(function (global, factory) { typeof exports === 'object' && typeof module !== 'undefined' ? factory() : typeof define === 'function' && define.amd ? define(factory) : (factory()); }(this, (function () { 'use strict'; /** * @author alteredq / http://alteredqualia.com/ * @author mrdoob / http://mrdoob.com/ */ var _Math = { DEG2RAD: Math.PI / 180, RAD2DEG: 180 / Math.PI, generateUUID: function () { // http://www.broofa.com/Tools/Math.uuid.htm var chars = '0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz'.split( '' ); var uuid = new Array( 36 ); var rnd = 0, r; return function generateUUID() { for ( var i = 0; i < 36; i ++ ) { if ( i === 8 || i === 13 || i === 18 || i === 23 ) { uuid[ i ] = '-'; } else if ( i === 14 ) { uuid[ i ] = '4'; } else { if ( rnd <= 0x02 ) rnd = 0x2000000 + ( Math.random() * 0x1000000 ) | 0; r = rnd & 0xf; rnd = rnd >> 4; uuid[ i ] = chars[ ( i === 19 ) ? ( r & 0x3 ) | 0x8 : r ]; } } return uuid.join( '' ); }; }(), clamp: function ( value, min, max ) { return Math.max( min, Math.min( max, value ) ); }, // compute euclidian modulo of m % n // https://en.wikipedia.org/wiki/Modulo_operation euclideanModulo: function ( n, m ) { return ( ( n % m ) + m ) % m; }, // Linear mapping from range to range mapLinear: function ( x, a1, a2, b1, b2 ) { return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 ); }, // https://en.wikipedia.org/wiki/Linear_interpolation lerp: function ( x, y, t ) { return ( 1 - t ) * x + t * y; }, // http://en.wikipedia.org/wiki/Smoothstep smoothstep: function ( x, min, max ) { if ( x <= min ) return 0; if ( x >= max ) return 1; x = ( x - min ) / ( max - min ); return x * x * ( 3 - 2 * x ); }, smootherstep: function ( x, min, max ) { if ( x <= min ) return 0; if ( x >= max ) return 1; x = ( x - min ) / ( max - min ); return x * x * x * ( x * ( x * 6 - 15 ) + 10 ); }, // Random integer from interval randInt: function ( low, high ) { return low + Math.floor( Math.random() * ( high - low + 1 ) ); }, // Random float from interval randFloat: function ( low, high ) { return low + Math.random() * ( high - low ); }, // Random float from <-range/2, range/2> interval randFloatSpread: function ( range ) { return range * ( 0.5 - Math.random() ); }, degToRad: function ( degrees ) { return degrees * _Math.DEG2RAD; }, radToDeg: function ( radians ) { return radians * _Math.RAD2DEG; }, isPowerOfTwo: function ( value ) { return ( value & ( value - 1 ) ) === 0 && value !== 0; }, nearestPowerOfTwo: function ( value ) { return Math.pow( 2, Math.round( Math.log( value ) / Math.LN2 ) ); }, nextPowerOfTwo: function ( value ) { value --; value |= value >> 1; value |= value >> 2; value |= value >> 4; value |= value >> 8; value |= value >> 16; value ++; return value; } }; /** * @author mrdoob / http://mrdoob.com/ * @author supereggbert / http://www.paulbrunt.co.uk/ * @author philogb / http://blog.thejit.org/ * @author jordi_ros / http://plattsoft.com * @author D1plo1d / http://github.com/D1plo1d * @author alteredq / http://alteredqualia.com/ * @author mikael emtinger / http://gomo.se/ * @author timknip / http://www.floorplanner.com/ * @author bhouston / http://clara.io * @author WestLangley / http://github.com/WestLangley */ function Matrix4() { this.elements = [ 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 ]; if ( arguments.length > 0 ) { console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' ); } } Object.assign( Matrix4.prototype, { isMatrix4: true, set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) { var te = this.elements; te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14; te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24; te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34; te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44; return this; }, identity: function () { this.set( 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 ); return this; }, clone: function () { return new Matrix4().fromArray( this.elements ); }, copy: function ( m ) { var te = this.elements; var me = m.elements; te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ]; te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ]; return this; }, copyPosition: function ( m ) { var te = this.elements, me = m.elements; te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; return this; }, extractBasis: function ( xAxis, yAxis, zAxis ) { xAxis.setFromMatrixColumn( this, 0 ); yAxis.setFromMatrixColumn( this, 1 ); zAxis.setFromMatrixColumn( this, 2 ); return this; }, makeBasis: function ( xAxis, yAxis, zAxis ) { this.set( xAxis.x, yAxis.x, zAxis.x, 0, xAxis.y, yAxis.y, zAxis.y, 0, xAxis.z, yAxis.z, zAxis.z, 0, 0, 0, 0, 1 ); return this; }, extractRotation: function () { var v1; return function extractRotation( m ) { if ( v1 === undefined ) v1 = new Vector3(); var te = this.elements; var me = m.elements; var scaleX = 1 / v1.setFromMatrixColumn( m, 0 ).length(); var scaleY = 1 / v1.setFromMatrixColumn( m, 1 ).length(); var scaleZ = 1 / v1.setFromMatrixColumn( m, 2 ).length(); te[ 0 ] = me[ 0 ] * scaleX; te[ 1 ] = me[ 1 ] * scaleX; te[ 2 ] = me[ 2 ] * scaleX; te[ 4 ] = me[ 4 ] * scaleY; te[ 5 ] = me[ 5 ] * scaleY; te[ 6 ] = me[ 6 ] * scaleY; te[ 8 ] = me[ 8 ] * scaleZ; te[ 9 ] = me[ 9 ] * scaleZ; te[ 10 ] = me[ 10 ] * scaleZ; return this; }; }(), makeRotationFromEuler: function ( euler ) { if ( ( euler && euler.isEuler ) === false ) { console.error( 'THREE.Matrix: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' ); } var te = this.elements; var x = euler.x, y = euler.y, z = euler.z; var a = Math.cos( x ), b = Math.sin( x ); var c = Math.cos( y ), d = Math.sin( y ); var e = Math.cos( z ), f = Math.sin( z ); if ( euler.order === 'XYZ' ) { var ae = a * e, af = a * f, be = b * e, bf = b * f; te[ 0 ] = c * e; te[ 4 ] = - c * f; te[ 8 ] = d; te[ 1 ] = af + be * d; te[ 5 ] = ae - bf * d; te[ 9 ] = - b * c; te[ 2 ] = bf - ae * d; te[ 6 ] = be + af * d; te[ 10 ] = a * c; } else if ( euler.order === 'YXZ' ) { var ce = c * e, cf = c * f, de = d * e, df = d * f; te[ 0 ] = ce + df * b; te[ 4 ] = de * b - cf; te[ 8 ] = a * d; te[ 1 ] = a * f; te[ 5 ] = a * e; te[ 9 ] = - b; te[ 2 ] = cf * b - de; te[ 6 ] = df + ce * b; te[ 10 ] = a * c; } else if ( euler.order === 'ZXY' ) { var ce = c * e, cf = c * f, de = d * e, df = d * f; te[ 0 ] = ce - df * b; te[ 4 ] = - a * f; te[ 8 ] = de + cf * b; te[ 1 ] = cf + de * b; te[ 5 ] = a * e; te[ 9 ] = df - ce * b; te[ 2 ] = - a * d; te[ 6 ] = b; te[ 10 ] = a * c; } else if ( euler.order === 'ZYX' ) { var ae = a * e, af = a * f, be = b * e, bf = b * f; te[ 0 ] = c * e; te[ 4 ] = be * d - af; te[ 8 ] = ae * d + bf; te[ 1 ] = c * f; te[ 5 ] = bf * d + ae; te[ 9 ] = af * d - be; te[ 2 ] = - d; te[ 6 ] = b * c; te[ 10 ] = a * c; } else if ( euler.order === 'YZX' ) { var ac = a * c, ad = a * d, bc = b * c, bd = b * d; te[ 0 ] = c * e; te[ 4 ] = bd - ac * f; te[ 8 ] = bc * f + ad; te[ 1 ] = f; te[ 5 ] = a * e; te[ 9 ] = - b * e; te[ 2 ] = - d * e; te[ 6 ] = ad * f + bc; te[ 10 ] = ac - bd * f; } else if ( euler.order === 'XZY' ) { var ac = a * c, ad = a * d, bc = b * c, bd = b * d; te[ 0 ] = c * e; te[ 4 ] = - f; te[ 8 ] = d * e; te[ 1 ] = ac * f + bd; te[ 5 ] = a * e; te[ 9 ] = ad * f - bc; te[ 2 ] = bc * f - ad; te[ 6 ] = b * e; te[ 10 ] = bd * f + ac; } // last column te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; // bottom row te[ 12 ] = 0; te[ 13 ] = 0; te[ 14 ] = 0; te[ 15 ] = 1; return this; }, makeRotationFromQuaternion: function ( q ) { var te = this.elements; var x = q._x, y = q._y, z = q._z, w = q._w; var x2 = x + x, y2 = y + y, z2 = z + z; var xx = x * x2, xy = x * y2, xz = x * z2; var yy = y * y2, yz = y * z2, zz = z * z2; var wx = w * x2, wy = w * y2, wz = w * z2; te[ 0 ] = 1 - ( yy + zz ); te[ 4 ] = xy - wz; te[ 8 ] = xz + wy; te[ 1 ] = xy + wz; te[ 5 ] = 1 - ( xx + zz ); te[ 9 ] = yz - wx; te[ 2 ] = xz - wy; te[ 6 ] = yz + wx; te[ 10 ] = 1 - ( xx + yy ); // last column te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; // bottom row te[ 12 ] = 0; te[ 13 ] = 0; te[ 14 ] = 0; te[ 15 ] = 1; return this; }, lookAt: function () { var x, y, z; return function lookAt( eye, target, up ) { if ( x === undefined ) { x = new Vector3(); y = new Vector3(); z = new Vector3(); } var te = this.elements; z.subVectors( eye, target ); if ( z.lengthSq() === 0 ) { // eye and target are in the same position z.z = 1; } z.normalize(); x.crossVectors( up, z ); if ( x.lengthSq() === 0 ) { // eye and target are in the same vertical z.z += 0.0001; x.crossVectors( up, z ); } x.normalize(); y.crossVectors( z, x ); te[ 0 ] = x.x; te[ 4 ] = y.x; te[ 8 ] = z.x; te[ 1 ] = x.y; te[ 5 ] = y.y; te[ 9 ] = z.y; te[ 2 ] = x.z; te[ 6 ] = y.z; te[ 10 ] = z.z; return this; }; }(), multiply: function ( m, n ) { if ( n !== undefined ) { console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' ); return this.multiplyMatrices( m, n ); } return this.multiplyMatrices( this, m ); }, premultiply: function ( m ) { return this.multiplyMatrices( m, this ); }, multiplyMatrices: function ( a, b ) { var ae = a.elements; var be = b.elements; var te = this.elements; var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ]; var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ]; var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ]; var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ]; var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ]; var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ]; var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ]; var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ]; te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41; te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42; te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43; te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44; te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41; te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42; te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43; te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44; te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41; te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42; te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43; te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44; te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41; te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42; te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43; te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44; return this; }, multiplyScalar: function ( s ) { var te = this.elements; te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s; te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s; te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s; te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s; return this; }, determinant: function () { var te = this.elements; var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ]; var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ]; var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ]; var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ]; //TODO: make this more efficient //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm ) return ( n41 * ( + n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34 ) + n42 * ( + n11 * n23 * n34 - n11 * n24 * n33 + n14 * n21 * n33 - n13 * n21 * n34 + n13 * n24 * n31 - n14 * n23 * n31 ) + n43 * ( + n11 * n24 * n32 - n11 * n22 * n34 - n14 * n21 * n32 + n12 * n21 * n34 + n14 * n22 * n31 - n12 * n24 * n31 ) + n44 * ( - n13 * n22 * n31 - n11 * n23 * n32 + n11 * n22 * n33 + n13 * n21 * n32 - n12 * n21 * n33 + n12 * n23 * n31 ) ); }, transpose: function () { var te = this.elements; var tmp; tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp; tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp; tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp; tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp; tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp; tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp; return this; }, setPosition: function ( v ) { var te = this.elements; te[ 12 ] = v.x; te[ 13 ] = v.y; te[ 14 ] = v.z; return this; }, getInverse: function ( m, throwOnDegenerate ) { // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm var te = this.elements, me = m.elements, n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ], n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ], n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ], n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ], t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44, t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44, t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44, t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34; var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14; if ( det === 0 ) { var msg = "THREE.Matrix4.getInverse(): can't invert matrix, determinant is 0"; if ( throwOnDegenerate === true ) { throw new Error( msg ); } else { console.warn( msg ); } return this.identity(); } var detInv = 1 / det; te[ 0 ] = t11 * detInv; te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv; te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv; te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv; te[ 4 ] = t12 * detInv; te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv; te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv; te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv; te[ 8 ] = t13 * detInv; te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv; te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv; te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv; te[ 12 ] = t14 * detInv; te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv; te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv; te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv; return this; }, scale: function ( v ) { var te = this.elements; var x = v.x, y = v.y, z = v.z; te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z; te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z; te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z; te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z; return this; }, getMaxScaleOnAxis: function () { var te = this.elements; var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ]; var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ]; var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ]; return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) ); }, makeTranslation: function ( x, y, z ) { this.set( 1, 0, 0, x, 0, 1, 0, y, 0, 0, 1, z, 0, 0, 0, 1 ); return this; }, makeRotationX: function ( theta ) { var c = Math.cos( theta ), s = Math.sin( theta ); this.set( 1, 0, 0, 0, 0, c, - s, 0, 0, s, c, 0, 0, 0, 0, 1 ); return this; }, makeRotationY: function ( theta ) { var c = Math.cos( theta ), s = Math.sin( theta ); this.set( c, 0, s, 0, 0, 1, 0, 0, - s, 0, c, 0, 0, 0, 0, 1 ); return this; }, makeRotationZ: function ( theta ) { var c = Math.cos( theta ), s = Math.sin( theta ); this.set( c, - s, 0, 0, s, c, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 ); return this; }, makeRotationAxis: function ( axis, angle ) { // Based on http://www.gamedev.net/reference/articles/article1199.asp var c = Math.cos( angle ); var s = Math.sin( angle ); var t = 1 - c; var x = axis.x, y = axis.y, z = axis.z; var tx = t * x, ty = t * y; this.set( tx * x + c, tx * y - s * z, tx * z + s * y, 0, tx * y + s * z, ty * y + c, ty * z - s * x, 0, tx * z - s * y, ty * z + s * x, t * z * z + c, 0, 0, 0, 0, 1 ); return this; }, makeScale: function ( x, y, z ) { this.set( x, 0, 0, 0, 0, y, 0, 0, 0, 0, z, 0, 0, 0, 0, 1 ); return this; }, makeShear: function ( x, y, z ) { this.set( 1, y, z, 0, x, 1, z, 0, x, y, 1, 0, 0, 0, 0, 1 ); return this; }, compose: function ( position, quaternion, scale ) { this.makeRotationFromQuaternion( quaternion ); this.scale( scale ); this.setPosition( position ); return this; }, decompose: function () { var vector, matrix; return function decompose( position, quaternion, scale ) { if ( vector === undefined ) { vector = new Vector3(); matrix = new Matrix4(); } var te = this.elements; var sx = vector.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length(); var sy = vector.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length(); var sz = vector.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length(); // if determine is negative, we need to invert one scale var det = this.determinant(); if ( det < 0 ) sx = - sx; position.x = te[ 12 ]; position.y = te[ 13 ]; position.z = te[ 14 ]; // scale the rotation part matrix.copy( this ); var invSX = 1 / sx; var invSY = 1 / sy; var invSZ = 1 / sz; matrix.elements[ 0 ] *= invSX; matrix.elements[ 1 ] *= invSX; matrix.elements[ 2 ] *= invSX; matrix.elements[ 4 ] *= invSY; matrix.elements[ 5 ] *= invSY; matrix.elements[ 6 ] *= invSY; matrix.elements[ 8 ] *= invSZ; matrix.elements[ 9 ] *= invSZ; matrix.elements[ 10 ] *= invSZ; quaternion.setFromRotationMatrix( matrix ); scale.x = sx; scale.y = sy; scale.z = sz; return this; }; }(), makePerspective: function ( left, right, top, bottom, near, far ) { if ( far === undefined ) { console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' ); } var te = this.elements; var x = 2 * near / ( right - left ); var y = 2 * near / ( top - bottom ); var a = ( right + left ) / ( right - left ); var b = ( top + bottom ) / ( top - bottom ); var c = - ( far + near ) / ( far - near ); var d = - 2 * far * near / ( far - near ); te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0; te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0; te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d; te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0; return this; }, makeOrthographic: function ( left, right, top, bottom, near, far ) { var te = this.elements; var w = 1.0 / ( right - left ); var h = 1.0 / ( top - bottom ); var p = 1.0 / ( far - near ); var x = ( right + left ) * w; var y = ( top + bottom ) * h; var z = ( far + near ) * p; te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x; te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y; te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 * p; te[ 14 ] = - z; te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1; return this; }, equals: function ( matrix ) { var te = this.elements; var me = matrix.elements; for ( var i = 0; i < 16; i ++ ) { if ( te[ i ] !== me[ i ] ) return false; } return true; }, fromArray: function ( array, offset ) { if ( offset === undefined ) offset = 0; for ( var i = 0; i < 16; i ++ ) { this.elements[ i ] = array[ i + offset ]; } return this; }, toArray: function ( array, offset ) { if ( array === undefined ) array = []; if ( offset === undefined ) offset = 0; var te = this.elements; array[ offset ] = te[ 0 ]; array[ offset + 1 ] = te[ 1 ]; array[ offset + 2 ] = te[ 2 ]; array[ offset + 3 ] = te[ 3 ]; array[ offset + 4 ] = te[ 4 ]; array[ offset + 5 ] = te[ 5 ]; array[ offset + 6 ] = te[ 6 ]; array[ offset + 7 ] = te[ 7 ]; array[ offset + 8 ] = te[ 8 ]; array[ offset + 9 ] = te[ 9 ]; array[ offset + 10 ] = te[ 10 ]; array[ offset + 11 ] = te[ 11 ]; array[ offset + 12 ] = te[ 12 ]; array[ offset + 13 ] = te[ 13 ]; array[ offset + 14 ] = te[ 14 ]; array[ offset + 15 ] = te[ 15 ]; return array; } } ); /** * @author mrdoob / http://mrdoob.com/ * @author *kile / http://kile.stravaganza.org/ * @author philogb / http://blog.thejit.org/ * @author mikael emtinger / http://gomo.se/ * @author egraether / http://egraether.com/ * @author WestLangley / http://github.com/WestLangley */ function Vector3( x, y, z ) { this.x = x || 0; this.y = y || 0; this.z = z || 0; } Object.assign( Vector3.prototype, { isVector3: true, set: function ( x, y, z ) { this.x = x; this.y = y; this.z = z; return this; }, setScalar: function ( scalar ) { this.x = scalar; this.y = scalar; this.z = scalar; return this; }, setX: function ( x ) { this.x = x; return this; }, setY: function ( y ) { this.y = y; return this; }, setZ: function ( z ) { this.z = z; return this; }, setComponent: function ( index, value ) { switch ( index ) { case 0: this.x = value; break; case 1: this.y = value; break; case 2: this.z = value; break; default: throw new Error( 'index is out of range: ' + index ); } return this; }, getComponent: function ( index ) { switch ( index ) { case 0: return this.x; case 1: return this.y; case 2: return this.z; default: throw new Error( 'index is out of range: ' + index ); } }, clone: function () { return new this.constructor( this.x, this.y, this.z ); }, copy: function ( v ) { this.x = v.x; this.y = v.y; this.z = v.z; return this; }, add: function ( v, w ) { if ( w !== undefined ) { console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' ); return this.addVectors( v, w ); } this.x += v.x; this.y += v.y; this.z += v.z; return this; }, addScalar: function ( s ) { this.x += s; this.y += s; this.z += s; return this; }, addVectors: function ( a, b ) { this.x = a.x + b.x; this.y = a.y + b.y; this.z = a.z + b.z; return this; }, addScaledVector: function ( v, s ) { this.x += v.x * s; this.y += v.y * s; this.z += v.z * s; return this; }, sub: function ( v, w ) { if ( w !== undefined ) { console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' ); return this.subVectors( v, w ); } this.x -= v.x; this.y -= v.y; this.z -= v.z; return this; }, subScalar: function ( s ) { this.x -= s; this.y -= s; this.z -= s; return this; }, subVectors: function ( a, b ) { this.x = a.x - b.x; this.y = a.y - b.y; this.z = a.z - b.z; return this; }, multiply: function ( v, w ) { if ( w !== undefined ) { console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' ); return this.multiplyVectors( v, w ); } this.x *= v.x; this.y *= v.y; this.z *= v.z; return this; }, multiplyScalar: function ( scalar ) { this.x *= scalar; this.y *= scalar; this.z *= scalar; return this; }, multiplyVectors: function ( a, b ) { this.x = a.x * b.x; this.y = a.y * b.y; this.z = a.z * b.z; return this; }, applyEuler: function () { var quaternion; return function applyEuler( euler ) { if ( ( euler && euler.isEuler ) === false ) { console.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' ); } if ( quaternion === undefined ) quaternion = new Quaternion(); return this.applyQuaternion( quaternion.setFromEuler( euler ) ); }; }(), applyAxisAngle: function () { var quaternion; return function applyAxisAngle( axis, angle ) { if ( quaternion === undefined ) quaternion = new Quaternion(); return this.applyQuaternion( quaternion.setFromAxisAngle( axis, angle ) ); }; }(), applyMatrix3: function ( m ) { var x = this.x, y = this.y, z = this.z; var e = m.elements; this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z; this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z; this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z; return this; }, applyMatrix4: function ( m ) { var x = this.x, y = this.y, z = this.z; var e = m.elements; this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ]; this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ]; this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ]; var w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ]; return this.divideScalar( w ); }, applyQuaternion: function ( q ) { var x = this.x, y = this.y, z = this.z; var qx = q.x, qy = q.y, qz = q.z, qw = q.w; // calculate quat * vector var ix = qw * x + qy * z - qz * y; var iy = qw * y + qz * x - qx * z; var iz = qw * z + qx * y - qy * x; var iw = - qx * x - qy * y - qz * z; // calculate result * inverse quat this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy; this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz; this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx; return this; }, transformDirection: function ( m ) { // input: THREE.Matrix4 affine matrix // vector interpreted as a direction var x = this.x, y = this.y, z = this.z; var e = m.elements; this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z; this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z; this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z; return this.normalize(); }, divide: function ( v ) { this.x /= v.x; this.y /= v.y; this.z /= v.z; return this; }, divideScalar: function ( scalar ) { return this.multiplyScalar( 1 / scalar ); }, min: function ( v ) { this.x = Math.min( this.x, v.x ); this.y = Math.min( this.y, v.y ); this.z = Math.min( this.z, v.z ); return this; }, max: function ( v ) { this.x = Math.max( this.x, v.x ); this.y = Math.max( this.y, v.y ); this.z = Math.max( this.z, v.z ); return this; }, clamp: function ( min, max ) { // This function assumes min < max, if this assumption isn't true it will not operate correctly this.x = Math.max( min.x, Math.min( max.x, this.x ) ); this.y = Math.max( min.y, Math.min( max.y, this.y ) ); this.z = Math.max( min.z, Math.min( max.z, this.z ) ); return this; }, clampScalar: function () { var min, max; return function clampScalar( minVal, maxVal ) { if ( min === undefined ) { min = new Vector3(); max = new Vector3(); } min.set( minVal, minVal, minVal ); max.set( maxVal, maxVal, maxVal ); return this.clamp( min, max ); }; }(), clampLength: function ( min, max ) { var length = this.length(); return this.multiplyScalar( Math.max( min, Math.min( max, length ) ) / length ); }, floor: function () { this.x = Math.floor( this.x ); this.y = Math.floor( this.y ); this.z = Math.floor( this.z ); return this; }, ceil: function () { this.x = Math.ceil( this.x ); this.y = Math.ceil( this.y ); this.z = Math.ceil( this.z ); return this; }, round: function () { this.x = Math.round( this.x ); this.y = Math.round( this.y ); this.z = Math.round( this.z ); return this; }, roundToZero: function () { this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x ); this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y ); this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z ); return this; }, negate: function () { this.x = - this.x; this.y = - this.y; this.z = - this.z; return this; }, dot: function ( v ) { return this.x * v.x + this.y * v.y + this.z * v.z; }, // TODO lengthSquared? lengthSq: function () { return this.x * this.x + this.y * this.y + this.z * this.z; }, length: function () { return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z ); }, lengthManhattan: function () { return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ); }, normalize: function () { return this.divideScalar( this.length() ); }, setLength: function ( length ) { return this.multiplyScalar( length / this.length() ); }, lerp: function ( v, alpha ) { this.x += ( v.x - this.x ) * alpha; this.y += ( v.y - this.y ) * alpha; this.z += ( v.z - this.z ) * alpha; return this; }, lerpVectors: function ( v1, v2, alpha ) { return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 ); }, cross: function ( v, w ) { if ( w !== undefined ) { console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' ); return this.crossVectors( v, w ); } var x = this.x, y = this.y, z = this.z; this.x = y * v.z - z * v.y; this.y = z * v.x - x * v.z; this.z = x * v.y - y * v.x; return this; }, crossVectors: function ( a, b ) { var ax = a.x, ay = a.y, az = a.z; var bx = b.x, by = b.y, bz = b.z; this.x = ay * bz - az * by; this.y = az * bx - ax * bz; this.z = ax * by - ay * bx; return this; }, projectOnVector: function ( vector ) { var scalar = vector.dot( this ) / vector.lengthSq(); return this.copy( vector ).multiplyScalar( scalar ); }, projectOnPlane: function () { var v1; return function projectOnPlane( planeNormal ) { if ( v1 === undefined ) v1 = new Vector3(); v1.copy( this ).projectOnVector( planeNormal ); return this.sub( v1 ); }; }(), reflect: function () { // reflect incident vector off plane orthogonal to normal // normal is assumed to have unit length var v1; return function reflect( normal ) { if ( v1 === undefined ) v1 = new Vector3(); return this.sub( v1.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) ); }; }(), angleTo: function ( v ) { var theta = this.dot( v ) / ( Math.sqrt( this.lengthSq() * v.lengthSq() ) ); // clamp, to handle numerical problems return Math.acos( _Math.clamp( theta, - 1, 1 ) ); }, distanceTo: function ( v ) { return Math.sqrt( this.distanceToSquared( v ) ); }, distanceToSquared: function ( v ) { var dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z; return dx * dx + dy * dy + dz * dz; }, distanceToManhattan: function ( v ) { return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z ); }, setFromMatrixPosition: function ( m ) { return this.setFromMatrixColumn( m, 3 ); }, setFromMatrixScale: function ( m ) { var sx = this.setFromMatrixColumn( m, 0 ).length(); var sy = this.setFromMatrixColumn( m, 1 ).length(); var sz = this.setFromMatrixColumn( m, 2 ).length(); this.x = sx; this.y = sy; this.z = sz; return this; }, setFromMatrixColumn: function ( m, index ) { return this.fromArray( m.elements, index * 4 ); }, equals: function ( v ) { return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) ); }, fromArray: function ( array, offset ) { if ( offset === undefined ) offset = 0; this.x = array[ offset ]; this.y = array[ offset + 1 ]; this.z = array[ offset + 2 ]; return this; }, toArray: function ( array, offset ) { if ( array === undefined ) array = []; if ( offset === undefined ) offset = 0; array[ offset ] = this.x; array[ offset + 1 ] = this.y; array[ offset + 2 ] = this.z; return array; } } ); /** * @author mikael emtinger / http://gomo.se/ * @author alteredq / http://alteredqualia.com/ * @author WestLangley / http://github.com/WestLangley * @author bhouston / http://clara.io */ function Quaternion( x, y, z, w ) { this._x = x || 0; this._y = y || 0; this._z = z || 0; this._w = ( w !== undefined ) ? w : 1; } Object.assign( Quaternion, { slerp: function ( qa, qb, qm, t ) { return qm.copy( qa ).slerp( qb, t ); }, slerpFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) { // fuzz-free, array-based Quaternion SLERP operation var x0 = src0[ srcOffset0 + 0 ], y0 = src0[ srcOffset0 + 1 ], z0 = src0[ srcOffset0 + 2 ], w0 = src0[ srcOffset0 + 3 ], x1 = src1[ srcOffset1 + 0 ], y1 = src1[ srcOffset1 + 1 ], z1 = src1[ srcOffset1 + 2 ], w1 = src1[ srcOffset1 + 3 ]; if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) { var s = 1 - t, cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1, dir = ( cos >= 0 ? 1 : - 1 ), sqrSin = 1 - cos * cos; // Skip the Slerp for tiny steps to avoid numeric problems: if ( sqrSin > Number.EPSILON ) { var sin = Math.sqrt( sqrSin ), len = Math.atan2( sin, cos * dir ); s = Math.sin( s * len ) / sin; t = Math.sin( t * len ) / sin; } var tDir = t * dir; x0 = x0 * s + x1 * tDir; y0 = y0 * s + y1 * tDir; z0 = z0 * s + z1 * tDir; w0 = w0 * s + w1 * tDir; // Normalize in case we just did a lerp: if ( s === 1 - t ) { var f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 ); x0 *= f; y0 *= f; z0 *= f; w0 *= f; } } dst[ dstOffset ] = x0; dst[ dstOffset + 1 ] = y0; dst[ dstOffset + 2 ] = z0; dst[ dstOffset + 3 ] = w0; } } ); Object.defineProperties( Quaternion.prototype, { x: { get: function () { return this._x; }, set: function ( value ) { this._x = value; this.onChangeCallback(); } }, y: { get: function () { return this._y; }, set: function ( value ) { this._y = value; this.onChangeCallback(); } }, z: { get: function () { return this._z; }, set: function ( value ) { this._z = value; this.onChangeCallback(); } }, w: { get: function () { return this._w; }, set: function ( value ) { this._w = value; this.onChangeCallback(); } } } ); Object.assign( Quaternion.prototype, { set: function ( x, y, z, w ) { this._x = x; this._y = y; this._z = z; this._w = w; this.onChangeCallback(); return this; }, clone: function () { return new this.constructor( this._x, this._y, this._z, this._w ); }, copy: function ( quaternion ) { this._x = quaternion.x; this._y = quaternion.y; this._z = quaternion.z; this._w = quaternion.w; this.onChangeCallback(); return this; }, setFromEuler: function ( euler, update ) { if ( ( euler && euler.isEuler ) === false ) { throw new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' ); } var x = euler._x, y = euler._y, z = euler._z, order = euler.order; // http://www.mathworks.com/matlabcentral/fileexchange/ // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/ // content/SpinCalc.m var cos = Math.cos; var sin = Math.sin; var c1 = cos( x / 2 ); var c2 = cos( y / 2 ); var c3 = cos( z / 2 ); var s1 = sin( x / 2 ); var s2 = sin( y / 2 ); var s3 = sin( z / 2 ); if ( order === 'XYZ' ) { this._x = s1 * c2 * c3 + c1 * s2 * s3; this._y = c1 * s2 * c3 - s1 * c2 * s3; this._z = c1 * c2 * s3 + s1 * s2 * c3; this._w = c1 * c2 * c3 - s1 * s2 * s3; } else if ( order === 'YXZ' ) { this._x = s1 * c2 * c3 + c1 * s2 * s3; this._y = c1 * s2 * c3 - s1 * c2 * s3; this._z = c1 * c2 * s3 - s1 * s2 * c3; this._w = c1 * c2 * c3 + s1 * s2 * s3; } else if ( order === 'ZXY' ) { this._x = s1 * c2 * c3 - c1 * s2 * s3; this._y = c1 * s2 * c3 + s1 * c2 * s3; this._z = c1 * c2 * s3 + s1 * s2 * c3; this._w = c1 * c2 * c3 - s1 * s2 * s3; } else if ( order === 'ZYX' ) { this._x = s1 * c2 * c3 - c1 * s2 * s3; this._y = c1 * s2 * c3 + s1 * c2 * s3; this._z = c1 * c2 * s3 - s1 * s2 * c3; this._w = c1 * c2 * c3 + s1 * s2 * s3; } else if ( order === 'YZX' ) { this._x = s1 * c2 * c3 + c1 * s2 * s3; this._y = c1 * s2 * c3 + s1 * c2 * s3; this._z = c1 * c2 * s3 - s1 * s2 * c3; this._w = c1 * c2 * c3 - s1 * s2 * s3; } else if ( order === 'XZY' ) { this._x = s1 * c2 * c3 - c1 * s2 * s3; this._y = c1 * s2 * c3 - s1 * c2 * s3; this._z = c1 * c2 * s3 + s1 * s2 * c3; this._w = c1 * c2 * c3 + s1 * s2 * s3; } if ( update !== false ) this.onChangeCallback(); return this; }, setFromAxisAngle: function ( axis, angle ) { // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm // assumes axis is normalized var halfAngle = angle / 2, s = Math.sin( halfAngle ); this._x = axis.x * s; this._y = axis.y * s; this._z = axis.z * s; this._w = Math.cos( halfAngle ); this.onChangeCallback(); return this; }, setFromRotationMatrix: function ( m ) { // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) var te = m.elements, m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ], m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ], m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ], trace = m11 + m22 + m33, s; if ( trace > 0 ) { s = 0.5 / Math.sqrt( trace + 1.0 ); this._w = 0.25 / s; this._x = ( m32 - m23 ) * s; this._y = ( m13 - m31 ) * s; this._z = ( m21 - m12 ) * s; } else if ( m11 > m22 && m11 > m33 ) { s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 ); this._w = ( m32 - m23 ) / s; this._x = 0.25 * s; this._y = ( m12 + m21 ) / s; this._z = ( m13 + m31 ) / s; } else if ( m22 > m33 ) { s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 ); this._w = ( m13 - m31 ) / s; this._x = ( m12 + m21 ) / s; this._y = 0.25 * s; this._z = ( m23 + m32 ) / s; } else { s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 ); this._w = ( m21 - m12 ) / s; this._x = ( m13 + m31 ) / s; this._y = ( m23 + m32 ) / s; this._z = 0.25 * s; } this.onChangeCallback(); return this; }, setFromUnitVectors: function () { // assumes direction vectors vFrom and vTo are normalized var v1, r; var EPS = 0.000001; return function setFromUnitVectors( vFrom, vTo ) { if ( v1 === undefined ) v1 = new Vector3(); r = vFrom.dot( vTo ) + 1; if ( r < EPS ) { r = 0; if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) { v1.set( - vFrom.y, vFrom.x, 0 ); } else { v1.set( 0, - vFrom.z, vFrom.y ); } } else { v1.crossVectors( vFrom, vTo ); } this._x = v1.x; this._y = v1.y; this._z = v1.z; this._w = r; return this.normalize(); }; }(), inverse: function () { return this.conjugate().normalize(); }, conjugate: function () { this._x *= - 1; this._y *= - 1; this._z *= - 1; this.onChangeCallback(); return this; }, dot: function ( v ) { return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w; }, lengthSq: function () { return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w; }, length: function () { return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w ); }, normalize: function () { var l = this.length(); if ( l === 0 ) { this._x = 0; this._y = 0; this._z = 0; this._w = 1; } else { l = 1 / l; this._x = this._x * l; this._y = this._y * l; this._z = this._z * l; this._w = this._w * l; } this.onChangeCallback(); return this; }, multiply: function ( q, p ) { if ( p !== undefined ) { console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' ); return this.multiplyQuaternions( q, p ); } return this.multiplyQuaternions( this, q ); }, premultiply: function ( q ) { return this.multiplyQuaternions( q, this ); }, multiplyQuaternions: function ( a, b ) { // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w; var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w; this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby; this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz; this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx; this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz; this.onChangeCallback(); return this; }, slerp: function ( qb, t ) { if ( t === 0 ) return this; if ( t === 1 ) return this.copy( qb ); var x = this._x, y = this._y, z = this._z, w = this._w; // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/ var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z; if ( cosHalfTheta < 0 ) { this._w = - qb._w; this._x = - qb._x; this._y = - qb._y; this._z = - qb._z; cosHalfTheta = - cosHalfTheta; } else { this.copy( qb ); } if ( cosHalfTheta >= 1.0 ) { this._w = w; this._x = x; this._y = y; this._z = z; return this; } var sinHalfTheta = Math.sqrt( 1.0 - cosHalfTheta * cosHalfTheta ); if ( Math.abs( sinHalfTheta ) < 0.001 ) { this._w = 0.5 * ( w + this._w ); this._x = 0.5 * ( x + this._x ); this._y = 0.5 * ( y + this._y ); this._z = 0.5 * ( z + this._z ); return this; } var halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta ); var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta, ratioB = Math.sin( t * halfTheta ) / sinHalfTheta; this._w = ( w * ratioA + this._w * ratioB ); this._x = ( x * ratioA + this._x * ratioB ); this._y = ( y * ratioA + this._y * ratioB ); this._z = ( z * ratioA + this._z * ratioB ); this.onChangeCallback(); return this; }, equals: function ( quaternion ) { return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w ); }, fromArray: function ( array, offset ) { if ( offset === undefined ) offset = 0; this._x = array[ offset ]; this._y = array[ offset + 1 ]; this._z = array[ offset + 2 ]; this._w = array[ offset + 3 ]; this.onChangeCallback(); return this; }, toArray: function ( array, offset ) { if ( array === undefined ) array = []; if ( offset === undefined ) offset = 0; array[ offset ] = this._x; array[ offset + 1 ] = this._y; array[ offset + 2 ] = this._z; array[ offset + 3 ] = this._w; return array; }, onChange: function ( callback ) { this.onChangeCallback = callback; return this; }, onChangeCallback: function () {} } ); /** * https://github.com/mrdoob/eventdispatcher.js/ */ function EventDispatcher() {} Object.assign( EventDispatcher.prototype, { addEventListener: function ( type, listener ) { if ( this._listeners === undefined ) this._listeners = {}; var listeners = this._listeners; if ( listeners[ type ] === undefined ) { listeners[ type ] = []; } if ( listeners[ type ].indexOf( listener ) === - 1 ) { listeners[ type ].push( listener ); } }, hasEventListener: function ( type, listener ) { if ( this._listeners === undefined ) return false; var listeners = this._listeners; return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1; }, removeEventListener: function ( type, listener ) { if ( this._listeners === undefined ) return; var listeners = this._listeners; var listenerArray = listeners[ type ]; if ( listenerArray !== undefined ) { var index = listenerArray.indexOf( listener ); if ( index !== - 1 ) { listenerArray.splice( index, 1 ); } } }, dispatchEvent: function ( event ) { if ( this._listeners === undefined ) return; var listeners = this._listeners; var listenerArray = listeners[ event.type ]; if ( listenerArray !== undefined ) { event.target = this; var array = [], i = 0; var length = listenerArray.length; for ( i = 0; i < length; i ++ ) { array[ i ] = listenerArray[ i ]; } for ( i = 0; i < length; i ++ ) { array[ i ].call( this, event ); } } } } ); /** * @author mrdoob / http://mrdoob.com/ * @author WestLangley / http://github.com/WestLangley * @author bhouston / http://clara.io */ function Euler( x, y, z, order ) { this._x = x || 0; this._y = y || 0; this._z = z || 0; this._order = order || Euler.DefaultOrder; } Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ]; Euler.DefaultOrder = 'XYZ'; Object.defineProperties( Euler.prototype, { x: { get: function () { return this._x; }, set: function ( value ) { this._x = value; this.onChangeCallback(); } }, y: { get: function () { return this._y; }, set: function ( value ) { this._y = value; this.onChangeCallback(); } }, z: { get: function () { return this._z; }, set: function ( value ) { this._z = value; this.onChangeCallback(); } }, order: { get: function () { return this._order; }, set: function ( value ) { this._order = value; this.onChangeCallback(); } } } ); Object.assign( Euler.prototype, { isEuler: true, set: function ( x, y, z, order ) { this._x = x; this._y = y; this._z = z; this._order = order || this._order; this.onChangeCallback(); return this; }, clone: function () { return new this.constructor( this._x, this._y, this._z, this._order ); }, copy: function ( euler ) { this._x = euler._x; this._y = euler._y; this._z = euler._z; this._order = euler._order; this.onChangeCallback(); return this; }, setFromRotationMatrix: function ( m, order, update ) { var clamp = _Math.clamp; // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) var te = m.elements; var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ]; var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ]; var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ]; order = order || this._order; if ( order === 'XYZ' ) { this._y = Math.asin( clamp( m13, - 1, 1 ) ); if ( Math.abs( m13 ) < 0.99999 ) { this._x = Math.atan2( - m23, m33 ); this._z = Math.atan2( - m12, m11 ); } else { this._x = Math.atan2( m32, m22 ); this._z = 0; } } else if ( order === 'YXZ' ) { this._x = Math.asin( - clamp( m23, - 1, 1 ) ); if ( Math.abs( m23 ) < 0.99999 ) { this._y = Math.atan2( m13, m33 ); this._z = Math.atan2( m21, m22 ); } else { this._y = Math.atan2( - m31, m11 ); this._z = 0; } } else if ( order === 'ZXY' ) { this._x = Math.asin( clamp( m32, - 1, 1 ) ); if ( Math.abs( m32 ) < 0.99999 ) { this._y = Math.atan2( - m31, m33 ); this._z = Math.atan2( - m12, m22 ); } else { this._y = 0; this._z = Math.atan2( m21, m11 ); } } else if ( order === 'ZYX' ) { this._y = Math.asin( - clamp( m31, - 1, 1 ) ); if ( Math.abs( m31 ) < 0.99999 ) { this._x = Math.atan2( m32, m33 ); this._z = Math.atan2( m21, m11 ); } else { this._x = 0; this._z = Math.atan2( - m12, m22 ); } } else if ( order === 'YZX' ) { this._z = Math.asin( clamp( m21, - 1, 1 ) ); if ( Math.abs( m21 ) < 0.99999 ) { this._x = Math.atan2( - m23, m22 ); this._y = Math.atan2( - m31, m11 ); } else { this._x = 0; this._y = Math.atan2( m13, m33 ); } } else if ( order === 'XZY' ) { this._z = Math.asin( - clamp( m12, - 1, 1 ) ); if ( Math.abs( m12 ) < 0.99999 ) { this._x = Math.atan2( m32, m22 ); this._y = Math.atan2( m13, m11 ); } else { this._x = Math.atan2( - m23, m33 ); this._y = 0; } } else { console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order ); } this._order = order; if ( update !== false ) this.onChangeCallback(); return this; }, setFromQuaternion: function () { var matrix; return function setFromQuaternion( q, order, update ) { if ( matrix === undefined ) matrix = new Matrix4(); matrix.makeRotationFromQuaternion( q ); return this.setFromRotationMatrix( matrix, order, update ); }; }(), setFromVector3: function ( v, order ) { return this.set( v.x, v.y, v.z, order || this._order ); }, reorder: function () { // WARNING: this discards revolution information -bhouston var q = new Quaternion(); return function reorder( newOrder ) { q.setFromEuler( this ); return this.setFromQuaternion( q, newOrder ); }; }(), equals: function ( euler ) { return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order ); }, fromArray: function ( array ) { this._x = array[ 0 ]; this._y = array[ 1 ]; this._z = array[ 2 ]; if ( array[ 3 ] !== undefined ) this._order = array[ 3 ]; this.onChangeCallback(); return this; }, toArray: function ( array, offset ) { if ( array === undefined ) array = []; if ( offset === undefined ) offset = 0; array[ offset ] = this._x; array[ offset + 1 ] = this._y; array[ offset + 2 ] = this._z; array[ offset + 3 ] = this._order; return array; }, toVector3: function ( optionalResult ) { if ( optionalResult ) { return optionalResult.set( this._x, this._y, this._z ); } else { return new Vector3( this._x, this._y, this._z ); } }, onChange: function ( callback ) { this.onChangeCallback = callback; return this; }, onChangeCallback: function () {} } ); /** * @author mrdoob / http://mrdoob.com/ */ function Layers() { this.mask = 1 | 0; } Object.assign( Layers.prototype, { set: function ( channel ) { this.mask = 1 << channel | 0; }, enable: function ( channel ) { this.mask |= 1 << channel | 0; }, toggle: function ( channel ) { this.mask ^= 1 << channel | 0; }, disable: function ( channel ) { this.mask &= ~ ( 1 << channel | 0 ); }, test: function ( layers ) { return ( this.mask & layers.mask ) !== 0; } } ); /** * @author alteredq / http://alteredqualia.com/ * @author WestLangley / http://github.com/WestLangley * @author bhouston / http://clara.io * @author tschw */ function Matrix3() { this.elements = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ]; if ( arguments.length > 0 ) { console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' ); } } Object.assign( Matrix3.prototype, { isMatrix3: true, set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) { var te = this.elements; te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31; te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32; te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33; return this; }, identity: function () { this.set( 1, 0, 0, 0, 1, 0, 0, 0, 1 ); return this; }, clone: function () { return new this.constructor().fromArray( this.elements ); }, copy: function ( m ) { var te = this.elements; var me = m.elements; te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ]; return this; }, setFromMatrix4: function ( m ) { var me = m.elements; this.set( me[ 0 ], me[ 4 ], me[ 8 ], me[ 1 ], me[ 5 ], me[ 9 ], me[ 2 ], me[ 6 ], me[ 10 ] ); return this; }, applyToBufferAttribute: function () { var v1; return function applyToBufferAttribute( attribute ) { if ( v1 === undefined ) v1 = new Vector3(); for ( var i = 0, l = attribute.count; i < l; i ++ ) { v1.x = attribute.getX( i ); v1.y = attribute.getY( i ); v1.z = attribute.getZ( i ); v1.applyMatrix3( this ); attribute.setXYZ( i, v1.x, v1.y, v1.z ); } return attribute; }; }(), multiply: function ( m ) { return this.multiplyMatrices( this, m ); }, premultiply: function ( m ) { return this.multiplyMatrices( m, this ); }, multiplyMatrices: function ( a, b ) { var ae = a.elements; var be = b.elements; var te = this.elements; var a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ]; var a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ]; var a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ]; var b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ]; var b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ]; var b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ]; te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31; te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32; te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33; te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31; te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32; te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33; te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31; te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32; te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33; return this; }, multiplyScalar: function ( s ) { var te = this.elements; te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s; te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s; te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s; return this; }, determinant: function () { var te = this.elements; var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ], d = te[ 3 ], e = te[ 4 ], f = te[ 5 ], g = te[ 6 ], h = te[ 7 ], i = te[ 8 ]; return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g; }, getInverse: function ( matrix, throwOnDegenerate ) { if ( matrix && matrix.isMatrix4 ) { console.error( "THREE.Matrix3.getInverse no longer takes a Matrix4 argument." ); } var me = matrix.elements, te = this.elements, n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n12 = me[ 3 ], n22 = me[ 4 ], n32 = me[ 5 ], n13 = me[ 6 ], n23 = me[ 7 ], n33 = me[ 8 ], t11 = n33 * n22 - n32 * n23, t12 = n32 * n13 - n33 * n12, t13 = n23 * n12 - n22 * n13, det = n11 * t11 + n21 * t12 + n31 * t13; if ( det === 0 ) { var msg = "THREE.Matrix3.getInverse(): can't invert matrix, determinant is 0"; if ( throwOnDegenerate === true ) { throw new Error( msg ); } else { console.warn( msg ); } return this.identity(); } var detInv = 1 / det; te[ 0 ] = t11 * detInv; te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv; te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv; te[ 3 ] = t12 * detInv; te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv; te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv; te[ 6 ] = t13 * detInv; te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv; te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv; return this; }, transpose: function () { var tmp, m = this.elements; tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp; tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp; tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp; return this; }, getNormalMatrix: function ( matrix4 ) { return this.setFromMatrix4( matrix4 ).getInverse( this ).transpose(); }, transposeIntoArray: function ( r ) { var m = this.elements; r[ 0 ] = m[ 0 ]; r[ 1 ] = m[ 3 ]; r[ 2 ] = m[ 6 ]; r[ 3 ] = m[ 1 ]; r[ 4 ] = m[ 4 ]; r[ 5 ] = m[ 7 ]; r[ 6 ] = m[ 2 ]; r[ 7 ] = m[ 5 ]; r[ 8 ] = m[ 8 ]; return this; }, equals: function ( matrix ) { var te = this.elements; var me = matrix.elements; for ( var i = 0; i < 9; i ++ ) { if ( te[ i ] !== me[ i ] ) return false; } return true; }, fromArray: function ( array, offset ) { if ( offset === undefined ) offset = 0; for ( var i = 0; i < 9; i ++ ) { this.elements[ i ] = array[ i + offset ]; } return this; }, toArray: function ( array, offset ) { if ( array === undefined ) array = []; if ( offset === undefined ) offset = 0; var te = this.elements; array[ offset ] = te[ 0 ]; array[ offset + 1 ] = te[ 1 ]; array[ offset + 2 ] = te[ 2 ]; array[ offset + 3 ] = te[ 3 ]; array[ offset + 4 ] = te[ 4 ]; array[ offset + 5 ] = te[ 5 ]; array[ offset + 6 ] = te[ 6 ]; array[ offset + 7 ] = te[ 7 ]; array[ offset + 8 ] = te[ 8 ]; return array; } } ); /** * @author mrdoob / http://mrdoob.com/ * @author mikael emtinger / http://gomo.se/ * @author alteredq / http://alteredqualia.com/ * @author WestLangley / http://github.com/WestLangley * @author elephantatwork / www.elephantatwork.ch */ var object3DId = 0; function Object3D() { Object.defineProperty( this, 'id', { value: object3DId ++ } ); this.uuid = _Math.generateUUID(); this.name = ''; this.type = 'Object3D'; this.parent = null; this.children = []; this.up = Object3D.DefaultUp.clone(); var position = new Vector3(); var rotation = new Euler(); var quaternion = new Quaternion(); var scale = new Vector3( 1, 1, 1 ); function onRotationChange() { quaternion.setFromEuler( rotation, false ); } function onQuaternionChange() { rotation.setFromQuaternion( quaternion, undefined, false ); } rotation.onChange( onRotationChange ); quaternion.onChange( onQuaternionChange ); Object.defineProperties( this, { position: { enumerable: true, value: position }, rotation: { enumerable: true, value: rotation }, quaternion: { enumerable: true, value: quaternion }, scale: { enumerable: true, value: scale }, modelViewMatrix: { value: new Matrix4() }, normalMatrix: { value: new Matrix3() } } ); this.matrix = new Matrix4(); this.matrixWorld = new Matrix4(); this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate; this.matrixWorldNeedsUpdate = false; this.layers = new Layers(); this.visible = true; this.castShadow = false; this.receiveShadow = false; this.frustumCulled = true; this.renderOrder = 0; this.userData = {}; this.onBeforeRender = function () {}; this.onAfterRender = function () {}; } Object3D.DefaultUp = new Vector3( 0, 1, 0 ); Object3D.DefaultMatrixAutoUpdate = true; Object.assign( Object3D.prototype, EventDispatcher.prototype, { isObject3D: true, applyMatrix: function ( matrix ) { this.matrix.multiplyMatrices( matrix, this.matrix ); this.matrix.decompose( this.position, this.quaternion, this.scale ); }, setRotationFromAxisAngle: function ( axis, angle ) { // assumes axis is normalized this.quaternion.setFromAxisAngle( axis, angle ); }, setRotationFromEuler: function ( euler ) { this.quaternion.setFromEuler( euler, true ); }, setRotationFromMatrix: function ( m ) { // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) this.quaternion.setFromRotationMatrix( m ); }, setRotationFromQuaternion: function ( q ) { // assumes q is normalized this.quaternion.copy( q ); }, rotateOnAxis: function () { // rotate object on axis in object space // axis is assumed to be normalized var q1 = new Quaternion(); return function rotateOnAxis( axis, angle ) { q1.setFromAxisAngle( axis, angle ); this.quaternion.multiply( q1 ); return this; }; }(), rotateX: function () { var v1 = new Vector3( 1, 0, 0 ); return function rotateX( angle ) { return this.rotateOnAxis( v1, angle ); }; }(), rotateY: function () { var v1 = new Vector3( 0, 1, 0 ); return function rotateY( angle ) { return this.rotateOnAxis( v1, angle ); }; }(), rotateZ: function () { var v1 = new Vector3( 0, 0, 1 ); return function rotateZ( angle ) { return this.rotateOnAxis( v1, angle ); }; }(), translateOnAxis: function () { // translate object by distance along axis in object space // axis is assumed to be normalized var v1 = new Vector3(); return function translateOnAxis( axis, distance ) { v1.copy( axis ).applyQuaternion( this.quaternion ); this.position.add( v1.multiplyScalar( distance ) ); return this; }; }(), translateX: function () { var v1 = new Vector3( 1, 0, 0 ); return function translateX( distance ) { return this.translateOnAxis( v1, distance ); }; }(), translateY: function () { var v1 = new Vector3( 0, 1, 0 ); return function translateY( distance ) { return this.translateOnAxis( v1, distance ); }; }(), translateZ: function () { var v1 = new Vector3( 0, 0, 1 ); return function translateZ( distance ) { return this.translateOnAxis( v1, distance ); }; }(), localToWorld: function ( vector ) { return vector.applyMatrix4( this.matrixWorld ); }, worldToLocal: function () { var m1 = new Matrix4(); return function worldToLocal( vector ) { return vector.applyMatrix4( m1.getInverse( this.matrixWorld ) ); }; }(), lookAt: function () { // This routine does not support objects with rotated and/or translated parent(s) var m1 = new Matrix4(); return function lookAt( vector ) { if ( this.isCamera ) { m1.lookAt( this.position, vector, this.up ); } else { m1.lookAt( vector, this.position, this.up ); } this.quaternion.setFromRotationMatrix( m1 ); }; }(), add: function ( object ) { if ( arguments.length > 1 ) { for ( var i = 0; i < arguments.length; i ++ ) { this.add( arguments[ i ] ); } return this; } if ( object === this ) { console.error( "THREE.Object3D.add: object can't be added as a child of itself.", object ); return this; } if ( ( object && object.isObject3D ) ) { if ( object.parent !== null ) { object.parent.remove( object ); } object.parent = this; object.dispatchEvent( { type: 'added' } ); this.children.push( object ); } else { console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object ); } return this; }, remove: function ( object ) { if ( arguments.length > 1 ) { for ( var i = 0; i < arguments.length; i ++ ) { this.remove( arguments[ i ] ); } } var index = this.children.indexOf( object ); if ( index !== - 1 ) { object.parent = null; object.dispatchEvent( { type: 'removed' } ); this.children.splice( index, 1 ); } }, getObjectById: function ( id ) { return this.getObjectByProperty( 'id', id ); }, getObjectByName: function ( name ) { return this.getObjectByProperty( 'name', name ); }, getObjectByProperty: function ( name, value ) { if ( this[ name ] === value ) return this; for ( var i = 0, l = this.children.length; i < l; i ++ ) { var child = this.children[ i ]; var object = child.getObjectByProperty( name, value ); if ( object !== undefined ) { return object; } } return undefined; }, getWorldPosition: function ( optionalTarget ) { var result = optionalTarget || new Vector3(); this.updateMatrixWorld( true ); return result.setFromMatrixPosition( this.matrixWorld ); }, getWorldQuaternion: function () { var position = new Vector3(); var scale = new Vector3(); return function getWorldQuaternion( optionalTarget ) { var result = optionalTarget || new Quaternion(); this.updateMatrixWorld( true ); this.matrixWorld.decompose( position, result, scale ); return result; }; }(), getWorldRotation: function () { var quaternion = new Quaternion(); return function getWorldRotation( optionalTarget ) { var result = optionalTarget || new Euler(); this.getWorldQuaternion( quaternion ); return result.setFromQuaternion( quaternion, this.rotation.order, false ); }; }(), getWorldScale: function () { var position = new Vector3(); var quaternion = new Quaternion(); return function getWorldScale( optionalTarget ) { var result = optionalTarget || new Vector3(); this.updateMatrixWorld( true ); this.matrixWorld.decompose( position, quaternion, result ); return result; }; }(), getWorldDirection: function () { var quaternion = new Quaternion(); return function getWorldDirection( optionalTarget ) { var result = optionalTarget || new Vector3(); this.getWorldQuaternion( quaternion ); return result.set( 0, 0, 1 ).applyQuaternion( quaternion ); }; }(), raycast: function () {}, traverse: function ( callback ) { callback( this ); var children = this.children; for ( var i = 0, l = children.length; i < l; i ++ ) { children[ i ].traverse( callback ); } }, traverseVisible: function ( callback ) { if ( this.visible === false ) return; callback( this ); var children = this.children; for ( var i = 0, l = children.length; i < l; i ++ ) { children[ i ].traverseVisible( callback ); } }, traverseAncestors: function ( callback ) { var parent = this.parent; if ( parent !== null ) { callback( parent ); parent.traverseAncestors( callback ); } }, updateMatrix: function () { this.matrix.compose( this.position, this.quaternion, this.scale ); this.matrixWorldNeedsUpdate = true; }, updateMatrixWorld: function ( force ) { if ( this.matrixAutoUpdate ) this.updateMatrix(); if ( this.matrixWorldNeedsUpdate || force ) { if ( this.parent === null ) { this.matrixWorld.copy( this.matrix ); } else { this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix ); } this.matrixWorldNeedsUpdate = false; force = true; } // update children var children = this.children; for ( var i = 0, l = children.length; i < l; i ++ ) { children[ i ].updateMatrixWorld( force ); } }, toJSON: function ( meta ) { // meta is '' when called from JSON.stringify var isRootObject = ( meta === undefined || meta === '' ); var output = {}; // meta is a hash used to collect geometries, materials. // not providing it implies that this is the root object // being serialized. if ( isRootObject ) { // initialize meta obj meta = { geometries: {}, materials: {}, textures: {}, images: {} }; output.metadata = { version: 4.5, type: 'Object', generator: 'Object3D.toJSON' }; } // standard Object3D serialization var object = {}; object.uuid = this.uuid; object.type = this.type; if ( this.name !== '' ) object.name = this.name; if ( JSON.stringify( this.userData ) !== '{}' ) object.userData = this.userData; if ( this.castShadow === true ) object.castShadow = true; if ( this.receiveShadow === true ) object.receiveShadow = true; if ( this.visible === false ) object.visible = false; object.matrix = this.matrix.toArray(); // function serialize( library, element ) { if ( library[ element.uuid ] === undefined ) { library[ element.uuid ] = element.toJSON( meta ); } return element.uuid; } if ( this.geometry !== undefined ) { object.geometry = serialize( meta.geometries, this.geometry ); } if ( this.material !== undefined ) { if ( Array.isArray( this.material ) ) { var uuids = []; for ( var i = 0, l = this.material.length; i < l; i ++ ) { uuids.push( serialize( meta.materials, this.material[ i ] ) ); } object.material = uuids; } else { object.material = serialize( meta.materials, this.material ); } } // if ( this.children.length > 0 ) { object.children = []; for ( var i = 0; i < this.children.length; i ++ ) { object.children.push( this.children[ i ].toJSON( meta ).object ); } } if ( isRootObject ) { var geometries = extractFromCache( meta.geometries ); var materials = extractFromCache( meta.materials ); var textures = extractFromCache( meta.textures ); var images = extractFromCache( meta.images ); if ( geometries.length > 0 ) output.geometries = geometries; if ( materials.length > 0 ) output.materials = materials; if ( textures.length > 0 ) output.textures = textures; if ( images.length > 0 ) output.images = images; } output.object = object; return output; // extract data from the cache hash // remove metadata on each item // and return as array function extractFromCache( cache ) { var values = []; for ( var key in cache ) { var data = cache[ key ]; delete data.metadata; values.push( data ); } return values; } }, clone: function ( recursive ) { return new this.constructor().copy( this, recursive ); }, copy: function ( source, recursive ) { if ( recursive === undefined ) recursive = true; this.name = source.name; this.up.copy( source.up ); this.position.copy( source.position ); this.quaternion.copy( source.quaternion ); this.scale.copy( source.scale ); this.matrix.copy( source.matrix ); this.matrixWorld.copy( source.matrixWorld ); this.matrixAutoUpdate = source.matrixAutoUpdate; this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate; this.layers.mask = source.layers.mask; this.visible = source.visible; this.castShadow = source.castShadow; this.receiveShadow = source.receiveShadow; this.frustumCulled = source.frustumCulled; this.renderOrder = source.renderOrder; this.userData = JSON.parse( JSON.stringify( source.userData ) ); if ( recursive === true ) { for ( var i = 0; i < source.children.length; i ++ ) { var child = source.children[ i ]; this.add( child.clone() ); } } return this; } } ); /** * @author mrdoob / http://mrdoob.com/ */ function Color( r, g, b ) { if ( g === undefined && b === undefined ) { // r is THREE.Color, hex or string return this.set( r ); } return this.setRGB( r, g, b ); } Object.assign( Color.prototype, { isColor: true, r: 1, g: 1, b: 1, set: function ( value ) { if ( value && value.isColor ) { this.copy( value ); } else if ( typeof value === 'number' ) { this.setHex( value ); } return this; }, setScalar: function ( scalar ) { this.r = scalar; this.g = scalar; this.b = scalar; return this; }, setHex: function ( hex ) { hex = Math.floor( hex ); this.r = ( hex >> 16 & 255 ) / 255; this.g = ( hex >> 8 & 255 ) / 255; this.b = ( hex & 255 ) / 255; return this; }, setRGB: function ( r, g, b ) { this.r = r; this.g = g; this.b = b; return this; }, setHSL: function () { function hue2rgb( p, q, t ) { if ( t < 0 ) t += 1; if ( t > 1 ) t -= 1; if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t; if ( t < 1 / 2 ) return q; if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t ); return p; } return function setHSL( h, s, l ) { // h,s,l ranges are in 0.0 - 1.0 h = _Math.euclideanModulo( h, 1 ); s = _Math.clamp( s, 0, 1 ); l = _Math.clamp( l, 0, 1 ); if ( s === 0 ) { this.r = this.g = this.b = l; } else { var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s ); var q = ( 2 * l ) - p; this.r = hue2rgb( q, p, h + 1 / 3 ); this.g = hue2rgb( q, p, h ); this.b = hue2rgb( q, p, h - 1 / 3 ); } return this; }; }(), setStyle: function ( style ) { var m; if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) { // hex color var hex = m[ 1 ]; var size = hex.length; if ( size === 3 ) { // #ff0 this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255; this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255; this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255; return this; } else if ( size === 6 ) { // #ff0000 this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255; this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255; this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255; return this; } } return this; }, clone: function () { return new this.constructor( this.r, this.g, this.b ); }, copy: function ( color ) { this.r = color.r; this.g = color.g; this.b = color.b; return this; }, copyGammaToLinear: function ( color, gammaFactor ) { if ( gammaFactor === undefined ) gammaFactor = 2.0; this.r = Math.pow( color.r, gammaFactor ); this.g = Math.pow( color.g, gammaFactor ); this.b = Math.pow( color.b, gammaFactor ); return this; }, copyLinearToGamma: function ( color, gammaFactor ) { if ( gammaFactor === undefined ) gammaFactor = 2.0; var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0; this.r = Math.pow( color.r, safeInverse ); this.g = Math.pow( color.g, safeInverse ); this.b = Math.pow( color.b, safeInverse ); return this; }, convertGammaToLinear: function () { var r = this.r, g = this.g, b = this.b; this.r = r * r; this.g = g * g; this.b = b * b; return this; }, convertLinearToGamma: function () { this.r = Math.sqrt( this.r ); this.g = Math.sqrt( this.g ); this.b = Math.sqrt( this.b ); return this; }, getHex: function () { return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0; }, getHexString: function () { return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 ); }, getHSL: function ( optionalTarget ) { // h,s,l ranges are in 0.0 - 1.0 var hsl = optionalTarget || { h: 0, s: 0, l: 0 }; var r = this.r, g = this.g, b = this.b; var max = Math.max( r, g, b ); var min = Math.min( r, g, b ); var hue, saturation; var lightness = ( min + max ) / 2.0; if ( min === max ) { hue = 0; saturation = 0; } else { var delta = max - min; saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min ); switch ( max ) { case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break; case g: hue = ( b - r ) / delta + 2; break; case b: hue = ( r - g ) / delta + 4; break; } hue /= 6; } hsl.h = hue; hsl.s = saturation; hsl.l = lightness; return hsl; }, getStyle: function () { return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')'; }, offsetHSL: function ( h, s, l ) { var hsl = this.getHSL(); hsl.h += h; hsl.s += s; hsl.l += l; this.setHSL( hsl.h, hsl.s, hsl.l ); return this; }, add: function ( color ) { this.r += color.r; this.g += color.g; this.b += color.b; return this; }, addColors: function ( color1, color2 ) { this.r = color1.r + color2.r; this.g = color1.g + color2.g; this.b = color1.b + color2.b; return this; }, addScalar: function ( s ) { this.r += s; this.g += s; this.b += s; return this; }, sub: function( color ) { this.r = Math.max( 0, this.r - color.r ); this.g = Math.max( 0, this.g - color.g ); this.b = Math.max( 0, this.b - color.b ); return this; }, multiply: function ( color ) { this.r *= color.r; this.g *= color.g; this.b *= color.b; return this; }, multiplyScalar: function ( s ) { this.r *= s; this.g *= s; this.b *= s; return this; }, lerp: function ( color, alpha ) { this.r += ( color.r - this.r ) * alpha; this.g += ( color.g - this.g ) * alpha; this.b += ( color.b - this.b ) * alpha; return this; }, equals: function ( c ) { return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b ); }, fromArray: function ( array, offset ) { if ( offset === undefined ) offset = 0; this.r = array[ offset ]; this.g = array[ offset + 1 ]; this.b = array[ offset + 2 ]; return this; }, toArray: function ( array, offset ) { if ( array === undefined ) array = []; if ( offset === undefined ) offset = 0; array[ offset ] = this.r; array[ offset + 1 ] = this.g; array[ offset + 2 ] = this.b; return array; }, toJSON: function () { return this.getHex(); } } ); /** * @author mrdoob / http://mrdoob.com/ * @author philogb / http://blog.thejit.org/ * @author egraether / http://egraether.com/ * @author zz85 / http://www.lab4games.net/zz85/blog */ function Vector2( x, y ) { this.x = x || 0; this.y = y || 0; } Object.defineProperties( Vector2.prototype, { "width" : { get: function () { return this.x; }, set: function ( value ) { this.x = value; } }, "height" : { get: function () { return this.y; }, set: function ( value ) { this.y = value; } } } ); Object.assign( Vector2.prototype, { isVector2: true, set: function ( x, y ) { this.x = x; this.y = y; return this; }, setScalar: function ( scalar ) { this.x = scalar; this.y = scalar; return this; }, setX: function ( x ) { this.x = x; return this; }, setY: function ( y ) { this.y = y; return this; }, setComponent: function ( index, value ) { switch ( index ) { case 0: this.x = value; break; case 1: this.y = value; break; default: throw new Error( 'index is out of range: ' + index ); } return this; }, getComponent: function ( index ) { switch ( index ) { case 0: return this.x; case 1: return this.y; default: throw new Error( 'index is out of range: ' + index ); } }, clone: function () { return new this.constructor( this.x, this.y ); }, copy: function ( v ) { this.x = v.x; this.y = v.y; return this; }, add: function ( v, w ) { if ( w !== undefined ) { console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' ); return this.addVectors( v, w ); } this.x += v.x; this.y += v.y; return this; }, addScalar: function ( s ) { this.x += s; this.y += s; return this; }, addVectors: function ( a, b ) { this.x = a.x + b.x; this.y = a.y + b.y; return this; }, addScaledVector: function ( v, s ) { this.x += v.x * s; this.y += v.y * s; return this; }, sub: function ( v, w ) { if ( w !== undefined ) { console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' ); return this.subVectors( v, w ); } this.x -= v.x; this.y -= v.y; return this; }, subScalar: function ( s ) { this.x -= s; this.y -= s; return this; }, subVectors: function ( a, b ) { this.x = a.x - b.x; this.y = a.y - b.y; return this; }, multiply: function ( v ) { this.x *= v.x; this.y *= v.y; return this; }, multiplyScalar: function ( scalar ) { this.x *= scalar; this.y *= scalar; return this; }, divide: function ( v ) { this.x /= v.x; this.y /= v.y; return this; }, divideScalar: function ( scalar ) { return this.multiplyScalar( 1 / scalar ); }, min: function ( v ) { this.x = Math.min( this.x, v.x ); this.y = Math.min( this.y, v.y ); return this; }, max: function ( v ) { this.x = Math.max( this.x, v.x ); this.y = Math.max( this.y, v.y ); return this; }, clamp: function ( min, max ) { // This function assumes min < max, if this assumption isn't true it will not operate correctly this.x = Math.max( min.x, Math.min( max.x, this.x ) ); this.y = Math.max( min.y, Math.min( max.y, this.y ) ); return this; }, clampScalar: function () { var min, max; return function clampScalar( minVal, maxVal ) { if ( min === undefined ) { min = new Vector2(); max = new Vector2(); } min.set( minVal, minVal ); max.set( maxVal, maxVal ); return this.clamp( min, max ); }; }(), clampLength: function ( min, max ) { var length = this.length(); return this.multiplyScalar( Math.max( min, Math.min( max, length ) ) / length ); }, floor: function () { this.x = Math.floor( this.x ); this.y = Math.floor( this.y ); return this; }, ceil: function () { this.x = Math.ceil( this.x ); this.y = Math.ceil( this.y ); return this; }, round: function () { this.x = Math.round( this.x ); this.y = Math.round( this.y ); return this; }, roundToZero: function () { this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x ); this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y ); return this; }, negate: function () { this.x = - this.x; this.y = - this.y; return this; }, dot: function ( v ) { return this.x * v.x + this.y * v.y; }, lengthSq: function () { return this.x * this.x + this.y * this.y; }, length: function () { return Math.sqrt( this.x * this.x + this.y * this.y ); }, lengthManhattan: function() { return Math.abs( this.x ) + Math.abs( this.y ); }, normalize: function () { return this.divideScalar( this.length() ); }, angle: function () { // computes the angle in radians with respect to the positive x-axis var angle = Math.atan2( this.y, this.x ); if ( angle < 0 ) angle += 2 * Math.PI; return angle; }, distanceTo: function ( v ) { return Math.sqrt( this.distanceToSquared( v ) ); }, distanceToSquared: function ( v ) { var dx = this.x - v.x, dy = this.y - v.y; return dx * dx + dy * dy; }, distanceToManhattan: function ( v ) { return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ); }, setLength: function ( length ) { return this.multiplyScalar( length / this.length() ); }, lerp: function ( v, alpha ) { this.x += ( v.x - this.x ) * alpha; this.y += ( v.y - this.y ) * alpha; return this; }, lerpVectors: function ( v1, v2, alpha ) { return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 ); }, equals: function ( v ) { return ( ( v.x === this.x ) && ( v.y === this.y ) ); }, fromArray: function ( array, offset ) { if ( offset === undefined ) offset = 0; this.x = array[ offset ]; this.y = array[ offset + 1 ]; return this; }, toArray: function ( array, offset ) { if ( array === undefined ) array = []; if ( offset === undefined ) offset = 0; array[ offset ] = this.x; array[ offset + 1 ] = this.y; return array; }, rotateAround: function ( center, angle ) { var c = Math.cos( angle ), s = Math.sin( angle ); var x = this.x - center.x; var y = this.y - center.y; this.x = x * c - y * s + center.x; this.y = x * s + y * c + center.y; return this; } } ); /** * @author supereggbert / http://www.paulbrunt.co.uk/ * @author philogb / http://blog.thejit.org/ * @author mikael emtinger / http://gomo.se/ * @author egraether / http://egraether.com/ * @author WestLangley / http://github.com/WestLangley */ function Vector4( x, y, z, w ) { this.x = x || 0; this.y = y || 0; this.z = z || 0; this.w = ( w !== undefined ) ? w : 1; } Object.assign( Vector4.prototype, { isVector4: true, set: function ( x, y, z, w ) { this.x = x; this.y = y; this.z = z; this.w = w; return this; }, setScalar: function ( scalar ) { this.x = scalar; this.y = scalar; this.z = scalar; this.w = scalar; return this; }, setX: function ( x ) { this.x = x; return this; }, setY: function ( y ) { this.y = y; return this; }, setZ: function ( z ) { this.z = z; return this; }, setW: function ( w ) { this.w = w; return this; }, setComponent: function ( index, value ) { switch ( index ) { case 0: this.x = value; break; case 1: this.y = value; break; case 2: this.z = value; break; case 3: this.w = value; break; default: throw new Error( 'index is out of range: ' + index ); } return this; }, getComponent: function ( index ) { switch ( index ) { case 0: return this.x; case 1: return this.y; case 2: return this.z; case 3: return this.w; default: throw new Error( 'index is out of range: ' + index ); } }, clone: function () { return new this.constructor( this.x, this.y, this.z, this.w ); }, copy: function ( v ) { this.x = v.x; this.y = v.y; this.z = v.z; this.w = ( v.w !== undefined ) ? v.w : 1; return this; }, add: function ( v, w ) { if ( w !== undefined ) { console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' ); return this.addVectors( v, w ); } this.x += v.x; this.y += v.y; this.z += v.z; this.w += v.w; return this; }, addScalar: function ( s ) { this.x += s; this.y += s; this.z += s; this.w += s; return this; }, addVectors: function ( a, b ) { this.x = a.x + b.x; this.y = a.y + b.y; this.z = a.z + b.z; this.w = a.w + b.w; return this; }, addScaledVector: function ( v, s ) { this.x += v.x * s; this.y += v.y * s; this.z += v.z * s; this.w += v.w * s; return this; }, sub: function ( v, w ) { if ( w !== undefined ) { console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' ); return this.subVectors( v, w ); } this.x -= v.x; this.y -= v.y; this.z -= v.z; this.w -= v.w; return this; }, subScalar: function ( s ) { this.x -= s; this.y -= s; this.z -= s; this.w -= s; return this; }, subVectors: function ( a, b ) { this.x = a.x - b.x; this.y = a.y - b.y; this.z = a.z - b.z; this.w = a.w - b.w; return this; }, multiplyScalar: function ( scalar ) { this.x *= scalar; this.y *= scalar; this.z *= scalar; this.w *= scalar; return this; }, applyMatrix4: function ( m ) { var x = this.x, y = this.y, z = this.z, w = this.w; var e = m.elements; this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w; this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w; this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w; this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w; return this; }, divideScalar: function ( scalar ) { return this.multiplyScalar( 1 / scalar ); }, setAxisAngleFromQuaternion: function ( q ) { // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm // q is assumed to be normalized this.w = 2 * Math.acos( q.w ); var s = Math.sqrt( 1 - q.w * q.w ); if ( s < 0.0001 ) { this.x = 1; this.y = 0; this.z = 0; } else { this.x = q.x / s; this.y = q.y / s; this.z = q.z / s; } return this; }, setAxisAngleFromRotationMatrix: function ( m ) { // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) var angle, x, y, z, // variables for result epsilon = 0.01, // margin to allow for rounding errors epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees te = m.elements, m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ], m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ], m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ]; if ( ( Math.abs( m12 - m21 ) < epsilon ) && ( Math.abs( m13 - m31 ) < epsilon ) && ( Math.abs( m23 - m32 ) < epsilon ) ) { // singularity found // first check for identity matrix which must have +1 for all terms // in leading diagonal and zero in other terms if ( ( Math.abs( m12 + m21 ) < epsilon2 ) && ( Math.abs( m13 + m31 ) < epsilon2 ) && ( Math.abs( m23 + m32 ) < epsilon2 ) && ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) { // this singularity is identity matrix so angle = 0 this.set( 1, 0, 0, 0 ); return this; // zero angle, arbitrary axis } // otherwise this singularity is angle = 180 angle = Math.PI; var xx = ( m11 + 1 ) / 2; var yy = ( m22 + 1 ) / 2; var zz = ( m33 + 1 ) / 2; var xy = ( m12 + m21 ) / 4; var xz = ( m13 + m31 ) / 4; var yz = ( m23 + m32 ) / 4; if ( ( xx > yy ) && ( xx > zz ) ) { // m11 is the largest diagonal term if ( xx < epsilon ) { x = 0; y = 0.707106781; z = 0.707106781; } else { x = Math.sqrt( xx ); y = xy / x; z = xz / x; } } else if ( yy > zz ) { // m22 is the largest diagonal term if ( yy < epsilon ) { x = 0.707106781; y = 0; z = 0.707106781; } else { y = Math.sqrt( yy ); x = xy / y; z = yz / y; } } else { // m33 is the largest diagonal term so base result on this if ( zz < epsilon ) { x = 0.707106781; y = 0.707106781; z = 0; } else { z = Math.sqrt( zz ); x = xz / z; y = yz / z; } } this.set( x, y, z, angle ); return this; // return 180 deg rotation } // as we have reached here there are no singularities so we can handle normally var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) + ( m13 - m31 ) * ( m13 - m31 ) + ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize if ( Math.abs( s ) < 0.001 ) s = 1; // prevent divide by zero, should not happen if matrix is orthogonal and should be // caught by singularity test above, but I've left it in just in case this.x = ( m32 - m23 ) / s; this.y = ( m13 - m31 ) / s; this.z = ( m21 - m12 ) / s; this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 ); return this; }, min: function ( v ) { this.x = Math.min( this.x, v.x ); this.y = Math.min( this.y, v.y ); this.z = Math.min( this.z, v.z ); this.w = Math.min( this.w, v.w ); return this; }, max: function ( v ) { this.x = Math.max( this.x, v.x ); this.y = Math.max( this.y, v.y ); this.z = Math.max( this.z, v.z ); this.w = Math.max( this.w, v.w ); return this; }, clamp: function ( min, max ) { // This function assumes min < max, if this assumption isn't true it will not operate correctly this.x = Math.max( min.x, Math.min( max.x, this.x ) ); this.y = Math.max( min.y, Math.min( max.y, this.y ) ); this.z = Math.max( min.z, Math.min( max.z, this.z ) ); this.w = Math.max( min.w, Math.min( max.w, this.w ) ); return this; }, clampScalar: function () { var min = new Vector4(); var max = new Vector4(); return function clampScalar( minVal, maxVal ) { min.set( minVal, minVal, minVal, minVal ); max.set( maxVal, maxVal, maxVal, maxVal ); return this.clamp( min, max ); }; }(), floor: function () { this.x = Math.floor( this.x ); this.y = Math.floor( this.y ); this.z = Math.floor( this.z ); this.w = Math.floor( this.w ); return this; }, ceil: function () { this.x = Math.ceil( this.x ); this.y = Math.ceil( this.y ); this.z = Math.ceil( this.z ); this.w = Math.ceil( this.w ); return this; }, round: function () { this.x = Math.round( this.x ); this.y = Math.round( this.y ); this.z = Math.round( this.z ); this.w = Math.round( this.w ); return this; }, roundToZero: function () { this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x ); this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y ); this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z ); this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w ); return this; }, negate: function () { this.x = - this.x; this.y = - this.y; this.z = - this.z; this.w = - this.w; return this; }, dot: function ( v ) { return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w; }, lengthSq: function () { return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w; }, length: function () { return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w ); }, 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 ( length ) { return this.multiplyScalar( length / this.length() ); }, lerp: function ( v, alpha ) { this.x += ( v.x - this.x ) * alpha; this.y += ( v.y - this.y ) * alpha; this.z += ( v.z - this.z ) * alpha; this.w += ( v.w - this.w ) * alpha; return this; }, lerpVectors: function ( v1, v2, alpha ) { return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 ); }, equals: function ( v ) { return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) ); }, fromArray: function ( array, offset ) { if ( offset === undefined ) offset = 0; this.x = array[ offset ]; this.y = array[ offset + 1 ]; this.z = array[ offset + 2 ]; this.w = array[ offset + 3 ]; return this; }, toArray: function ( array, offset ) { if ( array === undefined ) array = []; if ( offset === undefined ) offset = 0; array[ offset ] = this.x; array[ offset + 1 ] = this.y; array[ offset + 2 ] = this.z; array[ offset + 3 ] = this.w; return array; }, fromBufferAttribute: function ( attribute, index, offset ) { if ( offset !== undefined ) { console.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' ); } this.x = attribute.getX( index ); this.y = attribute.getY( index ); this.z = attribute.getZ( index ); this.w = attribute.getW( index ); return this; } } ); if(global.realThree) { module.exports = require('three/three.min.js'); } else { module.exports.Object3D = Object3D; module.exports.Layers = Layers; module.exports.EventDispatcher = EventDispatcher; module.exports.Color = Color; module.exports.Euler = Euler; module.exports.Math = _Math; module.exports.Matrix3 = Matrix3; module.exports.Matrix4 = Matrix4; module.exports.Quaternion = Quaternion; module.exports.Vector2 = Vector2; module.exports.Vector3 = Vector3; module.exports.Vector4 = Vector4; } })));