diff --git a/.DS_Store b/.DS_Store index 5008ddf..2849209 100644 Binary files a/.DS_Store and b/.DS_Store differ diff --git a/README.md b/README.md old mode 100644 new mode 100755 index 2aabde9..9ae94fc --- a/README.md +++ b/README.md @@ -1,362 +1,41 @@ ------------------------------------------------------------------------------- CIS565: Project 5: WebGL ------------------------------------------------------------------------------- -Fall 2014 -------------------------------------------------------------------------------- -Due Monday 11/03/2014 -------------------------------------------------------------------------------- - -------------------------------------------------------------------------------- -NOTE: -------------------------------------------------------------------------------- -This project requires any graphics card with support for a modern OpenGL -pipeline. Any AMD, NVIDIA, or Intel card from the past few years should work -fine, and every machine in the SIG Lab and Moore 100 is capable of running -this project. - -This project also requires a WebGL capable browser. The project is known to -have issues with Chrome on windows, but Firefox seems to run it fine. - -------------------------------------------------------------------------------- -INTRODUCTION: -------------------------------------------------------------------------------- -In this project, you will get introduced to the world of GLSL in two parts: -vertex shading and fragment shading. The first part of this project is the -Image Processor, and the second part of this project is a Wave Vertex Shader. - -In the first part of this project, you will implement a GLSL vertex shader as -part of a WebGL demo. You will create a dynamic wave animation using code that -runs entirely on the GPU. - -In the second part of this project, you will implement a GLSL fragment shader -to render an interactive globe in WebGL. This will include texture blending, -bump mapping, specular masking, and adding a cloud layer to give your globe a -uniquie feel. - -------------------------------------------------------------------------------- -CONTENTS: -------------------------------------------------------------------------------- -The Project5 root directory contains the following subdirectories: - -* js/ contains the javascript files, including external libraries, necessary. -* assets/ contains the textures that will be used in the second half of the - assignment. -* resources/ contains the screenshots found in this readme file. - -------------------------------------------------------------------------------- -PART 1 REQUIREMENTS: -------------------------------------------------------------------------------- - -In Part 1, you are given code for: - -* Drawing a VBO through WebGL -* Javascript code for interfacing with WebGL -* Functions for generating simplex noise - -You are required to implement the following: - -* A sin-wave based vertex shader: - -![Example sin wave grid](resources/sinWaveGrid.png) - -* One interesting vertex shader of your choice - -------------------------------------------------------------------------------- -PART 1 WALKTHROUGH: -------------------------------------------------------------------------------- -**Sin Wave** +Jiawei Wang -* For this assignment, you will need the latest version of Firefox. -* Begin by opening index.html. You should see a flat grid of black and white - lines on the xy plane: -![Example boring grid](resources/emptyGrid.png) +WebGL Demos +------------- +part1: -* In this assignment, you will animate the grid in a wave-like pattern using a - vertex shader, and determine each vertex’s color based on its height, as seen - in the example in the requirements. -* The vertex and fragment shader are located in script tags in `index.html`. -* The JavaScript code that needs to be modified is located in `index.js`. -* Required shader code modifications: - * Add a float uniform named u_time. - * Modify the vertex’s height using the following code: - - ```glsl - float s_contrib = sin(position.x*2.0*3.14159 + u_time); - float t_contrib = cos(position.y*2.0*3.14159 + u_time); - float height = s_contrib*t_contrib; - ``` - - * Use the GLSL mix function to blend together two colors of your choice based - on the vertex’s height. The lowest possible height should be assigned one - color (for example, `vec3(1.0, 0.2, 0.0)`) and the maximum height should be - another (`vec3(0.0, 0.8, 1.0)`). Use a varying variable to pass the color to - the fragment shader, where you will assign it `gl_FragColor`. - - * Using dat.gui, you will add color pickers to modify the max and min colors - via GUI. You will do this by adding the proper uniforms to the fragment - shader, and using the addColor function from dat.GUI. - -* Required JavaScript code modifications: - * A floating-point time value should be increased every animation step. - Hint: the delta should be less than one. - * To pass the time to the vertex shader as a uniform, first query the location - of `u_time` using `context.getUniformLocation` in `initializeShader()`. - Then, the uniform’s value can be set by calling `context.uniform1f` in - `animate()`. - -**Wave Of Your Choice** - -* Create another copy of `index.html`. Call it `index_custom.html`, or - something similar. -* Implement your own interesting vertex shader! In your README.md with your - submission, describe your custom vertex shader, what it does, and how it - works. - -------------------------------------------------------------------------------- -PART 2 REQUIREMENTS: -------------------------------------------------------------------------------- -In Part 2, you are given code for: - -* Reading and loading textures -* Rendering a sphere with textures mapped on -* Basic passthrough fragment and vertex shaders -* A basic globe with Earth terrain color mapping -* Gamma correcting textures -* javascript to interact with the mouse - * left-click and drag moves the camera around - * right-click and drag moves the camera in and out - -You are required to implement: - -* Bump mapped terrain -* Rim lighting to simulate atmosphere -* Night-time lights on the dark side of the globe -* Specular mapping -* Moving clouds - -You are also required to pick one open-ended effect to implement: - -* Procedural water rendering and animation using noise -* Shade based on altitude using the height map -* Cloud shadows via ray-tracing through the cloud map in the fragment shader -* Orbiting Moon with texture mapping and shadow casting onto Earth -* Draw a skybox around the entire scene for the stars. -* Your choice! Email Liam and Patrick to get approval first - -Finally in addition to your readme, you must also set up a gh-pages branch -(explained below) to expose your beautiful WebGL globe to the world. - -Some examples of what your completed globe renderer will look like: - -![Completed globe, day side](resources/globe_day.png) - -Figure 0. Completed globe renderer, daylight side. - -![Completed globe, twilight](resources/globe_twilight.png) - -Figure 1. Completed globe renderer, twilight border. - -![Completed globe, night side](resources/globe_night.png) - -Figure 2. Completed globe renderer, night side. - -------------------------------------------------------------------------------- -PART 2 WALKTHROUGH: -------------------------------------------------------------------------------- + - [sin-shape](http://wang1262.github.io/Project5-WebGL/vert_wave.html) + - Basic shape from sin and cos wave +![](screenshots/part1_1.jpg) -Open part2/frag_globe.html in Firefox to run it. You’ll see a globe -with Phong lighting like the one in Figure 3. All changes you need to make -will be in the fragment shader portion of this file. + - [earthquake-custom_shape](http://wang1262.github.io/Project5-WebGL/index_custom.html) + - Using random function to generate values from position, add u_time value to the height make it move, frequency is high so it looks like earthquake. +![](screenshots/part1_2.jpg) -![Initial globe](resources/globe_initial.png) -Figure 3. Initial globe with diffuse and specular lighting. +part2: -**Night Lights** + - [globe](http://wang1262.github.io/Project5-WebGL/globe/frag_globe.html) + - Implemented Night Lights, Specular Map, Clouds, Bump Map, Rim Lighting. Also add water rendering by using the noise function. (reference #1). + - Add stas.js to monitor the performace. (reference #2) +![](screenshots/part2_1.jpg) +![](screenshots/part2_2.jpg) +![](screenshots/part2_4.jpg) +![](screenshots/part2_3.jpg) +![](screenshots/part2_6.jpg) -The backside of the globe not facing the sun is completely black in the -initial globe. Use the `diffuse` lighting component to detect if a fragment -is on this side of the globe, and, if so, shade it with the color from the -night light texture, `u_Night`. Do not abruptly switch from day to night; -instead use the `GLSL mix` function to smoothly transition from day to night -over a reasonable period. The resulting globe will look like Figure 4. -Consider brightening the night lights by multiplying the value by two. +Performance +------------ +By monitoring the FPS of the webgl pages, it is always around 60 FPS. When we use mouse to enlarge the earth globe or change the window size of the web page, the FPS will goes down some number around 50 and back to 60 very quickly. -The base code shows an example of how to gamma correct the nighttime texture: +Reference +------------ + - 1: [Stefan Gustavson's paper "Simplex noise demystified"](http://www.itn.liu.se/~stegu/simplexnoise/simplexnoise.pdf) -```glsl -float gammaCorrect = 1/1.2; -vec4 nightColor = pow(texture2D(u_Night, v_Texcoord), vec4(gammaCorrect)); -``` - -Feel free to play with gamma correcting the night and day textures if you -wish. Find values that you think look nice! - -![Day/Night without specular mapping](resources/globe_nospecmap.png) - -Figure 4. Globe with night lights and day/night blending at dusk/dawn. - -**Specular Map** - -Our day/night color still shows specular highlights on landmasses, which -should only be diffuse lit. Only the ocean should receive specular highlights. -Use `u_EarthSpec` to determine if a fragment is on ocean or land, and only -include the specular component if it is in ocean. - -![Day/Night with specular mapping](resources/globe_specmap.png) - -Figure 5. Globe with specular map. Compare to Figure 4. Here, the specular -component is not used when shading the land. - -**Clouds** - -In day time, clouds should be diffuse lit. Use `u_Cloud` to determine the -cloud color, and `u_CloudTrans` and `mix` to determine how much a daytime -fragment is affected by the day diffuse map or cloud color. See Figure 6. - -In night time, clouds should obscure city lights. Use `u_CloudTrans` and `mix` -to blend between the city lights and solid black. See Figure 7. - -Animate the clouds by offseting the `s` component of `v_Texcoord` by `u_time` -when reading `u_Cloud` and `u_CloudTrans`. - -![Day with clouds](resources/globe_daycloud.png) - -Figure 6. Clouds with day time shading. - -![Night with clouds](resources/globe_nightcloud.png) - -Figure 7. Clouds observing city nights on the dark side of the globe. - -**Bump Mapping** - -Add the appearance of mountains by perturbing the normal used for diffuse -lighting the ground (not the clouds) by using the bump map texture, `u_Bump`. -This texture is 1024x512, and is zero when the fragment is at sea-level, and -one when the fragment is on the highest mountain. Read three texels from this -texture: once using `v_Texcoord`; once one texel to the right; and once one -texel above. Create a perturbed normal in tangent space: - -`normalize(vec3(center - right, center - top, 0.2))` - -Use `eastNorthUpToEyeCoordinates` to transform this normal to eye coordinates, -normalize it, then use it for diffuse lighting the ground instead of the -original normal. - -![Globe with bump mapping](resources/globe_bumpmap.png) - -Figure 8. Bump mapping brings attention to mountains. - -**Rim Lighting** - -Rim lighting is a simple post-processed lighting effect we can apply to make -the globe look as if it has an atmospheric layer catching light from the sun. -Implementing rim lighting is simple; we being by finding the dot product of -`v_Normal` and `v_Position`, and add 1 to the dot product. We call this value -our rim factor. If the rim factor is greater than 0, then we add a blue color -based on the rim factor to the current fragment color. You might use a color -something like `vec4(rim/4, rim/2, rim/2, 1)`. If our rim factor is not greater -than 0, then we leave the fragment color as is. Figures 0,1 and 2 show our -finished globe with rim lighting. - -For more information on rim lighting, -read http://www.fundza.com/rman_shaders/surface/fake_rim/fake_rim1.html. - -------------------------------------------------------------------------------- -GH-PAGES -------------------------------------------------------------------------------- -Since this assignment is in WebGL you will make your project easily viewable by -taking advantage of GitHub's project pages feature. - -Once you are done you will need to create a new branch named gh-pages: - -`git branch gh-pages` - -Switch to your new branch: - -`git checkout gh-pages` - -Create an index.html file that is either your renamed frag_globe.html or -contains a link to it, commit, and then push as usual. Now you can go to - -`.github.io/` - -to see your beautiful globe from anywhere. - -------------------------------------------------------------------------------- -README -------------------------------------------------------------------------------- -All students must replace or augment the contents of this Readme.md in a clear -manner with the following: - -* A brief description of the project and the specific features you implemented. -* At least one screenshot of your project running. -* A 30 second or longer video of your project running. To create the video you - can use http://www.microsoft.com/expression/products/Encoder4_Overview.aspx -* A performance evaluation (described in detail below). - -------------------------------------------------------------------------------- -PERFORMANCE EVALUATION -------------------------------------------------------------------------------- -The performance evaluation is where you will investigate how to make your -program more efficient using the skills you've learned in class. You must have -performed at least one experiment on your code to investigate the positive or -negative effects on performance. - -We encourage you to get creative with your tweaks. Consider places in your code -that could be considered bottlenecks and try to improve them. - -Each student should provide no more than a one page summary of their -optimizations along with tables and or graphs to visually explain any -performance differences. - -In this homework, we do not expect crazy performance evaluation in terms of -optimizations. However, it would be good to take performance benchmarks at -every step in this assignment to see how complicated fragment shaders affect the -overall speed. You can do this by using stats.js. - -------------------------------------------------------------------------------- -THIRD PARTY CODE POLICY -------------------------------------------------------------------------------- -* Use of any third-party code must be approved by asking on the Google groups. - If it is approved, all students are welcome to use it. Generally, we approve - use of third-party code that is not a core part of the project. For example, - for the ray tracer, we would approve using a third-party library for loading - models, but would not approve copying and pasting a CUDA function for doing - refraction. -* Third-party code must be credited in README.md. -* Using third-party code without its approval, including using another - student's code, is an academic integrity violation, and will result in you - receiving an F for the semester. - -------------------------------------------------------------------------------- -SELF-GRADING -------------------------------------------------------------------------------- -* On the submission date, email your grade, on a scale of 0 to 100, to Harmony, - harmoli+cis565@seas.upenn.com, with a one paragraph explanation. Be concise and - realistic. Recall that we reserve 30 points as a sanity check to adjust your - grade. Your actual grade will be (0.7 * your grade) + (0.3 * our grade). We - hope to only use this in extreme cases when your grade does not realistically - reflect your work - it is either too high or too low. In most cases, we plan - to give you the exact grade you suggest. -* Projects are not weighted evenly, e.g., Project 0 doesn't count as much as - the path tracer. We will determine the weighting at the end of the semester - based on the size of each project. + - 2: [JavaScript Performance Monitor](https://github.com/mrdoob/stats.js/) ---- -SUBMISSION ---- -As with the previous project, you should fork this project and work inside of -your fork. Upon completion, commit your finished project back to your fork, and -make a pull request to the master repository. You should include a README.md -file in the root directory detailing the following -* A brief description of the project and specific features you implemented -* At least one screenshot of your project running. -* A link to a video of your project running. -* Instructions for building and running your project if they differ from the - base code. -* A performance writeup as detailed above. -* A list of all third-party code used. -* This Readme file edited as described above in the README section. diff --git a/frag_globe.html b/frag_globe.html deleted file mode 100644 index e074492..0000000 --- a/frag_globe.html +++ /dev/null @@ -1,119 +0,0 @@ - - - -Fragment Globe - - - - - -
- - - - - - - - - - - - diff --git a/assets/earthbump1024.png b/globe/assets/earthbump1024.png old mode 100644 new mode 100755 similarity index 100% rename from assets/earthbump1024.png rename to globe/assets/earthbump1024.png diff --git a/assets/earthcloud1024.png b/globe/assets/earthcloud1024.png old mode 100644 new mode 100755 similarity index 100% rename from assets/earthcloud1024.png rename to globe/assets/earthcloud1024.png diff --git a/assets/earthlight1024.png b/globe/assets/earthlight1024.png old mode 100644 new mode 100755 similarity index 100% rename from assets/earthlight1024.png rename to globe/assets/earthlight1024.png diff --git a/assets/earthmap1024.png b/globe/assets/earthmap1024.png old mode 100644 new mode 100755 similarity index 100% rename from assets/earthmap1024.png rename to globe/assets/earthmap1024.png diff --git a/assets/earthspec1024.png b/globe/assets/earthspec1024.png old mode 100644 new mode 100755 similarity index 100% rename from assets/earthspec1024.png rename to globe/assets/earthspec1024.png diff --git a/assets/earthtrans1024.png b/globe/assets/earthtrans1024.png old mode 100644 new mode 100755 similarity index 100% rename from assets/earthtrans1024.png rename to globe/assets/earthtrans1024.png diff --git a/globe/assets/moon1024.jpg b/globe/assets/moon1024.jpg new file mode 100755 index 0000000..3a89d2a Binary files /dev/null and b/globe/assets/moon1024.jpg differ diff --git a/globe/assets/moonBump1024.jpg b/globe/assets/moonBump1024.jpg new file mode 100755 index 0000000..739a6c7 Binary files /dev/null and b/globe/assets/moonBump1024.jpg differ diff --git a/globe/frag_globe.html b/globe/frag_globe.html new file mode 100755 index 0000000..b1cc339 --- /dev/null +++ b/globe/frag_globe.html @@ -0,0 +1,226 @@ + + + + Fragment Globe + + + + + + +
+ + + + + + + + + + + + + + + + diff --git a/globe/js/frag_globe.js b/globe/js/frag_globe.js new file mode 100755 index 0000000..9c9fce9 --- /dev/null +++ b/globe/js/frag_globe.js @@ -0,0 +1,328 @@ +(function() { + "use strict"; + /*global window,document,Float32Array,Uint16Array,mat4,vec3,snoise*/ + /*global getShaderSource,createWebGLContext,createProgram*/ + + function sphericalToCartesian( r, a, e ) { + var x = r * Math.cos(e) * Math.cos(a); + var y = r * Math.sin(e); + var z = r * Math.cos(e) * Math.sin(a); + + return [x,y,z]; + } + + var NUM_WIDTH_PTS = 64; + var NUM_HEIGHT_PTS = 64; + + var stats = new Stats(); + var stats_ms = new Stats(); + stats_ms.setMode(1); + stats.domElement.style.position = 'absolute'; + stats.domElement.style.top = '10px'; + document.body.appendChild(stats.domElement); + stats_ms.domElement.style.position = 'absolute'; + stats_ms.domElement.style.top = '60px'; + document.body.appendChild(stats_ms.domElement); + + var message = document.getElementById("message"); + var canvas = document.getElementById("canvas"); + var gl = createWebGLContext(canvas, message); + if (!gl) { + return; + } + + /////////////////////////////////////////////////////////////////////////// + + gl.viewport(0, 0, canvas.width, canvas.height); + gl.clearColor(0.0, 0.0, 0.0, 1.0); + gl.enable(gl.DEPTH_TEST); + + var persp = mat4.create(); + mat4.perspective(45.0, canvas.width/canvas.height, 0.1, 100.0, persp); + + var radius = 5.0; + var azimuth = Math.PI; + var elevation = 0.0001; + + var eye = sphericalToCartesian(radius, azimuth, elevation); + var center = [0.0, 0.0, 0.0]; + var up = [0.0, 1.0, 0.0]; + var view = mat4.create(); + mat4.lookAt(eye, center, up, view); + + var positionLocation; + var normalLocation; + var texCoordLocation; + var u_InvTransLocation; + var u_ModelLocation; + var u_ViewLocation; + var u_PerspLocation; + var u_CameraSpaceDirLightLocation; + var u_DayDiffuseLocation; + var u_NightLocation; + var u_CloudLocation; + var u_CloudTransLocation; + var u_EarthSpecLocation; + var u_BumpLocation; + var u_timeLocation; + + (function initializeShader() { + var vs = getShaderSource(document.getElementById("vs")); + var fs = getShaderSource(document.getElementById("fs")); + + var program = createProgram(gl, vs, fs, message); + positionLocation = gl.getAttribLocation(program, "Position"); + normalLocation = gl.getAttribLocation(program, "Normal"); + texCoordLocation = gl.getAttribLocation(program, "Texcoord"); + u_ModelLocation = gl.getUniformLocation(program,"u_Model"); + u_ViewLocation = gl.getUniformLocation(program,"u_View"); + u_PerspLocation = gl.getUniformLocation(program,"u_Persp"); + u_InvTransLocation = gl.getUniformLocation(program,"u_InvTrans"); + u_DayDiffuseLocation = gl.getUniformLocation(program,"u_DayDiffuse"); + u_NightLocation = gl.getUniformLocation(program,"u_Night"); + u_CloudLocation = gl.getUniformLocation(program,"u_Cloud"); + u_CloudTransLocation = gl.getUniformLocation(program,"u_CloudTrans"); + u_EarthSpecLocation = gl.getUniformLocation(program,"u_EarthSpec"); + u_BumpLocation = gl.getUniformLocation(program,"u_Bump"); + u_timeLocation = gl.getUniformLocation(program,"u_time"); + u_CameraSpaceDirLightLocation = gl.getUniformLocation(program,"u_CameraSpaceDirLight"); + + gl.useProgram(program); + })(); + + var dayTex = gl.createTexture(); + var bumpTex = gl.createTexture(); + var cloudTex = gl.createTexture(); + var transTex = gl.createTexture(); + var lightTex = gl.createTexture(); + var specTex = gl.createTexture(); + + function initLoadedTexture(texture){ + gl.bindTexture(gl.TEXTURE_2D, texture); + gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true); + gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, texture.image); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT); + gl.bindTexture(gl.TEXTURE_2D, null); + } + + var numberOfIndices; + + (function initializeSphere() { + function uploadMesh(positions, texCoords, indices) { + // Positions + var positionsName = gl.createBuffer(); + gl.bindBuffer(gl.ARRAY_BUFFER, positionsName); + gl.bufferData(gl.ARRAY_BUFFER, positions, gl.STATIC_DRAW); + gl.vertexAttribPointer(positionLocation, 3, gl.FLOAT, false, 0, 0); + gl.enableVertexAttribArray(positionLocation); + + // Normals + var normalsName = gl.createBuffer(); + gl.bindBuffer(gl.ARRAY_BUFFER, normalsName); + gl.bufferData(gl.ARRAY_BUFFER, positions, gl.STATIC_DRAW); + gl.vertexAttribPointer(normalLocation, 3, gl.FLOAT, false, 0, 0); + gl.enableVertexAttribArray(normalLocation); + + // TextureCoords + var texCoordsName = gl.createBuffer(); + gl.bindBuffer(gl.ARRAY_BUFFER, texCoordsName); + gl.bufferData(gl.ARRAY_BUFFER, texCoords, gl.STATIC_DRAW); + gl.vertexAttribPointer(texCoordLocation, 2, gl.FLOAT, false, 0, 0); + gl.enableVertexAttribArray(texCoordLocation); + + // Indices + var indicesName = gl.createBuffer(); + gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indicesName); + gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW); + } + + var WIDTH_DIVISIONS = NUM_WIDTH_PTS - 1; + var HEIGHT_DIVISIONS = NUM_HEIGHT_PTS - 1; + + var numberOfPositions = NUM_WIDTH_PTS * NUM_HEIGHT_PTS; + + var positions = new Float32Array(3 * numberOfPositions); + var texCoords = new Float32Array(2 * numberOfPositions); + var indices = new Uint16Array(6 * (WIDTH_DIVISIONS * HEIGHT_DIVISIONS)); + + var positionsIndex = 0; + var texCoordsIndex = 0; + var indicesIndex = 0; + var length; + + for( var j = 0; j < NUM_HEIGHT_PTS; ++j ) + { + var inclination = Math.PI * (j / HEIGHT_DIVISIONS); + for( var i = 0; i < NUM_WIDTH_PTS; ++i ) + { + var azimuth = 2 * Math.PI * (i / WIDTH_DIVISIONS); + positions[positionsIndex++] = Math.sin(inclination)*Math.cos(azimuth); + positions[positionsIndex++] = Math.cos(inclination); + positions[positionsIndex++] = Math.sin(inclination)*Math.sin(azimuth); + texCoords[texCoordsIndex++] = i / WIDTH_DIVISIONS; + texCoords[texCoordsIndex++] = j / HEIGHT_DIVISIONS; + } + } + + for( var j = 0; j < HEIGHT_DIVISIONS; ++j ) + { + var index = j*NUM_WIDTH_PTS; + for( var i = 0; i < WIDTH_DIVISIONS; ++i ) + { + indices[indicesIndex++] = index + i; + indices[indicesIndex++] = index + i+1; + indices[indicesIndex++] = index + i+NUM_WIDTH_PTS; + indices[indicesIndex++] = index + i+NUM_WIDTH_PTS; + indices[indicesIndex++] = index + i+1; + indices[indicesIndex++] = index + i+NUM_WIDTH_PTS+1; + } + } + + uploadMesh(positions, texCoords, indices); + numberOfIndices = indicesIndex; + })(); + + var time = 0; + var mouseLeftDown = false; + var mouseRightDown = false; + var lastMouseX = null; + var lastMouseY = null; + + function handleMouseDown(event) { + if( event.button == 2 ) { + mouseLeftDown = false; + mouseRightDown = true; + } + else { + mouseLeftDown = true; + mouseRightDown = false; + } + lastMouseX = event.clientX; + lastMouseY = event.clientY; + } + + function handleMouseUp(event) { + mouseLeftDown = false; + mouseRightDown = false; + } + + function handleMouseMove(event) { + if (!(mouseLeftDown || mouseRightDown)) { + return; + } + var newX = event.clientX; + var newY = event.clientY; + + var deltaX = newX - lastMouseX; + var deltaY = newY - lastMouseY; + + if( mouseLeftDown ) + { + azimuth += 0.01 * deltaX; + elevation += 0.01 * deltaY; + elevation = Math.min(Math.max(elevation, -Math.PI/2+0.001), Math.PI/2-0.001); + } + else + { + radius += 0.01 * deltaY; + radius = Math.min(Math.max(radius, 2.0), 10.0); + } + eye = sphericalToCartesian(radius, azimuth, elevation); + view = mat4.create(); + mat4.lookAt(eye, center, up, view); + + lastMouseX = newX; + lastMouseY = newY; + } + + canvas.onmousedown = handleMouseDown; + canvas.oncontextmenu = function(ev) {return false;}; + document.onmouseup = handleMouseUp; + document.onmousemove = handleMouseMove; + + + function animate() { + /////////////////////////////////////////////////////////////////////////// + // Update + + var model = mat4.create(); + mat4.identity(model); + mat4.rotate(model, 23.4/180*Math.PI, [0.0, 0.0, 1.0]); + mat4.rotate(model, Math.PI, [1.0, 0.0, 0.0]); + mat4.rotate(model, -time, [0.0, 1.0, 0.0]); + var mv = mat4.create(); + mat4.multiply(view, model, mv); + + var invTrans = mat4.create(); + mat4.inverse(mv, invTrans); + mat4.transpose(invTrans); + + var lightdir = vec3.create([1.0, 0.0, 1.0]); + var lightdest = vec4.create(); + vec3.normalize(lightdir); + mat4.multiplyVec4(view, [lightdir[0], lightdir[1], lightdir[2], 0.0], lightdest); + lightdir = vec3.createFrom(lightdest[0],lightdest[1],lightdest[2]); + vec3.normalize(lightdir); + + /////////////////////////////////////////////////////////////////////////// + // Render + gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); + + gl.uniformMatrix4fv(u_ModelLocation, false, model); + gl.uniformMatrix4fv(u_ViewLocation, false, view); + gl.uniformMatrix4fv(u_PerspLocation, false, persp); + gl.uniformMatrix4fv(u_InvTransLocation, false, invTrans); + gl.uniform3fv(u_CameraSpaceDirLightLocation, lightdir); + gl.uniform1f(u_timeLocation, .07 * time); + + gl.activeTexture(gl.TEXTURE0); + gl.bindTexture(gl.TEXTURE_2D, dayTex); + gl.uniform1i(u_DayDiffuseLocation, 0); + gl.activeTexture(gl.TEXTURE1); + gl.bindTexture(gl.TEXTURE_2D, bumpTex); + gl.uniform1i(u_BumpLocation, 1); + gl.activeTexture(gl.TEXTURE2); + gl.bindTexture(gl.TEXTURE_2D, cloudTex); + gl.uniform1i(u_CloudLocation, 2); + gl.activeTexture(gl.TEXTURE3); + gl.bindTexture(gl.TEXTURE_2D, transTex); + gl.uniform1i(u_CloudTransLocation, 3); + gl.activeTexture(gl.TEXTURE4); + gl.bindTexture(gl.TEXTURE_2D, lightTex); + gl.uniform1i(u_NightLocation, 4); + gl.activeTexture(gl.TEXTURE5); + gl.bindTexture(gl.TEXTURE_2D, specTex); + gl.uniform1i(u_EarthSpecLocation, 5); + gl.drawElements(gl.TRIANGLES, numberOfIndices, gl.UNSIGNED_SHORT,0); + + time += 0.001; + window.requestAnimFrame(animate); + stats.update(); + stats_ms.update(); + } + + var textureCount = 0; + + function initializeTexture(texture, src) { + texture.image = new Image(); + texture.image.onload = function() { + initLoadedTexture(texture); + + // Animate once textures load. + if (++textureCount === 6) { + animate(); + } + } + texture.image.src = src; + } + + initializeTexture(dayTex, "assets/earthmap1024.png"); + initializeTexture(bumpTex, "assets/earthbump1024.png"); + initializeTexture(cloudTex, "assets/earthcloud1024.png"); + initializeTexture(transTex, "assets/earthtrans1024.png"); + initializeTexture(lightTex, "assets/earthlight1024.png"); + initializeTexture(specTex, "assets/earthspec1024.png"); +}()); diff --git a/globe/js/lib/dat.gui.min.js b/globe/js/lib/dat.gui.min.js new file mode 100755 index 0000000..8925141 --- /dev/null +++ b/globe/js/lib/dat.gui.min.js @@ -0,0 +1,94 @@ +/** + * dat-gui JavaScript Controller Library + * http://code.google.com/p/dat-gui + * + * Copyright 2011 Data Arts Team, Google Creative Lab + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + */ +var dat=dat||{};dat.gui=dat.gui||{};dat.utils=dat.utils||{};dat.controllers=dat.controllers||{};dat.dom=dat.dom||{};dat.color=dat.color||{};dat.utils.css=function(){return{load:function(e,a){var a=a||document,c=a.createElement("link");c.type="text/css";c.rel="stylesheet";c.href=e;a.getElementsByTagName("head")[0].appendChild(c)},inject:function(e,a){var a=a||document,c=document.createElement("style");c.type="text/css";c.innerHTML=e;a.getElementsByTagName("head")[0].appendChild(c)}}}(); +dat.utils.common=function(){var e=Array.prototype.forEach,a=Array.prototype.slice;return{BREAK:{},extend:function(c){this.each(a.call(arguments,1),function(a){for(var f in a)this.isUndefined(a[f])||(c[f]=a[f])},this);return c},defaults:function(c){this.each(a.call(arguments,1),function(a){for(var f in a)this.isUndefined(c[f])&&(c[f]=a[f])},this);return c},compose:function(){var c=a.call(arguments);return function(){for(var d=a.call(arguments),f=c.length-1;f>=0;f--)d=[c[f].apply(this,d)];return d[0]}}, +each:function(a,d,f){if(e&&a.forEach===e)a.forEach(d,f);else if(a.length===a.length+0)for(var b=0,n=a.length;b-1?d.length-d.indexOf(".")-1:0};c.superclass=e;a.extend(c.prototype,e.prototype,{setValue:function(a){if(this.__min!==void 0&&athis.__max)a=this.__max;this.__step!==void 0&&a%this.__step!=0&&(a=Math.round(a/this.__step)*this.__step);return c.superclass.prototype.setValue.call(this,a)},min:function(a){this.__min=a;return this},max:function(a){this.__max=a;return this},step:function(a){this.__step=a;return this}});return c}(dat.controllers.Controller,dat.utils.common); +dat.controllers.NumberControllerBox=function(e,a,c){var d=function(f,b,e){function h(){var a=parseFloat(l.__input.value);c.isNaN(a)||l.setValue(a)}function j(a){var b=o-a.clientY;l.setValue(l.getValue()+b*l.__impliedStep);o=a.clientY}function m(){a.unbind(window,"mousemove",j);a.unbind(window,"mouseup",m)}this.__truncationSuspended=false;d.superclass.call(this,f,b,e);var l=this,o;this.__input=document.createElement("input");this.__input.setAttribute("type","text");a.bind(this.__input,"change",h); +a.bind(this.__input,"blur",function(){h();l.__onFinishChange&&l.__onFinishChange.call(l,l.getValue())});a.bind(this.__input,"mousedown",function(b){a.bind(window,"mousemove",j);a.bind(window,"mouseup",m);o=b.clientY});a.bind(this.__input,"keydown",function(a){if(a.keyCode===13)l.__truncationSuspended=true,this.blur(),l.__truncationSuspended=false});this.updateDisplay();this.domElement.appendChild(this.__input)};d.superclass=e;c.extend(d.prototype,e.prototype,{updateDisplay:function(){var a=this.__input, +b;if(this.__truncationSuspended)b=this.getValue();else{b=this.getValue();var c=Math.pow(10,this.__precision);b=Math.round(b*c)/c}a.value=b;return d.superclass.prototype.updateDisplay.call(this)}});return d}(dat.controllers.NumberController,dat.dom.dom,dat.utils.common); +dat.controllers.NumberControllerSlider=function(e,a,c,d,f){var b=function(d,c,f,e,l){function o(b){b.preventDefault();var d=a.getOffset(g.__background),c=a.getWidth(g.__background);g.setValue(g.__min+(g.__max-g.__min)*((b.clientX-d.left)/(d.left+c-d.left)));return false}function y(){a.unbind(window,"mousemove",o);a.unbind(window,"mouseup",y);g.__onFinishChange&&g.__onFinishChange.call(g,g.getValue())}b.superclass.call(this,d,c,{min:f,max:e,step:l});var g=this;this.__background=document.createElement("div"); +this.__foreground=document.createElement("div");a.bind(this.__background,"mousedown",function(b){a.bind(window,"mousemove",o);a.bind(window,"mouseup",y);o(b)});a.addClass(this.__background,"slider");a.addClass(this.__foreground,"slider-fg");this.updateDisplay();this.__background.appendChild(this.__foreground);this.domElement.appendChild(this.__background)};b.superclass=e;b.useDefaultStyles=function(){c.inject(f)};d.extend(b.prototype,e.prototype,{updateDisplay:function(){this.__foreground.style.width= +(this.getValue()-this.__min)/(this.__max-this.__min)*100+"%";return b.superclass.prototype.updateDisplay.call(this)}});return b}(dat.controllers.NumberController,dat.dom.dom,dat.utils.css,dat.utils.common,".slider {\n box-shadow: inset 0 2px 4px rgba(0,0,0,0.15);\n height: 1em;\n border-radius: 1em;\n background-color: #eee;\n padding: 0 0.5em;\n overflow: hidden;\n}\n\n.slider-fg {\n padding: 1px 0 2px 0;\n background-color: #aaa;\n height: 1em;\n margin-left: -0.5em;\n padding-right: 0.5em;\n border-radius: 1em 0 0 1em;\n}\n\n.slider-fg:after {\n display: inline-block;\n border-radius: 1em;\n background-color: #fff;\n border: 1px solid #aaa;\n content: '';\n float: right;\n margin-right: -1em;\n margin-top: -1px;\n height: 0.9em;\n width: 0.9em;\n}"); +dat.controllers.FunctionController=function(e,a,c){var d=function(c,b,e){d.superclass.call(this,c,b);var h=this;this.__button=document.createElement("div");this.__button.innerHTML=e===void 0?"Fire":e;a.bind(this.__button,"click",function(a){a.preventDefault();h.fire();return false});a.addClass(this.__button,"button");this.domElement.appendChild(this.__button)};d.superclass=e;c.extend(d.prototype,e.prototype,{fire:function(){this.__onChange&&this.__onChange.call(this);this.__onFinishChange&&this.__onFinishChange.call(this, +this.getValue());this.getValue().call(this.object)}});return d}(dat.controllers.Controller,dat.dom.dom,dat.utils.common); +dat.controllers.BooleanController=function(e,a,c){var d=function(c,b){d.superclass.call(this,c,b);var e=this;this.__prev=this.getValue();this.__checkbox=document.createElement("input");this.__checkbox.setAttribute("type","checkbox");a.bind(this.__checkbox,"change",function(){e.setValue(!e.__prev)},false);this.domElement.appendChild(this.__checkbox);this.updateDisplay()};d.superclass=e;c.extend(d.prototype,e.prototype,{setValue:function(a){a=d.superclass.prototype.setValue.call(this,a);this.__onFinishChange&& +this.__onFinishChange.call(this,this.getValue());this.__prev=this.getValue();return a},updateDisplay:function(){this.getValue()===true?(this.__checkbox.setAttribute("checked","checked"),this.__checkbox.checked=true):this.__checkbox.checked=false;return d.superclass.prototype.updateDisplay.call(this)}});return d}(dat.controllers.Controller,dat.dom.dom,dat.utils.common); +dat.color.toString=function(e){return function(a){if(a.a==1||e.isUndefined(a.a)){for(a=a.hex.toString(16);a.length<6;)a="0"+a;return"#"+a}else return"rgba("+Math.round(a.r)+","+Math.round(a.g)+","+Math.round(a.b)+","+a.a+")"}}(dat.utils.common); +dat.color.interpret=function(e,a){var c,d,f=[{litmus:a.isString,conversions:{THREE_CHAR_HEX:{read:function(a){a=a.match(/^#([A-F0-9])([A-F0-9])([A-F0-9])$/i);return a===null?false:{space:"HEX",hex:parseInt("0x"+a[1].toString()+a[1].toString()+a[2].toString()+a[2].toString()+a[3].toString()+a[3].toString())}},write:e},SIX_CHAR_HEX:{read:function(a){a=a.match(/^#([A-F0-9]{6})$/i);return a===null?false:{space:"HEX",hex:parseInt("0x"+a[1].toString())}},write:e},CSS_RGB:{read:function(a){a=a.match(/^rgb\(\s*(.+)\s*,\s*(.+)\s*,\s*(.+)\s*\)/); +return a===null?false:{space:"RGB",r:parseFloat(a[1]),g:parseFloat(a[2]),b:parseFloat(a[3])}},write:e},CSS_RGBA:{read:function(a){a=a.match(/^rgba\(\s*(.+)\s*,\s*(.+)\s*,\s*(.+)\s*\,\s*(.+)\s*\)/);return a===null?false:{space:"RGB",r:parseFloat(a[1]),g:parseFloat(a[2]),b:parseFloat(a[3]),a:parseFloat(a[4])}},write:e}}},{litmus:a.isNumber,conversions:{HEX:{read:function(a){return{space:"HEX",hex:a,conversionName:"HEX"}},write:function(a){return a.hex}}}},{litmus:a.isArray,conversions:{RGB_ARRAY:{read:function(a){return a.length!= +3?false:{space:"RGB",r:a[0],g:a[1],b:a[2]}},write:function(a){return[a.r,a.g,a.b]}},RGBA_ARRAY:{read:function(a){return a.length!=4?false:{space:"RGB",r:a[0],g:a[1],b:a[2],a:a[3]}},write:function(a){return[a.r,a.g,a.b,a.a]}}}},{litmus:a.isObject,conversions:{RGBA_OBJ:{read:function(b){return a.isNumber(b.r)&&a.isNumber(b.g)&&a.isNumber(b.b)&&a.isNumber(b.a)?{space:"RGB",r:b.r,g:b.g,b:b.b,a:b.a}:false},write:function(a){return{r:a.r,g:a.g,b:a.b,a:a.a}}},RGB_OBJ:{read:function(b){return a.isNumber(b.r)&& +a.isNumber(b.g)&&a.isNumber(b.b)?{space:"RGB",r:b.r,g:b.g,b:b.b}:false},write:function(a){return{r:a.r,g:a.g,b:a.b}}},HSVA_OBJ:{read:function(b){return a.isNumber(b.h)&&a.isNumber(b.s)&&a.isNumber(b.v)&&a.isNumber(b.a)?{space:"HSV",h:b.h,s:b.s,v:b.v,a:b.a}:false},write:function(a){return{h:a.h,s:a.s,v:a.v,a:a.a}}},HSV_OBJ:{read:function(b){return a.isNumber(b.h)&&a.isNumber(b.s)&&a.isNumber(b.v)?{space:"HSV",h:b.h,s:b.s,v:b.v}:false},write:function(a){return{h:a.h,s:a.s,v:a.v}}}}}];return function(){d= +false;var b=arguments.length>1?a.toArray(arguments):arguments[0];a.each(f,function(e){if(e.litmus(b))return a.each(e.conversions,function(e,f){c=e.read(b);if(d===false&&c!==false)return d=c,c.conversionName=f,c.conversion=e,a.BREAK}),a.BREAK});return d}}(dat.color.toString,dat.utils.common); +dat.GUI=dat.gui.GUI=function(e,a,c,d,f,b,n,h,j,m,l,o,y,g,i){function q(a,b,r,c){if(b[r]===void 0)throw Error("Object "+b+' has no property "'+r+'"');c.color?b=new l(b,r):(b=[b,r].concat(c.factoryArgs),b=d.apply(a,b));if(c.before instanceof f)c.before=c.before.__li;t(a,b);g.addClass(b.domElement,"c");r=document.createElement("span");g.addClass(r,"property-name");r.innerHTML=b.property;var e=document.createElement("div");e.appendChild(r);e.appendChild(b.domElement);c=s(a,e,c.before);g.addClass(c,k.CLASS_CONTROLLER_ROW); +g.addClass(c,typeof b.getValue());p(a,c,b);a.__controllers.push(b);return b}function s(a,b,d){var c=document.createElement("li");b&&c.appendChild(b);d?a.__ul.insertBefore(c,params.before):a.__ul.appendChild(c);a.onResize();return c}function p(a,d,c){c.__li=d;c.__gui=a;i.extend(c,{options:function(b){if(arguments.length>1)return c.remove(),q(a,c.object,c.property,{before:c.__li.nextElementSibling,factoryArgs:[i.toArray(arguments)]});if(i.isArray(b)||i.isObject(b))return c.remove(),q(a,c.object,c.property, +{before:c.__li.nextElementSibling,factoryArgs:[b]})},name:function(a){c.__li.firstElementChild.firstElementChild.innerHTML=a;return c},listen:function(){c.__gui.listen(c);return c},remove:function(){c.__gui.remove(c);return c}});if(c instanceof j){var e=new h(c.object,c.property,{min:c.__min,max:c.__max,step:c.__step});i.each(["updateDisplay","onChange","onFinishChange"],function(a){var b=c[a],H=e[a];c[a]=e[a]=function(){var a=Array.prototype.slice.call(arguments);b.apply(c,a);return H.apply(e,a)}}); +g.addClass(d,"has-slider");c.domElement.insertBefore(e.domElement,c.domElement.firstElementChild)}else if(c instanceof h){var f=function(b){return i.isNumber(c.__min)&&i.isNumber(c.__max)?(c.remove(),q(a,c.object,c.property,{before:c.__li.nextElementSibling,factoryArgs:[c.__min,c.__max,c.__step]})):b};c.min=i.compose(f,c.min);c.max=i.compose(f,c.max)}else if(c instanceof b)g.bind(d,"click",function(){g.fakeEvent(c.__checkbox,"click")}),g.bind(c.__checkbox,"click",function(a){a.stopPropagation()}); +else if(c instanceof n)g.bind(d,"click",function(){g.fakeEvent(c.__button,"click")}),g.bind(d,"mouseover",function(){g.addClass(c.__button,"hover")}),g.bind(d,"mouseout",function(){g.removeClass(c.__button,"hover")});else if(c instanceof l)g.addClass(d,"color"),c.updateDisplay=i.compose(function(a){d.style.borderLeftColor=c.__color.toString();return a},c.updateDisplay),c.updateDisplay();c.setValue=i.compose(function(b){a.getRoot().__preset_select&&c.isModified()&&B(a.getRoot(),true);return b},c.setValue)} +function t(a,b){var c=a.getRoot(),d=c.__rememberedObjects.indexOf(b.object);if(d!=-1){var e=c.__rememberedObjectIndecesToControllers[d];e===void 0&&(e={},c.__rememberedObjectIndecesToControllers[d]=e);e[b.property]=b;if(c.load&&c.load.remembered){c=c.load.remembered;if(c[a.preset])c=c[a.preset];else if(c[w])c=c[w];else return;if(c[d]&&c[d][b.property]!==void 0)d=c[d][b.property],b.initialValue=d,b.setValue(d)}}}function I(a){var b=a.__save_row=document.createElement("li");g.addClass(a.domElement, +"has-save");a.__ul.insertBefore(b,a.__ul.firstChild);g.addClass(b,"save-row");var c=document.createElement("span");c.innerHTML=" ";g.addClass(c,"button gears");var d=document.createElement("span");d.innerHTML="Save";g.addClass(d,"button");g.addClass(d,"save");var e=document.createElement("span");e.innerHTML="New";g.addClass(e,"button");g.addClass(e,"save-as");var f=document.createElement("span");f.innerHTML="Revert";g.addClass(f,"button");g.addClass(f,"revert");var m=a.__preset_select=document.createElement("select"); +a.load&&a.load.remembered?i.each(a.load.remembered,function(b,c){C(a,c,c==a.preset)}):C(a,w,false);g.bind(m,"change",function(){for(var b=0;b0){a.preset=this.preset;if(!a.remembered)a.remembered={};a.remembered[this.preset]=z(this)}a.folders={};i.each(this.__folders,function(b, +c){a.folders[c]=b.getSaveObject()});return a},save:function(){if(!this.load.remembered)this.load.remembered={};this.load.remembered[this.preset]=z(this);B(this,false)},saveAs:function(a){if(!this.load.remembered)this.load.remembered={},this.load.remembered[w]=z(this,true);this.load.remembered[a]=z(this);this.preset=a;C(this,a,true)},revert:function(a){i.each(this.__controllers,function(b){this.getRoot().load.remembered?t(a||this.getRoot(),b):b.setValue(b.initialValue)},this);i.each(this.__folders, +function(a){a.revert(a)});a||B(this.getRoot(),false)},listen:function(a){var b=this.__listening.length==0;this.__listening.push(a);b&&E(this.__listening)}});return k}(dat.utils.css,'
\n\n Here\'s the new load parameter for your GUI\'s constructor:\n\n \n\n
\n\n Automatically save\n values to localStorage on exit.\n\n
The values saved to localStorage will\n override those passed to dat.GUI\'s constructor. This makes it\n easier to work incrementally, but localStorage is fragile,\n and your friends may not see the same values you do.\n \n
\n \n
\n\n
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.slider-fg{height:100%}.dg .c input[type=checkbox]{margin-top:9px}.dg .c select{margin-top:5px}.dg .cr.function,.dg .cr.function .property-name,.dg .cr.function *,.dg .cr.boolean,.dg .cr.boolean *{cursor:pointer}.dg .selector{display:none;position:absolute;margin-left:-9px;margin-top:23px;z-index:10}.dg .c:hover .selector,.dg .selector.drag{display:block}.dg li.save-row{padding:0}.dg li.save-row .button{display:inline-block;padding:0px 6px}.dg.dialogue{background-color:#222;width:460px;padding:15px;font-size:13px;line-height:15px}#dg-new-constructor{padding:10px;color:#222;font-family:Monaco, monospace;font-size:10px;border:0;resize:none;box-shadow:inset 1px 1px 1px #888;word-wrap:break-word;margin:12px 0;display:block;width:440px;overflow-y:scroll;height:100px;position:relative}#dg-local-explain{display:none;font-size:11px;line-height:17px;border-radius:3px;background-color:#333;padding:8px;margin-top:10px}#dg-local-explain code{font-size:10px}#dat-gui-save-locally{display:none}.dg{color:#eee;font:11px 'Lucida Grande', sans-serif;text-shadow:0 -1px 0 #111}.dg.main::-webkit-scrollbar{width:5px;background:#1a1a1a}.dg.main::-webkit-scrollbar-corner{height:0;display:none}.dg.main::-webkit-scrollbar-thumb{border-radius:5px;background:#676767}.dg li:not(.folder){background:#1a1a1a;border-bottom:1px solid #2c2c2c}.dg li.save-row{line-height:25px;background:#dad5cb;border:0}.dg li.save-row select{margin-left:5px;width:108px}.dg li.save-row .button{margin-left:5px;margin-top:1px;border-radius:2px;font-size:9px;line-height:7px;padding:4px 4px 5px 4px;background:#c5bdad;color:#fff;text-shadow:0 1px 0 #b0a58f;box-shadow:0 -1px 0 #b0a58f;cursor:pointer}.dg li.save-row .button.gears{background:#c5bdad url(data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAsAAAANCAYAAAB/9ZQ7AAAAGXRFWHRTb2Z0d2FyZQBBZG9iZSBJbWFnZVJlYWR5ccllPAAAAQJJREFUeNpiYKAU/P//PwGIC/ApCABiBSAW+I8AClAcgKxQ4T9hoMAEUrxx2QSGN6+egDX+/vWT4e7N82AMYoPAx/evwWoYoSYbACX2s7KxCxzcsezDh3evFoDEBYTEEqycggWAzA9AuUSQQgeYPa9fPv6/YWm/Acx5IPb7ty/fw+QZblw67vDs8R0YHyQhgObx+yAJkBqmG5dPPDh1aPOGR/eugW0G4vlIoTIfyFcA+QekhhHJhPdQxbiAIguMBTQZrPD7108M6roWYDFQiIAAv6Aow/1bFwXgis+f2LUAynwoIaNcz8XNx3Dl7MEJUDGQpx9gtQ8YCueB+D26OECAAQDadt7e46D42QAAAABJRU5ErkJggg==) 2px 1px no-repeat;height:7px;width:8px}.dg li.save-row .button:hover{background-color:#bab19e;box-shadow:0 -1px 0 #b0a58f}.dg li.folder{border-bottom:0}.dg li.title{padding-left:16px;background:#000 url(data:image/gif;base64,R0lGODlhBQAFAJEAAP////Pz8////////yH5BAEAAAIALAAAAAAFAAUAAAIIlI+hKgFxoCgAOw==) 6px 10px no-repeat;cursor:pointer;border-bottom:1px solid rgba(255,255,255,0.2)}.dg .closed li.title{background-image:url(data:image/gif;base64,R0lGODlhBQAFAJEAAP////Pz8////////yH5BAEAAAIALAAAAAAFAAUAAAIIlGIWqMCbWAEAOw==)}.dg .cr.boolean{border-left:3px solid #806787}.dg .cr.function{border-left:3px solid #e61d5f}.dg .cr.number{border-left:3px solid #2fa1d6}.dg .cr.number input[type=text]{color:#2fa1d6}.dg .cr.string{border-left:3px solid #1ed36f}.dg .cr.string input[type=text]{color:#1ed36f}.dg .cr.function:hover,.dg .cr.boolean:hover{background:#111}.dg .c input[type=text]{background:#303030;outline:none}.dg .c input[type=text]:hover{background:#3c3c3c}.dg .c input[type=text]:focus{background:#494949;color:#fff}.dg .c .slider{background:#303030;cursor:ew-resize}.dg .c .slider-fg{background:#2fa1d6}.dg .c .slider:hover{background:#3c3c3c}.dg .c .slider:hover .slider-fg{background:#44abda}\n", +dat.controllers.factory=function(e,a,c,d,f,b,n){return function(h,j,m,l){var o=h[j];if(n.isArray(m)||n.isObject(m))return new e(h,j,m);if(n.isNumber(o))return n.isNumber(m)&&n.isNumber(l)?new c(h,j,m,l):new a(h,j,{min:m,max:l});if(n.isString(o))return new d(h,j);if(n.isFunction(o))return new f(h,j,"");if(n.isBoolean(o))return new b(h,j)}}(dat.controllers.OptionController,dat.controllers.NumberControllerBox,dat.controllers.NumberControllerSlider,dat.controllers.StringController=function(e,a,c){var d= +function(c,b){function e(){h.setValue(h.__input.value)}d.superclass.call(this,c,b);var h=this;this.__input=document.createElement("input");this.__input.setAttribute("type","text");a.bind(this.__input,"keyup",e);a.bind(this.__input,"change",e);a.bind(this.__input,"blur",function(){h.__onFinishChange&&h.__onFinishChange.call(h,h.getValue())});a.bind(this.__input,"keydown",function(a){a.keyCode===13&&this.blur()});this.updateDisplay();this.domElement.appendChild(this.__input)};d.superclass=e;c.extend(d.prototype, +e.prototype,{updateDisplay:function(){if(!a.isActive(this.__input))this.__input.value=this.getValue();return d.superclass.prototype.updateDisplay.call(this)}});return d}(dat.controllers.Controller,dat.dom.dom,dat.utils.common),dat.controllers.FunctionController,dat.controllers.BooleanController,dat.utils.common),dat.controllers.Controller,dat.controllers.BooleanController,dat.controllers.FunctionController,dat.controllers.NumberControllerBox,dat.controllers.NumberControllerSlider,dat.controllers.OptionController, +dat.controllers.ColorController=function(e,a,c,d,f){function b(a,b,c,d){a.style.background="";f.each(j,function(e){a.style.cssText+="background: "+e+"linear-gradient("+b+", "+c+" 0%, "+d+" 100%); "})}function n(a){a.style.background="";a.style.cssText+="background: -moz-linear-gradient(top, #ff0000 0%, #ff00ff 17%, #0000ff 34%, #00ffff 50%, #00ff00 67%, #ffff00 84%, #ff0000 100%);";a.style.cssText+="background: -webkit-linear-gradient(top, #ff0000 0%,#ff00ff 17%,#0000ff 34%,#00ffff 50%,#00ff00 67%,#ffff00 84%,#ff0000 100%);"; +a.style.cssText+="background: -o-linear-gradient(top, #ff0000 0%,#ff00ff 17%,#0000ff 34%,#00ffff 50%,#00ff00 67%,#ffff00 84%,#ff0000 100%);";a.style.cssText+="background: -ms-linear-gradient(top, #ff0000 0%,#ff00ff 17%,#0000ff 34%,#00ffff 50%,#00ff00 67%,#ffff00 84%,#ff0000 100%);";a.style.cssText+="background: linear-gradient(top, #ff0000 0%,#ff00ff 17%,#0000ff 34%,#00ffff 50%,#00ff00 67%,#ffff00 84%,#ff0000 100%);"}var h=function(e,l){function o(b){q(b);a.bind(window,"mousemove",q);a.bind(window, +"mouseup",j)}function j(){a.unbind(window,"mousemove",q);a.unbind(window,"mouseup",j)}function g(){var a=d(this.value);a!==false?(p.__color.__state=a,p.setValue(p.__color.toOriginal())):this.value=p.__color.toString()}function i(){a.unbind(window,"mousemove",s);a.unbind(window,"mouseup",i)}function q(b){b.preventDefault();var c=a.getWidth(p.__saturation_field),d=a.getOffset(p.__saturation_field),e=(b.clientX-d.left+document.body.scrollLeft)/c,b=1-(b.clientY-d.top+document.body.scrollTop)/c;b>1?b= +1:b<0&&(b=0);e>1?e=1:e<0&&(e=0);p.__color.v=b;p.__color.s=e;p.setValue(p.__color.toOriginal());return false}function s(b){b.preventDefault();var c=a.getHeight(p.__hue_field),d=a.getOffset(p.__hue_field),b=1-(b.clientY-d.top+document.body.scrollTop)/c;b>1?b=1:b<0&&(b=0);p.__color.h=b*360;p.setValue(p.__color.toOriginal());return false}h.superclass.call(this,e,l);this.__color=new c(this.getValue());this.__temp=new c(0);var p=this;this.domElement=document.createElement("div");a.makeSelectable(this.domElement, +false);this.__selector=document.createElement("div");this.__selector.className="selector";this.__saturation_field=document.createElement("div");this.__saturation_field.className="saturation-field";this.__field_knob=document.createElement("div");this.__field_knob.className="field-knob";this.__field_knob_border="2px solid ";this.__hue_knob=document.createElement("div");this.__hue_knob.className="hue-knob";this.__hue_field=document.createElement("div");this.__hue_field.className="hue-field";this.__input= +document.createElement("input");this.__input.type="text";this.__input_textShadow="0 1px 1px ";a.bind(this.__input,"keydown",function(a){a.keyCode===13&&g.call(this)});a.bind(this.__input,"blur",g);a.bind(this.__selector,"mousedown",function(){a.addClass(this,"drag").bind(window,"mouseup",function(){a.removeClass(p.__selector,"drag")})});var t=document.createElement("div");f.extend(this.__selector.style,{width:"122px",height:"102px",padding:"3px",backgroundColor:"#222",boxShadow:"0px 1px 3px rgba(0,0,0,0.3)"}); +f.extend(this.__field_knob.style,{position:"absolute",width:"12px",height:"12px",border:this.__field_knob_border+(this.__color.v<0.5?"#fff":"#000"),boxShadow:"0px 1px 3px rgba(0,0,0,0.5)",borderRadius:"12px",zIndex:1});f.extend(this.__hue_knob.style,{position:"absolute",width:"15px",height:"2px",borderRight:"4px solid #fff",zIndex:1});f.extend(this.__saturation_field.style,{width:"100px",height:"100px",border:"1px solid #555",marginRight:"3px",display:"inline-block",cursor:"pointer"});f.extend(t.style, +{width:"100%",height:"100%",background:"none"});b(t,"top","rgba(0,0,0,0)","#000");f.extend(this.__hue_field.style,{width:"15px",height:"100px",display:"inline-block",border:"1px solid #555",cursor:"ns-resize"});n(this.__hue_field);f.extend(this.__input.style,{outline:"none",textAlign:"center",color:"#fff",border:0,fontWeight:"bold",textShadow:this.__input_textShadow+"rgba(0,0,0,0.7)"});a.bind(this.__saturation_field,"mousedown",o);a.bind(this.__field_knob,"mousedown",o);a.bind(this.__hue_field,"mousedown", +function(b){s(b);a.bind(window,"mousemove",s);a.bind(window,"mouseup",i)});this.__saturation_field.appendChild(t);this.__selector.appendChild(this.__field_knob);this.__selector.appendChild(this.__saturation_field);this.__selector.appendChild(this.__hue_field);this.__hue_field.appendChild(this.__hue_knob);this.domElement.appendChild(this.__input);this.domElement.appendChild(this.__selector);this.updateDisplay()};h.superclass=e;f.extend(h.prototype,e.prototype,{updateDisplay:function(){var a=d(this.getValue()); +if(a!==false){var e=false;f.each(c.COMPONENTS,function(b){if(!f.isUndefined(a[b])&&!f.isUndefined(this.__color.__state[b])&&a[b]!==this.__color.__state[b])return e=true,{}},this);e&&f.extend(this.__color.__state,a)}f.extend(this.__temp.__state,this.__color.__state);this.__temp.a=1;var h=this.__color.v<0.5||this.__color.s>0.5?255:0,j=255-h;f.extend(this.__field_knob.style,{marginLeft:100*this.__color.s-7+"px",marginTop:100*(1-this.__color.v)-7+"px",backgroundColor:this.__temp.toString(),border:this.__field_knob_border+ +"rgb("+h+","+h+","+h+")"});this.__hue_knob.style.marginTop=(1-this.__color.h/360)*100+"px";this.__temp.s=1;this.__temp.v=1;b(this.__saturation_field,"left","#fff",this.__temp.toString());f.extend(this.__input.style,{backgroundColor:this.__input.value=this.__color.toString(),color:"rgb("+h+","+h+","+h+")",textShadow:this.__input_textShadow+"rgba("+j+","+j+","+j+",.7)"})}});var j=["-moz-","-o-","-webkit-","-ms-",""];return h}(dat.controllers.Controller,dat.dom.dom,dat.color.Color=function(e,a,c,d){function f(a, +b,c){Object.defineProperty(a,b,{get:function(){if(this.__state.space==="RGB")return this.__state[b];n(this,b,c);return this.__state[b]},set:function(a){if(this.__state.space!=="RGB")n(this,b,c),this.__state.space="RGB";this.__state[b]=a}})}function b(a,b){Object.defineProperty(a,b,{get:function(){if(this.__state.space==="HSV")return this.__state[b];h(this);return this.__state[b]},set:function(a){if(this.__state.space!=="HSV")h(this),this.__state.space="HSV";this.__state[b]=a}})}function n(b,c,e){if(b.__state.space=== +"HEX")b.__state[c]=a.component_from_hex(b.__state.hex,e);else if(b.__state.space==="HSV")d.extend(b.__state,a.hsv_to_rgb(b.__state.h,b.__state.s,b.__state.v));else throw"Corrupted color state";}function h(b){var c=a.rgb_to_hsv(b.r,b.g,b.b);d.extend(b.__state,{s:c.s,v:c.v});if(d.isNaN(c.h)){if(d.isUndefined(b.__state.h))b.__state.h=0}else b.__state.h=c.h}var j=function(){this.__state=e.apply(this,arguments);if(this.__state===false)throw"Failed to interpret color arguments";this.__state.a=this.__state.a|| +1};j.COMPONENTS="r,g,b,h,s,v,hex,a".split(",");d.extend(j.prototype,{toString:function(){return c(this)},toOriginal:function(){return this.__state.conversion.write(this)}});f(j.prototype,"r",2);f(j.prototype,"g",1);f(j.prototype,"b",0);b(j.prototype,"h");b(j.prototype,"s");b(j.prototype,"v");Object.defineProperty(j.prototype,"a",{get:function(){return this.__state.a},set:function(a){this.__state.a=a}});Object.defineProperty(j.prototype,"hex",{get:function(){if(!this.__state.space!=="HEX")this.__state.hex= +a.rgb_to_hex(this.r,this.g,this.b);return this.__state.hex},set:function(a){this.__state.space="HEX";this.__state.hex=a}});return j}(dat.color.interpret,dat.color.math=function(){var e;return{hsv_to_rgb:function(a,c,d){var e=a/60-Math.floor(a/60),b=d*(1-c),n=d*(1-e*c),c=d*(1-(1-e)*c),a=[[d,c,b],[n,d,b],[b,d,c],[b,n,d],[c,b,d],[d,b,n]][Math.floor(a/60)%6];return{r:a[0]*255,g:a[1]*255,b:a[2]*255}},rgb_to_hsv:function(a,c,d){var e=Math.min(a,c,d),b=Math.max(a,c,d),e=b-e;if(b==0)return{h:NaN,s:0,v:0}; +a=a==b?(c-d)/e:c==b?2+(d-a)/e:4+(a-c)/e;a/=6;a<0&&(a+=1);return{h:a*360,s:e/b,v:b/255}},rgb_to_hex:function(a,c,d){a=this.hex_with_component(0,2,a);a=this.hex_with_component(a,1,c);return a=this.hex_with_component(a,0,d)},component_from_hex:function(a,c){return a>>c*8&255},hex_with_component:function(a,c,d){return d<<(e=c*8)|a&~(255<> 1); + + var number2 = y[0]; + + return number2 * (threehalfs - (x2 * number2 * number2)); + }; + } else { + glMath.invsqrt = function(number) { return 1.0 / Math.sqrt(number); }; + } + })(); + + /** + * @class System-specific optimal array type + * @name MatrixArray + */ + var MatrixArray = null; + + // explicitly sets and returns the type of array to use within glMatrix + function setMatrixArrayType(type) { + MatrixArray = type; + return MatrixArray; + } + + // auto-detects and returns the best type of array to use within glMatrix, falling + // back to Array if typed arrays are unsupported + function determineMatrixArrayType() { + MatrixArray = (typeof Float32Array !== 'undefined') ? Float32Array : Array; + return MatrixArray; + } + + determineMatrixArrayType(); + + /** + * @class 3 Dimensional Vector + * @name vec3 + */ + var vec3 = {}; + + /** + * Creates a new instance of a vec3 using the default array type + * Any javascript array-like objects containing at least 3 numeric elements can serve as a vec3 + * + * @param {vec3} [vec] vec3 containing values to initialize with + * + * @returns {vec3} New vec3 + */ + vec3.create = function (vec) { + var dest = new MatrixArray(3); + + if (vec) { + dest[0] = vec[0]; + dest[1] = vec[1]; + dest[2] = vec[2]; + } else { + dest[0] = dest[1] = dest[2] = 0; + } + + return dest; + }; + + /** + * Creates a new instance of a vec3, initializing it with the given arguments + * + * @param {number} x X value + * @param {number} y Y value + * @param {number} z Z value + + * @returns {vec3} New vec3 + */ + vec3.createFrom = function (x, y, z) { + var dest = new MatrixArray(3); + + dest[0] = x; + dest[1] = y; + dest[2] = z; + + return dest; + }; + + /** + * Copies the values of one vec3 to another + * + * @param {vec3} vec vec3 containing values to copy + * @param {vec3} dest vec3 receiving copied values + * + * @returns {vec3} dest + */ + vec3.set = function (vec, dest) { + dest[0] = vec[0]; + dest[1] = vec[1]; + dest[2] = vec[2]; + + return dest; + }; + + /** + * Compares two vectors for equality within a certain margin of error + * + * @param {vec3} a First vector + * @param {vec3} b Second vector + * + * @returns {Boolean} True if a is equivalent to b + */ + vec3.equal = function (a, b) { + return a === b || ( + Math.abs(a[0] - b[0]) < FLOAT_EPSILON && + Math.abs(a[1] - b[1]) < FLOAT_EPSILON && + Math.abs(a[2] - b[2]) < FLOAT_EPSILON + ); + }; + + /** + * Performs a vector addition + * + * @param {vec3} vec First operand + * @param {vec3} vec2 Second operand + * @param {vec3} [dest] vec3 receiving operation result. If not specified result is written to vec + * + * @returns {vec3} dest if specified, vec otherwise + */ + vec3.add = function (vec, vec2, dest) { + if (!dest || vec === dest) { + vec[0] += vec2[0]; + vec[1] += vec2[1]; + vec[2] += vec2[2]; + return vec; + } + + dest[0] = vec[0] + vec2[0]; + dest[1] = vec[1] + vec2[1]; + dest[2] = vec[2] + vec2[2]; + return dest; + }; + + /** + * Performs a vector subtraction + * + * @param {vec3} vec First operand + * @param {vec3} vec2 Second operand + * @param {vec3} [dest] vec3 receiving operation result. If not specified result is written to vec + * + * @returns {vec3} dest if specified, vec otherwise + */ + vec3.subtract = function (vec, vec2, dest) { + if (!dest || vec === dest) { + vec[0] -= vec2[0]; + vec[1] -= vec2[1]; + vec[2] -= vec2[2]; + return vec; + } + + dest[0] = vec[0] - vec2[0]; + dest[1] = vec[1] - vec2[1]; + dest[2] = vec[2] - vec2[2]; + return dest; + }; + + /** + * Performs a vector multiplication + * + * @param {vec3} vec First operand + * @param {vec3} vec2 Second operand + * @param {vec3} [dest] vec3 receiving operation result. If not specified result is written to vec + * + * @returns {vec3} dest if specified, vec otherwise + */ + vec3.multiply = function (vec, vec2, dest) { + if (!dest || vec === dest) { + vec[0] *= vec2[0]; + vec[1] *= vec2[1]; + vec[2] *= vec2[2]; + return vec; + } + + dest[0] = vec[0] * vec2[0]; + dest[1] = vec[1] * vec2[1]; + dest[2] = vec[2] * vec2[2]; + return dest; + }; + + /** + * Negates the components of a vec3 + * + * @param {vec3} vec vec3 to negate + * @param {vec3} [dest] vec3 receiving operation result. If not specified result is written to vec + * + * @returns {vec3} dest if specified, vec otherwise + */ + vec3.negate = function (vec, dest) { + if (!dest) { dest = vec; } + + dest[0] = -vec[0]; + dest[1] = -vec[1]; + dest[2] = -vec[2]; + return dest; + }; + + /** + * Multiplies the components of a vec3 by a scalar value + * + * @param {vec3} vec vec3 to scale + * @param {number} val Value to scale by + * @param {vec3} [dest] vec3 receiving operation result. If not specified result is written to vec + * + * @returns {vec3} dest if specified, vec otherwise + */ + vec3.scale = function (vec, val, dest) { + if (!dest || vec === dest) { + vec[0] *= val; + vec[1] *= val; + vec[2] *= val; + return vec; + } + + dest[0] = vec[0] * val; + dest[1] = vec[1] * val; + dest[2] = vec[2] * val; + return dest; + }; + + /** + * Generates a unit vector of the same direction as the provided vec3 + * If vector length is 0, returns [0, 0, 0] + * + * @param {vec3} vec vec3 to normalize + * @param {vec3} [dest] vec3 receiving operation result. If not specified result is written to vec + * + * @returns {vec3} dest if specified, vec otherwise + */ + vec3.normalize = function (vec, dest) { + if (!dest) { dest = vec; } + + var x = vec[0], y = vec[1], z = vec[2], + len = Math.sqrt(x * x + y * y + z * z); + + if (!len) { + dest[0] = 0; + dest[1] = 0; + dest[2] = 0; + return dest; + } else if (len === 1) { + dest[0] = x; + dest[1] = y; + dest[2] = z; + return dest; + } + + len = 1 / len; + dest[0] = x * len; + dest[1] = y * len; + dest[2] = z * len; + return dest; + }; + + /** + * Generates the cross product of two vec3s + * + * @param {vec3} vec First operand + * @param {vec3} vec2 Second operand + * @param {vec3} [dest] vec3 receiving operation result. If not specified result is written to vec + * + * @returns {vec3} dest if specified, vec otherwise + */ + vec3.cross = function (vec, vec2, dest) { + if (!dest) { dest = vec; } + + var x = vec[0], y = vec[1], z = vec[2], + x2 = vec2[0], y2 = vec2[1], z2 = vec2[2]; + + dest[0] = y * z2 - z * y2; + dest[1] = z * x2 - x * z2; + dest[2] = x * y2 - y * x2; + return dest; + }; + + /** + * Caclulates the length of a vec3 + * + * @param {vec3} vec vec3 to calculate length of + * + * @returns {number} Length of vec + */ + vec3.length = function (vec) { + var x = vec[0], y = vec[1], z = vec[2]; + return Math.sqrt(x * x + y * y + z * z); + }; + + /** + * Caclulates the squared length of a vec3 + * + * @param {vec3} vec vec3 to calculate squared length of + * + * @returns {number} Squared Length of vec + */ + vec3.squaredLength = function (vec) { + var x = vec[0], y = vec[1], z = vec[2]; + return x * x + y * y + z * z; + }; + + /** + * Caclulates the dot product of two vec3s + * + * @param {vec3} vec First operand + * @param {vec3} vec2 Second operand + * + * @returns {number} Dot product of vec and vec2 + */ + vec3.dot = function (vec, vec2) { + return vec[0] * vec2[0] + vec[1] * vec2[1] + vec[2] * vec2[2]; + }; + + /** + * Generates a unit vector pointing from one vector to another + * + * @param {vec3} vec Origin vec3 + * @param {vec3} vec2 vec3 to point to + * @param {vec3} [dest] vec3 receiving operation result. If not specified result is written to vec + * + * @returns {vec3} dest if specified, vec otherwise + */ + vec3.direction = function (vec, vec2, dest) { + if (!dest) { dest = vec; } + + var x = vec[0] - vec2[0], + y = vec[1] - vec2[1], + z = vec[2] - vec2[2], + len = Math.sqrt(x * x + y * y + z * z); + + if (!len) { + dest[0] = 0; + dest[1] = 0; + dest[2] = 0; + return dest; + } + + len = 1 / len; + dest[0] = x * len; + dest[1] = y * len; + dest[2] = z * len; + return dest; + }; + + /** + * Performs a linear interpolation between two vec3 + * + * @param {vec3} vec First vector + * @param {vec3} vec2 Second vector + * @param {number} lerp Interpolation amount between the two inputs + * @param {vec3} [dest] vec3 receiving operation result. If not specified result is written to vec + * + * @returns {vec3} dest if specified, vec otherwise + */ + vec3.lerp = function (vec, vec2, lerp, dest) { + if (!dest) { dest = vec; } + + dest[0] = vec[0] + lerp * (vec2[0] - vec[0]); + dest[1] = vec[1] + lerp * (vec2[1] - vec[1]); + dest[2] = vec[2] + lerp * (vec2[2] - vec[2]); + + return dest; + }; + + /** + * Calculates the euclidian distance between two vec3 + * + * Params: + * @param {vec3} vec First vector + * @param {vec3} vec2 Second vector + * + * @returns {number} Distance between vec and vec2 + */ + vec3.dist = function (vec, vec2) { + var x = vec2[0] - vec[0], + y = vec2[1] - vec[1], + z = vec2[2] - vec[2]; + + return Math.sqrt(x*x + y*y + z*z); + }; + + // Pre-allocated to prevent unecessary garbage collection + var unprojectMat = null; + var unprojectVec = new MatrixArray(4); + /** + * Projects the specified vec3 from screen space into object space + * Based on the Mesa gluUnProject implementation + * + * @param {vec3} vec Screen-space vector to project + * @param {mat4} view View matrix + * @param {mat4} proj Projection matrix + * @param {vec4} viewport Viewport as given to gl.viewport [x, y, width, height] + * @param {vec3} [dest] vec3 receiving unprojected result. If not specified result is written to vec + * + * @returns {vec3} dest if specified, vec otherwise + */ + vec3.unproject = function (vec, view, proj, viewport, dest) { + if (!dest) { dest = vec; } + + if(!unprojectMat) { + unprojectMat = mat4.create(); + } + + var m = unprojectMat; + var v = unprojectVec; + + v[0] = (vec[0] - viewport[0]) * 2.0 / viewport[2] - 1.0; + v[1] = (vec[1] - viewport[1]) * 2.0 / viewport[3] - 1.0; + v[2] = 2.0 * vec[2] - 1.0; + v[3] = 1.0; + + mat4.multiply(proj, view, m); + if(!mat4.inverse(m)) { return null; } + + mat4.multiplyVec4(m, v); + if(v[3] === 0.0) { return null; } + + dest[0] = v[0] / v[3]; + dest[1] = v[1] / v[3]; + dest[2] = v[2] / v[3]; + + return dest; + }; + + var xUnitVec3 = vec3.createFrom(1,0,0); + var yUnitVec3 = vec3.createFrom(0,1,0); + var zUnitVec3 = vec3.createFrom(0,0,1); + + var tmpvec3 = vec3.create(); + /** + * Generates a quaternion of rotation between two given normalized vectors + * + * @param {vec3} a Normalized source vector + * @param {vec3} b Normalized target vector + * @param {quat4} [dest] quat4 receiving operation result. + * + * @returns {quat4} dest if specified, a new quat4 otherwise + */ + vec3.rotationTo = function (a, b, dest) { + if (!dest) { dest = quat4.create(); } + + var d = vec3.dot(a, b); + var axis = tmpvec3; + if (d >= 1.0) { + quat4.set(identityQuat4, dest); + } else if (d < (0.000001 - 1.0)) { + vec3.cross(xUnitVec3, a, axis); + if (vec3.length(axis) < 0.000001) + vec3.cross(yUnitVec3, a, axis); + if (vec3.length(axis) < 0.000001) + vec3.cross(zUnitVec3, a, axis); + vec3.normalize(axis); + quat4.fromAngleAxis(Math.PI, axis, dest); + } else { + var s = Math.sqrt((1.0 + d) * 2.0); + var sInv = 1.0 / s; + vec3.cross(a, b, axis); + dest[0] = axis[0] * sInv; + dest[1] = axis[1] * sInv; + dest[2] = axis[2] * sInv; + dest[3] = s * 0.5; + quat4.normalize(dest); + } + if (dest[3] > 1.0) dest[3] = 1.0; + else if (dest[3] < -1.0) dest[3] = -1.0; + return dest; + }; + + /** + * Returns a string representation of a vector + * + * @param {vec3} vec Vector to represent as a string + * + * @returns {string} String representation of vec + */ + vec3.str = function (vec) { + return '[' + vec[0] + ', ' + vec[1] + ', ' + vec[2] + ']'; + }; + + /** + * @class 3x3 Matrix + * @name mat3 + */ + var mat3 = {}; + + /** + * Creates a new instance of a mat3 using the default array type + * Any javascript array-like object containing at least 9 numeric elements can serve as a mat3 + * + * @param {mat3} [mat] mat3 containing values to initialize with + * + * @returns {mat3} New mat3 + */ + mat3.create = function (mat) { + var dest = new MatrixArray(9); + + if (mat) { + dest[0] = mat[0]; + dest[1] = mat[1]; + dest[2] = mat[2]; + dest[3] = mat[3]; + dest[4] = mat[4]; + dest[5] = mat[5]; + dest[6] = mat[6]; + dest[7] = mat[7]; + dest[8] = mat[8]; + } else { + dest[0] = dest[1] = + dest[2] = dest[3] = + dest[4] = dest[5] = + dest[6] = dest[7] = + dest[8] = 0; + } + + return dest; + }; + + /** + * Creates a new instance of a mat3, initializing it with the given arguments + * + * @param {number} m00 + * @param {number} m01 + * @param {number} m02 + * @param {number} m10 + * @param {number} m11 + * @param {number} m12 + * @param {number} m20 + * @param {number} m21 + * @param {number} m22 + + * @returns {mat3} New mat3 + */ + mat3.createFrom = function (m00, m01, m02, m10, m11, m12, m20, m21, m22) { + var dest = new MatrixArray(9); + + dest[0] = m00; + dest[1] = m01; + dest[2] = m02; + dest[3] = m10; + dest[4] = m11; + dest[5] = m12; + dest[6] = m20; + dest[7] = m21; + dest[8] = m22; + + return dest; + }; + + /** + * Calculates the determinant of a mat3 + * + * @param {mat3} mat mat3 to calculate determinant of + * + * @returns {Number} determinant of mat + */ + mat3.determinant = function (mat) { + var a00 = mat[0], a01 = mat[1], a02 = mat[2], + a10 = mat[3], a11 = mat[4], a12 = mat[5], + a20 = mat[6], a21 = mat[7], a22 = mat[8]; + + return a00 * (a22 * a11 - a12 * a21) + a01 * (-a22 * a10 + a12 * a20) + a02 * (a21 * a10 - a11 * a20); + }; + + /** + * Calculates the inverse matrix of a mat3 + * + * @param {mat3} mat mat3 to calculate inverse of + * @param {mat3} [dest] mat3 receiving inverse matrix. If not specified result is written to mat + * + * @param {mat3} dest is specified, mat otherwise, null if matrix cannot be inverted + */ + mat3.inverse = function (mat, dest) { + var a00 = mat[0], a01 = mat[1], a02 = mat[2], + a10 = mat[3], a11 = mat[4], a12 = mat[5], + a20 = mat[6], a21 = mat[7], a22 = mat[8], + + b01 = a22 * a11 - a12 * a21, + b11 = -a22 * a10 + a12 * a20, + b21 = a21 * a10 - a11 * a20, + + d = a00 * b01 + a01 * b11 + a02 * b21, + id; + + if (!d) { return null; } + id = 1 / d; + + if (!dest) { dest = mat3.create(); } + + dest[0] = b01 * id; + dest[1] = (-a22 * a01 + a02 * a21) * id; + dest[2] = (a12 * a01 - a02 * a11) * id; + dest[3] = b11 * id; + dest[4] = (a22 * a00 - a02 * a20) * id; + dest[5] = (-a12 * a00 + a02 * a10) * id; + dest[6] = b21 * id; + dest[7] = (-a21 * a00 + a01 * a20) * id; + dest[8] = (a11 * a00 - a01 * a10) * id; + return dest; + }; + + /** + * Performs a matrix multiplication + * + * @param {mat3} mat First operand + * @param {mat3} mat2 Second operand + * @param {mat3} [dest] mat3 receiving operation result. If not specified result is written to mat + * + * @returns {mat3} dest if specified, mat otherwise + */ + mat3.multiply = function (mat, mat2, dest) { + if (!dest) { dest = mat; } + + + // Cache the matrix values (makes for huge speed increases!) + var a00 = mat[0], a01 = mat[1], a02 = mat[2], + a10 = mat[3], a11 = mat[4], a12 = mat[5], + a20 = mat[6], a21 = mat[7], a22 = mat[8], + + b00 = mat2[0], b01 = mat2[1], b02 = mat2[2], + b10 = mat2[3], b11 = mat2[4], b12 = mat2[5], + b20 = mat2[6], b21 = mat2[7], b22 = mat2[8]; + + dest[0] = b00 * a00 + b01 * a10 + b02 * a20; + dest[1] = b00 * a01 + b01 * a11 + b02 * a21; + dest[2] = b00 * a02 + b01 * a12 + b02 * a22; + + dest[3] = b10 * a00 + b11 * a10 + b12 * a20; + dest[4] = b10 * a01 + b11 * a11 + b12 * a21; + dest[5] = b10 * a02 + b11 * a12 + b12 * a22; + + dest[6] = b20 * a00 + b21 * a10 + b22 * a20; + dest[7] = b20 * a01 + b21 * a11 + b22 * a21; + dest[8] = b20 * a02 + b21 * a12 + b22 * a22; + + return dest; + }; + + /** + * Transforms the vec2 according to the given mat3. + * + * @param {mat3} matrix mat3 to multiply against + * @param {vec2} vec the vector to multiply + * @param {vec2} [dest] an optional receiving vector. If not given, vec is used. + * + * @returns {vec2} The multiplication result + **/ + mat3.multiplyVec2 = function(matrix, vec, dest) { + if (!dest) dest = vec; + var x = vec[0], y = vec[1]; + dest[0] = x * matrix[0] + y * matrix[3] + matrix[6]; + dest[1] = x * matrix[1] + y * matrix[4] + matrix[7]; + return dest; + }; + + /** + * Transforms the vec3 according to the given mat3 + * + * @param {mat3} matrix mat3 to multiply against + * @param {vec3} vec the vector to multiply + * @param {vec3} [dest] an optional receiving vector. If not given, vec is used. + * + * @returns {vec3} The multiplication result + **/ + mat3.multiplyVec3 = function(matrix, vec, dest) { + if (!dest) dest = vec; + var x = vec[0], y = vec[1], z = vec[2]; + dest[0] = x * matrix[0] + y * matrix[3] + z * matrix[6]; + dest[1] = x * matrix[1] + y * matrix[4] + z * matrix[7]; + dest[2] = x * matrix[2] + y * matrix[5] + z * matrix[8]; + + return dest; + }; + + /** + * Copies the values of one mat3 to another + * + * @param {mat3} mat mat3 containing values to copy + * @param {mat3} dest mat3 receiving copied values + * + * @returns {mat3} dest + */ + mat3.set = function (mat, dest) { + dest[0] = mat[0]; + dest[1] = mat[1]; + dest[2] = mat[2]; + dest[3] = mat[3]; + dest[4] = mat[4]; + dest[5] = mat[5]; + dest[6] = mat[6]; + dest[7] = mat[7]; + dest[8] = mat[8]; + return dest; + }; + + /** + * Compares two matrices for equality within a certain margin of error + * + * @param {mat3} a First matrix + * @param {mat3} b Second matrix + * + * @returns {Boolean} True if a is equivalent to b + */ + mat3.equal = function (a, b) { + return a === b || ( + Math.abs(a[0] - b[0]) < FLOAT_EPSILON && + Math.abs(a[1] - b[1]) < FLOAT_EPSILON && + Math.abs(a[2] - b[2]) < FLOAT_EPSILON && + Math.abs(a[3] - b[3]) < FLOAT_EPSILON && + Math.abs(a[4] - b[4]) < FLOAT_EPSILON && + Math.abs(a[5] - b[5]) < FLOAT_EPSILON && + Math.abs(a[6] - b[6]) < FLOAT_EPSILON && + Math.abs(a[7] - b[7]) < FLOAT_EPSILON && + Math.abs(a[8] - b[8]) < FLOAT_EPSILON + ); + }; + + /** + * Sets a mat3 to an identity matrix + * + * @param {mat3} dest mat3 to set + * + * @returns dest if specified, otherwise a new mat3 + */ + mat3.identity = function (dest) { + if (!dest) { dest = mat3.create(); } + dest[0] = 1; + dest[1] = 0; + dest[2] = 0; + dest[3] = 0; + dest[4] = 1; + dest[5] = 0; + dest[6] = 0; + dest[7] = 0; + dest[8] = 1; + return dest; + }; + + /** + * Transposes a mat3 (flips the values over the diagonal) + * + * Params: + * @param {mat3} mat mat3 to transpose + * @param {mat3} [dest] mat3 receiving transposed values. If not specified result is written to mat + * + * @returns {mat3} dest is specified, mat otherwise + */ + mat3.transpose = function (mat, dest) { + // If we are transposing ourselves we can skip a few steps but have to cache some values + if (!dest || mat === dest) { + var a01 = mat[1], a02 = mat[2], + a12 = mat[5]; + + mat[1] = mat[3]; + mat[2] = mat[6]; + mat[3] = a01; + mat[5] = mat[7]; + mat[6] = a02; + mat[7] = a12; + return mat; + } + + dest[0] = mat[0]; + dest[1] = mat[3]; + dest[2] = mat[6]; + dest[3] = mat[1]; + dest[4] = mat[4]; + dest[5] = mat[7]; + dest[6] = mat[2]; + dest[7] = mat[5]; + dest[8] = mat[8]; + return dest; + }; + + /** + * Copies the elements of a mat3 into the upper 3x3 elements of a mat4 + * + * @param {mat3} mat mat3 containing values to copy + * @param {mat4} [dest] mat4 receiving copied values + * + * @returns {mat4} dest if specified, a new mat4 otherwise + */ + mat3.toMat4 = function (mat, dest) { + if (!dest) { dest = mat4.create(); } + + dest[15] = 1; + dest[14] = 0; + dest[13] = 0; + dest[12] = 0; + + dest[11] = 0; + dest[10] = mat[8]; + dest[9] = mat[7]; + dest[8] = mat[6]; + + dest[7] = 0; + dest[6] = mat[5]; + dest[5] = mat[4]; + dest[4] = mat[3]; + + dest[3] = 0; + dest[2] = mat[2]; + dest[1] = mat[1]; + dest[0] = mat[0]; + + return dest; + }; + + /** + * Returns a string representation of a mat3 + * + * @param {mat3} mat mat3 to represent as a string + * + * @param {string} String representation of mat + */ + mat3.str = function (mat) { + return '[' + mat[0] + ', ' + mat[1] + ', ' + mat[2] + + ', ' + mat[3] + ', ' + mat[4] + ', ' + mat[5] + + ', ' + mat[6] + ', ' + mat[7] + ', ' + mat[8] + ']'; + }; + + /** + * @class 4x4 Matrix + * @name mat4 + */ + var mat4 = {}; + + /** + * Creates a new instance of a mat4 using the default array type + * Any javascript array-like object containing at least 16 numeric elements can serve as a mat4 + * + * @param {mat4} [mat] mat4 containing values to initialize with + * + * @returns {mat4} New mat4 + */ + mat4.create = function (mat) { + var dest = new MatrixArray(16); + + if (mat) { + dest[0] = mat[0]; + dest[1] = mat[1]; + dest[2] = mat[2]; + dest[3] = mat[3]; + dest[4] = mat[4]; + dest[5] = mat[5]; + dest[6] = mat[6]; + dest[7] = mat[7]; + dest[8] = mat[8]; + dest[9] = mat[9]; + dest[10] = mat[10]; + dest[11] = mat[11]; + dest[12] = mat[12]; + dest[13] = mat[13]; + dest[14] = mat[14]; + dest[15] = mat[15]; + } + + return dest; + }; + + /** + * Creates a new instance of a mat4, initializing it with the given arguments + * + * @param {number} m00 + * @param {number} m01 + * @param {number} m02 + * @param {number} m03 + * @param {number} m10 + * @param {number} m11 + * @param {number} m12 + * @param {number} m13 + * @param {number} m20 + * @param {number} m21 + * @param {number} m22 + * @param {number} m23 + * @param {number} m30 + * @param {number} m31 + * @param {number} m32 + * @param {number} m33 + + * @returns {mat4} New mat4 + */ + mat4.createFrom = function (m00, m01, m02, m03, m10, m11, m12, m13, m20, m21, m22, m23, m30, m31, m32, m33) { + var dest = new MatrixArray(16); + + dest[0] = m00; + dest[1] = m01; + dest[2] = m02; + dest[3] = m03; + dest[4] = m10; + dest[5] = m11; + dest[6] = m12; + dest[7] = m13; + dest[8] = m20; + dest[9] = m21; + dest[10] = m22; + dest[11] = m23; + dest[12] = m30; + dest[13] = m31; + dest[14] = m32; + dest[15] = m33; + + return dest; + }; + + /** + * Copies the values of one mat4 to another + * + * @param {mat4} mat mat4 containing values to copy + * @param {mat4} dest mat4 receiving copied values + * + * @returns {mat4} dest + */ + mat4.set = function (mat, dest) { + dest[0] = mat[0]; + dest[1] = mat[1]; + dest[2] = mat[2]; + dest[3] = mat[3]; + dest[4] = mat[4]; + dest[5] = mat[5]; + dest[6] = mat[6]; + dest[7] = mat[7]; + dest[8] = mat[8]; + dest[9] = mat[9]; + dest[10] = mat[10]; + dest[11] = mat[11]; + dest[12] = mat[12]; + dest[13] = mat[13]; + dest[14] = mat[14]; + dest[15] = mat[15]; + return dest; + }; + + /** + * Compares two matrices for equality within a certain margin of error + * + * @param {mat4} a First matrix + * @param {mat4} b Second matrix + * + * @returns {Boolean} True if a is equivalent to b + */ + mat4.equal = function (a, b) { + return a === b || ( + Math.abs(a[0] - b[0]) < FLOAT_EPSILON && + Math.abs(a[1] - b[1]) < FLOAT_EPSILON && + Math.abs(a[2] - b[2]) < FLOAT_EPSILON && + Math.abs(a[3] - b[3]) < FLOAT_EPSILON && + Math.abs(a[4] - b[4]) < FLOAT_EPSILON && + Math.abs(a[5] - b[5]) < FLOAT_EPSILON && + Math.abs(a[6] - b[6]) < FLOAT_EPSILON && + Math.abs(a[7] - b[7]) < FLOAT_EPSILON && + Math.abs(a[8] - b[8]) < FLOAT_EPSILON && + Math.abs(a[9] - b[9]) < FLOAT_EPSILON && + Math.abs(a[10] - b[10]) < FLOAT_EPSILON && + Math.abs(a[11] - b[11]) < FLOAT_EPSILON && + Math.abs(a[12] - b[12]) < FLOAT_EPSILON && + Math.abs(a[13] - b[13]) < FLOAT_EPSILON && + Math.abs(a[14] - b[14]) < FLOAT_EPSILON && + Math.abs(a[15] - b[15]) < FLOAT_EPSILON + ); + }; + + /** + * Sets a mat4 to an identity matrix + * + * @param {mat4} dest mat4 to set + * + * @returns {mat4} dest + */ + mat4.identity = function (dest) { + if (!dest) { dest = mat4.create(); } + dest[0] = 1; + dest[1] = 0; + dest[2] = 0; + dest[3] = 0; + dest[4] = 0; + dest[5] = 1; + dest[6] = 0; + dest[7] = 0; + dest[8] = 0; + dest[9] = 0; + dest[10] = 1; + dest[11] = 0; + dest[12] = 0; + dest[13] = 0; + dest[14] = 0; + dest[15] = 1; + return dest; + }; + + /** + * Transposes a mat4 (flips the values over the diagonal) + * + * @param {mat4} mat mat4 to transpose + * @param {mat4} [dest] mat4 receiving transposed values. If not specified result is written to mat + * + * @param {mat4} dest is specified, mat otherwise + */ + mat4.transpose = function (mat, dest) { + // If we are transposing ourselves we can skip a few steps but have to cache some values + if (!dest || mat === dest) { + var a01 = mat[1], a02 = mat[2], a03 = mat[3], + a12 = mat[6], a13 = mat[7], + a23 = mat[11]; + + mat[1] = mat[4]; + mat[2] = mat[8]; + mat[3] = mat[12]; + mat[4] = a01; + mat[6] = mat[9]; + mat[7] = mat[13]; + mat[8] = a02; + mat[9] = a12; + mat[11] = mat[14]; + mat[12] = a03; + mat[13] = a13; + mat[14] = a23; + return mat; + } + + dest[0] = mat[0]; + dest[1] = mat[4]; + dest[2] = mat[8]; + dest[3] = mat[12]; + dest[4] = mat[1]; + dest[5] = mat[5]; + dest[6] = mat[9]; + dest[7] = mat[13]; + dest[8] = mat[2]; + dest[9] = mat[6]; + dest[10] = mat[10]; + dest[11] = mat[14]; + dest[12] = mat[3]; + dest[13] = mat[7]; + dest[14] = mat[11]; + dest[15] = mat[15]; + return dest; + }; + + /** + * Calculates the determinant of a mat4 + * + * @param {mat4} mat mat4 to calculate determinant of + * + * @returns {number} determinant of mat + */ + mat4.determinant = function (mat) { + // Cache the matrix values (makes for huge speed increases!) + var a00 = mat[0], a01 = mat[1], a02 = mat[2], a03 = mat[3], + a10 = mat[4], a11 = mat[5], a12 = mat[6], a13 = mat[7], + a20 = mat[8], a21 = mat[9], a22 = mat[10], a23 = mat[11], + a30 = mat[12], a31 = mat[13], a32 = mat[14], a33 = mat[15]; + + return (a30 * a21 * a12 * a03 - a20 * a31 * a12 * a03 - a30 * a11 * a22 * a03 + a10 * a31 * a22 * a03 + + a20 * a11 * a32 * a03 - a10 * a21 * a32 * a03 - a30 * a21 * a02 * a13 + a20 * a31 * a02 * a13 + + a30 * a01 * a22 * a13 - a00 * a31 * a22 * a13 - a20 * a01 * a32 * a13 + a00 * a21 * a32 * a13 + + a30 * a11 * a02 * a23 - a10 * a31 * a02 * a23 - a30 * a01 * a12 * a23 + a00 * a31 * a12 * a23 + + a10 * a01 * a32 * a23 - a00 * a11 * a32 * a23 - a20 * a11 * a02 * a33 + a10 * a21 * a02 * a33 + + a20 * a01 * a12 * a33 - a00 * a21 * a12 * a33 - a10 * a01 * a22 * a33 + a00 * a11 * a22 * a33); + }; + + /** + * Calculates the inverse matrix of a mat4 + * + * @param {mat4} mat mat4 to calculate inverse of + * @param {mat4} [dest] mat4 receiving inverse matrix. If not specified result is written to mat + * + * @param {mat4} dest is specified, mat otherwise, null if matrix cannot be inverted + */ + mat4.inverse = function (mat, dest) { + if (!dest) { dest = mat; } + + // Cache the matrix values (makes for huge speed increases!) + var a00 = mat[0], a01 = mat[1], a02 = mat[2], a03 = mat[3], + a10 = mat[4], a11 = mat[5], a12 = mat[6], a13 = mat[7], + a20 = mat[8], a21 = mat[9], a22 = mat[10], a23 = mat[11], + a30 = mat[12], a31 = mat[13], a32 = mat[14], a33 = mat[15], + + b00 = a00 * a11 - a01 * a10, + b01 = a00 * a12 - a02 * a10, + b02 = a00 * a13 - a03 * a10, + b03 = a01 * a12 - a02 * a11, + b04 = a01 * a13 - a03 * a11, + b05 = a02 * a13 - a03 * a12, + b06 = a20 * a31 - a21 * a30, + b07 = a20 * a32 - a22 * a30, + b08 = a20 * a33 - a23 * a30, + b09 = a21 * a32 - a22 * a31, + b10 = a21 * a33 - a23 * a31, + b11 = a22 * a33 - a23 * a32, + + d = (b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06), + invDet; + + // Calculate the determinant + if (!d) { return null; } + invDet = 1 / d; + + dest[0] = (a11 * b11 - a12 * b10 + a13 * b09) * invDet; + dest[1] = (-a01 * b11 + a02 * b10 - a03 * b09) * invDet; + dest[2] = (a31 * b05 - a32 * b04 + a33 * b03) * invDet; + dest[3] = (-a21 * b05 + a22 * b04 - a23 * b03) * invDet; + dest[4] = (-a10 * b11 + a12 * b08 - a13 * b07) * invDet; + dest[5] = (a00 * b11 - a02 * b08 + a03 * b07) * invDet; + dest[6] = (-a30 * b05 + a32 * b02 - a33 * b01) * invDet; + dest[7] = (a20 * b05 - a22 * b02 + a23 * b01) * invDet; + dest[8] = (a10 * b10 - a11 * b08 + a13 * b06) * invDet; + dest[9] = (-a00 * b10 + a01 * b08 - a03 * b06) * invDet; + dest[10] = (a30 * b04 - a31 * b02 + a33 * b00) * invDet; + dest[11] = (-a20 * b04 + a21 * b02 - a23 * b00) * invDet; + dest[12] = (-a10 * b09 + a11 * b07 - a12 * b06) * invDet; + dest[13] = (a00 * b09 - a01 * b07 + a02 * b06) * invDet; + dest[14] = (-a30 * b03 + a31 * b01 - a32 * b00) * invDet; + dest[15] = (a20 * b03 - a21 * b01 + a22 * b00) * invDet; + + return dest; + }; + + /** + * Copies the upper 3x3 elements of a mat4 into another mat4 + * + * @param {mat4} mat mat4 containing values to copy + * @param {mat4} [dest] mat4 receiving copied values + * + * @returns {mat4} dest is specified, a new mat4 otherwise + */ + mat4.toRotationMat = function (mat, dest) { + if (!dest) { dest = mat4.create(); } + + dest[0] = mat[0]; + dest[1] = mat[1]; + dest[2] = mat[2]; + dest[3] = mat[3]; + dest[4] = mat[4]; + dest[5] = mat[5]; + dest[6] = mat[6]; + dest[7] = mat[7]; + dest[8] = mat[8]; + dest[9] = mat[9]; + dest[10] = mat[10]; + dest[11] = mat[11]; + dest[12] = 0; + dest[13] = 0; + dest[14] = 0; + dest[15] = 1; + + return dest; + }; + + /** + * Copies the upper 3x3 elements of a mat4 into a mat3 + * + * @param {mat4} mat mat4 containing values to copy + * @param {mat3} [dest] mat3 receiving copied values + * + * @returns {mat3} dest is specified, a new mat3 otherwise + */ + mat4.toMat3 = function (mat, dest) { + if (!dest) { dest = mat3.create(); } + + dest[0] = mat[0]; + dest[1] = mat[1]; + dest[2] = mat[2]; + dest[3] = mat[4]; + dest[4] = mat[5]; + dest[5] = mat[6]; + dest[6] = mat[8]; + dest[7] = mat[9]; + dest[8] = mat[10]; + + return dest; + }; + + /** + * Calculates the inverse of the upper 3x3 elements of a mat4 and copies the result into a mat3 + * The resulting matrix is useful for calculating transformed normals + * + * Params: + * @param {mat4} mat mat4 containing values to invert and copy + * @param {mat3} [dest] mat3 receiving values + * + * @returns {mat3} dest is specified, a new mat3 otherwise, null if the matrix cannot be inverted + */ + mat4.toInverseMat3 = function (mat, dest) { + // Cache the matrix values (makes for huge speed increases!) + var a00 = mat[0], a01 = mat[1], a02 = mat[2], + a10 = mat[4], a11 = mat[5], a12 = mat[6], + a20 = mat[8], a21 = mat[9], a22 = mat[10], + + b01 = a22 * a11 - a12 * a21, + b11 = -a22 * a10 + a12 * a20, + b21 = a21 * a10 - a11 * a20, + + d = a00 * b01 + a01 * b11 + a02 * b21, + id; + + if (!d) { return null; } + id = 1 / d; + + if (!dest) { dest = mat3.create(); } + + dest[0] = b01 * id; + dest[1] = (-a22 * a01 + a02 * a21) * id; + dest[2] = (a12 * a01 - a02 * a11) * id; + dest[3] = b11 * id; + dest[4] = (a22 * a00 - a02 * a20) * id; + dest[5] = (-a12 * a00 + a02 * a10) * id; + dest[6] = b21 * id; + dest[7] = (-a21 * a00 + a01 * a20) * id; + dest[8] = (a11 * a00 - a01 * a10) * id; + + return dest; + }; + + /** + * Performs a matrix multiplication + * + * @param {mat4} mat First operand + * @param {mat4} mat2 Second operand + * @param {mat4} [dest] mat4 receiving operation result. If not specified result is written to mat + * + * @returns {mat4} dest if specified, mat otherwise + */ + mat4.multiply = function (mat, mat2, dest) { + if (!dest) { dest = mat; } + + // Cache the matrix values (makes for huge speed increases!) + var a00 = mat[ 0], a01 = mat[ 1], a02 = mat[ 2], a03 = mat[3]; + var a10 = mat[ 4], a11 = mat[ 5], a12 = mat[ 6], a13 = mat[7]; + var a20 = mat[ 8], a21 = mat[ 9], a22 = mat[10], a23 = mat[11]; + var a30 = mat[12], a31 = mat[13], a32 = mat[14], a33 = mat[15]; + + // Cache only the current line of the second matrix + var b0 = mat2[0], b1 = mat2[1], b2 = mat2[2], b3 = mat2[3]; + dest[0] = b0*a00 + b1*a10 + b2*a20 + b3*a30; + dest[1] = b0*a01 + b1*a11 + b2*a21 + b3*a31; + dest[2] = b0*a02 + b1*a12 + b2*a22 + b3*a32; + dest[3] = b0*a03 + b1*a13 + b2*a23 + b3*a33; + + b0 = mat2[4]; + b1 = mat2[5]; + b2 = mat2[6]; + b3 = mat2[7]; + dest[4] = b0*a00 + b1*a10 + b2*a20 + b3*a30; + dest[5] = b0*a01 + b1*a11 + b2*a21 + b3*a31; + dest[6] = b0*a02 + b1*a12 + b2*a22 + b3*a32; + dest[7] = b0*a03 + b1*a13 + b2*a23 + b3*a33; + + b0 = mat2[8]; + b1 = mat2[9]; + b2 = mat2[10]; + b3 = mat2[11]; + dest[8] = b0*a00 + b1*a10 + b2*a20 + b3*a30; + dest[9] = b0*a01 + b1*a11 + b2*a21 + b3*a31; + dest[10] = b0*a02 + b1*a12 + b2*a22 + b3*a32; + dest[11] = b0*a03 + b1*a13 + b2*a23 + b3*a33; + + b0 = mat2[12]; + b1 = mat2[13]; + b2 = mat2[14]; + b3 = mat2[15]; + dest[12] = b0*a00 + b1*a10 + b2*a20 + b3*a30; + dest[13] = b0*a01 + b1*a11 + b2*a21 + b3*a31; + dest[14] = b0*a02 + b1*a12 + b2*a22 + b3*a32; + dest[15] = b0*a03 + b1*a13 + b2*a23 + b3*a33; + + return dest; + }; + + /** + * Transforms a vec3 with the given matrix + * 4th vector component is implicitly '1' + * + * @param {mat4} mat mat4 to transform the vector with + * @param {vec3} vec vec3 to transform + * @param {vec3} [dest] vec3 receiving operation result. If not specified result is written to vec + * + * @returns {vec3} dest if specified, vec otherwise + */ + mat4.multiplyVec3 = function (mat, vec, dest) { + if (!dest) { dest = vec; } + + var x = vec[0], y = vec[1], z = vec[2]; + + dest[0] = mat[0] * x + mat[4] * y + mat[8] * z + mat[12]; + dest[1] = mat[1] * x + mat[5] * y + mat[9] * z + mat[13]; + dest[2] = mat[2] * x + mat[6] * y + mat[10] * z + mat[14]; + + return dest; + }; + + /** + * Transforms a vec4 with the given matrix + * + * @param {mat4} mat mat4 to transform the vector with + * @param {vec4} vec vec4 to transform + * @param {vec4} [dest] vec4 receiving operation result. If not specified result is written to vec + * + * @returns {vec4} dest if specified, vec otherwise + */ + mat4.multiplyVec4 = function (mat, vec, dest) { + if (!dest) { dest = vec; } + + var x = vec[0], y = vec[1], z = vec[2], w = vec[3]; + + dest[0] = mat[0] * x + mat[4] * y + mat[8] * z + mat[12] * w; + dest[1] = mat[1] * x + mat[5] * y + mat[9] * z + mat[13] * w; + dest[2] = mat[2] * x + mat[6] * y + mat[10] * z + mat[14] * w; + dest[3] = mat[3] * x + mat[7] * y + mat[11] * z + mat[15] * w; + + return dest; + }; + + /** + * Translates a matrix by the given vector + * + * @param {mat4} mat mat4 to translate + * @param {vec3} vec vec3 specifying the translation + * @param {mat4} [dest] mat4 receiving operation result. If not specified result is written to mat + * + * @returns {mat4} dest if specified, mat otherwise + */ + mat4.translate = function (mat, vec, dest) { + var x = vec[0], y = vec[1], z = vec[2], + a00, a01, a02, a03, + a10, a11, a12, a13, + a20, a21, a22, a23; + + if (!dest || mat === dest) { + mat[12] = mat[0] * x + mat[4] * y + mat[8] * z + mat[12]; + mat[13] = mat[1] * x + mat[5] * y + mat[9] * z + mat[13]; + mat[14] = mat[2] * x + mat[6] * y + mat[10] * z + mat[14]; + mat[15] = mat[3] * x + mat[7] * y + mat[11] * z + mat[15]; + return mat; + } + + a00 = mat[0]; a01 = mat[1]; a02 = mat[2]; a03 = mat[3]; + a10 = mat[4]; a11 = mat[5]; a12 = mat[6]; a13 = mat[7]; + a20 = mat[8]; a21 = mat[9]; a22 = mat[10]; a23 = mat[11]; + + dest[0] = a00; dest[1] = a01; dest[2] = a02; dest[3] = a03; + dest[4] = a10; dest[5] = a11; dest[6] = a12; dest[7] = a13; + dest[8] = a20; dest[9] = a21; dest[10] = a22; dest[11] = a23; + + dest[12] = a00 * x + a10 * y + a20 * z + mat[12]; + dest[13] = a01 * x + a11 * y + a21 * z + mat[13]; + dest[14] = a02 * x + a12 * y + a22 * z + mat[14]; + dest[15] = a03 * x + a13 * y + a23 * z + mat[15]; + return dest; + }; + + /** + * Scales a matrix by the given vector + * + * @param {mat4} mat mat4 to scale + * @param {vec3} vec vec3 specifying the scale for each axis + * @param {mat4} [dest] mat4 receiving operation result. If not specified result is written to mat + * + * @param {mat4} dest if specified, mat otherwise + */ + mat4.scale = function (mat, vec, dest) { + var x = vec[0], y = vec[1], z = vec[2]; + + if (!dest || mat === dest) { + mat[0] *= x; + mat[1] *= x; + mat[2] *= x; + mat[3] *= x; + mat[4] *= y; + mat[5] *= y; + mat[6] *= y; + mat[7] *= y; + mat[8] *= z; + mat[9] *= z; + mat[10] *= z; + mat[11] *= z; + return mat; + } + + dest[0] = mat[0] * x; + dest[1] = mat[1] * x; + dest[2] = mat[2] * x; + dest[3] = mat[3] * x; + dest[4] = mat[4] * y; + dest[5] = mat[5] * y; + dest[6] = mat[6] * y; + dest[7] = mat[7] * y; + dest[8] = mat[8] * z; + dest[9] = mat[9] * z; + dest[10] = mat[10] * z; + dest[11] = mat[11] * z; + dest[12] = mat[12]; + dest[13] = mat[13]; + dest[14] = mat[14]; + dest[15] = mat[15]; + return dest; + }; + + /** + * Rotates a matrix by the given angle around the specified axis + * If rotating around a primary axis (X,Y,Z) one of the specialized rotation functions should be used instead for performance + * + * @param {mat4} mat mat4 to rotate + * @param {number} angle Angle (in radians) to rotate + * @param {vec3} axis vec3 representing the axis to rotate around + * @param {mat4} [dest] mat4 receiving operation result. If not specified result is written to mat + * + * @returns {mat4} dest if specified, mat otherwise + */ + mat4.rotate = function (mat, angle, axis, dest) { + var x = axis[0], y = axis[1], z = axis[2], + len = Math.sqrt(x * x + y * y + z * z), + s, c, t, + a00, a01, a02, a03, + a10, a11, a12, a13, + a20, a21, a22, a23, + b00, b01, b02, + b10, b11, b12, + b20, b21, b22; + + if (!len) { return null; } + if (len !== 1) { + len = 1 / len; + x *= len; + y *= len; + z *= len; + } + + s = Math.sin(angle); + c = Math.cos(angle); + t = 1 - c; + + a00 = mat[0]; a01 = mat[1]; a02 = mat[2]; a03 = mat[3]; + a10 = mat[4]; a11 = mat[5]; a12 = mat[6]; a13 = mat[7]; + a20 = mat[8]; a21 = mat[9]; a22 = mat[10]; a23 = mat[11]; + + // Construct the elements of the rotation matrix + b00 = x * x * t + c; b01 = y * x * t + z * s; b02 = z * x * t - y * s; + b10 = x * y * t - z * s; b11 = y * y * t + c; b12 = z * y * t + x * s; + b20 = x * z * t + y * s; b21 = y * z * t - x * s; b22 = z * z * t + c; + + if (!dest) { + dest = mat; + } else if (mat !== dest) { // If the source and destination differ, copy the unchanged last row + dest[12] = mat[12]; + dest[13] = mat[13]; + dest[14] = mat[14]; + dest[15] = mat[15]; + } + + // Perform rotation-specific matrix multiplication + dest[0] = a00 * b00 + a10 * b01 + a20 * b02; + dest[1] = a01 * b00 + a11 * b01 + a21 * b02; + dest[2] = a02 * b00 + a12 * b01 + a22 * b02; + dest[3] = a03 * b00 + a13 * b01 + a23 * b02; + + dest[4] = a00 * b10 + a10 * b11 + a20 * b12; + dest[5] = a01 * b10 + a11 * b11 + a21 * b12; + dest[6] = a02 * b10 + a12 * b11 + a22 * b12; + dest[7] = a03 * b10 + a13 * b11 + a23 * b12; + + dest[8] = a00 * b20 + a10 * b21 + a20 * b22; + dest[9] = a01 * b20 + a11 * b21 + a21 * b22; + dest[10] = a02 * b20 + a12 * b21 + a22 * b22; + dest[11] = a03 * b20 + a13 * b21 + a23 * b22; + return dest; + }; + + /** + * Rotates a matrix by the given angle around the X axis + * + * @param {mat4} mat mat4 to rotate + * @param {number} angle Angle (in radians) to rotate + * @param {mat4} [dest] mat4 receiving operation result. If not specified result is written to mat + * + * @returns {mat4} dest if specified, mat otherwise + */ + mat4.rotateX = function (mat, angle, dest) { + var s = Math.sin(angle), + c = Math.cos(angle), + a10 = mat[4], + a11 = mat[5], + a12 = mat[6], + a13 = mat[7], + a20 = mat[8], + a21 = mat[9], + a22 = mat[10], + a23 = mat[11]; + + if (!dest) { + dest = mat; + } else if (mat !== dest) { // If the source and destination differ, copy the unchanged rows + dest[0] = mat[0]; + dest[1] = mat[1]; + dest[2] = mat[2]; + dest[3] = mat[3]; + + dest[12] = mat[12]; + dest[13] = mat[13]; + dest[14] = mat[14]; + dest[15] = mat[15]; + } + + // Perform axis-specific matrix multiplication + dest[4] = a10 * c + a20 * s; + dest[5] = a11 * c + a21 * s; + dest[6] = a12 * c + a22 * s; + dest[7] = a13 * c + a23 * s; + + dest[8] = a10 * -s + a20 * c; + dest[9] = a11 * -s + a21 * c; + dest[10] = a12 * -s + a22 * c; + dest[11] = a13 * -s + a23 * c; + return dest; + }; + + /** + * Rotates a matrix by the given angle around the Y axis + * + * @param {mat4} mat mat4 to rotate + * @param {number} angle Angle (in radians) to rotate + * @param {mat4} [dest] mat4 receiving operation result. If not specified result is written to mat + * + * @returns {mat4} dest if specified, mat otherwise + */ + mat4.rotateY = function (mat, angle, dest) { + var s = Math.sin(angle), + c = Math.cos(angle), + a00 = mat[0], + a01 = mat[1], + a02 = mat[2], + a03 = mat[3], + a20 = mat[8], + a21 = mat[9], + a22 = mat[10], + a23 = mat[11]; + + if (!dest) { + dest = mat; + } else if (mat !== dest) { // If the source and destination differ, copy the unchanged rows + dest[4] = mat[4]; + dest[5] = mat[5]; + dest[6] = mat[6]; + dest[7] = mat[7]; + + dest[12] = mat[12]; + dest[13] = mat[13]; + dest[14] = mat[14]; + dest[15] = mat[15]; + } + + // Perform axis-specific matrix multiplication + dest[0] = a00 * c + a20 * -s; + dest[1] = a01 * c + a21 * -s; + dest[2] = a02 * c + a22 * -s; + dest[3] = a03 * c + a23 * -s; + + dest[8] = a00 * s + a20 * c; + dest[9] = a01 * s + a21 * c; + dest[10] = a02 * s + a22 * c; + dest[11] = a03 * s + a23 * c; + return dest; + }; + + /** + * Rotates a matrix by the given angle around the Z axis + * + * @param {mat4} mat mat4 to rotate + * @param {number} angle Angle (in radians) to rotate + * @param {mat4} [dest] mat4 receiving operation result. If not specified result is written to mat + * + * @returns {mat4} dest if specified, mat otherwise + */ + mat4.rotateZ = function (mat, angle, dest) { + var s = Math.sin(angle), + c = Math.cos(angle), + a00 = mat[0], + a01 = mat[1], + a02 = mat[2], + a03 = mat[3], + a10 = mat[4], + a11 = mat[5], + a12 = mat[6], + a13 = mat[7]; + + if (!dest) { + dest = mat; + } else if (mat !== dest) { // If the source and destination differ, copy the unchanged last row + dest[8] = mat[8]; + dest[9] = mat[9]; + dest[10] = mat[10]; + dest[11] = mat[11]; + + dest[12] = mat[12]; + dest[13] = mat[13]; + dest[14] = mat[14]; + dest[15] = mat[15]; + } + + // Perform axis-specific matrix multiplication + dest[0] = a00 * c + a10 * s; + dest[1] = a01 * c + a11 * s; + dest[2] = a02 * c + a12 * s; + dest[3] = a03 * c + a13 * s; + + dest[4] = a00 * -s + a10 * c; + dest[5] = a01 * -s + a11 * c; + dest[6] = a02 * -s + a12 * c; + dest[7] = a03 * -s + a13 * c; + + return dest; + }; + + /** + * Generates a frustum matrix with the given bounds + * + * @param {number} left Left bound of the frustum + * @param {number} right Right bound of the frustum + * @param {number} bottom Bottom bound of the frustum + * @param {number} top Top bound of the frustum + * @param {number} near Near bound of the frustum + * @param {number} far Far bound of the frustum + * @param {mat4} [dest] mat4 frustum matrix will be written into + * + * @returns {mat4} dest if specified, a new mat4 otherwise + */ + mat4.frustum = function (left, right, bottom, top, near, far, dest) { + if (!dest) { dest = mat4.create(); } + var rl = (right - left), + tb = (top - bottom), + fn = (far - near); + dest[0] = (near * 2) / rl; + dest[1] = 0; + dest[2] = 0; + dest[3] = 0; + dest[4] = 0; + dest[5] = (near * 2) / tb; + dest[6] = 0; + dest[7] = 0; + dest[8] = (right + left) / rl; + dest[9] = (top + bottom) / tb; + dest[10] = -(far + near) / fn; + dest[11] = -1; + dest[12] = 0; + dest[13] = 0; + dest[14] = -(far * near * 2) / fn; + dest[15] = 0; + return dest; + }; + + /** + * Generates a perspective projection matrix with the given bounds + * + * @param {number} fovy Vertical field of view + * @param {number} aspect Aspect ratio. typically viewport width/height + * @param {number} near Near bound of the frustum + * @param {number} far Far bound of the frustum + * @param {mat4} [dest] mat4 frustum matrix will be written into + * + * @returns {mat4} dest if specified, a new mat4 otherwise + */ + mat4.perspective = function (fovy, aspect, near, far, dest) { + var top = near * Math.tan(fovy * Math.PI / 360.0), + right = top * aspect; + return mat4.frustum(-right, right, -top, top, near, far, dest); + }; + + /** + * Generates a orthogonal projection matrix with the given bounds + * + * @param {number} left Left bound of the frustum + * @param {number} right Right bound of the frustum + * @param {number} bottom Bottom bound of the frustum + * @param {number} top Top bound of the frustum + * @param {number} near Near bound of the frustum + * @param {number} far Far bound of the frustum + * @param {mat4} [dest] mat4 frustum matrix will be written into + * + * @returns {mat4} dest if specified, a new mat4 otherwise + */ + mat4.ortho = function (left, right, bottom, top, near, far, dest) { + if (!dest) { dest = mat4.create(); } + var rl = (right - left), + tb = (top - bottom), + fn = (far - near); + dest[0] = 2 / rl; + dest[1] = 0; + dest[2] = 0; + dest[3] = 0; + dest[4] = 0; + dest[5] = 2 / tb; + dest[6] = 0; + dest[7] = 0; + dest[8] = 0; + dest[9] = 0; + dest[10] = -2 / fn; + dest[11] = 0; + dest[12] = -(left + right) / rl; + dest[13] = -(top + bottom) / tb; + dest[14] = -(far + near) / fn; + dest[15] = 1; + return dest; + }; + + /** + * Generates a look-at matrix with the given eye position, focal point, and up axis + * + * @param {vec3} eye Position of the viewer + * @param {vec3} center Point the viewer is looking at + * @param {vec3} up vec3 pointing "up" + * @param {mat4} [dest] mat4 frustum matrix will be written into + * + * @returns {mat4} dest if specified, a new mat4 otherwise + */ + mat4.lookAt = function (eye, center, up, dest) { + if (!dest) { dest = mat4.create(); } + + var x0, x1, x2, y0, y1, y2, z0, z1, z2, len, + eyex = eye[0], + eyey = eye[1], + eyez = eye[2], + upx = up[0], + upy = up[1], + upz = up[2], + centerx = center[0], + centery = center[1], + centerz = center[2]; + + if (eyex === centerx && eyey === centery && eyez === centerz) { + return mat4.identity(dest); + } + + //vec3.direction(eye, center, z); + z0 = eyex - centerx; + z1 = eyey - centery; + z2 = eyez - centerz; + + // normalize (no check needed for 0 because of early return) + len = 1 / Math.sqrt(z0 * z0 + z1 * z1 + z2 * z2); + z0 *= len; + z1 *= len; + z2 *= len; + + //vec3.normalize(vec3.cross(up, z, x)); + x0 = upy * z2 - upz * z1; + x1 = upz * z0 - upx * z2; + x2 = upx * z1 - upy * z0; + len = Math.sqrt(x0 * x0 + x1 * x1 + x2 * x2); + if (!len) { + x0 = 0; + x1 = 0; + x2 = 0; + } else { + len = 1 / len; + x0 *= len; + x1 *= len; + x2 *= len; + } + + //vec3.normalize(vec3.cross(z, x, y)); + y0 = z1 * x2 - z2 * x1; + y1 = z2 * x0 - z0 * x2; + y2 = z0 * x1 - z1 * x0; + + len = Math.sqrt(y0 * y0 + y1 * y1 + y2 * y2); + if (!len) { + y0 = 0; + y1 = 0; + y2 = 0; + } else { + len = 1 / len; + y0 *= len; + y1 *= len; + y2 *= len; + } + + dest[0] = x0; + dest[1] = y0; + dest[2] = z0; + dest[3] = 0; + dest[4] = x1; + dest[5] = y1; + dest[6] = z1; + dest[7] = 0; + dest[8] = x2; + dest[9] = y2; + dest[10] = z2; + dest[11] = 0; + dest[12] = -(x0 * eyex + x1 * eyey + x2 * eyez); + dest[13] = -(y0 * eyex + y1 * eyey + y2 * eyez); + dest[14] = -(z0 * eyex + z1 * eyey + z2 * eyez); + dest[15] = 1; + + return dest; + }; + + /** + * Creates a matrix from a quaternion rotation and vector translation + * This is equivalent to (but much faster than): + * + * mat4.identity(dest); + * mat4.translate(dest, vec); + * var quatMat = mat4.create(); + * quat4.toMat4(quat, quatMat); + * mat4.multiply(dest, quatMat); + * + * @param {quat4} quat Rotation quaternion + * @param {vec3} vec Translation vector + * @param {mat4} [dest] mat4 receiving operation result. If not specified result is written to a new mat4 + * + * @returns {mat4} dest if specified, a new mat4 otherwise + */ + mat4.fromRotationTranslation = function (quat, vec, dest) { + if (!dest) { dest = mat4.create(); } + + // Quaternion math + var x = quat[0], y = quat[1], z = quat[2], w = quat[3], + x2 = x + x, + y2 = y + y, + z2 = z + z, + + xx = x * x2, + xy = x * y2, + xz = x * z2, + yy = y * y2, + yz = y * z2, + zz = z * z2, + wx = w * x2, + wy = w * y2, + wz = w * z2; + + dest[0] = 1 - (yy + zz); + dest[1] = xy + wz; + dest[2] = xz - wy; + dest[3] = 0; + dest[4] = xy - wz; + dest[5] = 1 - (xx + zz); + dest[6] = yz + wx; + dest[7] = 0; + dest[8] = xz + wy; + dest[9] = yz - wx; + dest[10] = 1 - (xx + yy); + dest[11] = 0; + dest[12] = vec[0]; + dest[13] = vec[1]; + dest[14] = vec[2]; + dest[15] = 1; + + return dest; + }; + + /** + * Returns a string representation of a mat4 + * + * @param {mat4} mat mat4 to represent as a string + * + * @returns {string} String representation of mat + */ + mat4.str = function (mat) { + return '[' + mat[0] + ', ' + mat[1] + ', ' + mat[2] + ', ' + mat[3] + + ', ' + mat[4] + ', ' + mat[5] + ', ' + mat[6] + ', ' + mat[7] + + ', ' + mat[8] + ', ' + mat[9] + ', ' + mat[10] + ', ' + mat[11] + + ', ' + mat[12] + ', ' + mat[13] + ', ' + mat[14] + ', ' + mat[15] + ']'; + }; + + /** + * @class Quaternion + * @name quat4 + */ + var quat4 = {}; + + /** + * Creates a new instance of a quat4 using the default array type + * Any javascript array containing at least 4 numeric elements can serve as a quat4 + * + * @param {quat4} [quat] quat4 containing values to initialize with + * + * @returns {quat4} New quat4 + */ + quat4.create = function (quat) { + var dest = new MatrixArray(4); + + if (quat) { + dest[0] = quat[0]; + dest[1] = quat[1]; + dest[2] = quat[2]; + dest[3] = quat[3]; + } else { + dest[0] = dest[1] = dest[2] = dest[3] = 0; + } + + return dest; + }; + + /** + * Creates a new instance of a quat4, initializing it with the given arguments + * + * @param {number} x X value + * @param {number} y Y value + * @param {number} z Z value + * @param {number} w W value + + * @returns {quat4} New quat4 + */ + quat4.createFrom = function (x, y, z, w) { + var dest = new MatrixArray(4); + + dest[0] = x; + dest[1] = y; + dest[2] = z; + dest[3] = w; + + return dest; + }; + + /** + * Copies the values of one quat4 to another + * + * @param {quat4} quat quat4 containing values to copy + * @param {quat4} dest quat4 receiving copied values + * + * @returns {quat4} dest + */ + quat4.set = function (quat, dest) { + dest[0] = quat[0]; + dest[1] = quat[1]; + dest[2] = quat[2]; + dest[3] = quat[3]; + + return dest; + }; + + /** + * Compares two quaternions for equality within a certain margin of error + * + * @param {quat4} a First vector + * @param {quat4} b Second vector + * + * @returns {Boolean} True if a is equivalent to b + */ + quat4.equal = function (a, b) { + return a === b || ( + Math.abs(a[0] - b[0]) < FLOAT_EPSILON && + Math.abs(a[1] - b[1]) < FLOAT_EPSILON && + Math.abs(a[2] - b[2]) < FLOAT_EPSILON && + Math.abs(a[3] - b[3]) < FLOAT_EPSILON + ); + }; + + /** + * Creates a new identity Quat4 + * + * @param {quat4} [dest] quat4 receiving copied values + * + * @returns {quat4} dest is specified, new quat4 otherwise + */ + quat4.identity = function (dest) { + if (!dest) { dest = quat4.create(); } + dest[0] = 0; + dest[1] = 0; + dest[2] = 0; + dest[3] = 1; + return dest; + }; + + var identityQuat4 = quat4.identity(); + + /** + * Calculates the W component of a quat4 from the X, Y, and Z components. + * Assumes that quaternion is 1 unit in length. + * Any existing W component will be ignored. + * + * @param {quat4} quat quat4 to calculate W component of + * @param {quat4} [dest] quat4 receiving calculated values. If not specified result is written to quat + * + * @returns {quat4} dest if specified, quat otherwise + */ + quat4.calculateW = function (quat, dest) { + var x = quat[0], y = quat[1], z = quat[2]; + + if (!dest || quat === dest) { + quat[3] = -Math.sqrt(Math.abs(1.0 - x * x - y * y - z * z)); + return quat; + } + dest[0] = x; + dest[1] = y; + dest[2] = z; + dest[3] = -Math.sqrt(Math.abs(1.0 - x * x - y * y - z * z)); + return dest; + }; + + /** + * Calculates the dot product of two quaternions + * + * @param {quat4} quat First operand + * @param {quat4} quat2 Second operand + * + * @return {number} Dot product of quat and quat2 + */ + quat4.dot = function(quat, quat2){ + return quat[0]*quat2[0] + quat[1]*quat2[1] + quat[2]*quat2[2] + quat[3]*quat2[3]; + }; + + /** + * Calculates the inverse of a quat4 + * + * @param {quat4} quat quat4 to calculate inverse of + * @param {quat4} [dest] quat4 receiving inverse values. If not specified result is written to quat + * + * @returns {quat4} dest if specified, quat otherwise + */ + quat4.inverse = function(quat, dest) { + var q0 = quat[0], q1 = quat[1], q2 = quat[2], q3 = quat[3], + dot = q0*q0 + q1*q1 + q2*q2 + q3*q3, + invDot = dot ? 1.0/dot : 0; + + // TODO: Would be faster to return [0,0,0,0] immediately if dot == 0 + + if(!dest || quat === dest) { + quat[0] *= -invDot; + quat[1] *= -invDot; + quat[2] *= -invDot; + quat[3] *= invDot; + return quat; + } + dest[0] = -quat[0]*invDot; + dest[1] = -quat[1]*invDot; + dest[2] = -quat[2]*invDot; + dest[3] = quat[3]*invDot; + return dest; + }; + + + /** + * Calculates the conjugate of a quat4 + * If the quaternion is normalized, this function is faster than quat4.inverse and produces the same result. + * + * @param {quat4} quat quat4 to calculate conjugate of + * @param {quat4} [dest] quat4 receiving conjugate values. If not specified result is written to quat + * + * @returns {quat4} dest if specified, quat otherwise + */ + quat4.conjugate = function (quat, dest) { + if (!dest || quat === dest) { + quat[0] *= -1; + quat[1] *= -1; + quat[2] *= -1; + return quat; + } + dest[0] = -quat[0]; + dest[1] = -quat[1]; + dest[2] = -quat[2]; + dest[3] = quat[3]; + return dest; + }; + + /** + * Calculates the length of a quat4 + * + * Params: + * @param {quat4} quat quat4 to calculate length of + * + * @returns Length of quat + */ + quat4.length = function (quat) { + var x = quat[0], y = quat[1], z = quat[2], w = quat[3]; + return Math.sqrt(x * x + y * y + z * z + w * w); + }; + + /** + * Generates a unit quaternion of the same direction as the provided quat4 + * If quaternion length is 0, returns [0, 0, 0, 0] + * + * @param {quat4} quat quat4 to normalize + * @param {quat4} [dest] quat4 receiving operation result. If not specified result is written to quat + * + * @returns {quat4} dest if specified, quat otherwise + */ + quat4.normalize = function (quat, dest) { + if (!dest) { dest = quat; } + + var x = quat[0], y = quat[1], z = quat[2], w = quat[3], + len = Math.sqrt(x * x + y * y + z * z + w * w); + if (len === 0) { + dest[0] = 0; + dest[1] = 0; + dest[2] = 0; + dest[3] = 0; + return dest; + } + len = 1 / len; + dest[0] = x * len; + dest[1] = y * len; + dest[2] = z * len; + dest[3] = w * len; + + return dest; + }; + + /** + * Performs quaternion addition + * + * @param {quat4} quat First operand + * @param {quat4} quat2 Second operand + * @param {quat4} [dest] quat4 receiving operation result. If not specified result is written to quat + * + * @returns {quat4} dest if specified, quat otherwise + */ + quat4.add = function (quat, quat2, dest) { + if(!dest || quat === dest) { + quat[0] += quat2[0]; + quat[1] += quat2[1]; + quat[2] += quat2[2]; + quat[3] += quat2[3]; + return quat; + } + dest[0] = quat[0]+quat2[0]; + dest[1] = quat[1]+quat2[1]; + dest[2] = quat[2]+quat2[2]; + dest[3] = quat[3]+quat2[3]; + return dest; + }; + + /** + * Performs a quaternion multiplication + * + * @param {quat4} quat First operand + * @param {quat4} quat2 Second operand + * @param {quat4} [dest] quat4 receiving operation result. If not specified result is written to quat + * + * @returns {quat4} dest if specified, quat otherwise + */ + quat4.multiply = function (quat, quat2, dest) { + if (!dest) { dest = quat; } + + var qax = quat[0], qay = quat[1], qaz = quat[2], qaw = quat[3], + qbx = quat2[0], qby = quat2[1], qbz = quat2[2], qbw = quat2[3]; + + dest[0] = qax * qbw + qaw * qbx + qay * qbz - qaz * qby; + dest[1] = qay * qbw + qaw * qby + qaz * qbx - qax * qbz; + dest[2] = qaz * qbw + qaw * qbz + qax * qby - qay * qbx; + dest[3] = qaw * qbw - qax * qbx - qay * qby - qaz * qbz; + + return dest; + }; + + /** + * Transforms a vec3 with the given quaternion + * + * @param {quat4} quat quat4 to transform the vector with + * @param {vec3} vec vec3 to transform + * @param {vec3} [dest] vec3 receiving operation result. If not specified result is written to vec + * + * @returns dest if specified, vec otherwise + */ + quat4.multiplyVec3 = function (quat, vec, dest) { + if (!dest) { dest = vec; } + + var x = vec[0], y = vec[1], z = vec[2], + qx = quat[0], qy = quat[1], qz = quat[2], qw = quat[3], + + // calculate quat * vec + ix = qw * x + qy * z - qz * y, + iy = qw * y + qz * x - qx * z, + iz = qw * z + qx * y - qy * x, + iw = -qx * x - qy * y - qz * z; + + // calculate result * inverse quat + dest[0] = ix * qw + iw * -qx + iy * -qz - iz * -qy; + dest[1] = iy * qw + iw * -qy + iz * -qx - ix * -qz; + dest[2] = iz * qw + iw * -qz + ix * -qy - iy * -qx; + + return dest; + }; + + /** + * Multiplies the components of a quaternion by a scalar value + * + * @param {quat4} quat to scale + * @param {number} val Value to scale by + * @param {quat4} [dest] quat4 receiving operation result. If not specified result is written to quat + * + * @returns {quat4} dest if specified, quat otherwise + */ + quat4.scale = function (quat, val, dest) { + if(!dest || quat === dest) { + quat[0] *= val; + quat[1] *= val; + quat[2] *= val; + quat[3] *= val; + return quat; + } + dest[0] = quat[0]*val; + dest[1] = quat[1]*val; + dest[2] = quat[2]*val; + dest[3] = quat[3]*val; + return dest; + }; + + /** + * Calculates a 3x3 matrix from the given quat4 + * + * @param {quat4} quat quat4 to create matrix from + * @param {mat3} [dest] mat3 receiving operation result + * + * @returns {mat3} dest if specified, a new mat3 otherwise + */ + quat4.toMat3 = function (quat, dest) { + if (!dest) { dest = mat3.create(); } + + var x = quat[0], y = quat[1], z = quat[2], w = quat[3], + x2 = x + x, + y2 = y + y, + z2 = z + z, + + xx = x * x2, + xy = x * y2, + xz = x * z2, + yy = y * y2, + yz = y * z2, + zz = z * z2, + wx = w * x2, + wy = w * y2, + wz = w * z2; + + dest[0] = 1 - (yy + zz); + dest[1] = xy + wz; + dest[2] = xz - wy; + + dest[3] = xy - wz; + dest[4] = 1 - (xx + zz); + dest[5] = yz + wx; + + dest[6] = xz + wy; + dest[7] = yz - wx; + dest[8] = 1 - (xx + yy); + + return dest; + }; + + /** + * Calculates a 4x4 matrix from the given quat4 + * + * @param {quat4} quat quat4 to create matrix from + * @param {mat4} [dest] mat4 receiving operation result + * + * @returns {mat4} dest if specified, a new mat4 otherwise + */ + quat4.toMat4 = function (quat, dest) { + if (!dest) { dest = mat4.create(); } + + var x = quat[0], y = quat[1], z = quat[2], w = quat[3], + x2 = x + x, + y2 = y + y, + z2 = z + z, + + xx = x * x2, + xy = x * y2, + xz = x * z2, + yy = y * y2, + yz = y * z2, + zz = z * z2, + wx = w * x2, + wy = w * y2, + wz = w * z2; + + dest[0] = 1 - (yy + zz); + dest[1] = xy + wz; + dest[2] = xz - wy; + dest[3] = 0; + + dest[4] = xy - wz; + dest[5] = 1 - (xx + zz); + dest[6] = yz + wx; + dest[7] = 0; + + dest[8] = xz + wy; + dest[9] = yz - wx; + dest[10] = 1 - (xx + yy); + dest[11] = 0; + + dest[12] = 0; + dest[13] = 0; + dest[14] = 0; + dest[15] = 1; + + return dest; + }; + + /** + * Performs a spherical linear interpolation between two quat4 + * + * @param {quat4} quat First quaternion + * @param {quat4} quat2 Second quaternion + * @param {number} slerp Interpolation amount between the two inputs + * @param {quat4} [dest] quat4 receiving operation result. If not specified result is written to quat + * + * @returns {quat4} dest if specified, quat otherwise + */ + quat4.slerp = function (quat, quat2, slerp, dest) { + if (!dest) { dest = quat; } + + var cosHalfTheta = quat[0] * quat2[0] + quat[1] * quat2[1] + quat[2] * quat2[2] + quat[3] * quat2[3], + halfTheta, + sinHalfTheta, + ratioA, + ratioB; + + if (Math.abs(cosHalfTheta) >= 1.0) { + if (dest !== quat) { + dest[0] = quat[0]; + dest[1] = quat[1]; + dest[2] = quat[2]; + dest[3] = quat[3]; + } + return dest; + } + + halfTheta = Math.acos(cosHalfTheta); + sinHalfTheta = Math.sqrt(1.0 - cosHalfTheta * cosHalfTheta); + + if (Math.abs(sinHalfTheta) < 0.001) { + dest[0] = (quat[0] * 0.5 + quat2[0] * 0.5); + dest[1] = (quat[1] * 0.5 + quat2[1] * 0.5); + dest[2] = (quat[2] * 0.5 + quat2[2] * 0.5); + dest[3] = (quat[3] * 0.5 + quat2[3] * 0.5); + return dest; + } + + ratioA = Math.sin((1 - slerp) * halfTheta) / sinHalfTheta; + ratioB = Math.sin(slerp * halfTheta) / sinHalfTheta; + + dest[0] = (quat[0] * ratioA + quat2[0] * ratioB); + dest[1] = (quat[1] * ratioA + quat2[1] * ratioB); + dest[2] = (quat[2] * ratioA + quat2[2] * ratioB); + dest[3] = (quat[3] * ratioA + quat2[3] * ratioB); + + return dest; + }; + + /** + * Creates a quaternion from the given 3x3 rotation matrix. + * If dest is omitted, a new quaternion will be created. + * + * @param {mat3} mat the rotation matrix + * @param {quat4} [dest] an optional receiving quaternion + * + * @returns {quat4} the quaternion constructed from the rotation matrix + * + */ + quat4.fromRotationMatrix = function(mat, dest) { + if (!dest) dest = quat4.create(); + + // Algorithm in Ken Shoemake's article in 1987 SIGGRAPH course notes + // article "Quaternion Calculus and Fast Animation". + + var fTrace = mat[0] + mat[4] + mat[8]; + var fRoot; + + if ( fTrace > 0.0 ) { + // |w| > 1/2, may as well choose w > 1/2 + fRoot = Math.sqrt(fTrace + 1.0); // 2w + dest[3] = 0.5 * fRoot; + fRoot = 0.5/fRoot; // 1/(4w) + dest[0] = (mat[7]-mat[5])*fRoot; + dest[1] = (mat[2]-mat[6])*fRoot; + dest[2] = (mat[3]-mat[1])*fRoot; + } else { + // |w| <= 1/2 + var s_iNext = quat4.fromRotationMatrix.s_iNext = quat4.fromRotationMatrix.s_iNext || [1,2,0]; + var i = 0; + if ( mat[4] > mat[0] ) + i = 1; + if ( mat[8] > mat[i*3+i] ) + i = 2; + var j = s_iNext[i]; + var k = s_iNext[j]; + + fRoot = Math.sqrt(mat[i*3+i]-mat[j*3+j]-mat[k*3+k] + 1.0); + dest[i] = 0.5 * fRoot; + fRoot = 0.5 / fRoot; + dest[3] = (mat[k*3+j] - mat[j*3+k]) * fRoot; + dest[j] = (mat[j*3+i] + mat[i*3+j]) * fRoot; + dest[k] = (mat[k*3+i] + mat[i*3+k]) * fRoot; + } + + return dest; + }; + + /** + * Alias. See the description for quat4.fromRotationMatrix(). + */ + mat3.toQuat4 = quat4.fromRotationMatrix; + + (function() { + var mat = mat3.create(); + + /** + * Creates a quaternion from the 3 given vectors. They must be perpendicular + * to one another and represent the X, Y and Z axes. + * + * If dest is omitted, a new quat4 will be created. + * + * Example: The default OpenGL orientation has a view vector [0, 0, -1], + * right vector [1, 0, 0], and up vector [0, 1, 0]. A quaternion representing + * this orientation could be constructed with: + * + * quat = quat4.fromAxes([0, 0, -1], [1, 0, 0], [0, 1, 0], quat4.create()); + * + * @param {vec3} view the view vector, or direction the object is pointing in + * @param {vec3} right the right vector, or direction to the "right" of the object + * @param {vec3} up the up vector, or direction towards the object's "up" + * @param {quat4} [dest] an optional receiving quat4 + * + * @returns {quat4} dest + **/ + quat4.fromAxes = function(view, right, up, dest) { + mat[0] = right[0]; + mat[3] = right[1]; + mat[6] = right[2]; + + mat[1] = up[0]; + mat[4] = up[1]; + mat[7] = up[2]; + + mat[2] = view[0]; + mat[5] = view[1]; + mat[8] = view[2]; + + return quat4.fromRotationMatrix(mat, dest); + }; + })(); + + /** + * Sets a quat4 to the Identity and returns it. + * + * @param {quat4} [dest] quat4 to set. If omitted, a + * new quat4 will be created. + * + * @returns {quat4} dest + */ + quat4.identity = function(dest) { + if (!dest) dest = quat4.create(); + dest[0] = 0; + dest[1] = 0; + dest[2] = 0; + dest[3] = 1; + return dest; + }; + + /** + * Sets a quat4 from the given angle and rotation axis, + * then returns it. If dest is not given, a new quat4 is created. + * + * @param {Number} angle the angle in radians + * @param {vec3} axis the axis around which to rotate + * @param {quat4} [dest] the optional quat4 to store the result + * + * @returns {quat4} dest + **/ + quat4.fromAngleAxis = function(angle, axis, dest) { + // The quaternion representing the rotation is + // q = cos(A/2)+sin(A/2)*(x*i+y*j+z*k) + if (!dest) dest = quat4.create(); + + var half = angle * 0.5; + var s = Math.sin(half); + dest[3] = Math.cos(half); + dest[0] = s * axis[0]; + dest[1] = s * axis[1]; + dest[2] = s * axis[2]; + + return dest; + }; + + /** + * Stores the angle and axis in a vec4, where the XYZ components represent + * the axis and the W (4th) component is the angle in radians. + * + * If dest is not given, src will be modified in place and returned, after + * which it should not be considered not a quaternion (just an axis and angle). + * + * @param {quat4} quat the quaternion whose angle and axis to store + * @param {vec4} [dest] the optional vec4 to receive the data + * + * @returns {vec4} dest + */ + quat4.toAngleAxis = function(src, dest) { + if (!dest) dest = src; + // The quaternion representing the rotation is + // q = cos(A/2)+sin(A/2)*(x*i+y*j+z*k) + + var sqrlen = src[0]*src[0]+src[1]*src[1]+src[2]*src[2]; + if (sqrlen > 0) + { + dest[3] = 2 * Math.acos(src[3]); + var invlen = glMath.invsqrt(sqrlen); + dest[0] = src[0]*invlen; + dest[1] = src[1]*invlen; + dest[2] = src[2]*invlen; + } else { + // angle is 0 (mod 2*pi), so any axis will do + dest[3] = 0; + dest[0] = 1; + dest[1] = 0; + dest[2] = 0; + } + + return dest; + }; + + /** + * Returns a string representation of a quaternion + * + * @param {quat4} quat quat4 to represent as a string + * + * @returns {string} String representation of quat + */ + quat4.str = function (quat) { + return '[' + quat[0] + ', ' + quat[1] + ', ' + quat[2] + ', ' + quat[3] + ']'; + }; + + /** + * @class 2 Dimensional Vector + * @name vec2 + */ + var vec2 = {}; + + /** + * Creates a new vec2, initializing it from vec if vec + * is given. + * + * @param {vec2} [vec] the vector's initial contents + * @returns {vec2} a new 2D vector + */ + vec2.create = function(vec) { + var dest = new MatrixArray(2); + + if (vec) { + dest[0] = vec[0]; + dest[1] = vec[1]; + } else { + dest[0] = 0; + dest[1] = 0; + } + return dest; + }; + + /** + * Creates a new instance of a vec2, initializing it with the given arguments + * + * @param {number} x X value + * @param {number} y Y value + + * @returns {vec2} New vec2 + */ + vec2.createFrom = function (x, y) { + var dest = new MatrixArray(2); + + dest[0] = x; + dest[1] = y; + + return dest; + }; + + /** + * Adds the vec2's together. If dest is given, the result + * is stored there. Otherwise, the result is stored in vecB. + * + * @param {vec2} vecA the first operand + * @param {vec2} vecB the second operand + * @param {vec2} [dest] the optional receiving vector + * @returns {vec2} dest + */ + vec2.add = function(vecA, vecB, dest) { + if (!dest) dest = vecB; + dest[0] = vecA[0] + vecB[0]; + dest[1] = vecA[1] + vecB[1]; + return dest; + }; + + /** + * Subtracts vecB from vecA. If dest is given, the result + * is stored there. Otherwise, the result is stored in vecB. + * + * @param {vec2} vecA the first operand + * @param {vec2} vecB the second operand + * @param {vec2} [dest] the optional receiving vector + * @returns {vec2} dest + */ + vec2.subtract = function(vecA, vecB, dest) { + if (!dest) dest = vecB; + dest[0] = vecA[0] - vecB[0]; + dest[1] = vecA[1] - vecB[1]; + return dest; + }; + + /** + * Multiplies vecA with vecB. If dest is given, the result + * is stored there. Otherwise, the result is stored in vecB. + * + * @param {vec2} vecA the first operand + * @param {vec2} vecB the second operand + * @param {vec2} [dest] the optional receiving vector + * @returns {vec2} dest + */ + vec2.multiply = function(vecA, vecB, dest) { + if (!dest) dest = vecB; + dest[0] = vecA[0] * vecB[0]; + dest[1] = vecA[1] * vecB[1]; + return dest; + }; + + /** + * Divides vecA by vecB. If dest is given, the result + * is stored there. Otherwise, the result is stored in vecB. + * + * @param {vec2} vecA the first operand + * @param {vec2} vecB the second operand + * @param {vec2} [dest] the optional receiving vector + * @returns {vec2} dest + */ + vec2.divide = function(vecA, vecB, dest) { + if (!dest) dest = vecB; + dest[0] = vecA[0] / vecB[0]; + dest[1] = vecA[1] / vecB[1]; + return dest; + }; + + /** + * Scales vecA by some scalar number. If dest is given, the result + * is stored there. Otherwise, the result is stored in vecA. + * + * This is the same as multiplying each component of vecA + * by the given scalar. + * + * @param {vec2} vecA the vector to be scaled + * @param {Number} scalar the amount to scale the vector by + * @param {vec2} [dest] the optional receiving vector + * @returns {vec2} dest + */ + vec2.scale = function(vecA, scalar, dest) { + if (!dest) dest = vecA; + dest[0] = vecA[0] * scalar; + dest[1] = vecA[1] * scalar; + return dest; + }; + + /** + * Calculates the euclidian distance between two vec2 + * + * Params: + * @param {vec2} vecA First vector + * @param {vec2} vecB Second vector + * + * @returns {number} Distance between vecA and vecB + */ + vec2.dist = function (vecA, vecB) { + var x = vecB[0] - vecA[0], + y = vecB[1] - vecA[1]; + return Math.sqrt(x*x + y*y); + }; + + /** + * Copies the values of one vec2 to another + * + * @param {vec2} vec vec2 containing values to copy + * @param {vec2} dest vec2 receiving copied values + * + * @returns {vec2} dest + */ + vec2.set = function (vec, dest) { + dest[0] = vec[0]; + dest[1] = vec[1]; + return dest; + }; + + /** + * Compares two vectors for equality within a certain margin of error + * + * @param {vec2} a First vector + * @param {vec2} b Second vector + * + * @returns {Boolean} True if a is equivalent to b + */ + vec2.equal = function (a, b) { + return a === b || ( + Math.abs(a[0] - b[0]) < FLOAT_EPSILON && + Math.abs(a[1] - b[1]) < FLOAT_EPSILON + ); + }; + + /** + * Negates the components of a vec2 + * + * @param {vec2} vec vec2 to negate + * @param {vec2} [dest] vec2 receiving operation result. If not specified result is written to vec + * + * @returns {vec2} dest if specified, vec otherwise + */ + vec2.negate = function (vec, dest) { + if (!dest) { dest = vec; } + dest[0] = -vec[0]; + dest[1] = -vec[1]; + return dest; + }; + + /** + * Normlize a vec2 + * + * @param {vec2} vec vec2 to normalize + * @param {vec2} [dest] vec2 receiving operation result. If not specified result is written to vec + * + * @returns {vec2} dest if specified, vec otherwise + */ + vec2.normalize = function (vec, dest) { + if (!dest) { dest = vec; } + var mag = vec[0] * vec[0] + vec[1] * vec[1]; + if (mag > 0) { + mag = Math.sqrt(mag); + dest[0] = vec[0] / mag; + dest[1] = vec[1] / mag; + } else { + dest[0] = dest[1] = 0; + } + return dest; + }; + + /** + * Computes the cross product of two vec2's. Note that the cross product must by definition + * produce a 3D vector. If a dest vector is given, it will contain the resultant 3D vector. + * Otherwise, a scalar number will be returned, representing the vector's Z coordinate, since + * its X and Y must always equal 0. + * + * Examples: + * var crossResult = vec3.create(); + * vec2.cross([1, 2], [3, 4], crossResult); + * //=> [0, 0, -2] + * + * vec2.cross([1, 2], [3, 4]); + * //=> -2 + * + * See http://stackoverflow.com/questions/243945/calculating-a-2d-vectors-cross-product + * for some interesting facts. + * + * @param {vec2} vecA left operand + * @param {vec2} vecB right operand + * @param {vec2} [dest] optional vec2 receiving result. If not specified a scalar is returned + * + */ + vec2.cross = function (vecA, vecB, dest) { + var z = vecA[0] * vecB[1] - vecA[1] * vecB[0]; + if (!dest) return z; + dest[0] = dest[1] = 0; + dest[2] = z; + return dest; + }; + + /** + * Caclulates the length of a vec2 + * + * @param {vec2} vec vec2 to calculate length of + * + * @returns {Number} Length of vec + */ + vec2.length = function (vec) { + var x = vec[0], y = vec[1]; + return Math.sqrt(x * x + y * y); + }; + + /** + * Caclulates the squared length of a vec2 + * + * @param {vec2} vec vec2 to calculate squared length of + * + * @returns {Number} Squared Length of vec + */ + vec2.squaredLength = function (vec) { + var x = vec[0], y = vec[1]; + return x * x + y * y; + }; + + /** + * Caclulates the dot product of two vec2s + * + * @param {vec2} vecA First operand + * @param {vec2} vecB Second operand + * + * @returns {Number} Dot product of vecA and vecB + */ + vec2.dot = function (vecA, vecB) { + return vecA[0] * vecB[0] + vecA[1] * vecB[1]; + }; + + /** + * Generates a 2D unit vector pointing from one vector to another + * + * @param {vec2} vecA Origin vec2 + * @param {vec2} vecB vec2 to point to + * @param {vec2} [dest] vec2 receiving operation result. If not specified result is written to vecA + * + * @returns {vec2} dest if specified, vecA otherwise + */ + vec2.direction = function (vecA, vecB, dest) { + if (!dest) { dest = vecA; } + + var x = vecA[0] - vecB[0], + y = vecA[1] - vecB[1], + len = x * x + y * y; + + if (!len) { + dest[0] = 0; + dest[1] = 0; + dest[2] = 0; + return dest; + } + + len = 1 / Math.sqrt(len); + dest[0] = x * len; + dest[1] = y * len; + return dest; + }; + + /** + * Performs a linear interpolation between two vec2 + * + * @param {vec2} vecA First vector + * @param {vec2} vecB Second vector + * @param {Number} lerp Interpolation amount between the two inputs + * @param {vec2} [dest] vec2 receiving operation result. If not specified result is written to vecA + * + * @returns {vec2} dest if specified, vecA otherwise + */ + vec2.lerp = function (vecA, vecB, lerp, dest) { + if (!dest) { dest = vecA; } + dest[0] = vecA[0] + lerp * (vecB[0] - vecA[0]); + dest[1] = vecA[1] + lerp * (vecB[1] - vecA[1]); + return dest; + }; + + /** + * Returns a string representation of a vector + * + * @param {vec2} vec Vector to represent as a string + * + * @returns {String} String representation of vec + */ + vec2.str = function (vec) { + return '[' + vec[0] + ', ' + vec[1] + ']'; + }; + + /** + * @class 2x2 Matrix + * @name mat2 + */ + var mat2 = {}; + + /** + * Creates a new 2x2 matrix. If src is given, the new matrix + * is initialized to those values. + * + * @param {mat2} [src] the seed values for the new matrix, if any + * @returns {mat2} a new matrix + */ + mat2.create = function(src) { + var dest = new MatrixArray(4); + + if (src) { + dest[0] = src[0]; + dest[1] = src[1]; + dest[2] = src[2]; + dest[3] = src[3]; + } else { + dest[0] = dest[1] = dest[2] = dest[3] = 0; + } + return dest; + }; + + /** + * Creates a new instance of a mat2, initializing it with the given arguments + * + * @param {number} m00 + * @param {number} m01 + * @param {number} m10 + * @param {number} m11 + + * @returns {mat2} New mat2 + */ + mat2.createFrom = function (m00, m01, m10, m11) { + var dest = new MatrixArray(4); + + dest[0] = m00; + dest[1] = m01; + dest[2] = m10; + dest[3] = m11; + + return dest; + }; + + /** + * Copies the values of one mat2 to another + * + * @param {mat2} mat mat2 containing values to copy + * @param {mat2} dest mat2 receiving copied values + * + * @returns {mat2} dest + */ + mat2.set = function (mat, dest) { + dest[0] = mat[0]; + dest[1] = mat[1]; + dest[2] = mat[2]; + dest[3] = mat[3]; + return dest; + }; + + /** + * Compares two matrices for equality within a certain margin of error + * + * @param {mat2} a First matrix + * @param {mat2} b Second matrix + * + * @returns {Boolean} True if a is equivalent to b + */ + mat2.equal = function (a, b) { + return a === b || ( + Math.abs(a[0] - b[0]) < FLOAT_EPSILON && + Math.abs(a[1] - b[1]) < FLOAT_EPSILON && + Math.abs(a[2] - b[2]) < FLOAT_EPSILON && + Math.abs(a[3] - b[3]) < FLOAT_EPSILON + ); + }; + + /** + * Sets a mat2 to an identity matrix + * + * @param {mat2} [dest] mat2 to set. If omitted a new one will be created. + * + * @returns {mat2} dest + */ + mat2.identity = function (dest) { + if (!dest) { dest = mat2.create(); } + dest[0] = 1; + dest[1] = 0; + dest[2] = 0; + dest[3] = 1; + return dest; + }; + + /** + * Transposes a mat2 (flips the values over the diagonal) + * + * @param {mat2} mat mat2 to transpose + * @param {mat2} [dest] mat2 receiving transposed values. If not specified result is written to mat + * + * @param {mat2} dest if specified, mat otherwise + */ + mat2.transpose = function (mat, dest) { + // If we are transposing ourselves we can skip a few steps but have to cache some values + if (!dest || mat === dest) { + var a00 = mat[1]; + mat[1] = mat[2]; + mat[2] = a00; + return mat; + } + + dest[0] = mat[0]; + dest[1] = mat[2]; + dest[2] = mat[1]; + dest[3] = mat[3]; + return dest; + }; + + /** + * Calculates the determinant of a mat2 + * + * @param {mat2} mat mat2 to calculate determinant of + * + * @returns {Number} determinant of mat + */ + mat2.determinant = function (mat) { + return mat[0] * mat[3] - mat[2] * mat[1]; + }; + + /** + * Calculates the inverse matrix of a mat2 + * + * @param {mat2} mat mat2 to calculate inverse of + * @param {mat2} [dest] mat2 receiving inverse matrix. If not specified result is written to mat + * + * @param {mat2} dest is specified, mat otherwise, null if matrix cannot be inverted + */ + mat2.inverse = function (mat, dest) { + if (!dest) { dest = mat; } + var a0 = mat[0], a1 = mat[1], a2 = mat[2], a3 = mat[3]; + var det = a0 * a3 - a2 * a1; + if (!det) return null; + + det = 1.0 / det; + dest[0] = a3 * det; + dest[1] = -a1 * det; + dest[2] = -a2 * det; + dest[3] = a0 * det; + return dest; + }; + + /** + * Performs a matrix multiplication + * + * @param {mat2} matA First operand + * @param {mat2} matB Second operand + * @param {mat2} [dest] mat2 receiving operation result. If not specified result is written to matA + * + * @returns {mat2} dest if specified, matA otherwise + */ + mat2.multiply = function (matA, matB, dest) { + if (!dest) { dest = matA; } + var a11 = matA[0], + a12 = matA[1], + a21 = matA[2], + a22 = matA[3]; + dest[0] = a11 * matB[0] + a12 * matB[2]; + dest[1] = a11 * matB[1] + a12 * matB[3]; + dest[2] = a21 * matB[0] + a22 * matB[2]; + dest[3] = a21 * matB[1] + a22 * matB[3]; + return dest; + }; + + /** + * Rotates a 2x2 matrix by an angle + * + * @param {mat2} mat The matrix to rotate + * @param {Number} angle The angle in radians + * @param {mat2} [dest] Optional mat2 receiving the result. If omitted mat will be used. + * + * @returns {mat2} dest if specified, mat otherwise + */ + mat2.rotate = function (mat, angle, dest) { + if (!dest) { dest = mat; } + var a11 = mat[0], + a12 = mat[1], + a21 = mat[2], + a22 = mat[3], + s = Math.sin(angle), + c = Math.cos(angle); + dest[0] = a11 * c + a12 * s; + dest[1] = a11 * -s + a12 * c; + dest[2] = a21 * c + a22 * s; + dest[3] = a21 * -s + a22 * c; + return dest; + }; + + /** + * Multiplies the vec2 by the given 2x2 matrix + * + * @param {mat2} matrix the 2x2 matrix to multiply against + * @param {vec2} vec the vector to multiply + * @param {vec2} [dest] an optional receiving vector. If not given, vec is used. + * + * @returns {vec2} The multiplication result + **/ + mat2.multiplyVec2 = function(matrix, vec, dest) { + if (!dest) dest = vec; + var x = vec[0], y = vec[1]; + dest[0] = x * matrix[0] + y * matrix[1]; + dest[1] = x * matrix[2] + y * matrix[3]; + return dest; + }; + + /** + * Scales the mat2 by the dimensions in the given vec2 + * + * @param {mat2} matrix the 2x2 matrix to scale + * @param {vec2} vec the vector containing the dimensions to scale by + * @param {vec2} [dest] an optional receiving mat2. If not given, matrix is used. + * + * @returns {mat2} dest if specified, matrix otherwise + **/ + mat2.scale = function(matrix, vec, dest) { + if (!dest) { dest = matrix; } + var a11 = matrix[0], + a12 = matrix[1], + a21 = matrix[2], + a22 = matrix[3], + b11 = vec[0], + b22 = vec[1]; + dest[0] = a11 * b11; + dest[1] = a12 * b22; + dest[2] = a21 * b11; + dest[3] = a22 * b22; + return dest; + }; + + /** + * Returns a string representation of a mat2 + * + * @param {mat2} mat mat2 to represent as a string + * + * @param {String} String representation of mat + */ + mat2.str = function (mat) { + return '[' + mat[0] + ', ' + mat[1] + ', ' + mat[2] + ', ' + mat[3] + ']'; + }; + + /** + * @class 4 Dimensional Vector + * @name vec4 + */ + var vec4 = {}; + + /** + * Creates a new vec4, initializing it from vec if vec + * is given. + * + * @param {vec4} [vec] the vector's initial contents + * @returns {vec4} a new 2D vector + */ + vec4.create = function(vec) { + var dest = new MatrixArray(4); + + if (vec) { + dest[0] = vec[0]; + dest[1] = vec[1]; + dest[2] = vec[2]; + dest[3] = vec[3]; + } else { + dest[0] = 0; + dest[1] = 0; + dest[2] = 0; + dest[3] = 0; + } + return dest; + }; + + /** + * Creates a new instance of a vec4, initializing it with the given arguments + * + * @param {number} x X value + * @param {number} y Y value + * @param {number} z Z value + * @param {number} w W value + + * @returns {vec4} New vec4 + */ + vec4.createFrom = function (x, y, z, w) { + var dest = new MatrixArray(4); + + dest[0] = x; + dest[1] = y; + dest[2] = z; + dest[3] = w; + + return dest; + }; + + /** + * Adds the vec4's together. If dest is given, the result + * is stored there. Otherwise, the result is stored in vecB. + * + * @param {vec4} vecA the first operand + * @param {vec4} vecB the second operand + * @param {vec4} [dest] the optional receiving vector + * @returns {vec4} dest + */ + vec4.add = function(vecA, vecB, dest) { + if (!dest) dest = vecB; + dest[0] = vecA[0] + vecB[0]; + dest[1] = vecA[1] + vecB[1]; + dest[2] = vecA[2] + vecB[2]; + dest[3] = vecA[3] + vecB[3]; + return dest; + }; + + /** + * Subtracts vecB from vecA. If dest is given, the result + * is stored there. Otherwise, the result is stored in vecB. + * + * @param {vec4} vecA the first operand + * @param {vec4} vecB the second operand + * @param {vec4} [dest] the optional receiving vector + * @returns {vec4} dest + */ + vec4.subtract = function(vecA, vecB, dest) { + if (!dest) dest = vecB; + dest[0] = vecA[0] - vecB[0]; + dest[1] = vecA[1] - vecB[1]; + dest[2] = vecA[2] - vecB[2]; + dest[3] = vecA[3] - vecB[3]; + return dest; + }; + + /** + * Multiplies vecA with vecB. If dest is given, the result + * is stored there. Otherwise, the result is stored in vecB. + * + * @param {vec4} vecA the first operand + * @param {vec4} vecB the second operand + * @param {vec4} [dest] the optional receiving vector + * @returns {vec4} dest + */ + vec4.multiply = function(vecA, vecB, dest) { + if (!dest) dest = vecB; + dest[0] = vecA[0] * vecB[0]; + dest[1] = vecA[1] * vecB[1]; + dest[2] = vecA[2] * vecB[2]; + dest[3] = vecA[3] * vecB[3]; + return dest; + }; + + /** + * Divides vecA by vecB. If dest is given, the result + * is stored there. Otherwise, the result is stored in vecB. + * + * @param {vec4} vecA the first operand + * @param {vec4} vecB the second operand + * @param {vec4} [dest] the optional receiving vector + * @returns {vec4} dest + */ + vec4.divide = function(vecA, vecB, dest) { + if (!dest) dest = vecB; + dest[0] = vecA[0] / vecB[0]; + dest[1] = vecA[1] / vecB[1]; + dest[2] = vecA[2] / vecB[2]; + dest[3] = vecA[3] / vecB[3]; + return dest; + }; + + /** + * Scales vecA by some scalar number. If dest is given, the result + * is stored there. Otherwise, the result is stored in vecA. + * + * This is the same as multiplying each component of vecA + * by the given scalar. + * + * @param {vec4} vecA the vector to be scaled + * @param {Number} scalar the amount to scale the vector by + * @param {vec4} [dest] the optional receiving vector + * @returns {vec4} dest + */ + vec4.scale = function(vecA, scalar, dest) { + if (!dest) dest = vecA; + dest[0] = vecA[0] * scalar; + dest[1] = vecA[1] * scalar; + dest[2] = vecA[2] * scalar; + dest[3] = vecA[3] * scalar; + return dest; + }; + + /** + * Copies the values of one vec4 to another + * + * @param {vec4} vec vec4 containing values to copy + * @param {vec4} dest vec4 receiving copied values + * + * @returns {vec4} dest + */ + vec4.set = function (vec, dest) { + dest[0] = vec[0]; + dest[1] = vec[1]; + dest[2] = vec[2]; + dest[3] = vec[3]; + return dest; + }; + + /** + * Compares two vectors for equality within a certain margin of error + * + * @param {vec4} a First vector + * @param {vec4} b Second vector + * + * @returns {Boolean} True if a is equivalent to b + */ + vec4.equal = function (a, b) { + return a === b || ( + Math.abs(a[0] - b[0]) < FLOAT_EPSILON && + Math.abs(a[1] - b[1]) < FLOAT_EPSILON && + Math.abs(a[2] - b[2]) < FLOAT_EPSILON && + Math.abs(a[3] - b[3]) < FLOAT_EPSILON + ); + }; + + /** + * Negates the components of a vec4 + * + * @param {vec4} vec vec4 to negate + * @param {vec4} [dest] vec4 receiving operation result. If not specified result is written to vec + * + * @returns {vec4} dest if specified, vec otherwise + */ + vec4.negate = function (vec, dest) { + if (!dest) { dest = vec; } + dest[0] = -vec[0]; + dest[1] = -vec[1]; + dest[2] = -vec[2]; + dest[3] = -vec[3]; + return dest; + }; + + /** + * Caclulates the length of a vec2 + * + * @param {vec2} vec vec2 to calculate length of + * + * @returns {Number} Length of vec + */ + vec4.length = function (vec) { + var x = vec[0], y = vec[1], z = vec[2], w = vec[3]; + return Math.sqrt(x * x + y * y + z * z + w * w); + }; + + /** + * Caclulates the squared length of a vec4 + * + * @param {vec4} vec vec4 to calculate squared length of + * + * @returns {Number} Squared Length of vec + */ + vec4.squaredLength = function (vec) { + var x = vec[0], y = vec[1], z = vec[2], w = vec[3]; + return x * x + y * y + z * z + w * w; + }; + + /** + * Performs a linear interpolation between two vec4 + * + * @param {vec4} vecA First vector + * @param {vec4} vecB Second vector + * @param {Number} lerp Interpolation amount between the two inputs + * @param {vec4} [dest] vec4 receiving operation result. If not specified result is written to vecA + * + * @returns {vec4} dest if specified, vecA otherwise + */ + vec4.lerp = function (vecA, vecB, lerp, dest) { + if (!dest) { dest = vecA; } + dest[0] = vecA[0] + lerp * (vecB[0] - vecA[0]); + dest[1] = vecA[1] + lerp * (vecB[1] - vecA[1]); + dest[2] = vecA[2] + lerp * (vecB[2] - vecA[2]); + dest[3] = vecA[3] + lerp * (vecB[3] - vecA[3]); + return dest; + }; + + /** + * Returns a string representation of a vector + * + * @param {vec4} vec Vector to represent as a string + * + * @returns {String} String representation of vec + */ + vec4.str = function (vec) { + return '[' + vec[0] + ', ' + vec[1] + ', ' + vec[2] + ', ' + vec[3] + ']'; + }; + + /* + * Exports + */ + + if(root) { + root.glMatrixArrayType = MatrixArray; + root.MatrixArray = MatrixArray; + root.setMatrixArrayType = setMatrixArrayType; + root.determineMatrixArrayType = determineMatrixArrayType; + root.glMath = glMath; + root.vec2 = vec2; + root.vec3 = vec3; + root.vec4 = vec4; + root.mat2 = mat2; + root.mat3 = mat3; + root.mat4 = mat4; + root.quat4 = quat4; + } + + return { + glMatrixArrayType: MatrixArray, + MatrixArray: MatrixArray, + setMatrixArrayType: setMatrixArrayType, + determineMatrixArrayType: determineMatrixArrayType, + glMath: glMath, + vec2: vec2, + vec3: vec3, + vec4: vec4, + mat2: mat2, + mat3: mat3, + mat4: mat4, + quat4: quat4 + }; +})); diff --git a/globe/js/lib/three.min.js b/globe/js/lib/three.min.js new file mode 100755 index 0000000..a88b4af --- /dev/null +++ b/globe/js/lib/three.min.js @@ -0,0 +1,814 @@ +// threejs.org/license +'use strict';var THREE={REVISION:"69"};"object"===typeof module&&(module.exports=THREE);void 0===Math.sign&&(Math.sign=function(a){return 0>a?-1:0>16&255)/255;this.g=(a>>8&255)/255;this.b=(a&255)/255;return this},setRGB:function(a,b,c){this.r=a;this.g=b;this.b=c;return this},setHSL:function(a,b,c){if(0===b)this.r=this.g=this.b=c;else{var d=function(a,b,c){0>c&&(c+=1);1c?b:c<2/3?a+6*(b-a)*(2/3-c):a};b=.5>=c?c*(1+b):c+b-c*b;c=2*c-b;this.r=d(c,b,a+1/3);this.g=d(c,b,a);this.b=d(c,b,a-1/3)}return this},setStyle:function(a){if(/^rgb\((\d+), ?(\d+), ?(\d+)\)$/i.test(a))return a=/^rgb\((\d+), ?(\d+), ?(\d+)\)$/i.exec(a),this.r=Math.min(255,parseInt(a[1],10))/255,this.g=Math.min(255,parseInt(a[2],10))/255,this.b=Math.min(255,parseInt(a[3],10))/255,this;if(/^rgb\((\d+)\%, ?(\d+)\%, ?(\d+)\%\)$/i.test(a))return a=/^rgb\((\d+)\%, ?(\d+)\%, ?(\d+)\%\)$/i.exec(a),this.r= +Math.min(100,parseInt(a[1],10))/100,this.g=Math.min(100,parseInt(a[2],10))/100,this.b=Math.min(100,parseInt(a[3],10))/100,this;if(/^\#([0-9a-f]{6})$/i.test(a))return a=/^\#([0-9a-f]{6})$/i.exec(a),this.setHex(parseInt(a[1],16)),this;if(/^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.test(a))return a=/^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.exec(a),this.setHex(parseInt(a[1]+a[1]+a[2]+a[2]+a[3]+a[3],16)),this;if(/^(\w+)$/i.test(a))return this.setHex(THREE.ColorKeywords[a]),this},copy:function(a){this.r=a.r;this.g= +a.g;this.b=a.b;return this},copyGammaToLinear:function(a){this.r=a.r*a.r;this.g=a.g*a.g;this.b=a.b*a.b;return this},copyLinearToGamma:function(a){this.r=Math.sqrt(a.r);this.g=Math.sqrt(a.g);this.b=Math.sqrt(a.b);return this},convertGammaToLinear:function(){var a=this.r,b=this.g,c=this.b;this.r=a*a;this.g=b*b;this.b=c*c;return this},convertLinearToGamma:function(){this.r=Math.sqrt(this.r);this.g=Math.sqrt(this.g);this.b=Math.sqrt(this.b);return this},getHex:function(){return 255*this.r<<16^255*this.g<< +8^255*this.b<<0},getHexString:function(){return("000000"+this.getHex().toString(16)).slice(-6)},getHSL:function(a){a=a||{h:0,s:0,l:0};var b=this.r,c=this.g,d=this.b,e=Math.max(b,c,d),f=Math.min(b,c,d),g,h=(f+e)/2;if(f===e)f=g=0;else{var k=e-f,f=.5>=h?k/(e+f):k/(2-e-f);switch(e){case b:g=(c-d)/k+(cf&&c>b?(c=2*Math.sqrt(1+c-f-b),this._w=(k-g)/c,this._x=.25*c,this._y=(a+e)/c,this._z=(d+h)/c):f>b?(c=2*Math.sqrt(1+f-c-b),this._w=(d-h)/c,this._x=(a+e)/c,this._y= +.25*c,this._z=(g+k)/c):(c=2*Math.sqrt(1+b-c-f),this._w=(e-a)/c,this._x=(d+h)/c,this._y=(g+k)/c,this._z=.25*c);this.onChangeCallback();return this},setFromUnitVectors:function(){var a,b;return function(c,d){void 0===a&&(a=new THREE.Vector3);b=c.dot(d)+1;1E-6>b?(b=0,Math.abs(c.x)>Math.abs(c.z)?a.set(-c.y,c.x,0):a.set(0,-c.z,c.y)):a.crossVectors(c,d);this._x=a.x;this._y=a.y;this._z=a.z;this._w=b;this.normalize();return this}}(),inverse:function(){this.conjugate().normalize();return this},conjugate:function(){this._x*= +-1;this._y*=-1;this._z*=-1;this.onChangeCallback();return this},dot:function(a){return this._x*a._x+this._y*a._y+this._z*a._z+this._w*a._w},lengthSq:function(){return this._x*this._x+this._y*this._y+this._z*this._z+this._w*this._w},length:function(){return Math.sqrt(this._x*this._x+this._y*this._y+this._z*this._z+this._w*this._w)},normalize:function(){var a=this.length();0===a?(this._z=this._y=this._x=0,this._w=1):(a=1/a,this._x*=a,this._y*=a,this._z*=a,this._w*=a);this.onChangeCallback();return this}, +multiply:function(a,b){return void 0!==b?(console.warn("THREE.Quaternion: .multiply() now only accepts one argument. 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Use is now vector.applyQuaternion( quaternion ) instead."); +return a.applyQuaternion(this)},slerp:function(a,b){if(0===b)return this;if(1===b)return this.copy(a);var c=this._x,d=this._y,e=this._z,f=this._w,g=f*a._w+c*a._x+d*a._y+e*a._z;0>g?(this._w=-a._w,this._x=-a._x,this._y=-a._y,this._z=-a._z,g=-g):this.copy(a);if(1<=g)return this._w=f,this._x=c,this._y=d,this._z=e,this;var h=Math.acos(g),k=Math.sqrt(1-g*g);if(.001>Math.abs(k))return this._w=.5*(f+this._w),this._x=.5*(c+this._x),this._y=.5*(d+this._y),this._z=.5*(e+this._z),this;g=Math.sin((1-b)*h)/k;h= +Math.sin(b*h)/k;this._w=f*g+this._w*h;this._x=c*g+this._x*h;this._y=d*g+this._y*h;this._z=e*g+this._z*h;this.onChangeCallback();return this},equals:function(a){return a._x===this._x&&a._y===this._y&&a._z===this._z&&a._w===this._w},fromArray:function(a,b){void 0===b&&(b=0);this._x=a[b];this._y=a[b+1];this._z=a[b+2];this._w=a[b+3];this.onChangeCallback();return this},toArray:function(a,b){void 0===a&&(a=[]);void 0===b&&(b=0);a[b]=this._x;a[b+1]=this._y;a[b+2]=this._z;a[b+3]=this._w;return a},onChange:function(a){this.onChangeCallback= +a;return this},onChangeCallback:function(){},clone:function(){return new THREE.Quaternion(this._x,this._y,this._z,this._w)}};THREE.Quaternion.slerp=function(a,b,c,d){return c.copy(a).slerp(b,d)};THREE.Vector2=function(a,b){this.x=a||0;this.y=b||0}; +THREE.Vector2.prototype={constructor:THREE.Vector2,set:function(a,b){this.x=a;this.y=b;return this},setX:function(a){this.x=a;return this},setY:function(a){this.y=a;return this},setComponent:function(a,b){switch(a){case 0:this.x=b;break;case 1:this.y=b;break;default:throw Error("index is out of range: "+a);}},getComponent:function(a){switch(a){case 0:return this.x;case 1:return this.y;default:throw Error("index is out of range: "+a);}},copy:function(a){this.x=a.x;this.y=a.y;return this},add:function(a, +b){if(void 0!==b)return console.warn("THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead."),this.addVectors(a,b);this.x+=a.x;this.y+=a.y;return this},addVectors:function(a,b){this.x=a.x+b.x;this.y=a.y+b.y;return this},addScalar:function(a){this.x+=a;this.y+=a;return this},sub:function(a,b){if(void 0!==b)return console.warn("THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."),this.subVectors(a,b);this.x-=a.x;this.y-=a.y;return this}, +subVectors:function(a,b){this.x=a.x-b.x;this.y=a.y-b.y;return this},multiply:function(a){this.x*=a.x;this.y*=a.y;return this},multiplyScalar:function(a){this.x*=a;this.y*=a;return this},divide:function(a){this.x/=a.x;this.y/=a.y;return this},divideScalar:function(a){0!==a?(a=1/a,this.x*=a,this.y*=a):this.y=this.x=0;return this},min:function(a){this.x>a.x&&(this.x=a.x);this.y>a.y&&(this.y=a.y);return this},max:function(a){this.xb.x&&(this.x=b.x);this.yb.y&&(this.y=b.y);return this},clampScalar:function(){var a,b;return function(c,d){void 0===a&&(a=new THREE.Vector2,b=new THREE.Vector2);a.set(c,c);b.set(d,d);return this.clamp(a,b)}}(),floor:function(){this.x=Math.floor(this.x);this.y=Math.floor(this.y);return this},ceil:function(){this.x=Math.ceil(this.x);this.y=Math.ceil(this.y);return this},round:function(){this.x=Math.round(this.x);this.y=Math.round(this.y);return this}, +roundToZero:function(){this.x=0>this.x?Math.ceil(this.x):Math.floor(this.x);this.y=0>this.y?Math.ceil(this.y):Math.floor(this.y);return this},negate:function(){this.x=-this.x;this.y=-this.y;return this},dot:function(a){return this.x*a.x+this.y*a.y},lengthSq:function(){return this.x*this.x+this.y*this.y},length:function(){return Math.sqrt(this.x*this.x+this.y*this.y)},normalize:function(){return this.divideScalar(this.length())},distanceTo:function(a){return Math.sqrt(this.distanceToSquared(a))},distanceToSquared:function(a){var b= +this.x-a.x;a=this.y-a.y;return b*b+a*a},setLength:function(a){var b=this.length();0!==b&&a!==b&&this.multiplyScalar(a/b);return this},lerp:function(a,b){this.x+=(a.x-this.x)*b;this.y+=(a.y-this.y)*b;return this},equals:function(a){return a.x===this.x&&a.y===this.y},fromArray:function(a,b){void 0===b&&(b=0);this.x=a[b];this.y=a[b+1];return this},toArray:function(a,b){void 0===a&&(a=[]);void 0===b&&(b=0);a[b]=this.x;a[b+1]=this.y;return a},clone:function(){return new THREE.Vector2(this.x,this.y)}}; +THREE.Vector3=function(a,b,c){this.x=a||0;this.y=b||0;this.z=c||0}; +THREE.Vector3.prototype={constructor:THREE.Vector3,set:function(a,b,c){this.x=a;this.y=b;this.z=c;return this},setX:function(a){this.x=a;return this},setY:function(a){this.y=a;return this},setZ:function(a){this.z=a;return this},setComponent:function(a,b){switch(a){case 0:this.x=b;break;case 1:this.y=b;break;case 2:this.z=b;break;default:throw Error("index is out of range: "+a);}},getComponent:function(a){switch(a){case 0:return this.x;case 1:return this.y;case 2:return this.z;default:throw Error("index is out of range: "+ +a);}},copy:function(a){this.x=a.x;this.y=a.y;this.z=a.z;return this},add:function(a,b){if(void 0!==b)return console.warn("THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead."),this.addVectors(a,b);this.x+=a.x;this.y+=a.y;this.z+=a.z;return this},addScalar:function(a){this.x+=a;this.y+=a;this.z+=a;return this},addVectors:function(a,b){this.x=a.x+b.x;this.y=a.y+b.y;this.z=a.z+b.z;return this},sub:function(a,b){if(void 0!==b)return console.warn("THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."), +this.subVectors(a,b);this.x-=a.x;this.y-=a.y;this.z-=a.z;return this},subVectors:function(a,b){this.x=a.x-b.x;this.y=a.y-b.y;this.z=a.z-b.z;return this},multiply:function(a,b){if(void 0!==b)return console.warn("THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead."),this.multiplyVectors(a,b);this.x*=a.x;this.y*=a.y;this.z*=a.z;return this},multiplyScalar:function(a){this.x*=a;this.y*=a;this.z*=a;return this},multiplyVectors:function(a,b){this.x=a.x*b.x;this.y= +a.y*b.y;this.z=a.z*b.z;return this},applyEuler:function(){var a;return function(b){!1===b instanceof THREE.Euler&&console.error("THREE.Vector3: .applyEuler() now expects a Euler rotation rather than a Vector3 and order.");void 0===a&&(a=new THREE.Quaternion);this.applyQuaternion(a.setFromEuler(b));return this}}(),applyAxisAngle:function(){var a;return function(b,c){void 0===a&&(a=new THREE.Quaternion);this.applyQuaternion(a.setFromAxisAngle(b,c));return this}}(),applyMatrix3:function(a){var b=this.x, +c=this.y,d=this.z;a=a.elements;this.x=a[0]*b+a[3]*c+a[6]*d;this.y=a[1]*b+a[4]*c+a[7]*d;this.z=a[2]*b+a[5]*c+a[8]*d;return this},applyMatrix4:function(a){var b=this.x,c=this.y,d=this.z;a=a.elements;this.x=a[0]*b+a[4]*c+a[8]*d+a[12];this.y=a[1]*b+a[5]*c+a[9]*d+a[13];this.z=a[2]*b+a[6]*c+a[10]*d+a[14];return this},applyProjection:function(a){var b=this.x,c=this.y,d=this.z;a=a.elements;var e=1/(a[3]*b+a[7]*c+a[11]*d+a[15]);this.x=(a[0]*b+a[4]*c+a[8]*d+a[12])*e;this.y=(a[1]*b+a[5]*c+a[9]*d+a[13])*e;this.z= +(a[2]*b+a[6]*c+a[10]*d+a[14])*e;return this},applyQuaternion:function(a){var b=this.x,c=this.y,d=this.z,e=a.x,f=a.y,g=a.z;a=a.w;var h=a*b+f*d-g*c,k=a*c+g*b-e*d,n=a*d+e*c-f*b,b=-e*b-f*c-g*d;this.x=h*a+b*-e+k*-g-n*-f;this.y=k*a+b*-f+n*-e-h*-g;this.z=n*a+b*-g+h*-f-k*-e;return this},project:function(){var a;return function(b){void 0===a&&(a=new THREE.Matrix4);a.multiplyMatrices(b.projectionMatrix,a.getInverse(b.matrixWorld));return this.applyProjection(a)}}(),unproject:function(){var a;return function(b){void 0=== +a&&(a=new THREE.Matrix4);a.multiplyMatrices(b.matrixWorld,a.getInverse(b.projectionMatrix));return this.applyProjection(a)}}(),transformDirection:function(a){var b=this.x,c=this.y,d=this.z;a=a.elements;this.x=a[0]*b+a[4]*c+a[8]*d;this.y=a[1]*b+a[5]*c+a[9]*d;this.z=a[2]*b+a[6]*c+a[10]*d;this.normalize();return this},divide:function(a){this.x/=a.x;this.y/=a.y;this.z/=a.z;return this},divideScalar:function(a){0!==a?(a=1/a,this.x*=a,this.y*=a,this.z*=a):this.z=this.y=this.x=0;return this},min:function(a){this.x> +a.x&&(this.x=a.x);this.y>a.y&&(this.y=a.y);this.z>a.z&&(this.z=a.z);return this},max:function(a){this.xb.x&&(this.x=b.x);this.yb.y&&(this.y=b.y);this.zb.z&&(this.z=b.z);return this},clampScalar:function(){var a,b;return function(c,d){void 0===a&&(a=new THREE.Vector3,b=new THREE.Vector3);a.set(c,c,c);b.set(d,d,d);return this.clamp(a, +b)}}(),floor:function(){this.x=Math.floor(this.x);this.y=Math.floor(this.y);this.z=Math.floor(this.z);return this},ceil:function(){this.x=Math.ceil(this.x);this.y=Math.ceil(this.y);this.z=Math.ceil(this.z);return this},round:function(){this.x=Math.round(this.x);this.y=Math.round(this.y);this.z=Math.round(this.z);return this},roundToZero:function(){this.x=0>this.x?Math.ceil(this.x):Math.floor(this.x);this.y=0>this.y?Math.ceil(this.y):Math.floor(this.y);this.z=0>this.z?Math.ceil(this.z):Math.floor(this.z); +return this},negate:function(){this.x=-this.x;this.y=-this.y;this.z=-this.z;return this},dot:function(a){return this.x*a.x+this.y*a.y+this.z*a.z},lengthSq:function(){return this.x*this.x+this.y*this.y+this.z*this.z},length:function(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z)},lengthManhattan:function(){return Math.abs(this.x)+Math.abs(this.y)+Math.abs(this.z)},normalize:function(){return this.divideScalar(this.length())},setLength:function(a){var b=this.length();0!==b&&a!==b&&this.multiplyScalar(a/ +b);return this},lerp:function(a,b){this.x+=(a.x-this.x)*b;this.y+=(a.y-this.y)*b;this.z+=(a.z-this.z)*b;return this},cross:function(a,b){if(void 0!==b)return console.warn("THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead."),this.crossVectors(a,b);var c=this.x,d=this.y,e=this.z;this.x=d*a.z-e*a.y;this.y=e*a.x-c*a.z;this.z=c*a.y-d*a.x;return this},crossVectors:function(a,b){var c=a.x,d=a.y,e=a.z,f=b.x,g=b.y,h=b.z;this.x=d*h-e*g;this.y=e*f-c*h;this.z=c*g-d*f;return this}, +projectOnVector:function(){var a,b;return function(c){void 0===a&&(a=new THREE.Vector3);a.copy(c).normalize();b=this.dot(a);return this.copy(a).multiplyScalar(b)}}(),projectOnPlane:function(){var a;return function(b){void 0===a&&(a=new THREE.Vector3);a.copy(this).projectOnVector(b);return this.sub(a)}}(),reflect:function(){var a;return function(b){void 0===a&&(a=new THREE.Vector3);return this.sub(a.copy(b).multiplyScalar(2*this.dot(b)))}}(),angleTo:function(a){a=this.dot(a)/(this.length()*a.length()); +return Math.acos(THREE.Math.clamp(a,-1,1))},distanceTo:function(a){return Math.sqrt(this.distanceToSquared(a))},distanceToSquared:function(a){var b=this.x-a.x,c=this.y-a.y;a=this.z-a.z;return b*b+c*c+a*a},setEulerFromRotationMatrix:function(a,b){console.error("THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.")},setEulerFromQuaternion:function(a,b){console.error("THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.")}, +getPositionFromMatrix:function(a){console.warn("THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().");return this.setFromMatrixPosition(a)},getScaleFromMatrix:function(a){console.warn("THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().");return this.setFromMatrixScale(a)},getColumnFromMatrix:function(a,b){console.warn("THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().");return this.setFromMatrixColumn(a, +b)},setFromMatrixPosition:function(a){this.x=a.elements[12];this.y=a.elements[13];this.z=a.elements[14];return this},setFromMatrixScale:function(a){var b=this.set(a.elements[0],a.elements[1],a.elements[2]).length(),c=this.set(a.elements[4],a.elements[5],a.elements[6]).length();a=this.set(a.elements[8],a.elements[9],a.elements[10]).length();this.x=b;this.y=c;this.z=a;return this},setFromMatrixColumn:function(a,b){var c=4*a,d=b.elements;this.x=d[c];this.y=d[c+1];this.z=d[c+2];return this},equals:function(a){return a.x=== +this.x&&a.y===this.y&&a.z===this.z},fromArray:function(a,b){void 0===b&&(b=0);this.x=a[b];this.y=a[b+1];this.z=a[b+2];return this},toArray:function(a,b){void 0===a&&(a=[]);void 0===b&&(b=0);a[b]=this.x;a[b+1]=this.y;a[b+2]=this.z;return a},clone:function(){return new THREE.Vector3(this.x,this.y,this.z)}};THREE.Vector4=function(a,b,c,d){this.x=a||0;this.y=b||0;this.z=c||0;this.w=void 0!==d?d:1}; +THREE.Vector4.prototype={constructor:THREE.Vector4,set:function(a,b,c,d){this.x=a;this.y=b;this.z=c;this.w=d;return this},setX:function(a){this.x=a;return this},setY:function(a){this.y=a;return this},setZ:function(a){this.z=a;return this},setW:function(a){this.w=a;return this},setComponent:function(a,b){switch(a){case 0:this.x=b;break;case 1:this.y=b;break;case 2:this.z=b;break;case 3:this.w=b;break;default:throw Error("index is out of range: "+a);}},getComponent:function(a){switch(a){case 0:return this.x; +case 1:return this.y;case 2:return this.z;case 3:return this.w;default:throw Error("index is out of range: "+a);}},copy:function(a){this.x=a.x;this.y=a.y;this.z=a.z;this.w=void 0!==a.w?a.w:1;return this},add:function(a,b){if(void 0!==b)return console.warn("THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead."),this.addVectors(a,b);this.x+=a.x;this.y+=a.y;this.z+=a.z;this.w+=a.w;return this},addScalar:function(a){this.x+=a;this.y+=a;this.z+=a;this.w+=a;return this}, +addVectors:function(a,b){this.x=a.x+b.x;this.y=a.y+b.y;this.z=a.z+b.z;this.w=a.w+b.w;return this},sub:function(a,b){if(void 0!==b)return console.warn("THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."),this.subVectors(a,b);this.x-=a.x;this.y-=a.y;this.z-=a.z;this.w-=a.w;return this},subVectors:function(a,b){this.x=a.x-b.x;this.y=a.y-b.y;this.z=a.z-b.z;this.w=a.w-b.w;return this},multiplyScalar:function(a){this.x*=a;this.y*=a;this.z*=a;this.w*=a;return this},applyMatrix4:function(a){var b= +this.x,c=this.y,d=this.z,e=this.w;a=a.elements;this.x=a[0]*b+a[4]*c+a[8]*d+a[12]*e;this.y=a[1]*b+a[5]*c+a[9]*d+a[13]*e;this.z=a[2]*b+a[6]*c+a[10]*d+a[14]*e;this.w=a[3]*b+a[7]*c+a[11]*d+a[15]*e;return this},divideScalar:function(a){0!==a?(a=1/a,this.x*=a,this.y*=a,this.z*=a,this.w*=a):(this.z=this.y=this.x=0,this.w=1);return this},setAxisAngleFromQuaternion:function(a){this.w=2*Math.acos(a.w);var b=Math.sqrt(1-a.w*a.w);1E-4>b?(this.x=1,this.z=this.y=0):(this.x=a.x/b,this.y=a.y/b,this.z=a.z/b);return this}, +setAxisAngleFromRotationMatrix:function(a){var b,c,d;a=a.elements;var e=a[0];d=a[4];var f=a[8],g=a[1],h=a[5],k=a[9];c=a[2];b=a[6];var n=a[10];if(.01>Math.abs(d-g)&&.01>Math.abs(f-c)&&.01>Math.abs(k-b)){if(.1>Math.abs(d+g)&&.1>Math.abs(f+c)&&.1>Math.abs(k+b)&&.1>Math.abs(e+h+n-3))return this.set(1,0,0,0),this;a=Math.PI;e=(e+1)/2;h=(h+1)/2;n=(n+1)/2;d=(d+g)/4;f=(f+c)/4;k=(k+b)/4;e>h&&e>n?.01>e?(b=0,d=c=.707106781):(b=Math.sqrt(e),c=d/b,d=f/b):h>n?.01>h?(b=.707106781,c=0,d=.707106781):(c=Math.sqrt(h), +b=d/c,d=k/c):.01>n?(c=b=.707106781,d=0):(d=Math.sqrt(n),b=f/d,c=k/d);this.set(b,c,d,a);return this}a=Math.sqrt((b-k)*(b-k)+(f-c)*(f-c)+(g-d)*(g-d));.001>Math.abs(a)&&(a=1);this.x=(b-k)/a;this.y=(f-c)/a;this.z=(g-d)/a;this.w=Math.acos((e+h+n-1)/2);return this},min:function(a){this.x>a.x&&(this.x=a.x);this.y>a.y&&(this.y=a.y);this.z>a.z&&(this.z=a.z);this.w>a.w&&(this.w=a.w);return this},max:function(a){this.xb.x&&(this.x=b.x);this.yb.y&&(this.y=b.y);this.zb.z&&(this.z=b.z);this.wb.w&&(this.w=b.w);return this},clampScalar:function(){var a,b;return function(c,d){void 0===a&&(a=new THREE.Vector4,b=new THREE.Vector4);a.set(c,c,c,c);b.set(d,d,d,d);return this.clamp(a,b)}}(),floor:function(){this.x=Math.floor(this.x);this.y=Math.floor(this.y);this.z=Math.floor(this.z);this.w=Math.floor(this.w); +return this},ceil:function(){this.x=Math.ceil(this.x);this.y=Math.ceil(this.y);this.z=Math.ceil(this.z);this.w=Math.ceil(this.w);return this},round:function(){this.x=Math.round(this.x);this.y=Math.round(this.y);this.z=Math.round(this.z);this.w=Math.round(this.w);return this},roundToZero:function(){this.x=0>this.x?Math.ceil(this.x):Math.floor(this.x);this.y=0>this.y?Math.ceil(this.y):Math.floor(this.y);this.z=0>this.z?Math.ceil(this.z):Math.floor(this.z);this.w=0>this.w?Math.ceil(this.w):Math.floor(this.w); +return this},negate:function(){this.x=-this.x;this.y=-this.y;this.z=-this.z;this.w=-this.w;return this},dot:function(a){return this.x*a.x+this.y*a.y+this.z*a.z+this.w*a.w},lengthSq:function(){return this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w},length:function(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w)},lengthManhattan:function(){return Math.abs(this.x)+Math.abs(this.y)+Math.abs(this.z)+Math.abs(this.w)},normalize:function(){return this.divideScalar(this.length())}, +setLength:function(a){var b=this.length();0!==b&&a!==b&&this.multiplyScalar(a/b);return this},lerp:function(a,b){this.x+=(a.x-this.x)*b;this.y+=(a.y-this.y)*b;this.z+=(a.z-this.z)*b;this.w+=(a.w-this.w)*b;return this},equals:function(a){return a.x===this.x&&a.y===this.y&&a.z===this.z&&a.w===this.w},fromArray:function(a,b){void 0===b&&(b=0);this.x=a[b];this.y=a[b+1];this.z=a[b+2];this.w=a[b+3];return this},toArray:function(a,b){void 0===a&&(a=[]);void 0===b&&(b=0);a[b]=this.x;a[b+1]=this.y;a[b+2]= +this.z;a[b+3]=this.w;return a},clone:function(){return new THREE.Vector4(this.x,this.y,this.z,this.w)}};THREE.Euler=function(a,b,c,d){this._x=a||0;this._y=b||0;this._z=c||0;this._order=d||THREE.Euler.DefaultOrder};THREE.Euler.RotationOrders="XYZ YZX ZXY XZY YXZ ZYX".split(" ");THREE.Euler.DefaultOrder="XYZ"; +THREE.Euler.prototype={constructor:THREE.Euler,_x:0,_y:0,_z:0,_order:THREE.Euler.DefaultOrder,get x(){return this._x},set x(a){this._x=a;this.onChangeCallback()},get y(){return this._y},set y(a){this._y=a;this.onChangeCallback()},get z(){return this._z},set z(a){this._z=a;this.onChangeCallback()},get order(){return this._order},set order(a){this._order=a;this.onChangeCallback()},set:function(a,b,c,d){this._x=a;this._y=b;this._z=c;this._order=d||this._order;this.onChangeCallback();return this},copy:function(a){this._x= +a._x;this._y=a._y;this._z=a._z;this._order=a._order;this.onChangeCallback();return this},setFromRotationMatrix:function(a,b){var c=THREE.Math.clamp,d=a.elements,e=d[0],f=d[4],g=d[8],h=d[1],k=d[5],n=d[9],p=d[2],q=d[6],d=d[10];b=b||this._order;"XYZ"===b?(this._y=Math.asin(c(g,-1,1)),.99999>Math.abs(g)?(this._x=Math.atan2(-n,d),this._z=Math.atan2(-f,e)):(this._x=Math.atan2(q,k),this._z=0)):"YXZ"===b?(this._x=Math.asin(-c(n,-1,1)),.99999>Math.abs(n)?(this._y=Math.atan2(g,d),this._z=Math.atan2(h,k)):(this._y= +Math.atan2(-p,e),this._z=0)):"ZXY"===b?(this._x=Math.asin(c(q,-1,1)),.99999>Math.abs(q)?(this._y=Math.atan2(-p,d),this._z=Math.atan2(-f,k)):(this._y=0,this._z=Math.atan2(h,e))):"ZYX"===b?(this._y=Math.asin(-c(p,-1,1)),.99999>Math.abs(p)?(this._x=Math.atan2(q,d),this._z=Math.atan2(h,e)):(this._x=0,this._z=Math.atan2(-f,k))):"YZX"===b?(this._z=Math.asin(c(h,-1,1)),.99999>Math.abs(h)?(this._x=Math.atan2(-n,k),this._y=Math.atan2(-p,e)):(this._x=0,this._y=Math.atan2(g,d))):"XZY"===b?(this._z=Math.asin(-c(f, +-1,1)),.99999>Math.abs(f)?(this._x=Math.atan2(q,k),this._y=Math.atan2(g,e)):(this._x=Math.atan2(-n,d),this._y=0)):console.warn("THREE.Euler: .setFromRotationMatrix() given unsupported order: "+b);this._order=b;this.onChangeCallback();return this},setFromQuaternion:function(a,b,c){var d=THREE.Math.clamp,e=a.x*a.x,f=a.y*a.y,g=a.z*a.z,h=a.w*a.w;b=b||this._order;"XYZ"===b?(this._x=Math.atan2(2*(a.x*a.w-a.y*a.z),h-e-f+g),this._y=Math.asin(d(2*(a.x*a.z+a.y*a.w),-1,1)),this._z=Math.atan2(2*(a.z*a.w-a.x* +a.y),h+e-f-g)):"YXZ"===b?(this._x=Math.asin(d(2*(a.x*a.w-a.y*a.z),-1,1)),this._y=Math.atan2(2*(a.x*a.z+a.y*a.w),h-e-f+g),this._z=Math.atan2(2*(a.x*a.y+a.z*a.w),h-e+f-g)):"ZXY"===b?(this._x=Math.asin(d(2*(a.x*a.w+a.y*a.z),-1,1)),this._y=Math.atan2(2*(a.y*a.w-a.z*a.x),h-e-f+g),this._z=Math.atan2(2*(a.z*a.w-a.x*a.y),h-e+f-g)):"ZYX"===b?(this._x=Math.atan2(2*(a.x*a.w+a.z*a.y),h-e-f+g),this._y=Math.asin(d(2*(a.y*a.w-a.x*a.z),-1,1)),this._z=Math.atan2(2*(a.x*a.y+a.z*a.w),h+e-f-g)):"YZX"===b?(this._x=Math.atan2(2* +(a.x*a.w-a.z*a.y),h-e+f-g),this._y=Math.atan2(2*(a.y*a.w-a.x*a.z),h+e-f-g),this._z=Math.asin(d(2*(a.x*a.y+a.z*a.w),-1,1))):"XZY"===b?(this._x=Math.atan2(2*(a.x*a.w+a.y*a.z),h-e+f-g),this._y=Math.atan2(2*(a.x*a.z+a.y*a.w),h+e-f-g),this._z=Math.asin(d(2*(a.z*a.w-a.x*a.y),-1,1))):console.warn("THREE.Euler: .setFromQuaternion() given unsupported order: "+b);this._order=b;if(!1!==c)this.onChangeCallback();return this},reorder:function(){var a=new THREE.Quaternion;return function(b){a.setFromEuler(this); +this.setFromQuaternion(a,b)}}(),equals:function(a){return a._x===this._x&&a._y===this._y&&a._z===this._z&&a._order===this._order},fromArray:function(a){this._x=a[0];this._y=a[1];this._z=a[2];void 0!==a[3]&&(this._order=a[3]);this.onChangeCallback();return this},toArray:function(){return[this._x,this._y,this._z,this._order]},onChange:function(a){this.onChangeCallback=a;return this},onChangeCallback:function(){},clone:function(){return new THREE.Euler(this._x,this._y,this._z,this._order)}}; +THREE.Line3=function(a,b){this.start=void 0!==a?a:new THREE.Vector3;this.end=void 0!==b?b:new THREE.Vector3}; +THREE.Line3.prototype={constructor:THREE.Line3,set:function(a,b){this.start.copy(a);this.end.copy(b);return this},copy:function(a){this.start.copy(a.start);this.end.copy(a.end);return this},center:function(a){return(a||new THREE.Vector3).addVectors(this.start,this.end).multiplyScalar(.5)},delta:function(a){return(a||new THREE.Vector3).subVectors(this.end,this.start)},distanceSq:function(){return this.start.distanceToSquared(this.end)},distance:function(){return this.start.distanceTo(this.end)},at:function(a, +b){var c=b||new THREE.Vector3;return this.delta(c).multiplyScalar(a).add(this.start)},closestPointToPointParameter:function(){var a=new THREE.Vector3,b=new THREE.Vector3;return function(c,d){a.subVectors(c,this.start);b.subVectors(this.end,this.start);var e=b.dot(b),e=b.dot(a)/e;d&&(e=THREE.Math.clamp(e,0,1));return e}}(),closestPointToPoint:function(a,b,c){a=this.closestPointToPointParameter(a,b);c=c||new THREE.Vector3;return this.delta(c).multiplyScalar(a).add(this.start)},applyMatrix4:function(a){this.start.applyMatrix4(a); +this.end.applyMatrix4(a);return this},equals:function(a){return a.start.equals(this.start)&&a.end.equals(this.end)},clone:function(){return(new THREE.Line3).copy(this)}};THREE.Box2=function(a,b){this.min=void 0!==a?a:new THREE.Vector2(Infinity,Infinity);this.max=void 0!==b?b:new THREE.Vector2(-Infinity,-Infinity)}; +THREE.Box2.prototype={constructor:THREE.Box2,set:function(a,b){this.min.copy(a);this.max.copy(b);return this},setFromPoints:function(a){this.makeEmpty();for(var b=0,c=a.length;bthis.max.x||a.ythis.max.y?!1:!0},containsBox:function(a){return this.min.x<=a.min.x&&a.max.x<=this.max.x&&this.min.y<=a.min.y&&a.max.y<=this.max.y?!0:!1},getParameter:function(a,b){return(b||new THREE.Vector2).set((a.x-this.min.x)/(this.max.x-this.min.x),(a.y-this.min.y)/(this.max.y-this.min.y))},isIntersectionBox:function(a){return a.max.xthis.max.x||a.max.y +this.max.y?!1:!0},clampPoint:function(a,b){return(b||new THREE.Vector2).copy(a).clamp(this.min,this.max)},distanceToPoint:function(){var a=new THREE.Vector2;return function(b){return a.copy(b).clamp(this.min,this.max).sub(b).length()}}(),intersect:function(a){this.min.max(a.min);this.max.min(a.max);return this},union:function(a){this.min.min(a.min);this.max.max(a.max);return this},translate:function(a){this.min.add(a);this.max.add(a);return this},equals:function(a){return a.min.equals(this.min)&& +a.max.equals(this.max)},clone:function(){return(new THREE.Box2).copy(this)}};THREE.Box3=function(a,b){this.min=void 0!==a?a:new THREE.Vector3(Infinity,Infinity,Infinity);this.max=void 0!==b?b:new THREE.Vector3(-Infinity,-Infinity,-Infinity)}; +THREE.Box3.prototype={constructor:THREE.Box3,set:function(a,b){this.min.copy(a);this.max.copy(b);return this},setFromPoints:function(a){this.makeEmpty();for(var b=0,c=a.length;bthis.max.x||a.ythis.max.y||a.zthis.max.z?!1:!0},containsBox:function(a){return this.min.x<=a.min.x&&a.max.x<=this.max.x&&this.min.y<=a.min.y&&a.max.y<=this.max.y&&this.min.z<=a.min.z&&a.max.z<=this.max.z?!0:!1},getParameter:function(a,b){return(b||new THREE.Vector3).set((a.x-this.min.x)/(this.max.x- +this.min.x),(a.y-this.min.y)/(this.max.y-this.min.y),(a.z-this.min.z)/(this.max.z-this.min.z))},isIntersectionBox:function(a){return a.max.xthis.max.x||a.max.ythis.max.y||a.max.zthis.max.z?!1:!0},clampPoint:function(a,b){return(b||new THREE.Vector3).copy(a).clamp(this.min,this.max)},distanceToPoint:function(){var a=new THREE.Vector3;return function(b){return a.copy(b).clamp(this.min,this.max).sub(b).length()}}(),getBoundingSphere:function(){var a= +new THREE.Vector3;return function(b){b=b||new THREE.Sphere;b.center=this.center();b.radius=.5*this.size(a).length();return b}}(),intersect:function(a){this.min.max(a.min);this.max.min(a.max);return this},union:function(a){this.min.min(a.min);this.max.max(a.max);return this},applyMatrix4:function(){var a=[new THREE.Vector3,new THREE.Vector3,new THREE.Vector3,new THREE.Vector3,new THREE.Vector3,new THREE.Vector3,new THREE.Vector3,new THREE.Vector3];return function(b){a[0].set(this.min.x,this.min.y, +this.min.z).applyMatrix4(b);a[1].set(this.min.x,this.min.y,this.max.z).applyMatrix4(b);a[2].set(this.min.x,this.max.y,this.min.z).applyMatrix4(b);a[3].set(this.min.x,this.max.y,this.max.z).applyMatrix4(b);a[4].set(this.max.x,this.min.y,this.min.z).applyMatrix4(b);a[5].set(this.max.x,this.min.y,this.max.z).applyMatrix4(b);a[6].set(this.max.x,this.max.y,this.min.z).applyMatrix4(b);a[7].set(this.max.x,this.max.y,this.max.z).applyMatrix4(b);this.makeEmpty();this.setFromPoints(a);return this}}(),translate:function(a){this.min.add(a); +this.max.add(a);return this},equals:function(a){return a.min.equals(this.min)&&a.max.equals(this.max)},clone:function(){return(new THREE.Box3).copy(this)}};THREE.Matrix3=function(){this.elements=new Float32Array([1,0,0,0,1,0,0,0,1]);0this.determinant()&&(g=-g);c.x=f[12];c.y=f[13];c.z=f[14];b.elements.set(this.elements);c=1/g;var f=1/h,n=1/k;b.elements[0]*=c;b.elements[1]*= +c;b.elements[2]*=c;b.elements[4]*=f;b.elements[5]*=f;b.elements[6]*=f;b.elements[8]*=n;b.elements[9]*=n;b.elements[10]*=n;d.setFromRotationMatrix(b);e.x=g;e.y=h;e.z=k;return this}}(),makeFrustum:function(a,b,c,d,e,f){var g=this.elements;g[0]=2*e/(b-a);g[4]=0;g[8]=(b+a)/(b-a);g[12]=0;g[1]=0;g[5]=2*e/(d-c);g[9]=(d+c)/(d-c);g[13]=0;g[2]=0;g[6]=0;g[10]=-(f+e)/(f-e);g[14]=-2*f*e/(f-e);g[3]=0;g[7]=0;g[11]=-1;g[15]=0;return this},makePerspective:function(a,b,c,d){a=c*Math.tan(THREE.Math.degToRad(.5*a)); +var e=-a;return this.makeFrustum(e*b,a*b,e,a,c,d)},makeOrthographic:function(a,b,c,d,e,f){var g=this.elements,h=b-a,k=c-d,n=f-e;g[0]=2/h;g[4]=0;g[8]=0;g[12]=-((b+a)/h);g[1]=0;g[5]=2/k;g[9]=0;g[13]=-((c+d)/k);g[2]=0;g[6]=0;g[10]=-2/n;g[14]=-((f+e)/n);g[3]=0;g[7]=0;g[11]=0;g[15]=1;return this},fromArray:function(a){this.elements.set(a);return this},toArray:function(){var a=this.elements;return[a[0],a[1],a[2],a[3],a[4],a[5],a[6],a[7],a[8],a[9],a[10],a[11],a[12],a[13],a[14],a[15]]},clone:function(){return(new THREE.Matrix4).fromArray(this.elements)}}; +THREE.Ray=function(a,b){this.origin=void 0!==a?a:new THREE.Vector3;this.direction=void 0!==b?b:new THREE.Vector3}; +THREE.Ray.prototype={constructor:THREE.Ray,set:function(a,b){this.origin.copy(a);this.direction.copy(b);return this},copy:function(a){this.origin.copy(a.origin);this.direction.copy(a.direction);return this},at:function(a,b){return(b||new THREE.Vector3).copy(this.direction).multiplyScalar(a).add(this.origin)},recast:function(){var a=new THREE.Vector3;return function(b){this.origin.copy(this.at(b,a));return this}}(),closestPointToPoint:function(a,b){var c=b||new THREE.Vector3;c.subVectors(a,this.origin); +var d=c.dot(this.direction);return 0>d?c.copy(this.origin):c.copy(this.direction).multiplyScalar(d).add(this.origin)},distanceToPoint:function(){var a=new THREE.Vector3;return function(b){var c=a.subVectors(b,this.origin).dot(this.direction);if(0>c)return this.origin.distanceTo(b);a.copy(this.direction).multiplyScalar(c).add(this.origin);return a.distanceTo(b)}}(),distanceSqToSegment:function(a,b,c,d){var e=a.clone().add(b).multiplyScalar(.5),f=b.clone().sub(a).normalize(),g=.5*a.distanceTo(b),h= +this.origin.clone().sub(e);a=-this.direction.dot(f);b=h.dot(this.direction);var k=-h.dot(f),n=h.lengthSq(),p=Math.abs(1-a*a),q,m;0<=p?(h=a*k-b,q=a*b-k,m=g*p,0<=h?q>=-m?q<=m?(g=1/p,h*=g,q*=g,a=h*(h+a*q+2*b)+q*(a*h+q+2*k)+n):(q=g,h=Math.max(0,-(a*q+b)),a=-h*h+q*(q+2*k)+n):(q=-g,h=Math.max(0,-(a*q+b)),a=-h*h+q*(q+2*k)+n):q<=-m?(h=Math.max(0,-(-a*g+b)),q=0f)return null;f=Math.sqrt(f-e);e=d-f; +d+=f;return 0>e&&0>d?null:0>e?this.at(d,c):this.at(e,c)}}(),isIntersectionPlane:function(a){var b=a.distanceToPoint(this.origin);return 0===b||0>a.normal.dot(this.direction)*b?!0:!1},distanceToPlane:function(a){var b=a.normal.dot(this.direction);if(0==b)return 0==a.distanceToPoint(this.origin)?0:null;a=-(this.origin.dot(a.normal)+a.constant)/b;return 0<=a?a:null},intersectPlane:function(a,b){var c=this.distanceToPlane(a);return null===c?null:this.at(c,b)},isIntersectionBox:function(){var a=new THREE.Vector3; +return function(b){return null!==this.intersectBox(b,a)}}(),intersectBox:function(a,b){var c,d,e,f,g;d=1/this.direction.x;f=1/this.direction.y;g=1/this.direction.z;var h=this.origin;0<=d?(c=(a.min.x-h.x)*d,d*=a.max.x-h.x):(c=(a.max.x-h.x)*d,d*=a.min.x-h.x);0<=f?(e=(a.min.y-h.y)*f,f*=a.max.y-h.y):(e=(a.max.y-h.y)*f,f*=a.min.y-h.y);if(c>f||e>d)return null;if(e>c||c!==c)c=e;if(fg||e>d)return null;if(e>c||c!== +c)c=e;if(gd?null:this.at(0<=c?c:d,b)},intersectTriangle:function(){var a=new THREE.Vector3,b=new THREE.Vector3,c=new THREE.Vector3,d=new THREE.Vector3;return function(e,f,g,h,k){b.subVectors(f,e);c.subVectors(g,e);d.crossVectors(b,c);f=this.direction.dot(d);if(0f)h=-1,f=-f;else return null;a.subVectors(this.origin,e);e=h*this.direction.dot(c.crossVectors(a,c));if(0>e)return null;g=h*this.direction.dot(b.cross(a));if(0>g||e+g>f)return null; +e=-h*a.dot(d);return 0>e?null:this.at(e/f,k)}}(),applyMatrix4:function(a){this.direction.add(this.origin).applyMatrix4(a);this.origin.applyMatrix4(a);this.direction.sub(this.origin);this.direction.normalize();return this},equals:function(a){return a.origin.equals(this.origin)&&a.direction.equals(this.direction)},clone:function(){return(new THREE.Ray).copy(this)}};THREE.Sphere=function(a,b){this.center=void 0!==a?a:new THREE.Vector3;this.radius=void 0!==b?b:0}; +THREE.Sphere.prototype={constructor:THREE.Sphere,set:function(a,b){this.center.copy(a);this.radius=b;return this},setFromPoints:function(){var a=new THREE.Box3;return function(b,c){var d=this.center;void 0!==c?d.copy(c):a.setFromPoints(b).center(d);for(var e=0,f=0,g=b.length;f=this.radius},containsPoint:function(a){return a.distanceToSquared(this.center)<= +this.radius*this.radius},distanceToPoint:function(a){return a.distanceTo(this.center)-this.radius},intersectsSphere:function(a){var b=this.radius+a.radius;return a.center.distanceToSquared(this.center)<=b*b},clampPoint:function(a,b){var c=this.center.distanceToSquared(a),d=b||new THREE.Vector3;d.copy(a);c>this.radius*this.radius&&(d.sub(this.center).normalize(),d.multiplyScalar(this.radius).add(this.center));return d},getBoundingBox:function(a){a=a||new THREE.Box3;a.set(this.center,this.center);a.expandByScalar(this.radius); +return a},applyMatrix4:function(a){this.center.applyMatrix4(a);this.radius*=a.getMaxScaleOnAxis();return this},translate:function(a){this.center.add(a);return this},equals:function(a){return a.center.equals(this.center)&&a.radius===this.radius},clone:function(){return(new THREE.Sphere).copy(this)}}; +THREE.Frustum=function(a,b,c,d,e,f){this.planes=[void 0!==a?a:new THREE.Plane,void 0!==b?b:new THREE.Plane,void 0!==c?c:new THREE.Plane,void 0!==d?d:new THREE.Plane,void 0!==e?e:new THREE.Plane,void 0!==f?f:new THREE.Plane]}; +THREE.Frustum.prototype={constructor:THREE.Frustum,set:function(a,b,c,d,e,f){var g=this.planes;g[0].copy(a);g[1].copy(b);g[2].copy(c);g[3].copy(d);g[4].copy(e);g[5].copy(f);return this},copy:function(a){for(var b=this.planes,c=0;6>c;c++)b[c].copy(a.planes[c]);return this},setFromMatrix:function(a){var b=this.planes,c=a.elements;a=c[0];var d=c[1],e=c[2],f=c[3],g=c[4],h=c[5],k=c[6],n=c[7],p=c[8],q=c[9],m=c[10],r=c[11],t=c[12],s=c[13],u=c[14],c=c[15];b[0].setComponents(f-a,n-g,r-p,c-t).normalize();b[1].setComponents(f+ +a,n+g,r+p,c+t).normalize();b[2].setComponents(f+d,n+h,r+q,c+s).normalize();b[3].setComponents(f-d,n-h,r-q,c-s).normalize();b[4].setComponents(f-e,n-k,r-m,c-u).normalize();b[5].setComponents(f+e,n+k,r+m,c+u).normalize();return this},intersectsObject:function(){var a=new THREE.Sphere;return function(b){var c=b.geometry;null===c.boundingSphere&&c.computeBoundingSphere();a.copy(c.boundingSphere);a.applyMatrix4(b.matrixWorld);return this.intersectsSphere(a)}}(),intersectsSphere:function(a){var b=this.planes, +c=a.center;a=-a.radius;for(var d=0;6>d;d++)if(b[d].distanceToPoint(c)e;e++){var f=d[e];a.x=0g&&0>f)return!1}return!0}}(), +containsPoint:function(a){for(var b=this.planes,c=0;6>c;c++)if(0>b[c].distanceToPoint(a))return!1;return!0},clone:function(){return(new THREE.Frustum).copy(this)}};THREE.Plane=function(a,b){this.normal=void 0!==a?a:new THREE.Vector3(1,0,0);this.constant=void 0!==b?b:0}; +THREE.Plane.prototype={constructor:THREE.Plane,set:function(a,b){this.normal.copy(a);this.constant=b;return this},setComponents:function(a,b,c,d){this.normal.set(a,b,c);this.constant=d;return this},setFromNormalAndCoplanarPoint:function(a,b){this.normal.copy(a);this.constant=-b.dot(this.normal);return this},setFromCoplanarPoints:function(){var a=new THREE.Vector3,b=new THREE.Vector3;return function(c,d,e){d=a.subVectors(e,d).cross(b.subVectors(c,d)).normalize();this.setFromNormalAndCoplanarPoint(d, +c);return this}}(),copy:function(a){this.normal.copy(a.normal);this.constant=a.constant;return this},normalize:function(){var a=1/this.normal.length();this.normal.multiplyScalar(a);this.constant*=a;return this},negate:function(){this.constant*=-1;this.normal.negate();return this},distanceToPoint:function(a){return this.normal.dot(a)+this.constant},distanceToSphere:function(a){return this.distanceToPoint(a.center)-a.radius},projectPoint:function(a,b){return this.orthoPoint(a,b).sub(a).negate()},orthoPoint:function(a, +b){var c=this.distanceToPoint(a);return(b||new THREE.Vector3).copy(this.normal).multiplyScalar(c)},isIntersectionLine:function(a){var b=this.distanceToPoint(a.start);a=this.distanceToPoint(a.end);return 0>b&&0a&&0f||1e;e++)8==e||13==e||18==e||23==e?b[e]="-":14==e?b[e]="4":(2>=c&&(c=33554432+16777216*Math.random()|0),d=c&15,c>>=4,b[e]=a[19==e?d&3|8:d]);return b.join("")}}(),clamp:function(a,b,c){return ac?c:a},clampBottom:function(a,b){return a=c)return 1;a=(a-b)/(c-b);return a*a*(3-2*a)},smootherstep:function(a,b,c){if(a<=b)return 0;if(a>=c)return 1;a=(a-b)/(c-b);return a*a*a*(a*(6*a-15)+10)},random16:function(){return(65280*Math.random()+255*Math.random())/65535},randInt:function(a,b){return a+Math.floor(Math.random()*(b-a+1))},randFloat:function(a,b){return a+Math.random()*(b-a)},randFloatSpread:function(a){return a*(.5-Math.random())},degToRad:function(){var a=Math.PI/180;return function(b){return b*a}}(),radToDeg:function(){var a= +180/Math.PI;return function(b){return b*a}}(),isPowerOfTwo:function(a){return 0===(a&a-1)&&0!==a}}; +THREE.Spline=function(a){function b(a,b,c,d,e,f,g){a=.5*(c-a);d=.5*(d-b);return(2*(b-c)+a+d)*g+(-3*(b-c)-2*a-d)*f+a*e+b}this.points=a;var c=[],d={x:0,y:0,z:0},e,f,g,h,k,n,p,q,m;this.initFromArray=function(a){this.points=[];for(var b=0;bthis.points.length-2?this.points.length-1:f+1;c[3]=f>this.points.length-3?this.points.length-1:f+ +2;n=this.points[c[0]];p=this.points[c[1]];q=this.points[c[2]];m=this.points[c[3]];h=g*g;k=g*h;d.x=b(n.x,p.x,q.x,m.x,g,h,k);d.y=b(n.y,p.y,q.y,m.y,g,h,k);d.z=b(n.z,p.z,q.z,m.z,g,h,k);return d};this.getControlPointsArray=function(){var a,b,c=this.points.length,d=[];for(a=0;a=b.x+b.y}}(); +THREE.Triangle.prototype={constructor:THREE.Triangle,set:function(a,b,c){this.a.copy(a);this.b.copy(b);this.c.copy(c);return this},setFromPointsAndIndices:function(a,b,c,d){this.a.copy(a[b]);this.b.copy(a[c]);this.c.copy(a[d]);return this},copy:function(a){this.a.copy(a.a);this.b.copy(a.b);this.c.copy(a.c);return this},area:function(){var a=new THREE.Vector3,b=new THREE.Vector3;return function(){a.subVectors(this.c,this.b);b.subVectors(this.a,this.b);return.5*a.cross(b).length()}}(),midpoint:function(a){return(a|| +new THREE.Vector3).addVectors(this.a,this.b).add(this.c).multiplyScalar(1/3)},normal:function(a){return THREE.Triangle.normal(this.a,this.b,this.c,a)},plane:function(a){return(a||new THREE.Plane).setFromCoplanarPoints(this.a,this.b,this.c)},barycoordFromPoint:function(a,b){return THREE.Triangle.barycoordFromPoint(a,this.a,this.b,this.c,b)},containsPoint:function(a){return THREE.Triangle.containsPoint(a,this.a,this.b,this.c)},equals:function(a){return a.a.equals(this.a)&&a.b.equals(this.b)&&a.c.equals(this.c)}, +clone:function(){return(new THREE.Triangle).copy(this)}};THREE.Clock=function(a){this.autoStart=void 0!==a?a:!0;this.elapsedTime=this.oldTime=this.startTime=0;this.running=!1}; +THREE.Clock.prototype={constructor:THREE.Clock,start:function(){this.oldTime=this.startTime=void 0!==self.performance&&void 0!==self.performance.now?self.performance.now():Date.now();this.running=!0},stop:function(){this.getElapsedTime();this.running=!1},getElapsedTime:function(){this.getDelta();return this.elapsedTime},getDelta:function(){var a=0;this.autoStart&&!this.running&&this.start();if(this.running){var b=void 0!==self.performance&&void 0!==self.performance.now?self.performance.now():Date.now(), +a=.001*(b-this.oldTime);this.oldTime=b;this.elapsedTime+=a}return a}};THREE.EventDispatcher=function(){}; +THREE.EventDispatcher.prototype={constructor:THREE.EventDispatcher,apply:function(a){a.addEventListener=THREE.EventDispatcher.prototype.addEventListener;a.hasEventListener=THREE.EventDispatcher.prototype.hasEventListener;a.removeEventListener=THREE.EventDispatcher.prototype.removeEventListener;a.dispatchEvent=THREE.EventDispatcher.prototype.dispatchEvent},addEventListener:function(a,b){void 0===this._listeners&&(this._listeners={});var c=this._listeners;void 0===c[a]&&(c[a]=[]);-1===c[a].indexOf(b)&& +c[a].push(b)},hasEventListener:function(a,b){if(void 0===this._listeners)return!1;var c=this._listeners;return void 0!==c[a]&&-1!==c[a].indexOf(b)?!0:!1},removeEventListener:function(a,b){if(void 0!==this._listeners){var c=this._listeners[a];if(void 0!==c){var d=c.indexOf(b);-1!==d&&c.splice(d,1)}}},dispatchEvent:function(a){if(void 0!==this._listeners){var b=this._listeners[a.type];if(void 0!==b){a.target=this;for(var c=[],d=b.length,e=0;eza?-1:1;h[4*a]=la.x;h[4*a+1]=la.y;h[4*a+2]=la.z;h[4*a+3]=Ga}if(void 0===this.attributes.index||void 0===this.attributes.position||void 0===this.attributes.normal||void 0===this.attributes.uv)console.warn("Missing required attributes (index, position, normal or uv) in BufferGeometry.computeTangents()");else{var c=this.attributes.index.array,d=this.attributes.position.array, +e=this.attributes.normal.array,f=this.attributes.uv.array,g=d.length/3;void 0===this.attributes.tangent&&this.addAttribute("tangent",new THREE.BufferAttribute(new Float32Array(4*g),4));for(var h=this.attributes.tangent.array,k=[],n=[],p=0;ps;s++)t=a[3*c+s],-1==m[t]?(q[2*s]=t,q[2*s+1]=-1,p++):m[t]k.index+b)for(k={start:f,count:0,index:g},h.push(k),p=0;6>p;p+=2)s=q[p+1],-1p;p+=2)t=q[p],s=q[p+1],-1===s&&(s=g++),m[t]=s,r[s]=t,e[f++]=s-k.index,k.count++}this.reorderBuffers(e,r,g);return this.offsets=h},merge:function(){console.log("BufferGeometry.merge(): TODO")},normalizeNormals:function(){for(var a=this.attributes.normal.array,b,c,d,e=0,f=a.length;ed?-1:1,e.vertexTangents[c]=new THREE.Vector4(w.x,w.y,w.z,d);this.hasTangents=!0},computeLineDistances:function(){for(var a=0,b=this.vertices,c=0,d=b.length;cd;d++)if(e[d]==e[(d+1)%3]){a.push(f);break}for(f=a.length-1;0<=f;f--)for(e=a[f],this.faces.splice(e,1),c=0,g=this.faceVertexUvs.length;ca.opacity)h.transparent=a.transparent;void 0!==a.depthTest&&(h.depthTest=a.depthTest);void 0!==a.depthWrite&&(h.depthWrite=a.depthWrite);void 0!==a.visible&&(h.visible=a.visible);void 0!==a.flipSided&&(h.side=THREE.BackSide);void 0!==a.doubleSided&&(h.side=THREE.DoubleSide);void 0!==a.wireframe&&(h.wireframe=a.wireframe);void 0!==a.vertexColors&&("face"=== +a.vertexColors?h.vertexColors=THREE.FaceColors:a.vertexColors&&(h.vertexColors=THREE.VertexColors));a.colorDiffuse?h.color=e(a.colorDiffuse):a.DbgColor&&(h.color=a.DbgColor);a.colorSpecular&&(h.specular=e(a.colorSpecular));a.colorAmbient&&(h.ambient=e(a.colorAmbient));a.colorEmissive&&(h.emissive=e(a.colorEmissive));a.transparency&&(h.opacity=a.transparency);a.specularCoef&&(h.shininess=a.specularCoef);a.mapDiffuse&&b&&d(h,"map",a.mapDiffuse,a.mapDiffuseRepeat,a.mapDiffuseOffset,a.mapDiffuseWrap, +a.mapDiffuseAnisotropy);a.mapLight&&b&&d(h,"lightMap",a.mapLight,a.mapLightRepeat,a.mapLightOffset,a.mapLightWrap,a.mapLightAnisotropy);a.mapBump&&b&&d(h,"bumpMap",a.mapBump,a.mapBumpRepeat,a.mapBumpOffset,a.mapBumpWrap,a.mapBumpAnisotropy);a.mapNormal&&b&&d(h,"normalMap",a.mapNormal,a.mapNormalRepeat,a.mapNormalOffset,a.mapNormalWrap,a.mapNormalAnisotropy);a.mapSpecular&&b&&d(h,"specularMap",a.mapSpecular,a.mapSpecularRepeat,a.mapSpecularOffset,a.mapSpecularWrap,a.mapSpecularAnisotropy);a.mapAlpha&& +b&&d(h,"alphaMap",a.mapAlpha,a.mapAlphaRepeat,a.mapAlphaOffset,a.mapAlphaWrap,a.mapAlphaAnisotropy);a.mapBumpScale&&(h.bumpScale=a.mapBumpScale);a.mapNormal?(g=THREE.ShaderLib.normalmap,k=THREE.UniformsUtils.clone(g.uniforms),k.tNormal.value=h.normalMap,a.mapNormalFactor&&k.uNormalScale.value.set(a.mapNormalFactor,a.mapNormalFactor),h.map&&(k.tDiffuse.value=h.map,k.enableDiffuse.value=!0),h.specularMap&&(k.tSpecular.value=h.specularMap,k.enableSpecular.value=!0),h.lightMap&&(k.tAO.value=h.lightMap, +k.enableAO.value=!0),k.diffuse.value.setHex(h.color),k.specular.value.setHex(h.specular),k.ambient.value.setHex(h.ambient),k.shininess.value=h.shininess,void 0!==h.opacity&&(k.opacity.value=h.opacity),g=new THREE.ShaderMaterial({fragmentShader:g.fragmentShader,vertexShader:g.vertexShader,uniforms:k,lights:!0,fog:!0}),h.transparent&&(g.transparent=!0)):g=new THREE[g](h);void 0!==a.DbgName&&(g.name=a.DbgName);return g}}; +THREE.Loader.Handlers={handlers:[],add:function(a,b){this.handlers.push(a,b)},get:function(a){for(var b=0,c=this.handlers.length;bg;g++)m=y[k++],v=u[2*m],m=u[2*m+1],v=new THREE.Vector2(v,m),2!==g&&c.faceVertexUvs[d][h].push(v),0!==g&&c.faceVertexUvs[d][h+1].push(v);q&&(q=3*y[k++],r.normal.set(G[q++],G[q++],G[q]),s.normal.copy(r.normal));if(t)for(d=0;4>d;d++)q=3*y[k++],t=new THREE.Vector3(G[q++], +G[q++],G[q]),2!==d&&r.vertexNormals.push(t),0!==d&&s.vertexNormals.push(t);p&&(p=y[k++],p=w[p],r.color.setHex(p),s.color.setHex(p));if(b)for(d=0;4>d;d++)p=y[k++],p=w[p],2!==d&&r.vertexColors.push(new THREE.Color(p)),0!==d&&s.vertexColors.push(new THREE.Color(p));c.faces.push(r);c.faces.push(s)}else{r=new THREE.Face3;r.a=y[k++];r.b=y[k++];r.c=y[k++];h&&(h=y[k++],r.materialIndex=h);h=c.faces.length;if(d)for(d=0;dg;g++)m=y[k++],v=u[2*m],m=u[2*m+1], +v=new THREE.Vector2(v,m),c.faceVertexUvs[d][h].push(v);q&&(q=3*y[k++],r.normal.set(G[q++],G[q++],G[q]));if(t)for(d=0;3>d;d++)q=3*y[k++],t=new THREE.Vector3(G[q++],G[q++],G[q]),r.vertexNormals.push(t);p&&(p=y[k++],r.color.setHex(w[p]));if(b)for(d=0;3>d;d++)p=y[k++],r.vertexColors.push(new THREE.Color(w[p]));c.faces.push(r)}})(d);(function(){var b=void 0!==a.influencesPerVertex?a.influencesPerVertex:2;if(a.skinWeights)for(var d=0,g=a.skinWeights.length;dthis.opacity&&(a.opacity=this.opacity);!1!==this.transparent&&(a.transparent=this.transparent);!1!==this.wireframe&&(a.wireframe=this.wireframe);return a},clone:function(a){void 0===a&&(a=new THREE.Material);a.name=this.name;a.side=this.side;a.opacity=this.opacity;a.transparent=this.transparent;a.blending=this.blending;a.blendSrc=this.blendSrc;a.blendDst=this.blendDst;a.blendEquation=this.blendEquation;a.depthTest=this.depthTest;a.depthWrite=this.depthWrite;a.polygonOffset=this.polygonOffset;a.polygonOffsetFactor= +this.polygonOffsetFactor;a.polygonOffsetUnits=this.polygonOffsetUnits;a.alphaTest=this.alphaTest;a.overdraw=this.overdraw;a.visible=this.visible;return a},dispose:function(){this.dispatchEvent({type:"dispose"})}};THREE.EventDispatcher.prototype.apply(THREE.Material.prototype);THREE.MaterialIdCount=0; +THREE.LineBasicMaterial=function(a){THREE.Material.call(this);this.type="LineBasicMaterial";this.color=new THREE.Color(16777215);this.linewidth=1;this.linejoin=this.linecap="round";this.vertexColors=THREE.NoColors;this.fog=!0;this.setValues(a)};THREE.LineBasicMaterial.prototype=Object.create(THREE.Material.prototype); +THREE.LineBasicMaterial.prototype.clone=function(){var a=new THREE.LineBasicMaterial;THREE.Material.prototype.clone.call(this,a);a.color.copy(this.color);a.linewidth=this.linewidth;a.linecap=this.linecap;a.linejoin=this.linejoin;a.vertexColors=this.vertexColors;a.fog=this.fog;return a}; +THREE.LineDashedMaterial=function(a){THREE.Material.call(this);this.type="LineDashedMaterial";this.color=new THREE.Color(16777215);this.scale=this.linewidth=1;this.dashSize=3;this.gapSize=1;this.vertexColors=!1;this.fog=!0;this.setValues(a)};THREE.LineDashedMaterial.prototype=Object.create(THREE.Material.prototype); +THREE.LineDashedMaterial.prototype.clone=function(){var a=new THREE.LineDashedMaterial;THREE.Material.prototype.clone.call(this,a);a.color.copy(this.color);a.linewidth=this.linewidth;a.scale=this.scale;a.dashSize=this.dashSize;a.gapSize=this.gapSize;a.vertexColors=this.vertexColors;a.fog=this.fog;return a}; +THREE.MeshBasicMaterial=function(a){THREE.Material.call(this);this.type="MeshBasicMaterial";this.color=new THREE.Color(16777215);this.envMap=this.alphaMap=this.specularMap=this.lightMap=this.map=null;this.combine=THREE.MultiplyOperation;this.reflectivity=1;this.refractionRatio=.98;this.fog=!0;this.shading=THREE.SmoothShading;this.wireframe=!1;this.wireframeLinewidth=1;this.wireframeLinejoin=this.wireframeLinecap="round";this.vertexColors=THREE.NoColors;this.morphTargets=this.skinning=!1;this.setValues(a)}; +THREE.MeshBasicMaterial.prototype=Object.create(THREE.Material.prototype); +THREE.MeshBasicMaterial.prototype.clone=function(){var a=new THREE.MeshBasicMaterial;THREE.Material.prototype.clone.call(this,a);a.color.copy(this.color);a.map=this.map;a.lightMap=this.lightMap;a.specularMap=this.specularMap;a.alphaMap=this.alphaMap;a.envMap=this.envMap;a.combine=this.combine;a.reflectivity=this.reflectivity;a.refractionRatio=this.refractionRatio;a.fog=this.fog;a.shading=this.shading;a.wireframe=this.wireframe;a.wireframeLinewidth=this.wireframeLinewidth;a.wireframeLinecap=this.wireframeLinecap; +a.wireframeLinejoin=this.wireframeLinejoin;a.vertexColors=this.vertexColors;a.skinning=this.skinning;a.morphTargets=this.morphTargets;return a}; +THREE.MeshLambertMaterial=function(a){THREE.Material.call(this);this.type="MeshLambertMaterial";this.color=new THREE.Color(16777215);this.ambient=new THREE.Color(16777215);this.emissive=new THREE.Color(0);this.wrapAround=!1;this.wrapRGB=new THREE.Vector3(1,1,1);this.envMap=this.alphaMap=this.specularMap=this.lightMap=this.map=null;this.combine=THREE.MultiplyOperation;this.reflectivity=1;this.refractionRatio=.98;this.fog=!0;this.shading=THREE.SmoothShading;this.wireframe=!1;this.wireframeLinewidth= +1;this.wireframeLinejoin=this.wireframeLinecap="round";this.vertexColors=THREE.NoColors;this.morphNormals=this.morphTargets=this.skinning=!1;this.setValues(a)};THREE.MeshLambertMaterial.prototype=Object.create(THREE.Material.prototype); +THREE.MeshLambertMaterial.prototype.clone=function(){var a=new THREE.MeshLambertMaterial;THREE.Material.prototype.clone.call(this,a);a.color.copy(this.color);a.ambient.copy(this.ambient);a.emissive.copy(this.emissive);a.wrapAround=this.wrapAround;a.wrapRGB.copy(this.wrapRGB);a.map=this.map;a.lightMap=this.lightMap;a.specularMap=this.specularMap;a.alphaMap=this.alphaMap;a.envMap=this.envMap;a.combine=this.combine;a.reflectivity=this.reflectivity;a.refractionRatio=this.refractionRatio;a.fog=this.fog; +a.shading=this.shading;a.wireframe=this.wireframe;a.wireframeLinewidth=this.wireframeLinewidth;a.wireframeLinecap=this.wireframeLinecap;a.wireframeLinejoin=this.wireframeLinejoin;a.vertexColors=this.vertexColors;a.skinning=this.skinning;a.morphTargets=this.morphTargets;a.morphNormals=this.morphNormals;return a}; +THREE.MeshPhongMaterial=function(a){THREE.Material.call(this);this.type="MeshPhongMaterial";this.color=new THREE.Color(16777215);this.ambient=new THREE.Color(16777215);this.emissive=new THREE.Color(0);this.specular=new THREE.Color(1118481);this.shininess=30;this.wrapAround=this.metal=!1;this.wrapRGB=new THREE.Vector3(1,1,1);this.bumpMap=this.lightMap=this.map=null;this.bumpScale=1;this.normalMap=null;this.normalScale=new THREE.Vector2(1,1);this.envMap=this.alphaMap=this.specularMap=null;this.combine= +THREE.MultiplyOperation;this.reflectivity=1;this.refractionRatio=.98;this.fog=!0;this.shading=THREE.SmoothShading;this.wireframe=!1;this.wireframeLinewidth=1;this.wireframeLinejoin=this.wireframeLinecap="round";this.vertexColors=THREE.NoColors;this.morphNormals=this.morphTargets=this.skinning=!1;this.setValues(a)};THREE.MeshPhongMaterial.prototype=Object.create(THREE.Material.prototype); +THREE.MeshPhongMaterial.prototype.clone=function(){var a=new THREE.MeshPhongMaterial;THREE.Material.prototype.clone.call(this,a);a.color.copy(this.color);a.ambient.copy(this.ambient);a.emissive.copy(this.emissive);a.specular.copy(this.specular);a.shininess=this.shininess;a.metal=this.metal;a.wrapAround=this.wrapAround;a.wrapRGB.copy(this.wrapRGB);a.map=this.map;a.lightMap=this.lightMap;a.bumpMap=this.bumpMap;a.bumpScale=this.bumpScale;a.normalMap=this.normalMap;a.normalScale.copy(this.normalScale); +a.specularMap=this.specularMap;a.alphaMap=this.alphaMap;a.envMap=this.envMap;a.combine=this.combine;a.reflectivity=this.reflectivity;a.refractionRatio=this.refractionRatio;a.fog=this.fog;a.shading=this.shading;a.wireframe=this.wireframe;a.wireframeLinewidth=this.wireframeLinewidth;a.wireframeLinecap=this.wireframeLinecap;a.wireframeLinejoin=this.wireframeLinejoin;a.vertexColors=this.vertexColors;a.skinning=this.skinning;a.morphTargets=this.morphTargets;a.morphNormals=this.morphNormals;return a}; +THREE.MeshDepthMaterial=function(a){THREE.Material.call(this);this.type="MeshDepthMaterial";this.wireframe=this.morphTargets=!1;this.wireframeLinewidth=1;this.setValues(a)};THREE.MeshDepthMaterial.prototype=Object.create(THREE.Material.prototype);THREE.MeshDepthMaterial.prototype.clone=function(){var a=new THREE.MeshDepthMaterial;THREE.Material.prototype.clone.call(this,a);a.wireframe=this.wireframe;a.wireframeLinewidth=this.wireframeLinewidth;return a}; +THREE.MeshNormalMaterial=function(a){THREE.Material.call(this,a);this.type="MeshNormalMaterial";this.shading=THREE.FlatShading;this.wireframe=!1;this.wireframeLinewidth=1;this.morphTargets=!1;this.setValues(a)};THREE.MeshNormalMaterial.prototype=Object.create(THREE.Material.prototype); +THREE.MeshNormalMaterial.prototype.clone=function(){var a=new THREE.MeshNormalMaterial;THREE.Material.prototype.clone.call(this,a);a.shading=this.shading;a.wireframe=this.wireframe;a.wireframeLinewidth=this.wireframeLinewidth;return a};THREE.MeshFaceMaterial=function(a){this.uuid=THREE.Math.generateUUID();this.type="MeshFaceMaterial";this.materials=a instanceof Array?a:[]}; +THREE.MeshFaceMaterial.prototype={constructor:THREE.MeshFaceMaterial,toJSON:function(){for(var a={metadata:{version:4.2,type:"material",generator:"MaterialExporter"},uuid:this.uuid,type:this.type,materials:[]},b=0,c=this.materials.length;bf)){var m=b.origin.distanceTo(n);md.far||e.push({distance:m,point:k.clone().applyMatrix4(this.matrixWorld),face:null,faceIndex:null,object:this})}}}();THREE.Line.prototype.clone=function(a){void 0===a&&(a=new THREE.Line(this.geometry,this.material,this.mode));THREE.Object3D.prototype.clone.call(this,a);return a}; +THREE.Mesh=function(a,b){THREE.Object3D.call(this);this.type="Mesh";this.geometry=void 0!==a?a:new THREE.Geometry;this.material=void 0!==b?b:new THREE.MeshBasicMaterial({color:16777215*Math.random()});this.updateMorphTargets()};THREE.Mesh.prototype=Object.create(THREE.Object3D.prototype); +THREE.Mesh.prototype.updateMorphTargets=function(){if(void 0!==this.geometry.morphTargets&&0g.far||h.push({distance:x,point:K,face:new THREE.Face3(p,q,m,THREE.Triangle.normal(d,e,f)),faceIndex:null,object:this})}}}else for(s=p.position.array,t=k=0,w=s.length;k +g.far||h.push({distance:x,point:K,face:new THREE.Face3(p,q,m,THREE.Triangle.normal(d,e,f)),faceIndex:null,object:this}))}}else if(k instanceof THREE.Geometry)for(t=this.material instanceof THREE.MeshFaceMaterial,s=!0===t?this.material.materials:null,r=g.precision,u=k.vertices,v=0,y=k.faces.length;vg.far||h.push({distance:x,point:K,face:G,faceIndex:v,object:this}))}}}();THREE.Mesh.prototype.clone=function(a,b){void 0===a&&(a=new THREE.Mesh(this.geometry,this.material));THREE.Object3D.prototype.clone.call(this,a,b);return a};THREE.Bone=function(a){THREE.Object3D.call(this);this.skin=a};THREE.Bone.prototype=Object.create(THREE.Object3D.prototype); +THREE.Skeleton=function(a,b,c){this.useVertexTexture=void 0!==c?c:!0;this.identityMatrix=new THREE.Matrix4;a=a||[];this.bones=a.slice(0);this.useVertexTexture?(this.boneTextureHeight=this.boneTextureWidth=a=256h.end&&(h.end=e);b||(b=g)}}a.firstAnimation=b}; +THREE.MorphAnimMesh.prototype.setAnimationLabel=function(a,b,c){this.geometry.animations||(this.geometry.animations={});this.geometry.animations[a]={start:b,end:c}};THREE.MorphAnimMesh.prototype.playAnimation=function(a,b){var c=this.geometry.animations[a];c?(this.setFrameRange(c.start,c.end),this.duration=(c.end-c.start)/b*1E3,this.time=0):console.warn("animation["+a+"] undefined")}; +THREE.MorphAnimMesh.prototype.updateAnimation=function(a){var b=this.duration/this.length;this.time+=this.direction*a;if(this.mirroredLoop){if(this.time>this.duration||0>this.time)this.direction*=-1,this.time>this.duration&&(this.time=this.duration,this.directionBackwards=!0),0>this.time&&(this.time=0,this.directionBackwards=!1)}else this.time%=this.duration,0>this.time&&(this.time+=this.duration);a=this.startKeyframe+THREE.Math.clamp(Math.floor(this.time/b),0,this.length-1);a!==this.currentKeyframe&& +(this.morphTargetInfluences[this.lastKeyframe]=0,this.morphTargetInfluences[this.currentKeyframe]=1,this.morphTargetInfluences[a]=0,this.lastKeyframe=this.currentKeyframe,this.currentKeyframe=a);b=this.time%b/b;this.directionBackwards&&(b=1-b);this.morphTargetInfluences[this.currentKeyframe]=b;this.morphTargetInfluences[this.lastKeyframe]=1-b}; +THREE.MorphAnimMesh.prototype.interpolateTargets=function(a,b,c){for(var d=this.morphTargetInfluences,e=0,f=d.length;e=this.objects[d].distance)this.objects[d-1].object.visible=!1,this.objects[d].object.visible=!0;else break;for(;dthis.scale.x||c.push({distance:d,point:this.position,face:null,object:this})}}();THREE.Sprite.prototype.clone=function(a){void 0===a&&(a=new THREE.Sprite(this.material));THREE.Object3D.prototype.clone.call(this,a);return a};THREE.Particle=THREE.Sprite; +THREE.LensFlare=function(a,b,c,d,e){THREE.Object3D.call(this);this.lensFlares=[];this.positionScreen=new THREE.Vector3;this.customUpdateCallback=void 0;void 0!==a&&this.add(a,b,c,d,e)};THREE.LensFlare.prototype=Object.create(THREE.Object3D.prototype); +THREE.LensFlare.prototype.add=function(a,b,c,d,e,f){void 0===b&&(b=-1);void 0===c&&(c=0);void 0===f&&(f=1);void 0===e&&(e=new THREE.Color(16777215));void 0===d&&(d=THREE.NormalBlending);c=Math.min(c,Math.max(0,c));this.lensFlares.push({texture:a,size:b,distance:c,x:0,y:0,z:0,scale:1,rotation:1,opacity:f,color:e,blending:d})}; +THREE.LensFlare.prototype.updateLensFlares=function(){var a,b=this.lensFlares.length,c,d=2*-this.positionScreen.x,e=2*-this.positionScreen.y;for(a=0;a dashSize ) {\n\t\tdiscard;\n\t}\n\tgl_FragColor = vec4( diffuse, opacity );",THREE.ShaderChunk.logdepthbuf_fragment,THREE.ShaderChunk.color_fragment,THREE.ShaderChunk.fog_fragment, +"}"].join("\n")},depth:{uniforms:{mNear:{type:"f",value:1},mFar:{type:"f",value:2E3},opacity:{type:"f",value:1}},vertexShader:[THREE.ShaderChunk.morphtarget_pars_vertex,THREE.ShaderChunk.logdepthbuf_pars_vertex,"void main() {",THREE.ShaderChunk.morphtarget_vertex,THREE.ShaderChunk.default_vertex,THREE.ShaderChunk.logdepthbuf_vertex,"}"].join("\n"),fragmentShader:["uniform float mNear;\nuniform float mFar;\nuniform float opacity;",THREE.ShaderChunk.logdepthbuf_pars_fragment,"void main() {",THREE.ShaderChunk.logdepthbuf_fragment, +"\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tfloat depth = gl_FragDepthEXT / gl_FragCoord.w;\n\t#else\n\t\tfloat depth = gl_FragCoord.z / gl_FragCoord.w;\n\t#endif\n\tfloat color = 1.0 - smoothstep( mNear, mFar, depth );\n\tgl_FragColor = vec4( vec3( color ), opacity );\n}"].join("\n")},normal:{uniforms:{opacity:{type:"f",value:1}},vertexShader:["varying vec3 vNormal;",THREE.ShaderChunk.morphtarget_pars_vertex,THREE.ShaderChunk.logdepthbuf_pars_vertex,"void main() {\n\tvNormal = normalize( normalMatrix * normal );", +THREE.ShaderChunk.morphtarget_vertex,THREE.ShaderChunk.default_vertex,THREE.ShaderChunk.logdepthbuf_vertex,"}"].join("\n"),fragmentShader:["uniform float opacity;\nvarying vec3 vNormal;",THREE.ShaderChunk.logdepthbuf_pars_fragment,"void main() {\n\tgl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );",THREE.ShaderChunk.logdepthbuf_fragment,"}"].join("\n")},normalmap:{uniforms:THREE.UniformsUtils.merge([THREE.UniformsLib.fog,THREE.UniformsLib.lights,THREE.UniformsLib.shadowmap,{enableAO:{type:"i", +value:0},enableDiffuse:{type:"i",value:0},enableSpecular:{type:"i",value:0},enableReflection:{type:"i",value:0},enableDisplacement:{type:"i",value:0},tDisplacement:{type:"t",value:null},tDiffuse:{type:"t",value:null},tCube:{type:"t",value:null},tNormal:{type:"t",value:null},tSpecular:{type:"t",value:null},tAO:{type:"t",value:null},uNormalScale:{type:"v2",value:new THREE.Vector2(1,1)},uDisplacementBias:{type:"f",value:0},uDisplacementScale:{type:"f",value:1},diffuse:{type:"c",value:new THREE.Color(16777215)}, +specular:{type:"c",value:new THREE.Color(1118481)},ambient:{type:"c",value:new THREE.Color(16777215)},shininess:{type:"f",value:30},opacity:{type:"f",value:1},useRefract:{type:"i",value:0},refractionRatio:{type:"f",value:.98},reflectivity:{type:"f",value:.5},uOffset:{type:"v2",value:new THREE.Vector2(0,0)},uRepeat:{type:"v2",value:new THREE.Vector2(1,1)},wrapRGB:{type:"v3",value:new THREE.Vector3(1,1,1)}}]),fragmentShader:["uniform vec3 ambient;\nuniform vec3 diffuse;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\nuniform bool enableDiffuse;\nuniform bool enableSpecular;\nuniform bool enableAO;\nuniform bool enableReflection;\nuniform sampler2D tDiffuse;\nuniform sampler2D tNormal;\nuniform sampler2D tSpecular;\nuniform sampler2D tAO;\nuniform samplerCube tCube;\nuniform vec2 uNormalScale;\nuniform bool useRefract;\nuniform float refractionRatio;\nuniform float reflectivity;\nvarying vec3 vTangent;\nvarying vec3 vBinormal;\nvarying vec3 vNormal;\nvarying vec2 vUv;\nuniform vec3 ambientLightColor;\n#if MAX_DIR_LIGHTS > 0\n\tuniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\n\tuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n#endif\n#if MAX_HEMI_LIGHTS > 0\n\tuniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];\n\tuniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];\n\tuniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];\n#endif\n#if MAX_POINT_LIGHTS > 0\n\tuniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\n\tuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\n\tuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n#endif\n#if MAX_SPOT_LIGHTS > 0\n\tuniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];\n\tuniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];\n\tuniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];\n\tuniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];\n\tuniform float spotLightExponent[ MAX_SPOT_LIGHTS ];\n\tuniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\n#endif\n#ifdef WRAP_AROUND\n\tuniform vec3 wrapRGB;\n#endif\nvarying vec3 vWorldPosition;\nvarying vec3 vViewPosition;", +THREE.ShaderChunk.shadowmap_pars_fragment,THREE.ShaderChunk.fog_pars_fragment,THREE.ShaderChunk.logdepthbuf_pars_fragment,"void main() {",THREE.ShaderChunk.logdepthbuf_fragment,"\tgl_FragColor = vec4( vec3( 1.0 ), opacity );\n\tvec3 specularTex = vec3( 1.0 );\n\tvec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;\n\tnormalTex.xy *= uNormalScale;\n\tnormalTex = normalize( normalTex );\n\tif( enableDiffuse ) {\n\t\t#ifdef GAMMA_INPUT\n\t\t\tvec4 texelColor = texture2D( tDiffuse, vUv );\n\t\t\ttexelColor.xyz *= texelColor.xyz;\n\t\t\tgl_FragColor = gl_FragColor * texelColor;\n\t\t#else\n\t\t\tgl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );\n\t\t#endif\n\t}\n\tif( enableAO ) {\n\t\t#ifdef GAMMA_INPUT\n\t\t\tvec4 aoColor = texture2D( tAO, vUv );\n\t\t\taoColor.xyz *= aoColor.xyz;\n\t\t\tgl_FragColor.xyz = gl_FragColor.xyz * aoColor.xyz;\n\t\t#else\n\t\t\tgl_FragColor.xyz = gl_FragColor.xyz * texture2D( tAO, vUv ).xyz;\n\t\t#endif\n\t}", +THREE.ShaderChunk.alphatest_fragment,"\tif( enableSpecular )\n\t\tspecularTex = texture2D( tSpecular, vUv ).xyz;\n\tmat3 tsb = mat3( normalize( vTangent ), normalize( vBinormal ), normalize( vNormal ) );\n\tvec3 finalNormal = tsb * normalTex;\n\t#ifdef FLIP_SIDED\n\t\tfinalNormal = -finalNormal;\n\t#endif\n\tvec3 normal = normalize( finalNormal );\n\tvec3 viewPosition = normalize( vViewPosition );\n\t#if MAX_POINT_LIGHTS > 0\n\t\tvec3 pointDiffuse = vec3( 0.0 );\n\t\tvec3 pointSpecular = vec3( 0.0 );\n\t\tfor ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\n\t\t\tvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\n\t\t\tvec3 pointVector = lPosition.xyz + vViewPosition.xyz;\n\t\t\tfloat pointDistance = 1.0;\n\t\t\tif ( pointLightDistance[ i ] > 0.0 )\n\t\t\t\tpointDistance = 1.0 - min( ( length( pointVector ) / pointLightDistance[ i ] ), 1.0 );\n\t\t\tpointVector = normalize( pointVector );\n\t\t\t#ifdef WRAP_AROUND\n\t\t\t\tfloat pointDiffuseWeightFull = max( dot( normal, pointVector ), 0.0 );\n\t\t\t\tfloat pointDiffuseWeightHalf = max( 0.5 * dot( normal, pointVector ) + 0.5, 0.0 );\n\t\t\t\tvec3 pointDiffuseWeight = mix( vec3( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );\n\t\t\t#else\n\t\t\t\tfloat pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );\n\t\t\t#endif\n\t\t\tpointDiffuse += pointDistance * pointLightColor[ i ] * diffuse * pointDiffuseWeight;\n\t\t\tvec3 pointHalfVector = normalize( pointVector + viewPosition );\n\t\t\tfloat pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );\n\t\t\tfloat pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, shininess ), 0.0 );\n\t\t\tfloat specularNormalization = ( shininess + 2.0 ) / 8.0;\n\t\t\tvec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( pointVector, pointHalfVector ), 0.0 ), 5.0 );\n\t\t\tpointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance * specularNormalization;\n\t\t}\n\t#endif\n\t#if MAX_SPOT_LIGHTS > 0\n\t\tvec3 spotDiffuse = vec3( 0.0 );\n\t\tvec3 spotSpecular = vec3( 0.0 );\n\t\tfor ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\n\t\t\tvec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );\n\t\t\tvec3 spotVector = lPosition.xyz + vViewPosition.xyz;\n\t\t\tfloat spotDistance = 1.0;\n\t\t\tif ( spotLightDistance[ i ] > 0.0 )\n\t\t\t\tspotDistance = 1.0 - min( ( length( spotVector ) / spotLightDistance[ i ] ), 1.0 );\n\t\t\tspotVector = normalize( spotVector );\n\t\t\tfloat spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );\n\t\t\tif ( spotEffect > spotLightAngleCos[ i ] ) {\n\t\t\t\tspotEffect = max( pow( max( spotEffect, 0.0 ), spotLightExponent[ i ] ), 0.0 );\n\t\t\t\t#ifdef WRAP_AROUND\n\t\t\t\t\tfloat spotDiffuseWeightFull = max( dot( normal, spotVector ), 0.0 );\n\t\t\t\t\tfloat spotDiffuseWeightHalf = max( 0.5 * dot( normal, spotVector ) + 0.5, 0.0 );\n\t\t\t\t\tvec3 spotDiffuseWeight = mix( vec3( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );\n\t\t\t\t#else\n\t\t\t\t\tfloat spotDiffuseWeight = max( dot( normal, spotVector ), 0.0 );\n\t\t\t\t#endif\n\t\t\t\tspotDiffuse += spotDistance * spotLightColor[ i ] * diffuse * spotDiffuseWeight * spotEffect;\n\t\t\t\tvec3 spotHalfVector = normalize( spotVector + viewPosition );\n\t\t\t\tfloat spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );\n\t\t\t\tfloat spotSpecularWeight = specularTex.r * max( pow( spotDotNormalHalf, shininess ), 0.0 );\n\t\t\t\tfloat specularNormalization = ( shininess + 2.0 ) / 8.0;\n\t\t\t\tvec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( spotVector, spotHalfVector ), 0.0 ), 5.0 );\n\t\t\t\tspotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * spotDistance * specularNormalization * spotEffect;\n\t\t\t}\n\t\t}\n\t#endif\n\t#if MAX_DIR_LIGHTS > 0\n\t\tvec3 dirDiffuse = vec3( 0.0 );\n\t\tvec3 dirSpecular = vec3( 0.0 );\n\t\tfor( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {\n\t\t\tvec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\n\t\t\tvec3 dirVector = normalize( lDirection.xyz );\n\t\t\t#ifdef WRAP_AROUND\n\t\t\t\tfloat directionalLightWeightingFull = max( dot( normal, dirVector ), 0.0 );\n\t\t\t\tfloat directionalLightWeightingHalf = max( 0.5 * dot( normal, dirVector ) + 0.5, 0.0 );\n\t\t\t\tvec3 dirDiffuseWeight = mix( vec3( directionalLightWeightingFull ), vec3( directionalLightWeightingHalf ), wrapRGB );\n\t\t\t#else\n\t\t\t\tfloat dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );\n\t\t\t#endif\n\t\t\tdirDiffuse += directionalLightColor[ i ] * diffuse * dirDiffuseWeight;\n\t\t\tvec3 dirHalfVector = normalize( dirVector + viewPosition );\n\t\t\tfloat dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );\n\t\t\tfloat dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, shininess ), 0.0 );\n\t\t\tfloat specularNormalization = ( shininess + 2.0 ) / 8.0;\n\t\t\tvec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( dirVector, dirHalfVector ), 0.0 ), 5.0 );\n\t\t\tdirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;\n\t\t}\n\t#endif\n\t#if MAX_HEMI_LIGHTS > 0\n\t\tvec3 hemiDiffuse = vec3( 0.0 );\n\t\tvec3 hemiSpecular = vec3( 0.0 );\n\t\tfor( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {\n\t\t\tvec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );\n\t\t\tvec3 lVector = normalize( lDirection.xyz );\n\t\t\tfloat dotProduct = dot( normal, lVector );\n\t\t\tfloat hemiDiffuseWeight = 0.5 * dotProduct + 0.5;\n\t\t\tvec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );\n\t\t\themiDiffuse += diffuse * hemiColor;\n\t\t\tvec3 hemiHalfVectorSky = normalize( lVector + viewPosition );\n\t\t\tfloat hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;\n\t\t\tfloat hemiSpecularWeightSky = specularTex.r * max( pow( max( hemiDotNormalHalfSky, 0.0 ), shininess ), 0.0 );\n\t\t\tvec3 lVectorGround = -lVector;\n\t\t\tvec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );\n\t\t\tfloat hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;\n\t\t\tfloat hemiSpecularWeightGround = specularTex.r * max( pow( max( hemiDotNormalHalfGround, 0.0 ), shininess ), 0.0 );\n\t\t\tfloat dotProductGround = dot( normal, lVectorGround );\n\t\t\tfloat specularNormalization = ( shininess + 2.0 ) / 8.0;\n\t\t\tvec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, hemiHalfVectorSky ), 0.0 ), 5.0 );\n\t\t\tvec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 0.0 ), 5.0 );\n\t\t\themiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );\n\t\t}\n\t#endif\n\tvec3 totalDiffuse = vec3( 0.0 );\n\tvec3 totalSpecular = vec3( 0.0 );\n\t#if MAX_DIR_LIGHTS > 0\n\t\ttotalDiffuse += dirDiffuse;\n\t\ttotalSpecular += dirSpecular;\n\t#endif\n\t#if MAX_HEMI_LIGHTS > 0\n\t\ttotalDiffuse += hemiDiffuse;\n\t\ttotalSpecular += hemiSpecular;\n\t#endif\n\t#if MAX_POINT_LIGHTS > 0\n\t\ttotalDiffuse += pointDiffuse;\n\t\ttotalSpecular += pointSpecular;\n\t#endif\n\t#if MAX_SPOT_LIGHTS > 0\n\t\ttotalDiffuse += spotDiffuse;\n\t\ttotalSpecular += spotSpecular;\n\t#endif\n\t#ifdef METAL\n\t\tgl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient + totalSpecular );\n\t#else\n\t\tgl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient ) + totalSpecular;\n\t#endif\n\tif ( enableReflection ) {\n\t\tvec3 vReflect;\n\t\tvec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\n\t\tif ( useRefract ) {\n\t\t\tvReflect = refract( cameraToVertex, normal, refractionRatio );\n\t\t} else {\n\t\t\tvReflect = reflect( cameraToVertex, normal );\n\t\t}\n\t\tvec4 cubeColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );\n\t\t#ifdef GAMMA_INPUT\n\t\t\tcubeColor.xyz *= cubeColor.xyz;\n\t\t#endif\n\t\tgl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularTex.r * reflectivity );\n\t}", +THREE.ShaderChunk.shadowmap_fragment,THREE.ShaderChunk.linear_to_gamma_fragment,THREE.ShaderChunk.fog_fragment,"}"].join("\n"),vertexShader:["attribute vec4 tangent;\nuniform vec2 uOffset;\nuniform vec2 uRepeat;\nuniform bool enableDisplacement;\n#ifdef VERTEX_TEXTURES\n\tuniform sampler2D tDisplacement;\n\tuniform float uDisplacementScale;\n\tuniform float uDisplacementBias;\n#endif\nvarying vec3 vTangent;\nvarying vec3 vBinormal;\nvarying vec3 vNormal;\nvarying vec2 vUv;\nvarying vec3 vWorldPosition;\nvarying vec3 vViewPosition;", +THREE.ShaderChunk.skinning_pars_vertex,THREE.ShaderChunk.shadowmap_pars_vertex,THREE.ShaderChunk.logdepthbuf_pars_vertex,"void main() {",THREE.ShaderChunk.skinbase_vertex,THREE.ShaderChunk.skinnormal_vertex,"\t#ifdef USE_SKINNING\n\t\tvNormal = normalize( normalMatrix * skinnedNormal.xyz );\n\t\tvec4 skinnedTangent = skinMatrix * vec4( tangent.xyz, 0.0 );\n\t\tvTangent = normalize( normalMatrix * skinnedTangent.xyz );\n\t#else\n\t\tvNormal = normalize( normalMatrix * normal );\n\t\tvTangent = normalize( normalMatrix * tangent.xyz );\n\t#endif\n\tvBinormal = normalize( cross( vNormal, vTangent ) * tangent.w );\n\tvUv = uv * uRepeat + uOffset;\n\tvec3 displacedPosition;\n\t#ifdef VERTEX_TEXTURES\n\t\tif ( enableDisplacement ) {\n\t\t\tvec3 dv = texture2D( tDisplacement, uv ).xyz;\n\t\t\tfloat df = uDisplacementScale * dv.x + uDisplacementBias;\n\t\t\tdisplacedPosition = position + normalize( normal ) * df;\n\t\t} else {\n\t\t\t#ifdef USE_SKINNING\n\t\t\t\tvec4 skinVertex = bindMatrix * vec4( position, 1.0 );\n\t\t\t\tvec4 skinned = vec4( 0.0 );\n\t\t\t\tskinned += boneMatX * skinVertex * skinWeight.x;\n\t\t\t\tskinned += boneMatY * skinVertex * skinWeight.y;\n\t\t\t\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\t\t\t\tskinned += boneMatW * skinVertex * skinWeight.w;\n\t\t\t\tskinned = bindMatrixInverse * skinned;\n\t\t\t\tdisplacedPosition = skinned.xyz;\n\t\t\t#else\n\t\t\t\tdisplacedPosition = position;\n\t\t\t#endif\n\t\t}\n\t#else\n\t\t#ifdef USE_SKINNING\n\t\t\tvec4 skinVertex = bindMatrix * vec4( position, 1.0 );\n\t\t\tvec4 skinned = vec4( 0.0 );\n\t\t\tskinned += boneMatX * skinVertex * skinWeight.x;\n\t\t\tskinned += boneMatY * skinVertex * skinWeight.y;\n\t\t\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\t\t\tskinned += boneMatW * skinVertex * skinWeight.w;\n\t\t\tskinned = bindMatrixInverse * skinned;\n\t\t\tdisplacedPosition = skinned.xyz;\n\t\t#else\n\t\t\tdisplacedPosition = position;\n\t\t#endif\n\t#endif\n\tvec4 mvPosition = modelViewMatrix * vec4( displacedPosition, 1.0 );\n\tvec4 worldPosition = modelMatrix * vec4( displacedPosition, 1.0 );\n\tgl_Position = projectionMatrix * mvPosition;", +THREE.ShaderChunk.logdepthbuf_vertex,"\tvWorldPosition = worldPosition.xyz;\n\tvViewPosition = -mvPosition.xyz;\n\t#ifdef USE_SHADOWMAP\n\t\tfor( int i = 0; i < MAX_SHADOWS; i ++ ) {\n\t\t\tvShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;\n\t\t}\n\t#endif\n}"].join("\n")},cube:{uniforms:{tCube:{type:"t",value:null},tFlip:{type:"f",value:-1}},vertexShader:["varying vec3 vWorldPosition;",THREE.ShaderChunk.logdepthbuf_pars_vertex,"void main() {\n\tvec4 worldPosition = modelMatrix * vec4( position, 1.0 );\n\tvWorldPosition = worldPosition.xyz;\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", +THREE.ShaderChunk.logdepthbuf_vertex,"}"].join("\n"),fragmentShader:["uniform samplerCube tCube;\nuniform float tFlip;\nvarying vec3 vWorldPosition;",THREE.ShaderChunk.logdepthbuf_pars_fragment,"void main() {\n\tgl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",THREE.ShaderChunk.logdepthbuf_fragment,"}"].join("\n")},depthRGBA:{uniforms:{},vertexShader:[THREE.ShaderChunk.morphtarget_pars_vertex,THREE.ShaderChunk.skinning_pars_vertex,THREE.ShaderChunk.logdepthbuf_pars_vertex, +"void main() {",THREE.ShaderChunk.skinbase_vertex,THREE.ShaderChunk.morphtarget_vertex,THREE.ShaderChunk.skinning_vertex,THREE.ShaderChunk.default_vertex,THREE.ShaderChunk.logdepthbuf_vertex,"}"].join("\n"),fragmentShader:[THREE.ShaderChunk.logdepthbuf_pars_fragment,"vec4 pack_depth( const in float depth ) {\n\tconst vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );\n\tconst vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );\n\tvec4 res = mod( depth * bit_shift * vec4( 255 ), vec4( 256 ) ) / vec4( 255 );\n\tres -= res.xxyz * bit_mask;\n\treturn res;\n}\nvoid main() {", +THREE.ShaderChunk.logdepthbuf_fragment,"\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tgl_FragData[ 0 ] = pack_depth( gl_FragDepthEXT );\n\t#else\n\t\tgl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );\n\t#endif\n}"].join("\n")}}; +THREE.WebGLRenderer=function(a){function b(a){var b=a.geometry;a=a.material;var c=b.vertices.length;if(a.attributes){void 0===b.__webglCustomAttributesList&&(b.__webglCustomAttributesList=[]);for(var d in a.attributes){var e=a.attributes[d];if(!e.__webglInitialized||e.createUniqueBuffers){e.__webglInitialized=!0;var f=1;"v2"===e.type?f=2:"v3"===e.type?f=3:"v4"===e.type?f=4:"c"===e.type&&(f=3);e.size=f;e.array=new Float32Array(c*f);e.buffer=l.createBuffer();e.buffer.belongsToAttribute=d;e.needsUpdate= +!0}b.__webglCustomAttributesList.push(e)}}}function c(a,b){var c=b.geometry,e=a.faces3,f=3*e.length,g=1*e.length,h=3*e.length,e=d(b,a);a.__vertexArray=new Float32Array(3*f);a.__normalArray=new Float32Array(3*f);a.__colorArray=new Float32Array(3*f);a.__uvArray=new Float32Array(2*f);1Aa;Aa++)Cb=ma[Aa],Ta[Sa]=Cb.x,Ta[Sa+1]=Cb.y,Ta[Sa+2]=Cb.z,Sa+=3;else for(Aa=0;3>Aa;Aa++)Ta[Sa]=pa.x,Ta[Sa+1]=pa.y,Ta[Sa+2]=pa.z,Sa+=3;l.bindBuffer(l.ARRAY_BUFFER,C.__webglNormalBuffer);l.bufferData(l.ARRAY_BUFFER, +Ta,S)}if(Kc&&ua){M=0;for(ea=N.length;MAa;Aa++)Oa=hb[Aa],sb[qb]=Oa.x,sb[qb+1]=Oa.y,qb+=2;0Aa;Aa++)Qb=za[Aa],fb[rb]=Qb.x,fb[rb+1]=Qb.y,rb+=2;0h&&(f[v].counter+=1,k=f[v].hash+"_"+f[v].counter,k in r||(p={id:rc++, +faces3:[],materialIndex:v,vertices:0,numMorphTargets:m,numMorphNormals:n},r[k]=p,q.push(p)));r[k].faces3.push(t);r[k].vertices+=3}a[g]=q;d.groupsNeedUpdate=!1}a=xb[d.id];g=0;for(e=a.length;gDa;Da++)kb[Da]=!J.autoScaleCubemaps||Ob||Tb?Tb?ua.image[Da].image:ua.image[Da]:R(ua.image[Da],$c);var ka=kb[0],Zb=THREE.Math.isPowerOfTwo(ka.width)&&THREE.Math.isPowerOfTwo(ka.height),ab=Q(ua.format),Fb=Q(ua.type);F(l.TEXTURE_CUBE_MAP,ua,Zb);for(Da=0;6>Da;Da++)if(Ob)for(var gb,$b=kb[Da].mipmaps,ga=0,Xb=$b.length;ga=Oc&&console.warn("WebGLRenderer: trying to use "+a+" texture units while this GPU supports only "+ +Oc);dc+=1;return a}function x(a,b){a._modelViewMatrix.multiplyMatrices(b.matrixWorldInverse,a.matrixWorld);a._normalMatrix.getNormalMatrix(a._modelViewMatrix)}function D(a,b,c,d){a[b]=c.r*c.r*d;a[b+1]=c.g*c.g*d;a[b+2]=c.b*c.b*d}function E(a,b,c,d){a[b]=c.r*d;a[b+1]=c.g*d;a[b+2]=c.b*d}function A(a){a!==Pc&&(l.lineWidth(a),Pc=a)}function B(a,b,c){Qc!==a&&(a?l.enable(l.POLYGON_OFFSET_FILL):l.disable(l.POLYGON_OFFSET_FILL),Qc=a);!a||Rc===b&&Sc===c||(l.polygonOffset(b,c),Rc=b,Sc=c)}function F(a,b,c){c? +(l.texParameteri(a,l.TEXTURE_WRAP_S,Q(b.wrapS)),l.texParameteri(a,l.TEXTURE_WRAP_T,Q(b.wrapT)),l.texParameteri(a,l.TEXTURE_MAG_FILTER,Q(b.magFilter)),l.texParameteri(a,l.TEXTURE_MIN_FILTER,Q(b.minFilter))):(l.texParameteri(a,l.TEXTURE_WRAP_S,l.CLAMP_TO_EDGE),l.texParameteri(a,l.TEXTURE_WRAP_T,l.CLAMP_TO_EDGE),l.texParameteri(a,l.TEXTURE_MAG_FILTER,T(b.magFilter)),l.texParameteri(a,l.TEXTURE_MIN_FILTER,T(b.minFilter)));(c=pa.get("EXT_texture_filter_anisotropic"))&&b.type!==THREE.FloatType&&(1b||a.height>b){var c=b/Math.max(a.width,a.height),d=document.createElement("canvas");d.width=Math.floor(a.width*c);d.height=Math.floor(a.height*c);d.getContext("2d").drawImage(a,0,0,a.width,a.height,0,0,d.width,d.height);console.log("THREE.WebGLRenderer:",a,"is too big ("+a.width+"x"+a.height+"). Resized to "+d.width+"x"+d.height+ +".");return d}return a}function H(a,b){l.bindRenderbuffer(l.RENDERBUFFER,a);b.depthBuffer&&!b.stencilBuffer?(l.renderbufferStorage(l.RENDERBUFFER,l.DEPTH_COMPONENT16,b.width,b.height),l.framebufferRenderbuffer(l.FRAMEBUFFER,l.DEPTH_ATTACHMENT,l.RENDERBUFFER,a)):b.depthBuffer&&b.stencilBuffer?(l.renderbufferStorage(l.RENDERBUFFER,l.DEPTH_STENCIL,b.width,b.height),l.framebufferRenderbuffer(l.FRAMEBUFFER,l.DEPTH_STENCIL_ATTACHMENT,l.RENDERBUFFER,a)):l.renderbufferStorage(l.RENDERBUFFER,l.RGBA4,b.width, +b.height)}function C(a){a instanceof THREE.WebGLRenderTargetCube?(l.bindTexture(l.TEXTURE_CUBE_MAP,a.__webglTexture),l.generateMipmap(l.TEXTURE_CUBE_MAP),l.bindTexture(l.TEXTURE_CUBE_MAP,null)):(l.bindTexture(l.TEXTURE_2D,a.__webglTexture),l.generateMipmap(l.TEXTURE_2D),l.bindTexture(l.TEXTURE_2D,null))}function T(a){return a===THREE.NearestFilter||a===THREE.NearestMipMapNearestFilter||a===THREE.NearestMipMapLinearFilter?l.NEAREST:l.LINEAR}function Q(a){var b;if(a===THREE.RepeatWrapping)return l.REPEAT; +if(a===THREE.ClampToEdgeWrapping)return l.CLAMP_TO_EDGE;if(a===THREE.MirroredRepeatWrapping)return l.MIRRORED_REPEAT;if(a===THREE.NearestFilter)return l.NEAREST;if(a===THREE.NearestMipMapNearestFilter)return l.NEAREST_MIPMAP_NEAREST;if(a===THREE.NearestMipMapLinearFilter)return l.NEAREST_MIPMAP_LINEAR;if(a===THREE.LinearFilter)return l.LINEAR;if(a===THREE.LinearMipMapNearestFilter)return l.LINEAR_MIPMAP_NEAREST;if(a===THREE.LinearMipMapLinearFilter)return l.LINEAR_MIPMAP_LINEAR;if(a===THREE.UnsignedByteType)return l.UNSIGNED_BYTE; +if(a===THREE.UnsignedShort4444Type)return l.UNSIGNED_SHORT_4_4_4_4;if(a===THREE.UnsignedShort5551Type)return l.UNSIGNED_SHORT_5_5_5_1;if(a===THREE.UnsignedShort565Type)return l.UNSIGNED_SHORT_5_6_5;if(a===THREE.ByteType)return l.BYTE;if(a===THREE.ShortType)return l.SHORT;if(a===THREE.UnsignedShortType)return l.UNSIGNED_SHORT;if(a===THREE.IntType)return l.INT;if(a===THREE.UnsignedIntType)return l.UNSIGNED_INT;if(a===THREE.FloatType)return l.FLOAT;if(a===THREE.AlphaFormat)return l.ALPHA;if(a===THREE.RGBFormat)return l.RGB; +if(a===THREE.RGBAFormat)return l.RGBA;if(a===THREE.LuminanceFormat)return l.LUMINANCE;if(a===THREE.LuminanceAlphaFormat)return l.LUMINANCE_ALPHA;if(a===THREE.AddEquation)return l.FUNC_ADD;if(a===THREE.SubtractEquation)return l.FUNC_SUBTRACT;if(a===THREE.ReverseSubtractEquation)return l.FUNC_REVERSE_SUBTRACT;if(a===THREE.ZeroFactor)return l.ZERO;if(a===THREE.OneFactor)return l.ONE;if(a===THREE.SrcColorFactor)return l.SRC_COLOR;if(a===THREE.OneMinusSrcColorFactor)return l.ONE_MINUS_SRC_COLOR;if(a=== +THREE.SrcAlphaFactor)return l.SRC_ALPHA;if(a===THREE.OneMinusSrcAlphaFactor)return l.ONE_MINUS_SRC_ALPHA;if(a===THREE.DstAlphaFactor)return l.DST_ALPHA;if(a===THREE.OneMinusDstAlphaFactor)return l.ONE_MINUS_DST_ALPHA;if(a===THREE.DstColorFactor)return l.DST_COLOR;if(a===THREE.OneMinusDstColorFactor)return l.ONE_MINUS_DST_COLOR;if(a===THREE.SrcAlphaSaturateFactor)return l.SRC_ALPHA_SATURATE;b=pa.get("WEBGL_compressed_texture_s3tc");if(null!==b){if(a===THREE.RGB_S3TC_DXT1_Format)return b.COMPRESSED_RGB_S3TC_DXT1_EXT; +if(a===THREE.RGBA_S3TC_DXT1_Format)return b.COMPRESSED_RGBA_S3TC_DXT1_EXT;if(a===THREE.RGBA_S3TC_DXT3_Format)return b.COMPRESSED_RGBA_S3TC_DXT3_EXT;if(a===THREE.RGBA_S3TC_DXT5_Format)return b.COMPRESSED_RGBA_S3TC_DXT5_EXT}b=pa.get("WEBGL_compressed_texture_pvrtc");if(null!==b){if(a===THREE.RGB_PVRTC_4BPPV1_Format)return b.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;if(a===THREE.RGB_PVRTC_2BPPV1_Format)return b.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;if(a===THREE.RGBA_PVRTC_4BPPV1_Format)return b.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; +if(a===THREE.RGBA_PVRTC_2BPPV1_Format)return b.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG}b=pa.get("EXT_blend_minmax");if(null!==b){if(a===THREE.MinEquation)return b.MIN_EXT;if(a===THREE.MaxEquation)return b.MAX_EXT}return 0}console.log("THREE.WebGLRenderer",THREE.REVISION);a=a||{};var O=void 0!==a.canvas?a.canvas:document.createElement("canvas"),S=void 0!==a.context?a.context:null,X=void 0!==a.precision?a.precision:"highp",Y=void 0!==a.alpha?a.alpha:!1,la=void 0!==a.depth?a.depth:!0,ma=void 0!==a.stencil? +a.stencil:!0,ya=void 0!==a.antialias?a.antialias:!1,P=void 0!==a.premultipliedAlpha?a.premultipliedAlpha:!0,Ga=void 0!==a.preserveDrawingBuffer?a.preserveDrawingBuffer:!1,Fa=void 0!==a.logarithmicDepthBuffer?a.logarithmicDepthBuffer:!1,za=new THREE.Color(0),bb=0,cb=[],ob={},jb=[],Jb=[],Ib=[],yb=[],Ra=[];this.domElement=O;this.context=null;this.devicePixelRatio=void 0!==a.devicePixelRatio?a.devicePixelRatio:void 0!==self.devicePixelRatio?self.devicePixelRatio:1;this.sortObjects=this.autoClearStencil= +this.autoClearDepth=this.autoClearColor=this.autoClear=!0;this.shadowMapEnabled=this.gammaOutput=this.gammaInput=!1;this.shadowMapType=THREE.PCFShadowMap;this.shadowMapCullFace=THREE.CullFaceFront;this.shadowMapCascade=this.shadowMapDebug=!1;this.maxMorphTargets=8;this.maxMorphNormals=4;this.autoScaleCubemaps=!0;this.info={memory:{programs:0,geometries:0,textures:0},render:{calls:0,vertices:0,faces:0,points:0}};var J=this,hb=[],tc=null,Tc=null,Kb=-1,Oa=-1,ec=null,dc=0,Lb=-1,Mb=-1,pb=-1,Nb=-1,Ob=-1, +Xb=-1,Yb=-1,nb=-1,Qc=null,Rc=null,Sc=null,Pc=null,Pb=0,kc=0,lc=O.width,mc=O.height,Uc=0,Vc=0,wb=new Uint8Array(16),ib=new Uint8Array(16),Ec=new THREE.Frustum,Ac=new THREE.Matrix4,Gc=new THREE.Matrix4,Na=new THREE.Vector3,sa=new THREE.Vector3,fc=!0,Mc={ambient:[0,0,0],directional:{length:0,colors:[],positions:[]},point:{length:0,colors:[],positions:[],distances:[]},spot:{length:0,colors:[],positions:[],distances:[],directions:[],anglesCos:[],exponents:[]},hemi:{length:0,skyColors:[],groundColors:[], +positions:[]}},l;try{var Wc={alpha:Y,depth:la,stencil:ma,antialias:ya,premultipliedAlpha:P,preserveDrawingBuffer:Ga};l=S||O.getContext("webgl",Wc)||O.getContext("experimental-webgl",Wc);if(null===l){if(null!==O.getContext("webgl"))throw"Error creating WebGL context with your selected attributes.";throw"Error creating WebGL context.";}}catch(ad){console.error(ad)}void 0===l.getShaderPrecisionFormat&&(l.getShaderPrecisionFormat=function(){return{rangeMin:1,rangeMax:1,precision:1}});var pa=new THREE.WebGLExtensions(l); +pa.get("OES_texture_float");pa.get("OES_texture_float_linear");pa.get("OES_standard_derivatives");Fa&&pa.get("EXT_frag_depth");l.clearColor(0,0,0,1);l.clearDepth(1);l.clearStencil(0);l.enable(l.DEPTH_TEST);l.depthFunc(l.LEQUAL);l.frontFace(l.CCW);l.cullFace(l.BACK);l.enable(l.CULL_FACE);l.enable(l.BLEND);l.blendEquation(l.FUNC_ADD);l.blendFunc(l.SRC_ALPHA,l.ONE_MINUS_SRC_ALPHA);l.viewport(Pb,kc,lc,mc);l.clearColor(za.r,za.g,za.b,bb);this.context=l;var Oc=l.getParameter(l.MAX_TEXTURE_IMAGE_UNITS), +bd=l.getParameter(l.MAX_VERTEX_TEXTURE_IMAGE_UNITS),cd=l.getParameter(l.MAX_TEXTURE_SIZE),$c=l.getParameter(l.MAX_CUBE_MAP_TEXTURE_SIZE),sc=0b;b++)l.deleteFramebuffer(a.__webglFramebuffer[b]),l.deleteRenderbuffer(a.__webglRenderbuffer[b]); +else l.deleteFramebuffer(a.__webglFramebuffer),l.deleteRenderbuffer(a.__webglRenderbuffer);delete a.__webglFramebuffer;delete a.__webglRenderbuffer}J.info.memory.textures--},Dc=function(a){a=a.target;a.removeEventListener("dispose",Dc);Cc(a)},Yc=function(a){for(var b="__webglVertexBuffer __webglNormalBuffer __webglTangentBuffer __webglColorBuffer __webglUVBuffer __webglUV2Buffer __webglSkinIndicesBuffer __webglSkinWeightsBuffer __webglFaceBuffer __webglLineBuffer __webglLineDistanceBuffer".split(" "), +c=0,d=b.length;cd.numSupportedMorphTargets?(n.sort(p),n.length=d.numSupportedMorphTargets):n.length>d.numSupportedMorphNormals?n.sort(p):0===n.length&&n.push([0, +0]);for(m=0;mf;f++){a.__webglFramebuffer[f]=l.createFramebuffer();a.__webglRenderbuffer[f]=l.createRenderbuffer();l.texImage2D(l.TEXTURE_CUBE_MAP_POSITIVE_X+f,0,d,a.width,a.height,0,d,e,null);var g=a,h=l.TEXTURE_CUBE_MAP_POSITIVE_X+f;l.bindFramebuffer(l.FRAMEBUFFER,a.__webglFramebuffer[f]);l.framebufferTexture2D(l.FRAMEBUFFER,l.COLOR_ATTACHMENT0,h,g.__webglTexture,0);H(a.__webglRenderbuffer[f],a)}c&&l.generateMipmap(l.TEXTURE_CUBE_MAP)}else a.__webglFramebuffer= +l.createFramebuffer(),a.__webglRenderbuffer=a.shareDepthFrom?a.shareDepthFrom.__webglRenderbuffer:l.createRenderbuffer(),l.bindTexture(l.TEXTURE_2D,a.__webglTexture),F(l.TEXTURE_2D,a,c),l.texImage2D(l.TEXTURE_2D,0,d,a.width,a.height,0,d,e,null),d=l.TEXTURE_2D,l.bindFramebuffer(l.FRAMEBUFFER,a.__webglFramebuffer),l.framebufferTexture2D(l.FRAMEBUFFER,l.COLOR_ATTACHMENT0,d,a.__webglTexture,0),a.shareDepthFrom?a.depthBuffer&&!a.stencilBuffer?l.framebufferRenderbuffer(l.FRAMEBUFFER,l.DEPTH_ATTACHMENT, +l.RENDERBUFFER,a.__webglRenderbuffer):a.depthBuffer&&a.stencilBuffer&&l.framebufferRenderbuffer(l.FRAMEBUFFER,l.DEPTH_STENCIL_ATTACHMENT,l.RENDERBUFFER,a.__webglRenderbuffer):H(a.__webglRenderbuffer,a),c&&l.generateMipmap(l.TEXTURE_2D);b?l.bindTexture(l.TEXTURE_CUBE_MAP,null):l.bindTexture(l.TEXTURE_2D,null);l.bindRenderbuffer(l.RENDERBUFFER,null);l.bindFramebuffer(l.FRAMEBUFFER,null)}a?(b=b?a.__webglFramebuffer[a.activeCubeFace]:a.__webglFramebuffer,c=a.width,a=a.height,e=d=0):(b=null,c=lc,a=mc, +d=Pb,e=kc);b!==Tc&&(l.bindFramebuffer(l.FRAMEBUFFER,b),l.viewport(d,e,c,a),Tc=b);Uc=c;Vc=a};this.initMaterial=function(){console.warn("THREE.WebGLRenderer: .initMaterial() has been removed.")};this.addPrePlugin=function(){console.warn("THREE.WebGLRenderer: .addPrePlugin() has been removed.")};this.addPostPlugin=function(){console.warn("THREE.WebGLRenderer: .addPostPlugin() has been removed.")};this.updateShadowMap=function(){console.warn("THREE.WebGLRenderer: .updateShadowMap() has been removed.")}}; +THREE.WebGLRenderTarget=function(a,b,c){this.width=a;this.height=b;c=c||{};this.wrapS=void 0!==c.wrapS?c.wrapS:THREE.ClampToEdgeWrapping;this.wrapT=void 0!==c.wrapT?c.wrapT:THREE.ClampToEdgeWrapping;this.magFilter=void 0!==c.magFilter?c.magFilter:THREE.LinearFilter;this.minFilter=void 0!==c.minFilter?c.minFilter:THREE.LinearMipMapLinearFilter;this.anisotropy=void 0!==c.anisotropy?c.anisotropy:1;this.offset=new THREE.Vector2(0,0);this.repeat=new THREE.Vector2(1,1);this.format=void 0!==c.format?c.format: +THREE.RGBAFormat;this.type=void 0!==c.type?c.type:THREE.UnsignedByteType;this.depthBuffer=void 0!==c.depthBuffer?c.depthBuffer:!0;this.stencilBuffer=void 0!==c.stencilBuffer?c.stencilBuffer:!0;this.generateMipmaps=!0;this.shareDepthFrom=null}; +THREE.WebGLRenderTarget.prototype={constructor:THREE.WebGLRenderTarget,setSize:function(a,b){this.width=a;this.height=b},clone:function(){var a=new THREE.WebGLRenderTarget(this.width,this.height);a.wrapS=this.wrapS;a.wrapT=this.wrapT;a.magFilter=this.magFilter;a.minFilter=this.minFilter;a.anisotropy=this.anisotropy;a.offset.copy(this.offset);a.repeat.copy(this.repeat);a.format=this.format;a.type=this.type;a.depthBuffer=this.depthBuffer;a.stencilBuffer=this.stencilBuffer;a.generateMipmaps=this.generateMipmaps; +a.shareDepthFrom=this.shareDepthFrom;return a},dispose:function(){this.dispatchEvent({type:"dispose"})}};THREE.EventDispatcher.prototype.apply(THREE.WebGLRenderTarget.prototype);THREE.WebGLRenderTargetCube=function(a,b,c){THREE.WebGLRenderTarget.call(this,a,b,c);this.activeCubeFace=0};THREE.WebGLRenderTargetCube.prototype=Object.create(THREE.WebGLRenderTarget.prototype); +THREE.WebGLExtensions=function(a){var b={};this.get=function(c){if(void 0!==b[c])return b[c];var d;switch(c){case "OES_texture_float":d=a.getExtension("OES_texture_float");break;case "OES_texture_float_linear":d=a.getExtension("OES_texture_float_linear");break;case "OES_standard_derivatives":d=a.getExtension("OES_standard_derivatives");break;case "EXT_texture_filter_anisotropic":d=a.getExtension("EXT_texture_filter_anisotropic")||a.getExtension("MOZ_EXT_texture_filter_anisotropic")||a.getExtension("WEBKIT_EXT_texture_filter_anisotropic"); +break;case "WEBGL_compressed_texture_s3tc":d=a.getExtension("WEBGL_compressed_texture_s3tc")||a.getExtension("MOZ_WEBGL_compressed_texture_s3tc")||a.getExtension("WEBKIT_WEBGL_compressed_texture_s3tc");break;case "WEBGL_compressed_texture_pvrtc":d=a.getExtension("WEBGL_compressed_texture_pvrtc")||a.getExtension("WEBKIT_WEBGL_compressed_texture_pvrtc");break;case "OES_element_index_uint":d=a.getExtension("OES_element_index_uint");break;case "EXT_blend_minmax":d=a.getExtension("EXT_blend_minmax");break; +case "EXT_frag_depth":d=a.getExtension("EXT_frag_depth")}null===d&&console.log("THREE.WebGLRenderer: "+c+" extension not supported.");return b[c]=d}}; +THREE.WebGLProgram=function(){var a=0;return function(b,c,d,e){var f=b.context,g=d.defines,h=d.__webglShader.uniforms,k=d.attributes,n=d.__webglShader.vertexShader,p=d.__webglShader.fragmentShader,q=d.index0AttributeName;void 0===q&&!0===e.morphTargets&&(q="position");var m="SHADOWMAP_TYPE_BASIC";e.shadowMapType===THREE.PCFShadowMap?m="SHADOWMAP_TYPE_PCF":e.shadowMapType===THREE.PCFSoftShadowMap&&(m="SHADOWMAP_TYPE_PCF_SOFT");var r,t;r=[];for(var s in g)t=g[s],!1!==t&&(t="#define "+s+" "+t,r.push(t)); +r=r.join("\n");g=f.createProgram();d instanceof THREE.RawShaderMaterial?b=d="":(d=["precision "+e.precision+" float;","precision "+e.precision+" int;",r,e.supportsVertexTextures?"#define VERTEX_TEXTURES":"",b.gammaInput?"#define GAMMA_INPUT":"",b.gammaOutput?"#define GAMMA_OUTPUT":"","#define MAX_DIR_LIGHTS "+e.maxDirLights,"#define MAX_POINT_LIGHTS "+e.maxPointLights,"#define MAX_SPOT_LIGHTS "+e.maxSpotLights,"#define MAX_HEMI_LIGHTS "+e.maxHemiLights,"#define MAX_SHADOWS "+e.maxShadows,"#define MAX_BONES "+ +e.maxBones,e.map?"#define USE_MAP":"",e.envMap?"#define USE_ENVMAP":"",e.lightMap?"#define USE_LIGHTMAP":"",e.bumpMap?"#define USE_BUMPMAP":"",e.normalMap?"#define USE_NORMALMAP":"",e.specularMap?"#define USE_SPECULARMAP":"",e.alphaMap?"#define USE_ALPHAMAP":"",e.vertexColors?"#define USE_COLOR":"",e.skinning?"#define USE_SKINNING":"",e.useVertexTexture?"#define BONE_TEXTURE":"",e.morphTargets?"#define USE_MORPHTARGETS":"",e.morphNormals?"#define USE_MORPHNORMALS":"",e.wrapAround?"#define WRAP_AROUND": +"",e.doubleSided?"#define DOUBLE_SIDED":"",e.flipSided?"#define FLIP_SIDED":"",e.shadowMapEnabled?"#define USE_SHADOWMAP":"",e.shadowMapEnabled?"#define "+m:"",e.shadowMapDebug?"#define SHADOWMAP_DEBUG":"",e.shadowMapCascade?"#define SHADOWMAP_CASCADE":"",e.sizeAttenuation?"#define USE_SIZEATTENUATION":"",e.logarithmicDepthBuffer?"#define USE_LOGDEPTHBUF":"","uniform mat4 modelMatrix;\nuniform mat4 modelViewMatrix;\nuniform mat4 projectionMatrix;\nuniform mat4 viewMatrix;\nuniform mat3 normalMatrix;\nuniform vec3 cameraPosition;\nattribute vec3 position;\nattribute vec3 normal;\nattribute vec2 uv;\nattribute vec2 uv2;\n#ifdef USE_COLOR\n\tattribute vec3 color;\n#endif\n#ifdef USE_MORPHTARGETS\n\tattribute vec3 morphTarget0;\n\tattribute vec3 morphTarget1;\n\tattribute vec3 morphTarget2;\n\tattribute vec3 morphTarget3;\n\t#ifdef USE_MORPHNORMALS\n\t\tattribute vec3 morphNormal0;\n\t\tattribute vec3 morphNormal1;\n\t\tattribute vec3 morphNormal2;\n\t\tattribute vec3 morphNormal3;\n\t#else\n\t\tattribute vec3 morphTarget4;\n\t\tattribute vec3 morphTarget5;\n\t\tattribute vec3 morphTarget6;\n\t\tattribute vec3 morphTarget7;\n\t#endif\n#endif\n#ifdef USE_SKINNING\n\tattribute vec4 skinIndex;\n\tattribute vec4 skinWeight;\n#endif\n"].join("\n"), +b=["precision "+e.precision+" float;","precision "+e.precision+" int;",e.bumpMap||e.normalMap?"#extension GL_OES_standard_derivatives : enable":"",r,"#define MAX_DIR_LIGHTS "+e.maxDirLights,"#define MAX_POINT_LIGHTS "+e.maxPointLights,"#define MAX_SPOT_LIGHTS "+e.maxSpotLights,"#define MAX_HEMI_LIGHTS "+e.maxHemiLights,"#define MAX_SHADOWS "+e.maxShadows,e.alphaTest?"#define ALPHATEST "+e.alphaTest:"",b.gammaInput?"#define GAMMA_INPUT":"",b.gammaOutput?"#define GAMMA_OUTPUT":"",e.useFog&&e.fog?"#define USE_FOG": +"",e.useFog&&e.fogExp?"#define FOG_EXP2":"",e.map?"#define USE_MAP":"",e.envMap?"#define USE_ENVMAP":"",e.lightMap?"#define USE_LIGHTMAP":"",e.bumpMap?"#define USE_BUMPMAP":"",e.normalMap?"#define USE_NORMALMAP":"",e.specularMap?"#define USE_SPECULARMAP":"",e.alphaMap?"#define USE_ALPHAMAP":"",e.vertexColors?"#define USE_COLOR":"",e.metal?"#define METAL":"",e.wrapAround?"#define WRAP_AROUND":"",e.doubleSided?"#define DOUBLE_SIDED":"",e.flipSided?"#define FLIP_SIDED":"",e.shadowMapEnabled?"#define USE_SHADOWMAP": +"",e.shadowMapEnabled?"#define "+m:"",e.shadowMapDebug?"#define SHADOWMAP_DEBUG":"",e.shadowMapCascade?"#define SHADOWMAP_CASCADE":"",e.logarithmicDepthBuffer?"#define USE_LOGDEPTHBUF":"","uniform mat4 viewMatrix;\nuniform vec3 cameraPosition;\n"].join("\n"));n=new THREE.WebGLShader(f,f.VERTEX_SHADER,d+n);p=new THREE.WebGLShader(f,f.FRAGMENT_SHADER,b+p);f.attachShader(g,n);f.attachShader(g,p);void 0!==q&&f.bindAttribLocation(g,0,q);f.linkProgram(g);!1===f.getProgramParameter(g,f.LINK_STATUS)&&(console.error("THREE.WebGLProgram: Could not initialise shader."), +console.error("gl.VALIDATE_STATUS",f.getProgramParameter(g,f.VALIDATE_STATUS)),console.error("gl.getError()",f.getError()));""!==f.getProgramInfoLog(g)&&console.warn("THREE.WebGLProgram: gl.getProgramInfoLog()",f.getProgramInfoLog(g));f.deleteShader(n);f.deleteShader(p);q="viewMatrix modelViewMatrix projectionMatrix normalMatrix modelMatrix cameraPosition morphTargetInfluences bindMatrix bindMatrixInverse".split(" ");e.useVertexTexture?(q.push("boneTexture"),q.push("boneTextureWidth"),q.push("boneTextureHeight")): +q.push("boneGlobalMatrices");e.logarithmicDepthBuffer&&q.push("logDepthBufFC");for(var u in h)q.push(u);h=q;u={};q=0;for(b=h.length;qT;T++)F[T]=new THREE.Vector3,A[T]=new THREE.Vector3;F=B.shadowCascadeNearZ[C];B=B.shadowCascadeFarZ[C];A[0].set(-1,-1,F);A[1].set(1,-1,F);A[2].set(-1,1,F);A[3].set(1,1,F);A[4].set(-1,-1,B);A[5].set(1,-1,B);A[6].set(-1,1,B);A[7].set(1,1,B);H.originalCamera=v;A=new THREE.Gyroscope;A.position.copy(x.shadowCascadeOffset);A.add(H);A.add(H.target);v.add(A);x.shadowCascadeArray[E]=H;console.log("Created virtualLight",H)}C= +x;F=E;B=C.shadowCascadeArray[F];B.position.copy(C.position);B.target.position.copy(C.target.position);B.lookAt(B.target);B.shadowCameraVisible=C.shadowCameraVisible;B.shadowDarkness=C.shadowDarkness;B.shadowBias=C.shadowCascadeBias[F];A=C.shadowCascadeNearZ[F];C=C.shadowCascadeFarZ[F];B=B.pointsFrustum;B[0].z=A;B[1].z=A;B[2].z=A;B[3].z=A;B[4].z=C;B[5].z=C;B[6].z=C;B[7].z=C;R[D]=H;D++}else R[D]=x,D++;u=0;for(K=R.length;uC;C++)F=B[C],F.copy(A[C]),F.unproject(E),F.applyMatrix4(D.matrixWorldInverse),F.xr.x&&(r.x=F.x),F.yr.y&&(r.y=F.y),F.zr.z&&(r.z=F.z);D.left=m.x;D.right=r.x;D.top=r.y;D.bottom=m.y;D.updateProjectionMatrix()}D=x.shadowMap;A=x.shadowMatrix;E=x.shadowCamera;E.position.setFromMatrixPosition(x.matrixWorld);t.setFromMatrixPosition(x.target.matrixWorld);E.lookAt(t);E.updateMatrixWorld();E.matrixWorldInverse.getInverse(E.matrixWorld);x.cameraHelper&& +(x.cameraHelper.visible=x.shadowCameraVisible);x.shadowCameraVisible&&x.cameraHelper.update();A.set(.5,0,0,.5,0,.5,0,.5,0,0,.5,.5,0,0,0,1);A.multiply(E.projectionMatrix);A.multiply(E.matrixWorldInverse);q.multiplyMatrices(E.projectionMatrix,E.matrixWorldInverse);p.setFromMatrix(q);a.setRenderTarget(D);a.clear();s.length=0;e(c,c,E);x=0;for(D=s.length;x 0 ) {\nfloat depth = gl_FragCoord.z / gl_FragCoord.w;\nfloat fogFactor = 0.0;\nif ( fogType == 1 ) {\nfogFactor = smoothstep( fogNear, fogFar, depth );\n} else {\nconst float LOG2 = 1.442695;\nfloat fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );\nfogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );\n}\ngl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );\n}\n}"].join("\n")); +w.compileShader(R);w.compileShader(H);w.attachShader(F,R);w.attachShader(F,H);w.linkProgram(F);D=F;v=w.getAttribLocation(D,"position");y=w.getAttribLocation(D,"uv");c=w.getUniformLocation(D,"uvOffset");d=w.getUniformLocation(D,"uvScale");e=w.getUniformLocation(D,"rotation");f=w.getUniformLocation(D,"scale");g=w.getUniformLocation(D,"color");h=w.getUniformLocation(D,"map");k=w.getUniformLocation(D,"opacity");n=w.getUniformLocation(D,"modelViewMatrix");p=w.getUniformLocation(D,"projectionMatrix");q= +w.getUniformLocation(D,"fogType");m=w.getUniformLocation(D,"fogDensity");r=w.getUniformLocation(D,"fogNear");t=w.getUniformLocation(D,"fogFar");s=w.getUniformLocation(D,"fogColor");u=w.getUniformLocation(D,"alphaTest");F=document.createElement("canvas");F.width=8;F.height=8;R=F.getContext("2d");R.fillStyle="white";R.fillRect(0,0,8,8);E=new THREE.Texture(F);E.needsUpdate=!0}w.useProgram(D);w.enableVertexAttribArray(v);w.enableVertexAttribArray(y);w.disable(w.CULL_FACE);w.enable(w.BLEND);w.bindBuffer(w.ARRAY_BUFFER, +K);w.vertexAttribPointer(v,2,w.FLOAT,!1,16,0);w.vertexAttribPointer(y,2,w.FLOAT,!1,16,8);w.bindBuffer(w.ELEMENT_ARRAY_BUFFER,x);w.uniformMatrix4fv(p,!1,B.projectionMatrix.elements);w.activeTexture(w.TEXTURE0);w.uniform1i(h,0);R=F=0;(H=A.fog)?(w.uniform3f(s,H.color.r,H.color.g,H.color.b),H instanceof THREE.Fog?(w.uniform1f(r,H.near),w.uniform1f(t,H.far),w.uniform1i(q,1),R=F=1):H instanceof THREE.FogExp2&&(w.uniform1f(m,H.density),w.uniform1i(q,2),R=F=2)):(w.uniform1i(q,0),R=F=0);for(var H=0,C=b.length;H< +C;H++){var T=b[H];T._modelViewMatrix.multiplyMatrices(B.matrixWorldInverse,T.matrixWorld);T.z=null===T.renderDepth?-T._modelViewMatrix.elements[14]:T.renderDepth}b.sort(G);for(var Q=[],H=0,C=b.length;Hq-1?0:q-1,r=q+1>e-1?e-1:q+1,t=0>p-1?0:p-1,s=p+1>d-1?d-1:p+1,u=[],v=[0,0,h[4*(q*d+p)]/255*b];u.push([-1,0,h[4*(q*d+t)]/255*b]);u.push([-1,-1,h[4*(m*d+t)]/255*b]);u.push([0,-1,h[4*(m*d+p)]/255*b]);u.push([1,-1,h[4*(m*d+s)]/255*b]);u.push([1,0,h[4*(q*d+s)]/255*b]);u.push([1,1,h[4*(r*d+s)]/255*b]);u.push([0,1,h[4*(r*d+p)]/255* +b]);u.push([-1,1,h[4*(r*d+t)]/255*b]);m=[];t=u.length;for(r=0;re)return null;var f=[],g=[],h=[],k,n,p;if(0=q--){console.log("Warning, unable to triangulate polygon!");break}k=n;e<=k&&(k=0);n=k+1;e<=n&&(n=0);p=n+1;e<=p&&(p=0);var m;a:{var r=m=void 0,t=void 0,s=void 0,u=void 0,v=void 0,y=void 0,G=void 0,w=void 0, +r=a[g[k]].x,t=a[g[k]].y,s=a[g[n]].x,u=a[g[n]].y,v=a[g[p]].x,y=a[g[p]].y;if(1E-10>(s-r)*(y-t)-(u-t)*(v-r))m=!1;else{var K=void 0,x=void 0,D=void 0,E=void 0,A=void 0,B=void 0,F=void 0,R=void 0,H=void 0,C=void 0,H=R=F=w=G=void 0,K=v-s,x=y-u,D=r-v,E=t-y,A=s-r,B=u-t;for(m=0;mk)g=d+1;else if(0b&&(b=0);1=b)return b=c[a]-b,a=this.curves[a],b=1-b/a.getLength(),a.getPointAt(b);a++}return null};THREE.CurvePath.prototype.getLength=function(){var a=this.getCurveLengths();return a[a.length-1]}; +THREE.CurvePath.prototype.getCurveLengths=function(){if(this.cacheLengths&&this.cacheLengths.length==this.curves.length)return this.cacheLengths;var a=[],b=0,c,d=this.curves.length;for(c=0;cb?b=h.x:h.xc?c=h.y:h.yd?d=h.z:h.zMath.abs(d.x-c[0].x)&&1E-10>Math.abs(d.y-c[0].y)&&c.splice(c.length-1,1);b&&c.push(c[0]);return c}; +THREE.Path.prototype.toShapes=function(a,b){function c(a){for(var b=[],c=0,d=a.length;cm&&(g=b[f],k=-k,h=b[e],m=-m),!(a.yh.y))if(a.y==g.y){if(a.x==g.x)return!0}else{e=m*(a.x-g.x)-k*(a.y-g.y);if(0==e)return!0;0>e||(d=!d)}}else if(a.y==g.y&&(h.x<=a.x&&a.x<=g.x||g.x<=a.x&&a.x<= +h.x))return!0}return d}var e=function(a){var b,c,d,e,f=[],g=new THREE.Path;b=0;for(c=a.length;bE||E>D)return[];k=n*p-k*q;if(0>k||k>D)return[]}else{if(0d?[]:k==d?f?[]:[g]:a<=d?[g,h]: +[g,n]}function e(a,b,c,d){var e=b.x-a.x,f=b.y-a.y;b=c.x-a.x;c=c.y-a.y;var g=d.x-a.x;d=d.y-a.y;a=e*c-f*b;e=e*d-f*g;return 1E-10f&&(f=d);var g=a+1;g>d&&(g=0);d=e(h[a],h[f],h[g],k[b]);if(!d)return!1; +d=k.length-1;f=b-1;0>f&&(f=d);g=b+1;g>d&&(g=0);return(d=e(k[b],k[f],k[g],h[a]))?!0:!1}function f(a,b){var c,e;for(c=0;cC){console.log("Infinite Loop! Holes left:"+ +n.length+", Probably Hole outside Shape!");break}for(q=B;qh;h++)n=k[h].x+":"+k[h].y, +n=p[n],void 0!==n&&(k[h]=n);return q.concat()},isClockWise:function(a){return 0>THREE.FontUtils.Triangulate.area(a)},b2p0:function(a,b){var c=1-a;return c*c*b},b2p1:function(a,b){return 2*(1-a)*a*b},b2p2:function(a,b){return a*a*b},b2:function(a,b,c,d){return this.b2p0(a,b)+this.b2p1(a,c)+this.b2p2(a,d)},b3p0:function(a,b){var c=1-a;return c*c*c*b},b3p1:function(a,b){var c=1-a;return 3*c*c*a*b},b3p2:function(a,b){return 3*(1-a)*a*a*b},b3p3:function(a,b){return a*a*a*b},b3:function(a,b,c,d,e){return this.b3p0(a, +b)+this.b3p1(a,c)+this.b3p2(a,d)+this.b3p3(a,e)}};THREE.LineCurve=function(a,b){this.v1=a;this.v2=b};THREE.LineCurve.prototype=Object.create(THREE.Curve.prototype);THREE.LineCurve.prototype.getPoint=function(a){var b=this.v2.clone().sub(this.v1);b.multiplyScalar(a).add(this.v1);return b};THREE.LineCurve.prototype.getPointAt=function(a){return this.getPoint(a)};THREE.LineCurve.prototype.getTangent=function(a){return this.v2.clone().sub(this.v1).normalize()}; +THREE.QuadraticBezierCurve=function(a,b,c){this.v0=a;this.v1=b;this.v2=c};THREE.QuadraticBezierCurve.prototype=Object.create(THREE.Curve.prototype);THREE.QuadraticBezierCurve.prototype.getPoint=function(a){var b=new THREE.Vector2;b.x=THREE.Shape.Utils.b2(a,this.v0.x,this.v1.x,this.v2.x);b.y=THREE.Shape.Utils.b2(a,this.v0.y,this.v1.y,this.v2.y);return b}; +THREE.QuadraticBezierCurve.prototype.getTangent=function(a){var b=new THREE.Vector2;b.x=THREE.Curve.Utils.tangentQuadraticBezier(a,this.v0.x,this.v1.x,this.v2.x);b.y=THREE.Curve.Utils.tangentQuadraticBezier(a,this.v0.y,this.v1.y,this.v2.y);return b.normalize()};THREE.CubicBezierCurve=function(a,b,c,d){this.v0=a;this.v1=b;this.v2=c;this.v3=d};THREE.CubicBezierCurve.prototype=Object.create(THREE.Curve.prototype); +THREE.CubicBezierCurve.prototype.getPoint=function(a){var b;b=THREE.Shape.Utils.b3(a,this.v0.x,this.v1.x,this.v2.x,this.v3.x);a=THREE.Shape.Utils.b3(a,this.v0.y,this.v1.y,this.v2.y,this.v3.y);return new THREE.Vector2(b,a)};THREE.CubicBezierCurve.prototype.getTangent=function(a){var b;b=THREE.Curve.Utils.tangentCubicBezier(a,this.v0.x,this.v1.x,this.v2.x,this.v3.x);a=THREE.Curve.Utils.tangentCubicBezier(a,this.v0.y,this.v1.y,this.v2.y,this.v3.y);b=new THREE.Vector2(b,a);b.normalize();return b}; +THREE.SplineCurve=function(a){this.points=void 0==a?[]:a};THREE.SplineCurve.prototype=Object.create(THREE.Curve.prototype);THREE.SplineCurve.prototype.getPoint=function(a){var b=this.points;a*=b.length-1;var c=Math.floor(a);a-=c;var d=b[0==c?c:c-1],e=b[c],f=b[c>b.length-2?b.length-1:c+1],b=b[c>b.length-3?b.length-1:c+2],c=new THREE.Vector2;c.x=THREE.Curve.Utils.interpolate(d.x,e.x,f.x,b.x,a);c.y=THREE.Curve.Utils.interpolate(d.y,e.y,f.y,b.y,a);return c}; +THREE.EllipseCurve=function(a,b,c,d,e,f,g){this.aX=a;this.aY=b;this.xRadius=c;this.yRadius=d;this.aStartAngle=e;this.aEndAngle=f;this.aClockwise=g};THREE.EllipseCurve.prototype=Object.create(THREE.Curve.prototype); +THREE.EllipseCurve.prototype.getPoint=function(a){var b=this.aEndAngle-this.aStartAngle;0>b&&(b+=2*Math.PI);b>2*Math.PI&&(b-=2*Math.PI);a=!0===this.aClockwise?this.aEndAngle+(1-a)*(2*Math.PI-b):this.aStartAngle+a*b;b=new THREE.Vector2;b.x=this.aX+this.xRadius*Math.cos(a);b.y=this.aY+this.yRadius*Math.sin(a);return b};THREE.ArcCurve=function(a,b,c,d,e,f){THREE.EllipseCurve.call(this,a,b,c,c,d,e,f)};THREE.ArcCurve.prototype=Object.create(THREE.EllipseCurve.prototype); +THREE.LineCurve3=THREE.Curve.create(function(a,b){this.v1=a;this.v2=b},function(a){var b=new THREE.Vector3;b.subVectors(this.v2,this.v1);b.multiplyScalar(a);b.add(this.v1);return b});THREE.QuadraticBezierCurve3=THREE.Curve.create(function(a,b,c){this.v0=a;this.v1=b;this.v2=c},function(a){var b=new THREE.Vector3;b.x=THREE.Shape.Utils.b2(a,this.v0.x,this.v1.x,this.v2.x);b.y=THREE.Shape.Utils.b2(a,this.v0.y,this.v1.y,this.v2.y);b.z=THREE.Shape.Utils.b2(a,this.v0.z,this.v1.z,this.v2.z);return b}); +THREE.CubicBezierCurve3=THREE.Curve.create(function(a,b,c,d){this.v0=a;this.v1=b;this.v2=c;this.v3=d},function(a){var b=new THREE.Vector3;b.x=THREE.Shape.Utils.b3(a,this.v0.x,this.v1.x,this.v2.x,this.v3.x);b.y=THREE.Shape.Utils.b3(a,this.v0.y,this.v1.y,this.v2.y,this.v3.y);b.z=THREE.Shape.Utils.b3(a,this.v0.z,this.v1.z,this.v2.z,this.v3.z);return b}); +THREE.SplineCurve3=THREE.Curve.create(function(a){this.points=void 0==a?[]:a},function(a){var b=this.points;a*=b.length-1;var c=Math.floor(a);a-=c;var d=b[0==c?c:c-1],e=b[c],f=b[c>b.length-2?b.length-1:c+1],b=b[c>b.length-3?b.length-1:c+2],c=new THREE.Vector3;c.x=THREE.Curve.Utils.interpolate(d.x,e.x,f.x,b.x,a);c.y=THREE.Curve.Utils.interpolate(d.y,e.y,f.y,b.y,a);c.z=THREE.Curve.Utils.interpolate(d.z,e.z,f.z,b.z,a);return c}); +THREE.ClosedSplineCurve3=THREE.Curve.create(function(a){this.points=void 0==a?[]:a},function(a){var b=this.points;a*=b.length-0;var c=Math.floor(a);a-=c;var c=c+(0a.hierarchy[b].keys[c].time&&(a.hierarchy[b].keys[c].time= +0),void 0!==a.hierarchy[b].keys[c].rot&&!(a.hierarchy[b].keys[c].rot instanceof THREE.Quaternion)){var d=a.hierarchy[b].keys[c].rot;a.hierarchy[b].keys[c].rot=(new THREE.Quaternion).fromArray(d)}if(a.hierarchy[b].keys.length&&void 0!==a.hierarchy[b].keys[0].morphTargets){d={};for(c=0;cd;d++){for(var e=this.keyTypes[d],f=this.data.hierarchy[a].keys[0],g=this.getNextKeyWith(e,a,1);g.timef.index;)f=g,g=this.getNextKeyWith(e,a,g.index+1);c.prevKey[e]=f;c.nextKey[e]=g}}}; +THREE.Animation.prototype.resetBlendWeights=function(){for(var a=0,b=this.hierarchy.length;aa.length-2?q:q+1;c[3]=q>a.length-3?q:q+2;q=a[c[0]];r=a[c[1]];t=a[c[2]];s=a[c[3]];c=e*e;m=e*c;d[0]=f(q[0],r[0],t[0],s[0],e,c,m);d[1]=f(q[1],r[1],t[1],s[1],e,c,m);d[2]=f(q[2],r[2],t[2],s[2],e,c,m);return d},f=function(a,b,c,d,e,f,m){a=.5*(c-a);d=.5*(d-b);return(2*(b-c)+a+d)*m+ +(-3*(b-c)-2*a-d)*f+a*e+b};return function(f){if(!1!==this.isPlaying&&(this.currentTime+=f*this.timeScale,0!==this.weight)){f=this.data.length;if(this.currentTime>f||0>this.currentTime)if(this.loop)this.currentTime%=f,0>this.currentTime&&(this.currentTime+=f),this.reset();else{this.stop();return}f=0;for(var h=this.hierarchy.length;fq;q++){var m=this.keyTypes[q],r=n.prevKey[m],t=n.nextKey[m]; +if(0this.timeScale&&r.time>=this.currentTime){r=this.data.hierarchy[f].keys[0];for(t=this.getNextKeyWith(m,f,1);t.timer.index;)r=t,t=this.getNextKeyWith(m,f,t.index+1);n.prevKey[m]=r;n.nextKey[m]=t}k.matrixAutoUpdate=!0;k.matrixWorldNeedsUpdate=!0;var s=(this.currentTime-r.time)/(t.time-r.time),u=r[m],v=t[m];0>s&&(s=0);1a&&(this.currentTime%=a);this.currentTime=Math.min(this.currentTime,a);a=0;for(var b=this.hierarchy.length;af.index;)f=g,g=e[f.index+1];d.prevKey= +f;d.nextKey=g}g.time>=this.currentTime?f.interpolate(g,this.currentTime):f.interpolate(g,g.time);this.data.hierarchy[a].node.updateMatrix();c.matrixWorldNeedsUpdate=!0}}}};THREE.KeyFrameAnimation.prototype.getNextKeyWith=function(a,b,c){b=this.data.hierarchy[b].keys;for(c%=b.length;cthis.duration&&(this.currentTime%=this.duration);this.currentTime=Math.min(this.currentTime,this.duration);c=this.duration/this.frames;var d=Math.floor(this.currentTime/c);d!=b&&(this.mesh.morphTargetInfluences[a]=0,this.mesh.morphTargetInfluences[b]=1,this.mesh.morphTargetInfluences[d]= +0,a=b,b=d);this.mesh.morphTargetInfluences[d]=this.currentTime%c/c;this.mesh.morphTargetInfluences[a]=1-this.mesh.morphTargetInfluences[d]}}}()}; +THREE.BoxGeometry=function(a,b,c,d,e,f){function g(a,b,c,d,e,f,g,s){var u,v=h.widthSegments,y=h.heightSegments,G=e/2,w=f/2,K=h.vertices.length;if("x"===a&&"y"===b||"y"===a&&"x"===b)u="z";else if("x"===a&&"z"===b||"z"===a&&"x"===b)u="y",y=h.depthSegments;else if("z"===a&&"y"===b||"y"===a&&"z"===b)u="x",v=h.depthSegments;var x=v+1,D=y+1,E=e/v,A=f/y,B=new THREE.Vector3;B[u]=0=d)return new THREE.Vector2(c,a);d=Math.sqrt(d/2)}else a=!1,1E-10d?-1E-10>f&&(a=!0):Math.sign(e)== +Math.sign(g)&&(a=!0),a?(c=-e,a=d,d=Math.sqrt(h)):(c=d,a=e,d=Math.sqrt(h/2));return new THREE.Vector2(c/d,a/d)}function e(a,b){var c,d;for(P=a.length;0<=--P;){c=P;d=P-1;0>d&&(d=a.length-1);for(var e=0,f=r+2*p,e=0;eMath.abs(b.y-c.y)?[new THREE.Vector2(b.x,1-b.z),new THREE.Vector2(c.x,1-c.z),new THREE.Vector2(d.x,1-d.z),new THREE.Vector2(e.x,1-e.z)]:[new THREE.Vector2(b.y,1-b.z),new THREE.Vector2(c.y,1-c.z),new THREE.Vector2(d.y, +1-d.z),new THREE.Vector2(e.y,1-e.z)]}};THREE.ShapeGeometry=function(a,b){THREE.Geometry.call(this);this.type="ShapeGeometry";!1===a instanceof Array&&(a=[a]);this.addShapeList(a,b);this.computeFaceNormals()};THREE.ShapeGeometry.prototype=Object.create(THREE.Geometry.prototype);THREE.ShapeGeometry.prototype.addShapeList=function(a,b){for(var c=0,d=a.length;cc&&1===a.x&&(a=new THREE.Vector2(a.x-1,a.y));0===b.x&&0===b.z&&(a=new THREE.Vector2(c/2/Math.PI+.5, +a.y));return a.clone()}THREE.Geometry.call(this);this.type="PolyhedronGeometry";this.parameters={vertices:a,indices:b,radius:c,detail:d};c=c||1;d=d||0;for(var k=this,n=0,p=a.length;nr&&(.2>d&&(b[0].x+=1),.2>a&&(b[1].x+=1),.2>q&&(b[2].x+=1));n=0;for(p=this.vertices.length;nc.y?this.quaternion.set(1,0,0,0):(a.set(c.z,0,-c.x).normalize(),b=Math.acos(c.y),this.quaternion.setFromAxisAngle(a,b))}}(); +THREE.ArrowHelper.prototype.setLength=function(a,b,c){void 0===b&&(b=.2*a);void 0===c&&(c=.2*b);this.line.scale.set(1,a,1);this.line.updateMatrix();this.cone.scale.set(c,b,c);this.cone.position.y=a;this.cone.updateMatrix()};THREE.ArrowHelper.prototype.setColor=function(a){this.line.material.color.set(a);this.cone.material.color.set(a)}; +THREE.BoxHelper=function(a){var b=new THREE.BufferGeometry;b.addAttribute("position",new THREE.BufferAttribute(new Float32Array(72),3));THREE.Line.call(this,b,new THREE.LineBasicMaterial({color:16776960}),THREE.LinePieces);void 0!==a&&this.update(a)};THREE.BoxHelper.prototype=Object.create(THREE.Line.prototype); +THREE.BoxHelper.prototype.update=function(a){var b=a.geometry;null===b.boundingBox&&b.computeBoundingBox();var c=b.boundingBox.min,b=b.boundingBox.max,d=this.geometry.attributes.position.array;d[0]=b.x;d[1]=b.y;d[2]=b.z;d[3]=c.x;d[4]=b.y;d[5]=b.z;d[6]=c.x;d[7]=b.y;d[8]=b.z;d[9]=c.x;d[10]=c.y;d[11]=b.z;d[12]=c.x;d[13]=c.y;d[14]=b.z;d[15]=b.x;d[16]=c.y;d[17]=b.z;d[18]=b.x;d[19]=c.y;d[20]=b.z;d[21]=b.x;d[22]=b.y;d[23]=b.z;d[24]=b.x;d[25]=b.y;d[26]=c.z;d[27]=c.x;d[28]=b.y;d[29]=c.z;d[30]=c.x;d[31]=b.y; +d[32]=c.z;d[33]=c.x;d[34]=c.y;d[35]=c.z;d[36]=c.x;d[37]=c.y;d[38]=c.z;d[39]=b.x;d[40]=c.y;d[41]=c.z;d[42]=b.x;d[43]=c.y;d[44]=c.z;d[45]=b.x;d[46]=b.y;d[47]=c.z;d[48]=b.x;d[49]=b.y;d[50]=b.z;d[51]=b.x;d[52]=b.y;d[53]=c.z;d[54]=c.x;d[55]=b.y;d[56]=b.z;d[57]=c.x;d[58]=b.y;d[59]=c.z;d[60]=c.x;d[61]=c.y;d[62]=b.z;d[63]=c.x;d[64]=c.y;d[65]=c.z;d[66]=b.x;d[67]=c.y;d[68]=b.z;d[69]=b.x;d[70]=c.y;d[71]=c.z;this.geometry.attributes.position.needsUpdate=!0;this.geometry.computeBoundingSphere();this.matrix=a.matrixWorld; +this.matrixAutoUpdate=!1};THREE.BoundingBoxHelper=function(a,b){var c=void 0!==b?b:8947848;this.object=a;this.box=new THREE.Box3;THREE.Mesh.call(this,new THREE.BoxGeometry(1,1,1),new THREE.MeshBasicMaterial({color:c,wireframe:!0}))};THREE.BoundingBoxHelper.prototype=Object.create(THREE.Mesh.prototype);THREE.BoundingBoxHelper.prototype.update=function(){this.box.setFromObject(this.object);this.box.size(this.scale);this.box.center(this.position)}; +THREE.CameraHelper=function(a){function b(a,b,d){c(a,d);c(b,d)}function c(a,b){d.vertices.push(new THREE.Vector3);d.colors.push(new THREE.Color(b));void 0===f[a]&&(f[a]=[]);f[a].push(d.vertices.length-1)}var d=new THREE.Geometry,e=new THREE.LineBasicMaterial({color:16777215,vertexColors:THREE.FaceColors}),f={};b("n1","n2",16755200);b("n2","n4",16755200);b("n4","n3",16755200);b("n3","n1",16755200);b("f1","f2",16755200);b("f2","f4",16755200);b("f4","f3",16755200);b("f3","f1",16755200);b("n1","f1",16755200); +b("n2","f2",16755200);b("n3","f3",16755200);b("n4","f4",16755200);b("p","n1",16711680);b("p","n2",16711680);b("p","n3",16711680);b("p","n4",16711680);b("u1","u2",43775);b("u2","u3",43775);b("u3","u1",43775);b("c","t",16777215);b("p","c",3355443);b("cn1","cn2",3355443);b("cn3","cn4",3355443);b("cf1","cf2",3355443);b("cf3","cf4",3355443);THREE.Line.call(this,d,e,THREE.LinePieces);this.camera=a;this.matrix=a.matrixWorld;this.matrixAutoUpdate=!1;this.pointMap=f;this.update()}; +THREE.CameraHelper.prototype=Object.create(THREE.Line.prototype); +THREE.CameraHelper.prototype.update=function(){var a,b,c=new THREE.Vector3,d=new THREE.Camera,e=function(e,g,h,k){c.set(g,h,k).unproject(d);e=b[e];if(void 0!==e)for(g=0,h=e.length;gt;t++){d[0]=r[g[t]];d[1]=r[g[(t+1)%3]];d.sort(f);var s=d.toString();void 0===e[s]?(e[s]={vert1:d[0],vert2:d[1],face1:q,face2:void 0},p++):e[s].face2=q}d=new Float32Array(6*p);f=0;for(s in e)if(g=e[s],void 0===g.face2|| +.9999>k[g.face1].normal.dot(k[g.face2].normal))p=n[g.vert1],d[f++]=p.x,d[f++]=p.y,d[f++]=p.z,p=n[g.vert2],d[f++]=p.x,d[f++]=p.y,d[f++]=p.z;h.addAttribute("position",new THREE.BufferAttribute(d,3));THREE.Line.call(this,h,new THREE.LineBasicMaterial({color:c}),THREE.LinePieces);this.matrix=a.matrixWorld;this.matrixAutoUpdate=!1};THREE.EdgesHelper.prototype=Object.create(THREE.Line.prototype); +THREE.FaceNormalsHelper=function(a,b,c,d){this.object=a;this.size=void 0!==b?b:1;a=void 0!==c?c:16776960;d=void 0!==d?d:1;b=new THREE.Geometry;c=0;for(var e=this.object.geometry.faces.length;cb;b++)a.faces[b].color=this.colors[4>b?0:1];b=new THREE.MeshBasicMaterial({vertexColors:THREE.FaceColors,wireframe:!0});this.lightSphere=new THREE.Mesh(a,b);this.add(this.lightSphere); +this.update()};THREE.HemisphereLightHelper.prototype=Object.create(THREE.Object3D.prototype);THREE.HemisphereLightHelper.prototype.dispose=function(){this.lightSphere.geometry.dispose();this.lightSphere.material.dispose()}; +THREE.HemisphereLightHelper.prototype.update=function(){var a=new THREE.Vector3;return function(){this.colors[0].copy(this.light.color).multiplyScalar(this.light.intensity);this.colors[1].copy(this.light.groundColor).multiplyScalar(this.light.intensity);this.lightSphere.lookAt(a.setFromMatrixPosition(this.light.matrixWorld).negate());this.lightSphere.geometry.colorsNeedUpdate=!0}}(); +THREE.PointLightHelper=function(a,b){this.light=a;this.light.updateMatrixWorld();var c=new THREE.SphereGeometry(b,4,2),d=new THREE.MeshBasicMaterial({wireframe:!0,fog:!1});d.color.copy(this.light.color).multiplyScalar(this.light.intensity);THREE.Mesh.call(this,c,d);this.matrix=this.light.matrixWorld;this.matrixAutoUpdate=!1};THREE.PointLightHelper.prototype=Object.create(THREE.Mesh.prototype);THREE.PointLightHelper.prototype.dispose=function(){this.geometry.dispose();this.material.dispose()}; +THREE.PointLightHelper.prototype.update=function(){this.material.color.copy(this.light.color).multiplyScalar(this.light.intensity)}; +THREE.SkeletonHelper=function(a){this.bones=this.getBoneList(a);for(var b=new THREE.Geometry,c=0;cs;s++){d[0]=t[g[s]];d[1]=t[g[(s+1)%3]];d.sort(f);var u=d.toString();void 0===e[u]&&(q[2*p]=d[0],q[2*p+1]=d[1],e[u]=!0,p++)}d=new Float32Array(6*p);m=0;for(r=p;ms;s++)p= +k[q[2*m+s]],g=6*m+3*s,d[g+0]=p.x,d[g+1]=p.y,d[g+2]=p.z;h.addAttribute("position",new THREE.BufferAttribute(d,3))}else if(a.geometry instanceof THREE.BufferGeometry){if(void 0!==a.geometry.attributes.index){k=a.geometry.attributes.position.array;r=a.geometry.attributes.index.array;n=a.geometry.drawcalls;p=0;0===n.length&&(n=[{count:r.length,index:0,start:0}]);for(var q=new Uint32Array(2*r.length),t=0,v=n.length;ts;s++)d[0]= +g+r[m+s],d[1]=g+r[m+(s+1)%3],d.sort(f),u=d.toString(),void 0===e[u]&&(q[2*p]=d[0],q[2*p+1]=d[1],e[u]=!0,p++);d=new Float32Array(6*p);m=0;for(r=p;ms;s++)g=6*m+3*s,p=3*q[2*m+s],d[g+0]=k[p],d[g+1]=k[p+1],d[g+2]=k[p+2]}else for(k=a.geometry.attributes.position.array,p=k.length/3,q=p/3,d=new Float32Array(6*p),m=0,r=q;ms;s++)g=18*m+6*s,q=9*m+3*s,d[g+0]=k[q],d[g+1]=k[q+1],d[g+2]=k[q+2],p=9*m+(s+1)%3*3,d[g+3]=k[p],d[g+4]=k[p+1],d[g+5]=k[p+2];h.addAttribute("position",new THREE.BufferAttribute(d, +3))}THREE.Line.call(this,h,new THREE.LineBasicMaterial({color:c}),THREE.LinePieces);this.matrix=a.matrixWorld;this.matrixAutoUpdate=!1};THREE.WireframeHelper.prototype=Object.create(THREE.Line.prototype);THREE.ImmediateRenderObject=function(){THREE.Object3D.call(this);this.render=function(a){}};THREE.ImmediateRenderObject.prototype=Object.create(THREE.Object3D.prototype); +THREE.MorphBlendMesh=function(a,b){THREE.Mesh.call(this,a,b);this.animationsMap={};this.animationsList=[];var c=this.geometry.morphTargets.length;this.createAnimation("__default",0,c-1,c/1);this.setAnimationWeight("__default",1)};THREE.MorphBlendMesh.prototype=Object.create(THREE.Mesh.prototype); +THREE.MorphBlendMesh.prototype.createAnimation=function(a,b,c,d){b={startFrame:b,endFrame:c,length:c-b+1,fps:d,duration:(c-b)/d,lastFrame:0,currentFrame:0,active:!1,time:0,direction:1,weight:1,directionBackwards:!1,mirroredLoop:!1};this.animationsMap[a]=b;this.animationsList.push(b)}; +THREE.MorphBlendMesh.prototype.autoCreateAnimations=function(a){for(var b=/([a-z]+)_?(\d+)/,c,d={},e=this.geometry,f=0,g=e.morphTargets.length;fh.end&&(h.end=f);c||(c=k)}}for(k in d)h=d[k],this.createAnimation(k,h.start,h.end,a);this.firstAnimation=c}; +THREE.MorphBlendMesh.prototype.setAnimationDirectionForward=function(a){if(a=this.animationsMap[a])a.direction=1,a.directionBackwards=!1};THREE.MorphBlendMesh.prototype.setAnimationDirectionBackward=function(a){if(a=this.animationsMap[a])a.direction=-1,a.directionBackwards=!0};THREE.MorphBlendMesh.prototype.setAnimationFPS=function(a,b){var c=this.animationsMap[a];c&&(c.fps=b,c.duration=(c.end-c.start)/c.fps)}; +THREE.MorphBlendMesh.prototype.setAnimationDuration=function(a,b){var c=this.animationsMap[a];c&&(c.duration=b,c.fps=(c.end-c.start)/c.duration)};THREE.MorphBlendMesh.prototype.setAnimationWeight=function(a,b){var c=this.animationsMap[a];c&&(c.weight=b)};THREE.MorphBlendMesh.prototype.setAnimationTime=function(a,b){var c=this.animationsMap[a];c&&(c.time=b)};THREE.MorphBlendMesh.prototype.getAnimationTime=function(a){var b=0;if(a=this.animationsMap[a])b=a.time;return b}; +THREE.MorphBlendMesh.prototype.getAnimationDuration=function(a){var b=-1;if(a=this.animationsMap[a])b=a.duration;return b};THREE.MorphBlendMesh.prototype.playAnimation=function(a){var b=this.animationsMap[a];b?(b.time=0,b.active=!0):console.warn("animation["+a+"] undefined")};THREE.MorphBlendMesh.prototype.stopAnimation=function(a){if(a=this.animationsMap[a])a.active=!1}; +THREE.MorphBlendMesh.prototype.update=function(a){for(var b=0,c=this.animationsList.length;bd.duration||0>d.time)d.direction*=-1,d.time>d.duration&&(d.time=d.duration,d.directionBackwards=!0),0>d.time&&(d.time=0,d.directionBackwards=!1)}else d.time%=d.duration,0>d.time&&(d.time+=d.duration);var f=d.startFrame+THREE.Math.clamp(Math.floor(d.time/e),0,d.length-1),g=d.weight; +f!==d.currentFrame&&(this.morphTargetInfluences[d.lastFrame]=0,this.morphTargetInfluences[d.currentFrame]=1*g,this.morphTargetInfluences[f]=0,d.lastFrame=d.currentFrame,d.currentFrame=f);e=d.time%e/e;d.directionBackwards&&(e=1-e);this.morphTargetInfluences[d.currentFrame]=e*g;this.morphTargetInfluences[d.lastFrame]=(1-e)*g}}}; diff --git a/globe/js/stats.min.js b/globe/js/stats.min.js new file mode 100755 index 0000000..8195d09 --- /dev/null +++ b/globe/js/stats.min.js @@ -0,0 +1,5 @@ +Stats=function(){var l=Date.now(),m=l,g=0,n=Infinity,o=0,h=0,p=Infinity,q=0,r=0,s=0,f=document.createElement("div");f.id="stats";f.addEventListener("mousedown",function(b){b.preventDefault();t(++s%2)},!1);f.style.cssText="width:80px;opacity:0.9;cursor:pointer";var a=document.createElement("div");a.id="fps";a.style.cssText="padding:0 0 3px 3px;text-align:left;background-color:#002";f.appendChild(a);var i=document.createElement("div");i.id="fpsText";i.style.cssText="color:#0ff;font-family:Helvetica,Arial,sans-serif;font-size:9px;font-weight:bold;line-height:15px"; + i.innerHTML="FPS";a.appendChild(i);var c=document.createElement("div");c.id="fpsGraph";c.style.cssText="position:relative;width:74px;height:30px;background-color:#0ff";for(a.appendChild(c);74>c.children.length;){var j=document.createElement("span");j.style.cssText="width:1px;height:30px;float:left;background-color:#113";c.appendChild(j)}var d=document.createElement("div");d.id="ms";d.style.cssText="padding:0 0 3px 3px;text-align:left;background-color:#020;display:none";f.appendChild(d);var k=document.createElement("div"); + k.id="msText";k.style.cssText="color:#0f0;font-family:Helvetica,Arial,sans-serif;font-size:9px;font-weight:bold;line-height:15px";k.innerHTML="MS";d.appendChild(k);var e=document.createElement("div");e.id="msGraph";e.style.cssText="position:relative;width:74px;height:30px;background-color:#0f0";for(d.appendChild(e);74>e.children.length;)j=document.createElement("span"),j.style.cssText="width:1px;height:30px;float:left;background-color:#131",e.appendChild(j);var t=function(b){s=b;switch(s){case 0:a.style.display= + "block";d.style.display="none";break;case 1:a.style.display="none",d.style.display="block"}};return{REVISION:11,domElement:f,setMode:t,begin:function(){l=Date.now()},end:function(){var b=Date.now();g=b-l;n=Math.min(n,g);o=Math.max(o,g);k.textContent=g+" MS ("+n+"-"+o+")";var a=Math.min(30,30-30*(g/200));e.appendChild(e.firstChild).style.height=a+"px";r++;b>m+1E3&&(h=Math.round(1E3*r/(b-m)),p=Math.min(p,h),q=Math.max(q,h),i.textContent=h+" FPS ("+p+"-"+q+")",a=Math.min(30,30-30*(h/100)),c.appendChild(c.firstChild).style.height= + a+"px",m=b,r=0);return b},update:function(){l=this.end()}}}; diff --git a/globe/js/webGLUtility.js b/globe/js/webGLUtility.js new file mode 100755 index 0000000..134a93e --- /dev/null +++ b/globe/js/webGLUtility.js @@ -0,0 +1,124 @@ +// WebGL Utility +// Javascript closure class that intializes context and creates program in the +// context. Javascript analog to the glslUtility class that you are used to +// seeing in the CUDA assignments. +// University of Pennsylvania (c) 2014 + +(function(exports) { + "use strict"; + + exports = exports || window; + + /////////////////////////////////////////////////////////////////////////// + // Shim from http://paulirish.com/2011/requestanimationframe-for-smart-animating/ + + exports.requestAnimFrame = + window.requestAnimationFrame || + window.webkitRequestAnimationFrame || + window.mozRequestAnimationFrame || + window.oRequestAnimationFrame || + window.msRequestAnimationFrame || + function( callback ){ + window.setTimeout(callback, 1000 / 60); + }; + + /////////////////////////////////////////////////////////////////////////// + // getShader based on http://learningwebgl.com/cookbook/index.php/Loading_shaders_from_HTML_script_tags + + // LOOK : Grabs the text shader source from the document for shader + // compilation + exports.getShaderSource = function(script) { + var str = ""; + var k = script.firstChild; + while (k) { + if (k.nodeType == 3) { + str += k.textContent; + } + k = k.nextSibling; + } + + return str; + }; + + /////////////////////////////////////////////////////////////////////////// + + // LOOK : Like OpenGL, we will create a webGL context for renderering + + exports.createWebGLContext = function(canvas, message) { + // Detect if browser supports WebGL + if (!window.WebGLRenderingContext) { + message.innerText = "The browser does not support WebGL. Visit http://get.webgl.org."; + return undefined; + } + var options = { alpha: false }; + var context = canvas.getContext("experimental-webgl", options); + + if (!context && message) { + message.innerText = "The browser supports WebGL, but initialization failed."; + } + + return context; + }; + + // LOOK : Create program from the vertex and fragment shaders passed in + exports.createProgram = function(context, vertexShaderSource, fragmentShaderSource, message) { + var program = context.createProgram(); + var vs = context.createShader(context.VERTEX_SHADER); + var fs = context.createShader(context.FRAGMENT_SHADER); + + context.attachShader(program, vs); + context.attachShader(program, fs); + + // Mark shader for deletion when the program is deleted + context.deleteShader(vs); + context.deleteShader(fs); + + context.shaderSource(vs, vertexShaderSource); + context.compileShader(vs); + if (!context.getShaderParameter(vs, context.COMPILE_STATUS)) { + if (message) { + message.innerText += context.getShaderInfoLog(vs) + "\n"; + alert(context.getShaderInfoLog(vs)); + } + else + { + alert(context.getShaderInfoLog(vs)); + } + context.deleteProgram(program); + return; + } + + context.shaderSource(fs, fragmentShaderSource); + context.compileShader(fs); + if (!context.getShaderParameter(fs, context.COMPILE_STATUS)) { + if (message) { + message.innerText += context.getShaderInfoLog(fs) + "\n"; + alert(context.getShaderInfoLog(fs)); + } + else + { + alert(context.getShaderInfoLog(fs)); + } + context.deleteProgram(program); + return; + } + + // Link program + context.linkProgram(program); + if (!context.getProgramParameter(program, context.LINK_STATUS)) { + if (message) { + message.innerText += context.getProgramInfoLog(program) + "\n"; + alert(context.getShaderInfoLog(program)); + } + else + { + alert(context.getShaderInfoLog(program)); + } + context.deleteProgram(program); + return; + } + + return program; + }; + +}()); diff --git a/index.html b/index.html new file mode 100755 index 0000000..3817fc1 --- /dev/null +++ b/index.html @@ -0,0 +1,241 @@ + + + +Vertex Wave - wjw + + + + + +
+ + + + + + + + + + + + + + diff --git a/index_custom.html b/index_custom.html new file mode 100755 index 0000000..3817fc1 --- /dev/null +++ b/index_custom.html @@ -0,0 +1,241 @@ + + + +Vertex Wave - wjw + + + + + +
+ + + + + + + + + + + + + + diff --git a/js/frag_globe.js b/js/frag_globe.js old mode 100644 new mode 100755 diff --git a/js/lib/dat.gui.min.js b/js/lib/dat.gui.min.js old mode 100644 new mode 100755 diff --git a/js/lib/gl-matrix.js b/js/lib/gl-matrix.js old mode 100644 new mode 100755 diff --git a/js/lib/three.min.js b/js/lib/three.min.js old mode 100644 new mode 100755 diff --git a/js/webGLUtility.js b/js/webGLUtility.js old mode 100644 new mode 100755 diff --git a/resources/emptyGrid.png b/resources/emptyGrid.png new file mode 100755 index 0000000..2ee870f Binary files /dev/null and b/resources/emptyGrid.png differ diff --git a/resources/globe_bumpmap.png b/resources/globe_bumpmap.png new file mode 100755 index 0000000..fa91a9f Binary files /dev/null and b/resources/globe_bumpmap.png differ diff --git a/resources/globe_day.png b/resources/globe_day.png new file mode 100755 index 0000000..e3cbf1f Binary files /dev/null and b/resources/globe_day.png differ diff --git a/resources/globe_daycloud.png b/resources/globe_daycloud.png new file mode 100755 index 0000000..ff00096 Binary files /dev/null and b/resources/globe_daycloud.png differ diff --git a/resources/globe_initial.png b/resources/globe_initial.png new file mode 100755 index 0000000..1e3bde5 Binary files /dev/null and b/resources/globe_initial.png differ diff --git a/resources/globe_night.png b/resources/globe_night.png new file mode 100755 index 0000000..6401768 Binary files /dev/null and b/resources/globe_night.png differ diff --git a/resources/globe_nightcloud.png b/resources/globe_nightcloud.png new file mode 100755 index 0000000..781aec0 Binary files /dev/null and b/resources/globe_nightcloud.png differ diff --git a/resources/globe_nospecmap.png b/resources/globe_nospecmap.png new file mode 100755 index 0000000..c370735 Binary files /dev/null and b/resources/globe_nospecmap.png differ diff --git a/resources/globe_specmap.png b/resources/globe_specmap.png new file mode 100755 index 0000000..7ff01a5 Binary files /dev/null and b/resources/globe_specmap.png differ diff --git a/resources/globe_twilight.png b/resources/globe_twilight.png new file mode 100755 index 0000000..ac5ea5c Binary files /dev/null and b/resources/globe_twilight.png differ diff --git a/resources/oceanWave.png b/resources/oceanWave.png new file mode 100755 index 0000000..73b65d5 Binary files /dev/null and b/resources/oceanWave.png differ diff --git a/resources/sinWaveGrid.png b/resources/sinWaveGrid.png new file mode 100755 index 0000000..733f8d8 Binary files /dev/null and b/resources/sinWaveGrid.png differ diff --git a/screenshots/part1_1.jpg b/screenshots/part1_1.jpg new file mode 100755 index 0000000..f51ed6e Binary files /dev/null and b/screenshots/part1_1.jpg differ diff --git a/screenshots/part1_2.jpg b/screenshots/part1_2.jpg new file mode 100755 index 0000000..759b4d4 Binary files /dev/null and b/screenshots/part1_2.jpg differ diff --git a/screenshots/part2_1.jpg b/screenshots/part2_1.jpg new file mode 100755 index 0000000..9513836 Binary files /dev/null and b/screenshots/part2_1.jpg differ diff --git a/screenshots/part2_2.jpg b/screenshots/part2_2.jpg new file mode 100755 index 0000000..12e302f Binary files /dev/null and b/screenshots/part2_2.jpg differ diff --git a/screenshots/part2_3.jpg b/screenshots/part2_3.jpg new file mode 100755 index 0000000..bc5cff3 Binary files /dev/null and b/screenshots/part2_3.jpg differ diff --git a/screenshots/part2_4.jpg b/screenshots/part2_4.jpg new file mode 100755 index 0000000..f342492 Binary files /dev/null and b/screenshots/part2_4.jpg differ diff --git a/screenshots/part2_6.jpg b/screenshots/part2_6.jpg new file mode 100755 index 0000000..7e5d3f8 Binary files /dev/null and b/screenshots/part2_6.jpg differ diff --git a/vert_wave.html b/vert_wave.html old mode 100644 new mode 100755 index 5c7495b..bb3ad0e --- a/vert_wave.html +++ b/vert_wave.html @@ -1,7 +1,7 @@ -Vertex Wave +Vertex Wave - wjw @@ -15,16 +15,25 @@ @@ -32,11 +41,12 @@ precision mediump float; uniform vec4 u_color; + varying vec3 color; void main(void) { // NOTE : gl_FragColor is always a vec4 - gl_FragColor = u_color; + gl_FragColor = vec4(color, 1.0); } @@ -46,6 +56,8 @@ var heightLocation = 1; var u_modelViewPerspectiveLocation; var u_color; + var u_timeLocation; + var u_time = 0; var heights; var numberOfIndices; @@ -108,11 +120,15 @@ var mvp = mat4.create(); mat4.multiply(persp, mv, mvp); + //update time + u_time = u_time + .015; + context.uniform1f(u_timeLocation, u_time); + // Render context.clear(context.COLOR_BUFFER_BIT | context.DEPTH_BUFFER_BIT); - - context.uniformMatrix4fv(u_modelViewPerspectiveLocation, false, mvp); - context.drawElements(context.LINES, numberOfIndices, context.UNSIGNED_SHORT,0); + context.uniformMatrix4fv(u_modelViewPerspectiveLocation, false, mvp); + context.drawElements(context.LINES, numberOfIndices, context.UNSIGNED_SHORT, 0); + window.requestAnimFrame(animate); } @@ -125,7 +141,8 @@ var program = createProgram(context, vs, fs, message); context.bindAttribLocation(program, positionLocation, "position"); u_modelViewPerspectiveLocation = context.getUniformLocation(program,"u_modelViewPerspective"); - u_colorLocation = context.getUniformLocation(program, "u_color"); + u_colorLocation = context.getUniformLocation(program, "u_color"); + u_timeLocation = context.getUniformLocation(program, "u_time"); context.useProgram(program); }