.images = images; + if ( shapes.length > 0 ) output.shapes = shapes; + + } + + output.object = object; + + return output; + + // extract data from the cache hash + // remove metadata on each item + // and return as array + function extractFromCache( cache ) { + + var values = []; + for ( var key in cache ) { + + var data = cache[ key ]; + delete data.metadata; + values.push( data ); + + } + return values; + + } + + }, + + clone: function ( recursive ) { + + return new this.constructor().copy( this, recursive ); + + }, + + copy: function ( source, recursive ) { + + if ( recursive === undefined ) recursive = true; + + this.name = source.name; + + this.up.copy( source.up ); + + this.position.copy( source.position ); + this.quaternion.copy( source.quaternion ); + this.scale.copy( source.scale ); + + this.matrix.copy( source.matrix ); + this.matrixWorld.copy( source.matrixWorld ); + + this.matrixAutoUpdate = source.matrixAutoUpdate; + this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate; + + this.layers.mask = source.layers.mask; + this.visible = source.visible; + + this.castShadow = source.castShadow; + this.receiveShadow = source.receiveShadow; + + this.frustumCulled = source.frustumCulled; + this.renderOrder = source.renderOrder; + + this.userData = JSON.parse( JSON.stringify( source.userData ) ); + + if ( recursive === true ) { + + for ( var i = 0; i < source.children.length; i ++ ) { + + var child = source.children[ i ]; + this.add( child.clone() ); + + } + + } + + return this; + + } + + } ); + + /** + * @author mrdoob / http://mrdoob.com/ + * @author mikael emtinger / http://gomo.se/ + * @author WestLangley / http://github.com/WestLangley + */ + + function Camera() { + + Object3D.call( this ); + + this.type = 'Camera'; + + this.matrixWorldInverse = new Matrix4(); + this.projectionMatrix = new Matrix4(); + + } + + Camera.prototype = Object.assign( Object.create( Object3D.prototype ), { + + constructor: Camera, + + isCamera: true, + + copy: function ( source, recursive ) { + + Object3D.prototype.copy.call( this, source, recursive ); + + this.matrixWorldInverse.copy( source.matrixWorldInverse ); + this.projectionMatrix.copy( source.projectionMatrix ); + + return this; + + }, + + getWorldDirection: function () { + + var quaternion = new Quaternion(); + + return function getWorldDirection( optionalTarget ) { + + var result = optionalTarget || new Vector3(); + + this.getWorldQuaternion( quaternion ); + + return result.set( 0, 0, - 1 ).applyQuaternion( quaternion ); + + }; + + }(), + + updateMatrixWorld: function ( force ) { + + Object3D.prototype.updateMatrixWorld.call( this, force ); + + this.matrixWorldInverse.getInverse( this.matrixWorld ); + + }, + + clone: function () { + + return new this.constructor().copy( this ); + + } + + } ); + + /** + * @author alteredq / http://alteredqualia.com/ + * @author arose / http://github.com/arose + */ + + function OrthographicCamera( left, right, top, bottom, near, far ) { + + Camera.call( this ); + + this.type = 'OrthographicCamera'; + + this.zoom = 1; + this.view = null; + + 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(); + + } + + OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), { + + constructor: OrthographicCamera, + + isOrthographicCamera: true, + + copy: function ( source, recursive ) { + + Camera.prototype.copy.call( this, source, recursive ); + + this.left = source.left; + this.right = source.right; + this.top = source.top; + this.bottom = source.bottom; + this.near = source.near; + this.far = source.far; + + this.zoom = source.zoom; + this.view = source.view === null ? null : Object.assign( {}, source.view ); + + return this; + + }, + + setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) { + + if ( this.view === null ) { + + this.view = { + enabled: true, + fullWidth: 1, + fullHeight: 1, + offsetX: 0, + offsetY: 0, + width: 1, + height: 1 + }; + + } + + this.view.enabled = true; + this.view.fullWidth = fullWidth; + this.view.fullHeight = fullHeight; + this.view.offsetX = x; + this.view.offsetY = y; + this.view.width = width; + this.view.height = height; + + this.updateProjectionMatrix(); + + }, + + clearViewOffset: function () { + + if ( this.view !== null ) { + + this.view.enabled = false; + + } + + this.updateProjectionMatrix(); + + }, + + updateProjectionMatrix: function () { + + var dx = ( this.right - this.left ) / ( 2 * this.zoom ); + var dy = ( this.top - this.bottom ) / ( 2 * this.zoom ); + var cx = ( this.right + this.left ) / 2; + var cy = ( this.top + this.bottom ) / 2; + + var left = cx - dx; + var right = cx + dx; + var top = cy + dy; + var bottom = cy - dy; + + if ( this.view !== null && this.view.enabled ) { + + var zoomW = this.zoom / ( this.view.width / this.view.fullWidth ); + var zoomH = this.zoom / ( this.view.height / this.view.fullHeight ); + var scaleW = ( this.right - this.left ) / this.view.width; + var scaleH = ( this.top - this.bottom ) / this.view.height; + + left += scaleW * ( this.view.offsetX / zoomW ); + right = left + scaleW * ( this.view.width / zoomW ); + top -= scaleH * ( this.view.offsetY / zoomH ); + bottom = top - scaleH * ( this.view.height / zoomH ); + + } + + this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far ); + + }, + + toJSON: function ( meta ) { + + var data = Object3D.prototype.toJSON.call( this, meta ); + + data.object.zoom = this.zoom; + data.object.left = this.left; + data.object.right = this.right; + data.object.top = this.top; + data.object.bottom = this.bottom; + data.object.near = this.near; + data.object.far = this.far; + + if ( this.view !== null ) data.object.view = Object.assign( {}, this.view ); + + return data; + + } + + } ); + + /** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + + function Face3( a, b, c, normal, color, materialIndex ) { + + this.a = a; + this.b = b; + this.c = c; + + this.normal = ( normal && normal.isVector3 ) ? normal : new Vector3(); + this.vertexNormals = Array.isArray( normal ) ? normal : []; + + this.color = ( color && color.isColor ) ? color : new Color(); + this.vertexColors = Array.isArray( color ) ? color : []; + + this.materialIndex = materialIndex !== undefined ? materialIndex : 0; + + } + + Object.assign( Face3.prototype, { + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + copy: function ( source ) { + + this.a = source.a; + this.b = source.b; + this.c = source.c; + + this.normal.copy( source.normal ); + this.color.copy( source.color ); + + this.materialIndex = source.materialIndex; + + for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) { + + this.vertexNormals[ i ] = source.vertexNormals[ i ].clone(); + + } + + for ( var i = 0, il = source.vertexColors.length; i < il; i ++ ) { + + this.vertexColors[ i ] = source.vertexColors[ i ].clone(); + + } + + return this; + + } + + } ); + + /** + * @author mrdoob / http://mrdoob.com/ + * @author kile / http://kile.stravaganza.org/ + * @author alteredq / http://alteredqualia.com/ + * @author mikael emtinger / http://gomo.se/ + * @author zz85 / http://www.lab4games.net/zz85/blog + * @author bhouston / http://clara.io + */ + + var geometryId = 0; // Geometry uses even numbers as Id + + function Geometry() { + + Object.defineProperty( this, 'id', { value: geometryId += 2 } ); + + this.uuid = _Math.generateUUID(); + + this.name = ''; + this.type = 'Geometry'; + + this.vertices = []; + this.colors = []; + this.faces = []; + this.faceVertexUvs = [[]]; + + this.morphTargets = []; + this.morphNormals = []; + + this.skinWeights = []; + this.skinIndices = []; + + this.lineDistances = []; + + this.boundingBox = null; + this.boundingSphere = null; + + // update flags + + this.elementsNeedUpdate = false; + this.verticesNeedUpdate = false; + this.uvsNeedUpdate = false; + this.normalsNeedUpdate = false; + this.colorsNeedUpdate = false; + this.lineDistancesNeedUpdate = false; + this.groupsNeedUpdate = false; + + } + + Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { + + constructor: Geometry, + + isGeometry: true, + + applyMatrix: function ( matrix ) { + + var normalMatrix = new Matrix3().getNormalMatrix( matrix ); + + for ( var i = 0, il = this.vertices.length; i < il; i ++ ) { + + var vertex = this.vertices[ i ]; + vertex.applyMatrix4( matrix ); + + } + + for ( var i = 0, il = this.faces.length; i < il; i ++ ) { + + var face = this.faces[ i ]; + face.normal.applyMatrix3( normalMatrix ).normalize(); + + for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) { + + face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize(); + + } + + } + + if ( this.boundingBox !== null ) { + + this.computeBoundingBox(); + + } + + if ( this.boundingSphere !== null ) { + + this.computeBoundingSphere(); + + } + + this.verticesNeedUpdate = true; + this.normalsNeedUpdate = true; + + return this; + + }, + + rotateX: function () { + + // rotate geometry around world x-axis + + var m1 = new Matrix4(); + + return function rotateX( angle ) { + + m1.makeRotationX( angle ); + + this.applyMatrix( m1 ); + + return this; + + }; + + }(), + + rotateY: function () { + + // rotate geometry around world y-axis + + var m1 = new Matrix4(); + + return function rotateY( angle ) { + + m1.makeRotationY( angle ); + + this.applyMatrix( m1 ); + + return this; + + }; + + }(), + + rotateZ: function () { + + // rotate geometry around world z-axis + + var m1 = new Matrix4(); + + return function rotateZ( angle ) { + + m1.makeRotationZ( angle ); + + this.applyMatrix( m1 ); + + return this; + + }; + + }(), + + translate: function () { + + // translate geometry + + var m1 = new Matrix4(); + + return function translate( x, y, z ) { + + m1.makeTranslation( x, y, z ); + + this.applyMatrix( m1 ); + + return this; + + }; + + }(), + + scale: function () { + + // scale geometry + + var m1 = new Matrix4(); + + return function scale( x, y, z ) { + + m1.makeScale( x, y, z ); + + this.applyMatrix( m1 ); + + return this; + + }; + + }(), + + lookAt: function () { + + var obj = new Object3D(); + + return function lookAt( vector ) { + + obj.lookAt( vector ); + + obj.updateMatrix(); + + this.applyMatrix( obj.matrix ); + + }; + + }(), + + fromBufferGeometry: function ( geometry ) { + + var scope = this; + + var indices = geometry.index !== null ? geometry.index.array : undefined; + var attributes = geometry.attributes; + + var positions = attributes.position.array; + var normals = attributes.normal !== undefined ? attributes.normal.array : undefined; + var colors = attributes.color !== undefined ? attributes.color.array : undefined; + var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined; + var uvs2 = attributes.uv2 !== undefined ? attributes.uv2.array : undefined; + + if ( uvs2 !== undefined ) this.faceVertexUvs[ 1 ] = []; + + var tempNormals = []; + var tempUVs = []; + var tempUVs2 = []; + + for ( var i = 0, j = 0; i < positions.length; i += 3, j += 2 ) { + + scope.vertices.push( new Vector3( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] ) ); + + if ( normals !== undefined ) { + + tempNormals.push( new Vector3( normals[ i ], normals[ i + 1 ], normals[ i + 2 ] ) ); + + } + + if ( colors !== undefined ) { + + scope.colors.push( new Color( colors[ i ], colors[ i + 1 ], colors[ i + 2 ] ) ); + + } + + if ( uvs !== undefined ) { + + tempUVs.push( new Vector2( uvs[ j ], uvs[ j + 1 ] ) ); + + } + + if ( uvs2 !== undefined ) { + + tempUVs2.push( new Vector2( uvs2[ j ], uvs2[ j + 1 ] ) ); + + } + + } + + function addFace( a, b, c, materialIndex ) { + + var vertexNormals = normals !== undefined ? [ tempNormals[ a ].clone(), tempNormals[ b ].clone(), tempNormals[ c ].clone() ] : []; + var vertexColors = colors !== undefined ? [ scope.colors[ a ].clone(), scope.colors[ b ].clone(), scope.colors[ c ].clone() ] : []; + + var face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex ); + + scope.faces.push( face ); + + if ( uvs !== undefined ) { + + scope.faceVertexUvs[ 0 ].push( [ tempUVs[ a ].clone(), tempUVs[ b ].clone(), tempUVs[ c ].clone() ] ); + + } + + if ( uvs2 !== undefined ) { + + scope.faceVertexUvs[ 1 ].push( [ tempUVs2[ a ].clone(), tempUVs2[ b ].clone(), tempUVs2[ c ].clone() ] ); + + } + + } + + var groups = geometry.groups; + + if ( groups.length > 0 ) { + + for ( var i = 0; i < groups.length; i ++ ) { + + var group = groups[ i ]; + + var start = group.start; + var count = group.count; + + for ( var j = start, jl = start + count; j < jl; j += 3 ) { + + if ( indices !== undefined ) { + + addFace( indices[ j ], indices[ j + 1 ], indices[ j + 2 ], group.materialIndex ); + + } else { + + addFace( j, j + 1, j + 2, group.materialIndex ); + + } + + } + + } + + } else { + + if ( indices !== undefined ) { + + for ( var i = 0; i < indices.length; i += 3 ) { + + addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] ); + + } + + } else { + + for ( var i = 0; i < positions.length / 3; i += 3 ) { + + addFace( i, i + 1, i + 2 ); + + } + + } + + } + + this.computeFaceNormals(); + + if ( geometry.boundingBox !== null ) { + + this.boundingBox = geometry.boundingBox.clone(); + + } + + if ( geometry.boundingSphere !== null ) { + + this.boundingSphere = geometry.boundingSphere.clone(); + + } + + return this; + + }, + + center: function () { + + this.computeBoundingBox(); + + var offset = this.boundingBox.getCenter().negate(); + + this.translate( offset.x, offset.y, offset.z ); + + return offset; + + }, + + normalize: function () { + + this.computeBoundingSphere(); + + var center = this.boundingSphere.center; + var radius = this.boundingSphere.radius; + + var s = radius === 0 ? 1 : 1.0 / radius; + + var matrix = new Matrix4(); + matrix.set( + s, 0, 0, - s * center.x, + 0, s, 0, - s * center.y, + 0, 0, s, - s * center.z, + 0, 0, 0, 1 + ); + + this.applyMatrix( matrix ); + + return this; + + }, + + computeFaceNormals: function () { + + var cb = new Vector3(), ab = new Vector3(); + + for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) { + + var face = this.faces[ f ]; + + var vA = this.vertices[ face.a ]; + var vB = this.vertices[ face.b ]; + var vC = this.vertices[ face.c ]; + + cb.subVectors( vC, vB ); + ab.subVectors( vA, vB ); + cb.cross( ab ); + + cb.normalize(); + + face.normal.copy( cb ); + + } + + }, + + computeVertexNormals: function ( areaWeighted ) { + + if ( areaWeighted === undefined ) areaWeighted = true; + + var v, vl, f, fl, face, vertices; + + vertices = new Array( this.vertices.length ); + + for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) { + + vertices[ v ] = new Vector3(); + + } + + if ( areaWeighted ) { + + // vertex normals weighted by triangle areas + // http://www.iquilezles.org/www/articles/normals/normals.htm + + var vA, vB, vC; + var cb = new Vector3(), ab = new Vector3(); + + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + + face = this.faces[ f ]; + + vA = this.vertices[ face.a ]; + vB = this.vertices[ face.b ]; + vC = this.vertices[ face.c ]; + + cb.subVectors( vC, vB ); + ab.subVectors( vA, vB ); + cb.cross( ab ); + + vertices[ face.a ].add( cb ); + vertices[ face.b ].add( cb ); + vertices[ face.c ].add( cb ); + + } + + } else { + + this.computeFaceNormals(); + + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + + face = this.faces[ f ]; + + vertices[ face.a ].add( face.normal ); + vertices[ face.b ].add( face.normal ); + vertices[ face.c ].add( face.normal ); + + } + + } + + for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) { + + vertices[ v ].normalize(); + + } + + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + + face = this.faces[ f ]; + + var vertexNormals = face.vertexNormals; + + if ( vertexNormals.length === 3 ) { + + vertexNormals[ 0 ].copy( vertices[ face.a ] ); + vertexNormals[ 1 ].copy( vertices[ face.b ] ); + vertexNormals[ 2 ].copy( vertices[ face.c ] ); + + } else { + + vertexNormals[ 0 ] = vertices[ face.a ].clone(); + vertexNormals[ 1 ] = vertices[ face.b ].clone(); + vertexNormals[ 2 ] = vertices[ face.c ].clone(); + + } + + } + + if ( this.faces.length > 0 ) { + + this.normalsNeedUpdate = true; + + } + + }, + + computeFlatVertexNormals: function () { + + var f, fl, face; + + this.computeFaceNormals(); + + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + + face = this.faces[ f ]; + + var vertexNormals = face.vertexNormals; + + if ( vertexNormals.length === 3 ) { + + vertexNormals[ 0 ].copy( face.normal ); + vertexNormals[ 1 ].copy( face.normal ); + vertexNormals[ 2 ].copy( face.normal ); + + } else { + + vertexNormals[ 0 ] = face.normal.clone(); + vertexNormals[ 1 ] = face.normal.clone(); + vertexNormals[ 2 ] = face.normal.clone(); + + } + + } + + if ( this.faces.length > 0 ) { + + this.normalsNeedUpdate = true; + + } + + }, + + 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 Geometry(); + tmpGeo.faces = this.faces; + + for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) { + + // create on first access + + if ( ! this.morphNormals[ i ] ) { + + this.morphNormals[ i ] = {}; + this.morphNormals[ i ].faceNormals = []; + this.morphNormals[ i ].vertexNormals = []; + + var dstNormalsFace = this.morphNormals[ i ].faceNormals; + var dstNormalsVertex = this.morphNormals[ i ].vertexNormals; + + var faceNormal, vertexNormals; + + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + + faceNormal = new Vector3(); + vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() }; + + dstNormalsFace.push( faceNormal ); + dstNormalsVertex.push( vertexNormals ); + + } + + } + + var morphNormals = this.morphNormals[ i ]; + + // set vertices to morph target + + tmpGeo.vertices = this.morphTargets[ i ].vertices; + + // compute morph normals + + tmpGeo.computeFaceNormals(); + tmpGeo.computeVertexNormals(); + + // store morph normals + + var faceNormal, vertexNormals; + + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + + face = this.faces[ f ]; + + faceNormal = morphNormals.faceNormals[ f ]; + vertexNormals = morphNormals.vertexNormals[ f ]; + + faceNormal.copy( face.normal ); + + vertexNormals.a.copy( face.vertexNormals[ 0 ] ); + vertexNormals.b.copy( face.vertexNormals[ 1 ] ); + vertexNormals.c.copy( face.vertexNormals[ 2 ] ); + + } + + } + + // restore original normals + + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + + face = this.faces[ f ]; + + face.normal = face.__originalFaceNormal; + face.vertexNormals = face.__originalVertexNormals; + + } + + }, + + computeLineDistances: function () { + + var d = 0; + var vertices = this.vertices; + + for ( var i = 0, il = vertices.length; i < il; i ++ ) { + + if ( i > 0 ) { + + d += vertices[ i ].distanceTo( vertices[ i - 1 ] ); + + } + + this.lineDistances[ i ] = d; + + } + + }, + + computeBoundingBox: function () { + + if ( this.boundingBox === null ) { + + this.boundingBox = new Box3(); + + } + + this.boundingBox.setFromPoints( this.vertices ); + + }, + + computeBoundingSphere: function () { + + if ( this.boundingSphere === null ) { + + this.boundingSphere = new Sphere(); + + } + + this.boundingSphere.setFromPoints( this.vertices ); + + }, + + merge: function ( geometry, matrix, materialIndexOffset ) { + + if ( ! ( geometry && geometry.isGeometry ) ) { + + console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry ); + return; + + } + + var normalMatrix, + vertexOffset = this.vertices.length, + vertices1 = this.vertices, + vertices2 = geometry.vertices, + faces1 = this.faces, + faces2 = geometry.faces, + uvs1 = this.faceVertexUvs[ 0 ], + uvs2 = geometry.faceVertexUvs[ 0 ], + colors1 = this.colors, + colors2 = geometry.colors; + + if ( materialIndexOffset === undefined ) materialIndexOffset = 0; + + if ( matrix !== undefined ) { + + normalMatrix = new Matrix3().getNormalMatrix( matrix ); + + } + + // vertices + + for ( var i = 0, il = vertices2.length; i < il; i ++ ) { + + var vertex = vertices2[ i ]; + + var vertexCopy = vertex.clone(); + + if ( matrix !== undefined ) vertexCopy.applyMatrix4( matrix ); + + vertices1.push( vertexCopy ); + + } + + // colors + + for ( var i = 0, il = colors2.length; i < il; i ++ ) { + + colors1.push( colors2[ i ].clone() ); + + } + + // faces + + for ( i = 0, il = faces2.length; i < il; i ++ ) { + + var face = faces2[ i ], faceCopy, normal, color, + faceVertexNormals = face.vertexNormals, + faceVertexColors = face.vertexColors; + + faceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset ); + faceCopy.normal.copy( face.normal ); + + if ( normalMatrix !== undefined ) { + + faceCopy.normal.applyMatrix3( normalMatrix ).normalize(); + + } + + for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) { + + normal = faceVertexNormals[ j ].clone(); + + if ( normalMatrix !== undefined ) { + + normal.applyMatrix3( normalMatrix ).normalize(); + + } + + faceCopy.vertexNormals.push( normal ); + + } + + faceCopy.color.copy( face.color ); + + for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) { + + color = faceVertexColors[ j ]; + faceCopy.vertexColors.push( color.clone() ); + + } + + faceCopy.materialIndex = face.materialIndex + materialIndexOffset; + + faces1.push( faceCopy ); + + } + + // uvs + + for ( i = 0, il = uvs2.length; i < il; i ++ ) { + + var uv = uvs2[ i ], uvCopy = []; + + if ( uv === undefined ) { + + continue; + + } + + for ( var j = 0, jl = uv.length; j < jl; j ++ ) { + + uvCopy.push( uv[ j ].clone() ); + + } + + uvs1.push( uvCopy ); + + } + + }, + + mergeMesh: function ( mesh ) { + + if ( ! ( mesh && mesh.isMesh ) ) { + + console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh ); + return; + + } + + mesh.matrixAutoUpdate && mesh.updateMatrix(); + + this.merge( mesh.geometry, mesh.matrix ); + + }, + + /* + * Checks for duplicate vertices with hashmap. + * Duplicated vertices are removed + * and faces' vertices are updated. + */ + + mergeVertices: function () { + + var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique) + var unique = [], changes = []; + + var v, key; + var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001 + var precision = Math.pow( 10, precisionPoints ); + var i, il, face; + var indices, j, jl; + + for ( i = 0, il = this.vertices.length; i < il; i ++ ) { + + v = this.vertices[ i ]; + key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision ); + + if ( verticesMap[ key ] === undefined ) { + + verticesMap[ key ] = i; + unique.push( this.vertices[ i ] ); + changes[ i ] = unique.length - 1; + + } else { + + //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]); + changes[ i ] = changes[ verticesMap[ key ] ]; + + } + + } + + + // if faces are completely degenerate after merging vertices, we + // have to remove them from the geometry. + var faceIndicesToRemove = []; + + for ( i = 0, il = this.faces.length; i < il; i ++ ) { + + face = this.faces[ i ]; + + face.a = changes[ face.a ]; + face.b = changes[ face.b ]; + face.c = changes[ face.c ]; + + indices = [ face.a, face.b, face.c ]; + + // if any duplicate vertices are found in a Face3 + // we have to remove the face as nothing can be saved + for ( var n = 0; n < 3; n ++ ) { + + if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) { + + faceIndicesToRemove.push( i ); + break; + + } + + } + + } + + for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) { + + var idx = faceIndicesToRemove[ i ]; + + this.faces.splice( idx, 1 ); + + for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) { + + this.faceVertexUvs[ j ].splice( idx, 1 ); + + } + + } + + // Use unique set of vertices + + var diff = this.vertices.length - unique.length; + this.vertices = unique; + return diff; + + }, + + setFromPoints: function ( points ) { + + this.vertices = []; + + for ( var i = 0, l = points.length; i < l; i ++ ) { + + var point = points[ i ]; + this.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) ); + + } + + return this; + + }, + + sortFacesByMaterialIndex: function () { + + var faces = this.faces; + var length = faces.length; + + // tag faces + + for ( var i = 0; i < length; i ++ ) { + + faces[ i ]._id = i; + + } + + // sort faces + + function materialIndexSort( a, b ) { + + return a.materialIndex - b.materialIndex; + + } + + faces.sort( materialIndexSort ); + + // sort uvs + + var uvs1 = this.faceVertexUvs[ 0 ]; + var uvs2 = this.faceVertexUvs[ 1 ]; + + var newUvs1, newUvs2; + + if ( uvs1 && uvs1.length === length ) newUvs1 = []; + if ( uvs2 && uvs2.length === length ) newUvs2 = []; + + for ( var i = 0; i < length; i ++ ) { + + var id = faces[ i ]._id; + + if ( newUvs1 ) newUvs1.push( uvs1[ id ] ); + if ( newUvs2 ) newUvs2.push( uvs2[ id ] ); + + } + + if ( newUvs1 ) this.faceVertexUvs[ 0 ] = newUvs1; + if ( newUvs2 ) this.faceVertexUvs[ 1 ] = newUvs2; + + }, + + toJSON: function () { + + var data = { + metadata: { + version: 4.5, + type: 'Geometry', + generator: 'Geometry.toJSON' + } + }; + + // standard Geometry serialization + + data.uuid = this.uuid; + data.type = this.type; + if ( this.name !== '' ) data.name = this.name; + + if ( this.parameters !== undefined ) { + + var parameters = this.parameters; + + for ( var key in parameters ) { + + if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ]; + + } + + return data; + + } + + var vertices = []; + + for ( var i = 0; i < this.vertices.length; i ++ ) { + + var vertex = this.vertices[ i ]; + vertices.push( vertex.x, vertex.y, vertex.z ); + + } + + var faces = []; + var normals = []; + var normalsHash = {}; + var colors = []; + var colorsHash = {}; + var uvs = []; + var uvsHash = {}; + + for ( var i = 0; i < this.faces.length; i ++ ) { + + var face = this.faces[ i ]; + + var hasMaterial = true; + var hasFaceUv = false; // deprecated + var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined; + var hasFaceNormal = face.normal.length() > 0; + var hasFaceVertexNormal = face.vertexNormals.length > 0; + var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1; + var hasFaceVertexColor = face.vertexColors.length > 0; + + var faceType = 0; + + faceType = setBit( faceType, 0, 0 ); // isQuad + faceType = setBit( faceType, 1, hasMaterial ); + faceType = setBit( faceType, 2, hasFaceUv ); + faceType = setBit( faceType, 3, hasFaceVertexUv ); + faceType = setBit( faceType, 4, hasFaceNormal ); + faceType = setBit( faceType, 5, hasFaceVertexNormal ); + faceType = setBit( faceType, 6, hasFaceColor ); + faceType = setBit( faceType, 7, hasFaceVertexColor ); + + faces.push( faceType ); + faces.push( face.a, face.b, face.c ); + faces.push( face.materialIndex ); + + if ( hasFaceVertexUv ) { + + var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ]; + + faces.push( + getUvIndex( faceVertexUvs[ 0 ] ), + getUvIndex( faceVertexUvs[ 1 ] ), + getUvIndex( faceVertexUvs[ 2 ] ) + ); + + } + + if ( hasFaceNormal ) { + + faces.push( getNormalIndex( face.normal ) ); + + } + + if ( hasFaceVertexNormal ) { + + var vertexNormals = face.vertexNormals; + + faces.push( + getNormalIndex( vertexNormals[ 0 ] ), + getNormalIndex( vertexNormals[ 1 ] ), + getNormalIndex( vertexNormals[ 2 ] ) + ); + + } + + if ( hasFaceColor ) { + + faces.push( getColorIndex( face.color ) ); + + } + + if ( hasFaceVertexColor ) { + + var vertexColors = face.vertexColors; + + faces.push( + getColorIndex( vertexColors[ 0 ] ), + getColorIndex( vertexColors[ 1 ] ), + getColorIndex( vertexColors[ 2 ] ) + ); + + } + + } + + function setBit( value, position, enabled ) { + + return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) ); + + } + + function getNormalIndex( normal ) { + + var hash = normal.x.toString() + normal.y.toString() + normal.z.toString(); + + if ( normalsHash[ hash ] !== undefined ) { + + return normalsHash[ hash ]; + + } + + normalsHash[ hash ] = normals.length / 3; + normals.push( normal.x, normal.y, normal.z ); + + return normalsHash[ hash ]; + + } + + function getColorIndex( color ) { + + var hash = color.r.toString() + color.g.toString() + color.b.toString(); + + if ( colorsHash[ hash ] !== undefined ) { + + return colorsHash[ hash ]; + + } + + colorsHash[ hash ] = colors.length; + colors.push( color.getHex() ); + + return colorsHash[ hash ]; + + } + + function getUvIndex( uv ) { + + var hash = uv.x.toString() + uv.y.toString(); + + if ( uvsHash[ hash ] !== undefined ) { + + return uvsHash[ hash ]; + + } + + uvsHash[ hash ] = uvs.length / 2; + uvs.push( uv.x, uv.y ); + + return uvsHash[ hash ]; + + } + + data.data = {}; + + data.data.vertices = vertices; + data.data.normals = normals; + if ( colors.length > 0 ) data.data.colors = colors; + if ( uvs.length > 0 ) data.data.uvs = [ uvs ]; // temporal backward compatibility + data.data.faces = faces; + + return data; + + }, + + clone: function () { + + /* + // Handle primitives + + var parameters = this.parameters; + + if ( parameters !== undefined ) { + + var values = []; + + for ( var key in parameters ) { + + values.push( parameters[ key ] ); + + } + + var geometry = Object.create( this.constructor.prototype ); + this.constructor.apply( geometry, values ); + return geometry; + + } + + return new this.constructor().copy( this ); + */ + + return new Geometry().copy( this ); + + }, + + copy: function ( source ) { + + var i, il, j, jl, k, kl; + + // reset + + this.vertices = []; + this.colors = []; + this.faces = []; + this.faceVertexUvs = [[]]; + this.morphTargets = []; + this.morphNormals = []; + this.skinWeights = []; + this.skinIndices = []; + this.lineDistances = []; + this.boundingBox = null; + this.boundingSphere = null; + + // name + + this.name = source.name; + + // vertices + + var vertices = source.vertices; + + for ( i = 0, il = vertices.length; i < il; i ++ ) { + + this.vertices.push( vertices[ i ].clone() ); + + } + + // colors + + var colors = source.colors; + + for ( i = 0, il = colors.length; i < il; i ++ ) { + + this.colors.push( colors[ i ].clone() ); + + } + + // faces + + var faces = source.faces; + + for ( i = 0, il = faces.length; i < il; i ++ ) { + + this.faces.push( faces[ i ].clone() ); + + } + + // face vertex uvs + + for ( i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) { + + var faceVertexUvs = source.faceVertexUvs[ i ]; + + if ( this.faceVertexUvs[ i ] === undefined ) { + + this.faceVertexUvs[ i ] = []; + + } + + for ( j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) { + + var uvs = faceVertexUvs[ j ], uvsCopy = []; + + for ( k = 0, kl = uvs.length; k < kl; k ++ ) { + + var uv = uvs[ k ]; + + uvsCopy.push( uv.clone() ); + + } + + this.faceVertexUvs[ i ].push( uvsCopy ); + + } + + } + + // morph targets + + var morphTargets = source.morphTargets; + + for ( i = 0, il = morphTargets.length; i < il; i ++ ) { + + var morphTarget = {}; + morphTarget.name = morphTargets[ i ].name; + + // vertices + + if ( morphTargets[ i ].vertices !== undefined ) { + + morphTarget.vertices = []; + + for ( j = 0, jl = morphTargets[ i ].vertices.length; j < jl; j ++ ) { + + morphTarget.vertices.push( morphTargets[ i ].vertices[ j ].clone() ); + + } + + } + + // normals + + if ( morphTargets[ i ].normals !== undefined ) { + + morphTarget.normals = []; + + for ( j = 0, jl = morphTargets[ i ].normals.length; j < jl; j ++ ) { + + morphTarget.normals.push( morphTargets[ i ].normals[ j ].clone() ); + + } + + } + + this.morphTargets.push( morphTarget ); + + } + + // morph normals + + var morphNormals = source.morphNormals; + + for ( i = 0, il = morphNormals.length; i < il; i ++ ) { + + var morphNormal = {}; + + // vertex normals + + if ( morphNormals[ i ].vertexNormals !== undefined ) { + + morphNormal.vertexNormals = []; + + for ( j = 0, jl = morphNormals[ i ].vertexNormals.length; j < jl; j ++ ) { + + var srcVertexNormal = morphNormals[ i ].vertexNormals[ j ]; + var destVertexNormal = {}; + + destVertexNormal.a = srcVertexNormal.a.clone(); + destVertexNormal.b = srcVertexNormal.b.clone(); + destVertexNormal.c = srcVertexNormal.c.clone(); + + morphNormal.vertexNormals.push( destVertexNormal ); + + } + + } + + // face normals + + if ( morphNormals[ i ].faceNormals !== undefined ) { + + morphNormal.faceNormals = []; + + for ( j = 0, jl = morphNormals[ i ].faceNormals.length; j < jl; j ++ ) { + + morphNormal.faceNormals.push( morphNormals[ i ].faceNormals[ j ].clone() ); + + } + + } + + this.morphNormals.push( morphNormal ); + + } + + // skin weights + + var skinWeights = source.skinWeights; + + for ( i = 0, il = skinWeights.length; i < il; i ++ ) { + + this.skinWeights.push( skinWeights[ i ].clone() ); + + } + + // skin indices + + var skinIndices = source.skinIndices; + + for ( i = 0, il = skinIndices.length; i < il; i ++ ) { + + this.skinIndices.push( skinIndices[ i ].clone() ); + + } + + // line distances + + var lineDistances = source.lineDistances; + + for ( i = 0, il = lineDistances.length; i < il; i ++ ) { + + this.lineDistances.push( lineDistances[ i ] ); + + } + + // bounding box + + var boundingBox = source.boundingBox; + + if ( boundingBox !== null ) { + + this.boundingBox = boundingBox.clone(); + + } + + // bounding sphere + + var boundingSphere = source.boundingSphere; + + if ( boundingSphere !== null ) { + + this.boundingSphere = boundingSphere.clone(); + + } + + // update flags + + this.elementsNeedUpdate = source.elementsNeedUpdate; + this.verticesNeedUpdate = source.verticesNeedUpdate; + this.uvsNeedUpdate = source.uvsNeedUpdate; + this.normalsNeedUpdate = source.normalsNeedUpdate; + this.colorsNeedUpdate = source.colorsNeedUpdate; + this.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate; + this.groupsNeedUpdate = source.groupsNeedUpdate; + + return this; + + }, + + dispose: function () { + + this.dispatchEvent( { type: 'dispose' } ); + + } + + } ); + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function BufferAttribute( array, itemSize, normalized ) { + + if ( Array.isArray( array ) ) { + + throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' ); + + } + + this.uuid = _Math.generateUUID(); + this.name = ''; + + this.array = array; + this.itemSize = itemSize; + this.count = array !== undefined ? array.length / itemSize : 0; + this.normalized = normalized === true; + + this.dynamic = false; + this.updateRange = { offset: 0, count: - 1 }; + + this.onUploadCallback = function () {}; + + this.version = 0; + + } + + Object.defineProperty( BufferAttribute.prototype, 'needsUpdate', { + + set: function ( value ) { + + if ( value === true ) this.version ++; + + } + + } ); + + Object.assign( BufferAttribute.prototype, { + + isBufferAttribute: true, + + setArray: function ( array ) { + + if ( Array.isArray( array ) ) { + + throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' ); + + } + + this.count = array !== undefined ? array.length / this.itemSize : 0; + this.array = array; + + }, + + setDynamic: function ( value ) { + + this.dynamic = value; + + return this; + + }, + + copy: function ( source ) { + + this.array = new source.array.constructor( source.array ); + this.itemSize = source.itemSize; + this.count = source.count; + this.normalized = source.normalized; + + this.dynamic = source.dynamic; + + return this; + + }, + + copyAt: function ( index1, attribute, index2 ) { + + index1 *= this.itemSize; + index2 *= attribute.itemSize; + + for ( var i = 0, l = this.itemSize; i < l; i ++ ) { + + this.array[ index1 + i ] = attribute.array[ index2 + i ]; + + } + + return this; + + }, + + copyArray: function ( array ) { + + this.array.set( array ); + + return this; + + }, + + copyColorsArray: function ( colors ) { + + var array = this.array, offset = 0; + + for ( var i = 0, l = colors.length; i < l; i ++ ) { + + var color = colors[ i ]; + + if ( color === undefined ) { + + console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i ); + color = new Color(); + + } + + array[ offset ++ ] = color.r; + array[ offset ++ ] = color.g; + array[ offset ++ ] = color.b; + + } + + return this; + + }, + + copyIndicesArray: function ( indices ) { + + var array = this.array, offset = 0; + + for ( var i = 0, l = indices.length; i < l; i ++ ) { + + var index = indices[ i ]; + + array[ offset ++ ] = index.a; + array[ offset ++ ] = index.b; + array[ offset ++ ] = index.c; + + } + + return this; + + }, + + copyVector2sArray: function ( vectors ) { + + var array = this.array, offset = 0; + + for ( var i = 0, l = vectors.length; i < l; i ++ ) { + + var vector = vectors[ i ]; + + if ( vector === undefined ) { + + console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i ); + vector = new Vector2(); + + } + + array[ offset ++ ] = vector.x; + array[ offset ++ ] = vector.y; + + } + + return this; + + }, + + copyVector3sArray: function ( vectors ) { + + var array = this.array, offset = 0; + + for ( var i = 0, l = vectors.length; i < l; i ++ ) { + + var vector = vectors[ i ]; + + if ( vector === undefined ) { + + console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i ); + vector = new Vector3(); + + } + + array[ offset ++ ] = vector.x; + array[ offset ++ ] = vector.y; + array[ offset ++ ] = vector.z; + + } + + return this; + + }, + + copyVector4sArray: function ( vectors ) { + + var array = this.array, offset = 0; + + for ( var i = 0, l = vectors.length; i < l; i ++ ) { + + var vector = vectors[ i ]; + + if ( vector === undefined ) { + + console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i ); + vector = new Vector4(); + + } + + array[ offset ++ ] = vector.x; + array[ offset ++ ] = vector.y; + array[ offset ++ ] = vector.z; + array[ offset ++ ] = vector.w; + + } + + return this; + + }, + + set: function ( value, offset ) { + + if ( offset === undefined ) offset = 0; + + this.array.set( value, offset ); + + return this; + + }, + + getX: function ( index ) { + + return this.array[ index * this.itemSize ]; + + }, + + setX: function ( index, x ) { + + this.array[ index * this.itemSize ] = x; + + return this; + + }, + + getY: function ( index ) { + + return this.array[ index * this.itemSize + 1 ]; + + }, + + setY: function ( index, y ) { + + this.array[ index * this.itemSize + 1 ] = y; + + return this; + + }, + + getZ: function ( index ) { + + return this.array[ index * this.itemSize + 2 ]; + + }, + + setZ: function ( index, z ) { + + this.array[ index * this.itemSize + 2 ] = z; + + return this; + + }, + + getW: function ( index ) { + + return this.array[ index * this.itemSize + 3 ]; + + }, + + setW: function ( index, w ) { + + this.array[ index * this.itemSize + 3 ] = w; + + return this; + + }, + + setXY: function ( index, x, y ) { + + index *= this.itemSize; + + this.array[ index + 0 ] = x; + this.array[ index + 1 ] = y; + + return this; + + }, + + setXYZ: function ( index, x, y, z ) { + + index *= this.itemSize; + + this.array[ index + 0 ] = x; + this.array[ index + 1 ] = y; + this.array[ index + 2 ] = z; + + return this; + + }, + + setXYZW: function ( index, x, y, z, w ) { + + index *= this.itemSize; + + this.array[ index + 0 ] = x; + this.array[ index + 1 ] = y; + this.array[ index + 2 ] = z; + this.array[ index + 3 ] = w; + + return this; + + }, + + onUpload: function ( callback ) { + + this.onUploadCallback = callback; + + return this; + + }, + + clone: function () { + + return new this.constructor( this.array, this.itemSize ).copy( this ); + + } + + } ); + + // + + function Int8BufferAttribute( array, itemSize, normalized ) { + + BufferAttribute.call( this, new Int8Array( array ), itemSize, normalized ); + + } + + Int8BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); + Int8BufferAttribute.prototype.constructor = Int8BufferAttribute; + + + function Uint8BufferAttribute( array, itemSize, normalized ) { + + BufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized ); + + } + + Uint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); + Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute; + + + function Uint8ClampedBufferAttribute( array, itemSize, normalized ) { + + BufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized ); + + } + + Uint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype ); + Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute; + + + function Int16BufferAttribute( array, itemSize, normalized ) { + + BufferAttribute.call( this, new Int16Array( array ), itemSize, normalized ); + + } + + Int16BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); + Int16BufferAttribute.prototype.constructor = Int16BufferAttribute; + + + function Uint16BufferAttribute( array, itemSize, normalized ) { + + BufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized ); + + } + + Uint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); + Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute; + + + function Int32BufferAttribute( array, itemSize, normalized ) { + + BufferAttribute.call( this, new Int32Array( array ), itemSize, normalized ); + + } + + Int32BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); + Int32BufferAttribute.prototype.constructor = Int32BufferAttribute; + + + function Uint32BufferAttribute( array, itemSize, normalized ) { + + BufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized ); + + } + + Uint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); + Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute; + + + function Float32BufferAttribute( array, itemSize, normalized ) { + + BufferAttribute.call( this, new Float32Array( array ), itemSize, normalized ); + + } + + Float32BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); + Float32BufferAttribute.prototype.constructor = Float32BufferAttribute; + + + function Float64BufferAttribute( array, itemSize, normalized ) { + + BufferAttribute.call( this, new Float64Array( array ), itemSize, normalized ); + + } + + Float64BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); + Float64BufferAttribute.prototype.constructor = Float64BufferAttribute; + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function DirectGeometry() { + + this.indices = []; + this.vertices = []; + this.normals = []; + this.colors = []; + this.uvs = []; + this.uvs2 = []; + + this.groups = []; + + this.morphTargets = {}; + + this.skinWeights = []; + this.skinIndices = []; + + // this.lineDistances = []; + + this.boundingBox = null; + this.boundingSphere = null; + + // update flags + + this.verticesNeedUpdate = false; + this.normalsNeedUpdate = false; + this.colorsNeedUpdate = false; + this.uvsNeedUpdate = false; + this.groupsNeedUpdate = false; + + } + + Object.assign( DirectGeometry.prototype, { + + computeGroups: function ( geometry ) { + + var group; + var groups = []; + var materialIndex = undefined; + + var faces = geometry.faces; + + for ( var i = 0; i < faces.length; i ++ ) { + + var face = faces[ i ]; + + // materials + + if ( face.materialIndex !== materialIndex ) { + + materialIndex = face.materialIndex; + + if ( group !== undefined ) { + + group.count = ( i * 3 ) - group.start; + groups.push( group ); + + } + + group = { + start: i * 3, + materialIndex: materialIndex + }; + + } + + } + + if ( group !== undefined ) { + + group.count = ( i * 3 ) - group.start; + groups.push( group ); + + } + + this.groups = groups; + + }, + + fromGeometry: function ( geometry ) { + + var faces = geometry.faces; + var vertices = geometry.vertices; + var faceVertexUvs = geometry.faceVertexUvs; + + var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0; + var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0; + + // morphs + + var morphTargets = geometry.morphTargets; + var morphTargetsLength = morphTargets.length; + + var morphTargetsPosition; + + if ( morphTargetsLength > 0 ) { + + morphTargetsPosition = []; + + for ( var i = 0; i < morphTargetsLength; i ++ ) { + + morphTargetsPosition[ i ] = []; + + } + + this.morphTargets.position = morphTargetsPosition; + + } + + var morphNormals = geometry.morphNormals; + var morphNormalsLength = morphNormals.length; + + var morphTargetsNormal; + + if ( morphNormalsLength > 0 ) { + + morphTargetsNormal = []; + + for ( var i = 0; i < morphNormalsLength; i ++ ) { + + morphTargetsNormal[ i ] = []; + + } + + this.morphTargets.normal = morphTargetsNormal; + + } + + // skins + + var skinIndices = geometry.skinIndices; + var skinWeights = geometry.skinWeights; + + var hasSkinIndices = skinIndices.length === vertices.length; + var hasSkinWeights = skinWeights.length === vertices.length; + + // + + for ( var i = 0; i < faces.length; i ++ ) { + + var face = faces[ i ]; + + this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] ); + + var vertexNormals = face.vertexNormals; + + if ( vertexNormals.length === 3 ) { + + this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] ); + + } else { + + var normal = face.normal; + + this.normals.push( normal, normal, normal ); + + } + + var vertexColors = face.vertexColors; + + if ( vertexColors.length === 3 ) { + + this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] ); + + } else { + + var color = face.color; + + this.colors.push( color, color, color ); + + } + + if ( hasFaceVertexUv === true ) { + + var vertexUvs = faceVertexUvs[ 0 ][ i ]; + + if ( vertexUvs !== undefined ) { + + this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] ); + + } else { + + console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i ); + + this.uvs.push( new Vector2(), new Vector2(), new Vector2() ); + + } + + } + + if ( hasFaceVertexUv2 === true ) { + + var vertexUvs = faceVertexUvs[ 1 ][ i ]; + + if ( vertexUvs !== undefined ) { + + this.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] ); + + } else { + + console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i ); + + this.uvs2.push( new Vector2(), new Vector2(), new Vector2() ); + + } + + } + + // morphs + + for ( var j = 0; j < morphTargetsLength; j ++ ) { + + var morphTarget = morphTargets[ j ].vertices; + + morphTargetsPosition[ j ].push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] ); + + } + + for ( var j = 0; j < morphNormalsLength; j ++ ) { + + var morphNormal = morphNormals[ j ].vertexNormals[ i ]; + + morphTargetsNormal[ j ].push( morphNormal.a, morphNormal.b, morphNormal.c ); + + } + + // skins + + if ( hasSkinIndices ) { + + this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] ); + + } + + if ( hasSkinWeights ) { + + this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] ); + + } + + } + + this.computeGroups( geometry ); + + this.verticesNeedUpdate = geometry.verticesNeedUpdate; + this.normalsNeedUpdate = geometry.normalsNeedUpdate; + this.colorsNeedUpdate = geometry.colorsNeedUpdate; + this.uvsNeedUpdate = geometry.uvsNeedUpdate; + this.groupsNeedUpdate = geometry.groupsNeedUpdate; + + return this; + + } + + } ); + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function arrayMax( array ) { + + if ( array.length === 0 ) return - Infinity; + + var max = array[ 0 ]; + + for ( var i = 1, l = array.length; i < l; ++ i ) { + + if ( array[ i ] > max ) max = array[ i ]; + + } + + return max; + + } + + /** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + */ + + var bufferGeometryId = 1; // BufferGeometry uses odd numbers as Id + + function BufferGeometry() { + + Object.defineProperty( this, 'id', { value: bufferGeometryId += 2 } ); + + this.uuid = _Math.generateUUID(); + + this.name = ''; + this.type = 'BufferGeometry'; + + this.index = null; + this.attributes = {}; + + this.morphAttributes = {}; + + this.groups = []; + + this.boundingBox = null; + this.boundingSphere = null; + + this.drawRange = { start: 0, count: Infinity }; + + } + + BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { + + constructor: BufferGeometry, + + isBufferGeometry: true, + + getIndex: function () { + + return this.index; + + }, + + setIndex: function ( index ) { + + if ( Array.isArray( index ) ) { + + this.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 ); + + } else { + + this.index = index; + + } + + }, + + addAttribute: function ( name, attribute ) { + + if ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) { + + console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' ); + + this.addAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) ); + + return; + + } + + if ( name === 'index' ) { + + console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' ); + this.setIndex( attribute ); + + return; + + } + + this.attributes[ name ] = attribute; + + return this; + + }, + + getAttribute: function ( name ) { + + return this.attributes[ name ]; + + }, + + removeAttribute: function ( name ) { + + delete this.attributes[ name ]; + + return this; + + }, + + addGroup: function ( start, count, materialIndex ) { + + this.groups.push( { + + start: start, + count: count, + materialIndex: materialIndex !== undefined ? materialIndex : 0 + + } ); + + }, + + clearGroups: function () { + + this.groups = []; + + }, + + setDrawRange: function ( start, count ) { + + this.drawRange.start = start; + this.drawRange.count = count; + + }, + + applyMatrix: function ( matrix ) { + + var position = this.attributes.position; + + if ( position !== undefined ) { + + matrix.applyToBufferAttribute( position ); + position.needsUpdate = true; + + } + + var normal = this.attributes.normal; + + if ( normal !== undefined ) { + + var normalMatrix = new Matrix3().getNormalMatrix( matrix ); + + normalMatrix.applyToBufferAttribute( normal ); + normal.needsUpdate = true; + + } + + if ( this.boundingBox !== null ) { + + this.computeBoundingBox(); + + } + + if ( this.boundingSphere !== null ) { + + this.computeBoundingSphere(); + + } + + return this; + + }, + + rotateX: function () { + + // rotate geometry around world x-axis + + var m1 = new Matrix4(); + + return function rotateX( angle ) { + + m1.makeRotationX( angle ); + + this.applyMatrix( m1 ); + + return this; + + }; + + }(), + + rotateY: function () { + + // rotate geometry around world y-axis + + var m1 = new Matrix4(); + + return function rotateY( angle ) { + + m1.makeRotationY( angle ); + + this.applyMatrix( m1 ); + + return this; + + }; + + }(), + + rotateZ: function () { + + // rotate geometry around world z-axis + + var m1 = new Matrix4(); + + return function rotateZ( angle ) { + + m1.makeRotationZ( angle ); + + this.applyMatrix( m1 ); + + return this; + + }; + + }(), + + translate: function () { + + // translate geometry + + var m1 = new Matrix4(); + + return function translate( x, y, z ) { + + m1.makeTranslation( x, y, z ); + + this.applyMatrix( m1 ); + + return this; + + }; + + }(), + + scale: function () { + + // scale geometry + + var m1 = new Matrix4(); + + return function scale( x, y, z ) { + + m1.makeScale( x, y, z ); + + this.applyMatrix( m1 ); + + return this; + + }; + + }(), + + lookAt: function () { + + var obj = new Object3D(); + + return function lookAt( vector ) { + + obj.lookAt( vector ); + + obj.updateMatrix(); + + this.applyMatrix( obj.matrix ); + + }; + + }(), + + center: function () { + + this.computeBoundingBox(); + + var offset = this.boundingBox.getCenter().negate(); + + this.translate( offset.x, offset.y, offset.z ); + + return offset; + + }, + + setFromObject: function ( object ) { + + // console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this ); + + var geometry = object.geometry; + + if ( object.isPoints || object.isLine ) { + + var positions = new Float32BufferAttribute( geometry.vertices.length * 3, 3 ); + var colors = new Float32BufferAttribute( geometry.colors.length * 3, 3 ); + + this.addAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) ); + this.addAttribute( 'color', colors.copyColorsArray( geometry.colors ) ); + + if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) { + + var lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 ); + + this.addAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) ); + + } + + if ( geometry.boundingSphere !== null ) { + + this.boundingSphere = geometry.boundingSphere.clone(); + + } + + if ( geometry.boundingBox !== null ) { + + this.boundingBox = geometry.boundingBox.clone(); + + } + + } else if ( object.isMesh ) { + + if ( geometry && geometry.isGeometry ) { + + this.fromGeometry( geometry ); + + } + + } + + return this; + + }, + + setFromPoints: function ( points ) { + + var position = []; + + for ( var i = 0, l = points.length; i < l; i ++ ) { + + var point = points[ i ]; + position.push( point.x, point.y, point.z || 0 ); + + } + + this.addAttribute( 'position', new Float32BufferAttribute( position, 3 ) ); + + return this; + + }, + + updateFromObject: function ( object ) { + + var geometry = object.geometry; + + if ( object.isMesh ) { + + var direct = geometry.__directGeometry; + + if ( geometry.elementsNeedUpdate === true ) { + + direct = undefined; + geometry.elementsNeedUpdate = false; + + } + + if ( direct === undefined ) { + + return this.fromGeometry( geometry ); + + } + + direct.verticesNeedUpdate = geometry.verticesNeedUpdate; + direct.normalsNeedUpdate = geometry.normalsNeedUpdate; + direct.colorsNeedUpdate = geometry.colorsNeedUpdate; + direct.uvsNeedUpdate = geometry.uvsNeedUpdate; + direct.groupsNeedUpdate = geometry.groupsNeedUpdate; + + geometry.verticesNeedUpdate = false; + geometry.normalsNeedUpdate = false; + geometry.colorsNeedUpdate = false; + geometry.uvsNeedUpdate = false; + geometry.groupsNeedUpdate = false; + + geometry = direct; + + } + + var attribute; + + if ( geometry.verticesNeedUpdate === true ) { + + attribute = this.attributes.position; + + if ( attribute !== undefined ) { + + attribute.copyVector3sArray( geometry.vertices ); + attribute.needsUpdate = true; + + } + + geometry.verticesNeedUpdate = false; + + } + + if ( geometry.normalsNeedUpdate === true ) { + + attribute = this.attributes.normal; + + if ( attribute !== undefined ) { + + attribute.copyVector3sArray( geometry.normals ); + attribute.needsUpdate = true; + + } + + geometry.normalsNeedUpdate = false; + + } + + if ( geometry.colorsNeedUpdate === true ) { + + attribute = this.attributes.color; + + if ( attribute !== undefined ) { + + attribute.copyColorsArray( geometry.colors ); + attribute.needsUpdate = true; + + } + + geometry.colorsNeedUpdate = false; + + } + + if ( geometry.uvsNeedUpdate ) { + + attribute = this.attributes.uv; + + if ( attribute !== undefined ) { + + attribute.copyVector2sArray( geometry.uvs ); + attribute.needsUpdate = true; + + } + + geometry.uvsNeedUpdate = false; + + } + + if ( geometry.lineDistancesNeedUpdate ) { + + attribute = this.attributes.lineDistance; + + if ( attribute !== undefined ) { + + attribute.copyArray( geometry.lineDistances ); + attribute.needsUpdate = true; + + } + + geometry.lineDistancesNeedUpdate = false; + + } + + if ( geometry.groupsNeedUpdate ) { + + geometry.computeGroups( object.geometry ); + this.groups = geometry.groups; + + geometry.groupsNeedUpdate = false; + + } + + return this; + + }, + + fromGeometry: function ( geometry ) { + + geometry.__directGeometry = new DirectGeometry().fromGeometry( geometry ); + + return this.fromDirectGeometry( geometry.__directGeometry ); + + }, + + fromDirectGeometry: function ( geometry ) { + + var positions = new Float32Array( geometry.vertices.length * 3 ); + this.addAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) ); + + if ( geometry.normals.length > 0 ) { + + var normals = new Float32Array( geometry.normals.length * 3 ); + this.addAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) ); + + } + + if ( geometry.colors.length > 0 ) { + + var colors = new Float32Array( geometry.colors.length * 3 ); + this.addAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) ); + + } + + if ( geometry.uvs.length > 0 ) { + + var uvs = new Float32Array( geometry.uvs.length * 2 ); + this.addAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) ); + + } + + if ( geometry.uvs2.length > 0 ) { + + var uvs2 = new Float32Array( geometry.uvs2.length * 2 ); + this.addAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) ); + + } + + if ( geometry.indices.length > 0 ) { + + var TypeArray = arrayMax( geometry.indices ) > 65535 ? Uint32Array : Uint16Array; + var indices = new TypeArray( geometry.indices.length * 3 ); + this.setIndex( new BufferAttribute( indices, 1 ).copyIndicesArray( geometry.indices ) ); + + } + + // groups + + this.groups = geometry.groups; + + // morphs + + for ( var name in geometry.morphTargets ) { + + var array = []; + var morphTargets = geometry.morphTargets[ name ]; + + for ( var i = 0, l = morphTargets.length; i < l; i ++ ) { + + var morphTarget = morphTargets[ i ]; + + var attribute = new Float32BufferAttribute( morphTarget.length * 3, 3 ); + + array.push( attribute.copyVector3sArray( morphTarget ) ); + + } + + this.morphAttributes[ name ] = array; + + } + + // skinning + + if ( geometry.skinIndices.length > 0 ) { + + var skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 ); + this.addAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) ); + + } + + if ( geometry.skinWeights.length > 0 ) { + + var skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 ); + this.addAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) ); + + } + + // + + if ( geometry.boundingSphere !== null ) { + + this.boundingSphere = geometry.boundingSphere.clone(); + + } + + if ( geometry.boundingBox !== null ) { + + this.boundingBox = geometry.boundingBox.clone(); + + } + + return this; + + }, + + computeBoundingBox: function () { + + if ( this.boundingBox === null ) { + + this.boundingBox = new Box3(); + + } + + var position = this.attributes.position; + + if ( position !== undefined ) { + + this.boundingBox.setFromBufferAttribute( position ); + + } else { + + this.boundingBox.makeEmpty(); + + } + + if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) { + + console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this ); + + } + + }, + + computeBoundingSphere: function () { + + var box = new Box3(); + var vector = new Vector3(); + + return function computeBoundingSphere() { + + if ( this.boundingSphere === null ) { + + this.boundingSphere = new Sphere(); + + } + + var position = this.attributes.position; + + if ( position ) { + + var center = this.boundingSphere.center; + + box.setFromBufferAttribute( position ); + box.getCenter( center ); + + // hoping to find a boundingSphere with a radius smaller than the + // boundingSphere of the boundingBox: sqrt(3) smaller in the best case + + var maxRadiusSq = 0; + + for ( var i = 0, il = position.count; i < il; i ++ ) { + + vector.x = position.getX( i ); + vector.y = position.getY( i ); + vector.z = position.getZ( i ); + maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) ); + + } + + this.boundingSphere.radius = Math.sqrt( maxRadiusSq ); + + if ( isNaN( this.boundingSphere.radius ) ) { + + console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this ); + + } + + } + + }; + + }(), + + computeFaceNormals: function () { + + // backwards compatibility + + }, + + computeVertexNormals: function () { + + var index = this.index; + var attributes = this.attributes; + var groups = this.groups; + + if ( attributes.position ) { + + var positions = attributes.position.array; + + if ( attributes.normal === undefined ) { + + this.addAttribute( 'normal', new BufferAttribute( new Float32Array( positions.length ), 3 ) ); + + } else { + + // reset existing normals to zero + + var array = attributes.normal.array; + + for ( var i = 0, il = array.length; i < il; i ++ ) { + + array[ i ] = 0; + + } + + } + + var normals = attributes.normal.array; + + var vA, vB, vC; + var pA = new Vector3(), pB = new Vector3(), pC = new Vector3(); + var cb = new Vector3(), ab = new Vector3(); + + // indexed elements + + if ( index ) { + + var indices = index.array; + + if ( groups.length === 0 ) { + + this.addGroup( 0, indices.length ); + + } + + for ( var j = 0, jl = groups.length; j < jl; ++ j ) { + + var group = groups[ j ]; + + var start = group.start; + var count = group.count; + + for ( var i = start, il = start + count; i < il; i += 3 ) { + + vA = indices[ i + 0 ] * 3; + vB = indices[ i + 1 ] * 3; + vC = indices[ i + 2 ] * 3; + + pA.fromArray( positions, vA ); + pB.fromArray( positions, vB ); + pC.fromArray( positions, vC ); + + cb.subVectors( pC, pB ); + ab.subVectors( pA, pB ); + cb.cross( ab ); + + normals[ vA ] += cb.x; + normals[ vA + 1 ] += cb.y; + normals[ vA + 2 ] += cb.z; + + normals[ vB ] += cb.x; + normals[ vB + 1 ] += cb.y; + normals[ vB + 2 ] += cb.z; + + normals[ vC ] += cb.x; + normals[ vC + 1 ] += cb.y; + normals[ vC + 2 ] += cb.z; + + } + + } + + } else { + + // non-indexed elements (unconnected triangle soup) + + for ( var i = 0, il = positions.length; i < il; i += 9 ) { + + pA.fromArray( positions, i ); + pB.fromArray( positions, i + 3 ); + pC.fromArray( positions, i + 6 ); + + cb.subVectors( pC, pB ); + ab.subVectors( pA, pB ); + cb.cross( ab ); + + normals[ i ] = cb.x; + normals[ i + 1 ] = cb.y; + normals[ i + 2 ] = cb.z; + + normals[ i + 3 ] = cb.x; + normals[ i + 4 ] = cb.y; + normals[ i + 5 ] = cb.z; + + normals[ i + 6 ] = cb.x; + normals[ i + 7 ] = cb.y; + normals[ i + 8 ] = cb.z; + + } + + } + + this.normalizeNormals(); + + attributes.normal.needsUpdate = true; + + } + + }, + + merge: function ( geometry, offset ) { + + if ( ! ( geometry && geometry.isBufferGeometry ) ) { + + console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry ); + return; + + } + + if ( offset === undefined ) offset = 0; + + var attributes = this.attributes; + + for ( var key in attributes ) { + + if ( geometry.attributes[ key ] === undefined ) continue; + + var attribute1 = attributes[ key ]; + var attributeArray1 = attribute1.array; + + var attribute2 = geometry.attributes[ key ]; + var attributeArray2 = attribute2.array; + + var attributeSize = attribute2.itemSize; + + for ( var i = 0, j = attributeSize * offset; i < attributeArray2.length; i ++, j ++ ) { + + attributeArray1[ j ] = attributeArray2[ i ]; + + } + + } + + return this; + + }, + + normalizeNormals: function () { + + var vector = new Vector3(); + + return function normalizeNormals() { + + var normals = this.attributes.normal; + + for ( var i = 0, il = normals.count; i < il; i ++ ) { + + vector.x = normals.getX( i ); + vector.y = normals.getY( i ); + vector.z = normals.getZ( i ); + + vector.normalize(); + + normals.setXYZ( i, vector.x, vector.y, vector.z ); + + } + + }; + + }(), + + toNonIndexed: function () { + + if ( this.index === null ) { + + console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' ); + return this; + + } + + var geometry2 = new BufferGeometry(); + + var indices = this.index.array; + var attributes = this.attributes; + + for ( var name in attributes ) { + + var attribute = attributes[ name ]; + + var array = attribute.array; + var itemSize = attribute.itemSize; + + var array2 = new array.constructor( indices.length * itemSize ); + + var index = 0, index2 = 0; + + for ( var i = 0, l = indices.length; i < l; i ++ ) { + + index = indices[ i ] * itemSize; + + for ( var j = 0; j < itemSize; j ++ ) { + + array2[ index2 ++ ] = array[ index ++ ]; + + } + + } + + geometry2.addAttribute( name, new BufferAttribute( array2, itemSize ) ); + + } + + return geometry2; + + }, + + toJSON: function () { + + var data = { + metadata: { + version: 4.5, + type: 'BufferGeometry', + generator: 'BufferGeometry.toJSON' + } + }; + + // standard BufferGeometry serialization + + data.uuid = this.uuid; + data.type = this.type; + if ( this.name !== '' ) data.name = this.name; + + if ( this.parameters !== undefined ) { + + var parameters = this.parameters; + + for ( var key in parameters ) { + + if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ]; + + } + + return data; + + } + + data.data = { attributes: {} }; + + var index = this.index; + + if ( index !== null ) { + + var array = Array.prototype.slice.call( index.array ); + + data.data.index = { + type: index.array.constructor.name, + array: array + }; + + } + + var attributes = this.attributes; + + for ( var key in attributes ) { + + var attribute = attributes[ key ]; + + var array = Array.prototype.slice.call( attribute.array ); + + data.data.attributes[ key ] = { + itemSize: attribute.itemSize, + type: attribute.array.constructor.name, + array: array, + normalized: attribute.normalized + }; + + } + + var groups = this.groups; + + if ( groups.length > 0 ) { + + data.data.groups = JSON.parse( JSON.stringify( groups ) ); + + } + + var boundingSphere = this.boundingSphere; + + if ( boundingSphere !== null ) { + + data.data.boundingSphere = { + center: boundingSphere.center.toArray(), + radius: boundingSphere.radius + }; + + } + + return data; + + }, + + clone: function () { + + /* + // Handle primitives + + var parameters = this.parameters; + + if ( parameters !== undefined ) { + + var values = []; + + for ( var key in parameters ) { + + values.push( parameters[ key ] ); + + } + + var geometry = Object.create( this.constructor.prototype ); + this.constructor.apply( geometry, values ); + return geometry; + + } + + return new this.constructor().copy( this ); + */ + + return new BufferGeometry().copy( this ); + + }, + + copy: function ( source ) { + + var name, i, l; + + // reset + + this.index = null; + this.attributes = {}; + this.morphAttributes = {}; + this.groups = []; + this.boundingBox = null; + this.boundingSphere = null; + + // name + + this.name = source.name; + + // index + + var index = source.index; + + if ( index !== null ) { + + this.setIndex( index.clone() ); + + } + + // attributes + + var attributes = source.attributes; + + for ( name in attributes ) { + + var attribute = attributes[ name ]; + this.addAttribute( name, attribute.clone() ); + + } + + // morph attributes + + var morphAttributes = source.morphAttributes; + + for ( name in morphAttributes ) { + + var array = []; + var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes + + for ( i = 0, l = morphAttribute.length; i < l; i ++ ) { + + array.push( morphAttribute[ i ].clone() ); + + } + + this.morphAttributes[ name ] = array; + + } + + // groups + + var groups = source.groups; + + for ( i = 0, l = groups.length; i < l; i ++ ) { + + var group = groups[ i ]; + this.addGroup( group.start, group.count, group.materialIndex ); + + } + + // bounding box + + var boundingBox = source.boundingBox; + + if ( boundingBox !== null ) { + + this.boundingBox = boundingBox.clone(); + + } + + // bounding sphere + + var boundingSphere = source.boundingSphere; + + if ( boundingSphere !== null ) { + + this.boundingSphere = boundingSphere.clone(); + + } + + // draw range + + this.drawRange.start = source.drawRange.start; + this.drawRange.count = source.drawRange.count; + + return this; + + }, + + dispose: function () { + + this.dispatchEvent( { type: 'dispose' } ); + + } + + } ); + + /** + * @author mrdoob / http://mrdoob.com/ + * @author Mugen87 / https://github.com/Mugen87 + */ + + // BoxGeometry + + function BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) { + + Geometry.call( this ); + + this.type = 'BoxGeometry'; + + this.parameters = { + width: width, + height: height, + depth: depth, + widthSegments: widthSegments, + heightSegments: heightSegments, + depthSegments: depthSegments + }; + + this.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) ); + this.mergeVertices(); + + } + + BoxGeometry.prototype = Object.create( Geometry.prototype ); + BoxGeometry.prototype.constructor = BoxGeometry; + + // BoxBufferGeometry + + function BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) { + + BufferGeometry.call( this ); + + this.type = 'BoxBufferGeometry'; + + this.parameters = { + width: width, + height: height, + depth: depth, + widthSegments: widthSegments, + heightSegments: heightSegments, + depthSegments: depthSegments + }; + + var scope = this; + + width = width || 1; + height = height || 1; + depth = depth || 1; + + // segments + + widthSegments = Math.floor( widthSegments ) || 1; + heightSegments = Math.floor( heightSegments ) || 1; + depthSegments = Math.floor( depthSegments ) || 1; + + // buffers + + var indices = []; + var vertices = []; + var normals = []; + var uvs = []; + + // helper variables + + var numberOfVertices = 0; + var groupStart = 0; + + // build each side of the box geometry + + buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px + buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx + buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py + buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny + buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz + buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz + + // build geometry + + this.setIndex( indices ); + this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + + function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) { + + var segmentWidth = width / gridX; + var segmentHeight = height / gridY; + + var widthHalf = width / 2; + var heightHalf = height / 2; + var depthHalf = depth / 2; + + var gridX1 = gridX + 1; + var gridY1 = gridY + 1; + + var vertexCounter = 0; + var groupCount = 0; + + var ix, iy; + + var vector = new Vector3(); + + // generate vertices, normals and uvs + + for ( iy = 0; iy < gridY1; iy ++ ) { + + var y = iy * segmentHeight - heightHalf; + + for ( ix = 0; ix < gridX1; ix ++ ) { + + var x = ix * segmentWidth - widthHalf; + + // set values to correct vector component + + vector[ u ] = x * udir; + vector[ v ] = y * vdir; + vector[ w ] = depthHalf; + + // now apply vector to vertex buffer + + vertices.push( vector.x, vector.y, vector.z ); + + // set values to correct vector component + + vector[ u ] = 0; + vector[ v ] = 0; + vector[ w ] = depth > 0 ? 1 : - 1; + + // now apply vector to normal buffer + + normals.push( vector.x, vector.y, vector.z ); + + // uvs + + uvs.push( ix / gridX ); + uvs.push( 1 - ( iy / gridY ) ); + + // counters + + vertexCounter += 1; + + } + + } + + // indices + + // 1. you need three indices to draw a single face + // 2. a single segment consists of two faces + // 3. so we need to generate six (2*3) indices per segment + + for ( iy = 0; iy < gridY; iy ++ ) { + + for ( ix = 0; ix < gridX; ix ++ ) { + + var a = numberOfVertices + ix + gridX1 * iy; + var b = numberOfVertices + ix + gridX1 * ( iy + 1 ); + var c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 ); + var d = numberOfVertices + ( ix + 1 ) + gridX1 * iy; + + // faces + + indices.push( a, b, d ); + indices.push( b, c, d ); + + // increase counter + + groupCount += 6; + + } + + } + + // add a group to the geometry. this will ensure multi material support + + scope.addGroup( groupStart, groupCount, materialIndex ); + + // calculate new start value for groups + + groupStart += groupCount; + + // update total number of vertices + + numberOfVertices += vertexCounter; + + } + + } + + BoxBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); + BoxBufferGeometry.prototype.constructor = BoxBufferGeometry; + + /** + * @author mrdoob / http://mrdoob.com/ + * @author Mugen87 / https://github.com/Mugen87 + */ + + // PlaneGeometry + + function PlaneGeometry( width, height, widthSegments, heightSegments ) { + + Geometry.call( this ); + + this.type = 'PlaneGeometry'; + + this.parameters = { + width: width, + height: height, + widthSegments: widthSegments, + heightSegments: heightSegments + }; + + this.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) ); + this.mergeVertices(); + + } + + PlaneGeometry.prototype = Object.create( Geometry.prototype ); + PlaneGeometry.prototype.constructor = PlaneGeometry; + + // PlaneBufferGeometry + + function PlaneBufferGeometry( width, height, widthSegments, heightSegments ) { + + BufferGeometry.call( this ); + + this.type = 'PlaneBufferGeometry'; + + this.parameters = { + width: width, + height: height, + widthSegments: widthSegments, + heightSegments: heightSegments + }; + + width = width || 1; + height = height || 1; + + var width_half = width / 2; + var height_half = height / 2; + + var gridX = Math.floor( widthSegments ) || 1; + var gridY = Math.floor( heightSegments ) || 1; + + var gridX1 = gridX + 1; + var gridY1 = gridY + 1; + + var segment_width = width / gridX; + var segment_height = height / gridY; + + var ix, iy; + + // buffers + + var indices = []; + var vertices = []; + var normals = []; + var uvs = []; + + // generate vertices, normals and uvs + + for ( iy = 0; iy < gridY1; iy ++ ) { + + var y = iy * segment_height - height_half; + + for ( ix = 0; ix < gridX1; ix ++ ) { + + var x = ix * segment_width - width_half; + + vertices.push( x, - y, 0 ); + + normals.push( 0, 0, 1 ); + + uvs.push( ix / gridX ); + uvs.push( 1 - ( iy / gridY ) ); + + } + + } + + // indices + + 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; + + // faces + + indices.push( a, b, d ); + indices.push( b, c, d ); + + } + + } + + // build geometry + + this.setIndex( indices ); + this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + + } + + PlaneBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); + PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry; + + /** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: <hex>, + * opacity: <float>, + * map: new THREE.Texture( <Image> ), + * + * lightMap: new THREE.Texture( <Image> ), + * lightMapIntensity: <float> + * + * aoMap: new THREE.Texture( <Image> ), + * aoMapIntensity: <float> + * + * specularMap: new THREE.Texture( <Image> ), + * + * alphaMap: new THREE.Texture( <Image> ), + * + * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ), + * combine: THREE.Multiply, + * reflectivity: <float>, + * refractionRatio: <float>, + * + * depthTest: <bool>, + * depthWrite: <bool>, + * + * wireframe: <boolean>, + * wireframeLinewidth: <float>, + * + * skinning: <bool>, + * morphTargets: <bool> + * } + */ + + function MeshBasicMaterial( parameters ) { + + Material.call( this ); + + this.type = 'MeshBasicMaterial'; + + this.color = new Color( 0xffffff ); // emissive + + this.map = null; + + this.lightMap = null; + this.lightMapIntensity = 1.0; + + this.aoMap = null; + this.aoMapIntensity = 1.0; + + this.specularMap = null; + + this.alphaMap = null; + + this.envMap = null; + this.combine = MultiplyOperation; + this.reflectivity = 1; + this.refractionRatio = 0.98; + + this.wireframe = false; + this.wireframeLinewidth = 1; + this.wireframeLinecap = 'round'; + this.wireframeLinejoin = 'round'; + + this.skinning = false; + this.morphTargets = false; + + this.lights = false; + + this.setValues( parameters ); + + } + + MeshBasicMaterial.prototype = Object.create( Material.prototype ); + MeshBasicMaterial.prototype.constructor = MeshBasicMaterial; + + MeshBasicMaterial.prototype.isMeshBasicMaterial = true; + + MeshBasicMaterial.prototype.copy = function ( source ) { + + Material.prototype.copy.call( this, source ); + + this.color.copy( source.color ); + + this.map = source.map; + + this.lightMap = source.lightMap; + this.lightMapIntensity = source.lightMapIntensity; + + this.aoMap = source.aoMap; + this.aoMapIntensity = source.aoMapIntensity; + + this.specularMap = source.specularMap; + + this.alphaMap = source.alphaMap; + + this.envMap = source.envMap; + this.combine = source.combine; + this.reflectivity = source.reflectivity; + this.refractionRatio = source.refractionRatio; + + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + this.wireframeLinecap = source.wireframeLinecap; + this.wireframeLinejoin = source.wireframeLinejoin; + + this.skinning = source.skinning; + this.morphTargets = source.morphTargets; + + return this; + + }; + + /** + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * defines: { "label" : "value" }, + * uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } }, + * + * fragmentShader: <string>, + * vertexShader: <string>, + * + * wireframe: <boolean>, + * wireframeLinewidth: <float>, + * + * lights: <bool>, + * + * skinning: <bool>, + * morphTargets: <bool>, + * morphNormals: <bool> + * } + */ + + function ShaderMaterial( parameters ) { + + Material.call( this ); + + this.type = 'ShaderMaterial'; + + this.defines = {}; + this.uniforms = {}; + + this.vertexShader = 'void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}'; + this.fragmentShader = 'void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}'; + + this.linewidth = 1; + + this.wireframe = false; + this.wireframeLinewidth = 1; + + this.fog = false; // set to use scene fog + this.lights = false; // set to use scene lights + this.clipping = false; // set to use user-defined clipping planes + + this.skinning = false; // set to use skinning attribute streams + this.morphTargets = false; // set to use morph targets + this.morphNormals = false; // set to use morph normals + + this.extensions = { + derivatives: false, // set to use derivatives + fragDepth: false, // set to use fragment depth values + drawBuffers: false, // set to use draw buffers + shaderTextureLOD: false // set to use shader texture LOD + }; + + // When rendered geometry doesn't include these attributes but the material does, + // use these default values in WebGL. This avoids errors when buffer data is missing. + this.defaultAttributeValues = { + 'color': [ 1, 1, 1 ], + 'uv': [ 0, 0 ], + 'uv2': [ 0, 0 ] + }; + + this.index0AttributeName = undefined; + + if ( parameters !== undefined ) { + + if ( parameters.attributes !== undefined ) { + + console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' ); + + } + + this.setValues( parameters ); + + } + + } + + ShaderMaterial.prototype = Object.create( Material.prototype ); + ShaderMaterial.prototype.constructor = ShaderMaterial; + + ShaderMaterial.prototype.isShaderMaterial = true; + + ShaderMaterial.prototype.copy = function ( source ) { + + Material.prototype.copy.call( this, source ); + + this.fragmentShader = source.fragmentShader; + this.vertexShader = source.vertexShader; + + this.uniforms = UniformsUtils.clone( source.uniforms ); + + this.defines = source.defines; + + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + + this.lights = source.lights; + this.clipping = source.clipping; + + this.skinning = source.skinning; + + this.morphTargets = source.morphTargets; + this.morphNormals = source.morphNormals; + + this.extensions = source.extensions; + + return this; + + }; + + ShaderMaterial.prototype.toJSON = function ( meta ) { + + var data = Material.prototype.toJSON.call( this, meta ); + + data.uniforms = this.uniforms; + data.vertexShader = this.vertexShader; + data.fragmentShader = this.fragmentShader; + + return data; + + }; + + /** + * @author bhouston / http://clara.io + */ + + function Ray( origin, direction ) { + + this.origin = ( origin !== undefined ) ? origin : new Vector3(); + this.direction = ( direction !== undefined ) ? direction : new Vector3(); + + } + + Object.assign( Ray.prototype, { + + set: function ( origin, direction ) { + + this.origin.copy( origin ); + this.direction.copy( direction ); + + return this; + + }, + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + copy: function ( ray ) { + + this.origin.copy( ray.origin ); + this.direction.copy( ray.direction ); + + return this; + + }, + + at: function ( t, optionalTarget ) { + + var result = optionalTarget || new Vector3(); + + return result.copy( this.direction ).multiplyScalar( t ).add( this.origin ); + + }, + + lookAt: function ( v ) { + + this.direction.copy( v ).sub( this.origin ).normalize(); + + return this; + + }, + + recast: function () { + + var v1 = new Vector3(); + + return function recast( t ) { + + this.origin.copy( this.at( t, v1 ) ); + + return this; + + }; + + }(), + + closestPointToPoint: function ( point, optionalTarget ) { + + var result = optionalTarget || new Vector3(); + result.subVectors( point, this.origin ); + var directionDistance = result.dot( this.direction ); + + if ( directionDistance < 0 ) { + + return result.copy( this.origin ); + + } + + return result.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin ); + + }, + + distanceToPoint: function ( point ) { + + return Math.sqrt( this.distanceSqToPoint( point ) ); + + }, + + distanceSqToPoint: function () { + + var v1 = new Vector3(); + + return function distanceSqToPoint( point ) { + + var directionDistance = v1.subVectors( point, this.origin ).dot( this.direction ); + + // point behind the ray + + if ( directionDistance < 0 ) { + + return this.origin.distanceToSquared( point ); + + } + + v1.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin ); + + return v1.distanceToSquared( point ); + + }; + + }(), + + distanceSqToSegment: function () { + + var segCenter = new Vector3(); + var segDir = new Vector3(); + var diff = new Vector3(); + + return function distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) { + + // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h + // It returns the min distance between the ray and the segment + // defined by v0 and v1 + // It can also set two optional targets : + // - The closest point on the ray + // - The closest point on the segment + + segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 ); + segDir.copy( v1 ).sub( v0 ).normalize(); + diff.copy( this.origin ).sub( segCenter ); + + var segExtent = v0.distanceTo( v1 ) * 0.5; + var a01 = - this.direction.dot( segDir ); + var b0 = diff.dot( this.direction ); + var b1 = - diff.dot( segDir ); + var c = diff.lengthSq(); + var det = Math.abs( 1 - a01 * a01 ); + var s0, s1, sqrDist, extDet; + + if ( det > 0 ) { + + // The ray and segment are not parallel. + + s0 = a01 * b1 - b0; + s1 = a01 * b0 - b1; + extDet = segExtent * det; + + if ( s0 >= 0 ) { + + if ( s1 >= - extDet ) { + + if ( s1 <= extDet ) { + + // region 0 + // Minimum at interior points of ray and segment. + + var invDet = 1 / det; + s0 *= invDet; + s1 *= invDet; + sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c; + + } else { + + // region 1 + + s1 = segExtent; + s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); + sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; + + } + + } else { + + // region 5 + + s1 = - segExtent; + s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); + sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; + + } + + } else { + + if ( s1 <= - extDet ) { + + // region 4 + + s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) ); + s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent ); + sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; + + } else if ( s1 <= extDet ) { + + // region 3 + + s0 = 0; + s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent ); + sqrDist = s1 * ( s1 + 2 * b1 ) + c; + + } else { + + // region 2 + + s0 = Math.max( 0, - ( a01 * segExtent + b0 ) ); + s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent ); + sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; + + } + + } + + } else { + + // Ray and segment are parallel. + + s1 = ( a01 > 0 ) ? - segExtent : segExtent; + s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); + sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; + + } + + if ( optionalPointOnRay ) { + + optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin ); + + } + + if ( optionalPointOnSegment ) { + + optionalPointOnSegment.copy( segDir ).multiplyScalar( s1 ).add( segCenter ); + + } + + return sqrDist; + + }; + + }(), + + intersectSphere: function () { + + var v1 = new Vector3(); + + return function intersectSphere( sphere, optionalTarget ) { + + v1.subVectors( sphere.center, this.origin ); + var tca = v1.dot( this.direction ); + var d2 = v1.dot( v1 ) - tca * tca; + var radius2 = sphere.radius * sphere.radius; + + if ( d2 > radius2 ) return null; + + var thc = Math.sqrt( radius2 - d2 ); + + // t0 = first intersect point - entrance on front of sphere + var t0 = tca - thc; + + // t1 = second intersect point - exit point on back of sphere + var t1 = tca + thc; + + // test to see if both t0 and t1 are behind the ray - if so, return null + if ( t0 < 0 && t1 < 0 ) return null; + + // test to see if t0 is behind the ray: + // if it is, the ray is inside the sphere, so return the second exit point scaled by t1, + // in order to always return an intersect point that is in front of the ray. + if ( t0 < 0 ) return this.at( t1, optionalTarget ); + + // else t0 is in front of the ray, so return the first collision point scaled by t0 + return this.at( t0, optionalTarget ); + + }; + + }(), + + intersectsSphere: function ( sphere ) { + + return this.distanceToPoint( sphere.center ) <= sphere.radius; + + }, + + distanceToPlane: function ( plane ) { + + var denominator = plane.normal.dot( this.direction ); + + if ( denominator === 0 ) { + + // line is coplanar, return origin + if ( plane.distanceToPoint( this.origin ) === 0 ) { + + return 0; + + } + + // Null is preferable to undefined since undefined means.... it is undefined + + return null; + + } + + var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator; + + // Return if the ray never intersects the plane + + return t >= 0 ? t : null; + + }, + + intersectPlane: function ( plane, optionalTarget ) { + + var t = this.distanceToPlane( plane ); + + if ( t === null ) { + + return null; + + } + + return this.at( t, optionalTarget ); + + }, + + intersectsPlane: function ( plane ) { + + // check if the ray lies on the plane first + + var distToPoint = plane.distanceToPoint( this.origin ); + + if ( distToPoint === 0 ) { + + return true; + + } + + var denominator = plane.normal.dot( this.direction ); + + if ( denominator * distToPoint < 0 ) { + + return true; + + } + + // ray origin is behind the plane (and is pointing behind it) + + return false; + + }, + + intersectBox: function ( box, optionalTarget ) { + + var tmin, tmax, tymin, tymax, tzmin, tzmax; + + var invdirx = 1 / this.direction.x, + invdiry = 1 / this.direction.y, + invdirz = 1 / this.direction.z; + + var origin = this.origin; + + if ( invdirx >= 0 ) { + + tmin = ( box.min.x - origin.x ) * invdirx; + tmax = ( box.max.x - origin.x ) * invdirx; + + } else { + + tmin = ( box.max.x - origin.x ) * invdirx; + tmax = ( box.min.x - origin.x ) * invdirx; + + } + + if ( invdiry >= 0 ) { + + tymin = ( box.min.y - origin.y ) * invdiry; + tymax = ( box.max.y - origin.y ) * invdiry; + + } else { + + tymin = ( box.max.y - origin.y ) * invdiry; + tymax = ( box.min.y - origin.y ) * invdiry; + + } + + if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null; + + // These lines also handle the case where tmin or tmax is NaN + // (result of 0 * Infinity). x !== x returns true if x is NaN + + if ( tymin > tmin || tmin !== tmin ) tmin = tymin; + + if ( tymax < tmax || tmax !== tmax ) tmax = tymax; + + if ( invdirz >= 0 ) { + + tzmin = ( box.min.z - origin.z ) * invdirz; + tzmax = ( box.max.z - origin.z ) * invdirz; + + } else { + + tzmin = ( box.max.z - origin.z ) * invdirz; + tzmax = ( box.min.z - origin.z ) * invdirz; + + } + + if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null; + + if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin; + + if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax; + + //return point closest to the ray (positive side) + + if ( tmax < 0 ) return null; + + return this.at( tmin >= 0 ? tmin : tmax, optionalTarget ); + + }, + + intersectsBox: ( function () { + + var v = new Vector3(); + + return function intersectsBox( box ) { + + return this.intersectBox( box, v ) !== null; + + }; + + } )(), + + intersectTriangle: function () { + + // Compute the offset origin, edges, and normal. + var diff = new Vector3(); + var edge1 = new Vector3(); + var edge2 = new Vector3(); + var normal = new Vector3(); + + return function intersectTriangle( a, b, c, backfaceCulling, optionalTarget ) { + + // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h + + edge1.subVectors( b, a ); + edge2.subVectors( c, a ); + normal.crossVectors( edge1, edge2 ); + + // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction, + // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by + // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2)) + // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q)) + // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N) + var DdN = this.direction.dot( normal ); + var sign; + + if ( DdN > 0 ) { + + if ( backfaceCulling ) return null; + sign = 1; + + } else if ( DdN < 0 ) { + + sign = - 1; + DdN = - DdN; + + } else { + + return null; + + } + + diff.subVectors( this.origin, a ); + var DdQxE2 = sign * this.direction.dot( edge2.crossVectors( diff, edge2 ) ); + + // b1 < 0, no intersection + if ( DdQxE2 < 0 ) { + + return null; + + } + + var DdE1xQ = sign * this.direction.dot( edge1.cross( diff ) ); + + // b2 < 0, no intersection + if ( DdE1xQ < 0 ) { + + return null; + + } + + // b1+b2 > 1, no intersection + if ( DdQxE2 + DdE1xQ > DdN ) { + + return null; + + } + + // Line intersects triangle, check if ray does. + var QdN = - sign * diff.dot( normal ); + + // t < 0, no intersection + if ( QdN < 0 ) { + + return null; + + } + + // Ray intersects triangle. + return this.at( QdN / DdN, optionalTarget ); + + }; + + }(), + + applyMatrix4: function ( matrix4 ) { + + this.origin.applyMatrix4( matrix4 ); + this.direction.transformDirection( matrix4 ); + + return this; + + }, + + equals: function ( ray ) { + + return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction ); + + } + + } ); + + /** + * @author bhouston / http://clara.io + */ + + function Line3( start, end ) { + + this.start = ( start !== undefined ) ? start : new Vector3(); + this.end = ( end !== undefined ) ? end : new Vector3(); + + } + + Object.assign( Line3.prototype, { + + set: function ( start, end ) { + + this.start.copy( start ); + this.end.copy( end ); + + return this; + + }, + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + copy: function ( line ) { + + this.start.copy( line.start ); + this.end.copy( line.end ); + + return this; + + }, + + getCenter: function ( optionalTarget ) { + + var result = optionalTarget || new Vector3(); + return result.addVectors( this.start, this.end ).multiplyScalar( 0.5 ); + + }, + + delta: function ( optionalTarget ) { + + var result = optionalTarget || new Vector3(); + return result.subVectors( this.end, this.start ); + + }, + + distanceSq: function () { + + return this.start.distanceToSquared( this.end ); + + }, + + distance: function () { + + return this.start.distanceTo( this.end ); + + }, + + at: function ( t, optionalTarget ) { + + var result = optionalTarget || new Vector3(); + + return this.delta( result ).multiplyScalar( t ).add( this.start ); + + }, + + closestPointToPointParameter: function () { + + var startP = new Vector3(); + var startEnd = new Vector3(); + + return function closestPointToPointParameter( point, clampToLine ) { + + startP.subVectors( point, this.start ); + startEnd.subVectors( this.end, this.start ); + + var startEnd2 = startEnd.dot( startEnd ); + var startEnd_startP = startEnd.dot( startP ); + + var t = startEnd_startP / startEnd2; + + if ( clampToLine ) { + + t = _Math.clamp( t, 0, 1 ); + + } + + return t; + + }; + + }(), + + closestPointToPoint: function ( point, clampToLine, optionalTarget ) { + + var t = this.closestPointToPointParameter( point, clampToLine ); + + var result = optionalTarget || new Vector3(); + + return this.delta( result ).multiplyScalar( t ).add( this.start ); + + }, + + applyMatrix4: function ( matrix ) { + + this.start.applyMatrix4( matrix ); + this.end.applyMatrix4( matrix ); + + return this; + + }, + + equals: function ( line ) { + + return line.start.equals( this.start ) && line.end.equals( this.end ); + + } + + } ); + + /** + * @author bhouston / http://clara.io + * @author mrdoob / http://mrdoob.com/ + */ + + function Triangle( a, b, c ) { + + this.a = ( a !== undefined ) ? a : new Vector3(); + this.b = ( b !== undefined ) ? b : new Vector3(); + this.c = ( c !== undefined ) ? c : new Vector3(); + + } + + Object.assign( Triangle, { + + normal: function () { + + var v0 = new Vector3(); + + return function normal( a, b, c, optionalTarget ) { + + var result = optionalTarget || new Vector3(); + + result.subVectors( c, b ); + v0.subVectors( a, b ); + result.cross( v0 ); + + var resultLengthSq = result.lengthSq(); + if ( resultLengthSq > 0 ) { + + return result.multiplyScalar( 1 / Math.sqrt( resultLengthSq ) ); + + } + + return result.set( 0, 0, 0 ); + + }; + + }(), + + // static/instance method to calculate barycentric coordinates + // based on: http://www.blackpawn.com/texts/pointinpoly/default.html + barycoordFromPoint: function () { + + var v0 = new Vector3(); + var v1 = new Vector3(); + var v2 = new Vector3(); + + return function barycoordFromPoint( point, a, b, c, optionalTarget ) { + + v0.subVectors( c, a ); + v1.subVectors( b, a ); + v2.subVectors( point, a ); + + var dot00 = v0.dot( v0 ); + var dot01 = v0.dot( v1 ); + var dot02 = v0.dot( v2 ); + var dot11 = v1.dot( v1 ); + var dot12 = v1.dot( v2 ); + + var denom = ( dot00 * dot11 - dot01 * dot01 ); + + var result = optionalTarget || new Vector3(); + + // collinear or singular triangle + if ( denom === 0 ) { + + // arbitrary location outside of triangle? + // not sure if this is the best idea, maybe should be returning undefined + return result.set( - 2, - 1, - 1 ); + + } + + var invDenom = 1 / denom; + var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom; + var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom; + + // barycentric coordinates must always sum to 1 + return result.set( 1 - u - v, v, u ); + + }; + + }(), + + containsPoint: function () { + + var v1 = new Vector3(); + + return function containsPoint( point, a, b, c ) { + + var result = Triangle.barycoordFromPoint( point, a, b, c, v1 ); + + return ( result.x >= 0 ) && ( result.y >= 0 ) && ( ( result.x + result.y ) <= 1 ); + + }; + + }() + + } ); + + Object.assign( Triangle.prototype, { + + set: function ( a, b, c ) { + + this.a.copy( a ); + this.b.copy( b ); + this.c.copy( c ); + + return this; + + }, + + setFromPointsAndIndices: function ( points, i0, i1, i2 ) { + + this.a.copy( points[ i0 ] ); + this.b.copy( points[ i1 ] ); + this.c.copy( points[ i2 ] ); + + return this; + + }, + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + copy: function ( triangle ) { + + this.a.copy( triangle.a ); + this.b.copy( triangle.b ); + this.c.copy( triangle.c ); + + return this; + + }, + + area: function () { + + var v0 = new Vector3(); + var v1 = new Vector3(); + + return function area() { + + v0.subVectors( this.c, this.b ); + v1.subVectors( this.a, this.b ); + + return v0.cross( v1 ).length() * 0.5; + + }; + + }(), + + midpoint: function ( optionalTarget ) { + + var result = optionalTarget || new Vector3(); + return result.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 ); + + }, + + normal: function ( optionalTarget ) { + + return Triangle.normal( this.a, this.b, this.c, optionalTarget ); + + }, + + plane: function ( optionalTarget ) { + + var result = optionalTarget || new Plane(); + + return result.setFromCoplanarPoints( this.a, this.b, this.c ); + + }, + + barycoordFromPoint: function ( point, optionalTarget ) { + + return Triangle.barycoordFromPoint( point, this.a, this.b, this.c, optionalTarget ); + + }, + + containsPoint: function ( point ) { + + return Triangle.containsPoint( point, this.a, this.b, this.c ); + + }, + + closestPointToPoint: function () { + + var plane = new Plane(); + var edgeList = [ new Line3(), new Line3(), new Line3() ]; + var projectedPoint = new Vector3(); + var closestPoint = new Vector3(); + + return function closestPointToPoint( point, optionalTarget ) { + + var result = optionalTarget || new Vector3(); + var minDistance = Infinity; + + // project the point onto the plane of the triangle + + plane.setFromCoplanarPoints( this.a, this.b, this.c ); + plane.projectPoint( point, projectedPoint ); + + // check if the projection lies within the triangle + + if ( this.containsPoint( projectedPoint ) === true ) { + + // if so, this is the closest point + + result.copy( projectedPoint ); + + } else { + + // if not, the point falls outside the triangle. the result is the closest point to the triangle's edges or vertices + + edgeList[ 0 ].set( this.a, this.b ); + edgeList[ 1 ].set( this.b, this.c ); + edgeList[ 2 ].set( this.c, this.a ); + + for ( var i = 0; i < edgeList.length; i ++ ) { + + edgeList[ i ].closestPointToPoint( projectedPoint, true, closestPoint ); + + var distance = projectedPoint.distanceToSquared( closestPoint ); + + if ( distance < minDistance ) { + + minDistance = distance; + + result.copy( closestPoint ); + + } + + } + + } + + return result; + + }; + + }(), + + equals: function ( triangle ) { + + return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c ); + + } + + } ); + + /** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * @author mikael emtinger / http://gomo.se/ + * @author jonobr1 / http://jonobr1.com/ + */ + + function Mesh( geometry, material ) { + + Object3D.call( this ); + + this.type = 'Mesh'; + + this.geometry = geometry !== undefined ? geometry : new BufferGeometry(); + this.material = material !== undefined ? material : new MeshBasicMaterial( { color: Math.random() * 0xffffff } ); + + this.drawMode = TrianglesDrawMode; + + this.updateMorphTargets(); + + } + + Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), { + + constructor: Mesh, + + isMesh: true, + + setDrawMode: function ( value ) { + + this.drawMode = value; + + }, + + copy: function ( source ) { + + Object3D.prototype.copy.call( this, source ); + + this.drawMode = source.drawMode; + + if ( source.morphTargetInfluences !== undefined ) { + + this.morphTargetInfluences = source.morphTargetInfluences.slice(); + + } + + if ( source.morphTargetDictionary !== undefined ) { + + this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary ); + + } + + return this; + + }, + + updateMorphTargets: function () { + + var geometry = this.geometry; + var m, ml, name; + + if ( geometry.isBufferGeometry ) { + + var morphAttributes = geometry.morphAttributes; + var keys = Object.keys( morphAttributes ); + + if ( keys.length > 0 ) { + + var morphAttribute = morphAttributes[ keys[ 0 ] ]; + + if ( morphAttribute !== undefined ) { + + this.morphTargetInfluences = []; + this.morphTargetDictionary = {}; + + for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) { + + name = morphAttribute[ m ].name || String( m ); + + this.morphTargetInfluences.push( 0 ); + this.morphTargetDictionary[ name ] = m; + + } + + } + + } + + } else { + + var morphTargets = geometry.morphTargets; + + if ( morphTargets !== undefined && morphTargets.length > 0 ) { + + this.morphTargetInfluences = []; + this.morphTargetDictionary = {}; + + for ( m = 0, ml = morphTargets.length; m < ml; m ++ ) { + + name = morphTargets[ m ].name || String( m ); + + this.morphTargetInfluences.push( 0 ); + this.morphTargetDictionary[ name ] = m; + + } + + } + + } + + }, + + raycast: ( function () { + + var inverseMatrix = new Matrix4(); + var ray = new Ray(); + var sphere = new Sphere(); + + var vA = new Vector3(); + var vB = new Vector3(); + var vC = new Vector3(); + + var tempA = new Vector3(); + var tempB = new Vector3(); + var tempC = new Vector3(); + + var uvA = new Vector2(); + var uvB = new Vector2(); + var uvC = new Vector2(); + + var barycoord = new Vector3(); + + var intersectionPoint = new Vector3(); + var intersectionPointWorld = new Vector3(); + + function uvIntersection( point, p1, p2, p3, uv1, uv2, uv3 ) { + + Triangle.barycoordFromPoint( point, p1, p2, p3, barycoord ); + + uv1.multiplyScalar( barycoord.x ); + uv2.multiplyScalar( barycoord.y ); + uv3.multiplyScalar( barycoord.z ); + + uv1.add( uv2 ).add( uv3 ); + + return uv1.clone(); + + } + + function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) { + + var intersect; + + if ( material.side === BackSide ) { + + intersect = ray.intersectTriangle( pC, pB, pA, true, point ); + + } else { + + intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point ); + + } + + if ( intersect === null ) return null; + + intersectionPointWorld.copy( point ); + intersectionPointWorld.applyMatrix4( object.matrixWorld ); + + var distance = raycaster.ray.origin.distanceTo( intersectionPointWorld ); + + if ( distance < raycaster.near || distance > raycaster.far ) return null; + + return { + distance: distance, + point: intersectionPointWorld.clone(), + object: object + }; + + } + + function checkBufferGeometryIntersection( object, raycaster, ray, position, uv, a, b, c ) { + + vA.fromBufferAttribute( position, a ); + vB.fromBufferAttribute( position, b ); + vC.fromBufferAttribute( position, c ); + + var intersection = checkIntersection( object, object.material, raycaster, ray, vA, vB, vC, intersectionPoint ); + + if ( intersection ) { + + if ( uv ) { + + uvA.fromBufferAttribute( uv, a ); + uvB.fromBufferAttribute( uv, b ); + uvC.fromBufferAttribute( uv, c ); + + intersection.uv = uvIntersection( intersectionPoint, vA, vB, vC, uvA, uvB, uvC ); + + } + + intersection.face = new Face3( a, b, c, Triangle.normal( vA, vB, vC ) ); + intersection.faceIndex = a; + + } + + return intersection; + + } + + return function raycast( raycaster, intersects ) { + + var geometry = this.geometry; + var material = this.material; + var matrixWorld = this.matrixWorld; + + if ( material === undefined ) return; + + // Checking boundingSphere distance to ray + + if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); + + sphere.copy( geometry.boundingSphere ); + sphere.applyMatrix4( matrixWorld ); + + if ( raycaster.ray.intersectsSphere( sphere ) === false ) return; + + // + + inverseMatrix.getInverse( matrixWorld ); + ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix ); + + // Check boundingBox before continuing + + if ( geometry.boundingBox !== null ) { + + if ( ray.intersectsBox( geometry.boundingBox ) === false ) return; + + } + + var intersection; + + if ( geometry.isBufferGeometry ) { + + var a, b, c; + var index = geometry.index; + var position = geometry.attributes.position; + var uv = geometry.attributes.uv; + var i, l; + + if ( index !== null ) { + + // indexed buffer geometry + + for ( i = 0, l = index.count; i < l; i += 3 ) { + + a = index.getX( i ); + b = index.getX( i + 1 ); + c = index.getX( i + 2 ); + + intersection = checkBufferGeometryIntersection( this, raycaster, ray, position, uv, a, b, c ); + + if ( intersection ) { + + intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indices buffer semantics + intersects.push( intersection ); + + } + + } + + } else if ( position !== undefined ) { + + // non-indexed buffer geometry + + for ( i = 0, l = position.count; i < l; i += 3 ) { + + a = i; + b = i + 1; + c = i + 2; + + intersection = checkBufferGeometryIntersection( this, raycaster, ray, position, uv, a, b, c ); + + if ( intersection ) { + + intersection.index = a; // triangle number in positions buffer semantics + intersects.push( intersection ); + + } + + } + + } + + } else if ( geometry.isGeometry ) { + + var fvA, fvB, fvC; + var isMultiMaterial = Array.isArray( material ); + + var vertices = geometry.vertices; + var faces = geometry.faces; + var uvs; + + var faceVertexUvs = geometry.faceVertexUvs[ 0 ]; + if ( faceVertexUvs.length > 0 ) uvs = faceVertexUvs; + + for ( var f = 0, fl = faces.length; f < fl; f ++ ) { + + var face = faces[ f ]; + var faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material; + + if ( faceMaterial === undefined ) continue; + + fvA = vertices[ face.a ]; + fvB = vertices[ face.b ]; + fvC = vertices[ face.c ]; + + if ( faceMaterial.morphTargets === true ) { + + var morphTargets = geometry.morphTargets; + var morphInfluences = this.morphTargetInfluences; + + vA.set( 0, 0, 0 ); + vB.set( 0, 0, 0 ); + vC.set( 0, 0, 0 ); + + for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) { + + var influence = morphInfluences[ t ]; + + if ( influence === 0 ) continue; + + var targets = morphTargets[ t ].vertices; + + vA.addScaledVector( tempA.subVectors( targets[ face.a ], fvA ), influence ); + vB.addScaledVector( tempB.subVectors( targets[ face.b ], fvB ), influence ); + vC.addScaledVector( tempC.subVectors( targets[ face.c ], fvC ), influence ); + + } + + vA.add( fvA ); + vB.add( fvB ); + vC.add( fvC ); + + fvA = vA; + fvB = vB; + fvC = vC; + + } + + intersection = checkIntersection( this, faceMaterial, raycaster, ray, fvA, fvB, fvC, intersectionPoint ); + + if ( intersection ) { + + if ( uvs && uvs[ f ] ) { + + var uvs_f = uvs[ f ]; + uvA.copy( uvs_f[ 0 ] ); + uvB.copy( uvs_f[ 1 ] ); + uvC.copy( uvs_f[ 2 ] ); + + intersection.uv = uvIntersection( intersectionPoint, fvA, fvB, fvC, uvA, uvB, uvC ); + + } + + intersection.face = face; + intersection.faceIndex = f; + intersects.push( intersection ); + + } + + } + + } + + }; + + }() ), + + clone: function () { + + return new this.constructor( this.geometry, this.material ).copy( this ); + + } + + } ); + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function WebGLBackground( renderer, state, geometries, premultipliedAlpha ) { + + var clearColor = new Color( 0x000000 ); + var clearAlpha = 0; + + var planeCamera, planeMesh; + var boxMesh; + + function render( renderList, scene, camera, forceClear ) { + + var background = scene.background; + + if ( background === null ) { + + setClear( clearColor, clearAlpha ); + + } else if ( background && background.isColor ) { + + setClear( background, 1 ); + forceClear = true; + + } + + if ( renderer.autoClear || forceClear ) { + + renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil ); + + } + + if ( background && background.isCubeTexture ) { + + if ( boxMesh === undefined ) { + + boxMesh = new Mesh( + new BoxBufferGeometry( 1, 1, 1 ), + new ShaderMaterial( { + uniforms: ShaderLib.cube.uniforms, + vertexShader: ShaderLib.cube.vertexShader, + fragmentShader: ShaderLib.cube.fragmentShader, + side: BackSide, + depthTest: true, + depthWrite: false, + fog: false + } ) + ); + + boxMesh.geometry.removeAttribute( 'normal' ); + boxMesh.geometry.removeAttribute( 'uv' ); + + boxMesh.onBeforeRender = function ( renderer, scene, camera ) { + + this.matrixWorld.copyPosition( camera.matrixWorld ); + + }; + + geometries.update( boxMesh.geometry ); + + } + + boxMesh.material.uniforms.tCube.value = background; + + renderList.push( boxMesh, boxMesh.geometry, boxMesh.material, 0, null ); + + } else if ( background && background.isTexture ) { + + if ( planeCamera === undefined ) { + + planeCamera = new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 ); + + planeMesh = new Mesh( + new PlaneBufferGeometry( 2, 2 ), + new MeshBasicMaterial( { depthTest: false, depthWrite: false, fog: false } ) + ); + + geometries.update( planeMesh.geometry ); + + } + + planeMesh.material.map = background; + + // TODO Push this to renderList + + renderer.renderBufferDirect( planeCamera, null, planeMesh.geometry, planeMesh.material, planeMesh, null ); + + } + + } + + function setClear( color, alpha ) { + + state.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha ); + + } + + return { + + getClearColor: function () { + + return clearColor; + + }, + setClearColor: function ( color, alpha ) { + + clearColor.set( color ); + clearAlpha = alpha !== undefined ? alpha : 1; + setClear( clearColor, clearAlpha ); + + }, + getClearAlpha: function () { + + return clearAlpha; + + }, + setClearAlpha: function ( alpha ) { + + clearAlpha = alpha; + setClear( clearColor, clearAlpha ); + + }, + render: render + + }; + + } + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function painterSortStable( a, b ) { + + if ( a.renderOrder !== b.renderOrder ) { + + return a.renderOrder - b.renderOrder; + + } else if ( a.program && b.program && a.program !== b.program ) { + + return a.program.id - b.program.id; + + } else if ( a.material.id !== b.material.id ) { + + return a.material.id - b.material.id; + + } else if ( a.z !== b.z ) { + + return a.z - b.z; + + } else { + + return a.id - b.id; + + } + + } + + function reversePainterSortStable( a, b ) { + + if ( a.renderOrder !== b.renderOrder ) { + + return a.renderOrder - b.renderOrder; + + } if ( a.z !== b.z ) { + + return b.z - a.z; + + } else { + + return a.id - b.id; + + } + + } + + function WebGLRenderList() { + + var renderItems = []; + var renderItemsIndex = 0; + + var opaque = []; + var transparent = []; + + function init() { + + renderItemsIndex = 0; + + opaque.length = 0; + transparent.length = 0; + + } + + function push( object, geometry, material, z, group ) { + + var renderItem = renderItems[ renderItemsIndex ]; + + if ( renderItem === undefined ) { + + renderItem = { + id: object.id, + object: object, + geometry: geometry, + material: material, + program: material.program, + renderOrder: object.renderOrder, + z: z, + group: group + }; + + renderItems[ renderItemsIndex ] = renderItem; + + } else { + + renderItem.id = object.id; + renderItem.object = object; + renderItem.geometry = geometry; + renderItem.material = material; + renderItem.program = material.program; + renderItem.renderOrder = object.renderOrder; + renderItem.z = z; + renderItem.group = group; + + } + + ( material.transparent === true ? transparent : opaque ).push( renderItem ); + + renderItemsIndex ++; + + } + + function sort() { + + if ( opaque.length > 1 ) opaque.sort( painterSortStable ); + if ( transparent.length > 1 ) transparent.sort( reversePainterSortStable ); + + } + + return { + opaque: opaque, + transparent: transparent, + + init: init, + push: push, + + sort: sort + }; + + } + + function WebGLRenderLists() { + + var lists = {}; + + function get( scene, camera ) { + + var hash = scene.id + ',' + camera.id; + var list = lists[ hash ]; + + if ( list === undefined ) { + + // console.log( 'THREE.WebGLRenderLists:', hash ); + + list = new WebGLRenderList(); + lists[ hash ] = list; + + } + + return list; + + } + + function dispose() { + + lists = {}; + + } + + return { + get: get, + dispose: dispose + }; + + } + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function absNumericalSort( a, b ) { + + return Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] ); + + } + + function WebGLMorphtargets( gl ) { + + var influencesList = {}; + var morphInfluences = new Float32Array( 8 ); + + function update( object, geometry, material, program ) { + + var objectInfluences = object.morphTargetInfluences; + + var length = objectInfluences.length; + + var influences = influencesList[ geometry.id ]; + + if ( influences === undefined ) { + + // initialise list + + influences = []; + + for ( var i = 0; i < length; i ++ ) { + + influences[ i ] = [ i, 0 ]; + + } + + influencesList[ geometry.id ] = influences; + + } + + var morphTargets = material.morphTargets && geometry.morphAttributes.position; + var morphNormals = material.morphNormals && geometry.morphAttributes.normal; + + // Remove current morphAttributes + + for ( var i = 0; i < length; i ++ ) { + + var influence = influences[ i ]; + + if ( influence[ 1 ] !== 0 ) { + + if ( morphTargets ) geometry.removeAttribute( 'morphTarget' + i ); + if ( morphNormals ) geometry.removeAttribute( 'morphNormal' + i ); + + } + + } + + // Collect influences + + for ( var i = 0; i < length; i ++ ) { + + var influence = influences[ i ]; + + influence[ 0 ] = i; + influence[ 1 ] = objectInfluences[ i ]; + + } + + influences.sort( absNumericalSort ); + + // Add morphAttributes + + for ( var i = 0; i < 8; i ++ ) { + + var influence = influences[ i ]; + + if ( influence ) { + + var index = influence[ 0 ]; + var value = influence[ 1 ]; + + if ( value ) { + + if ( morphTargets ) geometry.addAttribute( 'morphTarget' + i, morphTargets[ index ] ); + if ( morphNormals ) geometry.addAttribute( 'morphNormal' + i, morphNormals[ index ] ); + + morphInfluences[ i ] = value; + continue; + + } + + } + + morphInfluences[ i ] = 0; + + } + + program.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences ); + + } + + return { + + update: update + + }; + + } + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function WebGLIndexedBufferRenderer( gl, extensions, infoRender ) { + + var mode; + + function setMode( value ) { + + mode = value; + + } + + var type, bytesPerElement; + + function setIndex( value ) { + + type = value.type; + bytesPerElement = value.bytesPerElement; + + } + + function render( start, count ) { + + gl.drawElements( mode, count, type, start * bytesPerElement ); + + infoRender.calls ++; + infoRender.vertices += count; + + if ( mode === gl.TRIANGLES ) infoRender.faces += count / 3; + else if ( mode === gl.POINTS ) infoRender.points += count; + + } + + function renderInstances( geometry, start, count ) { + + var extension = extensions.get( 'ANGLE_instanced_arrays' ); + + if ( extension === null ) { + + console.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' ); + return; + + } + + extension.drawElementsInstancedANGLE( mode, count, type, start * bytesPerElement, geometry.maxInstancedCount ); + + infoRender.calls ++; + infoRender.vertices += count * geometry.maxInstancedCount; + + if ( mode === gl.TRIANGLES ) infoRender.faces += geometry.maxInstancedCount * count / 3; + else if ( mode === gl.POINTS ) infoRender.points += geometry.maxInstancedCount * count; + + } + + // + + this.setMode = setMode; + this.setIndex = setIndex; + this.render = render; + this.renderInstances = renderInstances; + + } + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function WebGLBufferRenderer( gl, extensions, infoRender ) { + + var mode; + + function setMode( value ) { + + mode = value; + + } + + function render( start, count ) { + + gl.drawArrays( mode, start, count ); + + infoRender.calls ++; + infoRender.vertices += count; + + if ( mode === gl.TRIANGLES ) infoRender.faces += count / 3; + else if ( mode === gl.POINTS ) infoRender.points += count; + + } + + function renderInstances( geometry, start, count ) { + + var extension = extensions.get( 'ANGLE_instanced_arrays' ); + + if ( extension === null ) { + + console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' ); + return; + + } + + var position = geometry.attributes.position; + + if ( position.isInterleavedBufferAttribute ) { + + count = position.data.count; + + extension.drawArraysInstancedANGLE( mode, 0, count, geometry.maxInstancedCount ); + + } else { + + extension.drawArraysInstancedANGLE( mode, start, count, geometry.maxInstancedCount ); + + } + + infoRender.calls ++; + infoRender.vertices += count * geometry.maxInstancedCount; + + if ( mode === gl.TRIANGLES ) infoRender.faces += geometry.maxInstancedCount * count / 3; + else if ( mode === gl.POINTS ) infoRender.points += geometry.maxInstancedCount * count; + + } + + // + + this.setMode = setMode; + this.render = render; + this.renderInstances = renderInstances; + + } + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function WebGLGeometries( gl, attributes, infoMemory ) { + + var geometries = {}; + var wireframeAttributes = {}; + + function onGeometryDispose( event ) { + + var geometry = event.target; + var buffergeometry = geometries[ geometry.id ]; + + if ( buffergeometry.index !== null ) { + + attributes.remove( buffergeometry.index ); + + } + + for ( var name in buffergeometry.attributes ) { + + attributes.remove( buffergeometry.attributes[ name ] ); + + } + + geometry.removeEventListener( 'dispose', onGeometryDispose ); + + delete geometries[ geometry.id ]; + + // TODO Remove duplicate code + + var attribute = wireframeAttributes[ geometry.id ]; + + if ( attribute ) { + + attributes.remove( attribute ); + delete wireframeAttributes[ geometry.id ]; + + } + + attribute = wireframeAttributes[ buffergeometry.id ]; + + if ( attribute ) { + + attributes.remove( attribute ); + delete wireframeAttributes[ buffergeometry.id ]; + + } + + // + + infoMemory.geometries --; + + } + + function get( object, geometry ) { + + var buffergeometry = geometries[ geometry.id ]; + + if ( buffergeometry ) return buffergeometry; + + geometry.addEventListener( 'dispose', onGeometryDispose ); + + if ( geometry.isBufferGeometry ) { + + buffergeometry = geometry; + + } else if ( geometry.isGeometry ) { + + if ( geometry._bufferGeometry === undefined ) { + + geometry._bufferGeometry = new BufferGeometry().setFromObject( object ); + + } + + buffergeometry = geometry._bufferGeometry; + + } + + geometries[ geometry.id ] = buffergeometry; + + infoMemory.geometries ++; + + return buffergeometry; + + } + + function update( geometry ) { + + var index = geometry.index; + var geometryAttributes = geometry.attributes; + + if ( index !== null ) { + + attributes.update( index, gl.ELEMENT_ARRAY_BUFFER ); + + } + + for ( var name in geometryAttributes ) { + + attributes.update( geometryAttributes[ name ], gl.ARRAY_BUFFER ); + + } + + // morph targets + + var morphAttributes = geometry.morphAttributes; + + for ( var name in morphAttributes ) { + + var array = morphAttributes[ name ]; + + for ( var i = 0, l = array.length; i < l; i ++ ) { + + attributes.update( array[ i ], gl.ARRAY_BUFFER ); + + } + + } + + } + + function getWireframeAttribute( geometry ) { + + var attribute = wireframeAttributes[ geometry.id ]; + + if ( attribute ) return attribute; + + var indices = []; + + var geometryIndex = geometry.index; + var geometryAttributes = geometry.attributes; + + // console.time( 'wireframe' ); + + if ( geometryIndex !== null ) { + + var array = geometryIndex.array; + + for ( var i = 0, l = array.length; i < l; i += 3 ) { + + var a = array[ i + 0 ]; + var b = array[ i + 1 ]; + var c = array[ i + 2 ]; + + indices.push( a, b, b, c, c, a ); + + } + + } else { + + var array = geometryAttributes.position.array; + + for ( var i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) { + + var a = i + 0; + var b = i + 1; + var c = i + 2; + + indices.push( a, b, b, c, c, a ); + + } + + } + + // console.timeEnd( 'wireframe' ); + + attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 ); + + attributes.update( attribute, gl.ELEMENT_ARRAY_BUFFER ); + + wireframeAttributes[ geometry.id ] = attribute; + + return attribute; + + } + + return { + + get: get, + update: update, + + getWireframeAttribute: getWireframeAttribute + + }; + + } + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function UniformsCache() { + + var lights = {}; + + return { + + get: function ( light ) { + + if ( lights[ light.id ] !== undefined ) { + + return lights[ light.id ]; + + } + + var uniforms; + + switch ( light.type ) { + + case 'DirectionalLight': + uniforms = { + direction: new Vector3(), + color: new Color(), + + shadow: false, + shadowBias: 0, + shadowRadius: 1, + shadowMapSize: new Vector2() + }; + break; + + case 'SpotLight': + uniforms = { + position: new Vector3(), + direction: new Vector3(), + color: new Color(), + distance: 0, + coneCos: 0, + penumbraCos: 0, + decay: 0, + + shadow: false, + shadowBias: 0, + shadowRadius: 1, + shadowMapSize: new Vector2() + }; + break; + + case 'PointLight': + uniforms = { + position: new Vector3(), + color: new Color(), + distance: 0, + decay: 0, + + shadow: false, + shadowBias: 0, + shadowRadius: 1, + shadowMapSize: new Vector2(), + shadowCameraNear: 1, + shadowCameraFar: 1000 + }; + break; + + case 'HemisphereLight': + uniforms = { + direction: new Vector3(), + skyColor: new Color(), + groundColor: new Color() + }; + break; + + case 'RectAreaLight': + uniforms = { + color: new Color(), + position: new Vector3(), + halfWidth: new Vector3(), + halfHeight: new Vector3() + // TODO (abelnation): set RectAreaLight shadow uniforms + }; + break; + + } + + lights[ light.id ] = uniforms; + + return uniforms; + + } + + }; + + } + + function WebGLLights() { + + var cache = new UniformsCache(); + + var state = { + + hash: '', + + ambient: [ 0, 0, 0 ], + directional: [], + directionalShadowMap: [], + directionalShadowMatrix: [], + spot: [], + spotShadowMap: [], + spotShadowMatrix: [], + rectArea: [], + point: [], + pointShadowMap: [], + pointShadowMatrix: [], + hemi: [] + + }; + + var vector3 = new Vector3(); + var matrix4 = new Matrix4(); + var matrix42 = new Matrix4(); + + function setup( lights, shadows, camera ) { + + var r = 0, g = 0, b = 0; + + var directionalLength = 0; + var pointLength = 0; + var spotLength = 0; + var rectAreaLength = 0; + var hemiLength = 0; + + var viewMatrix = camera.matrixWorldInverse; + + for ( var i = 0, l = lights.length; i < l; i ++ ) { + + var light = lights[ i ]; + + var color = light.color; + var intensity = light.intensity; + var distance = light.distance; + + var shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null; + + if ( light.isAmbientLight ) { + + r += color.r * intensity; + g += color.g * intensity; + b += color.b * intensity; + + } else if ( light.isDirectionalLight ) { + + var uniforms = cache.get( light ); + + uniforms.color.copy( light.color ).multiplyScalar( light.intensity ); + uniforms.direction.setFromMatrixPosition( light.matrixWorld ); + vector3.setFromMatrixPosition( light.target.matrixWorld ); + uniforms.direction.sub( vector3 ); + uniforms.direction.transformDirection( viewMatrix ); + + uniforms.shadow = light.castShadow; + + if ( light.castShadow ) { + + var shadow = light.shadow; + + uniforms.shadowBias = shadow.bias; + uniforms.shadowRadius = shadow.radius; + uniforms.shadowMapSize = shadow.mapSize; + + } + + state.directionalShadowMap[ directionalLength ] = shadowMap; + state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix; + state.directional[ directionalLength ] = uniforms; + + directionalLength ++; + + } else if ( light.isSpotLight ) { + + var uniforms = cache.get( light ); + + uniforms.position.setFromMatrixPosition( light.matrixWorld ); + uniforms.position.applyMatrix4( viewMatrix ); + + uniforms.color.copy( color ).multiplyScalar( intensity ); + uniforms.distance = distance; + + uniforms.direction.setFromMatrixPosition( light.matrixWorld ); + vector3.setFromMatrixPosition( light.target.matrixWorld ); + uniforms.direction.sub( vector3 ); + uniforms.direction.transformDirection( viewMatrix ); + + uniforms.coneCos = Math.cos( light.angle ); + uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) ); + uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay; + + uniforms.shadow = light.castShadow; + + if ( light.castShadow ) { + + var shadow = light.shadow; + + uniforms.shadowBias = shadow.bias; + uniforms.shadowRadius = shadow.radius; + uniforms.shadowMapSize = shadow.mapSize; + + } + + state.spotShadowMap[ spotLength ] = shadowMap; + state.spotShadowMatrix[ spotLength ] = light.shadow.matrix; + state.spot[ spotLength ] = uniforms; + + spotLength ++; + + } else if ( light.isRectAreaLight ) { + + var uniforms = cache.get( light ); + + // (a) intensity controls irradiance of entire light + uniforms.color + .copy( color ) + .multiplyScalar( intensity / ( light.width * light.height ) ); + + // (b) intensity controls the radiance per light area + // uniforms.color.copy( color ).multiplyScalar( intensity ); + + uniforms.position.setFromMatrixPosition( light.matrixWorld ); + uniforms.position.applyMatrix4( viewMatrix ); + + // extract local rotation of light to derive width/height half vectors + matrix42.identity(); + matrix4.copy( light.matrixWorld ); + matrix4.premultiply( viewMatrix ); + matrix42.extractRotation( matrix4 ); + + uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 ); + uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 ); + + uniforms.halfWidth.applyMatrix4( matrix42 ); + uniforms.halfHeight.applyMatrix4( matrix42 ); + + // TODO (abelnation): RectAreaLight distance? + // uniforms.distance = distance; + + state.rectArea[ rectAreaLength ] = uniforms; + + rectAreaLength ++; + + } else if ( light.isPointLight ) { + + var uniforms = cache.get( light ); + + uniforms.position.setFromMatrixPosition( light.matrixWorld ); + uniforms.position.applyMatrix4( viewMatrix ); + + uniforms.color.copy( light.color ).multiplyScalar( light.intensity ); + uniforms.distance = light.distance; + uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay; + + uniforms.shadow = light.castShadow; + + if ( light.castShadow ) { + + var shadow = light.shadow; + + uniforms.shadowBias = shadow.bias; + uniforms.shadowRadius = shadow.radius; + uniforms.shadowMapSize = shadow.mapSize; + uniforms.shadowCameraNear = shadow.camera.near; + uniforms.shadowCameraFar = shadow.camera.far; + + } + + state.pointShadowMap[ pointLength ] = shadowMap; + state.pointShadowMatrix[ pointLength ] = light.shadow.matrix; + state.point[ pointLength ] = uniforms; + + pointLength ++; + + } else if ( light.isHemisphereLight ) { + + var uniforms = cache.get( light ); + + uniforms.direction.setFromMatrixPosition( light.matrixWorld ); + uniforms.direction.transformDirection( viewMatrix ); + uniforms.direction.normalize(); + + uniforms.skyColor.copy( light.color ).multiplyScalar( intensity ); + uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity ); + + state.hemi[ hemiLength ] = uniforms; + + hemiLength ++; + + } + + } + + state.ambient[ 0 ] = r; + state.ambient[ 1 ] = g; + state.ambient[ 2 ] = b; + + state.directional.length = directionalLength; + state.spot.length = spotLength; + state.rectArea.length = rectAreaLength; + state.point.length = pointLength; + state.hemi.length = hemiLength; + + // TODO (sam-g-steel) why aren't we using join + state.hash = directionalLength + ',' + pointLength + ',' + spotLength + ',' + rectAreaLength + ',' + hemiLength + ',' + shadows.length; + + } + + return { + setup: setup, + state: state + }; + + } + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function WebGLObjects( geometries, infoRender ) { + + var updateList = {}; + + function update( object ) { + + var frame = infoRender.frame; + + var geometry = object.geometry; + var buffergeometry = geometries.get( object, geometry ); + + // Update once per frame + + if ( updateList[ buffergeometry.id ] !== frame ) { + + if ( geometry.isGeometry ) { + + buffergeometry.updateFromObject( object ); + + } + + geometries.update( buffergeometry ); + + updateList[ buffergeometry.id ] = frame; + + } + + return buffergeometry; + + } + + function clear() { + + updateList = {}; + + } + + return { + + update: update, + clear: clear + + }; + + } + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function addLineNumbers( string ) { + + var lines = string.split( '\n' ); + + for ( var i = 0; i < lines.length; i ++ ) { + + lines[ i ] = ( i + 1 ) + ': ' + lines[ i ]; + + } + + return lines.join( '\n' ); + + } + + function WebGLShader( gl, type, string ) { + + var shader = gl.createShader( type ); + + gl.shaderSource( shader, string ); + gl.compileShader( shader ); + + if ( gl.getShaderParameter( shader, gl.COMPILE_STATUS ) === false ) { + + console.error( 'THREE.WebGLShader: Shader couldn\'t compile.' ); + + } + + if ( gl.getShaderInfoLog( shader ) !== '' ) { + + console.warn( 'THREE.WebGLShader: gl.getShaderInfoLog()', type === gl.VERTEX_SHADER ? 'vertex' : 'fragment', gl.getShaderInfoLog( shader ), addLineNumbers( string ) ); + + } + + // --enable-privileged-webgl-extension + // console.log( type, gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) ); + + return shader; + + } + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + var programIdCount = 0; + + function getEncodingComponents( encoding ) { + + switch ( encoding ) { + + case LinearEncoding: + return [ 'Linear', '( value )' ]; + case sRGBEncoding: + return [ 'sRGB', '( value )' ]; + case RGBEEncoding: + return [ 'RGBE', '( value )' ]; + case RGBM7Encoding: + return [ 'RGBM', '( value, 7.0 )' ]; + case RGBM16Encoding: + return [ 'RGBM', '( value, 16.0 )' ]; + case RGBDEncoding: + return [ 'RGBD', '( value, 256.0 )' ]; + case GammaEncoding: + return [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ]; + default: + throw new Error( 'unsupported encoding: ' + encoding ); + + } + + } + + function getTexelDecodingFunction( functionName, encoding ) { + + var components = getEncodingComponents( encoding ); + return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }'; + + } + + function getTexelEncodingFunction( functionName, encoding ) { + + var components = getEncodingComponents( encoding ); + return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }'; + + } + + function getToneMappingFunction( functionName, toneMapping ) { + + var toneMappingName; + + switch ( toneMapping ) { + + case LinearToneMapping: + toneMappingName = 'Linear'; + break; + + case ReinhardToneMapping: + toneMappingName = 'Reinhard'; + break; + + case Uncharted2ToneMapping: + toneMappingName = 'Uncharted2'; + break; + + case CineonToneMapping: + toneMappingName = 'OptimizedCineon'; + break; + + default: + throw new Error( 'unsupported toneMapping: ' + toneMapping ); + + } + + return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }'; + + } + + function generateExtensions( extensions, parameters, rendererExtensions ) { + + extensions = extensions || {}; + + var chunks = [ + ( extensions.derivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.normalMap || parameters.flatShading ) ? '#extension GL_OES_standard_derivatives : enable' : '', + ( extensions.fragDepth || parameters.logarithmicDepthBuffer ) && rendererExtensions.get( 'EXT_frag_depth' ) ? '#extension GL_EXT_frag_depth : enable' : '', + ( extensions.drawBuffers ) && rendererExtensions.get( 'WEBGL_draw_buffers' ) ? '#extension GL_EXT_draw_buffers : require' : '', + ( extensions.shaderTextureLOD || parameters.envMap ) && rendererExtensions.get( 'EXT_shader_texture_lod' ) ? '#extension GL_EXT_shader_texture_lod : enable' : '' + ]; + + return chunks.filter( filterEmptyLine ).join( '\n' ); + + } + + function generateDefines( defines ) { + + var chunks = []; + + for ( var name in defines ) { + + var value = defines[ name ]; + + if ( value === false ) continue; + + chunks.push( '#define ' + name + ' ' + value ); + + } + + return chunks.join( '\n' ); + + } + + function fetchAttributeLocations( gl, program ) { + + var attributes = {}; + + var n = gl.getProgramParameter( program, gl.ACTIVE_ATTRIBUTES ); + + for ( var i = 0; i < n; i ++ ) { + + var info = gl.getActiveAttrib( program, i ); + var name = info.name; + + // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i ); + + attributes[ name ] = gl.getAttribLocation( program, name ); + + } + + return attributes; + + } + + function filterEmptyLine( string ) { + + return string !== ''; + + } + + function replaceLightNums( string, parameters ) { + + return string + .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights ) + .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights ) + .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights ) + .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights ) + .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights ); + + } + + function parseIncludes( string ) { + + var pattern = /^[ \t]*#include +<([\w\d.]+)>/gm; + + function replace( match, include ) { + + var replace = ShaderChunk[ include ]; + + if ( replace === undefined ) { + + throw new Error( 'Can not resolve #include <' + include + '>' ); + + } + + return parseIncludes( replace ); + + } + + return string.replace( pattern, replace ); + + } + + function unrollLoops( string ) { + + var pattern = /for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g; + + function replace( match, start, end, snippet ) { + + var unroll = ''; + + for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) { + + unroll += snippet.replace( /\[ i \]/g, '[ ' + i + ' ]' ); + + } + + return unroll; + + } + + return string.replace( pattern, replace ); + + } + + function WebGLProgram( renderer, extensions, code, material, shader, parameters ) { + + var gl = renderer.context; + + var defines = material.defines; + + var vertexShader = shader.vertexShader; + var fragmentShader = shader.fragmentShader; + + var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC'; + + if ( parameters.shadowMapType === PCFShadowMap ) { + + shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF'; + + } else if ( parameters.shadowMapType === PCFSoftShadowMap ) { + + shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT'; + + } + + var envMapTypeDefine = 'ENVMAP_TYPE_CUBE'; + var envMapModeDefine = 'ENVMAP_MODE_REFLECTION'; + var envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY'; + + if ( parameters.envMap ) { + + switch ( material.envMap.mapping ) { + + case CubeReflectionMapping: + case CubeRefractionMapping: + envMapTypeDefine = 'ENVMAP_TYPE_CUBE'; + break; + + case CubeUVReflectionMapping: + case CubeUVRefractionMapping: + envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV'; + break; + + case EquirectangularReflectionMapping: + case EquirectangularRefractionMapping: + envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC'; + break; + + case SphericalReflectionMapping: + envMapTypeDefine = 'ENVMAP_TYPE_SPHERE'; + break; + + } + + switch ( material.envMap.mapping ) { + + case CubeRefractionMapping: + case EquirectangularRefractionMapping: + envMapModeDefine = 'ENVMAP_MODE_REFRACTION'; + break; + + } + + switch ( material.combine ) { + + case MultiplyOperation: + envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY'; + break; + + case MixOperation: + envMapBlendingDefine = 'ENVMAP_BLENDING_MIX'; + break; + + case AddOperation: + envMapBlendingDefine = 'ENVMAP_BLENDING_ADD'; + break; + + } + + } + + var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0; + + // console.log( 'building new program ' ); + + // + + var customExtensions = generateExtensions( material.extensions, parameters, extensions ); + + var customDefines = generateDefines( defines ); + + // + + var program = gl.createProgram(); + + var prefixVertex, prefixFragment; + + if ( material.isRawShaderMaterial ) { + + prefixVertex = [ + + customDefines + + ].filter( filterEmptyLine ).join( '\n' ); + + if ( prefixVertex.length > 0 ) { + + prefixVertex += '\n'; + + } + + prefixFragment = [ + + customExtensions, + customDefines + + ].filter( filterEmptyLine ).join( '\n' ); + + if ( prefixFragment.length > 0 ) { + + prefixFragment += '\n'; + + } + + } else { + + prefixVertex = [ + + 'precision ' + parameters.precision + ' float;', + 'precision ' + parameters.precision + ' int;', + + '#define SHADER_NAME ' + shader.name, + + customDefines, + + parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '', + + '#define GAMMA_FACTOR ' + gammaFactorDefine, + + '#define MAX_BONES ' + parameters.maxBones, + ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '', + ( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '', + + parameters.map ? '#define USE_MAP' : '', + parameters.envMap ? '#define USE_ENVMAP' : '', + parameters.envMap ? '#define ' + envMapModeDefine : '', + parameters.lightMap ? '#define USE_LIGHTMAP' : '', + parameters.aoMap ? '#define USE_AOMAP' : '', + parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '', + parameters.bumpMap ? '#define USE_BUMPMAP' : '', + parameters.normalMap ? '#define USE_NORMALMAP' : '', + parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '', + parameters.specularMap ? '#define USE_SPECULARMAP' : '', + parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '', + parameters.metalnessMap ? '#define USE_METALNESSMAP' : '', + parameters.alphaMap ? '#define USE_ALPHAMAP' : '', + parameters.vertexColors ? '#define USE_COLOR' : '', + + parameters.flatShading ? '#define FLAT_SHADED' : '', + + parameters.skinning ? '#define USE_SKINNING' : '', + parameters.useVertexTexture ? '#define BONE_TEXTURE' : '', + + parameters.morphTargets ? '#define USE_MORPHTARGETS' : '', + parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '', + parameters.doubleSided ? '#define DOUBLE_SIDED' : '', + parameters.flipSided ? '#define FLIP_SIDED' : '', + + '#define NUM_CLIPPING_PLANES ' + parameters.numClippingPlanes, + + parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '', + parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '', + + parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '', + + parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '', + parameters.logarithmicDepthBuffer && extensions.get( 'EXT_frag_depth' ) ? '#define USE_LOGDEPTHBUF_EXT' : '', + + 'uniform mat4 modelMatrix;', + 'uniform mat4 modelViewMatrix;', + 'uniform mat4 projectionMatrix;', + 'uniform mat4 viewMatrix;', + 'uniform mat3 normalMatrix;', + 'uniform vec3 cameraPosition;', + + 'attribute vec3 position;', + 'attribute vec3 normal;', + 'attribute vec2 uv;', + + '#ifdef USE_COLOR', + + ' attribute vec3 color;', + + '#endif', + + '#ifdef USE_MORPHTARGETS', + + ' attribute vec3 morphTarget0;', + ' attribute vec3 morphTarget1;', + ' attribute vec3 morphTarget2;', + ' attribute vec3 morphTarget3;', + + ' #ifdef USE_MORPHNORMALS', + + ' attribute vec3 morphNormal0;', + ' attribute vec3 morphNormal1;', + ' attribute vec3 morphNormal2;', + ' attribute vec3 morphNormal3;', + + ' #else', + + ' attribute vec3 morphTarget4;', + ' attribute vec3 morphTarget5;', + ' attribute vec3 morphTarget6;', + ' attribute vec3 morphTarget7;', + + ' #endif', + + '#endif', + + '#ifdef USE_SKINNING', + + ' attribute vec4 skinIndex;', + ' attribute vec4 skinWeight;', + + '#endif', + + '\n' + + ].filter( filterEmptyLine ).join( '\n' ); + + prefixFragment = [ + + customExtensions, + + 'precision ' + parameters.precision + ' float;', + 'precision ' + parameters.precision + ' int;', + + '#define SHADER_NAME ' + shader.name, + + customDefines, + + parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest : '', + + '#define GAMMA_FACTOR ' + gammaFactorDefine, + + ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '', + ( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '', + + parameters.map ? '#define USE_MAP' : '', + parameters.envMap ? '#define USE_ENVMAP' : '', + parameters.envMap ? '#define ' + envMapTypeDefine : '', + parameters.envMap ? '#define ' + envMapModeDefine : '', + parameters.envMap ? '#define ' + envMapBlendingDefine : '', + parameters.lightMap ? '#define USE_LIGHTMAP' : '', + parameters.aoMap ? '#define USE_AOMAP' : '', + parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '', + parameters.bumpMap ? '#define USE_BUMPMAP' : '', + parameters.normalMap ? '#define USE_NORMALMAP' : '', + parameters.specularMap ? '#define USE_SPECULARMAP' : '', + parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '', + parameters.metalnessMap ? '#define USE_METALNESSMAP' : '', + parameters.alphaMap ? '#define USE_ALPHAMAP' : '', + parameters.vertexColors ? '#define USE_COLOR' : '', + + parameters.gradientMap ? '#define USE_GRADIENTMAP' : '', + + parameters.flatShading ? '#define FLAT_SHADED' : '', + + parameters.doubleSided ? '#define DOUBLE_SIDED' : '', + parameters.flipSided ? '#define FLIP_SIDED' : '', + + '#define NUM_CLIPPING_PLANES ' + parameters.numClippingPlanes, + '#define UNION_CLIPPING_PLANES ' + ( parameters.numClippingPlanes - parameters.numClipIntersection ), + + parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '', + parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '', + + parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '', + + parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '', + + parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '', + parameters.logarithmicDepthBuffer && extensions.get( 'EXT_frag_depth' ) ? '#define USE_LOGDEPTHBUF_EXT' : '', + + parameters.envMap && extensions.get( 'EXT_shader_texture_lod' ) ? '#define TEXTURE_LOD_EXT' : '', + + 'uniform mat4 viewMatrix;', + 'uniform vec3 cameraPosition;', + + ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '', + ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below + ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '', + + parameters.dithering ? '#define DITHERING' : '', + + ( parameters.outputEncoding || parameters.mapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding ) ? ShaderChunk[ 'encodings_pars_fragment' ] : '', // this code is required here because it is used by the various encoding/decoding function defined below + parameters.mapEncoding ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '', + parameters.envMapEncoding ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '', + parameters.emissiveMapEncoding ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '', + parameters.outputEncoding ? getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ) : '', + + parameters.depthPacking ? '#define DEPTH_PACKING ' + material.depthPacking : '', + + '\n' + + ].filter( filterEmptyLine ).join( '\n' ); + + } + + vertexShader = parseIncludes( vertexShader ); + vertexShader = replaceLightNums( vertexShader, parameters ); + + fragmentShader = parseIncludes( fragmentShader ); + fragmentShader = replaceLightNums( fragmentShader, parameters ); + + if ( ! material.isShaderMaterial ) { + + vertexShader = unrollLoops( vertexShader ); + fragmentShader = unrollLoops( fragmentShader ); + + } + + var vertexGlsl = prefixVertex + vertexShader; + var fragmentGlsl = prefixFragment + fragmentShader; + + // console.log( '*VERTEX*', vertexGlsl ); + // console.log( '*FRAGMENT*', fragmentGlsl ); + + var glVertexShader = WebGLShader( gl, gl.VERTEX_SHADER, vertexGlsl ); + var glFragmentShader = WebGLShader( gl, gl.FRAGMENT_SHADER, fragmentGlsl ); + + gl.attachShader( program, glVertexShader ); + gl.attachShader( program, glFragmentShader ); + + // Force a particular attribute to index 0. + + if ( material.index0AttributeName !== undefined ) { + + gl.bindAttribLocation( program, 0, material.index0AttributeName ); + + } else if ( parameters.morphTargets === true ) { + + // programs with morphTargets displace position out of attribute 0 + gl.bindAttribLocation( program, 0, 'position' ); + + } + + gl.linkProgram( program ); + + var programLog = gl.getProgramInfoLog( program ); + var vertexLog = gl.getShaderInfoLog( glVertexShader ); + var fragmentLog = gl.getShaderInfoLog( glFragmentShader ); + + var runnable = true; + var haveDiagnostics = true; + + // console.log( '**VERTEX**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glVertexShader ) ); + // console.log( '**FRAGMENT**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glFragmentShader ) ); + + if ( gl.getProgramParameter( program, gl.LINK_STATUS ) === false ) { + + runnable = false; + + console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), 'gl.VALIDATE_STATUS', gl.getProgramParameter( program, gl.VALIDATE_STATUS ), 'gl.getProgramInfoLog', programLog, vertexLog, fragmentLog ); + + } else if ( programLog !== '' ) { + + console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog ); + + } else if ( vertexLog === '' || fragmentLog === '' ) { + + haveDiagnostics = false; + + } + + if ( haveDiagnostics ) { + + this.diagnostics = { + + runnable: runnable, + material: material, + + programLog: programLog, + + vertexShader: { + + log: vertexLog, + prefix: prefixVertex + + }, + + fragmentShader: { + + log: fragmentLog, + prefix: prefixFragment + + } + + }; + + } + + // clean up + + gl.deleteShader( glVertexShader ); + gl.deleteShader( glFragmentShader ); + + // set up caching for uniform locations + + var cachedUniforms; + + this.getUniforms = function () { + + if ( cachedUniforms === undefined ) { + + cachedUniforms = new WebGLUniforms( gl, program, renderer ); + + } + + return cachedUniforms; + + }; + + // set up caching for attribute locations + + var cachedAttributes; + + this.getAttributes = function () { + + if ( cachedAttributes === undefined ) { + + cachedAttributes = fetchAttributeLocations( gl, program ); + + } + + return cachedAttributes; + + }; + + // free resource + + this.destroy = function () { + + gl.deleteProgram( program ); + this.program = undefined; + + }; + + // DEPRECATED + + Object.defineProperties( this, { + + uniforms: { + get: function () { + + console.warn( 'THREE.WebGLProgram: .uniforms is now .getUniforms().' ); + return this.getUniforms(); + + } + }, + + attributes: { + get: function () { + + console.warn( 'THREE.WebGLProgram: .attributes is now .getAttributes().' ); + return this.getAttributes(); + + } + } + + } ); + + + // + + this.id = programIdCount ++; + this.code = code; + this.usedTimes = 1; + this.program = program; + this.vertexShader = glVertexShader; + this.fragmentShader = glFragmentShader; + + return this; + + } + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function WebGLPrograms( renderer, extensions, capabilities ) { + + var programs = []; + + var shaderIDs = { + MeshDepthMaterial: 'depth', + MeshDistanceMaterial: 'distanceRGBA', + MeshNormalMaterial: 'normal', + MeshBasicMaterial: 'basic', + MeshLambertMaterial: 'lambert', + MeshPhongMaterial: 'phong', + MeshToonMaterial: 'phong', + MeshStandardMaterial: 'physical', + MeshPhysicalMaterial: 'physical', + LineBasicMaterial: 'basic', + LineDashedMaterial: 'dashed', + PointsMaterial: 'points', + ShadowMaterial: 'shadow' + }; + + var parameterNames = [ + "precision", "supportsVertexTextures", "map", "mapEncoding", "envMap", "envMapMode", "envMapEncoding", + "lightMap", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "displacementMap", "specularMap", + "roughnessMap", "metalnessMap", "gradientMap", + "alphaMap", "combine", "vertexColors", "fog", "useFog", "fogExp", + "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning", + "maxBones", "useVertexTexture", "morphTargets", "morphNormals", + "maxMorphTargets", "maxMorphNormals", "premultipliedAlpha", + "numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights", + "shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights', + "alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking", "dithering" + ]; + + + function allocateBones( object ) { + + var skeleton = object.skeleton; + var bones = skeleton.bones; + + if ( capabilities.floatVertexTextures ) { + + return 1024; + + } else { + + // default for when object is not specified + // ( for example when prebuilding shader to be used with multiple objects ) + // + // - leave some extra space for other uniforms + // - limit here is ANGLE's 254 max uniform vectors + // (up to 54 should be safe) + + var nVertexUniforms = capabilities.maxVertexUniforms; + var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 ); + + var maxBones = Math.min( nVertexMatrices, bones.length ); + + if ( maxBones < bones.length ) { + + console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' ); + return 0; + + } + + return maxBones; + + } + + } + + function getTextureEncodingFromMap( map, gammaOverrideLinear ) { + + var encoding; + + if ( ! map ) { + + encoding = LinearEncoding; + + } else if ( map.isTexture ) { + + encoding = map.encoding; + + } else if ( map.isWebGLRenderTarget ) { + + console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." ); + encoding = map.texture.encoding; + + } + + // add backwards compatibility for WebGLRenderer.gammaInput/gammaOutput parameter, should probably be removed at some point. + if ( encoding === LinearEncoding && gammaOverrideLinear ) { + + encoding = GammaEncoding; + + } + + return encoding; + + } + + this.getParameters = function ( material, lights, shadows, fog, nClipPlanes, nClipIntersection, object ) { + + var shaderID = shaderIDs[ material.type ]; + + // heuristics to create shader parameters according to lights in the scene + // (not to blow over maxLights budget) + + var maxBones = object.isSkinnedMesh ? allocateBones( object ) : 0; + var precision = capabilities.precision; + + if ( material.precision !== null ) { + + precision = capabilities.getMaxPrecision( material.precision ); + + if ( precision !== material.precision ) { + + console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' ); + + } + + } + + var currentRenderTarget = renderer.getRenderTarget(); + + var parameters = { + + shaderID: shaderID, + + precision: precision, + supportsVertexTextures: capabilities.vertexTextures, + outputEncoding: getTextureEncodingFromMap( ( ! currentRenderTarget ) ? null : currentRenderTarget.texture, renderer.gammaOutput ), + map: !! material.map, + mapEncoding: getTextureEncodingFromMap( material.map, renderer.gammaInput ), + envMap: !! material.envMap, + envMapMode: material.envMap && material.envMap.mapping, + envMapEncoding: getTextureEncodingFromMap( material.envMap, renderer.gammaInput ), + envMapCubeUV: ( !! material.envMap ) && ( ( material.envMap.mapping === CubeUVReflectionMapping ) || ( material.envMap.mapping === CubeUVRefractionMapping ) ), + lightMap: !! material.lightMap, + aoMap: !! material.aoMap, + emissiveMap: !! material.emissiveMap, + emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap, renderer.gammaInput ), + bumpMap: !! material.bumpMap, + normalMap: !! material.normalMap, + displacementMap: !! material.displacementMap, + roughnessMap: !! material.roughnessMap, + metalnessMap: !! material.metalnessMap, + specularMap: !! material.specularMap, + alphaMap: !! material.alphaMap, + + gradientMap: !! material.gradientMap, + + combine: material.combine, + + vertexColors: material.vertexColors, + + fog: !! fog, + useFog: material.fog, + fogExp: ( fog && fog.isFogExp2 ), + + flatShading: material.flatShading, + + sizeAttenuation: material.sizeAttenuation, + logarithmicDepthBuffer: capabilities.logarithmicDepthBuffer, + + skinning: material.skinning && maxBones > 0, + maxBones: maxBones, + useVertexTexture: capabilities.floatVertexTextures, + + morphTargets: material.morphTargets, + morphNormals: material.morphNormals, + maxMorphTargets: renderer.maxMorphTargets, + maxMorphNormals: renderer.maxMorphNormals, + + numDirLights: lights.directional.length, + numPointLights: lights.point.length, + numSpotLights: lights.spot.length, + numRectAreaLights: lights.rectArea.length, + numHemiLights: lights.hemi.length, + + numClippingPlanes: nClipPlanes, + numClipIntersection: nClipIntersection, + + dithering: material.dithering, + + shadowMapEnabled: renderer.shadowMap.enabled && object.receiveShadow && shadows.length > 0, + shadowMapType: renderer.shadowMap.type, + + toneMapping: renderer.toneMapping, + physicallyCorrectLights: renderer.physicallyCorrectLights, + + premultipliedAlpha: material.premultipliedAlpha, + + alphaTest: material.alphaTest, + doubleSided: material.side === DoubleSide, + flipSided: material.side === BackSide, + + depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false + + }; + + return parameters; + + }; + + this.getProgramCode = function ( material, parameters ) { + + var array = []; + + if ( parameters.shaderID ) { + + array.push( parameters.shaderID ); + + } else { + + array.push( material.fragmentShader ); + array.push( material.vertexShader ); + + } + + if ( material.defines !== undefined ) { + + for ( var name in material.defines ) { + + array.push( name ); + array.push( material.defines[ name ] ); + + } + + } + + for ( var i = 0; i < parameterNames.length; i ++ ) { + + array.push( parameters[ parameterNames[ i ] ] ); + + } + + array.push( material.onBeforeCompile.toString() ); + + array.push( renderer.gammaOutput ); + + return array.join(); + + }; + + this.acquireProgram = function ( material, shader, parameters, code ) { + + var program; + + // Check if code has been already compiled + for ( var p = 0, pl = programs.length; p < pl; p ++ ) { + + var programInfo = programs[ p ]; + + if ( programInfo.code === code ) { + + program = programInfo; + ++ program.usedTimes; + + break; + + } + + } + + if ( program === undefined ) { + + program = new WebGLProgram( renderer, extensions, code, material, shader, parameters ); + programs.push( program ); + + } + + return program; + + }; + + this.releaseProgram = function ( program ) { + + if ( -- program.usedTimes === 0 ) { + + // Remove from unordered set + var i = programs.indexOf( program ); + programs[ i ] = programs[ programs.length - 1 ]; + programs.pop(); + + // Free WebGL resources + program.destroy(); + + } + + }; + + // Exposed for resource monitoring & error feedback via renderer.info: + this.programs = programs; + + } + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, infoMemory ) { + + var _isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && _gl instanceof window.WebGL2RenderingContext ); + var _videoTextures = {}; + + // + + function clampToMaxSize( image, maxSize ) { + + if ( image.width > maxSize || image.height > maxSize ) { + + // Warning: Scaling through the canvas will only work with images that use + // premultiplied alpha. + + var scale = maxSize / Math.max( image.width, image.height ); + + var canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); + canvas.width = Math.floor( image.width * scale ); + canvas.height = Math.floor( image.height * scale ); + + var context = canvas.getContext( '2d' ); + context.drawImage( image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height ); + + console.warn( 'THREE.WebGLRenderer: image is too big (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image ); + + return canvas; + + } + + return image; + + } + + function isPowerOfTwo( image ) { + + return _Math.isPowerOfTwo( image.width ) && _Math.isPowerOfTwo( image.height ); + + } + + function makePowerOfTwo( image ) { + + if ( image instanceof HTMLImageElement || image instanceof HTMLCanvasElement || image instanceof ImageBitmap ) { + + var canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); + canvas.width = _Math.floorPowerOfTwo( image.width ); + canvas.height = _Math.floorPowerOfTwo( image.height ); + + var context = canvas.getContext( '2d' ); + context.drawImage( image, 0, 0, canvas.width, canvas.height ); + + console.warn( 'THREE.WebGLRenderer: image is not power of two (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image ); + + return canvas; + + } + + return image; + + } + + function textureNeedsPowerOfTwo( texture ) { + + return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) || + ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ); + + } + + function textureNeedsGenerateMipmaps( texture, isPowerOfTwo ) { + + return texture.generateMipmaps && isPowerOfTwo && + texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter; + + } + + // Fallback filters for non-power-of-2 textures + + function filterFallback( f ) { + + if ( f === NearestFilter || f === NearestMipMapNearestFilter || f === NearestMipMapLinearFilter ) { + + return _gl.NEAREST; + + } + + return _gl.LINEAR; + + } + + // + + function onTextureDispose( event ) { + + var texture = event.target; + + texture.removeEventListener( 'dispose', onTextureDispose ); + + deallocateTexture( texture ); + + if ( texture.isVideoTexture ) { + + delete _videoTextures[ texture.id ]; + + } + + infoMemory.textures --; + + } + + function onRenderTargetDispose( event ) { + + var renderTarget = event.target; + + renderTarget.removeEventListener( 'dispose', onRenderTargetDispose ); + + deallocateRenderTarget( renderTarget ); + + infoMemory.textures --; + + } + + // + + function deallocateTexture( texture ) { + + var textureProperties = properties.get( texture ); + + if ( texture.image && textureProperties.__image__webglTextureCube ) { + + // cube texture + + _gl.deleteTexture( textureProperties.__image__webglTextureCube ); + + } else { + + // 2D texture + + if ( textureProperties.__webglInit === undefined ) return; + + _gl.deleteTexture( textureProperties.__webglTexture ); + + } + + // remove all webgl properties + properties.remove( texture ); + + } + + function deallocateRenderTarget( renderTarget ) { + + var renderTargetProperties = properties.get( renderTarget ); + var textureProperties = properties.get( renderTarget.texture ); + + if ( ! renderTarget ) return; + + if ( textureProperties.__webglTexture !== undefined ) { + + _gl.deleteTexture( textureProperties.__webglTexture ); + + } + + if ( renderTarget.depthTexture ) { + + renderTarget.depthTexture.dispose(); + + } + + if ( renderTarget.isWebGLRenderTargetCube ) { + + for ( var i = 0; i < 6; i ++ ) { + + _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] ); + if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] ); + + } + + } else { + + _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer ); + if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer ); + + } + + properties.remove( renderTarget.texture ); + properties.remove( renderTarget ); + + } + + // + + + + function setTexture2D( texture, slot ) { + + var textureProperties = properties.get( texture ); + + if ( texture.version > 0 && textureProperties.__version !== texture.version ) { + + var image = texture.image; + + if ( image === undefined ) { + + console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined', texture ); + + } else if ( image.complete === false ) { + + console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete', texture ); + + } else { + + uploadTexture( textureProperties, texture, slot ); + return; + + } + + } + + state.activeTexture( _gl.TEXTURE0 + slot ); + state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture ); + + } + + function setTextureCube( texture, slot ) { + + var textureProperties = properties.get( texture ); + + if ( texture.image.length === 6 ) { + + if ( texture.version > 0 && textureProperties.__version !== texture.version ) { + + if ( ! textureProperties.__image__webglTextureCube ) { + + texture.addEventListener( 'dispose', onTextureDispose ); + + textureProperties.__image__webglTextureCube = _gl.createTexture(); + + infoMemory.textures ++; + + } + + state.activeTexture( _gl.TEXTURE0 + slot ); + state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube ); + + _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY ); + + var isCompressed = ( texture && texture.isCompressedTexture ); + var isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture ); + + var cubeImage = []; + + for ( var i = 0; i < 6; i ++ ) { + + if ( ! isCompressed && ! isDataTexture ) { + + cubeImage[ i ] = clampToMaxSize( texture.image[ i ], capabilities.maxCubemapSize ); + + } else { + + cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ]; + + } + + } + + var image = cubeImage[ 0 ], + isPowerOfTwoImage = isPowerOfTwo( image ), + glFormat = utils.convert( texture.format ), + glType = utils.convert( texture.type ); + + setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isPowerOfTwoImage ); + + for ( var i = 0; i < 6; i ++ ) { + + if ( ! isCompressed ) { + + if ( isDataTexture ) { + + state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data ); + + } else { + + state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] ); + + } + + } else { + + var mipmap, mipmaps = cubeImage[ i ].mipmaps; + + for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) { + + mipmap = mipmaps[ j ]; + + if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) { + + if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) { + + state.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data ); + + } else { + + console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' ); + + } + + } else { + + state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); + + } + + } + + } + + } + + if ( textureNeedsGenerateMipmaps( texture, isPowerOfTwoImage ) ) { + + _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP ); + + } + + textureProperties.__version = texture.version; + + if ( texture.onUpdate ) texture.onUpdate( texture ); + + } else { + + state.activeTexture( _gl.TEXTURE0 + slot ); + state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube ); + + } + + } + + } + + function setTextureCubeDynamic( texture, slot ) { + + state.activeTexture( _gl.TEXTURE0 + slot ); + state.bindTexture( _gl.TEXTURE_CUBE_MAP, properties.get( texture ).__webglTexture ); + + } + + function setTextureParameters( textureType, texture, isPowerOfTwoImage ) { + + var extension; + + if ( isPowerOfTwoImage ) { + + _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, utils.convert( texture.wrapS ) ); + _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, utils.convert( texture.wrapT ) ); + + _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, utils.convert( texture.magFilter ) ); + _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, utils.convert( texture.minFilter ) ); + + } else { + + _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE ); + _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE ); + + if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) { + + console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.', texture ); + + } + + _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) ); + _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) ); + + if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) { + + console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.', texture ); + + } + + } + + extension = extensions.get( 'EXT_texture_filter_anisotropic' ); + + if ( extension ) { + + if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) return; + if ( texture.type === HalfFloatType && extensions.get( 'OES_texture_half_float_linear' ) === null ) return; + + if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) { + + _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) ); + properties.get( texture ).__currentAnisotropy = texture.anisotropy; + + } + + } + + } + + function uploadTexture( textureProperties, texture, slot ) { + + if ( textureProperties.__webglInit === undefined ) { + + textureProperties.__webglInit = true; + + texture.addEventListener( 'dispose', onTextureDispose ); + + textureProperties.__webglTexture = _gl.createTexture(); + + if ( texture.isVideoTexture ) { + + _videoTextures[ texture.id ] = texture; + + } + + infoMemory.textures ++; + + } + + state.activeTexture( _gl.TEXTURE0 + slot ); + state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture ); + + _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY ); + _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha ); + _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment ); + + var image = clampToMaxSize( texture.image, capabilities.maxTextureSize ); + + if ( textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( image ) === false ) { + + image = makePowerOfTwo( image ); + + } + + var isPowerOfTwoImage = isPowerOfTwo( image ), + glFormat = utils.convert( texture.format ), + glType = utils.convert( texture.type ); + + setTextureParameters( _gl.TEXTURE_2D, texture, isPowerOfTwoImage ); + + var mipmap, mipmaps = texture.mipmaps; + + if ( texture.isDepthTexture ) { + + // populate depth texture with dummy data + + var internalFormat = _gl.DEPTH_COMPONENT; + + if ( texture.type === FloatType ) { + + if ( ! _isWebGL2 ) throw new Error( 'Float Depth Texture only supported in WebGL2.0' ); + internalFormat = _gl.DEPTH_COMPONENT32F; + + } else if ( _isWebGL2 ) { + + // WebGL 2.0 requires signed internalformat for glTexImage2D + internalFormat = _gl.DEPTH_COMPONENT16; + + } + + if ( texture.format === DepthFormat && internalFormat === _gl.DEPTH_COMPONENT ) { + + // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are + // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT + // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/) + if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) { + + console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' ); + + texture.type = UnsignedShortType; + glType = utils.convert( texture.type ); + + } + + } + + // Depth stencil textures need the DEPTH_STENCIL internal format + // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/) + if ( texture.format === DepthStencilFormat ) { + + internalFormat = _gl.DEPTH_STENCIL; + + // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are + // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL. + // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/) + if ( texture.type !== UnsignedInt248Type ) { + + console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' ); + + texture.type = UnsignedInt248Type; + glType = utils.convert( texture.type ); + + } + + } + + state.texImage2D( _gl.TEXTURE_2D, 0, internalFormat, image.width, image.height, 0, glFormat, glType, null ); + + } else if ( texture.isDataTexture ) { + + // use manually created mipmaps if available + // if there are no manual mipmaps + // set 0 level mipmap and then use GL to generate other mipmap levels + + if ( mipmaps.length > 0 && isPowerOfTwoImage ) { + + for ( var i = 0, il = mipmaps.length; i < il; i ++ ) { + + mipmap = mipmaps[ i ]; + state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); + + } + + texture.generateMipmaps = false; + + } else { + + state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data ); + + } + + } else if ( texture.isCompressedTexture ) { + + for ( var i = 0, il = mipmaps.length; i < il; i ++ ) { + + mipmap = mipmaps[ i ]; + + if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) { + + if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) { + + state.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data ); + + } else { + + console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' ); + + } + + } else { + + state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); + + } + + } + + } else { + + // regular Texture (image, video, canvas) + + // use manually created mipmaps if available + // if there are no manual mipmaps + // set 0 level mipmap and then use GL to generate other mipmap levels + + if ( mipmaps.length > 0 && isPowerOfTwoImage ) { + + for ( var i = 0, il = mipmaps.length; i < il; i ++ ) { + + mipmap = mipmaps[ i ]; + state.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap ); + + } + + texture.generateMipmaps = false; + + } else { + + state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, image ); + + } + + } + + if ( textureNeedsGenerateMipmaps( texture, isPowerOfTwoImage ) ) _gl.generateMipmap( _gl.TEXTURE_2D ); + + textureProperties.__version = texture.version; + + if ( texture.onUpdate ) texture.onUpdate( texture ); + + } + + // Render targets + + // Setup storage for target texture and bind it to correct framebuffer + function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) { + + var glFormat = utils.convert( renderTarget.texture.format ); + var glType = utils.convert( renderTarget.texture.type ); + state.texImage2D( textureTarget, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null ); + _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); + _gl.framebufferTexture2D( _gl.FRAMEBUFFER, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 ); + _gl.bindFramebuffer( _gl.FRAMEBUFFER, null ); + + } + + // Setup storage for internal depth/stencil buffers and bind to correct framebuffer + function setupRenderBufferStorage( 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 ); + + } 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 { + + // FIXME: We don't support !depth !stencil + _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height ); + + } + + _gl.bindRenderbuffer( _gl.RENDERBUFFER, null ); + + } + + // Setup resources for a Depth Texture for a FBO (needs an extension) + function setupDepthTexture( framebuffer, renderTarget ) { + + var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube ); + if ( isCube ) throw new Error( 'Depth Texture with cube render targets is not supported' ); + + _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); + + if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) { + + throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' ); + + } + + // upload an empty depth texture with framebuffer size + if ( ! properties.get( renderTarget.depthTexture ).__webglTexture || + renderTarget.depthTexture.image.width !== renderTarget.width || + renderTarget.depthTexture.image.height !== renderTarget.height ) { + + renderTarget.depthTexture.image.width = renderTarget.width; + renderTarget.depthTexture.image.height = renderTarget.height; + renderTarget.depthTexture.needsUpdate = true; + + } + + setTexture2D( renderTarget.depthTexture, 0 ); + + var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture; + + if ( renderTarget.depthTexture.format === DepthFormat ) { + + _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 ); + + } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) { + + _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 ); + + } else { + + throw new Error( 'Unknown depthTexture format' ); + + } + + } + + // Setup GL resources for a non-texture depth buffer + function setupDepthRenderbuffer( renderTarget ) { + + var renderTargetProperties = properties.get( renderTarget ); + + var isCube = ( renderTarget.isWebGLRenderTargetCube === true ); + + if ( renderTarget.depthTexture ) { + + if ( isCube ) throw new Error( 'target.depthTexture not supported in Cube render targets' ); + + setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget ); + + } else { + + if ( isCube ) { + + renderTargetProperties.__webglDepthbuffer = []; + + for ( var i = 0; i < 6; i ++ ) { + + _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[ i ] ); + renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer(); + setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget ); + + } + + } else { + + _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer ); + renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer(); + setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget ); + + } + + } + + _gl.bindFramebuffer( _gl.FRAMEBUFFER, null ); + + } + + // Set up GL resources for the render target + function setupRenderTarget( renderTarget ) { + + var renderTargetProperties = properties.get( renderTarget ); + var textureProperties = properties.get( renderTarget.texture ); + + renderTarget.addEventListener( 'dispose', onRenderTargetDispose ); + + textureProperties.__webglTexture = _gl.createTexture(); + + infoMemory.textures ++; + + var isCube = ( renderTarget.isWebGLRenderTargetCube === true ); + var isTargetPowerOfTwo = isPowerOfTwo( renderTarget ); + + // Setup framebuffer + + if ( isCube ) { + + renderTargetProperties.__webglFramebuffer = []; + + for ( var i = 0; i < 6; i ++ ) { + + renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer(); + + } + + } else { + + renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer(); + + } + + // Setup color buffer + + if ( isCube ) { + + state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture ); + setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget.texture, isTargetPowerOfTwo ); + + for ( var i = 0; i < 6; i ++ ) { + + setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i ); + + } + + if ( textureNeedsGenerateMipmaps( renderTarget.texture, isTargetPowerOfTwo ) ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP ); + state.bindTexture( _gl.TEXTURE_CUBE_MAP, null ); + + } else { + + state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture ); + setTextureParameters( _gl.TEXTURE_2D, renderTarget.texture, isTargetPowerOfTwo ); + setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D ); + + if ( textureNeedsGenerateMipmaps( renderTarget.texture, isTargetPowerOfTwo ) ) _gl.generateMipmap( _gl.TEXTURE_2D ); + state.bindTexture( _gl.TEXTURE_2D, null ); + + } + + // Setup depth and stencil buffers + + if ( renderTarget.depthBuffer ) { + + setupDepthRenderbuffer( renderTarget ); + + } + + } + + function updateRenderTargetMipmap( renderTarget ) { + + var texture = renderTarget.texture; + var isTargetPowerOfTwo = isPowerOfTwo( renderTarget ); + + if ( textureNeedsGenerateMipmaps( texture, isTargetPowerOfTwo ) ) { + + var target = renderTarget.isWebGLRenderTargetCube ? _gl.TEXTURE_CUBE_MAP : _gl.TEXTURE_2D; + var webglTexture = properties.get( texture ).__webglTexture; + + state.bindTexture( target, webglTexture ); + _gl.generateMipmap( target ); + state.bindTexture( target, null ); + + } + + } + + function updateVideoTextures() { + + for ( var id in _videoTextures ) { + + _videoTextures[ id ].update(); + + } + + } + + this.setTexture2D = setTexture2D; + this.setTextureCube = setTextureCube; + this.setTextureCubeDynamic = setTextureCubeDynamic; + this.setupRenderTarget = setupRenderTarget; + this.updateRenderTargetMipmap = updateRenderTargetMipmap; + this.updateVideoTextures = updateVideoTextures; + + } + + /** + * @author fordacious / fordacious.github.io + */ + + function WebGLProperties() { + + var properties = {}; + + function get( object ) { + + var uuid = object.uuid; + var map = properties[ uuid ]; + + if ( map === undefined ) { + + map = {}; + properties[ uuid ] = map; + + } + + return map; + + } + + function remove( object ) { + + delete properties[ object.uuid ]; + + } + + function clear() { + + properties = {}; + + } + + return { + get: get, + remove: remove, + clear: clear + }; + + } + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function WebGLState( gl, extensions, utils ) { + + function ColorBuffer() { + + var locked = false; + + var color = new Vector4(); + var currentColorMask = null; + var currentColorClear = new Vector4( 0, 0, 0, 0 ); + + return { + + setMask: function ( colorMask ) { + + if ( currentColorMask !== colorMask && ! locked ) { + + gl.colorMask( colorMask, colorMask, colorMask, colorMask ); + currentColorMask = colorMask; + + } + + }, + + setLocked: function ( lock ) { + + locked = lock; + + }, + + setClear: function ( r, g, b, a, premultipliedAlpha ) { + + if ( premultipliedAlpha === true ) { + + r *= a; g *= a; b *= a; + + } + + color.set( r, g, b, a ); + + if ( currentColorClear.equals( color ) === false ) { + + gl.clearColor( r, g, b, a ); + currentColorClear.copy( color ); + + } + + }, + + reset: function () { + + locked = false; + + currentColorMask = null; + currentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state + + } + + }; + + } + + function DepthBuffer() { + + var locked = false; + + var currentDepthMask = null; + var currentDepthFunc = null; + var currentDepthClear = null; + + return { + + setTest: function ( depthTest ) { + + if ( depthTest ) { + + enable( gl.DEPTH_TEST ); + + } else { + + disable( gl.DEPTH_TEST ); + + } + + }, + + setMask: function ( depthMask ) { + + if ( currentDepthMask !== depthMask && ! locked ) { + + gl.depthMask( depthMask ); + currentDepthMask = depthMask; + + } + + }, + + setFunc: function ( depthFunc ) { + + if ( currentDepthFunc !== depthFunc ) { + + if ( depthFunc ) { + + switch ( depthFunc ) { + + case NeverDepth: + + gl.depthFunc( gl.NEVER ); + break; + + case AlwaysDepth: + + gl.depthFunc( gl.ALWAYS ); + break; + + case LessDepth: + + gl.depthFunc( gl.LESS ); + break; + + case LessEqualDepth: + + gl.depthFunc( gl.LEQUAL ); + break; + + case EqualDepth: + + gl.depthFunc( gl.EQUAL ); + break; + + case GreaterEqualDepth: + + gl.depthFunc( gl.GEQUAL ); + break; + + case GreaterDepth: + + gl.depthFunc( gl.GREATER ); + break; + + case NotEqualDepth: + + gl.depthFunc( gl.NOTEQUAL ); + break; + + default: + + gl.depthFunc( gl.LEQUAL ); + + } + + } else { + + gl.depthFunc( gl.LEQUAL ); + + } + + currentDepthFunc = depthFunc; + + } + + }, + + setLocked: function ( lock ) { + + locked = lock; + + }, + + setClear: function ( depth ) { + + if ( currentDepthClear !== depth ) { + + gl.clearDepth( depth ); + currentDepthClear = depth; + + } + + }, + + reset: function () { + + locked = false; + + currentDepthMask = null; + currentDepthFunc = null; + currentDepthClear = null; + + } + + }; + + } + + function StencilBuffer() { + + var locked = false; + + var currentStencilMask = null; + var currentStencilFunc = null; + var currentStencilRef = null; + var currentStencilFuncMask = null; + var currentStencilFail = null; + var currentStencilZFail = null; + var currentStencilZPass = null; + var currentStencilClear = null; + + return { + + setTest: function ( stencilTest ) { + + if ( stencilTest ) { + + enable( gl.STENCIL_TEST ); + + } else { + + disable( gl.STENCIL_TEST ); + + } + + }, + + setMask: function ( stencilMask ) { + + if ( currentStencilMask !== stencilMask && ! locked ) { + + gl.stencilMask( stencilMask ); + currentStencilMask = stencilMask; + + } + + }, + + setFunc: function ( stencilFunc, stencilRef, stencilMask ) { + + if ( currentStencilFunc !== stencilFunc || + currentStencilRef !== stencilRef || + currentStencilFuncMask !== stencilMask ) { + + gl.stencilFunc( stencilFunc, stencilRef, stencilMask ); + + currentStencilFunc = stencilFunc; + currentStencilRef = stencilRef; + currentStencilFuncMask = stencilMask; + + } + + }, + + setOp: function ( stencilFail, stencilZFail, stencilZPass ) { + + if ( currentStencilFail !== stencilFail || + currentStencilZFail !== stencilZFail || + currentStencilZPass !== stencilZPass ) { + + gl.stencilOp( stencilFail, stencilZFail, stencilZPass ); + + currentStencilFail = stencilFail; + currentStencilZFail = stencilZFail; + currentStencilZPass = stencilZPass; + + } + + }, + + setLocked: function ( lock ) { + + locked = lock; + + }, + + setClear: function ( stencil ) { + + if ( currentStencilClear !== stencil ) { + + gl.clearStencil( stencil ); + currentStencilClear = stencil; + + } + + }, + + reset: function () { + + locked = false; + + currentStencilMask = null; + currentStencilFunc = null; + currentStencilRef = null; + currentStencilFuncMask = null; + currentStencilFail = null; + currentStencilZFail = null; + currentStencilZPass = null; + currentStencilClear = null; + + } + + }; + + } + + // + + var colorBuffer = new ColorBuffer(); + var depthBuffer = new DepthBuffer(); + var stencilBuffer = new StencilBuffer(); + + var maxVertexAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS ); + var newAttributes = new Uint8Array( maxVertexAttributes ); + var enabledAttributes = new Uint8Array( maxVertexAttributes ); + var attributeDivisors = new Uint8Array( maxVertexAttributes ); + + var capabilities = {}; + + var compressedTextureFormats = null; + + var currentProgram = null; + + var currentBlending = null; + var currentBlendEquation = null; + var currentBlendSrc = null; + var currentBlendDst = null; + var currentBlendEquationAlpha = null; + var currentBlendSrcAlpha = null; + var currentBlendDstAlpha = null; + var currentPremultipledAlpha = false; + + var currentFlipSided = null; + var currentCullFace = null; + + var currentLineWidth = null; + + var currentPolygonOffsetFactor = null; + var currentPolygonOffsetUnits = null; + + var maxTextures = gl.getParameter( gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS ); + + var version = parseFloat( /^WebGL\ ([0-9])/.exec( gl.getParameter( gl.VERSION ) )[ 1 ] ); + var lineWidthAvailable = parseFloat( version ) >= 1.0; + + var currentTextureSlot = null; + var currentBoundTextures = {}; + + var currentScissor = new Vector4(); + var currentViewport = new Vector4(); + + function createTexture( type, target, count ) { + + var data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4. + var texture = gl.createTexture(); + + gl.bindTexture( type, texture ); + gl.texParameteri( type, gl.TEXTURE_MIN_FILTER, gl.NEAREST ); + gl.texParameteri( type, gl.TEXTURE_MAG_FILTER, gl.NEAREST ); + + for ( var i = 0; i < count; i ++ ) { + + gl.texImage2D( target + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, data ); + + } + + return texture; + + } + + var emptyTextures = {}; + emptyTextures[ gl.TEXTURE_2D ] = createTexture( gl.TEXTURE_2D, gl.TEXTURE_2D, 1 ); + emptyTextures[ gl.TEXTURE_CUBE_MAP ] = createTexture( gl.TEXTURE_CUBE_MAP, gl.TEXTURE_CUBE_MAP_POSITIVE_X, 6 ); + + // init + + colorBuffer.setClear( 0, 0, 0, 1 ); + depthBuffer.setClear( 1 ); + stencilBuffer.setClear( 0 ); + + enable( gl.DEPTH_TEST ); + depthBuffer.setFunc( LessEqualDepth ); + + setFlipSided( false ); + setCullFace( CullFaceBack ); + enable( gl.CULL_FACE ); + + enable( gl.BLEND ); + setBlending( NormalBlending ); + + // + + function initAttributes() { + + for ( var i = 0, l = newAttributes.length; i < l; i ++ ) { + + newAttributes[ i ] = 0; + + } + + } + + function enableAttribute( attribute ) { + + newAttributes[ attribute ] = 1; + + if ( enabledAttributes[ attribute ] === 0 ) { + + gl.enableVertexAttribArray( attribute ); + enabledAttributes[ attribute ] = 1; + + } + + if ( attributeDivisors[ attribute ] !== 0 ) { + + var extension = extensions.get( 'ANGLE_instanced_arrays' ); + + extension.vertexAttribDivisorANGLE( attribute, 0 ); + attributeDivisors[ attribute ] = 0; + + } + + } + + function enableAttributeAndDivisor( attribute, meshPerAttribute ) { + + newAttributes[ attribute ] = 1; + + if ( enabledAttributes[ attribute ] === 0 ) { + + gl.enableVertexAttribArray( attribute ); + enabledAttributes[ attribute ] = 1; + + } + + if ( attributeDivisors[ attribute ] !== meshPerAttribute ) { + + var extension = extensions.get( 'ANGLE_instanced_arrays' ); + + extension.vertexAttribDivisorANGLE( attribute, meshPerAttribute ); + attributeDivisors[ attribute ] = meshPerAttribute; + + } + + } + + function disableUnusedAttributes() { + + for ( var i = 0, l = enabledAttributes.length; i !== l; ++ i ) { + + if ( enabledAttributes[ i ] !== newAttributes[ i ] ) { + + gl.disableVertexAttribArray( i ); + enabledAttributes[ i ] = 0; + + } + + } + + } + + function enable( id ) { + + if ( capabilities[ id ] !== true ) { + + gl.enable( id ); + capabilities[ id ] = true; + + } + + } + + function disable( id ) { + + if ( capabilities[ id ] !== false ) { + + gl.disable( id ); + capabilities[ id ] = false; + + } + + } + + function getCompressedTextureFormats() { + + if ( compressedTextureFormats === null ) { + + compressedTextureFormats = []; + + if ( extensions.get( 'WEBGL_compressed_texture_pvrtc' ) || + extensions.get( 'WEBGL_compressed_texture_s3tc' ) || + extensions.get( 'WEBGL_compressed_texture_etc1' ) ) { + + var formats = gl.getParameter( gl.COMPRESSED_TEXTURE_FORMATS ); + + for ( var i = 0; i < formats.length; i ++ ) { + + compressedTextureFormats.push( formats[ i ] ); + + } + + } + + } + + return compressedTextureFormats; + + } + + function useProgram( program ) { + + if ( currentProgram !== program ) { + + gl.useProgram( program ); + + currentProgram = program; + + return true; + + } + + return false; + + } + + function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) { + + if ( blending !== NoBlending ) { + + enable( gl.BLEND ); + + } else { + + disable( gl.BLEND ); + + } + + if ( blending !== CustomBlending ) { + + if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) { + + switch ( blending ) { + + case AdditiveBlending: + + if ( premultipliedAlpha ) { + + gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD ); + gl.blendFuncSeparate( gl.ONE, gl.ONE, gl.ONE, gl.ONE ); + + } else { + + gl.blendEquation( gl.FUNC_ADD ); + gl.blendFunc( gl.SRC_ALPHA, gl.ONE ); + + } + break; + + case SubtractiveBlending: + + if ( premultipliedAlpha ) { + + gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD ); + gl.blendFuncSeparate( gl.ZERO, gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ONE_MINUS_SRC_ALPHA ); + + } else { + + gl.blendEquation( gl.FUNC_ADD ); + gl.blendFunc( gl.ZERO, gl.ONE_MINUS_SRC_COLOR ); + + } + break; + + case MultiplyBlending: + + if ( premultipliedAlpha ) { + + gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD ); + gl.blendFuncSeparate( gl.ZERO, gl.SRC_COLOR, gl.ZERO, gl.SRC_ALPHA ); + + } else { + + gl.blendEquation( gl.FUNC_ADD ); + gl.blendFunc( gl.ZERO, gl.SRC_COLOR ); + + } + break; + + default: + + if ( premultipliedAlpha ) { + + gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD ); + gl.blendFuncSeparate( gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA ); + + } else { + + 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 ); + + } + + } + + } + + currentBlendEquation = null; + currentBlendSrc = null; + currentBlendDst = null; + currentBlendEquationAlpha = null; + currentBlendSrcAlpha = null; + currentBlendDstAlpha = null; + + } else { + + blendEquationAlpha = blendEquationAlpha || blendEquation; + blendSrcAlpha = blendSrcAlpha || blendSrc; + blendDstAlpha = blendDstAlpha || blendDst; + + if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) { + + gl.blendEquationSeparate( utils.convert( blendEquation ), utils.convert( blendEquationAlpha ) ); + + currentBlendEquation = blendEquation; + currentBlendEquationAlpha = blendEquationAlpha; + + } + + if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) { + + gl.blendFuncSeparate( utils.convert( blendSrc ), utils.convert( blendDst ), utils.convert( blendSrcAlpha ), utils.convert( blendDstAlpha ) ); + + currentBlendSrc = blendSrc; + currentBlendDst = blendDst; + currentBlendSrcAlpha = blendSrcAlpha; + currentBlendDstAlpha = blendDstAlpha; + + } + + } + + currentBlending = blending; + currentPremultipledAlpha = premultipliedAlpha; + + } + + function setMaterial( material, frontFaceCW ) { + + material.side === DoubleSide + ? disable( gl.CULL_FACE ) + : enable( gl.CULL_FACE ); + + var flipSided = ( material.side === BackSide ); + if ( frontFaceCW ) flipSided = ! flipSided; + + setFlipSided( flipSided ); + + material.transparent === true + ? setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha ) + : setBlending( NoBlending ); + + depthBuffer.setFunc( material.depthFunc ); + depthBuffer.setTest( material.depthTest ); + depthBuffer.setMask( material.depthWrite ); + colorBuffer.setMask( material.colorWrite ); + + setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits ); + + } + + // + + function setFlipSided( flipSided ) { + + if ( currentFlipSided !== flipSided ) { + + if ( flipSided ) { + + gl.frontFace( gl.CW ); + + } else { + + gl.frontFace( gl.CCW ); + + } + + currentFlipSided = flipSided; + + } + + } + + function setCullFace( cullFace ) { + + if ( cullFace !== CullFaceNone ) { + + enable( gl.CULL_FACE ); + + if ( cullFace !== currentCullFace ) { + + if ( cullFace === CullFaceBack ) { + + gl.cullFace( gl.BACK ); + + } else if ( cullFace === CullFaceFront ) { + + gl.cullFace( gl.FRONT ); + + } else { + + gl.cullFace( gl.FRONT_AND_BACK ); + + } + + } + + } else { + + disable( gl.CULL_FACE ); + + } + + currentCullFace = cullFace; + + } + + function setLineWidth( width ) { + + if ( width !== currentLineWidth ) { + + if ( lineWidthAvailable ) gl.lineWidth( width ); + + currentLineWidth = width; + + } + + } + + function setPolygonOffset( polygonOffset, factor, units ) { + + if ( polygonOffset ) { + + enable( gl.POLYGON_OFFSET_FILL ); + + if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) { + + gl.polygonOffset( factor, units ); + + currentPolygonOffsetFactor = factor; + currentPolygonOffsetUnits = units; + + } + + } else { + + disable( gl.POLYGON_OFFSET_FILL ); + + } + + } + + function setScissorTest( scissorTest ) { + + if ( scissorTest ) { + + enable( gl.SCISSOR_TEST ); + + } else { + + disable( gl.SCISSOR_TEST ); + + } + + } + + // texture + + function activeTexture( webglSlot ) { + + if ( webglSlot === undefined ) webglSlot = gl.TEXTURE0 + maxTextures - 1; + + if ( currentTextureSlot !== webglSlot ) { + + gl.activeTexture( webglSlot ); + currentTextureSlot = webglSlot; + + } + + } + + function bindTexture( webglType, webglTexture ) { + + if ( currentTextureSlot === null ) { + + activeTexture(); + + } + + var boundTexture = currentBoundTextures[ currentTextureSlot ]; + + if ( boundTexture === undefined ) { + + boundTexture = { type: undefined, texture: undefined }; + currentBoundTextures[ currentTextureSlot ] = boundTexture; + + } + + if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) { + + gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] ); + + boundTexture.type = webglType; + boundTexture.texture = webglTexture; + + } + + } + + function compressedTexImage2D() { + + try { + + gl.compressedTexImage2D.apply( gl, arguments ); + + } catch ( error ) { + + console.error( 'THREE.WebGLState:', error ); + + } + + } + + function texImage2D() { + + try { + + gl.texImage2D.apply( gl, arguments ); + + } catch ( error ) { + + console.error( 'THREE.WebGLState:', error ); + + } + + } + + // + + function scissor( scissor ) { + + if ( currentScissor.equals( scissor ) === false ) { + + gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w ); + currentScissor.copy( scissor ); + + } + + } + + function viewport( viewport ) { + + if ( currentViewport.equals( viewport ) === false ) { + + gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w ); + currentViewport.copy( viewport ); + + } + + } + + // + + function reset() { + + for ( var i = 0; i < enabledAttributes.length; i ++ ) { + + if ( enabledAttributes[ i ] === 1 ) { + + gl.disableVertexAttribArray( i ); + enabledAttributes[ i ] = 0; + + } + + } + + capabilities = {}; + + compressedTextureFormats = null; + + currentTextureSlot = null; + currentBoundTextures = {}; + + currentProgram = null; + + currentBlending = null; + + currentFlipSided = null; + currentCullFace = null; + + colorBuffer.reset(); + depthBuffer.reset(); + stencilBuffer.reset(); + + } + + return { + + buffers: { + color: colorBuffer, + depth: depthBuffer, + stencil: stencilBuffer + }, + + initAttributes: initAttributes, + enableAttribute: enableAttribute, + enableAttributeAndDivisor: enableAttributeAndDivisor, + disableUnusedAttributes: disableUnusedAttributes, + enable: enable, + disable: disable, + getCompressedTextureFormats: getCompressedTextureFormats, + + useProgram: useProgram, + + setBlending: setBlending, + setMaterial: setMaterial, + + setFlipSided: setFlipSided, + setCullFace: setCullFace, + + setLineWidth: setLineWidth, + setPolygonOffset: setPolygonOffset, + + setScissorTest: setScissorTest, + + activeTexture: activeTexture, + bindTexture: bindTexture, + compressedTexImage2D: compressedTexImage2D, + texImage2D: texImage2D, + + scissor: scissor, + viewport: viewport, + + reset: reset + + }; + + } + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function WebGLCapabilities( gl, extensions, parameters ) { + + var maxAnisotropy; + + function getMaxAnisotropy() { + + if ( maxAnisotropy !== undefined ) return maxAnisotropy; + + var extension = extensions.get( 'EXT_texture_filter_anisotropic' ); + + if ( extension !== null ) { + + maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT ); + + } else { + + maxAnisotropy = 0; + + } + + return maxAnisotropy; + + } + + function getMaxPrecision( precision ) { + + if ( precision === 'highp' ) { + + if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.HIGH_FLOAT ).precision > 0 && + gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.HIGH_FLOAT ).precision > 0 ) { + + return 'highp'; + + } + + precision = 'mediump'; + + } + + if ( precision === 'mediump' ) { + + if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.MEDIUM_FLOAT ).precision > 0 && + gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT ).precision > 0 ) { + + return 'mediump'; + + } + + } + + return 'lowp'; + + } + + var precision = parameters.precision !== undefined ? parameters.precision : 'highp'; + var maxPrecision = getMaxPrecision( precision ); + + if ( maxPrecision !== precision ) { + + console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' ); + precision = maxPrecision; + + } + + var logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true; + + var maxTextures = gl.getParameter( gl.MAX_TEXTURE_IMAGE_UNITS ); + var maxVertexTextures = gl.getParameter( gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ); + var maxTextureSize = gl.getParameter( gl.MAX_TEXTURE_SIZE ); + var maxCubemapSize = gl.getParameter( gl.MAX_CUBE_MAP_TEXTURE_SIZE ); + + var maxAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS ); + var maxVertexUniforms = gl.getParameter( gl.MAX_VERTEX_UNIFORM_VECTORS ); + var maxVaryings = gl.getParameter( gl.MAX_VARYING_VECTORS ); + var maxFragmentUniforms = gl.getParameter( gl.MAX_FRAGMENT_UNIFORM_VECTORS ); + + var vertexTextures = maxVertexTextures > 0; + var floatFragmentTextures = !! extensions.get( 'OES_texture_float' ); + var floatVertexTextures = vertexTextures && floatFragmentTextures; + + return { + + getMaxAnisotropy: getMaxAnisotropy, + getMaxPrecision: getMaxPrecision, + + precision: precision, + logarithmicDepthBuffer: logarithmicDepthBuffer, + + maxTextures: maxTextures, + maxVertexTextures: maxVertexTextures, + maxTextureSize: maxTextureSize, + maxCubemapSize: maxCubemapSize, + + maxAttributes: maxAttributes, + maxVertexUniforms: maxVertexUniforms, + maxVaryings: maxVaryings, + maxFragmentUniforms: maxFragmentUniforms, + + vertexTextures: vertexTextures, + floatFragmentTextures: floatFragmentTextures, + floatVertexTextures: floatVertexTextures + + }; + + } + + /** + * @author mrdoob / http://mrdoob.com/ + * @author greggman / http://games.greggman.com/ + * @author zz85 / http://www.lab4games.net/zz85/blog + * @author tschw + */ + + function PerspectiveCamera( fov, aspect, near, far ) { + + Camera.call( this ); + + this.type = 'PerspectiveCamera'; + + this.fov = fov !== undefined ? fov : 50; + this.zoom = 1; + + this.near = near !== undefined ? near : 0.1; + this.far = far !== undefined ? far : 2000; + this.focus = 10; + + this.aspect = aspect !== undefined ? aspect : 1; + this.view = null; + + this.filmGauge = 35; // width of the film (default in millimeters) + this.filmOffset = 0; // horizontal film offset (same unit as gauge) + + this.updateProjectionMatrix(); + + } + + PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), { + + constructor: PerspectiveCamera, + + isPerspectiveCamera: true, + + copy: function ( source, recursive ) { + + Camera.prototype.copy.call( this, source, recursive ); + + this.fov = source.fov; + this.zoom = source.zoom; + + this.near = source.near; + this.far = source.far; + this.focus = source.focus; + + this.aspect = source.aspect; + this.view = source.view === null ? null : Object.assign( {}, source.view ); + + this.filmGauge = source.filmGauge; + this.filmOffset = source.filmOffset; + + return this; + + }, + + /** + * Sets the FOV by focal length in respect to the current .filmGauge. + * + * The default film gauge is 35, so that the focal length can be specified for + * a 35mm (full frame) camera. + * + * Values for focal length and film gauge must have the same unit. + */ + setFocalLength: function ( focalLength ) { + + // see http://www.bobatkins.com/photography/technical/field_of_view.html + var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength; + + this.fov = _Math.RAD2DEG * 2 * Math.atan( vExtentSlope ); + this.updateProjectionMatrix(); + + }, + + /** + * Calculates the focal length from the current .fov and .filmGauge. + */ + getFocalLength: function () { + + var vExtentSlope = Math.tan( _Math.DEG2RAD * 0.5 * this.fov ); + + return 0.5 * this.getFilmHeight() / vExtentSlope; + + }, + + getEffectiveFOV: function () { + + return _Math.RAD2DEG * 2 * Math.atan( + Math.tan( _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom ); + + }, + + getFilmWidth: function () { + + // film not completely covered in portrait format (aspect < 1) + return this.filmGauge * Math.min( this.aspect, 1 ); + + }, + + getFilmHeight: function () { + + // film not completely covered in landscape format (aspect > 1) + return this.filmGauge / Math.max( this.aspect, 1 ); + + }, + + /** + * 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. + */ + setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) { + + this.aspect = fullWidth / fullHeight; + + if ( this.view === null ) { + + this.view = { + enabled: true, + fullWidth: 1, + fullHeight: 1, + offsetX: 0, + offsetY: 0, + width: 1, + height: 1 + }; + + } + + this.view.enabled = true; + this.view.fullWidth = fullWidth; + this.view.fullHeight = fullHeight; + this.view.offsetX = x; + this.view.offsetY = y; + this.view.width = width; + this.view.height = height; + + this.updateProjectionMatrix(); + + }, + + clearViewOffset: function () { + + if ( this.view !== null ) { + + this.view.enabled = false; + + } + + this.updateProjectionMatrix(); + + }, + + updateProjectionMatrix: function () { + + var near = this.near, + top = near * Math.tan( + _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom, + height = 2 * top, + width = this.aspect * height, + left = - 0.5 * width, + view = this.view; + + if ( this.view !== null && this.view.enabled ) { + + var fullWidth = view.fullWidth, + fullHeight = view.fullHeight; + + left += view.offsetX * width / fullWidth; + top -= view.offsetY * height / fullHeight; + width *= view.width / fullWidth; + height *= view.height / fullHeight; + + } + + var skew = this.filmOffset; + if ( skew !== 0 ) left += near * skew / this.getFilmWidth(); + + this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far ); + + }, + + toJSON: function ( meta ) { + + var data = Object3D.prototype.toJSON.call( this, meta ); + + data.object.fov = this.fov; + data.object.zoom = this.zoom; + + data.object.near = this.near; + data.object.far = this.far; + data.object.focus = this.focus; + + data.object.aspect = this.aspect; + + if ( this.view !== null ) data.object.view = Object.assign( {}, this.view ); + + data.object.filmGauge = this.filmGauge; + data.object.filmOffset = this.filmOffset; + + return data; + + } + + } ); + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function ArrayCamera( array ) { + + PerspectiveCamera.call( this ); + + this.cameras = array || []; + + } + + ArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), { + + constructor: ArrayCamera, + + isArrayCamera: true + + } ); + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function WebVRManager( renderer ) { + + var scope = this; + + var device = null; + var frameData = null; + + var poseTarget = null; + + if ( typeof window !== 'undefined' && 'VRFrameData' in window ) { + + frameData = new window.VRFrameData(); + + } + + var matrixWorldInverse = new Matrix4(); + + var cameraL = new PerspectiveCamera(); + cameraL.bounds = new Vector4( 0.0, 0.0, 0.5, 1.0 ); + cameraL.layers.enable( 1 ); + + var cameraR = new PerspectiveCamera(); + cameraR.bounds = new Vector4( 0.5, 0.0, 0.5, 1.0 ); + cameraR.layers.enable( 2 ); + + var cameraVR = new ArrayCamera( [ cameraL, cameraR ] ); + cameraVR.layers.enable( 1 ); + cameraVR.layers.enable( 2 ); + + // + + var currentSize, currentPixelRatio; + + function onVRDisplayPresentChange() { + + if ( device !== null && device.isPresenting ) { + + var eyeParameters = device.getEyeParameters( 'left' ); + var renderWidth = eyeParameters.renderWidth; + var renderHeight = eyeParameters.renderHeight; + + currentPixelRatio = renderer.getPixelRatio(); + currentSize = renderer.getSize(); + + renderer.setDrawingBufferSize( renderWidth * 2, renderHeight, 1 ); + + } else if ( scope.enabled ) { + + renderer.setDrawingBufferSize( currentSize.width, currentSize.height, currentPixelRatio ); + + } + + } + + if ( typeof window !== 'undefined' ) { + + window.addEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange, false ); + + } + + // + + this.enabled = false; + + this.getDevice = function () { + + return device; + + }; + + this.setDevice = function ( value ) { + + if ( value !== undefined ) device = value; + + }; + + this.setPoseTarget = function ( object ) { + + if ( object !== undefined ) poseTarget = object; + + }; + + this.getCamera = function ( camera ) { + + if ( device === null ) return camera; + + device.depthNear = camera.near; + device.depthFar = camera.far; + + device.getFrameData( frameData ); + + // + + var pose = frameData.pose; + var poseObject = poseTarget !== null ? poseTarget : camera; + + if ( pose.position !== null ) { + + poseObject.position.fromArray( pose.position ); + + } else { + + poseObject.position.set( 0, 0, 0 ); + + } + + if ( pose.orientation !== null ) { + + poseObject.quaternion.fromArray( pose.orientation ); + + } + + poseObject.updateMatrixWorld(); + + if ( device.isPresenting === false ) return camera; + + // + + cameraL.near = camera.near; + cameraR.near = camera.near; + + cameraL.far = camera.far; + cameraR.far = camera.far; + + cameraVR.matrixWorld.copy( camera.matrixWorld ); + cameraVR.matrixWorldInverse.copy( camera.matrixWorldInverse ); + + cameraL.matrixWorldInverse.fromArray( frameData.leftViewMatrix ); + cameraR.matrixWorldInverse.fromArray( frameData.rightViewMatrix ); + + var parent = poseObject.parent; + + if ( parent !== null ) { + + matrixWorldInverse.getInverse( parent.matrixWorld ); + + cameraL.matrixWorldInverse.multiply( matrixWorldInverse ); + cameraR.matrixWorldInverse.multiply( matrixWorldInverse ); + + } + + // envMap and Mirror needs camera.matrixWorld + + cameraL.matrixWorld.getInverse( cameraL.matrixWorldInverse ); + cameraR.matrixWorld.getInverse( cameraR.matrixWorldInverse ); + + cameraL.projectionMatrix.fromArray( frameData.leftProjectionMatrix ); + cameraR.projectionMatrix.fromArray( frameData.rightProjectionMatrix ); + + // HACK @mrdoob + // https://github.com/w3c/webvr/issues/203 + + cameraVR.projectionMatrix.copy( cameraL.projectionMatrix ); + + // + + var layers = device.getLayers(); + + if ( layers.length ) { + + var layer = layers[ 0 ]; + + if ( layer.leftBounds !== null && layer.leftBounds.length === 4 ) { + + cameraL.bounds.fromArray( layer.leftBounds ); + + } + + if ( layer.rightBounds !== null && layer.rightBounds.length === 4 ) { + + cameraR.bounds.fromArray( layer.rightBounds ); + + } + + } + + return cameraVR; + + }; + + this.submitFrame = function () { + + if ( device && device.isPresenting ) device.submitFrame(); + + }; + + this.dispose = function () { + + if ( typeof window !== 'undefined' ) { + + window.removeEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange ); + + } + + }; + + } + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function WebGLExtensions( gl ) { + + var extensions = {}; + + return { + + get: function ( name ) { + + if ( extensions[ name ] !== undefined ) { + + return extensions[ name ]; + + } + + var extension; + + switch ( name ) { + + case 'WEBGL_depth_texture': + extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' ); + break; + + case 'EXT_texture_filter_anisotropic': + extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' ); + break; + + case 'WEBGL_compressed_texture_s3tc': + extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' ); + break; + + case 'WEBGL_compressed_texture_pvrtc': + extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' ); + break; + + case 'WEBGL_compressed_texture_etc1': + extension = gl.getExtension( 'WEBGL_compressed_texture_etc1' ); + break; + + default: + extension = gl.getExtension( name ); + + } + + if ( extension === null ) { + + console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' ); + + } + + extensions[ name ] = extension; + + return extension; + + } + + }; + + } + + /** + * @author tschw + */ + + function WebGLClipping() { + + var scope = this, + + globalState = null, + numGlobalPlanes = 0, + localClippingEnabled = false, + renderingShadows = false, + + plane = new Plane(), + viewNormalMatrix = new Matrix3(), + + uniform = { value: null, needsUpdate: false }; + + this.uniform = uniform; + this.numPlanes = 0; + this.numIntersection = 0; + + this.init = function ( planes, enableLocalClipping, camera ) { + + var enabled = + planes.length !== 0 || + enableLocalClipping || + // enable state of previous frame - the clipping code has to + // run another frame in order to reset the state: + numGlobalPlanes !== 0 || + localClippingEnabled; + + localClippingEnabled = enableLocalClipping; + + globalState = projectPlanes( planes, camera, 0 ); + numGlobalPlanes = planes.length; + + return enabled; + + }; + + this.beginShadows = function () { + + renderingShadows = true; + projectPlanes( null ); + + }; + + this.endShadows = function () { + + renderingShadows = false; + resetGlobalState(); + + }; + + this.setState = function ( planes, clipIntersection, clipShadows, camera, cache, fromCache ) { + + if ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) { + + // there's no local clipping + + if ( renderingShadows ) { + + // there's no global clipping + + projectPlanes( null ); + + } else { + + resetGlobalState(); + + } + + } else { + + var nGlobal = renderingShadows ? 0 : numGlobalPlanes, + lGlobal = nGlobal * 4, + + dstArray = cache.clippingState || null; + + uniform.value = dstArray; // ensure unique state + + dstArray = projectPlanes( planes, camera, lGlobal, fromCache ); + + for ( var i = 0; i !== lGlobal; ++ i ) { + + dstArray[ i ] = globalState[ i ]; + + } + + cache.clippingState = dstArray; + this.numIntersection = clipIntersection ? this.numPlanes : 0; + this.numPlanes += nGlobal; + + } + + + }; + + function resetGlobalState() { + + if ( uniform.value !== globalState ) { + + uniform.value = globalState; + uniform.needsUpdate = numGlobalPlanes > 0; + + } + + scope.numPlanes = numGlobalPlanes; + scope.numIntersection = 0; + + } + + function projectPlanes( planes, camera, dstOffset, skipTransform ) { + + var nPlanes = planes !== null ? planes.length : 0, + dstArray = null; + + if ( nPlanes !== 0 ) { + + dstArray = uniform.value; + + if ( skipTransform !== true || dstArray === null ) { + + var flatSize = dstOffset + nPlanes * 4, + viewMatrix = camera.matrixWorldInverse; + + viewNormalMatrix.getNormalMatrix( viewMatrix ); + + if ( dstArray === null || dstArray.length < flatSize ) { + + dstArray = new Float32Array( flatSize ); + + } + + for ( var i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) { + + plane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix ); + + plane.normal.toArray( dstArray, i4 ); + dstArray[ i4 + 3 ] = plane.constant; + + } + + } + + uniform.value = dstArray; + uniform.needsUpdate = true; + + } + + scope.numPlanes = nPlanes; + + return dstArray; + + } + + } + + /** + * @author thespite / http://www.twitter.com/thespite + */ + + function WebGLUtils( gl, extensions ) { + + function convert( p ) { + + var extension; + + if ( p === RepeatWrapping ) return gl.REPEAT; + if ( p === ClampToEdgeWrapping ) return gl.CLAMP_TO_EDGE; + if ( p === MirroredRepeatWrapping ) return gl.MIRRORED_REPEAT; + + if ( p === NearestFilter ) return gl.NEAREST; + if ( p === NearestMipMapNearestFilter ) return gl.NEAREST_MIPMAP_NEAREST; + if ( p === NearestMipMapLinearFilter ) return gl.NEAREST_MIPMAP_LINEAR; + + if ( p === LinearFilter ) return gl.LINEAR; + if ( p === LinearMipMapNearestFilter ) return gl.LINEAR_MIPMAP_NEAREST; + if ( p === LinearMipMapLinearFilter ) return gl.LINEAR_MIPMAP_LINEAR; + + if ( p === UnsignedByteType ) return gl.UNSIGNED_BYTE; + if ( p === UnsignedShort4444Type ) return gl.UNSIGNED_SHORT_4_4_4_4; + if ( p === UnsignedShort5551Type ) return gl.UNSIGNED_SHORT_5_5_5_1; + if ( p === UnsignedShort565Type ) return gl.UNSIGNED_SHORT_5_6_5; + + if ( p === ByteType ) return gl.BYTE; + if ( p === ShortType ) return gl.SHORT; + if ( p === UnsignedShortType ) return gl.UNSIGNED_SHORT; + if ( p === IntType ) return gl.INT; + if ( p === UnsignedIntType ) return gl.UNSIGNED_INT; + if ( p === FloatType ) return gl.FLOAT; + + if ( p === HalfFloatType ) { + + extension = extensions.get( 'OES_texture_half_float' ); + + if ( extension !== null ) return extension.HALF_FLOAT_OES; + + } + + if ( p === AlphaFormat ) return gl.ALPHA; + if ( p === RGBFormat ) return gl.RGB; + if ( p === RGBAFormat ) return gl.RGBA; + if ( p === LuminanceFormat ) return gl.LUMINANCE; + if ( p === LuminanceAlphaFormat ) return gl.LUMINANCE_ALPHA; + if ( p === DepthFormat ) return gl.DEPTH_COMPONENT; + if ( p === DepthStencilFormat ) return gl.DEPTH_STENCIL; + + if ( p === AddEquation ) return gl.FUNC_ADD; + if ( p === SubtractEquation ) return gl.FUNC_SUBTRACT; + if ( p === ReverseSubtractEquation ) return gl.FUNC_REVERSE_SUBTRACT; + + if ( p === ZeroFactor ) return gl.ZERO; + if ( p === OneFactor ) return gl.ONE; + if ( p === SrcColorFactor ) return gl.SRC_COLOR; + if ( p === OneMinusSrcColorFactor ) return gl.ONE_MINUS_SRC_COLOR; + if ( p === SrcAlphaFactor ) return gl.SRC_ALPHA; + if ( p === OneMinusSrcAlphaFactor ) return gl.ONE_MINUS_SRC_ALPHA; + if ( p === DstAlphaFactor ) return gl.DST_ALPHA; + if ( p === OneMinusDstAlphaFactor ) return gl.ONE_MINUS_DST_ALPHA; + + if ( p === DstColorFactor ) return gl.DST_COLOR; + if ( p === OneMinusDstColorFactor ) return gl.ONE_MINUS_DST_COLOR; + if ( p === SrcAlphaSaturateFactor ) return gl.SRC_ALPHA_SATURATE; + + if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format || + p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) { + + extension = extensions.get( 'WEBGL_compressed_texture_s3tc' ); + + if ( extension !== null ) { + + if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT; + if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT; + if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT; + if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT; + + } + + } + + if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format || + p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) { + + extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' ); + + if ( extension !== null ) { + + if ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG; + if ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG; + if ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; + if ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG; + + } + + } + + if ( p === RGB_ETC1_Format ) { + + extension = extensions.get( 'WEBGL_compressed_texture_etc1' ); + + if ( extension !== null ) return extension.COMPRESSED_RGB_ETC1_WEBGL; + + } + + if ( p === MinEquation || p === MaxEquation ) { + + extension = extensions.get( 'EXT_blend_minmax' ); + + if ( extension !== null ) { + + if ( p === MinEquation ) return extension.MIN_EXT; + if ( p === MaxEquation ) return extension.MAX_EXT; + + } + + } + + if ( p === UnsignedInt248Type ) { + + extension = extensions.get( 'WEBGL_depth_texture' ); + + if ( extension !== null ) return extension.UNSIGNED_INT_24_8_WEBGL; + + } + + return 0; + + } + + return { convert: convert }; + + } + + /** + * @author supereggbert / http://www.paulbrunt.co.uk/ + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * @author szimek / https://github.com/szimek/ + * @author tschw + */ + + function WebGLRenderer( parameters ) { + + console.log( 'THREE.WebGLRenderer', REVISION ); + + parameters = parameters || {}; + + var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ), + _context = parameters.context !== undefined ? parameters.context : null, + + _alpha = parameters.alpha !== undefined ? parameters.alpha : false, + _depth = parameters.depth !== undefined ? parameters.depth : true, + _stencil = parameters.stencil !== undefined ? parameters.stencil : true, + _antialias = parameters.antialias !== undefined ? parameters.antialias : false, + _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true, + _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false, + _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default'; + + var lightsArray = []; + var shadowsArray = []; + + var currentRenderList = null; + + var spritesArray = []; + var flaresArray = []; + + // 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; + + // user-defined clipping + + this.clippingPlanes = []; + this.localClippingEnabled = false; + + // physically based shading + + this.gammaFactor = 2.0; // for backwards compatibility + this.gammaInput = false; + this.gammaOutput = false; + + // physical lights + + this.physicallyCorrectLights = false; + + // tone mapping + + this.toneMapping = LinearToneMapping; + this.toneMappingExposure = 1.0; + this.toneMappingWhitePoint = 1.0; + + // morphs + + this.maxMorphTargets = 8; + this.maxMorphNormals = 4; + + // internal properties + + var _this = this, + + _isContextLost = false, + + // internal state cache + + _currentRenderTarget = null, + _currentFramebuffer = null, + _currentMaterialId = - 1, + _currentGeometryProgram = '', + + _currentCamera = null, + _currentArrayCamera = null, + + _currentViewport = new Vector4(), + _currentScissor = new Vector4(), + _currentScissorTest = null, + + // + + _usedTextureUnits = 0, + + // + + _width = _canvas.width, + _height = _canvas.height, + + _pixelRatio = 1, + + _viewport = new Vector4( 0, 0, _width, _height ), + _scissor = new Vector4( 0, 0, _width, _height ), + _scissorTest = false, + + // frustum + + _frustum = new Frustum(), + + // clipping + + _clipping = new WebGLClipping(), + _clippingEnabled = false, + _localClippingEnabled = false, + + // camera matrices cache + + _projScreenMatrix = new Matrix4(), + + _vector3 = new Vector3(), + + // info + + _infoMemory = { + geometries: 0, + textures: 0 + }, + + _infoRender = { + + frame: 0, + calls: 0, + vertices: 0, + faces: 0, + points: 0 + + }; + + this.info = { + + render: _infoRender, + memory: _infoMemory, + programs: null + + }; + + function getTargetPixelRatio() { + + return _currentRenderTarget === null ? _pixelRatio : 1; + + } + + // initialize + + var _gl; + + try { + + var contextAttributes = { + alpha: _alpha, + depth: _depth, + stencil: _stencil, + antialias: _antialias, + premultipliedAlpha: _premultipliedAlpha, + preserveDrawingBuffer: _preserveDrawingBuffer, + powerPreference: _powerPreference + }; + + // event listeners must be registered before WebGL context is created, see #12753 + + _canvas.addEventListener( 'webglcontextlost', onContextLost, false ); + _canvas.addEventListener( 'webglcontextrestored', onContextRestore, false ); + + _gl = _context || _canvas.getContext( 'webgl', contextAttributes ) || _canvas.getContext( 'experimental-webgl', contextAttributes ); + + if ( _gl === null ) { + + if ( _canvas.getContext( 'webgl' ) !== null ) { + + throw new Error( 'Error creating WebGL context with your selected attributes.' ); + + } else { + + throw new Error( 'Error creating WebGL context.' ); + + } + + } + + // Some experimental-webgl implementations do not have getShaderPrecisionFormat + + if ( _gl.getShaderPrecisionFormat === undefined ) { + + _gl.getShaderPrecisionFormat = function () { + + return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 }; + + }; + + } + + } catch ( error ) { + + console.error( 'THREE.WebGLRenderer: ' + error.message ); + + } + + var extensions, capabilities, state; + var properties, textures, attributes, geometries, objects, lights; + var programCache, renderLists; + + var background, morphtargets, bufferRenderer, indexedBufferRenderer; + var flareRenderer, spriteRenderer; + + var utils; + + function initGLContext() { + + extensions = new WebGLExtensions( _gl ); + extensions.get( 'WEBGL_depth_texture' ); + extensions.get( 'OES_texture_float' ); + extensions.get( 'OES_texture_float_linear' ); + extensions.get( 'OES_texture_half_float' ); + extensions.get( 'OES_texture_half_float_linear' ); + extensions.get( 'OES_standard_derivatives' ); + extensions.get( 'OES_element_index_uint' ); + extensions.get( 'ANGLE_instanced_arrays' ); + + utils = new WebGLUtils( _gl, extensions ); + + capabilities = new WebGLCapabilities( _gl, extensions, parameters ); + + state = new WebGLState( _gl, extensions, utils ); + state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) ); + state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) ); + + properties = new WebGLProperties(); + textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, _infoMemory ); + attributes = new WebGLAttributes( _gl ); + geometries = new WebGLGeometries( _gl, attributes, _infoMemory ); + objects = new WebGLObjects( geometries, _infoRender ); + morphtargets = new WebGLMorphtargets( _gl ); + programCache = new WebGLPrograms( _this, extensions, capabilities ); + lights = new WebGLLights(); + renderLists = new WebGLRenderLists(); + + background = new WebGLBackground( _this, state, geometries, _premultipliedAlpha ); + + bufferRenderer = new WebGLBufferRenderer( _gl, extensions, _infoRender ); + indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, _infoRender ); + + flareRenderer = new WebGLFlareRenderer( _this, _gl, state, textures, capabilities ); + spriteRenderer = new WebGLSpriteRenderer( _this, _gl, state, textures, capabilities ); + + _this.info.programs = programCache.programs; + + _this.context = _gl; + _this.capabilities = capabilities; + _this.extensions = extensions; + _this.properties = properties; + _this.renderLists = renderLists; + _this.state = state; + + } + + initGLContext(); + + // vr + + var vr = new WebVRManager( _this ); + + this.vr = vr; + + // shadow map + + var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize ); + + this.shadowMap = shadowMap; + + // API + + this.getContext = function () { + + return _gl; + + }; + + this.getContextAttributes = function () { + + return _gl.getContextAttributes(); + + }; + + this.forceContextLoss = function () { + + var extension = extensions.get( 'WEBGL_lose_context' ); + if ( extension ) extension.loseContext(); + + }; + + this.forceContextRestore = function () { + + var extension = extensions.get( 'WEBGL_lose_context' ); + if ( extension ) extension.restoreContext(); + + }; + + this.getPixelRatio = function () { + + return _pixelRatio; + + }; + + this.setPixelRatio = function ( value ) { + + if ( value === undefined ) return; + + _pixelRatio = value; + + this.setSize( _width, _height, false ); + + }; + + this.getSize = function () { + + return { + width: _width, + height: _height + }; + + }; + + this.setSize = function ( width, height, updateStyle ) { + + var device = vr.getDevice(); + + if ( device && device.isPresenting ) { + + console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' ); + return; + + } + + _width = width; + _height = height; + + _canvas.width = width * _pixelRatio; + _canvas.height = height * _pixelRatio; + + if ( updateStyle !== false ) { + + _canvas.style.width = width + 'px'; + _canvas.style.height = height + 'px'; + + } + + this.setViewport( 0, 0, width, height ); + + }; + + this.getDrawingBufferSize = function () { + + return { + width: _width * _pixelRatio, + height: _height * _pixelRatio + }; + + }; + + this.setDrawingBufferSize = function ( width, height, pixelRatio ) { + + _width = width; + _height = height; + + _pixelRatio = pixelRatio; + + _canvas.width = width * pixelRatio; + _canvas.height = height * pixelRatio; + + this.setViewport( 0, 0, width, height ); + + }; + + this.setViewport = function ( x, y, width, height ) { + + _viewport.set( x, _height - y - height, width, height ); + state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) ); + + }; + + this.setScissor = function ( x, y, width, height ) { + + _scissor.set( x, _height - y - height, width, height ); + state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) ); + + }; + + this.setScissorTest = function ( boolean ) { + + state.setScissorTest( _scissorTest = boolean ); + + }; + + // Clearing + + this.getClearColor = function () { + + return background.getClearColor(); + + }; + + this.setClearColor = function () { + + background.setClearColor.apply( background, arguments ); + + }; + + this.getClearAlpha = function () { + + return background.getClearAlpha(); + + }; + + this.setClearAlpha = function () { + + background.setClearAlpha.apply( background, arguments ); + + }; + + this.clear = function ( color, depth, stencil ) { + + var bits = 0; + + if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT; + if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT; + if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT; + + _gl.clear( bits ); + + }; + + this.clearColor = function () { + + this.clear( true, false, false ); + + }; + + this.clearDepth = function () { + + this.clear( false, true, false ); + + }; + + this.clearStencil = function () { + + this.clear( false, false, true ); + + }; + + this.clearTarget = function ( renderTarget, color, depth, stencil ) { + + this.setRenderTarget( renderTarget ); + this.clear( color, depth, stencil ); + + }; + + // + + this.dispose = function () { + + _canvas.removeEventListener( 'webglcontextlost', onContextLost, false ); + _canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false ); + + renderLists.dispose(); + + vr.dispose(); + + }; + + // Events + + function onContextLost( event ) { + + event.preventDefault(); + + console.log( 'THREE.WebGLRenderer: Context Lost.' ); + + _isContextLost = true; + + } + + function onContextRestore( /* event */ ) { + + console.log( 'THREE.WebGLRenderer: Context Restored.' ); + + _isContextLost = false; + + initGLContext(); + + } + + function onMaterialDispose( event ) { + + var material = event.target; + + material.removeEventListener( 'dispose', onMaterialDispose ); + + deallocateMaterial( material ); + + } + + // Buffer deallocation + + function deallocateMaterial( material ) { + + releaseMaterialProgramReference( material ); + + properties.remove( material ); + + } + + + function releaseMaterialProgramReference( material ) { + + var programInfo = properties.get( material ).program; + + material.program = undefined; + + if ( programInfo !== undefined ) { + + programCache.releaseProgram( programInfo ); + + } + + } + + // Buffer rendering + + function renderObjectImmediate( object, program, material ) { + + object.render( function ( object ) { + + _this.renderBufferImmediate( object, program, material ); + + } ); + + } + + this.renderBufferImmediate = function ( object, program, material ) { + + state.initAttributes(); + + var buffers = properties.get( object ); + + if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer(); + if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer(); + if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer(); + if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer(); + + var programAttributes = program.getAttributes(); + + if ( object.hasPositions ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position ); + _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW ); + + state.enableAttribute( programAttributes.position ); + _gl.vertexAttribPointer( programAttributes.position, 3, _gl.FLOAT, false, 0, 0 ); + + } + + if ( object.hasNormals ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal ); + + if ( ! material.isMeshPhongMaterial && + ! material.isMeshStandardMaterial && + ! material.isMeshNormalMaterial && + material.flatShading === true ) { + + for ( var i = 0, l = object.count * 3; i < l; i += 9 ) { + + var array = object.normalArray; + + var nx = ( array[ i + 0 ] + array[ i + 3 ] + array[ i + 6 ] ) / 3; + var ny = ( array[ i + 1 ] + array[ i + 4 ] + array[ i + 7 ] ) / 3; + var nz = ( array[ i + 2 ] + array[ i + 5 ] + array[ i + 8 ] ) / 3; + + array[ i + 0 ] = nx; + array[ i + 1 ] = ny; + array[ i + 2 ] = nz; + + array[ i + 3 ] = nx; + array[ i + 4 ] = ny; + array[ i + 5 ] = nz; + + array[ i + 6 ] = nx; + array[ i + 7 ] = ny; + array[ i + 8 ] = nz; + + } + + } + + _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW ); + + state.enableAttribute( programAttributes.normal ); + + _gl.vertexAttribPointer( programAttributes.normal, 3, _gl.FLOAT, false, 0, 0 ); + + } + + if ( object.hasUvs && material.map ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv ); + _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW ); + + state.enableAttribute( programAttributes.uv ); + + _gl.vertexAttribPointer( programAttributes.uv, 2, _gl.FLOAT, false, 0, 0 ); + + } + + if ( object.hasColors && material.vertexColors !== NoColors ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color ); + _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW ); + + state.enableAttribute( programAttributes.color ); + + _gl.vertexAttribPointer( programAttributes.color, 3, _gl.FLOAT, false, 0, 0 ); + + } + + state.disableUnusedAttributes(); + + _gl.drawArrays( _gl.TRIANGLES, 0, object.count ); + + object.count = 0; + + }; + + this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) { + + var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 ); + + state.setMaterial( material, frontFaceCW ); + + var program = setProgram( camera, fog, material, object ); + var geometryProgram = geometry.id + '_' + program.id + '_' + ( material.wireframe === true ); + + var updateBuffers = false; + + if ( geometryProgram !== _currentGeometryProgram ) { + + _currentGeometryProgram = geometryProgram; + updateBuffers = true; + + } + + if ( object.morphTargetInfluences ) { + + morphtargets.update( object, geometry, material, program ); + + updateBuffers = true; + + } + + // + + var index = geometry.index; + var position = geometry.attributes.position; + var rangeFactor = 1; + + if ( material.wireframe === true ) { + + index = geometries.getWireframeAttribute( geometry ); + rangeFactor = 2; + + } + + var attribute; + var renderer = bufferRenderer; + + if ( index !== null ) { + + attribute = attributes.get( index ); + + renderer = indexedBufferRenderer; + renderer.setIndex( attribute ); + + } + + if ( updateBuffers ) { + + setupVertexAttributes( material, program, geometry ); + + if ( index !== null ) { + + _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attribute.buffer ); + + } + + } + + // + + var dataCount = 0; + + if ( index !== null ) { + + dataCount = index.count; + + } else if ( position !== undefined ) { + + dataCount = position.count; + + } + + var rangeStart = geometry.drawRange.start * rangeFactor; + var rangeCount = geometry.drawRange.count * rangeFactor; + + var groupStart = group !== null ? group.start * rangeFactor : 0; + var groupCount = group !== null ? group.count * rangeFactor : Infinity; + + var drawStart = Math.max( rangeStart, groupStart ); + var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1; + + var drawCount = Math.max( 0, drawEnd - drawStart + 1 ); + + if ( drawCount === 0 ) return; + + // + + if ( object.isMesh ) { + + if ( material.wireframe === true ) { + + state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() ); + renderer.setMode( _gl.LINES ); + + } else { + + switch ( object.drawMode ) { + + case TrianglesDrawMode: + renderer.setMode( _gl.TRIANGLES ); + break; + + case TriangleStripDrawMode: + renderer.setMode( _gl.TRIANGLE_STRIP ); + break; + + case TriangleFanDrawMode: + renderer.setMode( _gl.TRIANGLE_FAN ); + break; + + } + + } + + + } else if ( object.isLine ) { + + var lineWidth = material.linewidth; + + if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material + + state.setLineWidth( lineWidth * getTargetPixelRatio() ); + + if ( object.isLineSegments ) { + + renderer.setMode( _gl.LINES ); + + } else if ( object.isLineLoop ) { + + renderer.setMode( _gl.LINE_LOOP ); + + } else { + + renderer.setMode( _gl.LINE_STRIP ); + + } + + } else if ( object.isPoints ) { + + renderer.setMode( _gl.POINTS ); + + } + + if ( geometry && geometry.isInstancedBufferGeometry ) { + + if ( geometry.maxInstancedCount > 0 ) { + + renderer.renderInstances( geometry, drawStart, drawCount ); + + } + + } else { + + renderer.render( drawStart, drawCount ); + + } + + }; + + function setupVertexAttributes( material, program, geometry, startIndex ) { + + if ( geometry && geometry.isInstancedBufferGeometry ) { + + if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) { + + console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' ); + return; + + } + + } + + if ( startIndex === undefined ) startIndex = 0; + + state.initAttributes(); + + var geometryAttributes = geometry.attributes; + + var programAttributes = program.getAttributes(); + + var materialDefaultAttributeValues = material.defaultAttributeValues; + + for ( var name in programAttributes ) { + + var programAttribute = programAttributes[ name ]; + + if ( programAttribute >= 0 ) { + + var geometryAttribute = geometryAttributes[ name ]; + + if ( geometryAttribute !== undefined ) { + + var normalized = geometryAttribute.normalized; + var size = geometryAttribute.itemSize; + + var attribute = attributes.get( geometryAttribute ); + + // TODO Attribute may not be available on context restore + + if ( attribute === undefined ) continue; + + var buffer = attribute.buffer; + var type = attribute.type; + var bytesPerElement = attribute.bytesPerElement; + + if ( geometryAttribute.isInterleavedBufferAttribute ) { + + var data = geometryAttribute.data; + var stride = data.stride; + var offset = geometryAttribute.offset; + + if ( data && data.isInstancedInterleavedBuffer ) { + + state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute ); + + if ( geometry.maxInstancedCount === undefined ) { + + geometry.maxInstancedCount = data.meshPerAttribute * data.count; + + } + + } else { + + state.enableAttribute( programAttribute ); + + } + + _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer ); + _gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, ( startIndex * stride + offset ) * bytesPerElement ); + + } else { + + if ( geometryAttribute.isInstancedBufferAttribute ) { + + state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute ); + + if ( geometry.maxInstancedCount === undefined ) { + + geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count; + + } + + } else { + + state.enableAttribute( programAttribute ); + + } + + _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer ); + _gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, startIndex * size * bytesPerElement ); + + } + + } else if ( materialDefaultAttributeValues !== undefined ) { + + var value = materialDefaultAttributeValues[ name ]; + + if ( value !== undefined ) { + + switch ( value.length ) { + + case 2: + _gl.vertexAttrib2fv( programAttribute, value ); + break; + + case 3: + _gl.vertexAttrib3fv( programAttribute, value ); + break; + + case 4: + _gl.vertexAttrib4fv( programAttribute, value ); + break; + + default: + _gl.vertexAttrib1fv( programAttribute, value ); + + } + + } + + } + + } + + } + + state.disableUnusedAttributes(); + + } + + // Compile + + this.compile = function ( scene, camera ) { + + lightsArray.length = 0; + shadowsArray.length = 0; + + scene.traverse( function ( object ) { + + if ( object.isLight ) { + + lightsArray.push( object ); + + if ( object.castShadow ) { + + shadowsArray.push( object ); + + } + + } + + } ); + + lights.setup( lightsArray, shadowsArray, camera ); + + scene.traverse( function ( object ) { + + if ( object.material ) { + + if ( Array.isArray( object.material ) ) { + + for ( var i = 0; i < object.material.length; i ++ ) { + + initMaterial( object.material[ i ], scene.fog, object ); + + } + + } else { + + initMaterial( object.material, scene.fog, object ); + + } + + } + + } ); + + }; + + // Animation Loop + + var isAnimating = false; + var onAnimationFrame = null; + + function start() { + + if ( isAnimating ) return; + + var device = vr.getDevice(); + + if ( device && device.isPresenting ) { + + device.requestAnimationFrame( loop ); + + } else { + + window.requestAnimationFrame( loop ); + + } + + isAnimating = true; + + } + + function loop( time ) { + + if ( onAnimationFrame !== null ) onAnimationFrame( time ); + + var device = vr.getDevice(); + + if ( device && device.isPresenting ) { + + device.requestAnimationFrame( loop ); + + } else { + + window.requestAnimationFrame( loop ); + + } + + } + + this.animate = function ( callback ) { + + onAnimationFrame = callback; + start(); + + }; + + // Rendering + + this.render = function ( scene, camera, renderTarget, forceClear ) { + + if ( ! ( camera && camera.isCamera ) ) { + + console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' ); + return; + + } + + if ( _isContextLost ) return; + + // reset caching for this frame + + _currentGeometryProgram = ''; + _currentMaterialId = - 1; + _currentCamera = null; + + // update scene graph + + if ( scene.autoUpdate === true ) scene.updateMatrixWorld(); + + // update camera matrices and frustum + + if ( camera.parent === null ) camera.updateMatrixWorld(); + + if ( vr.enabled ) { + + camera = vr.getCamera( camera ); + + } + + _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse ); + _frustum.setFromMatrix( _projScreenMatrix ); + + lightsArray.length = 0; + shadowsArray.length = 0; + + spritesArray.length = 0; + flaresArray.length = 0; + + _localClippingEnabled = this.localClippingEnabled; + _clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera ); + + currentRenderList = renderLists.get( scene, camera ); + currentRenderList.init(); + + projectObject( scene, camera, _this.sortObjects ); + + if ( _this.sortObjects === true ) { + + currentRenderList.sort(); + + } + + // + + textures.updateVideoTextures(); + + // + + if ( _clippingEnabled ) _clipping.beginShadows(); + + shadowMap.render( shadowsArray, scene, camera ); + + lights.setup( lightsArray, shadowsArray, camera ); + + if ( _clippingEnabled ) _clipping.endShadows(); + + // + + _infoRender.frame ++; + _infoRender.calls = 0; + _infoRender.vertices = 0; + _infoRender.faces = 0; + _infoRender.points = 0; + + if ( renderTarget === undefined ) { + + renderTarget = null; + + } + + this.setRenderTarget( renderTarget ); + + // + + background.render( currentRenderList, scene, camera, forceClear ); + + // render scene + + var opaqueObjects = currentRenderList.opaque; + var transparentObjects = currentRenderList.transparent; + + if ( scene.overrideMaterial ) { + + var overrideMaterial = scene.overrideMaterial; + + if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial ); + if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial ); + + } else { + + // opaque pass (front-to-back order) + + if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera ); + + // transparent pass (back-to-front order) + + if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera ); + + } + + // custom renderers + + spriteRenderer.render( spritesArray, scene, camera ); + flareRenderer.render( flaresArray, scene, camera, _currentViewport ); + + // Generate mipmap if we're using any kind of mipmap filtering + + if ( renderTarget ) { + + textures.updateRenderTargetMipmap( renderTarget ); + + } + + // Ensure depth buffer writing is enabled so it can be cleared on next render + + state.buffers.depth.setTest( true ); + state.buffers.depth.setMask( true ); + state.buffers.color.setMask( true ); + + state.setPolygonOffset( false ); + + if ( vr.enabled ) { + + vr.submitFrame(); + + } + + // _gl.finish(); + + }; + + /* + // TODO Duplicated code (Frustum) + + var _sphere = new Sphere(); + + function isObjectViewable( object ) { + + var geometry = object.geometry; + + if ( geometry.boundingSphere === null ) + geometry.computeBoundingSphere(); + + _sphere.copy( geometry.boundingSphere ). + applyMatrix4( object.matrixWorld ); + + return isSphereViewable( _sphere ); + + } + + function isSpriteViewable( sprite ) { + + _sphere.center.set( 0, 0, 0 ); + _sphere.radius = 0.7071067811865476; + _sphere.applyMatrix4( sprite.matrixWorld ); + + return isSphereViewable( _sphere ); + + } + + function isSphereViewable( sphere ) { + + if ( ! _frustum.intersectsSphere( sphere ) ) return false; + + var numPlanes = _clipping.numPlanes; + + if ( numPlanes === 0 ) return true; + + var planes = _this.clippingPlanes, + + center = sphere.center, + negRad = - sphere.radius, + i = 0; + + do { + + // out when deeper than radius in the negative halfspace + if ( planes[ i ].distanceToPoint( center ) < negRad ) return false; + + } while ( ++ i !== numPlanes ); + + return true; + + } + */ + + function projectObject( object, camera, sortObjects ) { + + if ( object.visible === false ) return; + + var visible = object.layers.test( camera.layers ); + + if ( visible ) { + + if ( object.isLight ) { + + lightsArray.push( object ); + + if ( object.castShadow ) { + + shadowsArray.push( object ); + + } + + } else if ( object.isSprite ) { + + if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) { + + spritesArray.push( object ); + + } + + } else if ( object.isLensFlare ) { + + flaresArray.push( object ); + + } else if ( object.isImmediateRenderObject ) { + + if ( sortObjects ) { + + _vector3.setFromMatrixPosition( object.matrixWorld ) + .applyMatrix4( _projScreenMatrix ); + + } + + currentRenderList.push( object, null, object.material, _vector3.z, null ); + + } else if ( object.isMesh || object.isLine || object.isPoints ) { + + if ( object.isSkinnedMesh ) { + + object.skeleton.update(); + + } + + if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) { + + if ( sortObjects ) { + + _vector3.setFromMatrixPosition( object.matrixWorld ) + .applyMatrix4( _projScreenMatrix ); + + } + + var geometry = objects.update( object ); + var material = object.material; + + if ( Array.isArray( material ) ) { + + var groups = geometry.groups; + + for ( var i = 0, l = groups.length; i < l; i ++ ) { + + var group = groups[ i ]; + var groupMaterial = material[ group.materialIndex ]; + + if ( groupMaterial && groupMaterial.visible ) { + + currentRenderList.push( object, geometry, groupMaterial, _vector3.z, group ); + + } + + } + + } else if ( material.visible ) { + + currentRenderList.push( object, geometry, material, _vector3.z, null ); + + } + + } + + } + + } + + var children = object.children; + + for ( var i = 0, l = children.length; i < l; i ++ ) { + + projectObject( children[ i ], camera, sortObjects ); + + } + + } + + function renderObjects( renderList, scene, camera, overrideMaterial ) { + + for ( var i = 0, l = renderList.length; i < l; i ++ ) { + + var renderItem = renderList[ i ]; + + var object = renderItem.object; + var geometry = renderItem.geometry; + var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial; + var group = renderItem.group; + + if ( camera.isArrayCamera ) { + + _currentArrayCamera = camera; + + var cameras = camera.cameras; + + for ( var j = 0, jl = cameras.length; j < jl; j ++ ) { + + var camera2 = cameras[ j ]; + + if ( object.layers.test( camera2.layers ) ) { + + var bounds = camera2.bounds; + + var x = bounds.x * _width; + var y = bounds.y * _height; + var width = bounds.z * _width; + var height = bounds.w * _height; + + state.viewport( _currentViewport.set( x, y, width, height ).multiplyScalar( _pixelRatio ) ); + + renderObject( object, scene, camera2, geometry, material, group ); + + } + + } + + } else { + + _currentArrayCamera = null; + + renderObject( object, scene, camera, geometry, material, group ); + + } + + } + + } + + function renderObject( object, scene, camera, geometry, material, group ) { + + object.onBeforeRender( _this, scene, camera, geometry, material, group ); + + object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld ); + object.normalMatrix.getNormalMatrix( object.modelViewMatrix ); + + if ( object.isImmediateRenderObject ) { + + var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 ); + + state.setMaterial( material, frontFaceCW ); + + var program = setProgram( camera, scene.fog, material, object ); + + _currentGeometryProgram = ''; + + renderObjectImmediate( object, program, material ); + + } else { + + _this.renderBufferDirect( camera, scene.fog, geometry, material, object, group ); + + } + + object.onAfterRender( _this, scene, camera, geometry, material, group ); + + } + + function initMaterial( material, fog, object ) { + + var materialProperties = properties.get( material ); + + var parameters = programCache.getParameters( + material, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object ); + + var code = programCache.getProgramCode( material, parameters ); + + var program = materialProperties.program; + var programChange = true; + + if ( program === undefined ) { + + // new material + material.addEventListener( 'dispose', onMaterialDispose ); + + } else if ( program.code !== code ) { + + // changed glsl or parameters + releaseMaterialProgramReference( material ); + + } else if ( parameters.shaderID !== undefined ) { + + // same glsl and uniform list + return; + + } else { + + // only rebuild uniform list + programChange = false; + + } + + if ( programChange ) { + + if ( parameters.shaderID ) { + + var shader = ShaderLib[ parameters.shaderID ]; + + materialProperties.shader = { + name: material.type, + uniforms: UniformsUtils.clone( shader.uniforms ), + vertexShader: shader.vertexShader, + fragmentShader: shader.fragmentShader + }; + + } else { + + materialProperties.shader = { + name: material.type, + uniforms: material.uniforms, + vertexShader: material.vertexShader, + fragmentShader: material.fragmentShader + }; + + } + + material.onBeforeCompile( materialProperties.shader ); + + program = programCache.acquireProgram( material, materialProperties.shader, parameters, code ); + + materialProperties.program = program; + material.program = program; + + } + + var programAttributes = program.getAttributes(); + + if ( material.morphTargets ) { + + material.numSupportedMorphTargets = 0; + + for ( var i = 0; i < _this.maxMorphTargets; i ++ ) { + + if ( programAttributes[ 'morphTarget' + i ] >= 0 ) { + + material.numSupportedMorphTargets ++; + + } + + } + + } + + if ( material.morphNormals ) { + + material.numSupportedMorphNormals = 0; + + for ( var i = 0; i < _this.maxMorphNormals; i ++ ) { + + if ( programAttributes[ 'morphNormal' + i ] >= 0 ) { + + material.numSupportedMorphNormals ++; + + } + + } + + } + + var uniforms = materialProperties.shader.uniforms; + + if ( ! material.isShaderMaterial && + ! material.isRawShaderMaterial || + material.clipping === true ) { + + materialProperties.numClippingPlanes = _clipping.numPlanes; + materialProperties.numIntersection = _clipping.numIntersection; + uniforms.clippingPlanes = _clipping.uniform; + + } + + materialProperties.fog = fog; + + // store the light setup it was created for + + materialProperties.lightsHash = lights.state.hash; + + if ( material.lights ) { + + // wire up the material to this renderer's lighting state + + uniforms.ambientLightColor.value = lights.state.ambient; + uniforms.directionalLights.value = lights.state.directional; + uniforms.spotLights.value = lights.state.spot; + uniforms.rectAreaLights.value = lights.state.rectArea; + uniforms.pointLights.value = lights.state.point; + uniforms.hemisphereLights.value = lights.state.hemi; + + uniforms.directionalShadowMap.value = lights.state.directionalShadowMap; + uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix; + uniforms.spotShadowMap.value = lights.state.spotShadowMap; + uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix; + uniforms.pointShadowMap.value = lights.state.pointShadowMap; + uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix; + // TODO (abelnation): add area lights shadow info to uniforms + + } + + var progUniforms = materialProperties.program.getUniforms(), + uniformsList = + WebGLUniforms.seqWithValue( progUniforms.seq, uniforms ); + + materialProperties.uniformsList = uniformsList; + + } + + function setProgram( camera, fog, material, object ) { + + _usedTextureUnits = 0; + + var materialProperties = properties.get( material ); + + if ( _clippingEnabled ) { + + if ( _localClippingEnabled || camera !== _currentCamera ) { + + var useCache = + camera === _currentCamera && + material.id === _currentMaterialId; + + // we might want to call this function with some ClippingGroup + // object instead of the material, once it becomes feasible + // (#8465, #8379) + _clipping.setState( + material.clippingPlanes, material.clipIntersection, material.clipShadows, + camera, materialProperties, useCache ); + + } + + } + + if ( material.needsUpdate === false ) { + + if ( materialProperties.program === undefined ) { + + material.needsUpdate = true; + + } else if ( material.fog && materialProperties.fog !== fog ) { + + material.needsUpdate = true; + + } else if ( material.lights && materialProperties.lightsHash !== lights.state.hash ) { + + material.needsUpdate = true; + + } else if ( materialProperties.numClippingPlanes !== undefined && + ( materialProperties.numClippingPlanes !== _clipping.numPlanes || + materialProperties.numIntersection !== _clipping.numIntersection ) ) { + + material.needsUpdate = true; + + } + + } + + if ( material.needsUpdate ) { + + initMaterial( material, fog, object ); + material.needsUpdate = false; + + } + + var refreshProgram = false; + var refreshMaterial = false; + var refreshLights = false; + + var program = materialProperties.program, + p_uniforms = program.getUniforms(), + m_uniforms = materialProperties.shader.uniforms; + + if ( state.useProgram( program.program ) ) { + + refreshProgram = true; + refreshMaterial = true; + refreshLights = true; + + } + + if ( material.id !== _currentMaterialId ) { + + _currentMaterialId = material.id; + + refreshMaterial = true; + + } + + if ( refreshProgram || camera !== _currentCamera ) { + + p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix ); + + if ( capabilities.logarithmicDepthBuffer ) { + + p_uniforms.setValue( _gl, 'logDepthBufFC', + 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) ); + + } + + // Avoid unneeded uniform updates per ArrayCamera's sub-camera + + if ( _currentCamera !== ( _currentArrayCamera || camera ) ) { + + _currentCamera = ( _currentArrayCamera || camera ); + + // lighting uniforms depend on the camera so enforce an update + // now, in case this material supports lights - or later, when + // the next material that does gets activated: + + refreshMaterial = true; // set to true on material change + refreshLights = true; // remains set until update done + + } + + // load material specific uniforms + // (shader material also gets them for the sake of genericity) + + if ( material.isShaderMaterial || + material.isMeshPhongMaterial || + material.isMeshStandardMaterial || + material.envMap ) { + + var uCamPos = p_uniforms.map.cameraPosition; + + if ( uCamPos !== undefined ) { + + uCamPos.setValue( _gl, + _vector3.setFromMatrixPosition( camera.matrixWorld ) ); + + } + + } + + if ( material.isMeshPhongMaterial || + material.isMeshLambertMaterial || + material.isMeshBasicMaterial || + material.isMeshStandardMaterial || + material.isShaderMaterial || + material.skinning ) { + + p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse ); + + } + + } + + // skinning uniforms must be set even if material didn't change + // auto-setting of texture unit for bone texture must go before other textures + // not sure why, but otherwise weird things happen + + if ( material.skinning ) { + + p_uniforms.setOptional( _gl, object, 'bindMatrix' ); + p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' ); + + var skeleton = object.skeleton; + + if ( skeleton ) { + + var bones = skeleton.bones; + + if ( capabilities.floatVertexTextures ) { + + if ( skeleton.boneTexture === undefined ) { + + // layout (1 matrix = 4 pixels) + // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4) + // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8) + // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16) + // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32) + // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64) + + + var size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix + size = _Math.ceilPowerOfTwo( size ); + size = Math.max( size, 4 ); + + var boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel + boneMatrices.set( skeleton.boneMatrices ); // copy current values + + var boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType ); + + skeleton.boneMatrices = boneMatrices; + skeleton.boneTexture = boneTexture; + skeleton.boneTextureSize = size; + + } + + p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture ); + p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize ); + + } else { + + p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' ); + + } + + } + + } + + if ( refreshMaterial ) { + + p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure ); + p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint ); + + if ( material.lights ) { + + // the current material requires lighting info + + // note: all lighting uniforms are always set correctly + // they simply reference the renderer's state for their + // values + // + // use the current material's .needsUpdate flags to set + // the GL state when required + + markUniformsLightsNeedsUpdate( m_uniforms, refreshLights ); + + } + + // refresh uniforms common to several materials + + if ( fog && material.fog ) { + + refreshUniformsFog( m_uniforms, fog ); + + } + + if ( material.isMeshBasicMaterial ) { + + refreshUniformsCommon( m_uniforms, material ); + + } else if ( material.isMeshLambertMaterial ) { + + refreshUniformsCommon( m_uniforms, material ); + refreshUniformsLambert( m_uniforms, material ); + + } else if ( material.isMeshPhongMaterial ) { + + refreshUniformsCommon( m_uniforms, material ); + + if ( material.isMeshToonMaterial ) { + + refreshUniformsToon( m_uniforms, material ); + + } else { + + refreshUniformsPhong( m_uniforms, material ); + + } + + } else if ( material.isMeshStandardMaterial ) { + + refreshUniformsCommon( m_uniforms, material ); + + if ( material.isMeshPhysicalMaterial ) { + + refreshUniformsPhysical( m_uniforms, material ); + + } else { + + refreshUniformsStandard( m_uniforms, material ); + + } + + } else if ( material.isMeshDepthMaterial ) { + + refreshUniformsCommon( m_uniforms, material ); + refreshUniformsDepth( m_uniforms, material ); + + } else if ( material.isMeshDistanceMaterial ) { + + refreshUniformsCommon( m_uniforms, material ); + refreshUniformsDistance( m_uniforms, material ); + + } else if ( material.isMeshNormalMaterial ) { + + refreshUniformsCommon( m_uniforms, material ); + refreshUniformsNormal( m_uniforms, material ); + + } else if ( material.isLineBasicMaterial ) { + + refreshUniformsLine( m_uniforms, material ); + + if ( material.isLineDashedMaterial ) { + + refreshUniformsDash( m_uniforms, material ); + + } + + } else if ( material.isPointsMaterial ) { + + refreshUniformsPoints( m_uniforms, material ); + + } else if ( material.isShadowMaterial ) { + + m_uniforms.color.value = material.color; + m_uniforms.opacity.value = material.opacity; + + } + + // RectAreaLight Texture + // TODO (mrdoob): Find a nicer implementation + + if ( m_uniforms.ltcMat !== undefined ) m_uniforms.ltcMat.value = UniformsLib.LTC_MAT_TEXTURE; + if ( m_uniforms.ltcMag !== undefined ) m_uniforms.ltcMag.value = UniformsLib.LTC_MAG_TEXTURE; + + WebGLUniforms.upload( + _gl, materialProperties.uniformsList, m_uniforms, _this ); + + } + + + // common matrices + + p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix ); + p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix ); + p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld ); + + return program; + + } + + // Uniforms (refresh uniforms objects) + + function refreshUniformsCommon( uniforms, material ) { + + uniforms.opacity.value = material.opacity; + + if ( material.color ) { + + uniforms.diffuse.value = material.color; + + } + + if ( material.emissive ) { + + uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity ); + + } + + if ( material.map ) { + + uniforms.map.value = material.map; + + } + + if ( material.alphaMap ) { + + uniforms.alphaMap.value = material.alphaMap; + + } + + if ( material.specularMap ) { + + uniforms.specularMap.value = material.specularMap; + + } + + if ( material.envMap ) { + + uniforms.envMap.value = material.envMap; + + // don't flip CubeTexture envMaps, flip everything else: + // WebGLRenderTargetCube will be flipped for backwards compatibility + // WebGLRenderTargetCube.texture will be flipped because it's a Texture and NOT a CubeTexture + // this check must be handled differently, or removed entirely, if WebGLRenderTargetCube uses a CubeTexture in the future + uniforms.flipEnvMap.value = ( ! ( material.envMap && material.envMap.isCubeTexture ) ) ? 1 : - 1; + + uniforms.reflectivity.value = material.reflectivity; + uniforms.refractionRatio.value = material.refractionRatio; + + } + + if ( material.lightMap ) { + + uniforms.lightMap.value = material.lightMap; + uniforms.lightMapIntensity.value = material.lightMapIntensity; + + } + + if ( material.aoMap ) { + + uniforms.aoMap.value = material.aoMap; + uniforms.aoMapIntensity.value = material.aoMapIntensity; + + } + + // uv repeat and offset setting priorities + // 1. color map + // 2. specular map + // 3. normal map + // 4. bump map + // 5. alpha map + // 6. emissive map + + var uvScaleMap; + + if ( material.map ) { + + uvScaleMap = material.map; + + } else if ( material.specularMap ) { + + uvScaleMap = material.specularMap; + + } else if ( material.displacementMap ) { + + uvScaleMap = material.displacementMap; + + } else if ( material.normalMap ) { + + uvScaleMap = material.normalMap; + + } else if ( material.bumpMap ) { + + uvScaleMap = material.bumpMap; + + } else if ( material.roughnessMap ) { + + uvScaleMap = material.roughnessMap; + + } else if ( material.metalnessMap ) { + + uvScaleMap = material.metalnessMap; + + } else if ( material.alphaMap ) { + + uvScaleMap = material.alphaMap; + + } else if ( material.emissiveMap ) { + + uvScaleMap = material.emissiveMap; + + } + + if ( uvScaleMap !== undefined ) { + + // backwards compatibility + if ( uvScaleMap.isWebGLRenderTarget ) { + + uvScaleMap = uvScaleMap.texture; + + } + + if ( uvScaleMap.matrixAutoUpdate === true ) { + + var offset = uvScaleMap.offset; + var repeat = uvScaleMap.repeat; + var rotation = uvScaleMap.rotation; + var center = uvScaleMap.center; + + uvScaleMap.matrix.setUvTransform( offset.x, offset.y, repeat.x, repeat.y, rotation, center.x, center.y ); + + } + + uniforms.uvTransform.value.copy( uvScaleMap.matrix ); + + } + + } + + function refreshUniformsLine( uniforms, material ) { + + uniforms.diffuse.value = material.color; + uniforms.opacity.value = material.opacity; + + } + + function refreshUniformsDash( uniforms, material ) { + + uniforms.dashSize.value = material.dashSize; + uniforms.totalSize.value = material.dashSize + material.gapSize; + uniforms.scale.value = material.scale; + + } + + function refreshUniformsPoints( uniforms, material ) { + + uniforms.diffuse.value = material.color; + uniforms.opacity.value = material.opacity; + uniforms.size.value = material.size * _pixelRatio; + uniforms.scale.value = _height * 0.5; + + uniforms.map.value = material.map; + + if ( material.map !== null ) { + + if ( material.map.matrixAutoUpdate === true ) { + + var offset = material.map.offset; + var repeat = material.map.repeat; + var rotation = material.map.rotation; + var center = material.map.center; + + material.map.matrix.setUvTransform( offset.x, offset.y, repeat.x, repeat.y, rotation, center.x, center.y ); + + } + + uniforms.uvTransform.value.copy( material.map.matrix ); + + } + + } + + function refreshUniformsFog( uniforms, fog ) { + + uniforms.fogColor.value = fog.color; + + if ( fog.isFog ) { + + uniforms.fogNear.value = fog.near; + uniforms.fogFar.value = fog.far; + + } else if ( fog.isFogExp2 ) { + + uniforms.fogDensity.value = fog.density; + + } + + } + + function refreshUniformsLambert( uniforms, material ) { + + if ( material.emissiveMap ) { + + uniforms.emissiveMap.value = material.emissiveMap; + + } + + } + + function refreshUniformsPhong( uniforms, material ) { + + uniforms.specular.value = material.specular; + uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 ) + + if ( material.emissiveMap ) { + + uniforms.emissiveMap.value = material.emissiveMap; + + } + + if ( material.bumpMap ) { + + uniforms.bumpMap.value = material.bumpMap; + uniforms.bumpScale.value = material.bumpScale; + + } + + if ( material.normalMap ) { + + uniforms.normalMap.value = material.normalMap; + uniforms.normalScale.value.copy( material.normalScale ); + + } + + if ( material.displacementMap ) { + + uniforms.displacementMap.value = material.displacementMap; + uniforms.displacementScale.value = material.displacementScale; + uniforms.displacementBias.value = material.displacementBias; + + } + + } + + function refreshUniformsToon( uniforms, material ) { + + refreshUniformsPhong( uniforms, material ); + + if ( material.gradientMap ) { + + uniforms.gradientMap.value = material.gradientMap; + + } + + } + + function refreshUniformsStandard( uniforms, material ) { + + uniforms.roughness.value = material.roughness; + uniforms.metalness.value = material.metalness; + + if ( material.roughnessMap ) { + + uniforms.roughnessMap.value = material.roughnessMap; + + } + + if ( material.metalnessMap ) { + + uniforms.metalnessMap.value = material.metalnessMap; + + } + + if ( material.emissiveMap ) { + + uniforms.emissiveMap.value = material.emissiveMap; + + } + + if ( material.bumpMap ) { + + uniforms.bumpMap.value = material.bumpMap; + uniforms.bumpScale.value = material.bumpScale; + + } + + if ( material.normalMap ) { + + uniforms.normalMap.value = material.normalMap; + uniforms.normalScale.value.copy( material.normalScale ); + + } + + if ( material.displacementMap ) { + + uniforms.displacementMap.value = material.displacementMap; + uniforms.displacementScale.value = material.displacementScale; + uniforms.displacementBias.value = material.displacementBias; + + } + + if ( material.envMap ) { + + //uniforms.envMap.value = material.envMap; // part of uniforms common + uniforms.envMapIntensity.value = material.envMapIntensity; + + } + + } + + function refreshUniformsPhysical( uniforms, material ) { + + uniforms.clearCoat.value = material.clearCoat; + uniforms.clearCoatRoughness.value = material.clearCoatRoughness; + + refreshUniformsStandard( uniforms, material ); + + } + + function refreshUniformsDepth( uniforms, material ) { + + if ( material.displacementMap ) { + + uniforms.displacementMap.value = material.displacementMap; + uniforms.displacementScale.value = material.displacementScale; + uniforms.displacementBias.value = material.displacementBias; + + } + + } + + function refreshUniformsDistance( uniforms, material ) { + + if ( material.displacementMap ) { + + uniforms.displacementMap.value = material.displacementMap; + uniforms.displacementScale.value = material.displacementScale; + uniforms.displacementBias.value = material.displacementBias; + + } + + uniforms.referencePosition.value.copy( material.referencePosition ); + uniforms.nearDistance.value = material.nearDistance; + uniforms.farDistance.value = material.farDistance; + + } + + function refreshUniformsNormal( uniforms, material ) { + + if ( material.bumpMap ) { + + uniforms.bumpMap.value = material.bumpMap; + uniforms.bumpScale.value = material.bumpScale; + + } + + if ( material.normalMap ) { + + uniforms.normalMap.value = material.normalMap; + uniforms.normalScale.value.copy( material.normalScale ); + + } + + if ( material.displacementMap ) { + + uniforms.displacementMap.value = material.displacementMap; + uniforms.displacementScale.value = material.displacementScale; + uniforms.displacementBias.value = material.displacementBias; + + } + + } + + // If uniforms are marked as clean, they don't need to be loaded to the GPU. + + function markUniformsLightsNeedsUpdate( uniforms, value ) { + + uniforms.ambientLightColor.needsUpdate = value; + + uniforms.directionalLights.needsUpdate = value; + uniforms.pointLights.needsUpdate = value; + uniforms.spotLights.needsUpdate = value; + uniforms.rectAreaLights.needsUpdate = value; + uniforms.hemisphereLights.needsUpdate = value; + + } + + // GL state setting + + this.setFaceCulling = function ( cullFace, frontFaceDirection ) { + + state.setCullFace( cullFace ); + state.setFlipSided( frontFaceDirection === FrontFaceDirectionCW ); + + }; + + // Textures + + function allocTextureUnit() { + + var textureUnit = _usedTextureUnits; + + if ( textureUnit >= capabilities.maxTextures ) { + + console.warn( 'THREE.WebGLRenderer: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures ); + + } + + _usedTextureUnits += 1; + + return textureUnit; + + } + + this.allocTextureUnit = allocTextureUnit; + + // this.setTexture2D = setTexture2D; + this.setTexture2D = ( function () { + + var warned = false; + + // backwards compatibility: peel texture.texture + return function setTexture2D( texture, slot ) { + + if ( texture && texture.isWebGLRenderTarget ) { + + if ( ! warned ) { + + console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." ); + warned = true; + + } + + texture = texture.texture; + + } + + textures.setTexture2D( texture, slot ); + + }; + + }() ); + + this.setTexture = ( function () { + + var warned = false; + + return function setTexture( texture, slot ) { + + if ( ! warned ) { + + console.warn( "THREE.WebGLRenderer: .setTexture is deprecated, use setTexture2D instead." ); + warned = true; + + } + + textures.setTexture2D( texture, slot ); + + }; + + }() ); + + this.setTextureCube = ( function () { + + var warned = false; + + return function setTextureCube( texture, slot ) { + + // backwards compatibility: peel texture.texture + if ( texture && texture.isWebGLRenderTargetCube ) { + + if ( ! warned ) { + + console.warn( "THREE.WebGLRenderer.setTextureCube: don't use cube render targets as textures. Use their .texture property instead." ); + warned = true; + + } + + texture = texture.texture; + + } + + // currently relying on the fact that WebGLRenderTargetCube.texture is a Texture and NOT a CubeTexture + // TODO: unify these code paths + if ( ( texture && texture.isCubeTexture ) || + ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) { + + // CompressedTexture can have Array in image :/ + + // this function alone should take care of cube textures + textures.setTextureCube( texture, slot ); + + } else { + + // assumed: texture property of THREE.WebGLRenderTargetCube + + textures.setTextureCubeDynamic( texture, slot ); + + } + + }; + + }() ); + + this.getRenderTarget = function () { + + return _currentRenderTarget; + + }; + + this.setRenderTarget = function ( renderTarget ) { + + _currentRenderTarget = renderTarget; + + if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) { + + textures.setupRenderTarget( renderTarget ); + + } + + var framebuffer = null; + var isCube = false; + + if ( renderTarget ) { + + var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer; + + if ( renderTarget.isWebGLRenderTargetCube ) { + + framebuffer = __webglFramebuffer[ renderTarget.activeCubeFace ]; + isCube = true; + + } else { + + framebuffer = __webglFramebuffer; + + } + + _currentViewport.copy( renderTarget.viewport ); + _currentScissor.copy( renderTarget.scissor ); + _currentScissorTest = renderTarget.scissorTest; + + } else { + + _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ); + _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ); + _currentScissorTest = _scissorTest; + + } + + if ( _currentFramebuffer !== framebuffer ) { + + _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); + _currentFramebuffer = framebuffer; + + } + + state.viewport( _currentViewport ); + state.scissor( _currentScissor ); + state.setScissorTest( _currentScissorTest ); + + if ( isCube ) { + + var textureProperties = properties.get( renderTarget.texture ); + _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + renderTarget.activeCubeFace, textureProperties.__webglTexture, renderTarget.activeMipMapLevel ); + + } + + }; + + this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) { + + if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) { + + console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' ); + return; + + } + + var framebuffer = properties.get( renderTarget ).__webglFramebuffer; + + if ( framebuffer ) { + + var restore = false; + + if ( framebuffer !== _currentFramebuffer ) { + + _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); + + restore = true; + + } + + try { + + var texture = renderTarget.texture; + var textureFormat = texture.format; + var textureType = texture.type; + + if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) { + + console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' ); + return; + + } + + if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513) + ! ( textureType === FloatType && ( extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox + ! ( textureType === HalfFloatType && extensions.get( 'EXT_color_buffer_half_float' ) ) ) { + + console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' ); + return; + + } + + if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) { + + // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604) + + if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) { + + _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer ); + + } + + } else { + + console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' ); + + } + + } finally { + + if ( restore ) { + + _gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer ); + + } + + } + + } + + }; + + } + + /** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + + function FogExp2( color, density ) { + + this.name = ''; + + this.color = new Color( color ); + this.density = ( density !== undefined ) ? density : 0.00025; + + } + + FogExp2.prototype.isFogExp2 = true; + + FogExp2.prototype.clone = function () { + + return new FogExp2( this.color.getHex(), this.density ); + + }; + + FogExp2.prototype.toJSON = function ( /* meta */ ) { + + return { + type: 'FogExp2', + color: this.color.getHex(), + density: this.density + }; + + }; + + /** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + + function Fog( color, near, far ) { + + this.name = ''; + + this.color = new Color( color ); + + this.near = ( near !== undefined ) ? near : 1; + this.far = ( far !== undefined ) ? far : 1000; + + } + + Fog.prototype.isFog = true; + + Fog.prototype.clone = function () { + + return new Fog( this.color.getHex(), this.near, this.far ); + + }; + + Fog.prototype.toJSON = function ( /* meta */ ) { + + return { + type: 'Fog', + color: this.color.getHex(), + near: this.near, + far: this.far + }; + + }; + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function Scene() { + + Object3D.call( this ); + + this.type = 'Scene'; + + this.background = null; + this.fog = null; + this.overrideMaterial = null; + + this.autoUpdate = true; // checked by the renderer + + } + + Scene.prototype = Object.assign( Object.create( Object3D.prototype ), { + + constructor: Scene, + + copy: function ( source, recursive ) { + + Object3D.prototype.copy.call( this, source, recursive ); + + if ( source.background !== null ) this.background = source.background.clone(); + if ( source.fog !== null ) this.fog = source.fog.clone(); + if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone(); + + this.autoUpdate = source.autoUpdate; + this.matrixAutoUpdate = source.matrixAutoUpdate; + + return this; + + }, + + toJSON: function ( meta ) { + + var data = Object3D.prototype.toJSON.call( this, meta ); + + if ( this.background !== null ) data.object.background = this.background.toJSON( meta ); + if ( this.fog !== null ) data.object.fog = this.fog.toJSON(); + + return data; + + } + + } ); + + /** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + */ + + function LensFlare( texture, size, distance, blending, color ) { + + Object3D.call( this ); + + this.lensFlares = []; + + this.positionScreen = new Vector3(); + this.customUpdateCallback = undefined; + + if ( texture !== undefined ) { + + this.add( texture, size, distance, blending, color ); + + } + + } + + LensFlare.prototype = Object.assign( Object.create( Object3D.prototype ), { + + constructor: LensFlare, + + isLensFlare: true, + + copy: function ( source ) { + + Object3D.prototype.copy.call( this, source ); + + this.positionScreen.copy( source.positionScreen ); + this.customUpdateCallback = source.customUpdateCallback; + + for ( var i = 0, l = source.lensFlares.length; i < l; i ++ ) { + + this.lensFlares.push( source.lensFlares[ i ] ); + + } + + return this; + + }, + + add: function ( texture, size, distance, blending, color, opacity ) { + + if ( size === undefined ) size = - 1; + if ( distance === undefined ) distance = 0; + if ( opacity === undefined ) opacity = 1; + if ( color === undefined ) color = new Color( 0xffffff ); + if ( blending === undefined ) blending = NormalBlending; + + distance = Math.min( distance, Math.max( 0, distance ) ); + + this.lensFlares.push( { + texture: texture, // THREE.Texture + size: size, // size in pixels (-1 = use texture.width) + distance: distance, // distance (0-1) from light source (0=at light source) + x: 0, y: 0, z: 0, // screen position (-1 => 1) z = 0 is in front z = 1 is back + scale: 1, // scale + rotation: 0, // 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. + */ + + 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/ + * + * parameters = { + * color: <hex>, + * opacity: <float>, + * map: new THREE.Texture( <Image> ), + * + * uvOffset: new THREE.Vector2(), + * uvScale: new THREE.Vector2() + * } + */ + + function SpriteMaterial( parameters ) { + + Material.call( this ); + + this.type = 'SpriteMaterial'; + + this.color = new Color( 0xffffff ); + this.map = null; + + this.rotation = 0; + + this.fog = false; + this.lights = false; + + this.setValues( parameters ); + + } + + SpriteMaterial.prototype = Object.create( Material.prototype ); + SpriteMaterial.prototype.constructor = SpriteMaterial; + SpriteMaterial.prototype.isSpriteMaterial = true; + + SpriteMaterial.prototype.copy = function ( source ) { + + Material.prototype.copy.call( this, source ); + + this.color.copy( source.color ); + this.map = source.map; + + this.rotation = source.rotation; + + return this; + + }; + + /** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + */ + + function Sprite( material ) { + + Object3D.call( this ); + + this.type = 'Sprite'; + + this.material = ( material !== undefined ) ? material : new SpriteMaterial(); + + } + + Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), { + + constructor: Sprite, + + isSprite: true, + + raycast: ( function () { + + var intersectPoint = new Vector3(); + var worldPosition = new Vector3(); + var worldScale = new Vector3(); + + return function raycast( raycaster, intersects ) { + + worldPosition.setFromMatrixPosition( this.matrixWorld ); + raycaster.ray.closestPointToPoint( worldPosition, intersectPoint ); + + worldScale.setFromMatrixScale( this.matrixWorld ); + var guessSizeSq = worldScale.x * worldScale.y / 4; + + if ( worldPosition.distanceToSquared( intersectPoint ) > guessSizeSq ) return; + + var distance = raycaster.ray.origin.distanceTo( intersectPoint ); + + if ( distance < raycaster.near || distance > raycaster.far ) return; + + intersects.push( { + + distance: distance, + point: intersectPoint.clone(), + face: null, + object: this + + } ); + + }; + + }() ), + + clone: function () { + + return new this.constructor( this.material ).copy( this ); + + } + + } ); + + /** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + */ + + function LOD() { + + Object3D.call( this ); + + this.type = 'LOD'; + + Object.defineProperties( this, { + levels: { + enumerable: true, + value: [] + } + } ); + + } + + LOD.prototype = Object.assign( Object.create( Object3D.prototype ), { + + constructor: LOD, + + copy: function ( source ) { + + Object3D.prototype.copy.call( this, source, false ); + + var levels = source.levels; + + for ( var i = 0, l = levels.length; i < l; i ++ ) { + + var level = levels[ i ]; + + this.addLevel( level.object.clone(), level.distance ); + + } + + return this; + + }, + + addLevel: function ( object, distance ) { + + if ( distance === undefined ) distance = 0; + + distance = Math.abs( distance ); + + var levels = this.levels; + + for ( var l = 0; l < levels.length; l ++ ) { + + if ( distance < levels[ l ].distance ) { + + break; + + } + + } + + levels.splice( l, 0, { distance: distance, object: object } ); + + this.add( object ); + + }, + + getObjectForDistance: function ( distance ) { + + var levels = this.levels; + + for ( var i = 1, l = levels.length; i < l; i ++ ) { + + if ( distance < levels[ i ].distance ) { + + break; + + } + + } + + return levels[ i - 1 ].object; + + }, + + raycast: ( function () { + + var matrixPosition = new Vector3(); + + return function raycast( raycaster, intersects ) { + + matrixPosition.setFromMatrixPosition( this.matrixWorld ); + + var distance = raycaster.ray.origin.distanceTo( matrixPosition ); + + this.getObjectForDistance( distance ).raycast( raycaster, intersects ); + + }; + + }() ), + + update: function () { + + var v1 = new Vector3(); + var v2 = new Vector3(); + + return function update( camera ) { + + var levels = this.levels; + + if ( levels.length > 1 ) { + + v1.setFromMatrixPosition( camera.matrixWorld ); + v2.setFromMatrixPosition( this.matrixWorld ); + + var distance = v1.distanceTo( v2 ); + + levels[ 0 ].object.visible = true; + + for ( var i = 1, l = levels.length; i < l; i ++ ) { + + if ( distance >= levels[ i ].distance ) { + + levels[ i - 1 ].object.visible = false; + levels[ i ].object.visible = true; + + } else { + + break; + + } + + } + + for ( ; i < l; i ++ ) { + + levels[ i ].object.visible = false; + + } + + } + + }; + + }(), + + toJSON: function ( meta ) { + + var data = Object3D.prototype.toJSON.call( this, meta ); + + data.object.levels = []; + + var levels = this.levels; + + for ( var i = 0, l = levels.length; i < l; i ++ ) { + + var level = levels[ i ]; + + data.object.levels.push( { + object: level.object.uuid, + distance: level.distance + } ); + + } + + return data; + + } + + } ); + + /** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + * @author michael guerrero / http://realitymeltdown.com + * @author ikerr / http://verold.com + */ + + function Skeleton( bones, boneInverses ) { + + // copy the bone array + + bones = bones || []; + + this.bones = bones.slice( 0 ); + this.boneMatrices = new Float32Array( this.bones.length * 16 ); + + // use the supplied bone inverses or calculate the inverses + + if ( boneInverses === undefined ) { + + this.calculateInverses(); + + } else { + + if ( this.bones.length === boneInverses.length ) { + + this.boneInverses = boneInverses.slice( 0 ); + + } else { + + console.warn( 'THREE.Skeleton boneInverses is the wrong length.' ); + + this.boneInverses = []; + + for ( var i = 0, il = this.bones.length; i < il; i ++ ) { + + this.boneInverses.push( new Matrix4() ); + + } + + } + + } + + } + + Object.assign( Skeleton.prototype, { + + calculateInverses: function () { + + this.boneInverses = []; + + for ( var i = 0, il = this.bones.length; i < il; i ++ ) { + + var inverse = new Matrix4(); + + if ( this.bones[ i ] ) { + + inverse.getInverse( this.bones[ i ].matrixWorld ); + + } + + this.boneInverses.push( inverse ); + + } + + }, + + pose: function () { + + var bone, i, il; + + // recover the bind-time world matrices + + for ( i = 0, il = this.bones.length; i < il; i ++ ) { + + bone = this.bones[ i ]; + + if ( bone ) { + + bone.matrixWorld.getInverse( this.boneInverses[ i ] ); + + } + + } + + // compute the local matrices, positions, rotations and scales + + for ( i = 0, il = this.bones.length; i < il; i ++ ) { + + bone = this.bones[ i ]; + + if ( bone ) { + + if ( bone.parent && bone.parent.isBone ) { + + bone.matrix.getInverse( bone.parent.matrixWorld ); + bone.matrix.multiply( bone.matrixWorld ); + + } else { + + bone.matrix.copy( bone.matrixWorld ); + + } + + bone.matrix.decompose( bone.position, bone.quaternion, bone.scale ); + + } + + } + + }, + + update: ( function () { + + var offsetMatrix = new Matrix4(); + var identityMatrix = new Matrix4(); + + return function update() { + + var bones = this.bones; + var boneInverses = this.boneInverses; + var boneMatrices = this.boneMatrices; + var boneTexture = this.boneTexture; + + // flatten bone matrices to array + + for ( var i = 0, il = bones.length; i < il; i ++ ) { + + // compute the offset between the current and the original transform + + var matrix = bones[ i ] ? bones[ i ].matrixWorld : identityMatrix; + + offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] ); + offsetMatrix.toArray( boneMatrices, i * 16 ); + + } + + if ( boneTexture !== undefined ) { + + boneTexture.needsUpdate = true; + + } + + }; + + } )(), + + clone: function () { + + return new Skeleton( this.bones, this.boneInverses ); + + } + + } ); + + /** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + * @author ikerr / http://verold.com + */ + + function Bone() { + + Object3D.call( this ); + + this.type = 'Bone'; + + } + + Bone.prototype = Object.assign( Object.create( Object3D.prototype ), { + + constructor: Bone, + + isBone: true + + } ); + + /** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + * @author ikerr / http://verold.com + */ + + function SkinnedMesh( geometry, material ) { + + Mesh.call( this, geometry, material ); + + this.type = 'SkinnedMesh'; + + this.bindMode = 'attached'; + this.bindMatrix = new Matrix4(); + this.bindMatrixInverse = new Matrix4(); + + var bones = this.initBones(); + var skeleton = new Skeleton( bones ); + + this.bind( skeleton, this.matrixWorld ); + + this.normalizeSkinWeights(); + + } + + SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), { + + constructor: SkinnedMesh, + + isSkinnedMesh: true, + + initBones: function () { + + var bones = [], bone, gbone; + var i, il; + + if ( this.geometry && this.geometry.bones !== undefined ) { + + // first, create array of 'Bone' objects from geometry data + + for ( i = 0, il = this.geometry.bones.length; i < il; i ++ ) { + + gbone = this.geometry.bones[ i ]; + + // create new 'Bone' object + + bone = new Bone(); + bones.push( bone ); + + // apply values + + bone.name = gbone.name; + bone.position.fromArray( gbone.pos ); + bone.quaternion.fromArray( gbone.rotq ); + if ( gbone.scl !== undefined ) bone.scale.fromArray( gbone.scl ); + + } + + // second, create bone hierarchy + + for ( i = 0, il = this.geometry.bones.length; i < il; i ++ ) { + + gbone = this.geometry.bones[ i ]; + + if ( ( gbone.parent !== - 1 ) && ( gbone.parent !== null ) && ( bones[ gbone.parent ] !== undefined ) ) { + + // subsequent bones in the hierarchy + + bones[ gbone.parent ].add( bones[ i ] ); + + } else { + + // topmost bone, immediate child of the skinned mesh + + this.add( bones[ i ] ); + + } + + } + + } + + // now the bones are part of the scene graph and children of the skinned mesh. + // let's update the corresponding matrices + + this.updateMatrixWorld( true ); + + return bones; + + }, + + bind: function ( skeleton, bindMatrix ) { + + this.skeleton = skeleton; + + if ( bindMatrix === undefined ) { + + this.updateMatrixWorld( true ); + + this.skeleton.calculateInverses(); + + bindMatrix = this.matrixWorld; + + } + + this.bindMatrix.copy( bindMatrix ); + this.bindMatrixInverse.getInverse( bindMatrix ); + + }, + + pose: function () { + + this.skeleton.pose(); + + }, + + normalizeSkinWeights: function () { + + var scale, i; + + if ( this.geometry && this.geometry.isGeometry ) { + + for ( i = 0; i < this.geometry.skinWeights.length; i ++ ) { + + var sw = this.geometry.skinWeights[ i ]; + + scale = 1.0 / sw.manhattanLength(); + + if ( scale !== Infinity ) { + + sw.multiplyScalar( scale ); + + } else { + + sw.set( 1, 0, 0, 0 ); // do something reasonable + + } + + } + + } else if ( this.geometry && this.geometry.isBufferGeometry ) { + + var vec = new Vector4(); + + var skinWeight = this.geometry.attributes.skinWeight; + + for ( i = 0; i < skinWeight.count; i ++ ) { + + vec.x = skinWeight.getX( i ); + vec.y = skinWeight.getY( i ); + vec.z = skinWeight.getZ( i ); + vec.w = skinWeight.getW( i ); + + scale = 1.0 / vec.manhattanLength(); + + if ( scale !== Infinity ) { + + vec.multiplyScalar( scale ); + + } else { + + vec.set( 1, 0, 0, 0 ); // do something reasonable + + } + + skinWeight.setXYZW( i, vec.x, vec.y, vec.z, vec.w ); + + } + + } + + }, + + updateMatrixWorld: function ( force ) { + + Mesh.prototype.updateMatrixWorld.call( this, force ); + + if ( this.bindMode === 'attached' ) { + + this.bindMatrixInverse.getInverse( this.matrixWorld ); + + } else if ( this.bindMode === 'detached' ) { + + this.bindMatrixInverse.getInverse( this.bindMatrix ); + + } else { + + console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode ); + + } + + }, + + clone: function () { + + return new this.constructor( this.geometry, this.material ).copy( this ); + + } + + } ); + + /** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: <hex>, + * opacity: <float>, + * + * linewidth: <float>, + * linecap: "round", + * linejoin: "round" + * } + */ + + function LineBasicMaterial( parameters ) { + + Material.call( this ); + + this.type = 'LineBasicMaterial'; + + this.color = new Color( 0xffffff ); + + this.linewidth = 1; + this.linecap = 'round'; + this.linejoin = 'round'; + + this.lights = false; + + this.setValues( parameters ); + + } + + LineBasicMaterial.prototype = Object.create( Material.prototype ); + LineBasicMaterial.prototype.constructor = LineBasicMaterial; + + LineBasicMaterial.prototype.isLineBasicMaterial = true; + + LineBasicMaterial.prototype.copy = function ( source ) { + + Material.prototype.copy.call( this, source ); + + this.color.copy( source.color ); + + this.linewidth = source.linewidth; + this.linecap = source.linecap; + this.linejoin = source.linejoin; + + return this; + + }; + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function Line( geometry, material, mode ) { + + if ( mode === 1 ) { + + console.warn( 'THREE.Line: parameter THREE.LinePieces no longer supported. Created THREE.LineSegments instead.' ); + return new LineSegments( geometry, material ); + + } + + Object3D.call( this ); + + this.type = 'Line'; + + this.geometry = geometry !== undefined ? geometry : new BufferGeometry(); + this.material = material !== undefined ? material : new LineBasicMaterial( { color: Math.random() * 0xffffff } ); + + } + + Line.prototype = Object.assign( Object.create( Object3D.prototype ), { + + constructor: Line, + + isLine: true, + + raycast: ( function () { + + var inverseMatrix = new Matrix4(); + var ray = new Ray(); + var sphere = new Sphere(); + + return function raycast( raycaster, intersects ) { + + var precision = raycaster.linePrecision; + var precisionSq = precision * precision; + + var geometry = this.geometry; + var matrixWorld = this.matrixWorld; + + // Checking boundingSphere distance to ray + + if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); + + sphere.copy( geometry.boundingSphere ); + sphere.applyMatrix4( matrixWorld ); + + if ( raycaster.ray.intersectsSphere( sphere ) === false ) return; + + // + + inverseMatrix.getInverse( matrixWorld ); + ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix ); + + var vStart = new Vector3(); + var vEnd = new Vector3(); + var interSegment = new Vector3(); + var interRay = new Vector3(); + var step = ( this && this.isLineSegments ) ? 2 : 1; + + if ( geometry.isBufferGeometry ) { + + var index = geometry.index; + var attributes = geometry.attributes; + var positions = attributes.position.array; + + if ( index !== null ) { + + var indices = index.array; + + for ( var i = 0, l = indices.length - 1; i < l; i += step ) { + + var a = indices[ i ]; + var b = indices[ i + 1 ]; + + vStart.fromArray( positions, a * 3 ); + vEnd.fromArray( positions, b * 3 ); + + var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment ); + + if ( distSq > precisionSq ) continue; + + interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation + + var distance = raycaster.ray.origin.distanceTo( interRay ); + + if ( distance < raycaster.near || distance > raycaster.far ) continue; + + intersects.push( { + + distance: distance, + // What do we want? intersection point on the ray or on the segment?? + // point: raycaster.ray.at( distance ), + point: interSegment.clone().applyMatrix4( this.matrixWorld ), + index: i, + face: null, + faceIndex: null, + object: this + + } ); + + } + + } else { + + for ( var i = 0, l = positions.length / 3 - 1; i < l; i += step ) { + + vStart.fromArray( positions, 3 * i ); + vEnd.fromArray( positions, 3 * i + 3 ); + + var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment ); + + if ( distSq > precisionSq ) continue; + + interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation + + var distance = raycaster.ray.origin.distanceTo( interRay ); + + if ( distance < raycaster.near || distance > raycaster.far ) continue; + + intersects.push( { + + distance: distance, + // What do we want? intersection point on the ray or on the segment?? + // point: raycaster.ray.at( distance ), + point: interSegment.clone().applyMatrix4( this.matrixWorld ), + index: i, + face: null, + faceIndex: null, + object: this + + } ); + + } + + } + + } else if ( geometry.isGeometry ) { + + var vertices = geometry.vertices; + var nbVertices = vertices.length; + + for ( var i = 0; i < nbVertices - 1; i += step ) { + + var distSq = ray.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment ); + + if ( distSq > precisionSq ) continue; + + interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation + + var distance = raycaster.ray.origin.distanceTo( interRay ); + + if ( distance < raycaster.near || distance > raycaster.far ) continue; + + intersects.push( { + + distance: distance, + // What do we want? intersection point on the ray or on the segment?? + // point: raycaster.ray.at( distance ), + point: interSegment.clone().applyMatrix4( this.matrixWorld ), + index: i, + face: null, + faceIndex: null, + object: this + + } ); + + } + + } + + }; + + }() ), + + clone: function () { + + return new this.constructor( this.geometry, this.material ).copy( this ); + + } + + } ); + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function LineSegments( geometry, material ) { + + Line.call( this, geometry, material ); + + this.type = 'LineSegments'; + + } + + LineSegments.prototype = Object.assign( Object.create( Line.prototype ), { + + constructor: LineSegments, + + isLineSegments: true + + } ); + + /** + * @author mgreter / http://github.com/mgreter + */ + + function LineLoop( geometry, material ) { + + Line.call( this, geometry, material ); + + this.type = 'LineLoop'; + + } + + LineLoop.prototype = Object.assign( Object.create( Line.prototype ), { + + constructor: LineLoop, + + isLineLoop: true, + + } ); + + /** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: <hex>, + * opacity: <float>, + * map: new THREE.Texture( <Image> ), + * + * size: <float>, + * sizeAttenuation: <bool> + * } + */ + + function PointsMaterial( parameters ) { + + Material.call( this ); + + this.type = 'PointsMaterial'; + + this.color = new Color( 0xffffff ); + + this.map = null; + + this.size = 1; + this.sizeAttenuation = true; + + this.lights = false; + + this.setValues( parameters ); + + } + + PointsMaterial.prototype = Object.create( Material.prototype ); + PointsMaterial.prototype.constructor = PointsMaterial; + + PointsMaterial.prototype.isPointsMaterial = true; + + PointsMaterial.prototype.copy = function ( source ) { + + Material.prototype.copy.call( this, source ); + + this.color.copy( source.color ); + + this.map = source.map; + + this.size = source.size; + this.sizeAttenuation = source.sizeAttenuation; + + return this; + + }; + + /** + * @author alteredq / http://alteredqualia.com/ + */ + + function Points( geometry, material ) { + + Object3D.call( this ); + + this.type = 'Points'; + + this.geometry = geometry !== undefined ? geometry : new BufferGeometry(); + this.material = material !== undefined ? material : new PointsMaterial( { color: Math.random() * 0xffffff } ); + + } + + Points.prototype = Object.assign( Object.create( Object3D.prototype ), { + + constructor: Points, + + isPoints: true, + + raycast: ( function () { + + var inverseMatrix = new Matrix4(); + var ray = new Ray(); + var sphere = new Sphere(); + + return function raycast( raycaster, intersects ) { + + var object = this; + var geometry = this.geometry; + var matrixWorld = this.matrixWorld; + var threshold = raycaster.params.Points.threshold; + + // Checking boundingSphere distance to ray + + if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); + + sphere.copy( geometry.boundingSphere ); + sphere.applyMatrix4( matrixWorld ); + sphere.radius += threshold; + + if ( raycaster.ray.intersectsSphere( sphere ) === false ) return; + + // + + inverseMatrix.getInverse( matrixWorld ); + ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix ); + + var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 ); + var localThresholdSq = localThreshold * localThreshold; + var position = new Vector3(); + + function testPoint( point, index ) { + + var rayPointDistanceSq = ray.distanceSqToPoint( point ); + + if ( rayPointDistanceSq < localThresholdSq ) { + + var intersectPoint = ray.closestPointToPoint( point ); + intersectPoint.applyMatrix4( matrixWorld ); + + var distance = raycaster.ray.origin.distanceTo( intersectPoint ); + + if ( distance < raycaster.near || distance > raycaster.far ) return; + + intersects.push( { + + distance: distance, + distanceToRay: Math.sqrt( rayPointDistanceSq ), + point: intersectPoint.clone(), + index: index, + face: null, + object: object + + } ); + + } + + } + + if ( geometry.isBufferGeometry ) { + + var index = geometry.index; + var attributes = geometry.attributes; + var positions = attributes.position.array; + + if ( index !== null ) { + + var indices = index.array; + + for ( var i = 0, il = indices.length; i < il; i ++ ) { + + var a = indices[ i ]; + + position.fromArray( positions, a * 3 ); + + testPoint( position, a ); + + } + + } else { + + for ( var i = 0, l = positions.length / 3; i < l; i ++ ) { + + position.fromArray( positions, i * 3 ); + + testPoint( position, i ); + + } + + } + + } else { + + var vertices = geometry.vertices; + + for ( var i = 0, l = vertices.length; i < l; i ++ ) { + + testPoint( vertices[ i ], i ); + + } + + } + + }; + + }() ), + + clone: function () { + + return new this.constructor( this.geometry, this.material ).copy( this ); + + } + + } ); + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function Group() { + + Object3D.call( this ); + + this.type = 'Group'; + + } + + Group.prototype = Object.assign( Object.create( Object3D.prototype ), { + + constructor: Group, + + isGroup: true + + } ); + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) { + + Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); + + this.generateMipmaps = false; + + // Set needsUpdate when first frame is ready + + var scope = this; + + function onLoaded() { + + video.removeEventListener( 'loadeddata', onLoaded, false ); + scope.needsUpdate = true; + + } + + video.addEventListener( 'loadeddata', onLoaded, false ); + + } + + VideoTexture.prototype = Object.assign( Object.create( Texture.prototype ), { + + constructor: VideoTexture, + + isVideoTexture: true, + + update: function () { + + var video = this.image; + + if ( video.readyState >= video.HAVE_CURRENT_DATA ) { + + this.needsUpdate = true; + + } + + } + + } ); + + /** + * @author alteredq / http://alteredqualia.com/ + */ + + function CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) { + + Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ); + + this.image = { width: width, height: height }; + this.mipmaps = mipmaps; + + // no flipping for cube textures + // (also flipping doesn't work for compressed textures ) + + this.flipY = false; + + // can't generate mipmaps for compressed textures + // mips must be embedded in DDS files + + this.generateMipmaps = false; + + } + + CompressedTexture.prototype = Object.create( Texture.prototype ); + CompressedTexture.prototype.constructor = CompressedTexture; + + CompressedTexture.prototype.isCompressedTexture = true; + + /** + * @author Matt DesLauriers / @mattdesl + * @author atix / arthursilber.de + */ + + function DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) { + + format = format !== undefined ? format : DepthFormat; + + if ( format !== DepthFormat && format !== DepthStencilFormat ) { + + throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' ); + + } + + if ( type === undefined && format === DepthFormat ) type = UnsignedShortType; + if ( type === undefined && format === DepthStencilFormat ) type = UnsignedInt248Type; + + Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); + + this.image = { width: width, height: height }; + + this.magFilter = magFilter !== undefined ? magFilter : NearestFilter; + this.minFilter = minFilter !== undefined ? minFilter : NearestFilter; + + this.flipY = false; + this.generateMipmaps = false; + + } + + DepthTexture.prototype = Object.create( Texture.prototype ); + DepthTexture.prototype.constructor = DepthTexture; + DepthTexture.prototype.isDepthTexture = true; + + /** + * @author mrdoob / http://mrdoob.com/ + * @author Mugen87 / https://github.com/Mugen87 + */ + + function WireframeGeometry( geometry ) { + + BufferGeometry.call( this ); + + this.type = 'WireframeGeometry'; + + // buffer + + var vertices = []; + + // helper variables + + var i, j, l, o, ol; + var edge = [ 0, 0 ], edges = {}, e, edge1, edge2; + var key, keys = [ 'a', 'b', 'c' ]; + var vertex; + + // different logic for Geometry and BufferGeometry + + if ( geometry && geometry.isGeometry ) { + + // create a data structure that contains all edges without duplicates + + var faces = geometry.faces; + + for ( i = 0, l = faces.length; i < l; i ++ ) { + + var face = faces[ i ]; + + for ( j = 0; j < 3; j ++ ) { + + edge1 = face[ keys[ j ] ]; + edge2 = face[ keys[ ( j + 1 ) % 3 ] ]; + edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates + edge[ 1 ] = Math.max( edge1, edge2 ); + + key = edge[ 0 ] + ',' + edge[ 1 ]; + + if ( edges[ key ] === undefined ) { + + edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] }; + + } + + } + + } + + // generate vertices + + for ( key in edges ) { + + e = edges[ key ]; + + vertex = geometry.vertices[ e.index1 ]; + vertices.push( vertex.x, vertex.y, vertex.z ); + + vertex = geometry.vertices[ e.index2 ]; + vertices.push( vertex.x, vertex.y, vertex.z ); + + } + + } else if ( geometry && geometry.isBufferGeometry ) { + + var position, indices, groups; + var group, start, count; + var index1, index2; + + vertex = new Vector3(); + + if ( geometry.index !== null ) { + + // indexed BufferGeometry + + position = geometry.attributes.position; + indices = geometry.index; + groups = geometry.groups; + + if ( groups.length === 0 ) { + + groups = [ { start: 0, count: indices.count, materialIndex: 0 } ]; + + } + + // create a data structure that contains all eges without duplicates + + for ( o = 0, ol = groups.length; o < ol; ++ o ) { + + group = groups[ o ]; + + start = group.start; + count = group.count; + + for ( i = start, l = ( start + count ); i < l; i += 3 ) { + + for ( j = 0; j < 3; j ++ ) { + + edge1 = indices.getX( i + j ); + edge2 = indices.getX( i + ( j + 1 ) % 3 ); + edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates + edge[ 1 ] = Math.max( edge1, edge2 ); + + key = edge[ 0 ] + ',' + edge[ 1 ]; + + if ( edges[ key ] === undefined ) { + + edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] }; + + } + + } + + } + + } + + // generate vertices + + for ( key in edges ) { + + e = edges[ key ]; + + vertex.fromBufferAttribute( position, e.index1 ); + vertices.push( vertex.x, vertex.y, vertex.z ); + + vertex.fromBufferAttribute( position, e.index2 ); + vertices.push( vertex.x, vertex.y, vertex.z ); + + } + + } else { + + // non-indexed BufferGeometry + + position = geometry.attributes.position; + + for ( i = 0, l = ( position.count / 3 ); i < l; i ++ ) { + + for ( j = 0; j < 3; j ++ ) { + + // three edges per triangle, an edge is represented as (index1, index2) + // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0) + + index1 = 3 * i + j; + vertex.fromBufferAttribute( position, index1 ); + vertices.push( vertex.x, vertex.y, vertex.z ); + + index2 = 3 * i + ( ( j + 1 ) % 3 ); + vertex.fromBufferAttribute( position, index2 ); + vertices.push( vertex.x, vertex.y, vertex.z ); + + } + + } + + } + + } + + // build geometry + + this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + + } + + WireframeGeometry.prototype = Object.create( BufferGeometry.prototype ); + WireframeGeometry.prototype.constructor = WireframeGeometry; + + /** + * @author zz85 / https://github.com/zz85 + * @author Mugen87 / https://github.com/Mugen87 + * + * Parametric Surfaces Geometry + * based on the brilliant article by @prideout http://prideout.net/blog/?p=44 + */ + + // ParametricGeometry + + function ParametricGeometry( func, slices, stacks ) { + + Geometry.call( this ); + + this.type = 'ParametricGeometry'; + + this.parameters = { + func: func, + slices: slices, + stacks: stacks + }; + + this.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) ); + this.mergeVertices(); + + } + + ParametricGeometry.prototype = Object.create( Geometry.prototype ); + ParametricGeometry.prototype.constructor = ParametricGeometry; + + // ParametricBufferGeometry + + function ParametricBufferGeometry( func, slices, stacks ) { + + BufferGeometry.call( this ); + + this.type = 'ParametricBufferGeometry'; + + this.parameters = { + func: func, + slices: slices, + stacks: stacks + }; + + // buffers + + var indices = []; + var vertices = []; + var normals = []; + var uvs = []; + + var EPS = 0.00001; + + var normal = new Vector3(); + + var p0 = new Vector3(), p1 = new Vector3(); + var pu = new Vector3(), pv = new Vector3(); + + var i, j; + + // generate vertices, normals and uvs + + var sliceCount = slices + 1; + + for ( i = 0; i <= stacks; i ++ ) { + + var v = i / stacks; + + for ( j = 0; j <= slices; j ++ ) { + + var u = j / slices; + + // vertex + + p0 = func( u, v, p0 ); + vertices.push( p0.x, p0.y, p0.z ); + + // normal + + // approximate tangent vectors via finite differences + + if ( u - EPS >= 0 ) { + + p1 = func( u - EPS, v, p1 ); + pu.subVectors( p0, p1 ); + + } else { + + p1 = func( u + EPS, v, p1 ); + pu.subVectors( p1, p0 ); + + } + + if ( v - EPS >= 0 ) { + + p1 = func( u, v - EPS, p1 ); + pv.subVectors( p0, p1 ); + + } else { + + p1 = func( u, v + EPS, p1 ); + pv.subVectors( p1, p0 ); + + } + + // cross product of tangent vectors returns surface normal + + normal.crossVectors( pu, pv ).normalize(); + normals.push( normal.x, normal.y, normal.z ); + + // uv + + uvs.push( u, v ); + + } + + } + + // generate indices + + for ( i = 0; i < stacks; i ++ ) { + + for ( j = 0; j < slices; j ++ ) { + + var a = i * sliceCount + j; + var b = i * sliceCount + j + 1; + var c = ( i + 1 ) * sliceCount + j + 1; + var d = ( i + 1 ) * sliceCount + j; + + // faces one and two + + indices.push( a, b, d ); + indices.push( b, c, d ); + + } + + } + + // build geometry + + this.setIndex( indices ); + this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + + } + + ParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); + ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry; + + /** + * @author clockworkgeek / https://github.com/clockworkgeek + * @author timothypratley / https://github.com/timothypratley + * @author WestLangley / http://github.com/WestLangley + * @author Mugen87 / https://github.com/Mugen87 + */ + + // PolyhedronGeometry + + function PolyhedronGeometry( vertices, indices, radius, detail ) { + + Geometry.call( this ); + + this.type = 'PolyhedronGeometry'; + + this.parameters = { + vertices: vertices, + indices: indices, + radius: radius, + detail: detail + }; + + this.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) ); + this.mergeVertices(); + + } + + PolyhedronGeometry.prototype = Object.create( Geometry.prototype ); + PolyhedronGeometry.prototype.constructor = PolyhedronGeometry; + + // PolyhedronBufferGeometry + + function PolyhedronBufferGeometry( vertices, indices, radius, detail ) { + + BufferGeometry.call( this ); + + this.type = 'PolyhedronBufferGeometry'; + + this.parameters = { + vertices: vertices, + indices: indices, + radius: radius, + detail: detail + }; + + radius = radius || 1; + detail = detail || 0; + + // default buffer data + + var vertexBuffer = []; + var uvBuffer = []; + + // the subdivision creates the vertex buffer data + + subdivide( detail ); + + // all vertices should lie on a conceptual sphere with a given radius + + appplyRadius( radius ); + + // finally, create the uv data + + generateUVs(); + + // build non-indexed geometry + + this.addAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) ); + this.addAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) ); + + if ( detail === 0 ) { + + this.computeVertexNormals(); // flat normals + + } else { + + this.normalizeNormals(); // smooth normals + + } + + // helper functions + + function subdivide( detail ) { + + var a = new Vector3(); + var b = new Vector3(); + var c = new Vector3(); + + // iterate over all faces and apply a subdivison with the given detail value + + for ( var i = 0; i < indices.length; i += 3 ) { + + // get the vertices of the face + + getVertexByIndex( indices[ i + 0 ], a ); + getVertexByIndex( indices[ i + 1 ], b ); + getVertexByIndex( indices[ i + 2 ], c ); + + // perform subdivision + + subdivideFace( a, b, c, detail ); + + } + + } + + function subdivideFace( a, b, c, detail ) { + + var cols = Math.pow( 2, detail ); + + // we use this multidimensional array as a data structure for creating the subdivision + + var v = []; + + var i, j; + + // construct all of the vertices for this subdivision + + for ( i = 0; i <= cols; i ++ ) { + + v[ i ] = []; + + var aj = a.clone().lerp( c, i / cols ); + var bj = b.clone().lerp( c, i / cols ); + + var rows = cols - i; + + for ( j = 0; j <= rows; j ++ ) { + + if ( j === 0 && i === cols ) { + + v[ i ][ j ] = aj; + + } else { + + v[ i ][ j ] = aj.clone().lerp( bj, j / rows ); + + } + + } + + } + + // construct all of the faces + + for ( i = 0; i < cols; i ++ ) { + + for ( j = 0; j < 2 * ( cols - i ) - 1; j ++ ) { + + var k = Math.floor( j / 2 ); + + if ( j % 2 === 0 ) { + + pushVertex( v[ i ][ k + 1 ] ); + pushVertex( v[ i + 1 ][ k ] ); + pushVertex( v[ i ][ k ] ); + + } else { + + pushVertex( v[ i ][ k + 1 ] ); + pushVertex( v[ i + 1 ][ k + 1 ] ); + pushVertex( v[ i + 1 ][ k ] ); + + } + + } + + } + + } + + function appplyRadius( radius ) { + + var vertex = new Vector3(); + + // iterate over the entire buffer and apply the radius to each vertex + + for ( var i = 0; i < vertexBuffer.length; i += 3 ) { + + vertex.x = vertexBuffer[ i + 0 ]; + vertex.y = vertexBuffer[ i + 1 ]; + vertex.z = vertexBuffer[ i + 2 ]; + + vertex.normalize().multiplyScalar( radius ); + + vertexBuffer[ i + 0 ] = vertex.x; + vertexBuffer[ i + 1 ] = vertex.y; + vertexBuffer[ i + 2 ] = vertex.z; + + } + + } + + function generateUVs() { + + var vertex = new Vector3(); + + for ( var i = 0; i < vertexBuffer.length; i += 3 ) { + + vertex.x = vertexBuffer[ i + 0 ]; + vertex.y = vertexBuffer[ i + 1 ]; + vertex.z = vertexBuffer[ i + 2 ]; + + var u = azimuth( vertex ) / 2 / Math.PI + 0.5; + var v = inclination( vertex ) / Math.PI + 0.5; + uvBuffer.push( u, 1 - v ); + + } + + correctUVs(); + + correctSeam(); + + } + + function correctSeam() { + + // handle case when face straddles the seam, see #3269 + + for ( var i = 0; i < uvBuffer.length; i += 6 ) { + + // uv data of a single face + + var x0 = uvBuffer[ i + 0 ]; + var x1 = uvBuffer[ i + 2 ]; + var x2 = uvBuffer[ i + 4 ]; + + var max = Math.max( x0, x1, x2 ); + var min = Math.min( x0, x1, x2 ); + + // 0.9 is somewhat arbitrary + + if ( max > 0.9 && min < 0.1 ) { + + if ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1; + if ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1; + if ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1; + + } + + } + + } + + function pushVertex( vertex ) { + + vertexBuffer.push( vertex.x, vertex.y, vertex.z ); + + } + + function getVertexByIndex( index, vertex ) { + + var stride = index * 3; + + vertex.x = vertices[ stride + 0 ]; + vertex.y = vertices[ stride + 1 ]; + vertex.z = vertices[ stride + 2 ]; + + } + + function correctUVs() { + + var a = new Vector3(); + var b = new Vector3(); + var c = new Vector3(); + + var centroid = new Vector3(); + + var uvA = new Vector2(); + var uvB = new Vector2(); + var uvC = new Vector2(); + + for ( var i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) { + + a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] ); + b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] ); + c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] ); + + uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] ); + uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] ); + uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] ); + + centroid.copy( a ).add( b ).add( c ).divideScalar( 3 ); + + var azi = azimuth( centroid ); + + correctUV( uvA, j + 0, a, azi ); + correctUV( uvB, j + 2, b, azi ); + correctUV( uvC, j + 4, c, azi ); + + } + + } + + function correctUV( uv, stride, vector, azimuth ) { + + if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) { + + uvBuffer[ stride ] = uv.x - 1; + + } + + if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) { + + uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5; + + } + + } + + // 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 ) ) ); + + } + + } + + PolyhedronBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); + PolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry; + + /** + * @author timothypratley / https://github.com/timothypratley + * @author Mugen87 / https://github.com/Mugen87 + */ + + // TetrahedronGeometry + + function TetrahedronGeometry( radius, detail ) { + + Geometry.call( this ); + + this.type = 'TetrahedronGeometry'; + + this.parameters = { + radius: radius, + detail: detail + }; + + this.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) ); + this.mergeVertices(); + + } + + TetrahedronGeometry.prototype = Object.create( Geometry.prototype ); + TetrahedronGeometry.prototype.constructor = TetrahedronGeometry; + + // TetrahedronBufferGeometry + + function TetrahedronBufferGeometry( radius, detail ) { + + var vertices = [ + 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1 + ]; + + var indices = [ + 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1 + ]; + + PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail ); + + this.type = 'TetrahedronBufferGeometry'; + + this.parameters = { + radius: radius, + detail: detail + }; + + } + + TetrahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype ); + TetrahedronBufferGeometry.prototype.constructor = TetrahedronBufferGeometry; + + /** + * @author timothypratley / https://github.com/timothypratley + * @author Mugen87 / https://github.com/Mugen87 + */ + + // OctahedronGeometry + + function OctahedronGeometry( radius, detail ) { + + Geometry.call( this ); + + this.type = 'OctahedronGeometry'; + + this.parameters = { + radius: radius, + detail: detail + }; + + this.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) ); + this.mergeVertices(); + + } + + OctahedronGeometry.prototype = Object.create( Geometry.prototype ); + OctahedronGeometry.prototype.constructor = OctahedronGeometry; + + // OctahedronBufferGeometry + + function OctahedronBufferGeometry( radius, detail ) { + + var vertices = [ + 1, 0, 0, - 1, 0, 0, 0, 1, 0, + 0, - 1, 0, 0, 0, 1, 0, 0, - 1 + ]; + + var indices = [ + 0, 2, 4, 0, 4, 3, 0, 3, 5, + 0, 5, 2, 1, 2, 5, 1, 5, 3, + 1, 3, 4, 1, 4, 2 + ]; + + PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail ); + + this.type = 'OctahedronBufferGeometry'; + + this.parameters = { + radius: radius, + detail: detail + }; + + } + + OctahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype ); + OctahedronBufferGeometry.prototype.constructor = OctahedronBufferGeometry; + + /** + * @author timothypratley / https://github.com/timothypratley + * @author Mugen87 / https://github.com/Mugen87 + */ + + // IcosahedronGeometry + + function IcosahedronGeometry( radius, detail ) { + + Geometry.call( this ); + + this.type = 'IcosahedronGeometry'; + + this.parameters = { + radius: radius, + detail: detail + }; + + this.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) ); + this.mergeVertices(); + + } + + IcosahedronGeometry.prototype = Object.create( Geometry.prototype ); + IcosahedronGeometry.prototype.constructor = IcosahedronGeometry; + + // IcosahedronBufferGeometry + + function IcosahedronBufferGeometry( radius, detail ) { + + var t = ( 1 + Math.sqrt( 5 ) ) / 2; + + var vertices = [ + - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0, + 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, + t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1 + ]; + + var indices = [ + 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11, + 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8, + 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9, + 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1 + ]; + + PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail ); + + this.type = 'IcosahedronBufferGeometry'; + + this.parameters = { + radius: radius, + detail: detail + }; + + } + + IcosahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype ); + IcosahedronBufferGeometry.prototype.constructor = IcosahedronBufferGeometry; + + /** + * @author Abe Pazos / https://hamoid.com + * @author Mugen87 / https://github.com/Mugen87 + */ + + // DodecahedronGeometry + + function DodecahedronGeometry( radius, detail ) { + + Geometry.call( this ); + + this.type = 'DodecahedronGeometry'; + + this.parameters = { + radius: radius, + detail: detail + }; + + this.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) ); + this.mergeVertices(); + + } + + DodecahedronGeometry.prototype = Object.create( Geometry.prototype ); + DodecahedronGeometry.prototype.constructor = DodecahedronGeometry; + + // DodecahedronBufferGeometry + + function DodecahedronBufferGeometry( radius, detail ) { + + var t = ( 1 + Math.sqrt( 5 ) ) / 2; + var r = 1 / t; + + var vertices = [ + + // (±1, ±1, ±1) + - 1, - 1, - 1, - 1, - 1, 1, + - 1, 1, - 1, - 1, 1, 1, + 1, - 1, - 1, 1, - 1, 1, + 1, 1, - 1, 1, 1, 1, + + // (0, ±1/φ, ±φ) + 0, - r, - t, 0, - r, t, + 0, r, - t, 0, r, t, + + // (±1/φ, ±φ, 0) + - r, - t, 0, - r, t, 0, + r, - t, 0, r, t, 0, + + // (±φ, 0, ±1/φ) + - t, 0, - r, t, 0, - r, + - t, 0, r, t, 0, r + ]; + + var indices = [ + 3, 11, 7, 3, 7, 15, 3, 15, 13, + 7, 19, 17, 7, 17, 6, 7, 6, 15, + 17, 4, 8, 17, 8, 10, 17, 10, 6, + 8, 0, 16, 8, 16, 2, 8, 2, 10, + 0, 12, 1, 0, 1, 18, 0, 18, 16, + 6, 10, 2, 6, 2, 13, 6, 13, 15, + 2, 16, 18, 2, 18, 3, 2, 3, 13, + 18, 1, 9, 18, 9, 11, 18, 11, 3, + 4, 14, 12, 4, 12, 0, 4, 0, 8, + 11, 9, 5, 11, 5, 19, 11, 19, 7, + 19, 5, 14, 19, 14, 4, 19, 4, 17, + 1, 12, 14, 1, 14, 5, 1, 5, 9 + ]; + + PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail ); + + this.type = 'DodecahedronBufferGeometry'; + + this.parameters = { + radius: radius, + detail: detail + }; + + } + + DodecahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype ); + DodecahedronBufferGeometry.prototype.constructor = DodecahedronBufferGeometry; + + /** + * @author oosmoxiecode / https://github.com/oosmoxiecode + * @author WestLangley / https://github.com/WestLangley + * @author zz85 / https://github.com/zz85 + * @author miningold / https://github.com/miningold + * @author jonobr1 / https://github.com/jonobr1 + * @author Mugen87 / https://github.com/Mugen87 + * + */ + + // TubeGeometry + + function TubeGeometry( path, tubularSegments, radius, radialSegments, closed, taper ) { + + Geometry.call( this ); + + this.type = 'TubeGeometry'; + + this.parameters = { + path: path, + tubularSegments: tubularSegments, + radius: radius, + radialSegments: radialSegments, + closed: closed + }; + + if ( taper !== undefined ) console.warn( 'THREE.TubeGeometry: taper has been removed.' ); + + var bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ); + + // expose internals + + this.tangents = bufferGeometry.tangents; + this.normals = bufferGeometry.normals; + this.binormals = bufferGeometry.binormals; + + // create geometry + + this.fromBufferGeometry( bufferGeometry ); + this.mergeVertices(); + + } + + TubeGeometry.prototype = Object.create( Geometry.prototype ); + TubeGeometry.prototype.constructor = TubeGeometry; + + // TubeBufferGeometry + + function TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ) { + + BufferGeometry.call( this ); + + this.type = 'TubeBufferGeometry'; + + this.parameters = { + path: path, + tubularSegments: tubularSegments, + radius: radius, + radialSegments: radialSegments, + closed: closed + }; + + tubularSegments = tubularSegments || 64; + radius = radius || 1; + radialSegments = radialSegments || 8; + closed = closed || false; + + var frames = path.computeFrenetFrames( tubularSegments, closed ); + + // expose internals + + this.tangents = frames.tangents; + this.normals = frames.normals; + this.binormals = frames.binormals; + + // helper variables + + var vertex = new Vector3(); + var normal = new Vector3(); + var uv = new Vector2(); + var P = new Vector3(); + + var i, j; + + // buffer + + var vertices = []; + var normals = []; + var uvs = []; + var indices = []; + + // create buffer data + + generateBufferData(); + + // build geometry + + this.setIndex( indices ); + this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + + // functions + + function generateBufferData() { + + for ( i = 0; i < tubularSegments; i ++ ) { + + generateSegment( i ); + + } + + // if the geometry is not closed, generate the last row of vertices and normals + // at the regular position on the given path + // + // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ) + + generateSegment( ( closed === false ) ? tubularSegments : 0 ); + + // uvs are generated in a separate function. + // this makes it easy compute correct values for closed geometries + + generateUVs(); + + // finally create faces + + generateIndices(); + + } + + function generateSegment( i ) { + + // we use getPointAt to sample evenly distributed points from the given path + + P = path.getPointAt( i / tubularSegments, P ); + + // retrieve corresponding normal and binormal + + var N = frames.normals[ i ]; + var B = frames.binormals[ i ]; + + // generate normals and vertices for the current segment + + for ( j = 0; j <= radialSegments; j ++ ) { + + var v = j / radialSegments * Math.PI * 2; + + var sin = Math.sin( v ); + var cos = - Math.cos( v ); + + // normal + + normal.x = ( cos * N.x + sin * B.x ); + normal.y = ( cos * N.y + sin * B.y ); + normal.z = ( cos * N.z + sin * B.z ); + normal.normalize(); + + normals.push( normal.x, normal.y, normal.z ); + + // vertex + + vertex.x = P.x + radius * normal.x; + vertex.y = P.y + radius * normal.y; + vertex.z = P.z + radius * normal.z; + + vertices.push( vertex.x, vertex.y, vertex.z ); + + } + + } + + function generateIndices() { + + for ( j = 1; j <= tubularSegments; j ++ ) { + + for ( i = 1; i <= radialSegments; i ++ ) { + + var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 ); + var b = ( radialSegments + 1 ) * j + ( i - 1 ); + var c = ( radialSegments + 1 ) * j + i; + var d = ( radialSegments + 1 ) * ( j - 1 ) + i; + + // faces + + indices.push( a, b, d ); + indices.push( b, c, d ); + + } + + } + + } + + function generateUVs() { + + for ( i = 0; i <= tubularSegments; i ++ ) { + + for ( j = 0; j <= radialSegments; j ++ ) { + + uv.x = i / tubularSegments; + uv.y = j / radialSegments; + + uvs.push( uv.x, uv.y ); + + } + + } + + } + + } + + TubeBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); + TubeBufferGeometry.prototype.constructor = TubeBufferGeometry; + + /** + * @author oosmoxiecode + * @author Mugen87 / https://github.com/Mugen87 + * + * based on http://www.blackpawn.com/texts/pqtorus/ + */ + + // TorusKnotGeometry + + function TorusKnotGeometry( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) { + + Geometry.call( this ); + + this.type = 'TorusKnotGeometry'; + + this.parameters = { + radius: radius, + tube: tube, + tubularSegments: tubularSegments, + radialSegments: radialSegments, + p: p, + q: q + }; + + if ( heightScale !== undefined ) console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' ); + + this.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) ); + this.mergeVertices(); + + } + + TorusKnotGeometry.prototype = Object.create( Geometry.prototype ); + TorusKnotGeometry.prototype.constructor = TorusKnotGeometry; + + // TorusKnotBufferGeometry + + function TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) { + + BufferGeometry.call( this ); + + this.type = 'TorusKnotBufferGeometry'; + + this.parameters = { + radius: radius, + tube: tube, + tubularSegments: tubularSegments, + radialSegments: radialSegments, + p: p, + q: q + }; + + radius = radius || 1; + tube = tube || 0.4; + tubularSegments = Math.floor( tubularSegments ) || 64; + radialSegments = Math.floor( radialSegments ) || 8; + p = p || 2; + q = q || 3; + + // buffers + + var indices = []; + var vertices = []; + var normals = []; + var uvs = []; + + // helper variables + + var i, j; + + var vertex = new Vector3(); + var normal = new Vector3(); + + var P1 = new Vector3(); + var P2 = new Vector3(); + + var B = new Vector3(); + var T = new Vector3(); + var N = new Vector3(); + + // generate vertices, normals and uvs + + for ( i = 0; i <= tubularSegments; ++ i ) { + + // the radian "u" is used to calculate the position on the torus curve of the current tubular segement + + var u = i / tubularSegments * p * Math.PI * 2; + + // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead. + // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions + + calculatePositionOnCurve( u, p, q, radius, P1 ); + calculatePositionOnCurve( u + 0.01, p, q, radius, P2 ); + + // calculate orthonormal basis + + T.subVectors( P2, P1 ); + N.addVectors( P2, P1 ); + B.crossVectors( T, N ); + N.crossVectors( B, T ); + + // normalize B, N. T can be ignored, we don't use it + + B.normalize(); + N.normalize(); + + for ( j = 0; j <= radialSegments; ++ j ) { + + // now calculate the vertices. they are nothing more than an extrusion of the torus curve. + // because we extrude a shape in the xy-plane, there is no need to calculate a z-value. + + var v = j / radialSegments * Math.PI * 2; + var cx = - tube * Math.cos( v ); + var cy = tube * Math.sin( v ); + + // now calculate the final vertex position. + // first we orient the extrusion with our basis vectos, then we add it to the current position on the curve + + vertex.x = P1.x + ( cx * N.x + cy * B.x ); + vertex.y = P1.y + ( cx * N.y + cy * B.y ); + vertex.z = P1.z + ( cx * N.z + cy * B.z ); + + vertices.push( vertex.x, vertex.y, vertex.z ); + + // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal) + + normal.subVectors( vertex, P1 ).normalize(); + + normals.push( normal.x, normal.y, normal.z ); + + // uv + + uvs.push( i / tubularSegments ); + uvs.push( j / radialSegments ); + + } + + } + + // generate indices + + for ( j = 1; j <= tubularSegments; j ++ ) { + + for ( i = 1; i <= radialSegments; i ++ ) { + + // indices + + var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 ); + var b = ( radialSegments + 1 ) * j + ( i - 1 ); + var c = ( radialSegments + 1 ) * j + i; + var d = ( radialSegments + 1 ) * ( j - 1 ) + i; + + // faces + + indices.push( a, b, d ); + indices.push( b, c, d ); + + } + + } + + // build geometry + + this.setIndex( indices ); + this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + + // this function calculates the current position on the torus curve + + function calculatePositionOnCurve( u, p, q, radius, position ) { + + var cu = Math.cos( u ); + var su = Math.sin( u ); + var quOverP = q / p * u; + var cs = Math.cos( quOverP ); + + position.x = radius * ( 2 + cs ) * 0.5 * cu; + position.y = radius * ( 2 + cs ) * su * 0.5; + position.z = radius * Math.sin( quOverP ) * 0.5; + + } + + } + + TorusKnotBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); + TorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry; + + /** + * @author oosmoxiecode + * @author mrdoob / http://mrdoob.com/ + * @author Mugen87 / https://github.com/Mugen87 + */ + + // TorusGeometry + + function TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) { + + Geometry.call( this ); + + this.type = 'TorusGeometry'; + + this.parameters = { + radius: radius, + tube: tube, + radialSegments: radialSegments, + tubularSegments: tubularSegments, + arc: arc + }; + + this.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) ); + this.mergeVertices(); + + } + + TorusGeometry.prototype = Object.create( Geometry.prototype ); + TorusGeometry.prototype.constructor = TorusGeometry; + + // TorusBufferGeometry + + function TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) { + + BufferGeometry.call( this ); + + this.type = 'TorusBufferGeometry'; + + this.parameters = { + radius: radius, + tube: tube, + radialSegments: radialSegments, + tubularSegments: tubularSegments, + arc: arc + }; + + radius = radius || 1; + tube = tube || 0.4; + radialSegments = Math.floor( radialSegments ) || 8; + tubularSegments = Math.floor( tubularSegments ) || 6; + arc = arc || Math.PI * 2; + + // buffers + + var indices = []; + var vertices = []; + var normals = []; + var uvs = []; + + // helper variables + + var center = new Vector3(); + var vertex = new Vector3(); + var normal = new Vector3(); + + var j, i; + + // generate vertices, normals and uvs + + for ( j = 0; j <= radialSegments; j ++ ) { + + for ( i = 0; i <= tubularSegments; i ++ ) { + + var u = i / tubularSegments * arc; + var v = j / radialSegments * Math.PI * 2; + + // vertex + + vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u ); + vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u ); + vertex.z = tube * Math.sin( v ); + + vertices.push( vertex.x, vertex.y, vertex.z ); + + // normal + + center.x = radius * Math.cos( u ); + center.y = radius * Math.sin( u ); + normal.subVectors( vertex, center ).normalize(); + + normals.push( normal.x, normal.y, normal.z ); + + // uv + + uvs.push( i / tubularSegments ); + uvs.push( j / radialSegments ); + + } + + } + + // generate indices + + for ( j = 1; j <= radialSegments; j ++ ) { + + for ( i = 1; i <= tubularSegments; i ++ ) { + + // indices + + var a = ( tubularSegments + 1 ) * j + i - 1; + var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1; + var c = ( tubularSegments + 1 ) * ( j - 1 ) + i; + var d = ( tubularSegments + 1 ) * j + i; + + // faces + + indices.push( a, b, d ); + indices.push( b, c, d ); + + } + + } + + // build geometry + + this.setIndex( indices ); + this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + + } + + TorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); + TorusBufferGeometry.prototype.constructor = TorusBufferGeometry; + + /** + * @author Mugen87 / https://github.com/Mugen87 + * Port from https://github.com/mapbox/earcut (v2.1.2) + */ + + var Earcut = { + + triangulate: function ( data, holeIndices, dim ) { + + dim = dim || 2; + + var hasHoles = holeIndices && holeIndices.length, + outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length, + outerNode = linkedList( data, 0, outerLen, dim, true ), + triangles = []; + + if ( ! outerNode ) return triangles; + + var minX, minY, maxX, maxY, x, y, invSize; + + if ( hasHoles ) outerNode = eliminateHoles( data, holeIndices, outerNode, dim ); + + // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox + + if ( data.length > 80 * dim ) { + + minX = maxX = data[ 0 ]; + minY = maxY = data[ 1 ]; + + for ( var i = dim; i < outerLen; i += dim ) { + + x = data[ i ]; + y = data[ i + 1 ]; + if ( x < minX ) minX = x; + if ( y < minY ) minY = y; + if ( x > maxX ) maxX = x; + if ( y > maxY ) maxY = y; + + } + + // minX, minY and invSize are later used to transform coords into integers for z-order calculation + + invSize = Math.max( maxX - minX, maxY - minY ); + invSize = invSize !== 0 ? 1 / invSize : 0; + + } + + earcutLinked( outerNode, triangles, dim, minX, minY, invSize ); + + return triangles; + + } + + }; + + // create a circular doubly linked list from polygon points in the specified winding order + + function linkedList( data, start, end, dim, clockwise ) { + + var i, last; + + if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) { + + for ( i = start; i < end; i += dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last ); + + } else { + + for ( i = end - dim; i >= start; i -= dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last ); + + } + + if ( last && equals( last, last.next ) ) { + + removeNode( last ); + last = last.next; + + } + + return last; + + } + + // eliminate colinear or duplicate points + + function filterPoints( start, end ) { + + if ( ! start ) return start; + if ( ! end ) end = start; + + var p = start, again; + + do { + + again = false; + + if ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) { + + removeNode( p ); + p = end = p.prev; + if ( p === p.next ) break; + again = true; + + } else { + + p = p.next; + + } + + } while ( again || p !== end ); + + return end; + + } + + // main ear slicing loop which triangulates a polygon (given as a linked list) + + function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) { + + if ( ! ear ) return; + + // interlink polygon nodes in z-order + + if ( ! pass && invSize ) indexCurve( ear, minX, minY, invSize ); + + var stop = ear, prev, next; + + // iterate through ears, slicing them one by one + + while ( ear.prev !== ear.next ) { + + prev = ear.prev; + next = ear.next; + + if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) { + + // cut off the triangle + triangles.push( prev.i / dim ); + triangles.push( ear.i / dim ); + triangles.push( next.i / dim ); + + removeNode( ear ); + + // skipping the next vertice leads to less sliver triangles + ear = next.next; + stop = next.next; + + continue; + + } + + ear = next; + + // if we looped through the whole remaining polygon and can't find any more ears + + if ( ear === stop ) { + + // try filtering points and slicing again + + if ( ! pass ) { + + earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 ); + + // if this didn't work, try curing all small self-intersections locally + + } else if ( pass === 1 ) { + + ear = cureLocalIntersections( ear, triangles, dim ); + earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 ); + + // as a last resort, try splitting the remaining polygon into two + + } else if ( pass === 2 ) { + + splitEarcut( ear, triangles, dim, minX, minY, invSize ); + + } + + break; + + } + + } + + } + + // check whether a polygon node forms a valid ear with adjacent nodes + + function isEar( ear ) { + + var a = ear.prev, + b = ear, + c = ear.next; + + if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear + + // now make sure we don't have other points inside the potential ear + var p = ear.next.next; + + while ( p !== ear.prev ) { + + if ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) && area( p.prev, p, p.next ) >= 0 ) { + + return false; + + } + + p = p.next; + + } + + return true; + + } + + function isEarHashed( ear, minX, minY, invSize ) { + + var a = ear.prev, + b = ear, + c = ear.next; + + if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear + + // triangle bbox; min & max are calculated like this for speed + + var minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ), + minTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ), + maxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ), + maxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y ); + + // z-order range for the current triangle bbox; + + var minZ = zOrder( minTX, minTY, minX, minY, invSize ), + maxZ = zOrder( maxTX, maxTY, minX, minY, invSize ); + + // first look for points inside the triangle in increasing z-order + + var p = ear.nextZ; + + while ( p && p.z <= maxZ ) { + + if ( p !== ear.prev && p !== ear.next && + pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) && + area( p.prev, p, p.next ) >= 0 ) return false; + p = p.nextZ; + + } + + // then look for points in decreasing z-order + + p = ear.prevZ; + + while ( p && p.z >= minZ ) { + + if ( p !== ear.prev && p !== ear.next && + pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) && + area( p.prev, p, p.next ) >= 0 ) return false; + + p = p.prevZ; + + } + + return true; + + } + + // go through all polygon nodes and cure small local self-intersections + + function cureLocalIntersections( start, triangles, dim ) { + + var p = start; + + do { + + var a = p.prev, b = p.next.next; + + if ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) { + + triangles.push( a.i / dim ); + triangles.push( p.i / dim ); + triangles.push( b.i / dim ); + + // remove two nodes involved + + removeNode( p ); + removeNode( p.next ); + + p = start = b; + + } + + p = p.next; + + } while ( p !== start ); + + return p; + + } + + // try splitting polygon into two and triangulate them independently + + function splitEarcut( start, triangles, dim, minX, minY, invSize ) { + + // look for a valid diagonal that divides the polygon into two + + var a = start; + + do { + + var b = a.next.next; + + while ( b !== a.prev ) { + + if ( a.i !== b.i && isValidDiagonal( a, b ) ) { + + // split the polygon in two by the diagonal + + var c = splitPolygon( a, b ); + + // filter colinear points around the cuts + + a = filterPoints( a, a.next ); + c = filterPoints( c, c.next ); + + // run earcut on each half + + earcutLinked( a, triangles, dim, minX, minY, invSize ); + earcutLinked( c, triangles, dim, minX, minY, invSize ); + return; + + } + + b = b.next; + + } + + a = a.next; + + } while ( a !== start ); + + } + + // link every hole into the outer loop, producing a single-ring polygon without holes + + function eliminateHoles( data, holeIndices, outerNode, dim ) { + + var queue = [], i, len, start, end, list; + + for ( i = 0, len = holeIndices.length; i < len; i ++ ) { + + start = holeIndices[ i ] * dim; + end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length; + list = linkedList( data, start, end, dim, false ); + if ( list === list.next ) list.steiner = true; + queue.push( getLeftmost( list ) ); + + } + + queue.sort( compareX ); + + // process holes from left to right + + for ( i = 0; i < queue.length; i ++ ) { + + eliminateHole( queue[ i ], outerNode ); + outerNode = filterPoints( outerNode, outerNode.next ); + + } + + return outerNode; + + } + + function compareX( a, b ) { + + return a.x - b.x; + + } + + // find a bridge between vertices that connects hole with an outer ring and and link it + + function eliminateHole( hole, outerNode ) { + + outerNode = findHoleBridge( hole, outerNode ); + + if ( outerNode ) { + + var b = splitPolygon( outerNode, hole ); + + filterPoints( b, b.next ); + + } + + } + + // David Eberly's algorithm for finding a bridge between hole and outer polygon + + function findHoleBridge( hole, outerNode ) { + + var p = outerNode, + hx = hole.x, + hy = hole.y, + qx = - Infinity, + m; + + // find a segment intersected by a ray from the hole's leftmost point to the left; + // segment's endpoint with lesser x will be potential connection point + + do { + + if ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) { + + var x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y ); + + if ( x <= hx && x > qx ) { + + qx = x; + + if ( x === hx ) { + + if ( hy === p.y ) return p; + if ( hy === p.next.y ) return p.next; + + } + + m = p.x < p.next.x ? p : p.next; + + } + + } + + p = p.next; + + } while ( p !== outerNode ); + + if ( ! m ) return null; + + if ( hx === qx ) return m.prev; // hole touches outer segment; pick lower endpoint + + // look for points inside the triangle of hole point, segment intersection and endpoint; + // if there are no points found, we have a valid connection; + // otherwise choose the point of the minimum angle with the ray as connection point + + var stop = m, + mx = m.x, + my = m.y, + tanMin = Infinity, + tan; + + p = m.next; + + while ( p !== stop ) { + + if ( hx >= p.x && p.x >= mx && hx !== p.x && + pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) { + + tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential + + if ( ( tan < tanMin || ( tan === tanMin && p.x > m.x ) ) && locallyInside( p, hole ) ) { + + m = p; + tanMin = tan; + + } + + } + + p = p.next; + + } + + return m; + + } + + // interlink polygon nodes in z-order + + function indexCurve( start, minX, minY, invSize ) { + + var p = start; + + do { + + if ( p.z === null ) p.z = zOrder( p.x, p.y, minX, minY, invSize ); + p.prevZ = p.prev; + p.nextZ = p.next; + p = p.next; + + } while ( p !== start ); + + p.prevZ.nextZ = null; + p.prevZ = null; + + sortLinked( p ); + + } + + // Simon Tatham's linked list merge sort algorithm + // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html + + function sortLinked( list ) { + + var i, p, q, e, tail, numMerges, pSize, qSize, inSize = 1; + + do { + + p = list; + list = null; + tail = null; + numMerges = 0; + + while ( p ) { + + numMerges ++; + q = p; + pSize = 0; + + for ( i = 0; i < inSize; i ++ ) { + + pSize ++; + q = q.nextZ; + if ( ! q ) break; + + } + + qSize = inSize; + + while ( pSize > 0 || ( qSize > 0 && q ) ) { + + if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) { + + e = p; + p = p.nextZ; + pSize --; + + } else { + + e = q; + q = q.nextZ; + qSize --; + + } + + if ( tail ) tail.nextZ = e; + else list = e; + + e.prevZ = tail; + tail = e; + + } + + p = q; + + } + + tail.nextZ = null; + inSize *= 2; + + } while ( numMerges > 1 ); + + return list; + + } + + // z-order of a point given coords and inverse of the longer side of data bbox + + function zOrder( x, y, minX, minY, invSize ) { + + // coords are transformed into non-negative 15-bit integer range + + x = 32767 * ( x - minX ) * invSize; + y = 32767 * ( y - minY ) * invSize; + + x = ( x | ( x << 8 ) ) & 0x00FF00FF; + x = ( x | ( x << 4 ) ) & 0x0F0F0F0F; + x = ( x | ( x << 2 ) ) & 0x33333333; + x = ( x | ( x << 1 ) ) & 0x55555555; + + y = ( y | ( y << 8 ) ) & 0x00FF00FF; + y = ( y | ( y << 4 ) ) & 0x0F0F0F0F; + y = ( y | ( y << 2 ) ) & 0x33333333; + y = ( y | ( y << 1 ) ) & 0x55555555; + + return x | ( y << 1 ); + + } + + // find the leftmost node of a polygon ring + + function getLeftmost( start ) { + + var p = start, leftmost = start; + + do { + + if ( p.x < leftmost.x ) leftmost = p; + p = p.next; + + } while ( p !== start ); + + return leftmost; + + } + + // check if a point lies within a convex triangle + + function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) { + + return ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 && + ( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 && + ( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0; + + } + + // check if a diagonal between two polygon nodes is valid (lies in polygon interior) + + function isValidDiagonal( a, b ) { + + return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) && + locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b ); + + } + + // signed area of a triangle + + function area( p, q, r ) { + + return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y ); + + } + + // check if two points are equal + + function equals( p1, p2 ) { + + return p1.x === p2.x && p1.y === p2.y; + + } + + // check if two segments intersect + + function intersects( p1, q1, p2, q2 ) { + + if ( ( equals( p1, q1 ) && equals( p2, q2 ) ) || + ( equals( p1, q2 ) && equals( p2, q1 ) ) ) return true; + + return area( p1, q1, p2 ) > 0 !== area( p1, q1, q2 ) > 0 && + area( p2, q2, p1 ) > 0 !== area( p2, q2, q1 ) > 0; + + } + + // check if a polygon diagonal intersects any polygon segments + + function intersectsPolygon( a, b ) { + + var p = a; + + do { + + if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i && + intersects( p, p.next, a, b ) ) { + + return true; + + } + + p = p.next; + + } while ( p !== a ); + + return false; + + } + + // check if a polygon diagonal is locally inside the polygon + + function locallyInside( a, b ) { + + return area( a.prev, a, a.next ) < 0 ? + area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 : + area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0; + + } + + // check if the middle point of a polygon diagonal is inside the polygon + + function middleInside( a, b ) { + + var p = a, + inside = false, + px = ( a.x + b.x ) / 2, + py = ( a.y + b.y ) / 2; + + do { + + if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y && + ( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) ) { + + inside = ! inside; + + } + + p = p.next; + + } while ( p !== a ); + + return inside; + + } + + // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two; + // if one belongs to the outer ring and another to a hole, it merges it into a single ring + + function splitPolygon( a, b ) { + + var a2 = new Node( a.i, a.x, a.y ), + b2 = new Node( b.i, b.x, b.y ), + an = a.next, + bp = b.prev; + + a.next = b; + b.prev = a; + + a2.next = an; + an.prev = a2; + + b2.next = a2; + a2.prev = b2; + + bp.next = b2; + b2.prev = bp; + + return b2; + + } + + // create a node and optionally link it with previous one (in a circular doubly linked list) + + function insertNode( i, x, y, last ) { + + var p = new Node( i, x, y ); + + if ( ! last ) { + + p.prev = p; + p.next = p; + + } else { + + p.next = last.next; + p.prev = last; + last.next.prev = p; + last.next = p; + + } + + return p; + + } + + function removeNode( p ) { + + p.next.prev = p.prev; + p.prev.next = p.next; + + if ( p.prevZ ) p.prevZ.nextZ = p.nextZ; + if ( p.nextZ ) p.nextZ.prevZ = p.prevZ; + + } + + function Node( i, x, y ) { + + // vertice index in coordinates array + this.i = i; + + // vertex coordinates + this.x = x; + this.y = y; + + // previous and next vertice nodes in a polygon ring + this.prev = null; + this.next = null; + + // z-order curve value + this.z = null; + + // previous and next nodes in z-order + this.prevZ = null; + this.nextZ = null; + + // indicates whether this is a steiner point + this.steiner = false; + + } + + function signedArea( data, start, end, dim ) { + + var sum = 0; + + for ( var i = start, j = end - dim; i < end; i += dim ) { + + sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] ); + j = i; + + } + + return sum; + + } + + /** + * @author zz85 / http://www.lab4games.net/zz85/blog + */ + + var ShapeUtils = { + + // calculate area of the contour polygon + + 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; + + }, + + isClockWise: function ( pts ) { + + return ShapeUtils.area( pts ) < 0; + + }, + + triangulateShape: function ( contour, holes ) { + + function removeDupEndPts( points ) { + + var l = points.length; + + if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) { + + points.pop(); + + } + + } + + function addContour( vertices, contour ) { + + for ( var i = 0; i < contour.length; i ++ ) { + + vertices.push( contour[ i ].x ); + vertices.push( contour[ i ].y ); + + } + + } + + var vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ] + var holeIndices = []; // array of hole indices + var faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ] + + removeDupEndPts( contour ); + addContour( vertices, contour ); + + // + + var holeIndex = contour.length; + holes.forEach( removeDupEndPts ); + + for ( i = 0; i < holes.length; i ++ ) { + + holeIndices.push( holeIndex ); + holeIndex += holes[ i ].length; + addContour( vertices, holes[ i ] ); + + } + + // + + var triangles = Earcut.triangulate( vertices, holeIndices ); + + // + + for ( var i = 0; i < triangles.length; i += 3 ) { + + faces.push( triangles.slice( i, i + 3 ) ); + + } + + return faces; + + } + + }; + + /** + * @author zz85 / http://www.lab4games.net/zz85/blog + * + * Creates extruded geometry from a path shape. + * + * parameters = { + * + * curveSegments: <int>, // number of points on the curves + * steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too + * amount: <int>, // Depth to extrude the shape + * + * bevelEnabled: <bool>, // turn on bevel + * bevelThickness: <float>, // how deep into the original shape bevel goes + * bevelSize: <float>, // how far from shape outline is bevel + * bevelSegments: <int>, // number of bevel layers + * + * extrudePath: <THREE.Curve> // curve to extrude shape along + * frames: <Object> // containing arrays of tangents, normals, binormals + * + * UVGenerator: <Object> // object that provides UV generator functions + * + * } + */ + + // ExtrudeGeometry + + function ExtrudeGeometry( shapes, options ) { + + Geometry.call( this ); + + this.type = 'ExtrudeGeometry'; + + this.parameters = { + shapes: shapes, + options: options + }; + + this.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) ); + this.mergeVertices(); + + } + + ExtrudeGeometry.prototype = Object.create( Geometry.prototype ); + ExtrudeGeometry.prototype.constructor = ExtrudeGeometry; + + // ExtrudeBufferGeometry + + function ExtrudeBufferGeometry( shapes, options ) { + + if ( typeof ( shapes ) === "undefined" ) { + + return; + + } + + BufferGeometry.call( this ); + + this.type = 'ExtrudeBufferGeometry'; + + shapes = Array.isArray( shapes ) ? shapes : [ shapes ]; + + this.addShapeList( shapes, options ); + + this.computeVertexNormals(); + + // 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 ) ); + + } + + ExtrudeBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); + ExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry; + + ExtrudeBufferGeometry.prototype.getArrays = function () { + + var positionAttribute = this.getAttribute( "position" ); + var verticesArray = positionAttribute ? Array.prototype.slice.call( positionAttribute.array ) : []; + + var uvAttribute = this.getAttribute( "uv" ); + var uvArray = uvAttribute ? Array.prototype.slice.call( uvAttribute.array ) : []; + + var IndexAttribute = this.index; + var indicesArray = IndexAttribute ? Array.prototype.slice.call( IndexAttribute.array ) : []; + + return { + position: verticesArray, + uv: uvArray, + index: indicesArray + }; + + }; + + ExtrudeBufferGeometry.prototype.addShapeList = function ( shapes, options ) { + + var sl = shapes.length; + options.arrays = this.getArrays(); + + for ( var s = 0; s < sl; s ++ ) { + + var shape = shapes[ s ]; + this.addShape( shape, options ); + + } + + this.setIndex( options.arrays.index ); + this.addAttribute( 'position', new Float32BufferAttribute( options.arrays.position, 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( options.arrays.uv, 2 ) ); + + }; + + ExtrudeBufferGeometry.prototype.addShape = function ( shape, options ) { + + var arrays = options.arrays ? options.arrays : this.getArrays(); + var verticesArray = arrays.position; + var indicesArray = arrays.index; + var uvArray = arrays.uv; + + var placeholder = []; + + + var amount = options.amount !== undefined ? options.amount : 100; + + var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6; // 10 + var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2; // 8 + var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3; + + var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true; // false + + var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12; + + var steps = options.steps !== undefined ? options.steps : 1; + + var extrudePath = options.extrudePath; + var extrudePts, extrudeByPath = false; + + // Use default WorldUVGenerator if no UV generators are specified. + var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : ExtrudeGeometry.WorldUVGenerator; + + var splineTube, binormal, normal, position2; + if ( extrudePath ) { + + extrudePts = extrudePath.getSpacedPoints( steps ); + + extrudeByPath = true; + bevelEnabled = false; // bevels not supported for path extrusion + + // SETUP TNB variables + + // TODO1 - have a .isClosed in spline? + + splineTube = options.frames !== undefined ? options.frames : extrudePath.computeFrenetFrames( steps, false ); + + // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length); + + binormal = new Vector3(); + normal = new Vector3(); + position2 = new Vector3(); + + } + + // Safeguards if bevels are not enabled + + if ( ! bevelEnabled ) { + + bevelSegments = 0; + bevelThickness = 0; + bevelSize = 0; + + } + + // Variables initialization + + var ahole, h, hl; // looping of holes + var scope = this; + + var shapePoints = shape.extractPoints( curveSegments ); + + var vertices = shapePoints.shape; + var holes = shapePoints.holes; + + var reverse = ! ShapeUtils.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 ( ShapeUtils.isClockWise( ahole ) ) { + + holes[ h ] = ahole.reverse(); + + } + + } + + } + + + var faces = ShapeUtils.triangulateShape( vertices, holes ); + + /* Vertices */ + + var contour = vertices; // vertices has all points but contour has only points of circumference + + for ( h = 0, hl = holes.length; h < hl; h ++ ) { + + ahole = holes[ h ]; + + vertices = vertices.concat( ahole ); + + } + + + function scalePt2( pt, vec, size ) { + + if ( ! vec ) console.error( "THREE.ExtrudeGeometry: vec does not exist" ); + + return vec.clone().multiplyScalar( size ).add( pt ); + + } + + var b, bs, t, z, + vert, vlen = vertices.length, + face, flen = faces.length; + + + // Find directions for point movement + + + function getBevelVec( inPt, inPrev, inNext ) { + + // computes for inPt the corresponding point inPt' on a new contour + // shifted by 1 unit (length of normalized vector) to the left + // if we walk along contour clockwise, this new contour is outside the old one + // + // inPt' is the intersection of the two lines parallel to the two + // adjacent edges of inPt at a distance of 1 unit on the left side. + + var v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt + + // good reading for geometry algorithms (here: line-line intersection) + // http://geomalgorithms.com/a05-_intersect-1.html + + var v_prev_x = inPt.x - inPrev.x, + v_prev_y = inPt.y - inPrev.y; + var v_next_x = inNext.x - inPt.x, + v_next_y = inNext.y - inPt.y; + + var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y ); + + // check for collinear edges + var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x ); + + if ( Math.abs( collinear0 ) > Number.EPSILON ) { + + // not collinear + + // length of vectors for normalizing + + var v_prev_len = Math.sqrt( v_prev_lensq ); + var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y ); + + // shift adjacent points by unit vectors to the left + + var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len ); + var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len ); + + var ptNextShift_x = ( inNext.x - v_next_y / v_next_len ); + var ptNextShift_y = ( inNext.y + v_next_x / v_next_len ); + + // scaling factor for v_prev to intersection point + + var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y - + ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) / + ( v_prev_x * v_next_y - v_prev_y * v_next_x ); + + // vector from inPt to intersection point + + v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x ); + v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y ); + + // Don't normalize!, otherwise sharp corners become ugly + // but prevent crazy spikes + var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y ); + if ( v_trans_lensq <= 2 ) { + + return new Vector2( v_trans_x, v_trans_y ); + + } else { + + shrink_by = Math.sqrt( v_trans_lensq / 2 ); + + } + + } else { + + // handle special case of collinear edges + + var direction_eq = false; // assumes: opposite + if ( v_prev_x > Number.EPSILON ) { + + if ( v_next_x > Number.EPSILON ) { + + direction_eq = true; + + } + + } else { + + if ( v_prev_x < - Number.EPSILON ) { + + if ( v_next_x < - Number.EPSILON ) { + + direction_eq = true; + + } + + } else { + + if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) { + + direction_eq = true; + + } + + } + + } + + if ( direction_eq ) { + + // console.log("Warning: lines are a straight sequence"); + v_trans_x = - v_prev_y; + v_trans_y = v_prev_x; + shrink_by = Math.sqrt( v_prev_lensq ); + + } else { + + // console.log("Warning: lines are a straight spike"); + v_trans_x = v_prev_x; + v_trans_y = v_prev_y; + shrink_by = Math.sqrt( v_prev_lensq / 2 ); + + } + + } + + return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by ); + + } + + + var contourMovements = []; + + for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) { + + if ( j === il ) j = 0; + if ( k === il ) k = 0; + + // (j)---(i)---(k) + // console.log('i,j,k', i, j , k) + + contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] ); + + } + + var holesMovements = [], + oneHoleMovements, verticesMovements = contourMovements.concat(); + + for ( h = 0, hl = holes.length; h < hl; h ++ ) { + + ahole = holes[ h ]; + + oneHoleMovements = []; + + for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) { + + if ( j === il ) j = 0; + if ( k === il ) k = 0; + + // (j)---(i)---(k) + oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] ); + + } + + holesMovements.push( oneHoleMovements ); + verticesMovements = verticesMovements.concat( oneHoleMovements ); + + } + + + // Loop bevelSegments, 1 for the front, 1 for the back + + for ( b = 0; b < bevelSegments; b ++ ) { + + //for ( b = bevelSegments; b > 0; b -- ) { + + t = b / bevelSegments; + z = bevelThickness * Math.cos( 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, - z ); + + } + + // expand holes + + for ( h = 0, hl = holes.length; h < hl; h ++ ) { + + ahole = holes[ h ]; + oneHoleMovements = holesMovements[ h ]; + + for ( i = 0, il = ahole.length; i < il; i ++ ) { + + vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs ); + + v( vert.x, vert.y, - z ); + + } + + } + + } + + bs = bevelSize; + + // Back facing vertices + + for ( i = 0; i < vlen; i ++ ) { + + vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ]; + + if ( ! extrudeByPath ) { + + v( vert.x, vert.y, 0 ); + + } else { + + // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x ); + + normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x ); + binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y ); + + position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal ); + + v( position2.x, position2.y, position2.z ); + + } + + } + + // Add stepped vertices... + // Including front facing vertices + + var s; + + for ( s = 1; s <= steps; s ++ ) { + + for ( i = 0; i < vlen; i ++ ) { + + vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ]; + + if ( ! extrudeByPath ) { + + v( vert.x, vert.y, amount / steps * s ); + + } else { + + // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x ); + + normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x ); + binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y ); + + position2.copy( extrudePts[ s ] ).add( normal ).add( binormal ); + + v( position2.x, position2.y, position2.z ); + + } + + } + + } + + + // Add bevel segments planes + + //for ( b = 1; b <= bevelSegments; b ++ ) { + for ( b = bevelSegments - 1; b >= 0; b -- ) { + + t = b / bevelSegments; + z = bevelThickness * Math.cos( t * Math.PI / 2 ); + bs = bevelSize * Math.sin( t * Math.PI / 2 ); + + // contract shape + + for ( i = 0, il = contour.length; i < il; i ++ ) { + + vert = scalePt2( contour[ i ], contourMovements[ i ], bs ); + v( vert.x, vert.y, amount + z ); + + } + + // expand holes + + for ( h = 0, hl = holes.length; h < hl; h ++ ) { + + ahole = holes[ h ]; + oneHoleMovements = holesMovements[ h ]; + + for ( i = 0, il = ahole.length; i < il; i ++ ) { + + vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs ); + + if ( ! extrudeByPath ) { + + v( vert.x, vert.y, amount + z ); + + } else { + + v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z ); + + } + + } + + } + + } + + /* Faces */ + + // Top and bottom faces + + buildLidFaces(); + + // Sides faces + + buildSideFaces(); + + + ///// Internal functions + + function buildLidFaces() { + + var start = verticesArray.length / 3; + + if ( bevelEnabled ) { + + var layer = 0; // steps + 1 + var offset = vlen * layer; + + // Bottom faces + + for ( i = 0; i < flen; i ++ ) { + + face = faces[ i ]; + f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset ); + + } + + layer = steps + bevelSegments * 2; + offset = vlen * layer; + + // Top faces + + for ( i = 0; i < flen; i ++ ) { + + face = faces[ i ]; + f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset ); + + } + + } else { + + // Bottom faces + + for ( i = 0; i < flen; i ++ ) { + + face = faces[ i ]; + f3( face[ 2 ], face[ 1 ], face[ 0 ] ); + + } + + // Top faces + + for ( i = 0; i < flen; i ++ ) { + + face = faces[ i ]; + f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps ); + + } + + } + + scope.addGroup( start, verticesArray.length / 3 - start, options.material !== undefined ? options.material : 0 ); + + } + + // Create faces for the z-sides of the shape + + function buildSideFaces() { + + var start = verticesArray.length / 3; + 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; + + } + + + scope.addGroup( start, verticesArray.length / 3 - start, options.extrudeMaterial !== undefined ? options.extrudeMaterial : 1 ); + + + } + + 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 ); + + } + + } + + } + + function v( x, y, z ) { + + placeholder.push( x ); + placeholder.push( y ); + placeholder.push( z ); + + } + + + function f3( a, b, c ) { + + addVertex( a ); + addVertex( b ); + addVertex( c ); + + var nextIndex = verticesArray.length / 3; + var uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 ); + + addUV( uvs[ 0 ] ); + addUV( uvs[ 1 ] ); + addUV( uvs[ 2 ] ); + + } + + function f4( a, b, c, d ) { + + addVertex( a ); + addVertex( b ); + addVertex( d ); + + addVertex( b ); + addVertex( c ); + addVertex( d ); + + + var nextIndex = verticesArray.length / 3; + var uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 ); + + addUV( uvs[ 0 ] ); + addUV( uvs[ 1 ] ); + addUV( uvs[ 3 ] ); + + addUV( uvs[ 1 ] ); + addUV( uvs[ 2 ] ); + addUV( uvs[ 3 ] ); + + } + + function addVertex( index ) { + + indicesArray.push( verticesArray.length / 3 ); + verticesArray.push( placeholder[ index * 3 + 0 ] ); + verticesArray.push( placeholder[ index * 3 + 1 ] ); + verticesArray.push( placeholder[ index * 3 + 2 ] ); + + } + + + function addUV( vector2 ) { + + uvArray.push( vector2.x ); + uvArray.push( vector2.y ); + + } + + if ( ! options.arrays ) { + + this.setIndex( indicesArray ); + this.addAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) ); + + } + + }; + + ExtrudeGeometry.WorldUVGenerator = { + + generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) { + + var a_x = vertices[ indexA * 3 ]; + var a_y = vertices[ indexA * 3 + 1 ]; + var b_x = vertices[ indexB * 3 ]; + var b_y = vertices[ indexB * 3 + 1 ]; + var c_x = vertices[ indexC * 3 ]; + var c_y = vertices[ indexC * 3 + 1 ]; + + return [ + new Vector2( a_x, a_y ), + new Vector2( b_x, b_y ), + new Vector2( c_x, c_y ) + ]; + + }, + + generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) { + + var a_x = vertices[ indexA * 3 ]; + var a_y = vertices[ indexA * 3 + 1 ]; + var a_z = vertices[ indexA * 3 + 2 ]; + var b_x = vertices[ indexB * 3 ]; + var b_y = vertices[ indexB * 3 + 1 ]; + var b_z = vertices[ indexB * 3 + 2 ]; + var c_x = vertices[ indexC * 3 ]; + var c_y = vertices[ indexC * 3 + 1 ]; + var c_z = vertices[ indexC * 3 + 2 ]; + var d_x = vertices[ indexD * 3 ]; + var d_y = vertices[ indexD * 3 + 1 ]; + var d_z = vertices[ indexD * 3 + 2 ]; + + if ( Math.abs( a_y - b_y ) < 0.01 ) { + + return [ + new Vector2( a_x, 1 - a_z ), + new Vector2( b_x, 1 - b_z ), + new Vector2( c_x, 1 - c_z ), + new Vector2( d_x, 1 - d_z ) + ]; + + } else { + + return [ + new Vector2( a_y, 1 - a_z ), + new Vector2( b_y, 1 - b_z ), + new Vector2( c_y, 1 - c_z ), + new Vector2( d_y, 1 - d_z ) + ]; + + } + + } + }; + + /** + * @author zz85 / http://www.lab4games.net/zz85/blog + * @author alteredq / http://alteredqualia.com/ + * + * Text = 3D Text + * + * parameters = { + * font: <THREE.Font>, // font + * + * size: <float>, // size of the text + * height: <float>, // thickness to extrude text + * curveSegments: <int>, // number of points on the curves + * + * bevelEnabled: <bool>, // turn on bevel + * bevelThickness: <float>, // how deep into text bevel goes + * bevelSize: <float> // how far from text outline is bevel + * } + */ + + // TextGeometry + + function TextGeometry( text, parameters ) { + + Geometry.call( this ); + + this.type = 'TextGeometry'; + + this.parameters = { + text: text, + parameters: parameters + }; + + this.fromBufferGeometry( new TextBufferGeometry( text, parameters ) ); + this.mergeVertices(); + + } + + TextGeometry.prototype = Object.create( Geometry.prototype ); + TextGeometry.prototype.constructor = TextGeometry; + + // TextBufferGeometry + + function TextBufferGeometry( text, parameters ) { + + parameters = parameters || {}; + + var font = parameters.font; + + if ( ! ( font && font.isFont ) ) { + + console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' ); + return new Geometry(); + + } + + var shapes = font.generateShapes( text, parameters.size, parameters.curveSegments ); + + // 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; + + ExtrudeBufferGeometry.call( this, shapes, parameters ); + + this.type = 'TextBufferGeometry'; + + } + + TextBufferGeometry.prototype = Object.create( ExtrudeBufferGeometry.prototype ); + TextBufferGeometry.prototype.constructor = TextBufferGeometry; + + /** + * @author mrdoob / http://mrdoob.com/ + * @author benaadams / https://twitter.com/ben_a_adams + * @author Mugen87 / https://github.com/Mugen87 + */ + + // SphereGeometry + + function SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) { + + Geometry.call( this ); + + this.type = 'SphereGeometry'; + + this.parameters = { + radius: radius, + widthSegments: widthSegments, + heightSegments: heightSegments, + phiStart: phiStart, + phiLength: phiLength, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + + this.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) ); + this.mergeVertices(); + + } + + SphereGeometry.prototype = Object.create( Geometry.prototype ); + SphereGeometry.prototype.constructor = SphereGeometry; + + // SphereBufferGeometry + + function SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) { + + BufferGeometry.call( this ); + + this.type = 'SphereBufferGeometry'; + + this.parameters = { + radius: radius, + widthSegments: widthSegments, + heightSegments: heightSegments, + phiStart: phiStart, + phiLength: phiLength, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + + radius = radius || 1; + + widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 ); + heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 ); + + phiStart = phiStart !== undefined ? phiStart : 0; + phiLength = phiLength !== undefined ? phiLength : Math.PI * 2; + + thetaStart = thetaStart !== undefined ? thetaStart : 0; + thetaLength = thetaLength !== undefined ? thetaLength : Math.PI; + + var thetaEnd = thetaStart + thetaLength; + + var ix, iy; + + var index = 0; + var grid = []; + + var vertex = new Vector3(); + var normal = new Vector3(); + + // buffers + + var indices = []; + var vertices = []; + var normals = []; + var uvs = []; + + // generate vertices, normals and uvs + + for ( iy = 0; iy <= heightSegments; iy ++ ) { + + var verticesRow = []; + + var v = iy / heightSegments; + + for ( ix = 0; ix <= widthSegments; ix ++ ) { + + var u = ix / widthSegments; + + // vertex + + 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 ); + + vertices.push( vertex.x, vertex.y, vertex.z ); + + // normal + + normal.set( vertex.x, vertex.y, vertex.z ).normalize(); + normals.push( normal.x, normal.y, normal.z ); + + // uv + + uvs.push( u, 1 - v ); + + verticesRow.push( index ++ ); + + } + + grid.push( verticesRow ); + + } + + // indices + + for ( iy = 0; iy < heightSegments; iy ++ ) { + + for ( ix = 0; ix < widthSegments; ix ++ ) { + + var a = grid[ iy ][ ix + 1 ]; + var b = grid[ iy ][ ix ]; + var c = grid[ iy + 1 ][ ix ]; + var d = grid[ iy + 1 ][ ix + 1 ]; + + if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d ); + if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d ); + + } + + } + + // build geometry + + this.setIndex( indices ); + this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + + } + + SphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); + SphereBufferGeometry.prototype.constructor = SphereBufferGeometry; + + /** + * @author Kaleb Murphy + * @author Mugen87 / https://github.com/Mugen87 + */ + + // RingGeometry + + function RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) { + + Geometry.call( this ); + + this.type = 'RingGeometry'; + + this.parameters = { + innerRadius: innerRadius, + outerRadius: outerRadius, + thetaSegments: thetaSegments, + phiSegments: phiSegments, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + + this.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) ); + this.mergeVertices(); + + } + + RingGeometry.prototype = Object.create( Geometry.prototype ); + RingGeometry.prototype.constructor = RingGeometry; + + // RingBufferGeometry + + function RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) { + + BufferGeometry.call( this ); + + this.type = 'RingBufferGeometry'; + + this.parameters = { + innerRadius: innerRadius, + outerRadius: outerRadius, + thetaSegments: thetaSegments, + phiSegments: phiSegments, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + + innerRadius = innerRadius || 0.5; + outerRadius = outerRadius || 1; + + thetaStart = thetaStart !== undefined ? thetaStart : 0; + thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2; + + thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8; + phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1; + + // buffers + + var indices = []; + var vertices = []; + var normals = []; + var uvs = []; + + // some helper variables + + var segment; + var radius = innerRadius; + var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments ); + var vertex = new Vector3(); + var uv = new Vector2(); + var j, i; + + // generate vertices, normals and uvs + + for ( j = 0; j <= phiSegments; j ++ ) { + + for ( i = 0; i <= thetaSegments; i ++ ) { + + // values are generate from the inside of the ring to the outside + + segment = thetaStart + i / thetaSegments * thetaLength; + + // vertex + + vertex.x = radius * Math.cos( segment ); + vertex.y = radius * Math.sin( segment ); + + vertices.push( vertex.x, vertex.y, vertex.z ); + + // normal + + normals.push( 0, 0, 1 ); + + // uv + + uv.x = ( vertex.x / outerRadius + 1 ) / 2; + uv.y = ( vertex.y / outerRadius + 1 ) / 2; + + uvs.push( uv.x, uv.y ); + + } + + // increase the radius for next row of vertices + + radius += radiusStep; + + } + + // indices + + for ( j = 0; j < phiSegments; j ++ ) { + + var thetaSegmentLevel = j * ( thetaSegments + 1 ); + + for ( i = 0; i < thetaSegments; i ++ ) { + + segment = i + thetaSegmentLevel; + + var a = segment; + var b = segment + thetaSegments + 1; + var c = segment + thetaSegments + 2; + var d = segment + 1; + + // faces + + indices.push( a, b, d ); + indices.push( b, c, d ); + + } + + } + + // build geometry + + this.setIndex( indices ); + this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + + } + + RingBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); + RingBufferGeometry.prototype.constructor = RingBufferGeometry; + + /** + * @author astrodud / http://astrodud.isgreat.org/ + * @author zz85 / https://github.com/zz85 + * @author bhouston / http://clara.io + * @author Mugen87 / https://github.com/Mugen87 + */ + + // LatheGeometry + + function LatheGeometry( points, segments, phiStart, phiLength ) { + + Geometry.call( this ); + + this.type = 'LatheGeometry'; + + this.parameters = { + points: points, + segments: segments, + phiStart: phiStart, + phiLength: phiLength + }; + + this.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) ); + this.mergeVertices(); + + } + + LatheGeometry.prototype = Object.create( Geometry.prototype ); + LatheGeometry.prototype.constructor = LatheGeometry; + + // LatheBufferGeometry + + function LatheBufferGeometry( points, segments, phiStart, phiLength ) { + + BufferGeometry.call( this ); + + this.type = 'LatheBufferGeometry'; + + this.parameters = { + points: points, + segments: segments, + phiStart: phiStart, + phiLength: phiLength + }; + + segments = Math.floor( segments ) || 12; + phiStart = phiStart || 0; + phiLength = phiLength || Math.PI * 2; + + // clamp phiLength so it's in range of [ 0, 2PI ] + + phiLength = _Math.clamp( phiLength, 0, Math.PI * 2 ); + + + // buffers + + var indices = []; + var vertices = []; + var uvs = []; + + // helper variables + + var base; + var inverseSegments = 1.0 / segments; + var vertex = new Vector3(); + var uv = new Vector2(); + var i, j; + + // generate vertices and uvs + + for ( i = 0; i <= segments; i ++ ) { + + var phi = phiStart + i * inverseSegments * phiLength; + + var sin = Math.sin( phi ); + var cos = Math.cos( phi ); + + for ( j = 0; j <= ( points.length - 1 ); j ++ ) { + + // vertex + + vertex.x = points[ j ].x * sin; + vertex.y = points[ j ].y; + vertex.z = points[ j ].x * cos; + + vertices.push( vertex.x, vertex.y, vertex.z ); + + // uv + + uv.x = i / segments; + uv.y = j / ( points.length - 1 ); + + uvs.push( uv.x, uv.y ); + + + } + + } + + // indices + + for ( i = 0; i < segments; i ++ ) { + + for ( j = 0; j < ( points.length - 1 ); j ++ ) { + + base = j + i * points.length; + + var a = base; + var b = base + points.length; + var c = base + points.length + 1; + var d = base + 1; + + // faces + + indices.push( a, b, d ); + indices.push( b, c, d ); + + } + + } + + // build geometry + + this.setIndex( indices ); + this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + + // generate normals + + this.computeVertexNormals(); + + // if the geometry is closed, we need to average the normals along the seam. + // because the corresponding vertices are identical (but still have different UVs). + + if ( phiLength === Math.PI * 2 ) { + + var normals = this.attributes.normal.array; + var n1 = new Vector3(); + var n2 = new Vector3(); + var n = new Vector3(); + + // this is the buffer offset for the last line of vertices + + base = segments * points.length * 3; + + for ( i = 0, j = 0; i < points.length; i ++, j += 3 ) { + + // select the normal of the vertex in the first line + + n1.x = normals[ j + 0 ]; + n1.y = normals[ j + 1 ]; + n1.z = normals[ j + 2 ]; + + // select the normal of the vertex in the last line + + n2.x = normals[ base + j + 0 ]; + n2.y = normals[ base + j + 1 ]; + n2.z = normals[ base + j + 2 ]; + + // average normals + + n.addVectors( n1, n2 ).normalize(); + + // assign the new values to both normals + + normals[ j + 0 ] = normals[ base + j + 0 ] = n.x; + normals[ j + 1 ] = normals[ base + j + 1 ] = n.y; + normals[ j + 2 ] = normals[ base + j + 2 ] = n.z; + + } + + } + + } + + LatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); + LatheBufferGeometry.prototype.constructor = LatheBufferGeometry; + + /** + * @author jonobr1 / http://jonobr1.com + * @author Mugen87 / https://github.com/Mugen87 + */ + + // ShapeGeometry + + function ShapeGeometry( shapes, curveSegments ) { + + Geometry.call( this ); + + this.type = 'ShapeGeometry'; + + if ( typeof curveSegments === 'object' ) { + + console.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' ); + + curveSegments = curveSegments.curveSegments; + + } + + this.parameters = { + shapes: shapes, + curveSegments: curveSegments + }; + + this.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) ); + this.mergeVertices(); + + } + + ShapeGeometry.prototype = Object.create( Geometry.prototype ); + ShapeGeometry.prototype.constructor = ShapeGeometry; + + ShapeGeometry.prototype.toJSON = function () { + + var data = Geometry.prototype.toJSON.call( this ); + + var shapes = this.parameters.shapes; + + return toJSON( shapes, data ); + + }; + + // ShapeBufferGeometry + + function ShapeBufferGeometry( shapes, curveSegments ) { + + BufferGeometry.call( this ); + + this.type = 'ShapeBufferGeometry'; + + this.parameters = { + shapes: shapes, + curveSegments: curveSegments + }; + + curveSegments = curveSegments || 12; + + // buffers + + var indices = []; + var vertices = []; + var normals = []; + var uvs = []; + + // helper variables + + var groupStart = 0; + var groupCount = 0; + + // allow single and array values for "shapes" parameter + + if ( Array.isArray( shapes ) === false ) { + + addShape( shapes ); + + } else { + + for ( var i = 0; i < shapes.length; i ++ ) { + + addShape( shapes[ i ] ); + + this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support + + groupStart += groupCount; + groupCount = 0; + + } + + } + + // build geometry + + this.setIndex( indices ); + this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + + + // helper functions + + function addShape( shape ) { + + var i, l, shapeHole; + + var indexOffset = vertices.length / 3; + var points = shape.extractPoints( curveSegments ); + + var shapeVertices = points.shape; + var shapeHoles = points.holes; + + // check direction of vertices + + if ( ShapeUtils.isClockWise( shapeVertices ) === false ) { + + shapeVertices = shapeVertices.reverse(); + + // also check if holes are in the opposite direction + + for ( i = 0, l = shapeHoles.length; i < l; i ++ ) { + + shapeHole = shapeHoles[ i ]; + + if ( ShapeUtils.isClockWise( shapeHole ) === true ) { + + shapeHoles[ i ] = shapeHole.reverse(); + + } + + } + + } + + var faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles ); + + // join vertices of inner and outer paths to a single array + + for ( i = 0, l = shapeHoles.length; i < l; i ++ ) { + + shapeHole = shapeHoles[ i ]; + shapeVertices = shapeVertices.concat( shapeHole ); + + } + + // vertices, normals, uvs + + for ( i = 0, l = shapeVertices.length; i < l; i ++ ) { + + var vertex = shapeVertices[ i ]; + + vertices.push( vertex.x, vertex.y, 0 ); + normals.push( 0, 0, 1 ); + uvs.push( vertex.x, vertex.y ); // world uvs + + } + + // incides + + for ( i = 0, l = faces.length; i < l; i ++ ) { + + var face = faces[ i ]; + + var a = face[ 0 ] + indexOffset; + var b = face[ 1 ] + indexOffset; + var c = face[ 2 ] + indexOffset; + + indices.push( a, b, c ); + groupCount += 3; + + } + + } + + } + + ShapeBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); + ShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry; + + ShapeBufferGeometry.prototype.toJSON = function () { + + var data = BufferGeometry.prototype.toJSON.call( this ); + + var shapes = this.parameters.shapes; + + return toJSON( shapes, data ); + + }; + + // + + function toJSON( shapes, data ) { + + data.shapes = []; + + if ( Array.isArray( shapes ) ) { + + for ( var i = 0, l = shapes.length; i < l; i ++ ) { + + var shape = shapes[ i ]; + + data.shapes.push( shape.uuid ); + + } + + } else { + + data.shapes.push( shapes.uuid ); + + } + + return data; + + } + + /** + * @author WestLangley / http://github.com/WestLangley + * @author Mugen87 / https://github.com/Mugen87 + */ + + function EdgesGeometry( geometry, thresholdAngle ) { + + BufferGeometry.call( this ); + + this.type = 'EdgesGeometry'; + + this.parameters = { + thresholdAngle: thresholdAngle + }; + + thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1; + + // buffer + + var vertices = []; + + // helper variables + + var thresholdDot = Math.cos( _Math.DEG2RAD * thresholdAngle ); + var edge = [ 0, 0 ], edges = {}, edge1, edge2; + var key, keys = [ 'a', 'b', 'c' ]; + + // prepare source geometry + + var geometry2; + + if ( geometry.isBufferGeometry ) { + + geometry2 = new Geometry(); + geometry2.fromBufferGeometry( geometry ); + + } else { + + geometry2 = geometry.clone(); + + } + + geometry2.mergeVertices(); + geometry2.computeFaceNormals(); + + var sourceVertices = geometry2.vertices; + var faces = geometry2.faces; + + // now create a data structure where each entry represents an edge with its adjoining faces + + for ( var i = 0, l = faces.length; i < l; i ++ ) { + + var face = faces[ i ]; + + for ( var j = 0; j < 3; j ++ ) { + + edge1 = face[ keys[ j ] ]; + edge2 = face[ keys[ ( j + 1 ) % 3 ] ]; + edge[ 0 ] = Math.min( edge1, edge2 ); + edge[ 1 ] = Math.max( edge1, edge2 ); + + key = edge[ 0 ] + ',' + edge[ 1 ]; + + if ( edges[ key ] === undefined ) { + + edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined }; + + } else { + + edges[ key ].face2 = i; + + } + + } + + } + + // generate vertices + + for ( key in edges ) { + + var e = edges[ key ]; + + // an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree. + + if ( e.face2 === undefined || faces[ e.face1 ].normal.dot( faces[ e.face2 ].normal ) <= thresholdDot ) { + + var vertex = sourceVertices[ e.index1 ]; + vertices.push( vertex.x, vertex.y, vertex.z ); + + vertex = sourceVertices[ e.index2 ]; + vertices.push( vertex.x, vertex.y, vertex.z ); + + } + + } + + // build geometry + + this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + + } + + EdgesGeometry.prototype = Object.create( BufferGeometry.prototype ); + EdgesGeometry.prototype.constructor = EdgesGeometry; + + /** + * @author mrdoob / http://mrdoob.com/ + * @author Mugen87 / https://github.com/Mugen87 + */ + + // CylinderGeometry + + function CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) { + + Geometry.call( this ); + + this.type = 'CylinderGeometry'; + + this.parameters = { + radiusTop: radiusTop, + radiusBottom: radiusBottom, + height: height, + radialSegments: radialSegments, + heightSegments: heightSegments, + openEnded: openEnded, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + + this.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) ); + this.mergeVertices(); + + } + + CylinderGeometry.prototype = Object.create( Geometry.prototype ); + CylinderGeometry.prototype.constructor = CylinderGeometry; + + // CylinderBufferGeometry + + function CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) { + + BufferGeometry.call( this ); + + this.type = 'CylinderBufferGeometry'; + + this.parameters = { + radiusTop: radiusTop, + radiusBottom: radiusBottom, + height: height, + radialSegments: radialSegments, + heightSegments: heightSegments, + openEnded: openEnded, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + + var scope = this; + + radiusTop = radiusTop !== undefined ? radiusTop : 1; + radiusBottom = radiusBottom !== undefined ? radiusBottom : 1; + height = height || 1; + + radialSegments = Math.floor( radialSegments ) || 8; + heightSegments = Math.floor( heightSegments ) || 1; + + openEnded = openEnded !== undefined ? openEnded : false; + thetaStart = thetaStart !== undefined ? thetaStart : 0.0; + thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2; + + // buffers + + var indices = []; + var vertices = []; + var normals = []; + var uvs = []; + + // helper variables + + var index = 0; + var indexArray = []; + var halfHeight = height / 2; + var groupStart = 0; + + // generate geometry + + generateTorso(); + + if ( openEnded === false ) { + + if ( radiusTop > 0 ) generateCap( true ); + if ( radiusBottom > 0 ) generateCap( false ); + + } + + // build geometry + + this.setIndex( indices ); + this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + + function generateTorso() { + + var x, y; + var normal = new Vector3(); + var vertex = new Vector3(); + + var groupCount = 0; + + // this will be used to calculate the normal + var slope = ( radiusBottom - radiusTop ) / height; + + // generate vertices, normals and uvs + + for ( y = 0; y <= heightSegments; y ++ ) { + + var indexRow = []; + + var v = y / heightSegments; + + // calculate the radius of the current row + + var radius = v * ( radiusBottom - radiusTop ) + radiusTop; + + for ( x = 0; x <= radialSegments; x ++ ) { + + var u = x / radialSegments; + + var theta = u * thetaLength + thetaStart; + + var sinTheta = Math.sin( theta ); + var cosTheta = Math.cos( theta ); + + // vertex + + vertex.x = radius * sinTheta; + vertex.y = - v * height + halfHeight; + vertex.z = radius * cosTheta; + vertices.push( vertex.x, vertex.y, vertex.z ); + + // normal + + normal.set( sinTheta, slope, cosTheta ).normalize(); + normals.push( normal.x, normal.y, normal.z ); + + // uv + + uvs.push( u, 1 - v ); + + // save index of vertex in respective row + + indexRow.push( index ++ ); + + } + + // now save vertices of the row in our index array + + indexArray.push( indexRow ); + + } + + // generate indices + + for ( x = 0; x < radialSegments; x ++ ) { + + for ( y = 0; y < heightSegments; y ++ ) { + + // we use the index array to access the correct indices + + var a = indexArray[ y ][ x ]; + var b = indexArray[ y + 1 ][ x ]; + var c = indexArray[ y + 1 ][ x + 1 ]; + var d = indexArray[ y ][ x + 1 ]; + + // faces + + indices.push( a, b, d ); + indices.push( b, c, d ); + + // update group counter + + groupCount += 6; + + } + + } + + // add a group to the geometry. this will ensure multi material support + + scope.addGroup( groupStart, groupCount, 0 ); + + // calculate new start value for groups + + groupStart += groupCount; + + } + + function generateCap( top ) { + + var x, centerIndexStart, centerIndexEnd; + + var uv = new Vector2(); + var vertex = new Vector3(); + + var groupCount = 0; + + var radius = ( top === true ) ? radiusTop : radiusBottom; + var sign = ( top === true ) ? 1 : - 1; + + // save the index of the first center vertex + centerIndexStart = index; + + // first we generate the center vertex data of the cap. + // because the geometry needs one set of uvs per face, + // we must generate a center vertex per face/segment + + for ( x = 1; x <= radialSegments; x ++ ) { + + // vertex + + vertices.push( 0, halfHeight * sign, 0 ); + + // normal + + normals.push( 0, sign, 0 ); + + // uv + + uvs.push( 0.5, 0.5 ); + + // increase index + + index ++; + + } + + // save the index of the last center vertex + + centerIndexEnd = index; + + // now we generate the surrounding vertices, normals and uvs + + for ( x = 0; x <= radialSegments; x ++ ) { + + var u = x / radialSegments; + var theta = u * thetaLength + thetaStart; + + var cosTheta = Math.cos( theta ); + var sinTheta = Math.sin( theta ); + + // vertex + + vertex.x = radius * sinTheta; + vertex.y = halfHeight * sign; + vertex.z = radius * cosTheta; + vertices.push( vertex.x, vertex.y, vertex.z ); + + // normal + + normals.push( 0, sign, 0 ); + + // uv + + uv.x = ( cosTheta * 0.5 ) + 0.5; + uv.y = ( sinTheta * 0.5 * sign ) + 0.5; + uvs.push( uv.x, uv.y ); + + // increase index + + index ++; + + } + + // generate indices + + for ( x = 0; x < radialSegments; x ++ ) { + + var c = centerIndexStart + x; + var i = centerIndexEnd + x; + + if ( top === true ) { + + // face top + + indices.push( i, i + 1, c ); + + } else { + + // face bottom + + indices.push( i + 1, i, c ); + + } + + groupCount += 3; + + } + + // add a group to the geometry. this will ensure multi material support + + scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 ); + + // calculate new start value for groups + + groupStart += groupCount; + + } + + } + + CylinderBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); + CylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry; + + /** + * @author abelnation / http://github.com/abelnation + */ + + // ConeGeometry + + function ConeGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) { + + CylinderGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ); + + this.type = 'ConeGeometry'; + + this.parameters = { + radius: radius, + height: height, + radialSegments: radialSegments, + heightSegments: heightSegments, + openEnded: openEnded, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + + } + + ConeGeometry.prototype = Object.create( CylinderGeometry.prototype ); + ConeGeometry.prototype.constructor = ConeGeometry; + + // ConeBufferGeometry + + function ConeBufferGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) { + + CylinderBufferGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ); + + this.type = 'ConeBufferGeometry'; + + this.parameters = { + radius: radius, + height: height, + radialSegments: radialSegments, + heightSegments: heightSegments, + openEnded: openEnded, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + + } + + ConeBufferGeometry.prototype = Object.create( CylinderBufferGeometry.prototype ); + ConeBufferGeometry.prototype.constructor = ConeBufferGeometry; + + /** + * @author benaadams / https://twitter.com/ben_a_adams + * @author Mugen87 / https://github.com/Mugen87 + * @author hughes + */ + + // CircleGeometry + + function CircleGeometry( radius, segments, thetaStart, thetaLength ) { + + Geometry.call( this ); + + this.type = 'CircleGeometry'; + + this.parameters = { + radius: radius, + segments: segments, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + + this.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) ); + this.mergeVertices(); + + } + + CircleGeometry.prototype = Object.create( Geometry.prototype ); + CircleGeometry.prototype.constructor = CircleGeometry; + + // CircleBufferGeometry + + function CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) { + + BufferGeometry.call( this ); + + this.type = 'CircleBufferGeometry'; + + this.parameters = { + radius: radius, + segments: segments, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + + radius = radius || 1; + segments = segments !== undefined ? Math.max( 3, segments ) : 8; + + thetaStart = thetaStart !== undefined ? thetaStart : 0; + thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2; + + // buffers + + var indices = []; + var vertices = []; + var normals = []; + var uvs = []; + + // helper variables + + var i, s; + var vertex = new Vector3(); + var uv = new Vector2(); + + // center point + + vertices.push( 0, 0, 0 ); + normals.push( 0, 0, 1 ); + uvs.push( 0.5, 0.5 ); + + for ( s = 0, i = 3; s <= segments; s ++, i += 3 ) { + + var segment = thetaStart + s / segments * thetaLength; + + // vertex + + vertex.x = radius * Math.cos( segment ); + vertex.y = radius * Math.sin( segment ); + + vertices.push( vertex.x, vertex.y, vertex.z ); + + // normal + + normals.push( 0, 0, 1 ); + + // uvs + + uv.x = ( vertices[ i ] / radius + 1 ) / 2; + uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2; + + uvs.push( uv.x, uv.y ); + + } + + // indices + + for ( i = 1; i <= segments; i ++ ) { + + indices.push( i, i + 1, 0 ); + + } + + // build geometry + + this.setIndex( indices ); + this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + + } + + CircleBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); + CircleBufferGeometry.prototype.constructor = CircleBufferGeometry; + + + + var Geometries = Object.freeze({ + WireframeGeometry: WireframeGeometry, + ParametricGeometry: ParametricGeometry, + ParametricBufferGeometry: ParametricBufferGeometry, + TetrahedronGeometry: TetrahedronGeometry, + TetrahedronBufferGeometry: TetrahedronBufferGeometry, + OctahedronGeometry: OctahedronGeometry, + OctahedronBufferGeometry: OctahedronBufferGeometry, + IcosahedronGeometry: IcosahedronGeometry, + IcosahedronBufferGeometry: IcosahedronBufferGeometry, + DodecahedronGeometry: DodecahedronGeometry, + DodecahedronBufferGeometry: DodecahedronBufferGeometry, + PolyhedronGeometry: PolyhedronGeometry, + PolyhedronBufferGeometry: PolyhedronBufferGeometry, + TubeGeometry: TubeGeometry, + TubeBufferGeometry: TubeBufferGeometry, + TorusKnotGeometry: TorusKnotGeometry, + TorusKnotBufferGeometry: TorusKnotBufferGeometry, + TorusGeometry: TorusGeometry, + TorusBufferGeometry: TorusBufferGeometry, + TextGeometry: TextGeometry, + TextBufferGeometry: TextBufferGeometry, + SphereGeometry: SphereGeometry, + SphereBufferGeometry: SphereBufferGeometry, + RingGeometry: RingGeometry, + RingBufferGeometry: RingBufferGeometry, + PlaneGeometry: PlaneGeometry, + PlaneBufferGeometry: PlaneBufferGeometry, + LatheGeometry: LatheGeometry, + LatheBufferGeometry: LatheBufferGeometry, + ShapeGeometry: ShapeGeometry, + ShapeBufferGeometry: ShapeBufferGeometry, + ExtrudeGeometry: ExtrudeGeometry, + ExtrudeBufferGeometry: ExtrudeBufferGeometry, + EdgesGeometry: EdgesGeometry, + ConeGeometry: ConeGeometry, + ConeBufferGeometry: ConeBufferGeometry, + CylinderGeometry: CylinderGeometry, + CylinderBufferGeometry: CylinderBufferGeometry, + CircleGeometry: CircleGeometry, + CircleBufferGeometry: CircleBufferGeometry, + BoxGeometry: BoxGeometry, + BoxBufferGeometry: BoxBufferGeometry + }); + + /** + * @author mrdoob / http://mrdoob.com/ + * + * parameters = { + * color: <THREE.Color>, + * opacity: <float> + * } + */ + + function ShadowMaterial( parameters ) { + + Material.call( this ); + + this.type = 'ShadowMaterial'; + + this.color = new Color( 0x000000 ); + this.opacity = 1.0; + + this.lights = true; + this.transparent = true; + + this.setValues( parameters ); + + } + + ShadowMaterial.prototype = Object.create( Material.prototype ); + ShadowMaterial.prototype.constructor = ShadowMaterial; + + ShadowMaterial.prototype.isShadowMaterial = true; + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function RawShaderMaterial( parameters ) { + + ShaderMaterial.call( this, parameters ); + + this.type = 'RawShaderMaterial'; + + } + + RawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype ); + RawShaderMaterial.prototype.constructor = RawShaderMaterial; + + RawShaderMaterial.prototype.isRawShaderMaterial = true; + + /** + * @author WestLangley / http://github.com/WestLangley + * + * parameters = { + * color: <hex>, + * roughness: <float>, + * metalness: <float>, + * opacity: <float>, + * + * map: new THREE.Texture( <Image> ), + * + * lightMap: new THREE.Texture( <Image> ), + * lightMapIntensity: <float> + * + * aoMap: new THREE.Texture( <Image> ), + * aoMapIntensity: <float> + * + * emissive: <hex>, + * emissiveIntensity: <float> + * emissiveMap: new THREE.Texture( <Image> ), + * + * bumpMap: new THREE.Texture( <Image> ), + * bumpScale: <float>, + * + * normalMap: new THREE.Texture( <Image> ), + * normalScale: <Vector2>, + * + * displacementMap: new THREE.Texture( <Image> ), + * displacementScale: <float>, + * displacementBias: <float>, + * + * roughnessMap: new THREE.Texture( <Image> ), + * + * metalnessMap: new THREE.Texture( <Image> ), + * + * alphaMap: new THREE.Texture( <Image> ), + * + * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ), + * envMapIntensity: <float> + * + * refractionRatio: <float>, + * + * wireframe: <boolean>, + * wireframeLinewidth: <float>, + * + * skinning: <bool>, + * morphTargets: <bool>, + * morphNormals: <bool> + * } + */ + + function MeshStandardMaterial( parameters ) { + + Material.call( this ); + + this.defines = { 'STANDARD': '' }; + + this.type = 'MeshStandardMaterial'; + + this.color = new Color( 0xffffff ); // diffuse + this.roughness = 0.5; + this.metalness = 0.5; + + this.map = null; + + this.lightMap = null; + this.lightMapIntensity = 1.0; + + this.aoMap = null; + this.aoMapIntensity = 1.0; + + this.emissive = new Color( 0x000000 ); + this.emissiveIntensity = 1.0; + this.emissiveMap = null; + + this.bumpMap = null; + this.bumpScale = 1; + + this.normalMap = null; + this.normalScale = new Vector2( 1, 1 ); + + this.displacementMap = null; + this.displacementScale = 1; + this.displacementBias = 0; + + this.roughnessMap = null; + + this.metalnessMap = null; + + this.alphaMap = null; + + this.envMap = null; + this.envMapIntensity = 1.0; + + this.refractionRatio = 0.98; + + this.wireframe = false; + this.wireframeLinewidth = 1; + this.wireframeLinecap = 'round'; + this.wireframeLinejoin = 'round'; + + this.skinning = false; + this.morphTargets = false; + this.morphNormals = false; + + this.setValues( parameters ); + + } + + MeshStandardMaterial.prototype = Object.create( Material.prototype ); + MeshStandardMaterial.prototype.constructor = MeshStandardMaterial; + + MeshStandardMaterial.prototype.isMeshStandardMaterial = true; + + MeshStandardMaterial.prototype.copy = function ( source ) { + + Material.prototype.copy.call( this, source ); + + this.defines = { 'STANDARD': '' }; + + this.color.copy( source.color ); + this.roughness = source.roughness; + this.metalness = source.metalness; + + this.map = source.map; + + this.lightMap = source.lightMap; + this.lightMapIntensity = source.lightMapIntensity; + + this.aoMap = source.aoMap; + this.aoMapIntensity = source.aoMapIntensity; + + this.emissive.copy( source.emissive ); + this.emissiveMap = source.emissiveMap; + this.emissiveIntensity = source.emissiveIntensity; + + this.bumpMap = source.bumpMap; + this.bumpScale = source.bumpScale; + + this.normalMap = source.normalMap; + this.normalScale.copy( source.normalScale ); + + this.displacementMap = source.displacementMap; + this.displacementScale = source.displacementScale; + this.displacementBias = source.displacementBias; + + this.roughnessMap = source.roughnessMap; + + this.metalnessMap = source.metalnessMap; + + this.alphaMap = source.alphaMap; + + this.envMap = source.envMap; + this.envMapIntensity = source.envMapIntensity; + + this.refractionRatio = source.refractionRatio; + + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + this.wireframeLinecap = source.wireframeLinecap; + this.wireframeLinejoin = source.wireframeLinejoin; + + this.skinning = source.skinning; + this.morphTargets = source.morphTargets; + this.morphNormals = source.morphNormals; + + return this; + + }; + + /** + * @author WestLangley / http://github.com/WestLangley + * + * parameters = { + * reflectivity: <float> + * } + */ + + function MeshPhysicalMaterial( parameters ) { + + MeshStandardMaterial.call( this ); + + this.defines = { 'PHYSICAL': '' }; + + this.type = 'MeshPhysicalMaterial'; + + this.reflectivity = 0.5; // maps to F0 = 0.04 + + this.clearCoat = 0.0; + this.clearCoatRoughness = 0.0; + + this.setValues( parameters ); + + } + + MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype ); + MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial; + + MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true; + + MeshPhysicalMaterial.prototype.copy = function ( source ) { + + MeshStandardMaterial.prototype.copy.call( this, source ); + + this.defines = { 'PHYSICAL': '' }; + + this.reflectivity = source.reflectivity; + + this.clearCoat = source.clearCoat; + this.clearCoatRoughness = source.clearCoatRoughness; + + return this; + + }; + + /** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: <hex>, + * specular: <hex>, + * shininess: <float>, + * opacity: <float>, + * + * map: new THREE.Texture( <Image> ), + * + * lightMap: new THREE.Texture( <Image> ), + * lightMapIntensity: <float> + * + * aoMap: new THREE.Texture( <Image> ), + * aoMapIntensity: <float> + * + * emissive: <hex>, + * emissiveIntensity: <float> + * emissiveMap: new THREE.Texture( <Image> ), + * + * bumpMap: new THREE.Texture( <Image> ), + * bumpScale: <float>, + * + * normalMap: new THREE.Texture( <Image> ), + * normalScale: <Vector2>, + * + * displacementMap: new THREE.Texture( <Image> ), + * displacementScale: <float>, + * displacementBias: <float>, + * + * specularMap: new THREE.Texture( <Image> ), + * + * alphaMap: new THREE.Texture( <Image> ), + * + * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ), + * combine: THREE.Multiply, + * reflectivity: <float>, + * refractionRatio: <float>, + * + * wireframe: <boolean>, + * wireframeLinewidth: <float>, + * + * skinning: <bool>, + * morphTargets: <bool>, + * morphNormals: <bool> + * } + */ + + function MeshPhongMaterial( parameters ) { + + Material.call( this ); + + this.type = 'MeshPhongMaterial'; + + this.color = new Color( 0xffffff ); // diffuse + this.specular = new Color( 0x111111 ); + this.shininess = 30; + + this.map = null; + + this.lightMap = null; + this.lightMapIntensity = 1.0; + + this.aoMap = null; + this.aoMapIntensity = 1.0; + + this.emissive = new Color( 0x000000 ); + this.emissiveIntensity = 1.0; + this.emissiveMap = null; + + this.bumpMap = null; + this.bumpScale = 1; + + this.normalMap = null; + this.normalScale = new Vector2( 1, 1 ); + + this.displacementMap = null; + this.displacementScale = 1; + this.displacementBias = 0; + + this.specularMap = null; + + this.alphaMap = null; + + this.envMap = null; + this.combine = MultiplyOperation; + this.reflectivity = 1; + this.refractionRatio = 0.98; + + this.wireframe = false; + this.wireframeLinewidth = 1; + this.wireframeLinecap = 'round'; + this.wireframeLinejoin = 'round'; + + this.skinning = false; + this.morphTargets = false; + this.morphNormals = false; + + this.setValues( parameters ); + + } + + MeshPhongMaterial.prototype = Object.create( Material.prototype ); + MeshPhongMaterial.prototype.constructor = MeshPhongMaterial; + + MeshPhongMaterial.prototype.isMeshPhongMaterial = true; + + MeshPhongMaterial.prototype.copy = function ( source ) { + + Material.prototype.copy.call( this, source ); + + this.color.copy( source.color ); + this.specular.copy( source.specular ); + this.shininess = source.shininess; + + this.map = source.map; + + this.lightMap = source.lightMap; + this.lightMapIntensity = source.lightMapIntensity; + + this.aoMap = source.aoMap; + this.aoMapIntensity = source.aoMapIntensity; + + this.emissive.copy( source.emissive ); + this.emissiveMap = source.emissiveMap; + this.emissiveIntensity = source.emissiveIntensity; + + this.bumpMap = source.bumpMap; + this.bumpScale = source.bumpScale; + + this.normalMap = source.normalMap; + this.normalScale.copy( source.normalScale ); + + this.displacementMap = source.displacementMap; + this.displacementScale = source.displacementScale; + this.displacementBias = source.displacementBias; + + this.specularMap = source.specularMap; + + this.alphaMap = source.alphaMap; + + this.envMap = source.envMap; + this.combine = source.combine; + this.reflectivity = source.reflectivity; + this.refractionRatio = source.refractionRatio; + + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + this.wireframeLinecap = source.wireframeLinecap; + this.wireframeLinejoin = source.wireframeLinejoin; + + this.skinning = source.skinning; + this.morphTargets = source.morphTargets; + this.morphNormals = source.morphNormals; + + return this; + + }; + + /** + * @author takahirox / http://github.com/takahirox + * + * parameters = { + * gradientMap: new THREE.Texture( <Image> ) + * } + */ + + function MeshToonMaterial( parameters ) { + + MeshPhongMaterial.call( this ); + + this.defines = { 'TOON': '' }; + + this.type = 'MeshToonMaterial'; + + this.gradientMap = null; + + this.setValues( parameters ); + + } + + MeshToonMaterial.prototype = Object.create( MeshPhongMaterial.prototype ); + MeshToonMaterial.prototype.constructor = MeshToonMaterial; + + MeshToonMaterial.prototype.isMeshToonMaterial = true; + + MeshToonMaterial.prototype.copy = function ( source ) { + + MeshPhongMaterial.prototype.copy.call( this, source ); + + this.gradientMap = source.gradientMap; + + return this; + + }; + + /** + * @author mrdoob / http://mrdoob.com/ + * @author WestLangley / http://github.com/WestLangley + * + * parameters = { + * opacity: <float>, + * + * bumpMap: new THREE.Texture( <Image> ), + * bumpScale: <float>, + * + * normalMap: new THREE.Texture( <Image> ), + * normalScale: <Vector2>, + * + * displacementMap: new THREE.Texture( <Image> ), + * displacementScale: <float>, + * displacementBias: <float>, + * + * wireframe: <boolean>, + * wireframeLinewidth: <float> + * + * skinning: <bool>, + * morphTargets: <bool>, + * morphNormals: <bool> + * } + */ + + function MeshNormalMaterial( parameters ) { + + Material.call( this ); + + this.type = 'MeshNormalMaterial'; + + this.bumpMap = null; + this.bumpScale = 1; + + this.normalMap = null; + this.normalScale = new Vector2( 1, 1 ); + + this.displacementMap = null; + this.displacementScale = 1; + this.displacementBias = 0; + + this.wireframe = false; + this.wireframeLinewidth = 1; + + this.fog = false; + this.lights = false; + + this.skinning = false; + this.morphTargets = false; + this.morphNormals = false; + + this.setValues( parameters ); + + } + + MeshNormalMaterial.prototype = Object.create( Material.prototype ); + MeshNormalMaterial.prototype.constructor = MeshNormalMaterial; + + MeshNormalMaterial.prototype.isMeshNormalMaterial = true; + + MeshNormalMaterial.prototype.copy = function ( source ) { + + Material.prototype.copy.call( this, source ); + + this.bumpMap = source.bumpMap; + this.bumpScale = source.bumpScale; + + this.normalMap = source.normalMap; + this.normalScale.copy( source.normalScale ); + + this.displacementMap = source.displacementMap; + this.displacementScale = source.displacementScale; + this.displacementBias = source.displacementBias; + + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + + this.skinning = source.skinning; + this.morphTargets = source.morphTargets; + this.morphNormals = source.morphNormals; + + return this; + + }; + + /** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: <hex>, + * opacity: <float>, + * + * map: new THREE.Texture( <Image> ), + * + * lightMap: new THREE.Texture( <Image> ), + * lightMapIntensity: <float> + * + * aoMap: new THREE.Texture( <Image> ), + * aoMapIntensity: <float> + * + * emissive: <hex>, + * emissiveIntensity: <float> + * emissiveMap: new THREE.Texture( <Image> ), + * + * specularMap: new THREE.Texture( <Image> ), + * + * alphaMap: new THREE.Texture( <Image> ), + * + * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ), + * combine: THREE.Multiply, + * reflectivity: <float>, + * refractionRatio: <float>, + * + * wireframe: <boolean>, + * wireframeLinewidth: <float>, + * + * skinning: <bool>, + * morphTargets: <bool>, + * morphNormals: <bool> + * } + */ + + function MeshLambertMaterial( parameters ) { + + Material.call( this ); + + this.type = 'MeshLambertMaterial'; + + this.color = new Color( 0xffffff ); // diffuse + + this.map = null; + + this.lightMap = null; + this.lightMapIntensity = 1.0; + + this.aoMap = null; + this.aoMapIntensity = 1.0; + + this.emissive = new Color( 0x000000 ); + this.emissiveIntensity = 1.0; + this.emissiveMap = null; + + this.specularMap = null; + + this.alphaMap = null; + + this.envMap = null; + this.combine = MultiplyOperation; + this.reflectivity = 1; + this.refractionRatio = 0.98; + + this.wireframe = false; + this.wireframeLinewidth = 1; + this.wireframeLinecap = 'round'; + this.wireframeLinejoin = 'round'; + + this.skinning = false; + this.morphTargets = false; + this.morphNormals = false; + + this.setValues( parameters ); + + } + + MeshLambertMaterial.prototype = Object.create( Material.prototype ); + MeshLambertMaterial.prototype.constructor = MeshLambertMaterial; + + MeshLambertMaterial.prototype.isMeshLambertMaterial = true; + + MeshLambertMaterial.prototype.copy = function ( source ) { + + Material.prototype.copy.call( this, source ); + + this.color.copy( source.color ); + + this.map = source.map; + + this.lightMap = source.lightMap; + this.lightMapIntensity = source.lightMapIntensity; + + this.aoMap = source.aoMap; + this.aoMapIntensity = source.aoMapIntensity; + + this.emissive.copy( source.emissive ); + this.emissiveMap = source.emissiveMap; + this.emissiveIntensity = source.emissiveIntensity; + + this.specularMap = source.specularMap; + + this.alphaMap = source.alphaMap; + + this.envMap = source.envMap; + this.combine = source.combine; + this.reflectivity = source.reflectivity; + this.refractionRatio = source.refractionRatio; + + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + this.wireframeLinecap = source.wireframeLinecap; + this.wireframeLinejoin = source.wireframeLinejoin; + + this.skinning = source.skinning; + this.morphTargets = source.morphTargets; + this.morphNormals = source.morphNormals; + + return this; + + }; + + /** + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: <hex>, + * opacity: <float>, + * + * linewidth: <float>, + * + * scale: <float>, + * dashSize: <float>, + * gapSize: <float> + * } + */ + + function LineDashedMaterial( parameters ) { + + LineBasicMaterial.call( this ); + + this.type = 'LineDashedMaterial'; + + this.scale = 1; + this.dashSize = 3; + this.gapSize = 1; + + this.setValues( parameters ); + + } + + LineDashedMaterial.prototype = Object.create( LineBasicMaterial.prototype ); + LineDashedMaterial.prototype.constructor = LineDashedMaterial; + + LineDashedMaterial.prototype.isLineDashedMaterial = true; + + LineDashedMaterial.prototype.copy = function ( source ) { + + LineBasicMaterial.prototype.copy.call( this, source ); + + this.scale = source.scale; + this.dashSize = source.dashSize; + this.gapSize = source.gapSize; + + return this; + + }; + + + + var Materials = Object.freeze({ + ShadowMaterial: ShadowMaterial, + SpriteMaterial: SpriteMaterial, + RawShaderMaterial: RawShaderMaterial, + ShaderMaterial: ShaderMaterial, + PointsMaterial: PointsMaterial, + MeshPhysicalMaterial: MeshPhysicalMaterial, + MeshStandardMaterial: MeshStandardMaterial, + MeshPhongMaterial: MeshPhongMaterial, + MeshToonMaterial: MeshToonMaterial, + MeshNormalMaterial: MeshNormalMaterial, + MeshLambertMaterial: MeshLambertMaterial, + MeshDepthMaterial: MeshDepthMaterial, + MeshDistanceMaterial: MeshDistanceMaterial, + MeshBasicMaterial: MeshBasicMaterial, + LineDashedMaterial: LineDashedMaterial, + LineBasicMaterial: LineBasicMaterial, + Material: Material + }); + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + var Cache = { + + enabled: false, + + files: {}, + + add: function ( key, file ) { + + if ( this.enabled === false ) return; + + // console.log( 'THREE.Cache', 'Adding key:', key ); + + this.files[ key ] = file; + + }, + + get: function ( key ) { + + if ( this.enabled === false ) return; + + // console.log( 'THREE.Cache', 'Checking key:', key ); + + return this.files[ key ]; + + }, + + remove: function ( key ) { + + delete this.files[ key ]; + + }, + + clear: function () { + + this.files = {}; + + } + + }; + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function LoadingManager( onLoad, onProgress, onError ) { + + var scope = this; + + var isLoading = false; + var itemsLoaded = 0; + var itemsTotal = 0; + var urlModifier = undefined; + + this.onStart = undefined; + this.onLoad = onLoad; + this.onProgress = onProgress; + this.onError = onError; + + this.itemStart = function ( url ) { + + itemsTotal ++; + + if ( isLoading === false ) { + + if ( scope.onStart !== undefined ) { + + scope.onStart( url, itemsLoaded, itemsTotal ); + + } + + } + + isLoading = true; + + }; + + this.itemEnd = function ( url ) { + + itemsLoaded ++; + + if ( scope.onProgress !== undefined ) { + + scope.onProgress( url, itemsLoaded, itemsTotal ); + + } + + if ( itemsLoaded === itemsTotal ) { + + isLoading = false; + + if ( scope.onLoad !== undefined ) { + + scope.onLoad(); + + } + + } + + }; + + this.itemError = function ( url ) { + + if ( scope.onError !== undefined ) { + + scope.onError( url ); + + } + + }; + + this.resolveURL = function ( url ) { + + if ( urlModifier ) { + + return urlModifier( url ); + + } + + return url; + + }; + + this.setURLModifier = function ( transform ) { + + urlModifier = transform; + return this; + + }; + + } + + var DefaultLoadingManager = new LoadingManager(); + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + var loading = {}; + + function FileLoader( manager ) { + + this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; + + } + + Object.assign( FileLoader.prototype, { + + load: function ( url, onLoad, onProgress, onError ) { + + if ( url === undefined ) url = ''; + + if ( this.path !== undefined ) url = this.path + url; + + url = this.manager.resolveURL( url ); + + var scope = this; + + var cached = Cache.get( url ); + + if ( cached !== undefined ) { + + scope.manager.itemStart( url ); + + setTimeout( function () { + + if ( onLoad ) onLoad( cached ); + + scope.manager.itemEnd( url ); + + }, 0 ); + + return cached; + + } + + // Check if request is duplicate + + if ( loading[ url ] !== undefined ) { + + loading[ url ].push( { + + onLoad: onLoad, + onProgress: onProgress, + onError: onError + + } ); + + return; + + } + + // Check for data: URI + var dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/; + var dataUriRegexResult = url.match( dataUriRegex ); + + // Safari can not handle Data URIs through XMLHttpRequest so process manually + if ( dataUriRegexResult ) { + + var mimeType = dataUriRegexResult[ 1 ]; + var isBase64 = !! dataUriRegexResult[ 2 ]; + var data = dataUriRegexResult[ 3 ]; + + data = window.decodeURIComponent( data ); + + if ( isBase64 ) data = window.atob( data ); + + try { + + var response; + var responseType = ( this.responseType || '' ).toLowerCase(); + + switch ( responseType ) { + + case 'arraybuffer': + case 'blob': + + var view = new Uint8Array( data.length ); + + for ( var i = 0; i < data.length; i ++ ) { + + view[ i ] = data.charCodeAt( i ); + + } + + if ( responseType === 'blob' ) { + + response = new Blob( [ view.buffer ], { type: mimeType } ); + + } else { + + response = view.buffer; + + } + + break; + + case 'document': + + var parser = new DOMParser(); + response = parser.parseFromString( data, mimeType ); + + break; + + case 'json': + + response = JSON.parse( data ); + + break; + + default: // 'text' or other + + response = data; + + break; + + } + + // Wait for next browser tick like standard XMLHttpRequest event dispatching does + window.setTimeout( function () { + + if ( onLoad ) onLoad( response ); + + scope.manager.itemEnd( url ); + + }, 0 ); + + } catch ( error ) { + + // Wait for next browser tick like standard XMLHttpRequest event dispatching does + window.setTimeout( function () { + + if ( onError ) onError( error ); + + scope.manager.itemEnd( url ); + scope.manager.itemError( url ); + + }, 0 ); + + } + + } else { + + // Initialise array for duplicate requests + + loading[ url ] = []; + + loading[ url ].push( { + + onLoad: onLoad, + onProgress: onProgress, + onError: onError + + } ); + + var request = new XMLHttpRequest(); + + request.open( 'GET', url, true ); + + request.addEventListener( 'load', function ( event ) { + + var response = this.response; + + Cache.add( url, response ); + + var callbacks = loading[ url ]; + + delete loading[ url ]; + + if ( this.status === 200 ) { + + for ( var i = 0, il = callbacks.length; i < il; i ++ ) { + + var callback = callbacks[ i ]; + if ( callback.onLoad ) callback.onLoad( response ); + + } + + scope.manager.itemEnd( url ); + + } else if ( this.status === 0 ) { + + // Some browsers return HTTP Status 0 when using non-http protocol + // e.g. 'file://' or 'data://'. Handle as success. + + console.warn( 'THREE.FileLoader: HTTP Status 0 received.' ); + + for ( var i = 0, il = callbacks.length; i < il; i ++ ) { + + var callback = callbacks[ i ]; + if ( callback.onLoad ) callback.onLoad( response ); + + } + + scope.manager.itemEnd( url ); + + } else { + + for ( var i = 0, il = callbacks.length; i < il; i ++ ) { + + var callback = callbacks[ i ]; + if ( callback.onError ) callback.onError( event ); + + } + + scope.manager.itemEnd( url ); + scope.manager.itemError( url ); + + } + + }, false ); + + request.addEventListener( 'progress', function ( event ) { + + var callbacks = loading[ url ]; + + for ( var i = 0, il = callbacks.length; i < il; i ++ ) { + + var callback = callbacks[ i ]; + if ( callback.onProgress ) callback.onProgress( event ); + + } + + }, false ); + + request.addEventListener( 'error', function ( event ) { + + var callbacks = loading[ url ]; + + delete loading[ url ]; + + for ( var i = 0, il = callbacks.length; i < il; i ++ ) { + + var callback = callbacks[ i ]; + if ( callback.onError ) callback.onError( event ); + + } + + scope.manager.itemEnd( url ); + scope.manager.itemError( url ); + + }, false ); + + if ( this.responseType !== undefined ) request.responseType = this.responseType; + if ( this.withCredentials !== undefined ) request.withCredentials = this.withCredentials; + + if ( request.overrideMimeType ) request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' ); + + for ( var header in this.requestHeader ) { + + request.setRequestHeader( header, this.requestHeader[ header ] ); + + } + + request.send( null ); + + } + + scope.manager.itemStart( url ); + + return request; + + }, + + setPath: function ( value ) { + + this.path = value; + return this; + + }, + + setResponseType: function ( value ) { + + this.responseType = value; + return this; + + }, + + setWithCredentials: function ( value ) { + + this.withCredentials = value; + return this; + + }, + + setMimeType: function ( value ) { + + this.mimeType = value; + return this; + + }, + + setRequestHeader: function ( value ) { + + this.requestHeader = value; + return this; + + } + + } ); + + /** + * @author mrdoob / http://mrdoob.com/ + * + * Abstract Base class to block based textures loader (dds, pvr, ...) + */ + + function CompressedTextureLoader( manager ) { + + this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; + + // override in sub classes + this._parser = null; + + } + + Object.assign( CompressedTextureLoader.prototype, { + + load: function ( url, onLoad, onProgress, onError ) { + + var scope = this; + + var images = []; + + var texture = new CompressedTexture(); + texture.image = images; + + var loader = new FileLoader( this.manager ); + loader.setPath( this.path ); + loader.setResponseType( 'arraybuffer' ); + + function loadTexture( i ) { + + loader.load( url[ i ], function ( buffer ) { + + var texDatas = scope._parser( buffer, true ); + + images[ i ] = { + width: texDatas.width, + height: texDatas.height, + format: texDatas.format, + mipmaps: texDatas.mipmaps + }; + + loaded += 1; + + if ( loaded === 6 ) { + + if ( texDatas.mipmapCount === 1 ) + texture.minFilter = LinearFilter; + + texture.format = texDatas.format; + texture.needsUpdate = true; + + if ( onLoad ) onLoad( texture ); + + } + + }, onProgress, onError ); + + } + + if ( Array.isArray( url ) ) { + + var loaded = 0; + + for ( var i = 0, il = url.length; i < il; ++ i ) { + + loadTexture( i ); + + } + + } else { + + // compressed cubemap texture stored in a single DDS file + + loader.load( url, function ( buffer ) { + + var texDatas = scope._parser( buffer, true ); + + if ( texDatas.isCubemap ) { + + var faces = texDatas.mipmaps.length / texDatas.mipmapCount; + + for ( var f = 0; f < faces; f ++ ) { + + images[ f ] = { mipmaps: [] }; + + for ( var i = 0; i < texDatas.mipmapCount; i ++ ) { + + images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] ); + images[ f ].format = texDatas.format; + images[ f ].width = texDatas.width; + images[ f ].height = texDatas.height; + + } + + } + + } else { + + texture.image.width = texDatas.width; + texture.image.height = texDatas.height; + texture.mipmaps = texDatas.mipmaps; + + } + + if ( texDatas.mipmapCount === 1 ) { + + texture.minFilter = LinearFilter; + + } + + texture.format = texDatas.format; + texture.needsUpdate = true; + + if ( onLoad ) onLoad( texture ); + + }, onProgress, onError ); + + } + + return texture; + + }, + + setPath: function ( value ) { + + this.path = value; + return this; + + } + + } ); + + /** + * @author Nikos M. / https://github.com/foo123/ + * + * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...) + */ + + function DataTextureLoader( manager ) { + + this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; + + // override in sub classes + this._parser = null; + + } + + Object.assign( DataTextureLoader.prototype, { + + load: function ( url, onLoad, onProgress, onError ) { + + var scope = this; + + var texture = new DataTexture(); + + var loader = new FileLoader( this.manager ); + loader.setResponseType( 'arraybuffer' ); + + loader.load( url, function ( buffer ) { + + var texData = scope._parser( buffer ); + + if ( ! texData ) return; + + if ( undefined !== texData.image ) { + + texture.image = texData.image; + + } else if ( undefined !== texData.data ) { + + texture.image.width = texData.width; + texture.image.height = texData.height; + texture.image.data = texData.data; + + } + + texture.wrapS = undefined !== texData.wrapS ? texData.wrapS : ClampToEdgeWrapping; + texture.wrapT = undefined !== texData.wrapT ? texData.wrapT : ClampToEdgeWrapping; + + texture.magFilter = undefined !== texData.magFilter ? texData.magFilter : LinearFilter; + texture.minFilter = undefined !== texData.minFilter ? texData.minFilter : LinearMipMapLinearFilter; + + texture.anisotropy = undefined !== texData.anisotropy ? texData.anisotropy : 1; + + if ( undefined !== texData.format ) { + + texture.format = texData.format; + + } + if ( undefined !== texData.type ) { + + texture.type = texData.type; + + } + + if ( undefined !== texData.mipmaps ) { + + texture.mipmaps = texData.mipmaps; + + } + + if ( 1 === texData.mipmapCount ) { + + texture.minFilter = LinearFilter; + + } + + texture.needsUpdate = true; + + if ( onLoad ) onLoad( texture, texData ); + + }, onProgress, onError ); + + + return texture; + + } + + } ); + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function ImageLoader( manager ) { + + this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; + + } + + Object.assign( ImageLoader.prototype, { + + crossOrigin: 'Anonymous', + + load: function ( url, onLoad, onProgress, onError ) { + + if ( url === undefined ) url = ''; + + if ( this.path !== undefined ) url = this.path + url; + + url = this.manager.resolveURL( url ); + + var scope = this; + + var cached = Cache.get( url ); + + if ( cached !== undefined ) { + + scope.manager.itemStart( url ); + + setTimeout( function () { + + if ( onLoad ) onLoad( cached ); + + scope.manager.itemEnd( url ); + + }, 0 ); + + return cached; + + } + + var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' ); + + image.addEventListener( 'load', function () { + + Cache.add( url, this ); + + if ( onLoad ) onLoad( this ); + + scope.manager.itemEnd( url ); + + }, false ); + + /* + image.addEventListener( 'progress', function ( event ) { + + if ( onProgress ) onProgress( event ); + + }, false ); + */ + + image.addEventListener( 'error', function ( event ) { + + if ( onError ) onError( event ); + + scope.manager.itemEnd( url ); + scope.manager.itemError( url ); + + }, false ); + + if ( url.substr( 0, 5 ) !== 'data:' ) { + + if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin; + + } + + scope.manager.itemStart( url ); + + image.src = url; + + return image; + + }, + + setCrossOrigin: function ( value ) { + + this.crossOrigin = value; + return this; + + }, + + setPath: function ( value ) { + + this.path = value; + return this; + + } + + } ); + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function CubeTextureLoader( manager ) { + + this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; + + } + + Object.assign( CubeTextureLoader.prototype, { + + crossOrigin: 'Anonymous', + + load: function ( urls, onLoad, onProgress, onError ) { + + var texture = new CubeTexture(); + + var loader = new ImageLoader( this.manager ); + loader.setCrossOrigin( this.crossOrigin ); + loader.setPath( this.path ); + + var loaded = 0; + + function loadTexture( i ) { + + loader.load( urls[ i ], function ( image ) { + + texture.images[ i ] = image; + + loaded ++; + + if ( loaded === 6 ) { + + texture.needsUpdate = true; + + if ( onLoad ) onLoad( texture ); + + } + + }, undefined, onError ); + + } + + for ( var i = 0; i < urls.length; ++ i ) { + + loadTexture( i ); + + } + + return texture; + + }, + + setCrossOrigin: function ( value ) { + + this.crossOrigin = value; + return this; + + }, + + setPath: function ( value ) { + + this.path = value; + return this; + + } + + } ); + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function TextureLoader( manager ) { + + this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; + + } + + Object.assign( TextureLoader.prototype, { + + crossOrigin: 'Anonymous', + + load: function ( url, onLoad, onProgress, onError ) { + + var texture = new Texture(); + + var loader = new ImageLoader( this.manager ); + loader.setCrossOrigin( this.crossOrigin ); + loader.setPath( this.path ); + + loader.load( url, function ( image ) { + + texture.image = image; + + // JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB. + var isJPEG = url.search( /\.(jpg|jpeg)$/ ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0; + + texture.format = isJPEG ? RGBFormat : RGBAFormat; + texture.needsUpdate = true; + + if ( onLoad !== undefined ) { + + onLoad( texture ); + + } + + }, onProgress, onError ); + + return texture; + + }, + + setCrossOrigin: function ( value ) { + + this.crossOrigin = value; + return this; + + }, + + setPath: function ( value ) { + + this.path = value; + return this; + + } + + } ); + + /** + * @author zz85 / http://www.lab4games.net/zz85/blog + * Extensible curve object + * + * Some common of curve methods: + * .getPoint( t, optionalTarget ), .getTangent( t ) + * .getPointAt( u, optionalTarget ), .getTangentAt( u ) + * .getPoints(), .getSpacedPoints() + * .getLength() + * .updateArcLengths() + * + * This following curves inherit from THREE.Curve: + * + * -- 2D curves -- + * THREE.ArcCurve + * THREE.CubicBezierCurve + * THREE.EllipseCurve + * THREE.LineCurve + * THREE.QuadraticBezierCurve + * THREE.SplineCurve + * + * -- 3D curves -- + * THREE.CatmullRomCurve3 + * THREE.CubicBezierCurve3 + * THREE.LineCurve3 + * THREE.QuadraticBezierCurve3 + * + * A series of curves can be represented as a THREE.CurvePath. + * + **/ + + /************************************************************** + * Abstract Curve base class + **************************************************************/ + + function Curve() { + + this.type = 'Curve'; + + this.arcLengthDivisions = 200; + + } + + Object.assign( Curve.prototype, { + + // Virtual base class method to overwrite and implement in subclasses + // - t [0 .. 1] + + getPoint: function ( /* t, optionalTarget */ ) { + + console.warn( 'THREE.Curve: .getPoint() not implemented.' ); + return null; + + }, + + // Get point at relative position in curve according to arc length + // - u [0 .. 1] + + getPointAt: function ( u, optionalTarget ) { + + var t = this.getUtoTmapping( u ); + return this.getPoint( t, optionalTarget ); + + }, + + // Get sequence of points using getPoint( t ) + + getPoints: function ( divisions ) { + + if ( divisions === undefined ) divisions = 5; + + var points = []; + + for ( var d = 0; d <= divisions; d ++ ) { + + points.push( this.getPoint( d / divisions ) ); + + } + + return points; + + }, + + // Get sequence of points using getPointAt( u ) + + getSpacedPoints: function ( divisions ) { + + if ( divisions === undefined ) divisions = 5; + + var points = []; + + for ( var d = 0; d <= divisions; d ++ ) { + + points.push( this.getPointAt( d / divisions ) ); + + } + + return points; + + }, + + // Get total curve arc length + + getLength: function () { + + var lengths = this.getLengths(); + return lengths[ lengths.length - 1 ]; + + }, + + // Get list of cumulative segment lengths + + getLengths: function ( divisions ) { + + if ( divisions === undefined ) divisions = this.arcLengthDivisions; + + if ( this.cacheArcLengths && + ( this.cacheArcLengths.length === divisions + 1 ) && + ! this.needsUpdate ) { + + 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. + + }, + + updateArcLengths: function () { + + this.needsUpdate = true; + this.getLengths(); + + }, + + // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant + + 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 ]; + + } + + // binary search for the index with largest value smaller than target u distance + + var low = 0, high = il - 1, comparison; + + while ( low <= high ) { + + i = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats + + comparison = arcLengths[ i ] - targetArcLength; + + if ( comparison < 0 ) { + + low = i + 1; + + } else if ( comparison > 0 ) { + + high = i - 1; + + } else { + + high = i; + break; + + // DONE + + } + + } + + i = high; + + if ( arcLengths[ i ] === targetArcLength ) { + + return i / ( il - 1 ); + + } + + // we could get finer grain at lengths, or use simple interpolation between two points + + var lengthBefore = arcLengths[ i ]; + var lengthAfter = arcLengths[ i + 1 ]; + + var segmentLength = lengthAfter - lengthBefore; + + // determine where we are between the 'before' and 'after' points + + var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength; + + // add that fractional amount to t + + var t = ( i + segmentFraction ) / ( il - 1 ); + + return t; + + }, + + // Returns a unit vector tangent at t + // In case any sub curve does not implement its tangent derivation, + // 2 points a small delta apart will be used to find its gradient + // which seems to give a reasonable approximation + + getTangent: function ( t ) { + + var delta = 0.0001; + var t1 = t - delta; + var t2 = t + delta; + + // Capping in case of danger + + if ( t1 < 0 ) t1 = 0; + if ( t2 > 1 ) t2 = 1; + + var pt1 = this.getPoint( t1 ); + var pt2 = this.getPoint( t2 ); + + var vec = pt2.clone().sub( pt1 ); + return vec.normalize(); + + }, + + getTangentAt: function ( u ) { + + var t = this.getUtoTmapping( u ); + return this.getTangent( t ); + + }, + + computeFrenetFrames: function ( segments, closed ) { + + // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf + + var normal = new Vector3(); + + var tangents = []; + var normals = []; + var binormals = []; + + var vec = new Vector3(); + var mat = new Matrix4(); + + var i, u, theta; + + // compute the tangent vectors for each segment on the curve + + for ( i = 0; i <= segments; i ++ ) { + + u = i / segments; + + tangents[ i ] = this.getTangentAt( u ); + tangents[ i ].normalize(); + + } + + // select an initial normal vector perpendicular to the first tangent vector, + // and in the direction of the minimum tangent xyz component + + normals[ 0 ] = new Vector3(); + binormals[ 0 ] = new Vector3(); + var min = Number.MAX_VALUE; + var tx = Math.abs( tangents[ 0 ].x ); + var ty = Math.abs( tangents[ 0 ].y ); + var tz = Math.abs( tangents[ 0 ].z ); + + if ( tx <= min ) { + + min = tx; + normal.set( 1, 0, 0 ); + + } + + if ( ty <= min ) { + + min = ty; + normal.set( 0, 1, 0 ); + + } + + if ( tz <= min ) { + + normal.set( 0, 0, 1 ); + + } + + vec.crossVectors( tangents[ 0 ], normal ).normalize(); + + normals[ 0 ].crossVectors( tangents[ 0 ], vec ); + binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ); + + + // compute the slowly-varying normal and binormal vectors for each segment on the curve + + for ( i = 1; i <= segments; i ++ ) { + + normals[ i ] = normals[ i - 1 ].clone(); + + binormals[ i ] = binormals[ i - 1 ].clone(); + + vec.crossVectors( tangents[ i - 1 ], tangents[ i ] ); + + if ( vec.length() > Number.EPSILON ) { + + vec.normalize(); + + theta = Math.acos( _Math.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors + + normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) ); + + } + + binormals[ i ].crossVectors( tangents[ i ], normals[ i ] ); + + } + + // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same + + if ( closed === true ) { + + theta = Math.acos( _Math.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) ); + theta /= segments; + + if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) { + + theta = - theta; + + } + + for ( i = 1; i <= segments; i ++ ) { + + // twist a little... + normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) ); + binormals[ i ].crossVectors( tangents[ i ], normals[ i ] ); + + } + + } + + return { + tangents: tangents, + normals: normals, + binormals: binormals + }; + + }, + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + copy: function ( source ) { + + this.arcLengthDivisions = source.arcLengthDivisions; + + return this; + + }, + + toJSON: function () { + + var data = { + metadata: { + version: 4.5, + type: 'Curve', + generator: 'Curve.toJSON' + } + }; + + data.arcLengthDivisions = this.arcLengthDivisions; + data.type = this.type; + + return data; + + }, + + fromJSON: function ( json ) { + + this.arcLengthDivisions = json.arcLengthDivisions; + + return this; + + } + + } ); + + function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) { + + Curve.call( this ); + + this.type = 'EllipseCurve'; + + this.aX = aX || 0; + this.aY = aY || 0; + + this.xRadius = xRadius || 1; + this.yRadius = yRadius || 1; + + this.aStartAngle = aStartAngle || 0; + this.aEndAngle = aEndAngle || 2 * Math.PI; + + this.aClockwise = aClockwise || false; + + this.aRotation = aRotation || 0; + + } + + EllipseCurve.prototype = Object.create( Curve.prototype ); + EllipseCurve.prototype.constructor = EllipseCurve; + + EllipseCurve.prototype.isEllipseCurve = true; + + EllipseCurve.prototype.getPoint = function ( t, optionalTarget ) { + + var point = optionalTarget || new Vector2(); + + var twoPi = Math.PI * 2; + var deltaAngle = this.aEndAngle - this.aStartAngle; + var samePoints = Math.abs( deltaAngle ) < Number.EPSILON; + + // ensures that deltaAngle is 0 .. 2 PI + while ( deltaAngle < 0 ) deltaAngle += twoPi; + while ( deltaAngle > twoPi ) deltaAngle -= twoPi; + + if ( deltaAngle < Number.EPSILON ) { + + if ( samePoints ) { + + deltaAngle = 0; + + } else { + + deltaAngle = twoPi; + + } + + } + + if ( this.aClockwise === true && ! samePoints ) { + + if ( deltaAngle === twoPi ) { + + deltaAngle = - twoPi; + + } else { + + deltaAngle = deltaAngle - twoPi; + + } + + } + + var angle = this.aStartAngle + t * deltaAngle; + var x = this.aX + this.xRadius * Math.cos( angle ); + var y = this.aY + this.yRadius * Math.sin( angle ); + + if ( this.aRotation !== 0 ) { + + var cos = Math.cos( this.aRotation ); + var sin = Math.sin( this.aRotation ); + + var tx = x - this.aX; + var ty = y - this.aY; + + // Rotate the point about the center of the ellipse. + x = tx * cos - ty * sin + this.aX; + y = tx * sin + ty * cos + this.aY; + + } + + return point.set( x, y ); + + }; + + EllipseCurve.prototype.copy = function ( source ) { + + Curve.prototype.copy.call( this, source ); + + this.aX = source.aX; + this.aY = source.aY; + + this.xRadius = source.xRadius; + this.yRadius = source.yRadius; + + this.aStartAngle = source.aStartAngle; + this.aEndAngle = source.aEndAngle; + + this.aClockwise = source.aClockwise; + + this.aRotation = source.aRotation; + + return this; + + }; + + + EllipseCurve.prototype.toJSON = function () { + + var data = Curve.prototype.toJSON.call( this ); + + data.aX = this.aX; + data.aY = this.aY; + + data.xRadius = this.xRadius; + data.yRadius = this.yRadius; + + data.aStartAngle = this.aStartAngle; + data.aEndAngle = this.aEndAngle; + + data.aClockwise = this.aClockwise; + + data.aRotation = this.aRotation; + + return data; + + }; + + EllipseCurve.prototype.fromJSON = function ( json ) { + + Curve.prototype.fromJSON.call( this, json ); + + this.aX = json.aX; + this.aY = json.aY; + + this.xRadius = json.xRadius; + this.yRadius = json.yRadius; + + this.aStartAngle = json.aStartAngle; + this.aEndAngle = json.aEndAngle; + + this.aClockwise = json.aClockwise; + + this.aRotation = json.aRotation; + + return this; + + }; + + function ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { + + EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise ); + + this.type = 'ArcCurve'; + + } + + ArcCurve.prototype = Object.create( EllipseCurve.prototype ); + ArcCurve.prototype.constructor = ArcCurve; + + ArcCurve.prototype.isArcCurve = true; + + /** + * @author zz85 https://github.com/zz85 + * + * Centripetal CatmullRom Curve - which is useful for avoiding + * cusps and self-intersections in non-uniform catmull rom curves. + * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf + * + * curve.type accepts centripetal(default), chordal and catmullrom + * curve.tension is used for catmullrom which defaults to 0.5 + */ + + + /* + Based on an optimized c++ solution in + - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/ + - http://ideone.com/NoEbVM + + This CubicPoly class could be used for reusing some variables and calculations, + but for three.js curve use, it could be possible inlined and flatten into a single function call + which can be placed in CurveUtils. + */ + + function CubicPoly() { + + var c0 = 0, c1 = 0, c2 = 0, c3 = 0; + + /* + * Compute coefficients for a cubic polynomial + * p(s) = c0 + c1*s + c2*s^2 + c3*s^3 + * such that + * p(0) = x0, p(1) = x1 + * and + * p'(0) = t0, p'(1) = t1. + */ + function init( x0, x1, t0, t1 ) { + + c0 = x0; + c1 = t0; + c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1; + c3 = 2 * x0 - 2 * x1 + t0 + t1; + + } + + return { + + initCatmullRom: function ( x0, x1, x2, x3, tension ) { + + init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) ); + + }, + + initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) { + + // compute tangents when parameterized in [t1,t2] + var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1; + var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2; + + // rescale tangents for parametrization in [0,1] + t1 *= dt1; + t2 *= dt1; + + init( x1, x2, t1, t2 ); + + }, + + calc: function ( t ) { + + var t2 = t * t; + var t3 = t2 * t; + return c0 + c1 * t + c2 * t2 + c3 * t3; + + } + + }; + + } + + // + + var tmp = new Vector3(); + var px = new CubicPoly(); + var py = new CubicPoly(); + var pz = new CubicPoly(); + + function CatmullRomCurve3( points, closed, curveType, tension ) { + + Curve.call( this ); + + this.type = 'CatmullRomCurve3'; + + this.points = points || []; + this.closed = closed || false; + this.curveType = curveType || 'centripetal'; + this.tension = tension || 0.5; + + } + + CatmullRomCurve3.prototype = Object.create( Curve.prototype ); + CatmullRomCurve3.prototype.constructor = CatmullRomCurve3; + + CatmullRomCurve3.prototype.isCatmullRomCurve3 = true; + + CatmullRomCurve3.prototype.getPoint = function ( t, optionalTarget ) { + + var point = optionalTarget || new Vector3(); + + var points = this.points; + var l = points.length; + + var p = ( l - ( this.closed ? 0 : 1 ) ) * t; + var intPoint = Math.floor( p ); + var weight = p - intPoint; + + if ( this.closed ) { + + intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / points.length ) + 1 ) * points.length; + + } else if ( weight === 0 && intPoint === l - 1 ) { + + intPoint = l - 2; + weight = 1; + + } + + var p0, p1, p2, p3; // 4 points + + if ( this.closed || intPoint > 0 ) { + + p0 = points[ ( intPoint - 1 ) % l ]; + + } else { + + // extrapolate first point + tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] ); + p0 = tmp; + + } + + p1 = points[ intPoint % l ]; + p2 = points[ ( intPoint + 1 ) % l ]; + + if ( this.closed || intPoint + 2 < l ) { + + p3 = points[ ( intPoint + 2 ) % l ]; + + } else { + + // extrapolate last point + tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] ); + p3 = tmp; + + } + + if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) { + + // init Centripetal / Chordal Catmull-Rom + var pow = this.curveType === 'chordal' ? 0.5 : 0.25; + var dt0 = Math.pow( p0.distanceToSquared( p1 ), pow ); + var dt1 = Math.pow( p1.distanceToSquared( p2 ), pow ); + var dt2 = Math.pow( p2.distanceToSquared( p3 ), pow ); + + // safety check for repeated points + if ( dt1 < 1e-4 ) dt1 = 1.0; + if ( dt0 < 1e-4 ) dt0 = dt1; + if ( dt2 < 1e-4 ) dt2 = dt1; + + px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 ); + py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 ); + pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 ); + + } else if ( this.curveType === 'catmullrom' ) { + + px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension ); + py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension ); + pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension ); + + } + + point.set( + px.calc( weight ), + py.calc( weight ), + pz.calc( weight ) + ); + + return point; + + }; + + CatmullRomCurve3.prototype.copy = function ( source ) { + + Curve.prototype.copy.call( this, source ); + + this.points = []; + + for ( var i = 0, l = source.points.length; i < l; i ++ ) { + + var point = source.points[ i ]; + + this.points.push( point.clone() ); + + } + + this.closed = source.closed; + this.curveType = source.curveType; + this.tension = source.tension; + + return this; + + }; + + CatmullRomCurve3.prototype.toJSON = function () { + + var data = Curve.prototype.toJSON.call( this ); + + data.points = []; + + for ( var i = 0, l = this.points.length; i < l; i ++ ) { + + var point = this.points[ i ]; + data.points.push( point.toArray() ); + + } + + data.closed = this.closed; + data.curveType = this.curveType; + data.tension = this.tension; + + return data; + + }; + + CatmullRomCurve3.prototype.fromJSON = function ( json ) { + + Curve.prototype.fromJSON.call( this, json ); + + this.points = []; + + for ( var i = 0, l = json.points.length; i < l; i ++ ) { + + var point = json.points[ i ]; + this.points.push( new Vector3().fromArray( point ) ); + + } + + this.closed = json.closed; + this.curveType = json.curveType; + this.tension = json.tension; + + return this; + + }; + + /** + * @author zz85 / http://www.lab4games.net/zz85/blog + * + * Bezier Curves formulas obtained from + * http://en.wikipedia.org/wiki/Bézier_curve + */ + + function CatmullRom( t, p0, p1, p2, p3 ) { + + 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; + + } + + // + + function QuadraticBezierP0( t, p ) { + + var k = 1 - t; + return k * k * p; + + } + + function QuadraticBezierP1( t, p ) { + + return 2 * ( 1 - t ) * t * p; + + } + + function QuadraticBezierP2( t, p ) { + + return t * t * p; + + } + + function QuadraticBezier( t, p0, p1, p2 ) { + + return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) + + QuadraticBezierP2( t, p2 ); + + } + + // + + function CubicBezierP0( t, p ) { + + var k = 1 - t; + return k * k * k * p; + + } + + function CubicBezierP1( t, p ) { + + var k = 1 - t; + return 3 * k * k * t * p; + + } + + function CubicBezierP2( t, p ) { + + return 3 * ( 1 - t ) * t * t * p; + + } + + function CubicBezierP3( t, p ) { + + return t * t * t * p; + + } + + function CubicBezier( t, p0, p1, p2, p3 ) { + + return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) + + CubicBezierP3( t, p3 ); + + } + + function CubicBezierCurve( v0, v1, v2, v3 ) { + + Curve.call( this ); + + this.type = 'CubicBezierCurve'; + + this.v0 = v0 || new Vector2(); + this.v1 = v1 || new Vector2(); + this.v2 = v2 || new Vector2(); + this.v3 = v3 || new Vector2(); + + } + + CubicBezierCurve.prototype = Object.create( Curve.prototype ); + CubicBezierCurve.prototype.constructor = CubicBezierCurve; + + CubicBezierCurve.prototype.isCubicBezierCurve = true; + + CubicBezierCurve.prototype.getPoint = function ( t, optionalTarget ) { + + var point = optionalTarget || new Vector2(); + + var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3; + + point.set( + CubicBezier( t, v0.x, v1.x, v2.x, v3.x ), + CubicBezier( t, v0.y, v1.y, v2.y, v3.y ) + ); + + return point; + + }; + + CubicBezierCurve.prototype.copy = function ( source ) { + + Curve.prototype.copy.call( this, source ); + + this.v0.copy( source.v0 ); + this.v1.copy( source.v1 ); + this.v2.copy( source.v2 ); + this.v3.copy( source.v3 ); + + return this; + + }; + + CubicBezierCurve.prototype.toJSON = function () { + + var data = Curve.prototype.toJSON.call( this ); + + data.v0 = this.v0.toArray(); + data.v1 = this.v1.toArray(); + data.v2 = this.v2.toArray(); + data.v3 = this.v3.toArray(); + + return data; + + }; + + CubicBezierCurve.prototype.fromJSON = function ( json ) { + + Curve.prototype.fromJSON.call( this, json ); + + this.v0.fromArray( json.v0 ); + this.v1.fromArray( json.v1 ); + this.v2.fromArray( json.v2 ); + this.v3.fromArray( json.v3 ); + + return this; + + }; + + function CubicBezierCurve3( v0, v1, v2, v3 ) { + + Curve.call( this ); + + this.type = 'CubicBezierCurve3'; + + this.v0 = v0 || new Vector3(); + this.v1 = v1 || new Vector3(); + this.v2 = v2 || new Vector3(); + this.v3 = v3 || new Vector3(); + + } + + CubicBezierCurve3.prototype = Object.create( Curve.prototype ); + CubicBezierCurve3.prototype.constructor = CubicBezierCurve3; + + CubicBezierCurve3.prototype.isCubicBezierCurve3 = true; + + CubicBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) { + + var point = optionalTarget || new Vector3(); + + var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3; + + point.set( + CubicBezier( t, v0.x, v1.x, v2.x, v3.x ), + CubicBezier( t, v0.y, v1.y, v2.y, v3.y ), + CubicBezier( t, v0.z, v1.z, v2.z, v3.z ) + ); + + return point; + + }; + + CubicBezierCurve3.prototype.copy = function ( source ) { + + Curve.prototype.copy.call( this, source ); + + this.v0.copy( source.v0 ); + this.v1.copy( source.v1 ); + this.v2.copy( source.v2 ); + this.v3.copy( source.v3 ); + + return this; + + }; + + CubicBezierCurve3.prototype.toJSON = function () { + + var data = Curve.prototype.toJSON.call( this ); + + data.v0 = this.v0.toArray(); + data.v1 = this.v1.toArray(); + data.v2 = this.v2.toArray(); + data.v3 = this.v3.toArray(); + + return data; + + }; + + CubicBezierCurve3.prototype.fromJSON = function ( json ) { + + Curve.prototype.fromJSON.call( this, json ); + + this.v0.fromArray( json.v0 ); + this.v1.fromArray( json.v1 ); + this.v2.fromArray( json.v2 ); + this.v3.fromArray( json.v3 ); + + return this; + + }; + + function LineCurve( v1, v2 ) { + + Curve.call( this ); + + this.type = 'LineCurve'; + + this.v1 = v1 || new Vector2(); + this.v2 = v2 || new Vector2(); + + } + + LineCurve.prototype = Object.create( Curve.prototype ); + LineCurve.prototype.constructor = LineCurve; + + LineCurve.prototype.isLineCurve = true; + + LineCurve.prototype.getPoint = function ( t, optionalTarget ) { + + var point = optionalTarget || new Vector2(); + + if ( t === 1 ) { + + point.copy( this.v2 ); + + } else { + + point.copy( this.v2 ).sub( this.v1 ); + point.multiplyScalar( t ).add( this.v1 ); + + } + + return point; + + }; + + // Line curve is linear, so we can overwrite default getPointAt + + LineCurve.prototype.getPointAt = function ( u, optionalTarget ) { + + return this.getPoint( u, optionalTarget ); + + }; + + LineCurve.prototype.getTangent = function ( /* t */ ) { + + var tangent = this.v2.clone().sub( this.v1 ); + + return tangent.normalize(); + + }; + + LineCurve.prototype.copy = function ( source ) { + + Curve.prototype.copy.call( this, source ); + + this.v1.copy( source.v1 ); + this.v2.copy( source.v2 ); + + return this; + + }; + + LineCurve.prototype.toJSON = function () { + + var data = Curve.prototype.toJSON.call( this ); + + data.v1 = this.v1.toArray(); + data.v2 = this.v2.toArray(); + + return data; + + }; + + LineCurve.prototype.fromJSON = function ( json ) { + + Curve.prototype.fromJSON.call( this, json ); + + this.v1.fromArray( json.v1 ); + this.v2.fromArray( json.v2 ); + + return this; + + }; + + function LineCurve3( v1, v2 ) { + + Curve.call( this ); + + this.type = 'LineCurve3'; + + this.v1 = v1 || new Vector3(); + this.v2 = v2 || new Vector3(); + + } + + LineCurve3.prototype = Object.create( Curve.prototype ); + LineCurve3.prototype.constructor = LineCurve3; + + LineCurve3.prototype.isLineCurve3 = true; + + LineCurve3.prototype.getPoint = function ( t, optionalTarget ) { + + var point = optionalTarget || new Vector3(); + + if ( t === 1 ) { + + point.copy( this.v2 ); + + } else { + + point.copy( this.v2 ).sub( this.v1 ); + point.multiplyScalar( t ).add( this.v1 ); + + } + + return point; + + }; + + // Line curve is linear, so we can overwrite default getPointAt + + LineCurve3.prototype.getPointAt = function ( u, optionalTarget ) { + + return this.getPoint( u, optionalTarget ); + + }; + + LineCurve3.prototype.copy = function ( source ) { + + Curve.prototype.copy.call( this, source ); + + this.v1.copy( source.v1 ); + this.v2.copy( source.v2 ); + + return this; + + }; + + LineCurve3.prototype.toJSON = function () { + + var data = Curve.prototype.toJSON.call( this ); + + data.v1 = this.v1.toArray(); + data.v2 = this.v2.toArray(); + + return data; + + }; + + LineCurve3.prototype.fromJSON = function ( json ) { + + Curve.prototype.fromJSON.call( this, json ); + + this.v1.fromArray( json.v1 ); + this.v2.fromArray( json.v2 ); + + return this; + + }; + + function QuadraticBezierCurve( v0, v1, v2 ) { + + Curve.call( this ); + + this.type = 'QuadraticBezierCurve'; + + this.v0 = v0 || new Vector2(); + this.v1 = v1 || new Vector2(); + this.v2 = v2 || new Vector2(); + + } + + QuadraticBezierCurve.prototype = Object.create( Curve.prototype ); + QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve; + + QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true; + + QuadraticBezierCurve.prototype.getPoint = function ( t, optionalTarget ) { + + var point = optionalTarget || new Vector2(); + + var v0 = this.v0, v1 = this.v1, v2 = this.v2; + + point.set( + QuadraticBezier( t, v0.x, v1.x, v2.x ), + QuadraticBezier( t, v0.y, v1.y, v2.y ) + ); + + return point; + + }; + + QuadraticBezierCurve.prototype.copy = function ( source ) { + + Curve.prototype.copy.call( this, source ); + + this.v0.copy( source.v0 ); + this.v1.copy( source.v1 ); + this.v2.copy( source.v2 ); + + return this; + + }; + + QuadraticBezierCurve.prototype.toJSON = function () { + + var data = Curve.prototype.toJSON.call( this ); + + data.v0 = this.v0.toArray(); + data.v1 = this.v1.toArray(); + data.v2 = this.v2.toArray(); + + return data; + + }; + + QuadraticBezierCurve.prototype.fromJSON = function ( json ) { + + Curve.prototype.fromJSON.call( this, json ); + + this.v0.fromArray( json.v0 ); + this.v1.fromArray( json.v1 ); + this.v2.fromArray( json.v2 ); + + return this; + + }; + + function QuadraticBezierCurve3( v0, v1, v2 ) { + + Curve.call( this ); + + this.type = 'QuadraticBezierCurve3'; + + this.v0 = v0 || new Vector3(); + this.v1 = v1 || new Vector3(); + this.v2 = v2 || new Vector3(); + + } + + QuadraticBezierCurve3.prototype = Object.create( Curve.prototype ); + QuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3; + + QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true; + + QuadraticBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) { + + var point = optionalTarget || new Vector3(); + + var v0 = this.v0, v1 = this.v1, v2 = this.v2; + + point.set( + QuadraticBezier( t, v0.x, v1.x, v2.x ), + QuadraticBezier( t, v0.y, v1.y, v2.y ), + QuadraticBezier( t, v0.z, v1.z, v2.z ) + ); + + return point; + + }; + + QuadraticBezierCurve3.prototype.copy = function ( source ) { + + Curve.prototype.copy.call( this, source ); + + this.v0.copy( source.v0 ); + this.v1.copy( source.v1 ); + this.v2.copy( source.v2 ); + + return this; + + }; + + QuadraticBezierCurve3.prototype.toJSON = function () { + + var data = Curve.prototype.toJSON.call( this ); + + data.v0 = this.v0.toArray(); + data.v1 = this.v1.toArray(); + data.v2 = this.v2.toArray(); + + return data; + + }; + + QuadraticBezierCurve3.prototype.fromJSON = function ( json ) { + + Curve.prototype.fromJSON.call( this, json ); + + this.v0.fromArray( json.v0 ); + this.v1.fromArray( json.v1 ); + this.v2.fromArray( json.v2 ); + + return this; + + }; + + function SplineCurve( points /* array of Vector2 */ ) { + + Curve.call( this ); + + this.type = 'SplineCurve'; + + this.points = points || []; + + } + + SplineCurve.prototype = Object.create( Curve.prototype ); + SplineCurve.prototype.constructor = SplineCurve; + + SplineCurve.prototype.isSplineCurve = true; + + SplineCurve.prototype.getPoint = function ( t, optionalTarget ) { + + var point = optionalTarget || new Vector2(); + + var points = this.points; + var p = ( points.length - 1 ) * t; + + var intPoint = Math.floor( p ); + var weight = p - intPoint; + + var p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ]; + var p1 = points[ intPoint ]; + var p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ]; + var p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ]; + + point.set( + CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ), + CatmullRom( weight, p0.y, p1.y, p2.y, p3.y ) + ); + + return point; + + }; + + SplineCurve.prototype.copy = function ( source ) { + + Curve.prototype.copy.call( this, source ); + + this.points = []; + + for ( var i = 0, l = source.points.length; i < l; i ++ ) { + + var point = source.points[ i ]; + + this.points.push( point.clone() ); + + } + + return this; + + }; + + SplineCurve.prototype.toJSON = function () { + + var data = Curve.prototype.toJSON.call( this ); + + data.points = []; + + for ( var i = 0, l = this.points.length; i < l; i ++ ) { + + var point = this.points[ i ]; + data.points.push( point.toArray() ); + + } + + return data; + + }; + + SplineCurve.prototype.fromJSON = function ( json ) { + + Curve.prototype.fromJSON.call( this, json ); + + this.points = []; + + for ( var i = 0, l = json.points.length; i < l; i ++ ) { + + var point = json.points[ i ]; + this.points.push( new Vector2().fromArray( point ) ); + + } + + return this; + + }; + + + + var Curves = Object.freeze({ + ArcCurve: ArcCurve, + CatmullRomCurve3: CatmullRomCurve3, + CubicBezierCurve: CubicBezierCurve, + CubicBezierCurve3: CubicBezierCurve3, + EllipseCurve: EllipseCurve, + LineCurve: LineCurve, + LineCurve3: LineCurve3, + QuadraticBezierCurve: QuadraticBezierCurve, + QuadraticBezierCurve3: QuadraticBezierCurve3, + SplineCurve: SplineCurve + }); + + /** + * @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 + **************************************************************/ + + function CurvePath() { + + Curve.call( this ); + + this.type = 'CurvePath'; + + this.curves = []; + this.autoClose = false; // Automatically closes the path + + } + + CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), { + + constructor: CurvePath, + + add: function ( curve ) { + + this.curves.push( curve ); + + }, + + closePath: function () { + + // 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 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') + + getPoint: function ( t ) { + + var d = t * this.getLength(); + var curveLengths = this.getCurveLengths(); + var i = 0; + + // To think about boundaries points. + + while ( i < curveLengths.length ) { + + if ( curveLengths[ i ] >= d ) { + + var diff = curveLengths[ i ] - d; + var curve = this.curves[ i ]; + + var segmentLength = curve.getLength(); + var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength; + + return curve.getPointAt( u ); + + } + + i ++; + + } + + return null; + + // loop where sum != 0, sum > d , sum+1 <d + + }, + + // We cannot use the default THREE.Curve getPoint() with getLength() because in + // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath + // getPoint() depends on getLength + + getLength: function () { + + var lens = this.getCurveLengths(); + return lens[ lens.length - 1 ]; + + }, + + // cacheLengths must be recalculated. + updateArcLengths: function () { + + this.needsUpdate = true; + this.cacheLengths = null; + this.getCurveLengths(); + + }, + + // Compute lengths and cache them + // We cannot overwrite getLengths() because UtoT mapping uses it. + + getCurveLengths: function () { + + // We use cache values if curves and cache array are same length + + if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) { + + return this.cacheLengths; + + } + + // Get length of sub-curve + // Push sums into cached array + + var lengths = [], sums = 0; + + for ( var i = 0, l = this.curves.length; i < l; i ++ ) { + + sums += this.curves[ i ].getLength(); + lengths.push( sums ); + + } + + this.cacheLengths = lengths; + + return lengths; + + }, + + getSpacedPoints: function ( divisions ) { + + if ( divisions === undefined ) divisions = 40; + + var points = []; + + for ( var i = 0; i <= divisions; i ++ ) { + + points.push( this.getPoint( i / divisions ) ); + + } + + if ( this.autoClose ) { + + points.push( points[ 0 ] ); + + } + + return points; + + }, + + getPoints: function ( divisions ) { + + divisions = divisions || 12; + + var points = [], last; + + for ( var i = 0, curves = this.curves; i < curves.length; i ++ ) { + + var curve = curves[ i ]; + var resolution = ( curve && curve.isEllipseCurve ) ? divisions * 2 + : ( curve && curve.isLineCurve ) ? 1 + : ( curve && curve.isSplineCurve ) ? divisions * curve.points.length + : divisions; + + var pts = curve.getPoints( resolution ); + + for ( var j = 0; j < pts.length; j ++ ) { + + var point = pts[ j ]; + + if ( last && last.equals( point ) ) continue; // ensures no consecutive points are duplicates + + points.push( point ); + last = point; + + } + + } + + if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) { + + points.push( points[ 0 ] ); + + } + + return points; + + }, + + copy: function ( source ) { + + Curve.prototype.copy.call( this, source ); + + this.curves = []; + + for ( var i = 0, l = source.curves.length; i < l; i ++ ) { + + var curve = source.curves[ i ]; + + this.curves.push( curve.clone() ); + + } + + this.autoClose = source.autoClose; + + return this; + + }, + + toJSON: function () { + + var data = Curve.prototype.toJSON.call( this ); + + data.autoClose = this.autoClose; + data.curves = []; + + for ( var i = 0, l = this.curves.length; i < l; i ++ ) { + + var curve = this.curves[ i ]; + data.curves.push( curve.toJSON() ); + + } + + return data; + + }, + + fromJSON: function ( json ) { + + Curve.prototype.fromJSON.call( this, json ); + + this.autoClose = json.autoClose; + this.curves = []; + + for ( var i = 0, l = json.curves.length; i < l; i ++ ) { + + var curve = json.curves[ i ]; + this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) ); + + } + + return this; + + } + + } ); + + /** + * @author zz85 / http://www.lab4games.net/zz85/blog + * Creates free form 2d path using series of points, lines or curves. + **/ + + function Path( points ) { + + CurvePath.call( this ); + + this.type = 'Path'; + + this.currentPoint = new Vector2(); + + if ( points ) { + + this.setFromPoints( points ); + + } + + } + + Path.prototype = Object.assign( Object.create( CurvePath.prototype ), { + + constructor: Path, + + setFromPoints: function ( points ) { + + this.moveTo( points[ 0 ].x, points[ 0 ].y ); + + for ( var i = 1, l = points.length; i < l; i ++ ) { + + this.lineTo( points[ i ].x, points[ i ].y ); + + } + + }, + + moveTo: function ( x, y ) { + + this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying? + + }, + + lineTo: function ( x, y ) { + + var curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) ); + this.curves.push( curve ); + + this.currentPoint.set( x, y ); + + }, + + quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) { + + var curve = new QuadraticBezierCurve( + this.currentPoint.clone(), + new Vector2( aCPx, aCPy ), + new Vector2( aX, aY ) + ); + + this.curves.push( curve ); + + this.currentPoint.set( aX, aY ); + + }, + + bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) { + + var curve = new CubicBezierCurve( + this.currentPoint.clone(), + new Vector2( aCP1x, aCP1y ), + new Vector2( aCP2x, aCP2y ), + new Vector2( aX, aY ) + ); + + this.curves.push( curve ); + + this.currentPoint.set( aX, aY ); + + }, + + splineThru: function ( pts /*Array of Vector*/ ) { + + var npts = [ this.currentPoint.clone() ].concat( pts ); + + var curve = new SplineCurve( npts ); + this.curves.push( curve ); + + this.currentPoint.copy( pts[ pts.length - 1 ] ); + + }, + + arc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { + + var x0 = this.currentPoint.x; + var y0 = this.currentPoint.y; + + this.absarc( aX + x0, aY + y0, aRadius, + aStartAngle, aEndAngle, aClockwise ); + + }, + + absarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { + + this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise ); + + }, + + ellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) { + + var x0 = this.currentPoint.x; + var y0 = this.currentPoint.y; + + this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ); + + }, + + absellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) { + + var curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ); + + if ( this.curves.length > 0 ) { + + // if a previous curve is present, attempt to join + var firstPoint = curve.getPoint( 0 ); + + if ( ! firstPoint.equals( this.currentPoint ) ) { + + this.lineTo( firstPoint.x, firstPoint.y ); + + } + + } + + this.curves.push( curve ); + + var lastPoint = curve.getPoint( 1 ); + this.currentPoint.copy( lastPoint ); + + }, + + copy: function ( source ) { + + CurvePath.prototype.copy.call( this, source ); + + this.currentPoint.copy( source.currentPoint ); + + return this; + + }, + + toJSON: function () { + + var data = CurvePath.prototype.toJSON.call( this ); + + data.currentPoint = this.currentPoint.toArray(); + + return data; + + }, + + fromJSON: function ( json ) { + + CurvePath.prototype.fromJSON.call( this, json ); + + this.currentPoint.fromArray( json.currentPoint ); + + return this; + + } + + } ); + + /** + * @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. + + function Shape( points ) { + + Path.call( this, points ); + + this.uuid = _Math.generateUUID(); + + this.type = 'Shape'; + + this.holes = []; + + } + + Shape.prototype = Object.assign( Object.create( Path.prototype ), { + + constructor: Shape, + + getPointsHoles: function ( divisions ) { + + var holesPts = []; + + for ( var i = 0, l = this.holes.length; i < l; i ++ ) { + + holesPts[ i ] = this.holes[ i ].getPoints( divisions ); + + } + + return holesPts; + + }, + + // get points of shape and holes (keypoints based on segments parameter) + + extractPoints: function ( divisions ) { + + return { + + shape: this.getPoints( divisions ), + holes: this.getPointsHoles( divisions ) + + }; + + }, + + copy: function ( source ) { + + Path.prototype.copy.call( this, source ); + + this.holes = []; + + for ( var i = 0, l = source.holes.length; i < l; i ++ ) { + + var hole = source.holes[ i ]; + + this.holes.push( hole.clone() ); + + } + + return this; + + }, + + toJSON: function () { + + var data = Path.prototype.toJSON.call( this ); + + data.uuid = this.uuid; + data.holes = []; + + for ( var i = 0, l = this.holes.length; i < l; i ++ ) { + + var hole = this.holes[ i ]; + data.holes.push( hole.toJSON() ); + + } + + return data; + + }, + + fromJSON: function ( json ) { + + Path.prototype.fromJSON.call( this, json ); + + this.uuid = json.uuid; + this.holes = []; + + for ( var i = 0, l = json.holes.length; i < l; i ++ ) { + + var hole = json.holes[ i ]; + this.holes.push( new Path().fromJSON( hole ) ); + + } + + return this; + + } + + } ); + + /** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + + function Light( color, intensity ) { + + Object3D.call( this ); + + this.type = 'Light'; + + this.color = new Color( color ); + this.intensity = intensity !== undefined ? intensity : 1; + + this.receiveShadow = undefined; + + } + + Light.prototype = Object.assign( Object.create( Object3D.prototype ), { + + constructor: Light, + + isLight: true, + + copy: function ( source ) { + + Object3D.prototype.copy.call( this, source ); + + this.color.copy( source.color ); + this.intensity = source.intensity; + + return this; + + }, + + toJSON: function ( meta ) { + + var data = Object3D.prototype.toJSON.call( this, meta ); + + data.object.color = this.color.getHex(); + data.object.intensity = this.intensity; + + if ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex(); + + if ( this.distance !== undefined ) data.object.distance = this.distance; + if ( this.angle !== undefined ) data.object.angle = this.angle; + if ( this.decay !== undefined ) data.object.decay = this.decay; + if ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra; + + if ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON(); + + return data; + + } + + } ); + + /** + * @author alteredq / http://alteredqualia.com/ + */ + + function HemisphereLight( skyColor, groundColor, intensity ) { + + Light.call( this, skyColor, intensity ); + + this.type = 'HemisphereLight'; + + this.castShadow = undefined; + + this.position.copy( Object3D.DefaultUp ); + this.updateMatrix(); + + this.groundColor = new Color( groundColor ); + + } + + HemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), { + + constructor: HemisphereLight, + + isHemisphereLight: true, + + copy: function ( source ) { + + Light.prototype.copy.call( this, source ); + + this.groundColor.copy( source.groundColor ); + + return this; + + } + + } ); + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function LightShadow( camera ) { + + this.camera = camera; + + this.bias = 0; + this.radius = 1; + + this.mapSize = new Vector2( 512, 512 ); + + this.map = null; + this.matrix = new Matrix4(); + + } + + Object.assign( LightShadow.prototype, { + + copy: function ( source ) { + + this.camera = source.camera.clone(); + + this.bias = source.bias; + this.radius = source.radius; + + this.mapSize.copy( source.mapSize ); + + return this; + + }, + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + toJSON: function () { + + var object = {}; + + if ( this.bias !== 0 ) object.bias = this.bias; + if ( this.radius !== 1 ) object.radius = this.radius; + if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray(); + + object.camera = this.camera.toJSON( false ).object; + delete object.camera.matrix; + + return object; + + } + + } ); + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function SpotLightShadow() { + + LightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) ); + + } + + SpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), { + + constructor: SpotLightShadow, + + isSpotLightShadow: true, + + update: function ( light ) { + + var camera = this.camera; + + var fov = _Math.RAD2DEG * 2 * light.angle; + var aspect = this.mapSize.width / this.mapSize.height; + var far = light.distance || camera.far; + + if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) { + + camera.fov = fov; + camera.aspect = aspect; + camera.far = far; + camera.updateProjectionMatrix(); + + } + + } + + } ); + + /** + * @author alteredq / http://alteredqualia.com/ + */ + + function SpotLight( color, intensity, distance, angle, penumbra, decay ) { + + Light.call( this, color, intensity ); + + this.type = 'SpotLight'; + + this.position.copy( Object3D.DefaultUp ); + this.updateMatrix(); + + this.target = new Object3D(); + + Object.defineProperty( this, 'power', { + get: function () { + + // intensity = power per solid angle. + // ref: equation (17) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf + return this.intensity * Math.PI; + + }, + set: function ( power ) { + + // intensity = power per solid angle. + // ref: equation (17) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf + this.intensity = power / Math.PI; + + } + } ); + + this.distance = ( distance !== undefined ) ? distance : 0; + this.angle = ( angle !== undefined ) ? angle : Math.PI / 3; + this.penumbra = ( penumbra !== undefined ) ? penumbra : 0; + this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2. + + this.shadow = new SpotLightShadow(); + + } + + SpotLight.prototype = Object.assign( Object.create( Light.prototype ), { + + constructor: SpotLight, + + isSpotLight: true, + + copy: function ( source ) { + + Light.prototype.copy.call( this, source ); + + this.distance = source.distance; + this.angle = source.angle; + this.penumbra = source.penumbra; + this.decay = source.decay; + + this.target = source.target.clone(); + + this.shadow = source.shadow.clone(); + + return this; + + } + + } ); + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + + function PointLight( color, intensity, distance, decay ) { + + Light.call( this, color, intensity ); + + this.type = 'PointLight'; + + Object.defineProperty( this, 'power', { + get: function () { + + // intensity = power per solid angle. + // ref: equation (15) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf + return this.intensity * 4 * Math.PI; + + }, + set: function ( power ) { + + // intensity = power per solid angle. + // ref: equation (15) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf + this.intensity = power / ( 4 * Math.PI ); + + } + } ); + + this.distance = ( distance !== undefined ) ? distance : 0; + this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2. + + this.shadow = new LightShadow( new PerspectiveCamera( 90, 1, 0.5, 500 ) ); + + } + + PointLight.prototype = Object.assign( Object.create( Light.prototype ), { + + constructor: PointLight, + + isPointLight: true, + + copy: function ( source ) { + + Light.prototype.copy.call( this, source ); + + this.distance = source.distance; + this.decay = source.decay; + + this.shadow = source.shadow.clone(); + + return this; + + } + + } ); + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function DirectionalLightShadow( ) { + + LightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) ); + + } + + DirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), { + + constructor: DirectionalLightShadow + + } ); + + /** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + + function DirectionalLight( color, intensity ) { + + Light.call( this, color, intensity ); + + this.type = 'DirectionalLight'; + + this.position.copy( Object3D.DefaultUp ); + this.updateMatrix(); + + this.target = new Object3D(); + + this.shadow = new DirectionalLightShadow(); + + } + + DirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), { + + constructor: DirectionalLight, + + isDirectionalLight: true, + + copy: function ( source ) { + + Light.prototype.copy.call( this, source ); + + this.target = source.target.clone(); + + this.shadow = source.shadow.clone(); + + return this; + + } + + } ); + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function AmbientLight( color, intensity ) { + + Light.call( this, color, intensity ); + + this.type = 'AmbientLight'; + + this.castShadow = undefined; + + } + + AmbientLight.prototype = Object.assign( Object.create( Light.prototype ), { + + constructor: AmbientLight, + + isAmbientLight: true + + } ); + + /** + * @author abelnation / http://github.com/abelnation + */ + + function RectAreaLight( color, intensity, width, height ) { + + Light.call( this, color, intensity ); + + this.type = 'RectAreaLight'; + + this.position.set( 0, 1, 0 ); + this.updateMatrix(); + + this.width = ( width !== undefined ) ? width : 10; + this.height = ( height !== undefined ) ? height : 10; + + // TODO (abelnation): distance/decay + + // TODO (abelnation): update method for RectAreaLight to update transform to lookat target + + // TODO (abelnation): shadows + + } + + // TODO (abelnation): RectAreaLight update when light shape is changed + RectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), { + + constructor: RectAreaLight, + + isRectAreaLight: true, + + copy: function ( source ) { + + Light.prototype.copy.call( this, source ); + + this.width = source.width; + this.height = source.height; + + return this; + + }, + + toJSON: function ( meta ) { + + var data = Light.prototype.toJSON.call( this, meta ); + + data.object.width = this.width; + data.object.height = this.height; + + return data; + + } + + } ); + + /** + * + * A Track that interpolates Strings + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ + + function StringKeyframeTrack( name, times, values, interpolation ) { + + KeyframeTrack.call( this, name, times, values, interpolation ); + + } + + StringKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), { + + constructor: StringKeyframeTrack, + + ValueTypeName: 'string', + ValueBufferType: Array, + + DefaultInterpolation: InterpolateDiscrete, + + InterpolantFactoryMethodLinear: undefined, + + InterpolantFactoryMethodSmooth: undefined + + } ); + + /** + * + * A Track of Boolean keyframe values. + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ + + function BooleanKeyframeTrack( name, times, values ) { + + KeyframeTrack.call( this, name, times, values ); + + } + + BooleanKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), { + + constructor: BooleanKeyframeTrack, + + ValueTypeName: 'bool', + ValueBufferType: Array, + + DefaultInterpolation: InterpolateDiscrete, + + InterpolantFactoryMethodLinear: undefined, + InterpolantFactoryMethodSmooth: undefined + + // Note: Actually this track could have a optimized / compressed + // representation of a single value and a custom interpolant that + // computes "firstValue ^ isOdd( index )". + + } ); + + /** + * Abstract base class of interpolants over parametric samples. + * + * The parameter domain is one dimensional, typically the time or a path + * along a curve defined by the data. + * + * The sample values can have any dimensionality and derived classes may + * apply special interpretations to the data. + * + * This class provides the interval seek in a Template Method, deferring + * the actual interpolation to derived classes. + * + * Time complexity is O(1) for linear access crossing at most two points + * and O(log N) for random access, where N is the number of positions. + * + * References: + * + * http://www.oodesign.com/template-method-pattern.html + * + * @author tschw + */ + + function Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) { + + this.parameterPositions = parameterPositions; + this._cachedIndex = 0; + + this.resultBuffer = resultBuffer !== undefined ? + resultBuffer : new sampleValues.constructor( sampleSize ); + this.sampleValues = sampleValues; + this.valueSize = sampleSize; + + } + + Object.assign( Interpolant.prototype, { + + evaluate: function ( t ) { + + var pp = this.parameterPositions, + i1 = this._cachedIndex, + + t1 = pp[ i1 ], + t0 = pp[ i1 - 1 ]; + + validate_interval: { + + seek: { + + var right; + + linear_scan: { + + //- See http://jsperf.com/comparison-to-undefined/3 + //- slower code: + //- + //- if ( t >= t1 || t1 === undefined ) { + forward_scan: if ( ! ( t < t1 ) ) { + + for ( var giveUpAt = i1 + 2; ; ) { + + if ( t1 === undefined ) { + + if ( t < t0 ) break forward_scan; + + // after end + + i1 = pp.length; + this._cachedIndex = i1; + return this.afterEnd_( i1 - 1, t, t0 ); + + } + + if ( i1 === giveUpAt ) break; // this loop + + t0 = t1; + t1 = pp[ ++ i1 ]; + + if ( t < t1 ) { + + // we have arrived at the sought interval + break seek; + + } + + } + + // prepare binary search on the right side of the index + right = pp.length; + break linear_scan; + + } + + //- slower code: + //- if ( t < t0 || t0 === undefined ) { + if ( ! ( t >= t0 ) ) { + + // looping? + + var t1global = pp[ 1 ]; + + if ( t < t1global ) { + + i1 = 2; // + 1, using the scan for the details + t0 = t1global; + + } + + // linear reverse scan + + for ( var giveUpAt = i1 - 2; ; ) { + + if ( t0 === undefined ) { + + // before start + + this._cachedIndex = 0; + return this.beforeStart_( 0, t, t1 ); + + } + + if ( i1 === giveUpAt ) break; // this loop + + t1 = t0; + t0 = pp[ -- i1 - 1 ]; + + if ( t >= t0 ) { + + // we have arrived at the sought interval + break seek; + + } + + } + + // prepare binary search on the left side of the index + right = i1; + i1 = 0; + break linear_scan; + + } + + // the interval is valid + + break validate_interval; + + } // linear scan + + // binary search + + while ( i1 < right ) { + + var mid = ( i1 + right ) >>> 1; + + if ( t < pp[ mid ] ) { + + right = mid; + + } else { + + i1 = mid + 1; + + } + + } + + t1 = pp[ i1 ]; + t0 = pp[ i1 - 1 ]; + + // check boundary cases, again + + if ( t0 === undefined ) { + + this._cachedIndex = 0; + return this.beforeStart_( 0, t, t1 ); + + } + + if ( t1 === undefined ) { + + i1 = pp.length; + this._cachedIndex = i1; + return this.afterEnd_( i1 - 1, t0, t ); + + } + + } // seek + + this._cachedIndex = i1; + + this.intervalChanged_( i1, t0, t1 ); + + } // validate_interval + + return this.interpolate_( i1, t0, t, t1 ); + + }, + + settings: null, // optional, subclass-specific settings structure + // Note: The indirection allows central control of many interpolants. + + // --- Protected interface + + DefaultSettings_: {}, + + getSettings_: function () { + + return this.settings || this.DefaultSettings_; + + }, + + copySampleValue_: function ( index ) { + + // copies a sample value to the result buffer + + var result = this.resultBuffer, + values = this.sampleValues, + stride = this.valueSize, + offset = index * stride; + + for ( var i = 0; i !== stride; ++ i ) { + + result[ i ] = values[ offset + i ]; + + } + + return result; + + }, + + // Template methods for derived classes: + + interpolate_: function ( /* i1, t0, t, t1 */ ) { + + throw new Error( 'call to abstract method' ); + // implementations shall return this.resultBuffer + + }, + + intervalChanged_: function ( /* i1, t0, t1 */ ) { + + // empty + + } + + } ); + + //!\ DECLARE ALIAS AFTER assign prototype ! + Object.assign( Interpolant.prototype, { + + //( 0, t, t0 ), returns this.resultBuffer + beforeStart_: Interpolant.prototype.copySampleValue_, + + //( N-1, tN-1, t ), returns this.resultBuffer + afterEnd_: Interpolant.prototype.copySampleValue_, + + } ); + + /** + * Spherical linear unit quaternion interpolant. + * + * @author tschw + */ + + function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) { + + Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer ); + + } + + QuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), { + + constructor: QuaternionLinearInterpolant, + + interpolate_: function ( i1, t0, t, t1 ) { + + var result = this.resultBuffer, + values = this.sampleValues, + stride = this.valueSize, + + offset = i1 * stride, + + alpha = ( t - t0 ) / ( t1 - t0 ); + + for ( var end = offset + stride; offset !== end; offset += 4 ) { + + Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha ); + + } + + return result; + + } + + } ); + + /** + * + * A Track of quaternion keyframe values. + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ + + function QuaternionKeyframeTrack( name, times, values, interpolation ) { + + KeyframeTrack.call( this, name, times, values, interpolation ); + + } + + QuaternionKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), { + + constructor: QuaternionKeyframeTrack, + + ValueTypeName: 'quaternion', + + // ValueBufferType is inherited + + DefaultInterpolation: InterpolateLinear, + + InterpolantFactoryMethodLinear: function ( result ) { + + return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result ); + + }, + + InterpolantFactoryMethodSmooth: undefined // not yet implemented + + } ); + + /** + * + * A Track of keyframe values that represent color. + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ + + function ColorKeyframeTrack( name, times, values, interpolation ) { + + KeyframeTrack.call( this, name, times, values, interpolation ); + + } + + ColorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), { + + constructor: ColorKeyframeTrack, + + ValueTypeName: 'color' + + // ValueBufferType is inherited + + // DefaultInterpolation is inherited + + // Note: Very basic implementation and nothing special yet. + // However, this is the place for color space parameterization. + + } ); + + /** + * + * A Track of numeric keyframe values. + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ + + function NumberKeyframeTrack( name, times, values, interpolation ) { + + KeyframeTrack.call( this, name, times, values, interpolation ); + + } + + NumberKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), { + + constructor: NumberKeyframeTrack, + + ValueTypeName: 'number' + + // ValueBufferType is inherited + + // DefaultInterpolation is inherited + + } ); + + /** + * Fast and simple cubic spline interpolant. + * + * It was derived from a Hermitian construction setting the first derivative + * at each sample position to the linear slope between neighboring positions + * over their parameter interval. + * + * @author tschw + */ + + function CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) { + + Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer ); + + this._weightPrev = - 0; + this._offsetPrev = - 0; + this._weightNext = - 0; + this._offsetNext = - 0; + + } + + CubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), { + + constructor: CubicInterpolant, + + DefaultSettings_: { + + endingStart: ZeroCurvatureEnding, + endingEnd: ZeroCurvatureEnding + + }, + + intervalChanged_: function ( i1, t0, t1 ) { + + var pp = this.parameterPositions, + iPrev = i1 - 2, + iNext = i1 + 1, + + tPrev = pp[ iPrev ], + tNext = pp[ iNext ]; + + if ( tPrev === undefined ) { + + switch ( this.getSettings_().endingStart ) { + + case ZeroSlopeEnding: + + // f'(t0) = 0 + iPrev = i1; + tPrev = 2 * t0 - t1; + + break; + + case WrapAroundEnding: + + // use the other end of the curve + iPrev = pp.length - 2; + tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ]; + + break; + + default: // ZeroCurvatureEnding + + // f''(t0) = 0 a.k.a. Natural Spline + iPrev = i1; + tPrev = t1; + + } + + } + + if ( tNext === undefined ) { + + switch ( this.getSettings_().endingEnd ) { + + case ZeroSlopeEnding: + + // f'(tN) = 0 + iNext = i1; + tNext = 2 * t1 - t0; + + break; + + case WrapAroundEnding: + + // use the other end of the curve + iNext = 1; + tNext = t1 + pp[ 1 ] - pp[ 0 ]; + + break; + + default: // ZeroCurvatureEnding + + // f''(tN) = 0, a.k.a. Natural Spline + iNext = i1 - 1; + tNext = t0; + + } + + } + + var halfDt = ( t1 - t0 ) * 0.5, + stride = this.valueSize; + + this._weightPrev = halfDt / ( t0 - tPrev ); + this._weightNext = halfDt / ( tNext - t1 ); + this._offsetPrev = iPrev * stride; + this._offsetNext = iNext * stride; + + }, + + interpolate_: function ( i1, t0, t, t1 ) { + + var result = this.resultBuffer, + values = this.sampleValues, + stride = this.valueSize, + + o1 = i1 * stride, o0 = o1 - stride, + oP = this._offsetPrev, oN = this._offsetNext, + wP = this._weightPrev, wN = this._weightNext, + + p = ( t - t0 ) / ( t1 - t0 ), + pp = p * p, + ppp = pp * p; + + // evaluate polynomials + + var sP = - wP * ppp + 2 * wP * pp - wP * p; + var s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1; + var s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p; + var sN = wN * ppp - wN * pp; + + // combine data linearly + + for ( var i = 0; i !== stride; ++ i ) { + + result[ i ] = + sP * values[ oP + i ] + + s0 * values[ o0 + i ] + + s1 * values[ o1 + i ] + + sN * values[ oN + i ]; + + } + + return result; + + } + + } ); + + /** + * @author tschw + */ + + function LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) { + + Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer ); + + } + + LinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), { + + constructor: LinearInterpolant, + + interpolate_: function ( i1, t0, t, t1 ) { + + var result = this.resultBuffer, + values = this.sampleValues, + stride = this.valueSize, + + offset1 = i1 * stride, + offset0 = offset1 - stride, + + weight1 = ( t - t0 ) / ( t1 - t0 ), + weight0 = 1 - weight1; + + for ( var i = 0; i !== stride; ++ i ) { + + result[ i ] = + values[ offset0 + i ] * weight0 + + values[ offset1 + i ] * weight1; + + } + + return result; + + } + + } ); + + /** + * + * Interpolant that evaluates to the sample value at the position preceeding + * the parameter. + * + * @author tschw + */ + + function DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) { + + Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer ); + + } + + DiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), { + + constructor: DiscreteInterpolant, + + interpolate_: function ( i1 /*, t0, t, t1 */ ) { + + return this.copySampleValue_( i1 - 1 ); + + } + + } ); + + /** + * @author tschw + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + */ + + var AnimationUtils = { + + // same as Array.prototype.slice, but also works on typed arrays + arraySlice: function ( array, from, to ) { + + if ( AnimationUtils.isTypedArray( array ) ) { + + // in ios9 array.subarray(from, undefined) will return empty array + // but array.subarray(from) or array.subarray(from, len) is correct + return new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) ); + + } + + return array.slice( from, to ); + + }, + + // converts an array to a specific type + convertArray: function ( array, type, forceClone ) { + + if ( ! array || // let 'undefined' and 'null' pass + ! forceClone && array.constructor === type ) return array; + + if ( typeof type.BYTES_PER_ELEMENT === 'number' ) { + + return new type( array ); // create typed array + + } + + return Array.prototype.slice.call( array ); // create Array + + }, + + isTypedArray: function ( object ) { + + return ArrayBuffer.isView( object ) && + ! ( object instanceof DataView ); + + }, + + // returns an array by which times and values can be sorted + getKeyframeOrder: function ( times ) { + + function compareTime( i, j ) { + + return times[ i ] - times[ j ]; + + } + + var n = times.length; + var result = new Array( n ); + for ( var i = 0; i !== n; ++ i ) result[ i ] = i; + + result.sort( compareTime ); + + return result; + + }, + + // uses the array previously returned by 'getKeyframeOrder' to sort data + sortedArray: function ( values, stride, order ) { + + var nValues = values.length; + var result = new values.constructor( nValues ); + + for ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) { + + var srcOffset = order[ i ] * stride; + + for ( var j = 0; j !== stride; ++ j ) { + + result[ dstOffset ++ ] = values[ srcOffset + j ]; + + } + + } + + return result; + + }, + + // function for parsing AOS keyframe formats + flattenJSON: function ( jsonKeys, times, values, valuePropertyName ) { + + var i = 1, key = jsonKeys[ 0 ]; + + while ( key !== undefined && key[ valuePropertyName ] === undefined ) { + + key = jsonKeys[ i ++ ]; + + } + + if ( key === undefined ) return; // no data + + var value = key[ valuePropertyName ]; + if ( value === undefined ) return; // no data + + if ( Array.isArray( value ) ) { + + do { + + value = key[ valuePropertyName ]; + + if ( value !== undefined ) { + + times.push( key.time ); + values.push.apply( values, value ); // push all elements + + } + + key = jsonKeys[ i ++ ]; + + } while ( key !== undefined ); + + } else if ( value.toArray !== undefined ) { + + // ...assume THREE.Math-ish + + do { + + value = key[ valuePropertyName ]; + + if ( value !== undefined ) { + + times.push( key.time ); + value.toArray( values, values.length ); + + } + + key = jsonKeys[ i ++ ]; + + } while ( key !== undefined ); + + } else { + + // otherwise push as-is + + do { + + value = key[ valuePropertyName ]; + + if ( value !== undefined ) { + + times.push( key.time ); + values.push( value ); + + } + + key = jsonKeys[ i ++ ]; + + } while ( key !== undefined ); + + } + + } + + }; + + /** + * + * A timed sequence of keyframes for a specific property. + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ + + function KeyframeTrack( name, times, values, interpolation ) { + + if ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' ); + if ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name ); + + this.name = name; + + this.times = AnimationUtils.convertArray( times, this.TimeBufferType ); + this.values = AnimationUtils.convertArray( values, this.ValueBufferType ); + + this.setInterpolation( interpolation || this.DefaultInterpolation ); + + this.validate(); + this.optimize(); + + } + + // Static methods: + + Object.assign( KeyframeTrack, { + + // Serialization (in static context, because of constructor invocation + // and automatic invocation of .toJSON): + + parse: function ( json ) { + + if ( json.type === undefined ) { + + throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' ); + + } + + var trackType = KeyframeTrack._getTrackTypeForValueTypeName( json.type ); + + if ( json.times === undefined ) { + + var times = [], values = []; + + AnimationUtils.flattenJSON( json.keys, times, values, 'value' ); + + json.times = times; + json.values = values; + + } + + // derived classes can define a static parse method + if ( trackType.parse !== undefined ) { + + return trackType.parse( json ); + + } else { + + // by default, we assume a constructor compatible with the base + return new trackType( json.name, json.times, json.values, json.interpolation ); + + } + + }, + + toJSON: function ( track ) { + + var trackType = track.constructor; + + var json; + + // derived classes can define a static toJSON method + if ( trackType.toJSON !== undefined ) { + + json = trackType.toJSON( track ); + + } else { + + // by default, we assume the data can be serialized as-is + json = { + + 'name': track.name, + 'times': AnimationUtils.convertArray( track.times, Array ), + 'values': AnimationUtils.convertArray( track.values, Array ) + + }; + + var interpolation = track.getInterpolation(); + + if ( interpolation !== track.DefaultInterpolation ) { + + json.interpolation = interpolation; + + } + + } + + json.type = track.ValueTypeName; // mandatory + + return json; + + }, + + _getTrackTypeForValueTypeName: function ( typeName ) { + + switch ( typeName.toLowerCase() ) { + + case 'scalar': + case 'double': + case 'float': + case 'number': + case 'integer': + + return NumberKeyframeTrack; + + case 'vector': + case 'vector2': + case 'vector3': + case 'vector4': + + return VectorKeyframeTrack; + + case 'color': + + return ColorKeyframeTrack; + + case 'quaternion': + + return QuaternionKeyframeTrack; + + case 'bool': + case 'boolean': + + return BooleanKeyframeTrack; + + case 'string': + + return StringKeyframeTrack; + + } + + throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName ); + + } + + } ); + + Object.assign( KeyframeTrack.prototype, { + + constructor: KeyframeTrack, + + TimeBufferType: Float32Array, + + ValueBufferType: Float32Array, + + DefaultInterpolation: InterpolateLinear, + + InterpolantFactoryMethodDiscrete: function ( result ) { + + return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result ); + + }, + + InterpolantFactoryMethodLinear: function ( result ) { + + return new LinearInterpolant( this.times, this.values, this.getValueSize(), result ); + + }, + + InterpolantFactoryMethodSmooth: function ( result ) { + + return new CubicInterpolant( this.times, this.values, this.getValueSize(), result ); + + }, + + setInterpolation: function ( interpolation ) { + + var factoryMethod; + + switch ( interpolation ) { + + case InterpolateDiscrete: + + factoryMethod = this.InterpolantFactoryMethodDiscrete; + + break; + + case InterpolateLinear: + + factoryMethod = this.InterpolantFactoryMethodLinear; + + break; + + case InterpolateSmooth: + + factoryMethod = this.InterpolantFactoryMethodSmooth; + + break; + + } + + if ( factoryMethod === undefined ) { + + var message = "unsupported interpolation for " + + this.ValueTypeName + " keyframe track named " + this.name; + + if ( this.createInterpolant === undefined ) { + + // fall back to default, unless the default itself is messed up + if ( interpolation !== this.DefaultInterpolation ) { + + this.setInterpolation( this.DefaultInterpolation ); + + } else { + + throw new Error( message ); // fatal, in this case + + } + + } + + console.warn( 'THREE.KeyframeTrack:', message ); + return; + + } + + this.createInterpolant = factoryMethod; + + }, + + getInterpolation: function () { + + switch ( this.createInterpolant ) { + + case this.InterpolantFactoryMethodDiscrete: + + return InterpolateDiscrete; + + case this.InterpolantFactoryMethodLinear: + + return InterpolateLinear; + + case this.InterpolantFactoryMethodSmooth: + + return InterpolateSmooth; + + } + + }, + + getValueSize: function () { + + return this.values.length / this.times.length; + + }, + + // move all keyframes either forwards or backwards in time + shift: function ( timeOffset ) { + + if ( timeOffset !== 0.0 ) { + + var times = this.times; + + for ( var i = 0, n = times.length; i !== n; ++ i ) { + + times[ i ] += timeOffset; + + } + + } + + return this; + + }, + + // scale all keyframe times by a factor (useful for frame <-> seconds conversions) + scale: function ( timeScale ) { + + if ( timeScale !== 1.0 ) { + + var times = this.times; + + for ( var i = 0, n = times.length; i !== n; ++ i ) { + + times[ i ] *= timeScale; + + } + + } + + return this; + + }, + + // removes keyframes before and after animation without changing any values within the range [startTime, endTime]. + // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values + trim: function ( startTime, endTime ) { + + var times = this.times, + nKeys = times.length, + from = 0, + to = nKeys - 1; + + while ( from !== nKeys && times[ from ] < startTime ) { + + ++ from; + + } + + while ( to !== - 1 && times[ to ] > endTime ) { + + -- to; + + } + + ++ to; // inclusive -> exclusive bound + + if ( from !== 0 || to !== nKeys ) { + + // empty tracks are forbidden, so keep at least one keyframe + if ( from >= to ) to = Math.max( to, 1 ), from = to - 1; + + var stride = this.getValueSize(); + this.times = AnimationUtils.arraySlice( times, from, to ); + this.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride ); + + } + + return this; + + }, + + // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable + validate: function () { + + var valid = true; + + var valueSize = this.getValueSize(); + if ( valueSize - Math.floor( valueSize ) !== 0 ) { + + console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this ); + valid = false; + + } + + var times = this.times, + values = this.values, + + nKeys = times.length; + + if ( nKeys === 0 ) { + + console.error( 'THREE.KeyframeTrack: Track is empty.', this ); + valid = false; + + } + + var prevTime = null; + + for ( var i = 0; i !== nKeys; i ++ ) { + + var currTime = times[ i ]; + + if ( typeof currTime === 'number' && isNaN( currTime ) ) { + + console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime ); + valid = false; + break; + + } + + if ( prevTime !== null && prevTime > currTime ) { + + console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime ); + valid = false; + break; + + } + + prevTime = currTime; + + } + + if ( values !== undefined ) { + + if ( AnimationUtils.isTypedArray( values ) ) { + + for ( var i = 0, n = values.length; i !== n; ++ i ) { + + var value = values[ i ]; + + if ( isNaN( value ) ) { + + console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value ); + valid = false; + break; + + } + + } + + } + + } + + return valid; + + }, + + // removes equivalent sequential keys as common in morph target sequences + // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0) + optimize: function () { + + var times = this.times, + values = this.values, + stride = this.getValueSize(), + + smoothInterpolation = this.getInterpolation() === InterpolateSmooth, + + writeIndex = 1, + lastIndex = times.length - 1; + + for ( var i = 1; i < lastIndex; ++ i ) { + + var keep = false; + + var time = times[ i ]; + var timeNext = times[ i + 1 ]; + + // remove adjacent keyframes scheduled at the same time + + if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) { + + if ( ! smoothInterpolation ) { + + // remove unnecessary keyframes same as their neighbors + + var offset = i * stride, + offsetP = offset - stride, + offsetN = offset + stride; + + for ( var j = 0; j !== stride; ++ j ) { + + var value = values[ offset + j ]; + + if ( value !== values[ offsetP + j ] || + value !== values[ offsetN + j ] ) { + + keep = true; + break; + + } + + } + + } else { + + keep = true; + + } + + } + + // in-place compaction + + if ( keep ) { + + if ( i !== writeIndex ) { + + times[ writeIndex ] = times[ i ]; + + var readOffset = i * stride, + writeOffset = writeIndex * stride; + + for ( var j = 0; j !== stride; ++ j ) { + + values[ writeOffset + j ] = values[ readOffset + j ]; + + } + + } + + ++ writeIndex; + + } + + } + + // flush last keyframe (compaction looks ahead) + + if ( lastIndex > 0 ) { + + times[ writeIndex ] = times[ lastIndex ]; + + for ( var readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) { + + values[ writeOffset + j ] = values[ readOffset + j ]; + + } + + ++ writeIndex; + + } + + if ( writeIndex !== times.length ) { + + this.times = AnimationUtils.arraySlice( times, 0, writeIndex ); + this.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride ); + + } + + return this; + + } + + } ); + + /** + * + * A Track of vectored keyframe values. + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ + + function VectorKeyframeTrack( name, times, values, interpolation ) { + + KeyframeTrack.call( this, name, times, values, interpolation ); + + } + + VectorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), { + + constructor: VectorKeyframeTrack, + + ValueTypeName: 'vector' + + // ValueBufferType is inherited + + // DefaultInterpolation is inherited + + } ); + + /** + * + * Reusable set of Tracks that represent an animation. + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + */ + + function AnimationClip( name, duration, tracks ) { + + this.name = name; + this.tracks = tracks; + this.duration = ( duration !== undefined ) ? duration : - 1; + + this.uuid = _Math.generateUUID(); + + // this means it should figure out its duration by scanning the tracks + if ( this.duration < 0 ) { + + this.resetDuration(); + + } + + this.optimize(); + + } + + Object.assign( AnimationClip, { + + parse: function ( json ) { + + var tracks = [], + jsonTracks = json.tracks, + frameTime = 1.0 / ( json.fps || 1.0 ); + + for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) { + + tracks.push( KeyframeTrack.parse( jsonTracks[ i ] ).scale( frameTime ) ); + + } + + return new AnimationClip( json.name, json.duration, tracks ); + + }, + + toJSON: function ( clip ) { + + var tracks = [], + clipTracks = clip.tracks; + + var json = { + + 'name': clip.name, + 'duration': clip.duration, + 'tracks': tracks + + }; + + for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) { + + tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) ); + + } + + return json; + + }, + + CreateFromMorphTargetSequence: function ( name, morphTargetSequence, fps, noLoop ) { + + var numMorphTargets = morphTargetSequence.length; + var tracks = []; + + for ( var i = 0; i < numMorphTargets; i ++ ) { + + var times = []; + var values = []; + + times.push( + ( i + numMorphTargets - 1 ) % numMorphTargets, + i, + ( i + 1 ) % numMorphTargets ); + + values.push( 0, 1, 0 ); + + var order = AnimationUtils.getKeyframeOrder( times ); + times = AnimationUtils.sortedArray( times, 1, order ); + values = AnimationUtils.sortedArray( values, 1, order ); + + // if there is a key at the first frame, duplicate it as the + // last frame as well for perfect loop. + if ( ! noLoop && times[ 0 ] === 0 ) { + + times.push( numMorphTargets ); + values.push( values[ 0 ] ); + + } + + tracks.push( + new NumberKeyframeTrack( + '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']', + times, values + ).scale( 1.0 / fps ) ); + + } + + return new AnimationClip( name, - 1, tracks ); + + }, + + findByName: function ( objectOrClipArray, name ) { + + var clipArray = objectOrClipArray; + + if ( ! Array.isArray( objectOrClipArray ) ) { + + var o = objectOrClipArray; + clipArray = o.geometry && o.geometry.animations || o.animations; + + } + + for ( var i = 0; i < clipArray.length; i ++ ) { + + if ( clipArray[ i ].name === name ) { + + return clipArray[ i ]; + + } + + } + + return null; + + }, + + CreateClipsFromMorphTargetSequences: function ( morphTargets, fps, noLoop ) { + + var animationToMorphTargets = {}; + + // tested with https://regex101.com/ on trick sequences + // such flamingo_flyA_003, flamingo_run1_003, crdeath0059 + var pattern = /^([\w-]*?)([\d]+)$/; + + // sort morph target names into animation groups based + // patterns like Walk_001, Walk_002, Run_001, Run_002 + for ( var i = 0, il = morphTargets.length; i < il; i ++ ) { + + var morphTarget = morphTargets[ i ]; + var parts = morphTarget.name.match( pattern ); + + if ( parts && parts.length > 1 ) { + + var name = parts[ 1 ]; + + var animationMorphTargets = animationToMorphTargets[ name ]; + if ( ! animationMorphTargets ) { + + animationToMorphTargets[ name ] = animationMorphTargets = []; + + } + + animationMorphTargets.push( morphTarget ); + + } + + } + + var clips = []; + + for ( var name in animationToMorphTargets ) { + + clips.push( AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) ); + + } + + return clips; + + }, + + // parse the animation.hierarchy format + parseAnimation: function ( animation, bones ) { + + if ( ! animation ) { + + console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' ); + return null; + + } + + var addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) { + + // only return track if there are actually keys. + if ( animationKeys.length !== 0 ) { + + var times = []; + var values = []; + + AnimationUtils.flattenJSON( animationKeys, times, values, propertyName ); + + // empty keys are filtered out, so check again + if ( times.length !== 0 ) { + + destTracks.push( new trackType( trackName, times, values ) ); + + } + + } + + }; + + var tracks = []; + + var clipName = animation.name || 'default'; + // automatic length determination in AnimationClip. + var duration = animation.length || - 1; + var fps = animation.fps || 30; + + var hierarchyTracks = animation.hierarchy || []; + + for ( var h = 0; h < hierarchyTracks.length; h ++ ) { + + var animationKeys = hierarchyTracks[ h ].keys; + + // skip empty tracks + if ( ! animationKeys || animationKeys.length === 0 ) continue; + + // process morph targets + if ( animationKeys[ 0 ].morphTargets ) { + + // figure out all morph targets used in this track + var morphTargetNames = {}; + + for ( var k = 0; k < animationKeys.length; k ++ ) { + + if ( animationKeys[ k ].morphTargets ) { + + for ( var m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) { + + morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1; + + } + + } + + } + + // create a track for each morph target with all zero + // morphTargetInfluences except for the keys in which + // the morphTarget is named. + for ( var morphTargetName in morphTargetNames ) { + + var times = []; + var values = []; + + for ( var m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) { + + var animationKey = animationKeys[ k ]; + + times.push( animationKey.time ); + values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 ); + + } + + tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) ); + + } + + duration = morphTargetNames.length * ( fps || 1.0 ); + + } else { + + // ...assume skeletal animation + + var boneName = '.bones[' + bones[ h ].name + ']'; + + addNonemptyTrack( + VectorKeyframeTrack, boneName + '.position', + animationKeys, 'pos', tracks ); + + addNonemptyTrack( + QuaternionKeyframeTrack, boneName + '.quaternion', + animationKeys, 'rot', tracks ); + + addNonemptyTrack( + VectorKeyframeTrack, boneName + '.scale', + animationKeys, 'scl', tracks ); + + } + + } + + if ( tracks.length === 0 ) { + + return null; + + } + + var clip = new AnimationClip( clipName, duration, tracks ); + + return clip; + + } + + } ); + + Object.assign( AnimationClip.prototype, { + + resetDuration: function () { + + var tracks = this.tracks, duration = 0; + + for ( var i = 0, n = tracks.length; i !== n; ++ i ) { + + var track = this.tracks[ i ]; + + duration = Math.max( duration, track.times[ track.times.length - 1 ] ); + + } + + this.duration = duration; + + }, + + trim: function () { + + for ( var i = 0; i < this.tracks.length; i ++ ) { + + this.tracks[ i ].trim( 0, this.duration ); + + } + + return this; + + }, + + optimize: function () { + + for ( var i = 0; i < this.tracks.length; i ++ ) { + + this.tracks[ i ].optimize(); + + } + + return this; + + } + + } ); + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function MaterialLoader( manager ) { + + this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; + this.textures = {}; + + } + + Object.assign( MaterialLoader.prototype, { + + load: function ( url, onLoad, onProgress, onError ) { + + var scope = this; + + var loader = new FileLoader( scope.manager ); + loader.load( url, function ( text ) { + + onLoad( scope.parse( JSON.parse( text ) ) ); + + }, onProgress, onError ); + + }, + + setTextures: function ( value ) { + + this.textures = value; + + }, + + parse: function ( json ) { + + var textures = this.textures; + + function getTexture( name ) { + + if ( textures[ name ] === undefined ) { + + console.warn( 'THREE.MaterialLoader: Undefined texture', name ); + + } + + return textures[ name ]; + + } + + var material = new Materials[ json.type ](); + + if ( json.uuid !== undefined ) material.uuid = json.uuid; + if ( json.name !== undefined ) material.name = json.name; + if ( json.color !== undefined ) material.color.setHex( json.color ); + if ( json.roughness !== undefined ) material.roughness = json.roughness; + if ( json.metalness !== undefined ) material.metalness = json.metalness; + if ( json.emissive !== undefined ) material.emissive.setHex( json.emissive ); + if ( json.specular !== undefined ) material.specular.setHex( json.specular ); + if ( json.shininess !== undefined ) material.shininess = json.shininess; + if ( json.clearCoat !== undefined ) material.clearCoat = json.clearCoat; + if ( json.clearCoatRoughness !== undefined ) material.clearCoatRoughness = json.clearCoatRoughness; + if ( json.uniforms !== undefined ) material.uniforms = json.uniforms; + if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader; + if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader; + if ( json.vertexColors !== undefined ) material.vertexColors = json.vertexColors; + if ( json.fog !== undefined ) material.fog = json.fog; + if ( json.flatShading !== undefined ) material.flatShading = json.flatShading; + if ( json.blending !== undefined ) material.blending = json.blending; + if ( json.side !== undefined ) material.side = json.side; + if ( json.opacity !== undefined ) material.opacity = json.opacity; + if ( json.transparent !== undefined ) material.transparent = json.transparent; + if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest; + if ( json.depthTest !== undefined ) material.depthTest = json.depthTest; + if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite; + if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite; + if ( json.wireframe !== undefined ) material.wireframe = json.wireframe; + if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth; + if ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap; + if ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin; + + if ( json.rotation !== undefined ) material.rotation = json.rotation; + + if ( json.linewidth !== 1 ) material.linewidth = json.linewidth; + if ( json.dashSize !== undefined ) material.dashSize = json.dashSize; + if ( json.gapSize !== undefined ) material.gapSize = json.gapSize; + if ( json.scale !== undefined ) material.scale = json.scale; + + if ( json.skinning !== undefined ) material.skinning = json.skinning; + if ( json.morphTargets !== undefined ) material.morphTargets = json.morphTargets; + if ( json.dithering !== undefined ) material.dithering = json.dithering; + + if ( json.visible !== undefined ) material.visible = json.visible; + if ( json.userData !== undefined ) material.userData = json.userData; + + // Deprecated + + if ( json.shading !== undefined ) material.flatShading = json.shading === 1; // THREE.FlatShading + + // for PointsMaterial + + if ( json.size !== undefined ) material.size = json.size; + if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation; + + // maps + + if ( json.map !== undefined ) material.map = getTexture( json.map ); + + if ( json.alphaMap !== undefined ) { + + material.alphaMap = getTexture( json.alphaMap ); + material.transparent = true; + + } + + if ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap ); + if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale; + + if ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap ); + if ( json.normalScale !== undefined ) { + + var normalScale = json.normalScale; + + if ( Array.isArray( normalScale ) === false ) { + + // Blender exporter used to export a scalar. See #7459 + + normalScale = [ normalScale, normalScale ]; + + } + + material.normalScale = new Vector2().fromArray( normalScale ); + + } + + if ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap ); + if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale; + if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias; + + if ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap ); + if ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap ); + + if ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap ); + if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity; + + if ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap ); + + if ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap ); + + if ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity; + + if ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap ); + if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity; + + if ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap ); + if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity; + + if ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap ); + + return material; + + } + + } ); + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function BufferGeometryLoader( manager ) { + + this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; + + } + + Object.assign( BufferGeometryLoader.prototype, { + + load: function ( url, onLoad, onProgress, onError ) { + + var scope = this; + + var loader = new FileLoader( scope.manager ); + loader.load( url, function ( text ) { + + onLoad( scope.parse( JSON.parse( text ) ) ); + + }, onProgress, onError ); + + }, + + parse: function ( json ) { + + var geometry = new BufferGeometry(); + + var index = json.data.index; + + if ( index !== undefined ) { + + var typedArray = new TYPED_ARRAYS[ index.type ]( index.array ); + geometry.setIndex( new BufferAttribute( typedArray, 1 ) ); + + } + + var attributes = json.data.attributes; + + for ( var key in attributes ) { + + var attribute = attributes[ key ]; + var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array ); + + geometry.addAttribute( key, new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized ) ); + + } + + var groups = json.data.groups || json.data.drawcalls || json.data.offsets; + + if ( groups !== undefined ) { + + for ( var i = 0, n = groups.length; i !== n; ++ i ) { + + var group = groups[ i ]; + + geometry.addGroup( group.start, group.count, group.materialIndex ); + + } + + } + + var boundingSphere = json.data.boundingSphere; + + if ( boundingSphere !== undefined ) { + + var center = new Vector3(); + + if ( boundingSphere.center !== undefined ) { + + center.fromArray( boundingSphere.center ); + + } + + geometry.boundingSphere = new Sphere( center, boundingSphere.radius ); + + } + + return geometry; + + } + + } ); + + var TYPED_ARRAYS = { + Int8Array: Int8Array, + Uint8Array: Uint8Array, + // Workaround for IE11 pre KB2929437. See #11440 + Uint8ClampedArray: typeof Uint8ClampedArray !== 'undefined' ? Uint8ClampedArray : Uint8Array, + Int16Array: Int16Array, + Uint16Array: Uint16Array, + Int32Array: Int32Array, + Uint32Array: Uint32Array, + Float32Array: Float32Array, + Float64Array: Float64Array + }; + + /** + * @author alteredq / http://alteredqualia.com/ + */ + + function Loader() { + + this.onLoadStart = function () {}; + this.onLoadProgress = function () {}; + this.onLoadComplete = function () {}; + + } + + Loader.Handlers = { + + handlers: [], + + add: function ( regex, loader ) { + + this.handlers.push( regex, loader ); + + }, + + get: function ( file ) { + + var handlers = this.handlers; + + for ( var i = 0, l = handlers.length; i < l; i += 2 ) { + + var regex = handlers[ i ]; + var loader = handlers[ i + 1 ]; + + if ( regex.test( file ) ) { + + return loader; + + } + + } + + return null; + + } + + }; + + Object.assign( Loader.prototype, { + + crossOrigin: undefined, + + initMaterials: function ( materials, texturePath, crossOrigin ) { + + var array = []; + + for ( var i = 0; i < materials.length; ++ i ) { + + array[ i ] = this.createMaterial( materials[ i ], texturePath, crossOrigin ); + + } + + return array; + + }, + + createMaterial: ( function () { + + var BlendingMode = { + NoBlending: NoBlending, + NormalBlending: NormalBlending, + AdditiveBlending: AdditiveBlending, + SubtractiveBlending: SubtractiveBlending, + MultiplyBlending: MultiplyBlending, + CustomBlending: CustomBlending + }; + + var color = new Color(); + var textureLoader = new TextureLoader(); + var materialLoader = new MaterialLoader(); + + return function createMaterial( m, texturePath, crossOrigin ) { + + // convert from old material format + + var textures = {}; + + function loadTexture( path, repeat, offset, wrap, anisotropy ) { + + var fullPath = texturePath + path; + var loader = Loader.Handlers.get( fullPath ); + + var texture; + + if ( loader !== null ) { + + texture = loader.load( fullPath ); + + } else { + + textureLoader.setCrossOrigin( crossOrigin ); + texture = textureLoader.load( fullPath ); + + } + + if ( repeat !== undefined ) { + + texture.repeat.fromArray( repeat ); + + if ( repeat[ 0 ] !== 1 ) texture.wrapS = RepeatWrapping; + if ( repeat[ 1 ] !== 1 ) texture.wrapT = RepeatWrapping; + + } + + if ( offset !== undefined ) { + + texture.offset.fromArray( offset ); + + } + + if ( wrap !== undefined ) { + + if ( wrap[ 0 ] === 'repeat' ) texture.wrapS = RepeatWrapping; + if ( wrap[ 0 ] === 'mirror' ) texture.wrapS = MirroredRepeatWrapping; + + if ( wrap[ 1 ] === 'repeat' ) texture.wrapT = RepeatWrapping; + if ( wrap[ 1 ] === 'mirror' ) texture.wrapT = MirroredRepeatWrapping; + + } + + if ( anisotropy !== undefined ) { + + texture.anisotropy = anisotropy; + + } + + var uuid = _Math.generateUUID(); + + textures[ uuid ] = texture; + + return uuid; + + } + + // + + var json = { + uuid: _Math.generateUUID(), + type: 'MeshLambertMaterial' + }; + + for ( var name in m ) { + + var value = m[ name ]; + + switch ( name ) { + + case 'DbgColor': + case 'DbgIndex': + case 'opticalDensity': + case 'illumination': + break; + case 'DbgName': + json.name = value; + break; + case 'blending': + json.blending = BlendingMode[ value ]; + break; + case 'colorAmbient': + case 'mapAmbient': + console.warn( 'THREE.Loader.createMaterial:', name, 'is no longer supported.' ); + break; + case 'colorDiffuse': + json.color = color.fromArray( value ).getHex(); + break; + case 'colorSpecular': + json.specular = color.fromArray( value ).getHex(); + break; + case 'colorEmissive': + json.emissive = color.fromArray( value ).getHex(); + break; + case 'specularCoef': + json.shininess = value; + break; + case 'shading': + if ( value.toLowerCase() === 'basic' ) json.type = 'MeshBasicMaterial'; + if ( value.toLowerCase() === 'phong' ) json.type = 'MeshPhongMaterial'; + if ( value.toLowerCase() === 'standard' ) json.type = 'MeshStandardMaterial'; + break; + case 'mapDiffuse': + json.map = loadTexture( value, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap, m.mapDiffuseAnisotropy ); + break; + case 'mapDiffuseRepeat': + case 'mapDiffuseOffset': + case 'mapDiffuseWrap': + case 'mapDiffuseAnisotropy': + break; + case 'mapEmissive': + json.emissiveMap = loadTexture( value, m.mapEmissiveRepeat, m.mapEmissiveOffset, m.mapEmissiveWrap, m.mapEmissiveAnisotropy ); + break; + case 'mapEmissiveRepeat': + case 'mapEmissiveOffset': + case 'mapEmissiveWrap': + case 'mapEmissiveAnisotropy': + break; + case 'mapLight': + json.lightMap = loadTexture( value, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap, m.mapLightAnisotropy ); + break; + case 'mapLightRepeat': + case 'mapLightOffset': + case 'mapLightWrap': + case 'mapLightAnisotropy': + break; + case 'mapAO': + json.aoMap = loadTexture( value, m.mapAORepeat, m.mapAOOffset, m.mapAOWrap, m.mapAOAnisotropy ); + break; + case 'mapAORepeat': + case 'mapAOOffset': + case 'mapAOWrap': + case 'mapAOAnisotropy': + break; + case 'mapBump': + json.bumpMap = loadTexture( value, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap, m.mapBumpAnisotropy ); + break; + case 'mapBumpScale': + json.bumpScale = value; + break; + case 'mapBumpRepeat': + case 'mapBumpOffset': + case 'mapBumpWrap': + case 'mapBumpAnisotropy': + break; + case 'mapNormal': + json.normalMap = loadTexture( value, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap, m.mapNormalAnisotropy ); + break; + case 'mapNormalFactor': + json.normalScale = [ value, value ]; + break; + case 'mapNormalRepeat': + case 'mapNormalOffset': + case 'mapNormalWrap': + case 'mapNormalAnisotropy': + break; + case 'mapSpecular': + json.specularMap = loadTexture( value, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap, m.mapSpecularAnisotropy ); + break; + case 'mapSpecularRepeat': + case 'mapSpecularOffset': + case 'mapSpecularWrap': + case 'mapSpecularAnisotropy': + break; + case 'mapMetalness': + json.metalnessMap = loadTexture( value, m.mapMetalnessRepeat, m.mapMetalnessOffset, m.mapMetalnessWrap, m.mapMetalnessAnisotropy ); + break; + case 'mapMetalnessRepeat': + case 'mapMetalnessOffset': + case 'mapMetalnessWrap': + case 'mapMetalnessAnisotropy': + break; + case 'mapRoughness': + json.roughnessMap = loadTexture( value, m.mapRoughnessRepeat, m.mapRoughnessOffset, m.mapRoughnessWrap, m.mapRoughnessAnisotropy ); + break; + case 'mapRoughnessRepeat': + case 'mapRoughnessOffset': + case 'mapRoughnessWrap': + case 'mapRoughnessAnisotropy': + break; + case 'mapAlpha': + json.alphaMap = loadTexture( value, m.mapAlphaRepeat, m.mapAlphaOffset, m.mapAlphaWrap, m.mapAlphaAnisotropy ); + break; + case 'mapAlphaRepeat': + case 'mapAlphaOffset': + case 'mapAlphaWrap': + case 'mapAlphaAnisotropy': + break; + case 'flipSided': + json.side = BackSide; + break; + case 'doubleSided': + json.side = DoubleSide; + break; + case 'transparency': + console.warn( 'THREE.Loader.createMaterial: transparency has been renamed to opacity' ); + json.opacity = value; + break; + case 'depthTest': + case 'depthWrite': + case 'colorWrite': + case 'opacity': + case 'reflectivity': + case 'transparent': + case 'visible': + case 'wireframe': + json[ name ] = value; + break; + case 'vertexColors': + if ( value === true ) json.vertexColors = VertexColors; + if ( value === 'face' ) json.vertexColors = FaceColors; + break; + default: + console.error( 'THREE.Loader.createMaterial: Unsupported', name, value ); + break; + + } + + } + + if ( json.type === 'MeshBasicMaterial' ) delete json.emissive; + if ( json.type !== 'MeshPhongMaterial' ) delete json.specular; + + if ( json.opacity < 1 ) json.transparent = true; + + materialLoader.setTextures( textures ); + + return materialLoader.parse( json ); + + }; + + } )() + + } ); + + /** + * @author Don McCurdy / https://www.donmccurdy.com + */ + + var LoaderUtils = { + + decodeText: function ( array ) { + + if ( typeof TextDecoder !== 'undefined' ) { + + return new TextDecoder().decode( array ); + + } + + // Avoid the String.fromCharCode.apply(null, array) shortcut, which + // throws a "maximum call stack size exceeded" error for large arrays. + + var s = ''; + + for ( var i = 0, il = array.length; i < il; i ++ ) { + + // Implicitly assumes little-endian. + s += String.fromCharCode( array[ i ] ); + + } + + return s; + + }, + + extractUrlBase: function ( url ) { + + var parts = url.split( '/' ); + + if ( parts.length === 1 ) return './'; + + parts.pop(); + + return parts.join( '/' ) + '/'; + + } + + }; + + /** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + + function JSONLoader( manager ) { + + if ( typeof manager === 'boolean' ) { + + console.warn( 'THREE.JSONLoader: showStatus parameter has been removed from constructor.' ); + manager = undefined; + + } + + this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; + + this.withCredentials = false; + + } + + Object.assign( JSONLoader.prototype, { + + load: function ( url, onLoad, onProgress, onError ) { + + var scope = this; + + var texturePath = this.texturePath && ( typeof this.texturePath === 'string' ) ? this.texturePath : LoaderUtils.extractUrlBase( url ); + + var loader = new FileLoader( this.manager ); + loader.setWithCredentials( this.withCredentials ); + loader.load( url, function ( text ) { + + var json = JSON.parse( text ); + var metadata = json.metadata; + + if ( metadata !== undefined ) { + + var type = metadata.type; + + if ( type !== undefined ) { + + if ( type.toLowerCase() === 'object' ) { + + console.error( 'THREE.JSONLoader: ' + url + ' should be loaded with THREE.ObjectLoader instead.' ); + return; + + } + + if ( type.toLowerCase() === 'scene' ) { + + console.error( 'THREE.JSONLoader: ' + url + ' should be loaded with THREE.SceneLoader instead.' ); + return; + + } + + } + + } + + var object = scope.parse( json, texturePath ); + onLoad( object.geometry, object.materials ); + + }, onProgress, onError ); + + }, + + setTexturePath: function ( value ) { + + this.texturePath = value; + + }, + + parse: ( function () { + + function parseModel( json, geometry ) { + + function isBitSet( value, position ) { + + return value & ( 1 << position ); + + } + + var i, j, fi, + + offset, zLength, + + colorIndex, normalIndex, uvIndex, materialIndex, + + type, + isQuad, + hasMaterial, + hasFaceVertexUv, + hasFaceNormal, hasFaceVertexNormal, + hasFaceColor, hasFaceVertexColor, + + vertex, face, faceA, faceB, hex, normal, + + uvLayer, uv, u, v, + + faces = json.faces, + vertices = json.vertices, + normals = json.normals, + colors = json.colors, + + scale = json.scale, + + nUvLayers = 0; + + + if ( json.uvs !== undefined ) { + + // disregard empty arrays + + for ( i = 0; i < json.uvs.length; i ++ ) { + + if ( json.uvs[ i ].length ) nUvLayers ++; + + } + + for ( i = 0; i < nUvLayers; i ++ ) { + + geometry.faceVertexUvs[ i ] = []; + + } + + } + + offset = 0; + zLength = vertices.length; + + while ( offset < zLength ) { + + vertex = new Vector3(); + + vertex.x = vertices[ offset ++ ] * scale; + vertex.y = vertices[ offset ++ ] * scale; + vertex.z = vertices[ offset ++ ] * scale; + + geometry.vertices.push( vertex ); + + } + + offset = 0; + zLength = faces.length; + + while ( offset < zLength ) { + + type = faces[ offset ++ ]; + + isQuad = isBitSet( type, 0 ); + hasMaterial = isBitSet( type, 1 ); + hasFaceVertexUv = isBitSet( type, 3 ); + hasFaceNormal = isBitSet( type, 4 ); + hasFaceVertexNormal = isBitSet( type, 5 ); + hasFaceColor = isBitSet( type, 6 ); + hasFaceVertexColor = isBitSet( type, 7 ); + + // console.log("type", type, "bits", isQuad, hasMaterial, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor); + + if ( isQuad ) { + + faceA = new Face3(); + faceA.a = faces[ offset ]; + faceA.b = faces[ offset + 1 ]; + faceA.c = faces[ offset + 3 ]; + + faceB = new Face3(); + faceB.a = faces[ offset + 1 ]; + faceB.b = faces[ offset + 2 ]; + faceB.c = faces[ offset + 3 ]; + + offset += 4; + + if ( hasMaterial ) { + + materialIndex = faces[ offset ++ ]; + faceA.materialIndex = materialIndex; + faceB.materialIndex = materialIndex; + + } + + // to get face <=> uv index correspondence + + fi = geometry.faces.length; + + if ( hasFaceVertexUv ) { + + for ( i = 0; i < nUvLayers; i ++ ) { + + uvLayer = json.uvs[ i ]; + + geometry.faceVertexUvs[ i ][ fi ] = []; + geometry.faceVertexUvs[ i ][ fi + 1 ] = []; + + for ( j = 0; j < 4; j ++ ) { + + uvIndex = faces[ offset ++ ]; + + u = uvLayer[ uvIndex * 2 ]; + v = uvLayer[ uvIndex * 2 + 1 ]; + + uv = new Vector2( u, v ); + + if ( j !== 2 ) geometry.faceVertexUvs[ i ][ fi ].push( uv ); + if ( j !== 0 ) geometry.faceVertexUvs[ i ][ fi + 1 ].push( uv ); + + } + + } + + } + + if ( hasFaceNormal ) { + + normalIndex = faces[ offset ++ ] * 3; + + faceA.normal.set( + normals[ normalIndex ++ ], + normals[ normalIndex ++ ], + normals[ normalIndex ] + ); + + faceB.normal.copy( faceA.normal ); + + } + + if ( hasFaceVertexNormal ) { + + for ( i = 0; i < 4; i ++ ) { + + normalIndex = faces[ offset ++ ] * 3; + + normal = new Vector3( + normals[ normalIndex ++ ], + normals[ normalIndex ++ ], + normals[ normalIndex ] + ); + + + if ( i !== 2 ) faceA.vertexNormals.push( normal ); + if ( i !== 0 ) faceB.vertexNormals.push( normal ); + + } + + } + + + if ( hasFaceColor ) { + + colorIndex = faces[ offset ++ ]; + hex = colors[ colorIndex ]; + + faceA.color.setHex( hex ); + faceB.color.setHex( hex ); + + } + + + if ( hasFaceVertexColor ) { + + for ( i = 0; i < 4; i ++ ) { + + colorIndex = faces[ offset ++ ]; + hex = colors[ colorIndex ]; + + if ( i !== 2 ) faceA.vertexColors.push( new Color( hex ) ); + if ( i !== 0 ) faceB.vertexColors.push( new Color( hex ) ); + + } + + } + + geometry.faces.push( faceA ); + geometry.faces.push( faceB ); + + } else { + + face = new Face3(); + face.a = faces[ offset ++ ]; + face.b = faces[ offset ++ ]; + face.c = faces[ offset ++ ]; + + if ( hasMaterial ) { + + materialIndex = faces[ offset ++ ]; + face.materialIndex = materialIndex; + + } + + // to get face <=> uv index correspondence + + fi = geometry.faces.length; + + if ( hasFaceVertexUv ) { + + for ( i = 0; i < nUvLayers; i ++ ) { + + uvLayer = json.uvs[ i ]; + + geometry.faceVertexUvs[ i ][ fi ] = []; + + for ( j = 0; j < 3; j ++ ) { + + uvIndex = faces[ offset ++ ]; + + u = uvLayer[ uvIndex * 2 ]; + v = uvLayer[ uvIndex * 2 + 1 ]; + + uv = new Vector2( u, v ); + + geometry.faceVertexUvs[ i ][ fi ].push( uv ); + + } + + } + + } + + if ( hasFaceNormal ) { + + normalIndex = faces[ offset ++ ] * 3; + + face.normal.set( + normals[ normalIndex ++ ], + normals[ normalIndex ++ ], + normals[ normalIndex ] + ); + + } + + if ( hasFaceVertexNormal ) { + + for ( i = 0; i < 3; i ++ ) { + + normalIndex = faces[ offset ++ ] * 3; + + normal = new Vector3( + normals[ normalIndex ++ ], + normals[ normalIndex ++ ], + normals[ normalIndex ] + ); + + face.vertexNormals.push( normal ); + + } + + } + + + if ( hasFaceColor ) { + + colorIndex = faces[ offset ++ ]; + face.color.setHex( colors[ colorIndex ] ); + + } + + + if ( hasFaceVertexColor ) { + + for ( i = 0; i < 3; i ++ ) { + + colorIndex = faces[ offset ++ ]; + face.vertexColors.push( new Color( colors[ colorIndex ] ) ); + + } + + } + + geometry.faces.push( face ); + + } + + } + + } + + function parseSkin( json, geometry ) { + + var influencesPerVertex = ( json.influencesPerVertex !== undefined ) ? json.influencesPerVertex : 2; + + if ( json.skinWeights ) { + + for ( var i = 0, l = json.skinWeights.length; i < l; i += influencesPerVertex ) { + + var x = json.skinWeights[ i ]; + var y = ( influencesPerVertex > 1 ) ? json.skinWeights[ i + 1 ] : 0; + var z = ( influencesPerVertex > 2 ) ? json.skinWeights[ i + 2 ] : 0; + var w = ( influencesPerVertex > 3 ) ? json.skinWeights[ i + 3 ] : 0; + + geometry.skinWeights.push( new Vector4( x, y, z, w ) ); + + } + + } + + if ( json.skinIndices ) { + + for ( var i = 0, l = json.skinIndices.length; i < l; i += influencesPerVertex ) { + + var a = json.skinIndices[ i ]; + var b = ( influencesPerVertex > 1 ) ? json.skinIndices[ i + 1 ] : 0; + var c = ( influencesPerVertex > 2 ) ? json.skinIndices[ i + 2 ] : 0; + var d = ( influencesPerVertex > 3 ) ? json.skinIndices[ i + 3 ] : 0; + + geometry.skinIndices.push( new Vector4( a, b, c, d ) ); + + } + + } + + geometry.bones = json.bones; + + if ( geometry.bones && geometry.bones.length > 0 && ( geometry.skinWeights.length !== geometry.skinIndices.length || geometry.skinIndices.length !== geometry.vertices.length ) ) { + + console.warn( 'When skinning, number of vertices (' + geometry.vertices.length + '), skinIndices (' + + geometry.skinIndices.length + '), and skinWeights (' + geometry.skinWeights.length + ') should match.' ); + + } + + } + + function parseMorphing( json, geometry ) { + + var scale = json.scale; + + if ( json.morphTargets !== undefined ) { + + for ( var i = 0, l = json.morphTargets.length; i < l; i ++ ) { + + geometry.morphTargets[ i ] = {}; + geometry.morphTargets[ i ].name = json.morphTargets[ i ].name; + geometry.morphTargets[ i ].vertices = []; + + var dstVertices = geometry.morphTargets[ i ].vertices; + var srcVertices = json.morphTargets[ i ].vertices; + + for ( var v = 0, vl = srcVertices.length; v < vl; v += 3 ) { + + var vertex = new 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 && json.morphColors.length > 0 ) { + + console.warn( 'THREE.JSONLoader: "morphColors" no longer supported. Using them as face colors.' ); + + var faces = geometry.faces; + var morphColors = json.morphColors[ 0 ].colors; + + for ( var i = 0, l = faces.length; i < l; i ++ ) { + + faces[ i ].color.fromArray( morphColors, i * 3 ); + + } + + } + + } + + function parseAnimations( json, geometry ) { + + var outputAnimations = []; + + // parse old style Bone/Hierarchy animations + var animations = []; + + if ( json.animation !== undefined ) { + + animations.push( json.animation ); + + } + + if ( json.animations !== undefined ) { + + if ( json.animations.length ) { + + animations = animations.concat( json.animations ); + + } else { + + animations.push( json.animations ); + + } + + } + + for ( var i = 0; i < animations.length; i ++ ) { + + var clip = AnimationClip.parseAnimation( animations[ i ], geometry.bones ); + if ( clip ) outputAnimations.push( clip ); + + } + + // parse implicit morph animations + if ( geometry.morphTargets ) { + + // TODO: Figure out what an appropraite FPS is for morph target animations -- defaulting to 10, but really it is completely arbitrary. + var morphAnimationClips = AnimationClip.CreateClipsFromMorphTargetSequences( geometry.morphTargets, 10 ); + outputAnimations = outputAnimations.concat( morphAnimationClips ); + + } + + if ( outputAnimations.length > 0 ) geometry.animations = outputAnimations; + + } + + return function ( json, texturePath ) { + + if ( json.data !== undefined ) { + + // Geometry 4.0 spec + json = json.data; + + } + + if ( json.scale !== undefined ) { + + json.scale = 1.0 / json.scale; + + } else { + + json.scale = 1.0; + + } + + var geometry = new Geometry(); + + parseModel( json, geometry ); + parseSkin( json, geometry ); + parseMorphing( json, geometry ); + parseAnimations( json, geometry ); + + geometry.computeFaceNormals(); + geometry.computeBoundingSphere(); + + if ( json.materials === undefined || json.materials.length === 0 ) { + + return { geometry: geometry }; + + } else { + + var materials = Loader.prototype.initMaterials( json.materials, texturePath, this.crossOrigin ); + + return { geometry: geometry, materials: materials }; + + } + + }; + + } )() + + } ); + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function ObjectLoader( manager ) { + + this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; + this.texturePath = ''; + + } + + Object.assign( ObjectLoader.prototype, { + + load: function ( url, onLoad, onProgress, onError ) { + + if ( this.texturePath === '' ) { + + this.texturePath = url.substring( 0, url.lastIndexOf( '/' ) + 1 ); + + } + + var scope = this; + + var loader = new FileLoader( scope.manager ); + loader.load( url, function ( text ) { + + var json = null; + + try { + + json = JSON.parse( text ); + + } catch ( error ) { + + if ( onError !== undefined ) onError( error ); + + console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message ); + + return; + + } + + var metadata = json.metadata; + + if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) { + + console.error( 'THREE.ObjectLoader: Can\'t load ' + url + '. Use THREE.JSONLoader instead.' ); + return; + + } + + scope.parse( json, onLoad ); + + }, onProgress, onError ); + + }, + + setTexturePath: function ( value ) { + + this.texturePath = value; + + }, + + setCrossOrigin: function ( value ) { + + this.crossOrigin = value; + + }, + + parse: function ( json, onLoad ) { + + var shapes = this.parseShape( json.shapes ); + var geometries = this.parseGeometries( json.geometries, shapes ); + + var images = this.parseImages( json.images, function () { + + if ( onLoad !== undefined ) onLoad( object ); + + } ); + + var textures = this.parseTextures( json.textures, images ); + var materials = this.parseMaterials( json.materials, textures ); + + var object = this.parseObject( json.object, geometries, materials ); + + if ( json.animations ) { + + object.animations = this.parseAnimations( json.animations ); + + } + + if ( json.images === undefined || json.images.length === 0 ) { + + if ( onLoad !== undefined ) onLoad( object ); + + } + + return object; + + }, + + parseShape: function ( json ) { + + var shapes = {}; + + if ( json !== undefined ) { + + for ( var i = 0, l = json.length; i < l; i ++ ) { + + var shape = new Shape().fromJSON( json[ i ] ); + + shapes[ shape.uuid ] = shape; + + } + + } + + return shapes; + + }, + + parseGeometries: function ( json, shapes ) { + + var geometries = {}; + + if ( json !== undefined ) { + + var geometryLoader = new JSONLoader(); + var bufferGeometryLoader = new BufferGeometryLoader(); + + for ( var i = 0, l = json.length; i < l; i ++ ) { + + var geometry; + var data = json[ i ]; + + switch ( data.type ) { + + case 'PlaneGeometry': + case 'PlaneBufferGeometry': + + geometry = new Geometries[ data.type ]( + data.width, + data.height, + data.widthSegments, + data.heightSegments + ); + + break; + + case 'BoxGeometry': + case 'BoxBufferGeometry': + case 'CubeGeometry': // backwards compatible + + geometry = new Geometries[ data.type ]( + data.width, + data.height, + data.depth, + data.widthSegments, + data.heightSegments, + data.depthSegments + ); + + break; + + case 'CircleGeometry': + case 'CircleBufferGeometry': + + geometry = new Geometries[ data.type ]( + data.radius, + data.segments, + data.thetaStart, + data.thetaLength + ); + + break; + + case 'CylinderGeometry': + case 'CylinderBufferGeometry': + + geometry = new Geometries[ data.type ]( + data.radiusTop, + data.radiusBottom, + data.height, + data.radialSegments, + data.heightSegments, + data.openEnded, + data.thetaStart, + data.thetaLength + ); + + break; + + case 'ConeGeometry': + case 'ConeBufferGeometry': + + geometry = new Geometries[ data.type ]( + data.radius, + data.height, + data.radialSegments, + data.heightSegments, + data.openEnded, + data.thetaStart, + data.thetaLength + ); + + break; + + case 'SphereGeometry': + case 'SphereBufferGeometry': + + geometry = new Geometries[ data.type ]( + data.radius, + data.widthSegments, + data.heightSegments, + data.phiStart, + data.phiLength, + data.thetaStart, + data.thetaLength + ); + + break; + + case 'DodecahedronGeometry': + case 'DodecahedronBufferGeometry': + case 'IcosahedronGeometry': + case 'IcosahedronBufferGeometry': + case 'OctahedronGeometry': + case 'OctahedronBufferGeometry': + case 'TetrahedronGeometry': + case 'TetrahedronBufferGeometry': + + geometry = new Geometries[ data.type ]( + data.radius, + data.detail + ); + + break; + + case 'RingGeometry': + case 'RingBufferGeometry': + + geometry = new Geometries[ data.type ]( + data.innerRadius, + data.outerRadius, + data.thetaSegments, + data.phiSegments, + data.thetaStart, + data.thetaLength + ); + + break; + + case 'TorusGeometry': + case 'TorusBufferGeometry': + + geometry = new Geometries[ data.type ]( + data.radius, + data.tube, + data.radialSegments, + data.tubularSegments, + data.arc + ); + + break; + + case 'TorusKnotGeometry': + case 'TorusKnotBufferGeometry': + + geometry = new Geometries[ data.type ]( + data.radius, + data.tube, + data.tubularSegments, + data.radialSegments, + data.p, + data.q + ); + + break; + + case 'LatheGeometry': + case 'LatheBufferGeometry': + + geometry = new Geometries[ data.type ]( + data.points, + data.segments, + data.phiStart, + data.phiLength + ); + + break; + + case 'PolyhedronGeometry': + case 'PolyhedronBufferGeometry': + + geometry = new Geometries[ data.type ]( + data.vertices, + data.indices, + data.radius, + data.details + ); + + break; + + case 'ShapeGeometry': + case 'ShapeBufferGeometry': + + var geometryShapes = []; + + for ( var i = 0, l = data.shapes.length; i < l; i ++ ) { + + var shape = shapes[ data.shapes[ i ] ]; + + geometryShapes.push( shape ); + + } + + geometry = new Geometries[ data.type ]( + geometryShapes, + data.curveSegments + ); + + break; + + case 'BufferGeometry': + + geometry = bufferGeometryLoader.parse( data ); + + break; + + case 'Geometry': + + geometry = geometryLoader.parse( data, this.texturePath ).geometry; + + break; + + default: + + console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' ); + + continue; + + } + + geometry.uuid = data.uuid; + + if ( data.name !== undefined ) geometry.name = data.name; + + geometries[ data.uuid ] = geometry; + + } + + } + + return geometries; + + }, + + parseMaterials: function ( json, textures ) { + + var materials = {}; + + if ( json !== undefined ) { + + var loader = new MaterialLoader(); + loader.setTextures( textures ); + + for ( var i = 0, l = json.length; i < l; i ++ ) { + + var data = json[ i ]; + + if ( data.type === 'MultiMaterial' ) { + + // Deprecated + + var array = []; + + for ( var j = 0; j < data.materials.length; j ++ ) { + + array.push( loader.parse( data.materials[ j ] ) ); + + } + + materials[ data.uuid ] = array; + + } else { + + materials[ data.uuid ] = loader.parse( data ); + + } + + } + + } + + return materials; + + }, + + parseAnimations: function ( json ) { + + var animations = []; + + for ( var i = 0; i < json.length; i ++ ) { + + var clip = AnimationClip.parse( json[ i ] ); + + animations.push( clip ); + + } + + return animations; + + }, + + parseImages: function ( json, onLoad ) { + + var scope = this; + var images = {}; + + function loadImage( url ) { + + scope.manager.itemStart( url ); + + return loader.load( url, function () { + + scope.manager.itemEnd( url ); + + }, undefined, function () { + + scope.manager.itemEnd( url ); + scope.manager.itemError( url ); + + } ); + + } + + if ( json !== undefined && json.length > 0 ) { + + var manager = new LoadingManager( onLoad ); + + var loader = new ImageLoader( manager ); + loader.setCrossOrigin( this.crossOrigin ); + + for ( var i = 0, l = json.length; i < l; i ++ ) { + + var image = json[ i ]; + var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.texturePath + image.url; + + images[ image.uuid ] = loadImage( path ); + + } + + } + + return images; + + }, + + parseTextures: function ( json, images ) { + + function parseConstant( value, type ) { + + if ( typeof value === 'number' ) return value; + + console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value ); + + return type[ value ]; + + } + + var textures = {}; + + if ( json !== undefined ) { + + for ( var i = 0, l = json.length; i < l; i ++ ) { + + var data = json[ i ]; + + if ( data.image === undefined ) { + + console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid ); + + } + + if ( images[ data.image ] === undefined ) { + + console.warn( 'THREE.ObjectLoader: Undefined image', data.image ); + + } + + var texture = new Texture( images[ data.image ] ); + texture.needsUpdate = true; + + texture.uuid = data.uuid; + + if ( data.name !== undefined ) texture.name = data.name; + + if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING ); + + if ( data.offset !== undefined ) texture.offset.fromArray( data.offset ); + if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat ); + if ( data.center !== undefined ) texture.center.fromArray( data.center ); + if ( data.rotation !== undefined ) texture.rotation = data.rotation; + + if ( data.wrap !== undefined ) { + + texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING ); + texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING ); + + } + + if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER ); + if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER ); + if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy; + + if ( data.flipY !== undefined ) texture.flipY = data.flipY; + + textures[ data.uuid ] = texture; + + } + + } + + return textures; + + }, + + parseObject: function () { + + var matrix = new Matrix4(); + + return function parseObject( data, geometries, materials ) { + + var object; + + function getGeometry( name ) { + + if ( geometries[ name ] === undefined ) { + + console.warn( 'THREE.ObjectLoader: Undefined geometry', name ); + + } + + return geometries[ name ]; + + } + + function getMaterial( name ) { + + if ( name === undefined ) return undefined; + + if ( Array.isArray( name ) ) { + + var array = []; + + for ( var i = 0, l = name.length; i < l; i ++ ) { + + var uuid = name[ i ]; + + if ( materials[ uuid ] === undefined ) { + + console.warn( 'THREE.ObjectLoader: Undefined material', uuid ); + + } + + array.push( materials[ uuid ] ); + + } + + return array; + + } + + if ( materials[ name ] === undefined ) { + + console.warn( 'THREE.ObjectLoader: Undefined material', name ); + + } + + return materials[ name ]; + + } + + switch ( data.type ) { + + case 'Scene': + + object = new Scene(); + + if ( data.background !== undefined ) { + + if ( Number.isInteger( data.background ) ) { + + object.background = new Color( data.background ); + + } + + } + + if ( data.fog !== undefined ) { + + if ( data.fog.type === 'Fog' ) { + + object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far ); + + } else if ( data.fog.type === 'FogExp2' ) { + + object.fog = new FogExp2( data.fog.color, data.fog.density ); + + } + + } + + break; + + case 'PerspectiveCamera': + + object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far ); + + if ( data.focus !== undefined ) object.focus = data.focus; + if ( data.zoom !== undefined ) object.zoom = data.zoom; + if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge; + if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset; + if ( data.view !== undefined ) object.view = Object.assign( {}, data.view ); + + break; + + case 'OrthographicCamera': + + object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far ); + + break; + + case 'AmbientLight': + + object = new AmbientLight( data.color, data.intensity ); + + break; + + case 'DirectionalLight': + + object = new DirectionalLight( data.color, data.intensity ); + + break; + + case 'PointLight': + + object = new PointLight( data.color, data.intensity, data.distance, data.decay ); + + break; + + case 'RectAreaLight': + + object = new RectAreaLight( data.color, data.intensity, data.width, data.height ); + + break; + + case 'SpotLight': + + object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay ); + + break; + + case 'HemisphereLight': + + object = new HemisphereLight( data.color, data.groundColor, data.intensity ); + + break; + + case 'SkinnedMesh': + + console.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.' ); + + case 'Mesh': + + var geometry = getGeometry( data.geometry ); + var material = getMaterial( data.material ); + + if ( geometry.bones && geometry.bones.length > 0 ) { + + object = new SkinnedMesh( geometry, material ); + + } else { + + object = new Mesh( geometry, material ); + + } + + break; + + case 'LOD': + + object = new LOD(); + + break; + + case 'Line': + + object = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode ); + + break; + + case 'LineLoop': + + object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) ); + + break; + + case 'LineSegments': + + object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) ); + + break; + + case 'PointCloud': + case 'Points': + + object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) ); + + break; + + case 'Sprite': + + object = new Sprite( getMaterial( data.material ) ); + + break; + + case 'Group': + + object = new Group(); + + break; + + default: + + object = new Object3D(); + + } + + object.uuid = data.uuid; + + if ( data.name !== undefined ) object.name = data.name; + if ( data.matrix !== undefined ) { + + matrix.fromArray( data.matrix ); + matrix.decompose( object.position, object.quaternion, object.scale ); + + } else { + + if ( data.position !== undefined ) object.position.fromArray( data.position ); + if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation ); + if ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion ); + if ( data.scale !== undefined ) object.scale.fromArray( data.scale ); + + } + + if ( data.castShadow !== undefined ) object.castShadow = data.castShadow; + if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow; + + if ( data.shadow ) { + + if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias; + if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius; + if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize ); + if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera ); + + } + + if ( data.visible !== undefined ) object.visible = data.visible; + if ( data.userData !== undefined ) object.userData = data.userData; + + if ( data.children !== undefined ) { + + var children = data.children; + + for ( var i = 0; i < children.length; i ++ ) { + + object.add( this.parseObject( children[ i ], geometries, materials ) ); + + } + + } + + if ( data.type === 'LOD' ) { + + var levels = data.levels; + + for ( var l = 0; l < levels.length; l ++ ) { + + var level = levels[ l ]; + var child = object.getObjectByProperty( 'uuid', level.object ); + + if ( child !== undefined ) { + + object.addLevel( child, level.distance ); + + } + + } + + } + + return object; + + }; + + }() + + } ); + + var TEXTURE_MAPPING = { + UVMapping: UVMapping, + CubeReflectionMapping: CubeReflectionMapping, + CubeRefractionMapping: CubeRefractionMapping, + EquirectangularReflectionMapping: EquirectangularReflectionMapping, + EquirectangularRefractionMapping: EquirectangularRefractionMapping, + SphericalReflectionMapping: SphericalReflectionMapping, + CubeUVReflectionMapping: CubeUVReflectionMapping, + CubeUVRefractionMapping: CubeUVRefractionMapping + }; + + var TEXTURE_WRAPPING = { + RepeatWrapping: RepeatWrapping, + ClampToEdgeWrapping: ClampToEdgeWrapping, + MirroredRepeatWrapping: MirroredRepeatWrapping + }; + + var TEXTURE_FILTER = { + NearestFilter: NearestFilter, + NearestMipMapNearestFilter: NearestMipMapNearestFilter, + NearestMipMapLinearFilter: NearestMipMapLinearFilter, + LinearFilter: LinearFilter, + LinearMipMapNearestFilter: LinearMipMapNearestFilter, + LinearMipMapLinearFilter: LinearMipMapLinearFilter + }; + + /** + * @author thespite / http://clicktorelease.com/ + */ + + function ImageBitmapLoader( manager ) { + + if ( typeof createImageBitmap === 'undefined' ) { + + console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' ); + + } + + if ( typeof fetch === 'undefined' ) { + + console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' ); + + } + + this.manager = manager !== undefined ? manager : DefaultLoadingManager; + this.options = undefined; + + } + + ImageBitmapLoader.prototype = { + + constructor: ImageBitmapLoader, + + setOptions: function setOptions( options ) { + + this.options = options; + + return this; + + }, + + load: function load( url, onLoad, onProgress, onError ) { + + if ( url === undefined ) url = ''; + + if ( this.path !== undefined ) url = this.path + url; + + var scope = this; + + var cached = Cache.get( url ); + + if ( cached !== undefined ) { + + scope.manager.itemStart( url ); + + setTimeout( function () { + + if ( onLoad ) onLoad( cached ); + + scope.manager.itemEnd( url ); + + }, 0 ); + + return cached; + + } + + fetch( url ).then( function ( res ) { + + return res.blob(); + + } ).then( function ( blob ) { + + return createImageBitmap( blob, scope.options ); + + } ).then( function ( imageBitmap ) { + + Cache.add( url, imageBitmap ); + + if ( onLoad ) onLoad( imageBitmap ); + + scope.manager.itemEnd( url ); + + } ).catch( function ( e ) { + + if ( onError ) onError( e ); + + scope.manager.itemEnd( url ); + scope.manager.itemError( url ); + + } ); + + }, + + setCrossOrigin: function ( /* value */ ) { + + return this; + + }, + + setPath: function ( value ) { + + this.path = value; + return this; + + } + + }; + + /** + * @author zz85 / http://www.lab4games.net/zz85/blog + * minimal class for proxing functions to Path. Replaces old "extractSubpaths()" + **/ + + function ShapePath() { + + this.type = 'ShapePath'; + + this.subPaths = []; + this.currentPath = null; + + } + + Object.assign( ShapePath.prototype, { + + moveTo: function ( x, y ) { + + this.currentPath = new Path(); + this.subPaths.push( this.currentPath ); + this.currentPath.moveTo( x, y ); + + }, + + lineTo: function ( x, y ) { + + this.currentPath.lineTo( x, y ); + + }, + + quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) { + + this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY ); + + }, + + bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) { + + this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ); + + }, + + splineThru: function ( pts ) { + + this.currentPath.splineThru( pts ); + + }, + + toShapes: function ( isCCW, noHoles ) { + + function toShapesNoHoles( inSubpaths ) { + + var shapes = []; + + for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) { + + var tmpPath = inSubpaths[ i ]; + + var tmpShape = new Shape(); + tmpShape.curves = tmpPath.curves; + + shapes.push( tmpShape ); + + } + + return shapes; + + } + + function isPointInsidePolygon( inPt, inPolygon ) { + + var polyLen = inPolygon.length; + + // inPt on polygon contour => immediate success or + // toggling of inside/outside at every single! intersection point of an edge + // with the horizontal line through inPt, left of inPt + // not counting lowerY endpoints of edges and whole edges on that line + var inside = false; + for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) { + + var edgeLowPt = inPolygon[ p ]; + var edgeHighPt = inPolygon[ q ]; + + var edgeDx = edgeHighPt.x - edgeLowPt.x; + var edgeDy = edgeHighPt.y - edgeLowPt.y; + + if ( Math.abs( edgeDy ) > Number.EPSILON ) { + + // not parallel + if ( edgeDy < 0 ) { + + edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx; + edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy; + + } + if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue; + + if ( inPt.y === edgeLowPt.y ) { + + if ( inPt.x === edgeLowPt.x ) return true; // inPt is on contour ? + // continue; // no intersection or edgeLowPt => doesn't count !!! + + } else { + + var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y ); + if ( perpEdge === 0 ) return true; // inPt is on contour ? + if ( perpEdge < 0 ) continue; + inside = ! inside; // true intersection left of inPt + + } + + } else { + + // parallel or collinear + if ( inPt.y !== edgeLowPt.y ) continue; // parallel + // edge lies on the same horizontal line as inPt + if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) || + ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour ! + // continue; + + } + + } + + return inside; + + } + + var isClockWise = ShapeUtils.isClockWise; + + var subPaths = this.subPaths; + if ( subPaths.length === 0 ) return []; + + if ( noHoles === true ) return toShapesNoHoles( subPaths ); + + + var solid, tmpPath, tmpShape, shapes = []; + + if ( subPaths.length === 1 ) { + + tmpPath = subPaths[ 0 ]; + tmpShape = new Shape(); + tmpShape.curves = tmpPath.curves; + shapes.push( tmpShape ); + return shapes; + + } + + var holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() ); + holesFirst = isCCW ? ! holesFirst : holesFirst; + + // console.log("Holes first", holesFirst); + + var betterShapeHoles = []; + var newShapes = []; + var newShapeHoles = []; + var mainIdx = 0; + var tmpPoints; + + newShapes[ mainIdx ] = undefined; + newShapeHoles[ mainIdx ] = []; + + for ( var i = 0, l = subPaths.length; i < l; i ++ ) { + + tmpPath = subPaths[ i ]; + tmpPoints = tmpPath.getPoints(); + solid = isClockWise( tmpPoints ); + solid = isCCW ? ! solid : solid; + + if ( solid ) { + + if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) mainIdx ++; + + newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints }; + newShapes[ mainIdx ].s.curves = tmpPath.curves; + + if ( holesFirst ) mainIdx ++; + newShapeHoles[ mainIdx ] = []; + + //console.log('cw', i); + + } else { + + newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } ); + + //console.log('ccw', i); + + } + + } + + // only Holes? -> probably all Shapes with wrong orientation + if ( ! newShapes[ 0 ] ) return toShapesNoHoles( subPaths ); + + + if ( newShapes.length > 1 ) { + + var ambiguous = false; + var toChange = []; + + for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) { + + betterShapeHoles[ sIdx ] = []; + + } + + for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) { + + var sho = newShapeHoles[ sIdx ]; + + for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) { + + var ho = sho[ hIdx ]; + var hole_unassigned = true; + + for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) { + + if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) { + + if ( sIdx !== s2Idx ) toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } ); + if ( hole_unassigned ) { + + hole_unassigned = false; + betterShapeHoles[ s2Idx ].push( ho ); + + } else { + + ambiguous = true; + + } + + } + + } + if ( hole_unassigned ) { + + betterShapeHoles[ sIdx ].push( ho ); + + } + + } + + } + // console.log("ambiguous: ", ambiguous); + if ( toChange.length > 0 ) { + + // console.log("to change: ", toChange); + if ( ! ambiguous ) newShapeHoles = betterShapeHoles; + + } + + } + + var tmpHoles; + + for ( var i = 0, il = newShapes.length; i < il; i ++ ) { + + tmpShape = newShapes[ i ].s; + shapes.push( tmpShape ); + tmpHoles = newShapeHoles[ i ]; + + for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) { + + tmpShape.holes.push( tmpHoles[ j ].h ); + + } + + } + + //console.log("shape", shapes); + + return shapes; + + } + + } ); + + /** + * @author zz85 / http://www.lab4games.net/zz85/blog + * @author mrdoob / http://mrdoob.com/ + */ + + function Font( data ) { + + this.type = 'Font'; + + this.data = data; + + } + + Object.assign( Font.prototype, { + + isFont: true, + + generateShapes: function ( text, size, divisions ) { + + function createPaths( text ) { + + var chars = String( text ).split( '' ); + var scale = size / data.resolution; + var line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale; + + var offsetX = 0, offsetY = 0; + + var paths = []; + + for ( var i = 0; i < chars.length; i ++ ) { + + var char = chars[ i ]; + + if ( char === '\n' ) { + + offsetX = 0; + offsetY -= line_height; + + } else { + + var ret = createPath( char, scale, offsetX, offsetY ); + offsetX += ret.offsetX; + paths.push( ret.path ); + + } + + } + + return paths; + + } + + function createPath( c, scale, offsetX, offsetY ) { + + var glyph = data.glyphs[ c ] || data.glyphs[ '?' ]; + + if ( ! glyph ) return; + + var path = new ShapePath(); + + var pts = []; + var x, y, cpx, cpy, cpx0, cpy0, cpx1, cpy1, cpx2, cpy2, laste; + + if ( glyph.o ) { + + var outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) ); + + for ( var i = 0, l = outline.length; i < l; ) { + + var action = outline[ i ++ ]; + + switch ( action ) { + + case 'm': // moveTo + + x = outline[ i ++ ] * scale + offsetX; + y = outline[ i ++ ] * scale + offsetY; + + path.moveTo( x, y ); + + break; + + case 'l': // lineTo + + x = outline[ i ++ ] * scale + offsetX; + y = outline[ i ++ ] * scale + offsetY; + + path.lineTo( x, y ); + + break; + + case 'q': // quadraticCurveTo + + cpx = outline[ i ++ ] * scale + offsetX; + cpy = outline[ i ++ ] * scale + offsetY; + cpx1 = outline[ i ++ ] * scale + offsetX; + cpy1 = outline[ i ++ ] * scale + offsetY; + + path.quadraticCurveTo( cpx1, cpy1, cpx, cpy ); + + laste = pts[ pts.length - 1 ]; + + if ( laste ) { + + cpx0 = laste.x; + cpy0 = laste.y; + + + + } + + break; + + case 'b': // bezierCurveTo + + cpx = outline[ i ++ ] * scale + offsetX; + cpy = outline[ i ++ ] * scale + offsetY; + cpx1 = outline[ i ++ ] * scale + offsetX; + cpy1 = outline[ i ++ ] * scale + offsetY; + cpx2 = outline[ i ++ ] * scale + offsetX; + cpy2 = outline[ i ++ ] * scale + offsetY; + + path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy ); + + laste = pts[ pts.length - 1 ]; + + if ( laste ) { + + cpx0 = laste.x; + cpy0 = laste.y; + + + + } + + break; + + } + + } + + } + + return { offsetX: glyph.ha * scale, path: path }; + + } + + // + + if ( size === undefined ) size = 100; + if ( divisions === undefined ) divisions = 4; + + var data = this.data; + + var paths = createPaths( text ); + var shapes = []; + + for ( var p = 0, pl = paths.length; p < pl; p ++ ) { + + Array.prototype.push.apply( shapes, paths[ p ].toShapes() ); + + } + + return shapes; + + } + + } ); + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function FontLoader( manager ) { + + this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; + + } + + Object.assign( FontLoader.prototype, { + + load: function ( url, onLoad, onProgress, onError ) { + + var scope = this; + + var loader = new FileLoader( this.manager ); + loader.setPath( this.path ); + loader.load( url, function ( text ) { + + var json; + + try { + + json = JSON.parse( text ); + + } catch ( e ) { + + console.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' ); + json = JSON.parse( text.substring( 65, text.length - 2 ) ); + + } + + var font = scope.parse( json ); + + if ( onLoad ) onLoad( font ); + + }, onProgress, onError ); + + }, + + parse: function ( json ) { + + return new Font( json ); + + }, + + setPath: function ( value ) { + + this.path = value; + return this; + + } + + } ); + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + var context; + + var AudioContext = { + + getContext: function () { + + if ( context === undefined ) { + + context = new ( window.AudioContext || window.webkitAudioContext )(); + + } + + return context; + + }, + + setContext: function ( value ) { + + context = value; + + } + + }; + + /** + * @author Reece Aaron Lecrivain / http://reecenotes.com/ + */ + + function AudioLoader( manager ) { + + this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; + + } + + Object.assign( AudioLoader.prototype, { + + load: function ( url, onLoad, onProgress, onError ) { + + var loader = new FileLoader( this.manager ); + loader.setResponseType( 'arraybuffer' ); + loader.load( url, function ( buffer ) { + + var context = AudioContext.getContext(); + + context.decodeAudioData( buffer, function ( audioBuffer ) { + + onLoad( audioBuffer ); + + } ); + + }, onProgress, onError ); + + } + + } ); + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function StereoCamera() { + + this.type = 'StereoCamera'; + + this.aspect = 1; + + this.eyeSep = 0.064; + + this.cameraL = new PerspectiveCamera(); + this.cameraL.layers.enable( 1 ); + this.cameraL.matrixAutoUpdate = false; + + this.cameraR = new PerspectiveCamera(); + this.cameraR.layers.enable( 2 ); + this.cameraR.matrixAutoUpdate = false; + + } + + Object.assign( StereoCamera.prototype, { + + update: ( function () { + + var instance, focus, fov, aspect, near, far, zoom, eyeSep; + + var eyeRight = new Matrix4(); + var eyeLeft = new Matrix4(); + + return function update( camera ) { + + var needsUpdate = instance !== this || focus !== camera.focus || fov !== camera.fov || + aspect !== camera.aspect * this.aspect || near !== camera.near || + far !== camera.far || zoom !== camera.zoom || eyeSep !== this.eyeSep; + + if ( needsUpdate ) { + + instance = this; + focus = camera.focus; + fov = camera.fov; + aspect = camera.aspect * this.aspect; + near = camera.near; + far = camera.far; + zoom = camera.zoom; + + // Off-axis stereoscopic effect based on + // http://paulbourke.net/stereographics/stereorender/ + + var projectionMatrix = camera.projectionMatrix.clone(); + eyeSep = this.eyeSep / 2; + var eyeSepOnProjection = eyeSep * near / focus; + var ymax = ( near * Math.tan( _Math.DEG2RAD * fov * 0.5 ) ) / zoom; + var xmin, xmax; + + // translate xOffset + + eyeLeft.elements[ 12 ] = - eyeSep; + eyeRight.elements[ 12 ] = eyeSep; + + // for left eye + + xmin = - ymax * aspect + eyeSepOnProjection; + xmax = ymax * aspect + eyeSepOnProjection; + + projectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin ); + projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin ); + + this.cameraL.projectionMatrix.copy( projectionMatrix ); + + // for right eye + + xmin = - ymax * aspect - eyeSepOnProjection; + xmax = ymax * aspect - eyeSepOnProjection; + + projectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin ); + projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin ); + + this.cameraR.projectionMatrix.copy( projectionMatrix ); + + } + + this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( eyeLeft ); + this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( eyeRight ); + + }; + + } )() + + } ); + + /** + * Camera for rendering cube maps + * - renders scene into axis-aligned cube + * + * @author alteredq / http://alteredqualia.com/ + */ + + function CubeCamera( near, far, cubeResolution ) { + + Object3D.call( this ); + + this.type = 'CubeCamera'; + + var fov = 90, aspect = 1; + + var cameraPX = new PerspectiveCamera( fov, aspect, near, far ); + cameraPX.up.set( 0, - 1, 0 ); + cameraPX.lookAt( new Vector3( 1, 0, 0 ) ); + this.add( cameraPX ); + + var cameraNX = new PerspectiveCamera( fov, aspect, near, far ); + cameraNX.up.set( 0, - 1, 0 ); + cameraNX.lookAt( new Vector3( - 1, 0, 0 ) ); + this.add( cameraNX ); + + var cameraPY = new PerspectiveCamera( fov, aspect, near, far ); + cameraPY.up.set( 0, 0, 1 ); + cameraPY.lookAt( new Vector3( 0, 1, 0 ) ); + this.add( cameraPY ); + + var cameraNY = new PerspectiveCamera( fov, aspect, near, far ); + cameraNY.up.set( 0, 0, - 1 ); + cameraNY.lookAt( new Vector3( 0, - 1, 0 ) ); + this.add( cameraNY ); + + var cameraPZ = new PerspectiveCamera( fov, aspect, near, far ); + cameraPZ.up.set( 0, - 1, 0 ); + cameraPZ.lookAt( new Vector3( 0, 0, 1 ) ); + this.add( cameraPZ ); + + var cameraNZ = new PerspectiveCamera( fov, aspect, near, far ); + cameraNZ.up.set( 0, - 1, 0 ); + cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) ); + this.add( cameraNZ ); + + var options = { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter }; + + this.renderTarget = new WebGLRenderTargetCube( cubeResolution, cubeResolution, options ); + this.renderTarget.texture.name = "CubeCamera"; + + this.update = function ( renderer, scene ) { + + if ( this.parent === null ) this.updateMatrixWorld(); + + var renderTarget = this.renderTarget; + var generateMipmaps = renderTarget.texture.generateMipmaps; + + renderTarget.texture.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.texture.generateMipmaps = generateMipmaps; + + renderTarget.activeCubeFace = 5; + renderer.render( scene, cameraNZ, renderTarget ); + + renderer.setRenderTarget( null ); + + }; + + this.clear = function ( renderer, color, depth, stencil ) { + + var renderTarget = this.renderTarget; + + for ( var i = 0; i < 6; i ++ ) { + + renderTarget.activeCubeFace = i; + renderer.setRenderTarget( renderTarget ); + + renderer.clear( color, depth, stencil ); + + } + + renderer.setRenderTarget( null ); + + }; + + } + + CubeCamera.prototype = Object.create( Object3D.prototype ); + CubeCamera.prototype.constructor = CubeCamera; + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function AudioListener() { + + Object3D.call( this ); + + this.type = 'AudioListener'; + + this.context = AudioContext.getContext(); + + this.gain = this.context.createGain(); + this.gain.connect( this.context.destination ); + + this.filter = null; + + } + + AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), { + + constructor: AudioListener, + + getInput: function () { + + return this.gain; + + }, + + removeFilter: function ( ) { + + if ( this.filter !== null ) { + + this.gain.disconnect( this.filter ); + this.filter.disconnect( this.context.destination ); + this.gain.connect( this.context.destination ); + this.filter = null; + + } + + }, + + getFilter: function () { + + return this.filter; + + }, + + setFilter: function ( value ) { + + if ( this.filter !== null ) { + + this.gain.disconnect( this.filter ); + this.filter.disconnect( this.context.destination ); + + } else { + + this.gain.disconnect( this.context.destination ); + + } + + this.filter = value; + this.gain.connect( this.filter ); + this.filter.connect( this.context.destination ); + + }, + + getMasterVolume: function () { + + return this.gain.gain.value; + + }, + + setMasterVolume: function ( value ) { + + this.gain.gain.value = value; + + }, + + updateMatrixWorld: ( function () { + + var position = new Vector3(); + var quaternion = new Quaternion(); + var scale = new Vector3(); + + var orientation = new Vector3(); + + return function updateMatrixWorld( force ) { + + Object3D.prototype.updateMatrixWorld.call( this, force ); + + var listener = this.context.listener; + var up = this.up; + + this.matrixWorld.decompose( position, quaternion, scale ); + + orientation.set( 0, 0, - 1 ).applyQuaternion( quaternion ); + + if ( listener.positionX ) { + + listener.positionX.setValueAtTime( position.x, this.context.currentTime ); + listener.positionY.setValueAtTime( position.y, this.context.currentTime ); + listener.positionZ.setValueAtTime( position.z, this.context.currentTime ); + listener.forwardX.setValueAtTime( orientation.x, this.context.currentTime ); + listener.forwardY.setValueAtTime( orientation.y, this.context.currentTime ); + listener.forwardZ.setValueAtTime( orientation.z, this.context.currentTime ); + listener.upX.setValueAtTime( up.x, this.context.currentTime ); + listener.upY.setValueAtTime( up.y, this.context.currentTime ); + listener.upZ.setValueAtTime( up.z, this.context.currentTime ); + + } else { + + listener.setPosition( position.x, position.y, position.z ); + listener.setOrientation( orientation.x, orientation.y, orientation.z, up.x, up.y, up.z ); + + } + + }; + + } )() + + } ); + + /** + * @author mrdoob / http://mrdoob.com/ + * @author Reece Aaron Lecrivain / http://reecenotes.com/ + */ + + function Audio( listener ) { + + Object3D.call( this ); + + this.type = 'Audio'; + + this.context = listener.context; + + this.gain = this.context.createGain(); + this.gain.connect( listener.getInput() ); + + this.autoplay = false; + + this.buffer = null; + this.loop = false; + this.startTime = 0; + this.offset = 0; + this.playbackRate = 1; + this.isPlaying = false; + this.hasPlaybackControl = true; + this.sourceType = 'empty'; + + this.filters = []; + + } + + Audio.prototype = Object.assign( Object.create( Object3D.prototype ), { + + constructor: Audio, + + getOutput: function () { + + return this.gain; + + }, + + setNodeSource: function ( audioNode ) { + + this.hasPlaybackControl = false; + this.sourceType = 'audioNode'; + this.source = audioNode; + this.connect(); + + return this; + + }, + + setBuffer: function ( audioBuffer ) { + + this.buffer = audioBuffer; + this.sourceType = 'buffer'; + + if ( this.autoplay ) this.play(); + + return this; + + }, + + play: function () { + + if ( this.isPlaying === true ) { + + console.warn( 'THREE.Audio: Audio is already playing.' ); + return; + + } + + if ( this.hasPlaybackControl === false ) { + + console.warn( 'THREE.Audio: this Audio has no playback control.' ); + return; + + } + + var source = this.context.createBufferSource(); + + source.buffer = this.buffer; + source.loop = this.loop; + source.onended = this.onEnded.bind( this ); + source.playbackRate.setValueAtTime( this.playbackRate, this.startTime ); + this.startTime = this.context.currentTime; + source.start( this.startTime, this.offset ); + + this.isPlaying = true; + + this.source = source; + + return this.connect(); + + }, + + pause: function () { + + if ( this.hasPlaybackControl === false ) { + + console.warn( 'THREE.Audio: this Audio has no playback control.' ); + return; + + } + + if ( this.isPlaying === true ) { + + this.source.stop(); + this.offset += ( this.context.currentTime - this.startTime ) * this.playbackRate; + this.isPlaying = false; + + } + + return this; + + }, + + stop: function () { + + if ( this.hasPlaybackControl === false ) { + + console.warn( 'THREE.Audio: this Audio has no playback control.' ); + return; + + } + + this.source.stop(); + this.offset = 0; + this.isPlaying = false; + + return this; + + }, + + connect: function () { + + if ( this.filters.length > 0 ) { + + this.source.connect( this.filters[ 0 ] ); + + for ( var i = 1, l = this.filters.length; i < l; i ++ ) { + + this.filters[ i - 1 ].connect( this.filters[ i ] ); + + } + + this.filters[ this.filters.length - 1 ].connect( this.getOutput() ); + + } else { + + this.source.connect( this.getOutput() ); + + } + + return this; + + }, + + disconnect: function () { + + if ( this.filters.length > 0 ) { + + this.source.disconnect( this.filters[ 0 ] ); + + for ( var i = 1, l = this.filters.length; i < l; i ++ ) { + + this.filters[ i - 1 ].disconnect( this.filters[ i ] ); + + } + + this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() ); + + } else { + + this.source.disconnect( this.getOutput() ); + + } + + return this; + + }, + + getFilters: function () { + + return this.filters; + + }, + + setFilters: function ( value ) { + + if ( ! value ) value = []; + + if ( this.isPlaying === true ) { + + this.disconnect(); + this.filters = value; + this.connect(); + + } else { + + this.filters = value; + + } + + return this; + + }, + + getFilter: function () { + + return this.getFilters()[ 0 ]; + + }, + + setFilter: function ( filter ) { + + return this.setFilters( filter ? [ filter ] : [] ); + + }, + + setPlaybackRate: function ( value ) { + + if ( this.hasPlaybackControl === false ) { + + console.warn( 'THREE.Audio: this Audio has no playback control.' ); + return; + + } + + this.playbackRate = value; + + if ( this.isPlaying === true ) { + + this.source.playbackRate.setValueAtTime( this.playbackRate, this.context.currentTime ); + + } + + return this; + + }, + + getPlaybackRate: function () { + + return this.playbackRate; + + }, + + onEnded: function () { + + this.isPlaying = false; + + }, + + getLoop: function () { + + if ( this.hasPlaybackControl === false ) { + + console.warn( 'THREE.Audio: this Audio has no playback control.' ); + return false; + + } + + return this.loop; + + }, + + setLoop: function ( value ) { + + if ( this.hasPlaybackControl === false ) { + + console.warn( 'THREE.Audio: this Audio has no playback control.' ); + return; + + } + + this.loop = value; + + if ( this.isPlaying === true ) { + + this.source.loop = this.loop; + + } + + return this; + + }, + + getVolume: function () { + + return this.gain.gain.value; + + }, + + setVolume: function ( value ) { + + this.gain.gain.value = value; + + return this; + + } + + } ); + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function PositionalAudio( listener ) { + + Audio.call( this, listener ); + + this.panner = this.context.createPanner(); + this.panner.connect( this.gain ); + + } + + PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), { + + constructor: PositionalAudio, + + getOutput: function () { + + return this.panner; + + }, + + getRefDistance: function () { + + return this.panner.refDistance; + + }, + + setRefDistance: function ( value ) { + + this.panner.refDistance = value; + + }, + + getRolloffFactor: function () { + + return this.panner.rolloffFactor; + + }, + + setRolloffFactor: function ( value ) { + + this.panner.rolloffFactor = value; + + }, + + getDistanceModel: function () { + + return this.panner.distanceModel; + + }, + + setDistanceModel: function ( value ) { + + this.panner.distanceModel = value; + + }, + + getMaxDistance: function () { + + return this.panner.maxDistance; + + }, + + setMaxDistance: function ( value ) { + + this.panner.maxDistance = value; + + }, + + updateMatrixWorld: ( function () { + + var position = new Vector3(); + + return function updateMatrixWorld( force ) { + + Object3D.prototype.updateMatrixWorld.call( this, force ); + + position.setFromMatrixPosition( this.matrixWorld ); + + this.panner.setPosition( position.x, position.y, position.z ); + + }; + + } )() + + + } ); + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function AudioAnalyser( audio, fftSize ) { + + this.analyser = audio.context.createAnalyser(); + this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048; + + this.data = new Uint8Array( this.analyser.frequencyBinCount ); + + audio.getOutput().connect( this.analyser ); + + } + + Object.assign( AudioAnalyser.prototype, { + + getFrequencyData: function () { + + this.analyser.getByteFrequencyData( this.data ); + + return this.data; + + }, + + getAverageFrequency: function () { + + var value = 0, data = this.getFrequencyData(); + + for ( var i = 0; i < data.length; i ++ ) { + + value += data[ i ]; + + } + + return value / data.length; + + } + + } ); + + /** + * + * Buffered scene graph property that allows weighted accumulation. + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ + + function PropertyMixer( binding, typeName, valueSize ) { + + this.binding = binding; + this.valueSize = valueSize; + + var bufferType = Float64Array, + mixFunction; + + switch ( typeName ) { + + case 'quaternion': + mixFunction = this._slerp; + break; + + case 'string': + case 'bool': + bufferType = Array; + mixFunction = this._select; + break; + + default: + mixFunction = this._lerp; + + } + + this.buffer = new bufferType( valueSize * 4 ); + // layout: [ incoming | accu0 | accu1 | orig ] + // + // interpolators can use .buffer as their .result + // the data then goes to 'incoming' + // + // 'accu0' and 'accu1' are used frame-interleaved for + // the cumulative result and are compared to detect + // changes + // + // 'orig' stores the original state of the property + + this._mixBufferRegion = mixFunction; + + this.cumulativeWeight = 0; + + this.useCount = 0; + this.referenceCount = 0; + + } + + Object.assign( PropertyMixer.prototype, { + + // accumulate data in the 'incoming' region into 'accu<i>' + accumulate: function ( accuIndex, weight ) { + + // note: happily accumulating nothing when weight = 0, the caller knows + // the weight and shouldn't have made the call in the first place + + var buffer = this.buffer, + stride = this.valueSize, + offset = accuIndex * stride + stride, + + currentWeight = this.cumulativeWeight; + + if ( currentWeight === 0 ) { + + // accuN := incoming * weight + + for ( var i = 0; i !== stride; ++ i ) { + + buffer[ offset + i ] = buffer[ i ]; + + } + + currentWeight = weight; + + } else { + + // accuN := accuN + incoming * weight + + currentWeight += weight; + var mix = weight / currentWeight; + this._mixBufferRegion( buffer, offset, 0, mix, stride ); + + } + + this.cumulativeWeight = currentWeight; + + }, + + // apply the state of 'accu<i>' to the binding when accus differ + apply: function ( accuIndex ) { + + var stride = this.valueSize, + buffer = this.buffer, + offset = accuIndex * stride + stride, + + weight = this.cumulativeWeight, + + binding = this.binding; + + this.cumulativeWeight = 0; + + if ( weight < 1 ) { + + // accuN := accuN + original * ( 1 - cumulativeWeight ) + + var originalValueOffset = stride * 3; + + this._mixBufferRegion( + buffer, offset, originalValueOffset, 1 - weight, stride ); + + } + + for ( var i = stride, e = stride + stride; i !== e; ++ i ) { + + if ( buffer[ i ] !== buffer[ i + stride ] ) { + + // value has changed -> update scene graph + + binding.setValue( buffer, offset ); + break; + + } + + } + + }, + + // remember the state of the bound property and copy it to both accus + saveOriginalState: function () { + + var binding = this.binding; + + var buffer = this.buffer, + stride = this.valueSize, + + originalValueOffset = stride * 3; + + binding.getValue( buffer, originalValueOffset ); + + // accu[0..1] := orig -- initially detect changes against the original + for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) { + + buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ]; + + } + + this.cumulativeWeight = 0; + + }, + + // apply the state previously taken via 'saveOriginalState' to the binding + restoreOriginalState: function () { + + var originalValueOffset = this.valueSize * 3; + this.binding.setValue( this.buffer, originalValueOffset ); + + }, + + + // mix functions + + _select: function ( buffer, dstOffset, srcOffset, t, stride ) { + + if ( t >= 0.5 ) { + + for ( var i = 0; i !== stride; ++ i ) { + + buffer[ dstOffset + i ] = buffer[ srcOffset + i ]; + + } + + } + + }, + + _slerp: function ( buffer, dstOffset, srcOffset, t ) { + + Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t ); + + }, + + _lerp: function ( buffer, dstOffset, srcOffset, t, stride ) { + + var s = 1 - t; + + for ( var i = 0; i !== stride; ++ i ) { + + var j = dstOffset + i; + + buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t; + + } + + } + + } ); + + /** + * + * A reference to a real property in the scene graph. + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ + + function Composite( targetGroup, path, optionalParsedPath ) { + + var parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path ); + + this._targetGroup = targetGroup; + this._bindings = targetGroup.subscribe_( path, parsedPath ); + + } + + Object.assign( Composite.prototype, { + + getValue: function ( array, offset ) { + + this.bind(); // bind all binding + + var firstValidIndex = this._targetGroup.nCachedObjects_, + binding = this._bindings[ firstValidIndex ]; + + // and only call .getValue on the first + if ( binding !== undefined ) binding.getValue( array, offset ); + + }, + + setValue: function ( array, offset ) { + + var bindings = this._bindings; + + for ( var i = this._targetGroup.nCachedObjects_, + n = bindings.length; i !== n; ++ i ) { + + bindings[ i ].setValue( array, offset ); + + } + + }, + + bind: function () { + + var bindings = this._bindings; + + for ( var i = this._targetGroup.nCachedObjects_, + n = bindings.length; i !== n; ++ i ) { + + bindings[ i ].bind(); + + } + + }, + + unbind: function () { + + var bindings = this._bindings; + + for ( var i = this._targetGroup.nCachedObjects_, + n = bindings.length; i !== n; ++ i ) { + + bindings[ i ].unbind(); + + } + + } + + } ); + + + function PropertyBinding( rootNode, path, parsedPath ) { + + this.path = path; + this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path ); + + this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode; + + this.rootNode = rootNode; + + } + + Object.assign( PropertyBinding, { + + Composite: Composite, + + create: function ( root, path, parsedPath ) { + + if ( ! ( root && root.isAnimationObjectGroup ) ) { + + return new PropertyBinding( root, path, parsedPath ); + + } else { + + return new PropertyBinding.Composite( root, path, parsedPath ); + + } + + }, + + /** + * Replaces spaces with underscores and removes unsupported characters from + * node names, to ensure compatibility with parseTrackName(). + * + * @param {string} name Node name to be sanitized. + * @return {string} + */ + sanitizeNodeName: function ( name ) { + + return name.replace( /\s/g, '_' ).replace( /[^\w-]/g, '' ); + + }, + + parseTrackName: function () { + + // Parent directories, delimited by '/' or ':'. Currently unused, but must + // be matched to parse the rest of the track name. + var directoryRe = /((?:[\w-]+[\/:])*)/; + + // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'. + var nodeRe = /([\w-\.]+)?/; + + // Object on target node, and accessor. Name may contain only word + // characters. Accessor may contain any character except closing bracket. + var objectRe = /(?:\.([\w-]+)(?:\[(.+)\])?)?/; + + // Property and accessor. May contain only word characters. Accessor may + // contain any non-bracket characters. + var propertyRe = /\.([\w-]+)(?:\[(.+)\])?/; + + var trackRe = new RegExp( '' + + '^' + + directoryRe.source + + nodeRe.source + + objectRe.source + + propertyRe.source + + '$' + ); + + var supportedObjectNames = [ 'material', 'materials', 'bones' ]; + + return function ( trackName ) { + + var matches = trackRe.exec( trackName ); + + if ( ! matches ) { + + throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName ); + + } + + var results = { + // directoryName: matches[ 1 ], // (tschw) currently unused + nodeName: matches[ 2 ], + objectName: matches[ 3 ], + objectIndex: matches[ 4 ], + propertyName: matches[ 5 ], // required + propertyIndex: matches[ 6 ] + }; + + var lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' ); + + if ( lastDot !== undefined && lastDot !== - 1 ) { + + var objectName = results.nodeName.substring( lastDot + 1 ); + + // Object names must be checked against a whitelist. Otherwise, there + // is no way to parse 'foo.bar.baz': 'baz' must be a property, but + // 'bar' could be the objectName, or part of a nodeName (which can + // include '.' characters). + if ( supportedObjectNames.indexOf( objectName ) !== - 1 ) { + + results.nodeName = results.nodeName.substring( 0, lastDot ); + results.objectName = objectName; + + } + + } + + if ( results.propertyName === null || results.propertyName.length === 0 ) { + + throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName ); + + } + + return results; + + }; + + }(), + + findNode: function ( root, nodeName ) { + + if ( ! nodeName || nodeName === "" || nodeName === "root" || nodeName === "." || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) { + + return root; + + } + + // search into skeleton bones. + if ( root.skeleton ) { + + var searchSkeleton = function ( skeleton ) { + + for ( var i = 0; i < skeleton.bones.length; i ++ ) { + + var bone = skeleton.bones[ i ]; + + if ( bone.name === nodeName ) { + + return bone; + + } + + } + + return null; + + }; + + var bone = searchSkeleton( root.skeleton ); + + if ( bone ) { + + return bone; + + } + + } + + // search into node subtree. + if ( root.children ) { + + var searchNodeSubtree = function ( children ) { + + for ( var i = 0; i < children.length; i ++ ) { + + var childNode = children[ i ]; + + if ( childNode.name === nodeName || childNode.uuid === nodeName ) { + + return childNode; + + } + + var result = searchNodeSubtree( childNode.children ); + + if ( result ) return result; + + } + + return null; + + }; + + var subTreeNode = searchNodeSubtree( root.children ); + + if ( subTreeNode ) { + + return subTreeNode; + + } + + } + + return null; + + } + + } ); + + Object.assign( PropertyBinding.prototype, { // prototype, continued + + // these are used to "bind" a nonexistent property + _getValue_unavailable: function () {}, + _setValue_unavailable: function () {}, + + BindingType: { + Direct: 0, + EntireArray: 1, + ArrayElement: 2, + HasFromToArray: 3 + }, + + Versioning: { + None: 0, + NeedsUpdate: 1, + MatrixWorldNeedsUpdate: 2 + }, + + GetterByBindingType: [ + + function getValue_direct( buffer, offset ) { + + buffer[ offset ] = this.node[ this.propertyName ]; + + }, + + function getValue_array( buffer, offset ) { + + var source = this.resolvedProperty; + + for ( var i = 0, n = source.length; i !== n; ++ i ) { + + buffer[ offset ++ ] = source[ i ]; + + } + + }, + + function getValue_arrayElement( buffer, offset ) { + + buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ]; + + }, + + function getValue_toArray( buffer, offset ) { + + this.resolvedProperty.toArray( buffer, offset ); + + } + + ], + + SetterByBindingTypeAndVersioning: [ + + [ + // Direct + + function setValue_direct( buffer, offset ) { + + this.targetObject[ this.propertyName ] = buffer[ offset ]; + + }, + + function setValue_direct_setNeedsUpdate( buffer, offset ) { + + this.targetObject[ this.propertyName ] = buffer[ offset ]; + this.targetObject.needsUpdate = true; + + }, + + function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) { + + this.targetObject[ this.propertyName ] = buffer[ offset ]; + this.targetObject.matrixWorldNeedsUpdate = true; + + } + + ], [ + + // EntireArray + + function setValue_array( buffer, offset ) { + + var dest = this.resolvedProperty; + + for ( var i = 0, n = dest.length; i !== n; ++ i ) { + + dest[ i ] = buffer[ offset ++ ]; + + } + + }, + + function setValue_array_setNeedsUpdate( buffer, offset ) { + + var dest = this.resolvedProperty; + + for ( var i = 0, n = dest.length; i !== n; ++ i ) { + + dest[ i ] = buffer[ offset ++ ]; + + } + + this.targetObject.needsUpdate = true; + + }, + + function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) { + + var dest = this.resolvedProperty; + + for ( var i = 0, n = dest.length; i !== n; ++ i ) { + + dest[ i ] = buffer[ offset ++ ]; + + } + + this.targetObject.matrixWorldNeedsUpdate = true; + + } + + ], [ + + // ArrayElement + + function setValue_arrayElement( buffer, offset ) { + + this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; + + }, + + function setValue_arrayElement_setNeedsUpdate( buffer, offset ) { + + this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; + this.targetObject.needsUpdate = true; + + }, + + function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) { + + this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; + this.targetObject.matrixWorldNeedsUpdate = true; + + } + + ], [ + + // HasToFromArray + + function setValue_fromArray( buffer, offset ) { + + this.resolvedProperty.fromArray( buffer, offset ); + + }, + + function setValue_fromArray_setNeedsUpdate( buffer, offset ) { + + this.resolvedProperty.fromArray( buffer, offset ); + this.targetObject.needsUpdate = true; + + }, + + function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) { + + this.resolvedProperty.fromArray( buffer, offset ); + this.targetObject.matrixWorldNeedsUpdate = true; + + } + + ] + + ], + + getValue: function getValue_unbound( targetArray, offset ) { + + this.bind(); + this.getValue( targetArray, offset ); + + // Note: This class uses a State pattern on a per-method basis: + // 'bind' sets 'this.getValue' / 'setValue' and shadows the + // prototype version of these methods with one that represents + // the bound state. When the property is not found, the methods + // become no-ops. + + }, + + setValue: function getValue_unbound( sourceArray, offset ) { + + this.bind(); + this.setValue( sourceArray, offset ); + + }, + + // create getter / setter pair for a property in the scene graph + bind: function () { + + var targetObject = this.node, + parsedPath = this.parsedPath, + + objectName = parsedPath.objectName, + propertyName = parsedPath.propertyName, + propertyIndex = parsedPath.propertyIndex; + + if ( ! targetObject ) { + + targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode; + + this.node = targetObject; + + } + + // set fail state so we can just 'return' on error + this.getValue = this._getValue_unavailable; + this.setValue = this._setValue_unavailable; + + // ensure there is a value node + if ( ! targetObject ) { + + console.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.' ); + return; + + } + + if ( objectName ) { + + var objectIndex = parsedPath.objectIndex; + + // special cases were we need to reach deeper into the hierarchy to get the face materials.... + switch ( objectName ) { + + case 'materials': + + if ( ! targetObject.material ) { + + console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this ); + return; + + } + + if ( ! targetObject.material.materials ) { + + console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this ); + return; + + } + + targetObject = targetObject.material.materials; + + break; + + case 'bones': + + if ( ! targetObject.skeleton ) { + + console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this ); + return; + + } + + // potential future optimization: skip this if propertyIndex is already an integer + // and convert the integer string to a true integer. + + targetObject = targetObject.skeleton.bones; + + // support resolving morphTarget names into indices. + for ( var i = 0; i < targetObject.length; i ++ ) { + + if ( targetObject[ i ].name === objectIndex ) { + + objectIndex = i; + break; + + } + + } + + break; + + default: + + if ( targetObject[ objectName ] === undefined ) { + + console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this ); + return; + + } + + targetObject = targetObject[ objectName ]; + + } + + + if ( objectIndex !== undefined ) { + + if ( targetObject[ objectIndex ] === undefined ) { + + console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject ); + return; + + } + + targetObject = targetObject[ objectIndex ]; + + } + + } + + // resolve property + var nodeProperty = targetObject[ propertyName ]; + + if ( nodeProperty === undefined ) { + + var nodeName = parsedPath.nodeName; + + console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName + + '.' + propertyName + ' but it wasn\'t found.', targetObject ); + return; + + } + + // determine versioning scheme + var versioning = this.Versioning.None; + + if ( targetObject.needsUpdate !== undefined ) { // material + + versioning = this.Versioning.NeedsUpdate; + this.targetObject = targetObject; + + } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform + + versioning = this.Versioning.MatrixWorldNeedsUpdate; + this.targetObject = targetObject; + + } + + // determine how the property gets bound + var bindingType = this.BindingType.Direct; + + if ( propertyIndex !== undefined ) { + + // access a sub element of the property array (only primitives are supported right now) + + if ( propertyName === "morphTargetInfluences" ) { + + // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer. + + // support resolving morphTarget names into indices. + if ( ! targetObject.geometry ) { + + console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this ); + return; + + } + + if ( targetObject.geometry.isBufferGeometry ) { + + if ( ! targetObject.geometry.morphAttributes ) { + + console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this ); + return; + + } + + for ( var i = 0; i < this.node.geometry.morphAttributes.position.length; i ++ ) { + + if ( targetObject.geometry.morphAttributes.position[ i ].name === propertyIndex ) { + + propertyIndex = i; + break; + + } + + } + + + } else { + + if ( ! targetObject.geometry.morphTargets ) { + + console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphTargets.', this ); + return; + + } + + for ( var i = 0; i < this.node.geometry.morphTargets.length; i ++ ) { + + if ( targetObject.geometry.morphTargets[ i ].name === propertyIndex ) { + + propertyIndex = i; + break; + + } + + } + + } + + } + + bindingType = this.BindingType.ArrayElement; + + this.resolvedProperty = nodeProperty; + this.propertyIndex = propertyIndex; + + } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) { + + // must use copy for Object3D.Euler/Quaternion + + bindingType = this.BindingType.HasFromToArray; + + this.resolvedProperty = nodeProperty; + + } else if ( Array.isArray( nodeProperty ) ) { + + bindingType = this.BindingType.EntireArray; + + this.resolvedProperty = nodeProperty; + + } else { + + this.propertyName = propertyName; + + } + + // select getter / setter + this.getValue = this.GetterByBindingType[ bindingType ]; + this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ]; + + }, + + unbind: function () { + + this.node = null; + + // back to the prototype version of getValue / setValue + // note: avoiding to mutate the shape of 'this' via 'delete' + this.getValue = this._getValue_unbound; + this.setValue = this._setValue_unbound; + + } + + } ); + + //!\ DECLARE ALIAS AFTER assign prototype ! + Object.assign( PropertyBinding.prototype, { + + // initial state of these methods that calls 'bind' + _getValue_unbound: PropertyBinding.prototype.getValue, + _setValue_unbound: PropertyBinding.prototype.setValue, + + } ); + + /** + * + * A group of objects that receives a shared animation state. + * + * Usage: + * + * - Add objects you would otherwise pass as 'root' to the + * constructor or the .clipAction method of AnimationMixer. + * + * - Instead pass this object as 'root'. + * + * - You can also add and remove objects later when the mixer + * is running. + * + * Note: + * + * Objects of this class appear as one object to the mixer, + * so cache control of the individual objects must be done + * on the group. + * + * Limitation: + * + * - The animated properties must be compatible among the + * all objects in the group. + * + * - A single property can either be controlled through a + * target group or directly, but not both. + * + * @author tschw + */ + + function AnimationObjectGroup() { + + this.uuid = _Math.generateUUID(); + + // cached objects followed by the active ones + this._objects = Array.prototype.slice.call( arguments ); + + this.nCachedObjects_ = 0; // threshold + // note: read by PropertyBinding.Composite + + var indices = {}; + this._indicesByUUID = indices; // for bookkeeping + + for ( var i = 0, n = arguments.length; i !== n; ++ i ) { + + indices[ arguments[ i ].uuid ] = i; + + } + + this._paths = []; // inside: string + this._parsedPaths = []; // inside: { we don't care, here } + this._bindings = []; // inside: Array< PropertyBinding > + this._bindingsIndicesByPath = {}; // inside: indices in these arrays + + var scope = this; + + this.stats = { + + objects: { + get total() { + + return scope._objects.length; + + }, + get inUse() { + + return this.total - scope.nCachedObjects_; + + } + }, + get bindingsPerObject() { + + return scope._bindings.length; + + } + + }; + + } + + Object.assign( AnimationObjectGroup.prototype, { + + isAnimationObjectGroup: true, + + add: function () { + + var objects = this._objects, + nObjects = objects.length, + nCachedObjects = this.nCachedObjects_, + indicesByUUID = this._indicesByUUID, + paths = this._paths, + parsedPaths = this._parsedPaths, + bindings = this._bindings, + nBindings = bindings.length; + + for ( var i = 0, n = arguments.length; i !== n; ++ i ) { + + var object = arguments[ i ], + uuid = object.uuid, + index = indicesByUUID[ uuid ], + knownObject = undefined; + + if ( index === undefined ) { + + // unknown object -> add it to the ACTIVE region + + index = nObjects ++; + indicesByUUID[ uuid ] = index; + objects.push( object ); + + // accounting is done, now do the same for all bindings + + for ( var j = 0, m = nBindings; j !== m; ++ j ) { + + bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) ); + + } + + } else if ( index < nCachedObjects ) { + + knownObject = objects[ index ]; + + // move existing object to the ACTIVE region + + var firstActiveIndex = -- nCachedObjects, + lastCachedObject = objects[ firstActiveIndex ]; + + indicesByUUID[ lastCachedObject.uuid ] = index; + objects[ index ] = lastCachedObject; + + indicesByUUID[ uuid ] = firstActiveIndex; + objects[ firstActiveIndex ] = object; + + // accounting is done, now do the same for all bindings + + for ( var j = 0, m = nBindings; j !== m; ++ j ) { + + var bindingsForPath = bindings[ j ], + lastCached = bindingsForPath[ firstActiveIndex ], + binding = bindingsForPath[ index ]; + + bindingsForPath[ index ] = lastCached; + + if ( binding === undefined ) { + + // since we do not bother to create new bindings + // for objects that are cached, the binding may + // or may not exist + + binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ); + + } + + bindingsForPath[ firstActiveIndex ] = binding; + + } + + } else if ( objects[ index ] !== knownObject ) { + + console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' + + 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' ); + + } // else the object is already where we want it to be + + } // for arguments + + this.nCachedObjects_ = nCachedObjects; + + }, + + remove: function () { + + var objects = this._objects, + nCachedObjects = this.nCachedObjects_, + indicesByUUID = this._indicesByUUID, + bindings = this._bindings, + nBindings = bindings.length; + + for ( var i = 0, n = arguments.length; i !== n; ++ i ) { + + var object = arguments[ i ], + uuid = object.uuid, + index = indicesByUUID[ uuid ]; + + if ( index !== undefined && index >= nCachedObjects ) { + + // move existing object into the CACHED region + + var lastCachedIndex = nCachedObjects ++, + firstActiveObject = objects[ lastCachedIndex ]; + + indicesByUUID[ firstActiveObject.uuid ] = index; + objects[ index ] = firstActiveObject; + + indicesByUUID[ uuid ] = lastCachedIndex; + objects[ lastCachedIndex ] = object; + + // accounting is done, now do the same for all bindings + + for ( var j = 0, m = nBindings; j !== m; ++ j ) { + + var bindingsForPath = bindings[ j ], + firstActive = bindingsForPath[ lastCachedIndex ], + binding = bindingsForPath[ index ]; + + bindingsForPath[ index ] = firstActive; + bindingsForPath[ lastCachedIndex ] = binding; + + } + + } + + } // for arguments + + this.nCachedObjects_ = nCachedObjects; + + }, + + // remove & forget + uncache: function () { + + var objects = this._objects, + nObjects = objects.length, + nCachedObjects = this.nCachedObjects_, + indicesByUUID = this._indicesByUUID, + bindings = this._bindings, + nBindings = bindings.length; + + for ( var i = 0, n = arguments.length; i !== n; ++ i ) { + + var object = arguments[ i ], + uuid = object.uuid, + index = indicesByUUID[ uuid ]; + + if ( index !== undefined ) { + + delete indicesByUUID[ uuid ]; + + if ( index < nCachedObjects ) { + + // object is cached, shrink the CACHED region + + var firstActiveIndex = -- nCachedObjects, + lastCachedObject = objects[ firstActiveIndex ], + lastIndex = -- nObjects, + lastObject = objects[ lastIndex ]; + + // last cached object takes this object's place + indicesByUUID[ lastCachedObject.uuid ] = index; + objects[ index ] = lastCachedObject; + + // last object goes to the activated slot and pop + indicesByUUID[ lastObject.uuid ] = firstActiveIndex; + objects[ firstActiveIndex ] = lastObject; + objects.pop(); + + // accounting is done, now do the same for all bindings + + for ( var j = 0, m = nBindings; j !== m; ++ j ) { + + var bindingsForPath = bindings[ j ], + lastCached = bindingsForPath[ firstActiveIndex ], + last = bindingsForPath[ lastIndex ]; + + bindingsForPath[ index ] = lastCached; + bindingsForPath[ firstActiveIndex ] = last; + bindingsForPath.pop(); + + } + + } else { + + // object is active, just swap with the last and pop + + var lastIndex = -- nObjects, + lastObject = objects[ lastIndex ]; + + indicesByUUID[ lastObject.uuid ] = index; + objects[ index ] = lastObject; + objects.pop(); + + // accounting is done, now do the same for all bindings + + for ( var j = 0, m = nBindings; j !== m; ++ j ) { + + var bindingsForPath = bindings[ j ]; + + bindingsForPath[ index ] = bindingsForPath[ lastIndex ]; + bindingsForPath.pop(); + + } + + } // cached or active + + } // if object is known + + } // for arguments + + this.nCachedObjects_ = nCachedObjects; + + }, + + // Internal interface used by befriended PropertyBinding.Composite: + + subscribe_: function ( path, parsedPath ) { + + // returns an array of bindings for the given path that is changed + // according to the contained objects in the group + + var indicesByPath = this._bindingsIndicesByPath, + index = indicesByPath[ path ], + bindings = this._bindings; + + if ( index !== undefined ) return bindings[ index ]; + + var paths = this._paths, + parsedPaths = this._parsedPaths, + objects = this._objects, + nObjects = objects.length, + nCachedObjects = this.nCachedObjects_, + bindingsForPath = new Array( nObjects ); + + index = bindings.length; + + indicesByPath[ path ] = index; + + paths.push( path ); + parsedPaths.push( parsedPath ); + bindings.push( bindingsForPath ); + + for ( var i = nCachedObjects, n = objects.length; i !== n; ++ i ) { + + var object = objects[ i ]; + bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath ); + + } + + return bindingsForPath; + + }, + + unsubscribe_: function ( path ) { + + // tells the group to forget about a property path and no longer + // update the array previously obtained with 'subscribe_' + + var indicesByPath = this._bindingsIndicesByPath, + index = indicesByPath[ path ]; + + if ( index !== undefined ) { + + var paths = this._paths, + parsedPaths = this._parsedPaths, + bindings = this._bindings, + lastBindingsIndex = bindings.length - 1, + lastBindings = bindings[ lastBindingsIndex ], + lastBindingsPath = path[ lastBindingsIndex ]; + + indicesByPath[ lastBindingsPath ] = index; + + bindings[ index ] = lastBindings; + bindings.pop(); + + parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ]; + parsedPaths.pop(); + + paths[ index ] = paths[ lastBindingsIndex ]; + paths.pop(); + + } + + } + + } ); + + /** + * + * Action provided by AnimationMixer for scheduling clip playback on specific + * objects. + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + * + */ + + function AnimationAction( mixer, clip, localRoot ) { + + this._mixer = mixer; + this._clip = clip; + this._localRoot = localRoot || null; + + var tracks = clip.tracks, + nTracks = tracks.length, + interpolants = new Array( nTracks ); + + var interpolantSettings = { + endingStart: ZeroCurvatureEnding, + endingEnd: ZeroCurvatureEnding + }; + + for ( var i = 0; i !== nTracks; ++ i ) { + + var interpolant = tracks[ i ].createInterpolant( null ); + interpolants[ i ] = interpolant; + interpolant.settings = interpolantSettings; + + } + + this._interpolantSettings = interpolantSettings; + + this._interpolants = interpolants; // bound by the mixer + + // inside: PropertyMixer (managed by the mixer) + this._propertyBindings = new Array( nTracks ); + + this._cacheIndex = null; // for the memory manager + this._byClipCacheIndex = null; // for the memory manager + + this._timeScaleInterpolant = null; + this._weightInterpolant = null; + + this.loop = LoopRepeat; + this._loopCount = - 1; + + // global mixer time when the action is to be started + // it's set back to 'null' upon start of the action + this._startTime = null; + + // scaled local time of the action + // gets clamped or wrapped to 0..clip.duration according to loop + this.time = 0; + + this.timeScale = 1; + this._effectiveTimeScale = 1; + + this.weight = 1; + this._effectiveWeight = 1; + + this.repetitions = Infinity; // no. of repetitions when looping + + this.paused = false; // true -> zero effective time scale + this.enabled = true; // false -> zero effective weight + + this.clampWhenFinished = false; // keep feeding the last frame? + + this.zeroSlopeAtStart = true; // for smooth interpolation w/o separate + this.zeroSlopeAtEnd = true; // clips for start, loop and end + + } + + Object.assign( AnimationAction.prototype, { + + // State & Scheduling + + play: function () { + + this._mixer._activateAction( this ); + + return this; + + }, + + stop: function () { + + this._mixer._deactivateAction( this ); + + return this.reset(); + + }, + + reset: function () { + + this.paused = false; + this.enabled = true; + + this.time = 0; // restart clip + this._loopCount = - 1; // forget previous loops + this._startTime = null; // forget scheduling + + return this.stopFading().stopWarping(); + + }, + + isRunning: function () { + + return this.enabled && ! this.paused && this.timeScale !== 0 && + this._startTime === null && this._mixer._isActiveAction( this ); + + }, + + // return true when play has been called + isScheduled: function () { + + return this._mixer._isActiveAction( this ); + + }, + + startAt: function ( time ) { + + this._startTime = time; + + return this; + + }, + + setLoop: function ( mode, repetitions ) { + + this.loop = mode; + this.repetitions = repetitions; + + return this; + + }, + + // Weight + + // set the weight stopping any scheduled fading + // although .enabled = false yields an effective weight of zero, this + // method does *not* change .enabled, because it would be confusing + setEffectiveWeight: function ( weight ) { + + this.weight = weight; + + // note: same logic as when updated at runtime + this._effectiveWeight = this.enabled ? weight : 0; + + return this.stopFading(); + + }, + + // return the weight considering fading and .enabled + getEffectiveWeight: function () { + + return this._effectiveWeight; + + }, + + fadeIn: function ( duration ) { + + return this._scheduleFading( duration, 0, 1 ); + + }, + + fadeOut: function ( duration ) { + + return this._scheduleFading( duration, 1, 0 ); + + }, + + crossFadeFrom: function ( fadeOutAction, duration, warp ) { + + fadeOutAction.fadeOut( duration ); + this.fadeIn( duration ); + + if ( warp ) { + + var fadeInDuration = this._clip.duration, + fadeOutDuration = fadeOutAction._clip.duration, + + startEndRatio = fadeOutDuration / fadeInDuration, + endStartRatio = fadeInDuration / fadeOutDuration; + + fadeOutAction.warp( 1.0, startEndRatio, duration ); + this.warp( endStartRatio, 1.0, duration ); + + } + + return this; + + }, + + crossFadeTo: function ( fadeInAction, duration, warp ) { + + return fadeInAction.crossFadeFrom( this, duration, warp ); + + }, + + stopFading: function () { + + var weightInterpolant = this._weightInterpolant; + + if ( weightInterpolant !== null ) { + + this._weightInterpolant = null; + this._mixer._takeBackControlInterpolant( weightInterpolant ); + + } + + return this; + + }, + + // Time Scale Control + + // set the time scale stopping any scheduled warping + // although .paused = true yields an effective time scale of zero, this + // method does *not* change .paused, because it would be confusing + setEffectiveTimeScale: function ( timeScale ) { + + this.timeScale = timeScale; + this._effectiveTimeScale = this.paused ? 0 : timeScale; + + return this.stopWarping(); + + }, + + // return the time scale considering warping and .paused + getEffectiveTimeScale: function () { + + return this._effectiveTimeScale; + + }, + + setDuration: function ( duration ) { + + this.timeScale = this._clip.duration / duration; + + return this.stopWarping(); + + }, + + syncWith: function ( action ) { + + this.time = action.time; + this.timeScale = action.timeScale; + + return this.stopWarping(); + + }, + + halt: function ( duration ) { + + return this.warp( this._effectiveTimeScale, 0, duration ); + + }, + + warp: function ( startTimeScale, endTimeScale, duration ) { + + var mixer = this._mixer, now = mixer.time, + interpolant = this._timeScaleInterpolant, + + timeScale = this.timeScale; + + if ( interpolant === null ) { + + interpolant = mixer._lendControlInterpolant(); + this._timeScaleInterpolant = interpolant; + + } + + var times = interpolant.parameterPositions, + values = interpolant.sampleValues; + + times[ 0 ] = now; + times[ 1 ] = now + duration; + + values[ 0 ] = startTimeScale / timeScale; + values[ 1 ] = endTimeScale / timeScale; + + return this; + + }, + + stopWarping: function () { + + var timeScaleInterpolant = this._timeScaleInterpolant; + + if ( timeScaleInterpolant !== null ) { + + this._timeScaleInterpolant = null; + this._mixer._takeBackControlInterpolant( timeScaleInterpolant ); + + } + + return this; + + }, + + // Object Accessors + + getMixer: function () { + + return this._mixer; + + }, + + getClip: function () { + + return this._clip; + + }, + + getRoot: function () { + + return this._localRoot || this._mixer._root; + + }, + + // Interna + + _update: function ( time, deltaTime, timeDirection, accuIndex ) { + + // called by the mixer + + if ( ! this.enabled ) { + + // call ._updateWeight() to update ._effectiveWeight + + this._updateWeight( time ); + return; + + } + + var startTime = this._startTime; + + if ( startTime !== null ) { + + // check for scheduled start of action + + var timeRunning = ( time - startTime ) * timeDirection; + if ( timeRunning < 0 || timeDirection === 0 ) { + + return; // yet to come / don't decide when delta = 0 + + } + + // start + + this._startTime = null; // unschedule + deltaTime = timeDirection * timeRunning; + + } + + // apply time scale and advance time + + deltaTime *= this._updateTimeScale( time ); + var clipTime = this._updateTime( deltaTime ); + + // note: _updateTime may disable the action resulting in + // an effective weight of 0 + + var weight = this._updateWeight( time ); + + if ( weight > 0 ) { + + var interpolants = this._interpolants; + var propertyMixers = this._propertyBindings; + + for ( var j = 0, m = interpolants.length; j !== m; ++ j ) { + + interpolants[ j ].evaluate( clipTime ); + propertyMixers[ j ].accumulate( accuIndex, weight ); + + } + + } + + }, + + _updateWeight: function ( time ) { + + var weight = 0; + + if ( this.enabled ) { + + weight = this.weight; + var interpolant = this._weightInterpolant; + + if ( interpolant !== null ) { + + var interpolantValue = interpolant.evaluate( time )[ 0 ]; + + weight *= interpolantValue; + + if ( time > interpolant.parameterPositions[ 1 ] ) { + + this.stopFading(); + + if ( interpolantValue === 0 ) { + + // faded out, disable + this.enabled = false; + + } + + } + + } + + } + + this._effectiveWeight = weight; + return weight; + + }, + + _updateTimeScale: function ( time ) { + + var timeScale = 0; + + if ( ! this.paused ) { + + timeScale = this.timeScale; + + var interpolant = this._timeScaleInterpolant; + + if ( interpolant !== null ) { + + var interpolantValue = interpolant.evaluate( time )[ 0 ]; + + timeScale *= interpolantValue; + + if ( time > interpolant.parameterPositions[ 1 ] ) { + + this.stopWarping(); + + if ( timeScale === 0 ) { + + // motion has halted, pause + this.paused = true; + + } else { + + // warp done - apply final time scale + this.timeScale = timeScale; + + } + + } + + } + + } + + this._effectiveTimeScale = timeScale; + return timeScale; + + }, + + _updateTime: function ( deltaTime ) { + + var time = this.time + deltaTime; + + if ( deltaTime === 0 ) return time; + + var duration = this._clip.duration, + + loop = this.loop, + loopCount = this._loopCount; + + if ( loop === LoopOnce ) { + + if ( loopCount === - 1 ) { + + // just started + + this._loopCount = 0; + this._setEndings( true, true, false ); + + } + + handle_stop: { + + if ( time >= duration ) { + + time = duration; + + } else if ( time < 0 ) { + + time = 0; + + } else break handle_stop; + + if ( this.clampWhenFinished ) this.paused = true; + else this.enabled = false; + + this._mixer.dispatchEvent( { + type: 'finished', action: this, + direction: deltaTime < 0 ? - 1 : 1 + } ); + + } + + } else { // repetitive Repeat or PingPong + + var pingPong = ( loop === LoopPingPong ); + + if ( loopCount === - 1 ) { + + // just started + + if ( deltaTime >= 0 ) { + + loopCount = 0; + + this._setEndings( true, this.repetitions === 0, pingPong ); + + } else { + + // when looping in reverse direction, the initial + // transition through zero counts as a repetition, + // so leave loopCount at -1 + + this._setEndings( this.repetitions === 0, true, pingPong ); + + } + + } + + if ( time >= duration || time < 0 ) { + + // wrap around + + var loopDelta = Math.floor( time / duration ); // signed + time -= duration * loopDelta; + + loopCount += Math.abs( loopDelta ); + + var pending = this.repetitions - loopCount; + + if ( pending < 0 ) { + + // have to stop (switch state, clamp time, fire event) + + if ( this.clampWhenFinished ) this.paused = true; + else this.enabled = false; + + time = deltaTime > 0 ? duration : 0; + + this._mixer.dispatchEvent( { + type: 'finished', action: this, + direction: deltaTime > 0 ? 1 : - 1 + } ); + + } else { + + // keep running + + if ( pending === 0 ) { + + // entering the last round + + var atStart = deltaTime < 0; + this._setEndings( atStart, ! atStart, pingPong ); + + } else { + + this._setEndings( false, false, pingPong ); + + } + + this._loopCount = loopCount; + + this._mixer.dispatchEvent( { + type: 'loop', action: this, loopDelta: loopDelta + } ); + + } + + } + + if ( pingPong && ( loopCount & 1 ) === 1 ) { + + // invert time for the "pong round" + + this.time = time; + return duration - time; + + } + + } + + this.time = time; + return time; + + }, + + _setEndings: function ( atStart, atEnd, pingPong ) { + + var settings = this._interpolantSettings; + + if ( pingPong ) { + + settings.endingStart = ZeroSlopeEnding; + settings.endingEnd = ZeroSlopeEnding; + + } else { + + // assuming for LoopOnce atStart == atEnd == true + + if ( atStart ) { + + settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding; + + } else { + + settings.endingStart = WrapAroundEnding; + + } + + if ( atEnd ) { + + settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding; + + } else { + + settings.endingEnd = WrapAroundEnding; + + } + + } + + }, + + _scheduleFading: function ( duration, weightNow, weightThen ) { + + var mixer = this._mixer, now = mixer.time, + interpolant = this._weightInterpolant; + + if ( interpolant === null ) { + + interpolant = mixer._lendControlInterpolant(); + this._weightInterpolant = interpolant; + + } + + var times = interpolant.parameterPositions, + values = interpolant.sampleValues; + + times[ 0 ] = now; values[ 0 ] = weightNow; + times[ 1 ] = now + duration; values[ 1 ] = weightThen; + + return this; + + } + + } ); + + /** + * + * Player for AnimationClips. + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ + + function AnimationMixer( root ) { + + this._root = root; + this._initMemoryManager(); + this._accuIndex = 0; + + this.time = 0; + + this.timeScale = 1.0; + + } + + AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { + + constructor: AnimationMixer, + + _bindAction: function ( action, prototypeAction ) { + + var root = action._localRoot || this._root, + tracks = action._clip.tracks, + nTracks = tracks.length, + bindings = action._propertyBindings, + interpolants = action._interpolants, + rootUuid = root.uuid, + bindingsByRoot = this._bindingsByRootAndName, + bindingsByName = bindingsByRoot[ rootUuid ]; + + if ( bindingsByName === undefined ) { + + bindingsByName = {}; + bindingsByRoot[ rootUuid ] = bindingsByName; + + } + + for ( var i = 0; i !== nTracks; ++ i ) { + + var track = tracks[ i ], + trackName = track.name, + binding = bindingsByName[ trackName ]; + + if ( binding !== undefined ) { + + bindings[ i ] = binding; + + } else { + + binding = bindings[ i ]; + + if ( binding !== undefined ) { + + // existing binding, make sure the cache knows + + if ( binding._cacheIndex === null ) { + + ++ binding.referenceCount; + this._addInactiveBinding( binding, rootUuid, trackName ); + + } + + continue; + + } + + var path = prototypeAction && prototypeAction. + _propertyBindings[ i ].binding.parsedPath; + + binding = new PropertyMixer( + PropertyBinding.create( root, trackName, path ), + track.ValueTypeName, track.getValueSize() ); + + ++ binding.referenceCount; + this._addInactiveBinding( binding, rootUuid, trackName ); + + bindings[ i ] = binding; + + } + + interpolants[ i ].resultBuffer = binding.buffer; + + } + + }, + + _activateAction: function ( action ) { + + if ( ! this._isActiveAction( action ) ) { + + if ( action._cacheIndex === null ) { + + // this action has been forgotten by the cache, but the user + // appears to be still using it -> rebind + + var rootUuid = ( action._localRoot || this._root ).uuid, + clipUuid = action._clip.uuid, + actionsForClip = this._actionsByClip[ clipUuid ]; + + this._bindAction( action, + actionsForClip && actionsForClip.knownActions[ 0 ] ); + + this._addInactiveAction( action, clipUuid, rootUuid ); + + } + + var bindings = action._propertyBindings; + + // increment reference counts / sort out state + for ( var i = 0, n = bindings.length; i !== n; ++ i ) { + + var binding = bindings[ i ]; + + if ( binding.useCount ++ === 0 ) { + + this._lendBinding( binding ); + binding.saveOriginalState(); + + } + + } + + this._lendAction( action ); + + } + + }, + + _deactivateAction: function ( action ) { + + if ( this._isActiveAction( action ) ) { + + var bindings = action._propertyBindings; + + // decrement reference counts / sort out state + for ( var i = 0, n = bindings.length; i !== n; ++ i ) { + + var binding = bindings[ i ]; + + if ( -- binding.useCount === 0 ) { + + binding.restoreOriginalState(); + this._takeBackBinding( binding ); + + } + + } + + this._takeBackAction( action ); + + } + + }, + + // Memory manager + + _initMemoryManager: function () { + + this._actions = []; // 'nActiveActions' followed by inactive ones + this._nActiveActions = 0; + + this._actionsByClip = {}; + // inside: + // { + // knownActions: Array< AnimationAction > - used as prototypes + // actionByRoot: AnimationAction - lookup + // } + + + this._bindings = []; // 'nActiveBindings' followed by inactive ones + this._nActiveBindings = 0; + + this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer > + + + this._controlInterpolants = []; // same game as above + this._nActiveControlInterpolants = 0; + + var scope = this; + + this.stats = { + + actions: { + get total() { + + return scope._actions.length; + + }, + get inUse() { + + return scope._nActiveActions; + + } + }, + bindings: { + get total() { + + return scope._bindings.length; + + }, + get inUse() { + + return scope._nActiveBindings; + + } + }, + controlInterpolants: { + get total() { + + return scope._controlInterpolants.length; + + }, + get inUse() { + + return scope._nActiveControlInterpolants; + + } + } + + }; + + }, + + // Memory management for AnimationAction objects + + _isActiveAction: function ( action ) { + + var index = action._cacheIndex; + return index !== null && index < this._nActiveActions; + + }, + + _addInactiveAction: function ( action, clipUuid, rootUuid ) { + + var actions = this._actions, + actionsByClip = this._actionsByClip, + actionsForClip = actionsByClip[ clipUuid ]; + + if ( actionsForClip === undefined ) { + + actionsForClip = { + + knownActions: [ action ], + actionByRoot: {} + + }; + + action._byClipCacheIndex = 0; + + actionsByClip[ clipUuid ] = actionsForClip; + + } else { + + var knownActions = actionsForClip.knownActions; + + action._byClipCacheIndex = knownActions.length; + knownActions.push( action ); + + } + + action._cacheIndex = actions.length; + actions.push( action ); + + actionsForClip.actionByRoot[ rootUuid ] = action; + + }, + + _removeInactiveAction: function ( action ) { + + var actions = this._actions, + lastInactiveAction = actions[ actions.length - 1 ], + cacheIndex = action._cacheIndex; + + lastInactiveAction._cacheIndex = cacheIndex; + actions[ cacheIndex ] = lastInactiveAction; + actions.pop(); + + action._cacheIndex = null; + + + var clipUuid = action._clip.uuid, + actionsByClip = this._actionsByClip, + actionsForClip = actionsByClip[ clipUuid ], + knownActionsForClip = actionsForClip.knownActions, + + lastKnownAction = + knownActionsForClip[ knownActionsForClip.length - 1 ], + + byClipCacheIndex = action._byClipCacheIndex; + + lastKnownAction._byClipCacheIndex = byClipCacheIndex; + knownActionsForClip[ byClipCacheIndex ] = lastKnownAction; + knownActionsForClip.pop(); + + action._byClipCacheIndex = null; + + + var actionByRoot = actionsForClip.actionByRoot, + rootUuid = ( action._localRoot || this._root ).uuid; + + delete actionByRoot[ rootUuid ]; + + if ( knownActionsForClip.length === 0 ) { + + delete actionsByClip[ clipUuid ]; + + } + + this._removeInactiveBindingsForAction( action ); + + }, + + _removeInactiveBindingsForAction: function ( action ) { + + var bindings = action._propertyBindings; + for ( var i = 0, n = bindings.length; i !== n; ++ i ) { + + var binding = bindings[ i ]; + + if ( -- binding.referenceCount === 0 ) { + + this._removeInactiveBinding( binding ); + + } + + } + + }, + + _lendAction: function ( action ) { + + // [ active actions | inactive actions ] + // [ active actions >| inactive actions ] + // s a + // <-swap-> + // a s + + var actions = this._actions, + prevIndex = action._cacheIndex, + + lastActiveIndex = this._nActiveActions ++, + + firstInactiveAction = actions[ lastActiveIndex ]; + + action._cacheIndex = lastActiveIndex; + actions[ lastActiveIndex ] = action; + + firstInactiveAction._cacheIndex = prevIndex; + actions[ prevIndex ] = firstInactiveAction; + + }, + + _takeBackAction: function ( action ) { + + // [ active actions | inactive actions ] + // [ active actions |< inactive actions ] + // a s + // <-swap-> + // s a + + var actions = this._actions, + prevIndex = action._cacheIndex, + + firstInactiveIndex = -- this._nActiveActions, + + lastActiveAction = actions[ firstInactiveIndex ]; + + action._cacheIndex = firstInactiveIndex; + actions[ firstInactiveIndex ] = action; + + lastActiveAction._cacheIndex = prevIndex; + actions[ prevIndex ] = lastActiveAction; + + }, + + // Memory management for PropertyMixer objects + + _addInactiveBinding: function ( binding, rootUuid, trackName ) { + + var bindingsByRoot = this._bindingsByRootAndName, + bindingByName = bindingsByRoot[ rootUuid ], + + bindings = this._bindings; + + if ( bindingByName === undefined ) { + + bindingByName = {}; + bindingsByRoot[ rootUuid ] = bindingByName; + + } + + bindingByName[ trackName ] = binding; + + binding._cacheIndex = bindings.length; + bindings.push( binding ); + + }, + + _removeInactiveBinding: function ( binding ) { + + var bindings = this._bindings, + propBinding = binding.binding, + rootUuid = propBinding.rootNode.uuid, + trackName = propBinding.path, + bindingsByRoot = this._bindingsByRootAndName, + bindingByName = bindingsByRoot[ rootUuid ], + + lastInactiveBinding = bindings[ bindings.length - 1 ], + cacheIndex = binding._cacheIndex; + + lastInactiveBinding._cacheIndex = cacheIndex; + bindings[ cacheIndex ] = lastInactiveBinding; + bindings.pop(); + + delete bindingByName[ trackName ]; + + remove_empty_map: { + + for ( var _ in bindingByName ) break remove_empty_map; // eslint-disable-line no-unused-vars + + delete bindingsByRoot[ rootUuid ]; + + } + + }, + + _lendBinding: function ( binding ) { + + var bindings = this._bindings, + prevIndex = binding._cacheIndex, + + lastActiveIndex = this._nActiveBindings ++, + + firstInactiveBinding = bindings[ lastActiveIndex ]; + + binding._cacheIndex = lastActiveIndex; + bindings[ lastActiveIndex ] = binding; + + firstInactiveBinding._cacheIndex = prevIndex; + bindings[ prevIndex ] = firstInactiveBinding; + + }, + + _takeBackBinding: function ( binding ) { + + var bindings = this._bindings, + prevIndex = binding._cacheIndex, + + firstInactiveIndex = -- this._nActiveBindings, + + lastActiveBinding = bindings[ firstInactiveIndex ]; + + binding._cacheIndex = firstInactiveIndex; + bindings[ firstInactiveIndex ] = binding; + + lastActiveBinding._cacheIndex = prevIndex; + bindings[ prevIndex ] = lastActiveBinding; + + }, + + + // Memory management of Interpolants for weight and time scale + + _lendControlInterpolant: function () { + + var interpolants = this._controlInterpolants, + lastActiveIndex = this._nActiveControlInterpolants ++, + interpolant = interpolants[ lastActiveIndex ]; + + if ( interpolant === undefined ) { + + interpolant = new LinearInterpolant( + new Float32Array( 2 ), new Float32Array( 2 ), + 1, this._controlInterpolantsResultBuffer ); + + interpolant.__cacheIndex = lastActiveIndex; + interpolants[ lastActiveIndex ] = interpolant; + + } + + return interpolant; + + }, + + _takeBackControlInterpolant: function ( interpolant ) { + + var interpolants = this._controlInterpolants, + prevIndex = interpolant.__cacheIndex, + + firstInactiveIndex = -- this._nActiveControlInterpolants, + + lastActiveInterpolant = interpolants[ firstInactiveIndex ]; + + interpolant.__cacheIndex = firstInactiveIndex; + interpolants[ firstInactiveIndex ] = interpolant; + + lastActiveInterpolant.__cacheIndex = prevIndex; + interpolants[ prevIndex ] = lastActiveInterpolant; + + }, + + _controlInterpolantsResultBuffer: new Float32Array( 1 ), + + // return an action for a clip optionally using a custom root target + // object (this method allocates a lot of dynamic memory in case a + // previously unknown clip/root combination is specified) + clipAction: function ( clip, optionalRoot ) { + + var root = optionalRoot || this._root, + rootUuid = root.uuid, + + clipObject = typeof clip === 'string' ? + AnimationClip.findByName( root, clip ) : clip, + + clipUuid = clipObject !== null ? clipObject.uuid : clip, + + actionsForClip = this._actionsByClip[ clipUuid ], + prototypeAction = null; + + if ( actionsForClip !== undefined ) { + + var existingAction = + actionsForClip.actionByRoot[ rootUuid ]; + + if ( existingAction !== undefined ) { + + return existingAction; + + } + + // we know the clip, so we don't have to parse all + // the bindings again but can just copy + prototypeAction = actionsForClip.knownActions[ 0 ]; + + // also, take the clip from the prototype action + if ( clipObject === null ) + clipObject = prototypeAction._clip; + + } + + // clip must be known when specified via string + if ( clipObject === null ) return null; + + // allocate all resources required to run it + var newAction = new AnimationAction( this, clipObject, optionalRoot ); + + this._bindAction( newAction, prototypeAction ); + + // and make the action known to the memory manager + this._addInactiveAction( newAction, clipUuid, rootUuid ); + + return newAction; + + }, + + // get an existing action + existingAction: function ( clip, optionalRoot ) { + + var root = optionalRoot || this._root, + rootUuid = root.uuid, + + clipObject = typeof clip === 'string' ? + AnimationClip.findByName( root, clip ) : clip, + + clipUuid = clipObject ? clipObject.uuid : clip, + + actionsForClip = this._actionsByClip[ clipUuid ]; + + if ( actionsForClip !== undefined ) { + + return actionsForClip.actionByRoot[ rootUuid ] || null; + + } + + return null; + + }, + + // deactivates all previously scheduled actions + stopAllAction: function () { + + var actions = this._actions, + nActions = this._nActiveActions, + bindings = this._bindings, + nBindings = this._nActiveBindings; + + this._nActiveActions = 0; + this._nActiveBindings = 0; + + for ( var i = 0; i !== nActions; ++ i ) { + + actions[ i ].reset(); + + } + + for ( var i = 0; i !== nBindings; ++ i ) { + + bindings[ i ].useCount = 0; + + } + + return this; + + }, + + // advance the time and update apply the animation + update: function ( deltaTime ) { + + deltaTime *= this.timeScale; + + var actions = this._actions, + nActions = this._nActiveActions, + + time = this.time += deltaTime, + timeDirection = Math.sign( deltaTime ), + + accuIndex = this._accuIndex ^= 1; + + // run active actions + + for ( var i = 0; i !== nActions; ++ i ) { + + var action = actions[ i ]; + + action._update( time, deltaTime, timeDirection, accuIndex ); + + } + + // update scene graph + + var bindings = this._bindings, + nBindings = this._nActiveBindings; + + for ( var i = 0; i !== nBindings; ++ i ) { + + bindings[ i ].apply( accuIndex ); + + } + + return this; + + }, + + // return this mixer's root target object + getRoot: function () { + + return this._root; + + }, + + // free all resources specific to a particular clip + uncacheClip: function ( clip ) { + + var actions = this._actions, + clipUuid = clip.uuid, + actionsByClip = this._actionsByClip, + actionsForClip = actionsByClip[ clipUuid ]; + + if ( actionsForClip !== undefined ) { + + // note: just calling _removeInactiveAction would mess up the + // iteration state and also require updating the state we can + // just throw away + + var actionsToRemove = actionsForClip.knownActions; + + for ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) { + + var action = actionsToRemove[ i ]; + + this._deactivateAction( action ); + + var cacheIndex = action._cacheIndex, + lastInactiveAction = actions[ actions.length - 1 ]; + + action._cacheIndex = null; + action._byClipCacheIndex = null; + + lastInactiveAction._cacheIndex = cacheIndex; + actions[ cacheIndex ] = lastInactiveAction; + actions.pop(); + + this._removeInactiveBindingsForAction( action ); + + } + + delete actionsByClip[ clipUuid ]; + + } + + }, + + // free all resources specific to a particular root target object + uncacheRoot: function ( root ) { + + var rootUuid = root.uuid, + actionsByClip = this._actionsByClip; + + for ( var clipUuid in actionsByClip ) { + + var actionByRoot = actionsByClip[ clipUuid ].actionByRoot, + action = actionByRoot[ rootUuid ]; + + if ( action !== undefined ) { + + this._deactivateAction( action ); + this._removeInactiveAction( action ); + + } + + } + + var bindingsByRoot = this._bindingsByRootAndName, + bindingByName = bindingsByRoot[ rootUuid ]; + + if ( bindingByName !== undefined ) { + + for ( var trackName in bindingByName ) { + + var binding = bindingByName[ trackName ]; + binding.restoreOriginalState(); + this._removeInactiveBinding( binding ); + + } + + } + + }, + + // remove a targeted clip from the cache + uncacheAction: function ( clip, optionalRoot ) { + + var action = this.existingAction( clip, optionalRoot ); + + if ( action !== null ) { + + this._deactivateAction( action ); + this._removeInactiveAction( action ); + + } + + } + + } ); + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function Uniform( value ) { + + if ( typeof value === 'string' ) { + + console.warn( 'THREE.Uniform: Type parameter is no longer needed.' ); + value = arguments[ 1 ]; + + } + + this.value = value; + + } + + Uniform.prototype.clone = function () { + + return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() ); + + }; + + /** + * @author benaadams / https://twitter.com/ben_a_adams + */ + + function InstancedBufferGeometry() { + + BufferGeometry.call( this ); + + this.type = 'InstancedBufferGeometry'; + this.maxInstancedCount = undefined; + + } + + InstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), { + + constructor: InstancedBufferGeometry, + + isInstancedBufferGeometry: true, + + copy: function ( source ) { + + BufferGeometry.prototype.copy.call( this, source ); + + this.maxInstancedCount = source.maxInstancedCount; + + return this; + + }, + + clone: function () { + + return new this.constructor().copy( this ); + + } + + } ); + + /** + * @author benaadams / https://twitter.com/ben_a_adams + */ + + function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) { + + this.uuid = _Math.generateUUID(); + + this.data = interleavedBuffer; + this.itemSize = itemSize; + this.offset = offset; + + this.normalized = normalized === true; + + } + + Object.defineProperties( InterleavedBufferAttribute.prototype, { + + count: { + + get: function () { + + return this.data.count; + + } + + }, + + array: { + + get: function () { + + return this.data.array; + + } + + } + + } ); + + Object.assign( InterleavedBufferAttribute.prototype, { + + isInterleavedBufferAttribute: true, + + setX: function ( index, x ) { + + this.data.array[ index * this.data.stride + this.offset ] = x; + + return this; + + }, + + setY: function ( index, y ) { + + this.data.array[ index * this.data.stride + this.offset + 1 ] = y; + + return this; + + }, + + setZ: function ( index, z ) { + + this.data.array[ index * this.data.stride + this.offset + 2 ] = z; + + return this; + + }, + + setW: function ( index, w ) { + + this.data.array[ index * this.data.stride + this.offset + 3 ] = w; + + return this; + + }, + + getX: function ( index ) { + + return this.data.array[ index * this.data.stride + this.offset ]; + + }, + + getY: function ( index ) { + + return this.data.array[ index * this.data.stride + this.offset + 1 ]; + + }, + + getZ: function ( index ) { + + return this.data.array[ index * this.data.stride + this.offset + 2 ]; + + }, + + getW: function ( index ) { + + return this.data.array[ index * this.data.stride + this.offset + 3 ]; + + }, + + setXY: function ( index, x, y ) { + + index = index * this.data.stride + this.offset; + + this.data.array[ index + 0 ] = x; + this.data.array[ index + 1 ] = y; + + return this; + + }, + + setXYZ: function ( index, x, y, z ) { + + index = index * this.data.stride + this.offset; + + this.data.array[ index + 0 ] = x; + this.data.array[ index + 1 ] = y; + this.data.array[ index + 2 ] = z; + + return this; + + }, + + setXYZW: function ( index, x, y, z, w ) { + + index = index * this.data.stride + this.offset; + + this.data.array[ index + 0 ] = x; + this.data.array[ index + 1 ] = y; + this.data.array[ index + 2 ] = z; + this.data.array[ index + 3 ] = w; + + return this; + + } + + } ); + + /** + * @author benaadams / https://twitter.com/ben_a_adams + */ + + function InterleavedBuffer( array, stride ) { + + this.uuid = _Math.generateUUID(); + + this.array = array; + this.stride = stride; + this.count = array !== undefined ? array.length / stride : 0; + + this.dynamic = false; + this.updateRange = { offset: 0, count: - 1 }; + + this.onUploadCallback = function () {}; + + this.version = 0; + + } + + Object.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', { + + set: function ( value ) { + + if ( value === true ) this.version ++; + + } + + } ); + + Object.assign( InterleavedBuffer.prototype, { + + isInterleavedBuffer: true, + + setArray: function ( array ) { + + if ( Array.isArray( array ) ) { + + throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' ); + + } + + this.count = array !== undefined ? array.length / this.stride : 0; + this.array = array; + + }, + + setDynamic: function ( value ) { + + this.dynamic = value; + + return this; + + }, + + copy: function ( source ) { + + this.array = new source.array.constructor( source.array ); + this.count = source.count; + this.stride = source.stride; + this.dynamic = source.dynamic; + + return this; + + }, + + copyAt: function ( index1, attribute, index2 ) { + + index1 *= this.stride; + index2 *= attribute.stride; + + for ( var i = 0, l = this.stride; i < l; i ++ ) { + + this.array[ index1 + i ] = attribute.array[ index2 + i ]; + + } + + return this; + + }, + + set: function ( value, offset ) { + + if ( offset === undefined ) offset = 0; + + this.array.set( value, offset ); + + return this; + + }, + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + onUpload: function ( callback ) { + + this.onUploadCallback = callback; + + return this; + + } + + } ); + + /** + * @author benaadams / https://twitter.com/ben_a_adams + */ + + function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) { + + InterleavedBuffer.call( this, array, stride ); + + this.meshPerAttribute = meshPerAttribute || 1; + + } + + InstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), { + + constructor: InstancedInterleavedBuffer, + + isInstancedInterleavedBuffer: true, + + copy: function ( source ) { + + InterleavedBuffer.prototype.copy.call( this, source ); + + this.meshPerAttribute = source.meshPerAttribute; + + return this; + + } + + } ); + + /** + * @author benaadams / https://twitter.com/ben_a_adams + */ + + function InstancedBufferAttribute( array, itemSize, meshPerAttribute ) { + + BufferAttribute.call( this, array, itemSize ); + + this.meshPerAttribute = meshPerAttribute || 1; + + } + + InstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), { + + constructor: InstancedBufferAttribute, + + isInstancedBufferAttribute: true, + + copy: function ( source ) { + + BufferAttribute.prototype.copy.call( this, source ); + + this.meshPerAttribute = source.meshPerAttribute; + + return this; + + } + + } ); + + /** + * @author mrdoob / http://mrdoob.com/ + * @author bhouston / http://clara.io/ + * @author stephomi / http://stephaneginier.com/ + */ + + function Raycaster( origin, direction, near, far ) { + + this.ray = new Ray( origin, direction ); + // direction is assumed to be normalized (for accurate distance calculations) + + this.near = near || 0; + this.far = far || Infinity; + + this.params = { + Mesh: {}, + Line: {}, + LOD: {}, + Points: { threshold: 1 }, + Sprite: {} + }; + + Object.defineProperties( this.params, { + PointCloud: { + get: function () { + + console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' ); + return this.Points; + + } + } + } ); + + } + + function ascSort( a, b ) { + + return a.distance - b.distance; + + } + + function intersectObject( object, raycaster, intersects, recursive ) { + + if ( object.visible === false ) return; + + object.raycast( raycaster, intersects ); + + if ( recursive === true ) { + + var children = object.children; + + for ( var i = 0, l = children.length; i < l; i ++ ) { + + intersectObject( children[ i ], raycaster, intersects, true ); + + } + + } + + } + + Object.assign( Raycaster.prototype, { + + linePrecision: 1, + + set: function ( origin, direction ) { + + // direction is assumed to be normalized (for accurate distance calculations) + + this.ray.set( origin, direction ); + + }, + + setFromCamera: function ( coords, camera ) { + + if ( ( camera && camera.isPerspectiveCamera ) ) { + + this.ray.origin.setFromMatrixPosition( camera.matrixWorld ); + this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize(); + + } else if ( ( camera && camera.isOrthographicCamera ) ) { + + this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera + this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld ); + + } else { + + console.error( 'THREE.Raycaster: Unsupported camera type.' ); + + } + + }, + + intersectObject: function ( object, recursive ) { + + var intersects = []; + + intersectObject( object, this, intersects, recursive ); + + intersects.sort( ascSort ); + + return intersects; + + }, + + intersectObjects: function ( objects, recursive ) { + + var intersects = []; + + if ( Array.isArray( objects ) === false ) { + + console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' ); + return intersects; + + } + + for ( var i = 0, l = objects.length; i < l; i ++ ) { + + intersectObject( objects[ i ], this, intersects, recursive ); + + } + + intersects.sort( ascSort ); + + return intersects; + + } + + } ); + + /** + * @author alteredq / http://alteredqualia.com/ + */ + + function Clock( autoStart ) { + + this.autoStart = ( autoStart !== undefined ) ? autoStart : true; + + this.startTime = 0; + this.oldTime = 0; + this.elapsedTime = 0; + + this.running = false; + + } + + Object.assign( Clock.prototype, { + + start: function () { + + this.startTime = ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732 + + this.oldTime = this.startTime; + this.elapsedTime = 0; + this.running = true; + + }, + + stop: function () { + + this.getElapsedTime(); + this.running = false; + this.autoStart = false; + + }, + + getElapsedTime: function () { + + this.getDelta(); + return this.elapsedTime; + + }, + + getDelta: function () { + + var diff = 0; + + if ( this.autoStart && ! this.running ) { + + this.start(); + return 0; + + } + + if ( this.running ) { + + var newTime = ( typeof performance === 'undefined' ? Date : performance ).now(); + + diff = ( newTime - this.oldTime ) / 1000; + this.oldTime = newTime; + + this.elapsedTime += diff; + + } + + return diff; + + } + + } ); + + /** + * @author bhouston / http://clara.io + * @author WestLangley / http://github.com/WestLangley + * + * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system + * + * The poles (phi) are at the positive and negative y axis. + * The equator starts at positive z. + */ + + function Spherical( radius, phi, theta ) { + + this.radius = ( radius !== undefined ) ? radius : 1.0; + this.phi = ( phi !== undefined ) ? phi : 0; // up / down towards top and bottom pole + this.theta = ( theta !== undefined ) ? theta : 0; // around the equator of the sphere + + return this; + + } + + Object.assign( Spherical.prototype, { + + set: function ( radius, phi, theta ) { + + this.radius = radius; + this.phi = phi; + this.theta = theta; + + return this; + + }, + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + copy: function ( other ) { + + this.radius = other.radius; + this.phi = other.phi; + this.theta = other.theta; + + return this; + + }, + + // restrict phi to be betwee EPS and PI-EPS + makeSafe: function () { + + var EPS = 0.000001; + this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) ); + + return this; + + }, + + setFromVector3: function ( vec3 ) { + + this.radius = vec3.length(); + + if ( this.radius === 0 ) { + + this.theta = 0; + this.phi = 0; + + } else { + + this.theta = Math.atan2( vec3.x, vec3.z ); // equator angle around y-up axis + this.phi = Math.acos( _Math.clamp( vec3.y / this.radius, - 1, 1 ) ); // polar angle + + } + + return this; + + } + + } ); + + /** + * @author Mugen87 / https://github.com/Mugen87 + * + * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system + * + */ + + function Cylindrical( radius, theta, y ) { + + this.radius = ( radius !== undefined ) ? radius : 1.0; // distance from the origin to a point in the x-z plane + this.theta = ( theta !== undefined ) ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis + this.y = ( y !== undefined ) ? y : 0; // height above the x-z plane + + return this; + + } + + Object.assign( Cylindrical.prototype, { + + set: function ( radius, theta, y ) { + + this.radius = radius; + this.theta = theta; + this.y = y; + + return this; + + }, + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + copy: function ( other ) { + + this.radius = other.radius; + this.theta = other.theta; + this.y = other.y; + + return this; + + }, + + setFromVector3: function ( vec3 ) { + + this.radius = Math.sqrt( vec3.x * vec3.x + vec3.z * vec3.z ); + this.theta = Math.atan2( vec3.x, vec3.z ); + this.y = vec3.y; + + return this; + + } + + } ); + + /** + * @author alteredq / http://alteredqualia.com/ + */ + + function ImmediateRenderObject( material ) { + + Object3D.call( this ); + + this.material = material; + this.render = function ( /* renderCallback */ ) {}; + + } + + ImmediateRenderObject.prototype = Object.create( Object3D.prototype ); + ImmediateRenderObject.prototype.constructor = ImmediateRenderObject; + + ImmediateRenderObject.prototype.isImmediateRenderObject = true; + + /** + * @author mrdoob / http://mrdoob.com/ + * @author WestLangley / http://github.com/WestLangley + */ + + function VertexNormalsHelper( object, size, hex, linewidth ) { + + this.object = object; + + this.size = ( size !== undefined ) ? size : 1; + + var color = ( hex !== undefined ) ? hex : 0xff0000; + + var width = ( linewidth !== undefined ) ? linewidth : 1; + + // + + var nNormals = 0; + + var objGeometry = this.object.geometry; + + if ( objGeometry && objGeometry.isGeometry ) { + + nNormals = objGeometry.faces.length * 3; + + } else if ( objGeometry && objGeometry.isBufferGeometry ) { + + nNormals = objGeometry.attributes.normal.count; + + } + + // + + var geometry = new BufferGeometry(); + + var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 ); + + geometry.addAttribute( 'position', positions ); + + LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) ); + + // + + this.matrixAutoUpdate = false; + + this.update(); + + } + + VertexNormalsHelper.prototype = Object.create( LineSegments.prototype ); + VertexNormalsHelper.prototype.constructor = VertexNormalsHelper; + + VertexNormalsHelper.prototype.update = ( function () { + + var v1 = new Vector3(); + var v2 = new Vector3(); + var normalMatrix = new Matrix3(); + + return function update() { + + var keys = [ 'a', 'b', 'c' ]; + + this.object.updateMatrixWorld( true ); + + normalMatrix.getNormalMatrix( this.object.matrixWorld ); + + var matrixWorld = this.object.matrixWorld; + + var position = this.geometry.attributes.position; + + // + + var objGeometry = this.object.geometry; + + if ( objGeometry && objGeometry.isGeometry ) { + + var vertices = objGeometry.vertices; + + var faces = objGeometry.faces; + + var idx = 0; + + for ( var i = 0, l = faces.length; i < l; i ++ ) { + + var face = faces[ i ]; + + for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) { + + var vertex = vertices[ face[ keys[ j ] ] ]; + + var normal = face.vertexNormals[ j ]; + + v1.copy( vertex ).applyMatrix4( matrixWorld ); + + v2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 ); + + position.setXYZ( idx, v1.x, v1.y, v1.z ); + + idx = idx + 1; + + position.setXYZ( idx, v2.x, v2.y, v2.z ); + + idx = idx + 1; + + } + + } + + } else if ( objGeometry && objGeometry.isBufferGeometry ) { + + var objPos = objGeometry.attributes.position; + + var objNorm = objGeometry.attributes.normal; + + var idx = 0; + + // for simplicity, ignore index and drawcalls, and render every normal + + for ( var j = 0, jl = objPos.count; j < jl; j ++ ) { + + v1.set( objPos.getX( j ), objPos.getY( j ), objPos.getZ( j ) ).applyMatrix4( matrixWorld ); + + v2.set( objNorm.getX( j ), objNorm.getY( j ), objNorm.getZ( j ) ); + + v2.applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 ); + + position.setXYZ( idx, v1.x, v1.y, v1.z ); + + idx = idx + 1; + + position.setXYZ( idx, v2.x, v2.y, v2.z ); + + idx = idx + 1; + + } + + } + + position.needsUpdate = true; + + }; + + }() ); + + /** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + * @author WestLangley / http://github.com/WestLangley + */ + + function SpotLightHelper( light, color ) { + + Object3D.call( this ); + + this.light = light; + this.light.updateMatrixWorld(); + + this.matrix = light.matrixWorld; + this.matrixAutoUpdate = false; + + this.color = color; + + var geometry = new BufferGeometry(); + + var positions = [ + 0, 0, 0, 0, 0, 1, + 0, 0, 0, 1, 0, 1, + 0, 0, 0, - 1, 0, 1, + 0, 0, 0, 0, 1, 1, + 0, 0, 0, 0, - 1, 1 + ]; + + for ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) { + + var p1 = ( i / l ) * Math.PI * 2; + var p2 = ( j / l ) * Math.PI * 2; + + positions.push( + Math.cos( p1 ), Math.sin( p1 ), 1, + Math.cos( p2 ), Math.sin( p2 ), 1 + ); + + } + + geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) ); + + var material = new LineBasicMaterial( { fog: false } ); + + this.cone = new LineSegments( geometry, material ); + this.add( this.cone ); + + this.update(); + + } + + SpotLightHelper.prototype = Object.create( Object3D.prototype ); + SpotLightHelper.prototype.constructor = SpotLightHelper; + + SpotLightHelper.prototype.dispose = function () { + + this.cone.geometry.dispose(); + this.cone.material.dispose(); + + }; + + SpotLightHelper.prototype.update = function () { + + var vector = new Vector3(); + var vector2 = new Vector3(); + + return function update() { + + this.light.updateMatrixWorld(); + + var coneLength = this.light.distance ? this.light.distance : 1000; + var coneWidth = coneLength * Math.tan( this.light.angle ); + + this.cone.scale.set( coneWidth, coneWidth, coneLength ); + + vector.setFromMatrixPosition( this.light.matrixWorld ); + vector2.setFromMatrixPosition( this.light.target.matrixWorld ); + + this.cone.lookAt( vector2.sub( vector ) ); + + if ( this.color !== undefined ) { + + this.cone.material.color.set( this.color ); + + } else { + + this.cone.material.color.copy( this.light.color ); + + } + + }; + + }(); + + /** + * @author Sean Griffin / http://twitter.com/sgrif + * @author Michael Guerrero / http://realitymeltdown.com + * @author mrdoob / http://mrdoob.com/ + * @author ikerr / http://verold.com + * @author Mugen87 / https://github.com/Mugen87 + */ + + function getBoneList( object ) { + + var boneList = []; + + if ( object && object.isBone ) { + + boneList.push( object ); + + } + + for ( var i = 0; i < object.children.length; i ++ ) { + + boneList.push.apply( boneList, getBoneList( object.children[ i ] ) ); + + } + + return boneList; + + } + + function SkeletonHelper( object ) { + + var bones = getBoneList( object ); + + var geometry = new BufferGeometry(); + + var vertices = []; + var colors = []; + + var color1 = new Color( 0, 0, 1 ); + var color2 = new Color( 0, 1, 0 ); + + for ( var i = 0; i < bones.length; i ++ ) { + + var bone = bones[ i ]; + + if ( bone.parent && bone.parent.isBone ) { + + vertices.push( 0, 0, 0 ); + vertices.push( 0, 0, 0 ); + colors.push( color1.r, color1.g, color1.b ); + colors.push( color2.r, color2.g, color2.b ); + + } + + } + + geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); + + var material = new LineBasicMaterial( { vertexColors: VertexColors, depthTest: false, depthWrite: false, transparent: true } ); + + LineSegments.call( this, geometry, material ); + + this.root = object; + this.bones = bones; + + this.matrix = object.matrixWorld; + this.matrixAutoUpdate = false; + + } + + SkeletonHelper.prototype = Object.create( LineSegments.prototype ); + SkeletonHelper.prototype.constructor = SkeletonHelper; + + SkeletonHelper.prototype.updateMatrixWorld = function () { + + var vector = new Vector3(); + + var boneMatrix = new Matrix4(); + var matrixWorldInv = new Matrix4(); + + return function updateMatrixWorld( force ) { + + var bones = this.bones; + + var geometry = this.geometry; + var position = geometry.getAttribute( 'position' ); + + matrixWorldInv.getInverse( this.root.matrixWorld ); + + for ( var i = 0, j = 0; i < bones.length; i ++ ) { + + var bone = bones[ i ]; + + if ( bone.parent && bone.parent.isBone ) { + + boneMatrix.multiplyMatrices( matrixWorldInv, bone.matrixWorld ); + vector.setFromMatrixPosition( boneMatrix ); + position.setXYZ( j, vector.x, vector.y, vector.z ); + + boneMatrix.multiplyMatrices( matrixWorldInv, bone.parent.matrixWorld ); + vector.setFromMatrixPosition( boneMatrix ); + position.setXYZ( j + 1, vector.x, vector.y, vector.z ); + + j += 2; + + } + + } + + geometry.getAttribute( 'position' ).needsUpdate = true; + + Object3D.prototype.updateMatrixWorld.call( this, force ); + + }; + + }(); + + /** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + */ + + function PointLightHelper( light, sphereSize, color ) { + + this.light = light; + this.light.updateMatrixWorld(); + + this.color = color; + + var geometry = new SphereBufferGeometry( sphereSize, 4, 2 ); + var material = new MeshBasicMaterial( { wireframe: true, fog: false } ); + + Mesh.call( this, geometry, material ); + + this.matrix = this.light.matrixWorld; + this.matrixAutoUpdate = false; + + this.update(); + + + /* + var distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 ); + var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } ); + + this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial ); + this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial ); + + var d = light.distance; + + if ( d === 0.0 ) { + + this.lightDistance.visible = false; + + } else { + + this.lightDistance.scale.set( d, d, d ); + + } + + this.add( this.lightDistance ); + */ + + } + + PointLightHelper.prototype = Object.create( Mesh.prototype ); + PointLightHelper.prototype.constructor = PointLightHelper; + + PointLightHelper.prototype.dispose = function () { + + this.geometry.dispose(); + this.material.dispose(); + + }; + + PointLightHelper.prototype.update = function () { + + if ( this.color !== undefined ) { + + this.material.color.set( this.color ); + + } else { + + this.material.color.copy( this.light.color ); + + } + + /* + var d = this.light.distance; + + if ( d === 0.0 ) { + + this.lightDistance.visible = false; + + } else { + + this.lightDistance.visible = true; + this.lightDistance.scale.set( d, d, d ); + + } + */ + + }; + + /** + * @author abelnation / http://github.com/abelnation + * @author Mugen87 / http://github.com/Mugen87 + * @author WestLangley / http://github.com/WestLangley + */ + + function RectAreaLightHelper( light, color ) { + + Object3D.call( this ); + + this.light = light; + this.light.updateMatrixWorld(); + + this.matrix = light.matrixWorld; + this.matrixAutoUpdate = false; + + this.color = color; + + var material = new LineBasicMaterial( { fog: false } ); + + var geometry = new BufferGeometry(); + + geometry.addAttribute( 'position', new BufferAttribute( new Float32Array( 5 * 3 ), 3 ) ); + + this.line = new Line( geometry, material ); + this.add( this.line ); + + + this.update(); + + } + + RectAreaLightHelper.prototype = Object.create( Object3D.prototype ); + RectAreaLightHelper.prototype.constructor = RectAreaLightHelper; + + RectAreaLightHelper.prototype.dispose = function () { + + this.children[ 0 ].geometry.dispose(); + this.children[ 0 ].material.dispose(); + + }; + + RectAreaLightHelper.prototype.update = function () { + + // calculate new dimensions of the helper + + var hx = this.light.width * 0.5; + var hy = this.light.height * 0.5; + + var position = this.line.geometry.attributes.position; + var array = position.array; + + // update vertices + + array[ 0 ] = hx; array[ 1 ] = - hy; array[ 2 ] = 0; + array[ 3 ] = hx; array[ 4 ] = hy; array[ 5 ] = 0; + array[ 6 ] = - hx; array[ 7 ] = hy; array[ 8 ] = 0; + array[ 9 ] = - hx; array[ 10 ] = - hy; array[ 11 ] = 0; + array[ 12 ] = hx; array[ 13 ] = - hy; array[ 14 ] = 0; + + position.needsUpdate = true; + + if ( this.color !== undefined ) { + + this.line.material.color.set( this.color ); + + } else { + + this.line.material.color.copy( this.light.color ); + + } + + }; + + /** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + * @author Mugen87 / https://github.com/Mugen87 + */ + + function HemisphereLightHelper( light, size, color ) { + + Object3D.call( this ); + + this.light = light; + this.light.updateMatrixWorld(); + + this.matrix = light.matrixWorld; + this.matrixAutoUpdate = false; + + this.color = color; + + var geometry = new OctahedronBufferGeometry( size ); + geometry.rotateY( Math.PI * 0.5 ); + + this.material = new MeshBasicMaterial( { wireframe: true, fog: false } ); + if ( this.color === undefined ) this.material.vertexColors = VertexColors; + + var position = geometry.getAttribute( 'position' ); + var colors = new Float32Array( position.count * 3 ); + + geometry.addAttribute( 'color', new BufferAttribute( colors, 3 ) ); + + this.add( new Mesh( geometry, this.material ) ); + + this.update(); + + } + + HemisphereLightHelper.prototype = Object.create( Object3D.prototype ); + HemisphereLightHelper.prototype.constructor = HemisphereLightHelper; + + HemisphereLightHelper.prototype.dispose = function () { + + this.children[ 0 ].geometry.dispose(); + this.children[ 0 ].material.dispose(); + + }; + + HemisphereLightHelper.prototype.update = function () { + + var vector = new Vector3(); + + var color1 = new Color(); + var color2 = new Color(); + + return function update() { + + var mesh = this.children[ 0 ]; + + if ( this.color !== undefined ) { + + this.material.color.set( this.color ); + + } else { + + var colors = mesh.geometry.getAttribute( 'color' ); + + color1.copy( this.light.color ); + color2.copy( this.light.groundColor ); + + for ( var i = 0, l = colors.count; i < l; i ++ ) { + + var color = ( i < ( l / 2 ) ) ? color1 : color2; + + colors.setXYZ( i, color.r, color.g, color.b ); + + } + + colors.needsUpdate = true; + + } + + mesh.lookAt( vector.setFromMatrixPosition( this.light.matrixWorld ).negate() ); + + }; + + }(); + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function GridHelper( size, divisions, color1, color2 ) { + + size = size || 10; + divisions = divisions || 10; + color1 = new Color( color1 !== undefined ? color1 : 0x444444 ); + color2 = new Color( color2 !== undefined ? color2 : 0x888888 ); + + var center = divisions / 2; + var step = size / divisions; + var halfSize = size / 2; + + var vertices = [], colors = []; + + for ( var i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) { + + vertices.push( - halfSize, 0, k, halfSize, 0, k ); + vertices.push( k, 0, - halfSize, k, 0, halfSize ); + + var color = i === center ? color1 : color2; + + color.toArray( colors, j ); j += 3; + color.toArray( colors, j ); j += 3; + color.toArray( colors, j ); j += 3; + color.toArray( colors, j ); j += 3; + + } + + var geometry = new BufferGeometry(); + geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); + + var material = new LineBasicMaterial( { vertexColors: VertexColors } ); + + LineSegments.call( this, geometry, material ); + + } + + GridHelper.prototype = Object.create( LineSegments.prototype ); + GridHelper.prototype.constructor = GridHelper; + + /** + * @author mrdoob / http://mrdoob.com/ + * @author Mugen87 / http://github.com/Mugen87 + * @author Hectate / http://www.github.com/Hectate + */ + + function PolarGridHelper( radius, radials, circles, divisions, color1, color2 ) { + + radius = radius || 10; + radials = radials || 16; + circles = circles || 8; + divisions = divisions || 64; + color1 = new Color( color1 !== undefined ? color1 : 0x444444 ); + color2 = new Color( color2 !== undefined ? color2 : 0x888888 ); + + var vertices = []; + var colors = []; + + var x, z; + var v, i, j, r, color; + + // create the radials + + for ( i = 0; i <= radials; i ++ ) { + + v = ( i / radials ) * ( Math.PI * 2 ); + + x = Math.sin( v ) * radius; + z = Math.cos( v ) * radius; + + vertices.push( 0, 0, 0 ); + vertices.push( x, 0, z ); + + color = ( i & 1 ) ? color1 : color2; + + colors.push( color.r, color.g, color.b ); + colors.push( color.r, color.g, color.b ); + + } + + // create the circles + + for ( i = 0; i <= circles; i ++ ) { + + color = ( i & 1 ) ? color1 : color2; + + r = radius - ( radius / circles * i ); + + for ( j = 0; j < divisions; j ++ ) { + + // first vertex + + v = ( j / divisions ) * ( Math.PI * 2 ); + + x = Math.sin( v ) * r; + z = Math.cos( v ) * r; + + vertices.push( x, 0, z ); + colors.push( color.r, color.g, color.b ); + + // second vertex + + v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 ); + + x = Math.sin( v ) * r; + z = Math.cos( v ) * r; + + vertices.push( x, 0, z ); + colors.push( color.r, color.g, color.b ); + + } + + } + + var geometry = new BufferGeometry(); + geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); + + var material = new LineBasicMaterial( { vertexColors: VertexColors } ); + + LineSegments.call( this, geometry, material ); + + } + + PolarGridHelper.prototype = Object.create( LineSegments.prototype ); + PolarGridHelper.prototype.constructor = PolarGridHelper; + + /** + * @author mrdoob / http://mrdoob.com/ + * @author WestLangley / http://github.com/WestLangley + */ + + function FaceNormalsHelper( object, size, hex, linewidth ) { + + // FaceNormalsHelper only supports THREE.Geometry + + this.object = object; + + this.size = ( size !== undefined ) ? size : 1; + + var color = ( hex !== undefined ) ? hex : 0xffff00; + + var width = ( linewidth !== undefined ) ? linewidth : 1; + + // + + var nNormals = 0; + + var objGeometry = this.object.geometry; + + if ( objGeometry && objGeometry.isGeometry ) { + + nNormals = objGeometry.faces.length; + + } else { + + console.warn( 'THREE.FaceNormalsHelper: only THREE.Geometry is supported. Use THREE.VertexNormalsHelper, instead.' ); + + } + + // + + var geometry = new BufferGeometry(); + + var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 ); + + geometry.addAttribute( 'position', positions ); + + LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) ); + + // + + this.matrixAutoUpdate = false; + this.update(); + + } + + FaceNormalsHelper.prototype = Object.create( LineSegments.prototype ); + FaceNormalsHelper.prototype.constructor = FaceNormalsHelper; + + FaceNormalsHelper.prototype.update = ( function () { + + var v1 = new Vector3(); + var v2 = new Vector3(); + var normalMatrix = new Matrix3(); + + return function update() { + + this.object.updateMatrixWorld( true ); + + normalMatrix.getNormalMatrix( this.object.matrixWorld ); + + var matrixWorld = this.object.matrixWorld; + + var position = this.geometry.attributes.position; + + // + + var objGeometry = this.object.geometry; + + var vertices = objGeometry.vertices; + + var faces = objGeometry.faces; + + var idx = 0; + + for ( var i = 0, l = faces.length; i < l; i ++ ) { + + var face = faces[ i ]; + + var normal = face.normal; + + v1.copy( vertices[ face.a ] ) + .add( vertices[ face.b ] ) + .add( vertices[ face.c ] ) + .divideScalar( 3 ) + .applyMatrix4( matrixWorld ); + + v2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 ); + + position.setXYZ( idx, v1.x, v1.y, v1.z ); + + idx = idx + 1; + + position.setXYZ( idx, v2.x, v2.y, v2.z ); + + idx = idx + 1; + + } + + position.needsUpdate = true; + + }; + + }() ); + + /** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + * @author WestLangley / http://github.com/WestLangley + */ + + function DirectionalLightHelper( light, size, color ) { + + Object3D.call( this ); + + this.light = light; + this.light.updateMatrixWorld(); + + this.matrix = light.matrixWorld; + this.matrixAutoUpdate = false; + + this.color = color; + + if ( size === undefined ) size = 1; + + var geometry = new BufferGeometry(); + geometry.addAttribute( 'position', new Float32BufferAttribute( [ + - size, size, 0, + size, size, 0, + size, - size, 0, + - size, - size, 0, + - size, size, 0 + ], 3 ) ); + + var material = new LineBasicMaterial( { fog: false } ); + + this.lightPlane = new Line( geometry, material ); + this.add( this.lightPlane ); + + geometry = new BufferGeometry(); + geometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) ); + + this.targetLine = new Line( geometry, material ); + this.add( this.targetLine ); + + this.update(); + + } + + DirectionalLightHelper.prototype = Object.create( Object3D.prototype ); + DirectionalLightHelper.prototype.constructor = DirectionalLightHelper; + + DirectionalLightHelper.prototype.dispose = function () { + + this.lightPlane.geometry.dispose(); + this.lightPlane.material.dispose(); + this.targetLine.geometry.dispose(); + this.targetLine.material.dispose(); + + }; + + DirectionalLightHelper.prototype.update = function () { + + var v1 = new Vector3(); + var v2 = new Vector3(); + var v3 = new Vector3(); + + return function update() { + + v1.setFromMatrixPosition( this.light.matrixWorld ); + v2.setFromMatrixPosition( this.light.target.matrixWorld ); + v3.subVectors( v2, v1 ); + + this.lightPlane.lookAt( v3 ); + + if ( this.color !== undefined ) { + + this.lightPlane.material.color.set( this.color ); + this.targetLine.material.color.set( this.color ); + + } else { + + this.lightPlane.material.color.copy( this.light.color ); + this.targetLine.material.color.copy( this.light.color ); + + } + + this.targetLine.lookAt( v3 ); + this.targetLine.scale.z = v3.length(); + + }; + + }(); + + /** + * @author alteredq / http://alteredqualia.com/ + * @author Mugen87 / https://github.com/Mugen87 + * + * - 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 + */ + + function CameraHelper( camera ) { + + var geometry = new BufferGeometry(); + var material = new LineBasicMaterial( { color: 0xffffff, vertexColors: FaceColors } ); + + var vertices = []; + var colors = []; + + var pointMap = {}; + + // colors + + var colorFrustum = new Color( 0xffaa00 ); + var colorCone = new Color( 0xff0000 ); + var colorUp = new Color( 0x00aaff ); + var colorTarget = new Color( 0xffffff ); + var colorCross = new Color( 0x333333 ); + + // near + + addLine( 'n1', 'n2', colorFrustum ); + addLine( 'n2', 'n4', colorFrustum ); + addLine( 'n4', 'n3', colorFrustum ); + addLine( 'n3', 'n1', colorFrustum ); + + // far + + addLine( 'f1', 'f2', colorFrustum ); + addLine( 'f2', 'f4', colorFrustum ); + addLine( 'f4', 'f3', colorFrustum ); + addLine( 'f3', 'f1', colorFrustum ); + + // sides + + addLine( 'n1', 'f1', colorFrustum ); + addLine( 'n2', 'f2', colorFrustum ); + addLine( 'n3', 'f3', colorFrustum ); + addLine( 'n4', 'f4', colorFrustum ); + + // cone + + addLine( 'p', 'n1', colorCone ); + addLine( 'p', 'n2', colorCone ); + addLine( 'p', 'n3', colorCone ); + addLine( 'p', 'n4', colorCone ); + + // up + + addLine( 'u1', 'u2', colorUp ); + addLine( 'u2', 'u3', colorUp ); + addLine( 'u3', 'u1', colorUp ); + + // target + + addLine( 'c', 't', colorTarget ); + addLine( 'p', 'c', colorCross ); + + // cross + + addLine( 'cn1', 'cn2', colorCross ); + addLine( 'cn3', 'cn4', colorCross ); + + addLine( 'cf1', 'cf2', colorCross ); + addLine( 'cf3', 'cf4', colorCross ); + + function addLine( a, b, color ) { + + addPoint( a, color ); + addPoint( b, color ); + + } + + function addPoint( id, color ) { + + vertices.push( 0, 0, 0 ); + colors.push( color.r, color.g, color.b ); + + if ( pointMap[ id ] === undefined ) { + + pointMap[ id ] = []; + + } + + pointMap[ id ].push( ( vertices.length / 3 ) - 1 ); + + } + + geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); + + LineSegments.call( this, geometry, material ); + + this.camera = camera; + if ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix(); + + this.matrix = camera.matrixWorld; + this.matrixAutoUpdate = false; + + this.pointMap = pointMap; + + this.update(); + + } + + CameraHelper.prototype = Object.create( LineSegments.prototype ); + CameraHelper.prototype.constructor = CameraHelper; + + CameraHelper.prototype.update = function () { + + var geometry, pointMap; + + var vector = new Vector3(); + var camera = new Camera(); + + function setPoint( point, x, y, z ) { + + vector.set( x, y, z ).unproject( camera ); + + var points = pointMap[ point ]; + + if ( points !== undefined ) { + + var position = geometry.getAttribute( 'position' ); + + for ( var i = 0, l = points.length; i < l; i ++ ) { + + position.setXYZ( points[ i ], vector.x, vector.y, vector.z ); + + } + + } + + } + + return function update() { + + geometry = this.geometry; + pointMap = this.pointMap; + + var w = 1, h = 1; + + // we need just camera projection matrix + // world matrix must be identity + + camera.projectionMatrix.copy( this.camera.projectionMatrix ); + + // center / target + + setPoint( 'c', 0, 0, - 1 ); + setPoint( 't', 0, 0, 1 ); + + // near + + setPoint( 'n1', - w, - h, - 1 ); + setPoint( 'n2', w, - h, - 1 ); + setPoint( 'n3', - w, h, - 1 ); + setPoint( 'n4', w, h, - 1 ); + + // far + + setPoint( 'f1', - w, - h, 1 ); + setPoint( 'f2', w, - h, 1 ); + setPoint( 'f3', - w, h, 1 ); + setPoint( 'f4', w, h, 1 ); + + // up + + setPoint( 'u1', w * 0.7, h * 1.1, - 1 ); + setPoint( 'u2', - w * 0.7, h * 1.1, - 1 ); + setPoint( 'u3', 0, h * 2, - 1 ); + + // cross + + setPoint( 'cf1', - w, 0, 1 ); + setPoint( 'cf2', w, 0, 1 ); + setPoint( 'cf3', 0, - h, 1 ); + setPoint( 'cf4', 0, h, 1 ); + + setPoint( 'cn1', - w, 0, - 1 ); + setPoint( 'cn2', w, 0, - 1 ); + setPoint( 'cn3', 0, - h, - 1 ); + setPoint( 'cn4', 0, h, - 1 ); + + geometry.getAttribute( 'position' ).needsUpdate = true; + + }; + + }(); + + /** + * @author mrdoob / http://mrdoob.com/ + * @author Mugen87 / http://github.com/Mugen87 + */ + + function BoxHelper( object, color ) { + + this.object = object; + + if ( color === undefined ) color = 0xffff00; + + var indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] ); + var positions = new Float32Array( 8 * 3 ); + + var geometry = new BufferGeometry(); + geometry.setIndex( new BufferAttribute( indices, 1 ) ); + geometry.addAttribute( 'position', new BufferAttribute( positions, 3 ) ); + + LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) ); + + this.matrixAutoUpdate = false; + + this.update(); + + } + + BoxHelper.prototype = Object.create( LineSegments.prototype ); + BoxHelper.prototype.constructor = BoxHelper; + + BoxHelper.prototype.update = ( function () { + + var box = new Box3(); + + return function update( object ) { + + if ( object !== undefined ) { + + console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' ); + + } + + if ( this.object !== undefined ) { + + box.setFromObject( this.object ); + + } + + if ( box.isEmpty() ) return; + + var min = box.min; + var max = box.max; + + /* + 5____4 + 1/___0/| + | 6__|_7 + 2/___3/ + + 0: max.x, max.y, max.z + 1: min.x, max.y, max.z + 2: min.x, min.y, max.z + 3: max.x, min.y, max.z + 4: max.x, max.y, min.z + 5: min.x, max.y, min.z + 6: min.x, min.y, min.z + 7: max.x, min.y, min.z + */ + + var position = this.geometry.attributes.position; + var array = position.array; + + array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z; + array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z; + array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z; + array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z; + array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z; + array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z; + array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z; + array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z; + + position.needsUpdate = true; + + this.geometry.computeBoundingSphere(); + + }; + + } )(); + + BoxHelper.prototype.setFromObject = function ( object ) { + + this.object = object; + this.update(); + + return this; + + }; + + /** + * @author WestLangley / http://github.com/WestLangley + */ + + function Box3Helper( box, hex ) { + + this.type = 'Box3Helper'; + + this.box = box; + + var color = ( hex !== undefined ) ? hex : 0xffff00; + + var indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] ); + + var positions = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, - 1, - 1, 1, - 1, - 1, - 1, - 1, 1, - 1, - 1 ]; + + var geometry = new BufferGeometry(); + + geometry.setIndex( new BufferAttribute( indices, 1 ) ); + + geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) ); + + LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) ); + + this.geometry.computeBoundingSphere(); + + } + + Box3Helper.prototype = Object.create( LineSegments.prototype ); + Box3Helper.prototype.constructor = Box3Helper; + + Box3Helper.prototype.updateMatrixWorld = function ( force ) { + + var box = this.box; + + if ( box.isEmpty() ) return; + + box.getCenter( this.position ); + + box.getSize( this.scale ); + + this.scale.multiplyScalar( 0.5 ); + + Object3D.prototype.updateMatrixWorld.call( this, force ); + + }; + + /** + * @author WestLangley / http://github.com/WestLangley + */ + + function PlaneHelper( plane, size, hex ) { + + this.type = 'PlaneHelper'; + + this.plane = plane; + + this.size = ( size === undefined ) ? 1 : size; + + var color = ( hex !== undefined ) ? hex : 0xffff00; + + var positions = [ 1, - 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, 1, 0, 0, 1, 0, 0, 0 ]; + + var geometry = new BufferGeometry(); + geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) ); + geometry.computeBoundingSphere(); + + Line.call( this, geometry, new LineBasicMaterial( { color: color } ) ); + + // + + var positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ]; + + var geometry2 = new BufferGeometry(); + geometry2.addAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) ); + geometry2.computeBoundingSphere(); + + this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false } ) ) ); + + } + + PlaneHelper.prototype = Object.create( Line.prototype ); + PlaneHelper.prototype.constructor = PlaneHelper; + + PlaneHelper.prototype.updateMatrixWorld = function ( force ) { + + var scale = - this.plane.constant; + + if ( Math.abs( scale ) < 1e-8 ) scale = 1e-8; // sign does not matter + + this.scale.set( 0.5 * this.size, 0.5 * this.size, scale ); + + this.lookAt( this.plane.normal ); + + Object3D.prototype.updateMatrixWorld.call( this, force ); + + }; + + /** + * @author WestLangley / http://github.com/WestLangley + * @author zz85 / http://github.com/zz85 + * @author bhouston / http://clara.io + * + * Creates an arrow for visualizing directions + * + * Parameters: + * dir - Vector3 + * origin - Vector3 + * length - Number + * color - color in hex value + * headLength - Number + * headWidth - Number + */ + + var lineGeometry; + var coneGeometry; + + function ArrowHelper( dir, origin, length, color, headLength, headWidth ) { + + // dir is assumed to be normalized + + Object3D.call( this ); + + if ( color === undefined ) color = 0xffff00; + if ( length === undefined ) length = 1; + if ( headLength === undefined ) headLength = 0.2 * length; + if ( headWidth === undefined ) headWidth = 0.2 * headLength; + + if ( lineGeometry === undefined ) { + + lineGeometry = new BufferGeometry(); + lineGeometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) ); + + coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 ); + coneGeometry.translate( 0, - 0.5, 0 ); + + } + + this.position.copy( origin ); + + this.line = new Line( lineGeometry, new LineBasicMaterial( { color: color } ) ); + this.line.matrixAutoUpdate = false; + this.add( this.line ); + + this.cone = new Mesh( coneGeometry, new MeshBasicMaterial( { color: color } ) ); + this.cone.matrixAutoUpdate = false; + this.add( this.cone ); + + this.setDirection( dir ); + this.setLength( length, headLength, headWidth ); + + } + + ArrowHelper.prototype = Object.create( Object3D.prototype ); + ArrowHelper.prototype.constructor = ArrowHelper; + + ArrowHelper.prototype.setDirection = ( function () { + + var axis = new Vector3(); + var radians; + + return function setDirection( dir ) { + + // dir is assumed to be normalized + + if ( dir.y > 0.99999 ) { + + this.quaternion.set( 0, 0, 0, 1 ); + + } else if ( dir.y < - 0.99999 ) { + + this.quaternion.set( 1, 0, 0, 0 ); + + } else { + + axis.set( dir.z, 0, - dir.x ).normalize(); + + radians = Math.acos( dir.y ); + + this.quaternion.setFromAxisAngle( axis, radians ); + + } + + }; + + }() ); + + ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) { + + if ( headLength === undefined ) headLength = 0.2 * length; + if ( headWidth === undefined ) headWidth = 0.2 * headLength; + + this.line.scale.set( 1, Math.max( 0, length - headLength ), 1 ); + this.line.updateMatrix(); + + this.cone.scale.set( headWidth, headLength, headWidth ); + this.cone.position.y = length; + this.cone.updateMatrix(); + + }; + + ArrowHelper.prototype.setColor = function ( color ) { + + this.line.material.color.copy( color ); + this.cone.material.color.copy( color ); + + }; + + /** + * @author sroucheray / http://sroucheray.org/ + * @author mrdoob / http://mrdoob.com/ + */ + + function AxesHelper( size ) { + + size = size || 1; + + var vertices = [ + 0, 0, 0, size, 0, 0, + 0, 0, 0, 0, size, 0, + 0, 0, 0, 0, 0, size + ]; + + var colors = [ + 1, 0, 0, 1, 0.6, 0, + 0, 1, 0, 0.6, 1, 0, + 0, 0, 1, 0, 0.6, 1 + ]; + + var geometry = new BufferGeometry(); + geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); + + var material = new LineBasicMaterial( { vertexColors: VertexColors } ); + + LineSegments.call( this, geometry, material ); + + } + + AxesHelper.prototype = Object.create( LineSegments.prototype ); + AxesHelper.prototype.constructor = AxesHelper; + + /** + * @author alteredq / http://alteredqualia.com/ + */ + + var SceneUtils = { + + createMultiMaterialObject: function ( geometry, materials ) { + + var group = new Group(); + + for ( var i = 0, l = materials.length; i < l; i ++ ) { + + group.add( new Mesh( geometry, materials[ i ] ) ); + + } + + return group; + + }, + + detach: function ( child, parent, scene ) { + + child.applyMatrix( parent.matrixWorld ); + parent.remove( child ); + scene.add( child ); + + }, + + attach: function ( child, scene, parent ) { + + child.applyMatrix( new Matrix4().getInverse( parent.matrixWorld ) ); + + scene.remove( child ); + parent.add( child ); + + } + + }; + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function Face4( a, b, c, d, normal, color, materialIndex ) { + + console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' ); + return new Face3( a, b, c, normal, color, materialIndex ); + + } + + var LineStrip = 0; + + var LinePieces = 1; + + function MeshFaceMaterial( materials ) { + + console.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' ); + return materials; + + } + + function MultiMaterial( materials ) { + + if ( materials === undefined ) materials = []; + + console.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' ); + materials.isMultiMaterial = true; + materials.materials = materials; + materials.clone = function () { + + return materials.slice(); + + }; + return materials; + + } + + function PointCloud( geometry, material ) { + + console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' ); + return new Points( geometry, material ); + + } + + function Particle( material ) { + + console.warn( 'THREE.Particle has been renamed to THREE.Sprite.' ); + return new Sprite( material ); + + } + + function ParticleSystem( geometry, material ) { + + console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' ); + return new Points( geometry, material ); + + } + + function PointCloudMaterial( parameters ) { + + console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' ); + return new PointsMaterial( parameters ); + + } + + function ParticleBasicMaterial( parameters ) { + + console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' ); + return new PointsMaterial( parameters ); + + } + + function ParticleSystemMaterial( parameters ) { + + console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' ); + return new PointsMaterial( parameters ); + + } + + function Vertex( x, y, z ) { + + console.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' ); + return new Vector3( x, y, z ); + + } + + // + + function DynamicBufferAttribute( array, itemSize ) { + + console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setDynamic( true ) instead.' ); + return new BufferAttribute( array, itemSize ).setDynamic( true ); + + } + + function Int8Attribute( array, itemSize ) { + + console.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' ); + return new Int8BufferAttribute( array, itemSize ); + + } + + function Uint8Attribute( array, itemSize ) { + + console.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' ); + return new Uint8BufferAttribute( array, itemSize ); + + } + + function Uint8ClampedAttribute( array, itemSize ) { + + console.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' ); + return new Uint8ClampedBufferAttribute( array, itemSize ); + + } + + function Int16Attribute( array, itemSize ) { + + console.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' ); + return new Int16BufferAttribute( array, itemSize ); + + } + + function Uint16Attribute( array, itemSize ) { + + console.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' ); + return new Uint16BufferAttribute( array, itemSize ); + + } + + function Int32Attribute( array, itemSize ) { + + console.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' ); + return new Int32BufferAttribute( array, itemSize ); + + } + + function Uint32Attribute( array, itemSize ) { + + console.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' ); + return new Uint32BufferAttribute( array, itemSize ); + + } + + function Float32Attribute( array, itemSize ) { + + console.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' ); + return new Float32BufferAttribute( array, itemSize ); + + } + + function Float64Attribute( array, itemSize ) { + + console.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' ); + return new Float64BufferAttribute( array, itemSize ); + + } + + // + + Curve.create = function ( construct, getPoint ) { + + console.log( 'THREE.Curve.create() has been deprecated' ); + + construct.prototype = Object.create( Curve.prototype ); + construct.prototype.constructor = construct; + construct.prototype.getPoint = getPoint; + + return construct; + + }; + + // + + Object.assign( CurvePath.prototype, { + + createPointsGeometry: function ( divisions ) { + + console.warn( 'THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' ); + + // generate geometry from path points (for Line or Points objects) + + var pts = this.getPoints( divisions ); + return this.createGeometry( pts ); + + }, + + createSpacedPointsGeometry: function ( divisions ) { + + console.warn( 'THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' ); + + // generate geometry from equidistant sampling along the path + + var pts = this.getSpacedPoints( divisions ); + return this.createGeometry( pts ); + + }, + + createGeometry: function ( points ) { + + console.warn( 'THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' ); + + var geometry = new Geometry(); + + for ( var i = 0, l = points.length; i < l; i ++ ) { + + var point = points[ i ]; + geometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) ); + + } + + return geometry; + + } + + } ); + + // + + Object.assign( Path.prototype, { + + fromPoints: function ( points ) { + + console.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' ); + this.setFromPoints( points ); + + } + + } ); + + // + + function ClosedSplineCurve3( points ) { + + console.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' ); + + CatmullRomCurve3.call( this, points ); + this.type = 'catmullrom'; + this.closed = true; + + } + + ClosedSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype ); + + // + + function SplineCurve3( points ) { + + console.warn( 'THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' ); + + CatmullRomCurve3.call( this, points ); + this.type = 'catmullrom'; + + } + + SplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype ); + + // + + function Spline( points ) { + + console.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' ); + + CatmullRomCurve3.call( this, points ); + this.type = 'catmullrom'; + + } + + Spline.prototype = Object.create( CatmullRomCurve3.prototype ); + + Object.assign( Spline.prototype, { + + initFromArray: function ( /* a */ ) { + + console.error( 'THREE.Spline: .initFromArray() has been removed.' ); + + }, + getControlPointsArray: function ( /* optionalTarget */ ) { + + console.error( 'THREE.Spline: .getControlPointsArray() has been removed.' ); + + }, + reparametrizeByArcLength: function ( /* samplingCoef */ ) { + + console.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' ); + + } + + } ); + + // + + function AxisHelper( size ) { + + console.warn( 'THREE.AxisHelper has been renamed to THREE.AxesHelper.' ); + return new AxesHelper( size ); + + } + + function BoundingBoxHelper( object, color ) { + + console.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' ); + return new BoxHelper( object, color ); + + } + + function EdgesHelper( object, hex ) { + + console.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' ); + return new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) ); + + } + + GridHelper.prototype.setColors = function () { + + console.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' ); + + }; + + SkeletonHelper.prototype.update = function () { + + console.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' ); + + }; + + function WireframeHelper( object, hex ) { + + console.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' ); + return new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) ); + + } + + // + + Object.assign( Loader.prototype, { + + extractUrlBase: function ( url ) { + + console.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' ); + return LoaderUtils.extractUrlBase( url ); + + } + + } ); + + function XHRLoader( manager ) { + + console.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' ); + return new FileLoader( manager ); + + } + + function BinaryTextureLoader( manager ) { + + console.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' ); + return new DataTextureLoader( manager ); + + } + + // + + Object.assign( Box2.prototype, { + + center: function ( optionalTarget ) { + + console.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' ); + return this.getCenter( optionalTarget ); + + }, + empty: function () { + + console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' ); + return this.isEmpty(); + + }, + isIntersectionBox: function ( box ) { + + console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' ); + return this.intersectsBox( box ); + + }, + size: function ( optionalTarget ) { + + console.warn( 'THREE.Box2: .size() has been renamed to .getSize().' ); + return this.getSize( optionalTarget ); + + } + } ); + + Object.assign( Box3.prototype, { + + center: function ( optionalTarget ) { + + console.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' ); + return this.getCenter( optionalTarget ); + + }, + empty: function () { + + console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' ); + return this.isEmpty(); + + }, + isIntersectionBox: function ( box ) { + + console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' ); + return this.intersectsBox( box ); + + }, + isIntersectionSphere: function ( sphere ) { + + console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' ); + return this.intersectsSphere( sphere ); + + }, + size: function ( optionalTarget ) { + + console.warn( 'THREE.Box3: .size() has been renamed to .getSize().' ); + return this.getSize( optionalTarget ); + + } + } ); + + Line3.prototype.center = function ( optionalTarget ) { + + console.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' ); + return this.getCenter( optionalTarget ); + + }; + + Object.assign( _Math, { + + random16: function () { + + console.warn( 'THREE.Math: .random16() has been deprecated. Use Math.random() instead.' ); + return Math.random(); + + }, + + nearestPowerOfTwo: function ( value ) { + + console.warn( 'THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().' ); + return _Math.floorPowerOfTwo( value ); + + }, + + nextPowerOfTwo: function ( value ) { + + console.warn( 'THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().' ); + return _Math.ceilPowerOfTwo( value ); + + } + + } ); + + Object.assign( Matrix3.prototype, { + + flattenToArrayOffset: function ( array, offset ) { + + console.warn( "THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." ); + return this.toArray( array, offset ); + + }, + multiplyVector3: function ( vector ) { + + console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' ); + return vector.applyMatrix3( this ); + + }, + multiplyVector3Array: function ( /* a */ ) { + + console.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' ); + + }, + applyToBuffer: function ( buffer /*, offset, length */ ) { + + console.warn( 'THREE.Matrix3: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' ); + return this.applyToBufferAttribute( buffer ); + + }, + applyToVector3Array: function ( /* array, offset, length */ ) { + + console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' ); + + } + + } ); + + Object.assign( Matrix4.prototype, { + + extractPosition: function ( m ) { + + console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' ); + return this.copyPosition( m ); + + }, + flattenToArrayOffset: function ( array, offset ) { + + console.warn( "THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." ); + return this.toArray( array, offset ); + + }, + getPosition: function () { + + var v1; + + return function getPosition() { + + if ( v1 === undefined ) v1 = new Vector3(); + console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' ); + return v1.setFromMatrixColumn( this, 3 ); + + }; + + }(), + setRotationFromQuaternion: function ( q ) { + + console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' ); + return this.makeRotationFromQuaternion( q ); + + }, + multiplyToArray: function () { + + console.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' ); + + }, + multiplyVector3: function ( vector ) { + + console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' ); + return vector.applyMatrix4( this ); + + }, + multiplyVector4: function ( vector ) { + + console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' ); + return vector.applyMatrix4( this ); + + }, + multiplyVector3Array: function ( /* a */ ) { + + console.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' ); + + }, + rotateAxis: function ( v ) { + + console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' ); + v.transformDirection( this ); + + }, + crossVector: function ( vector ) { + + console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' ); + return vector.applyMatrix4( this ); + + }, + translate: function () { + + console.error( 'THREE.Matrix4: .translate() has been removed.' ); + + }, + rotateX: function () { + + console.error( 'THREE.Matrix4: .rotateX() has been removed.' ); + + }, + rotateY: function () { + + console.error( 'THREE.Matrix4: .rotateY() has been removed.' ); + + }, + rotateZ: function () { + + console.error( 'THREE.Matrix4: .rotateZ() has been removed.' ); + + }, + rotateByAxis: function () { + + console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' ); + + }, + applyToBuffer: function ( buffer /*, offset, length */ ) { + + console.warn( 'THREE.Matrix4: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' ); + return this.applyToBufferAttribute( buffer ); + + }, + applyToVector3Array: function ( /* array, offset, length */ ) { + + console.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' ); + + }, + makeFrustum: function ( left, right, bottom, top, near, far ) { + + console.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' ); + return this.makePerspective( left, right, top, bottom, near, far ); + + } + + } ); + + Plane.prototype.isIntersectionLine = function ( line ) { + + console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' ); + return this.intersectsLine( line ); + + }; + + Quaternion.prototype.multiplyVector3 = function ( vector ) { + + console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' ); + return vector.applyQuaternion( this ); + + }; + + Object.assign( Ray.prototype, { + + isIntersectionBox: function ( box ) { + + console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' ); + return this.intersectsBox( box ); + + }, + isIntersectionPlane: function ( plane ) { + + console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' ); + return this.intersectsPlane( plane ); + + }, + isIntersectionSphere: function ( sphere ) { + + console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' ); + return this.intersectsSphere( sphere ); + + } + + } ); + + Object.assign( Shape.prototype, { + + extractAllPoints: function ( divisions ) { + + console.warn( 'THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.' ); + return this.extractPoints( divisions ); + + }, + extrude: function ( options ) { + + console.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' ); + return new ExtrudeGeometry( this, options ); + + }, + makeGeometry: function ( options ) { + + console.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' ); + return new ShapeGeometry( this, options ); + + } + + } ); + + Object.assign( Vector2.prototype, { + + fromAttribute: function ( attribute, index, offset ) { + + console.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' ); + return this.fromBufferAttribute( attribute, index, offset ); + + }, + distanceToManhattan: function ( v ) { + + console.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' ); + return this.manhattanDistanceTo( v ); + + }, + lengthManhattan: function () { + + console.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' ); + return this.manhattanLength(); + + } + + } ); + + Object.assign( Vector3.prototype, { + + setEulerFromRotationMatrix: function () { + + console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' ); + + }, + setEulerFromQuaternion: function () { + + console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' ); + + }, + getPositionFromMatrix: function ( m ) { + + console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' ); + return this.setFromMatrixPosition( m ); + + }, + getScaleFromMatrix: function ( m ) { + + console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' ); + return this.setFromMatrixScale( m ); + + }, + getColumnFromMatrix: function ( index, matrix ) { + + console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' ); + return this.setFromMatrixColumn( matrix, index ); + + }, + applyProjection: function ( m ) { + + console.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' ); + return this.applyMatrix4( m ); + + }, + fromAttribute: function ( attribute, index, offset ) { + + console.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' ); + return this.fromBufferAttribute( attribute, index, offset ); + + }, + distanceToManhattan: function ( v ) { + + console.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' ); + return this.manhattanDistanceTo( v ); + + }, + lengthManhattan: function () { + + console.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' ); + return this.manhattanLength(); + + } + + } ); + + Object.assign( Vector4.prototype, { + + fromAttribute: function ( attribute, index, offset ) { + + console.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' ); + return this.fromBufferAttribute( attribute, index, offset ); + + }, + lengthManhattan: function () { + + console.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' ); + return this.manhattanLength(); + + } + + } ); + + // + + Geometry.prototype.computeTangents = function () { + + console.warn( 'THREE.Geometry: .computeTangents() has been removed.' ); + + }; + + Object.assign( Object3D.prototype, { + + getChildByName: function ( name ) { + + console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' ); + return this.getObjectByName( name ); + + }, + renderDepth: function () { + + console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' ); + + }, + translate: function ( distance, axis ) { + + console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' ); + return this.translateOnAxis( axis, distance ); + + } + + } ); + + Object.defineProperties( Object3D.prototype, { + + eulerOrder: { + get: function () { + + console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' ); + return this.rotation.order; + + }, + set: function ( value ) { + + console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' ); + this.rotation.order = value; + + } + }, + useQuaternion: { + get: function () { + + console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' ); + + }, + set: function () { + + console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' ); + + } + } + + } ); + + Object.defineProperties( LOD.prototype, { + + objects: { + get: function () { + + console.warn( 'THREE.LOD: .objects has been renamed to .levels.' ); + return this.levels; + + } + } + + } ); + + Object.defineProperty( Skeleton.prototype, 'useVertexTexture', { + + get: function () { + + console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' ); + + }, + set: function () { + + console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' ); + + } + + } ); + + Object.defineProperty( Curve.prototype, '__arcLengthDivisions', { + + get: function () { + + console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' ); + return this.arcLengthDivisions; + + }, + set: function ( value ) { + + console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' ); + this.arcLengthDivisions = value; + + } + + } ); + + // + + PerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) { + + console.warn( "THREE.PerspectiveCamera.setLens is deprecated. " + + "Use .setFocalLength and .filmGauge for a photographic setup." ); + + if ( filmGauge !== undefined ) this.filmGauge = filmGauge; + this.setFocalLength( focalLength ); + + }; + + // + + Object.defineProperties( Light.prototype, { + onlyShadow: { + set: function () { + + console.warn( 'THREE.Light: .onlyShadow has been removed.' ); + + } + }, + shadowCameraFov: { + set: function ( value ) { + + console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' ); + this.shadow.camera.fov = value; + + } + }, + shadowCameraLeft: { + set: function ( value ) { + + console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' ); + this.shadow.camera.left = value; + + } + }, + shadowCameraRight: { + set: function ( value ) { + + console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' ); + this.shadow.camera.right = value; + + } + }, + shadowCameraTop: { + set: function ( value ) { + + console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' ); + this.shadow.camera.top = value; + + } + }, + shadowCameraBottom: { + set: function ( value ) { + + console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' ); + this.shadow.camera.bottom = value; + + } + }, + shadowCameraNear: { + set: function ( value ) { + + console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' ); + this.shadow.camera.near = value; + + } + }, + shadowCameraFar: { + set: function ( value ) { + + console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' ); + this.shadow.camera.far = value; + + } + }, + shadowCameraVisible: { + set: function () { + + console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' ); + + } + }, + shadowBias: { + set: function ( value ) { + + console.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' ); + this.shadow.bias = value; + + } + }, + shadowDarkness: { + set: function () { + + console.warn( 'THREE.Light: .shadowDarkness has been removed.' ); + + } + }, + shadowMapWidth: { + set: function ( value ) { + + console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' ); + this.shadow.mapSize.width = value; + + } + }, + shadowMapHeight: { + set: function ( value ) { + + console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' ); + this.shadow.mapSize.height = value; + + } + } + } ); + + // + + Object.defineProperties( BufferAttribute.prototype, { + + length: { + get: function () { + + console.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' ); + return this.array.length; + + } + } + + } ); + + Object.assign( BufferGeometry.prototype, { + + addIndex: function ( index ) { + + console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' ); + this.setIndex( index ); + + }, + addDrawCall: function ( start, count, indexOffset ) { + + if ( indexOffset !== undefined ) { + + console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' ); + + } + console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' ); + this.addGroup( start, count ); + + }, + clearDrawCalls: function () { + + console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' ); + this.clearGroups(); + + }, + computeTangents: function () { + + console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' ); + + }, + computeOffsets: function () { + + console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' ); + + } + + } ); + + Object.defineProperties( BufferGeometry.prototype, { + + drawcalls: { + get: function () { + + console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' ); + return this.groups; + + } + }, + offsets: { + get: function () { + + console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' ); + return this.groups; + + } + } + + } ); + + // + + Object.defineProperties( Uniform.prototype, { + + dynamic: { + set: function () { + + console.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' ); + + } + }, + onUpdate: { + value: function () { + + console.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' ); + return this; + + } + } + + } ); + + // + + Object.defineProperties( Material.prototype, { + + wrapAround: { + get: function () { + + console.warn( 'THREE.Material: .wrapAround has been removed.' ); + + }, + set: function () { + + console.warn( 'THREE.Material: .wrapAround has been removed.' ); + + } + }, + wrapRGB: { + get: function () { + + console.warn( 'THREE.Material: .wrapRGB has been removed.' ); + return new Color(); + + } + }, + + shading: { + get: function () { + + console.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' ); + + }, + set: function ( value ) { + + console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' ); + this.flatShading = ( value === FlatShading ); + + } + } + + } ); + + Object.defineProperties( MeshPhongMaterial.prototype, { + + metal: { + get: function () { + + console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' ); + return false; + + }, + set: function () { + + console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' ); + + } + } + + } ); + + Object.defineProperties( ShaderMaterial.prototype, { + + derivatives: { + get: function () { + + console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' ); + return this.extensions.derivatives; + + }, + set: function ( value ) { + + console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' ); + this.extensions.derivatives = value; + + } + } + + } ); + + // + + Object.assign( WebGLRenderer.prototype, { + + getCurrentRenderTarget: function () { + + console.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' ); + return this.getRenderTarget(); + + }, + + getMaxAnisotropy: function () { + + console.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' ); + return this.capabilities.getMaxAnisotropy(); + + }, + + getPrecision: function () { + + console.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' ); + return this.capabilities.precision; + + }, + + resetGLState: function () { + + console.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' ); + return this.state.reset(); + + }, + + supportsFloatTextures: function () { + + console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' ); + return this.extensions.get( 'OES_texture_float' ); + + }, + supportsHalfFloatTextures: function () { + + console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' ); + return this.extensions.get( 'OES_texture_half_float' ); + + }, + supportsStandardDerivatives: function () { + + console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' ); + return this.extensions.get( 'OES_standard_derivatives' ); + + }, + supportsCompressedTextureS3TC: function () { + + console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' ); + return this.extensions.get( 'WEBGL_compressed_texture_s3tc' ); + + }, + supportsCompressedTexturePVRTC: function () { + + console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' ); + return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' ); + + }, + supportsBlendMinMax: function () { + + console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' ); + return this.extensions.get( 'EXT_blend_minmax' ); + + }, + supportsVertexTextures: function () { + + console.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' ); + return this.capabilities.vertexTextures; + + }, + supportsInstancedArrays: function () { + + console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' ); + return this.extensions.get( 'ANGLE_instanced_arrays' ); + + }, + enableScissorTest: function ( boolean ) { + + console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' ); + this.setScissorTest( boolean ); + + }, + initMaterial: function () { + + console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' ); + + }, + addPrePlugin: function () { + + console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' ); + + }, + addPostPlugin: function () { + + console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' ); + + }, + updateShadowMap: function () { + + console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' ); + + } + + } ); + + Object.defineProperties( WebGLRenderer.prototype, { + + shadowMapEnabled: { + get: function () { + + return this.shadowMap.enabled; + + }, + set: function ( value ) { + + console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' ); + this.shadowMap.enabled = value; + + } + }, + shadowMapType: { + get: function () { + + return this.shadowMap.type; + + }, + set: function ( value ) { + + console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' ); + this.shadowMap.type = value; + + } + }, + shadowMapCullFace: { + get: function () { + + return this.shadowMap.cullFace; + + }, + set: function ( value ) { + + console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace is now .shadowMap.cullFace.' ); + this.shadowMap.cullFace = value; + + } + } + } ); + + Object.defineProperties( WebGLShadowMap.prototype, { + + cullFace: { + get: function () { + + return this.renderReverseSided ? CullFaceFront : CullFaceBack; + + }, + set: function ( cullFace ) { + + var value = ( cullFace !== CullFaceBack ); + console.warn( "WebGLRenderer: .shadowMap.cullFace is deprecated. Set .shadowMap.renderReverseSided to " + value + "." ); + this.renderReverseSided = value; + + } + } + + } ); + + // + + Object.defineProperties( WebGLRenderTarget.prototype, { + + wrapS: { + get: function () { + + console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' ); + return this.texture.wrapS; + + }, + set: function ( value ) { + + console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' ); + this.texture.wrapS = value; + + } + }, + wrapT: { + get: function () { + + console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' ); + return this.texture.wrapT; + + }, + set: function ( value ) { + + console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' ); + this.texture.wrapT = value; + + } + }, + magFilter: { + get: function () { + + console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' ); + return this.texture.magFilter; + + }, + set: function ( value ) { + + console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' ); + this.texture.magFilter = value; + + } + }, + minFilter: { + get: function () { + + console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' ); + return this.texture.minFilter; + + }, + set: function ( value ) { + + console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' ); + this.texture.minFilter = value; + + } + }, + anisotropy: { + get: function () { + + console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' ); + return this.texture.anisotropy; + + }, + set: function ( value ) { + + console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' ); + this.texture.anisotropy = value; + + } + }, + offset: { + get: function () { + + console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' ); + return this.texture.offset; + + }, + set: function ( value ) { + + console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' ); + this.texture.offset = value; + + } + }, + repeat: { + get: function () { + + console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' ); + return this.texture.repeat; + + }, + set: function ( value ) { + + console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' ); + this.texture.repeat = value; + + } + }, + format: { + get: function () { + + console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' ); + return this.texture.format; + + }, + set: function ( value ) { + + console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' ); + this.texture.format = value; + + } + }, + type: { + get: function () { + + console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' ); + return this.texture.type; + + }, + set: function ( value ) { + + console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' ); + this.texture.type = value; + + } + }, + generateMipmaps: { + get: function () { + + console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' ); + return this.texture.generateMipmaps; + + }, + set: function ( value ) { + + console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' ); + this.texture.generateMipmaps = value; + + } + } + + } ); + + // + + Object.assign( WebVRManager.prototype, { + + getStandingMatrix: function () { + + console.warn( 'THREE.WebVRManager: .getStandingMatrix() has been removed.' ); + + } + + } ); + + Object.defineProperties( WebVRManager.prototype, { + + standing: { + set: function ( /* value */ ) { + + console.warn( 'THREE.WebVRManager: .standing has been removed.' ); + + } + } + + } ); + + // + + Audio.prototype.load = function ( file ) { + + console.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' ); + var scope = this; + var audioLoader = new AudioLoader(); + audioLoader.load( file, function ( buffer ) { + + scope.setBuffer( buffer ); + + } ); + return this; + + }; + + AudioAnalyser.prototype.getData = function () { + + console.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' ); + return this.getFrequencyData(); + + }; + + // + + CubeCamera.prototype.updateCubeMap = function ( renderer, scene ) { + + console.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' ); + return this.update( renderer, scene ); + + }; + + // + + var GeometryUtils = { + + merge: function ( geometry1, geometry2, materialIndexOffset ) { + + console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' ); + var matrix; + + if ( geometry2.isMesh ) { + + geometry2.matrixAutoUpdate && geometry2.updateMatrix(); + + matrix = geometry2.matrix; + geometry2 = geometry2.geometry; + + } + + geometry1.merge( geometry2, matrix, materialIndexOffset ); + + }, + + center: function ( geometry ) { + + console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' ); + return geometry.center(); + + } + + }; + + var ImageUtils = { + + crossOrigin: undefined, + + loadTexture: function ( url, mapping, onLoad, onError ) { + + console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' ); + + var loader = new TextureLoader(); + loader.setCrossOrigin( this.crossOrigin ); + + var texture = loader.load( url, onLoad, undefined, onError ); + + if ( mapping ) texture.mapping = mapping; + + return texture; + + }, + + loadTextureCube: function ( urls, mapping, onLoad, onError ) { + + console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' ); + + var loader = new CubeTextureLoader(); + loader.setCrossOrigin( this.crossOrigin ); + + var texture = loader.load( urls, onLoad, undefined, onError ); + + if ( mapping ) texture.mapping = mapping; + + return texture; + + }, + + loadCompressedTexture: function () { + + console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' ); + + }, + + loadCompressedTextureCube: function () { + + console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' ); + + } + + }; + + // + + function Projector() { + + console.error( 'THREE.Projector has been moved to /examples/js/renderers/Projector.js.' ); + + this.projectVector = function ( vector, camera ) { + + console.warn( 'THREE.Projector: .projectVector() is now vector.project().' ); + vector.project( camera ); + + }; + + this.unprojectVector = function ( vector, camera ) { + + console.warn( 'THREE.Projector: .unprojectVector() is now vector.unproject().' ); + vector.unproject( camera ); + + }; + + this.pickingRay = function () { + + console.error( 'THREE.Projector: .pickingRay() is now raycaster.setFromCamera().' ); + + }; + + } + + // + + function CanvasRenderer() { + + console.error( 'THREE.CanvasRenderer has been moved to /examples/js/renderers/CanvasRenderer.js' ); + + this.domElement = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); + this.clear = function () {}; + this.render = function () {}; + this.setClearColor = function () {}; + this.setSize = function () {}; + + } + + exports.WebGLRenderTargetCube = WebGLRenderTargetCube; + exports.WebGLRenderTarget = WebGLRenderTarget; + exports.WebGLRenderer = WebGLRenderer; + exports.ShaderLib = ShaderLib; + exports.UniformsLib = UniformsLib; + exports.UniformsUtils = UniformsUtils; + exports.ShaderChunk = ShaderChunk; + exports.FogExp2 = FogExp2; + exports.Fog = Fog; + exports.Scene = Scene; + exports.LensFlare = LensFlare; + exports.Sprite = Sprite; + exports.LOD = LOD; + exports.SkinnedMesh = SkinnedMesh; + exports.Skeleton = Skeleton; + exports.Bone = Bone; + exports.Mesh = Mesh; + exports.LineSegments = LineSegments; + exports.LineLoop = LineLoop; + exports.Line = Line; + exports.Points = Points; + exports.Group = Group; + exports.VideoTexture = VideoTexture; + exports.DataTexture = DataTexture; + exports.CompressedTexture = CompressedTexture; + exports.CubeTexture = CubeTexture; + exports.CanvasTexture = CanvasTexture; + exports.DepthTexture = DepthTexture; + exports.Texture = Texture; + exports.CompressedTextureLoader = CompressedTextureLoader; + exports.DataTextureLoader = DataTextureLoader; + exports.CubeTextureLoader = CubeTextureLoader; + exports.TextureLoader = TextureLoader; + exports.ObjectLoader = ObjectLoader; + exports.MaterialLoader = MaterialLoader; + exports.BufferGeometryLoader = BufferGeometryLoader; + exports.DefaultLoadingManager = DefaultLoadingManager; + exports.LoadingManager = LoadingManager; + exports.JSONLoader = JSONLoader; + exports.ImageLoader = ImageLoader; + exports.ImageBitmapLoader = ImageBitmapLoader; + exports.FontLoader = FontLoader; + exports.FileLoader = FileLoader; + exports.Loader = Loader; + exports.LoaderUtils = LoaderUtils; + exports.Cache = Cache; + exports.AudioLoader = AudioLoader; + exports.SpotLightShadow = SpotLightShadow; + exports.SpotLight = SpotLight; + exports.PointLight = PointLight; + exports.RectAreaLight = RectAreaLight; + exports.HemisphereLight = HemisphereLight; + exports.DirectionalLightShadow = DirectionalLightShadow; + exports.DirectionalLight = DirectionalLight; + exports.AmbientLight = AmbientLight; + exports.LightShadow = LightShadow; + exports.Light = Light; + exports.StereoCamera = StereoCamera; + exports.PerspectiveCamera = PerspectiveCamera; + exports.OrthographicCamera = OrthographicCamera; + exports.CubeCamera = CubeCamera; + exports.ArrayCamera = ArrayCamera; + exports.Camera = Camera; + exports.AudioListener = AudioListener; + exports.PositionalAudio = PositionalAudio; + exports.AudioContext = AudioContext; + exports.AudioAnalyser = AudioAnalyser; + exports.Audio = Audio; + exports.VectorKeyframeTrack = VectorKeyframeTrack; + exports.StringKeyframeTrack = StringKeyframeTrack; + exports.QuaternionKeyframeTrack = QuaternionKeyframeTrack; + exports.NumberKeyframeTrack = NumberKeyframeTrack; + exports.ColorKeyframeTrack = ColorKeyframeTrack; + exports.BooleanKeyframeTrack = BooleanKeyframeTrack; + exports.PropertyMixer = PropertyMixer; + exports.PropertyBinding = PropertyBinding; + exports.KeyframeTrack = KeyframeTrack; + exports.AnimationUtils = AnimationUtils; + exports.AnimationObjectGroup = AnimationObjectGroup; + exports.AnimationMixer = AnimationMixer; + exports.AnimationClip = AnimationClip; + exports.Uniform = Uniform; + exports.InstancedBufferGeometry = InstancedBufferGeometry; + exports.BufferGeometry = BufferGeometry; + exports.Geometry = Geometry; + exports.InterleavedBufferAttribute = InterleavedBufferAttribute; + exports.InstancedInterleavedBuffer = InstancedInterleavedBuffer; + exports.InterleavedBuffer = InterleavedBuffer; + exports.InstancedBufferAttribute = InstancedBufferAttribute; + exports.Face3 = Face3; + exports.Object3D = Object3D; + exports.Raycaster = Raycaster; + exports.Layers = Layers; + exports.EventDispatcher = EventDispatcher; + exports.Clock = Clock; + exports.QuaternionLinearInterpolant = QuaternionLinearInterpolant; + exports.LinearInterpolant = LinearInterpolant; + exports.DiscreteInterpolant = DiscreteInterpolant; + exports.CubicInterpolant = CubicInterpolant; + exports.Interpolant = Interpolant; + exports.Triangle = Triangle; + exports.Math = _Math; + exports.Spherical = Spherical; + exports.Cylindrical = Cylindrical; + exports.Plane = Plane; + exports.Frustum = Frustum; + exports.Sphere = Sphere; + exports.Ray = Ray; + exports.Matrix4 = Matrix4; + exports.Matrix3 = Matrix3; + exports.Box3 = Box3; + exports.Box2 = Box2; + exports.Line3 = Line3; + exports.Euler = Euler; + exports.Vector4 = Vector4; + exports.Vector3 = Vector3; + exports.Vector2 = Vector2; + exports.Quaternion = Quaternion; + exports.Color = Color; + exports.ImmediateRenderObject = ImmediateRenderObject; + exports.VertexNormalsHelper = VertexNormalsHelper; + exports.SpotLightHelper = SpotLightHelper; + exports.SkeletonHelper = SkeletonHelper; + exports.PointLightHelper = PointLightHelper; + exports.RectAreaLightHelper = RectAreaLightHelper; + exports.HemisphereLightHelper = HemisphereLightHelper; + exports.GridHelper = GridHelper; + exports.PolarGridHelper = PolarGridHelper; + exports.FaceNormalsHelper = FaceNormalsHelper; + exports.DirectionalLightHelper = DirectionalLightHelper; + exports.CameraHelper = CameraHelper; + exports.BoxHelper = BoxHelper; + exports.Box3Helper = Box3Helper; + exports.PlaneHelper = PlaneHelper; + exports.ArrowHelper = ArrowHelper; + exports.AxesHelper = AxesHelper; + exports.Shape = Shape; + exports.Path = Path; + exports.ShapePath = ShapePath; + exports.Font = Font; + exports.CurvePath = CurvePath; + exports.Curve = Curve; + exports.ShapeUtils = ShapeUtils; + exports.SceneUtils = SceneUtils; + exports.WebGLUtils = WebGLUtils; + exports.WireframeGeometry = WireframeGeometry; + exports.ParametricGeometry = ParametricGeometry; + exports.ParametricBufferGeometry = ParametricBufferGeometry; + exports.TetrahedronGeometry = TetrahedronGeometry; + exports.TetrahedronBufferGeometry = TetrahedronBufferGeometry; + exports.OctahedronGeometry = OctahedronGeometry; + exports.OctahedronBufferGeometry = OctahedronBufferGeometry; + exports.IcosahedronGeometry = IcosahedronGeometry; + exports.IcosahedronBufferGeometry = IcosahedronBufferGeometry; + exports.DodecahedronGeometry = DodecahedronGeometry; + exports.DodecahedronBufferGeometry = DodecahedronBufferGeometry; + exports.PolyhedronGeometry = PolyhedronGeometry; + exports.PolyhedronBufferGeometry = PolyhedronBufferGeometry; + exports.TubeGeometry = TubeGeometry; + exports.TubeBufferGeometry = TubeBufferGeometry; + exports.TorusKnotGeometry = TorusKnotGeometry; + exports.TorusKnotBufferGeometry = TorusKnotBufferGeometry; + exports.TorusGeometry = TorusGeometry; + exports.TorusBufferGeometry = TorusBufferGeometry; + exports.TextGeometry = TextGeometry; + exports.TextBufferGeometry = TextBufferGeometry; + exports.SphereGeometry = SphereGeometry; + exports.SphereBufferGeometry = SphereBufferGeometry; + exports.RingGeometry = RingGeometry; + exports.RingBufferGeometry = RingBufferGeometry; + exports.PlaneGeometry = PlaneGeometry; + exports.PlaneBufferGeometry = PlaneBufferGeometry; + exports.LatheGeometry = LatheGeometry; + exports.LatheBufferGeometry = LatheBufferGeometry; + exports.ShapeGeometry = ShapeGeometry; + exports.ShapeBufferGeometry = ShapeBufferGeometry; + exports.ExtrudeGeometry = ExtrudeGeometry; + exports.ExtrudeBufferGeometry = ExtrudeBufferGeometry; + exports.EdgesGeometry = EdgesGeometry; + exports.ConeGeometry = ConeGeometry; + exports.ConeBufferGeometry = ConeBufferGeometry; + exports.CylinderGeometry = CylinderGeometry; + exports.CylinderBufferGeometry = CylinderBufferGeometry; + exports.CircleGeometry = CircleGeometry; + exports.CircleBufferGeometry = CircleBufferGeometry; + exports.BoxGeometry = BoxGeometry; + exports.BoxBufferGeometry = BoxBufferGeometry; + exports.ShadowMaterial = ShadowMaterial; + exports.SpriteMaterial = SpriteMaterial; + exports.RawShaderMaterial = RawShaderMaterial; + exports.ShaderMaterial = ShaderMaterial; + exports.PointsMaterial = PointsMaterial; + exports.MeshPhysicalMaterial = MeshPhysicalMaterial; + exports.MeshStandardMaterial = MeshStandardMaterial; + exports.MeshPhongMaterial = MeshPhongMaterial; + exports.MeshToonMaterial = MeshToonMaterial; + exports.MeshNormalMaterial = MeshNormalMaterial; + exports.MeshLambertMaterial = MeshLambertMaterial; + exports.MeshDepthMaterial = MeshDepthMaterial; + exports.MeshDistanceMaterial = MeshDistanceMaterial; + exports.MeshBasicMaterial = MeshBasicMaterial; + exports.LineDashedMaterial = LineDashedMaterial; + exports.LineBasicMaterial = LineBasicMaterial; + exports.Material = Material; + exports.Float64BufferAttribute = Float64BufferAttribute; + exports.Float32BufferAttribute = Float32BufferAttribute; + exports.Uint32BufferAttribute = Uint32BufferAttribute; + exports.Int32BufferAttribute = Int32BufferAttribute; + exports.Uint16BufferAttribute = Uint16BufferAttribute; + exports.Int16BufferAttribute = Int16BufferAttribute; + exports.Uint8ClampedBufferAttribute = Uint8ClampedBufferAttribute; + exports.Uint8BufferAttribute = Uint8BufferAttribute; + exports.Int8BufferAttribute = Int8BufferAttribute; + exports.BufferAttribute = BufferAttribute; + exports.ArcCurve = ArcCurve; + exports.CatmullRomCurve3 = CatmullRomCurve3; + exports.CubicBezierCurve = CubicBezierCurve; + exports.CubicBezierCurve3 = CubicBezierCurve3; + exports.EllipseCurve = EllipseCurve; + exports.LineCurve = LineCurve; + exports.LineCurve3 = LineCurve3; + exports.QuadraticBezierCurve = QuadraticBezierCurve; + exports.QuadraticBezierCurve3 = QuadraticBezierCurve3; + exports.SplineCurve = SplineCurve; + exports.REVISION = REVISION; + exports.MOUSE = MOUSE; + exports.CullFaceNone = CullFaceNone; + exports.CullFaceBack = CullFaceBack; + exports.CullFaceFront = CullFaceFront; + exports.CullFaceFrontBack = CullFaceFrontBack; + exports.FrontFaceDirectionCW = FrontFaceDirectionCW; + exports.FrontFaceDirectionCCW = FrontFaceDirectionCCW; + exports.BasicShadowMap = BasicShadowMap; + exports.PCFShadowMap = PCFShadowMap; + exports.PCFSoftShadowMap = PCFSoftShadowMap; + exports.FrontSide = FrontSide; + exports.BackSide = BackSide; + exports.DoubleSide = DoubleSide; + exports.FlatShading = FlatShading; + exports.SmoothShading = SmoothShading; + exports.NoColors = NoColors; + exports.FaceColors = FaceColors; + exports.VertexColors = VertexColors; + exports.NoBlending = NoBlending; + exports.NormalBlending = NormalBlending; + exports.AdditiveBlending = AdditiveBlending; + exports.SubtractiveBlending = SubtractiveBlending; + exports.MultiplyBlending = MultiplyBlending; + exports.CustomBlending = CustomBlending; + exports.AddEquation = AddEquation; + exports.SubtractEquation = SubtractEquation; + exports.ReverseSubtractEquation = ReverseSubtractEquation; + exports.MinEquation = MinEquation; + exports.MaxEquation = MaxEquation; + exports.ZeroFactor = ZeroFactor; + exports.OneFactor = OneFactor; + exports.SrcColorFactor = SrcColorFactor; + exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor; + exports.SrcAlphaFactor = SrcAlphaFactor; + exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor; + exports.DstAlphaFactor = DstAlphaFactor; + exports.OneMinusDstAlphaFactor = OneMinusDstAlphaFactor; + exports.DstColorFactor = DstColorFactor; + exports.OneMinusDstColorFactor = OneMinusDstColorFactor; + exports.SrcAlphaSaturateFactor = SrcAlphaSaturateFactor; + exports.NeverDepth = NeverDepth; + exports.AlwaysDepth = AlwaysDepth; + exports.LessDepth = LessDepth; + exports.LessEqualDepth = LessEqualDepth; + exports.EqualDepth = EqualDepth; + exports.GreaterEqualDepth = GreaterEqualDepth; + exports.GreaterDepth = GreaterDepth; + exports.NotEqualDepth = NotEqualDepth; + exports.MultiplyOperation = MultiplyOperation; + exports.MixOperation = MixOperation; + exports.AddOperation = AddOperation; + exports.NoToneMapping = NoToneMapping; + exports.LinearToneMapping = LinearToneMapping; + exports.ReinhardToneMapping = ReinhardToneMapping; + exports.Uncharted2ToneMapping = Uncharted2ToneMapping; + exports.CineonToneMapping = CineonToneMapping; + exports.UVMapping = UVMapping; + exports.CubeReflectionMapping = CubeReflectionMapping; + exports.CubeRefractionMapping = CubeRefractionMapping; + exports.EquirectangularReflectionMapping = EquirectangularReflectionMapping; + exports.EquirectangularRefractionMapping = EquirectangularRefractionMapping; + exports.SphericalReflectionMapping = SphericalReflectionMapping; + exports.CubeUVReflectionMapping = CubeUVReflectionMapping; + exports.CubeUVRefractionMapping = CubeUVRefractionMapping; + exports.RepeatWrapping = RepeatWrapping; + exports.ClampToEdgeWrapping = ClampToEdgeWrapping; + exports.MirroredRepeatWrapping = MirroredRepeatWrapping; + exports.NearestFilter = NearestFilter; + exports.NearestMipMapNearestFilter = NearestMipMapNearestFilter; + exports.NearestMipMapLinearFilter = NearestMipMapLinearFilter; + exports.LinearFilter = LinearFilter; + exports.LinearMipMapNearestFilter = LinearMipMapNearestFilter; + exports.LinearMipMapLinearFilter = LinearMipMapLinearFilter; + exports.UnsignedByteType = UnsignedByteType; + exports.ByteType = ByteType; + exports.ShortType = ShortType; + exports.UnsignedShortType = UnsignedShortType; + exports.IntType = IntType; + exports.UnsignedIntType = UnsignedIntType; + exports.FloatType = FloatType; + exports.HalfFloatType = HalfFloatType; + exports.UnsignedShort4444Type = UnsignedShort4444Type; + exports.UnsignedShort5551Type = UnsignedShort5551Type; + exports.UnsignedShort565Type = UnsignedShort565Type; + exports.UnsignedInt248Type = UnsignedInt248Type; + exports.AlphaFormat = AlphaFormat; + exports.RGBFormat = RGBFormat; + exports.RGBAFormat = RGBAFormat; + exports.LuminanceFormat = LuminanceFormat; + exports.LuminanceAlphaFormat = LuminanceAlphaFormat; + exports.RGBEFormat = RGBEFormat; + exports.DepthFormat = DepthFormat; + exports.DepthStencilFormat = DepthStencilFormat; + exports.RGB_S3TC_DXT1_Format = RGB_S3TC_DXT1_Format; + exports.RGBA_S3TC_DXT1_Format = RGBA_S3TC_DXT1_Format; + exports.RGBA_S3TC_DXT3_Format = RGBA_S3TC_DXT3_Format; + exports.RGBA_S3TC_DXT5_Format = RGBA_S3TC_DXT5_Format; + exports.RGB_PVRTC_4BPPV1_Format = RGB_PVRTC_4BPPV1_Format; + exports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format; + exports.RGBA_PVRTC_4BPPV1_Format = RGBA_PVRTC_4BPPV1_Format; + exports.RGBA_PVRTC_2BPPV1_Format = RGBA_PVRTC_2BPPV1_Format; + exports.RGB_ETC1_Format = RGB_ETC1_Format; + exports.LoopOnce = LoopOnce; + exports.LoopRepeat = LoopRepeat; + exports.LoopPingPong = LoopPingPong; + exports.InterpolateDiscrete = InterpolateDiscrete; + exports.InterpolateLinear = InterpolateLinear; + exports.InterpolateSmooth = InterpolateSmooth; + exports.ZeroCurvatureEnding = ZeroCurvatureEnding; + exports.ZeroSlopeEnding = ZeroSlopeEnding; + exports.WrapAroundEnding = WrapAroundEnding; + exports.TrianglesDrawMode = TrianglesDrawMode; + exports.TriangleStripDrawMode = TriangleStripDrawMode; + exports.TriangleFanDrawMode = TriangleFanDrawMode; + exports.LinearEncoding = LinearEncoding; + exports.sRGBEncoding = sRGBEncoding; + exports.GammaEncoding = GammaEncoding; + exports.RGBEEncoding = RGBEEncoding; + exports.LogLuvEncoding = LogLuvEncoding; + exports.RGBM7Encoding = RGBM7Encoding; + exports.RGBM16Encoding = RGBM16Encoding; + exports.RGBDEncoding = RGBDEncoding; + exports.BasicDepthPacking = BasicDepthPacking; + exports.RGBADepthPacking = RGBADepthPacking; + exports.CubeGeometry = BoxGeometry; + exports.Face4 = Face4; + exports.LineStrip = LineStrip; + exports.LinePieces = LinePieces; + exports.MeshFaceMaterial = MeshFaceMaterial; + exports.MultiMaterial = MultiMaterial; + exports.PointCloud = PointCloud; + exports.Particle = Particle; + exports.ParticleSystem = ParticleSystem; + exports.PointCloudMaterial = PointCloudMaterial; + exports.ParticleBasicMaterial = ParticleBasicMaterial; + exports.ParticleSystemMaterial = ParticleSystemMaterial; + exports.Vertex = Vertex; + exports.DynamicBufferAttribute = DynamicBufferAttribute; + exports.Int8Attribute = Int8Attribute; + exports.Uint8Attribute = Uint8Attribute; + exports.Uint8ClampedAttribute = Uint8ClampedAttribute; + exports.Int16Attribute = Int16Attribute; + exports.Uint16Attribute = Uint16Attribute; + exports.Int32Attribute = Int32Attribute; + exports.Uint32Attribute = Uint32Attribute; + exports.Float32Attribute = Float32Attribute; + exports.Float64Attribute = Float64Attribute; + exports.ClosedSplineCurve3 = ClosedSplineCurve3; + exports.SplineCurve3 = SplineCurve3; + exports.Spline = Spline; + exports.AxisHelper = AxisHelper; + exports.BoundingBoxHelper = BoundingBoxHelper; + exports.EdgesHelper = EdgesHelper; + exports.WireframeHelper = WireframeHelper; + exports.XHRLoader = XHRLoader; + exports.BinaryTextureLoader = BinaryTextureLoader; + exports.GeometryUtils = GeometryUtils; + exports.ImageUtils = ImageUtils; + exports.Projector = Projector; + exports.CanvasRenderer = CanvasRenderer; + + Object.defineProperty(exports, '__esModule', { value: true }); + +}))); + +},{}],41:[function(_dereq_,module,exports){ +/** + * @author mrdoob / http://mrdoob.com/ + * @author Mugen87 / https://github.com/Mugen87 + */ + +THREE.ColladaLoader = function ( manager ) { + + this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager; + +}; + +THREE.ColladaLoader.prototype = { + + constructor: THREE.ColladaLoader, + + crossOrigin: 'Anonymous', + + load: function ( url, onLoad, onProgress, onError ) { + + var scope = this; + + var path = scope.path === undefined ? THREE.LoaderUtils.extractUrlBase( url ) : scope.path; + + var loader = new THREE.FileLoader( scope.manager ); + loader.load( url, function ( text ) { + + onLoad( scope.parse( text, path ) ); + + }, onProgress, onError ); + + }, + + setPath: function ( value ) { + + this.path = value; + + }, + + options: { + + set convertUpAxis( value ) { + + console.warn( 'THREE.ColladaLoader: options.convertUpAxis() has been removed. Up axis is converted automatically.' ); + + } + + }, + + setCrossOrigin: function ( value ) { + + this.crossOrigin = value; + + }, + + parse: function ( text, path ) { + + function getElementsByTagName( xml, name ) { + + // Non recursive xml.getElementsByTagName() ... + + var array = []; + var childNodes = xml.childNodes; + + for ( var i = 0, l = childNodes.length; i < l; i ++ ) { + + var child = childNodes[ i ]; + + if ( child.nodeName === name ) { + + array.push( child ); + + } + + } + + return array; + + } + + function parseStrings( text ) { + + if ( text.length === 0 ) return []; + + var parts = text.trim().split( /\s+/ ); + var array = new Array( parts.length ); + + for ( var i = 0, l = parts.length; i < l; i ++ ) { + + array[ i ] = parts[ i ]; + + } + + return array; + + } + + function parseFloats( text ) { + + if ( text.length === 0 ) return []; + + var parts = text.trim().split( /\s+/ ); + var array = new Array( parts.length ); + + for ( var i = 0, l = parts.length; i < l; i ++ ) { + + array[ i ] = parseFloat( parts[ i ] ); + + } + + return array; + + } + + function parseInts( text ) { + + if ( text.length === 0 ) return []; + + var parts = text.trim().split( /\s+/ ); + var array = new Array( parts.length ); + + for ( var i = 0, l = parts.length; i < l; i ++ ) { + + array[ i ] = parseInt( parts[ i ] ); + + } + + return array; + + } + + function parseId( text ) { + + return text.substring( 1 ); + + } + + function generateId() { + + return 'three_default_' + ( count ++ ); + + } + + function isEmpty( object ) { + + return Object.keys( object ).length === 0; + + } + + // asset + + function parseAsset( xml ) { + + return { + unit: parseAssetUnit( getElementsByTagName( xml, 'unit' )[ 0 ] ), + upAxis: parseAssetUpAxis( getElementsByTagName( xml, 'up_axis' )[ 0 ] ) + }; + + } + + function parseAssetUnit( xml ) { + + return xml !== undefined ? parseFloat( xml.getAttribute( 'meter' ) ) : 1; + + } + + function parseAssetUpAxis( xml ) { + + return xml !== undefined ? xml.textContent : 'Y_UP'; + + } + + // library + + function parseLibrary( xml, libraryName, nodeName, parser ) { + + var library = getElementsByTagName( xml, libraryName )[ 0 ]; + + if ( library !== undefined ) { + + var elements = getElementsByTagName( library, nodeName ); + + for ( var i = 0; i < elements.length; i ++ ) { + + parser( elements[ i ] ); + + } + + } + + } + + function buildLibrary( data, builder ) { + + for ( var name in data ) { + + var object = data[ name ]; + object.build = builder( data[ name ] ); + + } + + } + + // get + + function getBuild( data, builder ) { + + if ( data.build !== undefined ) return data.build; + + data.build = builder( data ); + + return data.build; + + } + + // animation + + function parseAnimation( xml ) { + + var data = { + sources: {}, + samplers: {}, + channels: {} + }; + + for ( var i = 0, l = xml.childNodes.length; i < l; i ++ ) { + + var child = xml.childNodes[ i ]; + + if ( child.nodeType !== 1 ) continue; + + var id; + + switch ( child.nodeName ) { + + case 'source': + id = child.getAttribute( 'id' ); + data.sources[ id ] = parseSource( child ); + break; + + case 'sampler': + id = child.getAttribute( 'id' ); + data.samplers[ id ] = parseAnimationSampler( child ); + break; + + case 'channel': + id = child.getAttribute( 'target' ); + data.channels[ id ] = parseAnimationChannel( child ); + break; + + default: + console.log( child ); + + } + + } + + library.animations[ xml.getAttribute( 'id' ) ] = data; + + } + + function parseAnimationSampler( xml ) { + + var data = { + inputs: {}, + }; + + for ( var i = 0, l = xml.childNodes.length; i < l; i ++ ) { + + var child = xml.childNodes[ i ]; + + if ( child.nodeType !== 1 ) continue; + + switch ( child.nodeName ) { + + case 'input': + var id = parseId( child.getAttribute( 'source' ) ); + var semantic = child.getAttribute( 'semantic' ); + data.inputs[ semantic ] = id; + break; + + } + + } + + return data; + + } + + function parseAnimationChannel( xml ) { + + var data = {}; + + var target = xml.getAttribute( 'target' ); + + // parsing SID Addressing Syntax + + var parts = target.split( '/' ); + + var id = parts.shift(); + var sid = parts.shift(); + + // check selection syntax + + var arraySyntax = ( sid.indexOf( '(' ) !== - 1 ); + var memberSyntax = ( sid.indexOf( '.' ) !== - 1 ); + + if ( memberSyntax ) { + + // member selection access + + parts = sid.split( '.' ); + sid = parts.shift(); + data.member = parts.shift(); + + } else if ( arraySyntax ) { + + // array-access syntax. can be used to express fields in one-dimensional vectors or two-dimensional matrices. + + var indices = sid.split( '(' ); + sid = indices.shift(); + + for ( var i = 0; i < indices.length; i ++ ) { + + indices[ i ] = parseInt( indices[ i ].replace( /\)/, '' ) ); + + } + + data.indices = indices; + + } + + data.id = id; + data.sid = sid; + + data.arraySyntax = arraySyntax; + data.memberSyntax = memberSyntax; + + data.sampler = parseId( xml.getAttribute( 'source' ) ); + + return data; + + } + + function buildAnimation( data ) { + + var tracks = []; + + var channels = data.channels; + var samplers = data.samplers; + var sources = data.sources; + + for ( var target in channels ) { + + if ( channels.hasOwnProperty( target ) ) { + + var channel = channels[ target ]; + var sampler = samplers[ channel.sampler ]; + + var inputId = sampler.inputs.INPUT; + var outputId = sampler.inputs.OUTPUT; + + var inputSource = sources[ inputId ]; + var outputSource = sources[ outputId ]; + + var animation = buildAnimationChannel( channel, inputSource, outputSource ); + + createKeyframeTracks( animation, tracks ); + + } + + } + + return tracks; + + } + + function getAnimation( id ) { + + return getBuild( library.animations[ id ], buildAnimation ); + + } + + function buildAnimationChannel( channel, inputSource, outputSource ) { + + var node = library.nodes[ channel.id ]; + var object3D = getNode( node.id ); + + var transform = node.transforms[ channel.sid ]; + var defaultMatrix = node.matrix.clone().transpose(); + + var time, stride; + var i, il, j, jl; + + var data = {}; + + // the collada spec allows the animation of data in various ways. + // depending on the transform type (matrix, translate, rotate, scale), we execute different logic + + switch ( transform ) { + + case 'matrix': + + for ( i = 0, il = inputSource.array.length; i < il; i ++ ) { + + time = inputSource.array[ i ]; + stride = i * outputSource.stride; + + if ( data[ time ] === undefined ) data[ time ] = {}; + + if ( channel.arraySyntax === true ) { + + var value = outputSource.array[ stride ]; + var index = channel.indices[ 0 ] + 4 * channel.indices[ 1 ]; + + data[ time ][ index ] = value; + + } else { + + for ( j = 0, jl = outputSource.stride; j < jl; j ++ ) { + + data[ time ][ j ] = outputSource.array[ stride + j ]; + + } + + } + + } + + break; + + case 'translate': + console.warn( 'THREE.ColladaLoader: Animation transform type "%s" not yet implemented.', transform ); + break; + + case 'rotate': + console.warn( 'THREE.ColladaLoader: Animation transform type "%s" not yet implemented.', transform ); + break; + + case 'scale': + console.warn( 'THREE.ColladaLoader: Animation transform type "%s" not yet implemented.', transform ); + break; + + } + + var keyframes = prepareAnimationData( data, defaultMatrix ); + + var animation = { + name: object3D.uuid, + keyframes: keyframes + }; + + return animation; + + } + + function prepareAnimationData( data, defaultMatrix ) { + + var keyframes = []; + + // transfer data into a sortable array + + for ( var time in data ) { + + keyframes.push( { time: parseFloat( time ), value: data[ time ] } ); + + } + + // ensure keyframes are sorted by time + + keyframes.sort( ascending ); + + // now we clean up all animation data, so we can use them for keyframe tracks + + for ( var i = 0; i < 16; i ++ ) { + + transformAnimationData( keyframes, i, defaultMatrix.elements[ i ] ); + + } + + return keyframes; + + // array sort function + + function ascending( a, b ) { + + return a.time - b.time; + + } + + } + + var position = new THREE.Vector3(); + var scale = new THREE.Vector3(); + var quaternion = new THREE.Quaternion(); + + function createKeyframeTracks( animation, tracks ) { + + var keyframes = animation.keyframes; + var name = animation.name; + + var times = []; + var positionData = []; + var quaternionData = []; + var scaleData = []; + + for ( var i = 0, l = keyframes.length; i < l; i ++ ) { + + var keyframe = keyframes[ i ]; + + var time = keyframe.time; + var value = keyframe.value; + + matrix.fromArray( value ).transpose(); + matrix.decompose( position, quaternion, scale ); + + times.push( time ); + positionData.push( position.x, position.y, position.z ); + quaternionData.push( quaternion.x, quaternion.y, quaternion.z, quaternion.w ); + scaleData.push( scale.x, scale.y, scale.z ); + + } + + if ( positionData.length > 0 ) tracks.push( new THREE.VectorKeyframeTrack( name + '.position', times, positionData ) ); + if ( quaternionData.length > 0 ) tracks.push( new THREE.QuaternionKeyframeTrack( name + '.quaternion', times, quaternionData ) ); + if ( scaleData.length > 0 ) tracks.push( new THREE.VectorKeyframeTrack( name + '.scale', times, scaleData ) ); + + return tracks; + + } + + function transformAnimationData( keyframes, property, defaultValue ) { + + var keyframe; + + var empty = true; + var i, l; + + // check, if values of a property are missing in our keyframes + + for ( i = 0, l = keyframes.length; i < l; i ++ ) { + + keyframe = keyframes[ i ]; + + if ( keyframe.value[ property ] === undefined ) { + + keyframe.value[ property ] = null; // mark as missing + + } else { + + empty = false; + + } + + } + + if ( empty === true ) { + + // no values at all, so we set a default value + + for ( i = 0, l = keyframes.length; i < l; i ++ ) { + + keyframe = keyframes[ i ]; + + keyframe.value[ property ] = defaultValue; + + } + + } else { + + // filling gaps + + createMissingKeyframes( keyframes, property ); + + } + + } + + function createMissingKeyframes( keyframes, property ) { + + var prev, next; + + for ( var i = 0, l = keyframes.length; i < l; i ++ ) { + + var keyframe = keyframes[ i ]; + + if ( keyframe.value[ property ] === null ) { + + prev = getPrev( keyframes, i, property ); + next = getNext( keyframes, i, property ); + + if ( prev === null ) { + + keyframe.value[ property ] = next.value[ property ]; + continue; + + } + + if ( next === null ) { + + keyframe.value[ property ] = prev.value[ property ]; + continue; + + } + + interpolate( keyframe, prev, next, property ); + + } + + } + + } + + function getPrev( keyframes, i, property ) { + + while ( i >= 0 ) { + + var keyframe = keyframes[ i ]; + + if ( keyframe.value[ property ] !== null ) return keyframe; + + i --; + + } + + return null; + + } + + function getNext( keyframes, i, property ) { + + while ( i < keyframes.length ) { + + var keyframe = keyframes[ i ]; + + if ( keyframe.value[ property ] !== null ) return keyframe; + + i ++; + + } + + return null; + + } + + function interpolate( key, prev, next, property ) { + + if ( ( next.time - prev.time ) === 0 ) { + + key.value[ property ] = prev.value[ property ]; + return; + + } + + key.value[ property ] = ( ( key.time - prev.time ) * ( next.value[ property ] - prev.value[ property ] ) / ( next.time - prev.time ) ) + prev.value[ property ]; + + } + + // animation clips + + function parseAnimationClip( xml ) { + + var data = { + name: xml.getAttribute( 'id' ) || 'default', + start: parseFloat( xml.getAttribute( 'start' ) || 0 ), + end: parseFloat( xml.getAttribute( 'end' ) || 0 ), + animations: [] + }; + + for ( var i = 0, l = xml.childNodes.length; i < l; i ++ ) { + + var child = xml.childNodes[ i ]; + + if ( child.nodeType !== 1 ) continue; + + switch ( child.nodeName ) { + + case 'instance_animation': + data.animations.push( parseId( child.getAttribute( 'url' ) ) ); + break; + + } + + } + + library.clips[ xml.getAttribute( 'id' ) ] = data; + + } + + function buildAnimationClip( data ) { + + var tracks = []; + + var name = data.name; + var duration = ( data.end - data.start ) || - 1; + var animations = data.animations; + + for ( var i = 0, il = animations.length; i < il; i ++ ) { + + var animationTracks = getAnimation( animations[ i ] ); + + for ( var j = 0, jl = animationTracks.length; j < jl; j ++ ) { + + tracks.push( animationTracks[ j ] ); + + } + + } + + return new THREE.AnimationClip( name, duration, tracks ); + + } + + function getAnimationClip( id ) { + + return getBuild( library.clips[ id ], buildAnimationClip ); + + } + + // controller + + function parseController( xml ) { + + var data = {}; + + for ( var i = 0, l = xml.childNodes.length; i < l; i ++ ) { + + var child = xml.childNodes[ i ]; + + if ( child.nodeType !== 1 ) continue; + + switch ( child.nodeName ) { + + case 'skin': + // there is exactly one skin per controller + data.id = parseId( child.getAttribute( 'source' ) ); + data.skin = parseSkin( child ); + break; + + case 'morph': + data.id = parseId( child.getAttribute( 'source' ) ); + console.warn( 'THREE.ColladaLoader: Morph target animation not supported yet.' ); + break; + + } + + } + + library.controllers[ xml.getAttribute( 'id' ) ] = data; + + } + + function parseSkin( xml ) { + + var data = { + sources: {} + }; + + for ( var i = 0, l = xml.childNodes.length; i < l; i ++ ) { + + var child = xml.childNodes[ i ]; + + if ( child.nodeType !== 1 ) continue; + + switch ( child.nodeName ) { + + case 'bind_shape_matrix': + data.bindShapeMatrix = parseFloats( child.textContent ); + break; + + case 'source': + var id = child.getAttribute( 'id' ); + data.sources[ id ] = parseSource( child ); + break; + + case 'joints': + data.joints = parseJoints( child ); + break; + + case 'vertex_weights': + data.vertexWeights = parseVertexWeights( child ); + break; + + } + + } + + return data; + + } + + function parseJoints( xml ) { + + var data = { + inputs: {} + }; + + for ( var i = 0, l = xml.childNodes.length; i < l; i ++ ) { + + var child = xml.childNodes[ i ]; + + if ( child.nodeType !== 1 ) continue; + + switch ( child.nodeName ) { + + case 'input': + var semantic = child.getAttribute( 'semantic' ); + var id = parseId( child.getAttribute( 'source' ) ); + data.inputs[ semantic ] = id; + break; + + } + + } + + return data; + + } + + function parseVertexWeights( xml ) { + + var data = { + inputs: {} + }; + + for ( var i = 0, l = xml.childNodes.length; i < l; i ++ ) { + + var child = xml.childNodes[ i ]; + + if ( child.nodeType !== 1 ) continue; + + switch ( child.nodeName ) { + + case 'input': + var semantic = child.getAttribute( 'semantic' ); + var id = parseId( child.getAttribute( 'source' ) ); + var offset = parseInt( child.getAttribute( 'offset' ) ); + data.inputs[ semantic ] = { id: id, offset: offset }; + break; + + case 'vcount': + data.vcount = parseInts( child.textContent ); + break; + + case 'v': + data.v = parseInts( child.textContent ); + break; + + } + + } + + return data; + + } + + function buildController( data ) { + + var build = { + id: data.id + }; + + var geometry = library.geometries[ build.id ]; + + if ( data.skin !== undefined ) { + + build.skin = buildSkin( data.skin ); + + // we enhance the 'sources' property of the corresponding geometry with our skin data + + geometry.sources.skinIndices = build.skin.indices; + geometry.sources.skinWeights = build.skin.weights; + + } + + return build; + + } + + function buildSkin( data ) { + + var BONE_LIMIT = 4; + + var build = { + joints: [], // this must be an array to preserve the joint order + indices: { + array: [], + stride: BONE_LIMIT + }, + weights: { + array: [], + stride: BONE_LIMIT + } + }; + + var sources = data.sources; + var vertexWeights = data.vertexWeights; + + var vcount = vertexWeights.vcount; + var v = vertexWeights.v; + var jointOffset = vertexWeights.inputs.JOINT.offset; + var weightOffset = vertexWeights.inputs.WEIGHT.offset; + + var jointSource = data.sources[ data.joints.inputs.JOINT ]; + var inverseSource = data.sources[ data.joints.inputs.INV_BIND_MATRIX ]; + + var weights = sources[ vertexWeights.inputs.WEIGHT.id ].array; + var stride = 0; + + var i, j, l; + + // procces skin data for each vertex + + for ( i = 0, l = vcount.length; i < l; i ++ ) { + + var jointCount = vcount[ i ]; // this is the amount of joints that affect a single vertex + var vertexSkinData = []; + + for ( j = 0; j < jointCount; j ++ ) { + + var skinIndex = v[ stride + jointOffset ]; + var weightId = v[ stride + weightOffset ]; + var skinWeight = weights[ weightId ]; + + vertexSkinData.push( { index: skinIndex, weight: skinWeight } ); + + stride += 2; + + } + + // we sort the joints in descending order based on the weights. + // this ensures, we only procced the most important joints of the vertex + + vertexSkinData.sort( descending ); + + // now we provide for each vertex a set of four index and weight values. + // the order of the skin data matches the order of vertices + + for ( j = 0; j < BONE_LIMIT; j ++ ) { + + var d = vertexSkinData[ j ]; + + if ( d !== undefined ) { + + build.indices.array.push( d.index ); + build.weights.array.push( d.weight ); + + } else { + + build.indices.array.push( 0 ); + build.weights.array.push( 0 ); + + } + + } + + } + + // setup bind matrix + + build.bindMatrix = new THREE.Matrix4().fromArray( data.bindShapeMatrix ).transpose(); + + // process bones and inverse bind matrix data + + for ( i = 0, l = jointSource.array.length; i < l; i ++ ) { + + var name = jointSource.array[ i ]; + var boneInverse = new THREE.Matrix4().fromArray( inverseSource.array, i * inverseSource.stride ).transpose(); + + build.joints.push( { name: name, boneInverse: boneInverse } ); + + } + + return build; + + // array sort function + + function descending( a, b ) { + + return b.weight - a.weight; + + } + + } + + function getController( id ) { + + return getBuild( library.controllers[ id ], buildController ); + + } + + // image + + function parseImage( xml ) { + + var data = { + init_from: getElementsByTagName( xml, 'init_from' )[ 0 ].textContent + }; + + library.images[ xml.getAttribute( 'id' ) ] = data; + + } + + function buildImage( data ) { + + if ( data.build !== undefined ) return data.build; + + return data.init_from; + + } + + function getImage( id ) { + + return getBuild( library.images[ id ], buildImage ); + + } + + // effect + + function parseEffect( xml ) { + + var data = {}; + + for ( var i = 0, l = xml.childNodes.length; i < l; i ++ ) { + + var child = xml.childNodes[ i ]; + + if ( child.nodeType !== 1 ) continue; + + switch ( child.nodeName ) { + + case 'profile_COMMON': + data.profile = parseEffectProfileCOMMON( child ); + break; + + } + + } + + library.effects[ xml.getAttribute( 'id' ) ] = data; + + } + + function parseEffectProfileCOMMON( xml ) { + + var data = { + surfaces: {}, + samplers: {} + }; + + for ( var i = 0, l = xml.childNodes.length; i < l; i ++ ) { + + var child = xml.childNodes[ i ]; + + if ( child.nodeType !== 1 ) continue; + + switch ( child.nodeName ) { + + case 'newparam': + parseEffectNewparam( child, data ); + break; + + case 'technique': + data.technique = parseEffectTechnique( child ); + break; + + } + + } + + return data; + + } + + function parseEffectNewparam( xml, data ) { + + var sid = xml.getAttribute( 'sid' ); + + for ( var i = 0, l = xml.childNodes.length; i < l; i ++ ) { + + var child = xml.childNodes[ i ]; + + if ( child.nodeType !== 1 ) continue; + + switch ( child.nodeName ) { + + case 'surface': + data.surfaces[ sid ] = parseEffectSurface( child ); + break; + + case 'sampler2D': + data.samplers[ sid ] = parseEffectSampler( child ); + break; + + } + + } + + } + + function parseEffectSurface( xml ) { + + var data = {}; + + for ( var i = 0, l = xml.childNodes.length; i < l; i ++ ) { + + var child = xml.childNodes[ i ]; + + if ( child.nodeType !== 1 ) continue; + + switch ( child.nodeName ) { + + case 'init_from': + data.init_from = child.textContent; + break; + + } + + } + + return data; + + } + + function parseEffectSampler( xml ) { + + var data = {}; + + for ( var i = 0, l = xml.childNodes.length; i < l; i ++ ) { + + var child = xml.childNodes[ i ]; + + if ( child.nodeType !== 1 ) continue; + + switch ( child.nodeName ) { + + case 'source': + data.source = child.textContent; + break; + + } + + } + + return data; + + } + + function parseEffectTechnique( xml ) { + + var data = {}; + + for ( var i = 0, l = xml.childNodes.length; i < l; i ++ ) { + + var child = xml.childNodes[ i ]; + + if ( child.nodeType !== 1 ) continue; + + switch ( child.nodeName ) { + + case 'constant': + case 'lambert': + case 'blinn': + case 'phong': + data.type = child.nodeName; + data.parameters = parseEffectParameters( child ); + break; + + } + + } + + return data; + + } + + function parseEffectParameters( xml ) { + + var data = {}; + + for ( var i = 0, l = xml.childNodes.length; i < l; i ++ ) { + + var child = xml.childNodes[ i ]; + + if ( child.nodeType !== 1 ) continue; + + switch ( child.nodeName ) { + + case 'emission': + case 'diffuse': + case 'specular': + case 'shininess': + case 'transparent': + case 'transparency': + data[ child.nodeName ] = parseEffectParameter( child ); + break; + + } + + } + + return data; + + } + + function parseEffectParameter( xml ) { + + var data = {}; + + for ( var i = 0, l = xml.childNodes.length; i < l; i ++ ) { + + var child = xml.childNodes[ i ]; + + if ( child.nodeType !== 1 ) continue; + + switch ( child.nodeName ) { + + case 'color': + data[ child.nodeName ] = parseFloats( child.textContent ); + break; + + case 'float': + data[ child.nodeName ] = parseFloat( child.textContent ); + break; + + case 'texture': + data[ child.nodeName ] = { id: child.getAttribute( 'texture' ), extra: parseEffectParameterTexture( child ) }; + break; + + } + + } + + return data; + + } + + function parseEffectParameterTexture( xml ) { + + var data = { + technique: {} + }; + + for ( var i = 0, l = xml.childNodes.length; i < l; i ++ ) { + + var child = xml.childNodes[ i ]; + + if ( child.nodeType !== 1 ) continue; + + switch ( child.nodeName ) { + + case 'extra': + parseEffectParameterTextureExtra( child, data ); + break; + + } + + } + + return data; + + } + + function parseEffectParameterTextureExtra( xml, data ) { + + for ( var i = 0, l = xml.childNodes.length; i < l; i ++ ) { + + var child = xml.childNodes[ i ]; + + if ( child.nodeType !== 1 ) continue; + + switch ( child.nodeName ) { + + case 'technique': + parseEffectParameterTextureExtraTechnique( child, data ); + break; + + } + + } + + } + + function parseEffectParameterTextureExtraTechnique( xml, data ) { + + for ( var i = 0, l = xml.childNodes.length; i < l; i ++ ) { + + var child = xml.childNodes[ i ]; + + if ( child.nodeType !== 1 ) continue; + + switch ( child.nodeName ) { + + case 'repeatU': + case 'repeatV': + case 'offsetU': + case 'offsetV': + data.technique[ child.nodeName ] = parseFloat( child.textContent ); + break; + + case 'wrapU': + case 'wrapV': + + // some files have values for wrapU/wrapV which become NaN via parseInt + + if ( child.textContent.toUpperCase() === 'TRUE' ) { + + data.technique[ child.nodeName ] = 1; + + } else if ( child.textContent.toUpperCase() === 'FALSE' ) { + + data.technique[ child.nodeName ] = 0; + + } else { + + data.technique[ child.nodeName ] = parseInt( child.textContent ); + + } + + break; + + } + + } + + } + + function buildEffect( data ) { + + return data; + + } + + function getEffect( id ) { + + return getBuild( library.effects[ id ], buildEffect ); + + } + + // material + + function parseMaterial( xml ) { + + var data = { + name: xml.getAttribute( 'name' ) + }; + + for ( var i = 0, l = xml.childNodes.length; i < l; i ++ ) { + + var child = xml.childNodes[ i ]; + + if ( child.nodeType !== 1 ) continue; + + switch ( child.nodeName ) { + + case 'instance_effect': + data.url = parseId( child.getAttribute( 'url' ) ); + break; + + } + + } + + library.materials[ xml.getAttribute( 'id' ) ] = data; + + } + + function buildMaterial( data ) { + + var effect = getEffect( data.url ); + var technique = effect.profile.technique; + + var material; + + switch ( technique.type ) { + + case 'phong': + case 'blinn': + material = new THREE.MeshPhongMaterial(); + break; + + case 'lambert': + material = new THREE.MeshLambertMaterial(); + break; + + default: + material = new THREE.MeshBasicMaterial(); + break; + + } + + material.name = data.name; + + function getTexture( textureObject ) { + + var sampler = effect.profile.samplers[ textureObject.id ]; + + if ( sampler !== undefined ) { + + var surface = effect.profile.surfaces[ sampler.source ]; + + var texture = textureLoader.load( getImage( surface.init_from ) ); + + var extra = textureObject.extra; + + if ( extra !== undefined && extra.technique !== undefined && isEmpty( extra.technique ) === false ) { + + var technique = extra.technique; + + texture.wrapS = technique.wrapU ? THREE.RepeatWrapping : THREE.ClampToEdgeWrapping; + texture.wrapT = technique.wrapV ? THREE.RepeatWrapping : THREE.ClampToEdgeWrapping; + + texture.offset.set( technique.offsetU || 0, technique.offsetV || 0 ); + texture.repeat.set( technique.repeatU || 1, technique.repeatV || 1 ); + + } else { + + texture.wrapS = THREE.RepeatWrapping; + texture.wrapT = THREE.RepeatWrapping; + + } + + return texture; + + } + + console.error( 'THREE.ColladaLoader: Undefined sampler', textureObject.id ); + + return null; + + } + + var parameters = technique.parameters; + + for ( var key in parameters ) { + + var parameter = parameters[ key ]; + + switch ( key ) { + + case 'diffuse': + if ( parameter.color ) material.color.fromArray( parameter.color ); + if ( parameter.texture ) material.map = getTexture( parameter.texture ); + break; + case 'specular': + if ( parameter.color && material.specular ) material.specular.fromArray( parameter.color ); + if ( parameter.texture ) material.specularMap = getTexture( parameter.texture ); + break; + case 'shininess': + if ( parameter.float && material.shininess ) + material.shininess = parameter.float; + break; + case 'emission': + if ( parameter.color && material.emissive ) + material.emissive.fromArray( parameter.color ); + break; + case 'transparent': + // if ( parameter.texture ) material.alphaMap = getTexture( parameter.texture ); + material.transparent = true; + break; + case 'transparency': + if ( parameter.float !== undefined ) material.opacity = parameter.float; + material.transparent = true; + break; + + } + + } + + return material; + + } + + function getMaterial( id ) { + + return getBuild( library.materials[ id ], buildMaterial ); + + } + + // camera + + function parseCamera( xml ) { + + var data = { + name: xml.getAttribute( 'name' ) + }; + + for ( var i = 0, l = xml.childNodes.length; i < l; i ++ ) { + + var child = xml.childNodes[ i ]; + + if ( child.nodeType !== 1 ) continue; + + switch ( child.nodeName ) { + + case 'optics': + data.optics = parseCameraOptics( child ); + break; + + } + + } + + library.cameras[ xml.getAttribute( 'id' ) ] = data; + + } + + function parseCameraOptics( xml ) { + + for ( var i = 0; i < xml.childNodes.length; i ++ ) { + + var child = xml.childNodes[ i ]; + + switch ( child.nodeName ) { + + case 'technique_common': + return parseCameraTechnique( child ); + + } + + } + + return {}; + + } + + function parseCameraTechnique( xml ) { + + var data = {}; + + for ( var i = 0; i < xml.childNodes.length; i ++ ) { + + var child = xml.childNodes[ i ]; + + switch ( child.nodeName ) { + + case 'perspective': + case 'orthographic': + + data.technique = child.nodeName; + data.parameters = parseCameraParameters( child ); + + break; + + } + + } + + return data; + + } + + function parseCameraParameters( xml ) { + + var data = {}; + + for ( var i = 0; i < xml.childNodes.length; i ++ ) { + + var child = xml.childNodes[ i ]; + + switch ( child.nodeName ) { + + case 'xfov': + case 'yfov': + case 'xmag': + case 'ymag': + case 'znear': + case 'zfar': + case 'aspect_ratio': + data[ child.nodeName ] = parseFloat( child.textContent ); + break; + + } + + } + + return data; + + } + + function buildCamera( data ) { + + var camera; + + switch ( data.optics.technique ) { + + case 'perspective': + camera = new THREE.PerspectiveCamera( + data.optics.parameters.yfov, + data.optics.parameters.aspect_ratio, + data.optics.parameters.znear, + data.optics.parameters.zfar + ); + break; + + case 'orthographic': + var ymag = data.optics.parameters.ymag; + var xmag = data.optics.parameters.xmag; + var aspectRatio = data.optics.parameters.aspect_ratio; + + xmag = ( xmag === undefined ) ? ( ymag * aspectRatio ) : xmag; + ymag = ( ymag === undefined ) ? ( xmag / aspectRatio ) : ymag; + + xmag *= 0.5; + ymag *= 0.5; + + camera = new THREE.OrthographicCamera( + - xmag, xmag, ymag, - ymag, // left, right, top, bottom + data.optics.parameters.znear, + data.optics.parameters.zfar + ); + break; + + default: + camera = new THREE.PerspectiveCamera(); + break; + + } + + camera.name = data.name; + + return camera; + + } + + function getCamera( id ) { + + var data = library.cameras[ id ]; + + if ( data !== undefined ) { + + return getBuild( data, buildCamera ); + + } + + console.warn( 'THREE.ColladaLoader: Couldn\'t find camera with ID:', id ); + + return null; + + } + + // light + + function parseLight( xml ) { + + var data = {}; + + for ( var i = 0, l = xml.childNodes.length; i < l; i ++ ) { + + var child = xml.childNodes[ i ]; + + if ( child.nodeType !== 1 ) continue; + + switch ( child.nodeName ) { + + case 'technique_common': + data = parseLightTechnique( child ); + break; + + } + + } + + library.lights[ xml.getAttribute( 'id' ) ] = data; + + } + + function parseLightTechnique( xml ) { + + var data = {}; + + for ( var i = 0, l = xml.childNodes.length; i < l; i ++ ) { + + var child = xml.childNodes[ i ]; + + if ( child.nodeType !== 1 ) continue; + + switch ( child.nodeName ) { + + case 'directional': + case 'point': + case 'spot': + case 'ambient': + + data.technique = child.nodeName; + data.parameters = parseLightParameters( child ); + + } + + } + + return data; + + } + + function parseLightParameters( xml ) { + + var data = {}; + + for ( var i = 0, l = xml.childNodes.length; i < l; i ++ ) { + + var child = xml.childNodes[ i ]; + + if ( child.nodeType !== 1 ) continue; + + switch ( child.nodeName ) { + + case 'color': + var array = parseFloats( child.textContent ); + data.color = new THREE.Color().fromArray( array ); + break; + + case 'falloff_angle': + data.falloffAngle = parseFloat( child.textContent ); + break; + + case 'quadratic_attenuation': + var f = parseFloat( child.textContent ); + data.distance = f ? Math.sqrt( 1 / f ) : 0; + break; + + } + + } + + return data; + + } + + function buildLight( data ) { + + var light; + + switch ( data.technique ) { + + case 'directional': + light = new THREE.DirectionalLight(); + break; + + case 'point': + light = new THREE.PointLight(); + break; + + case 'spot': + light = new THREE.SpotLight(); + break; + + case 'ambient': + light = new THREE.AmbientLight(); + break; + + } + + if ( data.parameters.color ) light.color.copy( data.parameters.color ); + if ( data.parameters.distance ) light.distance = data.parameters.distance; + + return light; + + } + + function getLight( id ) { + + var data = library.lights[ id ]; + + if ( data !== undefined ) { + + return getBuild( data, buildLight ); + + } + + console.warn( 'THREE.ColladaLoader: Couldn\'t find light with ID:', id ); + + return null; + + } + + // geometry + + function parseGeometry( xml ) { + + var data = { + name: xml.getAttribute( 'name' ), + sources: {}, + vertices: {}, + primitives: [] + }; + + var mesh = getElementsByTagName( xml, 'mesh' )[ 0 ]; + + // the following tags inside geometry are not supported yet (see https://github.com/mrdoob/three.js/pull/12606): convex_mesh, spline, brep + if ( mesh === undefined ) return; + + for ( var i = 0; i < mesh.childNodes.length; i ++ ) { + + var child = mesh.childNodes[ i ]; + + if ( child.nodeType !== 1 ) continue; + + var id = child.getAttribute( 'id' ); + + switch ( child.nodeName ) { + + case 'source': + data.sources[ id ] = parseSource( child ); + break; + + case 'vertices': + // data.sources[ id ] = data.sources[ parseId( getElementsByTagName( child, 'input' )[ 0 ].getAttribute( 'source' ) ) ]; + data.vertices = parseGeometryVertices( child ); + break; + + case 'polygons': + console.warn( 'THREE.ColladaLoader: Unsupported primitive type: ', child.nodeName ); + break; + + case 'lines': + case 'linestrips': + case 'polylist': + case 'triangles': + data.primitives.push( parseGeometryPrimitive( child ) ); + break; + + default: + console.log( child ); + + } + + } + + library.geometries[ xml.getAttribute( 'id' ) ] = data; + + } + + function parseSource( xml ) { + + var data = { + array: [], + stride: 3 + }; + + for ( var i = 0; i < xml.childNodes.length; i ++ ) { + + var child = xml.childNodes[ i ]; + + if ( child.nodeType !== 1 ) continue; + + switch ( child.nodeName ) { + + case 'float_array': + data.array = parseFloats( child.textContent ); + break; + + case 'Name_array': + data.array = parseStrings( child.textContent ); + break; + + case 'technique_common': + var accessor = getElementsByTagName( child, 'accessor' )[ 0 ]; + + if ( accessor !== undefined ) { + + data.stride = parseInt( accessor.getAttribute( 'stride' ) ); + + } + break; + + } + + } + + return data; + + } + + function parseGeometryVertices( xml ) { + + var data = {}; + + for ( var i = 0; i < xml.childNodes.length; i ++ ) { + + var child = xml.childNodes[ i ]; + + if ( child.nodeType !== 1 ) continue; + + data[ child.getAttribute( 'semantic' ) ] = parseId( child.getAttribute( 'source' ) ); + + } + + return data; + + } + + function parseGeometryPrimitive( xml ) { + + var primitive = { + type: xml.nodeName, + material: xml.getAttribute( 'material' ), + count: parseInt( xml.getAttribute( 'count' ) ), + inputs: {}, + stride: 0 + }; + + for ( var i = 0, l = xml.childNodes.length; i < l; i ++ ) { + + var child = xml.childNodes[ i ]; + + if ( child.nodeType !== 1 ) continue; + + switch ( child.nodeName ) { + + case 'input': + var id = parseId( child.getAttribute( 'source' ) ); + var semantic = child.getAttribute( 'semantic' ); + var offset = parseInt( child.getAttribute( 'offset' ) ); + primitive.inputs[ semantic ] = { id: id, offset: offset }; + primitive.stride = Math.max( primitive.stride, offset + 1 ); + break; + + case 'vcount': + primitive.vcount = parseInts( child.textContent ); + break; + + case 'p': + primitive.p = parseInts( child.textContent ); + break; + + } + + } + + return primitive; + + } + + function groupPrimitives( primitives ) { + + var build = {}; + + for ( var i = 0; i < primitives.length; i ++ ) { + + var primitive = primitives[ i ]; + + if ( build[ primitive.type ] === undefined ) build[ primitive.type ] = []; + + build[ primitive.type ].push( primitive ); + + } + + return build; + + } + + function buildGeometry( data ) { + + var build = {}; + + var sources = data.sources; + var vertices = data.vertices; + var primitives = data.primitives; + + if ( primitives.length === 0 ) return {}; + + // our goal is to create one buffer geoemtry for a single type of primitives + // first, we group all primitives by their type + + var groupedPrimitives = groupPrimitives( primitives ); + + for ( var type in groupedPrimitives ) { + + // second, we create for each type of primitives (polylist,triangles or lines) a buffer geometry + + build[ type ] = buildGeometryType( groupedPrimitives[ type ], sources, vertices ); + + } + + return build; + + } + + function buildGeometryType( primitives, sources, vertices ) { + + var build = {}; + + var position = { array: [], stride: 0 }; + var normal = { array: [], stride: 0 }; + var uv = { array: [], stride: 0 }; + var color = { array: [], stride: 0 }; + + var skinIndex = { array: [], stride: 4 }; + var skinWeight = { array: [], stride: 4 }; + + var geometry = new THREE.BufferGeometry(); + + var materialKeys = []; + + var start = 0, count = 0; + + for ( var p = 0; p < primitives.length; p ++ ) { + + var primitive = primitives[ p ]; + var inputs = primitive.inputs; + var triangleCount = 1; + + if ( primitive.vcount && primitive.vcount[ 0 ] === 4 ) { + + triangleCount = 2; // one quad -> two triangles + + } + + // groups + + if ( primitive.type === 'lines' || primitive.type === 'linestrips' ) { + + count = primitive.count * 2; + + } else { + + count = primitive.count * 3 * triangleCount; + + } + + geometry.addGroup( start, count, p ); + start += count; + + // material + + if ( primitive.material ) { + + materialKeys.push( primitive.material ); + + } + + // geometry data + + for ( var name in inputs ) { + + var input = inputs[ name ]; + + switch ( name ) { + + case 'VERTEX': + for ( var key in vertices ) { + + var id = vertices[ key ]; + + switch ( key ) { + + case 'POSITION': + buildGeometryData( primitive, sources[ id ], input.offset, position.array ); + position.stride = sources[ id ].stride; + + if ( sources.skinWeights && sources.skinIndices ) { + + buildGeometryData( primitive, sources.skinIndices, input.offset, skinIndex.array ); + buildGeometryData( primitive, sources.skinWeights, input.offset, skinWeight.array ); + + } + break; + + case 'NORMAL': + buildGeometryData( primitive, sources[ id ], input.offset, normal.array ); + normal.stride = sources[ id ].stride; + break; + + case 'COLOR': + buildGeometryData( primitive, sources[ id ], input.offset, color.array ); + color.stride = sources[ id ].stride; + break; + + case 'TEXCOORD': + buildGeometryData( primitive, sources[ id ], input.offset, uv.array ); + uv.stride = sources[ id ].stride; + break; + + default: + console.warn( 'THREE.ColladaLoader: Semantic "%s" not handled in geometry build process.', key ); + + } + + } + break; + + case 'NORMAL': + buildGeometryData( primitive, sources[ input.id ], input.offset, normal.array ); + normal.stride = sources[ input.id ].stride; + break; + + case 'COLOR': + buildGeometryData( primitive, sources[ input.id ], input.offset, color.array ); + color.stride = sources[ input.id ].stride; + break; + + case 'TEXCOORD': + buildGeometryData( primitive, sources[ input.id ], input.offset, uv.array ); + uv.stride = sources[ input.id ].stride; + break; + + } + + } + + } + + // build geometry + + if ( position.array.length > 0 ) geometry.addAttribute( 'position', new THREE.Float32BufferAttribute( position.array, position.stride ) ); + if ( normal.array.length > 0 ) geometry.addAttribute( 'normal', new THREE.Float32BufferAttribute( normal.array, normal.stride ) ); + if ( color.array.length > 0 ) geometry.addAttribute( 'color', new THREE.Float32BufferAttribute( color.array, color.stride ) ); + if ( uv.array.length > 0 ) geometry.addAttribute( 'uv', new THREE.Float32BufferAttribute( uv.array, uv.stride ) ); + + if ( skinIndex.array.length > 0 ) geometry.addAttribute( 'skinIndex', new THREE.Float32BufferAttribute( skinIndex.array, skinIndex.stride ) ); + if ( skinWeight.array.length > 0 ) geometry.addAttribute( 'skinWeight', new THREE.Float32BufferAttribute( skinWeight.array, skinWeight.stride ) ); + + build.data = geometry; + build.type = primitives[ 0 ].type; + build.materialKeys = materialKeys; + + return build; + + } + + function buildGeometryData( primitive, source, offset, array ) { + + var indices = primitive.p; + var stride = primitive.stride; + var vcount = primitive.vcount; + + function pushVector( i ) { + + var index = indices[ i + offset ] * sourceStride; + var length = index + sourceStride; + + for ( ; index < length; index ++ ) { + + array.push( sourceArray[ index ] ); + + } + + } + + var maxcount = 0; + + var sourceArray = source.array; + var sourceStride = source.stride; + + if ( primitive.vcount !== undefined ) { + + var index = 0; + + for ( var i = 0, l = vcount.length; i < l; i ++ ) { + + var count = vcount[ i ]; + + if ( count === 4 ) { + + var a = index + stride * 0; + var b = index + stride * 1; + var c = index + stride * 2; + var d = index + stride * 3; + + pushVector( a ); pushVector( b ); pushVector( d ); + pushVector( b ); pushVector( c ); pushVector( d ); + + } else if ( count === 3 ) { + + var a = index + stride * 0; + var b = index + stride * 1; + var c = index + stride * 2; + + pushVector( a ); pushVector( b ); pushVector( c ); + + } else { + + maxcount = Math.max( maxcount, count ); + + } + + index += stride * count; + + } + + if ( maxcount > 0 ) { + + console.log( 'THREE.ColladaLoader: Geometry has faces with more than 4 vertices.' ); + + } + + } else { + + for ( var i = 0, l = indices.length; i < l; i += stride ) { + + pushVector( i ); + + } + + } + + } + + function getGeometry( id ) { + + return getBuild( library.geometries[ id ], buildGeometry ); + + } + + // kinematics + + function parseKinematicsModel( xml ) { + + var data = { + name: xml.getAttribute( 'name' ) || '', + joints: {}, + links: [] + }; + + for ( var i = 0; i < xml.childNodes.length; i ++ ) { + + var child = xml.childNodes[ i ]; + + if ( child.nodeType !== 1 ) continue; + + switch ( child.nodeName ) { + + case 'technique_common': + parseKinematicsTechniqueCommon( child, data ); + break; + + } + + } + + library.kinematicsModels[ xml.getAttribute( 'id' ) ] = data; + + } + + function buildKinematicsModel( data ) { + + if ( data.build !== undefined ) return data.build; + + return data; + + } + + function getKinematicsModel( id ) { + + return getBuild( library.kinematicsModels[ id ], buildKinematicsModel ); + + } + + function parseKinematicsTechniqueCommon( xml, data ) { + + for ( var i = 0; i < xml.childNodes.length; i ++ ) { + + var child = xml.childNodes[ i ]; + + if ( child.nodeType !== 1 ) continue; + + switch ( child.nodeName ) { + + case 'joint': + data.joints[ child.getAttribute( 'sid' ) ] = parseKinematicsJoint( child ); + break; + + case 'link': + data.links.push( parseKinematicsLink( child ) ); + break; + + } + + } + + } + + function parseKinematicsJoint( xml ) { + + var data; + + for ( var i = 0; i < xml.childNodes.length; i ++ ) { + + var child = xml.childNodes[ i ]; + + if ( child.nodeType !== 1 ) continue; + + switch ( child.nodeName ) { + + case 'prismatic': + case 'revolute': + data = parseKinematicsJointParameter( child ); + break; + + } + + } + + return data; + + } + + function parseKinematicsJointParameter( xml, data ) { + + var data = { + sid: xml.getAttribute( 'sid' ), + name: xml.getAttribute( 'name' ) || '', + axis: new THREE.Vector3(), + limits: { + min: 0, + max: 0 + }, + type: xml.nodeName, + static: false, + zeroPosition: 0, + middlePosition: 0 + }; + + for ( var i = 0; i < xml.childNodes.length; i ++ ) { + + var child = xml.childNodes[ i ]; + + if ( child.nodeType !== 1 ) continue; + + switch ( child.nodeName ) { + + case 'axis': + var array = parseFloats( child.textContent ); + data.axis.fromArray( array ); + break; + case 'limits': + var max = child.getElementsByTagName( 'max' )[ 0 ]; + var min = child.getElementsByTagName( 'min' )[ 0 ]; + + data.limits.max = parseFloat( max.textContent ); + data.limits.min = parseFloat( min.textContent ); + break; + + } + + } + + // if min is equal to or greater than max, consider the joint static + + if ( data.limits.min >= data.limits.max ) { + + data.static = true; + + } + + // calculate middle position + + data.middlePosition = ( data.limits.min + data.limits.max ) / 2.0; + + return data; + + } + + function parseKinematicsLink( xml ) { + + var data = { + sid: xml.getAttribute( 'sid' ), + name: xml.getAttribute( 'name' ) || '', + attachments: [], + transforms: [] + }; + + for ( var i = 0; i < xml.childNodes.length; i ++ ) { + + var child = xml.childNodes[ i ]; + + if ( child.nodeType !== 1 ) continue; + + switch ( child.nodeName ) { + + case 'attachment_full': + data.attachments.push( parseKinematicsAttachment( child ) ); + break; + + case 'matrix': + case 'translate': + case 'rotate': + data.transforms.push( parseKinematicsTransform( child ) ); + break; + + } + + } + + return data; + + } + + function parseKinematicsAttachment( xml ) { + + var data = { + joint: xml.getAttribute( 'joint' ).split( '/' ).pop(), + transforms: [], + links: [] + }; + + for ( var i = 0; i < xml.childNodes.length; i ++ ) { + + var child = xml.childNodes[ i ]; + + if ( child.nodeType !== 1 ) continue; + + switch ( child.nodeName ) { + + case 'link': + data.links.push( parseKinematicsLink( child ) ); + break; + + case 'matrix': + case 'translate': + case 'rotate': + data.transforms.push( parseKinematicsTransform( child ) ); + break; + + } + + } + + return data; + + } + + function parseKinematicsTransform( xml ) { + + var data = { + type: xml.nodeName + }; + + var array = parseFloats( xml.textContent ); + + switch ( data.type ) { + + case 'matrix': + data.obj = new THREE.Matrix4(); + data.obj.fromArray( array ).transpose(); + break; + + case 'translate': + data.obj = new THREE.Vector3(); + data.obj.fromArray( array ); + break; + + case 'rotate': + data.obj = new THREE.Vector3(); + data.obj.fromArray( array ); + data.angle = THREE.Math.degToRad( array[ 3 ] ); + break; + + } + + return data; + + } + + function parseKinematicsScene( xml ) { + + var data = { + bindJointAxis: [] + }; + + for ( var i = 0; i < xml.childNodes.length; i ++ ) { + + var child = xml.childNodes[ i ]; + + if ( child.nodeType !== 1 ) continue; + + switch ( child.nodeName ) { + + case 'bind_joint_axis': + data.bindJointAxis.push( parseKinematicsBindJointAxis( child ) ); + break; + + } + + } + + library.kinematicsScenes[ parseId( xml.getAttribute( 'url' ) ) ] = data; + + } + + function parseKinematicsBindJointAxis( xml ) { + + var data = { + target: xml.getAttribute( 'target' ).split( '/' ).pop() + }; + + for ( var i = 0; i < xml.childNodes.length; i ++ ) { + + var child = xml.childNodes[ i ]; + + if ( child.nodeType !== 1 ) continue; + + switch ( child.nodeName ) { + + case 'axis': + var param = child.getElementsByTagName( 'param' )[ 0 ]; + data.axis = param.textContent; + var tmpJointIndex = data.axis.split( 'inst_' ).pop().split( 'axis' )[ 0 ]; + data.jointIndex = tmpJointIndex.substr( 0, tmpJointIndex.length - 1 ); + break; + + } + + } + + return data; + + } + + function buildKinematicsScene( data ) { + + if ( data.build !== undefined ) return data.build; + + return data; + + } + + function getKinematicsScene( id ) { + + return getBuild( library.kinematicsScenes[ id ], buildKinematicsScene ); + + } + + function setupKinematics() { + + var kinematicsModelId = Object.keys( library.kinematicsModels )[ 0 ]; + var kinematicsSceneId = Object.keys( library.kinematicsScenes )[ 0 ]; + var visualSceneId = Object.keys( library.visualScenes )[ 0 ]; + + if ( kinematicsModelId === undefined || kinematicsSceneId === undefined ) return; + + var kinematicsModel = getKinematicsModel( kinematicsModelId ); + var kinematicsScene = getKinematicsScene( kinematicsSceneId ); + var visualScene = getVisualScene( visualSceneId ); + + var bindJointAxis = kinematicsScene.bindJointAxis; + var jointMap = {}; + + for ( var i = 0, l = bindJointAxis.length; i < l; i ++ ) { + + var axis = bindJointAxis[ i ]; + + // the result of the following query is an element of type 'translate', 'rotate','scale' or 'matrix' + + var targetElement = collada.querySelector( '[sid="' + axis.target + '"]' ); + + if ( targetElement ) { + + // get the parent of the transfrom element + + var parentVisualElement = targetElement.parentElement; + + // connect the joint of the kinematics model with the element in the visual scene + + connect( axis.jointIndex, parentVisualElement ); + + } + + } + + function connect( jointIndex, visualElement ) { + + var visualElementName = visualElement.getAttribute( 'name' ); + var joint = kinematicsModel.joints[ jointIndex ]; + + visualScene.traverse( function ( object ) { + + if ( object.name === visualElementName ) { + + jointMap[ jointIndex ] = { + object: object, + transforms: buildTransformList( visualElement ), + joint: joint, + position: joint.zeroPosition + }; + + } + + } ); + + } + + var m0 = new THREE.Matrix4(); + + kinematics = { + + joints: kinematicsModel && kinematicsModel.joints, + + getJointValue: function ( jointIndex ) { + + var jointData = jointMap[ jointIndex ]; + + if ( jointData ) { + + return jointData.position; + + } else { + + console.warn( 'THREE.ColladaLoader: Joint ' + jointIndex + ' doesn\'t exist.' ); + + } + + }, + + setJointValue: function ( jointIndex, value ) { + + var jointData = jointMap[ jointIndex ]; + + if ( jointData ) { + + var joint = jointData.joint; + + if ( value > joint.limits.max || value < joint.limits.min ) { + + console.warn( 'THREE.ColladaLoader: Joint ' + jointIndex + ' value ' + value + ' outside of limits (min: ' + joint.limits.min + ', max: ' + joint.limits.max + ').' ); + + } else if ( joint.static ) { + + console.warn( 'THREE.ColladaLoader: Joint ' + jointIndex + ' is static.' ); + + } else { + + var object = jointData.object; + var axis = joint.axis; + var transforms = jointData.transforms; + + matrix.identity(); + + // each update, we have to apply all transforms in the correct order + + for ( var i = 0; i < transforms.length; i ++ ) { + + var transform = transforms[ i ]; + + // if there is a connection of the transform node with a joint, apply the joint value + + if ( transform.sid && transform.sid.indexOf( jointIndex ) !== - 1 ) { + + switch ( joint.type ) { + + case 'revolute': + matrix.multiply( m0.makeRotationAxis( axis, THREE.Math.degToRad( value ) ) ); + break; + + case 'prismatic': + matrix.multiply( m0.makeTranslation( axis.x * value, axis.y * value, axis.z * value ) ); + break; + + default: + console.warn( 'THREE.ColladaLoader: Unknown joint type: ' + joint.type ); + break; + + } + + } else { + + switch ( transform.type ) { + + case 'matrix': + matrix.multiply( transform.obj ); + break; + + case 'translate': + matrix.multiply( m0.makeTranslation( transform.obj.x, transform.obj.y, transform.obj.z ) ); + break; + + case 'scale': + matrix.scale( transform.obj ); + break; + + case 'rotate': + matrix.multiply( m0.makeRotationAxis( transform.obj, transform.angle ) ); + break; + + } + + } + + } + + object.matrix.copy( matrix ); + object.matrix.decompose( object.position, object.quaternion, object.scale ); + + jointMap[ jointIndex ].position = value; + + } + + } else { + + console.log( 'THREE.ColladaLoader: ' + jointIndex + ' does not exist.' ); + + } + + } + + }; + + } + + function buildTransformList( node ) { + + var transforms = []; + + var xml = collada.querySelector( '[id="' + node.id + '"]' ); + + for ( var i = 0; i < xml.childNodes.length; i ++ ) { + + var child = xml.childNodes[ i ]; + + if ( child.nodeType !== 1 ) continue; + + switch ( child.nodeName ) { + + case 'matrix': + var array = parseFloats( child.textContent ); + var matrix = new THREE.Matrix4().fromArray( array ).transpose(); + transforms.push( { + sid: child.getAttribute( 'sid' ), + type: child.nodeName, + obj: matrix + } ); + break; + + case 'translate': + case 'scale': + var array = parseFloats( child.textContent ); + var vector = new THREE.Vector3().fromArray( array ); + transforms.push( { + sid: child.getAttribute( 'sid' ), + type: child.nodeName, + obj: vector + } ); + break; + + case 'rotate': + var array = parseFloats( child.textContent ); + var vector = new THREE.Vector3().fromArray( array ); + var angle = THREE.Math.degToRad( array[ 3 ] ); + transforms.push( { + sid: child.getAttribute( 'sid' ), + type: child.nodeName, + obj: vector, + angle: angle + } ); + break; + + } + + } + + return transforms; + + } + + // nodes + + function prepareNodes( xml ) { + + var elements = xml.getElementsByTagName( 'node' ); + + // ensure all node elements have id attributes + + for ( var i = 0; i < elements.length; i ++ ) { + + var element = elements[ i ]; + + if ( element.hasAttribute( 'id' ) === false ) { + + element.setAttribute( 'id', generateId() ); + + } + + } + + } + + var matrix = new THREE.Matrix4(); + var vector = new THREE.Vector3(); + + function parseNode( xml ) { + + var data = { + name: xml.getAttribute( 'name' ) || '', + type: xml.getAttribute( 'type' ), + id: xml.getAttribute( 'id' ), + sid: xml.getAttribute( 'sid' ), + matrix: new THREE.Matrix4(), + nodes: [], + instanceCameras: [], + instanceControllers: [], + instanceLights: [], + instanceGeometries: [], + instanceNodes: [], + transforms: {} + }; + + for ( var i = 0; i < xml.childNodes.length; i ++ ) { + + var child = xml.childNodes[ i ]; + + if ( child.nodeType !== 1 ) continue; + + switch ( child.nodeName ) { + + case 'node': + data.nodes.push( child.getAttribute( 'id' ) ); + parseNode( child ); + break; + + case 'instance_camera': + data.instanceCameras.push( parseId( child.getAttribute( 'url' ) ) ); + break; + + case 'instance_controller': + data.instanceControllers.push( parseNodeInstance( child ) ); + break; + + case 'instance_light': + data.instanceLights.push( parseId( child.getAttribute( 'url' ) ) ); + break; + + case 'instance_geometry': + data.instanceGeometries.push( parseNodeInstance( child ) ); + break; + + case 'instance_node': + data.instanceNodes.push( parseId( child.getAttribute( 'url' ) ) ); + break; + + case 'matrix': + var array = parseFloats( child.textContent ); + data.matrix.multiply( matrix.fromArray( array ).transpose() ); + data.transforms[ child.getAttribute( 'sid' ) ] = child.nodeName; + break; + + case 'translate': + var array = parseFloats( child.textContent ); + vector.fromArray( array ); + data.matrix.multiply( matrix.makeTranslation( vector.x, vector.y, vector.z ) ); + data.transforms[ child.getAttribute( 'sid' ) ] = child.nodeName; + break; + + case 'rotate': + var array = parseFloats( child.textContent ); + var angle = THREE.Math.degToRad( array[ 3 ] ); + data.matrix.multiply( matrix.makeRotationAxis( vector.fromArray( array ), angle ) ); + data.transforms[ child.getAttribute( 'sid' ) ] = child.nodeName; + break; + + case 'scale': + var array = parseFloats( child.textContent ); + data.matrix.scale( vector.fromArray( array ) ); + data.transforms[ child.getAttribute( 'sid' ) ] = child.nodeName; + break; + + case 'extra': + break; + + default: + console.log( child ); + + } + + } + + library.nodes[ data.id ] = data; + + return data; + + } + + function parseNodeInstance( xml ) { + + var data = { + id: parseId( xml.getAttribute( 'url' ) ), + materials: {}, + skeletons: [] + }; + + for ( var i = 0; i < xml.childNodes.length; i ++ ) { + + var child = xml.childNodes[ i ]; + + switch ( child.nodeName ) { + + case 'bind_material': + var instances = child.getElementsByTagName( 'instance_material' ); + + for ( var j = 0; j < instances.length; j ++ ) { + + var instance = instances[ j ]; + var symbol = instance.getAttribute( 'symbol' ); + var target = instance.getAttribute( 'target' ); + + data.materials[ symbol ] = parseId( target ); + + } + + break; + + case 'skeleton': + data.skeletons.push( parseId( child.textContent ) ); + break; + + default: + break; + + } + + } + + return data; + + } + + function buildSkeleton( skeletons, joints ) { + + var boneData = []; + var sortedBoneData = []; + + var i, j, data; + + // a skeleton can have multiple root bones. collada expresses this + // situtation with multiple "skeleton" tags per controller instance + + for ( i = 0; i < skeletons.length; i ++ ) { + + var skeleton = skeletons[ i ]; + var root = getNode( skeleton ); + + // setup bone data for a single bone hierarchy + + buildBoneHierarchy( root, joints, boneData ); + + } + + // sort bone data (the order is defined in the corresponding controller) + + for ( i = 0; i < joints.length; i ++ ) { + + for ( j = 0; j < boneData.length; j ++ ) { + + data = boneData[ j ]; + + if ( data.bone.name === joints[ i ].name ) { + + sortedBoneData[ i ] = data; + data.processed = true; + break; + + } + + } + + } + + // add unprocessed bone data at the end of the list + + for ( i = 0; i < boneData.length; i ++ ) { + + data = boneData[ i ]; + + if ( data.processed === false ) { + + sortedBoneData.push( data ); + data.processed = true; + + } + + } + + // setup arrays for skeleton creation + + var bones = []; + var boneInverses = []; + + for ( i = 0; i < sortedBoneData.length; i ++ ) { + + data = sortedBoneData[ i ]; + + bones.push( data.bone ); + boneInverses.push( data.boneInverse ); + + } + + return new THREE.Skeleton( bones, boneInverses ); + + } + + function buildBoneHierarchy( root, joints, boneData ) { + + // setup bone data from visual scene + + root.traverse( function ( object ) { + + if ( object.isBone === true ) { + + var boneInverse; + + // retrieve the boneInverse from the controller data + + for ( var i = 0; i < joints.length; i ++ ) { + + var joint = joints[ i ]; + + if ( joint.name === object.name ) { + + boneInverse = joint.boneInverse; + break; + + } + + } + + if ( boneInverse === undefined ) { + + // Unfortunately, there can be joints in the visual scene that are not part of the + // corresponding controller. In this case, we have to create a dummy boneInverse matrix + // for the respective bone. This bone won't affect any vertices, because there are no skin indices + // and weights defined for it. But we still have to add the bone to the sorted bone list in order to + // ensure a correct animation of the model. + + boneInverse = new THREE.Matrix4(); + + } + + boneData.push( { bone: object, boneInverse: boneInverse, processed: false } ); + + } + + } ); + + } + + function buildNode( data ) { + + var objects = []; + + var matrix = data.matrix; + var nodes = data.nodes; + var type = data.type; + var instanceCameras = data.instanceCameras; + var instanceControllers = data.instanceControllers; + var instanceLights = data.instanceLights; + var instanceGeometries = data.instanceGeometries; + var instanceNodes = data.instanceNodes; + + // nodes + + for ( var i = 0, l = nodes.length; i < l; i ++ ) { + + objects.push( getNode( nodes[ i ] ) ); + + } + + // instance cameras + + for ( var i = 0, l = instanceCameras.length; i < l; i ++ ) { + + var instanceCamera = getCamera( instanceCameras[ i ] ); + + if ( instanceCamera !== null ) { + + objects.push( instanceCamera.clone() ); + + } + + } + + // instance controllers + + for ( var i = 0, l = instanceControllers.length; i < l; i ++ ) { + + var instance = instanceControllers[ i ]; + var controller = getController( instance.id ); + var geometries = getGeometry( controller.id ); + var newObjects = buildObjects( geometries, instance.materials ); + + var skeletons = instance.skeletons; + var joints = controller.skin.joints; + + var skeleton = buildSkeleton( skeletons, joints ); + + for ( var j = 0, jl = newObjects.length; j < jl; j ++ ) { + + var object = newObjects[ j ]; + + if ( object.isSkinnedMesh ) { + + object.bind( skeleton, controller.skin.bindMatrix ); + object.normalizeSkinWeights(); + + } + + objects.push( object ); + + } + + } + + // instance lights + + for ( var i = 0, l = instanceLights.length; i < l; i ++ ) { + + var instanceLight = getLight( instanceLights[ i ] ); + + if ( instanceLight !== null ) { + + objects.push( instanceLight.clone() ); + + } + + } + + // instance geometries + + for ( var i = 0, l = instanceGeometries.length; i < l; i ++ ) { + + var instance = instanceGeometries[ i ]; + + // a single geometry instance in collada can lead to multiple object3Ds. + // this is the case when primitives are combined like triangles and lines + + var geometries = getGeometry( instance.id ); + var newObjects = buildObjects( geometries, instance.materials ); + + for ( var j = 0, jl = newObjects.length; j < jl; j ++ ) { + + objects.push( newObjects[ j ] ); + + } + + } + + // instance nodes + + for ( var i = 0, l = instanceNodes.length; i < l; i ++ ) { + + objects.push( getNode( instanceNodes[ i ] ).clone() ); + + } + + var object; + + if ( nodes.length === 0 && objects.length === 1 ) { + + object = objects[ 0 ]; + + } else { + + object = ( type === 'JOINT' ) ? new THREE.Bone() : new THREE.Group(); + + for ( var i = 0; i < objects.length; i ++ ) { + + object.add( objects[ i ] ); + + } + + } + + object.name = ( type === 'JOINT' ) ? data.sid : data.name; + object.matrix.copy( matrix ); + object.matrix.decompose( object.position, object.quaternion, object.scale ); + + return object; + + } + + function resolveMaterialBinding( keys, instanceMaterials ) { + + var materials = []; + + for ( var i = 0, l = keys.length; i < l; i ++ ) { + + var id = instanceMaterials[ keys[ i ] ]; + materials.push( getMaterial( id ) ); + + } + + return materials; + + } + + function buildObjects( geometries, instanceMaterials ) { + + var objects = []; + + for ( var type in geometries ) { + + var geometry = geometries[ type ]; + + var materials = resolveMaterialBinding( geometry.materialKeys, instanceMaterials ); + + // handle case if no materials are defined + + if ( materials.length === 0 ) { + + if ( type === 'lines' || type === 'linestrips' ) { + + materials.push( new THREE.LineBasicMaterial() ); + + } else { + + materials.push( new THREE.MeshPhongMaterial() ); + + } + + } + + // regard skinning + + var skinning = ( geometry.data.attributes.skinIndex !== undefined ); + + if ( skinning ) { + + for ( var i = 0, l = materials.length; i < l; i ++ ) { + + materials[ i ].skinning = true; + + } + + } + + // choose between a single or multi materials (material array) + + var material = ( materials.length === 1 ) ? materials[ 0 ] : materials; + + // now create a specific 3D object + + var object; + + switch ( type ) { + + case 'lines': + object = new THREE.LineSegments( geometry.data, material ); + break; + + case 'linestrips': + object = new THREE.Line( geometry.data, material ); + break; + + case 'triangles': + case 'polylist': + if ( skinning ) { + + object = new THREE.SkinnedMesh( geometry.data, material ); + + } else { + + object = new THREE.Mesh( geometry.data, material ); + + } + break; + + } + + objects.push( object ); + + } + + return objects; + + } + + function getNode( id ) { + + return getBuild( library.nodes[ id ], buildNode ); + + } + + // visual scenes + + function parseVisualScene( xml ) { + + var data = { + name: xml.getAttribute( 'name' ), + children: [] + }; + + prepareNodes( xml ); + + var elements = getElementsByTagName( xml, 'node' ); + + for ( var i = 0; i < elements.length; i ++ ) { + + data.children.push( parseNode( elements[ i ] ) ); + + } + + library.visualScenes[ xml.getAttribute( 'id' ) ] = data; + + } + + function buildVisualScene( data ) { + + var group = new THREE.Group(); + group.name = data.name; + + var children = data.children; + + for ( var i = 0; i < children.length; i ++ ) { + + var child = children[ i ]; + + if ( child.id === null ) { + + group.add( buildNode( child ) ); + + } else { + + // if there is an ID, let's try to get the finished build (e.g. joints are already build) + + group.add( getNode( child.id ) ); + + } + + } + + return group; + + } + + function getVisualScene( id ) { + + return getBuild( library.visualScenes[ id ], buildVisualScene ); + + } + + // scenes + + function parseScene( xml ) { + + var instance = getElementsByTagName( xml, 'instance_visual_scene' )[ 0 ]; + return getVisualScene( parseId( instance.getAttribute( 'url' ) ) ); + + } + + function setupAnimations() { + + var clips = library.clips; + + if ( isEmpty( clips ) === true ) { + + if ( isEmpty( library.animations ) === false ) { + + // if there are animations but no clips, we create a default clip for playback + + var tracks = []; + + for ( var id in library.animations ) { + + var animationTracks = getAnimation( id ); + + for ( var i = 0, l = animationTracks.length; i < l; i ++ ) { + + tracks.push( animationTracks[ i ] ); + + } + + } + + animations.push( new THREE.AnimationClip( 'default', - 1, tracks ) ); + + } + + } else { + + for ( var id in clips ) { + + animations.push( getAnimationClip( id ) ); + + } + + } + + } + + console.time( 'THREE.ColladaLoader' ); + + if ( text.length === 0 ) { + + return { scene: new THREE.Scene() }; + + } + + console.time( 'THREE.ColladaLoader: DOMParser' ); + + var xml = new DOMParser().parseFromString( text, 'application/xml' ); + + console.timeEnd( 'THREE.ColladaLoader: DOMParser' ); + + var collada = getElementsByTagName( xml, 'COLLADA' )[ 0 ]; + + // metadata + + var version = collada.getAttribute( 'version' ); + console.log( 'THREE.ColladaLoader: File version', version ); + + var asset = parseAsset( getElementsByTagName( collada, 'asset' )[ 0 ] ); + var textureLoader = new THREE.TextureLoader( this.manager ); + textureLoader.setPath( path ).setCrossOrigin( this.crossOrigin ); + + // + + var animations = []; + var kinematics = {}; + var count = 0; + + // + + var library = { + animations: {}, + clips: {}, + controllers: {}, + images: {}, + effects: {}, + materials: {}, + cameras: {}, + lights: {}, + geometries: {}, + nodes: {}, + visualScenes: {}, + kinematicsModels: {}, + kinematicsScenes: {} + }; + + console.time( 'THREE.ColladaLoader: Parse' ); + + parseLibrary( collada, 'library_animations', 'animation', parseAnimation ); + parseLibrary( collada, 'library_animation_clips', 'animation_clip', parseAnimationClip ); + parseLibrary( collada, 'library_controllers', 'controller', parseController ); + parseLibrary( collada, 'library_images', 'image', parseImage ); + parseLibrary( collada, 'library_effects', 'effect', parseEffect ); + parseLibrary( collada, 'library_materials', 'material', parseMaterial ); + parseLibrary( collada, 'library_cameras', 'camera', parseCamera ); + parseLibrary( collada, 'library_lights', 'light', parseLight ); + parseLibrary( collada, 'library_geometries', 'geometry', parseGeometry ); + parseLibrary( collada, 'library_nodes', 'node', parseNode ); + parseLibrary( collada, 'library_visual_scenes', 'visual_scene', parseVisualScene ); + parseLibrary( collada, 'library_kinematics_models', 'kinematics_model', parseKinematicsModel ); + parseLibrary( collada, 'scene', 'instance_kinematics_scene', parseKinematicsScene ); + + console.timeEnd( 'THREE.ColladaLoader: Parse' ); + + console.time( 'THREE.ColladaLoader: Build' ); + + buildLibrary( library.animations, buildAnimation ); + buildLibrary( library.clips, buildAnimationClip ); + buildLibrary( library.controllers, buildController ); + buildLibrary( library.images, buildImage ); + buildLibrary( library.effects, buildEffect ); + buildLibrary( library.materials, buildMaterial ); + buildLibrary( library.cameras, buildCamera ); + buildLibrary( library.lights, buildLight ); + buildLibrary( library.geometries, buildGeometry ); + buildLibrary( library.visualScenes, buildVisualScene ); + + console.timeEnd( 'THREE.ColladaLoader: Build' ); + + setupAnimations(); + setupKinematics(); + + var scene = parseScene( getElementsByTagName( collada, 'scene' )[ 0 ] ); + + if ( asset.upAxis === 'Z_UP' ) { + + scene.rotation.x = - Math.PI / 2; + + } + + scene.scale.multiplyScalar( asset.unit ); + + console.timeEnd( 'THREE.ColladaLoader' ); + + return { + animations: animations, + kinematics: kinematics, + library: library, + scene: scene + }; + + } + +}; + +},{}],42:[function(_dereq_,module,exports){ +/** + * @author Rich Tibbett / https://github.com/richtr + * @author mrdoob / http://mrdoob.com/ + * @author Tony Parisi / http://www.tonyparisi.com/ + * @author Takahiro / https://github.com/takahirox + * @author Don McCurdy / https://www.donmccurdy.com + */ + +THREE.GLTFLoader = ( function () { + + function GLTFLoader( manager ) { + + this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager; + + } + + GLTFLoader.prototype = { + + constructor: GLTFLoader, + + crossOrigin: 'Anonymous', + + load: function ( url, onLoad, onProgress, onError ) { + + var scope = this; + + var path = this.path !== undefined ? this.path : THREE.LoaderUtils.extractUrlBase( url ); + + var loader = new THREE.FileLoader( scope.manager ); + + loader.setResponseType( 'arraybuffer' ); + + loader.load( url, function ( data ) { + + try { + + scope.parse( data, path, onLoad, onError ); + + } catch ( e ) { + + if ( onError !== undefined ) { + + onError( e ); + + } else { + + throw e; + + } + + } + + }, onProgress, onError ); + + }, + + setCrossOrigin: function ( value ) { + + this.crossOrigin = value; + return this; + + }, + + setPath: function ( value ) { + + this.path = value; + return this; + + }, + + parse: function ( data, path, onLoad, onError ) { + + var content; + var extensions = {}; + + if ( typeof data === 'string' ) { + + content = data; + + } else { + + var magic = THREE.LoaderUtils.decodeText( new Uint8Array( data, 0, 4 ) ); + + if ( magic === BINARY_EXTENSION_HEADER_MAGIC ) { + + try { + + extensions[ EXTENSIONS.KHR_BINARY_GLTF ] = new GLTFBinaryExtension( data ); + + } catch ( error ) { + + if ( onError ) onError( error ); + return; + + } + + content = extensions[ EXTENSIONS.KHR_BINARY_GLTF ].content; + + } else { + + content = THREE.LoaderUtils.decodeText( new Uint8Array( data ) ); + + } + + } + + var json = JSON.parse( content ); + + if ( json.asset === undefined || json.asset.version[ 0 ] < 2 ) { + + if ( onError ) onError( new Error( 'THREE.GLTFLoader: Unsupported asset. glTF versions >=2.0 are supported. Use LegacyGLTFLoader instead.' ) ); + return; + + } + + if ( json.extensionsUsed ) { + + if ( json.extensionsUsed.indexOf( EXTENSIONS.KHR_LIGHTS ) >= 0 ) { + + extensions[ EXTENSIONS.KHR_LIGHTS ] = new GLTFLightsExtension( json ); + + } + + if ( json.extensionsUsed.indexOf( EXTENSIONS.KHR_MATERIALS_COMMON ) >= 0 ) { + + extensions[ EXTENSIONS.KHR_MATERIALS_COMMON ] = new GLTFMaterialsCommonExtension( json ); + + } + + if ( json.extensionsUsed.indexOf( EXTENSIONS.KHR_MATERIALS_PBR_SPECULAR_GLOSSINESS ) >= 0 ) { + + extensions[ EXTENSIONS.KHR_MATERIALS_PBR_SPECULAR_GLOSSINESS ] = new GLTFMaterialsPbrSpecularGlossinessExtension(); + + } + + } + + console.time( 'GLTFLoader' ); + + var parser = new GLTFParser( json, extensions, { + + path: path || this.path || '', + crossOrigin: this.crossOrigin, + manager: this.manager + + } ); + + parser.parse( function ( scene, scenes, cameras, animations, asset ) { + + console.timeEnd( 'GLTFLoader' ); + + var glTF = { + scene: scene, + scenes: scenes, + cameras: cameras, + animations: animations, + asset: asset + }; + + onLoad( glTF ); + + }, onError ); + + } + + }; + + /* GLTFREGISTRY */ + + function GLTFRegistry() { + + var objects = {}; + + return { + + get: function ( key ) { + + return objects[ key ]; + + }, + + add: function ( key, object ) { + + objects[ key ] = object; + + }, + + remove: function ( key ) { + + delete objects[ key ]; + + }, + + removeAll: function () { + + objects = {}; + + } + + }; + + } + + /*********************************/ + /********** EXTENSIONS ***********/ + /*********************************/ + + var EXTENSIONS = { + KHR_BINARY_GLTF: 'KHR_binary_glTF', + KHR_LIGHTS: 'KHR_lights', + KHR_MATERIALS_COMMON: 'KHR_materials_common', + KHR_MATERIALS_PBR_SPECULAR_GLOSSINESS: 'KHR_materials_pbrSpecularGlossiness' + }; + + /** + * Lights Extension + * + * Specification: PENDING + */ + function GLTFLightsExtension( json ) { + + this.name = EXTENSIONS.KHR_LIGHTS; + + this.lights = {}; + + var extension = ( json.extensions && json.extensions[ EXTENSIONS.KHR_LIGHTS ] ) || {}; + var lights = extension.lights || {}; + + for ( var lightId in lights ) { + + var light = lights[ lightId ]; + var lightNode; + + var color = new THREE.Color().fromArray( light.color ); + + switch ( light.type ) { + + case 'directional': + lightNode = new THREE.DirectionalLight( color ); + lightNode.position.set( 0, 0, 1 ); + break; + + case 'point': + lightNode = new THREE.PointLight( color ); + break; + + case 'spot': + lightNode = new THREE.SpotLight( color ); + lightNode.position.set( 0, 0, 1 ); + break; + + case 'ambient': + lightNode = new THREE.AmbientLight( color ); + break; + + } + + if ( lightNode ) { + + if ( light.constantAttenuation !== undefined ) { + + lightNode.intensity = light.constantAttenuation; + + } + + if ( light.linearAttenuation !== undefined ) { + + lightNode.distance = 1 / light.linearAttenuation; + + } + + if ( light.quadraticAttenuation !== undefined ) { + + lightNode.decay = light.quadraticAttenuation; + + } + + if ( light.fallOffAngle !== undefined ) { + + lightNode.angle = light.fallOffAngle; + + } + + if ( light.fallOffExponent !== undefined ) { + + console.warn( 'THREE.GLTFLoader:: light.fallOffExponent not currently supported.' ); + + } + + lightNode.name = light.name || ( 'light_' + lightId ); + this.lights[ lightId ] = lightNode; + + } + + } + + } + + /** + * Common Materials Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/Khronos/KHR_materials_common + */ + function GLTFMaterialsCommonExtension( json ) { + + this.name = EXTENSIONS.KHR_MATERIALS_COMMON; + + } + + GLTFMaterialsCommonExtension.prototype.getMaterialType = function ( material ) { + + var khrMaterial = material.extensions[ this.name ]; + + switch ( khrMaterial.type ) { + + case 'commonBlinn' : + case 'commonPhong' : + return THREE.MeshPhongMaterial; + + case 'commonLambert' : + return THREE.MeshLambertMaterial; + + case 'commonConstant' : + default : + return THREE.MeshBasicMaterial; + + } + + }; + + GLTFMaterialsCommonExtension.prototype.extendParams = function ( materialParams, material, parser ) { + + var khrMaterial = material.extensions[ this.name ]; + + var pending = []; + + var keys = []; + + // TODO: Currently ignored: 'ambientFactor', 'ambientTexture' + switch ( khrMaterial.type ) { + + case 'commonBlinn' : + case 'commonPhong' : + keys.push( 'diffuseFactor', 'diffuseTexture', 'specularFactor', 'specularTexture', 'shininessFactor' ); + break; + + case 'commonLambert' : + keys.push( 'diffuseFactor', 'diffuseTexture' ); + break; + + case 'commonConstant' : + default : + break; + + } + + var materialValues = {}; + + keys.forEach( function ( v ) { + + if ( khrMaterial[ v ] !== undefined ) materialValues[ v ] = khrMaterial[ v ]; + + } ); + + if ( materialValues.diffuseFactor !== undefined ) { + + materialParams.color = new THREE.Color().fromArray( materialValues.diffuseFactor ); + materialParams.opacity = materialValues.diffuseFactor[ 3 ]; + + } + + if ( materialValues.diffuseTexture !== undefined ) { + + pending.push( parser.assignTexture( materialParams, 'map', materialValues.diffuseTexture.index ) ); + + } + + if ( materialValues.specularFactor !== undefined ) { + + materialParams.specular = new THREE.Color().fromArray( materialValues.specularFactor ); + + } + + if ( materialValues.specularTexture !== undefined ) { + + pending.push( parser.assignTexture( materialParams, 'specularMap', materialValues.specularTexture.index ) ); + + } + + if ( materialValues.shininessFactor !== undefined ) { + + materialParams.shininess = materialValues.shininessFactor; + + } + + return Promise.all( pending ); + + }; + + /* BINARY EXTENSION */ + + var BINARY_EXTENSION_BUFFER_NAME = 'binary_glTF'; + var BINARY_EXTENSION_HEADER_MAGIC = 'glTF'; + var BINARY_EXTENSION_HEADER_LENGTH = 12; + var BINARY_EXTENSION_CHUNK_TYPES = { JSON: 0x4E4F534A, BIN: 0x004E4942 }; + + function GLTFBinaryExtension( data ) { + + this.name = EXTENSIONS.KHR_BINARY_GLTF; + this.content = null; + this.body = null; + + var headerView = new DataView( data, 0, BINARY_EXTENSION_HEADER_LENGTH ); + + this.header = { + magic: THREE.LoaderUtils.decodeText( new Uint8Array( data.slice( 0, 4 ) ) ), + version: headerView.getUint32( 4, true ), + length: headerView.getUint32( 8, true ) + }; + + if ( this.header.magic !== BINARY_EXTENSION_HEADER_MAGIC ) { + + throw new Error( 'THREE.GLTFLoader: Unsupported glTF-Binary header.' ); + + } else if ( this.header.version < 2.0 ) { + + throw new Error( 'THREE.GLTFLoader: Legacy binary file detected. Use LegacyGLTFLoader instead.' ); + + } + + var chunkView = new DataView( data, BINARY_EXTENSION_HEADER_LENGTH ); + var chunkIndex = 0; + + while ( chunkIndex < chunkView.byteLength ) { + + var chunkLength = chunkView.getUint32( chunkIndex, true ); + chunkIndex += 4; + + var chunkType = chunkView.getUint32( chunkIndex, true ); + chunkIndex += 4; + + if ( chunkType === BINARY_EXTENSION_CHUNK_TYPES.JSON ) { + + var contentArray = new Uint8Array( data, BINARY_EXTENSION_HEADER_LENGTH + chunkIndex, chunkLength ); + this.content = THREE.LoaderUtils.decodeText( contentArray ); + + } else if ( chunkType === BINARY_EXTENSION_CHUNK_TYPES.BIN ) { + + var byteOffset = BINARY_EXTENSION_HEADER_LENGTH + chunkIndex; + this.body = data.slice( byteOffset, byteOffset + chunkLength ); + + } + + // Clients must ignore chunks with unknown types. + + chunkIndex += chunkLength; + + } + + if ( this.content === null ) { + + throw new Error( 'THREE.GLTFLoader: JSON content not found.' ); + + } + + } + + /** + * Specular-Glossiness Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/Khronos/KHR_materials_pbrSpecularGlossiness + */ + function GLTFMaterialsPbrSpecularGlossinessExtension() { + + return { + + name: EXTENSIONS.KHR_MATERIALS_PBR_SPECULAR_GLOSSINESS, + + specularGlossinessParams: [ + 'color', + 'map', + 'lightMap', + 'lightMapIntensity', + 'aoMap', + 'aoMapIntensity', + 'emissive', + 'emissiveIntensity', + 'emissiveMap', + 'bumpMap', + 'bumpScale', + 'normalMap', + 'displacementMap', + 'displacementScale', + 'displacementBias', + 'specularMap', + 'specular', + 'glossinessMap', + 'glossiness', + 'alphaMap', + 'envMap', + 'envMapIntensity', + 'refractionRatio', + ], + + getMaterialType: function () { + + return THREE.ShaderMaterial; + + }, + + extendParams: function ( params, material, parser ) { + + var pbrSpecularGlossiness = material.extensions[ this.name ]; + + var shader = THREE.ShaderLib[ 'standard' ]; + + var uniforms = THREE.UniformsUtils.clone( shader.uniforms ); + + var specularMapParsFragmentChunk = [ + '#ifdef USE_SPECULARMAP', + ' uniform sampler2D specularMap;', + '#endif' + ].join( '\n' ); + + var glossinessMapParsFragmentChunk = [ + '#ifdef USE_GLOSSINESSMAP', + ' uniform sampler2D glossinessMap;', + '#endif' + ].join( '\n' ); + + var specularMapFragmentChunk = [ + 'vec3 specularFactor = specular;', + '#ifdef USE_SPECULARMAP', + ' vec4 texelSpecular = texture2D( specularMap, vUv );', + ' texelSpecular = sRGBToLinear( texelSpecular );', + ' // reads channel RGB, compatible with a glTF Specular-Glossiness (RGBA) texture', + ' specularFactor *= texelSpecular.rgb;', + '#endif' + ].join( '\n' ); + + var glossinessMapFragmentChunk = [ + 'float glossinessFactor = glossiness;', + '#ifdef USE_GLOSSINESSMAP', + ' vec4 texelGlossiness = texture2D( glossinessMap, vUv );', + ' // reads channel A, compatible with a glTF Specular-Glossiness (RGBA) texture', + ' glossinessFactor *= texelGlossiness.a;', + '#endif' + ].join( '\n' ); + + var lightPhysicalFragmentChunk = [ + 'PhysicalMaterial material;', + 'material.diffuseColor = diffuseColor.rgb;', + 'material.specularRoughness = clamp( 1.0 - glossinessFactor, 0.04, 1.0 );', + 'material.specularColor = specularFactor.rgb;', + ].join( '\n' ); + + var fragmentShader = shader.fragmentShader + .replace( '#include <specularmap_fragment>', '' ) + .replace( 'uniform float roughness;', 'uniform vec3 specular;' ) + .replace( 'uniform float metalness;', 'uniform float glossiness;' ) + .replace( '#include <roughnessmap_pars_fragment>', specularMapParsFragmentChunk ) + .replace( '#include <metalnessmap_pars_fragment>', glossinessMapParsFragmentChunk ) + .replace( '#include <roughnessmap_fragment>', specularMapFragmentChunk ) + .replace( '#include <metalnessmap_fragment>', glossinessMapFragmentChunk ) + .replace( '#include <lights_physical_fragment>', lightPhysicalFragmentChunk ); + + delete uniforms.roughness; + delete uniforms.metalness; + delete uniforms.roughnessMap; + delete uniforms.metalnessMap; + + uniforms.specular = { value: new THREE.Color().setHex( 0x111111 ) }; + uniforms.glossiness = { value: 0.5 }; + uniforms.specularMap = { value: null }; + uniforms.glossinessMap = { value: null }; + + params.vertexShader = shader.vertexShader; + params.fragmentShader = fragmentShader; + params.uniforms = uniforms; + params.defines = { 'STANDARD': '' }; + + params.color = new THREE.Color( 1.0, 1.0, 1.0 ); + params.opacity = 1.0; + + var pending = []; + + if ( Array.isArray( pbrSpecularGlossiness.diffuseFactor ) ) { + + var array = pbrSpecularGlossiness.diffuseFactor; + + params.color.fromArray( array ); + params.opacity = array[ 3 ]; + + } + + if ( pbrSpecularGlossiness.diffuseTexture !== undefined ) { + + pending.push( parser.assignTexture( params, 'map', pbrSpecularGlossiness.diffuseTexture.index ) ); + + } + + params.emissive = new THREE.Color( 0.0, 0.0, 0.0 ); + params.glossiness = pbrSpecularGlossiness.glossinessFactor !== undefined ? pbrSpecularGlossiness.glossinessFactor : 1.0; + params.specular = new THREE.Color( 1.0, 1.0, 1.0 ); + + if ( Array.isArray( pbrSpecularGlossiness.specularFactor ) ) { + + params.specular.fromArray( pbrSpecularGlossiness.specularFactor ); + + } + + if ( pbrSpecularGlossiness.specularGlossinessTexture !== undefined ) { + + var specGlossIndex = pbrSpecularGlossiness.specularGlossinessTexture.index; + pending.push( parser.assignTexture( params, 'glossinessMap', specGlossIndex ) ); + pending.push( parser.assignTexture( params, 'specularMap', specGlossIndex ) ); + + } + + return Promise.all( pending ); + + }, + + createMaterial: function ( params ) { + + // setup material properties based on MeshStandardMaterial for Specular-Glossiness + + var material = new THREE.ShaderMaterial( { + defines: params.defines, + vertexShader: params.vertexShader, + fragmentShader: params.fragmentShader, + uniforms: params.uniforms, + fog: true, + lights: true, + opacity: params.opacity, + transparent: params.transparent + } ); + + material.isGLTFSpecularGlossinessMaterial = true; + + material.color = params.color; + + material.map = params.map === undefined ? null : params.map; + + material.lightMap = null; + material.lightMapIntensity = 1.0; + + material.aoMap = params.aoMap === undefined ? null : params.aoMap; + material.aoMapIntensity = 1.0; + + material.emissive = params.emissive; + material.emissiveIntensity = 1.0; + material.emissiveMap = params.emissiveMap === undefined ? null : params.emissiveMap; + + material.bumpMap = params.bumpMap === undefined ? null : params.bumpMap; + material.bumpScale = 1; + + material.normalMap = params.normalMap === undefined ? null : params.normalMap; + if ( params.normalScale ) material.normalScale = params.normalScale; + + material.displacementMap = null; + material.displacementScale = 1; + material.displacementBias = 0; + + material.specularMap = params.specularMap === undefined ? null : params.specularMap; + material.specular = params.specular; + + material.glossinessMap = params.glossinessMap === undefined ? null : params.glossinessMap; + material.glossiness = params.glossiness; + + material.alphaMap = null; + + material.envMap = params.envMap === undefined ? null : params.envMap; + material.envMapIntensity = 1.0; + + material.refractionRatio = 0.98; + + material.extensions.derivatives = true; + + return material; + + }, + + /** + * Clones a GLTFSpecularGlossinessMaterial instance. The ShaderMaterial.copy() method can + * copy only properties it knows about or inherits, and misses many properties that would + * normally be defined by MeshStandardMaterial. + * + * This method allows GLTFSpecularGlossinessMaterials to be cloned in the process of + * loading a glTF model, but cloning later (e.g. by the user) would require these changes + * AND also updating `.onBeforeRender` on the parent mesh. + * + * @param {THREE.ShaderMaterial} source + * @return {THREE.ShaderMaterial} + */ + cloneMaterial: function ( source ) { + + var target = source.clone(); + + target.isGLTFSpecularGlossinessMaterial = true; + + var params = this.specularGlossinessParams; + + for ( var i = 0, il = params.length; i < il; i ++ ) { + + target[ params[ i ] ] = source[ params[ i ] ]; + + } + + return target; + + }, + + // Here's based on refreshUniformsCommon() and refreshUniformsStandard() in WebGLRenderer. + refreshUniforms: function ( renderer, scene, camera, geometry, material, group ) { + + var uniforms = material.uniforms; + var defines = material.defines; + + uniforms.opacity.value = material.opacity; + + uniforms.diffuse.value.copy( material.color ); + uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity ); + + uniforms.map.value = material.map; + uniforms.specularMap.value = material.specularMap; + uniforms.alphaMap.value = material.alphaMap; + + uniforms.lightMap.value = material.lightMap; + uniforms.lightMapIntensity.value = material.lightMapIntensity; + + uniforms.aoMap.value = material.aoMap; + uniforms.aoMapIntensity.value = material.aoMapIntensity; + + // uv repeat and offset setting priorities + // 1. color map + // 2. specular map + // 3. normal map + // 4. bump map + // 5. alpha map + // 6. emissive map + + var uvScaleMap; + + if ( material.map ) { + + uvScaleMap = material.map; + + } else if ( material.specularMap ) { + + uvScaleMap = material.specularMap; + + } else if ( material.displacementMap ) { + + uvScaleMap = material.displacementMap; + + } else if ( material.normalMap ) { + + uvScaleMap = material.normalMap; + + } else if ( material.bumpMap ) { + + uvScaleMap = material.bumpMap; + + } else if ( material.glossinessMap ) { + + uvScaleMap = material.glossinessMap; + + } else if ( material.alphaMap ) { + + uvScaleMap = material.alphaMap; + + } else if ( material.emissiveMap ) { + + uvScaleMap = material.emissiveMap; + + } + + if ( uvScaleMap !== undefined ) { + + // backwards compatibility + if ( uvScaleMap.isWebGLRenderTarget ) { + + uvScaleMap = uvScaleMap.texture; + + } + + var offset; + var repeat; + + if ( uvScaleMap.matrix !== undefined ) { + + // > r88. + + if ( uvScaleMap.matrixAutoUpdate === true ) { + + offset = uvScaleMap.offset; + repeat = uvScaleMap.repeat; + var rotation = uvScaleMap.rotation; + var center = uvScaleMap.center; + + uvScaleMap.matrix.setUvTransform( offset.x, offset.y, repeat.x, repeat.y, rotation, center.x, center.y ); + + } + + uniforms.uvTransform.value.copy( uvScaleMap.matrix ); + + } else { + + // <= r87. Remove when reasonable. + + offset = uvScaleMap.offset; + repeat = uvScaleMap.repeat; + + uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y ); + + } + + } + + uniforms.envMap.value = material.envMap; + uniforms.envMapIntensity.value = material.envMapIntensity; + uniforms.flipEnvMap.value = ( material.envMap && material.envMap.isCubeTexture ) ? - 1 : 1; + + uniforms.refractionRatio.value = material.refractionRatio; + + uniforms.specular.value.copy( material.specular ); + uniforms.glossiness.value = material.glossiness; + + uniforms.glossinessMap.value = material.glossinessMap; + + uniforms.emissiveMap.value = material.emissiveMap; + uniforms.bumpMap.value = material.bumpMap; + uniforms.normalMap.value = material.normalMap; + + uniforms.displacementMap.value = material.displacementMap; + uniforms.displacementScale.value = material.displacementScale; + uniforms.displacementBias.value = material.displacementBias; + + if ( uniforms.glossinessMap.value !== null && defines.USE_GLOSSINESSMAP === undefined ) { + + defines.USE_GLOSSINESSMAP = ''; + // set USE_ROUGHNESSMAP to enable vUv + defines.USE_ROUGHNESSMAP = ''; + + } + + if ( uniforms.glossinessMap.value === null && defines.USE_GLOSSINESSMAP !== undefined ) { + + delete defines.USE_GLOSSINESSMAP; + delete defines.USE_ROUGHNESSMAP; + + } + + } + + }; + + } + + /*********************************/ + /********** INTERNALS ************/ + /*********************************/ + + /* CONSTANTS */ + + var WEBGL_CONSTANTS = { + FLOAT: 5126, + //FLOAT_MAT2: 35674, + FLOAT_MAT3: 35675, + FLOAT_MAT4: 35676, + FLOAT_VEC2: 35664, + FLOAT_VEC3: 35665, + FLOAT_VEC4: 35666, + LINEAR: 9729, + REPEAT: 10497, + SAMPLER_2D: 35678, + POINTS: 0, + LINES: 1, + LINE_LOOP: 2, + LINE_STRIP: 3, + TRIANGLES: 4, + TRIANGLE_STRIP: 5, + TRIANGLE_FAN: 6, + UNSIGNED_BYTE: 5121, + UNSIGNED_SHORT: 5123 + }; + + var WEBGL_TYPE = { + 5126: Number, + //35674: THREE.Matrix2, + 35675: THREE.Matrix3, + 35676: THREE.Matrix4, + 35664: THREE.Vector2, + 35665: THREE.Vector3, + 35666: THREE.Vector4, + 35678: THREE.Texture + }; + + var WEBGL_COMPONENT_TYPES = { + 5120: Int8Array, + 5121: Uint8Array, + 5122: Int16Array, + 5123: Uint16Array, + 5125: Uint32Array, + 5126: Float32Array + }; + + var WEBGL_FILTERS = { + 9728: THREE.NearestFilter, + 9729: THREE.LinearFilter, + 9984: THREE.NearestMipMapNearestFilter, + 9985: THREE.LinearMipMapNearestFilter, + 9986: THREE.NearestMipMapLinearFilter, + 9987: THREE.LinearMipMapLinearFilter + }; + + var WEBGL_WRAPPINGS = { + 33071: THREE.ClampToEdgeWrapping, + 33648: THREE.MirroredRepeatWrapping, + 10497: THREE.RepeatWrapping + }; + + var WEBGL_TEXTURE_FORMATS = { + 6406: THREE.AlphaFormat, + 6407: THREE.RGBFormat, + 6408: THREE.RGBAFormat, + 6409: THREE.LuminanceFormat, + 6410: THREE.LuminanceAlphaFormat + }; + + var WEBGL_TEXTURE_DATATYPES = { + 5121: THREE.UnsignedByteType, + 32819: THREE.UnsignedShort4444Type, + 32820: THREE.UnsignedShort5551Type, + 33635: THREE.UnsignedShort565Type + }; + + var WEBGL_SIDES = { + 1028: THREE.BackSide, // Culling front + 1029: THREE.FrontSide // Culling back + //1032: THREE.NoSide // Culling front and back, what to do? + }; + + var WEBGL_DEPTH_FUNCS = { + 512: THREE.NeverDepth, + 513: THREE.LessDepth, + 514: THREE.EqualDepth, + 515: THREE.LessEqualDepth, + 516: THREE.GreaterEqualDepth, + 517: THREE.NotEqualDepth, + 518: THREE.GreaterEqualDepth, + 519: THREE.AlwaysDepth + }; + + var WEBGL_BLEND_EQUATIONS = { + 32774: THREE.AddEquation, + 32778: THREE.SubtractEquation, + 32779: THREE.ReverseSubtractEquation + }; + + var WEBGL_BLEND_FUNCS = { + 0: THREE.ZeroFactor, + 1: THREE.OneFactor, + 768: THREE.SrcColorFactor, + 769: THREE.OneMinusSrcColorFactor, + 770: THREE.SrcAlphaFactor, + 771: THREE.OneMinusSrcAlphaFactor, + 772: THREE.DstAlphaFactor, + 773: THREE.OneMinusDstAlphaFactor, + 774: THREE.DstColorFactor, + 775: THREE.OneMinusDstColorFactor, + 776: THREE.SrcAlphaSaturateFactor + // The followings are not supported by Three.js yet + //32769: CONSTANT_COLOR, + //32770: ONE_MINUS_CONSTANT_COLOR, + //32771: CONSTANT_ALPHA, + //32772: ONE_MINUS_CONSTANT_COLOR + }; + + var WEBGL_TYPE_SIZES = { + 'SCALAR': 1, + 'VEC2': 2, + 'VEC3': 3, + 'VEC4': 4, + 'MAT2': 4, + 'MAT3': 9, + 'MAT4': 16 + }; + + var PATH_PROPERTIES = { + scale: 'scale', + translation: 'position', + rotation: 'quaternion', + weights: 'morphTargetInfluences' + }; + + var INTERPOLATION = { + CUBICSPLINE: THREE.InterpolateSmooth, + LINEAR: THREE.InterpolateLinear, + STEP: THREE.InterpolateDiscrete + }; + + var STATES_ENABLES = { + 2884: 'CULL_FACE', + 2929: 'DEPTH_TEST', + 3042: 'BLEND', + 3089: 'SCISSOR_TEST', + 32823: 'POLYGON_OFFSET_FILL', + 32926: 'SAMPLE_ALPHA_TO_COVERAGE' + }; + + var ALPHA_MODES = { + OPAQUE: 'OPAQUE', + MASK: 'MASK', + BLEND: 'BLEND' + }; + + /* UTILITY FUNCTIONS */ + + function resolveURL( url, path ) { + + // Invalid URL + if ( typeof url !== 'string' || url === '' ) return ''; + + // Absolute URL http://,https://,// + if ( /^(https?:)?\/\//i.test( url ) ) return url; + + // Data URI + if ( /^data:.*,.*$/i.test( url ) ) return url; + + // Blob URL + if ( /^blob:.*$/i.test( url ) ) return url; + + // Relative URL + return path + url; + + } + + /** + * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#default-material + */ + function createDefaultMaterial() { + + return new THREE.MeshStandardMaterial( { + color: 0xFFFFFF, + emissive: 0x000000, + metalness: 1, + roughness: 1, + transparent: false, + depthTest: true, + side: THREE.FrontSide + } ); + + } + + /** + * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#morph-targets + * + * TODO: Implement support for morph targets on TANGENT attribute. + * + * @param {THREE.Mesh} mesh + * @param {GLTF.Mesh} meshDef + * @param {GLTF.Primitive} primitiveDef + * @param {Array<THREE.BufferAttribute>} accessors + */ + function addMorphTargets( mesh, meshDef, primitiveDef, accessors ) { + + var geometry = mesh.geometry; + var material = mesh.material; + + var targets = primitiveDef.targets; + var morphAttributes = geometry.morphAttributes; + + morphAttributes.position = []; + morphAttributes.normal = []; + + material.morphTargets = true; + + for ( var i = 0, il = targets.length; i < il; i ++ ) { + + var target = targets[ i ]; + var attributeName = 'morphTarget' + i; + + var positionAttribute, normalAttribute; + + if ( target.POSITION !== undefined ) { + + // Three.js morph formula is + // position + // + weight0 * ( morphTarget0 - position ) + // + weight1 * ( morphTarget1 - position ) + // ... + // while the glTF one is + // position + // + weight0 * morphTarget0 + // + weight1 * morphTarget1 + // ... + // then adding position to morphTarget. + // So morphTarget value will depend on mesh's position, then cloning attribute + // for the case if attribute is shared among two or more meshes. + + positionAttribute = accessors[ target.POSITION ].clone(); + var position = geometry.attributes.position; + + for ( var j = 0, jl = positionAttribute.count; j < jl; j ++ ) { + + positionAttribute.setXYZ( + j, + positionAttribute.getX( j ) + position.getX( j ), + positionAttribute.getY( j ) + position.getY( j ), + positionAttribute.getZ( j ) + position.getZ( j ) + ); + + } + + } else if ( geometry.attributes.position ) { + + // Copying the original position not to affect the final position. + // See the formula above. + positionAttribute = geometry.attributes.position.clone(); + + } + + if ( positionAttribute !== undefined ) { + + positionAttribute.name = attributeName; + morphAttributes.position.push( positionAttribute ); + + } + + if ( target.NORMAL !== undefined ) { + + material.morphNormals = true; + + // see target.POSITION's comment + + normalAttribute = accessors[ target.NORMAL ].clone(); + var normal = geometry.attributes.normal; + + for ( var j = 0, jl = normalAttribute.count; j < jl; j ++ ) { + + normalAttribute.setXYZ( + j, + normalAttribute.getX( j ) + normal.getX( j ), + normalAttribute.getY( j ) + normal.getY( j ), + normalAttribute.getZ( j ) + normal.getZ( j ) + ); + + } + + } else if ( geometry.attributes.normal !== undefined ) { + + normalAttribute = geometry.attributes.normal.clone(); + + } + + if ( normalAttribute !== undefined ) { + + normalAttribute.name = attributeName; + morphAttributes.normal.push( normalAttribute ); + + } + + } + + mesh.updateMorphTargets(); + + if ( meshDef.weights !== undefined ) { + + for ( var i = 0, il = meshDef.weights.length; i < il; i ++ ) { + + mesh.morphTargetInfluences[ i ] = meshDef.weights[ i ]; + + } + + } + + } + + function isPrimitiveEqual( a, b ) { + + if ( a.indices !== b.indices ) { + + return false; + + } + + var attribA = a.attributes || {}; + var attribB = b.attributes || {}; + var keysA = Object.keys( attribA ); + var keysB = Object.keys( attribB ); + + if ( keysA.length !== keysB.length ) { + + return false; + + } + + for ( var i = 0, il = keysA.length; i < il; i ++ ) { + + var key = keysA[ i ]; + + if ( attribA[ key ] !== attribB[ key ] ) { + + return false; + + } + + } + + return true; + + } + + function getCachedGeometry( cache, newPrimitive ) { + + for ( var i = 0, il = cache.length; i < il; i ++ ) { + + var cached = cache[ i ]; + + if ( isPrimitiveEqual( cached.primitive, newPrimitive ) ) { + + return cached.geometry; + + } + + } + + return null; + + } + + /* GLTF PARSER */ + + function GLTFParser( json, extensions, options ) { + + this.json = json || {}; + this.extensions = extensions || {}; + this.options = options || {}; + + // loader object cache + this.cache = new GLTFRegistry(); + + // BufferGeometry caching + this.primitiveCache = []; + + this.textureLoader = new THREE.TextureLoader( this.options.manager ); + this.textureLoader.setCrossOrigin( this.options.crossOrigin ); + + this.fileLoader = new THREE.FileLoader( this.options.manager ); + this.fileLoader.setResponseType( 'arraybuffer' ); + + } + + GLTFParser.prototype.parse = function ( onLoad, onError ) { + + var json = this.json; + var parser = this; + + // Clear the loader cache + this.cache.removeAll(); + + // Mark the special nodes/meshes in json for efficient parse + this.markDefs(); + + // Fire the callback on complete + this.getMultiDependencies( [ + + 'scene', + 'animation', + 'camera' + + ] ).then( function ( dependencies ) { + + var scenes = dependencies.scenes || []; + var scene = scenes[ json.scene || 0 ]; + var animations = dependencies.animations || []; + var asset = json.asset; + var cameras = dependencies.cameras || []; + + onLoad( scene, scenes, cameras, animations, asset ); + + } ).catch( onError ); + + }; + + /** + * Marks the special nodes/meshes in json for efficient parse. + */ + GLTFParser.prototype.markDefs = function () { + + var nodeDefs = this.json.nodes || []; + var skinDefs = this.json.skins || []; + var meshDefs = this.json.meshes || []; + + var meshReferences = {}; + var meshUses = {}; + + // Nothing in the node definition indicates whether it is a Bone or an + // Object3D. Use the skins' joint references to mark bones. + for ( var skinIndex = 0, skinLength = skinDefs.length; skinIndex < skinLength; skinIndex ++ ) { + + var joints = skinDefs[ skinIndex ].joints; + + for ( var i = 0, il = joints.length; i < il; i ++ ) { + + nodeDefs[ joints[ i ] ].isBone = true; + + } + + } + + // Meshes can (and should) be reused by multiple nodes in a glTF asset. To + // avoid having more than one THREE.Mesh with the same name, count + // references and rename instances below. + // + // Example: CesiumMilkTruck sample model reuses "Wheel" meshes. + for ( var nodeIndex = 0, nodeLength = nodeDefs.length; nodeIndex < nodeLength; nodeIndex ++ ) { + + var nodeDef = nodeDefs[ nodeIndex ]; + + if ( nodeDef.mesh !== undefined ) { + + if ( meshReferences[ nodeDef.mesh ] === undefined ) { + + meshReferences[ nodeDef.mesh ] = meshUses[ nodeDef.mesh ] = 0; + + } + + meshReferences[ nodeDef.mesh ] ++; + + // Nothing in the mesh definition indicates whether it is + // a SkinnedMesh or Mesh. Use the node's mesh reference + // to mark SkinnedMesh if node has skin. + if ( nodeDef.skin !== undefined ) { + + meshDefs[ nodeDef.mesh ].isSkinnedMesh = true; + + } + + } + + } + + this.json.meshReferences = meshReferences; + this.json.meshUses = meshUses; + + }; + + /** + * Requests the specified dependency asynchronously, with caching. + * @param {string} type + * @param {number} index + * @return {Promise<Object>} + */ + GLTFParser.prototype.getDependency = function ( type, index ) { + + var cacheKey = type + ':' + index; + var dependency = this.cache.get( cacheKey ); + + if ( ! dependency ) { + + var fnName = 'load' + type.charAt( 0 ).toUpperCase() + type.slice( 1 ); + dependency = this[ fnName ]( index ); + this.cache.add( cacheKey, dependency ); + + } + + return dependency; + + }; + + /** + * Requests all dependencies of the specified type asynchronously, with caching. + * @param {string} type + * @return {Promise<Array<Object>>} + */ + GLTFParser.prototype.getDependencies = function ( type ) { + + var dependencies = this.cache.get( type ); + + if ( ! dependencies ) { + + var parser = this; + var defs = this.json[ type + ( type === 'mesh' ? 'es' : 's' ) ] || []; + + dependencies = Promise.all( defs.map( function ( def, index ) { + + return parser.getDependency( type, index ); + + } ) ); + + this.cache.add( type, dependencies ); + + } + + return dependencies; + + }; + + /** + * Requests all multiple dependencies of the specified types asynchronously, with caching. + * @param {Array<string>} types + * @return {Promise<Object<Array<Object>>>} + */ + GLTFParser.prototype.getMultiDependencies = function ( types ) { + + var results = {}; + var pendings = []; + + for ( var i = 0, il = types.length; i < il; i ++ ) { + + var type = types[ i ]; + var value = this.getDependencies( type ); + + value = value.then( function ( key, value ) { + + results[ key ] = value; + + }.bind( this, type + ( type === 'mesh' ? 'es' : 's' ) ) ); + + pendings.push( value ); + + } + + return Promise.all( pendings ).then( function () { + + return results; + + } ); + + }; + + /** + * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#buffers-and-buffer-views + * @param {number} bufferIndex + * @return {Promise<ArrayBuffer>} + */ + GLTFParser.prototype.loadBuffer = function ( bufferIndex ) { + + var bufferDef = this.json.buffers[ bufferIndex ]; + var loader = this.fileLoader; + + if ( bufferDef.type && bufferDef.type !== 'arraybuffer' ) { + + throw new Error( 'THREE.GLTFLoader: ' + bufferDef.type + ' buffer type is not supported.' ); + + } + + // If present, GLB container is required to be the first buffer. + if ( bufferDef.uri === undefined && bufferIndex === 0 ) { + + return Promise.resolve( this.extensions[ EXTENSIONS.KHR_BINARY_GLTF ].body ); + + } + + var options = this.options; + + return new Promise( function ( resolve, reject ) { + + loader.load( resolveURL( bufferDef.uri, options.path ), resolve, undefined, function () { + + reject( new Error( 'THREE.GLTFLoader: Failed to load buffer "' + bufferDef.uri + '".' ) ); + + } ); + + } ); + + }; + + /** + * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#buffers-and-buffer-views + * @param {number} bufferViewIndex + * @return {Promise<ArrayBuffer>} + */ + GLTFParser.prototype.loadBufferView = function ( bufferViewIndex ) { + + var bufferViewDef = this.json.bufferViews[ bufferViewIndex ]; + + return this.getDependency( 'buffer', bufferViewDef.buffer ).then( function ( buffer ) { + + var byteLength = bufferViewDef.byteLength || 0; + var byteOffset = bufferViewDef.byteOffset || 0; + return buffer.slice( byteOffset, byteOffset + byteLength ); + + } ); + + }; + + /** + * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#accessors + * @param {number} accessorIndex + * @return {Promise<THREE.BufferAttribute|THREE.InterleavedBufferAttribute>} + */ + GLTFParser.prototype.loadAccessor = function ( accessorIndex ) { + + var json = this.json; + + var accessorDef = this.json.accessors[ accessorIndex ]; + + var pendingBufferViews = []; + + if ( accessorDef.bufferView !== undefined ) { + + pendingBufferViews.push( this.getDependency( 'bufferView', accessorDef.bufferView ) ); + + } else { + + pendingBufferViews.push( null ); + + } + + if ( accessorDef.sparse !== undefined ) { + + pendingBufferViews.push( this.getDependency( 'bufferView', accessorDef.sparse.indices.bufferView ) ); + pendingBufferViews.push( this.getDependency( 'bufferView', accessorDef.sparse.values.bufferView ) ); + + } + + return Promise.all( pendingBufferViews ).then( function ( bufferViews ) { + + var bufferView = bufferViews[ 0 ]; + + var itemSize = WEBGL_TYPE_SIZES[ accessorDef.type ]; + var TypedArray = WEBGL_COMPONENT_TYPES[ accessorDef.componentType ]; + + // For VEC3: itemSize is 3, elementBytes is 4, itemBytes is 12. + var elementBytes = TypedArray.BYTES_PER_ELEMENT; + var itemBytes = elementBytes * itemSize; + var byteStride = json.bufferViews[ accessorDef.bufferView ].byteStride; + var normalized = accessorDef.normalized === true; + var array, bufferAttribute; + + // The buffer is not interleaved if the stride is the item size in bytes. + if ( byteStride && byteStride !== itemBytes ) { + + // Use the full buffer if it's interleaved. + array = new TypedArray( bufferView ); + + // Integer parameters to IB/IBA are in array elements, not bytes. + var ib = new THREE.InterleavedBuffer( array, byteStride / elementBytes ); + + bufferAttribute = new THREE.InterleavedBufferAttribute( ib, itemSize, accessorDef.byteOffset / elementBytes, normalized ); + + } else { + + if ( bufferView === null ) { + + array = new TypedArray( accessorDef.count * itemSize ); + + } else { + + array = new TypedArray( bufferView, accessorDef.byteOffset, accessorDef.count * itemSize ); + + } + + bufferAttribute = new THREE.BufferAttribute( array, itemSize, normalized ); + + } + + // https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#sparse-accessors + if ( accessorDef.sparse !== undefined ) { + + var itemSizeIndices = WEBGL_TYPE_SIZES.SCALAR; + var TypedArrayIndices = WEBGL_COMPONENT_TYPES[ accessorDef.sparse.indices.componentType ]; + + var byteOffsetIndices = accessorDef.sparse.indices.byteOffset || 0; + var byteOffsetValues = accessorDef.sparse.values.byteOffset || 0; + + var sparseIndices = new TypedArrayIndices( bufferViews[ 1 ], byteOffsetIndices, accessorDef.sparse.count * itemSizeIndices ); + var sparseValues = new TypedArray( bufferViews[ 2 ], byteOffsetValues, accessorDef.sparse.count * itemSize ); + + if ( bufferView !== null ) { + + // Avoid modifying the original ArrayBuffer, if the bufferView wasn't initialized with zeroes. + bufferAttribute.setArray( bufferAttribute.array.slice() ); + + } + + for ( var i = 0, il = sparseIndices.length; i < il; i ++ ) { + + var index = sparseIndices[ i ]; + + bufferAttribute.setX( index, sparseValues[ i * itemSize ] ); + if ( itemSize >= 2 ) bufferAttribute.setY( index, sparseValues[ i * itemSize + 1 ] ); + if ( itemSize >= 3 ) bufferAttribute.setZ( index, sparseValues[ i * itemSize + 2 ] ); + if ( itemSize >= 4 ) bufferAttribute.setW( index, sparseValues[ i * itemSize + 3 ] ); + if ( itemSize >= 5 ) throw new Error( 'THREE.GLTFLoader: Unsupported itemSize in sparse BufferAttribute.' ); + + } + + } + + return bufferAttribute; + + } ); + + }; + + /** + * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#textures + * @param {number} textureIndex + * @return {Promise<THREE.Texture>} + */ + GLTFParser.prototype.loadTexture = function ( textureIndex ) { + + var parser = this; + var json = this.json; + var options = this.options; + var textureLoader = this.textureLoader; + + var URL = window.URL || window.webkitURL; + + var textureDef = json.textures[ textureIndex ]; + var source = json.images[ textureDef.source ]; + var sourceURI = source.uri; + var isObjectURL = false; + + if ( source.bufferView !== undefined ) { + + // Load binary image data from bufferView, if provided. + + sourceURI = parser.getDependency( 'bufferView', source.bufferView ).then( function ( bufferView ) { + + isObjectURL = true; + var blob = new Blob( [ bufferView ], { type: source.mimeType } ); + sourceURI = URL.createObjectURL( blob ); + return sourceURI; + + } ); + + } + + return Promise.resolve( sourceURI ).then( function ( sourceURI ) { + + // Load Texture resource. + + var loader = THREE.Loader.Handlers.get( sourceURI ) || textureLoader; + + return new Promise( function ( resolve, reject ) { + + loader.load( resolveURL( sourceURI, options.path ), resolve, undefined, reject ); + + } ); + + } ).then( function ( texture ) { + + // Clean up resources and configure Texture. + + if ( isObjectURL === true ) { + + URL.revokeObjectURL( sourceURI ); + + } + + texture.flipY = false; + + if ( textureDef.name !== undefined ) texture.name = textureDef.name; + + texture.format = textureDef.format !== undefined ? WEBGL_TEXTURE_FORMATS[ textureDef.format ] : THREE.RGBAFormat; + + if ( textureDef.internalFormat !== undefined && texture.format !== WEBGL_TEXTURE_FORMATS[ textureDef.internalFormat ] ) { + + console.warn( 'THREE.GLTFLoader: Three.js does not support texture internalFormat which is different from texture format. ' + + 'internalFormat will be forced to be the same value as format.' ); + + } + + texture.type = textureDef.type !== undefined ? WEBGL_TEXTURE_DATATYPES[ textureDef.type ] : THREE.UnsignedByteType; + + var samplers = json.samplers || {}; + var sampler = samplers[ textureDef.sampler ] || {}; + + texture.magFilter = WEBGL_FILTERS[ sampler.magFilter ] || THREE.LinearFilter; + texture.minFilter = WEBGL_FILTERS[ sampler.minFilter ] || THREE.LinearMipMapLinearFilter; + texture.wrapS = WEBGL_WRAPPINGS[ sampler.wrapS ] || THREE.RepeatWrapping; + texture.wrapT = WEBGL_WRAPPINGS[ sampler.wrapT ] || THREE.RepeatWrapping; + + return texture; + + } ); + + }; + + /** + * Asynchronously assigns a texture to the given material parameters. + * @param {Object} materialParams + * @param {string} textureName + * @param {number} textureIndex + * @return {Promise} + */ + GLTFParser.prototype.assignTexture = function ( materialParams, textureName, textureIndex ) { + + return this.getDependency( 'texture', textureIndex ).then( function ( texture ) { + + materialParams[ textureName ] = texture; + + } ); + + }; + + /** + * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#materials + * @param {number} materialIndex + * @return {Promise<THREE.Material>} + */ + GLTFParser.prototype.loadMaterial = function ( materialIndex ) { + + var parser = this; + var json = this.json; + var extensions = this.extensions; + var materialDef = this.json.materials[ materialIndex ]; + + var materialType; + var materialParams = {}; + var materialExtensions = materialDef.extensions || {}; + + var pending = []; + + if ( materialExtensions[ EXTENSIONS.KHR_MATERIALS_COMMON ] ) { + + var khcExtension = extensions[ EXTENSIONS.KHR_MATERIALS_COMMON ]; + materialType = khcExtension.getMaterialType( materialDef ); + pending.push( khcExtension.extendParams( materialParams, materialDef, parser ) ); + + } else if ( materialExtensions[ EXTENSIONS.KHR_MATERIALS_PBR_SPECULAR_GLOSSINESS ] ) { + + var sgExtension = extensions[ EXTENSIONS.KHR_MATERIALS_PBR_SPECULAR_GLOSSINESS ]; + materialType = sgExtension.getMaterialType( materialDef ); + pending.push( sgExtension.extendParams( materialParams, materialDef, parser ) ); + + } else if ( materialDef.pbrMetallicRoughness !== undefined ) { + + // Specification: + // https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#metallic-roughness-material + + materialType = THREE.MeshStandardMaterial; + + var metallicRoughness = materialDef.pbrMetallicRoughness; + + materialParams.color = new THREE.Color( 1.0, 1.0, 1.0 ); + materialParams.opacity = 1.0; + + if ( Array.isArray( metallicRoughness.baseColorFactor ) ) { + + var array = metallicRoughness.baseColorFactor; + + materialParams.color.fromArray( array ); + materialParams.opacity = array[ 3 ]; + + } + + if ( metallicRoughness.baseColorTexture !== undefined ) { + + pending.push( parser.assignTexture( materialParams, 'map', metallicRoughness.baseColorTexture.index ) ); + + } + + materialParams.metalness = metallicRoughness.metallicFactor !== undefined ? metallicRoughness.metallicFactor : 1.0; + materialParams.roughness = metallicRoughness.roughnessFactor !== undefined ? metallicRoughness.roughnessFactor : 1.0; + + if ( metallicRoughness.metallicRoughnessTexture !== undefined ) { + + var textureIndex = metallicRoughness.metallicRoughnessTexture.index; + pending.push( parser.assignTexture( materialParams, 'metalnessMap', textureIndex ) ); + pending.push( parser.assignTexture( materialParams, 'roughnessMap', textureIndex ) ); + + } + + } else { + + materialType = THREE.MeshPhongMaterial; + + } + + if ( materialDef.doubleSided === true ) { + + materialParams.side = THREE.DoubleSide; + + } + + var alphaMode = materialDef.alphaMode || ALPHA_MODES.OPAQUE; + + if ( alphaMode === ALPHA_MODES.BLEND ) { + + materialParams.transparent = true; + + } else { + + materialParams.transparent = false; + + if ( alphaMode === ALPHA_MODES.MASK ) { + + materialParams.alphaTest = materialDef.alphaCutoff !== undefined ? materialDef.alphaCutoff : 0.5; + + } + + } + + if ( materialDef.normalTexture !== undefined ) { + + pending.push( parser.assignTexture( materialParams, 'normalMap', materialDef.normalTexture.index ) ); + + materialParams.normalScale = new THREE.Vector2( 1, 1 ); + + if ( materialDef.normalTexture.scale !== undefined ) { + + materialParams.normalScale.set( materialDef.normalTexture.scale, materialDef.normalTexture.scale ); + + } + + } + + if ( materialDef.occlusionTexture !== undefined ) { + + pending.push( parser.assignTexture( materialParams, 'aoMap', materialDef.occlusionTexture.index ) ); + + if ( materialDef.occlusionTexture.strength !== undefined ) { + + materialParams.aoMapIntensity = materialDef.occlusionTexture.strength; + + } + + } + + if ( materialDef.emissiveFactor !== undefined ) { + + if ( materialType === THREE.MeshBasicMaterial ) { + + materialParams.color = new THREE.Color().fromArray( materialDef.emissiveFactor ); + + } else { + + materialParams.emissive = new THREE.Color().fromArray( materialDef.emissiveFactor ); + + } + + } + + if ( materialDef.emissiveTexture !== undefined ) { + + if ( materialType === THREE.MeshBasicMaterial ) { + + pending.push( parser.assignTexture( materialParams, 'map', materialDef.emissiveTexture.index ) ); + + } else { + + pending.push( parser.assignTexture( materialParams, 'emissiveMap', materialDef.emissiveTexture.index ) ); + + } + + } + + return Promise.all( pending ).then( function () { + + var material; + + if ( materialType === THREE.ShaderMaterial ) { + + material = extensions[ EXTENSIONS.KHR_MATERIALS_PBR_SPECULAR_GLOSSINESS ].createMaterial( materialParams ); + + } else { + + material = new materialType( materialParams ); + + } + + if ( materialDef.name !== undefined ) material.name = materialDef.name; + + // Normal map textures use OpenGL conventions: + // https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#materialnormaltexture + if ( material.normalScale ) { + + material.normalScale.x = - material.normalScale.x; + + } + + // emissiveTexture and baseColorTexture use sRGB encoding. + if ( material.map ) material.map.encoding = THREE.sRGBEncoding; + if ( material.emissiveMap ) material.emissiveMap.encoding = THREE.sRGBEncoding; + + if ( materialDef.extras ) material.userData = materialDef.extras; + + return material; + + } ); + + }; + + /** + * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#geometry + * @param {Array<Object>} primitives + * @return {Promise<Array<THREE.BufferGeometry>>} + */ + GLTFParser.prototype.loadGeometries = function ( primitives ) { + + var cache = this.primitiveCache; + + return this.getDependencies( 'accessor' ).then( function ( accessors ) { + + var geometries = []; + + for ( var i = 0, il = primitives.length; i < il; i ++ ) { + + var primitive = primitives[ i ]; + + // See if we've already created this geometry + var cached = getCachedGeometry( cache, primitive ); + + if ( cached ) { + + // Use the cached geometry if it exists + geometries.push( cached ); + + } else { + + // Otherwise create a new geometry + var geometry = new THREE.BufferGeometry(); + + var attributes = primitive.attributes; + + for ( var attributeId in attributes ) { + + var attributeEntry = attributes[ attributeId ]; + + var bufferAttribute = accessors[ attributeEntry ]; + + switch ( attributeId ) { + + case 'POSITION': + + geometry.addAttribute( 'position', bufferAttribute ); + break; + + case 'NORMAL': + + geometry.addAttribute( 'normal', bufferAttribute ); + break; + + case 'TEXCOORD_0': + case 'TEXCOORD0': + case 'TEXCOORD': + + geometry.addAttribute( 'uv', bufferAttribute ); + break; + + case 'TEXCOORD_1': + + geometry.addAttribute( 'uv2', bufferAttribute ); + break; + + case 'COLOR_0': + case 'COLOR0': + case 'COLOR': + + geometry.addAttribute( 'color', bufferAttribute ); + break; + + case 'WEIGHTS_0': + case 'WEIGHT': // WEIGHT semantic deprecated. + + geometry.addAttribute( 'skinWeight', bufferAttribute ); + break; + + case 'JOINTS_0': + case 'JOINT': // JOINT semantic deprecated. + + geometry.addAttribute( 'skinIndex', bufferAttribute ); + break; + + } + + } + + if ( primitive.indices !== undefined ) { + + geometry.setIndex( accessors[ primitive.indices ] ); + + } + + // Cache this geometry + cache.push( { + + primitive: primitive, + geometry: geometry + + } ); + + geometries.push( geometry ); + + } + + } + + return geometries; + + } ); + + }; + + /** + * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#meshes + * @param {number} meshIndex + * @return {Promise<THREE.Group|THREE.Mesh|THREE.SkinnedMesh>} + */ + GLTFParser.prototype.loadMesh = function ( meshIndex ) { + + var scope = this; + var json = this.json; + var extensions = this.extensions; + + var meshDef = this.json.meshes[ meshIndex ]; + + return this.getMultiDependencies( [ + + 'accessor', + 'material' + + ] ).then( function ( dependencies ) { + + var group = new THREE.Group(); + + var primitives = meshDef.primitives; + + return scope.loadGeometries( primitives ).then( function ( geometries ) { + + for ( var i = 0, il = primitives.length; i < il; i ++ ) { + + var primitive = primitives[ i ]; + var geometry = geometries[ i ]; + + var material = primitive.material === undefined + ? createDefaultMaterial() + : dependencies.materials[ primitive.material ]; + + if ( material.aoMap + && geometry.attributes.uv2 === undefined + && geometry.attributes.uv !== undefined ) { + + console.log( 'THREE.GLTFLoader: Duplicating UVs to support aoMap.' ); + geometry.addAttribute( 'uv2', new THREE.BufferAttribute( geometry.attributes.uv.array, 2 ) ); + + } + + // If the material will be modified later on, clone it now. + var useVertexColors = geometry.attributes.color !== undefined; + var useFlatShading = geometry.attributes.normal === undefined; + var useSkinning = meshDef.isSkinnedMesh === true; + var useMorphTargets = primitive.targets !== undefined; + + if ( useVertexColors || useFlatShading || useSkinning || useMorphTargets ) { + + if ( material.isGLTFSpecularGlossinessMaterial ) { + + var specGlossExtension = extensions[ EXTENSIONS.KHR_MATERIALS_PBR_SPECULAR_GLOSSINESS ]; + material = specGlossExtension.cloneMaterial( material ); + + } else { + + material = material.clone(); + + } + + } + + if ( useVertexColors ) { + + material.vertexColors = THREE.VertexColors; + material.needsUpdate = true; + + } + + if ( useFlatShading ) { + + material.flatShading = true; + + } + + var mesh; + + if ( primitive.mode === WEBGL_CONSTANTS.TRIANGLES || + primitive.mode === WEBGL_CONSTANTS.TRIANGLE_STRIP || + primitive.mode === WEBGL_CONSTANTS.TRIANGLE_FAN || + primitive.mode === undefined ) { + + if ( useSkinning ) { + + mesh = new THREE.SkinnedMesh( geometry, material ); + material.skinning = true; + + } else { + + mesh = new THREE.Mesh( geometry, material ); + + } + + if ( primitive.mode === WEBGL_CONSTANTS.TRIANGLE_STRIP ) { + + mesh.drawMode = THREE.TriangleStripDrawMode; + + } else if ( primitive.mode === WEBGL_CONSTANTS.TRIANGLE_FAN ) { + + mesh.drawMode = THREE.TriangleFanDrawMode; + + } + + } else if ( primitive.mode === WEBGL_CONSTANTS.LINES ) { + + mesh = new THREE.LineSegments( geometry, material ); + + } else if ( primitive.mode === WEBGL_CONSTANTS.LINE_STRIP ) { + + mesh = new THREE.Line( geometry, material ); + + } else if ( primitive.mode === WEBGL_CONSTANTS.LINE_LOOP ) { + + mesh = new THREE.LineLoop( geometry, material ); + + } else if ( primitive.mode === WEBGL_CONSTANTS.POINTS ) { + + mesh = new THREE.Points( geometry, material ); + + } else { + + throw new Error( 'THREE.GLTFLoader: Primitive mode unsupported: ' + primitive.mode ); + + } + + mesh.name = meshDef.name || ( 'mesh_' + meshIndex ); + + if ( useMorphTargets ) { + + addMorphTargets( mesh, meshDef, primitive, dependencies.accessors ); + + } + + if ( meshDef.extras !== undefined ) mesh.userData = meshDef.extras; + if ( primitive.extras !== undefined ) mesh.geometry.userData = primitive.extras; + + // for Specular-Glossiness. + if ( material.isGLTFSpecularGlossinessMaterial === true ) { + + mesh.onBeforeRender = extensions[ EXTENSIONS.KHR_MATERIALS_PBR_SPECULAR_GLOSSINESS ].refreshUniforms; + + } + + if ( primitives.length > 1 ) { + + mesh.name += '_' + i; + + group.add( mesh ); + + } else { + + return mesh; + + } + + } + + return group; + + } ); + + } ); + + }; + + /** + * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#cameras + * @param {number} cameraIndex + * @return {Promise<THREE.Camera>} + */ + GLTFParser.prototype.loadCamera = function ( cameraIndex ) { + + var camera; + var cameraDef = this.json.cameras[ cameraIndex ]; + var params = cameraDef[ cameraDef.type ]; + + if ( ! params ) { + + console.warn( 'THREE.GLTFLoader: Missing camera parameters.' ); + return; + + } + + if ( cameraDef.type === 'perspective' ) { + + var aspectRatio = params.aspectRatio || 1; + var xfov = params.yfov * aspectRatio; + + camera = new THREE.PerspectiveCamera( THREE.Math.radToDeg( xfov ), aspectRatio, params.znear || 1, params.zfar || 2e6 ); + + } else if ( cameraDef.type === 'orthographic' ) { + + camera = new THREE.OrthographicCamera( params.xmag / - 2, params.xmag / 2, params.ymag / 2, params.ymag / - 2, params.znear, params.zfar ); + + } + + if ( cameraDef.name !== undefined ) camera.name = cameraDef.name; + if ( cameraDef.extras ) camera.userData = cameraDef.extras; + + return Promise.resolve( camera ); + + }; + + /** + * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#skins + * @param {number} skinIndex + * @return {Promise<Object>} + */ + GLTFParser.prototype.loadSkin = function ( skinIndex ) { + + var skinDef = this.json.skins[ skinIndex ]; + + var skinEntry = { joints: skinDef.joints }; + + if ( skinDef.inverseBindMatrices === undefined ) { + + return Promise.resolve( skinEntry ); + + } + + return this.getDependency( 'accessor', skinDef.inverseBindMatrices ).then( function ( accessor ) { + + skinEntry.inverseBindMatrices = accessor; + + return skinEntry; + + } ); + + }; + + /** + * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#animations + * @param {number} animationIndex + * @return {Promise<THREE.AnimationClip>} + */ + GLTFParser.prototype.loadAnimation = function ( animationIndex ) { + + var json = this.json; + + var animationDef = this.json.animations[ animationIndex ]; + + return this.getMultiDependencies( [ + + 'accessor', + 'node' + + ] ).then( function ( dependencies ) { + + var tracks = []; + + for ( var i = 0, il = animationDef.channels.length; i < il; i ++ ) { + + var channel = animationDef.channels[ i ]; + var sampler = animationDef.samplers[ channel.sampler ]; + + if ( sampler ) { + + var target = channel.target; + var name = target.node !== undefined ? target.node : target.id; // NOTE: target.id is deprecated. + var input = animationDef.parameters !== undefined ? animationDef.parameters[ sampler.input ] : sampler.input; + var output = animationDef.parameters !== undefined ? animationDef.parameters[ sampler.output ] : sampler.output; + + var inputAccessor = dependencies.accessors[ input ]; + var outputAccessor = dependencies.accessors[ output ]; + + var node = dependencies.nodes[ name ]; + + if ( node ) { + + node.updateMatrix(); + node.matrixAutoUpdate = true; + + var TypedKeyframeTrack; + + switch ( PATH_PROPERTIES[ target.path ] ) { + + case PATH_PROPERTIES.weights: + + TypedKeyframeTrack = THREE.NumberKeyframeTrack; + break; + + case PATH_PROPERTIES.rotation: + + TypedKeyframeTrack = THREE.QuaternionKeyframeTrack; + break; + + case PATH_PROPERTIES.position: + case PATH_PROPERTIES.scale: + default: + + TypedKeyframeTrack = THREE.VectorKeyframeTrack; + break; + + } + + var targetName = node.name ? node.name : node.uuid; + + if ( sampler.interpolation === 'CUBICSPLINE' ) { + + var itemSize = outputAccessor.itemSize; + var TypedArray = outputAccessor.array.constructor; + var outputAccessorValues = new TypedArray( outputAccessor.count * itemSize / 3 ); + + // Layout of keyframe output values for CUBICSPLINE animations: + // + // [ inTangent1, splineVertex1, outTangent1, inTangent2, splineVertex2, ... ] + // + // THREE.KeyframeTrack infers tangents from the spline vertices when interpolating: + // those values are extracted below. This still guarantees smooth curves, but does + // throw away more precise information in the tangents. In the future, consider + // re-sampling at a higher framerate using the tangents provided. + // + // See: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#appendix-c-spline-interpolation + + for ( var j = 0, jl = outputAccessor.count; j < jl; j += 3 ) { + + outputAccessorValues[ j * itemSize / 3 ] = outputAccessor.getX( j + 1 ); + if ( itemSize > 1 ) outputAccessorValues[ j * itemSize / 3 + 1 ] = outputAccessor.getY( j + 1 ); + if ( itemSize > 2 ) outputAccessorValues[ j * itemSize / 3 + 2 ] = outputAccessor.getZ( j + 1 ); + if ( itemSize > 3 ) outputAccessorValues[ j * itemSize / 3 + 3 ] = outputAccessor.getW( j + 1 ); + + } + + outputAccessor = new THREE.BufferAttribute( outputAccessorValues, itemSize / 3, outputAccessor.normalized ); + + } + + var interpolation = sampler.interpolation !== undefined ? INTERPOLATION[ sampler.interpolation ] : THREE.InterpolateLinear; + + var targetNames = []; + + if ( PATH_PROPERTIES[ target.path ] === PATH_PROPERTIES.weights ) { + + // node should be THREE.Group here but + // PATH_PROPERTIES.weights(morphTargetInfluences) should be + // the property of a mesh object under node. + // So finding targets here. + + node.traverse( function ( object ) { + + if ( object.isMesh === true && object.material.morphTargets === true ) { + + targetNames.push( object.name ? object.name : object.uuid ); + + } + + } ); + + } else { + + targetNames.push( targetName ); + + } + + // KeyframeTrack.optimize() will modify given 'times' and 'values' + // buffers before creating a truncated copy to keep. Because buffers may + // be reused by other tracks, make copies here. + for ( var j = 0, jl = targetNames.length; j < jl; j ++ ) { + + tracks.push( new TypedKeyframeTrack( + targetNames[ j ] + '.' + PATH_PROPERTIES[ target.path ], + THREE.AnimationUtils.arraySlice( inputAccessor.array, 0 ), + THREE.AnimationUtils.arraySlice( outputAccessor.array, 0 ), + interpolation + ) ); + + } + + } + + } + + } + + var name = animationDef.name !== undefined ? animationDef.name : 'animation_' + animationIndex; + + return new THREE.AnimationClip( name, undefined, tracks ); + + } ); + + }; + + /** + * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#nodes-and-hierarchy + * @param {number} nodeIndex + * @return {Promise<THREE.Object3D>} + */ + GLTFParser.prototype.loadNode = function ( nodeIndex ) { + + var json = this.json; + var extensions = this.extensions; + + var meshReferences = this.json.meshReferences; + var meshUses = this.json.meshUses; + + var nodeDef = this.json.nodes[ nodeIndex ]; + + return this.getMultiDependencies( [ + + 'mesh', + 'skin', + 'camera' + + ] ).then( function ( dependencies ) { + + var node; + + if ( nodeDef.isBone === true ) { + + node = new THREE.Bone(); + + } else if ( nodeDef.mesh !== undefined ) { + + var mesh = dependencies.meshes[ nodeDef.mesh ]; + + node = mesh.clone(); + + // for Specular-Glossiness + if ( mesh.isGroup === true ) { + + for ( var i = 0, il = mesh.children.length; i < il; i ++ ) { + + var child = mesh.children[ i ]; + + if ( child.material && child.material.isGLTFSpecularGlossinessMaterial === true ) { + + node.children[ i ].onBeforeRender = child.onBeforeRender; + + } + + } + + } else { + + if ( mesh.material && mesh.material.isGLTFSpecularGlossinessMaterial === true ) { + + node.onBeforeRender = mesh.onBeforeRender; + + } + + } + + if ( meshReferences[ nodeDef.mesh ] > 1 ) { + + node.name += '_instance_' + meshUses[ nodeDef.mesh ] ++; + + } + + } else if ( nodeDef.camera !== undefined ) { + + node = dependencies.cameras[ nodeDef.camera ]; + + } else if ( nodeDef.extensions + && nodeDef.extensions[ EXTENSIONS.KHR_LIGHTS ] + && nodeDef.extensions[ EXTENSIONS.KHR_LIGHTS ].light !== undefined ) { + + var lights = extensions[ EXTENSIONS.KHR_LIGHTS ].lights; + node = lights[ nodeDef.extensions[ EXTENSIONS.KHR_LIGHTS ].light ]; + + } else { + + node = new THREE.Object3D(); + + } + + if ( nodeDef.name !== undefined ) { + + node.name = THREE.PropertyBinding.sanitizeNodeName( nodeDef.name ); + + } + + if ( nodeDef.extras ) node.userData = nodeDef.extras; + + if ( nodeDef.matrix !== undefined ) { + + var matrix = new THREE.Matrix4(); + matrix.fromArray( nodeDef.matrix ); + node.applyMatrix( matrix ); + + } else { + + if ( nodeDef.translation !== undefined ) { + + node.position.fromArray( nodeDef.translation ); + + } + + if ( nodeDef.rotation !== undefined ) { + + node.quaternion.fromArray( nodeDef.rotation ); + + } + + if ( nodeDef.scale !== undefined ) { + + node.scale.fromArray( nodeDef.scale ); + + } + + } + + return node; + + } ); + + }; + + /** + * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#scenes + * @param {number} sceneIndex + * @return {Promise<THREE.Scene>} + */ + GLTFParser.prototype.loadScene = function () { + + // scene node hierachy builder + + function buildNodeHierachy( nodeId, parentObject, json, allNodes, skins ) { + + var node = allNodes[ nodeId ]; + var nodeDef = json.nodes[ nodeId ]; + + // build skeleton here as well + + if ( nodeDef.skin !== undefined ) { + + var meshes = node.isGroup === true ? node.children : [ node ]; + + for ( var i = 0, il = meshes.length; i < il; i ++ ) { + + var mesh = meshes[ i ]; + var skinEntry = skins[ nodeDef.skin ]; + + var bones = []; + var boneInverses = []; + + for ( var j = 0, jl = skinEntry.joints.length; j < jl; j ++ ) { + + var jointId = skinEntry.joints[ j ]; + var jointNode = allNodes[ jointId ]; + + if ( jointNode ) { + + bones.push( jointNode ); + + var mat = new THREE.Matrix4(); + + if ( skinEntry.inverseBindMatrices !== undefined ) { + + mat.fromArray( skinEntry.inverseBindMatrices.array, j * 16 ); + + } + + boneInverses.push( mat ); + + } else { + + console.warn( 'THREE.GLTFLoader: Joint "%s" could not be found.', jointId ); + + } + + } + + mesh.bind( new THREE.Skeleton( bones, boneInverses ), mesh.matrixWorld ); + + } + + } + + // build node hierachy + + parentObject.add( node ); + + if ( nodeDef.children ) { + + var children = nodeDef.children; + + for ( var i = 0, il = children.length; i < il; i ++ ) { + + var child = children[ i ]; + buildNodeHierachy( child, node, json, allNodes, skins ); + + } + + } + + } + + return function loadScene( sceneIndex ) { + + var json = this.json; + var extensions = this.extensions; + var sceneDef = this.json.scenes[ sceneIndex ]; + + return this.getMultiDependencies( [ + + 'node', + 'skin' + + ] ).then( function ( dependencies ) { + + var scene = new THREE.Scene(); + if ( sceneDef.name !== undefined ) scene.name = sceneDef.name; + + if ( sceneDef.extras ) scene.userData = sceneDef.extras; + + var nodeIds = sceneDef.nodes || []; + + for ( var i = 0, il = nodeIds.length; i < il; i ++ ) { + + buildNodeHierachy( nodeIds[ i ], scene, json, dependencies.nodes, dependencies.skins ); + + } + + // Ambient lighting, if present, is always attached to the scene root. + if ( sceneDef.extensions + && sceneDef.extensions[ EXTENSIONS.KHR_LIGHTS ] + && sceneDef.extensions[ EXTENSIONS.KHR_LIGHTS ].light !== undefined ) { + + var lights = extensions[ EXTENSIONS.KHR_LIGHTS ].lights; + scene.add( lights[ sceneDef.extensions[ EXTENSIONS.KHR_LIGHTS ].light ] ); + + } + + return scene; + + } ); + + }; + + }(); + + return GLTFLoader; + +} )(); + +},{}],43:[function(_dereq_,module,exports){ +/** + * Loads a Wavefront .mtl file specifying materials + * + * @author angelxuanchang + */ + +THREE.MTLLoader = function ( manager ) { + + this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager; + +}; + +THREE.MTLLoader.prototype = { + + constructor: THREE.MTLLoader, + + /** + * Loads and parses a MTL asset from a URL. + * + * @param {String} url - URL to the MTL file. + * @param {Function} [onLoad] - Callback invoked with the loaded object. + * @param {Function} [onProgress] - Callback for download progress. + * @param {Function} [onError] - Callback for download errors. + * + * @see setPath setTexturePath + * + * @note In order for relative texture references to resolve correctly + * you must call setPath and/or setTexturePath explicitly prior to load. + */ + load: function ( url, onLoad, onProgress, onError ) { + + var scope = this; + + var loader = new THREE.FileLoader( this.manager ); + loader.setPath( this.path ); + loader.load( url, function ( text ) { + + onLoad( scope.parse( text ) ); + + }, onProgress, onError ); + + }, + + /** + * Set base path for resolving references. + * If set this path will be prepended to each loaded and found reference. + * + * @see setTexturePath + * @param {String} path + * + * @example + * mtlLoader.setPath( 'assets/obj/' ); + * mtlLoader.load( 'my.mtl', ... ); + */ + setPath: function ( path ) { + + this.path = path; + + }, + + /** + * Set base path for resolving texture references. + * If set this path will be prepended found texture reference. + * If not set and setPath is, it will be used as texture base path. + * + * @see setPath + * @param {String} path + * + * @example + * mtlLoader.setPath( 'assets/obj/' ); + * mtlLoader.setTexturePath( 'assets/textures/' ); + * mtlLoader.load( 'my.mtl', ... ); + */ + setTexturePath: function ( path ) { + + this.texturePath = path; + + }, + + setBaseUrl: function ( path ) { + + console.warn( 'THREE.MTLLoader: .setBaseUrl() is deprecated. Use .setTexturePath( path ) for texture path or .setPath( path ) for general base path instead.' ); + + this.setTexturePath( path ); + + }, + + setCrossOrigin: function ( value ) { + + this.crossOrigin = value; + + }, + + setMaterialOptions: function ( value ) { + + this.materialOptions = value; + + }, + + /** + * Parses a MTL file. + * + * @param {String} text - Content of MTL file + * @return {THREE.MTLLoader.MaterialCreator} + * + * @see setPath setTexturePath + * + * @note In order for relative texture references to resolve correctly + * you must call setPath and/or setTexturePath explicitly prior to parse. + */ + parse: function ( text ) { + + var lines = text.split( '\n' ); + var info = {}; + var delimiter_pattern = /\s+/; + var materialsInfo = {}; + + for ( var i = 0; i < lines.length; i ++ ) { + + var line = lines[ i ]; + line = line.trim(); + + if ( line.length === 0 || line.charAt( 0 ) === '#' ) { + + // Blank line or comment ignore + continue; + + } + + var pos = line.indexOf( ' ' ); + + var key = ( pos >= 0 ) ? line.substring( 0, pos ) : line; + key = key.toLowerCase(); + + var value = ( pos >= 0 ) ? line.substring( pos + 1 ) : ''; + value = value.trim(); + + if ( key === 'newmtl' ) { + + // New material + + info = { name: value }; + materialsInfo[ value ] = info; + + } else if ( info ) { + + if ( key === 'ka' || key === 'kd' || key === 'ks' ) { + + var ss = value.split( delimiter_pattern, 3 ); + info[ key ] = [ parseFloat( ss[ 0 ] ), parseFloat( ss[ 1 ] ), parseFloat( ss[ 2 ] ) ]; + + } else { + + info[ key ] = value; + + } + + } + + } + + var materialCreator = new THREE.MTLLoader.MaterialCreator( this.texturePath || this.path, this.materialOptions ); + materialCreator.setCrossOrigin( this.crossOrigin ); + materialCreator.setManager( this.manager ); + materialCreator.setMaterials( materialsInfo ); + return materialCreator; + + } + +}; + +/** + * Create a new THREE-MTLLoader.MaterialCreator + * @param baseUrl - Url relative to which textures are loaded + * @param options - Set of options on how to construct the materials + * side: Which side to apply the material + * THREE.FrontSide (default), THREE.BackSide, THREE.DoubleSide + * wrap: What type of wrapping to apply for textures + * THREE.RepeatWrapping (default), THREE.ClampToEdgeWrapping, THREE.MirroredRepeatWrapping + * normalizeRGB: RGBs need to be normalized to 0-1 from 0-255 + * Default: false, assumed to be already normalized + * ignoreZeroRGBs: Ignore values of RGBs (Ka,Kd,Ks) that are all 0's + * Default: false + * @constructor + */ + +THREE.MTLLoader.MaterialCreator = function ( baseUrl, options ) { + + this.baseUrl = baseUrl || ''; + this.options = options; + this.materialsInfo = {}; + this.materials = {}; + this.materialsArray = []; + this.nameLookup = {}; + + this.side = ( this.options && this.options.side ) ? this.options.side : THREE.FrontSide; + this.wrap = ( this.options && this.options.wrap ) ? this.options.wrap : THREE.RepeatWrapping; + +}; + +THREE.MTLLoader.MaterialCreator.prototype = { + + constructor: THREE.MTLLoader.MaterialCreator, + + crossOrigin: 'Anonymous', + + setCrossOrigin: function ( value ) { + + this.crossOrigin = value; + + }, + + setManager: function ( value ) { + + this.manager = value; + + }, + + setMaterials: function ( materialsInfo ) { + + this.materialsInfo = this.convert( materialsInfo ); + this.materials = {}; + this.materialsArray = []; + this.nameLookup = {}; + + }, + + convert: function ( materialsInfo ) { + + if ( ! this.options ) return materialsInfo; + + var converted = {}; + + for ( var mn in materialsInfo ) { + + // Convert materials info into normalized form based on options + + var mat = materialsInfo[ mn ]; + + var covmat = {}; + + converted[ mn ] = covmat; + + for ( var prop in mat ) { + + var save = true; + var value = mat[ prop ]; + var lprop = prop.toLowerCase(); + + switch ( lprop ) { + + case 'kd': + case 'ka': + case 'ks': + + // Diffuse color (color under white light) using RGB values + + if ( this.options && this.options.normalizeRGB ) { + + value = [ value[ 0 ] / 255, value[ 1 ] / 255, value[ 2 ] / 255 ]; + + } + + if ( this.options && this.options.ignoreZeroRGBs ) { + + if ( value[ 0 ] === 0 && value[ 1 ] === 0 && value[ 2 ] === 0 ) { + + // ignore + + save = false; + + } + + } + + break; + + default: + + break; + + } + + if ( save ) { + + covmat[ lprop ] = value; + + } + + } + + } + + return converted; + + }, + + preload: function () { + + for ( var mn in this.materialsInfo ) { + + this.create( mn ); + + } + + }, + + getIndex: function ( materialName ) { + + return this.nameLookup[ materialName ]; + + }, + + getAsArray: function () { + + var index = 0; + + for ( var mn in this.materialsInfo ) { + + this.materialsArray[ index ] = this.create( mn ); + this.nameLookup[ mn ] = index; + index ++; + + } + + return this.materialsArray; + + }, + + create: function ( materialName ) { + + if ( this.materials[ materialName ] === undefined ) { + + this.createMaterial_( materialName ); + + } + + return this.materials[ materialName ]; + + }, + + createMaterial_: function ( materialName ) { + + // Create material + + var scope = this; + var mat = this.materialsInfo[ materialName ]; + var params = { + + name: materialName, + side: this.side + + }; + + function resolveURL( baseUrl, url ) { + + if ( typeof url !== 'string' || url === '' ) + return ''; + + // Absolute URL + if ( /^https?:\/\//i.test( url ) ) return url; + + return baseUrl + url; + + } + + function setMapForType( mapType, value ) { + + if ( params[ mapType ] ) return; // Keep the first encountered texture + + var texParams = scope.getTextureParams( value, params ); + var map = scope.loadTexture( resolveURL( scope.baseUrl, texParams.url ) ); + + map.repeat.copy( texParams.scale ); + map.offset.copy( texParams.offset ); + + map.wrapS = scope.wrap; + map.wrapT = scope.wrap; + + params[ mapType ] = map; + + } + + for ( var prop in mat ) { + + var value = mat[ prop ]; + var n; + + if ( value === '' ) continue; + + switch ( prop.toLowerCase() ) { + + // Ns is material specular exponent + + case 'kd': + + // Diffuse color (color under white light) using RGB values + + params.color = new THREE.Color().fromArray( value ); + + break; + + case 'ks': + + // Specular color (color when light is reflected from shiny surface) using RGB values + params.specular = new THREE.Color().fromArray( value ); + + break; + + case 'map_kd': + + // Diffuse texture map + + setMapForType( "map", value ); + + break; + + case 'map_ks': + + // Specular map + + setMapForType( "specularMap", value ); + + break; + + case 'norm': + + setMapForType( "normalMap", value ); + + break; + + case 'map_bump': + case 'bump': + + // Bump texture map + + setMapForType( "bumpMap", value ); + + break; + + case 'ns': + + // The specular exponent (defines the focus of the specular highlight) + // A high exponent results in a tight, concentrated highlight. Ns values normally range from 0 to 1000. + + params.shininess = parseFloat( value ); + + break; + + case 'd': + n = parseFloat( value ); + + if ( n < 1 ) { + + params.opacity = n; + params.transparent = true; + + } + + break; + + case 'tr': + n = parseFloat( value ); + + if ( n > 0 ) { + + params.opacity = 1 - n; + params.transparent = true; + + } + + break; + + default: + break; + + } + + } + + this.materials[ materialName ] = new THREE.MeshPhongMaterial( params ); + return this.materials[ materialName ]; + + }, + + getTextureParams: function ( value, matParams ) { + + var texParams = { + + scale: new THREE.Vector2( 1, 1 ), + offset: new THREE.Vector2( 0, 0 ) + + }; + + var items = value.split( /\s+/ ); + var pos; + + pos = items.indexOf( '-bm' ); + + if ( pos >= 0 ) { + + matParams.bumpScale = parseFloat( items[ pos + 1 ] ); + items.splice( pos, 2 ); + + } + + pos = items.indexOf( '-s' ); + + if ( pos >= 0 ) { + + texParams.scale.set( parseFloat( items[ pos + 1 ] ), parseFloat( items[ pos + 2 ] ) ); + items.splice( pos, 4 ); // we expect 3 parameters here! + + } + + pos = items.indexOf( '-o' ); + + if ( pos >= 0 ) { + + texParams.offset.set( parseFloat( items[ pos + 1 ] ), parseFloat( items[ pos + 2 ] ) ); + items.splice( pos, 4 ); // we expect 3 parameters here! + + } + + texParams.url = items.join( ' ' ).trim(); + return texParams; + + }, + + loadTexture: function ( url, mapping, onLoad, onProgress, onError ) { + + var texture; + var loader = THREE.Loader.Handlers.get( url ); + var manager = ( this.manager !== undefined ) ? this.manager : THREE.DefaultLoadingManager; + + if ( loader === null ) { + + loader = new THREE.TextureLoader( manager ); + + } + + if ( loader.setCrossOrigin ) loader.setCrossOrigin( this.crossOrigin ); + texture = loader.load( url, onLoad, onProgress, onError ); + + if ( mapping !== undefined ) texture.mapping = mapping; + + return texture; + + } + +}; + +},{}],44:[function(_dereq_,module,exports){ +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.OBJLoader = ( function () { + + // o object_name | g group_name + var object_pattern = /^[og]\s*(.+)?/; + // mtllib file_reference + var material_library_pattern = /^mtllib /; + // usemtl material_name + var material_use_pattern = /^usemtl /; + + function ParserState() { + + var state = { + objects: [], + object: {}, + + vertices: [], + normals: [], + colors: [], + uvs: [], + + materialLibraries: [], + + startObject: function ( name, fromDeclaration ) { + + // If the current object (initial from reset) is not from a g/o declaration in the parsed + // file. We need to use it for the first parsed g/o to keep things in sync. + if ( this.object && this.object.fromDeclaration === false ) { + + this.object.name = name; + this.object.fromDeclaration = ( fromDeclaration !== false ); + return; + + } + + var previousMaterial = ( this.object && typeof this.object.currentMaterial === 'function' ? this.object.currentMaterial() : undefined ); + + if ( this.object && typeof this.object._finalize === 'function' ) { + + this.object._finalize( true ); + + } + + this.object = { + name: name || '', + fromDeclaration: ( fromDeclaration !== false ), + + geometry: { + vertices: [], + normals: [], + colors: [], + uvs: [] + }, + materials: [], + smooth: true, + + startMaterial: function ( name, libraries ) { + + var previous = this._finalize( false ); + + // New usemtl declaration overwrites an inherited material, except if faces were declared + // after the material, then it must be preserved for proper MultiMaterial continuation. + if ( previous && ( previous.inherited || previous.groupCount <= 0 ) ) { + + this.materials.splice( previous.index, 1 ); + + } + + var material = { + index: this.materials.length, + name: name || '', + mtllib: ( Array.isArray( libraries ) && libraries.length > 0 ? libraries[ libraries.length - 1 ] : '' ), + smooth: ( previous !== undefined ? previous.smooth : this.smooth ), + groupStart: ( previous !== undefined ? previous.groupEnd : 0 ), + groupEnd: - 1, + groupCount: - 1, + inherited: false, + + clone: function ( index ) { + + var cloned = { + index: ( typeof index === 'number' ? index : this.index ), + name: this.name, + mtllib: this.mtllib, + smooth: this.smooth, + groupStart: 0, + groupEnd: - 1, + groupCount: - 1, + inherited: false + }; + cloned.clone = this.clone.bind( cloned ); + return cloned; + + } + }; + + this.materials.push( material ); + + return material; + + }, + + currentMaterial: function () { + + if ( this.materials.length > 0 ) { + + return this.materials[ this.materials.length - 1 ]; + + } + + return undefined; + + }, + + _finalize: function ( end ) { + + var lastMultiMaterial = this.currentMaterial(); + if ( lastMultiMaterial && lastMultiMaterial.groupEnd === - 1 ) { + + lastMultiMaterial.groupEnd = this.geometry.vertices.length / 3; + lastMultiMaterial.groupCount = lastMultiMaterial.groupEnd - lastMultiMaterial.groupStart; + lastMultiMaterial.inherited = false; + + } + + // Ignore objects tail materials if no face declarations followed them before a new o/g started. + if ( end && this.materials.length > 1 ) { + + for ( var mi = this.materials.length - 1; mi >= 0; mi -- ) { + + if ( this.materials[ mi ].groupCount <= 0 ) { + + this.materials.splice( mi, 1 ); + + } + + } + + } + + // Guarantee at least one empty material, this makes the creation later more straight forward. + if ( end && this.materials.length === 0 ) { + + this.materials.push( { + name: '', + smooth: this.smooth + } ); + + } + + return lastMultiMaterial; + + } + }; + + // Inherit previous objects material. + // Spec tells us that a declared material must be set to all objects until a new material is declared. + // If a usemtl declaration is encountered while this new object is being parsed, it will + // overwrite the inherited material. Exception being that there was already face declarations + // to the inherited material, then it will be preserved for proper MultiMaterial continuation. + + if ( previousMaterial && previousMaterial.name && typeof previousMaterial.clone === 'function' ) { + + var declared = previousMaterial.clone( 0 ); + declared.inherited = true; + this.object.materials.push( declared ); + + } + + this.objects.push( this.object ); + + }, + + finalize: function () { + + if ( this.object && typeof this.object._finalize === 'function' ) { + + this.object._finalize( true ); + + } + + }, + + parseVertexIndex: function ( value, len ) { + + var index = parseInt( value, 10 ); + return ( index >= 0 ? index - 1 : index + len / 3 ) * 3; + + }, + + parseNormalIndex: function ( value, len ) { + + var index = parseInt( value, 10 ); + return ( index >= 0 ? index - 1 : index + len / 3 ) * 3; + + }, + + parseUVIndex: function ( value, len ) { + + var index = parseInt( value, 10 ); + return ( index >= 0 ? index - 1 : index + len / 2 ) * 2; + + }, + + addVertex: function ( a, b, c ) { + + var src = this.vertices; + var dst = this.object.geometry.vertices; + + dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] ); + dst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] ); + dst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] ); + + }, + + addVertexLine: function ( a ) { + + var src = this.vertices; + var dst = this.object.geometry.vertices; + + dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] ); + + }, + + addNormal: function ( a, b, c ) { + + var src = this.normals; + var dst = this.object.geometry.normals; + + dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] ); + dst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] ); + dst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] ); + + }, + + addColor: function ( a, b, c ) { + + var src = this.colors; + var dst = this.object.geometry.colors; + + dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] ); + dst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] ); + dst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] ); + + }, + + addUV: function ( a, b, c ) { + + var src = this.uvs; + var dst = this.object.geometry.uvs; + + dst.push( src[ a + 0 ], src[ a + 1 ] ); + dst.push( src[ b + 0 ], src[ b + 1 ] ); + dst.push( src[ c + 0 ], src[ c + 1 ] ); + + }, + + addUVLine: function ( a ) { + + var src = this.uvs; + var dst = this.object.geometry.uvs; + + dst.push( src[ a + 0 ], src[ a + 1 ] ); + + }, + + addFace: function ( a, b, c, ua, ub, uc, na, nb, nc ) { + + var vLen = this.vertices.length; + + var ia = this.parseVertexIndex( a, vLen ); + var ib = this.parseVertexIndex( b, vLen ); + var ic = this.parseVertexIndex( c, vLen ); + + this.addVertex( ia, ib, ic ); + + if ( ua !== undefined ) { + + var uvLen = this.uvs.length; + + ia = this.parseUVIndex( ua, uvLen ); + ib = this.parseUVIndex( ub, uvLen ); + ic = this.parseUVIndex( uc, uvLen ); + + this.addUV( ia, ib, ic ); + + } + + if ( na !== undefined ) { + + // Normals are many times the same. If so, skip function call and parseInt. + var nLen = this.normals.length; + ia = this.parseNormalIndex( na, nLen ); + + ib = na === nb ? ia : this.parseNormalIndex( nb, nLen ); + ic = na === nc ? ia : this.parseNormalIndex( nc, nLen ); + + this.addNormal( ia, ib, ic ); + + } + + if ( this.colors.length > 0 ) { + + this.addColor( ia, ib, ic ); + + } + + }, + + addLineGeometry: function ( vertices, uvs ) { + + this.object.geometry.type = 'Line'; + + var vLen = this.vertices.length; + var uvLen = this.uvs.length; + + for ( var vi = 0, l = vertices.length; vi < l; vi ++ ) { + + this.addVertexLine( this.parseVertexIndex( vertices[ vi ], vLen ) ); + + } + + for ( var uvi = 0, l = uvs.length; uvi < l; uvi ++ ) { + + this.addUVLine( this.parseUVIndex( uvs[ uvi ], uvLen ) ); + + } + + } + + }; + + state.startObject( '', false ); + + return state; + + } + + // + + function OBJLoader( manager ) { + + this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager; + + this.materials = null; + + } + + OBJLoader.prototype = { + + constructor: OBJLoader, + + load: function ( url, onLoad, onProgress, onError ) { + + var scope = this; + + var loader = new THREE.FileLoader( scope.manager ); + loader.setPath( this.path ); + loader.load( url, function ( text ) { + + onLoad( scope.parse( text ) ); + + }, onProgress, onError ); + + }, + + setPath: function ( value ) { + + this.path = value; + + }, + + setMaterials: function ( materials ) { + + this.materials = materials; + + return this; + + }, + + parse: function ( text ) { + + console.time( 'OBJLoader' ); + + var state = new ParserState(); + + if ( text.indexOf( '\r\n' ) !== - 1 ) { + + // This is faster than String.split with regex that splits on both + text = text.replace( /\r\n/g, '\n' ); + + } + + if ( text.indexOf( '\\\n' ) !== - 1 ) { + + // join lines separated by a line continuation character (\) + text = text.replace( /\\\n/g, '' ); + + } + + var lines = text.split( '\n' ); + var line = '', lineFirstChar = ''; + var lineLength = 0; + var result = []; + + // Faster to just trim left side of the line. Use if available. + var trimLeft = ( typeof ''.trimLeft === 'function' ); + + for ( var i = 0, l = lines.length; i < l; i ++ ) { + + line = lines[ i ]; + + line = trimLeft ? line.trimLeft() : line.trim(); + + lineLength = line.length; + + if ( lineLength === 0 ) continue; + + lineFirstChar = line.charAt( 0 ); + + // @todo invoke passed in handler if any + if ( lineFirstChar === '#' ) continue; + + if ( lineFirstChar === 'v' ) { + + var data = line.split( /\s+/ ); + + switch ( data[ 0 ] ) { + + case 'v': + state.vertices.push( + parseFloat( data[ 1 ] ), + parseFloat( data[ 2 ] ), + parseFloat( data[ 3 ] ) + ); + if ( data.length === 8 ) { + + state.colors.push( + parseFloat( data[ 4 ] ), + parseFloat( data[ 5 ] ), + parseFloat( data[ 6 ] ) + + ); + + } + break; + case 'vn': + state.normals.push( + parseFloat( data[ 1 ] ), + parseFloat( data[ 2 ] ), + parseFloat( data[ 3 ] ) + ); + break; + case 'vt': + state.uvs.push( + parseFloat( data[ 1 ] ), + parseFloat( data[ 2 ] ) + ); + break; + + } + + } else if ( lineFirstChar === 'f' ) { + + var lineData = line.substr( 1 ).trim(); + var vertexData = lineData.split( /\s+/ ); + var faceVertices = []; + + // Parse the face vertex data into an easy to work with format + + for ( var j = 0, jl = vertexData.length; j < jl; j ++ ) { + + var vertex = vertexData[ j ]; + + if ( vertex.length > 0 ) { + + var vertexParts = vertex.split( '/' ); + faceVertices.push( vertexParts ); + + } + + } + + // Draw an edge between the first vertex and all subsequent vertices to form an n-gon + + var v1 = faceVertices[ 0 ]; + + for ( var j = 1, jl = faceVertices.length - 1; j < jl; j ++ ) { + + var v2 = faceVertices[ j ]; + var v3 = faceVertices[ j + 1 ]; + + state.addFace( + v1[ 0 ], v2[ 0 ], v3[ 0 ], + v1[ 1 ], v2[ 1 ], v3[ 1 ], + v1[ 2 ], v2[ 2 ], v3[ 2 ] + ); + + } + + } else if ( lineFirstChar === 'l' ) { + + var lineParts = line.substring( 1 ).trim().split( " " ); + var lineVertices = [], lineUVs = []; + + if ( line.indexOf( "/" ) === - 1 ) { + + lineVertices = lineParts; + + } else { + + for ( var li = 0, llen = lineParts.length; li < llen; li ++ ) { + + var parts = lineParts[ li ].split( "/" ); + + if ( parts[ 0 ] !== "" ) lineVertices.push( parts[ 0 ] ); + if ( parts[ 1 ] !== "" ) lineUVs.push( parts[ 1 ] ); + + } + + } + state.addLineGeometry( lineVertices, lineUVs ); + + } else if ( ( result = object_pattern.exec( line ) ) !== null ) { + + // o object_name + // or + // g group_name + + // WORKAROUND: https://bugs.chromium.org/p/v8/issues/detail?id=2869 + // var name = result[ 0 ].substr( 1 ).trim(); + var name = ( " " + result[ 0 ].substr( 1 ).trim() ).substr( 1 ); + + state.startObject( name ); + + } else if ( material_use_pattern.test( line ) ) { + + // material + + state.object.startMaterial( line.substring( 7 ).trim(), state.materialLibraries ); + + } else if ( material_library_pattern.test( line ) ) { + + // mtl file + + state.materialLibraries.push( line.substring( 7 ).trim() ); + + } else if ( lineFirstChar === 's' ) { + + result = line.split( ' ' ); + + // smooth shading + + // @todo Handle files that have varying smooth values for a set of faces inside one geometry, + // but does not define a usemtl for each face set. + // This should be detected and a dummy material created (later MultiMaterial and geometry groups). + // This requires some care to not create extra material on each smooth value for "normal" obj files. + // where explicit usemtl defines geometry groups. + // Example asset: examples/models/obj/cerberus/Cerberus.obj + + /* + * http://paulbourke.net/dataformats/obj/ + * or + * http://www.cs.utah.edu/~boulos/cs3505/obj_spec.pdf + * + * From chapter "Grouping" Syntax explanation "s group_number": + * "group_number is the smoothing group number. To turn off smoothing groups, use a value of 0 or off. + * Polygonal elements use group numbers to put elements in different smoothing groups. For free-form + * surfaces, smoothing groups are either turned on or off; there is no difference between values greater + * than 0." + */ + if ( result.length > 1 ) { + + var value = result[ 1 ].trim().toLowerCase(); + state.object.smooth = ( value !== '0' && value !== 'off' ); + + } else { + + // ZBrush can produce "s" lines #11707 + state.object.smooth = true; + + } + var material = state.object.currentMaterial(); + if ( material ) material.smooth = state.object.smooth; + + } else { + + // Handle null terminated files without exception + if ( line === '\0' ) continue; + + throw new Error( 'THREE.OBJLoader: Unexpected line: "' + line + '"' ); + + } + + } + + state.finalize(); + + var container = new THREE.Group(); + container.materialLibraries = [].concat( state.materialLibraries ); + + for ( var i = 0, l = state.objects.length; i < l; i ++ ) { + + var object = state.objects[ i ]; + var geometry = object.geometry; + var materials = object.materials; + var isLine = ( geometry.type === 'Line' ); + + // Skip o/g line declarations that did not follow with any faces + if ( geometry.vertices.length === 0 ) continue; + + var buffergeometry = new THREE.BufferGeometry(); + + buffergeometry.addAttribute( 'position', new THREE.Float32BufferAttribute( geometry.vertices, 3 ) ); + + if ( geometry.normals.length > 0 ) { + + buffergeometry.addAttribute( 'normal', new THREE.Float32BufferAttribute( geometry.normals, 3 ) ); + + } else { + + buffergeometry.computeVertexNormals(); + + } + + if ( geometry.colors.length > 0 ) { + + buffergeometry.addAttribute( 'color', new THREE.Float32BufferAttribute( geometry.colors, 3 ) ); + + } + + if ( geometry.uvs.length > 0 ) { + + buffergeometry.addAttribute( 'uv', new THREE.Float32BufferAttribute( geometry.uvs, 2 ) ); + + } + + // Create materials + + var createdMaterials = []; + + for ( var mi = 0, miLen = materials.length; mi < miLen; mi ++ ) { + + var sourceMaterial = materials[ mi ]; + var material = undefined; + + if ( this.materials !== null ) { + + material = this.materials.create( sourceMaterial.name ); + + // mtl etc. loaders probably can't create line materials correctly, copy properties to a line material. + if ( isLine && material && ! ( material instanceof THREE.LineBasicMaterial ) ) { + + var materialLine = new THREE.LineBasicMaterial(); + materialLine.copy( material ); + material = materialLine; + + } + + } + + if ( ! material ) { + + material = ( ! isLine ? new THREE.MeshPhongMaterial() : new THREE.LineBasicMaterial() ); + material.name = sourceMaterial.name; + + } + + material.flatShading = sourceMaterial.smooth ? false : true; + + createdMaterials.push( material ); + + } + + // Create mesh + + var mesh; + + if ( createdMaterials.length > 1 ) { + + for ( var mi = 0, miLen = materials.length; mi < miLen; mi ++ ) { + + var sourceMaterial = materials[ mi ]; + buffergeometry.addGroup( sourceMaterial.groupStart, sourceMaterial.groupCount, mi ); + + } + + mesh = ( ! isLine ? new THREE.Mesh( buffergeometry, createdMaterials ) : new THREE.LineSegments( buffergeometry, createdMaterials ) ); + + } else { + + mesh = ( ! isLine ? new THREE.Mesh( buffergeometry, createdMaterials[ 0 ] ) : new THREE.LineSegments( buffergeometry, createdMaterials[ 0 ] ) ); + + } + + mesh.name = object.name; + + container.add( mesh ); + + } + + console.timeEnd( 'OBJLoader' ); + + return container; + + } + + }; + + return OBJLoader; + +} )(); + +},{}],45:[function(_dereq_,module,exports){ + +exports = module.exports = trim; + +function trim(str){ + return str.replace(/^\s*|\s*$/g, ''); +} + +exports.left = function(str){ + return str.replace(/^\s*/, ''); +}; + +exports.right = function(str){ + return str.replace(/\s*$/, ''); +}; + +},{}],46:[function(_dereq_,module,exports){ +module.exports={ + "_from": "webvr-polyfill@^0.9.40", + "_id": "webvr-polyfill@0.9.40", + "_inBundle": false, + "_integrity": "sha512-m7jhJHjFcUYPyPSNeGmly7a2h/cP7bARz0OZMoUn5SueVXEKeZ4P7bzbAUDBDvvqCsa5gHgM3PFIhYe13bqaWw==", + "_location": "/webvr-polyfill", + "_phantomChildren": {}, + "_requested": { + "type": "range", + "registry": true, + "raw": "webvr-polyfill@^0.9.40", + "name": "webvr-polyfill", + "escapedName": "webvr-polyfill", + "rawSpec": "^0.9.40", + "saveSpec": null, + "fetchSpec": "^0.9.40" + }, + "_requiredBy": [ + "/" + ], + "_resolved": "https://registry.npmjs.org/webvr-polyfill/-/webvr-polyfill-0.9.40.tgz", + "_shasum": "2cfa0ec0e0cc6ba7238c73a09cba4952fff59a63", + "_spec": "webvr-polyfill@^0.9.40", + "_where": "/Users/unboring/Documents/code/aframe", + "authors": [ + "Boris Smus <boris@smus.com>", + "Brandon Jones <tojiro@gmail.com>", + "Jordan Santell <jordan@jsantell.com>" + ], + "bugs": { + "url": "https://github.com/googlevr/webvr-polyfill/issues" + }, + "bundleDependencies": false, + "deprecated": false, + "description": "Use WebVR today, on mobile or desktop, without requiring a special browser build.", + "devDependencies": { + "chai": "^3.5.0", + "jsdom": "^9.12.0", + "mocha": "^3.2.0", + "semver": "^5.3.0", + "webpack": "^2.6.1", + "webpack-dev-server": "2.7.1" + }, + "homepage": "https://github.com/googlevr/webvr-polyfill", + "keywords": [ + "vr", + "webvr" + ], + "license": "Apache-2.0", + "main": "src/node-entry", + "name": "webvr-polyfill", + "repository": { + "type": "git", + "url": "git+https://github.com/googlevr/webvr-polyfill.git" + }, + "scripts": { + "build": "webpack", + "start": "npm run watch", + "test": "mocha", + "watch": "webpack-dev-server" + }, + "version": "0.9.40" +} + +},{}],47:[function(_dereq_,module,exports){ +/* + * Copyright 2015 Google Inc. All Rights Reserved. + * 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 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +var Util = _dereq_('./util.js'); +var WakeLock = _dereq_('./wakelock.js'); + +// Start at a higher number to reduce chance of conflict. +var nextDisplayId = 1000; +var hasShowDeprecationWarning = false; + +var defaultLeftBounds = [0, 0, 0.5, 1]; +var defaultRightBounds = [0.5, 0, 0.5, 1]; + +/** + * The base class for all VR frame data. + */ + +function VRFrameData() { + this.leftProjectionMatrix = new Float32Array(16); + this.leftViewMatrix = new Float32Array(16); + this.rightProjectionMatrix = new Float32Array(16); + this.rightViewMatrix = new Float32Array(16); + this.pose = null; +}; + +/** + * The base class for all VR displays. + */ +function VRDisplay() { + this.isPolyfilled = true; + this.displayId = nextDisplayId++; + this.displayName = 'webvr-polyfill displayName'; + + this.depthNear = 0.01; + this.depthFar = 10000.0; + + this.isConnected = true; + this.isPresenting = false; + this.capabilities = { + hasPosition: false, + hasOrientation: false, + hasExternalDisplay: false, + canPresent: false, + maxLayers: 1 + }; + this.stageParameters = null; + + // "Private" members. + this.waitingForPresent_ = false; + this.layer_ = null; + + this.fullscreenElement_ = null; + this.fullscreenWrapper_ = null; + this.fullscreenElementCachedStyle_ = null; + + this.fullscreenEventTarget_ = null; + this.fullscreenChangeHandler_ = null; + this.fullscreenErrorHandler_ = null; + + this.wakelock_ = new WakeLock(); +} + +VRDisplay.prototype.getFrameData = function(frameData) { + // TODO: Technically this should retain it's value for the duration of a frame + // but I doubt that's practical to do in javascript. + return Util.frameDataFromPose(frameData, this.getPose(), this); +}; + +VRDisplay.prototype.getPose = function() { + // TODO: Technically this should retain it's value for the duration of a frame + // but I doubt that's practical to do in javascript. + return this.getImmediatePose(); +}; + +VRDisplay.prototype.requestAnimationFrame = function(callback) { + return window.requestAnimationFrame(callback); +}; + +VRDisplay.prototype.cancelAnimationFrame = function(id) { + return window.cancelAnimationFrame(id); +}; + +VRDisplay.prototype.wrapForFullscreen = function(element) { + // Don't wrap in iOS. + if (Util.isIOS()) { + return element; + } + if (!this.fullscreenWrapper_) { + this.fullscreenWrapper_ = document.createElement('div'); + var cssProperties = [ + 'height: ' + Math.min(screen.height, screen.width) + 'px !important', + 'top: 0 !important', + 'left: 0 !important', + 'right: 0 !important', + 'border: 0', + 'margin: 0', + 'padding: 0', + 'z-index: 999999 !important', + 'position: fixed', + ]; + this.fullscreenWrapper_.setAttribute('style', cssProperties.join('; ') + ';'); + this.fullscreenWrapper_.classList.add('webvr-polyfill-fullscreen-wrapper'); + } + + if (this.fullscreenElement_ == element) { + return this.fullscreenWrapper_; + } + + // Remove any previously applied wrappers + this.removeFullscreenWrapper(); + + this.fullscreenElement_ = element; + var parent = this.fullscreenElement_.parentElement; + parent.insertBefore(this.fullscreenWrapper_, this.fullscreenElement_); + parent.removeChild(this.fullscreenElement_); + this.fullscreenWrapper_.insertBefore(this.fullscreenElement_, this.fullscreenWrapper_.firstChild); + this.fullscreenElementCachedStyle_ = this.fullscreenElement_.getAttribute('style'); + + var self = this; + function applyFullscreenElementStyle() { + if (!self.fullscreenElement_) { + return; + } + + var cssProperties = [ + 'position: absolute', + 'top: 0', + 'left: 0', + 'width: ' + Math.max(screen.width, screen.height) + 'px', + 'height: ' + Math.min(screen.height, screen.width) + 'px', + 'border: 0', + 'margin: 0', + 'padding: 0', + ]; + self.fullscreenElement_.setAttribute('style', cssProperties.join('; ') + ';'); + } + + applyFullscreenElementStyle(); + + return this.fullscreenWrapper_; +}; + +VRDisplay.prototype.removeFullscreenWrapper = function() { + if (!this.fullscreenElement_) { + return; + } + + var element = this.fullscreenElement_; + if (this.fullscreenElementCachedStyle_) { + element.setAttribute('style', this.fullscreenElementCachedStyle_); + } else { + element.removeAttribute('style'); + } + this.fullscreenElement_ = null; + this.fullscreenElementCachedStyle_ = null; + + var parent = this.fullscreenWrapper_.parentElement; + this.fullscreenWrapper_.removeChild(element); + parent.insertBefore(element, this.fullscreenWrapper_); + parent.removeChild(this.fullscreenWrapper_); + + return element; +}; + +VRDisplay.prototype.requestPresent = function(layers) { + var wasPresenting = this.isPresenting; + var self = this; + + if (!(layers instanceof Array)) { + if (!hasShowDeprecationWarning) { + console.warn("Using a deprecated form of requestPresent. Should pass in an array of VRLayers."); + hasShowDeprecationWarning = true; + } + layers = [layers]; + } + + return new Promise(function(resolve, reject) { + if (!self.capabilities.canPresent) { + reject(new Error('VRDisplay is not capable of presenting.')); + return; + } + + if (layers.length == 0 || layers.length > self.capabilities.maxLayers) { + reject(new Error('Invalid number of layers.')); + return; + } + + var incomingLayer = layers[0]; + if (!incomingLayer.source) { + /* + todo: figure out the correct behavior if the source is not provided. + see https://github.com/w3c/webvr/issues/58 + */ + resolve(); + return; + } + + var leftBounds = incomingLayer.leftBounds || defaultLeftBounds; + var rightBounds = incomingLayer.rightBounds || defaultRightBounds; + if (wasPresenting) { + // Already presenting, just changing configuration + var layer = self.layer_; + if (layer.source !== incomingLayer.source) { + layer.source = incomingLayer.source; + } + + for (var i = 0; i < 4; i++) { + layer.leftBounds[i] = leftBounds[i]; + layer.rightBounds[i] = rightBounds[i]; + } + + resolve(); + return; + } + + // Was not already presenting. + self.layer_ = { + predistorted: incomingLayer.predistorted, + source: incomingLayer.source, + leftBounds: leftBounds.slice(0), + rightBounds: rightBounds.slice(0) + }; + + self.waitingForPresent_ = false; + if (self.layer_ && self.layer_.source) { + var fullscreenElement = self.wrapForFullscreen(self.layer_.source); + + var onFullscreenChange = function() { + var actualFullscreenElement = Util.getFullscreenElement(); + + self.isPresenting = (fullscreenElement === actualFullscreenElement); + if (self.isPresenting) { + if (screen.orientation && screen.orientation.lock) { + screen.orientation.lock('landscape-primary').catch(function(error){ + console.error('screen.orientation.lock() failed due to', error.message) + }); + } + self.waitingForPresent_ = false; + self.beginPresent_(); + resolve(); + } else { + if (screen.orientation && screen.orientation.unlock) { + screen.orientation.unlock(); + } + self.removeFullscreenWrapper(); + self.wakelock_.release(); + self.endPresent_(); + self.removeFullscreenListeners_(); + } + self.fireVRDisplayPresentChange_(); + } + var onFullscreenError = function() { + if (!self.waitingForPresent_) { + return; + } + + self.removeFullscreenWrapper(); + self.removeFullscreenListeners_(); + + self.wakelock_.release(); + self.waitingForPresent_ = false; + self.isPresenting = false; + + reject(new Error('Unable to present.')); + } + + self.addFullscreenListeners_(fullscreenElement, + onFullscreenChange, onFullscreenError); + + if (Util.requestFullscreen(fullscreenElement)) { + self.wakelock_.request(); + self.waitingForPresent_ = true; + } else if (Util.isIOS() || Util.isWebViewAndroid()) { + // *sigh* Just fake it. + self.wakelock_.request(); + self.isPresenting = true; + self.beginPresent_(); + self.fireVRDisplayPresentChange_(); + resolve(); + } + } + + if (!self.waitingForPresent_ && !Util.isIOS()) { + Util.exitFullscreen(); + reject(new Error('Unable to present.')); + } + }); +}; + +VRDisplay.prototype.exitPresent = function() { + var wasPresenting = this.isPresenting; + var self = this; + this.isPresenting = false; + this.layer_ = null; + this.wakelock_.release(); + + return new Promise(function(resolve, reject) { + if (wasPresenting) { + if (!Util.exitFullscreen() && Util.isIOS()) { + self.endPresent_(); + self.fireVRDisplayPresentChange_(); + } + + if (Util.isWebViewAndroid()) { + self.removeFullscreenWrapper(); + self.removeFullscreenListeners_(); + self.endPresent_(); + self.fireVRDisplayPresentChange_(); + } + + resolve(); + } else { + reject(new Error('Was not presenting to VRDisplay.')); + } + }); +}; + +VRDisplay.prototype.getLayers = function() { + if (this.layer_) { + return [this.layer_]; + } + return []; +}; + +VRDisplay.prototype.fireVRDisplayPresentChange_ = function() { + // Important: unfortunately we cannot have full spec compliance here. + // CustomEvent custom fields all go under e.detail (so the VRDisplay ends up + // being e.detail.display, instead of e.display as per WebVR spec). + var event = new CustomEvent('vrdisplaypresentchange', {detail: {display: this}}); + window.dispatchEvent(event); +}; + +VRDisplay.prototype.fireVRDisplayConnect_ = function() { + // Important: unfortunately we cannot have full spec compliance here. + // CustomEvent custom fields all go under e.detail (so the VRDisplay ends up + // being e.detail.display, instead of e.display as per WebVR spec). + var event = new CustomEvent('vrdisplayconnect', {detail: {display: this}}); + window.dispatchEvent(event); +}; + +VRDisplay.prototype.addFullscreenListeners_ = function(element, changeHandler, errorHandler) { + this.removeFullscreenListeners_(); + + this.fullscreenEventTarget_ = element; + this.fullscreenChangeHandler_ = changeHandler; + this.fullscreenErrorHandler_ = errorHandler; + + if (changeHandler) { + if (document.fullscreenEnabled) { + element.addEventListener('fullscreenchange', changeHandler, false); + } else if (document.webkitFullscreenEnabled) { + element.addEventListener('webkitfullscreenchange', changeHandler, false); + } else if (document.mozFullScreenEnabled) { + document.addEventListener('mozfullscreenchange', changeHandler, false); + } else if (document.msFullscreenEnabled) { + element.addEventListener('msfullscreenchange', changeHandler, false); + } + } + + if (errorHandler) { + if (document.fullscreenEnabled) { + element.addEventListener('fullscreenerror', errorHandler, false); + } else if (document.webkitFullscreenEnabled) { + element.addEventListener('webkitfullscreenerror', errorHandler, false); + } else if (document.mozFullScreenEnabled) { + document.addEventListener('mozfullscreenerror', errorHandler, false); + } else if (document.msFullscreenEnabled) { + element.addEventListener('msfullscreenerror', errorHandler, false); + } + } +}; + +VRDisplay.prototype.removeFullscreenListeners_ = function() { + if (!this.fullscreenEventTarget_) + return; + + var element = this.fullscreenEventTarget_; + + if (this.fullscreenChangeHandler_) { + var changeHandler = this.fullscreenChangeHandler_; + element.removeEventListener('fullscreenchange', changeHandler, false); + element.removeEventListener('webkitfullscreenchange', changeHandler, false); + document.removeEventListener('mozfullscreenchange', changeHandler, false); + element.removeEventListener('msfullscreenchange', changeHandler, false); + } + + if (this.fullscreenErrorHandler_) { + var errorHandler = this.fullscreenErrorHandler_; + element.removeEventListener('fullscreenerror', errorHandler, false); + element.removeEventListener('webkitfullscreenerror', errorHandler, false); + document.removeEventListener('mozfullscreenerror', errorHandler, false); + element.removeEventListener('msfullscreenerror', errorHandler, false); + } + + this.fullscreenEventTarget_ = null; + this.fullscreenChangeHandler_ = null; + this.fullscreenErrorHandler_ = null; +}; + +VRDisplay.prototype.beginPresent_ = function() { + // Override to add custom behavior when presentation begins. +}; + +VRDisplay.prototype.endPresent_ = function() { + // Override to add custom behavior when presentation ends. +}; + +VRDisplay.prototype.submitFrame = function(pose) { + // Override to add custom behavior for frame submission. +}; + +VRDisplay.prototype.getEyeParameters = function(whichEye) { + // Override to return accurate eye parameters if canPresent is true. + return null; +}; + +/* + * Deprecated classes + */ + +/** + * The base class for all VR devices. (Deprecated) + */ +function VRDevice() { + this.isPolyfilled = true; + this.hardwareUnitId = 'webvr-polyfill hardwareUnitId'; + this.deviceId = 'webvr-polyfill deviceId'; + this.deviceName = 'webvr-polyfill deviceName'; +} + +/** + * The base class for all VR HMD devices. (Deprecated) + */ +function HMDVRDevice() { +} +HMDVRDevice.prototype = new VRDevice(); + +/** + * The base class for all VR position sensor devices. (Deprecated) + */ +function PositionSensorVRDevice() { +} +PositionSensorVRDevice.prototype = new VRDevice(); + +module.exports.VRFrameData = VRFrameData; +module.exports.VRDisplay = VRDisplay; +module.exports.VRDevice = VRDevice; +module.exports.HMDVRDevice = HMDVRDevice; +module.exports.PositionSensorVRDevice = PositionSensorVRDevice; + +},{"./util.js":67,"./wakelock.js":69}],48:[function(_dereq_,module,exports){ +/* + * Copyright 2016 Google Inc. All Rights Reserved. + * 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 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +var CardboardUI = _dereq_('./cardboard-ui.js'); +var Util = _dereq_('./util.js'); +var WGLUPreserveGLState = _dereq_('./deps/wglu-preserve-state.js'); + +var distortionVS = [ + 'attribute vec2 position;', + 'attribute vec3 texCoord;', + + 'varying vec2 vTexCoord;', + + 'uniform vec4 viewportOffsetScale[2];', + + 'void main() {', + ' vec4 viewport = viewportOffsetScale[int(texCoord.z)];', + ' vTexCoord = (texCoord.xy * viewport.zw) + viewport.xy;', + ' gl_Position = vec4( position, 1.0, 1.0 );', + '}', +].join('\n'); + +var distortionFS = [ + 'precision mediump float;', + 'uniform sampler2D diffuse;', + + 'varying vec2 vTexCoord;', + + 'void main() {', + ' gl_FragColor = texture2D(diffuse, vTexCoord);', + '}', +].join('\n'); + +/** + * A mesh-based distorter. + */ +function CardboardDistorter(gl) { + this.gl = gl; + this.ctxAttribs = gl.getContextAttributes(); + + this.meshWidth = 20; + this.meshHeight = 20; + + this.bufferScale = window.WebVRConfig.BUFFER_SCALE; + + this.bufferWidth = gl.drawingBufferWidth; + this.bufferHeight = gl.drawingBufferHeight; + + // Patching support + this.realBindFramebuffer = gl.bindFramebuffer; + this.realEnable = gl.enable; + this.realDisable = gl.disable; + this.realColorMask = gl.colorMask; + this.realClearColor = gl.clearColor; + this.realViewport = gl.viewport; + + if (!Util.isIOS()) { + this.realCanvasWidth = Object.getOwnPropertyDescriptor(gl.canvas.__proto__, 'width'); + this.realCanvasHeight = Object.getOwnPropertyDescriptor(gl.canvas.__proto__, 'height'); + } + + this.isPatched = false; + + // State tracking + this.lastBoundFramebuffer = null; + this.cullFace = false; + this.depthTest = false; + this.blend = false; + this.scissorTest = false; + this.stencilTest = false; + this.viewport = [0, 0, 0, 0]; + this.colorMask = [true, true, true, true]; + this.clearColor = [0, 0, 0, 0]; + + this.attribs = { + position: 0, + texCoord: 1 + }; + this.program = Util.linkProgram(gl, distortionVS, distortionFS, this.attribs); + this.uniforms = Util.getProgramUniforms(gl, this.program); + + this.viewportOffsetScale = new Float32Array(8); + this.setTextureBounds(); + + this.vertexBuffer = gl.createBuffer(); + this.indexBuffer = gl.createBuffer(); + this.indexCount = 0; + + this.renderTarget = gl.createTexture(); + this.framebuffer = gl.createFramebuffer(); + + this.depthStencilBuffer = null; + this.depthBuffer = null; + this.stencilBuffer = null; + + if (this.ctxAttribs.depth && this.ctxAttribs.stencil) { + this.depthStencilBuffer = gl.createRenderbuffer(); + } else if (this.ctxAttribs.depth) { + this.depthBuffer = gl.createRenderbuffer(); + } else if (this.ctxAttribs.stencil) { + this.stencilBuffer = gl.createRenderbuffer(); + } + + this.patch(); + + this.onResize(); + + if (!window.WebVRConfig.CARDBOARD_UI_DISABLED) { + this.cardboardUI = new CardboardUI(gl); + } +}; + +/** + * Tears down all the resources created by the distorter and removes any + * patches. + */ +CardboardDistorter.prototype.destroy = function() { + var gl = this.gl; + + this.unpatch(); + + gl.deleteProgram(this.program); + gl.deleteBuffer(this.vertexBuffer); + gl.deleteBuffer(this.indexBuffer); + gl.deleteTexture(this.renderTarget); + gl.deleteFramebuffer(this.framebuffer); + if (this.depthStencilBuffer) { + gl.deleteRenderbuffer(this.depthStencilBuffer); + } + if (this.depthBuffer) { + gl.deleteRenderbuffer(this.depthBuffer); + } + if (this.stencilBuffer) { + gl.deleteRenderbuffer(this.stencilBuffer); + } + + if (this.cardboardUI) { + this.cardboardUI.destroy(); + } +}; + + +/** + * Resizes the backbuffer to match the canvas width and height. + */ +CardboardDistorter.prototype.onResize = function() { + var gl = this.gl; + var self = this; + + var glState = [ + gl.RENDERBUFFER_BINDING, + gl.TEXTURE_BINDING_2D, gl.TEXTURE0 + ]; + + WGLUPreserveGLState(gl, glState, function(gl) { + // Bind real backbuffer and clear it once. We don't need to clear it again + // after that because we're overwriting the same area every frame. + self.realBindFramebuffer.call(gl, gl.FRAMEBUFFER, null); + + // Put things in a good state + if (self.scissorTest) { self.realDisable.call(gl, gl.SCISSOR_TEST); } + self.realColorMask.call(gl, true, true, true, true); + self.realViewport.call(gl, 0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight); + self.realClearColor.call(gl, 0, 0, 0, 1); + + gl.clear(gl.COLOR_BUFFER_BIT); + + // Now bind and resize the fake backbuffer + self.realBindFramebuffer.call(gl, gl.FRAMEBUFFER, self.framebuffer); + + gl.bindTexture(gl.TEXTURE_2D, self.renderTarget); + gl.texImage2D(gl.TEXTURE_2D, 0, self.ctxAttribs.alpha ? gl.RGBA : gl.RGB, + self.bufferWidth, self.bufferHeight, 0, + self.ctxAttribs.alpha ? gl.RGBA : gl.RGB, gl.UNSIGNED_BYTE, null); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); + 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.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, self.renderTarget, 0); + + if (self.ctxAttribs.depth && self.ctxAttribs.stencil) { + gl.bindRenderbuffer(gl.RENDERBUFFER, self.depthStencilBuffer); + gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, + self.bufferWidth, self.bufferHeight); + gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, + gl.RENDERBUFFER, self.depthStencilBuffer); + } else if (self.ctxAttribs.depth) { + gl.bindRenderbuffer(gl.RENDERBUFFER, self.depthBuffer); + gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, + self.bufferWidth, self.bufferHeight); + gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, + gl.RENDERBUFFER, self.depthBuffer); + } else if (self.ctxAttribs.stencil) { + gl.bindRenderbuffer(gl.RENDERBUFFER, self.stencilBuffer); + gl.renderbufferStorage(gl.RENDERBUFFER, gl.STENCIL_INDEX8, + self.bufferWidth, self.bufferHeight); + gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, + gl.RENDERBUFFER, self.stencilBuffer); + } + + if (!gl.checkFramebufferStatus(gl.FRAMEBUFFER) === gl.FRAMEBUFFER_COMPLETE) { + console.error('Framebuffer incomplete!'); + } + + self.realBindFramebuffer.call(gl, gl.FRAMEBUFFER, self.lastBoundFramebuffer); + + if (self.scissorTest) { self.realEnable.call(gl, gl.SCISSOR_TEST); } + + self.realColorMask.apply(gl, self.colorMask); + self.realViewport.apply(gl, self.viewport); + self.realClearColor.apply(gl, self.clearColor); + }); + + if (this.cardboardUI) { + this.cardboardUI.onResize(); + } +}; + +CardboardDistorter.prototype.patch = function() { + if (this.isPatched) { + return; + } + + var self = this; + var canvas = this.gl.canvas; + var gl = this.gl; + + if (!Util.isIOS()) { + canvas.width = Util.getScreenWidth() * this.bufferScale; + canvas.height = Util.getScreenHeight() * this.bufferScale; + + Object.defineProperty(canvas, 'width', { + configurable: true, + enumerable: true, + get: function() { + return self.bufferWidth; + }, + set: function(value) { + self.bufferWidth = value; + self.realCanvasWidth.set.call(canvas, value); + self.onResize(); + } + }); + + Object.defineProperty(canvas, 'height', { + configurable: true, + enumerable: true, + get: function() { + return self.bufferHeight; + }, + set: function(value) { + self.bufferHeight = value; + self.realCanvasHeight.set.call(canvas, value); + self.onResize(); + } + }); + } + + this.lastBoundFramebuffer = gl.getParameter(gl.FRAMEBUFFER_BINDING); + + if (this.lastBoundFramebuffer == null) { + this.lastBoundFramebuffer = this.framebuffer; + this.gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffer); + } + + this.gl.bindFramebuffer = function(target, framebuffer) { + self.lastBoundFramebuffer = framebuffer ? framebuffer : self.framebuffer; + // Silently make calls to bind the default framebuffer bind ours instead. + self.realBindFramebuffer.call(gl, target, self.lastBoundFramebuffer); + }; + + this.cullFace = gl.getParameter(gl.CULL_FACE); + this.depthTest = gl.getParameter(gl.DEPTH_TEST); + this.blend = gl.getParameter(gl.BLEND); + this.scissorTest = gl.getParameter(gl.SCISSOR_TEST); + this.stencilTest = gl.getParameter(gl.STENCIL_TEST); + + gl.enable = function(pname) { + switch (pname) { + case gl.CULL_FACE: self.cullFace = true; break; + case gl.DEPTH_TEST: self.depthTest = true; break; + case gl.BLEND: self.blend = true; break; + case gl.SCISSOR_TEST: self.scissorTest = true; break; + case gl.STENCIL_TEST: self.stencilTest = true; break; + } + self.realEnable.call(gl, pname); + }; + + gl.disable = function(pname) { + switch (pname) { + case gl.CULL_FACE: self.cullFace = false; break; + case gl.DEPTH_TEST: self.depthTest = false; break; + case gl.BLEND: self.blend = false; break; + case gl.SCISSOR_TEST: self.scissorTest = false; break; + case gl.STENCIL_TEST: self.stencilTest = false; break; + } + self.realDisable.call(gl, pname); + }; + + this.colorMask = gl.getParameter(gl.COLOR_WRITEMASK); + gl.colorMask = function(r, g, b, a) { + self.colorMask[0] = r; + self.colorMask[1] = g; + self.colorMask[2] = b; + self.colorMask[3] = a; + self.realColorMask.call(gl, r, g, b, a); + }; + + this.clearColor = gl.getParameter(gl.COLOR_CLEAR_VALUE); + gl.clearColor = function(r, g, b, a) { + self.clearColor[0] = r; + self.clearColor[1] = g; + self.clearColor[2] = b; + self.clearColor[3] = a; + self.realClearColor.call(gl, r, g, b, a); + }; + + this.viewport = gl.getParameter(gl.VIEWPORT); + gl.viewport = function(x, y, w, h) { + self.viewport[0] = x; + self.viewport[1] = y; + self.viewport[2] = w; + self.viewport[3] = h; + self.realViewport.call(gl, x, y, w, h); + }; + + this.isPatched = true; + Util.safariCssSizeWorkaround(canvas); +}; + +CardboardDistorter.prototype.unpatch = function() { + if (!this.isPatched) { + return; + } + + var gl = this.gl; + var canvas = this.gl.canvas; + + if (!Util.isIOS()) { + Object.defineProperty(canvas, 'width', this.realCanvasWidth); + Object.defineProperty(canvas, 'height', this.realCanvasHeight); + } + canvas.width = this.bufferWidth; + canvas.height = this.bufferHeight; + + gl.bindFramebuffer = this.realBindFramebuffer; + gl.enable = this.realEnable; + gl.disable = this.realDisable; + gl.colorMask = this.realColorMask; + gl.clearColor = this.realClearColor; + gl.viewport = this.realViewport; + + // Check to see if our fake backbuffer is bound and bind the real backbuffer + // if that's the case. + if (this.lastBoundFramebuffer == this.framebuffer) { + gl.bindFramebuffer(gl.FRAMEBUFFER, null); + } + + this.isPatched = false; + + setTimeout(function() { + Util.safariCssSizeWorkaround(canvas); + }, 1); +}; + +CardboardDistorter.prototype.setTextureBounds = function(leftBounds, rightBounds) { + if (!leftBounds) { + leftBounds = [0, 0, 0.5, 1]; + } + + if (!rightBounds) { + rightBounds = [0.5, 0, 0.5, 1]; + } + + // Left eye + this.viewportOffsetScale[0] = leftBounds[0]; // X + this.viewportOffsetScale[1] = leftBounds[1]; // Y + this.viewportOffsetScale[2] = leftBounds[2]; // Width + this.viewportOffsetScale[3] = leftBounds[3]; // Height + + // Right eye + this.viewportOffsetScale[4] = rightBounds[0]; // X + this.viewportOffsetScale[5] = rightBounds[1]; // Y + this.viewportOffsetScale[6] = rightBounds[2]; // Width + this.viewportOffsetScale[7] = rightBounds[3]; // Height +}; + +/** + * Performs distortion pass on the injected backbuffer, rendering it to the real + * backbuffer. + */ +CardboardDistorter.prototype.submitFrame = function() { + var gl = this.gl; + var self = this; + + var glState = []; + + if (!window.WebVRConfig.DIRTY_SUBMIT_FRAME_BINDINGS) { + glState.push( + gl.CURRENT_PROGRAM, + gl.ARRAY_BUFFER_BINDING, + gl.ELEMENT_ARRAY_BUFFER_BINDING, + gl.TEXTURE_BINDING_2D, gl.TEXTURE0 + ); + } + + WGLUPreserveGLState(gl, glState, function(gl) { + // Bind the real default framebuffer + self.realBindFramebuffer.call(gl, gl.FRAMEBUFFER, null); + + // Make sure the GL state is in a good place + if (self.cullFace) { self.realDisable.call(gl, gl.CULL_FACE); } + if (self.depthTest) { self.realDisable.call(gl, gl.DEPTH_TEST); } + if (self.blend) { self.realDisable.call(gl, gl.BLEND); } + if (self.scissorTest) { self.realDisable.call(gl, gl.SCISSOR_TEST); } + if (self.stencilTest) { self.realDisable.call(gl, gl.STENCIL_TEST); } + self.realColorMask.call(gl, true, true, true, true); + self.realViewport.call(gl, 0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight); + + // If the backbuffer has an alpha channel clear every frame so the page + // doesn't show through. + if (self.ctxAttribs.alpha || Util.isIOS()) { + self.realClearColor.call(gl, 0, 0, 0, 1); + gl.clear(gl.COLOR_BUFFER_BIT); + } + + // Bind distortion program and mesh + gl.useProgram(self.program); + + gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, self.indexBuffer); + + gl.bindBuffer(gl.ARRAY_BUFFER, self.vertexBuffer); + gl.enableVertexAttribArray(self.attribs.position); + gl.enableVertexAttribArray(self.attribs.texCoord); + gl.vertexAttribPointer(self.attribs.position, 2, gl.FLOAT, false, 20, 0); + gl.vertexAttribPointer(self.attribs.texCoord, 3, gl.FLOAT, false, 20, 8); + + gl.activeTexture(gl.TEXTURE0); + gl.uniform1i(self.uniforms.diffuse, 0); + gl.bindTexture(gl.TEXTURE_2D, self.renderTarget); + + gl.uniform4fv(self.uniforms.viewportOffsetScale, self.viewportOffsetScale); + + // Draws both eyes + gl.drawElements(gl.TRIANGLES, self.indexCount, gl.UNSIGNED_SHORT, 0); + + if (self.cardboardUI) { + self.cardboardUI.renderNoState(); + } + + // Bind the fake default framebuffer again + self.realBindFramebuffer.call(self.gl, gl.FRAMEBUFFER, self.framebuffer); + + // If preserveDrawingBuffer == false clear the framebuffer + if (!self.ctxAttribs.preserveDrawingBuffer) { + self.realClearColor.call(gl, 0, 0, 0, 0); + gl.clear(gl.COLOR_BUFFER_BIT); + } + + if (!window.WebVRConfig.DIRTY_SUBMIT_FRAME_BINDINGS) { + self.realBindFramebuffer.call(gl, gl.FRAMEBUFFER, self.lastBoundFramebuffer); + } + + // Restore state + if (self.cullFace) { self.realEnable.call(gl, gl.CULL_FACE); } + if (self.depthTest) { self.realEnable.call(gl, gl.DEPTH_TEST); } + if (self.blend) { self.realEnable.call(gl, gl.BLEND); } + if (self.scissorTest) { self.realEnable.call(gl, gl.SCISSOR_TEST); } + if (self.stencilTest) { self.realEnable.call(gl, gl.STENCIL_TEST); } + + self.realColorMask.apply(gl, self.colorMask); + self.realViewport.apply(gl, self.viewport); + if (self.ctxAttribs.alpha || !self.ctxAttribs.preserveDrawingBuffer) { + self.realClearColor.apply(gl, self.clearColor); + } + }); + + // Workaround for the fact that Safari doesn't allow us to patch the canvas + // width and height correctly. After each submit frame check to see what the + // real backbuffer size has been set to and resize the fake backbuffer size + // to match. + if (Util.isIOS()) { + var canvas = gl.canvas; + if (canvas.width != self.bufferWidth || canvas.height != self.bufferHeight) { + self.bufferWidth = canvas.width; + self.bufferHeight = canvas.height; + self.onResize(); + } + } +}; + +/** + * Call when the deviceInfo has changed. At this point we need + * to re-calculate the distortion mesh. + */ +CardboardDistorter.prototype.updateDeviceInfo = function(deviceInfo) { + var gl = this.gl; + var self = this; + + var glState = [gl.ARRAY_BUFFER_BINDING, gl.ELEMENT_ARRAY_BUFFER_BINDING]; + WGLUPreserveGLState(gl, glState, function(gl) { + var vertices = self.computeMeshVertices_(self.meshWidth, self.meshHeight, deviceInfo); + gl.bindBuffer(gl.ARRAY_BUFFER, self.vertexBuffer); + gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW); + + // Indices don't change based on device parameters, so only compute once. + if (!self.indexCount) { + var indices = self.computeMeshIndices_(self.meshWidth, self.meshHeight); + gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, self.indexBuffer); + gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW); + self.indexCount = indices.length; + } + }); +}; + +/** + * Build the distortion mesh vertices. + * Based on code from the Unity cardboard plugin. + */ +CardboardDistorter.prototype.computeMeshVertices_ = function(width, height, deviceInfo) { + var vertices = new Float32Array(2 * width * height * 5); + + var lensFrustum = deviceInfo.getLeftEyeVisibleTanAngles(); + var noLensFrustum = deviceInfo.getLeftEyeNoLensTanAngles(); + var viewport = deviceInfo.getLeftEyeVisibleScreenRect(noLensFrustum); + var vidx = 0; + var iidx = 0; + for (var e = 0; e < 2; e++) { + for (var j = 0; j < height; j++) { + for (var i = 0; i < width; i++, vidx++) { + var u = i / (width - 1); + var v = j / (height - 1); + + // Grid points regularly spaced in StreoScreen, and barrel distorted in + // the mesh. + var s = u; + var t = v; + var x = Util.lerp(lensFrustum[0], lensFrustum[2], u); + var y = Util.lerp(lensFrustum[3], lensFrustum[1], v); + var d = Math.sqrt(x * x + y * y); + var r = deviceInfo.distortion.distortInverse(d); + var p = x * r / d; + var q = y * r / d; + u = (p - noLensFrustum[0]) / (noLensFrustum[2] - noLensFrustum[0]); + v = (q - noLensFrustum[3]) / (noLensFrustum[1] - noLensFrustum[3]); + + // Convert u,v to mesh screen coordinates. + var aspect = deviceInfo.device.widthMeters / deviceInfo.device.heightMeters; + + // FIXME: The original Unity plugin multiplied U by the aspect ratio + // and didn't multiply either value by 2, but that seems to get it + // really close to correct looking for me. I hate this kind of "Don't + // know why it works" code though, and wold love a more logical + // explanation of what needs to happen here. + u = (viewport.x + u * viewport.width - 0.5) * 2.0; //* aspect; + v = (viewport.y + v * viewport.height - 0.5) * 2.0; + + vertices[(vidx * 5) + 0] = u; // position.x + vertices[(vidx * 5) + 1] = v; // position.y + vertices[(vidx * 5) + 2] = s; // texCoord.x + vertices[(vidx * 5) + 3] = t; // texCoord.y + vertices[(vidx * 5) + 4] = e; // texCoord.z (viewport index) + } + } + var w = lensFrustum[2] - lensFrustum[0]; + lensFrustum[0] = -(w + lensFrustum[0]); + lensFrustum[2] = w - lensFrustum[2]; + w = noLensFrustum[2] - noLensFrustum[0]; + noLensFrustum[0] = -(w + noLensFrustum[0]); + noLensFrustum[2] = w - noLensFrustum[2]; + viewport.x = 1 - (viewport.x + viewport.width); + } + return vertices; +} + +/** + * Build the distortion mesh indices. + * Based on code from the Unity cardboard plugin. + */ +CardboardDistorter.prototype.computeMeshIndices_ = function(width, height) { + var indices = new Uint16Array(2 * (width - 1) * (height - 1) * 6); + var halfwidth = width / 2; + var halfheight = height / 2; + var vidx = 0; + var iidx = 0; + for (var e = 0; e < 2; e++) { + for (var j = 0; j < height; j++) { + for (var i = 0; i < width; i++, vidx++) { + if (i == 0 || j == 0) + continue; + // Build a quad. Lower right and upper left quadrants have quads with + // the triangle diagonal flipped to get the vignette to interpolate + // correctly. + if ((i <= halfwidth) == (j <= halfheight)) { + // Quad diagonal lower left to upper right. + indices[iidx++] = vidx; + indices[iidx++] = vidx - width - 1; + indices[iidx++] = vidx - width; + indices[iidx++] = vidx - width - 1; + indices[iidx++] = vidx; + indices[iidx++] = vidx - 1; + } else { + // Quad diagonal upper left to lower right. + indices[iidx++] = vidx - 1; + indices[iidx++] = vidx - width; + indices[iidx++] = vidx; + indices[iidx++] = vidx - width; + indices[iidx++] = vidx - 1; + indices[iidx++] = vidx - width - 1; + } + } + } + } + return indices; +}; + +CardboardDistorter.prototype.getOwnPropertyDescriptor_ = function(proto, attrName) { + var descriptor = Object.getOwnPropertyDescriptor(proto, attrName); + // In some cases (ahem... Safari), the descriptor returns undefined get and + // set fields. In this case, we need to create a synthetic property + // descriptor. This works around some of the issues in + // https://github.com/borismus/webvr-polyfill/issues/46 + if (descriptor.get === undefined || descriptor.set === undefined) { + descriptor.configurable = true; + descriptor.enumerable = true; + descriptor.get = function() { + return this.getAttribute(attrName); + }; + descriptor.set = function(val) { + this.setAttribute(attrName, val); + }; + } + return descriptor; +}; + +module.exports = CardboardDistorter; + +},{"./cardboard-ui.js":49,"./deps/wglu-preserve-state.js":51,"./util.js":67}],49:[function(_dereq_,module,exports){ +/* + * Copyright 2016 Google Inc. All Rights Reserved. + * 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 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +var Util = _dereq_('./util.js'); +var WGLUPreserveGLState = _dereq_('./deps/wglu-preserve-state.js'); + +var uiVS = [ + 'attribute vec2 position;', + + 'uniform mat4 projectionMat;', + + 'void main() {', + ' gl_Position = projectionMat * vec4( position, -1.0, 1.0 );', + '}', +].join('\n'); + +var uiFS = [ + 'precision mediump float;', + + 'uniform vec4 color;', + + 'void main() {', + ' gl_FragColor = color;', + '}', +].join('\n'); + +var DEG2RAD = Math.PI/180.0; + +// The gear has 6 identical sections, each spanning 60 degrees. +var kAnglePerGearSection = 60; + +// Half-angle of the span of the outer rim. +var kOuterRimEndAngle = 12; + +// Angle between the middle of the outer rim and the start of the inner rim. +var kInnerRimBeginAngle = 20; + +// Distance from center to outer rim, normalized so that the entire model +// fits in a [-1, 1] x [-1, 1] square. +var kOuterRadius = 1; + +// Distance from center to depressed rim, in model units. +var kMiddleRadius = 0.75; + +// Radius of the inner hollow circle, in model units. +var kInnerRadius = 0.3125; + +// Center line thickness in DP. +var kCenterLineThicknessDp = 4; + +// Button width in DP. +var kButtonWidthDp = 28; + +// Factor to scale the touch area that responds to the touch. +var kTouchSlopFactor = 1.5; + +var Angles = [ + 0, kOuterRimEndAngle, kInnerRimBeginAngle, + kAnglePerGearSection - kInnerRimBeginAngle, + kAnglePerGearSection - kOuterRimEndAngle +]; + +/** + * Renders the alignment line and "options" gear. It is assumed that the canvas + * this is rendered into covers the entire screen (or close to it.) + */ +function CardboardUI(gl) { + this.gl = gl; + + this.attribs = { + position: 0 + }; + this.program = Util.linkProgram(gl, uiVS, uiFS, this.attribs); + this.uniforms = Util.getProgramUniforms(gl, this.program); + + this.vertexBuffer = gl.createBuffer(); + this.gearOffset = 0; + this.gearVertexCount = 0; + this.arrowOffset = 0; + this.arrowVertexCount = 0; + + this.projMat = new Float32Array(16); + + this.listener = null; + + this.onResize(); +}; + +/** + * Tears down all the resources created by the UI renderer. + */ +CardboardUI.prototype.destroy = function() { + var gl = this.gl; + + if (this.listener) { + gl.canvas.removeEventListener('click', this.listener, false); + } + + gl.deleteProgram(this.program); + gl.deleteBuffer(this.vertexBuffer); +}; + +/** + * Adds a listener to clicks on the gear and back icons + */ +CardboardUI.prototype.listen = function(optionsCallback, backCallback) { + var canvas = this.gl.canvas; + this.listener = function(event) { + var midline = canvas.clientWidth / 2; + var buttonSize = kButtonWidthDp * kTouchSlopFactor; + // Check to see if the user clicked on (or around) the gear icon + if (event.clientX > midline - buttonSize && + event.clientX < midline + buttonSize && + event.clientY > canvas.clientHeight - buttonSize) { + optionsCallback(event); + } + // Check to see if the user clicked on (or around) the back icon + else if (event.clientX < buttonSize && event.clientY < buttonSize) { + backCallback(event); + } + }; + canvas.addEventListener('click', this.listener, false); +}; + +/** + * Builds the UI mesh. + */ +CardboardUI.prototype.onResize = function() { + var gl = this.gl; + var self = this; + + var glState = [ + gl.ARRAY_BUFFER_BINDING + ]; + + WGLUPreserveGLState(gl, glState, function(gl) { + var vertices = []; + + var midline = gl.drawingBufferWidth / 2; + + // The gl buffer size will likely be smaller than the physical pixel count. + // So we need to scale the dps down based on the actual buffer size vs physical pixel count. + // This will properly size the ui elements no matter what the gl buffer resolution is + var physicalPixels = Math.max(screen.width, screen.height) * window.devicePixelRatio; + var scalingRatio = gl.drawingBufferWidth / physicalPixels; + var dps = scalingRatio * window.devicePixelRatio; + + var lineWidth = kCenterLineThicknessDp * dps / 2; + var buttonSize = kButtonWidthDp * kTouchSlopFactor * dps; + var buttonScale = kButtonWidthDp * dps / 2; + var buttonBorder = ((kButtonWidthDp * kTouchSlopFactor) - kButtonWidthDp) * dps; + + // Build centerline + vertices.push(midline - lineWidth, buttonSize); + vertices.push(midline - lineWidth, gl.drawingBufferHeight); + vertices.push(midline + lineWidth, buttonSize); + vertices.push(midline + lineWidth, gl.drawingBufferHeight); + + // Build gear + self.gearOffset = (vertices.length / 2); + + function addGearSegment(theta, r) { + var angle = (90 - theta) * DEG2RAD; + var x = Math.cos(angle); + var y = Math.sin(angle); + vertices.push(kInnerRadius * x * buttonScale + midline, kInnerRadius * y * buttonScale + buttonScale); + vertices.push(r * x * buttonScale + midline, r * y * buttonScale + buttonScale); + } + + for (var i = 0; i <= 6; i++) { + var segmentTheta = i * kAnglePerGearSection; + + addGearSegment(segmentTheta, kOuterRadius); + addGearSegment(segmentTheta + kOuterRimEndAngle, kOuterRadius); + addGearSegment(segmentTheta + kInnerRimBeginAngle, kMiddleRadius); + addGearSegment(segmentTheta + (kAnglePerGearSection - kInnerRimBeginAngle), kMiddleRadius); + addGearSegment(segmentTheta + (kAnglePerGearSection - kOuterRimEndAngle), kOuterRadius); + } + + self.gearVertexCount = (vertices.length / 2) - self.gearOffset; + + // Build back arrow + self.arrowOffset = (vertices.length / 2); + + function addArrowVertex(x, y) { + vertices.push(buttonBorder + x, gl.drawingBufferHeight - buttonBorder - y); + } + + var angledLineWidth = lineWidth / Math.sin(45 * DEG2RAD); + + addArrowVertex(0, buttonScale); + addArrowVertex(buttonScale, 0); + addArrowVertex(buttonScale + angledLineWidth, angledLineWidth); + addArrowVertex(angledLineWidth, buttonScale + angledLineWidth); + + addArrowVertex(angledLineWidth, buttonScale - angledLineWidth); + addArrowVertex(0, buttonScale); + addArrowVertex(buttonScale, buttonScale * 2); + addArrowVertex(buttonScale + angledLineWidth, (buttonScale * 2) - angledLineWidth); + + addArrowVertex(angledLineWidth, buttonScale - angledLineWidth); + addArrowVertex(0, buttonScale); + + addArrowVertex(angledLineWidth, buttonScale - lineWidth); + addArrowVertex(kButtonWidthDp * dps, buttonScale - lineWidth); + addArrowVertex(angledLineWidth, buttonScale + lineWidth); + addArrowVertex(kButtonWidthDp * dps, buttonScale + lineWidth); + + self.arrowVertexCount = (vertices.length / 2) - self.arrowOffset; + + // Buffer data + gl.bindBuffer(gl.ARRAY_BUFFER, self.vertexBuffer); + gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW); + }); +}; + +/** + * Performs distortion pass on the injected backbuffer, rendering it to the real + * backbuffer. + */ +CardboardUI.prototype.render = function() { + var gl = this.gl; + var self = this; + + var glState = [ + gl.CULL_FACE, + gl.DEPTH_TEST, + gl.BLEND, + gl.SCISSOR_TEST, + gl.STENCIL_TEST, + gl.COLOR_WRITEMASK, + gl.VIEWPORT, + + gl.CURRENT_PROGRAM, + gl.ARRAY_BUFFER_BINDING + ]; + + WGLUPreserveGLState(gl, glState, function(gl) { + // Make sure the GL state is in a good place + gl.disable(gl.CULL_FACE); + gl.disable(gl.DEPTH_TEST); + gl.disable(gl.BLEND); + gl.disable(gl.SCISSOR_TEST); + gl.disable(gl.STENCIL_TEST); + gl.colorMask(true, true, true, true); + gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight); + + self.renderNoState(); + }); +}; + +CardboardUI.prototype.renderNoState = function() { + var gl = this.gl; + + // Bind distortion program and mesh + gl.useProgram(this.program); + + gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer); + gl.enableVertexAttribArray(this.attribs.position); + gl.vertexAttribPointer(this.attribs.position, 2, gl.FLOAT, false, 8, 0); + + gl.uniform4f(this.uniforms.color, 1.0, 1.0, 1.0, 1.0); + + Util.orthoMatrix(this.projMat, 0, gl.drawingBufferWidth, 0, gl.drawingBufferHeight, 0.1, 1024.0); + gl.uniformMatrix4fv(this.uniforms.projectionMat, false, this.projMat); + + // Draws UI element + gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4); + gl.drawArrays(gl.TRIANGLE_STRIP, this.gearOffset, this.gearVertexCount); + gl.drawArrays(gl.TRIANGLE_STRIP, this.arrowOffset, this.arrowVertexCount); +}; + +module.exports = CardboardUI; + +},{"./deps/wglu-preserve-state.js":51,"./util.js":67}],50:[function(_dereq_,module,exports){ +/* + * Copyright 2016 Google Inc. All Rights Reserved. + * 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 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +var CardboardDistorter = _dereq_('./cardboard-distorter.js'); +var CardboardUI = _dereq_('./cardboard-ui.js'); +var DeviceInfo = _dereq_('./device-info.js'); +var Dpdb = _dereq_('./dpdb/dpdb.js'); +var FusionPoseSensor = _dereq_('./sensor-fusion/fusion-pose-sensor.js'); +var RotateInstructions = _dereq_('./rotate-instructions.js'); +var ViewerSelector = _dereq_('./viewer-selector.js'); +var VRDisplay = _dereq_('./base.js').VRDisplay; +var Util = _dereq_('./util.js'); + +var Eye = { + LEFT: 'left', + RIGHT: 'right' +}; + +/** + * VRDisplay based on mobile device parameters and DeviceMotion APIs. + */ +function CardboardVRDisplay() { + this.displayName = 'Cardboard VRDisplay (webvr-polyfill)'; + + this.capabilities.hasOrientation = true; + this.capabilities.canPresent = true; + + // "Private" members. + this.bufferScale_ = window.WebVRConfig.BUFFER_SCALE; + this.poseSensor_ = new FusionPoseSensor(); + this.distorter_ = null; + this.cardboardUI_ = null; + + this.dpdb_ = new Dpdb(true, this.onDeviceParamsUpdated_.bind(this)); + this.deviceInfo_ = new DeviceInfo(this.dpdb_.getDeviceParams()); + + this.viewerSelector_ = new ViewerSelector(); + this.viewerSelector_.onChange(this.onViewerChanged_.bind(this)); + + // Set the correct initial viewer. + this.deviceInfo_.setViewer(this.viewerSelector_.getCurrentViewer()); + + if (!window.WebVRConfig.ROTATE_INSTRUCTIONS_DISABLED) { + this.rotateInstructions_ = new RotateInstructions(); + } + + if (Util.isIOS()) { + // Listen for resize events to workaround this awful Safari bug. + window.addEventListener('resize', this.onResize_.bind(this)); + } +} +CardboardVRDisplay.prototype = new VRDisplay(); + +CardboardVRDisplay.prototype.getImmediatePose = function() { + return { + position: this.poseSensor_.getPosition(), + orientation: this.poseSensor_.getOrientation(), + linearVelocity: null, + linearAcceleration: null, + angularVelocity: null, + angularAcceleration: null + }; +}; + +CardboardVRDisplay.prototype.resetPose = function() { + this.poseSensor_.resetPose(); +}; + +CardboardVRDisplay.prototype.getEyeParameters = function(whichEye) { + var offset = [this.deviceInfo_.viewer.interLensDistance * 0.5, 0.0, 0.0]; + var fieldOfView; + + // TODO: FoV can be a little expensive to compute. Cache when device params change. + if (whichEye == Eye.LEFT) { + offset[0] *= -1.0; + fieldOfView = this.deviceInfo_.getFieldOfViewLeftEye(); + } else if (whichEye == Eye.RIGHT) { + fieldOfView = this.deviceInfo_.getFieldOfViewRightEye(); + } else { + console.error('Invalid eye provided: %s', whichEye); + return null; + } + + return { + fieldOfView: fieldOfView, + offset: offset, + // TODO: Should be able to provide better values than these. + renderWidth: this.deviceInfo_.device.width * 0.5 * this.bufferScale_, + renderHeight: this.deviceInfo_.device.height * this.bufferScale_, + }; +}; + +CardboardVRDisplay.prototype.onDeviceParamsUpdated_ = function(newParams) { + if (Util.isDebug()) { + console.log('DPDB reported that device params were updated.'); + } + this.deviceInfo_.updateDeviceParams(newParams); + + if (this.distorter_) { + this.distorter_.updateDeviceInfo(this.deviceInfo_); + } +}; + +CardboardVRDisplay.prototype.updateBounds_ = function () { + if (this.layer_ && this.distorter_ && (this.layer_.leftBounds || this.layer_.rightBounds)) { + this.distorter_.setTextureBounds(this.layer_.leftBounds, this.layer_.rightBounds); + } +}; + +CardboardVRDisplay.prototype.beginPresent_ = function() { + var gl = this.layer_.source.getContext('webgl'); + if (!gl) + gl = this.layer_.source.getContext('experimental-webgl'); + if (!gl) + gl = this.layer_.source.getContext('webgl2'); + + if (!gl) + return; // Can't do distortion without a WebGL context. + + // Provides a way to opt out of distortion + if (this.layer_.predistorted) { + if (!window.WebVRConfig.CARDBOARD_UI_DISABLED) { + gl.canvas.width = Util.getScreenWidth() * this.bufferScale_; + gl.canvas.height = Util.getScreenHeight() * this.bufferScale_; + this.cardboardUI_ = new CardboardUI(gl); + } + } else { + // Create a new distorter for the target context + this.distorter_ = new CardboardDistorter(gl); + this.distorter_.updateDeviceInfo(this.deviceInfo_); + this.cardboardUI_ = this.distorter_.cardboardUI; + } + + if (this.cardboardUI_) { + this.cardboardUI_.listen(function(e) { + // Options clicked. + this.viewerSelector_.show(this.layer_.source.parentElement); + e.stopPropagation(); + e.preventDefault(); + }.bind(this), function(e) { + // Back clicked. + this.exitPresent(); + e.stopPropagation(); + e.preventDefault(); + }.bind(this)); + } + + if (this.rotateInstructions_) { + if (Util.isLandscapeMode() && Util.isMobile()) { + // In landscape mode, temporarily show the "put into Cardboard" + // interstitial. Otherwise, do the default thing. + this.rotateInstructions_.showTemporarily(3000, this.layer_.source.parentElement); + } else { + this.rotateInstructions_.update(); + } + } + + // Listen for orientation change events in order to show interstitial. + this.orientationHandler = this.onOrientationChange_.bind(this); + window.addEventListener('orientationchange', this.orientationHandler); + + // Listen for present display change events in order to update distorter dimensions + this.vrdisplaypresentchangeHandler = this.updateBounds_.bind(this); + window.addEventListener('vrdisplaypresentchange', this.vrdisplaypresentchangeHandler); + + // Fire this event initially, to give geometry-distortion clients the chance + // to do something custom. + this.fireVRDisplayDeviceParamsChange_(); +}; + +CardboardVRDisplay.prototype.endPresent_ = function() { + if (this.distorter_) { + this.distorter_.destroy(); + this.distorter_ = null; + } + if (this.cardboardUI_) { + this.cardboardUI_.destroy(); + this.cardboardUI_ = null; + } + + if (this.rotateInstructions_) { + this.rotateInstructions_.hide(); + } + this.viewerSelector_.hide(); + + window.removeEventListener('orientationchange', this.orientationHandler); + window.removeEventListener('vrdisplaypresentchange', this.vrdisplaypresentchangeHandler); +}; + +CardboardVRDisplay.prototype.submitFrame = function(pose) { + if (this.distorter_) { + this.updateBounds_(); + this.distorter_.submitFrame(); + } else if (this.cardboardUI_ && this.layer_) { + // Hack for predistorted: true. + var canvas = this.layer_.source.getContext('webgl').canvas; + if (canvas.width != this.lastWidth || canvas.height != this.lastHeight) { + this.cardboardUI_.onResize(); + } + this.lastWidth = canvas.width; + this.lastHeight = canvas.height; + + // Render the Cardboard UI. + this.cardboardUI_.render(); + } +}; + +CardboardVRDisplay.prototype.onOrientationChange_ = function(e) { + // Hide the viewer selector. + this.viewerSelector_.hide(); + + // Update the rotate instructions. + if (this.rotateInstructions_) { + this.rotateInstructions_.update(); + } + + this.onResize_(); +}; + +CardboardVRDisplay.prototype.onResize_ = function(e) { + if (this.layer_) { + var gl = this.layer_.source.getContext('webgl'); + // Size the CSS canvas. + // Added padding on right and bottom because iPhone 5 will not + // hide the URL bar unless content is bigger than the screen. + // This will not be visible as long as the container element (e.g. body) + // is set to 'overflow: hidden'. + // Additionally, 'box-sizing: content-box' ensures renderWidth = width + padding. + // This is required when 'box-sizing: border-box' is used elsewhere in the page. + var cssProperties = [ + 'position: absolute', + 'top: 0', + 'left: 0', + // Use vw/vh to handle implicitly devicePixelRatio; issue #282 + 'width: 100vw', + 'height: 100vh', + 'border: 0', + 'margin: 0', + // Set no padding in the case where you don't have control over + // the content injection, like in Unity WebGL; issue #282 + 'padding: 0px', + 'box-sizing: content-box', + ]; + gl.canvas.setAttribute('style', cssProperties.join('; ') + ';'); + + Util.safariCssSizeWorkaround(gl.canvas); + } +}; + +CardboardVRDisplay.prototype.onViewerChanged_ = function(viewer) { + this.deviceInfo_.setViewer(viewer); + + if (this.distorter_) { + // Update the distortion appropriately. + this.distorter_.updateDeviceInfo(this.deviceInfo_); + } + + // Fire a new event containing viewer and device parameters for clients that + // want to implement their own geometry-based distortion. + this.fireVRDisplayDeviceParamsChange_(); +}; + +CardboardVRDisplay.prototype.fireVRDisplayDeviceParamsChange_ = function() { + var event = new CustomEvent('vrdisplaydeviceparamschange', { + detail: { + vrdisplay: this, + deviceInfo: this.deviceInfo_, + } + }); + window.dispatchEvent(event); +}; + +module.exports = CardboardVRDisplay; + +},{"./base.js":47,"./cardboard-distorter.js":48,"./cardboard-ui.js":49,"./device-info.js":52,"./dpdb/dpdb.js":56,"./rotate-instructions.js":61,"./sensor-fusion/fusion-pose-sensor.js":63,"./util.js":67,"./viewer-selector.js":68}],51:[function(_dereq_,module,exports){ +/** + * Copyright (c) 2016, Brandon Jones. + * https://github.com/toji/webgl-utils/blob/master/src/wglu-preserve-state.js + * LICENSE: https://github.com/toji/webgl-utils/blob/master/LICENSE.md + */ + +function WGLUPreserveGLState(gl, bindings, callback) { + if (!bindings) { + callback(gl); + return; + } + + var boundValues = []; + + var activeTexture = null; + for (var i = 0; i < bindings.length; ++i) { + var binding = bindings[i]; + switch (binding) { + case gl.TEXTURE_BINDING_2D: + case gl.TEXTURE_BINDING_CUBE_MAP: + var textureUnit = bindings[++i]; + if (textureUnit < gl.TEXTURE0 || textureUnit > gl.TEXTURE31) { + console.error("TEXTURE_BINDING_2D or TEXTURE_BINDING_CUBE_MAP must be followed by a valid texture unit"); + boundValues.push(null, null); + break; + } + if (!activeTexture) { + activeTexture = gl.getParameter(gl.ACTIVE_TEXTURE); + } + gl.activeTexture(textureUnit); + boundValues.push(gl.getParameter(binding), null); + break; + case gl.ACTIVE_TEXTURE: + activeTexture = gl.getParameter(gl.ACTIVE_TEXTURE); + boundValues.push(null); + break; + default: + boundValues.push(gl.getParameter(binding)); + break; + } + } + + callback(gl); + + for (var i = 0; i < bindings.length; ++i) { + var binding = bindings[i]; + var boundValue = boundValues[i]; + switch (binding) { + case gl.ACTIVE_TEXTURE: + break; // Ignore this binding, since we special-case it to happen last. + case gl.ARRAY_BUFFER_BINDING: + gl.bindBuffer(gl.ARRAY_BUFFER, boundValue); + break; + case gl.COLOR_CLEAR_VALUE: + gl.clearColor(boundValue[0], boundValue[1], boundValue[2], boundValue[3]); + break; + case gl.COLOR_WRITEMASK: + gl.colorMask(boundValue[0], boundValue[1], boundValue[2], boundValue[3]); + break; + case gl.CURRENT_PROGRAM: + gl.useProgram(boundValue); + break; + case gl.ELEMENT_ARRAY_BUFFER_BINDING: + gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, boundValue); + break; + case gl.FRAMEBUFFER_BINDING: + gl.bindFramebuffer(gl.FRAMEBUFFER, boundValue); + break; + case gl.RENDERBUFFER_BINDING: + gl.bindRenderbuffer(gl.RENDERBUFFER, boundValue); + break; + case gl.TEXTURE_BINDING_2D: + var textureUnit = bindings[++i]; + if (textureUnit < gl.TEXTURE0 || textureUnit > gl.TEXTURE31) + break; + gl.activeTexture(textureUnit); + gl.bindTexture(gl.TEXTURE_2D, boundValue); + break; + case gl.TEXTURE_BINDING_CUBE_MAP: + var textureUnit = bindings[++i]; + if (textureUnit < gl.TEXTURE0 || textureUnit > gl.TEXTURE31) + break; + gl.activeTexture(textureUnit); + gl.bindTexture(gl.TEXTURE_CUBE_MAP, boundValue); + break; + case gl.VIEWPORT: + gl.viewport(boundValue[0], boundValue[1], boundValue[2], boundValue[3]); + break; + case gl.BLEND: + case gl.CULL_FACE: + case gl.DEPTH_TEST: + case gl.SCISSOR_TEST: + case gl.STENCIL_TEST: + if (boundValue) { + gl.enable(binding); + } else { + gl.disable(binding); + } + break; + default: + console.log("No GL restore behavior for 0x" + binding.toString(16)); + break; + } + + if (activeTexture) { + gl.activeTexture(activeTexture); + } + } +} + +module.exports = WGLUPreserveGLState; + +},{}],52:[function(_dereq_,module,exports){ +/* + * Copyright 2015 Google Inc. All Rights Reserved. + * 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 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +var Distortion = _dereq_('./distortion/distortion.js'); +var MathUtil = _dereq_('./math-util.js'); +var Util = _dereq_('./util.js'); + +function Device(params) { + this.width = params.width || Util.getScreenWidth(); + this.height = params.height || Util.getScreenHeight(); + this.widthMeters = params.widthMeters; + this.heightMeters = params.heightMeters; + this.bevelMeters = params.bevelMeters; +} + + +// Fallback Android device (based on Nexus 5 measurements) for use when +// we can't recognize an Android device. +var DEFAULT_ANDROID = new Device({ + widthMeters: 0.110, + heightMeters: 0.062, + bevelMeters: 0.004 +}); + +// Fallback iOS device (based on iPhone6) for use when +// we can't recognize an Android device. +var DEFAULT_IOS = new Device({ + widthMeters: 0.1038, + heightMeters: 0.0584, + bevelMeters: 0.004 +}); + + +var Viewers = { + CardboardV1: new CardboardViewer({ + id: 'CardboardV1', + label: 'Cardboard I/O 2014', + fov: 40, + interLensDistance: 0.060, + baselineLensDistance: 0.035, + screenLensDistance: 0.042, + distortionCoefficients: [0.441, 0.156], + inverseCoefficients: [-0.4410035, 0.42756155, -0.4804439, 0.5460139, + -0.58821183, 0.5733938, -0.48303202, 0.33299083, -0.17573841, + 0.0651772, -0.01488963, 0.001559834] + }), + CardboardV2: new CardboardViewer({ + id: 'CardboardV2', + label: 'Cardboard I/O 2015', + fov: 60, + interLensDistance: 0.064, + baselineLensDistance: 0.035, + screenLensDistance: 0.039, + distortionCoefficients: [0.34, 0.55], + inverseCoefficients: [-0.33836704, -0.18162185, 0.862655, -1.2462051, + 1.0560602, -0.58208317, 0.21609078, -0.05444823, 0.009177956, + -9.904169E-4, 6.183535E-5, -1.6981803E-6] + }) +}; + + +var DEFAULT_LEFT_CENTER = {x: 0.5, y: 0.5}; +var DEFAULT_RIGHT_CENTER = {x: 0.5, y: 0.5}; + +/** + * Manages information about the device and the viewer. + * + * deviceParams indicates the parameters of the device to use (generally + * obtained from dpdb.getDeviceParams()). Can be null to mean no device + * params were found. + */ +function DeviceInfo(deviceParams) { + this.viewer = Viewers.CardboardV2; + this.updateDeviceParams(deviceParams); + this.distortion = new Distortion(this.viewer.distortionCoefficients); +} + +DeviceInfo.prototype.updateDeviceParams = function(deviceParams) { + this.device = this.determineDevice_(deviceParams) || this.device; +}; + +DeviceInfo.prototype.getDevice = function() { + return this.device; +}; + +DeviceInfo.prototype.setViewer = function(viewer) { + this.viewer = viewer; + this.distortion = new Distortion(this.viewer.distortionCoefficients); +}; + +DeviceInfo.prototype.determineDevice_ = function(deviceParams) { + if (!deviceParams) { + // No parameters, so use a default. + if (Util.isIOS()) { + console.warn('Using fallback iOS device measurements.'); + return DEFAULT_IOS; + } else { + console.warn('Using fallback Android device measurements.'); + return DEFAULT_ANDROID; + } + } + + // Compute device screen dimensions based on deviceParams. + var METERS_PER_INCH = 0.0254; + var metersPerPixelX = METERS_PER_INCH / deviceParams.xdpi; + var metersPerPixelY = METERS_PER_INCH / deviceParams.ydpi; + var width = Util.getScreenWidth(); + var height = Util.getScreenHeight(); + return new Device({ + widthMeters: metersPerPixelX * width, + heightMeters: metersPerPixelY * height, + bevelMeters: deviceParams.bevelMm * 0.001, + }); +}; + +/** + * Calculates field of view for the left eye. + */ +DeviceInfo.prototype.getDistortedFieldOfViewLeftEye = function() { + var viewer = this.viewer; + var device = this.device; + var distortion = this.distortion; + + // Device.height and device.width for device in portrait mode, so transpose. + var eyeToScreenDistance = viewer.screenLensDistance; + + var outerDist = (device.widthMeters - viewer.interLensDistance) / 2; + var innerDist = viewer.interLensDistance / 2; + var bottomDist = viewer.baselineLensDistance - device.bevelMeters; + var topDist = device.heightMeters - bottomDist; + + var outerAngle = MathUtil.radToDeg * Math.atan( + distortion.distort(outerDist / eyeToScreenDistance)); + var innerAngle = MathUtil.radToDeg * Math.atan( + distortion.distort(innerDist / eyeToScreenDistance)); + var bottomAngle = MathUtil.radToDeg * Math.atan( + distortion.distort(bottomDist / eyeToScreenDistance)); + var topAngle = MathUtil.radToDeg * Math.atan( + distortion.distort(topDist / eyeToScreenDistance)); + + return { + leftDegrees: Math.min(outerAngle, viewer.fov), + rightDegrees: Math.min(innerAngle, viewer.fov), + downDegrees: Math.min(bottomAngle, viewer.fov), + upDegrees: Math.min(topAngle, viewer.fov) + }; +}; + +/** + * Calculates the tan-angles from the maximum FOV for the left eye for the + * current device and screen parameters. + */ +DeviceInfo.prototype.getLeftEyeVisibleTanAngles = function() { + var viewer = this.viewer; + var device = this.device; + var distortion = this.distortion; + + // Tan-angles from the max FOV. + var fovLeft = Math.tan(-MathUtil.degToRad * viewer.fov); + var fovTop = Math.tan(MathUtil.degToRad * viewer.fov); + var fovRight = Math.tan(MathUtil.degToRad * viewer.fov); + var fovBottom = Math.tan(-MathUtil.degToRad * viewer.fov); + // Viewport size. + var halfWidth = device.widthMeters / 4; + var halfHeight = device.heightMeters / 2; + // Viewport center, measured from left lens position. + var verticalLensOffset = (viewer.baselineLensDistance - device.bevelMeters - halfHeight); + var centerX = viewer.interLensDistance / 2 - halfWidth; + var centerY = -verticalLensOffset; + var centerZ = viewer.screenLensDistance; + // Tan-angles of the viewport edges, as seen through the lens. + var screenLeft = distortion.distort((centerX - halfWidth) / centerZ); + var screenTop = distortion.distort((centerY + halfHeight) / centerZ); + var screenRight = distortion.distort((centerX + halfWidth) / centerZ); + var screenBottom = distortion.distort((centerY - halfHeight) / centerZ); + // Compare the two sets of tan-angles and take the value closer to zero on each side. + var result = new Float32Array(4); + result[0] = Math.max(fovLeft, screenLeft); + result[1] = Math.min(fovTop, screenTop); + result[2] = Math.min(fovRight, screenRight); + result[3] = Math.max(fovBottom, screenBottom); + return result; +}; + +/** + * Calculates the tan-angles from the maximum FOV for the left eye for the + * current device and screen parameters, assuming no lenses. + */ +DeviceInfo.prototype.getLeftEyeNoLensTanAngles = function() { + var viewer = this.viewer; + var device = this.device; + var distortion = this.distortion; + + var result = new Float32Array(4); + // Tan-angles from the max FOV. + var fovLeft = distortion.distortInverse(Math.tan(-MathUtil.degToRad * viewer.fov)); + var fovTop = distortion.distortInverse(Math.tan(MathUtil.degToRad * viewer.fov)); + var fovRight = distortion.distortInverse(Math.tan(MathUtil.degToRad * viewer.fov)); + var fovBottom = distortion.distortInverse(Math.tan(-MathUtil.degToRad * viewer.fov)); + // Viewport size. + var halfWidth = device.widthMeters / 4; + var halfHeight = device.heightMeters / 2; + // Viewport center, measured from left lens position. + var verticalLensOffset = (viewer.baselineLensDistance - device.bevelMeters - halfHeight); + var centerX = viewer.interLensDistance / 2 - halfWidth; + var centerY = -verticalLensOffset; + var centerZ = viewer.screenLensDistance; + // Tan-angles of the viewport edges, as seen through the lens. + var screenLeft = (centerX - halfWidth) / centerZ; + var screenTop = (centerY + halfHeight) / centerZ; + var screenRight = (centerX + halfWidth) / centerZ; + var screenBottom = (centerY - halfHeight) / centerZ; + // Compare the two sets of tan-angles and take the value closer to zero on each side. + result[0] = Math.max(fovLeft, screenLeft); + result[1] = Math.min(fovTop, screenTop); + result[2] = Math.min(fovRight, screenRight); + result[3] = Math.max(fovBottom, screenBottom); + return result; +}; + +/** + * Calculates the screen rectangle visible from the left eye for the + * current device and screen parameters. + */ +DeviceInfo.prototype.getLeftEyeVisibleScreenRect = function(undistortedFrustum) { + var viewer = this.viewer; + var device = this.device; + + var dist = viewer.screenLensDistance; + var eyeX = (device.widthMeters - viewer.interLensDistance) / 2; + var eyeY = viewer.baselineLensDistance - device.bevelMeters; + var left = (undistortedFrustum[0] * dist + eyeX) / device.widthMeters; + var top = (undistortedFrustum[1] * dist + eyeY) / device.heightMeters; + var right = (undistortedFrustum[2] * dist + eyeX) / device.widthMeters; + var bottom = (undistortedFrustum[3] * dist + eyeY) / device.heightMeters; + return { + x: left, + y: bottom, + width: right - left, + height: top - bottom + }; +}; + +DeviceInfo.prototype.getFieldOfViewLeftEye = function(opt_isUndistorted) { + return opt_isUndistorted ? this.getUndistortedFieldOfViewLeftEye() : + this.getDistortedFieldOfViewLeftEye(); +}; + +DeviceInfo.prototype.getFieldOfViewRightEye = function(opt_isUndistorted) { + var fov = this.getFieldOfViewLeftEye(opt_isUndistorted); + return { + leftDegrees: fov.rightDegrees, + rightDegrees: fov.leftDegrees, + upDegrees: fov.upDegrees, + downDegrees: fov.downDegrees + }; +}; + +/** + * Calculates undistorted field of view for the left eye. + */ +DeviceInfo.prototype.getUndistortedFieldOfViewLeftEye = function() { + var p = this.getUndistortedParams_(); + + return { + leftDegrees: MathUtil.radToDeg * Math.atan(p.outerDist), + rightDegrees: MathUtil.radToDeg * Math.atan(p.innerDist), + downDegrees: MathUtil.radToDeg * Math.atan(p.bottomDist), + upDegrees: MathUtil.radToDeg * Math.atan(p.topDist) + }; +}; + +DeviceInfo.prototype.getUndistortedViewportLeftEye = function() { + var p = this.getUndistortedParams_(); + var viewer = this.viewer; + var device = this.device; + + // Distances stored in local variables are in tan-angle units unless otherwise + // noted. + var eyeToScreenDistance = viewer.screenLensDistance; + var screenWidth = device.widthMeters / eyeToScreenDistance; + var screenHeight = device.heightMeters / eyeToScreenDistance; + var xPxPerTanAngle = device.width / screenWidth; + var yPxPerTanAngle = device.height / screenHeight; + + var x = Math.round((p.eyePosX - p.outerDist) * xPxPerTanAngle); + var y = Math.round((p.eyePosY - p.bottomDist) * yPxPerTanAngle); + return { + x: x, + y: y, + width: Math.round((p.eyePosX + p.innerDist) * xPxPerTanAngle) - x, + height: Math.round((p.eyePosY + p.topDist) * yPxPerTanAngle) - y + }; +}; + +DeviceInfo.prototype.getUndistortedParams_ = function() { + var viewer = this.viewer; + var device = this.device; + var distortion = this.distortion; + + // Most of these variables in tan-angle units. + var eyeToScreenDistance = viewer.screenLensDistance; + var halfLensDistance = viewer.interLensDistance / 2 / eyeToScreenDistance; + var screenWidth = device.widthMeters / eyeToScreenDistance; + var screenHeight = device.heightMeters / eyeToScreenDistance; + + var eyePosX = screenWidth / 2 - halfLensDistance; + var eyePosY = (viewer.baselineLensDistance - device.bevelMeters) / eyeToScreenDistance; + + var maxFov = viewer.fov; + var viewerMax = distortion.distortInverse(Math.tan(MathUtil.degToRad * maxFov)); + var outerDist = Math.min(eyePosX, viewerMax); + var innerDist = Math.min(halfLensDistance, viewerMax); + var bottomDist = Math.min(eyePosY, viewerMax); + var topDist = Math.min(screenHeight - eyePosY, viewerMax); + + return { + outerDist: outerDist, + innerDist: innerDist, + topDist: topDist, + bottomDist: bottomDist, + eyePosX: eyePosX, + eyePosY: eyePosY + }; +}; + + +function CardboardViewer(params) { + // A machine readable ID. + this.id = params.id; + // A human readable label. + this.label = params.label; + + // Field of view in degrees (per side). + this.fov = params.fov; + + // Distance between lens centers in meters. + this.interLensDistance = params.interLensDistance; + // Distance between viewer baseline and lens center in meters. + this.baselineLensDistance = params.baselineLensDistance; + // Screen-to-lens distance in meters. + this.screenLensDistance = params.screenLensDistance; + + // Distortion coefficients. + this.distortionCoefficients = params.distortionCoefficients; + // Inverse distortion coefficients. + // TODO: Calculate these from distortionCoefficients in the future. + this.inverseCoefficients = params.inverseCoefficients; +} + +// Export viewer information. +DeviceInfo.Viewers = Viewers; +module.exports = DeviceInfo; + +},{"./distortion/distortion.js":54,"./math-util.js":58,"./util.js":67}],53:[function(_dereq_,module,exports){ +/* + * Copyright 2016 Google Inc. All Rights Reserved. + * 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 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ +var VRDisplay = _dereq_('./base.js').VRDisplay; +var HMDVRDevice = _dereq_('./base.js').HMDVRDevice; +var PositionSensorVRDevice = _dereq_('./base.js').PositionSensorVRDevice; + +/** + * Wraps a VRDisplay and exposes it as a HMDVRDevice + */ +function VRDisplayHMDDevice(display) { + this.display = display; + + this.hardwareUnitId = display.displayId; + this.deviceId = 'webvr-polyfill:HMD:' + display.displayId; + this.deviceName = display.displayName + ' (HMD)'; +} +VRDisplayHMDDevice.prototype = new HMDVRDevice(); + +VRDisplayHMDDevice.prototype.getEyeParameters = function(whichEye) { + var eyeParameters = this.display.getEyeParameters(whichEye); + + return { + currentFieldOfView: eyeParameters.fieldOfView, + maximumFieldOfView: eyeParameters.fieldOfView, + minimumFieldOfView: eyeParameters.fieldOfView, + recommendedFieldOfView: eyeParameters.fieldOfView, + eyeTranslation: { x: eyeParameters.offset[0], y: eyeParameters.offset[1], z: eyeParameters.offset[2] }, + renderRect: { + x: (whichEye == 'right') ? eyeParameters.renderWidth : 0, + y: 0, + width: eyeParameters.renderWidth, + height: eyeParameters.renderHeight + } + }; +}; + +VRDisplayHMDDevice.prototype.setFieldOfView = + function(opt_fovLeft, opt_fovRight, opt_zNear, opt_zFar) { + // Not supported. getEyeParameters reports that the min, max, and recommended + // FoV is all the same, so no adjustment can be made. +}; + +// TODO: Need to hook requestFullscreen to see if a wrapped VRDisplay was passed +// in as an option. If so we should prevent the default fullscreen behavior and +// call VRDisplay.requestPresent instead. + +/** + * Wraps a VRDisplay and exposes it as a PositionSensorVRDevice + */ +function VRDisplayPositionSensorDevice(display) { + this.display = display; + + this.hardwareUnitId = display.displayId; + this.deviceId = 'webvr-polyfill:PositionSensor: ' + display.displayId; + this.deviceName = display.displayName + ' (PositionSensor)'; +} +VRDisplayPositionSensorDevice.prototype = new PositionSensorVRDevice(); + +VRDisplayPositionSensorDevice.prototype.getState = function() { + var pose = this.display.getPose(); + return { + position: pose.position ? { x: pose.position[0], y: pose.position[1], z: pose.position[2] } : null, + orientation: pose.orientation ? { x: pose.orientation[0], y: pose.orientation[1], z: pose.orientation[2], w: pose.orientation[3] } : null, + linearVelocity: null, + linearAcceleration: null, + angularVelocity: null, + angularAcceleration: null + }; +}; + +VRDisplayPositionSensorDevice.prototype.resetState = function() { + return this.positionDevice.resetPose(); +}; + + +module.exports.VRDisplayHMDDevice = VRDisplayHMDDevice; +module.exports.VRDisplayPositionSensorDevice = VRDisplayPositionSensorDevice; + + +},{"./base.js":47}],54:[function(_dereq_,module,exports){ +/** + * TODO(smus): Implement coefficient inversion. + */ +function Distortion(coefficients) { + this.coefficients = coefficients; +} + +/** + * Calculates the inverse distortion for a radius. + * </p><p> + * Allows to compute the original undistorted radius from a distorted one. + * See also getApproximateInverseDistortion() for a faster but potentially + * less accurate method. + * + * @param {Number} radius Distorted radius from the lens center in tan-angle units. + * @return {Number} The undistorted radius in tan-angle units. + */ +Distortion.prototype.distortInverse = function(radius) { + // Secant method. + var r0 = 0; + var r1 = 1; + var dr0 = radius - this.distort(r0); + while (Math.abs(r1 - r0) > 0.0001 /** 0.1mm */) { + var dr1 = radius - this.distort(r1); + var r2 = r1 - dr1 * ((r1 - r0) / (dr1 - dr0)); + r0 = r1; + r1 = r2; + dr0 = dr1; + } + return r1; +}; + +/** + * Distorts a radius by its distortion factor from the center of the lenses. + * + * @param {Number} radius Radius from the lens center in tan-angle units. + * @return {Number} The distorted radius in tan-angle units. + */ +Distortion.prototype.distort = function(radius) { + var r2 = radius * radius; + var ret = 0; + for (var i = 0; i < this.coefficients.length; i++) { + ret = r2 * (ret + this.coefficients[i]); + } + return (ret + 1) * radius; +}; + +module.exports = Distortion; + +},{}],55:[function(_dereq_,module,exports){ +module.exports={ + "format": 1, + "last_updated": "2017-08-27T14:39:31Z", + "devices": [ + { + "type": "android", + "rules": [ + { + "mdmh": "asus/*/Nexus 7/*" + }, + { + "ua": "Nexus 7" + } + ], + "dpi": [ + 320.8, + 323 + ], + "bw": 3, + "ac": 500 + }, + { + "type": "android", + "rules": [ + { + "mdmh": "asus/*/ASUS_Z00AD/*" + }, + { + "ua": "ASUS_Z00AD" + } + ], + "dpi": [ + 403, + 404.6 + ], + "bw": 3, + "ac": 1000 + }, + { + "type": "android", + "rules": [ + { + "mdmh": "Google/*/Pixel XL/*" + }, + { + "ua": "Pixel XL" + } + ], + "dpi": [ + 537.9, + 533 + ], + "bw": 3, + "ac": 1000 + }, + { + "type": "android", + "rules": [ + { + "mdmh": "Google/*/Pixel/*" + }, + { + "ua": "Pixel" + } + ], + "dpi": [ + 432.6, + 436.7 + ], + "bw": 3, + "ac": 1000 + }, + { + "type": "android", + "rules": [ + { + "mdmh": "HTC/*/HTC6435LVW/*" + }, + { + "ua": "HTC6435LVW" + } + ], + "dpi": [ + 449.7, + 443.3 + ], + "bw": 3, + "ac": 1000 + }, + { + "type": "android", + "rules": [ + { + "mdmh": "HTC/*/HTC One XL/*" + }, + { + "ua": "HTC One XL" + } + ], + "dpi": [ + 315.3, + 314.6 + ], + "bw": 3, + "ac": 1000 + }, + { + "type": "android", + "rules": [ + { + "mdmh": "htc/*/Nexus 9/*" + }, + { + "ua": "Nexus 9" + } + ], + "dpi": 289, + "bw": 3, + "ac": 500 + }, + { + "type": "android", + "rules": [ + { + "mdmh": "HTC/*/HTC One M9/*" + }, + { + "ua": "HTC One M9" + } + ], + "dpi": [ + 442.5, + 443.3 + ], + "bw": 3, + "ac": 500 + }, + { + "type": "android", + "rules": [ + { + "mdmh": "HTC/*/HTC One_M8/*" + }, + { + "ua": "HTC One_M8" + } + ], + "dpi": [ + 449.7, + 447.4 + ], + "bw": 3, + "ac": 500 + }, + { + "type": "android", + "rules": [ + { + "mdmh": "HTC/*/HTC One/*" + }, + { + "ua": "HTC One" + } + ], + "dpi": 472.8, + "bw": 3, + "ac": 1000 + }, + { + "type": "android", + "rules": [ + { + "mdmh": "Huawei/*/Nexus 6P/*" + }, + { + "ua": "Nexus 6P" + } + ], + "dpi": [ + 515.1, + 518 + ], + "bw": 3, + "ac": 1000 + }, + { + "type": "android", + "rules": [ + { + "mdmh": "LENOVO/*/Lenovo PB2-690Y/*" + }, + { + "ua": "Lenovo PB2-690Y" + } + ], + "dpi": [ + 457.2, + 454.713 + ], + "bw": 3, + "ac": 500 + }, + { + "type": "android", + "rules": [ + { + "mdmh": "LGE/*/Nexus 5X/*" + }, + { + "ua": "Nexus 5X" + } + ], + "dpi": [ + 422, + 419.9 + ], + "bw": 3, + "ac": 1000 + }, + { + "type": "android", + "rules": [ + { + "mdmh": "LGE/*/LGMS345/*" + }, + { + "ua": "LGMS345" + } + ], + "dpi": [ + 221.7, + 219.1 + ], + "bw": 3, + "ac": 500 + }, + { + "type": "android", + "rules": [ + { + "mdmh": "LGE/*/LG-D800/*" + }, + { + "ua": "LG-D800" + } + ], + "dpi": [ + 422, + 424.1 + ], + "bw": 3, + "ac": 500 + }, + { + "type": "android", + "rules": [ + { + "mdmh": "LGE/*/LG-D850/*" + }, + { + "ua": "LG-D850" + } + ], + "dpi": [ + 537.9, + 541.9 + ], + "bw": 3, + "ac": 500 + }, + { + "type": "android", + "rules": [ + { + "mdmh": "LGE/*/VS985 4G/*" + }, + { + "ua": "VS985 4G" + } + ], + "dpi": [ + 537.9, + 535.6 + ], + "bw": 3, + "ac": 1000 + }, + { + "type": "android", + "rules": [ + { + "mdmh": "LGE/*/Nexus 5/*" + }, + { + "ua": "Nexus 5 B" + } + ], + "dpi": [ + 442.4, + 444.8 + ], + "bw": 3, + "ac": 1000 + }, + { + "type": "android", + "rules": [ + { + "mdmh": "LGE/*/Nexus 4/*" + }, + { + "ua": "Nexus 4" + } + ], + "dpi": [ + 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"mdmh": "samsung/*/SM-G925V/*" + }, + { + "ua": "SM-G925V" + } + ], + "dpi": [ + 522.5, + 576.6 + ], + "bw": 3, + "ac": 1000 + }, + { + "type": "android", + "rules": [ + { + "mdmh": "samsung/*/SM-G930F/*" + }, + { + "ua": "SM-G930F" + } + ], + "dpi": 576.6, + "bw": 3, + "ac": 1000 + }, + { + "type": "android", + "rules": [ + { + "mdmh": "samsung/*/SM-G935F/*" + }, + { + "ua": "SM-G935F" + } + ], + "dpi": 533, + "bw": 3, + "ac": 500 + }, + { + "type": "android", + "rules": [ + { + "mdmh": "samsung/*/SM-G950F/*" + }, + { + "ua": "SM-G950F" + } + ], + "dpi": [ + 562.707, + 565.293 + ], + "bw": 3, + "ac": 500 + }, + { + "type": "android", + "rules": [ + { + "mdmh": "samsung/*/SM-G955U/*" + }, + { + "ua": "SM-G955U" + } + ], + "dpi": [ + 522.514, + 525.762 + ], + "bw": 3, + "ac": 500 + }, + { + "type": "android", + "rules": [ + { + "mdmh": "Sony/*/C6903/*" + }, + { + "ua": "C6903" + } + ], + "dpi": [ + 442.5, + 443.3 + ], + "bw": 3, + "ac": 500 + }, + { + "type": "android", + "rules": [ + { + "mdmh": "Sony/*/D6653/*" + }, + { + "ua": "D6653" + } + ], + "dpi": [ + 428.6, + 427.6 + ], + "bw": 3, + "ac": 1000 + }, + { + "type": "android", + "rules": [ + { + "mdmh": "Sony/*/E6653/*" + }, + { + "ua": "E6653" + } + ], + "dpi": [ + 428.6, + 425.7 + ], + "bw": 3, + "ac": 1000 + }, + { + "type": "android", + "rules": [ + { + "mdmh": "Sony/*/E6853/*" + }, + { + "ua": "E6853" + } + ], + "dpi": [ + 403.4, + 401.9 + ], + "bw": 3, + "ac": 1000 + }, + { + "type": "android", + "rules": [ + { + "mdmh": "Sony/*/SGP321/*" + }, + { + "ua": "SGP321" + } + ], + "dpi": [ + 224.7, + 224.1 + ], + "bw": 3, + "ac": 500 + }, + { + "type": "android", + "rules": [ + { + "mdmh": "TCT/*/ALCATEL ONE TOUCH Fierce/*" + }, + { + "ua": "ALCATEL ONE TOUCH Fierce" + } + ], + "dpi": [ + 240, + 247.5 + ], + "bw": 3, + "ac": 1000 + }, + { + "type": "android", + "rules": [ + { + "mdmh": "THL/*/thl 5000/*" + }, + { + "ua": "thl 5000" + } + ], + "dpi": [ + 480, + 443.3 + ], + "bw": 3, + "ac": 1000 + }, + { + "type": "android", + "rules": [ + { + "mdmh": "ZTE/*/ZTE Blade L2/*" + }, + { + "ua": "ZTE Blade L2" + } + ], + "dpi": 240, + "bw": 3, + "ac": 500 + }, + { + "type": "ios", + "rules": [ + { + "res": [ + 640, + 960 + ] + } + ], + "dpi": [ + 325.1, + 328.4 + ], + "bw": 4, + "ac": 1000 + }, + { + "type": "ios", + "rules": [ + { + "res": [ + 640, + 1136 + ] + } + ], + "dpi": [ + 317.1, + 320.2 + ], + "bw": 3, + "ac": 1000 + }, + { + "type": "ios", + "rules": [ + { + "res": [ + 750, + 1334 + ] + } + ], + "dpi": 326.4, + "bw": 4, + "ac": 1000 + }, + { + "type": "ios", + "rules": [ + { + "res": [ + 1242, + 2208 + ] + } + ], + "dpi": [ + 453.6, + 458.4 + ], + "bw": 4, + "ac": 1000 + }, + { + "type": "ios", + "rules": [ + { + "res": [ + 1125, + 2001 + ] + } + ], + "dpi": [ + 410.9, + 415.4 + ], + "bw": 4, + "ac": 1000 + } + ] +} +},{}],56:[function(_dereq_,module,exports){ +/* + * Copyright 2015 Google Inc. All Rights Reserved. + * 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 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +// Offline cache of the DPDB, to be used until we load the online one (and +// as a fallback in case we can't load the online one). +var DPDB_CACHE = _dereq_('./dpdb.json'); +var Util = _dereq_('../util.js'); + +// Online DPDB URL. +var ONLINE_DPDB_URL = + 'https://dpdb.webvr.rocks/dpdb.json'; + +/** + * Calculates device parameters based on the DPDB (Device Parameter Database). + * Initially, uses the cached DPDB values. + * + * If fetchOnline == true, then this object tries to fetch the online version + * of the DPDB and updates the device info if a better match is found. + * Calls the onDeviceParamsUpdated callback when there is an update to the + * device information. + */ +function Dpdb(fetchOnline, onDeviceParamsUpdated) { + // Start with the offline DPDB cache while we are loading the real one. + this.dpdb = DPDB_CACHE; + + // Calculate device params based on the offline version of the DPDB. + this.recalculateDeviceParams_(); + + // XHR to fetch online DPDB file, if requested. + if (fetchOnline) { + // Set the callback. + this.onDeviceParamsUpdated = onDeviceParamsUpdated; + + var xhr = new XMLHttpRequest(); + var obj = this; + xhr.open('GET', ONLINE_DPDB_URL, true); + xhr.addEventListener('load', function() { + obj.loading = false; + if (xhr.status >= 200 && xhr.status <= 299) { + // Success. + obj.dpdb = JSON.parse(xhr.response); + obj.recalculateDeviceParams_(); + } else { + // Error loading the DPDB. + console.error('Error loading online DPDB!'); + } + }); + xhr.send(); + } +} + +// Returns the current device parameters. +Dpdb.prototype.getDeviceParams = function() { + return this.deviceParams; +}; + +// Recalculates this device's parameters based on the DPDB. +Dpdb.prototype.recalculateDeviceParams_ = function() { + var newDeviceParams = this.calcDeviceParams_(); + if (newDeviceParams) { + this.deviceParams = newDeviceParams; + // Invoke callback, if it is set. + if (this.onDeviceParamsUpdated) { + this.onDeviceParamsUpdated(this.deviceParams); + } + } else { + console.error('Failed to recalculate device parameters.'); + } +}; + +// Returns a DeviceParams object that represents the best guess as to this +// device's parameters. Can return null if the device does not match any +// known devices. +Dpdb.prototype.calcDeviceParams_ = function() { + var db = this.dpdb; // shorthand + if (!db) { + console.error('DPDB not available.'); + return null; + } + if (db.format != 1) { + console.error('DPDB has unexpected format version.'); + return null; + } + if (!db.devices || !db.devices.length) { + console.error('DPDB does not have a devices section.'); + return null; + } + + // Get the actual user agent and screen dimensions in pixels. + var userAgent = navigator.userAgent || navigator.vendor || window.opera; + var width = Util.getScreenWidth(); + var height = Util.getScreenHeight(); + + if (!db.devices) { + console.error('DPDB has no devices section.'); + return null; + } + + for (var i = 0; i < db.devices.length; i++) { + var device = db.devices[i]; + if (!device.rules) { + console.warn('Device[' + i + '] has no rules section.'); + continue; + } + + if (device.type != 'ios' && device.type != 'android') { + console.warn('Device[' + i + '] has invalid type.'); + continue; + } + + // See if this device is of the appropriate type. + if (Util.isIOS() != (device.type == 'ios')) continue; + + // See if this device matches any of the rules: + var matched = false; + for (var j = 0; j < device.rules.length; j++) { + var rule = device.rules[j]; + if (this.matchRule_(rule, userAgent, width, height)) { + matched = true; + break; + } + } + if (!matched) continue; + + // device.dpi might be an array of [ xdpi, ydpi] or just a scalar. + var xdpi = device.dpi[0] || device.dpi; + var ydpi = device.dpi[1] || device.dpi; + + return new DeviceParams({ xdpi: xdpi, ydpi: ydpi, bevelMm: device.bw }); + } + + console.warn('No DPDB device match.'); + return null; +}; + +Dpdb.prototype.matchRule_ = function(rule, ua, screenWidth, screenHeight) { + // We can only match 'ua' and 'res' rules, not other types like 'mdmh' + // (which are meant for native platforms). + if (!rule.ua && !rule.res) return false; + + // If our user agent string doesn't contain the indicated user agent string, + // the match fails. + if (rule.ua && ua.indexOf(rule.ua) < 0) return false; + + // If the rule specifies screen dimensions that don't correspond to ours, + // the match fails. + if (rule.res) { + if (!rule.res[0] || !rule.res[1]) return false; + var resX = rule.res[0]; + var resY = rule.res[1]; + // Compare min and max so as to make the order not matter, i.e., it should + // be true that 640x480 == 480x640. + if (Math.min(screenWidth, screenHeight) != Math.min(resX, resY) || + (Math.max(screenWidth, screenHeight) != Math.max(resX, resY))) { + return false; + } + } + + return true; +} + +function DeviceParams(params) { + this.xdpi = params.xdpi; + this.ydpi = params.ydpi; + this.bevelMm = params.bevelMm; +} + +module.exports = Dpdb; + +},{"../util.js":67,"./dpdb.json":55}],57:[function(_dereq_,module,exports){ +/* + * Copyright 2015 Google Inc. All Rights Reserved. + * 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 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ +var Util = _dereq_('./util.js'); +var WebVRPolyfill = _dereq_('./webvr-polyfill.js').WebVRPolyfill; + +// Initialize a WebVRConfig just in case. +window.WebVRConfig = Util.extend({ + // Forces availability of VR mode, even for non-mobile devices. + FORCE_ENABLE_VR: false, + + // Complementary filter coefficient. 0 for accelerometer, 1 for gyro. + K_FILTER: 0.98, + + // How far into the future to predict during fast motion (in seconds). + PREDICTION_TIME_S: 0.040, + + // Flag to enable touch panner. In case you have your own touch controls. + TOUCH_PANNER_DISABLED: true, + + // Flag to disabled the UI in VR Mode. + CARDBOARD_UI_DISABLED: false, // Default: false + + // Flag to disable the instructions to rotate your device. + ROTATE_INSTRUCTIONS_DISABLED: false, // Default: false. + + // Enable yaw panning only, disabling roll and pitch. This can be useful + // for panoramas with nothing interesting above or below. + YAW_ONLY: false, + + // To disable keyboard and mouse controls, if you want to use your own + // implementation. + MOUSE_KEYBOARD_CONTROLS_DISABLED: false, + + // Prevent the polyfill from initializing immediately. Requires the app + // to call InitializeWebVRPolyfill() before it can be used. + DEFER_INITIALIZATION: false, + + // Enable the deprecated version of the API (navigator.getVRDevices). + ENABLE_DEPRECATED_API: false, + + // Scales the recommended buffer size reported by WebVR, which can improve + // performance. + // UPDATE(2016-05-03): Setting this to 0.5 by default since 1.0 does not + // perform well on many mobile devices. + BUFFER_SCALE: 0.5, + + // Allow VRDisplay.submitFrame to change gl bindings, which is more + // efficient if the application code will re-bind its resources on the + // next frame anyway. This has been seen to cause rendering glitches with + // THREE.js. + // Dirty bindings include: gl.FRAMEBUFFER_BINDING, gl.CURRENT_PROGRAM, + // gl.ARRAY_BUFFER_BINDING, gl.ELEMENT_ARRAY_BUFFER_BINDING, + // and gl.TEXTURE_BINDING_2D for texture unit 0. + DIRTY_SUBMIT_FRAME_BINDINGS: false, + + // When set to true, this will cause a polyfilled VRDisplay to always be + // appended to the list returned by navigator.getVRDisplays(), even if that + // list includes a native VRDisplay. + ALWAYS_APPEND_POLYFILL_DISPLAY: false, + + // There are versions of Chrome (M58-M60?) where the native WebVR API exists, + // and instead of returning 0 VR displays when none are detected, + // `navigator.getVRDisplays()`'s promise never resolves. This results + // in the polyfill hanging and not being able to provide fallback + // displays, so set a timeout in milliseconds to stop waiting for a response + // and just use polyfilled displays. + // https://bugs.chromium.org/p/chromium/issues/detail?id=727969 + GET_VR_DISPLAYS_TIMEOUT: 1000, +}, window.WebVRConfig); + +if (!window.WebVRConfig.DEFER_INITIALIZATION) { + new WebVRPolyfill(); +} else { + window.InitializeWebVRPolyfill = function() { + new WebVRPolyfill(); + } +} + +window.WebVRPolyfill = WebVRPolyfill; + +},{"./util.js":67,"./webvr-polyfill.js":70}],58:[function(_dereq_,module,exports){ +/* + * Copyright 2016 Google Inc. All Rights Reserved. + * 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 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +var MathUtil = window.MathUtil || {}; + +MathUtil.degToRad = Math.PI / 180; +MathUtil.radToDeg = 180 / Math.PI; + +// Some minimal math functionality borrowed from THREE.Math and stripped down +// for the purposes of this library. + + +MathUtil.Vector2 = function ( x, y ) { + this.x = x || 0; + this.y = y || 0; +}; + +MathUtil.Vector2.prototype = { + constructor: MathUtil.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; + }, + + subVectors: function ( a, b ) { + this.x = a.x - b.x; + this.y = a.y - b.y; + + return this; + }, +}; + +MathUtil.Vector3 = function ( x, y, z ) { + this.x = x || 0; + this.y = y || 0; + this.z = z || 0; +}; + +MathUtil.Vector3.prototype = { + constructor: MathUtil.Vector3, + + set: function ( x, y, z ) { + this.x = x; + this.y = y; + this.z = z; + + return this; + }, + + copy: function ( v ) { + this.x = v.x; + this.y = v.y; + this.z = v.z; + + return this; + }, + + length: function () { + return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z ); + }, + + normalize: function () { + var scalar = this.length(); + + if ( scalar !== 0 ) { + var invScalar = 1 / scalar; + + this.multiplyScalar(invScalar); + } else { + this.x = 0; + this.y = 0; + this.z = 0; + } + + return this; + }, + + multiplyScalar: function ( scalar ) { + this.x *= scalar; + this.y *= scalar; + this.z *= scalar; + }, + + applyQuaternion: function ( q ) { + var x = this.x; + var y = this.y; + var z = this.z; + + var qx = q.x; + var qy = q.y; + var qz = q.z; + var qw = q.w; + + // calculate quat * vector + var ix = qw * x + qy * z - qz * y; + var iy = qw * y + qz * x - qx * z; + var iz = qw * z + qx * y - qy * x; + var iw = - qx * x - qy * y - qz * z; + + // calculate result * inverse quat + this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy; + this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz; + this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx; + + return this; + }, + + dot: function ( v ) { + return this.x * v.x + this.y * v.y + this.z * v.z; + }, + + crossVectors: function ( a, b ) { + var ax = a.x, ay = a.y, az = a.z; + var bx = b.x, by = b.y, bz = b.z; + + this.x = ay * bz - az * by; + this.y = az * bx - ax * bz; + this.z = ax * by - ay * bx; + + return this; + }, +}; + +MathUtil.Quaternion = function ( x, y, z, w ) { + this.x = x || 0; + this.y = y || 0; + this.z = z || 0; + this.w = ( w !== undefined ) ? w : 1; +}; + +MathUtil.Quaternion.prototype = { + constructor: MathUtil.Quaternion, + + set: function ( x, y, z, w ) { + this.x = x; + this.y = y; + this.z = z; + this.w = w; + + return this; + }, + + copy: function ( quaternion ) { + this.x = quaternion.x; + this.y = quaternion.y; + this.z = quaternion.z; + this.w = quaternion.w; + + return this; + }, + + setFromEulerXYZ: function( x, y, z ) { + var c1 = Math.cos( x / 2 ); + var c2 = Math.cos( y / 2 ); + var c3 = Math.cos( z / 2 ); + var s1 = Math.sin( x / 2 ); + var s2 = Math.sin( y / 2 ); + var s3 = Math.sin( z / 2 ); + + this.x = s1 * c2 * c3 + c1 * s2 * s3; + this.y = c1 * s2 * c3 - s1 * c2 * s3; + this.z = c1 * c2 * s3 + s1 * s2 * c3; + this.w = c1 * c2 * c3 - s1 * s2 * s3; + + return this; + }, + + setFromEulerYXZ: function( x, y, z ) { + var c1 = Math.cos( x / 2 ); + var c2 = Math.cos( y / 2 ); + var c3 = Math.cos( z / 2 ); + var s1 = Math.sin( x / 2 ); + var s2 = Math.sin( y / 2 ); + var s3 = Math.sin( z / 2 ); + + this.x = s1 * c2 * c3 + c1 * s2 * s3; + this.y = c1 * s2 * c3 - s1 * c2 * s3; + this.z = c1 * c2 * s3 - s1 * s2 * c3; + this.w = c1 * c2 * c3 + s1 * s2 * s3; + + return this; + }, + + setFromAxisAngle: function ( axis, angle ) { + // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm + // assumes axis is normalized + + var halfAngle = angle / 2, s = Math.sin( halfAngle ); + + this.x = axis.x * s; + this.y = axis.y * s; + this.z = axis.z * s; + this.w = Math.cos( halfAngle ); + + return this; + }, + + multiply: function ( q ) { + return this.multiplyQuaternions( this, q ); + }, + + multiplyQuaternions: function ( a, b ) { + // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm + + var qax = a.x, qay = a.y, qaz = a.z, qaw = a.w; + var qbx = b.x, qby = b.y, qbz = b.z, qbw = b.w; + + this.x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby; + this.y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz; + this.z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx; + this.w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz; + + return this; + }, + + inverse: function () { + this.x *= -1; + this.y *= -1; + this.z *= -1; + + this.normalize(); + + return this; + }, + + 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 = 1; + } else { + l = 1 / l; + + this.x = this.x * l; + this.y = this.y * l; + this.z = this.z * l; + this.w = this.w * l; + } + + return this; + }, + + slerp: function ( qb, t ) { + if ( t === 0 ) return this; + if ( t === 1 ) return this.copy( qb ); + + var x = this.x, y = this.y, z = this.z, w = this.w; + + // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/ + + var cosHalfTheta = w * qb.w + x * qb.x + y * qb.y + z * qb.z; + + if ( cosHalfTheta < 0 ) { + this.w = - qb.w; + this.x = - qb.x; + this.y = - qb.y; + this.z = - qb.z; + + cosHalfTheta = - cosHalfTheta; + } else { + this.copy( qb ); + } + + if ( cosHalfTheta >= 1.0 ) { + this.w = w; + this.x = x; + this.y = y; + this.z = z; + + return this; + } + + var halfTheta = Math.acos( cosHalfTheta ); + var sinHalfTheta = Math.sqrt( 1.0 - cosHalfTheta * cosHalfTheta ); + + if ( Math.abs( sinHalfTheta ) < 0.001 ) { + this.w = 0.5 * ( w + this.w ); + this.x = 0.5 * ( x + this.x ); + this.y = 0.5 * ( y + this.y ); + this.z = 0.5 * ( z + this.z ); + + return this; + } + + var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta, + ratioB = Math.sin( t * halfTheta ) / sinHalfTheta; + + this.w = ( w * ratioA + this.w * ratioB ); + this.x = ( x * ratioA + this.x * ratioB ); + this.y = ( y * ratioA + this.y * ratioB ); + this.z = ( z * ratioA + this.z * ratioB ); + + return this; + }, + + setFromUnitVectors: function () { + // http://lolengine.net/blog/2014/02/24/quaternion-from-two-vectors-final + // assumes direction vectors vFrom and vTo are normalized + + var v1, r; + var EPS = 0.000001; + + return function ( vFrom, vTo ) { + if ( v1 === undefined ) v1 = new MathUtil.Vector3(); + + r = vFrom.dot( vTo ) + 1; + + if ( r < EPS ) { + r = 0; + + if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) { + v1.set( - vFrom.y, vFrom.x, 0 ); + } else { + v1.set( 0, - vFrom.z, vFrom.y ); + } + } else { + v1.crossVectors( vFrom, vTo ); + } + + this.x = v1.x; + this.y = v1.y; + this.z = v1.z; + this.w = r; + + this.normalize(); + + return this; + } + }(), +}; + +module.exports = MathUtil; + +},{}],59:[function(_dereq_,module,exports){ +/* + * Copyright 2016 Google Inc. All Rights Reserved. + * 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 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +var VRDisplay = _dereq_('./base.js').VRDisplay; +var MathUtil = _dereq_('./math-util.js'); +var Util = _dereq_('./util.js'); + +// How much to rotate per key stroke. +var KEY_SPEED = 0.15; +var KEY_ANIMATION_DURATION = 80; + +// How much to rotate for mouse events. +var MOUSE_SPEED_X = 0.5; +var MOUSE_SPEED_Y = 0.3; + +/** + * VRDisplay based on mouse and keyboard input. Designed for desktops/laptops + * where orientation events aren't supported. Cannot present. + */ +function MouseKeyboardVRDisplay() { + this.displayName = 'Mouse and Keyboard VRDisplay (webvr-polyfill)'; + + this.capabilities.hasOrientation = true; + + // Attach to mouse and keyboard events. + window.addEventListener('keydown', this.onKeyDown_.bind(this)); + window.addEventListener('mousemove', this.onMouseMove_.bind(this)); + window.addEventListener('mousedown', this.onMouseDown_.bind(this)); + window.addEventListener('mouseup', this.onMouseUp_.bind(this)); + + // "Private" members. + this.phi_ = 0; + this.theta_ = 0; + + // Variables for keyboard-based rotation animation. + this.targetAngle_ = null; + this.angleAnimation_ = null; + + // State variables for calculations. + this.orientation_ = new MathUtil.Quaternion(); + + // Variables for mouse-based rotation. + this.rotateStart_ = new MathUtil.Vector2(); + this.rotateEnd_ = new MathUtil.Vector2(); + this.rotateDelta_ = new MathUtil.Vector2(); + this.isDragging_ = false; + + this.orientationOut_ = new Float32Array(4); +} +MouseKeyboardVRDisplay.prototype = new VRDisplay(); + +MouseKeyboardVRDisplay.prototype.getImmediatePose = function() { + this.orientation_.setFromEulerYXZ(this.phi_, this.theta_, 0); + + this.orientationOut_[0] = this.orientation_.x; + this.orientationOut_[1] = this.orientation_.y; + this.orientationOut_[2] = this.orientation_.z; + this.orientationOut_[3] = this.orientation_.w; + + return { + position: null, + orientation: this.orientationOut_, + linearVelocity: null, + linearAcceleration: null, + angularVelocity: null, + angularAcceleration: null + }; +}; + +MouseKeyboardVRDisplay.prototype.onKeyDown_ = function(e) { + // Track WASD and arrow keys. + if (e.keyCode == 38) { // Up key. + this.animatePhi_(this.phi_ + KEY_SPEED); + } else if (e.keyCode == 39) { // Right key. + this.animateTheta_(this.theta_ - KEY_SPEED); + } else if (e.keyCode == 40) { // Down key. + this.animatePhi_(this.phi_ - KEY_SPEED); + } else if (e.keyCode == 37) { // Left key. + this.animateTheta_(this.theta_ + KEY_SPEED); + } +}; + +MouseKeyboardVRDisplay.prototype.animateTheta_ = function(targetAngle) { + this.animateKeyTransitions_('theta_', targetAngle); +}; + +MouseKeyboardVRDisplay.prototype.animatePhi_ = function(targetAngle) { + // Prevent looking too far up or down. + targetAngle = Util.clamp(targetAngle, -Math.PI/2, Math.PI/2); + this.animateKeyTransitions_('phi_', targetAngle); +}; + +/** + * Start an animation to transition an angle from one value to another. + */ +MouseKeyboardVRDisplay.prototype.animateKeyTransitions_ = function(angleName, targetAngle) { + // If an animation is currently running, cancel it. + if (this.angleAnimation_) { + cancelAnimationFrame(this.angleAnimation_); + } + var startAngle = this[angleName]; + var startTime = new Date(); + // Set up an interval timer to perform the animation. + this.angleAnimation_ = requestAnimationFrame(function animate() { + // Once we're finished the animation, we're done. + var elapsed = new Date() - startTime; + if (elapsed >= KEY_ANIMATION_DURATION) { + this[angleName] = targetAngle; + cancelAnimationFrame(this.angleAnimation_); + return; + } + // loop with requestAnimationFrame + this.angleAnimation_ = requestAnimationFrame(animate.bind(this)) + // Linearly interpolate the angle some amount. + var percent = elapsed / KEY_ANIMATION_DURATION; + this[angleName] = startAngle + (targetAngle - startAngle) * percent; + }.bind(this)); +}; + +MouseKeyboardVRDisplay.prototype.onMouseDown_ = function(e) { + this.rotateStart_.set(e.clientX, e.clientY); + this.isDragging_ = true; +}; + +// Very similar to https://gist.github.com/mrflix/8351020 +MouseKeyboardVRDisplay.prototype.onMouseMove_ = function(e) { + if (!this.isDragging_ && !this.isPointerLocked_()) { + return; + } + // Support pointer lock API. + if (this.isPointerLocked_()) { + var movementX = e.movementX || e.mozMovementX || 0; + var movementY = e.movementY || e.mozMovementY || 0; + this.rotateEnd_.set(this.rotateStart_.x - movementX, this.rotateStart_.y - movementY); + } else { + this.rotateEnd_.set(e.clientX, e.clientY); + } + // Calculate how much we moved in mouse space. + this.rotateDelta_.subVectors(this.rotateEnd_, this.rotateStart_); + this.rotateStart_.copy(this.rotateEnd_); + + // Keep track of the cumulative euler angles. + this.phi_ += 2 * Math.PI * this.rotateDelta_.y / screen.height * MOUSE_SPEED_Y; + this.theta_ += 2 * Math.PI * this.rotateDelta_.x / screen.width * MOUSE_SPEED_X; + + // Prevent looking too far up or down. + this.phi_ = Util.clamp(this.phi_, -Math.PI/2, Math.PI/2); +}; + +MouseKeyboardVRDisplay.prototype.onMouseUp_ = function(e) { + this.isDragging_ = false; +}; + +MouseKeyboardVRDisplay.prototype.isPointerLocked_ = function() { + var el = document.pointerLockElement || document.mozPointerLockElement || + document.webkitPointerLockElement; + return el !== undefined; +}; + +MouseKeyboardVRDisplay.prototype.resetPose = function() { + this.phi_ = 0; + this.theta_ = 0; +}; + +module.exports = MouseKeyboardVRDisplay; + +},{"./base.js":47,"./math-util.js":58,"./util.js":67}],60:[function(_dereq_,module,exports){ +(function (global){ +// This is the entry point if requiring/importing via node, or +// a build tool that uses package.json entry (like browserify, webpack). +// If running in node with a window mock available, globalize its members +// if needed. Otherwise, just continue to `./main` +if (typeof global !== 'undefined' && global.window) { + global.document = global.window.document; + global.navigator = global.window.navigator; +} + +_dereq_('./main'); + +}).call(this,typeof global !== "undefined" ? global : typeof self !== "undefined" ? self : typeof window !== "undefined" ? window : {}) + +},{"./main":57}],61:[function(_dereq_,module,exports){ +/* + * Copyright 2015 Google Inc. All Rights Reserved. + * 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 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +var Util = _dereq_('./util.js'); + +function RotateInstructions() { + this.loadIcon_(); + + var overlay = document.createElement('div'); + var s = overlay.style; + s.position = 'fixed'; + s.top = 0; + s.right = 0; + s.bottom = 0; + s.left = 0; + s.backgroundColor = 'gray'; + s.fontFamily = 'sans-serif'; + // Force this to be above the fullscreen canvas, which is at zIndex: 999999. + s.zIndex = 1000000; + + var img = document.createElement('img'); + img.src = this.icon; + var s = img.style; + s.marginLeft = '25%'; + s.marginTop = '25%'; + s.width = '50%'; + overlay.appendChild(img); + + var text = document.createElement('div'); + var s = text.style; + s.textAlign = 'center'; + s.fontSize = '16px'; + s.lineHeight = '24px'; + s.margin = '24px 25%'; + s.width = '50%'; + text.innerHTML = 'Place your phone into your Cardboard viewer.'; + overlay.appendChild(text); + + var snackbar = document.createElement('div'); + var s = snackbar.style; + s.backgroundColor = '#CFD8DC'; + s.position = 'fixed'; + s.bottom = 0; + s.width = '100%'; + s.height = '48px'; + s.padding = '14px 24px'; + s.boxSizing = 'border-box'; + s.color = '#656A6B'; + overlay.appendChild(snackbar); + + var snackbarText = document.createElement('div'); + snackbarText.style.float = 'left'; + snackbarText.innerHTML = 'No Cardboard viewer?'; + + var snackbarButton = document.createElement('a'); + snackbarButton.href = 'https://www.google.com/get/cardboard/get-cardboard/'; + snackbarButton.innerHTML = 'get one'; + snackbarButton.target = '_blank'; + var s = snackbarButton.style; + s.float = 'right'; + s.fontWeight = 600; + s.textTransform = 'uppercase'; + s.borderLeft = '1px solid gray'; + s.paddingLeft = '24px'; + s.textDecoration = 'none'; + s.color = '#656A6B'; + + snackbar.appendChild(snackbarText); + snackbar.appendChild(snackbarButton); + + this.overlay = overlay; + this.text = text; + + this.hide(); +} + +RotateInstructions.prototype.show = function(parent) { + if (!parent && !this.overlay.parentElement) { + document.body.appendChild(this.overlay); + } else if (parent) { + if (this.overlay.parentElement && this.overlay.parentElement != parent) + this.overlay.parentElement.removeChild(this.overlay); + + parent.appendChild(this.overlay); + } + + this.overlay.style.display = 'block'; + + var img = this.overlay.querySelector('img'); + var s = img.style; + + if (Util.isLandscapeMode()) { + s.width = '20%'; + s.marginLeft = '40%'; + s.marginTop = '3%'; + } else { + s.width = '50%'; + s.marginLeft = '25%'; + s.marginTop = '25%'; + } +}; + +RotateInstructions.prototype.hide = function() { + this.overlay.style.display = 'none'; +}; + +RotateInstructions.prototype.showTemporarily = function(ms, parent) { + this.show(parent); + this.timer = setTimeout(this.hide.bind(this), ms); +}; + +RotateInstructions.prototype.disableShowTemporarily = function() { + clearTimeout(this.timer); +}; + +RotateInstructions.prototype.update = function() { + this.disableShowTemporarily(); + // In portrait VR mode, tell the user to rotate to landscape. Otherwise, hide + // the instructions. + if (!Util.isLandscapeMode() && Util.isMobile()) { + this.show(); + } else { + this.hide(); + } +}; + +RotateInstructions.prototype.loadIcon_ = function() { + // Encoded asset_src/rotate-instructions.svg + this.icon = Util.base64('image/svg+xml', '<?xml version="1.0" encoding="UTF-8" standalone="no"?>
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</svg>'); +}; + +module.exports = RotateInstructions; + +},{"./util.js":67}],62:[function(_dereq_,module,exports){ +/* + * Copyright 2015 Google Inc. All Rights Reserved. + * 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 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +var SensorSample = _dereq_('./sensor-sample.js'); +var MathUtil = _dereq_('../math-util.js'); +var Util = _dereq_('../util.js'); + +/** + * An implementation of a simple complementary filter, which fuses gyroscope and + * accelerometer data from the 'devicemotion' event. + * + * Accelerometer data is very noisy, but stable over the long term. + * Gyroscope data is smooth, but tends to drift over the long term. + * + * This fusion is relatively simple: + * 1. Get orientation estimates from accelerometer by applying a low-pass filter + * on that data. + * 2. Get orientation estimates from gyroscope by integrating over time. + * 3. Combine the two estimates, weighing (1) in the long term, but (2) for the + * short term. + */ +function ComplementaryFilter(kFilter) { + this.kFilter = kFilter; + + // Raw sensor measurements. + this.currentAccelMeasurement = new SensorSample(); + this.currentGyroMeasurement = new SensorSample(); + this.previousGyroMeasurement = new SensorSample(); + + // Set default look direction to be in the correct direction. + if (Util.isIOS()) { + this.filterQ = new MathUtil.Quaternion(-1, 0, 0, 1); + } else { + this.filterQ = new MathUtil.Quaternion(1, 0, 0, 1); + } + this.previousFilterQ = new MathUtil.Quaternion(); + this.previousFilterQ.copy(this.filterQ); + + // Orientation based on the accelerometer. + this.accelQ = new MathUtil.Quaternion(); + // Whether or not the orientation has been initialized. + this.isOrientationInitialized = false; + // Running estimate of gravity based on the current orientation. + this.estimatedGravity = new MathUtil.Vector3(); + // Measured gravity based on accelerometer. + this.measuredGravity = new MathUtil.Vector3(); + + // Debug only quaternion of gyro-based orientation. + this.gyroIntegralQ = new MathUtil.Quaternion(); +} + +ComplementaryFilter.prototype.addAccelMeasurement = function(vector, timestampS) { + this.currentAccelMeasurement.set(vector, timestampS); +}; + +ComplementaryFilter.prototype.addGyroMeasurement = function(vector, timestampS) { + this.currentGyroMeasurement.set(vector, timestampS); + + var deltaT = timestampS - this.previousGyroMeasurement.timestampS; + if (Util.isTimestampDeltaValid(deltaT)) { + this.run_(); + } + + this.previousGyroMeasurement.copy(this.currentGyroMeasurement); +}; + +ComplementaryFilter.prototype.run_ = function() { + + if (!this.isOrientationInitialized) { + this.accelQ = this.accelToQuaternion_(this.currentAccelMeasurement.sample); + this.previousFilterQ.copy(this.accelQ); + this.isOrientationInitialized = true; + return; + } + + var deltaT = this.currentGyroMeasurement.timestampS - + this.previousGyroMeasurement.timestampS; + + // Convert gyro rotation vector to a quaternion delta. + var gyroDeltaQ = this.gyroToQuaternionDelta_(this.currentGyroMeasurement.sample, deltaT); + this.gyroIntegralQ.multiply(gyroDeltaQ); + + // filter_1 = K * (filter_0 + gyro * dT) + (1 - K) * accel. + this.filterQ.copy(this.previousFilterQ); + this.filterQ.multiply(gyroDeltaQ); + + // Calculate the delta between the current estimated gravity and the real + // gravity vector from accelerometer. + var invFilterQ = new MathUtil.Quaternion(); + invFilterQ.copy(this.filterQ); + invFilterQ.inverse(); + + this.estimatedGravity.set(0, 0, -1); + this.estimatedGravity.applyQuaternion(invFilterQ); + this.estimatedGravity.normalize(); + + this.measuredGravity.copy(this.currentAccelMeasurement.sample); + this.measuredGravity.normalize(); + + // Compare estimated gravity with measured gravity, get the delta quaternion + // between the two. + var deltaQ = new MathUtil.Quaternion(); + deltaQ.setFromUnitVectors(this.estimatedGravity, this.measuredGravity); + deltaQ.inverse(); + + if (Util.isDebug()) { + console.log('Delta: %d deg, G_est: (%s, %s, %s), G_meas: (%s, %s, %s)', + MathUtil.radToDeg * Util.getQuaternionAngle(deltaQ), + (this.estimatedGravity.x).toFixed(1), + (this.estimatedGravity.y).toFixed(1), + (this.estimatedGravity.z).toFixed(1), + (this.measuredGravity.x).toFixed(1), + (this.measuredGravity.y).toFixed(1), + (this.measuredGravity.z).toFixed(1)); + } + + // Calculate the SLERP target: current orientation plus the measured-estimated + // quaternion delta. + var targetQ = new MathUtil.Quaternion(); + targetQ.copy(this.filterQ); + targetQ.multiply(deltaQ); + + // SLERP factor: 0 is pure gyro, 1 is pure accel. + this.filterQ.slerp(targetQ, 1 - this.kFilter); + + this.previousFilterQ.copy(this.filterQ); +}; + +ComplementaryFilter.prototype.getOrientation = function() { + return this.filterQ; +}; + +ComplementaryFilter.prototype.accelToQuaternion_ = function(accel) { + var normAccel = new MathUtil.Vector3(); + normAccel.copy(accel); + normAccel.normalize(); + var quat = new MathUtil.Quaternion(); + quat.setFromUnitVectors(new MathUtil.Vector3(0, 0, -1), normAccel); + quat.inverse(); + return quat; +}; + +ComplementaryFilter.prototype.gyroToQuaternionDelta_ = function(gyro, dt) { + // Extract axis and angle from the gyroscope data. + var quat = new MathUtil.Quaternion(); + var axis = new MathUtil.Vector3(); + axis.copy(gyro); + axis.normalize(); + quat.setFromAxisAngle(axis, gyro.length() * dt); + return quat; +}; + + +module.exports = ComplementaryFilter; + +},{"../math-util.js":58,"../util.js":67,"./sensor-sample.js":65}],63:[function(_dereq_,module,exports){ +/* + * Copyright 2015 Google Inc. All Rights Reserved. + * 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 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ +var ComplementaryFilter = _dereq_('./complementary-filter.js'); +var PosePredictor = _dereq_('./pose-predictor.js'); +var TouchPanner = _dereq_('../touch-panner.js'); +var MathUtil = _dereq_('../math-util.js'); +var Util = _dereq_('../util.js'); + +/** + * The pose sensor, implemented using DeviceMotion APIs. + */ +function FusionPoseSensor() { + this.deviceId = 'webvr-polyfill:fused'; + this.deviceName = 'VR Position Device (webvr-polyfill:fused)'; + + this.accelerometer = new MathUtil.Vector3(); + this.gyroscope = new MathUtil.Vector3(); + + this.start(); + + this.filter = new ComplementaryFilter(window.WebVRConfig.K_FILTER); + this.posePredictor = new PosePredictor(window.WebVRConfig.PREDICTION_TIME_S); + this.touchPanner = new TouchPanner(); + + this.filterToWorldQ = new MathUtil.Quaternion(); + + // Set the filter to world transform, depending on OS. + if (Util.isIOS()) { + this.filterToWorldQ.setFromAxisAngle(new MathUtil.Vector3(1, 0, 0), Math.PI / 2); + } else { + this.filterToWorldQ.setFromAxisAngle(new MathUtil.Vector3(1, 0, 0), -Math.PI / 2); + } + + this.inverseWorldToScreenQ = new MathUtil.Quaternion(); + this.worldToScreenQ = new MathUtil.Quaternion(); + this.originalPoseAdjustQ = new MathUtil.Quaternion(); + this.originalPoseAdjustQ.setFromAxisAngle(new MathUtil.Vector3(0, 0, 1), + -window.orientation * Math.PI / 180); + + this.setScreenTransform_(); + // Adjust this filter for being in landscape mode. + if (Util.isLandscapeMode()) { + this.filterToWorldQ.multiply(this.inverseWorldToScreenQ); + } + + // Keep track of a reset transform for resetSensor. + this.resetQ = new MathUtil.Quaternion(); + + this.isFirefoxAndroid = Util.isFirefoxAndroid(); + this.isIOS = Util.isIOS(); + + this.orientationOut_ = new Float32Array(4); +} + +FusionPoseSensor.prototype.getPosition = function() { + // This PoseSensor doesn't support position + return null; +}; + +FusionPoseSensor.prototype.getOrientation = function() { + // Convert from filter space to the the same system used by the + // deviceorientation event. + var orientation = this.filter.getOrientation(); + + // Predict orientation. + this.predictedQ = this.posePredictor.getPrediction(orientation, this.gyroscope, this.previousTimestampS); + + // Convert to THREE coordinate system: -Z forward, Y up, X right. + var out = new MathUtil.Quaternion(); + out.copy(this.filterToWorldQ); + out.multiply(this.resetQ); + if (!window.WebVRConfig.TOUCH_PANNER_DISABLED) { + out.multiply(this.touchPanner.getOrientation()); + } + out.multiply(this.predictedQ); + out.multiply(this.worldToScreenQ); + + // Handle the yaw-only case. + if (window.WebVRConfig.YAW_ONLY) { + // Make a quaternion that only turns around the Y-axis. + out.x = 0; + out.z = 0; + out.normalize(); + } + + this.orientationOut_[0] = out.x; + this.orientationOut_[1] = out.y; + this.orientationOut_[2] = out.z; + this.orientationOut_[3] = out.w; + return this.orientationOut_; +}; + +FusionPoseSensor.prototype.resetPose = function() { + // Reduce to inverted yaw-only. + this.resetQ.copy(this.filter.getOrientation()); + this.resetQ.x = 0; + this.resetQ.y = 0; + this.resetQ.z *= -1; + this.resetQ.normalize(); + + // Take into account extra transformations in landscape mode. + if (Util.isLandscapeMode()) { + this.resetQ.multiply(this.inverseWorldToScreenQ); + } + + // Take into account original pose. + this.resetQ.multiply(this.originalPoseAdjustQ); + + if (!window.WebVRConfig.TOUCH_PANNER_DISABLED) { + this.touchPanner.resetSensor(); + } +}; + +FusionPoseSensor.prototype.onDeviceMotion_ = function(deviceMotion) { + this.updateDeviceMotion_(deviceMotion); +}; + +FusionPoseSensor.prototype.updateDeviceMotion_ = function(deviceMotion) { + var accGravity = deviceMotion.accelerationIncludingGravity; + var rotRate = deviceMotion.rotationRate; + var timestampS = deviceMotion.timeStamp / 1000; + + var deltaS = timestampS - this.previousTimestampS; + if (deltaS <= Util.MIN_TIMESTEP || deltaS > Util.MAX_TIMESTEP) { + console.warn('Invalid timestamps detected. Time step between successive ' + + 'gyroscope sensor samples is very small or not monotonic'); + this.previousTimestampS = timestampS; + return; + } + + this.accelerometer.set(-accGravity.x, -accGravity.y, -accGravity.z); + if (Util.isR7()) { + this.gyroscope.set(-rotRate.beta, rotRate.alpha, rotRate.gamma); + } else { + this.gyroscope.set(rotRate.alpha, rotRate.beta, rotRate.gamma); + } + + // With iOS and Firefox Android, rotationRate is reported in degrees, + // so we first convert to radians. + if (this.isIOS || this.isFirefoxAndroid) { + this.gyroscope.multiplyScalar(Math.PI / 180); + } + + this.filter.addAccelMeasurement(this.accelerometer, timestampS); + this.filter.addGyroMeasurement(this.gyroscope, timestampS); + + this.previousTimestampS = timestampS; +}; + +FusionPoseSensor.prototype.onOrientationChange_ = function(screenOrientation) { + this.setScreenTransform_(); +}; + +/** + * This is only needed if we are in an cross origin iframe on iOS to work around + * this issue: https://bugs.webkit.org/show_bug.cgi?id=152299. + */ +FusionPoseSensor.prototype.onMessage_ = function(event) { + var message = event.data; + + // If there's no message type, ignore it. + if (!message || !message.type) { + return; + } + + // Ignore all messages that aren't devicemotion. + var type = message.type.toLowerCase(); + if (type !== 'devicemotion') { + return; + } + + // Update device motion. + this.updateDeviceMotion_(message.deviceMotionEvent); +}; + +FusionPoseSensor.prototype.setScreenTransform_ = function() { + this.worldToScreenQ.set(0, 0, 0, 1); + switch (window.orientation) { + case 0: + break; + case 90: + this.worldToScreenQ.setFromAxisAngle(new MathUtil.Vector3(0, 0, 1), -Math.PI / 2); + break; + case -90: + this.worldToScreenQ.setFromAxisAngle(new MathUtil.Vector3(0, 0, 1), Math.PI / 2); + break; + case 180: + // TODO. + break; + } + this.inverseWorldToScreenQ.copy(this.worldToScreenQ); + this.inverseWorldToScreenQ.inverse(); +}; + +FusionPoseSensor.prototype.start = function() { + this.onDeviceMotionCallback_ = this.onDeviceMotion_.bind(this); + this.onOrientationChangeCallback_ = this.onOrientationChange_.bind(this); + this.onMessageCallback_ = this.onMessage_.bind(this); + + // Only listen for postMessages if we're in an iOS and embedded inside a cross + // domain IFrame. In this case, the polyfill can still work if the containing + // page sends synthetic devicemotion events. For an example of this, see + // iframe-message-sender.js in VR View: https://goo.gl/XDtvFZ + if (Util.isIOS() && Util.isInsideCrossDomainIFrame()) { + window.addEventListener('message', this.onMessageCallback_); + } + window.addEventListener('orientationchange', this.onOrientationChangeCallback_); + window.addEventListener('devicemotion', this.onDeviceMotionCallback_); +}; + +FusionPoseSensor.prototype.stop = function() { + window.removeEventListener('devicemotion', this.onDeviceMotionCallback_); + window.removeEventListener('orientationchange', this.onOrientationChangeCallback_); + window.removeEventListener('message', this.onMessageCallback_); +}; + +module.exports = FusionPoseSensor; + +},{"../math-util.js":58,"../touch-panner.js":66,"../util.js":67,"./complementary-filter.js":62,"./pose-predictor.js":64}],64:[function(_dereq_,module,exports){ +/* + * Copyright 2015 Google Inc. All Rights Reserved. + * 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 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ +var MathUtil = _dereq_('../math-util'); +var Util = _dereq_('../util'); + +/** + * Given an orientation and the gyroscope data, predicts the future orientation + * of the head. This makes rendering appear faster. + * + * Also see: http://msl.cs.uiuc.edu/~lavalle/papers/LavYerKatAnt14.pdf + * + * @param {Number} predictionTimeS time from head movement to the appearance of + * the corresponding image. + */ +function PosePredictor(predictionTimeS) { + this.predictionTimeS = predictionTimeS; + + // The quaternion corresponding to the previous state. + this.previousQ = new MathUtil.Quaternion(); + // Previous time a prediction occurred. + this.previousTimestampS = null; + + // The delta quaternion that adjusts the current pose. + this.deltaQ = new MathUtil.Quaternion(); + // The output quaternion. + this.outQ = new MathUtil.Quaternion(); +} + +PosePredictor.prototype.getPrediction = function(currentQ, gyro, timestampS) { + if (!this.previousTimestampS) { + this.previousQ.copy(currentQ); + this.previousTimestampS = timestampS; + return currentQ; + } + + // Calculate axis and angle based on gyroscope rotation rate data. + var axis = new MathUtil.Vector3(); + axis.copy(gyro); + axis.normalize(); + + var angularSpeed = gyro.length(); + + // If we're rotating slowly, don't do prediction. + if (angularSpeed < MathUtil.degToRad * 20) { + if (Util.isDebug()) { + console.log('Moving slowly, at %s deg/s: no prediction', + (MathUtil.radToDeg * angularSpeed).toFixed(1)); + } + this.outQ.copy(currentQ); + this.previousQ.copy(currentQ); + return this.outQ; + } + + // Get the predicted angle based on the time delta and latency. + var deltaT = timestampS - this.previousTimestampS; + var predictAngle = angularSpeed * this.predictionTimeS; + + this.deltaQ.setFromAxisAngle(axis, predictAngle); + this.outQ.copy(this.previousQ); + this.outQ.multiply(this.deltaQ); + + this.previousQ.copy(currentQ); + this.previousTimestampS = timestampS; + + return this.outQ; +}; + + +module.exports = PosePredictor; + +},{"../math-util":58,"../util":67}],65:[function(_dereq_,module,exports){ +function SensorSample(sample, timestampS) { + this.set(sample, timestampS); +}; + +SensorSample.prototype.set = function(sample, timestampS) { + this.sample = sample; + this.timestampS = timestampS; +}; + +SensorSample.prototype.copy = function(sensorSample) { + this.set(sensorSample.sample, sensorSample.timestampS); +}; + +module.exports = SensorSample; + +},{}],66:[function(_dereq_,module,exports){ +/* + * Copyright 2015 Google Inc. All Rights Reserved. + * 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 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ +var MathUtil = _dereq_('./math-util.js'); +var Util = _dereq_('./util.js'); + +var ROTATE_SPEED = 0.5; +/** + * Provides a quaternion responsible for pre-panning the scene before further + * transformations due to device sensors. + */ +function TouchPanner() { + window.addEventListener('touchstart', this.onTouchStart_.bind(this)); + window.addEventListener('touchmove', this.onTouchMove_.bind(this)); + window.addEventListener('touchend', this.onTouchEnd_.bind(this)); + + this.isTouching = false; + this.rotateStart = new MathUtil.Vector2(); + this.rotateEnd = new MathUtil.Vector2(); + this.rotateDelta = new MathUtil.Vector2(); + + this.theta = 0; + this.orientation = new MathUtil.Quaternion(); +} + +TouchPanner.prototype.getOrientation = function() { + this.orientation.setFromEulerXYZ(0, 0, this.theta); + return this.orientation; +}; + +TouchPanner.prototype.resetSensor = function() { + this.theta = 0; +}; + +TouchPanner.prototype.onTouchStart_ = function(e) { + // Only respond if there is exactly one touch. + // Note that the Daydream controller passes in a `touchstart` event with + // no `touches` property, so we must check for that case too. + if (!e.touches || e.touches.length != 1) { + return; + } + this.rotateStart.set(e.touches[0].pageX, e.touches[0].pageY); + this.isTouching = true; +}; + +TouchPanner.prototype.onTouchMove_ = function(e) { + if (!this.isTouching) { + return; + } + this.rotateEnd.set(e.touches[0].pageX, e.touches[0].pageY); + this.rotateDelta.subVectors(this.rotateEnd, this.rotateStart); + this.rotateStart.copy(this.rotateEnd); + + // On iOS, direction is inverted. + if (Util.isIOS()) { + this.rotateDelta.x *= -1; + } + + var element = document.body; + this.theta += 2 * Math.PI * this.rotateDelta.x / element.clientWidth * ROTATE_SPEED; +}; + +TouchPanner.prototype.onTouchEnd_ = function(e) { + this.isTouching = false; +}; + +module.exports = TouchPanner; + +},{"./math-util.js":58,"./util.js":67}],67:[function(_dereq_,module,exports){ +/* + * Copyright 2015 Google Inc. All Rights Reserved. + * 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 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +var Util = window.Util || {}; + +Util.MIN_TIMESTEP = 0.001; +Util.MAX_TIMESTEP = 1; + +Util.base64 = function(mimeType, base64) { + return 'data:' + mimeType + ';base64,' + base64; +}; + +Util.clamp = function(value, min, max) { + return Math.min(Math.max(min, value), max); +}; + +Util.lerp = function(a, b, t) { + return a + ((b - a) * t); +}; + +/** + * Light polyfill for `Promise.race`. Returns + * a promise that resolves when the first promise + * provided resolves. + * + * @param {Array<Promise>} promises + */ +Util.race = function(promises) { + if (Promise.race) { + return Promise.race(promises); + } + + return new Promise(function (resolve, reject) { + for (var i = 0; i < promises.length; i++) { + promises[i].then(resolve, reject); + } + }); +}; + +Util.isIOS = (function() { + var isIOS = /iPad|iPhone|iPod/.test(navigator.platform); + return function() { + return isIOS; + }; +})(); + +Util.isWebViewAndroid = (function() { + var isWebViewAndroid = navigator.userAgent.indexOf('Version') !== -1 && + navigator.userAgent.indexOf('Android') !== -1 && + navigator.userAgent.indexOf('Chrome') !== -1; + return function() { + return isWebViewAndroid; + }; +})(); + +Util.isSafari = (function() { + var isSafari = /^((?!chrome|android).)*safari/i.test(navigator.userAgent); + return function() { + return isSafari; + }; +})(); + +Util.isFirefoxAndroid = (function() { + var isFirefoxAndroid = navigator.userAgent.indexOf('Firefox') !== -1 && + navigator.userAgent.indexOf('Android') !== -1; + return function() { + return isFirefoxAndroid; + }; +})(); + +Util.isR7 = (function() { + var isR7 = navigator.userAgent.indexOf('R7 Build') !== -1; + return function() { + return isR7; + }; +})(); + +Util.isLandscapeMode = function() { + var rtn = (window.orientation == 90 || window.orientation == -90); + return Util.isR7() ? !rtn : rtn; +}; + +// Helper method to validate the time steps of sensor timestamps. +Util.isTimestampDeltaValid = function(timestampDeltaS) { + if (isNaN(timestampDeltaS)) { + return false; + } + if (timestampDeltaS <= Util.MIN_TIMESTEP) { + return false; + } + if (timestampDeltaS > Util.MAX_TIMESTEP) { + return false; + } + return true; +}; + +Util.getScreenWidth = function() { + return Math.max(window.screen.width, window.screen.height) * + window.devicePixelRatio; +}; + +Util.getScreenHeight = function() { + return Math.min(window.screen.width, window.screen.height) * + window.devicePixelRatio; +}; + +Util.requestFullscreen = function(element) { + if (Util.isWebViewAndroid()) { + return false; + } + if (element.requestFullscreen) { + element.requestFullscreen(); + } else if (element.webkitRequestFullscreen) { + element.webkitRequestFullscreen(); + } else if (element.mozRequestFullScreen) { + element.mozRequestFullScreen(); + } else if (element.msRequestFullscreen) { + element.msRequestFullscreen(); + } else { + return false; + } + + return true; +}; + +Util.exitFullscreen = function() { + if (document.exitFullscreen) { + document.exitFullscreen(); + } else if (document.webkitExitFullscreen) { + document.webkitExitFullscreen(); + } else if (document.mozCancelFullScreen) { + document.mozCancelFullScreen(); + } else if (document.msExitFullscreen) { + document.msExitFullscreen(); + } else { + return false; + } + + return true; +}; + +Util.getFullscreenElement = function() { + return document.fullscreenElement || + document.webkitFullscreenElement || + document.mozFullScreenElement || + document.msFullscreenElement; +}; + +Util.linkProgram = function(gl, vertexSource, fragmentSource, attribLocationMap) { + // No error checking for brevity. + var vertexShader = gl.createShader(gl.VERTEX_SHADER); + gl.shaderSource(vertexShader, vertexSource); + gl.compileShader(vertexShader); + + var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); + gl.shaderSource(fragmentShader, fragmentSource); + gl.compileShader(fragmentShader); + + var program = gl.createProgram(); + gl.attachShader(program, vertexShader); + gl.attachShader(program, fragmentShader); + + for (var attribName in attribLocationMap) + gl.bindAttribLocation(program, attribLocationMap[attribName], attribName); + + gl.linkProgram(program); + + gl.deleteShader(vertexShader); + gl.deleteShader(fragmentShader); + + return program; +}; + +Util.getProgramUniforms = function(gl, program) { + var uniforms = {}; + var uniformCount = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS); + var uniformName = ''; + for (var i = 0; i < uniformCount; i++) { + var uniformInfo = gl.getActiveUniform(program, i); + uniformName = uniformInfo.name.replace('[0]', ''); + uniforms[uniformName] = gl.getUniformLocation(program, uniformName); + } + return uniforms; +}; + +Util.orthoMatrix = function (out, left, right, bottom, top, near, far) { + var lr = 1 / (left - right), + bt = 1 / (bottom - top), + nf = 1 / (near - far); + out[0] = -2 * lr; + out[1] = 0; + out[2] = 0; + out[3] = 0; + out[4] = 0; + out[5] = -2 * bt; + out[6] = 0; + out[7] = 0; + out[8] = 0; + out[9] = 0; + out[10] = 2 * nf; + out[11] = 0; + out[12] = (left + right) * lr; + out[13] = (top + bottom) * bt; + out[14] = (far + near) * nf; + out[15] = 1; + return out; +}; + +Util.copyArray = function (source, dest) { + for (var i = 0, n = source.length; i < n; i++) { + dest[i] = source[i]; + } +}; + +Util.isMobile = function() { + var check = false; + (function(a){if(/(android|bb\d+|meego).+mobile|avantgo|bada\/|blackberry|blazer|compal|elaine|fennec|hiptop|iemobile|ip(hone|od)|iris|kindle|lge |maemo|midp|mmp|mobile.+firefox|netfront|opera m(ob|in)i|palm( os)?|phone|p(ixi|re)\/|plucker|pocket|psp|series(4|6)0|symbian|treo|up\.(browser|link)|vodafone|wap|windows ce|xda|xiino/i.test(a)||/1207|6310|6590|3gso|4thp|50[1-6]i|770s|802s|a wa|abac|ac(er|oo|s\-)|ai(ko|rn)|al(av|ca|co)|amoi|an(ex|ny|yw)|aptu|ar(ch|go)|as(te|us)|attw|au(di|\-m|r |s )|avan|be(ck|ll|nq)|bi(lb|rd)|bl(ac|az)|br(e|v)w|bumb|bw\-(n|u)|c55\/|capi|ccwa|cdm\-|cell|chtm|cldc|cmd\-|co(mp|nd)|craw|da(it|ll|ng)|dbte|dc\-s|devi|dica|dmob|do(c|p)o|ds(12|\-d)|el(49|ai)|em(l2|ul)|er(ic|k0)|esl8|ez([4-7]0|os|wa|ze)|fetc|fly(\-|_)|g1 u|g560|gene|gf\-5|g\-mo|go(\.w|od)|gr(ad|un)|haie|hcit|hd\-(m|p|t)|hei\-|hi(pt|ta)|hp( i|ip)|hs\-c|ht(c(\-| |_|a|g|p|s|t)|tp)|hu(aw|tc)|i\-(20|go|ma)|i230|iac( |\-|\/)|ibro|idea|ig01|ikom|im1k|inno|ipaq|iris|ja(t|v)a|jbro|jemu|jigs|kddi|keji|kgt( |\/)|klon|kpt |kwc\-|kyo(c|k)|le(no|xi)|lg( g|\/(k|l|u)|50|54|\-[a-w])|libw|lynx|m1\-w|m3ga|m50\/|ma(te|ui|xo)|mc(01|21|ca)|m\-cr|me(rc|ri)|mi(o8|oa|ts)|mmef|mo(01|02|bi|de|do|t(\-| |o|v)|zz)|mt(50|p1|v )|mwbp|mywa|n10[0-2]|n20[2-3]|n30(0|2)|n50(0|2|5)|n7(0(0|1)|10)|ne((c|m)\-|on|tf|wf|wg|wt)|nok(6|i)|nzph|o2im|op(ti|wv)|oran|owg1|p800|pan(a|d|t)|pdxg|pg(13|\-([1-8]|c))|phil|pire|pl(ay|uc)|pn\-2|po(ck|rt|se)|prox|psio|pt\-g|qa\-a|qc(07|12|21|32|60|\-[2-7]|i\-)|qtek|r380|r600|raks|rim9|ro(ve|zo)|s55\/|sa(ge|ma|mm|ms|ny|va)|sc(01|h\-|oo|p\-)|sdk\/|se(c(\-|0|1)|47|mc|nd|ri)|sgh\-|shar|sie(\-|m)|sk\-0|sl(45|id)|sm(al|ar|b3|it|t5)|so(ft|ny)|sp(01|h\-|v\-|v )|sy(01|mb)|t2(18|50)|t6(00|10|18)|ta(gt|lk)|tcl\-|tdg\-|tel(i|m)|tim\-|t\-mo|to(pl|sh)|ts(70|m\-|m3|m5)|tx\-9|up(\.b|g1|si)|utst|v400|v750|veri|vi(rg|te)|vk(40|5[0-3]|\-v)|vm40|voda|vulc|vx(52|53|60|61|70|80|81|83|85|98)|w3c(\-| )|webc|whit|wi(g |nc|nw)|wmlb|wonu|x700|yas\-|your|zeto|zte\-/i.test(a.substr(0,4)))check = true})(navigator.userAgent||navigator.vendor||window.opera); + return check; +}; + +Util.extend = function(dest, src) { + for (var key in src) { + if (src.hasOwnProperty(key)) { + dest[key] = src[key]; + } + } + + return dest; +} + +Util.safariCssSizeWorkaround = function(canvas) { + // TODO(smus): Remove this workaround when Safari for iOS is fixed. + // iOS only workaround (for https://bugs.webkit.org/show_bug.cgi?id=152556). + // + // "To the last I grapple with thee; + // from hell's heart I stab at thee; + // for hate's sake I spit my last breath at thee." + // -- Moby Dick, by Herman Melville + if (Util.isIOS()) { + var width = canvas.style.width; + var height = canvas.style.height; + canvas.style.width = (parseInt(width) + 1) + 'px'; + canvas.style.height = (parseInt(height)) + 'px'; + setTimeout(function() { + canvas.style.width = width; + canvas.style.height = height; + }, 100); + } + + // Debug only. + window.Util = Util; + window.canvas = canvas; +}; + +Util.isDebug = function() { + return Util.getQueryParameter('debug'); +}; + +Util.getQueryParameter = function(name) { + var name = name.replace(/[\[]/, "\\[").replace(/[\]]/, "\\]"); + var regex = new RegExp("[\\?&]" + name + "=([^&#]*)"), + results = regex.exec(location.search); + return results === null ? "" : decodeURIComponent(results[1].replace(/\+/g, " ")); +}; + +Util.frameDataFromPose = (function() { + var piOver180 = Math.PI / 180.0; + var rad45 = Math.PI * 0.25; + + // Borrowed from glMatrix. + function mat4_perspectiveFromFieldOfView(out, fov, near, far) { + var upTan = Math.tan(fov ? (fov.upDegrees * piOver180) : rad45), + downTan = Math.tan(fov ? (fov.downDegrees * piOver180) : rad45), + leftTan = Math.tan(fov ? (fov.leftDegrees * piOver180) : rad45), + rightTan = Math.tan(fov ? (fov.rightDegrees * piOver180) : rad45), + xScale = 2.0 / (leftTan + rightTan), + yScale = 2.0 / (upTan + downTan); + + out[0] = xScale; + out[1] = 0.0; + out[2] = 0.0; + out[3] = 0.0; + out[4] = 0.0; + out[5] = yScale; + out[6] = 0.0; + out[7] = 0.0; + out[8] = -((leftTan - rightTan) * xScale * 0.5); + out[9] = ((upTan - downTan) * yScale * 0.5); + out[10] = far / (near - far); + out[11] = -1.0; + out[12] = 0.0; + out[13] = 0.0; + out[14] = (far * near) / (near - far); + out[15] = 0.0; + return out; + } + + function mat4_fromRotationTranslation(out, q, v) { + // Quaternion math + var x = q[0], y = q[1], z = q[2], w = q[3], + x2 = x + x, + y2 = y + y, + z2 = z + z, + + xx = x * x2, + xy = x * y2, + xz = x * z2, + yy = y * y2, + yz = y * z2, + zz = z * z2, + wx = w * x2, + wy = w * y2, + wz = w * z2; + + out[0] = 1 - (yy + zz); + out[1] = xy + wz; + out[2] = xz - wy; + out[3] = 0; + out[4] = xy - wz; + out[5] = 1 - (xx + zz); + out[6] = yz + wx; + out[7] = 0; + out[8] = xz + wy; + out[9] = yz - wx; + out[10] = 1 - (xx + yy); + out[11] = 0; + out[12] = v[0]; + out[13] = v[1]; + out[14] = v[2]; + out[15] = 1; + + return out; + }; + + function mat4_translate(out, a, v) { + var x = v[0], y = v[1], z = v[2], + a00, a01, a02, a03, + a10, a11, a12, a13, + a20, a21, a22, a23; + + if (a === out) { + out[12] = a[0] * x + a[4] * y + a[8] * z + a[12]; + out[13] = a[1] * x + a[5] * y + a[9] * z + a[13]; + out[14] = a[2] * x + a[6] * y + a[10] * z + a[14]; + out[15] = a[3] * x + a[7] * y + a[11] * z + a[15]; + } else { + a00 = a[0]; a01 = a[1]; a02 = a[2]; a03 = a[3]; + a10 = a[4]; a11 = a[5]; a12 = a[6]; a13 = a[7]; + a20 = a[8]; a21 = a[9]; a22 = a[10]; a23 = a[11]; + + out[0] = a00; out[1] = a01; out[2] = a02; out[3] = a03; + out[4] = a10; out[5] = a11; out[6] = a12; out[7] = a13; + out[8] = a20; out[9] = a21; out[10] = a22; out[11] = a23; + + out[12] = a00 * x + a10 * y + a20 * z + a[12]; + out[13] = a01 * x + a11 * y + a21 * z + a[13]; + out[14] = a02 * x + a12 * y + a22 * z + a[14]; + out[15] = a03 * x + a13 * y + a23 * z + a[15]; + } + + return out; + }; + + function mat4_invert(out, a) { + var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], + a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], + a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11], + a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15], + + b00 = a00 * a11 - a01 * a10, + b01 = a00 * a12 - a02 * a10, + b02 = a00 * a13 - a03 * a10, + b03 = a01 * a12 - a02 * a11, + b04 = a01 * a13 - a03 * a11, + b05 = a02 * a13 - a03 * a12, + b06 = a20 * a31 - a21 * a30, + b07 = a20 * a32 - a22 * a30, + b08 = a20 * a33 - a23 * a30, + b09 = a21 * a32 - a22 * a31, + b10 = a21 * a33 - a23 * a31, + b11 = a22 * a33 - a23 * a32, + + // Calculate the determinant + det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06; + + if (!det) { + return null; + } + det = 1.0 / det; + + out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det; + out[1] = (a02 * b10 - a01 * b11 - a03 * b09) * det; + out[2] = (a31 * b05 - a32 * b04 + a33 * b03) * det; + out[3] = (a22 * b04 - a21 * b05 - a23 * b03) * det; + out[4] = (a12 * b08 - a10 * b11 - a13 * b07) * det; + out[5] = (a00 * b11 - a02 * b08 + a03 * b07) * det; + out[6] = (a32 * b02 - a30 * b05 - a33 * b01) * det; + out[7] = (a20 * b05 - a22 * b02 + a23 * b01) * det; + out[8] = (a10 * b10 - a11 * b08 + a13 * b06) * det; + out[9] = (a01 * b08 - a00 * b10 - a03 * b06) * det; + out[10] = (a30 * b04 - a31 * b02 + a33 * b00) * det; + out[11] = (a21 * b02 - a20 * b04 - a23 * b00) * det; + out[12] = (a11 * b07 - a10 * b09 - a12 * b06) * det; + out[13] = (a00 * b09 - a01 * b07 + a02 * b06) * det; + out[14] = (a31 * b01 - a30 * b03 - a32 * b00) * det; + out[15] = (a20 * b03 - a21 * b01 + a22 * b00) * det; + + return out; + }; + + var defaultOrientation = new Float32Array([0, 0, 0, 1]); + var defaultPosition = new Float32Array([0, 0, 0]); + + function updateEyeMatrices(projection, view, pose, parameters, vrDisplay) { + mat4_perspectiveFromFieldOfView(projection, parameters ? parameters.fieldOfView : null, vrDisplay.depthNear, vrDisplay.depthFar); + + var orientation = pose.orientation || defaultOrientation; + var position = pose.position || defaultPosition; + + mat4_fromRotationTranslation(view, orientation, position); + if (parameters) + mat4_translate(view, view, parameters.offset); + mat4_invert(view, view); + } + + return function(frameData, pose, vrDisplay) { + if (!frameData || !pose) + return false; + + frameData.pose = pose; + frameData.timestamp = pose.timestamp; + + updateEyeMatrices( + frameData.leftProjectionMatrix, frameData.leftViewMatrix, + pose, vrDisplay.getEyeParameters("left"), vrDisplay); + updateEyeMatrices( + frameData.rightProjectionMatrix, frameData.rightViewMatrix, + pose, vrDisplay.getEyeParameters("right"), vrDisplay); + + return true; + }; +})(); + +Util.isInsideCrossDomainIFrame = function() { + var isFramed = (window.self !== window.top); + var refDomain = Util.getDomainFromUrl(document.referrer); + var thisDomain = Util.getDomainFromUrl(window.location.href); + + return isFramed && (refDomain !== thisDomain); +}; + +// From http://stackoverflow.com/a/23945027. +Util.getDomainFromUrl = function(url) { + var domain; + // Find & remove protocol (http, ftp, etc.) and get domain. + if (url.indexOf("://") > -1) { + domain = url.split('/')[2]; + } + else { + domain = url.split('/')[0]; + } + + //find & remove port number + domain = domain.split(':')[0]; + + return domain; +} + +module.exports = Util; + +},{}],68:[function(_dereq_,module,exports){ +/* + * Copyright 2015 Google Inc. All Rights Reserved. + * 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 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +var DeviceInfo = _dereq_('./device-info.js'); +var Util = _dereq_('./util.js'); + +var DEFAULT_VIEWER = 'CardboardV1'; +var VIEWER_KEY = 'WEBVR_CARDBOARD_VIEWER'; +var CLASS_NAME = 'webvr-polyfill-viewer-selector'; + +/** + * Creates a viewer selector with the options specified. Supports being shown + * and hidden. Generates events when viewer parameters change. Also supports + * saving the currently selected index in localStorage. + */ +function ViewerSelector() { + // Try to load the selected key from local storage. + try { + this.selectedKey = localStorage.getItem(VIEWER_KEY); + } catch (error) { + console.error('Failed to load viewer profile: %s', error); + } + + //If none exists, or if localstorage is unavailable, use the default key. + if (!this.selectedKey) { + this.selectedKey = DEFAULT_VIEWER; + } + + this.dialog = this.createDialog_(DeviceInfo.Viewers); + this.root = null; + this.onChangeCallbacks_ = []; +} + +ViewerSelector.prototype.show = function(root) { + this.root = root; + + root.appendChild(this.dialog); + + // Ensure the currently selected item is checked. + var selected = this.dialog.querySelector('#' + this.selectedKey); + selected.checked = true; + + // Show the UI. + this.dialog.style.display = 'block'; +}; + +ViewerSelector.prototype.hide = function() { + if (this.root && this.root.contains(this.dialog)) { + this.root.removeChild(this.dialog); + } + this.dialog.style.display = 'none'; +}; + +ViewerSelector.prototype.getCurrentViewer = function() { + return DeviceInfo.Viewers[this.selectedKey]; +}; + +ViewerSelector.prototype.getSelectedKey_ = function() { + var input = this.dialog.querySelector('input[name=field]:checked'); + if (input) { + return input.id; + } + return null; +}; + +ViewerSelector.prototype.onChange = function(cb) { + this.onChangeCallbacks_.push(cb); +}; + +ViewerSelector.prototype.fireOnChange_ = function(viewer) { + for (var i = 0; i < this.onChangeCallbacks_.length; i++) { + this.onChangeCallbacks_[i](viewer); + } +}; + +ViewerSelector.prototype.onSave_ = function() { + this.selectedKey = this.getSelectedKey_(); + if (!this.selectedKey || !DeviceInfo.Viewers[this.selectedKey]) { + console.error('ViewerSelector.onSave_: this should never happen!'); + return; + } + + this.fireOnChange_(DeviceInfo.Viewers[this.selectedKey]); + + // Attempt to save the viewer profile, but fails in private mode. + try { + localStorage.setItem(VIEWER_KEY, this.selectedKey); + } catch(error) { + console.error('Failed to save viewer profile: %s', error); + } + this.hide(); +}; + +/** + * Creates the dialog. + */ +ViewerSelector.prototype.createDialog_ = function(options) { + var container = document.createElement('div'); + container.classList.add(CLASS_NAME); + container.style.display = 'none'; + // Create an overlay that dims the background, and which goes away when you + // tap it. + var overlay = document.createElement('div'); + var s = overlay.style; + s.position = 'fixed'; + s.left = 0; + s.top = 0; + s.width = '100%'; + s.height = '100%'; + s.background = 'rgba(0, 0, 0, 0.3)'; + overlay.addEventListener('click', this.hide.bind(this)); + + var width = 280; + var dialog = document.createElement('div'); + var s = dialog.style; + s.boxSizing = 'border-box'; + s.position = 'fixed'; + s.top = '24px'; + s.left = '50%'; + s.marginLeft = (-width/2) + 'px'; + s.width = width + 'px'; + s.padding = '24px'; + s.overflow = 'hidden'; + s.background = '#fafafa'; + s.fontFamily = "'Roboto', sans-serif"; + s.boxShadow = '0px 5px 20px #666'; + + dialog.appendChild(this.createH1_('Select your viewer')); + for (var id in options) { + dialog.appendChild(this.createChoice_(id, options[id].label)); + } + dialog.appendChild(this.createButton_('Save', this.onSave_.bind(this))); + + container.appendChild(overlay); + container.appendChild(dialog); + + return container; +}; + +ViewerSelector.prototype.createH1_ = function(name) { + var h1 = document.createElement('h1'); + var s = h1.style; + s.color = 'black'; + s.fontSize = '20px'; + s.fontWeight = 'bold'; + s.marginTop = 0; + s.marginBottom = '24px'; + h1.innerHTML = name; + return h1; +}; + +ViewerSelector.prototype.createChoice_ = function(id, name) { + /* + <div class="choice"> + <input id="v1" type="radio" name="field" value="v1"> + <label for="v1">Cardboard V1</label> + </div> + */ + var div = document.createElement('div'); + div.style.marginTop = '8px'; + div.style.color = 'black'; + + var input = document.createElement('input'); + input.style.fontSize = '30px'; + input.setAttribute('id', id); + input.setAttribute('type', 'radio'); + input.setAttribute('value', id); + input.setAttribute('name', 'field'); + + var label = document.createElement('label'); + label.style.marginLeft = '4px'; + label.setAttribute('for', id); + label.innerHTML = name; + + div.appendChild(input); + div.appendChild(label); + + return div; +}; + +ViewerSelector.prototype.createButton_ = function(label, onclick) { + var button = document.createElement('button'); + button.innerHTML = label; + var s = button.style; + s.float = 'right'; + s.textTransform = 'uppercase'; + s.color = '#1094f7'; + s.fontSize = '14px'; + s.letterSpacing = 0; + s.border = 0; + s.background = 'none'; + s.marginTop = '16px'; + + button.addEventListener('click', onclick); + + return button; +}; + +module.exports = ViewerSelector; + +},{"./device-info.js":52,"./util.js":67}],69:[function(_dereq_,module,exports){ +/* + * Copyright 2015 Google Inc. All Rights Reserved. + * 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 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +var Util = _dereq_('./util.js'); + +/** + * Android and iOS compatible wakelock implementation. + * + * Refactored thanks to dkovalev@. + */ +function AndroidWakeLock() { + var video = document.createElement('video'); + video.setAttribute('loop', ''); + + function addSourceToVideo(element, type, dataURI) { + var source = document.createElement('source'); + source.src = dataURI; + source.type = 'video/' + type; + element.appendChild(source); + } + + addSourceToVideo(video,'webm', Util.base64('video/webm', 'GkXfo0AgQoaBAUL3gQFC8oEEQvOBCEKCQAR3ZWJtQoeBAkKFgQIYU4BnQI0VSalmQCgq17FAAw9CQE2AQAZ3aGFtbXlXQUAGd2hhbW15RIlACECPQAAAAAAAFlSua0AxrkAu14EBY8WBAZyBACK1nEADdW5khkAFVl9WUDglhohAA1ZQOIOBAeBABrCBCLqBCB9DtnVAIueBAKNAHIEAAIAwAQCdASoIAAgAAUAmJaQAA3AA/vz0AAA=')); + addSourceToVideo(video, 'mp4', Util.base64('video/mp4', 'AAAAHGZ0eXBpc29tAAACAGlzb21pc28ybXA0MQAAAAhmcmVlAAAAG21kYXQAAAGzABAHAAABthADAowdbb9/AAAC6W1vb3YAAABsbXZoZAAAAAB8JbCAfCWwgAAAA+gAAAAAAAEAAAEAAAAAAAAAAAAAAAABAAAAAAAAAAAAAAAAAAAAAQAAAAAAAAAAAAAAAAAAQAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAIAAAIVdHJhawAAAFx0a2hkAAAAD3wlsIB8JbCAAAAAAQAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAABAAAAAAAAAAAAAAAAAAAAAQAAAAAAAAAAAAAAAAAAQAAAAAAIAAAACAAAAAABsW1kaWEAAAAgbWRoZAAAAAB8JbCAfCWwgAAAA+gAAAAAVcQAAAAAAC1oZGxyAAAAAAAAAAB2aWRlAAAAAAAAAAAAAAAAVmlkZW9IYW5kbGVyAAAAAVxtaW5mAAAAFHZtaGQAAAABAAAAAAAAAAAAAAAkZGluZgAAABxkcmVmAAAAAAAAAAEAAAAMdXJsIAAAAAEAAAEcc3RibAAAALhzdHNkAAAAAAAAAAEAAACobXA0dgAAAAAAAAABAAAAAAAAAAAAAAAAAAAAAAAIAAgASAAAAEgAAAAAAAAAAQAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAABj//wAAAFJlc2RzAAAAAANEAAEABDwgEQAAAAADDUAAAAAABS0AAAGwAQAAAbWJEwAAAQAAAAEgAMSNiB9FAEQBFGMAAAGyTGF2YzUyLjg3LjQGAQIAAAAYc3R0cwAAAAAAAAABAAAAAQAAAAAAAAAcc3RzYwAAAAAAAAABAAAAAQAAAAEAAAABAAAAFHN0c3oAAAAAAAAAEwAAAAEAAAAUc3RjbwAAAAAAAAABAAAALAAAAGB1ZHRhAAAAWG1ldGEAAAAAAAAAIWhkbHIAAAAAAAAAAG1kaXJhcHBsAAAAAAAAAAAAAAAAK2lsc3QAAAAjqXRvbwAAABtkYXRhAAAAAQAAAABMYXZmNTIuNzguMw==')); + + this.request = function() { + if (video.paused) { + video.play(); + } + }; + + this.release = function() { + video.pause(); + }; +} + +function iOSWakeLock() { + var timer = null; + + this.request = function() { + if (!timer) { + timer = setInterval(function() { + window.location = window.location; + setTimeout(window.stop, 0); + }, 30000); + } + } + + this.release = function() { + if (timer) { + clearInterval(timer); + timer = null; + } + } +} + + +function getWakeLock() { + var userAgent = navigator.userAgent || navigator.vendor || window.opera; + if (userAgent.match(/iPhone/i) || userAgent.match(/iPod/i)) { + return iOSWakeLock; + } else { + return AndroidWakeLock; + } +} + +module.exports = getWakeLock(); +},{"./util.js":67}],70:[function(_dereq_,module,exports){ +/* + * Copyright 2015 Google Inc. All Rights Reserved. + * 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 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +var Util = _dereq_('./util.js'); +var CardboardVRDisplay = _dereq_('./cardboard-vr-display.js'); +var MouseKeyboardVRDisplay = _dereq_('./mouse-keyboard-vr-display.js'); +// Uncomment to add positional tracking via webcam. +//var WebcamPositionSensorVRDevice = require('./webcam-position-sensor-vr-device.js'); +var VRDisplay = _dereq_('./base.js').VRDisplay; +var VRFrameData = _dereq_('./base.js').VRFrameData; +var HMDVRDevice = _dereq_('./base.js').HMDVRDevice; +var PositionSensorVRDevice = _dereq_('./base.js').PositionSensorVRDevice; +var VRDisplayHMDDevice = _dereq_('./display-wrappers.js').VRDisplayHMDDevice; +var VRDisplayPositionSensorDevice = _dereq_('./display-wrappers.js').VRDisplayPositionSensorDevice; +var version = _dereq_('../package.json').version; + +function WebVRPolyfill() { + this.displays = []; + this.devices = []; // For deprecated objects + this.devicesPopulated = false; + this.nativeWebVRAvailable = this.isWebVRAvailable(); + this.nativeLegacyWebVRAvailable = this.isDeprecatedWebVRAvailable(); + this.nativeGetVRDisplaysFunc = this.nativeWebVRAvailable ? + navigator.getVRDisplays : + null; + + if (!this.nativeLegacyWebVRAvailable && !this.nativeWebVRAvailable) { + this.enablePolyfill(); + if (window.WebVRConfig.ENABLE_DEPRECATED_API) { + this.enableDeprecatedPolyfill(); + } + } + + // Put a shim in place to update the API to 1.1 if needed. + InstallWebVRSpecShim(); +} + +WebVRPolyfill.prototype.isWebVRAvailable = function() { + return ('getVRDisplays' in navigator); +}; + +WebVRPolyfill.prototype.isDeprecatedWebVRAvailable = function() { + return ('getVRDevices' in navigator) || ('mozGetVRDevices' in navigator); +}; + +WebVRPolyfill.prototype.connectDisplay = function(vrDisplay) { + vrDisplay.fireVRDisplayConnect_(); + this.displays.push(vrDisplay); +}; + +WebVRPolyfill.prototype.populateDevices = function() { + if (this.devicesPopulated) { + return; + } + + // Initialize our virtual VR devices. + var vrDisplay = null; + + // Add a Cardboard VRDisplay on compatible mobile devices + if (this.isCardboardCompatible()) { + vrDisplay = new CardboardVRDisplay(); + + this.connectDisplay(vrDisplay); + + // For backwards compatibility + if (window.WebVRConfig.ENABLE_DEPRECATED_API) { + this.devices.push(new VRDisplayHMDDevice(vrDisplay)); + this.devices.push(new VRDisplayPositionSensorDevice(vrDisplay)); + } + } + + // Add a Mouse and Keyboard driven VRDisplay for desktops/laptops + if (!this.isMobile() && !window.WebVRConfig.MOUSE_KEYBOARD_CONTROLS_DISABLED) { + vrDisplay = new MouseKeyboardVRDisplay(); + this.connectDisplay(vrDisplay); + + // For backwards compatibility + if (window.WebVRConfig.ENABLE_DEPRECATED_API) { + this.devices.push(new VRDisplayHMDDevice(vrDisplay)); + this.devices.push(new VRDisplayPositionSensorDevice(vrDisplay)); + } + } + + // Uncomment to add positional tracking via webcam. + //if (!this.isMobile() && window.WebVRConfig.ENABLE_DEPRECATED_API) { + // positionDevice = new WebcamPositionSensorVRDevice(); + // this.devices.push(positionDevice); + //} + + this.devicesPopulated = true; +}; + +WebVRPolyfill.prototype.enablePolyfill = function() { + // Provide navigator.getVRDisplays. + navigator.getVRDisplays = this.getVRDisplays.bind(this); + + // Polyfill native VRDisplay.getFrameData + if (this.nativeWebVRAvailable && window.VRFrameData) { + var NativeVRFrameData = window.VRFrameData; + var nativeFrameData = new window.VRFrameData(); + var nativeGetFrameData = window.VRDisplay.prototype.getFrameData; + window.VRFrameData = VRFrameData; + + window.VRDisplay.prototype.getFrameData = function(frameData) { + if (frameData instanceof NativeVRFrameData) { + nativeGetFrameData.call(this, frameData); + return; + } + + /* + Copy frame data from the native object into the polyfilled object. + */ + + nativeGetFrameData.call(this, nativeFrameData); + frameData.pose = nativeFrameData.pose; + Util.copyArray(nativeFrameData.leftProjectionMatrix, frameData.leftProjectionMatrix); + Util.copyArray(nativeFrameData.rightProjectionMatrix, frameData.rightProjectionMatrix); + Util.copyArray(nativeFrameData.leftViewMatrix, frameData.leftViewMatrix); + Util.copyArray(nativeFrameData.rightViewMatrix, frameData.rightViewMatrix); + //todo: copy + }; + } + + // Provide the `VRDisplay` object. + window.VRDisplay = VRDisplay; + + // Provide the `navigator.vrEnabled` property. + if (navigator && typeof navigator.vrEnabled === 'undefined') { + var self = this; + Object.defineProperty(navigator, 'vrEnabled', { + get: function () { + return self.isCardboardCompatible() && + (self.isFullScreenAvailable() || Util.isIOS()); + } + }); + } + + if (!('VRFrameData' in window)) { + // Provide the VRFrameData object. + window.VRFrameData = VRFrameData; + } +}; + +WebVRPolyfill.prototype.enableDeprecatedPolyfill = function() { + // Provide navigator.getVRDevices. + navigator.getVRDevices = this.getVRDevices.bind(this); + + // Provide the CardboardHMDVRDevice and PositionSensorVRDevice objects. + window.HMDVRDevice = HMDVRDevice; + window.PositionSensorVRDevice = PositionSensorVRDevice; +}; + +WebVRPolyfill.prototype.getVRDisplays = function() { + this.populateDevices(); + var polyfillDisplays = this.displays; + + if (!this.nativeWebVRAvailable) { + return Promise.resolve(polyfillDisplays); + } + + // Set up a race condition if this browser has a bug where + // `navigator.getVRDisplays()` never resolves. + var timeoutId; + var vrDisplaysNative = this.nativeGetVRDisplaysFunc.call(navigator); + var timeoutPromise = new Promise(function(resolve) { + timeoutId = setTimeout(function() { + console.warn('Native WebVR implementation detected, but `getVRDisplays()` failed to resolve. Falling back to polyfill.'); + resolve([]); + }, window.WebVRConfig.GET_VR_DISPLAYS_TIMEOUT); + }); + + return Util.race([ + vrDisplaysNative, + timeoutPromise + ]).then(function(nativeDisplays) { + clearTimeout(timeoutId); + if (window.WebVRConfig.ALWAYS_APPEND_POLYFILL_DISPLAY) { + return nativeDisplays.concat(polyfillDisplays); + } else { + return nativeDisplays.length > 0 ? nativeDisplays : polyfillDisplays; + } + }); +}; + +WebVRPolyfill.prototype.getVRDevices = function() { + console.warn('getVRDevices is deprecated. Please update your code to use getVRDisplays instead.'); + var self = this; + return new Promise(function(resolve, reject) { + try { + if (!self.devicesPopulated) { + if (self.nativeWebVRAvailable) { + return navigator.getVRDisplays(function(displays) { + for (var i = 0; i < displays.length; ++i) { + self.devices.push(new VRDisplayHMDDevice(displays[i])); + self.devices.push(new VRDisplayPositionSensorDevice(displays[i])); + } + self.devicesPopulated = true; + resolve(self.devices); + }, reject); + } + + if (self.nativeLegacyWebVRAvailable) { + return (navigator.getVRDDevices || navigator.mozGetVRDevices)(function(devices) { + for (var i = 0; i < devices.length; ++i) { + if (devices[i] instanceof HMDVRDevice) { + self.devices.push(devices[i]); + } + if (devices[i] instanceof PositionSensorVRDevice) { + self.devices.push(devices[i]); + } + } + self.devicesPopulated = true; + resolve(self.devices); + }, reject); + } + } + + self.populateDevices(); + resolve(self.devices); + } catch (e) { + reject(e); + } + }); +}; + +WebVRPolyfill.prototype.NativeVRFrameData = window.VRFrameData; + +/** + * Determine if a device is mobile. + */ +WebVRPolyfill.prototype.isMobile = function() { + return /Android/i.test(navigator.userAgent) || + /iPhone|iPad|iPod/i.test(navigator.userAgent); +}; + +WebVRPolyfill.prototype.isCardboardCompatible = function() { + // For now, support all iOS and Android devices. + // Also enable the WebVRConfig.FORCE_VR flag for debugging. + return this.isMobile() || window.WebVRConfig.FORCE_ENABLE_VR; +}; + +WebVRPolyfill.prototype.isFullScreenAvailable = function() { + return (document.fullscreenEnabled || + document.mozFullScreenEnabled || + document.webkitFullscreenEnabled || + false); +}; + +// Installs a shim that updates a WebVR 1.0 spec implementation to WebVR 1.1 +function InstallWebVRSpecShim() { + if ('VRDisplay' in window && !('VRFrameData' in window)) { + // Provide the VRFrameData object. + window.VRFrameData = VRFrameData; + + // A lot of Chrome builds don't have depthNear and depthFar, even + // though they're in the WebVR 1.0 spec. Patch them in if they're not present. + if(!('depthNear' in window.VRDisplay.prototype)) { + window.VRDisplay.prototype.depthNear = 0.01; + } + + if(!('depthFar' in window.VRDisplay.prototype)) { + window.VRDisplay.prototype.depthFar = 10000.0; + } + + window.VRDisplay.prototype.getFrameData = function(frameData) { + return Util.frameDataFromPose(frameData, this.getPose(), this); + } + } +}; + +WebVRPolyfill.InstallWebVRSpecShim = InstallWebVRSpecShim; +WebVRPolyfill.version = version; + +module.exports.WebVRPolyfill = WebVRPolyfill; + +},{"../package.json":46,"./base.js":47,"./cardboard-vr-display.js":50,"./display-wrappers.js":53,"./mouse-keyboard-vr-display.js":59,"./util.js":67}],71:[function(_dereq_,module,exports){ +var newline = /\n/ +var newlineChar = '\n' +var whitespace = /\s/ + +module.exports = function(text, opt) { + var lines = module.exports.lines(text, opt) + return lines.map(function(line) { + return text.substring(line.start, line.end) + }).join('\n') +} + +module.exports.lines = function wordwrap(text, opt) { + opt = opt||{} + + //zero width results in nothing visible + if (opt.width === 0 && opt.mode !== 'nowrap') + return [] + + text = text||'' + var width = typeof opt.width === 'number' ? opt.width : Number.MAX_VALUE + var start = Math.max(0, opt.start||0) + var end = typeof opt.end === 'number' ? opt.end : text.length + var mode = opt.mode + + var measure = opt.measure || monospace + if (mode === 'pre') + return pre(measure, text, start, end, width) + else + return greedy(measure, text, start, end, width, mode) +} + +function idxOf(text, chr, start, end) { + var idx = text.indexOf(chr, start) + if (idx === -1 || idx > end) + return end + return idx +} + +function isWhitespace(chr) { + return whitespace.test(chr) +} + +function pre(measure, text, start, end, width) { + var lines = [] + var lineStart = start + for (var i=start; i<end && i<text.length; i++) { + var chr = text.charAt(i) + var isNewline = newline.test(chr) + + //If we've reached a newline, then step down a line + //Or if we've reached the EOF + if (isNewline || i===end-1) { + var lineEnd = isNewline ? i : i+1 + var measured = measure(text, lineStart, lineEnd, width) + lines.push(measured) + + lineStart = i+1 + } + } + return lines +} + +function greedy(measure, text, start, end, width, mode) { + //A greedy word wrapper based on LibGDX algorithm + //https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/BitmapFontCache.java + var lines = [] + + var testWidth = width + //if 'nowrap' is specified, we only wrap on newline chars + if (mode === 'nowrap') + testWidth = Number.MAX_VALUE + + while (start < end && start < text.length) { + //get next newline position + var newLine = idxOf(text, newlineChar, start, end) + + //eat whitespace at start of line + while (start < newLine) { + if (!isWhitespace( text.charAt(start) )) + break + start++ + } + + //determine visible # of glyphs for the available width + var measured = measure(text, start, newLine, testWidth) + + var lineEnd = start + (measured.end-measured.start) + var nextStart = lineEnd + newlineChar.length + + //if we had to cut the line before the next newline... + if (lineEnd < newLine) { + //find char to break on + while (lineEnd > start) { + if (isWhitespace(text.charAt(lineEnd))) + break + lineEnd-- + } + if (lineEnd === start) { + if (nextStart > start + newlineChar.length) nextStart-- + lineEnd = nextStart // If no characters to break, show all. + } else { + nextStart = lineEnd + //eat whitespace at end of line + while (lineEnd > start) { + if (!isWhitespace(text.charAt(lineEnd - newlineChar.length))) + break + lineEnd-- + } + } + } + if (lineEnd >= start) { + var result = measure(text, start, lineEnd, testWidth) + lines.push(result) + } + start = nextStart + } + return lines +} + +//determines the visible number of glyphs within a given width +function monospace(text, start, end, width) { + var glyphs = Math.min(width, end-start) + return { + start: start, + end: start+glyphs + } +} +},{}],72:[function(_dereq_,module,exports){ +"use strict"; +var window = _dereq_("global/window") +var isFunction = _dereq_("is-function") +var parseHeaders = _dereq_("parse-headers") +var xtend = _dereq_("xtend") + +module.exports = createXHR +createXHR.XMLHttpRequest = window.XMLHttpRequest || noop +createXHR.XDomainRequest = "withCredentials" in (new createXHR.XMLHttpRequest()) ? createXHR.XMLHttpRequest : window.XDomainRequest + +forEachArray(["get", "put", "post", "patch", "head", "delete"], function(method) { + createXHR[method === "delete" ? "del" : method] = function(uri, options, callback) { + options = initParams(uri, options, callback) + options.method = method.toUpperCase() + return _createXHR(options) + } +}) + +function forEachArray(array, iterator) { + for (var i = 0; i < array.length; i++) { + iterator(array[i]) + } +} + +function isEmpty(obj){ + for(var i in obj){ + if(obj.hasOwnProperty(i)) return false + } + return true +} + +function initParams(uri, options, callback) { + var params = uri + + if (isFunction(options)) { + callback = options + if (typeof uri === "string") { + params = {uri:uri} + } + } else { + params = xtend(options, {uri: uri}) + } + + params.callback = callback + return params +} + +function createXHR(uri, options, callback) { + options = initParams(uri, options, callback) + return _createXHR(options) +} + +function _createXHR(options) { + if(typeof options.callback === "undefined"){ + throw new Error("callback argument missing") + } + + var called = false + var callback = function cbOnce(err, response, body){ + if(!called){ + called = true + options.callback(err, response, body) + } + } + + function readystatechange() { + if (xhr.readyState === 4) { + setTimeout(loadFunc, 0) + } + } + + function getBody() { + // Chrome with requestType=blob throws errors arround when even testing access to responseText + var body = undefined + + if (xhr.response) { + body = xhr.response + } else { + body = xhr.responseText || getXml(xhr) + } + + if (isJson) { + try { + body = JSON.parse(body) + } catch (e) {} + } + + return body + } + + function errorFunc(evt) { + clearTimeout(timeoutTimer) + if(!(evt instanceof Error)){ + evt = new Error("" + (evt || "Unknown XMLHttpRequest Error") ) + } + evt.statusCode = 0 + return callback(evt, failureResponse) + } + + // will load the data & process the response in a special response object + function loadFunc() { + if (aborted) return + var status + clearTimeout(timeoutTimer) + if(options.useXDR && xhr.status===undefined) { + //IE8 CORS GET successful response doesn't have a status field, but body is fine + status = 200 + } else { + status = (xhr.status === 1223 ? 204 : xhr.status) + } + var response = failureResponse + var err = null + + if (status !== 0){ + response = { + body: getBody(), + statusCode: status, + method: method, + headers: {}, + url: uri, + rawRequest: xhr + } + if(xhr.getAllResponseHeaders){ //remember xhr can in fact be XDR for CORS in IE + response.headers = parseHeaders(xhr.getAllResponseHeaders()) + } + } else { + err = new Error("Internal XMLHttpRequest Error") + } + return callback(err, response, response.body) + } + + var xhr = options.xhr || null + + if (!xhr) { + if (options.cors || options.useXDR) { + xhr = new createXHR.XDomainRequest() + }else{ + xhr = new createXHR.XMLHttpRequest() + } + } + + var key + var aborted + var uri = xhr.url = options.uri || options.url + var method = xhr.method = options.method || "GET" + var body = options.body || options.data + var headers = xhr.headers = options.headers || {} + var sync = !!options.sync + var isJson = false + var timeoutTimer + var failureResponse = { + body: undefined, + headers: {}, + statusCode: 0, + method: method, + url: uri, + rawRequest: xhr + } + + if ("json" in options && options.json !== false) { + isJson = true + headers["accept"] || headers["Accept"] || (headers["Accept"] = "application/json") //Don't override existing accept header declared by user + if (method !== "GET" && method !== "HEAD") { + headers["content-type"] || headers["Content-Type"] || (headers["Content-Type"] = "application/json") //Don't override existing accept header declared by user + body = JSON.stringify(options.json === true ? body : options.json) + } + } + + xhr.onreadystatechange = readystatechange + xhr.onload = loadFunc + xhr.onerror = errorFunc + // IE9 must have onprogress be set to a unique function. + xhr.onprogress = function () { + // IE must die + } + xhr.onabort = function(){ + aborted = true; + } + xhr.ontimeout = errorFunc + xhr.open(method, uri, !sync, options.username, options.password) + //has to be after open + if(!sync) { + xhr.withCredentials = !!options.withCredentials + } + // Cannot set timeout with sync request + // not setting timeout on the xhr object, because of old webkits etc. not handling that correctly + // both npm's request and jquery 1.x use this kind of timeout, so this is being consistent + if (!sync && options.timeout > 0 ) { + timeoutTimer = setTimeout(function(){ + if (aborted) return + aborted = true//IE9 may still call readystatechange + xhr.abort("timeout") + var e = new Error("XMLHttpRequest timeout") + e.code = "ETIMEDOUT" + errorFunc(e) + }, options.timeout ) + } + + if (xhr.setRequestHeader) { + for(key in headers){ + if(headers.hasOwnProperty(key)){ + xhr.setRequestHeader(key, headers[key]) + } + } + } else if (options.headers && !isEmpty(options.headers)) { + throw new Error("Headers cannot be set on an XDomainRequest object") + } + + if ("responseType" in options) { + xhr.responseType = options.responseType + } + + if ("beforeSend" in options && + typeof options.beforeSend === "function" + ) { + options.beforeSend(xhr) + } + + // Microsoft Edge browser sends "undefined" when send is called with undefined value. + // XMLHttpRequest spec says to pass null as body to indicate no body + // See https://github.com/naugtur/xhr/issues/100. + xhr.send(body || null) + + return xhr + + +} + +function getXml(xhr) { + if (xhr.responseType === "document") { + return xhr.responseXML + } + var firefoxBugTakenEffect = xhr.responseXML && xhr.responseXML.documentElement.nodeName === "parsererror" + if (xhr.responseType === "" && !firefoxBugTakenEffect) { + return xhr.responseXML + } + + return null +} + +function noop() {} + +},{"global/window":17,"is-function":21,"parse-headers":31,"xtend":74}],73:[function(_dereq_,module,exports){ +module.exports = (function xmlparser() { + //common browsers + if (typeof self.DOMParser !== 'undefined') { + return function(str) { + var parser = new self.DOMParser() + return parser.parseFromString(str, 'application/xml') + } + } + + //IE8 fallback + if (typeof self.ActiveXObject !== 'undefined' + && new self.ActiveXObject('Microsoft.XMLDOM')) { + return function(str) { + var xmlDoc = new self.ActiveXObject("Microsoft.XMLDOM") + xmlDoc.async = "false" + xmlDoc.loadXML(str) + return xmlDoc + } + } + + //last resort fallback + return function(str) { + var div = document.createElement('div') + div.innerHTML = str + return div + } +})() + +},{}],74:[function(_dereq_,module,exports){ +module.exports = extend + +var hasOwnProperty = Object.prototype.hasOwnProperty; + +function extend() { + var target = {} + + for (var i = 0; i < arguments.length; i++) { + var source = arguments[i] + + for (var key in source) { + if (hasOwnProperty.call(source, key)) { + target[key] = source[key] + } + } + } + + return target +} + +},{}],75:[function(_dereq_,module,exports){ +module.exports={ + "name": "aframe", + "version": "0.7.0", + "description": "A web framework for building virtual reality experiences.", + "homepage": "https://aframe.io/", + "main": "dist/aframe-master.js", + "scripts": { + "browserify": "browserify src/index.js -s 'AFRAME' -p browserify-derequire", + "build": "shx mkdir -p build/ && npm run browserify -- --debug -t [envify --INSPECTOR_VERSION dev] -o build/aframe.js", + "codecov": "codecov", + "dev": "npm run build && cross-env INSPECTOR_VERSION=dev node ./scripts/budo -t envify", + "dist": "node scripts/updateVersionLog.js && npm run dist:min && npm run dist:max", + "dist:max": "npm run browserify -s -- --debug | exorcist dist/aframe-master.js.map > dist/aframe-master.js", + "dist:min": "npm run browserify -s -- --debug -p [minifyify --map aframe-master.min.js.map --output dist/aframe-master.min.js.map] -o dist/aframe-master.min.js", + "docs": "markserv --dir docs --port 9001", + "preghpages": "node ./scripts/preghpages.js", + "ghpages": "ghpages -p gh-pages/", + "lint": "semistandard -v | snazzy", + "lint:fix": "semistandard --fix", + "precommit": "npm run lint", + "prepush": "node scripts/testOnlyCheck.js", + "prerelease": "node scripts/release.js 0.6.1 0.7.0", + "start": "npm run dev", + "test": "karma start ./tests/karma.conf.js", + "test:docs": "node scripts/docsLint.js", + "test:firefox": "npm test -- --browsers Firefox", + "test:chrome": "npm test -- --browsers Chrome", + "test:node": "mocha --ui tdd tests/node" + }, + "repository": "aframevr/aframe", + "license": "MIT", + "dependencies": { + "@tweenjs/tween.js": "^16.8.0", + "browserify-css": "^0.8.2", + "debug": "ngokevin/debug#noTimestamp", + "deep-assign": "^2.0.0", + "document-register-element": "dmarcos/document-register-element#8ccc532b7", + "envify": "^3.4.1", + "load-bmfont": "^1.2.3", + "object-assign": "^4.0.1", + "present": "0.0.6", + "promise-polyfill": "^3.1.0", + "style-attr": "^1.0.2", + "three": "0.89.0", + "three-bmfont-text": "^2.1.0", + "webvr-polyfill": "^0.9.40" + }, + "devDependencies": { + "browserify": "^13.1.0", + "browserify-derequire": "^0.9.4", + "browserify-istanbul": "^2.0.0", + "budo": "^9.2.0", + "chai": "^3.5.0", + "chai-shallow-deep-equal": "^1.4.0", + "chalk": "^1.1.3", + "codecov": "^1.0.1", + "cross-env": "^5.0.1", + "exorcist": "^0.4.0", + "ghpages": "0.0.8", + "git-rev": "^0.2.1", + "glob": "^7.1.1", + "husky": "^0.11.7", + "istanbul": "^0.4.5", + "jsdom": "^9.11.0", + "karma": "1.4.1", + "karma-browserify": "^5.1.0", + "karma-chai-shallow-deep-equal": "0.0.4", + "karma-chrome-launcher": "^2.0.0", + "karma-coverage": "^1.1.1", + "karma-env-preprocessor": "^0.1.1", + "karma-firefox-launcher": "^1.0.0", + "karma-mocha": "^1.1.1", + "karma-mocha-reporter": "^2.1.0", + "karma-sinon-chai": "1.2.4", + "lolex": "^1.5.1", + "markserv": "github:sukima/markserv#feature/fix-broken-websoketio-link", + "minifyify": "^7.3.3", + "mocha": "^3.0.2", + "mozilla-download": "^1.1.1", + "replace-in-file": "^2.5.3", + "semistandard": "^9.0.0", + "shelljs": "^0.7.7", + "shx": "^0.2.2", + "sinon": "^1.17.5", + "sinon-chai": "2.8.0", + "snazzy": "^5.0.0", + "too-wordy": "ngokevin/too-wordy", + "uglifyjs": "^2.4.10", + "write-good": "^0.9.1" + }, + "link": true, + "browserify": { + "transform": [ + "browserify-css", + "envify" + ] + }, + "semistandard": { + "ignore": [ + "build/**", + "dist/**", + "examples/**/shaders/*.js", + "**/vendor/**" + ] + }, + "keywords": [ + "3d", + "aframe", + "cardboard", + "components", + "oculus", + "three", + "three.js", + "rift", + "vive", + "vr", + "web-components", + "webvr" + ], + "browserify-css": { + "minify": true + }, + "engines": { + "node": ">= 4.6.0", + "npm": "^2.15.9" + } +} + +},{}],76:[function(_dereq_,module,exports){ +var registerComponent = _dereq_('../core/component').registerComponent; +var THREE = _dereq_('../lib/three'); + +/** + * Camera component. + * Pairs along with camera system to handle tracking the active camera. + */ +module.exports.Component = registerComponent('camera', { + schema: { + active: {default: true}, + far: {default: 10000}, + fov: {default: 80, min: 0}, + near: {default: 0.005, min: 0}, + spectator: {default: false}, + zoom: {default: 1, min: 0} + }, + + /** + * Initialize three.js camera and add it to the entity. + * Add reference from scene to this entity as the camera. + */ + init: function () { + var camera; + var el = this.el; + + // Create camera. + camera = this.camera = new THREE.PerspectiveCamera(); + el.setObject3D('camera', camera); + }, + + /** + * Update three.js camera. + */ + update: function (oldData) { + var data = this.data; + var camera = this.camera; + + // Update properties. + camera.aspect = data.aspect || (window.innerWidth / window.innerHeight); + camera.far = data.far; + camera.fov = data.fov; + camera.near = data.near; + camera.zoom = data.zoom; + camera.updateProjectionMatrix(); + + this.updateActiveCamera(oldData); + this.updateSpectatorCamera(oldData); + }, + + updateActiveCamera: function (oldData) { + var data = this.data; + var el = this.el; + var system = this.system; + // Active property did not change. + if (oldData && oldData.active === data.active || data.spectator) { return; } + + // If `active` property changes, or first update, handle active camera with system. + if (data.active && system.activeCameraEl !== el) { + // Camera enabled. Set camera to this camera. + system.setActiveCamera(el); + } else if (!data.active && system.activeCameraEl === el) { + // Camera disabled. Set camera to another camera. + system.disableActiveCamera(); + } + }, + + updateSpectatorCamera: function (oldData) { + var data = this.data; + var el = this.el; + var system = this.system; + // spectator property did not change. + if (oldData && oldData.spectator === data.spectator) { return; } + + // If `spectator` property changes, or first update, handle spectator camera with system. + if (data.spectator && system.spectatorCameraEl !== el) { + // Camera enabled. Set camera to this camera. + system.setSpectatorCamera(el); + } else if (!data.spectator && system.spectatorCameraEl === el) { + // Camera disabled. Set camera to another camera. + system.disableSpectatorCamera(); + } + }, + + /** + * Remove camera on remove (callback). + */ + remove: function () { + this.el.removeObject3D('camera'); + } +}); + +},{"../core/component":125,"../lib/three":173}],77:[function(_dereq_,module,exports){ +var registerComponent = _dereq_('../core/component').registerComponent; +var THREE = _dereq_('../lib/three'); + +module.exports.Component = registerComponent('collada-model', { + schema: {type: 'asset'}, + + init: function () { + this.model = null; + this.loader = new THREE.ColladaLoader(); + this.loader.options.convertUpAxis = true; + }, + + update: function () { + var self = this; + var el = this.el; + var src = this.data; + + if (!src) { return; } + + this.remove(); + + this.loader.load(src, function (colladaModel) { + self.model = colladaModel.scene; + el.setObject3D('mesh', self.model); + el.emit('model-loaded', {format: 'collada', model: self.model}); + }); + }, + + remove: function () { + if (!this.model) { return; } + this.el.removeObject3D('mesh'); + } +}); + +},{"../core/component":125,"../lib/three":173}],78:[function(_dereq_,module,exports){ +/* global THREE */ +var registerComponent = _dereq_('../core/component').registerComponent; +var utils = _dereq_('../utils/'); + +var bind = utils.bind; + +var EVENTS = { + CLICK: 'click', + FUSING: 'fusing', + MOUSEENTER: 'mouseenter', + MOUSEDOWN: 'mousedown', + MOUSELEAVE: 'mouseleave', + MOUSEUP: 'mouseup' +}; + +var STATES = { + FUSING: 'cursor-fusing', + HOVERING: 'cursor-hovering', + HOVERED: 'cursor-hovered' +}; + +var CANVAS_EVENTS = { + DOWN: ['mousedown', 'touchstart'], + UP: ['mouseup', 'touchend'] +}; + +/** + * Cursor component. Applies the raycaster component specifically for starting the raycaster + * from the camera and pointing from camera's facing direction, and then only returning the + * closest intersection. Cursor can be fine-tuned by setting raycaster properties. + * + * @member {object} fuseTimeout - Timeout to trigger fuse-click. + * @member {Element} cursorDownEl - Entity that was last mousedowned during current click. + * @member {object} intersection - Attributes of the current intersection event, including + * 3D- and 2D-space coordinates. See: http://threejs.org/docs/api/core/Raycaster.html + * @member {Element} intersectedEl - Currently-intersected entity. Used to keep track to + * emit events when unintersecting. + */ +module.exports.Component = registerComponent('cursor', { + dependencies: ['raycaster'], + + schema: { + downEvents: {default: []}, + fuse: {default: utils.device.isMobile()}, + fuseTimeout: {default: 1500, min: 0}, + upEvents: {default: []}, + rayOrigin: {default: 'entity', oneOf: ['mouse', 'entity']} + }, + + init: function () { + var self = this; + + this.fuseTimeout = undefined; + this.cursorDownEl = null; + this.intersection = null; + this.intersectedEl = null; + this.canvasBounds = document.body.getBoundingClientRect(); + + // Debounce. + this.updateCanvasBounds = utils.debounce(function updateCanvasBounds () { + self.canvasBounds = self.el.sceneEl.canvas.getBoundingClientRect(); + }, 200); + + this.eventDetail = {}; + this.intersectedEventDetail = {cursorEl: this.el}; + + // Bind methods. + this.onCursorDown = bind(this.onCursorDown, this); + this.onCursorUp = bind(this.onCursorUp, this); + this.onIntersection = bind(this.onIntersection, this); + this.onIntersectionCleared = bind(this.onIntersectionCleared, this); + this.onMouseMove = bind(this.onMouseMove, this); + }, + + update: function (oldData) { + if (this.data.rayOrigin === oldData.rayOrigin) { return; } + this.updateMouseEventListeners(); + }, + + play: function () { + this.addEventListeners(); + }, + + pause: function () { + this.removeEventListeners(); + }, + + remove: function () { + var el = this.el; + el.removeState(STATES.HOVERING); + el.removeState(STATES.FUSING); + clearTimeout(this.fuseTimeout); + if (this.intersectedEl) { this.intersectedEl.removeState(STATES.HOVERED); } + this.removeEventListeners(); + }, + + addEventListeners: function () { + var canvas; + var data = this.data; + var el = this.el; + var self = this; + + function addCanvasListeners () { + canvas = el.sceneEl.canvas; + if (data.downEvents.length || data.upEvents.length) { return; } + CANVAS_EVENTS.DOWN.forEach(function (downEvent) { + canvas.addEventListener(downEvent, self.onCursorDown); + }); + CANVAS_EVENTS.UP.forEach(function (upEvent) { + canvas.addEventListener(upEvent, self.onCursorUp); + }); + } + + canvas = el.sceneEl.canvas; + if (canvas) { + addCanvasListeners(); + } else { + el.sceneEl.addEventListener('render-target-loaded', addCanvasListeners); + } + + data.downEvents.forEach(function (downEvent) { + el.addEventListener(downEvent, self.onCursorDown); + }); + data.upEvents.forEach(function (upEvent) { + el.addEventListener(upEvent, self.onCursorUp); + }); + el.addEventListener('raycaster-intersection', this.onIntersection); + el.addEventListener('raycaster-intersection-cleared', this.onIntersectionCleared); + + window.addEventListener('resize', this.updateCanvasBounds); + }, + + removeEventListeners: function () { + var canvas; + var data = this.data; + var el = this.el; + var self = this; + + canvas = el.sceneEl.canvas; + if (canvas && !data.downEvents.length && !data.upEvents.length) { + CANVAS_EVENTS.DOWN.forEach(function (downEvent) { + canvas.removeEventListener(downEvent, self.onCursorDown); + }); + CANVAS_EVENTS.UP.forEach(function (upEvent) { + canvas.removeEventListener(upEvent, self.onCursorUp); + }); + } + + data.downEvents.forEach(function (downEvent) { + el.removeEventListener(downEvent, self.onCursorDown); + }); + data.upEvents.forEach(function (upEvent) { + el.removeEventListener(upEvent, self.onCursorUp); + }); + el.removeEventListener('raycaster-intersection', this.onIntersection); + el.removeEventListener('raycaster-intersection-cleared', this.onIntersectionCleared); + canvas.removeEventListener('mousemove', this.onMouseMove); + canvas.removeEventListener('touchstart', this.onMouseMove); + canvas.removeEventListener('touchmove', this.onMouseMove); + canvas.removeEventListener('resize', this.updateCanvasBounds); + }, + + updateMouseEventListeners: function () { + var canvas; + var el = this.el; + + canvas = el.sceneEl.canvas; + canvas.removeEventListener('mousemove', this.onMouseMove); + canvas.removeEventListener('touchmove', this.onMouseMove); + el.setAttribute('raycaster', 'useWorldCoordinates', false); + if (this.data.rayOrigin !== 'mouse') { return; } + canvas.addEventListener('mousemove', this.onMouseMove, false); + canvas.addEventListener('touchmove', this.onMouseMove, false); + el.setAttribute('raycaster', 'useWorldCoordinates', true); + this.updateCanvasBounds(); + }, + + onMouseMove: (function () { + var direction = new THREE.Vector3(); + var mouse = new THREE.Vector2(); + var origin = new THREE.Vector3(); + var rayCasterConfig = {origin: origin, direction: direction}; + + return function (evt) { + var bounds = this.canvasBounds; + var camera = this.el.sceneEl.camera; + var left; + var point; + var top; + + camera.parent.updateMatrixWorld(); + camera.updateMatrixWorld(); + + // Calculate mouse position based on the canvas element + if (evt.type === 'touchmove' || evt.type === 'touchstart') { + // Track the first touch for simplicity. + point = evt.touches.item(0); + } else { + point = evt; + } + + left = point.clientX - bounds.left; + top = point.clientY - bounds.top; + mouse.x = (left / bounds.width) * 2 - 1; + mouse.y = -(top / bounds.height) * 2 + 1; + + origin.setFromMatrixPosition(camera.matrixWorld); + direction.set(mouse.x, mouse.y, 0.5).unproject(camera).sub(origin).normalize(); + this.el.setAttribute('raycaster', rayCasterConfig); + if (evt.type === 'touchmove') { evt.preventDefault(); } + }; + })(), + + /** + * Trigger mousedown and keep track of the mousedowned entity. + */ + onCursorDown: function (evt) { + // Raycast again for touch. + if (this.data.rayOrigin === 'mouse' && evt.type === 'touchstart') { + this.onMouseMove(evt); + this.el.components.raycaster.checkIntersections(); + evt.preventDefault(); + } + + this.twoWayEmit(EVENTS.MOUSEDOWN); + this.cursorDownEl = this.intersectedEl; + }, + + /** + * Trigger mouseup if: + * - Not fusing (mobile has no mouse). + * - Currently intersecting an entity. + * - Currently-intersected entity is the same as the one when mousedown was triggered, + * in case user mousedowned one entity, dragged to another, and mouseupped. + */ + onCursorUp: function (evt) { + this.twoWayEmit(EVENTS.MOUSEUP); + + // If intersected entity has changed since the cursorDown, still emit mouseUp on the + // previously cursorUp entity. + if (this.cursorDownEl && this.cursorDownEl !== this.intersectedEl) { + this.intersectedEventDetail.intersection = null; + this.cursorDownEl.emit(EVENTS.MOUSEUP, this.intersectedEventDetail); + } + + if (!this.data.fuse && this.intersectedEl && this.cursorDownEl === this.intersectedEl) { + this.twoWayEmit(EVENTS.CLICK); + } + + this.cursorDownEl = null; + if (evt.type === 'touchend') { evt.preventDefault(); } + }, + + /** + * Handle intersection. + */ + onIntersection: function (evt) { + var cursorEl = this.el; + var index; + var intersectedEl; + var intersection; + + // Select closest object, excluding the cursor. + index = evt.detail.els[0] === cursorEl ? 1 : 0; + intersection = evt.detail.intersections[index]; + intersectedEl = evt.detail.els[index]; + + // If cursor is the only intersected object, ignore the event. + if (!intersectedEl) { return; } + + // Already intersecting this entity. + if (this.intersectedEl === intersectedEl) { + this.intersection = intersection; + return; + } + + // Unset current intersection. + if (this.intersectedEl) { this.clearCurrentIntersection(); } + + this.setIntersection(intersectedEl, intersection); + }, + + /** + * Handle intersection cleared. + */ + onIntersectionCleared: function (evt) { + var clearedEls = evt.detail.clearedEls; + + // Check if the current intersection has ended + if (clearedEls.indexOf(this.intersectedEl) === -1) { return; } + this.clearCurrentIntersection(); + }, + + setIntersection: function (intersectedEl, intersection) { + var cursorEl = this.el; + var data = this.data; + var self = this; + // Set new intersection. + this.intersection = intersection; + this.intersectedEl = intersectedEl; + + // Hovering. + cursorEl.addState(STATES.HOVERING); + intersectedEl.addState(STATES.HOVERED); + this.twoWayEmit(EVENTS.MOUSEENTER); + + // Begin fuse if necessary. + if (data.fuseTimeout === 0 || !data.fuse) { return; } + cursorEl.addState(STATES.FUSING); + this.twoWayEmit(EVENTS.FUSING); + this.fuseTimeout = setTimeout(function fuse () { + cursorEl.removeState(STATES.FUSING); + self.twoWayEmit(EVENTS.CLICK); + }, data.fuseTimeout); + }, + + clearCurrentIntersection: function () { + var cursorEl = this.el; + var index; + var intersection; + var intersections; + + // No longer hovering (or fusing). + this.intersectedEl.removeState(STATES.HOVERED); + cursorEl.removeState(STATES.HOVERING); + cursorEl.removeState(STATES.FUSING); + this.twoWayEmit(EVENTS.MOUSELEAVE); + + // Unset intersected entity (after emitting the event). + this.intersection = null; + this.intersectedEl = null; + + // Clear fuseTimeout. + clearTimeout(this.fuseTimeout); + + // Set intersection to another raycasted element if any. + intersections = this.el.components.raycaster.intersections; + if (intersections.length === 0) { return; } + // exclude the cursor. + index = intersections[0].object.el === cursorEl ? 1 : 0; + intersection = intersections[index]; + if (!intersection) { return; } + this.setIntersection(intersection.object.el, intersection); + }, + + /** + * Helper to emit on both the cursor and the intersected entity (if exists). + */ + twoWayEmit: function (evtName) { + var el = this.el; + var intersectedEl = this.intersectedEl; + var intersection = this.intersection; + + this.eventDetail.intersectedEl = intersectedEl; + this.eventDetail.intersection = intersection; + el.emit(evtName, this.eventDetail); + + if (!intersectedEl) { return; } + + this.intersectedEventDetail.intersection = intersection; + intersectedEl.emit(evtName, this.intersectedEventDetail); + } +}); + +},{"../core/component":125,"../utils/":195}],79:[function(_dereq_,module,exports){ +var registerComponent = _dereq_('../core/component').registerComponent; +var bind = _dereq_('../utils/bind'); +var checkControllerPresentAndSetup = _dereq_('../utils/tracked-controls').checkControllerPresentAndSetup; +var trackedControlsUtils = _dereq_('../utils/tracked-controls'); +var emitIfAxesChanged = trackedControlsUtils.emitIfAxesChanged; +var onButtonEvent = trackedControlsUtils.onButtonEvent; + +var DAYDREAM_CONTROLLER_MODEL_BASE_URL = 'https://cdn.aframe.io/controllers/google/'; +var DAYDREAM_CONTROLLER_MODEL_OBJ_URL = DAYDREAM_CONTROLLER_MODEL_BASE_URL + 'vr_controller_daydream.obj'; +var DAYDREAM_CONTROLLER_MODEL_OBJ_MTL = DAYDREAM_CONTROLLER_MODEL_BASE_URL + 'vr_controller_daydream.mtl'; + +var GAMEPAD_ID_PREFIX = 'Daydream Controller'; + +/** + * Daydream controls. + * Interface with Daydream controller and map Gamepad events to + * controller buttons: trackpad, menu, system + * Load a controller model and highlight the pressed buttons. + */ +module.exports.Component = registerComponent('daydream-controls', { + schema: { + hand: {default: ''}, // This informs the degenerate arm model. + buttonColor: {type: 'color', default: '#000000'}, + buttonTouchedColor: {type: 'color', default: '#777777'}, + buttonHighlightColor: {type: 'color', default: '#FFFFFF'}, + model: {default: true}, + rotationOffset: {default: 0}, + armModel: {default: true} + }, + + /** + * Button IDs: + * 0 - trackpad + * 1 - menu (never dispatched on this layer) + * 2 - system (never dispatched on this layer) + */ + mapping: { + axes: {trackpad: [0, 1]}, + buttons: ['trackpad', 'menu', 'system'] + }, + + bindMethods: function () { + this.onModelLoaded = bind(this.onModelLoaded, this); + this.onControllersUpdate = bind(this.onControllersUpdate, this); + this.checkIfControllerPresent = bind(this.checkIfControllerPresent, this); + this.removeControllersUpdateListener = bind(this.removeControllersUpdateListener, this); + this.onAxisMoved = bind(this.onAxisMoved, this); + }, + + init: function () { + var self = this; + this.animationActive = 'pointing'; + this.onButtonChanged = bind(this.onButtonChanged, this); + this.onButtonDown = function (evt) { onButtonEvent(evt.detail.id, 'down', self); }; + this.onButtonUp = function (evt) { onButtonEvent(evt.detail.id, 'up', self); }; + this.onButtonTouchStart = function (evt) { onButtonEvent(evt.detail.id, 'touchstart', self); }; + this.onButtonTouchEnd = function (evt) { onButtonEvent(evt.detail.id, 'touchend', self); }; + this.onAxisMoved = bind(this.onAxisMoved, this); + this.controllerPresent = false; + this.lastControllerCheck = 0; + this.bindMethods(); + this.checkControllerPresentAndSetup = checkControllerPresentAndSetup; // To allow mock. + this.emitIfAxesChanged = emitIfAxesChanged; // To allow mock. + }, + + addEventListeners: function () { + var el = this.el; + el.addEventListener('buttonchanged', this.onButtonChanged); + el.addEventListener('buttondown', this.onButtonDown); + el.addEventListener('buttonup', this.onButtonUp); + el.addEventListener('touchstart', this.onButtonTouchStart); + el.addEventListener('touchend', this.onButtonTouchEnd); + el.addEventListener('model-loaded', this.onModelLoaded); + el.addEventListener('axismove', this.onAxisMoved); + this.controllerEventsActive = true; + }, + + removeEventListeners: function () { + var el = this.el; + el.removeEventListener('buttonchanged', this.onButtonChanged); + el.removeEventListener('buttondown', this.onButtonDown); + el.removeEventListener('buttonup', this.onButtonUp); + el.removeEventListener('touchstart', this.onButtonTouchStart); + el.removeEventListener('touchend', this.onButtonTouchEnd); + el.removeEventListener('model-loaded', this.onModelLoaded); + el.removeEventListener('axismove', this.onAxisMoved); + this.controllerEventsActive = false; + }, + + checkIfControllerPresent: function () { + this.checkControllerPresentAndSetup(this, GAMEPAD_ID_PREFIX, {hand: this.data.hand}); + }, + + play: function () { + this.checkIfControllerPresent(); + this.addControllersUpdateListener(); + }, + + pause: function () { + this.removeEventListeners(); + this.removeControllersUpdateListener(); + }, + + injectTrackedControls: function () { + var el = this.el; + var data = this.data; + el.setAttribute('tracked-controls', { + armModel: data.armModel, + hand: data.hand, + idPrefix: GAMEPAD_ID_PREFIX, + rotationOffset: data.rotationOffset + }); + if (!this.data.model) { return; } + this.el.setAttribute('obj-model', { + obj: DAYDREAM_CONTROLLER_MODEL_OBJ_URL, + mtl: DAYDREAM_CONTROLLER_MODEL_OBJ_MTL + }); + }, + + addControllersUpdateListener: function () { + this.el.sceneEl.addEventListener('controllersupdated', this.onControllersUpdate, false); + }, + + removeControllersUpdateListener: function () { + this.el.sceneEl.removeEventListener('controllersupdated', this.onControllersUpdate, false); + }, + + onControllersUpdate: function () { + this.checkIfControllerPresent(); + }, + + onModelLoaded: function (evt) { + var controllerObject3D = evt.detail.model; + var buttonMeshes; + if (!this.data.model) { return; } + buttonMeshes = this.buttonMeshes = {}; + buttonMeshes.menu = controllerObject3D.getObjectByName('AppButton_AppButton_Cylinder.004'); + buttonMeshes.system = controllerObject3D.getObjectByName('HomeButton_HomeButton_Cylinder.005'); + buttonMeshes.trackpad = controllerObject3D.getObjectByName('TouchPad_TouchPad_Cylinder.003'); + // Offset pivot point. + controllerObject3D.position.set(0, 0, -0.04); + }, + + onAxisMoved: function (evt) { + this.emitIfAxesChanged(this, this.mapping.axes, evt); + }, + + onButtonChanged: function (evt) { + var button = this.mapping.buttons[evt.detail.id]; + if (!button) return; + // Pass along changed event with button state, using button mapping for convenience. + this.el.emit(button + 'changed', evt.detail.state); + }, + + updateModel: function (buttonName, evtName) { + if (!this.data.model) { return; } + this.updateButtonModel(buttonName, evtName); + }, + + updateButtonModel: function (buttonName, state) { + var buttonMeshes = this.buttonMeshes; + if (!buttonMeshes || !buttonMeshes[buttonName]) { return; } + var color; + switch (state) { + case 'down': + color = this.data.buttonHighlightColor; + break; + case 'touchstart': + color = this.data.buttonTouchedColor; + break; + default: + color = this.data.buttonColor; + } + buttonMeshes[buttonName].material.color.set(color); + } +}); + +},{"../core/component":125,"../utils/bind":189,"../utils/tracked-controls":200}],80:[function(_dereq_,module,exports){ +var registerComponent = _dereq_('../core/component').registerComponent; +var bind = _dereq_('../utils/bind'); +var trackedControlsUtils = _dereq_('../utils/tracked-controls'); +var checkControllerPresentAndSetup = trackedControlsUtils.checkControllerPresentAndSetup; +var emitIfAxesChanged = trackedControlsUtils.emitIfAxesChanged; +var onButtonEvent = trackedControlsUtils.onButtonEvent; + +var GEARVR_CONTROLLER_MODEL_BASE_URL = 'https://cdn.aframe.io/controllers/samsung/'; +var GEARVR_CONTROLLER_MODEL_OBJ_URL = GEARVR_CONTROLLER_MODEL_BASE_URL + 'gear_vr_controller.obj'; +var GEARVR_CONTROLLER_MODEL_OBJ_MTL = GEARVR_CONTROLLER_MODEL_BASE_URL + 'gear_vr_controller.mtl'; + +var GAMEPAD_ID_PREFIX = 'Gear VR'; + +/** + * Gear VR controls. + * Interface with Gear VR controller and map Gamepad events to + * controller buttons: trackpad, trigger + * Load a controller model and highlight the pressed buttons. + */ +module.exports.Component = registerComponent('gearvr-controls', { + schema: { + hand: {default: ''}, // This informs the degenerate arm model. + buttonColor: {type: 'color', default: '#000000'}, + buttonTouchedColor: {type: 'color', default: '#777777'}, + buttonHighlightColor: {type: 'color', default: '#FFFFFF'}, + model: {default: true}, + rotationOffset: {default: 0}, + armModel: {default: true} + }, + + /** + * Button IDs: + * 0 - trackpad + * 1 - trigger + */ + mapping: { + axes: {trackpad: [0, 1]}, + buttons: ['trackpad', 'trigger'] + }, + + bindMethods: function () { + this.onModelLoaded = bind(this.onModelLoaded, this); + this.onControllersUpdate = bind(this.onControllersUpdate, this); + this.checkIfControllerPresent = bind(this.checkIfControllerPresent, this); + this.removeControllersUpdateListener = bind(this.removeControllersUpdateListener, this); + this.onAxisMoved = bind(this.onAxisMoved, this); + }, + + init: function () { + var self = this; + this.animationActive = 'pointing'; + this.onButtonChanged = bind(this.onButtonChanged, this); + this.onButtonDown = function (evt) { onButtonEvent(evt.detail.id, 'down', self); }; + this.onButtonUp = function (evt) { onButtonEvent(evt.detail.id, 'up', self); }; + this.onButtonTouchStart = function (evt) { onButtonEvent(evt.detail.id, 'touchstart', self); }; + this.onButtonTouchEnd = function (evt) { onButtonEvent(evt.detail.id, 'touchend', self); }; + this.onAxisMoved = bind(this.onAxisMoved, this); + this.controllerPresent = false; + this.lastControllerCheck = 0; + this.bindMethods(); + this.checkControllerPresentAndSetup = checkControllerPresentAndSetup; // To allow mock. + this.emitIfAxesChanged = emitIfAxesChanged; // To allow mock. + }, + + addEventListeners: function () { + var el = this.el; + el.addEventListener('buttonchanged', this.onButtonChanged); + el.addEventListener('buttondown', this.onButtonDown); + el.addEventListener('buttonup', this.onButtonUp); + el.addEventListener('touchstart', this.onButtonTouchStart); + el.addEventListener('touchend', this.onButtonTouchEnd); + el.addEventListener('model-loaded', this.onModelLoaded); + el.addEventListener('axismove', this.onAxisMoved); + this.controllerEventsActive = true; + this.addControllersUpdateListener(); + }, + + removeEventListeners: function () { + var el = this.el; + el.removeEventListener('buttonchanged', this.onButtonChanged); + el.removeEventListener('buttondown', this.onButtonDown); + el.removeEventListener('buttonup', this.onButtonUp); + el.removeEventListener('touchstart', this.onButtonTouchStart); + el.removeEventListener('touchend', this.onButtonTouchEnd); + el.removeEventListener('model-loaded', this.onModelLoaded); + el.removeEventListener('axismove', this.onAxisMoved); + this.controllerEventsActive = false; + this.removeControllersUpdateListener(); + }, + + checkIfControllerPresent: function () { + this.checkControllerPresentAndSetup(this, GAMEPAD_ID_PREFIX, + this.data.hand ? {hand: this.data.hand} : {}); + }, + + play: function () { + this.checkIfControllerPresent(); + this.addControllersUpdateListener(); + }, + + pause: function () { + this.removeEventListeners(); + this.removeControllersUpdateListener(); + }, + + injectTrackedControls: function () { + var el = this.el; + var data = this.data; + el.setAttribute('tracked-controls', { + armModel: data.armModel, + idPrefix: GAMEPAD_ID_PREFIX, + rotationOffset: data.rotationOffset + }); + if (!this.data.model) { return; } + this.el.setAttribute('obj-model', { + obj: GEARVR_CONTROLLER_MODEL_OBJ_URL, + mtl: GEARVR_CONTROLLER_MODEL_OBJ_MTL + }); + }, + + addControllersUpdateListener: function () { + this.el.sceneEl.addEventListener('controllersupdated', this.onControllersUpdate, false); + }, + + removeControllersUpdateListener: function () { + this.el.sceneEl.removeEventListener('controllersupdated', this.onControllersUpdate, false); + }, + + onControllersUpdate: function () { + this.checkIfControllerPresent(); + }, + + // No need for onButtonChanged, since Gear VR controller has no analog buttons. + + onModelLoaded: function (evt) { + var controllerObject3D = evt.detail.model; + var buttonMeshes; + if (!this.data.model) { return; } + buttonMeshes = this.buttonMeshes = {}; + buttonMeshes.trigger = controllerObject3D.children[2]; + buttonMeshes.trackpad = controllerObject3D.children[1]; + }, + + onButtonChanged: function (evt) { + var button = this.mapping.buttons[evt.detail.id]; + if (!button) return; + // Pass along changed event with button state, using button mapping for convenience. + this.el.emit(button + 'changed', evt.detail.state); + }, + + onAxisMoved: function (evt) { + this.emitIfAxesChanged(this, this.mapping.axes, evt); + }, + + updateModel: function (buttonName, evtName) { + if (!this.data.model) { return; } + this.updateButtonModel(buttonName, evtName); + }, + + updateButtonModel: function (buttonName, state) { + var buttonMeshes = this.buttonMeshes; + if (!buttonMeshes || !buttonMeshes[buttonName]) { return; } + var color; + switch (state) { + case 'down': + color = this.data.buttonHighlightColor; + break; + case 'touchstart': + color = this.data.buttonTouchedColor; + break; + default: + color = this.data.buttonColor; + } + buttonMeshes[buttonName].material.color.set(color); + } +}); + +},{"../core/component":125,"../utils/bind":189,"../utils/tracked-controls":200}],81:[function(_dereq_,module,exports){ +var geometries = _dereq_('../core/geometry').geometries; +var geometryNames = _dereq_('../core/geometry').geometryNames; +var registerComponent = _dereq_('../core/component').registerComponent; +var THREE = _dereq_('../lib/three'); + +var dummyGeometry = new THREE.Geometry(); + +/** + * Geometry component. Combined with material component to make a mesh in 3D object. + * Extended with registered geometries. + */ +module.exports.Component = registerComponent('geometry', { + schema: { + buffer: {default: true}, + primitive: {default: 'box', oneOf: geometryNames}, + skipCache: {default: false} + }, + + init: function () { + this.geometry = null; + }, + + /** + * Talk to geometry system to get or create geometry. + */ + update: function (previousData) { + var data = this.data; + var el = this.el; + var mesh; + var system = this.system; + + // Dispose old geometry if we created one. + if (this.geometry) { + system.unuseGeometry(previousData); + this.geometry = null; + } + + // Create new geometry. + this.geometry = system.getOrCreateGeometry(data); + + // Set on mesh. If mesh does not exist, create it. + mesh = el.getObject3D('mesh'); + if (mesh) { + mesh.geometry = this.geometry; + } else { + mesh = new THREE.Mesh(); + mesh.geometry = this.geometry; + el.setObject3D('mesh', mesh); + } + }, + + /** + * Tell geometry system that entity is no longer using the geometry. + * Unset the geometry on the mesh + */ + remove: function () { + this.system.unuseGeometry(this.data); + this.el.getObject3D('mesh').geometry = dummyGeometry; + this.geometry = null; + }, + + /** + * Update geometry component schema based on geometry type. + * + * @param {object} data - New data passed by Component. + */ + updateSchema: function (data) { + var newGeometryType = data.primitive; + var currentGeometryType = this.data && this.data.primitive; + var schema = geometries[newGeometryType] && geometries[newGeometryType].schema; + + // Geometry has no schema. + if (!schema) { throw new Error('Unknown geometry schema `' + newGeometryType + '`'); } + // Nothing has changed. + if (currentGeometryType && currentGeometryType === newGeometryType) { return; } + + this.extendSchema(schema); + } +}); + +},{"../core/component":125,"../core/geometry":126,"../lib/three":173}],82:[function(_dereq_,module,exports){ +var registerComponent = _dereq_('../core/component').registerComponent; +var THREE = _dereq_('../lib/three'); +var utils = _dereq_('../utils/'); +var warn = utils.debug('components:gltf-model:warn'); + +/** + * glTF model loader. + */ +module.exports.Component = registerComponent('gltf-model', { + schema: {type: 'model'}, + + init: function () { + this.model = null; + this.loader = new THREE.GLTFLoader(); + }, + + update: function () { + var self = this; + var el = this.el; + var src = this.data; + + if (!src) { return; } + + this.remove(); + + this.loader.load(src, function gltfLoaded (gltfModel) { + self.model = gltfModel.scene || gltfModel.scenes[0]; + self.model.animations = gltfModel.animations; + el.setObject3D('mesh', self.model); + el.emit('model-loaded', {format: 'gltf', model: self.model}); + }, undefined /* onProgress */, function gltfFailed (error) { + var message = (error && error.message) ? error.message : 'Failed to load glTF model'; + warn(message); + el.emit('model-error', {format: 'gltf', src: src}); + }); + }, + + remove: function () { + if (!this.model) { return; } + this.el.removeObject3D('mesh'); + } +}); + +},{"../core/component":125,"../lib/three":173,"../utils/":195}],83:[function(_dereq_,module,exports){ +/* global THREE */ +var registerComponent = _dereq_('../core/component').registerComponent; + +// Found at https://github.com/aframevr/assets. +var MODEL_URLS = { + left: 'https://cdn.aframe.io/controllers/oculus-hands/v2/leftHand.json', + right: 'https://cdn.aframe.io/controllers/oculus-hands/v2/rightHand.json' +}; + +// Poses. +var ANIMATIONS = { + open: 'Open', + // point: grip active, trackpad surface active, trigger inactive. + point: 'Point', + // pointThumb: grip active, trigger inactive, trackpad surface inactive. + pointThumb: 'Point + Thumb', + // fist: grip active, trigger active, trackpad surface active. + fist: 'Fist', + // hold: trigger active, grip inactive. + hold: 'Hold', + // thumbUp: grip active, trigger active, trackpad surface inactive. + thumbUp: 'Thumb Up' +}; + +// Map animation to public events for the API. +var EVENTS = {}; +EVENTS[ANIMATIONS.fist] = 'grip'; +EVENTS[ANIMATIONS.thumbUp] = 'pistol'; +EVENTS[ANIMATIONS.point] = 'pointing'; +EVENTS[ANIMATIONS.thumb] = 'thumb'; + +/** + * Hand controls component that abstracts 6DoF controls: + * oculus-touch-controls, vive-controls, windows-motion-controls. + * + * Originally meant to be a sample implementation of applications-specific controls that + * abstracts multiple types of controllers. + * + * Auto-detect appropriate controller. + * Handle common events coming from the detected vendor-specific controls. + * Translate button events to semantic hand-related event names: + * (gripclose, gripopen, thumbup, thumbdown, pointup, pointdown) + * Load hand model with gestures that are applied based on the button pressed. + * + * @property {string} Hand mapping (`left`, `right`). + */ +module.exports.Component = registerComponent('hand-controls', { + schema: {default: 'left'}, + + init: function () { + var self = this; + var el = this.el; + // Current pose. + this.gesture = ANIMATIONS.open; + // Active buttons populated by events provided by the attached controls. + this.pressedButtons = {}; + this.touchedButtons = {}; + this.loader = new THREE.ObjectLoader(); + this.loader.setCrossOrigin('anonymous'); + + this.onGripDown = function () { self.handleButton('grip', 'down'); }; + this.onGripUp = function () { self.handleButton('grip', 'up'); }; + this.onTrackpadDown = function () { self.handleButton('trackpad', 'down'); }; + this.onTrackpadUp = function () { self.handleButton('trackpad', 'up'); }; + this.onTrackpadTouchStart = function () { self.handleButton('trackpad', 'touchstart'); }; + this.onTrackpadTouchEnd = function () { self.handleButton('trackpad', 'touchend'); }; + this.onTriggerDown = function () { self.handleButton('trigger', 'down'); }; + this.onTriggerUp = function () { self.handleButton('trigger', 'up'); }; + this.onTriggerTouchStart = function () { self.handleButton('trigger', 'touchstart'); }; + this.onTriggerTouchEnd = function () { self.handleButton('trigger', 'touchend'); }; + this.onGripTouchStart = function () { self.handleButton('grip', 'touchstart'); }; + this.onGripTouchEnd = function () { self.handleButton('grip', 'touchend'); }; + this.onThumbstickDown = function () { self.handleButton('thumbstick', 'down'); }; + this.onThumbstickUp = function () { self.handleButton('thumbstick', 'up'); }; + this.onAorXTouchStart = function () { self.handleButton('AorX', 'touchstart'); }; + this.onAorXTouchEnd = function () { self.handleButton('AorX', 'touchend'); }; + this.onBorYTouchStart = function () { self.handleButton('BorY', 'touchstart'); }; + this.onBorYTouchEnd = function () { self.handleButton('BorY', 'touchend'); }; + this.onSurfaceTouchStart = function () { self.handleButton('surface', 'touchstart'); }; + this.onSurfaceTouchEnd = function () { self.handleButton('surface', 'touchend'); }; + this.onControllerConnected = function () { self.setModelVisibility(true); }; + this.onControllerDisconnected = function () { self.setModelVisibility(false); }; + + el.addEventListener('controllerconnected', this.onControllerConnected); + el.addEventListener('controllerdisconnected', this.onControllerDisconnected); + }, + + play: function () { + this.addEventListeners(); + }, + + pause: function () { + this.removeEventListeners(); + }, + + tick: function (time, delta) { + var mesh = this.el.getObject3D('mesh'); + + if (!mesh || !mesh.mixer) { return; } + + mesh.mixer.update(delta / 1000); + }, + + addEventListeners: function () { + var el = this.el; + el.addEventListener('gripdown', this.onGripDown); + el.addEventListener('gripup', this.onGripUp); + el.addEventListener('trackpaddown', this.onTrackpadDown); + el.addEventListener('trackpadup', this.onTrackpadUp); + el.addEventListener('trackpadtouchstart', this.onTrackpadTouchStart); + el.addEventListener('trackpadtouchend', this.onTrackpadTouchEnd); + el.addEventListener('triggerdown', this.onTriggerDown); + el.addEventListener('triggerup', this.onTriggerUp); + el.addEventListener('triggertouchstart', this.onTriggerTouchStart); + el.addEventListener('triggertouchend', this.onTriggerTouchEnd); + el.addEventListener('griptouchstart', this.onGripTouchStart); + el.addEventListener('griptouchend', this.onGripTouchEnd); + el.addEventListener('thumbstickdown', this.onThumbstickDown); + el.addEventListener('thumbstickup', this.onThumbstickUp); + el.addEventListener('abuttontouchstart', this.onAorXTouchStart); + el.addEventListener('abuttontouchend', this.onAorXTouchEnd); + el.addEventListener('bbuttontouchstart', this.onBorYTouchStart); + el.addEventListener('bbuttontouchend', this.onBorYTouchEnd); + el.addEventListener('xbuttontouchstart', this.onAorXTouchStart); + el.addEventListener('xbuttontouchend', this.onAorXTouchEnd); + el.addEventListener('ybuttontouchstart', this.onBorYTouchStart); + el.addEventListener('ybuttontouchend', this.onBorYTouchEnd); + el.addEventListener('surfacetouchstart', this.onSurfaceTouchStart); + el.addEventListener('surfacetouchend', this.onSurfaceTouchEnd); + }, + + removeEventListeners: function () { + var el = this.el; + el.removeEventListener('gripdown', this.onGripDown); + el.removeEventListener('gripup', this.onGripUp); + el.removeEventListener('trackpaddown', this.onTrackpadDown); + el.removeEventListener('trackpadup', this.onTrackpadUp); + el.removeEventListener('trackpadtouchstart', this.onTrackpadTouchStart); + el.removeEventListener('trackpadtouchend', this.onTrackpadTouchEnd); + el.removeEventListener('triggerdown', this.onTriggerDown); + el.removeEventListener('triggerup', this.onTriggerUp); + el.removeEventListener('triggertouchstart', this.onTriggerTouchStart); + el.removeEventListener('triggertouchend', this.onTriggerTouchEnd); + el.removeEventListener('griptouchstart', this.onGripTouchStart); + el.removeEventListener('griptouchend', this.onGripTouchEnd); + el.removeEventListener('thumbstickdown', this.onThumbstickDown); + el.removeEventListener('thumbstickup', this.onThumbstickUp); + el.removeEventListener('abuttontouchstart', this.onAorXTouchStart); + el.removeEventListener('abuttontouchend', this.onAorXTouchEnd); + el.removeEventListener('bbuttontouchstart', this.onBorYTouchStart); + el.removeEventListener('bbuttontouchend', this.onBorYTouchEnd); + el.removeEventListener('xbuttontouchstart', this.onAorXTouchStart); + el.removeEventListener('xbuttontouchend', this.onAorXTouchEnd); + el.removeEventListener('ybuttontouchstart', this.onBorYTouchStart); + el.removeEventListener('ybuttontouchend', this.onBorYTouchEnd); + el.removeEventListener('surfacetouchstart', this.onSurfaceTouchStart); + el.removeEventListener('surfacetouchend', this.onSurfaceTouchEnd); + }, + + /** + * Update handler. More like the `init` handler since the only property is the hand, and + * that won't be changing much. + */ + update: function (previousHand) { + var controlConfiguration; + var el = this.el; + var hand = this.data; + + // Get common configuration to abstract different vendor controls. + controlConfiguration = { + hand: hand, + model: false, + rotationOffset: hand === 'left' ? 90 : -90 + }; + + // Set model. + if (hand !== previousHand) { + this.loader.load(MODEL_URLS[hand], function (scene) { + var mesh = scene.getObjectByName('Hand'); + mesh.material.skinning = true; + mesh.mixer = new THREE.AnimationMixer(mesh); + el.setObject3D('mesh', mesh); + mesh.position.set(0, 0, 0); + mesh.rotation.set(0, 0, 0); + // hidden by default + mesh.visible = false; + el.setAttribute('vive-controls', controlConfiguration); + el.setAttribute('oculus-touch-controls', controlConfiguration); + el.setAttribute('windows-motion-controls', controlConfiguration); + }); + } + }, + + remove: function () { + this.el.removeObject3D('mesh'); + }, + + /** + * Play model animation, based on which button was pressed and which kind of event. + * + * 1. Process buttons. + * 2. Determine gesture (this.determineGesture()). + * 3. Animation gesture (this.animationGesture()). + * 4. Emit gesture events (this.emitGestureEvents()). + * + * @param {string} button - Name of the button. + * @param {string} evt - Type of event for the button (i.e., down/up/touchstart/touchend). + */ + handleButton: function (button, evt) { + var lastGesture; + var isPressed = evt === 'down'; + var isTouched = evt === 'touchstart'; + + // Update objects. + if (evt.indexOf('touch') === 0) { + // Update touch object. + if (isTouched === this.touchedButtons[button]) { return; } + this.touchedButtons[button] = isTouched; + } else { + // Update button object. + if (isPressed === this.pressedButtons[button]) { return; } + this.pressedButtons[button] = isPressed; + } + + // Determine the gesture. + lastGesture = this.gesture; + this.gesture = this.determineGesture(); + + // Same gesture. + if (this.gesture === lastGesture) { return; } + + // Animate gesture. + this.animateGesture(this.gesture, lastGesture); + + // Emit events. + this.emitGestureEvents(this.gesture, lastGesture); + }, + + /** + * Determine which pose hand should be in considering active and touched buttons. + */ + determineGesture: function () { + var gesture; + var isGripActive = this.pressedButtons['grip']; + var isSurfaceActive = this.pressedButtons['surface'] || this.touchedButtons['surface']; + var isTrackpadActive = this.pressedButtons['trackpad'] || this.touchedButtons['trackpad']; + var isTriggerActive = this.pressedButtons['trigger'] || this.touchedButtons['trigger']; + var isABXYActive = this.touchedButtons['AorX'] || this.touchedButtons['BorY']; + var isVive = isViveController(this.el.components['tracked-controls']); + + // Works well with Oculus Touch and Windows Motion Controls, but Vive needs tweaks. + if (isGripActive) { + if (isVive) { + gesture = ANIMATIONS.fist; + } else + if (isSurfaceActive || isABXYActive || isTrackpadActive) { + gesture = isTriggerActive ? ANIMATIONS.fist : ANIMATIONS.point; + } else { + gesture = isTriggerActive ? ANIMATIONS.thumbUp : ANIMATIONS.pointThumb; + } + } else { + if (isTriggerActive) { + gesture = !isVive ? ANIMATIONS.hold : ANIMATIONS.fist; + } else if (isVive && isTrackpadActive) { + gesture = ANIMATIONS.point; + } + } + + return gesture; + }, + + /** + * Play gesture animation. + * + * @param {string} gesture - Which pose to animate to. If absent, then animate to open. + * @param {string} lastGesture - Previous gesture, to reverse back to open if needed. + */ + animateGesture: function (gesture, lastGesture) { + if (gesture) { + this.playAnimation(gesture || ANIMATIONS.open, lastGesture, false); + return; + } + // If no gesture, then reverse the current gesture back to open pose. + this.playAnimation(lastGesture, lastGesture, true); + }, + + /** + * Emit `hand-controls`-specific events. + */ + emitGestureEvents: function (gesture, lastGesture) { + var el = this.el; + var eventName; + + if (lastGesture === gesture) { return; } + + // Emit event for lastGesture not inactive. + eventName = getGestureEventName(lastGesture, false); + if (eventName) { el.emit(eventName); } + + // Emit event for current gesture now active. + eventName = getGestureEventName(gesture, true); + if (eventName) { el.emit(eventName); } + }, + +/** + * Play hand animation based on button state. + * + * @param {string} gesture - Name of the animation as specified by the model. + * @param {string} lastGesture - Previous pose. + * @param {boolean} reverse - Whether animation should play in reverse. + */ + playAnimation: function (gesture, lastGesture, reverse) { + var fromAction; + var mesh = this.el.getObject3D('mesh'); + var toAction; + + if (!mesh) { return; } + + // Grab clip action. + toAction = mesh.mixer.clipAction(gesture); + toAction.clampWhenFinished = true; + toAction.loop = THREE.PingPong; + toAction.repetitions = 0; + toAction.timeScale = reverse ? -1 : 1; + toAction.weight = 1; + + // No gesture to gesture or gesture to no gesture. + if (!lastGesture || gesture === lastGesture) { + // Stop all current animations. + mesh.mixer.stopAllAction(); + + // Play animation. + toAction.play(); + return; + } + + // Animate or crossfade from gesture to gesture. + fromAction = mesh.mixer.clipAction(lastGesture); + mesh.mixer.stopAllAction(); + fromAction.weight = 0.15; + fromAction.play(); + toAction.play(); + fromAction.crossFadeTo(toAction, 0.15, true); + }, + + setModelVisibility: function (visible) { + var model = this.el.getObject3D('mesh'); + if (!model) { return; } + model.visible = visible; + } +}); + +/** + * Suffix gestures based on toggle state (e.g., open/close, up/down, start/end). + * + * @param {string} gesture + * @param {boolean} active + */ +function getGestureEventName (gesture, active) { + var eventName; + + if (!gesture) { return; } + + eventName = EVENTS[gesture]; + if (eventName === 'grip') { + return eventName + (active ? 'close' : 'open'); + } + if (eventName === 'point' || eventName === 'thumb') { + return eventName + (active ? 'up' : 'down'); + } + if (eventName === 'pointing' || eventName === 'pistol') { + return eventName + (active ? 'start' : 'end'); + } + return; +} + +function isViveController (trackedControls) { + var controllerId = trackedControls && trackedControls.controller && + trackedControls.controller.id; + return controllerId && controllerId.indexOf('OpenVR ') === 0; +} + +},{"../core/component":125}],84:[function(_dereq_,module,exports){ +_dereq_('./camera'); +_dereq_('./collada-model'); +_dereq_('./cursor'); +_dereq_('./daydream-controls'); +_dereq_('./gearvr-controls'); +_dereq_('./geometry'); +_dereq_('./gltf-model'); +_dereq_('./hand-controls'); +_dereq_('./laser-controls'); +_dereq_('./light'); +_dereq_('./line'); +_dereq_('./link'); +_dereq_('./look-controls'); +_dereq_('./material'); +_dereq_('./obj-model'); +_dereq_('./oculus-touch-controls'); +_dereq_('./position'); +_dereq_('./raycaster'); +_dereq_('./rotation'); +_dereq_('./scale'); +_dereq_('./shadow'); +_dereq_('./sound'); +_dereq_('./text'); +_dereq_('./tracked-controls'); +_dereq_('./visible'); +_dereq_('./vive-controls'); +_dereq_('./wasd-controls'); +_dereq_('./windows-motion-controls'); + +_dereq_('./scene/background'); +_dereq_('./scene/debug'); +_dereq_('./scene/embedded'); +_dereq_('./scene/inspector'); +_dereq_('./scene/fog'); +_dereq_('./scene/keyboard-shortcuts'); +_dereq_('./scene/pool'); +_dereq_('./scene/screenshot'); +_dereq_('./scene/stats'); +_dereq_('./scene/vr-mode-ui'); + +},{"./camera":76,"./collada-model":77,"./cursor":78,"./daydream-controls":79,"./gearvr-controls":80,"./geometry":81,"./gltf-model":82,"./hand-controls":83,"./laser-controls":85,"./light":86,"./line":87,"./link":88,"./look-controls":89,"./material":90,"./obj-model":91,"./oculus-touch-controls":92,"./position":93,"./raycaster":94,"./rotation":95,"./scale":96,"./scene/background":97,"./scene/debug":98,"./scene/embedded":99,"./scene/fog":100,"./scene/inspector":101,"./scene/keyboard-shortcuts":102,"./scene/pool":103,"./scene/screenshot":104,"./scene/stats":105,"./scene/vr-mode-ui":106,"./shadow":107,"./sound":108,"./text":109,"./tracked-controls":110,"./visible":111,"./vive-controls":112,"./wasd-controls":113,"./windows-motion-controls":114}],85:[function(_dereq_,module,exports){ +var registerComponent = _dereq_('../core/component').registerComponent; +var utils = _dereq_('../utils/'); + +registerComponent('laser-controls', { + schema: { + hand: {default: 'right'} + }, + + init: function () { + var config = this.config; + var data = this.data; + var el = this.el; + var self = this; + + // Set all controller models. + el.setAttribute('daydream-controls', {hand: data.hand}); + el.setAttribute('gearvr-controls', {hand: data.hand}); + el.setAttribute('oculus-touch-controls', {hand: data.hand}); + el.setAttribute('vive-controls', {hand: data.hand}); + el.setAttribute('windows-motion-controls', {hand: data.hand}); + + // Wait for controller to connect, or have a valid pointing pose, before creating ray + el.addEventListener('controllerconnected', createRay); + el.addEventListener('controllerdisconnected', hideRay); + el.addEventListener('controllermodelready', function (evt) { + createRay(evt); + self.modelReady = true; + }); + + function createRay (evt) { + var controllerConfig = config[evt.detail.name]; + + if (!controllerConfig) { return; } + + // Show the line unless a particular config opts to hide it, until a controllermodelready + // event comes through. + var raycasterConfig = utils.extend({ + showLine: true + }, controllerConfig.raycaster || {}); + + // The controllermodelready event contains a rayOrigin that takes into account + // offsets specific to the loaded model. + if (evt.detail.rayOrigin) { + raycasterConfig.origin = evt.detail.rayOrigin.origin; + raycasterConfig.direction = evt.detail.rayOrigin.direction; + raycasterConfig.showLine = true; + } + + // Only apply a default raycaster if it does not yet exist. This prevents it overwriting + // config applied from a controllermodelready event. + if (evt.detail.rayOrigin || !self.modelReady) { + el.setAttribute('raycaster', raycasterConfig); + } else { + el.setAttribute('raycaster', 'showLine', true); + } + + el.setAttribute('cursor', utils.extend({ + fuse: false + }, controllerConfig.cursor)); + } + + function hideRay () { + el.setAttribute('raycaster', 'showLine', false); + } + }, + + config: { + 'daydream-controls': { + cursor: {downEvents: ['trackpaddown'], upEvents: ['trackpadup']} + }, + + 'gearvr-controls': { + cursor: {downEvents: ['trackpaddown'], upEvents: ['trackpadup']}, + raycaster: {origin: {x: 0, y: 0.0005, z: 0}} + }, + + 'oculus-touch-controls': { + cursor: {downEvents: ['triggerdown'], upEvents: ['triggerup']}, + raycaster: {origin: {x: 0.001, y: 0, z: 0.065}, direction: {x: 0, y: -0.8, z: -1}} + }, + + 'vive-controls': { + cursor: {downEvents: ['triggerdown'], upEvents: ['triggerup']} + }, + + 'windows-motion-controls': { + cursor: {downEvents: ['triggerdown'], upEvents: ['triggerup']}, + raycaster: {showLine: false} + } + } +}); + +},{"../core/component":125,"../utils/":195}],86:[function(_dereq_,module,exports){ +var bind = _dereq_('../utils/bind'); +var diff = _dereq_('../utils').diff; +var debug = _dereq_('../utils/debug'); +var registerComponent = _dereq_('../core/component').registerComponent; +var THREE = _dereq_('../lib/three'); + +var degToRad = THREE.Math.degToRad; +var warn = debug('components:light:warn'); + +/** + * Light component. + */ +module.exports.Component = registerComponent('light', { + schema: { + angle: {default: 60, if: {type: ['spot']}}, + color: {type: 'color'}, + groundColor: {type: 'color', if: {type: ['hemisphere']}}, + decay: {default: 1, if: {type: ['point', 'spot']}}, + distance: {default: 0.0, min: 0, if: {type: ['point', 'spot']}}, + intensity: {default: 1.0, min: 0, if: {type: ['ambient', 'directional', 'hemisphere', 'point', 'spot']}}, + penumbra: {default: 0, min: 0, max: 1, if: {type: ['spot']}}, + type: {default: 'directional', oneOf: ['ambient', 'directional', 'hemisphere', 'point', 'spot']}, + target: {type: 'selector', if: {type: ['spot', 'directional']}}, + + // Shadows. + castShadow: {default: false, if: {type: ['point', 'spot', 'directional']}}, + shadowBias: {default: 0, if: {castShadow: true}}, + shadowCameraFar: {default: 500, if: {castShadow: true}}, + shadowCameraFov: {default: 90, if: {castShadow: true}}, + shadowCameraNear: {default: 0.5, if: {castShadow: true}}, + shadowCameraTop: {default: 5, if: {castShadow: true}}, + shadowCameraRight: {default: 5, if: {castShadow: true}}, + shadowCameraBottom: {default: -5, if: {castShadow: true}}, + shadowCameraLeft: {default: -5, if: {castShadow: true}}, + shadowCameraVisible: {default: false, if: {castShadow: true}}, + shadowMapHeight: {default: 512, if: {castShadow: true}}, + shadowMapWidth: {default: 512, if: {castShadow: true}} + }, + + /** + * Notifies scene a light has been added to remove default lighting. + */ + init: function () { + var el = this.el; + this.light = null; + this.defaultTarget = null; + this.system.registerLight(el); + }, + + /** + * (Re)create or update light. + */ + update: function (oldData) { + var data = this.data; + var diffData = diff(data, oldData); + var light = this.light; + var self = this; + + // Existing light. + if (light && !('type' in diffData)) { + var shadowsLoaded = false; + // Light type has not changed. Update light. + Object.keys(diffData).forEach(function (key) { + var value = data[key]; + + switch (key) { + case 'color': { + light.color.set(value); + break; + } + + case 'groundColor': { + light.groundColor.set(value); + break; + } + + case 'angle': { + light.angle = degToRad(value); + break; + } + + case 'target': { + // Reset target if selector is null. + if (value === null) { + if (data.type === 'spot' || data.type === 'directional') { + light.target = self.defaultTarget; + } + } else { + // Target specified, set target to entity's `object3D` when it is loaded. + if (value.hasLoaded) { + self.onSetTarget(value, light); + } else { + value.addEventListener('loaded', bind(self.onSetTarget, self, value, light)); + } + } + break; + } + + case 'castShadow': + case 'shadowBias': + case 'shadowCameraFar': + case 'shadowCameraFov': + case 'shadowCameraNear': + case 'shadowCameraTop': + case 'shadowCameraRight': + case 'shadowCameraBottom': + case 'shadowCameraLeft': + case 'shadowCameraVisible': + case 'shadowMapHeight': + case 'shadowMapWidth': + if (!shadowsLoaded) { + self.updateShadow(); + shadowsLoaded = true; + } + break; + + default: { + light[key] = value; + } + } + }); + return; + } + + // No light yet or light type has changed. Create and add light. + this.setLight(this.data); + this.updateShadow(); + }, + + setLight: function (data) { + var el = this.el; + var newLight = this.getLight(data); + if (newLight) { + if (this.light) { + el.removeObject3D('light'); + } + + this.light = newLight; + this.light.el = el; + el.setObject3D('light', this.light); + + // HACK solution for issue #1624 + if (data.type === 'spot' || data.type === 'directional' || data.type === 'hemisphere') { + el.getObject3D('light').translateY(-1); + } + + // set and position default lighttarget as a child to enable spotlight orientation + if (data.type === 'spot') { + el.setObject3D('light-target', this.defaultTarget); + el.getObject3D('light-target').position.set(0, 0, -1); + } + } + }, + + /** + * Updates shadow-related properties on the current light. + */ + updateShadow: function () { + var el = this.el; + var data = this.data; + var light = this.light; + + light.castShadow = data.castShadow; + + // Shadow camera helper. + var cameraHelper = el.getObject3D('cameraHelper'); + if (data.shadowCameraVisible && !cameraHelper) { + el.setObject3D('cameraHelper', new THREE.CameraHelper(light.shadow.camera)); + } else if (!data.shadowCameraVisible && cameraHelper) { + el.removeObject3D('cameraHelper'); + } + + if (!data.castShadow) { return light; } + + // Shadow appearance. + light.shadow.bias = data.shadowBias; + light.shadow.mapSize.height = data.shadowMapHeight; + light.shadow.mapSize.width = data.shadowMapWidth; + + // Shadow camera. + light.shadow.camera.near = data.shadowCameraNear; + light.shadow.camera.far = data.shadowCameraFar; + if (light.shadow.camera instanceof THREE.OrthographicCamera) { + light.shadow.camera.top = data.shadowCameraTop; + light.shadow.camera.right = data.shadowCameraRight; + light.shadow.camera.bottom = data.shadowCameraBottom; + light.shadow.camera.left = data.shadowCameraLeft; + } else { + light.shadow.camera.fov = data.shadowCameraFov; + } + light.shadow.camera.updateProjectionMatrix(); + + if (cameraHelper) { cameraHelper.update(); } + }, + + /** + * Creates a new three.js light object given data object defining the light. + * + * @param {object} data + */ + getLight: function (data) { + var angle = data.angle; + var color = new THREE.Color(data.color).getHex(); + var decay = data.decay; + var distance = data.distance; + var groundColor = new THREE.Color(data.groundColor).getHex(); + var intensity = data.intensity; + var type = data.type; + var target = data.target; + var light = null; + + switch (type.toLowerCase()) { + case 'ambient': { + return new THREE.AmbientLight(color, intensity); + } + + case 'directional': { + light = new THREE.DirectionalLight(color, intensity); + this.defaultTarget = light.target; + if (target) { + if (target.hasLoaded) { + this.onSetTarget(target, light); + } else { + target.addEventListener('loaded', bind(this.onSetTarget, this, target, light)); + } + } + return light; + } + + case 'hemisphere': { + return new THREE.HemisphereLight(color, groundColor, intensity); + } + + case 'point': { + return new THREE.PointLight(color, intensity, distance, decay); + } + + case 'spot': { + light = new THREE.SpotLight(color, intensity, distance, degToRad(angle), data.penumbra, decay); + this.defaultTarget = light.target; + if (target) { + if (target.hasLoaded) { + this.onSetTarget(target, light); + } else { + target.addEventListener('loaded', bind(this.onSetTarget, this, target, light)); + } + } + return light; + } + + default: { + warn('%s is not a valid light type. ' + + 'Choose from ambient, directional, hemisphere, point, spot.', type); + } + } + }, + + onSetTarget: function (targetEl, light) { + light.target = targetEl.object3D; + }, + + /** + * Remove light on remove (callback). + */ + remove: function () { + var el = this.el; + el.removeObject3D('light'); + if (el.getObject3D('cameraHelper')) { + el.removeObject3D('cameraHelper'); + } + } +}); + +},{"../core/component":125,"../lib/three":173,"../utils":195,"../utils/bind":189,"../utils/debug":191}],87:[function(_dereq_,module,exports){ +/* global THREE */ +var registerComponent = _dereq_('../core/component').registerComponent; + +module.exports.Component = registerComponent('line', { + schema: { + start: {type: 'vec3', default: {x: 0, y: 0, z: 0}}, + end: {type: 'vec3', default: {x: 0, y: 0, z: 0}}, + color: {type: 'color', default: '#74BEC1'}, + opacity: {type: 'number', default: 1}, + visible: {default: true} + }, + + multiple: true, + + init: function () { + var data = this.data; + var geometry; + var material; + material = this.material = new THREE.LineBasicMaterial({ + color: data.color, + opacity: data.opacity, + transparent: data.opacity < 1, + visible: data.visible + }); + geometry = this.geometry = new THREE.BufferGeometry(); + geometry.addAttribute('position', new THREE.BufferAttribute(new Float32Array(2 * 3), 3)); + + this.line = new THREE.Line(geometry, material); + this.el.setObject3D(this.attrName, this.line); + }, + + update: function (oldData) { + var data = this.data; + var geometry = this.geometry; + var geoNeedsUpdate = false; + var material = this.material; + var positionArray = geometry.attributes.position.array; + + // Update geometry. + if (!isEqualVec3(data.start, oldData.start)) { + positionArray[0] = data.start.x; + positionArray[1] = data.start.y; + positionArray[2] = data.start.z; + geoNeedsUpdate = true; + } + + if (!isEqualVec3(data.end, oldData.end)) { + positionArray[3] = data.end.x; + positionArray[4] = data.end.y; + positionArray[5] = data.end.z; + geoNeedsUpdate = true; + } + + if (geoNeedsUpdate) { + geometry.attributes.position.needsUpdate = true; + geometry.computeBoundingSphere(); + } + + material.color.setStyle(data.color); + material.opacity = data.opacity; + material.transparent = data.opacity < 1; + material.visible = data.visible; + }, + + remove: function () { + this.el.removeObject3D('line', this.line); + } +}); + +function isEqualVec3 (a, b) { + if (!a || !b) { return false; } + return (a.x === b.x && a.y === b.y && a.z === b.z); +} + +},{"../core/component":125}],88:[function(_dereq_,module,exports){ +var registerComponent = _dereq_('../core/component').registerComponent; +var registerShader = _dereq_('../core/shader').registerShader; +var THREE = _dereq_('../lib/three'); + +/** + * Link component. Connect experiences and traverse between them in VR + * + * @member {object} hiddenEls - Store the hidden elements during peek mode. + */ +module.exports.Component = registerComponent('link', { + schema: { + backgroundColor: {default: 'red', type: 'color'}, + borderColor: {default: 'white', type: 'color'}, + highlighted: {default: false}, + highlightedColor: {default: '#24CAFF', type: 'color'}, + href: {default: ''}, + image: {type: 'asset'}, + on: {default: 'click'}, + peekMode: {default: false}, + title: {default: ''}, + titleColor: {default: 'white', type: 'color'}, + visualAspectEnabled: {default: true} + }, + + init: function () { + this.navigate = this.navigate.bind(this); + this.previousQuaternion = undefined; + this.quaternionClone = new THREE.Quaternion(); + // Store hidden elements during peek mode so we can show them again later. + this.hiddenEls = []; + this.initVisualAspect(); + }, + + update: function (oldData) { + var data = this.data; + var el = this.el; + var backgroundColor; + var strokeColor; + + backgroundColor = data.highlighted ? data.highlightedColor : data.backgroundColor; + strokeColor = data.highlighted ? data.highlightedColor : data.borderColor; + el.setAttribute('material', 'backgroundColor', backgroundColor); + el.setAttribute('material', 'strokeColor', strokeColor); + + if (data.on !== oldData.on) { this.updateEventListener(); } + + if (data.visualAspectEnabled && oldData.peekMode !== undefined && + data.peekMode !== oldData.peekMode) { this.updatePeekMode(); } + + if (!data.image || oldData.image === data.image) { return; } + + el.setAttribute('material', 'pano', + typeof data.image === 'string' ? data.image : data.image.src); + }, + + /* + * Toggle all elements and full 360 preview of the linked page. + */ + updatePeekMode: function () { + var el = this.el; + var sphereEl = this.sphereEl; + if (this.data.peekMode) { + this.hideAll(); + el.getObject3D('mesh').visible = false; + sphereEl.setAttribute('visible', true); + } else { + this.showAll(); + el.getObject3D('mesh').visible = true; + sphereEl.setAttribute('visible', false); + } + }, + + play: function () { + this.updateEventListener(); + }, + + pause: function () { + this.removeEventListener(); + }, + + updateEventListener: function () { + var el = this.el; + if (!el.isPlaying) { return; } + this.removeEventListener(); + el.addEventListener(this.data.on, this.navigate); + }, + + removeEventListener: function () { + var on = this.data.on; + if (!on) { return; } + this.el.removeEventListener(on, this.navigate); + }, + + initVisualAspect: function () { + var el = this.el; + var semiSphereEl; + var sphereEl; + var textEl; + + if (!this.data.visualAspectEnabled) { return; } + + textEl = this.textEl = this.textEl || document.createElement('a-entity'); + sphereEl = this.sphereEl = this.sphereEl || document.createElement('a-entity'); + semiSphereEl = this.semiSphereEl = this.semiSphereEl || document.createElement('a-entity'); + + // Set portal. + el.setAttribute('geometry', {primitive: 'circle', radius: 1.0, segments: 64}); + el.setAttribute('material', {shader: 'portal', pano: this.data.image, side: 'double'}); + + // Set text that displays the link title and URL. + textEl.setAttribute('text', { + color: this.data.titleColor, + align: 'center', + font: 'kelsonsans', + value: this.data.title || this.data.href, + width: 4 + }); + textEl.setAttribute('position', '0 1.5 0'); + el.appendChild(textEl); + + // Set sphere rendered when camera is close to portal to allow user to peek inside. + semiSphereEl.setAttribute('geometry', { + primitive: 'sphere', + radius: 1.0, + phiStart: 0, + segmentsWidth: 64, + segmentsHeight: 64, + phiLength: 180, + thetaStart: 0, + thetaLength: 360 + }); + semiSphereEl.setAttribute('material', { + shader: 'portal', + borderEnabled: 0.0, + pano: this.data.image, + side: 'back' + }); + semiSphereEl.setAttribute('rotation', '0 180 0'); + semiSphereEl.setAttribute('position', '0 0 0'); + semiSphereEl.setAttribute('visible', false); + el.appendChild(semiSphereEl); + + // Set sphere rendered when camera is close to portal to allow user to peek inside. + sphereEl.setAttribute('geometry', { + primitive: 'sphere', + radius: 10, + segmentsWidth: 64, + segmentsHeight: 64 + }); + sphereEl.setAttribute('material', { + shader: 'portal', + borderEnabled: 0.0, + pano: this.data.image, + side: 'back' + }); + sphereEl.setAttribute('visible', false); + el.appendChild(sphereEl); + }, + + navigate: function () { + window.location = this.data.href; + }, + + /** + * 1. Swap plane that represents portal with sphere with a hole when the camera is close + * so user can peek inside portal. Sphere is rendered on oposite side of portal + * from where user enters. + * 2. Place the url/title above or inside portal depending on distance to camera. + * 3. Face portal to camera when far away from user. + */ + tick: (function () { + var cameraWorldPosition = new THREE.Vector3(); + var elWorldPosition = new THREE.Vector3(); + var quaternion = new THREE.Quaternion(); + var scale = new THREE.Vector3(); + + return function () { + var el = this.el; + var object3D = el.object3D; + var camera = el.sceneEl.camera; + var cameraPortalOrientation; + var distance; + var textEl = this.textEl; + + if (!this.data.visualAspectEnabled) { return; } + + // Update matrices + object3D.updateMatrixWorld(); + camera.parent.updateMatrixWorld(); + camera.updateMatrixWorld(); + + object3D.matrix.decompose(elWorldPosition, quaternion, scale); + elWorldPosition.setFromMatrixPosition(object3D.matrixWorld); + cameraWorldPosition.setFromMatrixPosition(camera.matrixWorld); + distance = elWorldPosition.distanceTo(cameraWorldPosition); + + if (distance > 20) { + // Store original orientation to be restored when the portal stops facing the camera. + if (!this.previousQuaternion) { + this.quaternionClone.copy(quaternion); + this.previousQuaternion = this.quaternionClone; + } + // If the portal is far away from the user, face portal to camera. + object3D.lookAt(cameraWorldPosition); + } else { + // When portal is close to the user/camera. + cameraPortalOrientation = this.calculateCameraPortalOrientation(); + // If user gets very close to portal, replace with holed sphere they can peek in. + if (distance < 0.5) { + // Configure text size and sphere orientation depending side user approaches portal. + if (this.semiSphereEl.getAttribute('visible') === true) { return; } + textEl.setAttribute('text', 'width', 1.5); + if (cameraPortalOrientation <= 0.0) { + textEl.setAttribute('position', '0 0 0.75'); + textEl.setAttribute('rotation', '0 180 0'); + this.semiSphereEl.setAttribute('rotation', '0 0 0'); + } else { + textEl.setAttribute('position', '0 0 -0.75'); + textEl.setAttribute('rotation', '0 0 0'); + this.semiSphereEl.setAttribute('rotation', '0 180 0'); + } + el.getObject3D('mesh').visible = false; + this.semiSphereEl.setAttribute('visible', true); + this.peekCameraPortalOrientation = cameraPortalOrientation; + } else { + // Calculate wich side the camera is approaching the camera (back / front). + // Adjust text orientation based on camera position. + if (cameraPortalOrientation <= 0.0) { + textEl.setAttribute('rotation', '0 180 0'); + } else { + textEl.setAttribute('rotation', '0 0 0'); + } + textEl.setAttribute('text', 'width', 5); + textEl.setAttribute('position', '0 1.5 0'); + el.getObject3D('mesh').visible = true; + this.semiSphereEl.setAttribute('visible', false); + this.peekCameraPortalOrientation = undefined; + } + if (this.previousQuaternion) { + object3D.quaternion.copy(this.previousQuaternion); + this.previousQuaternion = undefined; + } + } + }; + })(), + + hideAll: function () { + var el = this.el; + var hiddenEls = this.hiddenEls; + var self = this; + if (hiddenEls.length > 0) { return; } + el.sceneEl.object3D.traverse(function (object) { + if (object && object.el && object.el.hasAttribute('link-controls')) { return; } + if (!object.el || object === el.sceneEl.object3D || object.el === el || + object.el === self.sphereEl || object.el === el.sceneEl.cameraEl || + object.el.getAttribute('visible') === false || object.el === self.textEl || + object.el === self.semiSphereEl) { + return; + } + object.el.setAttribute('visible', false); + hiddenEls.push(object.el); + }); + }, + + showAll: function () { + this.hiddenEls.forEach(function (el) { el.setAttribute('visible', true); }); + this.hiddenEls = []; + }, + + /** + * Calculate whether the camera faces the front or back face of the portal. + * @returns {number} > 0 if camera faces front of portal, < 0 if it faces back of portal. + */ + calculateCameraPortalOrientation: (function () { + var mat4 = new THREE.Matrix4(); + var cameraPosition = new THREE.Vector3(); + var portalNormal = new THREE.Vector3(0, 0, 1); + var portalPosition = new THREE.Vector3(0, 0, 0); + + return function () { + var el = this.el; + var camera = el.sceneEl.camera; + + // Reset tmp variables. + cameraPosition.set(0, 0, 0); + portalNormal.set(0, 0, 1); + portalPosition.set(0, 0, 0); + + // Apply portal orientation to the normal. + el.object3D.matrixWorld.extractRotation(mat4); + portalNormal.applyMatrix4(mat4); + + // Calculate portal world position. + el.object3D.updateMatrixWorld(); + el.object3D.localToWorld(portalPosition); + + // Calculate camera world position. + camera.parent.parent.updateMatrixWorld(); + camera.parent.updateMatrixWorld(); + camera.updateMatrixWorld(); + camera.localToWorld(cameraPosition); + + // Calculate vector from portal to camera. + // (portal) -------> (camera) + cameraPosition.sub(portalPosition).normalize(); + portalNormal.normalize(); + + // Side where camera approaches portal is given by sign of dot product of portal normal + // and portal to camera vectors. + return Math.sign(portalNormal.dot(cameraPosition)); + }; + })(), + + remove: function () { + this.removeEventListener(); + } +}); + +/* eslint-disable */ +registerShader('portal', { + schema: { + borderEnabled: {default: 1.0, type: 'int', is: 'uniform'}, + backgroundColor: {default: 'red', type: 'color', is: 'uniform'}, + pano: {type: 'map', is: 'uniform'}, + strokeColor: {default: 'white', type: 'color', is: 'uniform'} + }, + + vertexShader: [ + 'vec3 portalPosition;', + 'varying vec3 vWorldPosition;', + 'varying float vDistanceToCenter;', + 'varying float vDistance;', + 'void main() {', + 'vDistanceToCenter = clamp(length(position - vec3(0.0, 0.0, 0.0)), 0.0, 1.0);', + 'portalPosition = (modelMatrix * vec4(0.0, 0.0, 0.0, 1.0)).xyz;', + 'vDistance = length(portalPosition - cameraPosition);', + 'vWorldPosition = (modelMatrix * vec4(position, 1.0)).xyz;', + 'gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);', + '}' + ].join('\n'), + + fragmentShader: [ + '#define RECIPROCAL_PI2 0.15915494', + 'uniform sampler2D pano;', + 'uniform vec3 strokeColor;', + 'uniform vec3 backgroundColor;', + 'uniform float borderEnabled;', + 'varying float vDistanceToCenter;', + 'varying float vDistance;', + 'varying vec3 vWorldPosition;', + 'void main() {', + 'vec3 direction = normalize(vWorldPosition - cameraPosition);', + 'vec2 sampleUV;', + 'float borderThickness = clamp(exp(-vDistance / 50.0), 0.6, 0.95);', + 'sampleUV.y = saturate(direction.y * 0.5 + 0.5);', + 'sampleUV.x = atan(direction.z, -direction.x) * -RECIPROCAL_PI2 + 0.5;', + 'if (vDistanceToCenter > borderThickness && borderEnabled == 1.0) {', + 'gl_FragColor = vec4(strokeColor, 1.0);', + '} else {', + 'gl_FragColor = mix(texture2D(pano, sampleUV), vec4(backgroundColor, 1.0), clamp(pow((vDistance / 15.0), 2.0), 0.0, 1.0));', + '}', + '}' + ].join('\n') +}); +/* eslint-enable */ + +},{"../core/component":125,"../core/shader":134,"../lib/three":173}],89:[function(_dereq_,module,exports){ +var registerComponent = _dereq_('../core/component').registerComponent; +var THREE = _dereq_('../lib/three'); +var utils = _dereq_('../utils/'); +var bind = utils.bind; +var PolyfillControls = _dereq_('../utils').device.PolyfillControls; + +// To avoid recalculation at every mouse movement tick +var GRABBING_CLASS = 'a-grabbing'; +var PI_2 = Math.PI / 2; +var radToDeg = THREE.Math.radToDeg; + +var checkHasPositionalTracking = utils.device.checkHasPositionalTracking; + +/** + * look-controls. Update entity pose, factoring mouse, touch, and WebVR API data. + */ +module.exports.Component = registerComponent('look-controls', { + dependencies: ['position', 'rotation'], + + schema: { + enabled: {default: true}, + touchEnabled: {default: true}, + hmdEnabled: {default: true}, + reverseMouseDrag: {default: false}, + userHeight: {default: 1.6} + }, + + init: function () { + this.previousHMDPosition = new THREE.Vector3(); + this.hmdQuaternion = new THREE.Quaternion(); + this.hmdEuler = new THREE.Euler(); + this.position = new THREE.Vector3(); + // To save / restore camera pose + this.savedRotation = new THREE.Vector3(); + this.savedPosition = new THREE.Vector3(); + this.polyfillObject = new THREE.Object3D(); + this.polyfillControls = new PolyfillControls(this.polyfillObject); + this.rotation = {}; + this.deltaRotation = {}; + this.savedPose = null; + this.setupMouseControls(); + this.bindMethods(); + + // Call enter VR handler if the scene has entered VR before the event listeners attached. + if (this.el.sceneEl.is('vr-mode')) { this.onEnterVR(); } + }, + + update: function (oldData) { + var data = this.data; + + // Update height offset. + this.addHeightOffset(oldData.userHeight); + + // Disable grab cursor classes if no longer enabled. + if (data.enabled !== oldData.enabled) { + this.updateGrabCursor(data.enabled); + } + + // Reset pitch and yaw if disabling HMD. + if (oldData && !data.hmdEnabled && !oldData.hmdEnabled) { + this.pitchObject.rotation.set(0, 0, 0); + this.yawObject.rotation.set(0, 0, 0); + } + }, + + tick: function (t) { + var data = this.data; + if (!data.enabled) { return; } + this.updatePosition(); + this.updateOrientation(); + }, + + play: function () { + this.addEventListeners(); + }, + + pause: function () { + this.removeEventListeners(); + }, + + remove: function () { + this.removeEventListeners(); + }, + + bindMethods: function () { + this.onMouseDown = bind(this.onMouseDown, this); + this.onMouseMove = bind(this.onMouseMove, this); + this.onMouseUp = bind(this.onMouseUp, this); + this.onTouchStart = bind(this.onTouchStart, this); + this.onTouchMove = bind(this.onTouchMove, this); + this.onTouchEnd = bind(this.onTouchEnd, this); + this.onEnterVR = bind(this.onEnterVR, this); + this.onExitVR = bind(this.onExitVR, this); + }, + + /** + * Set up states and Object3Ds needed to store rotation data. + */ + setupMouseControls: function () { + this.mouseDown = false; + this.pitchObject = new THREE.Object3D(); + this.yawObject = new THREE.Object3D(); + this.yawObject.position.y = 10; + this.yawObject.add(this.pitchObject); + }, + + /** + * Add mouse and touch event listeners to canvas. + */ + addEventListeners: function () { + var sceneEl = this.el.sceneEl; + var canvasEl = sceneEl.canvas; + + // Wait for canvas to load. + if (!canvasEl) { + sceneEl.addEventListener('render-target-loaded', bind(this.addEventListeners, this)); + return; + } + + // Mouse events. + canvasEl.addEventListener('mousedown', this.onMouseDown, false); + window.addEventListener('mousemove', this.onMouseMove, false); + window.addEventListener('mouseup', this.onMouseUp, false); + + // Touch events. + canvasEl.addEventListener('touchstart', this.onTouchStart); + window.addEventListener('touchmove', this.onTouchMove); + window.addEventListener('touchend', this.onTouchEnd); + + // sceneEl events. + sceneEl.addEventListener('enter-vr', this.onEnterVR); + sceneEl.addEventListener('exit-vr', this.onExitVR); + }, + + /** + * Remove mouse and touch event listeners from canvas. + */ + removeEventListeners: function () { + var sceneEl = this.el.sceneEl; + var canvasEl = sceneEl && sceneEl.canvas; + + if (!canvasEl) { return; } + + // Mouse events. + canvasEl.removeEventListener('mousedown', this.onMouseDown); + canvasEl.removeEventListener('mousemove', this.onMouseMove); + canvasEl.removeEventListener('mouseup', this.onMouseUp); + canvasEl.removeEventListener('mouseout', this.onMouseUp); + + // Touch events. + canvasEl.removeEventListener('touchstart', this.onTouchStart); + canvasEl.removeEventListener('touchmove', this.onTouchMove); + canvasEl.removeEventListener('touchend', this.onTouchEnd); + + // sceneEl events. + sceneEl.removeEventListener('enter-vr', this.onEnterVR); + sceneEl.removeEventListener('exit-vr', this.onExitVR); + }, + + /** + * Update orientation for mobile, mouse drag, and headset. + * Mouse-drag only enabled if HMD is not active. + */ + updateOrientation: function () { + var hmdEuler = this.hmdEuler; + var pitchObject = this.pitchObject; + var yawObject = this.yawObject; + var sceneEl = this.el.sceneEl; + var rotation = this.rotation; + + // In VR mode, THREE is in charge of updating the camera rotation. + if (sceneEl.is('vr-mode') && sceneEl.checkHeadsetConnected()) { return; } + + // Calculate polyfilled HMD quaternion. + this.polyfillControls.update(); + hmdEuler.setFromQuaternion(this.polyfillObject.quaternion, 'YXZ'); + // On mobile, do camera rotation with touch events and sensors. + rotation.x = radToDeg(hmdEuler.x) + radToDeg(pitchObject.rotation.x); + rotation.y = radToDeg(hmdEuler.y) + radToDeg(yawObject.rotation.y); + rotation.z = 0; + + this.el.setAttribute('rotation', rotation); + }, + + /** + * Handle positional tracking. + */ + updatePosition: function () { + var el = this.el; + var currentHMDPosition; + var currentPosition; + var position = this.position; + var previousHMDPosition = this.previousHMDPosition; + var sceneEl = this.el.sceneEl; + + if (!sceneEl.is('vr-mode') || !sceneEl.checkHeadsetConnected()) { return; } + + // Calculate change in position. + currentHMDPosition = this.calculateHMDPosition(); + currentPosition = el.getAttribute('position'); + + position.copy(currentPosition).sub(previousHMDPosition).add(currentHMDPosition); + el.setAttribute('position', position); + previousHMDPosition.copy(currentHMDPosition); + }, + + calculateHMDPosition: (function () { + var position = new THREE.Vector3(); + return function () { + var object3D = this.el.object3D; + object3D.updateMatrix(); + position.setFromMatrixPosition(object3D.matrix); + return position; + }; + })(), + + /** + * Calculate delta rotation for mouse-drag and touch-drag. + */ + calculateDeltaRotation: function () { + var currentRotationX = radToDeg(this.pitchObject.rotation.x); + var currentRotationY = radToDeg(this.yawObject.rotation.y); + this.deltaRotation.x = currentRotationX - (this.previousRotationX || 0); + this.deltaRotation.y = currentRotationY - (this.previousRotationY || 0); + // Store current rotation for next tick. + this.previousRotationX = currentRotationX; + this.previousRotationY = currentRotationY; + return this.deltaRotation; + }, + + /** + * Translate mouse drag into rotation. + * + * Dragging up and down rotates the camera around the X-axis (yaw). + * Dragging left and right rotates the camera around the Y-axis (pitch). + */ + onMouseMove: function (event) { + var pitchObject = this.pitchObject; + var yawObject = this.yawObject; + var previousMouseEvent = this.previousMouseEvent; + var movementX; + var movementY; + + // Not dragging or not enabled. + if (!this.mouseDown || !this.data.enabled) { return; } + + // Calculate delta. + movementX = event.movementX || event.mozMovementX; + movementY = event.movementY || event.mozMovementY; + if (movementX === undefined || movementY === undefined) { + movementX = event.screenX - previousMouseEvent.screenX; + movementY = event.screenY - previousMouseEvent.screenY; + } + this.previousMouseEvent = event; + + // Calculate rotation. + yawObject.rotation.y -= movementX * 0.002; + pitchObject.rotation.x -= movementY * 0.002; + pitchObject.rotation.x = Math.max(-PI_2, Math.min(PI_2, pitchObject.rotation.x)); + }, + + /** + * Register mouse down to detect mouse drag. + */ + onMouseDown: function (evt) { + if (!this.data.enabled) { return; } + // Handle only primary button. + if (evt.button !== 0) { return; } + this.mouseDown = true; + this.previousMouseEvent = evt; + document.body.classList.add(GRABBING_CLASS); + }, + + /** + * Register mouse up to detect release of mouse drag. + */ + onMouseUp: function () { + this.mouseDown = false; + document.body.classList.remove(GRABBING_CLASS); + }, + + /** + * Register touch down to detect touch drag. + */ + onTouchStart: function (evt) { + if (evt.touches.length !== 1 || !this.data.touchEnabled) { return; } + this.touchStart = { + x: evt.touches[0].pageX, + y: evt.touches[0].pageY + }; + this.touchStarted = true; + }, + + /** + * Translate touch move to Y-axis rotation. + */ + onTouchMove: function (evt) { + var canvas = this.el.sceneEl.canvas; + var deltaY; + var yawObject = this.yawObject; + + if (!this.touchStarted || !this.data.touchEnabled) { return; } + + deltaY = 2 * Math.PI * (evt.touches[0].pageX - this.touchStart.x) / canvas.clientWidth; + + // Limit touch orientaion to to yaw (y axis). + yawObject.rotation.y -= deltaY * 0.5; + this.touchStart = { + x: evt.touches[0].pageX, + y: evt.touches[0].pageY + }; + }, + + /** + * Register touch end to detect release of touch drag. + */ + onTouchEnd: function () { + this.touchStarted = false; + }, + + /** + * Save pose. + */ + onEnterVR: function () { + this.saveCameraPose(); + this.removeHeightOffset(); + }, + + /** + * Restore the pose. + */ + onExitVR: function () { + this.restoreCameraPose(); + this.previousHMDPosition.set(0, 0, 0); + }, + + /** + * Toggle the feature of showing/hiding the grab cursor. + */ + updateGrabCursor: function (enabled) { + var sceneEl = this.el.sceneEl; + + function enableGrabCursor () { sceneEl.canvas.classList.add('a-grab-cursor'); } + function disableGrabCursor () { sceneEl.canvas.classList.remove('a-grab-cursor'); } + + if (!sceneEl.canvas) { + if (enabled) { + sceneEl.addEventListener('render-target-loaded', enableGrabCursor); + } else { + sceneEl.addEventListener('render-target-loaded', disableGrabCursor); + } + return; + } + + if (enabled) { + enableGrabCursor(); + return; + } + disableGrabCursor(); + }, + + /** + * Offsets the position of the camera to set a human scale perspective + * This offset is not necessary when using a headset because the SDK + * will return the real user's head height and position. + */ + addHeightOffset: function (oldOffset) { + var el = this.el; + var currentPosition; + var userHeightOffset = this.data.userHeight; + + oldOffset = oldOffset || 0; + currentPosition = el.getAttribute('position') || {x: 0, y: 0, z: 0}; + el.setAttribute('position', { + x: currentPosition.x, + y: currentPosition.y - oldOffset + userHeightOffset, + z: currentPosition.z + }); + }, + + /** + * Remove the height offset (called when entering VR) since WebVR API gives absolute + * position. + */ + removeHeightOffset: function () { + var currentPosition; + var el = this.el; + var hasPositionalTracking; + var userHeightOffset = this.data.userHeight; + + // Remove the offset if there is positional tracking when entering VR. + // Necessary for fullscreen mode with no headset. + // Checking this.hasPositionalTracking to make the value injectable for unit tests. + hasPositionalTracking = this.hasPositionalTracking !== undefined + ? this.hasPositionalTracking + : checkHasPositionalTracking(); + + if (!userHeightOffset || !hasPositionalTracking) { return; } + + currentPosition = el.getAttribute('position') || {x: 0, y: 0, z: 0}; + el.setAttribute('position', { + x: currentPosition.x, + y: currentPosition.y - userHeightOffset, + z: currentPosition.z + }); + }, + + /** + * Save camera pose before entering VR to restore later if exiting. + */ + saveCameraPose: function () { + var el = this.el; + var position = el.getAttribute('position'); + var rotation = el.getAttribute('rotation'); + var hasPositionalTracking = this.hasPositionalTracking !== undefined ? this.hasPositionalTracking : checkHasPositionalTracking(); + + if (this.savedPose || !hasPositionalTracking) { return; } + this.savedPose = { + position: this.savedPosition.copy(position), + rotation: this.savedRotation.copy(rotation) + }; + }, + + /** + * Reset camera pose to before entering VR. + */ + restoreCameraPose: function () { + var el = this.el; + var savedPose = this.savedPose; + var hasPositionalTracking = this.hasPositionalTracking !== undefined ? this.hasPositionalTracking : checkHasPositionalTracking(); + + if (!savedPose || !hasPositionalTracking) { return; } + + // Reset camera orientation. + el.setAttribute('position', savedPose.position); + el.setAttribute('rotation', savedPose.rotation); + this.savedPose = null; + } +}); + +},{"../core/component":125,"../lib/three":173,"../utils":195,"../utils/":195}],90:[function(_dereq_,module,exports){ +/* global Promise */ +var utils = _dereq_('../utils/'); +var component = _dereq_('../core/component'); +var THREE = _dereq_('../lib/three'); +var shader = _dereq_('../core/shader'); + +var error = utils.debug('components:material:error'); +var registerComponent = component.registerComponent; +var shaders = shader.shaders; +var shaderNames = shader.shaderNames; + +/** + * Material component. + * + * @member {object} shader - Determines how material is shaded. Defaults to `standard`, + * three.js's implementation of PBR. Another standard shading model is `flat` which + * uses MeshBasicMaterial. + */ +module.exports.Component = registerComponent('material', { + schema: { + alphaTest: {default: 0.0, min: 0.0, max: 1.0}, + depthTest: {default: true}, + depthWrite: {default: true}, + flatShading: {default: false}, + npot: {default: false}, + offset: {type: 'vec2', default: {x: 0, y: 0}}, + opacity: {default: 1.0, min: 0.0, max: 1.0}, + repeat: {type: 'vec2', default: {x: 1, y: 1}}, + shader: {default: 'standard', oneOf: shaderNames}, + side: {default: 'front', oneOf: ['front', 'back', 'double']}, + transparent: {default: false}, + vertexColors: {type: 'string', default: 'none', oneOf: ['face', 'vertex']}, + visible: {default: true} + }, + + init: function () { + this.material = null; + }, + + /** + * Update or create material. + * + * @param {object|null} oldData + */ + update: function (oldData) { + var data = this.data; + if (!this.shader || data.shader !== oldData.shader) { + this.updateShader(data.shader); + } + this.shader.update(this.data); + this.updateMaterial(oldData); + }, + + updateSchema: function (data) { + var newShader = data.shader; + var currentShader = this.data && this.data.shader; + var shader = newShader || currentShader; + var schema = shaders[shader] && shaders[shader].schema; + if (!schema) { error('Unknown shader schema ' + shader); } + if (currentShader && newShader === currentShader) { return; } + this.extendSchema(schema); + this.updateBehavior(); + }, + + updateBehavior: function () { + var schema = this.schema; + var self = this; + var sceneEl = this.el.sceneEl; + var tickProperties = {}; + var tick = function (time, delta) { + Object.keys(tickProperties).forEach(function update (key) { + tickProperties[key] = time; + }); + self.shader.update(tickProperties); + }; + this.tick = undefined; + Object.keys(schema).forEach(function (key) { + if (schema[key].type === 'time') { + self.tick = tick; + tickProperties[key] = true; + } + }); + if (!sceneEl) { return; } + if (!this.tick) { + sceneEl.removeBehavior(this); + } else { + sceneEl.addBehavior(this); + } + }, + + updateShader: function (shaderName) { + var data = this.data; + var Shader = shaders[shaderName] && shaders[shaderName].Shader; + var shaderInstance; + + if (!Shader) { throw new Error('Unknown shader ' + shaderName); } + + // Get material from A-Frame shader. + shaderInstance = this.shader = new Shader(); + shaderInstance.el = this.el; + shaderInstance.init(data); + this.setMaterial(shaderInstance.material); + this.updateSchema(data); + }, + + /** + * Set and update base material properties. + * Set `needsUpdate` when needed. + */ + updateMaterial: function (oldData) { + var data = this.data; + var material = this.material; + + // Base material properties. + material.alphaTest = data.alphaTest; + material.depthTest = data.depthTest !== false; + material.depthWrite = data.depthWrite !== false; + material.opacity = data.opacity; + material.flatShading = data.flatShading; + material.side = parseSide(data.side); + material.transparent = data.transparent !== false || data.opacity < 1.0; + material.vertexColors = parseVertexColors(data.vertexColors); + material.visible = data.visible; + + // Check if material needs update. + if (Object.keys(oldData).length && + (oldData.alphaTest !== data.alphaTest || + oldData.side !== data.side || + oldData.vertexColors !== data.vertexColors)) { + material.needsUpdate = true; + } + }, + + /** + * Remove material on remove (callback). + * Dispose of it from memory and unsubscribe from scene updates. + */ + remove: function () { + var defaultMaterial = new THREE.MeshBasicMaterial(); + var material = this.material; + var object3D = this.el.getObject3D('mesh'); + if (object3D) { object3D.material = defaultMaterial; } + disposeMaterial(material, this.system); + }, + + /** + * (Re)create new material. Has side-effects of setting `this.material` and updating + * material registration in scene. + * + * @param {object} data - Material component data. + * @param {object} type - Material type to create. + * @returns {object} Material. + */ + setMaterial: function (material) { + var el = this.el; + var mesh; + var system = this.system; + + if (this.material) { disposeMaterial(this.material, system); } + + this.material = material; + system.registerMaterial(material); + + // Set on mesh. If mesh does not exist, wait for it. + mesh = el.getObject3D('mesh'); + if (mesh) { + mesh.material = material; + } else { + el.addEventListener('object3dset', function waitForMesh (evt) { + if (evt.detail.type !== 'mesh' || evt.target !== el) { return; } + el.getObject3D('mesh').material = material; + el.removeEventListener('object3dset', waitForMesh); + }); + } + } +}); + +/** + * Return a three.js constant determining which material face sides to render + * based on the side parameter (passed as a component property). + * + * @param {string} [side=front] - `front`, `back`, or `double`. + * @returns {number} THREE.FrontSide, THREE.BackSide, or THREE.DoubleSide. + */ +function parseSide (side) { + switch (side) { + case 'back': { + return THREE.BackSide; + } + case 'double': { + return THREE.DoubleSide; + } + default: { + // Including case `front`. + return THREE.FrontSide; + } + } +} + +/** + * Return a three.js constant determining vertex coloring. + */ +function parseVertexColors (coloring) { + switch (coloring) { + case 'face': { + return THREE.FaceColors; + } + case 'vertex': { + return THREE.VertexColors; + } + default: { + return THREE.NoColors; + } + } +} + +/** + * Dispose of material from memory and unsubscribe material from scene updates like fog. + */ +function disposeMaterial (material, system) { + material.dispose(); + system.unregisterMaterial(material); +} + +},{"../core/component":125,"../core/shader":134,"../lib/three":173,"../utils/":195}],91:[function(_dereq_,module,exports){ +var debug = _dereq_('../utils/debug'); +var registerComponent = _dereq_('../core/component').registerComponent; +var THREE = _dereq_('../lib/three'); + +var warn = debug('components:obj-model:warn'); + +module.exports.Component = registerComponent('obj-model', { + schema: { + mtl: {type: 'model'}, + obj: {type: 'model'} + }, + + init: function () { + this.model = null; + this.objLoader = new THREE.OBJLoader(); + this.mtlLoader = new THREE.MTLLoader(this.objLoader.manager); + // Allow cross-origin images to be loaded. + this.mtlLoader.crossOrigin = ''; + }, + + update: function () { + var data = this.data; + if (!data.obj) { return; } + this.remove(); + this.loadObj(data.obj, data.mtl); + }, + + remove: function () { + if (!this.model) { return; } + this.el.removeObject3D('mesh'); + }, + + loadObj: function (objUrl, mtlUrl) { + var self = this; + var el = this.el; + var mtlLoader = this.mtlLoader; + var objLoader = this.objLoader; + + if (mtlUrl) { + // .OBJ with an .MTL. + if (el.hasAttribute('material')) { + warn('Material component properties are ignored when a .MTL is provided'); + } + mtlLoader.setTexturePath(mtlUrl.substr(0, mtlUrl.lastIndexOf('/') + 1)); + mtlLoader.load(mtlUrl, function (materials) { + materials.preload(); + objLoader.setMaterials(materials); + objLoader.load(objUrl, function (objModel) { + self.model = objModel; + el.setObject3D('mesh', objModel); + el.emit('model-loaded', {format: 'obj', model: objModel}); + }); + }); + return; + } + + // .OBJ only. + objLoader.load(objUrl, function loadObjOnly (objModel) { + // Apply material. + var material = el.components.material; + if (material) { + objModel.traverse(function (child) { + if (child instanceof THREE.Mesh) { + child.material = material.material; + } + }); + } + + self.model = objModel; + el.setObject3D('mesh', objModel); + el.emit('model-loaded', {format: 'obj', model: objModel}); + }); + } +}); + +},{"../core/component":125,"../lib/three":173,"../utils/debug":191}],92:[function(_dereq_,module,exports){ +var bind = _dereq_('../utils/bind'); +var registerComponent = _dereq_('../core/component').registerComponent; +var trackedControlsUtils = _dereq_('../utils/tracked-controls'); +var onButtonEvent = trackedControlsUtils.onButtonEvent; + +var TOUCH_CONTROLLER_MODEL_BASE_URL = 'https://cdn.aframe.io/controllers/oculus/oculus-touch-controller-'; +var TOUCH_CONTROLLER_MODEL_OBJ_URL_L = TOUCH_CONTROLLER_MODEL_BASE_URL + 'left.obj'; +var TOUCH_CONTROLLER_MODEL_OBJ_MTL_L = TOUCH_CONTROLLER_MODEL_BASE_URL + 'left.mtl'; +var TOUCH_CONTROLLER_MODEL_OBJ_URL_R = TOUCH_CONTROLLER_MODEL_BASE_URL + 'right.obj'; +var TOUCH_CONTROLLER_MODEL_OBJ_MTL_R = TOUCH_CONTROLLER_MODEL_BASE_URL + 'right.mtl'; + +var GAMEPAD_ID_PREFIX = 'Oculus Touch'; + +var PIVOT_OFFSET = {x: 0, y: -0.015, z: 0.04}; + +/** + * Oculus Touch controls. + * Interface with Oculus Touch controllers and map Gamepad events to + * controller buttons: thumbstick, trigger, grip, xbutton, ybutton, surface + * Load a controller model and highlight the pressed buttons. + */ +module.exports.Component = registerComponent('oculus-touch-controls', { + schema: { + hand: {default: 'left'}, + buttonColor: {type: 'color', default: '#999'}, // Off-white. + buttonTouchColor: {type: 'color', default: '#8AB'}, + buttonHighlightColor: {type: 'color', default: '#2DF'}, // Light blue. + model: {default: true}, + rotationOffset: {default: 0} + }, + + /** + * Button IDs: + * 0 - thumbstick (which has separate axismove / thumbstickmoved events) + * 1 - trigger (with analog value, which goes up to 1) + * 2 - grip (with analog value, which goes up to 1) + * 3 - X (left) or A (right) + * 4 - Y (left) or B (right) + * 5 - surface (touch only) + */ + mapping: { + left: { + axes: {thumbstick: [0, 1]}, + buttons: ['thumbstick', 'trigger', 'grip', 'xbutton', 'ybutton', 'surface'] + }, + right: { + axes: {thumbstick: [0, 1]}, + buttons: ['thumbstick', 'trigger', 'grip', 'abutton', 'bbutton', 'surface'] + } + }, + + bindMethods: function () { + this.onModelLoaded = bind(this.onModelLoaded, this); + this.onControllersUpdate = bind(this.onControllersUpdate, this); + this.checkIfControllerPresent = bind(this.checkIfControllerPresent, this); + this.onAxisMoved = bind(this.onAxisMoved, this); + }, + + init: function () { + var self = this; + this.onButtonChanged = bind(this.onButtonChanged, this); + this.onButtonDown = function (evt) { onButtonEvent(evt.detail.id, 'down', self, self.data.hand); }; + this.onButtonUp = function (evt) { onButtonEvent(evt.detail.id, 'up', self, self.data.hand); }; + this.onButtonTouchStart = function (evt) { onButtonEvent(evt.detail.id, 'touchstart', self, self.data.hand); }; + this.onButtonTouchEnd = function (evt) { onButtonEvent(evt.detail.id, 'touchend', self, self.data.hand); }; + this.controllerPresent = false; + this.lastControllerCheck = 0; + this.previousButtonValues = {}; + this.bindMethods(); + + // Allow mock. + this.emitIfAxesChanged = trackedControlsUtils.emitIfAxesChanged; + this.checkControllerPresentAndSetup = trackedControlsUtils.checkControllerPresentAndSetup; + }, + + addEventListeners: function () { + var el = this.el; + el.addEventListener('buttonchanged', this.onButtonChanged); + el.addEventListener('buttondown', this.onButtonDown); + el.addEventListener('buttonup', this.onButtonUp); + el.addEventListener('touchstart', this.onButtonTouchStart); + el.addEventListener('touchend', this.onButtonTouchEnd); + el.addEventListener('axismove', this.onAxisMoved); + el.addEventListener('model-loaded', this.onModelLoaded); + this.controllerEventsActive = true; + }, + + removeEventListeners: function () { + var el = this.el; + el.removeEventListener('buttonchanged', this.onButtonChanged); + el.removeEventListener('buttondown', this.onButtonDown); + el.removeEventListener('buttonup', this.onButtonUp); + el.removeEventListener('touchstart', this.onButtonTouchStart); + el.removeEventListener('touchend', this.onButtonTouchEnd); + el.removeEventListener('axismove', this.onAxisMoved); + el.removeEventListener('model-loaded', this.onModelLoaded); + this.controllerEventsActive = false; + }, + + checkIfControllerPresent: function () { + this.checkControllerPresentAndSetup(this, GAMEPAD_ID_PREFIX, { + hand: this.data.hand + }); + }, + + play: function () { + this.checkIfControllerPresent(); + this.addControllersUpdateListener(); + }, + + pause: function () { + this.removeEventListeners(); + this.removeControllersUpdateListener(); + }, + + updateControllerModel: function () { + var objUrl, mtlUrl; + if (!this.data.model) { return; } + if (this.data.hand === 'right') { + objUrl = 'url(' + TOUCH_CONTROLLER_MODEL_OBJ_URL_R + ')'; + mtlUrl = 'url(' + TOUCH_CONTROLLER_MODEL_OBJ_MTL_R + ')'; + } else { + objUrl = 'url(' + TOUCH_CONTROLLER_MODEL_OBJ_URL_L + ')'; + mtlUrl = 'url(' + TOUCH_CONTROLLER_MODEL_OBJ_MTL_L + ')'; + } + this.el.setAttribute('obj-model', {obj: objUrl, mtl: mtlUrl}); + }, + + injectTrackedControls: function () { + var data = this.data; + var offset = data.hand === 'right' ? -90 : 90; + this.el.setAttribute('tracked-controls', { + id: data.hand === 'right' ? 'Oculus Touch (Right)' : 'Oculus Touch (Left)', + controller: 0, + rotationOffset: data.rotationOffset !== -999 ? data.rotationOffset : offset + }); + this.updateControllerModel(); + }, + + addControllersUpdateListener: function () { + this.el.sceneEl.addEventListener('controllersupdated', this.onControllersUpdate, false); + }, + + removeControllersUpdateListener: function () { + this.el.sceneEl.removeEventListener('controllersupdated', this.onControllersUpdate, false); + }, + + onControllersUpdate: function () { + // Note that due to gamepadconnected event propagation issues, we don't rely on events. + this.checkIfControllerPresent(); + }, + + onButtonChanged: function (evt) { + var button = this.mapping[this.data.hand].buttons[evt.detail.id]; + var buttonMeshes = this.buttonMeshes; + var analogValue; + + if (!button) { return; } + + if (button === 'trigger' || button === 'grip') { analogValue = evt.detail.state.value; } + + // Update trigger and/or grip meshes, if any. + if (buttonMeshes) { + if (button === 'trigger' && buttonMeshes.trigger) { + buttonMeshes.trigger.rotation.x = -analogValue * (Math.PI / 24); + } + if (button === 'grip' && buttonMeshes.grip) { + buttonMeshes.grip.rotation.y = (this.data.hand === 'left' ? -1 : 1) * analogValue * (Math.PI / 60); + } + } + + // Pass along changed event with button state, using the buttom mapping for convenience. + this.el.emit(button + 'changed', evt.detail.state); + }, + + onModelLoaded: function (evt) { + var controllerObject3D = evt.detail.model; + var buttonMeshes; + if (!this.data.model) { return; } + + var leftHand = this.data.hand === 'left'; + buttonMeshes = this.buttonMeshes = {}; + + buttonMeshes.grip = controllerObject3D.getObjectByName(leftHand ? 'buttonHand_oculus-touch-controller-left.004' : 'buttonHand_oculus-touch-controller-right.005'); + buttonMeshes.thumbstick = controllerObject3D.getObjectByName(leftHand ? 'stick_oculus-touch-controller-left.007' : 'stick_oculus-touch-controller-right.004'); + buttonMeshes.trigger = controllerObject3D.getObjectByName(leftHand ? 'buttonTrigger_oculus-touch-controller-left.005' : 'buttonTrigger_oculus-touch-controller-right.006'); + buttonMeshes.xbutton = controllerObject3D.getObjectByName('buttonX_oculus-touch-controller-left.002'); + buttonMeshes.abutton = controllerObject3D.getObjectByName('buttonA_oculus-touch-controller-right.002'); + buttonMeshes.ybutton = controllerObject3D.getObjectByName('buttonY_oculus-touch-controller-left.001'); + buttonMeshes.bbutton = controllerObject3D.getObjectByName('buttonB_oculus-touch-controller-right.003'); + + // Offset pivot point + controllerObject3D.position = PIVOT_OFFSET; + }, + + onAxisMoved: function (evt) { + this.emitIfAxesChanged(this, this.mapping[this.data.hand].axes, evt); + }, + + updateModel: function (buttonName, evtName) { + if (!this.data.model) { return; } + this.updateButtonModel(buttonName, evtName); + }, + + updateButtonModel: function (buttonName, state) { + var color = (state === 'up' || state === 'touchend') ? this.data.buttonColor : state === 'touchstart' ? this.data.buttonTouchColor : this.data.buttonHighlightColor; + var buttonMeshes = this.buttonMeshes; + if (!this.data.model) { return; } + if (buttonMeshes && buttonMeshes[buttonName]) { + buttonMeshes[buttonName].material.color.set(color); + } + } +}); + +},{"../core/component":125,"../utils/bind":189,"../utils/tracked-controls":200}],93:[function(_dereq_,module,exports){ +var registerComponent = _dereq_('../core/component').registerComponent; + +module.exports.Component = registerComponent('position', { + schema: {type: 'vec3'}, + + update: function () { + var object3D = this.el.object3D; + var data = this.data; + object3D.position.set(data.x, data.y, data.z); + } +}); + +},{"../core/component":125}],94:[function(_dereq_,module,exports){ +/* global MutationObserver */ + +var registerComponent = _dereq_('../core/component').registerComponent; +var THREE = _dereq_('../lib/three'); +var utils = _dereq_('../utils/'); + +var warn = utils.debug('components:raycaster:warn'); + +// Defines selectors that should be 'safe' for the MutationObserver used to +// refresh the whitelist. Matches classnames, IDs, and presence of attributes. +// Selectors for the value of an attribute, like [position=0 2 0], cannot be +// reliably detected and are therefore disallowed. +var OBSERVER_SELECTOR_RE = /^[\w\s-.,[\]#]*$/; + +// Configuration for the MutationObserver used to refresh the whitelist. +// Listens for addition/removal of elements and attributes within the scene. +var OBSERVER_CONFIG = { + childList: true, + attributes: true, + subtree: true +}; + +/** + * Raycaster component. + * + * Pass options to three.js Raycaster including which objects to test. + * Poll for intersections. + * Emit event on origin entity and on target entity on intersect. + * + * @member {array} intersectedEls - List of currently intersected entities. + * @member {array} objects - Cached list of meshes to intersect. + * @member {number} prevCheckTime - Previous time intersection was checked. To help interval. + * @member {object} raycaster - three.js Raycaster. + */ +module.exports.Component = registerComponent('raycaster', { + schema: { + autoRefresh: {default: true}, + direction: {type: 'vec3', default: {x: 0, y: 0, z: -1}}, + enabled: {default: true}, + far: {default: 1000}, + interval: {default: 0}, + near: {default: 0}, + objects: {default: ''}, + origin: {type: 'vec3'}, + recursive: {default: true}, + showLine: {default: false}, + useWorldCoordinates: {default: false} + }, + + init: function () { + this.clearedIntersectedEls = []; + this.unitLineEndVec3 = new THREE.Vector3(); + this.intersectedEls = []; + this.intersections = []; + this.newIntersectedEls = []; + this.newIntersections = []; + this.objects = []; + this.prevCheckTime = undefined; + this.prevIntersectedEls = []; + this.raycaster = new THREE.Raycaster(); + this.updateOriginDirection(); + this.setDirty = this.setDirty.bind(this); + this.observer = new MutationObserver(this.setDirty); + this.dirty = true; + this.lineEndVec3 = new THREE.Vector3(); + this.otherLineEndVec3 = new THREE.Vector3(); + this.lineData = {end: this.lineEndVec3}; + + this.intersectedClearedDetail = {el: this.el}; + this.intersectionClearedDetail = {clearedEls: this.clearedIntersectedEls}; + }, + + /** + * Create or update raycaster object. + */ + update: function (oldData) { + var data = this.data; + var el = this.el; + var raycaster = this.raycaster; + + // Set raycaster properties. + raycaster.far = data.far; + raycaster.near = data.near; + + // Draw line. + if (data.showLine && + (data.far !== oldData.far || data.origin !== oldData.origin || + data.direction !== oldData.direction || !oldData.showLine)) { + // Calculate unit vector for line direction. Can be multiplied via scalar to performantly + // adjust line length. + this.unitLineEndVec3.copy(data.origin).add(data.direction).normalize(); + this.drawLine(); + } + + if (!data.showLine && oldData.showLine) { + el.removeAttribute('line'); + } + + if (data.objects !== oldData.objects && !OBSERVER_SELECTOR_RE.test(data.objects)) { + warn('Selector "' + data.objects + '" may not update automatically with DOM changes.'); + } + + if (data.autoRefresh !== oldData.autoRefresh && el.isPlaying) { + data.autoRefresh + ? this.addEventListeners() + : this.removeEventListeners(); + } + + this.setDirty(); + }, + + play: function () { + this.addEventListeners(); + }, + + pause: function () { + this.removeEventListeners(); + }, + + remove: function () { + if (this.data.showLine) { + this.el.removeAttribute('line'); + } + }, + + addEventListeners: function () { + if (!this.data.autoRefresh) { return; } + this.observer.observe(this.el.sceneEl, OBSERVER_CONFIG); + this.el.sceneEl.addEventListener('object3dset', this.setDirty); + this.el.sceneEl.addEventListener('object3dremove', this.setDirty); + }, + + removeEventListeners: function () { + this.observer.disconnect(); + this.el.sceneEl.removeEventListener('object3dset', this.setDirty); + this.el.sceneEl.removeEventListener('object3dremove', this.setDirty); + }, + + /** + * Mark the object list as dirty, to be refreshed before next raycast. + */ + setDirty: function () { + this.dirty = true; + }, + + /** + * Update list of objects to test for intersection. + */ + refreshObjects: function () { + var data = this.data; + var els; + + // If objects not defined, intersect with everything. + els = data.objects + ? this.el.sceneEl.querySelectorAll(data.objects) + : this.el.sceneEl.children; + this.objects = this.flattenChildrenShallow(els); + this.dirty = false; + }, + + /** + * Check for intersections and cleared intersections on an interval. + */ + tick: function (time) { + var data = this.data; + var prevCheckTime = this.prevCheckTime; + + // Only check for intersection if interval time has passed. + if (prevCheckTime && (time - prevCheckTime < data.interval)) { return; } + + // Update check time. + this.prevCheckTime = time; + this.checkIntersections(); + }, + + /** + * Raycast for intersections and emit events for current and cleared inersections. + */ + checkIntersections: function () { + var clearedIntersectedEls = this.clearedIntersectedEls; + var el = this.el; + var data = this.data; + var i; + var intersectedEls = this.intersectedEls; + var intersection; + var intersections = this.intersections; + var lineLength; + var newIntersectedEls = this.newIntersectedEls; + var newIntersections = this.newIntersections; + var prevIntersectedEls = this.prevIntersectedEls; + var rawIntersections; + var self = this; + + if (!this.data.enabled) { return; } + + // Refresh the object whitelist if needed. + if (this.dirty) { this.refreshObjects(); } + + // Store old previously intersected entities. + copyArray(this.prevIntersectedEls, this.intersectedEls); + + // Raycast. + this.updateOriginDirection(); + rawIntersections = this.raycaster.intersectObjects(this.objects, data.recursive); + + // Only keep intersections against objects that have a reference to an entity. + intersections.length = 0; + intersectedEls.length = 0; + for (i = 0; i < rawIntersections.length; i++) { + intersection = rawIntersections[i]; + // Don't intersect with own line. + if (data.showLine && intersection.object === el.getObject3D('line')) { + continue; + } + if (intersection.object.el) { + intersections.push(intersection); + intersectedEls.push(intersection.object.el); + } + } + + // Get newly intersected entities. + newIntersections.length = 0; + newIntersectedEls.length = 0; + for (i = 0; i < intersections.length; i++) { + if (prevIntersectedEls.indexOf(intersections[i].object.el) === -1) { + newIntersections.push(intersections[i]); + newIntersectedEls.push(intersections[i].object.el); + } + } + + // Emit intersection cleared on both entities per formerly intersected entity. + clearedIntersectedEls.length = 0; + for (i = 0; i < prevIntersectedEls.length; i++) { + if (intersectedEls.indexOf(prevIntersectedEls[i]) !== -1) { continue; } + prevIntersectedEls[i].emit('raycaster-intersected-cleared', + this.intersectedClearedDetail); + clearedIntersectedEls.push(prevIntersectedEls[i]); + } + if (clearedIntersectedEls.length) { + el.emit('raycaster-intersection-cleared', this.intersectionClearedDetail); + } + + // Emit intersected on intersected entity per intersected entity. + for (i = 0; i < newIntersectedEls.length; i++) { + newIntersectedEls[i].emit('raycaster-intersected', { + el: el, + intersection: newIntersections[i] + }); + } + + // Emit all intersections at once on raycasting entity. + if (newIntersections.length) { + el.emit('raycaster-intersection', { + els: newIntersectedEls, + intersections: newIntersections + }); + } + + // Update line length. + setTimeout(function () { + if (self.data.showLine) { + if (intersections.length) { + if (intersections[0].object.el === el && intersections[1]) { + lineLength = intersections[1].distance; + } else { + lineLength = intersections[0].distance; + } + } + self.drawLine(lineLength); + } + }); + }, + + /** + * Update origin and direction of raycaster using entity transforms and supplied origin or + * direction offsets. + */ + updateOriginDirection: (function () { + var direction = new THREE.Vector3(); + var originVec3 = new THREE.Vector3(); + + // Closure to make quaternion/vector3 objects private. + return function updateOriginDirection () { + var el = this.el; + var data = this.data; + + if (data.useWorldCoordinates) { + this.raycaster.set(data.origin, data.direction); + return; + } + + // Grab the position and rotation. + el.object3D.updateMatrixWorld(); + el.object3D.getWorldPosition(originVec3); + + // If non-zero origin, translate the origin into world space. + if (data.origin.x !== 0 || data.origin.y !== 0 || data.origin.z !== 0) { + originVec3 = el.object3D.localToWorld(originVec3.copy(data.origin)); + } + + // three.js raycaster direction is relative to 0, 0, 0 NOT the origin / offset we + // provide. Apply the offset to the direction, then rotation from the object, + // and normalize. + direction.copy(data.direction).transformDirection(el.object3D.matrixWorld).normalize(); + + // Apply offset and direction, in world coordinates. + this.raycaster.set(originVec3, direction); + }; + })(), + + /** + * Create or update line to give raycaster visual representation. + * Customize the line through through line component. + * We draw the line in the raycaster component to customize the line to the + * raycaster's origin, direction, and far. + * + * Unlike the raycaster, we create the line as a child of the object. The line will + * be affected by the transforms of the objects, so we don't have to calculate transforms + * like we do with the raycaster. + * + * @param {number} length - Length of line. Pass in to shorten the line to the intersection + * point. If not provided, length will default to the max length, `raycaster.far`. + */ + drawLine: function (length) { + var data = this.data; + var el = this.el; + var endVec3; + + // Switch each time vector so line update triggered and to avoid unnecessary vector clone. + endVec3 = this.lineData.end === this.lineEndVec3 + ? this.otherLineEndVec3 + : this.lineEndVec3; + + // Treat Infinity as 1000m for the line. + if (length === undefined) { + length = data.far === Infinity ? 1000 : data.far; + } + + // Update the length of the line if given. `unitLineEndVec3` is the direction + // given by data.direction, then we apply a scalar to give it a length. + this.lineData.start = data.origin; + this.lineData.end = endVec3.copy(this.unitLineEndVec3).multiplyScalar(length); + el.setAttribute('line', this.lineData); + }, + + /** + * Return children of each element's object3D group. Children are flattened + * by one level, removing the THREE.Group wrapper, so that non-recursive + * raycasting remains useful. + * + * @param {Array<Element>} els + * @return {Array<THREE.Object3D>} + */ + flattenChildrenShallow: (function () { + var groups = []; + + return function (els) { + var children; + var i; + var objects = this.objects; + + // Push meshes onto list of objects to intersect. + groups.length = 0; + for (i = 0; i < els.length; i++) { + if (els[i].object3D) { + groups.push(els[i].object3D); + } + } + + // Each entity's root is a THREE.Group. Return the group's chilrden. + objects.length = 0; + for (i = 0; i < groups.length; i++) { + children = groups[i].children; + if (children && children.length) { + objects.push.apply(objects, children); + } + } + return objects; + }; + })() +}); + +/** + * Copy contents of one array to another without allocating new array. + */ +function copyArray (a, b) { + var i; + a.length = b.length; + for (i = 0; i < b.length; i++) { + a[i] = b[i]; + } +} + +},{"../core/component":125,"../lib/three":173,"../utils/":195}],95:[function(_dereq_,module,exports){ +var degToRad = _dereq_('../lib/three').Math.degToRad; +var registerComponent = _dereq_('../core/component').registerComponent; + +module.exports.Component = registerComponent('rotation', { + schema: {type: 'vec3'}, + + /** + * Updates object3D rotation. + */ + update: function () { + var data = this.data; + var object3D = this.el.object3D; + object3D.rotation.set(degToRad(data.x), degToRad(data.y), degToRad(data.z)); + object3D.rotation.order = 'YXZ'; + } +}); + +},{"../core/component":125,"../lib/three":173}],96:[function(_dereq_,module,exports){ +var registerComponent = _dereq_('../core/component').registerComponent; + +// Avoids triggering a zero-determinant which makes object3D matrix non-invertible. +var zeroScale = 0.00001; + +module.exports.Component = registerComponent('scale', { + schema: { + type: 'vec3', + default: {x: 1, y: 1, z: 1} + }, + + update: function () { + var data = this.data; + var object3D = this.el.object3D; + var x = data.x === 0 ? zeroScale : data.x; + var y = data.y === 0 ? zeroScale : data.y; + var z = data.z === 0 ? zeroScale : data.z; + object3D.scale.set(x, y, z); + } +}); + +},{"../core/component":125}],97:[function(_dereq_,module,exports){ +/* global THREE */ +var register = _dereq_('../../core/component').registerComponent; + +module.exports.Component = register('background', { + schema: { + color: {type: 'color', default: 'black'}, + transparent: {default: false} + }, + update: function () { + var data = this.data; + var object3D = this.el.object3D; + if (data.transparent) { + object3D.background = null; + return; + } + object3D.background = new THREE.Color(data.color); + } +}); + +},{"../../core/component":125}],98:[function(_dereq_,module,exports){ +var register = _dereq_('../../core/component').registerComponent; + +module.exports.Component = register('debug', { + schema: {default: true} +}); + +},{"../../core/component":125}],99:[function(_dereq_,module,exports){ +var registerComponent = _dereq_('../../core/component').registerComponent; + +/** + * Component to embed an a-frame scene within the layout of a 2D page. + */ +module.exports.Component = registerComponent('embedded', { + dependencies: ['vr-mode-ui'], + + schema: {default: true}, + + update: function () { + var sceneEl = this.el; + var enterVREl = sceneEl.querySelector('.a-enter-vr'); + if (this.data === true) { + if (enterVREl) { enterVREl.classList.add('embedded'); } + sceneEl.removeFullScreenStyles(); + } else { + if (enterVREl) { enterVREl.classList.remove('embedded'); } + sceneEl.addFullScreenStyles(); + } + } + +}); + +},{"../../core/component":125}],100:[function(_dereq_,module,exports){ +var register = _dereq_('../../core/component').registerComponent; +var THREE = _dereq_('../../lib/three'); +var debug = _dereq_('../../utils/debug'); + +var warn = debug('components:fog:warn'); + +/** + * Fog component. + * Applies only to the scene entity. + */ +module.exports.Component = register('fog', { + schema: { + color: {type: 'color', default: '#000'}, + density: {default: 0.00025}, + far: {default: 1000, min: 0}, + near: {default: 1, min: 0}, + type: {default: 'linear', oneOf: ['linear', 'exponential']} + }, + + update: function () { + var data = this.data; + var el = this.el; + var fog = this.el.object3D.fog; + + if (!el.isScene) { + warn('Fog component can only be applied to <a-scene>'); + return; + } + + // (Re)create fog if fog doesn't exist or fog type changed. + if (!fog || data.type !== fog.name) { + el.object3D.fog = getFog(data); + el.systems.material.updateMaterials(); + return; + } + + // Fog data changed. Update fog. + Object.keys(this.schema).forEach(function (key) { + var value = data[key]; + if (key === 'color') { value = new THREE.Color(value); } + fog[key] = value; + }); + }, + + /** + * Remove fog on remove (callback). + */ + remove: function () { + var fog = this.el.object3D.fog; + if (!fog) { return; } + fog.far = 0; + fog.near = 0.1; + } +}); + +/** + * Creates a fog object. Sets fog.name to be able to detect fog type changes. + * + * @param {object} data - Fog data. + * @returns {object} fog + */ +function getFog (data) { + var fog; + if (data.type === 'exponential') { + fog = new THREE.FogExp2(data.color, data.density); + } else { + fog = new THREE.Fog(data.color, data.near, data.far); + } + fog.name = data.type; + return fog; +} + +},{"../../core/component":125,"../../lib/three":173,"../../utils/debug":191}],101:[function(_dereq_,module,exports){ +(function (process){ +/* global AFRAME */ +var AFRAME_INJECTED = _dereq_('../../constants').AFRAME_INJECTED; +var bind = _dereq_('../../utils/bind'); +var pkg = _dereq_('../../../package'); +var registerComponent = _dereq_('../../core/component').registerComponent; + +/** + * 0.4.2 to 0.4.x + * Will need to update this when A-Frame goes to 1.x.x. + */ +function getFuzzyPatchVersion (version) { + var split = version.split('.'); + split[2] = 'x'; + return split.join('.'); +} + +var INSPECTOR_DEV_URL = 'https://aframe.io/aframe-inspector/dist/aframe-inspector.js'; +var INSPECTOR_RELEASE_URL = 'https://unpkg.com/aframe-inspector@' + getFuzzyPatchVersion(pkg.version) + '/dist/aframe-inspector.min.js'; +var INSPECTOR_URL = process.env.INSPECTOR_VERSION === 'dev' ? INSPECTOR_DEV_URL : INSPECTOR_RELEASE_URL; +var LOADING_MESSAGE = 'Loading Inspector'; +var LOADING_ERROR_MESSAGE = 'Error loading Inspector'; + +module.exports.Component = registerComponent('inspector', { + schema: { + url: {default: INSPECTOR_URL} + }, + + init: function () { + this.onKeydown = bind(this.onKeydown, this); + this.onMessage = bind(this.onMessage, this); + this.initOverlay(); + window.addEventListener('keydown', this.onKeydown); + window.addEventListener('message', this.onMessage); + }, + + initOverlay: function () { + var dotsHTML = '<span class="dots"><span>.</span><span>.</span><span>.</span></span>'; + this.loadingMessageEl = document.createElement('div'); + this.loadingMessageEl.classList.add('a-inspector-loader'); + this.loadingMessageEl.innerHTML = LOADING_MESSAGE + dotsHTML; + }, + + remove: function () { + this.removeEventListeners(); + }, + + /** + * <ctrl> + <alt> + i keyboard shortcut. + */ + onKeydown: function (evt) { + var shortcutPressed = evt.keyCode === 73 && evt.ctrlKey && evt.altKey; + if (!this.data || !shortcutPressed) { return; } + this.injectInspector(); + }, + + showLoader: function () { + document.body.appendChild(this.loadingMessageEl); + }, + + hideLoader: function () { + document.body.removeChild(this.loadingMessageEl); + }, + + /** + * postMessage. aframe.io uses this to create a button on examples to open Inspector. + */ + onMessage: function (evt) { + if (evt.data === 'INJECT_AFRAME_INSPECTOR') { this.injectInspector(); } + }, + + injectInspector: function () { + var self = this; + var script; + + if (AFRAME.INSPECTOR || AFRAME.inspectorInjected) { return; } + + this.showLoader(); + + // Inject. + script = document.createElement('script'); + script.src = this.data.url; + script.setAttribute('data-name', 'aframe-inspector'); + script.setAttribute(AFRAME_INJECTED, ''); + script.onload = function () { + AFRAME.INSPECTOR.open(); + self.hideLoader(); + self.removeEventListeners(); + }; + script.onerror = function () { + self.loadingMessageEl.innerHTML = LOADING_ERROR_MESSAGE; + }; + document.head.appendChild(script); + AFRAME.inspectorInjected = true; + }, + + removeEventListeners: function () { + window.removeEventListener('keydown', this.onKeydown); + window.removeEventListener('message', this.onMessage); + } +}); + +}).call(this,_dereq_('_process')) + +},{"../../../package":75,"../../constants":116,"../../core/component":125,"../../utils/bind":189,"_process":6}],102:[function(_dereq_,module,exports){ +var registerComponent = _dereq_('../../core/component').registerComponent; +var shouldCaptureKeyEvent = _dereq_('../../utils/').shouldCaptureKeyEvent; + +module.exports.Component = registerComponent('keyboard-shortcuts', { + schema: { + enterVR: {default: true}, + exitVR: {default: true} + }, + + init: function () { + var self = this; + var scene = this.el; + + this.listener = window.addEventListener('keyup', function (event) { + if (!shouldCaptureKeyEvent(event)) { return; } + if (self.enterVREnabled && event.keyCode === 70) { // f. + scene.enterVR(); + } + if (self.enterVREnabled && event.keyCode === 27) { // escape. + scene.exitVR(); + } + }, false); + }, + + update: function (oldData) { + var data = this.data; + this.enterVREnabled = data.enterVR; + }, + + remove: function () { + window.removeEventListener('keyup', this.listener); + } +}); + +},{"../../core/component":125,"../../utils/":195}],103:[function(_dereq_,module,exports){ +var debug = _dereq_('../../utils/debug'); +var registerComponent = _dereq_('../../core/component').registerComponent; + +var warn = debug('components:pool:warn'); + +/** + * Pool component. + * A pool of entities that will be reused. + * It avoids creating and destroying the same kind of entities + * in dynamic scenes. It will help reduce GC pauses. Useful for example + * in a game where you want to reuse enemies entities. + * + * @member {array} availableEls - Available entities in the pool. + * @member {array} usedEls - Entities of the pool in use. + * + */ +module.exports.Component = registerComponent('pool', { + schema: { + mixin: {default: ''}, + size: {default: 0}, + dynamic: {default: false} + }, + + multiple: true, + + initPool: function () { + var i; + var mixin = this.data.mixin; + if (!mixin) { return; } + this.availableEls = []; + this.usedEls = []; + for (i = 0; i < this.data.size; ++i) { + this.createEntity(); + } + }, + + update: function (oldData) { + var data = this.data; + if (oldData.mixin !== data.mixin || oldData.size !== data.size) { + this.initPool(); + } + }, + + /** + * Add a new entity to the list of available entities. + */ + createEntity: function () { + var el = document.createElement('a-entity'); + el.play = this.wrapPlay(el.play); + el.setAttribute('mixin', this.data.mixin); + el.setAttribute('visible', false); + this.el.appendChild(el); + this.availableEls.push(el); + }, + + /** + * Play wrapper for pooled entities. When pausing and playing + * a scene we don't want to play the entities that are not in use + */ + wrapPlay: function (playMethod) { + var usedEls = this.usedEls; + return function () { + if (usedEls.indexOf(this) === -1) { return; } + playMethod.call(this); + }; + }, + + /** + * Used to request one of the available entities of the pool + */ + requestEntity: function () { + var el; + if (this.availableEls.length === 0) { + if (this.data.dynamic === false) { + warn('Requested entity from empty pool ' + this.name); + return; + } else { + warn('Requested entity from empty pool. This pool is dynamic' + + 'and will resize automatically. You might want to increase its initial size' + this.name); + } + this.createEntity(); + } + el = this.availableEls.shift(); + this.usedEls.push(el); + el.setAttribute('visible', true); + return el; + }, + + /** + * Used to return a used entity to the pool + */ + returnEntity: function (el) { + var index = this.usedEls.indexOf(el); + if (index === -1) { + warn('The returned entity was not previously pooled from ' + this.name); + return; + } + this.usedEls.splice(index, 1); + this.availableEls.push(el); + el.setAttribute('visible', false); + el.pause(); + } +}); + +},{"../../core/component":125,"../../utils/debug":191}],104:[function(_dereq_,module,exports){ +/* global ImageData, URL */ +var registerComponent = _dereq_('../../core/component').registerComponent; +var THREE = _dereq_('../../lib/three'); + +var VERTEX_SHADER = [ + 'attribute vec3 position;', + 'attribute vec2 uv;', + 'uniform mat4 projectionMatrix;', + 'uniform mat4 modelViewMatrix;', + 'varying vec2 vUv;', + 'void main() {', + ' vUv = vec2( 1.- uv.x, uv.y );', + ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', + '}' +].join('\n'); + +var FRAGMENT_SHADER = [ + 'precision mediump float;', + 'uniform samplerCube map;', + 'varying vec2 vUv;', + '#define M_PI 3.141592653589793238462643383279', + 'void main() {', + ' vec2 uv = vUv;', + ' float longitude = uv.x * 2. * M_PI - M_PI + M_PI / 2.;', + ' float latitude = uv.y * M_PI;', + ' vec3 dir = vec3(', + ' - sin( longitude ) * sin( latitude ),', + ' cos( latitude ),', + ' - cos( longitude ) * sin( latitude )', + ' );', + ' normalize( dir );', + ' gl_FragColor = vec4( textureCube( map, dir ).rgb, 1.0 );', + '}' +].join('\n'); + +/** + * Component to take screenshots of the scene using a keboard shortcut (alt+s). + * It can be configured to either take 360° captures (`equirectangular`) + * or regular screenshots (`projection`) + * + * This is based on https://github.com/spite/THREE.CubemapToEquirectangular + * To capture an equirectangular projection of the scene a THREE.CubeCamera is used + * The cube map produced by the CubeCamera is projected on a quad and then rendered to + * WebGLRenderTarget with an ortographic camera. + */ +module.exports.Component = registerComponent('screenshot', { + schema: { + width: {default: 4096}, + height: {default: 2048}, + camera: {type: 'selector'} + }, + + init: function () { + var el = this.el; + var self = this; + + if (el.renderer) { + setup(); + } else { + el.addEventListener('render-target-loaded', setup); + } + + function setup () { + var gl = el.renderer.getContext(); + if (!gl) { return; } + self.cubeMapSize = gl.getParameter(gl.MAX_CUBE_MAP_TEXTURE_SIZE); + self.material = new THREE.RawShaderMaterial({ + uniforms: {map: {type: 't', value: null}}, + vertexShader: VERTEX_SHADER, + fragmentShader: FRAGMENT_SHADER, + side: THREE.DoubleSide + }); + self.quad = new THREE.Mesh( + new THREE.PlaneBufferGeometry(1, 1), + self.material + ); + self.quad.visible = false; + self.camera = new THREE.OrthographicCamera(-1 / 2, 1 / 2, 1 / 2, -1 / 2, -10000, 10000); + self.canvas = document.createElement('canvas'); + self.ctx = self.canvas.getContext('2d'); + if (el.camera) { el.camera.add(self.quad); } + self.onKeyDown = self.onKeyDown.bind(self); + self.onCameraActive = self.onCameraActive.bind(self); + el.addEventListener('camera-set-active', self.onCameraActive); + } + }, + + getRenderTarget: function (width, height) { + return new THREE.WebGLRenderTarget(width, height, { + minFilter: THREE.LinearFilter, + magFilter: THREE.LinearFilter, + wrapS: THREE.ClampToEdgeWrapping, + wrapT: THREE.ClampToEdgeWrapping, + format: THREE.RGBAFormat, + type: THREE.UnsignedByteType + }); + }, + + resize: function (width, height) { + // Resize quad. + this.quad.scale.set(width, height, 1); + + // Resize camera. + this.camera.left = -1 * width / 2; + this.camera.right = width / 2; + this.camera.top = height / 2; + this.camera.bottom = -1 * height / 2; + this.camera.updateProjectionMatrix(); + + // Resize canvas. + this.canvas.width = width; + this.canvas.height = height; + }, + + play: function () { + window.addEventListener('keydown', this.onKeyDown); + }, + + onCameraActive: function (evt) { + var cameraParent = this.quad.parent; + if (cameraParent) { cameraParent.remove(this.quad); } + evt.detail.cameraEl.getObject3D('camera').add(this.quad); + }, + + /** + * <ctrl> + <alt> + s = Regular screenshot. + * <ctrl> + <alt> + <shift> + s = Equirectangular screenshot. + */ + onKeyDown: function (evt) { + var shortcutPressed = evt.keyCode === 83 && evt.ctrlKey && evt.altKey; + if (!this.data || !shortcutPressed) { return; } + var projection = evt.shiftKey ? 'equirectangular' : 'perspective'; + this.capture(projection); + }, + + /** + * Capture a screenshot of the scene. + * + * @param {string} projection - Screenshot projection (equirectangular or perspective). + */ + setCapture: function (projection) { + var el = this.el; + var size; + var camera; + var cubeCamera; + // Configure camera. + if (projection === 'perspective') { + // Quad is only used in equirectangular mode. Hide it in this case. + this.quad.visible = false; + // Use scene camera. + camera = (this.data.camera && this.data.camera.components.camera.camera) || el.camera; + size = {width: this.data.width, height: this.data.height}; + } else { + // Use ortho camera. + camera = this.camera; + // Copy position and rotation of scene camera into the ortho one. + camera.position.copy(el.camera.getWorldPosition()); + camera.rotation.copy(el.camera.getWorldRotation()); + // Create cube camera and copy position from scene camera. + cubeCamera = new THREE.CubeCamera(el.camera.near, el.camera.far, + Math.min(this.cubeMapSize, 2048)); + cubeCamera.position.copy(el.camera.getWorldPosition()); + cubeCamera.rotation.copy(el.camera.getWorldRotation()); + // Render scene with cube camera. + cubeCamera.updateCubeMap(el.renderer, el.object3D); + this.quad.material.uniforms.map.value = cubeCamera.renderTarget.texture; + size = {width: this.data.width, height: this.data.height}; + // Use quad to project image taken by the cube camera. + this.quad.visible = true; + } + return { + camera: camera, + size: size, + projection: projection + }; + }, + + /** + * Maintained for backwards compatibility. + */ + capture: function (projection) { + var params = this.setCapture(projection); + this.renderCapture(params.camera, params.size, params.projection); + // Trigger file download. + this.saveCapture(); + }, + + /** + * Return canvas instead of triggering download (e.g., for uploading blob to server). + */ + getCanvas: function (projection) { + var params = this.setCapture(projection); + this.renderCapture(params.camera, params.size, params.projection); + return this.canvas; + }, + + renderCapture: function (camera, size, projection) { + var autoClear = this.el.renderer.autoClear; + var el = this.el; + var imageData; + var output; + var pixels; + var renderer = this.el.renderer; + // Create rendering target and buffer to store the read pixels. + output = this.getRenderTarget(size.width, size.height); + pixels = new Uint8Array(4 * size.width * size.height); + // Resize quad, camera, and canvas. + this.resize(size.width, size.height); + // Render scene to render target. + renderer.autoClear = true; + renderer.render(el.object3D, camera, output, true); + renderer.autoClear = autoClear; + // Read image pizels back. + renderer.readRenderTargetPixels(output, 0, 0, size.width, size.height, pixels); + if (projection === 'perspective') { + pixels = this.flipPixelsVertically(pixels, size.width, size.height); + } + imageData = new ImageData(new Uint8ClampedArray(pixels), size.width, size.height); + // Hide quad after projecting the image. + this.quad.visible = false; + // Copy pixels into canvas. + this.ctx.putImageData(imageData, 0, 0); + }, + + flipPixelsVertically: function (pixels, width, height) { + var flippedPixels = pixels.slice(0); + for (var x = 0; x < width; ++x) { + for (var y = 0; y < height; ++y) { + flippedPixels[x * 4 + y * width * 4] = pixels[x * 4 + (height - y) * width * 4]; + flippedPixels[x * 4 + 1 + y * width * 4] = pixels[x * 4 + 1 + (height - y) * width * 4]; + flippedPixels[x * 4 + 2 + y * width * 4] = pixels[x * 4 + 2 + (height - y) * width * 4]; + flippedPixels[x * 4 + 3 + y * width * 4] = pixels[x * 4 + 3 + (height - y) * width * 4]; + } + } + return flippedPixels; + }, + + /** + * Download capture to file. + */ + saveCapture: function () { + this.canvas.toBlob(function (blob) { + var fileName = 'screenshot-' + document.title.toLowerCase() + '-' + Date.now() + '.png'; + var linkEl = document.createElement('a'); + var url = URL.createObjectURL(blob); + linkEl.href = url; + linkEl.setAttribute('download', fileName); + linkEl.innerHTML = 'downloading...'; + linkEl.style.display = 'none'; + document.body.appendChild(linkEl); + setTimeout(function () { + linkEl.click(); + document.body.removeChild(linkEl); + }, 1); + }, 'image/png'); + } +}); + +},{"../../core/component":125,"../../lib/three":173}],105:[function(_dereq_,module,exports){ +var registerComponent = _dereq_('../../core/component').registerComponent; +var RStats = _dereq_('../../../vendor/rStats'); +var utils = _dereq_('../../utils'); +_dereq_('../../../vendor/rStats.extras'); +_dereq_('../../lib/rStatsAframe'); + +var AFrameStats = window.aframeStats; +var bind = utils.bind; +var HIDDEN_CLASS = 'a-hidden'; +var ThreeStats = window.threeStats; + +/** + * Stats appended to document.body by RStats. + */ +module.exports.Component = registerComponent('stats', { + schema: {default: true}, + + init: function () { + var scene = this.el; + + if (utils.getUrlParameter('stats') === 'false') { return; } + + this.stats = createStats(scene); + this.statsEl = document.querySelector('.rs-base'); + + this.hideBound = bind(this.hide, this); + this.showBound = bind(this.show, this); + + scene.addEventListener('enter-vr', this.hideBound); + scene.addEventListener('exit-vr', this.showBound); + }, + + update: function () { + if (!this.stats) { return; } + return (!this.data) ? this.hide() : this.show(); + }, + + remove: function () { + this.el.removeEventListener('enter-vr', this.hideBound); + this.el.removeEventListener('exit-vr', this.showBound); + if (!this.statsEl) { return; } // Scene detached. + this.statsEl.parentNode.removeChild(this.statsEl); + }, + + tick: function () { + var stats = this.stats; + + if (!stats) { return; } + + stats('rAF').tick(); + stats('FPS').frame(); + stats().update(); + }, + + hide: function () { + this.statsEl.classList.add(HIDDEN_CLASS); + }, + + show: function () { + this.statsEl.classList.remove(HIDDEN_CLASS); + } +}); + +function createStats (scene) { + var threeStats = new ThreeStats(scene.renderer); + var aframeStats = new AFrameStats(scene); + var plugins = scene.isMobile ? [] : [threeStats, aframeStats]; + return new RStats({ + css: [], // Our stylesheet is injected from `src/index.js`. + values: { + fps: {caption: 'fps', below: 30} + }, + groups: [ + {caption: 'Framerate', values: ['fps', 'raf']} + ], + plugins: plugins + }); +} + +},{"../../../vendor/rStats":202,"../../../vendor/rStats.extras":201,"../../core/component":125,"../../lib/rStatsAframe":172,"../../utils":195}],106:[function(_dereq_,module,exports){ +var registerComponent = _dereq_('../../core/component').registerComponent; +var constants = _dereq_('../../constants/'); +var utils = _dereq_('../../utils/'); +var bind = utils.bind; + +var ENTER_VR_CLASS = 'a-enter-vr'; +var ENTER_VR_BTN_CLASS = 'a-enter-vr-button'; +var HIDDEN_CLASS = 'a-hidden'; +var ORIENTATION_MODAL_CLASS = 'a-orientation-modal'; + +/** + * UI for entering VR mode. + */ +module.exports.Component = registerComponent('vr-mode-ui', { + dependencies: ['canvas'], + + schema: { + enabled: {default: true} + }, + + init: function () { + var self = this; + var sceneEl = this.el; + + if (utils.getUrlParameter('ui') === 'false') { return; } + + this.insideLoader = false; + this.enterVREl = null; + this.orientationModalEl = null; + this.bindMethods(); + + // Hide/show VR UI when entering/exiting VR mode. + sceneEl.addEventListener('enter-vr', this.updateEnterVRInterface); + sceneEl.addEventListener('exit-vr', this.updateEnterVRInterface); + + window.addEventListener('message', function (event) { + if (event.data.type === 'loaderReady') { + self.insideLoader = true; + self.remove(); + } + }); + + // Modal that tells the user to change orientation if in portrait. + window.addEventListener('orientationchange', this.toggleOrientationModalIfNeeded); + }, + + bindMethods: function () { + this.onEnterVRButtonClick = bind(this.onEnterVRButtonClick, this); + this.onModalClick = bind(this.onModalClick, this); + this.toggleOrientationModalIfNeeded = bind(this.toggleOrientationModalIfNeeded, this); + this.updateEnterVRInterface = bind(this.updateEnterVRInterface, this); + }, + + /** + * Exit VR when modal clicked. + */ + onModalClick: function () { + this.el.exitVR(); + }, + + /** + * Enter VR when modal clicked. + */ + onEnterVRButtonClick: function () { + this.el.enterVR(); + }, + + update: function () { + var sceneEl = this.el; + + if (!this.data.enabled || this.insideLoader || utils.getUrlParameter('ui') === 'false') { + return this.remove(); + } + if (this.enterVREl || this.orientationModalEl) { return; } + + // Add UI if enabled and not already present. + this.enterVREl = createEnterVRButton(this.onEnterVRButtonClick); + sceneEl.appendChild(this.enterVREl); + + this.orientationModalEl = createOrientationModal(this.onModalClick); + sceneEl.appendChild(this.orientationModalEl); + + this.updateEnterVRInterface(); + }, + + remove: function () { + [this.enterVREl, this.orientationModalEl].forEach(function (uiElement) { + if (uiElement) { + uiElement.parentNode.removeChild(uiElement); + } + }); + }, + + updateEnterVRInterface: function () { + this.toggleEnterVRButtonIfNeeded(); + this.toggleOrientationModalIfNeeded(); + }, + + toggleEnterVRButtonIfNeeded: function () { + var sceneEl = this.el; + if (!this.enterVREl) { return; } + if (sceneEl.is('vr-mode')) { + this.enterVREl.classList.add(HIDDEN_CLASS); + } else { + this.enterVREl.classList.remove(HIDDEN_CLASS); + } + }, + + toggleOrientationModalIfNeeded: function () { + var sceneEl = this.el; + var orientationModalEl = this.orientationModalEl; + if (!orientationModalEl || !sceneEl.isMobile) { return; } + if (!utils.device.isLandscape() && sceneEl.is('vr-mode')) { + // Show if in VR mode on portrait. + orientationModalEl.classList.remove(HIDDEN_CLASS); + } else { + orientationModalEl.classList.add(HIDDEN_CLASS); + } + } +}); + +/** + * Create a button that when clicked will enter into stereo-rendering mode for VR. + * + * Structure: <div><button></div> + * + * @param {function} onClick - click event handler + * @returns {Element} Wrapper <div>. + */ +function createEnterVRButton (onClick) { + var vrButton; + var wrapper; + + // Create elements. + wrapper = document.createElement('div'); + wrapper.classList.add(ENTER_VR_CLASS); + wrapper.setAttribute(constants.AFRAME_INJECTED, ''); + vrButton = document.createElement('button'); + vrButton.className = ENTER_VR_BTN_CLASS; + vrButton.setAttribute('title', 'Enter VR mode with a headset or fullscreen mode on a desktop. Visit https://webvr.rocks or https://webvr.info for more information.'); + vrButton.setAttribute(constants.AFRAME_INJECTED, ''); + + // Insert elements. + wrapper.appendChild(vrButton); + vrButton.addEventListener('click', function (evt) { + onClick(); + }); + return wrapper; +} + +/** + * Creates a modal dialog to request the user to switch to landscape orientation. + * + * @param {function} onClick - click event handler + * @returns {Element} Wrapper <div>. + */ +function createOrientationModal (onClick) { + var modal = document.createElement('div'); + modal.className = ORIENTATION_MODAL_CLASS; + modal.classList.add(HIDDEN_CLASS); + modal.setAttribute(constants.AFRAME_INJECTED, ''); + + var exit = document.createElement('button'); + exit.setAttribute(constants.AFRAME_INJECTED, ''); + exit.innerHTML = 'Exit VR'; + + // Exit VR on close. + exit.addEventListener('click', onClick); + + modal.appendChild(exit); + + return modal; +} + +},{"../../constants/":116,"../../core/component":125,"../../utils/":195}],107:[function(_dereq_,module,exports){ +var component = _dereq_('../core/component'); +var THREE = _dereq_('../lib/three'); +var bind = _dereq_('../utils/bind'); +var registerComponent = component.registerComponent; + +/** + * Shadow component. + * + * When applied to an entity, that entity's geometry and any descendants will cast or receive + * shadows as specified by the `cast` and `receive` properties. + */ +module.exports.Component = registerComponent('shadow', { + schema: { + cast: {default: true}, + receive: {default: true} + }, + + init: function () { + this.onMeshChanged = bind(this.update, this); + this.el.addEventListener('object3dset', this.onMeshChanged); + this.system.setShadowMapEnabled(true); + }, + + update: function () { + var data = this.data; + this.updateDescendants(data.cast, data.receive); + }, + + remove: function () { + var el = this.el; + el.removeEventListener('object3dset', this.onMeshChanged); + this.updateDescendants(false, false); + }, + + updateDescendants: function (cast, receive) { + var sceneEl = this.el.sceneEl; + this.el.object3D.traverse(function (node) { + if (!(node instanceof THREE.Mesh)) { return; } + + node.castShadow = cast; + node.receiveShadow = receive; + + // If scene has already rendered, materials must be updated. + if (sceneEl.hasLoaded && node.material) { + var materials = node.material.materials || [node.material]; + for (var i = 0; i < materials.length; i++) { + materials[i].needsUpdate = true; + } + } + }); + } +}); + +},{"../core/component":125,"../lib/three":173,"../utils/bind":189}],108:[function(_dereq_,module,exports){ +var registerComponent = _dereq_('../core/component').registerComponent; +var debug = _dereq_('../utils/debug'); +var bind = _dereq_('../utils/bind'); +var THREE = _dereq_('../lib/three'); + +var warn = debug('components:sound:warn'); + +/** + * Sound component. + */ +module.exports.Component = registerComponent('sound', { + schema: { + autoplay: {default: false}, + distanceModel: {default: 'inverse', + oneOf: ['linear', 'inverse', 'exponential']}, + loop: {default: false}, + maxDistance: {default: 10000}, + on: {default: ''}, + poolSize: {default: 1}, + positional: {default: true}, + refDistance: {default: 1}, + rolloffFactor: {default: 1}, + src: {type: 'audio'}, + volume: {default: 1} + }, + + multiple: true, + + init: function () { + this.listener = null; + this.audioLoader = new THREE.AudioLoader(); + this.pool = new THREE.Group(); + this.loaded = false; + this.mustPlay = false; + this.playSound = bind(this.playSound, this); + }, + + update: function (oldData) { + var data = this.data; + var srcChanged = data.src !== oldData.src; + // Create new sound if not yet created or changing `src`. + if (srcChanged) { + if (!data.src) { + warn('Audio source was not specified with `src`'); + return; + } + this.setupSound(); + } + + this.pool.children.forEach(function (sound) { + if (data.positional) { + sound.setDistanceModel(data.distanceModel); + sound.setMaxDistance(data.maxDistance); + sound.setRefDistance(data.refDistance); + sound.setRolloffFactor(data.rolloffFactor); + } + sound.setLoop(data.loop); + sound.setVolume(data.volume); + sound.isPaused = false; + }); + + if (data.on !== oldData.on) { + this.updateEventListener(oldData.on); + } + // All sound values set. Load in `src`. + if (srcChanged) { + var self = this; + + this.loaded = false; + this.audioLoader.load(data.src, function (buffer) { + self.pool.children.forEach(function (sound) { + sound.setBuffer(buffer); + }); + self.loaded = true; + + // Remove this key from cache, otherwise we can't play it again + THREE.Cache.remove(data.src); + if (self.data.autoplay || self.mustPlay) { self.playSound(); } + self.el.emit('sound-loaded'); + }); + } + }, + + pause: function () { + this.stopSound(); + this.removeEventListener(); + }, + + play: function () { + if (this.data.autoplay) { this.playSound(); } + this.updateEventListener(); + }, + + remove: function () { + this.removeEventListener(); + this.el.removeObject3D(this.attrName); + try { + this.pool.children.forEach(function (sound) { + sound.disconnect(); + }); + } catch (e) { + // disconnect() will throw if it was never connected initially. + warn('Audio source not properly disconnected'); + } + }, + + /** + * Update listener attached to the user defined on event. + */ + updateEventListener: function (oldEvt) { + var el = this.el; + if (oldEvt) { el.removeEventListener(oldEvt, this.playSound); } + el.addEventListener(this.data.on, this.playSound); + }, + + removeEventListener: function () { + this.el.removeEventListener(this.data.on, this.playSound); + }, + + /** + * Removes current sound object, creates new sound object, adds to entity. + * + * @returns {object} sound + */ + setupSound: function () { + var el = this.el; + var sceneEl = el.sceneEl; + + if (this.pool.children.length > 0) { + this.stopSound(); + el.removeObject3D('sound'); + } + + // Only want one AudioListener. Cache it on the scene. + var listener = this.listener = sceneEl.audioListener || new THREE.AudioListener(); + sceneEl.audioListener = listener; + + if (sceneEl.camera) { + sceneEl.camera.add(listener); + } + + // Wait for camera if necessary. + sceneEl.addEventListener('camera-set-active', function (evt) { + evt.detail.cameraEl.getObject3D('camera').add(listener); + }); + + // Create [poolSize] audio instances and attach them to pool + this.pool = new THREE.Group(); + for (var i = 0; i < this.data.poolSize; i++) { + var sound = this.data.positional ? new THREE.PositionalAudio(listener) : new THREE.Audio(listener); + this.pool.add(sound); + } + el.setObject3D(this.attrName, this.pool); + + this.pool.children.forEach(function (sound) { + sound.onEnded = function () { + sound.isPlaying = false; + el.emit('sound-ended', {index: i}); + }; + }); + }, + + /** + * Pause all the sounds in the pool. + */ + pauseSound: function () { + this.isPlaying = false; + this.pool.children.forEach(function (sound) { + if (!sound.source || !sound.source.buffer || !sound.isPlaying || sound.isPaused) { return; } + sound.isPaused = true; + sound.pause(); + }); + }, + + /** + * Look for an unused sound in the pool and play it if found. + */ + playSound: function () { + if (!this.loaded) { + warn('Sound not loaded yet. It will be played once it finished loading'); + this.mustPlay = true; + return; + } + + var found = false; + this.isPlaying = true; + this.pool.children.forEach(function (sound) { + if (!sound.isPlaying && sound.buffer && !found) { + sound.play(); + sound.isPaused = false; + found = true; + return; + } + }); + + if (!found) { + warn('All the sounds are playing. If you need to play more sounds simultaneously ' + + 'consider increasing the size of pool with the `poolSize` attribute.', this.el); + return; + } + + this.mustPlay = false; + }, + + /** + * Stop all the sounds in the pool. + */ + stopSound: function () { + this.isPlaying = false; + this.pool.children.forEach(function (sound) { + if (!sound.source || !sound.source.buffer) { return; } + sound.stop(); + }); + } +}); + +},{"../core/component":125,"../lib/three":173,"../utils/bind":189,"../utils/debug":191}],109:[function(_dereq_,module,exports){ +var createTextGeometry = _dereq_('three-bmfont-text'); +var loadBMFont = _dereq_('load-bmfont'); + +var registerComponent = _dereq_('../core/component').registerComponent; +var coreShader = _dereq_('../core/shader'); +var THREE = _dereq_('../lib/three'); +var utils = _dereq_('../utils/'); + +var error = utils.debug('components:text:error'); +var shaders = coreShader.shaders; +var warn = utils.debug('components:text:warn'); + +// 1 to match other A-Frame default widths. +var DEFAULT_WIDTH = 1; + +// @bryik set anisotropy to 16. Improves look of large amounts of text when viewed from angle. +var MAX_ANISOTROPY = 16; + +var FONT_BASE_URL = 'https://cdn.aframe.io/fonts/'; +var FONTS = { + aileronsemibold: FONT_BASE_URL + 'Aileron-Semibold.fnt', + dejavu: FONT_BASE_URL + 'DejaVu-sdf.fnt', + exo2bold: FONT_BASE_URL + 'Exo2Bold.fnt', + exo2semibold: FONT_BASE_URL + 'Exo2SemiBold.fnt', + kelsonsans: FONT_BASE_URL + 'KelsonSans.fnt', + monoid: FONT_BASE_URL + 'Monoid.fnt', + mozillavr: FONT_BASE_URL + 'mozillavr.fnt', + roboto: FONT_BASE_URL + 'Roboto-msdf.json', + sourcecodepro: FONT_BASE_URL + 'SourceCodePro.fnt' +}; +var MSDF_FONTS = ['roboto']; +var DEFAULT_FONT = 'roboto'; +module.exports.FONTS = FONTS; + +var cache = new PromiseCache(); +var fontWidthFactors = {}; +var textures = {}; + +/** + * SDF-based text component. + * Based on https://github.com/Jam3/three-bmfont-text. + * + * All the stock fonts are for the `sdf` registered shader, an improved version of jam3's + * original `sdf` shader. + */ +module.exports.Component = registerComponent('text', { + multiple: true, + + schema: { + align: {type: 'string', default: 'left', oneOf: ['left', 'right', 'center']}, + alphaTest: {default: 0.5}, + // `anchor` defaults to center to match geometries. + anchor: {default: 'center', oneOf: ['left', 'right', 'center', 'align']}, + baseline: {default: 'center', oneOf: ['top', 'center', 'bottom']}, + color: {type: 'color', default: '#FFF'}, + font: {type: 'string', default: DEFAULT_FONT}, + // `fontImage` defaults to the font name as a .png (e.g., mozillavr.fnt -> mozillavr.png). + fontImage: {type: 'string'}, + // `height` has no default, will be populated at layout. + height: {type: 'number'}, + letterSpacing: {type: 'number', default: 0}, + // `lineHeight` defaults to font's `lineHeight` value. + lineHeight: {type: 'number'}, + opacity: {type: 'number', default: 1.0}, + shader: {default: 'sdf', oneOf: shaders}, + side: {default: 'front', oneOf: ['front', 'back', 'double']}, + tabSize: {default: 4}, + transparent: {default: true}, + value: {type: 'string'}, + whiteSpace: {default: 'normal', oneOf: ['normal', 'pre', 'nowrap']}, + // `width` defaults to geometry width if present, else `DEFAULT_WIDTH`. + width: {type: 'number'}, + // `wrapCount` units are about one default font character. Wrap roughly at this number. + wrapCount: {type: 'number', default: 40}, + // `wrapPixels` will wrap using bmfont pixel units (e.g., dejavu's is 32 pixels). + wrapPixels: {type: 'number'}, + // `xOffset` to add padding. + xOffset: {type: 'number', default: 0}, + // `yOffset` to adjust generated fonts from tools that may have incorrect metrics. + yOffset: {type: 'number', default: 0}, + // `zOffset` will provide a small z offset to avoid z-fighting. + zOffset: {type: 'number', default: 0.001} + }, + + init: function () { + this.geometry = createTextGeometry(); + this.createOrUpdateMaterial(); + this.mesh = new THREE.Mesh(this.geometry, this.material); + this.el.setObject3D(this.attrName, this.mesh); + }, + + update: function (oldData) { + var data = coerceData(this.data); + var font = this.currentFont; + var fontImage = this.getFontImageSrc(); + + if (textures[fontImage]) { + this.texture = textures[fontImage]; + } else { + // Create texture per font. + this.texture = textures[fontImage] = new THREE.Texture(); + this.texture.anisotropy = MAX_ANISOTROPY; + } + + // Update material. + this.createOrUpdateMaterial(); + + // New font. `updateFont` will later change data and layout. + if (oldData.font !== data.font) { + this.updateFont(); + return; + } + + // Update geometry and layout. + if (font) { + this.updateGeometry(this.geometry, data, font); + this.updateLayout(data); + } + }, + + /** + * Clean up geometry, material, texture, mesh, objects. + */ + remove: function () { + this.geometry.dispose(); + this.geometry = null; + this.el.removeObject3D(this.attrName); + this.material.dispose(); + this.material = null; + this.texture.dispose(); + this.texture = null; + if (this.shaderObject) { + delete this.shaderObject; + } + }, + + /** + * Update the shader of the material. + */ + createOrUpdateMaterial: function () { + var data = this.data; + var hasChangedShader; + var material = this.material; + var NewShader; + var shaderData; + var shaderName; + + // Infer shader if using a stock font (or from `-msdf` filename convention). + shaderName = data.shader; + if (MSDF_FONTS.indexOf(data.font) !== -1 || data.font.indexOf('-msdf.') >= 0) { + shaderName = 'msdf'; + } else if (data.font in FONTS && MSDF_FONTS.indexOf(data.font) === -1) { + shaderName = 'sdf'; + } + + hasChangedShader = (this.shaderObject && this.shaderObject.name) !== shaderName; + shaderData = { + alphaTest: data.alphaTest, + color: data.color, + map: this.texture, + opacity: data.opacity, + side: parseSide(data.side), + transparent: data.transparent + }; + + // Shader has not changed, do an update. + if (!hasChangedShader) { + // Update shader material. + this.shaderObject.update(shaderData); + // Apparently, was not set on `init` nor `update`. + material.transparent = shaderData.transparent; + updateBaseMaterial(material, shaderData); + return; + } + + // Shader has changed. Create a shader material. + NewShader = createShader(this.el, shaderName, shaderData); + this.material = NewShader.material; + this.shaderObject = NewShader.shader; + + // Set new shader material. + updateBaseMaterial(this.material, shaderData); + if (this.mesh) { this.mesh.material = this.material; } + }, + + /** + * Load font for geometry, load font image for material, and apply. + */ + updateFont: function () { + var data = this.data; + var el = this.el; + var fontSrc; + var geometry = this.geometry; + var self = this; + + if (!data.font) { warn('No font specified. Using the default font.'); } + + // Make invisible during font swap. + this.mesh.visible = false; + + // Look up font URL to use, and perform cached load. + fontSrc = this.lookupFont(data.font || DEFAULT_FONT) || data.font; + cache.get(fontSrc, function doLoadFont () { + return loadFont(fontSrc, data.yOffset); + }).then(function setFont (font) { + var coercedData; + var fontImgSrc; + + if (font.pages.length !== 1) { + throw new Error('Currently only single-page bitmap fonts are supported.'); + } + + if (!fontWidthFactors[fontSrc]) { + font.widthFactor = fontWidthFactors[font] = computeFontWidthFactor(font); + } + + // Update geometry given font metrics. + coercedData = coerceData(data); + self.updateGeometry(geometry, self.data, font); + + // Set font and update layout. + self.currentFont = font; + self.updateLayout(coercedData); + + // Look up font image URL to use, and perform cached load. + fontImgSrc = self.getFontImageSrc(); + cache.get(fontImgSrc, function () { + return loadTexture(fontImgSrc); + }).then(function (image) { + // Make mesh visible and apply font image as texture. + var texture = self.texture; + texture.image = image; + texture.needsUpdate = true; + textures[fontImgSrc] = texture; + self.texture = texture; + self.mesh.visible = true; + el.emit('textfontset', {font: data.font, fontObj: font}); + }).catch(function (err) { + error(err); + throw err; + }); + }).catch(function (err) { + error(err); + throw err; + }); + }, + + getFontImageSrc: function () { + var fontSrc = this.lookupFont(this.data.font || DEFAULT_FONT) || this.data.font; + return this.data.fontImage || fontSrc.replace(/(\.fnt)|(\.json)/, '.png'); + }, + + /** + * Update layout with anchor, alignment, baseline, and considering any meshes. + */ + updateLayout: function (data) { + var anchor; + var baseline; + var el = this.el; + var geometry = this.geometry; + var geometryComponent = el.getAttribute('geometry'); + var height; + var layout = geometry.layout; + var mesh = this.mesh; + var textRenderWidth; + var textScale; + var width; + var x; + var y; + + // Determine width to use (defined width, geometry's width, or default width). + geometryComponent = el.getAttribute('geometry'); + width = data.width || (geometryComponent && geometryComponent.width) || DEFAULT_WIDTH; + + // Determine wrap pixel count. Either specified or by experimental fudge factor. + // Note that experimental factor will never be correct for variable width fonts. + textRenderWidth = computeWidth(data.wrapPixels, data.wrapCount, + this.currentFont.widthFactor); + textScale = width / textRenderWidth; + + // Determine height to use. + height = textScale * (layout.height + layout.descender); + + // Update geometry dimensions to match text layout if width and height are set to 0. + // For example, scales a plane to fit text. + if (geometryComponent) { + if (!geometryComponent.width) { el.setAttribute('geometry', 'width', width); } + if (!geometryComponent.height) { el.setAttribute('geometry', 'height', height); } + } + + // Calculate X position to anchor text left, center, or right. + anchor = data.anchor === 'align' ? data.align : data.anchor; + if (anchor === 'left') { + x = 0; + } else if (anchor === 'right') { + x = -1 * layout.width; + } else if (anchor === 'center') { + x = -1 * layout.width / 2; + } else { + throw new TypeError('Invalid text.anchor property value', anchor); + } + + // Calculate Y position to anchor text top, center, or bottom. + baseline = data.baseline; + if (baseline === 'bottom') { + y = 0; + } else if (baseline === 'top') { + y = -1 * layout.height + layout.ascender; + } else if (baseline === 'center') { + y = -1 * layout.height / 2; + } else { + throw new TypeError('Invalid text.baseline property value', baseline); + } + + // Position and scale mesh to apply layout. + mesh.position.x = x * textScale + data.xOffset; + mesh.position.y = y * textScale; + // Place text slightly in front to avoid Z-fighting. + mesh.position.z = data.zOffset; + mesh.scale.set(textScale, -1 * textScale, textScale); + this.geometry.computeBoundingSphere(); + }, + + /** + * Grab font from the constant. + * Set as a method for test stubbing purposes. + */ + lookupFont: function (key) { + return FONTS[key]; + }, + + /** + * Update the text geometry using `three-bmfont-text.update`. + */ + updateGeometry: function (geometry, data, font) { + geometry.update(utils.extend({}, data, { + font: font, + width: computeWidth(data.wrapPixels, data.wrapCount, font.widthFactor), + text: data.value.toString().replace(/\\n/g, '\n').replace(/\\t/g, '\t'), + lineHeight: data.lineHeight || font.common.lineHeight + })); + } +}); + +/** + * Due to using negative scale, we return the opposite side specified. + * https://github.com/mrdoob/three.js/pull/12787/ + */ +function parseSide (side) { + switch (side) { + case 'back': { + return THREE.FrontSide; + } + case 'double': { + return THREE.DoubleSide; + } + default: { + return THREE.BackSide; + } + } +} + +/** + * Coerce some data to numbers. + * as they will be passed directly into text creation and update + */ +function coerceData (data) { + data = utils.clone(data); + if (data.lineHeight !== undefined) { + data.lineHeight = parseFloat(data.lineHeight); + if (!isFinite(data.lineHeight)) { data.lineHeight = undefined; } + } + if (data.width !== undefined) { + data.width = parseFloat(data.width); + if (!isFinite(data.width)) { data.width = undefined; } + } + return data; +} + +/** + * @returns {Promise} + */ +function loadFont (src, yOffset) { + return new Promise(function (resolve, reject) { + loadBMFont(src, function (err, font) { + if (err) { + error('Error loading font', src); + reject(err); + return; + } + + // Fix negative Y offsets for Roboto MSDF font from tool. Experimentally determined. + if (src.indexOf('/Roboto-msdf.json') >= 0) { yOffset = 30; } + if (yOffset) { font.chars.map(function doOffset (ch) { ch.yoffset += yOffset; }); } + + resolve(font); + }); + }); +} + +/** + * @returns {Promise} + */ +function loadTexture (src) { + return new Promise(function (resolve, reject) { + new THREE.ImageLoader().load(src, function (image) { + resolve(image); + }, undefined, function () { + error('Error loading font image', src); + reject(null); + }); + }); +} + +function createShader (el, shaderName, data) { + var shader; + var shaderObject; + + // Set up Shader. + shaderObject = new shaders[shaderName].Shader(); + shaderObject.el = el; + shaderObject.init(data); + shaderObject.update(data); + + // Get material. + shader = shaderObject.material; + // Apparently, was not set on `init` nor `update`. + shader.transparent = data.transparent; + + return { + material: shader, + shader: shaderObject + }; +} + +/** + * @todo Add more supported material properties (e.g., `visible`). + */ +function updateBaseMaterial (material, data) { + material.side = data.side; +} + +/** + * Determine wrap pixel count. Either specified or by experimental fudge factor. + * Note that experimental factor will never be correct for variable width fonts. + */ +function computeWidth (wrapPixels, wrapCount, widthFactor) { + return wrapPixels || ((0.5 + wrapCount) * widthFactor); +} + +/** + * Compute default font width factor to use. + */ +function computeFontWidthFactor (font) { + var sum = 0; + var digitsum = 0; + var digits = 0; + font.chars.map(function (ch) { + sum += ch.xadvance; + if (ch.id >= 48 && ch.id <= 57) { + digits++; + digitsum += ch.xadvance; + } + }); + return digits ? digitsum / digits : sum / font.chars.length; +} + +/** + * Get or create a promise given a key and promise generator. + * @todo Move to a utility and use in other parts of A-Frame. + */ +function PromiseCache () { + var cache = this.cache = {}; + + this.get = function (key, promiseGenerator) { + if (key in cache) { + return cache[key]; + } + cache[key] = promiseGenerator(); + return cache[key]; + }; +} + +},{"../core/component":125,"../core/shader":134,"../lib/three":173,"../utils/":195,"load-bmfont":24,"three-bmfont-text":36}],110:[function(_dereq_,module,exports){ +var registerComponent = _dereq_('../core/component').registerComponent; +var controllerUtils = _dereq_('../utils/tracked-controls'); +var THREE = _dereq_('../lib/three'); +var DEFAULT_CAMERA_HEIGHT = _dereq_('../constants').DEFAULT_CAMERA_HEIGHT; + +var DEFAULT_HANDEDNESS = _dereq_('../constants').DEFAULT_HANDEDNESS; +// Vector from eyes to elbow (divided by user height). +var EYES_TO_ELBOW = {x: 0.175, y: -0.3, z: -0.03}; +// Vector from eyes to elbow (divided by user height). +var FOREARM = {x: 0, y: 0, z: -0.175}; + +/** + * Tracked controls component. + * Wrap the gamepad API for pose and button states. + * Select the appropriate controller and apply pose to the entity. + * Observe button states and emit appropriate events. + * + * @property {number} controller - Index of controller in array returned by Gamepad API. Only used if hand property is not set. + * @property {string} id - Selected controller among those returned by Gamepad API. + * @property {number} hand - If multiple controllers found with id, choose the one with the given value for hand. If set, we ignore 'controller' property + */ +module.exports.Component = registerComponent('tracked-controls', { + schema: { + controller: {default: 0}, + id: {type: 'string', default: ''}, + hand: {type: 'string', default: ''}, + idPrefix: {type: 'string', default: ''}, + rotationOffset: {default: 0}, + // Arm model parameters when not 6DoF. + armModel: {default: true}, + headElement: {type: 'selector'} + }, + + init: function () { + this.axis = [0, 0, 0]; + this.buttonStates = {}; + this.changedAxes = []; + this.targetControllerNumber = this.data.controller; + + this.axisMoveEventDetail = {axis: this.axis, changed: this.changedAxes}; + + this.dolly = new THREE.Object3D(); + this.controllerEuler = new THREE.Euler(); + this.controllerEuler.order = 'YXZ'; + this.controllerPosition = new THREE.Vector3(); + this.controllerQuaternion = new THREE.Quaternion(); + this.deltaControllerPosition = new THREE.Vector3(); + this.position = new THREE.Vector3(); + this.rotation = {}; + this.standingMatrix = new THREE.Matrix4(); + + this.previousControllerPosition = new THREE.Vector3(); + this.updateGamepad(); + }, + + tick: function (time, delta) { + var mesh = this.el.getObject3D('mesh'); + // Update mesh animations. + if (mesh && mesh.update) { mesh.update(delta / 1000); } + this.updateGamepad(); + this.updatePose(); + this.updateButtons(); + }, + + /** + * Return default user height to use for non-6DOF arm model. + */ + defaultUserHeight: function () { + return DEFAULT_CAMERA_HEIGHT; + }, + + /** + * Return head element to use for non-6DOF arm model. + */ + getHeadElement: function () { + return this.data.headElement || this.el.sceneEl.camera.el; + }, + + /** + * Handle update controller match criteria (such as `id`, `idPrefix`, `hand`, `controller`) + */ + updateGamepad: function () { + var data = this.data; + var controller = controllerUtils.findMatchingController( + this.system.controllers, + data.id, + data.idPrefix, + data.hand, + data.controller + ); + + this.controller = controller; + }, + + applyArmModel: function (controllerPosition) { + // Use controllerPosition and deltaControllerPosition to avoid creating variables. + var controller = this.controller; + var controllerEuler = this.controllerEuler; + var controllerQuaternion = this.controllerQuaternion; + var deltaControllerPosition = this.deltaControllerPosition; + var hand; + var headCamera; + var headEl; + var headObject3D; + var pose; + var userHeight; + + headEl = this.getHeadElement(); + headObject3D = headEl.object3D; + headCamera = headEl.components.camera; + userHeight = (headCamera ? headCamera.data.userHeight : 0) || this.defaultUserHeight(); + + pose = controller.pose; + hand = (controller ? controller.hand : undefined) || DEFAULT_HANDEDNESS; + + // Use camera position as head position. + controllerPosition.copy(headObject3D.position); + // Set offset for degenerate "arm model" to elbow. + deltaControllerPosition.set( + EYES_TO_ELBOW.x * (hand === 'left' ? -1 : hand === 'right' ? 1 : 0), + EYES_TO_ELBOW.y, // Lower than our eyes. + EYES_TO_ELBOW.z); // Slightly out in front. + // Scale offset by user height. + deltaControllerPosition.multiplyScalar(userHeight); + // Apply camera Y rotation (not X or Z, so you can look down at your hand). + deltaControllerPosition.applyAxisAngle(headObject3D.up, headObject3D.rotation.y); + // Apply rotated offset to position. + controllerPosition.add(deltaControllerPosition); + + // Set offset for degenerate "arm model" forearm. Forearm sticking out from elbow. + deltaControllerPosition.set(FOREARM.x, FOREARM.y, FOREARM.z); + // Scale offset by user height. + deltaControllerPosition.multiplyScalar(userHeight); + // Apply controller X/Y rotation (tilting up/down/left/right is usually moving the arm). + if (pose.orientation) { + controllerQuaternion.fromArray(pose.orientation); + } else { + controllerQuaternion.copy(headObject3D.quaternion); + } + controllerEuler.setFromQuaternion(controllerQuaternion); + controllerEuler.set(controllerEuler.x, controllerEuler.y, 0); + deltaControllerPosition.applyEuler(controllerEuler); + // Apply rotated offset to position. + controllerPosition.add(deltaControllerPosition); + }, + + /** + * Read pose from controller (from Gamepad API), apply transforms, apply to entity. + */ + updatePose: function () { + var controller = this.controller; + var controllerEuler = this.controllerEuler; + var controllerPosition = this.controllerPosition; + var elPosition; + var previousControllerPosition = this.previousControllerPosition; + var dolly = this.dolly; + var el = this.el; + var pose; + var standingMatrix = this.standingMatrix; + var vrDisplay = this.system.vrDisplay; + var headEl = this.getHeadElement(); + var headCamera = headEl.components.camera; + var userHeight = (headCamera ? headCamera.data.userHeight : 0) || this.defaultUserHeight(); + + if (!controller) { return; } + + // Compose pose from Gamepad. + pose = controller.pose; + if (pose.orientation !== null) { + dolly.quaternion.fromArray(pose.orientation); + } + + // controller position or arm model + if (pose.position !== null) { + dolly.position.fromArray(pose.position); + } else { + // Controller not 6DOF, apply arm model. + if (this.data.armModel) { this.applyArmModel(dolly.position); } + } + + // Apply transforms, if 6DOF and in VR. + if (pose.position != null && vrDisplay) { + if (vrDisplay.stageParameters) { + standingMatrix.fromArray(vrDisplay.stageParameters.sittingToStandingTransform); + dolly.matrix.compose(dolly.position, dolly.quaternion, dolly.scale); + dolly.matrix.multiplyMatrices(standingMatrix, dolly.matrix); + } else { + // Apply default camera height + dolly.position.y += userHeight; + dolly.matrix.compose(dolly.position, dolly.quaternion, dolly.scale); + } + } else { + dolly.matrix.compose(dolly.position, dolly.quaternion, dolly.scale); + } + + // Decompose. + controllerEuler.setFromRotationMatrix(dolly.matrix); + controllerPosition.setFromMatrixPosition(dolly.matrix); + + // Apply rotation. + this.rotation.x = THREE.Math.radToDeg(controllerEuler.x); + this.rotation.y = THREE.Math.radToDeg(controllerEuler.y); + this.rotation.z = THREE.Math.radToDeg(controllerEuler.z) + this.data.rotationOffset; + el.setAttribute('rotation', this.rotation); + + // Apply position. + elPosition = el.getAttribute('position'); + this.position.copy(elPosition).sub(previousControllerPosition).add(controllerPosition); + el.setAttribute('position', this.position); + previousControllerPosition.copy(controllerPosition); + }, + + /** + * Handle button changes including axes, presses, touches, values. + */ + updateButtons: function () { + var buttonState; + var controller = this.controller; + var id; + + if (!controller) { return; } + + // Check every button. + for (id = 0; id < controller.buttons.length; ++id) { + // Initialize button state. + if (!this.buttonStates[id]) { + this.buttonStates[id] = {pressed: false, touched: false, value: 0}; + } + + buttonState = controller.buttons[id]; + this.handleButton(id, buttonState); + } + // Check axes. + this.handleAxes(); + }, + + /** + * Handle presses and touches for a single button. + * + * @param {number} id - Index of button in Gamepad button array. + * @param {number} buttonState - Value of button state from 0 to 1. + * @returns {boolean} Whether button has changed in any way. + */ + handleButton: function (id, buttonState) { + var changed = this.handlePress(id, buttonState) || + this.handleTouch(id, buttonState) || + this.handleValue(id, buttonState); + if (!changed) { return false; } + this.el.emit('buttonchanged', {id: id, state: buttonState}); + return true; + }, + + /** + * An axis is an array of values from -1 (up, left) to 1 (down, right). + * Compare each component of the axis to the previous value to determine change. + * + * @returns {boolean} Whether axes changed. + */ + handleAxes: function () { + var changed = false; + var controllerAxes = this.controller.axes; + var i; + var previousAxis = this.axis; + var changedAxes = this.changedAxes; + + // Check if axis changed. + this.changedAxes.length = 0; + for (i = 0; i < controllerAxes.length; ++i) { + changedAxes.push(previousAxis[i] !== controllerAxes[i]); + if (changedAxes[i]) { changed = true; } + } + if (!changed) { return false; } + + this.axis.length = 0; + for (i = 0; i < controllerAxes.length; i++) { + this.axis.push(controllerAxes[i]); + } + this.el.emit('axismove', this.axisMoveEventDetail); + return true; + }, + + /** + * Determine whether a button press has occured and emit events as appropriate. + * + * @param {string} id - ID of the button to check. + * @param {object} buttonState - State of the button to check. + * @returns {boolean} Whether button press state changed. + */ + handlePress: function (id, buttonState) { + var evtName; + var previousButtonState = this.buttonStates[id]; + + // Not changed. + if (buttonState.pressed === previousButtonState.pressed) { return false; } + + evtName = buttonState.pressed ? 'down' : 'up'; + this.el.emit('button' + evtName, {id: id, state: buttonState}); + previousButtonState.pressed = buttonState.pressed; + return true; + }, + + /** + * Determine whether a button touch has occured and emit events as appropriate. + * + * @param {string} id - ID of the button to check. + * @param {object} buttonState - State of the button to check. + * @returns {boolean} Whether button touch state changed. + */ + handleTouch: function (id, buttonState) { + var evtName; + var previousButtonState = this.buttonStates[id]; + + // Not changed. + if (buttonState.touched === previousButtonState.touched) { return false; } + + evtName = buttonState.touched ? 'start' : 'end'; + // Due to unfortunate name collision, add empty touches array to avoid Daydream error. + this.el.emit('touch' + evtName, {id: id, state: buttonState}, true, {touches: []}); + previousButtonState.touched = buttonState.touched; + return true; + }, + + /** + * Determine whether a button value has changed. + * + * @param {string} id - Id of the button to check. + * @param {object} buttonState - State of the button to check. + * @returns {boolean} Whether button value changed. + */ + handleValue: function (id, buttonState) { + var previousButtonState = this.buttonStates[id]; + + // Not changed. + if (buttonState.value === previousButtonState.value) { return false; } + + previousButtonState.value = buttonState.value; + return true; + } +}); + +},{"../constants":116,"../core/component":125,"../lib/three":173,"../utils/tracked-controls":200}],111:[function(_dereq_,module,exports){ +var registerComponent = _dereq_('../core/component').registerComponent; + +/** + * Visibility component. + */ +module.exports.Component = registerComponent('visible', { + schema: {default: true}, + + update: function () { + this.el.object3D.visible = this.data; + } +}); + +},{"../core/component":125}],112:[function(_dereq_,module,exports){ +var registerComponent = _dereq_('../core/component').registerComponent; +var utils = _dereq_('../utils/'); + +var bind = utils.bind; +var trackedControlsUtils = _dereq_('../utils/tracked-controls'); +var checkControllerPresentAndSetup = trackedControlsUtils.checkControllerPresentAndSetup; +var emitIfAxesChanged = trackedControlsUtils.emitIfAxesChanged; +var onButtonEvent = trackedControlsUtils.onButtonEvent; + +var VIVE_CONTROLLER_MODEL_OBJ_URL = 'https://cdn.aframe.io/controllers/vive/vr_controller_vive.obj'; +var VIVE_CONTROLLER_MODEL_OBJ_MTL = 'https://cdn.aframe.io/controllers/vive/vr_controller_vive.mtl'; + +var GAMEPAD_ID_PREFIX = 'OpenVR '; + +/** + * Vive controls. + * Interface with Vive controllers and map Gamepad events to controller buttons: + * trackpad, trigger, grip, menu, system + * Load a controller model and highlight the pressed buttons. + */ +module.exports.Component = registerComponent('vive-controls', { + schema: { + hand: {default: 'left'}, + buttonColor: {type: 'color', default: '#FAFAFA'}, // Off-white. + buttonHighlightColor: {type: 'color', default: '#22D1EE'}, // Light blue. + model: {default: true}, + rotationOffset: {default: 0} + }, + + /** + * Button IDs: + * 0 - trackpad + * 1 - trigger (intensity value from 0.5 to 1) + * 2 - grip + * 3 - menu (dispatch but better for menu options) + * 4 - system (never dispatched on this layer) + */ + mapping: { + axes: {trackpad: [0, 1]}, + buttons: ['trackpad', 'trigger', 'grip', 'menu', 'system'] + }, + + init: function () { + var self = this; + this.animationActive = 'pointing'; + this.checkControllerPresentAndSetup = checkControllerPresentAndSetup; // To allow mock. + this.controllerPresent = false; + this.emitIfAxesChanged = emitIfAxesChanged; // To allow mock. + this.lastControllerCheck = 0; + this.onButtonChanged = bind(this.onButtonChanged, this); + this.onButtonDown = function (evt) { onButtonEvent(evt.detail.id, 'down', self); }; + this.onButtonUp = function (evt) { onButtonEvent(evt.detail.id, 'up', self); }; + this.onButtonTouchEnd = function (evt) { onButtonEvent(evt.detail.id, 'touchend', self); }; + this.onButtonTouchStart = function (evt) { onButtonEvent(evt.detail.id, 'touchstart', self); }; + this.onAxisMoved = bind(this.onAxisMoved, this); + this.previousButtonValues = {}; + + this.bindMethods(); + }, + + play: function () { + this.checkIfControllerPresent(); + this.addControllersUpdateListener(); + }, + + pause: function () { + this.removeEventListeners(); + this.removeControllersUpdateListener(); + }, + + bindMethods: function () { + this.onModelLoaded = bind(this.onModelLoaded, this); + this.onControllersUpdate = bind(this.onControllersUpdate, this); + this.checkIfControllerPresent = bind(this.checkIfControllerPresent, this); + this.removeControllersUpdateListener = bind(this.removeControllersUpdateListener, this); + this.onAxisMoved = bind(this.onAxisMoved, this); + }, + + addEventListeners: function () { + var el = this.el; + el.addEventListener('buttonchanged', this.onButtonChanged); + el.addEventListener('buttondown', this.onButtonDown); + el.addEventListener('buttonup', this.onButtonUp); + el.addEventListener('touchend', this.onButtonTouchEnd); + el.addEventListener('touchstart', this.onButtonTouchStart); + el.addEventListener('model-loaded', this.onModelLoaded); + el.addEventListener('axismove', this.onAxisMoved); + this.controllerEventsActive = true; + }, + + removeEventListeners: function () { + var el = this.el; + el.removeEventListener('buttonchanged', this.onButtonChanged); + el.removeEventListener('buttondown', this.onButtonDown); + el.removeEventListener('buttonup', this.onButtonUp); + el.removeEventListener('touchend', this.onButtonTouchEnd); + el.removeEventListener('touchstart', this.onButtonTouchStart); + el.removeEventListener('model-loaded', this.onModelLoaded); + el.removeEventListener('axismove', this.onAxisMoved); + this.controllerEventsActive = false; + }, + + /** + * Once OpenVR returns correct hand data in supporting browsers, we can use hand property. + * var isPresent = this.checkControllerPresentAndSetup(this.el.sceneEl, GAMEPAD_ID_PREFIX, + { hand: data.hand }); + * Until then, use hardcoded index. + */ + checkIfControllerPresent: function () { + var data = this.data; + var controllerIndex = data.hand === 'right' ? 0 : data.hand === 'left' ? 1 : 2; + this.checkControllerPresentAndSetup(this, GAMEPAD_ID_PREFIX, {index: controllerIndex}); + }, + + injectTrackedControls: function () { + var el = this.el; + var data = this.data; + + // If we have an OpenVR Gamepad, use the fixed mapping. + el.setAttribute('tracked-controls', { + idPrefix: GAMEPAD_ID_PREFIX, + // Hand IDs: 0 = right, 1 = left, 2 = anything else. + controller: data.hand === 'right' ? 0 : data.hand === 'left' ? 1 : 2, + rotationOffset: data.rotationOffset + }); + + // Load model. + if (!this.data.model) { return; } + this.el.setAttribute('obj-model', { + obj: VIVE_CONTROLLER_MODEL_OBJ_URL, + mtl: VIVE_CONTROLLER_MODEL_OBJ_MTL + }); + }, + + addControllersUpdateListener: function () { + this.el.sceneEl.addEventListener('controllersupdated', this.onControllersUpdate, false); + }, + + removeControllersUpdateListener: function () { + this.el.sceneEl.removeEventListener('controllersupdated', this.onControllersUpdate, false); + }, + + onControllersUpdate: function () { + this.checkIfControllerPresent(); + }, + + /** + * Rotate the trigger button based on how hard the trigger is pressed. + */ + onButtonChanged: function (evt) { + var button = this.mapping.buttons[evt.detail.id]; + var buttonMeshes = this.buttonMeshes; + var analogValue; + + if (!button) { return; } + + if (button === 'trigger') { + analogValue = evt.detail.state.value; + // Update trigger rotation depending on button value. + if (buttonMeshes && buttonMeshes.trigger) { + buttonMeshes.trigger.rotation.x = -analogValue * (Math.PI / 12); + } + } + + // Pass along changed event with button state, using button mapping for convenience. + this.el.emit(button + 'changed', evt.detail.state); + }, + + onModelLoaded: function (evt) { + var buttonMeshes; + var controllerObject3D = evt.detail.model; + var self = this; + + if (!this.data.model) { return; } + + // Store button meshes object to be able to change their colors. + buttonMeshes = this.buttonMeshes = {}; + buttonMeshes.grip = { + left: controllerObject3D.getObjectByName('leftgrip'), + right: controllerObject3D.getObjectByName('rightgrip') + }; + buttonMeshes.menu = controllerObject3D.getObjectByName('menubutton'); + buttonMeshes.system = controllerObject3D.getObjectByName('systembutton'); + buttonMeshes.trackpad = controllerObject3D.getObjectByName('touchpad'); + buttonMeshes.trigger = controllerObject3D.getObjectByName('trigger'); + + // Set default colors. + Object.keys(buttonMeshes).forEach(function (buttonName) { + self.setButtonColor(buttonName, self.data.buttonColor); + }); + + // Offset pivot point. + controllerObject3D.position.set(0, -0.015, 0.04); + }, + + onAxisMoved: function (evt) { + this.emitIfAxesChanged(this, this.mapping.axes, evt); + }, + + updateModel: function (buttonName, evtName) { + var color; + var isTouch; + if (!this.data.model) { return; } + + isTouch = evtName.indexOf('touch') !== -1; + // Don't change color for trackpad touch. + if (isTouch) { return; } + + // Update colors. + color = evtName === 'up' ? this.data.buttonColor : this.data.buttonHighlightColor; + this.setButtonColor(buttonName, color); + }, + + setButtonColor: function (buttonName, color) { + var buttonMeshes = this.buttonMeshes; + + if (!buttonMeshes) { return; } + + // Need to do both left and right sides for grip. + if (buttonName === 'grip') { + buttonMeshes.grip.left.material.color.set(color); + buttonMeshes.grip.right.material.color.set(color); + return; + } + buttonMeshes[buttonName].material.color.set(color); + } +}); + +},{"../core/component":125,"../utils/":195,"../utils/tracked-controls":200}],113:[function(_dereq_,module,exports){ +var KEYCODE_TO_CODE = _dereq_('../constants').keyboardevent.KEYCODE_TO_CODE; +var registerComponent = _dereq_('../core/component').registerComponent; +var THREE = _dereq_('../lib/three'); +var utils = _dereq_('../utils/'); + +var bind = utils.bind; +var shouldCaptureKeyEvent = utils.shouldCaptureKeyEvent; + +var CLAMP_VELOCITY = 0.00001; +var MAX_DELTA = 0.2; +var KEYS = [ + 'KeyW', 'KeyA', 'KeyS', 'KeyD', + 'ArrowUp', 'ArrowLeft', 'ArrowRight', 'ArrowDown' +]; + +/** + * WASD component to control entities using WASD keys. + */ +module.exports.Component = registerComponent('wasd-controls', { + schema: { + acceleration: {default: 65}, + adAxis: {default: 'x', oneOf: ['x', 'y', 'z']}, + adEnabled: {default: true}, + adInverted: {default: false}, + easing: {default: 20}, + enabled: {default: true}, + fly: {default: false}, + wsAxis: {default: 'z', oneOf: ['x', 'y', 'z']}, + wsEnabled: {default: true}, + wsInverted: {default: false} + }, + + init: function () { + // To keep track of the pressed keys. + this.keys = {}; + + this.position = {}; + this.velocity = new THREE.Vector3(); + + // Bind methods and add event listeners. + this.onBlur = bind(this.onBlur, this); + this.onFocus = bind(this.onFocus, this); + this.onKeyDown = bind(this.onKeyDown, this); + this.onKeyUp = bind(this.onKeyUp, this); + this.onVisibilityChange = bind(this.onVisibilityChange, this); + this.attachVisibilityEventListeners(); + }, + + tick: function (time, delta) { + var currentPosition; + var data = this.data; + var el = this.el; + var movementVector; + var position = this.position; + var velocity = this.velocity; + + if (!velocity[data.adAxis] && !velocity[data.wsAxis] && + isEmptyObject(this.keys)) { return; } + + // Update velocity. + delta = delta / 1000; + this.updateVelocity(delta); + + if (!velocity[data.adAxis] && !velocity[data.wsAxis]) { return; } + + // Get movement vector and translate position. + currentPosition = el.getAttribute('position'); + movementVector = this.getMovementVector(delta); + position.x = currentPosition.x + movementVector.x; + position.y = currentPosition.y + movementVector.y; + position.z = currentPosition.z + movementVector.z; + el.setAttribute('position', position); + }, + + remove: function () { + this.removeKeyEventListeners(); + this.removeVisibilityEventListeners(); + }, + + play: function () { + this.attachKeyEventListeners(); + }, + + pause: function () { + this.keys = {}; + this.removeKeyEventListeners(); + }, + + updateVelocity: function (delta) { + var acceleration; + var adAxis; + var adSign; + var data = this.data; + var keys = this.keys; + var velocity = this.velocity; + var wsAxis; + var wsSign; + + adAxis = data.adAxis; + wsAxis = data.wsAxis; + + // If FPS too low, reset velocity. + if (delta > MAX_DELTA) { + velocity[adAxis] = 0; + velocity[wsAxis] = 0; + return; + } + + // Decay velocity. + if (velocity[adAxis] !== 0) { + velocity[adAxis] -= velocity[adAxis] * data.easing * delta; + } + if (velocity[wsAxis] !== 0) { + velocity[wsAxis] -= velocity[wsAxis] * data.easing * delta; + } + + // Clamp velocity easing. + if (Math.abs(velocity[adAxis]) < CLAMP_VELOCITY) { velocity[adAxis] = 0; } + if (Math.abs(velocity[wsAxis]) < CLAMP_VELOCITY) { velocity[wsAxis] = 0; } + + if (!data.enabled) { return; } + + // Update velocity using keys pressed. + acceleration = data.acceleration; + if (data.adEnabled) { + adSign = data.adInverted ? -1 : 1; + if (keys.KeyA || keys.ArrowLeft) { velocity[adAxis] -= adSign * acceleration * delta; } + if (keys.KeyD || keys.ArrowRight) { velocity[adAxis] += adSign * acceleration * delta; } + } + if (data.wsEnabled) { + wsSign = data.wsInverted ? -1 : 1; + if (keys.KeyW || keys.ArrowUp) { velocity[wsAxis] -= wsSign * acceleration * delta; } + if (keys.KeyS || keys.ArrowDown) { velocity[wsAxis] += wsSign * acceleration * delta; } + } + }, + + getMovementVector: (function () { + var directionVector = new THREE.Vector3(0, 0, 0); + var rotationEuler = new THREE.Euler(0, 0, 0, 'YXZ'); + + return function (delta) { + var rotation = this.el.getAttribute('rotation'); + var velocity = this.velocity; + var xRotation; + + directionVector.copy(velocity); + directionVector.multiplyScalar(delta); + + // Absolute. + if (!rotation) { return directionVector; } + + xRotation = this.data.fly ? rotation.x : 0; + + // Transform direction relative to heading. + rotationEuler.set(THREE.Math.degToRad(xRotation), THREE.Math.degToRad(rotation.y), 0); + directionVector.applyEuler(rotationEuler); + return directionVector; + }; + })(), + + attachVisibilityEventListeners: function () { + window.addEventListener('blur', this.onBlur); + window.addEventListener('focus', this.onFocus); + document.addEventListener('visibilitychange', this.onVisibilityChange); + }, + + removeVisibilityEventListeners: function () { + window.removeEventListener('blur', this.onBlur); + window.removeEventListener('focus', this.onFocus); + document.removeEventListener('visibilitychange', this.onVisibilityChange); + }, + + attachKeyEventListeners: function () { + window.addEventListener('keydown', this.onKeyDown); + window.addEventListener('keyup', this.onKeyUp); + }, + + removeKeyEventListeners: function () { + window.removeEventListener('keydown', this.onKeyDown); + window.removeEventListener('keyup', this.onKeyUp); + }, + + onBlur: function () { + this.pause(); + }, + + onFocus: function () { + this.play(); + }, + + onVisibilityChange: function () { + if (document.hidden) { + this.onBlur(); + } else { + this.onFocus(); + } + }, + + onKeyDown: function (event) { + var code; + if (!shouldCaptureKeyEvent(event)) { return; } + code = event.code || KEYCODE_TO_CODE[event.keyCode]; + if (KEYS.indexOf(code) !== -1) { this.keys[code] = true; } + }, + + onKeyUp: function (event) { + var code; + code = event.code || KEYCODE_TO_CODE[event.keyCode]; + delete this.keys[code]; + } +}); + +function isEmptyObject (keys) { + var key; + for (key in keys) { return false; } + return true; +} + +},{"../constants":116,"../core/component":125,"../lib/three":173,"../utils/":195}],114:[function(_dereq_,module,exports){ +/* global THREE */ +var bind = _dereq_('../utils/bind'); +var registerComponent = _dereq_('../core/component').registerComponent; +var trackedControlsUtils = _dereq_('../utils/tracked-controls'); +var onButtonEvent = trackedControlsUtils.onButtonEvent; +var utils = _dereq_('../utils/'); + +var debug = utils.debug('components:windows-motion-controls:debug'); +var warn = utils.debug('components:windows-motion-controls:warn'); + +var DEFAULT_HANDEDNESS = _dereq_('../constants').DEFAULT_HANDEDNESS; + +var MODEL_BASE_URL = 'https://cdn.aframe.io/controllers/microsoft/'; +var MODEL_FILENAMES = { left: 'left.glb', right: 'right.glb', default: 'universal.glb' }; + +var GAMEPAD_ID_PREFIX = 'Spatial Controller (Spatial Interaction Source) '; +var GAMEPAD_ID_PATTERN = /([0-9a-zA-Z]+-[0-9a-zA-Z]+)$/; + +/** + * Windows Motion Controller controls. + * Interface with Windows Motion Controller controllers and map Gamepad events to + * controller buttons: trackpad, trigger, grip, menu, thumbstick + * Load a controller model and transform the pressed buttons. + */ +module.exports.Component = registerComponent('windows-motion-controls', { + schema: { + hand: {default: DEFAULT_HANDEDNESS}, + // It is possible to have multiple pairs of controllers attached (a pair has both left and right). + // Set this to 1 to use a controller from the second pair, 2 from the third pair, etc. + pair: {default: 0}, + // If true, loads the controller glTF asset. + model: {default: true}, + // If true, will hide the model from the scene if no matching gamepad (based on ID & hand) is connected. + hideDisconnected: {default: true} + }, + + mapping: { + // A-Frame specific semantic axis names + axes: {'thumbstick': [0, 1], 'trackpad': [2, 3]}, + // A-Frame specific semantic button names + buttons: ['thumbstick', 'trigger', 'grip', 'menu', 'trackpad'], + // A mapping of the semantic name to node name in the glTF model file, + // that should be transformed by axis value. + // This array mirrors the browser Gamepad.axes array, such that + // the mesh corresponding to axis 0 is in this array index 0. + axisMeshNames: [ + 'THUMBSTICK_X', + 'THUMBSTICK_Y', + 'TOUCHPAD_TOUCH_X', + 'TOUCHPAD_TOUCH_Y' + ], + // A mapping of the semantic name to button node name in the glTF model file, + // that should be transformed by button value. + buttonMeshNames: { + 'trigger': 'SELECT', + 'menu': 'MENU', + 'grip': 'GRASP', + 'thumbstick': 'THUMBSTICK_PRESS', + 'trackpad': 'TOUCHPAD_PRESS' + }, + pointingPoseMeshName: 'POINTING_POSE' + }, + + bindMethods: function () { + this.onModelError = bind(this.onModelError, this); + this.onModelLoaded = bind(this.onModelLoaded, this); + this.onControllersUpdate = bind(this.onControllersUpdate, this); + this.checkIfControllerPresent = bind(this.checkIfControllerPresent, this); + this.onAxisMoved = bind(this.onAxisMoved, this); + }, + + init: function () { + var self = this; + var el = this.el; + this.onButtonChanged = bind(this.onButtonChanged, this); + this.onButtonDown = function (evt) { onButtonEvent(evt, 'down', self); }; + this.onButtonUp = function (evt) { onButtonEvent(evt, 'up', self); }; + this.onButtonTouchStart = function (evt) { onButtonEvent(evt, 'touchstart', self); }; + this.onButtonTouchEnd = function (evt) { onButtonEvent(evt, 'touchend', self); }; + this.onControllerConnected = function () { self.setModelVisibility(true); }; + this.onControllerDisconnected = function () { self.setModelVisibility(false); }; + this.controllerPresent = false; + this.lastControllerCheck = 0; + this.previousButtonValues = {}; + this.bindMethods(); + + // Cache for submeshes that we have looked up by name. + this.loadedMeshInfo = { + buttonMeshes: null, + axisMeshes: null + }; + + // Pointing poses + this.rayOrigin = { + origin: new THREE.Vector3(), + direction: new THREE.Vector3(0, 0, -1), + createdFromMesh: false + }; + + // Stored on object to allow for mocking in tests + this.emitIfAxesChanged = trackedControlsUtils.emitIfAxesChanged; + this.checkControllerPresentAndSetup = trackedControlsUtils.checkControllerPresentAndSetup; + + el.addEventListener('controllerconnected', this.onControllerConnected); + el.addEventListener('controllerdisconnected', this.onControllerDisconnected); + }, + + addEventListeners: function () { + var el = this.el; + el.addEventListener('buttonchanged', this.onButtonChanged); + el.addEventListener('buttondown', this.onButtonDown); + el.addEventListener('buttonup', this.onButtonUp); + el.addEventListener('touchstart', this.onButtonTouchStart); + el.addEventListener('touchend', this.onButtonTouchEnd); + el.addEventListener('axismove', this.onAxisMoved); + el.addEventListener('model-error', this.onModelError); + el.addEventListener('model-loaded', this.onModelLoaded); + this.controllerEventsActive = true; + }, + + removeEventListeners: function () { + var el = this.el; + el.removeEventListener('buttonchanged', this.onButtonChanged); + el.removeEventListener('buttondown', this.onButtonDown); + el.removeEventListener('buttonup', this.onButtonUp); + el.removeEventListener('touchstart', this.onButtonTouchStart); + el.removeEventListener('touchend', this.onButtonTouchEnd); + el.removeEventListener('axismove', this.onAxisMoved); + el.removeEventListener('model-error', this.onModelError); + el.removeEventListener('model-loaded', this.onModelLoaded); + this.controllerEventsActive = false; + }, + + checkIfControllerPresent: function () { + this.checkControllerPresentAndSetup(this, GAMEPAD_ID_PREFIX, { + hand: this.data.hand, + index: this.data.pair + }); + }, + + play: function () { + this.checkIfControllerPresent(); + this.addControllersUpdateListener(); + }, + + pause: function () { + this.removeEventListeners(); + this.removeControllersUpdateListener(); + }, + + updateControllerModel: function () { + // If we do not want to load a model, or, have already loaded the model, emit the controllermodelready event. + if (!this.data.model || this.rayOrigin.createdFromMesh) { + this.modelReady(); + return; + } + + var sourceUrl = this.createControllerModelUrl(); + this.loadModel(sourceUrl); + }, + + /** + * Helper function that constructs a URL from the controller ID suffix, for future proofed + * art assets. + */ + createControllerModelUrl: function (forceDefault) { + // Determine the device specific folder based on the ID suffix + var trackedControlsComponent = this.el.components['tracked-controls']; + var controller = trackedControlsComponent ? trackedControlsComponent.controller : null; + var device = 'default'; + var hand = this.data.hand; + var filename; + + if (controller) { + // Read hand directly from the controller, rather than this.data, as in the case that the controller + // is unhanded this.data will still have 'left' or 'right' (depending on what the user inserted in to the scene). + // In this case, we want to load the universal model, so need to get the '' from the controller. + hand = controller.hand; + + if (!forceDefault) { + var match = controller.id.match(GAMEPAD_ID_PATTERN); + device = ((match && match[0]) || device); + } + } + + // Hand + filename = MODEL_FILENAMES[hand] || MODEL_FILENAMES.default; + + // Final url + return MODEL_BASE_URL + device + '/' + filename; + }, + + injectTrackedControls: function () { + var data = this.data; + this.el.setAttribute('tracked-controls', { + idPrefix: GAMEPAD_ID_PREFIX, + controller: data.pair, + hand: data.hand, + armModel: false + }); + + this.updateControllerModel(); + }, + + addControllersUpdateListener: function () { + this.el.sceneEl.addEventListener('controllersupdated', this.onControllersUpdate, false); + }, + + removeControllersUpdateListener: function () { + this.el.sceneEl.removeEventListener('controllersupdated', this.onControllersUpdate, false); + }, + + onControllersUpdate: function () { + this.checkIfControllerPresent(); + }, + + onModelError: function (evt) { + var defaultUrl = this.createControllerModelUrl(true); + if (evt.detail.src !== defaultUrl) { + warn('Failed to load controller model for device, attempting to load default.'); + this.loadModel(defaultUrl); + } else { + warn('Failed to load default controller model.'); + } + }, + + loadModel: function (url) { + // The model is loaded by the gltf-model compoent when this attribute is initially set, + // removed and re-loaded if the given url changes. + this.el.setAttribute('gltf-model', 'url(' + url + ')'); + }, + + onModelLoaded: function (evt) { + var rootNode = this.controllerModel = evt.detail.model; + var loadedMeshInfo = this.loadedMeshInfo; + var i; + var meshName; + var mesh; + var meshInfo; + + debug('Processing model'); + + // Reset the caches + loadedMeshInfo.buttonMeshes = {}; + loadedMeshInfo.axisMeshes = {}; + + // Cache our meshes so we aren't traversing the hierarchy per frame + if (rootNode) { + // Button Meshes + for (i = 0; i < this.mapping.buttons.length; i++) { + meshName = this.mapping.buttonMeshNames[this.mapping.buttons[i]]; + if (!meshName) { + debug('Skipping unknown button at index: ' + i + ' with mapped name: ' + this.mapping.buttons[i]); + continue; + } + + mesh = rootNode.getObjectByName(meshName); + if (!mesh) { + warn('Missing button mesh with name: ' + meshName); + continue; + } + + meshInfo = { + index: i, + value: getImmediateChildByName(mesh, 'VALUE'), + pressed: getImmediateChildByName(mesh, 'PRESSED'), + unpressed: getImmediateChildByName(mesh, 'UNPRESSED') + }; + if (meshInfo.value && meshInfo.pressed && meshInfo.unpressed) { + loadedMeshInfo.buttonMeshes[this.mapping.buttons[i]] = meshInfo; + } else { + // If we didn't find the mesh, it simply means this button won't have transforms applied as mapped button value changes. + warn('Missing button submesh under mesh with name: ' + meshName + + '(VALUE: ' + !!meshInfo.value + + ', PRESSED: ' + !!meshInfo.pressed + + ', UNPRESSED:' + !!meshInfo.unpressed + + ')'); + } + } + + // Axis Meshes + for (i = 0; i < this.mapping.axisMeshNames.length; i++) { + meshName = this.mapping.axisMeshNames[i]; + if (!meshName) { + debug('Skipping unknown axis at index: ' + i); + continue; + } + + mesh = rootNode.getObjectByName(meshName); + if (!mesh) { + warn('Missing axis mesh with name: ' + meshName); + continue; + } + + meshInfo = { + index: i, + value: getImmediateChildByName(mesh, 'VALUE'), + min: getImmediateChildByName(mesh, 'MIN'), + max: getImmediateChildByName(mesh, 'MAX') + }; + if (meshInfo.value && meshInfo.min && meshInfo.max) { + loadedMeshInfo.axisMeshes[i] = meshInfo; + } else { + // If we didn't find the mesh, it simply means this axis won't have transforms applied as mapped axis values change. + warn('Missing axis submesh under mesh with name: ' + meshName + + '(VALUE: ' + !!meshInfo.value + + ', MIN: ' + !!meshInfo.min + + ', MAX:' + !!meshInfo.max + + ')'); + } + } + + this.calculateRayOriginFromMesh(rootNode); + // Determine if the model has to be visible or not. + this.setModelVisibility(); + } + + debug('Model load complete.'); + + // Look through only immediate children. This will return null if no mesh exists with the given name. + function getImmediateChildByName (object3d, value) { + for (var i = 0, l = object3d.children.length; i < l; i++) { + var obj = object3d.children[i]; + if (obj && obj['name'] === value) { + return obj; + } + } + return undefined; + } + }, + + calculateRayOriginFromMesh: (function () { + var quaternion = new THREE.Quaternion(); + return function (rootNode) { + var mesh; + + // Calculate the pointer pose (used for rays), by applying the world transform of th POINTER_POSE node + // in the glTF (assumes that root node is at world origin) + this.rayOrigin.origin.set(0, 0, 0); + this.rayOrigin.direction.set(0, 0, -1); + this.rayOrigin.createdFromMesh = true; + + // Try to read Pointing pose from the source model + mesh = rootNode.getObjectByName(this.mapping.pointingPoseMeshName); + if (mesh) { + var parent = rootNode.parent; + + // We need to read pose transforms accumulated from the root of the glTF, not the scene. + if (parent) { + rootNode.parent = null; + rootNode.updateMatrixWorld(true); + rootNode.parent = parent; + } + + mesh.getWorldPosition(this.rayOrigin.origin); + mesh.getWorldQuaternion(quaternion); + this.rayOrigin.direction.applyQuaternion(quaternion); + + // Recalculate the world matrices now that the rootNode is re-attached to the parent. + if (parent) { + rootNode.updateMatrixWorld(true); + } + } else { + debug('Mesh does not contain pointing origin data, defaulting to none.'); + } + + // Emit event stating that our pointing ray is now accurate. + this.modelReady(); + }; + })(), + + lerpAxisTransform: (function () { + var quaternion = new THREE.Quaternion(); + return function (axis, axisValue) { + var axisMeshInfo = this.loadedMeshInfo.axisMeshes[axis]; + if (!axisMeshInfo) return; + + var min = axisMeshInfo.min; + var max = axisMeshInfo.max; + var target = axisMeshInfo.value; + + // Convert from gamepad value range (-1 to +1) to lerp range (0 to 1) + var lerpValue = axisValue * 0.5 + 0.5; + target.setRotationFromQuaternion(quaternion.copy(min.quaternion).slerp(max.quaternion, lerpValue)); + target.position.lerpVectors(min.position, max.position, lerpValue); + }; + })(), + + lerpButtonTransform: (function () { + var quaternion = new THREE.Quaternion(); + return function (buttonName, buttonValue) { + var buttonMeshInfo = this.loadedMeshInfo.buttonMeshes[buttonName]; + if (!buttonMeshInfo) return; + + var min = buttonMeshInfo.unpressed; + var max = buttonMeshInfo.pressed; + var target = buttonMeshInfo.value; + + target.setRotationFromQuaternion(quaternion.copy(min.quaternion).slerp(max.quaternion, buttonValue)); + target.position.lerpVectors(min.position, max.position, buttonValue); + }; + })(), + + modelReady: function () { + this.el.emit('controllermodelready', { + name: 'windows-motion-controls', + model: this.data.model, + rayOrigin: this.rayOrigin + }); + }, + + onButtonChanged: function (evt) { + var buttonName = this.mapping.buttons[evt.detail.id]; + + if (buttonName) { + // Update the button mesh transform + if (this.loadedMeshInfo && this.loadedMeshInfo.buttonMeshes) { + this.lerpButtonTransform(buttonName, evt.detail.state.value); + } + + // Only emit events for buttons that we know how to map from index to name + this.el.emit(buttonName + 'changed', evt.detail.state); + } + }, + + onAxisMoved: function (evt) { + var numAxes = this.mapping.axisMeshNames.length; + + // Only attempt to update meshes if we have valid data. + if (this.loadedMeshInfo && this.loadedMeshInfo.axisMeshes) { + for (var axis = 0; axis < numAxes; axis++) { + // Update the button mesh transform + this.lerpAxisTransform(axis, evt.detail.axis[axis] || 0.0); + } + } + + this.emitIfAxesChanged(this, this.mapping.axes, evt); + }, + + setModelVisibility: function (visible) { + var model = this.el.getObject3D('mesh'); + visible = visible !== undefined ? visible : this.modelVisible; + this.modelVisible = visible; + if (!model) { return; } + model.visible = visible; + } +}); + +},{"../constants":116,"../core/component":125,"../utils/":195,"../utils/bind":189,"../utils/tracked-controls":200}],115:[function(_dereq_,module,exports){ +/** + * Animation configuration options for TWEEN.js animations. + * Used by `<a-animation>`. + */ +var TWEEN = _dereq_('@tweenjs/tween.js'); + +var DIRECTIONS = { + alternate: 'alternate', + alternateReverse: 'alternate-reverse', + normal: 'normal', + reverse: 'reverse' +}; + +var EASING_FUNCTIONS = { + 'linear': TWEEN.Easing.Linear.None, + + 'ease': TWEEN.Easing.Cubic.InOut, + 'ease-in': TWEEN.Easing.Cubic.In, + 'ease-out': TWEEN.Easing.Cubic.Out, + 'ease-in-out': TWEEN.Easing.Cubic.InOut, + + 'ease-cubic': TWEEN.Easing.Cubic.In, + 'ease-in-cubic': TWEEN.Easing.Cubic.In, + 'ease-out-cubic': TWEEN.Easing.Cubic.Out, + 'ease-in-out-cubic': TWEEN.Easing.Cubic.InOut, + + 'ease-quad': TWEEN.Easing.Quadratic.InOut, + 'ease-in-quad': TWEEN.Easing.Quadratic.In, + 'ease-out-quad': TWEEN.Easing.Quadratic.Out, + 'ease-in-out-quad': TWEEN.Easing.Quadratic.InOut, + + 'ease-quart': TWEEN.Easing.Quartic.InOut, + 'ease-in-quart': TWEEN.Easing.Quartic.In, + 'ease-out-quart': TWEEN.Easing.Quartic.Out, + 'ease-in-out-quart': TWEEN.Easing.Quartic.InOut, + + 'ease-quint': TWEEN.Easing.Quintic.InOut, + 'ease-in-quint': TWEEN.Easing.Quintic.In, + 'ease-out-quint': TWEEN.Easing.Quintic.Out, + 'ease-in-out-quint': TWEEN.Easing.Quintic.InOut, + + 'ease-sine': TWEEN.Easing.Sinusoidal.InOut, + 'ease-in-sine': TWEEN.Easing.Sinusoidal.In, + 'ease-out-sine': TWEEN.Easing.Sinusoidal.Out, + 'ease-in-out-sine': TWEEN.Easing.Sinusoidal.InOut, + + 'ease-expo': TWEEN.Easing.Exponential.InOut, + 'ease-in-expo': TWEEN.Easing.Exponential.In, + 'ease-out-expo': TWEEN.Easing.Exponential.Out, + 'ease-in-out-expo': TWEEN.Easing.Exponential.InOut, + + 'ease-circ': TWEEN.Easing.Circular.InOut, + 'ease-in-circ': TWEEN.Easing.Circular.In, + 'ease-out-circ': TWEEN.Easing.Circular.Out, + 'ease-in-out-circ': TWEEN.Easing.Circular.InOut, + + 'ease-elastic': TWEEN.Easing.Elastic.InOut, + 'ease-in-elastic': TWEEN.Easing.Elastic.In, + 'ease-out-elastic': TWEEN.Easing.Elastic.Out, + 'ease-in-out-elastic': TWEEN.Easing.Elastic.InOut, + + 'ease-back': TWEEN.Easing.Back.InOut, + 'ease-in-back': TWEEN.Easing.Back.In, + 'ease-out-back': TWEEN.Easing.Back.Out, + 'ease-in-out-back': TWEEN.Easing.Back.InOut, + + 'ease-bounce': TWEEN.Easing.Bounce.InOut, + 'ease-in-bounce': TWEEN.Easing.Bounce.In, + 'ease-out-bounce': TWEEN.Easing.Bounce.Out, + 'ease-in-out-bounce': TWEEN.Easing.Bounce.InOut +}; + +var FILLS = { + backwards: 'backwards', + both: 'both', + forwards: 'forwards', + none: 'none' +}; + +var REPEATS = { + indefinite: 'indefinite' +}; + +var DEFAULTS = { + attribute: 'rotation', + begin: '', + end: '', + delay: 0, + dur: 1000, + easing: 'ease', + direction: DIRECTIONS.normal, + fill: FILLS.forwards, + from: undefined, + repeat: 0, + to: undefined +}; + +module.exports.defaults = DEFAULTS; +module.exports.directions = DIRECTIONS; +module.exports.easingFunctions = EASING_FUNCTIONS; +module.exports.fills = FILLS; +module.exports.repeats = REPEATS; + +},{"@tweenjs/tween.js":1}],116:[function(_dereq_,module,exports){ +module.exports = { + AFRAME_INJECTED: 'aframe-injected', + DEFAULT_CAMERA_HEIGHT: 1.6, + DEFAULT_HANDEDNESS: 'right', + animation: _dereq_('./animation'), + keyboardevent: _dereq_('./keyboardevent') +}; + +},{"./animation":115,"./keyboardevent":117}],117:[function(_dereq_,module,exports){ +module.exports = { + // Tiny KeyboardEvent.code polyfill. + KEYCODE_TO_CODE: { + '38': 'ArrowUp', + '37': 'ArrowLeft', + '40': 'ArrowDown', + '39': 'ArrowRight', + '87': 'KeyW', + '65': 'KeyA', + '83': 'KeyS', + '68': 'KeyD' + } +}; + +},{}],118:[function(_dereq_,module,exports){ +var ANode = _dereq_('./a-node'); +var animationConstants = _dereq_('../constants/animation'); +var coordinates = _dereq_('../utils/').coordinates; +var parseProperty = _dereq_('./schema').parseProperty; +var registerElement = _dereq_('./a-register-element').registerElement; +var TWEEN = _dereq_('@tweenjs/tween.js'); +var THREE = _dereq_('../lib/three'); +var utils = _dereq_('../utils/'); +var bind = utils.bind; + +var getComponentProperty = utils.entity.getComponentProperty; +var DEFAULTS = animationConstants.defaults; +var DIRECTIONS = animationConstants.directions; +var EASING_FUNCTIONS = animationConstants.easingFunctions; +var FILLS = animationConstants.fills; +var REPEATS = animationConstants.repeats; +var isCoordinates = coordinates.isCoordinates; + +/** + * Animation element that applies Tween animation to parent element (entity). + * Takes after the Web Animations spec. + * + * @member {number} count - Decrementing counter for how many cycles of animations left to + * run. + * @member {Element} el - Entity which the animation is modifying. + * @member initialValue - Value before animation started. Used to restore state. + * @member {bool} isRunning - Whether animation is currently running. + * @member {function} partialSetAttribute - + * setAttribute function that is agnostic to whether we are setting an attribute value + * or a component property value. The el and the attribute names are bundled with + * the function. + * @member {object} tween - tween.js object. + */ +module.exports.AAnimation = registerElement('a-animation', { + prototype: Object.create(ANode.prototype, { + createdCallback: { + value: function () { + this.bindMethods(); + this.isRunning = false; + this.partialSetAttribute = function () { /* no-op */ }; + this.tween = null; + } + }, + + attachedCallback: { + value: function () { + this.el = this.parentNode; + this.handleMixinUpdate(); + this.update(); + this.load(); + } + }, + + attributeChangedCallback: { + value: function (attr, oldVal, newVal) { + if (!this.hasLoaded || !this.isRunning) { return; } + this.stop(); + this.handleMixinUpdate(); + this.update(); + } + }, + + detachedCallback: { + value: function () { + if (!this.isRunning) { return; } + this.stop(); + } + }, + + /** + * Builds a Tween object to handle animations. + * Uses tween.js's from, to, delay, easing, repeat, onUpdate, and onComplete. + * Note: tween.js takes objects for its `from` and `to` values. + * + * @returns {object} + */ + getTween: { + value: function () { + var self = this; + var data = self.data; + var el = self.el; + var animationValues; + var attribute = data.attribute; + var delay = parseInt(data.delay, 10); + var currentValue = getComponentProperty(el, attribute); + var direction = self.getDirection(data.direction); + var easing = EASING_FUNCTIONS[data.easing]; + var fill = data.fill; + var from; + var repeat = data.repeat === REPEATS.indefinite ? Infinity : 0; + var to; + var toTemp; + var yoyo = false; + + animationValues = getAnimationValues(el, attribute, data.from || self.initialValue, data.to, currentValue); + from = animationValues.from; + to = animationValues.to; + self.partialSetAttribute = animationValues.partialSetAttribute; + + if (self.count === undefined) { + self.count = repeat === Infinity ? 0 : parseInt(data.repeat, 10); + } + + if (isNaN(delay)) { delay = 0; } + + // Store initial state. + self.initialValue = self.initialValue || cloneValue(currentValue); + + // Handle indefinite + forwards + alternate yoyo edge-case (#405). + if (repeat === Infinity && fill === FILLS.forwards && + [DIRECTIONS.alternate, + DIRECTIONS.alternateReverse].indexOf(data.direction) !== -1) { + yoyo = true; + } + + // If reversing, swap from and to. + if (direction === DIRECTIONS.reverse) { + toTemp = to; + to = cloneValue(from); + from = cloneValue(toTemp); + } + + // If fill is backwards or both, start animation at the specified from. + if ([FILLS.backwards, FILLS.both].indexOf(fill) !== -1) { + self.partialSetAttribute(from); + } + + // Create Tween. + return new TWEEN.Tween(cloneValue(from)) + .to(to, data.dur) + .delay(delay) + .easing(easing) + .repeat(repeat) + .yoyo(yoyo) + .onUpdate(function () { + self.partialSetAttribute(this); + }) + .onComplete(bind(self.onCompleted, self)); + } + }, + + /** + * Animation parameters changed. Stop current animation, get a new one, and start it. + */ + update: { + value: function () { + var data = this.data; + // Terminology warning if infinite used instead of indefinite + if (data.repeat === 'infinite') { + console.warn("Using 'infinite' as 'repeat' value is invalid. Use 'indefinite' instead."); + } + // Deprecation warning for begin when used as a delay. + if (data.begin !== '' && !isNaN(data.begin)) { + console.warn("Using 'begin' to specify a delay is deprecated. Use 'delay' instead."); + data.delay = data.begin; + data.begin = ''; + } + var begin = data.begin; + var end = data.end; + // Cancel previous event listeners + if (this.evt) { this.removeEventListeners(this.evt); } + // Store new event name. + this.evt = {begin: begin, end: end}; + // Add new event listeners + this.addEventListeners(this.evt); + // If `begin` is not defined, start the animation right away. + if (begin === '') { + this.stop(); + this.start(); + } + }, + writable: window.debug + }, + + /** + * Callback for when a cycle of an animation is complete. Handles when to completely + * finish the animation. + * + * If `repeat` is set to a value, this method is called after each repeat. Repeats are + * handled by ending the current animation and creating a new one with `count` updated. + * Note that this method is *not* called if repeat is set to `indefinite`. + */ + onCompleted: { + value: function () { + var data = this.data; + this.isRunning = false; + if ([FILLS.backwards, FILLS.none].indexOf(data.fill) !== -1) { + this.partialSetAttribute(this.initialValue); + } + if (this.count === 0) { + this.count = undefined; + this.emit('animationend'); + return; + } + this.isRunning = false; + this.count--; + this.start(); + } + }, + + start: { + value: function () { + var self = this; + // Postpone animation start until the entity has loaded + if (!this.el.hasLoaded) { + this.el.addEventListener('loaded', function () { self.start(); }); + return; + } + if (this.isRunning || !this.el.isPlaying) { return; } + this.tween = this.getTween(); + this.isRunning = true; + this.tween.start(); + this.emit('animationstart'); + }, + writable: true + }, + + stop: { + value: function () { + var tween = this.tween; + if (!tween) { return; } + tween.stop(); + this.isRunning = false; + if ([FILLS.backwards, FILLS.none].indexOf(this.data.fill) !== -1) { + this.partialSetAttribute(this.initialValue); + } + this.emit('animationstop'); + }, + writable: true + }, + + /** + * Handle alternating directions. Given the current direction, calculate the next one, + * and store the current one. + * + * @param {string} direction + * @returns {string} Direction that the next individual cycle of the animation will go + * towards. + */ + getDirection: { + value: function (direction) { + if (direction === DIRECTIONS.alternate) { + this.prevDirection = + this.prevDirection === DIRECTIONS.normal ? DIRECTIONS.reverse : DIRECTIONS.normal; + return this.prevDirection; + } + if (direction === DIRECTIONS.alternateReverse) { + this.prevDirection = + this.prevDirection === DIRECTIONS.reverse ? DIRECTIONS.normal : DIRECTIONS.reverse; + return this.prevDirection; + } + return direction; + } + }, + + /** + * Preemptive binding to attach/detach event listeners (see `update`). + */ + bindMethods: { + value: function () { + this.start = bind(this.start, this); + this.stop = bind(this.stop, this); + this.onStateAdded = bind(this.onStateAdded, this); + this.onStateRemoved = bind(this.onStateRemoved, this); + } + }, + + addEventListeners: { + value: function (evts) { + var el = this.el; + var self = this; + utils.splitString(evts.begin).forEach(function (evt) { + el.addEventListener(evt, self.start); + }); + utils.splitString(evts.end).forEach(function (evt) { + el.addEventListener(evt, self.stop); + }); + // If "begin" is an event name, wait. If it is not defined, start. + if (evts.begin === '') { el.addEventListener('play', this.start); } + el.addEventListener('pause', this.stop); + el.addEventListener('stateadded', this.onStateAdded); + el.addEventListener('stateremoved', this.onStateRemoved); + } + }, + + removeEventListeners: { + value: function (evts) { + var el = this.el; + var start = this.start; + var stop = this.stop; + utils.splitString(evts.begin).forEach(function (evt) { + el.removeEventListener(evt, start); + }); + utils.splitString(evts.end).forEach(function (evt) { + el.removeEventListener(evt, stop); + }); + el.removeEventListener('stateadded', this.onStateAdded); + el.removeEventListener('stateremoved', this.onStateRemoved); + } + }, + + onStateAdded: { + value: function (evt) { + if (evt.detail.state === this.data.begin) { this.start(); } + }, + writable: true + }, + + onStateRemoved: { + value: function (evt) { + if (evt.detail.state === this.data.begin) { this.stop(); } + }, + writable: true + }, + + /** + * Applies animation data from a mixin element. + * Works the same as component mixins but reimplemented because animations + * aren't components. + */ + handleMixinUpdate: { + value: function () { + var data = {}; + var elData; + var mixinData; + var mixinEl; + + // Get mixin data. + mixinEl = document.querySelector('#' + this.getAttribute('mixin')); + mixinData = mixinEl ? utils.getElData(mixinEl, DEFAULTS) : {}; + + elData = utils.getElData(this, DEFAULTS); + utils.extend(data, DEFAULTS, mixinData, elData); + this.data = data; + } + } + }) +}); + +function cloneValue (val) { + return utils.extend({}, val); +} + +/** + * Deduces different animation values based on whether we are: + * - animating an inner attribute of a component. + * - animating a coordinate component. + * - animating a boolean. + * - animating a number. + * + * @param {Element} el + * @param {string} attribute - Tells what to animate based on whether it is dot-separated. + * @param {string} dataFrom - Data `from` value. + * @param {string} dataTo - Data `to` value. + * @param currentValue + * @returns {object} + * Object with keys [from, to, partialSetAttribute]. + * `from` and `to` + * Objects where key is attribute being animated and value is value. + * `partialSetAttribute` + * Closured-function that tells tween how to update the component. + */ +function getAnimationValues (el, attribute, dataFrom, dataTo, currentValue) { + var attributeSplit = attribute.split('.'); + var schema; + var component; + var componentPropName; + var componentName; + var from = {}; + var partialSetAttribute; + var to = {}; + if (attributeSplit.length === 2) { + if (isColor()) { + getForColorComponent(); + } else { + getForComponentAttribute(); + } + } else if (dataTo && isCoordinates(dataTo)) { + getForCoordinateComponent(); + } else if (['true', 'false'].indexOf(dataTo) !== -1) { + getForBoolean(); + } else if (isNaN(dataTo)) { + getForColorComponent(); + } else { + getForNumber(); + } + return { + from: from, + partialSetAttribute: partialSetAttribute, + to: to + }; + + /** + * Match the schema type to color + * @return {bool} if the schema is of type color + */ + function isColor () { + var componentName = attributeSplit[0]; + var propertyName = attributeSplit[1]; + var component = el.components[componentName]; + var schema = component && component.schema; + return schema && schema[propertyName] && schema[propertyName].type === 'color'; + } + + /** + * Animating a component that has multiple attributes (e.g., geometry.width). + */ + function getForComponentAttribute () { + componentName = attributeSplit[0]; + componentPropName = attributeSplit[1]; + component = el.components[componentName]; + if (!component) { + el.setAttribute(componentName, ''); + component = el.components[componentName]; + } + schema = component.schema; + if (dataFrom === undefined) { // dataFrom can be 0. + from[attribute] = getComponentProperty(el, attribute); + } else { + from[attribute] = dataFrom; + } + from[attribute] = parseProperty(from[attribute], schema[componentPropName]); + to[attribute] = parseProperty(dataTo, schema[componentPropName]); + partialSetAttribute = function (value) { + if (!(attribute in value)) { return; } + el.setAttribute(componentName, componentPropName, value[attribute]); + }; + } + + /** + * Animating a component that is an XYZ coordinate (e.g., position). + * Will be tweening {x, y, z} all at once. + */ + function getForCoordinateComponent () { + from = dataFrom ? coordinates.parse(dataFrom) : currentValue; + to = coordinates.parse(dataTo); + partialSetAttribute = function (value) { + el.setAttribute(attribute, value); + }; + } + + /** + * Animation a boolean (e.g., visible). + * Have to convert from boolean to an integer (0 is false, > 0 is true) for tween. + */ + function getForBoolean () { + if (dataFrom === undefined) { + from[attribute] = false; + } else { + from[attribute] = strToBool(dataFrom); + } + from[attribute] = boolToNum(from[attribute]); + to[attribute] = boolToNum(strToBool(dataTo)); + partialSetAttribute = function (value) { + el.setAttribute(attribute, !!value[attribute]); + }; + } + + /** + * Animating a color component + * Will convert a hex value to a THREE.Color + * Then converts to hex for the setAttribute + */ + function getForColorComponent () { + from = new THREE.Color(dataFrom || el.getAttribute(attribute)); + to = new THREE.Color(dataTo); + partialSetAttribute = function (value) { + if (attributeSplit.length > 1) { + el.setAttribute(attributeSplit[0], attributeSplit[1], rgbVectorToHex(value)); + } + el.setAttribute(attribute, rgbVectorToHex(value)); + }; + } + + /** + * Animating a numbered attribute (e.g., opacity). + */ + function getForNumber () { + if (dataFrom === undefined) { // dataFrom can be 0. + from[attribute] = parseFloat(el.getAttribute(attribute)); + } else { + from[attribute] = parseFloat(dataFrom); + } + to[attribute] = parseFloat(dataTo); + partialSetAttribute = function (value) { + el.setAttribute(attribute, value[attribute]); + }; + } +} +module.exports.getAnimationValues = getAnimationValues; + +/** + * Converts string to bool. + * + * @param {string} str - `true` or `false`. + * @returns {bool} + */ +function strToBool (str) { + if (str === 'true') { return true; } + return false; +} + +/** + * Converts boolean to number. + * + * @param {bool} + * @returns {number} + */ +function boolToNum (bool) { + return bool ? 1 : 0; +} + +/** + * Converts a number 0-255 to hex + * @param {number} color number 0 - 255 + * @returns {string} hex value of number bassed + */ +function componentToHex (color) { + var hex = color.toString(16); + return hex.length === 1 ? '0' + hex : hex; +} + +/** + * Clamps a number to 0-1 + * Then converts that number to 0-255 + * @param {number} color number 0 - 1 + * @returns {number} color number 0 - 255 + */ +function convertToIntegerColor (color) { + return Math.floor(Math.min(Math.abs(color), 1) * 255); +} + +/** + * Converts a rgb object into a hex string + * @param {object} color { r: 1, g: 1, b: 1 } + * @returns {string} hex value #ffffff + */ +function rgbVectorToHex (color) { + return '#' + ['r', 'g', 'b'].map(function (prop) { + return componentToHex(convertToIntegerColor(color[prop])); + }).join(''); +} + +},{"../constants/animation":115,"../lib/three":173,"../utils/":195,"./a-node":123,"./a-register-element":124,"./schema":133,"@tweenjs/tween.js":1}],119:[function(_dereq_,module,exports){ +var ANode = _dereq_('./a-node'); +var bind = _dereq_('../utils/bind'); +var debug = _dereq_('../utils/debug'); +var registerElement = _dereq_('./a-register-element').registerElement; +var THREE = _dereq_('../lib/three'); + +var fileLoader = new THREE.FileLoader(); +var warn = debug('core:a-assets:warn'); + +/** + * Asset management system. Handles blocking on asset loading. + */ +module.exports = registerElement('a-assets', { + prototype: Object.create(ANode.prototype, { + createdCallback: { + value: function () { + this.isAssets = true; + this.fileLoader = fileLoader; + this.timeout = null; + } + }, + + attachedCallback: { + value: function () { + var self = this; + var i; + var loaded = []; + var mediaEl; + var mediaEls; + var imgEl; + var imgEls; + var timeout; + + if (!this.parentNode.isScene) { + throw new Error('<a-assets> must be a child of a <a-scene>.'); + } + + // Wait for <img>s. + imgEls = this.querySelectorAll('img'); + for (i = 0; i < imgEls.length; i++) { + imgEl = fixUpMediaElement(imgEls[i]); + loaded.push(new Promise(function (resolve, reject) { + // Set in cache because we won't be needing to call three.js loader if we have. + // a loaded media element. + THREE.Cache.files[imgEls[i].getAttribute('src')] = imgEl; + imgEl.onload = resolve; + imgEl.onerror = reject; + })); + } + + // Wait for <audio>s and <video>s. + mediaEls = this.querySelectorAll('audio, video'); + for (i = 0; i < mediaEls.length; i++) { + mediaEl = fixUpMediaElement(mediaEls[i]); + if (!mediaEl.src && !mediaEl.srcObject) { + warn('Audio/video asset has neither `src` nor `srcObject` attributes.'); + } + loaded.push(mediaElementLoaded(mediaEl)); + } + + // Trigger loaded for scene to start rendering. + Promise.all(loaded).then(bind(this.load, this)); + + // Timeout to start loading anyways. + timeout = parseInt(this.getAttribute('timeout'), 10) || 3000; + this.timeout = setTimeout(function () { + if (self.hasLoaded) { return; } + warn('Asset loading timed out in ', timeout, 'ms'); + self.emit('timeout'); + self.load(); + }, timeout); + } + }, + + detachedCallback: { + value: function () { + if (this.timeout) { clearTimeout(this.timeout); } + } + }, + + load: { + value: function () { + ANode.prototype.load.call(this, null, function waitOnFilter (el) { + return el.isAssetItem && el.hasAttribute('src'); + }); + } + } + }) +}); + +/** + * Preload using XHRLoader for any type of asset. + */ +registerElement('a-asset-item', { + prototype: Object.create(ANode.prototype, { + createdCallback: { + value: function () { + this.data = null; + this.isAssetItem = true; + } + }, + + attachedCallback: { + value: function () { + var self = this; + var src = this.getAttribute('src'); + fileLoader.setResponseType( + this.getAttribute('response-type') || inferResponseType(src)); + fileLoader.load(src, function handleOnLoad (response) { + self.data = response; + /* + Workaround for a Chrome bug. If another XHR is sent to the same url before the + previous one closes, the second request never finishes. + setTimeout finishes the first request and lets the logic triggered by load open + subsequent requests. + setTimeout can be removed once the fix for the bug below ships: + https://bugs.chromium.org/p/chromium/issues/detail?id=633696&q=component%3ABlink%3ENetwork%3EXHR%20&colspec=ID%20Pri%20M%20Stars%20ReleaseBlock%20Component%20Status%20Owner%20Summary%20OS%20Modified + */ + setTimeout(function load () { ANode.prototype.load.call(self); }); + }, function handleOnProgress (xhr) { + self.emit('progress', { + loadedBytes: xhr.loaded, + totalBytes: xhr.total, + xhr: xhr + }); + }, function handleOnError (xhr) { + self.emit('error', {xhr: xhr}); + }); + } + } + }) +}); + +/** + * Create a Promise that resolves once the media element has finished buffering. + * + * @param {Element} el - HTMLMediaElement. + * @returns {Promise} + */ +function mediaElementLoaded (el) { + if (!el.hasAttribute('autoplay') && el.getAttribute('preload') !== 'auto') { + return; + } + + // If media specifies autoplay or preload, wait until media is completely buffered. + return new Promise(function (resolve, reject) { + if (el.readyState === 4) { return resolve(); } // Already loaded. + if (el.error) { return reject(); } // Error. + + el.addEventListener('loadeddata', checkProgress, false); + el.addEventListener('progress', checkProgress, false); + el.addEventListener('error', reject, false); + + function checkProgress () { + // Add up the seconds buffered. + var secondsBuffered = 0; + for (var i = 0; i < el.buffered.length; i++) { + secondsBuffered += el.buffered.end(i) - el.buffered.start(i); + } + + // Compare seconds buffered to media duration. + if (secondsBuffered >= el.duration) { + // Set in cache because we won't be needing to call three.js loader if we have. + // a loaded media element. + THREE.Cache.files[el.getAttribute('src')] = el; + resolve(); + } + } + }); +} + +/** + * Automatically add attributes to media elements where convenient. + * crossorigin, playsinline. + */ +function fixUpMediaElement (mediaEl) { + // Cross-origin. + var newMediaEl = setCrossOrigin(mediaEl); + + // Plays inline for mobile. + if (newMediaEl.tagName && newMediaEl.tagName.toLowerCase() === 'video') { + newMediaEl.setAttribute('playsinline', ''); + newMediaEl.setAttribute('webkit-playsinline', ''); + } + + if (newMediaEl !== mediaEl) { + mediaEl.parentNode.appendChild(newMediaEl); + mediaEl.parentNode.removeChild(mediaEl); + } + return newMediaEl; +} + +/** + * Automatically set `crossorigin` if not defined on the media element. + * If it is not defined, we must create and re-append a new media element <img> and + * have the browser re-request it with `crossorigin` set. + * + * @param {Element} Media element (e.g., <img>, <audio>, <video>). + * @returns {Element} Media element to be used to listen to for loaded events. + */ +function setCrossOrigin (mediaEl) { + var newMediaEl; + var src; + + // Already has crossorigin set. + if (mediaEl.hasAttribute('crossorigin')) { return mediaEl; } + + src = mediaEl.getAttribute('src'); + + if (src !== null) { + // Does not have protocol. + if (src.indexOf('://') === -1) { return mediaEl; } + + // Determine if cross origin is actually needed. + if (extractDomain(src) === window.location.host) { return mediaEl; } + } + + warn('Cross-origin element (e.g., <img>) was requested without `crossorigin` set. ' + + 'A-Frame will re-request the asset with `crossorigin` attribute set. ' + + 'Please set `crossorigin` on the element (e.g., <img crossorigin="anonymous">)', src); + mediaEl.crossOrigin = 'anonymous'; + newMediaEl = mediaEl.cloneNode(true); + return newMediaEl; +} + +/** + * Extract domain out of URL. + * + * @param {string} url + * @returns {string} + */ +function extractDomain (url) { + // Find and remove protocol (e.g., http, ftp, etc.) to get domain. + var domain = url.indexOf('://') > -1 ? url.split('/')[2] : url.split('/')[0]; + + // Find and remove port number. + return domain.substring(0, domain.indexOf(':')); +} + +/** + * Infer response-type attribute from src. + * Default is text(default XMLHttpRequest.responseType) + * but we use arraybuffer for .gltf and .glb files + * because of THREE.GLTFLoader specification. + * + * @param {string} src + * @returns {string} + */ +function inferResponseType (src) { + var dotLastIndex = src.lastIndexOf('.'); + if (dotLastIndex >= 0) { + var extension = src.slice(dotLastIndex, src.length); + if (extension === '.gltf' || extension === '.glb') { + return 'arraybuffer'; + } + } + return 'text'; +} +module.exports.inferResponseType = inferResponseType; + +},{"../lib/three":173,"../utils/bind":189,"../utils/debug":191,"./a-node":123,"./a-register-element":124}],120:[function(_dereq_,module,exports){ +var debug = _dereq_('../utils/debug'); +var registerElement = _dereq_('./a-register-element').registerElement; + +var warn = debug('core:cubemap:warn'); + +/** + * Cubemap element that handles validation and exposes list of URLs. + * Does not listen to updates. + */ +module.exports = registerElement('a-cubemap', { + prototype: Object.create(window.HTMLElement.prototype, { + /** + * Calculates this.srcs. + */ + attachedCallback: { + value: function () { + this.srcs = this.validate(); + }, + writable: window.debug + }, + + /** + * Checks for exactly six elements with [src]. + * Does not check explicitly for <img>s in case user does not want + * prefetching. + * + * @returns {Array|null} - six URLs if valid, else null. + */ + validate: { + value: function () { + var elements = this.querySelectorAll('[src]'); + var i; + var srcs = []; + if (elements.length === 6) { + for (i = 0; i < elements.length; i++) { + srcs.push(elements[i].getAttribute('src')); + } + return srcs; + } + // Else if there are not six elements, throw a warning. + warn( + '<a-cubemap> did not contain exactly six elements each with a ' + + '`src` attribute.'); + }, + writable: window.debug + } + }) +}); + +},{"../utils/debug":191,"./a-register-element":124}],121:[function(_dereq_,module,exports){ +var ANode = _dereq_('./a-node'); +var COMPONENTS = _dereq_('./component').components; +var registerElement = _dereq_('./a-register-element').registerElement; +var THREE = _dereq_('../lib/three'); +var utils = _dereq_('../utils/'); + +var AEntity; +var debug = utils.debug('core:a-entity:debug'); +var warn = utils.debug('core:a-entity:warn'); + +var MULTIPLE_COMPONENT_DELIMITER = '__'; + +/** + * Entity is a container object that components are plugged into to comprise everything in + * the scene. In A-Frame, they inherently have position, rotation, and scale. + * + * To be able to take components, the scene element inherits from the entity definition. + * + * @member {object} components - entity's currently initialized components. + * @member {object} object3D - three.js object. + * @member {array} states + * @member {boolean} isPlaying - false if dynamic behavior of the entity is paused. + */ +var proto = Object.create(ANode.prototype, { + defaultComponents: { + value: { + position: '', + rotation: '', + scale: '', + visible: '' + } + }, + + createdCallback: { + value: function () { + this.components = {}; + // To avoid double initializations and infinite loops. + this.initializingComponents = {}; + this.componentsToUpdate = {}; + this.isEntity = true; + this.isPlaying = false; + this.object3D = new THREE.Group(); + this.object3D.el = this; + this.object3DMap = {}; + this.parentEl = null; + this.rotationObj = {}; + this.states = []; + } + }, + + /** + * Handle changes coming from the browser DOM inspector. + */ + attributeChangedCallback: { + value: function (attr, oldVal, newVal) { + var component = this.components[attr]; + // If the empty string is passed by the component initialization + // logic we ignore the component update. + if (component && component.justInitialized && newVal === '') { + delete component.justInitialized; + return; + } + // When a component is removed after calling el.removeAttribute('material') + if (!component && newVal === null) { return; } + this.setEntityAttribute(attr, oldVal, newVal); + } + }, + + /** + * Add to parent, load, play. + */ + attachedCallback: { + value: function () { + var assetsEl; // Asset management system element. + var sceneEl = this.sceneEl; + var self = this; // Component. + + this.addToParent(); + + // Don't .load() scene on attachedCallback. + if (this.isScene) { return; } + + // Gracefully not error when outside of <a-scene> (e.g., tests). + if (!sceneEl) { + this.load(); + return; + } + + // Wait for asset management system to finish before loading. + assetsEl = sceneEl.querySelector('a-assets'); + if (assetsEl && !assetsEl.hasLoaded) { + assetsEl.addEventListener('loaded', function () { self.load(); }); + return; + } + this.load(); + } + }, + + /** + * Tell parent to remove this element's object3D from its object3D. + * Do not call on scene element because that will cause a call to document.body.remove(). + */ + detachedCallback: { + value: function () { + var componentName; + + if (!this.parentEl) { return; } + + // Remove components. + for (componentName in this.components) { this.removeComponent(componentName); } + + if (this.isScene) { return; } + + this.removeFromParent(); + ANode.prototype.detachedCallback.call(this); + + // Remove cyclic reference. + this.object3D.el = null; + } + }, + + /** + * Apply mixin to component. + */ + handleMixinUpdate: { + value: function (attrName) { + if (!attrName) { + this.updateComponents(); + return; + } + this.updateComponent(attrName, this.getDOMAttribute(attrName)); + } + }, + + getObject3D: { + value: function (type) { + return this.object3DMap[type]; + } + }, + + /** + * Set a THREE.Object3D into the map. + * + * @param {string} type - Developer-set name of the type of object, will be unique per type. + * @param {object} obj - A THREE.Object3D. + */ + setObject3D: { + value: function (type, obj) { + var oldObj; + var self = this; + + if (!(obj instanceof THREE.Object3D)) { + throw new Error( + '`Entity.setObject3D` was called with an object that was not an instance of ' + + 'THREE.Object3D.' + ); + } + + // Remove existing object of the type. + oldObj = this.getObject3D(type); + if (oldObj) { this.object3D.remove(oldObj); } + + // Set references to A-Frame entity. + obj.el = this; + if (obj.children.length) { + obj.traverse(function bindEl (child) { + child.el = self; + }); + } + + // Add. + this.object3D.add(obj); + this.object3DMap[type] = obj; + this.emit('object3dset', {object: obj, type: type}); + } + }, + + /** + * Remove object from scene and entity object3D map. + */ + removeObject3D: { + value: function (type) { + var obj = this.getObject3D(type); + if (!obj) { + warn('Tried to remove `Object3D` of type:', type, 'which was not defined.'); + return; + } + this.object3D.remove(obj); + delete this.object3DMap[type]; + this.emit('object3dremove', {type: type}); + } + }, + + /** + * Gets or creates an object3D of a given type. + * + * @param {string} type - Type of the object3D. + * @param {string} Constructor - Constructor to use to create the object3D if needed. + * @returns {object} + */ + getOrCreateObject3D: { + value: function (type, Constructor) { + var object3D = this.getObject3D(type); + if (!object3D && Constructor) { + object3D = new Constructor(); + this.setObject3D(type, object3D); + } + warn('`getOrCreateObject3D` has been deprecated. Use `setObject3D()` ' + + 'and `object3dset` event instead.'); + return object3D; + } + }, + + /** + * Add child entity. + * + * @param {Element} el - Child entity. + */ + add: { + value: function (el) { + if (!el.object3D) { + throw new Error("Trying to add an element that doesn't have an `object3D`"); + } + this.object3D.add(el.object3D); + this.emit('child-attached', {el: el}); + } + }, + + /** + * Tell parentNode to add this entity to itself. + */ + addToParent: { + value: function () { + var parentNode = this.parentEl = this.parentNode; + + // `!parentNode` check primarily for unit tests. + if (!parentNode || !parentNode.add || this.attachedToParent) { return; } + + parentNode.add(this); + this.attachedToParent = true; // To prevent multiple attachments to same parent. + } + }, + + /** + * Tell parentNode to remove this entity from itself. + */ + removeFromParent: { + value: function () { + var parentEl = this.parentEl; + this.parentEl.remove(this); + this.attachedToParent = false; + this.parentEl = this.parentNode = null; + parentEl.emit('child-detached', {el: this}); + } + }, + + load: { + value: function () { + var self = this; + + if (this.hasLoaded || !this.parentEl) { return; } + + ANode.prototype.load.call(this, function entityLoadCallback () { + // Check if entity was detached while it was waiting to load. + if (!self.parentEl) { return; } + + self.updateComponents(); + if (self.isScene || self.parentEl.isPlaying) { self.play(); } + }); + }, + writable: window.debug + }, + + /** + * Remove child entity. + * + * @param {Element} el - Child entity. + */ + remove: { + value: function (el) { + this.object3D.remove(el.object3D); + } + }, + + /** + * @returns {array} Direct children that are entities. + */ + getChildEntities: { + value: function () { + var children = this.children; + var childEntities = []; + + for (var i = 0; i < children.length; i++) { + var child = children[i]; + if (child instanceof AEntity) { + childEntities.push(child); + } + } + + return childEntities; + } + }, + + /** + * Initialize component. + * + * @param {string} attrName - Attribute name asociated to the component. + * @param {object} data - Component data + * @param {boolean} isDependency - True if the component is a dependency. + */ + initComponent: { + value: function (attrName, data, isDependency) { + var component; + var componentId; + var componentInfo; + var componentName; + var isComponentDefined; + + componentInfo = utils.split(attrName, MULTIPLE_COMPONENT_DELIMITER); + componentId = componentInfo[1]; + componentName = componentInfo[0]; + + // Not a registered component. + if (!COMPONENTS[componentName]) { return; } + + // Component is not a dependency and is undefined. + // If a component is a dependency, then it is okay to have no data. + isComponentDefined = checkComponentDefined(this, attrName) || + data !== undefined; + if (!isComponentDefined && !isDependency) { return; } + + // Component already initialized. + if (attrName in this.components) { return; } + + // Initialize dependencies first + this.initComponentDependencies(componentName); + + // If component name has an id we check component type multiplic + if (componentId && !COMPONENTS[componentName].multiple) { + throw new Error('Trying to initialize multiple ' + + 'components of type `' + componentName + + '`. There can only be one component of this type per entity.'); + } + component = new COMPONENTS[componentName].Component(this, data, componentId); + if (this.isPlaying) { component.play(); } + + // Components are reflected in the DOM as attributes but the state is not shown + // hence we set the attribute to empty string. + // The flag justInitialized is for attributeChangedCallback to not overwrite + // the component with the empty string. + if (!this.hasAttribute(attrName)) { + component.justInitialized = true; + window.HTMLElement.prototype.setAttribute.call(this, attrName, ''); + } + + debug('Component initialized: %s', attrName); + }, + writable: window.debug + }, + + /** + * Initialize dependencies of a component. + * + * @param {string} name - Root component name. + */ + initComponentDependencies: { + value: function (name) { + var self = this; + var component = COMPONENTS[name]; + var dependencies; + var i; + + // Not a component. + if (!component) { return; } + + // No dependencies. + dependencies = COMPONENTS[name].dependencies; + + if (!dependencies) { return; } + + // Initialize dependencies. + for (i = 0; i < dependencies.length; i++) { + // Call getAttribute to initialize the data from the DOM. + self.initComponent( + dependencies[i], + window.HTMLElement.prototype.getAttribute.call(self, dependencies[i]) || undefined, + true + ); + } + } + }, + + removeComponent: { + value: function (name) { + var component; + var isDefault; + + // Don't remove default or mixed-in components. + isDefault = name in this.defaultComponents; + if (isDefault) { return; } + + component = this.components[name]; + if (!component) { return; } + + // Wait for component to initialize. + if (!component.initialized) { + this.addEventListener('componentinitialized', function tryRemoveLater (evt) { + if (evt.detail.name !== name) { return; } + this.removeComponent(name); + this.removeEventListener('componentinitialized', tryRemoveLater); + }); + return; + } + + component.pause(); + component.remove(); + delete this.components[name]; + this.emit('componentremoved', component.evtDetail); + }, + writable: window.debug + }, + + /** + * Initialize or update all components. + * Build data using initial components, defined attributes, mixins, and defaults. + * Update default components before the rest. + * + * @member {function} getExtraComponents - Can be implemented to include component data + * from other sources (e.g., implemented by primitives). + */ + updateComponents: { + value: function () { + var data; + var extraComponents; + var i; + var name; + var componentsToUpdate = this.componentsToUpdate; + + if (!this.hasLoaded) { return; } + + // Gather mixin-defined components. + for (i = 0; i < this.mixinEls.length; i++) { + for (name in this.mixinEls[i].componentCache) { + if (isComponent(name)) { componentsToUpdate[name] = true; } + } + } + + // Gather from extra initial component data if defined (e.g., primitives). + if (this.getExtraComponents) { + extraComponents = this.getExtraComponents(); + for (name in extraComponents) { + if (isComponent(name)) { componentsToUpdate[name] = true; } + } + } + + // Gather entity-defined components. + for (i = 0; i < this.attributes.length; ++i) { + name = this.attributes[i].name; + if (isComponent(name)) { componentsToUpdate[name] = true; } + } + + // Initialze or update default components first. + for (name in this.defaultComponents) { + data = mergeComponentData(this.getDOMAttribute(name), + extraComponents && extraComponents[name]); + this.updateComponent(name, data); + delete componentsToUpdate[name]; + } + + // Initialize or update rest of components. + for (name in componentsToUpdate) { + data = mergeComponentData(this.getDOMAttribute(name), + extraComponents && extraComponents[name]); + this.updateComponent(name, data); + delete componentsToUpdate[name]; + } + }, + writable: window.debug + }, + + /** + * Initialize, update, or remove a single component. + * + * When initializing, we set the component on `this.components`. + * + * @param {string} attr - Component name. + * @param {object} attrValue - Value of the DOM attribute. + * @param {boolean} clobber - If new attrValue completely replaces previous properties. + */ + updateComponent: { + value: function (attr, attrValue, clobber) { + var component = this.components[attr]; + var isDefault = attr in this.defaultComponents; + if (component) { + // Remove component. + if (attrValue === null && !isDefault) { + this.removeComponent(attr); + return; + } + // Component already initialized. Update component. + component.updateProperties(attrValue, clobber); + return; + } + + // Component not yet initialized. Initialize component. + this.initComponent(attr, attrValue, false); + } + }, + + /** + * If `attr` is a component name, detach the component from the entity. + * + * If `propertyName` is given, reset the component property value to its default. + * + * @param {string} attr - Attribute name, which could also be a component name. + * @param {string} propertyName - Component prop name, if resetting an individual prop. + */ + removeAttribute: { + value: function (attr, propertyName) { + var component = this.components[attr]; + + // Remove component. + if (component && propertyName === undefined) { + this.removeComponent(attr); + // Do not remove the component from the DOM if default component. + if (this.components[attr]) { return; } + } + + // Reset component property value. + if (component && propertyName !== undefined) { + component.resetProperty(propertyName); + return; + } + + // Remove mixins. + if (attr === 'mixin') { + this.mixinUpdate(''); + } + + window.HTMLElement.prototype.removeAttribute.call(this, attr); + } + }, + + /** + * Start dynamic behavior associated with entity such as dynamic components and animations. + * Tell all children entities to also play. + */ + play: { + value: function () { + var entities; + var i; + var key; + + // Already playing. + if (this.isPlaying || !this.hasLoaded) { return; } + this.isPlaying = true; + + // Wake up all components. + for (key in this.components) { this.components[key].play(); } + + // Tell all child entities to play. + entities = this.getChildEntities(); + for (i = 0; i < entities.length; i++) { entities[i].play(); } + + this.emit('play'); + }, + writable: true + }, + + /** + * Pause dynamic behavior associated with entity such as dynamic components and animations. + * Tell all children entities to also pause. + */ + pause: { + value: function () { + var entities; + var i; + var key; + + if (!this.isPlaying) { return; } + this.isPlaying = false; + + // Sleep all components. + for (key in this.components) { this.components[key].pause(); } + + // Tell all child entities to pause. + entities = this.getChildEntities(); + for (i = 0; i < entities.length; i++) { entities[i].pause(); } + + this.emit('pause'); + }, + writable: true + }, + + /** + * Deals with updates on entity-specific attributes (i.e., components and mixins). + * + * @param {string} attr + * @param {string} oldVal + * @param {string|object} newVal + */ + setEntityAttribute: { + value: function (attr, oldVal, newVal) { + if (COMPONENTS[attr] || this.components[attr]) { + this.updateComponent(attr, newVal); + return; + } + if (attr === 'mixin') { + // Ignore if `<a-node>` code is just updating computed mixin in the DOM. + if (newVal === this.computedMixinStr) { return; } + this.mixinUpdate(newVal, oldVal); + } + } + }, + + mixinUpdate: { + value: function (newMixins, oldMixins) { + oldMixins = oldMixins || this.getAttribute('mixin'); + this.updateMixins(newMixins, oldMixins); + this.updateComponents(); + } + }, + + /** + * setAttribute can: + * + * 1. Set a single property of a multi-property component. + * 2. Set multiple properties of a multi-property component. + * 3. Replace properties of a multi-property component. + * 4. Set a value for a single-property component, mixin, or normal HTML attribute. + * + * @param {string} attrName - Component or attribute name. + * @param {*} arg1 - Can be a value, property name, CSS-style property string, or + * object of properties. + * @param {*|bool} arg2 - If arg1 is a property name, this should be a value. Otherwise, + * it is a boolean indicating whether to clobber previous values (defaults to false). + */ + setAttribute: { + value: function (attrName, arg1, arg2) { + var newAttrValue; + var clobber; + var componentName; + var delimiterIndex; + var isDebugMode; + + delimiterIndex = attrName.indexOf(MULTIPLE_COMPONENT_DELIMITER); + componentName = delimiterIndex > 0 ? attrName.substring(0, delimiterIndex) : attrName; + + // Not a component. Normal set attribute. + if (!COMPONENTS[componentName]) { + if (attrName === 'mixin') { this.mixinUpdate(arg1); } + ANode.prototype.setAttribute.call(this, attrName, arg1); + return; + } + + // Initialize component first if not yet initialized. + if (!this.components[attrName] && this.hasAttribute(attrName)) { + this.updateComponent(attrName, + window.HTMLElement.prototype.getAttribute.call(this, attrName)); + } + + // Determine new attributes from the arguments + if (typeof arg2 !== 'undefined' && + typeof arg1 === 'string' && + arg1.length > 0 && + typeof utils.styleParser.parse(arg1) === 'string') { + // Update a single property of a multi-property component + newAttrValue = {}; + newAttrValue[arg1] = arg2; + clobber = false; + } else { + // Update with a value, object, or CSS-style property string, with the possiblity + // of clobbering previous values. + newAttrValue = arg1; + clobber = (arg2 === true); + } + + // Update component + this.updateComponent(attrName, newAttrValue, clobber); + + // In debug mode, write component data up to the DOM. + isDebugMode = this.sceneEl && this.sceneEl.getAttribute('debug'); + if (isDebugMode) { this.components[attrName].flushToDOM(); } + }, + writable: window.debug + }, + + /** + * Reflect component data in the DOM (as seen from the browser DOM Inspector). + * + * @param {bool} recursive - Also flushToDOM on the children. + **/ + flushToDOM: { + value: function (recursive) { + var components = this.components; + var defaultComponents = this.defaultComponents; + var child; + var children = this.children; + var i; + var key; + + // Flush entity's components to DOM. + for (key in components) { + components[key].flushToDOM(key in defaultComponents); + } + + // Recurse. + if (!recursive) { return; } + for (i = 0; i < children.length; ++i) { + child = children[i]; + if (!child.flushToDOM) { continue; } + child.flushToDOM(recursive); + } + } + }, + + /** + * If `attr` is a component, returns ALL component data including applied mixins and + * defaults. + * + * If `attr` is not a component, fall back to HTML getAttribute. + * + * @param {string} attr + * @returns {object|string} Object if component, else string. + */ + getAttribute: { + value: function (attr) { + // If component, return component data. + var component; + if (attr === 'position') { return this.object3D.position; } + if (attr === 'rotation') { return getRotation(this); } + if (attr === 'scale') { return this.object3D.scale; } + if (attr === 'visible') { return this.object3D.visible; } + component = this.components[attr]; + if (component) { return component.data; } + return window.HTMLElement.prototype.getAttribute.call(this, attr); + }, + writable: window.debug + }, + + /** + * `getAttribute` used to be `getDOMAttribute` and `getComputedAttribute` used to be + * what `getAttribute` is now. Now legacy code. + * + * @param {string} attr + * @returns {object|string} Object if component, else string. + */ + getComputedAttribute: { + value: function (attr) { + warn('`getComputedAttribute` is deprecated. Use `getAttribute` instead.'); + return this.getAttribute(attr); + } + }, + + /** + * If `attr` is a component, returns JUST the component data defined on the entity. + * Like a partial version of `getComputedAttribute` as returned component data + * does not include applied mixins or defaults. + * + * If `attr` is not a component, fall back to HTML getAttribute. + * + * @param {string} attr + * @returns {object|string} Object if component, else string. + */ + getDOMAttribute: { + value: function (attr) { + // If cached value exists, return partial component data. + var component = this.components[attr]; + if (component) { return component.attrValue; } + return window.HTMLElement.prototype.getAttribute.call(this, attr); + }, + writable: window.debug + }, + + addState: { + value: function (state) { + if (this.is(state)) { return; } + this.states.push(state); + this.emit('stateadded', state); + } + }, + + removeState: { + value: function (state) { + var stateIndex = this.states.indexOf(state); + if (stateIndex === -1) { return; } + this.states.splice(stateIndex, 1); + this.emit('stateremoved', state); + } + }, + + /** + * Checks if the element is in a given state. e.g. el.is('alive'); + * @type {string} state - Name of the state we want to check + */ + is: { + value: function (state) { + return this.states.indexOf(state) !== -1; + } + } +}); + +/** + * Check if a component is *defined* for an entity, including defaults and mixins. + * Does not check whether the component has been *initialized* for an entity. + * + * @param {string} el - Entity. + * @param {string} name - Component name. + * @returns {boolean} + */ +function checkComponentDefined (el, name) { + // Check if default components contain the component. + if (el.defaultComponents[name] !== undefined) { return true; } + + // Check if element contains the component. + if (el.components[name] && el.components[name].attrValue) { return true; } + + return isComponentMixedIn(name, el.mixinEls); +} + +/** + * Check if any mixins contains a component. + * + * @param {string} name - Component name. + * @param {array} mixinEls - Array of <a-mixin>s. + */ +function isComponentMixedIn (name, mixinEls) { + var i; + var inMixin = false; + for (i = 0; i < mixinEls.length; ++i) { + inMixin = mixinEls[i].hasAttribute(name); + if (inMixin) { break; } + } + return inMixin; +} + +/** + * Given entity defined value, merge in extra data if necessary. + * Handle both single and multi-property components. + * + * @param {string} attrValue - Entity data. + * @param extraData - Entity data from another source to merge in. + */ +function mergeComponentData (attrValue, extraData) { + // Extra data not defined, just return attrValue. + if (!extraData) { return attrValue; } + + // Merge multi-property data. + if (extraData.constructor === Object) { + return utils.extend(extraData, utils.styleParser.parse(attrValue || {})); + } + + // Return data, precendence to the defined value. + return attrValue || extraData; +} + +function isComponent (componentName) { + if (componentName.indexOf(MULTIPLE_COMPONENT_DELIMITER) !== -1) { + componentName = utils.split(componentName, MULTIPLE_COMPONENT_DELIMITER)[0]; + } + if (!COMPONENTS[componentName]) { return false; } + return true; +} + +function getRotation (entityEl) { + var radToDeg = THREE.Math.radToDeg; + var rotation = entityEl.object3D.rotation; + var rotationObj = entityEl.rotationObj; + rotationObj.x = radToDeg(rotation.x); + rotationObj.y = radToDeg(rotation.y); + rotationObj.z = radToDeg(rotation.z); + return rotationObj; +} + +AEntity = registerElement('a-entity', {prototype: proto}); +module.exports = AEntity; + +},{"../lib/three":173,"../utils/":195,"./a-node":123,"./a-register-element":124,"./component":125}],122:[function(_dereq_,module,exports){ +var ANode = _dereq_('./a-node'); +var registerElement = _dereq_('./a-register-element').registerElement; +var components = _dereq_('./component').components; +var utils = _dereq_('../utils'); + +var MULTIPLE_COMPONENT_DELIMITER = '__'; + +/** + * @member {object} componentCache - Cache of pre-parsed values. An object where the keys + * are component names and the values are already parsed by the component. + */ +module.exports = registerElement('a-mixin', { + prototype: Object.create(ANode.prototype, { + createdCallback: { + value: function () { + this.componentCache = {}; + this.id = this.getAttribute('id'); + this.isMixin = true; + } + }, + + attributeChangedCallback: { + value: function (attr, oldVal, newVal) { + this.cacheAttribute(attr, newVal); + } + }, + + attachedCallback: { + value: function () { + this.sceneEl = this.closestScene(); + this.cacheAttributes(); + this.updateEntities(); + this.load(); + } + }, + + /** + * setAttribute that parses and caches component values. + */ + setAttribute: { + value: function (attr, value) { + window.HTMLElement.prototype.setAttribute.call(this, attr, value); + this.cacheAttribute(attr, value); + } + }, + + /** + * If `attr` is a component, then parse the value using the schema and store it. + */ + cacheAttribute: { + value: function (attr, value) { + var component; + var componentName; + + // Get component data. + componentName = utils.split(attr, MULTIPLE_COMPONENT_DELIMITER)[0]; + component = components[componentName]; + if (!component) { return; } + if (value === undefined) { + value = window.HTMLElement.prototype.getAttribute.call(this, attr); + } + this.componentCache[attr] = component.parseAttrValueForCache(value); + } + }, + + /** + * If `attr` is a component, then grab pre-parsed value from the cache. + * Else do a normal getAttribute. + */ + getAttribute: { + value: function (attr) { + return this.componentCache[attr] || + window.HTMLElement.prototype.getAttribute.call(this, attr); + } + }, + + /** + * Parse and cache every component defined on the mixin. + */ + cacheAttributes: { + value: function () { + var attributes = this.attributes; + var attrName; + var i; + for (i = 0; i < attributes.length; i++) { + attrName = attributes[i].name; + this.cacheAttribute(attrName); + } + } + }, + + /** + * For entities that already have been loaded by the time the mixin was attached, tell + * those entities to register the mixin and refresh their component data. + */ + updateEntities: { + value: function () { + var entity; + var entities; + var i; + + if (!this.sceneEl) { return; } + + entities = this.sceneEl.querySelectorAll('[mixin~=' + this.id + ']'); + for (i = 0; i < entities.length; i++) { + entity = entities[i]; + if (!entity.hasLoaded || entity.isMixin) { continue; } + entity.mixinUpdate(this.id); + } + } + } + }) +}); + +},{"../utils":195,"./a-node":123,"./a-register-element":124,"./component":125}],123:[function(_dereq_,module,exports){ +/* global CustomEvent, MutationObserver */ +var registerElement = _dereq_('./a-register-element').registerElement; +var isNode = _dereq_('./a-register-element').isNode; +var utils = _dereq_('../utils/'); + +var warn = utils.debug('core:a-node:warn'); + +var MIXIN_OBSERVER_CONFIG = {attributes: true}; + +/** + * Base class for A-Frame that manages loading of objects. + * + * Nodes can be modified using mixins. + * Nodes emit a `loaded` event when they and their children have initialized. + */ +module.exports = registerElement('a-node', { + prototype: Object.create(window.HTMLElement.prototype, { + createdCallback: { + value: function () { + this.computedMixinStr = ''; + this.hasLoaded = false; + this.isNode = true; + this.mixinEls = []; + this.mixinObservers = {}; + }, + writable: window.debug + }, + + attachedCallback: { + value: function () { + var mixins; + this.sceneEl = this.closestScene(); + + if (!this.sceneEl) { + warn('You are attempting to attach <' + this.tagName + '> outside of an A-Frame ' + + 'scene. Append this element to `<a-scene>` instead.'); + } + + this.hasLoaded = false; + this.emit('nodeready', undefined, false); + + if (!this.isMixin) { + mixins = this.getAttribute('mixin'); + if (mixins) { this.updateMixins(mixins); } + } + }, + writable: window.debug + }, + + /** + * Handle mixin. + */ + attributeChangedCallback: { + value: function (attr, oldVal, newVal) { + // Ignore if `<a-node>` code is just updating computed mixin in the DOM. + if (newVal === this.computedMixinStr) { return; } + + if (attr === 'mixin' && !this.isMixin) { + this.updateMixins(newVal, oldVal); + } + } + }, + + /** + * Returns the first scene by traversing up the tree starting from and + * including receiver element. + */ + closestScene: { + value: function closest () { + var element = this; + while (element) { + if (element.isScene) { break; } + element = element.parentElement; + } + return element; + } + }, + + /** + * Returns first element matching a selector by traversing up the tree starting + * from and including receiver element. + * + * @param {string} selector - Selector of element to find. + */ + closest: { + value: function closest (selector) { + var matches = this.matches || this.mozMatchesSelector || + this.msMatchesSelector || this.oMatchesSelector || this.webkitMatchesSelector; + var element = this; + while (element) { + if (matches.call(element, selector)) { break; } + element = element.parentElement; + } + return element; + } + }, + + detachedCallback: { + value: function () { + this.hasLoaded = false; + } + }, + + /** + * Wait for children to load, if any. + * Then emit `loaded` event and set `hasLoaded`. + */ + load: { + value: function (cb, childFilter) { + var children; + var childrenLoaded; + var self = this; + + if (this.hasLoaded) { return; } + + // Default to waiting for all nodes. + childFilter = childFilter || isNode; + // Wait for children to load (if any), then load. + children = this.getChildren(); + childrenLoaded = children.filter(childFilter).map(function (child) { + return new Promise(function waitForLoaded (resolve) { + if (child.hasLoaded) { return resolve(); } + child.addEventListener('loaded', resolve); + }); + }); + + Promise.all(childrenLoaded).then(function emitLoaded () { + self.hasLoaded = true; + if (cb) { cb(); } + self.emit('loaded', undefined, false); + }); + }, + writable: true + }, + + getChildren: { + value: function () { + return Array.prototype.slice.call(this.children, 0); + } + }, + + /** + * Unregister old mixins and listeners. + * Register new mixins and listeners. + * Registering means to update `this.mixinEls` with listeners. + */ + updateMixins: { + value: (function () { + var newMixinIdArray = []; + var oldMixinIdArray = []; + + return function (newMixins, oldMixins) { + var i; + var newMixinIds; + var oldMixinIds; + + newMixinIdArray.length = 0; + oldMixinIdArray.length = 0; + newMixinIds = newMixins ? utils.split(newMixins.trim(), /\s+/) : newMixinIdArray; + oldMixinIds = oldMixins ? utils.split(oldMixins.trim(), /\s+/) : oldMixinIdArray; + + // Unregister old mixins. + for (i = 0; i < oldMixinIds.length; i++) { + if (newMixinIds.indexOf(oldMixinIds[i]) === -1) { + this.unregisterMixin(oldMixinIds[i]); + } + } + + // Register new mixins. + this.computedMixinStr = ''; + this.mixinEls.length = 0; + for (i = 0; i < newMixinIds.length; i++) { + this.registerMixin(document.getElementById(newMixinIds[i])); + } + + // Update DOM. Keep track of `computedMixinStr` to not recurse back here after + // update. + if (this.computedMixinStr) { + this.computedMixinStr = this.computedMixinStr.trim(); + window.HTMLElement.prototype.setAttribute.call(this, 'mixin', + this.computedMixinStr); + } + }; + })() + }, + + /** + * From mixin ID, add mixin element to `mixinEls`. + * + * @param {Element} mixinEl + */ + registerMixin: { + value: function (mixinEl) { + var compositedMixinIds; + var i; + var mixin; + + if (!mixinEl) { return; } + + // Register composited mixins (if mixin has mixins). + mixin = mixinEl.getAttribute('mixin'); + if (mixin) { + compositedMixinIds = utils.split(mixin.trim(), /\s+/); + for (i = 0; i < compositedMixinIds.length; i++) { + this.registerMixin(document.getElementById(compositedMixinIds[i])); + } + } + + // Register mixin. + this.computedMixinStr = this.computedMixinStr + ' ' + mixinEl.id; + this.mixinEls.push(mixinEl); + this.attachMixinListener(mixinEl); + } + }, + + setAttribute: { + value: function (attr, newValue) { + if (attr === 'mixin') { this.updateMixins(newValue); } + window.HTMLElement.prototype.setAttribute.call(this, attr, newValue); + } + }, + + unregisterMixin: { + value: function (mixinId) { + var i; + var mixinEls = this.mixinEls; + var mixinEl; + for (i = 0; i < mixinEls.length; ++i) { + mixinEl = mixinEls[i]; + if (mixinId === mixinEl.id) { + mixinEls.splice(i, 1); + break; + } + } + this.removeMixinListener(mixinId); + } + }, + + removeMixinListener: { + value: function (mixinId) { + var observer = this.mixinObservers[mixinId]; + if (!observer) { return; } + observer.disconnect(); + this.mixinObservers[mixinId] = null; + } + }, + + /** + * Add mutation observer from entity to mixin. + */ + attachMixinListener: { + value: function (mixinEl) { + var currentObserver; + var mixinId; + var observer; + var self = this; + + if (!mixinEl) { return; } + + mixinId = mixinEl.id; + currentObserver = this.mixinObservers[mixinId]; + if (currentObserver) { return; } + + // Add observer. + observer = new MutationObserver(function (mutations) { + self.handleMixinUpdate(mutations[0].attributeName); + }); + observer.observe(mixinEl, MIXIN_OBSERVER_CONFIG); + this.mixinObservers[mixinId] = observer; + } + }, + + handleMixinUpdate: { + value: function () { /* no-op */ } + }, + + /** + * Emit a DOM event. + * + * @param {string} name - Name of event. + * @param {object} [detail={}] - Custom data to pass as `detail` to the event. + * @param {boolean} [bubbles=true] - Whether the event should bubble. + * @param {object} [extraData] - Extra data to pass to the event, if any. + */ + emit: { + value: (function () { + var data = {}; + + return function (name, detail, bubbles, extraData) { + if (bubbles === undefined) { bubbles = true; } + data.bubbles = !!bubbles; + data.detail = detail; + + // If extra data is present, we need to create a new object. + if (extraData) { data = utils.extend({}, extraData, data); } + + this.dispatchEvent(new CustomEvent(name, data)); + }; + })(), + writable: window.debug + } + }) +}); + +},{"../utils/":195,"./a-register-element":124}],124:[function(_dereq_,module,exports){ +/* + ------------------------------------------------------------ + ------------- WARNING WARNING WARNING WARNING -------------- + ------------------------------------------------------------ + + This module wraps registerElement to deal with components that inherit from + `ANode` and `AEntity`. It's a pass through in any other case. + + It wraps some of the prototype methods of the created element to make sure + that the corresponding functions in the base prototypes (`AEntity` and `ANode`) + are also invoked. The method in the base prototype is always called before the one + in the derived prototype. +*/ + +// Polyfill `document.registerElement`. +_dereq_('document-register-element'); + +var ANode; // Must declare before AEntity. Initialized at the bottom. +var AEntity; +var knownTags = module.exports.knownTags = {}; + +function addTagName (tagName) { + knownTags[tagName.toLowerCase()] = true; +} + +/** + * Return whether the element type is one of our known registered ones. + * + * @param {string} node - The name of the tag to register. + * @returns {boolean} Whether the tag name matches that of our registered custom elements. + */ +module.exports.isNode = function (node) { + return node.tagName.toLowerCase() in knownTags || node.isNode; +}; + +/** + * @param {string} tagName - The name of the tag to register. + * @param {object} obj - The prototype of the new element. + * @returns {object} The prototype of the new element. + */ +module.exports.registerElement = function (tagName, obj) { + var proto = Object.getPrototypeOf(obj.prototype); + var newObj = obj; + var isANode = ANode && proto === ANode.prototype; + var isAEntity = AEntity && proto === AEntity.prototype; + + if (isANode || isAEntity) { addTagName(tagName); } + + // Wrap if element inherits from `ANode`. + if (isANode) { + newObj = wrapANodeMethods(obj.prototype); + newObj = {prototype: Object.create(proto, newObj)}; + } + + // Wrap if element inherits from `AEntity`. + if (isAEntity) { + newObj = wrapAEntityMethods(obj.prototype); + newObj = {prototype: Object.create(proto, newObj)}; + } + + // Give all functions their proper name. + for (var propName of Object.getOwnPropertyNames(newObj.prototype)) { + var propVal = newObj.prototype[propName]; + if (typeof propVal === 'function') { + propVal.displayName = propName; + } + } + + return document.registerElement(tagName, newObj); +}; + +/** + * Wrap some obj methods to call those on `ANode` base prototype. + * + * @param {object} obj - Object that contains the methods that will be wrapped. + * @return {object} An object with the same properties as the input parameter but + * with some of methods wrapped. + */ +function wrapANodeMethods (obj) { + var newObj = {}; + var ANodeMethods = [ + 'attachedCallback', + 'attributeChangedCallback', + 'createdCallback' + ]; + wrapMethods(newObj, ANodeMethods, obj, ANode.prototype); + copyProperties(obj, newObj); + return newObj; +} + +/** + * This wraps some of the obj methods to call those on `AEntity` base prototype. + * + * @param {object} obj - The objects that contains the methods that will be wrapped. + * @return {object} - An object with the same properties as the input parameter but + * with some of methods wrapped. + */ +function wrapAEntityMethods (obj) { + var newObj = {}; + var ANodeMethods = [ + 'attachedCallback', + 'attributeChangedCallback', + 'createdCallback' + ]; + var AEntityMethods = [ + 'attachedCallback', + 'attributeChangedCallback', + 'createdCallback', + 'detachedCallback' + ]; + + wrapMethods(newObj, ANodeMethods, obj, ANode.prototype); + wrapMethods(newObj, AEntityMethods, obj, AEntity.prototype); + // Copies the remaining properties into the new object. + copyProperties(obj, newObj); + return newObj; +} + +/** + * Wrap a list a methods to ensure that those in the base prototype are called + * before the derived one. + * + * @param {object} targetObj - Object that will contain the wrapped methods. + * @param {array} methodList - List of methods from the derivedObj that will be wrapped. + * @param {object} derivedObject - Object that inherits from the baseObj. + * @param {object} baseObj - Object that derivedObj inherits from. + */ +function wrapMethods (targetObj, methodList, derivedObj, baseObj) { + methodList.forEach(function (methodName) { + wrapMethod(targetObj, methodName, derivedObj, baseObj); + }); +} +module.exports.wrapMethods = wrapMethods; + +/** + * Wrap one method to ensure that the one in the base prototype is called before + * the one in the derived one. + * + * @param {object} obj - Object that will contain the wrapped method. + * @param {string} methodName - The name of the method that will be wrapped. + * @param {object} derivedObject - Object that inherits from the baseObj. + * @param {object} baseObj - Object that derivedObj inherits from. + */ +function wrapMethod (obj, methodName, derivedObj, baseObj) { + var derivedMethod = derivedObj[methodName]; + var baseMethod = baseObj[methodName]; + + // Derived prototype does not define method, no need to wrap. + if (!derivedMethod || !baseMethod) { return; } + + // Derived prototype doesn't override the one in the base one, no need to wrap. + if (derivedMethod === baseMethod) { return; } + + // Wrap to ensure the base method is called before the one in the derived prototype. + obj[methodName] = { + value: function wrappedMethod () { + baseMethod.apply(this, arguments); + return derivedMethod.apply(this, arguments); + }, + writable: window.debug + }; +} + +/** + * It copies the properties from source to destination object if they don't + * exist already. + * + * @param {object} source - The object where properties are copied from. + * @param {type} destination - The object where properties are copied to. + */ +function copyProperties (source, destination) { + var props = Object.getOwnPropertyNames(source); + props.forEach(function (prop) { + var desc; + if (!destination[prop]) { + desc = Object.getOwnPropertyDescriptor(source, prop); + destination[prop] = {value: source[prop], writable: desc.writable}; + } + }); +} + +ANode = _dereq_('./a-node'); +AEntity = _dereq_('./a-entity'); + +},{"./a-entity":121,"./a-node":123,"document-register-element":13}],125:[function(_dereq_,module,exports){ +/* global Node */ +var schema = _dereq_('./schema'); +var scenes = _dereq_('./scene/scenes'); +var systems = _dereq_('./system'); +var utils = _dereq_('../utils/'); + +var components = module.exports.components = {}; // Keep track of registered components. +var parseProperties = schema.parseProperties; +var parseProperty = schema.parseProperty; +var processSchema = schema.process; +var isSingleProp = schema.isSingleProperty; +var stringifyProperties = schema.stringifyProperties; +var stringifyProperty = schema.stringifyProperty; +var styleParser = utils.styleParser; +var warn = utils.debug('core:component:warn'); + +var aframeScript = document.currentScript; +var upperCaseRegExp = new RegExp('[A-Z]+'); + +/** + * Component class definition. + * + * Components configure appearance, modify behavior, or add functionality to + * entities. The behavior and appearance of an entity can be changed at runtime + * by adding, removing, or updating components. Entities do not share instances + * of components. + * + * @member {object} el - Reference to the entity element. + * @member {string} attrValue - Value of the corresponding HTML attribute. + * @member {object} data - Component data populated by parsing the + * mapped attribute of the component plus applying defaults and mixins. + */ +var Component = module.exports.Component = function (el, attrValue, id) { + var self = this; + this.el = el; + this.id = id; + this.attrName = this.name + (id ? '__' + id : ''); + this.evtDetail = {id: this.id, name: this.name}; + this.initialized = false; + this.el.components[this.attrName] = this; + + // Store component data from previous update call. + this.oldData = undefined; + + // Last value passed to updateProperties. + this.previousAttrValue = undefined; + this.throttledEmitComponentChanged = utils.throttle(function emitChange () { + el.emit('componentchanged', self.evtDetail, false); + }, 200); + this.updateProperties(attrValue); +}; + +Component.prototype = { + /** + * Contains the type schema and defaults for the data values. + * Data is coerced into the types of the values of the defaults. + */ + schema: {}, + + /** + * Init handler. Similar to attachedCallback. + * Called during component initialization and is only run once. + * Components can use this to set initial state. + */ + init: function () { /* no-op */ }, + + /** + * Update handler. Similar to attributeChangedCallback. + * Called whenever component's data changes. + * Also called on component initialization when the component receives initial data. + * + * @param {object} prevData - Previous attributes of the component. + */ + update: function (prevData) { /* no-op */ }, + + updateSchema: undefined, + + /** + * Tick handler. + * Called on each tick of the scene render loop. + * Affected by play and pause. + * + * @param {number} time - Scene tick time. + * @param {number} timeDelta - Difference in current render time and previous render time. + */ + tick: undefined, + + /** + * Tock handler. + * Called on each tock of the scene render loop. + * Affected by play and pause. + * + * @param {number} time - Scene tick time. + * @param {number} timeDelta - Difference in current render time and previous render time. + */ + tock: undefined, + + /** + * Called to start any dynamic behavior (e.g., animation, AI, events, physics). + */ + play: function () { /* no-op */ }, + + /** + * Called to stop any dynamic behavior (e.g., animation, AI, events, physics). + */ + pause: function () { /* no-op */ }, + + /** + * Remove handler. Similar to detachedCallback. + * Called whenever component is removed from the entity (i.e., removeAttribute). + * Components can use this to reset behavior on the entity. + */ + remove: function () { /* no-op */ }, + + /** + * Parses each property based on property type. + * If component is single-property, then parses the single property value. + * + * @param {string} value - HTML attribute value. + * @param {boolean} silent - Suppress warning messages. + * @returns {object} Component data. + */ + parse: function (value, silent) { + var schema = this.schema; + if (isSingleProp(schema)) { return parseProperty(value, schema); } + return parseProperties(styleParser.parse(value), schema, true, this.name, silent); + }, + + /** + * Stringify properties if necessary. + * + * Only called from `Entity.setAttribute` for properties whose parsers accept a non-string + * value (e.g., selector, vec3 property types). + * + * @param {object} data - Complete component data. + * @returns {string} + */ + stringify: function (data) { + var schema = this.schema; + if (typeof data === 'string') { return data; } + if (isSingleProp(schema)) { return stringifyProperty(data, schema); } + data = stringifyProperties(data, schema); + return styleParser.stringify(data); + }, + + /** + * Update the cache of the pre-parsed attribute value. + * + * @param {string} value - New data. + * @param {boolean } clobber - Whether to wipe out and replace previous data. + */ + updateCachedAttrValue: function (value, clobber) { + var attrValue = this.parseAttrValueForCache(value); + var isSinglePropSchema = isSingleProp(this.schema); + var property; + if (value === undefined) { return; } + + // Merge new data with previous `attrValue` if updating and not clobbering. + if (!isSinglePropSchema && !clobber) { + this.attrValue = this.attrValue ? cloneData(this.attrValue) : {}; + for (property in attrValue) { + this.attrValue[property] = attrValue[property]; + } + return; + } + + // If single-prop schema or clobber. + this.attrValue = attrValue; + }, + + /** + * Given an HTML attribute value parses the string + * based on the component schema. To avoid double parsings of + * strings into strings we store the original instead + * of the parsed one + * + * @param {string} value - HTML attribute value + */ + parseAttrValueForCache: function (value) { + var parsedValue; + if (typeof value !== 'string') { return value; } + if (isSingleProp(this.schema)) { + parsedValue = this.schema.parse(value); + /** + * To avoid bogus double parsings. Cached values will be parsed when building + * component data. For instance when parsing a src id to its url, we want to cache + * original string and not the parsed one (#monster -> models/monster.dae) + * so when building data we parse the expected value. + */ + if (typeof parsedValue === 'string') { parsedValue = value; } + } else { + // Parse using the style parser to avoid double parsing of individual properties. + parsedValue = styleParser.parse(value); + } + return parsedValue; + }, + + /** + * Write cached attribute data to the entity DOM element. + * + * @param {boolean} isDefault - Whether component is a default component. Always flush for + * default components. + */ + flushToDOM: function (isDefault) { + var attrValue = isDefault ? this.data : this.attrValue; + if (!attrValue) { return; } + window.HTMLElement.prototype.setAttribute.call(this.el, this.attrName, + this.stringify(attrValue)); + }, + + /** + * Apply new component data if data has changed. + * + * @param {string} attrValue - HTML attribute value. + * If undefined, use the cached attribute value and continue updating properties. + * @param {boolean} clobber - The previous component data is overwritten by the atrrValue + */ + updateProperties: function (attrValue, clobber) { + var el = this.el; + var isSinglePropSchema; + var key; + var skipTypeChecking; + var oldData = this.oldData; + + // Just cache the attribute if the entity has not loaded + // Components are not initialized until the entity has loaded + if (!el.hasLoaded) { + this.updateCachedAttrValue(attrValue); + return; + } + + isSinglePropSchema = isSingleProp(this.schema); + + // Disable type checking if the passed attribute is an object and has not changed. + skipTypeChecking = attrValue !== null && typeof this.previousAttrValue === 'object' && + attrValue === this.previousAttrValue; + if (skipTypeChecking) { + for (key in this.attrValue) { + if (!(key in attrValue)) { + skipTypeChecking = false; + break; + } + } + for (key in attrValue) { + if (!(key in this.attrValue)) { + skipTypeChecking = false; + break; + } + } + } + + // Cache previously passed attribute to decide if we skip type checking. + this.previousAttrValue = attrValue; + + // Cache current attrValue for future updates. Updates `this.attrValue`. + attrValue = this.parseAttrValueForCache(attrValue); + this.updateCachedAttrValue(attrValue, clobber); + + if (this.updateSchema) { + this.updateSchema(this.buildData(this.attrValue, false, true)); + } + this.data = this.buildData(this.attrValue, clobber, false, skipTypeChecking); + + if (!this.initialized) { + // Component is being already initialized. + if (el.initializingComponents[this.name]) { return; } + // Prevent infinite loop in case of init method setting same component on the entity. + el.initializingComponents[this.name] = true; + // Initialize component. + this.init(); + this.initialized = true; + delete el.initializingComponents[this.name]; + // For oldData, pass empty object to multiple-prop schemas or object single-prop schema. + // Pass undefined to rest of types. + oldData = (!isSinglePropSchema || + typeof parseProperty(undefined, this.schema) === 'object') ? {} : undefined; + // Store current data as previous data for future updates. + this.oldData = extendProperties({}, this.data, isSinglePropSchema); + this.update(oldData); + // Play the component if the entity is playing. + if (el.isPlaying) { this.play(); } + el.emit('componentinitialized', this.evtDetail, false); + } else { + // Don't update if properties haven't changed + if (utils.deepEqual(this.oldData, this.data)) { return; } + // Store current data as previous data for future updates. + this.oldData = extendProperties({}, this.data, isSinglePropSchema); + // Update component. + this.update(oldData); + this.throttledEmitComponentChanged(); + } + }, + + /** + * Reset value of a property to the property's default value. + * If single-prop component, reset value to component's default value. + * + * @param {string} propertyName - Name of property to reset. + */ + resetProperty: function (propertyName) { + if (isSingleProp(this.schema)) { + this.attrValue = undefined; + } else { + if (!(propertyName in this.attrValue)) { return; } + delete this.attrValue[propertyName]; + } + this.updateProperties(this.attrValue); + }, + + /** + * Extend schema of component given a partial schema. + * + * Some components might want to mutate their schema based on certain properties. + * e.g., Material component changes its schema based on `shader` to account for different + * uniforms + * + * @param {object} schemaAddon - Schema chunk that extend base schema. + */ + extendSchema: function (schemaAddon) { + // Clone base schema. + var extendedSchema = utils.extend({}, components[this.name].schema); + // Extend base schema with new schema chunk. + utils.extend(extendedSchema, schemaAddon); + this.schema = processSchema(extendedSchema); + this.el.emit('schemachanged', {component: this.name}); + }, + + /** + * Builds component data from the current state of the entity, ultimately + * updating this.data. + * + * If the component was detached completely, set data to null. + * + * Precedence: + * 1. Defaults data + * 2. Mixin data. + * 3. Attribute data. + * + * Finally coerce the data to the types of the defaults. + * + * @param {object} newData - Element new data. + * @param {boolean} clobber - The previous data is completely replaced by the new one. + * @param {boolean} silent - Suppress warning messages. + * @param {boolean} skipTypeChecking - Skip type checking and cohercion. + * @return {object} The component data + */ + buildData: function (newData, clobber, silent, skipTypeChecking) { + var componentDefined; + var data; + var defaultValue; + var keys; + var keysLength; + var mixinData; + var schema = this.schema; + var i; + var isSinglePropSchema = isSingleProp(schema); + var mixinEls = this.el.mixinEls; + var previousData; + + // Whether component has a defined value. For arrays, treat empty as not defined. + componentDefined = newData && newData.constructor === Array + ? newData.length + : newData !== undefined && newData !== null; + + // 1. Default values (lowest precendence). + if (isSinglePropSchema) { + // Clone default value if plain object so components don't share the same object + // that might be modified by the user. + data = isObjectOrArray(schema.default) ? utils.clone(schema.default) : schema.default; + } else { + // Preserve previously set properties if clobber not enabled. + previousData = !clobber && this.attrValue; + // Clone previous data to prevent sharing references with attrValue that might be + // modified by the user. + data = typeof previousData === 'object' ? cloneData(previousData) : {}; + + // Apply defaults. + for (i = 0, keys = Object.keys(schema), keysLength = keys.length; i < keysLength; i++) { + defaultValue = schema[keys[i]].default; + if (data[keys[i]] !== undefined) { continue; } + // Clone default value if object so components don't share object + data[keys[i]] = isObjectOrArray(defaultValue) ? utils.clone(defaultValue) : defaultValue; + } + } + + // 2. Mixin values. + for (i = 0; i < mixinEls.length; i++) { + mixinData = mixinEls[i].getAttribute(this.attrName); + if (mixinData) { + data = extendProperties(data, mixinData, isSinglePropSchema); + } + } + + // 3. Attribute values (highest precendence). + if (componentDefined) { + if (isSinglePropSchema) { + if (skipTypeChecking === true) { return newData; } + return parseProperty(newData, schema); + } + data = extendProperties(data, newData, isSinglePropSchema); + } else { + if (skipTypeChecking === true) { return data; } + // Parse and coerce using the schema. + if (isSinglePropSchema) { return parseProperty(data, schema); } + } + + if (skipTypeChecking === true) { return data; } + return parseProperties(data, schema, undefined, this.name, silent); + } +}; + +// For testing. +if (window.debug) { + var registrationOrderWarnings = module.exports.registrationOrderWarnings = {}; +} + +/** + * Registers a component to A-Frame. + * + * @param {string} name - Component name. + * @param {object} definition - Component schema and lifecycle method handlers. + * @returns {object} Component. + */ +module.exports.registerComponent = function (name, definition) { + var NewComponent; + var proto = {}; + + // Warning if component is statically registered after the scene. + if (document.currentScript && document.currentScript !== aframeScript) { + scenes.forEach(function checkPosition (sceneEl) { + // Okay to register component after the scene at runtime. + if (sceneEl.hasLoaded) { return; } + + // Check that component is declared before the scene. + if (document.currentScript.compareDocumentPosition(sceneEl) === + Node.DOCUMENT_POSITION_FOLLOWING) { return; } + + warn('The component `' + name + '` was registered in a <script> tag after the scene. ' + + 'Component <script> tags in an HTML file should be declared *before* the scene ' + + 'such that the component is available to entities during scene initialization.'); + + // For testing. + if (window.debug) { registrationOrderWarnings[name] = true; } + }); + } + + if (upperCaseRegExp.test(name) === true) { + warn('The component name `' + name + '` contains uppercase characters, but ' + + 'HTML will ignore the capitalization of attribute names. ' + + 'Change the name to be lowercase: `' + name.toLowerCase() + '`'); + } + + if (name.indexOf('__') !== -1) { + throw new Error('The component name `' + name + '` is not allowed. ' + + 'The sequence __ (double underscore) is reserved to specify an id' + + ' for multiple components of the same type'); + } + + // Format definition object to prototype object. + Object.keys(definition).forEach(function (key) { + proto[key] = { + value: definition[key], + writable: true + }; + }); + + if (components[name]) { + throw new Error('The component `' + name + '` has been already registered. ' + + 'Check that you are not loading two versions of the same component ' + + 'or two different components of the same name.'); + } + NewComponent = function (el, attr, id) { + Component.call(this, el, attr, id); + }; + + NewComponent.prototype = Object.create(Component.prototype, proto); + NewComponent.prototype.name = name; + NewComponent.prototype.constructor = NewComponent; + NewComponent.prototype.system = systems && systems.systems[name]; + NewComponent.prototype.play = wrapPlay(NewComponent.prototype.play); + NewComponent.prototype.pause = wrapPause(NewComponent.prototype.pause); + + components[name] = { + Component: NewComponent, + dependencies: NewComponent.prototype.dependencies, + isSingleProp: isSingleProp(NewComponent.prototype.schema), + multiple: NewComponent.prototype.multiple, + parse: NewComponent.prototype.parse, + parseAttrValueForCache: NewComponent.prototype.parseAttrValueForCache, + schema: utils.extend(processSchema(NewComponent.prototype.schema, NewComponent.prototype.name)), + stringify: NewComponent.prototype.stringify, + type: NewComponent.prototype.type + }; + return NewComponent; +}; + +/** +* Clone component data. +* Clone only the properties that are plain objects while keeping a reference for the rest. +* +* @param data - Component data to clone. +* @returns Cloned data. +*/ +function cloneData (data) { + var clone = {}; + var parsedProperty; + var key; + for (key in data) { + parsedProperty = data[key]; + clone[key] = isObjectOrArray(parsedProperty) ? utils.clone(parsedProperty) : parsedProperty; + } + return clone; +} + +/** +* Object extending with checking for single-property schema. +* +* @param dest - Destination object or value. +* @param source - Source object or value +* @param {boolean} isSinglePropSchema - Whether or not schema is only a single property. +* @returns Overridden object or value. +*/ +function extendProperties (dest, source, isSinglePropSchema) { + if (isSinglePropSchema && (source === null || typeof source !== 'object')) { return source; } + return utils.extend(dest, source); +} + +/** + * Checks if a component has defined a method that needs to run every frame. + */ +function hasBehavior (component) { + return component.tick || component.tock; +} + +/** + * Wrapper for user defined pause method + * Pause component by removing tick behavior and calling user's pause method. + * + * @param pauseMethod {function} - user defined pause method + */ +function wrapPause (pauseMethod) { + return function pause () { + var sceneEl = this.el.sceneEl; + if (!this.isPlaying) { return; } + pauseMethod.call(this); + this.isPlaying = false; + // Remove tick behavior. + if (!hasBehavior(this)) { return; } + sceneEl.removeBehavior(this); + }; +} + +/** + * Wrapper for user defined play method + * Play component by adding tick behavior and calling user's play method. + * + * @param playMethod {function} - user defined play method + * + */ +function wrapPlay (playMethod) { + return function play () { + var sceneEl = this.el.sceneEl; + var shouldPlay = this.el.isPlaying && !this.isPlaying; + if (!this.initialized || !shouldPlay) { return; } + playMethod.call(this); + this.isPlaying = true; + // Add tick behavior. + if (!hasBehavior(this)) { return; } + sceneEl.addBehavior(this); + }; +} + +function isObjectOrArray (value) { + return value && (value.constructor === Object || value.constructor === Array); +} + +},{"../utils/":195,"./scene/scenes":131,"./schema":133,"./system":135}],126:[function(_dereq_,module,exports){ +var schema = _dereq_('./schema'); + +var processSchema = schema.process; +var geometries = module.exports.geometries = {}; // Registered geometries. +var geometryNames = module.exports.geometryNames = []; // Names of registered geometries. +var THREE = _dereq_('../lib/three'); + +/** + * Geometry class definition. + * + * Geometries extend the geometry component API to create and register geometry types. + */ +var Geometry = module.exports.Geometry = function () {}; + +Geometry.prototype = { + /** + * Contains the type schema and defaults for the data values. + * Data is coerced into the types of the values of the defaults. + */ + schema: {}, + + /** + * Init handler. Similar to attachedCallback. + * Called during shader initialization and is only run once. + */ + init: function (data) { + this.geometry = new THREE.Geometry(); + return this.geometry; + }, + + /** + * Update handler. Similar to attributeChangedCallback. + * Called whenever the associated geometry data changes. + * + * @param {object} data - New geometry data. + */ + update: function (data) { /* no-op */ } +}; + +/** + * Registers a geometry to A-Frame. + * + * @param {string} name - Geometry name. + * @param {object} definition - Geometry property and methods. + * @returns {object} Geometry. + */ +module.exports.registerGeometry = function (name, definition) { + var NewGeometry; + var proto = {}; + + // Format definition object to prototype object. + Object.keys(definition).forEach(function expandDefinition (key) { + proto[key] = { + value: definition[key], + writable: true + }; + }); + + if (geometries[name]) { + throw new Error('The geometry `' + name + '` has been already registered'); + } + NewGeometry = function () { Geometry.call(this); }; + NewGeometry.prototype = Object.create(Geometry.prototype, proto); + NewGeometry.prototype.name = name; + NewGeometry.prototype.constructor = NewGeometry; + geometries[name] = { + Geometry: NewGeometry, + schema: processSchema(NewGeometry.prototype.schema) + }; + geometryNames.push(name); + return NewGeometry; +}; + +},{"../lib/three":173,"./schema":133}],127:[function(_dereq_,module,exports){ +var coordinates = _dereq_('../utils/coordinates'); +var debug = _dereq_('debug'); + +var error = debug('core:propertyTypes:warn'); +var warn = debug('core:propertyTypes:warn'); + +var propertyTypes = module.exports.propertyTypes = {}; +var nonCharRegex = /[,> .[\]:]/; + +// Built-in property types. +registerPropertyType('audio', '', assetParse); +registerPropertyType('array', [], arrayParse, arrayStringify); +registerPropertyType('asset', '', assetParse); +registerPropertyType('boolean', false, boolParse); +registerPropertyType('color', '#FFF', defaultParse, defaultStringify); +registerPropertyType('int', 0, intParse); +registerPropertyType('number', 0, numberParse); +registerPropertyType('map', '', assetParse); +registerPropertyType('model', '', assetParse); +registerPropertyType('selector', null, selectorParse, selectorStringify); +registerPropertyType('selectorAll', null, selectorAllParse, selectorAllStringify); +registerPropertyType('src', '', srcParse); +registerPropertyType('string', '', defaultParse, defaultStringify); +registerPropertyType('time', 0, intParse); +registerPropertyType('vec2', {x: 0, y: 0}, vecParse, coordinates.stringify); +registerPropertyType('vec3', {x: 0, y: 0, z: 0}, vecParse, coordinates.stringify); +registerPropertyType('vec4', {x: 0, y: 0, z: 0, w: 0}, vecParse, coordinates.stringify); + +/** + * Register a parser for re-use such that when someone uses `type` in the schema, + * `schema.process` will set the property `parse` and `stringify`. + * + * @param {string} type - Type name. + * @param [defaultValue=null] - + * Default value to use if component does not define default value. + * @param {function} [parse=defaultParse] - Parse string function. + * @param {function} [stringify=defaultStringify] - Stringify to DOM function. + */ +function registerPropertyType (type, defaultValue, parse, stringify) { + if ('type' in propertyTypes) { + error('Property type ' + type + ' is already registered.'); + return; + } + + propertyTypes[type] = { + default: defaultValue, + parse: parse || defaultParse, + stringify: stringify || defaultStringify + }; +} +module.exports.registerPropertyType = registerPropertyType; + +function arrayParse (value) { + if (Array.isArray(value)) { return value; } + if (!value || typeof value !== 'string') { return []; } + return value.split(',').map(trim); + function trim (str) { return str.trim(); } +} + +function arrayStringify (value) { + return value.join(', '); +} + +/** + * For general assets. + * + * @param {string} value - Can either be `url(<value>)`, an ID selector to an asset, or + * just string. + * @returns {string} Parsed value from `url(<value>)`, src from `<someasset src>`, or + * just string. + */ +function assetParse (value) { + var el; + var parsedUrl; + + // If an element was provided (e.g. canvas or video), just return it. + if (typeof value !== 'string') { return value; } + + // Wrapped `url()` in case of data URI. + parsedUrl = value.match(/\url\((.+)\)/); + if (parsedUrl) { return parsedUrl[1]; } + + // ID. + if (value.charAt(0) === '#') { + el = document.getElementById(value.substring(1)); + if (el) { + // Pass through media elements. If we have the elements, we don't have to call + // three.js loaders which would re-request the assets. + if (el.tagName === 'CANVAS' || el.tagName === 'VIDEO' || el.tagName === 'IMG') { + return el; + } + return el.getAttribute('src'); + } + warn('"' + value + '" asset not found.'); + return; + } + + // Non-wrapped url(). + return value; +} + +function defaultParse (value) { + return value; +} + +function defaultStringify (value) { + if (value === null) { return 'null'; } + return value.toString(); +} + +function boolParse (value) { + return value !== 'false' && value !== false; +} + +function intParse (value) { + return parseInt(value, 10); +} + +function numberParse (value) { + return parseFloat(value, 10); +} + +function selectorParse (value) { + if (!value) { return null; } + if (typeof value !== 'string') { return value; } + if (value[0] === '#' && !nonCharRegex.test(value)) { + // When selecting element by ID only, use getElementById for better performance. + // Don't match like #myId .child. + return document.getElementById(value.substring(1)); + } + return document.querySelector(value); +} + +function selectorAllParse (value) { + if (!value) { return null; } + if (typeof value !== 'string') { return value; } + return Array.prototype.slice.call(document.querySelectorAll(value), 0); +} + +function selectorStringify (value) { + if (value.getAttribute) { + return '#' + value.getAttribute('id'); + } + return defaultStringify(value); +} + +function selectorAllStringify (value) { + if (value instanceof Array) { + return value.map(function (element) { + return '#' + element.getAttribute('id'); + }).join(', '); + } + return defaultStringify(value); +} + +function srcParse (value) { + warn('`src` property type is deprecated. Use `asset` instead.'); + return assetParse(value); +} + +function vecParse (value) { + return coordinates.parse(value, this.default); +} + +/** + * Validate the default values in a schema to match their type. + * + * @param {string} type - Property type name. + * @param defaultVal - Property type default value. + * @returns {boolean} Whether default value is accurate given the type. + */ +function isValidDefaultValue (type, defaultVal) { + if (type === 'audio' && typeof defaultVal !== 'string') { return false; } + if (type === 'array' && !Array.isArray(defaultVal)) { return false; } + if (type === 'asset' && typeof defaultVal !== 'string') { return false; } + if (type === 'boolean' && typeof defaultVal !== 'boolean') { return false; } + if (type === 'color' && typeof defaultVal !== 'string') { return false; } + if (type === 'int' && typeof defaultVal !== 'number') { return false; } + if (type === 'number' && typeof defaultVal !== 'number') { return false; } + if (type === 'map' && typeof defaultVal !== 'string') { return false; } + if (type === 'model' && typeof defaultVal !== 'string') { return false; } + if (type === 'selector' && typeof defaultVal !== 'string' && + defaultVal !== null) { return false; } + if (type === 'selectorAll' && typeof defaultVal !== 'string' && + defaultVal !== null) { return false; } + if (type === 'src' && typeof defaultVal !== 'string') { return false; } + if (type === 'string' && typeof defaultVal !== 'string') { return false; } + if (type === 'time' && typeof defaultVal !== 'number') { return false; } + if (type === 'vec2') { return isValidDefaultCoordinate(defaultVal, 2); } + if (type === 'vec3') { return isValidDefaultCoordinate(defaultVal, 3); } + if (type === 'vec4') { return isValidDefaultCoordinate(defaultVal, 4); } + return true; +} +module.exports.isValidDefaultValue = isValidDefaultValue; + +/** + * Checks if default coordinates are valid. + * + * @param possibleCoordinates + * @param {number} dimensions - 2 for 2D Vector, 3 for 3D vector. + * @returns {boolean} Whether coordinates are parsed correctly. + */ +function isValidDefaultCoordinate (possibleCoordinates, dimensions) { + if (possibleCoordinates === null) { return true; } + if (typeof possibleCoordinates !== 'object') { return false; } + + if (Object.keys(possibleCoordinates).length !== dimensions) { + return false; + } else { + var x = possibleCoordinates.x; + var y = possibleCoordinates.y; + var z = possibleCoordinates.z; + var w = possibleCoordinates.w; + + if (typeof x !== 'number' || typeof y !== 'number') { return false; } + if (dimensions > 2 && typeof z !== 'number') { return false; } + if (dimensions > 3 && typeof w !== 'number') { return false; } + } + + return true; +} +module.exports.isValidDefaultCoordinate = isValidDefaultCoordinate; + +},{"../utils/coordinates":190,"debug":10}],128:[function(_dereq_,module,exports){ +/* global Promise, screen */ +var initMetaTags = _dereq_('./metaTags').inject; +var initWakelock = _dereq_('./wakelock'); +var re = _dereq_('../a-register-element'); +var scenes = _dereq_('./scenes'); +var systems = _dereq_('../system').systems; +var THREE = _dereq_('../../lib/three'); +var TWEEN = _dereq_('@tweenjs/tween.js'); +var utils = _dereq_('../../utils/'); +// Require after. +var AEntity = _dereq_('../a-entity'); +var ANode = _dereq_('../a-node'); +var initPostMessageAPI = _dereq_('./postMessage'); + +var bind = utils.bind; +var isIOS = utils.device.isIOS(); +var isMobile = utils.device.isMobile(); +var registerElement = re.registerElement; +var warn = utils.debug('core:a-scene:warn'); + +/** + * Scene element, holds all entities. + * + * @member {array} behaviors - Component instances that have registered themselves to be + updated on every tick. + * @member {object} camera - three.js Camera object. + * @member {object} canvas + * @member {bool} isScene - Differentiates as scene entity as opposed to other entites. + * @member {bool} isMobile - Whether browser is mobile (via UA detection). + * @member {object} object3D - Root three.js Scene object. + * @member {object} renderer + * @member {bool} renderStarted + * @member {object} systems - Registered instantiated systems. + * @member {number} time + */ +module.exports.AScene = registerElement('a-scene', { + prototype: Object.create(AEntity.prototype, { + defaultComponents: { + value: { + 'inspector': '', + 'keyboard-shortcuts': '', + 'screenshot': '', + 'vr-mode-ui': '' + } + }, + + createdCallback: { + value: function () { + this.isIOS = isIOS; + this.isMobile = isMobile; + this.isScene = true; + this.object3D = new THREE.Scene(); + this.render = bind(this.render, this); + this.systems = {}; + this.systemNames = []; + this.time = 0; + this.init(); + } + }, + + init: { + value: function () { + this.behaviors = {tick: [], tock: []}; + this.hasLoaded = false; + this.isPlaying = false; + this.originalHTML = this.innerHTML; + this.renderTarget = null; + setupCanvas(this); + this.setupRenderer(); + this.resize(); + this.addFullScreenStyles(); + initPostMessageAPI(this); + }, + writable: true + }, + + addFullScreenStyles: { + value: function () { + var htmlEl = document.documentElement; + htmlEl.classList.add('a-html'); + document.body.classList.add('a-body'); + this.classList.add('fullscreen'); + } + }, + + removeFullScreenStyles: { + value: function () { + var htmlEl = document.documentElement; + htmlEl.classList.remove('a-html'); + document.body.classList.remove('a-body'); + this.classList.remove('fullscreen'); + } + }, + + attachedCallback: { + value: function () { + var resize; + var self = this; + + initMetaTags(this); + initWakelock(this); + this.initSystems(); + + resize = bind(this.resize, this); + window.addEventListener('load', resize); + window.addEventListener('resize', function () { + // Workaround for a Webkit bug (https://bugs.webkit.org/show_bug.cgi?id=170595) + // where the window does not contain the correct viewport size + // after an orientation change. The window size is correct if the operation + // is postponed a few milliseconds. + // self.resize can be called directly once the bug above is fixed. + if (this.isIOS) { + setTimeout(resize, 100); + } else { + resize(); + } + }); + this.play(); + + // Add to scene index. + scenes.push(this); + + // Handler to exit VR (e.g., Oculus Browser back button). + this.onVRPresentChangeBound = bind(this.onVRPresentChange, this); + window.addEventListener('vrdisplaypresentchange', this.onVRPresentChangeBound); + + // bind functions + this.enterVRBound = function () { self.enterVR(); }; + this.exitVRBound = function () { self.exitVR(); }; + this.exitVRTrueBound = function () { self.exitVR(true); }; + this.pointerRestrictedBound = function () { self.pointerRestricted(); }; + this.pointerUnrestrictedBound = function () { self.pointerUnrestricted(); }; + + // Enter VR on `vrdisplayactivate` (e.g. putting on Rift headset). + window.addEventListener('vrdisplayactivate', this.enterVRBound); + + // Exit VR on `vrdisplaydeactivate` (e.g. taking off Rift headset). + window.addEventListener('vrdisplaydeactivate', this.exitVRBound); + + // Exit VR on `vrdisplaydisconnect` (e.g. unplugging Rift headset). + window.addEventListener('vrdisplaydisconnect', this.exitVRTrueBound); + + // Register for mouse restricted events while in VR + // (e.g. mouse no longer available on desktop 2D view) + window.addEventListener('vrdisplaypointerrestricted', this.pointerRestrictedBound); + + // Register for mouse unrestricted events while in VR + // (e.g. mouse once again available on desktop 2D view) + window.addEventListener('vrdisplaypointerunrestricted', this.pointerUnrestrictedBound); + }, + writable: window.debug + }, + + /** + * Initialize all systems. + */ + initSystems: { + value: function () { + Object.keys(systems).forEach(bind(this.initSystem, this)); + } + }, + + /** + * Initialize a system. + */ + initSystem: { + value: function (name) { + if (this.systems[name]) { return; } + this.systems[name] = new systems[name](this); + this.systemNames.push(name); + } + }, + + /** + * Shut down scene on detach. + */ + detachedCallback: { + value: function () { + // Remove from scene index. + var sceneIndex = scenes.indexOf(this); + scenes.splice(sceneIndex, 1); + + window.removeEventListener('vrdisplaypresentchange', this.onVRPresentChangeBound); + window.removeEventListener('vrdisplayactivate', this.enterVRBound); + window.removeEventListener('vrdisplaydeactivate', this.exitVRBound); + window.removeEventListener('vrdisplayconnect', this.enterVRBound); + window.removeEventListener('vrdisplaydisconnect', this.exitVRTrueBound); + window.removeEventListener('vrdisplaypointerrestricted', this.pointerRestrictedBound); + window.removeEventListener('vrdisplaypointerunrestricted', this.pointerUnrestrictedBound); + } + }, + + /** + * Add ticks and tocks. + * + * @param {object} behavior - A component. + */ + addBehavior: { + value: function (behavior) { + var behaviorArr; + var behaviors = this.behaviors; + var behaviorType; + + // Check if behavior has tick and/or tock and add the behavior to the appropriate list. + for (behaviorType in behaviors) { + if (!behavior[behaviorType]) { continue; } + behaviorArr = this.behaviors[behaviorType]; + if (behaviorArr.indexOf(behavior) === -1) { + behaviorArr.push(behavior); + } + } + } + }, + + /** + * For tests. + */ + getPointerLockElement: { + value: function () { + return document.pointerLockElement; + }, + writable: window.debug + }, + + /** + * For tests. + */ + checkHeadsetConnected: { + value: utils.device.checkHeadsetConnected, + writable: window.debug + }, + + /** + * Call `requestPresent` if WebVR or WebVR polyfill. + * Call `requestFullscreen` on desktop. + * Handle events, states, fullscreen styles. + * + * @param {bool} fromExternal - Whether exiting VR due to an external event (e.g., + * manually calling requestPresent via WebVR API directly). + * @returns {Promise} + */ + enterVR: { + value: function (fromExternal) { + var self = this; + var vrDisplay; + var vrManager = self.renderer.vr; + // Don't enter VR if already in VR. + if (this.is('vr-mode')) { return Promise.resolve('Already in VR.'); } + // Enter VR via WebVR API. + if (!fromExternal && (this.checkHeadsetConnected() || this.isMobile)) { + vrDisplay = utils.device.getVRDisplay(); + vrManager.setDevice(vrDisplay); + vrManager.enabled = true; + vrManager.setPoseTarget(this.camera.el.object3D); + return vrDisplay.requestPresent([{source: this.canvas}]) + .then(enterVRSuccess, enterVRFailure); + } + enterVRSuccess(); + return Promise.resolve(); + + function enterVRSuccess () { + self.addState('vr-mode'); + self.emit('enter-vr', {target: self}); + // Lock to landscape orientation on mobile. + if (self.isMobile && screen.orientation && screen.orientation.lock) { + screen.orientation.lock('landscape'); + } + self.addFullScreenStyles(); + + // On mobile, the polyfill handles fullscreen. + // TODO: 07/16 Chromium builds break when `requestFullscreen`ing on a canvas + // that we are also `requestPresent`ing. Until then, don't fullscreen if headset + // connected. + if (!self.isMobile && !self.checkHeadsetConnected()) { + requestFullscreen(self.canvas); + } + self.resize(); + } + + function enterVRFailure (err) { + if (err && err.message) { + throw new Error('Failed to enter VR mode (`requestPresent`): ' + err.message); + } else { + throw new Error('Failed to enter VR mode (`requestPresent`).'); + } + } + }, + writable: true + }, + /** + * Call `exitPresent` if WebVR or WebVR polyfill. + * Handle events, states, fullscreen styles. + * + * @param {bool} fromExternal - Whether exiting VR due to an external event (e.g., + * Oculus Browser GearVR back button). + * @returns {Promise} + */ + exitVR: { + value: function (fromExternal) { + var self = this; + var vrDisplay; + + // Don't exit VR if not in VR. + if (!this.is('vr-mode')) { return Promise.resolve('Not in VR.'); } + + exitFullscreen(); + + // Handle exiting VR if not yet already and in a headset or polyfill. + if (!fromExternal && (this.checkHeadsetConnected() || this.isMobile)) { + this.renderer.vr.enabled = false; + vrDisplay = utils.device.getVRDisplay(); + return vrDisplay.exitPresent().then(exitVRSuccess, exitVRFailure); + } + + // Handle exiting VR in all other cases (2D fullscreen, external exit VR event). + exitVRSuccess(); + + return Promise.resolve(); + + function exitVRSuccess () { + self.removeState('vr-mode'); + // Lock to landscape orientation on mobile. + if (self.isMobile && screen.orientation && screen.orientation.unlock) { + screen.orientation.unlock(); + } + // Exiting VR in embedded mode, no longer need fullscreen styles. + if (self.hasAttribute('embedded')) { self.removeFullScreenStyles(); } + self.resize(); + if (self.isIOS) { utils.forceCanvasResizeSafariMobile(this.canvas); } + self.emit('exit-vr', {target: self}); + } + + function exitVRFailure (err) { + if (err && err.message) { + throw new Error('Failed to exit VR mode (`exitPresent`): ' + err.message); + } else { + throw new Error('Failed to exit VR mode (`exitPresent`).'); + } + } + }, + writable: true + }, + + pointerRestricted: { + value: function () { + if (this.canvas) { + var pointerLockElement = this.getPointerLockElement(); + if (pointerLockElement && pointerLockElement !== this.canvas && document.exitPointerLock) { + // Recreate pointer lock on the canvas, if taken on another element. + document.exitPointerLock(); + } + + if (this.canvas.requestPointerLock) { + this.canvas.requestPointerLock(); + } + } + } + }, + + pointerUnrestricted: { + value: function () { + var pointerLockElement = this.getPointerLockElement(); + if (pointerLockElement && pointerLockElement === this.canvas && document.exitPointerLock) { + document.exitPointerLock(); + } + } + }, + + /** + * Handle `vrdisplaypresentchange` event for exiting VR through other means than + * `<ESC>` key. For example, GearVR back button on Oculus Browser. + */ + onVRPresentChange: { + value: function (evt) { + // Polyfill places display inside the detail property + var display = evt.display || evt.detail.display; + // Entering VR. + if (display.isPresenting) { + this.enterVR(true); + return; + } + // Exiting VR. + this.exitVR(true); + } + }, + + /** + * Wraps Entity.getAttribute to take into account for systems. + * If system exists, then return system data rather than possible component data. + */ + getAttribute: { + value: function (attr) { + var system = this.systems[attr]; + if (system) { return system.data; } + return AEntity.prototype.getAttribute.call(this, attr); + } + }, + + /** + * `getAttribute` used to be `getDOMAttribute` and `getComputedAttribute` used to be + * what `getAttribute` is now. Now legacy code. + */ + getComputedAttribute: { + value: function (attr) { + warn('`getComputedAttribute` is deprecated. Use `getAttribute` instead.'); + this.getAttribute(attr); + } + }, + + /** + * Wraps Entity.getDOMAttribute to take into account for systems. + * If system exists, then return system data rather than possible component data. + */ + getDOMAttribute: { + value: function (attr) { + var system = this.systems[attr]; + if (system) { return system.data; } + return AEntity.prototype.getDOMAttribute.call(this, attr); + } + }, + + /** + * Wrap Entity.setAttribute to take into account for systems. + * If system exists, then skip component initialization checks and do a normal + * setAttribute. + */ + setAttribute: { + value: function (attr, value, componentPropValue) { + var system = this.systems[attr]; + if (system) { + ANode.prototype.setAttribute.call(this, attr, value); + system.updateProperties(value); + return; + } + AEntity.prototype.setAttribute.call(this, attr, value, componentPropValue); + } + }, + + /** + * @param {object} behavior - A component. + */ + removeBehavior: { + value: function (behavior) { + var behaviorArr; + var behaviorType; + var behaviors = this.behaviors; + var index; + + // Check if behavior has tick and/or tock and remove the behavior from the appropriate array. + for (behaviorType in behaviors) { + if (!behavior[behaviorType]) { continue; } + behaviorArr = this.behaviors[behaviorType]; + index = behaviorArr.indexOf(behavior); + if (index !== -1) { behaviorArr.splice(index, 1); } + } + } + }, + + resize: { + value: function () { + var camera = this.camera; + var canvas = this.canvas; + var embedded = this.getAttribute('embedded') && !this.is('vr-mode'); + var size; + var vrDevice; + var isVRPresenting; + vrDevice = this.renderer.vr.getDevice(); + isVRPresenting = this.renderer.vr.enabled && vrDevice && vrDevice.isPresenting; + // Do not update renderer, if a camera or a canvas have not been injected. + // In VR mode, three handles canvas resize based on the dimensions returned by + // the getEyeParameters function of the WebVR API. These dimensions are independent of + // the window size, therefore should not be overwritten with the window's width and height, + // except when in fullscreen mode. + if (!camera || !canvas || (this.is('vr-mode') && (this.isMobile || isVRPresenting))) { return; } + // Update camera. + size = getCanvasSize(canvas, embedded); + camera.aspect = size.width / size.height; + camera.updateProjectionMatrix(); + // Notify renderer of size change. + this.renderer.setSize(size.width, size.height, false); + }, + writable: true + }, + + setupRenderer: { + value: function () { + var renderer; + renderer = this.renderer = new THREE.WebGLRenderer({ + canvas: this.canvas, + antialias: shouldAntiAlias(this), + alpha: true + }); + renderer.setPixelRatio(window.devicePixelRatio); + renderer.sortObjects = false; + }, + writable: window.debug + }, + + /** + * Handler attached to elements to help scene know when to kick off. + * Scene waits for all entities to load. + */ + play: { + value: function () { + var self = this; + if (this.renderStarted) { + AEntity.prototype.play.call(this); + return; + } + + this.addEventListener('loaded', function () { + AEntity.prototype.play.call(this); // .play() *before* render. + + // Wait for camera if necessary before rendering. + if (this.camera) { + startRender(this); + return; + } + this.addEventListener('camera-set-active', function () { startRender(this); }); + + function startRender (sceneEl) { + if (sceneEl.renderStarted) { return; } + + sceneEl.resize(); + + // Kick off render loop. + if (sceneEl.renderer) { + if (window.performance) { + window.performance.mark('render-started'); + } + sceneEl.clock = new THREE.Clock(); + sceneEl.render(); + sceneEl.renderStarted = true; + sceneEl.emit('renderstart'); + } + } + }); + + // setTimeout to wait for all nodes to attach and run their callbacks. + setTimeout(function () { + AEntity.prototype.load.call(self); + }); + } + }, + + /** + * Wrap `updateComponent` to not initialize the component if the component has a system + * (aframevr/aframe#2365). + */ + updateComponent: { + value: function (componentName) { + if (componentName in systems) { return; } + AEntity.prototype.updateComponent.apply(this, arguments); + } + }, + + /** + * Behavior-updater meant to be called from scene render. + * Abstracted to a different function to facilitate unit testing (`scene.tick()`) without + * needing to render. + */ + tick: { + value: function (time, timeDelta) { + var i; + var systems = this.systems; + + // Animations. + TWEEN.update(); + + // Components. + for (i = 0; i < this.behaviors.tick.length; i++) { + if (!this.behaviors.tick[i].el.isPlaying) { continue; } + this.behaviors.tick[i].tick(time, timeDelta); + } + + // Systems. + for (i = 0; i < this.systemNames.length; i++) { + if (!systems[this.systemNames[i]].tick) { continue; } + systems[this.systemNames[i]].tick(time, timeDelta); + } + } + }, + + /** + * Behavior-updater meant to be called after scene render for post processing purposes. + * Abstracted to a different function to facilitate unit testing (`scene.tock()`) without + * needing to render. + */ + tock: { + value: function (time, timeDelta) { + var i; + var systems = this.systems; + + // Components. + for (i = 0; i < this.behaviors.tock.length; i++) { + if (!this.behaviors.tock[i].el.isPlaying) { continue; } + this.behaviors.tock[i].tock(time, timeDelta); + } + + // Systems. + for (i = 0; i < this.systemNames.length; i++) { + if (!systems[this.systemNames[i]].tock) { continue; } + systems[this.systemNames[i]].tock(time, timeDelta); + } + } + }, + + /** + * The render loop. + * + * Updates animations. + * Updates behaviors. + * Renders with request animation frame. + */ + render: { + value: function () { + var delta = this.clock.getDelta() * 1000; + var renderer = this.renderer; + this.time = this.clock.elapsedTime * 1000; + + if (this.isPlaying) { this.tick(this.time, delta); } + + renderer.animate(this.render); + renderer.render(this.object3D, this.camera, this.renderTarget); + + if (this.isPlaying) { this.tock(this.time, delta); } + }, + writable: true + } + }) +}); + +/** + * Return the canvas size where the scene will be rendered + * It will be always the window size except when the scene + * is embedded. The parent size will be returned in that case + * + * @param {object} canvasEl - the canvas element + * @param {boolean} embedded - Is the scene embedded? + */ +function getCanvasSize (canvasEl, embedded) { + if (embedded) { + return { + height: canvasEl.parentElement.offsetHeight, + width: canvasEl.parentElement.offsetWidth + }; + } + return { + height: window.innerHeight, + width: window.innerWidth + }; +} + +function requestFullscreen (canvas) { + var requestFullscreen = + canvas.requestFullscreen || + canvas.webkitRequestFullscreen || + canvas.mozRequestFullScreen || // The capitalized `S` is not a typo. + canvas.msRequestFullscreen; + requestFullscreen.apply(canvas); +} + +function exitFullscreen () { + if (document.exitFullscreen) { + document.exitFullscreen(); + } else if (document.mozCancelFullScreen) { + document.mozCancelFullScreen(); + } else if (document.webkitExitFullscreen) { + document.webkitExitFullscreen(); + } +} + +/** + * Determines if renderer anti-aliasing should be enabled. + * Enabled by default if has native WebVR or is desktop. + * + * @returns {bool} + */ +function shouldAntiAlias (sceneEl) { + // Explicitly set. + if (sceneEl.getAttribute('antialias') !== null) { + return sceneEl.getAttribute('antialias') === 'true'; + } + + // Default not AA for mobile. + return !sceneEl.isMobile; +} +module.exports.shouldAntiAlias = shouldAntiAlias; // For testing. + +function setupCanvas (sceneEl) { + var canvasEl; + + canvasEl = document.createElement('canvas'); + canvasEl.classList.add('a-canvas'); + // Mark canvas as provided/injected by A-Frame. + canvasEl.dataset.aframeCanvas = true; + sceneEl.appendChild(canvasEl); + + document.addEventListener('fullscreenchange', onFullScreenChange); + document.addEventListener('mozfullscreenchange', onFullScreenChange); + document.addEventListener('webkitfullscreenchange', onFullScreenChange); + + // Prevent overscroll on mobile. + canvasEl.addEventListener('touchmove', function (event) { event.preventDefault(); }); + + // Set canvas on scene. + sceneEl.canvas = canvasEl; + sceneEl.emit('render-target-loaded', {target: canvasEl}); + // For unknown reasons a synchronous resize does not work on desktop when + // entering/exiting fullscreen. + setTimeout(bind(sceneEl.resize, sceneEl), 0); + + function onFullScreenChange () { + var fullscreenEl = + document.fullscreenElement || + document.mozFullScreenElement || + document.webkitFullscreenElement; + // No fullscren element === exit fullscreen + if (!fullscreenEl) { sceneEl.exitVR(); } + document.activeElement.blur(); + document.body.focus(); + } +} +module.exports.setupCanvas = setupCanvas; // For testing. + +},{"../../lib/three":173,"../../utils/":195,"../a-entity":121,"../a-node":123,"../a-register-element":124,"../system":135,"./metaTags":129,"./postMessage":130,"./scenes":131,"./wakelock":132,"@tweenjs/tween.js":1}],129:[function(_dereq_,module,exports){ +var constants = _dereq_('../../constants/'); +var extend = _dereq_('../../utils').extend; + +var MOBILE_HEAD_TAGS = module.exports.MOBILE_HEAD_TAGS = [ + Meta({name: 'viewport', content: 'width=device-width,initial-scale=1,maximum-scale=1,shrink-to-fit=no,user-scalable=no,minimal-ui'}), + + // W3C-standardised meta tags. + Meta({name: 'mobile-web-app-capable', content: 'yes'}), + Meta({name: 'theme-color', content: 'black'}) +]; + +var MOBILE_IOS_HEAD_TAGS = [ + // iOS-specific meta tags for fullscreen when pinning to homescreen. + Meta({name: 'apple-mobile-web-app-capable', content: 'yes'}), + Meta({name: 'apple-mobile-web-app-status-bar-style', content: 'black'}), + Link({rel: 'apple-touch-icon', href: 'https://aframe.io/images/aframe-logo-152.png'}) +]; + +function Meta (attrs) { + return { + tagName: 'meta', + attributes: attrs, + exists: function () { return document.querySelector('meta[name="' + attrs.name + '"]'); } + }; +} + +function Link (attrs) { + return { + tagName: 'link', + attributes: attrs, + exists: function () { return document.querySelector('link[rel="' + attrs.rel + '"]'); } + }; +} + +/** + * Injects the necessary metatags in the document for mobile support: + * 1. Prevent the user to zoom in the document. + * 2. Ensure that window.innerWidth and window.innerHeight have the correct + * values and the canvas is properly scaled. + * 3. To allow fullscreen mode when pinning a web app on the home screen on + * iOS. + * Adapted from https://www.reddit.com/r/web_design/comments/3la04p/ + * + * @param {object} scene - Scene element + * @returns {Array} + */ +module.exports.inject = function injectHeadTags (scene) { + var headEl = document.head; + var headScriptEl = headEl.querySelector('script'); + var tag; + var headTags = []; + MOBILE_HEAD_TAGS.forEach(createAndInjectTag); + if (scene.isIOS) { + MOBILE_IOS_HEAD_TAGS.forEach(createAndInjectTag); + } + return headTags; + + function createAndInjectTag (tagObj) { + if (!tagObj || tagObj.exists()) { return; } + + tag = createTag(tagObj); + if (!tag) { return; } + + if (headScriptEl) { + headScriptEl.parentNode.insertBefore(tag, headScriptEl); + } else { + headEl.appendChild(tag); + } + + headTags.push(tag); + } +}; + +function createTag (tagObj) { + if (!tagObj || !tagObj.tagName) { return; } + var meta = document.createElement(tagObj.tagName); + meta.setAttribute(constants.AFRAME_INJECTED, ''); + return extend(meta, tagObj.attributes); +} + +},{"../../constants/":116,"../../utils":195}],130:[function(_dereq_,module,exports){ +var bind = _dereq_('../../utils/bind'); +var isIframed = _dereq_('../../utils/').isIframed; + +/** + * Provides a post message API for scenes contained + * in an iframe. + */ +module.exports = function initPostMessageAPI (scene) { + // Handles fullscreen behavior when inside an iframe. + if (!isIframed()) { return; } + // postMessage API handler + window.addEventListener('message', bind(postMessageAPIHandler, scene)); +}; + +function postMessageAPIHandler (event) { + var scene = this; + if (!event.data) { return; } + + switch (event.data.type) { + case 'vr': { + switch (event.data.data) { + case 'enter': + scene.enterVR(); + break; + case 'exit': + scene.exitVR(); + break; + } + } + } +} + +},{"../../utils/":195,"../../utils/bind":189}],131:[function(_dereq_,module,exports){ +/* + Scene index for keeping track of created scenes. +*/ +module.exports = []; + +},{}],132:[function(_dereq_,module,exports){ +var Wakelock = _dereq_('../../../vendor/wakelock/wakelock'); + +module.exports = function initWakelock (scene) { + if (!scene.isMobile) { return; } + + var wakelock = scene.wakelock = new Wakelock(); + scene.addEventListener('enter-vr', function () { wakelock.request(); }); + scene.addEventListener('exit-vr', function () { wakelock.release(); }); +}; + +},{"../../../vendor/wakelock/wakelock":204}],133:[function(_dereq_,module,exports){ +var utils = _dereq_('../utils/'); +var PropertyTypes = _dereq_('./propertyTypes'); + +var debug = utils.debug; +var isValidDefaultValue = PropertyTypes.isValidDefaultValue; +var propertyTypes = PropertyTypes.propertyTypes; + +var warn = debug('core:schema:warn'); + +/** + * A schema is classified as a schema for a single property if: + * - `type` is defined on the schema as a string. + * - OR `default` is defined on the schema, as a reserved keyword. + * - OR schema is empty. + */ +function isSingleProperty (schema) { + if ('type' in schema) { + return typeof schema.type === 'string'; + } + return 'default' in schema; +} +module.exports.isSingleProperty = isSingleProperty; + +/** + * Build step to schema to use `type` to inject default value, parser, and stringifier. + * + * @param {object} schema + * @param {string} componentName + * @returns {object} Schema. + */ +module.exports.process = function (schema, componentName) { + var propName; + + // For single property schema, run processPropDefinition over the whole schema. + if (isSingleProperty(schema)) { + return processPropertyDefinition(schema, componentName); + } + + // For multi-property schema, run processPropDefinition over each property definition. + for (propName in schema) { + schema[propName] = processPropertyDefinition(schema[propName], componentName); + } + return schema; +}; + +/** + * Inject default value, parser, stringifier for single property. + * + * @param {object} propDefinition + * @param {string} componentName + */ +function processPropertyDefinition (propDefinition, componentName) { + var defaultVal = propDefinition.default; + var isCustomType; + var propType; + var typeName = propDefinition.type; + + // Type inference. + if (!propDefinition.type) { + if (defaultVal !== undefined && + (typeof defaultVal === 'boolean' || typeof defaultVal === 'number')) { + // Type inference. + typeName = typeof defaultVal; + } else if (Array.isArray(defaultVal)) { + typeName = 'array'; + } else { + // Fall back to string. + typeName = 'string'; + } + } else if (propDefinition.type === 'bool') { + typeName = 'boolean'; + } else if (propDefinition.type === 'float') { + typeName = 'number'; + } + + propType = propertyTypes[typeName]; + if (!propType) { + warn('Unknown property type for component `' + componentName + '`: ' + typeName); + } + + // Fill in parse and stringify using property types. + isCustomType = !!propDefinition.parse; + propDefinition.parse = propDefinition.parse || propType.parse; + propDefinition.stringify = propDefinition.stringify || propType.stringify; + + // Fill in type name. + propDefinition.type = typeName; + + // Check that default value exists. + if ('default' in propDefinition) { + // Check that default values are valid. + if (!isCustomType && !isValidDefaultValue(typeName, defaultVal)) { + warn('Default value `' + defaultVal + '` does not match type `' + typeName + + '` in component `' + componentName + '`'); + } + } else { + // Fill in default value. + propDefinition.default = propType.default; + } + + return propDefinition; +} +module.exports.processPropertyDefinition = processPropertyDefinition; + +/** + * Parse propData using schema. Use default values if not existing in propData. + * + * @param {object} propData - Unparsed properties. + * @param {object} schema - Property types definition. + * @param {boolean} getPartialData - Whether to return full component data or just the data + * with keys in `propData`. + * @param {string } componentName - Name of the component, used for the property warning. + * @param {boolean} silent - Suppress warning messages. + */ +module.exports.parseProperties = (function () { + var propNames = []; + + return function (propData, schema, getPartialData, componentName, silent) { + var i; + var propName; + var propDefinition; + var propValue; + + propNames.length = 0; + for (propName in (getPartialData ? propData : schema)) { propNames.push(propName); } + + if (propData === null || typeof propData !== 'object') { return propData; } + + // Validation errors. + for (propName in propData) { + if (!schema[propName] && !silent) { + warn('Unknown property `' + propName + + '` for component/system `' + componentName + '`.'); + } + } + + for (i = 0; i < propNames.length; i++) { + propName = propNames[i]; + propDefinition = schema[propName]; + propValue = propData[propName]; + if (!(schema[propName])) { return; } + propData[propName] = parseProperty(propValue, propDefinition); + } + + return propData; + }; +})(); + +/** + * Deserialize a single property. + */ +function parseProperty (value, propDefinition) { + // Use default value if value is falsy. + if (value === undefined || value === null || value === '') { + value = propDefinition.default; + if (Array.isArray(value)) { value = value.slice(); } + } + // Invoke property type parser. + return propDefinition.parse(value, propDefinition.default); +} +module.exports.parseProperty = parseProperty; + +/** + * Serialize a group of properties. + */ +module.exports.stringifyProperties = function (propData, schema) { + var propName; + var propDefinition; + var propValue; + var stringifiedData = {}; + var value; + + for (propName in propData) { + propDefinition = schema[propName]; + propValue = propData[propName]; + value = propValue; + if (typeof value === 'object') { + value = stringifyProperty(propValue, propDefinition); + if (!propDefinition) { warn('Unknown component property: ' + propName); } + } + stringifiedData[propName] = value; + } + return stringifiedData; +}; + +/** + * Serialize a single property. + */ +function stringifyProperty (value, propDefinition) { + // This function stringifies but it's used in a context where + // there's always second stringification pass. By returning the original + // value when it's not an object we save one unnecessary call + // to JSON.stringify. + if (typeof value !== 'object') { return value; } + // if there's no schema for the property we use standar JSON stringify + if (!propDefinition || value === null) { return JSON.stringify(value); } + return propDefinition.stringify(value); +} +module.exports.stringifyProperty = stringifyProperty; + +},{"../utils/":195,"./propertyTypes":127}],134:[function(_dereq_,module,exports){ +var schema = _dereq_('./schema'); + +var processSchema = schema.process; +var shaders = module.exports.shaders = {}; // Keep track of registered shaders. +var shaderNames = module.exports.shaderNames = []; // Keep track of the names of registered shaders. +var THREE = _dereq_('../lib/three'); +var utils = _dereq_('../utils'); + +// A-Frame properties to three.js uniform types. +var propertyToThreeMapping = { + array: 'v3', + color: 'v3', + int: 'i', + number: 'f', + map: 't', + time: 'f', + vec2: 'v2', + vec3: 'v3', + vec4: 'v4' +}; + +/** + * Shader class definition. + * + * Shaders extend the material component API so you can create your own library + * of customized materials + * + */ +var Shader = module.exports.Shader = function () {}; + +Shader.prototype = { + /** + * Contains the type schema and defaults for the data values. + * Data is coerced into the types of the values of the defaults. + */ + schema: {}, + + vertexShader: + 'void main() {' + + 'gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);' + + '}', + + fragmentShader: + 'void main() {' + + 'gl_FragColor = vec4(1.0, 0.0, 1.0, 1.0);' + + '}', + + /** + * Init handler. Similar to attachedCallback. + * Called during shader initialization and is only run once. + */ + init: function (data) { + this.attributes = this.initVariables(data, 'attribute'); + this.uniforms = this.initVariables(data, 'uniform'); + this.material = new (this.raw ? THREE.RawShaderMaterial : THREE.ShaderMaterial)({ + // attributes: this.attributes, + uniforms: this.uniforms, + vertexShader: this.vertexShader, + fragmentShader: this.fragmentShader + }); + return this.material; + }, + + initVariables: function (data, type) { + var variables = {}; + var schema = this.schema; + Object.keys(schema).forEach(function processSchema (key) { + if (schema[key].is !== type) { return; } + var varType = propertyToThreeMapping[schema[key].type]; + variables[key] = { + type: varType, + value: undefined // Let updateVariables handle setting these. + }; + }); + return variables; + }, + + /** + * Update handler. Similar to attributeChangedCallback. + * Called whenever the associated material data changes. + * + * @param {object} data - New material data. + */ + update: function (data) { + this.updateVariables(data, 'attribute'); + this.updateVariables(data, 'uniform'); + }, + + updateVariables: function (data, type) { + var self = this; + var variables = type === 'uniform' ? this.uniforms : this.attributes; + var schema = this.schema; + Object.keys(data).forEach(function processData (key) { + var materialKey; + if (!schema[key] || schema[key].is !== type) { return; } + + if (schema[key].type === 'map') { + // If data unchanged, get out early. + if (!variables[key] || variables[key].value === data[key]) { return; } + + // Special handling is needed for textures. + materialKey = '_texture_' + key; + + // We can't actually set the variable correctly until we've loaded the texture. + self.el.addEventListener('materialtextureloaded', function () { + variables[key].value = self.material[materialKey]; + variables[key].needsUpdate = true; + }); + + // Kick off the texture update now that handler is added. + utils.material.updateMapMaterialFromData(materialKey, key, self, data); + return; + } + variables[key].value = self.parseValue(schema[key].type, data[key]); + variables[key].needsUpdate = true; + }); + }, + + parseValue: function (type, value) { + var color; + switch (type) { + case 'vec2': { + return new THREE.Vector2(value.x, value.y); + } + case 'vec3': { + return new THREE.Vector3(value.x, value.y, value.z); + } + case 'vec4': { + return new THREE.Vector4(value.x, value.y, value.z, value.w); + } + case 'color': { + color = new THREE.Color(value); + return new THREE.Vector3(color.r, color.g, color.b); + } + case 'map': { + return THREE.ImageUtils.loadTexture(value); + } + default: { + return value; + } + } + } +}; + +/** + * Registers a shader to A-Frame. + * + * @param {string} name - shader name. + * @param {object} definition - shader property and methods. + * @returns {object} Shader. + */ +module.exports.registerShader = function (name, definition) { + var NewShader; + var proto = {}; + + // Format definition object to prototype object. + Object.keys(definition).forEach(function (key) { + proto[key] = { + value: definition[key], + writable: true + }; + }); + + if (shaders[name]) { + throw new Error('The shader ' + name + ' has been already registered'); + } + NewShader = function () { Shader.call(this); }; + NewShader.prototype = Object.create(Shader.prototype, proto); + NewShader.prototype.name = name; + NewShader.prototype.constructor = NewShader; + shaders[name] = { + Shader: NewShader, + schema: processSchema(NewShader.prototype.schema) + }; + shaderNames.push(name); + return NewShader; +}; + +},{"../lib/three":173,"../utils":195,"./schema":133}],135:[function(_dereq_,module,exports){ +var components = _dereq_('./component'); +var schema = _dereq_('./schema'); +var utils = _dereq_('../utils/'); + +var parseProperties = schema.parseProperties; +var parseProperty = schema.parseProperty; +var processSchema = schema.process; +var isSingleProp = schema.isSingleProperty; +var styleParser = utils.styleParser; + +var systems = module.exports.systems = {}; // Keep track of registered systems. + +/** + * System class definition. + * + * Systems provide global scope and services to a group of instantiated components of the + * same class. They can also help abstract logic away from components such that components + * only have to worry about data. + * + * For example, a physics component that creates a physics world that oversees + * all entities with a physics or rigid body component. + * + * TODO: Have the System prototype reuse the Component prototype. Most code is copied + * and some pieces are missing from the Component facilities (e.g., attribute caching, + * setAttribute behavior). + * + * @member {string} name - Name that system is registered under. + * @member {Element} sceneEl - Handle to the scene element where system applies to. + */ +var System = module.exports.System = function (sceneEl) { + var component = components && components.components[this.name]; + + // Set reference to scene. + this.el = sceneEl; + this.sceneEl = sceneEl; + + // Set reference to matching component (if exists). + if (component) { component.Component.prototype.system = this; } + + // Process system configuration. + this.buildData(); + this.init(); + this.update({}); +}; + +System.prototype = { + /** + * Schema to configure system. + */ + schema: {}, + + /** + * Init handler. Called during scene initialization and is only run once. + * Systems can use this to set initial state. + */ + init: function () { /* no-op */ }, + + /** + * Update handler. Called during scene attribute updates. + * Systems can use this to dynamically update their state. + */ + update: function (oldData) { /* no-op */ }, + + /** + * Build data and call update handler. + * + * @private + */ + updateProperties: function (rawData) { + var oldData = this.data; + if (!Object.keys(schema).length) { return; } + this.buildData(rawData); + this.update(oldData); + }, + + /** + * Parse data. + */ + buildData: function (rawData) { + var schema = this.schema; + if (!Object.keys(schema).length) { return; } + rawData = rawData || window.HTMLElement.prototype.getAttribute.call(this.sceneEl, this.name); + if (isSingleProp(schema)) { + this.data = parseProperty(rawData, schema); + } else { + this.data = parseProperties(styleParser.parse(rawData) || {}, schema); + } + }, + + /** + * Tick handler. + * Called on each tick of the scene render loop. + * Affected by play and pause. + * + * @param {number} time - Scene tick time. + * @param {number} timeDelta - Difference in current render time and previous render time. + */ + tick: undefined, + + /** + * Tock handler. + * Called on each tock of the scene render loop. + * Affected by play and pause. + * + * @param {number} time - Scene tick time. + * @param {number} timeDelta - Difference in current render time and previous render time. + */ + tock: undefined, + + /** + * Called to start any dynamic behavior (e.g., animation, AI, events, physics). + */ + play: function () { /* no-op */ }, + + /** + * Called to stop any dynamic behavior (e.g., animation, AI, events, physics). + */ + pause: function () { /* no-op */ } +}; + +/** + * Registers a system to A-Frame. + * + * @param {string} name - Component name. + * @param {object} definition - Component property and methods. + * @returns {object} Component. + */ +module.exports.registerSystem = function (name, definition) { + var i; + var NewSystem; + var proto = {}; + var scenes = utils.findAllScenes(document); + + // Format definition object to prototype object. + Object.keys(definition).forEach(function (key) { + proto[key] = { + value: definition[key], + writable: true + }; + }); + + if (systems[name]) { + throw new Error('The system `' + name + '` has been already registered. ' + + 'Check that you are not loading two versions of the same system ' + + 'or two different systems of the same name.'); + } + NewSystem = function (sceneEl) { System.call(this, sceneEl); }; + NewSystem.prototype = Object.create(System.prototype, proto); + NewSystem.prototype.name = name; + NewSystem.prototype.constructor = NewSystem; + NewSystem.prototype.schema = utils.extend(processSchema(NewSystem.prototype.schema)); + systems[name] = NewSystem; + + // Initialize systems for existing scenes + for (i = 0; i < scenes.length; i++) { scenes[i].initSystem(name); } +}; + +},{"../utils/":195,"./component":125,"./schema":133}],136:[function(_dereq_,module,exports){ +_dereq_('./pivot'); + +},{"./pivot":137}],137:[function(_dereq_,module,exports){ +var registerComponent = _dereq_('../../core/component').registerComponent; +var THREE = _dereq_('../../lib/three'); + +var originalPosition = new THREE.Vector3(); +var originalRotation = new THREE.Vector3(); + +/** + * Wrap el.object3D within an outer group. Apply pivot to el.object3D as position. + */ +registerComponent('pivot', { + dependencies: ['position'], + + schema: {type: 'vec3'}, + + init: function () { + var data = this.data; + var el = this.el; + var originalParent = el.object3D.parent; + var originalGroup = el.object3D; + var outerGroup = new THREE.Group(); + + originalPosition.copy(originalGroup.position); + originalRotation.copy(originalGroup.rotation); + + // Detach current group from parent. + originalParent.remove(originalGroup); + outerGroup.add(originalGroup); + + // Set new group as the outer group. + originalParent.add(outerGroup); + + // Set outer group as new object3D. + el.object3D = outerGroup; + + // Apply pivot to original group. + originalGroup.position.set(-1 * data.x, -1 * data.y, -1 * data.z); + + // Offset the pivot so that world position not affected. + // And restore position onto outer group. + outerGroup.position.set(data.x + originalPosition.x, data.y + originalPosition.y, + data.z + originalPosition.z); + + // Transfer rotation to outer group. + outerGroup.rotation.copy(originalGroup.rotation); + originalGroup.rotation.set(0, 0, 0); + } +}); + +},{"../../core/component":125,"../../lib/three":173}],138:[function(_dereq_,module,exports){ +/** + * Common mesh defaults, mappings, and transforms. + */ +var components = _dereq_('../../core/component').components; +var shaders = _dereq_('../../core/shader').shaders; +var utils = _dereq_('../../utils/'); + +var materialMappings = {}; +Object.keys(components.material.schema).forEach(addMapping); +Object.keys(shaders.standard.schema).forEach(addMapping); + +function addMapping (prop) { + // To hyphenated. + var htmlAttrName = prop.replace(/([a-z])([A-Z])/g, '$1-$2').toLowerCase(); + if (prop === 'fog') { htmlAttrName = 'material-fog'; } + if (prop === 'visible') { htmlAttrName = 'material-visible'; } + materialMappings[htmlAttrName] = 'material.' + prop; +} + +module.exports = function getMeshMixin () { + return { + defaultComponents: {material: {}}, + mappings: utils.extend({}, materialMappings) + }; +}; + +},{"../../core/component":125,"../../core/shader":134,"../../utils/":195}],139:[function(_dereq_,module,exports){ +_dereq_('./primitives/a-camera'); +_dereq_('./primitives/a-collada-model'); +_dereq_('./primitives/a-cursor'); +_dereq_('./primitives/a-curvedimage'); +_dereq_('./primitives/a-gltf-model'); +_dereq_('./primitives/a-image'); +_dereq_('./primitives/a-light'); +_dereq_('./primitives/a-link'); +_dereq_('./primitives/a-obj-model'); +_dereq_('./primitives/a-sky'); +_dereq_('./primitives/a-sound'); +_dereq_('./primitives/a-text'); +_dereq_('./primitives/a-video'); +_dereq_('./primitives/a-videosphere'); +_dereq_('./primitives/meshPrimitives'); + +},{"./primitives/a-camera":141,"./primitives/a-collada-model":142,"./primitives/a-cursor":143,"./primitives/a-curvedimage":144,"./primitives/a-gltf-model":145,"./primitives/a-image":146,"./primitives/a-light":147,"./primitives/a-link":148,"./primitives/a-obj-model":149,"./primitives/a-sky":150,"./primitives/a-sound":151,"./primitives/a-text":152,"./primitives/a-video":153,"./primitives/a-videosphere":154,"./primitives/meshPrimitives":155}],140:[function(_dereq_,module,exports){ +var AEntity = _dereq_('../../core/a-entity'); +var components = _dereq_('../../core/component').components; +var registerElement = _dereq_('../../core/a-register-element').registerElement; +var utils = _dereq_('../../utils/'); + +var debug = utils.debug; +var setComponentProperty = utils.entity.setComponentProperty; +var log = debug('extras:primitives:debug'); +var warn = debug('extras:primitives:warn'); + +var primitives = module.exports.primitives = {}; + +module.exports.registerPrimitive = function registerPrimitive (name, definition) { + name = name.toLowerCase(); + log('Registering <%s>', name); + + // Deprecation warning for defaultAttributes usage. + if (definition.defaultAttributes) { + warn("The 'defaultAttributes' object is deprecated. Use 'defaultComponents' instead."); + } + + var primitive = registerElement(name, { + prototype: Object.create(AEntity.prototype, { + defaultComponentsFromPrimitive: { + value: definition.defaultComponents || definition.defaultAttributes || {} + }, + deprecated: {value: definition.deprecated || null}, + deprecatedMappings: {value: definition.deprecatedMappings || {}}, + mappings: {value: definition.mappings || {}}, + + createdCallback: { + value: function () { + if (definition.deprecated) { console.warn(definition.deprecated); } + this.resolveMappingCollisions(); + } + }, + + /** + * If a mapping collides with a registered component name + * it renames the mapping to componentname-property + */ + resolveMappingCollisions: { + value: function () { + var mappings = this.mappings; + var self = this; + Object.keys(mappings).forEach(function resolveCollision (key) { + var newAttribute; + if (key !== key.toLowerCase()) { warn('Mapping keys should be specified in lower case. The mapping key ' + key + ' may not be recognized'); } + if (components[key]) { + newAttribute = mappings[key].replace('.', '-'); + mappings[newAttribute] = mappings[key]; + delete mappings[key]; + console.warn('The primitive ' + self.tagName.toLowerCase() + ' has a mapping collision. ' + + 'The attribute ' + key + ' has the same name as a registered component and' + + ' has been renamed to ' + newAttribute); + } + }); + } + }, + + getExtraComponents: { + value: function () { + var attr; + var data; + var i; + var mapping; + var mixins; + var path; + var self = this; + + // Gather component data from default components. + data = utils.clone(this.defaultComponentsFromPrimitive); + + // Factor in mixins to overwrite default components. + mixins = this.getAttribute('mixin'); + if (mixins) { + mixins = mixins.trim().split(' '); + mixins.forEach(function applyMixin (mixinId) { + var mixinComponents = self.sceneEl.querySelector('#' + mixinId).componentCache; + Object.keys(mixinComponents).forEach(function setComponent (name) { + data[name] = extend(data[name], mixinComponents[name]); + }); + }); + } + + // Gather component data from mappings. + for (i = 0; i < this.attributes.length; i++) { + attr = this.attributes[i]; + mapping = this.mappings[attr.name]; + if (mapping) { + path = utils.entity.getComponentPropertyPath(mapping); + if (path.constructor === Array) { + data[path[0]] = data[path[0]] || {}; + data[path[0]][path[1]] = attr.value.trim(); + } else { + data[path] = attr.value.trim(); + } + continue; + } + } + + return data; + + /** + * For the base to be extensible, both objects must be pure JavaScript objects. + * The function assumes that base is undefined, or null or a pure object. + */ + function extend (base, extension) { + if (isUndefined(base)) { + return copy(extension); + } + if (isUndefined(extension)) { + return copy(base); + } + if (isPureObject(base) && isPureObject(extension)) { + return utils.extendDeep(base, extension); + } + return copy(extension); + } + + function isUndefined (value) { + return typeof value === 'undefined'; + } + + function copy (value) { + if (isPureObject(value)) { + return utils.extendDeep({}, value); + } + return value; + } + + function isPureObject (value) { + return value !== null && value.constructor === Object; + } + } + }, + + /** + * Sync to attribute to component property whenever mapped attribute changes. + * If attribute is mapped to a component property, set the component property using + * the attribute value. + */ + attributeChangedCallback: { + value: function (attr, oldVal, value) { + var componentName = this.mappings[attr]; + + if (attr in this.deprecatedMappings) { + console.warn(this.deprecatedMappings[attr]); + } + + if (!attr || !componentName) { return; } + + // Set value. + setComponentProperty(this, componentName, value); + } + } + }) + }); + + // Store. + primitives[name] = primitive; + return primitive; +}; + +/** + * Add component mappings using schema. + */ +function addComponentMapping (componentName, mappings) { + var schema = components[componentName].schema; + Object.keys(schema).map(function (prop) { + // Hyphenate where there is camelCase. + var attrName = prop.replace(/([a-z])([A-Z])/g, '$1-$2').toLowerCase(); + // If there is a mapping collision, prefix with component name and hyphen. + if (mappings[attrName] !== undefined) { attrName = componentName + '-' + prop; } + mappings[attrName] = componentName + '.' + prop; + }); +} + +/** + * Helper to define a primitive, building mappings using a component schema. + */ +function definePrimitive (tagName, defaultComponents, mappings) { + // If no initial mappings provided, start from empty map. + mappings = mappings || {}; + + // From the default components, add mapping automagically. + Object.keys(defaultComponents).map(function buildMappings (componentName) { + addComponentMapping(componentName, mappings); + }); + + // Register the primitive. + module.exports.registerPrimitive(tagName, utils.extendDeep({}, null, { + defaultComponents: defaultComponents, + mappings: mappings + })); +} +module.exports.definePrimitive = definePrimitive; + +},{"../../core/a-entity":121,"../../core/a-register-element":124,"../../core/component":125,"../../utils/":195}],141:[function(_dereq_,module,exports){ +var DEFAULT_CAMERA_HEIGHT = _dereq_('../../../constants/').DEFAULT_CAMERA_HEIGHT; +var registerPrimitive = _dereq_('../primitives').registerPrimitive; + +registerPrimitive('a-camera', { + defaultComponents: { + 'camera': {}, + 'look-controls': { + userHeight: DEFAULT_CAMERA_HEIGHT + }, + 'wasd-controls': {} + }, + + mappings: { + active: 'camera.active', + far: 'camera.far', + fov: 'camera.fov', + 'look-controls-enabled': 'look-controls.enabled', + near: 'camera.near', + 'wasd-controls-enabled': 'wasd-controls.enabled', + 'reverse-mouse-drag': 'look-controls.reverseMouseDrag', + 'user-height': 'look-controls.userHeight', + zoom: 'camera.zoom' + } +}); + +},{"../../../constants/":116,"../primitives":140}],142:[function(_dereq_,module,exports){ +var registerPrimitive = _dereq_('../primitives').registerPrimitive; + +registerPrimitive('a-collada-model', { + mappings: { + src: 'collada-model' + } +}); + +},{"../primitives":140}],143:[function(_dereq_,module,exports){ +var getMeshMixin = _dereq_('../getMeshMixin'); +var registerPrimitive = _dereq_('../primitives').registerPrimitive; +var utils = _dereq_('../../../utils/'); + +registerPrimitive('a-cursor', utils.extendDeep({}, getMeshMixin(), { + defaultComponents: { + cursor: {}, + geometry: { + primitive: 'ring', + radiusOuter: 0.016, + radiusInner: 0.01, + segmentsTheta: 32 + }, + material: { + color: '#000', + shader: 'flat', + opacity: 0.8 + }, + position: { + x: 0, + y: 0, + z: -1 + } + }, + + mappings: { + far: 'raycaster.far', + fuse: 'cursor.fuse', + 'fuse-timeout': 'cursor.fuseTimeout', + interval: 'raycaster.interval', + objects: 'raycaster.objects' + } +})); + +},{"../../../utils/":195,"../getMeshMixin":138,"../primitives":140}],144:[function(_dereq_,module,exports){ +var getMeshMixin = _dereq_('../getMeshMixin'); +var registerPrimitive = _dereq_('../primitives').registerPrimitive; +var utils = _dereq_('../../../utils/'); + +registerPrimitive('a-curvedimage', utils.extendDeep({}, getMeshMixin(), { + defaultComponents: { + geometry: { + height: 1, + primitive: 'cylinder', + radius: 2, + segmentsRadial: 48, + thetaLength: 270, + openEnded: true, + thetaStart: 0 + }, + material: { + color: '#FFF', + shader: 'flat', + side: 'double', + transparent: true, + repeat: '-1 1' + } + }, + + mappings: { + height: 'geometry.height', + 'open-ended': 'geometry.openEnded', + radius: 'geometry.radius', + segments: 'geometry.segmentsRadial', + start: 'geometry.thetaStart', + 'theta-length': 'geometry.thetaLength', + 'theta-start': 'geometry.thetaStart', + 'width': 'geometry.thetaLength' + } +})); + +},{"../../../utils/":195,"../getMeshMixin":138,"../primitives":140}],145:[function(_dereq_,module,exports){ +var registerPrimitive = _dereq_('../primitives').registerPrimitive; + +registerPrimitive('a-gltf-model', { + mappings: { + src: 'gltf-model' + } +}); + +},{"../primitives":140}],146:[function(_dereq_,module,exports){ +var getMeshMixin = _dereq_('../getMeshMixin'); +var registerPrimitive = _dereq_('../primitives').registerPrimitive; +var utils = _dereq_('../../../utils/'); + +registerPrimitive('a-image', utils.extendDeep({}, getMeshMixin(), { + defaultComponents: { + geometry: { + primitive: 'plane' + }, + material: { + color: '#FFF', + shader: 'flat', + side: 'double', + transparent: true + } + }, + + mappings: { + height: 'geometry.height', + width: 'geometry.width' + } +})); + +},{"../../../utils/":195,"../getMeshMixin":138,"../primitives":140}],147:[function(_dereq_,module,exports){ +var registerPrimitive = _dereq_('../primitives').registerPrimitive; + +registerPrimitive('a-light', { + defaultComponents: { + light: {} + }, + + mappings: { + angle: 'light.angle', + color: 'light.color', + 'ground-color': 'light.groundColor', + decay: 'light.decay', + distance: 'light.distance', + intensity: 'light.intensity', + penumbra: 'light.penumbra', + type: 'light.type', + target: 'light.target' + } +}); + +},{"../primitives":140}],148:[function(_dereq_,module,exports){ +var registerPrimitive = _dereq_('../primitives').registerPrimitive; + +registerPrimitive('a-link', { + defaultComponents: {}, + + mappings: { + href: 'link.href', + image: 'link.image', + title: 'link.title' + } +}); + +},{"../primitives":140}],149:[function(_dereq_,module,exports){ +var meshMixin = _dereq_('../getMeshMixin')(); +var registerPrimitive = _dereq_('../primitives').registerPrimitive; +var utils = _dereq_('../../../utils/'); + +registerPrimitive('a-obj-model', utils.extendDeep({}, meshMixin, { + defaultComponents: { + 'obj-model': {} + }, + + mappings: { + src: 'obj-model.obj', + mtl: 'obj-model.mtl' + } +})); + +},{"../../../utils/":195,"../getMeshMixin":138,"../primitives":140}],150:[function(_dereq_,module,exports){ +var getMeshMixin = _dereq_('../getMeshMixin'); +var registerPrimitive = _dereq_('../primitives').registerPrimitive; +var utils = _dereq_('../../../utils/'); +var meshPrimitives = _dereq_('./meshPrimitives'); + +registerPrimitive('a-sky', utils.extendDeep({}, getMeshMixin(), { + defaultComponents: { + geometry: { + primitive: 'sphere', + radius: 5000, + segmentsWidth: 64, + segmentsHeight: 32 + }, + material: { + color: '#FFF', + shader: 'flat', + npot: true + }, + scale: '-1 1 1' + }, + + mappings: utils.extendDeep({}, meshPrimitives['a-sphere'].prototype.mappings) +})); + +},{"../../../utils/":195,"../getMeshMixin":138,"../primitives":140,"./meshPrimitives":155}],151:[function(_dereq_,module,exports){ +var registerPrimitive = _dereq_('../primitives').registerPrimitive; + +registerPrimitive('a-sound', { + defaultComponents: { + sound: {} + }, + + mappings: { + src: 'sound.src', + on: 'sound.on', + autoplay: 'sound.autoplay', + loop: 'sound.loop', + volume: 'sound.volume' + } +}); + +},{"../primitives":140}],152:[function(_dereq_,module,exports){ +// <a-text> using `definePrimitive` helper. +var definePrimitive = _dereq_('../primitives').definePrimitive; +definePrimitive('a-text', {text: {anchor: 'align', width: 5}}); + +},{"../primitives":140}],153:[function(_dereq_,module,exports){ +var getMeshMixin = _dereq_('../getMeshMixin'); +var registerPrimitive = _dereq_('../primitives').registerPrimitive; +var utils = _dereq_('../../../utils/'); + +registerPrimitive('a-video', utils.extendDeep({}, getMeshMixin(), { + defaultComponents: { + geometry: { + primitive: 'plane' + }, + material: { + color: '#FFF', + shader: 'flat', + side: 'double', + transparent: true + } + }, + + mappings: { + height: 'geometry.height', + width: 'geometry.width' + } +})); + +},{"../../../utils/":195,"../getMeshMixin":138,"../primitives":140}],154:[function(_dereq_,module,exports){ +var getMeshMixin = _dereq_('../getMeshMixin'); +var registerPrimitive = _dereq_('../primitives').registerPrimitive; +var utils = _dereq_('../../../utils/'); + +registerPrimitive('a-videosphere', utils.extendDeep({}, getMeshMixin(), { + defaultComponents: { + geometry: { + primitive: 'sphere', + radius: 5000, + segmentsWidth: 64, + segmentsHeight: 32 + }, + material: { + color: '#FFF', + shader: 'flat', + npot: true + }, + scale: '-1 1 1' + }, + + mappings: { + radius: 'geometry.radius', + 'segments-height': 'geometry.segmentsHeight', + 'segments-width': 'geometry.segmentsWidth' + } +})); + +},{"../../../utils/":195,"../getMeshMixin":138,"../primitives":140}],155:[function(_dereq_,module,exports){ +/** + * Automated mesh primitive registration. + */ +var getMeshMixin = _dereq_('../getMeshMixin'); +var geometries = _dereq_('../../../core/geometry').geometries; +var geometryNames = _dereq_('../../../core/geometry').geometryNames; +var registerPrimitive = _dereq_('../primitives').registerPrimitive; +var utils = _dereq_('../../../utils/'); + +// For testing. +var meshPrimitives = module.exports = {}; + +// Generate primitive for each geometry type. +geometryNames.forEach(function registerMeshPrimitive (geometryName) { + var geometry = geometries[geometryName]; + var geometryHyphened = unCamelCase(geometryName); + + // Generate mappings. + var mappings = {}; + Object.keys(geometry.schema).forEach(function createMapping (property) { + mappings[unCamelCase(property)] = 'geometry.' + property; + }); + + // Register. + var tagName = 'a-' + geometryHyphened; + var primitive = registerPrimitive(tagName, utils.extendDeep({}, getMeshMixin(), { + defaultComponents: {geometry: {primitive: geometryName}}, + mappings: mappings + })); + meshPrimitives[tagName] = primitive; +}); + +/** + * camelCase to hyphened-string. + */ +function unCamelCase (str) { + return str.replace(/([a-z])([A-Z])/g, '$1-$2').toLowerCase(); +} + +},{"../../../core/geometry":126,"../../../utils/":195,"../getMeshMixin":138,"../primitives":140}],156:[function(_dereq_,module,exports){ +var registerGeometry = _dereq_('../core/geometry').registerGeometry; +var THREE = _dereq_('../lib/three'); + +registerGeometry('box', { + schema: { + depth: {default: 1, min: 0}, + height: {default: 1, min: 0}, + width: {default: 1, min: 0}, + segmentsHeight: {default: 1, min: 1, max: 20, type: 'int'}, + segmentsWidth: {default: 1, min: 1, max: 20, type: 'int'}, + segmentsDepth: {default: 1, min: 1, max: 20, type: 'int'} + }, + + init: function (data) { + this.geometry = new THREE.BoxGeometry( + data.width, data.height, data.depth, + data.segmentsWidth, data.segmentsHeight, data.segmentsDepth); + } +}); + +},{"../core/geometry":126,"../lib/three":173}],157:[function(_dereq_,module,exports){ +var registerGeometry = _dereq_('../core/geometry').registerGeometry; +var THREE = _dereq_('../lib/three'); + +var degToRad = THREE.Math.degToRad; + +registerGeometry('circle', { + schema: { + radius: {default: 1, min: 0}, + segments: {default: 32, min: 3, type: 'int'}, + thetaLength: {default: 360, min: 0}, + thetaStart: {default: 0} + }, + + init: function (data) { + this.geometry = new THREE.CircleGeometry( + data.radius, data.segments, degToRad(data.thetaStart), degToRad(data.thetaLength)); + } +}); + +},{"../core/geometry":126,"../lib/three":173}],158:[function(_dereq_,module,exports){ +var registerGeometry = _dereq_('../core/geometry').registerGeometry; +var THREE = _dereq_('../lib/three'); + +var degToRad = THREE.Math.degToRad; + +registerGeometry('cone', { + schema: { + height: {default: 1, min: 0}, + openEnded: {default: false}, + radiusBottom: {default: 1, min: 0}, + radiusTop: {default: 0.01, min: 0}, + segmentsHeight: {default: 18, min: 1, type: 'int'}, + segmentsRadial: {default: 36, min: 3, type: 'int'}, + thetaLength: {default: 360, min: 0}, + thetaStart: {default: 0} + }, + + init: function (data) { + this.geometry = new THREE.CylinderGeometry( + data.radiusTop, data.radiusBottom, data.height, data.segmentsRadial, + data.segmentsHeight, data.openEnded, degToRad(data.thetaStart), + degToRad(data.thetaLength)); + } +}); + +},{"../core/geometry":126,"../lib/three":173}],159:[function(_dereq_,module,exports){ +var registerGeometry = _dereq_('../core/geometry').registerGeometry; +var THREE = _dereq_('../lib/three'); + +var degToRad = THREE.Math.degToRad; + +registerGeometry('cylinder', { + schema: { + height: {default: 1, min: 0}, + openEnded: {default: false}, + radius: {default: 1, min: 0}, + segmentsHeight: {default: 18, min: 1, type: 'int'}, + segmentsRadial: {default: 36, min: 3, type: 'int'}, + thetaLength: {default: 360, min: 0}, + thetaStart: {default: 0} + }, + + init: function (data) { + this.geometry = new THREE.CylinderGeometry( + data.radius, data.radius, data.height, data.segmentsRadial, data.segmentsHeight, + data.openEnded, degToRad(data.thetaStart), degToRad(data.thetaLength)); + } +}); + +},{"../core/geometry":126,"../lib/three":173}],160:[function(_dereq_,module,exports){ +var registerGeometry = _dereq_('../core/geometry').registerGeometry; +var THREE = _dereq_('../lib/three'); + +registerGeometry('dodecahedron', { + schema: { + detail: {default: 0, min: 0, max: 5, type: 'int'}, + radius: {default: 1, min: 0} + }, + + init: function (data) { + this.geometry = new THREE.DodecahedronGeometry(data.radius, data.detail); + } +}); + +},{"../core/geometry":126,"../lib/three":173}],161:[function(_dereq_,module,exports){ +var registerGeometry = _dereq_('../core/geometry').registerGeometry; +var THREE = _dereq_('../lib/three'); + +registerGeometry('icosahedron', { + schema: { + detail: {default: 0, min: 0, max: 5, type: 'int'}, + radius: {default: 1, min: 0} + }, + + init: function (data) { + this.geometry = new THREE.IcosahedronGeometry(data.radius, data.detail); + } +}); + +},{"../core/geometry":126,"../lib/three":173}],162:[function(_dereq_,module,exports){ +_dereq_('./box.js'); +_dereq_('./circle.js'); +_dereq_('./cone.js'); +_dereq_('./cylinder.js'); +_dereq_('./dodecahedron.js'); +_dereq_('./icosahedron.js'); +_dereq_('./octahedron.js'); +_dereq_('./plane.js'); +_dereq_('./ring.js'); +_dereq_('./sphere.js'); +_dereq_('./tetrahedron.js'); +_dereq_('./torus.js'); +_dereq_('./torusKnot.js'); +_dereq_('./triangle.js'); + +},{"./box.js":156,"./circle.js":157,"./cone.js":158,"./cylinder.js":159,"./dodecahedron.js":160,"./icosahedron.js":161,"./octahedron.js":163,"./plane.js":164,"./ring.js":165,"./sphere.js":166,"./tetrahedron.js":167,"./torus.js":168,"./torusKnot.js":169,"./triangle.js":170}],163:[function(_dereq_,module,exports){ +var registerGeometry = _dereq_('../core/geometry').registerGeometry; +var THREE = _dereq_('../lib/three'); + +registerGeometry('octahedron', { + schema: { + detail: {default: 0, min: 0, max: 5, type: 'int'}, + radius: {default: 1, min: 0} + }, + + init: function (data) { + this.geometry = new THREE.OctahedronGeometry(data.radius, data.detail); + } +}); + +},{"../core/geometry":126,"../lib/three":173}],164:[function(_dereq_,module,exports){ +var registerGeometry = _dereq_('../core/geometry').registerGeometry; +var THREE = _dereq_('../lib/three'); + +registerGeometry('plane', { + schema: { + height: {default: 1, min: 0}, + width: {default: 1, min: 0}, + segmentsHeight: {default: 1, min: 1, max: 20, type: 'int'}, + segmentsWidth: {default: 1, min: 1, max: 20, type: 'int'} + }, + + init: function (data) { + this.geometry = new THREE.PlaneGeometry(data.width, data.height, data.segmentsWidth, data.segmentsHeight); + } +}); + +},{"../core/geometry":126,"../lib/three":173}],165:[function(_dereq_,module,exports){ +var registerGeometry = _dereq_('../core/geometry').registerGeometry; +var THREE = _dereq_('../lib/three'); + +var degToRad = THREE.Math.degToRad; + +registerGeometry('ring', { + schema: { + radiusInner: {default: 0.8, min: 0}, + radiusOuter: {default: 1.2, min: 0}, + segmentsPhi: {default: 10, min: 1, type: 'int'}, + segmentsTheta: {default: 32, min: 3, type: 'int'}, + thetaLength: {default: 360, min: 0}, + thetaStart: {default: 0} + }, + + init: function (data) { + this.geometry = new THREE.RingGeometry( + data.radiusInner, data.radiusOuter, data.segmentsTheta, data.segmentsPhi, + degToRad(data.thetaStart), degToRad(data.thetaLength)); + } +}); + +},{"../core/geometry":126,"../lib/three":173}],166:[function(_dereq_,module,exports){ +var registerGeometry = _dereq_('../core/geometry').registerGeometry; +var THREE = _dereq_('../lib/three'); + +var degToRad = THREE.Math.degToRad; + +registerGeometry('sphere', { + schema: { + radius: {default: 1, min: 0}, + phiLength: {default: 360}, + phiStart: {default: 0, min: 0}, + thetaLength: {default: 180, min: 0}, + thetaStart: {default: 0}, + segmentsHeight: {default: 18, min: 2, type: 'int'}, + segmentsWidth: {default: 36, min: 3, type: 'int'} + }, + + init: function (data) { + this.geometry = new THREE.SphereGeometry( + data.radius, data.segmentsWidth, data.segmentsHeight, degToRad(data.phiStart), + degToRad(data.phiLength), degToRad(data.thetaStart), degToRad(data.thetaLength)); + } +}); + +},{"../core/geometry":126,"../lib/three":173}],167:[function(_dereq_,module,exports){ +var registerGeometry = _dereq_('../core/geometry').registerGeometry; +var THREE = _dereq_('../lib/three'); + +registerGeometry('tetrahedron', { + schema: { + detail: {default: 0, min: 0, max: 5, type: 'int'}, + radius: {default: 1, min: 0} + }, + + init: function (data) { + this.geometry = new THREE.TetrahedronGeometry(data.radius, data.detail); + } +}); + +},{"../core/geometry":126,"../lib/three":173}],168:[function(_dereq_,module,exports){ +var registerGeometry = _dereq_('../core/geometry').registerGeometry; +var THREE = _dereq_('../lib/three'); + +var degToRad = THREE.Math.degToRad; + +registerGeometry('torus', { + schema: { + arc: {default: 360}, + radius: {default: 1, min: 0}, + radiusTubular: {default: 0.2, min: 0}, + segmentsRadial: {default: 36, min: 2, type: 'int'}, + segmentsTubular: {default: 32, min: 3, type: 'int'} + }, + + init: function (data) { + this.geometry = new THREE.TorusGeometry( + data.radius, data.radiusTubular * 2, data.segmentsRadial, data.segmentsTubular, + degToRad(data.arc)); + } +}); + +},{"../core/geometry":126,"../lib/three":173}],169:[function(_dereq_,module,exports){ +var registerGeometry = _dereq_('../core/geometry').registerGeometry; +var THREE = _dereq_('../lib/three'); + +registerGeometry('torusKnot', { + schema: { + p: {default: 2, min: 1}, + q: {default: 3, min: 1}, + radius: {default: 1, min: 0}, + radiusTubular: {default: 0.2, min: 0}, + segmentsRadial: {default: 8, min: 3, type: 'int'}, + segmentsTubular: {default: 100, min: 3, type: 'int'} + }, + + init: function (data) { + this.geometry = new THREE.TorusKnotGeometry( + data.radius, data.radiusTubular * 2, data.segmentsTubular, data.segmentsRadial, + data.p, data.q); + } +}); + +},{"../core/geometry":126,"../lib/three":173}],170:[function(_dereq_,module,exports){ +var registerGeometry = _dereq_('../core/geometry').registerGeometry; +var THREE = _dereq_('../lib/three'); + +var quaternion = new THREE.Quaternion(); +var rotateVector = new THREE.Vector3(0, 0, 1); +var uvMinVector = new THREE.Vector2(); +var uvMaxVector = new THREE.Vector2(); +var uvScaleVector = new THREE.Vector2(); + +registerGeometry('triangle', { + schema: { + vertexA: {type: 'vec3', default: {x: 0, y: 0.5, z: 0}}, + vertexB: {type: 'vec3', default: {x: -0.5, y: -0.5, z: 0}}, + vertexC: {type: 'vec3', default: {x: 0.5, y: -0.5, z: 0}} + }, + + init: function (data) { + var geometry; + var normal; + var triangle; + var uvA; + var uvB; + var uvC; + + triangle = new THREE.Triangle(); + triangle.a.set(data.vertexA.x, data.vertexA.y, data.vertexA.z); + triangle.b.set(data.vertexB.x, data.vertexB.y, data.vertexB.z); + triangle.c.set(data.vertexC.x, data.vertexC.y, data.vertexC.z); + normal = triangle.normal(); + + // Rotate the 3D triangle to be parallel to XY plane. + quaternion.setFromUnitVectors(normal, rotateVector); + uvA = triangle.a.clone().applyQuaternion(quaternion); + uvB = triangle.b.clone().applyQuaternion(quaternion); + uvC = triangle.c.clone().applyQuaternion(quaternion); + + // Compute UVs. + // Normalize x/y values of UV so they are within 0 to 1. + uvMinVector.set(Math.min(uvA.x, uvB.x, uvC.x), Math.min(uvA.y, uvB.y, uvC.y)); + uvMaxVector.set(Math.max(uvA.x, uvB.x, uvC.x), Math.max(uvA.y, uvB.y, uvC.y)); + uvScaleVector.set(0, 0).subVectors(uvMaxVector, uvMinVector); + uvA = new THREE.Vector2().subVectors(uvA, uvMinVector).divide(uvScaleVector); + uvB = new THREE.Vector2().subVectors(uvB, uvMinVector).divide(uvScaleVector); + uvC = new THREE.Vector2().subVectors(uvC, uvMinVector).divide(uvScaleVector); + + geometry = this.geometry = new THREE.Geometry(); + geometry.vertices.push(triangle.a); + geometry.vertices.push(triangle.b); + geometry.vertices.push(triangle.c); + geometry.faces.push(new THREE.Face3(0, 1, 2, normal)); + geometry.faceVertexUvs[0] = [[uvA, uvB, uvC]]; + } +}); + +},{"../core/geometry":126,"../lib/three":173}],171:[function(_dereq_,module,exports){ +// Check before the polyfill runs. +window.hasNativeWebVRImplementation = !!window.navigator.getVRDisplays || !!window.navigator.getVRDevices; + +window.WebVRConfig = window.WebVRConfig || { + BUFFER_SCALE: 1, + CARDBOARD_UI_DISABLED: true, + ROTATE_INSTRUCTIONS_DISABLED: true, + TOUCH_PANNER_DISABLED: true, + MOUSE_KEYBOARD_CONTROLS_DISABLED: true +}; + +// WebVR polyfill +_dereq_('webvr-polyfill'); + +var utils = _dereq_('./utils/'); + +var debug = utils.debug; +var error = debug('A-Frame:error'); +var warn = debug('A-Frame:warn'); + +if (window.document.currentScript && window.document.currentScript.parentNode !== + window.document.head && !window.debug) { + warn('Put the A-Frame <script> tag in the <head> of the HTML *before* the scene to ' + + 'ensure everything for A-Frame is properly registered before they are used from ' + + 'HTML.'); +} + +// Error if not using a server. +if (window.location.protocol === 'file:') { + error( + 'This HTML file is currently being served via the file:// protocol. ' + + 'Assets, textures, and models WILL NOT WORK due to cross-origin policy! ' + + 'Please use a local or hosted server: ' + + 'https://aframe.io/docs/0.5.0/introduction/getting-started.html#using-a-local-server.'); +} + +// Polyfill `Promise`. +window.Promise = window.Promise || _dereq_('promise-polyfill'); + +// Workaround for iOS Safari canvas sizing issues in stereo (webvr-polyfill/issues/102). +// Only for iOS on versions older than 10. +if (utils.device.isIOSOlderThan10(window.navigator.userAgent)) { + window.WebVRConfig.BUFFER_SCALE = 1 / window.devicePixelRatio; +} + +_dereq_('present'); // Polyfill `performance.now()`. + +// CSS. +if (utils.device.isBrowserEnvironment) { + _dereq_('./style/aframe.css'); + _dereq_('./style/rStats.css'); +} + +// Required before `AEntity` so that all components are registered. +var AScene = _dereq_('./core/scene/a-scene').AScene; +var components = _dereq_('./core/component').components; +var registerComponent = _dereq_('./core/component').registerComponent; +var registerGeometry = _dereq_('./core/geometry').registerGeometry; +var registerPrimitive = _dereq_('./extras/primitives/primitives').registerPrimitive; +var registerShader = _dereq_('./core/shader').registerShader; +var registerSystem = _dereq_('./core/system').registerSystem; +var shaders = _dereq_('./core/shader').shaders; +var systems = _dereq_('./core/system').systems; +// Exports THREE to window so three.js can be used without alteration. +var THREE = window.THREE = _dereq_('./lib/three'); +var TWEEN = window.TWEEN = _dereq_('@tweenjs/tween.js'); + +var pkg = _dereq_('../package'); + +_dereq_('./components/index'); // Register standard components. +_dereq_('./geometries/index'); // Register standard geometries. +_dereq_('./shaders/index'); // Register standard shaders. +_dereq_('./systems/index'); // Register standard systems. +var ANode = _dereq_('./core/a-node'); +var AEntity = _dereq_('./core/a-entity'); // Depends on ANode and core components. + +_dereq_('./core/a-animation'); +_dereq_('./core/a-assets'); +_dereq_('./core/a-cubemap'); +_dereq_('./core/a-mixin'); + +// Extras. +_dereq_('./extras/components/'); +_dereq_('./extras/primitives/'); + +console.log('A-Frame Version: 0.7.0 (Date 2018-01-19, Commit #1fc978c6)'); +console.log('three Version:', pkg.dependencies['three']); +console.log('WebVR Polyfill Version:', pkg.dependencies['webvr-polyfill']); + +module.exports = window.AFRAME = { + AComponent: _dereq_('./core/component').Component, + AEntity: AEntity, + ANode: ANode, + AScene: AScene, + components: components, + geometries: _dereq_('./core/geometry').geometries, + registerComponent: registerComponent, + registerElement: _dereq_('./core/a-register-element').registerElement, + registerGeometry: registerGeometry, + registerPrimitive: registerPrimitive, + registerShader: registerShader, + registerSystem: registerSystem, + primitives: { + getMeshMixin: _dereq_('./extras/primitives/getMeshMixin'), + primitives: _dereq_('./extras/primitives/primitives').primitives + }, + scenes: _dereq_('./core/scene/scenes'), + schema: _dereq_('./core/schema'), + shaders: shaders, + systems: systems, + THREE: THREE, + TWEEN: TWEEN, + utils: utils, + version: pkg.version +}; + +},{"../package":75,"./components/index":84,"./core/a-animation":118,"./core/a-assets":119,"./core/a-cubemap":120,"./core/a-entity":121,"./core/a-mixin":122,"./core/a-node":123,"./core/a-register-element":124,"./core/component":125,"./core/geometry":126,"./core/scene/a-scene":128,"./core/scene/scenes":131,"./core/schema":133,"./core/shader":134,"./core/system":135,"./extras/components/":136,"./extras/primitives/":139,"./extras/primitives/getMeshMixin":138,"./extras/primitives/primitives":140,"./geometries/index":162,"./lib/three":173,"./shaders/index":175,"./style/aframe.css":180,"./style/rStats.css":181,"./systems/index":184,"./utils/":195,"@tweenjs/tween.js":1,"present":32,"promise-polyfill":33,"webvr-polyfill":60}],172:[function(_dereq_,module,exports){ +window.aframeStats = function (scene) { + var _rS = null; + var _scene = scene; + var _values = { + te: { + caption: 'Entities' + }, + lt: { + caption: 'Load Time' + } + }; + var _groups = [ { + caption: 'A-Frame', + values: [ 'te', 'lt' ] + } ]; + + function _update () { + _rS('te').set(getEntityCount()); + if (window.performance.getEntriesByName) { + _rS('lt').set(window.performance.getEntriesByName('render-started')[0].startTime.toFixed(0)); + } + } + + function getEntityCount () { + var elements = _scene.querySelectorAll('*'); + Array.prototype.slice.call(elements).filter(function (el) { + return el.isEntity; + }); + return elements.length; + } + + function _start () {} + + function _end () {} + + function _attach (r) { + _rS = r; + } + + return { + update: _update, + start: _start, + end: _end, + attach: _attach, + values: _values, + groups: _groups, + fractions: [] + }; +}; + +if (typeof module === 'object') { + module.exports = { + aframeStats: window.aframeStats + }; +} + +},{}],173:[function(_dereq_,module,exports){ +(function (global){ +var THREE = global.THREE = _dereq_('three'); + +// Allow cross-origin images to be loaded. + +// This should not be on `THREE.Loader` nor `THREE.ImageUtils`. +// Must be on `THREE.TextureLoader`. +if (THREE.TextureLoader) { + THREE.TextureLoader.prototype.crossOrigin = 'anonymous'; +} + +// This is for images loaded from the model loaders. +if (THREE.ImageLoader) { + THREE.ImageLoader.prototype.crossOrigin = 'anonymous'; +} + +// In-memory caching for XHRs (for images, audio files, textures, etc.). +if (THREE.Cache) { + THREE.Cache.enabled = true; +} + +// TODO: Eventually include these only if they are needed by a component. +_dereq_('three/examples/js/loaders/GLTFLoader'); // THREE.GLTFLoader +_dereq_('three/examples/js/loaders/OBJLoader'); // THREE.OBJLoader +_dereq_('three/examples/js/loaders/MTLLoader'); // THREE.MTLLoader +_dereq_('three/examples/js/loaders/ColladaLoader'); // THREE.ColladaLoader + +THREE.ColladaLoader.prototype.crossOrigin = 'anonymous'; +THREE.GLTFLoader.prototype.crossOrigin = 'anonymous'; +THREE.MTLLoader.prototype.crossOrigin = 'anonymous'; +THREE.OBJLoader.prototype.crossOrigin = 'anonymous'; + +module.exports = THREE; + +}).call(this,typeof global !== "undefined" ? global : typeof self !== "undefined" ? self : typeof window !== "undefined" ? window : {}) + +},{"three":40,"three/examples/js/loaders/ColladaLoader":41,"three/examples/js/loaders/GLTFLoader":42,"three/examples/js/loaders/MTLLoader":43,"three/examples/js/loaders/OBJLoader":44}],174:[function(_dereq_,module,exports){ +var registerShader = _dereq_('../core/shader').registerShader; +var THREE = _dereq_('../lib/three'); +var utils = _dereq_('../utils/'); + +/** + * Flat shader using THREE.MeshBasicMaterial. + */ +module.exports.Shader = registerShader('flat', { + schema: { + color: {type: 'color'}, + fog: {default: true}, + height: {default: 256}, + offset: {type: 'vec2', default: {x: 0, y: 0}}, + repeat: {type: 'vec2', default: {x: 1, y: 1}}, + src: {type: 'map'}, + width: {default: 512}, + wireframe: {default: false}, + wireframeLinewidth: {default: 2} + }, + + /** + * Initializes the shader. + * Adds a reference from the scene to this entity as the camera. + */ + init: function (data) { + this.textureSrc = null; + this.material = new THREE.MeshBasicMaterial(getMaterialData(data)); + utils.material.updateMap(this, data); + }, + + update: function (data) { + this.updateMaterial(data); + utils.material.updateMap(this, data); + }, + + /** + * Updating existing material. + * + * @param {object} data - Material component data. + */ + updateMaterial: function (data) { + var material = this.material; + data = getMaterialData(data); + Object.keys(data).forEach(function (key) { + material[key] = data[key]; + }); + } +}); + +/** + * Builds and normalize material data, normalizing stuff along the way. + * + * @param {object} data - Material data. + * @returns {object} data - Processed material data. + */ +function getMaterialData (data) { + return { + fog: data.fog, + color: new THREE.Color(data.color), + wireframe: data.wireframe, + wireframeLinewidth: data.wireframeLinewidth + }; +} + +},{"../core/shader":134,"../lib/three":173,"../utils/":195}],175:[function(_dereq_,module,exports){ +_dereq_('./flat'); +_dereq_('./standard'); +_dereq_('./sdf'); +_dereq_('./msdf'); +_dereq_('./ios10hls'); + +},{"./flat":174,"./ios10hls":176,"./msdf":177,"./sdf":178,"./standard":179}],176:[function(_dereq_,module,exports){ +var registerShader = _dereq_('../core/shader').registerShader; + +/** + * Custom shader for iOS 10 HTTP Live Streaming (HLS). + * For more information on HLS, see https://datatracker.ietf.org/doc/draft-pantos-http-live-streaming/ + */ +module.exports.Shader = registerShader('ios10hls', { + schema: { + src: {type: 'map', is: 'uniform'}, + opacity: {type: 'number', is: 'uniform', default: 1} + }, + + vertexShader: [ + 'varying vec2 vUV;', + 'void main(void) {', + ' gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);', + ' vUV = uv;', + '}' + ].join('\n'), + + fragmentShader: [ + 'uniform sampler2D src;', + 'uniform float opacity;', + 'varying vec2 vUV;', + 'void main() {', + ' vec2 offset = vec2(0, 0);', + ' vec2 repeat = vec2(1, 1);', + ' vec4 color = texture2D(src, vec2(vUV.x / repeat.x + offset.x, (1.0 - vUV.y) / repeat.y + offset.y)).bgra;', + ' gl_FragColor = vec4(color.rgb, opacity);', + '}' + ].join('\n') +}); + + +},{"../core/shader":134}],177:[function(_dereq_,module,exports){ +var registerShader = _dereq_('../core/shader').registerShader; + +/** + * Multi-channel signed distance field. + * Used by text component. + */ +module.exports.Shader = registerShader('msdf', { + schema: { + alphaTest: {type: 'number', is: 'uniform', default: 0.5}, + color: {type: 'color', is: 'uniform', default: 'white'}, + map: {type: 'map', is: 'uniform'}, + opacity: {type: 'number', is: 'uniform', default: 1.0} + }, + + raw: true, + + vertexShader: [ + 'attribute vec2 uv;', + 'attribute vec3 position;', + 'uniform mat4 projectionMatrix;', + 'uniform mat4 modelViewMatrix;', + 'varying vec2 vUV;', + 'void main(void) {', + ' gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);', + ' vUV = uv;', + '}' + ].join('\n'), + + fragmentShader: [ + '#ifdef GL_OES_standard_derivatives', + '#extension GL_OES_standard_derivatives: enable', + '#endif', + + 'precision highp float;', + // FIXME: Experimentally determined constants. + '#define BIG_ENOUGH 0.001', + '#define MODIFIED_ALPHATEST (0.02 * isBigEnough / BIG_ENOUGH)', + '#define ALL_SMOOTH 0.4', + '#define ALL_ROUGH 0.02', + '#define DISCARD_ALPHA (alphaTest / (2.2 - 1.2 * ratio))', + 'uniform sampler2D map;', + 'uniform vec3 color;', + 'uniform float opacity;', + 'uniform float alphaTest;', + 'varying vec2 vUV;', + + 'float median(float r, float g, float b) {', + ' return max(min(r, g), min(max(r, g), b));', + '}', + 'void main() {', + ' vec3 sample = 1.0 - texture2D(map, vUV).rgb;', + ' float sigDist = median(sample.r, sample.g, sample.b) - 0.5;', + ' float alpha = clamp(sigDist/fwidth(sigDist) + 0.5, 0.0, 1.0);', + ' float dscale = 0.353505;', + ' vec2 duv = dscale * (dFdx(vUV) + dFdy(vUV));', + ' float isBigEnough = max(abs(duv.x), abs(duv.y));', + // When texel is too small, blend raw alpha value rather than supersampling. + // FIXME: Experimentally determined constant. + ' if (isBigEnough > BIG_ENOUGH) {', + ' float ratio = BIG_ENOUGH / isBigEnough;', + ' alpha = ratio * alpha + (1.0 - ratio) * (sigDist + 0.5);', + ' }', + // When texel is big enough, do standard alpha test. + // FIXME: Experimentally determined constant. + // Looks much better if we *don't* do this, but do we get Z fighting? + ' if (isBigEnough <= BIG_ENOUGH && alpha < alphaTest) { discard; return; }', + // Else, do modified alpha test. + // FIXME: Experimentally determined constant. + ' if (alpha < alphaTest * MODIFIED_ALPHATEST) { discard; return; }', + ' gl_FragColor = vec4(color.xyz, alpha * opacity);', + '}' + ].join('\n') +}); + +},{"../core/shader":134}],178:[function(_dereq_,module,exports){ +var registerShader = _dereq_('../core/shader').registerShader; + +/** + * Signed distance field. + * Used by text component. + */ +module.exports.Shader = registerShader('sdf', { + schema: { + alphaTest: {type: 'number', is: 'uniform', default: 0.5}, + color: {type: 'color', is: 'uniform', default: 'white'}, + map: {type: 'map', is: 'uniform'}, + opacity: {type: 'number', is: 'uniform', default: 1.0} + }, + + raw: true, + + vertexShader: [ + 'attribute vec2 uv;', + 'attribute vec3 position;', + 'uniform mat4 projectionMatrix;', + 'uniform mat4 modelViewMatrix;', + 'varying vec2 vUV;', + 'void main(void) {', + ' gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);', + ' vUV = uv;', + '}' + ].join('\n'), + + fragmentShader: [ + '#ifdef GL_OES_standard_derivatives', + '#extension GL_OES_standard_derivatives: enable', + '#endif', + + 'precision highp float;', + // FIXME: experimentally determined constants + '#define BIG_ENOUGH 0.001', + '#define MODIFIED_ALPHATEST (0.02 * isBigEnough / BIG_ENOUGH)', + '#define ALL_SMOOTH 0.4', + '#define ALL_ROUGH 0.02', + '#define DISCARD_ALPHA (alphaTest / (2.2 - 1.2 * ratio))', + 'uniform sampler2D map;', + 'uniform vec3 color;', + 'uniform float opacity;', + 'uniform float alphaTest;', + 'varying vec2 vUV;', + '#ifdef GL_OES_standard_derivatives', + 'float contour(float width, float value) {', + ' return smoothstep(0.5 - value, 0.5 + value, width);', + '}', + '#else', + 'float aastep(float value, float afwidth) {', + ' return smoothstep(0.5 - afwidth, 0.5 + afwidth, value);', + '}', + '#endif', + 'void main() {', + '#ifdef GL_OES_standard_derivatives', + // when we have derivatives and can get texel size etc., that allows supersampling etc. + ' vec2 uv = vUV;', + ' vec4 texColor = texture2D(map, uv);', + ' float dist = texColor.a;', + ' float width = fwidth(dist);', + ' float alpha = contour(dist, width);', + ' float dscale = 0.353505;', + ' vec2 duv = dscale * (dFdx(uv) + dFdy(uv));', + ' float isBigEnough = max(abs(duv.x), abs(duv.y));', + // when texel is too small, blend raw alpha value rather than supersampling etc. + // FIXME: experimentally determined constant + ' if (isBigEnough > BIG_ENOUGH) {', + ' float ratio = BIG_ENOUGH / isBigEnough;', + ' alpha = ratio * alpha + (1.0 - ratio) * dist;', + ' }', + // otherwise do weighted supersampling + // FIXME: why this weighting? + ' else if (isBigEnough <= BIG_ENOUGH) {', + ' vec4 box = vec4 (uv - duv, uv + duv);', + ' alpha = (alpha + 0.5 * (', + ' contour(texture2D(map, box.xy).a, width)', + ' + contour(texture2D(map, box.zw).a, width)', + ' + contour(texture2D(map, box.xw).a, width)', + ' + contour(texture2D(map, box.zy).a, width)', + ' )) / 3.0;', + ' }', + // when texel is big enough, do standard alpha test + // FIXME: experimentally determined constant + // looks much better if we DON'T do this, but do we get Z fighting etc.? + ' if (isBigEnough <= BIG_ENOUGH && alpha < alphaTest) { discard; return; }', + // else do modified alpha test + // FIXME: experimentally determined constant + ' if (alpha < alphaTest * MODIFIED_ALPHATEST) { discard; return; }', + '#else', + ' vec4 texColor = texture2D(map, vUV);', + ' float value = texColor.a;', + // when we don't have derivatives, use approximations + // FIXME: if we understood font pixel dimensions, this could probably be improved + ' float afwidth = (1.0 / 32.0) * (1.4142135623730951 / (2.0 * gl_FragCoord.w));', + ' float alpha = aastep(value, afwidth);', + // use gl_FragCoord.w to guess when we should blend + // FIXME: if we understood font pixel dimensions, this could probably be improved + ' float ratio = (gl_FragCoord.w >= ALL_SMOOTH) ? 1.0 : (gl_FragCoord.w < ALL_ROUGH) ? 0.0 : (gl_FragCoord.w - ALL_ROUGH) / (ALL_SMOOTH - ALL_ROUGH);', + ' if (alpha < alphaTest) { if (ratio >= 1.0) { discard; return; } alpha = 0.0; }', + ' alpha = alpha * ratio + (1.0 - ratio) * value;', + ' if (ratio < 1.0)', + ' if (alpha <= DISCARD_ALPHA) { discard; return; }', + '#endif', + ' gl_FragColor = vec4(color, opacity * alpha);', + '}' + ].join('\n') +}); + +},{"../core/shader":134}],179:[function(_dereq_,module,exports){ +var registerShader = _dereq_('../core/shader').registerShader; +var THREE = _dereq_('../lib/three'); +var utils = _dereq_('../utils/'); + +var CubeLoader = new THREE.CubeTextureLoader(); +var texturePromises = {}; + +/** + * Standard (physically-based) shader using THREE.MeshStandardMaterial. + */ +module.exports.Shader = registerShader('standard', { + schema: { + ambientOcclusionMap: {type: 'map'}, + ambientOcclusionMapIntensity: {default: 1}, + ambientOcclusionTextureOffset: {type: 'vec2'}, + ambientOcclusionTextureRepeat: {type: 'vec2', default: {x: 1, y: 1}}, + + color: {type: 'color'}, + + displacementMap: {type: 'map'}, + displacementScale: {default: 1}, + displacementBias: {default: 0.5}, + displacementTextureOffset: {type: 'vec2'}, + displacementTextureRepeat: {type: 'vec2', default: {x: 1, y: 1}}, + emissive: {type: 'color', default: '#000'}, + emissiveIntensity: {default: 1}, + envMap: {default: ''}, + + fog: {default: true}, + height: {default: 256}, + metalness: {default: 0.0, min: 0.0, max: 1.0}, + + normalMap: {type: 'map'}, + normalScale: {type: 'vec2', default: {x: 1, y: 1}}, + normalTextureOffset: {type: 'vec2'}, + normalTextureRepeat: {type: 'vec2', default: {x: 1, y: 1}}, + + offset: {type: 'vec2', default: {x: 0, y: 0}}, + repeat: {type: 'vec2', default: {x: 1, y: 1}}, + roughness: {default: 0.5, min: 0.0, max: 1.0}, + sphericalEnvMap: {type: 'map'}, + src: {type: 'map'}, + width: {default: 512}, + wireframe: {default: false}, + wireframeLinewidth: {default: 2} + }, + + /** + * Initializes the shader. + * Adds a reference from the scene to this entity as the camera. + */ + init: function (data) { + this.material = new THREE.MeshStandardMaterial(getMaterialData(data)); + utils.material.updateMap(this, data); + if (data.normalMap) { utils.material.updateDistortionMap('normal', this, data); } + if (data.displacementMap) { utils.material.updateDistortionMap('displacement', this, data); } + if (data.ambientOcclusionMap) { utils.material.updateDistortionMap('ambientOcclusion', this, data); } + this.updateEnvMap(data); + }, + + update: function (data) { + this.updateMaterial(data); + utils.material.updateMap(this, data); + if (data.normalMap) { utils.material.updateDistortionMap('normal', this, data); } + if (data.displacementMap) { utils.material.updateDistortionMap('displacement', this, data); } + if (data.ambientOcclusionMap) { utils.material.updateDistortionMap('ambientOcclusion', this, data); } + this.updateEnvMap(data); + }, + + /** + * Updating existing material. + * + * @param {object} data - Material component data. + * @returns {object} Material. + */ + updateMaterial: function (data) { + var material = this.material; + data = getMaterialData(data); + Object.keys(data).forEach(function (key) { + material[key] = data[key]; + }); + }, + + /** + * Handle environment cubemap. Textures are cached in texturePromises. + */ + updateEnvMap: function (data) { + var self = this; + var material = this.material; + var envMap = data.envMap; + var sphericalEnvMap = data.sphericalEnvMap; + + // No envMap defined or already loading. + if ((!envMap && !sphericalEnvMap) || this.isLoadingEnvMap) { + material.envMap = null; + material.needsUpdate = true; + return; + } + this.isLoadingEnvMap = true; + + // if a spherical env map is defined then use it. + if (sphericalEnvMap) { + this.el.sceneEl.systems.material.loadTexture(sphericalEnvMap, {src: sphericalEnvMap}, function textureLoaded (texture) { + self.isLoadingEnvMap = false; + texture.mapping = THREE.SphericalReflectionMapping; + material.envMap = texture; + utils.material.handleTextureEvents(self.el, texture); + material.needsUpdate = true; + }); + return; + } + + // Another material is already loading this texture. Wait on promise. + if (texturePromises[envMap]) { + texturePromises[envMap].then(function (cube) { + self.isLoadingEnvMap = false; + material.envMap = cube; + utils.material.handleTextureEvents(self.el, cube); + material.needsUpdate = true; + }); + return; + } + + // Material is first to load this texture. Load and resolve texture. + texturePromises[envMap] = new Promise(function (resolve) { + utils.srcLoader.validateCubemapSrc(envMap, function loadEnvMap (urls) { + CubeLoader.load(urls, function (cube) { + // Texture loaded. + self.isLoadingEnvMap = false; + material.envMap = cube; + utils.material.handleTextureEvents(self.el, cube); + resolve(cube); + }); + }); + }); + } +}); + +/** + * Builds and normalize material data, normalizing stuff along the way. + * + * @param {object} data - Material data. + * @returns {object} data - Processed material data. + */ +function getMaterialData (data) { + var newData = { + color: new THREE.Color(data.color), + emissive: new THREE.Color(data.emissive), + emissiveIntensity: data.emissiveIntensity, + fog: data.fog, + metalness: data.metalness, + roughness: data.roughness, + wireframe: data.wireframe, + wireframeLinewidth: data.wireframeLinewidth + }; + + if (data.normalMap) { newData.normalScale = data.normalScale; } + + if (data.ambientOcclusionMap) { newData.aoMapIntensity = data.ambientOcclusionMapIntensity; } + + if (data.displacementMap) { + newData.displacementScale = data.displacementScale; + newData.displacementBias = data.displacementBias; + } + + return newData; +} + +},{"../core/shader":134,"../lib/three":173,"../utils/":195}],180:[function(_dereq_,module,exports){ +var css = ".a-html{bottom:0;left:0;position:fixed;right:0;top:0}.a-body{height:100%;margin:0;overflow:hidden;padding:0;width:100%}:-webkit-full-screen{background-color:transparent}.a-hidden{display:none!important}.a-canvas{height:100%;left:0;position:absolute;top:0;width:100%}.a-canvas.a-grab-cursor:hover{cursor:grab;cursor:-moz-grab;cursor:-webkit-grab}.a-canvas.a-grab-cursor:active,.a-grabbing{cursor:grabbing;cursor:-moz-grabbing;cursor:-webkit-grabbing}// Class is removed when doing <a-scene embedded>. a-scene.fullscreen .a-canvas{width:100%!important;height:100%!important;top:0!important;left:0!important;right:0!important;bottom:0!important;z-index:999999!important;position:fixed!important}.a-inspector-loader{background-color:#ed3160;position:fixed;left:3px;top:3px;padding:6px 10px;color:#fff;text-decoration:none;font-size:12px;font-family:Roboto,sans-serif;text-align:center;z-index:99999;width:204px}@keyframes dots-1{from{opacity:0}25%{opacity:1}}@keyframes dots-2{from{opacity:0}50%{opacity:1}}@keyframes dots-3{from{opacity:0}75%{opacity:1}}@-webkit-keyframes dots-1{from{opacity:0}25%{opacity:1}}@-webkit-keyframes dots-2{from{opacity:0}50%{opacity:1}}@-webkit-keyframes dots-3{from{opacity:0}75%{opacity:1}}.a-inspector-loader .dots span{animation:dots-1 2s infinite steps(1);-webkit-animation:dots-1 2s infinite steps(1)}.a-inspector-loader .dots span:first-child+span{animation-name:dots-2;-webkit-animation-name:dots-2}.a-inspector-loader .dots span:first-child+span+span{animation-name:dots-3;-webkit-animation-name:dots-3}a-scene{display:block;position:relative;height:100%;width:100%}a-assets,a-scene audio,a-scene img,a-scene video{display:none}.a-enter-vr-modal,.a-orientation-modal{font-family:Consolas,Andale Mono,Courier New,monospace}.a-enter-vr-modal a{border-bottom:1px solid #fff;padding:2px 0;text-decoration:none;transition:.1s color ease-in}.a-enter-vr-modal a:hover{background-color:#fff;color:#111;padding:2px 4px;position:relative;left:-4px}.a-enter-vr{font-family:sans-serif,monospace;font-size:13px;width:100%;font-weight:200;line-height:16px;position:absolute;right:20px;bottom:20px}.a-enter-vr.embedded{right:5px;bottom:5px}.a-enter-vr-button,.a-enter-vr-modal,.a-enter-vr-modal 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(_dereq_("browserify-css").createStyle(css, { "href": "src/style/aframe.css"})); module.exports = css; +},{"browserify-css":5}],181:[function(_dereq_,module,exports){ +var css = ".rs-base{background-color:#333;color:#fafafa;border-radius:0;font:10px monospace;left:5px;line-height:1em;opacity:.85;overflow:hidden;padding:10px;position:fixed;top:5px;width:300px;z-index:10000}.rs-base div.hidden{display:none}.rs-base h1{color:#fff;cursor:pointer;font-size:1.4em;font-weight:300;margin:0 0 5px;padding:0}.rs-group{display:-webkit-box;display:-webkit-flex;display:flex;-webkit-flex-direction:column-reverse;flex-direction:column-reverse;margin-bottom:5px}.rs-group:last-child{margin-bottom:0}.rs-counter-base{align-items:center;display:-webkit-box;display:-webkit-flex;display:flex;height:10px;-webkit-justify-content:space-between;justify-content:space-between;margin:2px 0}.rs-counter-base.alarm{color:#b70000;text-shadow:0 0 0 #b70000,0 0 1px #fff,0 0 1px #fff,0 0 2px #fff,0 0 2px #fff,0 0 3px #fff,0 0 3px #fff,0 0 4px #fff,0 0 4px #fff}.rs-counter-id{font-weight:300;-webkit-box-ordinal-group:0;-webkit-order:0;order:0;width:54px}.rs-counter-value{font-weight:300;-webkit-box-ordinal-group:1;-webkit-order:1;order:1;text-align:right;width:35px}.rs-canvas{-webkit-box-ordinal-group:2;-webkit-order:2;order:2}@media (min-width:480px){.rs-base{left:20px;top:20px}}"; (_dereq_("browserify-css").createStyle(css, { "href": "src/style/rStats.css"})); module.exports = css; +},{"browserify-css":5}],182:[function(_dereq_,module,exports){ +var bind = _dereq_('../utils/bind'); +var constants = _dereq_('../constants/'); +var registerSystem = _dereq_('../core/system').registerSystem; + +var DEFAULT_CAMERA_ATTR = 'data-aframe-default-camera'; + +/** + * Camera system. Manages which camera is active among multiple cameras in scene. + * + * @member {object} activeCameraEl - Active camera entity. + */ +module.exports.System = registerSystem('camera', { + init: function () { + this.activeCameraEl = null; + // Wait for all entities to fully load before checking for existence of camera. + // Since entities wait for <a-assets> to load, any cameras attaching to the scene + // will do so asynchronously. + this.sceneEl.addEventListener('loaded', bind(this.setupDefaultCamera, this)); + }, + + /** + * Create a default camera if user has not added one during the initial scene traversal. + * + * Default camera offset height is at average eye level (~1.6m). + */ + setupDefaultCamera: function () { + var sceneEl = this.sceneEl; + var defaultCameraEl; + + // Camera already defined or the one defined it is an spectator one. + if (sceneEl.camera && !sceneEl.camera.el.getAttribute('camera').spectator) { + sceneEl.emit('camera-ready', {cameraEl: sceneEl.camera.el}); + return; + } + + // Set up default camera. + defaultCameraEl = document.createElement('a-entity'); + defaultCameraEl.setAttribute('position', '0 0 0'); + defaultCameraEl.setAttribute(DEFAULT_CAMERA_ATTR, ''); + defaultCameraEl.setAttribute('camera', {active: true}); + defaultCameraEl.setAttribute('wasd-controls', ''); + defaultCameraEl.setAttribute('look-controls', {userHeight: constants.DEFAULT_CAMERA_HEIGHT}); + defaultCameraEl.setAttribute(constants.AFRAME_INJECTED, ''); + sceneEl.appendChild(defaultCameraEl); + sceneEl.addEventListener('enter-vr', this.removeDefaultOffset); + sceneEl.addEventListener('exit-vr', this.addDefaultOffset); + sceneEl.emit('camera-ready', {cameraEl: defaultCameraEl}); + }, + + /** + * Set a different active camera. + * When we choose a (sort of) random scene camera as the replacement, set its `active` to + * true. The camera component will call `setActiveCamera` and handle passing the torch to + * the new camera. + */ + disableActiveCamera: function () { + var cameraEls = this.sceneEl.querySelectorAll('[camera]'); + var newActiveCameraEl = cameraEls[cameraEls.length - 1]; + newActiveCameraEl.setAttribute('camera', 'active', true); + }, + + /** + * Set active camera to be used by renderer. + * Removes the default camera (if present). + * Disables all other cameras in the scene. + * + * @param {Element} newCameraEl - Entity with camera component. + */ + setActiveCamera: function (newCameraEl) { + var cameraEl; + var cameraEls; + var i; + var newCamera; + var previousCamera = this.activeCameraEl; + var sceneEl = this.sceneEl; + + // Same camera. + newCamera = newCameraEl.getObject3D('camera'); + if (!newCamera || newCameraEl === this.activeCameraEl) { return; } + + // Grab the default camera. + var defaultCameraWrapper = sceneEl.querySelector('[' + DEFAULT_CAMERA_ATTR + ']'); + var defaultCameraEl = defaultCameraWrapper && + defaultCameraWrapper.querySelector('[camera]'); + + // Remove default camera if new camera is not the default camera. + if (newCameraEl !== defaultCameraEl) { removeDefaultCamera(sceneEl); } + + // Make new camera active. + this.activeCameraEl = newCameraEl; + this.activeCameraEl.play(); + sceneEl.camera = newCamera; + + // Disable current camera + if (previousCamera) { + previousCamera.setAttribute('camera', 'active', false); + } + + // Disable other cameras in the scene + cameraEls = sceneEl.querySelectorAll('[camera]'); + for (i = 0; i < cameraEls.length; i++) { + cameraEl = cameraEls[i]; + if (!cameraEl.isEntity || newCameraEl === cameraEl) { continue; } + cameraEl.setAttribute('camera', 'active', false); + cameraEl.pause(); + } + sceneEl.emit('camera-set-active', {cameraEl: newCameraEl}); + }, + + /** + * Set spectator camera to render the scene on a 2D display. + * + * @param {Element} newCameraEl - Entity with camera component. + */ + setSpectatorCamera: function (newCameraEl) { + var newCamera; + var previousCamera = this.spectatorCameraEl; + var sceneEl = this.sceneEl; + var spectatorCameraEl; + + // Same camera. + newCamera = newCameraEl.getObject3D('camera'); + if (!newCamera || newCameraEl === this.spectatorCameraEl) { return; } + + // Disable current camera + if (previousCamera) { + previousCamera.setAttribute('camera', 'spectator', false); + } + + spectatorCameraEl = this.spectatorCameraEl = newCameraEl; + spectatorCameraEl.setAttribute('camera', 'active', false); + spectatorCameraEl.play(); + + sceneEl.emit('camera-set-spectator', {cameraEl: newCameraEl}); + }, + + /** + * Disables current spectator camera. + */ + disableSpectatorCamera: function () { + this.spectatorCameraEl = undefined; + }, + + tock: function () { + var spectatorCamera; + var sceneEl = this.sceneEl; + var isVREnabled = sceneEl.renderer.vr.enabled; + if (!this.spectatorCameraEl || sceneEl.isMobile) { return; } + spectatorCamera = this.spectatorCameraEl.components.camera.camera; + sceneEl.renderer.vr.enabled = false; + sceneEl.renderer.render(sceneEl.object3D, spectatorCamera); + sceneEl.renderer.vr.enabled = isVREnabled; + } +}); + +/** + * Remove injected default camera from scene, if present. + * + * @param {Element} sceneEl + */ +function removeDefaultCamera (sceneEl) { + var defaultCamera; + var camera = sceneEl.camera; + if (!camera) { return; } + + // Remove default camera if present. + defaultCamera = sceneEl.querySelector('[' + DEFAULT_CAMERA_ATTR + ']'); + if (!defaultCamera) { return; } + sceneEl.removeChild(defaultCamera); +} + +},{"../constants/":116,"../core/system":135,"../utils/bind":189}],183:[function(_dereq_,module,exports){ +var geometries = _dereq_('../core/geometry').geometries; +var registerSystem = _dereq_('../core/system').registerSystem; +var THREE = _dereq_('../lib/three'); + +/** + * System for geometry component. + * Handle geometry caching. + * + * @member {object} cache - Mapping of stringified component data to THREE.Geometry objects. + * @member {object} cacheCount - Keep track of number of entities using a geometry to + * know whether to dispose on removal. + */ +module.exports.System = registerSystem('geometry', { + init: function () { + this.cache = {}; + this.cacheCount = {}; + }, + + /** + * Reset cache. Mainly for testing. + */ + clearCache: function () { + this.cache = {}; + this.cacheCount = {}; + }, + + /** + * Attempt to retrieve from cache. + * + * @returns {Object|null} A geometry if it exists, else null. + */ + getOrCreateGeometry: function (data) { + var cache = this.cache; + var cachedGeometry; + var hash; + + // Skip all caching logic. + if (data.skipCache) { return createGeometry(data); } + + // Try to retrieve from cache first. + hash = this.hash(data); + cachedGeometry = cache[hash]; + incrementCacheCount(this.cacheCount, hash); + + if (cachedGeometry) { return cachedGeometry; } + + // Create geometry. + cachedGeometry = createGeometry(data); + + // Cache and return geometry. + cache[hash] = cachedGeometry; + return cachedGeometry; + }, + + /** + * Let system know that an entity is no longer using a geometry. + */ + unuseGeometry: function (data) { + var cache = this.cache; + var cacheCount = this.cacheCount; + var geometry; + var hash; + + if (data.skipCache) { return; } + + hash = this.hash(data); + + if (!cache[hash]) { return; } + + decrementCacheCount(cacheCount, hash); + + // Another entity is still using this geometry. No need to do anything. + if (cacheCount[hash] > 0) { return; } + + // No more entities are using this geometry. Dispose. + geometry = cache[hash]; + geometry.dispose(); + delete cache[hash]; + delete cacheCount[hash]; + }, + + /** + * Use JSON.stringify to turn component data into hash. + * Should be deterministic within a single browser engine. + * If not, then look into json-stable-stringify. + */ + hash: function (data) { + return JSON.stringify(data); + } +}); + +/** + * Create geometry using component data. + * + * @param {object} data - Component data. + * @returns {object} Geometry. + */ +function createGeometry (data) { + var geometryType = data.primitive; + var GeometryClass = geometries[geometryType] && geometries[geometryType].Geometry; + var geometryInstance = new GeometryClass(); + + if (!GeometryClass) { throw new Error('Unknown geometry `' + geometryType + '`'); } + + geometryInstance.init(data); + return toBufferGeometry(geometryInstance.geometry, data.buffer); +} + +/** + * Decreate count of entity using a geometry. + */ +function decrementCacheCount (cacheCount, hash) { + cacheCount[hash]--; +} + +/** + * Increase count of entity using a geometry. + */ +function incrementCacheCount (cacheCount, hash) { + cacheCount[hash] = cacheCount[hash] === undefined ? 1 : cacheCount[hash] + 1; +} + +/** + * Transform geometry to BufferGeometry if `doBuffer`. + * + * @param {object} geometry + * @param {boolean} doBuffer + * @returns {object} Geometry. + */ +function toBufferGeometry (geometry, doBuffer) { + var bufferGeometry; + if (!doBuffer) { return geometry; } + + bufferGeometry = new THREE.BufferGeometry().fromGeometry(geometry); + bufferGeometry.metadata = {type: geometry.type, parameters: geometry.parameters || {}}; + geometry.dispose(); // Dispose no longer needed non-buffer geometry. + return bufferGeometry; +} + +},{"../core/geometry":126,"../core/system":135,"../lib/three":173}],184:[function(_dereq_,module,exports){ +_dereq_('./camera'); +_dereq_('./geometry'); +_dereq_('./light'); +_dereq_('./material'); +_dereq_('./shadow'); +_dereq_('./tracked-controls'); + + +},{"./camera":182,"./geometry":183,"./light":185,"./material":186,"./shadow":187,"./tracked-controls":188}],185:[function(_dereq_,module,exports){ +var registerSystem = _dereq_('../core/system').registerSystem; +var bind = _dereq_('../utils/bind'); +var constants = _dereq_('../constants/'); + +var DEFAULT_LIGHT_ATTR = 'data-aframe-default-light'; + +/** + * Light system. + * + * Prescribes default lighting if not specified (one ambient, one directional). + * Removes default lighting from the scene when a new light is added. + * + * @param {bool} defaultLights - Whether default lighting are defined. + * @param {bool} userDefinedLights - Whether user lighting is defined. + */ +module.exports.System = registerSystem('light', { + schema: { + defaultLightsEnabled: {default: true} + }, + + init: function () { + this.defaultLights = false; + this.userDefinedLights = false; + // Wait for all entities to fully load before checking for existence of lights. + // Since entities wait for <a-assets> to load, any lights attaching to the scene + // will do so asynchronously. + this.sceneEl.addEventListener('loaded', bind(this.setupDefaultLights, this)); + }, + + /** + * Notify scene that light has been added and to remove the default. + * + * @param {object} el - element holding the light component. + */ + registerLight: function (el) { + if (!el.hasAttribute(DEFAULT_LIGHT_ATTR)) { + // User added a light, remove default lights through DOM. + this.removeDefaultLights(); + this.userDefinedLights = true; + } + }, + + removeDefaultLights: function () { + var defaultLights; + var sceneEl = this.sceneEl; + + if (!this.defaultLights) { return; } + defaultLights = document.querySelectorAll('[' + DEFAULT_LIGHT_ATTR + ']'); + for (var i = 0; i < defaultLights.length; i++) { + sceneEl.removeChild(defaultLights[i]); + } + this.defaultLights = false; + }, + + /** + * Prescibe default lights to the scene. + * Does so by injecting markup such that this state is not invisible. + * These lights are removed if the user adds any lights. + */ + setupDefaultLights: function () { + var sceneEl = this.sceneEl; + var ambientLight; + var directionalLight; + + if (this.userDefinedLights || this.defaultLights || !this.data.defaultLightsEnabled) { + return; + } + + ambientLight = document.createElement('a-entity'); + ambientLight.setAttribute('light', {color: '#BBB', type: 'ambient'}); + ambientLight.setAttribute(DEFAULT_LIGHT_ATTR, ''); + ambientLight.setAttribute(constants.AFRAME_INJECTED, ''); + sceneEl.appendChild(ambientLight); + + directionalLight = document.createElement('a-entity'); + directionalLight.setAttribute('light', {color: '#FFF', intensity: 0.6, castShadow: true}); + directionalLight.setAttribute('position', {x: -0.5, y: 1, z: 1}); + directionalLight.setAttribute(DEFAULT_LIGHT_ATTR, ''); + directionalLight.setAttribute(constants.AFRAME_INJECTED, ''); + sceneEl.appendChild(directionalLight); + + this.defaultLights = true; + } +}); + +},{"../constants/":116,"../core/system":135,"../utils/bind":189}],186:[function(_dereq_,module,exports){ +var registerSystem = _dereq_('../core/system').registerSystem; +var THREE = _dereq_('../lib/three'); +var utils = _dereq_('../utils/'); +var isHLS = _dereq_('../utils/material').isHLS; + +var bind = utils.bind; +var debug = utils.debug; +var error = debug('components:texture:error'); +var TextureLoader = new THREE.TextureLoader(); +var warn = debug('components:texture:warn'); + +TextureLoader.setCrossOrigin('anonymous'); + +/** + * System for material component. + * Handle material registration, updates (for fog), and texture caching. + * + * @member {object} materials - Registered materials. + * @member {object} textureCounts - Number of times each texture is used. Tracked + * separately from textureCache, because the cache (1) is populated in + * multiple places, and (2) may be cleared at any time. + * @member {object} textureCache - Texture cache for: + * - Images: textureCache has mapping of src -> repeat -> cached three.js texture. + * - Videos: textureCache has mapping of videoElement -> cached three.js texture. + */ +module.exports.System = registerSystem('material', { + init: function () { + this.materials = {}; + this.textureCounts = {}; + this.textureCache = {}; + + this.sceneEl.addEventListener( + 'materialtextureloaded', + bind(this.onMaterialTextureLoaded, this) + ); + }, + + clearTextureCache: function () { + this.textureCache = {}; + }, + + /** + * Determine whether `src` is a image or video. Then try to load the asset, then call back. + * + * @param {string, or element} src - Texture URL or element. + * @param {string} data - Relevant texture data used for caching. + * @param {function} cb - Callback to pass texture to. + */ + loadTexture: function (src, data, cb) { + var self = this; + + // Canvas. + if (src.tagName === 'CANVAS') { + this.loadCanvas(src, data, cb); + return; + } + + // Video element. + if (src.tagName === 'VIDEO') { + if (!src.src && !src.srcObject && !src.childElementCount) { + warn('Video element was defined with neither `source` elements nor `src` / `srcObject` attributes.'); + } + this.loadVideo(src, data, cb); + return; + } + + utils.srcLoader.validateSrc(src, loadImageCb, loadVideoCb); + function loadImageCb (src) { self.loadImage(src, data, cb); } + function loadVideoCb (src) { self.loadVideo(src, data, cb); } + }, + + /** + * High-level function for loading image textures (THREE.Texture). + * + * @param {Element|string} src - Texture source. + * @param {object} data - Texture data. + * @param {function} cb - Callback to pass texture to. + */ + loadImage: function (src, data, handleImageTextureLoaded) { + var hash = this.hash(data); + var textureCache = this.textureCache; + + // Texture already being loaded or already loaded. Wait on promise. + if (textureCache[hash]) { + textureCache[hash].then(handleImageTextureLoaded); + return; + } + + // Texture not yet being loaded. Start loading it. + textureCache[hash] = loadImageTexture(src, data); + textureCache[hash].then(handleImageTextureLoaded); + }, + + /** + * High-level function for loading canvas textures (THREE.Texture). + * + * @param {Element|string} src - Texture source. + * @param {object} data - Texture data. + * @param {function} cb - Callback to pass texture to. + */ + loadCanvas: function (src, data, cb) { + // Hack readyState and HAVE_CURRENT_DATA on canvas to work with THREE.VideoTexture + src.readyState = 2; + src.HAVE_CURRENT_DATA = 2; + this.loadVideo(src, data, cb); + }, + + /** + * Load video texture (THREE.VideoTexture). + * Which is just an image texture that RAFs + needsUpdate. + * Note that creating a video texture is synchronous unlike loading an image texture. + * Made asynchronous to be consistent with image textures. + * + * @param {Element|string} src - Texture source. + * @param {object} data - Texture data. + * @param {function} cb - Callback to pass texture to. + */ + loadVideo: function (src, data, cb) { + var hash; + var texture; + var textureCache = this.textureCache; + var videoEl; + var videoTextureResult; + + function handleVideoTextureLoaded (result) { + result.texture.needsUpdate = true; + cb(result.texture, result.videoEl); + } + + // Video element provided. + if (typeof src !== 'string') { + // Check cache before creating texture. + videoEl = src; + hash = this.hashVideo(data, videoEl); + if (textureCache[hash]) { + textureCache[hash].then(handleVideoTextureLoaded); + return; + } + // If not in cache, fix up the attributes then start to create the texture. + fixVideoAttributes(videoEl); + } + + // Only URL provided. Use video element to create texture. + videoEl = videoEl || createVideoEl(src, data.width, data.height); + + // Generated video element already cached. Use that. + hash = this.hashVideo(data, videoEl); + if (textureCache[hash]) { + textureCache[hash].then(handleVideoTextureLoaded); + return; + } + + // Create new video texture. + texture = new THREE.VideoTexture(videoEl); + texture.minFilter = THREE.LinearFilter; + setTextureProperties(texture, data); + + // If iOS and video is HLS, do some hacks. + if (this.sceneEl.isIOS && + isHLS(videoEl.src || videoEl.getAttribute('src'), + videoEl.type || videoEl.getAttribute('type'))) { + // Actually BGRA. Tell shader to correct later. + texture.format = THREE.RGBAFormat; + texture.needsCorrectionBGRA = true; + // Apparently needed for HLS. Tell shader to correct later. + texture.flipY = false; + texture.needsCorrectionFlipY = true; + } + + // Cache as promise to be consistent with image texture caching. + videoTextureResult = {texture: texture, videoEl: videoEl}; + textureCache[hash] = Promise.resolve(videoTextureResult); + handleVideoTextureLoaded(videoTextureResult); + }, + + /** + * Create a hash of the material properties for texture cache key. + */ + hash: function (data) { + if (data.src.tagName) { + // Since `data.src` can be an element, parse out the string if necessary for the hash. + data = utils.extendDeep({}, data); + data.src = data.src.src; + } + return JSON.stringify(data); + }, + + hashVideo: function (data, videoEl) { + return calculateVideoCacheHash(data, videoEl); + }, + + /** + * Keep track of material in case an update trigger is needed (e.g., fog). + * + * @param {object} material + */ + registerMaterial: function (material) { + this.materials[material.uuid] = material; + }, + + /** + * Stop tracking material, and dispose of any textures not being used by + * another material component. + * + * @param {object} material + */ + unregisterMaterial: function (material) { + delete this.materials[material.uuid]; + + // If any textures on this material are no longer in use, dispose of them. + var textureCounts = this.textureCounts; + Object.keys(material) + .filter(function (propName) { + return material[propName] && material[propName].isTexture; + }) + .forEach(function (mapName) { + textureCounts[material[mapName].uuid]--; + if (textureCounts[material[mapName].uuid] <= 0) { + material[mapName].dispose(); + } + }); + }, + + /** + * Trigger update to all registered materials. + */ + updateMaterials: function (material) { + var materials = this.materials; + Object.keys(materials).forEach(function (uuid) { + materials[uuid].needsUpdate = true; + }); + }, + + /** + * Track textures used by material components, so that they can be safely + * disposed when no longer in use. Textures must be registered here, and not + * through registerMaterial(), because textures may not be attached at the + * time the material is registered. + * + * @param {Event} e + */ + onMaterialTextureLoaded: function (e) { + if (!this.textureCounts[e.detail.texture.uuid]) { + this.textureCounts[e.detail.texture.uuid] = 0; + } + this.textureCounts[e.detail.texture.uuid]++; + } +}); + +/** + * Calculates consistent hash from a video element using its attributes. + * If the video element has an ID, use that. + * Else build a hash that looks like `src:myvideo.mp4;height:200;width:400;`. + * + * @param data {object} - Texture data such as repeat. + * @param videoEl {Element} - Video element. + * @returns {string} + */ +function calculateVideoCacheHash (data, videoEl) { + var i; + var id = videoEl.getAttribute('id'); + var hash; + var videoAttributes; + + if (id) { return id; } + + // Calculate hash using sorted video attributes. + hash = ''; + videoAttributes = data || {}; + for (i = 0; i < videoEl.attributes.length; i++) { + videoAttributes[videoEl.attributes[i].name] = videoEl.attributes[i].value; + } + Object.keys(videoAttributes).sort().forEach(function (name) { + hash += name + ':' + videoAttributes[name] + ';'; + }); + + return hash; +} + +/** + * Load image texture. + * + * @private + * @param {string|object} src - An <img> element or url to an image file. + * @param {object} data - Data to set texture properties like `repeat`. + * @returns {Promise} Resolves once texture is loaded. + */ +function loadImageTexture (src, data) { + return new Promise(doLoadImageTexture); + + function doLoadImageTexture (resolve, reject) { + var isEl = typeof src !== 'string'; + + function resolveTexture (texture) { + setTextureProperties(texture, data); + texture.needsUpdate = true; + resolve(texture); + } + + // Create texture from an element. + if (isEl) { + resolveTexture(new THREE.Texture(src)); + return; + } + + // Request and load texture from src string. THREE will create underlying element. + // Use THREE.TextureLoader (src, onLoad, onProgress, onError) to load texture. + TextureLoader.load( + src, + resolveTexture, + function () { /* no-op */ }, + function (xhr) { + error('`$s` could not be fetched (Error code: %s; Response: %s)', xhr.status, + xhr.statusText); + } + ); + } +} + +/** + * Set texture properties such as repeat and offset. + * + * @param {object} data - With keys like `repeat`. + */ +function setTextureProperties (texture, data) { + var offset = data.offset || {x: 0, y: 0}; + var repeat = data.repeat || {x: 1, y: 1}; + var npot = data.npot || false; + + // To support NPOT textures, wrap must be ClampToEdge (not Repeat), + // and filters must not use mipmaps (i.e. Nearest or Linear). + if (npot) { + texture.wrapS = THREE.ClampToEdgeWrapping; + texture.wrapT = THREE.ClampToEdgeWrapping; + texture.magFilter = THREE.LinearFilter; + texture.minFilter = THREE.LinearFilter; + } + + // Don't bother setting repeat if it is 1/1. Power-of-two is required to repeat. + if (repeat.x !== 1 || repeat.y !== 1) { + texture.wrapS = THREE.RepeatWrapping; + texture.wrapT = THREE.RepeatWrapping; + texture.repeat.set(repeat.x, repeat.y); + } + // Don't bother setting offset if it is 0/0. + if (offset.x !== 0 || offset.y !== 0) { + texture.offset.set(offset.x, offset.y); + } +} + +/** + * Create video element to be used as a texture. + * + * @param {string} src - Url to a video file. + * @param {number} width - Width of the video. + * @param {number} height - Height of the video. + * @returns {Element} Video element. + */ +function createVideoEl (src, width, height) { + var videoEl = document.createElement('video'); + videoEl.width = width; + videoEl.height = height; + // Support inline videos for iOS webviews. + videoEl.setAttribute('playsinline', ''); + videoEl.setAttribute('webkit-playsinline', ''); + videoEl.autoplay = true; + videoEl.loop = true; + videoEl.crossOrigin = 'anonymous'; + videoEl.addEventListener('error', function () { + warn('`$s` is not a valid video', src); + }, true); + videoEl.src = src; + return videoEl; +} + +/** + * Fixes a video element's attributes to prevent developers from accidentally passing the + * wrong attribute values to commonly misused video attributes. + * + * <video> does not treat `autoplay`, `controls`, `crossorigin`, `loop`, and `preload` as + * as booleans. Existence of those attributes will mean truthy. + * + * For example, translates <video loop="false"> to <video>. + * + * @see https://developer.mozilla.org/docs/Web/HTML/Element/video#Attributes + * @param {Element} videoEl - Video element. + * @returns {Element} Video element with the correct properties updated. + */ +function fixVideoAttributes (videoEl) { + videoEl.autoplay = videoEl.hasAttribute('autoplay') && videoEl.getAttribute('autoplay') !== 'false'; + videoEl.controls = videoEl.hasAttribute('controls') && videoEl.getAttribute('controls') !== 'false'; + if (videoEl.getAttribute('loop') === 'false') { + videoEl.removeAttribute('loop'); + } + if (videoEl.getAttribute('preload') === 'false') { + videoEl.preload = 'none'; + } + videoEl.crossOrigin = videoEl.crossOrigin || 'anonymous'; + // To support inline videos in iOS webviews. + videoEl.setAttribute('playsinline', ''); + videoEl.setAttribute('webkit-playsinline', ''); + return videoEl; +} + +},{"../core/system":135,"../lib/three":173,"../utils/":195,"../utils/material":196}],187:[function(_dereq_,module,exports){ +var registerSystem = _dereq_('../core/system').registerSystem; +var THREE = _dereq_('../lib/three'); + +var SHADOW_MAP_TYPE_MAP = { + basic: THREE.BasicShadowMap, + pcf: THREE.PCFShadowMap, + pcfsoft: THREE.PCFSoftShadowMap +}; + +/** + * Shadow system. + * + * Enabled automatically when one or more shadow components are added to the scene, the system sets + * options on the WebGLRenderer for configuring shadow appearance. + */ +module.exports.System = registerSystem('shadow', { + schema: { + autoUpdate: {default: true}, + renderReverseSided: {default: true}, + renderSingleSided: {default: true}, + type: {default: 'pcf', oneOf: ['basic', 'pcf', 'pcfsoft']} + }, + + init: function () { + var sceneEl = this.sceneEl; + var data = this.data; + + this.shadowMapEnabled = false; + + if (!sceneEl.renderer) { return; } // For tests. + + sceneEl.renderer.shadowMap.type = SHADOW_MAP_TYPE_MAP[data.type]; + sceneEl.renderer.shadowMap.renderReverseSided = data.renderReverseSided; + sceneEl.renderer.shadowMap.renderSingleSided = data.renderSingleSided; + sceneEl.renderer.shadowMap.autoUpdate = data.autoUpdate; + this.setShadowMapEnabled(this.shadowMapEnabled); + }, + + /** + * Enables/disables the renderer shadow map. + * @param {boolean} enabled + */ + setShadowMapEnabled: function (enabled) { + var renderer = this.sceneEl.renderer; + this.shadowMapEnabled = enabled; + if (renderer) { + renderer.shadowMap.enabled = enabled; + } + } +}); + +},{"../core/system":135,"../lib/three":173}],188:[function(_dereq_,module,exports){ +var registerSystem = _dereq_('../core/system').registerSystem; +var utils = _dereq_('../utils'); + +/** + * Tracked controls system. + * Maintain list with available tracked controllers. + */ +module.exports.System = registerSystem('tracked-controls', { + init: function () { + var self = this; + + this.controllers = []; + + this.updateControllerList(navigator.getGamepads && navigator.getGamepads()); + this.throttledUpdateControllerList = utils.throttle(this.updateControllerList, 500, this); + + if (!navigator.getVRDisplays) { return; } + + this.sceneEl.addEventListener('enter-vr', function () { + navigator.getVRDisplays().then(function (displays) { + if (displays.length) { self.vrDisplay = displays[0]; } + }); + }); + }, + + tick: function () { + var gamepads; + // Call getGamepads for Chrome. + gamepads = navigator.getGamepads && navigator.getGamepads(); + this.throttledUpdateControllerList(gamepads); + }, + + /** + * Update controller list. + */ + updateControllerList: function (gamepads) { + var controllers = this.controllers; + var gamepad; + var i; + var prevCount; + + if (!gamepads) { return; } + + prevCount = controllers.length; + controllers.length = 0; + for (i = 0; i < gamepads.length; ++i) { + gamepad = gamepads[i]; + if (gamepad && gamepad.pose) { + controllers.push(gamepad); + } + } + + if (controllers.length !== prevCount) { + this.el.emit('controllersupdated', undefined, false); + } + } +}); + +},{"../core/system":135,"../utils":195}],189:[function(_dereq_,module,exports){ +/** + * Faster version of Function.prototype.bind + * @param {Function} fn - Function to wrap. + * @param {Object} ctx - What to bind as context. + * @param {...*} arguments - Arguments to pass through. + */ +module.exports = function bind (fn, ctx/* , arg1, arg2 */) { + return (function (prependedArgs) { + return function bound () { + // Concat the bound function arguments with those passed to original bind + var args = prependedArgs.concat(Array.prototype.slice.call(arguments, 0)); + return fn.apply(ctx, args); + }; + })(Array.prototype.slice.call(arguments, 2)); +}; + +},{}],190:[function(_dereq_,module,exports){ +/* global THREE */ +var debug = _dereq_('./debug'); +var extend = _dereq_('object-assign'); + +var warn = debug('utils:coordinates:warn'); + +// Coordinate string regex. Handles negative, positive, and decimals. +var regex = /^\s*((-?\d*\.{0,1}\d+(e-?\d+)?)\s+){2,3}(-?\d*\.{0,1}\d+(e-?\d+)?)\s*$/; +module.exports.regex = regex; + +/** + * Parses coordinates from an "x y z" string. + * Example: "3 10 -5" to {x: 3, y: 10, z: -5}. + * + * @param {string} val - An "x y z" string. + * @param {string} defaults - fallback value. + * @returns {object} An object with keys [x, y, z]. + */ +function parse (value, defaultVec) { + var coordinate; + var vec; + + if (value && value instanceof Object) { + if (defaultVec) { + value.x = value.x === undefined ? defaultVec.x : value.x; + value.y = value.y === undefined ? defaultVec.y : value.y; + value.z = value.z === undefined ? defaultVec.z : value.z; + value.w = value.w === undefined ? defaultVec.w : value.w; + } + return vecParseFloat(value); + } + + if (value === null || value === undefined) { + return typeof defaultVec === 'object' ? extend({}, defaultVec) : defaultVec; + } + + coordinate = value.trim().replace(/\s+/g, ' ').split(' '); + vec = {}; + vec.x = coordinate[0] || defaultVec && defaultVec.x; + vec.y = coordinate[1] || defaultVec && defaultVec.y; + vec.z = coordinate[2] || defaultVec && defaultVec.z; + vec.w = coordinate[3] || defaultVec && defaultVec.w; + return vecParseFloat(vec); +} +module.exports.parse = parse; + +/** + * Stringify coordinates from an object with keys [x y z]. + * Example: {x: 3, y: 10, z: -5} to "3 10 -5". + * + * @param {object|string} data - An object with keys [x y z]. + * @returns {string} An "x y z" string. + */ +function stringify (data) { + if (typeof data !== 'object') { return data; } + return [data.x, data.y, data.z, data.w].join(' ').trim(); +} +module.exports.stringify = stringify; + +/** + * @returns {bool} + */ +function isCoordinates (value) { + return regex.test(value); +} +module.exports.isCoordinates = isCoordinates; + +module.exports.isCoordinate = function (value) { + warn('`AFRAME.utils.isCoordinate` has been renamed to `AFRAME.utils.isCoordinates`'); + return isCoordinates(value); +}; + +function vecParseFloat (vec) { + var key; + for (key in vec) { + if (vec[key] === undefined) { + delete vec[key]; + continue; + } + if (vec[key].constructor === String) { + vec[key] = parseFloat(vec[key], 10); + } + } + return vec; +} + +/** + * Convert {x, y, z} object to three.js Vector3. + */ +module.exports.toVector3 = function (vec3) { + return new THREE.Vector3(vec3.x, vec3.y, vec3.z); +}; + +},{"./debug":191,"object-assign":26}],191:[function(_dereq_,module,exports){ +(function (process){ +var debugLib = _dereq_('debug'); +var extend = _dereq_('object-assign'); + +var settings = { + colors: { + debug: 'gray', + error: 'red', + info: 'gray', + warn: 'orange' + } +}; + +/** + * Monkeypatches `debug` so we can colorize error/warning messages. + * + * (See issue: https://github.com/visionmedia/debug/issues/137) + */ +var debug = function (namespace) { + var d = debugLib(namespace); + + d.color = getDebugNamespaceColor(namespace); + + return d; +}; +extend(debug, debugLib); + +/** + * Returns the type of the namespace (e.g., `error`, `warn`). + * + * @param {String} namespace + * The debug logger's namespace (e.g., `components:geometry:warn`). + * @returns {String} The type of the namespace (e.g., `warn`). + * @api private + */ +function getDebugNamespaceType (namespace) { + var chunks = namespace.split(':'); + + return chunks[chunks.length - 1]; // Return the last one +} + +/** + * Returns the color of the namespace (e.g., `orange`). + * + * @param {String} namespace + * The debug logger's namespace (e.g., `components:geometry:warn`). + * @returns {String} The color of the namespace (e.g., `orange`). + * @api private + */ +function getDebugNamespaceColor (namespace) { + var type = getDebugNamespaceType(namespace); + + var color = settings.colors && settings.colors[type]; + + return color || null; +} + +/** + * Returns `localStorage` if possible. + * + * This is necessary because Safari throws when a user disables + * cookies or `localStorage` and you attempt to access it. + * + * @returns {localStorage} + * @api private + */ +function storage () { + try { + return window.localStorage; + } catch (e) { + } +} + +/** + * To enable console logging, type this in the Console of your Dev Tools: + * + * localStorage.logs = 1 + * + * To disable console logging: + * + * localStorage.logs = 0 + * + */ +var ls = storage(); +if (ls && (parseInt(ls.logs, 10) || ls.logs === 'true')) { + debug.enable('*'); +} else { + debug.enable('*:error,*:info,*:warn'); +} + +if (process.browser) { window.logs = debug; } + +module.exports = debug; + +}).call(this,_dereq_('_process')) + +},{"_process":6,"debug":10,"object-assign":26}],192:[function(_dereq_,module,exports){ +(function (process){ +var vrDisplay; +var polyfilledVRDisplay; +var POLYFILL_VRDISPLAY_ID = 'Cardboard VRDisplay (webvr-polyfill)'; + +if (navigator.getVRDisplays) { + navigator.getVRDisplays().then(function (displays) { + vrDisplay = displays.length && displays[0]; + polyfilledVRDisplay = vrDisplay.displayName === POLYFILL_VRDISPLAY_ID; + }); +} + +function getVRDisplay () { return vrDisplay; } +module.exports.getVRDisplay = getVRDisplay; + +/** + * Determine if a headset is connected by checking if a vrDisplay is available. + */ +function checkHeadsetConnected () { return !!getVRDisplay(); } +module.exports.checkHeadsetConnected = checkHeadsetConnected; + +/** + * Check for positional tracking. + */ +function checkHasPositionalTracking () { + var vrDisplay = getVRDisplay(); + if (isMobile() || isGearVR()) { return false; } + return vrDisplay && vrDisplay.capabilities.hasPosition; +} +module.exports.checkHasPositionalTracking = checkHasPositionalTracking; + +/** + * Checks if browser is mobile. + * @return {Boolean} True if mobile browser detected. + */ +var isMobile = (function () { + var _isMobile = false; + (function (a) { + // eslint-disable-next-line no-useless-escape + if (/(android|bb\d+|meego).+mobile|avantgo|bada\/|blackberry|blazer|compal|elaine|fennec|hiptop|iemobile|ip(hone|od)|iris|kindle|lge |maemo|midp|mmp|mobile.+firefox|netfront|opera m(ob|in)i|palm( os)?|phone|p(ixi|re)\/|plucker|pocket|psp|series(4|6)0|symbian|treo|up\.(browser|link)|vodafone|wap|windows ce|xda|xiino/i.test(a) || /1207|6310|6590|3gso|4thp|50[1-6]i|770s|802s|a wa|abac|ac(er|oo|s\-)|ai(ko|rn)|al(av|ca|co)|amoi|an(ex|ny|yw)|aptu|ar(ch|go)|as(te|us)|attw|au(di|\-m|r |s )|avan|be(ck|ll|nq)|bi(lb|rd)|bl(ac|az)|br(e|v)w|bumb|bw\-(n|u)|c55\/|capi|ccwa|cdm\-|cell|chtm|cldc|cmd\-|co(mp|nd)|craw|da(it|ll|ng)|dbte|dc\-s|devi|dica|dmob|do(c|p)o|ds(12|\-d)|el(49|ai)|em(l2|ul)|er(ic|k0)|esl8|ez([4-7]0|os|wa|ze)|fetc|fly(\-|_)|g1 u|g560|gene|gf\-5|g\-mo|go(\.w|od)|gr(ad|un)|haie|hcit|hd\-(m|p|t)|hei\-|hi(pt|ta)|hp( i|ip)|hs\-c|ht(c(\-| |_|a|g|p|s|t)|tp)|hu(aw|tc)|i\-(20|go|ma)|i230|iac( |\-|\/)|ibro|idea|ig01|ikom|im1k|inno|ipaq|iris|ja(t|v)a|jbro|jemu|jigs|kddi|keji|kgt( |\/)|klon|kpt |kwc\-|kyo(c|k)|le(no|xi)|lg( g|\/(k|l|u)|50|54|\-[a-w])|libw|lynx|m1\-w|m3ga|m50\/|ma(te|ui|xo)|mc(01|21|ca)|m\-cr|me(rc|ri)|mi(o8|oa|ts)|mmef|mo(01|02|bi|de|do|t(\-| |o|v)|zz)|mt(50|p1|v )|mwbp|mywa|n10[0-2]|n20[2-3]|n30(0|2)|n50(0|2|5)|n7(0(0|1)|10)|ne((c|m)\-|on|tf|wf|wg|wt)|nok(6|i)|nzph|o2im|op(ti|wv)|oran|owg1|p800|pan(a|d|t)|pdxg|pg(13|\-([1-8]|c))|phil|pire|pl(ay|uc)|pn\-2|po(ck|rt|se)|prox|psio|pt\-g|qa\-a|qc(07|12|21|32|60|\-[2-7]|i\-)|qtek|r380|r600|raks|rim9|ro(ve|zo)|s55\/|sa(ge|ma|mm|ms|ny|va)|sc(01|h\-|oo|p\-)|sdk\/|se(c(\-|0|1)|47|mc|nd|ri)|sgh\-|shar|sie(\-|m)|sk\-0|sl(45|id)|sm(al|ar|b3|it|t5)|so(ft|ny)|sp(01|h\-|v\-|v )|sy(01|mb)|t2(18|50)|t6(00|10|18)|ta(gt|lk)|tcl\-|tdg\-|tel(i|m)|tim\-|t\-mo|to(pl|sh)|ts(70|m\-|m3|m5)|tx\-9|up(\.b|g1|si)|utst|v400|v750|veri|vi(rg|te)|vk(40|5[0-3]|\-v)|vm40|voda|vulc|vx(52|53|60|61|70|80|81|83|85|98)|w3c(\-| )|webc|whit|wi(g |nc|nw)|wmlb|wonu|x700|yas\-|your|zeto|zte\-/i.test(a.substr(0, 4))) { + _isMobile = true; + } + if (isIOS() || isTablet() || isR7()) { + _isMobile = true; + } + })(window.navigator.userAgent || window.navigator.vendor || window.opera); + + return function () { return _isMobile; }; +})(); +module.exports.isMobile = isMobile; + +/** + * Detect tablet devices. + * @param {string} mockUserAgent - Allow passing a mock user agent for testing. + */ +function isTablet (mockUserAgent) { + var userAgent = mockUserAgent || window.navigator.userAgent; + return /ipad|Nexus (7|9)|xoom|sch-i800|playbook|tablet|kindle/i.test(userAgent); +} +module.exports.isTablet = isTablet; + +function isIOS () { + return /iPad|iPhone|iPod/.test(window.navigator.platform); +} +module.exports.isIOS = isIOS; + +function isGearVR () { + return /SamsungBrowser.+Mobile VR/i.test(window.navigator.userAgent); +} +module.exports.isGearVR = isGearVR; + +function isR7 () { + return /R7 Build/.test(window.navigator.userAgent); +} +module.exports.isR7 = isR7; + +/** + * Checks mobile device orientation. + * @return {Boolean} True if landscape orientation. + */ +module.exports.isLandscape = function () { + var orientation = window.orientation; + if (isR7()) { orientation += 90; } + return orientation === 90 || orientation === -90; +}; + +/** + * Check if device is iOS and older than version 10. + */ +module.exports.isIOSOlderThan10 = function (userAgent) { + return /(iphone|ipod|ipad).*os.(7|8|9)/i.test(userAgent); +}; + +/** + * Check if running in a browser or spoofed browser (bundler). + * We need to check a node api that isn't mocked on either side. + * `require` and `module.exports` are mocked in browser by bundlers. + * `window` is mocked in node. + * `process` is also mocked by browserify, but has custom properties. + */ +module.exports.isBrowserEnvironment = !!(!process || process.browser); + +/** + * Check if running in node on the server. + */ +module.exports.isNodeEnvironment = !module.exports.isBrowserEnvironment; + +/** + * Update an Object3D pose if a polyfilled vrDisplay is present. + */ +module.exports.PolyfillControls = function PolyfillControls (object) { + var frameData; + if (window.VRFrameData) { frameData = new window.VRFrameData(); } + this.update = function () { + var pose; + if (!vrDisplay || !polyfilledVRDisplay) { return; } + vrDisplay.getFrameData(frameData); + pose = frameData.pose; + if (pose.orientation !== null) { + object.quaternion.fromArray(pose.orientation); + } + if (pose.position !== null) { + object.position.fromArray(pose.position); + } else { + object.position.set(0, 0, 0); + } + }; +}; + + +}).call(this,_dereq_('_process')) + +},{"_process":6}],193:[function(_dereq_,module,exports){ +/** + * Split a delimited component property string (e.g., `material.color`) to an object + * containing `component` name and `property` name. If there is no delimiter, just return the + * string back. + * + * Cache arrays from splitting strings via delimiter to save on memory. + * + * @param {string} str - e.g., `material.opacity`. + * @param {string} delimiter - e.g., `.`. + * @returns {array} e.g., `['material', 'opacity']`. + */ +var propertyPathCache = {}; +function getComponentPropertyPath (str, delimiter) { + delimiter = delimiter || '.'; + if (!propertyPathCache[delimiter]) { propertyPathCache[delimiter] = {}; } + if (str.indexOf(delimiter) !== -1) { + propertyPathCache[delimiter][str] = str.split(delimiter); + } else { + propertyPathCache[delimiter][str] = str; + } + return propertyPathCache[delimiter][str]; +} +module.exports.getComponentPropertyPath = getComponentPropertyPath; +module.exports.propertyPathCache = propertyPathCache; + +/** + * Get component property using encoded component name + component property name with a + * delimiter. + */ +module.exports.getComponentProperty = function (el, name, delimiter) { + var splitName; + delimiter = delimiter || '.'; + if (name.indexOf(delimiter) !== -1) { + splitName = getComponentPropertyPath(name, delimiter); + if (splitName.constructor === String) { + return el.getAttribute(splitName); + } + return el.getAttribute(splitName[0])[splitName[1]]; + } + return el.getAttribute(name); +}; + +/** + * Set component property using encoded component name + component property name with a + * delimiter. + */ +module.exports.setComponentProperty = function (el, name, value, delimiter) { + var splitName; + delimiter = delimiter || '.'; + if (name.indexOf(delimiter) !== -1) { + splitName = getComponentPropertyPath(name, delimiter); + if (splitName.constructor === String) { + el.setAttribute(splitName, value); + } else { + el.setAttribute(splitName[0], splitName[1], value); + } + return; + } + el.setAttribute(name, value); +}; + +},{}],194:[function(_dereq_,module,exports){ +module.exports = function forceCanvasResizeSafariMobile (canvasEl) { + var width = canvasEl.style.width; + var height = canvasEl.style.height; + // Taken from webvr-polyfill (https://github.com/borismus/webvr-polyfill/blob/85f657cd502ec9417bf26b87c3cb2afa6a70e079/src/util.js#L200) + // iOS only workaround for https://bugs.webkit.org/show_bug.cgi?id=152556 + // By changing the size 1 pixel and restoring the previous value + // we trigger a size recalculation cycle. + canvasEl.style.width = (parseInt(width, 10) + 1) + 'px'; + canvasEl.style.height = (parseInt(height, 10) + 1) + 'px'; + setTimeout(function () { + canvasEl.style.width = width; + canvasEl.style.height = height; + }, 200); +}; + +},{}],195:[function(_dereq_,module,exports){ +/* global location */ + +/* Centralized place to reference utilities since utils is exposed to the user. */ +var debug = _dereq_('./debug'); +var deepAssign = _dereq_('deep-assign'); +var device = _dereq_('./device'); +var objectAssign = _dereq_('object-assign'); +var objectPool = _dereq_('./object-pool'); + +var warn = debug('utils:warn'); + +module.exports.bind = _dereq_('./bind'); +module.exports.coordinates = _dereq_('./coordinates'); +module.exports.debug = debug; +module.exports.device = device; +module.exports.entity = _dereq_('./entity'); +module.exports.forceCanvasResizeSafariMobile = _dereq_('./forceCanvasResizeSafariMobile'); +module.exports.material = _dereq_('./material'); +module.exports.objectPool = objectPool; +module.exports.styleParser = _dereq_('./styleParser'); +module.exports.trackedControls = _dereq_('./tracked-controls'); + +module.exports.checkHeadsetConnected = function () { + warn('`utils.checkHeadsetConnected` has moved to `utils.device.checkHeadsetConnected`'); + return device.checkHeadsetConnected(arguments); +}; +module.exports.isGearVR = function () { + warn('`utils.isGearVR` has moved to `utils.device.isGearVR`'); + return device.isGearVR(arguments); +}; +module.exports.isIOS = function () { + warn('`utils.isIOS` has moved to `utils.device.isIOS`'); + return device.isIOS(arguments); +}; +module.exports.isMobile = function () { + warn('`utils.isMobile has moved to `utils.device.isMobile`'); + return device.isMobile(arguments); +}; + +/** + * Returns throttle function that gets called at most once every interval. + * + * @param {function} functionToThrottle + * @param {number} minimumInterval - Minimal interval between calls (milliseconds). + * @param {object} optionalContext - If given, bind function to throttle to this context. + * @returns {function} Throttled function. + */ +module.exports.throttle = function (functionToThrottle, minimumInterval, optionalContext) { + var lastTime; + if (optionalContext) { + functionToThrottle = module.exports.bind(functionToThrottle, optionalContext); + } + return function () { + var time = Date.now(); + var sinceLastTime = typeof lastTime === 'undefined' ? minimumInterval : time - lastTime; + if (typeof lastTime === 'undefined' || (sinceLastTime >= minimumInterval)) { + lastTime = time; + functionToThrottle.apply(null, arguments); + } + }; +}; + +/** + * Returns throttle function that gets called at most once every interval. + * Uses the time/timeDelta timestamps provided by the global render loop for better perf. + * + * @param {function} functionToThrottle + * @param {number} minimumInterval - Minimal interval between calls (milliseconds). + * @param {object} optionalContext - If given, bind function to throttle to this context. + * @returns {function} Throttled function. + */ +module.exports.throttleTick = function (functionToThrottle, minimumInterval, optionalContext) { + var lastTime; + if (optionalContext) { + functionToThrottle = module.exports.bind(functionToThrottle, optionalContext); + } + return function (time, delta) { + var sinceLastTime = typeof lastTime === 'undefined' ? delta : time - lastTime; + if (typeof lastTime === 'undefined' || (sinceLastTime >= minimumInterval)) { + lastTime = time; + functionToThrottle(time, sinceLastTime); + } + }; +}; + +/** + * Returns debounce function that gets called only once after a set of repeated calls. + * + * @param {function} functionToDebounce + * @param {number} wait - Time to wait for repeated function calls (milliseconds). + * @param {boolean} immediate - Calls the function immediately regardless of if it should be waiting. + * @returns {function} Debounced function. + */ +module.exports.debounce = function (func, wait, immediate) { + var timeout; + return function () { + var context = this; + var args = arguments; + var later = function () { + timeout = null; + if (!immediate) func.apply(context, args); + }; + var callNow = immediate && !timeout; + clearTimeout(timeout); + timeout = setTimeout(later, wait); + if (callNow) func.apply(context, args); + }; +}; + +/** + * Mix the properties of source object(s) into a destination object. + * + * @param {object} dest - The object to which properties will be copied. + * @param {...object} source - The object(s) from which properties will be copied. + */ +module.exports.extend = objectAssign; +module.exports.extendDeep = deepAssign; + +module.exports.clone = function (obj) { + return JSON.parse(JSON.stringify(obj)); +}; + +/** + * Checks if two values are equal. + * Includes objects and arrays and nested objects and arrays. + * Try to keep this function performant as it will be called often to see if a component + * should be updated. + * + * @param {object} a - First object. + * @param {object} b - Second object. + * @returns {boolean} Whether two objects are deeply equal. + */ +var deepEqual = (function () { + var arrayPool = objectPool.createPool(function () { return []; }); + + return function (a, b) { + var key; + var keysA; + var keysB; + var i; + var valA; + var valB; + + // If not objects or arrays, compare as values. + if (a === undefined || b === undefined || a === null || b === null || + !(a && b && (a.constructor === Object && b.constructor === Object) || + (a.constructor === Array && b.constructor === Array))) { + return a === b; + } + + // Different number of keys, not equal. + keysA = arrayPool.use(); + keysB = arrayPool.use(); + keysA.length = 0; + keysB.length = 0; + for (key in a) { keysA.push(key); } + for (key in b) { keysB.push(key); } + if (keysA.length !== keysB.length) { + arrayPool.recycle(keysA); + arrayPool.recycle(keysB); + return false; + } + + // Return `false` at the first sign of inequality. + for (i = 0; i < keysA.length; ++i) { + valA = a[keysA[i]]; + valB = b[keysA[i]]; + // Check nested array and object. + if ((typeof valA === 'object' || typeof valB === 'object') || + (Array.isArray(valA) && Array.isArray(valB))) { + if (valA === valB) { continue; } + if (!deepEqual(valA, valB)) { + arrayPool.recycle(keysA); + arrayPool.recycle(keysB); + return false; + } + } else if (valA !== valB) { + arrayPool.recycle(keysA); + arrayPool.recycle(keysB); + return false; + } + } + + arrayPool.recycle(keysA); + arrayPool.recycle(keysB); + return true; + }; +})(); +module.exports.deepEqual = deepEqual; + +/** + * Computes the difference between two objects. + * + * @param {object} a - First object to compare (e.g., oldData). + * @param {object} b - Second object to compare (e.g., newData). + * @returns {object} + * Difference object where set of keys note which values were not equal, and values are + * `b`'s values. + */ +module.exports.diff = (function () { + var keys = []; + + return function (a, b, targetObject) { + var aVal; + var bVal; + var bKey; + var diff; + var key; + var i; + var isComparingObjects; + + diff = targetObject || {}; + + // Collect A keys. + keys.length = 0; + for (key in a) { keys.push(key); } + + if (!b) { return diff; } + + // Collect B keys. + for (bKey in b) { + if (keys.indexOf(bKey) === -1) { + keys.push(bKey); + } + } + + for (i = 0; i < keys.length; i++) { + key = keys[i]; + aVal = a[key]; + bVal = b[key]; + isComparingObjects = aVal && bVal && + aVal.constructor === Object && bVal.constructor === Object; + if ((isComparingObjects && !deepEqual(aVal, bVal)) || + (!isComparingObjects && aVal !== bVal)) { + diff[key] = bVal; + } + } + return diff; + }; +})(); + +/** + * Returns whether we should capture this keyboard event for keyboard shortcuts. + * @param {Event} event Event object. + * @returns {Boolean} Whether the key event should be captured. + */ +module.exports.shouldCaptureKeyEvent = function (event) { + if (event.metaKey) { return false; } + return document.activeElement === document.body; +}; + +/** + * Splits a string into an array based on a delimiter. + * + * @param {string=} [str=''] Source string + * @param {string=} [delimiter=' '] Delimiter to use + * @returns {array} Array of delimited strings + */ +module.exports.splitString = function (str, delimiter) { + if (typeof delimiter === 'undefined') { delimiter = ' '; } + // First collapse the whitespace (or whatever the delimiter is). + var regex = new RegExp(delimiter, 'g'); + str = (str || '').replace(regex, delimiter); + // Then split. + return str.split(delimiter); +}; + +/** + * Extracts data from the element given an object that contains expected keys. + * + * @param {Element} Source element. + * @param {Object} [defaults={}] Object of default key-value pairs. + * @returns {Object} + */ +module.exports.getElData = function (el, defaults) { + defaults = defaults || {}; + var data = {}; + Object.keys(defaults).forEach(copyAttribute); + function copyAttribute (key) { + if (el.hasAttribute(key)) { + data[key] = el.getAttribute(key); + } + } + return data; +}; + +/** + * Retrieves querystring value. + * @param {String} name Name of querystring key. + * @return {String} Value + */ +module.exports.getUrlParameter = function (name) { + // eslint-disable-next-line no-useless-escape + name = name.replace(/[\[]/, '\\[').replace(/[\]]/, '\\]'); + var regex = new RegExp('[\\?&]' + name + '=([^&#]*)'); + var results = regex.exec(location.search); + return results === null ? '' : decodeURIComponent(results[1].replace(/\+/g, ' ')); +}; + +/** + * Detects whether context is within iframe. + */ +module.exports.isIframed = function () { + return window.top !== window.self; +}; + +/** + * Finds all elements under the element that have the isScene + * property set to true + */ +module.exports.findAllScenes = function (el) { + var matchingElements = []; + var allElements = el.getElementsByTagName('*'); + for (var i = 0, n = allElements.length; i < n; i++) { + if (allElements[i].isScene) { + // Element exists with isScene set. + matchingElements.push(allElements[i]); + } + } + return matchingElements; +}; + +// Must be at bottom to avoid circular dependency. +module.exports.srcLoader = _dereq_('./src-loader'); + +/** + * String split with cached result. + */ +module.exports.split = (function () { + var splitCache = {}; + + return function (str, delimiter) { + if (!(delimiter in splitCache)) { splitCache[delimiter] = {}; } + + if (str in splitCache[delimiter]) { return splitCache[delimiter][str]; } + + splitCache[delimiter][str] = str.split(delimiter); + return splitCache[delimiter][str]; + }; +})(); + +},{"./bind":189,"./coordinates":190,"./debug":191,"./device":192,"./entity":193,"./forceCanvasResizeSafariMobile":194,"./material":196,"./object-pool":197,"./src-loader":198,"./styleParser":199,"./tracked-controls":200,"deep-assign":12,"object-assign":26}],196:[function(_dereq_,module,exports){ +var THREE = _dereq_('../lib/three'); + +var HLS_MIMETYPES = ['application/x-mpegurl', 'application/vnd.apple.mpegurl']; + +/** + * Update `material` texture property (usually but not always `map`) + * from `data` property (usually but not always `src`) + * + * @param {object} shader - A-Frame shader instance. + * @param {object} data + */ +module.exports.updateMapMaterialFromData = function (materialName, dataName, shader, data) { + var el = shader.el; + var material = shader.material; + var src = data[dataName]; + + // Because a single material / shader may have multiple textures, + // we need to remember the source value for this data property + // to avoid redundant operations which can be expensive otherwise + // (e.g. video texture loads). + if (!shader.materialSrcs) { shader.materialSrcs = {}; } + + if (!src) { + // Forget the prior material src. + delete shader.materialSrcs[materialName]; + // Remove the texture. + setMap(null); + return; + } + + // Don't process if material src hasn't changed. + if (src === shader.materialSrcs[materialName]) { return; } + + // Remember the new src for this texture (there may be multiple). + shader.materialSrcs[materialName] = src; + + // If the new material src is already a texture, just use it. + if (src instanceof THREE.Texture) { setMap(src); } else { + // Load texture for the new material src. + // (And check if we should still use it once available in callback.) + el.sceneEl.systems.material.loadTexture(src, + {src: src, repeat: data.repeat, offset: data.offset, npot: data.npot}, + checkSetMap); + } + + function checkSetMap (texture) { + // If the source has been changed, don't use loaded texture. + if (shader.materialSrcs[materialName] !== src) { return; } + setMap(texture); + } + + function setMap (texture) { + material[materialName] = texture; + material.needsUpdate = true; + handleTextureEvents(el, texture); + } +}; + +/** + * Update `material.map` given `data.src`. For standard and flat shaders. + * + * @param {object} shader - A-Frame shader instance. + * @param {object} data + */ +module.exports.updateMap = function (shader, data) { + return module.exports.updateMapMaterialFromData('map', 'src', shader, data); +}; + +/** + * Updates the material's maps which give the illusion of extra geometry. + * + * @param {string} longType - The friendly name of the map from the component e.g. ambientOcclusionMap becomes aoMap in THREE.js + * @param {object} shader - A-Frame shader instance + * @param {object} data + */ +module.exports.updateDistortionMap = function (longType, shader, data) { + var shortType = longType; + if (longType === 'ambientOcclusion') { shortType = 'ao'; } + var el = shader.el; + var material = shader.material; + var src = data[longType + 'Map']; + var info = {}; + info.src = src; + + // Pass through the repeat and offset to be handled by the material loader. + info.offset = data[longType + 'TextureOffset']; + info.repeat = data[longType + 'TextureRepeat']; + info.wrap = data[longType + 'TextureWrap']; + + if (src) { + if (src === shader[longType + 'TextureSrc']) { return; } + + // Texture added or changed. + shader[longType + 'TextureSrc'] = src; + el.sceneEl.systems.material.loadTexture(src, info, setMap); + return; + } + + // Texture removed. + if (!material.map) { return; } + setMap(null); + + function setMap (texture) { + material[shortType + 'Map'] = texture; + material.needsUpdate = true; + handleTextureEvents(el, texture); + } +}; + +/** + * Emit event on entities on texture-related events. + * + * @param {Element} el - Entity. + * @param {object} texture - three.js Texture. + */ +function handleTextureEvents (el, texture) { + if (!texture) { return; } + + el.emit('materialtextureloaded', {src: texture.image, texture: texture}); + + // Video events. + if (!texture.image || texture.image.tagName !== 'VIDEO') { return; } + + texture.image.addEventListener('loadeddata', function emitVideoTextureLoadedDataAll () { + // Check to see if we need to use iOS 10 HLS shader. + // Only override the shader if it is stock shader that we know doesn't correct. + if (!el.components || !el.components.material) { return; } + + if (texture.needsCorrectionBGRA && texture.needsCorrectionFlipY && + ['standard', 'flat'].indexOf(el.components.material.data.shader) !== -1) { + el.setAttribute('material', 'shader', 'ios10hls'); + } + + el.emit('materialvideoloadeddata', {src: texture.image, texture: texture}); + }); + texture.image.addEventListener('ended', function emitVideoTextureEndedAll () { + // Works for non-looping videos only. + el.emit('materialvideoended', {src: texture.image, texture: texture}); + }); +} +module.exports.handleTextureEvents = handleTextureEvents; + +/** + * Given video element src and type, guess whether stream is HLS. + * + * @param {string} src - src from video element (generally URL to content). + * @param {string} type - type from video element (generally MIME type if present). + */ +module.exports.isHLS = function (src, type) { + if (type && HLS_MIMETYPES.includes(type.toLowerCase())) { return true; } + if (src && src.toLowerCase().indexOf('.m3u8') > 0) { return true; } + return false; +}; + +},{"../lib/three":173}],197:[function(_dereq_,module,exports){ +/* + Adapted deePool by Kyle Simpson. + MIT License: http://getify.mit-license.org +*/ +var EMPTY_SLOT = Object.freeze(Object.create(null)); + +// Default object factory. +function defaultObjectFactory () { return {}; } + +/** + * Create a new pool. + */ +module.exports.createPool = function createPool (objectFactory) { + var objPool = []; + var nextFreeSlot = null; // Pool location to look for a free object to use. + + objectFactory = objectFactory || defaultObjectFactory; + + function use () { + var objToUse; + if (nextFreeSlot === null || nextFreeSlot === objPool.length) { + grow(objPool.length || 5); + } + objToUse = objPool[nextFreeSlot]; + objPool[nextFreeSlot++] = EMPTY_SLOT; + clearObject(objToUse); + return objToUse; + } + + function recycle (obj) { + if (!(obj instanceof Object)) { return; } + if (nextFreeSlot === null || nextFreeSlot === -1) { + objPool[objPool.length] = obj; + return; + } + objPool[--nextFreeSlot] = obj; + } + + function grow (count) { + var currentLength; + var i; + + count = count === undefined ? objPool.length : count; + if (count > 0 && nextFreeSlot == null) { + nextFreeSlot = 0; + } + + if (count > 0) { + currentLength = objPool.length; + objPool.length += Number(count); + for (i = currentLength; i < objPool.length; i++) { + // Add new obj to pool. + objPool[i] = objectFactory(); + } + } + + return objPool.length; + } + + function size () { + return objPool.length; + } + + return { + grow: grow, + pool: objPool, + recycle: recycle, + size: size, + use: use + }; +}; + +function clearObject (obj) { + var key; + if (!(obj.constructor === Object)) { return; } + for (key in obj) { obj[key] = undefined; } +} +module.exports.clearObject = clearObject; + +},{}],198:[function(_dereq_,module,exports){ +/* global Image, XMLHttpRequest */ +var debug = _dereq_('./debug'); + +var warn = debug('utils:src-loader:warn'); + +/** + * Validate a texture, either as a selector or as a URL. + * Detects whether `src` is pointing to an image or video and invokes the appropriate + * callback. + * + * `src` will be passed into the callback + * + * @params {string|Element} src - URL or media element. + * @params {function} isImageCb - callback if texture is an image. + * @params {function} isVideoCb - callback if texture is a video. + */ +function validateSrc (src, isImageCb, isVideoCb) { + checkIsImage(src, function isAnImageUrl (isImage) { + if (isImage) { + isImageCb(src); + return; + } + isVideoCb(src); + }); +} + +/** + * Validates six images as a cubemap, either as selector or comma-separated + * URLs. + * + * @param {string} src - A selector or comma-separated image URLs. Image URLs + must be wrapped by `url()`. + * @param {string} src - A selector or comma-separated image URLs. Image URLs + must be wrapped by `url()`. + */ +function validateCubemapSrc (src, cb) { + var aCubemap; + var cubemapSrcRegex = ''; + var i; + var urls; + var validatedUrls = []; + + for (i = 0; i < 5; i++) { + cubemapSrcRegex += '(url\\((?:[^\\)]+)\\),\\s*)'; + } + cubemapSrcRegex += '(url\\((?:[^\\)]+)\\)\\s*)'; + urls = src.match(new RegExp(cubemapSrcRegex)); + + // `src` is a comma-separated list of URLs. + // In this case, re-use validateSrc for each side of the cube. + function isImageCb (url) { + validatedUrls.push(url); + if (validatedUrls.length === 6) { + cb(validatedUrls); + } + } + if (urls) { + for (i = 1; i < 7; i++) { + validateSrc(parseUrl(urls[i]), isImageCb); + } + return; + } + + // `src` is a query selector to <a-cubemap> containing six $([src])s. + aCubemap = validateAndGetQuerySelector(src); + if (!aCubemap) { return; } + if (aCubemap.tagName === 'A-CUBEMAP' && aCubemap.srcs) { + return cb(aCubemap.srcs); + } + // Else if aCubeMap is not a <a-cubemap>. + warn('Selector "%s" does not point to <a-cubemap>', src); +} + +/** + * Parses src from `url(src)`. + * @param {string} src - String to parse. + * @return {string} The parsed src, if parseable. + */ +function parseUrl (src) { + var parsedSrc = src.match(/\url\((.+)\)/); + if (!parsedSrc) { return; } + return parsedSrc[1]; +} + +/** + * Call back whether `src` is an image. + * + * @param {string|Element} src - URL or element that will be tested. + * @param {function} onResult - Callback with whether `src` is an image. + */ +function checkIsImage (src, onResult) { + var request; + + if (src.tagName) { + onResult(src.tagName === 'IMG'); + return; + } + request = new XMLHttpRequest(); + + // Try to send HEAD request to check if image first. + request.open('HEAD', src); + request.addEventListener('load', function (event) { + var contentType; + if (request.status >= 200 && request.status < 300) { + contentType = request.getResponseHeader('Content-Type'); + if (contentType == null) { + checkIsImageFallback(src, onResult); + } else { + if (contentType.startsWith('image')) { + onResult(true); + } else { + onResult(false); + } + } + } else { + checkIsImageFallback(src, onResult); + } + request.abort(); + }); + request.send(); +} + +function checkIsImageFallback (src, onResult) { + var tester = new Image(); + tester.addEventListener('load', onLoad); + function onLoad () { onResult(true); } + tester.addEventListener('error', onError); + function onError () { onResult(false); } + tester.src = src; +} + +/** + * Query and validate a query selector, + * + * @param {string} selector - DOM selector. + * @return {object|null|undefined} Selected DOM element if exists. + null if query yields no results. + undefined if `selector` is not a valid selector. + */ +function validateAndGetQuerySelector (selector) { + try { + var el = document.querySelector(selector); + if (!el) { + warn('No element was found matching the selector: "%s"', selector); + } + return el; + } catch (e) { // Capture exception if it's not a valid selector. + warn('"%s" is not a valid selector', selector); + return undefined; + } +} + +module.exports = { + parseUrl: parseUrl, + validateSrc: validateSrc, + validateCubemapSrc: validateCubemapSrc +}; + +},{"./debug":191}],199:[function(_dereq_,module,exports){ +/* Utils for parsing style-like strings (e.g., "primitive: box; width: 5; height: 4.5"). */ +var styleParser = _dereq_('style-attr'); + +/** + * Deserializes style-like string into an object of properties. + * + * @param {string} value - HTML attribute value. + * @returns {object} Property data. + */ +module.exports.parse = function (value) { + var parsedData; + if (typeof value !== 'string') { return value; } + parsedData = styleParser.parse(value); + // The style parser returns an object { "" : "test"} when fed a string + if (parsedData['']) { return value; } + return transformKeysToCamelCase(parsedData); +}; + +/** + * Serialize an object of properties into a style-like string. + * + * @param {object} data - Property data. + * @returns {string} + */ +module.exports.stringify = function (data) { + if (typeof data === 'string') { return data; } + return styleParser.stringify(data); +}; + +/** + * Converts string from hyphen to camelCase. + * + * @param {string} str - String to camelCase. + * @return {string} CamelCased string. + */ +function toCamelCase (str) { + return str.replace(/-([a-z])/g, camelCase); + function camelCase (g) { return g[1].toUpperCase(); } +} +module.exports.toCamelCase = toCamelCase; + +/** + * Converts object's keys from hyphens to camelCase (e.g., `max-value` to + * `maxValue`). + * + * @param {object} obj - The object to camelCase keys. + * @return {object} The object with keys camelCased. + */ +function transformKeysToCamelCase (obj) { + var keys = Object.keys(obj); + var camelCaseObj = {}; + keys.forEach(function (key) { + var camelCaseKey = toCamelCase(key); + camelCaseObj[camelCaseKey] = obj[key]; + }); + return camelCaseObj; +} +module.exports.transformKeysToCamelCase = transformKeysToCamelCase; + +},{"style-attr":35}],200:[function(_dereq_,module,exports){ +var DEFAULT_HANDEDNESS = _dereq_('../constants').DEFAULT_HANDEDNESS; +var AXIS_LABELS = ['x', 'y', 'z', 'w']; +var NUM_HANDS = 2; // Number of hands in a pair. Should always be 2. + +/** + * Called on controller component `.play` handlers. + * Check if controller matches parameters and inject tracked-controls component. + * Handle event listeners. + * Generate controllerconnected or controllerdisconnected events. + * + * @param {object} component - Tracked controls component. + * @param {object} idPrefix - Prefix to match in gamepad id if any. + * @param {object} queryObject - Map of values to match. + */ +module.exports.checkControllerPresentAndSetup = function (component, idPrefix, queryObject) { + var el = component.el; + var isPresent = isControllerPresent(component, idPrefix, queryObject); + + // If component was previously paused and now playing, re-add event listeners. + // Handle the event listeners here since this helper method is control of calling + // `.addEventListeners` and `.removeEventListeners`. + if (component.controllerPresent && !component.controllerEventsActive) { + component.addEventListeners(); + } + + // Nothing changed, no need to do anything. + if (isPresent === component.controllerPresent) { return isPresent; } + + component.controllerPresent = isPresent; + + // Update controller presence. + if (isPresent) { + component.injectTrackedControls(); + component.addEventListeners(); + el.emit('controllerconnected', {name: component.name, component: component}); + } else { + component.removeEventListeners(); + el.emit('controllerdisconnected', {name: component.name, component: component}); + } +}; + +/** + * Enumerate controller (that have pose) and check if they match parameters. + * + * @param {object} component - Tracked controls component. + * @param {object} idPrefix - Prefix to match in gamepad id if any. + * @param {object} queryObject - Map of values to match. + */ +function isControllerPresent (component, idPrefix, queryObject) { + var gamepads; + var sceneEl = component.el.sceneEl; + var trackedControlsSystem; + var filterControllerIndex = queryObject.index || 0; + + if (!idPrefix) { return false; } + + trackedControlsSystem = sceneEl && sceneEl.systems['tracked-controls']; + if (!trackedControlsSystem) { return false; } + + gamepads = trackedControlsSystem.controllers; + if (!gamepads.length) { return false; } + + return !!findMatchingController(gamepads, null, idPrefix, queryObject.hand, filterControllerIndex); +} + +module.exports.isControllerPresent = isControllerPresent; + +/** + * Walk through the given controllers to find any where the device ID equals filterIdExact, or startWith filterIdPrefix. + * A controller where this considered true is considered a 'match'. + * + * For each matching controller: + * If filterHand is set, and the controller: + * is handed, we further verify that controller.hand equals filterHand. + * is unhanded (controller.hand is ''), we skip until we have found a number of matching controllers that equals filterControllerIndex + * If filterHand is not set, we skip until we have found the nth matching controller, where n equals filterControllerIndex + * + * The method should be called with one of: [filterIdExact, filterIdPrefix] AND one or both of: [filterHand, filterControllerIndex] + * + * @param {object} controllers - Array of gamepads to search + * @param {string} filterIdExact - If set, used to find controllers with id === this value + * @param {string} filterIdPrefix - If set, used to find controllers with id startsWith this value + * @param {object} filterHand - If set, further filters controllers with matching 'hand' property + * @param {object} filterControllerIndex - Find the nth matching controller, where n equals filterControllerIndex. defaults to 0. + */ +function findMatchingController (controllers, filterIdExact, filterIdPrefix, filterHand, filterControllerIndex) { + var controller; + var i; + var matchingControllerOccurence = 0; + var targetControllerMatch = filterControllerIndex || 0; + + for (i = 0; i < controllers.length; i++) { + controller = controllers[i]; + // Determine if the controller ID matches our criteria + if (filterIdPrefix && controller.id.indexOf(filterIdPrefix) === -1) { continue; } + if (!filterIdPrefix && controller.id !== filterIdExact) { continue; } + + // If the hand filter and controller handedness are defined we compare them. + if (filterHand && controller.hand && filterHand !== controller.hand) { continue; } + + // If we have detected an unhanded controller and the component was asking for a particular hand, + // we need to treat the controllers in the array as pairs of controllers. This effectively means that we + // need to skip NUM_HANDS matches for each controller number, instead of 1. + if (filterHand && !controller.hand) { + targetControllerMatch = NUM_HANDS * filterControllerIndex + ((filterHand === DEFAULT_HANDEDNESS) ? 0 : 1); + } + + // We are looking for the nth occurence of a matching controller (n equals targetControllerMatch). + if (matchingControllerOccurence === targetControllerMatch) { + return controller; + } + ++matchingControllerOccurence; + } + return undefined; +} + +module.exports.findMatchingController = findMatchingController; + +/** + * Emit specific `moved` event(s) if axes changed based on original axismoved event. + * + * @param {object} component - Controller component in use. + * @param {array} axesMapping - For example `{thumbstick: [0, 1]}`. + * @param {object} evt - Event to process. + */ +module.exports.emitIfAxesChanged = function (component, axesMapping, evt) { + var axes; + var buttonTypes; + var changed; + var detail; + var i; + var j; + + buttonTypes = Object.keys(axesMapping); + for (i = 0; i < buttonTypes.length; i++) { + axes = axesMapping[buttonTypes[i]]; + + changed = false; + for (j = 0; j < axes.length; j++) { + if (evt.detail.changed[axes[j]]) { changed = true; } + } + + if (!changed) { continue; } + + // Axis has changed. Emit the specific moved event with axis values in detail. + detail = {}; + for (j = 0; j < axes.length; j++) { + detail[AXIS_LABELS[j]] = evt.detail.axis[axes[j]]; + } + component.el.emit(buttonTypes[i] + 'moved', detail); + } +}; + +/** + * Handle a button event and reemits the events. + * + * @param {string} id - id of the button. + * @param {string} evtName - name of the reemitted event + * @param {object} component - reference to the component + * @param {string} hand - handedness of the controller: left or right. + */ +module.exports.onButtonEvent = function (id, evtName, component, hand) { + var mapping = hand ? component.mapping[hand] : component.mapping; + var buttonName = mapping.buttons[id]; + component.el.emit(buttonName + evtName); + if (component.updateModel) { + component.updateModel(buttonName, evtName); + } +}; + +},{"../constants":116}],201:[function(_dereq_,module,exports){ +window.glStats = function () { + + var _rS = null; + + var _totalDrawArraysCalls = 0, + _totalDrawElementsCalls = 0, + _totalUseProgramCalls = 0, + _totalFaces = 0, + _totalVertices = 0, + _totalPoints = 0, + _totalBindTexures = 0; + + function _h ( f, c ) { + return function () { + c.apply( this, arguments ); + f.apply( this, arguments ); + }; + } + + WebGLRenderingContext.prototype.drawArrays = _h( WebGLRenderingContext.prototype.drawArrays, function () { + _totalDrawArraysCalls++; + if ( arguments[ 0 ] == this.POINTS ) _totalPoints += arguments[ 2 ]; + else _totalVertices += arguments[ 2 ]; + } ); + + WebGLRenderingContext.prototype.drawElements = _h( WebGLRenderingContext.prototype.drawElements, function () { + _totalDrawElementsCalls++; + _totalFaces += arguments[ 1 ] / 3; + _totalVertices += arguments[ 1 ]; + } ); + + WebGLRenderingContext.prototype.useProgram = _h( WebGLRenderingContext.prototype.useProgram, function () { + _totalUseProgramCalls++; + } ); + + WebGLRenderingContext.prototype.bindTexture = _h( WebGLRenderingContext.prototype.bindTexture, function () { + _totalBindTexures++; + } ); + + var _values = { + allcalls: { + over: 3000, + caption: 'Calls (hook)' + }, + drawelements: { + caption: 'drawElements (hook)' + }, + drawarrays: { + caption: 'drawArrays (hook)' + } + }; + + var _groups = [ { + caption: 'WebGL', + values: [ 'allcalls', 'drawelements', 'drawarrays', 'useprogram', 'bindtexture', 'glfaces', 'glvertices', 'glpoints' ] + } ]; + + var _fractions = [ { + base: 'allcalls', + steps: [ 'drawelements', 'drawarrays' ] + } ]; + + function _update () { + _rS( 'allcalls' ).set( _totalDrawArraysCalls + _totalDrawElementsCalls ); + _rS( 'drawElements' ).set( _totalDrawElementsCalls ); + _rS( 'drawArrays' ).set( _totalDrawArraysCalls ); + _rS( 'bindTexture' ).set( _totalBindTexures ); + _rS( 'useProgram' ).set( _totalUseProgramCalls ); + _rS( 'glfaces' ).set( _totalFaces ); + _rS( 'glvertices' ).set( _totalVertices ); + _rS( 'glpoints' ).set( _totalPoints ); + } + + function _start () { + _totalDrawArraysCalls = 0; + _totalDrawElementsCalls = 0; + _totalUseProgramCalls = 0; + _totalFaces = 0; + _totalVertices = 0; + _totalPoints = 0; + _totalBindTexures = 0; + } + + function _end () {} + + function _attach ( r ) { + _rS = r; + } + + return { + update: _update, + start: _start, + end: _end, + attach: _attach, + values: _values, + groups: _groups, + fractions: _fractions + }; + +}; + +window.threeStats = function ( renderer ) { + + var _rS = null; + + var _values = { + 'renderer.info.memory.geometries': { + caption: 'Geometries' + }, + 'renderer.info.memory.textures': { + caption: 'Textures' + }, + 'renderer.info.programs': { + caption: 'Programs' + }, + 'renderer.info.render.calls': { + caption: 'Calls' + }, + 'renderer.info.render.faces': { + caption: 'Faces', + over: 1000 + }, + 'renderer.info.render.points': { + caption: 'Points' + }, + 'renderer.info.render.vertices': { + caption: 'Vertices' + } + }; + + var _groups = [ { + caption: 'Three.js - Memory', + values: [ 'renderer.info.memory.geometries', 'renderer.info.programs', 'renderer.info.memory.textures' ] + }, { + caption: 'Three.js - Render', + values: [ 'renderer.info.render.calls', 'renderer.info.render.faces', 'renderer.info.render.points', 'renderer.info.render.vertices' ] + } ]; + + var _fractions = []; + + function _update () { + + _rS( 'renderer.info.memory.geometries' ).set( renderer.info.memory.geometries ); + _rS( 'renderer.info.programs' ).set( renderer.info.programs.length ); + _rS( 'renderer.info.memory.textures' ).set( renderer.info.memory.textures ); + _rS( 'renderer.info.render.calls' ).set( renderer.info.render.calls ); + _rS( 'renderer.info.render.faces' ).set( renderer.info.render.faces ); + _rS( 'renderer.info.render.points' ).set( renderer.info.render.points ); + _rS( 'renderer.info.render.vertices' ).set( renderer.info.render.vertices ); + + } + + function _start () {} + + function _end () {} + + function _attach ( r ) { + _rS = r; + } + + return { + update: _update, + start: _start, + end: _end, + attach: _attach, + values: _values, + groups: _groups, + fractions: _fractions + }; + +}; + +/* + * From https://github.com/paulirish/memory-stats.js + */ + +window.BrowserStats = function () { + + var _rS = null; + + var _usedJSHeapSize = 0, + _totalJSHeapSize = 0; + + if ( window.performance && !performance.memory ) { + performance.memory = { + usedJSHeapSize: 0, + totalJSHeapSize: 0 + }; + } + + if ( performance.memory.totalJSHeapSize === 0 ) { + console.warn( 'totalJSHeapSize === 0... performance.memory is only available in Chrome .' ); + } + + var _values = { + memory: { + caption: 'Used Memory', + average: true, + avgMs: 1000, + over: 22 + }, + total: { + caption: 'Total Memory' + } + }; + + var _groups = [ { + caption: 'Browser', + values: [ 'memory', 'total' ] + } ]; + + var _fractions = [ { + base: 'total', + steps: [ 'memory' ] + } ]; + + var log1024 = Math.log( 1024 ); + + function _size ( v ) { + + var precision = 100; //Math.pow(10, 2); + var i = Math.floor( Math.log( v ) / log1024 ); + return Math.round( v * precision / Math.pow( 1024, i ) ) / precision; // + ' ' + sizes[i]; + + } + + function _update () { + _usedJSHeapSize = _size( performance.memory.usedJSHeapSize ); + _totalJSHeapSize = _size( performance.memory.totalJSHeapSize ); + + _rS( 'memory' ).set( _usedJSHeapSize ); + _rS( 'total' ).set( _totalJSHeapSize ); + } + + function _start () { + _usedJSHeapSize = 0; + } + + function _end () {} + + function _attach ( r ) { + _rS = r; + } + + return { + update: _update, + start: _start, + end: _end, + attach: _attach, + values: _values, + groups: _groups, + fractions: _fractions + }; + +}; + +if (typeof module === 'object') { + module.exports = { + glStats: window.glStats, + threeStats: window.threeStats, + BrowserStats: window.BrowserStats + }; +} + +},{}],202:[function(_dereq_,module,exports){ +// performance.now() polyfill from https://gist.github.com/paulirish/5438650 +'use strict'; + +( function () { + + if ( 'performance' in window == false ) { + window.performance = {}; + } + + var performance = window.performance; + + if ( 'now' in performance == false ) { + + var nowOffset = Date.now(); + + if ( performance.timing && performance.timing.navigationStart ) { + nowOffset = performance.timing.navigationStart; + } + + performance.now = function now () { + return Date.now() - nowOffset; + }; + + } + + if( !performance.mark ) { + performance.mark = function(){} + } + + if( !performance.measure ) { + performance.measure = function(){} + } + +} )(); + +window.rStats = function rStats ( settings ) { + + function iterateKeys ( array, callback ) { + var keys = Object.keys( array ); + for ( var j = 0, l = keys.length; j < l; j++ ) { + callback( keys[ j ] ); + } + } + + function importCSS ( url ) { + + var element = document.createElement( 'link' ); + element.href = url; + element.rel = 'stylesheet'; + element.type = 'text/css'; + document.getElementsByTagName( 'head' )[ 0 ].appendChild( element ); + + } + + var _settings = settings || {}; + var _colours = _settings.colours || [ '#850700', '#c74900', '#fcb300', '#284280', '#4c7c0c' ]; + + var _cssFont = 'https://fonts.googleapis.com/css?family=Roboto+Condensed:400,700,300'; + var _cssRStats = ( _settings.CSSPath ? _settings.CSSPath : '' ) + 'rStats.css'; + + var _css = _settings.css || [ _cssFont, _cssRStats ]; + _css.forEach(function (uri) { + importCSS( uri ); + }); + + if ( !_settings.values ) _settings.values = {}; + + var _base, _div, _elHeight = 10, _elWidth = 200; + var _perfCounters = {}; + + + function Graph ( _dom, _id, _defArg ) { + + var _def = _defArg || {}; + var _canvas = document.createElement( 'canvas' ), + _ctx = _canvas.getContext( '2d' ), + _max = 0, + _current = 0; + + var c = _def.color ? _def.color : '#666666'; + + var _dotCanvas = document.createElement( 'canvas' ), + _dotCtx = _dotCanvas.getContext( '2d' ); + _dotCanvas.width = 1; + _dotCanvas.height = 2 * _elHeight; + _dotCtx.fillStyle = '#444444'; + _dotCtx.fillRect( 0, 0, 1, 2 * _elHeight ); + _dotCtx.fillStyle = c; + _dotCtx.fillRect( 0, _elHeight, 1, _elHeight ); + _dotCtx.fillStyle = '#ffffff'; + _dotCtx.globalAlpha = 0.5; + _dotCtx.fillRect( 0, _elHeight, 1, 1 ); + _dotCtx.globalAlpha = 1; + + var _alarmCanvas = document.createElement( 'canvas' ), + _alarmCtx = _alarmCanvas.getContext( '2d' ); + _alarmCanvas.width = 1; + _alarmCanvas.height = 2 * _elHeight; + _alarmCtx.fillStyle = '#444444'; + _alarmCtx.fillRect( 0, 0, 1, 2 * _elHeight ); + _alarmCtx.fillStyle = '#b70000'; + _alarmCtx.fillRect( 0, _elHeight, 1, _elHeight ); + _alarmCtx.globalAlpha = 0.5; + _alarmCtx.fillStyle = '#ffffff'; + _alarmCtx.fillRect( 0, _elHeight, 1, 1 ); + _alarmCtx.globalAlpha = 1; + + function _init () { + + _canvas.width = _elWidth; + _canvas.height = _elHeight; + _canvas.style.width = _canvas.width + 'px'; + _canvas.style.height = _canvas.height + 'px'; + _canvas.className = 'rs-canvas'; + _dom.appendChild( _canvas ); + + _ctx.fillStyle = '#444444'; + _ctx.fillRect( 0, 0, _canvas.width, _canvas.height ); + + } + + function _draw ( v, alarm ) { + _current += ( v - _current ) * 0.1; + _max *= 0.99; + if ( _current > _max ) _max = _current; + _ctx.drawImage( _canvas, 1, 0, _canvas.width - 1, _canvas.height, 0, 0, _canvas.width - 1, _canvas.height ); + if ( alarm ) { + _ctx.drawImage( _alarmCanvas, _canvas.width - 1, _canvas.height - _current * _canvas.height / _max - _elHeight ); + } else { + _ctx.drawImage( _dotCanvas, _canvas.width - 1, _canvas.height - _current * _canvas.height / _max - _elHeight ); + } + } + + _init(); + + return { + draw: _draw + }; + + } + + function StackGraph ( _dom, _num ) { + + var _canvas = document.createElement( 'canvas' ), + _ctx = _canvas.getContext( '2d' ); + + function _init () { + + _canvas.width = _elWidth; + _canvas.height = _elHeight * _num; + _canvas.style.width = _canvas.width + 'px'; + _canvas.style.height = _canvas.height + 'px'; + _canvas.className = 'rs-canvas'; + _dom.appendChild( _canvas ); + + _ctx.fillStyle = '#444444'; + _ctx.fillRect( 0, 0, _canvas.width, _canvas.height ); + + } + + function _draw ( v ) { + _ctx.drawImage( _canvas, 1, 0, _canvas.width - 1, _canvas.height, 0, 0, _canvas.width - 1, _canvas.height ); + var th = 0; + iterateKeys( v, function ( j ) { + var h = v[ j ] * _canvas.height; + _ctx.fillStyle = _colours[ j ]; + _ctx.fillRect( _canvas.width - 1, th, 1, h ); + th += h; + } ); + } + + _init(); + + return { + draw: _draw + }; + + } + + function PerfCounter ( id, group ) { + + var _id = id, + _time, + _value = 0, + _total = 0, + _averageValue = 0, + _accumValue = 0, + _accumStart = performance.now(), + _accumSamples = 0, + _dom = document.createElement( 'div' ), + _spanId = document.createElement( 'span' ), + _spanValue = document.createElement( 'div' ), + _spanValueText = document.createTextNode( '' ), + _def = _settings ? _settings.values[ _id.toLowerCase() ] : null, + _graph = new Graph( _dom, _id, _def ), + _started = false; + + _spanId.className = 'rs-counter-id'; + _spanId.textContent = ( _def && _def.caption ) ? _def.caption : _id; + + _spanValue.className = 'rs-counter-value'; + _spanValue.appendChild( _spanValueText ); + + _dom.appendChild( _spanId ); + _dom.appendChild( _spanValue ); + if ( group ) group.div.appendChild( _dom ); + else _div.appendChild( _dom ); + + _time = performance.now(); + + function _average ( v ) { + if ( _def && _def.average ) { + _accumValue += v; + _accumSamples++; + var t = performance.now(); + if ( t - _accumStart >= ( _def.avgMs || 1000 ) ) { + _averageValue = _accumValue / _accumSamples; + _accumValue = 0; + _accumStart = t; + _accumSamples = 0; + } + } + } + + function _start () { + _time = performance.now(); + if( _settings.userTimingAPI ) performance.mark( _id + '-start' ); + _started = true; + } + + function _end () { + _value = performance.now() - _time; + if( _settings.userTimingAPI ) { + performance.mark( _id + '-end' ); + if( _started ) { + performance.measure( _id, _id + '-start', _id + '-end' ); + } + } + _average( _value ); + } + + function _tick () { + _end(); + _start(); + } + + function _draw () { + var v = ( _def && _def.average ) ? _averageValue : _value; + _spanValueText.nodeValue = Math.round( v * 100 ) / 100; + var a = ( _def && ( ( _def.below && _value < _def.below ) || ( _def.over && _value > _def.over ) ) ); + _graph.draw( _value, a ); + _dom.className = a ? 'rs-counter-base alarm' : 'rs-counter-base'; + + } + + function _frame () { + var t = performance.now(); + var e = t - _time; + _total++; + if ( e > 1000 ) { + if ( _def && _def.interpolate === false ) { + _value = _total; + } else { + _value = _total * 1000 / e; + } + _total = 0; + _time = t; + _average( _value ); + } + } + + function _set ( v ) { + _value = v; + _average( _value ); + } + + return { + set: _set, + start: _start, + tick: _tick, + end: _end, + frame: _frame, + value: function () { + return _value; + }, + draw: _draw + }; + + } + + function sample () { + + var _value = 0; + + function _set ( v ) { + _value = v; + } + + return { + set: _set, + value: function () { + return _value; + } + }; + + } + + function _perf ( idArg ) { + + var id = idArg.toLowerCase(); + if ( id === undefined ) id = 'default'; + if ( _perfCounters[ id ] ) return _perfCounters[ id ]; + + var group = null; + if ( _settings && _settings.groups ) { + iterateKeys( _settings.groups, function ( j ) { + var g = _settings.groups[ parseInt( j, 10 ) ]; + if ( !group && g.values.indexOf( id.toLowerCase() ) !== -1 ) { + group = g; + } + } ); + } + + var p = new PerfCounter( id, group ); + _perfCounters[ id ] = p; + return p; + + } + + function _init () { + + if ( _settings.plugins ) { + if ( !_settings.values ) _settings.values = {}; + if ( !_settings.groups ) _settings.groups = []; + if ( !_settings.fractions ) _settings.fractions = []; + for ( var j = 0; j < _settings.plugins.length; j++ ) { + _settings.plugins[ j ].attach( _perf ); + iterateKeys( _settings.plugins[ j ].values, function ( k ) { + _settings.values[ k ] = _settings.plugins[ j ].values[ k ]; + } ); + _settings.groups = _settings.groups.concat( _settings.plugins[ j ].groups ); + _settings.fractions = _settings.fractions.concat( _settings.plugins[ j ].fractions ); + } + } else { + _settings.plugins = {}; + } + + _base = document.createElement( 'div' ); + _base.className = 'rs-base'; + _div = document.createElement( 'div' ); + _div.className = 'rs-container'; + _div.style.height = 'auto'; + _base.appendChild( _div ); + document.body.appendChild( _base ); + + if ( !_settings ) return; + + if ( _settings.groups ) { + iterateKeys( _settings.groups, function ( j ) { + var g = _settings.groups[ parseInt( j, 10 ) ]; + var div = document.createElement( 'div' ); + div.className = 'rs-group'; + g.div = div; + var h1 = document.createElement( 'h1' ); + h1.textContent = g.caption; + h1.addEventListener( 'click', function ( e ) { + this.classList.toggle( 'hidden' ); + e.preventDefault(); + }.bind( div ) ); + _div.appendChild( h1 ); + _div.appendChild( div ); + } ); + } + + if ( _settings.fractions ) { + iterateKeys( _settings.fractions, function ( j ) { + var f = _settings.fractions[ parseInt( j, 10 ) ]; + var div = document.createElement( 'div' ); + div.className = 'rs-fraction'; + var legend = document.createElement( 'div' ); + legend.className = 'rs-legend'; + + var h = 0; + iterateKeys( _settings.fractions[ j ].steps, function ( k ) { + var p = document.createElement( 'p' ); + p.textContent = _settings.fractions[ j ].steps[ k ]; + p.style.color = _colours[ h ]; + legend.appendChild( p ); + h++; + } ); + div.appendChild( legend ); + div.style.height = h * _elHeight + 'px'; + f.div = div; + var graph = new StackGraph( div, h ); + f.graph = graph; + _div.appendChild( div ); + } ); + } + + } + + function _update () { + + iterateKeys( _settings.plugins, function ( j ) { + _settings.plugins[ j ].update(); + } ); + + iterateKeys( _perfCounters, function ( j ) { + _perfCounters[ j ].draw(); + } ); + + if ( _settings && _settings.fractions ) { + iterateKeys( _settings.fractions, function ( j ) { + var f = _settings.fractions[ parseInt( j, 10 ) ]; + var v = []; + var base = _perfCounters[ f.base.toLowerCase() ]; + if ( base ) { + base = base.value(); + iterateKeys( _settings.fractions[ j ].steps, function ( k ) { + var s = _settings.fractions[ j ].steps[ parseInt( k, 10 ) ].toLowerCase(); + var val = _perfCounters[ s ]; + if ( val ) { + v.push( val.value() / base ); + } + } ); + } + f.graph.draw( v ); + } ); + } + + /*if( _height != _div.clientHeight ) { + _height = _div.clientHeight; + _base.style.height = _height + 2 * _elHeight + 'px'; + console.log( _base.clientHeight ); + }*/ + + } + + _init(); + + return function ( id ) { + if ( id ) return _perf( id ); + return { + element: _base, + update: _update + }; + }; + +} + +if (typeof module === 'object') { + module.exports = window.rStats; +} + +},{}],203:[function(_dereq_,module,exports){ +/* + * Copyright 2015 Google Inc. All Rights Reserved. + * 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 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +var Util = {}; + +Util.base64 = function(mimeType, base64) { + return 'data:' + mimeType + ';base64,' + base64; +}; + +Util.isMobile = function() { + var check = false; + (function(a){if(/(android|bb\d+|meego).+mobile|avantgo|bada\/|blackberry|blazer|compal|elaine|fennec|hiptop|iemobile|ip(hone|od)|iris|kindle|lge |maemo|midp|mmp|mobile.+firefox|netfront|opera m(ob|in)i|palm( os)?|phone|p(ixi|re)\/|plucker|pocket|psp|series(4|6)0|symbian|treo|up\.(browser|link)|vodafone|wap|windows ce|xda|xiino/i.test(a)||/1207|6310|6590|3gso|4thp|50[1-6]i|770s|802s|a wa|abac|ac(er|oo|s\-)|ai(ko|rn)|al(av|ca|co)|amoi|an(ex|ny|yw)|aptu|ar(ch|go)|as(te|us)|attw|au(di|\-m|r |s )|avan|be(ck|ll|nq)|bi(lb|rd)|bl(ac|az)|br(e|v)w|bumb|bw\-(n|u)|c55\/|capi|ccwa|cdm\-|cell|chtm|cldc|cmd\-|co(mp|nd)|craw|da(it|ll|ng)|dbte|dc\-s|devi|dica|dmob|do(c|p)o|ds(12|\-d)|el(49|ai)|em(l2|ul)|er(ic|k0)|esl8|ez([4-7]0|os|wa|ze)|fetc|fly(\-|_)|g1 u|g560|gene|gf\-5|g\-mo|go(\.w|od)|gr(ad|un)|haie|hcit|hd\-(m|p|t)|hei\-|hi(pt|ta)|hp( i|ip)|hs\-c|ht(c(\-| |_|a|g|p|s|t)|tp)|hu(aw|tc)|i\-(20|go|ma)|i230|iac( |\-|\/)|ibro|idea|ig01|ikom|im1k|inno|ipaq|iris|ja(t|v)a|jbro|jemu|jigs|kddi|keji|kgt( |\/)|klon|kpt |kwc\-|kyo(c|k)|le(no|xi)|lg( g|\/(k|l|u)|50|54|\-[a-w])|libw|lynx|m1\-w|m3ga|m50\/|ma(te|ui|xo)|mc(01|21|ca)|m\-cr|me(rc|ri)|mi(o8|oa|ts)|mmef|mo(01|02|bi|de|do|t(\-| |o|v)|zz)|mt(50|p1|v )|mwbp|mywa|n10[0-2]|n20[2-3]|n30(0|2)|n50(0|2|5)|n7(0(0|1)|10)|ne((c|m)\-|on|tf|wf|wg|wt)|nok(6|i)|nzph|o2im|op(ti|wv)|oran|owg1|p800|pan(a|d|t)|pdxg|pg(13|\-([1-8]|c))|phil|pire|pl(ay|uc)|pn\-2|po(ck|rt|se)|prox|psio|pt\-g|qa\-a|qc(07|12|21|32|60|\-[2-7]|i\-)|qtek|r380|r600|raks|rim9|ro(ve|zo)|s55\/|sa(ge|ma|mm|ms|ny|va)|sc(01|h\-|oo|p\-)|sdk\/|se(c(\-|0|1)|47|mc|nd|ri)|sgh\-|shar|sie(\-|m)|sk\-0|sl(45|id)|sm(al|ar|b3|it|t5)|so(ft|ny)|sp(01|h\-|v\-|v )|sy(01|mb)|t2(18|50)|t6(00|10|18)|ta(gt|lk)|tcl\-|tdg\-|tel(i|m)|tim\-|t\-mo|to(pl|sh)|ts(70|m\-|m3|m5)|tx\-9|up(\.b|g1|si)|utst|v400|v750|veri|vi(rg|te)|vk(40|5[0-3]|\-v)|vm40|voda|vulc|vx(52|53|60|61|70|80|81|83|85|98)|w3c(\-| )|webc|whit|wi(g |nc|nw)|wmlb|wonu|x700|yas\-|your|zeto|zte\-/i.test(a.substr(0,4)))check = true})(navigator.userAgent||navigator.vendor||window.opera); + return check; +}; + +Util.isIOS = function() { + return /(iPad|iPhone|iPod)/g.test(navigator.userAgent); +}; + +Util.isIFrame = function() { + try { + return window.self !== window.top; + } catch (e) { + return true; + } +}; + +Util.appendQueryParameter = function(url, key, value) { + // Determine delimiter based on if the URL already GET parameters in it. + var delimiter = (url.indexOf('?') < 0 ? '?' : '&'); + url += delimiter + key + '=' + value; + return url; +}; + +// From http://goo.gl/4WX3tg +Util.getQueryParameter = function(name) { + name = name.replace(/[\[]/, "\\[").replace(/[\]]/, "\\]"); + var regex = new RegExp("[\\?&]" + name + "=([^&#]*)"), + results = regex.exec(location.search); + return results === null ? "" : decodeURIComponent(results[1].replace(/\+/g, " ")); +}; + +Util.isLandscapeMode = function() { + return (window.orientation == 90 || window.orientation == -90); +}; + + +module.exports = Util; + +},{}],204:[function(_dereq_,module,exports){ +/* + * Copyright 2015 Google Inc. All Rights Reserved. + * 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 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +var Util = _dereq_('./util.js'); + +/** + * Android and iOS compatible wakelock implementation. + * + * Refactored thanks to dkovalev@. + */ +function AndroidWakeLock() { + var video = document.createElement('video'); + + video.addEventListener('ended', function() { + video.play(); + }); + + this.request = function() { + if (video.paused) { + // Base64 version of videos_src/no-sleep-60s.webm. + video.src = Util.base64('video/webm', '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'); + video.play(); + } + }; + + this.release = function() { + video.pause(); + video.src = ''; + }; +} + +function iOSWakeLock() { + var timer = null; + + this.request = function() { + if (!timer) { + timer = setInterval(function() { + window.location.href = '/'; + setTimeout(window.stop, 0); + }, 15000); + } + } + + this.release = function() { + if (timer) { + clearInterval(timer); + timer = null; + } + } +} + + +function getWakeLock() { + var userAgent = navigator.userAgent || navigator.vendor || window.opera; + if (userAgent.match(/iPhone/i) || userAgent.match(/iPod/i)) { + return iOSWakeLock; + } else { + return AndroidWakeLock; + } +} + +module.exports = getWakeLock(); + +},{"./util.js":203}]},{},[171])(171) +}); +//# sourceMappingURL=aframe-master.js.map diff --git a/src/room.js b/src/room.js index d6e4fe75e..5f01eb29b 100644 --- a/src/room.js +++ b/src/room.js @@ -3,7 +3,7 @@ import queryString from "query-string"; import { patchWebGLRenderingContext } from "./utils/webgl"; patchWebGLRenderingContext(); -import "aframe"; +import "aframe-xr"; import "./vendor/GLTFLoader"; import "networked-aframe"; import "naf-janus-adapter"; diff --git a/src/utils/webgl.js b/src/utils/webgl.js index 483454b39..b9cbe9c6c 100644 --- a/src/utils/webgl.js +++ b/src/utils/webgl.js @@ -1,4 +1,3 @@ -import AFRAME from "aframe"; const THREE = AFRAME.THREE; function checkFloatTextureSupport() { diff --git a/templates/room.hbs b/templates/room.hbs index 63c3f90db..d3df458b3 100644 --- a/templates/room.hbs +++ b/templates/room.hbs @@ -11,6 +11,7 @@ <link rel="stylesheet" href="{{asset "room.css"}}"> <script>window.CONFIG = {{toJSON config.global}};</script> + <script src="{{asset "assets/aframe.js" }}"></script> <script src="{{asset "manifest.js" }}"></script> <script src="{{asset "room-vendor.js" }}"></script> <script src="{{asset "room.js" }}"></script> @@ -179,12 +180,14 @@ id="meeting-space" cached-gltf-model="#meeting-space1-mesh" position="0 0 0" + xr="ar: false" ></a-entity> <a-entity id="outdoor-facade" cached-gltf-model="#outdoor-facade-mesh" position="0 0 0" + xr="ar: false" ></a-entity> <a-entity @@ -192,6 +195,7 @@ cached-gltf-model="#floor-nav-mesh" visible="false" position="0 0 0" + xr="ar: false" ></a-entity> <a-entity @@ -199,6 +203,7 @@ cached-gltf-model="#cliff-vista-mesh" layers="reflection:true" position="0 0 0" + xr="ar: false" ></a-entity> <a-entity id="skybox" @@ -207,6 +212,7 @@ skybox="azimuth:0.280; inclination:0.440" light="type: ambient; color: #FFF" layers="reflection:true" + xr="ar: false" ></a-entity> <a-entity @@ -214,6 +220,7 @@ water="normalMap:#water-normal-map" rotation="-90 0 0" position="0 -88.358 -332.424" + xr="ar: false" ></a-entity> </a-scene> diff --git a/yarn.lock b/yarn.lock index 43c586523..4b17124ad 100644 --- a/yarn.lock +++ b/yarn.lock @@ -82,6 +82,12 @@ aframe-template-component@3.2.1: dependencies: es6-template-strings "^2.0.0" +aframe-xr@^0.0.8: + version "0.0.8" + resolved "https://registry.yarnpkg.com/aframe-xr/-/aframe-xr-0.0.8.tgz#6ac0f03f723e7986cc9868eaf4c7c04d43ea025a" + dependencies: + three.xr.js "0.1.7" + "aframe@https://github.com/robertlong/aframe#fix-increasing-offset": version "0.7.0" resolved "https://github.com/robertlong/aframe#7046bdec8539cde9eec261dd48b5d4e2bbd2b722" @@ -5623,6 +5629,10 @@ three-to-cannon@^1.1.1: version "1.1.2" resolved "https://registry.yarnpkg.com/three-to-cannon/-/three-to-cannon-1.1.2.tgz#b0040b893b2fa5f0e8a0aedf58bc90fc07f137aa" +three.xr.js@0.1.7: + version "0.1.7" + resolved "https://registry.yarnpkg.com/three.xr.js/-/three.xr.js-0.1.7.tgz#0180f50a12ece0b26fa839f7c08af67d8f52d5b7" + three@^0.87.0: version "0.87.1" resolved "https://registry.yarnpkg.com/three/-/three-0.87.1.tgz#466a34edc4543459ced9b9d7d276b65216fe2ba8" -- GitLab