aboutsummaryrefslogtreecommitdiff
path: root/js/lib
diff options
context:
space:
mode:
Diffstat (limited to 'js/lib')
-rw-r--r--js/lib/OrbitAndPanControls.js456
-rw-r--r--js/lib/three.js36506
-rw-r--r--js/lib/three.min.js710
3 files changed, 37672 insertions, 0 deletions
diff --git a/js/lib/OrbitAndPanControls.js b/js/lib/OrbitAndPanControls.js
new file mode 100644
index 0000000..4a2275a
--- /dev/null
+++ b/js/lib/OrbitAndPanControls.js
@@ -0,0 +1,456 @@
+/**
+ * @author qiao / https://github.com/qiao
+ * @author mrdoob / http://mrdoob.com
+ * @author alteredq / http://alteredqualia.com/
+ * @author WestLangley / https://github.com/WestLangley
+ * @author erich666 / http://erichaines.com
+ *
+ * Not quite correct: sort of assumes a 45 degree field of view.
+ * Currently uses distance to target for offsetting
+ */
+
+THREE.OrbitAndPanControls = function ( object, domElement ) {
+
+ this.addEventListener = THREE.EventDispatcher.prototype.addEventListener;
+ this.hasEventListener = THREE.EventDispatcher.prototype.hasEventListener;
+ this.removeEventListener = THREE.EventDispatcher.prototype.removeEventListener;
+ this.dispatchEvent = THREE.EventDispatcher.prototype.dispatchEvent;
+
+ this.enabled = true;
+
+ this.object = object;
+ this.domElement = ( domElement !== undefined ) ? domElement : document;
+
+ // API
+
+ this.target = new THREE.Vector3();
+
+ this.userZoom = true;
+ this.userZoomSpeed = 1.0;
+
+ this.userRotate = true;
+ this.userRotateSpeed = 1.0;
+
+ this.autoRotate = false;
+ this.autoRotateSpeed = 2.0; // 30 seconds per round when fps is 60
+
+ this.minPolarAngle = 0; // radians
+ this.maxPolarAngle = Math.PI; // radians
+
+ this.minDistance = 0;
+ this.maxDistance = Infinity;
+
+ // internals
+
+ var scope = this;
+
+ var EPS = 0.000001;
+
+ var rotateStart = new THREE.Vector2();
+ var rotateEnd = new THREE.Vector2();
+ var rotateDelta = new THREE.Vector2();
+
+ var panStart = new THREE.Vector2();
+ var panEnd = new THREE.Vector2();
+ var panDelta = new THREE.Vector2();
+
+ var dollyStart = new THREE.Vector2();
+ var dollyEnd = new THREE.Vector2();
+ var dollyDelta = new THREE.Vector2();
+
+ var phiDelta = 0;
+ var thetaDelta = 0;
+ var scale = 1;
+ var pan = new THREE.Vector3();
+
+ var lastPosition = new THREE.Vector3();
+
+ var STATE = { NONE : -1, ROTATE : 0, DOLLY : 1, PAN : 2, TOUCH_ROTATE : 3, TOUCH_DOLLY : 4, TOUCH_PAN : 5 };
+ var state = STATE.NONE;
+
+ // events
+
+ var changeEvent = { type: 'change' };
+
+
+ this.rotateLeft = function ( angle ) {
+
+ if ( angle === undefined ) {
+
+ angle = getAutoRotationAngle();
+
+ }
+
+ thetaDelta -= angle;
+
+ };
+
+ this.rotateUp = function ( angle ) {
+
+ if ( angle === undefined ) {
+
+ angle = getAutoRotationAngle();
+
+ }
+
+ phiDelta -= angle;
+
+ };
+
+ this.panLeft = function ( distance ) {
+
+ var panOffset = new THREE.Vector3();
+ var te = this.object.matrix.elements;
+ // get X column of matrix
+ panOffset.set( te[0], te[1], te[2] );
+ panOffset.multiplyScalar(-distance);
+
+ pan.add( panOffset );
+
+ };
+
+ this.panUp = function ( distance ) {
+
+ var panOffset = new THREE.Vector3();
+ var te = this.object.matrix.elements;
+ // get Y column of matrix
+ panOffset.set( te[4], te[5], te[6] );
+ panOffset.multiplyScalar(distance);
+
+ pan.add( panOffset );
+ };
+
+ this.dollyIn = function ( dollyScale ) {
+
+ if ( dollyScale === undefined ) {
+
+ dollyScale = getZoomScale();
+
+ }
+
+ scale /= dollyScale;
+
+ };
+
+ this.dollyOut = function ( dollyScale ) {
+
+ if ( dollyScale === undefined ) {
+
+ dollyScale = getZoomScale();
+
+ }
+
+ scale *= dollyScale;
+
+ };
+
+ this.update = function () {
+
+ var position = this.object.position;
+ var offset = position.clone().sub( this.target );
+
+ // angle from z-axis around y-axis
+
+ var theta = Math.atan2( offset.x, offset.z );
+
+ // angle from y-axis
+
+ var phi = Math.atan2( Math.sqrt( offset.x * offset.x + offset.z * offset.z ), offset.y );
+
+ if ( this.autoRotate ) {
+
+ this.rotateLeft( getAutoRotationAngle() );
+
+ }
+
+ theta += thetaDelta;
+ phi += phiDelta;
+
+ // restrict phi to be between desired limits
+ phi = Math.max( this.minPolarAngle, Math.min( this.maxPolarAngle, phi ) );
+
+ // restrict phi to be betwee EPS and PI-EPS
+ phi = Math.max( EPS, Math.min( Math.PI - EPS, phi ) );
+
+ var radius = offset.length() * scale;
+
+ // restrict radius to be between desired limits
+ radius = Math.max( this.minDistance, Math.min( this.maxDistance, radius ) );
+
+ // move target to panned location
+ this.target.add( pan );
+
+ offset.x = radius * Math.sin( phi ) * Math.sin( theta );
+ offset.y = radius * Math.cos( phi );
+ offset.z = radius * Math.sin( phi ) * Math.cos( theta );
+
+ position.copy( this.target ).add( offset );
+
+ this.object.lookAt( this.target );
+
+ thetaDelta = 0;
+ phiDelta = 0;
+ scale = 1;
+ pan.set(0,0,0);
+
+ if ( lastPosition.distanceTo( this.object.position ) > 0 ) {
+
+ this.dispatchEvent( changeEvent );
+
+ lastPosition.copy( this.object.position );
+
+ }
+
+ };
+
+
+ function getAutoRotationAngle() {
+
+ return 2 * Math.PI / 60 / 60 * scope.autoRotateSpeed;
+
+ }
+
+ function getZoomScale() {
+
+ return Math.pow( 0.95, scope.userZoomSpeed );
+
+ }
+
+ function onMouseDown( event ) {
+
+ if ( scope.enabled === false ) { return; }
+
+ if ( !scope.userRotate ) { return; }
+
+ event.preventDefault();
+
+ if ( event.button === 0 ) {
+
+ state = STATE.ROTATE;
+
+ rotateStart.set( event.clientX, event.clientY );
+
+ } /*else if ( event.button === 2 ) {
+
+ state = STATE.PAN;
+
+ panStart.set( event.clientX, event.clientY );
+
+ }*/ else if ( event.button === 2 ) {
+
+ state = STATE.DOLLY;
+
+ dollyStart.set( event.clientX, event.clientY );
+
+ }
+
+ document.addEventListener( 'mousemove', onMouseMove, false );
+ document.addEventListener( 'mouseup', onMouseUp, false );
+
+ }
+
+ function onMouseMove( event ) {
+
+ if ( scope.enabled === false ) { return; }
+
+ event.preventDefault();
+
+ if ( state === STATE.ROTATE ) {
+
+ rotateEnd.set( event.clientX, event.clientY );
+ rotateDelta.subVectors( rotateEnd, rotateStart );
+
+ scope.rotateLeft( 2 * Math.PI * rotateDelta.x / scope.domElement.width * scope.userRotateSpeed );
+ scope.rotateUp( Math.PI * rotateDelta.y / scope.domElement.height * scope.userRotateSpeed );
+
+ rotateStart.copy( rotateEnd );
+
+ } else if ( state === STATE.PAN ) {
+
+ panEnd.set( event.clientX, event.clientY );
+ panDelta.subVectors( panEnd, panStart );
+
+ var position = scope.object.position;
+ var offset = position.clone().sub( scope.target );
+ var targetDistance = offset.length();
+ if ( scope.object.fov !== undefined )
+ {
+ // half of the fov is center to top of screen
+ targetDistance *= Math.tan( (scope.object.fov/2) * Math.PI / 180.0 );
+ }
+
+ // we actually don't use screenWidth, since perspective camera is fixed to screen height
+ scope.panLeft( 2 * panDelta.x * targetDistance / scope.domElement.height );
+ scope.panUp( 2 * panDelta.y * targetDistance / scope.domElement.height );
+
+ panStart.copy( panEnd );
+
+ } else if ( state === STATE.DOLLY ) {
+
+ dollyEnd.set( event.clientX, event.clientY );
+ dollyDelta.subVectors( dollyEnd, dollyStart );
+
+ if ( dollyDelta.y > 0 ) {
+
+ scope.dollyIn();
+
+ } else {
+
+ scope.dollyOut();
+
+ }
+
+ dollyStart.copy( dollyEnd );
+
+ }
+
+ }
+
+ function onMouseUp( /* event */ ) {
+
+ if ( scope.enabled === false ) { return; }
+
+ if ( ! scope.userRotate ) { return; }
+
+ document.removeEventListener( 'mousemove', onMouseMove, false );
+ document.removeEventListener( 'mouseup', onMouseUp, false );
+
+ state = STATE.NONE;
+ }
+
+ function onMouseWheel( event ) {
+
+ if ( scope.enabled === false ) { return; }
+
+ if ( ! scope.userZoom ) { return; }
+
+ var delta = 0;
+
+ if ( event.wheelDelta ) { // WebKit / Opera / Explorer 9
+
+ delta = event.wheelDelta;
+
+ } else if ( event.detail ) { // Firefox
+
+ delta = - event.detail;
+
+ }
+
+ if ( delta > 0 ) {
+
+ scope.dollyOut();
+
+ } else {
+
+ scope.dollyIn();
+
+ }
+
+ }
+
+ function touchstart( event ) {
+
+ if ( scope.enabled === false ) { return; }
+
+ /* TODO, innards of mouse begin here
+ switch ( event.touches.length ) {
+
+ case 1:
+ state = STATE.TOUCH_ROTATE;
+
+ rotateStart.set( event.clientX, event.clientY );
+ _state = STATE.TOUCH_ROTATE;
+ _rotateStart = _rotateEnd = _this.getMouseProjectionOnBall( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );
+ break;
+
+ case 2:
+ state = STATE.TOUCH_DOLLY;
+
+ dollyStart.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );
+
+ // classier would be to take both points for a multitouch stretch thing:
+ //var dx = event.touches[ 0 ].pageX - event.touches[ 1 ].pageX;
+ //var dy = event.touches[ 0 ].pageY - event.touches[ 1 ].pageY;
+ //_touchZoomDistanceEnd = _touchZoomDistanceStart = Math.sqrt( dx * dx + dy * dy );
+ break;
+
+ case 3:
+ state = STATE.TOUCH_PAN;
+
+ panStart.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );
+ break;
+
+ default:
+ state = STATE.NONE;
+
+ }
+ */
+ }
+
+ function touchmove( event ) {
+
+ if ( scope.enabled === false ) { return; }
+
+ event.preventDefault();
+ event.stopPropagation();
+
+ /* TODO, innards of mouse move here
+ switch ( event.touches.length ) {
+
+ case 1:
+ _rotateEnd = _this.getMouseProjectionOnBall( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );
+ break;
+
+ case 2:
+ var dx = event.touches[ 0 ].pageX - event.touches[ 1 ].pageX;
+ var dy = event.touches[ 0 ].pageY - event.touches[ 1 ].pageY;
+ _touchZoomDistanceEnd = Math.sqrt( dx * dx + dy * dy )
+ break;
+
+ case 3:
+ _panEnd = _this.getMouseOnScreen( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );
+ break;
+
+ default:
+ _state = STATE.NONE;
+
+ }
+ */
+
+ }
+
+ function touchend( event ) {
+
+ if ( scope.enabled === false ) { return; }
+
+ /* from trackball. I don't think we need anything.
+ switch ( event.touches.length ) {
+
+ case 1:
+ _rotateStart = _rotateEnd = _this.getMouseProjectionOnBall( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );
+ break;
+
+ case 2:
+ _touchZoomDistanceStart = _touchZoomDistanceEnd = 0;
+ break;
+
+ case 3:
+ _panStart = _panEnd = _this.getMouseOnScreen( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );
+ break;
+
+ }
+ */
+
+ state = STATE.NONE;
+ }
+
+ this.domElement.addEventListener( 'contextmenu', function ( event ) { event.preventDefault(); }, false );
+ this.domElement.addEventListener( 'mousedown', onMouseDown, false );
+ this.domElement.addEventListener( 'mousewheel', onMouseWheel, false );
+ this.domElement.addEventListener( 'DOMMouseScroll', onMouseWheel, false ); // firefox
+
+ this.domElement.addEventListener( 'touchstart', touchstart, false );
+ this.domElement.addEventListener( 'touchend', touchend, false );
+ this.domElement.addEventListener( 'touchmove', touchmove, false );
+
+};
diff --git a/js/lib/three.js b/js/lib/three.js
new file mode 100644
index 0000000..2f421f4
--- /dev/null
+++ b/js/lib/three.js
@@ -0,0 +1,36506 @@
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author Larry Battle / http://bateru.com/news
+ */
+
+var THREE = THREE || { REVISION: '58' };
+
+self.console = self.console || {
+
+ info: function () {},
+ log: function () {},
+ debug: function () {},
+ warn: function () {},
+ error: function () {}
+
+};
+
+self.Int32Array = self.Int32Array || Array;
+self.Float32Array = self.Float32Array || Array;
+
+String.prototype.trim = String.prototype.trim || function () {
+
+ return this.replace( /^\s+|\s+$/g, '' );
+
+};
+
+// based on https://github.com/documentcloud/underscore/blob/bf657be243a075b5e72acc8a83e6f12a564d8f55/underscore.js#L767
+THREE.extend = function ( obj, source ) {
+
+ // ECMAScript5 compatibility based on: http://www.nczonline.net/blog/2012/12/11/are-your-mixins-ecmascript-5-compatible/
+ if ( Object.keys ) {
+
+ var keys = Object.keys( source );
+
+ for (var i = 0, il = keys.length; i < il; i++) {
+
+ var prop = keys[i];
+ Object.defineProperty( obj, prop, Object.getOwnPropertyDescriptor( source, prop ) );
+
+ }
+
+ } else {
+
+ var safeHasOwnProperty = {}.hasOwnProperty;
+
+ for ( var prop in source ) {
+
+ if ( safeHasOwnProperty.call( source, prop ) ) {
+
+ obj[prop] = source[prop];
+
+ }
+
+ }
+
+ }
+
+ return obj;
+
+};
+
+// http://paulirish.com/2011/requestanimationframe-for-smart-animating/
+// http://my.opera.com/emoller/blog/2011/12/20/requestanimationframe-for-smart-er-animating
+
+// requestAnimationFrame polyfill by Erik Möller
+// fixes from Paul Irish and Tino Zijdel
+
+( function () {
+
+ var lastTime = 0;
+ var vendors = [ 'ms', 'moz', 'webkit', 'o' ];
+
+ for ( var x = 0; x < vendors.length && !window.requestAnimationFrame; ++ x ) {
+
+ window.requestAnimationFrame = window[ vendors[ x ] + 'RequestAnimationFrame' ];
+ window.cancelAnimationFrame = window[ vendors[ x ] + 'CancelAnimationFrame' ] || window[ vendors[ x ] + 'CancelRequestAnimationFrame' ];
+
+ }
+
+ if ( window.requestAnimationFrame === undefined ) {
+
+ window.requestAnimationFrame = function ( callback ) {
+
+ var currTime = Date.now(), timeToCall = Math.max( 0, 16 - ( currTime - lastTime ) );
+ var id = window.setTimeout( function() { callback( currTime + timeToCall ); }, timeToCall );
+ lastTime = currTime + timeToCall;
+ return id;
+
+ };
+
+ }
+
+ window.cancelAnimationFrame = window.cancelAnimationFrame || function ( id ) { window.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 ( value ) {
+
+ if ( value !== undefined ) this.set( value );
+
+ return this;
+
+};
+
+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 () {
+
+ var hsl = { h: 0, s: 0, l: 0 };
+
+ return function () {
+
+ // h,s,l ranges are in 0.0 - 1.0
+
+ 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 );
+
+ },
+
+ 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,
+
+ set: function ( x, y, z, w ) {
+
+ this.x = x;
+ this.y = y;
+ this.z = z;
+ this.w = w;
+
+ return this;
+
+ },
+
+ copy: function ( q ) {
+
+ this.x = q.x;
+ this.y = q.y;
+ this.z = q.z;
+ this.w = q.w;
+
+ return this;
+
+ },
+
+ setFromEuler: function ( v, order ) {
+
+ // http://www.mathworks.com/matlabcentral/fileexchange/
+ // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
+ // content/SpinCalc.m
+
+ var c1 = Math.cos( v.x / 2 );
+ var c2 = Math.cos( v.y / 2 );
+ var c3 = Math.cos( v.z / 2 );
+ var s1 = Math.sin( v.x / 2 );
+ var s2 = Math.sin( v.y / 2 );
+ var s3 = Math.sin( v.z / 2 );
+
+ if ( order === undefined || order === 'XYZ' ) {
+
+ this.x = s1 * c2 * c3 + c1 * s2 * s3;
+ this.y = c1 * s2 * c3 - s1 * c2 * s3;
+ this.z = c1 * c2 * s3 + s1 * s2 * c3;
+ this.w = c1 * c2 * c3 - s1 * s2 * s3;
+
+ } else if ( order === 'YXZ' ) {
+
+ this.x = s1 * c2 * c3 + c1 * s2 * s3;
+ this.y = c1 * s2 * c3 - s1 * c2 * s3;
+ this.z = c1 * c2 * s3 - s1 * s2 * c3;
+ this.w = c1 * c2 * c3 + s1 * s2 * s3;
+
+ } else if ( order === 'ZXY' ) {
+
+ this.x = s1 * c2 * c3 - c1 * s2 * s3;
+ this.y = c1 * s2 * c3 + s1 * c2 * s3;
+ this.z = c1 * c2 * s3 + s1 * s2 * c3;
+ this.w = c1 * c2 * c3 - s1 * s2 * s3;
+
+ } else if ( order === 'ZYX' ) {
+
+ this.x = s1 * c2 * c3 - c1 * s2 * s3;
+ this.y = c1 * s2 * c3 + s1 * c2 * s3;
+ this.z = c1 * c2 * s3 - s1 * s2 * c3;
+ this.w = c1 * c2 * c3 + s1 * s2 * s3;
+
+ } else if ( order === 'YZX' ) {
+
+ this.x = s1 * c2 * c3 + c1 * s2 * s3;
+ this.y = c1 * s2 * c3 + s1 * c2 * s3;
+ this.z = c1 * c2 * s3 - s1 * s2 * c3;
+ this.w = c1 * c2 * c3 - s1 * s2 * s3;
+
+ } else if ( order === 'XZY' ) {
+
+ this.x = s1 * c2 * c3 - c1 * s2 * s3;
+ this.y = c1 * s2 * c3 - s1 * c2 * s3;
+ this.z = c1 * c2 * s3 + s1 * s2 * c3;
+ this.w = c1 * c2 * c3 + s1 * s2 * s3;
+
+ }
+
+ return this;
+
+ },
+
+ setFromAxisAngle: function ( axis, angle ) {
+
+ // from http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
+ // axis have to be normalized
+
+ var halfAngle = angle / 2,
+ s = Math.sin( halfAngle );
+
+ this.x = axis.x * s;
+ this.y = axis.y * s;
+ this.z = axis.z * s;
+ this.w = Math.cos( halfAngle );
+
+ return this;
+
+ },
+
+ setFromRotationMatrix: function ( m ) {
+
+ // 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;
+
+ }
+
+ return this;
+
+ },
+
+ inverse: function () {
+
+ this.conjugate().normalize();
+
+ return this;
+
+ },
+
+ conjugate: function () {
+
+ this.x *= -1;
+ this.y *= -1;
+ this.z *= -1;
+
+ 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;
+
+ 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 );
+
+ 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.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 ( s ) {
+
+ if ( s !== 0 ) {
+
+ this.x /= s;
+ this.y /= s;
+
+ } else {
+
+ this.set( 0, 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;
+
+ },
+
+ 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 ( s ) {
+
+ this.x *= s;
+ this.y *= s;
+ this.z *= s;
+
+ 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;
+
+ },
+
+ 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 ( s ) {
+
+ if ( s !== 0 ) {
+
+ this.x /= s;
+ this.y /= s;
+ this.z /= s;
+
+ } 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;
+
+ },
+
+ 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 ) {
+
+ this.x = a.y * b.z - a.z * b.y;
+ this.y = a.z * b.x - a.x * b.z;
+ this.z = a.x * b.y - a.y * b.x;
+
+ return this;
+
+ },
+
+ 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 ) {
+
+ // 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];
+
+ if ( order === undefined || 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;
+
+ }
+
+ }
+
+ return this;
+
+ },
+
+ setEulerFromQuaternion: function ( q, order ) {
+
+ // 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;
+
+ if ( order === undefined || 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 ) ) );
+
+ }
+
+ return this;
+
+ },
+
+ getPositionFromMatrix: function ( m ) {
+
+ this.x = m.elements[12];
+ this.y = m.elements[13];
+ this.z = m.elements[14];
+
+ return this;
+
+ },
+
+ getScaleFromMatrix: function ( m ) {
+
+ var sx = this.set( m.elements[0], m.elements[1], m.elements[2] ).length();
+ var sy = this.set( m.elements[4], m.elements[5], m.elements[6] ).length();
+ var sz = this.set( m.elements[8], m.elements[9], m.elements[10] ).length();
+
+ this.x = sx;
+ this.y = sy;
+ this.z = sz;
+
+ return this;
+ },
+
+ getColumnFromMatrix: 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 );
+
+ }
+
+};
+
+THREE.extend( THREE.Vector3.prototype, {
+
+ applyEuler: function () {
+
+ var q1 = new THREE.Quaternion();
+
+ return function ( v, eulerOrder ) {
+
+ var quaternion = q1.setFromEuler( v, eulerOrder );
+
+ this.applyQuaternion( quaternion );
+
+ return this;
+
+ };
+
+ }(),
+
+ applyAxisAngle: function () {
+
+ var q1 = new THREE.Quaternion();
+
+ return function ( axis, angle ) {
+
+ var quaternion = q1.setFromAxisAngle( axis, angle );
+
+ this.applyQuaternion( quaternion );
+
+ return this;
+
+ };
+
+ }(),
+
+ projectOnVector: function () {
+
+ var v1 = new THREE.Vector3();
+
+ return function ( vector ) {
+
+ v1.copy( vector ).normalize();
+ var d = this.dot( v1 );
+ return this.copy( v1 ).multiplyScalar( d );
+
+ };
+
+ }(),
+
+ projectOnPlane: function () {
+
+ var v1 = new THREE.Vector3();
+
+ return function ( planeNormal ) {
+
+ v1.copy( this ).projectOnVector( planeNormal );
+
+ return this.sub( v1 );
+
+ }
+
+ }(),
+
+ reflect: function () {
+
+ var v1 = new THREE.Vector3();
+
+ return function ( vector ) {
+
+ v1.copy( this ).projectOnVector( vector ).multiplyScalar( 2 );
+
+ return this.subVectors( v1, this );
+
+ }
+
+ }()
+
+} );
+/**
+ * @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 ( s ) {
+
+ this.x *= s;
+ this.y *= s;
+ this.z *= s;
+ this.w *= s;
+
+ 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 ( s ) {
+
+ if ( s !== 0 ) {
+
+ this.x /= s;
+ this.y /= s;
+ this.z /= s;
+ this.w /= s;
+
+ } else {
+
+ this.x = 0;
+ this.y = 0;
+ this.z = 0;
+ this.w = 1;
+
+ }
+
+ return this;
+
+ },
+
+ 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;
+
+ },
+
+ 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 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 ) {
+
+ // This can potentially have a divide by zero if the box
+ // has a size dimension of 0.
+
+ return new THREE.Vector2(
+ ( 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
+ */
+
+THREE.Box3 = function ( min, max ) {
+
+ this.min = ( min !== undefined ) ? min : new THREE.Vector3( Infinity, Infinity, Infinity );
+ this.max = ( max !== undefined ) ? max : new THREE.Vector3( -Infinity, -Infinity, -Infinity );
+
+};
+
+THREE.Box3.prototype = {
+
+ constructor: THREE.Box3,
+
+ set: function ( min, max ) {
+
+ this.min.copy( min );
+ this.max.copy( max );
+
+ return this;
+
+ },
+
+ setFromPoints: function ( points ) {
+
+ 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;
+
+ }
+
+ if ( point.z < this.min.z ) {
+
+ this.min.z = point.z;
+
+ } else if ( point.z > this.max.z ) {
+
+ this.max.z = point.z;
+
+ }
+
+ }
+
+ } 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;
+
+ };
+
+ }(),
+
+ 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 ) {
+
+ // This can potentially have a divide by zero if the box
+ // has a size dimension of 0.
+
+ return new THREE.Vector3(
+ ( 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;
+
+ },
+
+ 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 ) {
+
+ var te = 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.
+
+ 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 ) {
+
+ var me = m.elements;
+
+ this.set(
+
+ me[0], me[4], me[8], me[12],
+ me[1], me[5], me[9], me[13],
+ me[2], me[6], me[10], me[14],
+ me[3], me[7], me[11], me[15]
+
+ );
+
+ return this;
+
+ },
+
+ 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;
+
+ };
+
+ }(),
+
+ setRotationFromEuler: function ( v, order ) {
+
+ console.warn( 'DEPRECATED: Matrix4\'s .setRotationFromEuler() has been deprecated in favor of makeRotationFromEuler. Please update your code.' );
+
+ return this.makeRotationFromEuler( v, order );
+
+ },
+
+ makeRotationFromEuler: function ( v, order ) {
+
+ var te = this.elements;
+
+ var x = v.x, y = v.y, z = v.z;
+ var a = Math.cos( x ), b = Math.sin( x );
+ var c = Math.cos( y ), d = Math.sin( y );
+ var e = Math.cos( z ), f = Math.sin( z );
+
+ if ( order === undefined || 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 ( 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 ( 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 ( 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 ( 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 ( 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.getPositionFromMatrix( 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 = me[ 0 ] * te[ 0 ] + me[ 1 ] * te[ 4 ] + me[ 2 ] * te[ 8 ] + me[ 3 ] * 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 ) {
+
+ console.warn( 'DEPRECATED: Matrix4\'s .compose() has been deprecated in favor of makeFromPositionQuaternionScale. Please update your code.' );
+
+ return this.makeFromPositionQuaternionScale( position, quaternion, scale );
+
+ },
+
+ makeFromPositionQuaternionScale: function ( position, quaternion, scale ) {
+
+ this.makeRotationFromQuaternion( quaternion );
+ this.scale( scale );
+ this.setPosition( position );
+
+ return this;
+
+ },
+
+ makeFromPositionEulerScale: function ( position, rotation, eulerOrder, scale ) {
+
+ this.makeRotationFromEuler( rotation, eulerOrder );
+ this.scale( scale );
+ this.setPosition( position );
+
+ 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;
+
+ },
+
+ clone: function () {
+
+ var te = this.elements;
+
+ return new THREE.Matrix4(
+
+ te[0], te[4], te[8], te[12],
+ te[1], te[5], te[9], te[13],
+ te[2], te[6], te[10], te[14],
+ te[3], te[7], te[11], te[15]
+
+ );
+
+ }
+
+};
+
+THREE.extend( THREE.Matrix4.prototype, {
+
+ decompose: function() {
+
+ var x = new THREE.Vector3();
+ var y = new THREE.Vector3();
+ var z = new THREE.Vector3();
+ var matrix = new THREE.Matrix4();
+
+ return function ( position, quaternion, scale ) {
+
+ var te = this.elements;
+
+ // grab the axis vectors
+ x.set( te[0], te[1], te[2] );
+ y.set( te[4], te[5], te[6] );
+ z.set( te[8], te[9], te[10] );
+
+ position = ( position instanceof THREE.Vector3 ) ? position : new THREE.Vector3();
+ quaternion = ( quaternion instanceof THREE.Quaternion ) ? quaternion : new THREE.Quaternion();
+ scale = ( scale instanceof THREE.Vector3 ) ? scale : new THREE.Vector3();
+
+ scale.x = x.length();
+ scale.y = y.length();
+ scale.z = z.length();
+
+ position.x = te[12];
+ position.y = te[13];
+ position.z = te[14];
+
+ // scale the rotation part
+
+ matrix.copy( this );
+
+ matrix.elements[0] /= scale.x;
+ matrix.elements[1] /= scale.x;
+ matrix.elements[2] /= scale.x;
+
+ matrix.elements[4] /= scale.y;
+ matrix.elements[5] /= scale.y;
+ matrix.elements[6] /= scale.y;
+
+ matrix.elements[8] /= scale.z;
+ matrix.elements[9] /= scale.z;
+ matrix.elements[10] /= scale.z;
+
+ quaternion.setFromRotationMatrix( matrix );
+
+ return [ position, quaternion, scale ];
+
+ };
+
+ }()
+
+} );
+/**
+ * @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 );
+
+ 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 );
+ v1.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
+
+ return v1.distanceTo( point );
+
+ };
+
+ }(),
+
+ isIntersectionSphere: function( sphere ) {
+
+ return ( this.distanceToPoint( sphere.center ) <= sphere.radius );
+
+ },
+
+ isIntersectionPlane: function ( plane ) {
+
+ // check if the line and plane are non-perpendicular, if they
+ // eventually they will intersect.
+ var denominator = plane.normal.dot( this.direction );
+ if ( denominator != 0 ) {
+
+ return true;
+
+ }
+
+ // line is coplanar, return origin
+ if( plane.distanceToPoint( this.origin ) == 0 ) {
+
+ return true;
+
+ }
+
+ 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;
+
+ }
+
+ // Unsure if this is the correct method to handle this case.
+ return undefined;
+
+ }
+
+ var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
+
+ return t;
+
+ },
+
+ intersectPlane: function ( plane, optionalTarget ) {
+
+ var t = this.distanceToPlane( plane );
+
+ if ( t === undefined ) {
+
+ return undefined;
+ }
+
+ return this.at( t, optionalTarget );
+
+ },
+
+ applyMatrix4: function ( matrix4 ) {
+
+ this.direction.add( this.origin ).applyMatrix4( matrix4 );
+ this.origin.applyMatrix4( matrix4 );
+ this.direction.sub( this.origin );
+
+ 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;
+ },
+
+ setFromCenterAndPoints: function ( center, points ) {
+
+ var maxRadiusSq = 0;
+
+ for ( var i = 0, il = points.length; i < il; i ++ ) {
+
+ var radiusSq = center.distanceToSquared( points[ i ] );
+ maxRadiusSq = Math.max( maxRadiusSq, radiusSq );
+
+ }
+
+ this.center = center;
+ 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 center = new THREE.Vector3();
+
+ return function ( object ) {
+
+ // this method is expanded inlined for performance reasons.
+
+ var matrix = object.matrixWorld;
+ var planes = this.planes;
+ var negRadius = - object.geometry.boundingSphere.radius * matrix.getMaxScaleOnAxis();
+
+ center.getPositionFromMatrix( matrix );
+
+ for ( var i = 0; i < 6; i ++ ) {
+
+ var distance = planes[ i ].distanceToPoint( center );
+
+ if ( distance < negRadius ) {
+
+ return false;
+
+ }
+
+ }
+
+ return true;
+
+ };
+
+ }(),
+
+ 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;
+
+ },
+
+ 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();
+
+ return function ( matrix, optionalNormalMatrix ) {
+
+ // compute new normal based on theory here:
+ // http://www.songho.ca/opengl/gl_normaltransform.html
+ optionalNormalMatrix = optionalNormalMatrix || new THREE.Matrix3().getNormalMatrix( matrix );
+ var newNormal = v1.copy( this.normal ).applyMatrix3( optionalNormalMatrix );
+
+ 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/
+ */
+
+THREE.Math = {
+
+ // Clamp value to range <a, b>
+
+ clamp: function ( x, a, b ) {
+
+ return ( x < a ) ? a : ( ( x > b ) ? b : x );
+
+ },
+
+ // Clamp value to range <a, inf)
+
+ clampBottom: function ( x, a ) {
+
+ return x < a ? a : x;
+
+ },
+
+ // Linear mapping from range <a1, a2> to range <b1, b2>
+
+ mapLinear: function ( x, a1, a2, b1, b2 ) {
+
+ return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
+
+ },
+
+ // http://en.wikipedia.org/wiki/Smoothstep
+
+ smoothstep: function ( x, min, max ) {
+
+ if ( x <= min ) return 0;
+ if ( x >= max ) return 1;
+
+ x = ( x - min )/( max - min );
+
+ return x*x*(3 - 2*x);
+
+ },
+
+ smootherstep: function ( x, min, max ) {
+
+ if ( x <= min ) return 0;
+ if ( x >= max ) return 1;
+
+ x = ( x - min )/( max - min );
+
+ return x*x*x*(x*(x*6 - 15) + 10);
+
+ },
+
+ // Random float from <0, 1> with 16 bits of randomness
+ // (standard Math.random() creates repetitive patterns when applied over larger space)
+
+ random16: function () {
+
+ return ( 65280 * Math.random() + 255 * Math.random() ) / 65535;
+
+ },
+
+ // Random integer from <low, high> interval
+
+ randInt: function ( low, high ) {
+
+ return low + Math.floor( Math.random() * ( high - low + 1 ) );
+
+ },
+
+ // Random float from <low, high> interval
+
+ randFloat: function ( low, high ) {
+
+ return low + Math.random() * ( high - low );
+
+ },
+
+ // Random float from <-range/2, range/2> interval
+
+ randFloatSpread: function ( range ) {
+
+ return range * ( 0.5 - Math.random() );
+
+ },
+
+ 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;
+
+ };
+
+ }()
+
+};
+/**
+ * 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 = window.performance !== undefined && window.performance.now !== undefined
+ ? window.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 = window.performance !== undefined && window.performance.now !== undefined
+ ? window.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,
+
+ 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 index = listeners[ type ].indexOf( listener );
+
+ if ( index !== - 1 ) {
+
+ listeners[ type ].splice( index, 1 );
+
+ }
+
+ },
+
+ dispatchEvent: function ( event ) {
+
+ if ( this._listeners === undefined ) return;
+
+ var listeners = this._listeners;
+ var listenerArray = listeners[ event.type ];
+
+ if ( listenerArray !== undefined ) {
+
+ event.target = this;
+
+ for ( var i = 0, l = listenerArray.length; i < l; i ++ ) {
+
+ listenerArray[ i ].call( this, event );
+
+ }
+
+ }
+
+ }
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author bhouston / http://exocortex.com/
+ */
+
+( function ( THREE ) {
+
+ THREE.Raycaster = function ( origin, direction, near, far ) {
+
+ this.ray = new THREE.Ray( origin, direction );
+
+ // normalized ray.direction required for accurate distance calculations
+ if ( this.ray.direction.lengthSq() > 0 ) {
+
+ this.ray.direction.normalize();
+
+ }
+
+ 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 intersectObject = function ( object, raycaster, intersects ) {
+
+ if ( object instanceof THREE.Particle ) {
+
+ matrixPosition.getPositionFromMatrix( 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.getPositionFromMatrix( object.matrixWorld );
+ var distance = raycaster.ray.origin.distanceTo( matrixPosition );
+
+ intersectObject( object.getObjectForDistance( distance ), raycaster, intersects );
+
+ } else if ( object instanceof THREE.Mesh ) {
+
+ // Checking boundingSphere distance to ray
+ matrixPosition.getPositionFromMatrix( object.matrixWorld );
+ sphere.set(
+ matrixPosition,
+ object.geometry.boundingSphere.radius * object.matrixWorld.getMaxScaleOnAxis() );
+
+ if ( ! raycaster.ray.isIntersectionSphere( sphere ) ) {
+
+ return intersects;
+
+ }
+
+ // Checking faces
+
+ var geometry = object.geometry;
+ var vertices = geometry.vertices;
+
+ var isFaceMaterial = object.material instanceof THREE.MeshFaceMaterial;
+ var objectMaterials = isFaceMaterial === true ? object.material.materials : null;
+
+ var side = object.material.side;
+
+ var a, b, c, d;
+ var precision = raycaster.precision;
+
+ inverseMatrix.getInverse( object.matrixWorld );
+
+ localRay.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
+
+ 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;
+
+ facePlane.setFromNormalAndCoplanarPoint( face.normal, vertices[face.a] );
+
+ var planeDistance = localRay.distanceToPlane( facePlane );
+
+ // bail if raycaster and plane are parallel
+ if ( Math.abs( planeDistance ) < precision ) continue;
+
+ // if negative distance, then plane is behind raycaster
+ if ( planeDistance < 0 ) continue;
+
+ // check if we hit the wrong side of a single sided face
+ side = material.side;
+ if ( side !== THREE.DoubleSide ) {
+
+ var planeSign = localRay.direction.dot( facePlane.normal );
+
+ if ( ! ( side === THREE.FrontSide ? planeSign < 0 : planeSign > 0 ) ) continue;
+
+ }
+
+ // this can be done using the planeDistance from localRay because localRay wasn't normalized, but ray was
+ if ( planeDistance < raycaster.near || planeDistance > raycaster.far ) continue;
+
+ intersectPoint = localRay.at( planeDistance, intersectPoint ); // passing in intersectPoint avoids a copy
+
+ if ( face instanceof THREE.Face3 ) {
+
+ a = vertices[ face.a ];
+ b = vertices[ face.b ];
+ c = vertices[ face.c ];
+
+ if ( ! THREE.Triangle.containsPoint( intersectPoint, a, b, c ) ) continue;
+
+ } else if ( face instanceof THREE.Face4 ) {
+
+ a = vertices[ face.a ];
+ b = vertices[ face.b ];
+ c = vertices[ face.c ];
+ d = vertices[ face.d ];
+
+ if ( ( ! THREE.Triangle.containsPoint( intersectPoint, a, b, d ) ) &&
+ ( ! THREE.Triangle.containsPoint( intersectPoint, b, c, d ) ) ) continue;
+
+ } else {
+
+ // This is added because if we call out of this if/else group when none of the cases
+ // match it will add a point to the intersection list erroneously.
+ throw Error( "face type not supported" );
+
+ }
+
+ intersects.push( {
+
+ distance: planeDistance, // this works because the original ray was normalized, and the transformed localRay wasn't
+ point: raycaster.ray.at( planeDistance ),
+ face: face,
+ faceIndex: f,
+ 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.set = function ( origin, direction ) {
+
+ this.ray.set( origin, direction );
+
+ // normalized ray.direction required for accurate distance calculations
+ if ( this.ray.direction.length() > 0 ) {
+
+ this.ray.direction.normalize();
+
+ }
+
+ };
+
+ 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.name = '';
+
+ this.parent = undefined;
+ this.children = [];
+
+ this.up = new THREE.Vector3( 0, 1, 0 );
+
+ this.position = new THREE.Vector3();
+ this.rotation = new THREE.Vector3();
+ this.eulerOrder = THREE.Object3D.defaultEulerOrder;
+ this.scale = new THREE.Vector3( 1, 1, 1 );
+
+ this.renderDepth = null;
+
+ this.rotationAutoUpdate = true;
+
+ this.matrix = new THREE.Matrix4();
+ this.matrixWorld = new THREE.Matrix4();
+
+ this.matrixAutoUpdate = true;
+ this.matrixWorldNeedsUpdate = true;
+
+ this.quaternion = new THREE.Quaternion();
+ this.useQuaternion = false;
+
+ this.visible = true;
+
+ this.castShadow = false;
+ this.receiveShadow = false;
+
+ this.frustumCulled = true;
+
+ this.userData = {};
+
+};
+
+
+THREE.Object3D.prototype = {
+
+ constructor: THREE.Object3D,
+
+ applyMatrix: function () {
+
+ var m1 = new THREE.Matrix4();
+
+ return function ( matrix ) {
+
+ this.matrix.multiplyMatrices( matrix, this.matrix );
+
+ this.position.getPositionFromMatrix( this.matrix );
+
+ this.scale.getScaleFromMatrix( this.matrix );
+
+ m1.extractRotation( this.matrix );
+
+ if ( this.useQuaternion === true ) {
+
+ this.quaternion.setFromRotationMatrix( m1 );
+
+ } else {
+
+ this.rotation.setEulerFromRotationMatrix( m1, this.eulerOrder );
+
+ }
+
+ }
+
+ }(),
+
+ rotateOnAxis: function() {
+
+ // rotate object on axis in object space
+ // axis is assumed to be normalized
+
+ var q1 = new THREE.Quaternion();
+ var q2 = new THREE.Quaternion();
+
+ return function ( axis, angle ) {
+
+ q1.setFromAxisAngle( axis, angle );
+
+ if ( this.useQuaternion === true ) {
+
+ this.quaternion.multiply( q1 );
+
+ } else {
+
+ q2.setFromEuler( this.rotation, this.eulerOrder );
+ q2.multiply( q1 );
+
+ this.rotation.setEulerFromQuaternion( q2, this.eulerOrder );
+
+ }
+
+ return this;
+
+ }
+
+ }(),
+
+ 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 );
+
+ if ( this.useQuaternion === true ) {
+
+ v1.applyQuaternion( this.quaternion );
+
+ } else {
+
+ v1.applyEuler( this.rotation, this.eulerOrder );
+
+ }
+
+ 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 );
+
+ if ( this.useQuaternion === true ) {
+
+ this.quaternion.setFromRotationMatrix( m1 );
+
+ } else {
+
+ this.rotation.setEulerFromRotationMatrix( m1, this.eulerOrder );
+
+ }
+
+ };
+
+ }(),
+
+ 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;
+ this.children.push( object );
+
+ // add to scene
+
+ var scene = this;
+
+ while ( scene.parent !== undefined ) {
+
+ scene = scene.parent;
+
+ }
+
+ if ( scene !== undefined && scene instanceof THREE.Scene ) {
+
+ scene.__addObject( object );
+
+ }
+
+ }
+
+ },
+
+ remove: function ( object ) {
+
+ var index = this.children.indexOf( object );
+
+ if ( index !== - 1 ) {
+
+ object.parent = undefined;
+ this.children.splice( index, 1 );
+
+ // remove from scene
+
+ var scene = this;
+
+ while ( scene.parent !== undefined ) {
+
+ scene = scene.parent;
+
+ }
+
+ if ( scene !== undefined && scene instanceof THREE.Scene ) {
+
+ scene.__removeObject( object );
+
+ }
+
+ }
+
+ },
+
+ 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 () {
+
+ // if we are not using a quaternion directly, convert Euler rotation to this.quaternion.
+
+ if ( this.useQuaternion === false ) {
+
+ this.matrix.makeFromPositionEulerScale( this.position, this.rotation, this.eulerOrder, this.scale );
+
+ } else {
+
+ this.matrix.makeFromPositionQuaternionScale( 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 ) {
+
+ if ( object === undefined ) object = new THREE.Object3D();
+
+ object.name = this.name;
+
+ object.up.copy( this.up );
+
+ object.position.copy( this.position );
+ if ( object.rotation instanceof THREE.Vector3 ) object.rotation.copy( this.rotation ); // because of Sprite madness
+ object.eulerOrder = this.eulerOrder;
+ 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.quaternion.copy( this.quaternion );
+ object.useQuaternion = this.useQuaternion;
+
+ object.visible = this.visible;
+
+ object.castShadow = this.castShadow;
+ object.receiveShadow = this.receiveShadow;
+
+ object.frustumCulled = this.frustumCulled;
+
+ object.userData = JSON.parse( JSON.stringify( this.userData ) );
+
+ for ( var i = 0; i < this.children.length; i ++ ) {
+
+ var child = this.children[ i ];
+ object.add( child.clone() );
+
+ }
+
+ return object;
+
+ }
+
+};
+
+THREE.Object3D.defaultEulerOrder = 'XYZ',
+
+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, _face3Count, _face3Pool = [], _face3PoolLength = 0,
+ _face4Count, _face4Pool = [], _face4PoolLength = 0,
+ _line, _lineCount, _linePool = [], _linePoolLength = 0,
+ _particle, _particleCount, _particlePool = [], _particlePoolLength = 0,
+
+ _renderData = { objects: [], sprites: [], lights: [], elements: [] },
+
+ _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(),
+ _normalViewMatrix = new THREE.Matrix3(),
+
+ _centroid = new THREE.Vector3(),
+
+ _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 ( vector, camera ) {
+
+ camera.projectionMatrixInverse.getInverse( camera.projectionMatrix );
+
+ _viewProjectionMatrix.multiplyMatrices( camera.matrixWorld, camera.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 projectGraph = function ( root, sortObjects ) {
+
+ _objectCount = 0;
+
+ _renderData.objects.length = 0;
+ _renderData.sprites.length = 0;
+ _renderData.lights.length = 0;
+
+ var projectObject = function ( parent ) {
+
+ for ( var c = 0, cl = parent.children.length; c < cl; c ++ ) {
+
+ var object = parent.children[ c ];
+
+ if ( object.visible === false ) continue;
+
+ if ( object instanceof THREE.Light ) {
+
+ _renderData.lights.push( object );
+
+ } else if ( object instanceof THREE.Mesh || object instanceof THREE.Line ) {
+
+ if ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) {
+
+ _object = getNextObjectInPool();
+ _object.object = object;
+
+ if ( object.renderDepth !== null ) {
+
+ _object.z = object.renderDepth;
+
+ } else {
+
+ _vector3.getPositionFromMatrix( object.matrixWorld );
+ _vector3.applyProjection( _viewProjectionMatrix );
+ _object.z = _vector3.z;
+
+ }
+
+ _renderData.objects.push( _object );
+
+ }
+
+ } else if ( object instanceof THREE.Sprite || object instanceof THREE.Particle ) {
+
+ _object = getNextObjectInPool();
+ _object.object = object;
+
+ // TODO: Find an elegant and performant solution and remove this dupe code.
+
+ if ( object.renderDepth !== null ) {
+
+ _object.z = object.renderDepth;
+
+ } else {
+
+ _vector3.getPositionFromMatrix( object.matrixWorld );
+ _vector3.applyProjection( _viewProjectionMatrix );
+ _object.z = _vector3.z;
+
+ }
+
+ _renderData.sprites.push( _object );
+
+ } else {
+
+ _object = getNextObjectInPool();
+ _object.object = object;
+
+ if ( object.renderDepth !== null ) {
+
+ _object.z = object.renderDepth;
+
+ } else {
+
+ _vector3.getPositionFromMatrix( object.matrixWorld );
+ _vector3.applyProjection( _viewProjectionMatrix );
+ _object.z = _vector3.z;
+
+ }
+
+ _renderData.objects.push( _object );
+
+ }
+
+ projectObject( object );
+
+ }
+
+ };
+
+ projectObject( root );
+
+ if ( sortObjects === true ) _renderData.objects.sort( painterSort );
+
+ return _renderData;
+
+ };
+
+ this.projectScene = function ( scene, camera, sortObjects, sortElements ) {
+
+ var visible = false,
+ o, ol, v, vl, f, fl, n, nl, c, cl, u, ul, object,
+ geometry, vertices, faces, face, faceVertexNormals, faceVertexUvs, uvs,
+ v1, v2, v3, v4, isFaceMaterial, objectMaterials;
+
+ _face3Count = 0;
+ _face4Count = 0;
+ _lineCount = 0;
+ _particleCount = 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 );
+
+ _normalViewMatrix.getNormalMatrix( _viewMatrix );
+
+ _frustum.setFromMatrix( _viewProjectionMatrix );
+
+ _renderData = projectGraph( scene, sortObjects );
+
+ for ( o = 0, ol = _renderData.objects.length; o < ol; o ++ ) {
+
+ object = _renderData.objects[ o ].object;
+
+ _modelMatrix = object.matrixWorld;
+
+ _vertexCount = 0;
+
+ if ( object instanceof THREE.Mesh ) {
+
+ geometry = object.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 ( v = 0, vl = vertices.length; v < vl; v ++ ) {
+
+ _vertex = getNextVertexInPool();
+
+ _vertex.positionWorld.copy( vertices[ v ] ).applyMatrix4( _modelMatrix );
+ _vertex.positionScreen.copy( _vertex.positionWorld ).applyMatrix4( _viewProjectionMatrix );
+
+ _vertex.positionScreen.x /= _vertex.positionScreen.w;
+ _vertex.positionScreen.y /= _vertex.positionScreen.w;
+ _vertex.positionScreen.z /= _vertex.positionScreen.w;
+
+ _vertex.visible = ! ( _vertex.positionScreen.x < -1 || _vertex.positionScreen.x > 1 ||
+ _vertex.positionScreen.y < -1 || _vertex.positionScreen.y > 1 ||
+ _vertex.positionScreen.z < -1 || _vertex.positionScreen.z > 1 );
+
+ }
+
+ for ( 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;
+
+ if ( face instanceof THREE.Face3 ) {
+
+ v1 = _vertexPool[ face.a ];
+ v2 = _vertexPool[ face.b ];
+ v3 = _vertexPool[ face.c ];
+
+ _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 ) ) ) {
+
+ visible = ( ( v3.positionScreen.x - v1.positionScreen.x ) * ( v2.positionScreen.y - v1.positionScreen.y ) -
+ ( v3.positionScreen.y - v1.positionScreen.y ) * ( v2.positionScreen.x - v1.positionScreen.x ) ) < 0;
+
+ if ( side === THREE.DoubleSide || visible === ( side === THREE.FrontSide ) ) {
+
+ _face = getNextFace3InPool();
+
+ _face.v1.copy( v1 );
+ _face.v2.copy( v2 );
+ _face.v3.copy( v3 );
+
+ } else {
+
+ continue;
+
+ }
+
+ } else {
+
+ continue;
+
+ }
+
+ } else if ( face instanceof THREE.Face4 ) {
+
+ v1 = _vertexPool[ face.a ];
+ v2 = _vertexPool[ face.b ];
+ v3 = _vertexPool[ face.c ];
+ v4 = _vertexPool[ face.d ];
+
+ _points4[ 0 ] = v1.positionScreen;
+ _points4[ 1 ] = v2.positionScreen;
+ _points4[ 2 ] = v3.positionScreen;
+ _points4[ 3 ] = v4.positionScreen;
+
+ if ( v1.visible === true || v2.visible === true || v3.visible === true || v4.visible === true ||
+ _clipBox.isIntersectionBox( _boundingBox.setFromPoints( _points4 ) ) ) {
+
+ visible = ( v4.positionScreen.x - v1.positionScreen.x ) * ( v2.positionScreen.y - v1.positionScreen.y ) -
+ ( v4.positionScreen.y - v1.positionScreen.y ) * ( v2.positionScreen.x - v1.positionScreen.x ) < 0 ||
+ ( v2.positionScreen.x - v3.positionScreen.x ) * ( v4.positionScreen.y - v3.positionScreen.y ) -
+ ( v2.positionScreen.y - v3.positionScreen.y ) * ( v4.positionScreen.x - v3.positionScreen.x ) < 0;
+
+
+ if ( side === THREE.DoubleSide || visible === ( side === THREE.FrontSide ) ) {
+
+ _face = getNextFace4InPool();
+
+ _face.v1.copy( v1 );
+ _face.v2.copy( v2 );
+ _face.v3.copy( v3 );
+ _face.v4.copy( v4 );
+
+ } else {
+
+ continue;
+
+ }
+
+ } else {
+
+ continue;
+
+ }
+
+ }
+
+ _face.normalModel.copy( face.normal );
+
+ if ( visible === false && ( side === THREE.BackSide || side === THREE.DoubleSide ) ) {
+
+ _face.normalModel.negate();
+
+ }
+
+ _face.normalModel.applyMatrix3( _normalMatrix ).normalize();
+
+ _face.normalModelView.copy( _face.normalModel ).applyMatrix3( _normalViewMatrix );
+
+ _face.centroidModel.copy( face.centroid ).applyMatrix4( _modelMatrix );
+
+ faceVertexNormals = face.vertexNormals;
+
+ for ( n = 0, nl = faceVertexNormals.length; 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();
+
+ var normalModelView = _face.vertexNormalsModelView[ n ];
+ normalModelView.copy( normalModel ).applyMatrix3( _normalViewMatrix );
+
+ }
+
+ _face.vertexNormalsLength = faceVertexNormals.length;
+
+ for ( c = 0, cl = faceVertexUvs.length; c < cl; c ++ ) {
+
+ uvs = faceVertexUvs[ c ][ f ];
+
+ if ( uvs === undefined ) continue;
+
+ for ( u = 0, ul = uvs.length; u < ul; u ++ ) {
+
+ _face.uvs[ c ][ u ] = uvs[ u ];
+
+ }
+
+ }
+
+ _face.color = face.color;
+ _face.material = material;
+
+ _centroid.copy( _face.centroidModel ).applyProjection( _viewProjectionMatrix );
+
+ _face.z = _centroid.z;
+
+ _renderData.elements.push( _face );
+
+ }
+
+ } else if ( object instanceof THREE.Line ) {
+
+ _modelViewProjectionMatrix.multiplyMatrices( _viewProjectionMatrix, _modelMatrix );
+
+ vertices = object.geometry.vertices;
+
+ v1 = getNextVertexInPool();
+ v1.positionScreen.copy( vertices[ 0 ] ).applyMatrix4( _modelViewProjectionMatrix );
+
+ // Handle LineStrip and LinePieces
+ var step = object.type === THREE.LinePieces ? 2 : 1;
+
+ for ( v = 1, vl = vertices.length; v < vl; v ++ ) {
+
+ v1 = getNextVertexInPool();
+ v1.positionScreen.copy( vertices[ v ] ).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.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 );
+
+ }
+
+ }
+
+ }
+
+ }
+
+ for ( o = 0, ol = _renderData.sprites.length; o < ol; o++ ) {
+
+ object = _renderData.sprites[ o ].object;
+
+ _modelMatrix = object.matrixWorld;
+
+ if ( object instanceof THREE.Particle ) {
+
+ _vector4.set( _modelMatrix.elements[12], _modelMatrix.elements[13], _modelMatrix.elements[14], 1 );
+ _vector4.applyMatrix4( _viewProjectionMatrix );
+
+ _vector4.z /= _vector4.w;
+
+ if ( _vector4.z > 0 && _vector4.z < 1 ) {
+
+ _particle = getNextParticleInPool();
+ _particle.object = object;
+ _particle.x = _vector4.x / _vector4.w;
+ _particle.y = _vector4.y / _vector4.w;
+ _particle.z = _vector4.z;
+
+ _particle.rotation = object.rotation.z;
+
+ _particle.scale.x = object.scale.x * Math.abs( _particle.x - ( _vector4.x + camera.projectionMatrix.elements[0] ) / ( _vector4.w + camera.projectionMatrix.elements[12] ) );
+ _particle.scale.y = object.scale.y * Math.abs( _particle.y - ( _vector4.y + camera.projectionMatrix.elements[5] ) / ( _vector4.w + camera.projectionMatrix.elements[13] ) );
+
+ _particle.material = object.material;
+
+ _renderData.elements.push( _particle );
+
+ }
+
+ }
+
+ }
+
+ 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 getNextFace3InPool() {
+
+ if ( _face3Count === _face3PoolLength ) {
+
+ var face = new THREE.RenderableFace3();
+ _face3Pool.push( face );
+ _face3PoolLength ++;
+ _face3Count ++;
+ return face;
+
+ }
+
+ return _face3Pool[ _face3Count ++ ];
+
+
+ }
+
+ function getNextFace4InPool() {
+
+ if ( _face4Count === _face4PoolLength ) {
+
+ var face = new THREE.RenderableFace4();
+ _face4Pool.push( face );
+ _face4PoolLength ++;
+ _face4Count ++;
+ return face;
+
+ }
+
+ return _face4Pool[ _face4Count ++ ];
+
+ }
+
+ function getNextLineInPool() {
+
+ if ( _lineCount === _linePoolLength ) {
+
+ var line = new THREE.RenderableLine();
+ _linePool.push( line );
+ _linePoolLength ++;
+ _lineCount ++
+ return line;
+
+ }
+
+ return _linePool[ _lineCount ++ ];
+
+ }
+
+ function getNextParticleInPool() {
+
+ if ( _particleCount === _particlePoolLength ) {
+
+ var particle = new THREE.RenderableParticle();
+ _particlePool.push( particle );
+ _particlePoolLength ++;
+ _particleCount ++
+ return particle;
+
+ }
+
+ return _particlePool[ _particleCount ++ ];
+
+ }
+
+ //
+
+ function painterSort( a, b ) {
+
+ return b.z - a.z;
+
+ }
+
+ function clipLine( s1, s2 ) {
+
+ var alpha1 = 0, alpha2 = 1,
+
+ // Calculate the boundary coordinate of each vertex for the near and far clip planes,
+ // Z = -1 and Z = +1, respectively.
+ bc1near = s1.z + s1.w,
+ bc2near = s2.z + s2.w,
+ bc1far = - s1.z + s1.w,
+ bc2far = - s2.z + s2.w;
+
+ if ( bc1near >= 0 && bc2near >= 0 && bc1far >= 0 && bc2far >= 0 ) {
+
+ // Both vertices lie entirely within all clip planes.
+ return true;
+
+ } else if ( ( bc1near < 0 && bc2near < 0) || (bc1far < 0 && bc2far < 0 ) ) {
+
+ // Both vertices lie entirely outside one of the clip planes.
+ return false;
+
+ } else {
+
+ // The line segment spans at least one clip plane.
+
+ if ( bc1near < 0 ) {
+
+ // v1 lies outside the near plane, v2 inside
+ alpha1 = Math.max( alpha1, bc1near / ( bc1near - bc2near ) );
+
+ } else if ( bc2near < 0 ) {
+
+ // v2 lies outside the near plane, v1 inside
+ alpha2 = Math.min( alpha2, bc1near / ( bc1near - bc2near ) );
+
+ }
+
+ if ( bc1far < 0 ) {
+
+ // v1 lies outside the far plane, v2 inside
+ alpha1 = Math.max( alpha1, bc1far / ( bc1far - bc2far ) );
+
+ } else if ( bc2far < 0 ) {
+
+ // v2 lies outside the far plane, v2 inside
+ alpha2 = Math.min( alpha2, bc1far / ( bc1far - bc2far ) );
+
+ }
+
+ if ( alpha2 < alpha1 ) {
+
+ // The line segment spans two boundaries, but is outside both of them.
+ // (This can't happen when we're only clipping against just near/far but good
+ // to leave the check here for future usage if other clip planes are added.)
+ return false;
+
+ } else {
+
+ // Update the s1 and s2 vertices to match the clipped line segment.
+ s1.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/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Face4 = function ( a, b, c, d, normal, color, materialIndex ) {
+
+ this.a = a;
+ this.b = b;
+ this.c = c;
+ this.d = d;
+
+ this.normal = normal instanceof THREE.Vector3 ? normal : new THREE.Vector3();
+ this.vertexNormals = normal instanceof Array ? normal : [ ];
+
+ this.color = color instanceof THREE.Color ? color : new THREE.Color();
+ this.vertexColors = color instanceof Array ? color : [];
+
+ this.vertexTangents = [];
+
+ this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
+
+ this.centroid = new THREE.Vector3();
+
+};
+
+THREE.Face4.prototype = {
+
+ constructor: THREE.Face4,
+
+ clone: function () {
+
+ var face = new THREE.Face4( this.a, this.b, this.c, this.d );
+
+ face.normal.copy( this.normal );
+ face.color.copy( this.color );
+ face.centroid.copy( this.centroid );
+
+ face.materialIndex = this.materialIndex;
+
+ var i, il;
+ for ( i = 0, il = this.vertexNormals.length; i < il; i ++ ) face.vertexNormals[ i ] = this.vertexNormals[ i ].clone();
+ for ( i = 0, il = this.vertexColors.length; i < il; i ++ ) face.vertexColors[ i ] = this.vertexColors[ i ].clone();
+ for ( i = 0, il = this.vertexTangents.length; i < il; i ++ ) face.vertexTangents[ i ] = this.vertexTangents[ i ].clone();
+
+ return face;
+
+ }
+
+};
+/**
+ * @author 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.name = '';
+
+ this.vertices = [];
+ this.colors = []; // one-to-one vertex colors, used in ParticleSystem, Line and Ribbon
+ this.normals = []; // one-to-one vertex normals, used in Ribbon
+
+ this.faces = [];
+
+ this.faceUvs = [[]];
+ 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,
+
+ addEventListener: THREE.EventDispatcher.prototype.addEventListener,
+ hasEventListener: THREE.EventDispatcher.prototype.hasEventListener,
+ removeEventListener: THREE.EventDispatcher.prototype.removeEventListener,
+ dispatchEvent: THREE.EventDispatcher.prototype.dispatchEvent,
+
+ 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 );
+
+ }
+
+ },
+
+ computeCentroids: function () {
+
+ var f, fl, face;
+
+ for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+ face = this.faces[ f ];
+ face.centroid.set( 0, 0, 0 );
+
+ if ( face instanceof THREE.Face3 ) {
+
+ face.centroid.add( this.vertices[ face.a ] );
+ face.centroid.add( this.vertices[ face.b ] );
+ face.centroid.add( this.vertices[ face.c ] );
+ face.centroid.divideScalar( 3 );
+
+ } else if ( face instanceof THREE.Face4 ) {
+
+ face.centroid.add( this.vertices[ face.a ] );
+ face.centroid.add( this.vertices[ face.b ] );
+ face.centroid.add( this.vertices[ face.c ] );
+ face.centroid.add( this.vertices[ face.d ] );
+ face.centroid.divideScalar( 4 );
+
+ }
+
+ }
+
+ },
+
+ 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;
+
+ // create internal buffers for reuse when calling this method repeatedly
+ // (otherwise memory allocation / deallocation every frame is big resource hog)
+
+ if ( this.__tmpVertices === undefined ) {
+
+ this.__tmpVertices = new Array( this.vertices.length );
+ vertices = this.__tmpVertices;
+
+ for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
+
+ vertices[ v ] = new THREE.Vector3();
+
+ }
+
+ for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+ face = this.faces[ f ];
+
+ if ( face instanceof THREE.Face3 ) {
+
+ face.vertexNormals = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
+
+ } else if ( face instanceof THREE.Face4 ) {
+
+ face.vertexNormals = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
+
+ }
+
+ }
+
+ } else {
+
+ vertices = this.__tmpVertices;
+
+ for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
+
+ vertices[ v ].set( 0, 0, 0 );
+
+ }
+
+ }
+
+ 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 ];
+
+ if ( face instanceof THREE.Face3 ) {
+
+ 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 if ( face instanceof THREE.Face4 ) {
+
+ vA = this.vertices[ face.a ];
+ vB = this.vertices[ face.b ];
+ vC = this.vertices[ face.c ];
+ vD = this.vertices[ face.d ];
+
+ // abd
+
+ db.subVectors( vD, vB );
+ ab.subVectors( vA, vB );
+ db.cross( ab );
+
+ vertices[ face.a ].add( db );
+ vertices[ face.b ].add( db );
+ vertices[ face.d ].add( db );
+
+ // bcd
+
+ dc.subVectors( vD, vC );
+ bc.subVectors( vB, vC );
+ dc.cross( bc );
+
+ vertices[ face.b ].add( dc );
+ vertices[ face.c ].add( dc );
+ vertices[ face.d ].add( dc );
+
+ }
+
+ }
+
+ } else {
+
+ for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+ face = this.faces[ f ];
+
+ if ( face instanceof THREE.Face3 ) {
+
+ vertices[ face.a ].add( face.normal );
+ vertices[ face.b ].add( face.normal );
+ vertices[ face.c ].add( face.normal );
+
+ } else if ( face instanceof THREE.Face4 ) {
+
+ vertices[ face.a ].add( face.normal );
+ vertices[ face.b ].add( face.normal );
+ vertices[ face.c ].add( face.normal );
+ vertices[ face.d ].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 ];
+
+ if ( face instanceof THREE.Face3 ) {
+
+ face.vertexNormals[ 0 ].copy( vertices[ face.a ] );
+ face.vertexNormals[ 1 ].copy( vertices[ face.b ] );
+ face.vertexNormals[ 2 ].copy( vertices[ face.c ] );
+
+ } else if ( face instanceof THREE.Face4 ) {
+
+ face.vertexNormals[ 0 ].copy( vertices[ face.a ] );
+ face.vertexNormals[ 1 ].copy( vertices[ face.b ] );
+ face.vertexNormals[ 2 ].copy( vertices[ face.c ] );
+ face.vertexNormals[ 3 ].copy( vertices[ face.d ] );
+
+ }
+
+ }
+
+ },
+
+ computeMorphNormals: function () {
+
+ var i, il, f, fl, face;
+
+ // save original normals
+ // - create temp variables on first access
+ // otherwise just copy (for faster repeated calls)
+
+ for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+ face = this.faces[ f ];
+
+ if ( ! face.__originalFaceNormal ) {
+
+ face.__originalFaceNormal = face.normal.clone();
+
+ } else {
+
+ face.__originalFaceNormal.copy( face.normal );
+
+ }
+
+ if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = [];
+
+ for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
+
+ if ( ! face.__originalVertexNormals[ i ] ) {
+
+ face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
+
+ } else {
+
+ face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
+
+ }
+
+ }
+
+ }
+
+ // use temp geometry to compute face and vertex normals for each morph
+
+ var tmpGeo = new THREE.Geometry();
+ tmpGeo.faces = this.faces;
+
+ for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {
+
+ // create on first access
+
+ if ( ! this.morphNormals[ i ] ) {
+
+ this.morphNormals[ i ] = {};
+ this.morphNormals[ i ].faceNormals = [];
+ this.morphNormals[ i ].vertexNormals = [];
+
+ var dstNormalsFace = this.morphNormals[ i ].faceNormals;
+ var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;
+
+ var faceNormal, vertexNormals;
+
+ for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+ face = this.faces[ f ];
+
+ faceNormal = new THREE.Vector3();
+
+ if ( face instanceof THREE.Face3 ) {
+
+ vertexNormals = { a: new THREE.Vector3(), b: new THREE.Vector3(), c: new THREE.Vector3() };
+
+ } else {
+
+ vertexNormals = { a: new THREE.Vector3(), b: new THREE.Vector3(), c: new THREE.Vector3(), d: new THREE.Vector3() };
+
+ }
+
+ dstNormalsFace.push( faceNormal );
+ dstNormalsVertex.push( vertexNormals );
+
+ }
+
+ }
+
+ var morphNormals = this.morphNormals[ i ];
+
+ // set vertices to morph target
+
+ tmpGeo.vertices = this.morphTargets[ i ].vertices;
+
+ // compute morph normals
+
+ tmpGeo.computeFaceNormals();
+ tmpGeo.computeVertexNormals();
+
+ // store morph normals
+
+ var faceNormal, vertexNormals;
+
+ for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+ face = this.faces[ f ];
+
+ faceNormal = morphNormals.faceNormals[ f ];
+ vertexNormals = morphNormals.vertexNormals[ f ];
+
+ faceNormal.copy( face.normal );
+
+ if ( face instanceof THREE.Face3 ) {
+
+ vertexNormals.a.copy( face.vertexNormals[ 0 ] );
+ vertexNormals.b.copy( face.vertexNormals[ 1 ] );
+ vertexNormals.c.copy( face.vertexNormals[ 2 ] );
+
+ } else {
+
+ vertexNormals.a.copy( face.vertexNormals[ 0 ] );
+ vertexNormals.b.copy( face.vertexNormals[ 1 ] );
+ vertexNormals.c.copy( face.vertexNormals[ 2 ] );
+ vertexNormals.d.copy( face.vertexNormals[ 3 ] );
+
+ }
+
+ }
+
+ }
+
+ // restore original normals
+
+ for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+ face = this.faces[ f ];
+
+ face.normal = face.__originalFaceNormal;
+ face.vertexNormals = face.__originalVertexNormals;
+
+ }
+
+ },
+
+ computeTangents: function () {
+
+ // based on http://www.terathon.com/code/tangent.html
+ // tangents go to vertices
+
+ var f, fl, v, vl, i, il, vertexIndex,
+ face, uv, vA, vB, vC, uvA, uvB, uvC,
+ x1, x2, y1, y2, z1, z2,
+ s1, s2, t1, t2, r, t, test,
+ tan1 = [], tan2 = [],
+ sdir = new THREE.Vector3(), tdir = new THREE.Vector3(),
+ tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3(),
+ n = new THREE.Vector3(), w;
+
+ for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
+
+ tan1[ v ] = new THREE.Vector3();
+ tan2[ v ] = new THREE.Vector3();
+
+ }
+
+ function handleTriangle( context, a, b, c, ua, ub, uc ) {
+
+ vA = context.vertices[ a ];
+ vB = context.vertices[ b ];
+ vC = context.vertices[ c ];
+
+ uvA = uv[ ua ];
+ uvB = uv[ ub ];
+ uvC = uv[ uc ];
+
+ x1 = vB.x - vA.x;
+ x2 = vC.x - vA.x;
+ y1 = vB.y - vA.y;
+ y2 = vC.y - vA.y;
+ z1 = vB.z - vA.z;
+ z2 = vC.z - vA.z;
+
+ s1 = uvB.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
+
+ if ( face instanceof THREE.Face3 ) {
+
+ handleTriangle( this, face.a, face.b, face.c, 0, 1, 2 );
+
+ } else if ( face instanceof THREE.Face4 ) {
+
+ handleTriangle( this, face.a, face.b, face.d, 0, 1, 3 );
+ handleTriangle( this, face.b, face.c, face.d, 1, 2, 3 );
+
+ }
+
+ }
+
+ var faceIndex = [ 'a', 'b', 'c', 'd' ];
+
+ for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+ face = this.faces[ f ];
+
+ for ( i = 0; i < face.vertexNormals.length; i++ ) {
+
+ n.copy( face.vertexNormals[ i ] );
+
+ vertexIndex = face[ faceIndex[ i ] ];
+
+ t = tan1[ vertexIndex ];
+
+ // Gram-Schmidt orthogonalize
+
+ tmp.copy( t );
+ tmp.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.setFromCenterAndPoints( this.boundingSphere.center, 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;
+
+ // reset cache of vertices as it now will be changing.
+ this.__tmpVertices = undefined;
+
+ for ( i = 0, il = this.vertices.length; i < il; i ++ ) {
+
+ v = this.vertices[ i ];
+ key = [ Math.round( v.x * precision ), Math.round( v.y * precision ), Math.round( v.z * precision ) ].join( '_' );
+
+ if ( verticesMap[ key ] === undefined ) {
+
+ verticesMap[ key ] = i;
+ unique.push( this.vertices[ i ] );
+ changes[ i ] = unique.length - 1;
+
+ } else {
+
+ //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
+ changes[ i ] = changes[ verticesMap[ key ] ];
+
+ }
+
+ };
+
+
+ // 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 ];
+
+ if ( face instanceof THREE.Face3 ) {
+
+ 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;
+
+ }
+ }
+
+ } else if ( face instanceof THREE.Face4 ) {
+
+ face.a = changes[ face.a ];
+ face.b = changes[ face.b ];
+ face.c = changes[ face.c ];
+ face.d = changes[ face.d ];
+
+ // check dups in (a, b, c, d) and convert to -> face3
+
+ indices = [ face.a, face.b, face.c, face.d ];
+
+ var dupIndex = -1;
+
+ for ( var n = 0; n < 4; n ++ ) {
+
+ if ( indices[ n ] == indices[ ( n + 1 ) % 4 ] ) {
+
+ // if more than one duplicated vertex is found
+ // we can't generate any valid Face3's, thus
+ // we need to remove this face complete.
+ if ( dupIndex >= 0 ) {
+
+ faceIndicesToRemove.push( i );
+
+ }
+
+ dupIndex = n;
+
+ }
+ }
+
+ if ( dupIndex >= 0 ) {
+
+ indices.splice( dupIndex, 1 );
+
+ var newFace = new THREE.Face3( indices[0], indices[1], indices[2], face.normal, face.color, face.materialIndex );
+
+ for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
+
+ u = this.faceVertexUvs[ j ][ i ];
+
+ if ( u ) {
+ u.splice( dupIndex, 1 );
+ }
+
+ }
+
+ if( face.vertexNormals && face.vertexNormals.length > 0) {
+
+ newFace.vertexNormals = face.vertexNormals;
+ newFace.vertexNormals.splice( dupIndex, 1 );
+
+ }
+
+ if( face.vertexColors && face.vertexColors.length > 0 ) {
+
+ newFace.vertexColors = face.vertexColors;
+ newFace.vertexColors.splice( dupIndex, 1 );
+ }
+
+ this.faces[ i ] = newFace;
+ }
+
+ }
+
+ }
+
+ for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {
+
+ this.faces.splice( i, 1 );
+
+ for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
+
+ this.faceVertexUvs[ j ].splice( i, 1 );
+
+ }
+
+ }
+
+ // Use unique set of vertices
+
+ var diff = this.vertices.length - unique.length;
+ this.vertices = unique;
+ return diff;
+
+ },
+
+ 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.GeometryIdCount = 0;
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.BufferGeometry = function () {
+
+ this.id = THREE.GeometryIdCount ++;
+
+ // attributes
+
+ this.attributes = {};
+
+ // attributes typed arrays are kept only if dynamic flag is set
+
+ this.dynamic = false;
+
+ // offsets for chunks when using indexed elements
+
+ this.offsets = [];
+
+ // boundings
+
+ this.boundingBox = null;
+ this.boundingSphere = null;
+
+ this.hasTangents = false;
+
+ // for compatibility
+
+ this.morphTargets = [];
+
+};
+
+THREE.BufferGeometry.prototype = {
+
+ constructor: THREE.BufferGeometry,
+
+ addEventListener: THREE.EventDispatcher.prototype.addEventListener,
+ hasEventListener: THREE.EventDispatcher.prototype.hasEventListener,
+ removeEventListener: THREE.EventDispatcher.prototype.removeEventListener,
+ dispatchEvent: THREE.EventDispatcher.prototype.dispatchEvent,
+
+ applyMatrix: function ( matrix ) {
+
+ var positionArray;
+ var normalArray;
+
+ if ( this.attributes[ "position" ] ) positionArray = this.attributes[ "position" ].array;
+ if ( this.attributes[ "normal" ] ) normalArray = this.attributes[ "normal" ].array;
+
+ if ( positionArray !== undefined ) {
+
+ matrix.multiplyVector3Array( positionArray );
+ this.verticesNeedUpdate = true;
+
+ }
+
+ if ( normalArray !== undefined ) {
+
+ var normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
+
+ normalMatrix.multiplyVector3Array( normalArray );
+
+ this.normalizeNormals();
+
+ this.normalsNeedUpdate = true;
+
+ }
+
+ },
+
+ computeBoundingBox: function () {
+
+ if ( this.boundingBox === null ) {
+
+ this.boundingBox = new THREE.Box3();
+
+ }
+
+ var positions = this.attributes[ "position" ].array;
+
+ if ( positions ) {
+
+ var bb = this.boundingBox;
+ var x, y, z;
+
+ 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 ) {
+
+ x = positions[ i ];
+ y = positions[ i + 1 ];
+ 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 () {
+
+ if ( this.boundingSphere === null ) {
+
+ this.boundingSphere = new THREE.Sphere();
+
+ }
+
+ var positions = this.attributes[ "position" ].array;
+
+ if ( positions ) {
+
+ var radiusSq, maxRadiusSq = 0;
+ var x, y, z;
+
+ for ( var i = 0, il = positions.length; i < il; i += 3 ) {
+
+ x = positions[ i ];
+ y = positions[ i + 1 ];
+ z = positions[ i + 2 ];
+
+ radiusSq = x * x + y * y + z * z;
+ if ( radiusSq > maxRadiusSq ) maxRadiusSq = radiusSq;
+
+ }
+
+ 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 ),
+ numItems: 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 ),
+ numItems: 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 );
+
+ }
+
+ }
+
+ this.hasTangents = true;
+ this.tangentsNeedUpdate = true;
+
+ },
+
+ dispose: function () {
+
+ this.dispatchEvent( { type: 'dispose' } );
+
+ }
+
+};
+/**
+ * @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();
+ this.projectionMatrixInverse = 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 );
+
+ if ( this.useQuaternion === true ) {
+
+ this.quaternion.setFromRotationMatrix( m1 );
+
+ } else {
+
+ this.rotation.setEulerFromRotationMatrix( m1, this.eulerOrder );
+
+ }
+
+ };
+
+}();
+/**
+ * @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 );
+
+};
+/**
+ * @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 );
+
+ }
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Light = function ( hex ) {
+
+ THREE.Object3D.call( this );
+
+ this.color = new THREE.Color( hex );
+
+};
+
+THREE.Light.prototype = 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 ( hex ) {
+
+ THREE.Light.call( this, hex );
+
+};
+
+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 ( hex, intensity ) {
+
+ THREE.Light.call( this, hex );
+
+ 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 ( hex, intensity ) {
+
+ THREE.Light.call( this, hex );
+
+ 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 ( skyColorHex, groundColorHex, intensity ) {
+
+ THREE.Light.call( this, skyColorHex );
+
+ this.position.set( 0, 100, 0 );
+
+ this.groundColor = new THREE.Color( groundColorHex );
+ this.intensity = ( intensity !== undefined ) ? intensity : 1;
+
+};
+
+THREE.HemisphereLight.prototype = Object.create( THREE.Light.prototype );
+
+THREE.HemisphereLight.prototype.clone = function () {
+
+ var light = new THREE.PointLight();
+
+ 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 ( hex, intensity, distance ) {
+
+ THREE.Light.call( this, hex );
+
+ 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 ( hex, intensity, distance, angle, exponent ) {
+
+ THREE.Light.call( this, hex );
+
+ 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: 'anonymous',
+
+ addStatusElement: function () {
+
+ var e = document.createElement( "div" );
+
+ e.style.position = "absolute";
+ e.style.right = "0px";
+ e.style.top = "0px";
+ e.style.fontSize = "0.8em";
+ e.style.textAlign = "left";
+ e.style.background = "rgba(0,0,0,0.25)";
+ e.style.color = "#fff";
+ e.style.width = "120px";
+ e.style.padding = "0.5em 0.5em 0.5em 0.5em";
+ e.style.zIndex = 1000;
+
+ e.innerHTML = "Loading ...";
+
+ return e;
+
+ },
+
+ updateProgress: function ( progress ) {
+
+ var message = "Loaded ";
+
+ if ( progress.total ) {
+
+ message += ( 100 * progress.loaded / progress.total ).toFixed(0) + "%";
+
+
+ } else {
+
+ message += ( progress.loaded / 1000 ).toFixed(2) + " KB";
+
+ }
+
+ this.statusDomElement.innerHTML = message;
+
+ },
+
+ extractUrlBase: function ( url ) {
+
+ var parts = url.split( '/' );
+ parts.pop();
+ return ( parts.length < 1 ? '.' : parts.join( '/' ) ) + '/';
+
+ },
+
+ initMaterials: function ( 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;
+
+ };
+
+ 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[ "uDiffuseColor" ].value.setHex( mpars.color );
+ uniforms[ "uSpecularColor" ].value.setHex( mpars.specular );
+ uniforms[ "uAmbientColor" ].value.setHex( mpars.ambient );
+
+ uniforms[ "uShininess" ].value = mpars.shininess;
+
+ if ( mpars.opacity !== undefined ) {
+
+ uniforms[ "uOpacity" ].value = mpars.opacity;
+
+ }
+
+ var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true, fog: true };
+ var material = new THREE.ShaderMaterial( parameters );
+
+ 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.ImageLoader = function () {
+
+ this.crossOrigin = null;
+
+};
+
+THREE.ImageLoader.prototype = {
+
+ constructor: THREE.ImageLoader,
+
+ addEventListener: THREE.EventDispatcher.prototype.addEventListener,
+ hasEventListener: THREE.EventDispatcher.prototype.hasEventListener,
+ removeEventListener: THREE.EventDispatcher.prototype.removeEventListener,
+ dispatchEvent: THREE.EventDispatcher.prototype.dispatchEvent,
+
+ load: function ( url, image ) {
+
+ var scope = this;
+
+ if ( image === undefined ) image = new Image();
+
+ image.addEventListener( 'load', function () {
+
+ scope.dispatchEvent( { type: 'load', content: image } );
+
+ }, false );
+
+ image.addEventListener( 'error', function () {
+
+ scope.dispatchEvent( { type: 'error', message: 'Couldn\'t load URL [' + url + ']' } );
+
+ }, false );
+
+ if ( scope.crossOrigin ) image.crossOrigin = scope.crossOrigin;
+
+ image.src = url;
+
+ }
+
+}
+/**
+ * @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 );
+ var result = context.parse( json, texturePath );
+ callback( result.geometry, result.materials );
+
+ } else {
+
+ console.warn( "THREE.JSONLoader: [" + url + "] seems to be unreachable or file there is empty" );
+
+ }
+
+ // in context of more complex asset initialization
+ // do not block on single failed file
+ // maybe should go even one more level up
+
+ context.onLoadComplete();
+
+ } else {
+
+ console.error( "THREE.JSONLoader: Couldn't load [" + url + "] [" + xhr.status + "]" );
+
+ }
+
+ } else if ( xhr.readyState === xhr.LOADING ) {
+
+ if ( callbackProgress ) {
+
+ if ( length === 0 ) {
+
+ length = xhr.getResponseHeader( "Content-Length" );
+
+ }
+
+ callbackProgress( { total: length, loaded: xhr.responseText.length } );
+
+ }
+
+ } else if ( xhr.readyState === xhr.HEADERS_RECEIVED ) {
+
+ 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();
+
+ function parseModel( scale ) {
+
+ function isBitSet( value, position ) {
+
+ return value & ( 1 << position );
+
+ }
+
+ var i, j, fi,
+
+ offset, zLength, nVertices,
+
+ colorIndex, normalIndex, uvIndex, materialIndex,
+
+ type,
+ isQuad,
+ hasMaterial,
+ hasFaceUv, hasFaceVertexUv,
+ hasFaceNormal, hasFaceVertexNormal,
+ hasFaceColor, hasFaceVertexColor,
+
+ vertex, face, color, normal,
+
+ uvLayer, uvs, u, v,
+
+ faces = json.faces,
+ vertices = json.vertices,
+ normals = json.normals,
+ colors = json.colors,
+
+ nUvLayers = 0;
+
+ // disregard empty arrays
+
+ for ( i = 0; i < json.uvs.length; i++ ) {
+
+ if ( json.uvs[ i ].length ) nUvLayers ++;
+
+ }
+
+ for ( i = 0; i < nUvLayers; i++ ) {
+
+ geometry.faceUvs[ i ] = [];
+ geometry.faceVertexUvs[ i ] = [];
+
+ }
+
+ offset = 0;
+ zLength = vertices.length;
+
+ while ( offset < zLength ) {
+
+ vertex = new THREE.Vector3();
+
+ vertex.x = vertices[ offset ++ ] * scale;
+ vertex.y = vertices[ offset ++ ] * scale;
+ vertex.z = vertices[ offset ++ ] * scale;
+
+ geometry.vertices.push( vertex );
+
+ }
+
+ offset = 0;
+ zLength = faces.length;
+
+ while ( offset < zLength ) {
+
+ type = faces[ offset ++ ];
+
+
+ isQuad = isBitSet( type, 0 );
+ hasMaterial = isBitSet( type, 1 );
+ hasFaceUv = isBitSet( type, 2 );
+ hasFaceVertexUv = isBitSet( type, 3 );
+ hasFaceNormal = isBitSet( type, 4 );
+ hasFaceVertexNormal = isBitSet( type, 5 );
+ hasFaceColor = isBitSet( type, 6 );
+ hasFaceVertexColor = isBitSet( type, 7 );
+
+ //console.log("type", type, "bits", isQuad, hasMaterial, hasFaceUv, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor);
+
+ if ( isQuad ) {
+
+ face = new THREE.Face4();
+
+ face.a = faces[ offset ++ ];
+ face.b = faces[ offset ++ ];
+ face.c = faces[ offset ++ ];
+ face.d = faces[ offset ++ ];
+
+ nVertices = 4;
+
+ } else {
+
+ face = new THREE.Face3();
+
+ face.a = faces[ offset ++ ];
+ face.b = faces[ offset ++ ];
+ face.c = faces[ offset ++ ];
+
+ nVertices = 3;
+
+ }
+
+ if ( hasMaterial ) {
+
+ materialIndex = faces[ offset ++ ];
+ face.materialIndex = materialIndex;
+
+ }
+
+ // to get face <=> uv index correspondence
+
+ fi = geometry.faces.length;
+
+ if ( hasFaceUv ) {
+
+ for ( i = 0; i < nUvLayers; i++ ) {
+
+ uvLayer = json.uvs[ i ];
+
+ uvIndex = faces[ offset ++ ];
+
+ u = uvLayer[ uvIndex * 2 ];
+ v = uvLayer[ uvIndex * 2 + 1 ];
+
+ geometry.faceUvs[ i ][ fi ] = new THREE.Vector2( u, v );
+
+ }
+
+ }
+
+ if ( hasFaceVertexUv ) {
+
+ for ( i = 0; i < nUvLayers; i++ ) {
+
+ uvLayer = json.uvs[ i ];
+
+ uvs = [];
+
+ for ( j = 0; j < nVertices; j ++ ) {
+
+ uvIndex = faces[ offset ++ ];
+
+ u = uvLayer[ uvIndex * 2 ];
+ v = uvLayer[ uvIndex * 2 + 1 ];
+
+ uvs[ j ] = new THREE.Vector2( u, v );
+
+ }
+
+ geometry.faceVertexUvs[ i ][ fi ] = uvs;
+
+ }
+
+ }
+
+ if ( hasFaceNormal ) {
+
+ normalIndex = faces[ offset ++ ] * 3;
+
+ normal = new THREE.Vector3();
+
+ normal.x = normals[ normalIndex ++ ];
+ normal.y = normals[ normalIndex ++ ];
+ normal.z = normals[ normalIndex ];
+
+ face.normal = normal;
+
+ }
+
+ if ( hasFaceVertexNormal ) {
+
+ for ( i = 0; i < nVertices; i++ ) {
+
+ normalIndex = faces[ offset ++ ] * 3;
+
+ normal = new THREE.Vector3();
+
+ normal.x = normals[ normalIndex ++ ];
+ normal.y = normals[ normalIndex ++ ];
+ normal.z = normals[ normalIndex ];
+
+ face.vertexNormals.push( normal );
+
+ }
+
+ }
+
+
+ if ( hasFaceColor ) {
+
+ colorIndex = faces[ offset ++ ];
+
+ color = new THREE.Color( colors[ colorIndex ] );
+ face.color = color;
+
+ }
+
+
+ if ( hasFaceVertexColor ) {
+
+ for ( i = 0; i < nVertices; i++ ) {
+
+ colorIndex = faces[ offset ++ ];
+
+ color = new THREE.Color( colors[ colorIndex ] );
+ face.vertexColors.push( color );
+
+ }
+
+ }
+
+ geometry.faces.push( face );
+
+ }
+
+ };
+
+ function parseSkin() {
+
+ var i, l, x, y, z, w, a, b, c, d;
+
+ if ( json.skinWeights ) {
+
+ for ( i = 0, l = json.skinWeights.length; i < l; i += 2 ) {
+
+ x = json.skinWeights[ i ];
+ y = json.skinWeights[ i + 1 ];
+ z = 0;
+ w = 0;
+
+ geometry.skinWeights.push( new THREE.Vector4( x, y, z, w ) );
+
+ }
+
+ }
+
+ if ( json.skinIndices ) {
+
+ for ( i = 0, l = json.skinIndices.length; i < l; i += 2 ) {
+
+ a = json.skinIndices[ i ];
+ b = json.skinIndices[ i + 1 ];
+ c = 0;
+ d = 0;
+
+ geometry.skinIndices.push( new THREE.Vector4( a, b, c, d ) );
+
+ }
+
+ }
+
+ geometry.bones = json.bones;
+ geometry.animation = json.animation;
+
+ };
+
+ function parseMorphing( scale ) {
+
+ if ( json.morphTargets !== undefined ) {
+
+ var i, l, v, vl, dstVertices, srcVertices;
+
+ for ( i = 0, l = json.morphTargets.length; i < l; i ++ ) {
+
+ geometry.morphTargets[ i ] = {};
+ geometry.morphTargets[ i ].name = json.morphTargets[ i ].name;
+ geometry.morphTargets[ i ].vertices = [];
+
+ dstVertices = geometry.morphTargets[ i ].vertices;
+ srcVertices = json.morphTargets [ i ].vertices;
+
+ for( v = 0, vl = srcVertices.length; v < vl; v += 3 ) {
+
+ var vertex = new THREE.Vector3();
+ vertex.x = srcVertices[ v ] * scale;
+ vertex.y = srcVertices[ v + 1 ] * scale;
+ vertex.z = srcVertices[ v + 2 ] * scale;
+
+ dstVertices.push( vertex );
+
+ }
+
+ }
+
+ }
+
+ if ( json.morphColors !== undefined ) {
+
+ var i, l, c, cl, dstColors, srcColors, color;
+
+ for ( i = 0, l = json.morphColors.length; i < l; i++ ) {
+
+ geometry.morphColors[ i ] = {};
+ geometry.morphColors[ i ].name = json.morphColors[ i ].name;
+ geometry.morphColors[ i ].colors = [];
+
+ dstColors = geometry.morphColors[ i ].colors;
+ srcColors = json.morphColors [ i ].colors;
+
+ for ( c = 0, cl = srcColors.length; c < cl; c += 3 ) {
+
+ color = new THREE.Color( 0xffaa00 );
+ color.setRGB( srcColors[ c ], srcColors[ c + 1 ], srcColors[ c + 2 ] );
+ dstColors.push( color );
+
+ }
+
+ }
+
+ }
+
+ };
+
+ 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.LoadingMonitor = function () {
+
+ var scope = this;
+
+ var loaded = 0;
+ var total = 0;
+
+ var onLoad = function ( event ) {
+
+ loaded ++;
+
+ scope.dispatchEvent( { type: 'progress', loaded: loaded, total: total } );
+
+ if ( loaded === total ) {
+
+ scope.dispatchEvent( { type: 'load' } );
+
+ }
+
+ };
+
+ this.add = function ( loader ) {
+
+ total ++;
+
+ loader.addEventListener( 'load', onLoad, false );
+
+ };
+
+};
+
+THREE.LoadingMonitor.prototype = {
+
+ constructor: THREE.LoadingMonitor,
+
+ addEventListener: THREE.EventDispatcher.prototype.addEventListener,
+ hasEventListener: THREE.EventDispatcher.prototype.hasEventListener,
+ removeEventListener: THREE.EventDispatcher.prototype.removeEventListener,
+ dispatchEvent: THREE.EventDispatcher.prototype.dispatchEvent
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.GeometryLoader = function () {};
+THREE.GeometryLoader.prototype = {
+
+ constructor: THREE.GeometryLoader,
+
+ addEventListener: THREE.EventDispatcher.prototype.addEventListener,
+ hasEventListener: THREE.EventDispatcher.prototype.hasEventListener,
+ removeEventListener: THREE.EventDispatcher.prototype.removeEventListener,
+ dispatchEvent: THREE.EventDispatcher.prototype.dispatchEvent,
+
+ load: function ( url ) {
+
+ var scope = this;
+ var request = new XMLHttpRequest();
+
+ request.addEventListener( 'load', function ( event ) {
+
+ var response = scope.parse( JSON.parse( event.target.responseText ) );
+
+ scope.dispatchEvent( { type: 'load', content: response } );
+
+ }, false );
+
+ request.addEventListener( 'progress', function ( event ) {
+
+ scope.dispatchEvent( { type: 'progress', loaded: event.loaded, total: event.total } );
+
+ }, false );
+
+ request.addEventListener( 'error', function () {
+
+ scope.dispatchEvent( { type: 'error', message: 'Couldn\'t load URL [' + url + ']' } );
+
+ }, false );
+
+ request.open( 'GET', url, true );
+ request.send( null );
+
+ },
+
+ parse: function ( json ) {
+
+
+
+ }
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.MaterialLoader = function () {};
+
+THREE.MaterialLoader.prototype = {
+
+ constructor: THREE.MaterialLoader,
+
+ addEventListener: THREE.EventDispatcher.prototype.addEventListener,
+ hasEventListener: THREE.EventDispatcher.prototype.hasEventListener,
+ removeEventListener: THREE.EventDispatcher.prototype.removeEventListener,
+ dispatchEvent: THREE.EventDispatcher.prototype.dispatchEvent,
+
+ load: function ( url ) {
+
+ var scope = this;
+ var request = new XMLHttpRequest();
+
+ request.addEventListener( 'load', function ( event ) {
+
+ var response = scope.parse( JSON.parse( event.target.responseText ) );
+
+ scope.dispatchEvent( { type: 'load', content: response } );
+
+ }, false );
+
+ request.addEventListener( 'progress', function ( event ) {
+
+ scope.dispatchEvent( { type: 'progress', loaded: event.loaded, total: event.total } );
+
+ }, false );
+
+ request.addEventListener( 'error', function () {
+
+ scope.dispatchEvent( { type: 'error', message: 'Couldn\'t load URL [' + url + ']' } );
+
+ }, false );
+
+ request.open( 'GET', url, true );
+ request.send( null );
+
+ },
+
+ parse: function ( json ) {
+
+ var material;
+
+ switch ( json.type ) {
+
+ case 'MeshBasicMaterial':
+
+ material = new THREE.MeshBasicMaterial( {
+
+ color: json.color,
+ opacity: json.opacity,
+ transparent: json.transparent,
+ wireframe: json.wireframe
+
+ } );
+
+ break;
+
+ case 'MeshLambertMaterial':
+
+ material = new THREE.MeshLambertMaterial( {
+
+ color: json.color,
+ ambient: json.ambient,
+ emissive: json.emissive,
+ opacity: json.opacity,
+ transparent: json.transparent,
+ wireframe: json.wireframe
+
+ } );
+
+ break;
+
+ case 'MeshPhongMaterial':
+
+ material = new THREE.MeshPhongMaterial( {
+
+ color: json.color,
+ ambient: json.ambient,
+ emissive: json.emissive,
+ specular: json.specular,
+ shininess: json.shininess,
+ opacity: json.opacity,
+ transparent: json.transparent,
+ wireframe: json.wireframe
+
+ } );
+
+ break;
+
+ case 'MeshNormalMaterial':
+
+ material = new THREE.MeshNormalMaterial( {
+
+ opacity: json.opacity,
+ transparent: json.transparent,
+ wireframe: json.wireframe
+
+ } );
+
+ break;
+
+ case 'MeshDepthMaterial':
+
+ material = new THREE.MeshDepthMaterial( {
+
+ opacity: json.opacity,
+ transparent: json.transparent,
+ wireframe: json.wireframe
+
+ } );
+
+ break;
+
+ }
+
+ return material;
+
+ }
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.SceneLoader = function () {
+
+ this.onLoadStart = function () {};
+ this.onLoadProgress = function() {};
+ this.onLoadComplete = function () {};
+
+ this.callbackSync = function () {};
+ this.callbackProgress = function () {};
+
+ this.geometryHandlerMap = {};
+ this.hierarchyHandlerMap = {};
+
+ this.addGeometryHandler( "ascii", THREE.JSONLoader );
+
+};
+
+THREE.SceneLoader.prototype.constructor = THREE.SceneLoader;
+
+THREE.SceneLoader.prototype.load = function ( url, callbackFinished ) {
+
+ var scope = this;
+
+ var xhr = new XMLHttpRequest();
+
+ xhr.onreadystatechange = function () {
+
+ if ( xhr.readyState === 4 ) {
+
+ if ( xhr.status === 200 || xhr.status === 0 ) {
+
+ var json = JSON.parse( xhr.responseText );
+ scope.parse( json, callbackFinished, url );
+
+ } else {
+
+ console.error( "THREE.SceneLoader: Couldn't load [" + url + "] [" + xhr.status + "]" );
+
+ }
+
+ }
+
+ };
+
+ xhr.open( "GET", url, true );
+ xhr.send( null );
+
+};
+
+THREE.SceneLoader.prototype.addGeometryHandler = function ( typeID, loaderClass ) {
+
+ this.geometryHandlerMap[ typeID ] = { "loaderClass": loaderClass };
+
+};
+
+THREE.SceneLoader.prototype.addHierarchyHandler = function ( typeID, loaderClass ) {
+
+ this.hierarchyHandlerMap[ typeID ] = { "loaderClass": loaderClass };
+
+};
+
+THREE.SceneLoader.prototype.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.geometryHandlerMap ) {
+
+ var loaderClass = this.geometryHandlerMap[ typeID ][ "loaderClass" ];
+ this.geometryHandlerMap[ typeID ][ "loaderObject" ] = new loaderClass();
+
+ }
+
+ // async hierachy loaders
+
+ for ( var typeID in this.hierarchyHandlerMap ) {
+
+ var loaderClass = this.hierarchyHandlerMap[ typeID ][ "loaderClass" ];
+ this.hierarchyHandlerMap[ 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.set( position[ 0 ], position[ 1 ], position [ 2 ] );
+
+ if ( rotation )
+ result.scene.rotation.set( rotation[ 0 ], rotation[ 1 ], rotation [ 2 ] );
+
+ if ( scale )
+ result.scene.scale.set( scale[ 0 ], scale[ 1 ], scale [ 2 ] );
+
+ if ( position || rotation || scale ) {
+
+ result.scene.updateMatrix();
+ result.scene.updateMatrixWorld();
+
+ }
+
+ }
+
+ function get_url( source_url, url_type ) {
+
+ if ( url_type == "relativeToHTML" ) {
+
+ return source_url;
+
+ } else {
+
+ return urlBase + "/" + source_url;
+
+ }
+
+ };
+
+ // 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
+
+ if ( result.objects[ objID ] === undefined ) {
+
+ var objJSON = children[ objID ];
+
+ var object = null;
+
+ // meshes
+
+ if ( objJSON.type && ( objJSON.type in scope.hierarchyHandlerMap ) ) {
+
+ 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.hierarchyHandlerMap[ 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.set( pos[0], pos[1], pos[2] );
+
+ if ( quat ) {
+
+ object.quaternion.set( quat[0], quat[1], quat[2], quat[3] );
+ object.useQuaternion = true;
+
+ } else {
+
+ object.rotation.set( rot[0], rot[1], rot[2] );
+
+ }
+
+ object.scale.set( scl[0], scl[1], scl[2] );
+
+ }
+
+ object.visible = objJSON.visible;
+ object.castShadow = objJSON.castShadow;
+ object.receiveShadow = objJSON.receiveShadow;
+
+ parent.add( object );
+
+ result.objects[ objID ] = object;
+
+ }
+
+ // lights
+
+ } else if ( objJSON.type === "DirectionalLight" || objJSON.type === "PointLight" || objJSON.type === "AmbientLight" ) {
+
+ hex = ( objJSON.color !== undefined ) ? objJSON.color : 0xffffff;
+ intensity = ( objJSON.intensity !== undefined ) ? objJSON.intensity : 1;
+
+ if ( objJSON.type === "DirectionalLight" ) {
+
+ pos = objJSON.direction;
+
+ light = new THREE.DirectionalLight( hex, intensity );
+ light.position.set( pos[0], pos[1], pos[2] );
+
+ if ( objJSON.target ) {
+
+ target_array.push( { "object": light, "targetName" : objJSON.target } );
+
+ // kill existing default target
+ // otherwise it gets added to scene when parent gets added
+
+ light.target = null;
+
+ }
+
+ } else if ( objJSON.type === "PointLight" ) {
+
+ pos = objJSON.position;
+ dst = objJSON.distance;
+
+ light = new THREE.PointLight( hex, intensity, dst );
+ light.position.set( pos[0], pos[1], pos[2] );
+
+ } else if ( objJSON.type === "AmbientLight" ) {
+
+ light = new THREE.AmbientLight( hex );
+
+ }
+
+ 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.set( pos[0], pos[1], pos[2] );
+
+ if ( quat !== undefined ) {
+
+ camera.quaternion.set( quat[0], quat[1], quat[2], quat[3] );
+ camera.useQuaternion = true;
+
+ } else if ( rot !== undefined ) {
+
+ camera.rotation.set( rot[0], rot[1], rot[2] );
+
+ }
+
+ 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.set( pos[0], pos[1], pos[2] );
+
+ if ( quat ) {
+
+ object.quaternion.set( quat[0], quat[1], quat[2], quat[3] );
+ object.useQuaternion = true;
+
+ } else {
+
+ object.rotation.set( rot[0], rot[1], rot[2] );
+
+ }
+
+ object.scale.set( scl[0], scl[1], scl[2] );
+ 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 ( 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.set( p[0], p[1], p[2] );
+
+ if ( q ) {
+
+ node.quaternion.set( q[0], q[1], q[2], q[3] );
+ node.useQuaternion = true;
+
+ } else {
+
+ node.rotation.set( r[0], r[1], r[2] );
+
+ }
+
+ node.scale.set( s[0], s[1], s[2] );
+
+ // 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 );
+
+ };
+
+ };
+
+ // 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.geometryHandlerMap ) {
+
+ counter_models += 1;
+
+ scope.onLoadStart();
+
+ }
+
+ }
+
+ // count how many hierarchies will be loaded asynchronously
+
+ var objID, objJSON;
+
+ for ( objID in data.objects ) {
+
+ objJSON = data.objects[ objID ];
+
+ if ( objJSON.type && ( objJSON.type in this.hierarchyHandlerMap ) ) {
+
+ 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.CubeGeometry( 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.geometryHandlerMap ) {
+
+ var loaderParameters = {};
+
+ for ( var parType in geoJSON ) {
+
+ if ( parType !== "type" && parType !== "url" ) {
+
+ loaderParameters[ parType ] = geoJSON[ parType ];
+
+ }
+
+ }
+
+ var loader = this.geometryHandlerMap[ 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.geometryHandlerMap[ "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[ "uReflectivity" ].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[ "uDiffuseColor" ].value.setHex( diffuse );
+ uniforms[ "uSpecularColor" ].value.setHex( specular );
+ uniforms[ "uAmbientColor" ].value.setHex( ambient );
+
+ uniforms[ "uShininess" ].value = shininess;
+
+ if ( matJSON.parameters.opacity ) {
+
+ uniforms[ "uOpacity" ].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 () {
+
+ this.crossOrigin = null;
+
+};
+
+THREE.TextureLoader.prototype = {
+
+ constructor: THREE.TextureLoader,
+
+ addEventListener: THREE.EventDispatcher.prototype.addEventListener,
+ hasEventListener: THREE.EventDispatcher.prototype.hasEventListener,
+ removeEventListener: THREE.EventDispatcher.prototype.removeEventListener,
+ dispatchEvent: THREE.EventDispatcher.prototype.dispatchEvent,
+
+ load: function ( url ) {
+
+ var scope = this;
+
+ var image = new Image();
+
+ image.addEventListener( 'load', function () {
+
+ var texture = new THREE.Texture( image );
+ texture.needsUpdate = true;
+
+ scope.dispatchEvent( { type: 'load', content: texture } );
+
+ }, false );
+
+ image.addEventListener( 'error', function () {
+
+ scope.dispatchEvent( { type: 'error', message: 'Couldn\'t load URL [' + url + ']' } );
+
+ }, false );
+
+ if ( scope.crossOrigin ) image.crossOrigin = scope.crossOrigin;
+
+ image.src = url;
+
+ }
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Material = function () {
+
+ this.id = THREE.MaterialIdCount ++;
+
+ 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 = false; // Boolean for fixing antialiasing gaps in CanvasRenderer
+
+ this.visible = true;
+
+ this.needsUpdate = true;
+
+};
+
+THREE.Material.prototype = {
+
+ constructor: THREE.Material,
+
+ addEventListener: THREE.EventDispatcher.prototype.addEventListener,
+ hasEventListener: THREE.EventDispatcher.prototype.hasEventListener,
+ removeEventListener: THREE.EventDispatcher.prototype.removeEventListener,
+ dispatchEvent: THREE.EventDispatcher.prototype.dispatchEvent,
+
+ 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 {
+
+ 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.MaterialIdCount = 0;
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ * color: <hex>,
+ * opacity: <float>,
+ *
+ * blending: THREE.NormalBlending,
+ * depthTest: <bool>,
+ * depthWrite: <bool>,
+ *
+ * linewidth: <float>,
+ * linecap: "round",
+ * linejoin: "round",
+ *
+ * vertexColors: <bool>
+ *
+ * fog: <bool>
+ * }
+ */
+
+THREE.LineBasicMaterial = function ( parameters ) {
+
+ THREE.Material.call( this );
+
+ this.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: <hex>,
+ * opacity: <float>,
+ *
+ * blending: THREE.NormalBlending,
+ * depthTest: <bool>,
+ * depthWrite: <bool>,
+ *
+ * linewidth: <float>,
+ *
+ * scale: <float>,
+ * dashSize: <float>,
+ * gapSize: <float>,
+ *
+ * vertexColors: <bool>
+ *
+ * fog: <bool>
+ * }
+ */
+
+THREE.LineDashedMaterial = function ( parameters ) {
+
+ THREE.Material.call( this );
+
+ this.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: <hex>,
+ * opacity: <float>,
+ * map: new THREE.Texture( <Image> ),
+ *
+ * lightMap: new THREE.Texture( <Image> ),
+ *
+ * specularMap: new THREE.Texture( <Image> ),
+ *
+ * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
+ * combine: THREE.Multiply,
+ * reflectivity: <float>,
+ * refractionRatio: <float>,
+ *
+ * shading: THREE.SmoothShading,
+ * blending: THREE.NormalBlending,
+ * depthTest: <bool>,
+ * depthWrite: <bool>,
+ *
+ * wireframe: <boolean>,
+ * wireframeLinewidth: <float>,
+ *
+ * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
+ *
+ * skinning: <bool>,
+ * morphTargets: <bool>,
+ *
+ * fog: <bool>
+ * }
+ */
+
+THREE.MeshBasicMaterial = function ( parameters ) {
+
+ THREE.Material.call( this );
+
+ this.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: <hex>,
+ * ambient: <hex>,
+ * emissive: <hex>,
+ * opacity: <float>,
+ *
+ * map: new THREE.Texture( <Image> ),
+ *
+ * lightMap: new THREE.Texture( <Image> ),
+ *
+ * specularMap: new THREE.Texture( <Image> ),
+ *
+ * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
+ * combine: THREE.Multiply,
+ * reflectivity: <float>,
+ * refractionRatio: <float>,
+ *
+ * shading: THREE.SmoothShading,
+ * blending: THREE.NormalBlending,
+ * depthTest: <bool>,
+ * depthWrite: <bool>,
+ *
+ * wireframe: <boolean>,
+ * wireframeLinewidth: <float>,
+ *
+ * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
+ *
+ * skinning: <bool>,
+ * morphTargets: <bool>,
+ * morphNormals: <bool>,
+ *
+ * fog: <bool>
+ * }
+ */
+
+THREE.MeshLambertMaterial = function ( parameters ) {
+
+ THREE.Material.call( this );
+
+ this.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: <hex>,
+ * ambient: <hex>,
+ * emissive: <hex>,
+ * specular: <hex>,
+ * shininess: <float>,
+ * opacity: <float>,
+ *
+ * map: new THREE.Texture( <Image> ),
+ *
+ * lightMap: new THREE.Texture( <Image> ),
+ *
+ * bumpMap: new THREE.Texture( <Image> ),
+ * bumpScale: <float>,
+ *
+ * normalMap: new THREE.Texture( <Image> ),
+ * normalScale: <Vector2>,
+ *
+ * specularMap: new THREE.Texture( <Image> ),
+ *
+ * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
+ * combine: THREE.Multiply,
+ * reflectivity: <float>,
+ * refractionRatio: <float>,
+ *
+ * shading: THREE.SmoothShading,
+ * blending: THREE.NormalBlending,
+ * depthTest: <bool>,
+ * depthWrite: <bool>,
+ *
+ * wireframe: <boolean>,
+ * wireframeLinewidth: <float>,
+ *
+ * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
+ *
+ * skinning: <bool>,
+ * morphTargets: <bool>,
+ * morphNormals: <bool>,
+ *
+ * fog: <bool>
+ * }
+ */
+
+THREE.MeshPhongMaterial = function ( parameters ) {
+
+ THREE.Material.call( this );
+
+ this.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.perPixel = true;
+
+ 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.perPixel = this.perPixel;
+
+ 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: <float>,
+ *
+ * blending: THREE.NormalBlending,
+ * depthTest: <bool>,
+ * depthWrite: <bool>,
+ *
+ * wireframe: <boolean>,
+ * wireframeLinewidth: <float>
+ * }
+ */
+
+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: <float>,
+ *
+ * shading: THREE.FlatShading,
+ * blending: THREE.NormalBlending,
+ * depthTest: <bool>,
+ * depthWrite: <bool>,
+ *
+ * wireframe: <boolean>,
+ * wireframeLinewidth: <float>
+ * }
+ */
+
+THREE.MeshNormalMaterial = function ( parameters ) {
+
+ THREE.Material.call( this, parameters );
+
+ this.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 () {
+
+ return new THREE.MeshFaceMaterial( this.materials.slice( 0 ) );
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ * color: <hex>,
+ * opacity: <float>,
+ * map: new THREE.Texture( <Image> ),
+ *
+ * size: <float>,
+ *
+ * blending: THREE.NormalBlending,
+ * depthTest: <bool>,
+ * depthWrite: <bool>,
+ *
+ * vertexColors: <bool>,
+ *
+ * fog: <bool>
+ * }
+ */
+
+THREE.ParticleBasicMaterial = 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.ParticleBasicMaterial.prototype = Object.create( THREE.Material.prototype );
+
+THREE.ParticleBasicMaterial.prototype.clone = function () {
+
+ var material = new THREE.ParticleBasicMaterial();
+
+ 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;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ *
+ * parameters = {
+ * color: <hex>,
+ * program: <function>,
+ * opacity: <float>,
+ * blending: THREE.NormalBlending
+ * }
+ */
+
+THREE.ParticleCanvasMaterial = function ( parameters ) {
+
+ THREE.Material.call( this );
+
+ this.color = new THREE.Color( 0xffffff );
+ this.program = function ( context, color ) {};
+
+ this.setValues( parameters );
+
+};
+
+THREE.ParticleCanvasMaterial.prototype = Object.create( THREE.Material.prototype );
+
+THREE.ParticleCanvasMaterial.prototype.clone = function () {
+
+ var material = new THREE.ParticleCanvasMaterial();
+
+ THREE.Material.prototype.clone.call( this, material );
+
+ material.color.copy( this.color );
+ material.program = this.program;
+
+ return material;
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ * fragmentShader: <string>,
+ * vertexShader: <string>,
+ *
+ * uniforms: { "parameter1": { type: "f", value: 1.0 }, "parameter2": { type: "i" value2: 2 } },
+ *
+ * defines: { "label" : "value" },
+ *
+ * shading: THREE.SmoothShading,
+ * blending: THREE.NormalBlending,
+ * depthTest: <bool>,
+ * depthWrite: <bool>,
+ *
+ * wireframe: <boolean>,
+ * wireframeLinewidth: <float>,
+ *
+ * lights: <bool>,
+ *
+ * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
+ *
+ * skinning: <bool>,
+ * morphTargets: <bool>,
+ * morphNormals: <bool>,
+ *
+ * fog: <bool>
+ * }
+ */
+
+THREE.ShaderMaterial = function ( parameters ) {
+
+ THREE.Material.call( this );
+
+ this.fragmentShader = "void main() {}";
+ this.vertexShader = "void main() {}";
+ this.uniforms = {};
+ this.defines = {};
+ this.attributes = null;
+
+ this.shading = THREE.SmoothShading;
+
+ this.linewidth = 1;
+
+ this.wireframe = false;
+ this.wireframeLinewidth = 1;
+
+ this.fog = false; // set to use scene fog
+
+ this.lights = false; // set to use scene lights
+
+ this.vertexColors = THREE.NoColors; // set to use "color" attribute stream
+
+ this.skinning = false; // set to use skinning attribute streams
+
+ this.morphTargets = false; // set to use morph targets
+ this.morphNormals = false; // set to use morph normals
+
+ this.setValues( parameters );
+
+};
+
+THREE.ShaderMaterial.prototype = Object.create( THREE.Material.prototype );
+
+THREE.ShaderMaterial.prototype.clone = function () {
+
+ var material = new THREE.ShaderMaterial();
+
+ THREE.Material.prototype.clone.call( this, material );
+
+ material.fragmentShader = this.fragmentShader;
+ material.vertexShader = this.vertexShader;
+
+ material.uniforms = THREE.UniformsUtils.clone( this.uniforms );
+
+ material.attributes = this.attributes;
+ material.defines = this.defines;
+
+ material.shading = this.shading;
+
+ material.wireframe = this.wireframe;
+ material.wireframeLinewidth = this.wireframeLinewidth;
+
+ material.fog = this.fog;
+
+ material.lights = this.lights;
+
+ material.vertexColors = this.vertexColors;
+
+ material.skinning = this.skinning;
+
+ material.morphTargets = this.morphTargets;
+ material.morphNormals = this.morphNormals;
+
+ return material;
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ * color: <hex>,
+ * opacity: <float>,
+ * map: new THREE.Texture( <Image> ),
+ *
+ * blending: THREE.NormalBlending,
+ * depthTest: <bool>,
+ * depthWrite: <bool>,
+ *
+ * useScreenCoordinates: <bool>,
+ * sizeAttenuation: <bool>,
+ * scaleByViewport: <bool>,
+ * alignment: THREE.SpriteAlignment.center,
+ *
+ * uvOffset: new THREE.Vector2(),
+ * uvScale: new THREE.Vector2(),
+ *
+ * fog: <bool>
+ * }
+ */
+
+THREE.SpriteMaterial = function ( parameters ) {
+
+ THREE.Material.call( this );
+
+ // defaults
+
+ this.color = new THREE.Color( 0xffffff );
+ this.map = new THREE.Texture();
+
+ this.useScreenCoordinates = true;
+ this.depthTest = !this.useScreenCoordinates;
+ this.sizeAttenuation = !this.useScreenCoordinates;
+ this.scaleByViewport = !this.sizeAttenuation;
+ this.alignment = THREE.SpriteAlignment.center.clone();
+
+ this.fog = false;
+
+ this.uvOffset = new THREE.Vector2( 0, 0 );
+ this.uvScale = new THREE.Vector2( 1, 1 );
+
+ // set parameters
+
+ this.setValues( parameters );
+
+ // override coupled defaults if not specified explicitly by parameters
+
+ parameters = parameters || {};
+
+ if ( parameters.depthTest === undefined ) this.depthTest = !this.useScreenCoordinates;
+ if ( parameters.sizeAttenuation === undefined ) this.sizeAttenuation = !this.useScreenCoordinates;
+ if ( parameters.scaleByViewport === undefined ) this.scaleByViewport = !this.sizeAttenuation;
+
+};
+
+THREE.SpriteMaterial.prototype = Object.create( THREE.Material.prototype );
+
+THREE.SpriteMaterial.prototype.clone = function () {
+
+ var material = new THREE.SpriteMaterial();
+
+ THREE.Material.prototype.clone.call( this, material );
+
+ material.color.copy( this.color );
+ material.map = this.map;
+
+ material.useScreenCoordinates = this.useScreenCoordinates;
+ material.sizeAttenuation = this.sizeAttenuation;
+ material.scaleByViewport = this.scaleByViewport;
+ material.alignment.copy( this.alignment );
+
+ material.uvOffset.copy( this.uvOffset );
+ material.uvScale.copy( this.uvScale );
+
+ material.fog = this.fog;
+
+ return material;
+
+};
+
+// Alignment enums
+
+THREE.SpriteAlignment = {};
+THREE.SpriteAlignment.topLeft = new THREE.Vector2( 1, -1 );
+THREE.SpriteAlignment.topCenter = new THREE.Vector2( 0, -1 );
+THREE.SpriteAlignment.topRight = new THREE.Vector2( -1, -1 );
+THREE.SpriteAlignment.centerLeft = new THREE.Vector2( 1, 0 );
+THREE.SpriteAlignment.center = new THREE.Vector2( 0, 0 );
+THREE.SpriteAlignment.centerRight = new THREE.Vector2( -1, 0 );
+THREE.SpriteAlignment.bottomLeft = new THREE.Vector2( 1, 1 );
+THREE.SpriteAlignment.bottomCenter = new THREE.Vector2( 0, 1 );
+THREE.SpriteAlignment.bottomRight = new THREE.Vector2( -1, 1 );
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ * @author szimek / https://github.com/szimek/
+ */
+
+THREE.Texture = function ( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
+
+ this.id = THREE.TextureIdCount ++;
+
+ this.name = '';
+
+ this.image = image;
+ this.mipmaps = [];
+
+ this.mapping = mapping !== undefined ? mapping : new THREE.UVMapping();
+
+ this.wrapS = wrapS !== undefined ? wrapS : THREE.ClampToEdgeWrapping;
+ this.wrapT = wrapT !== undefined ? wrapT : THREE.ClampToEdgeWrapping;
+
+ this.magFilter = magFilter !== undefined ? magFilter : THREE.LinearFilter;
+ this.minFilter = minFilter !== undefined ? minFilter : THREE.LinearMipMapLinearFilter;
+
+ this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
+
+ this.format = format !== undefined ? format : THREE.RGBAFormat;
+ this.type = type !== undefined ? type : THREE.UnsignedByteType;
+
+ this.offset = new THREE.Vector2( 0, 0 );
+ this.repeat = new THREE.Vector2( 1, 1 );
+
+ this.generateMipmaps = true;
+ this.premultiplyAlpha = false;
+ this.flipY = true;
+ this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
+
+ this.needsUpdate = false;
+ this.onUpdate = null;
+
+};
+
+THREE.Texture.prototype = {
+
+ constructor: THREE.Texture,
+
+ addEventListener: THREE.EventDispatcher.prototype.addEventListener,
+ hasEventListener: THREE.EventDispatcher.prototype.hasEventListener,
+ removeEventListener: THREE.EventDispatcher.prototype.removeEventListener,
+ dispatchEvent: THREE.EventDispatcher.prototype.dispatchEvent,
+
+ clone: function ( texture ) {
+
+ if ( texture === undefined ) texture = new THREE.Texture();
+
+ texture.image = this.image;
+ texture.mipmaps = this.mipmaps.slice(0);
+
+ texture.mapping = this.mapping;
+
+ texture.wrapS = this.wrapS;
+ texture.wrapT = this.wrapT;
+
+ texture.magFilter = this.magFilter;
+ texture.minFilter = this.minFilter;
+
+ texture.anisotropy = this.anisotropy;
+
+ texture.format = this.format;
+ texture.type = this.type;
+
+ texture.offset.copy( this.offset );
+ texture.repeat.copy( this.repeat );
+
+ texture.generateMipmaps = this.generateMipmaps;
+ texture.premultiplyAlpha = this.premultiplyAlpha;
+ texture.flipY = this.flipY;
+ texture.unpackAlignment = this.unpackAlignment;
+
+ return texture;
+
+ },
+
+ dispose: function () {
+
+ this.dispatchEvent( { type: 'dispose' } );
+
+ }
+
+};
+
+THREE.TextureIdCount = 0;
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.CompressedTexture = function ( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy ) {
+
+ THREE.Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
+
+ this.image = { width: width, height: height };
+ this.mipmaps = mipmaps;
+
+ this.generateMipmaps = false; // WebGL currently can't generate mipmaps for compressed textures, they must be embedded in DDS file
+
+};
+
+THREE.CompressedTexture.prototype = Object.create( THREE.Texture.prototype );
+
+THREE.CompressedTexture.prototype.clone = function () {
+
+ var texture = new THREE.CompressedTexture();
+
+ THREE.Texture.prototype.clone.call( this, texture );
+
+ return texture;
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.DataTexture = function ( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy ) {
+
+ THREE.Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
+
+ this.image = { data: data, width: width, height: height };
+
+};
+
+THREE.DataTexture.prototype = Object.create( THREE.Texture.prototype );
+
+THREE.DataTexture.prototype.clone = function () {
+
+ var texture = new THREE.DataTexture();
+
+ THREE.Texture.prototype.clone.call( this, texture );
+
+ return texture;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Particle = function ( material ) {
+
+ THREE.Object3D.call( this );
+
+ this.material = material;
+
+};
+
+THREE.Particle.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.Particle.prototype.clone = function ( object ) {
+
+ if ( object === undefined ) object = new THREE.Particle( this.material );
+
+ THREE.Object3D.prototype.clone.call( this, object );
+
+ return object;
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.ParticleSystem = function ( geometry, material ) {
+
+ THREE.Object3D.call( this );
+
+ this.geometry = geometry;
+ this.material = ( material !== undefined ) ? material : new THREE.ParticleBasicMaterial( { color: Math.random() * 0xffffff } );
+
+ this.sortParticles = false;
+
+ if ( this.geometry ) {
+
+ // calc bound radius
+
+ if( this.geometry.boundingSphere === null ) {
+
+ this.geometry.computeBoundingSphere();
+
+ }
+
+ }
+
+ this.frustumCulled = false;
+
+};
+
+THREE.ParticleSystem.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.ParticleSystem.prototype.clone = function ( object ) {
+
+ if ( object === undefined ) object = new THREE.ParticleSystem( this.geometry, this.material );
+ object.sortParticles = this.sortParticles;
+
+ THREE.Object3D.prototype.clone.call( this, object );
+
+ return object;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Line = function ( geometry, material, type ) {
+
+ THREE.Object3D.call( this );
+
+ this.geometry = geometry;
+ this.material = ( material !== undefined ) ? material : new THREE.LineBasicMaterial( { color: Math.random() * 0xffffff } );
+ this.type = ( type !== undefined ) ? type : THREE.LineStrip;
+
+ if ( this.geometry ) {
+
+ if ( ! this.geometry.boundingSphere ) {
+
+ this.geometry.computeBoundingSphere();
+
+ }
+
+ }
+
+};
+
+THREE.LineStrip = 0;
+THREE.LinePieces = 1;
+
+THREE.Line.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.Line.prototype.clone = function ( object ) {
+
+ if ( object === undefined ) object = new THREE.Line( this.geometry, this.material, this.type );
+
+ THREE.Object3D.prototype.clone.call( this, object );
+
+ return object;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ * @author mikael emtinger / http://gomo.se/
+ * @author jonobr1 / http://jonobr1.com/
+ */
+
+THREE.Mesh = function ( geometry, material ) {
+
+ THREE.Object3D.call( this );
+
+ this.geometry = null;
+ this.material = null;
+
+ this.setGeometry( geometry );
+ this.setMaterial( material );
+
+};
+
+THREE.Mesh.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.Mesh.prototype.setGeometry = function ( geometry ) {
+
+ if ( geometry !== undefined ) {
+
+ this.geometry = geometry;
+
+ if ( this.geometry.boundingSphere === null ) {
+
+ this.geometry.computeBoundingSphere();
+
+ }
+
+ this.updateMorphTargets();
+
+ }
+
+};
+
+THREE.Mesh.prototype.setMaterial = function ( material ) {
+
+ if ( material !== undefined ) {
+
+ this.material = material;
+
+ } else {
+
+ this.material = new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff, wireframe: true } );
+
+ }
+
+};
+
+THREE.Mesh.prototype.updateMorphTargets = function () {
+
+ if ( this.geometry.morphTargets.length > 0 ) {
+
+ this.morphTargetBase = -1;
+ this.morphTargetForcedOrder = [];
+ this.morphTargetInfluences = [];
+ this.morphTargetDictionary = {};
+
+ for ( var m = 0, ml = this.geometry.morphTargets.length; m < ml; m ++ ) {
+
+ this.morphTargetInfluences.push( 0 );
+ this.morphTargetDictionary[ this.geometry.morphTargets[ m ].name ] = m;
+
+ }
+
+ }
+
+};
+
+THREE.Mesh.prototype.getMorphTargetIndexByName = function ( name ) {
+
+ if ( this.morphTargetDictionary[ name ] !== undefined ) {
+
+ return this.morphTargetDictionary[ name ];
+
+ }
+
+ console.log( "THREE.Mesh.getMorphTargetIndexByName: morph target " + name + " does not exist. Returning 0." );
+
+ return 0;
+
+};
+
+THREE.Mesh.prototype.clone = function ( object ) {
+
+ if ( object === undefined ) object = new THREE.Mesh( this.geometry, this.material );
+
+ THREE.Object3D.prototype.clone.call( this, object );
+
+ return object;
+
+};
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Bone = function( belongsToSkin ) {
+
+ THREE.Object3D.call( this );
+
+ this.skin = belongsToSkin;
+ this.skinMatrix = new THREE.Matrix4();
+
+};
+
+THREE.Bone.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.Bone.prototype.update = function ( parentSkinMatrix, forceUpdate ) {
+
+ // update local
+
+ if ( this.matrixAutoUpdate ) {
+
+ forceUpdate |= this.updateMatrix();
+
+ }
+
+ // update skin matrix
+
+ if ( forceUpdate || this.matrixWorldNeedsUpdate ) {
+
+ if( parentSkinMatrix ) {
+
+ this.skinMatrix.multiplyMatrices( parentSkinMatrix, this.matrix );
+
+ } else {
+
+ this.skinMatrix.copy( this.matrix );
+
+ }
+
+ this.matrixWorldNeedsUpdate = false;
+ forceUpdate = true;
+
+ }
+
+ // update children
+
+ var child, i, l = this.children.length;
+
+ for ( i = 0; i < l; i ++ ) {
+
+ this.children[ i ].update( this.skinMatrix, forceUpdate );
+
+ }
+
+};
+
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.SkinnedMesh = function ( geometry, material, useVertexTexture ) {
+
+ THREE.Mesh.call( this, geometry, material );
+
+ //
+
+ this.useVertexTexture = useVertexTexture !== undefined ? useVertexTexture : true;
+
+ // init bones
+
+ this.identityMatrix = new THREE.Matrix4();
+
+ this.bones = [];
+ this.boneMatrices = [];
+
+ var b, bone, gbone, p, q, s;
+
+ if ( this.geometry && this.geometry.bones !== undefined ) {
+
+ for ( b = 0; b < this.geometry.bones.length; b ++ ) {
+
+ gbone = this.geometry.bones[ b ];
+
+ p = gbone.pos;
+ q = gbone.rotq;
+ s = gbone.scl;
+
+ bone = this.addBone();
+
+ bone.name = gbone.name;
+ bone.position.set( p[0], p[1], p[2] );
+ bone.quaternion.set( q[0], q[1], q[2], q[3] );
+ bone.useQuaternion = true;
+
+ if ( s !== undefined ) {
+
+ bone.scale.set( s[0], s[1], s[2] );
+
+ } else {
+
+ bone.scale.set( 1, 1, 1 );
+
+ }
+
+ }
+
+ for ( b = 0; b < this.bones.length; b ++ ) {
+
+ gbone = this.geometry.bones[ b ];
+ bone = this.bones[ b ];
+
+ if ( gbone.parent === -1 ) {
+
+ this.add( bone );
+
+ } else {
+
+ this.bones[ gbone.parent ].add( bone );
+
+ }
+
+ }
+
+ //
+
+ var nBones = this.bones.length;
+
+ if ( this.useVertexTexture ) {
+
+ // layout (1 matrix = 4 pixels)
+ // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
+ // with 8x8 pixel texture max 16 bones (8 * 8 / 4)
+ // 16x16 pixel texture max 64 bones (16 * 16 / 4)
+ // 32x32 pixel texture max 256 bones (32 * 32 / 4)
+ // 64x64 pixel texture max 1024 bones (64 * 64 / 4)
+
+ var size;
+
+ if ( nBones > 256 )
+ size = 64;
+ else if ( nBones > 64 )
+ size = 32;
+ else if ( nBones > 16 )
+ size = 16;
+ else
+ size = 8;
+
+ this.boneTextureWidth = size;
+ this.boneTextureHeight = size;
+
+ this.boneMatrices = new Float32Array( this.boneTextureWidth * this.boneTextureHeight * 4 ); // 4 floats per RGBA pixel
+ this.boneTexture = new THREE.DataTexture( this.boneMatrices, this.boneTextureWidth, this.boneTextureHeight, THREE.RGBAFormat, THREE.FloatType );
+ this.boneTexture.minFilter = THREE.NearestFilter;
+ this.boneTexture.magFilter = THREE.NearestFilter;
+ this.boneTexture.generateMipmaps = false;
+ this.boneTexture.flipY = false;
+
+ } else {
+
+ this.boneMatrices = new Float32Array( 16 * nBones );
+
+ }
+
+ this.pose();
+
+ }
+
+};
+
+THREE.SkinnedMesh.prototype = Object.create( THREE.Mesh.prototype );
+
+THREE.SkinnedMesh.prototype.addBone = function( bone ) {
+
+ if ( bone === undefined ) {
+
+ bone = new THREE.Bone( this );
+
+ }
+
+ this.bones.push( bone );
+
+ return bone;
+
+};
+
+THREE.SkinnedMesh.prototype.updateMatrixWorld = function ( force ) {
+
+ this.matrixAutoUpdate && this.updateMatrix();
+
+ // update matrixWorld
+
+ if ( this.matrixWorldNeedsUpdate || force ) {
+
+ if ( this.parent ) {
+
+ this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
+
+ } else {
+
+ this.matrixWorld.copy( this.matrix );
+
+ }
+
+ this.matrixWorldNeedsUpdate = false;
+
+ force = true;
+
+ }
+
+ // update children
+
+ for ( var i = 0, l = this.children.length; i < l; i ++ ) {
+
+ var child = this.children[ i ];
+
+ if ( child instanceof THREE.Bone ) {
+
+ child.update( this.identityMatrix, false );
+
+ } else {
+
+ child.updateMatrixWorld( true );
+
+ }
+
+ }
+
+ // make a snapshot of the bones' rest position
+
+ if ( this.boneInverses == undefined ) {
+
+ this.boneInverses = [];
+
+ for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
+
+ var inverse = new THREE.Matrix4();
+
+ inverse.getInverse( this.bones[ b ].skinMatrix );
+
+ this.boneInverses.push( inverse );
+
+ }
+
+ }
+
+ // flatten bone matrices to array
+
+ for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
+
+ // compute the offset between the current and the original transform;
+
+ //TODO: we could get rid of this multiplication step if the skinMatrix
+ // was already representing the offset; however, this requires some
+ // major changes to the animation system
+
+ THREE.SkinnedMesh.offsetMatrix.multiplyMatrices( this.bones[ b ].skinMatrix, this.boneInverses[ b ] );
+
+ THREE.SkinnedMesh.offsetMatrix.flattenToArrayOffset( this.boneMatrices, b * 16 );
+
+ }
+
+ if ( this.useVertexTexture ) {
+
+ this.boneTexture.needsUpdate = true;
+
+ }
+
+};
+
+THREE.SkinnedMesh.prototype.pose = function () {
+
+ this.updateMatrixWorld( true );
+
+ for ( var i = 0; i < this.geometry.skinIndices.length; i ++ ) {
+
+ // normalize weights
+
+ var sw = this.geometry.skinWeights[ i ];
+
+ var scale = 1.0 / sw.lengthManhattan();
+
+ if ( scale !== Infinity ) {
+
+ sw.multiplyScalar( scale );
+
+ } else {
+
+ sw.set( 1 ); // this will be normalized by the shader anyway
+
+ }
+
+ }
+
+};
+
+THREE.SkinnedMesh.prototype.clone = function ( object ) {
+
+ if ( object === undefined ) object = new THREE.SkinnedMesh( this.geometry, this.material, this.useVertexTexture );
+
+ THREE.Mesh.prototype.clone.call( this, object );
+
+ return object;
+
+};
+
+THREE.SkinnedMesh.offsetMatrix = new THREE.Matrix4();
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.MorphAnimMesh = function ( geometry, material ) {
+
+ THREE.Mesh.call( this, geometry, material );
+
+ // API
+
+ this.duration = 1000; // milliseconds
+ this.mirroredLoop = false;
+ this.time = 0;
+
+ // internals
+
+ this.lastKeyframe = 0;
+ this.currentKeyframe = 0;
+
+ this.direction = 1;
+ this.directionBackwards = false;
+
+ this.setFrameRange( 0, this.geometry.morphTargets.length - 1 );
+
+};
+
+THREE.MorphAnimMesh.prototype = Object.create( THREE.Mesh.prototype );
+
+THREE.MorphAnimMesh.prototype.setFrameRange = function ( start, end ) {
+
+ this.startKeyframe = start;
+ this.endKeyframe = end;
+
+ this.length = this.endKeyframe - this.startKeyframe + 1;
+
+};
+
+THREE.MorphAnimMesh.prototype.setDirectionForward = function () {
+
+ this.direction = 1;
+ this.directionBackwards = false;
+
+};
+
+THREE.MorphAnimMesh.prototype.setDirectionBackward = function () {
+
+ this.direction = -1;
+ this.directionBackwards = true;
+
+};
+
+THREE.MorphAnimMesh.prototype.parseAnimations = function () {
+
+ var geometry = this.geometry;
+
+ if ( ! geometry.animations ) geometry.animations = {};
+
+ var firstAnimation, animations = geometry.animations;
+
+ var pattern = /([a-z]+)(\d+)/;
+
+ for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) {
+
+ var morph = geometry.morphTargets[ i ];
+ var parts = morph.name.match( pattern );
+
+ if ( parts && parts.length > 1 ) {
+
+ var label = parts[ 1 ];
+ var num = parts[ 2 ];
+
+ if ( ! animations[ label ] ) animations[ label ] = { start: Infinity, end: -Infinity };
+
+ var animation = animations[ label ];
+
+ if ( i < animation.start ) animation.start = i;
+ if ( i > animation.end ) animation.end = i;
+
+ if ( ! firstAnimation ) firstAnimation = label;
+
+ }
+
+ }
+
+ geometry.firstAnimation = firstAnimation;
+
+};
+
+THREE.MorphAnimMesh.prototype.setAnimationLabel = function ( label, start, end ) {
+
+ if ( ! this.geometry.animations ) this.geometry.animations = {};
+
+ this.geometry.animations[ label ] = { start: start, end: end };
+
+};
+
+THREE.MorphAnimMesh.prototype.playAnimation = function ( label, fps ) {
+
+ var animation = this.geometry.animations[ label ];
+
+ if ( animation ) {
+
+ this.setFrameRange( animation.start, animation.end );
+ this.duration = 1000 * ( ( animation.end - animation.start ) / fps );
+ this.time = 0;
+
+ } else {
+
+ console.warn( "animation[" + label + "] undefined" );
+
+ }
+
+};
+
+THREE.MorphAnimMesh.prototype.updateAnimation = function ( delta ) {
+
+ var frameTime = this.duration / this.length;
+
+ this.time += this.direction * delta;
+
+ if ( this.mirroredLoop ) {
+
+ if ( this.time > this.duration || this.time < 0 ) {
+
+ this.direction *= -1;
+
+ if ( this.time > this.duration ) {
+
+ this.time = this.duration;
+ this.directionBackwards = true;
+
+ }
+
+ if ( this.time < 0 ) {
+
+ this.time = 0;
+ this.directionBackwards = false;
+
+ }
+
+ }
+
+ } else {
+
+ this.time = this.time % this.duration;
+
+ if ( this.time < 0 ) this.time += this.duration;
+
+ }
+
+ var keyframe = this.startKeyframe + THREE.Math.clamp( Math.floor( this.time / frameTime ), 0, this.length - 1 );
+
+ if ( keyframe !== this.currentKeyframe ) {
+
+ this.morphTargetInfluences[ this.lastKeyframe ] = 0;
+ this.morphTargetInfluences[ this.currentKeyframe ] = 1;
+
+ this.morphTargetInfluences[ keyframe ] = 0;
+
+ this.lastKeyframe = this.currentKeyframe;
+ this.currentKeyframe = keyframe;
+
+ }
+
+ var mix = ( this.time % frameTime ) / frameTime;
+
+ if ( this.directionBackwards ) {
+
+ mix = 1 - mix;
+
+ }
+
+ this.morphTargetInfluences[ this.currentKeyframe ] = mix;
+ this.morphTargetInfluences[ this.lastKeyframe ] = 1 - mix;
+
+};
+
+THREE.MorphAnimMesh.prototype.clone = function ( object ) {
+
+ if ( object === undefined ) object = new THREE.MorphAnimMesh( this.geometry, this.material );
+
+ object.duration = this.duration;
+ object.mirroredLoop = this.mirroredLoop;
+ object.time = this.time;
+
+ object.lastKeyframe = this.lastKeyframe;
+ object.currentKeyframe = this.currentKeyframe;
+
+ object.direction = this.direction;
+ object.directionBackwards = this.directionBackwards;
+
+ THREE.Mesh.prototype.clone.call( this, object );
+
+ return object;
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Ribbon = function ( geometry, material ) {
+
+ THREE.Object3D.call( this );
+
+ this.geometry = geometry;
+ this.material = material;
+
+};
+
+THREE.Ribbon.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.Ribbon.prototype.clone = function ( object ) {
+
+ if ( object === undefined ) object = new THREE.Ribbon( this.geometry, this.material );
+
+ THREE.Object3D.prototype.clone.call( this, object );
+
+ return object;
+
+};
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.LOD = function () {
+
+ THREE.Object3D.call( this );
+
+ this.objects = [];
+
+};
+
+
+THREE.LOD.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.LOD.prototype.addLevel = function ( object, distance ) {
+
+ if ( distance === undefined ) distance = 0;
+
+ distance = Math.abs( distance );
+
+ for ( var l = 0; l < this.objects.length; l ++ ) {
+
+ if ( distance < this.objects[ l ].distance ) {
+
+ break;
+
+ }
+
+ }
+
+ this.objects.splice( l, 0, { distance: distance, object: object } );
+ this.add( object );
+
+};
+
+THREE.LOD.prototype.getObjectForDistance = function ( distance ) {
+
+ for ( var i = 1, l = this.objects.length; i < l; i ++ ) {
+
+ if ( distance < this.objects[ i ].distance ) {
+
+ break;
+
+ }
+
+ }
+
+ return this.objects[ i - 1 ].object;
+
+};
+
+THREE.LOD.prototype.update = function () {
+
+ var v1 = new THREE.Vector3();
+ var v2 = new THREE.Vector3();
+
+ return function ( camera ) {
+
+ if ( this.objects.length > 1 ) {
+
+ v1.getPositionFromMatrix( camera.matrixWorld );
+ v2.getPositionFromMatrix( this.matrixWorld );
+
+ var distance = v1.distanceTo( v2 );
+
+ this.objects[ 0 ].object.visible = true;
+
+ for ( var i = 1, l = this.objects.length; i < l; i ++ ) {
+
+ if ( distance >= this.objects[ i ].distance ) {
+
+ this.objects[ i - 1 ].object.visible = false;
+ this.objects[ i ].object.visible = true;
+
+ } else {
+
+ break;
+
+ }
+
+ }
+
+ for( ; i < l; i ++ ) {
+
+ this.objects[ i ].object.visible = false;
+
+ }
+
+ }
+
+ };
+
+}();
+
+THREE.LOD.prototype.clone = function () {
+
+ // TODO
+
+};
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Sprite = function ( material ) {
+
+ THREE.Object3D.call( this );
+
+ this.material = ( material !== undefined ) ? material : new THREE.SpriteMaterial();
+
+ this.rotation3d = this.rotation;
+ this.rotation = 0;
+
+};
+
+THREE.Sprite.prototype = Object.create( THREE.Object3D.prototype );
+
+/*
+ * Custom update matrix
+ */
+
+THREE.Sprite.prototype.updateMatrix = function () {
+
+ this.rotation3d.set( 0, 0, this.rotation );
+ this.quaternion.setFromEuler( this.rotation3d, this.eulerOrder );
+ this.matrix.makeFromPositionQuaternionScale( this.position, this.quaternion, this.scale );
+
+ this.matrixWorldNeedsUpdate = true;
+
+};
+
+THREE.Sprite.prototype.clone = function ( object ) {
+
+ if ( object === undefined ) object = new THREE.Sprite( this.material );
+
+ THREE.Object3D.prototype.clone.call( this, object );
+
+ return object;
+
+};
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Scene = function () {
+
+ THREE.Object3D.call( this );
+
+ this.fog = null;
+ this.overrideMaterial = null;
+
+ this.autoUpdate = true; // checked by the renderer
+ this.matrixAutoUpdate = false;
+
+ this.__objects = [];
+ this.__lights = [];
+
+ this.__objectsAdded = [];
+ this.__objectsRemoved = [];
+
+};
+
+THREE.Scene.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.Scene.prototype.__addObject = function ( object ) {
+
+ if ( object instanceof THREE.Light ) {
+
+ if ( this.__lights.indexOf( object ) === - 1 ) {
+
+ this.__lights.push( object );
+
+ }
+
+ if ( object.target && object.target.parent === undefined ) {
+
+ this.add( object.target );
+
+ }
+
+ } else if ( !( object instanceof THREE.Camera || object instanceof THREE.Bone ) ) {
+
+ if ( this.__objects.indexOf( object ) === - 1 ) {
+
+ this.__objects.push( object );
+ this.__objectsAdded.push( object );
+
+ // check if previously removed
+
+ var i = this.__objectsRemoved.indexOf( object );
+
+ if ( i !== -1 ) {
+
+ this.__objectsRemoved.splice( i, 1 );
+
+ }
+
+ }
+
+ }
+
+ for ( var c = 0; c < object.children.length; c ++ ) {
+
+ this.__addObject( object.children[ c ] );
+
+ }
+
+};
+
+THREE.Scene.prototype.__removeObject = function ( object ) {
+
+ if ( object instanceof THREE.Light ) {
+
+ var i = this.__lights.indexOf( object );
+
+ if ( i !== -1 ) {
+
+ this.__lights.splice( i, 1 );
+
+ }
+
+ } else if ( !( object instanceof THREE.Camera ) ) {
+
+ var i = this.__objects.indexOf( object );
+
+ if( i !== -1 ) {
+
+ this.__objects.splice( i, 1 );
+ this.__objectsRemoved.push( object );
+
+ // check if previously added
+
+ var ai = this.__objectsAdded.indexOf( object );
+
+ if ( ai !== -1 ) {
+
+ this.__objectsAdded.splice( ai, 1 );
+
+ }
+
+ }
+
+ }
+
+ for ( var c = 0; c < object.children.length; c ++ ) {
+
+ this.__removeObject( object.children[ c ] );
+
+ }
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Fog = function ( hex, near, far ) {
+
+ this.name = '';
+
+ this.color = new THREE.Color( hex );
+
+ this.near = ( near !== undefined ) ? near : 1;
+ this.far = ( far !== undefined ) ? far : 1000;
+
+};
+
+THREE.Fog.prototype.clone = function () {
+
+ return new THREE.Fog( this.color.getHex(), this.near, this.far );
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.FogExp2 = function ( hex, density ) {
+
+ this.name = '';
+ this.color = new THREE.Color( hex );
+ this.density = ( density !== undefined ) ? density : 0.00025;
+
+};
+
+THREE.FogExp2.prototype.clone = function () {
+
+ return new THREE.FogExp2( this.color.getHex(), this.density );
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.CanvasRenderer = function ( parameters ) {
+
+ console.log( 'THREE.CanvasRenderer', THREE.REVISION );
+
+ var smoothstep = THREE.Math.smoothstep;
+
+ parameters = parameters || {};
+
+ var _this = this,
+ _renderData, _elements, _lights,
+ _projector = new THREE.Projector(),
+
+ _canvas = parameters.canvas !== undefined
+ ? parameters.canvas
+ : document.createElement( 'canvas' ),
+
+ _canvasWidth, _canvasHeight, _canvasWidthHalf, _canvasHeightHalf,
+ _context = _canvas.getContext( '2d' ),
+
+ _clearColor = new THREE.Color( 0x000000 ),
+ _clearAlpha = 0,
+
+ _contextGlobalAlpha = 1,
+ _contextGlobalCompositeOperation = 0,
+ _contextStrokeStyle = null,
+ _contextFillStyle = null,
+ _contextLineWidth = null,
+ _contextLineCap = null,
+ _contextLineJoin = null,
+ _contextDashSize = null,
+ _contextGapSize = 0,
+
+ _v1, _v2, _v3, _v4,
+ _v5 = new THREE.RenderableVertex(),
+ _v6 = new THREE.RenderableVertex(),
+
+ _v1x, _v1y, _v2x, _v2y, _v3x, _v3y,
+ _v4x, _v4y, _v5x, _v5y, _v6x, _v6y,
+
+ _color = new THREE.Color(),
+ _color1 = new THREE.Color(),
+ _color2 = new THREE.Color(),
+ _color3 = new THREE.Color(),
+ _color4 = new THREE.Color(),
+
+ _diffuseColor = new THREE.Color(),
+ _emissiveColor = new THREE.Color(),
+
+ _lightColor = new THREE.Color(),
+
+ _patterns = {}, _imagedatas = {},
+
+ _near, _far,
+
+ _image, _uvs,
+ _uv1x, _uv1y, _uv2x, _uv2y, _uv3x, _uv3y,
+
+ _clipBox = new THREE.Box2(),
+ _clearBox = new THREE.Box2(),
+ _elemBox = new THREE.Box2(),
+
+ _ambientLight = new THREE.Color(),
+ _directionalLights = new THREE.Color(),
+ _pointLights = new THREE.Color(),
+
+ _vector3 = new THREE.Vector3(), // Needed for PointLight
+
+ _pixelMap, _pixelMapContext, _pixelMapImage, _pixelMapData,
+ _gradientMap, _gradientMapContext, _gradientMapQuality = 16;
+
+ _pixelMap = document.createElement( 'canvas' );
+ _pixelMap.width = _pixelMap.height = 2;
+
+ _pixelMapContext = _pixelMap.getContext( '2d' );
+ _pixelMapContext.fillStyle = 'rgba(0,0,0,1)';
+ _pixelMapContext.fillRect( 0, 0, 2, 2 );
+
+ _pixelMapImage = _pixelMapContext.getImageData( 0, 0, 2, 2 );
+ _pixelMapData = _pixelMapImage.data;
+
+ _gradientMap = document.createElement( 'canvas' );
+ _gradientMap.width = _gradientMap.height = _gradientMapQuality;
+
+ _gradientMapContext = _gradientMap.getContext( '2d' );
+ _gradientMapContext.translate( - _gradientMapQuality / 2, - _gradientMapQuality / 2 );
+ _gradientMapContext.scale( _gradientMapQuality, _gradientMapQuality );
+
+ _gradientMapQuality --; // Fix UVs
+
+ // dash+gap fallbacks for Firefox and everything else
+
+ if ( _context.setLineDash === undefined ) {
+
+ if ( _context.mozDash !== undefined ) {
+
+ _context.setLineDash = function ( values ) {
+
+ _context.mozDash = values[ 0 ] !== null ? values : null;
+
+ }
+
+ } else {
+
+ _context.setLineDash = function () {}
+
+ }
+
+ }
+
+ this.domElement = _canvas;
+
+ this.devicePixelRatio = parameters.devicePixelRatio !== undefined
+ ? parameters.devicePixelRatio
+ : window.devicePixelRatio !== undefined
+ ? window.devicePixelRatio
+ : 1;
+
+ this.autoClear = true;
+ this.sortObjects = true;
+ this.sortElements = true;
+
+ this.info = {
+
+ render: {
+
+ vertices: 0,
+ faces: 0
+
+ }
+
+ }
+
+ // WebGLRenderer compatibility
+
+ this.supportsVertexTextures = function () {};
+ this.setFaceCulling = function () {};
+
+ this.setSize = function ( width, height, updateStyle ) {
+
+ _canvasWidth = width * this.devicePixelRatio;
+ _canvasHeight = height * this.devicePixelRatio;
+
+ _canvasWidthHalf = Math.floor( _canvasWidth / 2 );
+ _canvasHeightHalf = Math.floor( _canvasHeight / 2 );
+
+ _canvas.width = _canvasWidth;
+ _canvas.height = _canvasHeight;
+
+ if ( this.devicePixelRatio !== 1 && updateStyle !== false ) {
+
+ _canvas.style.width = width + 'px';
+ _canvas.style.height = height + 'px';
+
+ }
+
+ _clipBox.set(
+ new THREE.Vector2( - _canvasWidthHalf, - _canvasHeightHalf ),
+ new THREE.Vector2( _canvasWidthHalf, _canvasHeightHalf )
+ );
+
+ _clearBox.set(
+ new THREE.Vector2( - _canvasWidthHalf, - _canvasHeightHalf ),
+ new THREE.Vector2( _canvasWidthHalf, _canvasHeightHalf )
+ );
+
+ _contextGlobalAlpha = 1;
+ _contextGlobalCompositeOperation = 0;
+ _contextStrokeStyle = null;
+ _contextFillStyle = null;
+ _contextLineWidth = null;
+ _contextLineCap = null;
+ _contextLineJoin = null;
+
+ };
+
+ this.setClearColor = function ( color, alpha ) {
+
+ _clearColor.set( color );
+ _clearAlpha = alpha !== undefined ? alpha : 1;
+
+ _clearBox.set(
+ new THREE.Vector2( - _canvasWidthHalf, - _canvasHeightHalf ),
+ new THREE.Vector2( _canvasWidthHalf, _canvasHeightHalf )
+ );
+
+ };
+
+ this.setClearColorHex = function ( hex, alpha ) {
+
+ console.warn( 'DEPRECATED: .setClearColorHex() is being removed. Use .setClearColor() instead.' );
+ this.setClearColor( hex, alpha );
+
+ };
+
+ this.getMaxAnisotropy = function () {
+
+ return 0;
+
+ };
+
+ this.clear = function () {
+
+ _context.setTransform( 1, 0, 0, - 1, _canvasWidthHalf, _canvasHeightHalf );
+
+ if ( _clearBox.empty() === false ) {
+
+ _clearBox.intersect( _clipBox );
+ _clearBox.expandByScalar( 2 );
+
+ if ( _clearAlpha < 1 ) {
+
+ _context.clearRect(
+ _clearBox.min.x | 0,
+ _clearBox.min.y | 0,
+ ( _clearBox.max.x - _clearBox.min.x ) | 0,
+ ( _clearBox.max.y - _clearBox.min.y ) | 0
+ );
+
+ }
+
+ if ( _clearAlpha > 0 ) {
+
+ setBlending( THREE.NormalBlending );
+ setOpacity( 1 );
+
+ setFillStyle( 'rgba(' + Math.floor( _clearColor.r * 255 ) + ',' + Math.floor( _clearColor.g * 255 ) + ',' + Math.floor( _clearColor.b * 255 ) + ',' + _clearAlpha + ')' );
+
+ _context.fillRect(
+ _clearBox.min.x | 0,
+ _clearBox.min.y | 0,
+ ( _clearBox.max.x - _clearBox.min.x ) | 0,
+ ( _clearBox.max.y - _clearBox.min.y ) | 0
+ );
+
+ }
+
+ _clearBox.makeEmpty();
+
+ }
+
+
+ };
+
+ this.render = function ( scene, camera ) {
+
+ if ( camera instanceof THREE.Camera === false ) {
+
+ console.error( 'THREE.CanvasRenderer.render: camera is not an instance of THREE.Camera.' );
+ return;
+
+ }
+
+ if ( this.autoClear === true ) this.clear();
+
+ _context.setTransform( 1, 0, 0, - 1, _canvasWidthHalf, _canvasHeightHalf );
+
+ _this.info.render.vertices = 0;
+ _this.info.render.faces = 0;
+
+ _renderData = _projector.projectScene( scene, camera, this.sortObjects, this.sortElements );
+ _elements = _renderData.elements;
+ _lights = _renderData.lights;
+
+ /* DEBUG
+ setFillStyle( 'rgba( 0, 255, 255, 0.5 )' );
+ _context.fillRect( _clipBox.min.x, _clipBox.min.y, _clipBox.max.x - _clipBox.min.x, _clipBox.max.y - _clipBox.min.y );
+ */
+
+ calculateLights();
+
+ for ( var e = 0, el = _elements.length; e < el; e++ ) {
+
+ var element = _elements[ e ];
+
+ var material = element.material;
+
+ if ( material === undefined || material.visible === false ) continue;
+
+ _elemBox.makeEmpty();
+
+ if ( element instanceof THREE.RenderableParticle ) {
+
+ _v1 = element;
+ _v1.x *= _canvasWidthHalf; _v1.y *= _canvasHeightHalf;
+
+ renderParticle( _v1, element, material );
+
+ } else if ( element instanceof THREE.RenderableLine ) {
+
+ _v1 = element.v1; _v2 = element.v2;
+
+ _v1.positionScreen.x *= _canvasWidthHalf; _v1.positionScreen.y *= _canvasHeightHalf;
+ _v2.positionScreen.x *= _canvasWidthHalf; _v2.positionScreen.y *= _canvasHeightHalf;
+
+ _elemBox.setFromPoints( [
+ _v1.positionScreen,
+ _v2.positionScreen
+ ] );
+
+ if ( _clipBox.isIntersectionBox( _elemBox ) === true ) {
+
+ renderLine( _v1, _v2, element, material );
+
+ }
+
+ } else if ( element instanceof THREE.RenderableFace3 ) {
+
+ _v1 = element.v1; _v2 = element.v2; _v3 = element.v3;
+
+ if ( _v1.positionScreen.z < -1 || _v1.positionScreen.z > 1 ) continue;
+ if ( _v2.positionScreen.z < -1 || _v2.positionScreen.z > 1 ) continue;
+ if ( _v3.positionScreen.z < -1 || _v3.positionScreen.z > 1 ) continue;
+
+ _v1.positionScreen.x *= _canvasWidthHalf; _v1.positionScreen.y *= _canvasHeightHalf;
+ _v2.positionScreen.x *= _canvasWidthHalf; _v2.positionScreen.y *= _canvasHeightHalf;
+ _v3.positionScreen.x *= _canvasWidthHalf; _v3.positionScreen.y *= _canvasHeightHalf;
+
+ if ( material.overdraw === true ) {
+
+ expand( _v1.positionScreen, _v2.positionScreen );
+ expand( _v2.positionScreen, _v3.positionScreen );
+ expand( _v3.positionScreen, _v1.positionScreen );
+
+ }
+
+ _elemBox.setFromPoints( [
+ _v1.positionScreen,
+ _v2.positionScreen,
+ _v3.positionScreen
+ ] );
+
+ if ( _clipBox.isIntersectionBox( _elemBox ) === true ) {
+
+ renderFace3( _v1, _v2, _v3, 0, 1, 2, element, material );
+
+ }
+
+ } else if ( element instanceof THREE.RenderableFace4 ) {
+
+ _v1 = element.v1; _v2 = element.v2; _v3 = element.v3; _v4 = element.v4;
+
+ if ( _v1.positionScreen.z < -1 || _v1.positionScreen.z > 1 ) continue;
+ if ( _v2.positionScreen.z < -1 || _v2.positionScreen.z > 1 ) continue;
+ if ( _v3.positionScreen.z < -1 || _v3.positionScreen.z > 1 ) continue;
+ if ( _v4.positionScreen.z < -1 || _v4.positionScreen.z > 1 ) continue;
+
+ _v1.positionScreen.x *= _canvasWidthHalf; _v1.positionScreen.y *= _canvasHeightHalf;
+ _v2.positionScreen.x *= _canvasWidthHalf; _v2.positionScreen.y *= _canvasHeightHalf;
+ _v3.positionScreen.x *= _canvasWidthHalf; _v3.positionScreen.y *= _canvasHeightHalf;
+ _v4.positionScreen.x *= _canvasWidthHalf; _v4.positionScreen.y *= _canvasHeightHalf;
+
+ _v5.positionScreen.copy( _v2.positionScreen );
+ _v6.positionScreen.copy( _v4.positionScreen );
+
+ if ( material.overdraw === true ) {
+
+ expand( _v1.positionScreen, _v2.positionScreen );
+ expand( _v2.positionScreen, _v4.positionScreen );
+ expand( _v4.positionScreen, _v1.positionScreen );
+
+ expand( _v3.positionScreen, _v5.positionScreen );
+ expand( _v3.positionScreen, _v6.positionScreen );
+
+ }
+
+ _elemBox.setFromPoints( [
+ _v1.positionScreen,
+ _v2.positionScreen,
+ _v3.positionScreen,
+ _v4.positionScreen
+ ] );
+
+ if ( _clipBox.isIntersectionBox( _elemBox ) === true ) {
+
+ renderFace4( _v1, _v2, _v3, _v4, _v5, _v6, element, material );
+
+ }
+
+ }
+
+ /* DEBUG
+ setLineWidth( 1 );
+ setStrokeStyle( 'rgba( 0, 255, 0, 0.5 )' );
+ _context.strokeRect( _elemBox.min.x, _elemBox.min.y, _elemBox.max.x - _elemBox.min.x, _elemBox.max.y - _elemBox.min.y );
+ */
+
+ _clearBox.union( _elemBox );
+
+ }
+
+ /* DEBUG
+ setLineWidth( 1 );
+ setStrokeStyle( 'rgba( 255, 0, 0, 0.5 )' );
+ _context.strokeRect( _clearBox.min.x, _clearBox.min.y, _clearBox.max.x - _clearBox.min.x, _clearBox.max.y - _clearBox.min.y );
+ */
+
+ _context.setTransform( 1, 0, 0, 1, 0, 0 );
+
+ //
+
+ function calculateLights() {
+
+ _ambientLight.setRGB( 0, 0, 0 );
+ _directionalLights.setRGB( 0, 0, 0 );
+ _pointLights.setRGB( 0, 0, 0 );
+
+ for ( var l = 0, ll = _lights.length; l < ll; l ++ ) {
+
+ var light = _lights[ l ];
+ var lightColor = light.color;
+
+ if ( light instanceof THREE.AmbientLight ) {
+
+ _ambientLight.add( lightColor );
+
+ } else if ( light instanceof THREE.DirectionalLight ) {
+
+ // for particles
+
+ _directionalLights.add( lightColor );
+
+ } else if ( light instanceof THREE.PointLight ) {
+
+ // for particles
+
+ _pointLights.add( lightColor );
+
+ }
+
+ }
+
+ }
+
+ function calculateLight( position, normal, color ) {
+
+ for ( var l = 0, ll = _lights.length; l < ll; l ++ ) {
+
+ var light = _lights[ l ];
+
+ _lightColor.copy( light.color );
+
+ if ( light instanceof THREE.DirectionalLight ) {
+
+ var lightPosition = _vector3.getPositionFromMatrix( light.matrixWorld ).normalize();
+
+ var amount = normal.dot( lightPosition );
+
+ if ( amount <= 0 ) continue;
+
+ amount *= light.intensity;
+
+ color.add( _lightColor.multiplyScalar( amount ) );
+
+ } else if ( light instanceof THREE.PointLight ) {
+
+ var lightPosition = _vector3.getPositionFromMatrix( light.matrixWorld );
+
+ var amount = normal.dot( _vector3.subVectors( lightPosition, position ).normalize() );
+
+ if ( amount <= 0 ) continue;
+
+ amount *= light.distance == 0 ? 1 : 1 - Math.min( position.distanceTo( lightPosition ) / light.distance, 1 );
+
+ if ( amount == 0 ) continue;
+
+ amount *= light.intensity;
+
+ color.add( _lightColor.multiplyScalar( amount ) );
+
+ }
+
+ }
+
+ }
+
+ function renderParticle( v1, element, material ) {
+
+ setOpacity( material.opacity );
+ setBlending( material.blending );
+
+ var width, height, scaleX, scaleY,
+ bitmap, bitmapWidth, bitmapHeight;
+
+ if ( material instanceof THREE.ParticleBasicMaterial ) {
+
+ if ( material.map === null ) {
+
+ scaleX = element.object.scale.x;
+ scaleY = element.object.scale.y;
+
+ // TODO: Be able to disable this
+
+ scaleX *= element.scale.x * _canvasWidthHalf;
+ scaleY *= element.scale.y * _canvasHeightHalf;
+
+ _elemBox.min.set( v1.x - scaleX, v1.y - scaleY );
+ _elemBox.max.set( v1.x + scaleX, v1.y + scaleY );
+
+ if ( _clipBox.isIntersectionBox( _elemBox ) === false ) {
+
+ _elemBox.makeEmpty();
+ return;
+
+ }
+
+ setFillStyle( material.color.getStyle() );
+
+ _context.save();
+ _context.translate( v1.x, v1.y );
+ _context.rotate( - element.rotation );
+ _context.scale( scaleX, scaleY );
+ _context.fillRect( -1, -1, 2, 2 );
+ _context.restore();
+
+ } else {
+
+ bitmap = material.map.image;
+ bitmapWidth = bitmap.width >> 1;
+ bitmapHeight = bitmap.height >> 1;
+
+ scaleX = element.scale.x * _canvasWidthHalf;
+ scaleY = element.scale.y * _canvasHeightHalf;
+
+ width = scaleX * bitmapWidth;
+ height = scaleY * bitmapHeight;
+
+ // TODO: Rotations break this...
+
+ _elemBox.min.set( v1.x - width, v1.y - height );
+ _elemBox.max.set( v1.x + width, v1.y + height );
+
+ if ( _clipBox.isIntersectionBox( _elemBox ) === false ) {
+
+ _elemBox.makeEmpty();
+ return;
+
+ }
+
+ _context.save();
+ _context.translate( v1.x, v1.y );
+ _context.rotate( - element.rotation );
+ _context.scale( scaleX, - scaleY );
+
+ _context.translate( - bitmapWidth, - bitmapHeight );
+ _context.drawImage( bitmap, 0, 0 );
+ _context.restore();
+
+ }
+
+ /* DEBUG
+ setStrokeStyle( 'rgb(255,255,0)' );
+ _context.beginPath();
+ _context.moveTo( v1.x - 10, v1.y );
+ _context.lineTo( v1.x + 10, v1.y );
+ _context.moveTo( v1.x, v1.y - 10 );
+ _context.lineTo( v1.x, v1.y + 10 );
+ _context.stroke();
+ */
+
+ } else if ( material instanceof THREE.ParticleCanvasMaterial ) {
+
+ width = element.scale.x * _canvasWidthHalf;
+ height = element.scale.y * _canvasHeightHalf;
+
+ _elemBox.min.set( v1.x - width, v1.y - height );
+ _elemBox.max.set( v1.x + width, v1.y + height );
+
+ if ( _clipBox.isIntersectionBox( _elemBox ) === false ) {
+
+ _elemBox.makeEmpty();
+ return;
+
+ }
+
+ setStrokeStyle( material.color.getStyle() );
+ setFillStyle( material.color.getStyle() );
+
+ _context.save();
+ _context.translate( v1.x, v1.y );
+ _context.rotate( - element.rotation );
+ _context.scale( width, height );
+
+ material.program( _context );
+
+ _context.restore();
+
+ }
+
+ }
+
+ function renderLine( v1, v2, element, material ) {
+
+ setOpacity( material.opacity );
+ setBlending( material.blending );
+
+ _context.beginPath();
+ _context.moveTo( v1.positionScreen.x, v1.positionScreen.y );
+ _context.lineTo( v2.positionScreen.x, v2.positionScreen.y );
+
+ if ( material instanceof THREE.LineBasicMaterial ) {
+
+ setLineWidth( material.linewidth );
+ setLineCap( material.linecap );
+ setLineJoin( material.linejoin );
+
+ if ( material.vertexColors !== THREE.VertexColors ) {
+
+ setStrokeStyle( material.color.getStyle() );
+
+ } else {
+
+ var colorStyle1 = element.vertexColors[0].getStyle();
+ var colorStyle2 = element.vertexColors[1].getStyle();
+
+ if ( colorStyle1 === colorStyle2 ) {
+
+ setStrokeStyle( colorStyle1 );
+
+ } else {
+
+ var grad = _context.createLinearGradient(
+ v1.positionScreen.x,
+ v1.positionScreen.y,
+ v2.positionScreen.x,
+ v2.positionScreen.y
+ );
+
+ grad.addColorStop( 0, colorStyle1 );
+ grad.addColorStop( 1, colorStyle2 );
+ setStrokeStyle( grad );
+
+ }
+
+ }
+
+ _context.stroke();
+ _elemBox.expandByScalar( material.linewidth * 2 );
+
+ } else if ( material instanceof THREE.LineDashedMaterial ) {
+
+ setLineWidth( material.linewidth );
+ setLineCap( material.linecap );
+ setLineJoin( material.linejoin );
+ setStrokeStyle( material.color.getStyle() );
+ setDashAndGap( material.dashSize, material.gapSize );
+
+ _context.stroke();
+
+ _elemBox.expandByScalar( material.linewidth * 2 );
+
+ setDashAndGap( null, null );
+
+ }
+
+ }
+
+ function renderFace3( v1, v2, v3, uv1, uv2, uv3, element, material ) {
+
+ _this.info.render.vertices += 3;
+ _this.info.render.faces ++;
+
+ setOpacity( material.opacity );
+ setBlending( material.blending );
+
+ _v1x = v1.positionScreen.x; _v1y = v1.positionScreen.y;
+ _v2x = v2.positionScreen.x; _v2y = v2.positionScreen.y;
+ _v3x = v3.positionScreen.x; _v3y = v3.positionScreen.y;
+
+ drawTriangle( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y );
+
+ if ( ( material instanceof THREE.MeshLambertMaterial || material instanceof THREE.MeshPhongMaterial ) && material.map === null ) {
+
+ _diffuseColor.copy( material.color );
+ _emissiveColor.copy( material.emissive );
+
+ if ( material.vertexColors === THREE.FaceColors ) {
+
+ _diffuseColor.multiply( element.color );
+
+ }
+
+ if ( material.wireframe === false && material.shading == THREE.SmoothShading && element.vertexNormalsLength == 3 ) {
+
+ _color1.copy( _ambientLight );
+ _color2.copy( _ambientLight );
+ _color3.copy( _ambientLight );
+
+ calculateLight( element.v1.positionWorld, element.vertexNormalsModel[ 0 ], _color1 );
+ calculateLight( element.v2.positionWorld, element.vertexNormalsModel[ 1 ], _color2 );
+ calculateLight( element.v3.positionWorld, element.vertexNormalsModel[ 2 ], _color3 );
+
+ _color1.multiply( _diffuseColor ).add( _emissiveColor );
+ _color2.multiply( _diffuseColor ).add( _emissiveColor );
+ _color3.multiply( _diffuseColor ).add( _emissiveColor );
+ _color4.addColors( _color2, _color3 ).multiplyScalar( 0.5 );
+
+ _image = getGradientTexture( _color1, _color2, _color3, _color4 );
+
+ clipImage( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, 0, 0, 1, 0, 0, 1, _image );
+
+ } else {
+
+ _color.copy( _ambientLight );
+
+ calculateLight( element.centroidModel, element.normalModel, _color );
+
+ _color.multiply( _diffuseColor ).add( _emissiveColor );
+
+ material.wireframe === true
+ ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
+ : fillPath( _color );
+
+ }
+
+ } else if ( material instanceof THREE.MeshBasicMaterial || material instanceof THREE.MeshLambertMaterial || material instanceof THREE.MeshPhongMaterial ) {
+
+ if ( material.map !== null ) {
+
+ if ( material.map.mapping instanceof THREE.UVMapping ) {
+
+ _uvs = element.uvs[ 0 ];
+ patternPath( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _uvs[ uv1 ].x, _uvs[ uv1 ].y, _uvs[ uv2 ].x, _uvs[ uv2 ].y, _uvs[ uv3 ].x, _uvs[ uv3 ].y, material.map );
+
+ }
+
+
+ } else if ( material.envMap !== null ) {
+
+ if ( material.envMap.mapping instanceof THREE.SphericalReflectionMapping ) {
+
+ _vector3.copy( element.vertexNormalsModelView[ uv1 ] );
+ _uv1x = 0.5 * _vector3.x + 0.5;
+ _uv1y = 0.5 * _vector3.y + 0.5;
+
+ _vector3.copy( element.vertexNormalsModelView[ uv2 ] );
+ _uv2x = 0.5 * _vector3.x + 0.5;
+ _uv2y = 0.5 * _vector3.y + 0.5;
+
+ _vector3.copy( element.vertexNormalsModelView[ uv3 ] );
+ _uv3x = 0.5 * _vector3.x + 0.5;
+ _uv3y = 0.5 * _vector3.y + 0.5;
+
+ patternPath( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _uv1x, _uv1y, _uv2x, _uv2y, _uv3x, _uv3y, material.envMap );
+
+ }/* else if ( material.envMap.mapping == THREE.SphericalRefractionMapping ) {
+
+
+
+ }*/
+
+
+ } else {
+
+ _color.copy( material.color );
+
+ if ( material.vertexColors === THREE.FaceColors ) {
+
+ _color.multiply( element.color );
+
+ }
+
+ material.wireframe === true
+ ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
+ : fillPath( _color );
+
+ }
+
+ } else if ( material instanceof THREE.MeshDepthMaterial ) {
+
+ _near = camera.near;
+ _far = camera.far;
+
+ _color1.r = _color1.g = _color1.b = 1 - smoothstep( v1.positionScreen.z * v1.positionScreen.w, _near, _far );
+ _color2.r = _color2.g = _color2.b = 1 - smoothstep( v2.positionScreen.z * v2.positionScreen.w, _near, _far );
+ _color3.r = _color3.g = _color3.b = 1 - smoothstep( v3.positionScreen.z * v3.positionScreen.w, _near, _far );
+ _color4.addColors( _color2, _color3 ).multiplyScalar( 0.5 );
+
+ _image = getGradientTexture( _color1, _color2, _color3, _color4 );
+
+ clipImage( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, 0, 0, 1, 0, 0, 1, _image );
+
+ } else if ( material instanceof THREE.MeshNormalMaterial ) {
+
+ var normal;
+
+ if ( material.shading == THREE.FlatShading ) {
+
+ normal = element.normalModelView;
+
+ _color.setRGB( normal.x, normal.y, normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 );
+
+ material.wireframe === true
+ ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
+ : fillPath( _color );
+
+ } else if ( material.shading == THREE.SmoothShading ) {
+
+ normal = element.vertexNormalsModelView[ uv1 ];
+ _color1.setRGB( normal.x, normal.y, normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 );
+
+ normal = element.vertexNormalsModelView[ uv2 ];
+ _color2.setRGB( normal.x, normal.y, normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 );
+
+ normal = element.vertexNormalsModelView[ uv3 ];
+ _color3.setRGB( normal.x, normal.y, normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 );
+
+ _color4.addColors( _color2, _color3 ).multiplyScalar( 0.5 );
+
+ _image = getGradientTexture( _color1, _color2, _color3, _color4 );
+
+ clipImage( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, 0, 0, 1, 0, 0, 1, _image );
+
+ }
+
+ }
+
+ }
+
+ function renderFace4( v1, v2, v3, v4, v5, v6, element, material ) {
+
+ _this.info.render.vertices += 4;
+ _this.info.render.faces ++;
+
+ setOpacity( material.opacity );
+ setBlending( material.blending );
+
+ if ( ( material.map !== undefined && material.map !== null ) || ( material.envMap !== undefined && material.envMap !== null ) ) {
+
+ // Let renderFace3() handle this
+
+ renderFace3( v1, v2, v4, 0, 1, 3, element, material );
+ renderFace3( v5, v3, v6, 1, 2, 3, element, material );
+
+ return;
+
+ }
+
+ _v1x = v1.positionScreen.x; _v1y = v1.positionScreen.y;
+ _v2x = v2.positionScreen.x; _v2y = v2.positionScreen.y;
+ _v3x = v3.positionScreen.x; _v3y = v3.positionScreen.y;
+ _v4x = v4.positionScreen.x; _v4y = v4.positionScreen.y;
+ _v5x = v5.positionScreen.x; _v5y = v5.positionScreen.y;
+ _v6x = v6.positionScreen.x; _v6y = v6.positionScreen.y;
+
+ if ( material instanceof THREE.MeshLambertMaterial || material instanceof THREE.MeshPhongMaterial ) {
+
+ _diffuseColor.copy( material.color );
+ _emissiveColor.copy( material.emissive );
+
+ if ( material.vertexColors === THREE.FaceColors ) {
+
+ _diffuseColor.multiply( element.color );
+
+ }
+
+ if ( material.wireframe === false && material.shading == THREE.SmoothShading && element.vertexNormalsLength == 4 ) {
+
+ _color1.copy( _ambientLight );
+ _color2.copy( _ambientLight );
+ _color3.copy( _ambientLight );
+ _color4.copy( _ambientLight );
+
+ calculateLight( element.v1.positionWorld, element.vertexNormalsModel[ 0 ], _color1 );
+ calculateLight( element.v2.positionWorld, element.vertexNormalsModel[ 1 ], _color2 );
+ calculateLight( element.v4.positionWorld, element.vertexNormalsModel[ 3 ], _color3 );
+ calculateLight( element.v3.positionWorld, element.vertexNormalsModel[ 2 ], _color4 );
+
+ _color1.multiply( _diffuseColor ).add( _emissiveColor );
+ _color2.multiply( _diffuseColor ).add( _emissiveColor );
+ _color3.multiply( _diffuseColor ).add( _emissiveColor );
+ _color4.multiply( _diffuseColor ).add( _emissiveColor );
+
+ _image = getGradientTexture( _color1, _color2, _color3, _color4 );
+
+ // TODO: UVs are incorrect, v4->v3?
+
+ drawTriangle( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y );
+ clipImage( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y, 0, 0, 1, 0, 0, 1, _image );
+
+ drawTriangle( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y );
+ clipImage( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y, 1, 0, 1, 1, 0, 1, _image );
+
+ } else {
+
+ _color.copy( _ambientLight );
+
+ calculateLight( element.centroidModel, element.normalModel, _color );
+
+ _color.multiply( _diffuseColor ).add( _emissiveColor );
+
+ drawQuad( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _v4x, _v4y );
+
+ material.wireframe === true
+ ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
+ : fillPath( _color );
+
+ }
+
+ } else if ( material instanceof THREE.MeshBasicMaterial ) {
+
+ _color.copy( material.color );
+
+ if ( material.vertexColors === THREE.FaceColors ) {
+
+ _color.multiply( element.color );
+
+ }
+
+ drawQuad( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _v4x, _v4y );
+
+ material.wireframe === true
+ ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
+ : fillPath( _color );
+
+ } else if ( material instanceof THREE.MeshNormalMaterial ) {
+
+ var normal;
+
+ if ( material.shading == THREE.FlatShading ) {
+
+ normal = element.normalModelView;
+ _color.setRGB( normal.x, normal.y, normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 );
+
+ drawQuad( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _v4x, _v4y );
+
+ material.wireframe === true
+ ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
+ : fillPath( _color );
+
+ } else if ( material.shading == THREE.SmoothShading ) {
+
+ normal = element.vertexNormalsModelView[ 0 ];
+ _color1.setRGB( normal.x, normal.y, normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 );
+
+ normal = element.vertexNormalsModelView[ 1 ];
+ _color2.setRGB( normal.x, normal.y, normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 );
+
+ normal = element.vertexNormalsModelView[ 3 ];
+ _color3.setRGB( normal.x, normal.y, normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 );
+
+ normal = element.vertexNormalsModelView[ 2 ];
+ _color4.setRGB( normal.x, normal.y, normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 );
+
+ _image = getGradientTexture( _color1, _color2, _color3, _color4 );
+
+ drawTriangle( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y );
+ clipImage( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y, 0, 0, 1, 0, 0, 1, _image );
+
+ drawTriangle( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y );
+ clipImage( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y, 1, 0, 1, 1, 0, 1, _image );
+
+ }
+
+ } else if ( material instanceof THREE.MeshDepthMaterial ) {
+
+ _near = camera.near;
+ _far = camera.far;
+
+ _color1.r = _color1.g = _color1.b = 1 - smoothstep( v1.positionScreen.z * v1.positionScreen.w, _near, _far );
+ _color2.r = _color2.g = _color2.b = 1 - smoothstep( v2.positionScreen.z * v2.positionScreen.w, _near, _far );
+ _color3.r = _color3.g = _color3.b = 1 - smoothstep( v4.positionScreen.z * v4.positionScreen.w, _near, _far );
+ _color4.r = _color4.g = _color4.b = 1 - smoothstep( v3.positionScreen.z * v3.positionScreen.w, _near, _far );
+
+ _image = getGradientTexture( _color1, _color2, _color3, _color4 );
+
+ // TODO: UVs are incorrect, v4->v3?
+
+ drawTriangle( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y );
+ clipImage( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y, 0, 0, 1, 0, 0, 1, _image );
+
+ drawTriangle( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y );
+ clipImage( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y, 1, 0, 1, 1, 0, 1, _image );
+
+ }
+
+ }
+
+ //
+
+ function drawTriangle( x0, y0, x1, y1, x2, y2 ) {
+
+ _context.beginPath();
+ _context.moveTo( x0, y0 );
+ _context.lineTo( x1, y1 );
+ _context.lineTo( x2, y2 );
+ _context.closePath();
+
+ }
+
+ function drawQuad( x0, y0, x1, y1, x2, y2, x3, y3 ) {
+
+ _context.beginPath();
+ _context.moveTo( x0, y0 );
+ _context.lineTo( x1, y1 );
+ _context.lineTo( x2, y2 );
+ _context.lineTo( x3, y3 );
+ _context.closePath();
+
+ }
+
+ function strokePath( color, linewidth, linecap, linejoin ) {
+
+ setLineWidth( linewidth );
+ setLineCap( linecap );
+ setLineJoin( linejoin );
+ setStrokeStyle( color.getStyle() );
+
+ _context.stroke();
+
+ _elemBox.expandByScalar( linewidth * 2 );
+
+ }
+
+ function fillPath( color ) {
+
+ setFillStyle( color.getStyle() );
+ _context.fill();
+
+ }
+
+ function patternPath( x0, y0, x1, y1, x2, y2, u0, v0, u1, v1, u2, v2, texture ) {
+
+ if ( texture instanceof THREE.DataTexture || texture.image === undefined || texture.image.width == 0 ) return;
+
+ if ( texture.needsUpdate === true ) {
+
+ var repeatX = texture.wrapS == THREE.RepeatWrapping;
+ var repeatY = texture.wrapT == THREE.RepeatWrapping;
+
+ _patterns[ texture.id ] = _context.createPattern(
+ texture.image, repeatX === true && repeatY === true
+ ? 'repeat'
+ : repeatX === true && repeatY === false
+ ? 'repeat-x'
+ : repeatX === false && repeatY === true
+ ? 'repeat-y'
+ : 'no-repeat'
+ );
+
+ texture.needsUpdate = false;
+
+ }
+
+ _patterns[ texture.id ] === undefined
+ ? setFillStyle( 'rgba(0,0,0,1)' )
+ : setFillStyle( _patterns[ texture.id ] );
+
+ // http://extremelysatisfactorytotalitarianism.com/blog/?p=2120
+
+ var a, b, c, d, e, f, det, idet,
+ offsetX = texture.offset.x / texture.repeat.x,
+ offsetY = texture.offset.y / texture.repeat.y,
+ width = texture.image.width * texture.repeat.x,
+ height = texture.image.height * texture.repeat.y;
+
+ u0 = ( u0 + offsetX ) * width;
+ v0 = ( 1.0 - v0 + offsetY ) * height;
+
+ u1 = ( u1 + offsetX ) * width;
+ v1 = ( 1.0 - v1 + offsetY ) * height;
+
+ u2 = ( u2 + offsetX ) * width;
+ v2 = ( 1.0 - v2 + offsetY ) * height;
+
+ x1 -= x0; y1 -= y0;
+ x2 -= x0; y2 -= y0;
+
+ u1 -= u0; v1 -= v0;
+ u2 -= u0; v2 -= v0;
+
+ det = u1 * v2 - u2 * v1;
+
+ if ( det === 0 ) {
+
+ if ( _imagedatas[ texture.id ] === undefined ) {
+
+ var canvas = document.createElement( 'canvas' )
+ canvas.width = texture.image.width;
+ canvas.height = texture.image.height;
+
+ var context = canvas.getContext( '2d' );
+ context.drawImage( texture.image, 0, 0 );
+
+ _imagedatas[ texture.id ] = context.getImageData( 0, 0, texture.image.width, texture.image.height ).data;
+
+ }
+
+ var data = _imagedatas[ texture.id ];
+ var index = ( Math.floor( u0 ) + Math.floor( v0 ) * texture.image.width ) * 4;
+
+ _color.setRGB( data[ index ] / 255, data[ index + 1 ] / 255, data[ index + 2 ] / 255 );
+ fillPath( _color );
+
+ return;
+
+ }
+
+ idet = 1 / det;
+
+ a = ( v2 * x1 - v1 * x2 ) * idet;
+ b = ( v2 * y1 - v1 * y2 ) * idet;
+ c = ( u1 * x2 - u2 * x1 ) * idet;
+ d = ( u1 * y2 - u2 * y1 ) * idet;
+
+ e = x0 - a * u0 - c * v0;
+ f = y0 - b * u0 - d * v0;
+
+ _context.save();
+ _context.transform( a, b, c, d, e, f );
+ _context.fill();
+ _context.restore();
+
+ }
+
+ function clipImage( x0, y0, x1, y1, x2, y2, u0, v0, u1, v1, u2, v2, image ) {
+
+ // http://extremelysatisfactorytotalitarianism.com/blog/?p=2120
+
+ var a, b, c, d, e, f, det, idet,
+ width = image.width - 1,
+ height = image.height - 1;
+
+ u0 *= width; v0 *= height;
+ u1 *= width; v1 *= height;
+ u2 *= width; v2 *= height;
+
+ x1 -= x0; y1 -= y0;
+ x2 -= x0; y2 -= y0;
+
+ u1 -= u0; v1 -= v0;
+ u2 -= u0; v2 -= v0;
+
+ det = u1 * v2 - u2 * v1;
+
+ idet = 1 / det;
+
+ a = ( v2 * x1 - v1 * x2 ) * idet;
+ b = ( v2 * y1 - v1 * y2 ) * idet;
+ c = ( u1 * x2 - u2 * x1 ) * idet;
+ d = ( u1 * y2 - u2 * y1 ) * idet;
+
+ e = x0 - a * u0 - c * v0;
+ f = y0 - b * u0 - d * v0;
+
+ _context.save();
+ _context.transform( a, b, c, d, e, f );
+ _context.clip();
+ _context.drawImage( image, 0, 0 );
+ _context.restore();
+
+ }
+
+ function getGradientTexture( color1, color2, color3, color4 ) {
+
+ // http://mrdoob.com/blog/post/710
+
+ _pixelMapData[ 0 ] = ( color1.r * 255 ) | 0;
+ _pixelMapData[ 1 ] = ( color1.g * 255 ) | 0;
+ _pixelMapData[ 2 ] = ( color1.b * 255 ) | 0;
+
+ _pixelMapData[ 4 ] = ( color2.r * 255 ) | 0;
+ _pixelMapData[ 5 ] = ( color2.g * 255 ) | 0;
+ _pixelMapData[ 6 ] = ( color2.b * 255 ) | 0;
+
+ _pixelMapData[ 8 ] = ( color3.r * 255 ) | 0;
+ _pixelMapData[ 9 ] = ( color3.g * 255 ) | 0;
+ _pixelMapData[ 10 ] = ( color3.b * 255 ) | 0;
+
+ _pixelMapData[ 12 ] = ( color4.r * 255 ) | 0;
+ _pixelMapData[ 13 ] = ( color4.g * 255 ) | 0;
+ _pixelMapData[ 14 ] = ( color4.b * 255 ) | 0;
+
+ _pixelMapContext.putImageData( _pixelMapImage, 0, 0 );
+ _gradientMapContext.drawImage( _pixelMap, 0, 0 );
+
+ return _gradientMap;
+
+ }
+
+ // Hide anti-alias gaps
+
+ function expand( v1, v2 ) {
+
+ var x = v2.x - v1.x, y = v2.y - v1.y,
+ det = x * x + y * y, idet;
+
+ if ( det === 0 ) return;
+
+ idet = 1 / Math.sqrt( det );
+
+ x *= idet; y *= idet;
+
+ v2.x += x; v2.y += y;
+ v1.x -= x; v1.y -= y;
+
+ }
+ };
+
+ // Context cached methods.
+
+ function setOpacity( value ) {
+
+ if ( _contextGlobalAlpha !== value ) {
+
+ _context.globalAlpha = value;
+ _contextGlobalAlpha = value;
+
+ }
+
+ }
+
+ function setBlending( value ) {
+
+ if ( _contextGlobalCompositeOperation !== value ) {
+
+ if ( value === THREE.NormalBlending ) {
+
+ _context.globalCompositeOperation = 'source-over';
+
+ } else if ( value === THREE.AdditiveBlending ) {
+
+ _context.globalCompositeOperation = 'lighter';
+
+ } else if ( value === THREE.SubtractiveBlending ) {
+
+ _context.globalCompositeOperation = 'darker';
+
+ }
+
+ _contextGlobalCompositeOperation = value;
+
+ }
+
+ }
+
+ function setLineWidth( value ) {
+
+ if ( _contextLineWidth !== value ) {
+
+ _context.lineWidth = value;
+ _contextLineWidth = value;
+
+ }
+
+ }
+
+ function setLineCap( value ) {
+
+ // "butt", "round", "square"
+
+ if ( _contextLineCap !== value ) {
+
+ _context.lineCap = value;
+ _contextLineCap = value;
+
+ }
+
+ }
+
+ function setLineJoin( value ) {
+
+ // "round", "bevel", "miter"
+
+ if ( _contextLineJoin !== value ) {
+
+ _context.lineJoin = value;
+ _contextLineJoin = value;
+
+ }
+
+ }
+
+ function setStrokeStyle( value ) {
+
+ if ( _contextStrokeStyle !== value ) {
+
+ _context.strokeStyle = value;
+ _contextStrokeStyle = value;
+
+ }
+
+ }
+
+ function setFillStyle( value ) {
+
+ if ( _contextFillStyle !== value ) {
+
+ _context.fillStyle = value;
+ _contextFillStyle = value;
+
+ }
+
+ }
+
+ function setDashAndGap( dashSizeValue, gapSizeValue ) {
+
+ if ( _contextDashSize !== dashSizeValue || _contextGapSize !== gapSizeValue ) {
+
+ _context.setLineDash( [ dashSizeValue, gapSizeValue ] );
+ _contextDashSize = dashSizeValue;
+ _contextGapSize = gapSizeValue;
+
+ }
+
+ }
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ * @author mrdoob / http://mrdoob.com/
+ * @author mikael emtinger / http://gomo.se/
+ */
+
+THREE.ShaderChunk = {
+
+ // FOG
+
+ fog_pars_fragment: [
+
+ "#ifdef USE_FOG",
+
+ "uniform vec3 fogColor;",
+
+ "#ifdef FOG_EXP2",
+
+ "uniform float fogDensity;",
+
+ "#else",
+
+ "uniform float fogNear;",
+ "uniform float fogFar;",
+
+ "#endif",
+
+ "#endif"
+
+ ].join("\n"),
+
+ fog_fragment: [
+
+ "#ifdef USE_FOG",
+
+ "float depth = gl_FragCoord.z / gl_FragCoord.w;",
+
+ "#ifdef FOG_EXP2",
+
+ "const float LOG2 = 1.442695;",
+ "float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );",
+ "fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );",
+
+ "#else",
+
+ "float fogFactor = smoothstep( fogNear, fogFar, depth );",
+
+ "#endif",
+
+ "gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );",
+
+ "#endif"
+
+ ].join("\n"),
+
+ // ENVIRONMENT MAP
+
+ envmap_pars_fragment: [
+
+ "#ifdef USE_ENVMAP",
+
+ "uniform float reflectivity;",
+ "uniform samplerCube envMap;",
+ "uniform float flipEnvMap;",
+ "uniform int combine;",
+
+ "#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )",
+
+ "uniform bool useRefract;",
+ "uniform float refractionRatio;",
+
+ "#else",
+
+ "varying vec3 vReflect;",
+
+ "#endif",
+
+ "#endif"
+
+ ].join("\n"),
+
+ envmap_fragment: [
+
+ "#ifdef USE_ENVMAP",
+
+ "vec3 reflectVec;",
+
+ "#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )",
+
+ "vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );",
+
+ "if ( useRefract ) {",
+
+ "reflectVec = refract( cameraToVertex, normal, refractionRatio );",
+
+ "} else { ",
+
+ "reflectVec = reflect( cameraToVertex, normal );",
+
+ "}",
+
+ "#else",
+
+ "reflectVec = vReflect;",
+
+ "#endif",
+
+ "#ifdef DOUBLE_SIDED",
+
+ "float flipNormal = ( -1.0 + 2.0 * float( gl_FrontFacing ) );",
+ "vec4 cubeColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );",
+
+ "#else",
+
+ "vec4 cubeColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );",
+
+ "#endif",
+
+ "#ifdef GAMMA_INPUT",
+
+ "cubeColor.xyz *= cubeColor.xyz;",
+
+ "#endif",
+
+ "if ( combine == 1 ) {",
+
+ "gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularStrength * reflectivity );",
+
+ "} else if ( combine == 2 ) {",
+
+ "gl_FragColor.xyz += cubeColor.xyz * specularStrength * reflectivity;",
+
+ "} else {",
+
+ "gl_FragColor.xyz = mix( gl_FragColor.xyz, gl_FragColor.xyz * cubeColor.xyz, specularStrength * reflectivity );",
+
+ "}",
+
+ "#endif"
+
+ ].join("\n"),
+
+ envmap_pars_vertex: [
+
+ "#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP )",
+
+ "varying vec3 vReflect;",
+
+ "uniform float refractionRatio;",
+ "uniform bool useRefract;",
+
+ "#endif"
+
+ ].join("\n"),
+
+ worldpos_vertex : [
+
+ "#if defined( USE_ENVMAP ) || defined( PHONG ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP )",
+
+ "#ifdef USE_SKINNING",
+
+ "vec4 worldPosition = modelMatrix * skinned;",
+
+ "#endif",
+
+ "#if defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )",
+
+ "vec4 worldPosition = modelMatrix * vec4( morphed, 1.0 );",
+
+ "#endif",
+
+ "#if ! defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )",
+
+ "vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
+
+ "#endif",
+
+ "#endif"
+
+ ].join("\n"),
+
+ envmap_vertex : [
+
+ "#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP )",
+
+ "vec3 worldNormal = mat3( modelMatrix[ 0 ].xyz, modelMatrix[ 1 ].xyz, modelMatrix[ 2 ].xyz ) * objectNormal;",
+ "worldNormal = normalize( worldNormal );",
+
+ "vec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );",
+
+ "if ( useRefract ) {",
+
+ "vReflect = refract( cameraToVertex, worldNormal, refractionRatio );",
+
+ "} else {",
+
+ "vReflect = reflect( cameraToVertex, worldNormal );",
+
+ "}",
+
+ "#endif"
+
+ ].join("\n"),
+
+ // COLOR MAP (particles)
+
+ map_particle_pars_fragment: [
+
+ "#ifdef USE_MAP",
+
+ "uniform sampler2D map;",
+
+ "#endif"
+
+ ].join("\n"),
+
+
+ map_particle_fragment: [
+
+ "#ifdef USE_MAP",
+
+ "gl_FragColor = gl_FragColor * texture2D( map, vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y ) );",
+
+ "#endif"
+
+ ].join("\n"),
+
+ // COLOR MAP (triangles)
+
+ map_pars_vertex: [
+
+ "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP )",
+
+ "varying vec2 vUv;",
+ "uniform vec4 offsetRepeat;",
+
+ "#endif"
+
+ ].join("\n"),
+
+ map_pars_fragment: [
+
+ "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP )",
+
+ "varying vec2 vUv;",
+
+ "#endif",
+
+ "#ifdef USE_MAP",
+
+ "uniform sampler2D map;",
+
+ "#endif"
+
+ ].join("\n"),
+
+ map_vertex: [
+
+ "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP )",
+
+ "vUv = uv * offsetRepeat.zw + offsetRepeat.xy;",
+
+ "#endif"
+
+ ].join("\n"),
+
+ map_fragment: [
+
+ "#ifdef USE_MAP",
+
+ "vec4 texelColor = texture2D( map, vUv );",
+
+ "#ifdef GAMMA_INPUT",
+
+ "texelColor.xyz *= texelColor.xyz;",
+
+ "#endif",
+
+ "gl_FragColor = gl_FragColor * texelColor;",
+
+ "#endif"
+
+ ].join("\n"),
+
+ // LIGHT MAP
+
+ lightmap_pars_fragment: [
+
+ "#ifdef USE_LIGHTMAP",
+
+ "varying vec2 vUv2;",
+ "uniform sampler2D lightMap;",
+
+ "#endif"
+
+ ].join("\n"),
+
+ lightmap_pars_vertex: [
+
+ "#ifdef USE_LIGHTMAP",
+
+ "varying vec2 vUv2;",
+
+ "#endif"
+
+ ].join("\n"),
+
+ lightmap_fragment: [
+
+ "#ifdef USE_LIGHTMAP",
+
+ "gl_FragColor = gl_FragColor * texture2D( lightMap, vUv2 );",
+
+ "#endif"
+
+ ].join("\n"),
+
+ lightmap_vertex: [
+
+ "#ifdef USE_LIGHTMAP",
+
+ "vUv2 = uv2;",
+
+ "#endif"
+
+ ].join("\n"),
+
+ // BUMP MAP
+
+ bumpmap_pars_fragment: [
+
+ "#ifdef USE_BUMPMAP",
+
+ "uniform sampler2D bumpMap;",
+ "uniform float bumpScale;",
+
+ // Derivative maps - bump mapping unparametrized surfaces by Morten Mikkelsen
+ // http://mmikkelsen3d.blogspot.sk/2011/07/derivative-maps.html
+
+ // Evaluate the derivative of the height w.r.t. screen-space using forward differencing (listing 2)
+
+ "vec2 dHdxy_fwd() {",
+
+ "vec2 dSTdx = dFdx( vUv );",
+ "vec2 dSTdy = dFdy( vUv );",
+
+ "float Hll = bumpScale * texture2D( bumpMap, vUv ).x;",
+ "float dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;",
+ "float dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;",
+
+ "return vec2( dBx, dBy );",
+
+ "}",
+
+ "vec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {",
+
+ "vec3 vSigmaX = dFdx( surf_pos );",
+ "vec3 vSigmaY = dFdy( surf_pos );",
+ "vec3 vN = surf_norm;", // normalized
+
+ "vec3 R1 = cross( vSigmaY, vN );",
+ "vec3 R2 = cross( vN, vSigmaX );",
+
+ "float fDet = dot( vSigmaX, R1 );",
+
+ "vec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );",
+ "return normalize( abs( fDet ) * surf_norm - vGrad );",
+
+ "}",
+
+ "#endif"
+
+ ].join("\n"),
+
+ // NORMAL MAP
+
+ normalmap_pars_fragment: [
+
+ "#ifdef USE_NORMALMAP",
+
+ "uniform sampler2D normalMap;",
+ "uniform vec2 normalScale;",
+
+ // Per-Pixel Tangent Space Normal Mapping
+ // http://hacksoflife.blogspot.ch/2009/11/per-pixel-tangent-space-normal-mapping.html
+
+ "vec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {",
+
+ "vec3 q0 = dFdx( eye_pos.xyz );",
+ "vec3 q1 = dFdy( eye_pos.xyz );",
+ "vec2 st0 = dFdx( vUv.st );",
+ "vec2 st1 = dFdy( vUv.st );",
+
+ "vec3 S = normalize( q0 * st1.t - q1 * st0.t );",
+ "vec3 T = normalize( -q0 * st1.s + q1 * st0.s );",
+ "vec3 N = normalize( surf_norm );",
+
+ "vec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;",
+ "mapN.xy = normalScale * mapN.xy;",
+ "mat3 tsn = mat3( S, T, N );",
+ "return normalize( tsn * mapN );",
+
+ "}",
+
+ "#endif"
+
+ ].join("\n"),
+
+ // SPECULAR MAP
+
+ specularmap_pars_fragment: [
+
+ "#ifdef USE_SPECULARMAP",
+
+ "uniform sampler2D specularMap;",
+
+ "#endif"
+
+ ].join("\n"),
+
+ specularmap_fragment: [
+
+ "float specularStrength;",
+
+ "#ifdef USE_SPECULARMAP",
+
+ "vec4 texelSpecular = texture2D( specularMap, vUv );",
+ "specularStrength = texelSpecular.r;",
+
+ "#else",
+
+ "specularStrength = 1.0;",
+
+ "#endif"
+
+ ].join("\n"),
+
+ // LIGHTS LAMBERT
+
+ lights_lambert_pars_vertex: [
+
+ "uniform vec3 ambient;",
+ "uniform vec3 diffuse;",
+ "uniform vec3 emissive;",
+
+ "uniform vec3 ambientLightColor;",
+
+ "#if MAX_DIR_LIGHTS > 0",
+
+ "uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
+ "uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
+
+ "#endif",
+
+ "#if MAX_HEMI_LIGHTS > 0",
+
+ "uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
+ "uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
+ "uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
+
+ "#endif",
+
+ "#if MAX_POINT_LIGHTS > 0",
+
+ "uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
+ "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
+ "uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
+
+ "#endif",
+
+ "#if MAX_SPOT_LIGHTS > 0",
+
+ "uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
+ "uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
+ "uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
+ "uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
+ "uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];",
+ "uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",
+
+ "#endif",
+
+ "#ifdef WRAP_AROUND",
+
+ "uniform vec3 wrapRGB;",
+
+ "#endif"
+
+ ].join("\n"),
+
+ lights_lambert_vertex: [
+
+ "vLightFront = vec3( 0.0 );",
+
+ "#ifdef DOUBLE_SIDED",
+
+ "vLightBack = vec3( 0.0 );",
+
+ "#endif",
+
+ "transformedNormal = normalize( transformedNormal );",
+
+ "#if MAX_DIR_LIGHTS > 0",
+
+ "for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {",
+
+ "vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
+ "vec3 dirVector = normalize( lDirection.xyz );",
+
+ "float dotProduct = dot( transformedNormal, dirVector );",
+ "vec3 directionalLightWeighting = vec3( max( dotProduct, 0.0 ) );",
+
+ "#ifdef DOUBLE_SIDED",
+
+ "vec3 directionalLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );",
+
+ "#ifdef WRAP_AROUND",
+
+ "vec3 directionalLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );",
+
+ "#endif",
+
+ "#endif",
+
+ "#ifdef WRAP_AROUND",
+
+ "vec3 directionalLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );",
+ "directionalLightWeighting = mix( directionalLightWeighting, directionalLightWeightingHalf, wrapRGB );",
+
+ "#ifdef DOUBLE_SIDED",
+
+ "directionalLightWeightingBack = mix( directionalLightWeightingBack, directionalLightWeightingHalfBack, wrapRGB );",
+
+ "#endif",
+
+ "#endif",
+
+ "vLightFront += directionalLightColor[ i ] * directionalLightWeighting;",
+
+ "#ifdef DOUBLE_SIDED",
+
+ "vLightBack += directionalLightColor[ i ] * directionalLightWeightingBack;",
+
+ "#endif",
+
+ "}",
+
+ "#endif",
+
+ "#if MAX_POINT_LIGHTS > 0",
+
+ "for( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
+
+ "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
+ "vec3 lVector = lPosition.xyz - mvPosition.xyz;",
+
+ "float lDistance = 1.0;",
+ "if ( pointLightDistance[ i ] > 0.0 )",
+ "lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );",
+
+ "lVector = normalize( lVector );",
+ "float dotProduct = dot( transformedNormal, lVector );",
+
+ "vec3 pointLightWeighting = vec3( max( dotProduct, 0.0 ) );",
+
+ "#ifdef DOUBLE_SIDED",
+
+ "vec3 pointLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );",
+
+ "#ifdef WRAP_AROUND",
+
+ "vec3 pointLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );",
+
+ "#endif",
+
+ "#endif",
+
+ "#ifdef WRAP_AROUND",
+
+ "vec3 pointLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );",
+ "pointLightWeighting = mix( pointLightWeighting, pointLightWeightingHalf, wrapRGB );",
+
+ "#ifdef DOUBLE_SIDED",
+
+ "pointLightWeightingBack = mix( pointLightWeightingBack, pointLightWeightingHalfBack, wrapRGB );",
+
+ "#endif",
+
+ "#endif",
+
+ "vLightFront += pointLightColor[ i ] * pointLightWeighting * lDistance;",
+
+ "#ifdef DOUBLE_SIDED",
+
+ "vLightBack += pointLightColor[ i ] * pointLightWeightingBack * lDistance;",
+
+ "#endif",
+
+ "}",
+
+ "#endif",
+
+ "#if MAX_SPOT_LIGHTS > 0",
+
+ "for( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
+
+ "vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
+ "vec3 lVector = lPosition.xyz - mvPosition.xyz;",
+
+ "float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - worldPosition.xyz ) );",
+
+ "if ( spotEffect > spotLightAngleCos[ i ] ) {",
+
+ "spotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );",
+
+ "float lDistance = 1.0;",
+ "if ( spotLightDistance[ i ] > 0.0 )",
+ "lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );",
+
+ "lVector = normalize( lVector );",
+
+ "float dotProduct = dot( transformedNormal, lVector );",
+ "vec3 spotLightWeighting = vec3( max( dotProduct, 0.0 ) );",
+
+ "#ifdef DOUBLE_SIDED",
+
+ "vec3 spotLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );",
+
+ "#ifdef WRAP_AROUND",
+
+ "vec3 spotLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );",
+
+ "#endif",
+
+ "#endif",
+
+ "#ifdef WRAP_AROUND",
+
+ "vec3 spotLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );",
+ "spotLightWeighting = mix( spotLightWeighting, spotLightWeightingHalf, wrapRGB );",
+
+ "#ifdef DOUBLE_SIDED",
+
+ "spotLightWeightingBack = mix( spotLightWeightingBack, spotLightWeightingHalfBack, wrapRGB );",
+
+ "#endif",
+
+ "#endif",
+
+ "vLightFront += spotLightColor[ i ] * spotLightWeighting * lDistance * spotEffect;",
+
+ "#ifdef DOUBLE_SIDED",
+
+ "vLightBack += spotLightColor[ i ] * spotLightWeightingBack * lDistance * spotEffect;",
+
+ "#endif",
+
+ "}",
+
+ "}",
+
+ "#endif",
+
+ "#if MAX_HEMI_LIGHTS > 0",
+
+ "for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
+
+ "vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
+ "vec3 lVector = normalize( lDirection.xyz );",
+
+ "float dotProduct = dot( transformedNormal, lVector );",
+
+ "float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
+ "float hemiDiffuseWeightBack = -0.5 * dotProduct + 0.5;",
+
+ "vLightFront += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",
+
+ "#ifdef DOUBLE_SIDED",
+
+ "vLightBack += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeightBack );",
+
+ "#endif",
+
+ "}",
+
+ "#endif",
+
+ "vLightFront = vLightFront * diffuse + ambient * ambientLightColor + emissive;",
+
+ "#ifdef DOUBLE_SIDED",
+
+ "vLightBack = vLightBack * diffuse + ambient * ambientLightColor + emissive;",
+
+ "#endif"
+
+ ].join("\n"),
+
+ // LIGHTS PHONG
+
+ lights_phong_pars_vertex: [
+
+ "#ifndef PHONG_PER_PIXEL",
+
+ "#if MAX_POINT_LIGHTS > 0",
+
+ "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
+ "uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
+
+ "varying vec4 vPointLight[ MAX_POINT_LIGHTS ];",
+
+ "#endif",
+
+ "#if MAX_SPOT_LIGHTS > 0",
+
+ "uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
+ "uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
+
+ "varying vec4 vSpotLight[ MAX_SPOT_LIGHTS ];",
+
+ "#endif",
+
+ "#endif",
+
+ "#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )",
+
+ "varying vec3 vWorldPosition;",
+
+ "#endif"
+
+ ].join("\n"),
+
+
+ lights_phong_vertex: [
+
+ "#ifndef PHONG_PER_PIXEL",
+
+ "#if MAX_POINT_LIGHTS > 0",
+
+ "for( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
+
+ "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
+ "vec3 lVector = lPosition.xyz - mvPosition.xyz;",
+
+ "float lDistance = 1.0;",
+ "if ( pointLightDistance[ i ] > 0.0 )",
+ "lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );",
+
+ "vPointLight[ i ] = vec4( lVector, lDistance );",
+
+ "}",
+
+ "#endif",
+
+ "#if MAX_SPOT_LIGHTS > 0",
+
+ "for( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
+
+ "vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
+ "vec3 lVector = lPosition.xyz - mvPosition.xyz;",
+
+ "float lDistance = 1.0;",
+ "if ( spotLightDistance[ i ] > 0.0 )",
+ "lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );",
+
+ "vSpotLight[ i ] = vec4( lVector, lDistance );",
+
+ "}",
+
+ "#endif",
+
+ "#endif",
+
+ "#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )",
+
+ "vWorldPosition = worldPosition.xyz;",
+
+ "#endif"
+
+ ].join("\n"),
+
+ lights_phong_pars_fragment: [
+
+ "uniform vec3 ambientLightColor;",
+
+ "#if MAX_DIR_LIGHTS > 0",
+
+ "uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
+ "uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
+
+ "#endif",
+
+ "#if MAX_HEMI_LIGHTS > 0",
+
+ "uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
+ "uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
+ "uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
+
+ "#endif",
+
+ "#if MAX_POINT_LIGHTS > 0",
+
+ "uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
+
+ "#ifdef PHONG_PER_PIXEL",
+
+ "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
+ "uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
+
+ "#else",
+
+ "varying vec4 vPointLight[ MAX_POINT_LIGHTS ];",
+
+ "#endif",
+
+ "#endif",
+
+ "#if MAX_SPOT_LIGHTS > 0",
+
+ "uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
+ "uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
+ "uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
+ "uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];",
+ "uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",
+
+ "#ifdef PHONG_PER_PIXEL",
+
+ "uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
+
+ "#else",
+
+ "varying vec4 vSpotLight[ MAX_SPOT_LIGHTS ];",
+
+ "#endif",
+
+ "#endif",
+
+ "#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )",
+
+ "varying vec3 vWorldPosition;",
+
+ "#endif",
+
+ "#ifdef WRAP_AROUND",
+
+ "uniform vec3 wrapRGB;",
+
+ "#endif",
+
+ "varying vec3 vViewPosition;",
+ "varying vec3 vNormal;"
+
+ ].join("\n"),
+
+ lights_phong_fragment: [
+
+ "vec3 normal = normalize( vNormal );",
+ "vec3 viewPosition = normalize( vViewPosition );",
+
+ "#ifdef DOUBLE_SIDED",
+
+ "normal = normal * ( -1.0 + 2.0 * float( gl_FrontFacing ) );",
+
+ "#endif",
+
+ "#ifdef USE_NORMALMAP",
+
+ "normal = perturbNormal2Arb( -vViewPosition, normal );",
+
+ "#elif defined( USE_BUMPMAP )",
+
+ "normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );",
+
+ "#endif",
+
+ "#if MAX_POINT_LIGHTS > 0",
+
+ "vec3 pointDiffuse = vec3( 0.0 );",
+ "vec3 pointSpecular = vec3( 0.0 );",
+
+ "for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
+
+ "#ifdef PHONG_PER_PIXEL",
+
+ "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
+ "vec3 lVector = lPosition.xyz + vViewPosition.xyz;",
+
+ "float lDistance = 1.0;",
+ "if ( pointLightDistance[ i ] > 0.0 )",
+ "lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );",
+
+ "lVector = normalize( lVector );",
+
+ "#else",
+
+ "vec3 lVector = normalize( vPointLight[ i ].xyz );",
+ "float lDistance = vPointLight[ i ].w;",
+
+ "#endif",
+
+ // diffuse
+
+ "float dotProduct = dot( normal, lVector );",
+
+ "#ifdef WRAP_AROUND",
+
+ "float pointDiffuseWeightFull = max( dotProduct, 0.0 );",
+ "float pointDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );",
+
+ "vec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );",
+
+ "#else",
+
+ "float pointDiffuseWeight = max( dotProduct, 0.0 );",
+
+ "#endif",
+
+ "pointDiffuse += diffuse * pointLightColor[ i ] * pointDiffuseWeight * lDistance;",
+
+ // specular
+
+ "vec3 pointHalfVector = normalize( lVector + viewPosition );",
+ "float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
+ "float pointSpecularWeight = specularStrength * max( pow( pointDotNormalHalf, shininess ), 0.0 );",
+
+ "#ifdef PHYSICALLY_BASED_SHADING",
+
+ // 2.0 => 2.0001 is hack to work around ANGLE bug
+
+ "float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
+
+ "vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, pointHalfVector ), 5.0 );",
+ "pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance * specularNormalization;",
+
+ "#else",
+
+ "pointSpecular += specular * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance;",
+
+ "#endif",
+
+ "}",
+
+ "#endif",
+
+ "#if MAX_SPOT_LIGHTS > 0",
+
+ "vec3 spotDiffuse = vec3( 0.0 );",
+ "vec3 spotSpecular = vec3( 0.0 );",
+
+ "for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
+
+ "#ifdef PHONG_PER_PIXEL",
+
+ "vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
+ "vec3 lVector = lPosition.xyz + vViewPosition.xyz;",
+
+ "float lDistance = 1.0;",
+ "if ( spotLightDistance[ i ] > 0.0 )",
+ "lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );",
+
+ "lVector = normalize( lVector );",
+
+ "#else",
+
+ "vec3 lVector = normalize( vSpotLight[ i ].xyz );",
+ "float lDistance = vSpotLight[ i ].w;",
+
+ "#endif",
+
+ "float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );",
+
+ "if ( spotEffect > spotLightAngleCos[ i ] ) {",
+
+ "spotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );",
+
+ // diffuse
+
+ "float dotProduct = dot( normal, lVector );",
+
+ "#ifdef WRAP_AROUND",
+
+ "float spotDiffuseWeightFull = max( dotProduct, 0.0 );",
+ "float spotDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );",
+
+ "vec3 spotDiffuseWeight = mix( vec3 ( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );",
+
+ "#else",
+
+ "float spotDiffuseWeight = max( dotProduct, 0.0 );",
+
+ "#endif",
+
+ "spotDiffuse += diffuse * spotLightColor[ i ] * spotDiffuseWeight * lDistance * spotEffect;",
+
+ // specular
+
+ "vec3 spotHalfVector = normalize( lVector + viewPosition );",
+ "float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );",
+ "float spotSpecularWeight = specularStrength * max( pow( spotDotNormalHalf, shininess ), 0.0 );",
+
+ "#ifdef PHYSICALLY_BASED_SHADING",
+
+ // 2.0 => 2.0001 is hack to work around ANGLE bug
+
+ "float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
+
+ "vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, spotHalfVector ), 5.0 );",
+ "spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * lDistance * specularNormalization * spotEffect;",
+
+ "#else",
+
+ "spotSpecular += specular * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * lDistance * spotEffect;",
+
+ "#endif",
+
+ "}",
+
+ "}",
+
+ "#endif",
+
+ "#if MAX_DIR_LIGHTS > 0",
+
+ "vec3 dirDiffuse = vec3( 0.0 );",
+ "vec3 dirSpecular = vec3( 0.0 );" ,
+
+ "for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {",
+
+ "vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
+ "vec3 dirVector = normalize( lDirection.xyz );",
+
+ // diffuse
+
+ "float dotProduct = dot( normal, dirVector );",
+
+ "#ifdef WRAP_AROUND",
+
+ "float dirDiffuseWeightFull = max( dotProduct, 0.0 );",
+ "float dirDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );",
+
+ "vec3 dirDiffuseWeight = mix( vec3( dirDiffuseWeightFull ), vec3( dirDiffuseWeightHalf ), wrapRGB );",
+
+ "#else",
+
+ "float dirDiffuseWeight = max( dotProduct, 0.0 );",
+
+ "#endif",
+
+ "dirDiffuse += diffuse * directionalLightColor[ i ] * dirDiffuseWeight;",
+
+ // specular
+
+ "vec3 dirHalfVector = normalize( dirVector + viewPosition );",
+ "float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
+ "float dirSpecularWeight = specularStrength * max( pow( dirDotNormalHalf, shininess ), 0.0 );",
+
+ "#ifdef PHYSICALLY_BASED_SHADING",
+
+ /*
+ // fresnel term from skin shader
+ "const float F0 = 0.128;",
+
+ "float base = 1.0 - dot( viewPosition, dirHalfVector );",
+ "float exponential = pow( base, 5.0 );",
+
+ "float fresnel = exponential + F0 * ( 1.0 - exponential );",
+ */
+
+ /*
+ // fresnel term from fresnel shader
+ "const float mFresnelBias = 0.08;",
+ "const float mFresnelScale = 0.3;",
+ "const float mFresnelPower = 5.0;",
+
+ "float fresnel = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( -viewPosition ), normal ), mFresnelPower );",
+ */
+
+ // 2.0 => 2.0001 is hack to work around ANGLE bug
+
+ "float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
+
+ //"dirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization * fresnel;",
+
+ "vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( dirVector, dirHalfVector ), 5.0 );",
+ "dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;",
+
+ "#else",
+
+ "dirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight;",
+
+ "#endif",
+
+ "}",
+
+ "#endif",
+
+ "#if MAX_HEMI_LIGHTS > 0",
+
+ "vec3 hemiDiffuse = vec3( 0.0 );",
+ "vec3 hemiSpecular = vec3( 0.0 );" ,
+
+ "for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
+
+ "vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
+ "vec3 lVector = normalize( lDirection.xyz );",
+
+ // diffuse
+
+ "float dotProduct = dot( normal, lVector );",
+ "float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
+
+ "vec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",
+
+ "hemiDiffuse += diffuse * hemiColor;",
+
+ // specular (sky light)
+
+ "vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );",
+ "float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;",
+ "float hemiSpecularWeightSky = specularStrength * max( pow( hemiDotNormalHalfSky, shininess ), 0.0 );",
+
+ // specular (ground light)
+
+ "vec3 lVectorGround = -lVector;",
+
+ "vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );",
+ "float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;",
+ "float hemiSpecularWeightGround = specularStrength * max( pow( hemiDotNormalHalfGround, shininess ), 0.0 );",
+
+ "#ifdef PHYSICALLY_BASED_SHADING",
+
+ "float dotProductGround = dot( normal, lVectorGround );",
+
+ // 2.0 => 2.0001 is hack to work around ANGLE bug
+
+ "float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
+
+ "vec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, hemiHalfVectorSky ), 5.0 );",
+ "vec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 5.0 );",
+ "hemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );",
+
+ "#else",
+
+ "hemiSpecular += specular * hemiColor * ( hemiSpecularWeightSky + hemiSpecularWeightGround ) * hemiDiffuseWeight;",
+
+ "#endif",
+
+ "}",
+
+ "#endif",
+
+ "vec3 totalDiffuse = vec3( 0.0 );",
+ "vec3 totalSpecular = vec3( 0.0 );",
+
+ "#if MAX_DIR_LIGHTS > 0",
+
+ "totalDiffuse += dirDiffuse;",
+ "totalSpecular += dirSpecular;",
+
+ "#endif",
+
+ "#if MAX_HEMI_LIGHTS > 0",
+
+ "totalDiffuse += hemiDiffuse;",
+ "totalSpecular += hemiSpecular;",
+
+ "#endif",
+
+ "#if MAX_POINT_LIGHTS > 0",
+
+ "totalDiffuse += pointDiffuse;",
+ "totalSpecular += pointSpecular;",
+
+ "#endif",
+
+ "#if MAX_SPOT_LIGHTS > 0",
+
+ "totalDiffuse += spotDiffuse;",
+ "totalSpecular += spotSpecular;",
+
+ "#endif",
+
+ "#ifdef METAL",
+
+ "gl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient + totalSpecular );",
+
+ "#else",
+
+ "gl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient ) + totalSpecular;",
+
+ "#endif"
+
+ ].join("\n"),
+
+ // VERTEX COLORS
+
+ color_pars_fragment: [
+
+ "#ifdef USE_COLOR",
+
+ "varying vec3 vColor;",
+
+ "#endif"
+
+ ].join("\n"),
+
+
+ color_fragment: [
+
+ "#ifdef USE_COLOR",
+
+ "gl_FragColor = gl_FragColor * vec4( vColor, opacity );",
+
+ "#endif"
+
+ ].join("\n"),
+
+ color_pars_vertex: [
+
+ "#ifdef USE_COLOR",
+
+ "varying vec3 vColor;",
+
+ "#endif"
+
+ ].join("\n"),
+
+
+ color_vertex: [
+
+ "#ifdef USE_COLOR",
+
+ "#ifdef GAMMA_INPUT",
+
+ "vColor = color * color;",
+
+ "#else",
+
+ "vColor = color;",
+
+ "#endif",
+
+ "#endif"
+
+ ].join("\n"),
+
+ // SKINNING
+
+ skinning_pars_vertex: [
+
+ "#ifdef USE_SKINNING",
+
+ "#ifdef BONE_TEXTURE",
+
+ "uniform sampler2D boneTexture;",
+
+ "mat4 getBoneMatrix( const in float i ) {",
+
+ "float j = i * 4.0;",
+ "float x = mod( j, N_BONE_PIXEL_X );",
+ "float y = floor( j / N_BONE_PIXEL_X );",
+
+ "const float dx = 1.0 / N_BONE_PIXEL_X;",
+ "const float dy = 1.0 / N_BONE_PIXEL_Y;",
+
+ "y = dy * ( y + 0.5 );",
+
+ "vec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );",
+ "vec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );",
+ "vec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );",
+ "vec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );",
+
+ "mat4 bone = mat4( v1, v2, v3, v4 );",
+
+ "return bone;",
+
+ "}",
+
+ "#else",
+
+ "uniform mat4 boneGlobalMatrices[ MAX_BONES ];",
+
+ "mat4 getBoneMatrix( const in float i ) {",
+
+ "mat4 bone = boneGlobalMatrices[ int(i) ];",
+ "return bone;",
+
+ "}",
+
+ "#endif",
+
+ "#endif"
+
+ ].join("\n"),
+
+ skinbase_vertex: [
+
+ "#ifdef USE_SKINNING",
+
+ "mat4 boneMatX = getBoneMatrix( skinIndex.x );",
+ "mat4 boneMatY = getBoneMatrix( skinIndex.y );",
+
+ "#endif"
+
+ ].join("\n"),
+
+ skinning_vertex: [
+
+ "#ifdef USE_SKINNING",
+
+ "#ifdef USE_MORPHTARGETS",
+
+ "vec4 skinVertex = vec4( morphed, 1.0 );",
+
+ "#else",
+
+ "vec4 skinVertex = vec4( position, 1.0 );",
+
+ "#endif",
+
+ "vec4 skinned = boneMatX * skinVertex * skinWeight.x;",
+ "skinned += boneMatY * skinVertex * skinWeight.y;",
+
+ "#endif"
+
+ ].join("\n"),
+
+ // MORPHING
+
+ morphtarget_pars_vertex: [
+
+ "#ifdef USE_MORPHTARGETS",
+
+ "#ifndef USE_MORPHNORMALS",
+
+ "uniform float morphTargetInfluences[ 8 ];",
+
+ "#else",
+
+ "uniform float morphTargetInfluences[ 4 ];",
+
+ "#endif",
+
+ "#endif"
+
+ ].join("\n"),
+
+ morphtarget_vertex: [
+
+ "#ifdef USE_MORPHTARGETS",
+
+ "vec3 morphed = vec3( 0.0 );",
+ "morphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];",
+ "morphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];",
+ "morphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];",
+ "morphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];",
+
+ "#ifndef USE_MORPHNORMALS",
+
+ "morphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];",
+ "morphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];",
+ "morphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];",
+ "morphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];",
+
+ "#endif",
+
+ "morphed += position;",
+
+ "#endif"
+
+ ].join("\n"),
+
+ default_vertex : [
+
+ "vec4 mvPosition;",
+
+ "#ifdef USE_SKINNING",
+
+ "mvPosition = modelViewMatrix * skinned;",
+
+ "#endif",
+
+ "#if !defined( USE_SKINNING ) && defined( USE_MORPHTARGETS )",
+
+ "mvPosition = modelViewMatrix * vec4( morphed, 1.0 );",
+
+ "#endif",
+
+ "#if !defined( USE_SKINNING ) && ! defined( USE_MORPHTARGETS )",
+
+ "mvPosition = modelViewMatrix * vec4( position, 1.0 );",
+
+ "#endif",
+
+ "gl_Position = projectionMatrix * mvPosition;"
+
+ ].join("\n"),
+
+ morphnormal_vertex: [
+
+ "#ifdef USE_MORPHNORMALS",
+
+ "vec3 morphedNormal = vec3( 0.0 );",
+
+ "morphedNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];",
+ "morphedNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];",
+ "morphedNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];",
+ "morphedNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];",
+
+ "morphedNormal += normal;",
+
+ "#endif"
+
+ ].join("\n"),
+
+ skinnormal_vertex: [
+
+ "#ifdef USE_SKINNING",
+
+ "mat4 skinMatrix = skinWeight.x * boneMatX;",
+ "skinMatrix += skinWeight.y * boneMatY;",
+
+ "#ifdef USE_MORPHNORMALS",
+
+ "vec4 skinnedNormal = skinMatrix * vec4( morphedNormal, 0.0 );",
+
+ "#else",
+
+ "vec4 skinnedNormal = skinMatrix * vec4( normal, 0.0 );",
+
+ "#endif",
+
+ "#endif"
+
+ ].join("\n"),
+
+ defaultnormal_vertex: [
+
+ "vec3 objectNormal;",
+
+ "#ifdef USE_SKINNING",
+
+ "objectNormal = skinnedNormal.xyz;",
+
+ "#endif",
+
+ "#if !defined( USE_SKINNING ) && defined( USE_MORPHNORMALS )",
+
+ "objectNormal = morphedNormal;",
+
+ "#endif",
+
+ "#if !defined( USE_SKINNING ) && ! defined( USE_MORPHNORMALS )",
+
+ "objectNormal = normal;",
+
+ "#endif",
+
+ "#ifdef FLIP_SIDED",
+
+ "objectNormal = -objectNormal;",
+
+ "#endif",
+
+ "vec3 transformedNormal = normalMatrix * objectNormal;"
+
+ ].join("\n"),
+
+ // SHADOW MAP
+
+ // based on SpiderGL shadow map and Fabien Sanglard's GLSL shadow mapping examples
+ // http://spidergl.org/example.php?id=6
+ // http://fabiensanglard.net/shadowmapping
+
+ shadowmap_pars_fragment: [
+
+ "#ifdef USE_SHADOWMAP",
+
+ "uniform sampler2D shadowMap[ MAX_SHADOWS ];",
+ "uniform vec2 shadowMapSize[ MAX_SHADOWS ];",
+
+ "uniform float shadowDarkness[ MAX_SHADOWS ];",
+ "uniform float shadowBias[ MAX_SHADOWS ];",
+
+ "varying vec4 vShadowCoord[ MAX_SHADOWS ];",
+
+ "float unpackDepth( const in vec4 rgba_depth ) {",
+
+ "const vec4 bit_shift = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );",
+ "float depth = dot( rgba_depth, bit_shift );",
+ "return depth;",
+
+ "}",
+
+ "#endif"
+
+ ].join("\n"),
+
+ shadowmap_fragment: [
+
+ "#ifdef USE_SHADOWMAP",
+
+ "#ifdef SHADOWMAP_DEBUG",
+
+ "vec3 frustumColors[3];",
+ "frustumColors[0] = vec3( 1.0, 0.5, 0.0 );",
+ "frustumColors[1] = vec3( 0.0, 1.0, 0.8 );",
+ "frustumColors[2] = vec3( 0.0, 0.5, 1.0 );",
+
+ "#endif",
+
+ "#ifdef SHADOWMAP_CASCADE",
+
+ "int inFrustumCount = 0;",
+
+ "#endif",
+
+ "float fDepth;",
+ "vec3 shadowColor = vec3( 1.0 );",
+
+ "for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
+
+ "vec3 shadowCoord = vShadowCoord[ i ].xyz / vShadowCoord[ i ].w;",
+
+ // "if ( something && something )" breaks ATI OpenGL shader compiler
+ // "if ( all( something, something ) )" using this instead
+
+ "bvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );",
+ "bool inFrustum = all( inFrustumVec );",
+
+ // don't shadow pixels outside of light frustum
+ // use just first frustum (for cascades)
+ // don't shadow pixels behind far plane of light frustum
+
+ "#ifdef SHADOWMAP_CASCADE",
+
+ "inFrustumCount += int( inFrustum );",
+ "bvec3 frustumTestVec = bvec3( inFrustum, inFrustumCount == 1, shadowCoord.z <= 1.0 );",
+
+ "#else",
+
+ "bvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );",
+
+ "#endif",
+
+ "bool frustumTest = all( frustumTestVec );",
+
+ "if ( frustumTest ) {",
+
+ "shadowCoord.z += shadowBias[ i ];",
+
+ "#if defined( SHADOWMAP_TYPE_PCF )",
+
+ // Percentage-close filtering
+ // (9 pixel kernel)
+ // http://fabiensanglard.net/shadowmappingPCF/
+
+ "float shadow = 0.0;",
+
+ /*
+ // nested loops breaks shader compiler / validator on some ATI cards when using OpenGL
+ // must enroll loop manually
+
+ "for ( float y = -1.25; y <= 1.25; y += 1.25 )",
+ "for ( float x = -1.25; x <= 1.25; x += 1.25 ) {",
+
+ "vec4 rgbaDepth = texture2D( shadowMap[ i ], vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy );",
+
+ // doesn't seem to produce any noticeable visual difference compared to simple "texture2D" lookup
+ //"vec4 rgbaDepth = texture2DProj( shadowMap[ i ], vec4( vShadowCoord[ i ].w * ( vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy ), 0.05, vShadowCoord[ i ].w ) );",
+
+ "float fDepth = unpackDepth( rgbaDepth );",
+
+ "if ( fDepth < shadowCoord.z )",
+ "shadow += 1.0;",
+
+ "}",
+
+ "shadow /= 9.0;",
+
+ */
+
+ "const float shadowDelta = 1.0 / 9.0;",
+
+ "float xPixelOffset = 1.0 / shadowMapSize[ i ].x;",
+ "float yPixelOffset = 1.0 / shadowMapSize[ i ].y;",
+
+ "float dx0 = -1.25 * xPixelOffset;",
+ "float dy0 = -1.25 * yPixelOffset;",
+ "float dx1 = 1.25 * xPixelOffset;",
+ "float dy1 = 1.25 * yPixelOffset;",
+
+ "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );",
+ "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
+
+ "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );",
+ "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
+
+ "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );",
+ "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
+
+ "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );",
+ "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
+
+ "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );",
+ "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
+
+ "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );",
+ "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
+
+ "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );",
+ "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
+
+ "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );",
+ "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
+
+ "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );",
+ "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
+
+ "shadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );",
+
+ "#elif defined( SHADOWMAP_TYPE_PCF_SOFT )",
+
+ // Percentage-close filtering
+ // (9 pixel kernel)
+ // http://fabiensanglard.net/shadowmappingPCF/
+
+ "float shadow = 0.0;",
+
+ "float xPixelOffset = 1.0 / shadowMapSize[ i ].x;",
+ "float yPixelOffset = 1.0 / shadowMapSize[ i ].y;",
+
+ "float dx0 = -1.0 * xPixelOffset;",
+ "float dy0 = -1.0 * yPixelOffset;",
+ "float dx1 = 1.0 * xPixelOffset;",
+ "float dy1 = 1.0 * yPixelOffset;",
+
+ "mat3 shadowKernel;",
+ "mat3 depthKernel;",
+
+ "depthKernel[0][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );",
+ "depthKernel[0][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );",
+ "depthKernel[0][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );",
+ "depthKernel[1][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );",
+ "depthKernel[1][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );",
+ "depthKernel[1][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );",
+ "depthKernel[2][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );",
+ "depthKernel[2][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );",
+ "depthKernel[2][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );",
+
+ "vec3 shadowZ = vec3( shadowCoord.z );",
+ "shadowKernel[0] = vec3(lessThan(depthKernel[0], shadowZ ));",
+ "shadowKernel[0] *= vec3(0.25);",
+
+ "shadowKernel[1] = vec3(lessThan(depthKernel[1], shadowZ ));",
+ "shadowKernel[1] *= vec3(0.25);",
+
+ "shadowKernel[2] = vec3(lessThan(depthKernel[2], shadowZ ));",
+ "shadowKernel[2] *= vec3(0.25);",
+
+ "vec2 fractionalCoord = 1.0 - fract( shadowCoord.xy * shadowMapSize[i].xy );",
+
+ "shadowKernel[0] = mix( shadowKernel[1], shadowKernel[0], fractionalCoord.x );",
+ "shadowKernel[1] = mix( shadowKernel[2], shadowKernel[1], fractionalCoord.x );",
+
+ "vec4 shadowValues;",
+ "shadowValues.x = mix( shadowKernel[0][1], shadowKernel[0][0], fractionalCoord.y );",
+ "shadowValues.y = mix( shadowKernel[0][2], shadowKernel[0][1], fractionalCoord.y );",
+ "shadowValues.z = mix( shadowKernel[1][1], shadowKernel[1][0], fractionalCoord.y );",
+ "shadowValues.w = mix( shadowKernel[1][2], shadowKernel[1][1], fractionalCoord.y );",
+
+ "shadow = dot( shadowValues, vec4( 1.0 ) );",
+
+ "shadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );",
+
+ "#else",
+
+ "vec4 rgbaDepth = texture2D( shadowMap[ i ], shadowCoord.xy );",
+ "float fDepth = unpackDepth( rgbaDepth );",
+
+ "if ( fDepth < shadowCoord.z )",
+
+ // spot with multiple shadows is darker
+
+ "shadowColor = shadowColor * vec3( 1.0 - shadowDarkness[ i ] );",
+
+ // spot with multiple shadows has the same color as single shadow spot
+
+ //"shadowColor = min( shadowColor, vec3( shadowDarkness[ i ] ) );",
+
+ "#endif",
+
+ "}",
+
+
+ "#ifdef SHADOWMAP_DEBUG",
+
+ "#ifdef SHADOWMAP_CASCADE",
+
+ "if ( inFrustum && inFrustumCount == 1 ) gl_FragColor.xyz *= frustumColors[ i ];",
+
+ "#else",
+
+ "if ( inFrustum ) gl_FragColor.xyz *= frustumColors[ i ];",
+
+ "#endif",
+
+ "#endif",
+
+ "}",
+
+ "#ifdef GAMMA_OUTPUT",
+
+ "shadowColor *= shadowColor;",
+
+ "#endif",
+
+ "gl_FragColor.xyz = gl_FragColor.xyz * shadowColor;",
+
+ "#endif"
+
+ ].join("\n"),
+
+ shadowmap_pars_vertex: [
+
+ "#ifdef USE_SHADOWMAP",
+
+ "varying vec4 vShadowCoord[ MAX_SHADOWS ];",
+ "uniform mat4 shadowMatrix[ MAX_SHADOWS ];",
+
+ "#endif"
+
+ ].join("\n"),
+
+ shadowmap_vertex: [
+
+ "#ifdef USE_SHADOWMAP",
+
+ "for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
+
+ "vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;",
+
+ "}",
+
+ "#endif"
+
+ ].join("\n"),
+
+ // ALPHATEST
+
+ alphatest_fragment: [
+
+ "#ifdef ALPHATEST",
+
+ "if ( gl_FragColor.a < ALPHATEST ) discard;",
+
+ "#endif"
+
+ ].join("\n"),
+
+ // LINEAR SPACE
+
+ linear_to_gamma_fragment: [
+
+ "#ifdef GAMMA_OUTPUT",
+
+ "gl_FragColor.xyz = sqrt( gl_FragColor.xyz );",
+
+ "#endif"
+
+ ].join("\n")
+
+
+};
+
+THREE.UniformsUtils = {
+
+ merge: function ( uniforms ) {
+
+ var u, p, tmp, merged = {};
+
+ for ( u = 0; u < uniforms.length; u ++ ) {
+
+ tmp = this.clone( uniforms[ u ] );
+
+ for ( p in tmp ) {
+
+ merged[ p ] = tmp[ p ];
+
+ }
+
+ }
+
+ return merged;
+
+ },
+
+ clone: function ( uniforms_src ) {
+
+ var u, p, parameter, parameter_src, uniforms_dst = {};
+
+ for ( u in uniforms_src ) {
+
+ uniforms_dst[ u ] = {};
+
+ for ( p in uniforms_src[ u ] ) {
+
+ parameter_src = uniforms_src[ u ][ p ];
+
+ if ( parameter_src instanceof THREE.Color ||
+ parameter_src instanceof THREE.Vector2 ||
+ parameter_src instanceof THREE.Vector3 ||
+ parameter_src instanceof THREE.Vector4 ||
+ parameter_src instanceof THREE.Matrix4 ||
+ parameter_src instanceof THREE.Texture ) {
+
+ uniforms_dst[ u ][ p ] = parameter_src.clone();
+
+ } else if ( parameter_src instanceof Array ) {
+
+ uniforms_dst[ u ][ p ] = parameter_src.slice();
+
+ } else {
+
+ uniforms_dst[ u ][ p ] = parameter_src;
+
+ }
+
+ }
+
+ }
+
+ return uniforms_dst;
+
+ }
+
+};
+
+THREE.UniformsLib = {
+
+ common: {
+
+ "diffuse" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
+ "opacity" : { type: "f", value: 1.0 },
+
+ "map" : { type: "t", value: null },
+ "offsetRepeat" : { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) },
+
+ "lightMap" : { type: "t", value: null },
+ "specularMap" : { type: "t", value: null },
+
+ "envMap" : { type: "t", value: null },
+ "flipEnvMap" : { type: "f", value: -1 },
+ "useRefract" : { type: "i", value: 0 },
+ "reflectivity" : { type: "f", value: 1.0 },
+ "refractionRatio" : { type: "f", value: 0.98 },
+ "combine" : { type: "i", value: 0 },
+
+ "morphTargetInfluences" : { type: "f", value: 0 }
+
+ },
+
+ bump: {
+
+ "bumpMap" : { type: "t", value: null },
+ "bumpScale" : { type: "f", value: 1 }
+
+ },
+
+ normalmap: {
+
+ "normalMap" : { type: "t", value: null },
+ "normalScale" : { type: "v2", value: new THREE.Vector2( 1, 1 ) }
+ },
+
+ fog : {
+
+ "fogDensity" : { type: "f", value: 0.00025 },
+ "fogNear" : { type: "f", value: 1 },
+ "fogFar" : { type: "f", value: 2000 },
+ "fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) }
+
+ },
+
+ lights: {
+
+ "ambientLightColor" : { type: "fv", value: [] },
+
+ "directionalLightDirection" : { type: "fv", value: [] },
+ "directionalLightColor" : { type: "fv", value: [] },
+
+ "hemisphereLightDirection" : { type: "fv", value: [] },
+ "hemisphereLightSkyColor" : { type: "fv", value: [] },
+ "hemisphereLightGroundColor" : { type: "fv", value: [] },
+
+ "pointLightColor" : { type: "fv", value: [] },
+ "pointLightPosition" : { type: "fv", value: [] },
+ "pointLightDistance" : { type: "fv1", value: [] },
+
+ "spotLightColor" : { type: "fv", value: [] },
+ "spotLightPosition" : { type: "fv", value: [] },
+ "spotLightDirection" : { type: "fv", value: [] },
+ "spotLightDistance" : { type: "fv1", value: [] },
+ "spotLightAngleCos" : { type: "fv1", value: [] },
+ "spotLightExponent" : { type: "fv1", value: [] }
+
+ },
+
+ particle: {
+
+ "psColor" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
+ "opacity" : { type: "f", value: 1.0 },
+ "size" : { type: "f", value: 1.0 },
+ "scale" : { type: "f", value: 1.0 },
+ "map" : { type: "t", value: null },
+
+ "fogDensity" : { type: "f", value: 0.00025 },
+ "fogNear" : { type: "f", value: 1 },
+ "fogFar" : { type: "f", value: 2000 },
+ "fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) }
+
+ },
+
+ shadowmap: {
+
+ "shadowMap": { type: "tv", value: [] },
+ "shadowMapSize": { type: "v2v", value: [] },
+
+ "shadowBias" : { type: "fv1", value: [] },
+ "shadowDarkness": { type: "fv1", value: [] },
+
+ "shadowMatrix" : { type: "m4v", value: [] }
+
+ }
+
+};
+
+THREE.ShaderLib = {
+
+ 'basic': {
+
+ uniforms: THREE.UniformsUtils.merge( [
+
+ THREE.UniformsLib[ "common" ],
+ THREE.UniformsLib[ "fog" ],
+ THREE.UniformsLib[ "shadowmap" ]
+
+ ] ),
+
+ vertexShader: [
+
+ THREE.ShaderChunk[ "map_pars_vertex" ],
+ THREE.ShaderChunk[ "lightmap_pars_vertex" ],
+ THREE.ShaderChunk[ "envmap_pars_vertex" ],
+ THREE.ShaderChunk[ "color_pars_vertex" ],
+ THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
+ THREE.ShaderChunk[ "skinning_pars_vertex" ],
+ THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
+
+ "void main() {",
+
+ THREE.ShaderChunk[ "map_vertex" ],
+ THREE.ShaderChunk[ "lightmap_vertex" ],
+ THREE.ShaderChunk[ "color_vertex" ],
+ THREE.ShaderChunk[ "skinbase_vertex" ],
+
+ "#ifdef USE_ENVMAP",
+
+ THREE.ShaderChunk[ "morphnormal_vertex" ],
+ THREE.ShaderChunk[ "skinnormal_vertex" ],
+ THREE.ShaderChunk[ "defaultnormal_vertex" ],
+
+ "#endif",
+
+ THREE.ShaderChunk[ "morphtarget_vertex" ],
+ THREE.ShaderChunk[ "skinning_vertex" ],
+ THREE.ShaderChunk[ "default_vertex" ],
+
+ THREE.ShaderChunk[ "worldpos_vertex" ],
+ THREE.ShaderChunk[ "envmap_vertex" ],
+ THREE.ShaderChunk[ "shadowmap_vertex" ],
+
+ "}"
+
+ ].join("\n"),
+
+ fragmentShader: [
+
+ "uniform vec3 diffuse;",
+ "uniform float opacity;",
+
+ THREE.ShaderChunk[ "color_pars_fragment" ],
+ THREE.ShaderChunk[ "map_pars_fragment" ],
+ THREE.ShaderChunk[ "lightmap_pars_fragment" ],
+ THREE.ShaderChunk[ "envmap_pars_fragment" ],
+ THREE.ShaderChunk[ "fog_pars_fragment" ],
+ THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
+ THREE.ShaderChunk[ "specularmap_pars_fragment" ],
+
+ "void main() {",
+
+ "gl_FragColor = vec4( diffuse, opacity );",
+
+ THREE.ShaderChunk[ "map_fragment" ],
+ THREE.ShaderChunk[ "alphatest_fragment" ],
+ THREE.ShaderChunk[ "specularmap_fragment" ],
+ THREE.ShaderChunk[ "lightmap_fragment" ],
+ THREE.ShaderChunk[ "color_fragment" ],
+ THREE.ShaderChunk[ "envmap_fragment" ],
+ THREE.ShaderChunk[ "shadowmap_fragment" ],
+
+ THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
+
+ THREE.ShaderChunk[ "fog_fragment" ],
+
+ "}"
+
+ ].join("\n")
+
+ },
+
+ 'lambert': {
+
+ uniforms: THREE.UniformsUtils.merge( [
+
+ THREE.UniformsLib[ "common" ],
+ THREE.UniformsLib[ "fog" ],
+ THREE.UniformsLib[ "lights" ],
+ THREE.UniformsLib[ "shadowmap" ],
+
+ {
+ "ambient" : { type: "c", value: new THREE.Color( 0xffffff ) },
+ "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
+ "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
+ }
+
+ ] ),
+
+ vertexShader: [
+
+ "#define LAMBERT",
+
+ "varying vec3 vLightFront;",
+
+ "#ifdef DOUBLE_SIDED",
+
+ "varying vec3 vLightBack;",
+
+ "#endif",
+
+ THREE.ShaderChunk[ "map_pars_vertex" ],
+ THREE.ShaderChunk[ "lightmap_pars_vertex" ],
+ THREE.ShaderChunk[ "envmap_pars_vertex" ],
+ THREE.ShaderChunk[ "lights_lambert_pars_vertex" ],
+ THREE.ShaderChunk[ "color_pars_vertex" ],
+ THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
+ THREE.ShaderChunk[ "skinning_pars_vertex" ],
+ THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
+
+ "void main() {",
+
+ THREE.ShaderChunk[ "map_vertex" ],
+ THREE.ShaderChunk[ "lightmap_vertex" ],
+ THREE.ShaderChunk[ "color_vertex" ],
+
+ THREE.ShaderChunk[ "morphnormal_vertex" ],
+ THREE.ShaderChunk[ "skinbase_vertex" ],
+ THREE.ShaderChunk[ "skinnormal_vertex" ],
+ THREE.ShaderChunk[ "defaultnormal_vertex" ],
+
+ THREE.ShaderChunk[ "morphtarget_vertex" ],
+ THREE.ShaderChunk[ "skinning_vertex" ],
+ THREE.ShaderChunk[ "default_vertex" ],
+
+ THREE.ShaderChunk[ "worldpos_vertex" ],
+ THREE.ShaderChunk[ "envmap_vertex" ],
+ THREE.ShaderChunk[ "lights_lambert_vertex" ],
+ THREE.ShaderChunk[ "shadowmap_vertex" ],
+
+ "}"
+
+ ].join("\n"),
+
+ fragmentShader: [
+
+ "uniform float opacity;",
+
+ "varying vec3 vLightFront;",
+
+ "#ifdef DOUBLE_SIDED",
+
+ "varying vec3 vLightBack;",
+
+ "#endif",
+
+ THREE.ShaderChunk[ "color_pars_fragment" ],
+ THREE.ShaderChunk[ "map_pars_fragment" ],
+ THREE.ShaderChunk[ "lightmap_pars_fragment" ],
+ THREE.ShaderChunk[ "envmap_pars_fragment" ],
+ THREE.ShaderChunk[ "fog_pars_fragment" ],
+ THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
+ THREE.ShaderChunk[ "specularmap_pars_fragment" ],
+
+ "void main() {",
+
+ "gl_FragColor = vec4( vec3 ( 1.0 ), opacity );",
+
+ THREE.ShaderChunk[ "map_fragment" ],
+ THREE.ShaderChunk[ "alphatest_fragment" ],
+ THREE.ShaderChunk[ "specularmap_fragment" ],
+
+ "#ifdef DOUBLE_SIDED",
+
+ //"float isFront = float( gl_FrontFacing );",
+ //"gl_FragColor.xyz *= isFront * vLightFront + ( 1.0 - isFront ) * vLightBack;",
+
+ "if ( gl_FrontFacing )",
+ "gl_FragColor.xyz *= vLightFront;",
+ "else",
+ "gl_FragColor.xyz *= vLightBack;",
+
+ "#else",
+
+ "gl_FragColor.xyz *= vLightFront;",
+
+ "#endif",
+
+ THREE.ShaderChunk[ "lightmap_fragment" ],
+ THREE.ShaderChunk[ "color_fragment" ],
+ THREE.ShaderChunk[ "envmap_fragment" ],
+ THREE.ShaderChunk[ "shadowmap_fragment" ],
+
+ THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
+
+ THREE.ShaderChunk[ "fog_fragment" ],
+
+ "}"
+
+ ].join("\n")
+
+ },
+
+ 'phong': {
+
+ uniforms: THREE.UniformsUtils.merge( [
+
+ THREE.UniformsLib[ "common" ],
+ THREE.UniformsLib[ "bump" ],
+ THREE.UniformsLib[ "normalmap" ],
+ THREE.UniformsLib[ "fog" ],
+ THREE.UniformsLib[ "lights" ],
+ THREE.UniformsLib[ "shadowmap" ],
+
+ {
+ "ambient" : { type: "c", value: new THREE.Color( 0xffffff ) },
+ "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
+ "specular" : { type: "c", value: new THREE.Color( 0x111111 ) },
+ "shininess": { type: "f", value: 30 },
+ "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
+ }
+
+ ] ),
+
+ vertexShader: [
+
+ "#define PHONG",
+
+ "varying vec3 vViewPosition;",
+ "varying vec3 vNormal;",
+
+ THREE.ShaderChunk[ "map_pars_vertex" ],
+ THREE.ShaderChunk[ "lightmap_pars_vertex" ],
+ THREE.ShaderChunk[ "envmap_pars_vertex" ],
+ THREE.ShaderChunk[ "lights_phong_pars_vertex" ],
+ THREE.ShaderChunk[ "color_pars_vertex" ],
+ THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
+ THREE.ShaderChunk[ "skinning_pars_vertex" ],
+ THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
+
+ "void main() {",
+
+ THREE.ShaderChunk[ "map_vertex" ],
+ THREE.ShaderChunk[ "lightmap_vertex" ],
+ THREE.ShaderChunk[ "color_vertex" ],
+
+ THREE.ShaderChunk[ "morphnormal_vertex" ],
+ THREE.ShaderChunk[ "skinbase_vertex" ],
+ THREE.ShaderChunk[ "skinnormal_vertex" ],
+ THREE.ShaderChunk[ "defaultnormal_vertex" ],
+
+ "vNormal = normalize( transformedNormal );",
+
+ THREE.ShaderChunk[ "morphtarget_vertex" ],
+ THREE.ShaderChunk[ "skinning_vertex" ],
+ THREE.ShaderChunk[ "default_vertex" ],
+
+ "vViewPosition = -mvPosition.xyz;",
+
+ THREE.ShaderChunk[ "worldpos_vertex" ],
+ THREE.ShaderChunk[ "envmap_vertex" ],
+ THREE.ShaderChunk[ "lights_phong_vertex" ],
+ THREE.ShaderChunk[ "shadowmap_vertex" ],
+
+ "}"
+
+ ].join("\n"),
+
+ fragmentShader: [
+
+ "uniform vec3 diffuse;",
+ "uniform float opacity;",
+
+ "uniform vec3 ambient;",
+ "uniform vec3 emissive;",
+ "uniform vec3 specular;",
+ "uniform float shininess;",
+
+ THREE.ShaderChunk[ "color_pars_fragment" ],
+ THREE.ShaderChunk[ "map_pars_fragment" ],
+ THREE.ShaderChunk[ "lightmap_pars_fragment" ],
+ THREE.ShaderChunk[ "envmap_pars_fragment" ],
+ THREE.ShaderChunk[ "fog_pars_fragment" ],
+ THREE.ShaderChunk[ "lights_phong_pars_fragment" ],
+ THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
+ THREE.ShaderChunk[ "bumpmap_pars_fragment" ],
+ THREE.ShaderChunk[ "normalmap_pars_fragment" ],
+ THREE.ShaderChunk[ "specularmap_pars_fragment" ],
+
+ "void main() {",
+
+ "gl_FragColor = vec4( vec3 ( 1.0 ), opacity );",
+
+ THREE.ShaderChunk[ "map_fragment" ],
+ THREE.ShaderChunk[ "alphatest_fragment" ],
+ THREE.ShaderChunk[ "specularmap_fragment" ],
+
+ THREE.ShaderChunk[ "lights_phong_fragment" ],
+
+ THREE.ShaderChunk[ "lightmap_fragment" ],
+ THREE.ShaderChunk[ "color_fragment" ],
+ THREE.ShaderChunk[ "envmap_fragment" ],
+ THREE.ShaderChunk[ "shadowmap_fragment" ],
+
+ THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
+
+ THREE.ShaderChunk[ "fog_fragment" ],
+
+ "}"
+
+ ].join("\n")
+
+ },
+
+ 'particle_basic': {
+
+ uniforms: THREE.UniformsUtils.merge( [
+
+ THREE.UniformsLib[ "particle" ],
+ THREE.UniformsLib[ "shadowmap" ]
+
+ ] ),
+
+ vertexShader: [
+
+ "uniform float size;",
+ "uniform float scale;",
+
+ THREE.ShaderChunk[ "color_pars_vertex" ],
+ THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
+
+ "void main() {",
+
+ THREE.ShaderChunk[ "color_vertex" ],
+
+ "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
+
+ "#ifdef USE_SIZEATTENUATION",
+ "gl_PointSize = size * ( scale / length( mvPosition.xyz ) );",
+ "#else",
+ "gl_PointSize = size;",
+ "#endif",
+
+ "gl_Position = projectionMatrix * mvPosition;",
+
+ THREE.ShaderChunk[ "worldpos_vertex" ],
+ THREE.ShaderChunk[ "shadowmap_vertex" ],
+
+ "}"
+
+ ].join("\n"),
+
+ fragmentShader: [
+
+ "uniform vec3 psColor;",
+ "uniform float opacity;",
+
+ THREE.ShaderChunk[ "color_pars_fragment" ],
+ THREE.ShaderChunk[ "map_particle_pars_fragment" ],
+ THREE.ShaderChunk[ "fog_pars_fragment" ],
+ THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
+
+ "void main() {",
+
+ "gl_FragColor = vec4( psColor, opacity );",
+
+ THREE.ShaderChunk[ "map_particle_fragment" ],
+ THREE.ShaderChunk[ "alphatest_fragment" ],
+ THREE.ShaderChunk[ "color_fragment" ],
+ THREE.ShaderChunk[ "shadowmap_fragment" ],
+ THREE.ShaderChunk[ "fog_fragment" ],
+
+ "}"
+
+ ].join("\n")
+
+ },
+
+ 'dashed': {
+
+ uniforms: THREE.UniformsUtils.merge( [
+
+ THREE.UniformsLib[ "common" ],
+ THREE.UniformsLib[ "fog" ],
+
+ {
+ "scale": { type: "f", value: 1 },
+ "dashSize": { type: "f", value: 1 },
+ "totalSize": { type: "f", value: 2 }
+ }
+
+ ] ),
+
+ vertexShader: [
+
+ "uniform float scale;",
+ "attribute float lineDistance;",
+
+ "varying float vLineDistance;",
+
+ THREE.ShaderChunk[ "color_pars_vertex" ],
+
+ "void main() {",
+
+ THREE.ShaderChunk[ "color_vertex" ],
+
+ "vLineDistance = scale * lineDistance;",
+
+ "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
+ "gl_Position = projectionMatrix * mvPosition;",
+
+ "}"
+
+ ].join("\n"),
+
+ fragmentShader: [
+
+ "uniform vec3 diffuse;",
+ "uniform float opacity;",
+
+ "uniform float dashSize;",
+ "uniform float totalSize;",
+
+ "varying float vLineDistance;",
+
+ THREE.ShaderChunk[ "color_pars_fragment" ],
+ THREE.ShaderChunk[ "fog_pars_fragment" ],
+
+ "void main() {",
+
+ "if ( mod( vLineDistance, totalSize ) > dashSize ) {",
+
+ "discard;",
+
+ "}",
+
+ "gl_FragColor = vec4( diffuse, opacity );",
+
+ THREE.ShaderChunk[ "color_fragment" ],
+ THREE.ShaderChunk[ "fog_fragment" ],
+
+ "}"
+
+ ].join("\n")
+
+ },
+
+ 'depth': {
+
+ uniforms: {
+
+ "mNear": { type: "f", value: 1.0 },
+ "mFar" : { type: "f", value: 2000.0 },
+ "opacity" : { type: "f", value: 1.0 }
+
+ },
+
+ vertexShader: [
+
+ "void main() {",
+
+ "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
+
+ "}"
+
+ ].join("\n"),
+
+ fragmentShader: [
+
+ "uniform float mNear;",
+ "uniform float mFar;",
+ "uniform float opacity;",
+
+ "void main() {",
+
+ "float depth = gl_FragCoord.z / gl_FragCoord.w;",
+ "float color = 1.0 - smoothstep( mNear, mFar, depth );",
+ "gl_FragColor = vec4( vec3( color ), opacity );",
+
+ "}"
+
+ ].join("\n")
+
+ },
+
+ 'normal': {
+
+ uniforms: {
+
+ "opacity" : { type: "f", value: 1.0 }
+
+ },
+
+ vertexShader: [
+
+ "varying vec3 vNormal;",
+
+ THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
+
+ "void main() {",
+
+ "vNormal = normalize( normalMatrix * normal );",
+
+ THREE.ShaderChunk[ "morphtarget_vertex" ],
+ THREE.ShaderChunk[ "default_vertex" ],
+
+ "}"
+
+ ].join("\n"),
+
+ fragmentShader: [
+
+ "uniform float opacity;",
+ "varying vec3 vNormal;",
+
+ "void main() {",
+
+ "gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );",
+
+ "}"
+
+ ].join("\n")
+
+ },
+
+ /* -------------------------------------------------------------------------
+ // Normal map shader
+ // - Blinn-Phong
+ // - normal + diffuse + specular + AO + displacement + reflection + shadow maps
+ // - point and directional lights (use with "lights: true" material option)
+ ------------------------------------------------------------------------- */
+
+ 'normalmap' : {
+
+ uniforms: THREE.UniformsUtils.merge( [
+
+ THREE.UniformsLib[ "fog" ],
+ THREE.UniformsLib[ "lights" ],
+ THREE.UniformsLib[ "shadowmap" ],
+
+ {
+
+ "enableAO" : { type: "i", value: 0 },
+ "enableDiffuse" : { type: "i", value: 0 },
+ "enableSpecular" : { type: "i", value: 0 },
+ "enableReflection": { type: "i", value: 0 },
+ "enableDisplacement": { type: "i", value: 0 },
+
+ "tDisplacement": { type: "t", value: null }, // must go first as this is vertex texture
+ "tDiffuse" : { type: "t", value: null },
+ "tCube" : { type: "t", value: null },
+ "tNormal" : { type: "t", value: null },
+ "tSpecular" : { type: "t", value: null },
+ "tAO" : { type: "t", value: null },
+
+ "uNormalScale": { type: "v2", value: new THREE.Vector2( 1, 1 ) },
+
+ "uDisplacementBias": { type: "f", value: 0.0 },
+ "uDisplacementScale": { type: "f", value: 1.0 },
+
+ "uDiffuseColor": { type: "c", value: new THREE.Color( 0xffffff ) },
+ "uSpecularColor": { type: "c", value: new THREE.Color( 0x111111 ) },
+ "uAmbientColor": { type: "c", value: new THREE.Color( 0xffffff ) },
+ "uShininess": { type: "f", value: 30 },
+ "uOpacity": { type: "f", value: 1 },
+
+ "useRefract": { type: "i", value: 0 },
+ "uRefractionRatio": { type: "f", value: 0.98 },
+ "uReflectivity": { type: "f", value: 0.5 },
+
+ "uOffset" : { type: "v2", value: new THREE.Vector2( 0, 0 ) },
+ "uRepeat" : { type: "v2", value: new THREE.Vector2( 1, 1 ) },
+
+ "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
+
+ }
+
+ ] ),
+
+ fragmentShader: [
+
+ "uniform vec3 uAmbientColor;",
+ "uniform vec3 uDiffuseColor;",
+ "uniform vec3 uSpecularColor;",
+ "uniform float uShininess;",
+ "uniform float uOpacity;",
+
+ "uniform bool enableDiffuse;",
+ "uniform bool enableSpecular;",
+ "uniform bool enableAO;",
+ "uniform bool enableReflection;",
+
+ "uniform sampler2D tDiffuse;",
+ "uniform sampler2D tNormal;",
+ "uniform sampler2D tSpecular;",
+ "uniform sampler2D tAO;",
+
+ "uniform samplerCube tCube;",
+
+ "uniform vec2 uNormalScale;",
+
+ "uniform bool useRefract;",
+ "uniform float uRefractionRatio;",
+ "uniform float uReflectivity;",
+
+ "varying vec3 vTangent;",
+ "varying vec3 vBinormal;",
+ "varying vec3 vNormal;",
+ "varying vec2 vUv;",
+
+ "uniform vec3 ambientLightColor;",
+
+ "#if MAX_DIR_LIGHTS > 0",
+
+ "uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
+ "uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
+
+ "#endif",
+
+ "#if MAX_HEMI_LIGHTS > 0",
+
+ "uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
+ "uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
+ "uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
+
+ "#endif",
+
+ "#if MAX_POINT_LIGHTS > 0",
+
+ "uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
+ "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
+ "uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
+
+ "#endif",
+
+ "#if MAX_SPOT_LIGHTS > 0",
+
+ "uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
+ "uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
+ "uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
+ "uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];",
+ "uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",
+ "uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
+
+ "#endif",
+
+ "#ifdef WRAP_AROUND",
+
+ "uniform vec3 wrapRGB;",
+
+ "#endif",
+
+ "varying vec3 vWorldPosition;",
+ "varying vec3 vViewPosition;",
+
+ THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
+ THREE.ShaderChunk[ "fog_pars_fragment" ],
+
+ "void main() {",
+
+ "gl_FragColor = vec4( vec3( 1.0 ), uOpacity );",
+
+ "vec3 specularTex = vec3( 1.0 );",
+
+ "vec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;",
+ "normalTex.xy *= uNormalScale;",
+ "normalTex = normalize( normalTex );",
+
+ "if( enableDiffuse ) {",
+
+ "#ifdef GAMMA_INPUT",
+
+ "vec4 texelColor = texture2D( tDiffuse, vUv );",
+ "texelColor.xyz *= texelColor.xyz;",
+
+ "gl_FragColor = gl_FragColor * texelColor;",
+
+ "#else",
+
+ "gl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );",
+
+ "#endif",
+
+ "}",
+
+ "if( enableAO ) {",
+
+ "#ifdef GAMMA_INPUT",
+
+ "vec4 aoColor = texture2D( tAO, vUv );",
+ "aoColor.xyz *= aoColor.xyz;",
+
+ "gl_FragColor.xyz = gl_FragColor.xyz * aoColor.xyz;",
+
+ "#else",
+
+ "gl_FragColor.xyz = gl_FragColor.xyz * texture2D( tAO, vUv ).xyz;",
+
+ "#endif",
+
+ "}",
+
+ "if( enableSpecular )",
+ "specularTex = texture2D( tSpecular, vUv ).xyz;",
+
+ "mat3 tsb = mat3( normalize( vTangent ), normalize( vBinormal ), normalize( vNormal ) );",
+ "vec3 finalNormal = tsb * normalTex;",
+
+ "#ifdef FLIP_SIDED",
+
+ "finalNormal = -finalNormal;",
+
+ "#endif",
+
+ "vec3 normal = normalize( finalNormal );",
+ "vec3 viewPosition = normalize( vViewPosition );",
+
+ // point lights
+
+ "#if MAX_POINT_LIGHTS > 0",
+
+ "vec3 pointDiffuse = vec3( 0.0 );",
+ "vec3 pointSpecular = vec3( 0.0 );",
+
+ "for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
+
+ "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
+ "vec3 pointVector = lPosition.xyz + vViewPosition.xyz;",
+
+ "float pointDistance = 1.0;",
+ "if ( pointLightDistance[ i ] > 0.0 )",
+ "pointDistance = 1.0 - min( ( length( pointVector ) / pointLightDistance[ i ] ), 1.0 );",
+
+ "pointVector = normalize( pointVector );",
+
+ // diffuse
+
+ "#ifdef WRAP_AROUND",
+
+ "float pointDiffuseWeightFull = max( dot( normal, pointVector ), 0.0 );",
+ "float pointDiffuseWeightHalf = max( 0.5 * dot( normal, pointVector ) + 0.5, 0.0 );",
+
+ "vec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );",
+
+ "#else",
+
+ "float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );",
+
+ "#endif",
+
+ "pointDiffuse += pointDistance * pointLightColor[ i ] * uDiffuseColor * pointDiffuseWeight;",
+
+ // specular
+
+ "vec3 pointHalfVector = normalize( pointVector + viewPosition );",
+ "float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
+ "float pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, uShininess ), 0.0 );",
+
+ "#ifdef PHYSICALLY_BASED_SHADING",
+
+ // 2.0 => 2.0001 is hack to work around ANGLE bug
+
+ "float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",
+
+ "vec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( pointVector, pointHalfVector ), 5.0 );",
+ "pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance * specularNormalization;",
+
+ "#else",
+
+ "pointSpecular += pointDistance * pointLightColor[ i ] * uSpecularColor * pointSpecularWeight * pointDiffuseWeight;",
+
+ "#endif",
+
+ "}",
+
+ "#endif",
+
+ // spot lights
+
+ "#if MAX_SPOT_LIGHTS > 0",
+
+ "vec3 spotDiffuse = vec3( 0.0 );",
+ "vec3 spotSpecular = vec3( 0.0 );",
+
+ "for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
+
+ "vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
+ "vec3 spotVector = lPosition.xyz + vViewPosition.xyz;",
+
+ "float spotDistance = 1.0;",
+ "if ( spotLightDistance[ i ] > 0.0 )",
+ "spotDistance = 1.0 - min( ( length( spotVector ) / spotLightDistance[ i ] ), 1.0 );",
+
+ "spotVector = normalize( spotVector );",
+
+ "float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );",
+
+ "if ( spotEffect > spotLightAngleCos[ i ] ) {",
+
+ "spotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );",
+
+ // diffuse
+
+ "#ifdef WRAP_AROUND",
+
+ "float spotDiffuseWeightFull = max( dot( normal, spotVector ), 0.0 );",
+ "float spotDiffuseWeightHalf = max( 0.5 * dot( normal, spotVector ) + 0.5, 0.0 );",
+
+ "vec3 spotDiffuseWeight = mix( vec3 ( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );",
+
+ "#else",
+
+ "float spotDiffuseWeight = max( dot( normal, spotVector ), 0.0 );",
+
+ "#endif",
+
+ "spotDiffuse += spotDistance * spotLightColor[ i ] * uDiffuseColor * spotDiffuseWeight * spotEffect;",
+
+ // specular
+
+ "vec3 spotHalfVector = normalize( spotVector + viewPosition );",
+ "float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );",
+ "float spotSpecularWeight = specularTex.r * max( pow( spotDotNormalHalf, uShininess ), 0.0 );",
+
+ "#ifdef PHYSICALLY_BASED_SHADING",
+
+ // 2.0 => 2.0001 is hack to work around ANGLE bug
+
+ "float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",
+
+ "vec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( spotVector, spotHalfVector ), 5.0 );",
+ "spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * spotDistance * specularNormalization * spotEffect;",
+
+ "#else",
+
+ "spotSpecular += spotDistance * spotLightColor[ i ] * uSpecularColor * spotSpecularWeight * spotDiffuseWeight * spotEffect;",
+
+ "#endif",
+
+ "}",
+
+ "}",
+
+ "#endif",
+
+ // directional lights
+
+ "#if MAX_DIR_LIGHTS > 0",
+
+ "vec3 dirDiffuse = vec3( 0.0 );",
+ "vec3 dirSpecular = vec3( 0.0 );",
+
+ "for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {",
+
+ "vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
+ "vec3 dirVector = normalize( lDirection.xyz );",
+
+ // diffuse
+
+ "#ifdef WRAP_AROUND",
+
+ "float directionalLightWeightingFull = max( dot( normal, dirVector ), 0.0 );",
+ "float directionalLightWeightingHalf = max( 0.5 * dot( normal, dirVector ) + 0.5, 0.0 );",
+
+ "vec3 dirDiffuseWeight = mix( vec3( directionalLightWeightingFull ), vec3( directionalLightWeightingHalf ), wrapRGB );",
+
+ "#else",
+
+ "float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",
+
+ "#endif",
+
+ "dirDiffuse += directionalLightColor[ i ] * uDiffuseColor * dirDiffuseWeight;",
+
+ // specular
+
+ "vec3 dirHalfVector = normalize( dirVector + viewPosition );",
+ "float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
+ "float dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, uShininess ), 0.0 );",
+
+ "#ifdef PHYSICALLY_BASED_SHADING",
+
+ // 2.0 => 2.0001 is hack to work around ANGLE bug
+
+ "float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",
+
+ "vec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( dirVector, dirHalfVector ), 5.0 );",
+ "dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;",
+
+ "#else",
+
+ "dirSpecular += directionalLightColor[ i ] * uSpecularColor * dirSpecularWeight * dirDiffuseWeight;",
+
+ "#endif",
+
+ "}",
+
+ "#endif",
+
+ // hemisphere lights
+
+ "#if MAX_HEMI_LIGHTS > 0",
+
+ "vec3 hemiDiffuse = vec3( 0.0 );",
+ "vec3 hemiSpecular = vec3( 0.0 );" ,
+
+ "for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
+
+ "vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
+ "vec3 lVector = normalize( lDirection.xyz );",
+
+ // diffuse
+
+ "float dotProduct = dot( normal, lVector );",
+ "float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
+
+ "vec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",
+
+ "hemiDiffuse += uDiffuseColor * hemiColor;",
+
+ // specular (sky light)
+
+
+ "vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );",
+ "float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;",
+ "float hemiSpecularWeightSky = specularTex.r * max( pow( hemiDotNormalHalfSky, uShininess ), 0.0 );",
+
+ // specular (ground light)
+
+ "vec3 lVectorGround = -lVector;",
+
+ "vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );",
+ "float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;",
+ "float hemiSpecularWeightGround = specularTex.r * max( pow( hemiDotNormalHalfGround, uShininess ), 0.0 );",
+
+ "#ifdef PHYSICALLY_BASED_SHADING",
+
+ "float dotProductGround = dot( normal, lVectorGround );",
+
+ // 2.0 => 2.0001 is hack to work around ANGLE bug
+
+ "float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",
+
+ "vec3 schlickSky = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( lVector, hemiHalfVectorSky ), 5.0 );",
+ "vec3 schlickGround = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 5.0 );",
+ "hemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );",
+
+ "#else",
+
+ "hemiSpecular += uSpecularColor * hemiColor * ( hemiSpecularWeightSky + hemiSpecularWeightGround ) * hemiDiffuseWeight;",
+
+ "#endif",
+
+ "}",
+
+ "#endif",
+
+ // all lights contribution summation
+
+ "vec3 totalDiffuse = vec3( 0.0 );",
+ "vec3 totalSpecular = vec3( 0.0 );",
+
+ "#if MAX_DIR_LIGHTS > 0",
+
+ "totalDiffuse += dirDiffuse;",
+ "totalSpecular += dirSpecular;",
+
+ "#endif",
+
+ "#if MAX_HEMI_LIGHTS > 0",
+
+ "totalDiffuse += hemiDiffuse;",
+ "totalSpecular += hemiSpecular;",
+
+ "#endif",
+
+ "#if MAX_POINT_LIGHTS > 0",
+
+ "totalDiffuse += pointDiffuse;",
+ "totalSpecular += pointSpecular;",
+
+ "#endif",
+
+ "#if MAX_SPOT_LIGHTS > 0",
+
+ "totalDiffuse += spotDiffuse;",
+ "totalSpecular += spotSpecular;",
+
+ "#endif",
+
+ "#ifdef METAL",
+
+ "gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * uAmbientColor + totalSpecular );",
+
+ "#else",
+
+ "gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * uAmbientColor ) + totalSpecular;",
+
+ "#endif",
+
+ "if ( enableReflection ) {",
+
+ "vec3 vReflect;",
+ "vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );",
+
+ "if ( useRefract ) {",
+
+ "vReflect = refract( cameraToVertex, normal, uRefractionRatio );",
+
+ "} else {",
+
+ "vReflect = reflect( cameraToVertex, normal );",
+
+ "}",
+
+ "vec4 cubeColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );",
+
+ "#ifdef GAMMA_INPUT",
+
+ "cubeColor.xyz *= cubeColor.xyz;",
+
+ "#endif",
+
+ "gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularTex.r * uReflectivity );",
+
+ "}",
+
+ THREE.ShaderChunk[ "shadowmap_fragment" ],
+ THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
+ THREE.ShaderChunk[ "fog_fragment" ],
+
+ "}"
+
+ ].join("\n"),
+
+ vertexShader: [
+
+ "attribute vec4 tangent;",
+
+ "uniform vec2 uOffset;",
+ "uniform vec2 uRepeat;",
+
+ "uniform bool enableDisplacement;",
+
+ "#ifdef VERTEX_TEXTURES",
+
+ "uniform sampler2D tDisplacement;",
+ "uniform float uDisplacementScale;",
+ "uniform float uDisplacementBias;",
+
+ "#endif",
+
+ "varying vec3 vTangent;",
+ "varying vec3 vBinormal;",
+ "varying vec3 vNormal;",
+ "varying vec2 vUv;",
+
+ "varying vec3 vWorldPosition;",
+ "varying vec3 vViewPosition;",
+
+ THREE.ShaderChunk[ "skinning_pars_vertex" ],
+ THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
+
+ "void main() {",
+
+ THREE.ShaderChunk[ "skinbase_vertex" ],
+ THREE.ShaderChunk[ "skinnormal_vertex" ],
+
+ // normal, tangent and binormal vectors
+
+ "#ifdef USE_SKINNING",
+
+ "vNormal = normalize( normalMatrix * skinnedNormal.xyz );",
+
+ "vec4 skinnedTangent = skinMatrix * vec4( tangent.xyz, 0.0 );",
+ "vTangent = normalize( normalMatrix * skinnedTangent.xyz );",
+
+ "#else",
+
+ "vNormal = normalize( normalMatrix * normal );",
+ "vTangent = normalize( normalMatrix * tangent.xyz );",
+
+ "#endif",
+
+ "vBinormal = normalize( cross( vNormal, vTangent ) * tangent.w );",
+
+ "vUv = uv * uRepeat + uOffset;",
+
+ // displacement mapping
+
+ "vec3 displacedPosition;",
+
+ "#ifdef VERTEX_TEXTURES",
+
+ "if ( enableDisplacement ) {",
+
+ "vec3 dv = texture2D( tDisplacement, uv ).xyz;",
+ "float df = uDisplacementScale * dv.x + uDisplacementBias;",
+ "displacedPosition = position + normalize( normal ) * df;",
+
+ "} else {",
+
+ "#ifdef USE_SKINNING",
+
+ "vec4 skinVertex = vec4( position, 1.0 );",
+
+ "vec4 skinned = boneMatX * skinVertex * skinWeight.x;",
+ "skinned += boneMatY * skinVertex * skinWeight.y;",
+
+ "displacedPosition = skinned.xyz;",
+
+ "#else",
+
+ "displacedPosition = position;",
+
+ "#endif",
+
+ "}",
+
+ "#else",
+
+ "#ifdef USE_SKINNING",
+
+ "vec4 skinVertex = vec4( position, 1.0 );",
+
+ "vec4 skinned = boneMatX * skinVertex * skinWeight.x;",
+ "skinned += boneMatY * skinVertex * skinWeight.y;",
+
+ "displacedPosition = skinned.xyz;",
+
+ "#else",
+
+ "displacedPosition = position;",
+
+ "#endif",
+
+ "#endif",
+
+ //
+
+ "vec4 mvPosition = modelViewMatrix * vec4( displacedPosition, 1.0 );",
+ "vec4 worldPosition = modelMatrix * vec4( displacedPosition, 1.0 );",
+
+ "gl_Position = projectionMatrix * mvPosition;",
+
+ //
+
+ "vWorldPosition = worldPosition.xyz;",
+ "vViewPosition = -mvPosition.xyz;",
+
+ // shadows
+
+ "#ifdef USE_SHADOWMAP",
+
+ "for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
+
+ "vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;",
+
+ "}",
+
+ "#endif",
+
+ "}"
+
+ ].join("\n")
+
+ },
+
+ /* -------------------------------------------------------------------------
+ // Cube map shader
+ ------------------------------------------------------------------------- */
+
+ 'cube': {
+
+ uniforms: { "tCube": { type: "t", value: null },
+ "tFlip": { type: "f", value: -1 } },
+
+ vertexShader: [
+
+ "varying vec3 vWorldPosition;",
+
+ "void main() {",
+
+ "vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
+ "vWorldPosition = worldPosition.xyz;",
+
+ "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
+
+ "}"
+
+ ].join("\n"),
+
+ fragmentShader: [
+
+ "uniform samplerCube tCube;",
+ "uniform float tFlip;",
+
+ "varying vec3 vWorldPosition;",
+
+ "void main() {",
+
+ "gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",
+
+ "}"
+
+ ].join("\n")
+
+ },
+
+ // Depth encoding into RGBA texture
+ // based on SpiderGL shadow map example
+ // http://spidergl.org/example.php?id=6
+ // originally from
+ // http://www.gamedev.net/topic/442138-packing-a-float-into-a-a8r8g8b8-texture-shader/page__whichpage__1%25EF%25BF%25BD
+ // see also here:
+ // http://aras-p.info/blog/2009/07/30/encoding-floats-to-rgba-the-final/
+
+ 'depthRGBA': {
+
+ uniforms: {},
+
+ vertexShader: [
+
+ THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
+ THREE.ShaderChunk[ "skinning_pars_vertex" ],
+
+ "void main() {",
+
+ THREE.ShaderChunk[ "skinbase_vertex" ],
+ THREE.ShaderChunk[ "morphtarget_vertex" ],
+ THREE.ShaderChunk[ "skinning_vertex" ],
+ THREE.ShaderChunk[ "default_vertex" ],
+
+ "}"
+
+ ].join("\n"),
+
+ fragmentShader: [
+
+ "vec4 pack_depth( const in float depth ) {",
+
+ "const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );",
+ "const vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );",
+ "vec4 res = fract( depth * bit_shift );",
+ "res -= res.xxyz * bit_mask;",
+ "return res;",
+
+ "}",
+
+ "void main() {",
+
+ "gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );",
+
+ //"gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z / gl_FragCoord.w );",
+ //"float z = ( ( gl_FragCoord.z / gl_FragCoord.w ) - 3.0 ) / ( 4000.0 - 3.0 );",
+ //"gl_FragData[ 0 ] = pack_depth( z );",
+ //"gl_FragData[ 0 ] = vec4( z, z, z, 1.0 );",
+
+ "}"
+
+ ].join("\n")
+
+ }
+
+};
+/**
+ * @author supereggbert / http://www.paulbrunt.co.uk/
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ * @author szimek / https://github.com/szimek/
+ */
+
+THREE.WebGLRenderer = function ( parameters ) {
+
+ console.log( 'THREE.WebGLRenderer', THREE.REVISION );
+
+ parameters = parameters || {};
+
+ var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
+
+ _precision = parameters.precision !== undefined ? parameters.precision : 'highp',
+
+ _alpha = parameters.alpha !== undefined ? parameters.alpha : true,
+ _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
+ _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
+ _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
+ _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
+
+ _clearColor = new THREE.Color( 0x000000 ),
+ _clearAlpha = 0;
+
+ if ( parameters.clearColor !== undefined ) {
+
+ console.warn( 'DEPRECATED: clearColor in WebGLRenderer constructor parameters is being removed. Use .setClearColor() instead.' );
+ _clearColor.setHex( parameters.clearColor );
+
+ }
+
+ if ( parameters.clearAlpha !== undefined ) {
+
+ console.warn( 'DEPRECATED: clearAlpha in WebGLRenderer constructor parameters is being removed. Use .setClearColor() instead.' );
+ _clearAlpha = parameters.clearAlpha;
+
+ }
+
+ // public properties
+
+ this.domElement = _canvas;
+ this.context = null;
+ this.devicePixelRatio = parameters.devicePixelRatio !== undefined
+ ? parameters.devicePixelRatio
+ : window.devicePixelRatio !== undefined
+ ? window.devicePixelRatio
+ : 1;
+
+ // clearing
+
+ this.autoClear = true;
+ this.autoClearColor = true;
+ this.autoClearDepth = true;
+ this.autoClearStencil = true;
+
+ // scene graph
+
+ this.sortObjects = true;
+ this.autoUpdateObjects = true;
+
+ // physically based shading
+
+ this.gammaInput = false;
+ this.gammaOutput = false;
+ this.physicallyBasedShading = false;
+
+ // shadow map
+
+ this.shadowMapEnabled = false;
+ this.shadowMapAutoUpdate = true;
+ this.shadowMapType = THREE.PCFShadowMap;
+ this.shadowMapCullFace = THREE.CullFaceFront;
+ this.shadowMapDebug = false;
+ this.shadowMapCascade = false;
+
+ // morphs
+
+ this.maxMorphTargets = 8;
+ this.maxMorphNormals = 4;
+
+ // flags
+
+ this.autoScaleCubemaps = true;
+
+ // custom render plugins
+
+ this.renderPluginsPre = [];
+ this.renderPluginsPost = [];
+
+ // info
+
+ this.info = {
+
+ memory: {
+
+ programs: 0,
+ geometries: 0,
+ textures: 0
+
+ },
+
+ render: {
+
+ calls: 0,
+ vertices: 0,
+ faces: 0,
+ points: 0
+
+ }
+
+ };
+
+ // internal properties
+
+ var _this = this,
+
+ _programs = [],
+ _programs_counter = 0,
+
+ // internal state cache
+
+ _currentProgram = null,
+ _currentFramebuffer = null,
+ _currentMaterialId = -1,
+ _currentGeometryGroupHash = null,
+ _currentCamera = null,
+ _geometryGroupCounter = 0,
+
+ _usedTextureUnits = 0,
+
+ // GL state cache
+
+ _oldDoubleSided = -1,
+ _oldFlipSided = -1,
+
+ _oldBlending = -1,
+
+ _oldBlendEquation = -1,
+ _oldBlendSrc = -1,
+ _oldBlendDst = -1,
+
+ _oldDepthTest = -1,
+ _oldDepthWrite = -1,
+
+ _oldPolygonOffset = null,
+ _oldPolygonOffsetFactor = null,
+ _oldPolygonOffsetUnits = null,
+
+ _oldLineWidth = null,
+
+ _viewportX = 0,
+ _viewportY = 0,
+ _viewportWidth = 0,
+ _viewportHeight = 0,
+ _currentWidth = 0,
+ _currentHeight = 0,
+
+ _enabledAttributes = {},
+
+ // frustum
+
+ _frustum = new THREE.Frustum(),
+
+ // camera matrices cache
+
+ _projScreenMatrix = new THREE.Matrix4(),
+ _projScreenMatrixPS = new THREE.Matrix4(),
+
+ _vector3 = new THREE.Vector3(),
+
+ // light arrays cache
+
+ _direction = new THREE.Vector3(),
+
+ _lightsNeedUpdate = true,
+
+ _lights = {
+
+ ambient: [ 0, 0, 0 ],
+ directional: { length: 0, colors: new Array(), positions: new Array() },
+ point: { length: 0, colors: new Array(), positions: new Array(), distances: new Array() },
+ spot: { length: 0, colors: new Array(), positions: new Array(), distances: new Array(), directions: new Array(), anglesCos: new Array(), exponents: new Array() },
+ hemi: { length: 0, skyColors: new Array(), groundColors: new Array(), positions: new Array() }
+
+ };
+
+ // initialize
+
+ var _gl;
+
+ var _glExtensionTextureFloat;
+ var _glExtensionStandardDerivatives;
+ var _glExtensionTextureFilterAnisotropic;
+ var _glExtensionCompressedTextureS3TC;
+
+ initGL();
+
+ setDefaultGLState();
+
+ this.context = _gl;
+
+ // GPU capabilities
+
+ var _maxTextures = _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS );
+ var _maxVertexTextures = _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
+ var _maxTextureSize = _gl.getParameter( _gl.MAX_TEXTURE_SIZE );
+ var _maxCubemapSize = _gl.getParameter( _gl.MAX_CUBE_MAP_TEXTURE_SIZE );
+
+ var _maxAnisotropy = _glExtensionTextureFilterAnisotropic ? _gl.getParameter( _glExtensionTextureFilterAnisotropic.MAX_TEXTURE_MAX_ANISOTROPY_EXT ) : 0;
+
+ var _supportsVertexTextures = ( _maxVertexTextures > 0 );
+ var _supportsBoneTextures = _supportsVertexTextures && _glExtensionTextureFloat;
+
+ var _compressedTextureFormats = _glExtensionCompressedTextureS3TC ? _gl.getParameter( _gl.COMPRESSED_TEXTURE_FORMATS ) : [];
+
+ //
+
+ var _vertexShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.HIGH_FLOAT );
+ var _vertexShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.MEDIUM_FLOAT );
+ var _vertexShaderPrecisionLowpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.LOW_FLOAT );
+
+ var _fragmentShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.HIGH_FLOAT );
+ var _fragmentShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.MEDIUM_FLOAT );
+ var _fragmentShaderPrecisionLowpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.LOW_FLOAT );
+
+ var _vertexShaderPrecisionHighpInt = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.HIGH_INT );
+ var _vertexShaderPrecisionMediumpInt = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.MEDIUM_INT );
+ var _vertexShaderPrecisionLowpInt = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.LOW_INT );
+
+ var _fragmentShaderPrecisionHighpInt = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.HIGH_INT );
+ var _fragmentShaderPrecisionMediumpInt = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.MEDIUM_INT );
+ var _fragmentShaderPrecisionLowpInt = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.LOW_INT );
+
+ // clamp precision to maximum available
+
+ var highpAvailable = _vertexShaderPrecisionHighpFloat.precision > 0 && _fragmentShaderPrecisionHighpFloat.precision > 0;
+ var mediumpAvailable = _vertexShaderPrecisionMediumpFloat.precision > 0 && _fragmentShaderPrecisionMediumpFloat.precision > 0;
+
+ if ( _precision === "highp" && ! highpAvailable ) {
+
+ if ( mediumpAvailable ) {
+
+ _precision = "mediump";
+ console.warn( "WebGLRenderer: highp not supported, using mediump" );
+
+ } else {
+
+ _precision = "lowp";
+ console.warn( "WebGLRenderer: highp and mediump not supported, using lowp" );
+
+ }
+
+ }
+
+ if ( _precision === "mediump" && ! mediumpAvailable ) {
+
+ _precision = "lowp";
+ console.warn( "WebGLRenderer: mediump not supported, using lowp" );
+
+ }
+
+ // API
+
+ this.getContext = function () {
+
+ return _gl;
+
+ };
+
+ this.supportsVertexTextures = function () {
+
+ return _supportsVertexTextures;
+
+ };
+
+ this.supportsFloatTextures = function () {
+
+ return _glExtensionTextureFloat;
+
+ };
+
+ this.supportsStandardDerivatives = function () {
+
+ return _glExtensionStandardDerivatives;
+
+ };
+
+ this.supportsCompressedTextureS3TC = function () {
+
+ return _glExtensionCompressedTextureS3TC;
+
+ };
+
+ this.getMaxAnisotropy = function () {
+
+ return _maxAnisotropy;
+
+ };
+
+ this.getPrecision = function () {
+
+ return _precision;
+
+ };
+
+ this.setSize = function ( width, height, updateStyle ) {
+
+ _canvas.width = width * this.devicePixelRatio;
+ _canvas.height = height * this.devicePixelRatio;
+
+ if ( this.devicePixelRatio !== 1 && updateStyle !== false ) {
+
+ _canvas.style.width = width + 'px';
+ _canvas.style.height = height + 'px';
+
+ }
+
+ this.setViewport( 0, 0, _canvas.width, _canvas.height );
+
+ };
+
+ this.setViewport = function ( x, y, width, height ) {
+
+ _viewportX = x !== undefined ? x : 0;
+ _viewportY = y !== undefined ? y : 0;
+
+ _viewportWidth = width !== undefined ? width : _canvas.width;
+ _viewportHeight = height !== undefined ? height : _canvas.height;
+
+ _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
+
+ };
+
+ this.setScissor = function ( x, y, width, height ) {
+
+ _gl.scissor( x, y, width, height );
+
+ };
+
+ this.enableScissorTest = function ( enable ) {
+
+ enable ? _gl.enable( _gl.SCISSOR_TEST ) : _gl.disable( _gl.SCISSOR_TEST );
+
+ };
+
+ // Clearing
+
+ this.setClearColor = function ( color, alpha ) {
+
+ _clearColor.set( color );
+ _clearAlpha = alpha !== undefined ? alpha : 1;
+
+ _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
+
+ };
+
+ this.setClearColorHex = function ( hex, alpha ) {
+
+ console.warn( 'DEPRECATED: .setClearColorHex() is being removed. Use .setClearColor() instead.' );
+ this.setClearColor( hex, alpha );
+
+ };
+
+ this.getClearColor = function () {
+
+ return _clearColor;
+
+ };
+
+ this.getClearAlpha = function () {
+
+ return _clearAlpha;
+
+ };
+
+ this.clear = function ( color, depth, stencil ) {
+
+ var bits = 0;
+
+ if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
+ if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
+ if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
+
+ _gl.clear( bits );
+
+ };
+
+ this.clearTarget = function ( renderTarget, color, depth, stencil ) {
+
+ this.setRenderTarget( renderTarget );
+ this.clear( color, depth, stencil );
+
+ };
+
+ // Plugins
+
+ this.addPostPlugin = function ( plugin ) {
+
+ plugin.init( this );
+ this.renderPluginsPost.push( plugin );
+
+ };
+
+ this.addPrePlugin = function ( plugin ) {
+
+ plugin.init( this );
+ this.renderPluginsPre.push( plugin );
+
+ };
+
+ // Rendering
+
+ this.updateShadowMap = function ( scene, camera ) {
+
+ _currentProgram = null;
+ _oldBlending = -1;
+ _oldDepthTest = -1;
+ _oldDepthWrite = -1;
+ _currentGeometryGroupHash = -1;
+ _currentMaterialId = -1;
+ _lightsNeedUpdate = true;
+ _oldDoubleSided = -1;
+ _oldFlipSided = -1;
+
+ this.shadowMapPlugin.update( scene, camera );
+
+ };
+
+ // Internal functions
+
+ // Buffer allocation
+
+ function createParticleBuffers ( geometry ) {
+
+ geometry.__webglVertexBuffer = _gl.createBuffer();
+ geometry.__webglColorBuffer = _gl.createBuffer();
+
+ _this.info.memory.geometries ++;
+
+ };
+
+ function createLineBuffers ( geometry ) {
+
+ geometry.__webglVertexBuffer = _gl.createBuffer();
+ geometry.__webglColorBuffer = _gl.createBuffer();
+ geometry.__webglLineDistanceBuffer = _gl.createBuffer();
+
+ _this.info.memory.geometries ++;
+
+ };
+
+ function createRibbonBuffers ( geometry ) {
+
+ geometry.__webglVertexBuffer = _gl.createBuffer();
+ geometry.__webglColorBuffer = _gl.createBuffer();
+ geometry.__webglNormalBuffer = _gl.createBuffer();
+
+ _this.info.memory.geometries ++;
+
+ };
+
+ function createMeshBuffers ( geometryGroup ) {
+
+ geometryGroup.__webglVertexBuffer = _gl.createBuffer();
+ geometryGroup.__webglNormalBuffer = _gl.createBuffer();
+ geometryGroup.__webglTangentBuffer = _gl.createBuffer();
+ geometryGroup.__webglColorBuffer = _gl.createBuffer();
+ geometryGroup.__webglUVBuffer = _gl.createBuffer();
+ geometryGroup.__webglUV2Buffer = _gl.createBuffer();
+
+ geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer();
+ geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer();
+
+ geometryGroup.__webglFaceBuffer = _gl.createBuffer();
+ geometryGroup.__webglLineBuffer = _gl.createBuffer();
+
+ var m, ml;
+
+ if ( geometryGroup.numMorphTargets ) {
+
+ geometryGroup.__webglMorphTargetsBuffers = [];
+
+ for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
+
+ geometryGroup.__webglMorphTargetsBuffers.push( _gl.createBuffer() );
+
+ }
+
+ }
+
+ if ( geometryGroup.numMorphNormals ) {
+
+ geometryGroup.__webglMorphNormalsBuffers = [];
+
+ for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
+
+ geometryGroup.__webglMorphNormalsBuffers.push( _gl.createBuffer() );
+
+ }
+
+ }
+
+ _this.info.memory.geometries ++;
+
+ };
+
+ // Events
+
+ var onGeometryDispose = function ( event ) {
+
+ var geometry = event.target;
+
+ geometry.removeEventListener( 'dispose', onGeometryDispose );
+
+ deallocateGeometry( geometry );
+
+ _this.info.memory.geometries --;
+
+ };
+
+ var onTextureDispose = function ( event ) {
+
+ var texture = event.target;
+
+ texture.removeEventListener( 'dispose', onTextureDispose );
+
+ deallocateTexture( texture );
+
+ _this.info.memory.textures --;
+
+
+ };
+
+ var onRenderTargetDispose = function ( event ) {
+
+ var renderTarget = event.target;
+
+ renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
+
+ deallocateRenderTarget( renderTarget );
+
+ _this.info.memory.textures --;
+
+ };
+
+ var onMaterialDispose = function ( event ) {
+
+ var material = event.target;
+
+ material.removeEventListener( 'dispose', onMaterialDispose );
+
+ deallocateMaterial( material );
+
+ };
+
+ // Buffer deallocation
+
+ var deallocateGeometry = function ( geometry ) {
+
+ geometry.__webglInit = undefined;
+
+ if ( geometry.__webglVertexBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglVertexBuffer );
+ if ( geometry.__webglNormalBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglNormalBuffer );
+ if ( geometry.__webglTangentBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglTangentBuffer );
+ if ( geometry.__webglColorBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglColorBuffer );
+ if ( geometry.__webglUVBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglUVBuffer );
+ if ( geometry.__webglUV2Buffer !== undefined ) _gl.deleteBuffer( geometry.__webglUV2Buffer );
+
+ if ( geometry.__webglSkinIndicesBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglSkinIndicesBuffer );
+ if ( geometry.__webglSkinWeightsBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglSkinWeightsBuffer );
+
+ if ( geometry.__webglFaceBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglFaceBuffer );
+ if ( geometry.__webglLineBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglLineBuffer );
+
+ if ( geometry.__webglLineDistanceBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglLineDistanceBuffer );
+
+ // geometry groups
+
+ if ( geometry.geometryGroups !== undefined ) {
+
+ for ( var g in geometry.geometryGroups ) {
+
+ var geometryGroup = geometry.geometryGroups[ g ];
+
+ if ( geometryGroup.numMorphTargets !== undefined ) {
+
+ for ( var m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
+
+ _gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] );
+
+ }
+
+ }
+
+ if ( geometryGroup.numMorphNormals !== undefined ) {
+
+ for ( var m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
+
+ _gl.deleteBuffer( geometryGroup.__webglMorphNormalsBuffers[ m ] );
+
+ }
+
+ }
+
+ deleteCustomAttributesBuffers( geometryGroup );
+
+ }
+
+ }
+
+ deleteCustomAttributesBuffers( geometry );
+
+ };
+
+ var deallocateTexture = function ( texture ) {
+
+ if ( texture.image && texture.image.__webglTextureCube ) {
+
+ // cube texture
+
+ _gl.deleteTexture( texture.image.__webglTextureCube );
+
+ } else {
+
+ // 2D texture
+
+ if ( ! texture.__webglInit ) return;
+
+ texture.__webglInit = false;
+ _gl.deleteTexture( texture.__webglTexture );
+
+ }
+
+ };
+
+ var deallocateRenderTarget = function ( renderTarget ) {
+
+ if ( !renderTarget || ! renderTarget.__webglTexture ) return;
+
+ _gl.deleteTexture( renderTarget.__webglTexture );
+
+ if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
+
+ for ( var i = 0; i < 6; i ++ ) {
+
+ _gl.deleteFramebuffer( renderTarget.__webglFramebuffer[ i ] );
+ _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer[ i ] );
+
+ }
+
+ } else {
+
+ _gl.deleteFramebuffer( renderTarget.__webglFramebuffer );
+ _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer );
+
+ }
+
+ };
+
+ var deallocateMaterial = function ( material ) {
+
+ var program = material.program;
+
+ if ( program === undefined ) return;
+
+ material.program = undefined;
+
+ // only deallocate GL program if this was the last use of shared program
+ // assumed there is only single copy of any program in the _programs list
+ // (that's how it's constructed)
+
+ var i, il, programInfo;
+ var deleteProgram = false;
+
+ for ( i = 0, il = _programs.length; i < il; i ++ ) {
+
+ programInfo = _programs[ i ];
+
+ if ( programInfo.program === program ) {
+
+ programInfo.usedTimes --;
+
+ if ( programInfo.usedTimes === 0 ) {
+
+ deleteProgram = true;
+
+ }
+
+ break;
+
+ }
+
+ }
+
+ if ( deleteProgram === true ) {
+
+ // avoid using array.splice, this is costlier than creating new array from scratch
+
+ var newPrograms = [];
+
+ for ( i = 0, il = _programs.length; i < il; i ++ ) {
+
+ programInfo = _programs[ i ];
+
+ if ( programInfo.program !== program ) {
+
+ newPrograms.push( programInfo );
+
+ }
+
+ }
+
+ _programs = newPrograms;
+
+ _gl.deleteProgram( program );
+
+ _this.info.memory.programs --;
+
+ }
+
+ };
+
+ //
+
+ /*
+ function deleteParticleBuffers ( geometry ) {
+
+ _gl.deleteBuffer( geometry.__webglVertexBuffer );
+ _gl.deleteBuffer( geometry.__webglColorBuffer );
+
+ deleteCustomAttributesBuffers( geometry );
+
+ _this.info.memory.geometries --;
+
+ };
+
+ function deleteLineBuffers ( geometry ) {
+
+ _gl.deleteBuffer( geometry.__webglVertexBuffer );
+ _gl.deleteBuffer( geometry.__webglColorBuffer );
+ _gl.deleteBuffer( geometry.__webglLineDistanceBuffer );
+
+ deleteCustomAttributesBuffers( geometry );
+
+ _this.info.memory.geometries --;
+
+ };
+
+ function deleteRibbonBuffers ( geometry ) {
+
+ _gl.deleteBuffer( geometry.__webglVertexBuffer );
+ _gl.deleteBuffer( geometry.__webglColorBuffer );
+ _gl.deleteBuffer( geometry.__webglNormalBuffer );
+
+ deleteCustomAttributesBuffers( geometry );
+
+ _this.info.memory.geometries --;
+
+ };
+
+ function deleteMeshBuffers ( geometryGroup ) {
+
+ _gl.deleteBuffer( geometryGroup.__webglVertexBuffer );
+ _gl.deleteBuffer( geometryGroup.__webglNormalBuffer );
+ _gl.deleteBuffer( geometryGroup.__webglTangentBuffer );
+ _gl.deleteBuffer( geometryGroup.__webglColorBuffer );
+ _gl.deleteBuffer( geometryGroup.__webglUVBuffer );
+ _gl.deleteBuffer( geometryGroup.__webglUV2Buffer );
+
+ _gl.deleteBuffer( geometryGroup.__webglSkinIndicesBuffer );
+ _gl.deleteBuffer( geometryGroup.__webglSkinWeightsBuffer );
+
+ _gl.deleteBuffer( geometryGroup.__webglFaceBuffer );
+ _gl.deleteBuffer( geometryGroup.__webglLineBuffer );
+
+ var m, ml;
+
+ if ( geometryGroup.numMorphTargets ) {
+
+ for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
+
+ _gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] );
+
+ }
+
+ }
+
+ if ( geometryGroup.numMorphNormals ) {
+
+ for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
+
+ _gl.deleteBuffer( geometryGroup.__webglMorphNormalsBuffers[ m ] );
+
+ }
+
+ }
+
+ deleteCustomAttributesBuffers( geometryGroup );
+
+ _this.info.memory.geometries --;
+
+ };
+ */
+
+ function deleteCustomAttributesBuffers( geometry ) {
+
+ if ( geometry.__webglCustomAttributesList ) {
+
+ for ( var id in geometry.__webglCustomAttributesList ) {
+
+ _gl.deleteBuffer( geometry.__webglCustomAttributesList[ id ].buffer );
+
+ }
+
+ }
+
+ };
+
+ // Buffer initialization
+
+ function initCustomAttributes ( geometry, object ) {
+
+ var nvertices = geometry.vertices.length;
+
+ var material = object.material;
+
+ if ( material.attributes ) {
+
+ if ( geometry.__webglCustomAttributesList === undefined ) {
+
+ geometry.__webglCustomAttributesList = [];
+
+ }
+
+ for ( var a in material.attributes ) {
+
+ var attribute = material.attributes[ a ];
+
+ if ( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
+
+ attribute.__webglInitialized = true;
+
+ var size = 1; // "f" and "i"
+
+ if ( attribute.type === "v2" ) size = 2;
+ else if ( attribute.type === "v3" ) size = 3;
+ else if ( attribute.type === "v4" ) size = 4;
+ else if ( attribute.type === "c" ) size = 3;
+
+ attribute.size = size;
+
+ attribute.array = new Float32Array( nvertices * size );
+
+ attribute.buffer = _gl.createBuffer();
+ attribute.buffer.belongsToAttribute = a;
+
+ attribute.needsUpdate = true;
+
+ }
+
+ geometry.__webglCustomAttributesList.push( attribute );
+
+ }
+
+ }
+
+ };
+
+ function initParticleBuffers ( geometry, object ) {
+
+ var nvertices = geometry.vertices.length;
+
+ geometry.__vertexArray = new Float32Array( nvertices * 3 );
+ geometry.__colorArray = new Float32Array( nvertices * 3 );
+
+ geometry.__sortArray = [];
+
+ geometry.__webglParticleCount = nvertices;
+
+ initCustomAttributes ( geometry, object );
+
+ };
+
+ function initLineBuffers ( geometry, object ) {
+
+ var nvertices = geometry.vertices.length;
+
+ geometry.__vertexArray = new Float32Array( nvertices * 3 );
+ geometry.__colorArray = new Float32Array( nvertices * 3 );
+ geometry.__lineDistanceArray = new Float32Array( nvertices * 1 );
+
+ geometry.__webglLineCount = nvertices;
+
+ initCustomAttributes ( geometry, object );
+
+ };
+
+ function initRibbonBuffers ( geometry, object ) {
+
+ var nvertices = geometry.vertices.length;
+
+ geometry.__vertexArray = new Float32Array( nvertices * 3 );
+ geometry.__colorArray = new Float32Array( nvertices * 3 );
+ geometry.__normalArray = new Float32Array( nvertices * 3 );
+
+ geometry.__webglVertexCount = nvertices;
+
+ initCustomAttributes ( geometry, object );
+
+ };
+
+ function initMeshBuffers ( geometryGroup, object ) {
+
+ var geometry = object.geometry,
+ faces3 = geometryGroup.faces3,
+ faces4 = geometryGroup.faces4,
+
+ nvertices = faces3.length * 3 + faces4.length * 4,
+ ntris = faces3.length * 1 + faces4.length * 2,
+ nlines = faces3.length * 3 + faces4.length * 4,
+
+ material = getBufferMaterial( object, geometryGroup ),
+
+ uvType = bufferGuessUVType( material ),
+ normalType = bufferGuessNormalType( material ),
+ vertexColorType = bufferGuessVertexColorType( material );
+
+ // console.log( "uvType", uvType, "normalType", normalType, "vertexColorType", vertexColorType, object, geometryGroup, material );
+
+ geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
+
+ if ( normalType ) {
+
+ geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
+
+ }
+
+ if ( geometry.hasTangents ) {
+
+ geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );
+
+ }
+
+ if ( vertexColorType ) {
+
+ geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
+
+ }
+
+ if ( uvType ) {
+
+ if ( geometry.faceUvs.length > 0 || geometry.faceVertexUvs.length > 0 ) {
+
+ geometryGroup.__uvArray = new Float32Array( nvertices * 2 );
+
+ }
+
+ if ( geometry.faceUvs.length > 1 || geometry.faceVertexUvs.length > 1 ) {
+
+ geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );
+
+ }
+
+ }
+
+ if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) {
+
+ geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 );
+ geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 );
+
+ }
+
+ geometryGroup.__faceArray = new Uint16Array( ntris * 3 );
+ geometryGroup.__lineArray = new Uint16Array( nlines * 2 );
+
+ var m, ml;
+
+ if ( geometryGroup.numMorphTargets ) {
+
+ geometryGroup.__morphTargetsArrays = [];
+
+ for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
+
+ geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) );
+
+ }
+
+ }
+
+ if ( geometryGroup.numMorphNormals ) {
+
+ geometryGroup.__morphNormalsArrays = [];
+
+ for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
+
+ geometryGroup.__morphNormalsArrays.push( new Float32Array( nvertices * 3 ) );
+
+ }
+
+ }
+
+ geometryGroup.__webglFaceCount = ntris * 3;
+ geometryGroup.__webglLineCount = nlines * 2;
+
+
+ // custom attributes
+
+ if ( material.attributes ) {
+
+ if ( geometryGroup.__webglCustomAttributesList === undefined ) {
+
+ geometryGroup.__webglCustomAttributesList = [];
+
+ }
+
+ for ( var a in material.attributes ) {
+
+ // Do a shallow copy of the attribute object so different geometryGroup chunks use different
+ // attribute buffers which are correctly indexed in the setMeshBuffers function
+
+ var originalAttribute = material.attributes[ a ];
+
+ var attribute = {};
+
+ for ( var property in originalAttribute ) {
+
+ attribute[ property ] = originalAttribute[ property ];
+
+ }
+
+ if ( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
+
+ attribute.__webglInitialized = true;
+
+ var size = 1; // "f" and "i"
+
+ if( attribute.type === "v2" ) size = 2;
+ else if( attribute.type === "v3" ) size = 3;
+ else if( attribute.type === "v4" ) size = 4;
+ else if( attribute.type === "c" ) size = 3;
+
+ attribute.size = size;
+
+ attribute.array = new Float32Array( nvertices * size );
+
+ attribute.buffer = _gl.createBuffer();
+ attribute.buffer.belongsToAttribute = a;
+
+ originalAttribute.needsUpdate = true;
+ attribute.__original = originalAttribute;
+
+ }
+
+ geometryGroup.__webglCustomAttributesList.push( attribute );
+
+ }
+
+ }
+
+ geometryGroup.__inittedArrays = true;
+
+ };
+
+ function getBufferMaterial( object, geometryGroup ) {
+
+ return object.material instanceof THREE.MeshFaceMaterial
+ ? object.material.materials[ geometryGroup.materialIndex ]
+ : object.material;
+
+ };
+
+ function materialNeedsSmoothNormals ( material ) {
+
+ return material && material.shading !== undefined && material.shading === THREE.SmoothShading;
+
+ };
+
+ function bufferGuessNormalType ( material ) {
+
+ // only MeshBasicMaterial and MeshDepthMaterial don't need normals
+
+ if ( ( material instanceof THREE.MeshBasicMaterial && !material.envMap ) || material instanceof THREE.MeshDepthMaterial ) {
+
+ return false;
+
+ }
+
+ if ( materialNeedsSmoothNormals( material ) ) {
+
+ return THREE.SmoothShading;
+
+ } else {
+
+ return THREE.FlatShading;
+
+ }
+
+ };
+
+ function bufferGuessVertexColorType( material ) {
+
+ if ( material.vertexColors ) {
+
+ return material.vertexColors;
+
+ }
+
+ return false;
+
+ };
+
+ function bufferGuessUVType( material ) {
+
+ // material must use some texture to require uvs
+
+ if ( material.map ||
+ material.lightMap ||
+ material.bumpMap ||
+ material.normalMap ||
+ material.specularMap ||
+ material instanceof THREE.ShaderMaterial ) {
+
+ return true;
+
+ }
+
+ return false;
+
+ };
+
+ //
+
+ function initDirectBuffers( geometry ) {
+
+ var a, attribute, type;
+
+ for ( a in geometry.attributes ) {
+
+ if ( a === "index" ) {
+
+ type = _gl.ELEMENT_ARRAY_BUFFER;
+
+ } else {
+
+ type = _gl.ARRAY_BUFFER;
+
+ }
+
+ attribute = geometry.attributes[ a ];
+
+ attribute.buffer = _gl.createBuffer();
+
+ _gl.bindBuffer( type, attribute.buffer );
+ _gl.bufferData( type, attribute.array, _gl.STATIC_DRAW );
+
+ }
+
+ };
+
+ // Buffer setting
+
+ function setParticleBuffers ( geometry, hint, object ) {
+
+ var v, c, vertex, offset, index, color,
+
+ vertices = geometry.vertices,
+ vl = vertices.length,
+
+ colors = geometry.colors,
+ cl = colors.length,
+
+ vertexArray = geometry.__vertexArray,
+ colorArray = geometry.__colorArray,
+
+ sortArray = geometry.__sortArray,
+
+ dirtyVertices = geometry.verticesNeedUpdate,
+ dirtyElements = geometry.elementsNeedUpdate,
+ dirtyColors = geometry.colorsNeedUpdate,
+
+ customAttributes = geometry.__webglCustomAttributesList,
+ i, il,
+ a, ca, cal, value,
+ customAttribute;
+
+ if ( object.sortParticles ) {
+
+ _projScreenMatrixPS.copy( _projScreenMatrix );
+ _projScreenMatrixPS.multiply( object.matrixWorld );
+
+ for ( v = 0; v < vl; v ++ ) {
+
+ vertex = vertices[ v ];
+
+ _vector3.copy( vertex );
+ _vector3.applyProjection( _projScreenMatrixPS );
+
+ sortArray[ v ] = [ _vector3.z, v ];
+
+ }
+
+ sortArray.sort( numericalSort );
+
+ for ( v = 0; v < vl; v ++ ) {
+
+ vertex = vertices[ sortArray[v][1] ];
+
+ offset = v * 3;
+
+ vertexArray[ offset ] = vertex.x;
+ vertexArray[ offset + 1 ] = vertex.y;
+ vertexArray[ offset + 2 ] = vertex.z;
+
+ }
+
+ for ( c = 0; c < cl; c ++ ) {
+
+ offset = c * 3;
+
+ color = colors[ sortArray[c][1] ];
+
+ colorArray[ offset ] = color.r;
+ colorArray[ offset + 1 ] = color.g;
+ colorArray[ offset + 2 ] = color.b;
+
+ }
+
+ if ( customAttributes ) {
+
+ for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
+
+ customAttribute = customAttributes[ i ];
+
+ if ( ! ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) ) continue;
+
+ offset = 0;
+
+ cal = customAttribute.value.length;
+
+ if ( customAttribute.size === 1 ) {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ index = sortArray[ ca ][ 1 ];
+
+ customAttribute.array[ ca ] = customAttribute.value[ index ];
+
+ }
+
+ } else if ( customAttribute.size === 2 ) {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ index = sortArray[ ca ][ 1 ];
+
+ value = customAttribute.value[ index ];
+
+ customAttribute.array[ offset ] = value.x;
+ customAttribute.array[ offset + 1 ] = value.y;
+
+ offset += 2;
+
+ }
+
+ } else if ( customAttribute.size === 3 ) {
+
+ if ( customAttribute.type === "c" ) {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ index = sortArray[ ca ][ 1 ];
+
+ value = customAttribute.value[ index ];
+
+ customAttribute.array[ offset ] = value.r;
+ customAttribute.array[ offset + 1 ] = value.g;
+ customAttribute.array[ offset + 2 ] = value.b;
+
+ offset += 3;
+
+ }
+
+ } else {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ index = sortArray[ ca ][ 1 ];
+
+ value = customAttribute.value[ index ];
+
+ customAttribute.array[ offset ] = value.x;
+ customAttribute.array[ offset + 1 ] = value.y;
+ customAttribute.array[ offset + 2 ] = value.z;
+
+ offset += 3;
+
+ }
+
+ }
+
+ } else if ( customAttribute.size === 4 ) {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ index = sortArray[ ca ][ 1 ];
+
+ value = customAttribute.value[ index ];
+
+ customAttribute.array[ offset ] = value.x;
+ customAttribute.array[ offset + 1 ] = value.y;
+ customAttribute.array[ offset + 2 ] = value.z;
+ customAttribute.array[ offset + 3 ] = value.w;
+
+ offset += 4;
+
+ }
+
+ }
+
+ }
+
+ }
+
+ } else {
+
+ if ( dirtyVertices ) {
+
+ for ( v = 0; v < vl; v ++ ) {
+
+ vertex = vertices[ v ];
+
+ offset = v * 3;
+
+ vertexArray[ offset ] = vertex.x;
+ vertexArray[ offset + 1 ] = vertex.y;
+ vertexArray[ offset + 2 ] = vertex.z;
+
+ }
+
+ }
+
+ if ( dirtyColors ) {
+
+ for ( c = 0; c < cl; c ++ ) {
+
+ color = colors[ c ];
+
+ offset = c * 3;
+
+ colorArray[ offset ] = color.r;
+ colorArray[ offset + 1 ] = color.g;
+ colorArray[ offset + 2 ] = color.b;
+
+ }
+
+ }
+
+ if ( customAttributes ) {
+
+ for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
+
+ customAttribute = customAttributes[ i ];
+
+ if ( customAttribute.needsUpdate &&
+ ( customAttribute.boundTo === undefined ||
+ customAttribute.boundTo === "vertices") ) {
+
+ cal = customAttribute.value.length;
+
+ offset = 0;
+
+ if ( customAttribute.size === 1 ) {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ customAttribute.array[ ca ] = customAttribute.value[ ca ];
+
+ }
+
+ } else if ( customAttribute.size === 2 ) {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ value = customAttribute.value[ ca ];
+
+ customAttribute.array[ offset ] = value.x;
+ customAttribute.array[ offset + 1 ] = value.y;
+
+ offset += 2;
+
+ }
+
+ } else if ( customAttribute.size === 3 ) {
+
+ if ( customAttribute.type === "c" ) {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ value = customAttribute.value[ ca ];
+
+ customAttribute.array[ offset ] = value.r;
+ customAttribute.array[ offset + 1 ] = value.g;
+ customAttribute.array[ offset + 2 ] = value.b;
+
+ offset += 3;
+
+ }
+
+ } else {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ value = customAttribute.value[ ca ];
+
+ customAttribute.array[ offset ] = value.x;
+ customAttribute.array[ offset + 1 ] = value.y;
+ customAttribute.array[ offset + 2 ] = value.z;
+
+ offset += 3;
+
+ }
+
+ }
+
+ } else if ( customAttribute.size === 4 ) {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ value = customAttribute.value[ ca ];
+
+ customAttribute.array[ offset ] = value.x;
+ customAttribute.array[ offset + 1 ] = value.y;
+ customAttribute.array[ offset + 2 ] = value.z;
+ customAttribute.array[ offset + 3 ] = value.w;
+
+ offset += 4;
+
+ }
+
+ }
+
+ }
+
+ }
+
+ }
+
+ }
+
+ if ( dirtyVertices || object.sortParticles ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
+
+ }
+
+ if ( dirtyColors || object.sortParticles ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
+
+ }
+
+ if ( customAttributes ) {
+
+ for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
+
+ customAttribute = customAttributes[ i ];
+
+ if ( customAttribute.needsUpdate || object.sortParticles ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
+
+ }
+
+ }
+
+ }
+
+
+ };
+
+ function setLineBuffers ( geometry, hint ) {
+
+ var v, c, d, vertex, offset, color,
+
+ vertices = geometry.vertices,
+ colors = geometry.colors,
+ lineDistances = geometry.lineDistances,
+
+ vl = vertices.length,
+ cl = colors.length,
+ dl = lineDistances.length,
+
+ vertexArray = geometry.__vertexArray,
+ colorArray = geometry.__colorArray,
+ lineDistanceArray = geometry.__lineDistanceArray,
+
+ dirtyVertices = geometry.verticesNeedUpdate,
+ dirtyColors = geometry.colorsNeedUpdate,
+ dirtyLineDistances = geometry.lineDistancesNeedUpdate,
+
+ customAttributes = geometry.__webglCustomAttributesList,
+
+ i, il,
+ a, ca, cal, value,
+ customAttribute;
+
+ if ( dirtyVertices ) {
+
+ for ( v = 0; v < vl; v ++ ) {
+
+ vertex = vertices[ v ];
+
+ offset = v * 3;
+
+ vertexArray[ offset ] = vertex.x;
+ vertexArray[ offset + 1 ] = vertex.y;
+ vertexArray[ offset + 2 ] = vertex.z;
+
+ }
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
+
+ }
+
+ if ( dirtyColors ) {
+
+ for ( c = 0; c < cl; c ++ ) {
+
+ color = colors[ c ];
+
+ offset = c * 3;
+
+ colorArray[ offset ] = color.r;
+ colorArray[ offset + 1 ] = color.g;
+ colorArray[ offset + 2 ] = color.b;
+
+ }
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
+
+ }
+
+ if ( dirtyLineDistances ) {
+
+ for ( d = 0; d < dl; d ++ ) {
+
+ lineDistanceArray[ d ] = lineDistances[ d ];
+
+ }
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglLineDistanceBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, lineDistanceArray, hint );
+
+ }
+
+ if ( customAttributes ) {
+
+ for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
+
+ customAttribute = customAttributes[ i ];
+
+ if ( customAttribute.needsUpdate &&
+ ( customAttribute.boundTo === undefined ||
+ customAttribute.boundTo === "vertices" ) ) {
+
+ offset = 0;
+
+ cal = customAttribute.value.length;
+
+ if ( customAttribute.size === 1 ) {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ customAttribute.array[ ca ] = customAttribute.value[ ca ];
+
+ }
+
+ } else if ( customAttribute.size === 2 ) {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ value = customAttribute.value[ ca ];
+
+ customAttribute.array[ offset ] = value.x;
+ customAttribute.array[ offset + 1 ] = value.y;
+
+ offset += 2;
+
+ }
+
+ } else if ( customAttribute.size === 3 ) {
+
+ if ( customAttribute.type === "c" ) {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ value = customAttribute.value[ ca ];
+
+ customAttribute.array[ offset ] = value.r;
+ customAttribute.array[ offset + 1 ] = value.g;
+ customAttribute.array[ offset + 2 ] = value.b;
+
+ offset += 3;
+
+ }
+
+ } else {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ value = customAttribute.value[ ca ];
+
+ customAttribute.array[ offset ] = value.x;
+ customAttribute.array[ offset + 1 ] = value.y;
+ customAttribute.array[ offset + 2 ] = value.z;
+
+ offset += 3;
+
+ }
+
+ }
+
+ } else if ( customAttribute.size === 4 ) {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ value = customAttribute.value[ ca ];
+
+ customAttribute.array[ offset ] = value.x;
+ customAttribute.array[ offset + 1 ] = value.y;
+ customAttribute.array[ offset + 2 ] = value.z;
+ customAttribute.array[ offset + 3 ] = value.w;
+
+ offset += 4;
+
+ }
+
+ }
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
+
+ }
+
+ }
+
+ }
+
+ };
+
+ function setRibbonBuffers ( geometry, hint ) {
+
+ var v, c, n, vertex, offset, color, normal,
+
+ i, il, ca, cal, customAttribute, value,
+
+ vertices = geometry.vertices,
+ colors = geometry.colors,
+ normals = geometry.normals,
+
+ vl = vertices.length,
+ cl = colors.length,
+ nl = normals.length,
+
+ vertexArray = geometry.__vertexArray,
+ colorArray = geometry.__colorArray,
+ normalArray = geometry.__normalArray,
+
+ dirtyVertices = geometry.verticesNeedUpdate,
+ dirtyColors = geometry.colorsNeedUpdate,
+ dirtyNormals = geometry.normalsNeedUpdate,
+
+ customAttributes = geometry.__webglCustomAttributesList;
+
+ if ( dirtyVertices ) {
+
+ for ( v = 0; v < vl; v ++ ) {
+
+ vertex = vertices[ v ];
+
+ offset = v * 3;
+
+ vertexArray[ offset ] = vertex.x;
+ vertexArray[ offset + 1 ] = vertex.y;
+ vertexArray[ offset + 2 ] = vertex.z;
+
+ }
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
+
+ }
+
+ if ( dirtyColors ) {
+
+ for ( c = 0; c < cl; c ++ ) {
+
+ color = colors[ c ];
+
+ offset = c * 3;
+
+ colorArray[ offset ] = color.r;
+ colorArray[ offset + 1 ] = color.g;
+ colorArray[ offset + 2 ] = color.b;
+
+ }
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
+
+ }
+
+ if ( dirtyNormals ) {
+
+ for ( n = 0; n < nl; n ++ ) {
+
+ normal = normals[ n ];
+
+ offset = n * 3;
+
+ normalArray[ offset ] = normal.x;
+ normalArray[ offset + 1 ] = normal.y;
+ normalArray[ offset + 2 ] = normal.z;
+
+ }
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglNormalBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
+
+ }
+
+ if ( customAttributes ) {
+
+ for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
+
+ customAttribute = customAttributes[ i ];
+
+ if ( customAttribute.needsUpdate &&
+ ( customAttribute.boundTo === undefined ||
+ customAttribute.boundTo === "vertices" ) ) {
+
+ offset = 0;
+
+ cal = customAttribute.value.length;
+
+ if ( customAttribute.size === 1 ) {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ customAttribute.array[ ca ] = customAttribute.value[ ca ];
+
+ }
+
+ } else if ( customAttribute.size === 2 ) {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ value = customAttribute.value[ ca ];
+
+ customAttribute.array[ offset ] = value.x;
+ customAttribute.array[ offset + 1 ] = value.y;
+
+ offset += 2;
+
+ }
+
+ } else if ( customAttribute.size === 3 ) {
+
+ if ( customAttribute.type === "c" ) {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ value = customAttribute.value[ ca ];
+
+ customAttribute.array[ offset ] = value.r;
+ customAttribute.array[ offset + 1 ] = value.g;
+ customAttribute.array[ offset + 2 ] = value.b;
+
+ offset += 3;
+
+ }
+
+ } else {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ value = customAttribute.value[ ca ];
+
+ customAttribute.array[ offset ] = value.x;
+ customAttribute.array[ offset + 1 ] = value.y;
+ customAttribute.array[ offset + 2 ] = value.z;
+
+ offset += 3;
+
+ }
+
+ }
+
+ } else if ( customAttribute.size === 4 ) {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ value = customAttribute.value[ ca ];
+
+ customAttribute.array[ offset ] = value.x;
+ customAttribute.array[ offset + 1 ] = value.y;
+ customAttribute.array[ offset + 2 ] = value.z;
+ customAttribute.array[ offset + 3 ] = value.w;
+
+ offset += 4;
+
+ }
+
+ }
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
+
+ }
+
+ }
+
+ }
+
+ };
+
+ function setMeshBuffers( geometryGroup, object, hint, dispose, material ) {
+
+ if ( ! geometryGroup.__inittedArrays ) {
+
+ return;
+
+ }
+
+ var normalType = bufferGuessNormalType( material ),
+ vertexColorType = bufferGuessVertexColorType( material ),
+ uvType = bufferGuessUVType( material ),
+
+ needsSmoothNormals = ( normalType === THREE.SmoothShading );
+
+ var f, fl, fi, face,
+ vertexNormals, faceNormal, normal,
+ vertexColors, faceColor,
+ vertexTangents,
+ uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4, n1, n2, n3, n4,
+ c1, c2, c3, c4,
+ sw1, sw2, sw3, sw4,
+ si1, si2, si3, si4,
+ sa1, sa2, sa3, sa4,
+ sb1, sb2, sb3, sb4,
+ m, ml, i, il,
+ vn, uvi, uv2i,
+ vk, vkl, vka,
+ nka, chf, faceVertexNormals,
+ a,
+
+ vertexIndex = 0,
+
+ offset = 0,
+ offset_uv = 0,
+ offset_uv2 = 0,
+ offset_face = 0,
+ offset_normal = 0,
+ offset_tangent = 0,
+ offset_line = 0,
+ offset_color = 0,
+ offset_skin = 0,
+ offset_morphTarget = 0,
+ offset_custom = 0,
+ offset_customSrc = 0,
+
+ value,
+
+ vertexArray = geometryGroup.__vertexArray,
+ uvArray = geometryGroup.__uvArray,
+ uv2Array = geometryGroup.__uv2Array,
+ normalArray = geometryGroup.__normalArray,
+ tangentArray = geometryGroup.__tangentArray,
+ colorArray = geometryGroup.__colorArray,
+
+ skinIndexArray = geometryGroup.__skinIndexArray,
+ skinWeightArray = geometryGroup.__skinWeightArray,
+
+ morphTargetsArrays = geometryGroup.__morphTargetsArrays,
+ morphNormalsArrays = geometryGroup.__morphNormalsArrays,
+
+ customAttributes = geometryGroup.__webglCustomAttributesList,
+ customAttribute,
+
+ faceArray = geometryGroup.__faceArray,
+ lineArray = geometryGroup.__lineArray,
+
+ geometry = object.geometry, // this is shared for all chunks
+
+ dirtyVertices = geometry.verticesNeedUpdate,
+ dirtyElements = geometry.elementsNeedUpdate,
+ dirtyUvs = geometry.uvsNeedUpdate,
+ dirtyNormals = geometry.normalsNeedUpdate,
+ dirtyTangents = geometry.tangentsNeedUpdate,
+ dirtyColors = geometry.colorsNeedUpdate,
+ dirtyMorphTargets = geometry.morphTargetsNeedUpdate,
+
+ vertices = geometry.vertices,
+ chunk_faces3 = geometryGroup.faces3,
+ chunk_faces4 = geometryGroup.faces4,
+ obj_faces = geometry.faces,
+
+ obj_uvs = geometry.faceVertexUvs[ 0 ],
+ obj_uvs2 = geometry.faceVertexUvs[ 1 ],
+
+ obj_colors = geometry.colors,
+
+ obj_skinIndices = geometry.skinIndices,
+ obj_skinWeights = geometry.skinWeights,
+
+ morphTargets = geometry.morphTargets,
+ morphNormals = geometry.morphNormals;
+
+ if ( dirtyVertices ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ face = obj_faces[ chunk_faces3[ f ] ];
+
+ v1 = vertices[ face.a ];
+ v2 = vertices[ face.b ];
+ v3 = vertices[ face.c ];
+
+ vertexArray[ offset ] = v1.x;
+ vertexArray[ offset + 1 ] = v1.y;
+ vertexArray[ offset + 2 ] = v1.z;
+
+ vertexArray[ offset + 3 ] = v2.x;
+ vertexArray[ offset + 4 ] = v2.y;
+ vertexArray[ offset + 5 ] = v2.z;
+
+ vertexArray[ offset + 6 ] = v3.x;
+ vertexArray[ offset + 7 ] = v3.y;
+ vertexArray[ offset + 8 ] = v3.z;
+
+ offset += 9;
+
+ }
+
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+ face = obj_faces[ chunk_faces4[ f ] ];
+
+ v1 = vertices[ face.a ];
+ v2 = vertices[ face.b ];
+ v3 = vertices[ face.c ];
+ v4 = vertices[ face.d ];
+
+ vertexArray[ offset ] = v1.x;
+ vertexArray[ offset + 1 ] = v1.y;
+ vertexArray[ offset + 2 ] = v1.z;
+
+ vertexArray[ offset + 3 ] = v2.x;
+ vertexArray[ offset + 4 ] = v2.y;
+ vertexArray[ offset + 5 ] = v2.z;
+
+ vertexArray[ offset + 6 ] = v3.x;
+ vertexArray[ offset + 7 ] = v3.y;
+ vertexArray[ offset + 8 ] = v3.z;
+
+ vertexArray[ offset + 9 ] = v4.x;
+ vertexArray[ offset + 10 ] = v4.y;
+ vertexArray[ offset + 11 ] = v4.z;
+
+ offset += 12;
+
+ }
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
+
+ }
+
+ if ( dirtyMorphTargets ) {
+
+ for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
+
+ offset_morphTarget = 0;
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ chf = chunk_faces3[ f ];
+ face = obj_faces[ chf ];
+
+ // morph positions
+
+ v1 = morphTargets[ vk ].vertices[ face.a ];
+ v2 = morphTargets[ vk ].vertices[ face.b ];
+ v3 = morphTargets[ vk ].vertices[ face.c ];
+
+ vka = morphTargetsArrays[ vk ];
+
+ vka[ offset_morphTarget ] = v1.x;
+ vka[ offset_morphTarget + 1 ] = v1.y;
+ vka[ offset_morphTarget + 2 ] = v1.z;
+
+ vka[ offset_morphTarget + 3 ] = v2.x;
+ vka[ offset_morphTarget + 4 ] = v2.y;
+ vka[ offset_morphTarget + 5 ] = v2.z;
+
+ vka[ offset_morphTarget + 6 ] = v3.x;
+ vka[ offset_morphTarget + 7 ] = v3.y;
+ vka[ offset_morphTarget + 8 ] = v3.z;
+
+ // morph normals
+
+ if ( material.morphNormals ) {
+
+ if ( needsSmoothNormals ) {
+
+ faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ];
+
+ n1 = faceVertexNormals.a;
+ n2 = faceVertexNormals.b;
+ n3 = faceVertexNormals.c;
+
+ } else {
+
+ n1 = morphNormals[ vk ].faceNormals[ chf ];
+ n2 = n1;
+ n3 = n1;
+
+ }
+
+ nka = morphNormalsArrays[ vk ];
+
+ nka[ offset_morphTarget ] = n1.x;
+ nka[ offset_morphTarget + 1 ] = n1.y;
+ nka[ offset_morphTarget + 2 ] = n1.z;
+
+ nka[ offset_morphTarget + 3 ] = n2.x;
+ nka[ offset_morphTarget + 4 ] = n2.y;
+ nka[ offset_morphTarget + 5 ] = n2.z;
+
+ nka[ offset_morphTarget + 6 ] = n3.x;
+ nka[ offset_morphTarget + 7 ] = n3.y;
+ nka[ offset_morphTarget + 8 ] = n3.z;
+
+ }
+
+ //
+
+ offset_morphTarget += 9;
+
+ }
+
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+ chf = chunk_faces4[ f ];
+ face = obj_faces[ chf ];
+
+ // morph positions
+
+ v1 = morphTargets[ vk ].vertices[ face.a ];
+ v2 = morphTargets[ vk ].vertices[ face.b ];
+ v3 = morphTargets[ vk ].vertices[ face.c ];
+ v4 = morphTargets[ vk ].vertices[ face.d ];
+
+ vka = morphTargetsArrays[ vk ];
+
+ vka[ offset_morphTarget ] = v1.x;
+ vka[ offset_morphTarget + 1 ] = v1.y;
+ vka[ offset_morphTarget + 2 ] = v1.z;
+
+ vka[ offset_morphTarget + 3 ] = v2.x;
+ vka[ offset_morphTarget + 4 ] = v2.y;
+ vka[ offset_morphTarget + 5 ] = v2.z;
+
+ vka[ offset_morphTarget + 6 ] = v3.x;
+ vka[ offset_morphTarget + 7 ] = v3.y;
+ vka[ offset_morphTarget + 8 ] = v3.z;
+
+ vka[ offset_morphTarget + 9 ] = v4.x;
+ vka[ offset_morphTarget + 10 ] = v4.y;
+ vka[ offset_morphTarget + 11 ] = v4.z;
+
+ // morph normals
+
+ if ( material.morphNormals ) {
+
+ if ( needsSmoothNormals ) {
+
+ faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ];
+
+ n1 = faceVertexNormals.a;
+ n2 = faceVertexNormals.b;
+ n3 = faceVertexNormals.c;
+ n4 = faceVertexNormals.d;
+
+ } else {
+
+ n1 = morphNormals[ vk ].faceNormals[ chf ];
+ n2 = n1;
+ n3 = n1;
+ n4 = n1;
+
+ }
+
+ nka = morphNormalsArrays[ vk ];
+
+ nka[ offset_morphTarget ] = n1.x;
+ nka[ offset_morphTarget + 1 ] = n1.y;
+ nka[ offset_morphTarget + 2 ] = n1.z;
+
+ nka[ offset_morphTarget + 3 ] = n2.x;
+ nka[ offset_morphTarget + 4 ] = n2.y;
+ nka[ offset_morphTarget + 5 ] = n2.z;
+
+ nka[ offset_morphTarget + 6 ] = n3.x;
+ nka[ offset_morphTarget + 7 ] = n3.y;
+ nka[ offset_morphTarget + 8 ] = n3.z;
+
+ nka[ offset_morphTarget + 9 ] = n4.x;
+ nka[ offset_morphTarget + 10 ] = n4.y;
+ nka[ offset_morphTarget + 11 ] = n4.z;
+
+ }
+
+ //
+
+ offset_morphTarget += 12;
+
+ }
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] );
+ _gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint );
+
+ if ( material.morphNormals ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ vk ] );
+ _gl.bufferData( _gl.ARRAY_BUFFER, morphNormalsArrays[ vk ], hint );
+
+ }
+
+ }
+
+ }
+
+ if ( obj_skinWeights.length ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ face = obj_faces[ chunk_faces3[ f ] ];
+
+ // weights
+
+ sw1 = obj_skinWeights[ face.a ];
+ sw2 = obj_skinWeights[ face.b ];
+ sw3 = obj_skinWeights[ face.c ];
+
+ skinWeightArray[ offset_skin ] = sw1.x;
+ skinWeightArray[ offset_skin + 1 ] = sw1.y;
+ skinWeightArray[ offset_skin + 2 ] = sw1.z;
+ skinWeightArray[ offset_skin + 3 ] = sw1.w;
+
+ skinWeightArray[ offset_skin + 4 ] = sw2.x;
+ skinWeightArray[ offset_skin + 5 ] = sw2.y;
+ skinWeightArray[ offset_skin + 6 ] = sw2.z;
+ skinWeightArray[ offset_skin + 7 ] = sw2.w;
+
+ skinWeightArray[ offset_skin + 8 ] = sw3.x;
+ skinWeightArray[ offset_skin + 9 ] = sw3.y;
+ skinWeightArray[ offset_skin + 10 ] = sw3.z;
+ skinWeightArray[ offset_skin + 11 ] = sw3.w;
+
+ // indices
+
+ si1 = obj_skinIndices[ face.a ];
+ si2 = obj_skinIndices[ face.b ];
+ si3 = obj_skinIndices[ face.c ];
+
+ skinIndexArray[ offset_skin ] = si1.x;
+ skinIndexArray[ offset_skin + 1 ] = si1.y;
+ skinIndexArray[ offset_skin + 2 ] = si1.z;
+ skinIndexArray[ offset_skin + 3 ] = si1.w;
+
+ skinIndexArray[ offset_skin + 4 ] = si2.x;
+ skinIndexArray[ offset_skin + 5 ] = si2.y;
+ skinIndexArray[ offset_skin + 6 ] = si2.z;
+ skinIndexArray[ offset_skin + 7 ] = si2.w;
+
+ skinIndexArray[ offset_skin + 8 ] = si3.x;
+ skinIndexArray[ offset_skin + 9 ] = si3.y;
+ skinIndexArray[ offset_skin + 10 ] = si3.z;
+ skinIndexArray[ offset_skin + 11 ] = si3.w;
+
+ offset_skin += 12;
+
+ }
+
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+ face = obj_faces[ chunk_faces4[ f ] ];
+
+ // weights
+
+ sw1 = obj_skinWeights[ face.a ];
+ sw2 = obj_skinWeights[ face.b ];
+ sw3 = obj_skinWeights[ face.c ];
+ sw4 = obj_skinWeights[ face.d ];
+
+ skinWeightArray[ offset_skin ] = sw1.x;
+ skinWeightArray[ offset_skin + 1 ] = sw1.y;
+ skinWeightArray[ offset_skin + 2 ] = sw1.z;
+ skinWeightArray[ offset_skin + 3 ] = sw1.w;
+
+ skinWeightArray[ offset_skin + 4 ] = sw2.x;
+ skinWeightArray[ offset_skin + 5 ] = sw2.y;
+ skinWeightArray[ offset_skin + 6 ] = sw2.z;
+ skinWeightArray[ offset_skin + 7 ] = sw2.w;
+
+ skinWeightArray[ offset_skin + 8 ] = sw3.x;
+ skinWeightArray[ offset_skin + 9 ] = sw3.y;
+ skinWeightArray[ offset_skin + 10 ] = sw3.z;
+ skinWeightArray[ offset_skin + 11 ] = sw3.w;
+
+ skinWeightArray[ offset_skin + 12 ] = sw4.x;
+ skinWeightArray[ offset_skin + 13 ] = sw4.y;
+ skinWeightArray[ offset_skin + 14 ] = sw4.z;
+ skinWeightArray[ offset_skin + 15 ] = sw4.w;
+
+ // indices
+
+ si1 = obj_skinIndices[ face.a ];
+ si2 = obj_skinIndices[ face.b ];
+ si3 = obj_skinIndices[ face.c ];
+ si4 = obj_skinIndices[ face.d ];
+
+ skinIndexArray[ offset_skin ] = si1.x;
+ skinIndexArray[ offset_skin + 1 ] = si1.y;
+ skinIndexArray[ offset_skin + 2 ] = si1.z;
+ skinIndexArray[ offset_skin + 3 ] = si1.w;
+
+ skinIndexArray[ offset_skin + 4 ] = si2.x;
+ skinIndexArray[ offset_skin + 5 ] = si2.y;
+ skinIndexArray[ offset_skin + 6 ] = si2.z;
+ skinIndexArray[ offset_skin + 7 ] = si2.w;
+
+ skinIndexArray[ offset_skin + 8 ] = si3.x;
+ skinIndexArray[ offset_skin + 9 ] = si3.y;
+ skinIndexArray[ offset_skin + 10 ] = si3.z;
+ skinIndexArray[ offset_skin + 11 ] = si3.w;
+
+ skinIndexArray[ offset_skin + 12 ] = si4.x;
+ skinIndexArray[ offset_skin + 13 ] = si4.y;
+ skinIndexArray[ offset_skin + 14 ] = si4.z;
+ skinIndexArray[ offset_skin + 15 ] = si4.w;
+
+ offset_skin += 16;
+
+ }
+
+ if ( offset_skin > 0 ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint );
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );
+
+ }
+
+ }
+
+ if ( dirtyColors && vertexColorType ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ face = obj_faces[ chunk_faces3[ f ] ];
+
+ vertexColors = face.vertexColors;
+ faceColor = face.color;
+
+ if ( vertexColors.length === 3 && vertexColorType === THREE.VertexColors ) {
+
+ c1 = vertexColors[ 0 ];
+ c2 = vertexColors[ 1 ];
+ c3 = vertexColors[ 2 ];
+
+ } else {
+
+ c1 = faceColor;
+ c2 = faceColor;
+ c3 = faceColor;
+
+ }
+
+ colorArray[ offset_color ] = c1.r;
+ colorArray[ offset_color + 1 ] = c1.g;
+ colorArray[ offset_color + 2 ] = c1.b;
+
+ colorArray[ offset_color + 3 ] = c2.r;
+ colorArray[ offset_color + 4 ] = c2.g;
+ colorArray[ offset_color + 5 ] = c2.b;
+
+ colorArray[ offset_color + 6 ] = c3.r;
+ colorArray[ offset_color + 7 ] = c3.g;
+ colorArray[ offset_color + 8 ] = c3.b;
+
+ offset_color += 9;
+
+ }
+
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+ face = obj_faces[ chunk_faces4[ f ] ];
+
+ vertexColors = face.vertexColors;
+ faceColor = face.color;
+
+ if ( vertexColors.length === 4 && vertexColorType === THREE.VertexColors ) {
+
+ c1 = vertexColors[ 0 ];
+ c2 = vertexColors[ 1 ];
+ c3 = vertexColors[ 2 ];
+ c4 = vertexColors[ 3 ];
+
+ } else {
+
+ c1 = faceColor;
+ c2 = faceColor;
+ c3 = faceColor;
+ c4 = faceColor;
+
+ }
+
+ colorArray[ offset_color ] = c1.r;
+ colorArray[ offset_color + 1 ] = c1.g;
+ colorArray[ offset_color + 2 ] = c1.b;
+
+ colorArray[ offset_color + 3 ] = c2.r;
+ colorArray[ offset_color + 4 ] = c2.g;
+ colorArray[ offset_color + 5 ] = c2.b;
+
+ colorArray[ offset_color + 6 ] = c3.r;
+ colorArray[ offset_color + 7 ] = c3.g;
+ colorArray[ offset_color + 8 ] = c3.b;
+
+ colorArray[ offset_color + 9 ] = c4.r;
+ colorArray[ offset_color + 10 ] = c4.g;
+ colorArray[ offset_color + 11 ] = c4.b;
+
+ offset_color += 12;
+
+ }
+
+ if ( offset_color > 0 ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
+
+ }
+
+ }
+
+ if ( dirtyTangents && geometry.hasTangents ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ face = obj_faces[ chunk_faces3[ f ] ];
+
+ vertexTangents = face.vertexTangents;
+
+ t1 = vertexTangents[ 0 ];
+ t2 = vertexTangents[ 1 ];
+ t3 = vertexTangents[ 2 ];
+
+ tangentArray[ offset_tangent ] = t1.x;
+ tangentArray[ offset_tangent + 1 ] = t1.y;
+ tangentArray[ offset_tangent + 2 ] = t1.z;
+ tangentArray[ offset_tangent + 3 ] = t1.w;
+
+ tangentArray[ offset_tangent + 4 ] = t2.x;
+ tangentArray[ offset_tangent + 5 ] = t2.y;
+ tangentArray[ offset_tangent + 6 ] = t2.z;
+ tangentArray[ offset_tangent + 7 ] = t2.w;
+
+ tangentArray[ offset_tangent + 8 ] = t3.x;
+ tangentArray[ offset_tangent + 9 ] = t3.y;
+ tangentArray[ offset_tangent + 10 ] = t3.z;
+ tangentArray[ offset_tangent + 11 ] = t3.w;
+
+ offset_tangent += 12;
+
+ }
+
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+ face = obj_faces[ chunk_faces4[ f ] ];
+
+ vertexTangents = face.vertexTangents;
+
+ t1 = vertexTangents[ 0 ];
+ t2 = vertexTangents[ 1 ];
+ t3 = vertexTangents[ 2 ];
+ t4 = vertexTangents[ 3 ];
+
+ tangentArray[ offset_tangent ] = t1.x;
+ tangentArray[ offset_tangent + 1 ] = t1.y;
+ tangentArray[ offset_tangent + 2 ] = t1.z;
+ tangentArray[ offset_tangent + 3 ] = t1.w;
+
+ tangentArray[ offset_tangent + 4 ] = t2.x;
+ tangentArray[ offset_tangent + 5 ] = t2.y;
+ tangentArray[ offset_tangent + 6 ] = t2.z;
+ tangentArray[ offset_tangent + 7 ] = t2.w;
+
+ tangentArray[ offset_tangent + 8 ] = t3.x;
+ tangentArray[ offset_tangent + 9 ] = t3.y;
+ tangentArray[ offset_tangent + 10 ] = t3.z;
+ tangentArray[ offset_tangent + 11 ] = t3.w;
+
+ tangentArray[ offset_tangent + 12 ] = t4.x;
+ tangentArray[ offset_tangent + 13 ] = t4.y;
+ tangentArray[ offset_tangent + 14 ] = t4.z;
+ tangentArray[ offset_tangent + 15 ] = t4.w;
+
+ offset_tangent += 16;
+
+ }
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
+
+ }
+
+ if ( dirtyNormals && normalType ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ face = obj_faces[ chunk_faces3[ f ] ];
+
+ vertexNormals = face.vertexNormals;
+ faceNormal = face.normal;
+
+ if ( vertexNormals.length === 3 && needsSmoothNormals ) {
+
+ for ( i = 0; i < 3; i ++ ) {
+
+ vn = vertexNormals[ i ];
+
+ normalArray[ offset_normal ] = vn.x;
+ normalArray[ offset_normal + 1 ] = vn.y;
+ normalArray[ offset_normal + 2 ] = vn.z;
+
+ offset_normal += 3;
+
+ }
+
+ } else {
+
+ for ( i = 0; i < 3; i ++ ) {
+
+ normalArray[ offset_normal ] = faceNormal.x;
+ normalArray[ offset_normal + 1 ] = faceNormal.y;
+ normalArray[ offset_normal + 2 ] = faceNormal.z;
+
+ offset_normal += 3;
+
+ }
+
+ }
+
+ }
+
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+ face = obj_faces[ chunk_faces4[ f ] ];
+
+ vertexNormals = face.vertexNormals;
+ faceNormal = face.normal;
+
+ if ( vertexNormals.length === 4 && needsSmoothNormals ) {
+
+ for ( i = 0; i < 4; i ++ ) {
+
+ vn = vertexNormals[ i ];
+
+ normalArray[ offset_normal ] = vn.x;
+ normalArray[ offset_normal + 1 ] = vn.y;
+ normalArray[ offset_normal + 2 ] = vn.z;
+
+ offset_normal += 3;
+
+ }
+
+ } else {
+
+ for ( i = 0; i < 4; i ++ ) {
+
+ normalArray[ offset_normal ] = faceNormal.x;
+ normalArray[ offset_normal + 1 ] = faceNormal.y;
+ normalArray[ offset_normal + 2 ] = faceNormal.z;
+
+ offset_normal += 3;
+
+ }
+
+ }
+
+ }
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
+
+ }
+
+ if ( dirtyUvs && obj_uvs && uvType ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ fi = chunk_faces3[ f ];
+
+ uv = obj_uvs[ fi ];
+
+ if ( uv === undefined ) continue;
+
+ for ( i = 0; i < 3; i ++ ) {
+
+ uvi = uv[ i ];
+
+ uvArray[ offset_uv ] = uvi.x;
+ uvArray[ offset_uv + 1 ] = uvi.y;
+
+ offset_uv += 2;
+
+ }
+
+ }
+
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+ fi = chunk_faces4[ f ];
+
+ uv = obj_uvs[ fi ];
+
+ if ( uv === undefined ) continue;
+
+ for ( i = 0; i < 4; i ++ ) {
+
+ uvi = uv[ i ];
+
+ uvArray[ offset_uv ] = uvi.x;
+ uvArray[ offset_uv + 1 ] = uvi.y;
+
+ offset_uv += 2;
+
+ }
+
+ }
+
+ if ( offset_uv > 0 ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
+
+ }
+
+ }
+
+ if ( dirtyUvs && obj_uvs2 && uvType ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ fi = chunk_faces3[ f ];
+
+ uv2 = obj_uvs2[ fi ];
+
+ if ( uv2 === undefined ) continue;
+
+ for ( i = 0; i < 3; i ++ ) {
+
+ uv2i = uv2[ i ];
+
+ uv2Array[ offset_uv2 ] = uv2i.x;
+ uv2Array[ offset_uv2 + 1 ] = uv2i.y;
+
+ offset_uv2 += 2;
+
+ }
+
+ }
+
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+ fi = chunk_faces4[ f ];
+
+ uv2 = obj_uvs2[ fi ];
+
+ if ( uv2 === undefined ) continue;
+
+ for ( i = 0; i < 4; i ++ ) {
+
+ uv2i = uv2[ i ];
+
+ uv2Array[ offset_uv2 ] = uv2i.x;
+ uv2Array[ offset_uv2 + 1 ] = uv2i.y;
+
+ offset_uv2 += 2;
+
+ }
+
+ }
+
+ if ( offset_uv2 > 0 ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );
+
+ }
+
+ }
+
+ if ( dirtyElements ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ faceArray[ offset_face ] = vertexIndex;
+ faceArray[ offset_face + 1 ] = vertexIndex + 1;
+ faceArray[ offset_face + 2 ] = vertexIndex + 2;
+
+ offset_face += 3;
+
+ lineArray[ offset_line ] = vertexIndex;
+ lineArray[ offset_line + 1 ] = vertexIndex + 1;
+
+ lineArray[ offset_line + 2 ] = vertexIndex;
+ lineArray[ offset_line + 3 ] = vertexIndex + 2;
+
+ lineArray[ offset_line + 4 ] = vertexIndex + 1;
+ lineArray[ offset_line + 5 ] = vertexIndex + 2;
+
+ offset_line += 6;
+
+ vertexIndex += 3;
+
+ }
+
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+ faceArray[ offset_face ] = vertexIndex;
+ faceArray[ offset_face + 1 ] = vertexIndex + 1;
+ faceArray[ offset_face + 2 ] = vertexIndex + 3;
+
+ faceArray[ offset_face + 3 ] = vertexIndex + 1;
+ faceArray[ offset_face + 4 ] = vertexIndex + 2;
+ faceArray[ offset_face + 5 ] = vertexIndex + 3;
+
+ offset_face += 6;
+
+ lineArray[ offset_line ] = vertexIndex;
+ lineArray[ offset_line + 1 ] = vertexIndex + 1;
+
+ lineArray[ offset_line + 2 ] = vertexIndex;
+ lineArray[ offset_line + 3 ] = vertexIndex + 3;
+
+ lineArray[ offset_line + 4 ] = vertexIndex + 1;
+ lineArray[ offset_line + 5 ] = vertexIndex + 2;
+
+ lineArray[ offset_line + 6 ] = vertexIndex + 2;
+ lineArray[ offset_line + 7 ] = vertexIndex + 3;
+
+ offset_line += 8;
+
+ vertexIndex += 4;
+
+ }
+
+ _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
+ _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
+
+ _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
+ _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
+
+ }
+
+ if ( customAttributes ) {
+
+ for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
+
+ customAttribute = customAttributes[ i ];
+
+ if ( ! customAttribute.__original.needsUpdate ) continue;
+
+ offset_custom = 0;
+ offset_customSrc = 0;
+
+ if ( customAttribute.size === 1 ) {
+
+ if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ face = obj_faces[ chunk_faces3[ f ] ];
+
+ customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ];
+ customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
+ customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
+
+ offset_custom += 3;
+
+ }
+
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+ face = obj_faces[ chunk_faces4[ f ] ];
+
+ customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ];
+ customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
+ customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
+ customAttribute.array[ offset_custom + 3 ] = customAttribute.value[ face.d ];
+
+ offset_custom += 4;
+
+ }
+
+ } else if ( customAttribute.boundTo === "faces" ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ value = customAttribute.value[ chunk_faces3[ f ] ];
+
+ customAttribute.array[ offset_custom ] = value;
+ customAttribute.array[ offset_custom + 1 ] = value;
+ customAttribute.array[ offset_custom + 2 ] = value;
+
+ offset_custom += 3;
+
+ }
+
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+ value = customAttribute.value[ chunk_faces4[ f ] ];
+
+ customAttribute.array[ offset_custom ] = value;
+ customAttribute.array[ offset_custom + 1 ] = value;
+ customAttribute.array[ offset_custom + 2 ] = value;
+ customAttribute.array[ offset_custom + 3 ] = value;
+
+ offset_custom += 4;
+
+ }
+
+ }
+
+ } else if ( customAttribute.size === 2 ) {
+
+ if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ face = obj_faces[ chunk_faces3[ f ] ];
+
+ v1 = customAttribute.value[ face.a ];
+ v2 = customAttribute.value[ face.b ];
+ v3 = customAttribute.value[ face.c ];
+
+ customAttribute.array[ offset_custom ] = v1.x;
+ customAttribute.array[ offset_custom + 1 ] = v1.y;
+
+ customAttribute.array[ offset_custom + 2 ] = v2.x;
+ customAttribute.array[ offset_custom + 3 ] = v2.y;
+
+ customAttribute.array[ offset_custom + 4 ] = v3.x;
+ customAttribute.array[ offset_custom + 5 ] = v3.y;
+
+ offset_custom += 6;
+
+ }
+
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+ face = obj_faces[ chunk_faces4[ f ] ];
+
+ v1 = customAttribute.value[ face.a ];
+ v2 = customAttribute.value[ face.b ];
+ v3 = customAttribute.value[ face.c ];
+ v4 = customAttribute.value[ face.d ];
+
+ customAttribute.array[ offset_custom ] = v1.x;
+ customAttribute.array[ offset_custom + 1 ] = v1.y;
+
+ customAttribute.array[ offset_custom + 2 ] = v2.x;
+ customAttribute.array[ offset_custom + 3 ] = v2.y;
+
+ customAttribute.array[ offset_custom + 4 ] = v3.x;
+ customAttribute.array[ offset_custom + 5 ] = v3.y;
+
+ customAttribute.array[ offset_custom + 6 ] = v4.x;
+ customAttribute.array[ offset_custom + 7 ] = v4.y;
+
+ offset_custom += 8;
+
+ }
+
+ } else if ( customAttribute.boundTo === "faces" ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ value = customAttribute.value[ chunk_faces3[ f ] ];
+
+ v1 = value;
+ v2 = value;
+ v3 = value;
+
+ customAttribute.array[ offset_custom ] = v1.x;
+ customAttribute.array[ offset_custom + 1 ] = v1.y;
+
+ customAttribute.array[ offset_custom + 2 ] = v2.x;
+ customAttribute.array[ offset_custom + 3 ] = v2.y;
+
+ customAttribute.array[ offset_custom + 4 ] = v3.x;
+ customAttribute.array[ offset_custom + 5 ] = v3.y;
+
+ offset_custom += 6;
+
+ }
+
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+ value = customAttribute.value[ chunk_faces4[ f ] ];
+
+ v1 = value;
+ v2 = value;
+ v3 = value;
+ v4 = value;
+
+ customAttribute.array[ offset_custom ] = v1.x;
+ customAttribute.array[ offset_custom + 1 ] = v1.y;
+
+ customAttribute.array[ offset_custom + 2 ] = v2.x;
+ customAttribute.array[ offset_custom + 3 ] = v2.y;
+
+ customAttribute.array[ offset_custom + 4 ] = v3.x;
+ customAttribute.array[ offset_custom + 5 ] = v3.y;
+
+ customAttribute.array[ offset_custom + 6 ] = v4.x;
+ customAttribute.array[ offset_custom + 7 ] = v4.y;
+
+ offset_custom += 8;
+
+ }
+
+ }
+
+ } else if ( customAttribute.size === 3 ) {
+
+ var pp;
+
+ if ( customAttribute.type === "c" ) {
+
+ pp = [ "r", "g", "b" ];
+
+ } else {
+
+ pp = [ "x", "y", "z" ];
+
+ }
+
+ if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ face = obj_faces[ chunk_faces3[ f ] ];
+
+ v1 = customAttribute.value[ face.a ];
+ v2 = customAttribute.value[ face.b ];
+ v3 = customAttribute.value[ face.c ];
+
+ customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
+ customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
+ customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
+
+ customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
+ customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
+ customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
+
+ customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
+ customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
+ customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
+
+ offset_custom += 9;
+
+ }
+
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+ face = obj_faces[ chunk_faces4[ f ] ];
+
+ v1 = customAttribute.value[ face.a ];
+ v2 = customAttribute.value[ face.b ];
+ v3 = customAttribute.value[ face.c ];
+ v4 = customAttribute.value[ face.d ];
+
+ customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
+ customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
+ customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
+
+ customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
+ customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
+ customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
+
+ customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
+ customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
+ customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
+
+ customAttribute.array[ offset_custom + 9 ] = v4[ pp[ 0 ] ];
+ customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
+ customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];
+
+ offset_custom += 12;
+
+ }
+
+ } else if ( customAttribute.boundTo === "faces" ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ value = customAttribute.value[ chunk_faces3[ f ] ];
+
+ v1 = value;
+ v2 = value;
+ v3 = value;
+
+ customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
+ customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
+ customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
+
+ customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
+ customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
+ customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
+
+ customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
+ customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
+ customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
+
+ offset_custom += 9;
+
+ }
+
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+ value = customAttribute.value[ chunk_faces4[ f ] ];
+
+ v1 = value;
+ v2 = value;
+ v3 = value;
+ v4 = value;
+
+ customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
+ customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
+ customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
+
+ customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
+ customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
+ customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
+
+ customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
+ customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
+ customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
+
+ customAttribute.array[ offset_custom + 9 ] = v4[ pp[ 0 ] ];
+ customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
+ customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];
+
+ offset_custom += 12;
+
+ }
+
+ } else if ( customAttribute.boundTo === "faceVertices" ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ value = customAttribute.value[ chunk_faces3[ f ] ];
+
+ v1 = value[ 0 ];
+ v2 = value[ 1 ];
+ v3 = value[ 2 ];
+
+ customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
+ customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
+ customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
+
+ customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
+ customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
+ customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
+
+ customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
+ customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
+ customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
+
+ offset_custom += 9;
+
+ }
+
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+ value = customAttribute.value[ chunk_faces4[ f ] ];
+
+ v1 = value[ 0 ];
+ v2 = value[ 1 ];
+ v3 = value[ 2 ];
+ v4 = value[ 3 ];
+
+ customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
+ customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
+ customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
+
+ customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
+ customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
+ customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
+
+ customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
+ customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
+ customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
+
+ customAttribute.array[ offset_custom + 9 ] = v4[ pp[ 0 ] ];
+ customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
+ customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];
+
+ offset_custom += 12;
+
+ }
+
+ }
+
+ } else if ( customAttribute.size === 4 ) {
+
+ if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ face = obj_faces[ chunk_faces3[ f ] ];
+
+ v1 = customAttribute.value[ face.a ];
+ v2 = customAttribute.value[ face.b ];
+ v3 = customAttribute.value[ face.c ];
+
+ customAttribute.array[ offset_custom ] = v1.x;
+ customAttribute.array[ offset_custom + 1 ] = v1.y;
+ customAttribute.array[ offset_custom + 2 ] = v1.z;
+ customAttribute.array[ offset_custom + 3 ] = v1.w;
+
+ customAttribute.array[ offset_custom + 4 ] = v2.x;
+ customAttribute.array[ offset_custom + 5 ] = v2.y;
+ customAttribute.array[ offset_custom + 6 ] = v2.z;
+ customAttribute.array[ offset_custom + 7 ] = v2.w;
+
+ customAttribute.array[ offset_custom + 8 ] = v3.x;
+ customAttribute.array[ offset_custom + 9 ] = v3.y;
+ customAttribute.array[ offset_custom + 10 ] = v3.z;
+ customAttribute.array[ offset_custom + 11 ] = v3.w;
+
+ offset_custom += 12;
+
+ }
+
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+ face = obj_faces[ chunk_faces4[ f ] ];
+
+ v1 = customAttribute.value[ face.a ];
+ v2 = customAttribute.value[ face.b ];
+ v3 = customAttribute.value[ face.c ];
+ v4 = customAttribute.value[ face.d ];
+
+ customAttribute.array[ offset_custom ] = v1.x;
+ customAttribute.array[ offset_custom + 1 ] = v1.y;
+ customAttribute.array[ offset_custom + 2 ] = v1.z;
+ customAttribute.array[ offset_custom + 3 ] = v1.w;
+
+ customAttribute.array[ offset_custom + 4 ] = v2.x;
+ customAttribute.array[ offset_custom + 5 ] = v2.y;
+ customAttribute.array[ offset_custom + 6 ] = v2.z;
+ customAttribute.array[ offset_custom + 7 ] = v2.w;
+
+ customAttribute.array[ offset_custom + 8 ] = v3.x;
+ customAttribute.array[ offset_custom + 9 ] = v3.y;
+ customAttribute.array[ offset_custom + 10 ] = v3.z;
+ customAttribute.array[ offset_custom + 11 ] = v3.w;
+
+ customAttribute.array[ offset_custom + 12 ] = v4.x;
+ customAttribute.array[ offset_custom + 13 ] = v4.y;
+ customAttribute.array[ offset_custom + 14 ] = v4.z;
+ customAttribute.array[ offset_custom + 15 ] = v4.w;
+
+ offset_custom += 16;
+
+ }
+
+ } else if ( customAttribute.boundTo === "faces" ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ value = customAttribute.value[ chunk_faces3[ f ] ];
+
+ v1 = value;
+ v2 = value;
+ v3 = value;
+
+ customAttribute.array[ offset_custom ] = v1.x;
+ customAttribute.array[ offset_custom + 1 ] = v1.y;
+ customAttribute.array[ offset_custom + 2 ] = v1.z;
+ customAttribute.array[ offset_custom + 3 ] = v1.w;
+
+ customAttribute.array[ offset_custom + 4 ] = v2.x;
+ customAttribute.array[ offset_custom + 5 ] = v2.y;
+ customAttribute.array[ offset_custom + 6 ] = v2.z;
+ customAttribute.array[ offset_custom + 7 ] = v2.w;
+
+ customAttribute.array[ offset_custom + 8 ] = v3.x;
+ customAttribute.array[ offset_custom + 9 ] = v3.y;
+ customAttribute.array[ offset_custom + 10 ] = v3.z;
+ customAttribute.array[ offset_custom + 11 ] = v3.w;
+
+ offset_custom += 12;
+
+ }
+
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+ value = customAttribute.value[ chunk_faces4[ f ] ];
+
+ v1 = value;
+ v2 = value;
+ v3 = value;
+ v4 = value;
+
+ customAttribute.array[ offset_custom ] = v1.x;
+ customAttribute.array[ offset_custom + 1 ] = v1.y;
+ customAttribute.array[ offset_custom + 2 ] = v1.z;
+ customAttribute.array[ offset_custom + 3 ] = v1.w;
+
+ customAttribute.array[ offset_custom + 4 ] = v2.x;
+ customAttribute.array[ offset_custom + 5 ] = v2.y;
+ customAttribute.array[ offset_custom + 6 ] = v2.z;
+ customAttribute.array[ offset_custom + 7 ] = v2.w;
+
+ customAttribute.array[ offset_custom + 8 ] = v3.x;
+ customAttribute.array[ offset_custom + 9 ] = v3.y;
+ customAttribute.array[ offset_custom + 10 ] = v3.z;
+ customAttribute.array[ offset_custom + 11 ] = v3.w;
+
+ customAttribute.array[ offset_custom + 12 ] = v4.x;
+ customAttribute.array[ offset_custom + 13 ] = v4.y;
+ customAttribute.array[ offset_custom + 14 ] = v4.z;
+ customAttribute.array[ offset_custom + 15 ] = v4.w;
+
+ offset_custom += 16;
+
+ }
+
+ } else if ( customAttribute.boundTo === "faceVertices" ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ value = customAttribute.value[ chunk_faces3[ f ] ];
+
+ v1 = value[ 0 ];
+ v2 = value[ 1 ];
+ v3 = value[ 2 ];
+
+ customAttribute.array[ offset_custom ] = v1.x;
+ customAttribute.array[ offset_custom + 1 ] = v1.y;
+ customAttribute.array[ offset_custom + 2 ] = v1.z;
+ customAttribute.array[ offset_custom + 3 ] = v1.w;
+
+ customAttribute.array[ offset_custom + 4 ] = v2.x;
+ customAttribute.array[ offset_custom + 5 ] = v2.y;
+ customAttribute.array[ offset_custom + 6 ] = v2.z;
+ customAttribute.array[ offset_custom + 7 ] = v2.w;
+
+ customAttribute.array[ offset_custom + 8 ] = v3.x;
+ customAttribute.array[ offset_custom + 9 ] = v3.y;
+ customAttribute.array[ offset_custom + 10 ] = v3.z;
+ customAttribute.array[ offset_custom + 11 ] = v3.w;
+
+ offset_custom += 12;
+
+ }
+
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+ value = customAttribute.value[ chunk_faces4[ f ] ];
+
+ v1 = value[ 0 ];
+ v2 = value[ 1 ];
+ v3 = value[ 2 ];
+ v4 = value[ 3 ];
+
+ customAttribute.array[ offset_custom ] = v1.x;
+ customAttribute.array[ offset_custom + 1 ] = v1.y;
+ customAttribute.array[ offset_custom + 2 ] = v1.z;
+ customAttribute.array[ offset_custom + 3 ] = v1.w;
+
+ customAttribute.array[ offset_custom + 4 ] = v2.x;
+ customAttribute.array[ offset_custom + 5 ] = v2.y;
+ customAttribute.array[ offset_custom + 6 ] = v2.z;
+ customAttribute.array[ offset_custom + 7 ] = v2.w;
+
+ customAttribute.array[ offset_custom + 8 ] = v3.x;
+ customAttribute.array[ offset_custom + 9 ] = v3.y;
+ customAttribute.array[ offset_custom + 10 ] = v3.z;
+ customAttribute.array[ offset_custom + 11 ] = v3.w;
+
+ customAttribute.array[ offset_custom + 12 ] = v4.x;
+ customAttribute.array[ offset_custom + 13 ] = v4.y;
+ customAttribute.array[ offset_custom + 14 ] = v4.z;
+ customAttribute.array[ offset_custom + 15 ] = v4.w;
+
+ offset_custom += 16;
+
+ }
+
+ }
+
+ }
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
+
+ }
+
+ }
+
+ if ( dispose ) {
+
+ delete geometryGroup.__inittedArrays;
+ delete geometryGroup.__colorArray;
+ delete geometryGroup.__normalArray;
+ delete geometryGroup.__tangentArray;
+ delete geometryGroup.__uvArray;
+ delete geometryGroup.__uv2Array;
+ delete geometryGroup.__faceArray;
+ delete geometryGroup.__vertexArray;
+ delete geometryGroup.__lineArray;
+ delete geometryGroup.__skinIndexArray;
+ delete geometryGroup.__skinWeightArray;
+
+ }
+
+ };
+
+ function setDirectBuffers ( geometry, hint, dispose ) {
+
+ var attributes = geometry.attributes;
+
+ var attributeName, attributeItem;
+
+ for ( attributeName in attributes ) {
+
+ attributeItem = attributes[ attributeName ];
+
+ if ( attributeItem.needsUpdate ) {
+
+ if ( attributeName === 'index' ) {
+
+ _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attributeItem.buffer );
+ _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, attributeItem.array, hint );
+
+ } else {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, attributeItem.buffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, attributeItem.array, hint );
+
+ }
+
+ attributeItem.needsUpdate = false;
+
+ }
+
+ if ( dispose && ! attributeItem.dynamic ) {
+
+ delete attributeItem.array;
+
+ }
+
+ }
+
+ };
+
+ // Buffer rendering
+
+ this.renderBufferImmediate = function ( object, program, material ) {
+
+ if ( object.hasPositions && ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer();
+ if ( object.hasNormals && ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer();
+ if ( object.hasUvs && ! object.__webglUvBuffer ) object.__webglUvBuffer = _gl.createBuffer();
+ if ( object.hasColors && ! object.__webglColorBuffer ) object.__webglColorBuffer = _gl.createBuffer();
+
+ if ( object.hasPositions ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
+ _gl.enableVertexAttribArray( program.attributes.position );
+ _gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ if ( object.hasNormals ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer );
+
+ if ( material.shading === THREE.FlatShading ) {
+
+ var nx, ny, nz,
+ nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
+ normalArray,
+ i, il = object.count * 3;
+
+ for( i = 0; i < il; i += 9 ) {
+
+ normalArray = object.normalArray;
+
+ nax = normalArray[ i ];
+ nay = normalArray[ i + 1 ];
+ naz = normalArray[ i + 2 ];
+
+ nbx = normalArray[ i + 3 ];
+ nby = normalArray[ i + 4 ];
+ nbz = normalArray[ i + 5 ];
+
+ ncx = normalArray[ i + 6 ];
+ ncy = normalArray[ i + 7 ];
+ ncz = normalArray[ i + 8 ];
+
+ nx = ( nax + nbx + ncx ) / 3;
+ ny = ( nay + nby + ncy ) / 3;
+ nz = ( naz + nbz + ncz ) / 3;
+
+ normalArray[ i ] = nx;
+ normalArray[ i + 1 ] = ny;
+ normalArray[ i + 2 ] = nz;
+
+ normalArray[ i + 3 ] = nx;
+ normalArray[ i + 4 ] = ny;
+ normalArray[ i + 5 ] = nz;
+
+ normalArray[ i + 6 ] = nx;
+ normalArray[ i + 7 ] = ny;
+ normalArray[ i + 8 ] = nz;
+
+ }
+
+ }
+
+ _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
+ _gl.enableVertexAttribArray( program.attributes.normal );
+ _gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ if ( object.hasUvs && material.map ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglUvBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
+ _gl.enableVertexAttribArray( program.attributes.uv );
+ _gl.vertexAttribPointer( program.attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ if ( object.hasColors && material.vertexColors !== THREE.NoColors ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglColorBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
+ _gl.enableVertexAttribArray( program.attributes.color );
+ _gl.vertexAttribPointer( program.attributes.color, 3, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
+
+ object.count = 0;
+
+ };
+
+ this.renderBufferDirect = function ( camera, lights, fog, material, geometry, object ) {
+
+ if ( material.visible === false ) return;
+
+ var program, programAttributes, linewidth, primitives, a, attribute, geometryAttributes;
+ var attributeItem, attributeName, attributePointer, attributeSize;
+
+ program = setProgram( camera, lights, fog, material, object );
+
+ programAttributes = program.attributes;
+ geometryAttributes = geometry.attributes;
+
+ var updateBuffers = false,
+ wireframeBit = material.wireframe ? 1 : 0,
+ geometryHash = ( geometry.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
+
+ if ( geometryHash !== _currentGeometryGroupHash ) {
+
+ _currentGeometryGroupHash = geometryHash;
+ updateBuffers = true;
+
+ }
+
+ if ( updateBuffers ) {
+
+ disableAttributes();
+
+ }
+
+ // render mesh
+
+ if ( object instanceof THREE.Mesh ) {
+
+ var index = geometryAttributes[ "index" ];
+
+ // indexed triangles
+
+ if ( index ) {
+
+ var offsets = geometry.offsets;
+
+ // if there is more than 1 chunk
+ // must set attribute pointers to use new offsets for each chunk
+ // even if geometry and materials didn't change
+
+ if ( offsets.length > 1 ) updateBuffers = true;
+
+ for ( var i = 0, il = offsets.length; i < il; i ++ ) {
+
+ var startIndex = offsets[ i ].index;
+
+ if ( updateBuffers ) {
+
+ for ( attributeName in geometryAttributes ) {
+
+ if ( attributeName === 'index' ) continue;
+
+ attributePointer = programAttributes[ attributeName ];
+ attributeItem = geometryAttributes[ attributeName ];
+ attributeSize = attributeItem.itemSize;
+
+ if ( attributePointer >= 0 ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, attributeItem.buffer );
+ enableAttribute( attributePointer );
+ _gl.vertexAttribPointer( attributePointer, attributeSize, _gl.FLOAT, false, 0, startIndex * attributeSize * 4 ); // 4 bytes per Float32
+
+ }
+
+ }
+
+ // indices
+
+ _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
+
+ }
+
+ // render indexed triangles
+
+ _gl.drawElements( _gl.TRIANGLES, offsets[ i ].count, _gl.UNSIGNED_SHORT, offsets[ i ].start * 2 ); // 2 bytes per Uint16
+
+ _this.info.render.calls ++;
+ _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
+ _this.info.render.faces += offsets[ i ].count / 3;
+
+ }
+
+ // non-indexed triangles
+
+ } else {
+
+ if ( updateBuffers ) {
+
+ for ( attributeName in geometryAttributes ) {
+
+ if ( attributeName === 'index') continue;
+
+ attributePointer = programAttributes[ attributeName ];
+ attributeItem = geometryAttributes[ attributeName ];
+ attributeSize = attributeItem.itemSize;
+
+ if ( attributePointer >= 0 ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, attributeItem.buffer );
+ enableAttribute( attributePointer );
+ _gl.vertexAttribPointer( attributePointer, attributeSize, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ }
+
+ }
+
+ var position = geometry.attributes[ "position" ];
+
+ // render non-indexed triangles
+
+ _gl.drawArrays( _gl.TRIANGLES, 0, position.numItems / 3 );
+
+ _this.info.render.calls ++;
+ _this.info.render.vertices += position.numItems / 3;
+ _this.info.render.faces += position.numItems / 3 / 3;
+
+ }
+
+ // render particles
+
+ } else if ( object instanceof THREE.ParticleSystem ) {
+
+ if ( updateBuffers ) {
+
+ for ( attributeName in geometryAttributes ) {
+
+ attributePointer = programAttributes[ attributeName ];
+ attributeItem = geometryAttributes[ attributeName ];
+ attributeSize = attributeItem.itemSize;
+
+ if ( attributePointer >= 0 ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, attributeItem.buffer );
+ enableAttribute( attributePointer );
+ _gl.vertexAttribPointer( attributePointer, attributeSize, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ }
+
+ var position = geometryAttributes[ "position" ];
+
+ // render particles
+
+ _gl.drawArrays( _gl.POINTS, 0, position.numItems / 3 );
+
+ _this.info.render.calls ++;
+ _this.info.render.points += position.numItems / 3;
+
+ }
+
+ } else if ( object instanceof THREE.Line ) {
+
+ if ( updateBuffers ) {
+
+ for ( attributeName in geometryAttributes ) {
+
+ attributePointer = programAttributes[ attributeName ];
+ attributeItem = geometryAttributes[ attributeName ];
+ attributeSize = attributeItem.itemSize;
+
+ if ( attributePointer >= 0 ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, attributeItem.buffer );
+ enableAttribute( attributePointer );
+ _gl.vertexAttribPointer( attributePointer, attributeSize, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ }
+
+ // render lines
+
+ setLineWidth( material.linewidth );
+
+ var position = geometryAttributes[ "position" ];
+
+ _gl.drawArrays( _gl.LINE_STRIP, 0, position.numItems / 3 );
+
+ _this.info.render.calls ++;
+ _this.info.render.points += position.numItems;
+
+ }
+
+ }
+
+ };
+
+ this.renderBuffer = function ( camera, lights, fog, material, geometryGroup, object ) {
+
+ if ( material.visible === false ) return;
+
+ var program, attributes, linewidth, primitives, a, attribute, i, il;
+
+ program = setProgram( camera, lights, fog, material, object );
+
+ attributes = program.attributes;
+
+ var updateBuffers = false,
+ wireframeBit = material.wireframe ? 1 : 0,
+ geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
+
+ if ( geometryGroupHash !== _currentGeometryGroupHash ) {
+
+ _currentGeometryGroupHash = geometryGroupHash;
+ updateBuffers = true;
+
+ }
+
+ if ( updateBuffers ) {
+
+ disableAttributes();
+
+ }
+
+ // vertices
+
+ if ( !material.morphTargets && attributes.position >= 0 ) {
+
+ if ( updateBuffers ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
+ enableAttribute( attributes.position );
+ _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ } else {
+
+ if ( object.morphTargetBase ) {
+
+ setupMorphTargets( material, geometryGroup, object );
+
+ }
+
+ }
+
+
+ if ( updateBuffers ) {
+
+ // custom attributes
+
+ // Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers
+
+ if ( geometryGroup.__webglCustomAttributesList ) {
+
+ for ( i = 0, il = geometryGroup.__webglCustomAttributesList.length; i < il; i ++ ) {
+
+ attribute = geometryGroup.__webglCustomAttributesList[ i ];
+
+ if ( attributes[ attribute.buffer.belongsToAttribute ] >= 0 ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
+ enableAttribute( attributes[ attribute.buffer.belongsToAttribute ] );
+ _gl.vertexAttribPointer( attributes[ attribute.buffer.belongsToAttribute ], attribute.size, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ }
+
+ }
+
+
+ // colors
+
+ if ( attributes.color >= 0 ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
+ enableAttribute( attributes.color );
+ _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ // normals
+
+ if ( attributes.normal >= 0 ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
+ enableAttribute( attributes.normal );
+ _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ // tangents
+
+ if ( attributes.tangent >= 0 ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
+ enableAttribute( attributes.tangent );
+ _gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ // uvs
+
+ if ( attributes.uv >= 0 ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
+ enableAttribute( attributes.uv );
+ _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ if ( attributes.uv2 >= 0 ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
+ enableAttribute( attributes.uv2 );
+ _gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ if ( material.skinning &&
+ attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
+ enableAttribute( attributes.skinIndex );
+ _gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
+ enableAttribute( attributes.skinWeight );
+ _gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ // line distances
+
+ if ( attributes.lineDistance >= 0 ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglLineDistanceBuffer );
+ enableAttribute( attributes.lineDistance );
+ _gl.vertexAttribPointer( attributes.lineDistance, 1, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ }
+
+ // render mesh
+
+ if ( object instanceof THREE.Mesh ) {
+
+ // wireframe
+
+ if ( material.wireframe ) {
+
+ setLineWidth( material.wireframeLinewidth );
+
+ if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
+ _gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, _gl.UNSIGNED_SHORT, 0 );
+
+ // triangles
+
+ } else {
+
+ if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
+ _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 );
+
+ }
+
+ _this.info.render.calls ++;
+ _this.info.render.vertices += geometryGroup.__webglFaceCount;
+ _this.info.render.faces += geometryGroup.__webglFaceCount / 3;
+
+ // render lines
+
+ } else if ( object instanceof THREE.Line ) {
+
+ primitives = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
+
+ setLineWidth( material.linewidth );
+
+ _gl.drawArrays( primitives, 0, geometryGroup.__webglLineCount );
+
+ _this.info.render.calls ++;
+
+ // render particles
+
+ } else if ( object instanceof THREE.ParticleSystem ) {
+
+ _gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );
+
+ _this.info.render.calls ++;
+ _this.info.render.points += geometryGroup.__webglParticleCount;
+
+ // render ribbon
+
+ } else if ( object instanceof THREE.Ribbon ) {
+
+ _gl.drawArrays( _gl.TRIANGLE_STRIP, 0, geometryGroup.__webglVertexCount );
+
+ _this.info.render.calls ++;
+
+ }
+
+ };
+
+ function enableAttribute( attribute ) {
+
+ if ( ! _enabledAttributes[ attribute ] ) {
+
+ _gl.enableVertexAttribArray( attribute );
+ _enabledAttributes[ attribute ] = true;
+
+ }
+
+ };
+
+ function disableAttributes() {
+
+ for ( var attribute in _enabledAttributes ) {
+
+ if ( _enabledAttributes[ attribute ] ) {
+
+ _gl.disableVertexAttribArray( attribute );
+ _enabledAttributes[ attribute ] = false;
+
+ }
+
+ }
+
+ };
+
+ function setupMorphTargets ( material, geometryGroup, object ) {
+
+ // set base
+
+ var attributes = material.program.attributes;
+
+ if ( object.morphTargetBase !== -1 && attributes.position >= 0 ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
+ enableAttribute( attributes.position );
+ _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
+
+ } else if ( attributes.position >= 0 ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
+ enableAttribute( attributes.position );
+ _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ if ( object.morphTargetForcedOrder.length ) {
+
+ // set forced order
+
+ var m = 0;
+ var order = object.morphTargetForcedOrder;
+ var influences = object.morphTargetInfluences;
+
+ while ( m < material.numSupportedMorphTargets && m < order.length ) {
+
+ if ( attributes[ "morphTarget" + m ] >= 0 ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
+ enableAttribute( attributes[ "morphTarget" + m ] );
+ _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ if ( attributes[ "morphNormal" + m ] >= 0 && material.morphNormals ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ order[ m ] ] );
+ enableAttribute( attributes[ "morphNormal" + m ] );
+ _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ];
+
+ m ++;
+ }
+
+ } else {
+
+ // find the most influencing
+
+ var influence, activeInfluenceIndices = [];
+ var influences = object.morphTargetInfluences;
+ var i, il = influences.length;
+
+ for ( i = 0; i < il; i ++ ) {
+
+ influence = influences[ i ];
+
+ if ( influence > 0 ) {
+
+ activeInfluenceIndices.push( [ influence, i ] );
+
+ }
+
+ }
+
+ if ( activeInfluenceIndices.length > material.numSupportedMorphTargets ) {
+
+ activeInfluenceIndices.sort( numericalSort );
+ activeInfluenceIndices.length = material.numSupportedMorphTargets;
+
+ } else if ( activeInfluenceIndices.length > material.numSupportedMorphNormals ) {
+
+ activeInfluenceIndices.sort( numericalSort );
+
+ } else if ( activeInfluenceIndices.length === 0 ) {
+
+ activeInfluenceIndices.push( [ 0, 0 ] );
+
+ };
+
+ var influenceIndex, m = 0;
+
+ while ( m < material.numSupportedMorphTargets ) {
+
+ if ( activeInfluenceIndices[ m ] ) {
+
+ influenceIndex = activeInfluenceIndices[ m ][ 1 ];
+
+ if ( attributes[ "morphTarget" + m ] >= 0 ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ influenceIndex ] );
+ enableAttribute( attributes[ "morphTarget" + m ] );
+ _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ if ( attributes[ "morphNormal" + m ] >= 0 && material.morphNormals ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ influenceIndex ] );
+ enableAttribute( attributes[ "morphNormal" + m ] );
+ _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
+
+
+ }
+
+ object.__webglMorphTargetInfluences[ m ] = influences[ influenceIndex ];
+
+ } else {
+
+ /*
+ _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
+
+ if ( material.morphNormals ) {
+
+ _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
+
+ }
+ */
+
+ object.__webglMorphTargetInfluences[ m ] = 0;
+
+ }
+
+ m ++;
+
+ }
+
+ }
+
+ // load updated influences uniform
+
+ if ( material.program.uniforms.morphTargetInfluences !== null ) {
+
+ _gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );
+
+ }
+
+ };
+
+ // Sorting
+
+ function painterSortStable ( a, b ) {
+
+ if ( a.z !== b.z ) {
+
+ return b.z - a.z;
+
+ } else {
+
+ return a.id - b.id;
+
+ }
+
+ };
+
+ function numericalSort ( a, b ) {
+
+ return b[ 0 ] - a[ 0 ];
+
+ };
+
+
+ // Rendering
+
+ this.render = function ( scene, camera, renderTarget, forceClear ) {
+
+ if ( camera instanceof THREE.Camera === false ) {
+
+ console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
+ return;
+
+ }
+
+ var i, il,
+
+ webglObject, object,
+ renderList,
+
+ lights = scene.__lights,
+ fog = scene.fog;
+
+ // reset caching for this frame
+
+ _currentMaterialId = -1;
+ _lightsNeedUpdate = true;
+
+ // update scene graph
+
+ if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
+
+ // update camera matrices and frustum
+
+ if ( camera.parent === undefined ) camera.updateMatrixWorld();
+
+ camera.matrixWorldInverse.getInverse( camera.matrixWorld );
+
+ _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
+ _frustum.setFromMatrix( _projScreenMatrix );
+
+ // update WebGL objects
+
+ if ( this.autoUpdateObjects ) this.initWebGLObjects( scene );
+
+ // custom render plugins (pre pass)
+
+ renderPlugins( this.renderPluginsPre, scene, camera );
+
+ //
+
+ _this.info.render.calls = 0;
+ _this.info.render.vertices = 0;
+ _this.info.render.faces = 0;
+ _this.info.render.points = 0;
+
+ this.setRenderTarget( renderTarget );
+
+ if ( this.autoClear || forceClear ) {
+
+ this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
+
+ }
+
+ // set matrices for regular objects (frustum culled)
+
+ renderList = scene.__webglObjects;
+
+ for ( i = 0, il = renderList.length; i < il; i ++ ) {
+
+ webglObject = renderList[ i ];
+ object = webglObject.object;
+
+ webglObject.id = i;
+ webglObject.render = false;
+
+ if ( object.visible ) {
+
+ if ( ! ( object instanceof THREE.Mesh || object instanceof THREE.ParticleSystem ) || ! ( object.frustumCulled ) || _frustum.intersectsObject( object ) ) {
+
+ setupMatrices( object, camera );
+
+ unrollBufferMaterial( webglObject );
+
+ webglObject.render = true;
+
+ if ( this.sortObjects === true ) {
+
+ if ( object.renderDepth !== null ) {
+
+ webglObject.z = object.renderDepth;
+
+ } else {
+
+ _vector3.getPositionFromMatrix( object.matrixWorld );
+ _vector3.applyProjection( _projScreenMatrix );
+
+ webglObject.z = _vector3.z;
+
+ }
+
+ }
+
+ }
+
+ }
+
+ }
+
+ if ( this.sortObjects ) {
+
+ renderList.sort( painterSortStable );
+
+ }
+
+ // set matrices for immediate objects
+
+ renderList = scene.__webglObjectsImmediate;
+
+ for ( i = 0, il = renderList.length; i < il; i ++ ) {
+
+ webglObject = renderList[ i ];
+ object = webglObject.object;
+
+ if ( object.visible ) {
+
+ setupMatrices( object, camera );
+
+ unrollImmediateBufferMaterial( webglObject );
+
+ }
+
+ }
+
+ if ( scene.overrideMaterial ) {
+
+ var material = scene.overrideMaterial;
+
+ this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
+ this.setDepthTest( material.depthTest );
+ this.setDepthWrite( material.depthWrite );
+ setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
+
+ renderObjects( scene.__webglObjects, false, "", camera, lights, fog, true, material );
+ renderObjectsImmediate( scene.__webglObjectsImmediate, "", camera, lights, fog, false, material );
+
+ } else {
+
+ var material = null;
+
+ // opaque pass (front-to-back order)
+
+ this.setBlending( THREE.NoBlending );
+
+ renderObjects( scene.__webglObjects, true, "opaque", camera, lights, fog, false, material );
+ renderObjectsImmediate( scene.__webglObjectsImmediate, "opaque", camera, lights, fog, false, material );
+
+ // transparent pass (back-to-front order)
+
+ renderObjects( scene.__webglObjects, false, "transparent", camera, lights, fog, true, material );
+ renderObjectsImmediate( scene.__webglObjectsImmediate, "transparent", camera, lights, fog, true, material );
+
+ }
+
+ // custom render plugins (post pass)
+
+ renderPlugins( this.renderPluginsPost, scene, camera );
+
+
+ // Generate mipmap if we're using any kind of mipmap filtering
+
+ if ( renderTarget && renderTarget.generateMipmaps && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
+
+ updateRenderTargetMipmap( renderTarget );
+
+ }
+
+ // Ensure depth buffer writing is enabled so it can be cleared on next render
+
+ this.setDepthTest( true );
+ this.setDepthWrite( true );
+
+ // _gl.finish();
+
+ };
+
+ function renderPlugins( plugins, scene, camera ) {
+
+ if ( ! plugins.length ) return;
+
+ for ( var i = 0, il = plugins.length; i < il; i ++ ) {
+
+ // reset state for plugin (to start from clean slate)
+
+ _currentProgram = null;
+ _currentCamera = null;
+
+ _oldBlending = -1;
+ _oldDepthTest = -1;
+ _oldDepthWrite = -1;
+ _oldDoubleSided = -1;
+ _oldFlipSided = -1;
+ _currentGeometryGroupHash = -1;
+ _currentMaterialId = -1;
+
+ _lightsNeedUpdate = true;
+
+ plugins[ i ].render( scene, camera, _currentWidth, _currentHeight );
+
+ // reset state after plugin (anything could have changed)
+
+ _currentProgram = null;
+ _currentCamera = null;
+
+ _oldBlending = -1;
+ _oldDepthTest = -1;
+ _oldDepthWrite = -1;
+ _oldDoubleSided = -1;
+ _oldFlipSided = -1;
+ _currentGeometryGroupHash = -1;
+ _currentMaterialId = -1;
+
+ _lightsNeedUpdate = true;
+
+ }
+
+ };
+
+ function renderObjects ( renderList, reverse, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
+
+ var webglObject, object, buffer, material, start, end, delta;
+
+ if ( reverse ) {
+
+ start = renderList.length - 1;
+ end = -1;
+ delta = -1;
+
+ } else {
+
+ start = 0;
+ end = renderList.length;
+ delta = 1;
+ }
+
+ for ( var i = start; i !== end; i += delta ) {
+
+ webglObject = renderList[ i ];
+
+ if ( webglObject.render ) {
+
+ object = webglObject.object;
+ buffer = webglObject.buffer;
+
+ if ( overrideMaterial ) {
+
+ material = overrideMaterial;
+
+ } else {
+
+ material = webglObject[ materialType ];
+
+ if ( ! material ) continue;
+
+ if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
+
+ _this.setDepthTest( material.depthTest );
+ _this.setDepthWrite( material.depthWrite );
+ setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
+
+ }
+
+ _this.setMaterialFaces( material );
+
+ if ( buffer instanceof THREE.BufferGeometry ) {
+
+ _this.renderBufferDirect( camera, lights, fog, material, buffer, object );
+
+ } else {
+
+ _this.renderBuffer( camera, lights, fog, material, buffer, object );
+
+ }
+
+ }
+
+ }
+
+ };
+
+ function renderObjectsImmediate ( renderList, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
+
+ var webglObject, object, material, program;
+
+ for ( var i = 0, il = renderList.length; i < il; i ++ ) {
+
+ webglObject = renderList[ i ];
+ object = webglObject.object;
+
+ if ( object.visible ) {
+
+ if ( overrideMaterial ) {
+
+ material = overrideMaterial;
+
+ } else {
+
+ material = webglObject[ materialType ];
+
+ if ( ! material ) continue;
+
+ if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
+
+ _this.setDepthTest( material.depthTest );
+ _this.setDepthWrite( material.depthWrite );
+ setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
+
+ }
+
+ _this.renderImmediateObject( camera, lights, fog, material, object );
+
+ }
+
+ }
+
+ };
+
+ this.renderImmediateObject = function ( camera, lights, fog, material, object ) {
+
+ var program = setProgram( camera, lights, fog, material, object );
+
+ _currentGeometryGroupHash = -1;
+
+ _this.setMaterialFaces( material );
+
+ if ( object.immediateRenderCallback ) {
+
+ object.immediateRenderCallback( program, _gl, _frustum );
+
+ } else {
+
+ object.render( function( object ) { _this.renderBufferImmediate( object, program, material ); } );
+
+ }
+
+ };
+
+ function unrollImmediateBufferMaterial ( globject ) {
+
+ var object = globject.object,
+ material = object.material;
+
+ if ( material.transparent ) {
+
+ globject.transparent = material;
+ globject.opaque = null;
+
+ } else {
+
+ globject.opaque = material;
+ globject.transparent = null;
+
+ }
+
+ };
+
+ function unrollBufferMaterial ( globject ) {
+
+ var object = globject.object,
+ buffer = globject.buffer,
+ material, materialIndex, meshMaterial;
+
+ meshMaterial = object.material;
+
+ if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
+
+ materialIndex = buffer.materialIndex;
+
+ material = meshMaterial.materials[ materialIndex ];
+
+ if ( material.transparent ) {
+
+ globject.transparent = material;
+ globject.opaque = null;
+
+ } else {
+
+ globject.opaque = material;
+ globject.transparent = null;
+
+ }
+
+ } else {
+
+ material = meshMaterial;
+
+ if ( material ) {
+
+ if ( material.transparent ) {
+
+ globject.transparent = material;
+ globject.opaque = null;
+
+ } else {
+
+ globject.opaque = material;
+ globject.transparent = null;
+
+ }
+
+ }
+
+ }
+
+ };
+
+ // Geometry splitting
+
+ function sortFacesByMaterial ( geometry, material ) {
+
+ var f, fl, face, materialIndex, vertices,
+ groupHash, hash_map = {};
+
+ var numMorphTargets = geometry.morphTargets.length;
+ var numMorphNormals = geometry.morphNormals.length;
+
+ var usesFaceMaterial = material instanceof THREE.MeshFaceMaterial;
+
+ geometry.geometryGroups = {};
+
+ for ( f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
+
+ face = geometry.faces[ f ];
+ materialIndex = usesFaceMaterial ? face.materialIndex : 0;
+
+ if ( hash_map[ materialIndex ] === undefined ) {
+
+ hash_map[ materialIndex ] = { 'hash': materialIndex, 'counter': 0 };
+
+ }
+
+ groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;
+
+ if ( geometry.geometryGroups[ groupHash ] === undefined ) {
+
+ geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };
+
+ }
+
+ vertices = face instanceof THREE.Face3 ? 3 : 4;
+
+ if ( geometry.geometryGroups[ groupHash ].vertices + vertices > 65535 ) {
+
+ hash_map[ materialIndex ].counter += 1;
+ groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;
+
+ if ( geometry.geometryGroups[ groupHash ] === undefined ) {
+
+ geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };
+
+ }
+
+ }
+
+ if ( face instanceof THREE.Face3 ) {
+
+ geometry.geometryGroups[ groupHash ].faces3.push( f );
+
+ } else {
+
+ geometry.geometryGroups[ groupHash ].faces4.push( f );
+
+ }
+
+ geometry.geometryGroups[ groupHash ].vertices += vertices;
+
+ }
+
+ geometry.geometryGroupsList = [];
+
+ for ( var g in geometry.geometryGroups ) {
+
+ geometry.geometryGroups[ g ].id = _geometryGroupCounter ++;
+
+ geometry.geometryGroupsList.push( geometry.geometryGroups[ g ] );
+
+ }
+
+ };
+
+ // Objects refresh
+
+ this.initWebGLObjects = function ( scene ) {
+
+ if ( !scene.__webglObjects ) {
+
+ scene.__webglObjects = [];
+ scene.__webglObjectsImmediate = [];
+ scene.__webglSprites = [];
+ scene.__webglFlares = [];
+
+ }
+
+ while ( scene.__objectsAdded.length ) {
+
+ addObject( scene.__objectsAdded[ 0 ], scene );
+ scene.__objectsAdded.splice( 0, 1 );
+
+ }
+
+ while ( scene.__objectsRemoved.length ) {
+
+ removeObject( scene.__objectsRemoved[ 0 ], scene );
+ scene.__objectsRemoved.splice( 0, 1 );
+
+ }
+
+ // update must be called after objects adding / removal
+
+ for ( var o = 0, ol = scene.__webglObjects.length; o < ol; o ++ ) {
+
+ var object = scene.__webglObjects[ o ].object;
+
+ // TODO: Remove this hack (WebGLRenderer refactoring)
+
+ if ( object.__webglInit === undefined ) {
+
+ if ( object.__webglActive !== undefined ) {
+
+ removeObject( object, scene );
+
+ }
+
+ addObject( object, scene );
+
+ }
+
+ updateObject( object );
+
+ }
+
+ };
+
+ // Objects adding
+
+ function addObject( object, scene ) {
+
+ var g, geometry, material, geometryGroup;
+
+ if ( object.__webglInit === undefined ) {
+
+ object.__webglInit = true;
+
+ object._modelViewMatrix = new THREE.Matrix4();
+ object._normalMatrix = new THREE.Matrix3();
+
+ if ( object.geometry !== undefined && object.geometry.__webglInit === undefined ) {
+
+ object.geometry.__webglInit = true;
+ object.geometry.addEventListener( 'dispose', onGeometryDispose );
+
+ }
+
+ geometry = object.geometry;
+
+ if ( geometry === undefined ) {
+
+ // fail silently for now
+
+ } else if ( geometry instanceof THREE.BufferGeometry ) {
+
+ initDirectBuffers( geometry );
+
+ } else if ( object instanceof THREE.Mesh ) {
+
+ material = object.material;
+
+ if ( geometry.geometryGroups === undefined ) {
+
+ sortFacesByMaterial( geometry, material );
+
+ }
+
+ // create separate VBOs per geometry chunk
+
+ for ( g in geometry.geometryGroups ) {
+
+ geometryGroup = geometry.geometryGroups[ g ];
+
+ // initialise VBO on the first access
+
+ if ( ! geometryGroup.__webglVertexBuffer ) {
+
+ createMeshBuffers( geometryGroup );
+ initMeshBuffers( geometryGroup, object );
+
+ geometry.verticesNeedUpdate = true;
+ geometry.morphTargetsNeedUpdate = true;
+ geometry.elementsNeedUpdate = true;
+ geometry.uvsNeedUpdate = true;
+ geometry.normalsNeedUpdate = true;
+ geometry.tangentsNeedUpdate = true;
+ geometry.colorsNeedUpdate = true;
+
+ }
+
+ }
+
+ } else if ( object instanceof THREE.Ribbon ) {
+
+ if ( ! geometry.__webglVertexBuffer ) {
+
+ createRibbonBuffers( geometry );
+ initRibbonBuffers( geometry, object );
+
+ geometry.verticesNeedUpdate = true;
+ geometry.colorsNeedUpdate = true;
+ geometry.normalsNeedUpdate = true;
+
+ }
+
+ } else if ( object instanceof THREE.Line ) {
+
+ if ( ! geometry.__webglVertexBuffer ) {
+
+ createLineBuffers( geometry );
+ initLineBuffers( geometry, object );
+
+ geometry.verticesNeedUpdate = true;
+ geometry.colorsNeedUpdate = true;
+ geometry.lineDistancesNeedUpdate = true;
+
+ }
+
+ } else if ( object instanceof THREE.ParticleSystem ) {
+
+ if ( ! geometry.__webglVertexBuffer ) {
+
+ createParticleBuffers( geometry );
+ initParticleBuffers( geometry, object );
+
+ geometry.verticesNeedUpdate = true;
+ geometry.colorsNeedUpdate = true;
+
+ }
+
+ }
+
+ }
+
+ if ( object.__webglActive === undefined ) {
+
+ if ( object instanceof THREE.Mesh ) {
+
+ geometry = object.geometry;
+
+ if ( geometry instanceof THREE.BufferGeometry ) {
+
+ addBuffer( scene.__webglObjects, geometry, object );
+
+ } else if ( geometry instanceof THREE.Geometry ) {
+
+ for ( g in geometry.geometryGroups ) {
+
+ geometryGroup = geometry.geometryGroups[ g ];
+
+ addBuffer( scene.__webglObjects, geometryGroup, object );
+
+ }
+
+ }
+
+ } else if ( object instanceof THREE.Ribbon ||
+ object instanceof THREE.Line ||
+ object instanceof THREE.ParticleSystem ) {
+
+ geometry = object.geometry;
+ addBuffer( scene.__webglObjects, geometry, object );
+
+ } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
+
+ addBufferImmediate( scene.__webglObjectsImmediate, object );
+
+ } else if ( object instanceof THREE.Sprite ) {
+
+ scene.__webglSprites.push( object );
+
+ } else if ( object instanceof THREE.LensFlare ) {
+
+ scene.__webglFlares.push( object );
+
+ }
+
+ object.__webglActive = true;
+
+ }
+
+ };
+
+ function addBuffer( objlist, buffer, object ) {
+
+ objlist.push(
+ {
+ buffer: buffer,
+ object: object,
+ opaque: null,
+ transparent: null
+ }
+ );
+
+ };
+
+ function addBufferImmediate( objlist, object ) {
+
+ objlist.push(
+ {
+ object: object,
+ opaque: null,
+ transparent: null
+ }
+ );
+
+ };
+
+ // Objects updates
+
+ function updateObject( object ) {
+
+ var geometry = object.geometry,
+ geometryGroup, customAttributesDirty, material;
+
+ if ( geometry instanceof THREE.BufferGeometry ) {
+
+ setDirectBuffers( geometry, _gl.DYNAMIC_DRAW, !geometry.dynamic );
+
+ } else if ( object instanceof THREE.Mesh ) {
+
+ // check all geometry groups
+
+ for( var i = 0, il = geometry.geometryGroupsList.length; i < il; i ++ ) {
+
+ geometryGroup = geometry.geometryGroupsList[ i ];
+
+ material = getBufferMaterial( object, geometryGroup );
+
+ if ( geometry.buffersNeedUpdate ) {
+
+ initMeshBuffers( geometryGroup, object );
+
+ }
+
+ customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
+
+ if ( geometry.verticesNeedUpdate || geometry.morphTargetsNeedUpdate || geometry.elementsNeedUpdate ||
+ geometry.uvsNeedUpdate || geometry.normalsNeedUpdate ||
+ geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate || customAttributesDirty ) {
+
+ setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW, !geometry.dynamic, material );
+
+ }
+
+ }
+
+ geometry.verticesNeedUpdate = false;
+ geometry.morphTargetsNeedUpdate = false;
+ geometry.elementsNeedUpdate = false;
+ geometry.uvsNeedUpdate = false;
+ geometry.normalsNeedUpdate = false;
+ geometry.colorsNeedUpdate = false;
+ geometry.tangentsNeedUpdate = false;
+
+ geometry.buffersNeedUpdate = false;
+
+ material.attributes && clearCustomAttributes( material );
+
+ } else if ( object instanceof THREE.Ribbon ) {
+
+ material = getBufferMaterial( object, geometry );
+
+ customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
+
+ if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || geometry.normalsNeedUpdate || customAttributesDirty ) {
+
+ setRibbonBuffers( geometry, _gl.DYNAMIC_DRAW );
+
+ }
+
+ geometry.verticesNeedUpdate = false;
+ geometry.colorsNeedUpdate = false;
+ geometry.normalsNeedUpdate = false;
+
+ material.attributes && clearCustomAttributes( material );
+
+ } else if ( object instanceof THREE.Line ) {
+
+ material = getBufferMaterial( object, geometry );
+
+ customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
+
+ if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || geometry.lineDistancesNeedUpdate || customAttributesDirty ) {
+
+ setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
+
+ }
+
+ geometry.verticesNeedUpdate = false;
+ geometry.colorsNeedUpdate = false;
+ geometry.lineDistancesNeedUpdate = false;
+
+ material.attributes && clearCustomAttributes( material );
+
+
+ } else if ( object instanceof THREE.ParticleSystem ) {
+
+ material = getBufferMaterial( object, geometry );
+
+ customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
+
+ if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || object.sortParticles || customAttributesDirty ) {
+
+ setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );
+
+ }
+
+ geometry.verticesNeedUpdate = false;
+ geometry.colorsNeedUpdate = false;
+
+ material.attributes && clearCustomAttributes( material );
+
+ }
+
+ };
+
+ // Objects updates - custom attributes check
+
+ function areCustomAttributesDirty( material ) {
+
+ for ( var a in material.attributes ) {
+
+ if ( material.attributes[ a ].needsUpdate ) return true;
+
+ }
+
+ return false;
+
+ };
+
+ function clearCustomAttributes( material ) {
+
+ for ( var a in material.attributes ) {
+
+ material.attributes[ a ].needsUpdate = false;
+
+ }
+
+ };
+
+ // Objects removal
+
+ function removeObject( object, scene ) {
+
+ if ( object instanceof THREE.Mesh ||
+ object instanceof THREE.ParticleSystem ||
+ object instanceof THREE.Ribbon ||
+ object instanceof THREE.Line ) {
+
+ removeInstances( scene.__webglObjects, object );
+
+ } else if ( object instanceof THREE.Sprite ) {
+
+ removeInstancesDirect( scene.__webglSprites, object );
+
+ } else if ( object instanceof THREE.LensFlare ) {
+
+ removeInstancesDirect( scene.__webglFlares, object );
+
+ } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
+
+ removeInstances( scene.__webglObjectsImmediate, object );
+
+ }
+
+ delete object.__webglActive;
+
+ };
+
+ function removeInstances( objlist, object ) {
+
+ for ( var o = objlist.length - 1; o >= 0; o -- ) {
+
+ if ( objlist[ o ].object === object ) {
+
+ objlist.splice( o, 1 );
+
+ }
+
+ }
+
+ };
+
+ function removeInstancesDirect( objlist, object ) {
+
+ for ( var o = objlist.length - 1; o >= 0; o -- ) {
+
+ if ( objlist[ o ] === object ) {
+
+ objlist.splice( o, 1 );
+
+ }
+
+ }
+
+ };
+
+ // Materials
+
+ this.initMaterial = function ( material, lights, fog, object ) {
+
+ material.addEventListener( 'dispose', onMaterialDispose );
+
+ var u, a, identifiers, i, parameters, maxLightCount, maxBones, maxShadows, shaderID;
+
+ if ( material instanceof THREE.MeshDepthMaterial ) {
+
+ shaderID = 'depth';
+
+ } else if ( material instanceof THREE.MeshNormalMaterial ) {
+
+ shaderID = 'normal';
+
+ } else if ( material instanceof THREE.MeshBasicMaterial ) {
+
+ shaderID = 'basic';
+
+ } else if ( material instanceof THREE.MeshLambertMaterial ) {
+
+ shaderID = 'lambert';
+
+ } else if ( material instanceof THREE.MeshPhongMaterial ) {
+
+ shaderID = 'phong';
+
+ } else if ( material instanceof THREE.LineBasicMaterial ) {
+
+ shaderID = 'basic';
+
+ } else if ( material instanceof THREE.LineDashedMaterial ) {
+
+ shaderID = 'dashed';
+
+ } else if ( material instanceof THREE.ParticleBasicMaterial ) {
+
+ shaderID = 'particle_basic';
+
+ }
+
+ if ( shaderID ) {
+
+ setMaterialShaders( material, THREE.ShaderLib[ shaderID ] );
+
+ }
+
+ // heuristics to create shader parameters according to lights in the scene
+ // (not to blow over maxLights budget)
+
+ maxLightCount = allocateLights( lights );
+
+ maxShadows = allocateShadows( lights );
+
+ maxBones = allocateBones( object );
+
+ parameters = {
+
+ map: !!material.map,
+ envMap: !!material.envMap,
+ lightMap: !!material.lightMap,
+ bumpMap: !!material.bumpMap,
+ normalMap: !!material.normalMap,
+ specularMap: !!material.specularMap,
+
+ vertexColors: material.vertexColors,
+
+ fog: fog,
+ useFog: material.fog,
+ fogExp: fog instanceof THREE.FogExp2,
+
+ sizeAttenuation: material.sizeAttenuation,
+
+ skinning: material.skinning,
+ maxBones: maxBones,
+ useVertexTexture: _supportsBoneTextures && object && object.useVertexTexture,
+ boneTextureWidth: object && object.boneTextureWidth,
+ boneTextureHeight: object && object.boneTextureHeight,
+
+ morphTargets: material.morphTargets,
+ morphNormals: material.morphNormals,
+ maxMorphTargets: this.maxMorphTargets,
+ maxMorphNormals: this.maxMorphNormals,
+
+ maxDirLights: maxLightCount.directional,
+ maxPointLights: maxLightCount.point,
+ maxSpotLights: maxLightCount.spot,
+ maxHemiLights: maxLightCount.hemi,
+
+ maxShadows: maxShadows,
+ shadowMapEnabled: this.shadowMapEnabled && object.receiveShadow,
+ shadowMapType: this.shadowMapType,
+ shadowMapDebug: this.shadowMapDebug,
+ shadowMapCascade: this.shadowMapCascade,
+
+ alphaTest: material.alphaTest,
+ metal: material.metal,
+ perPixel: material.perPixel,
+ wrapAround: material.wrapAround,
+ doubleSided: material.side === THREE.DoubleSide,
+ flipSided: material.side === THREE.BackSide
+
+ };
+
+ material.program = buildProgram( shaderID, material.fragmentShader, material.vertexShader, material.uniforms, material.attributes, material.defines, parameters );
+
+ var attributes = material.program.attributes;
+
+ if ( material.morphTargets ) {
+
+ material.numSupportedMorphTargets = 0;
+
+ var id, base = "morphTarget";
+
+ for ( i = 0; i < this.maxMorphTargets; i ++ ) {
+
+ id = base + i;
+
+ if ( attributes[ id ] >= 0 ) {
+
+ material.numSupportedMorphTargets ++;
+
+ }
+
+ }
+
+ }
+
+ if ( material.morphNormals ) {
+
+ material.numSupportedMorphNormals = 0;
+
+ var id, base = "morphNormal";
+
+ for ( i = 0; i < this.maxMorphNormals; i ++ ) {
+
+ id = base + i;
+
+ if ( attributes[ id ] >= 0 ) {
+
+ material.numSupportedMorphNormals ++;
+
+ }
+
+ }
+
+ }
+
+ material.uniformsList = [];
+
+ for ( u in material.uniforms ) {
+
+ material.uniformsList.push( [ material.uniforms[ u ], u ] );
+
+ }
+
+ };
+
+ function setMaterialShaders( material, shaders ) {
+
+ material.uniforms = THREE.UniformsUtils.clone( shaders.uniforms );
+ material.vertexShader = shaders.vertexShader;
+ material.fragmentShader = shaders.fragmentShader;
+
+ };
+
+ function setProgram( camera, lights, fog, material, object ) {
+
+ _usedTextureUnits = 0;
+
+ if ( material.needsUpdate ) {
+
+ if ( material.program ) deallocateMaterial( material );
+
+ _this.initMaterial( material, lights, fog, object );
+ material.needsUpdate = false;
+
+ }
+
+ if ( material.morphTargets ) {
+
+ if ( ! object.__webglMorphTargetInfluences ) {
+
+ object.__webglMorphTargetInfluences = new Float32Array( _this.maxMorphTargets );
+
+ }
+
+ }
+
+ var refreshMaterial = false;
+
+ var program = material.program,
+ p_uniforms = program.uniforms,
+ m_uniforms = material.uniforms;
+
+ if ( program !== _currentProgram ) {
+
+ _gl.useProgram( program );
+ _currentProgram = program;
+
+ refreshMaterial = true;
+
+ }
+
+ if ( material.id !== _currentMaterialId ) {
+
+ _currentMaterialId = material.id;
+ refreshMaterial = true;
+
+ }
+
+ if ( refreshMaterial || camera !== _currentCamera ) {
+
+ _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
+
+ if ( camera !== _currentCamera ) _currentCamera = camera;
+
+ }
+
+ // skinning uniforms must be set even if material didn't change
+ // auto-setting of texture unit for bone texture must go before other textures
+ // not sure why, but otherwise weird things happen
+
+ if ( material.skinning ) {
+
+ if ( _supportsBoneTextures && object.useVertexTexture ) {
+
+ if ( p_uniforms.boneTexture !== null ) {
+
+ var textureUnit = getTextureUnit();
+
+ _gl.uniform1i( p_uniforms.boneTexture, textureUnit );
+ _this.setTexture( object.boneTexture, textureUnit );
+
+ }
+
+ } else {
+
+ if ( p_uniforms.boneGlobalMatrices !== null ) {
+
+ _gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.boneMatrices );
+
+ }
+
+ }
+
+ }
+
+ if ( refreshMaterial ) {
+
+ // refresh uniforms common to several materials
+
+ if ( fog && material.fog ) {
+
+ refreshUniformsFog( m_uniforms, fog );
+
+ }
+
+ if ( material instanceof THREE.MeshPhongMaterial ||
+ material instanceof THREE.MeshLambertMaterial ||
+ material.lights ) {
+
+ if ( _lightsNeedUpdate ) {
+
+ setupLights( program, lights );
+ _lightsNeedUpdate = false;
+
+ }
+
+ refreshUniformsLights( m_uniforms, _lights );
+
+ }
+
+ if ( material instanceof THREE.MeshBasicMaterial ||
+ material instanceof THREE.MeshLambertMaterial ||
+ material instanceof THREE.MeshPhongMaterial ) {
+
+ refreshUniformsCommon( m_uniforms, material );
+
+ }
+
+ // refresh single material specific uniforms
+
+ if ( material instanceof THREE.LineBasicMaterial ) {
+
+ refreshUniformsLine( m_uniforms, material );
+
+ } else if ( material instanceof THREE.LineDashedMaterial ) {
+
+ refreshUniformsLine( m_uniforms, material );
+ refreshUniformsDash( m_uniforms, material );
+
+ } else if ( material instanceof THREE.ParticleBasicMaterial ) {
+
+ refreshUniformsParticle( m_uniforms, material );
+
+ } else if ( material instanceof THREE.MeshPhongMaterial ) {
+
+ refreshUniformsPhong( m_uniforms, material );
+
+ } else if ( material instanceof THREE.MeshLambertMaterial ) {
+
+ refreshUniformsLambert( m_uniforms, material );
+
+ } else if ( material instanceof THREE.MeshDepthMaterial ) {
+
+ m_uniforms.mNear.value = camera.near;
+ m_uniforms.mFar.value = camera.far;
+ m_uniforms.opacity.value = material.opacity;
+
+ } else if ( material instanceof THREE.MeshNormalMaterial ) {
+
+ m_uniforms.opacity.value = material.opacity;
+
+ }
+
+ if ( object.receiveShadow && ! material._shadowPass ) {
+
+ refreshUniformsShadow( m_uniforms, lights );
+
+ }
+
+ // load common uniforms
+
+ loadUniformsGeneric( program, material.uniformsList );
+
+ // load material specific uniforms
+ // (shader material also gets them for the sake of genericity)
+
+ if ( material instanceof THREE.ShaderMaterial ||
+ material instanceof THREE.MeshPhongMaterial ||
+ material.envMap ) {
+
+ if ( p_uniforms.cameraPosition !== null ) {
+
+ _vector3.getPositionFromMatrix( camera.matrixWorld );
+ _gl.uniform3f( p_uniforms.cameraPosition, _vector3.x, _vector3.y, _vector3.z );
+
+ }
+
+ }
+
+ if ( material instanceof THREE.MeshPhongMaterial ||
+ material instanceof THREE.MeshLambertMaterial ||
+ material instanceof THREE.ShaderMaterial ||
+ material.skinning ) {
+
+ if ( p_uniforms.viewMatrix !== null ) {
+
+ _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera.matrixWorldInverse.elements );
+
+ }
+
+ }
+
+ }
+
+ loadUniformsMatrices( p_uniforms, object );
+
+ if ( p_uniforms.modelMatrix !== null ) {
+
+ _gl.uniformMatrix4fv( p_uniforms.modelMatrix, false, object.matrixWorld.elements );
+
+ }
+
+ return program;
+
+ };
+
+ // Uniforms (refresh uniforms objects)
+
+ function refreshUniformsCommon ( uniforms, material ) {
+
+ uniforms.opacity.value = material.opacity;
+
+ if ( _this.gammaInput ) {
+
+ uniforms.diffuse.value.copyGammaToLinear( material.color );
+
+ } else {
+
+ uniforms.diffuse.value = material.color;
+
+ }
+
+ uniforms.map.value = material.map;
+ uniforms.lightMap.value = material.lightMap;
+ uniforms.specularMap.value = material.specularMap;
+
+ if ( material.bumpMap ) {
+
+ uniforms.bumpMap.value = material.bumpMap;
+ uniforms.bumpScale.value = material.bumpScale;
+
+ }
+
+ if ( material.normalMap ) {
+
+ uniforms.normalMap.value = material.normalMap;
+ uniforms.normalScale.value.copy( material.normalScale );
+
+ }
+
+ // uv repeat and offset setting priorities
+ // 1. color map
+ // 2. specular map
+ // 3. normal map
+ // 4. bump map
+
+ var uvScaleMap;
+
+ if ( material.map ) {
+
+ uvScaleMap = material.map;
+
+ } else if ( material.specularMap ) {
+
+ uvScaleMap = material.specularMap;
+
+ } else if ( material.normalMap ) {
+
+ uvScaleMap = material.normalMap;
+
+ } else if ( material.bumpMap ) {
+
+ uvScaleMap = material.bumpMap;
+
+ }
+
+ if ( uvScaleMap !== undefined ) {
+
+ var offset = uvScaleMap.offset;
+ var repeat = uvScaleMap.repeat;
+
+ uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
+
+ }
+
+ uniforms.envMap.value = material.envMap;
+ uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : -1;
+
+ if ( _this.gammaInput ) {
+
+ //uniforms.reflectivity.value = material.reflectivity * material.reflectivity;
+ uniforms.reflectivity.value = material.reflectivity;
+
+ } else {
+
+ uniforms.reflectivity.value = material.reflectivity;
+
+ }
+
+ uniforms.refractionRatio.value = material.refractionRatio;
+ uniforms.combine.value = material.combine;
+ uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping;
+
+ };
+
+ function refreshUniformsLine ( uniforms, material ) {
+
+ uniforms.diffuse.value = material.color;
+ uniforms.opacity.value = material.opacity;
+
+ };
+
+ function refreshUniformsDash ( uniforms, material ) {
+
+ uniforms.dashSize.value = material.dashSize;
+ uniforms.totalSize.value = material.dashSize + material.gapSize;
+ uniforms.scale.value = material.scale;
+
+ };
+
+ function refreshUniformsParticle ( uniforms, material ) {
+
+ uniforms.psColor.value = material.color;
+ uniforms.opacity.value = material.opacity;
+ uniforms.size.value = material.size;
+ uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
+
+ uniforms.map.value = material.map;
+
+ };
+
+ function refreshUniformsFog ( uniforms, fog ) {
+
+ uniforms.fogColor.value = fog.color;
+
+ if ( fog instanceof THREE.Fog ) {
+
+ uniforms.fogNear.value = fog.near;
+ uniforms.fogFar.value = fog.far;
+
+ } else if ( fog instanceof THREE.FogExp2 ) {
+
+ uniforms.fogDensity.value = fog.density;
+
+ }
+
+ };
+
+ function refreshUniformsPhong ( uniforms, material ) {
+
+ uniforms.shininess.value = material.shininess;
+
+ if ( _this.gammaInput ) {
+
+ uniforms.ambient.value.copyGammaToLinear( material.ambient );
+ uniforms.emissive.value.copyGammaToLinear( material.emissive );
+ uniforms.specular.value.copyGammaToLinear( material.specular );
+
+ } else {
+
+ uniforms.ambient.value = material.ambient;
+ uniforms.emissive.value = material.emissive;
+ uniforms.specular.value = material.specular;
+
+ }
+
+ if ( material.wrapAround ) {
+
+ uniforms.wrapRGB.value.copy( material.wrapRGB );
+
+ }
+
+ };
+
+ function refreshUniformsLambert ( uniforms, material ) {
+
+ if ( _this.gammaInput ) {
+
+ uniforms.ambient.value.copyGammaToLinear( material.ambient );
+ uniforms.emissive.value.copyGammaToLinear( material.emissive );
+
+ } else {
+
+ uniforms.ambient.value = material.ambient;
+ uniforms.emissive.value = material.emissive;
+
+ }
+
+ if ( material.wrapAround ) {
+
+ uniforms.wrapRGB.value.copy( material.wrapRGB );
+
+ }
+
+ };
+
+ function refreshUniformsLights ( uniforms, lights ) {
+
+ uniforms.ambientLightColor.value = lights.ambient;
+
+ uniforms.directionalLightColor.value = lights.directional.colors;
+ uniforms.directionalLightDirection.value = lights.directional.positions;
+
+ uniforms.pointLightColor.value = lights.point.colors;
+ uniforms.pointLightPosition.value = lights.point.positions;
+ uniforms.pointLightDistance.value = lights.point.distances;
+
+ uniforms.spotLightColor.value = lights.spot.colors;
+ uniforms.spotLightPosition.value = lights.spot.positions;
+ uniforms.spotLightDistance.value = lights.spot.distances;
+ uniforms.spotLightDirection.value = lights.spot.directions;
+ uniforms.spotLightAngleCos.value = lights.spot.anglesCos;
+ uniforms.spotLightExponent.value = lights.spot.exponents;
+
+ uniforms.hemisphereLightSkyColor.value = lights.hemi.skyColors;
+ uniforms.hemisphereLightGroundColor.value = lights.hemi.groundColors;
+ uniforms.hemisphereLightDirection.value = lights.hemi.positions;
+
+ };
+
+ function refreshUniformsShadow ( uniforms, lights ) {
+
+ if ( uniforms.shadowMatrix ) {
+
+ var j = 0;
+
+ for ( var i = 0, il = lights.length; i < il; i ++ ) {
+
+ var light = lights[ i ];
+
+ if ( ! light.castShadow ) continue;
+
+ if ( light instanceof THREE.SpotLight || ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) ) {
+
+ uniforms.shadowMap.value[ j ] = light.shadowMap;
+ uniforms.shadowMapSize.value[ j ] = light.shadowMapSize;
+
+ uniforms.shadowMatrix.value[ j ] = light.shadowMatrix;
+
+ uniforms.shadowDarkness.value[ j ] = light.shadowDarkness;
+ uniforms.shadowBias.value[ j ] = light.shadowBias;
+
+ j ++;
+
+ }
+
+ }
+
+ }
+
+ };
+
+ // Uniforms (load to GPU)
+
+ function loadUniformsMatrices ( uniforms, object ) {
+
+ _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrix.elements );
+
+ if ( uniforms.normalMatrix ) {
+
+ _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrix.elements );
+
+ }
+
+ };
+
+ function getTextureUnit() {
+
+ var textureUnit = _usedTextureUnits;
+
+ if ( textureUnit >= _maxTextures ) {
+
+ console.warn( "WebGLRenderer: trying to use " + textureUnit + " texture units while this GPU supports only " + _maxTextures );
+
+ }
+
+ _usedTextureUnits += 1;
+
+ return textureUnit;
+
+ };
+
+ function loadUniformsGeneric ( program, uniforms ) {
+
+ var uniform, value, type, location, texture, textureUnit, i, il, j, jl, offset;
+
+ for ( j = 0, jl = uniforms.length; j < jl; j ++ ) {
+
+ location = program.uniforms[ uniforms[ j ][ 1 ] ];
+ if ( !location ) continue;
+
+ uniform = uniforms[ j ][ 0 ];
+
+ type = uniform.type;
+ value = uniform.value;
+
+ if ( type === "i" ) { // single integer
+
+ _gl.uniform1i( location, value );
+
+ } else if ( type === "f" ) { // single float
+
+ _gl.uniform1f( location, value );
+
+ } else if ( type === "v2" ) { // single THREE.Vector2
+
+ _gl.uniform2f( location, value.x, value.y );
+
+ } else if ( type === "v3" ) { // single THREE.Vector3
+
+ _gl.uniform3f( location, value.x, value.y, value.z );
+
+ } else if ( type === "v4" ) { // single THREE.Vector4
+
+ _gl.uniform4f( location, value.x, value.y, value.z, value.w );
+
+ } else if ( type === "c" ) { // single THREE.Color
+
+ _gl.uniform3f( location, value.r, value.g, value.b );
+
+ } else if ( type === "iv1" ) { // flat array of integers (JS or typed array)
+
+ _gl.uniform1iv( location, value );
+
+ } else if ( type === "iv" ) { // flat array of integers with 3 x N size (JS or typed array)
+
+ _gl.uniform3iv( location, value );
+
+ } else if ( type === "fv1" ) { // flat array of floats (JS or typed array)
+
+ _gl.uniform1fv( location, value );
+
+ } else if ( type === "fv" ) { // flat array of floats with 3 x N size (JS or typed array)
+
+ _gl.uniform3fv( location, value );
+
+ } else if ( type === "v2v" ) { // array of THREE.Vector2
+
+ if ( uniform._array === undefined ) {
+
+ uniform._array = new Float32Array( 2 * value.length );
+
+ }
+
+ for ( i = 0, il = value.length; i < il; i ++ ) {
+
+ offset = i * 2;
+
+ uniform._array[ offset ] = value[ i ].x;
+ uniform._array[ offset + 1 ] = value[ i ].y;
+
+ }
+
+ _gl.uniform2fv( location, uniform._array );
+
+ } else if ( type === "v3v" ) { // array of THREE.Vector3
+
+ if ( uniform._array === undefined ) {
+
+ uniform._array = new Float32Array( 3 * value.length );
+
+ }
+
+ for ( i = 0, il = value.length; i < il; i ++ ) {
+
+ offset = i * 3;
+
+ uniform._array[ offset ] = value[ i ].x;
+ uniform._array[ offset + 1 ] = value[ i ].y;
+ uniform._array[ offset + 2 ] = value[ i ].z;
+
+ }
+
+ _gl.uniform3fv( location, uniform._array );
+
+ } else if ( type === "v4v" ) { // array of THREE.Vector4
+
+ if ( uniform._array === undefined ) {
+
+ uniform._array = new Float32Array( 4 * value.length );
+
+ }
+
+ for ( i = 0, il = value.length; i < il; i ++ ) {
+
+ offset = i * 4;
+
+ uniform._array[ offset ] = value[ i ].x;
+ uniform._array[ offset + 1 ] = value[ i ].y;
+ uniform._array[ offset + 2 ] = value[ i ].z;
+ uniform._array[ offset + 3 ] = value[ i ].w;
+
+ }
+
+ _gl.uniform4fv( location, uniform._array );
+
+ } else if ( type === "m4") { // single THREE.Matrix4
+
+ if ( uniform._array === undefined ) {
+
+ uniform._array = new Float32Array( 16 );
+
+ }
+
+ value.flattenToArray( uniform._array );
+ _gl.uniformMatrix4fv( location, false, uniform._array );
+
+ } else if ( type === "m4v" ) { // array of THREE.Matrix4
+
+ if ( uniform._array === undefined ) {
+
+ uniform._array = new Float32Array( 16 * value.length );
+
+ }
+
+ for ( i = 0, il = value.length; i < il; i ++ ) {
+
+ value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
+
+ }
+
+ _gl.uniformMatrix4fv( location, false, uniform._array );
+
+ } else if ( type === "t" ) { // single THREE.Texture (2d or cube)
+
+ texture = value;
+ textureUnit = getTextureUnit();
+
+ _gl.uniform1i( location, textureUnit );
+
+ if ( !texture ) continue;
+
+ if ( texture.image instanceof Array && texture.image.length === 6 ) {
+
+ setCubeTexture( texture, textureUnit );
+
+ } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
+
+ setCubeTextureDynamic( texture, textureUnit );
+
+ } else {
+
+ _this.setTexture( texture, textureUnit );
+
+ }
+
+ } else if ( type === "tv" ) { // array of THREE.Texture (2d)
+
+ if ( uniform._array === undefined ) {
+
+ uniform._array = [];
+
+ }
+
+ for( i = 0, il = uniform.value.length; i < il; i ++ ) {
+
+ uniform._array[ i ] = getTextureUnit();
+
+ }
+
+ _gl.uniform1iv( location, uniform._array );
+
+ for( i = 0, il = uniform.value.length; i < il; i ++ ) {
+
+ texture = uniform.value[ i ];
+ textureUnit = uniform._array[ i ];
+
+ if ( !texture ) continue;
+
+ _this.setTexture( texture, textureUnit );
+
+ }
+
+ }
+
+ }
+
+ };
+
+ function setupMatrices ( object, camera ) {
+
+ object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
+ object._normalMatrix.getNormalMatrix( object._modelViewMatrix );
+
+ };
+
+ //
+
+ function setColorGamma( array, offset, color, intensitySq ) {
+
+ array[ offset ] = color.r * color.r * intensitySq;
+ array[ offset + 1 ] = color.g * color.g * intensitySq;
+ array[ offset + 2 ] = color.b * color.b * intensitySq;
+
+ };
+
+ function setColorLinear( array, offset, color, intensity ) {
+
+ array[ offset ] = color.r * intensity;
+ array[ offset + 1 ] = color.g * intensity;
+ array[ offset + 2 ] = color.b * intensity;
+
+ };
+
+ function setupLights ( program, lights ) {
+
+ var l, ll, light, n,
+ r = 0, g = 0, b = 0,
+ color, skyColor, groundColor,
+ intensity, intensitySq,
+ position,
+ distance,
+
+ zlights = _lights,
+
+ dirColors = zlights.directional.colors,
+ dirPositions = zlights.directional.positions,
+
+ pointColors = zlights.point.colors,
+ pointPositions = zlights.point.positions,
+ pointDistances = zlights.point.distances,
+
+ spotColors = zlights.spot.colors,
+ spotPositions = zlights.spot.positions,
+ spotDistances = zlights.spot.distances,
+ spotDirections = zlights.spot.directions,
+ spotAnglesCos = zlights.spot.anglesCos,
+ spotExponents = zlights.spot.exponents,
+
+ hemiSkyColors = zlights.hemi.skyColors,
+ hemiGroundColors = zlights.hemi.groundColors,
+ hemiPositions = zlights.hemi.positions,
+
+ dirLength = 0,
+ pointLength = 0,
+ spotLength = 0,
+ hemiLength = 0,
+
+ dirCount = 0,
+ pointCount = 0,
+ spotCount = 0,
+ hemiCount = 0,
+
+ dirOffset = 0,
+ pointOffset = 0,
+ spotOffset = 0,
+ hemiOffset = 0;
+
+ for ( l = 0, ll = lights.length; l < ll; l ++ ) {
+
+ light = lights[ l ];
+
+ if ( light.onlyShadow ) continue;
+
+ color = light.color;
+ intensity = light.intensity;
+ distance = light.distance;
+
+ if ( light instanceof THREE.AmbientLight ) {
+
+ if ( ! light.visible ) continue;
+
+ if ( _this.gammaInput ) {
+
+ r += color.r * color.r;
+ g += color.g * color.g;
+ b += color.b * color.b;
+
+ } else {
+
+ r += color.r;
+ g += color.g;
+ b += color.b;
+
+ }
+
+ } else if ( light instanceof THREE.DirectionalLight ) {
+
+ dirCount += 1;
+
+ if ( ! light.visible ) continue;
+
+ _direction.getPositionFromMatrix( light.matrixWorld );
+ _vector3.getPositionFromMatrix( light.target.matrixWorld );
+ _direction.sub( _vector3 );
+ _direction.normalize();
+
+ // skip lights with undefined direction
+ // these create troubles in OpenGL (making pixel black)
+
+ if ( _direction.x === 0 && _direction.y === 0 && _direction.z === 0 ) continue;
+
+ dirOffset = dirLength * 3;
+
+ dirPositions[ dirOffset ] = _direction.x;
+ dirPositions[ dirOffset + 1 ] = _direction.y;
+ dirPositions[ dirOffset + 2 ] = _direction.z;
+
+ if ( _this.gammaInput ) {
+
+ setColorGamma( dirColors, dirOffset, color, intensity * intensity );
+
+ } else {
+
+ setColorLinear( dirColors, dirOffset, color, intensity );
+
+ }
+
+ dirLength += 1;
+
+ } else if ( light instanceof THREE.PointLight ) {
+
+ pointCount += 1;
+
+ if ( ! light.visible ) continue;
+
+ pointOffset = pointLength * 3;
+
+ if ( _this.gammaInput ) {
+
+ setColorGamma( pointColors, pointOffset, color, intensity * intensity );
+
+ } else {
+
+ setColorLinear( pointColors, pointOffset, color, intensity );
+
+ }
+
+ _vector3.getPositionFromMatrix( light.matrixWorld );
+
+ pointPositions[ pointOffset ] = _vector3.x;
+ pointPositions[ pointOffset + 1 ] = _vector3.y;
+ pointPositions[ pointOffset + 2 ] = _vector3.z;
+
+ pointDistances[ pointLength ] = distance;
+
+ pointLength += 1;
+
+ } else if ( light instanceof THREE.SpotLight ) {
+
+ spotCount += 1;
+
+ if ( ! light.visible ) continue;
+
+ spotOffset = spotLength * 3;
+
+ if ( _this.gammaInput ) {
+
+ setColorGamma( spotColors, spotOffset, color, intensity * intensity );
+
+ } else {
+
+ setColorLinear( spotColors, spotOffset, color, intensity );
+
+ }
+
+ _vector3.getPositionFromMatrix( light.matrixWorld );
+
+ spotPositions[ spotOffset ] = _vector3.x;
+ spotPositions[ spotOffset + 1 ] = _vector3.y;
+ spotPositions[ spotOffset + 2 ] = _vector3.z;
+
+ spotDistances[ spotLength ] = distance;
+
+ _direction.copy( _vector3 );
+ _vector3.getPositionFromMatrix( light.target.matrixWorld );
+ _direction.sub( _vector3 );
+ _direction.normalize();
+
+ spotDirections[ spotOffset ] = _direction.x;
+ spotDirections[ spotOffset + 1 ] = _direction.y;
+ spotDirections[ spotOffset + 2 ] = _direction.z;
+
+ spotAnglesCos[ spotLength ] = Math.cos( light.angle );
+ spotExponents[ spotLength ] = light.exponent;
+
+ spotLength += 1;
+
+ } else if ( light instanceof THREE.HemisphereLight ) {
+
+ hemiCount += 1;
+
+ if ( ! light.visible ) continue;
+
+ _direction.getPositionFromMatrix( light.matrixWorld );
+ _direction.normalize();
+
+ // skip lights with undefined direction
+ // these create troubles in OpenGL (making pixel black)
+
+ if ( _direction.x === 0 && _direction.y === 0 && _direction.z === 0 ) continue;
+
+ hemiOffset = hemiLength * 3;
+
+ hemiPositions[ hemiOffset ] = _direction.x;
+ hemiPositions[ hemiOffset + 1 ] = _direction.y;
+ hemiPositions[ hemiOffset + 2 ] = _direction.z;
+
+ skyColor = light.color;
+ groundColor = light.groundColor;
+
+ if ( _this.gammaInput ) {
+
+ intensitySq = intensity * intensity;
+
+ setColorGamma( hemiSkyColors, hemiOffset, skyColor, intensitySq );
+ setColorGamma( hemiGroundColors, hemiOffset, groundColor, intensitySq );
+
+ } else {
+
+ setColorLinear( hemiSkyColors, hemiOffset, skyColor, intensity );
+ setColorLinear( hemiGroundColors, hemiOffset, groundColor, intensity );
+
+ }
+
+ hemiLength += 1;
+
+ }
+
+ }
+
+ // null eventual remains from removed lights
+ // (this is to avoid if in shader)
+
+ for ( l = dirLength * 3, ll = Math.max( dirColors.length, dirCount * 3 ); l < ll; l ++ ) dirColors[ l ] = 0.0;
+ for ( l = pointLength * 3, ll = Math.max( pointColors.length, pointCount * 3 ); l < ll; l ++ ) pointColors[ l ] = 0.0;
+ for ( l = spotLength * 3, ll = Math.max( spotColors.length, spotCount * 3 ); l < ll; l ++ ) spotColors[ l ] = 0.0;
+ for ( l = hemiLength * 3, ll = Math.max( hemiSkyColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiSkyColors[ l ] = 0.0;
+ for ( l = hemiLength * 3, ll = Math.max( hemiGroundColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiGroundColors[ l ] = 0.0;
+
+ zlights.directional.length = dirLength;
+ zlights.point.length = pointLength;
+ zlights.spot.length = spotLength;
+ zlights.hemi.length = hemiLength;
+
+ zlights.ambient[ 0 ] = r;
+ zlights.ambient[ 1 ] = g;
+ zlights.ambient[ 2 ] = b;
+
+ };
+
+ // GL state setting
+
+ this.setFaceCulling = function ( cullFace, frontFaceDirection ) {
+
+ if ( cullFace === THREE.CullFaceNone ) {
+
+ _gl.disable( _gl.CULL_FACE );
+
+ } else {
+
+ if ( frontFaceDirection === THREE.FrontFaceDirectionCW ) {
+
+ _gl.frontFace( _gl.CW );
+
+ } else {
+
+ _gl.frontFace( _gl.CCW );
+
+ }
+
+ if ( cullFace === THREE.CullFaceBack ) {
+
+ _gl.cullFace( _gl.BACK );
+
+ } else if ( cullFace === THREE.CullFaceFront ) {
+
+ _gl.cullFace( _gl.FRONT );
+
+ } else {
+
+ _gl.cullFace( _gl.FRONT_AND_BACK );
+
+ }
+
+ _gl.enable( _gl.CULL_FACE );
+
+ }
+
+ };
+
+ this.setMaterialFaces = function ( material ) {
+
+ var doubleSided = material.side === THREE.DoubleSide;
+ var flipSided = material.side === THREE.BackSide;
+
+ if ( _oldDoubleSided !== doubleSided ) {
+
+ if ( doubleSided ) {
+
+ _gl.disable( _gl.CULL_FACE );
+
+ } else {
+
+ _gl.enable( _gl.CULL_FACE );
+
+ }
+
+ _oldDoubleSided = doubleSided;
+
+ }
+
+ if ( _oldFlipSided !== flipSided ) {
+
+ if ( flipSided ) {
+
+ _gl.frontFace( _gl.CW );
+
+ } else {
+
+ _gl.frontFace( _gl.CCW );
+
+ }
+
+ _oldFlipSided = flipSided;
+
+ }
+
+ };
+
+ this.setDepthTest = function ( depthTest ) {
+
+ if ( _oldDepthTest !== depthTest ) {
+
+ if ( depthTest ) {
+
+ _gl.enable( _gl.DEPTH_TEST );
+
+ } else {
+
+ _gl.disable( _gl.DEPTH_TEST );
+
+ }
+
+ _oldDepthTest = depthTest;
+
+ }
+
+ };
+
+ this.setDepthWrite = function ( depthWrite ) {
+
+ if ( _oldDepthWrite !== depthWrite ) {
+
+ _gl.depthMask( depthWrite );
+ _oldDepthWrite = depthWrite;
+
+ }
+
+ };
+
+ function setLineWidth ( width ) {
+
+ if ( width !== _oldLineWidth ) {
+
+ _gl.lineWidth( width );
+
+ _oldLineWidth = width;
+
+ }
+
+ };
+
+ function setPolygonOffset ( polygonoffset, factor, units ) {
+
+ if ( _oldPolygonOffset !== polygonoffset ) {
+
+ if ( polygonoffset ) {
+
+ _gl.enable( _gl.POLYGON_OFFSET_FILL );
+
+ } else {
+
+ _gl.disable( _gl.POLYGON_OFFSET_FILL );
+
+ }
+
+ _oldPolygonOffset = polygonoffset;
+
+ }
+
+ if ( polygonoffset && ( _oldPolygonOffsetFactor !== factor || _oldPolygonOffsetUnits !== units ) ) {
+
+ _gl.polygonOffset( factor, units );
+
+ _oldPolygonOffsetFactor = factor;
+ _oldPolygonOffsetUnits = units;
+
+ }
+
+ };
+
+ this.setBlending = function ( blending, blendEquation, blendSrc, blendDst ) {
+
+ if ( blending !== _oldBlending ) {
+
+ if ( blending === THREE.NoBlending ) {
+
+ _gl.disable( _gl.BLEND );
+
+ } else if ( blending === THREE.AdditiveBlending ) {
+
+ _gl.enable( _gl.BLEND );
+ _gl.blendEquation( _gl.FUNC_ADD );
+ _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE );
+
+ } else if ( blending === THREE.SubtractiveBlending ) {
+
+ // TODO: Find blendFuncSeparate() combination
+ _gl.enable( _gl.BLEND );
+ _gl.blendEquation( _gl.FUNC_ADD );
+ _gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR );
+
+ } else if ( blending === THREE.MultiplyBlending ) {
+
+ // TODO: Find blendFuncSeparate() combination
+ _gl.enable( _gl.BLEND );
+ _gl.blendEquation( _gl.FUNC_ADD );
+ _gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR );
+
+ } else if ( blending === THREE.CustomBlending ) {
+
+ _gl.enable( _gl.BLEND );
+
+ } else {
+
+ _gl.enable( _gl.BLEND );
+ _gl.blendEquationSeparate( _gl.FUNC_ADD, _gl.FUNC_ADD );
+ _gl.blendFuncSeparate( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA, _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
+
+ }
+
+ _oldBlending = blending;
+
+ }
+
+ if ( blending === THREE.CustomBlending ) {
+
+ if ( blendEquation !== _oldBlendEquation ) {
+
+ _gl.blendEquation( paramThreeToGL( blendEquation ) );
+
+ _oldBlendEquation = blendEquation;
+
+ }
+
+ if ( blendSrc !== _oldBlendSrc || blendDst !== _oldBlendDst ) {
+
+ _gl.blendFunc( paramThreeToGL( blendSrc ), paramThreeToGL( blendDst ) );
+
+ _oldBlendSrc = blendSrc;
+ _oldBlendDst = blendDst;
+
+ }
+
+ } else {
+
+ _oldBlendEquation = null;
+ _oldBlendSrc = null;
+ _oldBlendDst = null;
+
+ }
+
+ };
+
+ // Defines
+
+ function generateDefines ( defines ) {
+
+ var value, chunk, chunks = [];
+
+ for ( var d in defines ) {
+
+ value = defines[ d ];
+ if ( value === false ) continue;
+
+ chunk = "#define " + d + " " + value;
+ chunks.push( chunk );
+
+ }
+
+ return chunks.join( "\n" );
+
+ };
+
+ // Shaders
+
+ function buildProgram ( shaderID, fragmentShader, vertexShader, uniforms, attributes, defines, parameters ) {
+
+ var p, pl, d, program, code;
+ var chunks = [];
+
+ // Generate code
+
+ if ( shaderID ) {
+
+ chunks.push( shaderID );
+
+ } else {
+
+ chunks.push( fragmentShader );
+ chunks.push( vertexShader );
+
+ }
+
+ for ( d in defines ) {
+
+ chunks.push( d );
+ chunks.push( defines[ d ] );
+
+ }
+
+ for ( p in parameters ) {
+
+ chunks.push( p );
+ chunks.push( parameters[ p ] );
+
+ }
+
+ code = chunks.join();
+
+ // Check if code has been already compiled
+
+ for ( p = 0, pl = _programs.length; p < pl; p ++ ) {
+
+ var programInfo = _programs[ p ];
+
+ if ( programInfo.code === code ) {
+
+ // console.log( "Code already compiled." /*: \n\n" + code*/ );
+
+ programInfo.usedTimes ++;
+
+ return programInfo.program;
+
+ }
+
+ }
+
+ var shadowMapTypeDefine = "SHADOWMAP_TYPE_BASIC";
+
+ if ( parameters.shadowMapType === THREE.PCFShadowMap ) {
+
+ shadowMapTypeDefine = "SHADOWMAP_TYPE_PCF";
+
+ } else if ( parameters.shadowMapType === THREE.PCFSoftShadowMap ) {
+
+ shadowMapTypeDefine = "SHADOWMAP_TYPE_PCF_SOFT";
+
+ }
+
+ // console.log( "building new program " );
+
+ //
+
+ var customDefines = generateDefines( defines );
+
+ //
+
+ program = _gl.createProgram();
+
+ var prefix_vertex = [
+
+ "precision " + _precision + " float;",
+
+ customDefines,
+
+ _supportsVertexTextures ? "#define VERTEX_TEXTURES" : "",
+
+ _this.gammaInput ? "#define GAMMA_INPUT" : "",
+ _this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
+ _this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "",
+
+ "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
+ "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
+ "#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
+ "#define MAX_HEMI_LIGHTS " + parameters.maxHemiLights,
+
+ "#define MAX_SHADOWS " + parameters.maxShadows,
+
+ "#define MAX_BONES " + parameters.maxBones,
+
+ parameters.map ? "#define USE_MAP" : "",
+ parameters.envMap ? "#define USE_ENVMAP" : "",
+ parameters.lightMap ? "#define USE_LIGHTMAP" : "",
+ parameters.bumpMap ? "#define USE_BUMPMAP" : "",
+ parameters.normalMap ? "#define USE_NORMALMAP" : "",
+ parameters.specularMap ? "#define USE_SPECULARMAP" : "",
+ parameters.vertexColors ? "#define USE_COLOR" : "",
+
+ parameters.skinning ? "#define USE_SKINNING" : "",
+ parameters.useVertexTexture ? "#define BONE_TEXTURE" : "",
+ parameters.boneTextureWidth ? "#define N_BONE_PIXEL_X " + parameters.boneTextureWidth.toFixed( 1 ) : "",
+ parameters.boneTextureHeight ? "#define N_BONE_PIXEL_Y " + parameters.boneTextureHeight.toFixed( 1 ) : "",
+
+ parameters.morphTargets ? "#define USE_MORPHTARGETS" : "",
+ parameters.morphNormals ? "#define USE_MORPHNORMALS" : "",
+ parameters.perPixel ? "#define PHONG_PER_PIXEL" : "",
+ parameters.wrapAround ? "#define WRAP_AROUND" : "",
+ parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
+ parameters.flipSided ? "#define FLIP_SIDED" : "",
+
+ parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
+ parameters.shadowMapEnabled ? "#define " + shadowMapTypeDefine : "",
+ parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
+ parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
+
+ parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "",
+
+ "uniform mat4 modelMatrix;",
+ "uniform mat4 modelViewMatrix;",
+ "uniform mat4 projectionMatrix;",
+ "uniform mat4 viewMatrix;",
+ "uniform mat3 normalMatrix;",
+ "uniform vec3 cameraPosition;",
+
+ "attribute vec3 position;",
+ "attribute vec3 normal;",
+ "attribute vec2 uv;",
+ "attribute vec2 uv2;",
+
+ "#ifdef USE_COLOR",
+
+ "attribute vec3 color;",
+
+ "#endif",
+
+ "#ifdef USE_MORPHTARGETS",
+
+ "attribute vec3 morphTarget0;",
+ "attribute vec3 morphTarget1;",
+ "attribute vec3 morphTarget2;",
+ "attribute vec3 morphTarget3;",
+
+ "#ifdef USE_MORPHNORMALS",
+
+ "attribute vec3 morphNormal0;",
+ "attribute vec3 morphNormal1;",
+ "attribute vec3 morphNormal2;",
+ "attribute vec3 morphNormal3;",
+
+ "#else",
+
+ "attribute vec3 morphTarget4;",
+ "attribute vec3 morphTarget5;",
+ "attribute vec3 morphTarget6;",
+ "attribute vec3 morphTarget7;",
+
+ "#endif",
+
+ "#endif",
+
+ "#ifdef USE_SKINNING",
+
+ "attribute vec4 skinIndex;",
+ "attribute vec4 skinWeight;",
+
+ "#endif",
+
+ ""
+
+ ].join("\n");
+
+ var prefix_fragment = [
+
+ "precision " + _precision + " float;",
+
+ ( parameters.bumpMap || parameters.normalMap ) ? "#extension GL_OES_standard_derivatives : enable" : "",
+
+ customDefines,
+
+ "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
+ "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
+ "#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
+ "#define MAX_HEMI_LIGHTS " + parameters.maxHemiLights,
+
+ "#define MAX_SHADOWS " + parameters.maxShadows,
+
+ parameters.alphaTest ? "#define ALPHATEST " + parameters.alphaTest: "",
+
+ _this.gammaInput ? "#define GAMMA_INPUT" : "",
+ _this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
+ _this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "",
+
+ ( parameters.useFog && parameters.fog ) ? "#define USE_FOG" : "",
+ ( parameters.useFog && parameters.fogExp ) ? "#define FOG_EXP2" : "",
+
+ parameters.map ? "#define USE_MAP" : "",
+ parameters.envMap ? "#define USE_ENVMAP" : "",
+ parameters.lightMap ? "#define USE_LIGHTMAP" : "",
+ parameters.bumpMap ? "#define USE_BUMPMAP" : "",
+ parameters.normalMap ? "#define USE_NORMALMAP" : "",
+ parameters.specularMap ? "#define USE_SPECULARMAP" : "",
+ parameters.vertexColors ? "#define USE_COLOR" : "",
+
+ parameters.metal ? "#define METAL" : "",
+ parameters.perPixel ? "#define PHONG_PER_PIXEL" : "",
+ parameters.wrapAround ? "#define WRAP_AROUND" : "",
+ parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
+ parameters.flipSided ? "#define FLIP_SIDED" : "",
+
+ parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
+ parameters.shadowMapEnabled ? "#define " + shadowMapTypeDefine : "",
+ parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
+ parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
+
+ "uniform mat4 viewMatrix;",
+ "uniform vec3 cameraPosition;",
+ ""
+
+ ].join("\n");
+
+ var glVertexShader = getShader( "vertex", prefix_vertex + vertexShader );
+ var glFragmentShader = getShader( "fragment", prefix_fragment + fragmentShader );
+
+ _gl.attachShader( program, glVertexShader );
+ _gl.attachShader( program, glFragmentShader );
+
+ _gl.linkProgram( program );
+
+ if ( !_gl.getProgramParameter( program, _gl.LINK_STATUS ) ) {
+
+ console.error( "Could not initialise shader\n" + "VALIDATE_STATUS: " + _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) + ", gl error [" + _gl.getError() + "]" );
+
+ }
+
+ // clean up
+
+ _gl.deleteShader( glFragmentShader );
+ _gl.deleteShader( glVertexShader );
+
+ // console.log( prefix_fragment + fragmentShader );
+ // console.log( prefix_vertex + vertexShader );
+
+ program.uniforms = {};
+ program.attributes = {};
+
+ var identifiers, u, a, i;
+
+ // cache uniform locations
+
+ identifiers = [
+
+ 'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'modelMatrix', 'cameraPosition',
+ 'morphTargetInfluences'
+
+ ];
+
+ if ( parameters.useVertexTexture ) {
+
+ identifiers.push( 'boneTexture' );
+
+ } else {
+
+ identifiers.push( 'boneGlobalMatrices' );
+
+ }
+
+ for ( u in uniforms ) {
+
+ identifiers.push( u );
+
+ }
+
+ cacheUniformLocations( program, identifiers );
+
+ // cache attributes locations
+
+ identifiers = [
+
+ "position", "normal", "uv", "uv2", "tangent", "color",
+ "skinIndex", "skinWeight", "lineDistance"
+
+ ];
+
+ for ( i = 0; i < parameters.maxMorphTargets; i ++ ) {
+
+ identifiers.push( "morphTarget" + i );
+
+ }
+
+ for ( i = 0; i < parameters.maxMorphNormals; i ++ ) {
+
+ identifiers.push( "morphNormal" + i );
+
+ }
+
+ for ( a in attributes ) {
+
+ identifiers.push( a );
+
+ }
+
+ cacheAttributeLocations( program, identifiers );
+
+ program.id = _programs_counter ++;
+
+ _programs.push( { program: program, code: code, usedTimes: 1 } );
+
+ _this.info.memory.programs = _programs.length;
+
+ return program;
+
+ };
+
+ // Shader parameters cache
+
+ function cacheUniformLocations ( program, identifiers ) {
+
+ var i, l, id;
+
+ for( i = 0, l = identifiers.length; i < l; i ++ ) {
+
+ id = identifiers[ i ];
+ program.uniforms[ id ] = _gl.getUniformLocation( program, id );
+
+ }
+
+ };
+
+ function cacheAttributeLocations ( program, identifiers ) {
+
+ var i, l, id;
+
+ for( i = 0, l = identifiers.length; i < l; i ++ ) {
+
+ id = identifiers[ i ];
+ program.attributes[ id ] = _gl.getAttribLocation( program, id );
+
+ }
+
+ };
+
+ function addLineNumbers ( string ) {
+
+ var chunks = string.split( "\n" );
+
+ for ( var i = 0, il = chunks.length; i < il; i ++ ) {
+
+ // Chrome reports shader errors on lines
+ // starting counting from 1
+
+ chunks[ i ] = ( i + 1 ) + ": " + chunks[ i ];
+
+ }
+
+ return chunks.join( "\n" );
+
+ };
+
+ function getShader ( type, string ) {
+
+ var shader;
+
+ if ( type === "fragment" ) {
+
+ shader = _gl.createShader( _gl.FRAGMENT_SHADER );
+
+ } else if ( type === "vertex" ) {
+
+ shader = _gl.createShader( _gl.VERTEX_SHADER );
+
+ }
+
+ _gl.shaderSource( shader, string );
+ _gl.compileShader( shader );
+
+ if ( !_gl.getShaderParameter( shader, _gl.COMPILE_STATUS ) ) {
+
+ console.error( _gl.getShaderInfoLog( shader ) );
+ console.error( addLineNumbers( string ) );
+ return null;
+
+ }
+
+ return shader;
+
+ };
+
+ // Textures
+
+
+ function isPowerOfTwo ( value ) {
+
+ return ( value & ( value - 1 ) ) === 0;
+
+ };
+
+ function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {
+
+ if ( isImagePowerOfTwo ) {
+
+ _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
+ _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
+
+ _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
+ _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
+
+ } else {
+
+ _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
+ _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
+
+ _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
+ _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
+
+ }
+
+ if ( _glExtensionTextureFilterAnisotropic && texture.type !== THREE.FloatType ) {
+
+ if ( texture.anisotropy > 1 || texture.__oldAnisotropy ) {
+
+ _gl.texParameterf( textureType, _glExtensionTextureFilterAnisotropic.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _maxAnisotropy ) );
+ texture.__oldAnisotropy = texture.anisotropy;
+
+ }
+
+ }
+
+ };
+
+ this.setTexture = function ( texture, slot ) {
+
+ if ( texture.needsUpdate ) {
+
+ if ( ! texture.__webglInit ) {
+
+ texture.__webglInit = true;
+
+ texture.addEventListener( 'dispose', onTextureDispose );
+
+ texture.__webglTexture = _gl.createTexture();
+
+ _this.info.memory.textures ++;
+
+ }
+
+ _gl.activeTexture( _gl.TEXTURE0 + slot );
+ _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
+
+ _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
+ _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
+ _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
+
+ var image = texture.image,
+ isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ),
+ glFormat = paramThreeToGL( texture.format ),
+ glType = paramThreeToGL( texture.type );
+
+ setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
+
+ var mipmap, mipmaps = texture.mipmaps;
+
+ if ( texture instanceof THREE.DataTexture ) {
+
+ // use manually created mipmaps if available
+ // if there are no manual mipmaps
+ // set 0 level mipmap and then use GL to generate other mipmap levels
+
+ if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
+
+ for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
+
+ mipmap = mipmaps[ i ];
+ _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
+
+ }
+
+ texture.generateMipmaps = false;
+
+ } else {
+
+ _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
+
+ }
+
+ } else if ( texture instanceof THREE.CompressedTexture ) {
+
+ // compressed textures can only use manually created mipmaps
+ // WebGL can't generate mipmaps for DDS textures
+
+ for( var i = 0, il = mipmaps.length; i < il; i ++ ) {
+
+ mipmap = mipmaps[ i ];
+ _gl.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
+
+ }
+
+ } else { // regular Texture (image, video, canvas)
+
+ // use manually created mipmaps if available
+ // if there are no manual mipmaps
+ // set 0 level mipmap and then use GL to generate other mipmap levels
+
+ if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
+
+ for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
+
+ mipmap = mipmaps[ i ];
+ _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );
+
+ }
+
+ texture.generateMipmaps = false;
+
+ } else {
+
+ _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
+
+ }
+
+ }
+
+ if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
+
+ texture.needsUpdate = false;
+
+ if ( texture.onUpdate ) texture.onUpdate();
+
+ } else {
+
+ _gl.activeTexture( _gl.TEXTURE0 + slot );
+ _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
+
+ }
+
+ };
+
+ function clampToMaxSize ( image, maxSize ) {
+
+ if ( image.width <= maxSize && image.height <= maxSize ) {
+
+ return image;
+
+ }
+
+ // Warning: Scaling through the canvas will only work with images that use
+ // premultiplied alpha.
+
+ var maxDimension = Math.max( image.width, image.height );
+ var newWidth = Math.floor( image.width * maxSize / maxDimension );
+ var newHeight = Math.floor( image.height * maxSize / maxDimension );
+
+ var canvas = document.createElement( 'canvas' );
+ canvas.width = newWidth;
+ canvas.height = newHeight;
+
+ var ctx = canvas.getContext( "2d" );
+ ctx.drawImage( image, 0, 0, image.width, image.height, 0, 0, newWidth, newHeight );
+
+ return canvas;
+
+ }
+
+ function setCubeTexture ( texture, slot ) {
+
+ if ( texture.image.length === 6 ) {
+
+ if ( texture.needsUpdate ) {
+
+ if ( ! texture.image.__webglTextureCube ) {
+
+ texture.image.__webglTextureCube = _gl.createTexture();
+
+ _this.info.memory.textures ++;
+
+ }
+
+ _gl.activeTexture( _gl.TEXTURE0 + slot );
+ _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
+
+ _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
+
+ var isCompressed = texture instanceof THREE.CompressedTexture;
+
+ var cubeImage = [];
+
+ for ( var i = 0; i < 6; i ++ ) {
+
+ if ( _this.autoScaleCubemaps && ! isCompressed ) {
+
+ cubeImage[ i ] = clampToMaxSize( texture.image[ i ], _maxCubemapSize );
+
+ } else {
+
+ cubeImage[ i ] = texture.image[ i ];
+
+ }
+
+ }
+
+ var image = cubeImage[ 0 ],
+ isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ),
+ glFormat = paramThreeToGL( texture.format ),
+ glType = paramThreeToGL( texture.type );
+
+ setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );
+
+ for ( var i = 0; i < 6; i ++ ) {
+
+ if ( isCompressed ) {
+
+ var mipmap, mipmaps = cubeImage[ i ].mipmaps;
+
+ for( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
+
+ mipmap = mipmaps[ j ];
+ _gl.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
+
+ }
+
+ } else {
+
+ _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
+
+ }
+
+ }
+
+ if ( texture.generateMipmaps && isImagePowerOfTwo ) {
+
+ _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
+
+ }
+
+ texture.needsUpdate = false;
+
+ if ( texture.onUpdate ) texture.onUpdate();
+
+ } else {
+
+ _gl.activeTexture( _gl.TEXTURE0 + slot );
+ _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
+
+ }
+
+ }
+
+ };
+
+ function setCubeTextureDynamic ( texture, slot ) {
+
+ _gl.activeTexture( _gl.TEXTURE0 + slot );
+ _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture );
+
+ };
+
+ // Render targets
+
+ function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {
+
+ _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
+ _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, renderTarget.__webglTexture, 0 );
+
+ };
+
+ function setupRenderBuffer ( renderbuffer, renderTarget ) {
+
+ _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
+
+ if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
+
+ _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
+ _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
+
+ /* For some reason this is not working. Defaulting to RGBA4.
+ } else if( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
+
+ _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
+ _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
+ */
+ } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
+
+ _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
+ _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
+
+ } else {
+
+ _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
+
+ }
+
+ };
+
+ this.setRenderTarget = function ( renderTarget ) {
+
+ var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
+
+ if ( renderTarget && ! renderTarget.__webglFramebuffer ) {
+
+ if ( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
+ if ( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;
+
+ renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
+
+ renderTarget.__webglTexture = _gl.createTexture();
+
+ _this.info.memory.textures ++;
+
+ // Setup texture, create render and frame buffers
+
+ var isTargetPowerOfTwo = isPowerOfTwo( renderTarget.width ) && isPowerOfTwo( renderTarget.height ),
+ glFormat = paramThreeToGL( renderTarget.format ),
+ glType = paramThreeToGL( renderTarget.type );
+
+ if ( isCube ) {
+
+ renderTarget.__webglFramebuffer = [];
+ renderTarget.__webglRenderbuffer = [];
+
+ _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
+ setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo );
+
+ for ( var i = 0; i < 6; i ++ ) {
+
+ renderTarget.__webglFramebuffer[ i ] = _gl.createFramebuffer();
+ renderTarget.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
+
+ _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
+
+ setupFrameBuffer( renderTarget.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
+ setupRenderBuffer( renderTarget.__webglRenderbuffer[ i ], renderTarget );
+
+ }
+
+ if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
+
+ } else {
+
+ renderTarget.__webglFramebuffer = _gl.createFramebuffer();
+
+ if ( renderTarget.shareDepthFrom ) {
+
+ renderTarget.__webglRenderbuffer = renderTarget.shareDepthFrom.__webglRenderbuffer;
+
+ } else {
+
+ renderTarget.__webglRenderbuffer = _gl.createRenderbuffer();
+
+ }
+
+ _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
+ setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo );
+
+ _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
+
+ setupFrameBuffer( renderTarget.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );
+
+ if ( renderTarget.shareDepthFrom ) {
+
+ if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
+
+ _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );
+
+ } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
+
+ _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );
+
+ }
+
+ } else {
+
+ setupRenderBuffer( renderTarget.__webglRenderbuffer, renderTarget );
+
+ }
+
+ if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
+
+ }
+
+ // Release everything
+
+ if ( isCube ) {
+
+ _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
+
+ } else {
+
+ _gl.bindTexture( _gl.TEXTURE_2D, null );
+
+ }
+
+ _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
+ _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
+
+ }
+
+ var framebuffer, width, height, vx, vy;
+
+ if ( renderTarget ) {
+
+ if ( isCube ) {
+
+ framebuffer = renderTarget.__webglFramebuffer[ renderTarget.activeCubeFace ];
+
+ } else {
+
+ framebuffer = renderTarget.__webglFramebuffer;
+
+ }
+
+ width = renderTarget.width;
+ height = renderTarget.height;
+
+ vx = 0;
+ vy = 0;
+
+ } else {
+
+ framebuffer = null;
+
+ width = _viewportWidth;
+ height = _viewportHeight;
+
+ vx = _viewportX;
+ vy = _viewportY;
+
+ }
+
+ if ( framebuffer !== _currentFramebuffer ) {
+
+ _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
+ _gl.viewport( vx, vy, width, height );
+
+ _currentFramebuffer = framebuffer;
+
+ }
+
+ _currentWidth = width;
+ _currentHeight = height;
+
+ };
+
+ function updateRenderTargetMipmap ( renderTarget ) {
+
+ if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
+
+ _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
+ _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
+ _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
+
+ } else {
+
+ _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
+ _gl.generateMipmap( _gl.TEXTURE_2D );
+ _gl.bindTexture( _gl.TEXTURE_2D, null );
+
+ }
+
+ };
+
+ // Fallback filters for non-power-of-2 textures
+
+ function filterFallback ( f ) {
+
+ if ( f === THREE.NearestFilter || f === THREE.NearestMipMapNearestFilter || f === THREE.NearestMipMapLinearFilter ) {
+
+ return _gl.NEAREST;
+
+ }
+
+ return _gl.LINEAR;
+
+ };
+
+ // Map three.js constants to WebGL constants
+
+ function paramThreeToGL ( p ) {
+
+ if ( p === THREE.RepeatWrapping ) return _gl.REPEAT;
+ if ( p === THREE.ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE;
+ if ( p === THREE.MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT;
+
+ if ( p === THREE.NearestFilter ) return _gl.NEAREST;
+ if ( p === THREE.NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST;
+ if ( p === THREE.NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR;
+
+ if ( p === THREE.LinearFilter ) return _gl.LINEAR;
+ if ( p === THREE.LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
+ if ( p === THREE.LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;
+
+ if ( p === THREE.UnsignedByteType ) return _gl.UNSIGNED_BYTE;
+ if ( p === THREE.UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
+ if ( p === THREE.UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
+ if ( p === THREE.UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;
+
+ if ( p === THREE.ByteType ) return _gl.BYTE;
+ if ( p === THREE.ShortType ) return _gl.SHORT;
+ if ( p === THREE.UnsignedShortType ) return _gl.UNSIGNED_SHORT;
+ if ( p === THREE.IntType ) return _gl.INT;
+ if ( p === THREE.UnsignedIntType ) return _gl.UNSIGNED_INT;
+ if ( p === THREE.FloatType ) return _gl.FLOAT;
+
+ if ( p === THREE.AlphaFormat ) return _gl.ALPHA;
+ if ( p === THREE.RGBFormat ) return _gl.RGB;
+ if ( p === THREE.RGBAFormat ) return _gl.RGBA;
+ if ( p === THREE.LuminanceFormat ) return _gl.LUMINANCE;
+ if ( p === THREE.LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;
+
+ if ( p === THREE.AddEquation ) return _gl.FUNC_ADD;
+ if ( p === THREE.SubtractEquation ) return _gl.FUNC_SUBTRACT;
+ if ( p === THREE.ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
+
+ if ( p === THREE.ZeroFactor ) return _gl.ZERO;
+ if ( p === THREE.OneFactor ) return _gl.ONE;
+ if ( p === THREE.SrcColorFactor ) return _gl.SRC_COLOR;
+ if ( p === THREE.OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
+ if ( p === THREE.SrcAlphaFactor ) return _gl.SRC_ALPHA;
+ if ( p === THREE.OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
+ if ( p === THREE.DstAlphaFactor ) return _gl.DST_ALPHA;
+ if ( p === THREE.OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
+
+ if ( p === THREE.DstColorFactor ) return _gl.DST_COLOR;
+ if ( p === THREE.OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
+ if ( p === THREE.SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
+
+ if ( _glExtensionCompressedTextureS3TC !== undefined ) {
+
+ if ( p === THREE.RGB_S3TC_DXT1_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGB_S3TC_DXT1_EXT;
+ if ( p === THREE.RGBA_S3TC_DXT1_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT1_EXT;
+ if ( p === THREE.RGBA_S3TC_DXT3_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT3_EXT;
+ if ( p === THREE.RGBA_S3TC_DXT5_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT5_EXT;
+
+ }
+
+ return 0;
+
+ };
+
+ // Allocations
+
+ function allocateBones ( object ) {
+
+ if ( _supportsBoneTextures && object && object.useVertexTexture ) {
+
+ return 1024;
+
+ } else {
+
+ // default for when object is not specified
+ // ( for example when prebuilding shader
+ // to be used with multiple objects )
+ //
+ // - leave some extra space for other uniforms
+ // - limit here is ANGLE's 254 max uniform vectors
+ // (up to 54 should be safe)
+
+ var nVertexUniforms = _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS );
+ var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
+
+ var maxBones = nVertexMatrices;
+
+ if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
+
+ maxBones = Math.min( object.bones.length, maxBones );
+
+ if ( maxBones < object.bones.length ) {
+
+ console.warn( "WebGLRenderer: too many bones - " + object.bones.length + ", this GPU supports just " + maxBones + " (try OpenGL instead of ANGLE)" );
+
+ }
+
+ }
+
+ return maxBones;
+
+ }
+
+ };
+
+ function allocateLights ( lights ) {
+
+ var l, ll, light, dirLights, pointLights, spotLights, hemiLights;
+
+ dirLights = pointLights = spotLights = hemiLights = 0;
+
+ for ( l = 0, ll = lights.length; l < ll; l ++ ) {
+
+ light = lights[ l ];
+
+ if ( light.onlyShadow ) continue;
+
+ if ( light instanceof THREE.DirectionalLight ) dirLights ++;
+ if ( light instanceof THREE.PointLight ) pointLights ++;
+ if ( light instanceof THREE.SpotLight ) spotLights ++;
+ if ( light instanceof THREE.HemisphereLight ) hemiLights ++;
+
+ }
+
+ return { 'directional' : dirLights, 'point' : pointLights, 'spot': spotLights, 'hemi': hemiLights };
+
+ };
+
+ function allocateShadows ( lights ) {
+
+ var l, ll, light, maxShadows = 0;
+
+ for ( l = 0, ll = lights.length; l < ll; l++ ) {
+
+ light = lights[ l ];
+
+ if ( ! light.castShadow ) continue;
+
+ if ( light instanceof THREE.SpotLight ) maxShadows ++;
+ if ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) maxShadows ++;
+
+ }
+
+ return maxShadows;
+
+ };
+
+ // Initialization
+
+ function initGL () {
+
+ try {
+
+ if ( ! ( _gl = _canvas.getContext( 'experimental-webgl', { alpha: _alpha, premultipliedAlpha: _premultipliedAlpha, antialias: _antialias, stencil: _stencil, preserveDrawingBuffer: _preserveDrawingBuffer } ) ) ) {
+
+ throw 'Error creating WebGL context.';
+
+ }
+
+ } catch ( error ) {
+
+ console.error( error );
+
+ }
+
+ _glExtensionTextureFloat = _gl.getExtension( 'OES_texture_float' );
+ _glExtensionStandardDerivatives = _gl.getExtension( 'OES_standard_derivatives' );
+
+ _glExtensionTextureFilterAnisotropic = _gl.getExtension( 'EXT_texture_filter_anisotropic' ) ||
+ _gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) ||
+ _gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
+
+
+ _glExtensionCompressedTextureS3TC = _gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) ||
+ _gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) ||
+ _gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
+
+ if ( ! _glExtensionTextureFloat ) {
+
+ console.log( 'THREE.WebGLRenderer: Float textures not supported.' );
+
+ }
+
+ if ( ! _glExtensionStandardDerivatives ) {
+
+ console.log( 'THREE.WebGLRenderer: Standard derivatives not supported.' );
+
+ }
+
+ if ( ! _glExtensionTextureFilterAnisotropic ) {
+
+ console.log( 'THREE.WebGLRenderer: Anisotropic texture filtering not supported.' );
+
+ }
+
+ if ( ! _glExtensionCompressedTextureS3TC ) {
+
+ console.log( 'THREE.WebGLRenderer: S3TC compressed textures not supported.' );
+
+ }
+
+ if ( _gl.getShaderPrecisionFormat === undefined ) {
+
+ _gl.getShaderPrecisionFormat = function() {
+
+ return {
+ "rangeMin" : 1,
+ "rangeMax" : 1,
+ "precision" : 1
+ };
+
+ }
+ }
+
+ };
+
+ function setDefaultGLState () {
+
+ _gl.clearColor( 0, 0, 0, 1 );
+ _gl.clearDepth( 1 );
+ _gl.clearStencil( 0 );
+
+ _gl.enable( _gl.DEPTH_TEST );
+ _gl.depthFunc( _gl.LEQUAL );
+
+ _gl.frontFace( _gl.CCW );
+ _gl.cullFace( _gl.BACK );
+ _gl.enable( _gl.CULL_FACE );
+
+ _gl.enable( _gl.BLEND );
+ _gl.blendEquation( _gl.FUNC_ADD );
+ _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA );
+
+ _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
+
+ };
+
+ // default plugins (order is important)
+
+ this.shadowMapPlugin = new THREE.ShadowMapPlugin();
+ this.addPrePlugin( this.shadowMapPlugin );
+
+ this.addPostPlugin( new THREE.SpritePlugin() );
+ this.addPostPlugin( new THREE.LensFlarePlugin() );
+
+};
+/**
+ * @author szimek / https://github.com/szimek/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.WebGLRenderTarget = function ( width, height, options ) {
+
+ this.width = width;
+ this.height = height;
+
+ options = options || {};
+
+ this.wrapS = options.wrapS !== undefined ? options.wrapS : THREE.ClampToEdgeWrapping;
+ this.wrapT = options.wrapT !== undefined ? options.wrapT : THREE.ClampToEdgeWrapping;
+
+ this.magFilter = options.magFilter !== undefined ? options.magFilter : THREE.LinearFilter;
+ this.minFilter = options.minFilter !== undefined ? options.minFilter : THREE.LinearMipMapLinearFilter;
+
+ this.anisotropy = options.anisotropy !== undefined ? options.anisotropy : 1;
+
+ this.offset = new THREE.Vector2( 0, 0 );
+ this.repeat = new THREE.Vector2( 1, 1 );
+
+ this.format = options.format !== undefined ? options.format : THREE.RGBAFormat;
+ this.type = options.type !== undefined ? options.type : THREE.UnsignedByteType;
+
+ this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
+ this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
+
+ this.generateMipmaps = true;
+
+ this.shareDepthFrom = null;
+
+};
+
+THREE.WebGLRenderTarget.prototype = {
+
+ constructor: THREE.WebGLRenderTarget,
+
+ addEventListener: THREE.EventDispatcher.prototype.addEventListener,
+ hasEventListener: THREE.EventDispatcher.prototype.hasEventListener,
+ removeEventListener: THREE.EventDispatcher.prototype.removeEventListener,
+ dispatchEvent: THREE.EventDispatcher.prototype.dispatchEvent,
+
+ clone: function () {
+
+ var tmp = new THREE.WebGLRenderTarget( this.width, this.height );
+
+ tmp.wrapS = this.wrapS;
+ tmp.wrapT = this.wrapT;
+
+ tmp.magFilter = this.magFilter;
+ tmp.minFilter = this.minFilter;
+
+ tmp.anisotropy = this.anisotropy;
+
+ tmp.offset.copy( this.offset );
+ tmp.repeat.copy( this.repeat );
+
+ tmp.format = this.format;
+ tmp.type = this.type;
+
+ tmp.depthBuffer = this.depthBuffer;
+ tmp.stencilBuffer = this.stencilBuffer;
+
+ tmp.generateMipmaps = this.generateMipmaps;
+
+ tmp.shareDepthFrom = this.shareDepthFrom;
+
+ return tmp;
+
+ },
+
+ dispose: function () {
+
+ this.dispatchEvent( { type: 'dispose' } );
+
+ }
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com
+ */
+
+THREE.WebGLRenderTargetCube = function ( width, height, options ) {
+
+ THREE.WebGLRenderTarget.call( this, width, height, options );
+
+ this.activeCubeFace = 0; // PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5
+
+};
+
+THREE.WebGLRenderTargetCube.prototype = Object.create( THREE.WebGLRenderTarget.prototype );
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.RenderableVertex = function () {
+
+ this.positionWorld = new THREE.Vector3();
+ this.positionScreen = new THREE.Vector4();
+
+ this.visible = true;
+
+};
+
+THREE.RenderableVertex.prototype.copy = function ( vertex ) {
+
+ this.positionWorld.copy( vertex.positionWorld );
+ this.positionScreen.copy( vertex.positionScreen );
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.RenderableFace3 = function () {
+
+ this.v1 = new THREE.RenderableVertex();
+ this.v2 = new THREE.RenderableVertex();
+ this.v3 = new THREE.RenderableVertex();
+
+ this.centroidModel = new THREE.Vector3();
+
+ this.normalModel = new THREE.Vector3();
+ this.normalModelView = new THREE.Vector3();
+
+ this.vertexNormalsLength = 0;
+ this.vertexNormalsModel = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
+ this.vertexNormalsModelView = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
+
+ this.color = null;
+ this.material = null;
+ this.uvs = [[]];
+
+ this.z = null;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.RenderableFace4 = function () {
+
+ this.v1 = new THREE.RenderableVertex();
+ this.v2 = new THREE.RenderableVertex();
+ this.v3 = new THREE.RenderableVertex();
+ this.v4 = new THREE.RenderableVertex();
+
+ this.centroidModel = new THREE.Vector3();
+
+ this.normalModel = new THREE.Vector3();
+ this.normalModelView = new THREE.Vector3();
+
+ this.vertexNormalsLength = 0;
+ this.vertexNormalsModel = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
+ this.vertexNormalsModelView = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
+
+ this.color = null;
+ this.material = null;
+ this.uvs = [[]];
+
+ this.z = null;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.RenderableObject = function () {
+
+ this.object = null;
+ this.z = null;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.RenderableParticle = function () {
+
+ this.object = null;
+
+ this.x = null;
+ this.y = null;
+ this.z = null;
+
+ this.rotation = null;
+ this.scale = new THREE.Vector2();
+
+ this.material = null;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.RenderableLine = function () {
+
+ this.z = null;
+
+ this.v1 = new THREE.RenderableVertex();
+ this.v2 = new THREE.RenderableVertex();
+
+ this.vertexColors = [ new THREE.Color(), new THREE.Color() ];
+ this.material = null;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.GeometryUtils = {
+
+ // Merge two geometries or geometry and geometry from object (using object's transform)
+
+ merge: function ( geometry1, object2 /* mesh | geometry */, materialIndexOffset ) {
+
+ var matrix, normalMatrix,
+ vertexOffset = geometry1.vertices.length,
+ uvPosition = geometry1.faceVertexUvs[ 0 ].length,
+ geometry2 = object2 instanceof THREE.Mesh ? object2.geometry : object2,
+ vertices1 = geometry1.vertices,
+ vertices2 = geometry2.vertices,
+ faces1 = geometry1.faces,
+ faces2 = geometry2.faces,
+ uvs1 = geometry1.faceVertexUvs[ 0 ],
+ uvs2 = geometry2.faceVertexUvs[ 0 ];
+
+ if ( materialIndexOffset === undefined ) materialIndexOffset = 0;
+
+ if ( object2 instanceof THREE.Mesh ) {
+
+ object2.matrixAutoUpdate && object2.updateMatrix();
+
+ matrix = object2.matrix;
+
+ normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
+
+ }
+
+ // vertices
+
+ for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
+
+ var vertex = vertices2[ i ];
+
+ var vertexCopy = vertex.clone();
+
+ if ( matrix ) vertexCopy.applyMatrix4( matrix );
+
+ vertices1.push( vertexCopy );
+
+ }
+
+ // faces
+
+ for ( i = 0, il = faces2.length; i < il; i ++ ) {
+
+ var face = faces2[ i ], faceCopy, normal, color,
+ faceVertexNormals = face.vertexNormals,
+ faceVertexColors = face.vertexColors;
+
+ if ( face instanceof THREE.Face3 ) {
+
+ faceCopy = new THREE.Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
+
+ } else if ( face instanceof THREE.Face4 ) {
+
+ faceCopy = new THREE.Face4( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset, face.d + vertexOffset );
+
+ }
+
+ faceCopy.normal.copy( face.normal );
+
+ if ( normalMatrix ) {
+
+ faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
+
+ }
+
+ for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
+
+ normal = faceVertexNormals[ j ].clone();
+
+ if ( normalMatrix ) {
+
+ normal.applyMatrix3( normalMatrix ).normalize();
+
+ }
+
+ faceCopy.vertexNormals.push( normal );
+
+ }
+
+ faceCopy.color.copy( face.color );
+
+ for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {
+
+ color = faceVertexColors[ j ];
+ faceCopy.vertexColors.push( color.clone() );
+
+ }
+
+ faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
+
+ faceCopy.centroid.copy( face.centroid );
+
+ if ( matrix ) {
+
+ faceCopy.centroid.applyMatrix4( matrix );
+
+ }
+
+ faces1.push( faceCopy );
+
+ }
+
+ // uvs
+
+ for ( i = 0, il = uvs2.length; i < il; i ++ ) {
+
+ var uv = uvs2[ i ], uvCopy = [];
+
+ for ( var j = 0, jl = uv.length; j < jl; j ++ ) {
+
+ uvCopy.push( new THREE.Vector2( uv[ j ].x, uv[ j ].y ) );
+
+ }
+
+ uvs1.push( uvCopy );
+
+ }
+
+ },
+
+ removeMaterials: function ( geometry, materialIndexArray ) {
+
+ var materialIndexMap = {};
+
+ for ( var i = 0, il = materialIndexArray.length; i < il; i ++ ) {
+
+ materialIndexMap[ materialIndexArray[i] ] = true;
+
+ }
+
+ var face, newFaces = [];
+
+ for ( var i = 0, il = geometry.faces.length; i < il; i ++ ) {
+
+ face = geometry.faces[ i ];
+ if ( ! ( face.materialIndex in materialIndexMap ) ) newFaces.push( face );
+
+ }
+
+ geometry.faces = newFaces;
+
+ },
+
+ // Get random point in triangle (via barycentric coordinates)
+ // (uniform distribution)
+ // http://www.cgafaq.info/wiki/Random_Point_In_Triangle
+
+ randomPointInTriangle: function ( vectorA, vectorB, vectorC ) {
+
+ var a, b, c,
+ point = new THREE.Vector3(),
+ tmp = THREE.GeometryUtils.__v1;
+
+ a = THREE.GeometryUtils.random();
+ b = THREE.GeometryUtils.random();
+
+ if ( ( a + b ) > 1 ) {
+
+ a = 1 - a;
+ b = 1 - b;
+
+ }
+
+ c = 1 - a - b;
+
+ point.copy( vectorA );
+ point.multiplyScalar( a );
+
+ tmp.copy( vectorB );
+ tmp.multiplyScalar( b );
+
+ point.add( tmp );
+
+ tmp.copy( vectorC );
+ tmp.multiplyScalar( c );
+
+ point.add( tmp );
+
+ return point;
+
+ },
+
+ // Get random point in face (triangle / quad)
+ // (uniform distribution)
+
+ randomPointInFace: function ( face, geometry, useCachedAreas ) {
+
+ var vA, vB, vC, vD;
+
+ if ( face instanceof THREE.Face3 ) {
+
+ vA = geometry.vertices[ face.a ];
+ vB = geometry.vertices[ face.b ];
+ vC = geometry.vertices[ face.c ];
+
+ return THREE.GeometryUtils.randomPointInTriangle( vA, vB, vC );
+
+ } else if ( face instanceof THREE.Face4 ) {
+
+ vA = geometry.vertices[ face.a ];
+ vB = geometry.vertices[ face.b ];
+ vC = geometry.vertices[ face.c ];
+ vD = geometry.vertices[ face.d ];
+
+ var area1, area2;
+
+ if ( useCachedAreas ) {
+
+ if ( face._area1 && face._area2 ) {
+
+ area1 = face._area1;
+ area2 = face._area2;
+
+ } else {
+
+ area1 = THREE.GeometryUtils.triangleArea( vA, vB, vD );
+ area2 = THREE.GeometryUtils.triangleArea( vB, vC, vD );
+
+ face._area1 = area1;
+ face._area2 = area2;
+
+ }
+
+ } else {
+
+ area1 = THREE.GeometryUtils.triangleArea( vA, vB, vD ),
+ area2 = THREE.GeometryUtils.triangleArea( vB, vC, vD );
+
+ }
+
+ var r = THREE.GeometryUtils.random() * ( area1 + area2 );
+
+ if ( r < area1 ) {
+
+ return THREE.GeometryUtils.randomPointInTriangle( vA, vB, vD );
+
+ } else {
+
+ return THREE.GeometryUtils.randomPointInTriangle( vB, vC, vD );
+
+ }
+
+ }
+
+ },
+
+ // Get uniformly distributed random points in mesh
+ // - create array with cumulative sums of face areas
+ // - pick random number from 0 to total area
+ // - find corresponding place in area array by binary search
+ // - get random point in face
+
+ randomPointsInGeometry: function ( geometry, n ) {
+
+ var face, i,
+ faces = geometry.faces,
+ vertices = geometry.vertices,
+ il = faces.length,
+ totalArea = 0,
+ cumulativeAreas = [],
+ vA, vB, vC, vD;
+
+ // precompute face areas
+
+ for ( i = 0; i < il; i ++ ) {
+
+ face = faces[ i ];
+
+ if ( face instanceof THREE.Face3 ) {
+
+ vA = vertices[ face.a ];
+ vB = vertices[ face.b ];
+ vC = vertices[ face.c ];
+
+ face._area = THREE.GeometryUtils.triangleArea( vA, vB, vC );
+
+ } else if ( face instanceof THREE.Face4 ) {
+
+ vA = vertices[ face.a ];
+ vB = vertices[ face.b ];
+ vC = vertices[ face.c ];
+ vD = vertices[ face.d ];
+
+ face._area1 = THREE.GeometryUtils.triangleArea( vA, vB, vD );
+ face._area2 = THREE.GeometryUtils.triangleArea( vB, vC, vD );
+
+ face._area = face._area1 + face._area2;
+
+ }
+
+ totalArea += face._area;
+
+ cumulativeAreas[ i ] = totalArea;
+
+ }
+
+ // binary search cumulative areas array
+
+ function binarySearchIndices( value ) {
+
+ function binarySearch( start, end ) {
+
+ // return closest larger index
+ // if exact number is not found
+
+ if ( end < start )
+ return start;
+
+ var mid = start + Math.floor( ( end - start ) / 2 );
+
+ if ( cumulativeAreas[ mid ] > value ) {
+
+ return binarySearch( start, mid - 1 );
+
+ } else if ( cumulativeAreas[ mid ] < value ) {
+
+ return binarySearch( mid + 1, end );
+
+ } else {
+
+ return mid;
+
+ }
+
+ }
+
+ var result = binarySearch( 0, cumulativeAreas.length - 1 )
+ return result;
+
+ }
+
+ // pick random face weighted by face area
+
+ var r, index,
+ result = [];
+
+ var stats = {};
+
+ for ( i = 0; i < n; i ++ ) {
+
+ r = THREE.GeometryUtils.random() * totalArea;
+
+ index = binarySearchIndices( r );
+
+ result[ i ] = THREE.GeometryUtils.randomPointInFace( faces[ index ], geometry, true );
+
+ if ( ! stats[ index ] ) {
+
+ stats[ index ] = 1;
+
+ } else {
+
+ stats[ index ] += 1;
+
+ }
+
+ }
+
+ return result;
+
+ },
+
+ // Get triangle area (half of parallelogram)
+ // http://mathworld.wolfram.com/TriangleArea.html
+
+ triangleArea: function ( vectorA, vectorB, vectorC ) {
+
+ var tmp1 = THREE.GeometryUtils.__v1,
+ tmp2 = THREE.GeometryUtils.__v2;
+
+ tmp1.subVectors( vectorB, vectorA );
+ tmp2.subVectors( vectorC, vectorA );
+ tmp1.cross( tmp2 );
+
+ return 0.5 * tmp1.length();
+
+ },
+
+ // Center geometry so that 0,0,0 is in center of bounding box
+
+ center: function ( geometry ) {
+
+ geometry.computeBoundingBox();
+
+ var bb = geometry.boundingBox;
+
+ var offset = new THREE.Vector3();
+
+ offset.addVectors( bb.min, bb.max );
+ offset.multiplyScalar( -0.5 );
+
+ geometry.applyMatrix( new THREE.Matrix4().makeTranslation( offset.x, offset.y, offset.z ) );
+ geometry.computeBoundingBox();
+
+ return offset;
+
+ },
+
+ // Normalize UVs to be from <0,1>
+ // (for now just the first set of UVs)
+
+ normalizeUVs: function ( geometry ) {
+
+ var uvSet = geometry.faceVertexUvs[ 0 ];
+
+ for ( var i = 0, il = uvSet.length; i < il; i ++ ) {
+
+ var uvs = uvSet[ i ];
+
+ for ( var j = 0, jl = uvs.length; j < jl; j ++ ) {
+
+ // texture repeat
+
+ if( uvs[ j ].x !== 1.0 ) uvs[ j ].x = uvs[ j ].x - Math.floor( uvs[ j ].x );
+ if( uvs[ j ].y !== 1.0 ) uvs[ j ].y = uvs[ j ].y - Math.floor( uvs[ j ].y );
+
+ }
+
+ }
+
+ },
+
+ triangulateQuads: function ( geometry ) {
+
+ var i, il, j, jl;
+
+ var faces = [];
+ var faceUvs = [];
+ var faceVertexUvs = [];
+
+ for ( i = 0, il = geometry.faceUvs.length; i < il; i ++ ) {
+
+ faceUvs[ i ] = [];
+
+ }
+
+ for ( i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) {
+
+ faceVertexUvs[ i ] = [];
+
+ }
+
+ for ( i = 0, il = geometry.faces.length; i < il; i ++ ) {
+
+ var face = geometry.faces[ i ];
+
+ if ( face instanceof THREE.Face4 ) {
+
+ var a = face.a;
+ var b = face.b;
+ var c = face.c;
+ var d = face.d;
+
+ var triA = new THREE.Face3();
+ var triB = new THREE.Face3();
+
+ triA.color.copy( face.color );
+ triB.color.copy( face.color );
+
+ triA.materialIndex = face.materialIndex;
+ triB.materialIndex = face.materialIndex;
+
+ triA.a = a;
+ triA.b = b;
+ triA.c = d;
+
+ triB.a = b;
+ triB.b = c;
+ triB.c = d;
+
+ if ( face.vertexColors.length === 4 ) {
+
+ triA.vertexColors[ 0 ] = face.vertexColors[ 0 ].clone();
+ triA.vertexColors[ 1 ] = face.vertexColors[ 1 ].clone();
+ triA.vertexColors[ 2 ] = face.vertexColors[ 3 ].clone();
+
+ triB.vertexColors[ 0 ] = face.vertexColors[ 1 ].clone();
+ triB.vertexColors[ 1 ] = face.vertexColors[ 2 ].clone();
+ triB.vertexColors[ 2 ] = face.vertexColors[ 3 ].clone();
+
+ }
+
+ faces.push( triA, triB );
+
+ for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) {
+
+ if ( geometry.faceVertexUvs[ j ].length ) {
+
+ var uvs = geometry.faceVertexUvs[ j ][ i ];
+
+ var uvA = uvs[ 0 ];
+ var uvB = uvs[ 1 ];
+ var uvC = uvs[ 2 ];
+ var uvD = uvs[ 3 ];
+
+ var uvsTriA = [ uvA.clone(), uvB.clone(), uvD.clone() ];
+ var uvsTriB = [ uvB.clone(), uvC.clone(), uvD.clone() ];
+
+ faceVertexUvs[ j ].push( uvsTriA, uvsTriB );
+
+ }
+
+ }
+
+ for ( j = 0, jl = geometry.faceUvs.length; j < jl; j ++ ) {
+
+ if ( geometry.faceUvs[ j ].length ) {
+
+ var faceUv = geometry.faceUvs[ j ][ i ];
+
+ faceUvs[ j ].push( faceUv, faceUv );
+
+ }
+
+ }
+
+ } else {
+
+ faces.push( face );
+
+ for ( j = 0, jl = geometry.faceUvs.length; j < jl; j ++ ) {
+
+ faceUvs[ j ].push( geometry.faceUvs[ j ][ i ] );
+
+ }
+
+ for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) {
+
+ faceVertexUvs[ j ].push( geometry.faceVertexUvs[ j ][ i ] );
+
+ }
+
+ }
+
+ }
+
+ geometry.faces = faces;
+ geometry.faceUvs = faceUvs;
+ geometry.faceVertexUvs = faceVertexUvs;
+
+ geometry.computeCentroids();
+ geometry.computeFaceNormals();
+ geometry.computeVertexNormals();
+
+ if ( geometry.hasTangents ) geometry.computeTangents();
+
+ },
+
+ setMaterialIndex: function ( geometry, index, startFace, endFace ){
+
+ var faces = geometry.faces;
+ var start = startFace || 0;
+ var end = endFace || faces.length - 1;
+
+ for ( var i = start; i <= end; i ++ ) {
+
+ faces[i].materialIndex = index;
+
+ }
+
+ }
+
+};
+
+THREE.GeometryUtils.random = THREE.Math.random16;
+
+THREE.GeometryUtils.__v1 = new THREE.Vector3();
+THREE.GeometryUtils.__v2 = new THREE.Vector3();
+/**
+ * @author alteredq / http://alteredqualia.com/
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.ImageUtils = {
+
+ crossOrigin: 'anonymous',
+
+ loadTexture: function ( url, mapping, onLoad, onError ) {
+
+ var image = new Image();
+ var texture = new THREE.Texture( image, mapping );
+
+ var loader = new THREE.ImageLoader();
+
+ loader.addEventListener( 'load', function ( event ) {
+
+ texture.image = event.content;
+ texture.needsUpdate = true;
+
+ if ( onLoad ) onLoad( texture );
+
+ } );
+
+ loader.addEventListener( 'error', function ( event ) {
+
+ if ( onError ) onError( event.message );
+
+ } );
+
+ loader.crossOrigin = this.crossOrigin;
+ loader.load( url, image );
+
+ texture.sourceFile = url;
+
+ return texture;
+
+ },
+
+ loadCompressedTexture: function ( url, mapping, onLoad, onError ) {
+
+ var texture = new THREE.CompressedTexture();
+ texture.mapping = mapping;
+
+ var request = new XMLHttpRequest();
+
+ request.onload = function () {
+
+ var buffer = request.response;
+ var dds = THREE.ImageUtils.parseDDS( buffer, true );
+
+ texture.format = dds.format;
+
+ texture.mipmaps = dds.mipmaps;
+ texture.image.width = dds.width;
+ texture.image.height = dds.height;
+
+ // gl.generateMipmap fails for compressed textures
+ // mipmaps must be embedded in the DDS file
+ // or texture filters must not use mipmapping
+
+ texture.generateMipmaps = false;
+
+ texture.needsUpdate = true;
+
+ if ( onLoad ) onLoad( texture );
+
+ }
+
+ request.onerror = onError;
+
+ request.open( 'GET', url, true );
+ request.responseType = "arraybuffer";
+ request.send( null );
+
+ return texture;
+
+ },
+
+ loadTextureCube: function ( array, mapping, onLoad, onError ) {
+
+ var images = [];
+ images.loadCount = 0;
+
+ var texture = new THREE.Texture();
+ texture.image = images;
+ if ( mapping !== undefined ) texture.mapping = mapping;
+
+ // no flipping needed for cube textures
+
+ texture.flipY = false;
+
+ for ( var i = 0, il = array.length; i < il; ++ i ) {
+
+ var cubeImage = new Image();
+ images[ i ] = cubeImage;
+
+ cubeImage.onload = function () {
+
+ images.loadCount += 1;
+
+ if ( images.loadCount === 6 ) {
+
+ texture.needsUpdate = true;
+ if ( onLoad ) onLoad( texture );
+
+ }
+
+ };
+
+ cubeImage.onerror = onError;
+
+ cubeImage.crossOrigin = this.crossOrigin;
+ cubeImage.src = array[ i ];
+
+ }
+
+ return texture;
+
+ },
+
+ loadCompressedTextureCube: function ( array, mapping, onLoad, onError ) {
+
+ var images = [];
+ images.loadCount = 0;
+
+ var texture = new THREE.CompressedTexture();
+ texture.image = images;
+ if ( mapping !== undefined ) texture.mapping = mapping;
+
+ // no flipping for cube textures
+ // (also flipping doesn't work for compressed textures )
+
+ texture.flipY = false;
+
+ // can't generate mipmaps for compressed textures
+ // mips must be embedded in DDS files
+
+ texture.generateMipmaps = false;
+
+ var generateCubeFaceCallback = function ( rq, img ) {
+
+ return function () {
+
+ var buffer = rq.response;
+ var dds = THREE.ImageUtils.parseDDS( buffer, true );
+
+ img.format = dds.format;
+
+ img.mipmaps = dds.mipmaps;
+ img.width = dds.width;
+ img.height = dds.height;
+
+ images.loadCount += 1;
+
+ if ( images.loadCount === 6 ) {
+
+ texture.format = dds.format;
+ texture.needsUpdate = true;
+ if ( onLoad ) onLoad( texture );
+
+ }
+
+ }
+
+ }
+
+ // compressed cubemap textures as 6 separate DDS files
+
+ if ( array instanceof Array ) {
+
+ for ( var i = 0, il = array.length; i < il; ++ i ) {
+
+ var cubeImage = {};
+ images[ i ] = cubeImage;
+
+ var request = new XMLHttpRequest();
+
+ request.onload = generateCubeFaceCallback( request, cubeImage );
+ request.onerror = onError;
+
+ var url = array[ i ];
+
+ request.open( 'GET', url, true );
+ request.responseType = "arraybuffer";
+ request.send( null );
+
+ }
+
+ // compressed cubemap texture stored in a single DDS file
+
+ } else {
+
+ var url = array;
+ var request = new XMLHttpRequest();
+
+ request.onload = function( ) {
+
+ var buffer = request.response;
+ var dds = THREE.ImageUtils.parseDDS( buffer, true );
+
+ if ( dds.isCubemap ) {
+
+ var faces = dds.mipmaps.length / dds.mipmapCount;
+
+ for ( var f = 0; f < faces; f ++ ) {
+
+ images[ f ] = { mipmaps : [] };
+
+ for ( var i = 0; i < dds.mipmapCount; i ++ ) {
+
+ images[ f ].mipmaps.push( dds.mipmaps[ f * dds.mipmapCount + i ] );
+ images[ f ].format = dds.format;
+ images[ f ].width = dds.width;
+ images[ f ].height = dds.height;
+
+ }
+
+ }
+
+ texture.format = dds.format;
+ texture.needsUpdate = true;
+ if ( onLoad ) onLoad( texture );
+
+ }
+
+ }
+
+ request.onerror = onError;
+
+ request.open( 'GET', url, true );
+ request.responseType = "arraybuffer";
+ request.send( null );
+
+ }
+
+ return texture;
+
+ },
+
+ parseDDS: function ( buffer, loadMipmaps ) {
+
+ var dds = { mipmaps: [], width: 0, height: 0, format: null, mipmapCount: 1 };
+
+ // Adapted from @toji's DDS utils
+ // https://github.com/toji/webgl-texture-utils/blob/master/texture-util/dds.js
+
+ // All values and structures referenced from:
+ // http://msdn.microsoft.com/en-us/library/bb943991.aspx/
+
+ var DDS_MAGIC = 0x20534444;
+
+ var DDSD_CAPS = 0x1,
+ DDSD_HEIGHT = 0x2,
+ DDSD_WIDTH = 0x4,
+ DDSD_PITCH = 0x8,
+ DDSD_PIXELFORMAT = 0x1000,
+ DDSD_MIPMAPCOUNT = 0x20000,
+ DDSD_LINEARSIZE = 0x80000,
+ DDSD_DEPTH = 0x800000;
+
+ var DDSCAPS_COMPLEX = 0x8,
+ DDSCAPS_MIPMAP = 0x400000,
+ DDSCAPS_TEXTURE = 0x1000;
+
+ var DDSCAPS2_CUBEMAP = 0x200,
+ DDSCAPS2_CUBEMAP_POSITIVEX = 0x400,
+ DDSCAPS2_CUBEMAP_NEGATIVEX = 0x800,
+ DDSCAPS2_CUBEMAP_POSITIVEY = 0x1000,
+ DDSCAPS2_CUBEMAP_NEGATIVEY = 0x2000,
+ DDSCAPS2_CUBEMAP_POSITIVEZ = 0x4000,
+ DDSCAPS2_CUBEMAP_NEGATIVEZ = 0x8000,
+ DDSCAPS2_VOLUME = 0x200000;
+
+ var DDPF_ALPHAPIXELS = 0x1,
+ DDPF_ALPHA = 0x2,
+ DDPF_FOURCC = 0x4,
+ DDPF_RGB = 0x40,
+ DDPF_YUV = 0x200,
+ DDPF_LUMINANCE = 0x20000;
+
+ function fourCCToInt32( value ) {
+
+ return value.charCodeAt(0) +
+ (value.charCodeAt(1) << 8) +
+ (value.charCodeAt(2) << 16) +
+ (value.charCodeAt(3) << 24);
+
+ }
+
+ function int32ToFourCC( value ) {
+
+ return String.fromCharCode(
+ value & 0xff,
+ (value >> 8) & 0xff,
+ (value >> 16) & 0xff,
+ (value >> 24) & 0xff
+ );
+ }
+
+ var FOURCC_DXT1 = fourCCToInt32("DXT1");
+ var FOURCC_DXT3 = fourCCToInt32("DXT3");
+ var FOURCC_DXT5 = fourCCToInt32("DXT5");
+
+ var headerLengthInt = 31; // The header length in 32 bit ints
+
+ // Offsets into the header array
+
+ var off_magic = 0;
+
+ var off_size = 1;
+ var off_flags = 2;
+ var off_height = 3;
+ var off_width = 4;
+
+ var off_mipmapCount = 7;
+
+ var off_pfFlags = 20;
+ var off_pfFourCC = 21;
+
+ var off_caps = 27;
+ var off_caps2 = 28;
+ var off_caps3 = 29;
+ var off_caps4 = 30;
+
+ // Parse header
+
+ var header = new Int32Array( buffer, 0, headerLengthInt );
+
+ if ( header[ off_magic ] !== DDS_MAGIC ) {
+
+ console.error( "ImageUtils.parseDDS(): Invalid magic number in DDS header" );
+ return dds;
+
+ }
+
+ if ( ! header[ off_pfFlags ] & DDPF_FOURCC ) {
+
+ console.error( "ImageUtils.parseDDS(): Unsupported format, must contain a FourCC code" );
+ return dds;
+
+ }
+
+ var blockBytes;
+
+ var fourCC = header[ off_pfFourCC ];
+
+ switch ( fourCC ) {
+
+ case FOURCC_DXT1:
+
+ blockBytes = 8;
+ dds.format = THREE.RGB_S3TC_DXT1_Format;
+ break;
+
+ case FOURCC_DXT3:
+
+ blockBytes = 16;
+ dds.format = THREE.RGBA_S3TC_DXT3_Format;
+ break;
+
+ case FOURCC_DXT5:
+
+ blockBytes = 16;
+ dds.format = THREE.RGBA_S3TC_DXT5_Format;
+ break;
+
+ default:
+
+ console.error( "ImageUtils.parseDDS(): Unsupported FourCC code: ", int32ToFourCC( fourCC ) );
+ return dds;
+
+ }
+
+ dds.mipmapCount = 1;
+
+ if ( header[ off_flags ] & DDSD_MIPMAPCOUNT && loadMipmaps !== false ) {
+
+ dds.mipmapCount = Math.max( 1, header[ off_mipmapCount ] );
+
+ }
+
+ //TODO: Verify that all faces of the cubemap are present with DDSCAPS2_CUBEMAP_POSITIVEX, etc.
+
+ dds.isCubemap = header[ off_caps2 ] & DDSCAPS2_CUBEMAP ? true : false;
+
+ dds.width = header[ off_width ];
+ dds.height = header[ off_height ];
+
+ var dataOffset = header[ off_size ] + 4;
+
+ // Extract mipmaps buffers
+
+ var width = dds.width;
+ var height = dds.height;
+
+ var faces = dds.isCubemap ? 6 : 1;
+
+ for ( var face = 0; face < faces; face ++ ) {
+
+ for ( var i = 0; i < dds.mipmapCount; i ++ ) {
+
+ var dataLength = Math.max( 4, width ) / 4 * Math.max( 4, height ) / 4 * blockBytes;
+ var byteArray = new Uint8Array( buffer, dataOffset, dataLength );
+
+ var mipmap = { "data": byteArray, "width": width, "height": height };
+ dds.mipmaps.push( mipmap );
+
+ dataOffset += dataLength;
+
+ width = Math.max( width * 0.5, 1 );
+ height = Math.max( height * 0.5, 1 );
+
+ }
+
+ width = dds.width;
+ height = dds.height;
+
+ }
+
+ return dds;
+
+ },
+
+ getNormalMap: function ( image, depth ) {
+
+ // Adapted from http://www.paulbrunt.co.uk/lab/heightnormal/
+
+ var cross = function ( a, b ) {
+
+ return [ a[ 1 ] * b[ 2 ] - a[ 2 ] * b[ 1 ], a[ 2 ] * b[ 0 ] - a[ 0 ] * b[ 2 ], a[ 0 ] * b[ 1 ] - a[ 1 ] * b[ 0 ] ];
+
+ }
+
+ var subtract = function ( a, b ) {
+
+ return [ a[ 0 ] - b[ 0 ], a[ 1 ] - b[ 1 ], a[ 2 ] - b[ 2 ] ];
+
+ }
+
+ var normalize = function ( a ) {
+
+ var l = Math.sqrt( a[ 0 ] * a[ 0 ] + a[ 1 ] * a[ 1 ] + a[ 2 ] * a[ 2 ] );
+ return [ a[ 0 ] / l, a[ 1 ] / l, a[ 2 ] / l ];
+
+ }
+
+ depth = depth | 1;
+
+ var width = image.width;
+ var height = image.height;
+
+ var canvas = document.createElement( 'canvas' );
+ canvas.width = width;
+ canvas.height = height;
+
+ var context = canvas.getContext( '2d' );
+ context.drawImage( image, 0, 0 );
+
+ var data = context.getImageData( 0, 0, width, height ).data;
+ var imageData = context.createImageData( width, height );
+ var output = imageData.data;
+
+ for ( var x = 0; x < width; x ++ ) {
+
+ for ( var y = 0; y < height; y ++ ) {
+
+ var ly = y - 1 < 0 ? 0 : y - 1;
+ var uy = y + 1 > height - 1 ? height - 1 : y + 1;
+ var lx = x - 1 < 0 ? 0 : x - 1;
+ var ux = x + 1 > width - 1 ? width - 1 : x + 1;
+
+ var points = [];
+ var origin = [ 0, 0, data[ ( y * width + x ) * 4 ] / 255 * depth ];
+ points.push( [ - 1, 0, data[ ( y * width + lx ) * 4 ] / 255 * depth ] );
+ points.push( [ - 1, - 1, data[ ( ly * width + lx ) * 4 ] / 255 * depth ] );
+ points.push( [ 0, - 1, data[ ( ly * width + x ) * 4 ] / 255 * depth ] );
+ points.push( [ 1, - 1, data[ ( ly * width + ux ) * 4 ] / 255 * depth ] );
+ points.push( [ 1, 0, data[ ( y * width + ux ) * 4 ] / 255 * depth ] );
+ points.push( [ 1, 1, data[ ( uy * width + ux ) * 4 ] / 255 * depth ] );
+ points.push( [ 0, 1, data[ ( uy * width + x ) * 4 ] / 255 * depth ] );
+ points.push( [ - 1, 1, data[ ( uy * width + lx ) * 4 ] / 255 * depth ] );
+
+ var normals = [];
+ var num_points = points.length;
+
+ for ( var i = 0; i < num_points; i ++ ) {
+
+ var v1 = points[ i ];
+ var v2 = points[ ( i + 1 ) % num_points ];
+ v1 = subtract( v1, origin );
+ v2 = subtract( v2, origin );
+ normals.push( normalize( cross( v1, v2 ) ) );
+
+ }
+
+ var normal = [ 0, 0, 0 ];
+
+ for ( var i = 0; i < normals.length; i ++ ) {
+
+ normal[ 0 ] += normals[ i ][ 0 ];
+ normal[ 1 ] += normals[ i ][ 1 ];
+ normal[ 2 ] += normals[ i ][ 2 ];
+
+ }
+
+ normal[ 0 ] /= normals.length;
+ normal[ 1 ] /= normals.length;
+ normal[ 2 ] /= normals.length;
+
+ var idx = ( y * width + x ) * 4;
+
+ output[ idx ] = ( ( normal[ 0 ] + 1.0 ) / 2.0 * 255 ) | 0;
+ output[ idx + 1 ] = ( ( normal[ 1 ] + 1.0 ) / 2.0 * 255 ) | 0;
+ output[ idx + 2 ] = ( normal[ 2 ] * 255 ) | 0;
+ output[ idx + 3 ] = 255;
+
+ }
+
+ }
+
+ context.putImageData( imageData, 0, 0 );
+
+ return canvas;
+
+ },
+
+ generateDataTexture: function ( width, height, color ) {
+
+ var size = width * height;
+ var data = new Uint8Array( 3 * size );
+
+ var r = Math.floor( color.r * 255 );
+ var g = Math.floor( color.g * 255 );
+ var b = Math.floor( color.b * 255 );
+
+ for ( var i = 0; i < size; i ++ ) {
+
+ data[ i * 3 ] = r;
+ data[ i * 3 + 1 ] = g;
+ data[ i * 3 + 2 ] = b;
+
+ }
+
+ var texture = new THREE.DataTexture( data, width, height, THREE.RGBFormat );
+ texture.needsUpdate = true;
+
+ return texture;
+
+ }
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.SceneUtils = {
+
+ createMultiMaterialObject: function ( geometry, materials ) {
+
+ var group = new THREE.Object3D();
+
+ for ( var i = 0, l = materials.length; i < l; i ++ ) {
+
+ group.add( new THREE.Mesh( geometry, materials[ i ] ) );
+
+ }
+
+ return group;
+
+ },
+
+ detach : function ( child, parent, scene ) {
+
+ child.applyMatrix( parent.matrixWorld );
+ parent.remove( child );
+ scene.add( child );
+
+ },
+
+ attach: function ( child, scene, parent ) {
+
+ var matrixWorldInverse = new THREE.Matrix4();
+ matrixWorldInverse.getInverse( parent.matrixWorld );
+ child.applyMatrix( matrixWorldInverse );
+
+ scene.remove( child );
+ parent.add( child );
+
+ }
+
+};
+/**
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * For Text operations in three.js (See TextGeometry)
+ *
+ * It uses techniques used in:
+ *
+ * typeface.js and canvastext
+ * For converting fonts and rendering with javascript
+ * http://typeface.neocracy.org
+ *
+ * Triangulation ported from AS3
+ * Simple Polygon Triangulation
+ * http://actionsnippet.com/?p=1462
+ *
+ * A Method to triangulate shapes with holes
+ * http://www.sakri.net/blog/2009/06/12/an-approach-to-triangulating-polygons-with-holes/
+ *
+ */
+
+THREE.FontUtils = {
+
+ faces : {},
+
+ // Just for now. face[weight][style]
+
+ face : "helvetiker",
+ weight: "normal",
+ style : "normal",
+ size : 150,
+ divisions : 10,
+
+ getFace : function() {
+
+ return this.faces[ this.face ][ this.weight ][ this.style ];
+
+ },
+
+ loadFace : function( data ) {
+
+ var family = data.familyName.toLowerCase();
+
+ var ThreeFont = this;
+
+ ThreeFont.faces[ family ] = ThreeFont.faces[ family ] || {};
+
+ ThreeFont.faces[ family ][ data.cssFontWeight ] = ThreeFont.faces[ family ][ data.cssFontWeight ] || {};
+ ThreeFont.faces[ family ][ data.cssFontWeight ][ data.cssFontStyle ] = data;
+
+ var face = ThreeFont.faces[ family ][ data.cssFontWeight ][ data.cssFontStyle ] = data;
+
+ return data;
+
+ },
+
+ drawText : function( text ) {
+
+ var characterPts = [], allPts = [];
+
+ // RenderText
+
+ var i, p,
+ face = this.getFace(),
+ scale = this.size / face.resolution,
+ offset = 0,
+ chars = String( text ).split( '' ),
+ length = chars.length;
+
+ var fontPaths = [];
+
+ for ( i = 0; i < length; i ++ ) {
+
+ var path = new THREE.Path();
+
+ var ret = this.extractGlyphPoints( chars[ i ], face, scale, offset, path );
+ offset += ret.offset;
+
+ fontPaths.push( ret.path );
+
+ }
+
+ // get the width
+
+ var width = offset / 2;
+ //
+ // for ( p = 0; p < allPts.length; p++ ) {
+ //
+ // allPts[ p ].x -= width;
+ //
+ // }
+
+ //var extract = this.extractPoints( allPts, characterPts );
+ //extract.contour = allPts;
+
+ //extract.paths = fontPaths;
+ //extract.offset = width;
+
+ return { paths : fontPaths, offset : width };
+
+ },
+
+
+
+
+ extractGlyphPoints : function( c, face, scale, offset, path ) {
+
+ var pts = [];
+
+ var i, i2, divisions,
+ outline, action, length,
+ scaleX, scaleY,
+ x, y, cpx, cpy, cpx0, cpy0, cpx1, cpy1, cpx2, cpy2,
+ laste,
+ glyph = face.glyphs[ c ] || face.glyphs[ '?' ];
+
+ if ( !glyph ) return;
+
+ if ( glyph.o ) {
+
+ outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
+ length = outline.length;
+
+ scaleX = scale;
+ scaleY = scale;
+
+ for ( i = 0; i < length; ) {
+
+ action = outline[ i ++ ];
+
+ //console.log( action );
+
+ switch( action ) {
+
+ case 'm':
+
+ // Move To
+
+ x = outline[ i++ ] * scaleX + offset;
+ y = outline[ i++ ] * scaleY;
+
+ path.moveTo( x, y );
+ break;
+
+ case 'l':
+
+ // Line To
+
+ x = outline[ i++ ] * scaleX + offset;
+ y = outline[ i++ ] * scaleY;
+ path.lineTo(x,y);
+ break;
+
+ case 'q':
+
+ // QuadraticCurveTo
+
+ cpx = outline[ i++ ] * scaleX + offset;
+ cpy = outline[ i++ ] * scaleY;
+ cpx1 = outline[ i++ ] * scaleX + offset;
+ cpy1 = outline[ i++ ] * scaleY;
+
+ path.quadraticCurveTo(cpx1, cpy1, cpx, cpy);
+
+ laste = pts[ pts.length - 1 ];
+
+ if ( laste ) {
+
+ cpx0 = laste.x;
+ cpy0 = laste.y;
+
+ for ( i2 = 1, divisions = this.divisions; i2 <= divisions; i2 ++ ) {
+
+ var t = i2 / divisions;
+ var tx = THREE.Shape.Utils.b2( t, cpx0, cpx1, cpx );
+ var ty = THREE.Shape.Utils.b2( t, cpy0, cpy1, cpy );
+ }
+
+ }
+
+ break;
+
+ case 'b':
+
+ // Cubic Bezier Curve
+
+ cpx = outline[ i++ ] * scaleX + offset;
+ cpy = outline[ i++ ] * scaleY;
+ cpx1 = outline[ i++ ] * scaleX + offset;
+ cpy1 = outline[ i++ ] * -scaleY;
+ cpx2 = outline[ i++ ] * scaleX + offset;
+ cpy2 = outline[ i++ ] * -scaleY;
+
+ path.bezierCurveTo( cpx, cpy, cpx1, cpy1, cpx2, cpy2 );
+
+ laste = pts[ pts.length - 1 ];
+
+ if ( laste ) {
+
+ cpx0 = laste.x;
+ cpy0 = laste.y;
+
+ for ( i2 = 1, divisions = this.divisions; i2 <= divisions; i2 ++ ) {
+
+ var t = i2 / divisions;
+ var tx = THREE.Shape.Utils.b3( t, cpx0, cpx1, cpx2, cpx );
+ var ty = THREE.Shape.Utils.b3( t, cpy0, cpy1, cpy2, cpy );
+
+ }
+
+ }
+
+ break;
+
+ }
+
+ }
+ }
+
+
+
+ return { offset: glyph.ha*scale, path:path};
+ }
+
+};
+
+
+THREE.FontUtils.generateShapes = function( text, parameters ) {
+
+ // Parameters
+
+ parameters = parameters || {};
+
+ var size = parameters.size !== undefined ? parameters.size : 100;
+ var curveSegments = parameters.curveSegments !== undefined ? parameters.curveSegments: 4;
+
+ var font = parameters.font !== undefined ? parameters.font : "helvetiker";
+ var weight = parameters.weight !== undefined ? parameters.weight : "normal";
+ var style = parameters.style !== undefined ? parameters.style : "normal";
+
+ THREE.FontUtils.size = size;
+ THREE.FontUtils.divisions = curveSegments;
+
+ THREE.FontUtils.face = font;
+ THREE.FontUtils.weight = weight;
+ THREE.FontUtils.style = style;
+
+ // Get a Font data json object
+
+ var data = THREE.FontUtils.drawText( text );
+
+ var paths = data.paths;
+ var shapes = [];
+
+ for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
+
+ Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
+
+ }
+
+ return shapes;
+
+};
+
+
+/**
+ * This code is a quick port of code written in C++ which was submitted to
+ * flipcode.com by John W. Ratcliff // July 22, 2000
+ * See original code and more information here:
+ * http://www.flipcode.com/archives/Efficient_Polygon_Triangulation.shtml
+ *
+ * ported to actionscript by Zevan Rosser
+ * www.actionsnippet.com
+ *
+ * ported to javascript by Joshua Koo
+ * http://www.lab4games.net/zz85/blog
+ *
+ */
+
+
+( function( namespace ) {
+
+ var EPSILON = 0.0000000001;
+
+ // takes in an contour array and returns
+
+ var process = function( contour, indices ) {
+
+ var n = contour.length;
+
+ if ( n < 3 ) return null;
+
+ var result = [],
+ verts = [],
+ vertIndices = [];
+
+ /* we want a counter-clockwise polygon in verts */
+
+ var u, v, w;
+
+ if ( area( contour ) > 0.0 ) {
+
+ for ( v = 0; v < n; v++ ) verts[ v ] = v;
+
+ } else {
+
+ for ( v = 0; v < n; v++ ) verts[ v ] = ( n - 1 ) - v;
+
+ }
+
+ var nv = n;
+
+ /* remove nv - 2 vertices, creating 1 triangle every time */
+
+ var count = 2 * nv; /* error detection */
+
+ for( v = nv - 1; nv > 2; ) {
+
+ /* if we loop, it is probably a non-simple polygon */
+
+ if ( ( count-- ) <= 0 ) {
+
+ //** Triangulate: ERROR - probable bad polygon!
+
+ //throw ( "Warning, unable to triangulate polygon!" );
+ //return null;
+ // Sometimes warning is fine, especially polygons are triangulated in reverse.
+ console.log( "Warning, unable to triangulate polygon!" );
+
+ if ( indices ) return vertIndices;
+ return result;
+
+ }
+
+ /* three consecutive vertices in current polygon, <u,v,w> */
+
+ u = v; if ( nv <= u ) u = 0; /* previous */
+ v = u + 1; if ( nv <= v ) v = 0; /* new v */
+ w = v + 1; if ( nv <= w ) w = 0; /* next */
+
+ if ( snip( contour, u, v, w, nv, verts ) ) {
+
+ var a, b, c, s, t;
+
+ /* true names of the vertices */
+
+ a = verts[ u ];
+ b = verts[ v ];
+ c = verts[ w ];
+
+ /* output Triangle */
+
+ result.push( [ contour[ a ],
+ contour[ b ],
+ contour[ c ] ] );
+
+
+ vertIndices.push( [ verts[ u ], verts[ v ], verts[ w ] ] );
+
+ /* remove v from the remaining polygon */
+
+ for( s = v, t = v + 1; t < nv; s++, t++ ) {
+
+ verts[ s ] = verts[ t ];
+
+ }
+
+ nv--;
+
+ /* reset error detection counter */
+
+ count = 2 * nv;
+
+ }
+
+ }
+
+ if ( indices ) return vertIndices;
+ return result;
+
+ };
+
+ // calculate area of the contour polygon
+
+ var area = function ( contour ) {
+
+ var n = contour.length;
+ var a = 0.0;
+
+ for( var p = n - 1, q = 0; q < n; p = q++ ) {
+
+ a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
+
+ }
+
+ return a * 0.5;
+
+ };
+
+ var snip = function ( contour, u, v, w, n, verts ) {
+
+ var p;
+ var ax, ay, bx, by;
+ var cx, cy, px, py;
+
+ ax = contour[ verts[ u ] ].x;
+ ay = contour[ verts[ u ] ].y;
+
+ bx = contour[ verts[ v ] ].x;
+ by = contour[ verts[ v ] ].y;
+
+ cx = contour[ verts[ w ] ].x;
+ cy = contour[ verts[ w ] ].y;
+
+ if ( EPSILON > (((bx-ax)*(cy-ay)) - ((by-ay)*(cx-ax))) ) return false;
+
+ var aX, aY, bX, bY, cX, cY;
+ var apx, apy, bpx, bpy, cpx, cpy;
+ var cCROSSap, bCROSScp, aCROSSbp;
+
+ aX = cx - bx; aY = cy - by;
+ bX = ax - cx; bY = ay - cy;
+ cX = bx - ax; cY = by - ay;
+
+ for ( p = 0; p < n; p++ ) {
+
+ if( (p === u) || (p === v) || (p === w) ) continue;
+
+ px = contour[ verts[ p ] ].x
+ py = contour[ verts[ p ] ].y
+
+ apx = px - ax; apy = py - ay;
+ bpx = px - bx; bpy = py - by;
+ cpx = px - cx; cpy = py - cy;
+
+ // see if p is inside triangle abc
+
+ aCROSSbp = aX*bpy - aY*bpx;
+ cCROSSap = cX*apy - cY*apx;
+ bCROSScp = bX*cpy - bY*cpx;
+
+ if ( (aCROSSbp >= 0.0) && (bCROSScp >= 0.0) && (cCROSSap >= 0.0) ) return false;
+
+ }
+
+ return true;
+
+ };
+
+
+ namespace.Triangulate = process;
+ namespace.Triangulate.area = area;
+
+ return namespace;
+
+})(THREE.FontUtils);
+
+// To use the typeface.js face files, hook up the API
+self._typeface_js = { faces: THREE.FontUtils.faces, loadFace: THREE.FontUtils.loadFace };
+THREE.typeface_js = self._typeface_js;
+/**
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ * Extensible curve object
+ *
+ * Some common of Curve methods
+ * .getPoint(t), getTangent(t)
+ * .getPointAt(u), getTagentAt(u)
+ * .getPoints(), .getSpacedPoints()
+ * .getLength()
+ * .updateArcLengths()
+ *
+ * This file contains following classes:
+ *
+ * -- 2d classes --
+ * THREE.Curve
+ * THREE.LineCurve
+ * THREE.QuadraticBezierCurve
+ * THREE.CubicBezierCurve
+ * THREE.SplineCurve
+ * THREE.ArcCurve
+ * THREE.EllipseCurve
+ *
+ * -- 3d classes --
+ * THREE.LineCurve3
+ * THREE.QuadraticBezierCurve3
+ * THREE.CubicBezierCurve3
+ * THREE.SplineCurve3
+ * THREE.ClosedSplineCurve3
+ *
+ * A series of curves can be represented as a THREE.CurvePath
+ *
+ **/
+
+/**************************************************************
+ * Abstract Curve base class
+ **************************************************************/
+
+THREE.Curve = function () {
+
+};
+
+// Virtual base class method to overwrite and implement in subclasses
+// - t [0 .. 1]
+
+THREE.Curve.prototype.getPoint = function ( t ) {
+
+ console.log( "Warning, getPoint() not implemented!" );
+ return null;
+
+};
+
+// Get point at relative position in curve according to arc length
+// - u [0 .. 1]
+
+THREE.Curve.prototype.getPointAt = function ( u ) {
+
+ var t = this.getUtoTmapping( u );
+ return this.getPoint( t );
+
+};
+
+// Get sequence of points using getPoint( t )
+
+THREE.Curve.prototype.getPoints = function ( divisions ) {
+
+ if ( !divisions ) divisions = 5;
+
+ var d, pts = [];
+
+ for ( d = 0; d <= divisions; d ++ ) {
+
+ pts.push( this.getPoint( d / divisions ) );
+
+ }
+
+ return pts;
+
+};
+
+// Get sequence of points using getPointAt( u )
+
+THREE.Curve.prototype.getSpacedPoints = function ( divisions ) {
+
+ if ( !divisions ) divisions = 5;
+
+ var d, pts = [];
+
+ for ( d = 0; d <= divisions; d ++ ) {
+
+ pts.push( this.getPointAt( d / divisions ) );
+
+ }
+
+ return pts;
+
+};
+
+// Get total curve arc length
+
+THREE.Curve.prototype.getLength = function () {
+
+ var lengths = this.getLengths();
+ return lengths[ lengths.length - 1 ];
+
+};
+
+// Get list of cumulative segment lengths
+
+THREE.Curve.prototype.getLengths = function ( divisions ) {
+
+ if ( !divisions ) divisions = (this.__arcLengthDivisions) ? (this.__arcLengthDivisions): 200;
+
+ if ( this.cacheArcLengths
+ && ( this.cacheArcLengths.length == divisions + 1 )
+ && !this.needsUpdate) {
+
+ //console.log( "cached", this.cacheArcLengths );
+ return this.cacheArcLengths;
+
+ }
+
+ this.needsUpdate = false;
+
+ var cache = [];
+ var current, last = this.getPoint( 0 );
+ var p, sum = 0;
+
+ cache.push( 0 );
+
+ for ( p = 1; p <= divisions; p ++ ) {
+
+ current = this.getPoint ( p / divisions );
+ sum += current.distanceTo( last );
+ cache.push( sum );
+ last = current;
+
+ }
+
+ this.cacheArcLengths = cache;
+
+ return cache; // { sums: cache, sum:sum }; Sum is in the last element.
+
+};
+
+
+THREE.Curve.prototype.updateArcLengths = function() {
+ this.needsUpdate = true;
+ this.getLengths();
+};
+
+// Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equi distance
+
+THREE.Curve.prototype.getUtoTmapping = function ( u, distance ) {
+
+ var arcLengths = this.getLengths();
+
+ var i = 0, il = arcLengths.length;
+
+ var targetArcLength; // The targeted u distance value to get
+
+ if ( distance ) {
+
+ targetArcLength = distance;
+
+ } else {
+
+ targetArcLength = u * arcLengths[ il - 1 ];
+
+ }
+
+ //var time = Date.now();
+
+ // binary search for the index with largest value smaller than target u distance
+
+ var low = 0, high = il - 1, comparison;
+
+ while ( low <= high ) {
+
+ i = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats
+
+ comparison = arcLengths[ i ] - targetArcLength;
+
+ if ( comparison < 0 ) {
+
+ low = i + 1;
+ continue;
+
+ } else if ( comparison > 0 ) {
+
+ high = i - 1;
+ continue;
+
+ } else {
+
+ high = i;
+ break;
+
+ // DONE
+
+ }
+
+ }
+
+ i = high;
+
+ //console.log('b' , i, low, high, Date.now()- time);
+
+ if ( arcLengths[ i ] == targetArcLength ) {
+
+ var t = i / ( il - 1 );
+ return t;
+
+ }
+
+ // we could get finer grain at lengths, or use simple interpolatation between two points
+
+ var lengthBefore = arcLengths[ i ];
+ var lengthAfter = arcLengths[ i + 1 ];
+
+ var segmentLength = lengthAfter - lengthBefore;
+
+ // determine where we are between the 'before' and 'after' points
+
+ var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
+
+ // add that fractional amount to t
+
+ var t = ( i + segmentFraction ) / ( il -1 );
+
+ return t;
+
+};
+
+// Returns a unit vector tangent at t
+// In case any sub curve does not implement its tangent derivation,
+// 2 points a small delta apart will be used to find its gradient
+// which seems to give a reasonable approximation
+
+THREE.Curve.prototype.getTangent = function( t ) {
+
+ var delta = 0.0001;
+ var t1 = t - delta;
+ var t2 = t + delta;
+
+ // Capping in case of danger
+
+ if ( t1 < 0 ) t1 = 0;
+ if ( t2 > 1 ) t2 = 1;
+
+ var pt1 = this.getPoint( t1 );
+ var pt2 = this.getPoint( t2 );
+
+ var vec = pt2.clone().sub(pt1);
+ return vec.normalize();
+
+};
+
+
+THREE.Curve.prototype.getTangentAt = function ( u ) {
+
+ var t = this.getUtoTmapping( u );
+ return this.getTangent( t );
+
+};
+
+/**************************************************************
+ * Line
+ **************************************************************/
+
+THREE.LineCurve = function ( v1, v2 ) {
+
+ this.v1 = v1;
+ this.v2 = v2;
+
+};
+
+THREE.LineCurve.prototype = Object.create( THREE.Curve.prototype );
+
+THREE.LineCurve.prototype.getPoint = function ( t ) {
+
+ var point = this.v2.clone().sub(this.v1);
+ point.multiplyScalar( t ).add( this.v1 );
+
+ return point;
+
+};
+
+// Line curve is linear, so we can overwrite default getPointAt
+
+THREE.LineCurve.prototype.getPointAt = function ( u ) {
+
+ return this.getPoint( u );
+
+};
+
+THREE.LineCurve.prototype.getTangent = function( t ) {
+
+ var tangent = this.v2.clone().sub(this.v1);
+
+ return tangent.normalize();
+
+};
+
+/**************************************************************
+ * Quadratic Bezier curve
+ **************************************************************/
+
+
+THREE.QuadraticBezierCurve = function ( v0, v1, v2 ) {
+
+ this.v0 = v0;
+ this.v1 = v1;
+ this.v2 = v2;
+
+};
+
+THREE.QuadraticBezierCurve.prototype = Object.create( THREE.Curve.prototype );
+
+
+THREE.QuadraticBezierCurve.prototype.getPoint = function ( t ) {
+
+ var tx, ty;
+
+ tx = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x );
+ ty = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y );
+
+ return new THREE.Vector2( tx, ty );
+
+};
+
+
+THREE.QuadraticBezierCurve.prototype.getTangent = function( t ) {
+
+ var tx, ty;
+
+ tx = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.x, this.v1.x, this.v2.x );
+ ty = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.y, this.v1.y, this.v2.y );
+
+ // returns unit vector
+
+ var tangent = new THREE.Vector2( tx, ty );
+ tangent.normalize();
+
+ return tangent;
+
+};
+
+
+/**************************************************************
+ * Cubic Bezier curve
+ **************************************************************/
+
+THREE.CubicBezierCurve = function ( v0, v1, v2, v3 ) {
+
+ this.v0 = v0;
+ this.v1 = v1;
+ this.v2 = v2;
+ this.v3 = v3;
+
+};
+
+THREE.CubicBezierCurve.prototype = Object.create( THREE.Curve.prototype );
+
+THREE.CubicBezierCurve.prototype.getPoint = function ( t ) {
+
+ var tx, ty;
+
+ tx = THREE.Shape.Utils.b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
+ ty = THREE.Shape.Utils.b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
+
+ return new THREE.Vector2( tx, ty );
+
+};
+
+THREE.CubicBezierCurve.prototype.getTangent = function( t ) {
+
+ var tx, ty;
+
+ tx = THREE.Curve.Utils.tangentCubicBezier( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
+ ty = THREE.Curve.Utils.tangentCubicBezier( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
+
+ var tangent = new THREE.Vector2( tx, ty );
+ tangent.normalize();
+
+ return tangent;
+
+};
+
+
+/**************************************************************
+ * Spline curve
+ **************************************************************/
+
+THREE.SplineCurve = function ( points /* array of Vector2 */ ) {
+
+ this.points = (points == undefined) ? [] : points;
+
+};
+
+THREE.SplineCurve.prototype = Object.create( THREE.Curve.prototype );
+
+THREE.SplineCurve.prototype.getPoint = function ( t ) {
+
+ var v = new THREE.Vector2();
+ var c = [];
+ var points = this.points, point, intPoint, weight;
+ point = ( points.length - 1 ) * t;
+
+ intPoint = Math.floor( point );
+ weight = point - intPoint;
+
+ c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1;
+ c[ 1 ] = intPoint;
+ c[ 2 ] = intPoint > points.length - 2 ? points.length -1 : intPoint + 1;
+ c[ 3 ] = intPoint > points.length - 3 ? points.length -1 : intPoint + 2;
+
+ v.x = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].x, points[ c[ 1 ] ].x, points[ c[ 2 ] ].x, points[ c[ 3 ] ].x, weight );
+ v.y = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].y, points[ c[ 1 ] ].y, points[ c[ 2 ] ].y, points[ c[ 3 ] ].y, weight );
+
+ return v;
+
+};
+
+/**************************************************************
+ * Ellipse curve
+ **************************************************************/
+
+THREE.EllipseCurve = function ( aX, aY, xRadius, yRadius,
+ aStartAngle, aEndAngle,
+ aClockwise ) {
+
+ this.aX = aX;
+ this.aY = aY;
+
+ this.xRadius = xRadius;
+ this.yRadius = yRadius;
+
+ this.aStartAngle = aStartAngle;
+ this.aEndAngle = aEndAngle;
+
+ this.aClockwise = aClockwise;
+
+};
+
+THREE.EllipseCurve.prototype = Object.create( THREE.Curve.prototype );
+
+THREE.EllipseCurve.prototype.getPoint = function ( t ) {
+
+ var deltaAngle = this.aEndAngle - this.aStartAngle;
+
+ if ( !this.aClockwise ) {
+
+ t = 1 - t;
+
+ }
+
+ var angle = this.aStartAngle + t * deltaAngle;
+
+ var tx = this.aX + this.xRadius * Math.cos( angle );
+ var ty = this.aY + this.yRadius * Math.sin( angle );
+
+ return new THREE.Vector2( tx, ty );
+
+};
+
+/**************************************************************
+ * Arc curve
+ **************************************************************/
+
+THREE.ArcCurve = function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
+
+ THREE.EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
+};
+
+THREE.ArcCurve.prototype = Object.create( THREE.EllipseCurve.prototype );
+
+
+/**************************************************************
+ * Utils
+ **************************************************************/
+
+THREE.Curve.Utils = {
+
+ tangentQuadraticBezier: function ( t, p0, p1, p2 ) {
+
+ return 2 * ( 1 - t ) * ( p1 - p0 ) + 2 * t * ( p2 - p1 );
+
+ },
+
+ // Puay Bing, thanks for helping with this derivative!
+
+ tangentCubicBezier: function (t, p0, p1, p2, p3 ) {
+
+ return -3 * p0 * (1 - t) * (1 - t) +
+ 3 * p1 * (1 - t) * (1-t) - 6 *t *p1 * (1-t) +
+ 6 * t * p2 * (1-t) - 3 * t * t * p2 +
+ 3 * t * t * p3;
+ },
+
+
+ tangentSpline: function ( t, p0, p1, p2, p3 ) {
+
+ // To check if my formulas are correct
+
+ var h00 = 6 * t * t - 6 * t; // derived from 2t^3 − 3t^2 + 1
+ var h10 = 3 * t * t - 4 * t + 1; // t^3 − 2t^2 + t
+ var h01 = -6 * t * t + 6 * t; // − 2t3 + 3t2
+ var h11 = 3 * t * t - 2 * t; // t3 − t2
+
+ return h00 + h10 + h01 + h11;
+
+ },
+
+ // Catmull-Rom
+
+ interpolate: function( p0, p1, p2, p3, t ) {
+
+ var v0 = ( p2 - p0 ) * 0.5;
+ var v1 = ( p3 - p1 ) * 0.5;
+ var t2 = t * t;
+ var t3 = t * t2;
+ return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
+
+ }
+
+};
+
+
+// TODO: Transformation for Curves?
+
+/**************************************************************
+ * 3D Curves
+ **************************************************************/
+
+// A Factory method for creating new curve subclasses
+
+THREE.Curve.create = function ( constructor, getPointFunc ) {
+
+ constructor.prototype = Object.create( THREE.Curve.prototype );
+ constructor.prototype.getPoint = getPointFunc;
+
+ return constructor;
+
+};
+
+
+/**************************************************************
+ * Line3D
+ **************************************************************/
+
+THREE.LineCurve3 = THREE.Curve.create(
+
+ function ( v1, v2 ) {
+
+ this.v1 = v1;
+ this.v2 = v2;
+
+ },
+
+ function ( t ) {
+
+ var r = new THREE.Vector3();
+
+
+ r.subVectors( this.v2, this.v1 ); // diff
+ r.multiplyScalar( t );
+ r.add( this.v1 );
+
+ return r;
+
+ }
+
+);
+
+
+/**************************************************************
+ * Quadratic Bezier 3D curve
+ **************************************************************/
+
+THREE.QuadraticBezierCurve3 = THREE.Curve.create(
+
+ function ( v0, v1, v2 ) {
+
+ this.v0 = v0;
+ this.v1 = v1;
+ this.v2 = v2;
+
+ },
+
+ function ( t ) {
+
+ var tx, ty, tz;
+
+ tx = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x );
+ ty = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y );
+ tz = THREE.Shape.Utils.b2( t, this.v0.z, this.v1.z, this.v2.z );
+
+ return new THREE.Vector3( tx, ty, tz );
+
+ }
+
+);
+
+
+
+/**************************************************************
+ * Cubic Bezier 3D curve
+ **************************************************************/
+
+THREE.CubicBezierCurve3 = THREE.Curve.create(
+
+ function ( v0, v1, v2, v3 ) {
+
+ this.v0 = v0;
+ this.v1 = v1;
+ this.v2 = v2;
+ this.v3 = v3;
+
+ },
+
+ function ( t ) {
+
+ var tx, ty, tz;
+
+ tx = THREE.Shape.Utils.b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
+ ty = THREE.Shape.Utils.b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
+ tz = THREE.Shape.Utils.b3( t, this.v0.z, this.v1.z, this.v2.z, this.v3.z );
+
+ return new THREE.Vector3( tx, ty, tz );
+
+ }
+
+);
+
+
+
+/**************************************************************
+ * Spline 3D curve
+ **************************************************************/
+
+
+THREE.SplineCurve3 = THREE.Curve.create(
+
+ function ( points /* array of Vector3 */) {
+
+ this.points = (points == undefined) ? [] : points;
+
+ },
+
+ function ( t ) {
+
+ var v = new THREE.Vector3();
+ var c = [];
+ var points = this.points, point, intPoint, weight;
+ point = ( points.length - 1 ) * t;
+
+ intPoint = Math.floor( point );
+ weight = point - intPoint;
+
+ c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1;
+ c[ 1 ] = intPoint;
+ c[ 2 ] = intPoint > points.length - 2 ? points.length - 1 : intPoint + 1;
+ c[ 3 ] = intPoint > points.length - 3 ? points.length - 1 : intPoint + 2;
+
+ var pt0 = points[ c[0] ],
+ pt1 = points[ c[1] ],
+ pt2 = points[ c[2] ],
+ pt3 = points[ c[3] ];
+
+ v.x = THREE.Curve.Utils.interpolate(pt0.x, pt1.x, pt2.x, pt3.x, weight);
+ v.y = THREE.Curve.Utils.interpolate(pt0.y, pt1.y, pt2.y, pt3.y, weight);
+ v.z = THREE.Curve.Utils.interpolate(pt0.z, pt1.z, pt2.z, pt3.z, weight);
+
+ return v;
+
+ }
+
+);
+
+
+// THREE.SplineCurve3.prototype.getTangent = function(t) {
+// var v = new THREE.Vector3();
+// var c = [];
+// var points = this.points, point, intPoint, weight;
+// point = ( points.length - 1 ) * t;
+
+// intPoint = Math.floor( point );
+// weight = point - intPoint;
+
+// c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1;
+// c[ 1 ] = intPoint;
+// c[ 2 ] = intPoint > points.length - 2 ? points.length - 1 : intPoint + 1;
+// c[ 3 ] = intPoint > points.length - 3 ? points.length - 1 : intPoint + 2;
+
+// var pt0 = points[ c[0] ],
+// pt1 = points[ c[1] ],
+// pt2 = points[ c[2] ],
+// pt3 = points[ c[3] ];
+
+// // t = weight;
+// v.x = THREE.Curve.Utils.tangentSpline( t, pt0.x, pt1.x, pt2.x, pt3.x );
+// v.y = THREE.Curve.Utils.tangentSpline( t, pt0.y, pt1.y, pt2.y, pt3.y );
+// v.z = THREE.Curve.Utils.tangentSpline( t, pt0.z, pt1.z, pt2.z, pt3.z );
+
+// return v;
+
+// }
+
+/**************************************************************
+ * Closed Spline 3D curve
+ **************************************************************/
+
+
+THREE.ClosedSplineCurve3 = THREE.Curve.create(
+
+ function ( points /* array of Vector3 */) {
+
+ this.points = (points == undefined) ? [] : points;
+
+ },
+
+ function ( t ) {
+
+ var v = new THREE.Vector3();
+ var c = [];
+ var points = this.points, point, intPoint, weight;
+ point = ( points.length - 0 ) * t;
+ // This needs to be from 0-length +1
+
+ intPoint = Math.floor( point );
+ weight = point - intPoint;
+
+ intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / points.length ) + 1 ) * points.length;
+ c[ 0 ] = ( intPoint - 1 ) % points.length;
+ c[ 1 ] = ( intPoint ) % points.length;
+ c[ 2 ] = ( intPoint + 1 ) % points.length;
+ c[ 3 ] = ( intPoint + 2 ) % points.length;
+
+ v.x = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].x, points[ c[ 1 ] ].x, points[ c[ 2 ] ].x, points[ c[ 3 ] ].x, weight );
+ v.y = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].y, points[ c[ 1 ] ].y, points[ c[ 2 ] ].y, points[ c[ 3 ] ].y, weight );
+ v.z = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].z, points[ c[ 1 ] ].z, points[ c[ 2 ] ].z, points[ c[ 3 ] ].z, weight );
+
+ return v;
+
+ }
+
+);
+/**
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ *
+ **/
+
+/**************************************************************
+ * Curved Path - a curve path is simply a array of connected
+ * curves, but retains the api of a curve
+ **************************************************************/
+
+THREE.CurvePath = function () {
+
+ this.curves = [];
+ this.bends = [];
+
+ this.autoClose = false; // Automatically closes the path
+};
+
+THREE.CurvePath.prototype = Object.create( THREE.Curve.prototype );
+
+THREE.CurvePath.prototype.add = function ( curve ) {
+
+ this.curves.push( curve );
+
+};
+
+THREE.CurvePath.prototype.checkConnection = function() {
+ // TODO
+ // If the ending of curve is not connected to the starting
+ // or the next curve, then, this is not a real path
+};
+
+THREE.CurvePath.prototype.closePath = function() {
+ // TODO Test
+ // and verify for vector3 (needs to implement equals)
+ // Add a line curve if start and end of lines are not connected
+ var startPoint = this.curves[0].getPoint(0);
+ var endPoint = this.curves[this.curves.length-1].getPoint(1);
+
+ if (!startPoint.equals(endPoint)) {
+ this.curves.push( new THREE.LineCurve(endPoint, startPoint) );
+ }
+
+};
+
+// To get accurate point with reference to
+// entire path distance at time t,
+// following has to be done:
+
+// 1. Length of each sub path have to be known
+// 2. Locate and identify type of curve
+// 3. Get t for the curve
+// 4. Return curve.getPointAt(t')
+
+THREE.CurvePath.prototype.getPoint = function( t ) {
+
+ var d = t * this.getLength();
+ var curveLengths = this.getCurveLengths();
+ var i = 0, diff, curve;
+
+ // To think about boundaries points.
+
+ while ( i < curveLengths.length ) {
+
+ if ( curveLengths[ i ] >= d ) {
+
+ diff = curveLengths[ i ] - d;
+ curve = this.curves[ i ];
+
+ var u = 1 - diff / curve.getLength();
+
+ return curve.getPointAt( u );
+
+ break;
+ }
+
+ i ++;
+
+ }
+
+ return null;
+
+ // loop where sum != 0, sum > d , sum+1 <d
+
+};
+
+/*
+THREE.CurvePath.prototype.getTangent = function( t ) {
+};*/
+
+
+// We cannot use the default THREE.Curve getPoint() with getLength() because in
+// THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
+// getPoint() depends on getLength
+
+THREE.CurvePath.prototype.getLength = function() {
+
+ var lens = this.getCurveLengths();
+ return lens[ lens.length - 1 ];
+
+};
+
+// Compute lengths and cache them
+// We cannot overwrite getLengths() because UtoT mapping uses it.
+
+THREE.CurvePath.prototype.getCurveLengths = function() {
+
+ // We use cache values if curves and cache array are same length
+
+ if ( this.cacheLengths && this.cacheLengths.length == this.curves.length ) {
+
+ return this.cacheLengths;
+
+ };
+
+ // Get length of subsurve
+ // Push sums into cached array
+
+ var lengths = [], sums = 0;
+ var i, il = this.curves.length;
+
+ for ( i = 0; i < il; i ++ ) {
+
+ sums += this.curves[ i ].getLength();
+ lengths.push( sums );
+
+ }
+
+ this.cacheLengths = lengths;
+
+ return lengths;
+
+};
+
+
+
+// Returns min and max coordinates, as well as centroid
+
+THREE.CurvePath.prototype.getBoundingBox = function () {
+
+ var points = this.getPoints();
+
+ var maxX, maxY, maxZ;
+ var minX, minY, minZ;
+
+ maxX = maxY = Number.NEGATIVE_INFINITY;
+ minX = minY = Number.POSITIVE_INFINITY;
+
+ var p, i, il, sum;
+
+ var v3 = points[0] instanceof THREE.Vector3;
+
+ sum = v3 ? new THREE.Vector3() : new THREE.Vector2();
+
+ for ( i = 0, il = points.length; i < il; i ++ ) {
+
+ p = points[ i ];
+
+ if ( p.x > maxX ) maxX = p.x;
+ else if ( p.x < minX ) minX = p.x;
+
+ if ( p.y > maxY ) maxY = p.y;
+ else if ( p.y < minY ) minY = p.y;
+
+ if ( v3 ) {
+
+ if ( p.z > maxZ ) maxZ = p.z;
+ else if ( p.z < minZ ) minZ = p.z;
+
+ }
+
+ sum.add( p );
+
+ }
+
+ var ret = {
+
+ minX: minX,
+ minY: minY,
+ maxX: maxX,
+ maxY: maxY,
+ centroid: sum.divideScalar( il )
+
+ };
+
+ if ( v3 ) {
+
+ ret.maxZ = maxZ;
+ ret.minZ = minZ;
+
+ }
+
+ return ret;
+
+};
+
+/**************************************************************
+ * Create Geometries Helpers
+ **************************************************************/
+
+/// Generate geometry from path points (for Line or ParticleSystem objects)
+
+THREE.CurvePath.prototype.createPointsGeometry = function( divisions ) {
+
+ var pts = this.getPoints( divisions, true );
+ return this.createGeometry( pts );
+
+};
+
+// Generate geometry from equidistance sampling along the path
+
+THREE.CurvePath.prototype.createSpacedPointsGeometry = function( divisions ) {
+
+ var pts = this.getSpacedPoints( divisions, true );
+ return this.createGeometry( pts );
+
+};
+
+THREE.CurvePath.prototype.createGeometry = function( points ) {
+
+ var geometry = new THREE.Geometry();
+
+ for ( var i = 0; i < points.length; i ++ ) {
+
+ geometry.vertices.push( new THREE.Vector3( points[ i ].x, points[ i ].y, points[ i ].z || 0) );
+
+ }
+
+ return geometry;
+
+};
+
+
+/**************************************************************
+ * Bend / Wrap Helper Methods
+ **************************************************************/
+
+// Wrap path / Bend modifiers?
+
+THREE.CurvePath.prototype.addWrapPath = function ( bendpath ) {
+
+ this.bends.push( bendpath );
+
+};
+
+THREE.CurvePath.prototype.getTransformedPoints = function( segments, bends ) {
+
+ var oldPts = this.getPoints( segments ); // getPoints getSpacedPoints
+ var i, il;
+
+ if ( !bends ) {
+
+ bends = this.bends;
+
+ }
+
+ for ( i = 0, il = bends.length; i < il; i ++ ) {
+
+ oldPts = this.getWrapPoints( oldPts, bends[ i ] );
+
+ }
+
+ return oldPts;
+
+};
+
+THREE.CurvePath.prototype.getTransformedSpacedPoints = function( segments, bends ) {
+
+ var oldPts = this.getSpacedPoints( segments );
+
+ var i, il;
+
+ if ( !bends ) {
+
+ bends = this.bends;
+
+ }
+
+ for ( i = 0, il = bends.length; i < il; i ++ ) {
+
+ oldPts = this.getWrapPoints( oldPts, bends[ i ] );
+
+ }
+
+ return oldPts;
+
+};
+
+// This returns getPoints() bend/wrapped around the contour of a path.
+// Read http://www.planetclegg.com/projects/WarpingTextToSplines.html
+
+THREE.CurvePath.prototype.getWrapPoints = function ( oldPts, path ) {
+
+ var bounds = this.getBoundingBox();
+
+ var i, il, p, oldX, oldY, xNorm;
+
+ for ( i = 0, il = oldPts.length; i < il; i ++ ) {
+
+ p = oldPts[ i ];
+
+ oldX = p.x;
+ oldY = p.y;
+
+ xNorm = oldX / bounds.maxX;
+
+ // If using actual distance, for length > path, requires line extrusions
+ //xNorm = path.getUtoTmapping(xNorm, oldX); // 3 styles. 1) wrap stretched. 2) wrap stretch by arc length 3) warp by actual distance
+
+ xNorm = path.getUtoTmapping( xNorm, oldX );
+
+ // check for out of bounds?
+
+ var pathPt = path.getPoint( xNorm );
+ var normal = path.getNormalVector( xNorm ).multiplyScalar( oldY );
+
+ p.x = pathPt.x + normal.x;
+ p.y = pathPt.y + normal.y;
+
+ }
+
+ return oldPts;
+
+};
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Gyroscope = function () {
+
+ THREE.Object3D.call( this );
+
+};
+
+THREE.Gyroscope.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.Gyroscope.prototype.updateMatrixWorld = function ( force ) {
+
+ this.matrixAutoUpdate && this.updateMatrix();
+
+ // update matrixWorld
+
+ if ( this.matrixWorldNeedsUpdate || force ) {
+
+ if ( this.parent ) {
+
+ this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
+
+ this.matrixWorld.decompose( this.translationWorld, this.rotationWorld, this.scaleWorld );
+ this.matrix.decompose( this.translationObject, this.rotationObject, this.scaleObject );
+
+ this.matrixWorld.makeFromPositionQuaternionScale( this.translationWorld, this.rotationObject, this.scaleWorld );
+
+
+ } else {
+
+ this.matrixWorld.copy( this.matrix );
+
+ }
+
+
+ this.matrixWorldNeedsUpdate = false;
+
+ force = true;
+
+ }
+
+ // update children
+
+ for ( var i = 0, l = this.children.length; i < l; i ++ ) {
+
+ this.children[ i ].updateMatrixWorld( force );
+
+ }
+
+};
+
+THREE.Gyroscope.prototype.translationWorld = new THREE.Vector3();
+THREE.Gyroscope.prototype.translationObject = new THREE.Vector3();
+THREE.Gyroscope.prototype.rotationWorld = new THREE.Quaternion();
+THREE.Gyroscope.prototype.rotationObject = new THREE.Quaternion();
+THREE.Gyroscope.prototype.scaleWorld = new THREE.Vector3();
+THREE.Gyroscope.prototype.scaleObject = new THREE.Vector3();
+
+/**
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ * Creates free form 2d path using series of points, lines or curves.
+ *
+ **/
+
+THREE.Path = function ( points ) {
+
+ THREE.CurvePath.call(this);
+
+ this.actions = [];
+
+ if ( points ) {
+
+ this.fromPoints( points );
+
+ }
+
+};
+
+THREE.Path.prototype = Object.create( THREE.CurvePath.prototype );
+
+THREE.PathActions = {
+
+ MOVE_TO: 'moveTo',
+ LINE_TO: 'lineTo',
+ QUADRATIC_CURVE_TO: 'quadraticCurveTo', // Bezier quadratic curve
+ BEZIER_CURVE_TO: 'bezierCurveTo', // Bezier cubic curve
+ CSPLINE_THRU: 'splineThru', // Catmull-rom spline
+ ARC: 'arc', // Circle
+ ELLIPSE: 'ellipse'
+};
+
+// TODO Clean up PATH API
+
+// Create path using straight lines to connect all points
+// - vectors: array of Vector2
+
+THREE.Path.prototype.fromPoints = function ( vectors ) {
+
+ this.moveTo( vectors[ 0 ].x, vectors[ 0 ].y );
+
+ for ( var v = 1, vlen = vectors.length; v < vlen; v ++ ) {
+
+ this.lineTo( vectors[ v ].x, vectors[ v ].y );
+
+ };
+
+};
+
+// startPath() endPath()?
+
+THREE.Path.prototype.moveTo = function ( x, y ) {
+
+ var args = Array.prototype.slice.call( arguments );
+ this.actions.push( { action: THREE.PathActions.MOVE_TO, args: args } );
+
+};
+
+THREE.Path.prototype.lineTo = function ( x, y ) {
+
+ var args = Array.prototype.slice.call( arguments );
+
+ var lastargs = this.actions[ this.actions.length - 1 ].args;
+
+ var x0 = lastargs[ lastargs.length - 2 ];
+ var y0 = lastargs[ lastargs.length - 1 ];
+
+ var curve = new THREE.LineCurve( new THREE.Vector2( x0, y0 ), new THREE.Vector2( x, y ) );
+ this.curves.push( curve );
+
+ this.actions.push( { action: THREE.PathActions.LINE_TO, args: args } );
+
+};
+
+THREE.Path.prototype.quadraticCurveTo = function( aCPx, aCPy, aX, aY ) {
+
+ var args = Array.prototype.slice.call( arguments );
+
+ var lastargs = this.actions[ this.actions.length - 1 ].args;
+
+ var x0 = lastargs[ lastargs.length - 2 ];
+ var y0 = lastargs[ lastargs.length - 1 ];
+
+ var curve = new THREE.QuadraticBezierCurve( new THREE.Vector2( x0, y0 ),
+ new THREE.Vector2( aCPx, aCPy ),
+ new THREE.Vector2( aX, aY ) );
+ this.curves.push( curve );
+
+ this.actions.push( { action: THREE.PathActions.QUADRATIC_CURVE_TO, args: args } );
+
+};
+
+THREE.Path.prototype.bezierCurveTo = function( aCP1x, aCP1y,
+ aCP2x, aCP2y,
+ aX, aY ) {
+
+ var args = Array.prototype.slice.call( arguments );
+
+ var lastargs = this.actions[ this.actions.length - 1 ].args;
+
+ var x0 = lastargs[ lastargs.length - 2 ];
+ var y0 = lastargs[ lastargs.length - 1 ];
+
+ var curve = new THREE.CubicBezierCurve( new THREE.Vector2( x0, y0 ),
+ new THREE.Vector2( aCP1x, aCP1y ),
+ new THREE.Vector2( aCP2x, aCP2y ),
+ new THREE.Vector2( aX, aY ) );
+ this.curves.push( curve );
+
+ this.actions.push( { action: THREE.PathActions.BEZIER_CURVE_TO, args: args } );
+
+};
+
+THREE.Path.prototype.splineThru = function( pts /*Array of Vector*/ ) {
+
+ var args = Array.prototype.slice.call( arguments );
+ var lastargs = this.actions[ this.actions.length - 1 ].args;
+
+ var x0 = lastargs[ lastargs.length - 2 ];
+ var y0 = lastargs[ lastargs.length - 1 ];
+//---
+ var npts = [ new THREE.Vector2( x0, y0 ) ];
+ Array.prototype.push.apply( npts, pts );
+
+ var curve = new THREE.SplineCurve( npts );
+ this.curves.push( curve );
+
+ this.actions.push( { action: THREE.PathActions.CSPLINE_THRU, args: args } );
+
+};
+
+// FUTURE: Change the API or follow canvas API?
+
+THREE.Path.prototype.arc = function ( aX, aY, aRadius,
+ aStartAngle, aEndAngle, aClockwise ) {
+
+ var lastargs = this.actions[ this.actions.length - 1].args;
+ var x0 = lastargs[ lastargs.length - 2 ];
+ var y0 = lastargs[ lastargs.length - 1 ];
+
+ this.absarc(aX + x0, aY + y0, aRadius,
+ aStartAngle, aEndAngle, aClockwise );
+
+ };
+
+ THREE.Path.prototype.absarc = function ( aX, aY, aRadius,
+ aStartAngle, aEndAngle, aClockwise ) {
+ this.absellipse(aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise);
+ };
+
+THREE.Path.prototype.ellipse = function ( aX, aY, xRadius, yRadius,
+ aStartAngle, aEndAngle, aClockwise ) {
+
+ var lastargs = this.actions[ this.actions.length - 1].args;
+ var x0 = lastargs[ lastargs.length - 2 ];
+ var y0 = lastargs[ lastargs.length - 1 ];
+
+ this.absellipse(aX + x0, aY + y0, xRadius, yRadius,
+ aStartAngle, aEndAngle, aClockwise );
+
+ };
+
+
+THREE.Path.prototype.absellipse = function ( aX, aY, xRadius, yRadius,
+ aStartAngle, aEndAngle, aClockwise ) {
+
+ var args = Array.prototype.slice.call( arguments );
+ var curve = new THREE.EllipseCurve( aX, aY, xRadius, yRadius,
+ aStartAngle, aEndAngle, aClockwise );
+ this.curves.push( curve );
+
+ var lastPoint = curve.getPoint(aClockwise ? 1 : 0);
+ args.push(lastPoint.x);
+ args.push(lastPoint.y);
+
+ this.actions.push( { action: THREE.PathActions.ELLIPSE, args: args } );
+
+ };
+
+THREE.Path.prototype.getSpacedPoints = function ( divisions, closedPath ) {
+
+ if ( ! divisions ) divisions = 40;
+
+ var points = [];
+
+ for ( var i = 0; i < divisions; i ++ ) {
+
+ points.push( this.getPoint( i / divisions ) );
+
+ //if( !this.getPoint( i / divisions ) ) throw "DIE";
+
+ }
+
+ // if ( closedPath ) {
+ //
+ // points.push( points[ 0 ] );
+ //
+ // }
+
+ return points;
+
+};
+
+/* Return an array of vectors based on contour of the path */
+
+THREE.Path.prototype.getPoints = function( divisions, closedPath ) {
+
+ if (this.useSpacedPoints) {
+ console.log('tata');
+ return this.getSpacedPoints( divisions, closedPath );
+ }
+
+ divisions = divisions || 12;
+
+ var points = [];
+
+ var i, il, item, action, args;
+ var cpx, cpy, cpx2, cpy2, cpx1, cpy1, cpx0, cpy0,
+ laste, j,
+ t, tx, ty;
+
+ for ( i = 0, il = this.actions.length; i < il; i ++ ) {
+
+ item = this.actions[ i ];
+
+ action = item.action;
+ args = item.args;
+
+ switch( action ) {
+
+ case THREE.PathActions.MOVE_TO:
+
+ points.push( new THREE.Vector2( args[ 0 ], args[ 1 ] ) );
+
+ break;
+
+ case THREE.PathActions.LINE_TO:
+
+ points.push( new THREE.Vector2( args[ 0 ], args[ 1 ] ) );
+
+ break;
+
+ case THREE.PathActions.QUADRATIC_CURVE_TO:
+
+ cpx = args[ 2 ];
+ cpy = args[ 3 ];
+
+ cpx1 = args[ 0 ];
+ cpy1 = args[ 1 ];
+
+ if ( points.length > 0 ) {
+
+ laste = points[ points.length - 1 ];
+
+ cpx0 = laste.x;
+ cpy0 = laste.y;
+
+ } else {
+
+ laste = this.actions[ i - 1 ].args;
+
+ cpx0 = laste[ laste.length - 2 ];
+ cpy0 = laste[ laste.length - 1 ];
+
+ }
+
+ for ( j = 1; j <= divisions; j ++ ) {
+
+ t = j / divisions;
+
+ tx = THREE.Shape.Utils.b2( t, cpx0, cpx1, cpx );
+ ty = THREE.Shape.Utils.b2( t, cpy0, cpy1, cpy );
+
+ points.push( new THREE.Vector2( tx, ty ) );
+
+ }
+
+ break;
+
+ case THREE.PathActions.BEZIER_CURVE_TO:
+
+ cpx = args[ 4 ];
+ cpy = args[ 5 ];
+
+ cpx1 = args[ 0 ];
+ cpy1 = args[ 1 ];
+
+ cpx2 = args[ 2 ];
+ cpy2 = args[ 3 ];
+
+ if ( points.length > 0 ) {
+
+ laste = points[ points.length - 1 ];
+
+ cpx0 = laste.x;
+ cpy0 = laste.y;
+
+ } else {
+
+ laste = this.actions[ i - 1 ].args;
+
+ cpx0 = laste[ laste.length - 2 ];
+ cpy0 = laste[ laste.length - 1 ];
+
+ }
+
+
+ for ( j = 1; j <= divisions; j ++ ) {
+
+ t = j / divisions;
+
+ tx = THREE.Shape.Utils.b3( t, cpx0, cpx1, cpx2, cpx );
+ ty = THREE.Shape.Utils.b3( t, cpy0, cpy1, cpy2, cpy );
+
+ points.push( new THREE.Vector2( tx, ty ) );
+
+ }
+
+ break;
+
+ case THREE.PathActions.CSPLINE_THRU:
+
+ laste = this.actions[ i - 1 ].args;
+
+ var last = new THREE.Vector2( laste[ laste.length - 2 ], laste[ laste.length - 1 ] );
+ var spts = [ last ];
+
+ var n = divisions * args[ 0 ].length;
+
+ spts = spts.concat( args[ 0 ] );
+
+ var spline = new THREE.SplineCurve( spts );
+
+ for ( j = 1; j <= n; j ++ ) {
+
+ points.push( spline.getPointAt( j / n ) ) ;
+
+ }
+
+ break;
+
+ case THREE.PathActions.ARC:
+
+ var aX = args[ 0 ], aY = args[ 1 ],
+ aRadius = args[ 2 ],
+ aStartAngle = args[ 3 ], aEndAngle = args[ 4 ],
+ aClockwise = !!args[ 5 ];
+
+ var deltaAngle = aEndAngle - aStartAngle;
+ var angle;
+ var tdivisions = divisions * 2;
+
+ for ( j = 1; j <= tdivisions; j ++ ) {
+
+ t = j / tdivisions;
+
+ if ( ! aClockwise ) {
+
+ t = 1 - t;
+
+ }
+
+ angle = aStartAngle + t * deltaAngle;
+
+ tx = aX + aRadius * Math.cos( angle );
+ ty = aY + aRadius * Math.sin( angle );
+
+ //console.log('t', t, 'angle', angle, 'tx', tx, 'ty', ty);
+
+ points.push( new THREE.Vector2( tx, ty ) );
+
+ }
+
+ //console.log(points);
+
+ break;
+
+ case THREE.PathActions.ELLIPSE:
+
+ var aX = args[ 0 ], aY = args[ 1 ],
+ xRadius = args[ 2 ],
+ yRadius = args[ 3 ],
+ aStartAngle = args[ 4 ], aEndAngle = args[ 5 ],
+ aClockwise = !!args[ 6 ];
+
+
+ var deltaAngle = aEndAngle - aStartAngle;
+ var angle;
+ var tdivisions = divisions * 2;
+
+ for ( j = 1; j <= tdivisions; j ++ ) {
+
+ t = j / tdivisions;
+
+ if ( ! aClockwise ) {
+
+ t = 1 - t;
+
+ }
+
+ angle = aStartAngle + t * deltaAngle;
+
+ tx = aX + xRadius * Math.cos( angle );
+ ty = aY + yRadius * Math.sin( angle );
+
+ //console.log('t', t, 'angle', angle, 'tx', tx, 'ty', ty);
+
+ points.push( new THREE.Vector2( tx, ty ) );
+
+ }
+
+ //console.log(points);
+
+ break;
+
+ } // end switch
+
+ }
+
+
+
+ // Normalize to remove the closing point by default.
+ var lastPoint = points[ points.length - 1];
+ var EPSILON = 0.0000000001;
+ if ( Math.abs(lastPoint.x - points[ 0 ].x) < EPSILON &&
+ Math.abs(lastPoint.y - points[ 0 ].y) < EPSILON)
+ points.splice( points.length - 1, 1);
+ if ( closedPath ) {
+
+ points.push( points[ 0 ] );
+
+ }
+
+ return points;
+
+};
+
+// Breaks path into shapes
+
+THREE.Path.prototype.toShapes = function() {
+
+ var i, il, item, action, args;
+
+ var subPaths = [], lastPath = new THREE.Path();
+
+ for ( i = 0, il = this.actions.length; i < il; i ++ ) {
+
+ item = this.actions[ i ];
+
+ args = item.args;
+ action = item.action;
+
+ if ( action == THREE.PathActions.MOVE_TO ) {
+
+ if ( lastPath.actions.length != 0 ) {
+
+ subPaths.push( lastPath );
+ lastPath = new THREE.Path();
+
+ }
+
+ }
+
+ lastPath[ action ].apply( lastPath, args );
+
+ }
+
+ if ( lastPath.actions.length != 0 ) {
+
+ subPaths.push( lastPath );
+
+ }
+
+ // console.log(subPaths);
+
+ if ( subPaths.length == 0 ) return [];
+
+ var tmpPath, tmpShape, shapes = [];
+
+ var holesFirst = !THREE.Shape.Utils.isClockWise( subPaths[ 0 ].getPoints() );
+ // console.log("Holes first", holesFirst);
+
+ if ( subPaths.length == 1) {
+ tmpPath = subPaths[0];
+ tmpShape = new THREE.Shape();
+ tmpShape.actions = tmpPath.actions;
+ tmpShape.curves = tmpPath.curves;
+ shapes.push( tmpShape );
+ return shapes;
+ };
+
+ if ( holesFirst ) {
+
+ tmpShape = new THREE.Shape();
+
+ for ( i = 0, il = subPaths.length; i < il; i ++ ) {
+
+ tmpPath = subPaths[ i ];
+
+ if ( THREE.Shape.Utils.isClockWise( tmpPath.getPoints() ) ) {
+
+ tmpShape.actions = tmpPath.actions;
+ tmpShape.curves = tmpPath.curves;
+
+ shapes.push( tmpShape );
+ tmpShape = new THREE.Shape();
+
+ //console.log('cw', i);
+
+ } else {
+
+ tmpShape.holes.push( tmpPath );
+
+ //console.log('ccw', i);
+
+ }
+
+ }
+
+ } else {
+
+ // Shapes first
+
+ for ( i = 0, il = subPaths.length; i < il; i ++ ) {
+
+ tmpPath = subPaths[ i ];
+
+ if ( THREE.Shape.Utils.isClockWise( tmpPath.getPoints() ) ) {
+
+
+ if ( tmpShape ) shapes.push( tmpShape );
+
+ tmpShape = new THREE.Shape();
+ tmpShape.actions = tmpPath.actions;
+ tmpShape.curves = tmpPath.curves;
+
+ } else {
+
+ tmpShape.holes.push( tmpPath );
+
+ }
+
+ }
+
+ shapes.push( tmpShape );
+
+ }
+
+ //console.log("shape", shapes);
+
+ return shapes;
+
+};
+/**
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ * Defines a 2d shape plane using paths.
+ **/
+
+// STEP 1 Create a path.
+// STEP 2 Turn path into shape.
+// STEP 3 ExtrudeGeometry takes in Shape/Shapes
+// STEP 3a - Extract points from each shape, turn to vertices
+// STEP 3b - Triangulate each shape, add faces.
+
+THREE.Shape = function () {
+
+ THREE.Path.apply( this, arguments );
+ this.holes = [];
+
+};
+
+THREE.Shape.prototype = Object.create( THREE.Path.prototype );
+
+// Convenience method to return ExtrudeGeometry
+
+THREE.Shape.prototype.extrude = function ( options ) {
+
+ var extruded = new THREE.ExtrudeGeometry( this, options );
+ return extruded;
+
+};
+
+// Convenience method to return ShapeGeometry
+
+THREE.Shape.prototype.makeGeometry = function ( options ) {
+
+ var geometry = new THREE.ShapeGeometry( this, options );
+ return geometry;
+
+};
+
+// Get points of holes
+
+THREE.Shape.prototype.getPointsHoles = function ( divisions ) {
+
+ var i, il = this.holes.length, holesPts = [];
+
+ for ( i = 0; i < il; i ++ ) {
+
+ holesPts[ i ] = this.holes[ i ].getTransformedPoints( divisions, this.bends );
+
+ }
+
+ return holesPts;
+
+};
+
+// Get points of holes (spaced by regular distance)
+
+THREE.Shape.prototype.getSpacedPointsHoles = function ( divisions ) {
+
+ var i, il = this.holes.length, holesPts = [];
+
+ for ( i = 0; i < il; i ++ ) {
+
+ holesPts[ i ] = this.holes[ i ].getTransformedSpacedPoints( divisions, this.bends );
+
+ }
+
+ return holesPts;
+
+};
+
+
+// Get points of shape and holes (keypoints based on segments parameter)
+
+THREE.Shape.prototype.extractAllPoints = function ( divisions ) {
+
+ return {
+
+ shape: this.getTransformedPoints( divisions ),
+ holes: this.getPointsHoles( divisions )
+
+ };
+
+};
+
+THREE.Shape.prototype.extractPoints = function ( divisions ) {
+
+ if (this.useSpacedPoints) {
+ return this.extractAllSpacedPoints(divisions);
+ }
+
+ return this.extractAllPoints(divisions);
+
+};
+
+//
+// THREE.Shape.prototype.extractAllPointsWithBend = function ( divisions, bend ) {
+//
+// return {
+//
+// shape: this.transform( bend, divisions ),
+// holes: this.getPointsHoles( divisions, bend )
+//
+// };
+//
+// };
+
+// Get points of shape and holes (spaced by regular distance)
+
+THREE.Shape.prototype.extractAllSpacedPoints = function ( divisions ) {
+
+ return {
+
+ shape: this.getTransformedSpacedPoints( divisions ),
+ holes: this.getSpacedPointsHoles( divisions )
+
+ };
+
+};
+
+/**************************************************************
+ * Utils
+ **************************************************************/
+
+THREE.Shape.Utils = {
+
+ /*
+ contour - array of vector2 for contour
+ holes - array of array of vector2
+ */
+
+ removeHoles: function ( contour, holes ) {
+
+ var shape = contour.concat(); // work on this shape
+ var allpoints = shape.concat();
+
+ /* For each isolated shape, find the closest points and break to the hole to allow triangulation */
+
+
+ var prevShapeVert, nextShapeVert,
+ prevHoleVert, nextHoleVert,
+ holeIndex, shapeIndex,
+ shapeId, shapeGroup,
+ h, h2,
+ hole, shortest, d,
+ p, pts1, pts2,
+ tmpShape1, tmpShape2,
+ tmpHole1, tmpHole2,
+ verts = [];
+
+ for ( h = 0; h < holes.length; h ++ ) {
+
+ hole = holes[ h ];
+
+ /*
+ shapeholes[ h ].concat(); // preserves original
+ holes.push( hole );
+ */
+
+ Array.prototype.push.apply( allpoints, hole );
+
+ shortest = Number.POSITIVE_INFINITY;
+
+
+ // Find the shortest pair of pts between shape and hole
+
+ // Note: Actually, I'm not sure now if we could optimize this to be faster than O(m*n)
+ // Using distanceToSquared() intead of distanceTo() should speed a little
+ // since running square roots operations are reduced.
+
+ for ( h2 = 0; h2 < hole.length; h2 ++ ) {
+
+ pts1 = hole[ h2 ];
+ var dist = [];
+
+ for ( p = 0; p < shape.length; p++ ) {
+
+ pts2 = shape[ p ];
+ d = pts1.distanceToSquared( pts2 );
+ dist.push( d );
+
+ if ( d < shortest ) {
+
+ shortest = d;
+ holeIndex = h2;
+ shapeIndex = p;
+
+ }
+
+ }
+
+ }
+
+ //console.log("shortest", shortest, dist);
+
+ prevShapeVert = ( shapeIndex - 1 ) >= 0 ? shapeIndex - 1 : shape.length - 1;
+ prevHoleVert = ( holeIndex - 1 ) >= 0 ? holeIndex - 1 : hole.length - 1;
+
+ var areaapts = [
+
+ hole[ holeIndex ],
+ shape[ shapeIndex ],
+ shape[ prevShapeVert ]
+
+ ];
+
+ var areaa = THREE.FontUtils.Triangulate.area( areaapts );
+
+ var areabpts = [
+
+ hole[ holeIndex ],
+ hole[ prevHoleVert ],
+ shape[ shapeIndex ]
+
+ ];
+
+ var areab = THREE.FontUtils.Triangulate.area( areabpts );
+
+ var shapeOffset = 1;
+ var holeOffset = -1;
+
+ var oldShapeIndex = shapeIndex, oldHoleIndex = holeIndex;
+ shapeIndex += shapeOffset;
+ holeIndex += holeOffset;
+
+ if ( shapeIndex < 0 ) { shapeIndex += shape.length; }
+ shapeIndex %= shape.length;
+
+ if ( holeIndex < 0 ) { holeIndex += hole.length; }
+ holeIndex %= hole.length;
+
+ prevShapeVert = ( shapeIndex - 1 ) >= 0 ? shapeIndex - 1 : shape.length - 1;
+ prevHoleVert = ( holeIndex - 1 ) >= 0 ? holeIndex - 1 : hole.length - 1;
+
+ areaapts = [
+
+ hole[ holeIndex ],
+ shape[ shapeIndex ],
+ shape[ prevShapeVert ]
+
+ ];
+
+ var areaa2 = THREE.FontUtils.Triangulate.area( areaapts );
+
+ areabpts = [
+
+ hole[ holeIndex ],
+ hole[ prevHoleVert ],
+ shape[ shapeIndex ]
+
+ ];
+
+ var areab2 = THREE.FontUtils.Triangulate.area( areabpts );
+ //console.log(areaa,areab ,areaa2,areab2, ( areaa + areab ), ( areaa2 + areab2 ));
+
+ if ( ( areaa + areab ) > ( areaa2 + areab2 ) ) {
+
+ // In case areas are not correct.
+ //console.log("USE THIS");
+
+ shapeIndex = oldShapeIndex;
+ holeIndex = oldHoleIndex ;
+
+ if ( shapeIndex < 0 ) { shapeIndex += shape.length; }
+ shapeIndex %= shape.length;
+
+ if ( holeIndex < 0 ) { holeIndex += hole.length; }
+ holeIndex %= hole.length;
+
+ prevShapeVert = ( shapeIndex - 1 ) >= 0 ? shapeIndex - 1 : shape.length - 1;
+ prevHoleVert = ( holeIndex - 1 ) >= 0 ? holeIndex - 1 : hole.length - 1;
+
+ } else {
+
+ //console.log("USE THAT ")
+
+ }
+
+ tmpShape1 = shape.slice( 0, shapeIndex );
+ tmpShape2 = shape.slice( shapeIndex );
+ tmpHole1 = hole.slice( holeIndex );
+ tmpHole2 = hole.slice( 0, holeIndex );
+
+ // Should check orders here again?
+
+ var trianglea = [
+
+ hole[ holeIndex ],
+ shape[ shapeIndex ],
+ shape[ prevShapeVert ]
+
+ ];
+
+ var triangleb = [
+
+ hole[ holeIndex ] ,
+ hole[ prevHoleVert ],
+ shape[ shapeIndex ]
+
+ ];
+
+ verts.push( trianglea );
+ verts.push( triangleb );
+
+ shape = tmpShape1.concat( tmpHole1 ).concat( tmpHole2 ).concat( tmpShape2 );
+
+ }
+
+ return {
+
+ shape:shape, /* shape with no holes */
+ isolatedPts: verts, /* isolated faces */
+ allpoints: allpoints
+
+ }
+
+
+ },
+
+ triangulateShape: function ( contour, holes ) {
+
+ var shapeWithoutHoles = THREE.Shape.Utils.removeHoles( contour, holes );
+
+ var shape = shapeWithoutHoles.shape,
+ allpoints = shapeWithoutHoles.allpoints,
+ isolatedPts = shapeWithoutHoles.isolatedPts;
+
+ var triangles = THREE.FontUtils.Triangulate( shape, false ); // True returns indices for points of spooled shape
+
+ // To maintain reference to old shape, one must match coordinates, or offset the indices from original arrays. It's probably easier to do the first.
+
+ //console.log( "triangles",triangles, triangles.length );
+ //console.log( "allpoints",allpoints, allpoints.length );
+
+ var i, il, f, face,
+ key, index,
+ allPointsMap = {},
+ isolatedPointsMap = {};
+
+ // prepare all points map
+
+ for ( i = 0, il = allpoints.length; i < il; i ++ ) {
+
+ key = allpoints[ i ].x + ":" + allpoints[ i ].y;
+
+ if ( allPointsMap[ key ] !== undefined ) {
+
+ console.log( "Duplicate point", key );
+
+ }
+
+ allPointsMap[ key ] = i;
+
+ }
+
+ // check all face vertices against all points map
+
+ for ( i = 0, il = triangles.length; i < il; i ++ ) {
+
+ face = triangles[ i ];
+
+ for ( f = 0; f < 3; f ++ ) {
+
+ key = face[ f ].x + ":" + face[ f ].y;
+
+ index = allPointsMap[ key ];
+
+ if ( index !== undefined ) {
+
+ face[ f ] = index;
+
+ }
+
+ }
+
+ }
+
+ // check isolated points vertices against all points map
+
+ for ( i = 0, il = isolatedPts.length; i < il; i ++ ) {
+
+ face = isolatedPts[ i ];
+
+ for ( f = 0; f < 3; f ++ ) {
+
+ key = face[ f ].x + ":" + face[ f ].y;
+
+ index = allPointsMap[ key ];
+
+ if ( index !== undefined ) {
+
+ face[ f ] = index;
+
+ }
+
+ }
+
+ }
+
+ return triangles.concat( isolatedPts );
+
+ }, // end triangulate shapes
+
+ /*
+ triangulate2 : function( pts, holes ) {
+
+ // For use with Poly2Tri.js
+
+ var allpts = pts.concat();
+ var shape = [];
+ for (var p in pts) {
+ shape.push(new js.poly2tri.Point(pts[p].x, pts[p].y));
+ }
+
+ var swctx = new js.poly2tri.SweepContext(shape);
+
+ for (var h in holes) {
+ var aHole = holes[h];
+ var newHole = []
+ for (i in aHole) {
+ newHole.push(new js.poly2tri.Point(aHole[i].x, aHole[i].y));
+ allpts.push(aHole[i]);
+ }
+ swctx.AddHole(newHole);
+ }
+
+ var find;
+ var findIndexForPt = function (pt) {
+ find = new THREE.Vector2(pt.x, pt.y);
+ var p;
+ for (p=0, pl = allpts.length; p<pl; p++) {
+ if (allpts[p].equals(find)) return p;
+ }
+ return -1;
+ };
+
+ // triangulate
+ js.poly2tri.sweep.Triangulate(swctx);
+
+ var triangles = swctx.GetTriangles();
+ var tr ;
+ var facesPts = [];
+ for (var t in triangles) {
+ tr = triangles[t];
+ facesPts.push([
+ findIndexForPt(tr.GetPoint(0)),
+ findIndexForPt(tr.GetPoint(1)),
+ findIndexForPt(tr.GetPoint(2))
+ ]);
+ }
+
+
+ // console.log(facesPts);
+ // console.log("triangles", triangles.length, triangles);
+
+ // Returns array of faces with 3 element each
+ return facesPts;
+ },
+*/
+
+ isClockWise: function ( pts ) {
+
+ return THREE.FontUtils.Triangulate.area( pts ) < 0;
+
+ },
+
+ // Bezier Curves formulas obtained from
+ // http://en.wikipedia.org/wiki/B%C3%A9zier_curve
+
+ // Quad Bezier Functions
+
+ b2p0: function ( t, p ) {
+
+ var k = 1 - t;
+ return k * k * p;
+
+ },
+
+ b2p1: function ( t, p ) {
+
+ return 2 * ( 1 - t ) * t * p;
+
+ },
+
+ b2p2: function ( t, p ) {
+
+ return t * t * p;
+
+ },
+
+ b2: function ( t, p0, p1, p2 ) {
+
+ return this.b2p0( t, p0 ) + this.b2p1( t, p1 ) + this.b2p2( t, p2 );
+
+ },
+
+ // Cubic Bezier Functions
+
+ b3p0: function ( t, p ) {
+
+ var k = 1 - t;
+ return k * k * k * p;
+
+ },
+
+ b3p1: function ( t, p ) {
+
+ var k = 1 - t;
+ return 3 * k * k * t * p;
+
+ },
+
+ b3p2: function ( t, p ) {
+
+ var k = 1 - t;
+ return 3 * k * t * t * p;
+
+ },
+
+ b3p3: function ( t, p ) {
+
+ return t * t * t * p;
+
+ },
+
+ b3: function ( t, p0, p1, p2, p3 ) {
+
+ return this.b3p0( t, p0 ) + this.b3p1( t, p1 ) + this.b3p2( t, p2 ) + this.b3p3( t, p3 );
+
+ }
+
+};
+
+/**
+ * @author mikael emtinger / http://gomo.se/
+ */
+
+THREE.AnimationHandler = (function() {
+
+ var playing = [];
+ var library = {};
+ var that = {};
+
+
+ //--- update ---
+
+ that.update = function( deltaTimeMS ) {
+
+ for( var i = 0; i < playing.length; i ++ )
+ playing[ i ].update( deltaTimeMS );
+
+ };
+
+
+ //--- add ---
+
+ that.addToUpdate = function( animation ) {
+
+ if ( playing.indexOf( animation ) === -1 )
+ playing.push( animation );
+
+ };
+
+
+ //--- remove ---
+
+ that.removeFromUpdate = function( animation ) {
+
+ var index = playing.indexOf( animation );
+
+ if( index !== -1 )
+ playing.splice( index, 1 );
+
+ };
+
+
+ //--- add ---
+
+ that.add = function( data ) {
+
+ if ( library[ data.name ] !== undefined )
+ console.log( "THREE.AnimationHandler.add: Warning! " + data.name + " already exists in library. Overwriting." );
+
+ library[ data.name ] = data;
+ initData( data );
+
+ };
+
+
+ //--- get ---
+
+ that.get = function( name ) {
+
+ if ( typeof name === "string" ) {
+
+ if ( library[ name ] ) {
+
+ return library[ name ];
+
+ } else {
+
+ console.log( "THREE.AnimationHandler.get: Couldn't find animation " + name );
+ return null;
+
+ }
+
+ } else {
+
+ // todo: add simple tween library
+
+ }
+
+ };
+
+ //--- parse ---
+
+ that.parse = function( root ) {
+
+ // setup hierarchy
+
+ var hierarchy = [];
+
+ if ( root instanceof THREE.SkinnedMesh ) {
+
+ for( var b = 0; b < root.bones.length; b++ ) {
+
+ hierarchy.push( root.bones[ b ] );
+
+ }
+
+ } else {
+
+ parseRecurseHierarchy( root, hierarchy );
+
+ }
+
+ return hierarchy;
+
+ };
+
+ var parseRecurseHierarchy = function( root, hierarchy ) {
+
+ hierarchy.push( root );
+
+ for( var c = 0; c < root.children.length; c++ )
+ parseRecurseHierarchy( root.children[ c ], hierarchy );
+
+ }
+
+
+ //--- init data ---
+
+ var initData = function( data ) {
+
+ if( data.initialized === true )
+ return;
+
+
+ // loop through all keys
+
+ for( var h = 0; h < data.hierarchy.length; h ++ ) {
+
+ for( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
+
+ // remove minus times
+
+ if( data.hierarchy[ h ].keys[ k ].time < 0 )
+ data.hierarchy[ h ].keys[ k ].time = 0;
+
+
+ // create quaternions
+
+ if( data.hierarchy[ h ].keys[ k ].rot !== undefined &&
+ !( data.hierarchy[ h ].keys[ k ].rot instanceof THREE.Quaternion ) ) {
+
+ var quat = data.hierarchy[ h ].keys[ k ].rot;
+ data.hierarchy[ h ].keys[ k ].rot = new THREE.Quaternion( quat[0], quat[1], quat[2], quat[3] );
+
+ }
+
+ }
+
+
+ // prepare morph target keys
+
+ if( data.hierarchy[ h ].keys.length && data.hierarchy[ h ].keys[ 0 ].morphTargets !== undefined ) {
+
+ // get all used
+
+ var usedMorphTargets = {};
+
+ for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
+
+ for ( var m = 0; m < data.hierarchy[ h ].keys[ k ].morphTargets.length; m ++ ) {
+
+ var morphTargetName = data.hierarchy[ h ].keys[ k ].morphTargets[ m ];
+ usedMorphTargets[ morphTargetName ] = -1;
+
+ }
+
+ }
+
+ data.hierarchy[ h ].usedMorphTargets = usedMorphTargets;
+
+
+ // set all used on all frames
+
+ for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
+
+ var influences = {};
+
+ for ( var morphTargetName in usedMorphTargets ) {
+
+ for ( var m = 0; m < data.hierarchy[ h ].keys[ k ].morphTargets.length; m ++ ) {
+
+ if ( data.hierarchy[ h ].keys[ k ].morphTargets[ m ] === morphTargetName ) {
+
+ influences[ morphTargetName ] = data.hierarchy[ h ].keys[ k ].morphTargetsInfluences[ m ];
+ break;
+
+ }
+
+ }
+
+ if ( m === data.hierarchy[ h ].keys[ k ].morphTargets.length ) {
+
+ influences[ morphTargetName ] = 0;
+
+ }
+
+ }
+
+ data.hierarchy[ h ].keys[ k ].morphTargetsInfluences = influences;
+
+ }
+
+ }
+
+
+ // remove all keys that are on the same time
+
+ for ( var k = 1; k < data.hierarchy[ h ].keys.length; k ++ ) {
+
+ if ( data.hierarchy[ h ].keys[ k ].time === data.hierarchy[ h ].keys[ k - 1 ].time ) {
+
+ data.hierarchy[ h ].keys.splice( k, 1 );
+ k --;
+
+ }
+
+ }
+
+
+ // set index
+
+ for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
+
+ data.hierarchy[ h ].keys[ k ].index = k;
+
+ }
+
+ }
+
+
+ // JIT
+
+ var lengthInFrames = parseInt( data.length * data.fps, 10 );
+
+ data.JIT = {};
+ data.JIT.hierarchy = [];
+
+ for( var h = 0; h < data.hierarchy.length; h ++ )
+ data.JIT.hierarchy.push( new Array( lengthInFrames ) );
+
+
+ // done
+
+ data.initialized = true;
+
+ };
+
+
+ // interpolation types
+
+ that.LINEAR = 0;
+ that.CATMULLROM = 1;
+ that.CATMULLROM_FORWARD = 2;
+
+ return that;
+
+}());
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Animation = function ( root, name, interpolationType ) {
+
+ this.root = root;
+ this.data = THREE.AnimationHandler.get( name );
+ this.hierarchy = THREE.AnimationHandler.parse( root );
+
+ this.currentTime = 0;
+ this.timeScale = 1;
+
+ this.isPlaying = false;
+ this.isPaused = true;
+ this.loop = true;
+
+ this.interpolationType = interpolationType !== undefined ? interpolationType : THREE.AnimationHandler.LINEAR;
+
+ this.points = [];
+ this.target = new THREE.Vector3();
+
+};
+
+THREE.Animation.prototype.play = function ( loop, startTimeMS ) {
+
+ if ( this.isPlaying === false ) {
+
+ this.isPlaying = true;
+ this.loop = loop !== undefined ? loop : true;
+ this.currentTime = startTimeMS !== undefined ? startTimeMS : 0;
+
+ // reset key cache
+
+ var h, hl = this.hierarchy.length,
+ object;
+
+ for ( h = 0; h < hl; h ++ ) {
+
+ object = this.hierarchy[ h ];
+
+ if ( this.interpolationType !== THREE.AnimationHandler.CATMULLROM_FORWARD ) {
+
+ object.useQuaternion = true;
+
+ }
+
+ object.matrixAutoUpdate = true;
+
+ if ( object.animationCache === undefined ) {
+
+ object.animationCache = {};
+ object.animationCache.prevKey = { pos: 0, rot: 0, scl: 0 };
+ object.animationCache.nextKey = { pos: 0, rot: 0, scl: 0 };
+ object.animationCache.originalMatrix = object instanceof THREE.Bone ? object.skinMatrix : object.matrix;
+
+ }
+
+ var prevKey = object.animationCache.prevKey;
+ var nextKey = object.animationCache.nextKey;
+
+ prevKey.pos = this.data.hierarchy[ h ].keys[ 0 ];
+ prevKey.rot = this.data.hierarchy[ h ].keys[ 0 ];
+ prevKey.scl = this.data.hierarchy[ h ].keys[ 0 ];
+
+ nextKey.pos = this.getNextKeyWith( "pos", h, 1 );
+ nextKey.rot = this.getNextKeyWith( "rot", h, 1 );
+ nextKey.scl = this.getNextKeyWith( "scl", h, 1 );
+
+ }
+
+ this.update( 0 );
+
+ }
+
+ this.isPaused = false;
+
+ THREE.AnimationHandler.addToUpdate( this );
+
+};
+
+
+THREE.Animation.prototype.pause = function() {
+
+ if ( this.isPaused === true ) {
+
+ THREE.AnimationHandler.addToUpdate( this );
+
+ } else {
+
+ THREE.AnimationHandler.removeFromUpdate( this );
+
+ }
+
+ this.isPaused = !this.isPaused;
+
+};
+
+
+THREE.Animation.prototype.stop = function() {
+
+ this.isPlaying = false;
+ this.isPaused = false;
+ THREE.AnimationHandler.removeFromUpdate( this );
+
+};
+
+
+THREE.Animation.prototype.update = function ( deltaTimeMS ) {
+
+ // early out
+
+ if ( this.isPlaying === false ) return;
+
+
+ // vars
+
+ var types = [ "pos", "rot", "scl" ];
+ var type;
+ var scale;
+ var vector;
+ var prevXYZ, nextXYZ;
+ var prevKey, nextKey;
+ var object;
+ var animationCache;
+ var frame;
+ var JIThierarchy = this.data.JIT.hierarchy;
+ var currentTime, unloopedCurrentTime;
+ var currentPoint, forwardPoint, angle;
+
+
+ this.currentTime += deltaTimeMS * this.timeScale;
+
+ unloopedCurrentTime = this.currentTime;
+ currentTime = this.currentTime = this.currentTime % this.data.length;
+ frame = parseInt( Math.min( currentTime * this.data.fps, this.data.length * this.data.fps ), 10 );
+
+
+ for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {
+
+ object = this.hierarchy[ h ];
+ animationCache = object.animationCache;
+
+ // loop through pos/rot/scl
+
+ for ( var t = 0; t < 3; t ++ ) {
+
+ // get keys
+
+ type = types[ t ];
+ prevKey = animationCache.prevKey[ type ];
+ nextKey = animationCache.nextKey[ type ];
+
+ // switch keys?
+
+ if ( nextKey.time <= unloopedCurrentTime ) {
+
+ // did we loop?
+
+ if ( currentTime < unloopedCurrentTime ) {
+
+ if ( this.loop ) {
+
+ prevKey = this.data.hierarchy[ h ].keys[ 0 ];
+ nextKey = this.getNextKeyWith( type, h, 1 );
+
+ while( nextKey.time < currentTime ) {
+
+ prevKey = nextKey;
+ nextKey = this.getNextKeyWith( type, h, nextKey.index + 1 );
+
+ }
+
+ } else {
+
+ this.stop();
+ return;
+
+ }
+
+ } else {
+
+ do {
+
+ prevKey = nextKey;
+ nextKey = this.getNextKeyWith( type, h, nextKey.index + 1 );
+
+ } while( nextKey.time < currentTime )
+
+ }
+
+ animationCache.prevKey[ type ] = prevKey;
+ animationCache.nextKey[ type ] = nextKey;
+
+ }
+
+
+ object.matrixAutoUpdate = true;
+ object.matrixWorldNeedsUpdate = true;
+
+ scale = ( currentTime - prevKey.time ) / ( nextKey.time - prevKey.time );
+ prevXYZ = prevKey[ type ];
+ nextXYZ = nextKey[ type ];
+
+
+ // check scale error
+
+ if ( scale < 0 || scale > 1 ) {
+
+ console.log( "THREE.Animation.update: Warning! Scale out of bounds:" + scale + " on bone " + h );
+ scale = scale < 0 ? 0 : 1;
+
+ }
+
+ // interpolate
+
+ if ( type === "pos" ) {
+
+ vector = object.position;
+
+ if ( this.interpolationType === THREE.AnimationHandler.LINEAR ) {
+
+ vector.x = prevXYZ[ 0 ] + ( nextXYZ[ 0 ] - prevXYZ[ 0 ] ) * scale;
+ vector.y = prevXYZ[ 1 ] + ( nextXYZ[ 1 ] - prevXYZ[ 1 ] ) * scale;
+ vector.z = prevXYZ[ 2 ] + ( nextXYZ[ 2 ] - prevXYZ[ 2 ] ) * scale;
+
+ } else if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
+ this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
+
+ this.points[ 0 ] = this.getPrevKeyWith( "pos", h, prevKey.index - 1 )[ "pos" ];
+ this.points[ 1 ] = prevXYZ;
+ this.points[ 2 ] = nextXYZ;
+ this.points[ 3 ] = this.getNextKeyWith( "pos", h, nextKey.index + 1 )[ "pos" ];
+
+ scale = scale * 0.33 + 0.33;
+
+ currentPoint = this.interpolateCatmullRom( this.points, scale );
+
+ vector.x = currentPoint[ 0 ];
+ vector.y = currentPoint[ 1 ];
+ vector.z = currentPoint[ 2 ];
+
+ if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
+
+ forwardPoint = this.interpolateCatmullRom( this.points, scale * 1.01 );
+
+ this.target.set( forwardPoint[ 0 ], forwardPoint[ 1 ], forwardPoint[ 2 ] );
+ this.target.sub( vector );
+ this.target.y = 0;
+ this.target.normalize();
+
+ angle = Math.atan2( this.target.x, this.target.z );
+ object.rotation.set( 0, angle, 0 );
+
+ }
+
+ }
+
+ } else if ( type === "rot" ) {
+
+ THREE.Quaternion.slerp( prevXYZ, nextXYZ, object.quaternion, scale );
+
+ } else if ( type === "scl" ) {
+
+ vector = object.scale;
+
+ vector.x = prevXYZ[ 0 ] + ( nextXYZ[ 0 ] - prevXYZ[ 0 ] ) * scale;
+ vector.y = prevXYZ[ 1 ] + ( nextXYZ[ 1 ] - prevXYZ[ 1 ] ) * scale;
+ vector.z = prevXYZ[ 2 ] + ( nextXYZ[ 2 ] - prevXYZ[ 2 ] ) * scale;
+
+ }
+
+ }
+
+ }
+
+};
+
+// Catmull-Rom spline
+
+THREE.Animation.prototype.interpolateCatmullRom = function ( points, scale ) {
+
+ var c = [], v3 = [],
+ point, intPoint, weight, w2, w3,
+ pa, pb, pc, pd;
+
+ point = ( points.length - 1 ) * scale;
+ intPoint = Math.floor( point );
+ weight = point - intPoint;
+
+ c[ 0 ] = intPoint === 0 ? intPoint : intPoint - 1;
+ c[ 1 ] = intPoint;
+ c[ 2 ] = intPoint > points.length - 2 ? intPoint : intPoint + 1;
+ c[ 3 ] = intPoint > points.length - 3 ? intPoint : intPoint + 2;
+
+ pa = points[ c[ 0 ] ];
+ pb = points[ c[ 1 ] ];
+ pc = points[ c[ 2 ] ];
+ pd = points[ c[ 3 ] ];
+
+ w2 = weight * weight;
+ w3 = weight * w2;
+
+ v3[ 0 ] = this.interpolate( pa[ 0 ], pb[ 0 ], pc[ 0 ], pd[ 0 ], weight, w2, w3 );
+ v3[ 1 ] = this.interpolate( pa[ 1 ], pb[ 1 ], pc[ 1 ], pd[ 1 ], weight, w2, w3 );
+ v3[ 2 ] = this.interpolate( pa[ 2 ], pb[ 2 ], pc[ 2 ], pd[ 2 ], weight, w2, w3 );
+
+ return v3;
+
+};
+
+THREE.Animation.prototype.interpolate = function ( p0, p1, p2, p3, t, t2, t3 ) {
+
+ var v0 = ( p2 - p0 ) * 0.5,
+ v1 = ( p3 - p1 ) * 0.5;
+
+ return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1;
+
+};
+
+
+
+// Get next key with
+
+THREE.Animation.prototype.getNextKeyWith = function ( type, h, key ) {
+
+ var keys = this.data.hierarchy[ h ].keys;
+
+ if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
+ this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
+
+ key = key < keys.length - 1 ? key : keys.length - 1;
+
+ } else {
+
+ key = key % keys.length;
+
+ }
+
+ for ( ; key < keys.length; key++ ) {
+
+ if ( keys[ key ][ type ] !== undefined ) {
+
+ return keys[ key ];
+
+ }
+
+ }
+
+ return this.data.hierarchy[ h ].keys[ 0 ];
+
+};
+
+// Get previous key with
+
+THREE.Animation.prototype.getPrevKeyWith = function ( type, h, key ) {
+
+ var keys = this.data.hierarchy[ h ].keys;
+
+ if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
+ this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
+
+ key = key > 0 ? key : 0;
+
+ } else {
+
+ key = key >= 0 ? key : key + keys.length;
+
+ }
+
+
+ for ( ; key >= 0; key -- ) {
+
+ if ( keys[ key ][ type ] !== undefined ) {
+
+ return keys[ key ];
+
+ }
+
+ }
+
+ return this.data.hierarchy[ h ].keys[ keys.length - 1 ];
+
+};
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ * @author khang duong
+ * @author erik kitson
+ */
+
+THREE.KeyFrameAnimation = function( root, data, JITCompile ) {
+
+ this.root = root;
+ this.data = THREE.AnimationHandler.get( data );
+ this.hierarchy = THREE.AnimationHandler.parse( root );
+ this.currentTime = 0;
+ this.timeScale = 0.001;
+ this.isPlaying = false;
+ this.isPaused = true;
+ this.loop = true;
+ this.JITCompile = JITCompile !== undefined ? JITCompile : true;
+
+ // initialize to first keyframes
+
+ for ( var h = 0, hl = this.hierarchy.length; h < hl; h++ ) {
+
+ var keys = this.data.hierarchy[h].keys,
+ sids = this.data.hierarchy[h].sids,
+ obj = this.hierarchy[h];
+
+ if ( keys.length && sids ) {
+
+ for ( var s = 0; s < sids.length; s++ ) {
+
+ var sid = sids[ s ],
+ next = this.getNextKeyWith( sid, h, 0 );
+
+ if ( next ) {
+
+ next.apply( sid );
+
+ }
+
+ }
+
+ obj.matrixAutoUpdate = false;
+ this.data.hierarchy[h].node.updateMatrix();
+ obj.matrixWorldNeedsUpdate = true;
+
+ }
+
+ }
+
+};
+
+// Play
+
+THREE.KeyFrameAnimation.prototype.play = function( loop, startTimeMS ) {
+
+ if( !this.isPlaying ) {
+
+ this.isPlaying = true;
+ this.loop = loop !== undefined ? loop : true;
+ this.currentTime = startTimeMS !== undefined ? startTimeMS : 0;
+ this.startTimeMs = startTimeMS;
+ this.startTime = 10000000;
+ this.endTime = -this.startTime;
+
+
+ // reset key cache
+
+ var h, hl = this.hierarchy.length,
+ object,
+ node;
+
+ for ( h = 0; h < hl; h++ ) {
+
+ object = this.hierarchy[ h ];
+ node = this.data.hierarchy[ h ];
+ object.useQuaternion = true;
+
+ if ( node.animationCache === undefined ) {
+
+ node.animationCache = {};
+ node.animationCache.prevKey = null;
+ node.animationCache.nextKey = null;
+ node.animationCache.originalMatrix = object instanceof THREE.Bone ? object.skinMatrix : object.matrix;
+
+ }
+
+ var keys = this.data.hierarchy[h].keys;
+
+ if (keys.length) {
+
+ node.animationCache.prevKey = keys[ 0 ];
+ node.animationCache.nextKey = keys[ 1 ];
+
+ this.startTime = Math.min( keys[0].time, this.startTime );
+ this.endTime = Math.max( keys[keys.length - 1].time, this.endTime );
+
+ }
+
+ }
+
+ this.update( 0 );
+
+ }
+
+ this.isPaused = false;
+
+ THREE.AnimationHandler.addToUpdate( this );
+
+};
+
+
+
+// Pause
+
+THREE.KeyFrameAnimation.prototype.pause = function() {
+
+ if( this.isPaused ) {
+
+ THREE.AnimationHandler.addToUpdate( this );
+
+ } else {
+
+ THREE.AnimationHandler.removeFromUpdate( this );
+
+ }
+
+ this.isPaused = !this.isPaused;
+
+};
+
+
+// Stop
+
+THREE.KeyFrameAnimation.prototype.stop = function() {
+
+ this.isPlaying = false;
+ this.isPaused = false;
+ THREE.AnimationHandler.removeFromUpdate( this );
+
+
+ // reset JIT matrix and remove cache
+
+ for ( var h = 0; h < this.data.hierarchy.length; h++ ) {
+
+ var obj = this.hierarchy[ h ];
+ var node = this.data.hierarchy[ h ];
+
+ if ( node.animationCache !== undefined ) {
+
+ var original = node.animationCache.originalMatrix;
+
+ if( obj instanceof THREE.Bone ) {
+
+ original.copy( obj.skinMatrix );
+ obj.skinMatrix = original;
+
+ } else {
+
+ original.copy( obj.matrix );
+ obj.matrix = original;
+
+ }
+
+ delete node.animationCache;
+
+ }
+
+ }
+
+};
+
+
+// Update
+
+THREE.KeyFrameAnimation.prototype.update = function( deltaTimeMS ) {
+
+ // early out
+
+ if( !this.isPlaying ) return;
+
+
+ // vars
+
+ var prevKey, nextKey;
+ var object;
+ var node;
+ var frame;
+ var JIThierarchy = this.data.JIT.hierarchy;
+ var currentTime, unloopedCurrentTime;
+ var looped;
+
+
+ // update
+
+ this.currentTime += deltaTimeMS * this.timeScale;
+
+ unloopedCurrentTime = this.currentTime;
+ currentTime = this.currentTime = this.currentTime % this.data.length;
+
+ // if looped around, the current time should be based on the startTime
+ if ( currentTime < this.startTimeMs ) {
+
+ currentTime = this.currentTime = this.startTimeMs + currentTime;
+
+ }
+
+ frame = parseInt( Math.min( currentTime * this.data.fps, this.data.length * this.data.fps ), 10 );
+ looped = currentTime < unloopedCurrentTime;
+
+ if ( looped && !this.loop ) {
+
+ // Set the animation to the last keyframes and stop
+ for ( var h = 0, hl = this.hierarchy.length; h < hl; h++ ) {
+
+ var keys = this.data.hierarchy[h].keys,
+ sids = this.data.hierarchy[h].sids,
+ end = keys.length-1,
+ obj = this.hierarchy[h];
+
+ if ( keys.length ) {
+
+ for ( var s = 0; s < sids.length; s++ ) {
+
+ var sid = sids[ s ],
+ prev = this.getPrevKeyWith( sid, h, end );
+
+ if ( prev ) {
+ prev.apply( sid );
+
+ }
+
+ }
+
+ this.data.hierarchy[h].node.updateMatrix();
+ obj.matrixWorldNeedsUpdate = true;
+
+ }
+
+ }
+
+ this.stop();
+ return;
+
+ }
+
+ // check pre-infinity
+ if ( currentTime < this.startTime ) {
+
+ return;
+
+ }
+
+ // update
+
+ for ( var h = 0, hl = this.hierarchy.length; h < hl; h++ ) {
+
+ object = this.hierarchy[ h ];
+ node = this.data.hierarchy[ h ];
+
+ var keys = node.keys,
+ animationCache = node.animationCache;
+
+ // use JIT?
+
+ if ( this.JITCompile && JIThierarchy[ h ][ frame ] !== undefined ) {
+
+ if( object instanceof THREE.Bone ) {
+
+ object.skinMatrix = JIThierarchy[ h ][ frame ];
+ object.matrixWorldNeedsUpdate = false;
+
+ } else {
+
+ object.matrix = JIThierarchy[ h ][ frame ];
+ object.matrixWorldNeedsUpdate = true;
+
+ }
+
+ // use interpolation
+
+ } else if ( keys.length ) {
+
+ // make sure so original matrix and not JIT matrix is set
+
+ if ( this.JITCompile && animationCache ) {
+
+ if( object instanceof THREE.Bone ) {
+
+ object.skinMatrix = animationCache.originalMatrix;
+
+ } else {
+
+ object.matrix = animationCache.originalMatrix;
+
+ }
+
+ }
+
+ prevKey = animationCache.prevKey;
+ nextKey = animationCache.nextKey;
+
+ if ( prevKey && nextKey ) {
+
+ // switch keys?
+
+ if ( nextKey.time <= unloopedCurrentTime ) {
+
+ // did we loop?
+
+ if ( looped && this.loop ) {
+
+ prevKey = keys[ 0 ];
+ nextKey = keys[ 1 ];
+
+ while ( nextKey.time < currentTime ) {
+
+ prevKey = nextKey;
+ nextKey = keys[ prevKey.index + 1 ];
+
+ }
+
+ } else if ( !looped ) {
+
+ var lastIndex = keys.length - 1;
+
+ while ( nextKey.time < currentTime && nextKey.index !== lastIndex ) {
+
+ prevKey = nextKey;
+ nextKey = keys[ prevKey.index + 1 ];
+
+ }
+
+ }
+
+ animationCache.prevKey = prevKey;
+ animationCache.nextKey = nextKey;
+
+ }
+ if(nextKey.time >= currentTime)
+ prevKey.interpolate( nextKey, currentTime );
+ else
+ prevKey.interpolate( nextKey, nextKey.time);
+
+ }
+
+ this.data.hierarchy[h].node.updateMatrix();
+ object.matrixWorldNeedsUpdate = true;
+
+ }
+
+ }
+
+ // update JIT?
+
+ if ( this.JITCompile ) {
+
+ if ( JIThierarchy[ 0 ][ frame ] === undefined ) {
+
+ this.hierarchy[ 0 ].updateMatrixWorld( true );
+
+ for ( var h = 0; h < this.hierarchy.length; h++ ) {
+
+ if( this.hierarchy[ h ] instanceof THREE.Bone ) {
+
+ JIThierarchy[ h ][ frame ] = this.hierarchy[ h ].skinMatrix.clone();
+
+ } else {
+
+ JIThierarchy[ h ][ frame ] = this.hierarchy[ h ].matrix.clone();
+
+ }
+
+ }
+
+ }
+
+ }
+
+};
+
+// Get next key with
+
+THREE.KeyFrameAnimation.prototype.getNextKeyWith = function( sid, h, key ) {
+
+ var keys = this.data.hierarchy[ h ].keys;
+ key = key % keys.length;
+
+ for ( ; key < keys.length; key++ ) {
+
+ if ( keys[ key ].hasTarget( sid ) ) {
+
+ return keys[ key ];
+
+ }
+
+ }
+
+ return keys[ 0 ];
+
+};
+
+// Get previous key with
+
+THREE.KeyFrameAnimation.prototype.getPrevKeyWith = function( sid, h, key ) {
+
+ var keys = this.data.hierarchy[ h ].keys;
+ key = key >= 0 ? key : key + keys.length;
+
+ for ( ; key >= 0; key-- ) {
+
+ if ( keys[ key ].hasTarget( sid ) ) {
+
+ return keys[ key ];
+
+ }
+
+ }
+
+ return keys[ keys.length - 1 ];
+
+};
+/**
+ * Camera for rendering cube maps
+ * - renders scene into axis-aligned cube
+ *
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.CubeCamera = function ( near, far, cubeResolution ) {
+
+ THREE.Object3D.call( this );
+
+ var fov = 90, aspect = 1;
+
+ var cameraPX = new THREE.PerspectiveCamera( fov, aspect, near, far );
+ cameraPX.up.set( 0, -1, 0 );
+ cameraPX.lookAt( new THREE.Vector3( 1, 0, 0 ) );
+ this.add( cameraPX );
+
+ var cameraNX = new THREE.PerspectiveCamera( fov, aspect, near, far );
+ cameraNX.up.set( 0, -1, 0 );
+ cameraNX.lookAt( new THREE.Vector3( -1, 0, 0 ) );
+ this.add( cameraNX );
+
+ var cameraPY = new THREE.PerspectiveCamera( fov, aspect, near, far );
+ cameraPY.up.set( 0, 0, 1 );
+ cameraPY.lookAt( new THREE.Vector3( 0, 1, 0 ) );
+ this.add( cameraPY );
+
+ var cameraNY = new THREE.PerspectiveCamera( fov, aspect, near, far );
+ cameraNY.up.set( 0, 0, -1 );
+ cameraNY.lookAt( new THREE.Vector3( 0, -1, 0 ) );
+ this.add( cameraNY );
+
+ var cameraPZ = new THREE.PerspectiveCamera( fov, aspect, near, far );
+ cameraPZ.up.set( 0, -1, 0 );
+ cameraPZ.lookAt( new THREE.Vector3( 0, 0, 1 ) );
+ this.add( cameraPZ );
+
+ var cameraNZ = new THREE.PerspectiveCamera( fov, aspect, near, far );
+ cameraNZ.up.set( 0, -1, 0 );
+ cameraNZ.lookAt( new THREE.Vector3( 0, 0, -1 ) );
+ this.add( cameraNZ );
+
+ this.renderTarget = new THREE.WebGLRenderTargetCube( cubeResolution, cubeResolution, { format: THREE.RGBFormat, magFilter: THREE.LinearFilter, minFilter: THREE.LinearFilter } );
+
+ this.updateCubeMap = function ( renderer, scene ) {
+
+ var renderTarget = this.renderTarget;
+ var generateMipmaps = renderTarget.generateMipmaps;
+
+ renderTarget.generateMipmaps = false;
+
+ renderTarget.activeCubeFace = 0;
+ renderer.render( scene, cameraPX, renderTarget );
+
+ renderTarget.activeCubeFace = 1;
+ renderer.render( scene, cameraNX, renderTarget );
+
+ renderTarget.activeCubeFace = 2;
+ renderer.render( scene, cameraPY, renderTarget );
+
+ renderTarget.activeCubeFace = 3;
+ renderer.render( scene, cameraNY, renderTarget );
+
+ renderTarget.activeCubeFace = 4;
+ renderer.render( scene, cameraPZ, renderTarget );
+
+ renderTarget.generateMipmaps = generateMipmaps;
+
+ renderTarget.activeCubeFace = 5;
+ renderer.render( scene, cameraNZ, renderTarget );
+
+ };
+
+};
+
+THREE.CubeCamera.prototype = Object.create( THREE.Object3D.prototype );
+/*
+ * @author zz85 / http://twitter.com/blurspline / http://www.lab4games.net/zz85/blog
+ *
+ * A general perpose camera, for setting FOV, Lens Focal Length,
+ * and switching between perspective and orthographic views easily.
+ * Use this only if you do not wish to manage
+ * both a Orthographic and Perspective Camera
+ *
+ */
+
+
+THREE.CombinedCamera = function ( width, height, fov, near, far, orthoNear, orthoFar ) {
+
+ THREE.Camera.call( this );
+
+ this.fov = fov;
+
+ this.left = -width / 2;
+ this.right = width / 2
+ this.top = height / 2;
+ this.bottom = -height / 2;
+
+ // We could also handle the projectionMatrix internally, but just wanted to test nested camera objects
+
+ this.cameraO = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, orthoNear, orthoFar );
+ this.cameraP = new THREE.PerspectiveCamera( fov, width / height, near, far );
+
+ this.zoom = 1;
+
+ this.toPerspective();
+
+ var aspect = width/height;
+
+};
+
+THREE.CombinedCamera.prototype = Object.create( THREE.Camera.prototype );
+
+THREE.CombinedCamera.prototype.toPerspective = function () {
+
+ // Switches to the Perspective Camera
+
+ this.near = this.cameraP.near;
+ this.far = this.cameraP.far;
+
+ this.cameraP.fov = this.fov / this.zoom ;
+
+ this.cameraP.updateProjectionMatrix();
+
+ this.projectionMatrix = this.cameraP.projectionMatrix;
+
+ this.inPerspectiveMode = true;
+ this.inOrthographicMode = false;
+
+};
+
+THREE.CombinedCamera.prototype.toOrthographic = function () {
+
+ // Switches to the Orthographic camera estimating viewport from Perspective
+
+ var fov = this.fov;
+ var aspect = this.cameraP.aspect;
+ var near = this.cameraP.near;
+ var far = this.cameraP.far;
+
+ // The size that we set is the mid plane of the viewing frustum
+
+ var hyperfocus = ( near + far ) / 2;
+
+ var halfHeight = Math.tan( fov / 2 ) * hyperfocus;
+ var planeHeight = 2 * halfHeight;
+ var planeWidth = planeHeight * aspect;
+ var halfWidth = planeWidth / 2;
+
+ halfHeight /= this.zoom;
+ halfWidth /= this.zoom;
+
+ this.cameraO.left = -halfWidth;
+ this.cameraO.right = halfWidth;
+ this.cameraO.top = halfHeight;
+ this.cameraO.bottom = -halfHeight;
+
+ // this.cameraO.left = -farHalfWidth;
+ // this.cameraO.right = farHalfWidth;
+ // this.cameraO.top = farHalfHeight;
+ // this.cameraO.bottom = -farHalfHeight;
+
+ // this.cameraO.left = this.left / this.zoom;
+ // this.cameraO.right = this.right / this.zoom;
+ // this.cameraO.top = this.top / this.zoom;
+ // this.cameraO.bottom = this.bottom / this.zoom;
+
+ this.cameraO.updateProjectionMatrix();
+
+ this.near = this.cameraO.near;
+ this.far = this.cameraO.far;
+ this.projectionMatrix = this.cameraO.projectionMatrix;
+
+ this.inPerspectiveMode = false;
+ this.inOrthographicMode = true;
+
+};
+
+
+THREE.CombinedCamera.prototype.setSize = function( width, height ) {
+
+ this.cameraP.aspect = width / height;
+ this.left = -width / 2;
+ this.right = width / 2
+ this.top = height / 2;
+ this.bottom = -height / 2;
+
+};
+
+
+THREE.CombinedCamera.prototype.setFov = function( fov ) {
+
+ this.fov = fov;
+
+ if ( this.inPerspectiveMode ) {
+
+ this.toPerspective();
+
+ } else {
+
+ this.toOrthographic();
+
+ }
+
+};
+
+// For mantaining similar API with PerspectiveCamera
+
+THREE.CombinedCamera.prototype.updateProjectionMatrix = function() {
+
+ if ( this.inPerspectiveMode ) {
+
+ this.toPerspective();
+
+ } else {
+
+ this.toPerspective();
+ this.toOrthographic();
+
+ }
+
+};
+
+/*
+* Uses Focal Length (in mm) to estimate and set FOV
+* 35mm (fullframe) camera is used if frame size is not specified;
+* Formula based on http://www.bobatkins.com/photography/technical/field_of_view.html
+*/
+THREE.CombinedCamera.prototype.setLens = function ( focalLength, frameHeight ) {
+
+ if ( frameHeight === undefined ) frameHeight = 24;
+
+ var fov = 2 * THREE.Math.radToDeg( Math.atan( frameHeight / ( focalLength * 2 ) ) );
+
+ this.setFov( fov );
+
+ return fov;
+};
+
+
+THREE.CombinedCamera.prototype.setZoom = function( zoom ) {
+
+ this.zoom = zoom;
+
+ if ( this.inPerspectiveMode ) {
+
+ this.toPerspective();
+
+ } else {
+
+ this.toOrthographic();
+
+ }
+
+};
+
+THREE.CombinedCamera.prototype.toFrontView = function() {
+
+ this.rotation.x = 0;
+ this.rotation.y = 0;
+ this.rotation.z = 0;
+
+ // should we be modifing the matrix instead?
+
+ this.rotationAutoUpdate = false;
+
+};
+
+THREE.CombinedCamera.prototype.toBackView = function() {
+
+ this.rotation.x = 0;
+ this.rotation.y = Math.PI;
+ this.rotation.z = 0;
+ this.rotationAutoUpdate = false;
+
+};
+
+THREE.CombinedCamera.prototype.toLeftView = function() {
+
+ this.rotation.x = 0;
+ this.rotation.y = - Math.PI / 2;
+ this.rotation.z = 0;
+ this.rotationAutoUpdate = false;
+
+};
+
+THREE.CombinedCamera.prototype.toRightView = function() {
+
+ this.rotation.x = 0;
+ this.rotation.y = Math.PI / 2;
+ this.rotation.z = 0;
+ this.rotationAutoUpdate = false;
+
+};
+
+THREE.CombinedCamera.prototype.toTopView = function() {
+
+ this.rotation.x = - Math.PI / 2;
+ this.rotation.y = 0;
+ this.rotation.z = 0;
+ this.rotationAutoUpdate = false;
+
+};
+
+THREE.CombinedCamera.prototype.toBottomView = function() {
+
+ this.rotation.x = Math.PI / 2;
+ this.rotation.y = 0;
+ this.rotation.z = 0;
+ this.rotationAutoUpdate = false;
+
+};
+
+/**
+ * @author hughes
+ */
+
+THREE.CircleGeometry = function ( radius, segments, thetaStart, thetaLength ) {
+
+ THREE.Geometry.call( this );
+
+ radius = radius || 50;
+
+ thetaStart = thetaStart !== undefined ? thetaStart : 0;
+ thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
+ segments = segments !== undefined ? Math.max( 3, segments ) : 8;
+
+ var i, uvs = [],
+ center = new THREE.Vector3(), centerUV = new THREE.Vector2( 0.5, 0.5 );
+
+ this.vertices.push(center);
+ uvs.push( centerUV );
+
+ for ( i = 0; i <= segments; i ++ ) {
+
+ var vertex = new THREE.Vector3();
+ var segment = thetaStart + i / segments * thetaLength;
+
+ vertex.x = radius * Math.cos( segment );
+ vertex.y = radius * Math.sin( segment );
+
+ this.vertices.push( vertex );
+ uvs.push( new THREE.Vector2( ( vertex.x / radius + 1 ) / 2, ( vertex.y / radius + 1 ) / 2 ) );
+
+ }
+
+ var n = new THREE.Vector3( 0, 0, 1 );
+
+ for ( i = 1; i <= segments; i ++ ) {
+
+ var v1 = i;
+ var v2 = i + 1 ;
+ var v3 = 0;
+
+ this.faces.push( new THREE.Face3( v1, v2, v3, [ n, n, n ] ) );
+ this.faceVertexUvs[ 0 ].push( [ uvs[ i ], uvs[ i + 1 ], centerUV ] );
+
+ }
+
+ this.computeCentroids();
+ this.computeFaceNormals();
+
+ this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
+
+};
+
+THREE.CircleGeometry.prototype = Object.create( THREE.Geometry.prototype );
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Cube.as
+ */
+
+THREE.CubeGeometry = function ( width, height, depth, widthSegments, heightSegments, depthSegments ) {
+
+ THREE.Geometry.call( this );
+
+ var scope = this;
+
+ this.width = width;
+ this.height = height;
+ this.depth = depth;
+
+ this.widthSegments = widthSegments || 1;
+ this.heightSegments = heightSegments || 1;
+ this.depthSegments = depthSegments || 1;
+
+ var width_half = this.width / 2;
+ var height_half = this.height / 2;
+ var depth_half = this.depth / 2;
+
+ buildPlane( 'z', 'y', - 1, - 1, this.depth, this.height, width_half, 0 ); // px
+ buildPlane( 'z', 'y', 1, - 1, this.depth, this.height, - width_half, 1 ); // nx
+ buildPlane( 'x', 'z', 1, 1, this.width, this.depth, height_half, 2 ); // py
+ buildPlane( 'x', 'z', 1, - 1, this.width, this.depth, - height_half, 3 ); // ny
+ buildPlane( 'x', 'y', 1, - 1, this.width, this.height, depth_half, 4 ); // pz
+ buildPlane( 'x', 'y', - 1, - 1, this.width, this.height, - depth_half, 5 ); // nz
+
+ function buildPlane( u, v, udir, vdir, width, height, depth, materialIndex ) {
+
+ var w, ix, iy,
+ gridX = scope.widthSegments,
+ gridY = scope.heightSegments,
+ width_half = width / 2,
+ height_half = height / 2,
+ offset = scope.vertices.length;
+
+ if ( ( u === 'x' && v === 'y' ) || ( u === 'y' && v === 'x' ) ) {
+
+ w = 'z';
+
+ } else if ( ( u === 'x' && v === 'z' ) || ( u === 'z' && v === 'x' ) ) {
+
+ w = 'y';
+ gridY = scope.depthSegments;
+
+ } else if ( ( u === 'z' && v === 'y' ) || ( u === 'y' && v === 'z' ) ) {
+
+ w = 'x';
+ gridX = scope.depthSegments;
+
+ }
+
+ var gridX1 = gridX + 1,
+ gridY1 = gridY + 1,
+ segment_width = width / gridX,
+ segment_height = height / gridY,
+ normal = new THREE.Vector3();
+
+ normal[ w ] = depth > 0 ? 1 : - 1;
+
+ for ( iy = 0; iy < gridY1; iy ++ ) {
+
+ for ( ix = 0; ix < gridX1; ix ++ ) {
+
+ var vector = new THREE.Vector3();
+ vector[ u ] = ( ix * segment_width - width_half ) * udir;
+ vector[ v ] = ( iy * segment_height - height_half ) * vdir;
+ vector[ w ] = depth;
+
+ scope.vertices.push( vector );
+
+ }
+
+ }
+
+ for ( iy = 0; iy < gridY; iy++ ) {
+
+ for ( ix = 0; ix < gridX; ix++ ) {
+
+ var a = ix + gridX1 * iy;
+ var b = ix + gridX1 * ( iy + 1 );
+ var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
+ var d = ( ix + 1 ) + gridX1 * iy;
+
+ var face = new THREE.Face4( a + offset, b + offset, c + offset, d + offset );
+ face.normal.copy( normal );
+ face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone(), normal.clone() );
+ face.materialIndex = materialIndex;
+
+ scope.faces.push( face );
+ scope.faceVertexUvs[ 0 ].push( [
+ new THREE.Vector2( ix / gridX, 1 - iy / gridY ),
+ new THREE.Vector2( ix / gridX, 1 - ( iy + 1 ) / gridY ),
+ new THREE.Vector2( ( ix + 1 ) / gridX, 1- ( iy + 1 ) / gridY ),
+ new THREE.Vector2( ( ix + 1 ) / gridX, 1 - iy / gridY )
+ ] );
+
+ }
+
+ }
+
+ }
+
+ this.computeCentroids();
+ this.mergeVertices();
+
+};
+
+THREE.CubeGeometry.prototype = Object.create( THREE.Geometry.prototype );
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.CylinderGeometry = function ( radiusTop, radiusBottom, height, radiusSegments, heightSegments, openEnded ) {
+
+ THREE.Geometry.call( this );
+
+ this.radiusTop = radiusTop = radiusTop !== undefined ? radiusTop : 20;
+ this.radiusBottom = radiusBottom = radiusBottom !== undefined ? radiusBottom : 20;
+ this.height = height = height !== undefined ? height : 100;
+
+ this.radiusSegments = radiusSegments = radiusSegments || 8;
+ this.heightSegments = heightSegments = heightSegments || 1;
+
+ this.openEnded = openEnded = openEnded !== undefined ? openEnded : false;
+
+ var heightHalf = height / 2;
+
+ var x, y, vertices = [], uvs = [];
+
+ for ( y = 0; y <= heightSegments; y ++ ) {
+
+ var verticesRow = [];
+ var uvsRow = [];
+
+ var v = y / heightSegments;
+ var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
+
+ for ( x = 0; x <= radiusSegments; x ++ ) {
+
+ var u = x / radiusSegments;
+
+ var vertex = new THREE.Vector3();
+ vertex.x = radius * Math.sin( u * Math.PI * 2 );
+ vertex.y = - v * height + heightHalf;
+ vertex.z = radius * Math.cos( u * Math.PI * 2 );
+
+ this.vertices.push( vertex );
+
+ verticesRow.push( this.vertices.length - 1 );
+ uvsRow.push( new THREE.Vector2( u, 1 - v ) );
+
+ }
+
+ vertices.push( verticesRow );
+ uvs.push( uvsRow );
+
+ }
+
+ var tanTheta = ( radiusBottom - radiusTop ) / height;
+ var na, nb;
+
+ for ( x = 0; x < radiusSegments; x ++ ) {
+
+ if ( radiusTop !== 0 ) {
+
+ na = this.vertices[ vertices[ 0 ][ x ] ].clone();
+ nb = this.vertices[ vertices[ 0 ][ x + 1 ] ].clone();
+
+ } else {
+
+ na = this.vertices[ vertices[ 1 ][ x ] ].clone();
+ nb = this.vertices[ vertices[ 1 ][ x + 1 ] ].clone();
+
+ }
+
+ na.setY( Math.sqrt( na.x * na.x + na.z * na.z ) * tanTheta ).normalize();
+ nb.setY( Math.sqrt( nb.x * nb.x + nb.z * nb.z ) * tanTheta ).normalize();
+
+ for ( y = 0; y < heightSegments; y ++ ) {
+
+ var v1 = vertices[ y ][ x ];
+ var v2 = vertices[ y + 1 ][ x ];
+ var v3 = vertices[ y + 1 ][ x + 1 ];
+ var v4 = vertices[ y ][ x + 1 ];
+
+ var n1 = na.clone();
+ var n2 = na.clone();
+ var n3 = nb.clone();
+ var n4 = nb.clone();
+
+ var uv1 = uvs[ y ][ x ].clone();
+ var uv2 = uvs[ y + 1 ][ x ].clone();
+ var uv3 = uvs[ y + 1 ][ x + 1 ].clone();
+ var uv4 = uvs[ y ][ x + 1 ].clone();
+
+ this.faces.push( new THREE.Face4( v1, v2, v3, v4, [ n1, n2, n3, n4 ] ) );
+ this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3, uv4 ] );
+
+ }
+
+ }
+
+ // top cap
+
+ if ( openEnded === false && radiusTop > 0 ) {
+
+ this.vertices.push( new THREE.Vector3( 0, heightHalf, 0 ) );
+
+ for ( x = 0; x < radiusSegments; x ++ ) {
+
+ var v1 = vertices[ 0 ][ x ];
+ var v2 = vertices[ 0 ][ x + 1 ];
+ var v3 = this.vertices.length - 1;
+
+ var n1 = new THREE.Vector3( 0, 1, 0 );
+ var n2 = new THREE.Vector3( 0, 1, 0 );
+ var n3 = new THREE.Vector3( 0, 1, 0 );
+
+ var uv1 = uvs[ 0 ][ x ].clone();
+ var uv2 = uvs[ 0 ][ x + 1 ].clone();
+ var uv3 = new THREE.Vector2( uv2.u, 0 );
+
+ this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
+ this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
+
+ }
+
+ }
+
+ // bottom cap
+
+ if ( openEnded === false && radiusBottom > 0 ) {
+
+ this.vertices.push( new THREE.Vector3( 0, - heightHalf, 0 ) );
+
+ for ( x = 0; x < radiusSegments; x ++ ) {
+
+ var v1 = vertices[ y ][ x + 1 ];
+ var v2 = vertices[ y ][ x ];
+ var v3 = this.vertices.length - 1;
+
+ var n1 = new THREE.Vector3( 0, - 1, 0 );
+ var n2 = new THREE.Vector3( 0, - 1, 0 );
+ var n3 = new THREE.Vector3( 0, - 1, 0 );
+
+ var uv1 = uvs[ y ][ x + 1 ].clone();
+ var uv2 = uvs[ y ][ x ].clone();
+ var uv3 = new THREE.Vector2( uv2.u, 1 );
+
+ this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
+ this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
+
+ }
+
+ }
+
+ this.computeCentroids();
+ this.computeFaceNormals();
+
+}
+
+THREE.CylinderGeometry.prototype = Object.create( THREE.Geometry.prototype );
+/**
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ *
+ * Creates extruded geometry from a path shape.
+ *
+ * parameters = {
+ *
+ * size: <float>, // size of the text
+ * height: <float>, // thickness to extrude text
+ * curveSegments: <int>, // number of points on the curves
+ * steps: <int>, // number of points for z-side extrusions / used for subdividing segements of extrude spline too
+ * amount: <int>, // Amount
+ *
+ * bevelEnabled: <bool>, // turn on bevel
+ * bevelThickness: <float>, // how deep into text bevel goes
+ * bevelSize: <float>, // how far from text outline is bevel
+ * bevelSegments: <int>, // number of bevel layers
+ *
+ * extrudePath: <THREE.CurvePath> // 3d spline path to extrude shape along. (creates Frames if .frames aren't defined)
+ * frames: <THREE.TubeGeometry.FrenetFrames> // containing arrays of tangents, normals, binormals
+ *
+ * material: <int> // material index for front and back faces
+ * extrudeMaterial: <int> // material index for extrusion and beveled faces
+ * uvGenerator: <Object> // object that provides UV generator functions
+ *
+ * }
+ **/
+
+THREE.ExtrudeGeometry = function ( shapes, options ) {
+
+ if ( typeof( shapes ) === "undefined" ) {
+ shapes = [];
+ return;
+ }
+
+ THREE.Geometry.call( this );
+
+ shapes = shapes instanceof Array ? shapes : [ shapes ];
+
+ this.shapebb = shapes[ shapes.length - 1 ].getBoundingBox();
+
+ this.addShapeList( shapes, options );
+
+ this.computeCentroids();
+ this.computeFaceNormals();
+
+ // can't really use automatic vertex normals
+ // as then front and back sides get smoothed too
+ // should do separate smoothing just for sides
+
+ //this.computeVertexNormals();
+
+ //console.log( "took", ( Date.now() - startTime ) );
+
+};
+
+THREE.ExtrudeGeometry.prototype = Object.create( THREE.Geometry.prototype );
+
+THREE.ExtrudeGeometry.prototype.addShapeList = function ( shapes, options ) {
+ var sl = shapes.length;
+
+ for ( var s = 0; s < sl; s ++ ) {
+ var shape = shapes[ s ];
+ this.addShape( shape, options );
+ }
+};
+
+THREE.ExtrudeGeometry.prototype.addShape = function ( shape, options ) {
+
+ var amount = options.amount !== undefined ? options.amount : 100;
+
+ var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6; // 10
+ var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2; // 8
+ var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
+
+ var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true; // false
+
+ var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
+
+ var steps = options.steps !== undefined ? options.steps : 1;
+
+ var extrudePath = options.extrudePath;
+ var extrudePts, extrudeByPath = false;
+
+ var material = options.material;
+ var extrudeMaterial = options.extrudeMaterial;
+
+ // Use default WorldUVGenerator if no UV generators are specified.
+ var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : THREE.ExtrudeGeometry.WorldUVGenerator;
+
+ var shapebb = this.shapebb;
+ //shapebb = shape.getBoundingBox();
+
+
+
+ var splineTube, binormal, normal, position2;
+ if ( extrudePath ) {
+
+ extrudePts = extrudePath.getSpacedPoints( steps );
+
+ extrudeByPath = true;
+ bevelEnabled = false; // bevels not supported for path extrusion
+
+ // SETUP TNB variables
+
+ // Reuse TNB from TubeGeomtry for now.
+ // TODO1 - have a .isClosed in spline?
+
+ splineTube = options.frames !== undefined ? options.frames : new THREE.TubeGeometry.FrenetFrames(extrudePath, steps, false);
+
+ // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
+
+ binormal = new THREE.Vector3();
+ normal = new THREE.Vector3();
+ position2 = new THREE.Vector3();
+
+ }
+
+ // Safeguards if bevels are not enabled
+
+ if ( ! bevelEnabled ) {
+
+ bevelSegments = 0;
+ bevelThickness = 0;
+ bevelSize = 0;
+
+ }
+
+ // Variables initalization
+
+ var ahole, h, hl; // looping of holes
+ var scope = this;
+ var bevelPoints = [];
+
+ var shapesOffset = this.vertices.length;
+
+ var shapePoints = shape.extractPoints( curveSegments );
+
+ var vertices = shapePoints.shape;
+ var holes = shapePoints.holes;
+
+ var reverse = !THREE.Shape.Utils.isClockWise( vertices ) ;
+
+ if ( reverse ) {
+
+ vertices = vertices.reverse();
+
+ // Maybe we should also check if holes are in the opposite direction, just to be safe ...
+
+ for ( h = 0, hl = holes.length; h < hl; h ++ ) {
+
+ ahole = holes[ h ];
+
+ if ( THREE.Shape.Utils.isClockWise( ahole ) ) {
+
+ holes[ h ] = ahole.reverse();
+
+ }
+
+ }
+
+ reverse = false; // If vertices are in order now, we shouldn't need to worry about them again (hopefully)!
+
+ }
+
+
+ var faces = THREE.Shape.Utils.triangulateShape ( vertices, holes );
+
+ /* Vertices */
+
+ var contour = vertices; // vertices has all points but contour has only points of circumference
+
+ for ( h = 0, hl = holes.length; h < hl; h ++ ) {
+
+ ahole = holes[ h ];
+
+ vertices = vertices.concat( ahole );
+
+ }
+
+
+ function scalePt2 ( pt, vec, size ) {
+
+ if ( !vec ) console.log( "die" );
+
+ return vec.clone().multiplyScalar( size ).add( pt );
+
+ }
+
+ var b, bs, t, z,
+ vert, vlen = vertices.length,
+ face, flen = faces.length,
+ cont, clen = contour.length;
+
+
+ // Find directions for point movement
+
+ var RAD_TO_DEGREES = 180 / Math.PI;
+
+
+ function getBevelVec( pt_i, pt_j, pt_k ) {
+
+ // Algorithm 2
+
+ return getBevelVec2( pt_i, pt_j, pt_k );
+
+ }
+
+ function getBevelVec1( pt_i, pt_j, pt_k ) {
+
+ var anglea = Math.atan2( pt_j.y - pt_i.y, pt_j.x - pt_i.x );
+ var angleb = Math.atan2( pt_k.y - pt_i.y, pt_k.x - pt_i.x );
+
+ if ( anglea > angleb ) {
+
+ angleb += Math.PI * 2;
+
+ }
+
+ var anglec = ( anglea + angleb ) / 2;
+
+
+ //console.log('angle1', anglea * RAD_TO_DEGREES,'angle2', angleb * RAD_TO_DEGREES, 'anglec', anglec *RAD_TO_DEGREES);
+
+ var x = - Math.cos( anglec );
+ var y = - Math.sin( anglec );
+
+ var vec = new THREE.Vector2( x, y ); //.normalize();
+
+ return vec;
+
+ }
+
+ function getBevelVec2( pt_i, pt_j, pt_k ) {
+
+ var a = THREE.ExtrudeGeometry.__v1,
+ b = THREE.ExtrudeGeometry.__v2,
+ v_hat = THREE.ExtrudeGeometry.__v3,
+ w_hat = THREE.ExtrudeGeometry.__v4,
+ p = THREE.ExtrudeGeometry.__v5,
+ q = THREE.ExtrudeGeometry.__v6,
+ v, w,
+ v_dot_w_hat, q_sub_p_dot_w_hat,
+ s, intersection;
+
+ // good reading for line-line intersection
+ // http://sputsoft.com/blog/2010/03/line-line-intersection.html
+
+ // define a as vector j->i
+ // define b as vectot k->i
+
+ a.set( pt_i.x - pt_j.x, pt_i.y - pt_j.y );
+ b.set( pt_i.x - pt_k.x, pt_i.y - pt_k.y );
+
+ // get unit vectors
+
+ v = a.normalize();
+ w = b.normalize();
+
+ // normals from pt i
+
+ v_hat.set( -v.y, v.x );
+ w_hat.set( w.y, -w.x );
+
+ // pts from i
+
+ p.copy( pt_i ).add( v_hat );
+ q.copy( pt_i ).add( w_hat );
+
+ if ( p.equals( q ) ) {
+
+ //console.log("Warning: lines are straight");
+ return w_hat.clone();
+
+ }
+
+ // Points from j, k. helps prevents points cross overover most of the time
+
+ p.copy( pt_j ).add( v_hat );
+ q.copy( pt_k ).add( w_hat );
+
+ v_dot_w_hat = v.dot( w_hat );
+ q_sub_p_dot_w_hat = q.sub( p ).dot( w_hat );
+
+ // We should not reach these conditions
+
+ if ( v_dot_w_hat === 0 ) {
+
+ console.log( "Either infinite or no solutions!" );
+
+ if ( q_sub_p_dot_w_hat === 0 ) {
+
+ console.log( "Its finite solutions." );
+
+ } else {
+
+ console.log( "Too bad, no solutions." );
+
+ }
+
+ }
+
+ s = q_sub_p_dot_w_hat / v_dot_w_hat;
+
+ if ( s < 0 ) {
+
+ // in case of emergecy, revert to algorithm 1.
+
+ return getBevelVec1( pt_i, pt_j, pt_k );
+
+ }
+
+ intersection = v.multiplyScalar( s ).add( p );
+
+ return intersection.sub( pt_i ).clone(); // Don't normalize!, otherwise sharp corners become ugly
+
+ }
+
+ var contourMovements = [];
+
+ for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
+
+ if ( j === il ) j = 0;
+ if ( k === il ) k = 0;
+
+ // (j)---(i)---(k)
+ // console.log('i,j,k', i, j , k)
+
+ var pt_i = contour[ i ];
+ var pt_j = contour[ j ];
+ var pt_k = contour[ k ];
+
+ contourMovements[ i ]= getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
+
+ }
+
+ var holesMovements = [], oneHoleMovements, verticesMovements = contourMovements.concat();
+
+ for ( h = 0, hl = holes.length; h < hl; h ++ ) {
+
+ ahole = holes[ h ];
+
+ oneHoleMovements = [];
+
+ for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
+
+ if ( j === il ) j = 0;
+ if ( k === il ) k = 0;
+
+ // (j)---(i)---(k)
+ oneHoleMovements[ i ]= getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
+
+ }
+
+ holesMovements.push( oneHoleMovements );
+ verticesMovements = verticesMovements.concat( oneHoleMovements );
+
+ }
+
+
+ // Loop bevelSegments, 1 for the front, 1 for the back
+
+ for ( b = 0; b < bevelSegments; b ++ ) {
+ //for ( b = bevelSegments; b > 0; b -- ) {
+
+ t = b / bevelSegments;
+ z = bevelThickness * ( 1 - t );
+
+ //z = bevelThickness * t;
+ bs = bevelSize * ( Math.sin ( t * Math.PI/2 ) ) ; // curved
+ //bs = bevelSize * t ; // linear
+
+ // contract shape
+
+ for ( i = 0, il = contour.length; i < il; i ++ ) {
+
+ vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
+ //vert = scalePt( contour[ i ], contourCentroid, bs, false );
+ v( vert.x, vert.y, - z );
+
+ }
+
+ // expand holes
+
+ for ( h = 0, hl = holes.length; h < hl; h++ ) {
+
+ ahole = holes[ h ];
+ oneHoleMovements = holesMovements[ h ];
+
+ for ( i = 0, il = ahole.length; i < il; i++ ) {
+
+ vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
+ //vert = scalePt( ahole[ i ], holesCentroids[ h ], bs, true );
+
+ v( vert.x, vert.y, -z );
+
+ }
+
+ }
+
+ }
+
+ bs = bevelSize;
+
+ // Back facing vertices
+
+ for ( i = 0; i < vlen; i ++ ) {
+
+ vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
+
+ if ( !extrudeByPath ) {
+
+ v( vert.x, vert.y, 0 );
+
+ } else {
+
+ // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
+
+ normal.copy( splineTube.normals[0] ).multiplyScalar(vert.x);
+ binormal.copy( splineTube.binormals[0] ).multiplyScalar(vert.y);
+
+ position2.copy( extrudePts[0] ).add(normal).add(binormal);
+
+ v( position2.x, position2.y, position2.z );
+
+ }
+
+ }
+
+ // Add stepped vertices...
+ // Including front facing vertices
+
+ var s;
+
+ for ( s = 1; s <= steps; s ++ ) {
+
+ for ( i = 0; i < vlen; i ++ ) {
+
+ vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
+
+ if ( !extrudeByPath ) {
+
+ v( vert.x, vert.y, amount / steps * s );
+
+ } else {
+
+ // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
+
+ normal.copy( splineTube.normals[s] ).multiplyScalar( vert.x );
+ binormal.copy( splineTube.binormals[s] ).multiplyScalar( vert.y );
+
+ position2.copy( extrudePts[s] ).add( normal ).add( binormal );
+
+ v( position2.x, position2.y, position2.z );
+
+ }
+
+ }
+
+ }
+
+
+ // Add bevel segments planes
+
+ //for ( b = 1; b <= bevelSegments; b ++ ) {
+ for ( b = bevelSegments - 1; b >= 0; b -- ) {
+
+ t = b / bevelSegments;
+ z = bevelThickness * ( 1 - t );
+ //bs = bevelSize * ( 1-Math.sin ( ( 1 - t ) * Math.PI/2 ) );
+ bs = bevelSize * Math.sin ( t * Math.PI/2 ) ;
+
+ // contract shape
+
+ for ( i = 0, il = contour.length; i < il; i ++ ) {
+
+ vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
+ v( vert.x, vert.y, amount + z );
+
+ }
+
+ // expand holes
+
+ for ( h = 0, hl = holes.length; h < hl; h ++ ) {
+
+ ahole = holes[ h ];
+ oneHoleMovements = holesMovements[ h ];
+
+ for ( i = 0, il = ahole.length; i < il; i ++ ) {
+
+ vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
+
+ if ( !extrudeByPath ) {
+
+ v( vert.x, vert.y, amount + z );
+
+ } else {
+
+ v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
+
+ }
+
+ }
+
+ }
+
+ }
+
+ /* Faces */
+
+ // Top and bottom faces
+
+ buildLidFaces();
+
+ // Sides faces
+
+ buildSideFaces();
+
+
+ ///// Internal functions
+
+ function buildLidFaces() {
+
+ if ( bevelEnabled ) {
+
+ var layer = 0 ; // steps + 1
+ var offset = vlen * layer;
+
+ // Bottom faces
+
+ for ( i = 0; i < flen; i ++ ) {
+
+ face = faces[ i ];
+ f3( face[ 2 ]+ offset, face[ 1 ]+ offset, face[ 0 ] + offset, true );
+
+ }
+
+ layer = steps + bevelSegments * 2;
+ offset = vlen * layer;
+
+ // Top faces
+
+ for ( i = 0; i < flen; i ++ ) {
+
+ face = faces[ i ];
+ f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset, false );
+
+ }
+
+ } else {
+
+ // Bottom faces
+
+ for ( i = 0; i < flen; i++ ) {
+
+ face = faces[ i ];
+ f3( face[ 2 ], face[ 1 ], face[ 0 ], true );
+
+ }
+
+ // Top faces
+
+ for ( i = 0; i < flen; i ++ ) {
+
+ face = faces[ i ];
+ f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps, false );
+
+ }
+ }
+
+ }
+
+ // Create faces for the z-sides of the shape
+
+ function buildSideFaces() {
+
+ var layeroffset = 0;
+ sidewalls( contour, layeroffset );
+ layeroffset += contour.length;
+
+ for ( h = 0, hl = holes.length; h < hl; h ++ ) {
+
+ ahole = holes[ h ];
+ sidewalls( ahole, layeroffset );
+
+ //, true
+ layeroffset += ahole.length;
+
+ }
+
+ }
+
+ function sidewalls( contour, layeroffset ) {
+
+ var j, k;
+ i = contour.length;
+
+ while ( --i >= 0 ) {
+
+ j = i;
+ k = i - 1;
+ if ( k < 0 ) k = contour.length - 1;
+
+ //console.log('b', i,j, i-1, k,vertices.length);
+
+ var s = 0, sl = steps + bevelSegments * 2;
+
+ for ( s = 0; s < sl; s ++ ) {
+
+ var slen1 = vlen * s;
+ var slen2 = vlen * ( s + 1 );
+
+ var a = layeroffset + j + slen1,
+ b = layeroffset + k + slen1,
+ c = layeroffset + k + slen2,
+ d = layeroffset + j + slen2;
+
+ f4( a, b, c, d, contour, s, sl, j, k );
+
+ }
+ }
+
+ }
+
+
+ function v( x, y, z ) {
+
+ scope.vertices.push( new THREE.Vector3( x, y, z ) );
+
+ }
+
+ function f3( a, b, c, isBottom ) {
+
+ a += shapesOffset;
+ b += shapesOffset;
+ c += shapesOffset;
+
+ // normal, color, material
+ scope.faces.push( new THREE.Face3( a, b, c, null, null, material ) );
+
+ var uvs = isBottom ? uvgen.generateBottomUV( scope, shape, options, a, b, c ) : uvgen.generateTopUV( scope, shape, options, a, b, c );
+
+ scope.faceVertexUvs[ 0 ].push( uvs );
+
+ }
+
+ function f4( a, b, c, d, wallContour, stepIndex, stepsLength, contourIndex1, contourIndex2 ) {
+
+ a += shapesOffset;
+ b += shapesOffset;
+ c += shapesOffset;
+ d += shapesOffset;
+
+ scope.faces.push( new THREE.Face4( a, b, c, d, null, null, extrudeMaterial ) );
+
+ var uvs = uvgen.generateSideWallUV( scope, shape, wallContour, options, a, b, c, d,
+ stepIndex, stepsLength, contourIndex1, contourIndex2 );
+ scope.faceVertexUvs[ 0 ].push( uvs );
+
+ }
+
+};
+
+THREE.ExtrudeGeometry.WorldUVGenerator = {
+
+ generateTopUV: function( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC ) {
+ var ax = geometry.vertices[ indexA ].x,
+ ay = geometry.vertices[ indexA ].y,
+
+ bx = geometry.vertices[ indexB ].x,
+ by = geometry.vertices[ indexB ].y,
+
+ cx = geometry.vertices[ indexC ].x,
+ cy = geometry.vertices[ indexC ].y;
+
+ return [
+ new THREE.Vector2( ax, ay ),
+ new THREE.Vector2( bx, by ),
+ new THREE.Vector2( cx, cy )
+ ];
+
+ },
+
+ generateBottomUV: function( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC ) {
+
+ return this.generateTopUV( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC );
+
+ },
+
+ generateSideWallUV: function( geometry, extrudedShape, wallContour, extrudeOptions,
+ indexA, indexB, indexC, indexD, stepIndex, stepsLength,
+ contourIndex1, contourIndex2 ) {
+
+ var ax = geometry.vertices[ indexA ].x,
+ ay = geometry.vertices[ indexA ].y,
+ az = geometry.vertices[ indexA ].z,
+
+ bx = geometry.vertices[ indexB ].x,
+ by = geometry.vertices[ indexB ].y,
+ bz = geometry.vertices[ indexB ].z,
+
+ cx = geometry.vertices[ indexC ].x,
+ cy = geometry.vertices[ indexC ].y,
+ cz = geometry.vertices[ indexC ].z,
+
+ dx = geometry.vertices[ indexD ].x,
+ dy = geometry.vertices[ indexD ].y,
+ dz = geometry.vertices[ indexD ].z;
+
+ if ( Math.abs( ay - by ) < 0.01 ) {
+ return [
+ new THREE.Vector2( ax, 1 - az ),
+ new THREE.Vector2( bx, 1 - bz ),
+ new THREE.Vector2( cx, 1 - cz ),
+ new THREE.Vector2( dx, 1 - dz )
+ ];
+ } else {
+ return [
+ new THREE.Vector2( ay, 1 - az ),
+ new THREE.Vector2( by, 1 - bz ),
+ new THREE.Vector2( cy, 1 - cz ),
+ new THREE.Vector2( dy, 1 - dz )
+ ];
+ }
+ }
+};
+
+THREE.ExtrudeGeometry.__v1 = new THREE.Vector2();
+THREE.ExtrudeGeometry.__v2 = new THREE.Vector2();
+THREE.ExtrudeGeometry.__v3 = new THREE.Vector2();
+THREE.ExtrudeGeometry.__v4 = new THREE.Vector2();
+THREE.ExtrudeGeometry.__v5 = new THREE.Vector2();
+THREE.ExtrudeGeometry.__v6 = new THREE.Vector2();
+/**
+ * @author jonobr1 / http://jonobr1.com
+ *
+ * Creates a one-sided polygonal geometry from a path shape. Similar to
+ * ExtrudeGeometry.
+ *
+ * parameters = {
+ *
+ * curveSegments: <int>, // number of points on the curves. NOT USED AT THE MOMENT.
+ *
+ * material: <int> // material index for front and back faces
+ * uvGenerator: <Object> // object that provides UV generator functions
+ *
+ * }
+ **/
+
+THREE.ShapeGeometry = function ( shapes, options ) {
+
+ THREE.Geometry.call( this );
+
+ if ( shapes instanceof Array === false ) shapes = [ shapes ];
+
+ this.shapebb = shapes[ shapes.length - 1 ].getBoundingBox();
+
+ this.addShapeList( shapes, options );
+
+ this.computeCentroids();
+ this.computeFaceNormals();
+
+};
+
+THREE.ShapeGeometry.prototype = Object.create( THREE.Geometry.prototype );
+
+/**
+ * Add an array of shapes to THREE.ShapeGeometry.
+ */
+THREE.ShapeGeometry.prototype.addShapeList = function ( shapes, options ) {
+
+ for ( var i = 0, l = shapes.length; i < l; i++ ) {
+
+ this.addShape( shapes[ i ], options );
+
+ }
+
+ return this;
+
+};
+
+/**
+ * Adds a shape to THREE.ShapeGeometry, based on THREE.ExtrudeGeometry.
+ */
+THREE.ShapeGeometry.prototype.addShape = function ( shape, options ) {
+
+ if ( options === undefined ) options = {};
+ var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
+
+ var material = options.material;
+ var uvgen = options.UVGenerator === undefined ? THREE.ExtrudeGeometry.WorldUVGenerator : options.UVGenerator;
+
+ var shapebb = this.shapebb;
+
+ //
+
+ var i, l, hole, s;
+
+ var shapesOffset = this.vertices.length;
+ var shapePoints = shape.extractPoints( curveSegments );
+
+ var vertices = shapePoints.shape;
+ var holes = shapePoints.holes;
+
+ var reverse = !THREE.Shape.Utils.isClockWise( vertices );
+
+ if ( reverse ) {
+
+ vertices = vertices.reverse();
+
+ // Maybe we should also check if holes are in the opposite direction, just to be safe...
+
+ for ( i = 0, l = holes.length; i < l; i++ ) {
+
+ hole = holes[ i ];
+
+ if ( THREE.Shape.Utils.isClockWise( hole ) ) {
+
+ holes[ i ] = hole.reverse();
+
+ }
+
+ }
+
+ reverse = false;
+
+ }
+
+ var faces = THREE.Shape.Utils.triangulateShape( vertices, holes );
+
+ // Vertices
+
+ var contour = vertices;
+
+ for ( i = 0, l = holes.length; i < l; i++ ) {
+
+ hole = holes[ i ];
+ vertices = vertices.concat( hole );
+
+ }
+
+ //
+
+ var vert, vlen = vertices.length;
+ var face, flen = faces.length;
+ var cont, clen = contour.length;
+
+ for ( i = 0; i < vlen; i++ ) {
+
+ vert = vertices[ i ];
+
+ this.vertices.push( new THREE.Vector3( vert.x, vert.y, 0 ) );
+
+ }
+
+ for ( i = 0; i < flen; i++ ) {
+
+ face = faces[ i ];
+
+ var a = face[ 0 ] + shapesOffset;
+ var b = face[ 1 ] + shapesOffset;
+ var c = face[ 2 ] + shapesOffset;
+
+ this.faces.push( new THREE.Face3( a, b, c, null, null, material ) );
+ this.faceVertexUvs[ 0 ].push( uvgen.generateBottomUV( this, shape, options, a, b, c ) );
+
+ }
+
+};
+/**
+ * @author astrodud / http://astrodud.isgreat.org/
+ * @author zz85 / https://github.com/zz85
+ * @author bhouston / http://exocortex.com
+ */
+
+// points - to create a closed torus, one must use a set of points
+// like so: [ a, b, c, d, a ], see first is the same as last.
+// segments - the number of circumference segments to create
+// phiStart - the starting radian
+// phiLength - the radian (0 to 2*PI) range of the lathed section
+// 2*pi is a closed lathe, less than 2PI is a portion.
+THREE.LatheGeometry = function ( points, segments, phiStart, phiLength ) {
+
+ THREE.Geometry.call( this );
+
+ segments = segments || 12;
+ phiStart = phiStart || 0;
+ phiLength = phiLength || 2 * Math.PI;
+
+ var inversePointLength = 1.0 / ( points.length - 1 );
+ var inverseSegments = 1.0 / segments;
+
+ for ( var i = 0, il = segments; i <= il; i ++ ) {
+
+ var phi = phiStart + i * inverseSegments * phiLength;
+
+ var c = Math.cos( phi ),
+ s = Math.sin( phi );
+
+ for ( var j = 0, jl = points.length; j < jl; j ++ ) {
+
+ var pt = points[ j ];
+
+ var vertex = new THREE.Vector3();
+
+ vertex.x = c * pt.x - s * pt.y;
+ vertex.y = s * pt.x + c * pt.y;
+ vertex.z = pt.z;
+
+ this.vertices.push( vertex );
+
+ }
+
+ }
+
+ var np = points.length;
+
+ for ( var i = 0, il = segments; i < il; i ++ ) {
+
+ for ( var j = 0, jl = points.length - 1; j < jl; j ++ ) {
+
+ var base = j + np * i;
+ var a = base;
+ var b = base + np;
+ var c = base + 1 + np;
+ var d = base + 1;
+
+ this.faces.push( new THREE.Face4( a, b, c, d ) );
+
+ var u0 = i * inverseSegments;
+ var v0 = j * inversePointLength;
+ var u1 = u0 + inverseSegments;
+ var v1 = v0 + inversePointLength;
+
+ this.faceVertexUvs[ 0 ].push( [
+
+ new THREE.Vector2( u0, v0 ),
+ new THREE.Vector2( u1, v0 ),
+ new THREE.Vector2( u1, v1 ),
+ new THREE.Vector2( u0, v1 )
+
+ ] );
+
+ }
+
+ }
+
+ this.mergeVertices();
+ this.computeCentroids();
+ this.computeFaceNormals();
+ this.computeVertexNormals();
+
+};
+
+THREE.LatheGeometry.prototype = Object.create( THREE.Geometry.prototype );
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Plane.as
+ */
+
+THREE.PlaneGeometry = function ( width, height, widthSegments, heightSegments ) {
+
+ THREE.Geometry.call( this );
+
+ this.width = width;
+ this.height = height;
+
+ this.widthSegments = widthSegments || 1;
+ this.heightSegments = heightSegments || 1;
+
+ var ix, iz;
+ var width_half = width / 2;
+ var height_half = height / 2;
+
+ var gridX = this.widthSegments;
+ var gridZ = this.heightSegments;
+
+ var gridX1 = gridX + 1;
+ var gridZ1 = gridZ + 1;
+
+ var segment_width = this.width / gridX;
+ var segment_height = this.height / gridZ;
+
+ var normal = new THREE.Vector3( 0, 0, 1 );
+
+ for ( iz = 0; iz < gridZ1; iz ++ ) {
+
+ for ( ix = 0; ix < gridX1; ix ++ ) {
+
+ var x = ix * segment_width - width_half;
+ var y = iz * segment_height - height_half;
+
+ this.vertices.push( new THREE.Vector3( x, - y, 0 ) );
+
+ }
+
+ }
+
+ for ( iz = 0; iz < gridZ; iz ++ ) {
+
+ for ( ix = 0; ix < gridX; ix ++ ) {
+
+ var a = ix + gridX1 * iz;
+ var b = ix + gridX1 * ( iz + 1 );
+ var c = ( ix + 1 ) + gridX1 * ( iz + 1 );
+ var d = ( ix + 1 ) + gridX1 * iz;
+
+ var face = new THREE.Face4( a, b, c, d );
+ face.normal.copy( normal );
+ face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone(), normal.clone() );
+
+ this.faces.push( face );
+ this.faceVertexUvs[ 0 ].push( [
+ new THREE.Vector2( ix / gridX, 1 - iz / gridZ ),
+ new THREE.Vector2( ix / gridX, 1 - ( iz + 1 ) / gridZ ),
+ new THREE.Vector2( ( ix + 1 ) / gridX, 1 - ( iz + 1 ) / gridZ ),
+ new THREE.Vector2( ( ix + 1 ) / gridX, 1 - iz / gridZ )
+ ] );
+
+ }
+
+ }
+
+ this.computeCentroids();
+
+};
+
+THREE.PlaneGeometry.prototype = Object.create( THREE.Geometry.prototype );
+/**
+ * @author Kaleb Murphy
+ */
+
+THREE.RingGeometry = function ( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
+
+ THREE.Geometry.call( this );
+
+ innerRadius = innerRadius || 0;
+ outerRadius = outerRadius || 50;
+
+ thetaStart = thetaStart !== undefined ? thetaStart : 0;
+ thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
+
+ thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
+ phiSegments = phiSegments !== undefined ? Math.max( 3, phiSegments ) : 8;
+
+ var i, o, uvs = [], radius = innerRadius, radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
+
+ for ( i = 0; i <= phiSegments; i ++ ) { // concentric circles inside ring
+
+ for ( o = 0; o <= thetaSegments; o ++ ) { // number of segments per circle
+
+ var vertex = new THREE.Vector3();
+ var segment = thetaStart + o / thetaSegments * thetaLength;
+
+ vertex.x = radius * Math.cos( segment );
+ vertex.y = radius * Math.sin( segment );
+
+ this.vertices.push( vertex );
+ uvs.push( new THREE.Vector2( ( vertex.x / radius + 1 ) / 2, - ( vertex.y / radius + 1 ) / 2 + 1 ) );
+ }
+
+ radius += radiusStep;
+
+ }
+
+ var n = new THREE.Vector3( 0, 0, 1 );
+
+ for ( i = 0; i < phiSegments; i ++ ) { // concentric circles inside ring
+
+ var thetaSegment = i * thetaSegments;
+
+ for ( o = 0; o <= thetaSegments; o ++ ) { // number of segments per circle
+
+ var segment = o + thetaSegment;
+
+ var v1 = segment + i;
+ var v2 = segment + thetaSegments + i;
+ var v3 = segment + thetaSegments + 1 + i;
+
+ this.faces.push( new THREE.Face3( v1, v2, v3, [ n, n, n ] ) );
+ this.faceVertexUvs[ 0 ].push( [ uvs[ v1 ], uvs[ v2 ], uvs[ v3 ] ]);
+
+ v1 = segment + i;
+ v2 = segment + thetaSegments + 1 + i;
+ v3 = segment + 1 + i;
+
+ this.faces.push( new THREE.Face3( v1, v2, v3, [ n, n, n ] ) );
+ this.faceVertexUvs[ 0 ].push( [ uvs[ v1 ], uvs[ v2 ], uvs[ v3 ] ]);
+
+ }
+ }
+
+ this.computeCentroids();
+ this.computeFaceNormals();
+
+ this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
+
+};
+
+THREE.RingGeometry.prototype = Object.create( THREE.Geometry.prototype );
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.SphereGeometry = function ( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
+
+ THREE.Geometry.call( this );
+
+ this.radius = radius = radius || 50;
+
+ this.widthSegments = widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
+ this.heightSegments = heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
+
+ this.phiStart = phiStart = phiStart !== undefined ? phiStart : 0;
+ this.phiLength = phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
+
+ this.thetaStart = thetaStart = thetaStart !== undefined ? thetaStart : 0;
+ this.thetaLength = thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
+
+ var x, y, vertices = [], uvs = [];
+
+ for ( y = 0; y <= heightSegments; y ++ ) {
+
+ var verticesRow = [];
+ var uvsRow = [];
+
+ for ( x = 0; x <= widthSegments; x ++ ) {
+
+ var u = x / widthSegments;
+ var v = y / heightSegments;
+
+ var vertex = new THREE.Vector3();
+ vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
+ vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
+ vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
+
+ this.vertices.push( vertex );
+
+ verticesRow.push( this.vertices.length - 1 );
+ uvsRow.push( new THREE.Vector2( u, 1 - v ) );
+
+ }
+
+ vertices.push( verticesRow );
+ uvs.push( uvsRow );
+
+ }
+
+ for ( y = 0; y < this.heightSegments; y ++ ) {
+
+ for ( x = 0; x < this.widthSegments; x ++ ) {
+
+ var v1 = vertices[ y ][ x + 1 ];
+ var v2 = vertices[ y ][ x ];
+ var v3 = vertices[ y + 1 ][ x ];
+ var v4 = vertices[ y + 1 ][ x + 1 ];
+
+ var n1 = this.vertices[ v1 ].clone().normalize();
+ var n2 = this.vertices[ v2 ].clone().normalize();
+ var n3 = this.vertices[ v3 ].clone().normalize();
+ var n4 = this.vertices[ v4 ].clone().normalize();
+
+ var uv1 = uvs[ y ][ x + 1 ].clone();
+ var uv2 = uvs[ y ][ x ].clone();
+ var uv3 = uvs[ y + 1 ][ x ].clone();
+ var uv4 = uvs[ y + 1 ][ x + 1 ].clone();
+
+ if ( Math.abs( this.vertices[ v1 ].y ) === this.radius ) {
+
+ this.faces.push( new THREE.Face3( v1, v3, v4, [ n1, n3, n4 ] ) );
+ this.faceVertexUvs[ 0 ].push( [ uv1, uv3, uv4 ] );
+
+ } else if ( Math.abs( this.vertices[ v3 ].y ) === this.radius ) {
+
+ this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
+ this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
+
+ } else {
+
+ this.faces.push( new THREE.Face4( v1, v2, v3, v4, [ n1, n2, n3, n4 ] ) );
+ this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3, uv4 ] );
+
+ }
+
+ }
+
+ }
+
+ this.computeCentroids();
+ this.computeFaceNormals();
+
+ this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
+
+};
+
+THREE.SphereGeometry.prototype = Object.create( THREE.Geometry.prototype );
+/**
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * For creating 3D text geometry in three.js
+ *
+ * Text = 3D Text
+ *
+ * parameters = {
+ * size: <float>, // size of the text
+ * height: <float>, // thickness to extrude text
+ * curveSegments: <int>, // number of points on the curves
+ *
+ * font: <string>, // font name
+ * weight: <string>, // font weight (normal, bold)
+ * style: <string>, // font style (normal, italics)
+ *
+ * bevelEnabled: <bool>, // turn on bevel
+ * bevelThickness: <float>, // how deep into text bevel goes
+ * bevelSize: <float>, // how far from text outline is bevel
+ * }
+ *
+ */
+
+/* Usage Examples
+
+ // TextGeometry wrapper
+
+ var text3d = new TextGeometry( text, options );
+
+ // Complete manner
+
+ var textShapes = THREE.FontUtils.generateShapes( text, options );
+ var text3d = new ExtrudeGeometry( textShapes, options );
+
+*/
+
+
+THREE.TextGeometry = function ( text, parameters ) {
+
+ parameters = parameters || {};
+
+ var textShapes = THREE.FontUtils.generateShapes( text, parameters );
+
+ // translate parameters to ExtrudeGeometry API
+
+ parameters.amount = parameters.height !== undefined ? parameters.height : 50;
+
+ // defaults
+
+ if ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10;
+ if ( parameters.bevelSize === undefined ) parameters.bevelSize = 8;
+ if ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false;
+
+ THREE.ExtrudeGeometry.call( this, textShapes, parameters );
+
+};
+
+THREE.TextGeometry.prototype = Object.create( THREE.ExtrudeGeometry.prototype );
+/**
+ * @author oosmoxiecode
+ * @author mrdoob / http://mrdoob.com/
+ * based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3DLite/src/away3dlite/primitives/Torus.as?r=2888
+ */
+
+THREE.TorusGeometry = function ( radius, tube, radialSegments, tubularSegments, arc ) {
+
+ THREE.Geometry.call( this );
+
+ var scope = this;
+
+ this.radius = radius || 100;
+ this.tube = tube || 40;
+ this.radialSegments = radialSegments || 8;
+ this.tubularSegments = tubularSegments || 6;
+ this.arc = arc || Math.PI * 2;
+
+ var center = new THREE.Vector3(), uvs = [], normals = [];
+
+ for ( var j = 0; j <= this.radialSegments; j ++ ) {
+
+ for ( var i = 0; i <= this.tubularSegments; i ++ ) {
+
+ var u = i / this.tubularSegments * this.arc;
+ var v = j / this.radialSegments * Math.PI * 2;
+
+ center.x = this.radius * Math.cos( u );
+ center.y = this.radius * Math.sin( u );
+
+ var vertex = new THREE.Vector3();
+ vertex.x = ( this.radius + this.tube * Math.cos( v ) ) * Math.cos( u );
+ vertex.y = ( this.radius + this.tube * Math.cos( v ) ) * Math.sin( u );
+ vertex.z = this.tube * Math.sin( v );
+
+ this.vertices.push( vertex );
+
+ uvs.push( new THREE.Vector2( i / this.tubularSegments, j / this.radialSegments ) );
+ normals.push( vertex.clone().sub( center ).normalize() );
+
+ }
+ }
+
+
+ for ( var j = 1; j <= this.radialSegments; j ++ ) {
+
+ for ( var i = 1; i <= this.tubularSegments; i ++ ) {
+
+ var a = ( this.tubularSegments + 1 ) * j + i - 1;
+ var b = ( this.tubularSegments + 1 ) * ( j - 1 ) + i - 1;
+ var c = ( this.tubularSegments + 1 ) * ( j - 1 ) + i;
+ var d = ( this.tubularSegments + 1 ) * j + i;
+
+ var face = new THREE.Face4( a, b, c, d, [ normals[ a ], normals[ b ], normals[ c ], normals[ d ] ] );
+ face.normal.add( normals[ a ] );
+ face.normal.add( normals[ b ] );
+ face.normal.add( normals[ c ] );
+ face.normal.add( normals[ d ] );
+ face.normal.normalize();
+
+ this.faces.push( face );
+
+ this.faceVertexUvs[ 0 ].push( [ uvs[ a ].clone(), uvs[ b ].clone(), uvs[ c ].clone(), uvs[ d ].clone() ] );
+ }
+
+ }
+
+ this.computeCentroids();
+
+};
+
+THREE.TorusGeometry.prototype = Object.create( THREE.Geometry.prototype );
+/**
+ * @author oosmoxiecode
+ * based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/away3d/primitives/TorusKnot.as?spec=svn2473&r=2473
+ */
+
+THREE.TorusKnotGeometry = function ( radius, tube, radialSegments, tubularSegments, p, q, heightScale ) {
+
+ THREE.Geometry.call( this );
+
+ var scope = this;
+
+ this.radius = radius || 100;
+ this.tube = tube || 40;
+ this.radialSegments = radialSegments || 64;
+ this.tubularSegments = tubularSegments || 8;
+ this.p = p || 2;
+ this.q = q || 3;
+ this.heightScale = heightScale || 1;
+ this.grid = new Array( this.radialSegments );
+
+ var tang = new THREE.Vector3();
+ var n = new THREE.Vector3();
+ var bitan = new THREE.Vector3();
+
+ for ( var i = 0; i < this.radialSegments; ++ i ) {
+
+ this.grid[ i ] = new Array( this.tubularSegments );
+
+ for ( var j = 0; j < this.tubularSegments; ++ j ) {
+
+ var u = i / this.radialSegments * 2 * this.p * Math.PI;
+ var v = j / this.tubularSegments * 2 * Math.PI;
+ var p1 = getPos( u, v, this.q, this.p, this.radius, this.heightScale );
+ var p2 = getPos( u + 0.01, v, this.q, this.p, this.radius, this.heightScale );
+ var cx, cy;
+
+ tang.subVectors( p2, p1 );
+ n.addVectors( p2, p1 );
+
+ bitan.crossVectors( tang, n );
+ n.crossVectors( bitan, tang );
+ bitan.normalize();
+ n.normalize();
+
+ cx = - this.tube * Math.cos( v ); // TODO: Hack: Negating it so it faces outside.
+ cy = this.tube * Math.sin( v );
+
+ p1.x += cx * n.x + cy * bitan.x;
+ p1.y += cx * n.y + cy * bitan.y;
+ p1.z += cx * n.z + cy * bitan.z;
+
+ this.grid[ i ][ j ] = vert( p1.x, p1.y, p1.z );
+
+ }
+
+ }
+
+ for ( var i = 0; i < this.radialSegments; ++ i ) {
+
+ for ( var j = 0; j < this.tubularSegments; ++ j ) {
+
+ var ip = ( i + 1 ) % this.radialSegments;
+ var jp = ( j + 1 ) % this.tubularSegments;
+
+ var a = this.grid[ i ][ j ];
+ var b = this.grid[ ip ][ j ];
+ var c = this.grid[ ip ][ jp ];
+ var d = this.grid[ i ][ jp ];
+
+ var uva = new THREE.Vector2( i / this.radialSegments, j / this.tubularSegments );
+ var uvb = new THREE.Vector2( ( i + 1 ) / this.radialSegments, j / this.tubularSegments );
+ var uvc = new THREE.Vector2( ( i + 1 ) / this.radialSegments, ( j + 1 ) / this.tubularSegments );
+ var uvd = new THREE.Vector2( i / this.radialSegments, ( j + 1 ) / this.tubularSegments );
+
+ this.faces.push( new THREE.Face4( a, b, c, d ) );
+ this.faceVertexUvs[ 0 ].push( [ uva,uvb,uvc, uvd ] );
+
+ }
+ }
+
+ this.computeCentroids();
+ this.computeFaceNormals();
+ this.computeVertexNormals();
+
+ function vert( x, y, z ) {
+
+ return scope.vertices.push( new THREE.Vector3( x, y, z ) ) - 1;
+
+ }
+
+ function getPos( u, v, in_q, in_p, radius, heightScale ) {
+
+ var cu = Math.cos( u );
+ var cv = Math.cos( v );
+ var su = Math.sin( u );
+ var quOverP = in_q / in_p * u;
+ var cs = Math.cos( quOverP );
+
+ var tx = radius * ( 2 + cs ) * 0.5 * cu;
+ var ty = radius * ( 2 + cs ) * su * 0.5;
+ var tz = heightScale * radius * Math.sin( quOverP ) * 0.5;
+
+ return new THREE.Vector3( tx, ty, tz );
+
+ }
+
+};
+
+THREE.TorusKnotGeometry.prototype = Object.create( THREE.Geometry.prototype );
+/**
+ * @author WestLangley / https://github.com/WestLangley
+ * @author zz85 / https://github.com/zz85
+ * @author miningold / https://github.com/miningold
+ *
+ * Modified from the TorusKnotGeometry by @oosmoxiecode
+ *
+ * Creates a tube which extrudes along a 3d spline
+ *
+ * Uses parallel transport frames as described in
+ * http://www.cs.indiana.edu/pub/techreports/TR425.pdf
+ */
+
+THREE.TubeGeometry = function( path, segments, radius, radiusSegments, closed, debug ) {
+
+ THREE.Geometry.call( this );
+
+ this.path = path;
+ this.segments = segments || 64;
+ this.radius = radius || 1;
+ this.radiusSegments = radiusSegments || 8;
+ this.closed = closed || false;
+
+ if ( debug ) this.debug = new THREE.Object3D();
+
+ this.grid = [];
+
+ var scope = this,
+
+ tangent,
+ normal,
+ binormal,
+
+ numpoints = this.segments + 1,
+
+ x, y, z,
+ tx, ty, tz,
+ u, v,
+
+ cx, cy,
+ pos, pos2 = new THREE.Vector3(),
+ i, j,
+ ip, jp,
+ a, b, c, d,
+ uva, uvb, uvc, uvd;
+
+ var frames = new THREE.TubeGeometry.FrenetFrames( this.path, this.segments, this.closed ),
+ tangents = frames.tangents,
+ normals = frames.normals,
+ binormals = frames.binormals;
+
+ // proxy internals
+ this.tangents = tangents;
+ this.normals = normals;
+ this.binormals = binormals;
+
+ function vert( x, y, z ) {
+
+ return scope.vertices.push( new THREE.Vector3( x, y, z ) ) - 1;
+
+ }
+
+
+ // consruct the grid
+
+ for ( i = 0; i < numpoints; i++ ) {
+
+ this.grid[ i ] = [];
+
+ u = i / ( numpoints - 1 );
+
+ pos = path.getPointAt( u );
+
+ tangent = tangents[ i ];
+ normal = normals[ i ];
+ binormal = binormals[ i ];
+
+ if ( this.debug ) {
+
+ this.debug.add( new THREE.ArrowHelper(tangent, pos, radius, 0x0000ff ) );
+ this.debug.add( new THREE.ArrowHelper(normal, pos, radius, 0xff0000 ) );
+ this.debug.add( new THREE.ArrowHelper(binormal, pos, radius, 0x00ff00 ) );
+
+ }
+
+ for ( j = 0; j < this.radiusSegments; j++ ) {
+
+ v = j / this.radiusSegments * 2 * Math.PI;
+
+ cx = -this.radius * Math.cos( v ); // TODO: Hack: Negating it so it faces outside.
+ cy = this.radius * Math.sin( v );
+
+ pos2.copy( pos );
+ pos2.x += cx * normal.x + cy * binormal.x;
+ pos2.y += cx * normal.y + cy * binormal.y;
+ pos2.z += cx * normal.z + cy * binormal.z;
+
+ this.grid[ i ][ j ] = vert( pos2.x, pos2.y, pos2.z );
+
+ }
+ }
+
+
+ // construct the mesh
+
+ for ( i = 0; i < this.segments; i++ ) {
+
+ for ( j = 0; j < this.radiusSegments; j++ ) {
+
+ ip = ( this.closed ) ? (i + 1) % this.segments : i + 1;
+ jp = (j + 1) % this.radiusSegments;
+
+ a = this.grid[ i ][ j ]; // *** NOT NECESSARILY PLANAR ! ***
+ b = this.grid[ ip ][ j ];
+ c = this.grid[ ip ][ jp ];
+ d = this.grid[ i ][ jp ];
+
+ uva = new THREE.Vector2( i / this.segments, j / this.radiusSegments );
+ uvb = new THREE.Vector2( ( i + 1 ) / this.segments, j / this.radiusSegments );
+ uvc = new THREE.Vector2( ( i + 1 ) / this.segments, ( j + 1 ) / this.radiusSegments );
+ uvd = new THREE.Vector2( i / this.segments, ( j + 1 ) / this.radiusSegments );
+
+ this.faces.push( new THREE.Face4( a, b, c, d ) );
+ this.faceVertexUvs[ 0 ].push( [ uva, uvb, uvc, uvd ] );
+
+ }
+ }
+
+ this.computeCentroids();
+ this.computeFaceNormals();
+ this.computeVertexNormals();
+
+};
+
+THREE.TubeGeometry.prototype = Object.create( THREE.Geometry.prototype );
+
+
+// For computing of Frenet frames, exposing the tangents, normals and binormals the spline
+THREE.TubeGeometry.FrenetFrames = function(path, segments, closed) {
+
+ var tangent = new THREE.Vector3(),
+ normal = new THREE.Vector3(),
+ binormal = new THREE.Vector3(),
+
+ tangents = [],
+ normals = [],
+ binormals = [],
+
+ vec = new THREE.Vector3(),
+ mat = new THREE.Matrix4(),
+
+ numpoints = segments + 1,
+ theta,
+ epsilon = 0.0001,
+ smallest,
+
+ tx, ty, tz,
+ i, u, v;
+
+
+ // expose internals
+ this.tangents = tangents;
+ this.normals = normals;
+ this.binormals = binormals;
+
+ // compute the tangent vectors for each segment on the path
+
+ for ( i = 0; i < numpoints; i++ ) {
+
+ u = i / ( numpoints - 1 );
+
+ tangents[ i ] = path.getTangentAt( u );
+ tangents[ i ].normalize();
+
+ }
+
+ initialNormal3();
+
+ function initialNormal1(lastBinormal) {
+ // fixed start binormal. Has dangers of 0 vectors
+ normals[ 0 ] = new THREE.Vector3();
+ binormals[ 0 ] = new THREE.Vector3();
+ if (lastBinormal===undefined) lastBinormal = new THREE.Vector3( 0, 0, 1 );
+ normals[ 0 ].crossVectors( lastBinormal, tangents[ 0 ] ).normalize();
+ binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ).normalize();
+ }
+
+ function initialNormal2() {
+
+ // This uses the Frenet-Serret formula for deriving binormal
+ var t2 = path.getTangentAt( epsilon );
+
+ normals[ 0 ] = new THREE.Vector3().subVectors( t2, tangents[ 0 ] ).normalize();
+ binormals[ 0 ] = new THREE.Vector3().crossVectors( tangents[ 0 ], normals[ 0 ] );
+
+ normals[ 0 ].crossVectors( binormals[ 0 ], tangents[ 0 ] ).normalize(); // last binormal x tangent
+ binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ).normalize();
+
+ }
+
+ function initialNormal3() {
+ // select an initial normal vector perpenicular to the first tangent vector,
+ // and in the direction of the smallest tangent xyz component
+
+ normals[ 0 ] = new THREE.Vector3();
+ binormals[ 0 ] = new THREE.Vector3();
+ smallest = Number.MAX_VALUE;
+ tx = Math.abs( tangents[ 0 ].x );
+ ty = Math.abs( tangents[ 0 ].y );
+ tz = Math.abs( tangents[ 0 ].z );
+
+ if ( tx <= smallest ) {
+ smallest = tx;
+ normal.set( 1, 0, 0 );
+ }
+
+ if ( ty <= smallest ) {
+ smallest = ty;
+ normal.set( 0, 1, 0 );
+ }
+
+ if ( tz <= smallest ) {
+ normal.set( 0, 0, 1 );
+ }
+
+ vec.crossVectors( tangents[ 0 ], normal ).normalize();
+
+ normals[ 0 ].crossVectors( tangents[ 0 ], vec );
+ binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
+ }
+
+
+ // compute the slowly-varying normal and binormal vectors for each segment on the path
+
+ for ( i = 1; i < numpoints; i++ ) {
+
+ normals[ i ] = normals[ i-1 ].clone();
+
+ binormals[ i ] = binormals[ i-1 ].clone();
+
+ vec.crossVectors( tangents[ i-1 ], tangents[ i ] );
+
+ if ( vec.length() > epsilon ) {
+
+ vec.normalize();
+
+ theta = Math.acos( tangents[ i-1 ].dot( tangents[ i ] ) );
+
+ normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
+
+ }
+
+ binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
+
+ }
+
+
+ // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
+
+ if ( closed ) {
+
+ theta = Math.acos( normals[ 0 ].dot( normals[ numpoints-1 ] ) );
+ theta /= ( numpoints - 1 );
+
+ if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ numpoints-1 ] ) ) > 0 ) {
+
+ theta = -theta;
+
+ }
+
+ for ( i = 1; i < numpoints; i++ ) {
+
+ // twist a little...
+ normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
+ binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
+
+ }
+
+ }
+};
+/**
+ * @author clockworkgeek / https://github.com/clockworkgeek
+ * @author timothypratley / https://github.com/timothypratley
+ * @author WestLangley / http://github.com/WestLangley
+*/
+
+THREE.PolyhedronGeometry = function ( vertices, faces, radius, detail ) {
+
+ THREE.Geometry.call( this );
+
+ radius = radius || 1;
+ detail = detail || 0;
+
+ var that = this;
+
+ for ( var i = 0, l = vertices.length; i < l; i ++ ) {
+
+ prepare( new THREE.Vector3( vertices[ i ][ 0 ], vertices[ i ][ 1 ], vertices[ i ][ 2 ] ) );
+
+ }
+
+ var midpoints = [], p = this.vertices;
+
+ var f = [];
+ for ( var i = 0, l = faces.length; i < l; i ++ ) {
+
+ var v1 = p[ faces[ i ][ 0 ] ];
+ var v2 = p[ faces[ i ][ 1 ] ];
+ var v3 = p[ faces[ i ][ 2 ] ];
+
+ f[ i ] = new THREE.Face3( v1.index, v2.index, v3.index, [ v1.clone(), v2.clone(), v3.clone() ] );
+
+ }
+
+ for ( var i = 0, l = f.length; i < l; i ++ ) {
+
+ subdivide(f[ i ], detail);
+
+ }
+
+
+ // Handle case when face straddles the seam
+
+ for ( var i = 0, l = this.faceVertexUvs[ 0 ].length; i < l; i ++ ) {
+
+ var uvs = this.faceVertexUvs[ 0 ][ i ];
+
+ var x0 = uvs[ 0 ].x;
+ var x1 = uvs[ 1 ].x;
+ var x2 = uvs[ 2 ].x;
+
+ var max = Math.max( x0, Math.max( x1, x2 ) );
+ var min = Math.min( x0, Math.min( x1, x2 ) );
+
+ if ( max > 0.9 && min < 0.1 ) { // 0.9 is somewhat arbitrary
+
+ if ( x0 < 0.2 ) uvs[ 0 ].x += 1;
+ if ( x1 < 0.2 ) uvs[ 1 ].x += 1;
+ if ( x2 < 0.2 ) uvs[ 2 ].x += 1;
+
+ }
+
+ }
+
+
+ // Merge vertices
+
+ this.mergeVertices();
+
+
+ // Apply radius
+
+ for ( var i = 0, l = this.vertices.length; i < l; i ++ ) {
+
+ this.vertices[ i ].multiplyScalar( radius );
+
+ }
+
+
+ // Project vector onto sphere's surface
+
+ function prepare( vector ) {
+
+ var vertex = vector.normalize().clone();
+ vertex.index = that.vertices.push( vertex ) - 1;
+
+ // Texture coords are equivalent to map coords, calculate angle and convert to fraction of a circle.
+
+ var u = azimuth( vector ) / 2 / Math.PI + 0.5;
+ var v = inclination( vector ) / Math.PI + 0.5;
+ vertex.uv = new THREE.Vector2( u, 1 - v );
+
+ return vertex;
+
+ }
+
+
+ // Approximate a curved face with recursively sub-divided triangles.
+
+ function make( v1, v2, v3 ) {
+
+ var face = new THREE.Face3( v1.index, v2.index, v3.index, [ v1.clone(), v2.clone(), v3.clone() ] );
+ face.centroid.add( v1 ).add( v2 ).add( v3 ).divideScalar( 3 );
+ face.normal.copy( face.centroid ).normalize();
+ that.faces.push( face );
+
+ var azi = azimuth( face.centroid );
+
+ that.faceVertexUvs[ 0 ].push( [
+ correctUV( v1.uv, v1, azi ),
+ correctUV( v2.uv, v2, azi ),
+ correctUV( v3.uv, v3, azi )
+ ] );
+
+ }
+
+
+ // Analytically subdivide a face to the required detail level.
+
+ function subdivide(face, detail ) {
+
+ var cols = Math.pow(2, detail);
+ var cells = Math.pow(4, detail);
+ var a = prepare( that.vertices[ face.a ] );
+ var b = prepare( that.vertices[ face.b ] );
+ var c = prepare( that.vertices[ face.c ] );
+ var v = [];
+
+ // Construct all of the vertices for this subdivision.
+
+ for ( var i = 0 ; i <= cols; i ++ ) {
+
+ v[ i ] = [];
+
+ var aj = prepare( a.clone().lerp( c, i / cols ) );
+ var bj = prepare( b.clone().lerp( c, i / cols ) );
+ var rows = cols - i;
+
+ for ( var j = 0; j <= rows; j ++) {
+
+ if ( j == 0 && i == cols ) {
+
+ v[ i ][ j ] = aj;
+
+ } else {
+
+ v[ i ][ j ] = prepare( aj.clone().lerp( bj, j / rows ) );
+
+ }
+
+ }
+
+ }
+
+ // Construct all of the faces.
+
+ for ( var i = 0; i < cols ; i ++ ) {
+
+ for ( var j = 0; j < 2 * (cols - i) - 1; j ++ ) {
+
+ var k = Math.floor( j / 2 );
+
+ if ( j % 2 == 0 ) {
+
+ make(
+ v[ i ][ k + 1],
+ v[ i + 1 ][ k ],
+ v[ i ][ k ]
+ );
+
+ } else {
+
+ make(
+ v[ i ][ k + 1 ],
+ v[ i + 1][ k + 1],
+ v[ i + 1 ][ k ]
+ );
+
+ }
+
+ }
+
+ }
+
+ }
+
+
+ // Angle around the Y axis, counter-clockwise when looking from above.
+
+ function azimuth( vector ) {
+
+ return Math.atan2( vector.z, -vector.x );
+
+ }
+
+
+ // Angle above the XZ plane.
+
+ function inclination( vector ) {
+
+ return Math.atan2( -vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
+
+ }
+
+
+ // Texture fixing helper. Spheres have some odd behaviours.
+
+ function correctUV( uv, vector, azimuth ) {
+
+ if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) uv = new THREE.Vector2( uv.x - 1, uv.y );
+ if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) uv = new THREE.Vector2( azimuth / 2 / Math.PI + 0.5, uv.y );
+ return uv.clone();
+
+ }
+
+ this.computeCentroids();
+
+ this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
+
+};
+
+THREE.PolyhedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
+/**
+ * @author timothypratley / https://github.com/timothypratley
+ */
+
+THREE.IcosahedronGeometry = function ( radius, detail ) {
+
+ this.radius = radius;
+ this.detail = detail;
+
+ var t = ( 1 + Math.sqrt( 5 ) ) / 2;
+
+ var vertices = [
+ [ -1, t, 0 ], [ 1, t, 0 ], [ -1, -t, 0 ], [ 1, -t, 0 ],
+ [ 0, -1, t ], [ 0, 1, t ], [ 0, -1, -t ], [ 0, 1, -t ],
+ [ t, 0, -1 ], [ t, 0, 1 ], [ -t, 0, -1 ], [ -t, 0, 1 ]
+ ];
+
+ var faces = [
+ [ 0, 11, 5 ], [ 0, 5, 1 ], [ 0, 1, 7 ], [ 0, 7, 10 ], [ 0, 10, 11 ],
+ [ 1, 5, 9 ], [ 5, 11, 4 ], [ 11, 10, 2 ], [ 10, 7, 6 ], [ 7, 1, 8 ],
+ [ 3, 9, 4 ], [ 3, 4, 2 ], [ 3, 2, 6 ], [ 3, 6, 8 ], [ 3, 8, 9 ],
+ [ 4, 9, 5 ], [ 2, 4, 11 ], [ 6, 2, 10 ], [ 8, 6, 7 ], [ 9, 8, 1 ]
+ ];
+
+ THREE.PolyhedronGeometry.call( this, vertices, faces, radius, detail );
+
+};
+
+THREE.IcosahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
+/**
+ * @author timothypratley / https://github.com/timothypratley
+ */
+
+THREE.OctahedronGeometry = function ( radius, detail ) {
+
+ var vertices = [
+ [ 1, 0, 0 ], [ -1, 0, 0 ], [ 0, 1, 0 ], [ 0, -1, 0 ], [ 0, 0, 1 ], [ 0, 0, -1 ]
+ ];
+
+ var faces = [
+ [ 0, 2, 4 ], [ 0, 4, 3 ], [ 0, 3, 5 ], [ 0, 5, 2 ], [ 1, 2, 5 ], [ 1, 5, 3 ], [ 1, 3, 4 ], [ 1, 4, 2 ]
+ ];
+
+ THREE.PolyhedronGeometry.call( this, vertices, faces, radius, detail );
+};
+
+THREE.OctahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
+/**
+ * @author timothypratley / https://github.com/timothypratley
+ */
+
+THREE.TetrahedronGeometry = function ( radius, detail ) {
+
+ var vertices = [
+ [ 1, 1, 1 ], [ -1, -1, 1 ], [ -1, 1, -1 ], [ 1, -1, -1 ]
+ ];
+
+ var faces = [
+ [ 2, 1, 0 ], [ 0, 3, 2 ], [ 1, 3, 0 ], [ 2, 3, 1 ]
+ ];
+
+ THREE.PolyhedronGeometry.call( this, vertices, faces, radius, detail );
+
+};
+
+THREE.TetrahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
+/**
+ * @author zz85 / https://github.com/zz85
+ * Parametric Surfaces Geometry
+ * based on the brilliant article by @prideout http://prideout.net/blog/?p=44
+ *
+ * new THREE.ParametricGeometry( parametricFunction, uSegments, ySegements, useTris );
+ *
+ */
+
+THREE.ParametricGeometry = function ( func, slices, stacks, useTris ) {
+
+ THREE.Geometry.call( this );
+
+ var verts = this.vertices;
+ var faces = this.faces;
+ var uvs = this.faceVertexUvs[ 0 ];
+
+ useTris = (useTris === undefined) ? false : useTris;
+
+ var i, il, j, p;
+ var u, v;
+
+ var stackCount = stacks + 1;
+ var sliceCount = slices + 1;
+
+ for ( i = 0; i <= stacks; i ++ ) {
+
+ v = i / stacks;
+
+ for ( j = 0; j <= slices; j ++ ) {
+
+ u = j / slices;
+
+ p = func( u, v );
+ verts.push( p );
+
+ }
+ }
+
+ var a, b, c, d;
+ var uva, uvb, uvc, uvd;
+
+ for ( i = 0; i < stacks; i ++ ) {
+
+ for ( j = 0; j < slices; j ++ ) {
+
+ a = i * sliceCount + j;
+ b = i * sliceCount + j + 1;
+ c = (i + 1) * sliceCount + j;
+ d = (i + 1) * sliceCount + j + 1;
+
+ uva = new THREE.Vector2( j / slices, i / stacks );
+ uvb = new THREE.Vector2( ( j + 1 ) / slices, i / stacks );
+ uvc = new THREE.Vector2( j / slices, ( i + 1 ) / stacks );
+ uvd = new THREE.Vector2( ( j + 1 ) / slices, ( i + 1 ) / stacks );
+
+ if ( useTris ) {
+
+ faces.push( new THREE.Face3( a, b, c ) );
+ faces.push( new THREE.Face3( b, d, c ) );
+
+ uvs.push( [ uva, uvb, uvc ] );
+ uvs.push( [ uvb, uvd, uvc ] );
+
+ } else {
+
+ faces.push( new THREE.Face4( a, b, d, c ) );
+ uvs.push( [ uva, uvb, uvd, uvc ] );
+
+ }
+
+ }
+
+ }
+
+ // console.log(this);
+
+ // magic bullet
+ // var diff = this.mergeVertices();
+ // console.log('removed ', diff, ' vertices by merging');
+
+ this.computeCentroids();
+ this.computeFaceNormals();
+ this.computeVertexNormals();
+
+};
+
+THREE.ParametricGeometry.prototype = Object.create( THREE.Geometry.prototype );
+/**
+ * @author qiao / https://github.com/qiao
+ * @fileoverview This is a convex hull generator using the incremental method.
+ * The complexity is O(n^2) where n is the number of vertices.
+ * O(nlogn) algorithms do exist, but they are much more complicated.
+ *
+ * Benchmark:
+ *
+ * Platform: CPU: P7350 @2.00GHz Engine: V8
+ *
+ * Num Vertices Time(ms)
+ *
+ * 10 1
+ * 20 3
+ * 30 19
+ * 40 48
+ * 50 107
+ */
+
+THREE.ConvexGeometry = function( vertices ) {
+
+ THREE.Geometry.call( this );
+
+ var faces = [ [ 0, 1, 2 ], [ 0, 2, 1 ] ];
+
+ for ( var i = 3; i < vertices.length; i++ ) {
+
+ addPoint( i );
+
+ }
+
+
+ function addPoint( vertexId ) {
+
+ var vertex = vertices[ vertexId ].clone();
+
+ var mag = vertex.length();
+ vertex.x += mag * randomOffset();
+ vertex.y += mag * randomOffset();
+ vertex.z += mag * randomOffset();
+
+ var hole = [];
+
+ for ( var f = 0; f < faces.length; ) {
+
+ var face = faces[ f ];
+
+ // for each face, if the vertex can see it,
+ // then we try to add the face's edges into the hole.
+ if ( visible( face, vertex ) ) {
+
+ for ( var e = 0; e < 3; e++ ) {
+
+ var edge = [ face[ e ], face[ ( e + 1 ) % 3 ] ];
+ var boundary = true;
+
+ // remove duplicated edges.
+ for ( var h = 0; h < hole.length; h++ ) {
+
+ if ( equalEdge( hole[ h ], edge ) ) {
+
+ hole[ h ] = hole[ hole.length - 1 ];
+ hole.pop();
+ boundary = false;
+ break;
+
+ }
+
+ }
+
+ if ( boundary ) {
+
+ hole.push( edge );
+
+ }
+
+ }
+
+ // remove faces[ f ]
+ faces[ f ] = faces[ faces.length - 1 ];
+ faces.pop();
+
+ } else { // not visible
+
+ f++;
+
+ }
+ }
+
+ // construct the new faces formed by the edges of the hole and the vertex
+ for ( var h = 0; h < hole.length; h++ ) {
+
+ faces.push( [
+ hole[ h ][ 0 ],
+ hole[ h ][ 1 ],
+ vertexId
+ ] );
+
+ }
+ }
+
+ /**
+ * Whether the face is visible from the vertex
+ */
+ function visible( face, vertex ) {
+
+ var va = vertices[ face[ 0 ] ];
+ var vb = vertices[ face[ 1 ] ];
+ var vc = vertices[ face[ 2 ] ];
+
+ var n = normal( va, vb, vc );
+
+ // distance from face to origin
+ var dist = n.dot( va );
+
+ return n.dot( vertex ) >= dist;
+
+ }
+
+ /**
+ * Face normal
+ */
+ function normal( va, vb, vc ) {
+
+ var cb = new THREE.Vector3();
+ var ab = new THREE.Vector3();
+
+ cb.subVectors( vc, vb );
+ ab.subVectors( va, vb );
+ cb.cross( ab );
+
+ cb.normalize();
+
+ return cb;
+
+ }
+
+ /**
+ * Detect whether two edges are equal.
+ * Note that when constructing the convex hull, two same edges can only
+ * be of the negative direction.
+ */
+ function equalEdge( ea, eb ) {
+
+ return ea[ 0 ] === eb[ 1 ] && ea[ 1 ] === eb[ 0 ];
+
+ }
+
+ /**
+ * Create a random offset between -1e-6 and 1e-6.
+ */
+ function randomOffset() {
+
+ return ( Math.random() - 0.5 ) * 2 * 1e-6;
+
+ }
+
+
+ /**
+ * XXX: Not sure if this is the correct approach. Need someone to review.
+ */
+ function vertexUv( vertex ) {
+
+ var mag = vertex.length();
+ return new THREE.Vector2( vertex.x / mag, vertex.y / mag );
+
+ }
+
+ // Push vertices into `this.vertices`, skipping those inside the hull
+ var id = 0;
+ var newId = new Array( vertices.length ); // map from old vertex id to new id
+
+ for ( var i = 0; i < faces.length; i++ ) {
+
+ var face = faces[ i ];
+
+ for ( var j = 0; j < 3; j++ ) {
+
+ if ( newId[ face[ j ] ] === undefined ) {
+
+ newId[ face[ j ] ] = id++;
+ this.vertices.push( vertices[ face[ j ] ] );
+
+ }
+
+ face[ j ] = newId[ face[ j ] ];
+
+ }
+
+ }
+
+ // Convert faces into instances of THREE.Face3
+ for ( var i = 0; i < faces.length; i++ ) {
+
+ this.faces.push( new THREE.Face3(
+ faces[ i ][ 0 ],
+ faces[ i ][ 1 ],
+ faces[ i ][ 2 ]
+ ) );
+
+ }
+
+ // Compute UVs
+ for ( var i = 0; i < this.faces.length; i++ ) {
+
+ var face = this.faces[ i ];
+
+ this.faceVertexUvs[ 0 ].push( [
+ vertexUv( this.vertices[ face.a ] ),
+ vertexUv( this.vertices[ face.b ] ),
+ vertexUv( this.vertices[ face.c ])
+ ] );
+
+ }
+
+
+ this.computeCentroids();
+ this.computeFaceNormals();
+ this.computeVertexNormals();
+
+};
+
+THREE.ConvexGeometry.prototype = Object.create( THREE.Geometry.prototype );
+/**
+ * @author sroucheray / http://sroucheray.org/
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.AxisHelper = function ( size ) {
+
+ size = size || 1;
+
+ var geometry = new THREE.Geometry();
+
+ geometry.vertices.push(
+ new THREE.Vector3(), new THREE.Vector3( size, 0, 0 ),
+ new THREE.Vector3(), new THREE.Vector3( 0, size, 0 ),
+ new THREE.Vector3(), new THREE.Vector3( 0, 0, size )
+ );
+
+ geometry.colors.push(
+ new THREE.Color( 0xff0000 ), new THREE.Color( 0xffaa00 ),
+ new THREE.Color( 0x00ff00 ), new THREE.Color( 0xaaff00 ),
+ new THREE.Color( 0x0000ff ), new THREE.Color( 0x00aaff )
+ );
+
+ var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors } );
+
+ THREE.Line.call( this, geometry, material, THREE.LinePieces );
+
+};
+
+THREE.AxisHelper.prototype = Object.create( THREE.Line.prototype );
+/**
+ * @author WestLangley / http://github.com/WestLangley
+ * @author zz85 / http://github.com/zz85
+ * @author bhouston / http://exocortex.com
+ *
+ * Creates an arrow for visualizing directions
+ *
+ * Parameters:
+ * dir - Vector3
+ * origin - Vector3
+ * length - Number
+ * hex - color in hex value
+ */
+
+THREE.ArrowHelper = function ( dir, origin, length, hex ) {
+
+ // dir is assumed to be normalized
+
+ THREE.Object3D.call( this );
+
+ if ( hex === undefined ) hex = 0xffff00;
+ if ( length === undefined ) length = 1;
+
+ this.position = origin;
+
+ this.useQuaternion = true;
+
+ var lineGeometry = new THREE.Geometry();
+ lineGeometry.vertices.push( new THREE.Vector3( 0, 0, 0 ) );
+ lineGeometry.vertices.push( new THREE.Vector3( 0, 1, 0 ) );
+
+ this.line = new THREE.Line( lineGeometry, new THREE.LineBasicMaterial( { color: hex } ) );
+ this.line.matrixAutoUpdate = false;
+ this.add( this.line );
+
+ var coneGeometry = new THREE.CylinderGeometry( 0, 0.05, 0.25, 5, 1 );
+ coneGeometry.applyMatrix( new THREE.Matrix4().makeTranslation( 0, 0.875, 0 ) );
+
+ this.cone = new THREE.Mesh( coneGeometry, new THREE.MeshBasicMaterial( { color: hex } ) );
+ this.cone.matrixAutoUpdate = false;
+ this.add( this.cone );
+
+ this.setDirection( dir );
+ this.setLength( length );
+
+};
+
+THREE.ArrowHelper.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.ArrowHelper.prototype.setDirection = function () {
+
+ var axis = new THREE.Vector3();
+ var radians;
+
+ return function ( dir ) {
+
+ // dir is assumed to be normalized
+
+ if ( dir.y > 0.999 ) {
+
+ this.quaternion.set( 0, 0, 0, 1 );
+
+ } else if ( dir.y < - 0.999 ) {
+
+ this.quaternion.set( 1, 0, 0, 0 );
+
+ } else {
+
+ axis.set( dir.z, 0, - dir.x ).normalize();
+
+ radians = Math.acos( dir.y );
+
+ this.quaternion.setFromAxisAngle( axis, radians );
+
+ }
+
+ };
+
+}();
+
+THREE.ArrowHelper.prototype.setLength = function ( length ) {
+
+ this.scale.set( length, length, length );
+
+};
+
+THREE.ArrowHelper.prototype.setColor = function ( hex ) {
+
+ this.line.material.color.setHex( hex );
+ this.cone.material.color.setHex( hex );
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.BoxHelper = function ( size ) {
+
+ size = size || 1;
+
+ var geometry = new THREE.Geometry();
+
+ // 5____4
+ // 1/___0/|
+ // | 6__|_7
+ // 2/___3/
+
+ var vertices = [
+ new THREE.Vector3( size, size, size ),
+ new THREE.Vector3( - size, size, size ),
+ new THREE.Vector3( - size, - size, size ),
+ new THREE.Vector3( size, - size, size ),
+
+ new THREE.Vector3( size, size, - size ),
+ new THREE.Vector3( - size, size, - size ),
+ new THREE.Vector3( - size, - size, - size ),
+ new THREE.Vector3( size, - size, - size )
+ ];
+
+ // TODO: Wouldn't be nice if Line had .segments?
+
+ geometry.vertices.push(
+ vertices[ 0 ], vertices[ 1 ],
+ vertices[ 1 ], vertices[ 2 ],
+ vertices[ 2 ], vertices[ 3 ],
+ vertices[ 3 ], vertices[ 0 ],
+
+ vertices[ 4 ], vertices[ 5 ],
+ vertices[ 5 ], vertices[ 6 ],
+ vertices[ 6 ], vertices[ 7 ],
+ vertices[ 7 ], vertices[ 4 ],
+
+ vertices[ 0 ], vertices[ 4 ],
+ vertices[ 1 ], vertices[ 5 ],
+ vertices[ 2 ], vertices[ 6 ],
+ vertices[ 3 ], vertices[ 7 ]
+ );
+
+ this.vertices = vertices;
+
+ THREE.Line.call( this, geometry, new THREE.LineBasicMaterial(), THREE.LinePieces );
+
+};
+
+THREE.BoxHelper.prototype = Object.create( THREE.Line.prototype );
+
+THREE.BoxHelper.prototype.update = function ( object ) {
+
+ var geometry = object.geometry;
+
+ if ( geometry.boundingBox === null ) {
+
+ geometry.computeBoundingBox();
+
+ }
+
+ var min = geometry.boundingBox.min;
+ var max = geometry.boundingBox.max;
+ var vertices = this.vertices;
+
+ vertices[ 0 ].set( max.x, max.y, max.z );
+ vertices[ 1 ].set( min.x, max.y, max.z );
+ vertices[ 2 ].set( min.x, min.y, max.z );
+ vertices[ 3 ].set( max.x, min.y, max.z );
+ vertices[ 4 ].set( max.x, max.y, min.z );
+ vertices[ 5 ].set( min.x, max.y, min.z );
+ vertices[ 6 ].set( min.x, min.y, min.z );
+ vertices[ 7 ].set( max.x, min.y, min.z );
+
+ this.geometry.computeBoundingSphere();
+ this.geometry.verticesNeedUpdate = true;
+
+ this.matrixAutoUpdate = false;
+ this.matrixWorld = object.matrixWorld;
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * - shows frustum, line of sight and up of the camera
+ * - suitable for fast updates
+ * - based on frustum visualization in lightgl.js shadowmap example
+ * http://evanw.github.com/lightgl.js/tests/shadowmap.html
+ */
+
+THREE.CameraHelper = function ( camera ) {
+
+ THREE.Line.call( this );
+
+ var geometry = new THREE.Geometry();
+ var material = new THREE.LineBasicMaterial( { color: 0xffffff, vertexColors: THREE.FaceColors } );
+
+ var pointMap = {};
+
+ // colors
+
+ var hexFrustum = 0xffaa00;
+ var hexCone = 0xff0000;
+ var hexUp = 0x00aaff;
+ var hexTarget = 0xffffff;
+ var hexCross = 0x333333;
+
+ // near
+
+ addLine( "n1", "n2", hexFrustum );
+ addLine( "n2", "n4", hexFrustum );
+ addLine( "n4", "n3", hexFrustum );
+ addLine( "n3", "n1", hexFrustum );
+
+ // far
+
+ addLine( "f1", "f2", hexFrustum );
+ addLine( "f2", "f4", hexFrustum );
+ addLine( "f4", "f3", hexFrustum );
+ addLine( "f3", "f1", hexFrustum );
+
+ // sides
+
+ addLine( "n1", "f1", hexFrustum );
+ addLine( "n2", "f2", hexFrustum );
+ addLine( "n3", "f3", hexFrustum );
+ addLine( "n4", "f4", hexFrustum );
+
+ // cone
+
+ addLine( "p", "n1", hexCone );
+ addLine( "p", "n2", hexCone );
+ addLine( "p", "n3", hexCone );
+ addLine( "p", "n4", hexCone );
+
+ // up
+
+ addLine( "u1", "u2", hexUp );
+ addLine( "u2", "u3", hexUp );
+ addLine( "u3", "u1", hexUp );
+
+ // target
+
+ addLine( "c", "t", hexTarget );
+ addLine( "p", "c", hexCross );
+
+ // cross
+
+ addLine( "cn1", "cn2", hexCross );
+ addLine( "cn3", "cn4", hexCross );
+
+ addLine( "cf1", "cf2", hexCross );
+ addLine( "cf3", "cf4", hexCross );
+
+ function addLine( a, b, hex ) {
+
+ addPoint( a, hex );
+ addPoint( b, hex );
+
+ }
+
+ function addPoint( id, hex ) {
+
+ geometry.vertices.push( new THREE.Vector3() );
+ geometry.colors.push( new THREE.Color( hex ) );
+
+ if ( pointMap[ id ] === undefined ) {
+
+ pointMap[ id ] = [];
+
+ }
+
+ pointMap[ id ].push( geometry.vertices.length - 1 );
+
+ }
+
+ THREE.Line.call( this, geometry, material, THREE.LinePieces );
+
+ this.camera = camera;
+ this.matrixWorld = camera.matrixWorld;
+ this.matrixAutoUpdate = false;
+
+ this.pointMap = pointMap;
+
+ this.update();
+
+};
+
+THREE.CameraHelper.prototype = Object.create( THREE.Line.prototype );
+
+THREE.CameraHelper.prototype.update = function () {
+
+ var vector = new THREE.Vector3();
+ var camera = new THREE.Camera();
+ var projector = new THREE.Projector();
+
+ return function () {
+
+ var scope = this;
+
+ var w = 1, h = 1;
+
+ // we need just camera projection matrix
+ // world matrix must be identity
+
+ camera.projectionMatrix.copy( this.camera.projectionMatrix );
+
+ // center / target
+
+ setPoint( "c", 0, 0, -1 );
+ setPoint( "t", 0, 0, 1 );
+
+ // near
+
+ setPoint( "n1", -w, -h, -1 );
+ setPoint( "n2", w, -h, -1 );
+ setPoint( "n3", -w, h, -1 );
+ setPoint( "n4", w, h, -1 );
+
+ // far
+
+ setPoint( "f1", -w, -h, 1 );
+ setPoint( "f2", w, -h, 1 );
+ setPoint( "f3", -w, h, 1 );
+ setPoint( "f4", w, h, 1 );
+
+ // up
+
+ setPoint( "u1", w * 0.7, h * 1.1, -1 );
+ setPoint( "u2", -w * 0.7, h * 1.1, -1 );
+ setPoint( "u3", 0, h * 2, -1 );
+
+ // cross
+
+ setPoint( "cf1", -w, 0, 1 );
+ setPoint( "cf2", w, 0, 1 );
+ setPoint( "cf3", 0, -h, 1 );
+ setPoint( "cf4", 0, h, 1 );
+
+ setPoint( "cn1", -w, 0, -1 );
+ setPoint( "cn2", w, 0, -1 );
+ setPoint( "cn3", 0, -h, -1 );
+ setPoint( "cn4", 0, h, -1 );
+
+ function setPoint( point, x, y, z ) {
+
+ vector.set( x, y, z );
+ projector.unprojectVector( vector, camera );
+
+ var points = scope.pointMap[ point ];
+
+ if ( points !== undefined ) {
+
+ for ( var i = 0, il = points.length; i < il; i ++ ) {
+
+ scope.geometry.vertices[ points[ i ] ].copy( vector );
+
+ }
+
+ }
+
+ }
+
+ this.geometry.verticesNeedUpdate = true;
+
+ };
+
+}();
+/**
+ * @author alteredq / http://alteredqualia.com/
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.DirectionalLightHelper = function ( light, sphereSize ) {
+
+ THREE.Object3D.call( this );
+
+ this.matrixAutoUpdate = false;
+
+ this.light = light;
+
+ var geometry = new THREE.SphereGeometry( sphereSize, 4, 2 );
+ var material = new THREE.MeshBasicMaterial( { fog: false, wireframe: true } );
+ material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
+
+ this.lightSphere = new THREE.Mesh( geometry, material );
+ this.lightSphere.matrixWorld = this.light.matrixWorld;
+ this.lightSphere.matrixAutoUpdate = false;
+ this.add( this.lightSphere );
+
+ /*
+ this.targetSphere = new THREE.Mesh( geometry, material );
+ this.targetSphere.position = this.light.target.position;
+ this.add( this.targetSphere );
+ */
+
+ geometry = new THREE.Geometry();
+ geometry.vertices.push( this.light.position );
+ geometry.vertices.push( this.light.target.position );
+ geometry.computeLineDistances();
+
+ material = new THREE.LineDashedMaterial( { dashSize: 4, gapSize: 4, opacity: 0.75, transparent: true, fog: false } );
+ material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
+
+ this.targetLine = new THREE.Line( geometry, material );
+ this.add( this.targetLine );
+
+}
+
+THREE.DirectionalLightHelper.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.DirectionalLightHelper.prototype.update = function () {
+
+ this.lightSphere.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
+
+ this.targetLine.geometry.computeLineDistances();
+ this.targetLine.geometry.verticesNeedUpdate = true;
+ this.targetLine.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
+
+};
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.GridHelper = function ( size, step ) {
+
+ var geometry = new THREE.Geometry();
+ var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors } );
+ var color1 = new THREE.Color( 0x444444 ), color2 = new THREE.Color( 0x888888 );
+
+ for ( var i = - size; i <= size; i += step ) {
+
+ geometry.vertices.push( new THREE.Vector3( -size, 0, i ) );
+ geometry.vertices.push( new THREE.Vector3( size, 0, i ) );
+
+ geometry.vertices.push( new THREE.Vector3( i, 0, -size ) );
+ geometry.vertices.push( new THREE.Vector3( i, 0, size ) );
+
+ var color = i === 0 ? color1 : color2;
+
+ geometry.colors.push( color, color, color, color );
+
+ }
+
+ THREE.Line.call( this, geometry, material, THREE.LinePieces );
+
+};
+
+THREE.GridHelper.prototype = Object.create( THREE.Line.prototype );
+/**
+ * @author alteredq / http://alteredqualia.com/
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.HemisphereLightHelper = function ( light, sphereSize, arrowLength, domeSize ) {
+
+ THREE.Object3D.call( this );
+
+ this.light = light;
+
+ var geometry = new THREE.SphereGeometry( sphereSize, 4, 2 );
+ geometry.applyMatrix( new THREE.Matrix4().makeRotationX( - Math.PI / 2 ) );
+
+ for ( var i = 0, il = 8; i < il; i ++ ) {
+
+ geometry.faces[ i ].materialIndex = i < 4 ? 0 : 1;
+
+ }
+
+ var materialSky = new THREE.MeshBasicMaterial( { fog: false, wireframe: true } );
+ materialSky.color.copy( light.color ).multiplyScalar( light.intensity );
+
+ var materialGround = new THREE.MeshBasicMaterial( { fog: false, wireframe: true } );
+ materialGround.color.copy( light.groundColor ).multiplyScalar( light.intensity );
+
+ this.lightSphere = new THREE.Mesh( geometry, new THREE.MeshFaceMaterial( [ materialSky, materialGround ] ) );
+ this.lightSphere.position = light.position;
+ this.lightSphere.lookAt( new THREE.Vector3() );
+ this.add( this.lightSphere );
+
+};
+
+THREE.HemisphereLightHelper.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.HemisphereLightHelper.prototype.update = function () {
+
+ this.lightSphere.lookAt( new THREE.Vector3() );
+
+ this.lightSphere.material.materials[ 0 ].color.copy( this.light.color ).multiplyScalar( this.light.intensity );
+ this.lightSphere.material.materials[ 1 ].color.copy( this.light.groundColor ).multiplyScalar( this.light.intensity );
+
+};
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.PointLightHelper = function ( light, sphereSize ) {
+
+ THREE.Object3D.call( this );
+
+ this.matrixAutoUpdate = false;
+
+ this.light = light;
+
+ var geometry = new THREE.SphereGeometry( sphereSize, 4, 2 );
+ var material = new THREE.MeshBasicMaterial( { fog: false, wireframe: true } );
+ material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
+
+ this.lightSphere = new THREE.Mesh( geometry, material );
+ this.lightSphere.matrixWorld = this.light.matrixWorld;
+ this.lightSphere.matrixAutoUpdate = false;
+ this.add( this.lightSphere );
+
+ /*
+ var distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 );
+ var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
+
+ this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
+ this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
+
+ var d = light.distance;
+
+ if ( d === 0.0 ) {
+
+ this.lightDistance.visible = false;
+
+ } else {
+
+ this.lightDistance.scale.set( d, d, d );
+
+ }
+
+ this.add( this.lightDistance );
+ */
+
+};
+
+THREE.PointLightHelper.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.PointLightHelper.prototype.update = function () {
+
+ this.lightSphere.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
+
+ /*
+ this.lightDistance.material.color.copy( this.color );
+
+ var d = this.light.distance;
+
+ if ( d === 0.0 ) {
+
+ this.lightDistance.visible = false;
+
+ } else {
+
+ this.lightDistance.visible = true;
+ this.lightDistance.scale.set( d, d, d );
+
+ }
+ */
+
+};
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ * @author mrdoob / http://mrdoob.com/
+ * @author WestLangley / http://github.com/WestLangley
+*/
+
+THREE.SpotLightHelper = function ( light, sphereSize ) {
+
+ THREE.Object3D.call( this );
+
+ this.matrixAutoUpdate = false;
+
+ this.light = light;
+
+ var geometry = new THREE.SphereGeometry( sphereSize, 4, 2 );
+ var material = new THREE.MeshBasicMaterial( { fog: false, wireframe: true } );
+ material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
+
+ this.lightSphere = new THREE.Mesh( geometry, material );
+ this.lightSphere.matrixWorld = this.light.matrixWorld;
+ this.lightSphere.matrixAutoUpdate = false;
+ this.add( this.lightSphere );
+
+ geometry = new THREE.CylinderGeometry( 0.0001, 1, 1, 8, 1, true );
+ geometry.applyMatrix( new THREE.Matrix4().makeTranslation( 0, -0.5, 0 ) );
+ geometry.applyMatrix( new THREE.Matrix4().makeRotationX( - Math.PI / 2 ) );
+
+ material = new THREE.MeshBasicMaterial( { fog: false, wireframe: true, opacity: 0.3, transparent: true } );
+ material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
+
+ this.lightCone = new THREE.Mesh( geometry, material );
+ this.lightCone.position = this.light.position;
+
+ var coneLength = light.distance ? light.distance : 10000;
+ var coneWidth = coneLength * Math.tan( light.angle );
+
+ this.lightCone.scale.set( coneWidth, coneWidth, coneLength );
+ this.lightCone.lookAt( this.light.target.position );
+
+ this.add( this.lightCone );
+
+};
+
+THREE.SpotLightHelper.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.SpotLightHelper.prototype.update = function () {
+
+ var coneLength = this.light.distance ? this.light.distance : 10000;
+ var coneWidth = coneLength * Math.tan( this.light.angle );
+
+ this.lightCone.scale.set( coneWidth, coneWidth, coneLength );
+ this.lightCone.lookAt( this.light.target.position );
+
+ this.lightSphere.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
+ this.lightCone.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.ImmediateRenderObject = function () {
+
+ THREE.Object3D.call( this );
+
+ this.render = function ( renderCallback ) { };
+
+};
+
+THREE.ImmediateRenderObject.prototype = Object.create( THREE.Object3D.prototype );
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.LensFlare = function ( texture, size, distance, blending, color ) {
+
+ THREE.Object3D.call( this );
+
+ this.lensFlares = [];
+
+ this.positionScreen = new THREE.Vector3();
+ this.customUpdateCallback = undefined;
+
+ if( texture !== undefined ) {
+
+ this.add( texture, size, distance, blending, color );
+
+ }
+
+};
+
+THREE.LensFlare.prototype = Object.create( THREE.Object3D.prototype );
+
+
+/*
+ * Add: adds another flare
+ */
+
+THREE.LensFlare.prototype.add = function ( texture, size, distance, blending, color, opacity ) {
+
+ if( size === undefined ) size = -1;
+ if( distance === undefined ) distance = 0;
+ if( opacity === undefined ) opacity = 1;
+ if( color === undefined ) color = new THREE.Color( 0xffffff );
+ if( blending === undefined ) blending = THREE.NormalBlending;
+
+ distance = Math.min( distance, Math.max( 0, distance ) );
+
+ this.lensFlares.push( { texture: texture, // THREE.Texture
+ size: size, // size in pixels (-1 = use texture.width)
+ distance: distance, // distance (0-1) from light source (0=at light source)
+ x: 0, y: 0, z: 0, // screen position (-1 => 1) z = 0 is ontop z = 1 is back
+ scale: 1, // scale
+ rotation: 1, // rotation
+ opacity: opacity, // opacity
+ color: color, // color
+ blending: blending } ); // blending
+
+};
+
+
+/*
+ * Update lens flares update positions on all flares based on the screen position
+ * Set myLensFlare.customUpdateCallback to alter the flares in your project specific way.
+ */
+
+THREE.LensFlare.prototype.updateLensFlares = function () {
+
+ var f, fl = this.lensFlares.length;
+ var flare;
+ var vecX = -this.positionScreen.x * 2;
+ var vecY = -this.positionScreen.y * 2;
+
+ for( f = 0; f < fl; f ++ ) {
+
+ flare = this.lensFlares[ f ];
+
+ flare.x = this.positionScreen.x + vecX * flare.distance;
+ flare.y = this.positionScreen.y + vecY * flare.distance;
+
+ flare.wantedRotation = flare.x * Math.PI * 0.25;
+ flare.rotation += ( flare.wantedRotation - flare.rotation ) * 0.25;
+
+ }
+
+};
+
+
+
+
+
+
+
+
+
+
+
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.MorphBlendMesh = function( geometry, material ) {
+
+ THREE.Mesh.call( this, geometry, material );
+
+ this.animationsMap = {};
+ this.animationsList = [];
+
+ // prepare default animation
+ // (all frames played together in 1 second)
+
+ var numFrames = this.geometry.morphTargets.length;
+
+ var name = "__default";
+
+ var startFrame = 0;
+ var endFrame = numFrames - 1;
+
+ var fps = numFrames / 1;
+
+ this.createAnimation( name, startFrame, endFrame, fps );
+ this.setAnimationWeight( name, 1 );
+
+};
+
+THREE.MorphBlendMesh.prototype = Object.create( THREE.Mesh.prototype );
+
+THREE.MorphBlendMesh.prototype.createAnimation = function ( name, start, end, fps ) {
+
+ var animation = {
+
+ startFrame: start,
+ endFrame: end,
+
+ length: end - start + 1,
+
+ fps: fps,
+ duration: ( end - start ) / fps,
+
+ lastFrame: 0,
+ currentFrame: 0,
+
+ active: false,
+
+ time: 0,
+ direction: 1,
+ weight: 1,
+
+ directionBackwards: false,
+ mirroredLoop: false
+
+ };
+
+ this.animationsMap[ name ] = animation;
+ this.animationsList.push( animation );
+
+};
+
+THREE.MorphBlendMesh.prototype.autoCreateAnimations = function ( fps ) {
+
+ var pattern = /([a-z]+)(\d+)/;
+
+ var firstAnimation, frameRanges = {};
+
+ var geometry = this.geometry;
+
+ for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) {
+
+ var morph = geometry.morphTargets[ i ];
+ var chunks = morph.name.match( pattern );
+
+ if ( chunks && chunks.length > 1 ) {
+
+ var name = chunks[ 1 ];
+ var num = chunks[ 2 ];
+
+ if ( ! frameRanges[ name ] ) frameRanges[ name ] = { start: Infinity, end: -Infinity };
+
+ var range = frameRanges[ name ];
+
+ if ( i < range.start ) range.start = i;
+ if ( i > range.end ) range.end = i;
+
+ if ( ! firstAnimation ) firstAnimation = name;
+
+ }
+
+ }
+
+ for ( var name in frameRanges ) {
+
+ var range = frameRanges[ name ];
+ this.createAnimation( name, range.start, range.end, fps );
+
+ }
+
+ this.firstAnimation = firstAnimation;
+
+};
+
+THREE.MorphBlendMesh.prototype.setAnimationDirectionForward = function ( name ) {
+
+ var animation = this.animationsMap[ name ];
+
+ if ( animation ) {
+
+ animation.direction = 1;
+ animation.directionBackwards = false;
+
+ }
+
+};
+
+THREE.MorphBlendMesh.prototype.setAnimationDirectionBackward = function ( name ) {
+
+ var animation = this.animationsMap[ name ];
+
+ if ( animation ) {
+
+ animation.direction = -1;
+ animation.directionBackwards = true;
+
+ }
+
+};
+
+THREE.MorphBlendMesh.prototype.setAnimationFPS = function ( name, fps ) {
+
+ var animation = this.animationsMap[ name ];
+
+ if ( animation ) {
+
+ animation.fps = fps;
+ animation.duration = ( animation.end - animation.start ) / animation.fps;
+
+ }
+
+};
+
+THREE.MorphBlendMesh.prototype.setAnimationDuration = function ( name, duration ) {
+
+ var animation = this.animationsMap[ name ];
+
+ if ( animation ) {
+
+ animation.duration = duration;
+ animation.fps = ( animation.end - animation.start ) / animation.duration;
+
+ }
+
+};
+
+THREE.MorphBlendMesh.prototype.setAnimationWeight = function ( name, weight ) {
+
+ var animation = this.animationsMap[ name ];
+
+ if ( animation ) {
+
+ animation.weight = weight;
+
+ }
+
+};
+
+THREE.MorphBlendMesh.prototype.setAnimationTime = function ( name, time ) {
+
+ var animation = this.animationsMap[ name ];
+
+ if ( animation ) {
+
+ animation.time = time;
+
+ }
+
+};
+
+THREE.MorphBlendMesh.prototype.getAnimationTime = function ( name ) {
+
+ var time = 0;
+
+ var animation = this.animationsMap[ name ];
+
+ if ( animation ) {
+
+ time = animation.time;
+
+ }
+
+ return time;
+
+};
+
+THREE.MorphBlendMesh.prototype.getAnimationDuration = function ( name ) {
+
+ var duration = -1;
+
+ var animation = this.animationsMap[ name ];
+
+ if ( animation ) {
+
+ duration = animation.duration;
+
+ }
+
+ return duration;
+
+};
+
+THREE.MorphBlendMesh.prototype.playAnimation = function ( name ) {
+
+ var animation = this.animationsMap[ name ];
+
+ if ( animation ) {
+
+ animation.time = 0;
+ animation.active = true;
+
+ } else {
+
+ console.warn( "animation[" + name + "] undefined" );
+
+ }
+
+};
+
+THREE.MorphBlendMesh.prototype.stopAnimation = function ( name ) {
+
+ var animation = this.animationsMap[ name ];
+
+ if ( animation ) {
+
+ animation.active = false;
+
+ }
+
+};
+
+THREE.MorphBlendMesh.prototype.update = function ( delta ) {
+
+ for ( var i = 0, il = this.animationsList.length; i < il; i ++ ) {
+
+ var animation = this.animationsList[ i ];
+
+ if ( ! animation.active ) continue;
+
+ var frameTime = animation.duration / animation.length;
+
+ animation.time += animation.direction * delta;
+
+ if ( animation.mirroredLoop ) {
+
+ if ( animation.time > animation.duration || animation.time < 0 ) {
+
+ animation.direction *= -1;
+
+ if ( animation.time > animation.duration ) {
+
+ animation.time = animation.duration;
+ animation.directionBackwards = true;
+
+ }
+
+ if ( animation.time < 0 ) {
+
+ animation.time = 0;
+ animation.directionBackwards = false;
+
+ }
+
+ }
+
+ } else {
+
+ animation.time = animation.time % animation.duration;
+
+ if ( animation.time < 0 ) animation.time += animation.duration;
+
+ }
+
+ var keyframe = animation.startFrame + THREE.Math.clamp( Math.floor( animation.time / frameTime ), 0, animation.length - 1 );
+ var weight = animation.weight;
+
+ if ( keyframe !== animation.currentFrame ) {
+
+ this.morphTargetInfluences[ animation.lastFrame ] = 0;
+ this.morphTargetInfluences[ animation.currentFrame ] = 1 * weight;
+
+ this.morphTargetInfluences[ keyframe ] = 0;
+
+ animation.lastFrame = animation.currentFrame;
+ animation.currentFrame = keyframe;
+
+ }
+
+ var mix = ( animation.time % frameTime ) / frameTime;
+
+ if ( animation.directionBackwards ) mix = 1 - mix;
+
+ this.morphTargetInfluences[ animation.currentFrame ] = mix * weight;
+ this.morphTargetInfluences[ animation.lastFrame ] = ( 1 - mix ) * weight;
+
+ }
+
+};
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.LensFlarePlugin = function () {
+
+ var _gl, _renderer, _precision, _lensFlare = {};
+
+ this.init = function ( renderer ) {
+
+ _gl = renderer.context;
+ _renderer = renderer;
+
+ _precision = renderer.getPrecision();
+
+ _lensFlare.vertices = new Float32Array( 8 + 8 );
+ _lensFlare.faces = new Uint16Array( 6 );
+
+ var i = 0;
+ _lensFlare.vertices[ i++ ] = -1; _lensFlare.vertices[ i++ ] = -1; // vertex
+ _lensFlare.vertices[ i++ ] = 0; _lensFlare.vertices[ i++ ] = 0; // uv... etc.
+
+ _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = -1;
+ _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = 0;
+
+ _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = 1;
+ _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = 1;
+
+ _lensFlare.vertices[ i++ ] = -1; _lensFlare.vertices[ i++ ] = 1;
+ _lensFlare.vertices[ i++ ] = 0; _lensFlare.vertices[ i++ ] = 1;
+
+ i = 0;
+ _lensFlare.faces[ i++ ] = 0; _lensFlare.faces[ i++ ] = 1; _lensFlare.faces[ i++ ] = 2;
+ _lensFlare.faces[ i++ ] = 0; _lensFlare.faces[ i++ ] = 2; _lensFlare.faces[ i++ ] = 3;
+
+ // buffers
+
+ _lensFlare.vertexBuffer = _gl.createBuffer();
+ _lensFlare.elementBuffer = _gl.createBuffer();
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, _lensFlare.vertices, _gl.STATIC_DRAW );
+
+ _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer );
+ _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.faces, _gl.STATIC_DRAW );
+
+ // textures
+
+ _lensFlare.tempTexture = _gl.createTexture();
+ _lensFlare.occlusionTexture = _gl.createTexture();
+
+ _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
+ _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, 16, 16, 0, _gl.RGB, _gl.UNSIGNED_BYTE, null );
+ _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
+ _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
+ _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST );
+ _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST );
+
+ _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );
+ _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, 16, 16, 0, _gl.RGBA, _gl.UNSIGNED_BYTE, null );
+ _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
+ _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
+ _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST );
+ _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST );
+
+ if ( _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ) <= 0 ) {
+
+ _lensFlare.hasVertexTexture = false;
+ _lensFlare.program = createProgram( THREE.ShaderFlares[ "lensFlare" ], _precision );
+
+ } else {
+
+ _lensFlare.hasVertexTexture = true;
+ _lensFlare.program = createProgram( THREE.ShaderFlares[ "lensFlareVertexTexture" ], _precision );
+
+ }
+
+ _lensFlare.attributes = {};
+ _lensFlare.uniforms = {};
+
+ _lensFlare.attributes.vertex = _gl.getAttribLocation ( _lensFlare.program, "position" );
+ _lensFlare.attributes.uv = _gl.getAttribLocation ( _lensFlare.program, "uv" );
+
+ _lensFlare.uniforms.renderType = _gl.getUniformLocation( _lensFlare.program, "renderType" );
+ _lensFlare.uniforms.map = _gl.getUniformLocation( _lensFlare.program, "map" );
+ _lensFlare.uniforms.occlusionMap = _gl.getUniformLocation( _lensFlare.program, "occlusionMap" );
+ _lensFlare.uniforms.opacity = _gl.getUniformLocation( _lensFlare.program, "opacity" );
+ _lensFlare.uniforms.color = _gl.getUniformLocation( _lensFlare.program, "color" );
+ _lensFlare.uniforms.scale = _gl.getUniformLocation( _lensFlare.program, "scale" );
+ _lensFlare.uniforms.rotation = _gl.getUniformLocation( _lensFlare.program, "rotation" );
+ _lensFlare.uniforms.screenPosition = _gl.getUniformLocation( _lensFlare.program, "screenPosition" );
+
+ };
+
+
+ /*
+ * Render lens flares
+ * Method: renders 16x16 0xff00ff-colored points scattered over the light source area,
+ * reads these back and calculates occlusion.
+ * Then _lensFlare.update_lensFlares() is called to re-position and
+ * update transparency of flares. Then they are rendered.
+ *
+ */
+
+ this.render = function ( scene, camera, viewportWidth, viewportHeight ) {
+
+ var flares = scene.__webglFlares,
+ nFlares = flares.length;
+
+ if ( ! nFlares ) return;
+
+ var tempPosition = new THREE.Vector3();
+
+ var invAspect = viewportHeight / viewportWidth,
+ halfViewportWidth = viewportWidth * 0.5,
+ halfViewportHeight = viewportHeight * 0.5;
+
+ var size = 16 / viewportHeight,
+ scale = new THREE.Vector2( size * invAspect, size );
+
+ var screenPosition = new THREE.Vector3( 1, 1, 0 ),
+ screenPositionPixels = new THREE.Vector2( 1, 1 );
+
+ var uniforms = _lensFlare.uniforms,
+ attributes = _lensFlare.attributes;
+
+ // set _lensFlare program and reset blending
+
+ _gl.useProgram( _lensFlare.program );
+
+ _gl.enableVertexAttribArray( _lensFlare.attributes.vertex );
+ _gl.enableVertexAttribArray( _lensFlare.attributes.uv );
+
+ // loop through all lens flares to update their occlusion and positions
+ // setup gl and common used attribs/unforms
+
+ _gl.uniform1i( uniforms.occlusionMap, 0 );
+ _gl.uniform1i( uniforms.map, 1 );
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer );
+ _gl.vertexAttribPointer( attributes.vertex, 2, _gl.FLOAT, false, 2 * 8, 0 );
+ _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 );
+
+ _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer );
+
+ _gl.disable( _gl.CULL_FACE );
+ _gl.depthMask( false );
+
+ var i, j, jl, flare, sprite;
+
+ for ( i = 0; i < nFlares; i ++ ) {
+
+ size = 16 / viewportHeight;
+ scale.set( size * invAspect, size );
+
+ // calc object screen position
+
+ flare = flares[ i ];
+
+ tempPosition.set( flare.matrixWorld.elements[12], flare.matrixWorld.elements[13], flare.matrixWorld.elements[14] );
+
+ tempPosition.applyMatrix4( camera.matrixWorldInverse );
+ tempPosition.applyProjection( camera.projectionMatrix );
+
+ // setup arrays for gl programs
+
+ screenPosition.copy( tempPosition )
+
+ screenPositionPixels.x = screenPosition.x * halfViewportWidth + halfViewportWidth;
+ screenPositionPixels.y = screenPosition.y * halfViewportHeight + halfViewportHeight;
+
+ // screen cull
+
+ if ( _lensFlare.hasVertexTexture || (
+ screenPositionPixels.x > 0 &&
+ screenPositionPixels.x < viewportWidth &&
+ screenPositionPixels.y > 0 &&
+ screenPositionPixels.y < viewportHeight ) ) {
+
+ // save current RGB to temp texture
+
+ _gl.activeTexture( _gl.TEXTURE1 );
+ _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
+ _gl.copyTexImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, screenPositionPixels.x - 8, screenPositionPixels.y - 8, 16, 16, 0 );
+
+
+ // render pink quad
+
+ _gl.uniform1i( uniforms.renderType, 0 );
+ _gl.uniform2f( uniforms.scale, scale.x, scale.y );
+ _gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z );
+
+ _gl.disable( _gl.BLEND );
+ _gl.enable( _gl.DEPTH_TEST );
+
+ _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
+
+
+ // copy result to occlusionMap
+
+ _gl.activeTexture( _gl.TEXTURE0 );
+ _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );
+ _gl.copyTexImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, screenPositionPixels.x - 8, screenPositionPixels.y - 8, 16, 16, 0 );
+
+
+ // restore graphics
+
+ _gl.uniform1i( uniforms.renderType, 1 );
+ _gl.disable( _gl.DEPTH_TEST );
+
+ _gl.activeTexture( _gl.TEXTURE1 );
+ _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
+ _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
+
+
+ // update object positions
+
+ flare.positionScreen.copy( screenPosition )
+
+ if ( flare.customUpdateCallback ) {
+
+ flare.customUpdateCallback( flare );
+
+ } else {
+
+ flare.updateLensFlares();
+
+ }
+
+ // render flares
+
+ _gl.uniform1i( uniforms.renderType, 2 );
+ _gl.enable( _gl.BLEND );
+
+ for ( j = 0, jl = flare.lensFlares.length; j < jl; j ++ ) {
+
+ sprite = flare.lensFlares[ j ];
+
+ if ( sprite.opacity > 0.001 && sprite.scale > 0.001 ) {
+
+ screenPosition.x = sprite.x;
+ screenPosition.y = sprite.y;
+ screenPosition.z = sprite.z;
+
+ size = sprite.size * sprite.scale / viewportHeight;
+
+ scale.x = size * invAspect;
+ scale.y = size;
+
+ _gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z );
+ _gl.uniform2f( uniforms.scale, scale.x, scale.y );
+ _gl.uniform1f( uniforms.rotation, sprite.rotation );
+
+ _gl.uniform1f( uniforms.opacity, sprite.opacity );
+ _gl.uniform3f( uniforms.color, sprite.color.r, sprite.color.g, sprite.color.b );
+
+ _renderer.setBlending( sprite.blending, sprite.blendEquation, sprite.blendSrc, sprite.blendDst );
+ _renderer.setTexture( sprite.texture, 1 );
+
+ _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
+
+ }
+
+ }
+
+ }
+
+ }
+
+ // restore gl
+
+ _gl.enable( _gl.CULL_FACE );
+ _gl.enable( _gl.DEPTH_TEST );
+ _gl.depthMask( true );
+
+ };
+
+ function createProgram ( shader, precision ) {
+
+ var program = _gl.createProgram();
+
+ var fragmentShader = _gl.createShader( _gl.FRAGMENT_SHADER );
+ var vertexShader = _gl.createShader( _gl.VERTEX_SHADER );
+
+ var prefix = "precision " + precision + " float;\n";
+
+ _gl.shaderSource( fragmentShader, prefix + shader.fragmentShader );
+ _gl.shaderSource( vertexShader, prefix + shader.vertexShader );
+
+ _gl.compileShader( fragmentShader );
+ _gl.compileShader( vertexShader );
+
+ _gl.attachShader( program, fragmentShader );
+ _gl.attachShader( program, vertexShader );
+
+ _gl.linkProgram( program );
+
+ return program;
+
+ };
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.ShadowMapPlugin = function () {
+
+ var _gl,
+ _renderer,
+ _depthMaterial, _depthMaterialMorph, _depthMaterialSkin, _depthMaterialMorphSkin,
+
+ _frustum = new THREE.Frustum(),
+ _projScreenMatrix = new THREE.Matrix4(),
+
+ _min = new THREE.Vector3(),
+ _max = new THREE.Vector3(),
+
+ _matrixPosition = new THREE.Vector3();
+
+ this.init = function ( renderer ) {
+
+ _gl = renderer.context;
+ _renderer = renderer;
+
+ var depthShader = THREE.ShaderLib[ "depthRGBA" ];
+ var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );
+
+ _depthMaterial = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms } );
+ _depthMaterialMorph = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true } );
+ _depthMaterialSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, skinning: true } );
+ _depthMaterialMorphSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true, skinning: true } );
+
+ _depthMaterial._shadowPass = true;
+ _depthMaterialMorph._shadowPass = true;
+ _depthMaterialSkin._shadowPass = true;
+ _depthMaterialMorphSkin._shadowPass = true;
+
+ };
+
+ this.render = function ( scene, camera ) {
+
+ if ( ! ( _renderer.shadowMapEnabled && _renderer.shadowMapAutoUpdate ) ) return;
+
+ this.update( scene, camera );
+
+ };
+
+ this.update = function ( scene, camera ) {
+
+ var i, il, j, jl, n,
+
+ shadowMap, shadowMatrix, shadowCamera,
+ program, buffer, material,
+ webglObject, object, light,
+ renderList,
+
+ lights = [],
+ k = 0,
+
+ fog = null;
+
+ // set GL state for depth map
+
+ _gl.clearColor( 1, 1, 1, 1 );
+ _gl.disable( _gl.BLEND );
+
+ _gl.enable( _gl.CULL_FACE );
+ _gl.frontFace( _gl.CCW );
+
+ if ( _renderer.shadowMapCullFace === THREE.CullFaceFront ) {
+
+ _gl.cullFace( _gl.FRONT );
+
+ } else {
+
+ _gl.cullFace( _gl.BACK );
+
+ }
+
+ _renderer.setDepthTest( true );
+
+ // preprocess lights
+ // - skip lights that are not casting shadows
+ // - create virtual lights for cascaded shadow maps
+
+ for ( i = 0, il = scene.__lights.length; i < il; i ++ ) {
+
+ light = scene.__lights[ i ];
+
+ if ( ! light.castShadow ) continue;
+
+ if ( ( light instanceof THREE.DirectionalLight ) && light.shadowCascade ) {
+
+ for ( n = 0; n < light.shadowCascadeCount; n ++ ) {
+
+ var virtualLight;
+
+ if ( ! light.shadowCascadeArray[ n ] ) {
+
+ virtualLight = createVirtualLight( light, n );
+ virtualLight.originalCamera = camera;
+
+ var gyro = new THREE.Gyroscope();
+ gyro.position = light.shadowCascadeOffset;
+
+ gyro.add( virtualLight );
+ gyro.add( virtualLight.target );
+
+ camera.add( gyro );
+
+ light.shadowCascadeArray[ n ] = virtualLight;
+
+ console.log( "Created virtualLight", virtualLight );
+
+ } else {
+
+ virtualLight = light.shadowCascadeArray[ n ];
+
+ }
+
+ updateVirtualLight( light, n );
+
+ lights[ k ] = virtualLight;
+ k ++;
+
+ }
+
+ } else {
+
+ lights[ k ] = light;
+ k ++;
+
+ }
+
+ }
+
+ // render depth map
+
+ for ( i = 0, il = lights.length; i < il; i ++ ) {
+
+ light = lights[ i ];
+
+ if ( ! light.shadowMap ) {
+
+ var shadowFilter = THREE.LinearFilter;
+
+ if ( _renderer.shadowMapType === THREE.PCFSoftShadowMap ) {
+
+ shadowFilter = THREE.NearestFilter;
+
+ }
+
+ var pars = { minFilter: shadowFilter, magFilter: shadowFilter, format: THREE.RGBAFormat };
+
+ light.shadowMap = new THREE.WebGLRenderTarget( light.shadowMapWidth, light.shadowMapHeight, pars );
+ light.shadowMapSize = new THREE.Vector2( light.shadowMapWidth, light.shadowMapHeight );
+
+ light.shadowMatrix = new THREE.Matrix4();
+
+ }
+
+ if ( ! light.shadowCamera ) {
+
+ if ( light instanceof THREE.SpotLight ) {
+
+ light.shadowCamera = new THREE.PerspectiveCamera( light.shadowCameraFov, light.shadowMapWidth / light.shadowMapHeight, light.shadowCameraNear, light.shadowCameraFar );
+
+ } else if ( light instanceof THREE.DirectionalLight ) {
+
+ light.shadowCamera = new THREE.OrthographicCamera( light.shadowCameraLeft, light.shadowCameraRight, light.shadowCameraTop, light.shadowCameraBottom, light.shadowCameraNear, light.shadowCameraFar );
+
+ } else {
+
+ console.error( "Unsupported light type for shadow" );
+ continue;
+
+ }
+
+ scene.add( light.shadowCamera );
+
+ if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
+
+ }
+
+ if ( light.shadowCameraVisible && ! light.cameraHelper ) {
+
+ light.cameraHelper = new THREE.CameraHelper( light.shadowCamera );
+ light.shadowCamera.add( light.cameraHelper );
+
+ }
+
+ if ( light.isVirtual && virtualLight.originalCamera == camera ) {
+
+ updateShadowCamera( camera, light );
+
+ }
+
+ shadowMap = light.shadowMap;
+ shadowMatrix = light.shadowMatrix;
+ shadowCamera = light.shadowCamera;
+
+ shadowCamera.position.getPositionFromMatrix( light.matrixWorld );
+ _matrixPosition.getPositionFromMatrix( light.target.matrixWorld );
+ shadowCamera.lookAt( _matrixPosition );
+ shadowCamera.updateMatrixWorld();
+
+ shadowCamera.matrixWorldInverse.getInverse( shadowCamera.matrixWorld );
+
+ if ( light.cameraHelper ) light.cameraHelper.visible = light.shadowCameraVisible;
+ if ( light.shadowCameraVisible ) light.cameraHelper.update();
+
+ // compute shadow matrix
+
+ shadowMatrix.set( 0.5, 0.0, 0.0, 0.5,
+ 0.0, 0.5, 0.0, 0.5,
+ 0.0, 0.0, 0.5, 0.5,
+ 0.0, 0.0, 0.0, 1.0 );
+
+ shadowMatrix.multiply( shadowCamera.projectionMatrix );
+ shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
+
+ // update camera matrices and frustum
+
+ _projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
+ _frustum.setFromMatrix( _projScreenMatrix );
+
+ // render shadow map
+
+ _renderer.setRenderTarget( shadowMap );
+ _renderer.clear();
+
+ // set object matrices & frustum culling
+
+ renderList = scene.__webglObjects;
+
+ for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
+
+ webglObject = renderList[ j ];
+ object = webglObject.object;
+
+ webglObject.render = false;
+
+ if ( object.visible && object.castShadow ) {
+
+ if ( ! ( object instanceof THREE.Mesh || object instanceof THREE.ParticleSystem ) || ! ( object.frustumCulled ) || _frustum.intersectsObject( object ) ) {
+
+ object._modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
+
+ webglObject.render = true;
+
+ }
+
+ }
+
+ }
+
+ // render regular objects
+
+ var objectMaterial, useMorphing, useSkinning;
+
+ for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
+
+ webglObject = renderList[ j ];
+
+ if ( webglObject.render ) {
+
+ object = webglObject.object;
+ buffer = webglObject.buffer;
+
+ // culling is overriden globally for all objects
+ // while rendering depth map
+
+ // need to deal with MeshFaceMaterial somehow
+ // in that case just use the first of material.materials for now
+ // (proper solution would require to break objects by materials
+ // similarly to regular rendering and then set corresponding
+ // depth materials per each chunk instead of just once per object)
+
+ objectMaterial = getObjectMaterial( object );
+
+ useMorphing = object.geometry.morphTargets.length > 0 && objectMaterial.morphTargets;
+ useSkinning = object instanceof THREE.SkinnedMesh && objectMaterial.skinning;
+
+ if ( object.customDepthMaterial ) {
+
+ material = object.customDepthMaterial;
+
+ } else if ( useSkinning ) {
+
+ material = useMorphing ? _depthMaterialMorphSkin : _depthMaterialSkin;
+
+ } else if ( useMorphing ) {
+
+ material = _depthMaterialMorph;
+
+ } else {
+
+ material = _depthMaterial;
+
+ }
+
+ if ( buffer instanceof THREE.BufferGeometry ) {
+
+ _renderer.renderBufferDirect( shadowCamera, scene.__lights, fog, material, buffer, object );
+
+ } else {
+
+ _renderer.renderBuffer( shadowCamera, scene.__lights, fog, material, buffer, object );
+
+ }
+
+ }
+
+ }
+
+ // set matrices and render immediate objects
+
+ renderList = scene.__webglObjectsImmediate;
+
+ for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
+
+ webglObject = renderList[ j ];
+ object = webglObject.object;
+
+ if ( object.visible && object.castShadow ) {
+
+ object._modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
+
+ _renderer.renderImmediateObject( shadowCamera, scene.__lights, fog, _depthMaterial, object );
+
+ }
+
+ }
+
+ }
+
+ // restore GL state
+
+ var clearColor = _renderer.getClearColor(),
+ clearAlpha = _renderer.getClearAlpha();
+
+ _gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
+ _gl.enable( _gl.BLEND );
+
+ if ( _renderer.shadowMapCullFace === THREE.CullFaceFront ) {
+
+ _gl.cullFace( _gl.BACK );
+
+ }
+
+ };
+
+ function createVirtualLight( light, cascade ) {
+
+ var virtualLight = new THREE.DirectionalLight();
+
+ virtualLight.isVirtual = true;
+
+ virtualLight.onlyShadow = true;
+ virtualLight.castShadow = true;
+
+ virtualLight.shadowCameraNear = light.shadowCameraNear;
+ virtualLight.shadowCameraFar = light.shadowCameraFar;
+
+ virtualLight.shadowCameraLeft = light.shadowCameraLeft;
+ virtualLight.shadowCameraRight = light.shadowCameraRight;
+ virtualLight.shadowCameraBottom = light.shadowCameraBottom;
+ virtualLight.shadowCameraTop = light.shadowCameraTop;
+
+ virtualLight.shadowCameraVisible = light.shadowCameraVisible;
+
+ virtualLight.shadowDarkness = light.shadowDarkness;
+
+ virtualLight.shadowBias = light.shadowCascadeBias[ cascade ];
+ virtualLight.shadowMapWidth = light.shadowCascadeWidth[ cascade ];
+ virtualLight.shadowMapHeight = light.shadowCascadeHeight[ cascade ];
+
+ virtualLight.pointsWorld = [];
+ virtualLight.pointsFrustum = [];
+
+ var pointsWorld = virtualLight.pointsWorld,
+ pointsFrustum = virtualLight.pointsFrustum;
+
+ for ( var i = 0; i < 8; i ++ ) {
+
+ pointsWorld[ i ] = new THREE.Vector3();
+ pointsFrustum[ i ] = new THREE.Vector3();
+
+ }
+
+ var nearZ = light.shadowCascadeNearZ[ cascade ];
+ var farZ = light.shadowCascadeFarZ[ cascade ];
+
+ pointsFrustum[ 0 ].set( -1, -1, nearZ );
+ pointsFrustum[ 1 ].set( 1, -1, nearZ );
+ pointsFrustum[ 2 ].set( -1, 1, nearZ );
+ pointsFrustum[ 3 ].set( 1, 1, nearZ );
+
+ pointsFrustum[ 4 ].set( -1, -1, farZ );
+ pointsFrustum[ 5 ].set( 1, -1, farZ );
+ pointsFrustum[ 6 ].set( -1, 1, farZ );
+ pointsFrustum[ 7 ].set( 1, 1, farZ );
+
+ return virtualLight;
+
+ }
+
+ // Synchronize virtual light with the original light
+
+ function updateVirtualLight( light, cascade ) {
+
+ var virtualLight = light.shadowCascadeArray[ cascade ];
+
+ virtualLight.position.copy( light.position );
+ virtualLight.target.position.copy( light.target.position );
+ virtualLight.lookAt( virtualLight.target );
+
+ virtualLight.shadowCameraVisible = light.shadowCameraVisible;
+ virtualLight.shadowDarkness = light.shadowDarkness;
+
+ virtualLight.shadowBias = light.shadowCascadeBias[ cascade ];
+
+ var nearZ = light.shadowCascadeNearZ[ cascade ];
+ var farZ = light.shadowCascadeFarZ[ cascade ];
+
+ var pointsFrustum = virtualLight.pointsFrustum;
+
+ pointsFrustum[ 0 ].z = nearZ;
+ pointsFrustum[ 1 ].z = nearZ;
+ pointsFrustum[ 2 ].z = nearZ;
+ pointsFrustum[ 3 ].z = nearZ;
+
+ pointsFrustum[ 4 ].z = farZ;
+ pointsFrustum[ 5 ].z = farZ;
+ pointsFrustum[ 6 ].z = farZ;
+ pointsFrustum[ 7 ].z = farZ;
+
+ }
+
+ // Fit shadow camera's ortho frustum to camera frustum
+
+ function updateShadowCamera( camera, light ) {
+
+ var shadowCamera = light.shadowCamera,
+ pointsFrustum = light.pointsFrustum,
+ pointsWorld = light.pointsWorld;
+
+ _min.set( Infinity, Infinity, Infinity );
+ _max.set( -Infinity, -Infinity, -Infinity );
+
+ for ( var i = 0; i < 8; i ++ ) {
+
+ var p = pointsWorld[ i ];
+
+ p.copy( pointsFrustum[ i ] );
+ THREE.ShadowMapPlugin.__projector.unprojectVector( p, camera );
+
+ p.applyMatrix4( shadowCamera.matrixWorldInverse );
+
+ if ( p.x < _min.x ) _min.x = p.x;
+ if ( p.x > _max.x ) _max.x = p.x;
+
+ if ( p.y < _min.y ) _min.y = p.y;
+ if ( p.y > _max.y ) _max.y = p.y;
+
+ if ( p.z < _min.z ) _min.z = p.z;
+ if ( p.z > _max.z ) _max.z = p.z;
+
+ }
+
+ shadowCamera.left = _min.x;
+ shadowCamera.right = _max.x;
+ shadowCamera.top = _max.y;
+ shadowCamera.bottom = _min.y;
+
+ // can't really fit near/far
+ //shadowCamera.near = _min.z;
+ //shadowCamera.far = _max.z;
+
+ shadowCamera.updateProjectionMatrix();
+
+ }
+
+ // For the moment just ignore objects that have multiple materials with different animation methods
+ // Only the first material will be taken into account for deciding which depth material to use for shadow maps
+
+ function getObjectMaterial( object ) {
+
+ return object.material instanceof THREE.MeshFaceMaterial
+ ? object.material.materials[ 0 ]
+ : object.material;
+
+ };
+
+};
+
+THREE.ShadowMapPlugin.__projector = new THREE.Projector();
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.SpritePlugin = function () {
+
+ var _gl, _renderer, _precision, _sprite = {};
+
+ this.init = function ( renderer ) {
+
+ _gl = renderer.context;
+ _renderer = renderer;
+
+ _precision = renderer.getPrecision();
+
+ _sprite.vertices = new Float32Array( 8 + 8 );
+ _sprite.faces = new Uint16Array( 6 );
+
+ var i = 0;
+
+ _sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = -1; // vertex 0
+ _sprite.vertices[ i++ ] = 0; _sprite.vertices[ i++ ] = 0; // uv 0
+
+ _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = -1; // vertex 1
+ _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 0; // uv 1
+
+ _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 1; // vertex 2
+ _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 1; // uv 2
+
+ _sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = 1; // vertex 3
+ _sprite.vertices[ i++ ] = 0; _sprite.vertices[ i++ ] = 1; // uv 3
+
+ i = 0;
+
+ _sprite.faces[ i++ ] = 0; _sprite.faces[ i++ ] = 1; _sprite.faces[ i++ ] = 2;
+ _sprite.faces[ i++ ] = 0; _sprite.faces[ i++ ] = 2; _sprite.faces[ i++ ] = 3;
+
+ _sprite.vertexBuffer = _gl.createBuffer();
+ _sprite.elementBuffer = _gl.createBuffer();
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, _sprite.vertexBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, _sprite.vertices, _gl.STATIC_DRAW );
+
+ _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _sprite.elementBuffer );
+ _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _sprite.faces, _gl.STATIC_DRAW );
+
+ _sprite.program = createProgram( THREE.ShaderSprite[ "sprite" ], _precision );
+
+ _sprite.attributes = {};
+ _sprite.uniforms = {};
+
+ _sprite.attributes.position = _gl.getAttribLocation ( _sprite.program, "position" );
+ _sprite.attributes.uv = _gl.getAttribLocation ( _sprite.program, "uv" );
+
+ _sprite.uniforms.uvOffset = _gl.getUniformLocation( _sprite.program, "uvOffset" );
+ _sprite.uniforms.uvScale = _gl.getUniformLocation( _sprite.program, "uvScale" );
+
+ _sprite.uniforms.rotation = _gl.getUniformLocation( _sprite.program, "rotation" );
+ _sprite.uniforms.scale = _gl.getUniformLocation( _sprite.program, "scale" );
+ _sprite.uniforms.alignment = _gl.getUniformLocation( _sprite.program, "alignment" );
+
+ _sprite.uniforms.color = _gl.getUniformLocation( _sprite.program, "color" );
+ _sprite.uniforms.map = _gl.getUniformLocation( _sprite.program, "map" );
+ _sprite.uniforms.opacity = _gl.getUniformLocation( _sprite.program, "opacity" );
+
+ _sprite.uniforms.useScreenCoordinates = _gl.getUniformLocation( _sprite.program, "useScreenCoordinates" );
+ _sprite.uniforms.sizeAttenuation = _gl.getUniformLocation( _sprite.program, "sizeAttenuation" );
+ _sprite.uniforms.screenPosition = _gl.getUniformLocation( _sprite.program, "screenPosition" );
+ _sprite.uniforms.modelViewMatrix = _gl.getUniformLocation( _sprite.program, "modelViewMatrix" );
+ _sprite.uniforms.projectionMatrix = _gl.getUniformLocation( _sprite.program, "projectionMatrix" );
+
+ _sprite.uniforms.fogType = _gl.getUniformLocation( _sprite.program, "fogType" );
+ _sprite.uniforms.fogDensity = _gl.getUniformLocation( _sprite.program, "fogDensity" );
+ _sprite.uniforms.fogNear = _gl.getUniformLocation( _sprite.program, "fogNear" );
+ _sprite.uniforms.fogFar = _gl.getUniformLocation( _sprite.program, "fogFar" );
+ _sprite.uniforms.fogColor = _gl.getUniformLocation( _sprite.program, "fogColor" );
+
+ _sprite.uniforms.alphaTest = _gl.getUniformLocation( _sprite.program, "alphaTest" );
+
+ };
+
+ this.render = function ( scene, camera, viewportWidth, viewportHeight ) {
+
+ var sprites = scene.__webglSprites,
+ nSprites = sprites.length;
+
+ if ( ! nSprites ) return;
+
+ var attributes = _sprite.attributes,
+ uniforms = _sprite.uniforms;
+
+ var invAspect = viewportHeight / viewportWidth;
+
+ var halfViewportWidth = viewportWidth * 0.5,
+ halfViewportHeight = viewportHeight * 0.5;
+
+ // setup gl
+
+ _gl.useProgram( _sprite.program );
+
+ _gl.enableVertexAttribArray( attributes.position );
+ _gl.enableVertexAttribArray( attributes.uv );
+
+ _gl.disable( _gl.CULL_FACE );
+ _gl.enable( _gl.BLEND );
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, _sprite.vertexBuffer );
+ _gl.vertexAttribPointer( attributes.position, 2, _gl.FLOAT, false, 2 * 8, 0 );
+ _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 );
+
+ _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _sprite.elementBuffer );
+
+ _gl.uniformMatrix4fv( uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
+
+ _gl.activeTexture( _gl.TEXTURE0 );
+ _gl.uniform1i( uniforms.map, 0 );
+
+ var oldFogType = 0;
+ var sceneFogType = 0;
+ var fog = scene.fog;
+
+ if ( fog ) {
+
+ _gl.uniform3f( uniforms.fogColor, fog.color.r, fog.color.g, fog.color.b );
+
+ if ( fog instanceof THREE.Fog ) {
+
+ _gl.uniform1f( uniforms.fogNear, fog.near );
+ _gl.uniform1f( uniforms.fogFar, fog.far );
+
+ _gl.uniform1i( uniforms.fogType, 1 );
+ oldFogType = 1;
+ sceneFogType = 1;
+
+ } else if ( fog instanceof THREE.FogExp2 ) {
+
+ _gl.uniform1f( uniforms.fogDensity, fog.density );
+
+ _gl.uniform1i( uniforms.fogType, 2 );
+ oldFogType = 2;
+ sceneFogType = 2;
+
+ }
+
+ } else {
+
+ _gl.uniform1i( uniforms.fogType, 0 );
+ oldFogType = 0;
+ sceneFogType = 0;
+
+ }
+
+
+ // update positions and sort
+
+ var i, sprite, material, screenPosition, size, fogType, scale = [];
+
+ for( i = 0; i < nSprites; i ++ ) {
+
+ sprite = sprites[ i ];
+ material = sprite.material;
+
+ if ( ! sprite.visible || material.opacity === 0 ) continue;
+
+ if ( ! material.useScreenCoordinates ) {
+
+ sprite._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, sprite.matrixWorld );
+ sprite.z = - sprite._modelViewMatrix.elements[ 14 ];
+
+ } else {
+
+ sprite.z = - sprite.position.z;
+
+ }
+
+ }
+
+ sprites.sort( painterSortStable );
+
+ // render all sprites
+
+ for( i = 0; i < nSprites; i ++ ) {
+
+ sprite = sprites[ i ];
+ material = sprite.material;
+
+ if ( ! sprite.visible || material.opacity === 0 ) continue;
+
+ if ( material.map && material.map.image && material.map.image.width ) {
+
+ _gl.uniform1f( uniforms.alphaTest, material.alphaTest );
+
+ if ( material.useScreenCoordinates === true ) {
+
+ _gl.uniform1i( uniforms.useScreenCoordinates, 1 );
+ _gl.uniform3f(
+ uniforms.screenPosition,
+ ( ( sprite.position.x * _renderer.devicePixelRatio ) - halfViewportWidth ) / halfViewportWidth,
+ ( halfViewportHeight - ( sprite.position.y * _renderer.devicePixelRatio ) ) / halfViewportHeight,
+ Math.max( 0, Math.min( 1, sprite.position.z ) )
+ );
+
+ scale[ 0 ] = _renderer.devicePixelRatio;
+ scale[ 1 ] = _renderer.devicePixelRatio;
+
+ } else {
+
+ _gl.uniform1i( uniforms.useScreenCoordinates, 0 );
+ _gl.uniform1i( uniforms.sizeAttenuation, material.sizeAttenuation ? 1 : 0 );
+ _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, sprite._modelViewMatrix.elements );
+
+ scale[ 0 ] = 1;
+ scale[ 1 ] = 1;
+
+ }
+
+ if ( scene.fog && material.fog ) {
+
+ fogType = sceneFogType;
+
+ } else {
+
+ fogType = 0;
+
+ }
+
+ if ( oldFogType !== fogType ) {
+
+ _gl.uniform1i( uniforms.fogType, fogType );
+ oldFogType = fogType;
+
+ }
+
+ size = 1 / ( material.scaleByViewport ? viewportHeight : 1 );
+
+ scale[ 0 ] *= size * invAspect * sprite.scale.x
+ scale[ 1 ] *= size * sprite.scale.y;
+
+ _gl.uniform2f( uniforms.uvScale, material.uvScale.x, material.uvScale.y );
+ _gl.uniform2f( uniforms.uvOffset, material.uvOffset.x, material.uvOffset.y );
+ _gl.uniform2f( uniforms.alignment, material.alignment.x, material.alignment.y );
+
+ _gl.uniform1f( uniforms.opacity, material.opacity );
+ _gl.uniform3f( uniforms.color, material.color.r, material.color.g, material.color.b );
+
+ _gl.uniform1f( uniforms.rotation, sprite.rotation );
+ _gl.uniform2fv( uniforms.scale, scale );
+
+ _renderer.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
+ _renderer.setDepthTest( material.depthTest );
+ _renderer.setDepthWrite( material.depthWrite );
+ _renderer.setTexture( material.map, 0 );
+
+ _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
+
+ }
+
+ }
+
+ // restore gl
+
+ _gl.enable( _gl.CULL_FACE );
+
+ };
+
+ function createProgram ( shader, precision ) {
+
+ var program = _gl.createProgram();
+
+ var fragmentShader = _gl.createShader( _gl.FRAGMENT_SHADER );
+ var vertexShader = _gl.createShader( _gl.VERTEX_SHADER );
+
+ var prefix = "precision " + precision + " float;\n";
+
+ _gl.shaderSource( fragmentShader, prefix + shader.fragmentShader );
+ _gl.shaderSource( vertexShader, prefix + shader.vertexShader );
+
+ _gl.compileShader( fragmentShader );
+ _gl.compileShader( vertexShader );
+
+ _gl.attachShader( program, fragmentShader );
+ _gl.attachShader( program, vertexShader );
+
+ _gl.linkProgram( program );
+
+ return program;
+
+ };
+
+ function painterSortStable ( a, b ) {
+
+ if ( a.z !== b.z ) {
+
+ return b.z - a.z;
+
+ } else {
+
+ return b.id - a.id;
+
+ }
+
+ };
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.DepthPassPlugin = function () {
+
+ this.enabled = false;
+ this.renderTarget = null;
+
+ var _gl,
+ _renderer,
+ _depthMaterial, _depthMaterialMorph, _depthMaterialSkin, _depthMaterialMorphSkin,
+
+ _frustum = new THREE.Frustum(),
+ _projScreenMatrix = new THREE.Matrix4();
+
+ this.init = function ( renderer ) {
+
+ _gl = renderer.context;
+ _renderer = renderer;
+
+ var depthShader = THREE.ShaderLib[ "depthRGBA" ];
+ var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );
+
+ _depthMaterial = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms } );
+ _depthMaterialMorph = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true } );
+ _depthMaterialSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, skinning: true } );
+ _depthMaterialMorphSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true, skinning: true } );
+
+ _depthMaterial._shadowPass = true;
+ _depthMaterialMorph._shadowPass = true;
+ _depthMaterialSkin._shadowPass = true;
+ _depthMaterialMorphSkin._shadowPass = true;
+
+ };
+
+ this.render = function ( scene, camera ) {
+
+ if ( ! this.enabled ) return;
+
+ this.update( scene, camera );
+
+ };
+
+ this.update = function ( scene, camera ) {
+
+ var i, il, j, jl, n,
+
+ program, buffer, material,
+ webglObject, object, light,
+ renderList,
+
+ fog = null;
+
+ // set GL state for depth map
+
+ _gl.clearColor( 1, 1, 1, 1 );
+ _gl.disable( _gl.BLEND );
+
+ _renderer.setDepthTest( true );
+
+ // update scene
+
+ if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
+
+ // update camera matrices and frustum
+
+ camera.matrixWorldInverse.getInverse( camera.matrixWorld );
+
+ _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
+ _frustum.setFromMatrix( _projScreenMatrix );
+
+ // render depth map
+
+ _renderer.setRenderTarget( this.renderTarget );
+ _renderer.clear();
+
+ // set object matrices & frustum culling
+
+ renderList = scene.__webglObjects;
+
+ for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
+
+ webglObject = renderList[ j ];
+ object = webglObject.object;
+
+ webglObject.render = false;
+
+ if ( object.visible ) {
+
+ if ( ! ( object instanceof THREE.Mesh || object instanceof THREE.ParticleSystem ) || ! ( object.frustumCulled ) || _frustum.intersectsObject( object ) ) {
+
+ object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
+
+ webglObject.render = true;
+
+ }
+
+ }
+
+ }
+
+ // render regular objects
+
+ var objectMaterial, useMorphing, useSkinning;
+
+ for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
+
+ webglObject = renderList[ j ];
+
+ if ( webglObject.render ) {
+
+ object = webglObject.object;
+ buffer = webglObject.buffer;
+
+ // todo: create proper depth material for particles
+
+ if ( object instanceof THREE.ParticleSystem && !object.customDepthMaterial ) continue;
+
+ objectMaterial = getObjectMaterial( object );
+
+ if ( objectMaterial ) _renderer.setMaterialFaces( object.material );
+
+ useMorphing = object.geometry.morphTargets.length > 0 && objectMaterial.morphTargets;
+ useSkinning = object instanceof THREE.SkinnedMesh && objectMaterial.skinning;
+
+ if ( object.customDepthMaterial ) {
+
+ material = object.customDepthMaterial;
+
+ } else if ( useSkinning ) {
+
+ material = useMorphing ? _depthMaterialMorphSkin : _depthMaterialSkin;
+
+ } else if ( useMorphing ) {
+
+ material = _depthMaterialMorph;
+
+ } else {
+
+ material = _depthMaterial;
+
+ }
+
+ if ( buffer instanceof THREE.BufferGeometry ) {
+
+ _renderer.renderBufferDirect( camera, scene.__lights, fog, material, buffer, object );
+
+ } else {
+
+ _renderer.renderBuffer( camera, scene.__lights, fog, material, buffer, object );
+
+ }
+
+ }
+
+ }
+
+ // set matrices and render immediate objects
+
+ renderList = scene.__webglObjectsImmediate;
+
+ for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
+
+ webglObject = renderList[ j ];
+ object = webglObject.object;
+
+ if ( object.visible ) {
+
+ object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
+
+ _renderer.renderImmediateObject( camera, scene.__lights, fog, _depthMaterial, object );
+
+ }
+
+ }
+
+ // restore GL state
+
+ var clearColor = _renderer.getClearColor(),
+ clearAlpha = _renderer.getClearAlpha();
+
+ _gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
+ _gl.enable( _gl.BLEND );
+
+ };
+
+ // For the moment just ignore objects that have multiple materials with different animation methods
+ // Only the first material will be taken into account for deciding which depth material to use
+
+ function getObjectMaterial( object ) {
+
+ return object.material instanceof THREE.MeshFaceMaterial
+ ? object.material.materials[ 0 ]
+ : object.material;
+
+ };
+
+};
+
+/**
+ * @author mikael emtinger / http://gomo.se/
+ *
+ */
+
+THREE.ShaderFlares = {
+
+ 'lensFlareVertexTexture': {
+
+ vertexShader: [
+
+ "uniform lowp int renderType;",
+
+ "uniform vec3 screenPosition;",
+ "uniform vec2 scale;",
+ "uniform float rotation;",
+
+ "uniform sampler2D occlusionMap;",
+
+ "attribute vec2 position;",
+ "attribute vec2 uv;",
+
+ "varying vec2 vUV;",
+ "varying float vVisibility;",
+
+ "void main() {",
+
+ "vUV = uv;",
+
+ "vec2 pos = position;",
+
+ "if( renderType == 2 ) {",
+
+ "vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) ) +",
+ "texture2D( occlusionMap, vec2( 0.5, 0.1 ) ) +",
+ "texture2D( occlusionMap, vec2( 0.9, 0.1 ) ) +",
+ "texture2D( occlusionMap, vec2( 0.9, 0.5 ) ) +",
+ "texture2D( occlusionMap, vec2( 0.9, 0.9 ) ) +",
+ "texture2D( occlusionMap, vec2( 0.5, 0.9 ) ) +",
+ "texture2D( occlusionMap, vec2( 0.1, 0.9 ) ) +",
+ "texture2D( occlusionMap, vec2( 0.1, 0.5 ) ) +",
+ "texture2D( occlusionMap, vec2( 0.5, 0.5 ) );",
+
+ "vVisibility = ( visibility.r / 9.0 ) *",
+ "( 1.0 - visibility.g / 9.0 ) *",
+ "( visibility.b / 9.0 ) *",
+ "( 1.0 - visibility.a / 9.0 );",
+
+ "pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;",
+ "pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;",
+
+ "}",
+
+ "gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );",
+
+ "}"
+
+ ].join( "\n" ),
+
+ fragmentShader: [
+
+ "uniform lowp int renderType;",
+
+ "uniform sampler2D map;",
+ "uniform float opacity;",
+ "uniform vec3 color;",
+
+ "varying vec2 vUV;",
+ "varying float vVisibility;",
+
+ "void main() {",
+
+ // pink square
+
+ "if( renderType == 0 ) {",
+
+ "gl_FragColor = vec4( 1.0, 0.0, 1.0, 0.0 );",
+
+ // restore
+
+ "} else if( renderType == 1 ) {",
+
+ "gl_FragColor = texture2D( map, vUV );",
+
+ // flare
+
+ "} else {",
+
+ "vec4 texture = texture2D( map, vUV );",
+ "texture.a *= opacity * vVisibility;",
+ "gl_FragColor = texture;",
+ "gl_FragColor.rgb *= color;",
+
+ "}",
+
+ "}"
+ ].join( "\n" )
+
+ },
+
+
+ 'lensFlare': {
+
+ vertexShader: [
+
+ "uniform lowp int renderType;",
+
+ "uniform vec3 screenPosition;",
+ "uniform vec2 scale;",
+ "uniform float rotation;",
+
+ "attribute vec2 position;",
+ "attribute vec2 uv;",
+
+ "varying vec2 vUV;",
+
+ "void main() {",
+
+ "vUV = uv;",
+
+ "vec2 pos = position;",
+
+ "if( renderType == 2 ) {",
+
+ "pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;",
+ "pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;",
+
+ "}",
+
+ "gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );",
+
+ "}"
+
+ ].join( "\n" ),
+
+ fragmentShader: [
+
+ "precision mediump float;",
+
+ "uniform lowp int renderType;",
+
+ "uniform sampler2D map;",
+ "uniform sampler2D occlusionMap;",
+ "uniform float opacity;",
+ "uniform vec3 color;",
+
+ "varying vec2 vUV;",
+
+ "void main() {",
+
+ // pink square
+
+ "if( renderType == 0 ) {",
+
+ "gl_FragColor = vec4( texture2D( map, vUV ).rgb, 0.0 );",
+
+ // restore
+
+ "} else if( renderType == 1 ) {",
+
+ "gl_FragColor = texture2D( map, vUV );",
+
+ // flare
+
+ "} else {",
+
+ "float visibility = texture2D( occlusionMap, vec2( 0.5, 0.1 ) ).a +",
+ "texture2D( occlusionMap, vec2( 0.9, 0.5 ) ).a +",
+ "texture2D( occlusionMap, vec2( 0.5, 0.9 ) ).a +",
+ "texture2D( occlusionMap, vec2( 0.1, 0.5 ) ).a;",
+
+ "visibility = ( 1.0 - visibility / 4.0 );",
+
+ "vec4 texture = texture2D( map, vUV );",
+ "texture.a *= opacity * visibility;",
+ "gl_FragColor = texture;",
+ "gl_FragColor.rgb *= color;",
+
+ "}",
+
+ "}"
+
+ ].join( "\n" )
+
+ }
+
+};
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ *
+ */
+
+THREE.ShaderSprite = {
+
+ 'sprite': {
+
+ vertexShader: [
+
+ "uniform int useScreenCoordinates;",
+ "uniform int sizeAttenuation;",
+ "uniform vec3 screenPosition;",
+ "uniform mat4 modelViewMatrix;",
+ "uniform mat4 projectionMatrix;",
+ "uniform float rotation;",
+ "uniform vec2 scale;",
+ "uniform vec2 alignment;",
+ "uniform vec2 uvOffset;",
+ "uniform vec2 uvScale;",
+
+ "attribute vec2 position;",
+ "attribute vec2 uv;",
+
+ "varying vec2 vUV;",
+
+ "void main() {",
+
+ "vUV = uvOffset + uv * uvScale;",
+
+ "vec2 alignedPosition = position + alignment;",
+
+ "vec2 rotatedPosition;",
+ "rotatedPosition.x = ( cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y ) * scale.x;",
+ "rotatedPosition.y = ( sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y ) * scale.y;",
+
+ "vec4 finalPosition;",
+
+ "if( useScreenCoordinates != 0 ) {",
+
+ "finalPosition = vec4( screenPosition.xy + rotatedPosition, screenPosition.z, 1.0 );",
+
+ "} else {",
+
+ "finalPosition = projectionMatrix * modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );",
+ "finalPosition.xy += rotatedPosition * ( sizeAttenuation == 1 ? 1.0 : finalPosition.z );",
+
+ "}",
+
+ "gl_Position = finalPosition;",
+
+ "}"
+
+ ].join( "\n" ),
+
+ fragmentShader: [
+
+ "uniform vec3 color;",
+ "uniform sampler2D map;",
+ "uniform float opacity;",
+
+ "uniform int fogType;",
+ "uniform vec3 fogColor;",
+ "uniform float fogDensity;",
+ "uniform float fogNear;",
+ "uniform float fogFar;",
+ "uniform float alphaTest;",
+
+ "varying vec2 vUV;",
+
+ "void main() {",
+
+ "vec4 texture = texture2D( map, vUV );",
+
+ "if ( texture.a < alphaTest ) discard;",
+
+ "gl_FragColor = vec4( color * texture.xyz, texture.a * opacity );",
+
+ "if ( fogType > 0 ) {",
+
+ "float depth = gl_FragCoord.z / gl_FragCoord.w;",
+ "float fogFactor = 0.0;",
+
+ "if ( fogType == 1 ) {",
+
+ "fogFactor = smoothstep( fogNear, fogFar, depth );",
+
+ "} else {",
+
+ "const float LOG2 = 1.442695;",
+ "float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );",
+ "fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );",
+
+ "}",
+
+ "gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );",
+
+ "}",
+
+ "}"
+
+ ].join( "\n" )
+
+ }
+
+};
diff --git a/js/lib/three.min.js b/js/lib/three.min.js
new file mode 100644
index 0000000..75d8268
--- /dev/null
+++ b/js/lib/three.min.js
@@ -0,0 +1,710 @@
+// three.js - http://github.com/mrdoob/three.js
+'use strict';var THREE=THREE||{REVISION:"58"};self.console=self.console||{info:function(){},log:function(){},debug:function(){},warn:function(){},error:function(){}};self.Int32Array=self.Int32Array||Array;self.Float32Array=self.Float32Array||Array;String.prototype.trim=String.prototype.trim||function(){return this.replace(/^\s+|\s+$/g,"")};
+THREE.extend=function(a,b){if(Object.keys)for(var c=Object.keys(b),d=0,e=c.length;d<e;d++){var f=c[d];Object.defineProperty(a,f,Object.getOwnPropertyDescriptor(b,f))}else for(f in c={}.hasOwnProperty,b)c.call(b,f)&&(a[f]=b[f]);return a};
+(function(){for(var a=0,b=["ms","moz","webkit","o"],c=0;c<b.length&&!window.requestAnimationFrame;++c)window.requestAnimationFrame=window[b[c]+"RequestAnimationFrame"],window.cancelAnimationFrame=window[b[c]+"CancelAnimationFrame"]||window[b[c]+"CancelRequestAnimationFrame"];void 0===window.requestAnimationFrame&&(window.requestAnimationFrame=function(b){var c=Date.now(),f=Math.max(0,16-(c-a)),g=window.setTimeout(function(){b(c+f)},f);a=c+f;return g});window.cancelAnimationFrame=window.cancelAnimationFrame||
+function(a){window.clearTimeout(a)}})();THREE.CullFaceNone=0;THREE.CullFaceBack=1;THREE.CullFaceFront=2;THREE.CullFaceFrontBack=3;THREE.FrontFaceDirectionCW=0;THREE.FrontFaceDirectionCCW=1;THREE.BasicShadowMap=0;THREE.PCFShadowMap=1;THREE.PCFSoftShadowMap=2;THREE.FrontSide=0;THREE.BackSide=1;THREE.DoubleSide=2;THREE.NoShading=0;THREE.FlatShading=1;THREE.SmoothShading=2;THREE.NoColors=0;THREE.FaceColors=1;THREE.VertexColors=2;THREE.NoBlending=0;THREE.NormalBlending=1;THREE.AdditiveBlending=2;
+THREE.SubtractiveBlending=3;THREE.MultiplyBlending=4;THREE.CustomBlending=5;THREE.AddEquation=100;THREE.SubtractEquation=101;THREE.ReverseSubtractEquation=102;THREE.ZeroFactor=200;THREE.OneFactor=201;THREE.SrcColorFactor=202;THREE.OneMinusSrcColorFactor=203;THREE.SrcAlphaFactor=204;THREE.OneMinusSrcAlphaFactor=205;THREE.DstAlphaFactor=206;THREE.OneMinusDstAlphaFactor=207;THREE.DstColorFactor=208;THREE.OneMinusDstColorFactor=209;THREE.SrcAlphaSaturateFactor=210;THREE.MultiplyOperation=0;
+THREE.MixOperation=1;THREE.AddOperation=2;THREE.UVMapping=function(){};THREE.CubeReflectionMapping=function(){};THREE.CubeRefractionMapping=function(){};THREE.SphericalReflectionMapping=function(){};THREE.SphericalRefractionMapping=function(){};THREE.RepeatWrapping=1E3;THREE.ClampToEdgeWrapping=1001;THREE.MirroredRepeatWrapping=1002;THREE.NearestFilter=1003;THREE.NearestMipMapNearestFilter=1004;THREE.NearestMipMapLinearFilter=1005;THREE.LinearFilter=1006;THREE.LinearMipMapNearestFilter=1007;
+THREE.LinearMipMapLinearFilter=1008;THREE.UnsignedByteType=1009;THREE.ByteType=1010;THREE.ShortType=1011;THREE.UnsignedShortType=1012;THREE.IntType=1013;THREE.UnsignedIntType=1014;THREE.FloatType=1015;THREE.UnsignedShort4444Type=1016;THREE.UnsignedShort5551Type=1017;THREE.UnsignedShort565Type=1018;THREE.AlphaFormat=1019;THREE.RGBFormat=1020;THREE.RGBAFormat=1021;THREE.LuminanceFormat=1022;THREE.LuminanceAlphaFormat=1023;THREE.RGB_S3TC_DXT1_Format=2001;THREE.RGBA_S3TC_DXT1_Format=2002;
+THREE.RGBA_S3TC_DXT3_Format=2003;THREE.RGBA_S3TC_DXT5_Format=2004;THREE.Color=function(a){void 0!==a&&this.set(a);return this};
+THREE.Color.prototype={constructor:THREE.Color,r:1,g:1,b:1,set:function(a){a instanceof THREE.Color?this.copy(a):"number"===typeof a?this.setHex(a):"string"===typeof a&&this.setStyle(a);return this},setHex:function(a){a=Math.floor(a);this.r=(a>>16&255)/255;this.g=(a>>8&255)/255;this.b=(a&255)/255;return this},setRGB:function(a,b,c){this.r=a;this.g=b;this.b=c;return this},setHSL:function(a,b,c){if(0===b)this.r=this.g=this.b=c;else{var d=function(a,b,c){0>c&&(c+=1);1<c&&(c-=1);return c<1/6?a+6*(b-a)*
+c:0.5>c?b:c<2/3?a+6*(b-a)*(2/3-c):a},b=0.5>=c?c*(1+b):c+b-c*b,c=2*c-b;this.r=d(c,b,a+1/3);this.g=d(c,b,a);this.b=d(c,b,a-1/3)}return this},setStyle:function(a){if(/^rgb\((\d+),(\d+),(\d+)\)$/i.test(a))return a=/^rgb\((\d+),(\d+),(\d+)\)$/i.exec(a),this.r=Math.min(255,parseInt(a[1],10))/255,this.g=Math.min(255,parseInt(a[2],10))/255,this.b=Math.min(255,parseInt(a[3],10))/255,this;if(/^rgb\((\d+)\%,(\d+)\%,(\d+)\%\)$/i.test(a))return a=/^rgb\((\d+)\%,(\d+)\%,(\d+)\%\)$/i.exec(a),this.r=Math.min(100,
+parseInt(a[1],10))/100,this.g=Math.min(100,parseInt(a[2],10))/100,this.b=Math.min(100,parseInt(a[3],10))/100,this;if(/^\#([0-9a-f]{6})$/i.test(a))return a=/^\#([0-9a-f]{6})$/i.exec(a),this.setHex(parseInt(a[1],16)),this;if(/^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.test(a))return a=/^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.exec(a),this.setHex(parseInt(a[1]+a[1]+a[2]+a[2]+a[3]+a[3],16)),this;if(/^(\w+)$/i.test(a))return this.setHex(THREE.ColorKeywords[a]),this},copy:function(a){this.r=a.r;this.g=a.g;this.b=
+a.b;return this},copyGammaToLinear:function(a){this.r=a.r*a.r;this.g=a.g*a.g;this.b=a.b*a.b;return this},copyLinearToGamma:function(a){this.r=Math.sqrt(a.r);this.g=Math.sqrt(a.g);this.b=Math.sqrt(a.b);return this},convertGammaToLinear:function(){var a=this.r,b=this.g,c=this.b;this.r=a*a;this.g=b*b;this.b=c*c;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 255*this.r<<16^255*this.g<<8^255*
+this.b<<0},getHexString:function(){return("000000"+this.getHex().toString(16)).slice(-6)},getHSL:function(){var a={h:0,s:0,l:0};return function(){var b=this.r,c=this.g,d=this.b,e=Math.max(b,c,d),f=Math.min(b,c,d),g,h=(f+e)/2;if(f===e)f=g=0;else{var i=e-f,f=0.5>=h?i/(e+f):i/(2-e-f);switch(e){case b:g=(c-d)/i+(c<d?6:0);break;case c:g=(d-b)/i+2;break;case d:g=(b-c)/i+4}g/=6}a.h=g;a.s=f;a.l=h;return a}}(),getStyle:function(){return"rgb("+(255*this.r|0)+","+(255*this.g|0)+","+(255*this.b|0)+")"},offsetHSL:function(a,
+b,c){var d=this.getHSL();d.h+=a;d.s+=b;d.l+=c;this.setHSL(d.h,d.s,d.l);return this},add:function(a){this.r+=a.r;this.g+=a.g;this.b+=a.b;return this},addColors:function(a,b){this.r=a.r+b.r;this.g=a.g+b.g;this.b=a.b+b.b;return this},addScalar:function(a){this.r+=a;this.g+=a;this.b+=a;return this},multiply:function(a){this.r*=a.r;this.g*=a.g;this.b*=a.b;return this},multiplyScalar:function(a){this.r*=a;this.g*=a;this.b*=a;return this},lerp:function(a,b){this.r+=(a.r-this.r)*b;this.g+=(a.g-this.g)*b;
+this.b+=(a.b-this.b)*b;return this},equals:function(a){return a.r===this.r&&a.g===this.g&&a.b===this.b},clone:function(){return(new THREE.Color).setRGB(this.r,this.g,this.b)}};
+THREE.ColorKeywords={aliceblue:15792383,antiquewhite:16444375,aqua:65535,aquamarine:8388564,azure:15794175,beige:16119260,bisque:16770244,black:0,blanchedalmond:16772045,blue:255,blueviolet:9055202,brown:10824234,burlywood:14596231,cadetblue:6266528,chartreuse:8388352,chocolate:13789470,coral:16744272,cornflowerblue:6591981,cornsilk:16775388,crimson:14423100,cyan:65535,darkblue:139,darkcyan:35723,darkgoldenrod:12092939,darkgray:11119017,darkgreen:25600,darkgrey:11119017,darkkhaki:12433259,darkmagenta:9109643,
+darkolivegreen:5597999,darkorange:16747520,darkorchid:10040012,darkred:9109504,darksalmon:15308410,darkseagreen:9419919,darkslateblue:4734347,darkslategray:3100495,darkslategrey:3100495,darkturquoise:52945,darkviolet:9699539,deeppink:16716947,deepskyblue:49151,dimgray:6908265,dimgrey:6908265,dodgerblue:2003199,firebrick:11674146,floralwhite:16775920,forestgreen:2263842,fuchsia:16711935,gainsboro:14474460,ghostwhite:16316671,gold:16766720,goldenrod:14329120,gray:8421504,green:32768,greenyellow:11403055,
+grey:8421504,honeydew:15794160,hotpink:16738740,indianred:13458524,indigo:4915330,ivory:16777200,khaki:15787660,lavender:15132410,lavenderblush:16773365,lawngreen:8190976,lemonchiffon:16775885,lightblue:11393254,lightcoral:15761536,lightcyan:14745599,lightgoldenrodyellow:16448210,lightgray:13882323,lightgreen:9498256,lightgrey:13882323,lightpink:16758465,lightsalmon:16752762,lightseagreen:2142890,lightskyblue:8900346,lightslategray:7833753,lightslategrey:7833753,lightsteelblue:11584734,lightyellow:16777184,
+lime:65280,limegreen:3329330,linen:16445670,magenta:16711935,maroon:8388608,mediumaquamarine:6737322,mediumblue:205,mediumorchid:12211667,mediumpurple:9662683,mediumseagreen:3978097,mediumslateblue:8087790,mediumspringgreen:64154,mediumturquoise:4772300,mediumvioletred:13047173,midnightblue:1644912,mintcream:16121850,mistyrose:16770273,moccasin:16770229,navajowhite:16768685,navy:128,oldlace:16643558,olive:8421376,olivedrab:7048739,orange:16753920,orangered:16729344,orchid:14315734,palegoldenrod:15657130,
+palegreen:10025880,paleturquoise:11529966,palevioletred:14381203,papayawhip:16773077,peachpuff:16767673,peru:13468991,pink:16761035,plum:14524637,powderblue:11591910,purple:8388736,red:16711680,rosybrown:12357519,royalblue:4286945,saddlebrown:9127187,salmon:16416882,sandybrown:16032864,seagreen:3050327,seashell:16774638,sienna:10506797,silver:12632256,skyblue:8900331,slateblue:6970061,slategray:7372944,slategrey:7372944,snow:16775930,springgreen:65407,steelblue:4620980,tan:13808780,teal:32896,thistle:14204888,
+tomato:16737095,turquoise:4251856,violet:15631086,wheat:16113331,white:16777215,whitesmoke:16119285,yellow:16776960,yellowgreen:10145074};THREE.Quaternion=function(a,b,c,d){this.x=a||0;this.y=b||0;this.z=c||0;this.w=void 0!==d?d:1};
+THREE.Quaternion.prototype={constructor:THREE.Quaternion,set:function(a,b,c,d){this.x=a;this.y=b;this.z=c;this.w=d;return this},copy:function(a){this.x=a.x;this.y=a.y;this.z=a.z;this.w=a.w;return this},setFromEuler:function(a,b){var c=Math.cos(a.x/2),d=Math.cos(a.y/2),e=Math.cos(a.z/2),f=Math.sin(a.x/2),g=Math.sin(a.y/2),h=Math.sin(a.z/2);void 0===b||"XYZ"===b?(this.x=f*d*e+c*g*h,this.y=c*g*e-f*d*h,this.z=c*d*h+f*g*e,this.w=c*d*e-f*g*h):"YXZ"===b?(this.x=f*d*e+c*g*h,this.y=c*g*e-f*d*h,this.z=c*d*
+h-f*g*e,this.w=c*d*e+f*g*h):"ZXY"===b?(this.x=f*d*e-c*g*h,this.y=c*g*e+f*d*h,this.z=c*d*h+f*g*e,this.w=c*d*e-f*g*h):"ZYX"===b?(this.x=f*d*e-c*g*h,this.y=c*g*e+f*d*h,this.z=c*d*h-f*g*e,this.w=c*d*e+f*g*h):"YZX"===b?(this.x=f*d*e+c*g*h,this.y=c*g*e+f*d*h,this.z=c*d*h-f*g*e,this.w=c*d*e-f*g*h):"XZY"===b&&(this.x=f*d*e-c*g*h,this.y=c*g*e-f*d*h,this.z=c*d*h+f*g*e,this.w=c*d*e+f*g*h);return this},setFromAxisAngle:function(a,b){var c=b/2,d=Math.sin(c);this.x=a.x*d;this.y=a.y*d;this.z=a.z*d;this.w=Math.cos(c);
+return this},setFromRotationMatrix:function(a){var b=a.elements,c=b[0],a=b[4],d=b[8],e=b[1],f=b[5],g=b[9],h=b[2],i=b[6],b=b[10],j=c+f+b;0<j?(c=0.5/Math.sqrt(j+1),this.w=0.25/c,this.x=(i-g)*c,this.y=(d-h)*c,this.z=(e-a)*c):c>f&&c>b?(c=2*Math.sqrt(1+c-f-b),this.w=(i-g)/c,this.x=0.25*c,this.y=(a+e)/c,this.z=(d+h)/c):f>b?(c=2*Math.sqrt(1+f-c-b),this.w=(d-h)/c,this.x=(a+e)/c,this.y=0.25*c,this.z=(g+i)/c):(c=2*Math.sqrt(1+b-c-f),this.w=(e-a)/c,this.x=(d+h)/c,this.y=(g+i)/c,this.z=0.25*c);return this},inverse:function(){this.conjugate().normalize();
+return this},conjugate:function(){this.x*=-1;this.y*=-1;this.z*=-1;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 a=this.length();0===a?(this.z=this.y=this.x=0,this.w=1):(a=1/a,this.x*=a,this.y*=a,this.z*=a,this.w*=a);return this},multiply:function(a,b){return void 0!==b?(console.warn("DEPRECATED: Quaternion's .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead."),
+this.multiplyQuaternions(a,b)):this.multiplyQuaternions(this,a)},multiplyQuaternions:function(a,b){var c=a.x,d=a.y,e=a.z,f=a.w,g=b.x,h=b.y,i=b.z,j=b.w;this.x=c*j+f*g+d*i-e*h;this.y=d*j+f*h+e*g-c*i;this.z=e*j+f*i+c*h-d*g;this.w=f*j-c*g-d*h-e*i;return this},multiplyVector3:function(a){console.warn("DEPRECATED: Quaternion's .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.");return a.applyQuaternion(this)},slerp:function(a,b){var c=this.x,d=this.y,e=this.z,
+f=this.w,g=f*a.w+c*a.x+d*a.y+e*a.z;0>g?(this.w=-a.w,this.x=-a.x,this.y=-a.y,this.z=-a.z,g=-g):this.copy(a);if(1<=g)return this.w=f,this.x=c,this.y=d,this.z=e,this;var h=Math.acos(g),i=Math.sqrt(1-g*g);if(0.001>Math.abs(i))return this.w=0.5*(f+this.w),this.x=0.5*(c+this.x),this.y=0.5*(d+this.y),this.z=0.5*(e+this.z),this;g=Math.sin((1-b)*h)/i;h=Math.sin(b*h)/i;this.w=f*g+this.w*h;this.x=c*g+this.x*h;this.y=d*g+this.y*h;this.z=e*g+this.z*h;return this},equals:function(a){return a.x===this.x&&a.y===
+this.y&&a.z===this.z&&a.w===this.w},fromArray:function(a){this.x=a[0];this.y=a[1];this.z=a[2];this.w=a[3];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(a,b,c,d){return c.copy(a).slerp(b,d)};THREE.Vector2=function(a,b){this.x=a||0;this.y=b||0};
+THREE.Vector2.prototype={constructor:THREE.Vector2,set:function(a,b){this.x=a;this.y=b;return this},setX:function(a){this.x=a;return this},setY:function(a){this.y=a;return this},setComponent:function(a,b){switch(a){case 0:this.x=b;break;case 1:this.y=b;break;default:throw Error("index is out of range: "+a);}},getComponent:function(a){switch(a){case 0:return this.x;case 1:return this.y;default:throw Error("index is out of range: "+a);}},copy:function(a){this.x=a.x;this.y=a.y;return this},add:function(a,
+b){if(void 0!==b)return console.warn("DEPRECATED: Vector2's .add() now only accepts one argument. Use .addVectors( a, b ) instead."),this.addVectors(a,b);this.x+=a.x;this.y+=a.y;return this},addVectors:function(a,b){this.x=a.x+b.x;this.y=a.y+b.y;return this},addScalar:function(a){this.x+=a;this.y+=a;return this},sub:function(a,b){if(void 0!==b)return console.warn("DEPRECATED: Vector2's .sub() now only accepts one argument. Use .subVectors( a, b ) instead."),this.subVectors(a,b);this.x-=a.x;this.y-=
+a.y;return this},subVectors:function(a,b){this.x=a.x-b.x;this.y=a.y-b.y;return this},multiplyScalar:function(a){this.x*=a;this.y*=a;return this},divideScalar:function(a){0!==a?(this.x/=a,this.y/=a):this.set(0,0);return this},min:function(a){this.x>a.x&&(this.x=a.x);this.y>a.y&&(this.y=a.y);return this},max:function(a){this.x<a.x&&(this.x=a.x);this.y<a.y&&(this.y=a.y);return this},clamp:function(a,b){this.x<a.x?this.x=a.x:this.x>b.x&&(this.x=b.x);this.y<a.y?this.y=a.y:this.y>b.y&&(this.y=b.y);return this},
+negate:function(){return this.multiplyScalar(-1)},dot:function(a){return this.x*a.x+this.y*a.y},lengthSq:function(){return this.x*this.x+this.y*this.y},length:function(){return Math.sqrt(this.x*this.x+this.y*this.y)},normalize:function(){return this.divideScalar(this.length())},distanceTo:function(a){return Math.sqrt(this.distanceToSquared(a))},distanceToSquared:function(a){var b=this.x-a.x,a=this.y-a.y;return b*b+a*a},setLength:function(a){var b=this.length();0!==b&&a!==b&&this.multiplyScalar(a/
+b);return this},lerp:function(a,b){this.x+=(a.x-this.x)*b;this.y+=(a.y-this.y)*b;return this},equals:function(a){return a.x===this.x&&a.y===this.y},fromArray:function(a){this.x=a[0];this.y=a[1];return this},toArray:function(){return[this.x,this.y]},clone:function(){return new THREE.Vector2(this.x,this.y)}};THREE.Vector3=function(a,b,c){this.x=a||0;this.y=b||0;this.z=c||0};
+THREE.Vector3.prototype={constructor:THREE.Vector3,set:function(a,b,c){this.x=a;this.y=b;this.z=c;return this},setX:function(a){this.x=a;return this},setY:function(a){this.y=a;return this},setZ:function(a){this.z=a;return this},setComponent:function(a,b){switch(a){case 0:this.x=b;break;case 1:this.y=b;break;case 2:this.z=b;break;default:throw Error("index is out of range: "+a);}},getComponent:function(a){switch(a){case 0:return this.x;case 1:return this.y;case 2:return this.z;default:throw Error("index is out of range: "+
+a);}},copy:function(a){this.x=a.x;this.y=a.y;this.z=a.z;return this},add:function(a,b){if(void 0!==b)return console.warn("DEPRECATED: Vector3's .add() now only accepts one argument. Use .addVectors( a, b ) instead."),this.addVectors(a,b);this.x+=a.x;this.y+=a.y;this.z+=a.z;return this},addScalar:function(a){this.x+=a;this.y+=a;this.z+=a;return this},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(a,b){if(void 0!==b)return console.warn("DEPRECATED: Vector3's .sub() now only accepts one argument. Use .subVectors( a, b ) instead."),
+this.subVectors(a,b);this.x-=a.x;this.y-=a.y;this.z-=a.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(a,b){if(void 0!==b)return console.warn("DEPRECATED: Vector3's .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead."),this.multiplyVectors(a,b);this.x*=a.x;this.y*=a.y;this.z*=a.z;return this},multiplyScalar:function(a){this.x*=a;this.y*=a;this.z*=a;return this},multiplyVectors:function(a,b){this.x=a.x*
+b.x;this.y=a.y*b.y;this.z=a.z*b.z;return this},applyMatrix3:function(a){var b=this.x,c=this.y,d=this.z,a=a.elements;this.x=a[0]*b+a[3]*c+a[6]*d;this.y=a[1]*b+a[4]*c+a[7]*d;this.z=a[2]*b+a[5]*c+a[8]*d;return this},applyMatrix4:function(a){var b=this.x,c=this.y,d=this.z,a=a.elements;this.x=a[0]*b+a[4]*c+a[8]*d+a[12];this.y=a[1]*b+a[5]*c+a[9]*d+a[13];this.z=a[2]*b+a[6]*c+a[10]*d+a[14];return this},applyProjection:function(a){var b=this.x,c=this.y,d=this.z,a=a.elements,e=1/(a[3]*b+a[7]*c+a[11]*d+a[15]);
+this.x=(a[0]*b+a[4]*c+a[8]*d+a[12])*e;this.y=(a[1]*b+a[5]*c+a[9]*d+a[13])*e;this.z=(a[2]*b+a[6]*c+a[10]*d+a[14])*e;return this},applyQuaternion:function(a){var b=this.x,c=this.y,d=this.z,e=a.x,f=a.y,g=a.z,a=a.w,h=a*b+f*d-g*c,i=a*c+g*b-e*d,j=a*d+e*c-f*b,b=-e*b-f*c-g*d;this.x=h*a+b*-e+i*-g-j*-f;this.y=i*a+b*-f+j*-e-h*-g;this.z=j*a+b*-g+h*-f-i*-e;return this},transformDirection:function(a){var b=this.x,c=this.y,d=this.z,a=a.elements;this.x=a[0]*b+a[4]*c+a[8]*d;this.y=a[1]*b+a[5]*c+a[9]*d;this.z=a[2]*
+b+a[6]*c+a[10]*d;this.normalize();return this},divide:function(a){this.x/=a.x;this.y/=a.y;this.z/=a.z;return this},divideScalar:function(a){0!==a?(this.x/=a,this.y/=a,this.z/=a):this.z=this.y=this.x=0;return this},min:function(a){this.x>a.x&&(this.x=a.x);this.y>a.y&&(this.y=a.y);this.z>a.z&&(this.z=a.z);return this},max:function(a){this.x<a.x&&(this.x=a.x);this.y<a.y&&(this.y=a.y);this.z<a.z&&(this.z=a.z);return this},clamp:function(a,b){this.x<a.x?this.x=a.x:this.x>b.x&&(this.x=b.x);this.y<a.y?this.y=
+a.y:this.y>b.y&&(this.y=b.y);this.z<a.z?this.z=a.z:this.z>b.z&&(this.z=b.z);return this},negate:function(){return this.multiplyScalar(-1)},dot:function(a){return this.x*a.x+this.y*a.y+this.z*a.z},lengthSq:function(){return this.x*this.x+this.y*this.y+this.z*this.z},length:function(){return Math.sqrt(this.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(a){var b=
+this.length();0!==b&&a!==b&&this.multiplyScalar(a/b);return this},lerp:function(a,b){this.x+=(a.x-this.x)*b;this.y+=(a.y-this.y)*b;this.z+=(a.z-this.z)*b;return this},cross:function(a,b){if(void 0!==b)return console.warn("DEPRECATED: Vector3's .cross() now only accepts one argument. Use .crossVectors( a, b ) instead."),this.crossVectors(a,b);var c=this.x,d=this.y,e=this.z;this.x=d*a.z-e*a.y;this.y=e*a.x-c*a.z;this.z=c*a.y-d*a.x;return this},crossVectors:function(a,b){this.x=a.y*b.z-a.z*b.y;this.y=
+a.z*b.x-a.x*b.z;this.z=a.x*b.y-a.y*b.x;return this},angleTo:function(a){a=this.dot(a)/(this.length()*a.length());return Math.acos(THREE.Math.clamp(a,-1,1))},distanceTo:function(a){return Math.sqrt(this.distanceToSquared(a))},distanceToSquared:function(a){var b=this.x-a.x,c=this.y-a.y,a=this.z-a.z;return b*b+c*c+a*a},setEulerFromRotationMatrix:function(a,b){function c(a){return Math.min(Math.max(a,-1),1)}var d=a.elements,e=d[0],f=d[4],g=d[8],h=d[1],i=d[5],j=d[9],m=d[2],p=d[6],d=d[10];void 0===b||"XYZ"===
+b?(this.y=Math.asin(c(g)),0.99999>Math.abs(g)?(this.x=Math.atan2(-j,d),this.z=Math.atan2(-f,e)):(this.x=Math.atan2(p,i),this.z=0)):"YXZ"===b?(this.x=Math.asin(-c(j)),0.99999>Math.abs(j)?(this.y=Math.atan2(g,d),this.z=Math.atan2(h,i)):(this.y=Math.atan2(-m,e),this.z=0)):"ZXY"===b?(this.x=Math.asin(c(p)),0.99999>Math.abs(p)?(this.y=Math.atan2(-m,d),this.z=Math.atan2(-f,i)):(this.y=0,this.z=Math.atan2(h,e))):"ZYX"===b?(this.y=Math.asin(-c(m)),0.99999>Math.abs(m)?(this.x=Math.atan2(p,d),this.z=Math.atan2(h,
+e)):(this.x=0,this.z=Math.atan2(-f,i))):"YZX"===b?(this.z=Math.asin(c(h)),0.99999>Math.abs(h)?(this.x=Math.atan2(-j,i),this.y=Math.atan2(-m,e)):(this.x=0,this.y=Math.atan2(g,d))):"XZY"===b&&(this.z=Math.asin(-c(f)),0.99999>Math.abs(f)?(this.x=Math.atan2(p,i),this.y=Math.atan2(g,e)):(this.x=Math.atan2(-j,d),this.y=0));return this},setEulerFromQuaternion:function(a,b){function c(a){return Math.min(Math.max(a,-1),1)}var d=a.x*a.x,e=a.y*a.y,f=a.z*a.z,g=a.w*a.w;void 0===b||"XYZ"===b?(this.x=Math.atan2(2*
+(a.x*a.w-a.y*a.z),g-d-e+f),this.y=Math.asin(c(2*(a.x*a.z+a.y*a.w))),this.z=Math.atan2(2*(a.z*a.w-a.x*a.y),g+d-e-f)):"YXZ"===b?(this.x=Math.asin(c(2*(a.x*a.w-a.y*a.z))),this.y=Math.atan2(2*(a.x*a.z+a.y*a.w),g-d-e+f),this.z=Math.atan2(2*(a.x*a.y+a.z*a.w),g-d+e-f)):"ZXY"===b?(this.x=Math.asin(c(2*(a.x*a.w+a.y*a.z))),this.y=Math.atan2(2*(a.y*a.w-a.z*a.x),g-d-e+f),this.z=Math.atan2(2*(a.z*a.w-a.x*a.y),g-d+e-f)):"ZYX"===b?(this.x=Math.atan2(2*(a.x*a.w+a.z*a.y),g-d-e+f),this.y=Math.asin(c(2*(a.y*a.w-a.x*
+a.z))),this.z=Math.atan2(2*(a.x*a.y+a.z*a.w),g+d-e-f)):"YZX"===b?(this.x=Math.atan2(2*(a.x*a.w-a.z*a.y),g-d+e-f),this.y=Math.atan2(2*(a.y*a.w-a.x*a.z),g+d-e-f),this.z=Math.asin(c(2*(a.x*a.y+a.z*a.w)))):"XZY"===b&&(this.x=Math.atan2(2*(a.x*a.w+a.y*a.z),g-d+e-f),this.y=Math.atan2(2*(a.x*a.z+a.y*a.w),g+d-e-f),this.z=Math.asin(c(2*(a.z*a.w-a.x*a.y))));return this},getPositionFromMatrix:function(a){this.x=a.elements[12];this.y=a.elements[13];this.z=a.elements[14];return this},getScaleFromMatrix:function(a){var b=
+this.set(a.elements[0],a.elements[1],a.elements[2]).length(),c=this.set(a.elements[4],a.elements[5],a.elements[6]).length(),a=this.set(a.elements[8],a.elements[9],a.elements[10]).length();this.x=b;this.y=c;this.z=a;return this},getColumnFromMatrix:function(a,b){var c=4*a,d=b.elements;this.x=d[c];this.y=d[c+1];this.z=d[c+2];return this},equals:function(a){return a.x===this.x&&a.y===this.y&&a.z===this.z},fromArray:function(a){this.x=a[0];this.y=a[1];this.z=a[2];return this},toArray:function(){return[this.x,
+this.y,this.z]},clone:function(){return new THREE.Vector3(this.x,this.y,this.z)}};
+THREE.extend(THREE.Vector3.prototype,{applyEuler:function(){var a=new THREE.Quaternion;return function(b,c){var d=a.setFromEuler(b,c);this.applyQuaternion(d);return this}}(),applyAxisAngle:function(){var a=new THREE.Quaternion;return function(b,c){var d=a.setFromAxisAngle(b,c);this.applyQuaternion(d);return this}}(),projectOnVector:function(){var a=new THREE.Vector3;return function(b){a.copy(b).normalize();b=this.dot(a);return this.copy(a).multiplyScalar(b)}}(),projectOnPlane:function(){var a=new THREE.Vector3;
+return function(b){a.copy(this).projectOnVector(b);return this.sub(a)}}(),reflect:function(){var a=new THREE.Vector3;return function(b){a.copy(this).projectOnVector(b).multiplyScalar(2);return this.subVectors(a,this)}}()});THREE.Vector4=function(a,b,c,d){this.x=a||0;this.y=b||0;this.z=c||0;this.w=void 0!==d?d:1};
+THREE.Vector4.prototype={constructor:THREE.Vector4,set:function(a,b,c,d){this.x=a;this.y=b;this.z=c;this.w=d;return this},setX:function(a){this.x=a;return this},setY:function(a){this.y=a;return this},setZ:function(a){this.z=a;return this},setW:function(a){this.w=a;return this},setComponent:function(a,b){switch(a){case 0:this.x=b;break;case 1:this.y=b;break;case 2:this.z=b;break;case 3:this.w=b;break;default:throw Error("index is out of range: "+a);}},getComponent:function(a){switch(a){case 0:return this.x;
+case 1:return this.y;case 2:return this.z;case 3:return this.w;default:throw Error("index is out of range: "+a);}},copy:function(a){this.x=a.x;this.y=a.y;this.z=a.z;this.w=void 0!==a.w?a.w:1;return this},add:function(a,b){if(void 0!==b)return console.warn("DEPRECATED: Vector4's .add() now only accepts one argument. Use .addVectors( a, b ) instead."),this.addVectors(a,b);this.x+=a.x;this.y+=a.y;this.z+=a.z;this.w+=a.w;return this},addScalar:function(a){this.x+=a;this.y+=a;this.z+=a;this.w+=a;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(a,b){if(void 0!==b)return console.warn("DEPRECATED: Vector4's .sub() now only accepts one argument. Use .subVectors( a, b ) instead."),this.subVectors(a,b);this.x-=a.x;this.y-=a.y;this.z-=a.z;this.w-=a.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(a){this.x*=a;this.y*=a;this.z*=a;this.w*=a;return this},
+applyMatrix4:function(a){var b=this.x,c=this.y,d=this.z,e=this.w,a=a.elements;this.x=a[0]*b+a[4]*c+a[8]*d+a[12]*e;this.y=a[1]*b+a[5]*c+a[9]*d+a[13]*e;this.z=a[2]*b+a[6]*c+a[10]*d+a[14]*e;this.w=a[3]*b+a[7]*c+a[11]*d+a[15]*e;return this},divideScalar:function(a){0!==a?(this.x/=a,this.y/=a,this.z/=a,this.w/=a):(this.z=this.y=this.x=0,this.w=1);return this},setAxisAngleFromQuaternion:function(a){this.w=2*Math.acos(a.w);var b=Math.sqrt(1-a.w*a.w);1E-4>b?(this.x=1,this.z=this.y=0):(this.x=a.x/b,this.y=
+a.y/b,this.z=a.z/b);return this},setAxisAngleFromRotationMatrix:function(a){var b,c,d,a=a.elements,e=a[0];d=a[4];var f=a[8],g=a[1],h=a[5],i=a[9];c=a[2];b=a[6];var j=a[10];if(0.01>Math.abs(d-g)&&0.01>Math.abs(f-c)&&0.01>Math.abs(i-b)){if(0.1>Math.abs(d+g)&&0.1>Math.abs(f+c)&&0.1>Math.abs(i+b)&&0.1>Math.abs(e+h+j-3))return this.set(1,0,0,0),this;a=Math.PI;e=(e+1)/2;h=(h+1)/2;j=(j+1)/2;d=(d+g)/4;f=(f+c)/4;i=(i+b)/4;e>h&&e>j?0.01>e?(b=0,d=c=0.707106781):(b=Math.sqrt(e),c=d/b,d=f/b):h>j?0.01>h?(b=0.707106781,
+c=0,d=0.707106781):(c=Math.sqrt(h),b=d/c,d=i/c):0.01>j?(c=b=0.707106781,d=0):(d=Math.sqrt(j),b=f/d,c=i/d);this.set(b,c,d,a);return this}a=Math.sqrt((b-i)*(b-i)+(f-c)*(f-c)+(g-d)*(g-d));0.001>Math.abs(a)&&(a=1);this.x=(b-i)/a;this.y=(f-c)/a;this.z=(g-d)/a;this.w=Math.acos((e+h+j-1)/2);return this},min:function(a){this.x>a.x&&(this.x=a.x);this.y>a.y&&(this.y=a.y);this.z>a.z&&(this.z=a.z);this.w>a.w&&(this.w=a.w);return this},max:function(a){this.x<a.x&&(this.x=a.x);this.y<a.y&&(this.y=a.y);this.z<a.z&&
+(this.z=a.z);this.w<a.w&&(this.w=a.w);return this},clamp:function(a,b){this.x<a.x?this.x=a.x:this.x>b.x&&(this.x=b.x);this.y<a.y?this.y=a.y:this.y>b.y&&(this.y=b.y);this.z<a.z?this.z=a.z:this.z>b.z&&(this.z=b.z);this.w<a.w?this.w=a.w:this.w>b.w&&(this.w=b.w);return this},negate:function(){return this.multiplyScalar(-1)},dot:function(a){return this.x*a.x+this.y*a.y+this.z*a.z+this.w*a.w},lengthSq:function(){return this.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(a){var b=this.length();0!==b&&a!==b&&this.multiplyScalar(a/b);return this},lerp:function(a,b){this.x+=(a.x-this.x)*b;this.y+=(a.y-this.y)*b;this.z+=(a.z-this.z)*b;this.w+=(a.w-this.w)*b;return this},equals:function(a){return a.x===this.x&&a.y===this.y&&a.z===this.z&&
+a.w===this.w},fromArray:function(a){this.x=a[0];this.y=a[1];this.z=a[2];this.w=a[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)}};THREE.Line3=function(a,b){this.start=void 0!==a?a:new THREE.Vector3;this.end=void 0!==b?b:new THREE.Vector3};
+THREE.Line3.prototype={constructor:THREE.Line3,set:function(a,b){this.start.copy(a);this.end.copy(b);return this},copy:function(a){this.start.copy(a.start);this.end.copy(a.end);return this},center:function(a){return(a||new THREE.Vector3).addVectors(this.start,this.end).multiplyScalar(0.5)},delta:function(a){return(a||new THREE.Vector3).subVectors(this.end,this.start)},distanceSq:function(){return this.start.distanceToSquared(this.end)},distance:function(){return this.start.distanceTo(this.end)},at:function(a,
+b){var c=b||new THREE.Vector3;return this.delta(c).multiplyScalar(a).add(this.start)},closestPointToPointParameter:function(){var a=new THREE.Vector3,b=new THREE.Vector3;return function(c,d){a.subVectors(c,this.start);b.subVectors(this.end,this.start);var e=b.dot(b),e=b.dot(a)/e;d&&(e=THREE.Math.clamp(e,0,1));return e}}(),closestPointToPoint:function(a,b,c){a=this.closestPointToPointParameter(a,b);c=c||new THREE.Vector3;return this.delta(c).multiplyScalar(a).add(this.start)},applyMatrix4:function(a){this.start.applyMatrix4(a);
+this.end.applyMatrix4(a);return this},equals:function(a){return a.start.equals(this.start)&&a.end.equals(this.end)},clone:function(){return(new THREE.Line3).copy(this)}};THREE.Box2=function(a,b){this.min=void 0!==a?a:new THREE.Vector2(Infinity,Infinity);this.max=void 0!==b?b:new THREE.Vector2(-Infinity,-Infinity)};
+THREE.Box2.prototype={constructor:THREE.Box2,set:function(a,b){this.min.copy(a);this.max.copy(b);return this},setFromPoints:function(a){if(0<a.length){var b=a[0];this.min.copy(b);this.max.copy(b);for(var c=1,d=a.length;c<d;c++)b=a[c],b.x<this.min.x?this.min.x=b.x:b.x>this.max.x&&(this.max.x=b.x),b.y<this.min.y?this.min.y=b.y:b.y>this.max.y&&(this.max.y=b.y)}else this.makeEmpty();return this},setFromCenterAndSize:function(){var a=new THREE.Vector2;return function(b,c){var d=a.copy(c).multiplyScalar(0.5);
+this.min.copy(b).sub(d);this.max.copy(b).add(d);return this}}(),copy:function(a){this.min.copy(a.min);this.max.copy(a.max);return this},makeEmpty:function(){this.min.x=this.min.y=Infinity;this.max.x=this.max.y=-Infinity;return this},empty:function(){return this.max.x<this.min.x||this.max.y<this.min.y},center:function(a){return(a||new THREE.Vector2).addVectors(this.min,this.max).multiplyScalar(0.5)},size:function(a){return(a||new THREE.Vector2).subVectors(this.max,this.min)},expandByPoint:function(a){this.min.min(a);
+this.max.max(a);return this},expandByVector:function(a){this.min.sub(a);this.max.add(a);return this},expandByScalar:function(a){this.min.addScalar(-a);this.max.addScalar(a);return this},containsPoint:function(a){return a.x<this.min.x||a.x>this.max.x||a.y<this.min.y||a.y>this.max.y?!1:!0},containsBox:function(a){return this.min.x<=a.min.x&&a.max.x<=this.max.x&&this.min.y<=a.min.y&&a.max.y<=this.max.y?!0:!1},getParameter:function(a){return new THREE.Vector2((a.x-this.min.x)/(this.max.x-this.min.x),
+(a.y-this.min.y)/(this.max.y-this.min.y))},isIntersectionBox:function(a){return a.max.x<this.min.x||a.min.x>this.max.x||a.max.y<this.min.y||a.min.y>this.max.y?!1:!0},clampPoint:function(a,b){return(b||new THREE.Vector2).copy(a).clamp(this.min,this.max)},distanceToPoint:function(){var a=new THREE.Vector2;return function(b){return a.copy(b).clamp(this.min,this.max).sub(b).length()}}(),intersect:function(a){this.min.max(a.min);this.max.min(a.max);return this},union:function(a){this.min.min(a.min);this.max.max(a.max);
+return this},translate:function(a){this.min.add(a);this.max.add(a);return this},equals:function(a){return a.min.equals(this.min)&&a.max.equals(this.max)},clone:function(){return(new THREE.Box2).copy(this)}};THREE.Box3=function(a,b){this.min=void 0!==a?a:new THREE.Vector3(Infinity,Infinity,Infinity);this.max=void 0!==b?b:new THREE.Vector3(-Infinity,-Infinity,-Infinity)};
+THREE.Box3.prototype={constructor:THREE.Box3,set:function(a,b){this.min.copy(a);this.max.copy(b);return this},setFromPoints:function(a){if(0<a.length){var b=a[0];this.min.copy(b);this.max.copy(b);for(var c=1,d=a.length;c<d;c++)b=a[c],b.x<this.min.x?this.min.x=b.x:b.x>this.max.x&&(this.max.x=b.x),b.y<this.min.y?this.min.y=b.y:b.y>this.max.y&&(this.max.y=b.y),b.z<this.min.z?this.min.z=b.z:b.z>this.max.z&&(this.max.z=b.z)}else this.makeEmpty();return this},setFromCenterAndSize:function(){var a=new THREE.Vector3;
+return function(b,c){var d=a.copy(c).multiplyScalar(0.5);this.min.copy(b).sub(d);this.max.copy(b).add(d);return this}}(),copy:function(a){this.min.copy(a.min);this.max.copy(a.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(){return this.max.x<this.min.x||this.max.y<this.min.y||this.max.z<this.min.z},center:function(a){return(a||new THREE.Vector3).addVectors(this.min,this.max).multiplyScalar(0.5)},
+size:function(a){return(a||new THREE.Vector3).subVectors(this.max,this.min)},expandByPoint:function(a){this.min.min(a);this.max.max(a);return this},expandByVector:function(a){this.min.sub(a);this.max.add(a);return this},expandByScalar:function(a){this.min.addScalar(-a);this.max.addScalar(a);return this},containsPoint:function(a){return a.x<this.min.x||a.x>this.max.x||a.y<this.min.y||a.y>this.max.y||a.z<this.min.z||a.z>this.max.z?!1:!0},containsBox:function(a){return this.min.x<=a.min.x&&a.max.x<=
+this.max.x&&this.min.y<=a.min.y&&a.max.y<=this.max.y&&this.min.z<=a.min.z&&a.max.z<=this.max.z?!0:!1},getParameter:function(a){return new THREE.Vector3((a.x-this.min.x)/(this.max.x-this.min.x),(a.y-this.min.y)/(this.max.y-this.min.y),(a.z-this.min.z)/(this.max.z-this.min.z))},isIntersectionBox:function(a){return a.max.x<this.min.x||a.min.x>this.max.x||a.max.y<this.min.y||a.min.y>this.max.y||a.max.z<this.min.z||a.min.z>this.max.z?!1:!0},clampPoint:function(a,b){return(b||new THREE.Vector3).copy(a).clamp(this.min,
+this.max)},distanceToPoint:function(){var a=new THREE.Vector3;return function(b){return a.copy(b).clamp(this.min,this.max).sub(b).length()}}(),getBoundingSphere:function(){var a=new THREE.Vector3;return function(b){b=b||new THREE.Sphere;b.center=this.center();b.radius=0.5*this.size(a).length();return b}}(),intersect:function(a){this.min.max(a.min);this.max.min(a.max);return this},union:function(a){this.min.min(a.min);this.max.max(a.max);return this},applyMatrix4:function(){var a=[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(b){a[0].set(this.min.x,this.min.y,this.min.z).applyMatrix4(b);a[1].set(this.min.x,this.min.y,this.max.z).applyMatrix4(b);a[2].set(this.min.x,this.max.y,this.min.z).applyMatrix4(b);a[3].set(this.min.x,this.max.y,this.max.z).applyMatrix4(b);a[4].set(this.max.x,this.min.y,this.min.z).applyMatrix4(b);a[5].set(this.max.x,this.min.y,this.max.z).applyMatrix4(b);a[6].set(this.max.x,
+this.max.y,this.min.z).applyMatrix4(b);a[7].set(this.max.x,this.max.y,this.max.z).applyMatrix4(b);this.makeEmpty();this.setFromPoints(a);return this}}(),translate:function(a){this.min.add(a);this.max.add(a);return this},equals:function(a){return a.min.equals(this.min)&&a.max.equals(this.max)},clone:function(){return(new THREE.Box3).copy(this)}};THREE.Matrix3=function(a,b,c,d,e,f,g,h,i){this.elements=new Float32Array(9);this.set(void 0!==a?a:1,b||0,c||0,d||0,void 0!==e?e:1,f||0,g||0,h||0,void 0!==i?i:1)};
+THREE.Matrix3.prototype={constructor:THREE.Matrix3,set:function(a,b,c,d,e,f,g,h,i){var j=this.elements;j[0]=a;j[3]=b;j[6]=c;j[1]=d;j[4]=e;j[7]=f;j[2]=g;j[5]=h;j[8]=i;return this},identity:function(){this.set(1,0,0,0,1,0,0,0,1);return this},copy:function(a){a=a.elements;this.set(a[0],a[3],a[6],a[1],a[4],a[7],a[2],a[5],a[8]);return this},multiplyVector3:function(a){console.warn("DEPRECATED: Matrix3's .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.");return a.applyMatrix3(this)},
+multiplyVector3Array:function(){var a=new THREE.Vector3;return function(b){for(var c=0,d=b.length;c<d;c+=3)a.x=b[c],a.y=b[c+1],a.z=b[c+2],a.applyMatrix3(this),b[c]=a.x,b[c+1]=a.y,b[c+2]=a.z;return b}}(),multiplyScalar:function(a){var b=this.elements;b[0]*=a;b[3]*=a;b[6]*=a;b[1]*=a;b[4]*=a;b[7]*=a;b[2]*=a;b[5]*=a;b[8]*=a;return this},determinant:function(){var a=this.elements,b=a[0],c=a[1],d=a[2],e=a[3],f=a[4],g=a[5],h=a[6],i=a[7],a=a[8];return b*f*a-b*g*i-c*e*a+c*g*h+d*e*i-d*f*h},getInverse:function(a,
+b){var c=a.elements,d=this.elements;d[0]=c[10]*c[5]-c[6]*c[9];d[1]=-c[10]*c[1]+c[2]*c[9];d[2]=c[6]*c[1]-c[2]*c[5];d[3]=-c[10]*c[4]+c[6]*c[8];d[4]=c[10]*c[0]-c[2]*c[8];d[5]=-c[6]*c[0]+c[2]*c[4];d[6]=c[9]*c[4]-c[5]*c[8];d[7]=-c[9]*c[0]+c[1]*c[8];d[8]=c[5]*c[0]-c[1]*c[4];c=c[0]*d[0]+c[1]*d[3]+c[2]*d[6];if(0===c){if(b)throw Error("Matrix3.getInverse(): can't invert matrix, determinant is 0");console.warn("Matrix3.getInverse(): can't invert matrix, determinant is 0");this.identity();return this}this.multiplyScalar(1/
+c);return this},transpose:function(){var a,b=this.elements;a=b[1];b[1]=b[3];b[3]=a;a=b[2];b[2]=b[6];b[6]=a;a=b[5];b[5]=b[7];b[7]=a;return this},getNormalMatrix:function(a){this.getInverse(a).transpose();return this},transposeIntoArray:function(a){var b=this.elements;a[0]=b[0];a[1]=b[3];a[2]=b[6];a[3]=b[1];a[4]=b[4];a[5]=b[7];a[6]=b[2];a[7]=b[5];a[8]=b[8];return this},clone:function(){var a=this.elements;return new THREE.Matrix3(a[0],a[3],a[6],a[1],a[4],a[7],a[2],a[5],a[8])}};THREE.Matrix4=function(a,b,c,d,e,f,g,h,i,j,m,p,l,r,s,n){var q=this.elements=new Float32Array(16);q[0]=void 0!==a?a:1;q[4]=b||0;q[8]=c||0;q[12]=d||0;q[1]=e||0;q[5]=void 0!==f?f:1;q[9]=g||0;q[13]=h||0;q[2]=i||0;q[6]=j||0;q[10]=void 0!==m?m:1;q[14]=p||0;q[3]=l||0;q[7]=r||0;q[11]=s||0;q[15]=void 0!==n?n:1};
+THREE.Matrix4.prototype={constructor:THREE.Matrix4,set:function(a,b,c,d,e,f,g,h,i,j,m,p,l,r,s,n){var q=this.elements;q[0]=a;q[4]=b;q[8]=c;q[12]=d;q[1]=e;q[5]=f;q[9]=g;q[13]=h;q[2]=i;q[6]=j;q[10]=m;q[14]=p;q[3]=l;q[7]=r;q[11]=s;q[15]=n;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(a){a=a.elements;this.set(a[0],a[4],a[8],a[12],a[1],a[5],a[9],a[13],a[2],a[6],a[10],a[14],a[3],a[7],a[11],a[15]);return this},extractPosition:function(a){console.warn("DEPRECATED: Matrix4's .extractPosition() has been renamed to .copyPosition().");
+return this.copyPosition(a)},copyPosition:function(a){var b=this.elements,a=a.elements;b[12]=a[12];b[13]=a[13];b[14]=a[14];return this},extractRotation:function(){var a=new THREE.Vector3;return function(b){var c=this.elements,b=b.elements,d=1/a.set(b[0],b[1],b[2]).length(),e=1/a.set(b[4],b[5],b[6]).length(),f=1/a.set(b[8],b[9],b[10]).length();c[0]=b[0]*d;c[1]=b[1]*d;c[2]=b[2]*d;c[4]=b[4]*e;c[5]=b[5]*e;c[6]=b[6]*e;c[8]=b[8]*f;c[9]=b[9]*f;c[10]=b[10]*f;return this}}(),setRotationFromEuler:function(a,
+b){console.warn("DEPRECATED: Matrix4's .setRotationFromEuler() has been deprecated in favor of makeRotationFromEuler. Please update your code.");return this.makeRotationFromEuler(a,b)},makeRotationFromEuler:function(a,b){var c=this.elements,d=a.x,e=a.y,f=a.z,g=Math.cos(d),d=Math.sin(d),h=Math.cos(e),e=Math.sin(e),i=Math.cos(f),f=Math.sin(f);if(void 0===b||"XYZ"===b){var j=g*i,m=g*f,p=d*i,l=d*f;c[0]=h*i;c[4]=-h*f;c[8]=e;c[1]=m+p*e;c[5]=j-l*e;c[9]=-d*h;c[2]=l-j*e;c[6]=p+m*e;c[10]=g*h}else"YXZ"===b?
+(j=h*i,m=h*f,p=e*i,l=e*f,c[0]=j+l*d,c[4]=p*d-m,c[8]=g*e,c[1]=g*f,c[5]=g*i,c[9]=-d,c[2]=m*d-p,c[6]=l+j*d,c[10]=g*h):"ZXY"===b?(j=h*i,m=h*f,p=e*i,l=e*f,c[0]=j-l*d,c[4]=-g*f,c[8]=p+m*d,c[1]=m+p*d,c[5]=g*i,c[9]=l-j*d,c[2]=-g*e,c[6]=d,c[10]=g*h):"ZYX"===b?(j=g*i,m=g*f,p=d*i,l=d*f,c[0]=h*i,c[4]=p*e-m,c[8]=j*e+l,c[1]=h*f,c[5]=l*e+j,c[9]=m*e-p,c[2]=-e,c[6]=d*h,c[10]=g*h):"YZX"===b?(j=g*h,m=g*e,p=d*h,l=d*e,c[0]=h*i,c[4]=l-j*f,c[8]=p*f+m,c[1]=f,c[5]=g*i,c[9]=-d*i,c[2]=-e*i,c[6]=m*f+p,c[10]=j-l*f):"XZY"===b&&
+(j=g*h,m=g*e,p=d*h,l=d*e,c[0]=h*i,c[4]=-f,c[8]=e*i,c[1]=j*f+l,c[5]=g*i,c[9]=m*f-p,c[2]=p*f-m,c[6]=d*i,c[10]=l*f+j);c[3]=0;c[7]=0;c[11]=0;c[12]=0;c[13]=0;c[14]=0;c[15]=1;return this},setRotationFromQuaternion:function(a){console.warn("DEPRECATED: Matrix4's .setRotationFromQuaternion() has been deprecated in favor of makeRotationFromQuaternion. Please update your code.");return this.makeRotationFromQuaternion(a)},makeRotationFromQuaternion:function(a){var b=this.elements,c=a.x,d=a.y,e=a.z,f=a.w,g=
+c+c,h=d+d,i=e+e,a=c*g,j=c*h,c=c*i,m=d*h,d=d*i,e=e*i,g=f*g,h=f*h,f=f*i;b[0]=1-(m+e);b[4]=j-f;b[8]=c+h;b[1]=j+f;b[5]=1-(a+e);b[9]=d-g;b[2]=c-h;b[6]=d+g;b[10]=1-(a+m);b[3]=0;b[7]=0;b[11]=0;b[12]=0;b[13]=0;b[14]=0;b[15]=1;return this},lookAt:function(){var a=new THREE.Vector3,b=new THREE.Vector3,c=new THREE.Vector3;return function(d,e,f){var g=this.elements;c.subVectors(d,e).normalize();0===c.length()&&(c.z=1);a.crossVectors(f,c).normalize();0===a.length()&&(c.x+=1E-4,a.crossVectors(f,c).normalize());
+b.crossVectors(c,a);g[0]=a.x;g[4]=b.x;g[8]=c.x;g[1]=a.y;g[5]=b.y;g[9]=c.y;g[2]=a.z;g[6]=b.z;g[10]=c.z;return this}}(),multiply:function(a,b){return void 0!==b?(console.warn("DEPRECATED: Matrix4's .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead."),this.multiplyMatrices(a,b)):this.multiplyMatrices(this,a)},multiplyMatrices:function(a,b){var c=a.elements,d=b.elements,e=this.elements,f=c[0],g=c[4],h=c[8],i=c[12],j=c[1],m=c[5],p=c[9],l=c[13],r=c[2],s=c[6],n=c[10],q=c[14],
+y=c[3],u=c[7],x=c[11],c=c[15],t=d[0],E=d[4],J=d[8],F=d[12],z=d[1],H=d[5],K=d[9],G=d[13],L=d[2],B=d[6],V=d[10],C=d[14],I=d[3],M=d[7],P=d[11],d=d[15];e[0]=f*t+g*z+h*L+i*I;e[4]=f*E+g*H+h*B+i*M;e[8]=f*J+g*K+h*V+i*P;e[12]=f*F+g*G+h*C+i*d;e[1]=j*t+m*z+p*L+l*I;e[5]=j*E+m*H+p*B+l*M;e[9]=j*J+m*K+p*V+l*P;e[13]=j*F+m*G+p*C+l*d;e[2]=r*t+s*z+n*L+q*I;e[6]=r*E+s*H+n*B+q*M;e[10]=r*J+s*K+n*V+q*P;e[14]=r*F+s*G+n*C+q*d;e[3]=y*t+u*z+x*L+c*I;e[7]=y*E+u*H+x*B+c*M;e[11]=y*J+u*K+x*V+c*P;e[15]=y*F+u*G+x*C+c*d;return this},
+multiplyToArray:function(a,b,c){var d=this.elements;this.multiplyMatrices(a,b);c[0]=d[0];c[1]=d[1];c[2]=d[2];c[3]=d[3];c[4]=d[4];c[5]=d[5];c[6]=d[6];c[7]=d[7];c[8]=d[8];c[9]=d[9];c[10]=d[10];c[11]=d[11];c[12]=d[12];c[13]=d[13];c[14]=d[14];c[15]=d[15];return this},multiplyScalar:function(a){var b=this.elements;b[0]*=a;b[4]*=a;b[8]*=a;b[12]*=a;b[1]*=a;b[5]*=a;b[9]*=a;b[13]*=a;b[2]*=a;b[6]*=a;b[10]*=a;b[14]*=a;b[3]*=a;b[7]*=a;b[11]*=a;b[15]*=a;return this},multiplyVector3:function(a){console.warn("DEPRECATED: Matrix4's .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) or vector.applyProjection( matrix ) instead.");
+return a.applyProjection(this)},multiplyVector4:function(a){console.warn("DEPRECATED: Matrix4's .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.");return a.applyMatrix4(this)},multiplyVector3Array:function(){var a=new THREE.Vector3;return function(b){for(var c=0,d=b.length;c<d;c+=3)a.x=b[c],a.y=b[c+1],a.z=b[c+2],a.applyProjection(this),b[c]=a.x,b[c+1]=a.y,b[c+2]=a.z;return b}}(),rotateAxis:function(a){console.warn("DEPRECATED: Matrix4's .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.");
+a.transformDirection(this)},crossVector:function(a){console.warn("DEPRECATED: Matrix4's .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.");return a.applyMatrix4(this)},determinant:function(){var a=this.elements,b=a[0],c=a[4],d=a[8],e=a[12],f=a[1],g=a[5],h=a[9],i=a[13],j=a[2],m=a[6],p=a[10],l=a[14];return a[3]*(+e*h*m-d*i*m-e*g*p+c*i*p+d*g*l-c*h*l)+a[7]*(+b*h*l-b*i*p+e*f*p-d*f*l+d*i*j-e*h*j)+a[11]*(+b*i*m-b*g*l-e*f*m+c*f*l+e*g*j-c*i*j)+a[15]*(-d*g*j-b*h*m+b*g*p+d*f*m-c*f*
+p+c*h*j)},transpose:function(){var a=this.elements,b;b=a[1];a[1]=a[4];a[4]=b;b=a[2];a[2]=a[8];a[8]=b;b=a[6];a[6]=a[9];a[9]=b;b=a[3];a[3]=a[12];a[12]=b;b=a[7];a[7]=a[13];a[13]=b;b=a[11];a[11]=a[14];a[14]=b;return this},flattenToArray:function(a){var b=this.elements;a[0]=b[0];a[1]=b[1];a[2]=b[2];a[3]=b[3];a[4]=b[4];a[5]=b[5];a[6]=b[6];a[7]=b[7];a[8]=b[8];a[9]=b[9];a[10]=b[10];a[11]=b[11];a[12]=b[12];a[13]=b[13];a[14]=b[14];a[15]=b[15];return a},flattenToArrayOffset:function(a,b){var c=this.elements;
+a[b]=c[0];a[b+1]=c[1];a[b+2]=c[2];a[b+3]=c[3];a[b+4]=c[4];a[b+5]=c[5];a[b+6]=c[6];a[b+7]=c[7];a[b+8]=c[8];a[b+9]=c[9];a[b+10]=c[10];a[b+11]=c[11];a[b+12]=c[12];a[b+13]=c[13];a[b+14]=c[14];a[b+15]=c[15];return a},getPosition:function(){var a=new THREE.Vector3;return function(){console.warn("DEPRECATED: Matrix4's .getPosition() has been removed. Use Vector3.getPositionFromMatrix( matrix ) instead.");var b=this.elements;return a.set(b[12],b[13],b[14])}}(),setPosition:function(a){var b=this.elements;
+b[12]=a.x;b[13]=a.y;b[14]=a.z;return this},getInverse:function(a,b){var c=this.elements,d=a.elements,e=d[0],f=d[4],g=d[8],h=d[12],i=d[1],j=d[5],m=d[9],p=d[13],l=d[2],r=d[6],s=d[10],n=d[14],q=d[3],y=d[7],u=d[11],x=d[15];c[0]=m*n*y-p*s*y+p*r*u-j*n*u-m*r*x+j*s*x;c[4]=h*s*y-g*n*y-h*r*u+f*n*u+g*r*x-f*s*x;c[8]=g*p*y-h*m*y+h*j*u-f*p*u-g*j*x+f*m*x;c[12]=h*m*r-g*p*r-h*j*s+f*p*s+g*j*n-f*m*n;c[1]=p*s*q-m*n*q-p*l*u+i*n*u+m*l*x-i*s*x;c[5]=g*n*q-h*s*q+h*l*u-e*n*u-g*l*x+e*s*x;c[9]=h*m*q-g*p*q-h*i*u+e*p*u+g*i*x-
+e*m*x;c[13]=g*p*l-h*m*l+h*i*s-e*p*s-g*i*n+e*m*n;c[2]=j*n*q-p*r*q+p*l*y-i*n*y-j*l*x+i*r*x;c[6]=h*r*q-f*n*q-h*l*y+e*n*y+f*l*x-e*r*x;c[10]=f*p*q-h*j*q+h*i*y-e*p*y-f*i*x+e*j*x;c[14]=h*j*l-f*p*l-h*i*r+e*p*r+f*i*n-e*j*n;c[3]=m*r*q-j*s*q-m*l*y+i*s*y+j*l*u-i*r*u;c[7]=f*s*q-g*r*q+g*l*y-e*s*y-f*l*u+e*r*u;c[11]=g*j*q-f*m*q-g*i*y+e*m*y+f*i*u-e*j*u;c[15]=f*m*l-g*j*l+g*i*r-e*m*r-f*i*s+e*j*s;c=d[0]*c[0]+d[1]*c[4]+d[2]*c[8]+d[3]*c[12];if(0==c){if(b)throw Error("Matrix4.getInverse(): can't invert matrix, determinant is 0");
+console.warn("Matrix4.getInverse(): can't invert matrix, determinant is 0");this.identity();return this}this.multiplyScalar(1/c);return this},translate:function(){console.warn("DEPRECATED: Matrix4's .translate() has been removed.")},rotateX:function(){console.warn("DEPRECATED: Matrix4's .rotateX() has been removed.")},rotateY:function(){console.warn("DEPRECATED: Matrix4's .rotateY() has been removed.")},rotateZ:function(){console.warn("DEPRECATED: Matrix4's .rotateZ() has been removed.")},rotateByAxis:function(){console.warn("DEPRECATED: Matrix4's .rotateByAxis() has been removed.")},
+scale:function(a){var b=this.elements,c=a.x,d=a.y,a=a.z;b[0]*=c;b[4]*=d;b[8]*=a;b[1]*=c;b[5]*=d;b[9]*=a;b[2]*=c;b[6]*=d;b[10]*=a;b[3]*=c;b[7]*=d;b[11]*=a;return this},getMaxScaleOnAxis:function(){var a=this.elements;return Math.sqrt(Math.max(a[0]*a[0]+a[1]*a[1]+a[2]*a[2],Math.max(a[4]*a[4]+a[5]*a[5]+a[6]*a[6],a[8]*a[8]+a[9]*a[9]+a[10]*a[10])))},makeTranslation:function(a,b,c){this.set(1,0,0,a,0,1,0,b,0,0,1,c,0,0,0,1);return this},makeRotationX:function(a){var b=Math.cos(a),a=Math.sin(a);this.set(1,
+0,0,0,0,b,-a,0,0,a,b,0,0,0,0,1);return this},makeRotationY:function(a){var b=Math.cos(a),a=Math.sin(a);this.set(b,0,a,0,0,1,0,0,-a,0,b,0,0,0,0,1);return this},makeRotationZ:function(a){var b=Math.cos(a),a=Math.sin(a);this.set(b,-a,0,0,a,b,0,0,0,0,1,0,0,0,0,1);return this},makeRotationAxis:function(a,b){var c=Math.cos(b),d=Math.sin(b),e=1-c,f=a.x,g=a.y,h=a.z,i=e*f,j=e*g;this.set(i*f+c,i*g-d*h,i*h+d*g,0,i*g+d*h,j*g+c,j*h-d*f,0,i*h-d*g,j*h+d*f,e*h*h+c,0,0,0,0,1);return this},makeScale:function(a,b,c){this.set(a,
+0,0,0,0,b,0,0,0,0,c,0,0,0,0,1);return this},compose:function(a,b,c){console.warn("DEPRECATED: Matrix4's .compose() has been deprecated in favor of makeFromPositionQuaternionScale. Please update your code.");return this.makeFromPositionQuaternionScale(a,b,c)},makeFromPositionQuaternionScale:function(a,b,c){this.makeRotationFromQuaternion(b);this.scale(c);this.setPosition(a);return this},makeFromPositionEulerScale:function(a,b,c,d){this.makeRotationFromEuler(b,c);this.scale(d);this.setPosition(a);return this},
+makeFrustum:function(a,b,c,d,e,f){var g=this.elements;g[0]=2*e/(b-a);g[4]=0;g[8]=(b+a)/(b-a);g[12]=0;g[1]=0;g[5]=2*e/(d-c);g[9]=(d+c)/(d-c);g[13]=0;g[2]=0;g[6]=0;g[10]=-(f+e)/(f-e);g[14]=-2*f*e/(f-e);g[3]=0;g[7]=0;g[11]=-1;g[15]=0;return this},makePerspective:function(a,b,c,d){var a=c*Math.tan(THREE.Math.degToRad(0.5*a)),e=-a;return this.makeFrustum(e*b,a*b,e,a,c,d)},makeOrthographic:function(a,b,c,d,e,f){var g=this.elements,h=b-a,i=c-d,j=f-e;g[0]=2/h;g[4]=0;g[8]=0;g[12]=-((b+a)/h);g[1]=0;g[5]=2/
+i;g[9]=0;g[13]=-((c+d)/i);g[2]=0;g[6]=0;g[10]=-2/j;g[14]=-((f+e)/j);g[3]=0;g[7]=0;g[11]=0;g[15]=1;return this},clone:function(){var a=this.elements;return new THREE.Matrix4(a[0],a[4],a[8],a[12],a[1],a[5],a[9],a[13],a[2],a[6],a[10],a[14],a[3],a[7],a[11],a[15])}};
+THREE.extend(THREE.Matrix4.prototype,{decompose:function(){var a=new THREE.Vector3,b=new THREE.Vector3,c=new THREE.Vector3,d=new THREE.Matrix4;return function(e,f,g){var h=this.elements;a.set(h[0],h[1],h[2]);b.set(h[4],h[5],h[6]);c.set(h[8],h[9],h[10]);e=e instanceof THREE.Vector3?e:new THREE.Vector3;f=f instanceof THREE.Quaternion?f:new THREE.Quaternion;g=g instanceof THREE.Vector3?g:new THREE.Vector3;g.x=a.length();g.y=b.length();g.z=c.length();e.x=h[12];e.y=h[13];e.z=h[14];d.copy(this);d.elements[0]/=
+g.x;d.elements[1]/=g.x;d.elements[2]/=g.x;d.elements[4]/=g.y;d.elements[5]/=g.y;d.elements[6]/=g.y;d.elements[8]/=g.z;d.elements[9]/=g.z;d.elements[10]/=g.z;f.setFromRotationMatrix(d);return[e,f,g]}}()});THREE.Ray=function(a,b){this.origin=void 0!==a?a:new THREE.Vector3;this.direction=void 0!==b?b:new THREE.Vector3};
+THREE.Ray.prototype={constructor:THREE.Ray,set:function(a,b){this.origin.copy(a);this.direction.copy(b);return this},copy:function(a){this.origin.copy(a.origin);this.direction.copy(a.direction);return this},at:function(a,b){return(b||new THREE.Vector3).copy(this.direction).multiplyScalar(a).add(this.origin)},recast:function(){var a=new THREE.Vector3;return function(b){this.origin.copy(this.at(b,a));return this}}(),closestPointToPoint:function(a,b){var c=b||new THREE.Vector3;c.subVectors(a,this.origin);
+var d=c.dot(this.direction);return c.copy(this.direction).multiplyScalar(d).add(this.origin)},distanceToPoint:function(){var a=new THREE.Vector3;return function(b){var c=a.subVectors(b,this.origin).dot(this.direction);a.copy(this.direction).multiplyScalar(c).add(this.origin);return a.distanceTo(b)}}(),isIntersectionSphere:function(a){return this.distanceToPoint(a.center)<=a.radius},isIntersectionPlane:function(a){return 0!=a.normal.dot(this.direction)||0==a.distanceToPoint(this.origin)?!0:!1},distanceToPlane:function(a){var b=
+a.normal.dot(this.direction);if(0==b){if(0==a.distanceToPoint(this.origin))return 0}else return-(this.origin.dot(a.normal)+a.constant)/b},intersectPlane:function(a,b){var c=this.distanceToPlane(a);return void 0===c?void 0:this.at(c,b)},applyMatrix4:function(a){this.direction.add(this.origin).applyMatrix4(a);this.origin.applyMatrix4(a);this.direction.sub(this.origin);return this},equals:function(a){return a.origin.equals(this.origin)&&a.direction.equals(this.direction)},clone:function(){return(new THREE.Ray).copy(this)}};THREE.Sphere=function(a,b){this.center=void 0!==a?a:new THREE.Vector3;this.radius=void 0!==b?b:0};
+THREE.Sphere.prototype={constructor:THREE.Sphere,set:function(a,b){this.center.copy(a);this.radius=b;return this},setFromCenterAndPoints:function(a,b){for(var c=0,d=0,e=b.length;d<e;d++)var f=a.distanceToSquared(b[d]),c=Math.max(c,f);this.center=a;this.radius=Math.sqrt(c);return this},copy:function(a){this.center.copy(a.center);this.radius=a.radius;return this},empty:function(){return 0>=this.radius},containsPoint:function(a){return a.distanceToSquared(this.center)<=this.radius*this.radius},distanceToPoint:function(a){return a.distanceTo(this.center)-
+this.radius},intersectsSphere:function(a){var b=this.radius+a.radius;return a.center.distanceToSquared(this.center)<=b*b},clampPoint:function(a,b){var c=this.center.distanceToSquared(a),d=b||new THREE.Vector3;d.copy(a);c>this.radius*this.radius&&(d.sub(this.center).normalize(),d.multiplyScalar(this.radius).add(this.center));return d},getBoundingBox:function(a){a=a||new THREE.Box3;a.set(this.center,this.center);a.expandByScalar(this.radius);return a},applyMatrix4:function(a){this.center.applyMatrix4(a);
+this.radius*=a.getMaxScaleOnAxis();return this},translate:function(a){this.center.add(a);return this},equals:function(a){return a.center.equals(this.center)&&a.radius===this.radius},clone:function(){return(new THREE.Sphere).copy(this)}};THREE.Frustum=function(a,b,c,d,e,f){this.planes=[void 0!==a?a:new THREE.Plane,void 0!==b?b:new THREE.Plane,void 0!==c?c:new THREE.Plane,void 0!==d?d:new THREE.Plane,void 0!==e?e:new THREE.Plane,void 0!==f?f:new THREE.Plane]};
+THREE.Frustum.prototype={constructor:THREE.Frustum,set:function(a,b,c,d,e,f){var g=this.planes;g[0].copy(a);g[1].copy(b);g[2].copy(c);g[3].copy(d);g[4].copy(e);g[5].copy(f);return this},copy:function(a){for(var b=this.planes,c=0;6>c;c++)b[c].copy(a.planes[c]);return this},setFromMatrix:function(a){var b=this.planes,c=a.elements,a=c[0],d=c[1],e=c[2],f=c[3],g=c[4],h=c[5],i=c[6],j=c[7],m=c[8],p=c[9],l=c[10],r=c[11],s=c[12],n=c[13],q=c[14],c=c[15];b[0].setComponents(f-a,j-g,r-m,c-s).normalize();b[1].setComponents(f+
+a,j+g,r+m,c+s).normalize();b[2].setComponents(f+d,j+h,r+p,c+n).normalize();b[3].setComponents(f-d,j-h,r-p,c-n).normalize();b[4].setComponents(f-e,j-i,r-l,c-q).normalize();b[5].setComponents(f+e,j+i,r+l,c+q).normalize();return this},intersectsObject:function(){var a=new THREE.Vector3;return function(b){var c=b.matrixWorld,d=this.planes,b=-b.geometry.boundingSphere.radius*c.getMaxScaleOnAxis();a.getPositionFromMatrix(c);for(c=0;6>c;c++)if(d[c].distanceToPoint(a)<b)return!1;return!0}}(),intersectsSphere:function(a){for(var b=
+this.planes,c=a.center,a=-a.radius,d=0;6>d;d++)if(b[d].distanceToPoint(c)<a)return!1;return!0},containsPoint:function(a){for(var b=this.planes,c=0;6>c;c++)if(0>b[c].distanceToPoint(a))return!1;return!0},clone:function(){return(new THREE.Frustum).copy(this)}};THREE.Plane=function(a,b){this.normal=void 0!==a?a:new THREE.Vector3(1,0,0);this.constant=void 0!==b?b:0};
+THREE.Plane.prototype={constructor:THREE.Plane,set:function(a,b){this.normal.copy(a);this.constant=b;return this},setComponents:function(a,b,c,d){this.normal.set(a,b,c);this.constant=d;return this},setFromNormalAndCoplanarPoint:function(a,b){this.normal.copy(a);this.constant=-b.dot(this.normal);return this},setFromCoplanarPoints:function(){var a=new THREE.Vector3,b=new THREE.Vector3;return function(c,d,e){d=a.subVectors(e,d).cross(b.subVectors(c,d)).normalize();this.setFromNormalAndCoplanarPoint(d,
+c);return this}}(),copy:function(a){this.normal.copy(a.normal);this.constant=a.constant;return this},normalize:function(){var a=1/this.normal.length();this.normal.multiplyScalar(a);this.constant*=a;return this},negate:function(){this.constant*=-1;this.normal.negate();return this},distanceToPoint:function(a){return this.normal.dot(a)+this.constant},distanceToSphere:function(a){return this.distanceToPoint(a.center)-a.radius},projectPoint:function(a,b){return this.orthoPoint(a,b).sub(a).negate()},orthoPoint:function(a,
+b){var c=this.distanceToPoint(a);return(b||new THREE.Vector3).copy(this.normal).multiplyScalar(c)},isIntersectionLine:function(a){var b=this.distanceToPoint(a.start),a=this.distanceToPoint(a.end);return 0>b&&0<a||0>a&&0<b},intersectLine:function(){var a=new THREE.Vector3;return function(b,c){var d=c||new THREE.Vector3,e=b.delta(a),f=this.normal.dot(e);if(0==f){if(0==this.distanceToPoint(b.start))return d.copy(b.start)}else return f=-(b.start.dot(this.normal)+this.constant)/f,0>f||1<f?void 0:d.copy(e).multiplyScalar(f).add(b.start)}}(),
+coplanarPoint:function(a){return(a||new THREE.Vector3).copy(this.normal).multiplyScalar(-this.constant)},applyMatrix4:function(){var a=new THREE.Vector3,b=new THREE.Vector3;return function(c,d){var d=d||(new THREE.Matrix3).getNormalMatrix(c),e=a.copy(this.normal).applyMatrix3(d),f=this.coplanarPoint(b);f.applyMatrix4(c);this.setFromNormalAndCoplanarPoint(e,f);return this}}(),translate:function(a){this.constant-=a.dot(this.normal);return this},equals:function(a){return a.normal.equals(this.normal)&&
+a.constant==this.constant},clone:function(){return(new THREE.Plane).copy(this)}};THREE.Math={clamp:function(a,b,c){return a<b?b:a>c?c:a},clampBottom:function(a,b){return a<b?b:a},mapLinear:function(a,b,c,d,e){return d+(a-b)*(e-d)/(c-b)},smoothstep:function(a,b,c){if(a<=b)return 0;if(a>=c)return 1;a=(a-b)/(c-b);return a*a*(3-2*a)},smootherstep:function(a,b,c){if(a<=b)return 0;if(a>=c)return 1;a=(a-b)/(c-b);return a*a*a*(a*(6*a-15)+10)},random16:function(){return(65280*Math.random()+255*Math.random())/65535},randInt:function(a,b){return a+Math.floor(Math.random()*(b-a+1))},randFloat:function(a,
+b){return a+Math.random()*(b-a)},randFloatSpread:function(a){return a*(0.5-Math.random())},sign:function(a){return 0>a?-1:0<a?1:0},degToRad:function(){var a=Math.PI/180;return function(b){return b*a}}(),radToDeg:function(){var a=180/Math.PI;return function(b){return b*a}}()};THREE.Spline=function(a){function b(a,b,c,d,e,f,g){a=0.5*(c-a);d=0.5*(d-b);return(2*(b-c)+a+d)*g+(-3*(b-c)-2*a-d)*f+a*e+b}this.points=a;var c=[],d={x:0,y:0,z:0},e,f,g,h,i,j,m,p,l;this.initFromArray=function(a){this.points=[];for(var b=0;b<a.length;b++)this.points[b]={x:a[b][0],y:a[b][1],z:a[b][2]}};this.getPoint=function(a){e=(this.points.length-1)*a;f=Math.floor(e);g=e-f;c[0]=0===f?f:f-1;c[1]=f;c[2]=f>this.points.length-2?this.points.length-1:f+1;c[3]=f>this.points.length-3?this.points.length-1:
+f+2;j=this.points[c[0]];m=this.points[c[1]];p=this.points[c[2]];l=this.points[c[3]];h=g*g;i=g*h;d.x=b(j.x,m.x,p.x,l.x,g,h,i);d.y=b(j.y,m.y,p.y,l.y,g,h,i);d.z=b(j.z,m.z,p.z,l.z,g,h,i);return d};this.getControlPointsArray=function(){var a,b,c=this.points.length,d=[];for(a=0;a<c;a++)b=this.points[a],d[a]=[b.x,b.y,b.z];return d};this.getLength=function(a){var b,c,d,e=b=b=0,f=new THREE.Vector3,g=new THREE.Vector3,h=[],i=0;h[0]=0;a||(a=100);c=this.points.length*a;f.copy(this.points[0]);for(a=1;a<c;a++)b=
+a/c,d=this.getPoint(b),g.copy(d),i+=g.distanceTo(f),f.copy(d),b*=this.points.length-1,b=Math.floor(b),b!=e&&(h[b]=i,e=b);h[h.length]=i;return{chunks:h,total:i}};this.reparametrizeByArcLength=function(a){var b,c,d,e,f,g,h=[],i=new THREE.Vector3,j=this.getLength();h.push(i.copy(this.points[0]).clone());for(b=1;b<this.points.length;b++){c=j.chunks[b]-j.chunks[b-1];g=Math.ceil(a*c/j.total);e=(b-1)/(this.points.length-1);f=b/(this.points.length-1);for(c=1;c<g-1;c++)d=e+c*(1/g)*(f-e),d=this.getPoint(d),
+h.push(i.copy(d).clone());h.push(i.copy(this.points[b]).clone())}this.points=h}};THREE.Triangle=function(a,b,c){this.a=void 0!==a?a:new THREE.Vector3;this.b=void 0!==b?b:new THREE.Vector3;this.c=void 0!==c?c:new THREE.Vector3};THREE.Triangle.normal=function(){var a=new THREE.Vector3;return function(b,c,d,e){e=e||new THREE.Vector3;e.subVectors(d,c);a.subVectors(b,c);e.cross(a);b=e.lengthSq();return 0<b?e.multiplyScalar(1/Math.sqrt(b)):e.set(0,0,0)}}();
+THREE.Triangle.barycoordFromPoint=function(){var a=new THREE.Vector3,b=new THREE.Vector3,c=new THREE.Vector3;return function(d,e,f,g,h){a.subVectors(g,e);b.subVectors(f,e);c.subVectors(d,e);var d=a.dot(a),e=a.dot(b),f=a.dot(c),i=b.dot(b),g=b.dot(c),j=d*i-e*e,h=h||new THREE.Vector3;if(0==j)return h.set(-2,-1,-1);j=1/j;i=(i*f-e*g)*j;d=(d*g-e*f)*j;return h.set(1-i-d,d,i)}}();
+THREE.Triangle.containsPoint=function(){var a=new THREE.Vector3;return function(b,c,d,e){b=THREE.Triangle.barycoordFromPoint(b,c,d,e,a);return 0<=b.x&&0<=b.y&&1>=b.x+b.y}}();
+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(a,b,c,d){this.a.copy(a[b]);this.b.copy(a[c]);this.c.copy(a[d]);return this},copy:function(a){this.a.copy(a.a);this.b.copy(a.b);this.c.copy(a.c);return this},area:function(){var a=new THREE.Vector3,b=new THREE.Vector3;return function(){a.subVectors(this.c,this.b);b.subVectors(this.a,this.b);return 0.5*a.cross(b).length()}}(),midpoint:function(a){return(a||
+new THREE.Vector3).addVectors(this.a,this.b).add(this.c).multiplyScalar(1/3)},normal:function(a){return THREE.Triangle.normal(this.a,this.b,this.c,a)},plane:function(a){return(a||new THREE.Plane).setFromCoplanarPoints(this.a,this.b,this.c)},barycoordFromPoint:function(a,b){return THREE.Triangle.barycoordFromPoint(a,this.a,this.b,this.c,b)},containsPoint:function(a){return THREE.Triangle.containsPoint(a,this.a,this.b,this.c)},equals:function(a){return a.a.equals(this.a)&&a.b.equals(this.b)&&a.c.equals(this.c)},
+clone:function(){return(new THREE.Triangle).copy(this)}};THREE.Vertex=function(a){console.warn("THREE.Vertex has been DEPRECATED. Use THREE.Vector3 instead.");return a};THREE.UV=function(a,b){console.warn("THREE.UV has been DEPRECATED. Use THREE.Vector2 instead.");return new THREE.Vector2(a,b)};THREE.Clock=function(a){this.autoStart=void 0!==a?a:!0;this.elapsedTime=this.oldTime=this.startTime=0;this.running=!1};
+THREE.Clock.prototype={constructor:THREE.Clock,start:function(){this.oldTime=this.startTime=void 0!==window.performance&&void 0!==window.performance.now?window.performance.now():Date.now();this.running=!0},stop:function(){this.getElapsedTime();this.running=!1},getElapsedTime:function(){this.getDelta();return this.elapsedTime},getDelta:function(){var a=0;this.autoStart&&!this.running&&this.start();if(this.running){var b=void 0!==window.performance&&void 0!==window.performance.now?window.performance.now():
+Date.now(),a=0.001*(b-this.oldTime);this.oldTime=b;this.elapsedTime+=a}return a}};THREE.EventDispatcher=function(){};
+THREE.EventDispatcher.prototype={constructor:THREE.EventDispatcher,addEventListener:function(a,b){void 0===this._listeners&&(this._listeners={});var c=this._listeners;void 0===c[a]&&(c[a]=[]);-1===c[a].indexOf(b)&&c[a].push(b)},hasEventListener:function(a,b){if(void 0===this._listeners)return!1;var c=this._listeners;return void 0!==c[a]&&-1!==c[a].indexOf(b)?!0:!1},removeEventListener:function(a,b){if(void 0!==this._listeners){var c=this._listeners,d=c[a].indexOf(b);-1!==d&&c[a].splice(d,1)}},dispatchEvent:function(a){if(void 0!==
+this._listeners){var b=this._listeners[a.type];if(void 0!==b){a.target=this;for(var c=0,d=b.length;c<d;c++)b[c].call(this,a)}}}};(function(a){a.Raycaster=function(b,c,d,e){this.ray=new a.Ray(b,c);0<this.ray.direction.lengthSq()&&this.ray.direction.normalize();this.near=d||0;this.far=e||Infinity};var b=new a.Sphere,c=new a.Ray,d=new a.Plane,e=new a.Vector3,f=new a.Vector3,g=new a.Matrix4,h=function(a,b){return a.distance-b.distance},i=function(h,j,l){if(h instanceof a.Particle){f.getPositionFromMatrix(h.matrixWorld);var r=j.ray.distanceToPoint(f);if(r>h.scale.x)return l;l.push({distance:r,point:h.position,face:null,object:h})}else if(h instanceof
+a.LOD)f.getPositionFromMatrix(h.matrixWorld),r=j.ray.origin.distanceTo(f),i(h.getObjectForDistance(r),j,l);else if(h instanceof a.Mesh){f.getPositionFromMatrix(h.matrixWorld);b.set(f,h.geometry.boundingSphere.radius*h.matrixWorld.getMaxScaleOnAxis());if(!j.ray.isIntersectionSphere(b))return l;var r=h.geometry,s=r.vertices,n=h.material instanceof a.MeshFaceMaterial,q=!0===n?h.material.materials:null,y=h.material.side,u,x,t,E=j.precision;g.getInverse(h.matrixWorld);c.copy(j.ray).applyMatrix4(g);for(var J=
+0,F=r.faces.length;J<F;J++){var z=r.faces[J],y=!0===n?q[z.materialIndex]:h.material;if(void 0!==y){d.setFromNormalAndCoplanarPoint(z.normal,s[z.a]);var H=c.distanceToPlane(d);if(!(Math.abs(H)<E)&&!(0>H)){y=y.side;if(y!==a.DoubleSide&&(u=c.direction.dot(d.normal),!(y===a.FrontSide?0>u:0<u)))continue;if(!(H<j.near||H>j.far)){e=c.at(H,e);if(z instanceof a.Face3){if(y=s[z.a],u=s[z.b],x=s[z.c],!a.Triangle.containsPoint(e,y,u,x))continue}else if(z instanceof a.Face4){if(y=s[z.a],u=s[z.b],x=s[z.c],t=s[z.d],
+!a.Triangle.containsPoint(e,y,u,t)&&!a.Triangle.containsPoint(e,u,x,t))continue}else throw Error("face type not supported");l.push({distance:H,point:j.ray.at(H),face:z,faceIndex:J,object:h})}}}}}},j=function(a,b,c){for(var a=a.getDescendants(),d=0,e=a.length;d<e;d++)i(a[d],b,c)};a.Raycaster.prototype.precision=1E-4;a.Raycaster.prototype.set=function(a,b){this.ray.set(a,b);0<this.ray.direction.length()&&this.ray.direction.normalize()};a.Raycaster.prototype.intersectObject=function(a,b){var c=[];!0===
+b&&j(a,this,c);i(a,this,c);c.sort(h);return c};a.Raycaster.prototype.intersectObjects=function(a,b){for(var c=[],d=0,e=a.length;d<e;d++)i(a[d],this,c),!0===b&&j(a[d],this,c);c.sort(h);return c}})(THREE);THREE.Object3D=function(){this.id=THREE.Object3DIdCount++;this.name="";this.parent=void 0;this.children=[];this.up=new THREE.Vector3(0,1,0);this.position=new THREE.Vector3;this.rotation=new THREE.Vector3;this.eulerOrder=THREE.Object3D.defaultEulerOrder;this.scale=new THREE.Vector3(1,1,1);this.renderDepth=null;this.rotationAutoUpdate=!0;this.matrix=new THREE.Matrix4;this.matrixWorld=new THREE.Matrix4;this.matrixWorldNeedsUpdate=this.matrixAutoUpdate=!0;this.quaternion=new THREE.Quaternion;this.useQuaternion=
+!1;this.visible=!0;this.receiveShadow=this.castShadow=!1;this.frustumCulled=!0;this.userData={}};
+THREE.Object3D.prototype={constructor:THREE.Object3D,applyMatrix:function(){var a=new THREE.Matrix4;return function(b){this.matrix.multiplyMatrices(b,this.matrix);this.position.getPositionFromMatrix(this.matrix);this.scale.getScaleFromMatrix(this.matrix);a.extractRotation(this.matrix);!0===this.useQuaternion?this.quaternion.setFromRotationMatrix(a):this.rotation.setEulerFromRotationMatrix(a,this.eulerOrder)}}(),rotateOnAxis:function(){var a=new THREE.Quaternion,b=new THREE.Quaternion;return function(c,
+d){a.setFromAxisAngle(c,d);!0===this.useQuaternion?this.quaternion.multiply(a):(b.setFromEuler(this.rotation,this.eulerOrder),b.multiply(a),this.rotation.setEulerFromQuaternion(b,this.eulerOrder));return this}}(),translateOnAxis:function(){var a=new THREE.Vector3;return function(b,c){a.copy(b);!0===this.useQuaternion?a.applyQuaternion(this.quaternion):a.applyEuler(this.rotation,this.eulerOrder);this.position.add(a.multiplyScalar(c));return this}}(),translate:function(a,b){console.warn("DEPRECATED: Object3D's .translate() has been removed. Use .translateOnAxis( axis, distance ) instead. Note args have been changed.");
+return this.translateOnAxis(b,a)},translateX:function(){var a=new THREE.Vector3(1,0,0);return function(b){return this.translateOnAxis(a,b)}}(),translateY:function(){var a=new THREE.Vector3(0,1,0);return function(b){return this.translateOnAxis(a,b)}}(),translateZ:function(){var a=new THREE.Vector3(0,0,1);return function(b){return this.translateOnAxis(a,b)}}(),localToWorld:function(a){return a.applyMatrix4(this.matrixWorld)},worldToLocal:function(){var a=new THREE.Matrix4;return function(b){return b.applyMatrix4(a.getInverse(this.matrixWorld))}}(),
+lookAt:function(){var a=new THREE.Matrix4;return function(b){a.lookAt(b,this.position,this.up);!0===this.useQuaternion?this.quaternion.setFromRotationMatrix(a):this.rotation.setEulerFromRotationMatrix(a,this.eulerOrder)}}(),add:function(a){if(a===this)console.warn("THREE.Object3D.add: An object can't be added as a child of itself.");else if(a instanceof THREE.Object3D){void 0!==a.parent&&a.parent.remove(a);a.parent=this;this.children.push(a);for(var b=this;void 0!==b.parent;)b=b.parent;void 0!==b&&
+b instanceof THREE.Scene&&b.__addObject(a)}},remove:function(a){var b=this.children.indexOf(a);if(-1!==b){a.parent=void 0;this.children.splice(b,1);for(b=this;void 0!==b.parent;)b=b.parent;void 0!==b&&b instanceof THREE.Scene&&b.__removeObject(a)}},traverse:function(a){a(this);for(var b=0,c=this.children.length;b<c;b++)this.children[b].traverse(a)},getObjectById:function(a,b){for(var c=0,d=this.children.length;c<d;c++){var e=this.children[c];if(e.id===a||!0===b&&(e=e.getObjectById(a,b),void 0!==e))return e}},
+getObjectByName:function(a,b){for(var c=0,d=this.children.length;c<d;c++){var e=this.children[c];if(e.name===a||!0===b&&(e=e.getObjectByName(a,b),void 0!==e))return e}},getChildByName:function(a,b){console.warn("DEPRECATED: Object3D's .getChildByName() has been renamed to .getObjectByName().");return this.getObjectByName(a,b)},getDescendants:function(a){void 0===a&&(a=[]);Array.prototype.push.apply(a,this.children);for(var b=0,c=this.children.length;b<c;b++)this.children[b].getDescendants(a);return a},
+updateMatrix:function(){!1===this.useQuaternion?this.matrix.makeFromPositionEulerScale(this.position,this.rotation,this.eulerOrder,this.scale):this.matrix.makeFromPositionQuaternionScale(this.position,this.quaternion,this.scale);this.matrixWorldNeedsUpdate=!0},updateMatrixWorld:function(a){!0===this.matrixAutoUpdate&&this.updateMatrix();if(!0===this.matrixWorldNeedsUpdate||!0===a)void 0===this.parent?this.matrixWorld.copy(this.matrix):this.matrixWorld.multiplyMatrices(this.parent.matrixWorld,this.matrix),
+this.matrixWorldNeedsUpdate=!1,a=!0;for(var b=0,c=this.children.length;b<c;b++)this.children[b].updateMatrixWorld(a)},clone:function(a){void 0===a&&(a=new THREE.Object3D);a.name=this.name;a.up.copy(this.up);a.position.copy(this.position);a.rotation instanceof THREE.Vector3&&a.rotation.copy(this.rotation);a.eulerOrder=this.eulerOrder;a.scale.copy(this.scale);a.renderDepth=this.renderDepth;a.rotationAutoUpdate=this.rotationAutoUpdate;a.matrix.copy(this.matrix);a.matrixWorld.copy(this.matrixWorld);a.matrixAutoUpdate=
+this.matrixAutoUpdate;a.matrixWorldNeedsUpdate=this.matrixWorldNeedsUpdate;a.quaternion.copy(this.quaternion);a.useQuaternion=this.useQuaternion;a.visible=this.visible;a.castShadow=this.castShadow;a.receiveShadow=this.receiveShadow;a.frustumCulled=this.frustumCulled;a.userData=JSON.parse(JSON.stringify(this.userData));for(var b=0;b<this.children.length;b++)a.add(this.children[b].clone());return a}};THREE.Object3D.defaultEulerOrder="XYZ";THREE.Object3DIdCount=0;THREE.Projector=function(){function a(){if(f===h){var a=new THREE.RenderableObject;g.push(a);h++;f++;return a}return g[f++]}function b(){if(j===p){var a=new THREE.RenderableVertex;m.push(a);p++;j++;return a}return m[j++]}function c(a,b){return b.z-a.z}function d(a,b){var c=0,d=1,e=a.z+a.w,f=b.z+b.w,g=-a.z+a.w,h=-b.z+b.w;if(0<=e&&0<=f&&0<=g&&0<=h)return!0;if(0>e&&0>f||0>g&&0>h)return!1;0>e?c=Math.max(c,e/(e-f)):0>f&&(d=Math.min(d,e/(e-f)));0>g?c=Math.max(c,g/(g-h)):0>h&&(d=Math.min(d,g/(g-h)));if(d<
+c)return!1;a.lerp(b,c);b.lerp(a,1-d);return!0}var e,f,g=[],h=0,i,j,m=[],p=0,l,r,s=[],n=0,q,y=[],u=0,x,t,E=[],J=0,F,z,H=[],K=0,G={objects:[],sprites:[],lights:[],elements:[]},L=new THREE.Vector3,B=new THREE.Vector4,V=new THREE.Box3(new THREE.Vector3(-1,-1,-1),new THREE.Vector3(1,1,1)),C=new THREE.Box3,I=Array(3),M=Array(4),P=new THREE.Matrix4,ja=new THREE.Matrix4,oa,gb=new THREE.Matrix4,A=new THREE.Matrix3,da=new THREE.Matrix3,ha=new THREE.Vector3,la=new THREE.Frustum,N=new THREE.Vector4,ea=new THREE.Vector4;
+this.projectVector=function(a,b){b.matrixWorldInverse.getInverse(b.matrixWorld);ja.multiplyMatrices(b.projectionMatrix,b.matrixWorldInverse);return a.applyProjection(ja)};this.unprojectVector=function(a,b){b.projectionMatrixInverse.getInverse(b.projectionMatrix);ja.multiplyMatrices(b.matrixWorld,b.projectionMatrixInverse);return a.applyProjection(ja)};this.pickingRay=function(a,b){a.z=-1;var c=new THREE.Vector3(a.x,a.y,1);this.unprojectVector(a,b);this.unprojectVector(c,b);c.sub(a).normalize();return new THREE.Raycaster(a,
+c)};this.projectScene=function(g,h,p,La){var pa=!1,na,aa,W,X,Y,ia,fa,ga,Ea,Za,sa,Ua,lb;z=t=q=r=0;G.elements.length=0;!0===g.autoUpdate&&g.updateMatrixWorld();void 0===h.parent&&h.updateMatrixWorld();P.copy(h.matrixWorldInverse.getInverse(h.matrixWorld));ja.multiplyMatrices(h.projectionMatrix,P);da.getNormalMatrix(P);la.setFromMatrix(ja);f=0;G.objects.length=0;G.sprites.length=0;G.lights.length=0;var ya=function(b){for(var c=0,d=b.children.length;c<d;c++){var f=b.children[c];if(!1!==f.visible){if(f instanceof
+THREE.Light)G.lights.push(f);else if(f instanceof THREE.Mesh||f instanceof THREE.Line){if(!1===f.frustumCulled||!0===la.intersectsObject(f))e=a(),e.object=f,null!==f.renderDepth?e.z=f.renderDepth:(L.getPositionFromMatrix(f.matrixWorld),L.applyProjection(ja),e.z=L.z),G.objects.push(e)}else f instanceof THREE.Sprite||f instanceof THREE.Particle?(e=a(),e.object=f,null!==f.renderDepth?e.z=f.renderDepth:(L.getPositionFromMatrix(f.matrixWorld),L.applyProjection(ja),e.z=L.z),G.sprites.push(e)):(e=a(),e.object=
+f,null!==f.renderDepth?e.z=f.renderDepth:(L.getPositionFromMatrix(f.matrixWorld),L.applyProjection(ja),e.z=L.z),G.objects.push(e));ya(f)}}};ya(g);!0===p&&G.objects.sort(c);g=0;for(p=G.objects.length;g<p;g++)if(ga=G.objects[g].object,oa=ga.matrixWorld,j=0,ga instanceof THREE.Mesh){Ea=ga.geometry;W=Ea.vertices;Za=Ea.faces;Ea=Ea.faceVertexUvs;A.getNormalMatrix(oa);Ua=ga.material instanceof THREE.MeshFaceMaterial;lb=!0===Ua?ga.material:null;na=0;for(aa=W.length;na<aa;na++)i=b(),i.positionWorld.copy(W[na]).applyMatrix4(oa),
+i.positionScreen.copy(i.positionWorld).applyMatrix4(ja),i.positionScreen.x/=i.positionScreen.w,i.positionScreen.y/=i.positionScreen.w,i.positionScreen.z/=i.positionScreen.w,i.visible=!(-1>i.positionScreen.x||1<i.positionScreen.x||-1>i.positionScreen.y||1<i.positionScreen.y||-1>i.positionScreen.z||1<i.positionScreen.z);W=0;for(na=Za.length;W<na;W++){aa=Za[W];var Va=!0===Ua?lb.materials[aa.materialIndex]:ga.material;if(void 0!==Va){ia=Va.side;if(aa instanceof THREE.Face3)if(X=m[aa.a],Y=m[aa.b],fa=m[aa.c],
+I[0]=X.positionScreen,I[1]=Y.positionScreen,I[2]=fa.positionScreen,!0===X.visible||!0===Y.visible||!0===fa.visible||V.isIntersectionBox(C.setFromPoints(I)))if(pa=0>(fa.positionScreen.x-X.positionScreen.x)*(Y.positionScreen.y-X.positionScreen.y)-(fa.positionScreen.y-X.positionScreen.y)*(Y.positionScreen.x-X.positionScreen.x),ia===THREE.DoubleSide||pa===(ia===THREE.FrontSide))r===n?(sa=new THREE.RenderableFace3,s.push(sa),n++,r++,l=sa):l=s[r++],l.v1.copy(X),l.v2.copy(Y),l.v3.copy(fa);else continue;
+else continue;else if(aa instanceof THREE.Face4)if(X=m[aa.a],Y=m[aa.b],fa=m[aa.c],sa=m[aa.d],M[0]=X.positionScreen,M[1]=Y.positionScreen,M[2]=fa.positionScreen,M[3]=sa.positionScreen,!0===X.visible||!0===Y.visible||!0===fa.visible||!0===sa.visible||V.isIntersectionBox(C.setFromPoints(M)))if(pa=0>(sa.positionScreen.x-X.positionScreen.x)*(Y.positionScreen.y-X.positionScreen.y)-(sa.positionScreen.y-X.positionScreen.y)*(Y.positionScreen.x-X.positionScreen.x)||0>(Y.positionScreen.x-fa.positionScreen.x)*
+(sa.positionScreen.y-fa.positionScreen.y)-(Y.positionScreen.y-fa.positionScreen.y)*(sa.positionScreen.x-fa.positionScreen.x),ia===THREE.DoubleSide||pa===(ia===THREE.FrontSide)){if(q===u){var rb=new THREE.RenderableFace4;y.push(rb);u++;q++;l=rb}else l=y[q++];l.v1.copy(X);l.v2.copy(Y);l.v3.copy(fa);l.v4.copy(sa)}else continue;else continue;l.normalModel.copy(aa.normal);!1===pa&&(ia===THREE.BackSide||ia===THREE.DoubleSide)&&l.normalModel.negate();l.normalModel.applyMatrix3(A).normalize();l.normalModelView.copy(l.normalModel).applyMatrix3(da);
+l.centroidModel.copy(aa.centroid).applyMatrix4(oa);fa=aa.vertexNormals;X=0;for(Y=fa.length;X<Y;X++)sa=l.vertexNormalsModel[X],sa.copy(fa[X]),!1===pa&&(ia===THREE.BackSide||ia===THREE.DoubleSide)&&sa.negate(),sa.applyMatrix3(A).normalize(),l.vertexNormalsModelView[X].copy(sa).applyMatrix3(da);l.vertexNormalsLength=fa.length;X=0;for(Y=Ea.length;X<Y;X++)if(sa=Ea[X][W],void 0!==sa){ia=0;for(fa=sa.length;ia<fa;ia++)l.uvs[X][ia]=sa[ia]}l.color=aa.color;l.material=Va;ha.copy(l.centroidModel).applyProjection(ja);
+l.z=ha.z;G.elements.push(l)}}}else if(ga instanceof THREE.Line){gb.multiplyMatrices(ja,oa);W=ga.geometry.vertices;X=b();X.positionScreen.copy(W[0]).applyMatrix4(gb);Za=ga.type===THREE.LinePieces?2:1;na=1;for(aa=W.length;na<aa;na++)X=b(),X.positionScreen.copy(W[na]).applyMatrix4(gb),0<(na+1)%Za||(Y=m[j-2],N.copy(X.positionScreen),ea.copy(Y.positionScreen),!0===d(N,ea)&&(N.multiplyScalar(1/N.w),ea.multiplyScalar(1/ea.w),t===J?(Ea=new THREE.RenderableLine,E.push(Ea),J++,t++,x=Ea):x=E[t++],x.v1.positionScreen.copy(N),
+x.v2.positionScreen.copy(ea),x.z=Math.max(N.z,ea.z),x.material=ga.material,ga.material.vertexColors===THREE.VertexColors&&(x.vertexColors[0].copy(ga.geometry.colors[na]),x.vertexColors[1].copy(ga.geometry.colors[na-1])),G.elements.push(x)))}g=0;for(p=G.sprites.length;g<p;g++)ga=G.sprites[g].object,oa=ga.matrixWorld,ga instanceof THREE.Particle&&(B.set(oa.elements[12],oa.elements[13],oa.elements[14],1),B.applyMatrix4(ja),B.z/=B.w,0<B.z&&1>B.z&&(z===K?(pa=new THREE.RenderableParticle,H.push(pa),K++,
+z++,F=pa):F=H[z++],F.object=ga,F.x=B.x/B.w,F.y=B.y/B.w,F.z=B.z,F.rotation=ga.rotation.z,F.scale.x=ga.scale.x*Math.abs(F.x-(B.x+h.projectionMatrix.elements[0])/(B.w+h.projectionMatrix.elements[12])),F.scale.y=ga.scale.y*Math.abs(F.y-(B.y+h.projectionMatrix.elements[5])/(B.w+h.projectionMatrix.elements[13])),F.material=ga.material,G.elements.push(F)));!0===La&&G.elements.sort(c);return G}};THREE.Face3=function(a,b,c,d,e,f){this.a=a;this.b=b;this.c=c;this.normal=d instanceof THREE.Vector3?d:new THREE.Vector3;this.vertexNormals=d instanceof Array?d:[];this.color=e instanceof THREE.Color?e:new THREE.Color;this.vertexColors=e instanceof Array?e:[];this.vertexTangents=[];this.materialIndex=void 0!==f?f:0;this.centroid=new THREE.Vector3};
+THREE.Face3.prototype={constructor:THREE.Face3,clone:function(){var a=new THREE.Face3(this.a,this.b,this.c);a.normal.copy(this.normal);a.color.copy(this.color);a.centroid.copy(this.centroid);a.materialIndex=this.materialIndex;var b,c;b=0;for(c=this.vertexNormals.length;b<c;b++)a.vertexNormals[b]=this.vertexNormals[b].clone();b=0;for(c=this.vertexColors.length;b<c;b++)a.vertexColors[b]=this.vertexColors[b].clone();b=0;for(c=this.vertexTangents.length;b<c;b++)a.vertexTangents[b]=this.vertexTangents[b].clone();
+return a}};THREE.Face4=function(a,b,c,d,e,f,g){this.a=a;this.b=b;this.c=c;this.d=d;this.normal=e instanceof THREE.Vector3?e:new THREE.Vector3;this.vertexNormals=e instanceof Array?e:[];this.color=f instanceof THREE.Color?f:new THREE.Color;this.vertexColors=f instanceof Array?f:[];this.vertexTangents=[];this.materialIndex=void 0!==g?g:0;this.centroid=new THREE.Vector3};
+THREE.Face4.prototype={constructor:THREE.Face4,clone:function(){var a=new THREE.Face4(this.a,this.b,this.c,this.d);a.normal.copy(this.normal);a.color.copy(this.color);a.centroid.copy(this.centroid);a.materialIndex=this.materialIndex;var b,c;b=0;for(c=this.vertexNormals.length;b<c;b++)a.vertexNormals[b]=this.vertexNormals[b].clone();b=0;for(c=this.vertexColors.length;b<c;b++)a.vertexColors[b]=this.vertexColors[b].clone();b=0;for(c=this.vertexTangents.length;b<c;b++)a.vertexTangents[b]=this.vertexTangents[b].clone();
+return a}};THREE.Geometry=function(){this.id=THREE.GeometryIdCount++;this.name="";this.vertices=[];this.colors=[];this.normals=[];this.faces=[];this.faceUvs=[[]];this.faceVertexUvs=[[]];this.morphTargets=[];this.morphColors=[];this.morphNormals=[];this.skinWeights=[];this.skinIndices=[];this.lineDistances=[];this.boundingSphere=this.boundingBox=null;this.hasTangents=!1;this.dynamic=!0;this.buffersNeedUpdate=this.lineDistancesNeedUpdate=this.colorsNeedUpdate=this.tangentsNeedUpdate=this.normalsNeedUpdate=this.uvsNeedUpdate=
+this.elementsNeedUpdate=this.verticesNeedUpdate=!1};
+THREE.Geometry.prototype={constructor:THREE.Geometry,addEventListener:THREE.EventDispatcher.prototype.addEventListener,hasEventListener:THREE.EventDispatcher.prototype.hasEventListener,removeEventListener:THREE.EventDispatcher.prototype.removeEventListener,dispatchEvent:THREE.EventDispatcher.prototype.dispatchEvent,applyMatrix:function(a){for(var b=(new THREE.Matrix3).getNormalMatrix(a),c=0,d=this.vertices.length;c<d;c++)this.vertices[c].applyMatrix4(a);c=0;for(d=this.faces.length;c<d;c++){var e=
+this.faces[c];e.normal.applyMatrix3(b).normalize();for(var f=0,g=e.vertexNormals.length;f<g;f++)e.vertexNormals[f].applyMatrix3(b).normalize();e.centroid.applyMatrix4(a)}},computeCentroids:function(){var a,b,c;a=0;for(b=this.faces.length;a<b;a++)c=this.faces[a],c.centroid.set(0,0,0),c instanceof THREE.Face3?(c.centroid.add(this.vertices[c.a]),c.centroid.add(this.vertices[c.b]),c.centroid.add(this.vertices[c.c]),c.centroid.divideScalar(3)):c instanceof THREE.Face4&&(c.centroid.add(this.vertices[c.a]),
+c.centroid.add(this.vertices[c.b]),c.centroid.add(this.vertices[c.c]),c.centroid.add(this.vertices[c.d]),c.centroid.divideScalar(4))},computeFaceNormals:function(){for(var a=new THREE.Vector3,b=new THREE.Vector3,c=0,d=this.faces.length;c<d;c++){var e=this.faces[c],f=this.vertices[e.a],g=this.vertices[e.b];a.subVectors(this.vertices[e.c],g);b.subVectors(f,g);a.cross(b);a.normalize();e.normal.copy(a)}},computeVertexNormals:function(a){var b,c,d,e;if(void 0===this.__tmpVertices){e=this.__tmpVertices=
+Array(this.vertices.length);b=0;for(c=this.vertices.length;b<c;b++)e[b]=new THREE.Vector3;b=0;for(c=this.faces.length;b<c;b++)d=this.faces[b],d instanceof THREE.Face3?d.vertexNormals=[new THREE.Vector3,new THREE.Vector3,new THREE.Vector3]:d instanceof THREE.Face4&&(d.vertexNormals=[new THREE.Vector3,new THREE.Vector3,new THREE.Vector3,new THREE.Vector3])}else{e=this.__tmpVertices;b=0;for(c=this.vertices.length;b<c;b++)e[b].set(0,0,0)}if(a){var f,g,h,i=new THREE.Vector3,j=new THREE.Vector3,m=new THREE.Vector3,
+p=new THREE.Vector3,l=new THREE.Vector3;b=0;for(c=this.faces.length;b<c;b++)d=this.faces[b],d instanceof THREE.Face3?(a=this.vertices[d.a],f=this.vertices[d.b],g=this.vertices[d.c],i.subVectors(g,f),j.subVectors(a,f),i.cross(j),e[d.a].add(i),e[d.b].add(i),e[d.c].add(i)):d instanceof THREE.Face4&&(a=this.vertices[d.a],f=this.vertices[d.b],g=this.vertices[d.c],h=this.vertices[d.d],m.subVectors(h,f),j.subVectors(a,f),m.cross(j),e[d.a].add(m),e[d.b].add(m),e[d.d].add(m),p.subVectors(h,g),l.subVectors(f,
+g),p.cross(l),e[d.b].add(p),e[d.c].add(p),e[d.d].add(p))}else{b=0;for(c=this.faces.length;b<c;b++)d=this.faces[b],d instanceof THREE.Face3?(e[d.a].add(d.normal),e[d.b].add(d.normal),e[d.c].add(d.normal)):d instanceof THREE.Face4&&(e[d.a].add(d.normal),e[d.b].add(d.normal),e[d.c].add(d.normal),e[d.d].add(d.normal))}b=0;for(c=this.vertices.length;b<c;b++)e[b].normalize();b=0;for(c=this.faces.length;b<c;b++)d=this.faces[b],d instanceof THREE.Face3?(d.vertexNormals[0].copy(e[d.a]),d.vertexNormals[1].copy(e[d.b]),
+d.vertexNormals[2].copy(e[d.c])):d instanceof THREE.Face4&&(d.vertexNormals[0].copy(e[d.a]),d.vertexNormals[1].copy(e[d.b]),d.vertexNormals[2].copy(e[d.c]),d.vertexNormals[3].copy(e[d.d]))},computeMorphNormals:function(){var a,b,c,d,e;c=0;for(d=this.faces.length;c<d;c++){e=this.faces[c];e.__originalFaceNormal?e.__originalFaceNormal.copy(e.normal):e.__originalFaceNormal=e.normal.clone();e.__originalVertexNormals||(e.__originalVertexNormals=[]);a=0;for(b=e.vertexNormals.length;a<b;a++)e.__originalVertexNormals[a]?
+e.__originalVertexNormals[a].copy(e.vertexNormals[a]):e.__originalVertexNormals[a]=e.vertexNormals[a].clone()}var f=new THREE.Geometry;f.faces=this.faces;a=0;for(b=this.morphTargets.length;a<b;a++){if(!this.morphNormals[a]){this.morphNormals[a]={};this.morphNormals[a].faceNormals=[];this.morphNormals[a].vertexNormals=[];var g=this.morphNormals[a].faceNormals,h=this.morphNormals[a].vertexNormals,i,j;c=0;for(d=this.faces.length;c<d;c++)e=this.faces[c],i=new THREE.Vector3,j=e instanceof THREE.Face3?
+{a:new THREE.Vector3,b:new THREE.Vector3,c:new THREE.Vector3}:{a:new THREE.Vector3,b:new THREE.Vector3,c:new THREE.Vector3,d:new THREE.Vector3},g.push(i),h.push(j)}g=this.morphNormals[a];f.vertices=this.morphTargets[a].vertices;f.computeFaceNormals();f.computeVertexNormals();c=0;for(d=this.faces.length;c<d;c++)e=this.faces[c],i=g.faceNormals[c],j=g.vertexNormals[c],i.copy(e.normal),e instanceof THREE.Face3?(j.a.copy(e.vertexNormals[0]),j.b.copy(e.vertexNormals[1]),j.c.copy(e.vertexNormals[2])):(j.a.copy(e.vertexNormals[0]),
+j.b.copy(e.vertexNormals[1]),j.c.copy(e.vertexNormals[2]),j.d.copy(e.vertexNormals[3]))}c=0;for(d=this.faces.length;c<d;c++)e=this.faces[c],e.normal=e.__originalFaceNormal,e.vertexNormals=e.__originalVertexNormals},computeTangents:function(){function a(a,b,c,d,e,f,z){h=a.vertices[b];i=a.vertices[c];j=a.vertices[d];m=g[e];p=g[f];l=g[z];r=i.x-h.x;s=j.x-h.x;n=i.y-h.y;q=j.y-h.y;y=i.z-h.z;u=j.z-h.z;x=p.x-m.x;t=l.x-m.x;E=p.y-m.y;J=l.y-m.y;F=1/(x*J-t*E);G.set((J*r-E*s)*F,(J*n-E*q)*F,(J*y-E*u)*F);L.set((x*
+s-t*r)*F,(x*q-t*n)*F,(x*u-t*y)*F);H[b].add(G);H[c].add(G);H[d].add(G);K[b].add(L);K[c].add(L);K[d].add(L)}var b,c,d,e,f,g,h,i,j,m,p,l,r,s,n,q,y,u,x,t,E,J,F,z,H=[],K=[],G=new THREE.Vector3,L=new THREE.Vector3,B=new THREE.Vector3,V=new THREE.Vector3,C=new THREE.Vector3;b=0;for(c=this.vertices.length;b<c;b++)H[b]=new THREE.Vector3,K[b]=new THREE.Vector3;b=0;for(c=this.faces.length;b<c;b++)f=this.faces[b],g=this.faceVertexUvs[0][b],f instanceof THREE.Face3?a(this,f.a,f.b,f.c,0,1,2):f instanceof THREE.Face4&&
+(a(this,f.a,f.b,f.d,0,1,3),a(this,f.b,f.c,f.d,1,2,3));var I=["a","b","c","d"];b=0;for(c=this.faces.length;b<c;b++){f=this.faces[b];for(d=0;d<f.vertexNormals.length;d++)C.copy(f.vertexNormals[d]),e=f[I[d]],z=H[e],B.copy(z),B.sub(C.multiplyScalar(C.dot(z))).normalize(),V.crossVectors(f.vertexNormals[d],z),e=V.dot(K[e]),e=0>e?-1:1,f.vertexTangents[d]=new THREE.Vector4(B.x,B.y,B.z,e)}this.hasTangents=!0},computeLineDistances:function(){for(var a=0,b=this.vertices,c=0,d=b.length;c<d;c++)0<c&&(a+=b[c].distanceTo(b[c-
+1])),this.lineDistances[c]=a},computeBoundingBox:function(){null===this.boundingBox&&(this.boundingBox=new THREE.Box3);this.boundingBox.setFromPoints(this.vertices)},computeBoundingSphere:function(){null===this.boundingSphere&&(this.boundingSphere=new THREE.Sphere);this.boundingSphere.setFromCenterAndPoints(this.boundingSphere.center,this.vertices)},mergeVertices:function(){var a={},b=[],c=[],d,e=Math.pow(10,4),f,g,h,i,j;this.__tmpVertices=void 0;f=0;for(g=this.vertices.length;f<g;f++)d=this.vertices[f],
+d=[Math.round(d.x*e),Math.round(d.y*e),Math.round(d.z*e)].join("_"),void 0===a[d]?(a[d]=f,b.push(this.vertices[f]),c[f]=b.length-1):c[f]=c[a[d]];e=[];f=0;for(g=this.faces.length;f<g;f++)if(a=this.faces[f],a instanceof THREE.Face3){a.a=c[a.a];a.b=c[a.b];a.c=c[a.c];h=[a.a,a.b,a.c];d=-1;for(i=0;3>i;i++)if(h[i]==h[(i+1)%3]){e.push(f);break}}else if(a instanceof THREE.Face4){a.a=c[a.a];a.b=c[a.b];a.c=c[a.c];a.d=c[a.d];h=[a.a,a.b,a.c,a.d];d=-1;for(i=0;4>i;i++)h[i]==h[(i+1)%4]&&(0<=d&&e.push(f),d=i);if(0<=
+d){h.splice(d,1);var m=new THREE.Face3(h[0],h[1],h[2],a.normal,a.color,a.materialIndex);h=0;for(i=this.faceVertexUvs.length;h<i;h++)(j=this.faceVertexUvs[h][f])&&j.splice(d,1);a.vertexNormals&&0<a.vertexNormals.length&&(m.vertexNormals=a.vertexNormals,m.vertexNormals.splice(d,1));a.vertexColors&&0<a.vertexColors.length&&(m.vertexColors=a.vertexColors,m.vertexColors.splice(d,1));this.faces[f]=m}}for(f=e.length-1;0<=f;f--){this.faces.splice(f,1);h=0;for(i=this.faceVertexUvs.length;h<i;h++)this.faceVertexUvs[h].splice(f,
+1)}c=this.vertices.length-b.length;this.vertices=b;return c},clone:function(){for(var a=new THREE.Geometry,b=this.vertices,c=0,d=b.length;c<d;c++)a.vertices.push(b[c].clone());b=this.faces;c=0;for(d=b.length;c<d;c++)a.faces.push(b[c].clone());b=this.faceVertexUvs[0];c=0;for(d=b.length;c<d;c++){for(var e=b[c],f=[],g=0,h=e.length;g<h;g++)f.push(new THREE.Vector2(e[g].x,e[g].y));a.faceVertexUvs[0].push(f)}return a},dispose:function(){this.dispatchEvent({type:"dispose"})}};THREE.GeometryIdCount=0;THREE.BufferGeometry=function(){this.id=THREE.GeometryIdCount++;this.attributes={};this.dynamic=!1;this.offsets=[];this.boundingSphere=this.boundingBox=null;this.hasTangents=!1;this.morphTargets=[]};
+THREE.BufferGeometry.prototype={constructor:THREE.BufferGeometry,addEventListener:THREE.EventDispatcher.prototype.addEventListener,hasEventListener:THREE.EventDispatcher.prototype.hasEventListener,removeEventListener:THREE.EventDispatcher.prototype.removeEventListener,dispatchEvent:THREE.EventDispatcher.prototype.dispatchEvent,applyMatrix:function(a){var b,c;this.attributes.position&&(b=this.attributes.position.array);this.attributes.normal&&(c=this.attributes.normal.array);void 0!==b&&(a.multiplyVector3Array(b),
+this.verticesNeedUpdate=!0);void 0!==c&&((new THREE.Matrix3).getNormalMatrix(a).multiplyVector3Array(c),this.normalizeNormals(),this.normalsNeedUpdate=!0)},computeBoundingBox:function(){null===this.boundingBox&&(this.boundingBox=new THREE.Box3);var a=this.attributes.position.array;if(a){var b=this.boundingBox,c,d,e;3<=a.length&&(b.min.x=b.max.x=a[0],b.min.y=b.max.y=a[1],b.min.z=b.max.z=a[2]);for(var f=3,g=a.length;f<g;f+=3)c=a[f],d=a[f+1],e=a[f+2],c<b.min.x?b.min.x=c:c>b.max.x&&(b.max.x=c),d<b.min.y?
+b.min.y=d:d>b.max.y&&(b.max.y=d),e<b.min.z?b.min.z=e:e>b.max.z&&(b.max.z=e)}if(void 0===a||0===a.length)this.boundingBox.min.set(0,0,0),this.boundingBox.max.set(0,0,0)},computeBoundingSphere:function(){null===this.boundingSphere&&(this.boundingSphere=new THREE.Sphere);var a=this.attributes.position.array;if(a){for(var b,c=0,d,e,f=0,g=a.length;f<g;f+=3)b=a[f],d=a[f+1],e=a[f+2],b=b*b+d*d+e*e,b>c&&(c=b);this.boundingSphere.radius=Math.sqrt(c)}},computeVertexNormals:function(){if(this.attributes.position){var a,
+b,c,d;a=this.attributes.position.array.length;if(void 0===this.attributes.normal)this.attributes.normal={itemSize:3,array:new Float32Array(a),numItems:a};else{a=0;for(b=this.attributes.normal.array.length;a<b;a++)this.attributes.normal.array[a]=0}var e=this.attributes.position.array,f=this.attributes.normal.array,g,h,i,j,m,p,l=new THREE.Vector3,r=new THREE.Vector3,s=new THREE.Vector3,n=new THREE.Vector3,q=new THREE.Vector3;if(this.attributes.index){var y=this.attributes.index.array,u=this.offsets;
+c=0;for(d=u.length;c<d;++c){b=u[c].start;g=u[c].count;var x=u[c].index;a=b;for(b+=g;a<b;a+=3)g=x+y[a],h=x+y[a+1],i=x+y[a+2],j=e[3*g],m=e[3*g+1],p=e[3*g+2],l.set(j,m,p),j=e[3*h],m=e[3*h+1],p=e[3*h+2],r.set(j,m,p),j=e[3*i],m=e[3*i+1],p=e[3*i+2],s.set(j,m,p),n.subVectors(s,r),q.subVectors(l,r),n.cross(q),f[3*g]+=n.x,f[3*g+1]+=n.y,f[3*g+2]+=n.z,f[3*h]+=n.x,f[3*h+1]+=n.y,f[3*h+2]+=n.z,f[3*i]+=n.x,f[3*i+1]+=n.y,f[3*i+2]+=n.z}}else{a=0;for(b=e.length;a<b;a+=9)j=e[a],m=e[a+1],p=e[a+2],l.set(j,m,p),j=e[a+
+3],m=e[a+4],p=e[a+5],r.set(j,m,p),j=e[a+6],m=e[a+7],p=e[a+8],s.set(j,m,p),n.subVectors(s,r),q.subVectors(l,r),n.cross(q),f[a]=n.x,f[a+1]=n.y,f[a+2]=n.z,f[a+3]=n.x,f[a+4]=n.y,f[a+5]=n.z,f[a+6]=n.x,f[a+7]=n.y,f[a+8]=n.z}this.normalizeNormals();this.normalsNeedUpdate=!0}},normalizeNormals:function(){for(var a=this.attributes.normal.array,b,c,d,e=0,f=a.length;e<f;e+=3)b=a[e],c=a[e+1],d=a[e+2],b=1/Math.sqrt(b*b+c*c+d*d),a[e]*=b,a[e+1]*=b,a[e+2]*=b},computeTangents:function(){function a(a){oa.x=d[3*a];
+oa.y=d[3*a+1];oa.z=d[3*a+2];gb.copy(oa);da=i[a];P.copy(da);P.sub(oa.multiplyScalar(oa.dot(da))).normalize();ja.crossVectors(gb,da);ha=ja.dot(j[a]);A=0>ha?-1:1;h[4*a]=P.x;h[4*a+1]=P.y;h[4*a+2]=P.z;h[4*a+3]=A}if(void 0===this.attributes.index||void 0===this.attributes.position||void 0===this.attributes.normal||void 0===this.attributes.uv)console.warn("Missing required attributes (index, position, normal or uv) in BufferGeometry.computeTangents()");else{var b=this.attributes.index.array,c=this.attributes.position.array,
+d=this.attributes.normal.array,e=this.attributes.uv.array,f=c.length/3;if(void 0===this.attributes.tangent){var g=4*f;this.attributes.tangent={itemSize:4,array:new Float32Array(g),numItems:g}}for(var h=this.attributes.tangent.array,i=[],j=[],g=0;g<f;g++)i[g]=new THREE.Vector3,j[g]=new THREE.Vector3;var m,p,l,r,s,n,q,y,u,x,t,E,J,F,z,f=new THREE.Vector3,g=new THREE.Vector3,H,K,G,L,B,V,C,I=this.offsets;G=0;for(L=I.length;G<L;++G){K=I[G].start;B=I[G].count;var M=I[G].index;H=K;for(K+=B;H<K;H+=3)B=M+b[H],
+V=M+b[H+1],C=M+b[H+2],m=c[3*B],p=c[3*B+1],l=c[3*B+2],r=c[3*V],s=c[3*V+1],n=c[3*V+2],q=c[3*C],y=c[3*C+1],u=c[3*C+2],x=e[2*B],t=e[2*B+1],E=e[2*V],J=e[2*V+1],F=e[2*C],z=e[2*C+1],r-=m,m=q-m,s-=p,p=y-p,n-=l,l=u-l,E-=x,x=F-x,J-=t,t=z-t,z=1/(E*t-x*J),f.set((t*r-J*m)*z,(t*s-J*p)*z,(t*n-J*l)*z),g.set((E*m-x*r)*z,(E*p-x*s)*z,(E*l-x*n)*z),i[B].add(f),i[V].add(f),i[C].add(f),j[B].add(g),j[V].add(g),j[C].add(g)}var P=new THREE.Vector3,ja=new THREE.Vector3,oa=new THREE.Vector3,gb=new THREE.Vector3,A,da,ha;G=0;
+for(L=I.length;G<L;++G){K=I[G].start;B=I[G].count;M=I[G].index;H=K;for(K+=B;H<K;H+=3)B=M+b[H],V=M+b[H+1],C=M+b[H+2],a(B),a(V),a(C)}this.tangentsNeedUpdate=this.hasTangents=!0}},dispose:function(){this.dispatchEvent({type:"dispose"})}};THREE.Camera=function(){THREE.Object3D.call(this);this.matrixWorldInverse=new THREE.Matrix4;this.projectionMatrix=new THREE.Matrix4;this.projectionMatrixInverse=new THREE.Matrix4};THREE.Camera.prototype=Object.create(THREE.Object3D.prototype);THREE.Camera.prototype.lookAt=function(){var a=new THREE.Matrix4;return function(b){a.lookAt(this.position,b,this.up);!0===this.useQuaternion?this.quaternion.setFromRotationMatrix(a):this.rotation.setEulerFromRotationMatrix(a,this.eulerOrder)}}();THREE.OrthographicCamera=function(a,b,c,d,e,f){THREE.Camera.call(this);this.left=a;this.right=b;this.top=c;this.bottom=d;this.near=void 0!==e?e:0.1;this.far=void 0!==f?f:2E3;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.PerspectiveCamera=function(a,b,c,d){THREE.Camera.call(this);this.fov=void 0!==a?a:50;this.aspect=void 0!==b?b:1;this.near=void 0!==c?c:0.1;this.far=void 0!==d?d:2E3;this.updateProjectionMatrix()};THREE.PerspectiveCamera.prototype=Object.create(THREE.Camera.prototype);THREE.PerspectiveCamera.prototype.setLens=function(a,b){void 0===b&&(b=24);this.fov=2*THREE.Math.radToDeg(Math.atan(b/(2*a)));this.updateProjectionMatrix()};
+THREE.PerspectiveCamera.prototype.setViewOffset=function(a,b,c,d,e,f){this.fullWidth=a;this.fullHeight=b;this.x=c;this.y=d;this.width=e;this.height=f;this.updateProjectionMatrix()};
+THREE.PerspectiveCamera.prototype.updateProjectionMatrix=function(){if(this.fullWidth){var a=this.fullWidth/this.fullHeight,b=Math.tan(THREE.Math.degToRad(0.5*this.fov))*this.near,c=-b,d=a*c,a=Math.abs(a*b-d),c=Math.abs(b-c);this.projectionMatrix.makeFrustum(d+this.x*a/this.fullWidth,d+(this.x+this.width)*a/this.fullWidth,b-(this.y+this.height)*c/this.fullHeight,b-this.y*c/this.fullHeight,this.near,this.far)}else this.projectionMatrix.makePerspective(this.fov,this.aspect,this.near,this.far)};THREE.Light=function(a){THREE.Object3D.call(this);this.color=new THREE.Color(a)};THREE.Light.prototype=Object.create(THREE.Object3D.prototype);THREE.Light.prototype.clone=function(a){void 0===a&&(a=new THREE.Light);THREE.Object3D.prototype.clone.call(this,a);a.color.copy(this.color);return a};THREE.AmbientLight=function(a){THREE.Light.call(this,a)};THREE.AmbientLight.prototype=Object.create(THREE.Light.prototype);THREE.AmbientLight.prototype.clone=function(){var a=new THREE.AmbientLight;THREE.Light.prototype.clone.call(this,a);return a};THREE.AreaLight=function(a,b){THREE.Light.call(this,a);this.normal=new THREE.Vector3(0,-1,0);this.right=new THREE.Vector3(1,0,0);this.intensity=void 0!==b?b:1;this.height=this.width=1;this.constantAttenuation=1.5;this.linearAttenuation=0.5;this.quadraticAttenuation=0.1};THREE.AreaLight.prototype=Object.create(THREE.Light.prototype);THREE.DirectionalLight=function(a,b){THREE.Light.call(this,a);this.position.set(0,1,0);this.target=new THREE.Object3D;this.intensity=void 0!==b?b:1;this.onlyShadow=this.castShadow=!1;this.shadowCameraNear=50;this.shadowCameraFar=5E3;this.shadowCameraLeft=-500;this.shadowCameraTop=this.shadowCameraRight=500;this.shadowCameraBottom=-500;this.shadowCameraVisible=!1;this.shadowBias=0;this.shadowDarkness=0.5;this.shadowMapHeight=this.shadowMapWidth=512;this.shadowCascade=!1;this.shadowCascadeOffset=new THREE.Vector3(0,
+0,-1E3);this.shadowCascadeCount=2;this.shadowCascadeBias=[0,0,0];this.shadowCascadeWidth=[512,512,512];this.shadowCascadeHeight=[512,512,512];this.shadowCascadeNearZ=[-1,0.99,0.998];this.shadowCascadeFarZ=[0.99,0.998,1];this.shadowCascadeArray=[];this.shadowMatrix=this.shadowCamera=this.shadowMapSize=this.shadowMap=null};THREE.DirectionalLight.prototype=Object.create(THREE.Light.prototype);
+THREE.DirectionalLight.prototype.clone=function(){var a=new THREE.DirectionalLight;THREE.Light.prototype.clone.call(this,a);a.target=this.target.clone();a.intensity=this.intensity;a.castShadow=this.castShadow;a.onlyShadow=this.onlyShadow;return a};THREE.HemisphereLight=function(a,b,c){THREE.Light.call(this,a);this.position.set(0,100,0);this.groundColor=new THREE.Color(b);this.intensity=void 0!==c?c:1};THREE.HemisphereLight.prototype=Object.create(THREE.Light.prototype);THREE.HemisphereLight.prototype.clone=function(){var a=new THREE.PointLight;THREE.Light.prototype.clone.call(this,a);a.groundColor.copy(this.groundColor);a.intensity=this.intensity;return a};THREE.PointLight=function(a,b,c){THREE.Light.call(this,a);this.intensity=void 0!==b?b:1;this.distance=void 0!==c?c:0};THREE.PointLight.prototype=Object.create(THREE.Light.prototype);THREE.PointLight.prototype.clone=function(){var a=new THREE.PointLight;THREE.Light.prototype.clone.call(this,a);a.intensity=this.intensity;a.distance=this.distance;return a};THREE.SpotLight=function(a,b,c,d,e){THREE.Light.call(this,a);this.position.set(0,1,0);this.target=new THREE.Object3D;this.intensity=void 0!==b?b:1;this.distance=void 0!==c?c:0;this.angle=void 0!==d?d:Math.PI/3;this.exponent=void 0!==e?e:10;this.onlyShadow=this.castShadow=!1;this.shadowCameraNear=50;this.shadowCameraFar=5E3;this.shadowCameraFov=50;this.shadowCameraVisible=!1;this.shadowBias=0;this.shadowDarkness=0.5;this.shadowMapHeight=this.shadowMapWidth=512;this.shadowMatrix=this.shadowCamera=this.shadowMapSize=
+this.shadowMap=null};THREE.SpotLight.prototype=Object.create(THREE.Light.prototype);THREE.SpotLight.prototype.clone=function(){var a=new THREE.SpotLight;THREE.Light.prototype.clone.call(this,a);a.target=this.target.clone();a.intensity=this.intensity;a.distance=this.distance;a.angle=this.angle;a.exponent=this.exponent;a.castShadow=this.castShadow;a.onlyShadow=this.onlyShadow;return a};THREE.Loader=function(a){this.statusDomElement=(this.showStatus=a)?THREE.Loader.prototype.addStatusElement():null;this.onLoadStart=function(){};this.onLoadProgress=function(){};this.onLoadComplete=function(){}};
+THREE.Loader.prototype={constructor:THREE.Loader,crossOrigin:"anonymous",addStatusElement:function(){var a=document.createElement("div");a.style.position="absolute";a.style.right="0px";a.style.top="0px";a.style.fontSize="0.8em";a.style.textAlign="left";a.style.background="rgba(0,0,0,0.25)";a.style.color="#fff";a.style.width="120px";a.style.padding="0.5em 0.5em 0.5em 0.5em";a.style.zIndex=1E3;a.innerHTML="Loading ...";return a},updateProgress:function(a){var b="Loaded ",b=a.total?b+((100*a.loaded/
+a.total).toFixed(0)+"%"):b+((a.loaded/1E3).toFixed(2)+" KB");this.statusDomElement.innerHTML=b},extractUrlBase:function(a){a=a.split("/");a.pop();return(1>a.length?".":a.join("/"))+"/"},initMaterials:function(a,b){for(var c=[],d=0;d<a.length;++d)c[d]=THREE.Loader.prototype.createMaterial(a[d],b);return c},needsTangents:function(a){for(var b=0,c=a.length;b<c;b++)if(a[b]instanceof THREE.ShaderMaterial)return!0;return!1},createMaterial:function(a,b){function c(a){a=Math.log(a)/Math.LN2;return Math.floor(a)==
+a}function d(a){a=Math.log(a)/Math.LN2;return Math.pow(2,Math.round(a))}function e(a,e,f,h,i,j,q){var y=/\.dds$/i.test(f),u=b+"/"+f;if(y){var x=THREE.ImageUtils.loadCompressedTexture(u);a[e]=x}else x=document.createElement("canvas"),a[e]=new THREE.Texture(x);a[e].sourceFile=f;h&&(a[e].repeat.set(h[0],h[1]),1!==h[0]&&(a[e].wrapS=THREE.RepeatWrapping),1!==h[1]&&(a[e].wrapT=THREE.RepeatWrapping));i&&a[e].offset.set(i[0],i[1]);j&&(f={repeat:THREE.RepeatWrapping,mirror:THREE.MirroredRepeatWrapping},void 0!==
+f[j[0]]&&(a[e].wrapS=f[j[0]]),void 0!==f[j[1]]&&(a[e].wrapT=f[j[1]]));q&&(a[e].anisotropy=q);if(!y){var t=a[e],a=new Image;a.onload=function(){if(!c(this.width)||!c(this.height)){var a=d(this.width),b=d(this.height);t.image.width=a;t.image.height=b;t.image.getContext("2d").drawImage(this,0,0,a,b)}else t.image=this;t.needsUpdate=!0};a.crossOrigin=g.crossOrigin;a.src=u}}function f(a){return(255*a[0]<<16)+(255*a[1]<<8)+255*a[2]}var g=this,h="MeshLambertMaterial",i={color:15658734,opacity:1,map:null,
+lightMap:null,normalMap:null,bumpMap:null,wireframe:!1};if(a.shading){var j=a.shading.toLowerCase();"phong"===j?h="MeshPhongMaterial":"basic"===j&&(h="MeshBasicMaterial")}void 0!==a.blending&&void 0!==THREE[a.blending]&&(i.blending=THREE[a.blending]);if(void 0!==a.transparent||1>a.opacity)i.transparent=a.transparent;void 0!==a.depthTest&&(i.depthTest=a.depthTest);void 0!==a.depthWrite&&(i.depthWrite=a.depthWrite);void 0!==a.visible&&(i.visible=a.visible);void 0!==a.flipSided&&(i.side=THREE.BackSide);
+void 0!==a.doubleSided&&(i.side=THREE.DoubleSide);void 0!==a.wireframe&&(i.wireframe=a.wireframe);void 0!==a.vertexColors&&("face"===a.vertexColors?i.vertexColors=THREE.FaceColors:a.vertexColors&&(i.vertexColors=THREE.VertexColors));a.colorDiffuse?i.color=f(a.colorDiffuse):a.DbgColor&&(i.color=a.DbgColor);a.colorSpecular&&(i.specular=f(a.colorSpecular));a.colorAmbient&&(i.ambient=f(a.colorAmbient));a.transparency&&(i.opacity=a.transparency);a.specularCoef&&(i.shininess=a.specularCoef);a.mapDiffuse&&
+b&&e(i,"map",a.mapDiffuse,a.mapDiffuseRepeat,a.mapDiffuseOffset,a.mapDiffuseWrap,a.mapDiffuseAnisotropy);a.mapLight&&b&&e(i,"lightMap",a.mapLight,a.mapLightRepeat,a.mapLightOffset,a.mapLightWrap,a.mapLightAnisotropy);a.mapBump&&b&&e(i,"bumpMap",a.mapBump,a.mapBumpRepeat,a.mapBumpOffset,a.mapBumpWrap,a.mapBumpAnisotropy);a.mapNormal&&b&&e(i,"normalMap",a.mapNormal,a.mapNormalRepeat,a.mapNormalOffset,a.mapNormalWrap,a.mapNormalAnisotropy);a.mapSpecular&&b&&e(i,"specularMap",a.mapSpecular,a.mapSpecularRepeat,
+a.mapSpecularOffset,a.mapSpecularWrap,a.mapSpecularAnisotropy);a.mapBumpScale&&(i.bumpScale=a.mapBumpScale);a.mapNormal?(h=THREE.ShaderLib.normalmap,j=THREE.UniformsUtils.clone(h.uniforms),j.tNormal.value=i.normalMap,a.mapNormalFactor&&j.uNormalScale.value.set(a.mapNormalFactor,a.mapNormalFactor),i.map&&(j.tDiffuse.value=i.map,j.enableDiffuse.value=!0),i.specularMap&&(j.tSpecular.value=i.specularMap,j.enableSpecular.value=!0),i.lightMap&&(j.tAO.value=i.lightMap,j.enableAO.value=!0),j.uDiffuseColor.value.setHex(i.color),
+j.uSpecularColor.value.setHex(i.specular),j.uAmbientColor.value.setHex(i.ambient),j.uShininess.value=i.shininess,void 0!==i.opacity&&(j.uOpacity.value=i.opacity),h=new THREE.ShaderMaterial({fragmentShader:h.fragmentShader,vertexShader:h.vertexShader,uniforms:j,lights:!0,fog:!0}),i.transparent&&(h.transparent=!0)):h=new THREE[h](i);void 0!==a.DbgName&&(h.name=a.DbgName);return h}};THREE.ImageLoader=function(){this.crossOrigin=null};
+THREE.ImageLoader.prototype={constructor:THREE.ImageLoader,addEventListener:THREE.EventDispatcher.prototype.addEventListener,hasEventListener:THREE.EventDispatcher.prototype.hasEventListener,removeEventListener:THREE.EventDispatcher.prototype.removeEventListener,dispatchEvent:THREE.EventDispatcher.prototype.dispatchEvent,load:function(a,b){var c=this;void 0===b&&(b=new Image);b.addEventListener("load",function(){c.dispatchEvent({type:"load",content:b})},!1);b.addEventListener("error",function(){c.dispatchEvent({type:"error",
+message:"Couldn't load URL ["+a+"]"})},!1);c.crossOrigin&&(b.crossOrigin=c.crossOrigin);b.src=a}};THREE.JSONLoader=function(a){THREE.Loader.call(this,a);this.withCredentials=!1};THREE.JSONLoader.prototype=Object.create(THREE.Loader.prototype);THREE.JSONLoader.prototype.load=function(a,b,c){c=c&&"string"===typeof c?c:this.extractUrlBase(a);this.onLoadStart();this.loadAjaxJSON(this,a,b,c)};
+THREE.JSONLoader.prototype.loadAjaxJSON=function(a,b,c,d,e){var f=new XMLHttpRequest,g=0;f.onreadystatechange=function(){if(f.readyState===f.DONE)if(200===f.status||0===f.status){if(f.responseText){var h=JSON.parse(f.responseText),h=a.parse(h,d);c(h.geometry,h.materials)}else console.warn("THREE.JSONLoader: ["+b+"] seems to be unreachable or file there is empty");a.onLoadComplete()}else console.error("THREE.JSONLoader: Couldn't load ["+b+"] ["+f.status+"]");else f.readyState===f.LOADING?e&&(0===g&&
+(g=f.getResponseHeader("Content-Length")),e({total:g,loaded:f.responseText.length})):f.readyState===f.HEADERS_RECEIVED&&void 0!==e&&(g=f.getResponseHeader("Content-Length"))};f.open("GET",b,!0);f.withCredentials=this.withCredentials;f.send(null)};
+THREE.JSONLoader.prototype.parse=function(a,b){var c=new THREE.Geometry,d=void 0!==a.scale?1/a.scale:1,e,f,g,h,i,j,m,p,l,r,s,n,q,y,u,x=a.faces;r=a.vertices;var t=a.normals,E=a.colors,J=0;for(e=0;e<a.uvs.length;e++)a.uvs[e].length&&J++;for(e=0;e<J;e++)c.faceUvs[e]=[],c.faceVertexUvs[e]=[];h=0;for(i=r.length;h<i;)j=new THREE.Vector3,j.x=r[h++]*d,j.y=r[h++]*d,j.z=r[h++]*d,c.vertices.push(j);h=0;for(i=x.length;h<i;){r=x[h++];j=r&1;g=r&2;e=r&4;f=r&8;p=r&16;m=r&32;s=r&64;r&=128;j?(n=new THREE.Face4,n.a=
+x[h++],n.b=x[h++],n.c=x[h++],n.d=x[h++],j=4):(n=new THREE.Face3,n.a=x[h++],n.b=x[h++],n.c=x[h++],j=3);g&&(g=x[h++],n.materialIndex=g);g=c.faces.length;if(e)for(e=0;e<J;e++)q=a.uvs[e],l=x[h++],u=q[2*l],l=q[2*l+1],c.faceUvs[e][g]=new THREE.Vector2(u,l);if(f)for(e=0;e<J;e++){q=a.uvs[e];y=[];for(f=0;f<j;f++)l=x[h++],u=q[2*l],l=q[2*l+1],y[f]=new THREE.Vector2(u,l);c.faceVertexUvs[e][g]=y}p&&(p=3*x[h++],f=new THREE.Vector3,f.x=t[p++],f.y=t[p++],f.z=t[p],n.normal=f);if(m)for(e=0;e<j;e++)p=3*x[h++],f=new THREE.Vector3,
+f.x=t[p++],f.y=t[p++],f.z=t[p],n.vertexNormals.push(f);s&&(m=x[h++],m=new THREE.Color(E[m]),n.color=m);if(r)for(e=0;e<j;e++)m=x[h++],m=new THREE.Color(E[m]),n.vertexColors.push(m);c.faces.push(n)}if(a.skinWeights){h=0;for(i=a.skinWeights.length;h<i;h+=2)x=a.skinWeights[h],t=a.skinWeights[h+1],c.skinWeights.push(new THREE.Vector4(x,t,0,0))}if(a.skinIndices){h=0;for(i=a.skinIndices.length;h<i;h+=2)x=a.skinIndices[h],t=a.skinIndices[h+1],c.skinIndices.push(new THREE.Vector4(x,t,0,0))}c.bones=a.bones;
+c.animation=a.animation;if(void 0!==a.morphTargets){h=0;for(i=a.morphTargets.length;h<i;h++){c.morphTargets[h]={};c.morphTargets[h].name=a.morphTargets[h].name;c.morphTargets[h].vertices=[];E=c.morphTargets[h].vertices;J=a.morphTargets[h].vertices;x=0;for(t=J.length;x<t;x+=3)r=new THREE.Vector3,r.x=J[x]*d,r.y=J[x+1]*d,r.z=J[x+2]*d,E.push(r)}}if(void 0!==a.morphColors){h=0;for(i=a.morphColors.length;h<i;h++){c.morphColors[h]={};c.morphColors[h].name=a.morphColors[h].name;c.morphColors[h].colors=[];
+t=c.morphColors[h].colors;E=a.morphColors[h].colors;d=0;for(x=E.length;d<x;d+=3)J=new THREE.Color(16755200),J.setRGB(E[d],E[d+1],E[d+2]),t.push(J)}}c.computeCentroids();c.computeFaceNormals();if(void 0===a.materials)return{geometry:c};d=this.initMaterials(a.materials,b);this.needsTangents(d)&&c.computeTangents();return{geometry:c,materials:d}};THREE.LoadingMonitor=function(){var a=this,b=0,c=0,d=function(){b++;a.dispatchEvent({type:"progress",loaded:b,total:c});b===c&&a.dispatchEvent({type:"load"})};this.add=function(a){c++;a.addEventListener("load",d,!1)}};THREE.LoadingMonitor.prototype={constructor:THREE.LoadingMonitor,addEventListener:THREE.EventDispatcher.prototype.addEventListener,hasEventListener:THREE.EventDispatcher.prototype.hasEventListener,removeEventListener:THREE.EventDispatcher.prototype.removeEventListener,dispatchEvent:THREE.EventDispatcher.prototype.dispatchEvent};THREE.GeometryLoader=function(){};
+THREE.GeometryLoader.prototype={constructor:THREE.GeometryLoader,addEventListener:THREE.EventDispatcher.prototype.addEventListener,hasEventListener:THREE.EventDispatcher.prototype.hasEventListener,removeEventListener:THREE.EventDispatcher.prototype.removeEventListener,dispatchEvent:THREE.EventDispatcher.prototype.dispatchEvent,load:function(a){var b=this,c=new XMLHttpRequest;c.addEventListener("load",function(a){a=b.parse(JSON.parse(a.target.responseText));b.dispatchEvent({type:"load",content:a})},
+!1);c.addEventListener("progress",function(a){b.dispatchEvent({type:"progress",loaded:a.loaded,total:a.total})},!1);c.addEventListener("error",function(){b.dispatchEvent({type:"error",message:"Couldn't load URL ["+a+"]"})},!1);c.open("GET",a,!0);c.send(null)},parse:function(){}};THREE.MaterialLoader=function(){};
+THREE.MaterialLoader.prototype={constructor:THREE.MaterialLoader,addEventListener:THREE.EventDispatcher.prototype.addEventListener,hasEventListener:THREE.EventDispatcher.prototype.hasEventListener,removeEventListener:THREE.EventDispatcher.prototype.removeEventListener,dispatchEvent:THREE.EventDispatcher.prototype.dispatchEvent,load:function(a){var b=this,c=new XMLHttpRequest;c.addEventListener("load",function(a){a=b.parse(JSON.parse(a.target.responseText));b.dispatchEvent({type:"load",content:a})},
+!1);c.addEventListener("progress",function(a){b.dispatchEvent({type:"progress",loaded:a.loaded,total:a.total})},!1);c.addEventListener("error",function(){b.dispatchEvent({type:"error",message:"Couldn't load URL ["+a+"]"})},!1);c.open("GET",a,!0);c.send(null)},parse:function(a){var b;switch(a.type){case "MeshBasicMaterial":b=new THREE.MeshBasicMaterial({color:a.color,opacity:a.opacity,transparent:a.transparent,wireframe:a.wireframe});break;case "MeshLambertMaterial":b=new THREE.MeshLambertMaterial({color:a.color,
+ambient:a.ambient,emissive:a.emissive,opacity:a.opacity,transparent:a.transparent,wireframe:a.wireframe});break;case "MeshPhongMaterial":b=new THREE.MeshPhongMaterial({color:a.color,ambient:a.ambient,emissive:a.emissive,specular:a.specular,shininess:a.shininess,opacity:a.opacity,transparent:a.transparent,wireframe:a.wireframe});break;case "MeshNormalMaterial":b=new THREE.MeshNormalMaterial({opacity:a.opacity,transparent:a.transparent,wireframe:a.wireframe});break;case "MeshDepthMaterial":b=new THREE.MeshDepthMaterial({opacity:a.opacity,
+transparent:a.transparent,wireframe:a.wireframe})}return b}};THREE.SceneLoader=function(){this.onLoadStart=function(){};this.onLoadProgress=function(){};this.onLoadComplete=function(){};this.callbackSync=function(){};this.callbackProgress=function(){};this.geometryHandlerMap={};this.hierarchyHandlerMap={};this.addGeometryHandler("ascii",THREE.JSONLoader)};THREE.SceneLoader.prototype.constructor=THREE.SceneLoader;
+THREE.SceneLoader.prototype.load=function(a,b){var c=this,d=new XMLHttpRequest;d.onreadystatechange=function(){if(4===d.readyState)if(200===d.status||0===d.status){var e=JSON.parse(d.responseText);c.parse(e,b,a)}else console.error("THREE.SceneLoader: Couldn't load ["+a+"] ["+d.status+"]")};d.open("GET",a,!0);d.send(null)};THREE.SceneLoader.prototype.addGeometryHandler=function(a,b){this.geometryHandlerMap[a]={loaderClass:b}};
+THREE.SceneLoader.prototype.addHierarchyHandler=function(a,b){this.hierarchyHandlerMap[a]={loaderClass:b}};
+THREE.SceneLoader.prototype.parse=function(a,b,c){function d(a,b){return"relativeToHTML"==b?a:p+"/"+a}function e(){f(z.scene,K.objects)}function f(a,b){var c,e,g,i,j,p,n;for(n in b)if(void 0===z.objects[n]){var q=b[n],t=null;if(q.type&&q.type in m.hierarchyHandlerMap){if(void 0===q.loading){e={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};g={};for(var B in q)B in e||(g[B]=q[B]);r=z.materials[q.material];q.loading=!0;
+e=m.hierarchyHandlerMap[q.type].loaderObject;e.options?e.load(d(q.url,K.urlBaseType),h(n,a,r,q)):e.load(d(q.url,K.urlBaseType),h(n,a,r,q),g)}}else if(void 0!==q.geometry){if(l=z.geometries[q.geometry]){t=!1;r=z.materials[q.material];t=r instanceof THREE.ShaderMaterial;g=q.position;i=q.rotation;j=q.scale;c=q.matrix;p=q.quaternion;q.material||(r=new THREE.MeshFaceMaterial(z.face_materials[q.geometry]));r instanceof THREE.MeshFaceMaterial&&0===r.materials.length&&(r=new THREE.MeshFaceMaterial(z.face_materials[q.geometry]));
+if(r instanceof THREE.MeshFaceMaterial)for(e=0;e<r.materials.length;e++)t=t||r.materials[e]instanceof THREE.ShaderMaterial;t&&l.computeTangents();q.skin?t=new THREE.SkinnedMesh(l,r):q.morph?(t=new THREE.MorphAnimMesh(l,r),void 0!==q.duration&&(t.duration=q.duration),void 0!==q.time&&(t.time=q.time),void 0!==q.mirroredLoop&&(t.mirroredLoop=q.mirroredLoop),r.morphNormals&&l.computeMorphNormals()):t=new THREE.Mesh(l,r);t.name=n;c?(t.matrixAutoUpdate=!1,t.matrix.set(c[0],c[1],c[2],c[3],c[4],c[5],c[6],
+c[7],c[8],c[9],c[10],c[11],c[12],c[13],c[14],c[15])):(t.position.set(g[0],g[1],g[2]),p?(t.quaternion.set(p[0],p[1],p[2],p[3]),t.useQuaternion=!0):t.rotation.set(i[0],i[1],i[2]),t.scale.set(j[0],j[1],j[2]));t.visible=q.visible;t.castShadow=q.castShadow;t.receiveShadow=q.receiveShadow;a.add(t);z.objects[n]=t}}else"DirectionalLight"===q.type||"PointLight"===q.type||"AmbientLight"===q.type?(u=void 0!==q.color?q.color:16777215,x=void 0!==q.intensity?q.intensity:1,"DirectionalLight"===q.type?(g=q.direction,
+y=new THREE.DirectionalLight(u,x),y.position.set(g[0],g[1],g[2]),q.target&&(H.push({object:y,targetName:q.target}),y.target=null)):"PointLight"===q.type?(g=q.position,e=q.distance,y=new THREE.PointLight(u,x,e),y.position.set(g[0],g[1],g[2])):"AmbientLight"===q.type&&(y=new THREE.AmbientLight(u)),a.add(y),y.name=n,z.lights[n]=y,z.objects[n]=y):"PerspectiveCamera"===q.type||"OrthographicCamera"===q.type?(g=q.position,i=q.rotation,p=q.quaternion,"PerspectiveCamera"===q.type?s=new THREE.PerspectiveCamera(q.fov,
+q.aspect,q.near,q.far):"OrthographicCamera"===q.type&&(s=new THREE.OrthographicCamera(q.left,q.right,q.top,q.bottom,q.near,q.far)),s.name=n,s.position.set(g[0],g[1],g[2]),void 0!==p?(s.quaternion.set(p[0],p[1],p[2],p[3]),s.useQuaternion=!0):void 0!==i&&s.rotation.set(i[0],i[1],i[2]),a.add(s),z.cameras[n]=s,z.objects[n]=s):(g=q.position,i=q.rotation,j=q.scale,p=q.quaternion,t=new THREE.Object3D,t.name=n,t.position.set(g[0],g[1],g[2]),p?(t.quaternion.set(p[0],p[1],p[2],p[3]),t.useQuaternion=!0):t.rotation.set(i[0],
+i[1],i[2]),t.scale.set(j[0],j[1],j[2]),t.visible=void 0!==q.visible?q.visible:!1,a.add(t),z.objects[n]=t,z.empties[n]=t);if(t){if(void 0!==q.userData)for(var E in q.userData)t.userData[E]=q.userData[E];if(void 0!==q.groups)for(e=0;e<q.groups.length;e++)g=q.groups[e],void 0===z.groups[g]&&(z.groups[g]=[]),z.groups[g].push(n);void 0!==q.children&&f(t,q.children)}}}function g(a){return function(b,c){b.name=a;z.geometries[a]=b;z.face_materials[a]=c;e();t-=1;m.onLoadComplete();j()}}function h(a,b,c,d){return function(f){var f=
+f.content?f.content:f.dae?f.scene:f,g=d.position,h=d.rotation,i=d.quaternion,l=d.scale;f.position.set(g[0],g[1],g[2]);i?(f.quaternion.set(i[0],i[1],i[2],i[3]),f.useQuaternion=!0):f.rotation.set(h[0],h[1],h[2]);f.scale.set(l[0],l[1],l[2]);c&&f.traverse(function(a){a.material=c});var p=void 0!==d.visible?d.visible:!0;f.traverse(function(a){a.visible=p});b.add(f);f.name=a;z.objects[a]=f;e();t-=1;m.onLoadComplete();j()}}function i(a){return function(b,c){b.name=a;z.geometries[a]=b;z.face_materials[a]=
+c}}function j(){m.callbackProgress({totalModels:J,totalTextures:F,loadedModels:J-t,loadedTextures:F-E},z);m.onLoadProgress();if(0===t&&0===E){for(var a=0;a<H.length;a++){var c=H[a],d=z.objects[c.targetName];d?c.object.target=d:(c.object.target=new THREE.Object3D,z.scene.add(c.object.target));c.object.target.userData.targetInverse=c.object}b(z)}}var m=this,p=THREE.Loader.prototype.extractUrlBase(c),l,r,s,n,q,y,u,x,t,E,J,F,z,H=[],K=a,G;for(G in this.geometryHandlerMap)a=this.geometryHandlerMap[G].loaderClass,
+this.geometryHandlerMap[G].loaderObject=new a;for(G in this.hierarchyHandlerMap)a=this.hierarchyHandlerMap[G].loaderClass,this.hierarchyHandlerMap[G].loaderObject=new a;E=t=0;z={scene:new THREE.Scene,geometries:{},face_materials:{},materials:{},textures:{},objects:{},cameras:{},lights:{},fogs:{},empties:{},groups:{}};if(K.transform&&(G=K.transform.position,a=K.transform.rotation,c=K.transform.scale,G&&z.scene.position.set(G[0],G[1],G[2]),a&&z.scene.rotation.set(a[0],a[1],a[2]),c&&z.scene.scale.set(c[0],
+c[1],c[2]),G||a||c))z.scene.updateMatrix(),z.scene.updateMatrixWorld();G=function(a){return function(){E-=a;j();m.onLoadComplete()}};for(var L in K.fogs)a=K.fogs[L],"linear"===a.type?n=new THREE.Fog(0,a.near,a.far):"exp2"===a.type&&(n=new THREE.FogExp2(0,a.density)),a=a.color,n.color.setRGB(a[0],a[1],a[2]),z.fogs[L]=n;for(var B in K.geometries)n=K.geometries[B],n.type in this.geometryHandlerMap&&(t+=1,m.onLoadStart());for(var V in K.objects)n=K.objects[V],n.type&&n.type in this.hierarchyHandlerMap&&
+(t+=1,m.onLoadStart());J=t;for(B in K.geometries)if(n=K.geometries[B],"cube"===n.type)l=new THREE.CubeGeometry(n.width,n.height,n.depth,n.widthSegments,n.heightSegments,n.depthSegments),l.name=B,z.geometries[B]=l;else if("plane"===n.type)l=new THREE.PlaneGeometry(n.width,n.height,n.widthSegments,n.heightSegments),l.name=B,z.geometries[B]=l;else if("sphere"===n.type)l=new THREE.SphereGeometry(n.radius,n.widthSegments,n.heightSegments),l.name=B,z.geometries[B]=l;else if("cylinder"===n.type)l=new THREE.CylinderGeometry(n.topRad,
+n.botRad,n.height,n.radSegs,n.heightSegs),l.name=B,z.geometries[B]=l;else if("torus"===n.type)l=new THREE.TorusGeometry(n.radius,n.tube,n.segmentsR,n.segmentsT),l.name=B,z.geometries[B]=l;else if("icosahedron"===n.type)l=new THREE.IcosahedronGeometry(n.radius,n.subdivisions),l.name=B,z.geometries[B]=l;else if(n.type in this.geometryHandlerMap){V={};for(q in n)"type"!==q&&"url"!==q&&(V[q]=n[q]);this.geometryHandlerMap[n.type].loaderObject.load(d(n.url,K.urlBaseType),g(B),V)}else"embedded"===n.type&&
+(V=K.embeds[n.id],V.metadata=K.metadata,V&&(V=this.geometryHandlerMap.ascii.loaderObject.parse(V,""),i(B)(V.geometry,V.materials)));for(var C in K.textures)if(B=K.textures[C],B.url instanceof Array){E+=B.url.length;for(q=0;q<B.url.length;q++)m.onLoadStart()}else E+=1,m.onLoadStart();F=E;for(C in K.textures){B=K.textures[C];void 0!==B.mapping&&void 0!==THREE[B.mapping]&&(B.mapping=new THREE[B.mapping]);if(B.url instanceof Array){V=B.url.length;n=[];for(q=0;q<V;q++)n[q]=d(B.url[q],K.urlBaseType);q=
+(q=/\.dds$/i.test(n[0]))?THREE.ImageUtils.loadCompressedTextureCube(n,B.mapping,G(V)):THREE.ImageUtils.loadTextureCube(n,B.mapping,G(V))}else q=/\.dds$/i.test(B.url),V=d(B.url,K.urlBaseType),n=G(1),q=q?THREE.ImageUtils.loadCompressedTexture(V,B.mapping,n):THREE.ImageUtils.loadTexture(V,B.mapping,n),void 0!==THREE[B.minFilter]&&(q.minFilter=THREE[B.minFilter]),void 0!==THREE[B.magFilter]&&(q.magFilter=THREE[B.magFilter]),B.anisotropy&&(q.anisotropy=B.anisotropy),B.repeat&&(q.repeat.set(B.repeat[0],
+B.repeat[1]),1!==B.repeat[0]&&(q.wrapS=THREE.RepeatWrapping),1!==B.repeat[1]&&(q.wrapT=THREE.RepeatWrapping)),B.offset&&q.offset.set(B.offset[0],B.offset[1]),B.wrap&&(V={repeat:THREE.RepeatWrapping,mirror:THREE.MirroredRepeatWrapping},void 0!==V[B.wrap[0]]&&(q.wrapS=V[B.wrap[0]]),void 0!==V[B.wrap[1]]&&(q.wrapT=V[B.wrap[1]]));z.textures[C]=q}var I,M;for(I in K.materials){C=K.materials[I];for(M in C.parameters)"envMap"===M||"map"===M||"lightMap"===M||"bumpMap"===M?C.parameters[M]=z.textures[C.parameters[M]]:
+"shading"===M?C.parameters[M]="flat"===C.parameters[M]?THREE.FlatShading:THREE.SmoothShading:"side"===M?C.parameters[M]="double"==C.parameters[M]?THREE.DoubleSide:"back"==C.parameters[M]?THREE.BackSide:THREE.FrontSide:"blending"===M?C.parameters[M]=C.parameters[M]in THREE?THREE[C.parameters[M]]:THREE.NormalBlending:"combine"===M?C.parameters[M]=C.parameters[M]in THREE?THREE[C.parameters[M]]:THREE.MultiplyOperation:"vertexColors"===M?"face"==C.parameters[M]?C.parameters[M]=THREE.FaceColors:C.parameters[M]&&
+(C.parameters[M]=THREE.VertexColors):"wrapRGB"===M&&(G=C.parameters[M],C.parameters[M]=new THREE.Vector3(G[0],G[1],G[2]));void 0!==C.parameters.opacity&&1>C.parameters.opacity&&(C.parameters.transparent=!0);C.parameters.normalMap?(G=THREE.ShaderLib.normalmap,B=THREE.UniformsUtils.clone(G.uniforms),q=C.parameters.color,V=C.parameters.specular,n=C.parameters.ambient,L=C.parameters.shininess,B.tNormal.value=z.textures[C.parameters.normalMap],C.parameters.normalScale&&B.uNormalScale.value.set(C.parameters.normalScale[0],
+C.parameters.normalScale[1]),C.parameters.map&&(B.tDiffuse.value=C.parameters.map,B.enableDiffuse.value=!0),C.parameters.envMap&&(B.tCube.value=C.parameters.envMap,B.enableReflection.value=!0,B.uReflectivity.value=C.parameters.reflectivity),C.parameters.lightMap&&(B.tAO.value=C.parameters.lightMap,B.enableAO.value=!0),C.parameters.specularMap&&(B.tSpecular.value=z.textures[C.parameters.specularMap],B.enableSpecular.value=!0),C.parameters.displacementMap&&(B.tDisplacement.value=z.textures[C.parameters.displacementMap],
+B.enableDisplacement.value=!0,B.uDisplacementBias.value=C.parameters.displacementBias,B.uDisplacementScale.value=C.parameters.displacementScale),B.uDiffuseColor.value.setHex(q),B.uSpecularColor.value.setHex(V),B.uAmbientColor.value.setHex(n),B.uShininess.value=L,C.parameters.opacity&&(B.uOpacity.value=C.parameters.opacity),r=new THREE.ShaderMaterial({fragmentShader:G.fragmentShader,vertexShader:G.vertexShader,uniforms:B,lights:!0,fog:!0})):r=new THREE[C.type](C.parameters);r.name=I;z.materials[I]=
+r}for(I in K.materials)if(C=K.materials[I],C.parameters.materials){M=[];for(q=0;q<C.parameters.materials.length;q++)M.push(z.materials[C.parameters.materials[q]]);z.materials[I].materials=M}e();z.cameras&&K.defaults.camera&&(z.currentCamera=z.cameras[K.defaults.camera]);z.fogs&&K.defaults.fog&&(z.scene.fog=z.fogs[K.defaults.fog]);m.callbackSync(z);j()};THREE.TextureLoader=function(){this.crossOrigin=null};
+THREE.TextureLoader.prototype={constructor:THREE.TextureLoader,addEventListener:THREE.EventDispatcher.prototype.addEventListener,hasEventListener:THREE.EventDispatcher.prototype.hasEventListener,removeEventListener:THREE.EventDispatcher.prototype.removeEventListener,dispatchEvent:THREE.EventDispatcher.prototype.dispatchEvent,load:function(a){var b=this,c=new Image;c.addEventListener("load",function(){var a=new THREE.Texture(c);a.needsUpdate=!0;b.dispatchEvent({type:"load",content:a})},!1);c.addEventListener("error",
+function(){b.dispatchEvent({type:"error",message:"Couldn't load URL ["+a+"]"})},!1);b.crossOrigin&&(c.crossOrigin=b.crossOrigin);c.src=a}};THREE.Material=function(){this.id=THREE.MaterialIdCount++;this.name="";this.side=THREE.FrontSide;this.opacity=1;this.transparent=!1;this.blending=THREE.NormalBlending;this.blendSrc=THREE.SrcAlphaFactor;this.blendDst=THREE.OneMinusSrcAlphaFactor;this.blendEquation=THREE.AddEquation;this.depthWrite=this.depthTest=!0;this.polygonOffset=!1;this.alphaTest=this.polygonOffsetUnits=this.polygonOffsetFactor=0;this.overdraw=!1;this.needsUpdate=this.visible=!0};
+THREE.Material.prototype={constructor:THREE.Material,addEventListener:THREE.EventDispatcher.prototype.addEventListener,hasEventListener:THREE.EventDispatcher.prototype.hasEventListener,removeEventListener:THREE.EventDispatcher.prototype.removeEventListener,dispatchEvent:THREE.EventDispatcher.prototype.dispatchEvent,setValues:function(a){if(void 0!==a)for(var b in a){var c=a[b];if(void 0===c)console.warn("THREE.Material: '"+b+"' parameter is undefined.");else if(b in this){var d=this[b];d instanceof
+THREE.Color?d.set(c):d instanceof THREE.Vector3&&c instanceof THREE.Vector3?d.copy(c):this[b]=c}}},clone:function(a){void 0===a&&(a=new THREE.Material);a.name=this.name;a.side=this.side;a.opacity=this.opacity;a.transparent=this.transparent;a.blending=this.blending;a.blendSrc=this.blendSrc;a.blendDst=this.blendDst;a.blendEquation=this.blendEquation;a.depthTest=this.depthTest;a.depthWrite=this.depthWrite;a.polygonOffset=this.polygonOffset;a.polygonOffsetFactor=this.polygonOffsetFactor;a.polygonOffsetUnits=
+this.polygonOffsetUnits;a.alphaTest=this.alphaTest;a.overdraw=this.overdraw;a.visible=this.visible;return a},dispose:function(){this.dispatchEvent({type:"dispose"})}};THREE.MaterialIdCount=0;THREE.LineBasicMaterial=function(a){THREE.Material.call(this);this.color=new THREE.Color(16777215);this.linewidth=1;this.linejoin=this.linecap="round";this.vertexColors=!1;this.fog=!0;this.setValues(a)};THREE.LineBasicMaterial.prototype=Object.create(THREE.Material.prototype);
+THREE.LineBasicMaterial.prototype.clone=function(){var a=new THREE.LineBasicMaterial;THREE.Material.prototype.clone.call(this,a);a.color.copy(this.color);a.linewidth=this.linewidth;a.linecap=this.linecap;a.linejoin=this.linejoin;a.vertexColors=this.vertexColors;a.fog=this.fog;return a};THREE.LineDashedMaterial=function(a){THREE.Material.call(this);this.color=new THREE.Color(16777215);this.scale=this.linewidth=1;this.dashSize=3;this.gapSize=1;this.vertexColors=!1;this.fog=!0;this.setValues(a)};THREE.LineDashedMaterial.prototype=Object.create(THREE.Material.prototype);
+THREE.LineDashedMaterial.prototype.clone=function(){var a=new THREE.LineDashedMaterial;THREE.Material.prototype.clone.call(this,a);a.color.copy(this.color);a.linewidth=this.linewidth;a.scale=this.scale;a.dashSize=this.dashSize;a.gapSize=this.gapSize;a.vertexColors=this.vertexColors;a.fog=this.fog;return a};THREE.MeshBasicMaterial=function(a){THREE.Material.call(this);this.color=new THREE.Color(16777215);this.envMap=this.specularMap=this.lightMap=this.map=null;this.combine=THREE.MultiplyOperation;this.reflectivity=1;this.refractionRatio=0.98;this.fog=!0;this.shading=THREE.SmoothShading;this.wireframe=!1;this.wireframeLinewidth=1;this.wireframeLinejoin=this.wireframeLinecap="round";this.vertexColors=THREE.NoColors;this.morphTargets=this.skinning=!1;this.setValues(a)};
+THREE.MeshBasicMaterial.prototype=Object.create(THREE.Material.prototype);
+THREE.MeshBasicMaterial.prototype.clone=function(){var a=new THREE.MeshBasicMaterial;THREE.Material.prototype.clone.call(this,a);a.color.copy(this.color);a.map=this.map;a.lightMap=this.lightMap;a.specularMap=this.specularMap;a.envMap=this.envMap;a.combine=this.combine;a.reflectivity=this.reflectivity;a.refractionRatio=this.refractionRatio;a.fog=this.fog;a.shading=this.shading;a.wireframe=this.wireframe;a.wireframeLinewidth=this.wireframeLinewidth;a.wireframeLinecap=this.wireframeLinecap;a.wireframeLinejoin=
+this.wireframeLinejoin;a.vertexColors=this.vertexColors;a.skinning=this.skinning;a.morphTargets=this.morphTargets;return a};THREE.MeshLambertMaterial=function(a){THREE.Material.call(this);this.color=new THREE.Color(16777215);this.ambient=new THREE.Color(16777215);this.emissive=new THREE.Color(0);this.wrapAround=!1;this.wrapRGB=new THREE.Vector3(1,1,1);this.envMap=this.specularMap=this.lightMap=this.map=null;this.combine=THREE.MultiplyOperation;this.reflectivity=1;this.refractionRatio=0.98;this.fog=!0;this.shading=THREE.SmoothShading;this.wireframe=!1;this.wireframeLinewidth=1;this.wireframeLinejoin=this.wireframeLinecap=
+"round";this.vertexColors=THREE.NoColors;this.morphNormals=this.morphTargets=this.skinning=!1;this.setValues(a)};THREE.MeshLambertMaterial.prototype=Object.create(THREE.Material.prototype);
+THREE.MeshLambertMaterial.prototype.clone=function(){var a=new THREE.MeshLambertMaterial;THREE.Material.prototype.clone.call(this,a);a.color.copy(this.color);a.ambient.copy(this.ambient);a.emissive.copy(this.emissive);a.wrapAround=this.wrapAround;a.wrapRGB.copy(this.wrapRGB);a.map=this.map;a.lightMap=this.lightMap;a.specularMap=this.specularMap;a.envMap=this.envMap;a.combine=this.combine;a.reflectivity=this.reflectivity;a.refractionRatio=this.refractionRatio;a.fog=this.fog;a.shading=this.shading;
+a.wireframe=this.wireframe;a.wireframeLinewidth=this.wireframeLinewidth;a.wireframeLinecap=this.wireframeLinecap;a.wireframeLinejoin=this.wireframeLinejoin;a.vertexColors=this.vertexColors;a.skinning=this.skinning;a.morphTargets=this.morphTargets;a.morphNormals=this.morphNormals;return a};THREE.MeshPhongMaterial=function(a){THREE.Material.call(this);this.color=new THREE.Color(16777215);this.ambient=new THREE.Color(16777215);this.emissive=new THREE.Color(0);this.specular=new THREE.Color(1118481);this.shininess=30;this.metal=!1;this.perPixel=!0;this.wrapAround=!1;this.wrapRGB=new THREE.Vector3(1,1,1);this.bumpMap=this.lightMap=this.map=null;this.bumpScale=1;this.normalMap=null;this.normalScale=new THREE.Vector2(1,1);this.envMap=this.specularMap=null;this.combine=THREE.MultiplyOperation;
+this.reflectivity=1;this.refractionRatio=0.98;this.fog=!0;this.shading=THREE.SmoothShading;this.wireframe=!1;this.wireframeLinewidth=1;this.wireframeLinejoin=this.wireframeLinecap="round";this.vertexColors=THREE.NoColors;this.morphNormals=this.morphTargets=this.skinning=!1;this.setValues(a)};THREE.MeshPhongMaterial.prototype=Object.create(THREE.Material.prototype);
+THREE.MeshPhongMaterial.prototype.clone=function(){var a=new THREE.MeshPhongMaterial;THREE.Material.prototype.clone.call(this,a);a.color.copy(this.color);a.ambient.copy(this.ambient);a.emissive.copy(this.emissive);a.specular.copy(this.specular);a.shininess=this.shininess;a.metal=this.metal;a.perPixel=this.perPixel;a.wrapAround=this.wrapAround;a.wrapRGB.copy(this.wrapRGB);a.map=this.map;a.lightMap=this.lightMap;a.bumpMap=this.bumpMap;a.bumpScale=this.bumpScale;a.normalMap=this.normalMap;a.normalScale.copy(this.normalScale);
+a.specularMap=this.specularMap;a.envMap=this.envMap;a.combine=this.combine;a.reflectivity=this.reflectivity;a.refractionRatio=this.refractionRatio;a.fog=this.fog;a.shading=this.shading;a.wireframe=this.wireframe;a.wireframeLinewidth=this.wireframeLinewidth;a.wireframeLinecap=this.wireframeLinecap;a.wireframeLinejoin=this.wireframeLinejoin;a.vertexColors=this.vertexColors;a.skinning=this.skinning;a.morphTargets=this.morphTargets;a.morphNormals=this.morphNormals;return a};THREE.MeshDepthMaterial=function(a){THREE.Material.call(this);this.wireframe=!1;this.wireframeLinewidth=1;this.setValues(a)};THREE.MeshDepthMaterial.prototype=Object.create(THREE.Material.prototype);THREE.MeshDepthMaterial.prototype.clone=function(){var a=new THREE.MeshDepthMaterial;THREE.Material.prototype.clone.call(this,a);a.wireframe=this.wireframe;a.wireframeLinewidth=this.wireframeLinewidth;return a};THREE.MeshNormalMaterial=function(a){THREE.Material.call(this,a);this.shading=THREE.FlatShading;this.wireframe=!1;this.wireframeLinewidth=1;this.morphTargets=!1;this.setValues(a)};THREE.MeshNormalMaterial.prototype=Object.create(THREE.Material.prototype);THREE.MeshNormalMaterial.prototype.clone=function(){var a=new THREE.MeshNormalMaterial;THREE.Material.prototype.clone.call(this,a);a.shading=this.shading;a.wireframe=this.wireframe;a.wireframeLinewidth=this.wireframeLinewidth;return a};THREE.MeshFaceMaterial=function(a){this.materials=a instanceof Array?a:[]};THREE.MeshFaceMaterial.prototype.clone=function(){return new THREE.MeshFaceMaterial(this.materials.slice(0))};THREE.ParticleBasicMaterial=function(a){THREE.Material.call(this);this.color=new THREE.Color(16777215);this.map=null;this.size=1;this.sizeAttenuation=!0;this.vertexColors=!1;this.fog=!0;this.setValues(a)};THREE.ParticleBasicMaterial.prototype=Object.create(THREE.Material.prototype);
+THREE.ParticleBasicMaterial.prototype.clone=function(){var a=new THREE.ParticleBasicMaterial;THREE.Material.prototype.clone.call(this,a);a.color.copy(this.color);a.map=this.map;a.size=this.size;a.sizeAttenuation=this.sizeAttenuation;a.vertexColors=this.vertexColors;a.fog=this.fog;return a};THREE.ParticleCanvasMaterial=function(a){THREE.Material.call(this);this.color=new THREE.Color(16777215);this.program=function(){};this.setValues(a)};THREE.ParticleCanvasMaterial.prototype=Object.create(THREE.Material.prototype);THREE.ParticleCanvasMaterial.prototype.clone=function(){var a=new THREE.ParticleCanvasMaterial;THREE.Material.prototype.clone.call(this,a);a.color.copy(this.color);a.program=this.program;return a};THREE.ShaderMaterial=function(a){THREE.Material.call(this);this.vertexShader=this.fragmentShader="void main() {}";this.uniforms={};this.defines={};this.attributes=null;this.shading=THREE.SmoothShading;this.linewidth=1;this.wireframe=!1;this.wireframeLinewidth=1;this.lights=this.fog=!1;this.vertexColors=THREE.NoColors;this.morphNormals=this.morphTargets=this.skinning=!1;this.setValues(a)};THREE.ShaderMaterial.prototype=Object.create(THREE.Material.prototype);
+THREE.ShaderMaterial.prototype.clone=function(){var a=new THREE.ShaderMaterial;THREE.Material.prototype.clone.call(this,a);a.fragmentShader=this.fragmentShader;a.vertexShader=this.vertexShader;a.uniforms=THREE.UniformsUtils.clone(this.uniforms);a.attributes=this.attributes;a.defines=this.defines;a.shading=this.shading;a.wireframe=this.wireframe;a.wireframeLinewidth=this.wireframeLinewidth;a.fog=this.fog;a.lights=this.lights;a.vertexColors=this.vertexColors;a.skinning=this.skinning;a.morphTargets=
+this.morphTargets;a.morphNormals=this.morphNormals;return a};THREE.SpriteMaterial=function(a){THREE.Material.call(this);this.color=new THREE.Color(16777215);this.map=new THREE.Texture;this.useScreenCoordinates=!0;this.depthTest=!this.useScreenCoordinates;this.sizeAttenuation=!this.useScreenCoordinates;this.scaleByViewport=!this.sizeAttenuation;this.alignment=THREE.SpriteAlignment.center.clone();this.fog=!1;this.uvOffset=new THREE.Vector2(0,0);this.uvScale=new THREE.Vector2(1,1);this.setValues(a);a=a||{};void 0===a.depthTest&&(this.depthTest=!this.useScreenCoordinates);
+void 0===a.sizeAttenuation&&(this.sizeAttenuation=!this.useScreenCoordinates);void 0===a.scaleByViewport&&(this.scaleByViewport=!this.sizeAttenuation)};THREE.SpriteMaterial.prototype=Object.create(THREE.Material.prototype);
+THREE.SpriteMaterial.prototype.clone=function(){var a=new THREE.SpriteMaterial;THREE.Material.prototype.clone.call(this,a);a.color.copy(this.color);a.map=this.map;a.useScreenCoordinates=this.useScreenCoordinates;a.sizeAttenuation=this.sizeAttenuation;a.scaleByViewport=this.scaleByViewport;a.alignment.copy(this.alignment);a.uvOffset.copy(this.uvOffset);a.uvScale.copy(this.uvScale);a.fog=this.fog;return a};THREE.SpriteAlignment={};THREE.SpriteAlignment.topLeft=new THREE.Vector2(1,-1);
+THREE.SpriteAlignment.topCenter=new THREE.Vector2(0,-1);THREE.SpriteAlignment.topRight=new THREE.Vector2(-1,-1);THREE.SpriteAlignment.centerLeft=new THREE.Vector2(1,0);THREE.SpriteAlignment.center=new THREE.Vector2(0,0);THREE.SpriteAlignment.centerRight=new THREE.Vector2(-1,0);THREE.SpriteAlignment.bottomLeft=new THREE.Vector2(1,1);THREE.SpriteAlignment.bottomCenter=new THREE.Vector2(0,1);THREE.SpriteAlignment.bottomRight=new THREE.Vector2(-1,1);THREE.Texture=function(a,b,c,d,e,f,g,h,i){this.id=THREE.TextureIdCount++;this.name="";this.image=a;this.mipmaps=[];this.mapping=void 0!==b?b:new THREE.UVMapping;this.wrapS=void 0!==c?c:THREE.ClampToEdgeWrapping;this.wrapT=void 0!==d?d:THREE.ClampToEdgeWrapping;this.magFilter=void 0!==e?e:THREE.LinearFilter;this.minFilter=void 0!==f?f:THREE.LinearMipMapLinearFilter;this.anisotropy=void 0!==i?i:1;this.format=void 0!==g?g:THREE.RGBAFormat;this.type=void 0!==h?h:THREE.UnsignedByteType;this.offset=new THREE.Vector2(0,
+0);this.repeat=new THREE.Vector2(1,1);this.generateMipmaps=!0;this.premultiplyAlpha=!1;this.flipY=!0;this.unpackAlignment=4;this.needsUpdate=!1;this.onUpdate=null};
+THREE.Texture.prototype={constructor:THREE.Texture,addEventListener:THREE.EventDispatcher.prototype.addEventListener,hasEventListener:THREE.EventDispatcher.prototype.hasEventListener,removeEventListener:THREE.EventDispatcher.prototype.removeEventListener,dispatchEvent:THREE.EventDispatcher.prototype.dispatchEvent,clone:function(a){void 0===a&&(a=new THREE.Texture);a.image=this.image;a.mipmaps=this.mipmaps.slice(0);a.mapping=this.mapping;a.wrapS=this.wrapS;a.wrapT=this.wrapT;a.magFilter=this.magFilter;
+a.minFilter=this.minFilter;a.anisotropy=this.anisotropy;a.format=this.format;a.type=this.type;a.offset.copy(this.offset);a.repeat.copy(this.repeat);a.generateMipmaps=this.generateMipmaps;a.premultiplyAlpha=this.premultiplyAlpha;a.flipY=this.flipY;a.unpackAlignment=this.unpackAlignment;return a},dispose:function(){this.dispatchEvent({type:"dispose"})}};THREE.TextureIdCount=0;THREE.CompressedTexture=function(a,b,c,d,e,f,g,h,i,j,m){THREE.Texture.call(this,null,f,g,h,i,j,d,e,m);this.image={width:b,height:c};this.mipmaps=a;this.generateMipmaps=!1};THREE.CompressedTexture.prototype=Object.create(THREE.Texture.prototype);THREE.CompressedTexture.prototype.clone=function(){var a=new THREE.CompressedTexture;THREE.Texture.prototype.clone.call(this,a);return a};THREE.DataTexture=function(a,b,c,d,e,f,g,h,i,j,m){THREE.Texture.call(this,null,f,g,h,i,j,d,e,m);this.image={data:a,width:b,height:c}};THREE.DataTexture.prototype=Object.create(THREE.Texture.prototype);THREE.DataTexture.prototype.clone=function(){var a=new THREE.DataTexture;THREE.Texture.prototype.clone.call(this,a);return a};THREE.Particle=function(a){THREE.Object3D.call(this);this.material=a};THREE.Particle.prototype=Object.create(THREE.Object3D.prototype);THREE.Particle.prototype.clone=function(a){void 0===a&&(a=new THREE.Particle(this.material));THREE.Object3D.prototype.clone.call(this,a);return a};THREE.ParticleSystem=function(a,b){THREE.Object3D.call(this);this.geometry=a;this.material=void 0!==b?b:new THREE.ParticleBasicMaterial({color:16777215*Math.random()});this.sortParticles=!1;this.geometry&&null===this.geometry.boundingSphere&&this.geometry.computeBoundingSphere();this.frustumCulled=!1};THREE.ParticleSystem.prototype=Object.create(THREE.Object3D.prototype);
+THREE.ParticleSystem.prototype.clone=function(a){void 0===a&&(a=new THREE.ParticleSystem(this.geometry,this.material));a.sortParticles=this.sortParticles;THREE.Object3D.prototype.clone.call(this,a);return a};THREE.Line=function(a,b,c){THREE.Object3D.call(this);this.geometry=a;this.material=void 0!==b?b:new THREE.LineBasicMaterial({color:16777215*Math.random()});this.type=void 0!==c?c:THREE.LineStrip;this.geometry&&(this.geometry.boundingSphere||this.geometry.computeBoundingSphere())};THREE.LineStrip=0;THREE.LinePieces=1;THREE.Line.prototype=Object.create(THREE.Object3D.prototype);
+THREE.Line.prototype.clone=function(a){void 0===a&&(a=new THREE.Line(this.geometry,this.material,this.type));THREE.Object3D.prototype.clone.call(this,a);return a};THREE.Mesh=function(a,b){THREE.Object3D.call(this);this.material=this.geometry=null;this.setGeometry(a);this.setMaterial(b)};THREE.Mesh.prototype=Object.create(THREE.Object3D.prototype);THREE.Mesh.prototype.setGeometry=function(a){void 0!==a&&(this.geometry=a,null===this.geometry.boundingSphere&&this.geometry.computeBoundingSphere(),this.updateMorphTargets())};THREE.Mesh.prototype.setMaterial=function(a){this.material=void 0!==a?a:new THREE.MeshBasicMaterial({color:16777215*Math.random(),wireframe:!0})};
+THREE.Mesh.prototype.updateMorphTargets=function(){if(0<this.geometry.morphTargets.length){this.morphTargetBase=-1;this.morphTargetForcedOrder=[];this.morphTargetInfluences=[];this.morphTargetDictionary={};for(var a=0,b=this.geometry.morphTargets.length;a<b;a++)this.morphTargetInfluences.push(0),this.morphTargetDictionary[this.geometry.morphTargets[a].name]=a}};
+THREE.Mesh.prototype.getMorphTargetIndexByName=function(a){if(void 0!==this.morphTargetDictionary[a])return this.morphTargetDictionary[a];console.log("THREE.Mesh.getMorphTargetIndexByName: morph target "+a+" does not exist. Returning 0.");return 0};THREE.Mesh.prototype.clone=function(a){void 0===a&&(a=new THREE.Mesh(this.geometry,this.material));THREE.Object3D.prototype.clone.call(this,a);return a};THREE.Bone=function(a){THREE.Object3D.call(this);this.skin=a;this.skinMatrix=new THREE.Matrix4};THREE.Bone.prototype=Object.create(THREE.Object3D.prototype);THREE.Bone.prototype.update=function(a,b){this.matrixAutoUpdate&&(b|=this.updateMatrix());if(b||this.matrixWorldNeedsUpdate)a?this.skinMatrix.multiplyMatrices(a,this.matrix):this.skinMatrix.copy(this.matrix),this.matrixWorldNeedsUpdate=!1,b=!0;var c,d=this.children.length;for(c=0;c<d;c++)this.children[c].update(this.skinMatrix,b)};THREE.SkinnedMesh=function(a,b,c){THREE.Mesh.call(this,a,b);this.useVertexTexture=void 0!==c?c:!0;this.identityMatrix=new THREE.Matrix4;this.bones=[];this.boneMatrices=[];var d,e,f;if(this.geometry&&void 0!==this.geometry.bones){for(a=0;a<this.geometry.bones.length;a++)c=this.geometry.bones[a],d=c.pos,e=c.rotq,f=c.scl,b=this.addBone(),b.name=c.name,b.position.set(d[0],d[1],d[2]),b.quaternion.set(e[0],e[1],e[2],e[3]),b.useQuaternion=!0,void 0!==f?b.scale.set(f[0],f[1],f[2]):b.scale.set(1,1,1);for(a=
+0;a<this.bones.length;a++)c=this.geometry.bones[a],b=this.bones[a],-1===c.parent?this.add(b):this.bones[c.parent].add(b);a=this.bones.length;this.useVertexTexture?(this.boneTextureHeight=this.boneTextureWidth=a=256<a?64:64<a?32:16<a?16:8,this.boneMatrices=new Float32Array(4*this.boneTextureWidth*this.boneTextureHeight),this.boneTexture=new THREE.DataTexture(this.boneMatrices,this.boneTextureWidth,this.boneTextureHeight,THREE.RGBAFormat,THREE.FloatType),this.boneTexture.minFilter=THREE.NearestFilter,
+this.boneTexture.magFilter=THREE.NearestFilter,this.boneTexture.generateMipmaps=!1,this.boneTexture.flipY=!1):this.boneMatrices=new Float32Array(16*a);this.pose()}};THREE.SkinnedMesh.prototype=Object.create(THREE.Mesh.prototype);THREE.SkinnedMesh.prototype.addBone=function(a){void 0===a&&(a=new THREE.Bone(this));this.bones.push(a);return a};
+THREE.SkinnedMesh.prototype.updateMatrixWorld=function(a){this.matrixAutoUpdate&&this.updateMatrix();if(this.matrixWorldNeedsUpdate||a)this.parent?this.matrixWorld.multiplyMatrices(this.parent.matrixWorld,this.matrix):this.matrixWorld.copy(this.matrix),this.matrixWorldNeedsUpdate=!1;for(var a=0,b=this.children.length;a<b;a++){var c=this.children[a];c instanceof THREE.Bone?c.update(this.identityMatrix,!1):c.updateMatrixWorld(!0)}if(void 0==this.boneInverses){this.boneInverses=[];a=0;for(b=this.bones.length;a<
+b;a++)c=new THREE.Matrix4,c.getInverse(this.bones[a].skinMatrix),this.boneInverses.push(c)}a=0;for(b=this.bones.length;a<b;a++)THREE.SkinnedMesh.offsetMatrix.multiplyMatrices(this.bones[a].skinMatrix,this.boneInverses[a]),THREE.SkinnedMesh.offsetMatrix.flattenToArrayOffset(this.boneMatrices,16*a);this.useVertexTexture&&(this.boneTexture.needsUpdate=!0)};
+THREE.SkinnedMesh.prototype.pose=function(){this.updateMatrixWorld(!0);for(var a=0;a<this.geometry.skinIndices.length;a++){var b=this.geometry.skinWeights[a],c=1/b.lengthManhattan();Infinity!==c?b.multiplyScalar(c):b.set(1)}};THREE.SkinnedMesh.prototype.clone=function(a){void 0===a&&(a=new THREE.SkinnedMesh(this.geometry,this.material,this.useVertexTexture));THREE.Mesh.prototype.clone.call(this,a);return a};THREE.SkinnedMesh.offsetMatrix=new THREE.Matrix4;THREE.MorphAnimMesh=function(a,b){THREE.Mesh.call(this,a,b);this.duration=1E3;this.mirroredLoop=!1;this.currentKeyframe=this.lastKeyframe=this.time=0;this.direction=1;this.directionBackwards=!1;this.setFrameRange(0,this.geometry.morphTargets.length-1)};THREE.MorphAnimMesh.prototype=Object.create(THREE.Mesh.prototype);THREE.MorphAnimMesh.prototype.setFrameRange=function(a,b){this.startKeyframe=a;this.endKeyframe=b;this.length=this.endKeyframe-this.startKeyframe+1};
+THREE.MorphAnimMesh.prototype.setDirectionForward=function(){this.direction=1;this.directionBackwards=!1};THREE.MorphAnimMesh.prototype.setDirectionBackward=function(){this.direction=-1;this.directionBackwards=!0};
+THREE.MorphAnimMesh.prototype.parseAnimations=function(){var a=this.geometry;a.animations||(a.animations={});for(var b,c=a.animations,d=/([a-z]+)(\d+)/,e=0,f=a.morphTargets.length;e<f;e++){var g=a.morphTargets[e].name.match(d);if(g&&1<g.length){g=g[1];c[g]||(c[g]={start:Infinity,end:-Infinity});var h=c[g];e<h.start&&(h.start=e);e>h.end&&(h.end=e);b||(b=g)}}a.firstAnimation=b};
+THREE.MorphAnimMesh.prototype.setAnimationLabel=function(a,b,c){this.geometry.animations||(this.geometry.animations={});this.geometry.animations[a]={start:b,end:c}};THREE.MorphAnimMesh.prototype.playAnimation=function(a,b){var c=this.geometry.animations[a];c?(this.setFrameRange(c.start,c.end),this.duration=1E3*((c.end-c.start)/b),this.time=0):console.warn("animation["+a+"] undefined")};
+THREE.MorphAnimMesh.prototype.updateAnimation=function(a){var b=this.duration/this.length;this.time+=this.direction*a;if(this.mirroredLoop){if(this.time>this.duration||0>this.time)this.direction*=-1,this.time>this.duration&&(this.time=this.duration,this.directionBackwards=!0),0>this.time&&(this.time=0,this.directionBackwards=!1)}else this.time%=this.duration,0>this.time&&(this.time+=this.duration);a=this.startKeyframe+THREE.Math.clamp(Math.floor(this.time/b),0,this.length-1);a!==this.currentKeyframe&&
+(this.morphTargetInfluences[this.lastKeyframe]=0,this.morphTargetInfluences[this.currentKeyframe]=1,this.morphTargetInfluences[a]=0,this.lastKeyframe=this.currentKeyframe,this.currentKeyframe=a);b=this.time%b/b;this.directionBackwards&&(b=1-b);this.morphTargetInfluences[this.currentKeyframe]=b;this.morphTargetInfluences[this.lastKeyframe]=1-b};
+THREE.MorphAnimMesh.prototype.clone=function(a){void 0===a&&(a=new THREE.MorphAnimMesh(this.geometry,this.material));a.duration=this.duration;a.mirroredLoop=this.mirroredLoop;a.time=this.time;a.lastKeyframe=this.lastKeyframe;a.currentKeyframe=this.currentKeyframe;a.direction=this.direction;a.directionBackwards=this.directionBackwards;THREE.Mesh.prototype.clone.call(this,a);return a};THREE.Ribbon=function(a,b){THREE.Object3D.call(this);this.geometry=a;this.material=b};THREE.Ribbon.prototype=Object.create(THREE.Object3D.prototype);THREE.Ribbon.prototype.clone=function(a){void 0===a&&(a=new THREE.Ribbon(this.geometry,this.material));THREE.Object3D.prototype.clone.call(this,a);return a};THREE.LOD=function(){THREE.Object3D.call(this);this.objects=[]};THREE.LOD.prototype=Object.create(THREE.Object3D.prototype);THREE.LOD.prototype.addLevel=function(a,b){void 0===b&&(b=0);for(var b=Math.abs(b),c=0;c<this.objects.length&&!(b<this.objects[c].distance);c++);this.objects.splice(c,0,{distance:b,object:a});this.add(a)};THREE.LOD.prototype.getObjectForDistance=function(a){for(var b=1,c=this.objects.length;b<c&&!(a<this.objects[b].distance);b++);return this.objects[b-1].object};
+THREE.LOD.prototype.update=function(){var a=new THREE.Vector3,b=new THREE.Vector3;return function(c){if(1<this.objects.length){a.getPositionFromMatrix(c.matrixWorld);b.getPositionFromMatrix(this.matrixWorld);c=a.distanceTo(b);this.objects[0].object.visible=!0;for(var d=1,e=this.objects.length;d<e;d++)if(c>=this.objects[d].distance)this.objects[d-1].object.visible=!1,this.objects[d].object.visible=!0;else break;for(;d<e;d++)this.objects[d].object.visible=!1}}}();THREE.LOD.prototype.clone=function(){};THREE.Sprite=function(a){THREE.Object3D.call(this);this.material=void 0!==a?a:new THREE.SpriteMaterial;this.rotation3d=this.rotation;this.rotation=0};THREE.Sprite.prototype=Object.create(THREE.Object3D.prototype);THREE.Sprite.prototype.updateMatrix=function(){this.rotation3d.set(0,0,this.rotation);this.quaternion.setFromEuler(this.rotation3d,this.eulerOrder);this.matrix.makeFromPositionQuaternionScale(this.position,this.quaternion,this.scale);this.matrixWorldNeedsUpdate=!0};
+THREE.Sprite.prototype.clone=function(a){void 0===a&&(a=new THREE.Sprite(this.material));THREE.Object3D.prototype.clone.call(this,a);return a};THREE.Scene=function(){THREE.Object3D.call(this);this.overrideMaterial=this.fog=null;this.autoUpdate=!0;this.matrixAutoUpdate=!1;this.__objects=[];this.__lights=[];this.__objectsAdded=[];this.__objectsRemoved=[]};THREE.Scene.prototype=Object.create(THREE.Object3D.prototype);
+THREE.Scene.prototype.__addObject=function(a){if(a instanceof THREE.Light)-1===this.__lights.indexOf(a)&&this.__lights.push(a),a.target&&void 0===a.target.parent&&this.add(a.target);else if(!(a instanceof THREE.Camera||a instanceof THREE.Bone)&&-1===this.__objects.indexOf(a)){this.__objects.push(a);this.__objectsAdded.push(a);var b=this.__objectsRemoved.indexOf(a);-1!==b&&this.__objectsRemoved.splice(b,1)}for(b=0;b<a.children.length;b++)this.__addObject(a.children[b])};
+THREE.Scene.prototype.__removeObject=function(a){if(a instanceof THREE.Light){var b=this.__lights.indexOf(a);-1!==b&&this.__lights.splice(b,1)}else a instanceof THREE.Camera||(b=this.__objects.indexOf(a),-1!==b&&(this.__objects.splice(b,1),this.__objectsRemoved.push(a),b=this.__objectsAdded.indexOf(a),-1!==b&&this.__objectsAdded.splice(b,1)));for(b=0;b<a.children.length;b++)this.__removeObject(a.children[b])};THREE.Fog=function(a,b,c){this.name="";this.color=new THREE.Color(a);this.near=void 0!==b?b:1;this.far=void 0!==c?c:1E3};THREE.Fog.prototype.clone=function(){return new THREE.Fog(this.color.getHex(),this.near,this.far)};THREE.FogExp2=function(a,b){this.name="";this.color=new THREE.Color(a);this.density=void 0!==b?b:2.5E-4};THREE.FogExp2.prototype.clone=function(){return new THREE.FogExp2(this.color.getHex(),this.density)};THREE.CanvasRenderer=function(a){function b(a){F!==a&&(F=t.globalAlpha=a)}function c(a){z!==a&&(a===THREE.NormalBlending?t.globalCompositeOperation="source-over":a===THREE.AdditiveBlending?t.globalCompositeOperation="lighter":a===THREE.SubtractiveBlending&&(t.globalCompositeOperation="darker"),z=a)}function d(a){G!==a&&(G=t.lineWidth=a)}function e(a){L!==a&&(L=t.lineCap=a)}function f(a){B!==a&&(B=t.lineJoin=a)}function g(a){H!==a&&(H=t.strokeStyle=a)}function h(a){K!==a&&(K=t.fillStyle=a)}function i(a,
+b){if(V!==a||C!==b)t.setLineDash([a,b]),V=a,C=b}console.log("THREE.CanvasRenderer",THREE.REVISION);var j=THREE.Math.smoothstep,a=a||{},m=this,p,l,r,s=new THREE.Projector,n=void 0!==a.canvas?a.canvas:document.createElement("canvas"),q,y,u,x,t=n.getContext("2d"),E=new THREE.Color(0),J=0,F=1,z=0,H=null,K=null,G=null,L=null,B=null,V=null,C=0,I,M,P,ja,oa=new THREE.RenderableVertex,gb=new THREE.RenderableVertex,A,da,ha,la,N,ea,kb,Ka,db,La,pa,na,aa=new THREE.Color,W=new THREE.Color,X=new THREE.Color,Y=new THREE.Color,
+ia=new THREE.Color,fa=new THREE.Color,ga=new THREE.Color,Ea=new THREE.Color,Za={},sa={},Ua,lb,ya,Va,rb,Eb,Nb,Kb,Sb,Tb,Sa=new THREE.Box2,ta=new THREE.Box2,Ja=new THREE.Box2,sb=new THREE.Color,Na=new THREE.Color,za=new THREE.Color,Qa=new THREE.Vector3,ub,k,Ab,Oa,$a,Ta,Bb=16;ub=document.createElement("canvas");ub.width=ub.height=2;k=ub.getContext("2d");k.fillStyle="rgba(0,0,0,1)";k.fillRect(0,0,2,2);Ab=k.getImageData(0,0,2,2);Oa=Ab.data;$a=document.createElement("canvas");$a.width=$a.height=Bb;Ta=$a.getContext("2d");
+Ta.translate(-Bb/2,-Bb/2);Ta.scale(Bb,Bb);Bb--;void 0===t.setLineDash&&(t.setLineDash=void 0!==t.mozDash?function(a){t.mozDash=null!==a[0]?a:null}:function(){});this.domElement=n;this.devicePixelRatio=void 0!==a.devicePixelRatio?a.devicePixelRatio:void 0!==window.devicePixelRatio?window.devicePixelRatio:1;this.sortElements=this.sortObjects=this.autoClear=!0;this.info={render:{vertices:0,faces:0}};this.supportsVertexTextures=function(){};this.setFaceCulling=function(){};this.setSize=function(a,b,c){q=
+a*this.devicePixelRatio;y=b*this.devicePixelRatio;u=Math.floor(q/2);x=Math.floor(y/2);n.width=q;n.height=y;1!==this.devicePixelRatio&&!1!==c&&(n.style.width=a+"px",n.style.height=b+"px");Sa.set(new THREE.Vector2(-u,-x),new THREE.Vector2(u,x));ta.set(new THREE.Vector2(-u,-x),new THREE.Vector2(u,x));F=1;z=0;B=L=G=K=H=null};this.setClearColor=function(a,b){E.set(a);J=void 0!==b?b:1;ta.set(new THREE.Vector2(-u,-x),new THREE.Vector2(u,x))};this.setClearColorHex=function(a,b){console.warn("DEPRECATED: .setClearColorHex() is being removed. Use .setClearColor() instead.");
+this.setClearColor(a,b)};this.getMaxAnisotropy=function(){return 0};this.clear=function(){t.setTransform(1,0,0,-1,u,x);!1===ta.empty()&&(ta.intersect(Sa),ta.expandByScalar(2),1>J&&t.clearRect(ta.min.x|0,ta.min.y|0,ta.max.x-ta.min.x|0,ta.max.y-ta.min.y|0),0<J&&(c(THREE.NormalBlending),b(1),h("rgba("+Math.floor(255*E.r)+","+Math.floor(255*E.g)+","+Math.floor(255*E.b)+","+J+")"),t.fillRect(ta.min.x|0,ta.min.y|0,ta.max.x-ta.min.x|0,ta.max.y-ta.min.y|0)),ta.makeEmpty())};this.render=function(a,n){function q(a,
+b,c){for(var d=0,e=r.length;d<e;d++){var f=r[d];Ea.copy(f.color);if(f instanceof THREE.DirectionalLight){var g=Qa.getPositionFromMatrix(f.matrixWorld).normalize(),h=b.dot(g);0>=h||(h*=f.intensity,c.add(Ea.multiplyScalar(h)))}else f instanceof THREE.PointLight&&(g=Qa.getPositionFromMatrix(f.matrixWorld),h=b.dot(Qa.subVectors(g,a).normalize()),0>=h||(h*=0==f.distance?1:1-Math.min(a.distanceTo(g)/f.distance,1),0!=h&&(h*=f.intensity,c.add(Ea.multiplyScalar(h)))))}}function z(a,d,e,f,g,h,k,i){m.info.render.vertices+=
+3;m.info.render.faces++;b(i.opacity);c(i.blending);A=a.positionScreen.x;da=a.positionScreen.y;ha=d.positionScreen.x;la=d.positionScreen.y;N=e.positionScreen.x;ea=e.positionScreen.y;y(A,da,ha,la,N,ea);(i instanceof THREE.MeshLambertMaterial||i instanceof THREE.MeshPhongMaterial)&&null===i.map?(fa.copy(i.color),ga.copy(i.emissive),i.vertexColors===THREE.FaceColors&&fa.multiply(k.color),!1===i.wireframe&&i.shading==THREE.SmoothShading&&3==k.vertexNormalsLength?(W.copy(sb),X.copy(sb),Y.copy(sb),q(k.v1.positionWorld,
+k.vertexNormalsModel[0],W),q(k.v2.positionWorld,k.vertexNormalsModel[1],X),q(k.v3.positionWorld,k.vertexNormalsModel[2],Y),W.multiply(fa).add(ga),X.multiply(fa).add(ga),Y.multiply(fa).add(ga),ia.addColors(X,Y).multiplyScalar(0.5),ya=H(W,X,Y,ia),J(A,da,ha,la,N,ea,0,0,1,0,0,1,ya)):(aa.copy(sb),q(k.centroidModel,k.normalModel,aa),aa.multiply(fa).add(ga),!0===i.wireframe?E(aa,i.wireframeLinewidth,i.wireframeLinecap,i.wireframeLinejoin):F(aa))):i instanceof THREE.MeshBasicMaterial||i instanceof THREE.MeshLambertMaterial||
+i instanceof THREE.MeshPhongMaterial?null!==i.map?i.map.mapping instanceof THREE.UVMapping&&(Va=k.uvs[0],C(A,da,ha,la,N,ea,Va[f].x,Va[f].y,Va[g].x,Va[g].y,Va[h].x,Va[h].y,i.map)):null!==i.envMap?i.envMap.mapping instanceof THREE.SphericalReflectionMapping&&(Qa.copy(k.vertexNormalsModelView[f]),rb=0.5*Qa.x+0.5,Eb=0.5*Qa.y+0.5,Qa.copy(k.vertexNormalsModelView[g]),Nb=0.5*Qa.x+0.5,Kb=0.5*Qa.y+0.5,Qa.copy(k.vertexNormalsModelView[h]),Sb=0.5*Qa.x+0.5,Tb=0.5*Qa.y+0.5,C(A,da,ha,la,N,ea,rb,Eb,Nb,Kb,Sb,Tb,
+i.envMap)):(aa.copy(i.color),i.vertexColors===THREE.FaceColors&&aa.multiply(k.color),!0===i.wireframe?E(aa,i.wireframeLinewidth,i.wireframeLinecap,i.wireframeLinejoin):F(aa)):i instanceof THREE.MeshDepthMaterial?(Ua=n.near,lb=n.far,W.r=W.g=W.b=1-j(a.positionScreen.z*a.positionScreen.w,Ua,lb),X.r=X.g=X.b=1-j(d.positionScreen.z*d.positionScreen.w,Ua,lb),Y.r=Y.g=Y.b=1-j(e.positionScreen.z*e.positionScreen.w,Ua,lb),ia.addColors(X,Y).multiplyScalar(0.5),ya=H(W,X,Y,ia),J(A,da,ha,la,N,ea,0,0,1,0,0,1,ya)):
+i instanceof THREE.MeshNormalMaterial&&(i.shading==THREE.FlatShading?(a=k.normalModelView,aa.setRGB(a.x,a.y,a.z).multiplyScalar(0.5).addScalar(0.5),!0===i.wireframe?E(aa,i.wireframeLinewidth,i.wireframeLinecap,i.wireframeLinejoin):F(aa)):i.shading==THREE.SmoothShading&&(a=k.vertexNormalsModelView[f],W.setRGB(a.x,a.y,a.z).multiplyScalar(0.5).addScalar(0.5),a=k.vertexNormalsModelView[g],X.setRGB(a.x,a.y,a.z).multiplyScalar(0.5).addScalar(0.5),a=k.vertexNormalsModelView[h],Y.setRGB(a.x,a.y,a.z).multiplyScalar(0.5).addScalar(0.5),
+ia.addColors(X,Y).multiplyScalar(0.5),ya=H(W,X,Y,ia),J(A,da,ha,la,N,ea,0,0,1,0,0,1,ya)))}function y(a,b,c,d,e,f){t.beginPath();t.moveTo(a,b);t.lineTo(c,d);t.lineTo(e,f);t.closePath()}function B(a,b,c,d,e,f,g,h){t.beginPath();t.moveTo(a,b);t.lineTo(c,d);t.lineTo(e,f);t.lineTo(g,h);t.closePath()}function E(a,b,c,h){d(b);e(c);f(h);g(a.getStyle());t.stroke();Ja.expandByScalar(2*b)}function F(a){h(a.getStyle());t.fill()}function C(a,b,c,d,e,f,g,i,k,va,j,l,p){if(!(p instanceof THREE.DataTexture||void 0===
+p.image||0==p.image.width)){if(!0===p.needsUpdate){var m=p.wrapS==THREE.RepeatWrapping,Wa=p.wrapT==THREE.RepeatWrapping;Za[p.id]=t.createPattern(p.image,!0===m&&!0===Wa?"repeat":!0===m&&!1===Wa?"repeat-x":!1===m&&!0===Wa?"repeat-y":"no-repeat");p.needsUpdate=!1}void 0===Za[p.id]?h("rgba(0,0,0,1)"):h(Za[p.id]);var m=p.offset.x/p.repeat.x,Wa=p.offset.y/p.repeat.y,n=p.image.width*p.repeat.x,q=p.image.height*p.repeat.y,g=(g+m)*n,i=(1-i+Wa)*q,c=c-a,d=d-b,e=e-a,f=f-b,k=(k+m)*n-g,va=(1-va+Wa)*q-i,j=(j+m)*
+n-g,l=(1-l+Wa)*q-i,m=k*l-j*va;0===m?(void 0===sa[p.id]&&(b=document.createElement("canvas"),b.width=p.image.width,b.height=p.image.height,b=b.getContext("2d"),b.drawImage(p.image,0,0),sa[p.id]=b.getImageData(0,0,p.image.width,p.image.height).data),b=sa[p.id],g=4*(Math.floor(g)+Math.floor(i)*p.image.width),aa.setRGB(b[g]/255,b[g+1]/255,b[g+2]/255),F(aa)):(m=1/m,p=(l*c-va*e)*m,va=(l*d-va*f)*m,c=(k*e-j*c)*m,d=(k*f-j*d)*m,a=a-p*g-c*i,g=b-va*g-d*i,t.save(),t.transform(p,va,c,d,a,g),t.fill(),t.restore())}}
+function J(a,b,c,d,e,f,g,h,i,k,va,j,p){var m,l;m=p.width-1;l=p.height-1;g*=m;h*=l;c-=a;d-=b;e-=a;f-=b;i=i*m-g;k=k*l-h;va=va*m-g;j=j*l-h;l=1/(i*j-va*k);m=(j*c-k*e)*l;k=(j*d-k*f)*l;c=(i*e-va*c)*l;d=(i*f-va*d)*l;a=a-m*g-c*h;b=b-k*g-d*h;t.save();t.transform(m,k,c,d,a,b);t.clip();t.drawImage(p,0,0);t.restore()}function H(a,b,c,d){Oa[0]=255*a.r|0;Oa[1]=255*a.g|0;Oa[2]=255*a.b|0;Oa[4]=255*b.r|0;Oa[5]=255*b.g|0;Oa[6]=255*b.b|0;Oa[8]=255*c.r|0;Oa[9]=255*c.g|0;Oa[10]=255*c.b|0;Oa[12]=255*d.r|0;Oa[13]=255*d.g|
+0;Oa[14]=255*d.b|0;k.putImageData(Ab,0,0);Ta.drawImage(ub,0,0);return $a}function G(a,b){var c=b.x-a.x,d=b.y-a.y,e=c*c+d*d;0!==e&&(e=1/Math.sqrt(e),c*=e,d*=e,b.x+=c,b.y+=d,a.x-=c,a.y-=d)}if(!1===n instanceof THREE.Camera)console.error("THREE.CanvasRenderer.render: camera is not an instance of THREE.Camera.");else{!0===this.autoClear&&this.clear();t.setTransform(1,0,0,-1,u,x);m.info.render.vertices=0;m.info.render.faces=0;p=s.projectScene(a,n,this.sortObjects,this.sortElements);l=p.elements;r=p.lights;
+sb.setRGB(0,0,0);Na.setRGB(0,0,0);za.setRGB(0,0,0);for(var K=0,V=r.length;K<V;K++){var U=r[K],Q=U.color;U instanceof THREE.AmbientLight?sb.add(Q):U instanceof THREE.DirectionalLight?Na.add(Q):U instanceof THREE.PointLight&&za.add(Q)}K=0;for(V=l.length;K<V;K++){var L=l[K],U=L.material;if(!(void 0===U||!1===U.visible)){Ja.makeEmpty();if(L instanceof THREE.RenderableParticle){I=L;I.x*=u;I.y*=x;Q=I;b(U.opacity);c(U.blending);var va=void 0,jb=void 0,Wa=void 0,vb=void 0,Ob=void 0,Mc=void 0,Nc=void 0;U instanceof
+THREE.ParticleBasicMaterial?null===U.map?(Wa=L.object.scale.x,vb=L.object.scale.y,Wa*=L.scale.x*u,vb*=L.scale.y*x,Ja.min.set(Q.x-Wa,Q.y-vb),Ja.max.set(Q.x+Wa,Q.y+vb),!1===Sa.isIntersectionBox(Ja)?Ja.makeEmpty():(h(U.color.getStyle()),t.save(),t.translate(Q.x,Q.y),t.rotate(-L.rotation),t.scale(Wa,vb),t.fillRect(-1,-1,2,2),t.restore())):(Ob=U.map.image,Mc=Ob.width>>1,Nc=Ob.height>>1,Wa=L.scale.x*u,vb=L.scale.y*x,va=Wa*Mc,jb=vb*Nc,Ja.min.set(Q.x-va,Q.y-jb),Ja.max.set(Q.x+va,Q.y+jb),!1===Sa.isIntersectionBox(Ja)?
+Ja.makeEmpty():(t.save(),t.translate(Q.x,Q.y),t.rotate(-L.rotation),t.scale(Wa,-vb),t.translate(-Mc,-Nc),t.drawImage(Ob,0,0),t.restore())):U instanceof THREE.ParticleCanvasMaterial&&(va=L.scale.x*u,jb=L.scale.y*x,Ja.min.set(Q.x-va,Q.y-jb),Ja.max.set(Q.x+va,Q.y+jb),!1===Sa.isIntersectionBox(Ja)?Ja.makeEmpty():(g(U.color.getStyle()),h(U.color.getStyle()),t.save(),t.translate(Q.x,Q.y),t.rotate(-L.rotation),t.scale(va,jb),U.program(t),t.restore()))}else if(L instanceof THREE.RenderableLine)I=L.v1,M=L.v2,
+I.positionScreen.x*=u,I.positionScreen.y*=x,M.positionScreen.x*=u,M.positionScreen.y*=x,Ja.setFromPoints([I.positionScreen,M.positionScreen]),!0===Sa.isIntersectionBox(Ja)&&(Q=I,va=M,jb=L,b(U.opacity),c(U.blending),t.beginPath(),t.moveTo(Q.positionScreen.x,Q.positionScreen.y),t.lineTo(va.positionScreen.x,va.positionScreen.y),U instanceof THREE.LineBasicMaterial?(d(U.linewidth),e(U.linecap),f(U.linejoin),U.vertexColors!==THREE.VertexColors?g(U.color.getStyle()):(L=jb.vertexColors[0].getStyle(),jb=
+jb.vertexColors[1].getStyle(),L===jb?g(L):(Q=t.createLinearGradient(Q.positionScreen.x,Q.positionScreen.y,va.positionScreen.x,va.positionScreen.y),Q.addColorStop(0,L),Q.addColorStop(1,jb),g(Q))),t.stroke(),Ja.expandByScalar(2*U.linewidth)):U instanceof THREE.LineDashedMaterial&&(d(U.linewidth),e(U.linecap),f(U.linejoin),g(U.color.getStyle()),i(U.dashSize,U.gapSize),t.stroke(),Ja.expandByScalar(2*U.linewidth),i(null,null)));else if(L instanceof THREE.RenderableFace3){I=L.v1;M=L.v2;P=L.v3;if(-1>I.positionScreen.z||
+1<I.positionScreen.z)continue;if(-1>M.positionScreen.z||1<M.positionScreen.z)continue;if(-1>P.positionScreen.z||1<P.positionScreen.z)continue;I.positionScreen.x*=u;I.positionScreen.y*=x;M.positionScreen.x*=u;M.positionScreen.y*=x;P.positionScreen.x*=u;P.positionScreen.y*=x;!0===U.overdraw&&(G(I.positionScreen,M.positionScreen),G(M.positionScreen,P.positionScreen),G(P.positionScreen,I.positionScreen));Ja.setFromPoints([I.positionScreen,M.positionScreen,P.positionScreen]);!0===Sa.isIntersectionBox(Ja)&&
+z(I,M,P,0,1,2,L,U)}else if(L instanceof THREE.RenderableFace4){I=L.v1;M=L.v2;P=L.v3;ja=L.v4;if(-1>I.positionScreen.z||1<I.positionScreen.z)continue;if(-1>M.positionScreen.z||1<M.positionScreen.z)continue;if(-1>P.positionScreen.z||1<P.positionScreen.z)continue;if(-1>ja.positionScreen.z||1<ja.positionScreen.z)continue;I.positionScreen.x*=u;I.positionScreen.y*=x;M.positionScreen.x*=u;M.positionScreen.y*=x;P.positionScreen.x*=u;P.positionScreen.y*=x;ja.positionScreen.x*=u;ja.positionScreen.y*=x;oa.positionScreen.copy(M.positionScreen);
+gb.positionScreen.copy(ja.positionScreen);!0===U.overdraw&&(G(I.positionScreen,M.positionScreen),G(M.positionScreen,ja.positionScreen),G(ja.positionScreen,I.positionScreen),G(P.positionScreen,oa.positionScreen),G(P.positionScreen,gb.positionScreen));Ja.setFromPoints([I.positionScreen,M.positionScreen,P.positionScreen,ja.positionScreen]);!0===Sa.isIntersectionBox(Ja)&&(Q=I,va=M,jb=P,Wa=ja,vb=oa,Ob=gb,m.info.render.vertices+=4,m.info.render.faces++,b(U.opacity),c(U.blending),void 0!==U.map&&null!==
+U.map||void 0!==U.envMap&&null!==U.envMap?(z(Q,va,Wa,0,1,3,L,U),z(vb,jb,Ob,1,2,3,L,U)):(A=Q.positionScreen.x,da=Q.positionScreen.y,ha=va.positionScreen.x,la=va.positionScreen.y,N=jb.positionScreen.x,ea=jb.positionScreen.y,kb=Wa.positionScreen.x,Ka=Wa.positionScreen.y,db=vb.positionScreen.x,La=vb.positionScreen.y,pa=Ob.positionScreen.x,na=Ob.positionScreen.y,U instanceof THREE.MeshLambertMaterial||U instanceof THREE.MeshPhongMaterial?(fa.copy(U.color),ga.copy(U.emissive),U.vertexColors===THREE.FaceColors&&
+fa.multiply(L.color),!1===U.wireframe&&U.shading==THREE.SmoothShading&&4==L.vertexNormalsLength?(W.copy(sb),X.copy(sb),Y.copy(sb),ia.copy(sb),q(L.v1.positionWorld,L.vertexNormalsModel[0],W),q(L.v2.positionWorld,L.vertexNormalsModel[1],X),q(L.v4.positionWorld,L.vertexNormalsModel[3],Y),q(L.v3.positionWorld,L.vertexNormalsModel[2],ia),W.multiply(fa).add(ga),X.multiply(fa).add(ga),Y.multiply(fa).add(ga),ia.multiply(fa).add(ga),ya=H(W,X,Y,ia),y(A,da,ha,la,kb,Ka),J(A,da,ha,la,kb,Ka,0,0,1,0,0,1,ya),y(db,
+La,N,ea,pa,na),J(db,La,N,ea,pa,na,1,0,1,1,0,1,ya)):(aa.copy(sb),q(L.centroidModel,L.normalModel,aa),aa.multiply(fa).add(ga),B(A,da,ha,la,N,ea,kb,Ka),!0===U.wireframe?E(aa,U.wireframeLinewidth,U.wireframeLinecap,U.wireframeLinejoin):F(aa))):U instanceof THREE.MeshBasicMaterial?(aa.copy(U.color),U.vertexColors===THREE.FaceColors&&aa.multiply(L.color),B(A,da,ha,la,N,ea,kb,Ka),!0===U.wireframe?E(aa,U.wireframeLinewidth,U.wireframeLinecap,U.wireframeLinejoin):F(aa)):U instanceof THREE.MeshNormalMaterial?
+(Q=void 0,U.shading==THREE.FlatShading?(Q=L.normalModelView,aa.setRGB(Q.x,Q.y,Q.z).multiplyScalar(0.5).addScalar(0.5),B(A,da,ha,la,N,ea,kb,Ka),!0===U.wireframe?E(aa,U.wireframeLinewidth,U.wireframeLinecap,U.wireframeLinejoin):F(aa)):U.shading==THREE.SmoothShading&&(Q=L.vertexNormalsModelView[0],W.setRGB(Q.x,Q.y,Q.z).multiplyScalar(0.5).addScalar(0.5),Q=L.vertexNormalsModelView[1],X.setRGB(Q.x,Q.y,Q.z).multiplyScalar(0.5).addScalar(0.5),Q=L.vertexNormalsModelView[3],Y.setRGB(Q.x,Q.y,Q.z).multiplyScalar(0.5).addScalar(0.5),
+Q=L.vertexNormalsModelView[2],ia.setRGB(Q.x,Q.y,Q.z).multiplyScalar(0.5).addScalar(0.5),ya=H(W,X,Y,ia),y(A,da,ha,la,kb,Ka),J(A,da,ha,la,kb,Ka,0,0,1,0,0,1,ya),y(db,La,N,ea,pa,na),J(db,La,N,ea,pa,na,1,0,1,1,0,1,ya))):U instanceof THREE.MeshDepthMaterial&&(Ua=n.near,lb=n.far,W.r=W.g=W.b=1-j(Q.positionScreen.z*Q.positionScreen.w,Ua,lb),X.r=X.g=X.b=1-j(va.positionScreen.z*va.positionScreen.w,Ua,lb),Y.r=Y.g=Y.b=1-j(Wa.positionScreen.z*Wa.positionScreen.w,Ua,lb),ia.r=ia.g=ia.b=1-j(jb.positionScreen.z*jb.positionScreen.w,
+Ua,lb),ya=H(W,X,Y,ia),y(A,da,ha,la,kb,Ka),J(A,da,ha,la,kb,Ka,0,0,1,0,0,1,ya),y(db,La,N,ea,pa,na),J(db,La,N,ea,pa,na,1,0,1,1,0,1,ya))))}ta.union(Ja)}}t.setTransform(1,0,0,1,0,0)}}};THREE.ShaderChunk={fog_pars_fragment:"#ifdef USE_FOG\nuniform vec3 fogColor;\n#ifdef FOG_EXP2\nuniform float fogDensity;\n#else\nuniform float fogNear;\nuniform float fogFar;\n#endif\n#endif",fog_fragment:"#ifdef USE_FOG\nfloat depth = gl_FragCoord.z / gl_FragCoord.w;\n#ifdef FOG_EXP2\nconst float LOG2 = 1.442695;\nfloat fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );\nfogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );\n#else\nfloat fogFactor = smoothstep( fogNear, fogFar, depth );\n#endif\ngl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );\n#endif",
+envmap_pars_fragment:"#ifdef USE_ENVMAP\nuniform float reflectivity;\nuniform samplerCube envMap;\nuniform float flipEnvMap;\nuniform int combine;\n#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\nuniform bool useRefract;\nuniform float refractionRatio;\n#else\nvarying vec3 vReflect;\n#endif\n#endif",envmap_fragment:"#ifdef USE_ENVMAP\nvec3 reflectVec;\n#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\nvec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\nif ( useRefract ) {\nreflectVec = refract( cameraToVertex, normal, refractionRatio );\n} else { \nreflectVec = reflect( cameraToVertex, normal );\n}\n#else\nreflectVec = vReflect;\n#endif\n#ifdef DOUBLE_SIDED\nfloat flipNormal = ( -1.0 + 2.0 * float( gl_FrontFacing ) );\nvec4 cubeColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n#else\nvec4 cubeColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n#endif\n#ifdef GAMMA_INPUT\ncubeColor.xyz *= cubeColor.xyz;\n#endif\nif ( combine == 1 ) {\ngl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularStrength * reflectivity );\n} else if ( combine == 2 ) {\ngl_FragColor.xyz += cubeColor.xyz * specularStrength * reflectivity;\n} else {\ngl_FragColor.xyz = mix( gl_FragColor.xyz, gl_FragColor.xyz * cubeColor.xyz, specularStrength * reflectivity );\n}\n#endif",
+envmap_pars_vertex:"#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP )\nvarying vec3 vReflect;\nuniform float refractionRatio;\nuniform bool useRefract;\n#endif",worldpos_vertex:"#if defined( USE_ENVMAP ) || defined( PHONG ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP )\n#ifdef USE_SKINNING\nvec4 worldPosition = modelMatrix * skinned;\n#endif\n#if defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )\nvec4 worldPosition = modelMatrix * vec4( morphed, 1.0 );\n#endif\n#if ! defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )\nvec4 worldPosition = modelMatrix * vec4( position, 1.0 );\n#endif\n#endif",
+envmap_vertex:"#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP )\nvec3 worldNormal = mat3( modelMatrix[ 0 ].xyz, modelMatrix[ 1 ].xyz, modelMatrix[ 2 ].xyz ) * objectNormal;\nworldNormal = normalize( worldNormal );\nvec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\nif ( useRefract ) {\nvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n} else {\nvReflect = reflect( cameraToVertex, worldNormal );\n}\n#endif",map_particle_pars_fragment:"#ifdef USE_MAP\nuniform sampler2D map;\n#endif",
+map_particle_fragment:"#ifdef USE_MAP\ngl_FragColor = gl_FragColor * texture2D( map, vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y ) );\n#endif",map_pars_vertex:"#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP )\nvarying vec2 vUv;\nuniform vec4 offsetRepeat;\n#endif",map_pars_fragment:"#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP )\nvarying vec2 vUv;\n#endif\n#ifdef USE_MAP\nuniform sampler2D map;\n#endif",
+map_vertex:"#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP )\nvUv = uv * offsetRepeat.zw + offsetRepeat.xy;\n#endif",map_fragment:"#ifdef USE_MAP\nvec4 texelColor = texture2D( map, vUv );\n#ifdef GAMMA_INPUT\ntexelColor.xyz *= texelColor.xyz;\n#endif\ngl_FragColor = gl_FragColor * texelColor;\n#endif",lightmap_pars_fragment:"#ifdef USE_LIGHTMAP\nvarying vec2 vUv2;\nuniform sampler2D lightMap;\n#endif",lightmap_pars_vertex:"#ifdef USE_LIGHTMAP\nvarying vec2 vUv2;\n#endif",
+lightmap_fragment:"#ifdef USE_LIGHTMAP\ngl_FragColor = gl_FragColor * texture2D( lightMap, vUv2 );\n#endif",lightmap_vertex:"#ifdef USE_LIGHTMAP\nvUv2 = uv2;\n#endif",bumpmap_pars_fragment:"#ifdef USE_BUMPMAP\nuniform sampler2D bumpMap;\nuniform float bumpScale;\nvec2 dHdxy_fwd() {\nvec2 dSTdx = dFdx( vUv );\nvec2 dSTdy = dFdy( vUv );\nfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\nfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\nfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\nreturn vec2( dBx, dBy );\n}\nvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\nvec3 vSigmaX = dFdx( surf_pos );\nvec3 vSigmaY = dFdy( surf_pos );\nvec3 vN = surf_norm;\nvec3 R1 = cross( vSigmaY, vN );\nvec3 R2 = cross( vN, vSigmaX );\nfloat fDet = dot( vSigmaX, R1 );\nvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\nreturn normalize( abs( fDet ) * surf_norm - vGrad );\n}\n#endif",
+normalmap_pars_fragment:"#ifdef USE_NORMALMAP\nuniform sampler2D normalMap;\nuniform vec2 normalScale;\nvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {\nvec3 q0 = dFdx( eye_pos.xyz );\nvec3 q1 = dFdy( eye_pos.xyz );\nvec2 st0 = dFdx( vUv.st );\nvec2 st1 = dFdy( vUv.st );\nvec3 S = normalize( q0 * st1.t - q1 * st0.t );\nvec3 T = normalize( -q0 * st1.s + q1 * st0.s );\nvec3 N = normalize( surf_norm );\nvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\nmapN.xy = normalScale * mapN.xy;\nmat3 tsn = mat3( S, T, N );\nreturn normalize( tsn * mapN );\n}\n#endif",
+specularmap_pars_fragment:"#ifdef USE_SPECULARMAP\nuniform sampler2D specularMap;\n#endif",specularmap_fragment:"float specularStrength;\n#ifdef USE_SPECULARMAP\nvec4 texelSpecular = texture2D( specularMap, vUv );\nspecularStrength = texelSpecular.r;\n#else\nspecularStrength = 1.0;\n#endif",lights_lambert_pars_vertex:"uniform vec3 ambient;\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 ambientLightColor;\n#if MAX_DIR_LIGHTS > 0\nuniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\nuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n#endif\n#if MAX_HEMI_LIGHTS > 0\nuniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];\nuniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];\nuniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];\n#endif\n#if MAX_POINT_LIGHTS > 0\nuniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\nuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\nuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n#endif\n#if MAX_SPOT_LIGHTS > 0\nuniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];\nuniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];\nuniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];\nuniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\nuniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];\nuniform float spotLightExponent[ MAX_SPOT_LIGHTS ];\n#endif\n#ifdef WRAP_AROUND\nuniform vec3 wrapRGB;\n#endif",
+lights_lambert_vertex:"vLightFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\nvLightBack = vec3( 0.0 );\n#endif\ntransformedNormal = normalize( transformedNormal );\n#if MAX_DIR_LIGHTS > 0\nfor( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {\nvec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\nvec3 dirVector = normalize( lDirection.xyz );\nfloat dotProduct = dot( transformedNormal, dirVector );\nvec3 directionalLightWeighting = vec3( max( dotProduct, 0.0 ) );\n#ifdef DOUBLE_SIDED\nvec3 directionalLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );\n#ifdef WRAP_AROUND\nvec3 directionalLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );\n#endif\n#endif\n#ifdef WRAP_AROUND\nvec3 directionalLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );\ndirectionalLightWeighting = mix( directionalLightWeighting, directionalLightWeightingHalf, wrapRGB );\n#ifdef DOUBLE_SIDED\ndirectionalLightWeightingBack = mix( directionalLightWeightingBack, directionalLightWeightingHalfBack, wrapRGB );\n#endif\n#endif\nvLightFront += directionalLightColor[ i ] * directionalLightWeighting;\n#ifdef DOUBLE_SIDED\nvLightBack += directionalLightColor[ i ] * directionalLightWeightingBack;\n#endif\n}\n#endif\n#if MAX_POINT_LIGHTS > 0\nfor( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\nvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\nvec3 lVector = lPosition.xyz - mvPosition.xyz;\nfloat lDistance = 1.0;\nif ( pointLightDistance[ i ] > 0.0 )\nlDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );\nlVector = normalize( lVector );\nfloat dotProduct = dot( transformedNormal, lVector );\nvec3 pointLightWeighting = vec3( max( dotProduct, 0.0 ) );\n#ifdef DOUBLE_SIDED\nvec3 pointLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );\n#ifdef WRAP_AROUND\nvec3 pointLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );\n#endif\n#endif\n#ifdef WRAP_AROUND\nvec3 pointLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );\npointLightWeighting = mix( pointLightWeighting, pointLightWeightingHalf, wrapRGB );\n#ifdef DOUBLE_SIDED\npointLightWeightingBack = mix( pointLightWeightingBack, pointLightWeightingHalfBack, wrapRGB );\n#endif\n#endif\nvLightFront += pointLightColor[ i ] * pointLightWeighting * lDistance;\n#ifdef DOUBLE_SIDED\nvLightBack += pointLightColor[ i ] * pointLightWeightingBack * lDistance;\n#endif\n}\n#endif\n#if MAX_SPOT_LIGHTS > 0\nfor( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\nvec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );\nvec3 lVector = lPosition.xyz - mvPosition.xyz;\nfloat spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - worldPosition.xyz ) );\nif ( spotEffect > spotLightAngleCos[ i ] ) {\nspotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );\nfloat lDistance = 1.0;\nif ( spotLightDistance[ i ] > 0.0 )\nlDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );\nlVector = normalize( lVector );\nfloat dotProduct = dot( transformedNormal, lVector );\nvec3 spotLightWeighting = vec3( max( dotProduct, 0.0 ) );\n#ifdef DOUBLE_SIDED\nvec3 spotLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );\n#ifdef WRAP_AROUND\nvec3 spotLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );\n#endif\n#endif\n#ifdef WRAP_AROUND\nvec3 spotLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );\nspotLightWeighting = mix( spotLightWeighting, spotLightWeightingHalf, wrapRGB );\n#ifdef DOUBLE_SIDED\nspotLightWeightingBack = mix( spotLightWeightingBack, spotLightWeightingHalfBack, wrapRGB );\n#endif\n#endif\nvLightFront += spotLightColor[ i ] * spotLightWeighting * lDistance * spotEffect;\n#ifdef DOUBLE_SIDED\nvLightBack += spotLightColor[ i ] * spotLightWeightingBack * lDistance * spotEffect;\n#endif\n}\n}\n#endif\n#if MAX_HEMI_LIGHTS > 0\nfor( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {\nvec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );\nvec3 lVector = normalize( lDirection.xyz );\nfloat dotProduct = dot( transformedNormal, lVector );\nfloat hemiDiffuseWeight = 0.5 * dotProduct + 0.5;\nfloat hemiDiffuseWeightBack = -0.5 * dotProduct + 0.5;\nvLightFront += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );\n#ifdef DOUBLE_SIDED\nvLightBack += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeightBack );\n#endif\n}\n#endif\nvLightFront = vLightFront * diffuse + ambient * ambientLightColor + emissive;\n#ifdef DOUBLE_SIDED\nvLightBack = vLightBack * diffuse + ambient * ambientLightColor + emissive;\n#endif",
+lights_phong_pars_vertex:"#ifndef PHONG_PER_PIXEL\n#if MAX_POINT_LIGHTS > 0\nuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\nuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\nvarying vec4 vPointLight[ MAX_POINT_LIGHTS ];\n#endif\n#if MAX_SPOT_LIGHTS > 0\nuniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];\nuniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\nvarying vec4 vSpotLight[ MAX_SPOT_LIGHTS ];\n#endif\n#endif\n#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )\nvarying vec3 vWorldPosition;\n#endif",
+lights_phong_vertex:"#ifndef PHONG_PER_PIXEL\n#if MAX_POINT_LIGHTS > 0\nfor( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\nvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\nvec3 lVector = lPosition.xyz - mvPosition.xyz;\nfloat lDistance = 1.0;\nif ( pointLightDistance[ i ] > 0.0 )\nlDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );\nvPointLight[ i ] = vec4( lVector, lDistance );\n}\n#endif\n#if MAX_SPOT_LIGHTS > 0\nfor( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\nvec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );\nvec3 lVector = lPosition.xyz - mvPosition.xyz;\nfloat lDistance = 1.0;\nif ( spotLightDistance[ i ] > 0.0 )\nlDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );\nvSpotLight[ i ] = vec4( lVector, lDistance );\n}\n#endif\n#endif\n#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )\nvWorldPosition = worldPosition.xyz;\n#endif",
+lights_phong_pars_fragment:"uniform vec3 ambientLightColor;\n#if MAX_DIR_LIGHTS > 0\nuniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\nuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n#endif\n#if MAX_HEMI_LIGHTS > 0\nuniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];\nuniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];\nuniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];\n#endif\n#if MAX_POINT_LIGHTS > 0\nuniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\n#ifdef PHONG_PER_PIXEL\nuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\nuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n#else\nvarying vec4 vPointLight[ MAX_POINT_LIGHTS ];\n#endif\n#endif\n#if MAX_SPOT_LIGHTS > 0\nuniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];\nuniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];\nuniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];\nuniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];\nuniform float spotLightExponent[ MAX_SPOT_LIGHTS ];\n#ifdef PHONG_PER_PIXEL\nuniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\n#else\nvarying vec4 vSpotLight[ MAX_SPOT_LIGHTS ];\n#endif\n#endif\n#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )\nvarying vec3 vWorldPosition;\n#endif\n#ifdef WRAP_AROUND\nuniform vec3 wrapRGB;\n#endif\nvarying vec3 vViewPosition;\nvarying vec3 vNormal;",
+lights_phong_fragment:"vec3 normal = normalize( vNormal );\nvec3 viewPosition = normalize( vViewPosition );\n#ifdef DOUBLE_SIDED\nnormal = normal * ( -1.0 + 2.0 * float( gl_FrontFacing ) );\n#endif\n#ifdef USE_NORMALMAP\nnormal = perturbNormal2Arb( -vViewPosition, normal );\n#elif defined( USE_BUMPMAP )\nnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif\n#if MAX_POINT_LIGHTS > 0\nvec3 pointDiffuse = vec3( 0.0 );\nvec3 pointSpecular = vec3( 0.0 );\nfor ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\n#ifdef PHONG_PER_PIXEL\nvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\nvec3 lVector = lPosition.xyz + vViewPosition.xyz;\nfloat lDistance = 1.0;\nif ( pointLightDistance[ i ] > 0.0 )\nlDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );\nlVector = normalize( lVector );\n#else\nvec3 lVector = normalize( vPointLight[ i ].xyz );\nfloat lDistance = vPointLight[ i ].w;\n#endif\nfloat dotProduct = dot( normal, lVector );\n#ifdef WRAP_AROUND\nfloat pointDiffuseWeightFull = max( dotProduct, 0.0 );\nfloat pointDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );\nvec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );\n#else\nfloat pointDiffuseWeight = max( dotProduct, 0.0 );\n#endif\npointDiffuse += diffuse * pointLightColor[ i ] * pointDiffuseWeight * lDistance;\nvec3 pointHalfVector = normalize( lVector + viewPosition );\nfloat pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );\nfloat pointSpecularWeight = specularStrength * max( pow( pointDotNormalHalf, shininess ), 0.0 );\n#ifdef PHYSICALLY_BASED_SHADING\nfloat specularNormalization = ( shininess + 2.0001 ) / 8.0;\nvec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, pointHalfVector ), 5.0 );\npointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance * specularNormalization;\n#else\npointSpecular += specular * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance;\n#endif\n}\n#endif\n#if MAX_SPOT_LIGHTS > 0\nvec3 spotDiffuse = vec3( 0.0 );\nvec3 spotSpecular = vec3( 0.0 );\nfor ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\n#ifdef PHONG_PER_PIXEL\nvec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );\nvec3 lVector = lPosition.xyz + vViewPosition.xyz;\nfloat lDistance = 1.0;\nif ( spotLightDistance[ i ] > 0.0 )\nlDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );\nlVector = normalize( lVector );\n#else\nvec3 lVector = normalize( vSpotLight[ i ].xyz );\nfloat lDistance = vSpotLight[ i ].w;\n#endif\nfloat spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );\nif ( spotEffect > spotLightAngleCos[ i ] ) {\nspotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );\nfloat dotProduct = dot( normal, lVector );\n#ifdef WRAP_AROUND\nfloat spotDiffuseWeightFull = max( dotProduct, 0.0 );\nfloat spotDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );\nvec3 spotDiffuseWeight = mix( vec3 ( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );\n#else\nfloat spotDiffuseWeight = max( dotProduct, 0.0 );\n#endif\nspotDiffuse += diffuse * spotLightColor[ i ] * spotDiffuseWeight * lDistance * spotEffect;\nvec3 spotHalfVector = normalize( lVector + viewPosition );\nfloat spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );\nfloat spotSpecularWeight = specularStrength * max( pow( spotDotNormalHalf, shininess ), 0.0 );\n#ifdef PHYSICALLY_BASED_SHADING\nfloat specularNormalization = ( shininess + 2.0001 ) / 8.0;\nvec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, spotHalfVector ), 5.0 );\nspotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * lDistance * specularNormalization * spotEffect;\n#else\nspotSpecular += specular * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * lDistance * spotEffect;\n#endif\n}\n}\n#endif\n#if MAX_DIR_LIGHTS > 0\nvec3 dirDiffuse = vec3( 0.0 );\nvec3 dirSpecular = vec3( 0.0 );\nfor( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {\nvec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\nvec3 dirVector = normalize( lDirection.xyz );\nfloat dotProduct = dot( normal, dirVector );\n#ifdef WRAP_AROUND\nfloat dirDiffuseWeightFull = max( dotProduct, 0.0 );\nfloat dirDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );\nvec3 dirDiffuseWeight = mix( vec3( dirDiffuseWeightFull ), vec3( dirDiffuseWeightHalf ), wrapRGB );\n#else\nfloat dirDiffuseWeight = max( dotProduct, 0.0 );\n#endif\ndirDiffuse += diffuse * directionalLightColor[ i ] * dirDiffuseWeight;\nvec3 dirHalfVector = normalize( dirVector + viewPosition );\nfloat dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );\nfloat dirSpecularWeight = specularStrength * max( pow( dirDotNormalHalf, shininess ), 0.0 );\n#ifdef PHYSICALLY_BASED_SHADING\nfloat specularNormalization = ( shininess + 2.0001 ) / 8.0;\nvec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( dirVector, dirHalfVector ), 5.0 );\ndirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;\n#else\ndirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight;\n#endif\n}\n#endif\n#if MAX_HEMI_LIGHTS > 0\nvec3 hemiDiffuse = vec3( 0.0 );\nvec3 hemiSpecular = vec3( 0.0 );\nfor( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {\nvec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );\nvec3 lVector = normalize( lDirection.xyz );\nfloat dotProduct = dot( normal, lVector );\nfloat hemiDiffuseWeight = 0.5 * dotProduct + 0.5;\nvec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );\nhemiDiffuse += diffuse * hemiColor;\nvec3 hemiHalfVectorSky = normalize( lVector + viewPosition );\nfloat hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;\nfloat hemiSpecularWeightSky = specularStrength * max( pow( hemiDotNormalHalfSky, shininess ), 0.0 );\nvec3 lVectorGround = -lVector;\nvec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );\nfloat hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;\nfloat hemiSpecularWeightGround = specularStrength * max( pow( hemiDotNormalHalfGround, shininess ), 0.0 );\n#ifdef PHYSICALLY_BASED_SHADING\nfloat dotProductGround = dot( normal, lVectorGround );\nfloat specularNormalization = ( shininess + 2.0001 ) / 8.0;\nvec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, hemiHalfVectorSky ), 5.0 );\nvec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 5.0 );\nhemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );\n#else\nhemiSpecular += specular * hemiColor * ( hemiSpecularWeightSky + hemiSpecularWeightGround ) * hemiDiffuseWeight;\n#endif\n}\n#endif\nvec3 totalDiffuse = vec3( 0.0 );\nvec3 totalSpecular = vec3( 0.0 );\n#if MAX_DIR_LIGHTS > 0\ntotalDiffuse += dirDiffuse;\ntotalSpecular += dirSpecular;\n#endif\n#if MAX_HEMI_LIGHTS > 0\ntotalDiffuse += hemiDiffuse;\ntotalSpecular += hemiSpecular;\n#endif\n#if MAX_POINT_LIGHTS > 0\ntotalDiffuse += pointDiffuse;\ntotalSpecular += pointSpecular;\n#endif\n#if MAX_SPOT_LIGHTS > 0\ntotalDiffuse += spotDiffuse;\ntotalSpecular += spotSpecular;\n#endif\n#ifdef METAL\ngl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient + totalSpecular );\n#else\ngl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient ) + totalSpecular;\n#endif",
+color_pars_fragment:"#ifdef USE_COLOR\nvarying vec3 vColor;\n#endif",color_fragment:"#ifdef USE_COLOR\ngl_FragColor = gl_FragColor * vec4( vColor, opacity );\n#endif",color_pars_vertex:"#ifdef USE_COLOR\nvarying vec3 vColor;\n#endif",color_vertex:"#ifdef USE_COLOR\n#ifdef GAMMA_INPUT\nvColor = color * color;\n#else\nvColor = color;\n#endif\n#endif",skinning_pars_vertex:"#ifdef USE_SKINNING\n#ifdef BONE_TEXTURE\nuniform sampler2D boneTexture;\nmat4 getBoneMatrix( const in float i ) {\nfloat j = i * 4.0;\nfloat x = mod( j, N_BONE_PIXEL_X );\nfloat y = floor( j / N_BONE_PIXEL_X );\nconst float dx = 1.0 / N_BONE_PIXEL_X;\nconst float dy = 1.0 / N_BONE_PIXEL_Y;\ny = dy * ( y + 0.5 );\nvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\nvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\nvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\nvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\nmat4 bone = mat4( v1, v2, v3, v4 );\nreturn bone;\n}\n#else\nuniform mat4 boneGlobalMatrices[ MAX_BONES ];\nmat4 getBoneMatrix( const in float i ) {\nmat4 bone = boneGlobalMatrices[ int(i) ];\nreturn bone;\n}\n#endif\n#endif",
+skinbase_vertex:"#ifdef USE_SKINNING\nmat4 boneMatX = getBoneMatrix( skinIndex.x );\nmat4 boneMatY = getBoneMatrix( skinIndex.y );\n#endif",skinning_vertex:"#ifdef USE_SKINNING\n#ifdef USE_MORPHTARGETS\nvec4 skinVertex = vec4( morphed, 1.0 );\n#else\nvec4 skinVertex = vec4( position, 1.0 );\n#endif\nvec4 skinned = boneMatX * skinVertex * skinWeight.x;\nskinned \t += boneMatY * skinVertex * skinWeight.y;\n#endif",morphtarget_pars_vertex:"#ifdef USE_MORPHTARGETS\n#ifndef USE_MORPHNORMALS\nuniform float morphTargetInfluences[ 8 ];\n#else\nuniform float morphTargetInfluences[ 4 ];\n#endif\n#endif",
+morphtarget_vertex:"#ifdef USE_MORPHTARGETS\nvec3 morphed = vec3( 0.0 );\nmorphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\nmorphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\nmorphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\nmorphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\n#ifndef USE_MORPHNORMALS\nmorphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\nmorphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\nmorphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\nmorphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\n#endif\nmorphed += position;\n#endif",
+default_vertex:"vec4 mvPosition;\n#ifdef USE_SKINNING\nmvPosition = modelViewMatrix * skinned;\n#endif\n#if !defined( USE_SKINNING ) && defined( USE_MORPHTARGETS )\nmvPosition = modelViewMatrix * vec4( morphed, 1.0 );\n#endif\n#if !defined( USE_SKINNING ) && ! defined( USE_MORPHTARGETS )\nmvPosition = modelViewMatrix * vec4( position, 1.0 );\n#endif\ngl_Position = projectionMatrix * mvPosition;",morphnormal_vertex:"#ifdef USE_MORPHNORMALS\nvec3 morphedNormal = vec3( 0.0 );\nmorphedNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\nmorphedNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\nmorphedNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\nmorphedNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\nmorphedNormal += normal;\n#endif",
+skinnormal_vertex:"#ifdef USE_SKINNING\nmat4 skinMatrix = skinWeight.x * boneMatX;\nskinMatrix \t+= skinWeight.y * boneMatY;\n#ifdef USE_MORPHNORMALS\nvec4 skinnedNormal = skinMatrix * vec4( morphedNormal, 0.0 );\n#else\nvec4 skinnedNormal = skinMatrix * vec4( normal, 0.0 );\n#endif\n#endif",defaultnormal_vertex:"vec3 objectNormal;\n#ifdef USE_SKINNING\nobjectNormal = skinnedNormal.xyz;\n#endif\n#if !defined( USE_SKINNING ) && defined( USE_MORPHNORMALS )\nobjectNormal = morphedNormal;\n#endif\n#if !defined( USE_SKINNING ) && ! defined( USE_MORPHNORMALS )\nobjectNormal = normal;\n#endif\n#ifdef FLIP_SIDED\nobjectNormal = -objectNormal;\n#endif\nvec3 transformedNormal = normalMatrix * objectNormal;",
+shadowmap_pars_fragment:"#ifdef USE_SHADOWMAP\nuniform sampler2D shadowMap[ MAX_SHADOWS ];\nuniform vec2 shadowMapSize[ MAX_SHADOWS ];\nuniform float shadowDarkness[ MAX_SHADOWS ];\nuniform float shadowBias[ MAX_SHADOWS ];\nvarying vec4 vShadowCoord[ MAX_SHADOWS ];\nfloat unpackDepth( const in vec4 rgba_depth ) {\nconst vec4 bit_shift = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );\nfloat depth = dot( rgba_depth, bit_shift );\nreturn depth;\n}\n#endif",shadowmap_fragment:"#ifdef USE_SHADOWMAP\n#ifdef SHADOWMAP_DEBUG\nvec3 frustumColors[3];\nfrustumColors[0] = vec3( 1.0, 0.5, 0.0 );\nfrustumColors[1] = vec3( 0.0, 1.0, 0.8 );\nfrustumColors[2] = vec3( 0.0, 0.5, 1.0 );\n#endif\n#ifdef SHADOWMAP_CASCADE\nint inFrustumCount = 0;\n#endif\nfloat fDepth;\nvec3 shadowColor = vec3( 1.0 );\nfor( int i = 0; i < MAX_SHADOWS; i ++ ) {\nvec3 shadowCoord = vShadowCoord[ i ].xyz / vShadowCoord[ i ].w;\nbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\nbool inFrustum = all( inFrustumVec );\n#ifdef SHADOWMAP_CASCADE\ninFrustumCount += int( inFrustum );\nbvec3 frustumTestVec = bvec3( inFrustum, inFrustumCount == 1, shadowCoord.z <= 1.0 );\n#else\nbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n#endif\nbool frustumTest = all( frustumTestVec );\nif ( frustumTest ) {\nshadowCoord.z += shadowBias[ i ];\n#if defined( SHADOWMAP_TYPE_PCF )\nfloat shadow = 0.0;\nconst float shadowDelta = 1.0 / 9.0;\nfloat xPixelOffset = 1.0 / shadowMapSize[ i ].x;\nfloat yPixelOffset = 1.0 / shadowMapSize[ i ].y;\nfloat dx0 = -1.25 * xPixelOffset;\nfloat dy0 = -1.25 * yPixelOffset;\nfloat dx1 = 1.25 * xPixelOffset;\nfloat dy1 = 1.25 * yPixelOffset;\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\nshadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );\n#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\nfloat shadow = 0.0;\nfloat xPixelOffset = 1.0 / shadowMapSize[ i ].x;\nfloat yPixelOffset = 1.0 / shadowMapSize[ i ].y;\nfloat dx0 = -1.0 * xPixelOffset;\nfloat dy0 = -1.0 * yPixelOffset;\nfloat dx1 = 1.0 * xPixelOffset;\nfloat dy1 = 1.0 * yPixelOffset;\nmat3 shadowKernel;\nmat3 depthKernel;\ndepthKernel[0][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );\ndepthKernel[0][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );\ndepthKernel[0][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );\ndepthKernel[1][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );\ndepthKernel[1][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );\ndepthKernel[1][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );\ndepthKernel[2][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );\ndepthKernel[2][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );\ndepthKernel[2][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );\nvec3 shadowZ = vec3( shadowCoord.z );\nshadowKernel[0] = vec3(lessThan(depthKernel[0], shadowZ ));\nshadowKernel[0] *= vec3(0.25);\nshadowKernel[1] = vec3(lessThan(depthKernel[1], shadowZ ));\nshadowKernel[1] *= vec3(0.25);\nshadowKernel[2] = vec3(lessThan(depthKernel[2], shadowZ ));\nshadowKernel[2] *= vec3(0.25);\nvec2 fractionalCoord = 1.0 - fract( shadowCoord.xy * shadowMapSize[i].xy );\nshadowKernel[0] = mix( shadowKernel[1], shadowKernel[0], fractionalCoord.x );\nshadowKernel[1] = mix( shadowKernel[2], shadowKernel[1], fractionalCoord.x );\nvec4 shadowValues;\nshadowValues.x = mix( shadowKernel[0][1], shadowKernel[0][0], fractionalCoord.y );\nshadowValues.y = mix( shadowKernel[0][2], shadowKernel[0][1], fractionalCoord.y );\nshadowValues.z = mix( shadowKernel[1][1], shadowKernel[1][0], fractionalCoord.y );\nshadowValues.w = mix( shadowKernel[1][2], shadowKernel[1][1], fractionalCoord.y );\nshadow = dot( shadowValues, vec4( 1.0 ) );\nshadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );\n#else\nvec4 rgbaDepth = texture2D( shadowMap[ i ], shadowCoord.xy );\nfloat fDepth = unpackDepth( rgbaDepth );\nif ( fDepth < shadowCoord.z )\nshadowColor = shadowColor * vec3( 1.0 - shadowDarkness[ i ] );\n#endif\n}\n#ifdef SHADOWMAP_DEBUG\n#ifdef SHADOWMAP_CASCADE\nif ( inFrustum && inFrustumCount == 1 ) gl_FragColor.xyz *= frustumColors[ i ];\n#else\nif ( inFrustum ) gl_FragColor.xyz *= frustumColors[ i ];\n#endif\n#endif\n}\n#ifdef GAMMA_OUTPUT\nshadowColor *= shadowColor;\n#endif\ngl_FragColor.xyz = gl_FragColor.xyz * shadowColor;\n#endif",
+shadowmap_pars_vertex:"#ifdef USE_SHADOWMAP\nvarying vec4 vShadowCoord[ MAX_SHADOWS ];\nuniform mat4 shadowMatrix[ MAX_SHADOWS ];\n#endif",shadowmap_vertex:"#ifdef USE_SHADOWMAP\nfor( int i = 0; i < MAX_SHADOWS; i ++ ) {\nvShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;\n}\n#endif",alphatest_fragment:"#ifdef ALPHATEST\nif ( gl_FragColor.a < ALPHATEST ) discard;\n#endif",linear_to_gamma_fragment:"#ifdef GAMMA_OUTPUT\ngl_FragColor.xyz = sqrt( gl_FragColor.xyz );\n#endif"};
+THREE.UniformsUtils={merge:function(a){var b,c,d,e={};for(b=0;b<a.length;b++)for(c in d=this.clone(a[b]),d)e[c]=d[c];return e},clone:function(a){var b,c,d,e={};for(b in a)for(c in e[b]={},a[b])d=a[b][c],e[b][c]=d instanceof THREE.Color||d instanceof THREE.Vector2||d instanceof THREE.Vector3||d instanceof THREE.Vector4||d instanceof THREE.Matrix4||d instanceof THREE.Texture?d.clone():d instanceof Array?d.slice():d;return e}};
+THREE.UniformsLib={common:{diffuse:{type:"c",value:new THREE.Color(15658734)},opacity:{type:"f",value:1},map:{type:"t",value:null},offsetRepeat:{type:"v4",value:new THREE.Vector4(0,0,1,1)},lightMap:{type:"t",value:null},specularMap:{type:"t",value:null},envMap:{type:"t",value:null},flipEnvMap:{type:"f",value:-1},useRefract:{type:"i",value:0},reflectivity:{type:"f",value:1},refractionRatio:{type:"f",value:0.98},combine:{type:"i",value:0},morphTargetInfluences:{type:"f",value:0}},bump:{bumpMap:{type:"t",
+value:null},bumpScale:{type:"f",value:1}},normalmap:{normalMap:{type:"t",value:null},normalScale:{type:"v2",value:new THREE.Vector2(1,1)}},fog:{fogDensity:{type:"f",value:2.5E-4},fogNear:{type:"f",value:1},fogFar:{type:"f",value:2E3},fogColor:{type:"c",value:new THREE.Color(16777215)}},lights:{ambientLightColor:{type:"fv",value:[]},directionalLightDirection:{type:"fv",value:[]},directionalLightColor:{type:"fv",value:[]},hemisphereLightDirection:{type:"fv",value:[]},hemisphereLightSkyColor:{type:"fv",
+value:[]},hemisphereLightGroundColor:{type:"fv",value:[]},pointLightColor:{type:"fv",value:[]},pointLightPosition:{type:"fv",value:[]},pointLightDistance:{type:"fv1",value:[]},spotLightColor:{type:"fv",value:[]},spotLightPosition:{type:"fv",value:[]},spotLightDirection:{type:"fv",value:[]},spotLightDistance:{type:"fv1",value:[]},spotLightAngleCos:{type:"fv1",value:[]},spotLightExponent:{type:"fv1",value:[]}},particle:{psColor:{type:"c",value:new THREE.Color(15658734)},opacity:{type:"f",value:1},size:{type:"f",
+value:1},scale:{type:"f",value:1},map:{type:"t",value:null},fogDensity:{type:"f",value:2.5E-4},fogNear:{type:"f",value:1},fogFar:{type:"f",value:2E3},fogColor:{type:"c",value:new THREE.Color(16777215)}},shadowmap:{shadowMap:{type:"tv",value:[]},shadowMapSize:{type:"v2v",value:[]},shadowBias:{type:"fv1",value:[]},shadowDarkness:{type:"fv1",value:[]},shadowMatrix:{type:"m4v",value:[]}}};
+THREE.ShaderLib={basic:{uniforms:THREE.UniformsUtils.merge([THREE.UniformsLib.common,THREE.UniformsLib.fog,THREE.UniformsLib.shadowmap]),vertexShader:[THREE.ShaderChunk.map_pars_vertex,THREE.ShaderChunk.lightmap_pars_vertex,THREE.ShaderChunk.envmap_pars_vertex,THREE.ShaderChunk.color_pars_vertex,THREE.ShaderChunk.morphtarget_pars_vertex,THREE.ShaderChunk.skinning_pars_vertex,THREE.ShaderChunk.shadowmap_pars_vertex,"void main() {",THREE.ShaderChunk.map_vertex,THREE.ShaderChunk.lightmap_vertex,THREE.ShaderChunk.color_vertex,
+THREE.ShaderChunk.skinbase_vertex,"#ifdef USE_ENVMAP",THREE.ShaderChunk.morphnormal_vertex,THREE.ShaderChunk.skinnormal_vertex,THREE.ShaderChunk.defaultnormal_vertex,"#endif",THREE.ShaderChunk.morphtarget_vertex,THREE.ShaderChunk.skinning_vertex,THREE.ShaderChunk.default_vertex,THREE.ShaderChunk.worldpos_vertex,THREE.ShaderChunk.envmap_vertex,THREE.ShaderChunk.shadowmap_vertex,"}"].join("\n"),fragmentShader:["uniform vec3 diffuse;\nuniform float opacity;",THREE.ShaderChunk.color_pars_fragment,THREE.ShaderChunk.map_pars_fragment,
+THREE.ShaderChunk.lightmap_pars_fragment,THREE.ShaderChunk.envmap_pars_fragment,THREE.ShaderChunk.fog_pars_fragment,THREE.ShaderChunk.shadowmap_pars_fragment,THREE.ShaderChunk.specularmap_pars_fragment,"void main() {\ngl_FragColor = vec4( diffuse, opacity );",THREE.ShaderChunk.map_fragment,THREE.ShaderChunk.alphatest_fragment,THREE.ShaderChunk.specularmap_fragment,THREE.ShaderChunk.lightmap_fragment,THREE.ShaderChunk.color_fragment,THREE.ShaderChunk.envmap_fragment,THREE.ShaderChunk.shadowmap_fragment,
+THREE.ShaderChunk.linear_to_gamma_fragment,THREE.ShaderChunk.fog_fragment,"}"].join("\n")},lambert:{uniforms:THREE.UniformsUtils.merge([THREE.UniformsLib.common,THREE.UniformsLib.fog,THREE.UniformsLib.lights,THREE.UniformsLib.shadowmap,{ambient:{type:"c",value:new THREE.Color(16777215)},emissive:{type:"c",value:new THREE.Color(0)},wrapRGB:{type:"v3",value:new THREE.Vector3(1,1,1)}}]),vertexShader:["#define LAMBERT\nvarying vec3 vLightFront;\n#ifdef DOUBLE_SIDED\nvarying vec3 vLightBack;\n#endif",
+THREE.ShaderChunk.map_pars_vertex,THREE.ShaderChunk.lightmap_pars_vertex,THREE.ShaderChunk.envmap_pars_vertex,THREE.ShaderChunk.lights_lambert_pars_vertex,THREE.ShaderChunk.color_pars_vertex,THREE.ShaderChunk.morphtarget_pars_vertex,THREE.ShaderChunk.skinning_pars_vertex,THREE.ShaderChunk.shadowmap_pars_vertex,"void main() {",THREE.ShaderChunk.map_vertex,THREE.ShaderChunk.lightmap_vertex,THREE.ShaderChunk.color_vertex,THREE.ShaderChunk.morphnormal_vertex,THREE.ShaderChunk.skinbase_vertex,THREE.ShaderChunk.skinnormal_vertex,
+THREE.ShaderChunk.defaultnormal_vertex,THREE.ShaderChunk.morphtarget_vertex,THREE.ShaderChunk.skinning_vertex,THREE.ShaderChunk.default_vertex,THREE.ShaderChunk.worldpos_vertex,THREE.ShaderChunk.envmap_vertex,THREE.ShaderChunk.lights_lambert_vertex,THREE.ShaderChunk.shadowmap_vertex,"}"].join("\n"),fragmentShader:["uniform float opacity;\nvarying vec3 vLightFront;\n#ifdef DOUBLE_SIDED\nvarying vec3 vLightBack;\n#endif",THREE.ShaderChunk.color_pars_fragment,THREE.ShaderChunk.map_pars_fragment,THREE.ShaderChunk.lightmap_pars_fragment,
+THREE.ShaderChunk.envmap_pars_fragment,THREE.ShaderChunk.fog_pars_fragment,THREE.ShaderChunk.shadowmap_pars_fragment,THREE.ShaderChunk.specularmap_pars_fragment,"void main() {\ngl_FragColor = vec4( vec3 ( 1.0 ), opacity );",THREE.ShaderChunk.map_fragment,THREE.ShaderChunk.alphatest_fragment,THREE.ShaderChunk.specularmap_fragment,"#ifdef DOUBLE_SIDED\nif ( gl_FrontFacing )\ngl_FragColor.xyz *= vLightFront;\nelse\ngl_FragColor.xyz *= vLightBack;\n#else\ngl_FragColor.xyz *= vLightFront;\n#endif",THREE.ShaderChunk.lightmap_fragment,
+THREE.ShaderChunk.color_fragment,THREE.ShaderChunk.envmap_fragment,THREE.ShaderChunk.shadowmap_fragment,THREE.ShaderChunk.linear_to_gamma_fragment,THREE.ShaderChunk.fog_fragment,"}"].join("\n")},phong:{uniforms:THREE.UniformsUtils.merge([THREE.UniformsLib.common,THREE.UniformsLib.bump,THREE.UniformsLib.normalmap,THREE.UniformsLib.fog,THREE.UniformsLib.lights,THREE.UniformsLib.shadowmap,{ambient:{type:"c",value:new THREE.Color(16777215)},emissive:{type:"c",value:new THREE.Color(0)},specular:{type:"c",
+value:new THREE.Color(1118481)},shininess:{type:"f",value:30},wrapRGB:{type:"v3",value:new THREE.Vector3(1,1,1)}}]),vertexShader:["#define PHONG\nvarying vec3 vViewPosition;\nvarying vec3 vNormal;",THREE.ShaderChunk.map_pars_vertex,THREE.ShaderChunk.lightmap_pars_vertex,THREE.ShaderChunk.envmap_pars_vertex,THREE.ShaderChunk.lights_phong_pars_vertex,THREE.ShaderChunk.color_pars_vertex,THREE.ShaderChunk.morphtarget_pars_vertex,THREE.ShaderChunk.skinning_pars_vertex,THREE.ShaderChunk.shadowmap_pars_vertex,
+"void main() {",THREE.ShaderChunk.map_vertex,THREE.ShaderChunk.lightmap_vertex,THREE.ShaderChunk.color_vertex,THREE.ShaderChunk.morphnormal_vertex,THREE.ShaderChunk.skinbase_vertex,THREE.ShaderChunk.skinnormal_vertex,THREE.ShaderChunk.defaultnormal_vertex,"vNormal = normalize( transformedNormal );",THREE.ShaderChunk.morphtarget_vertex,THREE.ShaderChunk.skinning_vertex,THREE.ShaderChunk.default_vertex,"vViewPosition = -mvPosition.xyz;",THREE.ShaderChunk.worldpos_vertex,THREE.ShaderChunk.envmap_vertex,
+THREE.ShaderChunk.lights_phong_vertex,THREE.ShaderChunk.shadowmap_vertex,"}"].join("\n"),fragmentShader:["uniform vec3 diffuse;\nuniform float opacity;\nuniform vec3 ambient;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;",THREE.ShaderChunk.color_pars_fragment,THREE.ShaderChunk.map_pars_fragment,THREE.ShaderChunk.lightmap_pars_fragment,THREE.ShaderChunk.envmap_pars_fragment,THREE.ShaderChunk.fog_pars_fragment,THREE.ShaderChunk.lights_phong_pars_fragment,THREE.ShaderChunk.shadowmap_pars_fragment,
+THREE.ShaderChunk.bumpmap_pars_fragment,THREE.ShaderChunk.normalmap_pars_fragment,THREE.ShaderChunk.specularmap_pars_fragment,"void main() {\ngl_FragColor = vec4( vec3 ( 1.0 ), opacity );",THREE.ShaderChunk.map_fragment,THREE.ShaderChunk.alphatest_fragment,THREE.ShaderChunk.specularmap_fragment,THREE.ShaderChunk.lights_phong_fragment,THREE.ShaderChunk.lightmap_fragment,THREE.ShaderChunk.color_fragment,THREE.ShaderChunk.envmap_fragment,THREE.ShaderChunk.shadowmap_fragment,THREE.ShaderChunk.linear_to_gamma_fragment,
+THREE.ShaderChunk.fog_fragment,"}"].join("\n")},particle_basic:{uniforms:THREE.UniformsUtils.merge([THREE.UniformsLib.particle,THREE.UniformsLib.shadowmap]),vertexShader:["uniform float size;\nuniform float scale;",THREE.ShaderChunk.color_pars_vertex,THREE.ShaderChunk.shadowmap_pars_vertex,"void main() {",THREE.ShaderChunk.color_vertex,"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n#ifdef USE_SIZEATTENUATION\ngl_PointSize = size * ( scale / length( mvPosition.xyz ) );\n#else\ngl_PointSize = size;\n#endif\ngl_Position = projectionMatrix * mvPosition;",
+THREE.ShaderChunk.worldpos_vertex,THREE.ShaderChunk.shadowmap_vertex,"}"].join("\n"),fragmentShader:["uniform vec3 psColor;\nuniform float opacity;",THREE.ShaderChunk.color_pars_fragment,THREE.ShaderChunk.map_particle_pars_fragment,THREE.ShaderChunk.fog_pars_fragment,THREE.ShaderChunk.shadowmap_pars_fragment,"void main() {\ngl_FragColor = vec4( psColor, opacity );",THREE.ShaderChunk.map_particle_fragment,THREE.ShaderChunk.alphatest_fragment,THREE.ShaderChunk.color_fragment,THREE.ShaderChunk.shadowmap_fragment,
+THREE.ShaderChunk.fog_fragment,"}"].join("\n")},dashed:{uniforms:THREE.UniformsUtils.merge([THREE.UniformsLib.common,THREE.UniformsLib.fog,{scale:{type:"f",value:1},dashSize:{type:"f",value:1},totalSize:{type:"f",value:2}}]),vertexShader:["uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;",THREE.ShaderChunk.color_pars_vertex,"void main() {",THREE.ShaderChunk.color_vertex,"vLineDistance = scale * lineDistance;\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\ngl_Position = projectionMatrix * mvPosition;\n}"].join("\n"),
+fragmentShader:["uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;",THREE.ShaderChunk.color_pars_fragment,THREE.ShaderChunk.fog_pars_fragment,"void main() {\nif ( mod( vLineDistance, totalSize ) > dashSize ) {\ndiscard;\n}\ngl_FragColor = vec4( diffuse, opacity );",THREE.ShaderChunk.color_fragment,THREE.ShaderChunk.fog_fragment,"}"].join("\n")},depth:{uniforms:{mNear:{type:"f",value:1},mFar:{type:"f",value:2E3},opacity:{type:"f",
+value:1}},vertexShader:"void main() {\ngl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}",fragmentShader:"uniform float mNear;\nuniform float mFar;\nuniform float opacity;\nvoid main() {\nfloat depth = gl_FragCoord.z / gl_FragCoord.w;\nfloat color = 1.0 - smoothstep( mNear, mFar, depth );\ngl_FragColor = vec4( vec3( color ), opacity );\n}"},normal:{uniforms:{opacity:{type:"f",value:1}},vertexShader:["varying vec3 vNormal;",THREE.ShaderChunk.morphtarget_pars_vertex,"void main() {\nvNormal = normalize( normalMatrix * normal );",
+THREE.ShaderChunk.morphtarget_vertex,THREE.ShaderChunk.default_vertex,"}"].join("\n"),fragmentShader:"uniform float opacity;\nvarying vec3 vNormal;\nvoid main() {\ngl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );\n}"},normalmap:{uniforms:THREE.UniformsUtils.merge([THREE.UniformsLib.fog,THREE.UniformsLib.lights,THREE.UniformsLib.shadowmap,{enableAO:{type:"i",value:0},enableDiffuse:{type:"i",value:0},enableSpecular:{type:"i",value:0},enableReflection:{type:"i",value:0},enableDisplacement:{type:"i",
+value:0},tDisplacement:{type:"t",value:null},tDiffuse:{type:"t",value:null},tCube:{type:"t",value:null},tNormal:{type:"t",value:null},tSpecular:{type:"t",value:null},tAO:{type:"t",value:null},uNormalScale:{type:"v2",value:new THREE.Vector2(1,1)},uDisplacementBias:{type:"f",value:0},uDisplacementScale:{type:"f",value:1},uDiffuseColor:{type:"c",value:new THREE.Color(16777215)},uSpecularColor:{type:"c",value:new THREE.Color(1118481)},uAmbientColor:{type:"c",value:new THREE.Color(16777215)},uShininess:{type:"f",
+value:30},uOpacity:{type:"f",value:1},useRefract:{type:"i",value:0},uRefractionRatio:{type:"f",value:0.98},uReflectivity:{type:"f",value:0.5},uOffset:{type:"v2",value:new THREE.Vector2(0,0)},uRepeat:{type:"v2",value:new THREE.Vector2(1,1)},wrapRGB:{type:"v3",value:new THREE.Vector3(1,1,1)}}]),fragmentShader:["uniform vec3 uAmbientColor;\nuniform vec3 uDiffuseColor;\nuniform vec3 uSpecularColor;\nuniform float uShininess;\nuniform float uOpacity;\nuniform bool enableDiffuse;\nuniform bool enableSpecular;\nuniform bool enableAO;\nuniform bool enableReflection;\nuniform sampler2D tDiffuse;\nuniform sampler2D tNormal;\nuniform sampler2D tSpecular;\nuniform sampler2D tAO;\nuniform samplerCube tCube;\nuniform vec2 uNormalScale;\nuniform bool useRefract;\nuniform float uRefractionRatio;\nuniform float uReflectivity;\nvarying vec3 vTangent;\nvarying vec3 vBinormal;\nvarying vec3 vNormal;\nvarying vec2 vUv;\nuniform vec3 ambientLightColor;\n#if MAX_DIR_LIGHTS > 0\nuniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\nuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n#endif\n#if MAX_HEMI_LIGHTS > 0\nuniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];\nuniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];\nuniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];\n#endif\n#if MAX_POINT_LIGHTS > 0\nuniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\nuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\nuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n#endif\n#if MAX_SPOT_LIGHTS > 0\nuniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];\nuniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];\nuniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];\nuniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];\nuniform float spotLightExponent[ MAX_SPOT_LIGHTS ];\nuniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\n#endif\n#ifdef WRAP_AROUND\nuniform vec3 wrapRGB;\n#endif\nvarying vec3 vWorldPosition;\nvarying vec3 vViewPosition;",
+THREE.ShaderChunk.shadowmap_pars_fragment,THREE.ShaderChunk.fog_pars_fragment,"void main() {\ngl_FragColor = vec4( vec3( 1.0 ), uOpacity );\nvec3 specularTex = vec3( 1.0 );\nvec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;\nnormalTex.xy *= uNormalScale;\nnormalTex = normalize( normalTex );\nif( enableDiffuse ) {\n#ifdef GAMMA_INPUT\nvec4 texelColor = texture2D( tDiffuse, vUv );\ntexelColor.xyz *= texelColor.xyz;\ngl_FragColor = gl_FragColor * texelColor;\n#else\ngl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );\n#endif\n}\nif( enableAO ) {\n#ifdef GAMMA_INPUT\nvec4 aoColor = texture2D( tAO, vUv );\naoColor.xyz *= aoColor.xyz;\ngl_FragColor.xyz = gl_FragColor.xyz * aoColor.xyz;\n#else\ngl_FragColor.xyz = gl_FragColor.xyz * texture2D( tAO, vUv ).xyz;\n#endif\n}\nif( enableSpecular )\nspecularTex = texture2D( tSpecular, vUv ).xyz;\nmat3 tsb = mat3( normalize( vTangent ), normalize( vBinormal ), normalize( vNormal ) );\nvec3 finalNormal = tsb * normalTex;\n#ifdef FLIP_SIDED\nfinalNormal = -finalNormal;\n#endif\nvec3 normal = normalize( finalNormal );\nvec3 viewPosition = normalize( vViewPosition );\n#if MAX_POINT_LIGHTS > 0\nvec3 pointDiffuse = vec3( 0.0 );\nvec3 pointSpecular = vec3( 0.0 );\nfor ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\nvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\nvec3 pointVector = lPosition.xyz + vViewPosition.xyz;\nfloat pointDistance = 1.0;\nif ( pointLightDistance[ i ] > 0.0 )\npointDistance = 1.0 - min( ( length( pointVector ) / pointLightDistance[ i ] ), 1.0 );\npointVector = normalize( pointVector );\n#ifdef WRAP_AROUND\nfloat pointDiffuseWeightFull = max( dot( normal, pointVector ), 0.0 );\nfloat pointDiffuseWeightHalf = max( 0.5 * dot( normal, pointVector ) + 0.5, 0.0 );\nvec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );\n#else\nfloat pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );\n#endif\npointDiffuse += pointDistance * pointLightColor[ i ] * uDiffuseColor * pointDiffuseWeight;\nvec3 pointHalfVector = normalize( pointVector + viewPosition );\nfloat pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );\nfloat pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, uShininess ), 0.0 );\n#ifdef PHYSICALLY_BASED_SHADING\nfloat specularNormalization = ( uShininess + 2.0001 ) / 8.0;\nvec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( pointVector, pointHalfVector ), 5.0 );\npointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance * specularNormalization;\n#else\npointSpecular += pointDistance * pointLightColor[ i ] * uSpecularColor * pointSpecularWeight * pointDiffuseWeight;\n#endif\n}\n#endif\n#if MAX_SPOT_LIGHTS > 0\nvec3 spotDiffuse = vec3( 0.0 );\nvec3 spotSpecular = vec3( 0.0 );\nfor ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\nvec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );\nvec3 spotVector = lPosition.xyz + vViewPosition.xyz;\nfloat spotDistance = 1.0;\nif ( spotLightDistance[ i ] > 0.0 )\nspotDistance = 1.0 - min( ( length( spotVector ) / spotLightDistance[ i ] ), 1.0 );\nspotVector = normalize( spotVector );\nfloat spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );\nif ( spotEffect > spotLightAngleCos[ i ] ) {\nspotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );\n#ifdef WRAP_AROUND\nfloat spotDiffuseWeightFull = max( dot( normal, spotVector ), 0.0 );\nfloat spotDiffuseWeightHalf = max( 0.5 * dot( normal, spotVector ) + 0.5, 0.0 );\nvec3 spotDiffuseWeight = mix( vec3 ( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );\n#else\nfloat spotDiffuseWeight = max( dot( normal, spotVector ), 0.0 );\n#endif\nspotDiffuse += spotDistance * spotLightColor[ i ] * uDiffuseColor * spotDiffuseWeight * spotEffect;\nvec3 spotHalfVector = normalize( spotVector + viewPosition );\nfloat spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );\nfloat spotSpecularWeight = specularTex.r * max( pow( spotDotNormalHalf, uShininess ), 0.0 );\n#ifdef PHYSICALLY_BASED_SHADING\nfloat specularNormalization = ( uShininess + 2.0001 ) / 8.0;\nvec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( spotVector, spotHalfVector ), 5.0 );\nspotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * spotDistance * specularNormalization * spotEffect;\n#else\nspotSpecular += spotDistance * spotLightColor[ i ] * uSpecularColor * spotSpecularWeight * spotDiffuseWeight * spotEffect;\n#endif\n}\n}\n#endif\n#if MAX_DIR_LIGHTS > 0\nvec3 dirDiffuse = vec3( 0.0 );\nvec3 dirSpecular = vec3( 0.0 );\nfor( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {\nvec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\nvec3 dirVector = normalize( lDirection.xyz );\n#ifdef WRAP_AROUND\nfloat directionalLightWeightingFull = max( dot( normal, dirVector ), 0.0 );\nfloat directionalLightWeightingHalf = max( 0.5 * dot( normal, dirVector ) + 0.5, 0.0 );\nvec3 dirDiffuseWeight = mix( vec3( directionalLightWeightingFull ), vec3( directionalLightWeightingHalf ), wrapRGB );\n#else\nfloat dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );\n#endif\ndirDiffuse += directionalLightColor[ i ] * uDiffuseColor * dirDiffuseWeight;\nvec3 dirHalfVector = normalize( dirVector + viewPosition );\nfloat dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );\nfloat dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, uShininess ), 0.0 );\n#ifdef PHYSICALLY_BASED_SHADING\nfloat specularNormalization = ( uShininess + 2.0001 ) / 8.0;\nvec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( dirVector, dirHalfVector ), 5.0 );\ndirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;\n#else\ndirSpecular += directionalLightColor[ i ] * uSpecularColor * dirSpecularWeight * dirDiffuseWeight;\n#endif\n}\n#endif\n#if MAX_HEMI_LIGHTS > 0\nvec3 hemiDiffuse = vec3( 0.0 );\nvec3 hemiSpecular = vec3( 0.0 );\nfor( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {\nvec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );\nvec3 lVector = normalize( lDirection.xyz );\nfloat dotProduct = dot( normal, lVector );\nfloat hemiDiffuseWeight = 0.5 * dotProduct + 0.5;\nvec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );\nhemiDiffuse += uDiffuseColor * hemiColor;\nvec3 hemiHalfVectorSky = normalize( lVector + viewPosition );\nfloat hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;\nfloat hemiSpecularWeightSky = specularTex.r * max( pow( hemiDotNormalHalfSky, uShininess ), 0.0 );\nvec3 lVectorGround = -lVector;\nvec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );\nfloat hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;\nfloat hemiSpecularWeightGround = specularTex.r * max( pow( hemiDotNormalHalfGround, uShininess ), 0.0 );\n#ifdef PHYSICALLY_BASED_SHADING\nfloat dotProductGround = dot( normal, lVectorGround );\nfloat specularNormalization = ( uShininess + 2.0001 ) / 8.0;\nvec3 schlickSky = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( lVector, hemiHalfVectorSky ), 5.0 );\nvec3 schlickGround = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 5.0 );\nhemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );\n#else\nhemiSpecular += uSpecularColor * hemiColor * ( hemiSpecularWeightSky + hemiSpecularWeightGround ) * hemiDiffuseWeight;\n#endif\n}\n#endif\nvec3 totalDiffuse = vec3( 0.0 );\nvec3 totalSpecular = vec3( 0.0 );\n#if MAX_DIR_LIGHTS > 0\ntotalDiffuse += dirDiffuse;\ntotalSpecular += dirSpecular;\n#endif\n#if MAX_HEMI_LIGHTS > 0\ntotalDiffuse += hemiDiffuse;\ntotalSpecular += hemiSpecular;\n#endif\n#if MAX_POINT_LIGHTS > 0\ntotalDiffuse += pointDiffuse;\ntotalSpecular += pointSpecular;\n#endif\n#if MAX_SPOT_LIGHTS > 0\ntotalDiffuse += spotDiffuse;\ntotalSpecular += spotSpecular;\n#endif\n#ifdef METAL\ngl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * uAmbientColor + totalSpecular );\n#else\ngl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * uAmbientColor ) + totalSpecular;\n#endif\nif ( enableReflection ) {\nvec3 vReflect;\nvec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\nif ( useRefract ) {\nvReflect = refract( cameraToVertex, normal, uRefractionRatio );\n} else {\nvReflect = reflect( cameraToVertex, normal );\n}\nvec4 cubeColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );\n#ifdef GAMMA_INPUT\ncubeColor.xyz *= cubeColor.xyz;\n#endif\ngl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularTex.r * uReflectivity );\n}",
+THREE.ShaderChunk.shadowmap_fragment,THREE.ShaderChunk.linear_to_gamma_fragment,THREE.ShaderChunk.fog_fragment,"}"].join("\n"),vertexShader:["attribute vec4 tangent;\nuniform vec2 uOffset;\nuniform vec2 uRepeat;\nuniform bool enableDisplacement;\n#ifdef VERTEX_TEXTURES\nuniform sampler2D tDisplacement;\nuniform float uDisplacementScale;\nuniform float uDisplacementBias;\n#endif\nvarying vec3 vTangent;\nvarying vec3 vBinormal;\nvarying vec3 vNormal;\nvarying vec2 vUv;\nvarying vec3 vWorldPosition;\nvarying vec3 vViewPosition;",
+THREE.ShaderChunk.skinning_pars_vertex,THREE.ShaderChunk.shadowmap_pars_vertex,"void main() {",THREE.ShaderChunk.skinbase_vertex,THREE.ShaderChunk.skinnormal_vertex,"#ifdef USE_SKINNING\nvNormal = normalize( normalMatrix * skinnedNormal.xyz );\nvec4 skinnedTangent = skinMatrix * vec4( tangent.xyz, 0.0 );\nvTangent = normalize( normalMatrix * skinnedTangent.xyz );\n#else\nvNormal = normalize( normalMatrix * normal );\nvTangent = normalize( normalMatrix * tangent.xyz );\n#endif\nvBinormal = normalize( cross( vNormal, vTangent ) * tangent.w );\nvUv = uv * uRepeat + uOffset;\nvec3 displacedPosition;\n#ifdef VERTEX_TEXTURES\nif ( enableDisplacement ) {\nvec3 dv = texture2D( tDisplacement, uv ).xyz;\nfloat df = uDisplacementScale * dv.x + uDisplacementBias;\ndisplacedPosition = position + normalize( normal ) * df;\n} else {\n#ifdef USE_SKINNING\nvec4 skinVertex = vec4( position, 1.0 );\nvec4 skinned = boneMatX * skinVertex * skinWeight.x;\nskinned \t += boneMatY * skinVertex * skinWeight.y;\ndisplacedPosition = skinned.xyz;\n#else\ndisplacedPosition = position;\n#endif\n}\n#else\n#ifdef USE_SKINNING\nvec4 skinVertex = vec4( position, 1.0 );\nvec4 skinned = boneMatX * skinVertex * skinWeight.x;\nskinned \t += boneMatY * skinVertex * skinWeight.y;\ndisplacedPosition = skinned.xyz;\n#else\ndisplacedPosition = position;\n#endif\n#endif\nvec4 mvPosition = modelViewMatrix * vec4( displacedPosition, 1.0 );\nvec4 worldPosition = modelMatrix * vec4( displacedPosition, 1.0 );\ngl_Position = projectionMatrix * mvPosition;\nvWorldPosition = worldPosition.xyz;\nvViewPosition = -mvPosition.xyz;\n#ifdef USE_SHADOWMAP\nfor( int i = 0; i < MAX_SHADOWS; i ++ ) {\nvShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;\n}\n#endif\n}"].join("\n")},
+cube:{uniforms:{tCube:{type:"t",value:null},tFlip:{type:"f",value:-1}},vertexShader:"varying vec3 vWorldPosition;\nvoid main() {\nvec4 worldPosition = modelMatrix * vec4( position, 1.0 );\nvWorldPosition = worldPosition.xyz;\ngl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}",fragmentShader:"uniform samplerCube tCube;\nuniform float tFlip;\nvarying vec3 vWorldPosition;\nvoid main() {\ngl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );\n}"},
+depthRGBA:{uniforms:{},vertexShader:[THREE.ShaderChunk.morphtarget_pars_vertex,THREE.ShaderChunk.skinning_pars_vertex,"void main() {",THREE.ShaderChunk.skinbase_vertex,THREE.ShaderChunk.morphtarget_vertex,THREE.ShaderChunk.skinning_vertex,THREE.ShaderChunk.default_vertex,"}"].join("\n"),fragmentShader:"vec4 pack_depth( const in float depth ) {\nconst vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );\nconst vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );\nvec4 res = fract( depth * bit_shift );\nres -= res.xxyz * bit_mask;\nreturn res;\n}\nvoid main() {\ngl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );\n}"}};THREE.WebGLRenderer=function(a){function b(a){if(a.__webglCustomAttributesList)for(var b in a.__webglCustomAttributesList)k.deleteBuffer(a.__webglCustomAttributesList[b].buffer)}function c(a,b){var c=a.vertices.length,d=b.material;if(d.attributes){void 0===a.__webglCustomAttributesList&&(a.__webglCustomAttributesList=[]);for(var e in d.attributes){var f=d.attributes[e];if(!f.__webglInitialized||f.createUniqueBuffers){f.__webglInitialized=!0;var g=1;"v2"===f.type?g=2:"v3"===f.type?g=3:"v4"===f.type?
+g=4:"c"===f.type&&(g=3);f.size=g;f.array=new Float32Array(c*g);f.buffer=k.createBuffer();f.buffer.belongsToAttribute=e;f.needsUpdate=!0}a.__webglCustomAttributesList.push(f)}}}function d(a,b){var c=b.geometry,d=a.faces3,h=a.faces4,i=3*d.length+4*h.length,j=1*d.length+2*h.length,h=3*d.length+4*h.length,d=e(b,a),p=g(d),m=f(d),l=d.vertexColors?d.vertexColors:!1;a.__vertexArray=new Float32Array(3*i);m&&(a.__normalArray=new Float32Array(3*i));c.hasTangents&&(a.__tangentArray=new Float32Array(4*i));l&&
+(a.__colorArray=new Float32Array(3*i));if(p){if(0<c.faceUvs.length||0<c.faceVertexUvs.length)a.__uvArray=new Float32Array(2*i);if(1<c.faceUvs.length||1<c.faceVertexUvs.length)a.__uv2Array=new Float32Array(2*i)}b.geometry.skinWeights.length&&b.geometry.skinIndices.length&&(a.__skinIndexArray=new Float32Array(4*i),a.__skinWeightArray=new Float32Array(4*i));a.__faceArray=new Uint16Array(3*j);a.__lineArray=new Uint16Array(2*h);if(a.numMorphTargets){a.__morphTargetsArrays=[];c=0;for(p=a.numMorphTargets;c<
+p;c++)a.__morphTargetsArrays.push(new Float32Array(3*i))}if(a.numMorphNormals){a.__morphNormalsArrays=[];c=0;for(p=a.numMorphNormals;c<p;c++)a.__morphNormalsArrays.push(new Float32Array(3*i))}a.__webglFaceCount=3*j;a.__webglLineCount=2*h;if(d.attributes){void 0===a.__webglCustomAttributesList&&(a.__webglCustomAttributesList=[]);for(var n in d.attributes){var j=d.attributes[n],c={},q;for(q in j)c[q]=j[q];if(!c.__webglInitialized||c.createUniqueBuffers)c.__webglInitialized=!0,h=1,"v2"===c.type?h=2:
+"v3"===c.type?h=3:"v4"===c.type?h=4:"c"===c.type&&(h=3),c.size=h,c.array=new Float32Array(i*h),c.buffer=k.createBuffer(),c.buffer.belongsToAttribute=n,j.needsUpdate=!0,c.__original=j;a.__webglCustomAttributesList.push(c)}}a.__inittedArrays=!0}function e(a,b){return a.material instanceof THREE.MeshFaceMaterial?a.material.materials[b.materialIndex]:a.material}function f(a){return a instanceof THREE.MeshBasicMaterial&&!a.envMap||a instanceof THREE.MeshDepthMaterial?!1:a&&void 0!==a.shading&&a.shading===
+THREE.SmoothShading?THREE.SmoothShading:THREE.FlatShading}function g(a){return a.map||a.lightMap||a.bumpMap||a.normalMap||a.specularMap||a instanceof THREE.ShaderMaterial?!0:!1}function h(a){Sa[a]||(k.enableVertexAttribArray(a),Sa[a]=!0)}function i(){for(var a in Sa)Sa[a]&&(k.disableVertexAttribArray(a),Sa[a]=!1)}function j(a,b){return a.z!==b.z?b.z-a.z:a.id-b.id}function m(a,b){return b[0]-a[0]}function p(a,b,c){if(a.length)for(var d=0,e=a.length;d<e;d++)na=Ka=null,La=pa=Y=X=sa=Za=ia=-1,Qa=!0,a[d].render(b,
+c,Sb,Tb),na=Ka=null,La=pa=Y=X=sa=Za=ia=-1,Qa=!0}function l(a,b,c,d,e,f,g,h){var i,k,j,p;b?(k=a.length-1,p=b=-1):(k=0,b=a.length,p=1);for(var m=k;m!==b;m+=p)if(i=a[m],i.render){k=i.object;j=i.buffer;if(h)i=h;else{i=i[c];if(!i)continue;g&&N.setBlending(i.blending,i.blendEquation,i.blendSrc,i.blendDst);N.setDepthTest(i.depthTest);N.setDepthWrite(i.depthWrite);K(i.polygonOffset,i.polygonOffsetFactor,i.polygonOffsetUnits)}N.setMaterialFaces(i);j instanceof THREE.BufferGeometry?N.renderBufferDirect(d,e,
+f,i,j,k):N.renderBuffer(d,e,f,i,j,k)}}function r(a,b,c,d,e,f,g){for(var h,i,k=0,j=a.length;k<j;k++)if(h=a[k],i=h.object,i.visible){if(g)h=g;else{h=h[b];if(!h)continue;f&&N.setBlending(h.blending,h.blendEquation,h.blendSrc,h.blendDst);N.setDepthTest(h.depthTest);N.setDepthWrite(h.depthWrite);K(h.polygonOffset,h.polygonOffsetFactor,h.polygonOffsetUnits)}N.renderImmediateObject(c,d,e,h,i)}}function s(a,b){var e,f,g,h;if(void 0===a.__webglInit&&(a.__webglInit=!0,a._modelViewMatrix=new THREE.Matrix4,a._normalMatrix=
+new THREE.Matrix3,void 0!==a.geometry&&void 0===a.geometry.__webglInit&&(a.geometry.__webglInit=!0,a.geometry.addEventListener("dispose",fc)),f=a.geometry,void 0!==f))if(f instanceof THREE.BufferGeometry){var i,j;for(i in f.attributes)j="index"===i?k.ELEMENT_ARRAY_BUFFER:k.ARRAY_BUFFER,h=f.attributes[i],h.buffer=k.createBuffer(),k.bindBuffer(j,h.buffer),k.bufferData(j,h.array,k.STATIC_DRAW)}else if(a instanceof THREE.Mesh){g=a.material;if(void 0===f.geometryGroups){i=f;var p,m,l,q,r;j={};var s=i.morphTargets.length,
+t=i.morphNormals.length,u=g instanceof THREE.MeshFaceMaterial;i.geometryGroups={};g=0;for(p=i.faces.length;g<p;g++)m=i.faces[g],l=u?m.materialIndex:0,void 0===j[l]&&(j[l]={hash:l,counter:0}),r=j[l].hash+"_"+j[l].counter,void 0===i.geometryGroups[r]&&(i.geometryGroups[r]={faces3:[],faces4:[],materialIndex:l,vertices:0,numMorphTargets:s,numMorphNormals:t}),q=m instanceof THREE.Face3?3:4,65535<i.geometryGroups[r].vertices+q&&(j[l].counter+=1,r=j[l].hash+"_"+j[l].counter,void 0===i.geometryGroups[r]&&
+(i.geometryGroups[r]={faces3:[],faces4:[],materialIndex:l,vertices:0,numMorphTargets:s,numMorphNormals:t})),m instanceof THREE.Face3?i.geometryGroups[r].faces3.push(g):i.geometryGroups[r].faces4.push(g),i.geometryGroups[r].vertices+=q;i.geometryGroupsList=[];for(h in i.geometryGroups)i.geometryGroups[h].id=aa++,i.geometryGroupsList.push(i.geometryGroups[h])}for(e in f.geometryGroups)if(h=f.geometryGroups[e],!h.__webglVertexBuffer){i=h;i.__webglVertexBuffer=k.createBuffer();i.__webglNormalBuffer=k.createBuffer();
+i.__webglTangentBuffer=k.createBuffer();i.__webglColorBuffer=k.createBuffer();i.__webglUVBuffer=k.createBuffer();i.__webglUV2Buffer=k.createBuffer();i.__webglSkinIndicesBuffer=k.createBuffer();i.__webglSkinWeightsBuffer=k.createBuffer();i.__webglFaceBuffer=k.createBuffer();i.__webglLineBuffer=k.createBuffer();s=j=void 0;if(i.numMorphTargets){i.__webglMorphTargetsBuffers=[];j=0;for(s=i.numMorphTargets;j<s;j++)i.__webglMorphTargetsBuffers.push(k.createBuffer())}if(i.numMorphNormals){i.__webglMorphNormalsBuffers=
+[];j=0;for(s=i.numMorphNormals;j<s;j++)i.__webglMorphNormalsBuffers.push(k.createBuffer())}N.info.memory.geometries++;d(h,a);f.verticesNeedUpdate=!0;f.morphTargetsNeedUpdate=!0;f.elementsNeedUpdate=!0;f.uvsNeedUpdate=!0;f.normalsNeedUpdate=!0;f.tangentsNeedUpdate=!0;f.colorsNeedUpdate=!0}}else a instanceof THREE.Ribbon?f.__webglVertexBuffer||(h=f,h.__webglVertexBuffer=k.createBuffer(),h.__webglColorBuffer=k.createBuffer(),h.__webglNormalBuffer=k.createBuffer(),N.info.memory.geometries++,h=f,i=h.vertices.length,
+h.__vertexArray=new Float32Array(3*i),h.__colorArray=new Float32Array(3*i),h.__normalArray=new Float32Array(3*i),h.__webglVertexCount=i,c(h,a),f.verticesNeedUpdate=!0,f.colorsNeedUpdate=!0,f.normalsNeedUpdate=!0):a instanceof THREE.Line?f.__webglVertexBuffer||(h=f,h.__webglVertexBuffer=k.createBuffer(),h.__webglColorBuffer=k.createBuffer(),h.__webglLineDistanceBuffer=k.createBuffer(),N.info.memory.geometries++,h=f,i=h.vertices.length,h.__vertexArray=new Float32Array(3*i),h.__colorArray=new Float32Array(3*
+i),h.__lineDistanceArray=new Float32Array(1*i),h.__webglLineCount=i,c(h,a),f.verticesNeedUpdate=!0,f.colorsNeedUpdate=!0,f.lineDistancesNeedUpdate=!0):a instanceof THREE.ParticleSystem&&!f.__webglVertexBuffer&&(h=f,h.__webglVertexBuffer=k.createBuffer(),h.__webglColorBuffer=k.createBuffer(),N.info.memory.geometries++,h=f,i=h.vertices.length,h.__vertexArray=new Float32Array(3*i),h.__colorArray=new Float32Array(3*i),h.__sortArray=[],h.__webglParticleCount=i,c(h,a),f.verticesNeedUpdate=!0,f.colorsNeedUpdate=
+!0);if(void 0===a.__webglActive){if(a instanceof THREE.Mesh)if(f=a.geometry,f instanceof THREE.BufferGeometry)n(b.__webglObjects,f,a);else{if(f instanceof THREE.Geometry)for(e in f.geometryGroups)h=f.geometryGroups[e],n(b.__webglObjects,h,a)}else a instanceof THREE.Ribbon||a instanceof THREE.Line||a instanceof THREE.ParticleSystem?(f=a.geometry,n(b.__webglObjects,f,a)):a instanceof THREE.ImmediateRenderObject||a.immediateRenderCallback?b.__webglObjectsImmediate.push({object:a,opaque:null,transparent:null}):
+a instanceof THREE.Sprite?b.__webglSprites.push(a):a instanceof THREE.LensFlare&&b.__webglFlares.push(a);a.__webglActive=!0}}function n(a,b,c){a.push({buffer:b,object:c,opaque:null,transparent:null})}function q(a){for(var b in a.attributes)if(a.attributes[b].needsUpdate)return!0;return!1}function y(a){for(var b in a.attributes)a.attributes[b].needsUpdate=!1}function u(a,b){a instanceof THREE.Mesh||a instanceof THREE.ParticleSystem||a instanceof THREE.Ribbon||a instanceof THREE.Line?x(b.__webglObjects,
+a):a instanceof THREE.Sprite?t(b.__webglSprites,a):a instanceof THREE.LensFlare?t(b.__webglFlares,a):(a instanceof THREE.ImmediateRenderObject||a.immediateRenderCallback)&&x(b.__webglObjectsImmediate,a);delete a.__webglActive}function x(a,b){for(var c=a.length-1;0<=c;c--)a[c].object===b&&a.splice(c,1)}function t(a,b){for(var c=a.length-1;0<=c;c--)a[c]===b&&a.splice(c,1)}function E(a,b,c,d,e){W=0;d.needsUpdate&&(d.program&&oc(d),N.initMaterial(d,b,c,e),d.needsUpdate=!1);d.morphTargets&&!e.__webglMorphTargetInfluences&&
+(e.__webglMorphTargetInfluences=new Float32Array(N.maxMorphTargets));var f=!1,g=d.program,h=g.uniforms,i=d.uniforms;g!==Ka&&(k.useProgram(g),Ka=g,f=!0);d.id!==La&&(La=d.id,f=!0);if(f||a!==na)k.uniformMatrix4fv(h.projectionMatrix,!1,a.projectionMatrix.elements),a!==na&&(na=a);if(d.skinning)if(dc&&e.useVertexTexture){if(null!==h.boneTexture){var j=J();k.uniform1i(h.boneTexture,j);N.setTexture(e.boneTexture,j)}}else null!==h.boneGlobalMatrices&&k.uniformMatrix4fv(h.boneGlobalMatrices,!1,e.boneMatrices);
+if(f){c&&d.fog&&(i.fogColor.value=c.color,c instanceof THREE.Fog?(i.fogNear.value=c.near,i.fogFar.value=c.far):c instanceof THREE.FogExp2&&(i.fogDensity.value=c.density));if(d instanceof THREE.MeshPhongMaterial||d instanceof THREE.MeshLambertMaterial||d.lights){if(Qa){for(var p,l=j=0,m=0,n,q,r,s=ub,t=s.directional.colors,u=s.directional.positions,x=s.point.colors,y=s.point.positions,E=s.point.distances,C=s.spot.colors,G=s.spot.positions,H=s.spot.distances,D=s.spot.directions,L=s.spot.anglesCos,K=
+s.spot.exponents,O=s.hemi.skyColors,A=s.hemi.groundColors,U=s.hemi.positions,P=0,V=0,ea=0,X=0,aa=0,S=0,T=0,R=0,Q=p=0,c=r=Q=0,f=b.length;c<f;c++)p=b[c],p.onlyShadow||(n=p.color,q=p.intensity,r=p.distance,p instanceof THREE.AmbientLight?p.visible&&(N.gammaInput?(j+=n.r*n.r,l+=n.g*n.g,m+=n.b*n.b):(j+=n.r,l+=n.g,m+=n.b)):p instanceof THREE.DirectionalLight?(aa+=1,p.visible&&(za.getPositionFromMatrix(p.matrixWorld),Na.getPositionFromMatrix(p.target.matrixWorld),za.sub(Na),za.normalize(),0===za.x&&0===
+za.y&&0===za.z||(p=3*P,u[p]=za.x,u[p+1]=za.y,u[p+2]=za.z,N.gammaInput?F(t,p,n,q*q):z(t,p,n,q),P+=1))):p instanceof THREE.PointLight?(S+=1,p.visible&&(Q=3*V,N.gammaInput?F(x,Q,n,q*q):z(x,Q,n,q),Na.getPositionFromMatrix(p.matrixWorld),y[Q]=Na.x,y[Q+1]=Na.y,y[Q+2]=Na.z,E[V]=r,V+=1)):p instanceof THREE.SpotLight?(T+=1,p.visible&&(Q=3*ea,N.gammaInput?F(C,Q,n,q*q):z(C,Q,n,q),Na.getPositionFromMatrix(p.matrixWorld),G[Q]=Na.x,G[Q+1]=Na.y,G[Q+2]=Na.z,H[ea]=r,za.copy(Na),Na.getPositionFromMatrix(p.target.matrixWorld),
+za.sub(Na),za.normalize(),D[Q]=za.x,D[Q+1]=za.y,D[Q+2]=za.z,L[ea]=Math.cos(p.angle),K[ea]=p.exponent,ea+=1)):p instanceof THREE.HemisphereLight&&(R+=1,p.visible&&(za.getPositionFromMatrix(p.matrixWorld),za.normalize(),0===za.x&&0===za.y&&0===za.z||(r=3*X,U[r]=za.x,U[r+1]=za.y,U[r+2]=za.z,n=p.color,p=p.groundColor,N.gammaInput?(q*=q,F(O,r,n,q),F(A,r,p,q)):(z(O,r,n,q),z(A,r,p,q)),X+=1))));c=3*P;for(f=Math.max(t.length,3*aa);c<f;c++)t[c]=0;c=3*V;for(f=Math.max(x.length,3*S);c<f;c++)x[c]=0;c=3*ea;for(f=
+Math.max(C.length,3*T);c<f;c++)C[c]=0;c=3*X;for(f=Math.max(O.length,3*R);c<f;c++)O[c]=0;c=3*X;for(f=Math.max(A.length,3*R);c<f;c++)A[c]=0;s.directional.length=P;s.point.length=V;s.spot.length=ea;s.hemi.length=X;s.ambient[0]=j;s.ambient[1]=l;s.ambient[2]=m;Qa=!1}c=ub;i.ambientLightColor.value=c.ambient;i.directionalLightColor.value=c.directional.colors;i.directionalLightDirection.value=c.directional.positions;i.pointLightColor.value=c.point.colors;i.pointLightPosition.value=c.point.positions;i.pointLightDistance.value=
+c.point.distances;i.spotLightColor.value=c.spot.colors;i.spotLightPosition.value=c.spot.positions;i.spotLightDistance.value=c.spot.distances;i.spotLightDirection.value=c.spot.directions;i.spotLightAngleCos.value=c.spot.anglesCos;i.spotLightExponent.value=c.spot.exponents;i.hemisphereLightSkyColor.value=c.hemi.skyColors;i.hemisphereLightGroundColor.value=c.hemi.groundColors;i.hemisphereLightDirection.value=c.hemi.positions}if(d instanceof THREE.MeshBasicMaterial||d instanceof THREE.MeshLambertMaterial||
+d instanceof THREE.MeshPhongMaterial){i.opacity.value=d.opacity;N.gammaInput?i.diffuse.value.copyGammaToLinear(d.color):i.diffuse.value=d.color;i.map.value=d.map;i.lightMap.value=d.lightMap;i.specularMap.value=d.specularMap;d.bumpMap&&(i.bumpMap.value=d.bumpMap,i.bumpScale.value=d.bumpScale);d.normalMap&&(i.normalMap.value=d.normalMap,i.normalScale.value.copy(d.normalScale));var Y;d.map?Y=d.map:d.specularMap?Y=d.specularMap:d.normalMap?Y=d.normalMap:d.bumpMap&&(Y=d.bumpMap);void 0!==Y&&(c=Y.offset,
+Y=Y.repeat,i.offsetRepeat.value.set(c.x,c.y,Y.x,Y.y));i.envMap.value=d.envMap;i.flipEnvMap.value=d.envMap instanceof THREE.WebGLRenderTargetCube?1:-1;i.reflectivity.value=d.reflectivity;i.refractionRatio.value=d.refractionRatio;i.combine.value=d.combine;i.useRefract.value=d.envMap&&d.envMap.mapping instanceof THREE.CubeRefractionMapping}d instanceof THREE.LineBasicMaterial?(i.diffuse.value=d.color,i.opacity.value=d.opacity):d instanceof THREE.LineDashedMaterial?(i.diffuse.value=d.color,i.opacity.value=
+d.opacity,i.dashSize.value=d.dashSize,i.totalSize.value=d.dashSize+d.gapSize,i.scale.value=d.scale):d instanceof THREE.ParticleBasicMaterial?(i.psColor.value=d.color,i.opacity.value=d.opacity,i.size.value=d.size,i.scale.value=M.height/2,i.map.value=d.map):d instanceof THREE.MeshPhongMaterial?(i.shininess.value=d.shininess,N.gammaInput?(i.ambient.value.copyGammaToLinear(d.ambient),i.emissive.value.copyGammaToLinear(d.emissive),i.specular.value.copyGammaToLinear(d.specular)):(i.ambient.value=d.ambient,
+i.emissive.value=d.emissive,i.specular.value=d.specular),d.wrapAround&&i.wrapRGB.value.copy(d.wrapRGB)):d instanceof THREE.MeshLambertMaterial?(N.gammaInput?(i.ambient.value.copyGammaToLinear(d.ambient),i.emissive.value.copyGammaToLinear(d.emissive)):(i.ambient.value=d.ambient,i.emissive.value=d.emissive),d.wrapAround&&i.wrapRGB.value.copy(d.wrapRGB)):d instanceof THREE.MeshDepthMaterial?(i.mNear.value=a.near,i.mFar.value=a.far,i.opacity.value=d.opacity):d instanceof THREE.MeshNormalMaterial&&(i.opacity.value=
+d.opacity);if(e.receiveShadow&&!d._shadowPass&&i.shadowMatrix){c=Y=0;for(f=b.length;c<f;c++)if(j=b[c],j.castShadow&&(j instanceof THREE.SpotLight||j instanceof THREE.DirectionalLight&&!j.shadowCascade))i.shadowMap.value[Y]=j.shadowMap,i.shadowMapSize.value[Y]=j.shadowMapSize,i.shadowMatrix.value[Y]=j.shadowMatrix,i.shadowDarkness.value[Y]=j.shadowDarkness,i.shadowBias.value[Y]=j.shadowBias,Y++}b=d.uniformsList;i=0;for(Y=b.length;i<Y;i++)if(f=g.uniforms[b[i][1]])if(c=b[i][0],l=c.type,j=c.value,"i"===
+l)k.uniform1i(f,j);else if("f"===l)k.uniform1f(f,j);else if("v2"===l)k.uniform2f(f,j.x,j.y);else if("v3"===l)k.uniform3f(f,j.x,j.y,j.z);else if("v4"===l)k.uniform4f(f,j.x,j.y,j.z,j.w);else if("c"===l)k.uniform3f(f,j.r,j.g,j.b);else if("iv1"===l)k.uniform1iv(f,j);else if("iv"===l)k.uniform3iv(f,j);else if("fv1"===l)k.uniform1fv(f,j);else if("fv"===l)k.uniform3fv(f,j);else if("v2v"===l){void 0===c._array&&(c._array=new Float32Array(2*j.length));l=0;for(m=j.length;l<m;l++)s=2*l,c._array[s]=j[l].x,c._array[s+
+1]=j[l].y;k.uniform2fv(f,c._array)}else if("v3v"===l){void 0===c._array&&(c._array=new Float32Array(3*j.length));l=0;for(m=j.length;l<m;l++)s=3*l,c._array[s]=j[l].x,c._array[s+1]=j[l].y,c._array[s+2]=j[l].z;k.uniform3fv(f,c._array)}else if("v4v"===l){void 0===c._array&&(c._array=new Float32Array(4*j.length));l=0;for(m=j.length;l<m;l++)s=4*l,c._array[s]=j[l].x,c._array[s+1]=j[l].y,c._array[s+2]=j[l].z,c._array[s+3]=j[l].w;k.uniform4fv(f,c._array)}else if("m4"===l)void 0===c._array&&(c._array=new Float32Array(16)),
+j.flattenToArray(c._array),k.uniformMatrix4fv(f,!1,c._array);else if("m4v"===l){void 0===c._array&&(c._array=new Float32Array(16*j.length));l=0;for(m=j.length;l<m;l++)j[l].flattenToArrayOffset(c._array,16*l);k.uniformMatrix4fv(f,!1,c._array)}else if("t"===l){if(s=j,j=J(),k.uniform1i(f,j),s)if(s.image instanceof Array&&6===s.image.length){if(c=s,f=j,6===c.image.length)if(c.needsUpdate){c.image.__webglTextureCube||(c.image.__webglTextureCube=k.createTexture(),N.info.memory.textures++);k.activeTexture(k.TEXTURE0+
+f);k.bindTexture(k.TEXTURE_CUBE_MAP,c.image.__webglTextureCube);k.pixelStorei(k.UNPACK_FLIP_Y_WEBGL,c.flipY);f=c instanceof THREE.CompressedTexture;j=[];for(l=0;6>l;l++)N.autoScaleCubemaps&&!f?(m=j,s=l,t=c.image[l],x=Gc,t.width<=x&&t.height<=x||(y=Math.max(t.width,t.height),u=Math.floor(t.width*x/y),x=Math.floor(t.height*x/y),y=document.createElement("canvas"),y.width=u,y.height=x,y.getContext("2d").drawImage(t,0,0,t.width,t.height,0,0,u,x),t=y),m[s]=t):j[l]=c.image[l];l=j[0];m=0===(l.width&l.width-
+1)&&0===(l.height&l.height-1);s=I(c.format);t=I(c.type);B(k.TEXTURE_CUBE_MAP,c,m);for(l=0;6>l;l++)if(f){x=j[l].mipmaps;y=0;for(E=x.length;y<E;y++)u=x[y],k.compressedTexImage2D(k.TEXTURE_CUBE_MAP_POSITIVE_X+l,y,s,u.width,u.height,0,u.data)}else k.texImage2D(k.TEXTURE_CUBE_MAP_POSITIVE_X+l,0,s,s,t,j[l]);c.generateMipmaps&&m&&k.generateMipmap(k.TEXTURE_CUBE_MAP);c.needsUpdate=!1;if(c.onUpdate)c.onUpdate()}else k.activeTexture(k.TEXTURE0+f),k.bindTexture(k.TEXTURE_CUBE_MAP,c.image.__webglTextureCube)}else s instanceof
+THREE.WebGLRenderTargetCube?(c=s,k.activeTexture(k.TEXTURE0+j),k.bindTexture(k.TEXTURE_CUBE_MAP,c.__webglTexture)):N.setTexture(s,j)}else if("tv"===l){void 0===c._array&&(c._array=[]);l=0;for(m=c.value.length;l<m;l++)c._array[l]=J();k.uniform1iv(f,c._array);l=0;for(m=c.value.length;l<m;l++)s=c.value[l],j=c._array[l],s&&N.setTexture(s,j)}if((d instanceof THREE.ShaderMaterial||d instanceof THREE.MeshPhongMaterial||d.envMap)&&null!==h.cameraPosition)Na.getPositionFromMatrix(a.matrixWorld),k.uniform3f(h.cameraPosition,
+Na.x,Na.y,Na.z);(d instanceof THREE.MeshPhongMaterial||d instanceof THREE.MeshLambertMaterial||d instanceof THREE.ShaderMaterial||d.skinning)&&null!==h.viewMatrix&&k.uniformMatrix4fv(h.viewMatrix,!1,a.matrixWorldInverse.elements)}k.uniformMatrix4fv(h.modelViewMatrix,!1,e._modelViewMatrix.elements);h.normalMatrix&&k.uniformMatrix3fv(h.normalMatrix,!1,e._normalMatrix.elements);null!==h.modelMatrix&&k.uniformMatrix4fv(h.modelMatrix,!1,e.matrixWorld.elements);return g}function J(){var a=W;a>=ac&&console.warn("WebGLRenderer: trying to use "+
+a+" texture units while this GPU supports only "+ac);W+=1;return a}function F(a,b,c,d){a[b]=c.r*c.r*d;a[b+1]=c.g*c.g*d;a[b+2]=c.b*c.b*d}function z(a,b,c,d){a[b]=c.r*d;a[b+1]=c.g*d;a[b+2]=c.b*d}function H(a){a!==Va&&(k.lineWidth(a),Va=a)}function K(a,b,c){Ua!==a&&(a?k.enable(k.POLYGON_OFFSET_FILL):k.disable(k.POLYGON_OFFSET_FILL),Ua=a);if(a&&(lb!==b||ya!==c))k.polygonOffset(b,c),lb=b,ya=c}function G(a){for(var a=a.split("\n"),b=0,c=a.length;b<c;b++)a[b]=b+1+": "+a[b];return a.join("\n")}function L(a,
+b){var c;"fragment"===a?c=k.createShader(k.FRAGMENT_SHADER):"vertex"===a&&(c=k.createShader(k.VERTEX_SHADER));k.shaderSource(c,b);k.compileShader(c);return!k.getShaderParameter(c,k.COMPILE_STATUS)?(console.error(k.getShaderInfoLog(c)),console.error(G(b)),null):c}function B(a,b,c){c?(k.texParameteri(a,k.TEXTURE_WRAP_S,I(b.wrapS)),k.texParameteri(a,k.TEXTURE_WRAP_T,I(b.wrapT)),k.texParameteri(a,k.TEXTURE_MAG_FILTER,I(b.magFilter)),k.texParameteri(a,k.TEXTURE_MIN_FILTER,I(b.minFilter))):(k.texParameteri(a,
+k.TEXTURE_WRAP_S,k.CLAMP_TO_EDGE),k.texParameteri(a,k.TEXTURE_WRAP_T,k.CLAMP_TO_EDGE),k.texParameteri(a,k.TEXTURE_MAG_FILTER,C(b.magFilter)),k.texParameteri(a,k.TEXTURE_MIN_FILTER,C(b.minFilter)));if($a&&b.type!==THREE.FloatType&&(1<b.anisotropy||b.__oldAnisotropy))k.texParameterf(a,$a.TEXTURE_MAX_ANISOTROPY_EXT,Math.min(b.anisotropy,bc)),b.__oldAnisotropy=b.anisotropy}function V(a,b){k.bindRenderbuffer(k.RENDERBUFFER,a);b.depthBuffer&&!b.stencilBuffer?(k.renderbufferStorage(k.RENDERBUFFER,k.DEPTH_COMPONENT16,
+b.width,b.height),k.framebufferRenderbuffer(k.FRAMEBUFFER,k.DEPTH_ATTACHMENT,k.RENDERBUFFER,a)):b.depthBuffer&&b.stencilBuffer?(k.renderbufferStorage(k.RENDERBUFFER,k.DEPTH_STENCIL,b.width,b.height),k.framebufferRenderbuffer(k.FRAMEBUFFER,k.DEPTH_STENCIL_ATTACHMENT,k.RENDERBUFFER,a)):k.renderbufferStorage(k.RENDERBUFFER,k.RGBA4,b.width,b.height)}function C(a){return a===THREE.NearestFilter||a===THREE.NearestMipMapNearestFilter||a===THREE.NearestMipMapLinearFilter?k.NEAREST:k.LINEAR}function I(a){if(a===
+THREE.RepeatWrapping)return k.REPEAT;if(a===THREE.ClampToEdgeWrapping)return k.CLAMP_TO_EDGE;if(a===THREE.MirroredRepeatWrapping)return k.MIRRORED_REPEAT;if(a===THREE.NearestFilter)return k.NEAREST;if(a===THREE.NearestMipMapNearestFilter)return k.NEAREST_MIPMAP_NEAREST;if(a===THREE.NearestMipMapLinearFilter)return k.NEAREST_MIPMAP_LINEAR;if(a===THREE.LinearFilter)return k.LINEAR;if(a===THREE.LinearMipMapNearestFilter)return k.LINEAR_MIPMAP_NEAREST;if(a===THREE.LinearMipMapLinearFilter)return k.LINEAR_MIPMAP_LINEAR;
+if(a===THREE.UnsignedByteType)return k.UNSIGNED_BYTE;if(a===THREE.UnsignedShort4444Type)return k.UNSIGNED_SHORT_4_4_4_4;if(a===THREE.UnsignedShort5551Type)return k.UNSIGNED_SHORT_5_5_5_1;if(a===THREE.UnsignedShort565Type)return k.UNSIGNED_SHORT_5_6_5;if(a===THREE.ByteType)return k.BYTE;if(a===THREE.ShortType)return k.SHORT;if(a===THREE.UnsignedShortType)return k.UNSIGNED_SHORT;if(a===THREE.IntType)return k.INT;if(a===THREE.UnsignedIntType)return k.UNSIGNED_INT;if(a===THREE.FloatType)return k.FLOAT;
+if(a===THREE.AlphaFormat)return k.ALPHA;if(a===THREE.RGBFormat)return k.RGB;if(a===THREE.RGBAFormat)return k.RGBA;if(a===THREE.LuminanceFormat)return k.LUMINANCE;if(a===THREE.LuminanceAlphaFormat)return k.LUMINANCE_ALPHA;if(a===THREE.AddEquation)return k.FUNC_ADD;if(a===THREE.SubtractEquation)return k.FUNC_SUBTRACT;if(a===THREE.ReverseSubtractEquation)return k.FUNC_REVERSE_SUBTRACT;if(a===THREE.ZeroFactor)return k.ZERO;if(a===THREE.OneFactor)return k.ONE;if(a===THREE.SrcColorFactor)return k.SRC_COLOR;
+if(a===THREE.OneMinusSrcColorFactor)return k.ONE_MINUS_SRC_COLOR;if(a===THREE.SrcAlphaFactor)return k.SRC_ALPHA;if(a===THREE.OneMinusSrcAlphaFactor)return k.ONE_MINUS_SRC_ALPHA;if(a===THREE.DstAlphaFactor)return k.DST_ALPHA;if(a===THREE.OneMinusDstAlphaFactor)return k.ONE_MINUS_DST_ALPHA;if(a===THREE.DstColorFactor)return k.DST_COLOR;if(a===THREE.OneMinusDstColorFactor)return k.ONE_MINUS_DST_COLOR;if(a===THREE.SrcAlphaSaturateFactor)return k.SRC_ALPHA_SATURATE;if(void 0!==Ta){if(a===THREE.RGB_S3TC_DXT1_Format)return Ta.COMPRESSED_RGB_S3TC_DXT1_EXT;
+if(a===THREE.RGBA_S3TC_DXT1_Format)return Ta.COMPRESSED_RGBA_S3TC_DXT1_EXT;if(a===THREE.RGBA_S3TC_DXT3_Format)return Ta.COMPRESSED_RGBA_S3TC_DXT3_EXT;if(a===THREE.RGBA_S3TC_DXT5_Format)return Ta.COMPRESSED_RGBA_S3TC_DXT5_EXT}return 0}console.log("THREE.WebGLRenderer",THREE.REVISION);var a=a||{},M=void 0!==a.canvas?a.canvas:document.createElement("canvas"),P=void 0!==a.precision?a.precision:"highp",ja=void 0!==a.alpha?a.alpha:!0,oa=void 0!==a.premultipliedAlpha?a.premultipliedAlpha:!0,gb=void 0!==
+a.antialias?a.antialias:!1,A=void 0!==a.stencil?a.stencil:!0,da=void 0!==a.preserveDrawingBuffer?a.preserveDrawingBuffer:!1,ha=new THREE.Color(0),la=0;void 0!==a.clearColor&&(console.warn("DEPRECATED: clearColor in WebGLRenderer constructor parameters is being removed. Use .setClearColor() instead."),ha.setHex(a.clearColor));void 0!==a.clearAlpha&&(console.warn("DEPRECATED: clearAlpha in WebGLRenderer constructor parameters is being removed. Use .setClearColor() instead."),la=a.clearAlpha);this.domElement=
+M;this.context=null;this.devicePixelRatio=void 0!==a.devicePixelRatio?a.devicePixelRatio:void 0!==window.devicePixelRatio?window.devicePixelRatio:1;this.autoUpdateObjects=this.sortObjects=this.autoClearStencil=this.autoClearDepth=this.autoClearColor=this.autoClear=!0;this.shadowMapEnabled=this.physicallyBasedShading=this.gammaOutput=this.gammaInput=!1;this.shadowMapAutoUpdate=!0;this.shadowMapType=THREE.PCFShadowMap;this.shadowMapCullFace=THREE.CullFaceFront;this.shadowMapCascade=this.shadowMapDebug=
+!1;this.maxMorphTargets=8;this.maxMorphNormals=4;this.autoScaleCubemaps=!0;this.renderPluginsPre=[];this.renderPluginsPost=[];this.info={memory:{programs:0,geometries:0,textures:0},render:{calls:0,vertices:0,faces:0,points:0}};var N=this,ea=[],kb=0,Ka=null,db=null,La=-1,pa=null,na=null,aa=0,W=0,X=-1,Y=-1,ia=-1,fa=-1,ga=-1,Ea=-1,Za=-1,sa=-1,Ua=null,lb=null,ya=null,Va=null,rb=0,Eb=0,Nb=0,Kb=0,Sb=0,Tb=0,Sa={},ta=new THREE.Frustum,Ja=new THREE.Matrix4,sb=new THREE.Matrix4,Na=new THREE.Vector3,za=new THREE.Vector3,
+Qa=!0,ub={ambient:[0,0,0],directional:{length:0,colors:[],positions:[]},point:{length:0,colors:[],positions:[],distances:[]},spot:{length:0,colors:[],positions:[],distances:[],directions:[],anglesCos:[],exponents:[]},hemi:{length:0,skyColors:[],groundColors:[],positions:[]}},k,Ab,Oa,$a,Ta;try{if(!(k=M.getContext("experimental-webgl",{alpha:ja,premultipliedAlpha:oa,antialias:gb,stencil:A,preserveDrawingBuffer:da})))throw"Error creating WebGL context.";}catch(Bb){console.error(Bb)}Ab=k.getExtension("OES_texture_float");
+Oa=k.getExtension("OES_standard_derivatives");$a=k.getExtension("EXT_texture_filter_anisotropic")||k.getExtension("MOZ_EXT_texture_filter_anisotropic")||k.getExtension("WEBKIT_EXT_texture_filter_anisotropic");Ta=k.getExtension("WEBGL_compressed_texture_s3tc")||k.getExtension("MOZ_WEBGL_compressed_texture_s3tc")||k.getExtension("WEBKIT_WEBGL_compressed_texture_s3tc");Ab||console.log("THREE.WebGLRenderer: Float textures not supported.");Oa||console.log("THREE.WebGLRenderer: Standard derivatives not supported.");
+$a||console.log("THREE.WebGLRenderer: Anisotropic texture filtering not supported.");Ta||console.log("THREE.WebGLRenderer: S3TC compressed textures not supported.");void 0===k.getShaderPrecisionFormat&&(k.getShaderPrecisionFormat=function(){return{rangeMin:1,rangeMax:1,precision:1}});k.clearColor(0,0,0,1);k.clearDepth(1);k.clearStencil(0);k.enable(k.DEPTH_TEST);k.depthFunc(k.LEQUAL);k.frontFace(k.CCW);k.cullFace(k.BACK);k.enable(k.CULL_FACE);k.enable(k.BLEND);k.blendEquation(k.FUNC_ADD);k.blendFunc(k.SRC_ALPHA,
+k.ONE_MINUS_SRC_ALPHA);k.clearColor(ha.r,ha.g,ha.b,la);this.context=k;var ac=k.getParameter(k.MAX_TEXTURE_IMAGE_UNITS),Fc=k.getParameter(k.MAX_VERTEX_TEXTURE_IMAGE_UNITS);k.getParameter(k.MAX_TEXTURE_SIZE);var Gc=k.getParameter(k.MAX_CUBE_MAP_TEXTURE_SIZE),bc=$a?k.getParameter($a.MAX_TEXTURE_MAX_ANISOTROPY_EXT):0,cc=0<Fc,dc=cc&&Ab;Ta&&k.getParameter(k.COMPRESSED_TEXTURE_FORMATS);var Jc=k.getShaderPrecisionFormat(k.VERTEX_SHADER,k.HIGH_FLOAT),Kc=k.getShaderPrecisionFormat(k.VERTEX_SHADER,k.MEDIUM_FLOAT);
+k.getShaderPrecisionFormat(k.VERTEX_SHADER,k.LOW_FLOAT);var Lc=k.getShaderPrecisionFormat(k.FRAGMENT_SHADER,k.HIGH_FLOAT),Ic=k.getShaderPrecisionFormat(k.FRAGMENT_SHADER,k.MEDIUM_FLOAT);k.getShaderPrecisionFormat(k.FRAGMENT_SHADER,k.LOW_FLOAT);k.getShaderPrecisionFormat(k.VERTEX_SHADER,k.HIGH_INT);k.getShaderPrecisionFormat(k.VERTEX_SHADER,k.MEDIUM_INT);k.getShaderPrecisionFormat(k.VERTEX_SHADER,k.LOW_INT);k.getShaderPrecisionFormat(k.FRAGMENT_SHADER,k.HIGH_INT);k.getShaderPrecisionFormat(k.FRAGMENT_SHADER,
+k.MEDIUM_INT);k.getShaderPrecisionFormat(k.FRAGMENT_SHADER,k.LOW_INT);var Hc=0<Jc.precision&&0<Lc.precision,ec=0<Kc.precision&&0<Ic.precision;"highp"===P&&!Hc&&(ec?(P="mediump",console.warn("WebGLRenderer: highp not supported, using mediump")):(P="lowp",console.warn("WebGLRenderer: highp and mediump not supported, using lowp")));"mediump"===P&&!ec&&(P="lowp",console.warn("WebGLRenderer: mediump not supported, using lowp"));this.getContext=function(){return k};this.supportsVertexTextures=function(){return cc};
+this.supportsFloatTextures=function(){return Ab};this.supportsStandardDerivatives=function(){return Oa};this.supportsCompressedTextureS3TC=function(){return Ta};this.getMaxAnisotropy=function(){return bc};this.getPrecision=function(){return P};this.setSize=function(a,b,c){M.width=a*this.devicePixelRatio;M.height=b*this.devicePixelRatio;1!==this.devicePixelRatio&&!1!==c&&(M.style.width=a+"px",M.style.height=b+"px");this.setViewport(0,0,M.width,M.height)};this.setViewport=function(a,b,c,d){rb=void 0!==
+a?a:0;Eb=void 0!==b?b:0;Nb=void 0!==c?c:M.width;Kb=void 0!==d?d:M.height;k.viewport(rb,Eb,Nb,Kb)};this.setScissor=function(a,b,c,d){k.scissor(a,b,c,d)};this.enableScissorTest=function(a){a?k.enable(k.SCISSOR_TEST):k.disable(k.SCISSOR_TEST)};this.setClearColor=function(a,b){ha.set(a);la=void 0!==b?b:1;k.clearColor(ha.r,ha.g,ha.b,la)};this.setClearColorHex=function(a,b){console.warn("DEPRECATED: .setClearColorHex() is being removed. Use .setClearColor() instead.");this.setClearColor(a,b)};this.getClearColor=
+function(){return ha};this.getClearAlpha=function(){return la};this.clear=function(a,b,c){var d=0;if(void 0===a||a)d|=k.COLOR_BUFFER_BIT;if(void 0===b||b)d|=k.DEPTH_BUFFER_BIT;if(void 0===c||c)d|=k.STENCIL_BUFFER_BIT;k.clear(d)};this.clearTarget=function(a,b,c,d){this.setRenderTarget(a);this.clear(b,c,d)};this.addPostPlugin=function(a){a.init(this);this.renderPluginsPost.push(a)};this.addPrePlugin=function(a){a.init(this);this.renderPluginsPre.push(a)};this.updateShadowMap=function(a,b){Ka=null;La=
+pa=sa=Za=ia=-1;Qa=!0;Y=X=-1;this.shadowMapPlugin.update(a,b)};var fc=function(a){a=a.target;a.removeEventListener("dispose",fc);a.__webglInit=void 0;void 0!==a.__webglVertexBuffer&&k.deleteBuffer(a.__webglVertexBuffer);void 0!==a.__webglNormalBuffer&&k.deleteBuffer(a.__webglNormalBuffer);void 0!==a.__webglTangentBuffer&&k.deleteBuffer(a.__webglTangentBuffer);void 0!==a.__webglColorBuffer&&k.deleteBuffer(a.__webglColorBuffer);void 0!==a.__webglUVBuffer&&k.deleteBuffer(a.__webglUVBuffer);void 0!==a.__webglUV2Buffer&&
+k.deleteBuffer(a.__webglUV2Buffer);void 0!==a.__webglSkinIndicesBuffer&&k.deleteBuffer(a.__webglSkinIndicesBuffer);void 0!==a.__webglSkinWeightsBuffer&&k.deleteBuffer(a.__webglSkinWeightsBuffer);void 0!==a.__webglFaceBuffer&&k.deleteBuffer(a.__webglFaceBuffer);void 0!==a.__webglLineBuffer&&k.deleteBuffer(a.__webglLineBuffer);void 0!==a.__webglLineDistanceBuffer&&k.deleteBuffer(a.__webglLineDistanceBuffer);if(void 0!==a.geometryGroups)for(var c in a.geometryGroups){var d=a.geometryGroups[c];if(void 0!==
+d.numMorphTargets)for(var e=0,f=d.numMorphTargets;e<f;e++)k.deleteBuffer(d.__webglMorphTargetsBuffers[e]);if(void 0!==d.numMorphNormals){e=0;for(f=d.numMorphNormals;e<f;e++)k.deleteBuffer(d.__webglMorphNormalsBuffers[e])}b(d)}b(a);N.info.memory.geometries--},nc=function(a){a=a.target;a.removeEventListener("dispose",nc);a.image&&a.image.__webglTextureCube?k.deleteTexture(a.image.__webglTextureCube):a.__webglInit&&(a.__webglInit=!1,k.deleteTexture(a.__webglTexture));N.info.memory.textures--},U=function(a){a=
+a.target;a.removeEventListener("dispose",U);if(a&&a.__webglTexture)if(k.deleteTexture(a.__webglTexture),a instanceof THREE.WebGLRenderTargetCube)for(var b=0;6>b;b++)k.deleteFramebuffer(a.__webglFramebuffer[b]),k.deleteRenderbuffer(a.__webglRenderbuffer[b]);else k.deleteFramebuffer(a.__webglFramebuffer),k.deleteRenderbuffer(a.__webglRenderbuffer);N.info.memory.textures--},Q=function(a){a=a.target;a.removeEventListener("dispose",Q);oc(a)},oc=function(a){var b=a.program;if(void 0!==b){a.program=void 0;
+var c,d,e=!1,a=0;for(c=ea.length;a<c;a++)if(d=ea[a],d.program===b){d.usedTimes--;0===d.usedTimes&&(e=!0);break}if(!0===e){e=[];a=0;for(c=ea.length;a<c;a++)d=ea[a],d.program!==b&&e.push(d);ea=e;k.deleteProgram(b);N.info.memory.programs--}}};this.renderBufferImmediate=function(a,b,c){a.hasPositions&&!a.__webglVertexBuffer&&(a.__webglVertexBuffer=k.createBuffer());a.hasNormals&&!a.__webglNormalBuffer&&(a.__webglNormalBuffer=k.createBuffer());a.hasUvs&&!a.__webglUvBuffer&&(a.__webglUvBuffer=k.createBuffer());
+a.hasColors&&!a.__webglColorBuffer&&(a.__webglColorBuffer=k.createBuffer());a.hasPositions&&(k.bindBuffer(k.ARRAY_BUFFER,a.__webglVertexBuffer),k.bufferData(k.ARRAY_BUFFER,a.positionArray,k.DYNAMIC_DRAW),k.enableVertexAttribArray(b.attributes.position),k.vertexAttribPointer(b.attributes.position,3,k.FLOAT,!1,0,0));if(a.hasNormals){k.bindBuffer(k.ARRAY_BUFFER,a.__webglNormalBuffer);if(c.shading===THREE.FlatShading){var d,e,f,g,h,i,j,l,p,m,n,q=3*a.count;for(n=0;n<q;n+=9)m=a.normalArray,d=m[n],e=m[n+
+1],f=m[n+2],g=m[n+3],i=m[n+4],l=m[n+5],h=m[n+6],j=m[n+7],p=m[n+8],d=(d+g+h)/3,e=(e+i+j)/3,f=(f+l+p)/3,m[n]=d,m[n+1]=e,m[n+2]=f,m[n+3]=d,m[n+4]=e,m[n+5]=f,m[n+6]=d,m[n+7]=e,m[n+8]=f}k.bufferData(k.ARRAY_BUFFER,a.normalArray,k.DYNAMIC_DRAW);k.enableVertexAttribArray(b.attributes.normal);k.vertexAttribPointer(b.attributes.normal,3,k.FLOAT,!1,0,0)}a.hasUvs&&c.map&&(k.bindBuffer(k.ARRAY_BUFFER,a.__webglUvBuffer),k.bufferData(k.ARRAY_BUFFER,a.uvArray,k.DYNAMIC_DRAW),k.enableVertexAttribArray(b.attributes.uv),
+k.vertexAttribPointer(b.attributes.uv,2,k.FLOAT,!1,0,0));a.hasColors&&c.vertexColors!==THREE.NoColors&&(k.bindBuffer(k.ARRAY_BUFFER,a.__webglColorBuffer),k.bufferData(k.ARRAY_BUFFER,a.colorArray,k.DYNAMIC_DRAW),k.enableVertexAttribArray(b.attributes.color),k.vertexAttribPointer(b.attributes.color,3,k.FLOAT,!1,0,0));k.drawArrays(k.TRIANGLES,0,a.count);a.count=0};this.renderBufferDirect=function(a,b,c,d,e,f){if(!1!==d.visible){var g,j,l;g=E(a,b,c,d,f);a=g.attributes;b=e.attributes;c=!1;g=16777215*e.id+
+2*g.id+(d.wireframe?1:0);g!==pa&&(pa=g,c=!0);c&&i();if(f instanceof THREE.Mesh)if(d=b.index){e=e.offsets;1<e.length&&(c=!0);for(var p=0,m=e.length;p<m;p++){var n=e[p].index;if(c){for(j in b)"index"!==j&&(g=a[j],f=b[j],l=f.itemSize,0<=g&&(k.bindBuffer(k.ARRAY_BUFFER,f.buffer),h(g),k.vertexAttribPointer(g,l,k.FLOAT,!1,0,4*n*l)));k.bindBuffer(k.ELEMENT_ARRAY_BUFFER,d.buffer)}k.drawElements(k.TRIANGLES,e[p].count,k.UNSIGNED_SHORT,2*e[p].start);N.info.render.calls++;N.info.render.vertices+=e[p].count;
+N.info.render.faces+=e[p].count/3}}else{if(c)for(j in b)"index"!==j&&(g=a[j],f=b[j],l=f.itemSize,0<=g&&(k.bindBuffer(k.ARRAY_BUFFER,f.buffer),h(g),k.vertexAttribPointer(g,l,k.FLOAT,!1,0,0)));j=e.attributes.position;k.drawArrays(k.TRIANGLES,0,j.numItems/3);N.info.render.calls++;N.info.render.vertices+=j.numItems/3;N.info.render.faces+=j.numItems/3/3}else if(f instanceof THREE.ParticleSystem){if(c){for(j in b)g=a[j],f=b[j],l=f.itemSize,0<=g&&(k.bindBuffer(k.ARRAY_BUFFER,f.buffer),h(g),k.vertexAttribPointer(g,
+l,k.FLOAT,!1,0,0));j=b.position;k.drawArrays(k.POINTS,0,j.numItems/3);N.info.render.calls++;N.info.render.points+=j.numItems/3}}else if(f instanceof THREE.Line&&c){for(j in b)g=a[j],f=b[j],l=f.itemSize,0<=g&&(k.bindBuffer(k.ARRAY_BUFFER,f.buffer),h(g),k.vertexAttribPointer(g,l,k.FLOAT,!1,0,0));H(d.linewidth);j=b.position;k.drawArrays(k.LINE_STRIP,0,j.numItems/3);N.info.render.calls++;N.info.render.points+=j.numItems}}};this.renderBuffer=function(a,b,c,d,e,f){if(!1!==d.visible){var g,j,c=E(a,b,c,d,
+f),a=c.attributes,b=!1,c=16777215*e.id+2*c.id+(d.wireframe?1:0);c!==pa&&(pa=c,b=!0);b&&i();if(!d.morphTargets&&0<=a.position)b&&(k.bindBuffer(k.ARRAY_BUFFER,e.__webglVertexBuffer),h(a.position),k.vertexAttribPointer(a.position,3,k.FLOAT,!1,0,0));else if(f.morphTargetBase){c=d.program.attributes;-1!==f.morphTargetBase&&0<=c.position?(k.bindBuffer(k.ARRAY_BUFFER,e.__webglMorphTargetsBuffers[f.morphTargetBase]),h(c.position),k.vertexAttribPointer(c.position,3,k.FLOAT,!1,0,0)):0<=c.position&&(k.bindBuffer(k.ARRAY_BUFFER,
+e.__webglVertexBuffer),h(c.position),k.vertexAttribPointer(c.position,3,k.FLOAT,!1,0,0));if(f.morphTargetForcedOrder.length){var l=0;j=f.morphTargetForcedOrder;for(g=f.morphTargetInfluences;l<d.numSupportedMorphTargets&&l<j.length;)0<=c["morphTarget"+l]&&(k.bindBuffer(k.ARRAY_BUFFER,e.__webglMorphTargetsBuffers[j[l]]),h(c["morphTarget"+l]),k.vertexAttribPointer(c["morphTarget"+l],3,k.FLOAT,!1,0,0)),0<=c["morphNormal"+l]&&d.morphNormals&&(k.bindBuffer(k.ARRAY_BUFFER,e.__webglMorphNormalsBuffers[j[l]]),
+h(c["morphNormal"+l]),k.vertexAttribPointer(c["morphNormal"+l],3,k.FLOAT,!1,0,0)),f.__webglMorphTargetInfluences[l]=g[j[l]],l++}else{j=[];g=f.morphTargetInfluences;var p,n=g.length;for(p=0;p<n;p++)l=g[p],0<l&&j.push([l,p]);j.length>d.numSupportedMorphTargets?(j.sort(m),j.length=d.numSupportedMorphTargets):j.length>d.numSupportedMorphNormals?j.sort(m):0===j.length&&j.push([0,0]);for(l=0;l<d.numSupportedMorphTargets;)j[l]?(p=j[l][1],0<=c["morphTarget"+l]&&(k.bindBuffer(k.ARRAY_BUFFER,e.__webglMorphTargetsBuffers[p]),
+h(c["morphTarget"+l]),k.vertexAttribPointer(c["morphTarget"+l],3,k.FLOAT,!1,0,0)),0<=c["morphNormal"+l]&&d.morphNormals&&(k.bindBuffer(k.ARRAY_BUFFER,e.__webglMorphNormalsBuffers[p]),h(c["morphNormal"+l]),k.vertexAttribPointer(c["morphNormal"+l],3,k.FLOAT,!1,0,0)),f.__webglMorphTargetInfluences[l]=g[p]):f.__webglMorphTargetInfluences[l]=0,l++}null!==d.program.uniforms.morphTargetInfluences&&k.uniform1fv(d.program.uniforms.morphTargetInfluences,f.__webglMorphTargetInfluences)}if(b){if(e.__webglCustomAttributesList){g=
+0;for(j=e.__webglCustomAttributesList.length;g<j;g++)c=e.__webglCustomAttributesList[g],0<=a[c.buffer.belongsToAttribute]&&(k.bindBuffer(k.ARRAY_BUFFER,c.buffer),h(a[c.buffer.belongsToAttribute]),k.vertexAttribPointer(a[c.buffer.belongsToAttribute],c.size,k.FLOAT,!1,0,0))}0<=a.color&&(k.bindBuffer(k.ARRAY_BUFFER,e.__webglColorBuffer),h(a.color),k.vertexAttribPointer(a.color,3,k.FLOAT,!1,0,0));0<=a.normal&&(k.bindBuffer(k.ARRAY_BUFFER,e.__webglNormalBuffer),h(a.normal),k.vertexAttribPointer(a.normal,
+3,k.FLOAT,!1,0,0));0<=a.tangent&&(k.bindBuffer(k.ARRAY_BUFFER,e.__webglTangentBuffer),h(a.tangent),k.vertexAttribPointer(a.tangent,4,k.FLOAT,!1,0,0));0<=a.uv&&(k.bindBuffer(k.ARRAY_BUFFER,e.__webglUVBuffer),h(a.uv),k.vertexAttribPointer(a.uv,2,k.FLOAT,!1,0,0));0<=a.uv2&&(k.bindBuffer(k.ARRAY_BUFFER,e.__webglUV2Buffer),h(a.uv2),k.vertexAttribPointer(a.uv2,2,k.FLOAT,!1,0,0));d.skinning&&(0<=a.skinIndex&&0<=a.skinWeight)&&(k.bindBuffer(k.ARRAY_BUFFER,e.__webglSkinIndicesBuffer),h(a.skinIndex),k.vertexAttribPointer(a.skinIndex,
+4,k.FLOAT,!1,0,0),k.bindBuffer(k.ARRAY_BUFFER,e.__webglSkinWeightsBuffer),h(a.skinWeight),k.vertexAttribPointer(a.skinWeight,4,k.FLOAT,!1,0,0));0<=a.lineDistance&&(k.bindBuffer(k.ARRAY_BUFFER,e.__webglLineDistanceBuffer),h(a.lineDistance),k.vertexAttribPointer(a.lineDistance,1,k.FLOAT,!1,0,0))}f instanceof THREE.Mesh?(d.wireframe?(H(d.wireframeLinewidth),b&&k.bindBuffer(k.ELEMENT_ARRAY_BUFFER,e.__webglLineBuffer),k.drawElements(k.LINES,e.__webglLineCount,k.UNSIGNED_SHORT,0)):(b&&k.bindBuffer(k.ELEMENT_ARRAY_BUFFER,
+e.__webglFaceBuffer),k.drawElements(k.TRIANGLES,e.__webglFaceCount,k.UNSIGNED_SHORT,0)),N.info.render.calls++,N.info.render.vertices+=e.__webglFaceCount,N.info.render.faces+=e.__webglFaceCount/3):f instanceof THREE.Line?(f=f.type===THREE.LineStrip?k.LINE_STRIP:k.LINES,H(d.linewidth),k.drawArrays(f,0,e.__webglLineCount),N.info.render.calls++):f instanceof THREE.ParticleSystem?(k.drawArrays(k.POINTS,0,e.__webglParticleCount),N.info.render.calls++,N.info.render.points+=e.__webglParticleCount):f instanceof
+THREE.Ribbon&&(k.drawArrays(k.TRIANGLE_STRIP,0,e.__webglVertexCount),N.info.render.calls++)}};this.render=function(a,b,c,d){if(!1===b instanceof THREE.Camera)console.error("THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.");else{var e,f,g,h,i=a.__lights,m=a.fog;La=-1;Qa=!0;!0===a.autoUpdate&&a.updateMatrixWorld();void 0===b.parent&&b.updateMatrixWorld();b.matrixWorldInverse.getInverse(b.matrixWorld);Ja.multiplyMatrices(b.projectionMatrix,b.matrixWorldInverse);ta.setFromMatrix(Ja);
+this.autoUpdateObjects&&this.initWebGLObjects(a);p(this.renderPluginsPre,a,b);N.info.render.calls=0;N.info.render.vertices=0;N.info.render.faces=0;N.info.render.points=0;this.setRenderTarget(c);(this.autoClear||d)&&this.clear(this.autoClearColor,this.autoClearDepth,this.autoClearStencil);h=a.__webglObjects;d=0;for(e=h.length;d<e;d++)if(f=h[d],g=f.object,f.id=d,f.render=!1,g.visible&&(!(g instanceof THREE.Mesh||g instanceof THREE.ParticleSystem)||!g.frustumCulled||ta.intersectsObject(g))){var n=g;
+n._modelViewMatrix.multiplyMatrices(b.matrixWorldInverse,n.matrixWorld);n._normalMatrix.getNormalMatrix(n._modelViewMatrix);var n=f,q=n.buffer,s=void 0,t=s=void 0,t=n.object.material;if(t instanceof THREE.MeshFaceMaterial)s=q.materialIndex,s=t.materials[s],s.transparent?(n.transparent=s,n.opaque=null):(n.opaque=s,n.transparent=null);else if(s=t)s.transparent?(n.transparent=s,n.opaque=null):(n.opaque=s,n.transparent=null);f.render=!0;!0===this.sortObjects&&(null!==g.renderDepth?f.z=g.renderDepth:(Na.getPositionFromMatrix(g.matrixWorld),
+Na.applyProjection(Ja),f.z=Na.z))}this.sortObjects&&h.sort(j);h=a.__webglObjectsImmediate;d=0;for(e=h.length;d<e;d++)f=h[d],g=f.object,g.visible&&(g._modelViewMatrix.multiplyMatrices(b.matrixWorldInverse,g.matrixWorld),g._normalMatrix.getNormalMatrix(g._modelViewMatrix),g=f.object.material,g.transparent?(f.transparent=g,f.opaque=null):(f.opaque=g,f.transparent=null));a.overrideMaterial?(d=a.overrideMaterial,this.setBlending(d.blending,d.blendEquation,d.blendSrc,d.blendDst),this.setDepthTest(d.depthTest),
+this.setDepthWrite(d.depthWrite),K(d.polygonOffset,d.polygonOffsetFactor,d.polygonOffsetUnits),l(a.__webglObjects,!1,"",b,i,m,!0,d),r(a.__webglObjectsImmediate,"",b,i,m,!1,d)):(d=null,this.setBlending(THREE.NoBlending),l(a.__webglObjects,!0,"opaque",b,i,m,!1,d),r(a.__webglObjectsImmediate,"opaque",b,i,m,!1,d),l(a.__webglObjects,!1,"transparent",b,i,m,!0,d),r(a.__webglObjectsImmediate,"transparent",b,i,m,!0,d));p(this.renderPluginsPost,a,b);c&&(c.generateMipmaps&&c.minFilter!==THREE.NearestFilter&&
+c.minFilter!==THREE.LinearFilter)&&(c instanceof THREE.WebGLRenderTargetCube?(k.bindTexture(k.TEXTURE_CUBE_MAP,c.__webglTexture),k.generateMipmap(k.TEXTURE_CUBE_MAP),k.bindTexture(k.TEXTURE_CUBE_MAP,null)):(k.bindTexture(k.TEXTURE_2D,c.__webglTexture),k.generateMipmap(k.TEXTURE_2D),k.bindTexture(k.TEXTURE_2D,null)));this.setDepthTest(!0);this.setDepthWrite(!0)}};this.renderImmediateObject=function(a,b,c,d,e){var f=E(a,b,c,d,e);pa=-1;N.setMaterialFaces(d);e.immediateRenderCallback?e.immediateRenderCallback(f,
+k,ta):e.render(function(a){N.renderBufferImmediate(a,f,d)})};this.initWebGLObjects=function(a){a.__webglObjects||(a.__webglObjects=[],a.__webglObjectsImmediate=[],a.__webglSprites=[],a.__webglFlares=[]);for(;a.__objectsAdded.length;)s(a.__objectsAdded[0],a),a.__objectsAdded.splice(0,1);for(;a.__objectsRemoved.length;)u(a.__objectsRemoved[0],a),a.__objectsRemoved.splice(0,1);for(var b=0,c=a.__webglObjects.length;b<c;b++){var h=a.__webglObjects[b].object;void 0===h.__webglInit&&(void 0!==h.__webglActive&&
+u(h,a),s(h,a));var i=h,j=i.geometry,l=void 0,p=void 0,n=void 0;if(j instanceof THREE.BufferGeometry){var r=k.DYNAMIC_DRAW,t=!j.dynamic,x=j.attributes,z=void 0,B=void 0;for(z in x)B=x[z],B.needsUpdate&&("index"===z?(k.bindBuffer(k.ELEMENT_ARRAY_BUFFER,B.buffer),k.bufferData(k.ELEMENT_ARRAY_BUFFER,B.array,r)):(k.bindBuffer(k.ARRAY_BUFFER,B.buffer),k.bufferData(k.ARRAY_BUFFER,B.array,r)),B.needsUpdate=!1),t&&!B.dynamic&&delete B.array}else if(i instanceof THREE.Mesh){for(var E=0,F=j.geometryGroupsList.length;E<
+F;E++)if(l=j.geometryGroupsList[E],n=e(i,l),j.buffersNeedUpdate&&d(l,i),p=n.attributes&&q(n),j.verticesNeedUpdate||j.morphTargetsNeedUpdate||j.elementsNeedUpdate||j.uvsNeedUpdate||j.normalsNeedUpdate||j.colorsNeedUpdate||j.tangentsNeedUpdate||p){var C=l,J=i,G=k.DYNAMIC_DRAW,I=!j.dynamic,H=n;if(C.__inittedArrays){var L=f(H),K=H.vertexColors?H.vertexColors:!1,N=g(H),M=L===THREE.SmoothShading,D=void 0,A=void 0,ea=void 0,O=void 0,U=void 0,Q=void 0,P=void 0,V=void 0,X=void 0,Y=void 0,aa=void 0,S=void 0,
+T=void 0,R=void 0,W=void 0,na=void 0,da=void 0,Ka=void 0,ja=void 0,fa=void 0,ga=void 0,ia=void 0,kb=void 0,ha=void 0,pa=void 0,la=void 0,sa=void 0,La=void 0,db=void 0,oa=void 0,za=void 0,ta=void 0,ya=void 0,Ea=void 0,Qa=void 0,ua=void 0,gb=void 0,Oa=void 0,Ua=void 0,Za=void 0,ab=void 0,lb=void 0,Xa=void 0,Ya=void 0,Va=void 0,Sa=void 0,Ma=0,Ra=0,Ta=0,$a=0,wb=0,hb=0,Aa=0,mb=0,Pa=0,$=0,ka=0,w=0,wa=void 0,bb=C.__vertexArray,rb=C.__uvArray,ub=C.__uv2Array,xb=C.__normalArray,Fa=C.__tangentArray,cb=C.__colorArray,
+Ga=C.__skinIndexArray,Ha=C.__skinWeightArray,Ab=C.__morphTargetsArrays,Bb=C.__morphNormalsArrays,Eb=C.__webglCustomAttributesList,v=void 0,Fb=C.__faceArray,tb=C.__lineArray,nb=J.geometry,Nb=nb.elementsNeedUpdate,Kb=nb.uvsNeedUpdate,Sb=nb.normalsNeedUpdate,Tb=nb.tangentsNeedUpdate,cc=nb.colorsNeedUpdate,dc=nb.morphTargetsNeedUpdate,Ub=nb.vertices,qa=C.faces3,ra=C.faces4,ib=nb.faces,Oc=nb.faceVertexUvs[0],Pc=nb.faceVertexUvs[1],Vb=nb.skinIndices,Pb=nb.skinWeights,Qb=nb.morphTargets,pc=nb.morphNormals;
+if(nb.verticesNeedUpdate){D=0;for(A=qa.length;D<A;D++)O=ib[qa[D]],S=Ub[O.a],T=Ub[O.b],R=Ub[O.c],bb[Ra]=S.x,bb[Ra+1]=S.y,bb[Ra+2]=S.z,bb[Ra+3]=T.x,bb[Ra+4]=T.y,bb[Ra+5]=T.z,bb[Ra+6]=R.x,bb[Ra+7]=R.y,bb[Ra+8]=R.z,Ra+=9;D=0;for(A=ra.length;D<A;D++)O=ib[ra[D]],S=Ub[O.a],T=Ub[O.b],R=Ub[O.c],W=Ub[O.d],bb[Ra]=S.x,bb[Ra+1]=S.y,bb[Ra+2]=S.z,bb[Ra+3]=T.x,bb[Ra+4]=T.y,bb[Ra+5]=T.z,bb[Ra+6]=R.x,bb[Ra+7]=R.y,bb[Ra+8]=R.z,bb[Ra+9]=W.x,bb[Ra+10]=W.y,bb[Ra+11]=W.z,Ra+=12;k.bindBuffer(k.ARRAY_BUFFER,C.__webglVertexBuffer);
+k.bufferData(k.ARRAY_BUFFER,bb,G)}if(dc){ab=0;for(lb=Qb.length;ab<lb;ab++){D=ka=0;for(A=qa.length;D<A;D++)Va=qa[D],O=ib[Va],S=Qb[ab].vertices[O.a],T=Qb[ab].vertices[O.b],R=Qb[ab].vertices[O.c],Xa=Ab[ab],Xa[ka]=S.x,Xa[ka+1]=S.y,Xa[ka+2]=S.z,Xa[ka+3]=T.x,Xa[ka+4]=T.y,Xa[ka+5]=T.z,Xa[ka+6]=R.x,Xa[ka+7]=R.y,Xa[ka+8]=R.z,H.morphNormals&&(M?(Sa=pc[ab].vertexNormals[Va],fa=Sa.a,ga=Sa.b,ia=Sa.c):ia=ga=fa=pc[ab].faceNormals[Va],Ya=Bb[ab],Ya[ka]=fa.x,Ya[ka+1]=fa.y,Ya[ka+2]=fa.z,Ya[ka+3]=ga.x,Ya[ka+4]=ga.y,
+Ya[ka+5]=ga.z,Ya[ka+6]=ia.x,Ya[ka+7]=ia.y,Ya[ka+8]=ia.z),ka+=9;D=0;for(A=ra.length;D<A;D++)Va=ra[D],O=ib[Va],S=Qb[ab].vertices[O.a],T=Qb[ab].vertices[O.b],R=Qb[ab].vertices[O.c],W=Qb[ab].vertices[O.d],Xa=Ab[ab],Xa[ka]=S.x,Xa[ka+1]=S.y,Xa[ka+2]=S.z,Xa[ka+3]=T.x,Xa[ka+4]=T.y,Xa[ka+5]=T.z,Xa[ka+6]=R.x,Xa[ka+7]=R.y,Xa[ka+8]=R.z,Xa[ka+9]=W.x,Xa[ka+10]=W.y,Xa[ka+11]=W.z,H.morphNormals&&(M?(Sa=pc[ab].vertexNormals[Va],fa=Sa.a,ga=Sa.b,ia=Sa.c,kb=Sa.d):kb=ia=ga=fa=pc[ab].faceNormals[Va],Ya=Bb[ab],Ya[ka]=fa.x,
+Ya[ka+1]=fa.y,Ya[ka+2]=fa.z,Ya[ka+3]=ga.x,Ya[ka+4]=ga.y,Ya[ka+5]=ga.z,Ya[ka+6]=ia.x,Ya[ka+7]=ia.y,Ya[ka+8]=ia.z,Ya[ka+9]=kb.x,Ya[ka+10]=kb.y,Ya[ka+11]=kb.z),ka+=12;k.bindBuffer(k.ARRAY_BUFFER,C.__webglMorphTargetsBuffers[ab]);k.bufferData(k.ARRAY_BUFFER,Ab[ab],G);H.morphNormals&&(k.bindBuffer(k.ARRAY_BUFFER,C.__webglMorphNormalsBuffers[ab]),k.bufferData(k.ARRAY_BUFFER,Bb[ab],G))}}if(Pb.length){D=0;for(A=qa.length;D<A;D++)O=ib[qa[D]],La=Pb[O.a],db=Pb[O.b],oa=Pb[O.c],Ha[$]=La.x,Ha[$+1]=La.y,Ha[$+2]=
+La.z,Ha[$+3]=La.w,Ha[$+4]=db.x,Ha[$+5]=db.y,Ha[$+6]=db.z,Ha[$+7]=db.w,Ha[$+8]=oa.x,Ha[$+9]=oa.y,Ha[$+10]=oa.z,Ha[$+11]=oa.w,ta=Vb[O.a],ya=Vb[O.b],Ea=Vb[O.c],Ga[$]=ta.x,Ga[$+1]=ta.y,Ga[$+2]=ta.z,Ga[$+3]=ta.w,Ga[$+4]=ya.x,Ga[$+5]=ya.y,Ga[$+6]=ya.z,Ga[$+7]=ya.w,Ga[$+8]=Ea.x,Ga[$+9]=Ea.y,Ga[$+10]=Ea.z,Ga[$+11]=Ea.w,$+=12;D=0;for(A=ra.length;D<A;D++)O=ib[ra[D]],La=Pb[O.a],db=Pb[O.b],oa=Pb[O.c],za=Pb[O.d],Ha[$]=La.x,Ha[$+1]=La.y,Ha[$+2]=La.z,Ha[$+3]=La.w,Ha[$+4]=db.x,Ha[$+5]=db.y,Ha[$+6]=db.z,Ha[$+7]=db.w,
+Ha[$+8]=oa.x,Ha[$+9]=oa.y,Ha[$+10]=oa.z,Ha[$+11]=oa.w,Ha[$+12]=za.x,Ha[$+13]=za.y,Ha[$+14]=za.z,Ha[$+15]=za.w,ta=Vb[O.a],ya=Vb[O.b],Ea=Vb[O.c],Qa=Vb[O.d],Ga[$]=ta.x,Ga[$+1]=ta.y,Ga[$+2]=ta.z,Ga[$+3]=ta.w,Ga[$+4]=ya.x,Ga[$+5]=ya.y,Ga[$+6]=ya.z,Ga[$+7]=ya.w,Ga[$+8]=Ea.x,Ga[$+9]=Ea.y,Ga[$+10]=Ea.z,Ga[$+11]=Ea.w,Ga[$+12]=Qa.x,Ga[$+13]=Qa.y,Ga[$+14]=Qa.z,Ga[$+15]=Qa.w,$+=16;0<$&&(k.bindBuffer(k.ARRAY_BUFFER,C.__webglSkinIndicesBuffer),k.bufferData(k.ARRAY_BUFFER,Ga,G),k.bindBuffer(k.ARRAY_BUFFER,C.__webglSkinWeightsBuffer),
+k.bufferData(k.ARRAY_BUFFER,Ha,G))}if(cc&&K){D=0;for(A=qa.length;D<A;D++)O=ib[qa[D]],P=O.vertexColors,V=O.color,3===P.length&&K===THREE.VertexColors?(ha=P[0],pa=P[1],la=P[2]):la=pa=ha=V,cb[Pa]=ha.r,cb[Pa+1]=ha.g,cb[Pa+2]=ha.b,cb[Pa+3]=pa.r,cb[Pa+4]=pa.g,cb[Pa+5]=pa.b,cb[Pa+6]=la.r,cb[Pa+7]=la.g,cb[Pa+8]=la.b,Pa+=9;D=0;for(A=ra.length;D<A;D++)O=ib[ra[D]],P=O.vertexColors,V=O.color,4===P.length&&K===THREE.VertexColors?(ha=P[0],pa=P[1],la=P[2],sa=P[3]):sa=la=pa=ha=V,cb[Pa]=ha.r,cb[Pa+1]=ha.g,cb[Pa+2]=
+ha.b,cb[Pa+3]=pa.r,cb[Pa+4]=pa.g,cb[Pa+5]=pa.b,cb[Pa+6]=la.r,cb[Pa+7]=la.g,cb[Pa+8]=la.b,cb[Pa+9]=sa.r,cb[Pa+10]=sa.g,cb[Pa+11]=sa.b,Pa+=12;0<Pa&&(k.bindBuffer(k.ARRAY_BUFFER,C.__webglColorBuffer),k.bufferData(k.ARRAY_BUFFER,cb,G))}if(Tb&&nb.hasTangents){D=0;for(A=qa.length;D<A;D++)O=ib[qa[D]],X=O.vertexTangents,na=X[0],da=X[1],Ka=X[2],Fa[Aa]=na.x,Fa[Aa+1]=na.y,Fa[Aa+2]=na.z,Fa[Aa+3]=na.w,Fa[Aa+4]=da.x,Fa[Aa+5]=da.y,Fa[Aa+6]=da.z,Fa[Aa+7]=da.w,Fa[Aa+8]=Ka.x,Fa[Aa+9]=Ka.y,Fa[Aa+10]=Ka.z,Fa[Aa+11]=
+Ka.w,Aa+=12;D=0;for(A=ra.length;D<A;D++)O=ib[ra[D]],X=O.vertexTangents,na=X[0],da=X[1],Ka=X[2],ja=X[3],Fa[Aa]=na.x,Fa[Aa+1]=na.y,Fa[Aa+2]=na.z,Fa[Aa+3]=na.w,Fa[Aa+4]=da.x,Fa[Aa+5]=da.y,Fa[Aa+6]=da.z,Fa[Aa+7]=da.w,Fa[Aa+8]=Ka.x,Fa[Aa+9]=Ka.y,Fa[Aa+10]=Ka.z,Fa[Aa+11]=Ka.w,Fa[Aa+12]=ja.x,Fa[Aa+13]=ja.y,Fa[Aa+14]=ja.z,Fa[Aa+15]=ja.w,Aa+=16;k.bindBuffer(k.ARRAY_BUFFER,C.__webglTangentBuffer);k.bufferData(k.ARRAY_BUFFER,Fa,G)}if(Sb&&L){D=0;for(A=qa.length;D<A;D++)if(O=ib[qa[D]],U=O.vertexNormals,Q=O.normal,
+3===U.length&&M)for(ua=0;3>ua;ua++)Oa=U[ua],xb[hb]=Oa.x,xb[hb+1]=Oa.y,xb[hb+2]=Oa.z,hb+=3;else for(ua=0;3>ua;ua++)xb[hb]=Q.x,xb[hb+1]=Q.y,xb[hb+2]=Q.z,hb+=3;D=0;for(A=ra.length;D<A;D++)if(O=ib[ra[D]],U=O.vertexNormals,Q=O.normal,4===U.length&&M)for(ua=0;4>ua;ua++)Oa=U[ua],xb[hb]=Oa.x,xb[hb+1]=Oa.y,xb[hb+2]=Oa.z,hb+=3;else for(ua=0;4>ua;ua++)xb[hb]=Q.x,xb[hb+1]=Q.y,xb[hb+2]=Q.z,hb+=3;k.bindBuffer(k.ARRAY_BUFFER,C.__webglNormalBuffer);k.bufferData(k.ARRAY_BUFFER,xb,G)}if(Kb&&Oc&&N){D=0;for(A=qa.length;D<
+A;D++)if(ea=qa[D],Y=Oc[ea],void 0!==Y)for(ua=0;3>ua;ua++)Ua=Y[ua],rb[Ta]=Ua.x,rb[Ta+1]=Ua.y,Ta+=2;D=0;for(A=ra.length;D<A;D++)if(ea=ra[D],Y=Oc[ea],void 0!==Y)for(ua=0;4>ua;ua++)Ua=Y[ua],rb[Ta]=Ua.x,rb[Ta+1]=Ua.y,Ta+=2;0<Ta&&(k.bindBuffer(k.ARRAY_BUFFER,C.__webglUVBuffer),k.bufferData(k.ARRAY_BUFFER,rb,G))}if(Kb&&Pc&&N){D=0;for(A=qa.length;D<A;D++)if(ea=qa[D],aa=Pc[ea],void 0!==aa)for(ua=0;3>ua;ua++)Za=aa[ua],ub[$a]=Za.x,ub[$a+1]=Za.y,$a+=2;D=0;for(A=ra.length;D<A;D++)if(ea=ra[D],aa=Pc[ea],void 0!==
+aa)for(ua=0;4>ua;ua++)Za=aa[ua],ub[$a]=Za.x,ub[$a+1]=Za.y,$a+=2;0<$a&&(k.bindBuffer(k.ARRAY_BUFFER,C.__webglUV2Buffer),k.bufferData(k.ARRAY_BUFFER,ub,G))}if(Nb){D=0;for(A=qa.length;D<A;D++)Fb[wb]=Ma,Fb[wb+1]=Ma+1,Fb[wb+2]=Ma+2,wb+=3,tb[mb]=Ma,tb[mb+1]=Ma+1,tb[mb+2]=Ma,tb[mb+3]=Ma+2,tb[mb+4]=Ma+1,tb[mb+5]=Ma+2,mb+=6,Ma+=3;D=0;for(A=ra.length;D<A;D++)Fb[wb]=Ma,Fb[wb+1]=Ma+1,Fb[wb+2]=Ma+3,Fb[wb+3]=Ma+1,Fb[wb+4]=Ma+2,Fb[wb+5]=Ma+3,wb+=6,tb[mb]=Ma,tb[mb+1]=Ma+1,tb[mb+2]=Ma,tb[mb+3]=Ma+3,tb[mb+4]=Ma+1,
+tb[mb+5]=Ma+2,tb[mb+6]=Ma+2,tb[mb+7]=Ma+3,mb+=8,Ma+=4;k.bindBuffer(k.ELEMENT_ARRAY_BUFFER,C.__webglFaceBuffer);k.bufferData(k.ELEMENT_ARRAY_BUFFER,Fb,G);k.bindBuffer(k.ELEMENT_ARRAY_BUFFER,C.__webglLineBuffer);k.bufferData(k.ELEMENT_ARRAY_BUFFER,tb,G)}if(Eb){ua=0;for(gb=Eb.length;ua<gb;ua++)if(v=Eb[ua],v.__original.needsUpdate){w=0;if(1===v.size)if(void 0===v.boundTo||"vertices"===v.boundTo){D=0;for(A=qa.length;D<A;D++)O=ib[qa[D]],v.array[w]=v.value[O.a],v.array[w+1]=v.value[O.b],v.array[w+2]=v.value[O.c],
+w+=3;D=0;for(A=ra.length;D<A;D++)O=ib[ra[D]],v.array[w]=v.value[O.a],v.array[w+1]=v.value[O.b],v.array[w+2]=v.value[O.c],v.array[w+3]=v.value[O.d],w+=4}else{if("faces"===v.boundTo){D=0;for(A=qa.length;D<A;D++)wa=v.value[qa[D]],v.array[w]=wa,v.array[w+1]=wa,v.array[w+2]=wa,w+=3;D=0;for(A=ra.length;D<A;D++)wa=v.value[ra[D]],v.array[w]=wa,v.array[w+1]=wa,v.array[w+2]=wa,v.array[w+3]=wa,w+=4}}else if(2===v.size)if(void 0===v.boundTo||"vertices"===v.boundTo){D=0;for(A=qa.length;D<A;D++)O=ib[qa[D]],S=v.value[O.a],
+T=v.value[O.b],R=v.value[O.c],v.array[w]=S.x,v.array[w+1]=S.y,v.array[w+2]=T.x,v.array[w+3]=T.y,v.array[w+4]=R.x,v.array[w+5]=R.y,w+=6;D=0;for(A=ra.length;D<A;D++)O=ib[ra[D]],S=v.value[O.a],T=v.value[O.b],R=v.value[O.c],W=v.value[O.d],v.array[w]=S.x,v.array[w+1]=S.y,v.array[w+2]=T.x,v.array[w+3]=T.y,v.array[w+4]=R.x,v.array[w+5]=R.y,v.array[w+6]=W.x,v.array[w+7]=W.y,w+=8}else{if("faces"===v.boundTo){D=0;for(A=qa.length;D<A;D++)R=T=S=wa=v.value[qa[D]],v.array[w]=S.x,v.array[w+1]=S.y,v.array[w+2]=T.x,
+v.array[w+3]=T.y,v.array[w+4]=R.x,v.array[w+5]=R.y,w+=6;D=0;for(A=ra.length;D<A;D++)W=R=T=S=wa=v.value[ra[D]],v.array[w]=S.x,v.array[w+1]=S.y,v.array[w+2]=T.x,v.array[w+3]=T.y,v.array[w+4]=R.x,v.array[w+5]=R.y,v.array[w+6]=W.x,v.array[w+7]=W.y,w+=8}}else if(3===v.size){var Z;Z="c"===v.type?["r","g","b"]:["x","y","z"];if(void 0===v.boundTo||"vertices"===v.boundTo){D=0;for(A=qa.length;D<A;D++)O=ib[qa[D]],S=v.value[O.a],T=v.value[O.b],R=v.value[O.c],v.array[w]=S[Z[0]],v.array[w+1]=S[Z[1]],v.array[w+
+2]=S[Z[2]],v.array[w+3]=T[Z[0]],v.array[w+4]=T[Z[1]],v.array[w+5]=T[Z[2]],v.array[w+6]=R[Z[0]],v.array[w+7]=R[Z[1]],v.array[w+8]=R[Z[2]],w+=9;D=0;for(A=ra.length;D<A;D++)O=ib[ra[D]],S=v.value[O.a],T=v.value[O.b],R=v.value[O.c],W=v.value[O.d],v.array[w]=S[Z[0]],v.array[w+1]=S[Z[1]],v.array[w+2]=S[Z[2]],v.array[w+3]=T[Z[0]],v.array[w+4]=T[Z[1]],v.array[w+5]=T[Z[2]],v.array[w+6]=R[Z[0]],v.array[w+7]=R[Z[1]],v.array[w+8]=R[Z[2]],v.array[w+9]=W[Z[0]],v.array[w+10]=W[Z[1]],v.array[w+11]=W[Z[2]],w+=12}else if("faces"===
+v.boundTo){D=0;for(A=qa.length;D<A;D++)R=T=S=wa=v.value[qa[D]],v.array[w]=S[Z[0]],v.array[w+1]=S[Z[1]],v.array[w+2]=S[Z[2]],v.array[w+3]=T[Z[0]],v.array[w+4]=T[Z[1]],v.array[w+5]=T[Z[2]],v.array[w+6]=R[Z[0]],v.array[w+7]=R[Z[1]],v.array[w+8]=R[Z[2]],w+=9;D=0;for(A=ra.length;D<A;D++)W=R=T=S=wa=v.value[ra[D]],v.array[w]=S[Z[0]],v.array[w+1]=S[Z[1]],v.array[w+2]=S[Z[2]],v.array[w+3]=T[Z[0]],v.array[w+4]=T[Z[1]],v.array[w+5]=T[Z[2]],v.array[w+6]=R[Z[0]],v.array[w+7]=R[Z[1]],v.array[w+8]=R[Z[2]],v.array[w+
+9]=W[Z[0]],v.array[w+10]=W[Z[1]],v.array[w+11]=W[Z[2]],w+=12}else if("faceVertices"===v.boundTo){D=0;for(A=qa.length;D<A;D++)wa=v.value[qa[D]],S=wa[0],T=wa[1],R=wa[2],v.array[w]=S[Z[0]],v.array[w+1]=S[Z[1]],v.array[w+2]=S[Z[2]],v.array[w+3]=T[Z[0]],v.array[w+4]=T[Z[1]],v.array[w+5]=T[Z[2]],v.array[w+6]=R[Z[0]],v.array[w+7]=R[Z[1]],v.array[w+8]=R[Z[2]],w+=9;D=0;for(A=ra.length;D<A;D++)wa=v.value[ra[D]],S=wa[0],T=wa[1],R=wa[2],W=wa[3],v.array[w]=S[Z[0]],v.array[w+1]=S[Z[1]],v.array[w+2]=S[Z[2]],v.array[w+
+3]=T[Z[0]],v.array[w+4]=T[Z[1]],v.array[w+5]=T[Z[2]],v.array[w+6]=R[Z[0]],v.array[w+7]=R[Z[1]],v.array[w+8]=R[Z[2]],v.array[w+9]=W[Z[0]],v.array[w+10]=W[Z[1]],v.array[w+11]=W[Z[2]],w+=12}}else if(4===v.size)if(void 0===v.boundTo||"vertices"===v.boundTo){D=0;for(A=qa.length;D<A;D++)O=ib[qa[D]],S=v.value[O.a],T=v.value[O.b],R=v.value[O.c],v.array[w]=S.x,v.array[w+1]=S.y,v.array[w+2]=S.z,v.array[w+3]=S.w,v.array[w+4]=T.x,v.array[w+5]=T.y,v.array[w+6]=T.z,v.array[w+7]=T.w,v.array[w+8]=R.x,v.array[w+9]=
+R.y,v.array[w+10]=R.z,v.array[w+11]=R.w,w+=12;D=0;for(A=ra.length;D<A;D++)O=ib[ra[D]],S=v.value[O.a],T=v.value[O.b],R=v.value[O.c],W=v.value[O.d],v.array[w]=S.x,v.array[w+1]=S.y,v.array[w+2]=S.z,v.array[w+3]=S.w,v.array[w+4]=T.x,v.array[w+5]=T.y,v.array[w+6]=T.z,v.array[w+7]=T.w,v.array[w+8]=R.x,v.array[w+9]=R.y,v.array[w+10]=R.z,v.array[w+11]=R.w,v.array[w+12]=W.x,v.array[w+13]=W.y,v.array[w+14]=W.z,v.array[w+15]=W.w,w+=16}else if("faces"===v.boundTo){D=0;for(A=qa.length;D<A;D++)R=T=S=wa=v.value[qa[D]],
+v.array[w]=S.x,v.array[w+1]=S.y,v.array[w+2]=S.z,v.array[w+3]=S.w,v.array[w+4]=T.x,v.array[w+5]=T.y,v.array[w+6]=T.z,v.array[w+7]=T.w,v.array[w+8]=R.x,v.array[w+9]=R.y,v.array[w+10]=R.z,v.array[w+11]=R.w,w+=12;D=0;for(A=ra.length;D<A;D++)W=R=T=S=wa=v.value[ra[D]],v.array[w]=S.x,v.array[w+1]=S.y,v.array[w+2]=S.z,v.array[w+3]=S.w,v.array[w+4]=T.x,v.array[w+5]=T.y,v.array[w+6]=T.z,v.array[w+7]=T.w,v.array[w+8]=R.x,v.array[w+9]=R.y,v.array[w+10]=R.z,v.array[w+11]=R.w,v.array[w+12]=W.x,v.array[w+13]=W.y,
+v.array[w+14]=W.z,v.array[w+15]=W.w,w+=16}else if("faceVertices"===v.boundTo){D=0;for(A=qa.length;D<A;D++)wa=v.value[qa[D]],S=wa[0],T=wa[1],R=wa[2],v.array[w]=S.x,v.array[w+1]=S.y,v.array[w+2]=S.z,v.array[w+3]=S.w,v.array[w+4]=T.x,v.array[w+5]=T.y,v.array[w+6]=T.z,v.array[w+7]=T.w,v.array[w+8]=R.x,v.array[w+9]=R.y,v.array[w+10]=R.z,v.array[w+11]=R.w,w+=12;D=0;for(A=ra.length;D<A;D++)wa=v.value[ra[D]],S=wa[0],T=wa[1],R=wa[2],W=wa[3],v.array[w]=S.x,v.array[w+1]=S.y,v.array[w+2]=S.z,v.array[w+3]=S.w,
+v.array[w+4]=T.x,v.array[w+5]=T.y,v.array[w+6]=T.z,v.array[w+7]=T.w,v.array[w+8]=R.x,v.array[w+9]=R.y,v.array[w+10]=R.z,v.array[w+11]=R.w,v.array[w+12]=W.x,v.array[w+13]=W.y,v.array[w+14]=W.z,v.array[w+15]=W.w,w+=16}k.bindBuffer(k.ARRAY_BUFFER,v.buffer);k.bufferData(k.ARRAY_BUFFER,v.array,G)}}I&&(delete C.__inittedArrays,delete C.__colorArray,delete C.__normalArray,delete C.__tangentArray,delete C.__uvArray,delete C.__uv2Array,delete C.__faceArray,delete C.__vertexArray,delete C.__lineArray,delete C.__skinIndexArray,
+delete C.__skinWeightArray)}}j.verticesNeedUpdate=!1;j.morphTargetsNeedUpdate=!1;j.elementsNeedUpdate=!1;j.uvsNeedUpdate=!1;j.normalsNeedUpdate=!1;j.colorsNeedUpdate=!1;j.tangentsNeedUpdate=!1;j.buffersNeedUpdate=!1;n.attributes&&y(n)}else if(i instanceof THREE.Ribbon){n=e(i,j);p=n.attributes&&q(n);if(j.verticesNeedUpdate||j.colorsNeedUpdate||j.normalsNeedUpdate||p){var yb=j,qc=k.DYNAMIC_DRAW,gc=void 0,hc=void 0,ic=void 0,rc=void 0,xa=void 0,sc=void 0,tc=void 0,uc=void 0,ac=void 0,eb=void 0,Yb=void 0,
+Ca=void 0,ob=void 0,bc=yb.vertices,ec=yb.colors,fc=yb.normals,nc=bc.length,oc=ec.length,Fc=fc.length,vc=yb.__vertexArray,wc=yb.__colorArray,xc=yb.__normalArray,Gc=yb.colorsNeedUpdate,Hc=yb.normalsNeedUpdate,Qc=yb.__webglCustomAttributesList;if(yb.verticesNeedUpdate){for(gc=0;gc<nc;gc++)rc=bc[gc],xa=3*gc,vc[xa]=rc.x,vc[xa+1]=rc.y,vc[xa+2]=rc.z;k.bindBuffer(k.ARRAY_BUFFER,yb.__webglVertexBuffer);k.bufferData(k.ARRAY_BUFFER,vc,qc)}if(Gc){for(hc=0;hc<oc;hc++)sc=ec[hc],xa=3*hc,wc[xa]=sc.r,wc[xa+1]=sc.g,
+wc[xa+2]=sc.b;k.bindBuffer(k.ARRAY_BUFFER,yb.__webglColorBuffer);k.bufferData(k.ARRAY_BUFFER,wc,qc)}if(Hc){for(ic=0;ic<Fc;ic++)tc=fc[ic],xa=3*ic,xc[xa]=tc.x,xc[xa+1]=tc.y,xc[xa+2]=tc.z;k.bindBuffer(k.ARRAY_BUFFER,yb.__webglNormalBuffer);k.bufferData(k.ARRAY_BUFFER,xc,qc)}if(Qc){uc=0;for(ac=Qc.length;uc<ac;uc++)if(Ca=Qc[uc],Ca.needsUpdate&&(void 0===Ca.boundTo||"vertices"===Ca.boundTo)){xa=0;Yb=Ca.value.length;if(1===Ca.size)for(eb=0;eb<Yb;eb++)Ca.array[eb]=Ca.value[eb];else if(2===Ca.size)for(eb=
+0;eb<Yb;eb++)ob=Ca.value[eb],Ca.array[xa]=ob.x,Ca.array[xa+1]=ob.y,xa+=2;else if(3===Ca.size)if("c"===Ca.type)for(eb=0;eb<Yb;eb++)ob=Ca.value[eb],Ca.array[xa]=ob.r,Ca.array[xa+1]=ob.g,Ca.array[xa+2]=ob.b,xa+=3;else for(eb=0;eb<Yb;eb++)ob=Ca.value[eb],Ca.array[xa]=ob.x,Ca.array[xa+1]=ob.y,Ca.array[xa+2]=ob.z,xa+=3;else if(4===Ca.size)for(eb=0;eb<Yb;eb++)ob=Ca.value[eb],Ca.array[xa]=ob.x,Ca.array[xa+1]=ob.y,Ca.array[xa+2]=ob.z,Ca.array[xa+3]=ob.w,xa+=4;k.bindBuffer(k.ARRAY_BUFFER,Ca.buffer);k.bufferData(k.ARRAY_BUFFER,
+Ca.array,qc)}}}j.verticesNeedUpdate=!1;j.colorsNeedUpdate=!1;j.normalsNeedUpdate=!1;n.attributes&&y(n)}else if(i instanceof THREE.Line){n=e(i,j);p=n.attributes&&q(n);if(j.verticesNeedUpdate||j.colorsNeedUpdate||j.lineDistancesNeedUpdate||p){var zb=j,yc=k.DYNAMIC_DRAW,jc=void 0,kc=void 0,lc=void 0,zc=void 0,Ia=void 0,Ac=void 0,Vc=zb.vertices,Wc=zb.colors,Xc=zb.lineDistances,Ic=Vc.length,Jc=Wc.length,Kc=Xc.length,Bc=zb.__vertexArray,Cc=zb.__colorArray,Yc=zb.__lineDistanceArray,Lc=zb.colorsNeedUpdate,
+cd=zb.lineDistancesNeedUpdate,Rc=zb.__webglCustomAttributesList,Dc=void 0,Zc=void 0,fb=void 0,Zb=void 0,pb=void 0,Da=void 0;if(zb.verticesNeedUpdate){for(jc=0;jc<Ic;jc++)zc=Vc[jc],Ia=3*jc,Bc[Ia]=zc.x,Bc[Ia+1]=zc.y,Bc[Ia+2]=zc.z;k.bindBuffer(k.ARRAY_BUFFER,zb.__webglVertexBuffer);k.bufferData(k.ARRAY_BUFFER,Bc,yc)}if(Lc){for(kc=0;kc<Jc;kc++)Ac=Wc[kc],Ia=3*kc,Cc[Ia]=Ac.r,Cc[Ia+1]=Ac.g,Cc[Ia+2]=Ac.b;k.bindBuffer(k.ARRAY_BUFFER,zb.__webglColorBuffer);k.bufferData(k.ARRAY_BUFFER,Cc,yc)}if(cd){for(lc=0;lc<
+Kc;lc++)Yc[lc]=Xc[lc];k.bindBuffer(k.ARRAY_BUFFER,zb.__webglLineDistanceBuffer);k.bufferData(k.ARRAY_BUFFER,Yc,yc)}if(Rc){Dc=0;for(Zc=Rc.length;Dc<Zc;Dc++)if(Da=Rc[Dc],Da.needsUpdate&&(void 0===Da.boundTo||"vertices"===Da.boundTo)){Ia=0;Zb=Da.value.length;if(1===Da.size)for(fb=0;fb<Zb;fb++)Da.array[fb]=Da.value[fb];else if(2===Da.size)for(fb=0;fb<Zb;fb++)pb=Da.value[fb],Da.array[Ia]=pb.x,Da.array[Ia+1]=pb.y,Ia+=2;else if(3===Da.size)if("c"===Da.type)for(fb=0;fb<Zb;fb++)pb=Da.value[fb],Da.array[Ia]=
+pb.r,Da.array[Ia+1]=pb.g,Da.array[Ia+2]=pb.b,Ia+=3;else for(fb=0;fb<Zb;fb++)pb=Da.value[fb],Da.array[Ia]=pb.x,Da.array[Ia+1]=pb.y,Da.array[Ia+2]=pb.z,Ia+=3;else if(4===Da.size)for(fb=0;fb<Zb;fb++)pb=Da.value[fb],Da.array[Ia]=pb.x,Da.array[Ia+1]=pb.y,Da.array[Ia+2]=pb.z,Da.array[Ia+3]=pb.w,Ia+=4;k.bindBuffer(k.ARRAY_BUFFER,Da.buffer);k.bufferData(k.ARRAY_BUFFER,Da.array,yc)}}}j.verticesNeedUpdate=!1;j.colorsNeedUpdate=!1;j.lineDistancesNeedUpdate=!1;n.attributes&&y(n)}else if(i instanceof THREE.ParticleSystem){n=
+e(i,j);p=n.attributes&&q(n);if(j.verticesNeedUpdate||j.colorsNeedUpdate||i.sortParticles||p){var Gb=j,Sc=k.DYNAMIC_DRAW,mc=i,qb=void 0,Hb=void 0,Ib=void 0,ca=void 0,Jb=void 0,Rb=void 0,Ec=Gb.vertices,Tc=Ec.length,Uc=Gb.colors,$c=Uc.length,Wb=Gb.__vertexArray,Xb=Gb.__colorArray,Lb=Gb.__sortArray,ad=Gb.verticesNeedUpdate,bd=Gb.colorsNeedUpdate,Mb=Gb.__webglCustomAttributesList,Cb=void 0,$b=void 0,ma=void 0,Db=void 0,Ba=void 0,ba=void 0;if(mc.sortParticles){sb.copy(Ja);sb.multiply(mc.matrixWorld);for(qb=
+0;qb<Tc;qb++)Ib=Ec[qb],Na.copy(Ib),Na.applyProjection(sb),Lb[qb]=[Na.z,qb];Lb.sort(m);for(qb=0;qb<Tc;qb++)Ib=Ec[Lb[qb][1]],ca=3*qb,Wb[ca]=Ib.x,Wb[ca+1]=Ib.y,Wb[ca+2]=Ib.z;for(Hb=0;Hb<$c;Hb++)ca=3*Hb,Rb=Uc[Lb[Hb][1]],Xb[ca]=Rb.r,Xb[ca+1]=Rb.g,Xb[ca+2]=Rb.b;if(Mb){Cb=0;for($b=Mb.length;Cb<$b;Cb++)if(ba=Mb[Cb],void 0===ba.boundTo||"vertices"===ba.boundTo)if(ca=0,Db=ba.value.length,1===ba.size)for(ma=0;ma<Db;ma++)Jb=Lb[ma][1],ba.array[ma]=ba.value[Jb];else if(2===ba.size)for(ma=0;ma<Db;ma++)Jb=Lb[ma][1],
+Ba=ba.value[Jb],ba.array[ca]=Ba.x,ba.array[ca+1]=Ba.y,ca+=2;else if(3===ba.size)if("c"===ba.type)for(ma=0;ma<Db;ma++)Jb=Lb[ma][1],Ba=ba.value[Jb],ba.array[ca]=Ba.r,ba.array[ca+1]=Ba.g,ba.array[ca+2]=Ba.b,ca+=3;else for(ma=0;ma<Db;ma++)Jb=Lb[ma][1],Ba=ba.value[Jb],ba.array[ca]=Ba.x,ba.array[ca+1]=Ba.y,ba.array[ca+2]=Ba.z,ca+=3;else if(4===ba.size)for(ma=0;ma<Db;ma++)Jb=Lb[ma][1],Ba=ba.value[Jb],ba.array[ca]=Ba.x,ba.array[ca+1]=Ba.y,ba.array[ca+2]=Ba.z,ba.array[ca+3]=Ba.w,ca+=4}}else{if(ad)for(qb=0;qb<
+Tc;qb++)Ib=Ec[qb],ca=3*qb,Wb[ca]=Ib.x,Wb[ca+1]=Ib.y,Wb[ca+2]=Ib.z;if(bd)for(Hb=0;Hb<$c;Hb++)Rb=Uc[Hb],ca=3*Hb,Xb[ca]=Rb.r,Xb[ca+1]=Rb.g,Xb[ca+2]=Rb.b;if(Mb){Cb=0;for($b=Mb.length;Cb<$b;Cb++)if(ba=Mb[Cb],ba.needsUpdate&&(void 0===ba.boundTo||"vertices"===ba.boundTo))if(Db=ba.value.length,ca=0,1===ba.size)for(ma=0;ma<Db;ma++)ba.array[ma]=ba.value[ma];else if(2===ba.size)for(ma=0;ma<Db;ma++)Ba=ba.value[ma],ba.array[ca]=Ba.x,ba.array[ca+1]=Ba.y,ca+=2;else if(3===ba.size)if("c"===ba.type)for(ma=0;ma<Db;ma++)Ba=
+ba.value[ma],ba.array[ca]=Ba.r,ba.array[ca+1]=Ba.g,ba.array[ca+2]=Ba.b,ca+=3;else for(ma=0;ma<Db;ma++)Ba=ba.value[ma],ba.array[ca]=Ba.x,ba.array[ca+1]=Ba.y,ba.array[ca+2]=Ba.z,ca+=3;else if(4===ba.size)for(ma=0;ma<Db;ma++)Ba=ba.value[ma],ba.array[ca]=Ba.x,ba.array[ca+1]=Ba.y,ba.array[ca+2]=Ba.z,ba.array[ca+3]=Ba.w,ca+=4}}if(ad||mc.sortParticles)k.bindBuffer(k.ARRAY_BUFFER,Gb.__webglVertexBuffer),k.bufferData(k.ARRAY_BUFFER,Wb,Sc);if(bd||mc.sortParticles)k.bindBuffer(k.ARRAY_BUFFER,Gb.__webglColorBuffer),
+k.bufferData(k.ARRAY_BUFFER,Xb,Sc);if(Mb){Cb=0;for($b=Mb.length;Cb<$b;Cb++)if(ba=Mb[Cb],ba.needsUpdate||mc.sortParticles)k.bindBuffer(k.ARRAY_BUFFER,ba.buffer),k.bufferData(k.ARRAY_BUFFER,ba.array,Sc)}}j.verticesNeedUpdate=!1;j.colorsNeedUpdate=!1;n.attributes&&y(n)}}};this.initMaterial=function(a,b,c,d){var e,f,g,h;a.addEventListener("dispose",Q);var i,j,l,p,m;a instanceof THREE.MeshDepthMaterial?m="depth":a instanceof THREE.MeshNormalMaterial?m="normal":a instanceof THREE.MeshBasicMaterial?m="basic":
+a instanceof THREE.MeshLambertMaterial?m="lambert":a instanceof THREE.MeshPhongMaterial?m="phong":a instanceof THREE.LineBasicMaterial?m="basic":a instanceof THREE.LineDashedMaterial?m="dashed":a instanceof THREE.ParticleBasicMaterial&&(m="particle_basic");if(m){var n=THREE.ShaderLib[m];a.uniforms=THREE.UniformsUtils.clone(n.uniforms);a.vertexShader=n.vertexShader;a.fragmentShader=n.fragmentShader}var q,r,s;e=g=r=s=n=0;for(f=b.length;e<f;e++)q=b[e],q.onlyShadow||(q instanceof THREE.DirectionalLight&&
+g++,q instanceof THREE.PointLight&&r++,q instanceof THREE.SpotLight&&s++,q instanceof THREE.HemisphereLight&&n++);e=g;f=r;g=s;h=n;n=q=0;for(s=b.length;n<s;n++)r=b[n],r.castShadow&&(r instanceof THREE.SpotLight&&q++,r instanceof THREE.DirectionalLight&&!r.shadowCascade&&q++);p=q;dc&&d&&d.useVertexTexture?l=1024:(b=k.getParameter(k.MAX_VERTEX_UNIFORM_VECTORS),b=Math.floor((b-20)/4),void 0!==d&&d instanceof THREE.SkinnedMesh&&(b=Math.min(d.bones.length,b),b<d.bones.length&&console.warn("WebGLRenderer: too many bones - "+
+d.bones.length+", this GPU supports just "+b+" (try OpenGL instead of ANGLE)")),l=b);a:{s=a.fragmentShader;r=a.vertexShader;n=a.uniforms;b=a.attributes;q=a.defines;var c={map:!!a.map,envMap:!!a.envMap,lightMap:!!a.lightMap,bumpMap:!!a.bumpMap,normalMap:!!a.normalMap,specularMap:!!a.specularMap,vertexColors:a.vertexColors,fog:c,useFog:a.fog,fogExp:c instanceof THREE.FogExp2,sizeAttenuation:a.sizeAttenuation,skinning:a.skinning,maxBones:l,useVertexTexture:dc&&d&&d.useVertexTexture,boneTextureWidth:d&&
+d.boneTextureWidth,boneTextureHeight:d&&d.boneTextureHeight,morphTargets:a.morphTargets,morphNormals:a.morphNormals,maxMorphTargets:this.maxMorphTargets,maxMorphNormals:this.maxMorphNormals,maxDirLights:e,maxPointLights:f,maxSpotLights:g,maxHemiLights:h,maxShadows:p,shadowMapEnabled:this.shadowMapEnabled&&d.receiveShadow,shadowMapType:this.shadowMapType,shadowMapDebug:this.shadowMapDebug,shadowMapCascade:this.shadowMapCascade,alphaTest:a.alphaTest,metal:a.metal,perPixel:a.perPixel,wrapAround:a.wrapAround,
+doubleSided:a.side===THREE.DoubleSide,flipSided:a.side===THREE.BackSide},t,x,u,d=[];m?d.push(m):(d.push(s),d.push(r));for(x in q)d.push(x),d.push(q[x]);for(t in c)d.push(t),d.push(c[t]);m=d.join();t=0;for(x=ea.length;t<x;t++)if(d=ea[t],d.code===m){d.usedTimes++;j=d.program;break a}t="SHADOWMAP_TYPE_BASIC";c.shadowMapType===THREE.PCFShadowMap?t="SHADOWMAP_TYPE_PCF":c.shadowMapType===THREE.PCFSoftShadowMap&&(t="SHADOWMAP_TYPE_PCF_SOFT");x=[];for(u in q)d=q[u],!1!==d&&(d="#define "+u+" "+d,x.push(d));
+d=x.join("\n");u=k.createProgram();x=["precision "+P+" float;",d,cc?"#define VERTEX_TEXTURES":"",N.gammaInput?"#define GAMMA_INPUT":"",N.gammaOutput?"#define GAMMA_OUTPUT":"",N.physicallyBasedShading?"#define PHYSICALLY_BASED_SHADING":"","#define MAX_DIR_LIGHTS "+c.maxDirLights,"#define MAX_POINT_LIGHTS "+c.maxPointLights,"#define MAX_SPOT_LIGHTS "+c.maxSpotLights,"#define MAX_HEMI_LIGHTS "+c.maxHemiLights,"#define MAX_SHADOWS "+c.maxShadows,"#define MAX_BONES "+c.maxBones,c.map?"#define USE_MAP":
+"",c.envMap?"#define USE_ENVMAP":"",c.lightMap?"#define USE_LIGHTMAP":"",c.bumpMap?"#define USE_BUMPMAP":"",c.normalMap?"#define USE_NORMALMAP":"",c.specularMap?"#define USE_SPECULARMAP":"",c.vertexColors?"#define USE_COLOR":"",c.skinning?"#define USE_SKINNING":"",c.useVertexTexture?"#define BONE_TEXTURE":"",c.boneTextureWidth?"#define N_BONE_PIXEL_X "+c.boneTextureWidth.toFixed(1):"",c.boneTextureHeight?"#define N_BONE_PIXEL_Y "+c.boneTextureHeight.toFixed(1):"",c.morphTargets?"#define USE_MORPHTARGETS":
+"",c.morphNormals?"#define USE_MORPHNORMALS":"",c.perPixel?"#define PHONG_PER_PIXEL":"",c.wrapAround?"#define WRAP_AROUND":"",c.doubleSided?"#define DOUBLE_SIDED":"",c.flipSided?"#define FLIP_SIDED":"",c.shadowMapEnabled?"#define USE_SHADOWMAP":"",c.shadowMapEnabled?"#define "+t:"",c.shadowMapDebug?"#define SHADOWMAP_DEBUG":"",c.shadowMapCascade?"#define SHADOWMAP_CASCADE":"",c.sizeAttenuation?"#define USE_SIZEATTENUATION":"","uniform mat4 modelMatrix;\nuniform mat4 modelViewMatrix;\nuniform mat4 projectionMatrix;\nuniform mat4 viewMatrix;\nuniform mat3 normalMatrix;\nuniform vec3 cameraPosition;\nattribute vec3 position;\nattribute vec3 normal;\nattribute vec2 uv;\nattribute vec2 uv2;\n#ifdef USE_COLOR\nattribute vec3 color;\n#endif\n#ifdef USE_MORPHTARGETS\nattribute vec3 morphTarget0;\nattribute vec3 morphTarget1;\nattribute vec3 morphTarget2;\nattribute vec3 morphTarget3;\n#ifdef USE_MORPHNORMALS\nattribute vec3 morphNormal0;\nattribute vec3 morphNormal1;\nattribute vec3 morphNormal2;\nattribute vec3 morphNormal3;\n#else\nattribute vec3 morphTarget4;\nattribute vec3 morphTarget5;\nattribute vec3 morphTarget6;\nattribute vec3 morphTarget7;\n#endif\n#endif\n#ifdef USE_SKINNING\nattribute vec4 skinIndex;\nattribute vec4 skinWeight;\n#endif\n"].join("\n");
+t=["precision "+P+" float;",c.bumpMap||c.normalMap?"#extension GL_OES_standard_derivatives : enable":"",d,"#define MAX_DIR_LIGHTS "+c.maxDirLights,"#define MAX_POINT_LIGHTS "+c.maxPointLights,"#define MAX_SPOT_LIGHTS "+c.maxSpotLights,"#define MAX_HEMI_LIGHTS "+c.maxHemiLights,"#define MAX_SHADOWS "+c.maxShadows,c.alphaTest?"#define ALPHATEST "+c.alphaTest:"",N.gammaInput?"#define GAMMA_INPUT":"",N.gammaOutput?"#define GAMMA_OUTPUT":"",N.physicallyBasedShading?"#define PHYSICALLY_BASED_SHADING":"",
+c.useFog&&c.fog?"#define USE_FOG":"",c.useFog&&c.fogExp?"#define FOG_EXP2":"",c.map?"#define USE_MAP":"",c.envMap?"#define USE_ENVMAP":"",c.lightMap?"#define USE_LIGHTMAP":"",c.bumpMap?"#define USE_BUMPMAP":"",c.normalMap?"#define USE_NORMALMAP":"",c.specularMap?"#define USE_SPECULARMAP":"",c.vertexColors?"#define USE_COLOR":"",c.metal?"#define METAL":"",c.perPixel?"#define PHONG_PER_PIXEL":"",c.wrapAround?"#define WRAP_AROUND":"",c.doubleSided?"#define DOUBLE_SIDED":"",c.flipSided?"#define FLIP_SIDED":
+"",c.shadowMapEnabled?"#define USE_SHADOWMAP":"",c.shadowMapEnabled?"#define "+t:"",c.shadowMapDebug?"#define SHADOWMAP_DEBUG":"",c.shadowMapCascade?"#define SHADOWMAP_CASCADE":"","uniform mat4 viewMatrix;\nuniform vec3 cameraPosition;\n"].join("\n");x=L("vertex",x+r);t=L("fragment",t+s);k.attachShader(u,x);k.attachShader(u,t);k.linkProgram(u);k.getProgramParameter(u,k.LINK_STATUS)||console.error("Could not initialise shader\nVALIDATE_STATUS: "+k.getProgramParameter(u,k.VALIDATE_STATUS)+", gl error ["+
+k.getError()+"]");k.deleteShader(t);k.deleteShader(x);u.uniforms={};u.attributes={};var y;t="viewMatrix modelViewMatrix projectionMatrix normalMatrix modelMatrix cameraPosition morphTargetInfluences".split(" ");c.useVertexTexture?t.push("boneTexture"):t.push("boneGlobalMatrices");for(y in n)t.push(y);y=t;t=0;for(x=y.length;t<x;t++)n=y[t],u.uniforms[n]=k.getUniformLocation(u,n);t="position normal uv uv2 tangent color skinIndex skinWeight lineDistance".split(" ");for(y=0;y<c.maxMorphTargets;y++)t.push("morphTarget"+
+y);for(y=0;y<c.maxMorphNormals;y++)t.push("morphNormal"+y);for(j in b)t.push(j);j=t;y=0;for(b=j.length;y<b;y++)t=j[y],u.attributes[t]=k.getAttribLocation(u,t);u.id=kb++;ea.push({program:u,code:m,usedTimes:1});N.info.memory.programs=ea.length;j=u}a.program=j;y=a.program.attributes;if(a.morphTargets){a.numSupportedMorphTargets=0;b="morphTarget";for(j=0;j<this.maxMorphTargets;j++)u=b+j,0<=y[u]&&a.numSupportedMorphTargets++}if(a.morphNormals){a.numSupportedMorphNormals=0;b="morphNormal";for(j=0;j<this.maxMorphNormals;j++)u=
+b+j,0<=y[u]&&a.numSupportedMorphNormals++}a.uniformsList=[];for(i in a.uniforms)a.uniformsList.push([a.uniforms[i],i])};this.setFaceCulling=function(a,b){a===THREE.CullFaceNone?k.disable(k.CULL_FACE):(b===THREE.FrontFaceDirectionCW?k.frontFace(k.CW):k.frontFace(k.CCW),a===THREE.CullFaceBack?k.cullFace(k.BACK):a===THREE.CullFaceFront?k.cullFace(k.FRONT):k.cullFace(k.FRONT_AND_BACK),k.enable(k.CULL_FACE))};this.setMaterialFaces=function(a){var b=a.side===THREE.DoubleSide,a=a.side===THREE.BackSide;X!==
+b&&(b?k.disable(k.CULL_FACE):k.enable(k.CULL_FACE),X=b);Y!==a&&(a?k.frontFace(k.CW):k.frontFace(k.CCW),Y=a)};this.setDepthTest=function(a){Za!==a&&(a?k.enable(k.DEPTH_TEST):k.disable(k.DEPTH_TEST),Za=a)};this.setDepthWrite=function(a){sa!==a&&(k.depthMask(a),sa=a)};this.setBlending=function(a,b,c,d){a!==ia&&(a===THREE.NoBlending?k.disable(k.BLEND):a===THREE.AdditiveBlending?(k.enable(k.BLEND),k.blendEquation(k.FUNC_ADD),k.blendFunc(k.SRC_ALPHA,k.ONE)):a===THREE.SubtractiveBlending?(k.enable(k.BLEND),
+k.blendEquation(k.FUNC_ADD),k.blendFunc(k.ZERO,k.ONE_MINUS_SRC_COLOR)):a===THREE.MultiplyBlending?(k.enable(k.BLEND),k.blendEquation(k.FUNC_ADD),k.blendFunc(k.ZERO,k.SRC_COLOR)):a===THREE.CustomBlending?k.enable(k.BLEND):(k.enable(k.BLEND),k.blendEquationSeparate(k.FUNC_ADD,k.FUNC_ADD),k.blendFuncSeparate(k.SRC_ALPHA,k.ONE_MINUS_SRC_ALPHA,k.ONE,k.ONE_MINUS_SRC_ALPHA)),ia=a);if(a===THREE.CustomBlending){if(b!==fa&&(k.blendEquation(I(b)),fa=b),c!==ga||d!==Ea)k.blendFunc(I(c),I(d)),ga=c,Ea=d}else Ea=
+ga=fa=null};this.setTexture=function(a,b){if(a.needsUpdate){a.__webglInit||(a.__webglInit=!0,a.addEventListener("dispose",nc),a.__webglTexture=k.createTexture(),N.info.memory.textures++);k.activeTexture(k.TEXTURE0+b);k.bindTexture(k.TEXTURE_2D,a.__webglTexture);k.pixelStorei(k.UNPACK_FLIP_Y_WEBGL,a.flipY);k.pixelStorei(k.UNPACK_PREMULTIPLY_ALPHA_WEBGL,a.premultiplyAlpha);k.pixelStorei(k.UNPACK_ALIGNMENT,a.unpackAlignment);var c=a.image,d=0===(c.width&c.width-1)&&0===(c.height&c.height-1),e=I(a.format),
+f=I(a.type);B(k.TEXTURE_2D,a,d);var g=a.mipmaps;if(a instanceof THREE.DataTexture)if(0<g.length&&d){for(var h=0,i=g.length;h<i;h++)c=g[h],k.texImage2D(k.TEXTURE_2D,h,e,c.width,c.height,0,e,f,c.data);a.generateMipmaps=!1}else k.texImage2D(k.TEXTURE_2D,0,e,c.width,c.height,0,e,f,c.data);else if(a instanceof THREE.CompressedTexture){h=0;for(i=g.length;h<i;h++)c=g[h],k.compressedTexImage2D(k.TEXTURE_2D,h,e,c.width,c.height,0,c.data)}else if(0<g.length&&d){h=0;for(i=g.length;h<i;h++)c=g[h],k.texImage2D(k.TEXTURE_2D,
+h,e,e,f,c);a.generateMipmaps=!1}else k.texImage2D(k.TEXTURE_2D,0,e,e,f,a.image);a.generateMipmaps&&d&&k.generateMipmap(k.TEXTURE_2D);a.needsUpdate=!1;if(a.onUpdate)a.onUpdate()}else k.activeTexture(k.TEXTURE0+b),k.bindTexture(k.TEXTURE_2D,a.__webglTexture)};this.setRenderTarget=function(a){var b=a instanceof THREE.WebGLRenderTargetCube;if(a&&!a.__webglFramebuffer){void 0===a.depthBuffer&&(a.depthBuffer=!0);void 0===a.stencilBuffer&&(a.stencilBuffer=!0);a.addEventListener("dispose",U);a.__webglTexture=
+k.createTexture();N.info.memory.textures++;var c=0===(a.width&a.width-1)&&0===(a.height&a.height-1),d=I(a.format),e=I(a.type);if(b){a.__webglFramebuffer=[];a.__webglRenderbuffer=[];k.bindTexture(k.TEXTURE_CUBE_MAP,a.__webglTexture);B(k.TEXTURE_CUBE_MAP,a,c);for(var f=0;6>f;f++){a.__webglFramebuffer[f]=k.createFramebuffer();a.__webglRenderbuffer[f]=k.createRenderbuffer();k.texImage2D(k.TEXTURE_CUBE_MAP_POSITIVE_X+f,0,d,a.width,a.height,0,d,e,null);var g=a,h=k.TEXTURE_CUBE_MAP_POSITIVE_X+f;k.bindFramebuffer(k.FRAMEBUFFER,
+a.__webglFramebuffer[f]);k.framebufferTexture2D(k.FRAMEBUFFER,k.COLOR_ATTACHMENT0,h,g.__webglTexture,0);V(a.__webglRenderbuffer[f],a)}c&&k.generateMipmap(k.TEXTURE_CUBE_MAP)}else a.__webglFramebuffer=k.createFramebuffer(),a.__webglRenderbuffer=a.shareDepthFrom?a.shareDepthFrom.__webglRenderbuffer:k.createRenderbuffer(),k.bindTexture(k.TEXTURE_2D,a.__webglTexture),B(k.TEXTURE_2D,a,c),k.texImage2D(k.TEXTURE_2D,0,d,a.width,a.height,0,d,e,null),d=k.TEXTURE_2D,k.bindFramebuffer(k.FRAMEBUFFER,a.__webglFramebuffer),
+k.framebufferTexture2D(k.FRAMEBUFFER,k.COLOR_ATTACHMENT0,d,a.__webglTexture,0),a.shareDepthFrom?a.depthBuffer&&!a.stencilBuffer?k.framebufferRenderbuffer(k.FRAMEBUFFER,k.DEPTH_ATTACHMENT,k.RENDERBUFFER,a.__webglRenderbuffer):a.depthBuffer&&a.stencilBuffer&&k.framebufferRenderbuffer(k.FRAMEBUFFER,k.DEPTH_STENCIL_ATTACHMENT,k.RENDERBUFFER,a.__webglRenderbuffer):V(a.__webglRenderbuffer,a),c&&k.generateMipmap(k.TEXTURE_2D);b?k.bindTexture(k.TEXTURE_CUBE_MAP,null):k.bindTexture(k.TEXTURE_2D,null);k.bindRenderbuffer(k.RENDERBUFFER,
+null);k.bindFramebuffer(k.FRAMEBUFFER,null)}a?(b=b?a.__webglFramebuffer[a.activeCubeFace]:a.__webglFramebuffer,c=a.width,a=a.height,e=d=0):(b=null,c=Nb,a=Kb,d=rb,e=Eb);b!==db&&(k.bindFramebuffer(k.FRAMEBUFFER,b),k.viewport(d,e,c,a),db=b);Sb=c;Tb=a};this.shadowMapPlugin=new THREE.ShadowMapPlugin;this.addPrePlugin(this.shadowMapPlugin);this.addPostPlugin(new THREE.SpritePlugin);this.addPostPlugin(new THREE.LensFlarePlugin)};THREE.WebGLRenderTarget=function(a,b,c){this.width=a;this.height=b;c=c||{};this.wrapS=void 0!==c.wrapS?c.wrapS:THREE.ClampToEdgeWrapping;this.wrapT=void 0!==c.wrapT?c.wrapT:THREE.ClampToEdgeWrapping;this.magFilter=void 0!==c.magFilter?c.magFilter:THREE.LinearFilter;this.minFilter=void 0!==c.minFilter?c.minFilter:THREE.LinearMipMapLinearFilter;this.anisotropy=void 0!==c.anisotropy?c.anisotropy:1;this.offset=new THREE.Vector2(0,0);this.repeat=new THREE.Vector2(1,1);this.format=void 0!==c.format?c.format:
+THREE.RGBAFormat;this.type=void 0!==c.type?c.type:THREE.UnsignedByteType;this.depthBuffer=void 0!==c.depthBuffer?c.depthBuffer:!0;this.stencilBuffer=void 0!==c.stencilBuffer?c.stencilBuffer:!0;this.generateMipmaps=!0;this.shareDepthFrom=null};
+THREE.WebGLRenderTarget.prototype={constructor:THREE.WebGLRenderTarget,addEventListener:THREE.EventDispatcher.prototype.addEventListener,hasEventListener:THREE.EventDispatcher.prototype.hasEventListener,removeEventListener:THREE.EventDispatcher.prototype.removeEventListener,dispatchEvent:THREE.EventDispatcher.prototype.dispatchEvent,clone:function(){var a=new THREE.WebGLRenderTarget(this.width,this.height);a.wrapS=this.wrapS;a.wrapT=this.wrapT;a.magFilter=this.magFilter;a.minFilter=this.minFilter;
+a.anisotropy=this.anisotropy;a.offset.copy(this.offset);a.repeat.copy(this.repeat);a.format=this.format;a.type=this.type;a.depthBuffer=this.depthBuffer;a.stencilBuffer=this.stencilBuffer;a.generateMipmaps=this.generateMipmaps;a.shareDepthFrom=this.shareDepthFrom;return a},dispose:function(){this.dispatchEvent({type:"dispose"})}};THREE.WebGLRenderTargetCube=function(a,b,c){THREE.WebGLRenderTarget.call(this,a,b,c);this.activeCubeFace=0};THREE.WebGLRenderTargetCube.prototype=Object.create(THREE.WebGLRenderTarget.prototype);THREE.RenderableVertex=function(){this.positionWorld=new THREE.Vector3;this.positionScreen=new THREE.Vector4;this.visible=!0};THREE.RenderableVertex.prototype.copy=function(a){this.positionWorld.copy(a.positionWorld);this.positionScreen.copy(a.positionScreen)};THREE.RenderableFace3=function(){this.v1=new THREE.RenderableVertex;this.v2=new THREE.RenderableVertex;this.v3=new THREE.RenderableVertex;this.centroidModel=new THREE.Vector3;this.normalModel=new THREE.Vector3;this.normalModelView=new THREE.Vector3;this.vertexNormalsLength=0;this.vertexNormalsModel=[new THREE.Vector3,new THREE.Vector3,new THREE.Vector3];this.vertexNormalsModelView=[new THREE.Vector3,new THREE.Vector3,new THREE.Vector3];this.material=this.color=null;this.uvs=[[]];this.z=null};THREE.RenderableFace4=function(){this.v1=new THREE.RenderableVertex;this.v2=new THREE.RenderableVertex;this.v3=new THREE.RenderableVertex;this.v4=new THREE.RenderableVertex;this.centroidModel=new THREE.Vector3;this.normalModel=new THREE.Vector3;this.normalModelView=new THREE.Vector3;this.vertexNormalsLength=0;this.vertexNormalsModel=[new THREE.Vector3,new THREE.Vector3,new THREE.Vector3,new THREE.Vector3];this.vertexNormalsModelView=[new THREE.Vector3,new THREE.Vector3,new THREE.Vector3,new THREE.Vector3];
+this.material=this.color=null;this.uvs=[[]];this.z=null};THREE.RenderableObject=function(){this.z=this.object=null};THREE.RenderableParticle=function(){this.rotation=this.z=this.y=this.x=this.object=null;this.scale=new THREE.Vector2;this.material=null};THREE.RenderableLine=function(){this.z=null;this.v1=new THREE.RenderableVertex;this.v2=new THREE.RenderableVertex;this.vertexColors=[new THREE.Color,new THREE.Color];this.material=null};THREE.GeometryUtils={merge:function(a,b,c){var d,e,f=a.vertices.length,g=b instanceof THREE.Mesh?b.geometry:b,h=a.vertices,i=g.vertices,j=a.faces,m=g.faces,a=a.faceVertexUvs[0],g=g.faceVertexUvs[0];void 0===c&&(c=0);b instanceof THREE.Mesh&&(b.matrixAutoUpdate&&b.updateMatrix(),d=b.matrix,e=(new THREE.Matrix3).getNormalMatrix(d));for(var b=0,p=i.length;b<p;b++){var l=i[b].clone();d&&l.applyMatrix4(d);h.push(l)}b=0;for(p=m.length;b<p;b++){var l=m[b],r,s,n=l.vertexNormals,q=l.vertexColors;l instanceof
+THREE.Face3?r=new THREE.Face3(l.a+f,l.b+f,l.c+f):l instanceof THREE.Face4&&(r=new THREE.Face4(l.a+f,l.b+f,l.c+f,l.d+f));r.normal.copy(l.normal);e&&r.normal.applyMatrix3(e).normalize();h=0;for(i=n.length;h<i;h++)s=n[h].clone(),e&&s.applyMatrix3(e).normalize(),r.vertexNormals.push(s);r.color.copy(l.color);h=0;for(i=q.length;h<i;h++)s=q[h],r.vertexColors.push(s.clone());r.materialIndex=l.materialIndex+c;r.centroid.copy(l.centroid);d&&r.centroid.applyMatrix4(d);j.push(r)}b=0;for(p=g.length;b<p;b++){c=
+g[b];d=[];h=0;for(i=c.length;h<i;h++)d.push(new THREE.Vector2(c[h].x,c[h].y));a.push(d)}},removeMaterials:function(a,b){for(var c={},d=0,e=b.length;d<e;d++)c[b[d]]=!0;for(var f,g=[],d=0,e=a.faces.length;d<e;d++)f=a.faces[d],f.materialIndex in c||g.push(f);a.faces=g},randomPointInTriangle:function(a,b,c){var d,e,f,g=new THREE.Vector3,h=THREE.GeometryUtils.__v1;d=THREE.GeometryUtils.random();e=THREE.GeometryUtils.random();1<d+e&&(d=1-d,e=1-e);f=1-d-e;g.copy(a);g.multiplyScalar(d);h.copy(b);h.multiplyScalar(e);
+g.add(h);h.copy(c);h.multiplyScalar(f);g.add(h);return g},randomPointInFace:function(a,b,c){var d,e,f;if(a instanceof THREE.Face3)return d=b.vertices[a.a],e=b.vertices[a.b],f=b.vertices[a.c],THREE.GeometryUtils.randomPointInTriangle(d,e,f);if(a instanceof THREE.Face4){d=b.vertices[a.a];e=b.vertices[a.b];f=b.vertices[a.c];var b=b.vertices[a.d],g;c?a._area1&&a._area2?(c=a._area1,g=a._area2):(c=THREE.GeometryUtils.triangleArea(d,e,b),g=THREE.GeometryUtils.triangleArea(e,f,b),a._area1=c,a._area2=g):(c=
+THREE.GeometryUtils.triangleArea(d,e,b),g=THREE.GeometryUtils.triangleArea(e,f,b));return THREE.GeometryUtils.random()*(c+g)<c?THREE.GeometryUtils.randomPointInTriangle(d,e,b):THREE.GeometryUtils.randomPointInTriangle(e,f,b)}},randomPointsInGeometry:function(a,b){function c(a){function b(c,d){if(d<c)return c;var e=c+Math.floor((d-c)/2);return j[e]>a?b(c,e-1):j[e]<a?b(e+1,d):e}return b(0,j.length-1)}var d,e,f=a.faces,g=a.vertices,h=f.length,i=0,j=[],m,p,l,r;for(e=0;e<h;e++)d=f[e],d instanceof THREE.Face3?
+(m=g[d.a],p=g[d.b],l=g[d.c],d._area=THREE.GeometryUtils.triangleArea(m,p,l)):d instanceof THREE.Face4&&(m=g[d.a],p=g[d.b],l=g[d.c],r=g[d.d],d._area1=THREE.GeometryUtils.triangleArea(m,p,r),d._area2=THREE.GeometryUtils.triangleArea(p,l,r),d._area=d._area1+d._area2),i+=d._area,j[e]=i;d=[];for(e=0;e<b;e++)g=THREE.GeometryUtils.random()*i,g=c(g),d[e]=THREE.GeometryUtils.randomPointInFace(f[g],a,!0);return d},triangleArea:function(a,b,c){var d=THREE.GeometryUtils.__v1,e=THREE.GeometryUtils.__v2;d.subVectors(b,
+a);e.subVectors(c,a);d.cross(e);return 0.5*d.length()},center:function(a){a.computeBoundingBox();var b=a.boundingBox,c=new THREE.Vector3;c.addVectors(b.min,b.max);c.multiplyScalar(-0.5);a.applyMatrix((new THREE.Matrix4).makeTranslation(c.x,c.y,c.z));a.computeBoundingBox();return c},normalizeUVs:function(a){for(var a=a.faceVertexUvs[0],b=0,c=a.length;b<c;b++)for(var d=a[b],e=0,f=d.length;e<f;e++)1!==d[e].x&&(d[e].x-=Math.floor(d[e].x)),1!==d[e].y&&(d[e].y-=Math.floor(d[e].y))},triangulateQuads:function(a){var b,
+c,d,e,f=[],g=[],h=[];b=0;for(c=a.faceUvs.length;b<c;b++)g[b]=[];b=0;for(c=a.faceVertexUvs.length;b<c;b++)h[b]=[];b=0;for(c=a.faces.length;b<c;b++)if(d=a.faces[b],d instanceof THREE.Face4){e=d.a;var i=d.b,j=d.c,m=d.d,p=new THREE.Face3,l=new THREE.Face3;p.color.copy(d.color);l.color.copy(d.color);p.materialIndex=d.materialIndex;l.materialIndex=d.materialIndex;p.a=e;p.b=i;p.c=m;l.a=i;l.b=j;l.c=m;4===d.vertexColors.length&&(p.vertexColors[0]=d.vertexColors[0].clone(),p.vertexColors[1]=d.vertexColors[1].clone(),
+p.vertexColors[2]=d.vertexColors[3].clone(),l.vertexColors[0]=d.vertexColors[1].clone(),l.vertexColors[1]=d.vertexColors[2].clone(),l.vertexColors[2]=d.vertexColors[3].clone());f.push(p,l);d=0;for(e=a.faceVertexUvs.length;d<e;d++)a.faceVertexUvs[d].length&&(p=a.faceVertexUvs[d][b],i=p[1],j=p[2],m=p[3],p=[p[0].clone(),i.clone(),m.clone()],i=[i.clone(),j.clone(),m.clone()],h[d].push(p,i));d=0;for(e=a.faceUvs.length;d<e;d++)a.faceUvs[d].length&&(i=a.faceUvs[d][b],g[d].push(i,i))}else{f.push(d);d=0;for(e=
+a.faceUvs.length;d<e;d++)g[d].push(a.faceUvs[d][b]);d=0;for(e=a.faceVertexUvs.length;d<e;d++)h[d].push(a.faceVertexUvs[d][b])}a.faces=f;a.faceUvs=g;a.faceVertexUvs=h;a.computeCentroids();a.computeFaceNormals();a.computeVertexNormals();a.hasTangents&&a.computeTangents()},setMaterialIndex:function(a,b,c,d){a=a.faces;d=d||a.length-1;for(c=c||0;c<=d;c++)a[c].materialIndex=b}};THREE.GeometryUtils.random=THREE.Math.random16;THREE.GeometryUtils.__v1=new THREE.Vector3;THREE.GeometryUtils.__v2=new THREE.Vector3;THREE.ImageUtils={crossOrigin:"anonymous",loadTexture:function(a,b,c,d){var e=new Image,f=new THREE.Texture(e,b),b=new THREE.ImageLoader;b.addEventListener("load",function(a){f.image=a.content;f.needsUpdate=!0;c&&c(f)});b.addEventListener("error",function(a){d&&d(a.message)});b.crossOrigin=this.crossOrigin;b.load(a,e);f.sourceFile=a;return f},loadCompressedTexture:function(a,b,c,d){var e=new THREE.CompressedTexture;e.mapping=b;var f=new XMLHttpRequest;f.onload=function(){var a=THREE.ImageUtils.parseDDS(f.response,
+!0);e.format=a.format;e.mipmaps=a.mipmaps;e.image.width=a.width;e.image.height=a.height;e.generateMipmaps=!1;e.needsUpdate=!0;c&&c(e)};f.onerror=d;f.open("GET",a,!0);f.responseType="arraybuffer";f.send(null);return e},loadTextureCube:function(a,b,c,d){var e=[];e.loadCount=0;var f=new THREE.Texture;f.image=e;void 0!==b&&(f.mapping=b);f.flipY=!1;for(var b=0,g=a.length;b<g;++b){var h=new Image;e[b]=h;h.onload=function(){e.loadCount+=1;6===e.loadCount&&(f.needsUpdate=!0,c&&c(f))};h.onerror=d;h.crossOrigin=
+this.crossOrigin;h.src=a[b]}return f},loadCompressedTextureCube:function(a,b,c,d){var e=[];e.loadCount=0;var f=new THREE.CompressedTexture;f.image=e;void 0!==b&&(f.mapping=b);f.flipY=!1;f.generateMipmaps=!1;b=function(a,b){return function(){var d=THREE.ImageUtils.parseDDS(a.response,!0);b.format=d.format;b.mipmaps=d.mipmaps;b.width=d.width;b.height=d.height;e.loadCount+=1;6===e.loadCount&&(f.format=d.format,f.needsUpdate=!0,c&&c(f))}};if(a instanceof Array)for(var g=0,h=a.length;g<h;++g){var i={};
+e[g]=i;var j=new XMLHttpRequest;j.onload=b(j,i);j.onerror=d;i=a[g];j.open("GET",i,!0);j.responseType="arraybuffer";j.send(null)}else j=new XMLHttpRequest,j.onload=function(){var a=THREE.ImageUtils.parseDDS(j.response,!0);if(a.isCubemap){for(var b=a.mipmaps.length/a.mipmapCount,d=0;d<b;d++){e[d]={mipmaps:[]};for(var g=0;g<a.mipmapCount;g++)e[d].mipmaps.push(a.mipmaps[d*a.mipmapCount+g]),e[d].format=a.format,e[d].width=a.width,e[d].height=a.height}f.format=a.format;f.needsUpdate=!0;c&&c(f)}},j.onerror=
+d,j.open("GET",a,!0),j.responseType="arraybuffer",j.send(null);return f},parseDDS:function(a,b){function c(a){return a.charCodeAt(0)+(a.charCodeAt(1)<<8)+(a.charCodeAt(2)<<16)+(a.charCodeAt(3)<<24)}var d={mipmaps:[],width:0,height:0,format:null,mipmapCount:1},e=c("DXT1"),f=c("DXT3"),g=c("DXT5"),h=new Int32Array(a,0,31);if(542327876!==h[0])return console.error("ImageUtils.parseDDS(): Invalid magic number in DDS header"),d;if(!h[20]&4)return console.error("ImageUtils.parseDDS(): Unsupported format, must contain a FourCC code"),
+d;var i=h[21];switch(i){case e:e=8;d.format=THREE.RGB_S3TC_DXT1_Format;break;case f:e=16;d.format=THREE.RGBA_S3TC_DXT3_Format;break;case g:e=16;d.format=THREE.RGBA_S3TC_DXT5_Format;break;default:return console.error("ImageUtils.parseDDS(): Unsupported FourCC code: ",String.fromCharCode(i&255,i>>8&255,i>>16&255,i>>24&255)),d}d.mipmapCount=1;h[2]&131072&&!1!==b&&(d.mipmapCount=Math.max(1,h[7]));d.isCubemap=h[28]&512?!0:!1;d.width=h[4];d.height=h[3];for(var h=h[1]+4,f=d.width,g=d.height,i=d.isCubemap?
+6:1,j=0;j<i;j++){for(var m=0;m<d.mipmapCount;m++){var p=Math.max(4,f)/4*Math.max(4,g)/4*e,l={data:new Uint8Array(a,h,p),width:f,height:g};d.mipmaps.push(l);h+=p;f=Math.max(0.5*f,1);g=Math.max(0.5*g,1)}f=d.width;g=d.height}return d},getNormalMap:function(a,b){var c=function(a){var b=Math.sqrt(a[0]*a[0]+a[1]*a[1]+a[2]*a[2]);return[a[0]/b,a[1]/b,a[2]/b]},b=b|1,d=a.width,e=a.height,f=document.createElement("canvas");f.width=d;f.height=e;var g=f.getContext("2d");g.drawImage(a,0,0);for(var h=g.getImageData(0,
+0,d,e).data,i=g.createImageData(d,e),j=i.data,m=0;m<d;m++)for(var p=0;p<e;p++){var l=0>p-1?0:p-1,r=p+1>e-1?e-1:p+1,s=0>m-1?0:m-1,n=m+1>d-1?d-1:m+1,q=[],y=[0,0,h[4*(p*d+m)]/255*b];q.push([-1,0,h[4*(p*d+s)]/255*b]);q.push([-1,-1,h[4*(l*d+s)]/255*b]);q.push([0,-1,h[4*(l*d+m)]/255*b]);q.push([1,-1,h[4*(l*d+n)]/255*b]);q.push([1,0,h[4*(p*d+n)]/255*b]);q.push([1,1,h[4*(r*d+n)]/255*b]);q.push([0,1,h[4*(r*d+m)]/255*b]);q.push([-1,1,h[4*(r*d+s)]/255*b]);l=[];s=q.length;for(r=0;r<s;r++){var n=q[r],u=q[(r+1)%
+s],n=[n[0]-y[0],n[1]-y[1],n[2]-y[2]],u=[u[0]-y[0],u[1]-y[1],u[2]-y[2]];l.push(c([n[1]*u[2]-n[2]*u[1],n[2]*u[0]-n[0]*u[2],n[0]*u[1]-n[1]*u[0]]))}q=[0,0,0];for(r=0;r<l.length;r++)q[0]+=l[r][0],q[1]+=l[r][1],q[2]+=l[r][2];q[0]/=l.length;q[1]/=l.length;q[2]/=l.length;y=4*(p*d+m);j[y]=255*((q[0]+1)/2)|0;j[y+1]=255*((q[1]+1)/2)|0;j[y+2]=255*q[2]|0;j[y+3]=255}g.putImageData(i,0,0);return f},generateDataTexture:function(a,b,c){for(var d=a*b,e=new Uint8Array(3*d),f=Math.floor(255*c.r),g=Math.floor(255*c.g),
+c=Math.floor(255*c.b),h=0;h<d;h++)e[3*h]=f,e[3*h+1]=g,e[3*h+2]=c;a=new THREE.DataTexture(e,a,b,THREE.RGBFormat);a.needsUpdate=!0;return a}};THREE.SceneUtils={createMultiMaterialObject:function(a,b){for(var c=new THREE.Object3D,d=0,e=b.length;d<e;d++)c.add(new THREE.Mesh(a,b[d]));return c},detach:function(a,b,c){a.applyMatrix(b.matrixWorld);b.remove(a);c.add(a)},attach:function(a,b,c){var d=new THREE.Matrix4;d.getInverse(c.matrixWorld);a.applyMatrix(d);b.remove(a);c.add(a)}};THREE.FontUtils={faces:{},face:"helvetiker",weight:"normal",style:"normal",size:150,divisions:10,getFace:function(){return this.faces[this.face][this.weight][this.style]},loadFace:function(a){var b=a.familyName.toLowerCase();this.faces[b]=this.faces[b]||{};this.faces[b][a.cssFontWeight]=this.faces[b][a.cssFontWeight]||{};this.faces[b][a.cssFontWeight][a.cssFontStyle]=a;return this.faces[b][a.cssFontWeight][a.cssFontStyle]=a},drawText:function(a){for(var b=this.getFace(),c=this.size/b.resolution,d=
+0,e=String(a).split(""),f=e.length,g=[],a=0;a<f;a++){var h=new THREE.Path,h=this.extractGlyphPoints(e[a],b,c,d,h),d=d+h.offset;g.push(h.path)}return{paths:g,offset:d/2}},extractGlyphPoints:function(a,b,c,d,e){var f=[],g,h,i,j,m,p,l,r,s,n,q,y=b.glyphs[a]||b.glyphs["?"];if(y){if(y.o){b=y._cachedOutline||(y._cachedOutline=y.o.split(" "));j=b.length;for(a=0;a<j;)switch(i=b[a++],i){case "m":i=b[a++]*c+d;m=b[a++]*c;e.moveTo(i,m);break;case "l":i=b[a++]*c+d;m=b[a++]*c;e.lineTo(i,m);break;case "q":i=b[a++]*
+c+d;m=b[a++]*c;r=b[a++]*c+d;s=b[a++]*c;e.quadraticCurveTo(r,s,i,m);if(g=f[f.length-1]){p=g.x;l=g.y;g=1;for(h=this.divisions;g<=h;g++){var u=g/h;THREE.Shape.Utils.b2(u,p,r,i);THREE.Shape.Utils.b2(u,l,s,m)}}break;case "b":if(i=b[a++]*c+d,m=b[a++]*c,r=b[a++]*c+d,s=b[a++]*-c,n=b[a++]*c+d,q=b[a++]*-c,e.bezierCurveTo(i,m,r,s,n,q),g=f[f.length-1]){p=g.x;l=g.y;g=1;for(h=this.divisions;g<=h;g++)u=g/h,THREE.Shape.Utils.b3(u,p,r,n,i),THREE.Shape.Utils.b3(u,l,s,q,m)}}}return{offset:y.ha*c,path:e}}}};
+THREE.FontUtils.generateShapes=function(a,b){var b=b||{},c=void 0!==b.curveSegments?b.curveSegments:4,d=void 0!==b.font?b.font:"helvetiker",e=void 0!==b.weight?b.weight:"normal",f=void 0!==b.style?b.style:"normal";THREE.FontUtils.size=void 0!==b.size?b.size:100;THREE.FontUtils.divisions=c;THREE.FontUtils.face=d;THREE.FontUtils.weight=e;THREE.FontUtils.style=f;c=THREE.FontUtils.drawText(a).paths;d=[];e=0;for(f=c.length;e<f;e++)Array.prototype.push.apply(d,c[e].toShapes());return d};
+(function(a){var b=function(a){for(var b=a.length,e=0,f=b-1,g=0;g<b;f=g++)e+=a[f].x*a[g].y-a[g].x*a[f].y;return 0.5*e};a.Triangulate=function(a,d){var e=a.length;if(3>e)return null;var f=[],g=[],h=[],i,j,m;if(0<b(a))for(j=0;j<e;j++)g[j]=j;else for(j=0;j<e;j++)g[j]=e-1-j;var p=2*e;for(j=e-1;2<e;){if(0>=p--){console.log("Warning, unable to triangulate polygon!");break}i=j;e<=i&&(i=0);j=i+1;e<=j&&(j=0);m=j+1;e<=m&&(m=0);var l;a:{var r=l=void 0,s=void 0,n=void 0,q=void 0,y=void 0,u=void 0,x=void 0,t=
+void 0,r=a[g[i]].x,s=a[g[i]].y,n=a[g[j]].x,q=a[g[j]].y,y=a[g[m]].x,u=a[g[m]].y;if(1E-10>(n-r)*(u-s)-(q-s)*(y-r))l=!1;else{var E=void 0,J=void 0,F=void 0,z=void 0,H=void 0,K=void 0,G=void 0,L=void 0,B=void 0,V=void 0,B=L=G=t=x=void 0,E=y-n,J=u-q,F=r-y,z=s-u,H=n-r,K=q-s;for(l=0;l<e;l++)if(!(l===i||l===j||l===m))if(x=a[g[l]].x,t=a[g[l]].y,G=x-r,L=t-s,B=x-n,V=t-q,x-=y,t-=u,B=E*V-J*B,G=H*L-K*G,L=F*t-z*x,0<=B&&0<=L&&0<=G){l=!1;break a}l=!0}}if(l){f.push([a[g[i]],a[g[j]],a[g[m]]]);h.push([g[i],g[j],g[m]]);
+i=j;for(m=j+1;m<e;i++,m++)g[i]=g[m];e--;p=2*e}}return d?h:f};a.Triangulate.area=b;return a})(THREE.FontUtils);self._typeface_js={faces:THREE.FontUtils.faces,loadFace:THREE.FontUtils.loadFace};THREE.typeface_js=self._typeface_js;THREE.Curve=function(){};THREE.Curve.prototype.getPoint=function(){console.log("Warning, getPoint() not implemented!");return null};THREE.Curve.prototype.getPointAt=function(a){a=this.getUtoTmapping(a);return this.getPoint(a)};THREE.Curve.prototype.getPoints=function(a){a||(a=5);var b,c=[];for(b=0;b<=a;b++)c.push(this.getPoint(b/a));return c};THREE.Curve.prototype.getSpacedPoints=function(a){a||(a=5);var b,c=[];for(b=0;b<=a;b++)c.push(this.getPointAt(b/a));return c};
+THREE.Curve.prototype.getLength=function(){var a=this.getLengths();return a[a.length-1]};THREE.Curve.prototype.getLengths=function(a){a||(a=this.__arcLengthDivisions?this.__arcLengthDivisions:200);if(this.cacheArcLengths&&this.cacheArcLengths.length==a+1&&!this.needsUpdate)return this.cacheArcLengths;this.needsUpdate=!1;var b=[],c,d=this.getPoint(0),e,f=0;b.push(0);for(e=1;e<=a;e++)c=this.getPoint(e/a),f+=c.distanceTo(d),b.push(f),d=c;return this.cacheArcLengths=b};
+THREE.Curve.prototype.updateArcLengths=function(){this.needsUpdate=!0;this.getLengths()};THREE.Curve.prototype.getUtoTmapping=function(a,b){var c=this.getLengths(),d=0,e=c.length,f;f=b?b:a*c[e-1];for(var g=0,h=e-1,i;g<=h;)if(d=Math.floor(g+(h-g)/2),i=c[d]-f,0>i)g=d+1;else if(0<i)h=d-1;else{h=d;break}d=h;if(c[d]==f)return d/(e-1);g=c[d];return c=(d+(f-g)/(c[d+1]-g))/(e-1)};THREE.Curve.prototype.getTangent=function(a){var b=a-1E-4,a=a+1E-4;0>b&&(b=0);1<a&&(a=1);b=this.getPoint(b);return this.getPoint(a).clone().sub(b).normalize()};
+THREE.Curve.prototype.getTangentAt=function(a){a=this.getUtoTmapping(a);return this.getTangent(a)};THREE.LineCurve=function(a,b){this.v1=a;this.v2=b};THREE.LineCurve.prototype=Object.create(THREE.Curve.prototype);THREE.LineCurve.prototype.getPoint=function(a){var b=this.v2.clone().sub(this.v1);b.multiplyScalar(a).add(this.v1);return b};THREE.LineCurve.prototype.getPointAt=function(a){return this.getPoint(a)};THREE.LineCurve.prototype.getTangent=function(){return this.v2.clone().sub(this.v1).normalize()};
+THREE.QuadraticBezierCurve=function(a,b,c){this.v0=a;this.v1=b;this.v2=c};THREE.QuadraticBezierCurve.prototype=Object.create(THREE.Curve.prototype);THREE.QuadraticBezierCurve.prototype.getPoint=function(a){var b;b=THREE.Shape.Utils.b2(a,this.v0.x,this.v1.x,this.v2.x);a=THREE.Shape.Utils.b2(a,this.v0.y,this.v1.y,this.v2.y);return new THREE.Vector2(b,a)};
+THREE.QuadraticBezierCurve.prototype.getTangent=function(a){var b;b=THREE.Curve.Utils.tangentQuadraticBezier(a,this.v0.x,this.v1.x,this.v2.x);a=THREE.Curve.Utils.tangentQuadraticBezier(a,this.v0.y,this.v1.y,this.v2.y);b=new THREE.Vector2(b,a);b.normalize();return b};THREE.CubicBezierCurve=function(a,b,c,d){this.v0=a;this.v1=b;this.v2=c;this.v3=d};THREE.CubicBezierCurve.prototype=Object.create(THREE.Curve.prototype);
+THREE.CubicBezierCurve.prototype.getPoint=function(a){var b;b=THREE.Shape.Utils.b3(a,this.v0.x,this.v1.x,this.v2.x,this.v3.x);a=THREE.Shape.Utils.b3(a,this.v0.y,this.v1.y,this.v2.y,this.v3.y);return new THREE.Vector2(b,a)};THREE.CubicBezierCurve.prototype.getTangent=function(a){var b;b=THREE.Curve.Utils.tangentCubicBezier(a,this.v0.x,this.v1.x,this.v2.x,this.v3.x);a=THREE.Curve.Utils.tangentCubicBezier(a,this.v0.y,this.v1.y,this.v2.y,this.v3.y);b=new THREE.Vector2(b,a);b.normalize();return b};
+THREE.SplineCurve=function(a){this.points=void 0==a?[]:a};THREE.SplineCurve.prototype=Object.create(THREE.Curve.prototype);THREE.SplineCurve.prototype.getPoint=function(a){var b=new THREE.Vector2,c=[],d=this.points,e;e=(d.length-1)*a;a=Math.floor(e);e-=a;c[0]=0==a?a:a-1;c[1]=a;c[2]=a>d.length-2?d.length-1:a+1;c[3]=a>d.length-3?d.length-1:a+2;b.x=THREE.Curve.Utils.interpolate(d[c[0]].x,d[c[1]].x,d[c[2]].x,d[c[3]].x,e);b.y=THREE.Curve.Utils.interpolate(d[c[0]].y,d[c[1]].y,d[c[2]].y,d[c[3]].y,e);return b};
+THREE.EllipseCurve=function(a,b,c,d,e,f,g){this.aX=a;this.aY=b;this.xRadius=c;this.yRadius=d;this.aStartAngle=e;this.aEndAngle=f;this.aClockwise=g};THREE.EllipseCurve.prototype=Object.create(THREE.Curve.prototype);THREE.EllipseCurve.prototype.getPoint=function(a){var b=this.aEndAngle-this.aStartAngle;this.aClockwise||(a=1-a);b=this.aStartAngle+a*b;a=this.aX+this.xRadius*Math.cos(b);b=this.aY+this.yRadius*Math.sin(b);return new THREE.Vector2(a,b)};
+THREE.ArcCurve=function(a,b,c,d,e,f){THREE.EllipseCurve.call(this,a,b,c,c,d,e,f)};THREE.ArcCurve.prototype=Object.create(THREE.EllipseCurve.prototype);
+THREE.Curve.Utils={tangentQuadraticBezier:function(a,b,c,d){return 2*(1-a)*(c-b)+2*a*(d-c)},tangentCubicBezier:function(a,b,c,d,e){return-3*b*(1-a)*(1-a)+3*c*(1-a)*(1-a)-6*a*c*(1-a)+6*a*d*(1-a)-3*a*a*d+3*a*a*e},tangentSpline:function(a){return 6*a*a-6*a+(3*a*a-4*a+1)+(-6*a*a+6*a)+(3*a*a-2*a)},interpolate:function(a,b,c,d,e){var a=0.5*(c-a),d=0.5*(d-b),f=e*e;return(2*b-2*c+a+d)*e*f+(-3*b+3*c-2*a-d)*f+a*e+b}};
+THREE.Curve.create=function(a,b){a.prototype=Object.create(THREE.Curve.prototype);a.prototype.getPoint=b;return a};THREE.LineCurve3=THREE.Curve.create(function(a,b){this.v1=a;this.v2=b},function(a){var b=new THREE.Vector3;b.subVectors(this.v2,this.v1);b.multiplyScalar(a);b.add(this.v1);return b});
+THREE.QuadraticBezierCurve3=THREE.Curve.create(function(a,b,c){this.v0=a;this.v1=b;this.v2=c},function(a){var b,c;b=THREE.Shape.Utils.b2(a,this.v0.x,this.v1.x,this.v2.x);c=THREE.Shape.Utils.b2(a,this.v0.y,this.v1.y,this.v2.y);a=THREE.Shape.Utils.b2(a,this.v0.z,this.v1.z,this.v2.z);return new THREE.Vector3(b,c,a)});
+THREE.CubicBezierCurve3=THREE.Curve.create(function(a,b,c,d){this.v0=a;this.v1=b;this.v2=c;this.v3=d},function(a){var b,c;b=THREE.Shape.Utils.b3(a,this.v0.x,this.v1.x,this.v2.x,this.v3.x);c=THREE.Shape.Utils.b3(a,this.v0.y,this.v1.y,this.v2.y,this.v3.y);a=THREE.Shape.Utils.b3(a,this.v0.z,this.v1.z,this.v2.z,this.v3.z);return new THREE.Vector3(b,c,a)});
+THREE.SplineCurve3=THREE.Curve.create(function(a){this.points=void 0==a?[]:a},function(a){var b=new THREE.Vector3,c=[],d=this.points,e,a=(d.length-1)*a;e=Math.floor(a);a-=e;c[0]=0==e?e:e-1;c[1]=e;c[2]=e>d.length-2?d.length-1:e+1;c[3]=e>d.length-3?d.length-1:e+2;e=d[c[0]];var f=d[c[1]],g=d[c[2]],c=d[c[3]];b.x=THREE.Curve.Utils.interpolate(e.x,f.x,g.x,c.x,a);b.y=THREE.Curve.Utils.interpolate(e.y,f.y,g.y,c.y,a);b.z=THREE.Curve.Utils.interpolate(e.z,f.z,g.z,c.z,a);return b});
+THREE.ClosedSplineCurve3=THREE.Curve.create(function(a){this.points=void 0==a?[]:a},function(a){var b=new THREE.Vector3,c=[],d=this.points,e;e=(d.length-0)*a;a=Math.floor(e);e-=a;a+=0<a?0:(Math.floor(Math.abs(a)/d.length)+1)*d.length;c[0]=(a-1)%d.length;c[1]=a%d.length;c[2]=(a+1)%d.length;c[3]=(a+2)%d.length;b.x=THREE.Curve.Utils.interpolate(d[c[0]].x,d[c[1]].x,d[c[2]].x,d[c[3]].x,e);b.y=THREE.Curve.Utils.interpolate(d[c[0]].y,d[c[1]].y,d[c[2]].y,d[c[3]].y,e);b.z=THREE.Curve.Utils.interpolate(d[c[0]].z,
+d[c[1]].z,d[c[2]].z,d[c[3]].z,e);return b});THREE.CurvePath=function(){this.curves=[];this.bends=[];this.autoClose=!1};THREE.CurvePath.prototype=Object.create(THREE.Curve.prototype);THREE.CurvePath.prototype.add=function(a){this.curves.push(a)};THREE.CurvePath.prototype.checkConnection=function(){};THREE.CurvePath.prototype.closePath=function(){var a=this.curves[0].getPoint(0),b=this.curves[this.curves.length-1].getPoint(1);a.equals(b)||this.curves.push(new THREE.LineCurve(b,a))};
+THREE.CurvePath.prototype.getPoint=function(a){for(var b=a*this.getLength(),c=this.getCurveLengths(),a=0;a<c.length;){if(c[a]>=b)return b=c[a]-b,a=this.curves[a],b=1-b/a.getLength(),a.getPointAt(b);a++}return null};THREE.CurvePath.prototype.getLength=function(){var a=this.getCurveLengths();return a[a.length-1]};
+THREE.CurvePath.prototype.getCurveLengths=function(){if(this.cacheLengths&&this.cacheLengths.length==this.curves.length)return this.cacheLengths;var a=[],b=0,c,d=this.curves.length;for(c=0;c<d;c++)b+=this.curves[c].getLength(),a.push(b);return this.cacheLengths=a};
+THREE.CurvePath.prototype.getBoundingBox=function(){var a=this.getPoints(),b,c,d,e,f,g;b=c=Number.NEGATIVE_INFINITY;e=f=Number.POSITIVE_INFINITY;var h,i,j,m,p=a[0]instanceof THREE.Vector3;m=p?new THREE.Vector3:new THREE.Vector2;i=0;for(j=a.length;i<j;i++)h=a[i],h.x>b?b=h.x:h.x<e&&(e=h.x),h.y>c?c=h.y:h.y<f&&(f=h.y),p&&(h.z>d?d=h.z:h.z<g&&(g=h.z)),m.add(h);a={minX:e,minY:f,maxX:b,maxY:c,centroid:m.divideScalar(j)};p&&(a.maxZ=d,a.minZ=g);return a};
+THREE.CurvePath.prototype.createPointsGeometry=function(a){a=this.getPoints(a,!0);return this.createGeometry(a)};THREE.CurvePath.prototype.createSpacedPointsGeometry=function(a){a=this.getSpacedPoints(a,!0);return this.createGeometry(a)};THREE.CurvePath.prototype.createGeometry=function(a){for(var b=new THREE.Geometry,c=0;c<a.length;c++)b.vertices.push(new THREE.Vector3(a[c].x,a[c].y,a[c].z||0));return b};THREE.CurvePath.prototype.addWrapPath=function(a){this.bends.push(a)};
+THREE.CurvePath.prototype.getTransformedPoints=function(a,b){var c=this.getPoints(a),d,e;b||(b=this.bends);d=0;for(e=b.length;d<e;d++)c=this.getWrapPoints(c,b[d]);return c};THREE.CurvePath.prototype.getTransformedSpacedPoints=function(a,b){var c=this.getSpacedPoints(a),d,e;b||(b=this.bends);d=0;for(e=b.length;d<e;d++)c=this.getWrapPoints(c,b[d]);return c};
+THREE.CurvePath.prototype.getWrapPoints=function(a,b){var c=this.getBoundingBox(),d,e,f,g,h,i;d=0;for(e=a.length;d<e;d++)f=a[d],g=f.x,h=f.y,i=g/c.maxX,i=b.getUtoTmapping(i,g),g=b.getPoint(i),h=b.getNormalVector(i).multiplyScalar(h),f.x=g.x+h.x,f.y=g.y+h.y;return a};THREE.Gyroscope=function(){THREE.Object3D.call(this)};THREE.Gyroscope.prototype=Object.create(THREE.Object3D.prototype);
+THREE.Gyroscope.prototype.updateMatrixWorld=function(a){this.matrixAutoUpdate&&this.updateMatrix();if(this.matrixWorldNeedsUpdate||a)this.parent?(this.matrixWorld.multiplyMatrices(this.parent.matrixWorld,this.matrix),this.matrixWorld.decompose(this.translationWorld,this.rotationWorld,this.scaleWorld),this.matrix.decompose(this.translationObject,this.rotationObject,this.scaleObject),this.matrixWorld.makeFromPositionQuaternionScale(this.translationWorld,this.rotationObject,this.scaleWorld)):this.matrixWorld.copy(this.matrix),
+this.matrixWorldNeedsUpdate=!1,a=!0;for(var b=0,c=this.children.length;b<c;b++)this.children[b].updateMatrixWorld(a)};THREE.Gyroscope.prototype.translationWorld=new THREE.Vector3;THREE.Gyroscope.prototype.translationObject=new THREE.Vector3;THREE.Gyroscope.prototype.rotationWorld=new THREE.Quaternion;THREE.Gyroscope.prototype.rotationObject=new THREE.Quaternion;THREE.Gyroscope.prototype.scaleWorld=new THREE.Vector3;THREE.Gyroscope.prototype.scaleObject=new THREE.Vector3;THREE.Path=function(a){THREE.CurvePath.call(this);this.actions=[];a&&this.fromPoints(a)};THREE.Path.prototype=Object.create(THREE.CurvePath.prototype);THREE.PathActions={MOVE_TO:"moveTo",LINE_TO:"lineTo",QUADRATIC_CURVE_TO:"quadraticCurveTo",BEZIER_CURVE_TO:"bezierCurveTo",CSPLINE_THRU:"splineThru",ARC:"arc",ELLIPSE:"ellipse"};THREE.Path.prototype.fromPoints=function(a){this.moveTo(a[0].x,a[0].y);for(var b=1,c=a.length;b<c;b++)this.lineTo(a[b].x,a[b].y)};
+THREE.Path.prototype.moveTo=function(a,b){var c=Array.prototype.slice.call(arguments);this.actions.push({action:THREE.PathActions.MOVE_TO,args:c})};THREE.Path.prototype.lineTo=function(a,b){var c=Array.prototype.slice.call(arguments),d=this.actions[this.actions.length-1].args,d=new THREE.LineCurve(new THREE.Vector2(d[d.length-2],d[d.length-1]),new THREE.Vector2(a,b));this.curves.push(d);this.actions.push({action:THREE.PathActions.LINE_TO,args:c})};
+THREE.Path.prototype.quadraticCurveTo=function(a,b,c,d){var e=Array.prototype.slice.call(arguments),f=this.actions[this.actions.length-1].args,f=new THREE.QuadraticBezierCurve(new THREE.Vector2(f[f.length-2],f[f.length-1]),new THREE.Vector2(a,b),new THREE.Vector2(c,d));this.curves.push(f);this.actions.push({action:THREE.PathActions.QUADRATIC_CURVE_TO,args:e})};
+THREE.Path.prototype.bezierCurveTo=function(a,b,c,d,e,f){var g=Array.prototype.slice.call(arguments),h=this.actions[this.actions.length-1].args,h=new THREE.CubicBezierCurve(new THREE.Vector2(h[h.length-2],h[h.length-1]),new THREE.Vector2(a,b),new THREE.Vector2(c,d),new THREE.Vector2(e,f));this.curves.push(h);this.actions.push({action:THREE.PathActions.BEZIER_CURVE_TO,args:g})};
+THREE.Path.prototype.splineThru=function(a){var b=Array.prototype.slice.call(arguments),c=this.actions[this.actions.length-1].args,c=[new THREE.Vector2(c[c.length-2],c[c.length-1])];Array.prototype.push.apply(c,a);c=new THREE.SplineCurve(c);this.curves.push(c);this.actions.push({action:THREE.PathActions.CSPLINE_THRU,args:b})};THREE.Path.prototype.arc=function(a,b,c,d,e,f){var g=this.actions[this.actions.length-1].args;this.absarc(a+g[g.length-2],b+g[g.length-1],c,d,e,f)};
+THREE.Path.prototype.absarc=function(a,b,c,d,e,f){this.absellipse(a,b,c,c,d,e,f)};THREE.Path.prototype.ellipse=function(a,b,c,d,e,f,g){var h=this.actions[this.actions.length-1].args;this.absellipse(a+h[h.length-2],b+h[h.length-1],c,d,e,f,g)};THREE.Path.prototype.absellipse=function(a,b,c,d,e,f,g){var h=Array.prototype.slice.call(arguments),i=new THREE.EllipseCurve(a,b,c,d,e,f,g);this.curves.push(i);i=i.getPoint(g?1:0);h.push(i.x);h.push(i.y);this.actions.push({action:THREE.PathActions.ELLIPSE,args:h})};
+THREE.Path.prototype.getSpacedPoints=function(a){a||(a=40);for(var b=[],c=0;c<a;c++)b.push(this.getPoint(c/a));return b};
+THREE.Path.prototype.getPoints=function(a,b){if(this.useSpacedPoints)return console.log("tata"),this.getSpacedPoints(a,b);var a=a||12,c=[],d,e,f,g,h,i,j,m,p,l,r,s,n;d=0;for(e=this.actions.length;d<e;d++)switch(f=this.actions[d],g=f.action,f=f.args,g){case THREE.PathActions.MOVE_TO:c.push(new THREE.Vector2(f[0],f[1]));break;case THREE.PathActions.LINE_TO:c.push(new THREE.Vector2(f[0],f[1]));break;case THREE.PathActions.QUADRATIC_CURVE_TO:h=f[2];i=f[3];p=f[0];l=f[1];0<c.length?(g=c[c.length-1],r=g.x,
+s=g.y):(g=this.actions[d-1].args,r=g[g.length-2],s=g[g.length-1]);for(f=1;f<=a;f++)n=f/a,g=THREE.Shape.Utils.b2(n,r,p,h),n=THREE.Shape.Utils.b2(n,s,l,i),c.push(new THREE.Vector2(g,n));break;case THREE.PathActions.BEZIER_CURVE_TO:h=f[4];i=f[5];p=f[0];l=f[1];j=f[2];m=f[3];0<c.length?(g=c[c.length-1],r=g.x,s=g.y):(g=this.actions[d-1].args,r=g[g.length-2],s=g[g.length-1]);for(f=1;f<=a;f++)n=f/a,g=THREE.Shape.Utils.b3(n,r,p,j,h),n=THREE.Shape.Utils.b3(n,s,l,m,i),c.push(new THREE.Vector2(g,n));break;case THREE.PathActions.CSPLINE_THRU:g=
+this.actions[d-1].args;n=[new THREE.Vector2(g[g.length-2],g[g.length-1])];g=a*f[0].length;n=n.concat(f[0]);n=new THREE.SplineCurve(n);for(f=1;f<=g;f++)c.push(n.getPointAt(f/g));break;case THREE.PathActions.ARC:h=f[0];i=f[1];l=f[2];j=f[3];g=f[4];p=!!f[5];r=g-j;s=2*a;for(f=1;f<=s;f++)n=f/s,p||(n=1-n),n=j+n*r,g=h+l*Math.cos(n),n=i+l*Math.sin(n),c.push(new THREE.Vector2(g,n));break;case THREE.PathActions.ELLIPSE:h=f[0];i=f[1];l=f[2];m=f[3];j=f[4];g=f[5];p=!!f[6];r=g-j;s=2*a;for(f=1;f<=s;f++)n=f/s,p||
+(n=1-n),n=j+n*r,g=h+l*Math.cos(n),n=i+m*Math.sin(n),c.push(new THREE.Vector2(g,n))}d=c[c.length-1];1E-10>Math.abs(d.x-c[0].x)&&1E-10>Math.abs(d.y-c[0].y)&&c.splice(c.length-1,1);b&&c.push(c[0]);return c};
+THREE.Path.prototype.toShapes=function(){var a,b,c,d,e=[],f=new THREE.Path;a=0;for(b=this.actions.length;a<b;a++)c=this.actions[a],d=c.args,c=c.action,c==THREE.PathActions.MOVE_TO&&0!=f.actions.length&&(e.push(f),f=new THREE.Path),f[c].apply(f,d);0!=f.actions.length&&e.push(f);if(0==e.length)return[];var g;d=[];a=!THREE.Shape.Utils.isClockWise(e[0].getPoints());if(1==e.length)return f=e[0],g=new THREE.Shape,g.actions=f.actions,g.curves=f.curves,d.push(g),d;if(a){g=new THREE.Shape;a=0;for(b=e.length;a<
+b;a++)f=e[a],THREE.Shape.Utils.isClockWise(f.getPoints())?(g.actions=f.actions,g.curves=f.curves,d.push(g),g=new THREE.Shape):g.holes.push(f)}else{a=0;for(b=e.length;a<b;a++)f=e[a],THREE.Shape.Utils.isClockWise(f.getPoints())?(g&&d.push(g),g=new THREE.Shape,g.actions=f.actions,g.curves=f.curves):g.holes.push(f);d.push(g)}return d};THREE.Shape=function(){THREE.Path.apply(this,arguments);this.holes=[]};THREE.Shape.prototype=Object.create(THREE.Path.prototype);THREE.Shape.prototype.extrude=function(a){return new THREE.ExtrudeGeometry(this,a)};THREE.Shape.prototype.makeGeometry=function(a){return new THREE.ShapeGeometry(this,a)};THREE.Shape.prototype.getPointsHoles=function(a){var b,c=this.holes.length,d=[];for(b=0;b<c;b++)d[b]=this.holes[b].getTransformedPoints(a,this.bends);return d};
+THREE.Shape.prototype.getSpacedPointsHoles=function(a){var b,c=this.holes.length,d=[];for(b=0;b<c;b++)d[b]=this.holes[b].getTransformedSpacedPoints(a,this.bends);return d};THREE.Shape.prototype.extractAllPoints=function(a){return{shape:this.getTransformedPoints(a),holes:this.getPointsHoles(a)}};THREE.Shape.prototype.extractPoints=function(a){return this.useSpacedPoints?this.extractAllSpacedPoints(a):this.extractAllPoints(a)};
+THREE.Shape.prototype.extractAllSpacedPoints=function(a){return{shape:this.getTransformedSpacedPoints(a),holes:this.getSpacedPointsHoles(a)}};
+THREE.Shape.Utils={removeHoles:function(a,b){var c=a.concat(),d=c.concat(),e,f,g,h,i,j,m,p,l,r,s=[];for(i=0;i<b.length;i++){j=b[i];Array.prototype.push.apply(d,j);f=Number.POSITIVE_INFINITY;for(e=0;e<j.length;e++){l=j[e];r=[];for(p=0;p<c.length;p++)m=c[p],m=l.distanceToSquared(m),r.push(m),m<f&&(f=m,g=e,h=p)}e=0<=h-1?h-1:c.length-1;f=0<=g-1?g-1:j.length-1;var n=[j[g],c[h],c[e]];p=THREE.FontUtils.Triangulate.area(n);var q=[j[g],j[f],c[h]];l=THREE.FontUtils.Triangulate.area(q);r=h;m=g;h+=1;g+=-1;0>
+h&&(h+=c.length);h%=c.length;0>g&&(g+=j.length);g%=j.length;e=0<=h-1?h-1:c.length-1;f=0<=g-1?g-1:j.length-1;n=[j[g],c[h],c[e]];n=THREE.FontUtils.Triangulate.area(n);q=[j[g],j[f],c[h]];q=THREE.FontUtils.Triangulate.area(q);p+l>n+q&&(h=r,g=m,0>h&&(h+=c.length),h%=c.length,0>g&&(g+=j.length),g%=j.length,e=0<=h-1?h-1:c.length-1,f=0<=g-1?g-1:j.length-1);p=c.slice(0,h);l=c.slice(h);r=j.slice(g);m=j.slice(0,g);f=[j[g],j[f],c[h]];s.push([j[g],c[h],c[e]]);s.push(f);c=p.concat(r).concat(m).concat(l)}return{shape:c,
+isolatedPts:s,allpoints:d}},triangulateShape:function(a,b){var c=THREE.Shape.Utils.removeHoles(a,b),d=c.allpoints,e=c.isolatedPts,c=THREE.FontUtils.Triangulate(c.shape,!1),f,g,h,i,j={};f=0;for(g=d.length;f<g;f++)i=d[f].x+":"+d[f].y,void 0!==j[i]&&console.log("Duplicate point",i),j[i]=f;f=0;for(g=c.length;f<g;f++){h=c[f];for(d=0;3>d;d++)i=h[d].x+":"+h[d].y,i=j[i],void 0!==i&&(h[d]=i)}f=0;for(g=e.length;f<g;f++){h=e[f];for(d=0;3>d;d++)i=h[d].x+":"+h[d].y,i=j[i],void 0!==i&&(h[d]=i)}return c.concat(e)},
+isClockWise:function(a){return 0>THREE.FontUtils.Triangulate.area(a)},b2p0:function(a,b){var c=1-a;return c*c*b},b2p1:function(a,b){return 2*(1-a)*a*b},b2p2:function(a,b){return a*a*b},b2:function(a,b,c,d){return this.b2p0(a,b)+this.b2p1(a,c)+this.b2p2(a,d)},b3p0:function(a,b){var c=1-a;return c*c*c*b},b3p1:function(a,b){var c=1-a;return 3*c*c*a*b},b3p2:function(a,b){return 3*(1-a)*a*a*b},b3p3:function(a,b){return a*a*a*b},b3:function(a,b,c,d,e){return this.b3p0(a,b)+this.b3p1(a,c)+this.b3p2(a,d)+
+this.b3p3(a,e)}};THREE.AnimationHandler=function(){var a=[],b={},c={update:function(b){for(var c=0;c<a.length;c++)a[c].update(b)},addToUpdate:function(b){-1===a.indexOf(b)&&a.push(b)},removeFromUpdate:function(b){b=a.indexOf(b);-1!==b&&a.splice(b,1)},add:function(a){void 0!==b[a.name]&&console.log("THREE.AnimationHandler.add: Warning! "+a.name+" already exists in library. Overwriting.");b[a.name]=a;if(!0!==a.initialized){for(var c=0;c<a.hierarchy.length;c++){for(var d=0;d<a.hierarchy[c].keys.length;d++)if(0>a.hierarchy[c].keys[d].time&&
+(a.hierarchy[c].keys[d].time=0),void 0!==a.hierarchy[c].keys[d].rot&&!(a.hierarchy[c].keys[d].rot instanceof THREE.Quaternion)){var h=a.hierarchy[c].keys[d].rot;a.hierarchy[c].keys[d].rot=new THREE.Quaternion(h[0],h[1],h[2],h[3])}if(a.hierarchy[c].keys.length&&void 0!==a.hierarchy[c].keys[0].morphTargets){h={};for(d=0;d<a.hierarchy[c].keys.length;d++)for(var i=0;i<a.hierarchy[c].keys[d].morphTargets.length;i++){var j=a.hierarchy[c].keys[d].morphTargets[i];h[j]=-1}a.hierarchy[c].usedMorphTargets=h;
+for(d=0;d<a.hierarchy[c].keys.length;d++){var m={};for(j in h){for(i=0;i<a.hierarchy[c].keys[d].morphTargets.length;i++)if(a.hierarchy[c].keys[d].morphTargets[i]===j){m[j]=a.hierarchy[c].keys[d].morphTargetsInfluences[i];break}i===a.hierarchy[c].keys[d].morphTargets.length&&(m[j]=0)}a.hierarchy[c].keys[d].morphTargetsInfluences=m}}for(d=1;d<a.hierarchy[c].keys.length;d++)a.hierarchy[c].keys[d].time===a.hierarchy[c].keys[d-1].time&&(a.hierarchy[c].keys.splice(d,1),d--);for(d=0;d<a.hierarchy[c].keys.length;d++)a.hierarchy[c].keys[d].index=
+d}d=parseInt(a.length*a.fps,10);a.JIT={};a.JIT.hierarchy=[];for(c=0;c<a.hierarchy.length;c++)a.JIT.hierarchy.push(Array(d));a.initialized=!0}},get:function(a){if("string"===typeof a){if(b[a])return b[a];console.log("THREE.AnimationHandler.get: Couldn't find animation "+a);return null}},parse:function(a){var b=[];if(a instanceof THREE.SkinnedMesh)for(var c=0;c<a.bones.length;c++)b.push(a.bones[c]);else d(a,b);return b}},d=function(a,b){b.push(a);for(var c=0;c<a.children.length;c++)d(a.children[c],
+b)};c.LINEAR=0;c.CATMULLROM=1;c.CATMULLROM_FORWARD=2;return c}();THREE.Animation=function(a,b,c){this.root=a;this.data=THREE.AnimationHandler.get(b);this.hierarchy=THREE.AnimationHandler.parse(a);this.currentTime=0;this.timeScale=1;this.isPlaying=!1;this.loop=this.isPaused=!0;this.interpolationType=void 0!==c?c:THREE.AnimationHandler.LINEAR;this.points=[];this.target=new THREE.Vector3};
+THREE.Animation.prototype.play=function(a,b){if(!1===this.isPlaying){this.isPlaying=!0;this.loop=void 0!==a?a:!0;this.currentTime=void 0!==b?b:0;var c,d=this.hierarchy.length,e;for(c=0;c<d;c++){e=this.hierarchy[c];this.interpolationType!==THREE.AnimationHandler.CATMULLROM_FORWARD&&(e.useQuaternion=!0);e.matrixAutoUpdate=!0;void 0===e.animationCache&&(e.animationCache={},e.animationCache.prevKey={pos:0,rot:0,scl:0},e.animationCache.nextKey={pos:0,rot:0,scl:0},e.animationCache.originalMatrix=e instanceof
+THREE.Bone?e.skinMatrix:e.matrix);var f=e.animationCache.prevKey;e=e.animationCache.nextKey;f.pos=this.data.hierarchy[c].keys[0];f.rot=this.data.hierarchy[c].keys[0];f.scl=this.data.hierarchy[c].keys[0];e.pos=this.getNextKeyWith("pos",c,1);e.rot=this.getNextKeyWith("rot",c,1);e.scl=this.getNextKeyWith("scl",c,1)}this.update(0)}this.isPaused=!1;THREE.AnimationHandler.addToUpdate(this)};
+THREE.Animation.prototype.pause=function(){!0===this.isPaused?THREE.AnimationHandler.addToUpdate(this):THREE.AnimationHandler.removeFromUpdate(this);this.isPaused=!this.isPaused};THREE.Animation.prototype.stop=function(){this.isPaused=this.isPlaying=!1;THREE.AnimationHandler.removeFromUpdate(this)};
+THREE.Animation.prototype.update=function(a){if(!1!==this.isPlaying){var b=["pos","rot","scl"],c,d,e,f,g,h,i,j,m;m=this.currentTime+=a*this.timeScale;j=this.currentTime%=this.data.length;parseInt(Math.min(j*this.data.fps,this.data.length*this.data.fps),10);for(var p=0,l=this.hierarchy.length;p<l;p++){a=this.hierarchy[p];i=a.animationCache;for(var r=0;3>r;r++){c=b[r];g=i.prevKey[c];h=i.nextKey[c];if(h.time<=m){if(j<m)if(this.loop){g=this.data.hierarchy[p].keys[0];for(h=this.getNextKeyWith(c,p,1);h.time<
+j;)g=h,h=this.getNextKeyWith(c,p,h.index+1)}else{this.stop();return}else{do g=h,h=this.getNextKeyWith(c,p,h.index+1);while(h.time<j)}i.prevKey[c]=g;i.nextKey[c]=h}a.matrixAutoUpdate=!0;a.matrixWorldNeedsUpdate=!0;d=(j-g.time)/(h.time-g.time);e=g[c];f=h[c];if(0>d||1<d)console.log("THREE.Animation.update: Warning! Scale out of bounds:"+d+" on bone "+p),d=0>d?0:1;if("pos"===c)if(c=a.position,this.interpolationType===THREE.AnimationHandler.LINEAR)c.x=e[0]+(f[0]-e[0])*d,c.y=e[1]+(f[1]-e[1])*d,c.z=e[2]+
+(f[2]-e[2])*d;else{if(this.interpolationType===THREE.AnimationHandler.CATMULLROM||this.interpolationType===THREE.AnimationHandler.CATMULLROM_FORWARD)this.points[0]=this.getPrevKeyWith("pos",p,g.index-1).pos,this.points[1]=e,this.points[2]=f,this.points[3]=this.getNextKeyWith("pos",p,h.index+1).pos,d=0.33*d+0.33,e=this.interpolateCatmullRom(this.points,d),c.x=e[0],c.y=e[1],c.z=e[2],this.interpolationType===THREE.AnimationHandler.CATMULLROM_FORWARD&&(d=this.interpolateCatmullRom(this.points,1.01*d),
+this.target.set(d[0],d[1],d[2]),this.target.sub(c),this.target.y=0,this.target.normalize(),d=Math.atan2(this.target.x,this.target.z),a.rotation.set(0,d,0))}else"rot"===c?THREE.Quaternion.slerp(e,f,a.quaternion,d):"scl"===c&&(c=a.scale,c.x=e[0]+(f[0]-e[0])*d,c.y=e[1]+(f[1]-e[1])*d,c.z=e[2]+(f[2]-e[2])*d)}}}};
+THREE.Animation.prototype.interpolateCatmullRom=function(a,b){var c=[],d=[],e,f,g,h,i,j;e=(a.length-1)*b;f=Math.floor(e);e-=f;c[0]=0===f?f:f-1;c[1]=f;c[2]=f>a.length-2?f:f+1;c[3]=f>a.length-3?f:f+2;f=a[c[0]];h=a[c[1]];i=a[c[2]];j=a[c[3]];c=e*e;g=e*c;d[0]=this.interpolate(f[0],h[0],i[0],j[0],e,c,g);d[1]=this.interpolate(f[1],h[1],i[1],j[1],e,c,g);d[2]=this.interpolate(f[2],h[2],i[2],j[2],e,c,g);return d};
+THREE.Animation.prototype.interpolate=function(a,b,c,d,e,f,g){a=0.5*(c-a);d=0.5*(d-b);return(2*(b-c)+a+d)*g+(-3*(b-c)-2*a-d)*f+a*e+b};THREE.Animation.prototype.getNextKeyWith=function(a,b,c){for(var d=this.data.hierarchy[b].keys,c=this.interpolationType===THREE.AnimationHandler.CATMULLROM||this.interpolationType===THREE.AnimationHandler.CATMULLROM_FORWARD?c<d.length-1?c:d.length-1:c%d.length;c<d.length;c++)if(void 0!==d[c][a])return d[c];return this.data.hierarchy[b].keys[0]};
+THREE.Animation.prototype.getPrevKeyWith=function(a,b,c){for(var d=this.data.hierarchy[b].keys,c=this.interpolationType===THREE.AnimationHandler.CATMULLROM||this.interpolationType===THREE.AnimationHandler.CATMULLROM_FORWARD?0<c?c:0:0<=c?c:c+d.length;0<=c;c--)if(void 0!==d[c][a])return d[c];return this.data.hierarchy[b].keys[d.length-1]};THREE.KeyFrameAnimation=function(a,b,c){this.root=a;this.data=THREE.AnimationHandler.get(b);this.hierarchy=THREE.AnimationHandler.parse(a);this.currentTime=0;this.timeScale=0.001;this.isPlaying=!1;this.loop=this.isPaused=!0;this.JITCompile=void 0!==c?c:!0;a=0;for(b=this.hierarchy.length;a<b;a++){var c=this.data.hierarchy[a].sids,d=this.hierarchy[a];if(this.data.hierarchy[a].keys.length&&c){for(var e=0;e<c.length;e++){var f=c[e],g=this.getNextKeyWith(f,a,0);g&&g.apply(f)}d.matrixAutoUpdate=!1;this.data.hierarchy[a].node.updateMatrix();
+d.matrixWorldNeedsUpdate=!0}}};
+THREE.KeyFrameAnimation.prototype.play=function(a,b){if(!this.isPlaying){this.isPlaying=!0;this.loop=void 0!==a?a:!0;this.currentTime=void 0!==b?b:0;this.startTimeMs=b;this.startTime=1E7;this.endTime=-this.startTime;var c,d=this.hierarchy.length,e,f;for(c=0;c<d;c++)e=this.hierarchy[c],f=this.data.hierarchy[c],e.useQuaternion=!0,void 0===f.animationCache&&(f.animationCache={},f.animationCache.prevKey=null,f.animationCache.nextKey=null,f.animationCache.originalMatrix=e instanceof THREE.Bone?e.skinMatrix:
+e.matrix),e=this.data.hierarchy[c].keys,e.length&&(f.animationCache.prevKey=e[0],f.animationCache.nextKey=e[1],this.startTime=Math.min(e[0].time,this.startTime),this.endTime=Math.max(e[e.length-1].time,this.endTime));this.update(0)}this.isPaused=!1;THREE.AnimationHandler.addToUpdate(this)};THREE.KeyFrameAnimation.prototype.pause=function(){this.isPaused?THREE.AnimationHandler.addToUpdate(this):THREE.AnimationHandler.removeFromUpdate(this);this.isPaused=!this.isPaused};
+THREE.KeyFrameAnimation.prototype.stop=function(){this.isPaused=this.isPlaying=!1;THREE.AnimationHandler.removeFromUpdate(this);for(var a=0;a<this.data.hierarchy.length;a++){var b=this.hierarchy[a],c=this.data.hierarchy[a];if(void 0!==c.animationCache){var d=c.animationCache.originalMatrix;b instanceof THREE.Bone?(d.copy(b.skinMatrix),b.skinMatrix=d):(d.copy(b.matrix),b.matrix=d);delete c.animationCache}}};
+THREE.KeyFrameAnimation.prototype.update=function(a){if(this.isPlaying){var b,c,d,e,f=this.data.JIT.hierarchy,g,h,i;h=this.currentTime+=a*this.timeScale;g=this.currentTime%=this.data.length;g<this.startTimeMs&&(g=this.currentTime=this.startTimeMs+g);e=parseInt(Math.min(g*this.data.fps,this.data.length*this.data.fps),10);if((i=g<h)&&!this.loop){for(var a=0,j=this.hierarchy.length;a<j;a++){var m=this.data.hierarchy[a].keys,f=this.data.hierarchy[a].sids;d=m.length-1;e=this.hierarchy[a];if(m.length){for(m=
+0;m<f.length;m++)g=f[m],(h=this.getPrevKeyWith(g,a,d))&&h.apply(g);this.data.hierarchy[a].node.updateMatrix();e.matrixWorldNeedsUpdate=!0}}this.stop()}else if(!(g<this.startTime)){a=0;for(j=this.hierarchy.length;a<j;a++){d=this.hierarchy[a];b=this.data.hierarchy[a];var m=b.keys,p=b.animationCache;if(this.JITCompile&&void 0!==f[a][e])d instanceof THREE.Bone?(d.skinMatrix=f[a][e],d.matrixWorldNeedsUpdate=!1):(d.matrix=f[a][e],d.matrixWorldNeedsUpdate=!0);else if(m.length){this.JITCompile&&p&&(d instanceof
+THREE.Bone?d.skinMatrix=p.originalMatrix:d.matrix=p.originalMatrix);b=p.prevKey;c=p.nextKey;if(b&&c){if(c.time<=h){if(i&&this.loop){b=m[0];for(c=m[1];c.time<g;)b=c,c=m[b.index+1]}else if(!i)for(var l=m.length-1;c.time<g&&c.index!==l;)b=c,c=m[b.index+1];p.prevKey=b;p.nextKey=c}c.time>=g?b.interpolate(c,g):b.interpolate(c,c.time)}this.data.hierarchy[a].node.updateMatrix();d.matrixWorldNeedsUpdate=!0}}if(this.JITCompile&&void 0===f[0][e]){this.hierarchy[0].updateMatrixWorld(!0);for(a=0;a<this.hierarchy.length;a++)f[a][e]=
+this.hierarchy[a]instanceof THREE.Bone?this.hierarchy[a].skinMatrix.clone():this.hierarchy[a].matrix.clone()}}}};THREE.KeyFrameAnimation.prototype.getNextKeyWith=function(a,b,c){b=this.data.hierarchy[b].keys;for(c%=b.length;c<b.length;c++)if(b[c].hasTarget(a))return b[c];return b[0]};THREE.KeyFrameAnimation.prototype.getPrevKeyWith=function(a,b,c){b=this.data.hierarchy[b].keys;for(c=0<=c?c:c+b.length;0<=c;c--)if(b[c].hasTarget(a))return b[c];return b[b.length-1]};THREE.CubeCamera=function(a,b,c){THREE.Object3D.call(this);var d=new THREE.PerspectiveCamera(90,1,a,b);d.up.set(0,-1,0);d.lookAt(new THREE.Vector3(1,0,0));this.add(d);var e=new THREE.PerspectiveCamera(90,1,a,b);e.up.set(0,-1,0);e.lookAt(new THREE.Vector3(-1,0,0));this.add(e);var f=new THREE.PerspectiveCamera(90,1,a,b);f.up.set(0,0,1);f.lookAt(new THREE.Vector3(0,1,0));this.add(f);var g=new THREE.PerspectiveCamera(90,1,a,b);g.up.set(0,0,-1);g.lookAt(new THREE.Vector3(0,-1,0));this.add(g);var h=new THREE.PerspectiveCamera(90,
+1,a,b);h.up.set(0,-1,0);h.lookAt(new THREE.Vector3(0,0,1));this.add(h);var i=new THREE.PerspectiveCamera(90,1,a,b);i.up.set(0,-1,0);i.lookAt(new THREE.Vector3(0,0,-1));this.add(i);this.renderTarget=new THREE.WebGLRenderTargetCube(c,c,{format:THREE.RGBFormat,magFilter:THREE.LinearFilter,minFilter:THREE.LinearFilter});this.updateCubeMap=function(a,b){var c=this.renderTarget,l=c.generateMipmaps;c.generateMipmaps=!1;c.activeCubeFace=0;a.render(b,d,c);c.activeCubeFace=1;a.render(b,e,c);c.activeCubeFace=
+2;a.render(b,f,c);c.activeCubeFace=3;a.render(b,g,c);c.activeCubeFace=4;a.render(b,h,c);c.generateMipmaps=l;c.activeCubeFace=5;a.render(b,i,c)}};THREE.CubeCamera.prototype=Object.create(THREE.Object3D.prototype);THREE.CombinedCamera=function(a,b,c,d,e,f,g){THREE.Camera.call(this);this.fov=c;this.left=-a/2;this.right=a/2;this.top=b/2;this.bottom=-b/2;this.cameraO=new THREE.OrthographicCamera(a/-2,a/2,b/2,b/-2,f,g);this.cameraP=new THREE.PerspectiveCamera(c,a/b,d,e);this.zoom=1;this.toPerspective()};THREE.CombinedCamera.prototype=Object.create(THREE.Camera.prototype);
+THREE.CombinedCamera.prototype.toPerspective=function(){this.near=this.cameraP.near;this.far=this.cameraP.far;this.cameraP.fov=this.fov/this.zoom;this.cameraP.updateProjectionMatrix();this.projectionMatrix=this.cameraP.projectionMatrix;this.inPerspectiveMode=!0;this.inOrthographicMode=!1};
+THREE.CombinedCamera.prototype.toOrthographic=function(){var a=this.cameraP.aspect,b=(this.cameraP.near+this.cameraP.far)/2,b=Math.tan(this.fov/2)*b,a=2*b*a/2,b=b/this.zoom,a=a/this.zoom;this.cameraO.left=-a;this.cameraO.right=a;this.cameraO.top=b;this.cameraO.bottom=-b;this.cameraO.updateProjectionMatrix();this.near=this.cameraO.near;this.far=this.cameraO.far;this.projectionMatrix=this.cameraO.projectionMatrix;this.inPerspectiveMode=!1;this.inOrthographicMode=!0};
+THREE.CombinedCamera.prototype.setSize=function(a,b){this.cameraP.aspect=a/b;this.left=-a/2;this.right=a/2;this.top=b/2;this.bottom=-b/2};THREE.CombinedCamera.prototype.setFov=function(a){this.fov=a;this.inPerspectiveMode?this.toPerspective():this.toOrthographic()};THREE.CombinedCamera.prototype.updateProjectionMatrix=function(){this.inPerspectiveMode?this.toPerspective():(this.toPerspective(),this.toOrthographic())};
+THREE.CombinedCamera.prototype.setLens=function(a,b){void 0===b&&(b=24);var c=2*THREE.Math.radToDeg(Math.atan(b/(2*a)));this.setFov(c);return c};THREE.CombinedCamera.prototype.setZoom=function(a){this.zoom=a;this.inPerspectiveMode?this.toPerspective():this.toOrthographic()};THREE.CombinedCamera.prototype.toFrontView=function(){this.rotation.x=0;this.rotation.y=0;this.rotation.z=0;this.rotationAutoUpdate=!1};
+THREE.CombinedCamera.prototype.toBackView=function(){this.rotation.x=0;this.rotation.y=Math.PI;this.rotation.z=0;this.rotationAutoUpdate=!1};THREE.CombinedCamera.prototype.toLeftView=function(){this.rotation.x=0;this.rotation.y=-Math.PI/2;this.rotation.z=0;this.rotationAutoUpdate=!1};THREE.CombinedCamera.prototype.toRightView=function(){this.rotation.x=0;this.rotation.y=Math.PI/2;this.rotation.z=0;this.rotationAutoUpdate=!1};
+THREE.CombinedCamera.prototype.toTopView=function(){this.rotation.x=-Math.PI/2;this.rotation.y=0;this.rotation.z=0;this.rotationAutoUpdate=!1};THREE.CombinedCamera.prototype.toBottomView=function(){this.rotation.x=Math.PI/2;this.rotation.y=0;this.rotation.z=0;this.rotationAutoUpdate=!1};THREE.CircleGeometry=function(a,b,c,d){THREE.Geometry.call(this);var a=a||50,c=void 0!==c?c:0,d=void 0!==d?d:2*Math.PI,b=void 0!==b?Math.max(3,b):8,e,f=[];e=new THREE.Vector3;var g=new THREE.Vector2(0.5,0.5);this.vertices.push(e);f.push(g);for(e=0;e<=b;e++){var h=new THREE.Vector3,i=c+e/b*d;h.x=a*Math.cos(i);h.y=a*Math.sin(i);this.vertices.push(h);f.push(new THREE.Vector2((h.x/a+1)/2,(h.y/a+1)/2))}c=new THREE.Vector3(0,0,1);for(e=1;e<=b;e++)this.faces.push(new THREE.Face3(e,e+1,0,[c,c,c])),this.faceVertexUvs[0].push([f[e],
+f[e+1],g]);this.computeCentroids();this.computeFaceNormals();this.boundingSphere=new THREE.Sphere(new THREE.Vector3,a)};THREE.CircleGeometry.prototype=Object.create(THREE.Geometry.prototype);THREE.CubeGeometry=function(a,b,c,d,e,f){function g(a,b,c,d,e,f,g,n){var q,y=h.widthSegments,u=h.heightSegments,x=e/2,t=f/2,E=h.vertices.length;if("x"===a&&"y"===b||"y"===a&&"x"===b)q="z";else if("x"===a&&"z"===b||"z"===a&&"x"===b)q="y",u=h.depthSegments;else if("z"===a&&"y"===b||"y"===a&&"z"===b)q="x",y=h.depthSegments;var J=y+1,F=u+1,z=e/y,H=f/u,K=new THREE.Vector3;K[q]=0<g?1:-1;for(e=0;e<F;e++)for(f=0;f<J;f++){var G=new THREE.Vector3;G[a]=(f*z-x)*c;G[b]=(e*H-t)*d;G[q]=g;h.vertices.push(G)}for(e=
+0;e<u;e++)for(f=0;f<y;f++)a=new THREE.Face4(f+J*e+E,f+J*(e+1)+E,f+1+J*(e+1)+E,f+1+J*e+E),a.normal.copy(K),a.vertexNormals.push(K.clone(),K.clone(),K.clone(),K.clone()),a.materialIndex=n,h.faces.push(a),h.faceVertexUvs[0].push([new THREE.Vector2(f/y,1-e/u),new THREE.Vector2(f/y,1-(e+1)/u),new THREE.Vector2((f+1)/y,1-(e+1)/u),new THREE.Vector2((f+1)/y,1-e/u)])}THREE.Geometry.call(this);var h=this;this.width=a;this.height=b;this.depth=c;this.widthSegments=d||1;this.heightSegments=e||1;this.depthSegments=
+f||1;a=this.width/2;b=this.height/2;c=this.depth/2;g("z","y",-1,-1,this.depth,this.height,a,0);g("z","y",1,-1,this.depth,this.height,-a,1);g("x","z",1,1,this.width,this.depth,b,2);g("x","z",1,-1,this.width,this.depth,-b,3);g("x","y",1,-1,this.width,this.height,c,4);g("x","y",-1,-1,this.width,this.height,-c,5);this.computeCentroids();this.mergeVertices()};THREE.CubeGeometry.prototype=Object.create(THREE.Geometry.prototype);THREE.CylinderGeometry=function(a,b,c,d,e,f){THREE.Geometry.call(this);this.radiusTop=a=void 0!==a?a:20;this.radiusBottom=b=void 0!==b?b:20;this.height=c=void 0!==c?c:100;this.radiusSegments=d=d||8;this.heightSegments=e=e||1;this.openEnded=f=void 0!==f?f:!1;var g=c/2,h,i,j=[],m=[];for(i=0;i<=e;i++){var p=[],l=[],r=i/e,s=r*(b-a)+a;for(h=0;h<=d;h++){var n=h/d,q=new THREE.Vector3;q.x=s*Math.sin(2*n*Math.PI);q.y=-r*c+g;q.z=s*Math.cos(2*n*Math.PI);this.vertices.push(q);p.push(this.vertices.length-1);l.push(new THREE.Vector2(n,
+1-r))}j.push(p);m.push(l)}c=(b-a)/c;for(h=0;h<d;h++){0!==a?(p=this.vertices[j[0][h]].clone(),l=this.vertices[j[0][h+1]].clone()):(p=this.vertices[j[1][h]].clone(),l=this.vertices[j[1][h+1]].clone());p.setY(Math.sqrt(p.x*p.x+p.z*p.z)*c).normalize();l.setY(Math.sqrt(l.x*l.x+l.z*l.z)*c).normalize();for(i=0;i<e;i++){var r=j[i][h],s=j[i+1][h],n=j[i+1][h+1],q=j[i][h+1],y=p.clone(),u=p.clone(),x=l.clone(),t=l.clone(),E=m[i][h].clone(),J=m[i+1][h].clone(),F=m[i+1][h+1].clone(),z=m[i][h+1].clone();this.faces.push(new THREE.Face4(r,
+s,n,q,[y,u,x,t]));this.faceVertexUvs[0].push([E,J,F,z])}}if(!1===f&&0<a){this.vertices.push(new THREE.Vector3(0,g,0));for(h=0;h<d;h++)r=j[0][h],s=j[0][h+1],n=this.vertices.length-1,y=new THREE.Vector3(0,1,0),u=new THREE.Vector3(0,1,0),x=new THREE.Vector3(0,1,0),E=m[0][h].clone(),J=m[0][h+1].clone(),F=new THREE.Vector2(J.u,0),this.faces.push(new THREE.Face3(r,s,n,[y,u,x])),this.faceVertexUvs[0].push([E,J,F])}if(!1===f&&0<b){this.vertices.push(new THREE.Vector3(0,-g,0));for(h=0;h<d;h++)r=j[i][h+1],
+s=j[i][h],n=this.vertices.length-1,y=new THREE.Vector3(0,-1,0),u=new THREE.Vector3(0,-1,0),x=new THREE.Vector3(0,-1,0),E=m[i][h+1].clone(),J=m[i][h].clone(),F=new THREE.Vector2(J.u,1),this.faces.push(new THREE.Face3(r,s,n,[y,u,x])),this.faceVertexUvs[0].push([E,J,F])}this.computeCentroids();this.computeFaceNormals()};THREE.CylinderGeometry.prototype=Object.create(THREE.Geometry.prototype);THREE.ExtrudeGeometry=function(a,b){"undefined"!==typeof a&&(THREE.Geometry.call(this),a=a instanceof Array?a:[a],this.shapebb=a[a.length-1].getBoundingBox(),this.addShapeList(a,b),this.computeCentroids(),this.computeFaceNormals())};THREE.ExtrudeGeometry.prototype=Object.create(THREE.Geometry.prototype);THREE.ExtrudeGeometry.prototype.addShapeList=function(a,b){for(var c=a.length,d=0;d<c;d++)this.addShape(a[d],b)};
+THREE.ExtrudeGeometry.prototype.addShape=function(a,b){function c(a,b,c){b||console.log("die");return b.clone().multiplyScalar(c).add(a)}function d(a,b,c){var d=THREE.ExtrudeGeometry.__v1,e=THREE.ExtrudeGeometry.__v2,f=THREE.ExtrudeGeometry.__v3,g=THREE.ExtrudeGeometry.__v4,h=THREE.ExtrudeGeometry.__v5,i=THREE.ExtrudeGeometry.__v6;d.set(a.x-b.x,a.y-b.y);e.set(a.x-c.x,a.y-c.y);d=d.normalize();e=e.normalize();f.set(-d.y,d.x);g.set(e.y,-e.x);h.copy(a).add(f);i.copy(a).add(g);if(h.equals(i))return g.clone();
+h.copy(b).add(f);i.copy(c).add(g);f=d.dot(g);g=i.sub(h).dot(g);0===f&&(console.log("Either infinite or no solutions!"),0===g?console.log("Its finite solutions."):console.log("Too bad, no solutions."));g/=f;return 0>g?(b=Math.atan2(b.y-a.y,b.x-a.x),a=Math.atan2(c.y-a.y,c.x-a.x),b>a&&(a+=2*Math.PI),c=(b+a)/2,a=-Math.cos(c),c=-Math.sin(c),new THREE.Vector2(a,c)):d.multiplyScalar(g).add(h).sub(a).clone()}function e(c,d){var e,f;for(A=c.length;0<=--A;){e=A;f=A-1;0>f&&(f=c.length-1);for(var g=0,h=r+2*m,
+g=0;g<h;g++){var i=ja*g,j=ja*(g+1),l=d+e+i,i=d+f+i,p=d+f+j,j=d+e+j,n=c,q=g,s=h,t=e,y=f,l=l+L,i=i+L,p=p+L,j=j+L;G.faces.push(new THREE.Face4(l,i,p,j,null,null,u));l=x.generateSideWallUV(G,a,n,b,l,i,p,j,q,s,t,y);G.faceVertexUvs[0].push(l)}}}function f(a,b,c){G.vertices.push(new THREE.Vector3(a,b,c))}function g(c,d,e,f){c+=L;d+=L;e+=L;G.faces.push(new THREE.Face3(c,d,e,null,null,y));c=f?x.generateBottomUV(G,a,b,c,d,e):x.generateTopUV(G,a,b,c,d,e);G.faceVertexUvs[0].push(c)}var h=void 0!==b.amount?b.amount:
+100,i=void 0!==b.bevelThickness?b.bevelThickness:6,j=void 0!==b.bevelSize?b.bevelSize:i-2,m=void 0!==b.bevelSegments?b.bevelSegments:3,p=void 0!==b.bevelEnabled?b.bevelEnabled:!0,l=void 0!==b.curveSegments?b.curveSegments:12,r=void 0!==b.steps?b.steps:1,s=b.extrudePath,n,q=!1,y=b.material,u=b.extrudeMaterial,x=void 0!==b.UVGenerator?b.UVGenerator:THREE.ExtrudeGeometry.WorldUVGenerator,t,E,J,F;s&&(n=s.getSpacedPoints(r),q=!0,p=!1,t=void 0!==b.frames?b.frames:new THREE.TubeGeometry.FrenetFrames(s,r,
+!1),E=new THREE.Vector3,J=new THREE.Vector3,F=new THREE.Vector3);p||(j=i=m=0);var z,H,K,G=this,L=this.vertices.length,l=a.extractPoints(l),B=l.shape,l=l.holes;if(s=!THREE.Shape.Utils.isClockWise(B)){B=B.reverse();H=0;for(K=l.length;H<K;H++)z=l[H],THREE.Shape.Utils.isClockWise(z)&&(l[H]=z.reverse());s=!1}var V=THREE.Shape.Utils.triangulateShape(B,l),s=B;H=0;for(K=l.length;H<K;H++)z=l[H],B=B.concat(z);var C,I,M,P,ja=B.length,oa=V.length,gb=[],A=0,da=s.length;C=da-1;for(I=A+1;A<da;A++,C++,I++)C===da&&
+(C=0),I===da&&(I=0),gb[A]=d(s[A],s[C],s[I]);var ha=[],la,N=gb.concat();H=0;for(K=l.length;H<K;H++){z=l[H];la=[];A=0;da=z.length;C=da-1;for(I=A+1;A<da;A++,C++,I++)C===da&&(C=0),I===da&&(I=0),la[A]=d(z[A],z[C],z[I]);ha.push(la);N=N.concat(la)}for(C=0;C<m;C++){z=C/m;M=i*(1-z);I=j*Math.sin(z*Math.PI/2);A=0;for(da=s.length;A<da;A++)P=c(s[A],gb[A],I),f(P.x,P.y,-M);H=0;for(K=l.length;H<K;H++){z=l[H];la=ha[H];A=0;for(da=z.length;A<da;A++)P=c(z[A],la[A],I),f(P.x,P.y,-M)}}I=j;for(A=0;A<ja;A++)P=p?c(B[A],N[A],
+I):B[A],q?(J.copy(t.normals[0]).multiplyScalar(P.x),E.copy(t.binormals[0]).multiplyScalar(P.y),F.copy(n[0]).add(J).add(E),f(F.x,F.y,F.z)):f(P.x,P.y,0);for(z=1;z<=r;z++)for(A=0;A<ja;A++)P=p?c(B[A],N[A],I):B[A],q?(J.copy(t.normals[z]).multiplyScalar(P.x),E.copy(t.binormals[z]).multiplyScalar(P.y),F.copy(n[z]).add(J).add(E),f(F.x,F.y,F.z)):f(P.x,P.y,h/r*z);for(C=m-1;0<=C;C--){z=C/m;M=i*(1-z);I=j*Math.sin(z*Math.PI/2);A=0;for(da=s.length;A<da;A++)P=c(s[A],gb[A],I),f(P.x,P.y,h+M);H=0;for(K=l.length;H<
+K;H++){z=l[H];la=ha[H];A=0;for(da=z.length;A<da;A++)P=c(z[A],la[A],I),q?f(P.x,P.y+n[r-1].y,n[r-1].x+M):f(P.x,P.y,h+M)}}if(p){i=0*ja;for(A=0;A<oa;A++)h=V[A],g(h[2]+i,h[1]+i,h[0]+i,!0);i=ja*(r+2*m);for(A=0;A<oa;A++)h=V[A],g(h[0]+i,h[1]+i,h[2]+i,!1)}else{for(A=0;A<oa;A++)h=V[A],g(h[2],h[1],h[0],!0);for(A=0;A<oa;A++)h=V[A],g(h[0]+ja*r,h[1]+ja*r,h[2]+ja*r,!1)}h=0;e(s,h);h+=s.length;H=0;for(K=l.length;H<K;H++)z=l[H],e(z,h),h+=z.length};
+THREE.ExtrudeGeometry.WorldUVGenerator={generateTopUV:function(a,b,c,d,e,f){b=a.vertices[e].x;e=a.vertices[e].y;c=a.vertices[f].x;f=a.vertices[f].y;return[new THREE.Vector2(a.vertices[d].x,a.vertices[d].y),new THREE.Vector2(b,e),new THREE.Vector2(c,f)]},generateBottomUV:function(a,b,c,d,e,f){return this.generateTopUV(a,b,c,d,e,f)},generateSideWallUV:function(a,b,c,d,e,f,g,h){var b=a.vertices[e].x,c=a.vertices[e].y,e=a.vertices[e].z,d=a.vertices[f].x,i=a.vertices[f].y,f=a.vertices[f].z,j=a.vertices[g].x,
+m=a.vertices[g].y,g=a.vertices[g].z,p=a.vertices[h].x,l=a.vertices[h].y,a=a.vertices[h].z;return 0.01>Math.abs(c-i)?[new THREE.Vector2(b,1-e),new THREE.Vector2(d,1-f),new THREE.Vector2(j,1-g),new THREE.Vector2(p,1-a)]:[new THREE.Vector2(c,1-e),new THREE.Vector2(i,1-f),new THREE.Vector2(m,1-g),new THREE.Vector2(l,1-a)]}};THREE.ExtrudeGeometry.__v1=new THREE.Vector2;THREE.ExtrudeGeometry.__v2=new THREE.Vector2;THREE.ExtrudeGeometry.__v3=new THREE.Vector2;THREE.ExtrudeGeometry.__v4=new THREE.Vector2;
+THREE.ExtrudeGeometry.__v5=new THREE.Vector2;THREE.ExtrudeGeometry.__v6=new THREE.Vector2;THREE.ShapeGeometry=function(a,b){THREE.Geometry.call(this);!1===a instanceof Array&&(a=[a]);this.shapebb=a[a.length-1].getBoundingBox();this.addShapeList(a,b);this.computeCentroids();this.computeFaceNormals()};THREE.ShapeGeometry.prototype=Object.create(THREE.Geometry.prototype);THREE.ShapeGeometry.prototype.addShapeList=function(a,b){for(var c=0,d=a.length;c<d;c++)this.addShape(a[c],b);return this};
+THREE.ShapeGeometry.prototype.addShape=function(a,b){void 0===b&&(b={});var c=b.material,d=void 0===b.UVGenerator?THREE.ExtrudeGeometry.WorldUVGenerator:b.UVGenerator,e,f,g,h=this.vertices.length;e=a.extractPoints(void 0!==b.curveSegments?b.curveSegments:12);var i=e.shape,j=e.holes;if(!THREE.Shape.Utils.isClockWise(i)){i=i.reverse();e=0;for(f=j.length;e<f;e++)g=j[e],THREE.Shape.Utils.isClockWise(g)&&(j[e]=g.reverse())}var m=THREE.Shape.Utils.triangulateShape(i,j);e=0;for(f=j.length;e<f;e++)g=j[e],
+i=i.concat(g);j=i.length;f=m.length;for(e=0;e<j;e++)g=i[e],this.vertices.push(new THREE.Vector3(g.x,g.y,0));for(e=0;e<f;e++)j=m[e],i=j[0]+h,g=j[1]+h,j=j[2]+h,this.faces.push(new THREE.Face3(i,g,j,null,null,c)),this.faceVertexUvs[0].push(d.generateBottomUV(this,a,b,i,g,j))};THREE.LatheGeometry=function(a,b,c,d){THREE.Geometry.call(this);for(var b=b||12,c=c||0,d=d||2*Math.PI,e=1/(a.length-1),f=1/b,g=0,h=b;g<=h;g++)for(var i=c+g*f*d,j=Math.cos(i),m=Math.sin(i),i=0,p=a.length;i<p;i++){var l=a[i],r=new THREE.Vector3;r.x=j*l.x-m*l.y;r.y=m*l.x+j*l.y;r.z=l.z;this.vertices.push(r)}c=a.length;g=0;for(h=b;g<h;g++){i=0;for(p=a.length-1;i<p;i++)d=b=i+c*g,m=b+c,j=b+1+c,this.faces.push(new THREE.Face4(d,m,j,b+1)),j=g*f,b=i*e,d=j+f,m=b+e,this.faceVertexUvs[0].push([new THREE.Vector2(j,
+b),new THREE.Vector2(d,b),new THREE.Vector2(d,m),new THREE.Vector2(j,m)])}this.mergeVertices();this.computeCentroids();this.computeFaceNormals();this.computeVertexNormals()};THREE.LatheGeometry.prototype=Object.create(THREE.Geometry.prototype);THREE.PlaneGeometry=function(a,b,c,d){THREE.Geometry.call(this);this.width=a;this.height=b;this.widthSegments=c||1;this.heightSegments=d||1;for(var c=a/2,e=b/2,d=this.widthSegments,f=this.heightSegments,g=d+1,h=f+1,i=this.width/d,j=this.height/f,m=new THREE.Vector3(0,0,1),a=0;a<h;a++)for(b=0;b<g;b++)this.vertices.push(new THREE.Vector3(b*i-c,-(a*j-e),0));for(a=0;a<f;a++)for(b=0;b<d;b++)c=new THREE.Face4(b+g*a,b+g*(a+1),b+1+g*(a+1),b+1+g*a),c.normal.copy(m),c.vertexNormals.push(m.clone(),m.clone(),
+m.clone(),m.clone()),this.faces.push(c),this.faceVertexUvs[0].push([new THREE.Vector2(b/d,1-a/f),new THREE.Vector2(b/d,1-(a+1)/f),new THREE.Vector2((b+1)/d,1-(a+1)/f),new THREE.Vector2((b+1)/d,1-a/f)]);this.computeCentroids()};THREE.PlaneGeometry.prototype=Object.create(THREE.Geometry.prototype);THREE.RingGeometry=function(a,b,c,d,e,f){THREE.Geometry.call(this);for(var a=a||0,b=b||50,e=void 0!==e?e:0,f=void 0!==f?f:2*Math.PI,c=void 0!==c?Math.max(3,c):8,d=void 0!==d?Math.max(3,d):8,g=[],h=a,i=(b-a)/d,a=0;a<=d;a++){for(b=0;b<=c;b++){var j=new THREE.Vector3,m=e+b/c*f;j.x=h*Math.cos(m);j.y=h*Math.sin(m);this.vertices.push(j);g.push(new THREE.Vector2((j.x/h+1)/2,-(j.y/h+1)/2+1))}h+=i}e=new THREE.Vector3(0,0,1);for(a=0;a<d;a++){f=a*c;for(b=0;b<=c;b++){var m=b+f,i=m+a,j=m+c+a,p=m+c+1+a;this.faces.push(new THREE.Face3(i,
+j,p,[e,e,e]));this.faceVertexUvs[0].push([g[i],g[j],g[p]]);i=m+a;j=m+c+1+a;p=m+1+a;this.faces.push(new THREE.Face3(i,j,p,[e,e,e]));this.faceVertexUvs[0].push([g[i],g[j],g[p]])}}this.computeCentroids();this.computeFaceNormals();this.boundingSphere=new THREE.Sphere(new THREE.Vector3,h)};THREE.RingGeometry.prototype=Object.create(THREE.Geometry.prototype);THREE.SphereGeometry=function(a,b,c,d,e,f,g){THREE.Geometry.call(this);this.radius=a=a||50;this.widthSegments=b=Math.max(3,Math.floor(b)||8);this.heightSegments=c=Math.max(2,Math.floor(c)||6);this.phiStart=d=void 0!==d?d:0;this.phiLength=e=void 0!==e?e:2*Math.PI;this.thetaStart=f=void 0!==f?f:0;this.thetaLength=g=void 0!==g?g:Math.PI;var h,i,j=[],m=[];for(i=0;i<=c;i++){var p=[],l=[];for(h=0;h<=b;h++){var r=h/b,s=i/c,n=new THREE.Vector3;n.x=-a*Math.cos(d+r*e)*Math.sin(f+s*g);n.y=a*Math.cos(f+s*g);
+n.z=a*Math.sin(d+r*e)*Math.sin(f+s*g);this.vertices.push(n);p.push(this.vertices.length-1);l.push(new THREE.Vector2(r,1-s))}j.push(p);m.push(l)}for(i=0;i<this.heightSegments;i++)for(h=0;h<this.widthSegments;h++){var b=j[i][h+1],c=j[i][h],d=j[i+1][h],e=j[i+1][h+1],f=this.vertices[b].clone().normalize(),g=this.vertices[c].clone().normalize(),p=this.vertices[d].clone().normalize(),l=this.vertices[e].clone().normalize(),r=m[i][h+1].clone(),s=m[i][h].clone(),n=m[i+1][h].clone(),q=m[i+1][h+1].clone();Math.abs(this.vertices[b].y)===
+this.radius?(this.faces.push(new THREE.Face3(b,d,e,[f,p,l])),this.faceVertexUvs[0].push([r,n,q])):Math.abs(this.vertices[d].y)===this.radius?(this.faces.push(new THREE.Face3(b,c,d,[f,g,p])),this.faceVertexUvs[0].push([r,s,n])):(this.faces.push(new THREE.Face4(b,c,d,e,[f,g,p,l])),this.faceVertexUvs[0].push([r,s,n,q]))}this.computeCentroids();this.computeFaceNormals();this.boundingSphere=new THREE.Sphere(new THREE.Vector3,a)};THREE.SphereGeometry.prototype=Object.create(THREE.Geometry.prototype);THREE.TextGeometry=function(a,b){var b=b||{},c=THREE.FontUtils.generateShapes(a,b);b.amount=void 0!==b.height?b.height:50;void 0===b.bevelThickness&&(b.bevelThickness=10);void 0===b.bevelSize&&(b.bevelSize=8);void 0===b.bevelEnabled&&(b.bevelEnabled=!1);THREE.ExtrudeGeometry.call(this,c,b)};THREE.TextGeometry.prototype=Object.create(THREE.ExtrudeGeometry.prototype);THREE.TorusGeometry=function(a,b,c,d,e){THREE.Geometry.call(this);this.radius=a||100;this.tube=b||40;this.radialSegments=c||8;this.tubularSegments=d||6;this.arc=e||2*Math.PI;e=new THREE.Vector3;a=[];b=[];for(c=0;c<=this.radialSegments;c++)for(d=0;d<=this.tubularSegments;d++){var f=d/this.tubularSegments*this.arc,g=2*c/this.radialSegments*Math.PI;e.x=this.radius*Math.cos(f);e.y=this.radius*Math.sin(f);var h=new THREE.Vector3;h.x=(this.radius+this.tube*Math.cos(g))*Math.cos(f);h.y=(this.radius+this.tube*
+Math.cos(g))*Math.sin(f);h.z=this.tube*Math.sin(g);this.vertices.push(h);a.push(new THREE.Vector2(d/this.tubularSegments,c/this.radialSegments));b.push(h.clone().sub(e).normalize())}for(c=1;c<=this.radialSegments;c++)for(d=1;d<=this.tubularSegments;d++){var e=(this.tubularSegments+1)*c+d-1,f=(this.tubularSegments+1)*(c-1)+d-1,g=(this.tubularSegments+1)*(c-1)+d,h=(this.tubularSegments+1)*c+d,i=new THREE.Face4(e,f,g,h,[b[e],b[f],b[g],b[h]]);i.normal.add(b[e]);i.normal.add(b[f]);i.normal.add(b[g]);i.normal.add(b[h]);
+i.normal.normalize();this.faces.push(i);this.faceVertexUvs[0].push([a[e].clone(),a[f].clone(),a[g].clone(),a[h].clone()])}this.computeCentroids()};THREE.TorusGeometry.prototype=Object.create(THREE.Geometry.prototype);THREE.TorusKnotGeometry=function(a,b,c,d,e,f,g){function h(a,b,c,d,e,f){var g=Math.cos(a);Math.cos(b);b=Math.sin(a);a*=c/d;c=Math.cos(a);g*=0.5*e*(2+c);b=0.5*e*(2+c)*b;e=0.5*f*e*Math.sin(a);return new THREE.Vector3(g,b,e)}THREE.Geometry.call(this);this.radius=a||100;this.tube=b||40;this.radialSegments=c||64;this.tubularSegments=d||8;this.p=e||2;this.q=f||3;this.heightScale=g||1;this.grid=Array(this.radialSegments);c=new THREE.Vector3;d=new THREE.Vector3;e=new THREE.Vector3;for(a=0;a<this.radialSegments;++a){this.grid[a]=
+Array(this.tubularSegments);for(b=0;b<this.tubularSegments;++b){var i=2*(a/this.radialSegments)*this.p*Math.PI,g=2*(b/this.tubularSegments)*Math.PI,f=h(i,g,this.q,this.p,this.radius,this.heightScale),i=h(i+0.01,g,this.q,this.p,this.radius,this.heightScale);c.subVectors(i,f);d.addVectors(i,f);e.crossVectors(c,d);d.crossVectors(e,c);e.normalize();d.normalize();i=-this.tube*Math.cos(g);g=this.tube*Math.sin(g);f.x+=i*d.x+g*e.x;f.y+=i*d.y+g*e.y;f.z+=i*d.z+g*e.z;this.grid[a][b]=this.vertices.push(new THREE.Vector3(f.x,
+f.y,f.z))-1}}for(a=0;a<this.radialSegments;++a)for(b=0;b<this.tubularSegments;++b){var e=(a+1)%this.radialSegments,f=(b+1)%this.tubularSegments,c=this.grid[a][b],d=this.grid[e][b],e=this.grid[e][f],f=this.grid[a][f],g=new THREE.Vector2(a/this.radialSegments,b/this.tubularSegments),i=new THREE.Vector2((a+1)/this.radialSegments,b/this.tubularSegments),j=new THREE.Vector2((a+1)/this.radialSegments,(b+1)/this.tubularSegments),m=new THREE.Vector2(a/this.radialSegments,(b+1)/this.tubularSegments);this.faces.push(new THREE.Face4(c,
+d,e,f));this.faceVertexUvs[0].push([g,i,j,m])}this.computeCentroids();this.computeFaceNormals();this.computeVertexNormals()};THREE.TorusKnotGeometry.prototype=Object.create(THREE.Geometry.prototype);THREE.TubeGeometry=function(a,b,c,d,e,f){THREE.Geometry.call(this);this.path=a;this.segments=b||64;this.radius=c||1;this.radiusSegments=d||8;this.closed=e||!1;f&&(this.debug=new THREE.Object3D);this.grid=[];var g,h,e=this.segments+1,i,j,m,f=new THREE.Vector3,p,l,r,b=new THREE.TubeGeometry.FrenetFrames(this.path,this.segments,this.closed);p=b.tangents;l=b.normals;r=b.binormals;this.tangents=p;this.normals=l;this.binormals=r;for(b=0;b<e;b++){this.grid[b]=[];d=b/(e-1);m=a.getPointAt(d);d=p[b];g=l[b];
+h=r[b];this.debug&&(this.debug.add(new THREE.ArrowHelper(d,m,c,255)),this.debug.add(new THREE.ArrowHelper(g,m,c,16711680)),this.debug.add(new THREE.ArrowHelper(h,m,c,65280)));for(d=0;d<this.radiusSegments;d++)i=2*(d/this.radiusSegments)*Math.PI,j=-this.radius*Math.cos(i),i=this.radius*Math.sin(i),f.copy(m),f.x+=j*g.x+i*h.x,f.y+=j*g.y+i*h.y,f.z+=j*g.z+i*h.z,this.grid[b][d]=this.vertices.push(new THREE.Vector3(f.x,f.y,f.z))-1}for(b=0;b<this.segments;b++)for(d=0;d<this.radiusSegments;d++)e=this.closed?
+(b+1)%this.segments:b+1,f=(d+1)%this.radiusSegments,a=this.grid[b][d],c=this.grid[e][d],e=this.grid[e][f],f=this.grid[b][f],p=new THREE.Vector2(b/this.segments,d/this.radiusSegments),l=new THREE.Vector2((b+1)/this.segments,d/this.radiusSegments),r=new THREE.Vector2((b+1)/this.segments,(d+1)/this.radiusSegments),g=new THREE.Vector2(b/this.segments,(d+1)/this.radiusSegments),this.faces.push(new THREE.Face4(a,c,e,f)),this.faceVertexUvs[0].push([p,l,r,g]);this.computeCentroids();this.computeFaceNormals();
+this.computeVertexNormals()};THREE.TubeGeometry.prototype=Object.create(THREE.Geometry.prototype);
+THREE.TubeGeometry.FrenetFrames=function(a,b,c){new THREE.Vector3;var d=new THREE.Vector3;new THREE.Vector3;var e=[],f=[],g=[],h=new THREE.Vector3,i=new THREE.Matrix4,b=b+1,j,m,p;this.tangents=e;this.normals=f;this.binormals=g;for(j=0;j<b;j++)m=j/(b-1),e[j]=a.getTangentAt(m),e[j].normalize();f[0]=new THREE.Vector3;g[0]=new THREE.Vector3;a=Number.MAX_VALUE;j=Math.abs(e[0].x);m=Math.abs(e[0].y);p=Math.abs(e[0].z);j<=a&&(a=j,d.set(1,0,0));m<=a&&(a=m,d.set(0,1,0));p<=a&&d.set(0,0,1);h.crossVectors(e[0],
+d).normalize();f[0].crossVectors(e[0],h);g[0].crossVectors(e[0],f[0]);for(j=1;j<b;j++)f[j]=f[j-1].clone(),g[j]=g[j-1].clone(),h.crossVectors(e[j-1],e[j]),1E-4<h.length()&&(h.normalize(),d=Math.acos(e[j-1].dot(e[j])),f[j].applyMatrix4(i.makeRotationAxis(h,d))),g[j].crossVectors(e[j],f[j]);if(c){d=Math.acos(f[0].dot(f[b-1]));d/=b-1;0<e[0].dot(h.crossVectors(f[0],f[b-1]))&&(d=-d);for(j=1;j<b;j++)f[j].applyMatrix4(i.makeRotationAxis(e[j],d*j)),g[j].crossVectors(e[j],f[j])}};THREE.PolyhedronGeometry=function(a,b,c,d){function e(a){var b=a.normalize().clone();b.index=h.vertices.push(b)-1;var c=Math.atan2(a.z,-a.x)/2/Math.PI+0.5,a=Math.atan2(-a.y,Math.sqrt(a.x*a.x+a.z*a.z))/Math.PI+0.5;b.uv=new THREE.Vector2(c,1-a);return b}function f(a,b,c){var d=new THREE.Face3(a.index,b.index,c.index,[a.clone(),b.clone(),c.clone()]);d.centroid.add(a).add(b).add(c).divideScalar(3);d.normal.copy(d.centroid).normalize();h.faces.push(d);d=Math.atan2(d.centroid.z,-d.centroid.x);h.faceVertexUvs[0].push([g(a.uv,
+a,d),g(b.uv,b,d),g(c.uv,c,d)])}function g(a,b,c){0>c&&1===a.x&&(a=new THREE.Vector2(a.x-1,a.y));0===b.x&&0===b.z&&(a=new THREE.Vector2(c/2/Math.PI+0.5,a.y));return a.clone()}THREE.Geometry.call(this);for(var c=c||1,d=d||0,h=this,i=0,j=a.length;i<j;i++)e(new THREE.Vector3(a[i][0],a[i][1],a[i][2]));for(var m=this.vertices,a=[],i=0,j=b.length;i<j;i++){var p=m[b[i][0]],l=m[b[i][1]],r=m[b[i][2]];a[i]=new THREE.Face3(p.index,l.index,r.index,[p.clone(),l.clone(),r.clone()])}i=0;for(j=a.length;i<j;i++){l=
+a[i];m=d;b=Math.pow(2,m);Math.pow(4,m);for(var m=e(h.vertices[l.a]),p=e(h.vertices[l.b]),s=e(h.vertices[l.c]),l=[],r=0;r<=b;r++){l[r]=[];for(var n=e(m.clone().lerp(s,r/b)),q=e(p.clone().lerp(s,r/b)),y=b-r,u=0;u<=y;u++)l[r][u]=0==u&&r==b?n:e(n.clone().lerp(q,u/y))}for(r=0;r<b;r++)for(u=0;u<2*(b-r)-1;u++)m=Math.floor(u/2),0==u%2?f(l[r][m+1],l[r+1][m],l[r][m]):f(l[r][m+1],l[r+1][m+1],l[r+1][m])}i=0;for(j=this.faceVertexUvs[0].length;i<j;i++)d=this.faceVertexUvs[0][i],a=d[0].x,b=d[1].x,m=d[2].x,p=Math.max(a,
+Math.max(b,m)),l=Math.min(a,Math.min(b,m)),0.9<p&&0.1>l&&(0.2>a&&(d[0].x+=1),0.2>b&&(d[1].x+=1),0.2>m&&(d[2].x+=1));this.mergeVertices();i=0;for(j=this.vertices.length;i<j;i++)this.vertices[i].multiplyScalar(c);this.computeCentroids();this.boundingSphere=new THREE.Sphere(new THREE.Vector3,c)};THREE.PolyhedronGeometry.prototype=Object.create(THREE.Geometry.prototype);THREE.IcosahedronGeometry=function(a,b){this.radius=a;this.detail=b;var c=(1+Math.sqrt(5))/2;THREE.PolyhedronGeometry.call(this,[[-1,c,0],[1,c,0],[-1,-c,0],[1,-c,0],[0,-1,c],[0,1,c],[0,-1,-c],[0,1,-c],[c,0,-1],[c,0,1],[-c,0,-1],[-c,0,1]],[[0,11,5],[0,5,1],[0,1,7],[0,7,10],[0,10,11],[1,5,9],[5,11,4],[11,10,2],[10,7,6],[7,1,8],[3,9,4],[3,4,2],[3,2,6],[3,6,8],[3,8,9],[4,9,5],[2,4,11],[6,2,10],[8,6,7],[9,8,1]],a,b)};THREE.IcosahedronGeometry.prototype=Object.create(THREE.Geometry.prototype);THREE.OctahedronGeometry=function(a,b){THREE.PolyhedronGeometry.call(this,[[1,0,0],[-1,0,0],[0,1,0],[0,-1,0],[0,0,1],[0,0,-1]],[[0,2,4],[0,4,3],[0,3,5],[0,5,2],[1,2,5],[1,5,3],[1,3,4],[1,4,2]],a,b)};THREE.OctahedronGeometry.prototype=Object.create(THREE.Geometry.prototype);THREE.TetrahedronGeometry=function(a,b){THREE.PolyhedronGeometry.call(this,[[1,1,1],[-1,-1,1],[-1,1,-1],[1,-1,-1]],[[2,1,0],[0,3,2],[1,3,0],[2,3,1]],a,b)};THREE.TetrahedronGeometry.prototype=Object.create(THREE.Geometry.prototype);THREE.ParametricGeometry=function(a,b,c,d){THREE.Geometry.call(this);var e=this.vertices,f=this.faces,g=this.faceVertexUvs[0],d=void 0===d?!1:d,h,i,j,m,p=b+1;for(h=0;h<=c;h++){m=h/c;for(i=0;i<=b;i++)j=i/b,j=a(j,m),e.push(j)}var l,r,s,n;for(h=0;h<c;h++)for(i=0;i<b;i++)a=h*p+i,e=h*p+i+1,m=(h+1)*p+i,j=(h+1)*p+i+1,l=new THREE.Vector2(i/b,h/c),r=new THREE.Vector2((i+1)/b,h/c),s=new THREE.Vector2(i/b,(h+1)/c),n=new THREE.Vector2((i+1)/b,(h+1)/c),d?(f.push(new THREE.Face3(a,e,m)),f.push(new THREE.Face3(e,
+j,m)),g.push([l,r,s]),g.push([r,n,s])):(f.push(new THREE.Face4(a,e,j,m)),g.push([l,r,n,s]));this.computeCentroids();this.computeFaceNormals();this.computeVertexNormals()};THREE.ParametricGeometry.prototype=Object.create(THREE.Geometry.prototype);THREE.ConvexGeometry=function(a){function b(a){var b=a.length();return new THREE.Vector2(a.x/b,a.y/b)}THREE.Geometry.call(this);for(var c=[[0,1,2],[0,2,1]],d=3;d<a.length;d++){var e=d,f=a[e].clone(),g=f.length();f.x+=g*2E-6*(Math.random()-0.5);f.y+=g*2E-6*(Math.random()-0.5);f.z+=g*2E-6*(Math.random()-0.5);for(var g=[],h=0;h<c.length;){var i=c[h],j=f,m=a[i[0]],p;p=m;var l=a[i[1]],r=a[i[2]],s=new THREE.Vector3,n=new THREE.Vector3;s.subVectors(r,l);n.subVectors(p,l);s.cross(n);s.normalize();p=s;m=p.dot(m);
+if(p.dot(j)>=m){for(j=0;3>j;j++){m=[i[j],i[(j+1)%3]];p=!0;for(l=0;l<g.length;l++)if(g[l][0]===m[1]&&g[l][1]===m[0]){g[l]=g[g.length-1];g.pop();p=!1;break}p&&g.push(m)}c[h]=c[c.length-1];c.pop()}else h++}for(l=0;l<g.length;l++)c.push([g[l][0],g[l][1],e])}e=0;f=Array(a.length);for(d=0;d<c.length;d++){g=c[d];for(h=0;3>h;h++)void 0===f[g[h]]&&(f[g[h]]=e++,this.vertices.push(a[g[h]])),g[h]=f[g[h]]}for(d=0;d<c.length;d++)this.faces.push(new THREE.Face3(c[d][0],c[d][1],c[d][2]));for(d=0;d<this.faces.length;d++)g=
+this.faces[d],this.faceVertexUvs[0].push([b(this.vertices[g.a]),b(this.vertices[g.b]),b(this.vertices[g.c])]);this.computeCentroids();this.computeFaceNormals();this.computeVertexNormals()};THREE.ConvexGeometry.prototype=Object.create(THREE.Geometry.prototype);THREE.AxisHelper=function(a){var a=a||1,b=new THREE.Geometry;b.vertices.push(new THREE.Vector3,new THREE.Vector3(a,0,0),new THREE.Vector3,new THREE.Vector3(0,a,0),new THREE.Vector3,new THREE.Vector3(0,0,a));b.colors.push(new THREE.Color(16711680),new THREE.Color(16755200),new THREE.Color(65280),new THREE.Color(11206400),new THREE.Color(255),new THREE.Color(43775));a=new THREE.LineBasicMaterial({vertexColors:THREE.VertexColors});THREE.Line.call(this,b,a,THREE.LinePieces)};
+THREE.AxisHelper.prototype=Object.create(THREE.Line.prototype);THREE.ArrowHelper=function(a,b,c,d){THREE.Object3D.call(this);void 0===d&&(d=16776960);void 0===c&&(c=1);this.position=b;this.useQuaternion=!0;b=new THREE.Geometry;b.vertices.push(new THREE.Vector3(0,0,0));b.vertices.push(new THREE.Vector3(0,1,0));this.line=new THREE.Line(b,new THREE.LineBasicMaterial({color:d}));this.line.matrixAutoUpdate=!1;this.add(this.line);b=new THREE.CylinderGeometry(0,0.05,0.25,5,1);b.applyMatrix((new THREE.Matrix4).makeTranslation(0,0.875,0));this.cone=new THREE.Mesh(b,new THREE.MeshBasicMaterial({color:d}));
+this.cone.matrixAutoUpdate=!1;this.add(this.cone);this.setDirection(a);this.setLength(c)};THREE.ArrowHelper.prototype=Object.create(THREE.Object3D.prototype);THREE.ArrowHelper.prototype.setDirection=function(){var a=new THREE.Vector3,b;return function(c){0.999<c.y?this.quaternion.set(0,0,0,1):-0.999>c.y?this.quaternion.set(1,0,0,0):(a.set(c.z,0,-c.x).normalize(),b=Math.acos(c.y),this.quaternion.setFromAxisAngle(a,b))}}();THREE.ArrowHelper.prototype.setLength=function(a){this.scale.set(a,a,a)};
+THREE.ArrowHelper.prototype.setColor=function(a){this.line.material.color.setHex(a);this.cone.material.color.setHex(a)};THREE.BoxHelper=function(a){var a=a||1,b=new THREE.Geometry,a=[new THREE.Vector3(a,a,a),new THREE.Vector3(-a,a,a),new THREE.Vector3(-a,-a,a),new THREE.Vector3(a,-a,a),new THREE.Vector3(a,a,-a),new THREE.Vector3(-a,a,-a),new THREE.Vector3(-a,-a,-a),new THREE.Vector3(a,-a,-a)];b.vertices.push(a[0],a[1],a[1],a[2],a[2],a[3],a[3],a[0],a[4],a[5],a[5],a[6],a[6],a[7],a[7],a[4],a[0],a[4],a[1],a[5],a[2],a[6],a[3],a[7]);this.vertices=a;THREE.Line.call(this,b,new THREE.LineBasicMaterial,THREE.LinePieces)};
+THREE.BoxHelper.prototype=Object.create(THREE.Line.prototype);
+THREE.BoxHelper.prototype.update=function(a){var b=a.geometry;null===b.boundingBox&&b.computeBoundingBox();var c=b.boundingBox.min,b=b.boundingBox.max,d=this.vertices;d[0].set(b.x,b.y,b.z);d[1].set(c.x,b.y,b.z);d[2].set(c.x,c.y,b.z);d[3].set(b.x,c.y,b.z);d[4].set(b.x,b.y,c.z);d[5].set(c.x,b.y,c.z);d[6].set(c.x,c.y,c.z);d[7].set(b.x,c.y,c.z);this.geometry.computeBoundingSphere();this.geometry.verticesNeedUpdate=!0;this.matrixAutoUpdate=!1;this.matrixWorld=a.matrixWorld};THREE.CameraHelper=function(a){function b(a,b,d){c(a,d);c(b,d)}function c(a,b){d.vertices.push(new THREE.Vector3);d.colors.push(new THREE.Color(b));void 0===f[a]&&(f[a]=[]);f[a].push(d.vertices.length-1)}THREE.Line.call(this);var d=new THREE.Geometry,e=new THREE.LineBasicMaterial({color:16777215,vertexColors:THREE.FaceColors}),f={};b("n1","n2",16755200);b("n2","n4",16755200);b("n4","n3",16755200);b("n3","n1",16755200);b("f1","f2",16755200);b("f2","f4",16755200);b("f4","f3",16755200);b("f3","f1",16755200);
+b("n1","f1",16755200);b("n2","f2",16755200);b("n3","f3",16755200);b("n4","f4",16755200);b("p","n1",16711680);b("p","n2",16711680);b("p","n3",16711680);b("p","n4",16711680);b("u1","u2",43775);b("u2","u3",43775);b("u3","u1",43775);b("c","t",16777215);b("p","c",3355443);b("cn1","cn2",3355443);b("cn3","cn4",3355443);b("cf1","cf2",3355443);b("cf3","cf4",3355443);THREE.Line.call(this,d,e,THREE.LinePieces);this.camera=a;this.matrixWorld=a.matrixWorld;this.matrixAutoUpdate=!1;this.pointMap=f;this.update()};
+THREE.CameraHelper.prototype=Object.create(THREE.Line.prototype);
+THREE.CameraHelper.prototype.update=function(){var a=new THREE.Vector3,b=new THREE.Camera,c=new THREE.Projector;return function(){function d(d,g,h,i){a.set(g,h,i);c.unprojectVector(a,b);d=e.pointMap[d];if(void 0!==d){g=0;for(h=d.length;g<h;g++)e.geometry.vertices[d[g]].copy(a)}}var e=this;b.projectionMatrix.copy(this.camera.projectionMatrix);d("c",0,0,-1);d("t",0,0,1);d("n1",-1,-1,-1);d("n2",1,-1,-1);d("n3",-1,1,-1);d("n4",1,1,-1);d("f1",-1,-1,1);d("f2",1,-1,1);d("f3",-1,1,1);d("f4",1,1,1);d("u1",
+0.7,1.1,-1);d("u2",-0.7,1.1,-1);d("u3",0,2,-1);d("cf1",-1,0,1);d("cf2",1,0,1);d("cf3",0,-1,1);d("cf4",0,1,1);d("cn1",-1,0,-1);d("cn2",1,0,-1);d("cn3",0,-1,-1);d("cn4",0,1,-1);this.geometry.verticesNeedUpdate=!0}}();THREE.DirectionalLightHelper=function(a,b){THREE.Object3D.call(this);this.matrixAutoUpdate=!1;this.light=a;var c=new THREE.SphereGeometry(b,4,2),d=new THREE.MeshBasicMaterial({fog:!1,wireframe:!0});d.color.copy(this.light.color).multiplyScalar(this.light.intensity);this.lightSphere=new THREE.Mesh(c,d);this.lightSphere.matrixWorld=this.light.matrixWorld;this.lightSphere.matrixAutoUpdate=!1;this.add(this.lightSphere);c=new THREE.Geometry;c.vertices.push(this.light.position);c.vertices.push(this.light.target.position);
+c.computeLineDistances();d=new THREE.LineDashedMaterial({dashSize:4,gapSize:4,opacity:0.75,transparent:!0,fog:!1});d.color.copy(this.light.color).multiplyScalar(this.light.intensity);this.targetLine=new THREE.Line(c,d);this.add(this.targetLine)};THREE.DirectionalLightHelper.prototype=Object.create(THREE.Object3D.prototype);
+THREE.DirectionalLightHelper.prototype.update=function(){this.lightSphere.material.color.copy(this.light.color).multiplyScalar(this.light.intensity);this.targetLine.geometry.computeLineDistances();this.targetLine.geometry.verticesNeedUpdate=!0;this.targetLine.material.color.copy(this.light.color).multiplyScalar(this.light.intensity)};THREE.GridHelper=function(a,b){for(var c=new THREE.Geometry,d=new THREE.LineBasicMaterial({vertexColors:THREE.VertexColors}),e=new THREE.Color(4473924),f=new THREE.Color(8947848),g=-a;g<=a;g+=b){c.vertices.push(new THREE.Vector3(-a,0,g));c.vertices.push(new THREE.Vector3(a,0,g));c.vertices.push(new THREE.Vector3(g,0,-a));c.vertices.push(new THREE.Vector3(g,0,a));var h=0===g?e:f;c.colors.push(h,h,h,h)}THREE.Line.call(this,c,d,THREE.LinePieces)};THREE.GridHelper.prototype=Object.create(THREE.Line.prototype);THREE.HemisphereLightHelper=function(a,b){THREE.Object3D.call(this);this.light=a;var c=new THREE.SphereGeometry(b,4,2);c.applyMatrix((new THREE.Matrix4).makeRotationX(-Math.PI/2));for(var d=0;8>d;d++)c.faces[d].materialIndex=4>d?0:1;d=new THREE.MeshBasicMaterial({fog:!1,wireframe:!0});d.color.copy(a.color).multiplyScalar(a.intensity);var e=new THREE.MeshBasicMaterial({fog:!1,wireframe:!0});e.color.copy(a.groundColor).multiplyScalar(a.intensity);this.lightSphere=new THREE.Mesh(c,new THREE.MeshFaceMaterial([d,
+e]));this.lightSphere.position=a.position;this.lightSphere.lookAt(new THREE.Vector3);this.add(this.lightSphere)};THREE.HemisphereLightHelper.prototype=Object.create(THREE.Object3D.prototype);THREE.HemisphereLightHelper.prototype.update=function(){this.lightSphere.lookAt(new THREE.Vector3);this.lightSphere.material.materials[0].color.copy(this.light.color).multiplyScalar(this.light.intensity);this.lightSphere.material.materials[1].color.copy(this.light.groundColor).multiplyScalar(this.light.intensity)};THREE.PointLightHelper=function(a,b){THREE.Object3D.call(this);this.matrixAutoUpdate=!1;this.light=a;var c=new THREE.SphereGeometry(b,4,2),d=new THREE.MeshBasicMaterial({fog:!1,wireframe:!0});d.color.copy(this.light.color).multiplyScalar(this.light.intensity);this.lightSphere=new THREE.Mesh(c,d);this.lightSphere.matrixWorld=this.light.matrixWorld;this.lightSphere.matrixAutoUpdate=!1;this.add(this.lightSphere)};THREE.PointLightHelper.prototype=Object.create(THREE.Object3D.prototype);
+THREE.PointLightHelper.prototype.update=function(){this.lightSphere.material.color.copy(this.light.color).multiplyScalar(this.light.intensity)};THREE.SpotLightHelper=function(a,b){THREE.Object3D.call(this);this.matrixAutoUpdate=!1;this.light=a;var c=new THREE.SphereGeometry(b,4,2),d=new THREE.MeshBasicMaterial({fog:!1,wireframe:!0});d.color.copy(this.light.color).multiplyScalar(this.light.intensity);this.lightSphere=new THREE.Mesh(c,d);this.lightSphere.matrixWorld=this.light.matrixWorld;this.lightSphere.matrixAutoUpdate=!1;this.add(this.lightSphere);c=new THREE.CylinderGeometry(1E-4,1,1,8,1,!0);c.applyMatrix((new THREE.Matrix4).makeTranslation(0,
+-0.5,0));c.applyMatrix((new THREE.Matrix4).makeRotationX(-Math.PI/2));d=new THREE.MeshBasicMaterial({fog:!1,wireframe:!0,opacity:0.3,transparent:!0});d.color.copy(this.light.color).multiplyScalar(this.light.intensity);this.lightCone=new THREE.Mesh(c,d);this.lightCone.position=this.light.position;c=a.distance?a.distance:1E4;d=c*Math.tan(a.angle);this.lightCone.scale.set(d,d,c);this.lightCone.lookAt(this.light.target.position);this.add(this.lightCone)};THREE.SpotLightHelper.prototype=Object.create(THREE.Object3D.prototype);
+THREE.SpotLightHelper.prototype.update=function(){var a=this.light.distance?this.light.distance:1E4,b=a*Math.tan(this.light.angle);this.lightCone.scale.set(b,b,a);this.lightCone.lookAt(this.light.target.position);this.lightSphere.material.color.copy(this.light.color).multiplyScalar(this.light.intensity);this.lightCone.material.color.copy(this.light.color).multiplyScalar(this.light.intensity)};THREE.ImmediateRenderObject=function(){THREE.Object3D.call(this);this.render=function(){}};THREE.ImmediateRenderObject.prototype=Object.create(THREE.Object3D.prototype);THREE.LensFlare=function(a,b,c,d,e){THREE.Object3D.call(this);this.lensFlares=[];this.positionScreen=new THREE.Vector3;this.customUpdateCallback=void 0;void 0!==a&&this.add(a,b,c,d,e)};THREE.LensFlare.prototype=Object.create(THREE.Object3D.prototype);
+THREE.LensFlare.prototype.add=function(a,b,c,d,e,f){void 0===b&&(b=-1);void 0===c&&(c=0);void 0===f&&(f=1);void 0===e&&(e=new THREE.Color(16777215));void 0===d&&(d=THREE.NormalBlending);c=Math.min(c,Math.max(0,c));this.lensFlares.push({texture:a,size:b,distance:c,x:0,y:0,z:0,scale:1,rotation:1,opacity:f,color:e,blending:d})};
+THREE.LensFlare.prototype.updateLensFlares=function(){var a,b=this.lensFlares.length,c,d=2*-this.positionScreen.x,e=2*-this.positionScreen.y;for(a=0;a<b;a++)c=this.lensFlares[a],c.x=this.positionScreen.x+d*c.distance,c.y=this.positionScreen.y+e*c.distance,c.wantedRotation=0.25*c.x*Math.PI,c.rotation+=0.25*(c.wantedRotation-c.rotation)};THREE.MorphBlendMesh=function(a,b){THREE.Mesh.call(this,a,b);this.animationsMap={};this.animationsList=[];var c=this.geometry.morphTargets.length;this.createAnimation("__default",0,c-1,c/1);this.setAnimationWeight("__default",1)};THREE.MorphBlendMesh.prototype=Object.create(THREE.Mesh.prototype);
+THREE.MorphBlendMesh.prototype.createAnimation=function(a,b,c,d){b={startFrame:b,endFrame:c,length:c-b+1,fps:d,duration:(c-b)/d,lastFrame:0,currentFrame:0,active:!1,time:0,direction:1,weight:1,directionBackwards:!1,mirroredLoop:!1};this.animationsMap[a]=b;this.animationsList.push(b)};
+THREE.MorphBlendMesh.prototype.autoCreateAnimations=function(a){for(var b=/([a-z]+)(\d+)/,c,d={},e=this.geometry,f=0,g=e.morphTargets.length;f<g;f++){var h=e.morphTargets[f].name.match(b);if(h&&1<h.length){var i=h[1];d[i]||(d[i]={start:Infinity,end:-Infinity});h=d[i];f<h.start&&(h.start=f);f>h.end&&(h.end=f);c||(c=i)}}for(i in d)h=d[i],this.createAnimation(i,h.start,h.end,a);this.firstAnimation=c};
+THREE.MorphBlendMesh.prototype.setAnimationDirectionForward=function(a){if(a=this.animationsMap[a])a.direction=1,a.directionBackwards=!1};THREE.MorphBlendMesh.prototype.setAnimationDirectionBackward=function(a){if(a=this.animationsMap[a])a.direction=-1,a.directionBackwards=!0};THREE.MorphBlendMesh.prototype.setAnimationFPS=function(a,b){var c=this.animationsMap[a];c&&(c.fps=b,c.duration=(c.end-c.start)/c.fps)};
+THREE.MorphBlendMesh.prototype.setAnimationDuration=function(a,b){var c=this.animationsMap[a];c&&(c.duration=b,c.fps=(c.end-c.start)/c.duration)};THREE.MorphBlendMesh.prototype.setAnimationWeight=function(a,b){var c=this.animationsMap[a];c&&(c.weight=b)};THREE.MorphBlendMesh.prototype.setAnimationTime=function(a,b){var c=this.animationsMap[a];c&&(c.time=b)};THREE.MorphBlendMesh.prototype.getAnimationTime=function(a){var b=0;if(a=this.animationsMap[a])b=a.time;return b};
+THREE.MorphBlendMesh.prototype.getAnimationDuration=function(a){var b=-1;if(a=this.animationsMap[a])b=a.duration;return b};THREE.MorphBlendMesh.prototype.playAnimation=function(a){var b=this.animationsMap[a];b?(b.time=0,b.active=!0):console.warn("animation["+a+"] undefined")};THREE.MorphBlendMesh.prototype.stopAnimation=function(a){if(a=this.animationsMap[a])a.active=!1};
+THREE.MorphBlendMesh.prototype.update=function(a){for(var b=0,c=this.animationsList.length;b<c;b++){var d=this.animationsList[b];if(d.active){var e=d.duration/d.length;d.time+=d.direction*a;if(d.mirroredLoop){if(d.time>d.duration||0>d.time)d.direction*=-1,d.time>d.duration&&(d.time=d.duration,d.directionBackwards=!0),0>d.time&&(d.time=0,d.directionBackwards=!1)}else d.time%=d.duration,0>d.time&&(d.time+=d.duration);var f=d.startFrame+THREE.Math.clamp(Math.floor(d.time/e),0,d.length-1),g=d.weight;
+f!==d.currentFrame&&(this.morphTargetInfluences[d.lastFrame]=0,this.morphTargetInfluences[d.currentFrame]=1*g,this.morphTargetInfluences[f]=0,d.lastFrame=d.currentFrame,d.currentFrame=f);e=d.time%e/e;d.directionBackwards&&(e=1-e);this.morphTargetInfluences[d.currentFrame]=e*g;this.morphTargetInfluences[d.lastFrame]=(1-e)*g}}};THREE.LensFlarePlugin=function(){function a(a,c){var d=b.createProgram(),e=b.createShader(b.FRAGMENT_SHADER),f=b.createShader(b.VERTEX_SHADER),g="precision "+c+" float;\n";b.shaderSource(e,g+a.fragmentShader);b.shaderSource(f,g+a.vertexShader);b.compileShader(e);b.compileShader(f);b.attachShader(d,e);b.attachShader(d,f);b.linkProgram(d);return d}var b,c,d,e,f,g,h,i,j,m,p,l,r;this.init=function(s){b=s.context;c=s;d=s.getPrecision();e=new Float32Array(16);f=new Uint16Array(6);s=0;e[s++]=-1;e[s++]=-1;
+e[s++]=0;e[s++]=0;e[s++]=1;e[s++]=-1;e[s++]=1;e[s++]=0;e[s++]=1;e[s++]=1;e[s++]=1;e[s++]=1;e[s++]=-1;e[s++]=1;e[s++]=0;e[s++]=1;s=0;f[s++]=0;f[s++]=1;f[s++]=2;f[s++]=0;f[s++]=2;f[s++]=3;g=b.createBuffer();h=b.createBuffer();b.bindBuffer(b.ARRAY_BUFFER,g);b.bufferData(b.ARRAY_BUFFER,e,b.STATIC_DRAW);b.bindBuffer(b.ELEMENT_ARRAY_BUFFER,h);b.bufferData(b.ELEMENT_ARRAY_BUFFER,f,b.STATIC_DRAW);i=b.createTexture();j=b.createTexture();b.bindTexture(b.TEXTURE_2D,i);b.texImage2D(b.TEXTURE_2D,0,b.RGB,16,16,
+0,b.RGB,b.UNSIGNED_BYTE,null);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_S,b.CLAMP_TO_EDGE);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_T,b.CLAMP_TO_EDGE);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_MAG_FILTER,b.NEAREST);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_MIN_FILTER,b.NEAREST);b.bindTexture(b.TEXTURE_2D,j);b.texImage2D(b.TEXTURE_2D,0,b.RGBA,16,16,0,b.RGBA,b.UNSIGNED_BYTE,null);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_S,b.CLAMP_TO_EDGE);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_T,b.CLAMP_TO_EDGE);
+b.texParameteri(b.TEXTURE_2D,b.TEXTURE_MAG_FILTER,b.NEAREST);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_MIN_FILTER,b.NEAREST);0>=b.getParameter(b.MAX_VERTEX_TEXTURE_IMAGE_UNITS)?(m=!1,p=a(THREE.ShaderFlares.lensFlare,d)):(m=!0,p=a(THREE.ShaderFlares.lensFlareVertexTexture,d));l={};r={};l.vertex=b.getAttribLocation(p,"position");l.uv=b.getAttribLocation(p,"uv");r.renderType=b.getUniformLocation(p,"renderType");r.map=b.getUniformLocation(p,"map");r.occlusionMap=b.getUniformLocation(p,"occlusionMap");r.opacity=
+b.getUniformLocation(p,"opacity");r.color=b.getUniformLocation(p,"color");r.scale=b.getUniformLocation(p,"scale");r.rotation=b.getUniformLocation(p,"rotation");r.screenPosition=b.getUniformLocation(p,"screenPosition")};this.render=function(a,d,e,f){var a=a.__webglFlares,u=a.length;if(u){var x=new THREE.Vector3,t=f/e,E=0.5*e,J=0.5*f,F=16/f,z=new THREE.Vector2(F*t,F),H=new THREE.Vector3(1,1,0),K=new THREE.Vector2(1,1),G=r,F=l;b.useProgram(p);b.enableVertexAttribArray(l.vertex);b.enableVertexAttribArray(l.uv);
+b.uniform1i(G.occlusionMap,0);b.uniform1i(G.map,1);b.bindBuffer(b.ARRAY_BUFFER,g);b.vertexAttribPointer(F.vertex,2,b.FLOAT,!1,16,0);b.vertexAttribPointer(F.uv,2,b.FLOAT,!1,16,8);b.bindBuffer(b.ELEMENT_ARRAY_BUFFER,h);b.disable(b.CULL_FACE);b.depthMask(!1);var L,B,V,C,I;for(L=0;L<u;L++)if(F=16/f,z.set(F*t,F),C=a[L],x.set(C.matrixWorld.elements[12],C.matrixWorld.elements[13],C.matrixWorld.elements[14]),x.applyMatrix4(d.matrixWorldInverse),x.applyProjection(d.projectionMatrix),H.copy(x),K.x=H.x*E+E,
+K.y=H.y*J+J,m||0<K.x&&K.x<e&&0<K.y&&K.y<f){b.activeTexture(b.TEXTURE1);b.bindTexture(b.TEXTURE_2D,i);b.copyTexImage2D(b.TEXTURE_2D,0,b.RGB,K.x-8,K.y-8,16,16,0);b.uniform1i(G.renderType,0);b.uniform2f(G.scale,z.x,z.y);b.uniform3f(G.screenPosition,H.x,H.y,H.z);b.disable(b.BLEND);b.enable(b.DEPTH_TEST);b.drawElements(b.TRIANGLES,6,b.UNSIGNED_SHORT,0);b.activeTexture(b.TEXTURE0);b.bindTexture(b.TEXTURE_2D,j);b.copyTexImage2D(b.TEXTURE_2D,0,b.RGBA,K.x-8,K.y-8,16,16,0);b.uniform1i(G.renderType,1);b.disable(b.DEPTH_TEST);
+b.activeTexture(b.TEXTURE1);b.bindTexture(b.TEXTURE_2D,i);b.drawElements(b.TRIANGLES,6,b.UNSIGNED_SHORT,0);C.positionScreen.copy(H);C.customUpdateCallback?C.customUpdateCallback(C):C.updateLensFlares();b.uniform1i(G.renderType,2);b.enable(b.BLEND);B=0;for(V=C.lensFlares.length;B<V;B++)I=C.lensFlares[B],0.001<I.opacity&&0.001<I.scale&&(H.x=I.x,H.y=I.y,H.z=I.z,F=I.size*I.scale/f,z.x=F*t,z.y=F,b.uniform3f(G.screenPosition,H.x,H.y,H.z),b.uniform2f(G.scale,z.x,z.y),b.uniform1f(G.rotation,I.rotation),b.uniform1f(G.opacity,
+I.opacity),b.uniform3f(G.color,I.color.r,I.color.g,I.color.b),c.setBlending(I.blending,I.blendEquation,I.blendSrc,I.blendDst),c.setTexture(I.texture,1),b.drawElements(b.TRIANGLES,6,b.UNSIGNED_SHORT,0))}b.enable(b.CULL_FACE);b.enable(b.DEPTH_TEST);b.depthMask(!0)}}};THREE.ShadowMapPlugin=function(){var a,b,c,d,e,f,g=new THREE.Frustum,h=new THREE.Matrix4,i=new THREE.Vector3,j=new THREE.Vector3,m=new THREE.Vector3;this.init=function(g){a=g.context;b=g;var g=THREE.ShaderLib.depthRGBA,h=THREE.UniformsUtils.clone(g.uniforms);c=new THREE.ShaderMaterial({fragmentShader:g.fragmentShader,vertexShader:g.vertexShader,uniforms:h});d=new THREE.ShaderMaterial({fragmentShader:g.fragmentShader,vertexShader:g.vertexShader,uniforms:h,morphTargets:!0});e=new THREE.ShaderMaterial({fragmentShader:g.fragmentShader,
+vertexShader:g.vertexShader,uniforms:h,skinning:!0});f=new THREE.ShaderMaterial({fragmentShader:g.fragmentShader,vertexShader:g.vertexShader,uniforms:h,morphTargets:!0,skinning:!0});c._shadowPass=!0;d._shadowPass=!0;e._shadowPass=!0;f._shadowPass=!0};this.render=function(a,c){b.shadowMapEnabled&&b.shadowMapAutoUpdate&&this.update(a,c)};this.update=function(p,l){var r,s,n,q,y,u,x,t,E,J=[];q=0;a.clearColor(1,1,1,1);a.disable(a.BLEND);a.enable(a.CULL_FACE);a.frontFace(a.CCW);b.shadowMapCullFace===THREE.CullFaceFront?
+a.cullFace(a.FRONT):a.cullFace(a.BACK);b.setDepthTest(!0);r=0;for(s=p.__lights.length;r<s;r++)if(n=p.__lights[r],n.castShadow)if(n instanceof THREE.DirectionalLight&&n.shadowCascade)for(y=0;y<n.shadowCascadeCount;y++){var F;if(n.shadowCascadeArray[y])F=n.shadowCascadeArray[y];else{E=n;x=y;F=new THREE.DirectionalLight;F.isVirtual=!0;F.onlyShadow=!0;F.castShadow=!0;F.shadowCameraNear=E.shadowCameraNear;F.shadowCameraFar=E.shadowCameraFar;F.shadowCameraLeft=E.shadowCameraLeft;F.shadowCameraRight=E.shadowCameraRight;
+F.shadowCameraBottom=E.shadowCameraBottom;F.shadowCameraTop=E.shadowCameraTop;F.shadowCameraVisible=E.shadowCameraVisible;F.shadowDarkness=E.shadowDarkness;F.shadowBias=E.shadowCascadeBias[x];F.shadowMapWidth=E.shadowCascadeWidth[x];F.shadowMapHeight=E.shadowCascadeHeight[x];F.pointsWorld=[];F.pointsFrustum=[];t=F.pointsWorld;u=F.pointsFrustum;for(var z=0;8>z;z++)t[z]=new THREE.Vector3,u[z]=new THREE.Vector3;t=E.shadowCascadeNearZ[x];E=E.shadowCascadeFarZ[x];u[0].set(-1,-1,t);u[1].set(1,-1,t);u[2].set(-1,
+1,t);u[3].set(1,1,t);u[4].set(-1,-1,E);u[5].set(1,-1,E);u[6].set(-1,1,E);u[7].set(1,1,E);F.originalCamera=l;u=new THREE.Gyroscope;u.position=n.shadowCascadeOffset;u.add(F);u.add(F.target);l.add(u);n.shadowCascadeArray[y]=F;console.log("Created virtualLight",F)}x=n;t=y;E=x.shadowCascadeArray[t];E.position.copy(x.position);E.target.position.copy(x.target.position);E.lookAt(E.target);E.shadowCameraVisible=x.shadowCameraVisible;E.shadowDarkness=x.shadowDarkness;E.shadowBias=x.shadowCascadeBias[t];u=x.shadowCascadeNearZ[t];
+x=x.shadowCascadeFarZ[t];E=E.pointsFrustum;E[0].z=u;E[1].z=u;E[2].z=u;E[3].z=u;E[4].z=x;E[5].z=x;E[6].z=x;E[7].z=x;J[q]=F;q++}else J[q]=n,q++;r=0;for(s=J.length;r<s;r++){n=J[r];n.shadowMap||(y=THREE.LinearFilter,b.shadowMapType===THREE.PCFSoftShadowMap&&(y=THREE.NearestFilter),n.shadowMap=new THREE.WebGLRenderTarget(n.shadowMapWidth,n.shadowMapHeight,{minFilter:y,magFilter:y,format:THREE.RGBAFormat}),n.shadowMapSize=new THREE.Vector2(n.shadowMapWidth,n.shadowMapHeight),n.shadowMatrix=new THREE.Matrix4);
+if(!n.shadowCamera){if(n instanceof THREE.SpotLight)n.shadowCamera=new THREE.PerspectiveCamera(n.shadowCameraFov,n.shadowMapWidth/n.shadowMapHeight,n.shadowCameraNear,n.shadowCameraFar);else if(n instanceof THREE.DirectionalLight)n.shadowCamera=new THREE.OrthographicCamera(n.shadowCameraLeft,n.shadowCameraRight,n.shadowCameraTop,n.shadowCameraBottom,n.shadowCameraNear,n.shadowCameraFar);else{console.error("Unsupported light type for shadow");continue}p.add(n.shadowCamera);!0===p.autoUpdate&&p.updateMatrixWorld()}n.shadowCameraVisible&&
+!n.cameraHelper&&(n.cameraHelper=new THREE.CameraHelper(n.shadowCamera),n.shadowCamera.add(n.cameraHelper));if(n.isVirtual&&F.originalCamera==l){y=l;q=n.shadowCamera;u=n.pointsFrustum;E=n.pointsWorld;i.set(Infinity,Infinity,Infinity);j.set(-Infinity,-Infinity,-Infinity);for(x=0;8>x;x++)t=E[x],t.copy(u[x]),THREE.ShadowMapPlugin.__projector.unprojectVector(t,y),t.applyMatrix4(q.matrixWorldInverse),t.x<i.x&&(i.x=t.x),t.x>j.x&&(j.x=t.x),t.y<i.y&&(i.y=t.y),t.y>j.y&&(j.y=t.y),t.z<i.z&&(i.z=t.z),t.z>j.z&&
+(j.z=t.z);q.left=i.x;q.right=j.x;q.top=j.y;q.bottom=i.y;q.updateProjectionMatrix()}q=n.shadowMap;u=n.shadowMatrix;y=n.shadowCamera;y.position.getPositionFromMatrix(n.matrixWorld);m.getPositionFromMatrix(n.target.matrixWorld);y.lookAt(m);y.updateMatrixWorld();y.matrixWorldInverse.getInverse(y.matrixWorld);n.cameraHelper&&(n.cameraHelper.visible=n.shadowCameraVisible);n.shadowCameraVisible&&n.cameraHelper.update();u.set(0.5,0,0,0.5,0,0.5,0,0.5,0,0,0.5,0.5,0,0,0,1);u.multiply(y.projectionMatrix);u.multiply(y.matrixWorldInverse);
+h.multiplyMatrices(y.projectionMatrix,y.matrixWorldInverse);g.setFromMatrix(h);b.setRenderTarget(q);b.clear();E=p.__webglObjects;n=0;for(q=E.length;n<q;n++)if(x=E[n],u=x.object,x.render=!1,u.visible&&u.castShadow&&(!(u instanceof THREE.Mesh||u instanceof THREE.ParticleSystem)||!u.frustumCulled||g.intersectsObject(u)))u._modelViewMatrix.multiplyMatrices(y.matrixWorldInverse,u.matrixWorld),x.render=!0;n=0;for(q=E.length;n<q;n++)x=E[n],x.render&&(u=x.object,x=x.buffer,z=u.material instanceof THREE.MeshFaceMaterial?
+u.material.materials[0]:u.material,t=0<u.geometry.morphTargets.length&&z.morphTargets,z=u instanceof THREE.SkinnedMesh&&z.skinning,t=u.customDepthMaterial?u.customDepthMaterial:z?t?f:e:t?d:c,x instanceof THREE.BufferGeometry?b.renderBufferDirect(y,p.__lights,null,t,x,u):b.renderBuffer(y,p.__lights,null,t,x,u));E=p.__webglObjectsImmediate;n=0;for(q=E.length;n<q;n++)x=E[n],u=x.object,u.visible&&u.castShadow&&(u._modelViewMatrix.multiplyMatrices(y.matrixWorldInverse,u.matrixWorld),b.renderImmediateObject(y,
+p.__lights,null,c,u))}r=b.getClearColor();s=b.getClearAlpha();a.clearColor(r.r,r.g,r.b,s);a.enable(a.BLEND);b.shadowMapCullFace===THREE.CullFaceFront&&a.cullFace(a.BACK)}};THREE.ShadowMapPlugin.__projector=new THREE.Projector;THREE.SpritePlugin=function(){function a(a,b){return a.z!==b.z?b.z-a.z:b.id-a.id}var b,c,d,e,f,g,h,i,j,m;this.init=function(a){b=a.context;c=a;d=a.getPrecision();e=new Float32Array(16);f=new Uint16Array(6);a=0;e[a++]=-1;e[a++]=-1;e[a++]=0;e[a++]=0;e[a++]=1;e[a++]=-1;e[a++]=1;e[a++]=0;e[a++]=1;e[a++]=1;e[a++]=1;e[a++]=1;e[a++]=-1;e[a++]=1;e[a++]=0;e[a++]=1;a=0;f[a++]=0;f[a++]=1;f[a++]=2;f[a++]=0;f[a++]=2;f[a++]=3;g=b.createBuffer();h=b.createBuffer();b.bindBuffer(b.ARRAY_BUFFER,g);b.bufferData(b.ARRAY_BUFFER,
+e,b.STATIC_DRAW);b.bindBuffer(b.ELEMENT_ARRAY_BUFFER,h);b.bufferData(b.ELEMENT_ARRAY_BUFFER,f,b.STATIC_DRAW);var a=THREE.ShaderSprite.sprite,l=b.createProgram(),r=b.createShader(b.FRAGMENT_SHADER),s=b.createShader(b.VERTEX_SHADER),n="precision "+d+" float;\n";b.shaderSource(r,n+a.fragmentShader);b.shaderSource(s,n+a.vertexShader);b.compileShader(r);b.compileShader(s);b.attachShader(l,r);b.attachShader(l,s);b.linkProgram(l);i=l;j={};m={};j.position=b.getAttribLocation(i,"position");j.uv=b.getAttribLocation(i,
+"uv");m.uvOffset=b.getUniformLocation(i,"uvOffset");m.uvScale=b.getUniformLocation(i,"uvScale");m.rotation=b.getUniformLocation(i,"rotation");m.scale=b.getUniformLocation(i,"scale");m.alignment=b.getUniformLocation(i,"alignment");m.color=b.getUniformLocation(i,"color");m.map=b.getUniformLocation(i,"map");m.opacity=b.getUniformLocation(i,"opacity");m.useScreenCoordinates=b.getUniformLocation(i,"useScreenCoordinates");m.sizeAttenuation=b.getUniformLocation(i,"sizeAttenuation");m.screenPosition=b.getUniformLocation(i,
+"screenPosition");m.modelViewMatrix=b.getUniformLocation(i,"modelViewMatrix");m.projectionMatrix=b.getUniformLocation(i,"projectionMatrix");m.fogType=b.getUniformLocation(i,"fogType");m.fogDensity=b.getUniformLocation(i,"fogDensity");m.fogNear=b.getUniformLocation(i,"fogNear");m.fogFar=b.getUniformLocation(i,"fogFar");m.fogColor=b.getUniformLocation(i,"fogColor");m.alphaTest=b.getUniformLocation(i,"alphaTest")};this.render=function(d,e,f,s){var n=d.__webglSprites,q=n.length;if(q){var y=j,u=m,x=s/
+f,f=0.5*f,t=0.5*s;b.useProgram(i);b.enableVertexAttribArray(y.position);b.enableVertexAttribArray(y.uv);b.disable(b.CULL_FACE);b.enable(b.BLEND);b.bindBuffer(b.ARRAY_BUFFER,g);b.vertexAttribPointer(y.position,2,b.FLOAT,!1,16,0);b.vertexAttribPointer(y.uv,2,b.FLOAT,!1,16,8);b.bindBuffer(b.ELEMENT_ARRAY_BUFFER,h);b.uniformMatrix4fv(u.projectionMatrix,!1,e.projectionMatrix.elements);b.activeTexture(b.TEXTURE0);b.uniform1i(u.map,0);var E=y=0,J=d.fog;J?(b.uniform3f(u.fogColor,J.color.r,J.color.g,J.color.b),
+J instanceof THREE.Fog?(b.uniform1f(u.fogNear,J.near),b.uniform1f(u.fogFar,J.far),b.uniform1i(u.fogType,1),E=y=1):J instanceof THREE.FogExp2&&(b.uniform1f(u.fogDensity,J.density),b.uniform1i(u.fogType,2),E=y=2)):(b.uniform1i(u.fogType,0),E=y=0);for(var F,z,H=[],J=0;J<q;J++)F=n[J],z=F.material,F.visible&&0!==z.opacity&&(z.useScreenCoordinates?F.z=-F.position.z:(F._modelViewMatrix.multiplyMatrices(e.matrixWorldInverse,F.matrixWorld),F.z=-F._modelViewMatrix.elements[14]));n.sort(a);for(J=0;J<q;J++)F=
+n[J],z=F.material,F.visible&&0!==z.opacity&&(z.map&&z.map.image&&z.map.image.width)&&(b.uniform1f(u.alphaTest,z.alphaTest),!0===z.useScreenCoordinates?(b.uniform1i(u.useScreenCoordinates,1),b.uniform3f(u.screenPosition,(F.position.x*c.devicePixelRatio-f)/f,(t-F.position.y*c.devicePixelRatio)/t,Math.max(0,Math.min(1,F.position.z))),H[0]=c.devicePixelRatio,H[1]=c.devicePixelRatio):(b.uniform1i(u.useScreenCoordinates,0),b.uniform1i(u.sizeAttenuation,z.sizeAttenuation?1:0),b.uniformMatrix4fv(u.modelViewMatrix,
+!1,F._modelViewMatrix.elements),H[0]=1,H[1]=1),e=d.fog&&z.fog?E:0,y!==e&&(b.uniform1i(u.fogType,e),y=e),e=1/(z.scaleByViewport?s:1),H[0]*=e*x*F.scale.x,H[1]*=e*F.scale.y,b.uniform2f(u.uvScale,z.uvScale.x,z.uvScale.y),b.uniform2f(u.uvOffset,z.uvOffset.x,z.uvOffset.y),b.uniform2f(u.alignment,z.alignment.x,z.alignment.y),b.uniform1f(u.opacity,z.opacity),b.uniform3f(u.color,z.color.r,z.color.g,z.color.b),b.uniform1f(u.rotation,F.rotation),b.uniform2fv(u.scale,H),c.setBlending(z.blending,z.blendEquation,
+z.blendSrc,z.blendDst),c.setDepthTest(z.depthTest),c.setDepthWrite(z.depthWrite),c.setTexture(z.map,0),b.drawElements(b.TRIANGLES,6,b.UNSIGNED_SHORT,0));b.enable(b.CULL_FACE)}}};THREE.DepthPassPlugin=function(){this.enabled=!1;this.renderTarget=null;var a,b,c,d,e,f,g=new THREE.Frustum,h=new THREE.Matrix4;this.init=function(g){a=g.context;b=g;var g=THREE.ShaderLib.depthRGBA,h=THREE.UniformsUtils.clone(g.uniforms);c=new THREE.ShaderMaterial({fragmentShader:g.fragmentShader,vertexShader:g.vertexShader,uniforms:h});d=new THREE.ShaderMaterial({fragmentShader:g.fragmentShader,vertexShader:g.vertexShader,uniforms:h,morphTargets:!0});e=new THREE.ShaderMaterial({fragmentShader:g.fragmentShader,
+vertexShader:g.vertexShader,uniforms:h,skinning:!0});f=new THREE.ShaderMaterial({fragmentShader:g.fragmentShader,vertexShader:g.vertexShader,uniforms:h,morphTargets:!0,skinning:!0});c._shadowPass=!0;d._shadowPass=!0;e._shadowPass=!0;f._shadowPass=!0};this.render=function(a,b){this.enabled&&this.update(a,b)};this.update=function(i,j){var m,p,l,r,s,n;a.clearColor(1,1,1,1);a.disable(a.BLEND);b.setDepthTest(!0);!0===i.autoUpdate&&i.updateMatrixWorld();j.matrixWorldInverse.getInverse(j.matrixWorld);h.multiplyMatrices(j.projectionMatrix,
+j.matrixWorldInverse);g.setFromMatrix(h);b.setRenderTarget(this.renderTarget);b.clear();n=i.__webglObjects;m=0;for(p=n.length;m<p;m++)if(l=n[m],s=l.object,l.render=!1,s.visible&&(!(s instanceof THREE.Mesh||s instanceof THREE.ParticleSystem)||!s.frustumCulled||g.intersectsObject(s)))s._modelViewMatrix.multiplyMatrices(j.matrixWorldInverse,s.matrixWorld),l.render=!0;var q;m=0;for(p=n.length;m<p;m++)if(l=n[m],l.render&&(s=l.object,l=l.buffer,!(s instanceof THREE.ParticleSystem)||s.customDepthMaterial))(q=
+s.material instanceof THREE.MeshFaceMaterial?s.material.materials[0]:s.material)&&b.setMaterialFaces(s.material),r=0<s.geometry.morphTargets.length&&q.morphTargets,q=s instanceof THREE.SkinnedMesh&&q.skinning,r=s.customDepthMaterial?s.customDepthMaterial:q?r?f:e:r?d:c,l instanceof THREE.BufferGeometry?b.renderBufferDirect(j,i.__lights,null,r,l,s):b.renderBuffer(j,i.__lights,null,r,l,s);n=i.__webglObjectsImmediate;m=0;for(p=n.length;m<p;m++)l=n[m],s=l.object,s.visible&&(s._modelViewMatrix.multiplyMatrices(j.matrixWorldInverse,
+s.matrixWorld),b.renderImmediateObject(j,i.__lights,null,c,s));m=b.getClearColor();p=b.getClearAlpha();a.clearColor(m.r,m.g,m.b,p);a.enable(a.BLEND)}};THREE.ShaderFlares={lensFlareVertexTexture:{vertexShader:"uniform lowp int renderType;\nuniform vec3 screenPosition;\nuniform vec2 scale;\nuniform float rotation;\nuniform sampler2D occlusionMap;\nattribute vec2 position;\nattribute vec2 uv;\nvarying vec2 vUV;\nvarying float vVisibility;\nvoid main() {\nvUV = uv;\nvec2 pos = position;\nif( renderType == 2 ) {\nvec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) ) +\ntexture2D( occlusionMap, vec2( 0.5, 0.1 ) ) +\ntexture2D( occlusionMap, vec2( 0.9, 0.1 ) ) +\ntexture2D( occlusionMap, vec2( 0.9, 0.5 ) ) +\ntexture2D( occlusionMap, vec2( 0.9, 0.9 ) ) +\ntexture2D( occlusionMap, vec2( 0.5, 0.9 ) ) +\ntexture2D( occlusionMap, vec2( 0.1, 0.9 ) ) +\ntexture2D( occlusionMap, vec2( 0.1, 0.5 ) ) +\ntexture2D( occlusionMap, vec2( 0.5, 0.5 ) );\nvVisibility = ( visibility.r / 9.0 ) *\n( 1.0 - visibility.g / 9.0 ) *\n( visibility.b / 9.0 ) *\n( 1.0 - visibility.a / 9.0 );\npos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;\npos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;\n}\ngl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );\n}",
+fragmentShader:"uniform lowp int renderType;\nuniform sampler2D map;\nuniform float opacity;\nuniform vec3 color;\nvarying vec2 vUV;\nvarying float vVisibility;\nvoid main() {\nif( renderType == 0 ) {\ngl_FragColor = vec4( 1.0, 0.0, 1.0, 0.0 );\n} else if( renderType == 1 ) {\ngl_FragColor = texture2D( map, vUV );\n} else {\nvec4 texture = texture2D( map, vUV );\ntexture.a *= opacity * vVisibility;\ngl_FragColor = texture;\ngl_FragColor.rgb *= color;\n}\n}"},lensFlare:{vertexShader:"uniform lowp int renderType;\nuniform vec3 screenPosition;\nuniform vec2 scale;\nuniform float rotation;\nattribute vec2 position;\nattribute vec2 uv;\nvarying vec2 vUV;\nvoid main() {\nvUV = uv;\nvec2 pos = position;\nif( renderType == 2 ) {\npos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;\npos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;\n}\ngl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );\n}",
+fragmentShader:"precision mediump float;\nuniform lowp int renderType;\nuniform sampler2D map;\nuniform sampler2D occlusionMap;\nuniform float opacity;\nuniform vec3 color;\nvarying vec2 vUV;\nvoid main() {\nif( renderType == 0 ) {\ngl_FragColor = vec4( texture2D( map, vUV ).rgb, 0.0 );\n} else if( renderType == 1 ) {\ngl_FragColor = texture2D( map, vUV );\n} else {\nfloat visibility = texture2D( occlusionMap, vec2( 0.5, 0.1 ) ).a +\ntexture2D( occlusionMap, vec2( 0.9, 0.5 ) ).a +\ntexture2D( occlusionMap, vec2( 0.5, 0.9 ) ).a +\ntexture2D( occlusionMap, vec2( 0.1, 0.5 ) ).a;\nvisibility = ( 1.0 - visibility / 4.0 );\nvec4 texture = texture2D( map, vUV );\ntexture.a *= opacity * visibility;\ngl_FragColor = texture;\ngl_FragColor.rgb *= color;\n}\n}"}};THREE.ShaderSprite={sprite:{vertexShader:"uniform int useScreenCoordinates;\nuniform int sizeAttenuation;\nuniform vec3 screenPosition;\nuniform mat4 modelViewMatrix;\nuniform mat4 projectionMatrix;\nuniform float rotation;\nuniform vec2 scale;\nuniform vec2 alignment;\nuniform vec2 uvOffset;\nuniform vec2 uvScale;\nattribute vec2 position;\nattribute vec2 uv;\nvarying vec2 vUV;\nvoid main() {\nvUV = uvOffset + uv * uvScale;\nvec2 alignedPosition = position + alignment;\nvec2 rotatedPosition;\nrotatedPosition.x = ( cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y ) * scale.x;\nrotatedPosition.y = ( sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y ) * scale.y;\nvec4 finalPosition;\nif( useScreenCoordinates != 0 ) {\nfinalPosition = vec4( screenPosition.xy + rotatedPosition, screenPosition.z, 1.0 );\n} else {\nfinalPosition = projectionMatrix * modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\nfinalPosition.xy += rotatedPosition * ( sizeAttenuation == 1 ? 1.0 : finalPosition.z );\n}\ngl_Position = finalPosition;\n}",
+fragmentShader:"uniform vec3 color;\nuniform sampler2D map;\nuniform float opacity;\nuniform int fogType;\nuniform vec3 fogColor;\nuniform float fogDensity;\nuniform float fogNear;\nuniform float fogFar;\nuniform float alphaTest;\nvarying vec2 vUV;\nvoid main() {\nvec4 texture = texture2D( map, vUV );\nif ( texture.a < alphaTest ) discard;\ngl_FragColor = vec4( color * texture.xyz, texture.a * opacity );\nif ( fogType > 0 ) {\nfloat depth = gl_FragCoord.z / gl_FragCoord.w;\nfloat fogFactor = 0.0;\nif ( fogType == 1 ) {\nfogFactor = smoothstep( fogNear, fogFar, depth );\n} else {\nconst float LOG2 = 1.442695;\nfloat fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );\nfogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );\n}\ngl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );\n}\n}"}};