").append(n.parseHTML(a)).find(d):a)}).complete(c&&function(a,b){g.each(c,e||[a.responseText,b,a])}),this},n.expr.filters.animated=function(a){return n.grep(n.timers,function(b){return a===b.elem}).length};var dd=a.document.documentElement;function ed(a){return n.isWindow(a)?a:9===a.nodeType?a.defaultView||a.parentWindow:!1}n.offset={setOffset:function(a,b,c){var d,e,f,g,h,i,j,k=n.css(a,"position"),l=n(a),m={};"static"===k&&(a.style.position="relative"),h=l.offset(),f=n.css(a,"top"),i=n.css(a,"left"),j=("absolute"===k||"fixed"===k)&&n.inArray("auto",[f,i])>-1,j?(d=l.position(),g=d.top,e=d.left):(g=parseFloat(f)||0,e=parseFloat(i)||0),n.isFunction(b)&&(b=b.call(a,c,h)),null!=b.top&&(m.top=b.top-h.top+g),null!=b.left&&(m.left=b.left-h.left+e),"using"in b?b.using.call(a,m):l.css(m)}},n.fn.extend({offset:function(a){if(arguments.length)return void 0===a?this:this.each(function(b){n.offset.setOffset(this,a,b)});var b,c,d={top:0,left:0},e=this[0],f=e&&e.ownerDocument;if(f)return b=f.documentElement,n.contains(b,e)?(typeof e.getBoundingClientRect!==L&&(d=e.getBoundingClientRect()),c=ed(f),{top:d.top+(c.pageYOffset||b.scrollTop)-(b.clientTop||0),left:d.left+(c.pageXOffset||b.scrollLeft)-(b.clientLeft||0)}):d},position:function(){if(this[0]){var a,b,c={top:0,left:0},d=this[0];return"fixed"===n.css(d,"position")?b=d.getBoundingClientRect():(a=this.offsetParent(),b=this.offset(),n.nodeName(a[0],"html")||(c=a.offset()),c.top+=n.css(a[0],"borderTopWidth",!0),c.left+=n.css(a[0],"borderLeftWidth",!0)),{top:b.top-c.top-n.css(d,"marginTop",!0),left:b.left-c.left-n.css(d,"marginLeft",!0)}}},offsetParent:function(){return this.map(function(){var a=this.offsetParent||dd;while(a&&!n.nodeName(a,"html")&&"static"===n.css(a,"position"))a=a.offsetParent;return a||dd})}}),n.each({scrollLeft:"pageXOffset",scrollTop:"pageYOffset"},function(a,b){var c=/Y/.test(b);n.fn[a]=function(d){return W(this,function(a,d,e){var f=ed(a);return void 0===e?f?b in f?f[b]:f.document.documentElement[d]:a[d]:void(f?f.scrollTo(c?n(f).scrollLeft():e,c?e:n(f).scrollTop()):a[d]=e)},a,d,arguments.length,null)}}),n.each(["top","left"],function(a,b){n.cssHooks[b]=Mb(l.pixelPosition,function(a,c){return c?(c=Kb(a,b),Ib.test(c)?n(a).position()[b]+"px":c):void 0})}),n.each({Height:"height",Width:"width"},function(a,b){n.each({padding:"inner"+a,content:b,"":"outer"+a},function(c,d){n.fn[d]=function(d,e){var f=arguments.length&&(c||"boolean"!=typeof d),g=c||(d===!0||e===!0?"margin":"border");return W(this,function(b,c,d){var e;return n.isWindow(b)?b.document.documentElement["client"+a]:9===b.nodeType?(e=b.documentElement,Math.max(b.body["scroll"+a],e["scroll"+a],b.body["offset"+a],e["offset"+a],e["client"+a])):void 0===d?n.css(b,c,g):n.style(b,c,d,g)},b,f?d:void 0,f,null)}})}),n.fn.size=function(){return this.length},n.fn.andSelf=n.fn.addBack,"function"==typeof define&&define.amd&&define("jquery",[],function(){return n});var fd=a.jQuery,gd=a.$;return n.noConflict=function(b){return a.$===n&&(a.$=gd),b&&a.jQuery===n&&(a.jQuery=fd),n},typeof b===L&&(a.jQuery=a.$=n),n});
diff --git a/dist/js/post/BloomPass.js b/dist/js/post/BloomPass.js
new file mode 100644
index 0000000..5c14468
--- /dev/null
+++ b/dist/js/post/BloomPass.js
@@ -0,0 +1,115 @@
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.BloomPass = function ( strength, kernelSize, sigma, resolution ) {
+
+ strength = ( strength !== undefined ) ? strength : 1;
+ kernelSize = ( kernelSize !== undefined ) ? kernelSize : 25;
+ sigma = ( sigma !== undefined ) ? sigma : 4.0;
+ resolution = ( resolution !== undefined ) ? resolution : 256;
+
+ // render targets
+
+ var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat };
+
+ this.renderTargetX = new THREE.WebGLRenderTarget( resolution, resolution, pars );
+ this.renderTargetY = new THREE.WebGLRenderTarget( resolution, resolution, pars );
+
+ // copy material
+
+ if ( THREE.CopyShader === undefined )
+ console.error( "THREE.BloomPass relies on THREE.CopyShader" );
+
+ var copyShader = THREE.CopyShader;
+
+ this.copyUniforms = THREE.UniformsUtils.clone( copyShader.uniforms );
+
+ this.copyUniforms[ "opacity" ].value = strength;
+
+ this.materialCopy = new THREE.ShaderMaterial( {
+
+ uniforms: this.copyUniforms,
+ vertexShader: copyShader.vertexShader,
+ fragmentShader: copyShader.fragmentShader,
+ blending: THREE.AdditiveBlending,
+ transparent: true
+
+ } );
+
+ // convolution material
+
+ if ( THREE.ConvolutionShader === undefined )
+ console.error( "THREE.BloomPass relies on THREE.ConvolutionShader" );
+
+ var convolutionShader = THREE.ConvolutionShader;
+
+ this.convolutionUniforms = THREE.UniformsUtils.clone( convolutionShader.uniforms );
+
+ this.convolutionUniforms[ "uImageIncrement" ].value = THREE.BloomPass.blurx;
+ this.convolutionUniforms[ "cKernel" ].value = THREE.ConvolutionShader.buildKernel( sigma );
+
+ this.materialConvolution = new THREE.ShaderMaterial( {
+
+ uniforms: this.convolutionUniforms,
+ vertexShader: convolutionShader.vertexShader,
+ fragmentShader: convolutionShader.fragmentShader,
+ defines: {
+ "KERNEL_SIZE_FLOAT": kernelSize.toFixed( 1 ),
+ "KERNEL_SIZE_INT": kernelSize.toFixed( 0 )
+ }
+
+ } );
+
+ this.enabled = true;
+ this.needsSwap = false;
+ this.clear = false;
+
+
+ this.camera = new THREE.OrthographicCamera( -1, 1, 1, -1, 0, 1 );
+ this.scene = new THREE.Scene();
+
+ this.quad = new THREE.Mesh( new THREE.PlaneGeometry( 2, 2 ), null );
+ this.scene.add( this.quad );
+
+};
+
+THREE.BloomPass.prototype = {
+
+ render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
+
+ if ( maskActive ) renderer.context.disable( renderer.context.STENCIL_TEST );
+
+ // Render quad with blured scene into texture (convolution pass 1)
+
+ this.quad.material = this.materialConvolution;
+
+ this.convolutionUniforms[ "tDiffuse" ].value = readBuffer;
+ this.convolutionUniforms[ "uImageIncrement" ].value = THREE.BloomPass.blurX;
+
+ renderer.render( this.scene, this.camera, this.renderTargetX, true );
+
+
+ // Render quad with blured scene into texture (convolution pass 2)
+
+ this.convolutionUniforms[ "tDiffuse" ].value = this.renderTargetX;
+ this.convolutionUniforms[ "uImageIncrement" ].value = THREE.BloomPass.blurY;
+
+ renderer.render( this.scene, this.camera, this.renderTargetY, true );
+
+ // Render original scene with superimposed blur to texture
+
+ this.quad.material = this.materialCopy;
+
+ this.copyUniforms[ "tDiffuse" ].value = this.renderTargetY;
+
+ if ( maskActive ) renderer.context.enable( renderer.context.STENCIL_TEST );
+
+ renderer.render( this.scene, this.camera, readBuffer, this.clear );
+
+ }
+
+};
+
+THREE.BloomPass.blurX = new THREE.Vector2( 0.001953125, 0.0 );
+THREE.BloomPass.blurY = new THREE.Vector2( 0.0, 0.001953125 );
diff --git a/dist/js/post/EffectComposer.js b/dist/js/post/EffectComposer.js
new file mode 100644
index 0000000..ab7649b
--- /dev/null
+++ b/dist/js/post/EffectComposer.js
@@ -0,0 +1,135 @@
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.EffectComposer = function ( renderer, renderTarget ) {
+
+ this.renderer = renderer;
+
+ if ( renderTarget === undefined ) {
+
+ var width = window.innerWidth || 1;
+ var height = window.innerHeight || 1;
+ var parameters = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat, stencilBuffer: false };
+
+ renderTarget = new THREE.WebGLRenderTarget( width, height, parameters );
+
+ }
+
+ this.renderTarget1 = renderTarget;
+ this.renderTarget2 = renderTarget.clone();
+
+ this.writeBuffer = this.renderTarget1;
+ this.readBuffer = this.renderTarget2;
+
+ this.passes = [];
+
+ if ( THREE.CopyShader === undefined )
+ console.error( "THREE.EffectComposer relies on THREE.CopyShader" );
+
+ this.copyPass = new THREE.ShaderPass( THREE.CopyShader );
+
+};
+
+THREE.EffectComposer.prototype = {
+
+ swapBuffers: function() {
+
+ var tmp = this.readBuffer;
+ this.readBuffer = this.writeBuffer;
+ this.writeBuffer = tmp;
+
+ },
+
+ addPass: function ( pass ) {
+
+ this.passes.push( pass );
+
+ },
+
+ insertPass: function ( pass, index ) {
+
+ this.passes.splice( index, 0, pass );
+
+ },
+
+ render: function ( delta ) {
+
+ this.writeBuffer = this.renderTarget1;
+ this.readBuffer = this.renderTarget2;
+
+ var maskActive = false;
+
+ var pass, i, il = this.passes.length;
+
+ for ( i = 0; i < il; i ++ ) {
+
+ pass = this.passes[ i ];
+
+ if ( !pass.enabled ) continue;
+
+ pass.render( this.renderer, this.writeBuffer, this.readBuffer, delta, maskActive );
+
+ if ( pass.needsSwap ) {
+
+ if ( maskActive ) {
+
+ var context = this.renderer.context;
+
+ context.stencilFunc( context.NOTEQUAL, 1, 0xffffffff );
+
+ this.copyPass.render( this.renderer, this.writeBuffer, this.readBuffer, delta );
+
+ context.stencilFunc( context.EQUAL, 1, 0xffffffff );
+
+ }
+
+ this.swapBuffers();
+
+ }
+
+ if ( pass instanceof THREE.MaskPass ) {
+
+ maskActive = true;
+
+ } else if ( pass instanceof THREE.ClearMaskPass ) {
+
+ maskActive = false;
+
+ }
+
+ }
+
+ },
+
+ reset: function ( renderTarget ) {
+
+ if ( renderTarget === undefined ) {
+
+ renderTarget = this.renderTarget1.clone();
+
+ renderTarget.width = window.innerWidth;
+ renderTarget.height = window.innerHeight;
+
+ }
+
+ this.renderTarget1 = renderTarget;
+ this.renderTarget2 = renderTarget.clone();
+
+ this.writeBuffer = this.renderTarget1;
+ this.readBuffer = this.renderTarget2;
+
+ },
+
+ setSize: function ( width, height ) {
+
+ var renderTarget = this.renderTarget1.clone();
+
+ renderTarget.width = width;
+ renderTarget.height = height;
+
+ this.reset( renderTarget );
+
+ }
+
+};
diff --git a/dist/js/post/MaskPass.js b/dist/js/post/MaskPass.js
new file mode 100644
index 0000000..23238b0
--- /dev/null
+++ b/dist/js/post/MaskPass.js
@@ -0,0 +1,86 @@
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.MaskPass = function ( scene, camera ) {
+
+ this.scene = scene;
+ this.camera = camera;
+
+ this.enabled = true;
+ this.clear = true;
+ this.needsSwap = false;
+
+ this.inverse = false;
+
+};
+
+THREE.MaskPass.prototype = {
+
+ render: function ( renderer, writeBuffer, readBuffer, delta ) {
+
+ var context = renderer.context;
+
+ // don't update color or depth
+
+ context.colorMask( false, false, false, false );
+ context.depthMask( false );
+
+ // set up stencil
+
+ var writeValue, clearValue;
+
+ if ( this.inverse ) {
+
+ writeValue = 0;
+ clearValue = 1;
+
+ } else {
+
+ writeValue = 1;
+ clearValue = 0;
+
+ }
+
+ context.enable( context.STENCIL_TEST );
+ context.stencilOp( context.REPLACE, context.REPLACE, context.REPLACE );
+ context.stencilFunc( context.ALWAYS, writeValue, 0xffffffff );
+ context.clearStencil( clearValue );
+
+ // draw into the stencil buffer
+
+ renderer.render( this.scene, this.camera, readBuffer, this.clear );
+ renderer.render( this.scene, this.camera, writeBuffer, this.clear );
+
+ // re-enable update of color and depth
+
+ context.colorMask( true, true, true, true );
+ context.depthMask( true );
+
+ // only render where stencil is set to 1
+
+ context.stencilFunc( context.EQUAL, 1, 0xffffffff ); // draw if == 1
+ context.stencilOp( context.KEEP, context.KEEP, context.KEEP );
+
+ }
+
+};
+
+
+THREE.ClearMaskPass = function () {
+
+ this.enabled = true;
+
+};
+
+THREE.ClearMaskPass.prototype = {
+
+ render: function ( renderer, writeBuffer, readBuffer, delta ) {
+
+ var context = renderer.context;
+
+ context.disable( context.STENCIL_TEST );
+
+ }
+
+};
diff --git a/dist/js/post/RenderPass.js b/dist/js/post/RenderPass.js
new file mode 100644
index 0000000..0dcc13f
--- /dev/null
+++ b/dist/js/post/RenderPass.js
@@ -0,0 +1,51 @@
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.RenderPass = function ( scene, camera, overrideMaterial, clearColor, clearAlpha ) {
+
+ this.scene = scene;
+ this.camera = camera;
+
+ this.overrideMaterial = overrideMaterial;
+
+ this.clearColor = clearColor;
+ this.clearAlpha = ( clearAlpha !== undefined ) ? clearAlpha : 1;
+
+ this.oldClearColor = new THREE.Color();
+ this.oldClearAlpha = 1;
+
+ this.enabled = true;
+ this.clear = true;
+ this.needsSwap = false;
+
+};
+
+THREE.RenderPass.prototype = {
+
+ render: function ( renderer, writeBuffer, readBuffer, delta ) {
+
+ this.scene.overrideMaterial = this.overrideMaterial;
+
+ if ( this.clearColor ) {
+
+ this.oldClearColor.copy( renderer.getClearColor() );
+ this.oldClearAlpha = renderer.getClearAlpha();
+
+ renderer.setClearColor( this.clearColor, this.clearAlpha );
+
+ }
+
+ renderer.render( this.scene, this.camera, readBuffer, this.clear );
+
+ if ( this.clearColor ) {
+
+ renderer.setClearColor( this.oldClearColor, this.oldClearAlpha );
+
+ }
+
+ this.scene.overrideMaterial = null;
+
+ }
+
+};
diff --git a/dist/js/post/ShaderPass.js b/dist/js/post/ShaderPass.js
new file mode 100644
index 0000000..d85b132
--- /dev/null
+++ b/dist/js/post/ShaderPass.js
@@ -0,0 +1,58 @@
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.ShaderPass = function ( shader, textureID ) {
+
+ this.textureID = ( textureID !== undefined ) ? textureID : "tDiffuse";
+
+ this.uniforms = THREE.UniformsUtils.clone( shader.uniforms );
+
+ this.material = new THREE.ShaderMaterial( {
+
+ uniforms: this.uniforms,
+ vertexShader: shader.vertexShader,
+ fragmentShader: shader.fragmentShader
+
+ } );
+
+ this.renderToScreen = false;
+
+ this.enabled = true;
+ this.needsSwap = true;
+ this.clear = false;
+
+
+ this.camera = new THREE.OrthographicCamera( -1, 1, 1, -1, 0, 1 );
+ this.scene = new THREE.Scene();
+
+ this.quad = new THREE.Mesh( new THREE.PlaneGeometry( 2, 2 ), null );
+ this.scene.add( this.quad );
+
+};
+
+THREE.ShaderPass.prototype = {
+
+ render: function ( renderer, writeBuffer, readBuffer, delta ) {
+
+ if ( this.uniforms[ this.textureID ] ) {
+
+ this.uniforms[ this.textureID ].value = readBuffer;
+
+ }
+
+ this.quad.material = this.material;
+
+ if ( this.renderToScreen ) {
+
+ renderer.render( this.scene, this.camera );
+
+ } else {
+
+ renderer.render( this.scene, this.camera, writeBuffer, this.clear );
+
+ }
+
+ }
+
+};
diff --git a/dist/js/shaders/ConvolutionShader.js b/dist/js/shaders/ConvolutionShader.js
new file mode 100644
index 0000000..c1b06c0
--- /dev/null
+++ b/dist/js/shaders/ConvolutionShader.js
@@ -0,0 +1,101 @@
+/**
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * Convolution shader
+ * ported from o3d sample to WebGL / GLSL
+ * http://o3d.googlecode.com/svn/trunk/samples/convolution.html
+ */
+
+THREE.ConvolutionShader = {
+
+ defines: {
+
+ "KERNEL_SIZE_FLOAT": "25.0",
+ "KERNEL_SIZE_INT": "25",
+
+ },
+
+ uniforms: {
+
+ "tDiffuse": { type: "t", value: null },
+ "uImageIncrement": { type: "v2", value: new THREE.Vector2( 0.001953125, 0.0 ) },
+ "cKernel": { type: "fv1", value: [] }
+
+ },
+
+ vertexShader: [
+
+ "uniform vec2 uImageIncrement;",
+
+ "varying vec2 vUv;",
+
+ "void main() {",
+
+ "vUv = uv - ( ( KERNEL_SIZE_FLOAT - 1.0 ) / 2.0 ) * uImageIncrement;",
+ "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
+
+ "}"
+
+ ].join("\n"),
+
+ fragmentShader: [
+
+ "uniform float cKernel[ KERNEL_SIZE_INT ];",
+
+ "uniform sampler2D tDiffuse;",
+ "uniform vec2 uImageIncrement;",
+
+ "varying vec2 vUv;",
+
+ "void main() {",
+
+ "vec2 imageCoord = vUv;",
+ "vec4 sum = vec4( 0.0, 0.0, 0.0, 0.0 );",
+
+ "for( int i = 0; i < KERNEL_SIZE_INT; i ++ ) {",
+
+ "sum += texture2D( tDiffuse, imageCoord ) * cKernel[ i ];",
+ "imageCoord += uImageIncrement;",
+
+ "}",
+
+ "gl_FragColor = sum;",
+
+ "}"
+
+
+ ].join("\n"),
+
+ buildKernel: function ( sigma ) {
+
+ // We lop off the sqrt(2 * pi) * sigma term, since we're going to normalize anyway.
+
+ function gauss( x, sigma ) {
+
+ return Math.exp( - ( x * x ) / ( 2.0 * sigma * sigma ) );
+
+ }
+
+ var i, values, sum, halfWidth, kMaxKernelSize = 25, kernelSize = 2 * Math.ceil( sigma * 3.0 ) + 1;
+
+ if ( kernelSize > kMaxKernelSize ) kernelSize = kMaxKernelSize;
+ halfWidth = ( kernelSize - 1 ) * 0.5;
+
+ values = new Array( kernelSize );
+ sum = 0.0;
+ for ( i = 0; i < kernelSize; ++i ) {
+
+ values[ i ] = gauss( i - halfWidth, sigma );
+ sum += values[ i ];
+
+ }
+
+ // normalize the kernel
+
+ for ( i = 0; i < kernelSize; ++i ) values[ i ] /= sum;
+
+ return values;
+
+ }
+
+};
diff --git a/dist/js/shaders/CopyShader.js b/dist/js/shaders/CopyShader.js
new file mode 100644
index 0000000..7de9f3f
--- /dev/null
+++ b/dist/js/shaders/CopyShader.js
@@ -0,0 +1,46 @@
+/**
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * Full-screen textured quad shader
+ */
+
+THREE.CopyShader = {
+
+ uniforms: {
+
+ "tDiffuse": { type: "t", value: null },
+ "opacity": { type: "f", value: 1.0 }
+
+ },
+
+ vertexShader: [
+
+ "varying vec2 vUv;",
+
+ "void main() {",
+
+ "vUv = uv;",
+ "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
+
+ "}"
+
+ ].join("\n"),
+
+ fragmentShader: [
+
+ "uniform float opacity;",
+
+ "uniform sampler2D tDiffuse;",
+
+ "varying vec2 vUv;",
+
+ "void main() {",
+
+ "vec4 texel = texture2D( tDiffuse, vUv );",
+ "gl_FragColor = opacity * texel;",
+
+ "}"
+
+ ].join("\n")
+
+};
diff --git a/dist/js/shaders/FXAAShader.js b/dist/js/shaders/FXAAShader.js
new file mode 100644
index 0000000..80a8ddb
--- /dev/null
+++ b/dist/js/shaders/FXAAShader.js
@@ -0,0 +1,100 @@
+/**
+ * @author alteredq / http://alteredqualia.com/
+ * @author davidedc / http://www.sketchpatch.net/
+ *
+ * NVIDIA FXAA by Timothy Lottes
+ * http://timothylottes.blogspot.com/2011/06/fxaa3-source-released.html
+ * - WebGL port by @supereggbert
+ * http://www.glge.org/demos/fxaa/
+ */
+
+THREE.FXAAShader = {
+
+ uniforms: {
+
+ "tDiffuse": { type: "t", value: null },
+ "resolution": { type: "v2", value: new THREE.Vector2( 1 / 1024, 1 / 512 ) }
+
+ },
+
+ vertexShader: [
+
+ "varying vec2 vUv;",
+
+ "void main() {",
+
+ "vUv = uv;",
+ "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
+
+ "}"
+
+ ].join("\n"),
+
+ fragmentShader: [
+
+ "uniform sampler2D tDiffuse;",
+ "uniform vec2 resolution;",
+
+ "varying vec2 vUv;",
+
+ "#define FXAA_REDUCE_MIN (1.0/128.0)",
+ "#define FXAA_REDUCE_MUL (1.0/8.0)",
+ "#define FXAA_SPAN_MAX 8.0",
+
+ "void main() {",
+
+ "vec3 rgbNW = texture2D( tDiffuse, ( gl_FragCoord.xy + vec2( -1.0, -1.0 ) ) * resolution ).xyz;",
+ "vec3 rgbNE = texture2D( tDiffuse, ( gl_FragCoord.xy + vec2( 1.0, -1.0 ) ) * resolution ).xyz;",
+ "vec3 rgbSW = texture2D( tDiffuse, ( gl_FragCoord.xy + vec2( -1.0, 1.0 ) ) * resolution ).xyz;",
+ "vec3 rgbSE = texture2D( tDiffuse, ( gl_FragCoord.xy + vec2( 1.0, 1.0 ) ) * resolution ).xyz;",
+ "vec4 rgbaM = texture2D( tDiffuse, gl_FragCoord.xy * resolution );",
+ "vec3 rgbM = rgbaM.xyz;",
+ "float opacity = rgbaM.w;",
+
+ "vec3 luma = vec3( 0.299, 0.587, 0.114 );",
+
+ "float lumaNW = dot( rgbNW, luma );",
+ "float lumaNE = dot( rgbNE, luma );",
+ "float lumaSW = dot( rgbSW, luma );",
+ "float lumaSE = dot( rgbSE, luma );",
+ "float lumaM = dot( rgbM, luma );",
+ "float lumaMin = min( lumaM, min( min( lumaNW, lumaNE ), min( lumaSW, lumaSE ) ) );",
+ "float lumaMax = max( lumaM, max( max( lumaNW, lumaNE) , max( lumaSW, lumaSE ) ) );",
+
+ "vec2 dir;",
+ "dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));",
+ "dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));",
+
+ "float dirReduce = max( ( lumaNW + lumaNE + lumaSW + lumaSE ) * ( 0.25 * FXAA_REDUCE_MUL ), FXAA_REDUCE_MIN );",
+
+ "float rcpDirMin = 1.0 / ( min( abs( dir.x ), abs( dir.y ) ) + dirReduce );",
+ "dir = min( vec2( FXAA_SPAN_MAX, FXAA_SPAN_MAX),",
+ "max( vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),",
+ "dir * rcpDirMin)) * resolution;",
+
+ "vec3 rgbA = texture2D( tDiffuse, gl_FragCoord.xy * resolution + dir * ( 1.0 / 3.0 - 0.5 ) ).xyz;",
+ "rgbA += texture2D( tDiffuse, gl_FragCoord.xy * resolution + dir * ( 2.0 / 3.0 - 0.5 ) ).xyz;",
+ "rgbA *= 0.5;",
+
+ "vec3 rgbB = texture2D( tDiffuse, gl_FragCoord.xy * resolution + dir * -0.5 ).xyz;",
+ "rgbB += texture2D( tDiffuse, gl_FragCoord.xy * resolution + dir * 0.5 ).xyz;",
+ "rgbB *= 0.25;",
+ "rgbB += rgbA * 0.5;",
+
+ "float lumaB = dot( rgbB, luma );",
+
+ "if ( ( lumaB < lumaMin ) || ( lumaB > lumaMax ) ) {",
+
+ "gl_FragColor = vec4( rgbA, opacity );",
+
+ "} else {",
+
+ "gl_FragColor = vec4( rgbB, opacity );",
+
+ "}",
+
+ "}"
+
+ ].join("\n")
+
+};
diff --git a/dist/js/three.js b/dist/js/three.js
new file mode 100644
index 0000000..dc8a7b2
--- /dev/null
+++ b/dist/js/three.js
@@ -0,0 +1,37627 @@
+var self = self || {};/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author Larry Battle / http://bateru.com/news
+ * @author bhouston / http://exocortex.com
+ */
+
+var THREE = { REVISION: '66' };
+
+self.console = self.console || {
+
+ info: function () {},
+ log: function () {},
+ debug: function () {},
+ warn: function () {},
+ error: function () {}
+
+};
+
+// http://paulirish.com/2011/requestanimationframe-for-smart-animating/
+// http://my.opera.com/emoller/blog/2011/12/20/requestanimationframe-for-smart-er-animating
+
+// requestAnimationFrame polyfill by Erik Möller
+// fixes from Paul Irish and Tino Zijdel
+// using 'self' instead of 'window' for compatibility with both NodeJS and IE10.
+( function () {
+
+ var lastTime = 0;
+ var vendors = [ 'ms', 'moz', 'webkit', 'o' ];
+
+ for ( var x = 0; x < vendors.length && !self.requestAnimationFrame; ++ x ) {
+
+ self.requestAnimationFrame = self[ vendors[ x ] + 'RequestAnimationFrame' ];
+ self.cancelAnimationFrame = self[ vendors[ x ] + 'CancelAnimationFrame' ] || self[ vendors[ x ] + 'CancelRequestAnimationFrame' ];
+
+ }
+
+ if ( self.requestAnimationFrame === undefined && self['setTimeout'] !== undefined ) {
+
+ self.requestAnimationFrame = function ( callback ) {
+
+ var currTime = Date.now(), timeToCall = Math.max( 0, 16 - ( currTime - lastTime ) );
+ var id = self.setTimeout( function() { callback( currTime + timeToCall ); }, timeToCall );
+ lastTime = currTime + timeToCall;
+ return id;
+
+ };
+
+ }
+
+ if( self.cancelAnimationFrame === undefined && self['clearTimeout'] !== undefined ) {
+
+ self.cancelAnimationFrame = function ( id ) { self.clearTimeout( id ) };
+
+ }
+
+}() );
+
+// GL STATE CONSTANTS
+
+THREE.CullFaceNone = 0;
+THREE.CullFaceBack = 1;
+THREE.CullFaceFront = 2;
+THREE.CullFaceFrontBack = 3;
+
+THREE.FrontFaceDirectionCW = 0;
+THREE.FrontFaceDirectionCCW = 1;
+
+// SHADOWING TYPES
+
+THREE.BasicShadowMap = 0;
+THREE.PCFShadowMap = 1;
+THREE.PCFSoftShadowMap = 2;
+
+// MATERIAL CONSTANTS
+
+// side
+
+THREE.FrontSide = 0;
+THREE.BackSide = 1;
+THREE.DoubleSide = 2;
+
+// shading
+
+THREE.NoShading = 0;
+THREE.FlatShading = 1;
+THREE.SmoothShading = 2;
+
+// colors
+
+THREE.NoColors = 0;
+THREE.FaceColors = 1;
+THREE.VertexColors = 2;
+
+// blending modes
+
+THREE.NoBlending = 0;
+THREE.NormalBlending = 1;
+THREE.AdditiveBlending = 2;
+THREE.SubtractiveBlending = 3;
+THREE.MultiplyBlending = 4;
+THREE.CustomBlending = 5;
+
+// custom blending equations
+// (numbers start from 100 not to clash with other
+// mappings to OpenGL constants defined in Texture.js)
+
+THREE.AddEquation = 100;
+THREE.SubtractEquation = 101;
+THREE.ReverseSubtractEquation = 102;
+
+// custom blending destination factors
+
+THREE.ZeroFactor = 200;
+THREE.OneFactor = 201;
+THREE.SrcColorFactor = 202;
+THREE.OneMinusSrcColorFactor = 203;
+THREE.SrcAlphaFactor = 204;
+THREE.OneMinusSrcAlphaFactor = 205;
+THREE.DstAlphaFactor = 206;
+THREE.OneMinusDstAlphaFactor = 207;
+
+// custom blending source factors
+
+//THREE.ZeroFactor = 200;
+//THREE.OneFactor = 201;
+//THREE.SrcAlphaFactor = 204;
+//THREE.OneMinusSrcAlphaFactor = 205;
+//THREE.DstAlphaFactor = 206;
+//THREE.OneMinusDstAlphaFactor = 207;
+THREE.DstColorFactor = 208;
+THREE.OneMinusDstColorFactor = 209;
+THREE.SrcAlphaSaturateFactor = 210;
+
+
+// TEXTURE CONSTANTS
+
+THREE.MultiplyOperation = 0;
+THREE.MixOperation = 1;
+THREE.AddOperation = 2;
+
+// Mapping modes
+
+THREE.UVMapping = function () {};
+
+THREE.CubeReflectionMapping = function () {};
+THREE.CubeRefractionMapping = function () {};
+
+THREE.SphericalReflectionMapping = function () {};
+THREE.SphericalRefractionMapping = function () {};
+
+// Wrapping modes
+
+THREE.RepeatWrapping = 1000;
+THREE.ClampToEdgeWrapping = 1001;
+THREE.MirroredRepeatWrapping = 1002;
+
+// Filters
+
+THREE.NearestFilter = 1003;
+THREE.NearestMipMapNearestFilter = 1004;
+THREE.NearestMipMapLinearFilter = 1005;
+THREE.LinearFilter = 1006;
+THREE.LinearMipMapNearestFilter = 1007;
+THREE.LinearMipMapLinearFilter = 1008;
+
+// Data types
+
+THREE.UnsignedByteType = 1009;
+THREE.ByteType = 1010;
+THREE.ShortType = 1011;
+THREE.UnsignedShortType = 1012;
+THREE.IntType = 1013;
+THREE.UnsignedIntType = 1014;
+THREE.FloatType = 1015;
+
+// Pixel types
+
+//THREE.UnsignedByteType = 1009;
+THREE.UnsignedShort4444Type = 1016;
+THREE.UnsignedShort5551Type = 1017;
+THREE.UnsignedShort565Type = 1018;
+
+// Pixel formats
+
+THREE.AlphaFormat = 1019;
+THREE.RGBFormat = 1020;
+THREE.RGBAFormat = 1021;
+THREE.LuminanceFormat = 1022;
+THREE.LuminanceAlphaFormat = 1023;
+
+// Compressed texture formats
+
+THREE.RGB_S3TC_DXT1_Format = 2001;
+THREE.RGBA_S3TC_DXT1_Format = 2002;
+THREE.RGBA_S3TC_DXT3_Format = 2003;
+THREE.RGBA_S3TC_DXT5_Format = 2004;
+
+/*
+// Potential future PVRTC compressed texture formats
+THREE.RGB_PVRTC_4BPPV1_Format = 2100;
+THREE.RGB_PVRTC_2BPPV1_Format = 2101;
+THREE.RGBA_PVRTC_4BPPV1_Format = 2102;
+THREE.RGBA_PVRTC_2BPPV1_Format = 2103;
+*/
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Color = function ( color ) {
+
+ if ( arguments.length === 3 ) {
+
+ return this.setRGB( arguments[ 0 ], arguments[ 1 ], arguments[ 2 ] );
+
+ }
+
+ return this.set( color )
+
+};
+
+THREE.Color.prototype = {
+
+ constructor: THREE.Color,
+
+ r: 1, g: 1, b: 1,
+
+ set: function ( value ) {
+
+ if ( value instanceof THREE.Color ) {
+
+ this.copy( value );
+
+ } else if ( typeof value === 'number' ) {
+
+ this.setHex( value );
+
+ } else if ( typeof value === 'string' ) {
+
+ this.setStyle( value );
+
+ }
+
+ return this;
+
+ },
+
+ setHex: function ( hex ) {
+
+ hex = Math.floor( hex );
+
+ this.r = ( hex >> 16 & 255 ) / 255;
+ this.g = ( hex >> 8 & 255 ) / 255;
+ this.b = ( hex & 255 ) / 255;
+
+ return this;
+
+ },
+
+ setRGB: function ( r, g, b ) {
+
+ this.r = r;
+ this.g = g;
+ this.b = b;
+
+ return this;
+
+ },
+
+ setHSL: function ( h, s, l ) {
+
+ // h,s,l ranges are in 0.0 - 1.0
+
+ if ( s === 0 ) {
+
+ this.r = this.g = this.b = l;
+
+ } else {
+
+ var hue2rgb = function ( p, q, t ) {
+
+ if ( t < 0 ) t += 1;
+ if ( t > 1 ) t -= 1;
+ if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
+ if ( t < 1 / 2 ) return q;
+ if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
+ return p;
+
+ };
+
+ var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
+ var q = ( 2 * l ) - p;
+
+ this.r = hue2rgb( q, p, h + 1 / 3 );
+ this.g = hue2rgb( q, p, h );
+ this.b = hue2rgb( q, p, h - 1 / 3 );
+
+ }
+
+ return this;
+
+ },
+
+ setStyle: function ( style ) {
+
+ // rgb(255,0,0)
+
+ if ( /^rgb\((\d+), ?(\d+), ?(\d+)\)$/i.test( style ) ) {
+
+ var color = /^rgb\((\d+), ?(\d+), ?(\d+)\)$/i.exec( style );
+
+ this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
+ this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
+ this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
+
+ return this;
+
+ }
+
+ // rgb(100%,0%,0%)
+
+ if ( /^rgb\((\d+)\%, ?(\d+)\%, ?(\d+)\%\)$/i.test( style ) ) {
+
+ var color = /^rgb\((\d+)\%, ?(\d+)\%, ?(\d+)\%\)$/i.exec( style );
+
+ this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
+ this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
+ this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
+
+ return this;
+
+ }
+
+ // #ff0000
+
+ if ( /^\#([0-9a-f]{6})$/i.test( style ) ) {
+
+ var color = /^\#([0-9a-f]{6})$/i.exec( style );
+
+ this.setHex( parseInt( color[ 1 ], 16 ) );
+
+ return this;
+
+ }
+
+ // #f00
+
+ if ( /^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.test( style ) ) {
+
+ var color = /^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.exec( style );
+
+ this.setHex( parseInt( color[ 1 ] + color[ 1 ] + color[ 2 ] + color[ 2 ] + color[ 3 ] + color[ 3 ], 16 ) );
+
+ return this;
+
+ }
+
+ // red
+
+ if ( /^(\w+)$/i.test( style ) ) {
+
+ this.setHex( THREE.ColorKeywords[ style ] );
+
+ return this;
+
+ }
+
+
+ },
+
+ copy: function ( color ) {
+
+ this.r = color.r;
+ this.g = color.g;
+ this.b = color.b;
+
+ return this;
+
+ },
+
+ copyGammaToLinear: function ( color ) {
+
+ this.r = color.r * color.r;
+ this.g = color.g * color.g;
+ this.b = color.b * color.b;
+
+ return this;
+
+ },
+
+ copyLinearToGamma: function ( color ) {
+
+ this.r = Math.sqrt( color.r );
+ this.g = Math.sqrt( color.g );
+ this.b = Math.sqrt( color.b );
+
+ return this;
+
+ },
+
+ convertGammaToLinear: function () {
+
+ var r = this.r, g = this.g, b = this.b;
+
+ this.r = r * r;
+ this.g = g * g;
+ this.b = b * b;
+
+ return this;
+
+ },
+
+ convertLinearToGamma: function () {
+
+ this.r = Math.sqrt( this.r );
+ this.g = Math.sqrt( this.g );
+ this.b = Math.sqrt( this.b );
+
+ return this;
+
+ },
+
+ getHex: function () {
+
+ return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
+
+ },
+
+ getHexString: function () {
+
+ return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
+
+ },
+
+ getHSL: function ( optionalTarget ) {
+
+ // h,s,l ranges are in 0.0 - 1.0
+
+ var hsl = optionalTarget || { h: 0, s: 0, l: 0 };
+
+ var r = this.r, g = this.g, b = this.b;
+
+ var max = Math.max( r, g, b );
+ var min = Math.min( r, g, b );
+
+ var hue, saturation;
+ var lightness = ( min + max ) / 2.0;
+
+ if ( min === max ) {
+
+ hue = 0;
+ saturation = 0;
+
+ } else {
+
+ var delta = max - min;
+
+ saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
+
+ switch ( max ) {
+
+ case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
+ case g: hue = ( b - r ) / delta + 2; break;
+ case b: hue = ( r - g ) / delta + 4; break;
+
+ }
+
+ hue /= 6;
+
+ }
+
+ hsl.h = hue;
+ hsl.s = saturation;
+ hsl.l = lightness;
+
+ return hsl;
+
+ },
+
+ getStyle: function () {
+
+ return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
+
+ },
+
+ offsetHSL: function ( h, s, l ) {
+
+ var hsl = this.getHSL();
+
+ hsl.h += h; hsl.s += s; hsl.l += l;
+
+ this.setHSL( hsl.h, hsl.s, hsl.l );
+
+ return this;
+
+ },
+
+ add: function ( color ) {
+
+ this.r += color.r;
+ this.g += color.g;
+ this.b += color.b;
+
+ return this;
+
+ },
+
+ addColors: function ( color1, color2 ) {
+
+ this.r = color1.r + color2.r;
+ this.g = color1.g + color2.g;
+ this.b = color1.b + color2.b;
+
+ return this;
+
+ },
+
+ addScalar: function ( s ) {
+
+ this.r += s;
+ this.g += s;
+ this.b += s;
+
+ return this;
+
+ },
+
+ multiply: function ( color ) {
+
+ this.r *= color.r;
+ this.g *= color.g;
+ this.b *= color.b;
+
+ return this;
+
+ },
+
+ multiplyScalar: function ( s ) {
+
+ this.r *= s;
+ this.g *= s;
+ this.b *= s;
+
+ return this;
+
+ },
+
+ lerp: function ( color, alpha ) {
+
+ this.r += ( color.r - this.r ) * alpha;
+ this.g += ( color.g - this.g ) * alpha;
+ this.b += ( color.b - this.b ) * alpha;
+
+ return this;
+
+ },
+
+ equals: function ( c ) {
+
+ return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
+
+ },
+
+ fromArray: function ( array ) {
+
+ this.r = array[ 0 ];
+ this.g = array[ 1 ];
+ this.b = array[ 2 ];
+
+ return this;
+
+ },
+
+ toArray: function () {
+
+ return [ this.r, this.g, this.b ];
+
+ },
+
+ clone: function () {
+
+ return new THREE.Color().setRGB( this.r, this.g, this.b );
+
+ }
+
+};
+
+THREE.ColorKeywords = { "aliceblue": 0xF0F8FF, "antiquewhite": 0xFAEBD7, "aqua": 0x00FFFF, "aquamarine": 0x7FFFD4, "azure": 0xF0FFFF,
+"beige": 0xF5F5DC, "bisque": 0xFFE4C4, "black": 0x000000, "blanchedalmond": 0xFFEBCD, "blue": 0x0000FF, "blueviolet": 0x8A2BE2,
+"brown": 0xA52A2A, "burlywood": 0xDEB887, "cadetblue": 0x5F9EA0, "chartreuse": 0x7FFF00, "chocolate": 0xD2691E, "coral": 0xFF7F50,
+"cornflowerblue": 0x6495ED, "cornsilk": 0xFFF8DC, "crimson": 0xDC143C, "cyan": 0x00FFFF, "darkblue": 0x00008B, "darkcyan": 0x008B8B,
+"darkgoldenrod": 0xB8860B, "darkgray": 0xA9A9A9, "darkgreen": 0x006400, "darkgrey": 0xA9A9A9, "darkkhaki": 0xBDB76B, "darkmagenta": 0x8B008B,
+"darkolivegreen": 0x556B2F, "darkorange": 0xFF8C00, "darkorchid": 0x9932CC, "darkred": 0x8B0000, "darksalmon": 0xE9967A, "darkseagreen": 0x8FBC8F,
+"darkslateblue": 0x483D8B, "darkslategray": 0x2F4F4F, "darkslategrey": 0x2F4F4F, "darkturquoise": 0x00CED1, "darkviolet": 0x9400D3,
+"deeppink": 0xFF1493, "deepskyblue": 0x00BFFF, "dimgray": 0x696969, "dimgrey": 0x696969, "dodgerblue": 0x1E90FF, "firebrick": 0xB22222,
+"floralwhite": 0xFFFAF0, "forestgreen": 0x228B22, "fuchsia": 0xFF00FF, "gainsboro": 0xDCDCDC, "ghostwhite": 0xF8F8FF, "gold": 0xFFD700,
+"goldenrod": 0xDAA520, "gray": 0x808080, "green": 0x008000, "greenyellow": 0xADFF2F, "grey": 0x808080, "honeydew": 0xF0FFF0, "hotpink": 0xFF69B4,
+"indianred": 0xCD5C5C, "indigo": 0x4B0082, "ivory": 0xFFFFF0, "khaki": 0xF0E68C, "lavender": 0xE6E6FA, "lavenderblush": 0xFFF0F5, "lawngreen": 0x7CFC00,
+"lemonchiffon": 0xFFFACD, "lightblue": 0xADD8E6, "lightcoral": 0xF08080, "lightcyan": 0xE0FFFF, "lightgoldenrodyellow": 0xFAFAD2, "lightgray": 0xD3D3D3,
+"lightgreen": 0x90EE90, "lightgrey": 0xD3D3D3, "lightpink": 0xFFB6C1, "lightsalmon": 0xFFA07A, "lightseagreen": 0x20B2AA, "lightskyblue": 0x87CEFA,
+"lightslategray": 0x778899, "lightslategrey": 0x778899, "lightsteelblue": 0xB0C4DE, "lightyellow": 0xFFFFE0, "lime": 0x00FF00, "limegreen": 0x32CD32,
+"linen": 0xFAF0E6, "magenta": 0xFF00FF, "maroon": 0x800000, "mediumaquamarine": 0x66CDAA, "mediumblue": 0x0000CD, "mediumorchid": 0xBA55D3,
+"mediumpurple": 0x9370DB, "mediumseagreen": 0x3CB371, "mediumslateblue": 0x7B68EE, "mediumspringgreen": 0x00FA9A, "mediumturquoise": 0x48D1CC,
+"mediumvioletred": 0xC71585, "midnightblue": 0x191970, "mintcream": 0xF5FFFA, "mistyrose": 0xFFE4E1, "moccasin": 0xFFE4B5, "navajowhite": 0xFFDEAD,
+"navy": 0x000080, "oldlace": 0xFDF5E6, "olive": 0x808000, "olivedrab": 0x6B8E23, "orange": 0xFFA500, "orangered": 0xFF4500, "orchid": 0xDA70D6,
+"palegoldenrod": 0xEEE8AA, "palegreen": 0x98FB98, "paleturquoise": 0xAFEEEE, "palevioletred": 0xDB7093, "papayawhip": 0xFFEFD5, "peachpuff": 0xFFDAB9,
+"peru": 0xCD853F, "pink": 0xFFC0CB, "plum": 0xDDA0DD, "powderblue": 0xB0E0E6, "purple": 0x800080, "red": 0xFF0000, "rosybrown": 0xBC8F8F,
+"royalblue": 0x4169E1, "saddlebrown": 0x8B4513, "salmon": 0xFA8072, "sandybrown": 0xF4A460, "seagreen": 0x2E8B57, "seashell": 0xFFF5EE,
+"sienna": 0xA0522D, "silver": 0xC0C0C0, "skyblue": 0x87CEEB, "slateblue": 0x6A5ACD, "slategray": 0x708090, "slategrey": 0x708090, "snow": 0xFFFAFA,
+"springgreen": 0x00FF7F, "steelblue": 0x4682B4, "tan": 0xD2B48C, "teal": 0x008080, "thistle": 0xD8BFD8, "tomato": 0xFF6347, "turquoise": 0x40E0D0,
+"violet": 0xEE82EE, "wheat": 0xF5DEB3, "white": 0xFFFFFF, "whitesmoke": 0xF5F5F5, "yellow": 0xFFFF00, "yellowgreen": 0x9ACD32 };
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ * @author WestLangley / http://github.com/WestLangley
+ * @author bhouston / http://exocortex.com
+ */
+
+THREE.Quaternion = function ( x, y, z, w ) {
+
+ this._x = x || 0;
+ this._y = y || 0;
+ this._z = z || 0;
+ this._w = ( w !== undefined ) ? w : 1;
+
+};
+
+THREE.Quaternion.prototype = {
+
+ constructor: THREE.Quaternion,
+
+ _x: 0,_y: 0, _z: 0, _w: 0,
+
+ _euler: undefined,
+
+ _updateEuler: function ( callback ) {
+
+ if ( this._euler !== undefined ) {
+
+ this._euler.setFromQuaternion( this, undefined, false );
+
+ }
+
+ },
+
+ get x () {
+
+ return this._x;
+
+ },
+
+ set x ( value ) {
+
+ this._x = value;
+ this._updateEuler();
+
+ },
+
+ get y () {
+
+ return this._y;
+
+ },
+
+ set y ( value ) {
+
+ this._y = value;
+ this._updateEuler();
+
+ },
+
+ get z () {
+
+ return this._z;
+
+ },
+
+ set z ( value ) {
+
+ this._z = value;
+ this._updateEuler();
+
+ },
+
+ get w () {
+
+ return this._w;
+
+ },
+
+ set w ( value ) {
+
+ this._w = value;
+ this._updateEuler();
+
+ },
+
+ set: function ( x, y, z, w ) {
+
+ this._x = x;
+ this._y = y;
+ this._z = z;
+ this._w = w;
+
+ this._updateEuler();
+
+ return this;
+
+ },
+
+ copy: function ( quaternion ) {
+
+ this._x = quaternion._x;
+ this._y = quaternion._y;
+ this._z = quaternion._z;
+ this._w = quaternion._w;
+
+ this._updateEuler();
+
+ return this;
+
+ },
+
+ setFromEuler: function ( euler, update ) {
+
+ if ( euler instanceof THREE.Euler === false ) {
+
+ throw new Error( 'ERROR: Quaternion\'s .setFromEuler() now expects a Euler rotation rather than a Vector3 and order. Please update your code.' );
+ }
+
+ // http://www.mathworks.com/matlabcentral/fileexchange/
+ // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
+ // content/SpinCalc.m
+
+ var c1 = Math.cos( euler._x / 2 );
+ var c2 = Math.cos( euler._y / 2 );
+ var c3 = Math.cos( euler._z / 2 );
+ var s1 = Math.sin( euler._x / 2 );
+ var s2 = Math.sin( euler._y / 2 );
+ var s3 = Math.sin( euler._z / 2 );
+
+ if ( euler.order === 'XYZ' ) {
+
+ this._x = s1 * c2 * c3 + c1 * s2 * s3;
+ this._y = c1 * s2 * c3 - s1 * c2 * s3;
+ this._z = c1 * c2 * s3 + s1 * s2 * c3;
+ this._w = c1 * c2 * c3 - s1 * s2 * s3;
+
+ } else if ( euler.order === 'YXZ' ) {
+
+ this._x = s1 * c2 * c3 + c1 * s2 * s3;
+ this._y = c1 * s2 * c3 - s1 * c2 * s3;
+ this._z = c1 * c2 * s3 - s1 * s2 * c3;
+ this._w = c1 * c2 * c3 + s1 * s2 * s3;
+
+ } else if ( euler.order === 'ZXY' ) {
+
+ this._x = s1 * c2 * c3 - c1 * s2 * s3;
+ this._y = c1 * s2 * c3 + s1 * c2 * s3;
+ this._z = c1 * c2 * s3 + s1 * s2 * c3;
+ this._w = c1 * c2 * c3 - s1 * s2 * s3;
+
+ } else if ( euler.order === 'ZYX' ) {
+
+ this._x = s1 * c2 * c3 - c1 * s2 * s3;
+ this._y = c1 * s2 * c3 + s1 * c2 * s3;
+ this._z = c1 * c2 * s3 - s1 * s2 * c3;
+ this._w = c1 * c2 * c3 + s1 * s2 * s3;
+
+ } else if ( euler.order === 'YZX' ) {
+
+ this._x = s1 * c2 * c3 + c1 * s2 * s3;
+ this._y = c1 * s2 * c3 + s1 * c2 * s3;
+ this._z = c1 * c2 * s3 - s1 * s2 * c3;
+ this._w = c1 * c2 * c3 - s1 * s2 * s3;
+
+ } else if ( euler.order === 'XZY' ) {
+
+ this._x = s1 * c2 * c3 - c1 * s2 * s3;
+ this._y = c1 * s2 * c3 - s1 * c2 * s3;
+ this._z = c1 * c2 * s3 + s1 * s2 * c3;
+ this._w = c1 * c2 * c3 + s1 * s2 * s3;
+
+ }
+
+ if ( update !== false ) this._updateEuler();
+
+ return this;
+
+ },
+
+ setFromAxisAngle: function ( axis, angle ) {
+
+ // from http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
+ // axis have to be normalized
+
+ var halfAngle = angle / 2, s = Math.sin( halfAngle );
+
+ this._x = axis.x * s;
+ this._y = axis.y * s;
+ this._z = axis.z * s;
+ this._w = Math.cos( halfAngle );
+
+ this._updateEuler();
+
+ 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._updateEuler();
+
+ return this;
+
+ },
+
+ inverse: function () {
+
+ this.conjugate().normalize();
+
+ return this;
+
+ },
+
+ conjugate: function () {
+
+ this._x *= -1;
+ this._y *= -1;
+ this._z *= -1;
+
+ this._updateEuler();
+
+ return this;
+
+ },
+
+ 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;
+
+ }
+
+ return this;
+
+ },
+
+ multiply: function ( q, p ) {
+
+ if ( p !== undefined ) {
+
+ console.warn( 'DEPRECATED: Quaternion\'s .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
+ return this.multiplyQuaternions( q, p );
+
+ }
+
+ return this.multiplyQuaternions( this, q );
+
+ },
+
+ multiplyQuaternions: function ( a, b ) {
+
+ // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
+
+ var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
+ var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
+
+ this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
+ this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
+ this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
+ this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
+
+ this._updateEuler();
+
+ return this;
+
+ },
+
+ multiplyVector3: function ( vector ) {
+
+ console.warn( 'DEPRECATED: Quaternion\'s .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
+ return vector.applyQuaternion( this );
+
+ },
+
+ slerp: function ( qb, t ) {
+
+ var x = this._x, y = this._y, z = this._z, w = this._w;
+
+ // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
+
+ var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
+
+ if ( cosHalfTheta < 0 ) {
+
+ this._w = -qb._w;
+ this._x = -qb._x;
+ this._y = -qb._y;
+ this._z = -qb._z;
+
+ cosHalfTheta = -cosHalfTheta;
+
+ } else {
+
+ this.copy( qb );
+
+ }
+
+ if ( cosHalfTheta >= 1.0 ) {
+
+ this._w = w;
+ this._x = x;
+ this._y = y;
+ this._z = z;
+
+ return this;
+
+ }
+
+ var halfTheta = Math.acos( cosHalfTheta );
+ var sinHalfTheta = Math.sqrt( 1.0 - cosHalfTheta * cosHalfTheta );
+
+ if ( Math.abs( sinHalfTheta ) < 0.001 ) {
+
+ this._w = 0.5 * ( w + this._w );
+ this._x = 0.5 * ( x + this._x );
+ this._y = 0.5 * ( y + this._y );
+ this._z = 0.5 * ( z + this._z );
+
+ return this;
+
+ }
+
+ var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
+ ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
+
+ this._w = ( w * ratioA + this._w * ratioB );
+ this._x = ( x * ratioA + this._x * ratioB );
+ this._y = ( y * ratioA + this._y * ratioB );
+ this._z = ( z * ratioA + this._z * ratioB );
+
+ this._updateEuler();
+
+ 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 ) {
+
+ this._x = array[ 0 ];
+ this._y = array[ 1 ];
+ this._z = array[ 2 ];
+ this._w = array[ 3 ];
+
+ this._updateEuler();
+
+ return this;
+
+ },
+
+ toArray: function () {
+
+ return [ this._x, this._y, this._z, this._w ];
+
+ },
+
+ clone: function () {
+
+ return new THREE.Quaternion( this._x, this._y, this._z, this._w );
+
+ }
+
+};
+
+THREE.Quaternion.slerp = function ( qa, qb, qm, t ) {
+
+ return qm.copy( qa ).slerp( qb, t );
+
+}
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author philogb / http://blog.thejit.org/
+ * @author egraether / http://egraether.com/
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ */
+
+THREE.Vector2 = function ( x, y ) {
+
+ this.x = x || 0;
+ this.y = y || 0;
+
+};
+
+THREE.Vector2.prototype = {
+
+ constructor: THREE.Vector2,
+
+ set: function ( x, y ) {
+
+ this.x = x;
+ this.y = y;
+
+ return this;
+
+ },
+
+ setX: function ( x ) {
+
+ this.x = x;
+
+ return this;
+
+ },
+
+ setY: function ( y ) {
+
+ this.y = y;
+
+ return this;
+
+ },
+
+
+ setComponent: function ( index, value ) {
+
+ switch ( index ) {
+
+ case 0: this.x = value; break;
+ case 1: this.y = value; break;
+ default: throw new Error( "index is out of range: " + index );
+
+ }
+
+ },
+
+ getComponent: function ( index ) {
+
+ switch ( index ) {
+
+ case 0: return this.x;
+ case 1: return this.y;
+ default: throw new Error( "index is out of range: " + index );
+
+ }
+
+ },
+
+ copy: function ( v ) {
+
+ this.x = v.x;
+ this.y = v.y;
+
+ return this;
+
+ },
+
+ add: function ( v, w ) {
+
+ if ( w !== undefined ) {
+
+ console.warn( 'DEPRECATED: Vector2\'s .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
+ return this.addVectors( v, w );
+
+ }
+
+ this.x += v.x;
+ this.y += v.y;
+
+ return this;
+
+ },
+
+ addVectors: function ( a, b ) {
+
+ this.x = a.x + b.x;
+ this.y = a.y + b.y;
+
+ return this;
+
+ },
+
+ addScalar: function ( s ) {
+
+ this.x += s;
+ this.y += s;
+
+ return this;
+
+ },
+
+ sub: function ( v, w ) {
+
+ if ( w !== undefined ) {
+
+ console.warn( 'DEPRECATED: Vector2\'s .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
+ return this.subVectors( v, w );
+
+ }
+
+ this.x -= v.x;
+ this.y -= v.y;
+
+ return this;
+
+ },
+
+ subVectors: function ( a, b ) {
+
+ this.x = a.x - b.x;
+ this.y = a.y - b.y;
+
+ return this;
+
+ },
+
+ multiplyScalar: function ( s ) {
+
+ this.x *= s;
+ this.y *= s;
+
+ return this;
+
+ },
+
+ divideScalar: function ( scalar ) {
+
+ if ( scalar !== 0 ) {
+
+ var invScalar = 1 / scalar;
+
+ this.x *= invScalar;
+ this.y *= invScalar;
+
+ } else {
+
+ this.x = 0;
+ this.y = 0;
+
+ }
+
+ return this;
+
+ },
+
+ min: function ( v ) {
+
+ if ( this.x > v.x ) {
+
+ this.x = v.x;
+
+ }
+
+ if ( this.y > v.y ) {
+
+ this.y = v.y;
+
+ }
+
+ return this;
+
+ },
+
+ max: function ( v ) {
+
+ if ( this.x < v.x ) {
+
+ this.x = v.x;
+
+ }
+
+ if ( this.y < v.y ) {
+
+ this.y = v.y;
+
+ }
+
+ return this;
+
+ },
+
+ clamp: function ( min, max ) {
+
+ // This function assumes min < max, if this assumption isn't true it will not operate correctly
+
+ if ( this.x < min.x ) {
+
+ this.x = min.x;
+
+ } else if ( this.x > max.x ) {
+
+ this.x = max.x;
+
+ }
+
+ if ( this.y < min.y ) {
+
+ this.y = min.y;
+
+ } else if ( this.y > max.y ) {
+
+ this.y = max.y;
+
+ }
+
+ return this;
+ },
+
+ clampScalar: ( function () {
+
+ var min, max;
+
+ return function ( minVal, maxVal ) {
+
+ if ( min === undefined ) {
+
+ min = new THREE.Vector2();
+ max = new THREE.Vector2();
+
+ }
+
+ min.set( minVal, minVal );
+ max.set( maxVal, maxVal );
+
+ return this.clamp( min, max );
+
+ };
+
+ } )(),
+
+ floor: function () {
+
+ this.x = Math.floor( this.x );
+ this.y = Math.floor( this.y );
+
+ return this;
+
+ },
+
+ ceil: function () {
+
+ this.x = Math.ceil( this.x );
+ this.y = Math.ceil( this.y );
+
+ return this;
+
+ },
+
+ round: function () {
+
+ this.x = Math.round( this.x );
+ this.y = Math.round( this.y );
+
+ return this;
+
+ },
+
+ roundToZero: function () {
+
+ this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
+ this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
+
+ return this;
+
+ },
+
+ negate: function () {
+
+ return this.multiplyScalar( - 1 );
+
+ },
+
+ dot: function ( v ) {
+
+ return this.x * v.x + this.y * v.y;
+
+ },
+
+ lengthSq: function () {
+
+ return this.x * this.x + this.y * this.y;
+
+ },
+
+ length: function () {
+
+ return Math.sqrt( this.x * this.x + this.y * this.y );
+
+ },
+
+ normalize: function () {
+
+ return this.divideScalar( this.length() );
+
+ },
+
+ distanceTo: function ( v ) {
+
+ return Math.sqrt( this.distanceToSquared( v ) );
+
+ },
+
+ distanceToSquared: function ( v ) {
+
+ var dx = this.x - v.x, dy = this.y - v.y;
+ return dx * dx + dy * dy;
+
+ },
+
+ setLength: function ( l ) {
+
+ var oldLength = this.length();
+
+ if ( oldLength !== 0 && l !== oldLength ) {
+
+ this.multiplyScalar( l / oldLength );
+ }
+
+ return this;
+
+ },
+
+ lerp: function ( v, alpha ) {
+
+ this.x += ( v.x - this.x ) * alpha;
+ this.y += ( v.y - this.y ) * alpha;
+
+ return this;
+
+ },
+
+ equals: function( v ) {
+
+ return ( ( v.x === this.x ) && ( v.y === this.y ) );
+
+ },
+
+ fromArray: function ( array ) {
+
+ this.x = array[ 0 ];
+ this.y = array[ 1 ];
+
+ return this;
+
+ },
+
+ toArray: function () {
+
+ return [ this.x, this.y ];
+
+ },
+
+ clone: function () {
+
+ return new THREE.Vector2( this.x, this.y );
+
+ }
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author *kile / http://kile.stravaganza.org/
+ * @author philogb / http://blog.thejit.org/
+ * @author mikael emtinger / http://gomo.se/
+ * @author egraether / http://egraether.com/
+ * @author WestLangley / http://github.com/WestLangley
+ */
+
+THREE.Vector3 = function ( x, y, z ) {
+
+ this.x = x || 0;
+ this.y = y || 0;
+ this.z = z || 0;
+
+};
+
+THREE.Vector3.prototype = {
+
+ constructor: THREE.Vector3,
+
+ set: function ( x, y, z ) {
+
+ this.x = x;
+ this.y = y;
+ this.z = z;
+
+ return this;
+
+ },
+
+ setX: function ( x ) {
+
+ this.x = x;
+
+ return this;
+
+ },
+
+ setY: function ( y ) {
+
+ this.y = y;
+
+ return this;
+
+ },
+
+ setZ: function ( z ) {
+
+ this.z = z;
+
+ return this;
+
+ },
+
+ setComponent: function ( index, value ) {
+
+ switch ( index ) {
+
+ case 0: this.x = value; break;
+ case 1: this.y = value; break;
+ case 2: this.z = value; break;
+ default: throw new Error( "index is out of range: " + index );
+
+ }
+
+ },
+
+ getComponent: function ( index ) {
+
+ switch ( index ) {
+
+ case 0: return this.x;
+ case 1: return this.y;
+ case 2: return this.z;
+ default: throw new Error( "index is out of range: " + index );
+
+ }
+
+ },
+
+ copy: function ( v ) {
+
+ this.x = v.x;
+ this.y = v.y;
+ this.z = v.z;
+
+ return this;
+
+ },
+
+ add: function ( v, w ) {
+
+ if ( w !== undefined ) {
+
+ console.warn( 'DEPRECATED: Vector3\'s .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
+ return this.addVectors( v, w );
+
+ }
+
+ this.x += v.x;
+ this.y += v.y;
+ this.z += v.z;
+
+ return this;
+
+ },
+
+ addScalar: function ( s ) {
+
+ this.x += s;
+ this.y += s;
+ this.z += s;
+
+ return this;
+
+ },
+
+ addVectors: function ( a, b ) {
+
+ this.x = a.x + b.x;
+ this.y = a.y + b.y;
+ this.z = a.z + b.z;
+
+ return this;
+
+ },
+
+ sub: function ( v, w ) {
+
+ if ( w !== undefined ) {
+
+ console.warn( 'DEPRECATED: Vector3\'s .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
+ return this.subVectors( v, w );
+
+ }
+
+ this.x -= v.x;
+ this.y -= v.y;
+ this.z -= v.z;
+
+ return this;
+
+ },
+
+ subVectors: function ( a, b ) {
+
+ this.x = a.x - b.x;
+ this.y = a.y - b.y;
+ this.z = a.z - b.z;
+
+ return this;
+
+ },
+
+ multiply: function ( v, w ) {
+
+ if ( w !== undefined ) {
+
+ console.warn( 'DEPRECATED: Vector3\'s .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
+ return this.multiplyVectors( v, w );
+
+ }
+
+ this.x *= v.x;
+ this.y *= v.y;
+ this.z *= v.z;
+
+ return this;
+
+ },
+
+ multiplyScalar: function ( scalar ) {
+
+ this.x *= scalar;
+ this.y *= scalar;
+ this.z *= scalar;
+
+ return this;
+
+ },
+
+ multiplyVectors: function ( a, b ) {
+
+ this.x = a.x * b.x;
+ this.y = a.y * b.y;
+ this.z = a.z * b.z;
+
+ return this;
+
+ },
+
+ applyEuler: function () {
+
+ var quaternion;
+
+ return function ( euler ) {
+
+ if ( euler instanceof THREE.Euler === false ) {
+
+ console.error( 'ERROR: Vector3\'s .applyEuler() now expects a Euler rotation rather than a Vector3 and order. Please update your code.' );
+
+ }
+
+ if ( quaternion === undefined ) quaternion = new THREE.Quaternion();
+
+ this.applyQuaternion( quaternion.setFromEuler( euler ) );
+
+ return this;
+
+ };
+
+ }(),
+
+ applyAxisAngle: function () {
+
+ var quaternion;
+
+ return function ( axis, angle ) {
+
+ if ( quaternion === undefined ) quaternion = new THREE.Quaternion();
+
+ this.applyQuaternion( quaternion.setFromAxisAngle( axis, angle ) );
+
+ return this;
+
+ };
+
+ }(),
+
+ applyMatrix3: function ( m ) {
+
+ var x = this.x;
+ var y = this.y;
+ var z = this.z;
+
+ var e = m.elements;
+
+ this.x = e[0] * x + e[3] * y + e[6] * z;
+ this.y = e[1] * x + e[4] * y + e[7] * z;
+ this.z = e[2] * x + e[5] * y + e[8] * z;
+
+ return this;
+
+ },
+
+ applyMatrix4: function ( m ) {
+
+ // input: THREE.Matrix4 affine matrix
+
+ var x = this.x, y = this.y, z = this.z;
+
+ var e = m.elements;
+
+ this.x = e[0] * x + e[4] * y + e[8] * z + e[12];
+ this.y = e[1] * x + e[5] * y + e[9] * z + e[13];
+ this.z = e[2] * x + e[6] * y + e[10] * z + e[14];
+
+ return this;
+
+ },
+
+ applyProjection: function ( m ) {
+
+ // input: THREE.Matrix4 projection matrix
+
+ var x = this.x, y = this.y, z = this.z;
+
+ var e = m.elements;
+ var d = 1 / ( e[3] * x + e[7] * y + e[11] * z + e[15] ); // perspective divide
+
+ this.x = ( e[0] * x + e[4] * y + e[8] * z + e[12] ) * d;
+ this.y = ( e[1] * x + e[5] * y + e[9] * z + e[13] ) * d;
+ this.z = ( e[2] * x + e[6] * y + e[10] * z + e[14] ) * d;
+
+ return this;
+
+ },
+
+ applyQuaternion: function ( q ) {
+
+ var x = this.x;
+ var y = this.y;
+ var z = this.z;
+
+ var qx = q.x;
+ var qy = q.y;
+ var qz = q.z;
+ var qw = q.w;
+
+ // calculate quat * vector
+
+ var ix = qw * x + qy * z - qz * y;
+ var iy = qw * y + qz * x - qx * z;
+ var iz = qw * z + qx * y - qy * x;
+ var iw = -qx * x - qy * y - qz * z;
+
+ // calculate result * inverse quat
+
+ this.x = ix * qw + iw * -qx + iy * -qz - iz * -qy;
+ this.y = iy * qw + iw * -qy + iz * -qx - ix * -qz;
+ this.z = iz * qw + iw * -qz + ix * -qy - iy * -qx;
+
+ return this;
+
+ },
+
+ transformDirection: function ( m ) {
+
+ // input: THREE.Matrix4 affine matrix
+ // vector interpreted as a direction
+
+ var x = this.x, y = this.y, z = this.z;
+
+ var e = m.elements;
+
+ this.x = e[0] * x + e[4] * y + e[8] * z;
+ this.y = e[1] * x + e[5] * y + e[9] * z;
+ this.z = e[2] * x + e[6] * y + e[10] * z;
+
+ this.normalize();
+
+ return this;
+
+ },
+
+ divide: function ( v ) {
+
+ this.x /= v.x;
+ this.y /= v.y;
+ this.z /= v.z;
+
+ return this;
+
+ },
+
+ divideScalar: function ( scalar ) {
+
+ if ( scalar !== 0 ) {
+
+ var invScalar = 1 / scalar;
+
+ this.x *= invScalar;
+ this.y *= invScalar;
+ this.z *= invScalar;
+
+ } else {
+
+ this.x = 0;
+ this.y = 0;
+ this.z = 0;
+
+ }
+
+ return this;
+
+ },
+
+ min: function ( v ) {
+
+ if ( this.x > v.x ) {
+
+ this.x = v.x;
+
+ }
+
+ if ( this.y > v.y ) {
+
+ this.y = v.y;
+
+ }
+
+ if ( this.z > v.z ) {
+
+ this.z = v.z;
+
+ }
+
+ return this;
+
+ },
+
+ max: function ( v ) {
+
+ if ( this.x < v.x ) {
+
+ this.x = v.x;
+
+ }
+
+ if ( this.y < v.y ) {
+
+ this.y = v.y;
+
+ }
+
+ if ( this.z < v.z ) {
+
+ this.z = v.z;
+
+ }
+
+ return this;
+
+ },
+
+ clamp: function ( min, max ) {
+
+ // This function assumes min < max, if this assumption isn't true it will not operate correctly
+
+ if ( this.x < min.x ) {
+
+ this.x = min.x;
+
+ } else if ( this.x > max.x ) {
+
+ this.x = max.x;
+
+ }
+
+ if ( this.y < min.y ) {
+
+ this.y = min.y;
+
+ } else if ( this.y > max.y ) {
+
+ this.y = max.y;
+
+ }
+
+ if ( this.z < min.z ) {
+
+ this.z = min.z;
+
+ } else if ( this.z > max.z ) {
+
+ this.z = max.z;
+
+ }
+
+ return this;
+
+ },
+
+ clampScalar: ( function () {
+
+ var min, max;
+
+ return function ( minVal, maxVal ) {
+
+ if ( min === undefined ) {
+
+ min = new THREE.Vector3();
+ max = new THREE.Vector3();
+
+ }
+
+ min.set( minVal, minVal, minVal );
+ max.set( maxVal, maxVal, maxVal );
+
+ return this.clamp( min, max );
+
+ };
+
+ } )(),
+
+ floor: function () {
+
+ this.x = Math.floor( this.x );
+ this.y = Math.floor( this.y );
+ this.z = Math.floor( this.z );
+
+ return this;
+
+ },
+
+ ceil: function () {
+
+ this.x = Math.ceil( this.x );
+ this.y = Math.ceil( this.y );
+ this.z = Math.ceil( this.z );
+
+ return this;
+
+ },
+
+ round: function () {
+
+ this.x = Math.round( this.x );
+ this.y = Math.round( this.y );
+ this.z = Math.round( this.z );
+
+ return this;
+
+ },
+
+ roundToZero: function () {
+
+ this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
+ this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
+ this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
+
+ return this;
+
+ },
+
+ negate: function () {
+
+ return this.multiplyScalar( - 1 );
+
+ },
+
+ dot: function ( v ) {
+
+ return this.x * v.x + this.y * v.y + this.z * v.z;
+
+ },
+
+ lengthSq: function () {
+
+ return this.x * this.x + this.y * this.y + this.z * this.z;
+
+ },
+
+ length: function () {
+
+ return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
+
+ },
+
+ lengthManhattan: function () {
+
+ return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
+
+ },
+
+ normalize: function () {
+
+ return this.divideScalar( this.length() );
+
+ },
+
+ setLength: function ( l ) {
+
+ var oldLength = this.length();
+
+ if ( oldLength !== 0 && l !== oldLength ) {
+
+ this.multiplyScalar( l / oldLength );
+ }
+
+ return this;
+
+ },
+
+ lerp: function ( v, alpha ) {
+
+ this.x += ( v.x - this.x ) * alpha;
+ this.y += ( v.y - this.y ) * alpha;
+ this.z += ( v.z - this.z ) * alpha;
+
+ return this;
+
+ },
+
+ cross: function ( v, w ) {
+
+ if ( w !== undefined ) {
+
+ console.warn( 'DEPRECATED: Vector3\'s .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
+ return this.crossVectors( v, w );
+
+ }
+
+ var x = this.x, y = this.y, z = this.z;
+
+ this.x = y * v.z - z * v.y;
+ this.y = z * v.x - x * v.z;
+ this.z = x * v.y - y * v.x;
+
+ return this;
+
+ },
+
+ crossVectors: function ( a, b ) {
+
+ var ax = a.x, ay = a.y, az = a.z;
+ var bx = b.x, by = b.y, bz = b.z;
+
+ this.x = ay * bz - az * by;
+ this.y = az * bx - ax * bz;
+ this.z = ax * by - ay * bx;
+
+ return this;
+
+ },
+
+ projectOnVector: function () {
+
+ var v1, dot;
+
+ return function ( vector ) {
+
+ if ( v1 === undefined ) v1 = new THREE.Vector3();
+
+ v1.copy( vector ).normalize();
+
+ dot = this.dot( v1 );
+
+ return this.copy( v1 ).multiplyScalar( dot );
+
+ };
+
+ }(),
+
+ projectOnPlane: function () {
+
+ var v1;
+
+ return function ( planeNormal ) {
+
+ if ( v1 === undefined ) v1 = new THREE.Vector3();
+
+ v1.copy( this ).projectOnVector( planeNormal );
+
+ return this.sub( v1 );
+
+ }
+
+ }(),
+
+ reflect: function () {
+
+ // reflect incident vector off plane orthogonal to normal
+ // normal is assumed to have unit length
+
+ var v1;
+
+ return function ( normal ) {
+
+ if ( v1 === undefined ) v1 = new THREE.Vector3();
+
+ return this.sub( v1.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
+
+ }
+
+ }(),
+
+ angleTo: function ( v ) {
+
+ var theta = this.dot( v ) / ( this.length() * v.length() );
+
+ // clamp, to handle numerical problems
+
+ return Math.acos( THREE.Math.clamp( theta, -1, 1 ) );
+
+ },
+
+ distanceTo: function ( v ) {
+
+ return Math.sqrt( this.distanceToSquared( v ) );
+
+ },
+
+ distanceToSquared: function ( v ) {
+
+ var dx = this.x - v.x;
+ var dy = this.y - v.y;
+ var dz = this.z - v.z;
+
+ return dx * dx + dy * dy + dz * dz;
+
+ },
+
+ setEulerFromRotationMatrix: function ( m, order ) {
+
+ console.error( "REMOVED: Vector3\'s setEulerFromRotationMatrix has been removed in favor of Euler.setFromRotationMatrix(), please update your code.");
+
+ },
+
+ setEulerFromQuaternion: function ( q, order ) {
+
+ console.error( "REMOVED: Vector3\'s setEulerFromQuaternion: has been removed in favor of Euler.setFromQuaternion(), please update your code.");
+
+ },
+
+ getPositionFromMatrix: function ( m ) {
+
+ console.warn( "DEPRECATED: Vector3\'s .getPositionFromMatrix() has been renamed to .setFromMatrixPosition(). Please update your code." );
+
+ return this.setFromMatrixPosition( m );
+
+ },
+
+ getScaleFromMatrix: function ( m ) {
+
+ console.warn( "DEPRECATED: Vector3\'s .getScaleFromMatrix() has been renamed to .setFromMatrixScale(). Please update your code." );
+
+ return this.setFromMatrixScale( m );
+ },
+
+ getColumnFromMatrix: function ( index, matrix ) {
+
+ console.warn( "DEPRECATED: Vector3\'s .getColumnFromMatrix() has been renamed to .setFromMatrixColumn(). Please update your code." );
+
+ return this.setFromMatrixColumn( index, matrix );
+
+ },
+
+ setFromMatrixPosition: function ( m ) {
+
+ this.x = m.elements[ 12 ];
+ this.y = m.elements[ 13 ];
+ this.z = m.elements[ 14 ];
+
+ return this;
+
+ },
+
+ setFromMatrixScale: function ( m ) {
+
+ var sx = this.set( m.elements[ 0 ], m.elements[ 1 ], m.elements[ 2 ] ).length();
+ var sy = this.set( m.elements[ 4 ], m.elements[ 5 ], m.elements[ 6 ] ).length();
+ var sz = this.set( m.elements[ 8 ], m.elements[ 9 ], m.elements[ 10 ] ).length();
+
+ this.x = sx;
+ this.y = sy;
+ this.z = sz;
+
+ return this;
+ },
+
+ setFromMatrixColumn: function ( index, matrix ) {
+
+ var offset = index * 4;
+
+ var me = matrix.elements;
+
+ this.x = me[ offset ];
+ this.y = me[ offset + 1 ];
+ this.z = me[ offset + 2 ];
+
+ return this;
+
+ },
+
+ equals: function ( v ) {
+
+ return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
+
+ },
+
+ fromArray: function ( array ) {
+
+ this.x = array[ 0 ];
+ this.y = array[ 1 ];
+ this.z = array[ 2 ];
+
+ return this;
+
+ },
+
+ toArray: function () {
+
+ return [ this.x, this.y, this.z ];
+
+ },
+
+ clone: function () {
+
+ return new THREE.Vector3( this.x, this.y, this.z );
+
+ }
+
+};/**
+ * @author supereggbert / http://www.paulbrunt.co.uk/
+ * @author philogb / http://blog.thejit.org/
+ * @author mikael emtinger / http://gomo.se/
+ * @author egraether / http://egraether.com/
+ * @author WestLangley / http://github.com/WestLangley
+ */
+
+THREE.Vector4 = function ( x, y, z, w ) {
+
+ this.x = x || 0;
+ this.y = y || 0;
+ this.z = z || 0;
+ this.w = ( w !== undefined ) ? w : 1;
+
+};
+
+THREE.Vector4.prototype = {
+
+ constructor: THREE.Vector4,
+
+ set: function ( x, y, z, w ) {
+
+ this.x = x;
+ this.y = y;
+ this.z = z;
+ this.w = w;
+
+ return this;
+
+ },
+
+ setX: function ( x ) {
+
+ this.x = x;
+
+ return this;
+
+ },
+
+ setY: function ( y ) {
+
+ this.y = y;
+
+ return this;
+
+ },
+
+ setZ: function ( z ) {
+
+ this.z = z;
+
+ return this;
+
+ },
+
+ setW: function ( w ) {
+
+ this.w = w;
+
+ return this;
+
+ },
+
+ setComponent: function ( index, value ) {
+
+ switch ( index ) {
+
+ case 0: this.x = value; break;
+ case 1: this.y = value; break;
+ case 2: this.z = value; break;
+ case 3: this.w = value; break;
+ default: throw new Error( "index is out of range: " + index );
+
+ }
+
+ },
+
+ getComponent: function ( index ) {
+
+ switch ( index ) {
+
+ case 0: return this.x;
+ case 1: return this.y;
+ case 2: return this.z;
+ case 3: return this.w;
+ default: throw new Error( "index is out of range: " + index );
+
+ }
+
+ },
+
+ copy: function ( v ) {
+
+ this.x = v.x;
+ this.y = v.y;
+ this.z = v.z;
+ this.w = ( v.w !== undefined ) ? v.w : 1;
+
+ return this;
+
+ },
+
+ add: function ( v, w ) {
+
+ if ( w !== undefined ) {
+
+ console.warn( 'DEPRECATED: Vector4\'s .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
+ return this.addVectors( v, w );
+
+ }
+
+ this.x += v.x;
+ this.y += v.y;
+ this.z += v.z;
+ this.w += v.w;
+
+ return this;
+
+ },
+
+ addScalar: function ( s ) {
+
+ this.x += s;
+ this.y += s;
+ this.z += s;
+ this.w += s;
+
+ return this;
+
+ },
+
+ addVectors: function ( a, b ) {
+
+ this.x = a.x + b.x;
+ this.y = a.y + b.y;
+ this.z = a.z + b.z;
+ this.w = a.w + b.w;
+
+ return this;
+
+ },
+
+ sub: function ( v, w ) {
+
+ if ( w !== undefined ) {
+
+ console.warn( 'DEPRECATED: Vector4\'s .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
+ return this.subVectors( v, w );
+
+ }
+
+ this.x -= v.x;
+ this.y -= v.y;
+ this.z -= v.z;
+ this.w -= v.w;
+
+ return this;
+
+ },
+
+ subVectors: function ( a, b ) {
+
+ this.x = a.x - b.x;
+ this.y = a.y - b.y;
+ this.z = a.z - b.z;
+ this.w = a.w - b.w;
+
+ return this;
+
+ },
+
+ multiplyScalar: function ( scalar ) {
+
+ this.x *= scalar;
+ this.y *= scalar;
+ this.z *= scalar;
+ this.w *= scalar;
+
+ return this;
+
+ },
+
+ applyMatrix4: function ( m ) {
+
+ var x = this.x;
+ var y = this.y;
+ var z = this.z;
+ var w = this.w;
+
+ var e = m.elements;
+
+ this.x = e[0] * x + e[4] * y + e[8] * z + e[12] * w;
+ this.y = e[1] * x + e[5] * y + e[9] * z + e[13] * w;
+ this.z = e[2] * x + e[6] * y + e[10] * z + e[14] * w;
+ this.w = e[3] * x + e[7] * y + e[11] * z + e[15] * w;
+
+ return this;
+
+ },
+
+ divideScalar: function ( scalar ) {
+
+ if ( scalar !== 0 ) {
+
+ var invScalar = 1 / scalar;
+
+ this.x *= invScalar;
+ this.y *= invScalar;
+ this.z *= invScalar;
+ this.w *= invScalar;
+
+ } else {
+
+ this.x = 0;
+ this.y = 0;
+ this.z = 0;
+ this.w = 1;
+
+ }
+
+ return this;
+
+ },
+
+ setAxisAngleFromQuaternion: function ( q ) {
+
+ // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
+
+ // q is assumed to be normalized
+
+ this.w = 2 * Math.acos( q.w );
+
+ var s = Math.sqrt( 1 - q.w * q.w );
+
+ if ( s < 0.0001 ) {
+
+ this.x = 1;
+ this.y = 0;
+ this.z = 0;
+
+ } else {
+
+ this.x = q.x / s;
+ this.y = q.y / s;
+ this.z = q.z / s;
+
+ }
+
+ return this;
+
+ },
+
+ setAxisAngleFromRotationMatrix: function ( m ) {
+
+ // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
+
+ // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
+
+ var angle, x, y, z, // variables for result
+ epsilon = 0.01, // margin to allow for rounding errors
+ epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
+
+ te = m.elements,
+
+ m11 = te[0], m12 = te[4], m13 = te[8],
+ m21 = te[1], m22 = te[5], m23 = te[9],
+ m31 = te[2], m32 = te[6], m33 = te[10];
+
+ if ( ( Math.abs( m12 - m21 ) < epsilon )
+ && ( Math.abs( m13 - m31 ) < epsilon )
+ && ( Math.abs( m23 - m32 ) < epsilon ) ) {
+
+ // singularity found
+ // first check for identity matrix which must have +1 for all terms
+ // in leading diagonal and zero in other terms
+
+ if ( ( Math.abs( m12 + m21 ) < epsilon2 )
+ && ( Math.abs( m13 + m31 ) < epsilon2 )
+ && ( Math.abs( m23 + m32 ) < epsilon2 )
+ && ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
+
+ // this singularity is identity matrix so angle = 0
+
+ this.set( 1, 0, 0, 0 );
+
+ return this; // zero angle, arbitrary axis
+
+ }
+
+ // otherwise this singularity is angle = 180
+
+ angle = Math.PI;
+
+ var xx = ( m11 + 1 ) / 2;
+ var yy = ( m22 + 1 ) / 2;
+ var zz = ( m33 + 1 ) / 2;
+ var xy = ( m12 + m21 ) / 4;
+ var xz = ( m13 + m31 ) / 4;
+ var yz = ( m23 + m32 ) / 4;
+
+ if ( ( xx > yy ) && ( xx > zz ) ) { // m11 is the largest diagonal term
+
+ if ( xx < epsilon ) {
+
+ x = 0;
+ y = 0.707106781;
+ z = 0.707106781;
+
+ } else {
+
+ x = Math.sqrt( xx );
+ y = xy / x;
+ z = xz / x;
+
+ }
+
+ } else if ( yy > zz ) { // m22 is the largest diagonal term
+
+ if ( yy < epsilon ) {
+
+ x = 0.707106781;
+ y = 0;
+ z = 0.707106781;
+
+ } else {
+
+ y = Math.sqrt( yy );
+ x = xy / y;
+ z = yz / y;
+
+ }
+
+ } else { // m33 is the largest diagonal term so base result on this
+
+ if ( zz < epsilon ) {
+
+ x = 0.707106781;
+ y = 0.707106781;
+ z = 0;
+
+ } else {
+
+ z = Math.sqrt( zz );
+ x = xz / z;
+ y = yz / z;
+
+ }
+
+ }
+
+ this.set( x, y, z, angle );
+
+ return this; // return 180 deg rotation
+
+ }
+
+ // as we have reached here there are no singularities so we can handle normally
+
+ var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 )
+ + ( m13 - m31 ) * ( m13 - m31 )
+ + ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
+
+ if ( Math.abs( s ) < 0.001 ) s = 1;
+
+ // prevent divide by zero, should not happen if matrix is orthogonal and should be
+ // caught by singularity test above, but I've left it in just in case
+
+ this.x = ( m32 - m23 ) / s;
+ this.y = ( m13 - m31 ) / s;
+ this.z = ( m21 - m12 ) / s;
+ this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
+
+ return this;
+
+ },
+
+ min: function ( v ) {
+
+ if ( this.x > v.x ) {
+
+ this.x = v.x;
+
+ }
+
+ if ( this.y > v.y ) {
+
+ this.y = v.y;
+
+ }
+
+ if ( this.z > v.z ) {
+
+ this.z = v.z;
+
+ }
+
+ if ( this.w > v.w ) {
+
+ this.w = v.w;
+
+ }
+
+ return this;
+
+ },
+
+ max: function ( v ) {
+
+ if ( this.x < v.x ) {
+
+ this.x = v.x;
+
+ }
+
+ if ( this.y < v.y ) {
+
+ this.y = v.y;
+
+ }
+
+ if ( this.z < v.z ) {
+
+ this.z = v.z;
+
+ }
+
+ if ( this.w < v.w ) {
+
+ this.w = v.w;
+
+ }
+
+ return this;
+
+ },
+
+ clamp: function ( min, max ) {
+
+ // This function assumes min < max, if this assumption isn't true it will not operate correctly
+
+ if ( this.x < min.x ) {
+
+ this.x = min.x;
+
+ } else if ( this.x > max.x ) {
+
+ this.x = max.x;
+
+ }
+
+ if ( this.y < min.y ) {
+
+ this.y = min.y;
+
+ } else if ( this.y > max.y ) {
+
+ this.y = max.y;
+
+ }
+
+ if ( this.z < min.z ) {
+
+ this.z = min.z;
+
+ } else if ( this.z > max.z ) {
+
+ this.z = max.z;
+
+ }
+
+ if ( this.w < min.w ) {
+
+ this.w = min.w;
+
+ } else if ( this.w > max.w ) {
+
+ this.w = max.w;
+
+ }
+
+ return this;
+
+ },
+
+ clampScalar: ( function () {
+
+ var min, max;
+
+ return function ( minVal, maxVal ) {
+
+ if ( min === undefined ) {
+
+ min = new THREE.Vector4();
+ max = new THREE.Vector4();
+
+ }
+
+ min.set( minVal, minVal, minVal, minVal );
+ max.set( maxVal, maxVal, maxVal, maxVal );
+
+ return this.clamp( min, max );
+
+ };
+
+ } )(),
+
+ floor: function () {
+
+ this.x = Math.floor( this.x );
+ this.y = Math.floor( this.y );
+ this.z = Math.floor( this.z );
+ this.w = Math.floor( this.w );
+
+ return this;
+
+ },
+
+ ceil: function () {
+
+ this.x = Math.ceil( this.x );
+ this.y = Math.ceil( this.y );
+ this.z = Math.ceil( this.z );
+ this.w = Math.ceil( this.w );
+
+ return this;
+
+ },
+
+ round: function () {
+
+ this.x = Math.round( this.x );
+ this.y = Math.round( this.y );
+ this.z = Math.round( this.z );
+ this.w = Math.round( this.w );
+
+ return this;
+
+ },
+
+ roundToZero: function () {
+
+ this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
+ this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
+ this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
+ this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
+
+ return this;
+
+ },
+
+ negate: function () {
+
+ return this.multiplyScalar( -1 );
+
+ },
+
+ dot: function ( v ) {
+
+ return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
+
+ },
+
+ lengthSq: function () {
+
+ return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
+
+ },
+
+ length: function () {
+
+ return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
+
+ },
+
+ lengthManhattan: function () {
+
+ return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
+
+ },
+
+ normalize: function () {
+
+ return this.divideScalar( this.length() );
+
+ },
+
+ setLength: function ( l ) {
+
+ var oldLength = this.length();
+
+ if ( oldLength !== 0 && l !== oldLength ) {
+
+ this.multiplyScalar( l / oldLength );
+
+ }
+
+ return this;
+
+ },
+
+ lerp: function ( v, alpha ) {
+
+ this.x += ( v.x - this.x ) * alpha;
+ this.y += ( v.y - this.y ) * alpha;
+ this.z += ( v.z - this.z ) * alpha;
+ this.w += ( v.w - this.w ) * alpha;
+
+ return this;
+
+ },
+
+ equals: function ( v ) {
+
+ return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
+
+ },
+
+ fromArray: function ( array ) {
+
+ this.x = array[ 0 ];
+ this.y = array[ 1 ];
+ this.z = array[ 2 ];
+ this.w = array[ 3 ];
+
+ return this;
+
+ },
+
+ toArray: function () {
+
+ return [ this.x, this.y, this.z, this.w ];
+
+ },
+
+ clone: function () {
+
+ return new THREE.Vector4( this.x, this.y, this.z, this.w );
+
+ }
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author WestLangley / http://github.com/WestLangley
+ * @author bhouston / http://exocortex.com
+ */
+
+THREE.Euler = function ( x, y, z, order ) {
+
+ this._x = x || 0;
+ this._y = y || 0;
+ this._z = z || 0;
+ this._order = order || THREE.Euler.DefaultOrder;
+
+};
+
+THREE.Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
+
+THREE.Euler.DefaultOrder = 'XYZ';
+
+THREE.Euler.prototype = {
+
+ constructor: THREE.Euler,
+
+ _x: 0, _y: 0, _z: 0, _order: THREE.Euler.DefaultOrder,
+
+ _quaternion: undefined,
+
+ _updateQuaternion: function () {
+
+ if ( this._quaternion !== undefined ) {
+
+ this._quaternion.setFromEuler( this, false );
+
+ }
+
+ },
+
+ get x () {
+
+ return this._x;
+
+ },
+
+ set x ( value ) {
+
+ this._x = value;
+ this._updateQuaternion();
+
+ },
+
+ get y () {
+
+ return this._y;
+
+ },
+
+ set y ( value ) {
+
+ this._y = value;
+ this._updateQuaternion();
+
+ },
+
+ get z () {
+
+ return this._z;
+
+ },
+
+ set z ( value ) {
+
+ this._z = value;
+ this._updateQuaternion();
+
+ },
+
+ get order () {
+
+ return this._order;
+
+ },
+
+ set order ( value ) {
+
+ this._order = value;
+ this._updateQuaternion();
+
+ },
+
+ set: function ( x, y, z, order ) {
+
+ this._x = x;
+ this._y = y;
+ this._z = z;
+ this._order = order || this._order;
+
+ this._updateQuaternion();
+
+ return this;
+
+ },
+
+ copy: function ( euler ) {
+
+ this._x = euler._x;
+ this._y = euler._y;
+ this._z = euler._z;
+ this._order = euler._order;
+
+ this._updateQuaternion();
+
+ return this;
+
+ },
+
+ setFromVector: function( v, order ) {
+
+ this._x = v.x;
+ this._y = v.y;
+ this._z = v.z;
+ this._order = order || this._order;
+
+ this._updateQuaternion();
+
+ return this;
+
+ },
+
+ setFromRotationMatrix: function ( m, order ) {
+
+ // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
+
+ // clamp, to handle numerical problems
+
+ function clamp( x ) {
+
+ return Math.min( Math.max( x, -1 ), 1 );
+
+ }
+
+ 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 ) );
+
+ 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 ) );
+
+ 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 ) );
+
+ 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 ) );
+
+ 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 ) );
+
+ 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 ) );
+
+ 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( 'WARNING: Euler.setFromRotationMatrix() given unsupported order: ' + order )
+
+ }
+
+ this._order = order;
+
+ this._updateQuaternion();
+
+ return this;
+
+ },
+
+ setFromQuaternion: function ( q, order, update ) {
+
+ // q is assumed to be normalized
+
+ // clamp, to handle numerical problems
+
+ function clamp( x ) {
+
+ return Math.min( Math.max( x, -1 ), 1 );
+
+ }
+
+ // http://www.mathworks.com/matlabcentral/fileexchange/20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/content/SpinCalc.m
+
+ var sqx = q.x * q.x;
+ var sqy = q.y * q.y;
+ var sqz = q.z * q.z;
+ var sqw = q.w * q.w;
+
+ order = order || this._order;
+
+ if ( order === 'XYZ' ) {
+
+ this._x = Math.atan2( 2 * ( q.x * q.w - q.y * q.z ), ( sqw - sqx - sqy + sqz ) );
+ this._y = Math.asin( clamp( 2 * ( q.x * q.z + q.y * q.w ) ) );
+ this._z = Math.atan2( 2 * ( q.z * q.w - q.x * q.y ), ( sqw + sqx - sqy - sqz ) );
+
+ } else if ( order === 'YXZ' ) {
+
+ this._x = Math.asin( clamp( 2 * ( q.x * q.w - q.y * q.z ) ) );
+ this._y = Math.atan2( 2 * ( q.x * q.z + q.y * q.w ), ( sqw - sqx - sqy + sqz ) );
+ this._z = Math.atan2( 2 * ( q.x * q.y + q.z * q.w ), ( sqw - sqx + sqy - sqz ) );
+
+ } else if ( order === 'ZXY' ) {
+
+ this._x = Math.asin( clamp( 2 * ( q.x * q.w + q.y * q.z ) ) );
+ this._y = Math.atan2( 2 * ( q.y * q.w - q.z * q.x ), ( sqw - sqx - sqy + sqz ) );
+ this._z = Math.atan2( 2 * ( q.z * q.w - q.x * q.y ), ( sqw - sqx + sqy - sqz ) );
+
+ } else if ( order === 'ZYX' ) {
+
+ this._x = Math.atan2( 2 * ( q.x * q.w + q.z * q.y ), ( sqw - sqx - sqy + sqz ) );
+ this._y = Math.asin( clamp( 2 * ( q.y * q.w - q.x * q.z ) ) );
+ this._z = Math.atan2( 2 * ( q.x * q.y + q.z * q.w ), ( sqw + sqx - sqy - sqz ) );
+
+ } else if ( order === 'YZX' ) {
+
+ this._x = Math.atan2( 2 * ( q.x * q.w - q.z * q.y ), ( sqw - sqx + sqy - sqz ) );
+ this._y = Math.atan2( 2 * ( q.y * q.w - q.x * q.z ), ( sqw + sqx - sqy - sqz ) );
+ this._z = Math.asin( clamp( 2 * ( q.x * q.y + q.z * q.w ) ) );
+
+ } else if ( order === 'XZY' ) {
+
+ this._x = Math.atan2( 2 * ( q.x * q.w + q.y * q.z ), ( sqw - sqx + sqy - sqz ) );
+ this._y = Math.atan2( 2 * ( q.x * q.z + q.y * q.w ), ( sqw + sqx - sqy - sqz ) );
+ this._z = Math.asin( clamp( 2 * ( q.z * q.w - q.x * q.y ) ) );
+
+ } else {
+
+ console.warn( 'WARNING: Euler.setFromQuaternion() given unsupported order: ' + order )
+
+ }
+
+ this._order = order;
+
+ if ( update !== false ) this._updateQuaternion();
+
+ return this;
+
+ },
+
+ reorder: function () {
+
+ // WARNING: this discards revolution information -bhouston
+
+ var q = new THREE.Quaternion();
+
+ return function ( newOrder ) {
+
+ q.setFromEuler( this );
+ this.setFromQuaternion( q, newOrder );
+
+ };
+
+
+ }(),
+
+ fromArray: function ( array ) {
+
+ this._x = array[ 0 ];
+ this._y = array[ 1 ];
+ this._z = array[ 2 ];
+ if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];
+
+ this._updateQuaternion();
+
+ return this;
+
+ },
+
+ toArray: function () {
+
+ return [ this._x, this._y, this._z, this._order ];
+
+ },
+
+ equals: function ( euler ) {
+
+ return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
+
+ },
+
+ clone: function () {
+
+ return new THREE.Euler( this._x, this._y, this._z, this._order );
+
+ }
+
+};
+/**
+ * @author bhouston / http://exocortex.com
+ */
+
+THREE.Line3 = function ( start, end ) {
+
+ this.start = ( start !== undefined ) ? start : new THREE.Vector3();
+ this.end = ( end !== undefined ) ? end : new THREE.Vector3();
+
+};
+
+THREE.Line3.prototype = {
+
+ constructor: THREE.Line3,
+
+ set: function ( start, end ) {
+
+ this.start.copy( start );
+ this.end.copy( end );
+
+ return this;
+
+ },
+
+ copy: function ( line ) {
+
+ this.start.copy( line.start );
+ this.end.copy( line.end );
+
+ return this;
+
+ },
+
+ center: function ( optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector3();
+ return result.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
+
+ },
+
+ delta: function ( optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector3();
+ return result.subVectors( this.end, this.start );
+
+ },
+
+ distanceSq: function () {
+
+ return this.start.distanceToSquared( this.end );
+
+ },
+
+ distance: function () {
+
+ return this.start.distanceTo( this.end );
+
+ },
+
+ at: function ( t, optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector3();
+
+ return this.delta( result ).multiplyScalar( t ).add( this.start );
+
+ },
+
+ closestPointToPointParameter: function() {
+
+ var startP = new THREE.Vector3();
+ var startEnd = new THREE.Vector3();
+
+ return function ( point, clampToLine ) {
+
+ startP.subVectors( point, this.start );
+ startEnd.subVectors( this.end, this.start );
+
+ var startEnd2 = startEnd.dot( startEnd );
+ var startEnd_startP = startEnd.dot( startP );
+
+ var t = startEnd_startP / startEnd2;
+
+ if ( clampToLine ) {
+
+ t = THREE.Math.clamp( t, 0, 1 );
+
+ }
+
+ return t;
+
+ };
+
+ }(),
+
+ closestPointToPoint: function ( point, clampToLine, optionalTarget ) {
+
+ var t = this.closestPointToPointParameter( point, clampToLine );
+
+ var result = optionalTarget || new THREE.Vector3();
+
+ return this.delta( result ).multiplyScalar( t ).add( this.start );
+
+ },
+
+ applyMatrix4: function ( matrix ) {
+
+ this.start.applyMatrix4( matrix );
+ this.end.applyMatrix4( matrix );
+
+ return this;
+
+ },
+
+ equals: function ( line ) {
+
+ return line.start.equals( this.start ) && line.end.equals( this.end );
+
+ },
+
+ clone: function () {
+
+ return new THREE.Line3().copy( this );
+
+ }
+
+};
+/**
+ * @author bhouston / http://exocortex.com
+ */
+
+THREE.Box2 = function ( min, max ) {
+
+ this.min = ( min !== undefined ) ? min : new THREE.Vector2( Infinity, Infinity );
+ this.max = ( max !== undefined ) ? max : new THREE.Vector2( -Infinity, -Infinity );
+
+};
+
+THREE.Box2.prototype = {
+
+ constructor: THREE.Box2,
+
+ set: function ( min, max ) {
+
+ this.min.copy( min );
+ this.max.copy( max );
+
+ return this;
+
+ },
+
+ setFromPoints: function ( points ) {
+
+ if ( points.length > 0 ) {
+
+ var point = points[ 0 ];
+
+ this.min.copy( point );
+ this.max.copy( point );
+
+ for ( var i = 1, il = points.length; i < il; i ++ ) {
+
+ point = points[ i ];
+
+ if ( point.x < this.min.x ) {
+
+ this.min.x = point.x;
+
+ } else if ( point.x > this.max.x ) {
+
+ this.max.x = point.x;
+
+ }
+
+ if ( point.y < this.min.y ) {
+
+ this.min.y = point.y;
+
+ } else if ( point.y > this.max.y ) {
+
+ this.max.y = point.y;
+
+ }
+
+ }
+
+ } else {
+
+ this.makeEmpty();
+
+ }
+
+ return this;
+
+ },
+
+ setFromCenterAndSize: function () {
+
+ var v1 = new THREE.Vector2();
+
+ return function ( center, size ) {
+
+ var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
+ this.min.copy( center ).sub( halfSize );
+ this.max.copy( center ).add( halfSize );
+
+ return this;
+
+ };
+
+ }(),
+
+ copy: function ( box ) {
+
+ this.min.copy( box.min );
+ this.max.copy( box.max );
+
+ return this;
+
+ },
+
+ makeEmpty: function () {
+
+ this.min.x = this.min.y = Infinity;
+ this.max.x = this.max.y = -Infinity;
+
+ return this;
+
+ },
+
+ empty: function () {
+
+ // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
+
+ return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
+
+ },
+
+ center: function ( optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector2();
+ return result.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
+
+ },
+
+ size: function ( optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector2();
+ return result.subVectors( this.max, this.min );
+
+ },
+
+ expandByPoint: function ( point ) {
+
+ this.min.min( point );
+ this.max.max( point );
+
+ return this;
+ },
+
+ expandByVector: function ( vector ) {
+
+ this.min.sub( vector );
+ this.max.add( vector );
+
+ return this;
+ },
+
+ expandByScalar: function ( scalar ) {
+
+ this.min.addScalar( -scalar );
+ this.max.addScalar( scalar );
+
+ return this;
+ },
+
+ containsPoint: function ( point ) {
+
+ if ( point.x < this.min.x || point.x > this.max.x ||
+ point.y < this.min.y || point.y > this.max.y ) {
+
+ return false;
+
+ }
+
+ return true;
+
+ },
+
+ containsBox: function ( box ) {
+
+ if ( ( this.min.x <= box.min.x ) && ( box.max.x <= this.max.x ) &&
+ ( this.min.y <= box.min.y ) && ( box.max.y <= this.max.y ) ) {
+
+ return true;
+
+ }
+
+ return false;
+
+ },
+
+ getParameter: function ( point, optionalTarget ) {
+
+ // This can potentially have a divide by zero if the box
+ // has a size dimension of 0.
+
+ var result = optionalTarget || new THREE.Vector2();
+
+ return result.set(
+ ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
+ ( point.y - this.min.y ) / ( this.max.y - this.min.y )
+ );
+
+ },
+
+ isIntersectionBox: function ( box ) {
+
+ // using 6 splitting planes to rule out intersections.
+
+ if ( box.max.x < this.min.x || box.min.x > this.max.x ||
+ box.max.y < this.min.y || box.min.y > this.max.y ) {
+
+ return false;
+
+ }
+
+ return true;
+
+ },
+
+ clampPoint: function ( point, optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector2();
+ return result.copy( point ).clamp( this.min, this.max );
+
+ },
+
+ distanceToPoint: function () {
+
+ var v1 = new THREE.Vector2();
+
+ return function ( point ) {
+
+ var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
+ return clampedPoint.sub( point ).length();
+
+ };
+
+ }(),
+
+ intersect: function ( box ) {
+
+ this.min.max( box.min );
+ this.max.min( box.max );
+
+ return this;
+
+ },
+
+ union: function ( box ) {
+
+ this.min.min( box.min );
+ this.max.max( box.max );
+
+ return this;
+
+ },
+
+ translate: function ( offset ) {
+
+ this.min.add( offset );
+ this.max.add( offset );
+
+ return this;
+
+ },
+
+ equals: function ( box ) {
+
+ return box.min.equals( this.min ) && box.max.equals( this.max );
+
+ },
+
+ clone: function () {
+
+ return new THREE.Box2().copy( this );
+
+ }
+
+};
+/**
+ * @author bhouston / http://exocortex.com
+ * @author WestLangley / http://github.com/WestLangley
+ */
+
+THREE.Box3 = function ( min, max ) {
+
+ this.min = ( min !== undefined ) ? min : new THREE.Vector3( Infinity, Infinity, Infinity );
+ this.max = ( max !== undefined ) ? max : new THREE.Vector3( -Infinity, -Infinity, -Infinity );
+
+};
+
+THREE.Box3.prototype = {
+
+ constructor: THREE.Box3,
+
+ set: function ( min, max ) {
+
+ this.min.copy( min );
+ this.max.copy( max );
+
+ return this;
+
+ },
+
+ addPoint: function ( point ) {
+
+ if ( point.x < this.min.x ) {
+
+ this.min.x = point.x;
+
+ } else if ( point.x > this.max.x ) {
+
+ this.max.x = point.x;
+
+ }
+
+ if ( point.y < this.min.y ) {
+
+ this.min.y = point.y;
+
+ } else if ( point.y > this.max.y ) {
+
+ this.max.y = point.y;
+
+ }
+
+ if ( point.z < this.min.z ) {
+
+ this.min.z = point.z;
+
+ } else if ( point.z > this.max.z ) {
+
+ this.max.z = point.z;
+
+ }
+
+ },
+
+ setFromPoints: function ( points ) {
+
+ if ( points.length > 0 ) {
+
+ var point = points[ 0 ];
+
+ this.min.copy( point );
+ this.max.copy( point );
+
+ for ( var i = 1, il = points.length; i < il; i ++ ) {
+
+ this.addPoint( points[ i ] )
+
+ }
+
+ } else {
+
+ this.makeEmpty();
+
+ }
+
+ return this;
+
+ },
+
+ setFromCenterAndSize: function() {
+
+ var v1 = new THREE.Vector3();
+
+ return function ( center, size ) {
+
+ var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
+
+ this.min.copy( center ).sub( halfSize );
+ this.max.copy( center ).add( halfSize );
+
+ return this;
+
+ };
+
+ }(),
+
+ setFromObject: function() {
+
+ // Computes the world-axis-aligned bounding box of an object (including its children),
+ // accounting for both the object's, and childrens', world transforms
+
+ var v1 = new THREE.Vector3();
+
+ return function( object ) {
+
+ var scope = this;
+
+ object.updateMatrixWorld( true );
+
+ this.makeEmpty();
+
+ object.traverse( function ( node ) {
+
+ if ( node.geometry !== undefined && node.geometry.vertices !== undefined ) {
+
+ var vertices = node.geometry.vertices;
+
+ for ( var i = 0, il = vertices.length; i < il; i++ ) {
+
+ v1.copy( vertices[ i ] );
+
+ v1.applyMatrix4( node.matrixWorld );
+
+ scope.expandByPoint( v1 );
+
+ }
+
+ }
+
+ } );
+
+ return this;
+
+ };
+
+ }(),
+
+ copy: function ( box ) {
+
+ this.min.copy( box.min );
+ this.max.copy( box.max );
+
+ return this;
+
+ },
+
+ makeEmpty: function () {
+
+ this.min.x = this.min.y = this.min.z = Infinity;
+ this.max.x = this.max.y = this.max.z = -Infinity;
+
+ return this;
+
+ },
+
+ empty: function () {
+
+ // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
+
+ return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
+
+ },
+
+ center: function ( optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector3();
+ return result.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
+
+ },
+
+ size: function ( optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector3();
+ return result.subVectors( this.max, this.min );
+
+ },
+
+ expandByPoint: function ( point ) {
+
+ this.min.min( point );
+ this.max.max( point );
+
+ return this;
+
+ },
+
+ expandByVector: function ( vector ) {
+
+ this.min.sub( vector );
+ this.max.add( vector );
+
+ return this;
+
+ },
+
+ expandByScalar: function ( scalar ) {
+
+ this.min.addScalar( -scalar );
+ this.max.addScalar( scalar );
+
+ return this;
+
+ },
+
+ containsPoint: function ( point ) {
+
+ if ( point.x < this.min.x || point.x > this.max.x ||
+ point.y < this.min.y || point.y > this.max.y ||
+ point.z < this.min.z || point.z > this.max.z ) {
+
+ return false;
+
+ }
+
+ return true;
+
+ },
+
+ containsBox: function ( box ) {
+
+ if ( ( this.min.x <= box.min.x ) && ( box.max.x <= this.max.x ) &&
+ ( this.min.y <= box.min.y ) && ( box.max.y <= this.max.y ) &&
+ ( this.min.z <= box.min.z ) && ( box.max.z <= this.max.z ) ) {
+
+ return true;
+
+ }
+
+ return false;
+
+ },
+
+ getParameter: function ( point, optionalTarget ) {
+
+ // This can potentially have a divide by zero if the box
+ // has a size dimension of 0.
+
+ var result = optionalTarget || new THREE.Vector3();
+
+ return result.set(
+ ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
+ ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
+ ( point.z - this.min.z ) / ( this.max.z - this.min.z )
+ );
+
+ },
+
+ isIntersectionBox: function ( box ) {
+
+ // using 6 splitting planes to rule out intersections.
+
+ if ( box.max.x < this.min.x || box.min.x > this.max.x ||
+ box.max.y < this.min.y || box.min.y > this.max.y ||
+ box.max.z < this.min.z || box.min.z > this.max.z ) {
+
+ return false;
+
+ }
+
+ return true;
+
+ },
+
+ clampPoint: function ( point, optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector3();
+ return result.copy( point ).clamp( this.min, this.max );
+
+ },
+
+ distanceToPoint: function() {
+
+ var v1 = new THREE.Vector3();
+
+ return function ( point ) {
+
+ var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
+ return clampedPoint.sub( point ).length();
+
+ };
+
+ }(),
+
+ getBoundingSphere: function() {
+
+ var v1 = new THREE.Vector3();
+
+ return function ( optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Sphere();
+
+ result.center = this.center();
+ result.radius = this.size( v1 ).length() * 0.5;
+
+ return result;
+
+ };
+
+ }(),
+
+ intersect: function ( box ) {
+
+ this.min.max( box.min );
+ this.max.min( box.max );
+
+ return this;
+
+ },
+
+ union: function ( box ) {
+
+ this.min.min( box.min );
+ this.max.max( box.max );
+
+ return this;
+
+ },
+
+ applyMatrix4: function() {
+
+ var points = [
+ new THREE.Vector3(),
+ new THREE.Vector3(),
+ new THREE.Vector3(),
+ new THREE.Vector3(),
+ new THREE.Vector3(),
+ new THREE.Vector3(),
+ new THREE.Vector3(),
+ new THREE.Vector3()
+ ];
+
+ return function ( matrix ) {
+
+ // NOTE: I am using a binary pattern to specify all 2^3 combinations below
+ points[0].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
+ points[1].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
+ points[2].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
+ points[3].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
+ points[4].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
+ points[5].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
+ points[6].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
+ points[7].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
+
+ this.makeEmpty();
+ this.setFromPoints( points );
+
+ return this;
+
+ };
+
+ }(),
+
+ translate: function ( offset ) {
+
+ this.min.add( offset );
+ this.max.add( offset );
+
+ return this;
+
+ },
+
+ equals: function ( box ) {
+
+ return box.min.equals( this.min ) && box.max.equals( this.max );
+
+ },
+
+ clone: function () {
+
+ return new THREE.Box3().copy( this );
+
+ }
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ * @author WestLangley / http://github.com/WestLangley
+ * @author bhouston / http://exocortex.com
+ */
+
+THREE.Matrix3 = function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
+
+ this.elements = new Float32Array(9);
+
+ this.set(
+
+ ( n11 !== undefined ) ? n11 : 1, n12 || 0, n13 || 0,
+ n21 || 0, ( n22 !== undefined ) ? n22 : 1, n23 || 0,
+ n31 || 0, n32 || 0, ( n33 !== undefined ) ? n33 : 1
+
+ );
+};
+
+THREE.Matrix3.prototype = {
+
+ constructor: THREE.Matrix3,
+
+ set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
+
+ var te = this.elements;
+
+ te[0] = n11; te[3] = n12; te[6] = n13;
+ te[1] = n21; te[4] = n22; te[7] = n23;
+ te[2] = n31; te[5] = n32; te[8] = n33;
+
+ return this;
+
+ },
+
+ identity: function () {
+
+ this.set(
+
+ 1, 0, 0,
+ 0, 1, 0,
+ 0, 0, 1
+
+ );
+
+ return this;
+
+ },
+
+ copy: function ( m ) {
+
+ var me = m.elements;
+
+ this.set(
+
+ me[0], me[3], me[6],
+ me[1], me[4], me[7],
+ me[2], me[5], me[8]
+
+ );
+
+ return this;
+
+ },
+
+ multiplyVector3: function ( vector ) {
+
+ console.warn( 'DEPRECATED: Matrix3\'s .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
+ return vector.applyMatrix3( this );
+
+ },
+
+ multiplyVector3Array: function() {
+
+ var v1 = new THREE.Vector3();
+
+ return function ( a ) {
+
+ for ( var i = 0, il = a.length; i < il; i += 3 ) {
+
+ v1.x = a[ i ];
+ v1.y = a[ i + 1 ];
+ v1.z = a[ i + 2 ];
+
+ v1.applyMatrix3(this);
+
+ a[ i ] = v1.x;
+ a[ i + 1 ] = v1.y;
+ a[ i + 2 ] = v1.z;
+
+ }
+
+ return a;
+
+ };
+
+ }(),
+
+ multiplyScalar: function ( s ) {
+
+ var te = this.elements;
+
+ te[0] *= s; te[3] *= s; te[6] *= s;
+ te[1] *= s; te[4] *= s; te[7] *= s;
+ te[2] *= s; te[5] *= s; te[8] *= s;
+
+ return this;
+
+ },
+
+ determinant: function () {
+
+ var te = this.elements;
+
+ var a = te[0], b = te[1], c = te[2],
+ d = te[3], e = te[4], f = te[5],
+ g = te[6], h = te[7], i = te[8];
+
+ return a*e*i - a*f*h - b*d*i + b*f*g + c*d*h - c*e*g;
+
+ },
+
+ getInverse: function ( matrix, throwOnInvertible ) {
+
+ // input: THREE.Matrix4
+ // ( based on http://code.google.com/p/webgl-mjs/ )
+
+ var me = matrix.elements;
+ var te = this.elements;
+
+ te[ 0 ] = me[10] * me[5] - me[6] * me[9];
+ te[ 1 ] = - me[10] * me[1] + me[2] * me[9];
+ te[ 2 ] = me[6] * me[1] - me[2] * me[5];
+ te[ 3 ] = - me[10] * me[4] + me[6] * me[8];
+ te[ 4 ] = me[10] * me[0] - me[2] * me[8];
+ te[ 5 ] = - me[6] * me[0] + me[2] * me[4];
+ te[ 6 ] = me[9] * me[4] - me[5] * me[8];
+ te[ 7 ] = - me[9] * me[0] + me[1] * me[8];
+ te[ 8 ] = me[5] * me[0] - me[1] * me[4];
+
+ var det = me[ 0 ] * te[ 0 ] + me[ 1 ] * te[ 3 ] + me[ 2 ] * te[ 6 ];
+
+ // no inverse
+
+ if ( det === 0 ) {
+
+ var msg = "Matrix3.getInverse(): can't invert matrix, determinant is 0";
+
+ if ( throwOnInvertible || false ) {
+
+ throw new Error( msg );
+
+ } else {
+
+ console.warn( msg );
+
+ }
+
+ this.identity();
+
+ return this;
+
+ }
+
+ this.multiplyScalar( 1.0 / det );
+
+ return this;
+
+ },
+
+ transpose: function () {
+
+ var tmp, m = this.elements;
+
+ tmp = m[1]; m[1] = m[3]; m[3] = tmp;
+ tmp = m[2]; m[2] = m[6]; m[6] = tmp;
+ tmp = m[5]; m[5] = m[7]; m[7] = tmp;
+
+ return this;
+
+ },
+
+ getNormalMatrix: function ( m ) {
+
+ // input: THREE.Matrix4
+
+ this.getInverse( m ).transpose();
+
+ return this;
+
+ },
+
+ transposeIntoArray: function ( r ) {
+
+ var m = this.elements;
+
+ r[ 0 ] = m[ 0 ];
+ r[ 1 ] = m[ 3 ];
+ r[ 2 ] = m[ 6 ];
+ r[ 3 ] = m[ 1 ];
+ r[ 4 ] = m[ 4 ];
+ r[ 5 ] = m[ 7 ];
+ r[ 6 ] = m[ 2 ];
+ r[ 7 ] = m[ 5 ];
+ r[ 8 ] = m[ 8 ];
+
+ return this;
+
+ },
+
+ fromArray: function ( array ) {
+
+ this.elements.set( array );
+
+ return this;
+
+ },
+
+ toArray: function () {
+
+ var te = this.elements;
+
+ return [
+ te[ 0 ], te[ 1 ], te[ 2 ],
+ te[ 3 ], te[ 4 ], te[ 5 ],
+ te[ 6 ], te[ 7 ], te[ 8 ]
+ ];
+
+ },
+
+ clone: function () {
+
+ var te = this.elements;
+
+ return new THREE.Matrix3(
+
+ te[0], te[3], te[6],
+ te[1], te[4], te[7],
+ te[2], te[5], te[8]
+
+ );
+
+ }
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author supereggbert / http://www.paulbrunt.co.uk/
+ * @author philogb / http://blog.thejit.org/
+ * @author jordi_ros / http://plattsoft.com
+ * @author D1plo1d / http://github.com/D1plo1d
+ * @author alteredq / http://alteredqualia.com/
+ * @author mikael emtinger / http://gomo.se/
+ * @author timknip / http://www.floorplanner.com/
+ * @author bhouston / http://exocortex.com
+ * @author WestLangley / http://github.com/WestLangley
+ */
+
+
+THREE.Matrix4 = function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
+
+ this.elements = new Float32Array( 16 );
+
+ // TODO: if n11 is undefined, then just set to identity, otherwise copy all other values into matrix
+ // we should not support semi specification of Matrix4, it is just weird.
+
+ var te = this.elements;
+
+ te[0] = ( n11 !== undefined ) ? n11 : 1; te[4] = n12 || 0; te[8] = n13 || 0; te[12] = n14 || 0;
+ te[1] = n21 || 0; te[5] = ( n22 !== undefined ) ? n22 : 1; te[9] = n23 || 0; te[13] = n24 || 0;
+ te[2] = n31 || 0; te[6] = n32 || 0; te[10] = ( n33 !== undefined ) ? n33 : 1; te[14] = n34 || 0;
+ te[3] = n41 || 0; te[7] = n42 || 0; te[11] = n43 || 0; te[15] = ( n44 !== undefined ) ? n44 : 1;
+
+};
+
+THREE.Matrix4.prototype = {
+
+ constructor: THREE.Matrix4,
+
+ set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
+
+ var te = this.elements;
+
+ te[0] = n11; te[4] = n12; te[8] = n13; te[12] = n14;
+ te[1] = n21; te[5] = n22; te[9] = n23; te[13] = n24;
+ te[2] = n31; te[6] = n32; te[10] = n33; te[14] = n34;
+ te[3] = n41; te[7] = n42; te[11] = n43; te[15] = n44;
+
+ return this;
+
+ },
+
+ identity: function () {
+
+ this.set(
+
+ 1, 0, 0, 0,
+ 0, 1, 0, 0,
+ 0, 0, 1, 0,
+ 0, 0, 0, 1
+
+ );
+
+ return this;
+
+ },
+
+ copy: function ( m ) {
+
+ this.elements.set( m.elements );
+
+ return this;
+
+ },
+
+ extractPosition: function ( m ) {
+
+ console.warn( 'DEPRECATED: Matrix4\'s .extractPosition() has been renamed to .copyPosition().' );
+ return this.copyPosition( m );
+
+ },
+
+ copyPosition: function ( m ) {
+
+ var te = this.elements;
+ var me = m.elements;
+
+ te[12] = me[12];
+ te[13] = me[13];
+ te[14] = me[14];
+
+ return this;
+
+ },
+
+ extractRotation: function () {
+
+ var v1 = new THREE.Vector3();
+
+ return function ( m ) {
+
+ var te = this.elements;
+ var me = m.elements;
+
+ var scaleX = 1 / v1.set( me[0], me[1], me[2] ).length();
+ var scaleY = 1 / v1.set( me[4], me[5], me[6] ).length();
+ var scaleZ = 1 / v1.set( me[8], me[9], me[10] ).length();
+
+ te[0] = me[0] * scaleX;
+ te[1] = me[1] * scaleX;
+ te[2] = me[2] * scaleX;
+
+ te[4] = me[4] * scaleY;
+ te[5] = me[5] * scaleY;
+ te[6] = me[6] * scaleY;
+
+ te[8] = me[8] * scaleZ;
+ te[9] = me[9] * scaleZ;
+ te[10] = me[10] * scaleZ;
+
+ return this;
+
+ };
+
+ }(),
+
+ makeRotationFromEuler: function ( euler ) {
+
+ if ( euler instanceof THREE.Euler === false ) {
+
+ console.error( 'ERROR: Matrix\'s .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order. Please update your code.' );
+
+ }
+
+ var te = this.elements;
+
+ var x = euler.x, y = euler.y, z = euler.z;
+ var a = Math.cos( x ), b = Math.sin( x );
+ var c = Math.cos( y ), d = Math.sin( y );
+ var e = Math.cos( z ), f = Math.sin( z );
+
+ if ( euler.order === 'XYZ' ) {
+
+ var ae = a * e, af = a * f, be = b * e, bf = b * f;
+
+ te[0] = c * e;
+ te[4] = - c * f;
+ te[8] = d;
+
+ te[1] = af + be * d;
+ te[5] = ae - bf * d;
+ te[9] = - b * c;
+
+ te[2] = bf - ae * d;
+ te[6] = be + af * d;
+ te[10] = a * c;
+
+ } else if ( euler.order === 'YXZ' ) {
+
+ var ce = c * e, cf = c * f, de = d * e, df = d * f;
+
+ te[0] = ce + df * b;
+ te[4] = de * b - cf;
+ te[8] = a * d;
+
+ te[1] = a * f;
+ te[5] = a * e;
+ te[9] = - b;
+
+ te[2] = cf * b - de;
+ te[6] = df + ce * b;
+ te[10] = a * c;
+
+ } else if ( euler.order === 'ZXY' ) {
+
+ var ce = c * e, cf = c * f, de = d * e, df = d * f;
+
+ te[0] = ce - df * b;
+ te[4] = - a * f;
+ te[8] = de + cf * b;
+
+ te[1] = cf + de * b;
+ te[5] = a * e;
+ te[9] = df - ce * b;
+
+ te[2] = - a * d;
+ te[6] = b;
+ te[10] = a * c;
+
+ } else if ( euler.order === 'ZYX' ) {
+
+ var ae = a * e, af = a * f, be = b * e, bf = b * f;
+
+ te[0] = c * e;
+ te[4] = be * d - af;
+ te[8] = ae * d + bf;
+
+ te[1] = c * f;
+ te[5] = bf * d + ae;
+ te[9] = af * d - be;
+
+ te[2] = - d;
+ te[6] = b * c;
+ te[10] = a * c;
+
+ } else if ( euler.order === 'YZX' ) {
+
+ var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
+
+ te[0] = c * e;
+ te[4] = bd - ac * f;
+ te[8] = bc * f + ad;
+
+ te[1] = f;
+ te[5] = a * e;
+ te[9] = - b * e;
+
+ te[2] = - d * e;
+ te[6] = ad * f + bc;
+ te[10] = ac - bd * f;
+
+ } else if ( euler.order === 'XZY' ) {
+
+ var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
+
+ te[0] = c * e;
+ te[4] = - f;
+ te[8] = d * e;
+
+ te[1] = ac * f + bd;
+ te[5] = a * e;
+ te[9] = ad * f - bc;
+
+ te[2] = bc * f - ad;
+ te[6] = b * e;
+ te[10] = bd * f + ac;
+
+ }
+
+ // last column
+ te[3] = 0;
+ te[7] = 0;
+ te[11] = 0;
+
+ // bottom row
+ te[12] = 0;
+ te[13] = 0;
+ te[14] = 0;
+ te[15] = 1;
+
+ return this;
+
+ },
+
+ setRotationFromQuaternion: function ( q ) {
+
+ console.warn( 'DEPRECATED: Matrix4\'s .setRotationFromQuaternion() has been deprecated in favor of makeRotationFromQuaternion. Please update your code.' );
+
+ return this.makeRotationFromQuaternion( q );
+
+ },
+
+ makeRotationFromQuaternion: function ( q ) {
+
+ var te = this.elements;
+
+ var x = q.x, y = q.y, z = q.z, w = q.w;
+ var x2 = x + x, y2 = y + y, z2 = z + z;
+ var xx = x * x2, xy = x * y2, xz = x * z2;
+ var yy = y * y2, yz = y * z2, zz = z * z2;
+ var wx = w * x2, wy = w * y2, wz = w * z2;
+
+ te[0] = 1 - ( yy + zz );
+ te[4] = xy - wz;
+ te[8] = xz + wy;
+
+ te[1] = xy + wz;
+ te[5] = 1 - ( xx + zz );
+ te[9] = yz - wx;
+
+ te[2] = xz - wy;
+ te[6] = yz + wx;
+ te[10] = 1 - ( xx + yy );
+
+ // last column
+ te[3] = 0;
+ te[7] = 0;
+ te[11] = 0;
+
+ // bottom row
+ te[12] = 0;
+ te[13] = 0;
+ te[14] = 0;
+ te[15] = 1;
+
+ return this;
+
+ },
+
+ lookAt: function() {
+
+ var x = new THREE.Vector3();
+ var y = new THREE.Vector3();
+ var z = new THREE.Vector3();
+
+ return function ( eye, target, up ) {
+
+ var te = this.elements;
+
+ z.subVectors( eye, target ).normalize();
+
+ if ( z.length() === 0 ) {
+
+ z.z = 1;
+
+ }
+
+ x.crossVectors( up, z ).normalize();
+
+ if ( x.length() === 0 ) {
+
+ z.x += 0.0001;
+ x.crossVectors( up, z ).normalize();
+
+ }
+
+ y.crossVectors( z, x );
+
+
+ te[0] = x.x; te[4] = y.x; te[8] = z.x;
+ te[1] = x.y; te[5] = y.y; te[9] = z.y;
+ te[2] = x.z; te[6] = y.z; te[10] = z.z;
+
+ return this;
+
+ };
+
+ }(),
+
+ multiply: function ( m, n ) {
+
+ if ( n !== undefined ) {
+
+ console.warn( 'DEPRECATED: Matrix4\'s .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
+ return this.multiplyMatrices( m, n );
+
+ }
+
+ return this.multiplyMatrices( this, m );
+
+ },
+
+ multiplyMatrices: function ( a, b ) {
+
+ var ae = a.elements;
+ var be = b.elements;
+ var te = this.elements;
+
+ var a11 = ae[0], a12 = ae[4], a13 = ae[8], a14 = ae[12];
+ var a21 = ae[1], a22 = ae[5], a23 = ae[9], a24 = ae[13];
+ var a31 = ae[2], a32 = ae[6], a33 = ae[10], a34 = ae[14];
+ var a41 = ae[3], a42 = ae[7], a43 = ae[11], a44 = ae[15];
+
+ var b11 = be[0], b12 = be[4], b13 = be[8], b14 = be[12];
+ var b21 = be[1], b22 = be[5], b23 = be[9], b24 = be[13];
+ var b31 = be[2], b32 = be[6], b33 = be[10], b34 = be[14];
+ var b41 = be[3], b42 = be[7], b43 = be[11], b44 = be[15];
+
+ te[0] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
+ te[4] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
+ te[8] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
+ te[12] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
+
+ te[1] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
+ te[5] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
+ te[9] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
+ te[13] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
+
+ te[2] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
+ te[6] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
+ te[10] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
+ te[14] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
+
+ te[3] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
+ te[7] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
+ te[11] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
+ te[15] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
+
+ return this;
+
+ },
+
+ multiplyToArray: function ( a, b, r ) {
+
+ var te = this.elements;
+
+ this.multiplyMatrices( a, b );
+
+ r[ 0 ] = te[0]; r[ 1 ] = te[1]; r[ 2 ] = te[2]; r[ 3 ] = te[3];
+ r[ 4 ] = te[4]; r[ 5 ] = te[5]; r[ 6 ] = te[6]; r[ 7 ] = te[7];
+ r[ 8 ] = te[8]; r[ 9 ] = te[9]; r[ 10 ] = te[10]; r[ 11 ] = te[11];
+ r[ 12 ] = te[12]; r[ 13 ] = te[13]; r[ 14 ] = te[14]; r[ 15 ] = te[15];
+
+ return this;
+
+ },
+
+ multiplyScalar: function ( s ) {
+
+ var te = this.elements;
+
+ te[0] *= s; te[4] *= s; te[8] *= s; te[12] *= s;
+ te[1] *= s; te[5] *= s; te[9] *= s; te[13] *= s;
+ te[2] *= s; te[6] *= s; te[10] *= s; te[14] *= s;
+ te[3] *= s; te[7] *= s; te[11] *= s; te[15] *= s;
+
+ return this;
+
+ },
+
+ multiplyVector3: function ( vector ) {
+
+ console.warn( 'DEPRECATED: Matrix4\'s .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) or vector.applyProjection( matrix ) instead.' );
+ return vector.applyProjection( this );
+
+ },
+
+ multiplyVector4: function ( vector ) {
+
+ console.warn( 'DEPRECATED: Matrix4\'s .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
+ return vector.applyMatrix4( this );
+
+ },
+
+ multiplyVector3Array: function() {
+
+ var v1 = new THREE.Vector3();
+
+ return function ( a ) {
+
+ for ( var i = 0, il = a.length; i < il; i += 3 ) {
+
+ v1.x = a[ i ];
+ v1.y = a[ i + 1 ];
+ v1.z = a[ i + 2 ];
+
+ v1.applyProjection( this );
+
+ a[ i ] = v1.x;
+ a[ i + 1 ] = v1.y;
+ a[ i + 2 ] = v1.z;
+
+ }
+
+ return a;
+
+ };
+
+ }(),
+
+ rotateAxis: function ( v ) {
+
+ console.warn( 'DEPRECATED: Matrix4\'s .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
+
+ v.transformDirection( this );
+
+ },
+
+ crossVector: function ( vector ) {
+
+ console.warn( 'DEPRECATED: Matrix4\'s .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
+ return vector.applyMatrix4( this );
+
+ },
+
+ determinant: function () {
+
+ var te = this.elements;
+
+ var n11 = te[0], n12 = te[4], n13 = te[8], n14 = te[12];
+ var n21 = te[1], n22 = te[5], n23 = te[9], n24 = te[13];
+ var n31 = te[2], n32 = te[6], n33 = te[10], n34 = te[14];
+ var n41 = te[3], n42 = te[7], n43 = te[11], n44 = te[15];
+
+ //TODO: make this more efficient
+ //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
+
+ return (
+ n41 * (
+ +n14 * n23 * n32
+ -n13 * n24 * n32
+ -n14 * n22 * n33
+ +n12 * n24 * n33
+ +n13 * n22 * n34
+ -n12 * n23 * n34
+ ) +
+ n42 * (
+ +n11 * n23 * n34
+ -n11 * n24 * n33
+ +n14 * n21 * n33
+ -n13 * n21 * n34
+ +n13 * n24 * n31
+ -n14 * n23 * n31
+ ) +
+ n43 * (
+ +n11 * n24 * n32
+ -n11 * n22 * n34
+ -n14 * n21 * n32
+ +n12 * n21 * n34
+ +n14 * n22 * n31
+ -n12 * n24 * n31
+ ) +
+ n44 * (
+ -n13 * n22 * n31
+ -n11 * n23 * n32
+ +n11 * n22 * n33
+ +n13 * n21 * n32
+ -n12 * n21 * n33
+ +n12 * n23 * n31
+ )
+
+ );
+
+ },
+
+ transpose: function () {
+
+ var te = this.elements;
+ var tmp;
+
+ tmp = te[1]; te[1] = te[4]; te[4] = tmp;
+ tmp = te[2]; te[2] = te[8]; te[8] = tmp;
+ tmp = te[6]; te[6] = te[9]; te[9] = tmp;
+
+ tmp = te[3]; te[3] = te[12]; te[12] = tmp;
+ tmp = te[7]; te[7] = te[13]; te[13] = tmp;
+ tmp = te[11]; te[11] = te[14]; te[14] = tmp;
+
+ return this;
+
+ },
+
+ flattenToArray: function ( flat ) {
+
+ var te = this.elements;
+ flat[ 0 ] = te[0]; flat[ 1 ] = te[1]; flat[ 2 ] = te[2]; flat[ 3 ] = te[3];
+ flat[ 4 ] = te[4]; flat[ 5 ] = te[5]; flat[ 6 ] = te[6]; flat[ 7 ] = te[7];
+ flat[ 8 ] = te[8]; flat[ 9 ] = te[9]; flat[ 10 ] = te[10]; flat[ 11 ] = te[11];
+ flat[ 12 ] = te[12]; flat[ 13 ] = te[13]; flat[ 14 ] = te[14]; flat[ 15 ] = te[15];
+
+ return flat;
+
+ },
+
+ flattenToArrayOffset: function( flat, offset ) {
+
+ var te = this.elements;
+ flat[ offset ] = te[0];
+ flat[ offset + 1 ] = te[1];
+ flat[ offset + 2 ] = te[2];
+ flat[ offset + 3 ] = te[3];
+
+ flat[ offset + 4 ] = te[4];
+ flat[ offset + 5 ] = te[5];
+ flat[ offset + 6 ] = te[6];
+ flat[ offset + 7 ] = te[7];
+
+ flat[ offset + 8 ] = te[8];
+ flat[ offset + 9 ] = te[9];
+ flat[ offset + 10 ] = te[10];
+ flat[ offset + 11 ] = te[11];
+
+ flat[ offset + 12 ] = te[12];
+ flat[ offset + 13 ] = te[13];
+ flat[ offset + 14 ] = te[14];
+ flat[ offset + 15 ] = te[15];
+
+ return flat;
+
+ },
+
+ getPosition: function() {
+
+ var v1 = new THREE.Vector3();
+
+ return function () {
+
+ console.warn( 'DEPRECATED: Matrix4\'s .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
+
+ var te = this.elements;
+ return v1.set( te[12], te[13], te[14] );
+
+ };
+
+ }(),
+
+ setPosition: function ( v ) {
+
+ var te = this.elements;
+
+ te[12] = v.x;
+ te[13] = v.y;
+ te[14] = v.z;
+
+ return this;
+
+ },
+
+ getInverse: function ( m, throwOnInvertible ) {
+
+ // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
+ var te = this.elements;
+ var me = m.elements;
+
+ var n11 = me[0], n12 = me[4], n13 = me[8], n14 = me[12];
+ var n21 = me[1], n22 = me[5], n23 = me[9], n24 = me[13];
+ var n31 = me[2], n32 = me[6], n33 = me[10], n34 = me[14];
+ var n41 = me[3], n42 = me[7], n43 = me[11], n44 = me[15];
+
+ te[0] = n23*n34*n42 - n24*n33*n42 + n24*n32*n43 - n22*n34*n43 - n23*n32*n44 + n22*n33*n44;
+ te[4] = n14*n33*n42 - n13*n34*n42 - n14*n32*n43 + n12*n34*n43 + n13*n32*n44 - n12*n33*n44;
+ te[8] = n13*n24*n42 - n14*n23*n42 + n14*n22*n43 - n12*n24*n43 - n13*n22*n44 + n12*n23*n44;
+ te[12] = n14*n23*n32 - n13*n24*n32 - n14*n22*n33 + n12*n24*n33 + n13*n22*n34 - n12*n23*n34;
+ te[1] = n24*n33*n41 - n23*n34*n41 - n24*n31*n43 + n21*n34*n43 + n23*n31*n44 - n21*n33*n44;
+ te[5] = n13*n34*n41 - n14*n33*n41 + n14*n31*n43 - n11*n34*n43 - n13*n31*n44 + n11*n33*n44;
+ te[9] = n14*n23*n41 - n13*n24*n41 - n14*n21*n43 + n11*n24*n43 + n13*n21*n44 - n11*n23*n44;
+ te[13] = n13*n24*n31 - n14*n23*n31 + n14*n21*n33 - n11*n24*n33 - n13*n21*n34 + n11*n23*n34;
+ te[2] = n22*n34*n41 - n24*n32*n41 + n24*n31*n42 - n21*n34*n42 - n22*n31*n44 + n21*n32*n44;
+ te[6] = n14*n32*n41 - n12*n34*n41 - n14*n31*n42 + n11*n34*n42 + n12*n31*n44 - n11*n32*n44;
+ te[10] = n12*n24*n41 - n14*n22*n41 + n14*n21*n42 - n11*n24*n42 - n12*n21*n44 + n11*n22*n44;
+ te[14] = n14*n22*n31 - n12*n24*n31 - n14*n21*n32 + n11*n24*n32 + n12*n21*n34 - n11*n22*n34;
+ te[3] = n23*n32*n41 - n22*n33*n41 - n23*n31*n42 + n21*n33*n42 + n22*n31*n43 - n21*n32*n43;
+ te[7] = n12*n33*n41 - n13*n32*n41 + n13*n31*n42 - n11*n33*n42 - n12*n31*n43 + n11*n32*n43;
+ te[11] = n13*n22*n41 - n12*n23*n41 - n13*n21*n42 + n11*n23*n42 + n12*n21*n43 - n11*n22*n43;
+ te[15] = n12*n23*n31 - n13*n22*n31 + n13*n21*n32 - n11*n23*n32 - n12*n21*n33 + n11*n22*n33;
+
+ var det = n11 * te[ 0 ] + n21 * te[ 4 ] + n31 * te[ 8 ] + n41 * te[ 12 ];
+
+ if ( det == 0 ) {
+
+ var msg = "Matrix4.getInverse(): can't invert matrix, determinant is 0";
+
+ if ( throwOnInvertible || false ) {
+
+ throw new Error( msg );
+
+ } else {
+
+ console.warn( msg );
+
+ }
+
+ this.identity();
+
+ return this;
+ }
+
+ this.multiplyScalar( 1 / det );
+
+ return this;
+
+ },
+
+ translate: function ( v ) {
+
+ console.warn( 'DEPRECATED: Matrix4\'s .translate() has been removed.');
+
+ },
+
+ rotateX: function ( angle ) {
+
+ console.warn( 'DEPRECATED: Matrix4\'s .rotateX() has been removed.');
+
+ },
+
+ rotateY: function ( angle ) {
+
+ console.warn( 'DEPRECATED: Matrix4\'s .rotateY() has been removed.');
+
+ },
+
+ rotateZ: function ( angle ) {
+
+ console.warn( 'DEPRECATED: Matrix4\'s .rotateZ() has been removed.');
+
+ },
+
+ rotateByAxis: function ( axis, angle ) {
+
+ console.warn( 'DEPRECATED: Matrix4\'s .rotateByAxis() has been removed.');
+
+ },
+
+ scale: function ( v ) {
+
+ var te = this.elements;
+ var x = v.x, y = v.y, z = v.z;
+
+ te[0] *= x; te[4] *= y; te[8] *= z;
+ te[1] *= x; te[5] *= y; te[9] *= z;
+ te[2] *= x; te[6] *= y; te[10] *= z;
+ te[3] *= x; te[7] *= y; te[11] *= z;
+
+ return this;
+
+ },
+
+ getMaxScaleOnAxis: function () {
+
+ var te = this.elements;
+
+ var scaleXSq = te[0] * te[0] + te[1] * te[1] + te[2] * te[2];
+ var scaleYSq = te[4] * te[4] + te[5] * te[5] + te[6] * te[6];
+ var scaleZSq = te[8] * te[8] + te[9] * te[9] + te[10] * te[10];
+
+ return Math.sqrt( Math.max( scaleXSq, Math.max( scaleYSq, scaleZSq ) ) );
+
+ },
+
+ makeTranslation: function ( x, y, z ) {
+
+ this.set(
+
+ 1, 0, 0, x,
+ 0, 1, 0, y,
+ 0, 0, 1, z,
+ 0, 0, 0, 1
+
+ );
+
+ return this;
+
+ },
+
+ makeRotationX: function ( theta ) {
+
+ var c = Math.cos( theta ), s = Math.sin( theta );
+
+ this.set(
+
+ 1, 0, 0, 0,
+ 0, c, -s, 0,
+ 0, s, c, 0,
+ 0, 0, 0, 1
+
+ );
+
+ return this;
+
+ },
+
+ makeRotationY: function ( theta ) {
+
+ var c = Math.cos( theta ), s = Math.sin( theta );
+
+ this.set(
+
+ c, 0, s, 0,
+ 0, 1, 0, 0,
+ -s, 0, c, 0,
+ 0, 0, 0, 1
+
+ );
+
+ return this;
+
+ },
+
+ makeRotationZ: function ( theta ) {
+
+ var c = Math.cos( theta ), s = Math.sin( theta );
+
+ this.set(
+
+ c, -s, 0, 0,
+ s, c, 0, 0,
+ 0, 0, 1, 0,
+ 0, 0, 0, 1
+
+ );
+
+ return this;
+
+ },
+
+ makeRotationAxis: function ( axis, angle ) {
+
+ // Based on http://www.gamedev.net/reference/articles/article1199.asp
+
+ var c = Math.cos( angle );
+ var s = Math.sin( angle );
+ var t = 1 - c;
+ var x = axis.x, y = axis.y, z = axis.z;
+ var tx = t * x, ty = t * y;
+
+ this.set(
+
+ tx * x + c, tx * y - s * z, tx * z + s * y, 0,
+ tx * y + s * z, ty * y + c, ty * z - s * x, 0,
+ tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
+ 0, 0, 0, 1
+
+ );
+
+ return this;
+
+ },
+
+ makeScale: function ( x, y, z ) {
+
+ this.set(
+
+ x, 0, 0, 0,
+ 0, y, 0, 0,
+ 0, 0, z, 0,
+ 0, 0, 0, 1
+
+ );
+
+ return this;
+
+ },
+
+ compose: function ( position, quaternion, scale ) {
+
+ this.makeRotationFromQuaternion( quaternion );
+ this.scale( scale );
+ this.setPosition( position );
+
+ return this;
+
+ },
+
+ decompose: function () {
+
+ var vector = new THREE.Vector3();
+ var matrix = new THREE.Matrix4();
+
+ return function ( position, quaternion, scale ) {
+
+ var te = this.elements;
+
+ var sx = vector.set( te[0], te[1], te[2] ).length();
+ var sy = vector.set( te[4], te[5], te[6] ).length();
+ var sz = vector.set( te[8], te[9], te[10] ).length();
+
+ // if determine is negative, we need to invert one scale
+ var det = this.determinant();
+ if( det < 0 ) {
+ sx = -sx;
+ }
+
+ position.x = te[12];
+ position.y = te[13];
+ position.z = te[14];
+
+ // scale the rotation part
+
+ matrix.elements.set( this.elements ); // at this point matrix is incomplete so we can't use .copy()
+
+ var invSX = 1 / sx;
+ var invSY = 1 / sy;
+ var invSZ = 1 / sz;
+
+ matrix.elements[0] *= invSX;
+ matrix.elements[1] *= invSX;
+ matrix.elements[2] *= invSX;
+
+ matrix.elements[4] *= invSY;
+ matrix.elements[5] *= invSY;
+ matrix.elements[6] *= invSY;
+
+ matrix.elements[8] *= invSZ;
+ matrix.elements[9] *= invSZ;
+ matrix.elements[10] *= invSZ;
+
+ quaternion.setFromRotationMatrix( matrix );
+
+ scale.x = sx;
+ scale.y = sy;
+ scale.z = sz;
+
+ return this;
+
+ };
+
+ }(),
+
+ makeFrustum: function ( left, right, bottom, top, near, far ) {
+
+ var te = this.elements;
+ var x = 2 * near / ( right - left );
+ var y = 2 * near / ( top - bottom );
+
+ var a = ( right + left ) / ( right - left );
+ var b = ( top + bottom ) / ( top - bottom );
+ var c = - ( far + near ) / ( far - near );
+ var d = - 2 * far * near / ( far - near );
+
+ te[0] = x; te[4] = 0; te[8] = a; te[12] = 0;
+ te[1] = 0; te[5] = y; te[9] = b; te[13] = 0;
+ te[2] = 0; te[6] = 0; te[10] = c; te[14] = d;
+ te[3] = 0; te[7] = 0; te[11] = - 1; te[15] = 0;
+
+ return this;
+
+ },
+
+ makePerspective: function ( fov, aspect, near, far ) {
+
+ var ymax = near * Math.tan( THREE.Math.degToRad( fov * 0.5 ) );
+ var ymin = - ymax;
+ var xmin = ymin * aspect;
+ var xmax = ymax * aspect;
+
+ return this.makeFrustum( xmin, xmax, ymin, ymax, near, far );
+
+ },
+
+ makeOrthographic: function ( left, right, top, bottom, near, far ) {
+
+ var te = this.elements;
+ var w = right - left;
+ var h = top - bottom;
+ var p = far - near;
+
+ var x = ( right + left ) / w;
+ var y = ( top + bottom ) / h;
+ var z = ( far + near ) / p;
+
+ te[0] = 2 / w; te[4] = 0; te[8] = 0; te[12] = -x;
+ te[1] = 0; te[5] = 2 / h; te[9] = 0; te[13] = -y;
+ te[2] = 0; te[6] = 0; te[10] = -2/p; te[14] = -z;
+ te[3] = 0; te[7] = 0; te[11] = 0; te[15] = 1;
+
+ return this;
+
+ },
+
+ fromArray: function ( array ) {
+
+ this.elements.set( array );
+
+ return this;
+
+ },
+
+ toArray: function () {
+
+ var te = this.elements;
+
+ return [
+ te[ 0 ], te[ 1 ], te[ 2 ], te[ 3 ],
+ te[ 4 ], te[ 5 ], te[ 6 ], te[ 7 ],
+ te[ 8 ], te[ 9 ], te[ 10 ], te[ 11 ],
+ te[ 12 ], te[ 13 ], te[ 14 ], te[ 15 ]
+ ];
+
+ },
+
+ clone: function () {
+
+ var te = this.elements;
+
+ return new THREE.Matrix4(
+
+ te[0], te[4], te[8], te[12],
+ te[1], te[5], te[9], te[13],
+ te[2], te[6], te[10], te[14],
+ te[3], te[7], te[11], te[15]
+
+ );
+
+ }
+
+};
+/**
+ * @author bhouston / http://exocortex.com
+ */
+
+THREE.Ray = function ( origin, direction ) {
+
+ this.origin = ( origin !== undefined ) ? origin : new THREE.Vector3();
+ this.direction = ( direction !== undefined ) ? direction : new THREE.Vector3();
+
+};
+
+THREE.Ray.prototype = {
+
+ constructor: THREE.Ray,
+
+ set: function ( origin, direction ) {
+
+ this.origin.copy( origin );
+ this.direction.copy( direction );
+
+ return this;
+
+ },
+
+ copy: function ( ray ) {
+
+ this.origin.copy( ray.origin );
+ this.direction.copy( ray.direction );
+
+ return this;
+
+ },
+
+ at: function ( t, optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector3();
+
+ return result.copy( this.direction ).multiplyScalar( t ).add( this.origin );
+
+ },
+
+ recast: function () {
+
+ var v1 = new THREE.Vector3();
+
+ return function ( t ) {
+
+ this.origin.copy( this.at( t, v1 ) );
+
+ return this;
+
+ };
+
+ }(),
+
+ closestPointToPoint: function ( point, optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector3();
+ result.subVectors( point, this.origin );
+ var directionDistance = result.dot( this.direction );
+
+ if ( directionDistance < 0 ) {
+
+ return result.copy( this.origin );
+
+ }
+
+ return result.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
+
+ },
+
+ distanceToPoint: function () {
+
+ var v1 = new THREE.Vector3();
+
+ return function ( point ) {
+
+ var directionDistance = v1.subVectors( point, this.origin ).dot( this.direction );
+
+ // point behind the ray
+
+ if ( directionDistance < 0 ) {
+
+ return this.origin.distanceTo( point );
+
+ }
+
+ v1.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
+
+ return v1.distanceTo( point );
+
+ };
+
+ }(),
+
+ distanceSqToSegment: function( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
+
+ // from http://www.geometrictools.com/LibMathematics/Distance/Wm5DistRay3Segment3.cpp
+ // It returns the min distance between the ray and the segment
+ // defined by v0 and v1
+ // It can also set two optional targets :
+ // - The closest point on the ray
+ // - The closest point on the segment
+
+ var segCenter = v0.clone().add( v1 ).multiplyScalar( 0.5 );
+ var segDir = v1.clone().sub( v0 ).normalize();
+ var segExtent = v0.distanceTo( v1 ) * 0.5;
+ var diff = this.origin.clone().sub( segCenter );
+ var a01 = - this.direction.dot( segDir );
+ var b0 = diff.dot( this.direction );
+ var b1 = - diff.dot( segDir );
+ var c = diff.lengthSq();
+ var det = Math.abs( 1 - a01 * a01 );
+ var s0, s1, sqrDist, extDet;
+
+ if ( det >= 0 ) {
+
+ // The ray and segment are not parallel.
+
+ s0 = a01 * b1 - b0;
+ s1 = a01 * b0 - b1;
+ extDet = segExtent * det;
+
+ if ( s0 >= 0 ) {
+
+ if ( s1 >= - extDet ) {
+
+ if ( s1 <= extDet ) {
+
+ // region 0
+ // Minimum at interior points of ray and segment.
+
+ var invDet = 1 / det;
+ s0 *= invDet;
+ s1 *= invDet;
+ sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
+
+ } else {
+
+ // region 1
+
+ s1 = segExtent;
+ s0 = Math.max( 0, - ( a01 * s1 + b0) );
+ sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
+
+ }
+
+ } else {
+
+ // region 5
+
+ s1 = - segExtent;
+ s0 = Math.max( 0, - ( a01 * s1 + b0) );
+ sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
+
+ }
+
+ } else {
+
+ if ( s1 <= - extDet) {
+
+ // region 4
+
+ s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
+ s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
+ sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
+
+ } else if ( s1 <= extDet ) {
+
+ // region 3
+
+ s0 = 0;
+ s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
+ sqrDist = s1 * ( s1 + 2 * b1 ) + c;
+
+ } else {
+
+ // region 2
+
+ s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
+ s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
+ sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
+
+ }
+
+ }
+
+ } else {
+
+ // Ray and segment are parallel.
+
+ s1 = ( a01 > 0 ) ? - segExtent : segExtent;
+ s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
+ sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
+
+ }
+
+ if ( optionalPointOnRay ) {
+
+ optionalPointOnRay.copy( this.direction.clone().multiplyScalar( s0 ).add( this.origin ) );
+
+ }
+
+ if ( optionalPointOnSegment ) {
+
+ optionalPointOnSegment.copy( segDir.clone().multiplyScalar( s1 ).add( segCenter ) );
+
+ }
+
+ return sqrDist;
+
+ },
+
+ isIntersectionSphere: function ( sphere ) {
+
+ return this.distanceToPoint( sphere.center ) <= sphere.radius;
+
+ },
+
+ isIntersectionPlane: function ( plane ) {
+
+ // check if the ray lies on the plane first
+
+ var distToPoint = plane.distanceToPoint( this.origin );
+
+ if ( distToPoint === 0 ) {
+
+ return true;
+
+ }
+
+ var denominator = plane.normal.dot( this.direction );
+
+ if ( denominator * distToPoint < 0 ) {
+
+ return true
+
+ }
+
+ // ray origin is behind the plane (and is pointing behind it)
+
+ return false;
+
+ },
+
+ distanceToPlane: function ( plane ) {
+
+ var denominator = plane.normal.dot( this.direction );
+ if ( denominator == 0 ) {
+
+ // line is coplanar, return origin
+ if( plane.distanceToPoint( this.origin ) == 0 ) {
+
+ return 0;
+
+ }
+
+ // Null is preferable to undefined since undefined means.... it is undefined
+
+ return null;
+
+ }
+
+ var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
+
+ // Return if the ray never intersects the plane
+
+ return t >= 0 ? t : null;
+
+ },
+
+ intersectPlane: function ( plane, optionalTarget ) {
+
+ var t = this.distanceToPlane( plane );
+
+ if ( t === null ) {
+
+ return null;
+ }
+
+ return this.at( t, optionalTarget );
+
+ },
+
+ isIntersectionBox: function () {
+
+ var v = new THREE.Vector3();
+
+ return function ( box ) {
+
+ return this.intersectBox( box, v ) !== null;
+
+ }
+
+ }(),
+
+ intersectBox: function ( box , optionalTarget ) {
+
+ // http://www.scratchapixel.com/lessons/3d-basic-lessons/lesson-7-intersecting-simple-shapes/ray-box-intersection/
+
+ var tmin,tmax,tymin,tymax,tzmin,tzmax;
+
+ var invdirx = 1/this.direction.x,
+ invdiry = 1/this.direction.y,
+ invdirz = 1/this.direction.z;
+
+ var origin = this.origin;
+
+ if (invdirx >= 0) {
+
+ tmin = (box.min.x - origin.x) * invdirx;
+ tmax = (box.max.x - origin.x) * invdirx;
+
+ } else {
+
+ tmin = (box.max.x - origin.x) * invdirx;
+ tmax = (box.min.x - origin.x) * invdirx;
+ }
+
+ if (invdiry >= 0) {
+
+ tymin = (box.min.y - origin.y) * invdiry;
+ tymax = (box.max.y - origin.y) * invdiry;
+
+ } else {
+
+ tymin = (box.max.y - origin.y) * invdiry;
+ tymax = (box.min.y - origin.y) * invdiry;
+ }
+
+ if ((tmin > tymax) || (tymin > tmax)) return null;
+
+ // These lines also handle the case where tmin or tmax is NaN
+ // (result of 0 * Infinity). x !== x returns true if x is NaN
+
+ if (tymin > tmin || tmin !== tmin ) tmin = tymin;
+
+ if (tymax < tmax || tmax !== tmax ) tmax = tymax;
+
+ if (invdirz >= 0) {
+
+ tzmin = (box.min.z - origin.z) * invdirz;
+ tzmax = (box.max.z - origin.z) * invdirz;
+
+ } else {
+
+ tzmin = (box.max.z - origin.z) * invdirz;
+ tzmax = (box.min.z - origin.z) * invdirz;
+ }
+
+ if ((tmin > tzmax) || (tzmin > tmax)) return null;
+
+ if (tzmin > tmin || tmin !== tmin ) tmin = tzmin;
+
+ if (tzmax < tmax || tmax !== tmax ) tmax = tzmax;
+
+ //return point closest to the ray (positive side)
+
+ if ( tmax < 0 ) return null;
+
+ return this.at( tmin >= 0 ? tmin : tmax, optionalTarget );
+
+ },
+
+ intersectTriangle: function() {
+
+ // Compute the offset origin, edges, and normal.
+ var diff = new THREE.Vector3();
+ var edge1 = new THREE.Vector3();
+ var edge2 = new THREE.Vector3();
+ var normal = new THREE.Vector3();
+
+ return function ( a, b, c, backfaceCulling, optionalTarget ) {
+
+ // from http://www.geometrictools.com/LibMathematics/Intersection/Wm5IntrRay3Triangle3.cpp
+
+ edge1.subVectors( b, a );
+ edge2.subVectors( c, a );
+ normal.crossVectors( edge1, edge2 );
+
+ // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
+ // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
+ // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
+ // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
+ // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
+ var DdN = this.direction.dot( normal );
+ var sign;
+
+ if ( DdN > 0 ) {
+
+ if ( backfaceCulling ) return null;
+ sign = 1;
+
+ } else if ( DdN < 0 ) {
+
+ sign = - 1;
+ DdN = - DdN;
+
+ } else {
+
+ return null;
+
+ }
+
+ diff.subVectors( this.origin, a );
+ var DdQxE2 = sign * this.direction.dot( edge2.crossVectors( diff, edge2 ) );
+
+ // b1 < 0, no intersection
+ if ( DdQxE2 < 0 ) {
+
+ return null;
+
+ }
+
+ var DdE1xQ = sign * this.direction.dot( edge1.cross( diff ) );
+
+ // b2 < 0, no intersection
+ if ( DdE1xQ < 0 ) {
+
+ return null;
+
+ }
+
+ // b1+b2 > 1, no intersection
+ if ( DdQxE2 + DdE1xQ > DdN ) {
+
+ return null;
+
+ }
+
+ // Line intersects triangle, check if ray does.
+ var QdN = - sign * diff.dot( normal );
+
+ // t < 0, no intersection
+ if ( QdN < 0 ) {
+
+ return null;
+
+ }
+
+ // Ray intersects triangle.
+ return this.at( QdN / DdN, optionalTarget );
+
+ }
+
+ }(),
+
+ applyMatrix4: function ( matrix4 ) {
+
+ this.direction.add( this.origin ).applyMatrix4( matrix4 );
+ this.origin.applyMatrix4( matrix4 );
+ this.direction.sub( this.origin );
+ this.direction.normalize();
+
+ return this;
+ },
+
+ equals: function ( ray ) {
+
+ return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
+
+ },
+
+ clone: function () {
+
+ return new THREE.Ray().copy( this );
+
+ }
+
+};
+/**
+ * @author bhouston / http://exocortex.com
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Sphere = function ( center, radius ) {
+
+ this.center = ( center !== undefined ) ? center : new THREE.Vector3();
+ this.radius = ( radius !== undefined ) ? radius : 0;
+
+};
+
+THREE.Sphere.prototype = {
+
+ constructor: THREE.Sphere,
+
+ set: function ( center, radius ) {
+
+ this.center.copy( center );
+ this.radius = radius;
+
+ return this;
+ },
+
+
+ setFromPoints: function () {
+
+ var box = new THREE.Box3();
+
+ return function ( points, optionalCenter ) {
+
+ var center = this.center;
+
+ if ( optionalCenter !== undefined ) {
+
+ center.copy( optionalCenter );
+
+ } else {
+
+ box.setFromPoints( points ).center( center );
+
+ }
+
+ var maxRadiusSq = 0;
+
+ for ( var i = 0, il = points.length; i < il; i ++ ) {
+
+ maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
+
+ }
+
+ this.radius = Math.sqrt( maxRadiusSq );
+
+ return this;
+
+ };
+
+ }(),
+
+ copy: function ( sphere ) {
+
+ this.center.copy( sphere.center );
+ this.radius = sphere.radius;
+
+ return this;
+
+ },
+
+ empty: function () {
+
+ return ( this.radius <= 0 );
+
+ },
+
+ containsPoint: function ( point ) {
+
+ return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
+
+ },
+
+ distanceToPoint: function ( point ) {
+
+ return ( point.distanceTo( this.center ) - this.radius );
+
+ },
+
+ intersectsSphere: function ( sphere ) {
+
+ var radiusSum = this.radius + sphere.radius;
+
+ return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
+
+ },
+
+ clampPoint: function ( point, optionalTarget ) {
+
+ var deltaLengthSq = this.center.distanceToSquared( point );
+
+ var result = optionalTarget || new THREE.Vector3();
+ result.copy( point );
+
+ if ( deltaLengthSq > ( this.radius * this.radius ) ) {
+
+ result.sub( this.center ).normalize();
+ result.multiplyScalar( this.radius ).add( this.center );
+
+ }
+
+ return result;
+
+ },
+
+ getBoundingBox: function ( optionalTarget ) {
+
+ var box = optionalTarget || new THREE.Box3();
+
+ box.set( this.center, this.center );
+ box.expandByScalar( this.radius );
+
+ return box;
+
+ },
+
+ applyMatrix4: function ( matrix ) {
+
+ this.center.applyMatrix4( matrix );
+ this.radius = this.radius * matrix.getMaxScaleOnAxis();
+
+ return this;
+
+ },
+
+ translate: function ( offset ) {
+
+ this.center.add( offset );
+
+ return this;
+
+ },
+
+ equals: function ( sphere ) {
+
+ return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
+
+ },
+
+ clone: function () {
+
+ return new THREE.Sphere().copy( this );
+
+ }
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ * @author bhouston / http://exocortex.com
+ */
+
+THREE.Frustum = function ( p0, p1, p2, p3, p4, p5 ) {
+
+ this.planes = [
+
+ ( p0 !== undefined ) ? p0 : new THREE.Plane(),
+ ( p1 !== undefined ) ? p1 : new THREE.Plane(),
+ ( p2 !== undefined ) ? p2 : new THREE.Plane(),
+ ( p3 !== undefined ) ? p3 : new THREE.Plane(),
+ ( p4 !== undefined ) ? p4 : new THREE.Plane(),
+ ( p5 !== undefined ) ? p5 : new THREE.Plane()
+
+ ];
+
+};
+
+THREE.Frustum.prototype = {
+
+ constructor: THREE.Frustum,
+
+ set: function ( p0, p1, p2, p3, p4, p5 ) {
+
+ var planes = this.planes;
+
+ planes[0].copy( p0 );
+ planes[1].copy( p1 );
+ planes[2].copy( p2 );
+ planes[3].copy( p3 );
+ planes[4].copy( p4 );
+ planes[5].copy( p5 );
+
+ return this;
+
+ },
+
+ copy: function ( frustum ) {
+
+ var planes = this.planes;
+
+ for( var i = 0; i < 6; i ++ ) {
+
+ planes[i].copy( frustum.planes[i] );
+
+ }
+
+ return this;
+
+ },
+
+ setFromMatrix: function ( m ) {
+
+ var planes = this.planes;
+ var me = m.elements;
+ var me0 = me[0], me1 = me[1], me2 = me[2], me3 = me[3];
+ var me4 = me[4], me5 = me[5], me6 = me[6], me7 = me[7];
+ var me8 = me[8], me9 = me[9], me10 = me[10], me11 = me[11];
+ var me12 = me[12], me13 = me[13], me14 = me[14], me15 = me[15];
+
+ planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
+ planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
+ planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
+ planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
+ planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
+ planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
+
+ return this;
+
+ },
+
+ intersectsObject: function () {
+
+ var sphere = new THREE.Sphere();
+
+ return function ( object ) {
+
+ var geometry = object.geometry;
+
+ if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
+
+ sphere.copy( geometry.boundingSphere );
+ sphere.applyMatrix4( object.matrixWorld );
+
+ return this.intersectsSphere( sphere );
+
+ };
+
+ }(),
+
+ intersectsSphere: function ( sphere ) {
+
+ var planes = this.planes;
+ var center = sphere.center;
+ var negRadius = -sphere.radius;
+
+ for ( var i = 0; i < 6; i ++ ) {
+
+ var distance = planes[ i ].distanceToPoint( center );
+
+ if ( distance < negRadius ) {
+
+ return false;
+
+ }
+
+ }
+
+ return true;
+
+ },
+
+ intersectsBox : function() {
+
+ var p1 = new THREE.Vector3(),
+ p2 = new THREE.Vector3();
+
+ return function( box ) {
+
+ var planes = this.planes;
+
+ for ( var i = 0; i < 6 ; i ++ ) {
+
+ var plane = planes[i];
+
+ p1.x = plane.normal.x > 0 ? box.min.x : box.max.x;
+ p2.x = plane.normal.x > 0 ? box.max.x : box.min.x;
+ p1.y = plane.normal.y > 0 ? box.min.y : box.max.y;
+ p2.y = plane.normal.y > 0 ? box.max.y : box.min.y;
+ p1.z = plane.normal.z > 0 ? box.min.z : box.max.z;
+ p2.z = plane.normal.z > 0 ? box.max.z : box.min.z;
+
+ var d1 = plane.distanceToPoint( p1 );
+ var d2 = plane.distanceToPoint( p2 );
+
+ // if both outside plane, no intersection
+
+ if ( d1 < 0 && d2 < 0 ) {
+
+ return false;
+
+ }
+ }
+
+ return true;
+ };
+
+ }(),
+
+
+ containsPoint: function ( point ) {
+
+ var planes = this.planes;
+
+ for ( var i = 0; i < 6; i ++ ) {
+
+ if ( planes[ i ].distanceToPoint( point ) < 0 ) {
+
+ return false;
+
+ }
+
+ }
+
+ return true;
+
+ },
+
+ clone: function () {
+
+ return new THREE.Frustum().copy( this );
+
+ }
+
+};
+/**
+ * @author bhouston / http://exocortex.com
+ */
+
+THREE.Plane = function ( normal, constant ) {
+
+ this.normal = ( normal !== undefined ) ? normal : new THREE.Vector3( 1, 0, 0 );
+ this.constant = ( constant !== undefined ) ? constant : 0;
+
+};
+
+THREE.Plane.prototype = {
+
+ constructor: THREE.Plane,
+
+ set: function ( normal, constant ) {
+
+ this.normal.copy( normal );
+ this.constant = constant;
+
+ return this;
+
+ },
+
+ setComponents: function ( x, y, z, w ) {
+
+ this.normal.set( x, y, z );
+ this.constant = w;
+
+ return this;
+
+ },
+
+ setFromNormalAndCoplanarPoint: function ( normal, point ) {
+
+ this.normal.copy( normal );
+ this.constant = - point.dot( this.normal ); // must be this.normal, not normal, as this.normal is normalized
+
+ return this;
+
+ },
+
+ setFromCoplanarPoints: function() {
+
+ var v1 = new THREE.Vector3();
+ var v2 = new THREE.Vector3();
+
+ return function ( a, b, c ) {
+
+ var normal = v1.subVectors( c, b ).cross( v2.subVectors( a, b ) ).normalize();
+
+ // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
+
+ this.setFromNormalAndCoplanarPoint( normal, a );
+
+ return this;
+
+ };
+
+ }(),
+
+
+ copy: function ( plane ) {
+
+ this.normal.copy( plane.normal );
+ this.constant = plane.constant;
+
+ return this;
+
+ },
+
+ normalize: function () {
+
+ // Note: will lead to a divide by zero if the plane is invalid.
+
+ var inverseNormalLength = 1.0 / this.normal.length();
+ this.normal.multiplyScalar( inverseNormalLength );
+ this.constant *= inverseNormalLength;
+
+ return this;
+
+ },
+
+ negate: function () {
+
+ this.constant *= -1;
+ this.normal.negate();
+
+ return this;
+
+ },
+
+ distanceToPoint: function ( point ) {
+
+ return this.normal.dot( point ) + this.constant;
+
+ },
+
+ distanceToSphere: function ( sphere ) {
+
+ return this.distanceToPoint( sphere.center ) - sphere.radius;
+
+ },
+
+ projectPoint: function ( point, optionalTarget ) {
+
+ return this.orthoPoint( point, optionalTarget ).sub( point ).negate();
+
+ },
+
+ orthoPoint: function ( point, optionalTarget ) {
+
+ var perpendicularMagnitude = this.distanceToPoint( point );
+
+ var result = optionalTarget || new THREE.Vector3();
+ return result.copy( this.normal ).multiplyScalar( perpendicularMagnitude );
+
+ },
+
+ isIntersectionLine: function ( line ) {
+
+ // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
+
+ var startSign = this.distanceToPoint( line.start );
+ var endSign = this.distanceToPoint( line.end );
+
+ return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
+
+ },
+
+ intersectLine: function() {
+
+ var v1 = new THREE.Vector3();
+
+ return function ( line, optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector3();
+
+ var direction = line.delta( v1 );
+
+ var denominator = this.normal.dot( direction );
+
+ if ( denominator == 0 ) {
+
+ // line is coplanar, return origin
+ if( this.distanceToPoint( line.start ) == 0 ) {
+
+ return result.copy( line.start );
+
+ }
+
+ // Unsure if this is the correct method to handle this case.
+ return undefined;
+
+ }
+
+ var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
+
+ if( t < 0 || t > 1 ) {
+
+ return undefined;
+
+ }
+
+ return result.copy( direction ).multiplyScalar( t ).add( line.start );
+
+ };
+
+ }(),
+
+
+ coplanarPoint: function ( optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector3();
+ return result.copy( this.normal ).multiplyScalar( - this.constant );
+
+ },
+
+ applyMatrix4: function() {
+
+ var v1 = new THREE.Vector3();
+ var v2 = new THREE.Vector3();
+ var m1 = new THREE.Matrix3();
+
+ return function ( matrix, optionalNormalMatrix ) {
+
+ // compute new normal based on theory here:
+ // http://www.songho.ca/opengl/gl_normaltransform.html
+ var normalMatrix = optionalNormalMatrix || m1.getNormalMatrix( matrix );
+ var newNormal = v1.copy( this.normal ).applyMatrix3( normalMatrix );
+
+ var newCoplanarPoint = this.coplanarPoint( v2 );
+ newCoplanarPoint.applyMatrix4( matrix );
+
+ this.setFromNormalAndCoplanarPoint( newNormal, newCoplanarPoint );
+
+ return this;
+
+ };
+
+ }(),
+
+ translate: function ( offset ) {
+
+ this.constant = this.constant - offset.dot( this.normal );
+
+ return this;
+
+ },
+
+ equals: function ( plane ) {
+
+ return plane.normal.equals( this.normal ) && ( plane.constant == this.constant );
+
+ },
+
+ clone: function () {
+
+ return new THREE.Plane().copy( this );
+
+ }
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Math = {
+
+ PI2: Math.PI * 2,
+
+ generateUUID: function () {
+
+ // http://www.broofa.com/Tools/Math.uuid.htm
+
+ var chars = '0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz'.split('');
+ var uuid = new Array(36);
+ var rnd = 0, r;
+
+ return function () {
+
+ for ( var i = 0; i < 36; i ++ ) {
+
+ if ( i == 8 || i == 13 || i == 18 || i == 23 ) {
+
+ uuid[ i ] = '-';
+
+ } else if ( i == 14 ) {
+
+ uuid[ i ] = '4';
+
+ } else {
+
+ if (rnd <= 0x02) rnd = 0x2000000 + (Math.random()*0x1000000)|0;
+ r = rnd & 0xf;
+ rnd = rnd >> 4;
+ uuid[i] = chars[(i == 19) ? (r & 0x3) | 0x8 : r];
+
+ }
+ }
+
+ return uuid.join('');
+
+ };
+
+ }(),
+
+ // Clamp value to range
+
+ clamp: function ( x, a, b ) {
+
+ return ( x < a ) ? a : ( ( x > b ) ? b : x );
+
+ },
+
+ // Clamp value to range to range
+
+ mapLinear: function ( x, a1, a2, b1, b2 ) {
+
+ return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
+
+ },
+
+ // http://en.wikipedia.org/wiki/Smoothstep
+
+ smoothstep: function ( x, min, max ) {
+
+ if ( x <= min ) return 0;
+ if ( x >= max ) return 1;
+
+ x = ( x - min )/( max - min );
+
+ return x*x*(3 - 2*x);
+
+ },
+
+ smootherstep: function ( x, min, max ) {
+
+ if ( x <= min ) return 0;
+ if ( x >= max ) return 1;
+
+ x = ( x - min )/( max - min );
+
+ return x*x*x*(x*(x*6 - 15) + 10);
+
+ },
+
+ // Random float from <0, 1> with 16 bits of randomness
+ // (standard Math.random() creates repetitive patterns when applied over larger space)
+
+ random16: function () {
+
+ return ( 65280 * Math.random() + 255 * Math.random() ) / 65535;
+
+ },
+
+ // Random integer from interval
+
+ randInt: function ( low, high ) {
+
+ return low + Math.floor( Math.random() * ( high - low + 1 ) );
+
+ },
+
+ // Random float from interval
+
+ randFloat: function ( low, high ) {
+
+ return low + Math.random() * ( high - low );
+
+ },
+
+ // Random float from <-range/2, range/2> interval
+
+ randFloatSpread: function ( range ) {
+
+ return range * ( 0.5 - Math.random() );
+
+ },
+
+ sign: function ( x ) {
+
+ return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : 0;
+
+ },
+
+ degToRad: function() {
+
+ var degreeToRadiansFactor = Math.PI / 180;
+
+ return function ( degrees ) {
+
+ return degrees * degreeToRadiansFactor;
+
+ };
+
+ }(),
+
+ radToDeg: function() {
+
+ var radianToDegreesFactor = 180 / Math.PI;
+
+ return function ( radians ) {
+
+ return radians * radianToDegreesFactor;
+
+ };
+
+ }(),
+
+ isPowerOfTwo: function ( value ) {
+ return ( value & ( value - 1 ) ) === 0 && value !== 0;
+ }
+
+};
+/**
+ * Spline from Tween.js, slightly optimized (and trashed)
+ * http://sole.github.com/tween.js/examples/05_spline.html
+ *
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Spline = function ( points ) {
+
+ this.points = points;
+
+ var c = [], v3 = { x: 0, y: 0, z: 0 },
+ point, intPoint, weight, w2, w3,
+ pa, pb, pc, pd;
+
+ this.initFromArray = function( a ) {
+
+ this.points = [];
+
+ for ( var i = 0; i < a.length; i++ ) {
+
+ this.points[ i ] = { x: a[ i ][ 0 ], y: a[ i ][ 1 ], z: a[ i ][ 2 ] };
+
+ }
+
+ };
+
+ this.getPoint = function ( k ) {
+
+ point = ( this.points.length - 1 ) * k;
+ intPoint = Math.floor( point );
+ weight = point - intPoint;
+
+ c[ 0 ] = intPoint === 0 ? intPoint : intPoint - 1;
+ c[ 1 ] = intPoint;
+ c[ 2 ] = intPoint > this.points.length - 2 ? this.points.length - 1 : intPoint + 1;
+ c[ 3 ] = intPoint > this.points.length - 3 ? this.points.length - 1 : intPoint + 2;
+
+ pa = this.points[ c[ 0 ] ];
+ pb = this.points[ c[ 1 ] ];
+ pc = this.points[ c[ 2 ] ];
+ pd = this.points[ c[ 3 ] ];
+
+ w2 = weight * weight;
+ w3 = weight * w2;
+
+ v3.x = interpolate( pa.x, pb.x, pc.x, pd.x, weight, w2, w3 );
+ v3.y = interpolate( pa.y, pb.y, pc.y, pd.y, weight, w2, w3 );
+ v3.z = interpolate( pa.z, pb.z, pc.z, pd.z, weight, w2, w3 );
+
+ return v3;
+
+ };
+
+ this.getControlPointsArray = function () {
+
+ var i, p, l = this.points.length,
+ coords = [];
+
+ for ( i = 0; i < l; i ++ ) {
+
+ p = this.points[ i ];
+ coords[ i ] = [ p.x, p.y, p.z ];
+
+ }
+
+ return coords;
+
+ };
+
+ // approximate length by summing linear segments
+
+ this.getLength = function ( nSubDivisions ) {
+
+ var i, index, nSamples, position,
+ point = 0, intPoint = 0, oldIntPoint = 0,
+ oldPosition = new THREE.Vector3(),
+ tmpVec = new THREE.Vector3(),
+ chunkLengths = [],
+ totalLength = 0;
+
+ // first point has 0 length
+
+ chunkLengths[ 0 ] = 0;
+
+ if ( !nSubDivisions ) nSubDivisions = 100;
+
+ nSamples = this.points.length * nSubDivisions;
+
+ oldPosition.copy( this.points[ 0 ] );
+
+ for ( i = 1; i < nSamples; i ++ ) {
+
+ index = i / nSamples;
+
+ position = this.getPoint( index );
+ tmpVec.copy( position );
+
+ totalLength += tmpVec.distanceTo( oldPosition );
+
+ oldPosition.copy( position );
+
+ point = ( this.points.length - 1 ) * index;
+ intPoint = Math.floor( point );
+
+ if ( intPoint != oldIntPoint ) {
+
+ chunkLengths[ intPoint ] = totalLength;
+ oldIntPoint = intPoint;
+
+ }
+
+ }
+
+ // last point ends with total length
+
+ chunkLengths[ chunkLengths.length ] = totalLength;
+
+ return { chunks: chunkLengths, total: totalLength };
+
+ };
+
+ this.reparametrizeByArcLength = function ( samplingCoef ) {
+
+ var i, j,
+ index, indexCurrent, indexNext,
+ linearDistance, realDistance,
+ sampling, position,
+ newpoints = [],
+ tmpVec = new THREE.Vector3(),
+ sl = this.getLength();
+
+ newpoints.push( tmpVec.copy( this.points[ 0 ] ).clone() );
+
+ for ( i = 1; i < this.points.length; i++ ) {
+
+ //tmpVec.copy( this.points[ i - 1 ] );
+ //linearDistance = tmpVec.distanceTo( this.points[ i ] );
+
+ realDistance = sl.chunks[ i ] - sl.chunks[ i - 1 ];
+
+ sampling = Math.ceil( samplingCoef * realDistance / sl.total );
+
+ indexCurrent = ( i - 1 ) / ( this.points.length - 1 );
+ indexNext = i / ( this.points.length - 1 );
+
+ for ( j = 1; j < sampling - 1; j++ ) {
+
+ index = indexCurrent + j * ( 1 / sampling ) * ( indexNext - indexCurrent );
+
+ position = this.getPoint( index );
+ newpoints.push( tmpVec.copy( position ).clone() );
+
+ }
+
+ newpoints.push( tmpVec.copy( this.points[ i ] ).clone() );
+
+ }
+
+ this.points = newpoints;
+
+ };
+
+ // Catmull-Rom
+
+ function interpolate( p0, p1, p2, p3, t, t2, t3 ) {
+
+ var v0 = ( p2 - p0 ) * 0.5,
+ v1 = ( p3 - p1 ) * 0.5;
+
+ return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1;
+
+ };
+
+};
+/**
+ * @author bhouston / http://exocortex.com
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Triangle = function ( a, b, c ) {
+
+ this.a = ( a !== undefined ) ? a : new THREE.Vector3();
+ this.b = ( b !== undefined ) ? b : new THREE.Vector3();
+ this.c = ( c !== undefined ) ? c : new THREE.Vector3();
+
+};
+
+THREE.Triangle.normal = function() {
+
+ var v0 = new THREE.Vector3();
+
+ return function ( a, b, c, optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector3();
+
+ result.subVectors( c, b );
+ v0.subVectors( a, b );
+ result.cross( v0 );
+
+ var resultLengthSq = result.lengthSq();
+ if( resultLengthSq > 0 ) {
+
+ return result.multiplyScalar( 1 / Math.sqrt( resultLengthSq ) );
+
+ }
+
+ return result.set( 0, 0, 0 );
+
+ };
+
+}();
+
+// static/instance method to calculate barycoordinates
+// based on: http://www.blackpawn.com/texts/pointinpoly/default.html
+THREE.Triangle.barycoordFromPoint = function() {
+
+ var v0 = new THREE.Vector3();
+ var v1 = new THREE.Vector3();
+ var v2 = new THREE.Vector3();
+
+ return function ( point, a, b, c, optionalTarget ) {
+
+ v0.subVectors( c, a );
+ v1.subVectors( b, a );
+ v2.subVectors( point, a );
+
+ var dot00 = v0.dot( v0 );
+ var dot01 = v0.dot( v1 );
+ var dot02 = v0.dot( v2 );
+ var dot11 = v1.dot( v1 );
+ var dot12 = v1.dot( v2 );
+
+ var denom = ( dot00 * dot11 - dot01 * dot01 );
+
+ var result = optionalTarget || new THREE.Vector3();
+
+ // colinear or singular triangle
+ if( denom == 0 ) {
+ // arbitrary location outside of triangle?
+ // not sure if this is the best idea, maybe should be returning undefined
+ return result.set( -2, -1, -1 );
+ }
+
+ var invDenom = 1 / denom;
+ var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
+ var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
+
+ // barycoordinates must always sum to 1
+ return result.set( 1 - u - v, v, u );
+
+ };
+
+}();
+
+THREE.Triangle.containsPoint = function() {
+
+ var v1 = new THREE.Vector3();
+
+ return function ( point, a, b, c ) {
+
+ var result = THREE.Triangle.barycoordFromPoint( point, a, b, c, v1 );
+
+ return ( result.x >= 0 ) && ( result.y >= 0 ) && ( ( result.x + result.y ) <= 1 );
+
+ };
+
+}();
+
+THREE.Triangle.prototype = {
+
+ constructor: THREE.Triangle,
+
+ set: function ( a, b, c ) {
+
+ this.a.copy( a );
+ this.b.copy( b );
+ this.c.copy( c );
+
+ return this;
+
+ },
+
+ setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
+
+ this.a.copy( points[i0] );
+ this.b.copy( points[i1] );
+ this.c.copy( points[i2] );
+
+ return this;
+
+ },
+
+ copy: function ( triangle ) {
+
+ this.a.copy( triangle.a );
+ this.b.copy( triangle.b );
+ this.c.copy( triangle.c );
+
+ return this;
+
+ },
+
+ area: function() {
+
+ var v0 = new THREE.Vector3();
+ var v1 = new THREE.Vector3();
+
+ return function () {
+
+ v0.subVectors( this.c, this.b );
+ v1.subVectors( this.a, this.b );
+
+ return v0.cross( v1 ).length() * 0.5;
+
+ };
+
+ }(),
+
+ midpoint: function ( optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector3();
+ return result.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
+
+ },
+
+ normal: function ( optionalTarget ) {
+
+ return THREE.Triangle.normal( this.a, this.b, this.c, optionalTarget );
+
+ },
+
+ plane: function ( optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Plane();
+
+ return result.setFromCoplanarPoints( this.a, this.b, this.c );
+
+ },
+
+ barycoordFromPoint: function ( point, optionalTarget ) {
+
+ return THREE.Triangle.barycoordFromPoint( point, this.a, this.b, this.c, optionalTarget );
+
+ },
+
+ containsPoint: function ( point ) {
+
+ return THREE.Triangle.containsPoint( point, this.a, this.b, this.c );
+
+ },
+
+ equals: function ( triangle ) {
+
+ return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
+
+ },
+
+ clone: function () {
+
+ return new THREE.Triangle().copy( this );
+
+ }
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Vertex = function ( v ) {
+
+ console.warn( 'THREE.Vertex has been DEPRECATED. Use THREE.Vector3 instead.')
+ return v;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.UV = function ( u, v ) {
+
+ console.warn( 'THREE.UV has been DEPRECATED. Use THREE.Vector2 instead.')
+ return new THREE.Vector2( u, v );
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Clock = function ( autoStart ) {
+
+ this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
+
+ this.startTime = 0;
+ this.oldTime = 0;
+ this.elapsedTime = 0;
+
+ this.running = false;
+
+};
+
+THREE.Clock.prototype = {
+
+ constructor: THREE.Clock,
+
+ start: function () {
+
+ this.startTime = self.performance !== undefined && self.performance.now !== undefined
+ ? self.performance.now()
+ : Date.now();
+
+ this.oldTime = this.startTime;
+ this.running = true;
+ },
+
+ stop: function () {
+
+ this.getElapsedTime();
+ this.running = false;
+
+ },
+
+ getElapsedTime: function () {
+
+ this.getDelta();
+ return this.elapsedTime;
+
+ },
+
+ getDelta: function () {
+
+ var diff = 0;
+
+ if ( this.autoStart && ! this.running ) {
+
+ this.start();
+
+ }
+
+ if ( this.running ) {
+
+ var newTime = self.performance !== undefined && self.performance.now !== undefined
+ ? self.performance.now()
+ : Date.now();
+
+ diff = 0.001 * ( newTime - this.oldTime );
+ this.oldTime = newTime;
+
+ this.elapsedTime += diff;
+
+ }
+
+ return diff;
+
+ }
+
+};
+/**
+ * https://github.com/mrdoob/eventdispatcher.js/
+ */
+
+THREE.EventDispatcher = function () {}
+
+THREE.EventDispatcher.prototype = {
+
+ constructor: THREE.EventDispatcher,
+
+ apply: function ( object ) {
+
+ object.addEventListener = THREE.EventDispatcher.prototype.addEventListener;
+ object.hasEventListener = THREE.EventDispatcher.prototype.hasEventListener;
+ object.removeEventListener = THREE.EventDispatcher.prototype.removeEventListener;
+ object.dispatchEvent = THREE.EventDispatcher.prototype.dispatchEvent;
+
+ },
+
+ addEventListener: function ( type, listener ) {
+
+ if ( this._listeners === undefined ) this._listeners = {};
+
+ var listeners = this._listeners;
+
+ if ( listeners[ type ] === undefined ) {
+
+ listeners[ type ] = [];
+
+ }
+
+ if ( listeners[ type ].indexOf( listener ) === - 1 ) {
+
+ listeners[ type ].push( listener );
+
+ }
+
+ },
+
+ hasEventListener: function ( type, listener ) {
+
+ if ( this._listeners === undefined ) return false;
+
+ var listeners = this._listeners;
+
+ if ( listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1 ) {
+
+ return true;
+
+ }
+
+ return false;
+
+ },
+
+ removeEventListener: function ( type, listener ) {
+
+ if ( this._listeners === undefined ) return;
+
+ var listeners = this._listeners;
+ var listenerArray = listeners[ type ];
+
+ if ( listenerArray !== undefined ) {
+
+ var index = listenerArray.indexOf( listener );
+
+ if ( index !== - 1 ) {
+
+ listenerArray.splice( index, 1 );
+
+ }
+
+ }
+
+ },
+
+ dispatchEvent: function () {
+
+ var array = [];
+
+ return function ( event ) {
+
+ if ( this._listeners === undefined ) return;
+
+ var listeners = this._listeners;
+ var listenerArray = listeners[ event.type ];
+
+ if ( listenerArray !== undefined ) {
+
+ event.target = this;
+
+ var length = listenerArray.length;
+
+ for ( var i = 0; i < length; i ++ ) {
+
+ array[ i ] = listenerArray[ i ];
+
+ }
+
+ for ( var i = 0; i < length; i ++ ) {
+
+ array[ i ].call( this, event );
+
+ }
+
+ }
+
+ };
+
+ }()
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author bhouston / http://exocortex.com/
+ * @author stephomi / http://stephaneginier.com/
+ */
+
+( function ( THREE ) {
+
+ THREE.Raycaster = function ( origin, direction, near, far ) {
+
+ this.ray = new THREE.Ray( origin, direction );
+ // direction is assumed to be normalized (for accurate distance calculations)
+
+ this.near = near || 0;
+ this.far = far || Infinity;
+
+ };
+
+ var sphere = new THREE.Sphere();
+ var localRay = new THREE.Ray();
+ var facePlane = new THREE.Plane();
+ var intersectPoint = new THREE.Vector3();
+ var matrixPosition = new THREE.Vector3();
+
+ var inverseMatrix = new THREE.Matrix4();
+
+ var descSort = function ( a, b ) {
+
+ return a.distance - b.distance;
+
+ };
+
+ var vA = new THREE.Vector3();
+ var vB = new THREE.Vector3();
+ var vC = new THREE.Vector3();
+
+ var intersectObject = function ( object, raycaster, intersects ) {
+
+ if ( object instanceof THREE.Sprite ) {
+
+ matrixPosition.setFromMatrixPosition( object.matrixWorld );
+
+ var distance = raycaster.ray.distanceToPoint( matrixPosition );
+
+ if ( distance > object.scale.x ) {
+
+ return intersects;
+
+ }
+
+ intersects.push( {
+
+ distance: distance,
+ point: object.position,
+ face: null,
+ object: object
+
+ } );
+
+ } else if ( object instanceof THREE.LOD ) {
+
+ matrixPosition.setFromMatrixPosition( object.matrixWorld );
+ var distance = raycaster.ray.origin.distanceTo( matrixPosition );
+
+ intersectObject( object.getObjectForDistance( distance ), raycaster, intersects );
+
+ } else if ( object instanceof THREE.Mesh ) {
+
+ var geometry = object.geometry;
+
+ // Checking boundingSphere distance to ray
+
+ if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
+
+ sphere.copy( geometry.boundingSphere );
+ sphere.applyMatrix4( object.matrixWorld );
+
+ if ( raycaster.ray.isIntersectionSphere( sphere ) === false ) {
+
+ return intersects;
+
+ }
+
+ // Check boundingBox before continuing
+
+ inverseMatrix.getInverse( object.matrixWorld );
+ localRay.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
+
+ if ( geometry.boundingBox !== null ) {
+
+ if ( localRay.isIntersectionBox( geometry.boundingBox ) === false ) {
+
+ return intersects;
+
+ }
+
+ }
+
+ if ( geometry instanceof THREE.BufferGeometry ) {
+
+ var material = object.material;
+
+ if ( material === undefined ) return intersects;
+
+ var attributes = geometry.attributes;
+
+ var a, b, c;
+ var precision = raycaster.precision;
+
+ if ( attributes.index !== undefined ) {
+
+ var offsets = geometry.offsets;
+ var indices = attributes.index.array;
+ var positions = attributes.position.array;
+
+ for ( var oi = 0, ol = offsets.length; oi < ol; ++oi ) {
+
+ var start = offsets[ oi ].start;
+ var count = offsets[ oi ].count;
+ var index = offsets[ oi ].index;
+
+ for ( var i = start, il = start + count; i < il; i += 3 ) {
+
+ a = index + indices[ i ];
+ b = index + indices[ i + 1 ];
+ c = index + indices[ i + 2 ];
+
+ vA.set(
+ positions[ a * 3 ],
+ positions[ a * 3 + 1 ],
+ positions[ a * 3 + 2 ]
+ );
+ vB.set(
+ positions[ b * 3 ],
+ positions[ b * 3 + 1 ],
+ positions[ b * 3 + 2 ]
+ );
+ vC.set(
+ positions[ c * 3 ],
+ positions[ c * 3 + 1 ],
+ positions[ c * 3 + 2 ]
+ );
+
+
+ if ( material.side === THREE.BackSide ) {
+
+ var intersectionPoint = localRay.intersectTriangle( vC, vB, vA, true );
+
+ } else {
+
+ var intersectionPoint = localRay.intersectTriangle( vA, vB, vC, material.side !== THREE.DoubleSide );
+
+ }
+
+ if ( intersectionPoint === null ) continue;
+
+ intersectionPoint.applyMatrix4( object.matrixWorld );
+
+ var distance = raycaster.ray.origin.distanceTo( intersectionPoint );
+
+ if ( distance < precision || distance < raycaster.near || distance > raycaster.far ) continue;
+
+ intersects.push( {
+
+ distance: distance,
+ point: intersectionPoint,
+ indices: [a, b, c],
+ face: null,
+ faceIndex: null,
+ object: object
+
+ } );
+
+ }
+
+ }
+
+ } else {
+
+ var offsets = geometry.offsets;
+ var positions = attributes.position.array;
+
+ for ( var i = 0, il = attributes.position.array.length; i < il; i += 3 ) {
+
+ a = i;
+ b = i + 1;
+ c = i + 2;
+
+ vA.set(
+ positions[ a * 3 ],
+ positions[ a * 3 + 1 ],
+ positions[ a * 3 + 2 ]
+ );
+ vB.set(
+ positions[ b * 3 ],
+ positions[ b * 3 + 1 ],
+ positions[ b * 3 + 2 ]
+ );
+ vC.set(
+ positions[ c * 3 ],
+ positions[ c * 3 + 1 ],
+ positions[ c * 3 + 2 ]
+ );
+
+
+ if ( material.side === THREE.BackSide ) {
+
+ var intersectionPoint = localRay.intersectTriangle( vC, vB, vA, true );
+
+ } else {
+
+ var intersectionPoint = localRay.intersectTriangle( vA, vB, vC, material.side !== THREE.DoubleSide );
+
+ }
+
+ if ( intersectionPoint === null ) continue;
+
+ intersectionPoint.applyMatrix4( object.matrixWorld );
+
+ var distance = raycaster.ray.origin.distanceTo( intersectionPoint );
+
+ if ( distance < precision || distance < raycaster.near || distance > raycaster.far ) continue;
+
+ intersects.push( {
+
+ distance: distance,
+ point: intersectionPoint,
+ indices: [a, b, c],
+ face: null,
+ faceIndex: null,
+ object: object
+
+ } );
+
+ }
+
+ }
+
+ } else if ( geometry instanceof THREE.Geometry ) {
+
+ var isFaceMaterial = object.material instanceof THREE.MeshFaceMaterial;
+ var objectMaterials = isFaceMaterial === true ? object.material.materials : null;
+
+ var a, b, c, d;
+ var precision = raycaster.precision;
+
+ var vertices = geometry.vertices;
+
+ for ( var f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
+
+ var face = geometry.faces[ f ];
+
+ var material = isFaceMaterial === true ? objectMaterials[ face.materialIndex ] : object.material;
+
+ if ( material === undefined ) continue;
+
+ a = vertices[ face.a ];
+ b = vertices[ face.b ];
+ c = vertices[ face.c ];
+
+ if ( material.morphTargets === true ) {
+
+ var morphTargets = geometry.morphTargets;
+ var morphInfluences = object.morphTargetInfluences;
+
+ vA.set( 0, 0, 0 );
+ vB.set( 0, 0, 0 );
+ vC.set( 0, 0, 0 );
+
+ for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) {
+
+ var influence = morphInfluences[ t ];
+
+ if ( influence === 0 ) continue;
+
+ var targets = morphTargets[ t ].vertices;
+
+ vA.x += ( targets[ face.a ].x - a.x ) * influence;
+ vA.y += ( targets[ face.a ].y - a.y ) * influence;
+ vA.z += ( targets[ face.a ].z - a.z ) * influence;
+
+ vB.x += ( targets[ face.b ].x - b.x ) * influence;
+ vB.y += ( targets[ face.b ].y - b.y ) * influence;
+ vB.z += ( targets[ face.b ].z - b.z ) * influence;
+
+ vC.x += ( targets[ face.c ].x - c.x ) * influence;
+ vC.y += ( targets[ face.c ].y - c.y ) * influence;
+ vC.z += ( targets[ face.c ].z - c.z ) * influence;
+
+ }
+
+ vA.add( a );
+ vB.add( b );
+ vC.add( c );
+
+ a = vA;
+ b = vB;
+ c = vC;
+
+ }
+
+ if ( material.side === THREE.BackSide ) {
+
+ var intersectionPoint = localRay.intersectTriangle( c, b, a, true );
+
+ } else {
+
+ var intersectionPoint = localRay.intersectTriangle( a, b, c, material.side !== THREE.DoubleSide );
+
+ }
+
+ if ( intersectionPoint === null ) continue;
+
+ intersectionPoint.applyMatrix4( object.matrixWorld );
+
+ var distance = raycaster.ray.origin.distanceTo( intersectionPoint );
+
+ if ( distance < precision || distance < raycaster.near || distance > raycaster.far ) continue;
+
+ intersects.push( {
+
+ distance: distance,
+ point: intersectionPoint,
+ face: face,
+ faceIndex: f,
+ object: object
+
+ } );
+
+ }
+
+ }
+
+ } else if ( object instanceof THREE.Line ) {
+
+ var precision = raycaster.linePrecision;
+ var precisionSq = precision * precision;
+
+ var geometry = object.geometry;
+
+ if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
+
+ // Checking boundingSphere distance to ray
+
+ sphere.copy( geometry.boundingSphere );
+ sphere.applyMatrix4( object.matrixWorld );
+
+ if ( raycaster.ray.isIntersectionSphere( sphere ) === false ) {
+
+ return intersects;
+
+ }
+
+ inverseMatrix.getInverse( object.matrixWorld );
+ localRay.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
+
+ /* if ( geometry instanceof THREE.BufferGeometry ) {
+
+ } else */ if ( geometry instanceof THREE.Geometry ) {
+
+ var vertices = geometry.vertices;
+ var nbVertices = vertices.length;
+ var interSegment = new THREE.Vector3();
+ var interRay = new THREE.Vector3();
+ var step = object.type === THREE.LineStrip ? 1 : 2;
+
+ for ( var i = 0; i < nbVertices - 1; i = i + step ) {
+
+ var distSq = localRay.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );
+
+ if ( distSq > precisionSq ) continue;
+
+ var distance = localRay.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( object.matrixWorld ),
+ face: null,
+ faceIndex: null,
+ object: object
+
+ } );
+
+ }
+
+ }
+
+ }
+
+ };
+
+ var intersectDescendants = function ( object, raycaster, intersects ) {
+
+ var descendants = object.getDescendants();
+
+ for ( var i = 0, l = descendants.length; i < l; i ++ ) {
+
+ intersectObject( descendants[ i ], raycaster, intersects );
+
+ }
+ };
+
+ //
+
+ THREE.Raycaster.prototype.precision = 0.0001;
+ THREE.Raycaster.prototype.linePrecision = 1;
+
+ THREE.Raycaster.prototype.set = function ( origin, direction ) {
+
+ this.ray.set( origin, direction );
+ // direction is assumed to be normalized (for accurate distance calculations)
+
+ };
+
+ THREE.Raycaster.prototype.intersectObject = function ( object, recursive ) {
+
+ var intersects = [];
+
+ if ( recursive === true ) {
+
+ intersectDescendants( object, this, intersects );
+
+ }
+
+ intersectObject( object, this, intersects );
+
+ intersects.sort( descSort );
+
+ return intersects;
+
+ };
+
+ THREE.Raycaster.prototype.intersectObjects = function ( objects, recursive ) {
+
+ var intersects = [];
+
+ for ( var i = 0, l = objects.length; i < l; i ++ ) {
+
+ intersectObject( objects[ i ], this, intersects );
+
+ if ( recursive === true ) {
+
+ intersectDescendants( objects[ i ], this, intersects );
+
+ }
+
+ }
+
+ intersects.sort( descSort );
+
+ return intersects;
+
+ };
+
+}( THREE ) );
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ * @author WestLangley / http://github.com/WestLangley
+ */
+
+THREE.Object3D = function () {
+
+ this.id = THREE.Object3DIdCount ++;
+ this.uuid = THREE.Math.generateUUID();
+
+ this.name = '';
+
+ this.parent = undefined;
+ this.children = [];
+
+ this.up = new THREE.Vector3( 0, 1, 0 );
+
+ this.position = new THREE.Vector3();
+ this._rotation = new THREE.Euler();
+ this._quaternion = new THREE.Quaternion();
+ this.scale = new THREE.Vector3( 1, 1, 1 );
+
+ // keep rotation and quaternion in sync
+
+ this._rotation._quaternion = this.quaternion;
+ this._quaternion._euler = this.rotation;
+
+ this.renderDepth = null;
+
+ this.rotationAutoUpdate = true;
+
+ this.matrix = new THREE.Matrix4();
+ this.matrixWorld = new THREE.Matrix4();
+
+ this.matrixAutoUpdate = true;
+ this.matrixWorldNeedsUpdate = true;
+
+ this.visible = true;
+
+ this.castShadow = false;
+ this.receiveShadow = false;
+
+ this.frustumCulled = true;
+
+ this.userData = {};
+
+};
+
+
+THREE.Object3D.prototype = {
+
+ constructor: THREE.Object3D,
+
+ get rotation () {
+ return this._rotation;
+ },
+
+ set rotation ( value ) {
+
+ this._rotation = value;
+ this._rotation._quaternion = this._quaternion;
+ this._quaternion._euler = this._rotation;
+ this._rotation._updateQuaternion();
+
+ },
+
+ get quaternion () {
+ return this._quaternion;
+ },
+
+ set quaternion ( value ) {
+
+ this._quaternion = value;
+ this._quaternion._euler = this._rotation;
+ this._rotation._quaternion = this._quaternion;
+ this._quaternion._updateEuler();
+
+ },
+
+ get eulerOrder () {
+
+ console.warn( 'DEPRECATED: Object3D\'s .eulerOrder has been moved to Object3D\'s .rotation.order.' );
+
+ return this.rotation.order;
+
+ },
+
+ set eulerOrder ( value ) {
+
+ console.warn( 'DEPRECATED: Object3D\'s .eulerOrder has been moved to Object3D\'s .rotation.order.' );
+
+ this.rotation.order = value;
+
+ },
+
+ get useQuaternion () {
+
+ console.warn( 'DEPRECATED: Object3D\'s .useQuaternion has been removed. The library now uses quaternions by default.' );
+
+ },
+
+ set useQuaternion ( value ) {
+
+ console.warn( 'DEPRECATED: Object3D\'s .useQuaternion has been removed. The library now uses quaternions by default.' );
+
+ },
+
+ applyMatrix: function ( matrix ) {
+
+ this.matrix.multiplyMatrices( matrix, this.matrix );
+
+ this.matrix.decompose( this.position, this.quaternion, this.scale );
+
+ },
+
+ setRotationFromAxisAngle: function ( axis, angle ) {
+
+ // assumes axis is normalized
+
+ this.quaternion.setFromAxisAngle( axis, angle );
+
+ },
+
+ setRotationFromEuler: function ( euler ) {
+
+ this.quaternion.setFromEuler( euler, true );
+
+ },
+
+ setRotationFromMatrix: function ( m ) {
+
+ // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
+
+ this.quaternion.setFromRotationMatrix( m );
+
+ },
+
+ setRotationFromQuaternion: function ( q ) {
+
+ // assumes q is normalized
+
+ this.quaternion.copy( q );
+
+ },
+
+ rotateOnAxis: function() {
+
+ // rotate object on axis in object space
+ // axis is assumed to be normalized
+
+ var q1 = new THREE.Quaternion();
+
+ return function ( axis, angle ) {
+
+ q1.setFromAxisAngle( axis, angle );
+
+ this.quaternion.multiply( q1 );
+
+ return this;
+
+ }
+
+ }(),
+
+ rotateX: function () {
+
+ var v1 = new THREE.Vector3( 1, 0, 0 );
+
+ return function ( angle ) {
+
+ return this.rotateOnAxis( v1, angle );
+
+ };
+
+ }(),
+
+ rotateY: function () {
+
+ var v1 = new THREE.Vector3( 0, 1, 0 );
+
+ return function ( angle ) {
+
+ return this.rotateOnAxis( v1, angle );
+
+ };
+
+ }(),
+
+ rotateZ: function () {
+
+ var v1 = new THREE.Vector3( 0, 0, 1 );
+
+ return function ( angle ) {
+
+ return this.rotateOnAxis( v1, angle );
+
+ };
+
+ }(),
+
+ translateOnAxis: function () {
+
+ // translate object by distance along axis in object space
+ // axis is assumed to be normalized
+
+ var v1 = new THREE.Vector3();
+
+ return function ( axis, distance ) {
+
+ v1.copy( axis );
+
+ v1.applyQuaternion( this.quaternion );
+
+ this.position.add( v1.multiplyScalar( distance ) );
+
+ return this;
+
+ }
+
+ }(),
+
+ translate: function ( distance, axis ) {
+
+ console.warn( 'DEPRECATED: Object3D\'s .translate() has been removed. Use .translateOnAxis( axis, distance ) instead. Note args have been changed.' );
+ return this.translateOnAxis( axis, distance );
+
+ },
+
+ translateX: function () {
+
+ var v1 = new THREE.Vector3( 1, 0, 0 );
+
+ return function ( distance ) {
+
+ return this.translateOnAxis( v1, distance );
+
+ };
+
+ }(),
+
+ translateY: function () {
+
+ var v1 = new THREE.Vector3( 0, 1, 0 );
+
+ return function ( distance ) {
+
+ return this.translateOnAxis( v1, distance );
+
+ };
+
+ }(),
+
+ translateZ: function () {
+
+ var v1 = new THREE.Vector3( 0, 0, 1 );
+
+ return function ( distance ) {
+
+ return this.translateOnAxis( v1, distance );
+
+ };
+
+ }(),
+
+ localToWorld: function ( vector ) {
+
+ return vector.applyMatrix4( this.matrixWorld );
+
+ },
+
+ worldToLocal: function () {
+
+ var m1 = new THREE.Matrix4();
+
+ return function ( vector ) {
+
+ return vector.applyMatrix4( m1.getInverse( this.matrixWorld ) );
+
+ };
+
+ }(),
+
+ lookAt: function () {
+
+ // This routine does not support objects with rotated and/or translated parent(s)
+
+ var m1 = new THREE.Matrix4();
+
+ return function ( vector ) {
+
+ m1.lookAt( vector, this.position, this.up );
+
+ this.quaternion.setFromRotationMatrix( m1 );
+
+ };
+
+ }(),
+
+ add: function ( object ) {
+
+ if ( object === this ) {
+
+ console.warn( 'THREE.Object3D.add: An object can\'t be added as a child of itself.' );
+ return;
+
+ }
+
+ if ( object instanceof THREE.Object3D ) {
+
+ if ( object.parent !== undefined ) {
+
+ object.parent.remove( object );
+
+ }
+
+ object.parent = this;
+ object.dispatchEvent( { type: 'added' } );
+
+ this.children.push( object );
+
+ // add to scene
+
+ var scene = this;
+
+ while ( scene.parent !== undefined ) {
+
+ scene = scene.parent;
+
+ }
+
+ if ( scene !== undefined && scene instanceof THREE.Scene ) {
+
+ scene.__addObject( object );
+
+ }
+
+ }
+
+ },
+
+ remove: function ( object ) {
+
+ var index = this.children.indexOf( object );
+
+ if ( index !== - 1 ) {
+
+ object.parent = undefined;
+ object.dispatchEvent( { type: 'removed' } );
+
+ this.children.splice( index, 1 );
+
+ // remove from scene
+
+ var scene = this;
+
+ while ( scene.parent !== undefined ) {
+
+ scene = scene.parent;
+
+ }
+
+ if ( scene !== undefined && scene instanceof THREE.Scene ) {
+
+ scene.__removeObject( object );
+
+ }
+
+ }
+
+ },
+
+ traverse: function ( callback ) {
+
+ callback( this );
+
+ for ( var i = 0, l = this.children.length; i < l; i ++ ) {
+
+ this.children[ i ].traverse( callback );
+
+ }
+
+ },
+
+ getObjectById: function ( id, recursive ) {
+
+ for ( var i = 0, l = this.children.length; i < l; i ++ ) {
+
+ var child = this.children[ i ];
+
+ if ( child.id === id ) {
+
+ return child;
+
+ }
+
+ if ( recursive === true ) {
+
+ child = child.getObjectById( id, recursive );
+
+ if ( child !== undefined ) {
+
+ return child;
+
+ }
+
+ }
+
+ }
+
+ return undefined;
+
+ },
+
+ getObjectByName: function ( name, recursive ) {
+
+ for ( var i = 0, l = this.children.length; i < l; i ++ ) {
+
+ var child = this.children[ i ];
+
+ if ( child.name === name ) {
+
+ return child;
+
+ }
+
+ if ( recursive === true ) {
+
+ child = child.getObjectByName( name, recursive );
+
+ if ( child !== undefined ) {
+
+ return child;
+
+ }
+
+ }
+
+ }
+
+ return undefined;
+
+ },
+
+ getChildByName: function ( name, recursive ) {
+
+ console.warn( 'DEPRECATED: Object3D\'s .getChildByName() has been renamed to .getObjectByName().' );
+ return this.getObjectByName( name, recursive );
+
+ },
+
+ getDescendants: function ( array ) {
+
+ if ( array === undefined ) array = [];
+
+ Array.prototype.push.apply( array, this.children );
+
+ for ( var i = 0, l = this.children.length; i < l; i ++ ) {
+
+ this.children[ i ].getDescendants( array );
+
+ }
+
+ return array;
+
+ },
+
+ updateMatrix: function () {
+
+ this.matrix.compose( this.position, this.quaternion, this.scale );
+
+ this.matrixWorldNeedsUpdate = true;
+
+ },
+
+ updateMatrixWorld: function ( force ) {
+
+ if ( this.matrixAutoUpdate === true ) this.updateMatrix();
+
+ if ( this.matrixWorldNeedsUpdate === true || force === true ) {
+
+ if ( this.parent === undefined ) {
+
+ this.matrixWorld.copy( this.matrix );
+
+ } else {
+
+ this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
+
+ }
+
+ this.matrixWorldNeedsUpdate = false;
+
+ force = true;
+
+ }
+
+ // update children
+
+ for ( var i = 0, l = this.children.length; i < l; i ++ ) {
+
+ this.children[ i ].updateMatrixWorld( force );
+
+ }
+
+ },
+
+ clone: function ( object, recursive ) {
+
+ if ( object === undefined ) object = new THREE.Object3D();
+ if ( recursive === undefined ) recursive = true;
+
+ object.name = this.name;
+
+ object.up.copy( this.up );
+
+ object.position.copy( this.position );
+ object.quaternion.copy( this.quaternion );
+ object.scale.copy( this.scale );
+
+ object.renderDepth = this.renderDepth;
+
+ object.rotationAutoUpdate = this.rotationAutoUpdate;
+
+ object.matrix.copy( this.matrix );
+ object.matrixWorld.copy( this.matrixWorld );
+
+ object.matrixAutoUpdate = this.matrixAutoUpdate;
+ object.matrixWorldNeedsUpdate = this.matrixWorldNeedsUpdate;
+
+ object.visible = this.visible;
+
+ object.castShadow = this.castShadow;
+ object.receiveShadow = this.receiveShadow;
+
+ object.frustumCulled = this.frustumCulled;
+
+ object.userData = JSON.parse( JSON.stringify( this.userData ) );
+
+ if ( recursive === true ) {
+
+ for ( var i = 0; i < this.children.length; i ++ ) {
+
+ var child = this.children[ i ];
+ object.add( child.clone() );
+
+ }
+
+ }
+
+ return object;
+
+ }
+
+};
+
+THREE.EventDispatcher.prototype.apply( THREE.Object3D.prototype );
+
+THREE.Object3DIdCount = 0;
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author supereggbert / http://www.paulbrunt.co.uk/
+ * @author julianwa / https://github.com/julianwa
+ */
+
+THREE.Projector = function () {
+
+ var _object, _objectCount, _objectPool = [], _objectPoolLength = 0,
+ _vertex, _vertexCount, _vertexPool = [], _vertexPoolLength = 0,
+ _face, _faceCount, _facePool = [], _facePoolLength = 0,
+ _line, _lineCount, _linePool = [], _linePoolLength = 0,
+ _sprite, _spriteCount, _spritePool = [], _spritePoolLength = 0,
+
+ _renderData = { objects: [], lights: [], elements: [] },
+
+ _vA = new THREE.Vector3(),
+ _vB = new THREE.Vector3(),
+ _vC = new THREE.Vector3(),
+
+ _vector3 = new THREE.Vector3(),
+ _vector4 = new THREE.Vector4(),
+
+ _clipBox = new THREE.Box3( new THREE.Vector3( -1, -1, -1 ), new THREE.Vector3( 1, 1, 1 ) ),
+ _boundingBox = new THREE.Box3(),
+ _points3 = new Array( 3 ),
+ _points4 = new Array( 4 ),
+
+ _viewMatrix = new THREE.Matrix4(),
+ _viewProjectionMatrix = new THREE.Matrix4(),
+
+ _modelMatrix,
+ _modelViewProjectionMatrix = new THREE.Matrix4(),
+
+ _normalMatrix = new THREE.Matrix3(),
+
+ _frustum = new THREE.Frustum(),
+
+ _clippedVertex1PositionScreen = new THREE.Vector4(),
+ _clippedVertex2PositionScreen = new THREE.Vector4();
+
+ this.projectVector = function ( vector, camera ) {
+
+ camera.matrixWorldInverse.getInverse( camera.matrixWorld );
+
+ _viewProjectionMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
+
+ return vector.applyProjection( _viewProjectionMatrix );
+
+ };
+
+ this.unprojectVector = function () {
+
+ var projectionMatrixInverse = new THREE.Matrix4();
+
+ return function ( vector, camera ) {
+
+ projectionMatrixInverse.getInverse( camera.projectionMatrix );
+ _viewProjectionMatrix.multiplyMatrices( camera.matrixWorld, projectionMatrixInverse );
+
+ return vector.applyProjection( _viewProjectionMatrix );
+
+ };
+
+ }();
+
+ this.pickingRay = function ( vector, camera ) {
+
+ // set two vectors with opposing z values
+ vector.z = -1.0;
+ var end = new THREE.Vector3( vector.x, vector.y, 1.0 );
+
+ this.unprojectVector( vector, camera );
+ this.unprojectVector( end, camera );
+
+ // find direction from vector to end
+ end.sub( vector ).normalize();
+
+ return new THREE.Raycaster( vector, end );
+
+ };
+
+ var projectObject = function ( object ) {
+
+ if ( object.visible === false ) return;
+
+ if ( object instanceof THREE.Light ) {
+
+ _renderData.lights.push( object );
+
+ } else if ( object instanceof THREE.Mesh || object instanceof THREE.Line || object instanceof THREE.Sprite ) {
+
+ if ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) {
+
+ _object = getNextObjectInPool();
+ _object.id = object.id;
+ _object.object = object;
+
+ if ( object.renderDepth !== null ) {
+
+ _object.z = object.renderDepth;
+
+ } else {
+
+ _vector3.setFromMatrixPosition( object.matrixWorld );
+ _vector3.applyProjection( _viewProjectionMatrix );
+ _object.z = _vector3.z;
+
+ }
+
+ _renderData.objects.push( _object );
+
+ }
+
+ }
+
+ for ( var i = 0, l = object.children.length; i < l; i ++ ) {
+
+ projectObject( object.children[ i ] );
+
+ }
+
+ };
+
+ var projectGraph = function ( root, sortObjects ) {
+
+ _objectCount = 0;
+
+ _renderData.objects.length = 0;
+ _renderData.lights.length = 0;
+
+ projectObject( root );
+
+ if ( sortObjects === true ) {
+
+ _renderData.objects.sort( painterSort );
+
+ }
+
+ };
+
+ var RenderList = function () {
+
+ var normals = [];
+
+ var object = null;
+ var normalMatrix = new THREE.Matrix3();
+
+ var setObject = function ( value ) {
+
+ object = value;
+ normalMatrix.getNormalMatrix( object.matrixWorld );
+
+ normals.length = 0;
+
+ };
+
+ var projectVertex = function ( vertex ) {
+
+ var position = vertex.position;
+ var positionWorld = vertex.positionWorld;
+ var positionScreen = vertex.positionScreen;
+
+ positionWorld.copy( position ).applyMatrix4( _modelMatrix );
+ positionScreen.copy( positionWorld ).applyMatrix4( _viewProjectionMatrix );
+
+ var invW = 1 / positionScreen.w;
+
+ positionScreen.x *= invW;
+ positionScreen.y *= invW;
+ positionScreen.z *= invW;
+
+ vertex.visible = positionScreen.x >= -1 && positionScreen.x <= 1 &&
+ positionScreen.y >= -1 && positionScreen.y <= 1 &&
+ positionScreen.z >= -1 && positionScreen.z <= 1;
+
+ };
+
+ var pushVertex = function ( x, y, z ) {
+
+ _vertex = getNextVertexInPool();
+ _vertex.position.set( x, y, z );
+
+ projectVertex( _vertex );
+
+ };
+
+ var pushNormal = function ( x, y, z ) {
+
+ normals.push( x, y, z );
+
+ };
+
+ var checkTriangleVisibility = function ( v1, v2, v3 ) {
+
+ _points3[ 0 ] = v1.positionScreen;
+ _points3[ 1 ] = v2.positionScreen;
+ _points3[ 2 ] = v3.positionScreen;
+
+ if ( v1.visible === true || v2.visible === true || v3.visible === true ||
+ _clipBox.isIntersectionBox( _boundingBox.setFromPoints( _points3 ) ) ) {
+
+ return ( ( v3.positionScreen.x - v1.positionScreen.x ) *
+ ( v2.positionScreen.y - v1.positionScreen.y ) -
+ ( v3.positionScreen.y - v1.positionScreen.y ) *
+ ( v2.positionScreen.x - v1.positionScreen.x ) ) < 0;
+
+ }
+
+ return false;
+
+ };
+
+ var pushLine = function ( a, b ) {
+
+ var v1 = _vertexPool[ a ];
+ var v2 = _vertexPool[ b ];
+
+ _line = getNextLineInPool();
+
+ _line.id = object.id;
+ _line.v1.copy( v1 );
+ _line.v2.copy( v2 );
+ _line.z = ( v1.positionScreen.z + v2.positionScreen.z ) / 2;
+
+ _line.material = object.material;
+
+ _renderData.elements.push( _line );
+
+ };
+
+ var pushTriangle = function ( a, b, c ) {
+
+ var v1 = _vertexPool[ a ];
+ var v2 = _vertexPool[ b ];
+ var v3 = _vertexPool[ c ];
+
+ if ( checkTriangleVisibility( v1, v2, v3 ) === true ) {
+
+ _face = getNextFaceInPool();
+
+ _face.id = object.id;
+ _face.v1.copy( v1 );
+ _face.v2.copy( v2 );
+ _face.v3.copy( v3 );
+ _face.z = ( v1.positionScreen.z + v2.positionScreen.z + v3.positionScreen.z ) / 3;
+
+ for ( var i = 0; i < 3; i ++ ) {
+
+ var offset = arguments[ i ] * 3;
+ var normal = _face.vertexNormalsModel[ i ];
+
+ normal.set( normals[ offset + 0 ], normals[ offset + 1 ], normals[ offset + 2 ] );
+ normal.applyMatrix3( normalMatrix ).normalize();
+
+ }
+
+ _face.vertexNormalsLength = 3;
+
+ _face.material = object.material;
+
+ _renderData.elements.push( _face );
+
+ }
+
+ };
+
+ return {
+ setObject: setObject,
+ projectVertex: projectVertex,
+ checkTriangleVisibility: checkTriangleVisibility,
+ pushVertex: pushVertex,
+ pushNormal: pushNormal,
+ pushLine: pushLine,
+ pushTriangle: pushTriangle
+ }
+
+ };
+
+ var renderList = new RenderList();
+
+ this.projectScene = function ( scene, camera, sortObjects, sortElements ) {
+
+ var object, geometry, vertices, faces, face, faceVertexNormals, faceVertexUvs, uvs,
+ isFaceMaterial, objectMaterials;
+
+ _faceCount = 0;
+ _lineCount = 0;
+ _spriteCount = 0;
+
+ _renderData.elements.length = 0;
+
+ if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
+ if ( camera.parent === undefined ) camera.updateMatrixWorld();
+
+ _viewMatrix.copy( camera.matrixWorldInverse.getInverse( camera.matrixWorld ) );
+ _viewProjectionMatrix.multiplyMatrices( camera.projectionMatrix, _viewMatrix );
+
+ _frustum.setFromMatrix( _viewProjectionMatrix );
+
+ projectGraph( scene, sortObjects );
+
+ for ( var o = 0, ol = _renderData.objects.length; o < ol; o ++ ) {
+
+ object = _renderData.objects[ o ].object;
+ geometry = object.geometry;
+
+ renderList.setObject( object );
+
+ _modelMatrix = object.matrixWorld;
+
+ _vertexCount = 0;
+
+ if ( object instanceof THREE.Mesh ) {
+
+ if ( geometry instanceof THREE.BufferGeometry ) {
+
+ var attributes = geometry.attributes;
+ var offsets = geometry.offsets;
+
+ if ( attributes.position === undefined ) continue;
+
+ var positions = attributes.position.array;
+
+ for ( var i = 0, l = positions.length; i < l; i += 3 ) {
+
+ renderList.pushVertex( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
+
+ }
+
+ var normals = attributes.normal.array;
+
+ for ( var i = 0, l = normals.length; i < l; i += 3 ) {
+
+ renderList.pushNormal( normals[ i ], normals[ i + 1 ], normals[ i + 2 ] );
+
+ }
+
+ if ( attributes.index !== undefined ) {
+
+ var indices = attributes.index.array;
+
+ if ( offsets.length > 0 ) {
+
+ for ( var o = 0; o < offsets.length; o ++ ) {
+
+ var offset = offsets[ o ];
+ var index = offset.index;
+
+ for ( var i = offset.start, l = offset.start + offset.count; i < l; i += 3 ) {
+
+ renderList.pushTriangle( indices[ i ] + index, indices[ i + 1 ] + index, indices[ i + 2 ] + index );
+
+ }
+
+ }
+
+ } else {
+
+ for ( var i = 0, l = indices.length; i < l; i += 3 ) {
+
+ renderList.pushTriangle( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );
+
+ }
+
+ }
+
+ } else {
+
+ for ( var i = 0, l = positions.length / 3; i < l; i += 3 ) {
+
+ renderList.pushTriangle( i, i + 1, i + 2 );
+
+ }
+
+ }
+
+ } else if ( geometry instanceof THREE.Geometry ) {
+
+ vertices = geometry.vertices;
+ faces = geometry.faces;
+ faceVertexUvs = geometry.faceVertexUvs;
+
+ _normalMatrix.getNormalMatrix( _modelMatrix );
+
+ isFaceMaterial = object.material instanceof THREE.MeshFaceMaterial;
+ objectMaterials = isFaceMaterial === true ? object.material : null;
+
+ for ( var v = 0, vl = vertices.length; v < vl; v ++ ) {
+
+ var vertex = vertices[ v ];
+ renderList.pushVertex( vertex.x, vertex.y, vertex.z );
+
+ }
+
+ for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
+
+ face = faces[ f ];
+
+ var material = isFaceMaterial === true
+ ? objectMaterials.materials[ face.materialIndex ]
+ : object.material;
+
+ if ( material === undefined ) continue;
+
+ var side = material.side;
+
+ var v1 = _vertexPool[ face.a ];
+ var v2 = _vertexPool[ face.b ];
+ var v3 = _vertexPool[ face.c ];
+
+ if ( material.morphTargets === true ) {
+
+ var morphTargets = geometry.morphTargets;
+ var morphInfluences = object.morphTargetInfluences;
+
+ var v1p = v1.position;
+ var v2p = v2.position;
+ var v3p = v3.position;
+
+ _vA.set( 0, 0, 0 );
+ _vB.set( 0, 0, 0 );
+ _vC.set( 0, 0, 0 );
+
+ for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) {
+
+ var influence = morphInfluences[ t ];
+
+ if ( influence === 0 ) continue;
+
+ var targets = morphTargets[ t ].vertices;
+
+ _vA.x += ( targets[ face.a ].x - v1p.x ) * influence;
+ _vA.y += ( targets[ face.a ].y - v1p.y ) * influence;
+ _vA.z += ( targets[ face.a ].z - v1p.z ) * influence;
+
+ _vB.x += ( targets[ face.b ].x - v2p.x ) * influence;
+ _vB.y += ( targets[ face.b ].y - v2p.y ) * influence;
+ _vB.z += ( targets[ face.b ].z - v2p.z ) * influence;
+
+ _vC.x += ( targets[ face.c ].x - v3p.x ) * influence;
+ _vC.y += ( targets[ face.c ].y - v3p.y ) * influence;
+ _vC.z += ( targets[ face.c ].z - v3p.z ) * influence;
+
+ }
+
+ v1.position.add( _vA );
+ v2.position.add( _vB );
+ v3.position.add( _vC );
+
+ renderList.projectVertex( v1 );
+ renderList.projectVertex( v2 );
+ renderList.projectVertex( v3 );
+
+ }
+
+ var visible = renderList.checkTriangleVisibility( v1, v2, v3 );
+
+ if ( ( visible === false && side === THREE.FrontSide ) ||
+ ( visible === true && side === THREE.BackSide ) ) continue;
+
+ _face = getNextFaceInPool();
+
+ _face.id = object.id;
+ _face.v1.copy( v1 );
+ _face.v2.copy( v2 );
+ _face.v3.copy( v3 );
+
+ _face.normalModel.copy( face.normal );
+
+ if ( visible === false && ( side === THREE.BackSide || side === THREE.DoubleSide ) ) {
+
+ _face.normalModel.negate();
+
+ }
+
+ _face.normalModel.applyMatrix3( _normalMatrix ).normalize();
+
+ _face.centroidModel.copy( face.centroid ).applyMatrix4( _modelMatrix );
+
+ faceVertexNormals = face.vertexNormals;
+
+ for ( var n = 0, nl = Math.min( faceVertexNormals.length, 3 ); n < nl; n ++ ) {
+
+ var normalModel = _face.vertexNormalsModel[ n ];
+ normalModel.copy( faceVertexNormals[ n ] );
+
+ if ( visible === false && ( side === THREE.BackSide || side === THREE.DoubleSide ) ) {
+
+ normalModel.negate();
+
+ }
+
+ normalModel.applyMatrix3( _normalMatrix ).normalize();
+
+ }
+
+ _face.vertexNormalsLength = faceVertexNormals.length;
+
+ for ( var c = 0, cl = Math.min( faceVertexUvs.length, 3 ); c < cl; c ++ ) {
+
+ uvs = faceVertexUvs[ c ][ f ];
+
+ if ( uvs === undefined ) continue;
+
+ for ( var u = 0, ul = uvs.length; u < ul; u ++ ) {
+
+ _face.uvs[ c ][ u ] = uvs[ u ];
+
+ }
+
+ }
+
+ _face.color = face.color;
+ _face.material = material;
+
+ _face.z = ( v1.positionScreen.z + v2.positionScreen.z + v3.positionScreen.z ) / 3;
+
+ _renderData.elements.push( _face );
+
+ }
+
+ }
+
+ } else if ( object instanceof THREE.Line ) {
+
+ if ( geometry instanceof THREE.BufferGeometry ) {
+
+ var attributes = geometry.attributes;
+
+ if ( attributes.position !== undefined ) {
+
+ var positions = attributes.position.array;
+
+ for ( var i = 0, l = positions.length; i < l; i += 3 ) {
+
+ renderList.pushVertex( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
+
+ }
+
+ if ( attributes.index !== undefined ) {
+
+ var indices = attributes.index.array;
+
+ for ( var i = 0, l = indices.length; i < l; i += 2 ) {
+
+ renderList.pushLine( indices[ i ], indices[ i + 1 ] );
+
+ }
+
+ } else {
+
+ for ( var i = 0, l = ( positions.length / 3 ) - 1; i < l; i ++ ) {
+
+ renderList.pushLine( i, i + 1 );
+
+ }
+
+ }
+
+ }
+
+ } else if ( geometry instanceof THREE.Geometry ) {
+
+ _modelViewProjectionMatrix.multiplyMatrices( _viewProjectionMatrix, _modelMatrix );
+
+ vertices = object.geometry.vertices;
+
+ if ( vertices.length === 0 ) continue;
+
+ v1 = getNextVertexInPool();
+ v1.positionScreen.copy( vertices[ 0 ] ).applyMatrix4( _modelViewProjectionMatrix );
+
+ // Handle LineStrip and LinePieces
+ var step = object.type === THREE.LinePieces ? 2 : 1;
+
+ for ( var v = 1, vl = vertices.length; v < vl; v ++ ) {
+
+ v1 = getNextVertexInPool();
+ v1.positionScreen.copy( vertices[ v ] ).applyMatrix4( _modelViewProjectionMatrix );
+
+ if ( ( v + 1 ) % step > 0 ) continue;
+
+ v2 = _vertexPool[ _vertexCount - 2 ];
+
+ _clippedVertex1PositionScreen.copy( v1.positionScreen );
+ _clippedVertex2PositionScreen.copy( v2.positionScreen );
+
+ if ( clipLine( _clippedVertex1PositionScreen, _clippedVertex2PositionScreen ) === true ) {
+
+ // Perform the perspective divide
+ _clippedVertex1PositionScreen.multiplyScalar( 1 / _clippedVertex1PositionScreen.w );
+ _clippedVertex2PositionScreen.multiplyScalar( 1 / _clippedVertex2PositionScreen.w );
+
+ _line = getNextLineInPool();
+
+ _line.id = object.id;
+ _line.v1.positionScreen.copy( _clippedVertex1PositionScreen );
+ _line.v2.positionScreen.copy( _clippedVertex2PositionScreen );
+
+ _line.z = Math.max( _clippedVertex1PositionScreen.z, _clippedVertex2PositionScreen.z );
+
+ _line.material = object.material;
+
+ if ( object.material.vertexColors === THREE.VertexColors ) {
+
+ _line.vertexColors[ 0 ].copy( object.geometry.colors[ v ] );
+ _line.vertexColors[ 1 ].copy( object.geometry.colors[ v - 1 ] );
+
+ }
+
+ _renderData.elements.push( _line );
+
+ }
+
+ }
+
+ }
+
+ } else if ( object instanceof THREE.Sprite ) {
+
+ _vector4.set( _modelMatrix.elements[12], _modelMatrix.elements[13], _modelMatrix.elements[14], 1 );
+ _vector4.applyMatrix4( _viewProjectionMatrix );
+
+ var invW = 1 / _vector4.w;
+
+ _vector4.z *= invW;
+
+ if ( _vector4.z >= -1 && _vector4.z <= 1 ) {
+
+ _sprite = getNextSpriteInPool();
+ _sprite.id = object.id;
+ _sprite.x = _vector4.x * invW;
+ _sprite.y = _vector4.y * invW;
+ _sprite.z = _vector4.z;
+ _sprite.object = object;
+
+ _sprite.rotation = object.rotation;
+
+ _sprite.scale.x = object.scale.x * Math.abs( _sprite.x - ( _vector4.x + camera.projectionMatrix.elements[0] ) / ( _vector4.w + camera.projectionMatrix.elements[12] ) );
+ _sprite.scale.y = object.scale.y * Math.abs( _sprite.y - ( _vector4.y + camera.projectionMatrix.elements[5] ) / ( _vector4.w + camera.projectionMatrix.elements[13] ) );
+
+ _sprite.material = object.material;
+
+ _renderData.elements.push( _sprite );
+
+ }
+
+ }
+
+ }
+
+ if ( sortElements === true ) _renderData.elements.sort( painterSort );
+
+ return _renderData;
+
+ };
+
+ // Pools
+
+ function getNextObjectInPool() {
+
+ if ( _objectCount === _objectPoolLength ) {
+
+ var object = new THREE.RenderableObject();
+ _objectPool.push( object );
+ _objectPoolLength ++;
+ _objectCount ++;
+ return object;
+
+ }
+
+ return _objectPool[ _objectCount ++ ];
+
+ }
+
+ function getNextVertexInPool() {
+
+ if ( _vertexCount === _vertexPoolLength ) {
+
+ var vertex = new THREE.RenderableVertex();
+ _vertexPool.push( vertex );
+ _vertexPoolLength ++;
+ _vertexCount ++;
+ return vertex;
+
+ }
+
+ return _vertexPool[ _vertexCount ++ ];
+
+ }
+
+ function getNextFaceInPool() {
+
+ if ( _faceCount === _facePoolLength ) {
+
+ var face = new THREE.RenderableFace();
+ _facePool.push( face );
+ _facePoolLength ++;
+ _faceCount ++;
+ return face;
+
+ }
+
+ return _facePool[ _faceCount ++ ];
+
+
+ }
+
+ function getNextLineInPool() {
+
+ if ( _lineCount === _linePoolLength ) {
+
+ var line = new THREE.RenderableLine();
+ _linePool.push( line );
+ _linePoolLength ++;
+ _lineCount ++
+ return line;
+
+ }
+
+ return _linePool[ _lineCount ++ ];
+
+ }
+
+ function getNextSpriteInPool() {
+
+ if ( _spriteCount === _spritePoolLength ) {
+
+ var sprite = new THREE.RenderableSprite();
+ _spritePool.push( sprite );
+ _spritePoolLength ++;
+ _spriteCount ++
+ return sprite;
+
+ }
+
+ return _spritePool[ _spriteCount ++ ];
+
+ }
+
+ //
+
+ function painterSort( a, b ) {
+
+ if ( a.z !== b.z ) {
+
+ return b.z - a.z;
+
+ } else if ( a.id !== b.id ) {
+
+ return a.id - b.id;
+
+ } else {
+
+ return 0;
+
+ }
+
+ }
+
+ function clipLine( s1, s2 ) {
+
+ var alpha1 = 0, alpha2 = 1,
+
+ // Calculate the boundary coordinate of each vertex for the near and far clip planes,
+ // Z = -1 and Z = +1, respectively.
+ bc1near = s1.z + s1.w,
+ bc2near = s2.z + s2.w,
+ bc1far = - s1.z + s1.w,
+ bc2far = - s2.z + s2.w;
+
+ if ( bc1near >= 0 && bc2near >= 0 && bc1far >= 0 && bc2far >= 0 ) {
+
+ // Both vertices lie entirely within all clip planes.
+ return true;
+
+ } else if ( ( bc1near < 0 && bc2near < 0) || (bc1far < 0 && bc2far < 0 ) ) {
+
+ // Both vertices lie entirely outside one of the clip planes.
+ return false;
+
+ } else {
+
+ // The line segment spans at least one clip plane.
+
+ if ( bc1near < 0 ) {
+
+ // v1 lies outside the near plane, v2 inside
+ alpha1 = Math.max( alpha1, bc1near / ( bc1near - bc2near ) );
+
+ } else if ( bc2near < 0 ) {
+
+ // v2 lies outside the near plane, v1 inside
+ alpha2 = Math.min( alpha2, bc1near / ( bc1near - bc2near ) );
+
+ }
+
+ if ( bc1far < 0 ) {
+
+ // v1 lies outside the far plane, v2 inside
+ alpha1 = Math.max( alpha1, bc1far / ( bc1far - bc2far ) );
+
+ } else if ( bc2far < 0 ) {
+
+ // v2 lies outside the far plane, v2 inside
+ alpha2 = Math.min( alpha2, bc1far / ( bc1far - bc2far ) );
+
+ }
+
+ if ( alpha2 < alpha1 ) {
+
+ // The line segment spans two boundaries, but is outside both of them.
+ // (This can't happen when we're only clipping against just near/far but good
+ // to leave the check here for future usage if other clip planes are added.)
+ return false;
+
+ } else {
+
+ // Update the s1 and s2 vertices to match the clipped line segment.
+ s1.lerp( s2, alpha1 );
+ s2.lerp( s1, 1 - alpha2 );
+
+ return true;
+
+ }
+
+ }
+
+ }
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Face3 = function ( a, b, c, normal, color, materialIndex ) {
+
+ this.a = a;
+ this.b = b;
+ this.c = c;
+
+ this.normal = normal instanceof THREE.Vector3 ? normal : new THREE.Vector3();
+ this.vertexNormals = normal instanceof Array ? normal : [ ];
+
+ this.color = color instanceof THREE.Color ? color : new THREE.Color();
+ this.vertexColors = color instanceof Array ? color : [];
+
+ this.vertexTangents = [];
+
+ this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
+
+ this.centroid = new THREE.Vector3();
+
+};
+
+THREE.Face3.prototype = {
+
+ constructor: THREE.Face3,
+
+ clone: function () {
+
+ var face = new THREE.Face3( this.a, this.b, this.c );
+
+ face.normal.copy( this.normal );
+ face.color.copy( this.color );
+ face.centroid.copy( this.centroid );
+
+ face.materialIndex = this.materialIndex;
+
+ var i, il;
+ for ( i = 0, il = this.vertexNormals.length; i < il; i ++ ) face.vertexNormals[ i ] = this.vertexNormals[ i ].clone();
+ for ( i = 0, il = this.vertexColors.length; i < il; i ++ ) face.vertexColors[ i ] = this.vertexColors[ i ].clone();
+ for ( i = 0, il = this.vertexTangents.length; i < il; i ++ ) face.vertexTangents[ i ] = this.vertexTangents[ i ].clone();
+
+ return face;
+
+ }
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Face4 = function ( a, b, c, d, normal, color, materialIndex ) {
+
+ console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.')
+
+ return new THREE.Face3( a, b, c, normal, color, materialIndex );
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.BufferGeometry = function () {
+
+ this.id = THREE.GeometryIdCount ++;
+ this.uuid = THREE.Math.generateUUID();
+
+ this.name = '';
+
+ // attributes
+
+ this.attributes = {};
+
+ // offsets for chunks when using indexed elements
+
+ this.offsets = [];
+
+ // boundings
+
+ this.boundingBox = null;
+ this.boundingSphere = null;
+
+};
+
+THREE.BufferGeometry.prototype = {
+
+ constructor: THREE.BufferGeometry,
+
+ addAttribute: function ( name, type, numItems, itemSize ) {
+
+ this.attributes[ name ] = {
+
+ array: new type( numItems * itemSize ),
+ itemSize: itemSize
+
+ };
+
+ return this.attributes[ name ];
+
+ },
+
+ applyMatrix: function ( matrix ) {
+
+ var position = this.attributes.position;
+
+ if ( position !== undefined ) {
+
+ matrix.multiplyVector3Array( position.array );
+ position.needsUpdate = true;
+
+ }
+
+ var normal = this.attributes.normal;
+
+ if ( normal !== undefined ) {
+
+ var normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
+
+ normalMatrix.multiplyVector3Array( normal.array );
+ normal.needsUpdate = true;
+
+ }
+
+ },
+
+ computeBoundingBox: function () {
+
+ if ( this.boundingBox === null ) {
+
+ this.boundingBox = new THREE.Box3();
+
+ }
+
+ var positions = this.attributes[ "position" ].array;
+
+ if ( positions ) {
+
+ var bb = this.boundingBox;
+
+ if( positions.length >= 3 ) {
+ bb.min.x = bb.max.x = positions[ 0 ];
+ bb.min.y = bb.max.y = positions[ 1 ];
+ bb.min.z = bb.max.z = positions[ 2 ];
+ }
+
+ for ( var i = 3, il = positions.length; i < il; i += 3 ) {
+
+ var x = positions[ i ];
+ var y = positions[ i + 1 ];
+ var z = positions[ i + 2 ];
+
+ // bounding box
+
+ if ( x < bb.min.x ) {
+
+ bb.min.x = x;
+
+ } else if ( x > bb.max.x ) {
+
+ bb.max.x = x;
+
+ }
+
+ if ( y < bb.min.y ) {
+
+ bb.min.y = y;
+
+ } else if ( y > bb.max.y ) {
+
+ bb.max.y = y;
+
+ }
+
+ if ( z < bb.min.z ) {
+
+ bb.min.z = z;
+
+ } else if ( z > bb.max.z ) {
+
+ bb.max.z = z;
+
+ }
+
+ }
+
+ }
+
+ if ( positions === undefined || positions.length === 0 ) {
+
+ this.boundingBox.min.set( 0, 0, 0 );
+ this.boundingBox.max.set( 0, 0, 0 );
+
+ }
+
+ },
+
+ computeBoundingSphere: function () {
+
+ var box = new THREE.Box3();
+ var vector = new THREE.Vector3();
+
+ return function () {
+
+ if ( this.boundingSphere === null ) {
+
+ this.boundingSphere = new THREE.Sphere();
+
+ }
+
+ var positions = this.attributes[ "position" ].array;
+
+ if ( positions ) {
+
+ box.makeEmpty();
+
+ var center = this.boundingSphere.center;
+
+ for ( var i = 0, il = positions.length; i < il; i += 3 ) {
+
+ vector.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
+ box.addPoint( vector );
+
+ }
+
+ box.center( center );
+
+ var maxRadiusSq = 0;
+
+ for ( var i = 0, il = positions.length; i < il; i += 3 ) {
+
+ vector.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
+ maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) );
+
+ }
+
+ this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
+
+ }
+
+ }
+
+ }(),
+
+ computeVertexNormals: function () {
+
+ if ( this.attributes[ "position" ] ) {
+
+ var i, il;
+ var j, jl;
+
+ var nVertexElements = this.attributes[ "position" ].array.length;
+
+ if ( this.attributes[ "normal" ] === undefined ) {
+
+ this.attributes[ "normal" ] = {
+
+ itemSize: 3,
+ array: new Float32Array( nVertexElements )
+
+ };
+
+ } else {
+
+ // reset existing normals to zero
+
+ for ( i = 0, il = this.attributes[ "normal" ].array.length; i < il; i ++ ) {
+
+ this.attributes[ "normal" ].array[ i ] = 0;
+
+ }
+
+ }
+
+ var positions = this.attributes[ "position" ].array;
+ var normals = this.attributes[ "normal" ].array;
+
+ var vA, vB, vC, x, y, z,
+
+ pA = new THREE.Vector3(),
+ pB = new THREE.Vector3(),
+ pC = new THREE.Vector3(),
+
+ cb = new THREE.Vector3(),
+ ab = new THREE.Vector3();
+
+ // indexed elements
+
+ if ( this.attributes[ "index" ] ) {
+
+ var indices = this.attributes[ "index" ].array;
+
+ var offsets = this.offsets;
+
+ for ( j = 0, jl = offsets.length; j < jl; ++ j ) {
+
+ var start = offsets[ j ].start;
+ var count = offsets[ j ].count;
+ var index = offsets[ j ].index;
+
+ for ( i = start, il = start + count; i < il; i += 3 ) {
+
+ vA = index + indices[ i ];
+ vB = index + indices[ i + 1 ];
+ vC = index + indices[ i + 2 ];
+
+ x = positions[ vA * 3 ];
+ y = positions[ vA * 3 + 1 ];
+ z = positions[ vA * 3 + 2 ];
+ pA.set( x, y, z );
+
+ x = positions[ vB * 3 ];
+ y = positions[ vB * 3 + 1 ];
+ z = positions[ vB * 3 + 2 ];
+ pB.set( x, y, z );
+
+ x = positions[ vC * 3 ];
+ y = positions[ vC * 3 + 1 ];
+ z = positions[ vC * 3 + 2 ];
+ pC.set( x, y, z );
+
+ cb.subVectors( pC, pB );
+ ab.subVectors( pA, pB );
+ cb.cross( ab );
+
+ normals[ vA * 3 ] += cb.x;
+ normals[ vA * 3 + 1 ] += cb.y;
+ normals[ vA * 3 + 2 ] += cb.z;
+
+ normals[ vB * 3 ] += cb.x;
+ normals[ vB * 3 + 1 ] += cb.y;
+ normals[ vB * 3 + 2 ] += cb.z;
+
+ normals[ vC * 3 ] += cb.x;
+ normals[ vC * 3 + 1 ] += cb.y;
+ normals[ vC * 3 + 2 ] += cb.z;
+
+ }
+
+ }
+
+ // non-indexed elements (unconnected triangle soup)
+
+ } else {
+
+ for ( i = 0, il = positions.length; i < il; i += 9 ) {
+
+ x = positions[ i ];
+ y = positions[ i + 1 ];
+ z = positions[ i + 2 ];
+ pA.set( x, y, z );
+
+ x = positions[ i + 3 ];
+ y = positions[ i + 4 ];
+ z = positions[ i + 5 ];
+ pB.set( x, y, z );
+
+ x = positions[ i + 6 ];
+ y = positions[ i + 7 ];
+ z = positions[ i + 8 ];
+ pC.set( x, y, z );
+
+ 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();
+
+ this.normalsNeedUpdate = true;
+
+ }
+
+ },
+
+ normalizeNormals: function () {
+
+ var normals = this.attributes[ "normal" ].array;
+
+ var x, y, z, n;
+
+ for ( var i = 0, il = normals.length; i < il; i += 3 ) {
+
+ x = normals[ i ];
+ y = normals[ i + 1 ];
+ z = normals[ i + 2 ];
+
+ n = 1.0 / Math.sqrt( x * x + y * y + z * z );
+
+ normals[ i ] *= n;
+ normals[ i + 1 ] *= n;
+ normals[ i + 2 ] *= n;
+
+ }
+
+ },
+
+ computeTangents: function () {
+
+ // based on http://www.terathon.com/code/tangent.html
+ // (per vertex tangents)
+
+ if ( this.attributes[ "index" ] === undefined ||
+ this.attributes[ "position" ] === undefined ||
+ this.attributes[ "normal" ] === undefined ||
+ this.attributes[ "uv" ] === undefined ) {
+
+ console.warn( "Missing required attributes (index, position, normal or uv) in BufferGeometry.computeTangents()" );
+ return;
+
+ }
+
+ var indices = this.attributes[ "index" ].array;
+ var positions = this.attributes[ "position" ].array;
+ var normals = this.attributes[ "normal" ].array;
+ var uvs = this.attributes[ "uv" ].array;
+
+ var nVertices = positions.length / 3;
+
+ if ( this.attributes[ "tangent" ] === undefined ) {
+
+ var nTangentElements = 4 * nVertices;
+
+ this.attributes[ "tangent" ] = {
+
+ itemSize: 4,
+ array: new Float32Array( nTangentElements )
+
+ };
+
+ }
+
+ var tangents = this.attributes[ "tangent" ].array;
+
+ var tan1 = [], tan2 = [];
+
+ for ( var k = 0; k < nVertices; k ++ ) {
+
+ tan1[ k ] = new THREE.Vector3();
+ tan2[ k ] = new THREE.Vector3();
+
+ }
+
+ var xA, yA, zA,
+ xB, yB, zB,
+ xC, yC, zC,
+
+ uA, vA,
+ uB, vB,
+ uC, vC,
+
+ x1, x2, y1, y2, z1, z2,
+ s1, s2, t1, t2, r;
+
+ var sdir = new THREE.Vector3(), tdir = new THREE.Vector3();
+
+ function handleTriangle( a, b, c ) {
+
+ xA = positions[ a * 3 ];
+ yA = positions[ a * 3 + 1 ];
+ zA = positions[ a * 3 + 2 ];
+
+ xB = positions[ b * 3 ];
+ yB = positions[ b * 3 + 1 ];
+ zB = positions[ b * 3 + 2 ];
+
+ xC = positions[ c * 3 ];
+ yC = positions[ c * 3 + 1 ];
+ zC = positions[ c * 3 + 2 ];
+
+ uA = uvs[ a * 2 ];
+ vA = uvs[ a * 2 + 1 ];
+
+ uB = uvs[ b * 2 ];
+ vB = uvs[ b * 2 + 1 ];
+
+ uC = uvs[ c * 2 ];
+ vC = uvs[ c * 2 + 1 ];
+
+ x1 = xB - xA;
+ x2 = xC - xA;
+
+ y1 = yB - yA;
+ y2 = yC - yA;
+
+ z1 = zB - zA;
+ z2 = zC - zA;
+
+ s1 = uB - uA;
+ s2 = uC - uA;
+
+ t1 = vB - vA;
+ t2 = vC - vA;
+
+ r = 1.0 / ( s1 * t2 - s2 * t1 );
+
+ sdir.set(
+ ( t2 * x1 - t1 * x2 ) * r,
+ ( t2 * y1 - t1 * y2 ) * r,
+ ( t2 * z1 - t1 * z2 ) * r
+ );
+
+ tdir.set(
+ ( s1 * x2 - s2 * x1 ) * r,
+ ( s1 * y2 - s2 * y1 ) * r,
+ ( s1 * z2 - s2 * z1 ) * r
+ );
+
+ tan1[ a ].add( sdir );
+ tan1[ b ].add( sdir );
+ tan1[ c ].add( sdir );
+
+ tan2[ a ].add( tdir );
+ tan2[ b ].add( tdir );
+ tan2[ c ].add( tdir );
+
+ }
+
+ var i, il;
+ var j, jl;
+ var iA, iB, iC;
+
+ var offsets = this.offsets;
+
+ for ( j = 0, jl = offsets.length; j < jl; ++ j ) {
+
+ var start = offsets[ j ].start;
+ var count = offsets[ j ].count;
+ var index = offsets[ j ].index;
+
+ for ( i = start, il = start + count; i < il; i += 3 ) {
+
+ iA = index + indices[ i ];
+ iB = index + indices[ i + 1 ];
+ iC = index + indices[ i + 2 ];
+
+ handleTriangle( iA, iB, iC );
+
+ }
+
+ }
+
+ var tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3();
+ var n = new THREE.Vector3(), n2 = new THREE.Vector3();
+ var w, t, test;
+
+ function handleVertex( v ) {
+
+ n.x = normals[ v * 3 ];
+ n.y = normals[ v * 3 + 1 ];
+ n.z = normals[ v * 3 + 2 ];
+
+ n2.copy( n );
+
+ t = tan1[ v ];
+
+ // Gram-Schmidt orthogonalize
+
+ tmp.copy( t );
+ tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();
+
+ // Calculate handedness
+
+ tmp2.crossVectors( n2, t );
+ test = tmp2.dot( tan2[ v ] );
+ w = ( test < 0.0 ) ? -1.0 : 1.0;
+
+ tangents[ v * 4 ] = tmp.x;
+ tangents[ v * 4 + 1 ] = tmp.y;
+ tangents[ v * 4 + 2 ] = tmp.z;
+ tangents[ v * 4 + 3 ] = w;
+
+ }
+
+ for ( j = 0, jl = offsets.length; j < jl; ++ j ) {
+
+ var start = offsets[ j ].start;
+ var count = offsets[ j ].count;
+ var index = offsets[ j ].index;
+
+ for ( i = start, il = start + count; i < il; i += 3 ) {
+
+ iA = index + indices[ i ];
+ iB = index + indices[ i + 1 ];
+ iC = index + indices[ i + 2 ];
+
+ handleVertex( iA );
+ handleVertex( iB );
+ handleVertex( iC );
+
+ }
+
+ }
+
+ },
+
+ /*
+ computeOffsets
+ Compute the draw offset for large models by chunking the index buffer into chunks of 65k addressable vertices.
+ This method will effectively rewrite the index buffer and remap all attributes to match the new indices.
+ WARNING: This method will also expand the vertex count to prevent sprawled triangles across draw offsets.
+ indexBufferSize - Defaults to 65535, but allows for larger or smaller chunks.
+ */
+ computeOffsets: function(indexBufferSize) {
+
+ var size = indexBufferSize;
+ if(indexBufferSize === undefined)
+ size = 65535; //WebGL limits type of index buffer values to 16-bit.
+
+ var s = Date.now();
+
+ var indices = this.attributes['index'].array;
+ var vertices = this.attributes['position'].array;
+
+ var verticesCount = (vertices.length/3);
+ var facesCount = (indices.length/3);
+
+ /*
+ console.log("Computing buffers in offsets of "+size+" -> indices:"+indices.length+" vertices:"+vertices.length);
+ console.log("Faces to process: "+(indices.length/3));
+ console.log("Reordering "+verticesCount+" vertices.");
+ */
+
+ var sortedIndices = new Uint16Array( indices.length ); //16-bit buffers
+ var indexPtr = 0;
+ var vertexPtr = 0;
+
+ var offsets = [ { start:0, count:0, index:0 } ];
+ var offset = offsets[0];
+
+ var duplicatedVertices = 0;
+ var newVerticeMaps = 0;
+ var faceVertices = new Int32Array(6);
+ var vertexMap = new Int32Array( vertices.length );
+ var revVertexMap = new Int32Array( vertices.length );
+ for(var j = 0; j < vertices.length; j++) { vertexMap[j] = -1; revVertexMap[j] = -1; }
+
+ /*
+ Traverse every face and reorder vertices in the proper offsets of 65k.
+ We can have more than 65k entries in the index buffer per offset, but only reference 65k values.
+ */
+ for(var findex = 0; findex < facesCount; findex++) {
+ newVerticeMaps = 0;
+
+ for(var vo = 0; vo < 3; vo++) {
+ var vid = indices[ findex*3 + vo ];
+ if(vertexMap[vid] == -1) {
+ //Unmapped vertice
+ faceVertices[vo*2] = vid;
+ faceVertices[vo*2+1] = -1;
+ newVerticeMaps++;
+ } else if(vertexMap[vid] < offset.index) {
+ //Reused vertices from previous block (duplicate)
+ faceVertices[vo*2] = vid;
+ faceVertices[vo*2+1] = -1;
+ duplicatedVertices++;
+ } else {
+ //Reused vertice in the current block
+ faceVertices[vo*2] = vid;
+ faceVertices[vo*2+1] = vertexMap[vid];
+ }
+ }
+
+ var faceMax = vertexPtr + newVerticeMaps;
+ if(faceMax > (offset.index + size)) {
+ var new_offset = { start:indexPtr, count:0, index:vertexPtr };
+ offsets.push(new_offset);
+ offset = new_offset;
+
+ //Re-evaluate reused vertices in light of new offset.
+ for(var v = 0; v < 6; v+=2) {
+ var new_vid = faceVertices[v+1];
+ if(new_vid > -1 && new_vid < offset.index)
+ faceVertices[v+1] = -1;
+ }
+ }
+
+ //Reindex the face.
+ for(var v = 0; v < 6; v+=2) {
+ var vid = faceVertices[v];
+ var new_vid = faceVertices[v+1];
+
+ if(new_vid === -1)
+ new_vid = vertexPtr++;
+
+ vertexMap[vid] = new_vid;
+ revVertexMap[new_vid] = vid;
+ sortedIndices[indexPtr++] = new_vid - offset.index; //XXX overflows at 16bit
+ offset.count++;
+ }
+ }
+
+ /* Move all attribute values to map to the new computed indices , also expand the vertice stack to match our new vertexPtr. */
+ this.reorderBuffers(sortedIndices, revVertexMap, vertexPtr);
+ this.offsets = offsets;
+
+ /*
+ var orderTime = Date.now();
+ console.log("Reorder time: "+(orderTime-s)+"ms");
+ console.log("Duplicated "+duplicatedVertices+" vertices.");
+ console.log("Compute Buffers time: "+(Date.now()-s)+"ms");
+ console.log("Draw offsets: "+offsets.length);
+ */
+
+ return offsets;
+ },
+
+ /*
+ reoderBuffers:
+ Reorder attributes based on a new indexBuffer and indexMap.
+ indexBuffer - Uint16Array of the new ordered indices.
+ indexMap - Int32Array where the position is the new vertex ID and the value the old vertex ID for each vertex.
+ vertexCount - Amount of total vertices considered in this reordering (in case you want to grow the vertice stack).
+ */
+ reorderBuffers: function(indexBuffer, indexMap, vertexCount) {
+
+ /* Create a copy of all attributes for reordering. */
+ var sortedAttributes = {};
+ var types = [ Int8Array, Uint8Array, Uint8ClampedArray, Int16Array, Uint16Array, Int32Array, Uint32Array, Float32Array, Float64Array ];
+ for( var attr in this.attributes ) {
+ if(attr == 'index')
+ continue;
+ var sourceArray = this.attributes[attr].array;
+ for ( var i = 0, il = types.length; i < il; i++ ) {
+ var type = types[i];
+ if (sourceArray instanceof type) {
+ sortedAttributes[attr] = new type( this.attributes[attr].itemSize * vertexCount );
+ break;
+ }
+ }
+ }
+
+ /* Move attribute positions based on the new index map */
+ for(var new_vid = 0; new_vid < vertexCount; new_vid++) {
+ var vid = indexMap[new_vid];
+ for ( var attr in this.attributes ) {
+ if(attr == 'index')
+ continue;
+ var attrArray = this.attributes[attr].array;
+ var attrSize = this.attributes[attr].itemSize;
+ var sortedAttr = sortedAttributes[attr];
+ for(var k = 0; k < attrSize; k++)
+ sortedAttr[ new_vid * attrSize + k ] = attrArray[ vid * attrSize + k ];
+ }
+ }
+
+ /* Carry the new sorted buffers locally */
+ this.attributes['index'].array = indexBuffer;
+ for ( var attr in this.attributes ) {
+ if(attr == 'index')
+ continue;
+ this.attributes[attr].array = sortedAttributes[attr];
+ this.attributes[attr].numItems = this.attributes[attr].itemSize * vertexCount;
+ }
+ },
+
+ clone: function () {
+
+ var geometry = new THREE.BufferGeometry();
+
+ var types = [ Int8Array, Uint8Array, Uint8ClampedArray, Int16Array, Uint16Array, Int32Array, Uint32Array, Float32Array, Float64Array ];
+
+ for ( var attr in this.attributes ) {
+
+ var sourceAttr = this.attributes[ attr ];
+ var sourceArray = sourceAttr.array;
+
+ var attribute = {
+
+ itemSize: sourceAttr.itemSize,
+ array: null
+
+ };
+
+ for ( var i = 0, il = types.length; i < il; i ++ ) {
+
+ var type = types[ i ];
+
+ if ( sourceArray instanceof type ) {
+
+ attribute.array = new type( sourceArray );
+ break;
+
+ }
+
+ }
+
+ geometry.attributes[ attr ] = attribute;
+
+ }
+
+ for ( var i = 0, il = this.offsets.length; i < il; i ++ ) {
+
+ var offset = this.offsets[ i ];
+
+ geometry.offsets.push( {
+
+ start: offset.start,
+ index: offset.index,
+ count: offset.count
+
+ } );
+
+ }
+
+ return geometry;
+
+ },
+
+ dispose: function () {
+
+ this.dispatchEvent( { type: 'dispose' } );
+
+ }
+
+};
+
+THREE.EventDispatcher.prototype.apply( THREE.BufferGeometry.prototype );
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author kile / http://kile.stravaganza.org/
+ * @author alteredq / http://alteredqualia.com/
+ * @author mikael emtinger / http://gomo.se/
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ * @author bhouston / http://exocortex.com
+ */
+
+THREE.Geometry = function () {
+
+ this.id = THREE.GeometryIdCount ++;
+ this.uuid = THREE.Math.generateUUID();
+
+ this.name = '';
+
+ this.vertices = [];
+ this.colors = []; // one-to-one vertex colors, used in ParticleSystem and Line
+
+ this.faces = [];
+
+ this.faceVertexUvs = [[]];
+
+ this.morphTargets = [];
+ this.morphColors = [];
+ this.morphNormals = [];
+
+ this.skinWeights = [];
+ this.skinIndices = [];
+
+ this.lineDistances = [];
+
+ this.boundingBox = null;
+ this.boundingSphere = null;
+
+ this.hasTangents = false;
+
+ this.dynamic = true; // the intermediate typed arrays will be deleted when set to false
+
+ // update flags
+
+ this.verticesNeedUpdate = false;
+ this.elementsNeedUpdate = false;
+ this.uvsNeedUpdate = false;
+ this.normalsNeedUpdate = false;
+ this.tangentsNeedUpdate = false;
+ this.colorsNeedUpdate = false;
+ this.lineDistancesNeedUpdate = false;
+
+ this.buffersNeedUpdate = false;
+
+};
+
+THREE.Geometry.prototype = {
+
+ constructor: THREE.Geometry,
+
+ applyMatrix: function ( matrix ) {
+
+ var normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
+
+ for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
+
+ var vertex = this.vertices[ i ];
+ vertex.applyMatrix4( matrix );
+
+ }
+
+ for ( var i = 0, il = this.faces.length; i < il; i ++ ) {
+
+ var face = this.faces[ i ];
+ face.normal.applyMatrix3( normalMatrix ).normalize();
+
+ for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
+
+ face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
+
+ }
+
+ face.centroid.applyMatrix4( matrix );
+
+ }
+
+ if ( this.boundingBox instanceof THREE.Box3 ) {
+
+ this.computeBoundingBox();
+
+ }
+
+ if ( this.boundingSphere instanceof THREE.Sphere ) {
+
+ this.computeBoundingSphere();
+
+ }
+
+ },
+
+ computeCentroids: function () {
+
+ var f, fl, face;
+
+ for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+ face = this.faces[ f ];
+ face.centroid.set( 0, 0, 0 );
+
+ face.centroid.add( this.vertices[ face.a ] );
+ face.centroid.add( this.vertices[ face.b ] );
+ face.centroid.add( this.vertices[ face.c ] );
+ face.centroid.divideScalar( 3 );
+
+ }
+
+ },
+
+ computeFaceNormals: function () {
+
+ var cb = new THREE.Vector3(), ab = new THREE.Vector3();
+
+ for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+ var face = this.faces[ f ];
+
+ var vA = this.vertices[ face.a ];
+ var vB = this.vertices[ face.b ];
+ var vC = this.vertices[ face.c ];
+
+ cb.subVectors( vC, vB );
+ ab.subVectors( vA, vB );
+ cb.cross( ab );
+
+ cb.normalize();
+
+ face.normal.copy( cb );
+
+ }
+
+ },
+
+ computeVertexNormals: function ( areaWeighted ) {
+
+ var v, vl, f, fl, face, vertices;
+
+ vertices = new Array( this.vertices.length );
+
+ for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
+
+ vertices[ v ] = new THREE.Vector3();
+
+ }
+
+ if ( areaWeighted ) {
+
+ // vertex normals weighted by triangle areas
+ // http://www.iquilezles.org/www/articles/normals/normals.htm
+
+ var vA, vB, vC, vD;
+ var cb = new THREE.Vector3(), ab = new THREE.Vector3(),
+ db = new THREE.Vector3(), dc = new THREE.Vector3(), bc = new THREE.Vector3();
+
+ for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+ face = this.faces[ f ];
+
+ vA = this.vertices[ face.a ];
+ vB = this.vertices[ face.b ];
+ vC = this.vertices[ face.c ];
+
+ cb.subVectors( vC, vB );
+ ab.subVectors( vA, vB );
+ cb.cross( ab );
+
+ vertices[ face.a ].add( cb );
+ vertices[ face.b ].add( cb );
+ vertices[ face.c ].add( cb );
+
+ }
+
+ } else {
+
+ for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+ face = this.faces[ f ];
+
+ vertices[ face.a ].add( face.normal );
+ vertices[ face.b ].add( face.normal );
+ vertices[ face.c ].add( face.normal );
+
+ }
+
+ }
+
+ for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
+
+ vertices[ v ].normalize();
+
+ }
+
+ for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+ face = this.faces[ f ];
+
+ face.vertexNormals[ 0 ] = vertices[ face.a ].clone();
+ face.vertexNormals[ 1 ] = vertices[ face.b ].clone();
+ face.vertexNormals[ 2 ] = vertices[ face.c ].clone();
+
+ }
+
+ },
+
+ computeMorphNormals: function () {
+
+ var i, il, f, fl, face;
+
+ // save original normals
+ // - create temp variables on first access
+ // otherwise just copy (for faster repeated calls)
+
+ for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+ face = this.faces[ f ];
+
+ if ( ! face.__originalFaceNormal ) {
+
+ face.__originalFaceNormal = face.normal.clone();
+
+ } else {
+
+ face.__originalFaceNormal.copy( face.normal );
+
+ }
+
+ if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = [];
+
+ for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
+
+ if ( ! face.__originalVertexNormals[ i ] ) {
+
+ face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
+
+ } else {
+
+ face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
+
+ }
+
+ }
+
+ }
+
+ // use temp geometry to compute face and vertex normals for each morph
+
+ var tmpGeo = new THREE.Geometry();
+ tmpGeo.faces = this.faces;
+
+ for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {
+
+ // create on first access
+
+ if ( ! this.morphNormals[ i ] ) {
+
+ this.morphNormals[ i ] = {};
+ this.morphNormals[ i ].faceNormals = [];
+ this.morphNormals[ i ].vertexNormals = [];
+
+ var dstNormalsFace = this.morphNormals[ i ].faceNormals;
+ var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;
+
+ var faceNormal, vertexNormals;
+
+ for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+ face = this.faces[ f ];
+
+ faceNormal = new THREE.Vector3();
+ vertexNormals = { a: new THREE.Vector3(), b: new THREE.Vector3(), c: new THREE.Vector3() };
+
+ dstNormalsFace.push( faceNormal );
+ dstNormalsVertex.push( vertexNormals );
+
+ }
+
+ }
+
+ var morphNormals = this.morphNormals[ i ];
+
+ // set vertices to morph target
+
+ tmpGeo.vertices = this.morphTargets[ i ].vertices;
+
+ // compute morph normals
+
+ tmpGeo.computeFaceNormals();
+ tmpGeo.computeVertexNormals();
+
+ // store morph normals
+
+ var faceNormal, vertexNormals;
+
+ for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+ face = this.faces[ f ];
+
+ faceNormal = morphNormals.faceNormals[ f ];
+ vertexNormals = morphNormals.vertexNormals[ f ];
+
+ faceNormal.copy( face.normal );
+
+ vertexNormals.a.copy( face.vertexNormals[ 0 ] );
+ vertexNormals.b.copy( face.vertexNormals[ 1 ] );
+ vertexNormals.c.copy( face.vertexNormals[ 2 ] );
+
+ }
+
+ }
+
+ // restore original normals
+
+ for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+ face = this.faces[ f ];
+
+ face.normal = face.__originalFaceNormal;
+ face.vertexNormals = face.__originalVertexNormals;
+
+ }
+
+ },
+
+ computeTangents: function () {
+
+ // based on http://www.terathon.com/code/tangent.html
+ // tangents go to vertices
+
+ var f, fl, v, vl, i, il, vertexIndex,
+ face, uv, vA, vB, vC, uvA, uvB, uvC,
+ x1, x2, y1, y2, z1, z2,
+ s1, s2, t1, t2, r, t, test,
+ tan1 = [], tan2 = [],
+ sdir = new THREE.Vector3(), tdir = new THREE.Vector3(),
+ tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3(),
+ n = new THREE.Vector3(), w;
+
+ for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
+
+ tan1[ v ] = new THREE.Vector3();
+ tan2[ v ] = new THREE.Vector3();
+
+ }
+
+ function handleTriangle( context, a, b, c, ua, ub, uc ) {
+
+ vA = context.vertices[ a ];
+ vB = context.vertices[ b ];
+ vC = context.vertices[ c ];
+
+ uvA = uv[ ua ];
+ uvB = uv[ ub ];
+ uvC = uv[ uc ];
+
+ x1 = vB.x - vA.x;
+ x2 = vC.x - vA.x;
+ y1 = vB.y - vA.y;
+ y2 = vC.y - vA.y;
+ z1 = vB.z - vA.z;
+ z2 = vC.z - vA.z;
+
+ s1 = uvB.x - uvA.x;
+ s2 = uvC.x - uvA.x;
+ t1 = uvB.y - uvA.y;
+ t2 = uvC.y - uvA.y;
+
+ r = 1.0 / ( s1 * t2 - s2 * t1 );
+ sdir.set( ( t2 * x1 - t1 * x2 ) * r,
+ ( t2 * y1 - t1 * y2 ) * r,
+ ( t2 * z1 - t1 * z2 ) * r );
+ tdir.set( ( s1 * x2 - s2 * x1 ) * r,
+ ( s1 * y2 - s2 * y1 ) * r,
+ ( s1 * z2 - s2 * z1 ) * r );
+
+ tan1[ a ].add( sdir );
+ tan1[ b ].add( sdir );
+ tan1[ c ].add( sdir );
+
+ tan2[ a ].add( tdir );
+ tan2[ b ].add( tdir );
+ tan2[ c ].add( tdir );
+
+ }
+
+ for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+ face = this.faces[ f ];
+ uv = this.faceVertexUvs[ 0 ][ f ]; // use UV layer 0 for tangents
+
+ handleTriangle( this, face.a, face.b, face.c, 0, 1, 2 );
+
+ }
+
+ var faceIndex = [ 'a', 'b', 'c', 'd' ];
+
+ for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+ face = this.faces[ f ];
+
+ for ( i = 0; i < Math.min( face.vertexNormals.length, 3 ); i++ ) {
+
+ n.copy( face.vertexNormals[ i ] );
+
+ vertexIndex = face[ faceIndex[ i ] ];
+
+ t = tan1[ vertexIndex ];
+
+ // Gram-Schmidt orthogonalize
+
+ tmp.copy( t );
+ tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();
+
+ // Calculate handedness
+
+ tmp2.crossVectors( face.vertexNormals[ i ], t );
+ test = tmp2.dot( tan2[ vertexIndex ] );
+ w = (test < 0.0) ? -1.0 : 1.0;
+
+ face.vertexTangents[ i ] = new THREE.Vector4( tmp.x, tmp.y, tmp.z, w );
+
+ }
+
+ }
+
+ this.hasTangents = true;
+
+ },
+
+ computeLineDistances: function ( ) {
+
+ var d = 0;
+ var vertices = this.vertices;
+
+ for ( var i = 0, il = vertices.length; i < il; i ++ ) {
+
+ if ( i > 0 ) {
+
+ d += vertices[ i ].distanceTo( vertices[ i - 1 ] );
+
+ }
+
+ this.lineDistances[ i ] = d;
+
+ }
+
+ },
+
+ computeBoundingBox: function () {
+
+ if ( this.boundingBox === null ) {
+
+ this.boundingBox = new THREE.Box3();
+
+ }
+
+ this.boundingBox.setFromPoints( this.vertices );
+
+ },
+
+ computeBoundingSphere: function () {
+
+ if ( this.boundingSphere === null ) {
+
+ this.boundingSphere = new THREE.Sphere();
+
+ }
+
+ this.boundingSphere.setFromPoints( this.vertices );
+
+ },
+
+ /*
+ * Checks for duplicate vertices with hashmap.
+ * Duplicated vertices are removed
+ * and faces' vertices are updated.
+ */
+
+ mergeVertices: function () {
+
+ var verticesMap = {}; // Hashmap for looking up vertice by position coordinates (and making sure they are unique)
+ var unique = [], changes = [];
+
+ var v, key;
+ var precisionPoints = 4; // number of decimal points, eg. 4 for epsilon of 0.0001
+ var precision = Math.pow( 10, precisionPoints );
+ var i,il, face;
+ var indices, k, j, jl, u;
+
+ for ( i = 0, il = this.vertices.length; i < il; i ++ ) {
+
+ v = this.vertices[ i ];
+ key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );
+
+ if ( verticesMap[ key ] === undefined ) {
+
+ verticesMap[ key ] = i;
+ unique.push( this.vertices[ i ] );
+ changes[ i ] = unique.length - 1;
+
+ } else {
+
+ //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
+ changes[ i ] = changes[ verticesMap[ key ] ];
+
+ }
+
+ };
+
+
+ // if faces are completely degenerate after merging vertices, we
+ // have to remove them from the geometry.
+ var faceIndicesToRemove = [];
+
+ for( i = 0, il = this.faces.length; i < il; i ++ ) {
+
+ face = this.faces[ i ];
+
+ face.a = changes[ face.a ];
+ face.b = changes[ face.b ];
+ face.c = changes[ face.c ];
+
+ indices = [ face.a, face.b, face.c ];
+
+ var dupIndex = -1;
+
+ // if any duplicate vertices are found in a Face3
+ // we have to remove the face as nothing can be saved
+ for ( var n = 0; n < 3; n ++ ) {
+ if ( indices[ n ] == indices[ ( n + 1 ) % 3 ] ) {
+
+ dupIndex = n;
+ faceIndicesToRemove.push( i );
+ break;
+
+ }
+ }
+
+ }
+
+ for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {
+ var idx = faceIndicesToRemove[ i ];
+
+ this.faces.splice( idx, 1 );
+
+ for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
+
+ this.faceVertexUvs[ j ].splice( idx, 1 );
+
+ }
+
+ }
+
+ // Use unique set of vertices
+
+ var diff = this.vertices.length - unique.length;
+ this.vertices = unique;
+ return diff;
+
+ },
+
+ // Geometry splitting
+
+ makeGroups: ( function () {
+
+ var geometryGroupCounter = 0;
+
+ return function ( usesFaceMaterial ) {
+
+ var f, fl, face, materialIndex,
+ groupHash, hash_map = {};
+
+ var numMorphTargets = this.morphTargets.length;
+ var numMorphNormals = this.morphNormals.length;
+
+ this.geometryGroups = {};
+
+ for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+ face = this.faces[ f ];
+ materialIndex = usesFaceMaterial ? face.materialIndex : 0;
+
+ if ( ! ( materialIndex in hash_map ) ) {
+
+ hash_map[ materialIndex ] = { 'hash': materialIndex, 'counter': 0 };
+
+ }
+
+ groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;
+
+ if ( ! ( groupHash in this.geometryGroups ) ) {
+
+ this.geometryGroups[ groupHash ] = { 'faces3': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };
+
+ }
+
+ if ( this.geometryGroups[ groupHash ].vertices + 3 > 65535 ) {
+
+ hash_map[ materialIndex ].counter += 1;
+ groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;
+
+ if ( ! ( groupHash in this.geometryGroups ) ) {
+
+ this.geometryGroups[ groupHash ] = { 'faces3': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };
+
+ }
+
+ }
+
+ this.geometryGroups[ groupHash ].faces3.push( f );
+ this.geometryGroups[ groupHash ].vertices += 3;
+
+ }
+
+ this.geometryGroupsList = [];
+
+ for ( var g in this.geometryGroups ) {
+
+ this.geometryGroups[ g ].id = geometryGroupCounter ++;
+
+ this.geometryGroupsList.push( this.geometryGroups[ g ] );
+
+ }
+
+ };
+
+ } )(),
+
+ clone: function () {
+
+ var geometry = new THREE.Geometry();
+
+ var vertices = this.vertices;
+
+ for ( var i = 0, il = vertices.length; i < il; i ++ ) {
+
+ geometry.vertices.push( vertices[ i ].clone() );
+
+ }
+
+ var faces = this.faces;
+
+ for ( var i = 0, il = faces.length; i < il; i ++ ) {
+
+ geometry.faces.push( faces[ i ].clone() );
+
+ }
+
+ var uvs = this.faceVertexUvs[ 0 ];
+
+ for ( var i = 0, il = uvs.length; i < il; i ++ ) {
+
+ var uv = uvs[ i ], uvCopy = [];
+
+ for ( var j = 0, jl = uv.length; j < jl; j ++ ) {
+
+ uvCopy.push( new THREE.Vector2( uv[ j ].x, uv[ j ].y ) );
+
+ }
+
+ geometry.faceVertexUvs[ 0 ].push( uvCopy );
+
+ }
+
+ return geometry;
+
+ },
+
+ dispose: function () {
+
+ this.dispatchEvent( { type: 'dispose' } );
+
+ }
+
+};
+
+THREE.EventDispatcher.prototype.apply( THREE.Geometry.prototype );
+
+THREE.GeometryIdCount = 0;
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Geometry2 = function ( size ) {
+
+ THREE.BufferGeometry.call( this );
+
+ this.vertices = this.addAttribute( 'position', Float32Array, size, 3 ).array;
+ this.normals = this.addAttribute( 'normal', Float32Array, size, 3 ).array;
+ this.uvs = this.addAttribute( 'uv', Float32Array, size, 2 ).array;
+
+ this.boundingBox = null;
+ this.boundingSphere = null;
+
+};
+
+THREE.Geometry2.prototype = Object.create( THREE.BufferGeometry.prototype );/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author mikael emtinger / http://gomo.se/
+ * @author WestLangley / http://github.com/WestLangley
+*/
+
+THREE.Camera = function () {
+
+ THREE.Object3D.call( this );
+
+ this.matrixWorldInverse = new THREE.Matrix4();
+ this.projectionMatrix = new THREE.Matrix4();
+
+};
+
+THREE.Camera.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.Camera.prototype.lookAt = function () {
+
+ // This routine does not support cameras with rotated and/or translated parent(s)
+
+ var m1 = new THREE.Matrix4();
+
+ return function ( vector ) {
+
+ m1.lookAt( this.position, vector, this.up );
+
+ this.quaternion.setFromRotationMatrix( m1 );
+
+ };
+
+}();
+
+THREE.Camera.prototype.clone = function (camera) {
+
+ if ( camera === undefined ) camera = new THREE.Camera();
+
+ THREE.Object3D.prototype.clone.call( this, camera );
+
+ camera.matrixWorldInverse.copy( this.matrixWorldInverse );
+ camera.projectionMatrix.copy( this.projectionMatrix );
+
+ return camera;
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.OrthographicCamera = function ( left, right, top, bottom, near, far ) {
+
+ THREE.Camera.call( this );
+
+ this.left = left;
+ this.right = right;
+ this.top = top;
+ this.bottom = bottom;
+
+ this.near = ( near !== undefined ) ? near : 0.1;
+ this.far = ( far !== undefined ) ? far : 2000;
+
+ this.updateProjectionMatrix();
+
+};
+
+THREE.OrthographicCamera.prototype = Object.create( THREE.Camera.prototype );
+
+THREE.OrthographicCamera.prototype.updateProjectionMatrix = function () {
+
+ this.projectionMatrix.makeOrthographic( this.left, this.right, this.top, this.bottom, this.near, this.far );
+
+};
+
+THREE.OrthographicCamera.prototype.clone = function () {
+
+ var camera = new THREE.OrthographicCamera();
+
+ THREE.Camera.prototype.clone.call( this, camera );
+
+ camera.left = this.left;
+ camera.right = this.right;
+ camera.top = this.top;
+ camera.bottom = this.bottom;
+
+ camera.near = this.near;
+ camera.far = this.far;
+
+ return camera;
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author greggman / http://games.greggman.com/
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ */
+
+THREE.PerspectiveCamera = function ( fov, aspect, near, far ) {
+
+ THREE.Camera.call( this );
+
+ this.fov = fov !== undefined ? fov : 50;
+ this.aspect = aspect !== undefined ? aspect : 1;
+ this.near = near !== undefined ? near : 0.1;
+ this.far = far !== undefined ? far : 2000;
+
+ this.updateProjectionMatrix();
+
+};
+
+THREE.PerspectiveCamera.prototype = Object.create( THREE.Camera.prototype );
+
+
+/**
+ * Uses Focal Length (in mm) to estimate and set FOV
+ * 35mm (fullframe) camera is used if frame size is not specified;
+ * Formula based on http://www.bobatkins.com/photography/technical/field_of_view.html
+ */
+
+THREE.PerspectiveCamera.prototype.setLens = function ( focalLength, frameHeight ) {
+
+ if ( frameHeight === undefined ) frameHeight = 24;
+
+ this.fov = 2 * THREE.Math.radToDeg( Math.atan( frameHeight / ( focalLength * 2 ) ) );
+ this.updateProjectionMatrix();
+
+}
+
+
+/**
+ * Sets an offset in a larger frustum. This is useful for multi-window or
+ * multi-monitor/multi-machine setups.
+ *
+ * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
+ * the monitors are in grid like this
+ *
+ * +---+---+---+
+ * | A | B | C |
+ * +---+---+---+
+ * | D | E | F |
+ * +---+---+---+
+ *
+ * then for each monitor you would call it like this
+ *
+ * var w = 1920;
+ * var h = 1080;
+ * var fullWidth = w * 3;
+ * var fullHeight = h * 2;
+ *
+ * --A--
+ * camera.setOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
+ * --B--
+ * camera.setOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
+ * --C--
+ * camera.setOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
+ * --D--
+ * camera.setOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
+ * --E--
+ * camera.setOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
+ * --F--
+ * camera.setOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
+ *
+ * Note there is no reason monitors have to be the same size or in a grid.
+ */
+
+THREE.PerspectiveCamera.prototype.setViewOffset = function ( fullWidth, fullHeight, x, y, width, height ) {
+
+ this.fullWidth = fullWidth;
+ this.fullHeight = fullHeight;
+ this.x = x;
+ this.y = y;
+ this.width = width;
+ this.height = height;
+
+ this.updateProjectionMatrix();
+
+};
+
+
+THREE.PerspectiveCamera.prototype.updateProjectionMatrix = function () {
+
+ if ( this.fullWidth ) {
+
+ var aspect = this.fullWidth / this.fullHeight;
+ var top = Math.tan( THREE.Math.degToRad( this.fov * 0.5 ) ) * this.near;
+ var bottom = -top;
+ var left = aspect * bottom;
+ var right = aspect * top;
+ var width = Math.abs( right - left );
+ var height = Math.abs( top - bottom );
+
+ this.projectionMatrix.makeFrustum(
+ left + this.x * width / this.fullWidth,
+ left + ( this.x + this.width ) * width / this.fullWidth,
+ top - ( this.y + this.height ) * height / this.fullHeight,
+ top - this.y * height / this.fullHeight,
+ this.near,
+ this.far
+ );
+
+ } else {
+
+ this.projectionMatrix.makePerspective( this.fov, this.aspect, this.near, this.far );
+
+ }
+
+};
+
+THREE.PerspectiveCamera.prototype.clone = function () {
+
+ var camera = new THREE.PerspectiveCamera();
+
+ THREE.Camera.prototype.clone.call( this, camera );
+
+ camera.fov = this.fov;
+ camera.aspect = this.aspect;
+ camera.near = this.near;
+ camera.far = this.far;
+
+ return camera;
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Light = function ( color ) {
+
+ THREE.Object3D.call( this );
+
+ this.color = new THREE.Color( color );
+
+};
+
+THREE.Light.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.Light.prototype.clone = function ( light ) {
+
+ if ( light === undefined ) light = new THREE.Light();
+
+ THREE.Object3D.prototype.clone.call( this, light );
+
+ light.color.copy( this.color );
+
+ return light;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.AmbientLight = function ( color ) {
+
+ THREE.Light.call( this, color );
+
+};
+
+THREE.AmbientLight.prototype = Object.create( THREE.Light.prototype );
+
+THREE.AmbientLight.prototype.clone = function () {
+
+ var light = new THREE.AmbientLight();
+
+ THREE.Light.prototype.clone.call( this, light );
+
+ return light;
+
+};
+/**
+ * @author MPanknin / http://www.redplant.de/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.AreaLight = function ( color, intensity ) {
+
+ THREE.Light.call( this, color );
+
+ this.normal = new THREE.Vector3( 0, -1, 0 );
+ this.right = new THREE.Vector3( 1, 0, 0 );
+
+ this.intensity = ( intensity !== undefined ) ? intensity : 1;
+
+ this.width = 1.0;
+ this.height = 1.0;
+
+ this.constantAttenuation = 1.5;
+ this.linearAttenuation = 0.5;
+ this.quadraticAttenuation = 0.1;
+
+};
+
+THREE.AreaLight.prototype = Object.create( THREE.Light.prototype );
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.DirectionalLight = function ( color, intensity ) {
+
+ THREE.Light.call( this, color );
+
+ this.position.set( 0, 1, 0 );
+ this.target = new THREE.Object3D();
+
+ this.intensity = ( intensity !== undefined ) ? intensity : 1;
+
+ this.castShadow = false;
+ this.onlyShadow = false;
+
+ //
+
+ this.shadowCameraNear = 50;
+ this.shadowCameraFar = 5000;
+
+ this.shadowCameraLeft = -500;
+ this.shadowCameraRight = 500;
+ this.shadowCameraTop = 500;
+ this.shadowCameraBottom = -500;
+
+ this.shadowCameraVisible = false;
+
+ this.shadowBias = 0;
+ this.shadowDarkness = 0.5;
+
+ this.shadowMapWidth = 512;
+ this.shadowMapHeight = 512;
+
+ //
+
+ this.shadowCascade = false;
+
+ this.shadowCascadeOffset = new THREE.Vector3( 0, 0, -1000 );
+ this.shadowCascadeCount = 2;
+
+ this.shadowCascadeBias = [ 0, 0, 0 ];
+ this.shadowCascadeWidth = [ 512, 512, 512 ];
+ this.shadowCascadeHeight = [ 512, 512, 512 ];
+
+ this.shadowCascadeNearZ = [ -1.000, 0.990, 0.998 ];
+ this.shadowCascadeFarZ = [ 0.990, 0.998, 1.000 ];
+
+ this.shadowCascadeArray = [];
+
+ //
+
+ this.shadowMap = null;
+ this.shadowMapSize = null;
+ this.shadowCamera = null;
+ this.shadowMatrix = null;
+
+};
+
+THREE.DirectionalLight.prototype = Object.create( THREE.Light.prototype );
+
+THREE.DirectionalLight.prototype.clone = function () {
+
+ var light = new THREE.DirectionalLight();
+
+ THREE.Light.prototype.clone.call( this, light );
+
+ light.target = this.target.clone();
+
+ light.intensity = this.intensity;
+
+ light.castShadow = this.castShadow;
+ light.onlyShadow = this.onlyShadow;
+
+ return light;
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.HemisphereLight = function ( skyColor, groundColor, intensity ) {
+
+ THREE.Light.call( this, skyColor );
+
+ this.position.set( 0, 100, 0 );
+
+ this.groundColor = new THREE.Color( groundColor );
+ this.intensity = ( intensity !== undefined ) ? intensity : 1;
+
+};
+
+THREE.HemisphereLight.prototype = Object.create( THREE.Light.prototype );
+
+THREE.HemisphereLight.prototype.clone = function () {
+
+ var light = new THREE.HemisphereLight();
+
+ THREE.Light.prototype.clone.call( this, light );
+
+ light.groundColor.copy( this.groundColor );
+ light.intensity = this.intensity;
+
+ return light;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.PointLight = function ( color, intensity, distance ) {
+
+ THREE.Light.call( this, color );
+
+ this.intensity = ( intensity !== undefined ) ? intensity : 1;
+ this.distance = ( distance !== undefined ) ? distance : 0;
+
+};
+
+THREE.PointLight.prototype = Object.create( THREE.Light.prototype );
+
+THREE.PointLight.prototype.clone = function () {
+
+ var light = new THREE.PointLight();
+
+ THREE.Light.prototype.clone.call( this, light );
+
+ light.intensity = this.intensity;
+ light.distance = this.distance;
+
+ return light;
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.SpotLight = function ( color, intensity, distance, angle, exponent ) {
+
+ THREE.Light.call( this, color );
+
+ this.position.set( 0, 1, 0 );
+ this.target = new THREE.Object3D();
+
+ this.intensity = ( intensity !== undefined ) ? intensity : 1;
+ this.distance = ( distance !== undefined ) ? distance : 0;
+ this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
+ this.exponent = ( exponent !== undefined ) ? exponent : 10;
+
+ this.castShadow = false;
+ this.onlyShadow = false;
+
+ //
+
+ this.shadowCameraNear = 50;
+ this.shadowCameraFar = 5000;
+ this.shadowCameraFov = 50;
+
+ this.shadowCameraVisible = false;
+
+ this.shadowBias = 0;
+ this.shadowDarkness = 0.5;
+
+ this.shadowMapWidth = 512;
+ this.shadowMapHeight = 512;
+
+ //
+
+ this.shadowMap = null;
+ this.shadowMapSize = null;
+ this.shadowCamera = null;
+ this.shadowMatrix = null;
+
+};
+
+THREE.SpotLight.prototype = Object.create( THREE.Light.prototype );
+
+THREE.SpotLight.prototype.clone = function () {
+
+ var light = new THREE.SpotLight();
+
+ THREE.Light.prototype.clone.call( this, light );
+
+ light.target = this.target.clone();
+
+ light.intensity = this.intensity;
+ light.distance = this.distance;
+ light.angle = this.angle;
+ light.exponent = this.exponent;
+
+ light.castShadow = this.castShadow;
+ light.onlyShadow = this.onlyShadow;
+
+ return light;
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Loader = function ( showStatus ) {
+
+ this.showStatus = showStatus;
+ this.statusDomElement = showStatus ? THREE.Loader.prototype.addStatusElement() : null;
+
+ this.onLoadStart = function () {};
+ this.onLoadProgress = function () {};
+ this.onLoadComplete = function () {};
+
+};
+
+THREE.Loader.prototype = {
+
+ constructor: THREE.Loader,
+
+ crossOrigin: undefined,
+
+ addStatusElement: function () {
+
+ var e = document.createElement( "div" );
+
+ e.style.position = "absolute";
+ e.style.right = "0px";
+ e.style.top = "0px";
+ e.style.fontSize = "0.8em";
+ e.style.textAlign = "left";
+ e.style.background = "rgba(0,0,0,0.25)";
+ e.style.color = "#fff";
+ e.style.width = "120px";
+ e.style.padding = "0.5em 0.5em 0.5em 0.5em";
+ e.style.zIndex = 1000;
+
+ e.innerHTML = "Loading ...";
+
+ return e;
+
+ },
+
+ updateProgress: function ( progress ) {
+
+ var message = "Loaded ";
+
+ if ( progress.total ) {
+
+ message += ( 100 * progress.loaded / progress.total ).toFixed(0) + "%";
+
+
+ } else {
+
+ message += ( progress.loaded / 1000 ).toFixed(2) + " KB";
+
+ }
+
+ this.statusDomElement.innerHTML = message;
+
+ },
+
+ extractUrlBase: function ( url ) {
+
+ var parts = url.split( '/' );
+
+ if ( parts.length === 1 ) return './';
+
+ parts.pop();
+
+ return parts.join( '/' ) + '/';
+
+ },
+
+ initMaterials: function ( materials, texturePath ) {
+
+ var array = [];
+
+ for ( var i = 0; i < materials.length; ++ i ) {
+
+ array[ i ] = THREE.Loader.prototype.createMaterial( materials[ i ], texturePath );
+
+ }
+
+ return array;
+
+ },
+
+ needsTangents: function ( materials ) {
+
+ for( var i = 0, il = materials.length; i < il; i ++ ) {
+
+ var m = materials[ i ];
+
+ if ( m instanceof THREE.ShaderMaterial ) return true;
+
+ }
+
+ return false;
+
+ },
+
+ createMaterial: function ( m, texturePath ) {
+
+ var _this = this;
+
+ function is_pow2( n ) {
+
+ var l = Math.log( n ) / Math.LN2;
+ return Math.floor( l ) == l;
+
+ }
+
+ function nearest_pow2( n ) {
+
+ var l = Math.log( n ) / Math.LN2;
+ return Math.pow( 2, Math.round( l ) );
+
+ }
+
+ function load_image( where, url ) {
+
+ var image = new Image();
+
+ image.onload = function () {
+
+ if ( !is_pow2( this.width ) || !is_pow2( this.height ) ) {
+
+ var width = nearest_pow2( this.width );
+ var height = nearest_pow2( this.height );
+
+ where.image.width = width;
+ where.image.height = height;
+ where.image.getContext( '2d' ).drawImage( this, 0, 0, width, height );
+
+ } else {
+
+ where.image = this;
+
+ }
+
+ where.needsUpdate = true;
+
+ };
+
+ if ( _this.crossOrigin !== undefined ) image.crossOrigin = _this.crossOrigin;
+ image.src = url;
+
+ }
+
+ function create_texture( where, name, sourceFile, repeat, offset, wrap, anisotropy ) {
+
+ var isCompressed = /\.dds$/i.test( sourceFile );
+
+ var fullPath = texturePath + sourceFile;
+
+ if ( isCompressed ) {
+
+ var texture = THREE.ImageUtils.loadCompressedTexture( fullPath );
+
+ where[ name ] = texture;
+
+ } else {
+
+ var texture = document.createElement( 'canvas' );
+
+ where[ name ] = new THREE.Texture( texture );
+
+ }
+
+ where[ name ].sourceFile = sourceFile;
+
+ if( repeat ) {
+
+ where[ name ].repeat.set( repeat[ 0 ], repeat[ 1 ] );
+
+ if ( repeat[ 0 ] !== 1 ) where[ name ].wrapS = THREE.RepeatWrapping;
+ if ( repeat[ 1 ] !== 1 ) where[ name ].wrapT = THREE.RepeatWrapping;
+
+ }
+
+ if ( offset ) {
+
+ where[ name ].offset.set( offset[ 0 ], offset[ 1 ] );
+
+ }
+
+ if ( wrap ) {
+
+ var wrapMap = {
+ "repeat": THREE.RepeatWrapping,
+ "mirror": THREE.MirroredRepeatWrapping
+ }
+
+ if ( wrapMap[ wrap[ 0 ] ] !== undefined ) where[ name ].wrapS = wrapMap[ wrap[ 0 ] ];
+ if ( wrapMap[ wrap[ 1 ] ] !== undefined ) where[ name ].wrapT = wrapMap[ wrap[ 1 ] ];
+
+ }
+
+ if ( anisotropy ) {
+
+ where[ name ].anisotropy = anisotropy;
+
+ }
+
+ if ( ! isCompressed ) {
+
+ load_image( where[ name ], fullPath );
+
+ }
+
+ }
+
+ function rgb2hex( rgb ) {
+
+ return ( rgb[ 0 ] * 255 << 16 ) + ( rgb[ 1 ] * 255 << 8 ) + rgb[ 2 ] * 255;
+
+ }
+
+ // defaults
+
+ var mtype = "MeshLambertMaterial";
+ var mpars = { color: 0xeeeeee, opacity: 1.0, map: null, lightMap: null, normalMap: null, bumpMap: null, wireframe: false };
+
+ // parameters from model file
+
+ if ( m.shading ) {
+
+ var shading = m.shading.toLowerCase();
+
+ if ( shading === "phong" ) mtype = "MeshPhongMaterial";
+ else if ( shading === "basic" ) mtype = "MeshBasicMaterial";
+
+ }
+
+ if ( m.blending !== undefined && THREE[ m.blending ] !== undefined ) {
+
+ mpars.blending = THREE[ m.blending ];
+
+ }
+
+ if ( m.transparent !== undefined || m.opacity < 1.0 ) {
+
+ mpars.transparent = m.transparent;
+
+ }
+
+ if ( m.depthTest !== undefined ) {
+
+ mpars.depthTest = m.depthTest;
+
+ }
+
+ if ( m.depthWrite !== undefined ) {
+
+ mpars.depthWrite = m.depthWrite;
+
+ }
+
+ if ( m.visible !== undefined ) {
+
+ mpars.visible = m.visible;
+
+ }
+
+ if ( m.flipSided !== undefined ) {
+
+ mpars.side = THREE.BackSide;
+
+ }
+
+ if ( m.doubleSided !== undefined ) {
+
+ mpars.side = THREE.DoubleSide;
+
+ }
+
+ if ( m.wireframe !== undefined ) {
+
+ mpars.wireframe = m.wireframe;
+
+ }
+
+ if ( m.vertexColors !== undefined ) {
+
+ if ( m.vertexColors === "face" ) {
+
+ mpars.vertexColors = THREE.FaceColors;
+
+ } else if ( m.vertexColors ) {
+
+ mpars.vertexColors = THREE.VertexColors;
+
+ }
+
+ }
+
+ // colors
+
+ if ( m.colorDiffuse ) {
+
+ mpars.color = rgb2hex( m.colorDiffuse );
+
+ } else if ( m.DbgColor ) {
+
+ mpars.color = m.DbgColor;
+
+ }
+
+ if ( m.colorSpecular ) {
+
+ mpars.specular = rgb2hex( m.colorSpecular );
+
+ }
+
+ if ( m.colorAmbient ) {
+
+ mpars.ambient = rgb2hex( m.colorAmbient );
+
+ }
+
+ // modifiers
+
+ if ( m.transparency ) {
+
+ mpars.opacity = m.transparency;
+
+ }
+
+ if ( m.specularCoef ) {
+
+ mpars.shininess = m.specularCoef;
+
+ }
+
+ // textures
+
+ if ( m.mapDiffuse && texturePath ) {
+
+ create_texture( mpars, "map", m.mapDiffuse, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap, m.mapDiffuseAnisotropy );
+
+ }
+
+ if ( m.mapLight && texturePath ) {
+
+ create_texture( mpars, "lightMap", m.mapLight, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap, m.mapLightAnisotropy );
+
+ }
+
+ if ( m.mapBump && texturePath ) {
+
+ create_texture( mpars, "bumpMap", m.mapBump, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap, m.mapBumpAnisotropy );
+
+ }
+
+ if ( m.mapNormal && texturePath ) {
+
+ create_texture( mpars, "normalMap", m.mapNormal, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap, m.mapNormalAnisotropy );
+
+ }
+
+ if ( m.mapSpecular && texturePath ) {
+
+ create_texture( mpars, "specularMap", m.mapSpecular, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap, m.mapSpecularAnisotropy );
+
+ }
+
+ //
+
+ if ( m.mapBumpScale ) {
+
+ mpars.bumpScale = m.mapBumpScale;
+
+ }
+
+ // special case for normal mapped material
+
+ if ( m.mapNormal ) {
+
+ var shader = THREE.ShaderLib[ "normalmap" ];
+ var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
+
+ uniforms[ "tNormal" ].value = mpars.normalMap;
+
+ if ( m.mapNormalFactor ) {
+
+ uniforms[ "uNormalScale" ].value.set( m.mapNormalFactor, m.mapNormalFactor );
+
+ }
+
+ if ( mpars.map ) {
+
+ uniforms[ "tDiffuse" ].value = mpars.map;
+ uniforms[ "enableDiffuse" ].value = true;
+
+ }
+
+ if ( mpars.specularMap ) {
+
+ uniforms[ "tSpecular" ].value = mpars.specularMap;
+ uniforms[ "enableSpecular" ].value = true;
+
+ }
+
+ if ( mpars.lightMap ) {
+
+ uniforms[ "tAO" ].value = mpars.lightMap;
+ uniforms[ "enableAO" ].value = true;
+
+ }
+
+ // for the moment don't handle displacement texture
+
+ uniforms[ "diffuse" ].value.setHex( mpars.color );
+ uniforms[ "specular" ].value.setHex( mpars.specular );
+ uniforms[ "ambient" ].value.setHex( mpars.ambient );
+
+ uniforms[ "shininess" ].value = mpars.shininess;
+
+ if ( mpars.opacity !== undefined ) {
+
+ uniforms[ "opacity" ].value = mpars.opacity;
+
+ }
+
+ var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true, fog: true };
+ var material = new THREE.ShaderMaterial( parameters );
+
+ if ( mpars.transparent ) {
+
+ material.transparent = true;
+
+ }
+
+ } else {
+
+ var material = new THREE[ mtype ]( mpars );
+
+ }
+
+ if ( m.DbgName !== undefined ) material.name = m.DbgName;
+
+ return material;
+
+ }
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.XHRLoader = function ( manager ) {
+
+ this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
+
+};
+
+THREE.XHRLoader.prototype = {
+
+ constructor: THREE.XHRLoader,
+
+ load: function ( url, onLoad, onProgress, onError ) {
+
+ var scope = this;
+ var request = new XMLHttpRequest();
+
+ if ( onLoad !== undefined ) {
+
+ request.addEventListener( 'load', function ( event ) {
+
+ onLoad( event.target.responseText );
+ scope.manager.itemEnd( url );
+
+ }, false );
+
+ }
+
+ if ( onProgress !== undefined ) {
+
+ request.addEventListener( 'progress', function ( event ) {
+
+ onProgress( event );
+
+ }, false );
+
+ }
+
+ if ( onError !== undefined ) {
+
+ request.addEventListener( 'error', function ( event ) {
+
+ onError( event );
+
+ }, false );
+
+ }
+
+ if ( this.crossOrigin !== undefined ) request.crossOrigin = this.crossOrigin;
+
+ request.open( 'GET', url, true );
+ request.send( null );
+
+ scope.manager.itemStart( url );
+
+ },
+
+ setCrossOrigin: function ( value ) {
+
+ this.crossOrigin = value;
+
+ }
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.ImageLoader = function ( manager ) {
+
+ this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
+
+};
+
+THREE.ImageLoader.prototype = {
+
+ constructor: THREE.ImageLoader,
+
+ load: function ( url, onLoad, onProgress, onError ) {
+
+ var scope = this;
+ var image = document.createElement( 'img' );
+
+ if ( onLoad !== undefined ) {
+
+ image.addEventListener( 'load', function ( event ) {
+
+ scope.manager.itemEnd( url );
+ onLoad( this );
+
+ }, false );
+
+ }
+
+ if ( onProgress !== undefined ) {
+
+ image.addEventListener( 'progress', function ( event ) {
+
+ onProgress( event );
+
+ }, false );
+
+ }
+
+ if ( onError !== undefined ) {
+
+ image.addEventListener( 'error', function ( event ) {
+
+ onError( event );
+
+ }, false );
+
+ }
+
+ if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;
+
+ image.src = url;
+
+ scope.manager.itemStart( url );
+
+ return image;
+
+ },
+
+ setCrossOrigin: function ( value ) {
+
+ this.crossOrigin = value;
+
+ }
+
+}
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.JSONLoader = function ( showStatus ) {
+
+ THREE.Loader.call( this, showStatus );
+
+ this.withCredentials = false;
+
+};
+
+THREE.JSONLoader.prototype = Object.create( THREE.Loader.prototype );
+
+THREE.JSONLoader.prototype.load = function ( url, callback, texturePath ) {
+
+ var scope = this;
+
+ // todo: unify load API to for easier SceneLoader use
+
+ texturePath = texturePath && ( typeof texturePath === "string" ) ? texturePath : this.extractUrlBase( url );
+
+ this.onLoadStart();
+ this.loadAjaxJSON( this, url, callback, texturePath );
+
+};
+
+THREE.JSONLoader.prototype.loadAjaxJSON = function ( context, url, callback, texturePath, callbackProgress ) {
+
+ var xhr = new XMLHttpRequest();
+
+ var length = 0;
+
+ xhr.onreadystatechange = function () {
+
+ if ( xhr.readyState === xhr.DONE ) {
+
+ if ( xhr.status === 200 || xhr.status === 0 ) {
+
+ if ( xhr.responseText ) {
+
+ var json = JSON.parse( xhr.responseText );
+
+ if ( json.metadata.type === 'scene' ) {
+
+ console.error( 'THREE.JSONLoader: "' + url + '" seems to be a Scene. Use THREE.SceneLoader instead.' );
+ return;
+
+ }
+
+ var result = context.parse( json, texturePath );
+ callback( result.geometry, result.materials );
+
+ } else {
+
+ console.error( 'THREE.JSONLoader: "' + url + '" seems to be unreachable or the file is empty.' );
+
+ }
+
+ // in context of more complex asset initialization
+ // do not block on single failed file
+ // maybe should go even one more level up
+
+ context.onLoadComplete();
+
+ } else {
+
+ console.error( 'THREE.JSONLoader: Couldn\'t load "' + url + '" (' + xhr.status + ')' );
+
+ }
+
+ } else if ( xhr.readyState === xhr.LOADING ) {
+
+ if ( callbackProgress ) {
+
+ if ( length === 0 ) {
+
+ length = xhr.getResponseHeader( 'Content-Length' );
+
+ }
+
+ callbackProgress( { total: length, loaded: xhr.responseText.length } );
+
+ }
+
+ } else if ( xhr.readyState === xhr.HEADERS_RECEIVED ) {
+
+ if ( callbackProgress !== undefined ) {
+
+ length = xhr.getResponseHeader( "Content-Length" );
+
+ }
+
+ }
+
+ };
+
+ xhr.open( "GET", url, true );
+ xhr.withCredentials = this.withCredentials;
+ xhr.send( null );
+
+};
+
+THREE.JSONLoader.prototype.parse = function ( json, texturePath ) {
+
+ var scope = this,
+ geometry = new THREE.Geometry(),
+ scale = ( json.scale !== undefined ) ? 1.0 / json.scale : 1.0;
+
+ parseModel( scale );
+
+ parseSkin();
+ parseMorphing( scale );
+
+ geometry.computeCentroids();
+ geometry.computeFaceNormals();
+ geometry.computeBoundingSphere();
+
+ function parseModel( scale ) {
+
+ function isBitSet( value, position ) {
+
+ return value & ( 1 << position );
+
+ }
+
+ var i, j, fi,
+
+ offset, zLength,
+
+ colorIndex, normalIndex, uvIndex, materialIndex,
+
+ type,
+ isQuad,
+ hasMaterial,
+ hasFaceVertexUv,
+ hasFaceNormal, hasFaceVertexNormal,
+ hasFaceColor, hasFaceVertexColor,
+
+ vertex, face, faceA, faceB, color, hex, normal,
+
+ uvLayer, uv, u, v,
+
+ faces = json.faces,
+ vertices = json.vertices,
+ normals = json.normals,
+ colors = json.colors,
+
+ nUvLayers = 0;
+
+ if ( json.uvs !== undefined ) {
+
+ // disregard empty arrays
+
+ for ( i = 0; i < json.uvs.length; i++ ) {
+
+ if ( json.uvs[ i ].length ) nUvLayers ++;
+
+ }
+
+ for ( i = 0; i < nUvLayers; i++ ) {
+
+ geometry.faceVertexUvs[ i ] = [];
+
+ }
+
+ }
+
+ offset = 0;
+ zLength = vertices.length;
+
+ while ( offset < zLength ) {
+
+ vertex = new THREE.Vector3();
+
+ vertex.x = vertices[ offset ++ ] * scale;
+ vertex.y = vertices[ offset ++ ] * scale;
+ vertex.z = vertices[ offset ++ ] * scale;
+
+ geometry.vertices.push( vertex );
+
+ }
+
+ offset = 0;
+ zLength = faces.length;
+
+ while ( offset < zLength ) {
+
+ type = faces[ offset ++ ];
+
+
+ isQuad = isBitSet( type, 0 );
+ hasMaterial = isBitSet( type, 1 );
+ hasFaceVertexUv = isBitSet( type, 3 );
+ hasFaceNormal = isBitSet( type, 4 );
+ hasFaceVertexNormal = isBitSet( type, 5 );
+ hasFaceColor = isBitSet( type, 6 );
+ hasFaceVertexColor = isBitSet( type, 7 );
+
+ // console.log("type", type, "bits", isQuad, hasMaterial, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor);
+
+ if ( isQuad ) {
+
+ faceA = new THREE.Face3();
+ faceA.a = faces[ offset ];
+ faceA.b = faces[ offset + 1 ];
+ faceA.c = faces[ offset + 3 ];
+
+ faceB = new THREE.Face3();
+ faceB.a = faces[ offset + 1 ];
+ faceB.b = faces[ offset + 2 ];
+ faceB.c = faces[ offset + 3 ];
+
+ offset += 4;
+
+ if ( hasMaterial ) {
+
+ materialIndex = faces[ offset ++ ];
+ faceA.materialIndex = materialIndex;
+ faceB.materialIndex = materialIndex;
+
+ }
+
+ // to get face <=> uv index correspondence
+
+ fi = geometry.faces.length;
+
+ if ( hasFaceVertexUv ) {
+
+ for ( i = 0; i < nUvLayers; i++ ) {
+
+ uvLayer = json.uvs[ i ];
+
+ geometry.faceVertexUvs[ i ][ fi ] = [];
+ geometry.faceVertexUvs[ i ][ fi + 1 ] = []
+
+ for ( j = 0; j < 4; j ++ ) {
+
+ uvIndex = faces[ offset ++ ];
+
+ u = uvLayer[ uvIndex * 2 ];
+ v = uvLayer[ uvIndex * 2 + 1 ];
+
+ uv = new THREE.Vector2( u, v );
+
+ if ( j !== 2 ) geometry.faceVertexUvs[ i ][ fi ].push( uv );
+ if ( j !== 0 ) geometry.faceVertexUvs[ i ][ fi + 1 ].push( uv );
+
+ }
+
+ }
+
+ }
+
+ if ( hasFaceNormal ) {
+
+ normalIndex = faces[ offset ++ ] * 3;
+
+ faceA.normal.set(
+ normals[ normalIndex ++ ],
+ normals[ normalIndex ++ ],
+ normals[ normalIndex ]
+ );
+
+ faceB.normal.copy( faceA.normal );
+
+ }
+
+ if ( hasFaceVertexNormal ) {
+
+ for ( i = 0; i < 4; i++ ) {
+
+ normalIndex = faces[ offset ++ ] * 3;
+
+ normal = new THREE.Vector3(
+ normals[ normalIndex ++ ],
+ normals[ normalIndex ++ ],
+ normals[ normalIndex ]
+ );
+
+
+ if ( i !== 2 ) faceA.vertexNormals.push( normal );
+ if ( i !== 0 ) faceB.vertexNormals.push( normal );
+
+ }
+
+ }
+
+
+ if ( hasFaceColor ) {
+
+ colorIndex = faces[ offset ++ ];
+ hex = colors[ colorIndex ];
+
+ faceA.color.setHex( hex );
+ faceB.color.setHex( hex );
+
+ }
+
+
+ if ( hasFaceVertexColor ) {
+
+ for ( i = 0; i < 4; i++ ) {
+
+ colorIndex = faces[ offset ++ ];
+ hex = colors[ colorIndex ];
+
+ if ( i !== 2 ) faceA.vertexColors.push( new THREE.Color( hex ) );
+ if ( i !== 0 ) faceB.vertexColors.push( new THREE.Color( hex ) );
+
+ }
+
+ }
+
+ geometry.faces.push( faceA );
+ geometry.faces.push( faceB );
+
+ } else {
+
+ face = new THREE.Face3();
+ face.a = faces[ offset ++ ];
+ face.b = faces[ offset ++ ];
+ face.c = faces[ offset ++ ];
+
+ if ( hasMaterial ) {
+
+ materialIndex = faces[ offset ++ ];
+ face.materialIndex = materialIndex;
+
+ }
+
+ // to get face <=> uv index correspondence
+
+ fi = geometry.faces.length;
+
+ if ( hasFaceVertexUv ) {
+
+ for ( i = 0; i < nUvLayers; i++ ) {
+
+ uvLayer = json.uvs[ i ];
+
+ geometry.faceVertexUvs[ i ][ fi ] = [];
+
+ for ( j = 0; j < 3; j ++ ) {
+
+ uvIndex = faces[ offset ++ ];
+
+ u = uvLayer[ uvIndex * 2 ];
+ v = uvLayer[ uvIndex * 2 + 1 ];
+
+ uv = new THREE.Vector2( u, v );
+
+ geometry.faceVertexUvs[ i ][ fi ].push( uv );
+
+ }
+
+ }
+
+ }
+
+ if ( hasFaceNormal ) {
+
+ normalIndex = faces[ offset ++ ] * 3;
+
+ face.normal.set(
+ normals[ normalIndex ++ ],
+ normals[ normalIndex ++ ],
+ normals[ normalIndex ]
+ );
+
+ }
+
+ if ( hasFaceVertexNormal ) {
+
+ for ( i = 0; i < 3; i++ ) {
+
+ normalIndex = faces[ offset ++ ] * 3;
+
+ normal = new THREE.Vector3(
+ normals[ normalIndex ++ ],
+ normals[ normalIndex ++ ],
+ normals[ normalIndex ]
+ );
+
+ face.vertexNormals.push( normal );
+
+ }
+
+ }
+
+
+ if ( hasFaceColor ) {
+
+ colorIndex = faces[ offset ++ ];
+ face.color.setHex( colors[ colorIndex ] );
+
+ }
+
+
+ if ( hasFaceVertexColor ) {
+
+ for ( i = 0; i < 3; i++ ) {
+
+ colorIndex = faces[ offset ++ ];
+ face.vertexColors.push( new THREE.Color( colors[ colorIndex ] ) );
+
+ }
+
+ }
+
+ geometry.faces.push( face );
+
+ }
+
+ }
+
+ };
+
+ function parseSkin() {
+
+ if ( json.skinWeights ) {
+
+ for ( var i = 0, l = json.skinWeights.length; i < l; i += 2 ) {
+
+ var x = json.skinWeights[ i ];
+ var y = json.skinWeights[ i + 1 ];
+ var z = 0;
+ var w = 0;
+
+ geometry.skinWeights.push( new THREE.Vector4( x, y, z, w ) );
+
+ }
+
+ }
+
+ if ( json.skinIndices ) {
+
+ for ( var i = 0, l = json.skinIndices.length; i < l; i += 2 ) {
+
+ var a = json.skinIndices[ i ];
+ var b = json.skinIndices[ i + 1 ];
+ var c = 0;
+ var d = 0;
+
+ geometry.skinIndices.push( new THREE.Vector4( a, b, c, d ) );
+
+ }
+
+ }
+
+ geometry.bones = json.bones;
+
+ if ( geometry.bones && geometry.bones.length > 0 && ( geometry.skinWeights.length !== geometry.skinIndices.length || geometry.skinIndices.length !== geometry.vertices.length ) ) {
+
+ console.warn( 'When skinning, number of vertices (' + geometry.vertices.length + '), skinIndices (' +
+ geometry.skinIndices.length + '), and skinWeights (' + geometry.skinWeights.length + ') should match.' );
+
+ }
+
+
+ // could change this to json.animations[0] or remove completely
+
+ geometry.animation = json.animation;
+ geometry.animations = json.animations;
+
+ };
+
+ function parseMorphing( scale ) {
+
+ if ( json.morphTargets !== undefined ) {
+
+ var i, l, v, vl, dstVertices, srcVertices;
+
+ for ( i = 0, l = json.morphTargets.length; i < l; i ++ ) {
+
+ geometry.morphTargets[ i ] = {};
+ geometry.morphTargets[ i ].name = json.morphTargets[ i ].name;
+ geometry.morphTargets[ i ].vertices = [];
+
+ dstVertices = geometry.morphTargets[ i ].vertices;
+ srcVertices = json.morphTargets [ i ].vertices;
+
+ for( v = 0, vl = srcVertices.length; v < vl; v += 3 ) {
+
+ var vertex = new THREE.Vector3();
+ vertex.x = srcVertices[ v ] * scale;
+ vertex.y = srcVertices[ v + 1 ] * scale;
+ vertex.z = srcVertices[ v + 2 ] * scale;
+
+ dstVertices.push( vertex );
+
+ }
+
+ }
+
+ }
+
+ if ( json.morphColors !== undefined ) {
+
+ var i, l, c, cl, dstColors, srcColors, color;
+
+ for ( i = 0, l = json.morphColors.length; i < l; i++ ) {
+
+ geometry.morphColors[ i ] = {};
+ geometry.morphColors[ i ].name = json.morphColors[ i ].name;
+ geometry.morphColors[ i ].colors = [];
+
+ dstColors = geometry.morphColors[ i ].colors;
+ srcColors = json.morphColors [ i ].colors;
+
+ for ( c = 0, cl = srcColors.length; c < cl; c += 3 ) {
+
+ color = new THREE.Color( 0xffaa00 );
+ color.setRGB( srcColors[ c ], srcColors[ c + 1 ], srcColors[ c + 2 ] );
+ dstColors.push( color );
+
+ }
+
+ }
+
+ }
+
+ };
+
+ if ( json.materials === undefined ) {
+
+ return { geometry: geometry };
+
+ } else {
+
+ var materials = this.initMaterials( json.materials, texturePath );
+
+ if ( this.needsTangents( materials ) ) {
+
+ geometry.computeTangents();
+
+ }
+
+ return { geometry: geometry, materials: materials };
+
+ }
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.LoadingManager = function ( onLoad, onProgress, onError ) {
+
+ var scope = this;
+
+ var loaded = 0, total = 0;
+
+ this.onLoad = onLoad;
+ this.onProgress = onProgress;
+ this.onError = onError;
+
+ this.itemStart = function ( url ) {
+
+ total ++;
+
+ };
+
+ this.itemEnd = function ( url ) {
+
+ loaded ++;
+
+ if ( scope.onProgress !== undefined ) {
+
+ scope.onProgress( url, loaded, total );
+
+ }
+
+ if ( loaded === total && scope.onLoad !== undefined ) {
+
+ scope.onLoad();
+
+ }
+
+ };
+
+};
+
+THREE.DefaultLoadingManager = new THREE.LoadingManager();
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.BufferGeometryLoader = function ( manager ) {
+
+ this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
+
+};
+
+THREE.BufferGeometryLoader.prototype = {
+
+ constructor: THREE.BufferGeometryLoader,
+
+ load: function ( url, onLoad, onProgress, onError ) {
+
+ var scope = this;
+
+ var loader = new THREE.XHRLoader();
+ loader.setCrossOrigin( this.crossOrigin );
+ loader.load( url, function ( text ) {
+
+ onLoad( scope.parse( JSON.parse( text ) ) );
+
+ } );
+
+ },
+
+ setCrossOrigin: function ( value ) {
+
+ this.crossOrigin = value;
+
+ },
+
+ parse: function ( json ) {
+
+ var geometry = new THREE.BufferGeometry();
+
+ var attributes = json.attributes;
+ var offsets = json.offsets;
+ var boundingSphere = json.boundingSphere;
+
+ for ( var key in attributes ) {
+
+ var attribute = attributes[ key ];
+
+ geometry.attributes[ key ] = {
+ itemSize: attribute.itemSize,
+ array: new self[ attribute.type ]( attribute.array )
+ }
+
+ }
+
+ if ( offsets !== undefined ) {
+
+ geometry.offsets = JSON.parse( JSON.stringify( offsets ) );
+
+ }
+
+ if ( boundingSphere !== undefined ) {
+
+ geometry.boundingSphere = new THREE.Sphere(
+ new THREE.Vector3().fromArray( boundingSphere.center !== undefined ? boundingSphere.center : [ 0, 0, 0 ] ),
+ boundingSphere.radius
+ );
+
+ }
+
+ return geometry;
+
+ }
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Geometry2Loader = function ( manager ) {
+
+ this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
+
+};
+
+THREE.Geometry2Loader.prototype = {
+
+ constructor: THREE.Geometry2Loader,
+
+ load: function ( url, onLoad, onProgress, onError ) {
+
+ var scope = this;
+
+ var loader = new THREE.XHRLoader();
+ loader.setCrossOrigin( this.crossOrigin );
+ loader.load( url, function ( text ) {
+
+ onLoad( scope.parse( JSON.parse( text ) ) );
+
+ } );
+
+ },
+
+ setCrossOrigin: function ( value ) {
+
+ this.crossOrigin = value;
+
+ },
+
+ parse: function ( json ) {
+
+ var geometry = new THREE.Geometry2( json.vertices.length / 3 );
+
+ var attributes = [ 'vertices', 'normals', 'uvs' ];
+ var boundingSphere = json.boundingSphere;
+
+ for ( var key in attributes ) {
+
+ var attribute = attributes[ key ];
+ geometry[ attribute ].set( json[ attribute ] );
+
+ }
+
+ if ( boundingSphere !== undefined ) {
+
+ geometry.boundingSphere = new THREE.Sphere(
+ new THREE.Vector3().fromArray( boundingSphere.center !== undefined ? boundingSphere.center : [ 0, 0, 0 ] ),
+ boundingSphere.radius
+ );
+
+ }
+
+ return geometry;
+
+ }
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.MaterialLoader = function ( manager ) {
+
+ this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
+
+};
+
+THREE.MaterialLoader.prototype = {
+
+ constructor: THREE.MaterialLoader,
+
+ load: function ( url, onLoad, onProgress, onError ) {
+
+ var scope = this;
+
+ var loader = new THREE.XHRLoader();
+ loader.setCrossOrigin( this.crossOrigin );
+ loader.load( url, function ( text ) {
+
+ onLoad( scope.parse( JSON.parse( text ) ) );
+
+ } );
+
+ },
+
+ setCrossOrigin: function ( value ) {
+
+ this.crossOrigin = value;
+
+ },
+
+ parse: function ( json ) {
+
+ var material = new THREE[ json.type ];
+
+ if ( json.color !== undefined ) material.color.setHex( json.color );
+ if ( json.ambient !== undefined ) material.ambient.setHex( json.ambient );
+ if ( json.emissive !== undefined ) material.emissive.setHex( json.emissive );
+ if ( json.specular !== undefined ) material.specular.setHex( json.specular );
+ if ( json.shininess !== undefined ) material.shininess = json.shininess;
+ if ( json.vertexColors !== undefined ) material.vertexColors = json.vertexColors;
+ if ( json.blending !== undefined ) material.blending = json.blending;
+ if ( json.side !== undefined ) material.side = json.side;
+ if ( json.opacity !== undefined ) material.opacity = json.opacity;
+ if ( json.transparent !== undefined ) material.transparent = json.transparent;
+ if ( json.wireframe !== undefined ) material.wireframe = json.wireframe;
+
+ if ( json.materials !== undefined ) {
+
+ for ( var i = 0, l = json.materials.length; i < l; i ++ ) {
+
+ material.materials.push( this.parse( json.materials[ i ] ) );
+
+ }
+
+ }
+
+ return material;
+
+ }
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.ObjectLoader = function ( manager ) {
+
+ this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
+
+};
+
+THREE.ObjectLoader.prototype = {
+
+ constructor: THREE.ObjectLoader,
+
+ load: function ( url, onLoad, onProgress, onError ) {
+
+ var scope = this;
+
+ var loader = new THREE.XHRLoader( scope.manager );
+ loader.setCrossOrigin( this.crossOrigin );
+ loader.load( url, function ( text ) {
+
+ onLoad( scope.parse( JSON.parse( text ) ) );
+
+ } );
+
+ },
+
+ setCrossOrigin: function ( value ) {
+
+ this.crossOrigin = value;
+
+ },
+
+ parse: function ( json ) {
+
+ var geometries = this.parseGeometries( json.geometries );
+ var materials = this.parseMaterials( json.materials );
+ var object = this.parseObject( json.object, geometries, materials );
+
+ return object;
+
+ },
+
+ parseGeometries: function ( json ) {
+
+ var geometries = {};
+
+ if ( json !== undefined ) {
+
+ var geometryLoader = new THREE.JSONLoader();
+ var geometry2Loader = new THREE.Geometry2Loader();
+ var bufferGeometryLoader = new THREE.BufferGeometryLoader();
+
+ for ( var i = 0, l = json.length; i < l; i ++ ) {
+
+ var geometry;
+ var data = json[ i ];
+
+ switch ( data.type ) {
+
+ case 'PlaneGeometry':
+
+ geometry = new THREE.PlaneGeometry(
+ data.width,
+ data.height,
+ data.widthSegments,
+ data.heightSegments
+ );
+
+ break;
+
+ case 'BoxGeometry':
+ case 'CubeGeometry': // DEPRECATED
+
+ geometry = new THREE.BoxGeometry(
+ data.width,
+ data.height,
+ data.depth,
+ data.widthSegments,
+ data.heightSegments,
+ data.depthSegments
+ );
+
+ break;
+
+ case 'CircleGeometry':
+
+ geometry = new THREE.CircleGeometry(
+ data.radius,
+ data.segments
+ );
+
+ break;
+
+ case 'CylinderGeometry':
+
+ geometry = new THREE.CylinderGeometry(
+ data.radiusTop,
+ data.radiusBottom,
+ data.height,
+ data.radialSegments,
+ data.heightSegments,
+ data.openEnded
+ );
+
+ break;
+
+ case 'SphereGeometry':
+
+ geometry = new THREE.SphereGeometry(
+ data.radius,
+ data.widthSegments,
+ data.heightSegments,
+ data.phiStart,
+ data.phiLength,
+ data.thetaStart,
+ data.thetaLength
+ );
+
+ break;
+
+ case 'IcosahedronGeometry':
+
+ geometry = new THREE.IcosahedronGeometry(
+ data.radius,
+ data.detail
+ );
+
+ break;
+
+ case 'TorusGeometry':
+
+ geometry = new THREE.TorusGeometry(
+ data.radius,
+ data.tube,
+ data.radialSegments,
+ data.tubularSegments,
+ data.arc
+ );
+
+ break;
+
+ case 'TorusKnotGeometry':
+
+ geometry = new THREE.TorusKnotGeometry(
+ data.radius,
+ data.tube,
+ data.radialSegments,
+ data.tubularSegments,
+ data.p,
+ data.q,
+ data.heightScale
+ );
+
+ break;
+
+ case 'BufferGeometry':
+
+ geometry = bufferGeometryLoader.parse( data.data );
+
+ break;
+
+ case 'Geometry2':
+
+ geometry = geometry2Loader.parse( data.data );
+
+ break;
+
+ case 'Geometry':
+
+ geometry = geometryLoader.parse( data.data ).geometry;
+
+ break;
+
+ }
+
+ geometry.uuid = data.uuid;
+
+ if ( data.name !== undefined ) geometry.name = data.name;
+
+ geometries[ data.uuid ] = geometry;
+
+ }
+
+ }
+
+ return geometries;
+
+ },
+
+ parseMaterials: function ( json ) {
+
+ var materials = {};
+
+ if ( json !== undefined ) {
+
+ var loader = new THREE.MaterialLoader();
+
+ for ( var i = 0, l = json.length; i < l; i ++ ) {
+
+ var data = json[ i ];
+ var material = loader.parse( data );
+
+ material.uuid = data.uuid;
+
+ if ( data.name !== undefined ) material.name = data.name;
+
+ materials[ data.uuid ] = material;
+
+ }
+
+ }
+
+ return materials;
+
+ },
+
+ parseObject: function () {
+
+ var matrix = new THREE.Matrix4();
+
+ return function ( data, geometries, materials ) {
+
+ var object;
+
+ switch ( data.type ) {
+
+ case 'Scene':
+
+ object = new THREE.Scene();
+
+ break;
+
+ case 'PerspectiveCamera':
+
+ object = new THREE.PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
+
+ break;
+
+ case 'OrthographicCamera':
+
+ object = new THREE.OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
+
+ break;
+
+ case 'AmbientLight':
+
+ object = new THREE.AmbientLight( data.color );
+
+ break;
+
+ case 'DirectionalLight':
+
+ object = new THREE.DirectionalLight( data.color, data.intensity );
+
+ break;
+
+ case 'PointLight':
+
+ object = new THREE.PointLight( data.color, data.intensity, data.distance );
+
+ break;
+
+ case 'SpotLight':
+
+ object = new THREE.SpotLight( data.color, data.intensity, data.distance, data.angle, data.exponent );
+
+ break;
+
+ case 'HemisphereLight':
+
+ object = new THREE.HemisphereLight( data.color, data.groundColor, data.intensity );
+
+ break;
+
+ case 'Mesh':
+
+ var geometry = geometries[ data.geometry ];
+ var material = materials[ data.material ];
+
+ if ( geometry === undefined ) {
+
+ console.error( 'THREE.ObjectLoader: Undefined geometry ' + data.geometry );
+
+ }
+
+ if ( material === undefined ) {
+
+ console.error( 'THREE.ObjectLoader: Undefined material ' + data.material );
+
+ }
+
+ object = new THREE.Mesh( geometry, material );
+
+ break;
+
+ case 'Sprite':
+
+ var material = materials[ data.material ];
+
+ if ( material === undefined ) {
+
+ console.error( 'THREE.ObjectLoader: Undefined material ' + data.material );
+
+ }
+
+ object = new THREE.Sprite( material );
+
+ break;
+
+ default:
+
+ object = new THREE.Object3D();
+
+ }
+
+ object.uuid = data.uuid;
+
+ if ( data.name !== undefined ) object.name = data.name;
+ if ( data.matrix !== undefined ) {
+
+ matrix.fromArray( data.matrix );
+ matrix.decompose( object.position, object.quaternion, object.scale );
+
+ } else {
+
+ if ( data.position !== undefined ) object.position.fromArray( data.position );
+ if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );
+ if ( data.scale !== undefined ) object.scale.fromArray( data.scale );
+
+ }
+
+ if ( data.visible !== undefined ) object.visible = data.visible;
+ if ( data.userData !== undefined ) object.userData = data.userData;
+
+ if ( data.children !== undefined ) {
+
+ for ( var child in data.children ) {
+
+ object.add( this.parseObject( data.children[ child ], geometries, materials ) );
+
+ }
+
+ }
+
+ return object;
+
+ }
+
+ }()
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.SceneLoader = function () {
+
+ this.onLoadStart = function () {};
+ this.onLoadProgress = function() {};
+ this.onLoadComplete = function () {};
+
+ this.callbackSync = function () {};
+ this.callbackProgress = function () {};
+
+ this.geometryHandlers = {};
+ this.hierarchyHandlers = {};
+
+ this.addGeometryHandler( "ascii", THREE.JSONLoader );
+
+};
+
+THREE.SceneLoader.prototype = {
+
+ constructor: THREE.SceneLoader,
+
+ load: function ( url, onLoad, onProgress, onError ) {
+
+ var scope = this;
+
+ var loader = new THREE.XHRLoader( scope.manager );
+ loader.setCrossOrigin( this.crossOrigin );
+ loader.load( url, function ( text ) {
+
+ scope.parse( JSON.parse( text ), onLoad, url );
+
+ } );
+
+ },
+
+ setCrossOrigin: function ( value ) {
+
+ this.crossOrigin = value;
+
+ },
+
+ addGeometryHandler: function ( typeID, loaderClass ) {
+
+ this.geometryHandlers[ typeID ] = { "loaderClass": loaderClass };
+
+ },
+
+ addHierarchyHandler: function ( typeID, loaderClass ) {
+
+ this.hierarchyHandlers[ typeID ] = { "loaderClass": loaderClass };
+
+ },
+
+ parse: function ( json, callbackFinished, url ) {
+
+ var scope = this;
+
+ var urlBase = THREE.Loader.prototype.extractUrlBase( url );
+
+ var geometry, material, camera, fog,
+ texture, images, color,
+ light, hex, intensity,
+ counter_models, counter_textures,
+ total_models, total_textures,
+ result;
+
+ var target_array = [];
+
+ var data = json;
+
+ // async geometry loaders
+
+ for ( var typeID in this.geometryHandlers ) {
+
+ var loaderClass = this.geometryHandlers[ typeID ][ "loaderClass" ];
+ this.geometryHandlers[ typeID ][ "loaderObject" ] = new loaderClass();
+
+ }
+
+ // async hierachy loaders
+
+ for ( var typeID in this.hierarchyHandlers ) {
+
+ var loaderClass = this.hierarchyHandlers[ typeID ][ "loaderClass" ];
+ this.hierarchyHandlers[ typeID ][ "loaderObject" ] = new loaderClass();
+
+ }
+
+ counter_models = 0;
+ counter_textures = 0;
+
+ result = {
+
+ scene: new THREE.Scene(),
+ geometries: {},
+ face_materials: {},
+ materials: {},
+ textures: {},
+ objects: {},
+ cameras: {},
+ lights: {},
+ fogs: {},
+ empties: {},
+ groups: {}
+
+ };
+
+ if ( data.transform ) {
+
+ var position = data.transform.position,
+ rotation = data.transform.rotation,
+ scale = data.transform.scale;
+
+ if ( position ) {
+
+ result.scene.position.fromArray( position );
+
+ }
+
+ if ( rotation ) {
+
+ result.scene.rotation.fromArray( rotation );
+
+ }
+
+ if ( scale ) {
+
+ result.scene.scale.fromArray( scale );
+
+ }
+
+ if ( position || rotation || scale ) {
+
+ result.scene.updateMatrix();
+ result.scene.updateMatrixWorld();
+
+ }
+
+ }
+
+ function get_url( source_url, url_type ) {
+
+ if ( url_type == "relativeToHTML" ) {
+
+ return source_url;
+
+ } else {
+
+ return urlBase + source_url;
+
+ }
+
+ };
+
+ // toplevel loader function, delegates to handle_children
+
+ function handle_objects() {
+
+ handle_children( result.scene, data.objects );
+
+ }
+
+ // handle all the children from the loaded json and attach them to given parent
+
+ function handle_children( parent, children ) {
+
+ var mat, dst, pos, rot, scl, quat;
+
+ for ( var objID in children ) {
+
+ // check by id if child has already been handled,
+ // if not, create new object
+
+ var object = result.objects[ objID ];
+ var objJSON = children[ objID ];
+
+ if ( object === undefined ) {
+
+ // meshes
+
+ if ( objJSON.type && ( objJSON.type in scope.hierarchyHandlers ) ) {
+
+ if ( objJSON.loading === undefined ) {
+
+ var reservedTypes = {
+ "type": 1, "url": 1, "material": 1,
+ "position": 1, "rotation": 1, "scale" : 1,
+ "visible": 1, "children": 1, "userData": 1,
+ "skin": 1, "morph": 1, "mirroredLoop": 1, "duration": 1
+ };
+
+ var loaderParameters = {};
+
+ for ( var parType in objJSON ) {
+
+ if ( ! ( parType in reservedTypes ) ) {
+
+ loaderParameters[ parType ] = objJSON[ parType ];
+
+ }
+
+ }
+
+ material = result.materials[ objJSON.material ];
+
+ objJSON.loading = true;
+
+ var loader = scope.hierarchyHandlers[ objJSON.type ][ "loaderObject" ];
+
+ // ColladaLoader
+
+ if ( loader.options ) {
+
+ loader.load( get_url( objJSON.url, data.urlBaseType ), create_callback_hierachy( objID, parent, material, objJSON ) );
+
+ // UTF8Loader
+ // OBJLoader
+
+ } else {
+
+ loader.load( get_url( objJSON.url, data.urlBaseType ), create_callback_hierachy( objID, parent, material, objJSON ), loaderParameters );
+
+ }
+
+ }
+
+ } else if ( objJSON.geometry !== undefined ) {
+
+ geometry = result.geometries[ objJSON.geometry ];
+
+ // geometry already loaded
+
+ if ( geometry ) {
+
+ var needsTangents = false;
+
+ material = result.materials[ objJSON.material ];
+ needsTangents = material instanceof THREE.ShaderMaterial;
+
+ pos = objJSON.position;
+ rot = objJSON.rotation;
+ scl = objJSON.scale;
+ mat = objJSON.matrix;
+ quat = objJSON.quaternion;
+
+ // use materials from the model file
+ // if there is no material specified in the object
+
+ if ( ! objJSON.material ) {
+
+ material = new THREE.MeshFaceMaterial( result.face_materials[ objJSON.geometry ] );
+
+ }
+
+ // use materials from the model file
+ // if there is just empty face material
+ // (must create new material as each model has its own face material)
+
+ if ( ( material instanceof THREE.MeshFaceMaterial ) && material.materials.length === 0 ) {
+
+ material = new THREE.MeshFaceMaterial( result.face_materials[ objJSON.geometry ] );
+
+ }
+
+ if ( material instanceof THREE.MeshFaceMaterial ) {
+
+ for ( var i = 0; i < material.materials.length; i ++ ) {
+
+ needsTangents = needsTangents || ( material.materials[ i ] instanceof THREE.ShaderMaterial );
+
+ }
+
+ }
+
+ if ( needsTangents ) {
+
+ geometry.computeTangents();
+
+ }
+
+ if ( objJSON.skin ) {
+
+ object = new THREE.SkinnedMesh( geometry, material );
+
+ } else if ( objJSON.morph ) {
+
+ object = new THREE.MorphAnimMesh( geometry, material );
+
+ if ( objJSON.duration !== undefined ) {
+
+ object.duration = objJSON.duration;
+
+ }
+
+ if ( objJSON.time !== undefined ) {
+
+ object.time = objJSON.time;
+
+ }
+
+ if ( objJSON.mirroredLoop !== undefined ) {
+
+ object.mirroredLoop = objJSON.mirroredLoop;
+
+ }
+
+ if ( material.morphNormals ) {
+
+ geometry.computeMorphNormals();
+
+ }
+
+ } else {
+
+ object = new THREE.Mesh( geometry, material );
+
+ }
+
+ object.name = objID;
+
+ if ( mat ) {
+
+ object.matrixAutoUpdate = false;
+ object.matrix.set(
+ mat[0], mat[1], mat[2], mat[3],
+ mat[4], mat[5], mat[6], mat[7],
+ mat[8], mat[9], mat[10], mat[11],
+ mat[12], mat[13], mat[14], mat[15]
+ );
+
+ } else {
+
+ object.position.fromArray( pos );
+
+ if ( quat ) {
+
+ object.quaternion.fromArray( quat );
+
+ } else {
+
+ object.rotation.fromArray( rot );
+
+ }
+
+ object.scale.fromArray( scl );
+
+ }
+
+ object.visible = objJSON.visible;
+ object.castShadow = objJSON.castShadow;
+ object.receiveShadow = objJSON.receiveShadow;
+
+ parent.add( object );
+
+ result.objects[ objID ] = object;
+
+ }
+
+ // lights
+
+ } else if ( objJSON.type === "AmbientLight" || objJSON.type === "PointLight" ||
+ objJSON.type === "DirectionalLight" || objJSON.type === "SpotLight" ||
+ objJSON.type === "HemisphereLight" || objJSON.type === "AreaLight" ) {
+
+ var color = objJSON.color;
+ var intensity = objJSON.intensity;
+ var distance = objJSON.distance;
+ var position = objJSON.position;
+ var rotation = objJSON.rotation;
+
+ switch ( objJSON.type ) {
+
+ case 'AmbientLight':
+ light = new THREE.AmbientLight( color );
+ break;
+
+ case 'PointLight':
+ light = new THREE.PointLight( color, intensity, distance );
+ light.position.fromArray( position );
+ break;
+
+ case 'DirectionalLight':
+ light = new THREE.DirectionalLight( color, intensity );
+ light.position.fromArray( objJSON.direction );
+ break;
+
+ case 'SpotLight':
+ light = new THREE.SpotLight( color, intensity, distance, 1 );
+ light.angle = objJSON.angle;
+ light.position.fromArray( position );
+ light.target.set( position[ 0 ], position[ 1 ] - distance, position[ 2 ] );
+ light.target.applyEuler( new THREE.Euler( rotation[ 0 ], rotation[ 1 ], rotation[ 2 ], 'XYZ' ) );
+ break;
+
+ case 'HemisphereLight':
+ light = new THREE.DirectionalLight( color, intensity, distance );
+ light.target.set( position[ 0 ], position[ 1 ] - distance, position[ 2 ] );
+ light.target.applyEuler( new THREE.Euler( rotation[ 0 ], rotation[ 1 ], rotation[ 2 ], 'XYZ' ) );
+ break;
+
+ case 'AreaLight':
+ light = new THREE.AreaLight(color, intensity);
+ light.position.fromArray( position );
+ light.width = objJSON.size;
+ light.height = objJSON.size_y;
+ break;
+
+ }
+
+ parent.add( light );
+
+ light.name = objID;
+ result.lights[ objID ] = light;
+ result.objects[ objID ] = light;
+
+ // cameras
+
+ } else if ( objJSON.type === "PerspectiveCamera" || objJSON.type === "OrthographicCamera" ) {
+
+ pos = objJSON.position;
+ rot = objJSON.rotation;
+ quat = objJSON.quaternion;
+
+ if ( objJSON.type === "PerspectiveCamera" ) {
+
+ camera = new THREE.PerspectiveCamera( objJSON.fov, objJSON.aspect, objJSON.near, objJSON.far );
+
+ } else if ( objJSON.type === "OrthographicCamera" ) {
+
+ camera = new THREE.OrthographicCamera( objJSON.left, objJSON.right, objJSON.top, objJSON.bottom, objJSON.near, objJSON.far );
+
+ }
+
+ camera.name = objID;
+ camera.position.fromArray( pos );
+
+ if ( quat !== undefined ) {
+
+ camera.quaternion.fromArray( quat );
+
+ } else if ( rot !== undefined ) {
+
+ camera.rotation.fromArray( rot );
+
+ }
+
+ parent.add( camera );
+
+ result.cameras[ objID ] = camera;
+ result.objects[ objID ] = camera;
+
+ // pure Object3D
+
+ } else {
+
+ pos = objJSON.position;
+ rot = objJSON.rotation;
+ scl = objJSON.scale;
+ quat = objJSON.quaternion;
+
+ object = new THREE.Object3D();
+ object.name = objID;
+ object.position.fromArray( pos );
+
+ if ( quat ) {
+
+ object.quaternion.fromArray( quat );
+
+ } else {
+
+ object.rotation.fromArray( rot );
+
+ }
+
+ object.scale.fromArray( scl );
+ object.visible = ( objJSON.visible !== undefined ) ? objJSON.visible : false;
+
+ parent.add( object );
+
+ result.objects[ objID ] = object;
+ result.empties[ objID ] = object;
+
+ }
+
+ if ( object ) {
+
+ if ( objJSON.userData !== undefined ) {
+
+ for ( var key in objJSON.userData ) {
+
+ var value = objJSON.userData[ key ];
+ object.userData[ key ] = value;
+
+ }
+
+ }
+
+ if ( objJSON.groups !== undefined ) {
+
+ for ( var i = 0; i < objJSON.groups.length; i ++ ) {
+
+ var groupID = objJSON.groups[ i ];
+
+ if ( result.groups[ groupID ] === undefined ) {
+
+ result.groups[ groupID ] = [];
+
+ }
+
+ result.groups[ groupID ].push( objID );
+
+ }
+
+ }
+
+ }
+
+ }
+
+ if ( object !== undefined && objJSON.children !== undefined ) {
+
+ handle_children( object, objJSON.children );
+
+ }
+
+ }
+
+ };
+
+ function handle_mesh( geo, mat, id ) {
+
+ result.geometries[ id ] = geo;
+ result.face_materials[ id ] = mat;
+ handle_objects();
+
+ };
+
+ function handle_hierarchy( node, id, parent, material, obj ) {
+
+ var p = obj.position;
+ var r = obj.rotation;
+ var q = obj.quaternion;
+ var s = obj.scale;
+
+ node.position.fromArray( p );
+
+ if ( q ) {
+
+ node.quaternion.fromArray( q );
+
+ } else {
+
+ node.rotation.fromArray( r );
+
+ }
+
+ node.scale.fromArray( s );
+
+ // override children materials
+ // if object material was specified in JSON explicitly
+
+ if ( material ) {
+
+ node.traverse( function ( child ) {
+
+ child.material = material;
+
+ } );
+
+ }
+
+ // override children visibility
+ // with root node visibility as specified in JSON
+
+ var visible = ( obj.visible !== undefined ) ? obj.visible : true;
+
+ node.traverse( function ( child ) {
+
+ child.visible = visible;
+
+ } );
+
+ parent.add( node );
+
+ node.name = id;
+
+ result.objects[ id ] = node;
+ handle_objects();
+
+ };
+
+ function create_callback_geometry( id ) {
+
+ return function ( geo, mat ) {
+
+ geo.name = id;
+
+ handle_mesh( geo, mat, id );
+
+ counter_models -= 1;
+
+ scope.onLoadComplete();
+
+ async_callback_gate();
+
+ }
+
+ };
+
+ function create_callback_hierachy( id, parent, material, obj ) {
+
+ return function ( event ) {
+
+ var result;
+
+ // loaders which use EventDispatcher
+
+ if ( event.content ) {
+
+ result = event.content;
+
+ // ColladaLoader
+
+ } else if ( event.dae ) {
+
+ result = event.scene;
+
+
+ // UTF8Loader
+
+ } else {
+
+ result = event;
+
+ }
+
+ handle_hierarchy( result, id, parent, material, obj );
+
+ counter_models -= 1;
+
+ scope.onLoadComplete();
+
+ async_callback_gate();
+
+ }
+
+ };
+
+ function create_callback_embed( id ) {
+
+ return function ( geo, mat ) {
+
+ geo.name = id;
+
+ result.geometries[ id ] = geo;
+ result.face_materials[ id ] = mat;
+
+ }
+
+ };
+
+ function async_callback_gate() {
+
+ var progress = {
+
+ totalModels : total_models,
+ totalTextures : total_textures,
+ loadedModels : total_models - counter_models,
+ loadedTextures : total_textures - counter_textures
+
+ };
+
+ scope.callbackProgress( progress, result );
+
+ scope.onLoadProgress();
+
+ if ( counter_models === 0 && counter_textures === 0 ) {
+
+ finalize();
+ callbackFinished( result );
+
+ }
+
+ };
+
+ function finalize() {
+
+ // take care of targets which could be asynchronously loaded objects
+
+ for ( var i = 0; i < target_array.length; i ++ ) {
+
+ var ta = target_array[ i ];
+
+ var target = result.objects[ ta.targetName ];
+
+ if ( target ) {
+
+ ta.object.target = target;
+
+ } else {
+
+ // if there was error and target of specified name doesn't exist in the scene file
+ // create instead dummy target
+ // (target must be added to scene explicitly as parent is already added)
+
+ ta.object.target = new THREE.Object3D();
+ result.scene.add( ta.object.target );
+
+ }
+
+ ta.object.target.userData.targetInverse = ta.object;
+
+ }
+
+ };
+
+ var callbackTexture = function ( count ) {
+
+ counter_textures -= count;
+ async_callback_gate();
+
+ scope.onLoadComplete();
+
+ };
+
+ // must use this instead of just directly calling callbackTexture
+ // because of closure in the calling context loop
+
+ var generateTextureCallback = function ( count ) {
+
+ return function () {
+
+ callbackTexture( count );
+
+ };
+
+ };
+
+ function traverse_json_hierarchy( objJSON, callback ) {
+
+ callback( objJSON );
+
+ if ( objJSON.children !== undefined ) {
+
+ for ( var objChildID in objJSON.children ) {
+
+ traverse_json_hierarchy( objJSON.children[ objChildID ], callback );
+
+ }
+
+ }
+
+ };
+
+ // first go synchronous elements
+
+ // fogs
+
+ var fogID, fogJSON;
+
+ for ( fogID in data.fogs ) {
+
+ fogJSON = data.fogs[ fogID ];
+
+ if ( fogJSON.type === "linear" ) {
+
+ fog = new THREE.Fog( 0x000000, fogJSON.near, fogJSON.far );
+
+ } else if ( fogJSON.type === "exp2" ) {
+
+ fog = new THREE.FogExp2( 0x000000, fogJSON.density );
+
+ }
+
+ color = fogJSON.color;
+ fog.color.setRGB( color[0], color[1], color[2] );
+
+ result.fogs[ fogID ] = fog;
+
+ }
+
+ // now come potentially asynchronous elements
+
+ // geometries
+
+ // count how many geometries will be loaded asynchronously
+
+ var geoID, geoJSON;
+
+ for ( geoID in data.geometries ) {
+
+ geoJSON = data.geometries[ geoID ];
+
+ if ( geoJSON.type in this.geometryHandlers ) {
+
+ counter_models += 1;
+
+ scope.onLoadStart();
+
+ }
+
+ }
+
+ // count how many hierarchies will be loaded asynchronously
+
+ for ( var objID in data.objects ) {
+
+ traverse_json_hierarchy( data.objects[ objID ], function ( objJSON ) {
+
+ if ( objJSON.type && ( objJSON.type in scope.hierarchyHandlers ) ) {
+
+ counter_models += 1;
+
+ scope.onLoadStart();
+
+ }
+
+ });
+
+ }
+
+ total_models = counter_models;
+
+ for ( geoID in data.geometries ) {
+
+ geoJSON = data.geometries[ geoID ];
+
+ if ( geoJSON.type === "cube" ) {
+
+ geometry = new THREE.BoxGeometry( geoJSON.width, geoJSON.height, geoJSON.depth, geoJSON.widthSegments, geoJSON.heightSegments, geoJSON.depthSegments );
+ geometry.name = geoID;
+ result.geometries[ geoID ] = geometry;
+
+ } else if ( geoJSON.type === "plane" ) {
+
+ geometry = new THREE.PlaneGeometry( geoJSON.width, geoJSON.height, geoJSON.widthSegments, geoJSON.heightSegments );
+ geometry.name = geoID;
+ result.geometries[ geoID ] = geometry;
+
+ } else if ( geoJSON.type === "sphere" ) {
+
+ geometry = new THREE.SphereGeometry( geoJSON.radius, geoJSON.widthSegments, geoJSON.heightSegments );
+ geometry.name = geoID;
+ result.geometries[ geoID ] = geometry;
+
+ } else if ( geoJSON.type === "cylinder" ) {
+
+ geometry = new THREE.CylinderGeometry( geoJSON.topRad, geoJSON.botRad, geoJSON.height, geoJSON.radSegs, geoJSON.heightSegs );
+ geometry.name = geoID;
+ result.geometries[ geoID ] = geometry;
+
+ } else if ( geoJSON.type === "torus" ) {
+
+ geometry = new THREE.TorusGeometry( geoJSON.radius, geoJSON.tube, geoJSON.segmentsR, geoJSON.segmentsT );
+ geometry.name = geoID;
+ result.geometries[ geoID ] = geometry;
+
+ } else if ( geoJSON.type === "icosahedron" ) {
+
+ geometry = new THREE.IcosahedronGeometry( geoJSON.radius, geoJSON.subdivisions );
+ geometry.name = geoID;
+ result.geometries[ geoID ] = geometry;
+
+ } else if ( geoJSON.type in this.geometryHandlers ) {
+
+ var loaderParameters = {};
+
+ for ( var parType in geoJSON ) {
+
+ if ( parType !== "type" && parType !== "url" ) {
+
+ loaderParameters[ parType ] = geoJSON[ parType ];
+
+ }
+
+ }
+
+ var loader = this.geometryHandlers[ geoJSON.type ][ "loaderObject" ];
+ loader.load( get_url( geoJSON.url, data.urlBaseType ), create_callback_geometry( geoID ), loaderParameters );
+
+ } else if ( geoJSON.type === "embedded" ) {
+
+ var modelJson = data.embeds[ geoJSON.id ],
+ texture_path = "";
+
+ // pass metadata along to jsonLoader so it knows the format version
+
+ modelJson.metadata = data.metadata;
+
+ if ( modelJson ) {
+
+ var jsonLoader = this.geometryHandlers[ "ascii" ][ "loaderObject" ];
+ var model = jsonLoader.parse( modelJson, texture_path );
+ create_callback_embed( geoID )( model.geometry, model.materials );
+
+ }
+
+ }
+
+ }
+
+ // textures
+
+ // count how many textures will be loaded asynchronously
+
+ var textureID, textureJSON;
+
+ for ( textureID in data.textures ) {
+
+ textureJSON = data.textures[ textureID ];
+
+ if ( textureJSON.url instanceof Array ) {
+
+ counter_textures += textureJSON.url.length;
+
+ for( var n = 0; n < textureJSON.url.length; n ++ ) {
+
+ scope.onLoadStart();
+
+ }
+
+ } else {
+
+ counter_textures += 1;
+
+ scope.onLoadStart();
+
+ }
+
+ }
+
+ total_textures = counter_textures;
+
+ for ( textureID in data.textures ) {
+
+ textureJSON = data.textures[ textureID ];
+
+ if ( textureJSON.mapping !== undefined && THREE[ textureJSON.mapping ] !== undefined ) {
+
+ textureJSON.mapping = new THREE[ textureJSON.mapping ]();
+
+ }
+
+ if ( textureJSON.url instanceof Array ) {
+
+ var count = textureJSON.url.length;
+ var url_array = [];
+
+ for( var i = 0; i < count; i ++ ) {
+
+ url_array[ i ] = get_url( textureJSON.url[ i ], data.urlBaseType );
+
+ }
+
+ var isCompressed = /\.dds$/i.test( url_array[ 0 ] );
+
+ if ( isCompressed ) {
+
+ texture = THREE.ImageUtils.loadCompressedTextureCube( url_array, textureJSON.mapping, generateTextureCallback( count ) );
+
+ } else {
+
+ texture = THREE.ImageUtils.loadTextureCube( url_array, textureJSON.mapping, generateTextureCallback( count ) );
+
+ }
+
+ } else {
+
+ var isCompressed = /\.dds$/i.test( textureJSON.url );
+ var fullUrl = get_url( textureJSON.url, data.urlBaseType );
+ var textureCallback = generateTextureCallback( 1 );
+
+ if ( isCompressed ) {
+
+ texture = THREE.ImageUtils.loadCompressedTexture( fullUrl, textureJSON.mapping, textureCallback );
+
+ } else {
+
+ texture = THREE.ImageUtils.loadTexture( fullUrl, textureJSON.mapping, textureCallback );
+
+ }
+
+ if ( THREE[ textureJSON.minFilter ] !== undefined )
+ texture.minFilter = THREE[ textureJSON.minFilter ];
+
+ if ( THREE[ textureJSON.magFilter ] !== undefined )
+ texture.magFilter = THREE[ textureJSON.magFilter ];
+
+ if ( textureJSON.anisotropy ) texture.anisotropy = textureJSON.anisotropy;
+
+ if ( textureJSON.repeat ) {
+
+ texture.repeat.set( textureJSON.repeat[ 0 ], textureJSON.repeat[ 1 ] );
+
+ if ( textureJSON.repeat[ 0 ] !== 1 ) texture.wrapS = THREE.RepeatWrapping;
+ if ( textureJSON.repeat[ 1 ] !== 1 ) texture.wrapT = THREE.RepeatWrapping;
+
+ }
+
+ if ( textureJSON.offset ) {
+
+ texture.offset.set( textureJSON.offset[ 0 ], textureJSON.offset[ 1 ] );
+
+ }
+
+ // handle wrap after repeat so that default repeat can be overriden
+
+ if ( textureJSON.wrap ) {
+
+ var wrapMap = {
+ "repeat": THREE.RepeatWrapping,
+ "mirror": THREE.MirroredRepeatWrapping
+ }
+
+ if ( wrapMap[ textureJSON.wrap[ 0 ] ] !== undefined ) texture.wrapS = wrapMap[ textureJSON.wrap[ 0 ] ];
+ if ( wrapMap[ textureJSON.wrap[ 1 ] ] !== undefined ) texture.wrapT = wrapMap[ textureJSON.wrap[ 1 ] ];
+
+ }
+
+ }
+
+ result.textures[ textureID ] = texture;
+
+ }
+
+ // materials
+
+ var matID, matJSON;
+ var parID;
+
+ for ( matID in data.materials ) {
+
+ matJSON = data.materials[ matID ];
+
+ for ( parID in matJSON.parameters ) {
+
+ if ( parID === "envMap" || parID === "map" || parID === "lightMap" || parID === "bumpMap" ) {
+
+ matJSON.parameters[ parID ] = result.textures[ matJSON.parameters[ parID ] ];
+
+ } else if ( parID === "shading" ) {
+
+ matJSON.parameters[ parID ] = ( matJSON.parameters[ parID ] === "flat" ) ? THREE.FlatShading : THREE.SmoothShading;
+
+ } else if ( parID === "side" ) {
+
+ if ( matJSON.parameters[ parID ] == "double" ) {
+
+ matJSON.parameters[ parID ] = THREE.DoubleSide;
+
+ } else if ( matJSON.parameters[ parID ] == "back" ) {
+
+ matJSON.parameters[ parID ] = THREE.BackSide;
+
+ } else {
+
+ matJSON.parameters[ parID ] = THREE.FrontSide;
+
+ }
+
+ } else if ( parID === "blending" ) {
+
+ matJSON.parameters[ parID ] = matJSON.parameters[ parID ] in THREE ? THREE[ matJSON.parameters[ parID ] ] : THREE.NormalBlending;
+
+ } else if ( parID === "combine" ) {
+
+ matJSON.parameters[ parID ] = matJSON.parameters[ parID ] in THREE ? THREE[ matJSON.parameters[ parID ] ] : THREE.MultiplyOperation;
+
+ } else if ( parID === "vertexColors" ) {
+
+ if ( matJSON.parameters[ parID ] == "face" ) {
+
+ matJSON.parameters[ parID ] = THREE.FaceColors;
+
+ // default to vertex colors if "vertexColors" is anything else face colors or 0 / null / false
+
+ } else if ( matJSON.parameters[ parID ] ) {
+
+ matJSON.parameters[ parID ] = THREE.VertexColors;
+
+ }
+
+ } else if ( parID === "wrapRGB" ) {
+
+ var v3 = matJSON.parameters[ parID ];
+ matJSON.parameters[ parID ] = new THREE.Vector3( v3[ 0 ], v3[ 1 ], v3[ 2 ] );
+
+ }
+
+ }
+
+ if ( matJSON.parameters.opacity !== undefined && matJSON.parameters.opacity < 1.0 ) {
+
+ matJSON.parameters.transparent = true;
+
+ }
+
+ if ( matJSON.parameters.normalMap ) {
+
+ var shader = THREE.ShaderLib[ "normalmap" ];
+ var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
+
+ var diffuse = matJSON.parameters.color;
+ var specular = matJSON.parameters.specular;
+ var ambient = matJSON.parameters.ambient;
+ var shininess = matJSON.parameters.shininess;
+
+ uniforms[ "tNormal" ].value = result.textures[ matJSON.parameters.normalMap ];
+
+ if ( matJSON.parameters.normalScale ) {
+
+ uniforms[ "uNormalScale" ].value.set( matJSON.parameters.normalScale[ 0 ], matJSON.parameters.normalScale[ 1 ] );
+
+ }
+
+ if ( matJSON.parameters.map ) {
+
+ uniforms[ "tDiffuse" ].value = matJSON.parameters.map;
+ uniforms[ "enableDiffuse" ].value = true;
+
+ }
+
+ if ( matJSON.parameters.envMap ) {
+
+ uniforms[ "tCube" ].value = matJSON.parameters.envMap;
+ uniforms[ "enableReflection" ].value = true;
+ uniforms[ "reflectivity" ].value = matJSON.parameters.reflectivity;
+
+ }
+
+ if ( matJSON.parameters.lightMap ) {
+
+ uniforms[ "tAO" ].value = matJSON.parameters.lightMap;
+ uniforms[ "enableAO" ].value = true;
+
+ }
+
+ if ( matJSON.parameters.specularMap ) {
+
+ uniforms[ "tSpecular" ].value = result.textures[ matJSON.parameters.specularMap ];
+ uniforms[ "enableSpecular" ].value = true;
+
+ }
+
+ if ( matJSON.parameters.displacementMap ) {
+
+ uniforms[ "tDisplacement" ].value = result.textures[ matJSON.parameters.displacementMap ];
+ uniforms[ "enableDisplacement" ].value = true;
+
+ uniforms[ "uDisplacementBias" ].value = matJSON.parameters.displacementBias;
+ uniforms[ "uDisplacementScale" ].value = matJSON.parameters.displacementScale;
+
+ }
+
+ uniforms[ "diffuse" ].value.setHex( diffuse );
+ uniforms[ "specular" ].value.setHex( specular );
+ uniforms[ "ambient" ].value.setHex( ambient );
+
+ uniforms[ "shininess" ].value = shininess;
+
+ if ( matJSON.parameters.opacity ) {
+
+ uniforms[ "opacity" ].value = matJSON.parameters.opacity;
+
+ }
+
+ var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true, fog: true };
+
+ material = new THREE.ShaderMaterial( parameters );
+
+ } else {
+
+ material = new THREE[ matJSON.type ]( matJSON.parameters );
+
+ }
+
+ material.name = matID;
+
+ result.materials[ matID ] = material;
+
+ }
+
+ // second pass through all materials to initialize MeshFaceMaterials
+ // that could be referring to other materials out of order
+
+ for ( matID in data.materials ) {
+
+ matJSON = data.materials[ matID ];
+
+ if ( matJSON.parameters.materials ) {
+
+ var materialArray = [];
+
+ for ( var i = 0; i < matJSON.parameters.materials.length; i ++ ) {
+
+ var label = matJSON.parameters.materials[ i ];
+ materialArray.push( result.materials[ label ] );
+
+ }
+
+ result.materials[ matID ].materials = materialArray;
+
+ }
+
+ }
+
+ // objects ( synchronous init of procedural primitives )
+
+ handle_objects();
+
+ // defaults
+
+ if ( result.cameras && data.defaults.camera ) {
+
+ result.currentCamera = result.cameras[ data.defaults.camera ];
+
+ }
+
+ if ( result.fogs && data.defaults.fog ) {
+
+ result.scene.fog = result.fogs[ data.defaults.fog ];
+
+ }
+
+ // synchronous callback
+
+ scope.callbackSync( result );
+
+ // just in case there are no async elements
+
+ async_callback_gate();
+
+ }
+
+}
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.TextureLoader = function ( manager ) {
+
+ this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
+
+};
+
+THREE.TextureLoader.prototype = {
+
+ constructor: THREE.TextureLoader,
+
+ load: function ( url, onLoad, onProgress, onError ) {
+
+ var scope = this;
+
+ var loader = new THREE.ImageLoader( scope.manager );
+ loader.setCrossOrigin( this.crossOrigin );
+ loader.load( url, function ( image ) {
+
+ var texture = new THREE.Texture( image );
+ texture.needsUpdate = true;
+
+ if ( onLoad !== undefined ) {
+
+ onLoad( texture );
+
+ }
+
+ } );
+
+ },
+
+ setCrossOrigin: function ( value ) {
+
+ this.crossOrigin = value;
+
+ }
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Material = function () {
+
+ this.id = THREE.MaterialIdCount ++;
+ this.uuid = THREE.Math.generateUUID();
+
+ this.name = '';
+
+ this.side = THREE.FrontSide;
+
+ this.opacity = 1;
+ this.transparent = false;
+
+ this.blending = THREE.NormalBlending;
+
+ this.blendSrc = THREE.SrcAlphaFactor;
+ this.blendDst = THREE.OneMinusSrcAlphaFactor;
+ this.blendEquation = THREE.AddEquation;
+
+ this.depthTest = true;
+ this.depthWrite = true;
+
+ this.polygonOffset = false;
+ this.polygonOffsetFactor = 0;
+ this.polygonOffsetUnits = 0;
+
+ this.alphaTest = 0;
+
+ this.overdraw = 0; // Overdrawn pixels (typically between 0 and 1) for fixing antialiasing gaps in CanvasRenderer
+
+ this.visible = true;
+
+ this.needsUpdate = true;
+
+};
+
+THREE.Material.prototype = {
+
+ constructor: THREE.Material,
+
+ setValues: function ( values ) {
+
+ if ( values === undefined ) return;
+
+ for ( var key in values ) {
+
+ var newValue = values[ key ];
+
+ if ( newValue === undefined ) {
+
+ console.warn( 'THREE.Material: \'' + key + '\' parameter is undefined.' );
+ continue;
+
+ }
+
+ if ( key in this ) {
+
+ var currentValue = this[ key ];
+
+ if ( currentValue instanceof THREE.Color ) {
+
+ currentValue.set( newValue );
+
+ } else if ( currentValue instanceof THREE.Vector3 && newValue instanceof THREE.Vector3 ) {
+
+ currentValue.copy( newValue );
+
+ } else if ( key == 'overdraw') {
+
+ // ensure overdraw is backwards-compatable with legacy boolean type
+ this[ key ] = Number(newValue);
+
+ } else {
+
+ this[ key ] = newValue;
+
+ }
+
+ }
+
+ }
+
+ },
+
+ clone: function ( material ) {
+
+ if ( material === undefined ) material = new THREE.Material();
+
+ material.name = this.name;
+
+ material.side = this.side;
+
+ material.opacity = this.opacity;
+ material.transparent = this.transparent;
+
+ material.blending = this.blending;
+
+ material.blendSrc = this.blendSrc;
+ material.blendDst = this.blendDst;
+ material.blendEquation = this.blendEquation;
+
+ material.depthTest = this.depthTest;
+ material.depthWrite = this.depthWrite;
+
+ material.polygonOffset = this.polygonOffset;
+ material.polygonOffsetFactor = this.polygonOffsetFactor;
+ material.polygonOffsetUnits = this.polygonOffsetUnits;
+
+ material.alphaTest = this.alphaTest;
+
+ material.overdraw = this.overdraw;
+
+ material.visible = this.visible;
+
+ return material;
+
+ },
+
+ dispose: function () {
+
+ this.dispatchEvent( { type: 'dispose' } );
+
+ }
+
+};
+
+THREE.EventDispatcher.prototype.apply( THREE.Material.prototype );
+
+THREE.MaterialIdCount = 0;
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ * color: ,
+ * opacity: ,
+ *
+ * blending: THREE.NormalBlending,
+ * depthTest: ,
+ * depthWrite: ,
+ *
+ * linewidth: ,
+ * linecap: "round",
+ * linejoin: "round",
+ *
+ * vertexColors:
+ *
+ * fog:
+ * }
+ */
+
+THREE.LineBasicMaterial = function ( parameters ) {
+
+ THREE.Material.call( this );
+
+ this.color = new THREE.Color( 0xffffff );
+
+ this.linewidth = 1;
+ this.linecap = 'round';
+ this.linejoin = 'round';
+
+ this.vertexColors = false;
+
+ this.fog = true;
+
+ this.setValues( parameters );
+
+};
+
+THREE.LineBasicMaterial.prototype = Object.create( THREE.Material.prototype );
+
+THREE.LineBasicMaterial.prototype.clone = function () {
+
+ var material = new THREE.LineBasicMaterial();
+
+ THREE.Material.prototype.clone.call( this, material );
+
+ material.color.copy( this.color );
+
+ material.linewidth = this.linewidth;
+ material.linecap = this.linecap;
+ material.linejoin = this.linejoin;
+
+ material.vertexColors = this.vertexColors;
+
+ material.fog = this.fog;
+
+ return material;
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ * color: ,
+ * opacity: ,
+ *
+ * blending: THREE.NormalBlending,
+ * depthTest: ,
+ * depthWrite: ,
+ *
+ * linewidth: ,
+ *
+ * scale: ,
+ * dashSize: ,
+ * gapSize: ,
+ *
+ * vertexColors:
+ *
+ * fog:
+ * }
+ */
+
+THREE.LineDashedMaterial = function ( parameters ) {
+
+ THREE.Material.call( this );
+
+ this.color = new THREE.Color( 0xffffff );
+
+ this.linewidth = 1;
+
+ this.scale = 1;
+ this.dashSize = 3;
+ this.gapSize = 1;
+
+ this.vertexColors = false;
+
+ this.fog = true;
+
+ this.setValues( parameters );
+
+};
+
+THREE.LineDashedMaterial.prototype = Object.create( THREE.Material.prototype );
+
+THREE.LineDashedMaterial.prototype.clone = function () {
+
+ var material = new THREE.LineDashedMaterial();
+
+ THREE.Material.prototype.clone.call( this, material );
+
+ material.color.copy( this.color );
+
+ material.linewidth = this.linewidth;
+
+ material.scale = this.scale;
+ material.dashSize = this.dashSize;
+ material.gapSize = this.gapSize;
+
+ material.vertexColors = this.vertexColors;
+
+ material.fog = this.fog;
+
+ return material;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ * color: ,
+ * opacity: ,
+ * map: new THREE.Texture( ),
+ *
+ * lightMap: new THREE.Texture( ),
+ *
+ * specularMap: new THREE.Texture( ),
+ *
+ * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
+ * combine: THREE.Multiply,
+ * reflectivity: ,
+ * refractionRatio: ,
+ *
+ * shading: THREE.SmoothShading,
+ * blending: THREE.NormalBlending,
+ * depthTest: ,
+ * depthWrite: ,
+ *
+ * wireframe: ,
+ * wireframeLinewidth: ,
+ *
+ * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
+ *
+ * skinning: ,
+ * morphTargets: ,
+ *
+ * fog:
+ * }
+ */
+
+THREE.MeshBasicMaterial = function ( parameters ) {
+
+ THREE.Material.call( this );
+
+ this.color = new THREE.Color( 0xffffff ); // emissive
+
+ this.map = null;
+
+ this.lightMap = null;
+
+ this.specularMap = null;
+
+ this.envMap = null;
+ this.combine = THREE.MultiplyOperation;
+ this.reflectivity = 1;
+ this.refractionRatio = 0.98;
+
+ this.fog = true;
+
+ this.shading = THREE.SmoothShading;
+
+ this.wireframe = false;
+ this.wireframeLinewidth = 1;
+ this.wireframeLinecap = 'round';
+ this.wireframeLinejoin = 'round';
+
+ this.vertexColors = THREE.NoColors;
+
+ this.skinning = false;
+ this.morphTargets = false;
+
+ this.setValues( parameters );
+
+};
+
+THREE.MeshBasicMaterial.prototype = Object.create( THREE.Material.prototype );
+
+THREE.MeshBasicMaterial.prototype.clone = function () {
+
+ var material = new THREE.MeshBasicMaterial();
+
+ THREE.Material.prototype.clone.call( this, material );
+
+ material.color.copy( this.color );
+
+ material.map = this.map;
+
+ material.lightMap = this.lightMap;
+
+ material.specularMap = this.specularMap;
+
+ material.envMap = this.envMap;
+ material.combine = this.combine;
+ material.reflectivity = this.reflectivity;
+ material.refractionRatio = this.refractionRatio;
+
+ material.fog = this.fog;
+
+ material.shading = this.shading;
+
+ material.wireframe = this.wireframe;
+ material.wireframeLinewidth = this.wireframeLinewidth;
+ material.wireframeLinecap = this.wireframeLinecap;
+ material.wireframeLinejoin = this.wireframeLinejoin;
+
+ material.vertexColors = this.vertexColors;
+
+ material.skinning = this.skinning;
+ material.morphTargets = this.morphTargets;
+
+ return material;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ * color: ,
+ * ambient: ,
+ * emissive: ,
+ * opacity: ,
+ *
+ * map: new THREE.Texture( ),
+ *
+ * lightMap: new THREE.Texture( ),
+ *
+ * specularMap: new THREE.Texture( ),
+ *
+ * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
+ * combine: THREE.Multiply,
+ * reflectivity: ,
+ * refractionRatio: ,
+ *
+ * shading: THREE.SmoothShading,
+ * blending: THREE.NormalBlending,
+ * depthTest: ,
+ * depthWrite: ,
+ *
+ * wireframe: ,
+ * wireframeLinewidth: ,
+ *
+ * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
+ *
+ * skinning: ,
+ * morphTargets: ,
+ * morphNormals: ,
+ *
+ * fog:
+ * }
+ */
+
+THREE.MeshLambertMaterial = function ( parameters ) {
+
+ THREE.Material.call( this );
+
+ this.color = new THREE.Color( 0xffffff ); // diffuse
+ this.ambient = new THREE.Color( 0xffffff );
+ this.emissive = new THREE.Color( 0x000000 );
+
+ this.wrapAround = false;
+ this.wrapRGB = new THREE.Vector3( 1, 1, 1 );
+
+ this.map = null;
+
+ this.lightMap = null;
+
+ this.specularMap = null;
+
+ this.envMap = null;
+ this.combine = THREE.MultiplyOperation;
+ this.reflectivity = 1;
+ this.refractionRatio = 0.98;
+
+ this.fog = true;
+
+ this.shading = THREE.SmoothShading;
+
+ this.wireframe = false;
+ this.wireframeLinewidth = 1;
+ this.wireframeLinecap = 'round';
+ this.wireframeLinejoin = 'round';
+
+ this.vertexColors = THREE.NoColors;
+
+ this.skinning = false;
+ this.morphTargets = false;
+ this.morphNormals = false;
+
+ this.setValues( parameters );
+
+};
+
+THREE.MeshLambertMaterial.prototype = Object.create( THREE.Material.prototype );
+
+THREE.MeshLambertMaterial.prototype.clone = function () {
+
+ var material = new THREE.MeshLambertMaterial();
+
+ THREE.Material.prototype.clone.call( this, material );
+
+ material.color.copy( this.color );
+ material.ambient.copy( this.ambient );
+ material.emissive.copy( this.emissive );
+
+ material.wrapAround = this.wrapAround;
+ material.wrapRGB.copy( this.wrapRGB );
+
+ material.map = this.map;
+
+ material.lightMap = this.lightMap;
+
+ material.specularMap = this.specularMap;
+
+ material.envMap = this.envMap;
+ material.combine = this.combine;
+ material.reflectivity = this.reflectivity;
+ material.refractionRatio = this.refractionRatio;
+
+ material.fog = this.fog;
+
+ material.shading = this.shading;
+
+ material.wireframe = this.wireframe;
+ material.wireframeLinewidth = this.wireframeLinewidth;
+ material.wireframeLinecap = this.wireframeLinecap;
+ material.wireframeLinejoin = this.wireframeLinejoin;
+
+ material.vertexColors = this.vertexColors;
+
+ material.skinning = this.skinning;
+ material.morphTargets = this.morphTargets;
+ material.morphNormals = this.morphNormals;
+
+ return material;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ * color: ,
+ * ambient: ,
+ * emissive: ,
+ * specular: ,
+ * shininess: ,
+ * opacity: ,
+ *
+ * map: new THREE.Texture( ),
+ *
+ * lightMap: new THREE.Texture( ),
+ *
+ * bumpMap: new THREE.Texture( ),
+ * bumpScale: ,
+ *
+ * normalMap: new THREE.Texture( ),
+ * normalScale: ,
+ *
+ * specularMap: new THREE.Texture( ),
+ *
+ * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
+ * combine: THREE.Multiply,
+ * reflectivity: ,
+ * refractionRatio: ,
+ *
+ * shading: THREE.SmoothShading,
+ * blending: THREE.NormalBlending,
+ * depthTest: ,
+ * depthWrite: ,
+ *
+ * wireframe: ,
+ * wireframeLinewidth: ,
+ *
+ * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
+ *
+ * skinning: ,
+ * morphTargets: ,
+ * morphNormals: ,
+ *
+ * fog:
+ * }
+ */
+
+THREE.MeshPhongMaterial = function ( parameters ) {
+
+ THREE.Material.call( this );
+
+ this.color = new THREE.Color( 0xffffff ); // diffuse
+ this.ambient = new THREE.Color( 0xffffff );
+ this.emissive = new THREE.Color( 0x000000 );
+ this.specular = new THREE.Color( 0x111111 );
+ this.shininess = 30;
+
+ this.metal = false;
+
+ this.wrapAround = false;
+ this.wrapRGB = new THREE.Vector3( 1, 1, 1 );
+
+ this.map = null;
+
+ this.lightMap = null;
+
+ this.bumpMap = null;
+ this.bumpScale = 1;
+
+ this.normalMap = null;
+ this.normalScale = new THREE.Vector2( 1, 1 );
+
+ this.specularMap = null;
+
+ this.envMap = null;
+ this.combine = THREE.MultiplyOperation;
+ this.reflectivity = 1;
+ this.refractionRatio = 0.98;
+
+ this.fog = true;
+
+ this.shading = THREE.SmoothShading;
+
+ this.wireframe = false;
+ this.wireframeLinewidth = 1;
+ this.wireframeLinecap = 'round';
+ this.wireframeLinejoin = 'round';
+
+ this.vertexColors = THREE.NoColors;
+
+ this.skinning = false;
+ this.morphTargets = false;
+ this.morphNormals = false;
+
+ this.setValues( parameters );
+
+};
+
+THREE.MeshPhongMaterial.prototype = Object.create( THREE.Material.prototype );
+
+THREE.MeshPhongMaterial.prototype.clone = function () {
+
+ var material = new THREE.MeshPhongMaterial();
+
+ THREE.Material.prototype.clone.call( this, material );
+
+ material.color.copy( this.color );
+ material.ambient.copy( this.ambient );
+ material.emissive.copy( this.emissive );
+ material.specular.copy( this.specular );
+ material.shininess = this.shininess;
+
+ material.metal = this.metal;
+
+ material.wrapAround = this.wrapAround;
+ material.wrapRGB.copy( this.wrapRGB );
+
+ material.map = this.map;
+
+ material.lightMap = this.lightMap;
+
+ material.bumpMap = this.bumpMap;
+ material.bumpScale = this.bumpScale;
+
+ material.normalMap = this.normalMap;
+ material.normalScale.copy( this.normalScale );
+
+ material.specularMap = this.specularMap;
+
+ material.envMap = this.envMap;
+ material.combine = this.combine;
+ material.reflectivity = this.reflectivity;
+ material.refractionRatio = this.refractionRatio;
+
+ material.fog = this.fog;
+
+ material.shading = this.shading;
+
+ material.wireframe = this.wireframe;
+ material.wireframeLinewidth = this.wireframeLinewidth;
+ material.wireframeLinecap = this.wireframeLinecap;
+ material.wireframeLinejoin = this.wireframeLinejoin;
+
+ material.vertexColors = this.vertexColors;
+
+ material.skinning = this.skinning;
+ material.morphTargets = this.morphTargets;
+ material.morphNormals = this.morphNormals;
+
+ return material;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ * opacity: ,
+ *
+ * blending: THREE.NormalBlending,
+ * depthTest: ,
+ * depthWrite: ,
+ *
+ * wireframe: ,
+ * wireframeLinewidth:
+ * }
+ */
+
+THREE.MeshDepthMaterial = function ( parameters ) {
+
+ THREE.Material.call( this );
+
+ this.wireframe = false;
+ this.wireframeLinewidth = 1;
+
+ this.setValues( parameters );
+
+};
+
+THREE.MeshDepthMaterial.prototype = Object.create( THREE.Material.prototype );
+
+THREE.MeshDepthMaterial.prototype.clone = function () {
+
+ var material = new THREE.MeshDepthMaterial();
+
+ THREE.Material.prototype.clone.call( this, material );
+
+ material.wireframe = this.wireframe;
+ material.wireframeLinewidth = this.wireframeLinewidth;
+
+ return material;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ *
+ * parameters = {
+ * opacity: ,
+ *
+ * shading: THREE.FlatShading,
+ * blending: THREE.NormalBlending,
+ * depthTest: ,
+ * depthWrite: ,
+ *
+ * wireframe: ,
+ * wireframeLinewidth:
+ * }
+ */
+
+THREE.MeshNormalMaterial = function ( parameters ) {
+
+ THREE.Material.call( this, parameters );
+
+ this.shading = THREE.FlatShading;
+
+ this.wireframe = false;
+ this.wireframeLinewidth = 1;
+
+ this.morphTargets = false;
+
+ this.setValues( parameters );
+
+};
+
+THREE.MeshNormalMaterial.prototype = Object.create( THREE.Material.prototype );
+
+THREE.MeshNormalMaterial.prototype.clone = function () {
+
+ var material = new THREE.MeshNormalMaterial();
+
+ THREE.Material.prototype.clone.call( this, material );
+
+ material.shading = this.shading;
+
+ material.wireframe = this.wireframe;
+ material.wireframeLinewidth = this.wireframeLinewidth;
+
+ return material;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.MeshFaceMaterial = function ( materials ) {
+
+ this.materials = materials instanceof Array ? materials : [];
+
+};
+
+THREE.MeshFaceMaterial.prototype.clone = function () {
+
+ var material = new THREE.MeshFaceMaterial();
+
+ for ( var i = 0; i < this.materials.length; i ++ ) {
+
+ material.materials.push( this.materials[ i ].clone() );
+
+ }
+
+ return material;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ * color: ,
+ * opacity: ,
+ * map: new THREE.Texture( ),
+ *
+ * size: ,
+ *
+ * blending: THREE.NormalBlending,
+ * depthTest: ,
+ * depthWrite: ,
+ *
+ * vertexColors: ,
+ *
+ * fog:
+ * }
+ */
+
+THREE.ParticleSystemMaterial = function ( parameters ) {
+
+ THREE.Material.call( this );
+
+ this.color = new THREE.Color( 0xffffff );
+
+ this.map = null;
+
+ this.size = 1;
+ this.sizeAttenuation = true;
+
+ this.vertexColors = false;
+
+ this.fog = true;
+
+ this.setValues( parameters );
+
+};
+
+THREE.ParticleSystemMaterial.prototype = Object.create( THREE.Material.prototype );
+
+THREE.ParticleSystemMaterial.prototype.clone = function () {
+
+ var material = new THREE.ParticleSystemMaterial();
+
+ THREE.Material.prototype.clone.call( this, material );
+
+ material.color.copy( this.color );
+
+ material.map = this.map;
+
+ material.size = this.size;
+ material.sizeAttenuation = this.sizeAttenuation;
+
+ material.vertexColors = this.vertexColors;
+
+ material.fog = this.fog;
+
+ return material;
+
+};
+
+// backwards compatibility
+
+THREE.ParticleBasicMaterial = THREE.ParticleSystemMaterial;
+/**
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ * fragmentShader: ,
+ * vertexShader: ,
+ *
+ * uniforms: { "parameter1": { type: "f", value: 1.0 }, "parameter2": { type: "i" value2: 2 } },
+ *
+ * defines: { "label" : "value" },
+ *
+ * shading: THREE.SmoothShading,
+ * blending: THREE.NormalBlending,
+ * depthTest: ,
+ * depthWrite: ,
+ *
+ * wireframe: ,
+ * wireframeLinewidth: ,
+ *
+ * lights: ,
+ *
+ * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
+ *
+ * skinning: ,
+ * morphTargets: ,
+ * morphNormals: ,
+ *
+ * fog: