From a4397e2a4ce7f471a81f2d3348a33607d56cba8a Mon Sep 17 00:00:00 2001 From: alteredq Date: Thu, 7 Jul 2011 23:54:17 +0200 Subject: [PATCH 1/3] Updated Blender normal map pipeline to handle also specular and AO maps. Gah, these things are pain to debug - "undefined" value in uniforms can lead to very weird behaviors. --- build/Three.js | 62 +++++----- build/custom/ThreeCanvas.js | 2 +- build/custom/ThreeDOM.js | 2 +- build/custom/ThreeExtras.js | 110 +++++++++--------- build/custom/ThreeSVG.js | 2 +- build/custom/ThreeWebGL.js | 8 +- src/extras/io/Loader.js | 23 +++- src/extras/io/SceneLoader.js | 17 ++- .../addons/io_mesh_threejs/export_threejs.py | 37 +++++- 9 files changed, 159 insertions(+), 104 deletions(-) diff --git a/build/Three.js b/build/Three.js index 7f655863..3a4d2c7c 100755 --- a/build/Three.js +++ b/build/Three.js @@ -53,7 +53,7 @@ THREE.Quaternion.prototype={set:function(b,c,e,f){this.x=b;this.y=c;this.z=e;thi f;this.z=b.z*f;this.w=Math.cos(e);return this},calculateW:function(){this.w=-Math.sqrt(Math.abs(1-this.x*this.x-this.y*this.y-this.z*this.z));return this},inverse:function(){this.x*=-1;this.y*=-1;this.z*=-1;return this},length:function(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w)},normalize:function(){var b=Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w);b==0?this.w=this.z=this.y=this.x=0:(b=1/b,this.x*=b,this.y*=b,this.z*=b,this.w*=b);return this}, multiplySelf:function(b){var c=this.x,e=this.y,f=this.z,g=this.w,k=b.x,h=b.y,m=b.z,b=b.w;this.x=c*b+g*k+e*m-f*h;this.y=e*b+g*h+f*k-c*m;this.z=f*b+g*m+c*h-e*k;this.w=g*b-c*k-e*h-f*m;return this},multiply:function(b,c){this.x=b.x*c.w+b.y*c.z-b.z*c.y+b.w*c.x;this.y=-b.x*c.z+b.y*c.w+b.z*c.x+b.w*c.y;this.z=b.x*c.y-b.y*c.x+b.z*c.w+b.w*c.z;this.w=-b.x*c.x-b.y*c.y-b.z*c.z+b.w*c.w;return this},multiplyVector3:function(b,c){c||(c=b);var e=b.x,f=b.y,g=b.z,k=this.x,h=this.y,m=this.z,n=this.w,o=n*e+h*g-m*f,p= n*f+m*e-k*g,t=n*g+k*f-h*e,e=-k*e-h*f-m*g;c.x=o*n+e*-k+p*-m-t*-h;c.y=p*n+e*-h+t*-k-o*-m;c.z=t*n+e*-m+o*-h-p*-k;return c}}; -THREE.Quaternion.slerp=function(b,c,e,f){var g=b.w*c.w+b.x*c.x+b.y*c.y+b.z*c.z;if(Math.abs(g)>=1)return e.w=b.w,e.x=b.x,e.y=b.y,e.z=b.z,e;var k=Math.acos(g),h=Math.sqrt(1-g*g);if(Math.abs(h)<0.001)return e.w=0.5*(b.w+c.w),e.x=0.5*(b.x+c.x),e.y=0.5*(b.y+c.y),e.z=0.5*(b.z+c.z),e;g=Math.sin((1-f)*k)/h;f=Math.sin(f*k)/h;e.w=b.w*g+c.w*f;e.x=b.x*g+c.x*f;e.y=b.y*g+c.y*f;e.z=b.z*g+c.z*f;return e};THREE.Vertex=function(b){this.position=b||new THREE.Vector3}; +THREE.Quaternion.slerp=function(b,c,e,f){var g=b.w*c.w+b.x*c.x+b.y*c.y+b.z*c.z;if(Math.abs(g)>=1)return e.w=b.w,e.x=b.x,e.y=b.y,e.z=b.z,e;var k=Math.acos(g),h=Math.sqrt(1-g*g);if(Math.abs(h)<0.0010)return e.w=0.5*(b.w+c.w),e.x=0.5*(b.x+c.x),e.y=0.5*(b.y+c.y),e.z=0.5*(b.z+c.z),e;g=Math.sin((1-f)*k)/h;f=Math.sin(f*k)/h;e.w=b.w*g+c.w*f;e.x=b.x*g+c.x*f;e.y=b.y*g+c.y*f;e.z=b.z*g+c.z*f;return e};THREE.Vertex=function(b){this.position=b||new THREE.Vector3}; THREE.Face3=function(b,c,e,f,g,k){this.a=b;this.b=c;this.c=e;this.normal=f instanceof THREE.Vector3?f:new THREE.Vector3;this.vertexNormals=f instanceof Array?f:[];this.color=g instanceof THREE.Color?g:new THREE.Color;this.vertexColors=g instanceof Array?g:[];this.vertexTangents=[];this.materials=k instanceof Array?k:[k];this.centroid=new THREE.Vector3}; THREE.Face4=function(b,c,e,f,g,k,h){this.a=b;this.b=c;this.c=e;this.d=f;this.normal=g instanceof THREE.Vector3?g:new THREE.Vector3;this.vertexNormals=g instanceof Array?g:[];this.color=k instanceof THREE.Color?k:new THREE.Color;this.vertexColors=k instanceof Array?k:[];this.vertexTangents=[];this.materials=h instanceof Array?h:[h];this.centroid=new THREE.Vector3};THREE.UV=function(b,c){this.set(b||0,c||0)}; THREE.UV.prototype={set:function(b,c){this.u=b;this.v=c;return this},copy:function(b){this.set(b.u,b.v);return this}};THREE.Geometry=function(){this.id="Geometry"+THREE.GeometryIdCounter++;this.vertices=[];this.colors=[];this.faces=[];this.edges=[];this.faceUvs=[[]];this.faceVertexUvs=[[]];this.morphTargets=[];this.morphColors=[];this.skinWeights=[];this.skinIndices=[];this.boundingSphere=this.boundingBox=null;this.hasTangents=!1}; @@ -252,7 +252,7 @@ g.uvScale.y),j.uniform2f(h.uvOffset,g.uvOffset.x,g.uvOffset.y),j.uniform2f(h.ali new THREE.Vector3,t=U/W,p=W*0.5,o=U*0.5,u=16/U,v=[u*t,u],w=[1,1,0],y=[1,1],A=O.uniforms;c=O.attributes;j.useProgram(O.program);T=O.program;aa=-1;oa||(j.enableVertexAttribArray(O.attributes.vertex),j.enableVertexAttribArray(O.attributes.uv),oa=!0);j.uniform1i(A.occlusionMap,0);j.uniform1i(A.map,1);j.bindBuffer(j.ARRAY_BUFFER,O.vertexBuffer);j.vertexAttribPointer(c.vertex,2,j.FLOAT,!1,16,0);j.vertexAttribPointer(c.uv,2,j.FLOAT,!1,16,8);j.bindBuffer(j.ELEMENT_ARRAY_BUFFER,O.elementBuffer);j.disable(j.CULL_FACE); j.depthMask(!1);j.activeTexture(j.TEXTURE0);j.bindTexture(j.TEXTURE_2D,O.occlusionTexture);j.activeTexture(j.TEXTURE1);for(f=0;f0&&y[0]0&&y[1]0.001&&m.scale>0.001)w[0]=m.x,w[1]=m.y,w[2]=m.z,u=m.size*m.scale/U,v[0]=u*t,v[1]=u,j.uniform3fv(A.screenPosition,w),j.uniform2fv(A.scale,v),j.uniform1f(A.rotation,m.rotation),j.uniform1f(A.opacity,m.opacity),D(m.blending),J(m.texture,1),j.drawElements(j.TRIANGLES,6,j.UNSIGNED_SHORT,0)}j.enable(j.CULL_FACE);j.enable(j.DEPTH_TEST); +w[2];c.customUpdateCallback?c.customUpdateCallback(c):c.updateLensFlares();j.uniform1i(A.renderType,2);j.enable(j.BLEND);h=0;for(k=c.lensFlares.length;h0.0010&&m.scale>0.0010)w[0]=m.x,w[1]=m.y,w[2]=m.z,u=m.size*m.scale/U,v[0]=u*t,v[1]=u,j.uniform3fv(A.screenPosition,w),j.uniform2fv(A.scale,v),j.uniform1f(A.rotation,m.rotation),j.uniform1f(A.opacity,m.opacity),D(m.blending),J(m.texture,1),j.drawElements(j.TRIANGLES,6,j.UNSIGNED_SHORT,0)}j.enable(j.CULL_FACE);j.enable(j.DEPTH_TEST); j.depthMask(N)}function y(b,e){b._modelViewMatrix.multiplyToArray(e.matrixWorldInverse,b.matrixWorld,b._modelViewMatrixArray);THREE.Matrix4.makeInvert3x3(b._modelViewMatrix).transposeIntoArray(b._normalMatrixArray)}function G(b){var e,f,g,h;if(b instanceof THREE.Mesh){f=b.geometry;for(e in f.geometryGroups){g=f.geometryGroups[e];a:{for(var k=h=void 0,m=void 0,n=void 0,t=void 0,t=g.__materials,k=0,m=t.length;k=0;c--)b[c].object==e&&b.splice(c,1)}function C(b){function e(b){var g=[];c=0;for(f=b.length;c65535&&(n[m].counter+=1,o=n[m].hash+"_"+n[m].counter,b.geometryGroups[o]==void 0&&(b.geometryGroups[o]={faces:[],materials:k,vertices:0,numMorphTargets:t})),b.geometryGroups[o].faces.push(g), +k,b)}}f.__dirtyVertices=!1;f.__dirtyColors=!1}else if(b instanceof THREE.ParticleSystem)f=b.geometry,(f.__dirtyVertices||f.__dirtyColors||b.sortParticles)&&c(f,j.DYNAMIC_DRAW,b),f.__dirtyVertices=!1,f.__dirtyColors=!1}function z(b,e){var c;for(c=b.length-1;c>=0;c--)b[c].object==e&&b.splice(c,1)}function C(b){function e(b){var h=[];c=0;for(f=b.length;c65535&&(n[m].counter+=1,o=n[m].hash+"_"+n[m].counter,b.geometryGroups[o]==void 0&&(b.geometryGroups[o]={faces:[],materials:k,vertices:0,numMorphTargets:t})),b.geometryGroups[o].faces.push(h), b.geometryGroups[o].vertices+=j}function H(b,e,c){b.push({buffer:e,object:c,opaque:{list:[],count:0},transparent:{list:[],count:0}})}function D(b){if(b!=aa){switch(b){case THREE.AdditiveBlending:j.blendEquation(j.FUNC_ADD);j.blendFunc(j.SRC_ALPHA,j.ONE);break;case THREE.SubtractiveBlending:j.blendEquation(j.FUNC_ADD);j.blendFunc(j.ZERO,j.ONE_MINUS_SRC_COLOR);break;case THREE.MultiplyBlending:j.blendEquation(j.FUNC_ADD);j.blendFunc(j.ZERO,j.SRC_COLOR);break;default:j.blendEquationSeparate(j.FUNC_ADD, j.FUNC_ADD),j.blendFuncSeparate(j.SRC_ALPHA,j.ONE_MINUS_SRC_ALPHA,j.ONE,j.ONE_MINUS_SRC_ALPHA)}aa=b}}function Q(b,e,c){(c.width&c.width-1)==0&&(c.height&c.height-1)==0?(j.texParameteri(b,j.TEXTURE_WRAP_S,K(e.wrapS)),j.texParameteri(b,j.TEXTURE_WRAP_T,K(e.wrapT)),j.texParameteri(b,j.TEXTURE_MAG_FILTER,K(e.magFilter)),j.texParameteri(b,j.TEXTURE_MIN_FILTER,K(e.minFilter)),j.generateMipmap(b)):(j.texParameteri(b,j.TEXTURE_WRAP_S,j.CLAMP_TO_EDGE),j.texParameteri(b,j.TEXTURE_WRAP_T,j.CLAMP_TO_EDGE),j.texParameteri(b, j.TEXTURE_MAG_FILTER,S(e.magFilter)),j.texParameteri(b,j.TEXTURE_MIN_FILTER,S(e.minFilter)))}function J(b,e){if(b.needsUpdate)b.__webglInit?(j.bindTexture(j.TEXTURE_2D,b.__webglTexture),j.texImage2D(j.TEXTURE_2D,0,j.RGBA,j.RGBA,j.UNSIGNED_BYTE,b.image)):(b.__webglTexture=j.createTexture(),j.bindTexture(j.TEXTURE_2D,b.__webglTexture),j.texImage2D(j.TEXTURE_2D,0,j.RGBA,j.RGBA,j.UNSIGNED_BYTE,b.image),b.__webglInit=!0),Q(j.TEXTURE_2D,b,b.image),j.bindTexture(j.TEXTURE_2D,null),b.needsUpdate=!1;j.activeTexture(j.TEXTURE0+ @@ -304,32 +304,32 @@ j.getUniformLocation(O.program,"screenPosition");var oa=!1,P={};P.vertices=new F {};P.attributes.position=j.getAttribLocation(P.program,"position");P.attributes.uv=j.getAttribLocation(P.program,"uv");P.uniforms.uvOffset=j.getUniformLocation(P.program,"uvOffset");P.uniforms.uvScale=j.getUniformLocation(P.program,"uvScale");P.uniforms.rotation=j.getUniformLocation(P.program,"rotation");P.uniforms.scale=j.getUniformLocation(P.program,"scale");P.uniforms.alignment=j.getUniformLocation(P.program,"alignment");P.uniforms.map=j.getUniformLocation(P.program,"map");P.uniforms.opacity=j.getUniformLocation(P.program, "opacity");P.uniforms.useScreenCoordinates=j.getUniformLocation(P.program,"useScreenCoordinates");P.uniforms.affectedByDistance=j.getUniformLocation(P.program,"affectedByDistance");P.uniforms.screenPosition=j.getUniformLocation(P.program,"screenPosition");P.uniforms.modelViewMatrix=j.getUniformLocation(P.program,"modelViewMatrix");P.uniforms.projectionMatrix=j.getUniformLocation(P.program,"projectionMatrix");var Ba=!1;this.setSize=function(b,e){ua.width=b;ua.height=e;this.setViewport(0,0,ua.width, ua.height)};this.setViewport=function(b,e,c,f){L=b;fa=e;W=c;U=f;j.viewport(L,fa,W,U)};this.setScissor=function(b,e,c,f){j.scissor(b,e,c,f)};this.enableScissorTest=function(b){b?j.enable(j.SCISSOR_TEST):j.disable(j.SCISSOR_TEST)};this.enableDepthBufferWrite=function(b){N=b;j.depthMask(b)};this.setClearColorHex=function(b,e){ta.setHex(b);ya=e;j.clearColor(ta.r,ta.g,ta.b,ya)};this.setClearColor=function(b,e){ta.copy(b);ya=e;j.clearColor(ta.r,ta.g,ta.b,ya)};this.clear=function(){j.clear(j.COLOR_BUFFER_BIT| -j.DEPTH_BUFFER_BIT|j.STENCIL_BUFFER_BIT)};this.setStencilShadowDarkness=function(b){R.darkness=b};this.getContext=function(){return j};this.initMaterial=function(b,e,c,f){var g,h,k;b instanceof THREE.MeshDepthMaterial?k="depth":b instanceof THREE.ShadowVolumeDynamicMaterial?k="shadowVolumeDynamic":b instanceof THREE.MeshNormalMaterial?k="normal":b instanceof THREE.MeshBasicMaterial?k="basic":b instanceof THREE.MeshLambertMaterial?k="lambert":b instanceof THREE.MeshPhongMaterial?k="phong":b instanceof -THREE.LineBasicMaterial?k="basic":b instanceof THREE.ParticleBasicMaterial&&(k="particle_basic");if(k){var m=THREE.ShaderLib[k];b.uniforms=THREE.UniformsUtils.clone(m.uniforms);b.vertexShader=m.vertexShader;b.fragmentShader=m.fragmentShader}var o,n,t;o=t=m=0;for(n=e.length;o=0&&j.enableVertexAttribArray(p.position);p.color>=0&&j.enableVertexAttribArray(p.color);p.normal>=0&&j.enableVertexAttribArray(p.normal);p.tangent>=0&&j.enableVertexAttribArray(p.tangent); -b.skinning&&p.skinVertexA>=0&&p.skinVertexB>=0&&p.skinIndex>=0&&p.skinWeight>=0&&(j.enableVertexAttribArray(p.skinVertexA),j.enableVertexAttribArray(p.skinVertexB),j.enableVertexAttribArray(p.skinIndex),j.enableVertexAttribArray(p.skinWeight));if(b.attributes)for(g in b.attributes)p[g]!==void 0&&p[g]>=0&&j.enableVertexAttribArray(p[g]);if(b.morphTargets){b.numSupportedMorphTargets=0;p.morphTarget0>=0&&(j.enableVertexAttribArray(p.morphTarget0),b.numSupportedMorphTargets++);p.morphTarget1>=0&&(j.enableVertexAttribArray(p.morphTarget1), +b.skinning&&p.skinVertexA>=0&&p.skinVertexB>=0&&p.skinIndex>=0&&p.skinWeight>=0&&(j.enableVertexAttribArray(p.skinVertexA),j.enableVertexAttribArray(p.skinVertexB),j.enableVertexAttribArray(p.skinIndex),j.enableVertexAttribArray(p.skinWeight));if(b.attributes)for(h in b.attributes)p[h]!==void 0&&p[h]>=0&&j.enableVertexAttribArray(p[h]);if(b.morphTargets){b.numSupportedMorphTargets=0;p.morphTarget0>=0&&(j.enableVertexAttribArray(p.morphTarget0),b.numSupportedMorphTargets++);p.morphTarget1>=0&&(j.enableVertexAttribArray(p.morphTarget1), b.numSupportedMorphTargets++);p.morphTarget2>=0&&(j.enableVertexAttribArray(p.morphTarget2),b.numSupportedMorphTargets++);p.morphTarget3>=0&&(j.enableVertexAttribArray(p.morphTarget3),b.numSupportedMorphTargets++);p.morphTarget4>=0&&(j.enableVertexAttribArray(p.morphTarget4),b.numSupportedMorphTargets++);p.morphTarget5>=0&&(j.enableVertexAttribArray(p.morphTarget5),b.numSupportedMorphTargets++);p.morphTarget6>=0&&(j.enableVertexAttribArray(p.morphTarget6),b.numSupportedMorphTargets++);p.morphTarget7>= -0&&(j.enableVertexAttribArray(p.morphTarget7),b.numSupportedMorphTargets++);f.__webglMorphTargetInfluences=new Float32Array(this.maxMorphTargets);b=0;for(g=this.maxMorphTargets;b0||u.faceVertexUvs.length>0)k.__uvArray=new Float32Array(o*2);if(u.faceUvs.length>1||u.faceVertexUvs.length>1)k.__uv2Array=new Float32Array(o*2)}if(m.geometry.skinWeights.length&&m.geometry.skinIndices.length)k.__skinVertexAArray=new Float32Array(o*4), -k.__skinVertexBArray=new Float32Array(o*4),k.__skinIndexArray=new Float32Array(o*4),k.__skinWeightArray=new Float32Array(o*4);k.__faceArray=new Uint16Array(w*3+(m.geometry.edgeFaces?m.geometry.edgeFaces.length*6:0));k.__lineArray=new Uint16Array(y*2);if(k.numMorphTargets){k.__morphTargetsArrays=[];u=0;for(v=k.numMorphTargets;u=0;h--)e[h]==c&&e.splice(h,1)}else c instanceof +o;m++)k.__webglMorphTargetsBuffers.push(j.createBuffer())}for(var k=h,m=e,p=void 0,n=void 0,t=void 0,u=t=void 0,v=void 0,w=void 0,y=w=o=0,A=t=n=void 0,B=A=n=p=void 0,t=void 0,u=m.geometry,v=u.faces,A=k.faces,p=0,n=A.length;p0||u.faceVertexUvs.length>0)k.__uvArray=new Float32Array(o*2);if(u.faceUvs.length>1||u.faceVertexUvs.length>1)k.__uv2Array=new Float32Array(o*2)}if(m.geometry.skinWeights.length&&m.geometry.skinIndices.length)k.__skinVertexAArray=new Float32Array(o*4), +k.__skinVertexBArray=new Float32Array(o*4),k.__skinIndexArray=new Float32Array(o*4),k.__skinWeightArray=new Float32Array(o*4);k.__faceArray=new Uint16Array(w*3+(m.geometry.edgeFaces?m.geometry.edgeFaces.length*6:0));k.__lineArray=new Uint16Array(y*2);if(k.numMorphTargets){k.__morphTargetsArrays=[];u=0;for(v=k.numMorphTargets;u=0;g--)e[g]==c&&e.splice(g,1)}else c instanceof THREE.LensFlare?z(e.__webglLensFlares,c):c instanceof THREE.MarchingCubes&&z(e.__webglObjectsImmediate,c);b.__objectsRemoved.splice(0,1)}e=0;for(c=b.__webglObjects.length;eb.length-2?k:k+1;e[3]=k>b.length-3?k:k+2;k=b[e[0]];m=b[e[1]];n=b[e[2]];o=b[e[3]];e=g*g;h=g*e;f[0]=this.interpolate(k[0],m[0],n[0],o[0],g,e,h);f[1]=this.interpolate(k[1],m[1],n[1],o[1],g,e,h);f[2]=this.interpolate(k[2],m[2],n[2],o[2],g,e,h);return f}; THREE.Animation.prototype.interpolate=function(b,c,e,f,g,k,h){b=(e-b)*0.5;f=(f-c)*0.5;return(2*(c-e)+b+f)*h+(-3*(c-e)-2*b-f)*k+b*g+c};THREE.Animation.prototype.getNextKeyWith=function(b,c,e){var f=this.data.hierarchy[c].keys;for(this.interpolationType===THREE.AnimationHandler.CATMULLROM||this.interpolationType===THREE.AnimationHandler.CATMULLROM_FORWARD?e=e0?e:0:e>=0?e:e+f.length;e>=0;e--)if(f[e][b]!==void 0)return f[e];return this.data.hierarchy[c].keys[f.length-1]}; -THREE.FirstPersonCamera=function(b){function c(b,c){return function(){c.apply(b,arguments)}}THREE.Camera.call(this,b.fov,b.aspect,b.near,b.far,b.target);this.movementSpeed=1;this.lookSpeed=0.005;this.noFly=!1;this.lookVertical=!0;this.autoForward=!1;this.activeLook=!0;this.heightSpeed=!1;this.heightCoef=1;this.heightMin=0;this.constrainVertical=!1;this.verticalMin=0;this.verticalMax=3.14;this.domElement=document;this.lastUpdate=(new Date).getTime();this.tdiff=0;if(b){if(b.movementSpeed!==void 0)this.movementSpeed= +THREE.FirstPersonCamera=function(b){function c(b,c){return function(){c.apply(b,arguments)}}THREE.Camera.call(this,b.fov,b.aspect,b.near,b.far,b.target);this.movementSpeed=1;this.lookSpeed=0.0050;this.noFly=!1;this.lookVertical=!0;this.autoForward=!1;this.activeLook=!0;this.heightSpeed=!1;this.heightCoef=1;this.heightMin=0;this.constrainVertical=!1;this.verticalMin=0;this.verticalMax=3.14;this.domElement=document;this.lastUpdate=(new Date).getTime();this.tdiff=0;if(b){if(b.movementSpeed!==void 0)this.movementSpeed= b.movementSpeed;if(b.lookSpeed!==void 0)this.lookSpeed=b.lookSpeed;if(b.noFly!==void 0)this.noFly=b.noFly;if(b.lookVertical!==void 0)this.lookVertical=b.lookVertical;if(b.autoForward!==void 0)this.autoForward=b.autoForward;if(b.activeLook!==void 0)this.activeLook=b.activeLook;if(b.heightSpeed!==void 0)this.heightSpeed=b.heightSpeed;if(b.heightCoef!==void 0)this.heightCoef=b.heightCoef;if(b.heightMin!==void 0)this.heightMin=b.heightMin;if(b.heightMax!==void 0)this.heightMax=b.heightMax;if(b.constrainVertical!== void 0)this.constrainVertical=b.constrainVertical;if(b.verticalMin!==void 0)this.verticalMin=b.verticalMin;if(b.verticalMax!==void 0)this.verticalMax=b.verticalMax;if(b.domElement!==void 0)this.domElement=b.domElement}this.theta=this.phi=this.lon=this.lat=this.mouseY=this.mouseX=this.autoSpeedFactor=0;this.mouseDragOn=this.freeze=this.moveRight=this.moveLeft=this.moveBackward=this.moveForward=!1;this.windowHalfX=window.innerWidth/2;this.windowHalfY=window.innerHeight/2;this.onMouseDown=function(b){b.preventDefault(); b.stopPropagation();if(this.activeLook)switch(b.button){case 0:this.moveForward=!0;break;case 2:this.moveBackward=!0}this.mouseDragOn=!0};this.onMouseUp=function(b){b.preventDefault();b.stopPropagation();if(this.activeLook)switch(b.button){case 0:this.moveForward=!1;break;case 2:this.moveBackward=!1}this.mouseDragOn=!1};this.onMouseMove=function(b){this.mouseX=b.clientX-this.windowHalfX;this.mouseY=b.clientY-this.windowHalfY};this.onKeyDown=function(b){switch(b.keyCode){case 38:case 87:this.moveForward= @@ -379,9 +379,9 @@ this.heightSpeed?this.tdiff*((this.position.y=0?f:f+g;f=this.verticalAngleMap.srcRange;h=this.verticalAngleMap.dstRange;var m=h[1]-h[0];this.phi= @@ -389,7 +389,7 @@ TWEEN.Easing.Quadratic.EaseInOut(((this.phi-f[0])*(h[1]-h[0])/(f[1]-f[0])+h[0]-h b.clientX-this.windowHalfX;this.mouseY=b.clientY-this.windowHalfY};this.spline=new THREE.Spline;this.spline.initFromArray(this.waypoints);this.useConstantSpeed&&this.spline.reparametrizeByArcLength(this.resamplingCoef);if(this.createDebugDummy){var b=new THREE.MeshLambertMaterial({color:30719}),h=new THREE.MeshLambertMaterial({color:65280}),m=new THREE.CubeGeometry(10,10,20),n=new THREE.CubeGeometry(2,2,10);this.animationParent=new THREE.Mesh(m,b);b=new THREE.Mesh(n,h);b.position.set(0,10,0);this.animation= c(this.animationParent,this.spline,this.id,this.duration);this.animationParent.addChild(this);this.animationParent.addChild(this.target);this.animationParent.addChild(b)}else this.animation=c(this.animationParent,this.spline,this.id,this.duration),this.animationParent.addChild(this.target),this.animationParent.addChild(this);this.createDebugPath&&f(this.debugPath,this.spline);this.domElement.addEventListener("mousemove",function(b,e){return function(){e.apply(b,arguments)}}(this,this.onMouseMove), !1)};THREE.PathCamera.prototype=new THREE.Camera;THREE.PathCamera.prototype.constructor=THREE.PathCamera;THREE.PathCamera.prototype.supr=THREE.Camera.prototype;THREE.PathCameraIdCounter=0; -THREE.FlyCamera=function(b){function c(b,c){return function(){c.apply(b,arguments)}}THREE.Camera.call(this,b.fov,b.aspect,b.near,b.far,b.target);this.tmpQuaternion=new THREE.Quaternion;this.movementSpeed=1;this.rollSpeed=0.005;this.autoForward=this.dragToLook=!1;this.domElement=document;if(b){if(b.movementSpeed!==void 0)this.movementSpeed=b.movementSpeed;if(b.rollSpeed!==void 0)this.rollSpeed=b.rollSpeed;if(b.dragToLook!==void 0)this.dragToLook=b.dragToLook;if(b.autoForward!==void 0)this.autoForward= +THREE.FlyCamera=function(b){function c(b,c){return function(){c.apply(b,arguments)}}THREE.Camera.call(this,b.fov,b.aspect,b.near,b.far,b.target);this.tmpQuaternion=new THREE.Quaternion;this.movementSpeed=1;this.rollSpeed=0.0050;this.autoForward=this.dragToLook=!1;this.domElement=document;if(b){if(b.movementSpeed!==void 0)this.movementSpeed=b.movementSpeed;if(b.rollSpeed!==void 0)this.rollSpeed=b.rollSpeed;if(b.dragToLook!==void 0)this.dragToLook=b.dragToLook;if(b.autoForward!==void 0)this.autoForward= b.autoForward;if(b.domElement!==void 0)this.domElement=b.domElement}this.useTarget=!1;this.useQuaternion=!0;this.mouseStatus=0;this.moveState={up:0,down:0,left:0,right:0,forward:0,back:0,pitchUp:0,pitchDown:0,yawLeft:0,yawRight:0,rollLeft:0,rollRight:0};this.moveVector=new THREE.Vector3(0,0,0);this.rotationVector=new THREE.Vector3(0,0,0);this.lastUpdate=-1;this.tdiff=0;this.handleEvent=function(b){if(typeof this[b.type]=="function")this[b.type](b)};this.keydown=function(b){if(!b.altKey){switch(b.keyCode){case 16:this.movementSpeedMultiplier= 0.1;break;case 87:this.moveState.forward=1;break;case 83:this.moveState.back=1;break;case 65:this.moveState.left=1;break;case 68:this.moveState.right=1;break;case 82:this.moveState.up=1;break;case 70:this.moveState.down=1;break;case 38:this.moveState.pitchUp=1;break;case 40:this.moveState.pitchDown=1;break;case 37:this.moveState.yawLeft=1;break;case 39:this.moveState.yawRight=1;break;case 81:this.moveState.rollLeft=1;break;case 69:this.moveState.rollRight=1}this.updateMovementVector();this.updateRotationVector()}}; this.keyup=function(b){switch(b.keyCode){case 16:this.movementSpeedMultiplier=1;break;case 87:this.moveState.forward=0;break;case 83:this.moveState.back=0;break;case 65:this.moveState.left=0;break;case 68:this.moveState.right=0;break;case 82:this.moveState.up=0;break;case 70:this.moveState.down=0;break;case 38:this.moveState.pitchUp=0;break;case 40:this.moveState.pitchDown=0;break;case 37:this.moveState.yawLeft=0;break;case 39:this.moveState.yawRight=0;break;case 81:this.moveState.rollLeft=0;break; @@ -427,7 +427,7 @@ f));e instanceof THREE.Face4&&c.push(new THREE.UV(0.5+Math.atan2(t.position.x,t. THREE.IcosahedronGeometry=function(b){function c(b,e,c){var f=Math.sqrt(b*b+e*e+c*c);return g.vertices.push(new THREE.Vertex(new THREE.Vector3(b/f,e/f,c/f)))-1}function e(b,e,c,f){f.faces.push(new THREE.Face3(b,e,c))}function f(b,e){var f=g.vertices[b].position,h=g.vertices[e].position;return c((f.x+h.x)/2,(f.y+h.y)/2,(f.z+h.z)/2)}var g=this,k=new THREE.Geometry,h;this.subdivisions=b||0;THREE.Geometry.call(this);b=(1+Math.sqrt(5))/2;c(-1,b,0);c(1,b,0);c(-1,-b,0);c(1,-b,0);c(0,-1,b);c(0,1,b);c(0,-1, -b);c(0,1,-b);c(b,0,-1);c(b,0,1);c(-b,0,-1);c(-b,0,1);e(0,11,5,k);e(0,5,1,k);e(0,1,7,k);e(0,7,10,k);e(0,10,11,k);e(1,5,9,k);e(5,11,4,k);e(11,10,2,k);e(10,7,6,k);e(7,1,8,k);e(3,9,4,k);e(3,4,2,k);e(3,2,6,k);e(3,6,8,k);e(3,8,9,k);e(4,9,5,k);e(2,4,11,k);e(6,2,10,k);e(8,6,7,k);e(9,8,1,k);for(b=0;b=1)return c.w=a.w,c.x=a.x,c.y=a.y,c.z=a.z,c;var g=Math.acos(f),e=Math.sqrt(1-f*f);if(Math.abs(e)<0.001)return c.w=0.5*(a.w+b.w),c.x=0.5*(a.x+b.x),c.y=0.5*(a.y+b.y),c.z=0.5*(a.z+b.z),c;f=Math.sin((1-d)*g)/e;d=Math.sin(d*g)/e;c.w=a.w*f+b.w*d;c.x=a.x*f+b.x*d;c.y=a.y*f+b.y*d;c.z=a.z*f+b.z*d;return c};THREE.Vertex=function(a){this.position=a||new THREE.Vector3}; +THREE.Quaternion.slerp=function(a,b,c,d){var f=a.w*b.w+a.x*b.x+a.y*b.y+a.z*b.z;if(Math.abs(f)>=1)return c.w=a.w,c.x=a.x,c.y=a.y,c.z=a.z,c;var g=Math.acos(f),e=Math.sqrt(1-f*f);if(Math.abs(e)<0.0010)return c.w=0.5*(a.w+b.w),c.x=0.5*(a.x+b.x),c.y=0.5*(a.y+b.y),c.z=0.5*(a.z+b.z),c;f=Math.sin((1-d)*g)/e;d=Math.sin(d*g)/e;c.w=a.w*f+b.w*d;c.x=a.x*f+b.x*d;c.y=a.y*f+b.y*d;c.z=a.z*f+b.z*d;return c};THREE.Vertex=function(a){this.position=a||new THREE.Vector3}; THREE.Face3=function(a,b,c,d,f,g){this.a=a;this.b=b;this.c=c;this.normal=d instanceof THREE.Vector3?d:new THREE.Vector3;this.vertexNormals=d instanceof Array?d:[];this.color=f instanceof THREE.Color?f:new THREE.Color;this.vertexColors=f instanceof Array?f:[];this.vertexTangents=[];this.materials=g instanceof Array?g:[g];this.centroid=new THREE.Vector3}; THREE.Face4=function(a,b,c,d,f,g,e){this.a=a;this.b=b;this.c=c;this.d=d;this.normal=f instanceof THREE.Vector3?f:new THREE.Vector3;this.vertexNormals=f instanceof Array?f:[];this.color=g instanceof THREE.Color?g:new THREE.Color;this.vertexColors=g instanceof Array?g:[];this.vertexTangents=[];this.materials=e instanceof Array?e:[e];this.centroid=new THREE.Vector3};THREE.UV=function(a,b){this.set(a||0,b||0)}; THREE.UV.prototype={set:function(a,b){this.u=a;this.v=b;return this},copy:function(a){this.set(a.u,a.v);return this}};THREE.Geometry=function(){this.id="Geometry"+THREE.GeometryIdCounter++;this.vertices=[];this.colors=[];this.faces=[];this.edges=[];this.faceUvs=[[]];this.faceVertexUvs=[[]];this.morphTargets=[];this.morphColors=[];this.skinWeights=[];this.skinIndices=[];this.boundingSphere=this.boundingBox=null;this.hasTangents=!1}; diff --git a/build/custom/ThreeDOM.js b/build/custom/ThreeDOM.js index b3d42c79..d4030f47 100644 --- a/build/custom/ThreeDOM.js +++ b/build/custom/ThreeDOM.js @@ -53,7 +53,7 @@ THREE.Quaternion.prototype={set:function(a,b,c,d){this.x=a;this.y=b;this.z=c;thi d;this.z=a.z*d;this.w=Math.cos(c);return this},calculateW:function(){this.w=-Math.sqrt(Math.abs(1-this.x*this.x-this.y*this.y-this.z*this.z));return this},inverse:function(){this.x*=-1;this.y*=-1;this.z*=-1;return this},length:function(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w)},normalize:function(){var a=Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w);a==0?this.w=this.z=this.y=this.x=0:(a=1/a,this.x*=a,this.y*=a,this.z*=a,this.w*=a);return this}, multiplySelf:function(a){var b=this.x,c=this.y,d=this.z,e=this.w,g=a.x,f=a.y,h=a.z,a=a.w;this.x=b*a+e*g+c*h-d*f;this.y=c*a+e*f+d*g-b*h;this.z=d*a+e*h+b*f-c*g;this.w=e*a-b*g-c*f-d*h;return this},multiply:function(a,b){this.x=a.x*b.w+a.y*b.z-a.z*b.y+a.w*b.x;this.y=-a.x*b.z+a.y*b.w+a.z*b.x+a.w*b.y;this.z=a.x*b.y-a.y*b.x+a.z*b.w+a.w*b.z;this.w=-a.x*b.x-a.y*b.y-a.z*b.z+a.w*b.w;return this},multiplyVector3:function(a,b){b||(b=a);var c=a.x,d=a.y,e=a.z,g=this.x,f=this.y,h=this.z,j=this.w,i=j*c+f*e-h*d,k= j*d+h*c-g*e,l=j*e+g*d-f*c,c=-g*c-f*d-h*e;b.x=i*j+c*-g+k*-h-l*-f;b.y=k*j+c*-f+l*-g-i*-h;b.z=l*j+c*-h+i*-f-k*-g;return b}}; -THREE.Quaternion.slerp=function(a,b,c,d){var e=a.w*b.w+a.x*b.x+a.y*b.y+a.z*b.z;if(Math.abs(e)>=1)return c.w=a.w,c.x=a.x,c.y=a.y,c.z=a.z,c;var g=Math.acos(e),f=Math.sqrt(1-e*e);if(Math.abs(f)<0.001)return c.w=0.5*(a.w+b.w),c.x=0.5*(a.x+b.x),c.y=0.5*(a.y+b.y),c.z=0.5*(a.z+b.z),c;e=Math.sin((1-d)*g)/f;d=Math.sin(d*g)/f;c.w=a.w*e+b.w*d;c.x=a.x*e+b.x*d;c.y=a.y*e+b.y*d;c.z=a.z*e+b.z*d;return c};THREE.Vertex=function(a){this.position=a||new THREE.Vector3}; +THREE.Quaternion.slerp=function(a,b,c,d){var e=a.w*b.w+a.x*b.x+a.y*b.y+a.z*b.z;if(Math.abs(e)>=1)return c.w=a.w,c.x=a.x,c.y=a.y,c.z=a.z,c;var g=Math.acos(e),f=Math.sqrt(1-e*e);if(Math.abs(f)<0.0010)return c.w=0.5*(a.w+b.w),c.x=0.5*(a.x+b.x),c.y=0.5*(a.y+b.y),c.z=0.5*(a.z+b.z),c;e=Math.sin((1-d)*g)/f;d=Math.sin(d*g)/f;c.w=a.w*e+b.w*d;c.x=a.x*e+b.x*d;c.y=a.y*e+b.y*d;c.z=a.z*e+b.z*d;return c};THREE.Vertex=function(a){this.position=a||new THREE.Vector3}; THREE.Face3=function(a,b,c,d,e,g){this.a=a;this.b=b;this.c=c;this.normal=d instanceof THREE.Vector3?d:new THREE.Vector3;this.vertexNormals=d instanceof Array?d:[];this.color=e instanceof THREE.Color?e:new THREE.Color;this.vertexColors=e instanceof Array?e:[];this.vertexTangents=[];this.materials=g instanceof Array?g:[g];this.centroid=new THREE.Vector3}; THREE.Face4=function(a,b,c,d,e,g,f){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=g instanceof THREE.Color?g:new THREE.Color;this.vertexColors=g instanceof Array?g:[];this.vertexTangents=[];this.materials=f instanceof Array?f:[f];this.centroid=new THREE.Vector3};THREE.UV=function(a,b){this.set(a||0,b||0)}; THREE.UV.prototype={set:function(a,b){this.u=a;this.v=b;return this},copy:function(a){this.set(a.u,a.v);return this}};THREE.Camera=function(a,b,c,d,e){THREE.Object3D.call(this);this.fov=a||50;this.aspect=b||1;this.near=c||0.1;this.far=d||2E3;this.target=e||new THREE.Object3D;this.useTarget=!0;this.matrixWorldInverse=new THREE.Matrix4;this.projectionMatrix=null;this.updateProjectionMatrix()};THREE.Camera.prototype=new THREE.Object3D;THREE.Camera.prototype.constructor=THREE.Camera; diff --git a/build/custom/ThreeExtras.js b/build/custom/ThreeExtras.js index 124be9b0..5dd5a22a 100644 --- a/build/custom/ThreeExtras.js +++ b/build/custom/ThreeExtras.js @@ -31,7 +31,7 @@ this.getPrevKeyWith("pos",p,g.index-1).pos,this.points[1]=e,this.points[2]=h,thi THREE.Animation.prototype.interpolateCatmullRom=function(a,c){var b=[],f=[],e,h,g,k,j,m;e=(a.length-1)*c;h=Math.floor(e);e-=h;b[0]=h==0?h:h-1;b[1]=h;b[2]=h>a.length-2?h:h+1;b[3]=h>a.length-3?h:h+2;h=a[b[0]];k=a[b[1]];j=a[b[2]];m=a[b[3]];b=e*e;g=e*b;f[0]=this.interpolate(h[0],k[0],j[0],m[0],e,b,g);f[1]=this.interpolate(h[1],k[1],j[1],m[1],e,b,g);f[2]=this.interpolate(h[2],k[2],j[2],m[2],e,b,g);return f}; THREE.Animation.prototype.interpolate=function(a,c,b,f,e,h,g){a=(b-a)*0.5;f=(f-c)*0.5;return(2*(c-b)+a+f)*g+(-3*(c-b)-2*a-f)*h+a*e+c};THREE.Animation.prototype.getNextKeyWith=function(a,c,b){var f=this.data.hierarchy[c].keys;for(this.interpolationType===THREE.AnimationHandler.CATMULLROM||this.interpolationType===THREE.AnimationHandler.CATMULLROM_FORWARD?b=b0?b:0:b>=0?b:b+f.length;b>=0;b--)if(f[b][a]!==void 0)return f[b];return this.data.hierarchy[c].keys[f.length-1]}; -THREE.FirstPersonCamera=function(a){function c(a,c){return function(){c.apply(a,arguments)}}THREE.Camera.call(this,a.fov,a.aspect,a.near,a.far,a.target);this.movementSpeed=1;this.lookSpeed=0.005;this.noFly=!1;this.lookVertical=!0;this.autoForward=!1;this.activeLook=!0;this.heightSpeed=!1;this.heightCoef=1;this.heightMin=0;this.constrainVertical=!1;this.verticalMin=0;this.verticalMax=3.14;this.domElement=document;this.lastUpdate=(new Date).getTime();this.tdiff=0;if(a){if(a.movementSpeed!==void 0)this.movementSpeed= +THREE.FirstPersonCamera=function(a){function c(a,c){return function(){c.apply(a,arguments)}}THREE.Camera.call(this,a.fov,a.aspect,a.near,a.far,a.target);this.movementSpeed=1;this.lookSpeed=0.0050;this.noFly=!1;this.lookVertical=!0;this.autoForward=!1;this.activeLook=!0;this.heightSpeed=!1;this.heightCoef=1;this.heightMin=0;this.constrainVertical=!1;this.verticalMin=0;this.verticalMax=3.14;this.domElement=document;this.lastUpdate=(new Date).getTime();this.tdiff=0;if(a){if(a.movementSpeed!==void 0)this.movementSpeed= a.movementSpeed;if(a.lookSpeed!==void 0)this.lookSpeed=a.lookSpeed;if(a.noFly!==void 0)this.noFly=a.noFly;if(a.lookVertical!==void 0)this.lookVertical=a.lookVertical;if(a.autoForward!==void 0)this.autoForward=a.autoForward;if(a.activeLook!==void 0)this.activeLook=a.activeLook;if(a.heightSpeed!==void 0)this.heightSpeed=a.heightSpeed;if(a.heightCoef!==void 0)this.heightCoef=a.heightCoef;if(a.heightMin!==void 0)this.heightMin=a.heightMin;if(a.heightMax!==void 0)this.heightMax=a.heightMax;if(a.constrainVertical!== void 0)this.constrainVertical=a.constrainVertical;if(a.verticalMin!==void 0)this.verticalMin=a.verticalMin;if(a.verticalMax!==void 0)this.verticalMax=a.verticalMax;if(a.domElement!==void 0)this.domElement=a.domElement}this.theta=this.phi=this.lon=this.lat=this.mouseY=this.mouseX=this.autoSpeedFactor=0;this.mouseDragOn=this.freeze=this.moveRight=this.moveLeft=this.moveBackward=this.moveForward=!1;this.windowHalfX=window.innerWidth/2;this.windowHalfY=window.innerHeight/2;this.onMouseDown=function(a){a.preventDefault(); a.stopPropagation();if(this.activeLook)switch(a.button){case 0:this.moveForward=!0;break;case 2:this.moveBackward=!0}this.mouseDragOn=!0};this.onMouseUp=function(a){a.preventDefault();a.stopPropagation();if(this.activeLook)switch(a.button){case 0:this.moveForward=!1;break;case 2:this.moveBackward=!1}this.mouseDragOn=!1};this.onMouseMove=function(a){this.mouseX=a.clientX-this.windowHalfX;this.mouseY=a.clientY-this.windowHalfY};this.onKeyDown=function(a){switch(a.keyCode){case 38:case 87:this.moveForward= @@ -41,17 +41,17 @@ this.heightSpeed?this.tdiff*((this.position.y=0?f:f+e;f=this.verticalAngleMap.srcRange;g=this.verticalAngleMap.dstRange;var k=g[1]-g[0];this.phi= -TWEEN.Easing.Quadratic.EaseInOut(((this.phi-f[0])*(g[1]-g[0])/(f[1]-f[0])+g[0]-g[0])/k)*k+g[0];f=this.horizontalAngleMap.srcRange;g=this.horizontalAngleMap.dstRange;k=g[1]-g[0];this.theta=TWEEN.Easing.Quadratic.EaseInOut(((this.theta-f[0])*(g[1]-g[0])/(f[1]-f[0])+g[0]-g[0])/k)*k+g[0];f=this.target.position;f.x=100*Math.sin(this.phi)*Math.cos(this.theta);f.y=100*Math.cos(this.phi);f.z=100*Math.sin(this.phi)*Math.sin(this.theta);this.supr.update.call(this,a,b,c)};this.onMouseMove=function(a){this.mouseX= +window.innerWidth/2;this.windowHalfY=window.innerHeight/2;var e=Math.PI*2,h=Math.PI/180;this.update=function(a,b,c){var g,f;this.lookHorizontal&&(this.lon+=this.mouseX*this.lookSpeed);this.lookVertical&&(this.lat-=this.mouseY*this.lookSpeed);this.lon=Math.max(0,Math.min(360,this.lon));this.lat=Math.max(-85,Math.min(85,this.lat));this.phi=(90-this.lat)*h;this.theta=this.lon*h;g=this.phi%e;this.phi=g>=0?g:g+e;g=this.verticalAngleMap.srcRange;f=this.verticalAngleMap.dstRange;var k=f[1]-f[0];this.phi= +TWEEN.Easing.Quadratic.EaseInOut(((this.phi-g[0])*(f[1]-f[0])/(g[1]-g[0])+f[0]-f[0])/k)*k+f[0];g=this.horizontalAngleMap.srcRange;f=this.horizontalAngleMap.dstRange;k=f[1]-f[0];this.theta=TWEEN.Easing.Quadratic.EaseInOut(((this.theta-g[0])*(f[1]-f[0])/(g[1]-g[0])+f[0]-f[0])/k)*k+f[0];g=this.target.position;g.x=100*Math.sin(this.phi)*Math.cos(this.theta);g.y=100*Math.cos(this.phi);g.z=100*Math.sin(this.phi)*Math.sin(this.theta);this.supr.update.call(this,a,b,c)};this.onMouseMove=function(a){this.mouseX= a.clientX-this.windowHalfX;this.mouseY=a.clientY-this.windowHalfY};this.spline=new THREE.Spline;this.spline.initFromArray(this.waypoints);this.useConstantSpeed&&this.spline.reparametrizeByArcLength(this.resamplingCoef);if(this.createDebugDummy){var a=new THREE.MeshLambertMaterial({color:30719}),g=new THREE.MeshLambertMaterial({color:65280}),k=new THREE.CubeGeometry(10,10,20),j=new THREE.CubeGeometry(2,2,10);this.animationParent=new THREE.Mesh(k,a);a=new THREE.Mesh(j,g);a.position.set(0,10,0);this.animation= c(this.animationParent,this.spline,this.id,this.duration);this.animationParent.addChild(this);this.animationParent.addChild(this.target);this.animationParent.addChild(a)}else this.animation=c(this.animationParent,this.spline,this.id,this.duration),this.animationParent.addChild(this.target),this.animationParent.addChild(this);this.createDebugPath&&f(this.debugPath,this.spline);this.domElement.addEventListener("mousemove",function(a,b){return function(){b.apply(a,arguments)}}(this,this.onMouseMove), !1)};THREE.PathCamera.prototype=new THREE.Camera;THREE.PathCamera.prototype.constructor=THREE.PathCamera;THREE.PathCamera.prototype.supr=THREE.Camera.prototype;THREE.PathCameraIdCounter=0; -THREE.FlyCamera=function(a){function c(a,c){return function(){c.apply(a,arguments)}}THREE.Camera.call(this,a.fov,a.aspect,a.near,a.far,a.target);this.tmpQuaternion=new THREE.Quaternion;this.movementSpeed=1;this.rollSpeed=0.005;this.autoForward=this.dragToLook=!1;this.domElement=document;if(a){if(a.movementSpeed!==void 0)this.movementSpeed=a.movementSpeed;if(a.rollSpeed!==void 0)this.rollSpeed=a.rollSpeed;if(a.dragToLook!==void 0)this.dragToLook=a.dragToLook;if(a.autoForward!==void 0)this.autoForward= +THREE.FlyCamera=function(a){function c(a,c){return function(){c.apply(a,arguments)}}THREE.Camera.call(this,a.fov,a.aspect,a.near,a.far,a.target);this.tmpQuaternion=new THREE.Quaternion;this.movementSpeed=1;this.rollSpeed=0.0050;this.autoForward=this.dragToLook=!1;this.domElement=document;if(a){if(a.movementSpeed!==void 0)this.movementSpeed=a.movementSpeed;if(a.rollSpeed!==void 0)this.rollSpeed=a.rollSpeed;if(a.dragToLook!==void 0)this.dragToLook=a.dragToLook;if(a.autoForward!==void 0)this.autoForward= a.autoForward;if(a.domElement!==void 0)this.domElement=a.domElement}this.useTarget=!1;this.useQuaternion=!0;this.mouseStatus=0;this.moveState={up:0,down:0,left:0,right:0,forward:0,back:0,pitchUp:0,pitchDown:0,yawLeft:0,yawRight:0,rollLeft:0,rollRight:0};this.moveVector=new THREE.Vector3(0,0,0);this.rotationVector=new THREE.Vector3(0,0,0);this.lastUpdate=-1;this.tdiff=0;this.handleEvent=function(a){if(typeof this[a.type]=="function")this[a.type](a)};this.keydown=function(a){if(!a.altKey){switch(a.keyCode){case 16:this.movementSpeedMultiplier= 0.1;break;case 87:this.moveState.forward=1;break;case 83:this.moveState.back=1;break;case 65:this.moveState.left=1;break;case 68:this.moveState.right=1;break;case 82:this.moveState.up=1;break;case 70:this.moveState.down=1;break;case 38:this.moveState.pitchUp=1;break;case 40:this.moveState.pitchDown=1;break;case 37:this.moveState.yawLeft=1;break;case 39:this.moveState.yawRight=1;break;case 81:this.moveState.rollLeft=1;break;case 69:this.moveState.rollRight=1}this.updateMovementVector();this.updateRotationVector()}}; this.keyup=function(a){switch(a.keyCode){case 16:this.movementSpeedMultiplier=1;break;case 87:this.moveState.forward=0;break;case 83:this.moveState.back=0;break;case 65:this.moveState.left=0;break;case 68:this.moveState.right=0;break;case 82:this.moveState.up=0;break;case 70:this.moveState.down=0;break;case 38:this.moveState.pitchUp=0;break;case 40:this.moveState.pitchDown=0;break;case 37:this.moveState.yawLeft=0;break;case 39:this.moveState.yawRight=0;break;case 81:this.moveState.rollLeft=0;break; @@ -61,12 +61,12 @@ this.rollSpeed;this.translateX(this.moveVector.x*a);this.translateY(this.moveVec this.autoForward&&!this.moveState.back?1:0;this.moveVector.x=-this.moveState.left+this.moveState.right;this.moveVector.y=-this.moveState.down+this.moveState.up;this.moveVector.z=-a+this.moveState.back};this.updateRotationVector=function(){this.rotationVector.x=-this.moveState.pitchDown+this.moveState.pitchUp;this.rotationVector.y=-this.moveState.yawRight+this.moveState.yawLeft;this.rotationVector.z=-this.moveState.rollRight+this.moveState.rollLeft};this.getContainerDimensions=function(){return this.domElement!= document?{size:[this.domElement.offsetWidth,this.domElement.offsetHeight],offset:[this.domElement.offsetLeft,this.domElement.offsetTop]}:{size:[window.innerWidth,window.innerHeight],offset:[0,0]}};this.domElement.addEventListener("mousemove",c(this,this.mousemove),!1);this.domElement.addEventListener("mousedown",c(this,this.mousedown),!1);this.domElement.addEventListener("mouseup",c(this,this.mouseup),!1);window.addEventListener("keydown",c(this,this.keydown),!1);window.addEventListener("keyup",c(this, this.keyup),!1);this.updateMovementVector();this.updateRotationVector()};THREE.FlyCamera.prototype=new THREE.Camera;THREE.FlyCamera.prototype.constructor=THREE.FlyCamera;THREE.FlyCamera.prototype.supr=THREE.Camera.prototype; -THREE.RollCamera=function(a,c,b,f){THREE.Camera.call(this,a,c,b,f);this.mouseLook=!0;this.autoForward=!1;this.rollSpeed=this.movementSpeed=this.lookSpeed=1;this.constrainVertical=[-0.9,0.9];this.domElement=document;this.matrixAutoUpdate=this.useTarget=!1;this.forward=new THREE.Vector3(0,0,1);this.roll=0;this.lastUpdate=-1;this.delta=0;var e=new THREE.Vector3,h=new THREE.Vector3,g=new THREE.Vector3,k=new THREE.Matrix4,j=!1,m=1,l=0,n=0,o=0,p=0,u=0,v=window.innerWidth/2,x=window.innerHeight/2;this.update= +THREE.RollCamera=function(a,c,b,f){THREE.Camera.call(this,a,c,b,f);this.mouseLook=!0;this.autoForward=!1;this.rollSpeed=this.movementSpeed=this.lookSpeed=1;this.constrainVertical=[-0.9,0.9];this.domElement=document;this.matrixAutoUpdate=this.useTarget=!1;this.forward=new THREE.Vector3(0,0,1);this.roll=0;this.lastUpdate=-1;this.delta=0;var e=new THREE.Vector3,h=new THREE.Vector3,g=new THREE.Vector3,k=new THREE.Matrix4,j=!1,m=1,l=0,n=0,o=0,p=0,u=0,v=window.innerWidth/2,y=window.innerHeight/2;this.update= function(){var a=(new Date).getTime();if(this.lastUpdate==-1)this.lastUpdate=a;this.delta=(a-this.lastUpdate)/1E3;this.lastUpdate=a;this.mouseLook&&(a=this.delta*this.lookSpeed,this.rotateHorizontally(a*p),this.rotateVertically(a*u));a=this.delta*this.movementSpeed;this.translateZ(a*(l>0||this.autoForward&&!(l<0)?1:l));this.translateX(a*n);this.translateY(a*o);j&&(this.roll+=this.rollSpeed*this.delta*m);if(this.forward.y>this.constrainVertical[1])this.forward.y=this.constrainVertical[1],this.forward.normalize(); else if(this.forward.y0||(l=this.vertices.push(new THREE.Vertex(new THREE.Vector3(n,k,o)))-1);m.push(l)}c.push(m)}for(var p,u,v,e=c.length,b=0;b0)for(f=0;f1&&(p= -this.vertices[g].position.clone(),u=this.vertices[j].position.clone(),v=this.vertices[m].position.clone(),p.normalize(),u.normalize(),v.normalize(),this.faces.push(new THREE.Face3(g,j,m,[new THREE.Vector3(p.x,p.y,p.z),new THREE.Vector3(u.x,u.y,u.z),new THREE.Vector3(v.x,v.y,v.z)])),this.faceVertexUvs[0].push([l,n,x]))}this.computeCentroids();this.computeFaceNormals();this.computeVertexNormals();this.boundingSphere={radius:a}};THREE.SphereGeometry.prototype=new THREE.Geometry; +h-1:f];m=c[b-1][m?0:f+1];o=b/(e-1);p=(b-1)/(e-1);u=(f+1)/h;var n=f/h,l=new THREE.UV(1-u,o),o=new THREE.UV(1-n,o),n=new THREE.UV(1-n,p),y=new THREE.UV(1-u,p);b1&&(p= +this.vertices[g].position.clone(),u=this.vertices[j].position.clone(),v=this.vertices[m].position.clone(),p.normalize(),u.normalize(),v.normalize(),this.faces.push(new THREE.Face3(g,j,m,[new THREE.Vector3(p.x,p.y,p.z),new THREE.Vector3(u.x,u.y,u.z),new THREE.Vector3(v.x,v.y,v.z)])),this.faceVertexUvs[0].push([l,n,y]))}this.computeCentroids();this.computeFaceNormals();this.computeVertexNormals();this.boundingSphere={radius:a}};THREE.SphereGeometry.prototype=new THREE.Geometry; THREE.SphereGeometry.prototype.constructor=THREE.SphereGeometry;THREE.TextGeometry=function(a,c){THREE.Geometry.call(this);this.parameters=c||{};this.set(a)};THREE.TextGeometry.prototype=new THREE.Geometry;THREE.TextGeometry.prototype.constructor=THREE.TextGeometry; THREE.TextGeometry.prototype.set=function(a,c){function b(a,b,c){u.vertices.push(new THREE.Vertex(new THREE.Vector3(a,b,c)))}function f(a,b,c,g){u.faces.push(new THREE.Face4(a,b,c,g))}this.text=a;var c=c||this.parameters,e=c.height!==void 0?c.height:50,h=c.curveSegments!==void 0?c.curveSegments:4,g=c.font!==void 0?c.font:"helvetiker",k=c.weight!==void 0?c.weight:"normal",j=c.style!==void 0?c.style:"normal",m=c.bezelThickness!==void 0?c.bezelThickness:10,l=c.bezelSize!==void 0?c.bezelSize:8,n=c.bezelEnabled!== -void 0?c.bezelEnabled:!1;THREE.FontUtils.size=c.size!==void 0?c.size:100;THREE.FontUtils.divisions=h;THREE.FontUtils.face=g;THREE.FontUtils.weight=k;THREE.FontUtils.style=j;THREE.FontUtils.bezelSize=l;var k=THREE.FontUtils.drawText(a),h=k.points,o=k.faces,g=k.contour,p=k.bezel,u=this;u.vertices=[];u.faces=[];for(var v,j=h.length,x=o.length,l=p.length,k=0;k0;){if(y){if(y.equals(g[k])){y=null;continue}}else y=g[k];m=j*2+k;o=m-1;f(m,o,o+l,m+l);for(n=0;n0;){if(y){if(y.equals(g[k])){y=null;continue}}else y=g[k];for(n=0;n0;){if(w){if(w.equals(g[k])){w=null;continue}}else w=g[k];m=j*2+k;o=m-1;f(m,o,o+l,m+l);for(n=0;n0;){if(w){if(w.equals(g[k])){w=null;continue}}else w=g[k];for(n=0;n0&&k.push({shape:e,holes:f}),e=n,f=[]):f.push(n):this.Triangulate.area(n)<0?(k.push({shape:n,holes:f}),f=[]):f.push(n);b++}l&&k.push({shape:e,holes:f})}var o,p,u, -v,x,y;h=[];for(g=0;g=0?p-1:e.length-1;var n=o-1>=0?o-1:l.length-1,w=[];w.push(l[o]);w.push(e[p]);w.push(e[b]);u=this.Triangulate.area(w);var t=[];t.push(l[o]);t.push(l[n]);t.push(e[p]);x=this.Triangulate.area(t);v=p;y=o;p+=1;o+=-1;p<0&&(p+=e.length);p%=e.length;o<0&&(o+=l.length);o%=e.length;b=p- -1>=0?p-1:e.length-1;n=o-1>=0?o-1:l.length-1;w=[];w.push(l[o]);w.push(e[p]);w.push(e[b]);w=this.Triangulate.area(w);t=[];t.push(l[o]);t.push(l[n]);t.push(e[p]);t=this.Triangulate.area(t);u+x>w+t&&(p=v,o=y,p<0&&(p+=e.length),p%=e.length,o<0&&(o+=l.length),o%=e.length,b=p-1>=0?p-1:e.length-1,n=o-1>=0?o-1:l.length-1);u=e.slice(0,p);x=e.slice(p);v=l.slice(o);y=l.slice(0,o);h.push(l[o]);h.push(e[p]);h.push(e[b]);h.push(l[o]);h.push(l[n]);h.push(e[p]);e=u.concat(v).concat(y).concat(x)}j.shape=e}o=[];p=[]; +v,y,w;h=[];for(g=0;g=0?p-1:e.length-1;var n=o-1>=0?o-1:l.length-1,x=[];x.push(l[o]);x.push(e[p]);x.push(e[b]);u=this.Triangulate.area(x);var t=[];t.push(l[o]);t.push(l[n]);t.push(e[p]);y=this.Triangulate.area(t);v=p;w=o;p+=1;o+=-1;p<0&&(p+=e.length);p%=e.length;o<0&&(o+=l.length);o%=e.length;b=p- +1>=0?p-1:e.length-1;n=o-1>=0?o-1:l.length-1;x=[];x.push(l[o]);x.push(e[p]);x.push(e[b]);x=this.Triangulate.area(x);t=[];t.push(l[o]);t.push(l[n]);t.push(e[p]);t=this.Triangulate.area(t);u+y>x+t&&(p=v,o=w,p<0&&(p+=e.length),p%=e.length,o<0&&(o+=l.length),o%=e.length,b=p-1>=0?p-1:e.length-1,n=o-1>=0?o-1:l.length-1);u=e.slice(0,p);y=e.slice(p);v=l.slice(o);w=l.slice(0,o);h.push(l[o]);h.push(e[p]);h.push(e[b]);h.push(l[o]);h.push(l[n]);h.push(e[p]);e=u.concat(v).concat(w).concat(y)}j.shape=e}o=[];p=[]; for(g=m=0;g=0;){if(m){if(m.equals(b[a])){m=null;j=this.Triangulate.area(f)>0;g.push(j);h.push(k.divideScalar(f.length));f=[];k=new THREE.Vector2;continue}}else m=b[a];k.addSelf(b[a]);f.push(b[a])}a=b.length;f=0;for(var l;--a>=0;)j=b[a],k=h[f],j=j.clone().subSelf(k), l=this.bezelSize/j.length(),g[f]?l+=1:l=1-l,l=j.multiplyScalar(l).addSelf(k),e.unshift(l),m?m.equals(b[a])&&(m=null,f++):m=b[a];c.bezel=e;return c},b2p0:function(a,c){var b=1-a;return b*b*c},b2p1:function(a,c){return 2*(1-a)*a*c},b2p2:function(a,c){return a*a*c},b2:function(a,c,b,f){return this.b2p0(a,c)+this.b2p1(a,b)+this.b2p2(a,f)},b3p0:function(a,c){var b=1-a;return b*b*b*c},b3p1:function(a,c){var b=1-a;return 3*b*b*a*c},b3p2:function(a,c){return 3*(1-a)*a*a*c},b3p3:function(a,c){return a*a*a* c},b3:function(a,c,b,f,e){return this.b3p0(a,c)+this.b3p1(a,b)+this.b3p2(a,f)+this.b3p3(a,e)},extractGlyphPoints:function(a,c,b,f){var e=[],h,g,k,j,m,l,n,o,p,u,v=c.glyphs[a]||c.glyphs[ctxt.options.fallbackCharacter];if(v){if(v.o){c=v._cachedOutline||(v._cachedOutline=v.o.split(" "));k=c.length;for(a=0;a0)for(m=0;m2;){if(n--<=0){console.log("Warning, unable to triangulate polygon!");if(f)return k;return h}j=m;e<=j&&(j=0);m=j+1;e<=m&&(m=0);l=m+1;e<=l&&(l=0);var o;a:{o=a;var p=j,u=m,v=l,x=e,y=g,w=void 0,t=void 0,z=void 0, -A=void 0,E=void 0,F=void 0,G=void 0,D=void 0,K=void 0,t=o[y[p]].x,z=o[y[p]].y,A=o[y[u]].x,E=o[y[u]].y,F=o[y[v]].x,G=o[y[v]].y;if(1.0E-10>(A-t)*(G-z)-(E-z)*(F-t))o=!1;else{for(w=0;w=0&&J>=0&&H>=0){o=!1;break a}}o=!0}}if(o){n= +(function(a){var c=function(a){for(var c=a.length,e=0,h=c-1,g=0;g0)for(m=0;m2;){if(n--<=0){console.log("Warning, unable to triangulate polygon!");if(f)return k;return h}j=m;e<=j&&(j=0);m=j+1;e<=m&&(m=0);l=m+1;e<=l&&(l=0);var o;a:{o=a;var p=j,u=m,v=l,y=e,w=g,x=void 0,t=void 0,z=void 0, +A=void 0,E=void 0,F=void 0,G=void 0,D=void 0,K=void 0,t=o[w[p]].x,z=o[w[p]].y,A=o[w[u]].x,E=o[w[u]].y,F=o[w[v]].x,G=o[w[v]].y;if(1.0E-10>(A-t)*(G-z)-(E-z)*(F-t))o=!1;else{for(x=0;x=0&&J>=0&&H>=0){o=!1;break a}}o=!0}}if(o){n= g[j];o=g[m];p=g[l];h.push(a[n]);h.push(a[o]);h.push(a[p]);k.push([g[j],g[m],g[l]]);j=m;for(l=m+1;l>7)-127;e|=(g&127)<<16|f<<8;if(e==0&&j==-127)return 0;return(1-2*(h>>7))*(1+e*Math.pow(2,-23))*Math.pow(2,j)}function e(a,b){var c=l(a,b),f=l(a,b+1),g=l(a,b+2);return(l(a,b+3)<<24)+(g<<16)+(f<<8)+c}function j(a,b){var c=l(a,b);return(l(a,b+1)<<8)+c}function m(a,b){var c=l(a,b);return c>127?c-256:c}function l(a, -b){return a.charCodeAt(b)&255}function n(b){var c,f,g;c=e(a,b);f=e(a,b+E);g=e(a,b+F);b=j(a,b+G);THREE.BinaryLoader.prototype.f3(y,c,f,g,b)}function o(b){var c,f,g,h,m,l;c=e(a,b);f=e(a,b+E);g=e(a,b+F);h=j(a,b+G);m=e(a,b+D);l=e(a,b+K);b=e(a,b+I);THREE.BinaryLoader.prototype.f3n(y,z,c,f,g,h,m,l,b)}function p(b){var c,f,g,h;c=e(a,b);f=e(a,b+C);g=e(a,b+J);h=e(a,b+L);b=j(a,b+H);THREE.BinaryLoader.prototype.f4(y,c,f,g,h,b)}function u(b){var c,f,g,h,m,l,n,o;c=e(a,b);f=e(a,b+C);g=e(a,b+J);h=e(a,b+L);m=j(a, -b+H);l=e(a,b+N);n=e(a,b+O);o=e(a,b+B);b=e(a,b+P);THREE.BinaryLoader.prototype.f4n(y,z,c,f,g,h,m,l,n,o,b)}function v(b){var c,f;c=e(a,b);f=e(a,b+M);b=e(a,b+R);THREE.BinaryLoader.prototype.uv3(y.faceVertexUvs[0],A[c*2],A[c*2+1],A[f*2],A[f*2+1],A[b*2],A[b*2+1])}function x(b){var c,f,g;c=e(a,b);f=e(a,b+S);g=e(a,b+Y);b=e(a,b+Z);THREE.BinaryLoader.prototype.uv4(y.faceVertexUvs[0],A[c*2],A[c*2+1],A[f*2],A[f*2+1],A[g*2],A[g*2+1],A[b*2],A[b*2+1])}var y=this,w=0,t,z=[],A=[],E,F,G,D,K,I,C,J,L,H,N,O,B,P,M,R, -S,Y,Z,T,U,V,W,X,Q;THREE.Geometry.call(this);THREE.Loader.prototype.init_materials(y,f,b);t={signature:a.substr(w,8),header_bytes:l(a,w+8),vertex_coordinate_bytes:l(a,w+9),normal_coordinate_bytes:l(a,w+10),uv_coordinate_bytes:l(a,w+11),vertex_index_bytes:l(a,w+12),normal_index_bytes:l(a,w+13),uv_index_bytes:l(a,w+14),material_index_bytes:l(a,w+15),nvertices:e(a,w+16),nnormals:e(a,w+16+4),nuvs:e(a,w+16+8),ntri_flat:e(a,w+16+12),ntri_smooth:e(a,w+16+16),ntri_flat_uv:e(a,w+16+20),ntri_smooth_uv:e(a,w+ -16+24),nquad_flat:e(a,w+16+28),nquad_smooth:e(a,w+16+32),nquad_flat_uv:e(a,w+16+36),nquad_smooth_uv:e(a,w+16+40)};w+=t.header_bytes;E=t.vertex_index_bytes;F=t.vertex_index_bytes*2;G=t.vertex_index_bytes*3;D=t.vertex_index_bytes*3+t.material_index_bytes;K=t.vertex_index_bytes*3+t.material_index_bytes+t.normal_index_bytes;I=t.vertex_index_bytes*3+t.material_index_bytes+t.normal_index_bytes*2;C=t.vertex_index_bytes;J=t.vertex_index_bytes*2;L=t.vertex_index_bytes*3;H=t.vertex_index_bytes*4;N=t.vertex_index_bytes* +b){return a.charCodeAt(b)&255}function n(b){var c,f,g;c=e(a,b);f=e(a,b+E);g=e(a,b+F);b=j(a,b+G);THREE.BinaryLoader.prototype.f3(w,c,f,g,b)}function o(b){var c,f,g,h,l,m;c=e(a,b);f=e(a,b+E);g=e(a,b+F);h=j(a,b+G);l=e(a,b+D);m=e(a,b+K);b=e(a,b+I);THREE.BinaryLoader.prototype.f3n(w,z,c,f,g,h,l,m,b)}function p(b){var c,f,g,h;c=e(a,b);f=e(a,b+C);g=e(a,b+J);h=e(a,b+L);b=j(a,b+H);THREE.BinaryLoader.prototype.f4(w,c,f,g,h,b)}function u(b){var c,f,g,h,l,m,n,o;c=e(a,b);f=e(a,b+C);g=e(a,b+J);h=e(a,b+L);l=j(a, +b+H);m=e(a,b+N);n=e(a,b+O);o=e(a,b+B);b=e(a,b+P);THREE.BinaryLoader.prototype.f4n(w,z,c,f,g,h,l,m,n,o,b)}function v(b){var c,f;c=e(a,b);f=e(a,b+M);b=e(a,b+R);THREE.BinaryLoader.prototype.uv3(w.faceVertexUvs[0],A[c*2],A[c*2+1],A[f*2],A[f*2+1],A[b*2],A[b*2+1])}function y(b){var c,f,g;c=e(a,b);f=e(a,b+S);g=e(a,b+Y);b=e(a,b+Z);THREE.BinaryLoader.prototype.uv4(w.faceVertexUvs[0],A[c*2],A[c*2+1],A[f*2],A[f*2+1],A[g*2],A[g*2+1],A[b*2],A[b*2+1])}var w=this,x=0,t,z=[],A=[],E,F,G,D,K,I,C,J,L,H,N,O,B,P,M,R, +S,Y,Z,T,U,V,W,X,Q;THREE.Geometry.call(this);THREE.Loader.prototype.init_materials(w,f,b);t={signature:a.substr(x,8),header_bytes:l(a,x+8),vertex_coordinate_bytes:l(a,x+9),normal_coordinate_bytes:l(a,x+10),uv_coordinate_bytes:l(a,x+11),vertex_index_bytes:l(a,x+12),normal_index_bytes:l(a,x+13),uv_index_bytes:l(a,x+14),material_index_bytes:l(a,x+15),nvertices:e(a,x+16),nnormals:e(a,x+16+4),nuvs:e(a,x+16+8),ntri_flat:e(a,x+16+12),ntri_smooth:e(a,x+16+16),ntri_flat_uv:e(a,x+16+20),ntri_smooth_uv:e(a,x+ +16+24),nquad_flat:e(a,x+16+28),nquad_smooth:e(a,x+16+32),nquad_flat_uv:e(a,x+16+36),nquad_smooth_uv:e(a,x+16+40)};x+=t.header_bytes;E=t.vertex_index_bytes;F=t.vertex_index_bytes*2;G=t.vertex_index_bytes*3;D=t.vertex_index_bytes*3+t.material_index_bytes;K=t.vertex_index_bytes*3+t.material_index_bytes+t.normal_index_bytes;I=t.vertex_index_bytes*3+t.material_index_bytes+t.normal_index_bytes*2;C=t.vertex_index_bytes;J=t.vertex_index_bytes*2;L=t.vertex_index_bytes*3;H=t.vertex_index_bytes*4;N=t.vertex_index_bytes* 4+t.material_index_bytes;O=t.vertex_index_bytes*4+t.material_index_bytes+t.normal_index_bytes;B=t.vertex_index_bytes*4+t.material_index_bytes+t.normal_index_bytes*2;P=t.vertex_index_bytes*4+t.material_index_bytes+t.normal_index_bytes*3;M=t.uv_index_bytes;R=t.uv_index_bytes*2;S=t.uv_index_bytes;Y=t.uv_index_bytes*2;Z=t.uv_index_bytes*3;b=t.vertex_index_bytes*3+t.material_index_bytes;Q=t.vertex_index_bytes*4+t.material_index_bytes;T=t.ntri_flat*b;U=t.ntri_smooth*(b+t.normal_index_bytes*3);V=t.ntri_flat_uv* -(b+t.uv_index_bytes*3);W=t.ntri_smooth_uv*(b+t.normal_index_bytes*3+t.uv_index_bytes*3);X=t.nquad_flat*Q;b=t.nquad_smooth*(Q+t.normal_index_bytes*4);Q=t.nquad_flat_uv*(Q+t.uv_index_bytes*4);w+=function(b){for(var f,e,h,j=t.vertex_coordinate_bytes*3,k=b+t.nvertices*j;b1&&(K=[new THREE.MeshFaceMaterial]);object=new THREE.Mesh(E,K);object.name=p;object.position.set(t[0],t[1],t[2]);q?(object.quaternion.set(q[0],q[1],q[2],q[3]),object.useQuaternion=!0):object.rotation.set(r[0],r[1],r[2]);object.scale.set(s[0],s[1],s[2]);object.visible=w.visible;B.scene.addObject(object);B.objects[p]=object;w.meshCollider&&(a=THREE.CollisionUtils.MeshColliderWBox(object),B.scene.collisions.colliders.push(a)); -if(w.castsShadow)a=new THREE.ShadowVolume(E),B.scene.addChild(a),a.position=object.position,a.rotation=object.rotation,a.scale=object.scale;w.trigger&&w.trigger.toLowerCase()!="none"&&(a={type:w.trigger,object:w},B.triggers[object.name]=a)}}else t=w.position,r=w.rotation,q=w.quaternion,s=w.scale,q=0,object=new THREE.Object3D,object.name=p,object.position.set(t[0],t[1],t[2]),q?(object.quaternion.set(q[0],q[1],q[2],q[3]),object.useQuaternion=!0):object.rotation.set(r[0],r[1],r[2]),object.scale.set(s[0], -s[1],s[2]),object.visible=w.visible!==void 0?w.visible:!1,B.scene.addObject(object),B.objects[p]=object,B.empties[p]=object,w.trigger&&w.trigger.toLowerCase()!="none"&&(a={type:w.trigger,object:w},B.triggers[object.name]=a)}function j(a){return function(c){B.geometries[a]=c;k();L-=1;b.onLoadComplete();l()}}function m(a){return function(b){B.geometries[a]=b}}function l(){b.callbackProgress({totalModels:N,totalTextures:O,loadedModels:N-L,loadedTextures:O-H},B);b.onLoadProgress();L==0&&H==0&&c(B)}var n, -o,p,u,v,x,y,w,t,z,A,E,F,G,D,K,I,C,J,L,H,N,O,B;C=a.data;D=new THREE.BinaryLoader;J=new THREE.JSONLoader;H=L=0;B={scene:new THREE.Scene,geometries:{},materials:{},textures:{},objects:{},cameras:{},lights:{},fogs:{},triggers:{},empties:{}};a=!1;for(p in C.objects)if(w=C.objects[p],w.meshCollider){a=!0;break}if(a)B.scene.collisions=new THREE.CollisionSystem;if(C.transform){a=C.transform.position;z=C.transform.rotation;var P=C.transform.scale;a&&B.scene.position.set(a[0],a[1],a[2]);z&&B.scene.rotation.set(z[0], +THREE.SceneLoader.prototype={load:function(a,c){var b=this,f=new Worker(a);f.postMessage(0);var e=THREE.Loader.prototype.extractUrlbase(a);f.onmessage=function(a){function f(a,b){return b=="relativeToHTML"?a:e+"/"+a}function k(){for(p in C.objects)if(!B.objects[p])if(x=C.objects[p],x.geometry!==void 0){if(E=B.geometries[x.geometry]){var a=!1;K=[];for(M=0;M1&&(K=[new THREE.MeshFaceMaterial]);object=new THREE.Mesh(E,K);object.name=p;object.position.set(t[0],t[1],t[2]);q?(object.quaternion.set(q[0],q[1],q[2],q[3]),object.useQuaternion=!0):object.rotation.set(r[0],r[1],r[2]);object.scale.set(s[0],s[1],s[2]);object.visible=x.visible;B.scene.addObject(object);B.objects[p]=object;x.meshCollider&&(a=THREE.CollisionUtils.MeshColliderWBox(object),B.scene.collisions.colliders.push(a)); +if(x.castsShadow)a=new THREE.ShadowVolume(E),B.scene.addChild(a),a.position=object.position,a.rotation=object.rotation,a.scale=object.scale;x.trigger&&x.trigger.toLowerCase()!="none"&&(a={type:x.trigger,object:x},B.triggers[object.name]=a)}}else t=x.position,r=x.rotation,q=x.quaternion,s=x.scale,q=0,object=new THREE.Object3D,object.name=p,object.position.set(t[0],t[1],t[2]),q?(object.quaternion.set(q[0],q[1],q[2],q[3]),object.useQuaternion=!0):object.rotation.set(r[0],r[1],r[2]),object.scale.set(s[0], +s[1],s[2]),object.visible=x.visible!==void 0?x.visible:!1,B.scene.addObject(object),B.objects[p]=object,B.empties[p]=object,x.trigger&&x.trigger.toLowerCase()!="none"&&(a={type:x.trigger,object:x},B.triggers[object.name]=a)}function j(a){return function(c){B.geometries[a]=c;k();L-=1;b.onLoadComplete();l()}}function m(a){return function(b){B.geometries[a]=b}}function l(){b.callbackProgress({totalModels:N,totalTextures:O,loadedModels:N-L,loadedTextures:O-H},B);b.onLoadProgress();L==0&&H==0&&c(B)}var n, +o,p,u,v,y,w,x,t,z,A,E,F,G,D,K,I,C,J,L,H,N,O,B;C=a.data;D=new THREE.BinaryLoader;J=new THREE.JSONLoader;H=L=0;B={scene:new THREE.Scene,geometries:{},materials:{},textures:{},objects:{},cameras:{},lights:{},fogs:{},triggers:{},empties:{}};a=!1;for(p in C.objects)if(x=C.objects[p],x.meshCollider){a=!0;break}if(a)B.scene.collisions=new THREE.CollisionSystem;if(C.transform){a=C.transform.position;z=C.transform.rotation;var P=C.transform.scale;a&&B.scene.position.set(a[0],a[1],a[2]);z&&B.scene.rotation.set(z[0], z[1],z[2]);P&&B.scene.scale.set(P[0],P[1],P[2]);(a||z||P)&&B.scene.updateMatrix()}a=function(){H-=1;l();b.onLoadComplete()};for(v in C.cameras){z=C.cameras[v];if(z.type=="perspective")F=new THREE.Camera(z.fov,z.aspect,z.near,z.far);else if(z.type=="ortho")F=new THREE.Camera,F.projectionMatrix=THREE.Matrix4.makeOrtho(z.left,z.right,z.top,z.bottom,z.near,z.far);t=z.position;z=z.target;F.position.set(t[0],t[1],t[2]);F.target.position.set(z[0],z[1],z[2]);B.cameras[v]=F}for(u in C.lights)v=C.lights[u], -F=v.color!==void 0?v.color:16777215,z=v.intensity!==void 0?v.intensity:1,v.type=="directional"?(t=v.direction,I=new THREE.DirectionalLight(F,z),I.position.set(t[0],t[1],t[2]),I.position.normalize()):v.type=="point"?(t=v.position,d=v.distance,I=new THREE.PointLight(F,z,d),I.position.set(t[0],t[1],t[2])):v.type=="ambient"&&(I=new THREE.AmbientLight(F)),B.scene.addLight(I),B.lights[u]=I;for(x in C.fogs)u=C.fogs[x],u.type=="linear"?G=new THREE.Fog(0,u.near,u.far):u.type=="exp2"&&(G=new THREE.FogExp2(0, -u.density)),z=u.color,G.color.setRGB(z[0],z[1],z[2]),B.fogs[x]=G;if(B.cameras&&C.defaults.camera)B.currentCamera=B.cameras[C.defaults.camera];if(B.fogs&&C.defaults.fog)B.scene.fog=B.fogs[C.defaults.fog];z=C.defaults.bgcolor;B.bgColor=new THREE.Color;B.bgColor.setRGB(z[0],z[1],z[2]);B.bgColorAlpha=C.defaults.bgalpha;for(n in C.geometries)if(x=C.geometries[n],x.type=="bin_mesh"||x.type=="ascii_mesh")L+=1,b.onLoadStart();N=L;for(n in C.geometries)x=C.geometries[n],x.type=="cube"?(E=new THREE.CubeGeometry(x.width, -x.height,x.depth,x.segmentsWidth,x.segmentsHeight,x.segmentsDepth,null,x.flipped,x.sides),B.geometries[n]=E):x.type=="plane"?(E=new THREE.PlaneGeometry(x.width,x.height,x.segmentsWidth,x.segmentsHeight),B.geometries[n]=E):x.type=="sphere"?(E=new THREE.SphereGeometry(x.radius,x.segmentsWidth,x.segmentsHeight),B.geometries[n]=E):x.type=="cylinder"?(E=new THREE.CylinderGeometry(x.numSegs,x.topRad,x.botRad,x.height,x.topOffset,x.botOffset),B.geometries[n]=E):x.type=="torus"?(E=new THREE.TorusGeometry(x.radius, -x.tube,x.segmentsR,x.segmentsT),B.geometries[n]=E):x.type=="icosahedron"?(E=new THREE.IcosahedronGeometry(x.subdivisions),B.geometries[n]=E):x.type=="bin_mesh"?D.load({model:f(x.url,C.urlBaseType),callback:j(n)}):x.type=="ascii_mesh"?J.load({model:f(x.url,C.urlBaseType),callback:j(n)}):x.type=="embedded_mesh"&&(x=C.embeds[x.id])&&J.createModel(x,m(n),"");for(y in C.textures)if(n=C.textures[y],n.url instanceof Array){H+=n.url.length;for(D=0;D=this.maxCount-3&&k(this)};this.begin=function(){this.count=0; this.hasNormal=this.hasPos=!1};this.end=function(a){if(this.count!=0){for(var c=this.count*3;cthis.size-1&&(j=this.size-1);var o=Math.floor(m-k);o<1&&(o=1);m=Math.floor(m+k);m>this.size-1&&(m=this.size-1);var p=Math.floor(l-k);p<1&&(p=1);k=Math.floor(l+k);k>this.size-1&&(k=this.size- -1);for(var u,v,x,y,w,t;n0&&(this.field[x+u]+=y)}}};this.addPlaneX=function(a,c){var e,h,g,k,j,m=this.size,l=this.yd,n=this.zd,o=this.field,p=m*Math.sqrt(a/c);p>m&&(p=m);for(e=0;e0)for(h=0;h0&&(this.field[y+u]+=w)}}};this.addPlaneX=function(a,c){var e,h,g,k,j,m=this.size,l=this.yd,n=this.zd,o=this.field,p=m*Math.sqrt(a/c);p>m&&(p=m);for(e=0;e0)for(h=0;hl&&(u=l);for(h=0;h0){j=h*n;for(e=0;esize&&(dist=size);for(g=0;g0){j=zd*g;for(h=0;h=1)return c.w=a.w,c.x=a.x,c.y=a.y,c.z=a.z,c;var g=Math.acos(e),f=Math.sqrt(1-e*e);if(Math.abs(f)<0.001)return c.w=0.5*(a.w+b.w),c.x=0.5*(a.x+b.x),c.y=0.5*(a.y+b.y),c.z=0.5*(a.z+b.z),c;e=Math.sin((1-d)*g)/f;d=Math.sin(d*g)/f;c.w=a.w*e+b.w*d;c.x=a.x*e+b.x*d;c.y=a.y*e+b.y*d;c.z=a.z*e+b.z*d;return c};THREE.Vertex=function(a){this.position=a||new THREE.Vector3}; +THREE.Quaternion.slerp=function(a,b,c,d){var e=a.w*b.w+a.x*b.x+a.y*b.y+a.z*b.z;if(Math.abs(e)>=1)return c.w=a.w,c.x=a.x,c.y=a.y,c.z=a.z,c;var g=Math.acos(e),f=Math.sqrt(1-e*e);if(Math.abs(f)<0.0010)return c.w=0.5*(a.w+b.w),c.x=0.5*(a.x+b.x),c.y=0.5*(a.y+b.y),c.z=0.5*(a.z+b.z),c;e=Math.sin((1-d)*g)/f;d=Math.sin(d*g)/f;c.w=a.w*e+b.w*d;c.x=a.x*e+b.x*d;c.y=a.y*e+b.y*d;c.z=a.z*e+b.z*d;return c};THREE.Vertex=function(a){this.position=a||new THREE.Vector3}; THREE.Face3=function(a,b,c,d,e,g){this.a=a;this.b=b;this.c=c;this.normal=d instanceof THREE.Vector3?d:new THREE.Vector3;this.vertexNormals=d instanceof Array?d:[];this.color=e instanceof THREE.Color?e:new THREE.Color;this.vertexColors=e instanceof Array?e:[];this.vertexTangents=[];this.materials=g instanceof Array?g:[g];this.centroid=new THREE.Vector3}; THREE.Face4=function(a,b,c,d,e,g,f){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=g instanceof THREE.Color?g:new THREE.Color;this.vertexColors=g instanceof Array?g:[];this.vertexTangents=[];this.materials=f instanceof Array?f:[f];this.centroid=new THREE.Vector3};THREE.UV=function(a,b){this.set(a||0,b||0)}; THREE.UV.prototype={set:function(a,b){this.u=a;this.v=b;return this},copy:function(a){this.set(a.u,a.v);return this}};THREE.Geometry=function(){this.id="Geometry"+THREE.GeometryIdCounter++;this.vertices=[];this.colors=[];this.faces=[];this.edges=[];this.faceUvs=[[]];this.faceVertexUvs=[[]];this.morphTargets=[];this.morphColors=[];this.skinWeights=[];this.skinIndices=[];this.boundingSphere=this.boundingBox=null;this.hasTangents=!1}; diff --git a/build/custom/ThreeWebGL.js b/build/custom/ThreeWebGL.js index c9b7f8e8..e2283c39 100644 --- a/build/custom/ThreeWebGL.js +++ b/build/custom/ThreeWebGL.js @@ -53,7 +53,7 @@ THREE.Quaternion.prototype={set:function(b,d,e,f){this.x=b;this.y=d;this.z=e;thi f;this.z=b.z*f;this.w=Math.cos(e);return this},calculateW:function(){this.w=-Math.sqrt(Math.abs(1-this.x*this.x-this.y*this.y-this.z*this.z));return this},inverse:function(){this.x*=-1;this.y*=-1;this.z*=-1;return this},length:function(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w)},normalize:function(){var b=Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w);b==0?this.w=this.z=this.y=this.x=0:(b=1/b,this.x*=b,this.y*=b,this.z*=b,this.w*=b);return this}, multiplySelf:function(b){var d=this.x,e=this.y,f=this.z,g=this.w,i=b.x,h=b.y,j=b.z,b=b.w;this.x=d*b+g*i+e*j-f*h;this.y=e*b+g*h+f*i-d*j;this.z=f*b+g*j+d*h-e*i;this.w=g*b-d*i-e*h-f*j;return this},multiply:function(b,d){this.x=b.x*d.w+b.y*d.z-b.z*d.y+b.w*d.x;this.y=-b.x*d.z+b.y*d.w+b.z*d.x+b.w*d.y;this.z=b.x*d.y-b.y*d.x+b.z*d.w+b.w*d.z;this.w=-b.x*d.x-b.y*d.y-b.z*d.z+b.w*d.w;return this},multiplyVector3:function(b,d){d||(d=b);var e=b.x,f=b.y,g=b.z,i=this.x,h=this.y,j=this.z,k=this.w,o=k*e+h*g-j*f,q= k*f+j*e-i*g,n=k*g+i*f-h*e,e=-i*e-h*f-j*g;d.x=o*k+e*-i+q*-j-n*-h;d.y=q*k+e*-h+n*-i-o*-j;d.z=n*k+e*-j+o*-h-q*-i;return d}}; -THREE.Quaternion.slerp=function(b,d,e,f){var g=b.w*d.w+b.x*d.x+b.y*d.y+b.z*d.z;if(Math.abs(g)>=1)return e.w=b.w,e.x=b.x,e.y=b.y,e.z=b.z,e;var i=Math.acos(g),h=Math.sqrt(1-g*g);if(Math.abs(h)<0.001)return e.w=0.5*(b.w+d.w),e.x=0.5*(b.x+d.x),e.y=0.5*(b.y+d.y),e.z=0.5*(b.z+d.z),e;g=Math.sin((1-f)*i)/h;f=Math.sin(f*i)/h;e.w=b.w*g+d.w*f;e.x=b.x*g+d.x*f;e.y=b.y*g+d.y*f;e.z=b.z*g+d.z*f;return e};THREE.Vertex=function(b){this.position=b||new THREE.Vector3}; +THREE.Quaternion.slerp=function(b,d,e,f){var g=b.w*d.w+b.x*d.x+b.y*d.y+b.z*d.z;if(Math.abs(g)>=1)return e.w=b.w,e.x=b.x,e.y=b.y,e.z=b.z,e;var i=Math.acos(g),h=Math.sqrt(1-g*g);if(Math.abs(h)<0.0010)return e.w=0.5*(b.w+d.w),e.x=0.5*(b.x+d.x),e.y=0.5*(b.y+d.y),e.z=0.5*(b.z+d.z),e;g=Math.sin((1-f)*i)/h;f=Math.sin(f*i)/h;e.w=b.w*g+d.w*f;e.x=b.x*g+d.x*f;e.y=b.y*g+d.y*f;e.z=b.z*g+d.z*f;return e};THREE.Vertex=function(b){this.position=b||new THREE.Vector3}; THREE.Face3=function(b,d,e,f,g,i){this.a=b;this.b=d;this.c=e;this.normal=f instanceof THREE.Vector3?f:new THREE.Vector3;this.vertexNormals=f instanceof Array?f:[];this.color=g instanceof THREE.Color?g:new THREE.Color;this.vertexColors=g instanceof Array?g:[];this.vertexTangents=[];this.materials=i instanceof Array?i:[i];this.centroid=new THREE.Vector3}; THREE.Face4=function(b,d,e,f,g,i,h){this.a=b;this.b=d;this.c=e;this.d=f;this.normal=g instanceof THREE.Vector3?g:new THREE.Vector3;this.vertexNormals=g instanceof Array?g:[];this.color=i instanceof THREE.Color?i:new THREE.Color;this.vertexColors=i instanceof Array?i:[];this.vertexTangents=[];this.materials=h instanceof Array?h:[h];this.centroid=new THREE.Vector3};THREE.UV=function(b,d){this.set(b||0,d||0)}; THREE.UV.prototype={set:function(b,d){this.u=b;this.v=d;return this},copy:function(b){this.set(b.u,b.v);return this}};THREE.Geometry=function(){this.id="Geometry"+THREE.GeometryIdCounter++;this.vertices=[];this.colors=[];this.faces=[];this.edges=[];this.faceUvs=[[]];this.faceVertexUvs=[[]];this.morphTargets=[];this.morphColors=[];this.skinWeights=[];this.skinIndices=[];this.boundingSphere=this.boundingBox=null;this.hasTangents=!1}; @@ -211,9 +211,9 @@ h.uvScale.y),c.uniform2f(g.uvOffset,h.uvOffset.x,h.uvOffset.y),c.uniform2f(g.ali k=new THREE.Vector3,o=qa/va,p=va*0.5,n=qa*0.5,q=16/qa,t=[q*o,q],u=[1,1,0],r=[1,1],z=v.uniforms;d=v.attributes;c.useProgram(v.program);la=v.program;F=-1;Ia||(c.enableVertexAttribArray(v.attributes.vertex),c.enableVertexAttribArray(v.attributes.uv),Ia=!0);c.uniform1i(z.occlusionMap,0);c.uniform1i(z.map,1);c.bindBuffer(c.ARRAY_BUFFER,v.vertexBuffer);c.vertexAttribPointer(d.vertex,2,c.FLOAT,!1,16,0);c.vertexAttribPointer(d.uv,2,c.FLOAT,!1,16,8);c.bindBuffer(c.ELEMENT_ARRAY_BUFFER,v.elementBuffer);c.disable(c.CULL_FACE); c.depthMask(!1);c.activeTexture(c.TEXTURE0);c.bindTexture(c.TEXTURE_2D,v.occlusionTexture);c.activeTexture(c.TEXTURE1);for(f=0;f0&&r[0]0&&r[1]0.001&&j.scale>0.001)u[0]=j.x,u[1]=j.y,u[2]=j.z,q=j.size*j.scale/qa,t[0]=q*o,t[1]=q,c.uniform3fv(z.screenPosition,u),c.uniform2fv(z.scale,t),c.uniform1f(z.rotation,j.rotation),c.uniform1f(z.opacity,j.opacity),y(j.blending),P(j.texture,1),c.drawElements(c.TRIANGLES,6,c.UNSIGNED_SHORT,0)}c.enable(c.CULL_FACE);c.enable(c.DEPTH_TEST); -c.depthMask(ma)}function C(b,c){b._modelViewMatrix.multiplyToArray(c.matrixWorldInverse,b.matrixWorld,b._modelViewMatrixArray);THREE.Matrix4.makeInvert3x3(b._modelViewMatrix).transposeIntoArray(b._normalMatrixArray)}function N(b){var e,f,h,g;if(b instanceof THREE.Mesh){f=b.geometry;for(e in f.geometryGroups){h=f.geometryGroups[e];a:{for(var i=g=void 0,j=void 0,k=void 0,o=void 0,o=h.__materials,i=0,j=o.length;i0.0010&&j.scale>0.0010)u[0]=j.x,u[1]=j.y,u[2]=j.z,q=j.size*j.scale/qa,t[0]=q*o,t[1]=q,c.uniform3fv(z.screenPosition,u),c.uniform2fv(z.scale,t),c.uniform1f(z.rotation,j.rotation),c.uniform1f(z.opacity,j.opacity),y(j.blending),P(j.texture,1),c.drawElements(c.TRIANGLES,6,c.UNSIGNED_SHORT,0)}c.enable(c.CULL_FACE); +c.enable(c.DEPTH_TEST);c.depthMask(ma)}function C(b,c){b._modelViewMatrix.multiplyToArray(c.matrixWorldInverse,b.matrixWorld,b._modelViewMatrixArray);THREE.Matrix4.makeInvert3x3(b._modelViewMatrix).transposeIntoArray(b._normalMatrixArray)}function N(b){var e,f,h,g;if(b instanceof THREE.Mesh){f=b.geometry;for(e in f.geometryGroups){h=f.geometryGroups[e];a:{for(var i=g=void 0,j=void 0,k=void 0,o=void 0,o=h.__materials,i=0,j=o.length;i Date: Fri, 8 Jul 2011 01:42:25 +0200 Subject: [PATCH 2/3] Added fog to normal map shader. --- build/Three.js | 39 ++++++++++++++++++----------------- build/custom/ThreeExtras.js | 11 +++++----- build/custom/ThreeWebGL.js | 28 ++++++++++++------------- src/extras/ShaderUtils.js | 5 +++++ src/extras/io/Loader.js | 2 +- src/extras/io/SceneLoader.js | 2 +- src/renderers/WebGLShaders.js | 29 ++++++++++++++++++++------ 7 files changed, 70 insertions(+), 46 deletions(-) diff --git a/build/Three.js b/build/Three.js index 3a4d2c7c..f221b09b 100755 --- a/build/Three.js +++ b/build/Three.js @@ -198,26 +198,26 @@ lights_pars_fragment:"#if MAX_DIR_LIGHTS > 0\nuniform vec3 directionalLightDirec 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\nvColor = color;\n#endif",skinning_pars_vertex:"#ifdef USE_SKINNING\nuniform mat4 boneGlobalMatrices[ MAX_BONES ];\n#endif",skinning_vertex:"#ifdef USE_SKINNING\ngl_Position = ( boneGlobalMatrices[ int( skinIndex.x ) ] * skinVertexA ) * skinWeight.x;\ngl_Position += ( boneGlobalMatrices[ int( skinIndex.y ) ] * skinVertexB ) * skinWeight.y;\ngl_Position = projectionMatrix * viewMatrix * objectMatrix * gl_Position;\n#endif", morphtarget_pars_vertex:"#ifdef USE_MORPHTARGETS\nuniform float morphTargetInfluences[ 8 ];\n#endif",morphtarget_vertex:"#ifdef USE_MORPHTARGETS\nvec3 morphed = vec3( 0.0, 0.0, 0.0 );\nmorphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\nmorphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\nmorphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\nmorphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\nmorphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\nmorphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\nmorphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\nmorphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\nmorphed += position;\ngl_Position = projectionMatrix * modelViewMatrix * vec4( morphed, 1.0 );\n#endif", default_vertex:"#ifndef USE_MORPHTARGETS\n#ifndef USE_SKINNING\ngl_Position = projectionMatrix * mvPosition;\n#endif\n#endif"};THREE.UniformsUtils={merge:function(b){var c,e,f,g={};for(c=0;c 0\nuniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\nuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n#endif\n#if MAX_POINT_LIGHTS > 0\nuniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\nvarying vec4 vPointLight[ MAX_POINT_LIGHTS ];\n#endif\nvarying vec3 vViewPosition;\nvoid main() {\ngl_FragColor = vec4( 1.0 );\nvec4 mColor = vec4( uDiffuseColor, uOpacity );\nvec4 mSpecular = vec4( uSpecularColor, uOpacity );\nvec3 specularTex = vec3( 1.0 );\nvec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;\nnormalTex.xy *= uNormalScale;\nnormalTex = normalize( normalTex );\nif( enableDiffuse )\ngl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );\nif( enableAO )\ngl_FragColor = gl_FragColor * texture2D( tAO, vUv );\nif( enableSpecular )\nspecularTex = texture2D( tSpecular, vUv ).xyz;\nmat3 tsb = mat3( vTangent, vBinormal, vNormal );\nvec3 finalNormal = tsb * normalTex;\nvec3 normal = normalize( finalNormal );\nvec3 viewPosition = normalize( vViewPosition );\n#if MAX_POINT_LIGHTS > 0\nvec4 pointTotal = vec4( 0.0 );\nfor ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\nvec3 pointVector = normalize( vPointLight[ i ].xyz );\nvec3 pointHalfVector = normalize( vPointLight[ i ].xyz + vViewPosition );\nfloat pointDistance = vPointLight[ i ].w;\nfloat pointDotNormalHalf = dot( normal, pointHalfVector );\nfloat pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );\nfloat pointSpecularWeight = 0.0;\nif ( pointDotNormalHalf >= 0.0 )\npointSpecularWeight = specularTex.r * pow( pointDotNormalHalf, uShininess );\npointTotal += pointDistance * vec4( pointLightColor[ i ], 1.0 ) * ( mColor * pointDiffuseWeight + mSpecular * pointSpecularWeight * pointDiffuseWeight );\n}\n#endif\n#if MAX_DIR_LIGHTS > 0\nvec4 dirTotal = vec4( 0.0 );\nfor( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {\nvec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\nvec3 dirVector = normalize( lDirection.xyz );\nvec3 dirHalfVector = normalize( lDirection.xyz + vViewPosition );\nfloat dirDotNormalHalf = dot( normal, dirHalfVector );\nfloat dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );\nfloat dirSpecularWeight = 0.0;\nif ( dirDotNormalHalf >= 0.0 )\ndirSpecularWeight = specularTex.r * pow( dirDotNormalHalf, uShininess );\ndirTotal += vec4( directionalLightColor[ i ], 1.0 ) * ( mColor * dirDiffuseWeight + mSpecular * dirSpecularWeight * dirDiffuseWeight );\n}\n#endif\nvec4 totalLight = vec4( ambientLightColor * uAmbientColor, uOpacity );\n#if MAX_DIR_LIGHTS > 0\ntotalLight += dirTotal;\n#endif\n#if MAX_POINT_LIGHTS > 0\ntotalLight += pointTotal;\n#endif\ngl_FragColor = gl_FragColor * totalLight;\n}", -vertexShader:"attribute vec4 tangent;\n#ifdef VERTEX_TEXTURES\nuniform sampler2D tDisplacement;\nuniform float uDisplacementScale;\nuniform float uDisplacementBias;\n#endif\nvarying vec3 vTangent;\nvarying vec3 vBinormal;\nvarying vec3 vNormal;\nvarying vec2 vUv;\n#if MAX_POINT_LIGHTS > 0\nuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\nuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\nvarying vec4 vPointLight[ MAX_POINT_LIGHTS ];\n#endif\nvarying vec3 vViewPosition;\nvoid main() {\nvec4 mPosition = objectMatrix * vec4( position, 1.0 );\nvViewPosition = cameraPosition - mPosition.xyz;\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\nvNormal = normalize( normalMatrix * normal );\nvTangent = normalize( normalMatrix * tangent.xyz );\nvBinormal = cross( vNormal, vTangent ) * tangent.w;\nvBinormal = normalize( vBinormal );\nvUv = uv;\n#if MAX_POINT_LIGHTS > 0\nfor( int i = 0; i < MAX_POINT_LIGHTS; i++ ) {\nvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\nvec3 lVector = lPosition.xyz - mvPosition.xyz;\nfloat lDistance = 1.0;\nif ( pointLightDistance[ i ] > 0.0 )\nlDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );\nlVector = normalize( lVector );\nvPointLight[ i ] = vec4( lVector, lDistance );\n}\n#endif\n#ifdef VERTEX_TEXTURES\nvec3 dv = texture2D( tDisplacement, uv ).xyz;\nfloat df = uDisplacementScale * dv.x + uDisplacementBias;\nvec4 displacedPosition = vec4( vNormal.xyz * df, 0.0 ) + mvPosition;\ngl_Position = projectionMatrix * displacedPosition;\n#else\ngl_Position = projectionMatrix * mvPosition;\n#endif\n}"}, +normal:{uniforms:THREE.UniformsUtils.merge([THREE.UniformsLib.fog,THREE.UniformsLib.lights,{enableAO:{type:"i",value:0},enableDiffuse:{type:"i",value:0},enableSpecular:{type:"i",value:0},tDiffuse:{type:"t",value:0,texture:null},tNormal:{type:"t",value:2,texture:null},tSpecular:{type:"t",value:3,texture:null},tAO:{type:"t",value:4,texture:null},uNormalScale:{type:"f",value:1},tDisplacement:{type:"t",value:5,texture:null},uDisplacementBias:{type:"f",value:0},uDisplacementScale:{type:"f",value:1},uDiffuseColor:{type:"c", +value:new THREE.Color(15658734)},uSpecularColor:{type:"c",value:new THREE.Color(1118481)},uAmbientColor:{type:"c",value:new THREE.Color(328965)},uShininess:{type:"f",value:30},uOpacity:{type:"f",value: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 sampler2D tDiffuse;\nuniform sampler2D tNormal;\nuniform sampler2D tSpecular;\nuniform sampler2D tAO;\nuniform float uNormalScale;\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_POINT_LIGHTS > 0\nuniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\nvarying vec4 vPointLight[ MAX_POINT_LIGHTS ];\n#endif\nvarying vec3 vViewPosition;", +THREE.ShaderChunk.fog_pars_fragment,"void main() {\ngl_FragColor = vec4( 1.0 );\nvec4 mColor = vec4( uDiffuseColor, uOpacity );\nvec4 mSpecular = vec4( uSpecularColor, uOpacity );\nvec3 specularTex = vec3( 1.0 );\nvec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;\nnormalTex.xy *= uNormalScale;\nnormalTex = normalize( normalTex );\nif( enableDiffuse )\ngl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );\nif( enableAO )\ngl_FragColor = gl_FragColor * texture2D( tAO, vUv );\nif( enableSpecular )\nspecularTex = texture2D( tSpecular, vUv ).xyz;\nmat3 tsb = mat3( vTangent, vBinormal, vNormal );\nvec3 finalNormal = tsb * normalTex;\nvec3 normal = normalize( finalNormal );\nvec3 viewPosition = normalize( vViewPosition );\n#if MAX_POINT_LIGHTS > 0\nvec4 pointTotal = vec4( 0.0 );\nfor ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\nvec3 pointVector = normalize( vPointLight[ i ].xyz );\nvec3 pointHalfVector = normalize( vPointLight[ i ].xyz + vViewPosition );\nfloat pointDistance = vPointLight[ i ].w;\nfloat pointDotNormalHalf = dot( normal, pointHalfVector );\nfloat pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );\nfloat pointSpecularWeight = 0.0;\nif ( pointDotNormalHalf >= 0.0 )\npointSpecularWeight = specularTex.r * pow( pointDotNormalHalf, uShininess );\npointTotal += pointDistance * vec4( pointLightColor[ i ], 1.0 ) * ( mColor * pointDiffuseWeight + mSpecular * pointSpecularWeight * pointDiffuseWeight );\n}\n#endif\n#if MAX_DIR_LIGHTS > 0\nvec4 dirTotal = vec4( 0.0 );\nfor( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {\nvec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\nvec3 dirVector = normalize( lDirection.xyz );\nvec3 dirHalfVector = normalize( lDirection.xyz + vViewPosition );\nfloat dirDotNormalHalf = dot( normal, dirHalfVector );\nfloat dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );\nfloat dirSpecularWeight = 0.0;\nif ( dirDotNormalHalf >= 0.0 )\ndirSpecularWeight = specularTex.r * pow( dirDotNormalHalf, uShininess );\ndirTotal += vec4( directionalLightColor[ i ], 1.0 ) * ( mColor * dirDiffuseWeight + mSpecular * dirSpecularWeight * dirDiffuseWeight );\n}\n#endif\nvec4 totalLight = vec4( ambientLightColor * uAmbientColor, uOpacity );\n#if MAX_DIR_LIGHTS > 0\ntotalLight += dirTotal;\n#endif\n#if MAX_POINT_LIGHTS > 0\ntotalLight += pointTotal;\n#endif\ngl_FragColor = gl_FragColor * totalLight;", +THREE.ShaderChunk.fog_fragment,"}"].join("\n"),vertexShader:"attribute vec4 tangent;\n#ifdef VERTEX_TEXTURES\nuniform sampler2D tDisplacement;\nuniform float uDisplacementScale;\nuniform float uDisplacementBias;\n#endif\nvarying vec3 vTangent;\nvarying vec3 vBinormal;\nvarying vec3 vNormal;\nvarying vec2 vUv;\n#if MAX_POINT_LIGHTS > 0\nuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\nuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\nvarying vec4 vPointLight[ MAX_POINT_LIGHTS ];\n#endif\nvarying vec3 vViewPosition;\nvoid main() {\nvec4 mPosition = objectMatrix * vec4( position, 1.0 );\nvViewPosition = cameraPosition - mPosition.xyz;\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\nvNormal = normalize( normalMatrix * normal );\nvTangent = normalize( normalMatrix * tangent.xyz );\nvBinormal = cross( vNormal, vTangent ) * tangent.w;\nvBinormal = normalize( vBinormal );\nvUv = uv;\n#if MAX_POINT_LIGHTS > 0\nfor( int i = 0; i < MAX_POINT_LIGHTS; i++ ) {\nvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\nvec3 lVector = lPosition.xyz - mvPosition.xyz;\nfloat lDistance = 1.0;\nif ( pointLightDistance[ i ] > 0.0 )\nlDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );\nlVector = normalize( lVector );\nvPointLight[ i ] = vec4( lVector, lDistance );\n}\n#endif\n#ifdef VERTEX_TEXTURES\nvec3 dv = texture2D( tDisplacement, uv ).xyz;\nfloat df = uDisplacementScale * dv.x + uDisplacementBias;\nvec4 displacedPosition = vec4( vNormal.xyz * df, 0.0 ) + mvPosition;\ngl_Position = projectionMatrix * displacedPosition;\n#else\ngl_Position = projectionMatrix * mvPosition;\n#endif\n}"}, cube:{uniforms:{tCube:{type:"t",value:1,texture:null}},vertexShader:"varying vec3 vViewPosition;\nvoid main() {\nvec4 mPosition = objectMatrix * vec4( position, 1.0 );\nvViewPosition = cameraPosition - mPosition.xyz;\ngl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}",fragmentShader:"uniform samplerCube tCube;\nvarying vec3 vViewPosition;\nvoid main() {\nvec3 wPos = cameraPosition - vViewPosition;\ngl_FragColor = textureCube( tCube, vec3( - wPos.x, wPos.yz ) );\n}"},convolution:{uniforms:{tDiffuse:{type:"t", value:0,texture:null},uImageIncrement:{type:"v2",value:new THREE.Vector2(0.001953125,0)},cKernel:{type:"fv1",value:[]}},vertexShader:"varying vec2 vUv;\nuniform vec2 uImageIncrement;\nvoid main(void) {\nvUv = uv - ((KERNEL_SIZE - 1.0) / 2.0) * uImageIncrement;\ngl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}",fragmentShader:"varying vec2 vUv;\nuniform sampler2D tDiffuse;\nuniform vec2 uImageIncrement;\nuniform float cKernel[KERNEL_SIZE];\nvoid main(void) {\nvec2 imageCoord = vUv;\nvec4 sum = vec4( 0.0, 0.0, 0.0, 0.0 );\nfor( int i=0; i 0\nuniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\nuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n#endif\n#if MAX_POINT_LIGHTS > 0\nuniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\nvarying vec4 vPointLight[ MAX_POINT_LIGHTS ];\n#endif\nvarying vec3 vViewPosition;\nvoid main() {\ngl_FragColor = vec4( 1.0 );\nvec4 mColor = vec4( uDiffuseColor, uOpacity );\nvec4 mSpecular = vec4( uSpecularColor, uOpacity );\nvec3 specularTex = vec3( 1.0 );\nvec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;\nnormalTex.xy *= uNormalScale;\nnormalTex = normalize( normalTex );\nif( enableDiffuse )\ngl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );\nif( enableAO )\ngl_FragColor = gl_FragColor * texture2D( tAO, vUv );\nif( enableSpecular )\nspecularTex = texture2D( tSpecular, vUv ).xyz;\nmat3 tsb = mat3( vTangent, vBinormal, vNormal );\nvec3 finalNormal = tsb * normalTex;\nvec3 normal = normalize( finalNormal );\nvec3 viewPosition = normalize( vViewPosition );\n#if MAX_POINT_LIGHTS > 0\nvec4 pointTotal = vec4( 0.0 );\nfor ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\nvec3 pointVector = normalize( vPointLight[ i ].xyz );\nvec3 pointHalfVector = normalize( vPointLight[ i ].xyz + vViewPosition );\nfloat pointDistance = vPointLight[ i ].w;\nfloat pointDotNormalHalf = dot( normal, pointHalfVector );\nfloat pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );\nfloat pointSpecularWeight = 0.0;\nif ( pointDotNormalHalf >= 0.0 )\npointSpecularWeight = specularTex.r * pow( pointDotNormalHalf, uShininess );\npointTotal += pointDistance * vec4( pointLightColor[ i ], 1.0 ) * ( mColor * pointDiffuseWeight + mSpecular * pointSpecularWeight * pointDiffuseWeight );\n}\n#endif\n#if MAX_DIR_LIGHTS > 0\nvec4 dirTotal = vec4( 0.0 );\nfor( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {\nvec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\nvec3 dirVector = normalize( lDirection.xyz );\nvec3 dirHalfVector = normalize( lDirection.xyz + vViewPosition );\nfloat dirDotNormalHalf = dot( normal, dirHalfVector );\nfloat dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );\nfloat dirSpecularWeight = 0.0;\nif ( dirDotNormalHalf >= 0.0 )\ndirSpecularWeight = specularTex.r * pow( dirDotNormalHalf, uShininess );\ndirTotal += vec4( directionalLightColor[ i ], 1.0 ) * ( mColor * dirDiffuseWeight + mSpecular * dirSpecularWeight * dirDiffuseWeight );\n}\n#endif\nvec4 totalLight = vec4( ambientLightColor * uAmbientColor, uOpacity );\n#if MAX_DIR_LIGHTS > 0\ntotalLight += dirTotal;\n#endif\n#if MAX_POINT_LIGHTS > 0\ntotalLight += pointTotal;\n#endif\ngl_FragColor = gl_FragColor * totalLight;\n}", -vertexShader:"attribute vec4 tangent;\n#ifdef VERTEX_TEXTURES\nuniform sampler2D tDisplacement;\nuniform float uDisplacementScale;\nuniform float uDisplacementBias;\n#endif\nvarying vec3 vTangent;\nvarying vec3 vBinormal;\nvarying vec3 vNormal;\nvarying vec2 vUv;\n#if MAX_POINT_LIGHTS > 0\nuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\nuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\nvarying vec4 vPointLight[ MAX_POINT_LIGHTS ];\n#endif\nvarying vec3 vViewPosition;\nvoid main() {\nvec4 mPosition = objectMatrix * vec4( position, 1.0 );\nvViewPosition = cameraPosition - mPosition.xyz;\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\nvNormal = normalize( normalMatrix * normal );\nvTangent = normalize( normalMatrix * tangent.xyz );\nvBinormal = cross( vNormal, vTangent ) * tangent.w;\nvBinormal = normalize( vBinormal );\nvUv = uv;\n#if MAX_POINT_LIGHTS > 0\nfor( int i = 0; i < MAX_POINT_LIGHTS; i++ ) {\nvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\nvec3 lVector = lPosition.xyz - mvPosition.xyz;\nfloat lDistance = 1.0;\nif ( pointLightDistance[ i ] > 0.0 )\nlDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );\nlVector = normalize( lVector );\nvPointLight[ i ] = vec4( lVector, lDistance );\n}\n#endif\n#ifdef VERTEX_TEXTURES\nvec3 dv = texture2D( tDisplacement, uv ).xyz;\nfloat df = uDisplacementScale * dv.x + uDisplacementBias;\nvec4 displacedPosition = vec4( vNormal.xyz * df, 0.0 ) + mvPosition;\ngl_Position = projectionMatrix * displacedPosition;\n#else\ngl_Position = projectionMatrix * mvPosition;\n#endif\n}"}, +normal:{uniforms:THREE.UniformsUtils.merge([THREE.UniformsLib.fog,THREE.UniformsLib.lights,{enableAO:{type:"i",value:0},enableDiffuse:{type:"i",value:0},enableSpecular:{type:"i",value:0},tDiffuse:{type:"t",value:0,texture:null},tNormal:{type:"t",value:2,texture:null},tSpecular:{type:"t",value:3,texture:null},tAO:{type:"t",value:4,texture:null},uNormalScale:{type:"f",value:1},tDisplacement:{type:"t",value:5,texture:null},uDisplacementBias:{type:"f",value:0},uDisplacementScale:{type:"f",value:1},uDiffuseColor:{type:"c", +value:new THREE.Color(15658734)},uSpecularColor:{type:"c",value:new THREE.Color(1118481)},uAmbientColor:{type:"c",value:new THREE.Color(328965)},uShininess:{type:"f",value:30},uOpacity:{type:"f",value: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 sampler2D tDiffuse;\nuniform sampler2D tNormal;\nuniform sampler2D tSpecular;\nuniform sampler2D tAO;\nuniform float uNormalScale;\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_POINT_LIGHTS > 0\nuniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\nvarying vec4 vPointLight[ MAX_POINT_LIGHTS ];\n#endif\nvarying vec3 vViewPosition;", +THREE.ShaderChunk.fog_pars_fragment,"void main() {\ngl_FragColor = vec4( 1.0 );\nvec4 mColor = vec4( uDiffuseColor, uOpacity );\nvec4 mSpecular = vec4( uSpecularColor, uOpacity );\nvec3 specularTex = vec3( 1.0 );\nvec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;\nnormalTex.xy *= uNormalScale;\nnormalTex = normalize( normalTex );\nif( enableDiffuse )\ngl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );\nif( enableAO )\ngl_FragColor = gl_FragColor * texture2D( tAO, vUv );\nif( enableSpecular )\nspecularTex = texture2D( tSpecular, vUv ).xyz;\nmat3 tsb = mat3( vTangent, vBinormal, vNormal );\nvec3 finalNormal = tsb * normalTex;\nvec3 normal = normalize( finalNormal );\nvec3 viewPosition = normalize( vViewPosition );\n#if MAX_POINT_LIGHTS > 0\nvec4 pointTotal = vec4( 0.0 );\nfor ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\nvec3 pointVector = normalize( vPointLight[ i ].xyz );\nvec3 pointHalfVector = normalize( vPointLight[ i ].xyz + vViewPosition );\nfloat pointDistance = vPointLight[ i ].w;\nfloat pointDotNormalHalf = dot( normal, pointHalfVector );\nfloat pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );\nfloat pointSpecularWeight = 0.0;\nif ( pointDotNormalHalf >= 0.0 )\npointSpecularWeight = specularTex.r * pow( pointDotNormalHalf, uShininess );\npointTotal += pointDistance * vec4( pointLightColor[ i ], 1.0 ) * ( mColor * pointDiffuseWeight + mSpecular * pointSpecularWeight * pointDiffuseWeight );\n}\n#endif\n#if MAX_DIR_LIGHTS > 0\nvec4 dirTotal = vec4( 0.0 );\nfor( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {\nvec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\nvec3 dirVector = normalize( lDirection.xyz );\nvec3 dirHalfVector = normalize( lDirection.xyz + vViewPosition );\nfloat dirDotNormalHalf = dot( normal, dirHalfVector );\nfloat dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );\nfloat dirSpecularWeight = 0.0;\nif ( dirDotNormalHalf >= 0.0 )\ndirSpecularWeight = specularTex.r * pow( dirDotNormalHalf, uShininess );\ndirTotal += vec4( directionalLightColor[ i ], 1.0 ) * ( mColor * dirDiffuseWeight + mSpecular * dirSpecularWeight * dirDiffuseWeight );\n}\n#endif\nvec4 totalLight = vec4( ambientLightColor * uAmbientColor, uOpacity );\n#if MAX_DIR_LIGHTS > 0\ntotalLight += dirTotal;\n#endif\n#if MAX_POINT_LIGHTS > 0\ntotalLight += pointTotal;\n#endif\ngl_FragColor = gl_FragColor * totalLight;", +THREE.ShaderChunk.fog_fragment,"}"].join("\n"),vertexShader:"attribute vec4 tangent;\n#ifdef VERTEX_TEXTURES\nuniform sampler2D tDisplacement;\nuniform float uDisplacementScale;\nuniform float uDisplacementBias;\n#endif\nvarying vec3 vTangent;\nvarying vec3 vBinormal;\nvarying vec3 vNormal;\nvarying vec2 vUv;\n#if MAX_POINT_LIGHTS > 0\nuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\nuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\nvarying vec4 vPointLight[ MAX_POINT_LIGHTS ];\n#endif\nvarying vec3 vViewPosition;\nvoid main() {\nvec4 mPosition = objectMatrix * vec4( position, 1.0 );\nvViewPosition = cameraPosition - mPosition.xyz;\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\nvNormal = normalize( normalMatrix * normal );\nvTangent = normalize( normalMatrix * tangent.xyz );\nvBinormal = cross( vNormal, vTangent ) * tangent.w;\nvBinormal = normalize( vBinormal );\nvUv = uv;\n#if MAX_POINT_LIGHTS > 0\nfor( int i = 0; i < MAX_POINT_LIGHTS; i++ ) {\nvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\nvec3 lVector = lPosition.xyz - mvPosition.xyz;\nfloat lDistance = 1.0;\nif ( pointLightDistance[ i ] > 0.0 )\nlDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );\nlVector = normalize( lVector );\nvPointLight[ i ] = vec4( lVector, lDistance );\n}\n#endif\n#ifdef VERTEX_TEXTURES\nvec3 dv = texture2D( tDisplacement, uv ).xyz;\nfloat df = uDisplacementScale * dv.x + uDisplacementBias;\nvec4 displacedPosition = vec4( vNormal.xyz * df, 0.0 ) + mvPosition;\ngl_Position = projectionMatrix * displacedPosition;\n#else\ngl_Position = projectionMatrix * mvPosition;\n#endif\n}"}, cube:{uniforms:{tCube:{type:"t",value:1,texture:null}},vertexShader:"varying vec3 vViewPosition;\nvoid main() {\nvec4 mPosition = objectMatrix * vec4( position, 1.0 );\nvViewPosition = cameraPosition - mPosition.xyz;\ngl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}",fragmentShader:"uniform samplerCube tCube;\nvarying vec3 vViewPosition;\nvoid main() {\nvec3 wPos = cameraPosition - vViewPosition;\ngl_FragColor = textureCube( tCube, vec3( - wPos.x, wPos.yz ) );\n}"},convolution:{uniforms:{tDiffuse:{type:"t", value:0,texture:null},uImageIncrement:{type:"v2",value:new THREE.Vector2(0.001953125,0)},cKernel:{type:"fv1",value:[]}},vertexShader:"varying vec2 vUv;\nuniform vec2 uImageIncrement;\nvoid main(void) {\nvUv = uv - ((KERNEL_SIZE - 1.0) / 2.0) * uImageIncrement;\ngl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}",fragmentShader:"varying vec2 vUv;\nuniform sampler2D tDiffuse;\nuniform vec2 uImageIncrement;\nuniform float cKernel[KERNEL_SIZE];\nvoid main(void) {\nvec2 imageCoord = vUv;\nvec4 sum = vec4( 0.0, 0.0, 0.0, 0.0 );\nfor( int i=0; i 0\nuniform vec3 directionalLightDirec 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\nvColor = color;\n#endif",skinning_pars_vertex:"#ifdef USE_SKINNING\nuniform mat4 boneGlobalMatrices[ MAX_BONES ];\n#endif",skinning_vertex:"#ifdef USE_SKINNING\ngl_Position = ( boneGlobalMatrices[ int( skinIndex.x ) ] * skinVertexA ) * skinWeight.x;\ngl_Position += ( boneGlobalMatrices[ int( skinIndex.y ) ] * skinVertexB ) * skinWeight.y;\ngl_Position = projectionMatrix * viewMatrix * objectMatrix * gl_Position;\n#endif", morphtarget_pars_vertex:"#ifdef USE_MORPHTARGETS\nuniform float morphTargetInfluences[ 8 ];\n#endif",morphtarget_vertex:"#ifdef USE_MORPHTARGETS\nvec3 morphed = vec3( 0.0, 0.0, 0.0 );\nmorphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\nmorphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\nmorphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\nmorphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\nmorphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\nmorphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\nmorphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\nmorphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\nmorphed += position;\ngl_Position = projectionMatrix * modelViewMatrix * vec4( morphed, 1.0 );\n#endif", default_vertex:"#ifndef USE_MORPHTARGETS\n#ifndef USE_SKINNING\ngl_Position = projectionMatrix * mvPosition;\n#endif\n#endif"};THREE.UniformsUtils={merge:function(b){var d,e,f,g={};for(d=0;d Date: Sat, 9 Jul 2011 00:35:39 +0200 Subject: [PATCH 3/3] Fixed Blender importer to work with Blender 2.58. --- .../addons/io_mesh_threejs/import_threejs.py | 218 +++++++++--------- 1 file changed, 109 insertions(+), 109 deletions(-) diff --git a/utils/exporters/blender/2.58/scripts/addons/io_mesh_threejs/import_threejs.py b/utils/exporters/blender/2.58/scripts/addons/io_mesh_threejs/import_threejs.py index 0cd893a1..104014bd 100644 --- a/utils/exporters/blender/2.58/scripts/addons/io_mesh_threejs/import_threejs.py +++ b/utils/exporters/blender/2.58/scripts/addons/io_mesh_threejs/import_threejs.py @@ -27,7 +27,7 @@ import json import bpy import mathutils from mathutils.geometry import tesselate_polygon -from io_utils import load_image, unpack_list, unpack_face_list +from bpy_extras.image_utils import load_image # ##################################################### # Generators @@ -40,43 +40,43 @@ def setColor(c, t): def create_texture(filename, modelpath): name = filename texture = bpy.data.textures.new(name, type='IMAGE') - + image = load_image(filename, modelpath) has_data = False if image: texture.image = image has_data = image.has_data - + return texture - + def create_materials(data, modelpath): materials = [] materials_data = data.get("materials", []) - + for i, m in enumerate(materials_data): name = m.get("DbgName", "material_%d" % i) - + colorAmbient = m.get("colorAmbient", None) colorDiffuse = m.get("colorDiffuse", None) colorSpecular = m.get("colorSpecular", None) alpha = m.get("transparency", 1.0) specular_hardness = m.get("specularCoef", 0) - + mapDiffuse = m.get("mapDiffuse", None) mapLightmap = m.get("mapLightmap", None) - + vertexColorsType = m.get("vertexColors", False) - + useVertexColors = False if vertexColorsType: useVertexColors = True - + material = bpy.data.materials.new(name) - + material.THREE_useVertexColors = useVertexColors - + if colorDiffuse: setColor(material.diffuse_color, colorDiffuse) material.diffuse_intensity = 1.0 @@ -84,14 +84,14 @@ def create_materials(data, modelpath): if colorSpecular: setColor(material.specular_color, colorSpecular) material.specular_intensity = 1.0 - + if alpha < 1.0: material.alpha = alpha material.use_transparency = True - + if specular_hardness: material.specular_hardness = specular_hardness - + if mapDiffuse: texture = create_texture(mapDiffuse, modelpath) mtex = material.texture_slots.add() @@ -99,13 +99,13 @@ def create_materials(data, modelpath): mtex.texture_coords = 'UV' mtex.use = True mtex.use_map_color_diffuse = True - + material.active_texture = texture materials.append(material) - + return materials - + def create_mesh_object(name, vertices, materials, face_data, flipYZ, recalculate_normals): faces = face_data["faces"] @@ -114,23 +114,23 @@ def create_mesh_object(name, vertices, materials, face_data, flipYZ, recalculate vertexUVs = face_data["vertexUVs"] faceMaterials = face_data["materials"] faceColors = face_data["faceColors"] - + edges = [] - + # Create a new mesh - + me = bpy.data.meshes.new(name) me.from_pydata(vertices, edges, faces) - + # Handle normals - + if not recalculate_normals: me.update(calc_edges = True) - + if face_data["hasVertexNormals"]: - + print("setting vertex normals") - + for fi in range(len(faces)): if vertexNormals[fi]: @@ -139,24 +139,24 @@ def create_mesh_object(name, vertices, materials, face_data, flipYZ, recalculate # if me.update() is called after setting vertex normals # setting face.use_smooth overrides these normals - # - this fixes weird shading artefacts (seems to come from sharing + # - this fixes weird shading artefacts (seems to come from sharing # of vertices between faces, didn't find a way how to set vertex normals - # per face use of vertex as opposed to per vertex), + # per face use of vertex as opposed to per vertex), # - probably this just overrides all custom vertex normals # - to preserve vertex normals from the original data # call me.update() before setting them - + me.faces[fi].use_smooth = True - + if not recalculate_normals: for j in range(len(vertexNormals[fi])): - + vertexNormal = vertexNormals[fi][j] - + x = vertexNormal[0] y = vertexNormal[1] z = vertexNormal[2] - + if flipYZ: tmp = y y = -z @@ -169,45 +169,45 @@ def create_mesh_object(name, vertices, materials, face_data, flipYZ, recalculate #z = -z vi = me.faces[fi].vertices[j] - + me.vertices[vi].normal.x = x me.vertices[vi].normal.y = y me.vertices[vi].normal.z = z - + if recalculate_normals: me.update(calc_edges = True) # Handle colors - + if face_data["hasVertexColors"]: print("setting vertex colors") me.vertex_colors.new("vertex_color_layer_0") - + for fi in range(len(faces)): if vertexColors[fi]: - + face_colors = me.vertex_colors[0].data[fi] face_colors = face_colors.color1, face_colors.color2, face_colors.color3, face_colors.color4 - + for vi in range(len(vertexColors[fi])): - + r = vertexColors[fi][vi][0] g = vertexColors[fi][vi][1] b = vertexColors[fi][vi][2] - + face_colors[vi].r = r face_colors[vi].g = g face_colors[vi].b = b - + elif face_data["hasFaceColors"]: print("setting vertex colors from face colors") me.vertex_colors.new("vertex_color_layer_0") - + for fi in range(len(faces)): if faceColors[fi]: @@ -218,19 +218,19 @@ def create_mesh_object(name, vertices, materials, face_data, flipYZ, recalculate face_colors = me.vertex_colors[0].data[fi] face_colors = face_colors.color1, face_colors.color2, face_colors.color3, face_colors.color4 - + for vi in range(len(faces[fi])): - + face_colors[vi].r = r face_colors[vi].g = g face_colors[vi].b = b # Handle uvs - + if face_data["hasVertexUVs"]: print("setting vertex uvs") - + for li, layer in enumerate(vertexUVs): me.uv_textures.new("uv_layer_%d" % li) @@ -238,47 +238,47 @@ def create_mesh_object(name, vertices, materials, face_data, flipYZ, recalculate for fi in range(len(faces)): if layer[fi]: - + uv_face = me.uv_textures[li].data[fi] face_uvs = uv_face.uv1, uv_face.uv2, uv_face.uv3, uv_face.uv4 - + for vi in range(len(layer[fi])): - + u = layer[fi][vi][0] v = layer[fi][vi][1] - + face_uvs[vi].x = u face_uvs[vi].y = 1.0 - v - + active_texture = materials[faceMaterials[fi]].active_texture - + if active_texture: uv_face.use_image = True uv_face.image = active_texture.image # Handle materials # 1 - + if face_data["hasMaterials"]: - + print("setting materials (mesh)") - + for m in materials: - + me.materials.append(m) - print("setting materials (faces)") + print("setting materials (faces)") for fi in range(len(faces)): - + if faceMaterials[fi] >= 0: - + me.faces[fi].material_index = faceMaterials[fi] # Create a new object - - ob = bpy.data.objects.new(name, me) + + ob = bpy.data.objects.new(name, me) ob.data = me # link the mesh data to the object @@ -286,14 +286,14 @@ def create_mesh_object(name, vertices, materials, face_data, flipYZ, recalculate scene.objects.link(ob) # link the object into the scene ob.location = scene.cursor_location # position object at 3d-cursor - - + + # ##################################################### # Faces # ##################################################### def extract_faces(data): - + result = { "faces" : [], "materials" : [], @@ -303,14 +303,14 @@ def extract_faces(data): "vertexNormals" : [], "faceColors" : [], "vertexColors" : [], - + "hasVertexNormals" : False, "hasVertexUVs" : False, "hasVertexColors" : False, "hasFaceColors" : False, "hasMaterials" : False } - + faces = data.get("faces", []) normals = data.get("normals", []) colors = data.get("colors", []) @@ -351,23 +351,23 @@ def extract_faces(data): result["hasVertexColors"] = result["hasVertexColors"] or hasFaceVertexColor result["hasFaceColors"] = result["hasFaceColors"] or hasFaceColor result["hasMaterials"] = result["hasMaterials"] or hasMaterial - + # vertices - + if isQuad: a = faces[ offset ] offset += 1 - + b = faces[ offset ] offset += 1 - + c = faces[ offset ] offset += 1 - + d = faces[ offset ] offset += 1 - + face = [a, b, c, d] nVertices = 4 @@ -376,26 +376,26 @@ def extract_faces(data): a = faces[ offset ] offset += 1 - + b = faces[ offset ] offset += 1 - + c = faces[ offset ] offset += 1 face = [a, b, c] - + nVertices = 3 result["faces"].append(face) # material - + if hasMaterial: materialIndex = faces[ offset ] offset += 1 - + else: materialIndex = -1 @@ -407,9 +407,9 @@ def extract_faces(data): for i in range(nUvLayers): faceUv = None - + if hasFaceUv: - + uvLayer = data["uvs"][ i ] uvIndex = faces[ offset ] @@ -419,7 +419,7 @@ def extract_faces(data): v = uvLayer[ uvIndex * 2 + 1 ] faceUv = [u, v] - + result["faceUVs"][i].append(faceUv) @@ -452,18 +452,18 @@ def extract_faces(data): z = normals[ normalIndex + 2 ] faceNormal = [x, y, z] - + else: faceNormal = None - + result["faceNormals"].append(faceNormal) if hasFaceVertexNormal: vertexNormals = [] - + for j in range(nVertices): normalIndex = faces[ offset ] * 3 @@ -472,14 +472,14 @@ def extract_faces(data): x = normals[ normalIndex ] y = normals[ normalIndex + 1 ] z = normals[ normalIndex + 2 ] - + vertexNormals.append( [x, y, z] ) else: vertexNormals = None - + result["vertexNormals"].append(vertexNormals) @@ -487,11 +487,11 @@ def extract_faces(data): colorIndex = faces[ offset ] offset += 1 - + faceColor = hexToTuple( colors[ colorIndex ] ) else: - + faceColor = None result["faceColors"].append(faceColor) @@ -510,14 +510,14 @@ def extract_faces(data): vertexColors.append( color ) else: - + vertexColors = None - + result["vertexColors"].append(vertexColors) return result - + # ##################################################### # Utils # ##################################################### @@ -527,10 +527,10 @@ def hexToTuple( hexColor ): g = (( hexColor >> 8 ) & 0xff) / 255.0 b = ( hexColor & 0xff) / 255.0 return (r, g, b) - + def isBitSet(value, position): return value & ( 1 << position ) - + def splitArray(data, chunkSize): result = [] chunk = [] @@ -546,7 +546,7 @@ def splitArray(data, chunkSize): def extract_json_string(text): marker_begin = "var model =" marker_end = "postMessage" - + start = text.find(marker_begin) + len(marker_begin) end = text.find(marker_end) end = text.rfind("}", start, end) @@ -563,13 +563,13 @@ def get_path(filepath): # ##################################################### def load(operator, context, filepath, option_flip_yz = True, recalculate_normals = True): - + print('\nimporting %r' % filepath) time_main = time.time() print("\tparsing JSON file...") - + time_sub = time.time() file = open(filepath, 'rU') @@ -578,24 +578,24 @@ def load(operator, context, filepath, option_flip_yz = True, recalculate_normals json_string = extract_json_string(rawcontent) data = json.loads( json_string ) - + time_new = time.time() print('parsing %.4f sec' % (time_new - time_sub)) - + time_sub = time_new # flip YZ - + vertices = splitArray(data["vertices"], 3) - + if option_flip_yz: - vertices[:] = [(v[0], -v[2], v[1]) for v in vertices] + vertices[:] = [(v[0], -v[2], v[1]) for v in vertices] # extract faces - + face_data = extract_faces(data) - + # deselect all bpy.ops.object.select_all(action='DESELECT') @@ -606,19 +606,19 @@ def load(operator, context, filepath, option_flip_yz = True, recalculate_normals ncolors = len(data.get("colors", [])) / 3 nuvs = len(data.get("uvs", [])) / 2 nmaterials = len(data.get("materials", [])) - - print('\tbuilding geometry...\n\tfaces:%i, vertices:%i, vertex normals: %i, vertex uvs: %i, vertex colors: %i, materials: %i ...' % ( + + print('\tbuilding geometry...\n\tfaces:%i, vertices:%i, vertex normals: %i, vertex uvs: %i, vertex colors: %i, materials: %i ...' % ( nfaces, nvertices, nnormals, nuvs, ncolors, nmaterials )) # Create materials - + materials = create_materials(data, get_path(filepath)) - + # Create new obj - + create_mesh_object(get_name(filepath), vertices, materials, face_data, option_flip_yz, recalculate_normals) - scene = bpy.context.scene + scene = bpy.context.scene scene.update() time_new = time.time()