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add solar

This commit is contained in:
syui 2024-04-28 20:09:32 +09:00
parent 17d3689d50
commit 88b853779e
Signed by: syui
GPG Key ID: 5417CFEBAD92DF56
94 changed files with 147235 additions and 7 deletions

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<iframe src="/pkg/galaxy/?star=fff700&in=fff700&out=fff700&bg=0x000000" allowfullscreen frameborder="0" style="width:100%;height:700px;"></iframe>
<iframe src="/pkg/galaxy/?star=fff700&in=fff700&out=fff700&bg=0x000000" allowfullscreen frameborder="0" style="width:100%;height:600px;"></iframe>
<!--
<iframe src="/pkg/galaxy/" allowfullscreen frameborder="0" style="width:100%;height:700px;"></iframe>
-->

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<div class="nasa">
<iframe src="https://eyes.nasa.gov/apps/solar-system/#/sun/distance?to=earth" allowfullscreen frameborder="0" style="width:100%;height:700px;"></iframe>
<iframe src="https://eyes.nasa.gov/apps/solar-system/#/sun/" allowfullscreen frameborder="0" style="width:100%;height:700px;"></iframe>
</div>
<!--
https://eyes.nasa.gov/apps/solar-system/#/story/voyager_grand_tour?slide=slide_2
https://eyes.nasa.gov/apps/solar-system/#/story/voyager_grand_tour?slide=slide_2
<iframe src="https://eyes.nasa.gov/apps/solar-system/#/sun/distance?to=earth" allowfullscreen frameborder="0" style="width:100%;height:700px;"></iframe>
-->

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<iframe src="/pkg/solar/" allowfullscreen frameborder="0" style="width:100%;height:700px;"></iframe>

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- [icomoon](https://icomoon.io/app/#/select)
- [font-awesome](https://github.com/FortAwesome/Font-Awesome)
- [hotkeys-jp](https://github.com/jaywcjlove/hotkeys-js)
- [particles.js](https://github.com/VincentGarreau/particles.js)
## ref
- [galaxy](https://github.com/the-halfbloodprince/GalaxyM1199)
- [solar-sys](https://github.com/solarcg/SolarSys)

7
static/css/nasa.css Normal file
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span.story-related-list {
display: none;
}
#story-list{
display:none;
}

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<!doctype html><html lang="en"><head><meta charset="UTF-8"><meta name="viewport" content="width=device-width,initial-scale=1"><title>ai/galaxy</title><script defer="defer" src="bundle.4f0abc4a7f1c1822a177.js"></script><link href="main.css" rel="stylesheet"></head><body><canvas class="webgl"></canvas></body></html>
<!doctype html><html lang="en"><head><meta charset="UTF-8"><meta name="viewport" content="width=device-width,initial-scale=1"><title>ai/galaxy</title><script defer="defer" src="bundle.4c347c94d39def84ca4a.js"></script><link href="main.css" rel="stylesheet"></head><body><canvas class="webgl"></canvas></body></html>

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body {
color: #ffffff;
font-family: "Segoe UI", Myriad, Helvetica, Arial, "DejaVu Sans", "Noto Sans CJK SC", "Source Han Sans SC";
font-size: 20px;
text-align: left;
background-color: #000000;
margin: 0px;
overflow: hidden;
}
.small {
font-size: 12px;
}
#container {
text-align: center;
width: 100%;
height: 100%;
}
#info {
text-align: center;
position: absolute;
top: 0px;
width: 100%;
padding: 5px;
}
h3, p {
margin-top: 5px;
margin-bottom: 5px;
}
img {
margin-top: 10px;
max-width:100% !important;
height:30% !important;
}
a {
color: #ffffff;
outline: none;
text-decoration: none;
}
a:hover, a:focus {
color: #ffffff;
}
.progress {
display: inline-block;
font-size: 18px;
color: #ffffff !important;
text-decoration: none !important;
margin-top: 20px;
padding: 6px 70px;
line-height: 1;
overflow: hidden;
position: relative;
border-style: solid;
border-width: 1px;
border-color: #ffffff;
border-radius: 15px;
background-color: transparent;
transition: box-shadow 0.5s;
-moz-transition: box-shadow 0.5s;
-o-transition: box-shadow 0.5s;
-webkit-transition: box-shadow 0.5s;
}
.progress:hover, .progress:focus {
box-shadow: 0px 0px 30px #ffffffaa;
transition: box-shadow 0.5s;
-moz-transition: box-shadow 0.5s;
-o-transition: box-shadow 0.5s;
-webkit-transition: box-shadow 0.5s;
}
.progress.in-progress,
.progress.finished {
color: transparent !important;
}
.progress.in-progress:after,
.progress.finished:after {
position: absolute;
z-index: 2;
width: 100%;
height: 100%;
text-align: center;
top: 0;
padding-top: inherit;
color: #000000 !important;
left: 0;
}
/* If the .in-progress class is set on the button, show the
contents of the data-loading attribute on the butotn */
.progress.in-progress:after {
content: attr(data-loading);
}
/* The same goes for the .finished class */
.progress.finished:after {
content: attr(data-finished);
}
/* The colorful bar that grows depending on the progress */
.progress .tz-bar {
background-color: #ffffff;
height: 3px;
bottom: 0;
left: 0;
width: 0;
position: absolute;
z-index: 1;
border-radius: 0 0 2px 2px;
-webkit-transition: width 0.5s, height 0.5s;
-moz-transition: width 0.5s, height 0.5s;
transition: width 0.5s, height 0.5s;
}
/* The bar can be either horizontal, or vertical */
.progress .tz-bar.background-horizontal {
height: 100%;
border-radius: 2px;
}
.progress .tz-bar.background-vertical {
height: 0;
top: 0;
width: 100%;
border-radius: 2px;
}
/*----------------------------
Color themes
-----------------------------*/
.progress.red {
background-color: #e6537d;
background-image: -webkit-linear-gradient(top, #e6537d, #df5179);
background-image: -moz-linear-gradient(top, #e6537d, #df5179);
background-image: linear-gradient(top, #e6537d, #df5179);
}
.progress.red .tz-bar {
background-color: #6876b4;
}
.progress.green {
background-color: #64c896;
background-image: -webkit-linear-gradient(top, #64c896, #5fbd8e);
background-image: -moz-linear-gradient(top, #64c896, #5fbd8e);
background-image: linear-gradient(top, #64c896, #5fbd8e);
}
.progress.green .tz-bar {
background-color: #9e81d6;
}
.key-h {
text-align: left;
padding:0 10px 10px 10px;
}

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<!DOCTYPE html>
<html lang="en">
<head>
<title>ai/solar</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link rel="stylesheet" type="text/css" href="css/solar.css">
</head>
<body>
<div id="container" >
<!--
<div id="prompt">
<img src="res/loading/splash.png" width="60%"/>
<h3>PALE DOTS</h3>
<p>A mesmerizing journey around the solar system</p>
<p class="small">This splash screen comes from screenshots of the project</p>
<a id="control" href="#" class="progress">Start</a>
</div>
-->
</div>
<div>
<audio id="promptSound" src="res/prompt/ding.wav" />
</div>
<div id="info">
<!-- Libraries -->
<script src="js/libs/jquery-3.2.1.min.js"></script>
<script src="js/libs/three.min.js"></script>
<script src="js/libs/stats.min.js"></script>
<script src="js/libs/tween.min.js"></script>
<script src="js/renderers/Projector.js"></script>
<script src="js/renderers/CanvasRenderer.js"></script>
<script src="js/libs/OBJLoader.js"></script>
<script src="js/libs/MTLLoader.js"></script>
<script src="js/libs/GPUParticleSystem.js"></script>
<script src="js/libs/FirstPersonControls.js"></script>
<script src="js/index.js"></script>
<!-- Loaders -->
<script>var textureLoader = new THREE.TextureLoader();</script>
<script>var objLoader = new THREE.OBJLoader();</script>
<script>var mtlLoader = new THREE.MTLLoader();</script>
<!-- Shaders -->
<script src="js/shaders.js"></script>
<!-- Global timing -->
<script src="js/time.js"></script>
<!-- Camera parameters -->
<!-- Note: THREE.js camera is not in this script. -->
<!-- This file contains an object for calculating camera position. -->
<script src="js/cameraParameters.js"></script>
<!-- Celestial body abstract -->
<script src="js/CelestialBody.js"></script>
<!-- Orbit function -->
<script src="js/orbit.js"></script>
<!-- Data -->
<script src="js/data.js"></script>
<!-- Data -->
<!-- Planet loader -->
<!-- Animation -->
<script src="js/animation.js"></script>
<!-- Controls -->
<script src="js/control.js"></script>
<script src="js/libs/dat.gui.min.js"></script>
<!-- Initializers -->
<script src="js/main.js"></script>
<div class="key-h">
<button id="key-h" onclick="key_press_h();">h</button>
</div>
</body>
</html>

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// Celestial body constructor
var CelestialBody = function (obj) {
// Meta
this.name = "";
// If the planet is the sun
this.star = false;
// Object shape info
this.spherical = true;
this.oblateness = 0.;
this.radius = 1.;
this.isComet = false;
this.particleSystem = null;
// Parent/moon objects
this.parent = null;
this.children = [];
// TODO: Model info, to be implemented
// Orbit parameters
// 周期(恒星)、半长轴、离心率、倾角、升交点黄经、平近点角 (历时原点假设轨道是圆形时的黄经偏移)
this.position = {
x: 0, y: 0, z: 0,
};
this.obj = {
path: null, objPath: null, mtlPath: null,
scale: 1., angle: 0., x: 0., y: 0., z: 0.
};
this.orbit = {
period: 1., semiMajorAxis: 1., eccentricity: 0.,
inclination: 0., ascendingNode: 0., meanLongitude: 0.
};
// Rotation parameters
// 周期恒星、倾角黄赤夹角、子午角自转轴所在的与黄道垂直的平面即子午面与xOy平面的夹角、历时原点角度偏移
// 注这里我们使用xOz平面作为黄道面
this.rotation = {
period: 1., inclination: 1.,
meridianAngle: 0., offset: 0.
};
// 远景时显示光芒的参数设定
// albedo 为反照率
// 下面给出一个该把这个光点画多亮的粗略估计(只是用来看的,不是很严谨)
// x > R/k: (2 - <c, p>/(|c|*|p|)) * R^2 * a * log(k*x0/R) / log(k*x/R)
// else: 0
// 其中a是反照率记号<,>表示内积,|.|是二范数c是摄像机坐标p是天体坐标
// R 是天体半径x 是距天体的距离,即|c - p|k 是一个系数
this.albedo = 1.;
this.shineColor = 0xffffff;
// Material settings
this.material = {
// "phong", "lambert", "basic"
type: "phong",
diffuse: {map: null, color: 0xffffff},
specular: {map: null, color: 0xffffff, shininess: 25},
night: {map: null},
bump: {map: null, height: 10}
};
// Planet ring definitions
this.ring = {
map: null,
lower: 2000, higher: 6000,
color: 0xffffff, specularColor: 0xffffff, specularPower: 5
};
// halo effect
this.halo = {
color: null,
radius: 1.
};
this.atmosphere = {
cloud: {
map: null, height: 1, speed: 20
},
// By wave length
scattering: false,
atmosphereColor: new THREE.Vector3(0.5, 0.7, 0.8),
sunsetColor: new THREE.Vector3(0.8, 0.7, 0.6),
atmosphereStrength: 1.0,
sunsetStrength: 1.0
};
mergeRecursive(this, obj);
};
function mergeRecursive(obj1, obj2) {
for (var p in obj2) {
try {
//Property in destination object set; update its value.
if (obj2[p].constructor == Object) {
obj1[p] = mergeRecursive(obj1[p], obj2[p]);
} else {
obj1[p] = obj2[p];
}
} catch (e) {
//Property in destination object not set; create it and set its value.
obj1[p] = obj2[p];
}
}
return obj1;
}
// lens flare texture
CelestialBody.prototype.flareTexture = textureLoader.load("res/effects/flare.jpg");
// IMPORTANT: This function of the prototype generate the object and put it on
// the scene. This is the most most important part in drawing the object.
CelestialBody.prototype.generateObjectsOnScene = function (argScene) {
var that = this;
// if(this.spherical)
if (!this.spherical) {
if (this.isComet) {
this.cometPivot = new THREE.Group();
this.objectGroup = new THREE.Group();
this.particleSystem = new THREE.GPUParticleSystem({
maxParticles: 150000
});
this.objectGroup.add(this.particleSystem);
argScene.add(this.objectGroup);
} else {
this.objectGroup = new THREE.Group();
var onProgress = function (xhr) {
if (xhr.lengthComputable) {
var percentComplete = xhr.loaded / xhr.total * 100;
}
};
var onError = function (xhr) {
};
if (that.obj.mtlPath != null) {
mtlLoader.setPath(that.obj.path);
mtlLoader.load(that.obj.mtlPath, function (materials) {
materials.preload();
objLoader.setMaterials(materials);
objLoader.setPath(that.obj.path);
objLoader.load(that.obj.objPath, function (object) {
that.objectGroup.add(object);
var scale = that.obj.scale;
object.rotateY(that.obj.angle / 180.0 * Math.PI);
object.scale.set(scale, scale, scale);
object.translateX(that.obj.x);
object.translateY(that.obj.y);
object.translateZ(that.obj.z);
}, onProgress, onError);
});
} else {
objLoader.setPath(that.obj.path);
objLoader.load(that.obj.objPath, function (object) {
object.traverse(function (child) {
var material = new THREE.MeshLambertMaterial();
if (child instanceof THREE.Mesh) {
child.material = material;
}
});
that.objectGroup.add(object);
object.rotateY(that.obj.angle / 180.0 * Math.PI);
var scale = that.obj.scale;
object.scale.set(scale, scale, scale);
object.translateX(that.obj.x);
object.translateY(that.obj.y);
object.translateZ(that.obj.z);
}, onProgress, onError);
}
argScene.add(this.objectGroup);
}
} else {
this.bodySphereGeometry = new THREE.SphereGeometry(this.radius, 64, 64);
// else if(!this.spherical) blablabla...
// The base body sphere material
var sphereMaterial = this.bodySphereMaterial = null;
switch (this.material.type) {
case "basic":
sphereMaterial = this.bodySphereMaterial
= new THREE.MeshBasicMaterial({
color: new THREE.Color(this.material.diffuse.color)
});
if (this.material.diffuse.map !== null) {
sphereMaterial.map = textureLoader.load(this.material.diffuse.map);
}
break;
case "lambert":
sphereMaterial = this.bodySphereMaterial
= new THREE.MeshPhongMaterial({
color: new THREE.Color(this.material.diffuse.color),
specular: new THREE.Color(0x000000),
shininess: 0,
bumpScale: this.material.bump.height
});
if (this.material.diffuse.map !== null) {
sphereMaterial.map = textureLoader.load(this.material.diffuse.map);
}
break;
case "phong":
default:
sphereMaterial = this.bodySphereMaterial
= new THREE.MeshPhongMaterial({
color: new THREE.Color(this.material.diffuse.color),
specular: new THREE.Color(this.material.specular.color),
shininess: this.material.specular.shininess,
bumpScale: this.material.bump.height
});
if (this.material.diffuse.map !== null) {
sphereMaterial.map = textureLoader.load(this.material.diffuse.map);
}
if (this.material.specular.map !== null) {
sphereMaterial.specularMap = textureLoader.load(this.material.specular.map);
}
if (this.material.bump.map !== null) {
sphereMaterial.bumpMap = textureLoader.load(this.material.bump.map);
}
break;
}
this.objectGroup = new THREE.Group();
// Add the main body part
textureLoader.load(this.material.diffuse.map, function (texture) {
this.bodySphereMaterial = new THREE.MeshPhongMaterial({map: texture});
});
this.bodySphereMesh = new THREE.Mesh(this.bodySphereGeometry, this.bodySphereMaterial);
this.bodySphereMesh.scale.set(1, 1 - this.oblateness, 1);
// Add lens flare
this.lensFlare = null;
if (this.star) {
this.lensFlare =
new THREE.LensFlare(this.flareTexture, 200,
0, THREE.AdditiveBlending, new THREE.Color(this.shineColor));
this.lensFlare.position.set(this.getX(), this.getY(), this.getZ());
var that = this;
this.lensFlare.customUpdateCallback = function () {
var cameraDistance = Math.sqrt(
(trackCamera[params.Camera].getX() - that.getX())
* (trackCamera[params.Camera].getX() - that.getX()),
(trackCamera[params.Camera].getY() - that.getY())
* (trackCamera[params.Camera].getY() - that.getY()),
(trackCamera[params.Camera].getZ() - that.getZ())
* (trackCamera[params.Camera].getZ() - that.getZ()));
this.transparent = 0.3;
if (cameraDistance < 6000) {
that.bodySphereMaterial.depthTest = true;
that.haloMaterial.depthTest = true;
that.cloudMaterial.depthTest = true;
}
else {
that.bodySphereMaterial.depthTest = false;
that.haloMaterial.depthTest = false;
}
this.updateLensFlares();
};
}
// Add night
this.nightMaterial = null;
this.nightSphereMesh = null;
if (this.material.night.map !== null) {
this.nightMaterial = new THREE.ShaderMaterial({
uniforms: {
nightTexture: {value: textureLoader.load(this.material.night.map)}
},
vertexShader: generalVS,
fragmentShader: nightFS,
transparent: true,
blending: THREE.CustomBlending,
blendEquation: THREE.AddEquation
});
this.nightSphereMesh = new THREE.Mesh(this.bodySphereGeometry, this.nightMaterial);
this.objectGroup.add(this.nightSphereMesh);
}
// Add clouds
this.cloudGeometry = null;
this.cloudMaterial = null;
this.cloudMesh = null;
if (this.atmosphere.cloud.map !== null) {
this.cloudGeometry = new THREE.SphereGeometry(this.radius + this.atmosphere.cloud.height, 64, 64);
if (!this.star) {
this.cloudMaterial = new THREE.MeshLambertMaterial({
map: textureLoader.load(this.atmosphere.cloud.map),
transparent: true
});
} else {
this.cloudMaterial = new THREE.MeshBasicMaterial({
map: textureLoader.load(this.atmosphere.cloud.map),
transparent: true
});
}
this.cloudMesh = new THREE.Mesh(this.cloudGeometry, this.cloudMaterial);
}
// Add atmosphere
this.atmosphereGeometry = null;
this.atmosphereMaterial = null;
this.atmosphereMesh = null;
if (this.atmosphere.scattering) {
this.atmosphereGeometry = new THREE.SphereGeometry(this.radius * 1.015, 64, 64);
this.atmosphereMaterial = new THREE.ShaderMaterial({
uniforms: {
atmosphereColor: {value: this.atmosphere.atmosphereColor},
sunsetColor: {value: this.atmosphere.sunsetColor},
atmosphereStrength: {value: this.atmosphere.atmosphereStrength},
sunsetStrength: {value: this.atmosphere.sunsetStrength}
},
vertexShader: atmosphereVS,
fragmentShader: atmosphereFS,
transparent: true,
blending: THREE.CustomBlending,
blendEquation: THREE.AddEquation
});
this.atmosphereMesh = new THREE.Mesh(this.atmosphereGeometry, this.atmosphereMaterial);
this.objectGroup.add(this.atmosphereMesh);
}
this.haloGeometry = null;
this.haloMaterial = null;
this.haloMesh = null;
if (this.halo.color != null) {
this.haloGeometry = new THREE.SphereGeometry(this.halo.radius, 64, 64);
this.haloMaterial = new THREE.ShaderMaterial({
uniforms: {
color: {value: this.halo.color}
},
vertexShader: haloVS,
fragmentShader: haloFS,
transparent: true,
blending: THREE.CustomBlending,
blendEquation: THREE.AddEquation
});
this.haloMesh = new THREE.Mesh(this.haloGeometry, this.haloMaterial);
this.objectGroup.add(this.haloMesh);
}
// Add rings
// Add clouds
this.ringGeometry = null;
this.ringMaterial = null;
this.ringMeshPositive = null;
this.ringMeshNegative = null;
this.ringTexture = null;
if (this.ring.map !== null) {
this.ringTexture = textureLoader.load(this.ring.map);
this.ringTexture.rotation = Math.PI / 2;
this.ringGeometry = new THREE.CylinderGeometry(this.radius + this.ring.lower, this.radius + this.ring.higher, 0, 100, 100, true);
this.ringMaterial = new THREE.MeshPhongMaterial({
map: this.ringTexture, transparent: true,
emissive: new THREE.Color(0x222222)
});
this.ringMeshPositive = new THREE.Mesh(this.ringGeometry, this.ringMaterial);
this.ringGeometry = new THREE.CylinderGeometry(this.radius + this.ring.higher, this.radius + this.ring.lower, 0, 100, 100, true);
this.ringMeshNegative = new THREE.Mesh(this.ringGeometry, this.ringMaterial);
// if(this.name === "Saturn") {
// this.ringMeshPositive.castShadow = true;
// this.ringMeshPositive.receiveShadow = true;
// this.ringMeshNegative.castShadow = true;
// this.ringMeshNegative.receiveShadow = true;
// this.bodySphereMesh.castShadow = true;
// this.bodySphereMesh.receiveShadow = true;
// }
}
// Add meshes to the object group
if (this.lensFlare != null) this.objectGroup.add(this.lensFlare);
this.objectGroup.add(this.bodySphereMesh);
if (this.ringMeshPositive !== null) {
this.objectGroup.add(this.ringMeshPositive);
this.objectGroup.add(this.ringMeshNegative);
}
if (this.cloudMesh !== null) {
this.objectGroup.add(this.cloudMesh);
}
// simple inclination
this.objectGroup.rotateZ(this.rotation.inclination / 180.0 * Math.PI);
argScene.add(this.objectGroup);
}
};
CelestialBody.prototype.updateClouds = function (time) {
if (this.cloudGeometry !== null) {
this.cloudGeometry.rotateY(this.atmosphere.cloud.speed / 180.0 * Math.PI);
}
}
CelestialBody.prototype.update = function (time) {
if (this.objectGroup !== undefined || this.isComet) {
this.updateOrbitAndRotation(time);
if (this.spherical && !this.isComet)
this.updateClouds(time);
}
};
CelestialBody.prototype.getX = function () {
if (this.objectGroup == null || this.objectGroup.position == null) return 0;
return this.objectGroup.position.getComponent(0);
};
CelestialBody.prototype.getY = function () {
if (this.objectGroup == null || this.objectGroup.position == null) return 0;
return this.objectGroup.position.getComponent(1);
};
CelestialBody.prototype.getZ = function () {
if (this.objectGroup == null || this.objectGroup.position == null) return 0;
return this.objectGroup.position.getComponent(2);
};
CelestialBody.prototype.getRadius = function () {
if (this.objectGroup == null || this.objectGroup.position == null) return 0;
return this.radius;
};

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/**
* @author alteredq / http://alteredqualia.com/
* @author mr.doob / http://mrdoob.com/
*/
var Detector = {
canvas: !!window.CanvasRenderingContext2D,
webgl: (function () {
try {
var canvas = document.createElement('canvas');
return !!( window.WebGLRenderingContext && ( canvas.getContext('webgl') || canvas.getContext('experimental-webgl') ) );
} catch (e) {
return false;
}
})(),
workers: !!window.Worker,
fileapi: window.File && window.FileReader && window.FileList && window.Blob,
getWebGLErrorMessage: function () {
var element = document.createElement('div');
element.id = 'webgl-error-message';
element.style.fontFamily = 'monospace';
element.style.fontSize = '13px';
element.style.fontWeight = 'normal';
element.style.textAlign = 'center';
element.style.background = '#fff';
element.style.color = '#000';
element.style.padding = '1.5em';
element.style.width = '400px';
element.style.margin = '5em auto 0';
if (!this.webgl) {
element.innerHTML = window.WebGLRenderingContext ? [
'Your graphics card does not seem to support <a href="http://khronos.org/webgl/wiki/Getting_a_WebGL_Implementation" style="color:#000">WebGL</a>.<br />',
'Find out how to get it <a href="http://get.webgl.org/" style="color:#000">here</a>.'
].join('\n') : [
'Your browser does not seem to support <a href="http://khronos.org/webgl/wiki/Getting_a_WebGL_Implementation" style="color:#000">WebGL</a>.<br/>',
'Find out how to get it <a href="http://get.webgl.org/" style="color:#000">here</a>.'
].join('\n');
}
return element;
},
addGetWebGLMessage: function (parameters) {
var parent, id, element;
parameters = parameters || {};
parent = parameters.parent !== undefined ? parameters.parent : document.body;
id = parameters.id !== undefined ? parameters.id : 'oldie';
element = Detector.getWebGLErrorMessage();
element.id = id;
parent.appendChild(element);
}
};
// browserify support
if (typeof module === 'object') {
module.exports = Detector;
}

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@ -0,0 +1,36 @@
function remain(objKey) {
if (celestialBodies[objKey].parent == null)
return true;
if ((calculateParams[celestialBodies[objKey].parent.name] && celestialBodies[objKey].parent.name != "Sun") ||
calculateParams[objKey])
return true;
return false;
}
function render() {
for (var objKey in celestialBodies) {
if (firstflag || remain(objKey)) {
celestialBodies[objKey].update(globalTime.getRelative());
if (orbitParams[objKey]) {
scene.add(orbitDraw[objKey]);
} else {
scene.remove(orbitDraw[objKey]);
}
}
}
if (firstflag) {
$(function () {
setTimeout(function () {
$("#prompt").fadeOut(500);
container.appendChild(stats.domElement);
container.appendChild(renderer.domElement);
gui.open();
}, 2000);
});
}
firstflag = false;
if (needSet) {
renderCamera.setCamera();
}
renderer.render(scene, renderCamera.camera);
}

View File

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var cameraParameters = function (distance, safeDistance, body) {
this.theta = 0.2;
this.phi = 0.3;
this.distance = distance;
this.safeDistance = safeDistance;
this.safeFar = 1e6;
this.body = body;
this.camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.4, 1e7);
};
cameraParameters.prototype.getDistance = function () {
return this.distance;
};
cameraParameters.prototype.getCenterX = function () {
if (this.body == "Comet")
return celestialBodies["Comet"].cometPivot.position.getComponent(0);
else
return celestialBodies[this.body].getX();
};
cameraParameters.prototype.getCenterY = function () {
if (this.body == "Comet")
return celestialBodies["Comet"].cometPivot.position.getComponent(1);
else
return celestialBodies[this.body].getY();
};
cameraParameters.prototype.getCenterZ = function () {
if (this.body == "Comet")
return celestialBodies["Comet"].cometPivot.position.getComponent(2);
else
return celestialBodies[this.body].getZ();
};
cameraParameters.prototype.getX = function () {
return this.getCenterX() - (celestialBodies[this.body].getRadius() + this.distance) * Math.cos(this.theta) * Math.cos(this.phi);
};
cameraParameters.prototype.getZ = function () {
return this.getCenterZ() - (celestialBodies[this.body].getRadius() + this.distance) * Math.sin(this.theta) * Math.cos(this.phi);
};
cameraParameters.prototype.getY = function () {
return this.getCenterY() - (celestialBodies[this.body].getRadius() + this.distance) * Math.sin(this.phi);
};
cameraParameters.prototype.setCamera = function () {
this.camera.position.x = this.getX();
this.camera.position.y = this.getY();
this.camera.position.z = this.getZ();
this.camera.lookAt(this.getCenterX(), this.getCenterY(), this.getCenterZ());
};

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@ -0,0 +1,181 @@
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
var mouseStatus = {
x: 0, y: 0,
leftDown: false, centerDown: false, rightDown: false
};
function onWindowMouseMove(event) {
// Keep the value in 0 -- 2 PI
var body = params.Camera;
if (mouseStatus.leftDown) {
trackCamera[body].theta = trackCamera[body].theta % (2 * Math.PI);
trackCamera[body].phi = trackCamera[body].phi % (0.5 * Math.PI);
trackCamera[body].theta += (event.clientX - windowHalfX - mouseStatus.x) * 0.01;
if (trackCamera[body].phi - (event.clientY - windowHalfY - mouseStatus.y) * 0.01 >= -0.5 * Math.PI &&
trackCamera[body].phi - (event.clientY - windowHalfY - mouseStatus.y) * 0.01 <= 0.5 * Math.PI)
trackCamera[body].phi -= (event.clientY - windowHalfY - mouseStatus.y) * 0.01;
}
mouseStatus.x = event.clientX - windowHalfX;
mouseStatus.y = event.clientY - windowHalfY;
}
function onWindowMouseDown(event) {
switch (event.which) {
case 1:
mouseStatus.leftDown = true;
break;
case 2:
mouseStatus.centerDown = true;
break;
case 3:
default:
mouseStatus.rightDown = true;
break;
}
}
function onWindowMouseUp(event) {
switch (event.which) {
case 1:
mouseStatus.leftDown = false;
break;
case 2:
mouseStatus.centerDown = false;
break;
case 3:
default:
mouseStatus.rightDown = false;
break;
}
}
function onMouseWheelChange(event) {
var body = params.Camera;
var delta = Math.max(-1, Math.min(1, (event.wheelDelta || -event.detail)));
var newDistance = trackCamera[body].distance - 0.05 * trackCamera[body].distance * delta;
if (newDistance <= trackCamera[body].safeDistance) {
newDistance = trackCamera[body].safeDistance;
} else if (newDistance >= trackCamera[body].safeFar) {
newDistance = trackCamera[body].safeFar;
}
trackCamera[body].distance = newDistance;
}
var posSrc = { pos: 0.0 };
var oX, oY, oZ, dX, dY, dZ, oTheta, dTheta, oPhi, dPhi, oDistance, dDistance, oSafeDis, dSafeDis;
var oCX, oCY, oCZ, dCX, dCY, dCZ;
tween = new TWEEN.Tween(posSrc)
.to({ pos: 1.0 }, 4000)
.easing(TWEEN.Easing.Quartic.InOut)
.onStart(function () {
globalTimeFlag = false;
})
.onUpdate(function () {
var pos = posSrc.pos;
switchCamera.camera.position.set(oX + dX * pos, oY + dY * pos, oZ + dZ * pos);
switchCamera.theta = oTheta + dTheta * pos;
switchCamera.phi = oPhi + dPhi * pos;
switchCamera.distance = oDistance + dDistance * pos;
switchCamera.safeDistance = oSafeDis + dSafeDis * pos;
switchCamera.camera.lookAt(oCX + dCX * pos, oCY + dCY * pos, oCZ + dCZ * pos);
})
.onComplete(function () {
// Need switching to roaming mode
if (goRoaming) {
calculateParams[curBody] = saveCur;
calculateParams["Earth"] = saveNext;
renderCamera = roamingCamera;
cameraControl = new THREE.FirstPersonControls(roamingCamera.camera);
cameraControl.lookSpeed = 0.1;
cameraControl.movementSpeed = 150;
cameraControl.noFly = true;
cameraControl.constrainVertical = true;
cameraControl.verticalMin = 1.0;
cameraControl.verticalMax = 2.0;
cameraControl.lon = -150;
cameraControl.lat = 120;
needSet = false;
roamingStatus = true;
goRoaming = false;
roamingCamera.camera.lookAt(0, 0, 0);
} else {
calculateParams[curBody] = saveCur;
calculateParams[nextBody] = saveNext;
switchCamera.body = nextBody;
curBody = nextBody;
needSet = true;
renderCamera = trackCamera[nextBody];
}
globalTimeFlag = true;
});
function initTween() {
saveCur = calculateParams[curBody];
saveNext = calculateParams[nextBody];
calculateParams[curBody] = false;
calculateParams[nextBody] = false;
renderCamera = switchCamera;
posSrc.pos = 0.0;
needSet = false;
}
function setTween(cur, next) {
if (cur == null) {
oX = arguments[2];
oY = arguments[3];
oZ = arguments[4];
oTheta = 0.2;
oPhi = 0.3;
oDistance = 30;
oSafeDis = 30;
oCX = roamingCamera.camera.position.x;
oCY = roamingCamera.camera.position.y;
oCZ = roamingCamera.camera.position.z;
} else {
oX = trackCamera[cur].getX();
oY = trackCamera[cur].getY();
oZ = trackCamera[cur].getZ();
oTheta = trackCamera[cur].theta;
oPhi = trackCamera[cur].phi;
oDistance = trackCamera[cur].distance;
oSafeDis = trackCamera[cur].safeDistance;
oCX = trackCamera[cur].getCenterX();
oCY = trackCamera[cur].getCenterY();
oCZ = trackCamera[cur].getCenterZ();
}
if (next == null) {
dCX = dX = arguments[2] - oX;
dCY = dY = arguments[3] - oY;
dCZ = dZ = arguments[4] - oZ;
dTheta = 0.2 - oTheta;
dPhi = 0.3 - oPhi;
dDistance = 30 - oDistance;
dSafeDis = 30 - oSafeDis;
} else {
dX = trackCamera[next].getX() - oX;
dY = trackCamera[next].getY() - oY;
dZ = trackCamera[next].getZ() - oZ;
dCX = trackCamera[next].getCenterX() - oCX;
dCY = trackCamera[next].getCenterY() - oCY;
dCZ = trackCamera[next].getCenterZ() - oCZ;
dTheta = trackCamera[next].theta - oTheta;
dPhi = trackCamera[next].phi - oPhi;
dDistance = trackCamera[next].distance - oDistance;
dSafeDis = trackCamera[next].safeDistance - oSafeDis;
}
}
function cameraCopy(cameraDst, cameraSrc) {
cameraDst.theta = cameraSrc.theta;
cameraDst.phi = cameraSrc.phi;
cameraDst.distance = cameraSrc.distance;
cameraDst.safeDistance = cameraSrc.safeDistance;
cameraDst.body = cameraSrc.body;
cameraDst.setCamera();
}

547
static/pkg/solar/js/data.js Normal file
View File

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celestialBodies = {
Sun: new CelestialBody({
name: "Sun",
star: true,
parent: "Sun",
radius: 200.,
shineColor: 0xfff700,
orbit: {
semiMajorAxis: 0.
},
rotation: {
period: 2500,
inclination: 0,
},
material: {
type: "basic",
diffuse: {map: "res/sol/diffuse.png"}
},
atmosphere: {
cloud: {
map: "res/sol/overlay.png",
height: 1,
speed: 1
}
},
halo: {
color: new THREE.Color(0xfff700),
radius: 500.
}
}),
Mercury: new CelestialBody({
name: "Mercury",
radius: 3.8256,
parent: "Sun",
shineColor: 0x9999ff,
orbit: {
period: 1.204,
semiMajorAxis: 387.1,
eccentricity: 0.2056,
inclination: 7.0049
},
rotation: {
period: 1407.509405,
inclination: 28.55,
meridianAngle: 0.,
offset: 0.
},
material: {
type: "lambert",
diffuse: {map: "res/mercury/diffuse.jpg"},
bump: {map: "res/mercury/bump.jpg", height: 0.}
}
}),
Venus: new CelestialBody({
name: "Venus",
radius: 9.488,
parent: "Sun",
shineColor: 0x9999ff,
orbit: {
period: 3.076,
semiMajorAxis: 723.3,
eccentricity: 0.0068,
inclination: 3.3947
},
rotation: {
period: 5832.443616,
inclination: 157.16,
meridianAngle: 0.,
offset: 0.
},
material: {
type: "lambert",
diffuse: {map: "res/venus/diffuse.jpg"},
bump: {map: "res/venus/bump.jpg", height: 0.}
},
atmosphere: {
cloud: {
map: "res/venus/clouds.jpg",
height: 0.5,
speed: 0.02
}
}
}),
Earth: new CelestialBody({
name: "Earth",
radius: 10.,
parent: "Sun",
shineColor: 0x6666ff,
orbit: {
period: 5.,
semiMajorAxis: 1000.,
eccentricity: 0.0167,
inclination: 0.0001
},
rotation: {
period: 23.93447117,
inclination: -23.4392911,
meridianAngle: 280.147,
offset: 0.
},
material: {
type: "phong",
diffuse: {map: "res/earth/diffuse.jpg"},
specular: {map: "res/earth/spec.jpg", color: 0x243232, shininess: 25},
bump: {map: "res/earth/bump.jpg", height: 0.05},
night: {map: "res/earth/night.png"}
},
atmosphere: {
cloud: {
map: "res/earth/clouds.png",
height: 0.1,
speed: 0.02
},
scattering: true,
atmosphereColor: new THREE.Vector3(0.5, 0.7, 0.8),
sunsetColor: new THREE.Vector3(0.8, 0.7, 0.6),
atmosphereStrength: 1.5,
sunsetStrength: 1.0
}
}),
Comet: new CelestialBody({
name: "Comet",
parent: "Sun",
radius: 0,
spherical: false,
isComet: true,
orbit: {
period: 3.5,
semiMajorAxis: 3000.,
eccentricity: 0.5,
inclination: 10.,
},
}),
Ship: new CelestialBody({
name: "Ship",
parent: "Earth",
radius: 0.2,
spherical: false,
obj: {
path: "res/space/",
objPath: "tiangong.obj",
mtlPath: "tiangong.mtl",
angle: -30,
scale: 0.008,
},
orbit: {
period: 1.0,
semiMajorAxis: 15.,
inclination: 30,
},
rotation: {
period: 100.0,
inclination: 0,
},
}),
Astronaut: new CelestialBody({
name: "Astronaut",
parent: "Earth",
radius: 0.05,
spherical: false,
obj: {
path: "res/space/",
objPath: "man.obj",
mtlPath: null,
scale: 0.008,
angle: 235,
x: 0.04,
y: 0.02,
z: 0.01,
},
orbit: {
period: 1.0,
semiMajorAxis: 15.,
inclination: 30,
},
rotation: {
period: 100.0,
inclination: 0,
},
}),
Moon: new CelestialBody({
name: "Moon",
radius: 2.7243,
parent: "Earth",
shineColor: 0xff9988,
orbit: {
period: 2.0749,
semiMajorAxis: 25.,
eccentricity: 0.0549,
inclination: 5.15
},
rotation: {
period: 655.2,
inclination: 23.4608,
meridianAngle: 0.,
offset: 0.
},
material: {
type: "lambert",
diffuse: {map: "res/moon/diffuse.jpg"},
bump: {map: "res/moon/bump.jpg", height: 0.1}
}
}),
Mars: new CelestialBody({
name: "Mars",
radius: 5.3226,
parent: "Sun",
shineColor: 0xff9988,
orbit: {
period: 9.4095,
semiMajorAxis: 1523.7,
eccentricity: 0.0934,
inclination: 1.8506
},
rotation: {
period: 24.622962156,
inclination: 37.11350,
meridianAngle: 0.,
offset: 0.
},
material: {
type: "lambert",
diffuse: {map: "res/mars/diffuse.jpg"},
bump: {map: "res/mars/bump.jpg", height: 1.}
},
atmosphere: {
scattering: true,
atmosphereColor: new THREE.Vector3(0.9, 0.8, 0.6),
sunsetColor: new THREE.Vector3(0.4, 0.5, 0.7),
atmosphereStrength: 1.0,
sunsetStrength: 0.9
}
}),
Phobos: new CelestialBody({
name: "Phobos",
radius: 1,
parent: "Mars",
shineColor: 0xff9988,
orbit: {
period: 1.5945,
semiMajorAxis: 20,
eccentricity: 0.0151,
inclination: 1.082
},
rotation: {
period: 100.,
inclination: 37.10,
meridianAngle: 0.,
offset: 0.
},
material: {
type: "lambert",
diffuse: {map: "res/phobos/diffuse.jpg"},
bump: {map: "res/phobos/bump.jpg", height: 10.}
}
}),
Deimos: new CelestialBody({
name: "Deimos",
radius: 0.5,
parent: "Mars",
shineColor: 0xff9988,
orbit: {
period: 6.3122,
semiMajorAxis: 30,
eccentricity: 0.00033,
inclination: 1.791
},
rotation: {
period: 150.,
inclination: 36.48,
meridianAngle: 0.,
offset: 0.
},
material: {
type: "lambert",
diffuse: {map: "res/deimos/diffuse.jpg"},
bump: {map: "res/deimos/bump.jpg", height: 10.}
}
}),
Jupiter: new CelestialBody({
name: "Jupiter",
radius: 112.09,
parent: "Sun",
shineColor: 0x9999ff,
orbit: {
period: 59.3,
semiMajorAxis: 2000.,
eccentricity: 0.0484,
inclination: 1.3053
},
rotation: {
period: 238.23,
inclination: 2.22,
meridianAngle: 0.,
offset: 0.
},
material: {
type: "lambert",
diffuse: {map: "res/jupiter/diffuse.jpg"},
},
atmosphere: {
cloud: {
map: "res/jupiter/clouds.png",
height: 0.3,
speed: 0.02
},
scattering: true,
atmosphereColor: new THREE.Vector3(1.0, 0.8, 0.7),
sunsetColor: new THREE.Vector3(0.7, 0.7, 0.8),
atmosphereStrength: 1.8,
sunsetStrength: 0.6
},
}),
Callisto: new CelestialBody({
name: "Callisto",
radius: 4.0,
parent: "Jupiter",
shineColor: 0xff9988,
orbit: {
period: 2.49,
semiMajorAxis: 200.,
eccentricity: 0.0045045,
inclination: 0.384285,
},
rotation: {
period: 100.,
inclination: 25.51,
meridianAngle: 0.,
offset: 0.
},
material: {
type: "lambert",
diffuse: {map: "res/callisto/diffuse.jpg"},
}
}),
Europa: new CelestialBody({
name: "Europa",
radius: 3.0,
parent: "Jupiter",
shineColor: 0xff9988,
orbit: {
period: 17.76,
semiMajorAxis: 160.,
eccentricity: 0.0101,
inclination: 0.470,
},
rotation: {
period: 150.,
inclination: 25.49,
meridianAngle: 0.,
offset: 0.
},
material: {
type: "lambert",
diffuse: {map: "res/europa/diffuse.jpg"},
}
}),
Io: new CelestialBody({
name: "Io",
radius: 3.0,
parent: "Jupiter",
shineColor: 0xff9988,
orbit: {
period: 8.85,
semiMajorAxis: 100.,
eccentricity: 0.0041,
inclination: 0.040,
},
rotation: {
period: 100.,
inclination: 25.50,
meridianAngle: 0.,
offset: 0.
},
material: {
type: "lambert",
diffuse: {map: "res/io/diffuse.png"},
}
}),
Saturn: new CelestialBody({
name: "Saturn",
radius: 94.49,
parent: "Sun",
shineColor: 0x9999ff,
orbit: {
period: 40.0,
semiMajorAxis: 2500.,
eccentricity: 0.0542,
inclination: 2.4845
},
rotation: {
period: 255.75,
inclination: 28.052,
meridianAngle: 0.,
offset: 0.
},
material: {
type: "lambert",
diffuse: {map: "res/saturn/diffuse.png"},
bump: {map: "res/saturn/bump.png"},
},
atmosphere: {
cloud: {
map: "res/saturn/clouds.png",
height: 0.5,
speed: 0.05
},
scattering: true,
atmosphereColor: new THREE.Vector3(0.8, 0.7, 0.5),
sunsetColor: new THREE.Vector3(0.7, 0.7, 0.8),
atmosphereStrength: 1.5,
sunsetStrength: 0.8
},
ring: {
map: "res/saturn/ring.png",
lower: 5,
higher: 80,
}
}),
Dione: new CelestialBody({
name: "Dione",
radius: 5.0,
parent: "Saturn",
shineColor: 0xff9988,
orbit: {
period: 3.0,
semiMajorAxis: 200.,
eccentricity: 0.05,
inclination: 0.0049,
},
rotation: {
period: 130.,
inclination: 22.9,
meridianAngle: 0.,
offset: 0.
},
material: {
type: "lambert",
diffuse: {map: "res/dione/diffuse.jpg"},
}
}),
Titan: new CelestialBody({
name: "Titan",
radius: 6.0,
parent: "Saturn",
shineColor: 0xff9988,
orbit: {
period: 4.0,
semiMajorAxis: 150.,
eccentricity: 0.05,
inclination: 0.0049,
},
rotation: {
period: 120.,
inclination: 1.53,
meridianAngle: 0.,
offset: 0.
},
material: {
type: "lambert",
diffuse: {map: "res/titan/diffuse.jpg"},
}
}),
Uranus: new CelestialBody({
name: "Uranus",
radius: 40.07,
parent: "Sun",
shineColor: 0x9999ff,
orbit: {
period: 420.069,
semiMajorAxis: 3000.,
eccentricity: 0.0472,
inclination: 0.7699
},
rotation: {
period: 413.76,
inclination: 97.722,
meridianAngle: 0.,
offset: 0.
},
material: {
type: "lambert",
diffuse: {map: "res/uranus/diffuse.jpg"},
},
ring: {
map: "res/uranus/ring.png",
lower: 10,
higher: 20,
},
atmosphere: {
scattering: true,
atmosphereColor: new THREE.Vector3(0.5, 0.9, 0.7),
sunsetColor: new THREE.Vector3(0.7, 0.9, 0.8),
atmosphereStrength: 0.2,
sunsetStrength: 0.7
},
}),
Neptune: new CelestialBody({
name: "Neptune",
radius: 38.83,
parent: "Sun",
shineColor: 0x9999ff,
orbit: {
period: 823.965,
semiMajorAxis: 3500.,
eccentricity: 0.0097,
inclination: 1.7692
},
rotation: {
period: 386.64,
inclination: 28.03,
meridianAngle: 0.,
offset: 0.
},
material: {
type: "lambert",
diffuse: {map: "res/neptune/diffuse.jpg"},
},
ring: {
map: "res/neptune/ring.png",
lower: 10,
higher: 20,
}
}),
Pluto: new CelestialBody({
name: "Pluto",
radius: 15.,
parent: "Sun",
shineColor: 0x9999ff,
orbit: {
period: 32.0,
semiMajorAxis: 4000.,
eccentricity: 0.2482,
inclination: 17.1449
},
rotation: {
period: 153.292944,
inclination: 115.60,
meridianAngle: 0.,
offset: 0.
},
material: {
type: "lambert",
diffuse: {map: "res/pluto/diffuse.jpg"},
},
}),
}

View File

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(function ($) {
// Creating a number of jQuery plugins that you can use to
// initialize and control the progress meters.
$.fn.progressInitialize = function () {
// This function creates the necessary markup for the progress meter
// and sets up a few event listeners.
// Loop through all the buttons:
return this.each(function () {
var button = $(this),
progress = 0;
// Extract the data attributes into the options object.
// If they are missing, they will receive default values.
var options = $.extend({
type: 'background-horizontal',
loading: 'Loading',
finished: 'Done'
}, button.data());
// Add the data attributes if they are missing from the element.
// They are used by our CSS code to show the messages
button.attr({'data-loading': options.loading, 'data-finished': options.finished});
// Add the needed markup for the progress bar to the button
var bar = $('<span class="tz-bar ' + options.type + '">').appendTo(button);
// The progress event tells the button to update the progress bar
button.on('progress', function (e, val, absolute, finish) {
if (!button.hasClass('in-progress')) {
// This is the first progress event for the button (or the
// first after it has finished in a previous run). Re-initialize
// the progress and remove some classes that may be left.
bar.show();
progress = 0;
button.removeClass('finished').addClass('in-progress')
}
// val, absolute and finish are event data passed by the progressIncrement
// and progressSet methods that you can see near the end of this file.
if (absolute) {
progress = val;
}
else {
progress += val;
}
if (progress >= 100) {
progress = 100;
}
// if(finish){
//
// button.removeClass('in-progress').addClass('finished');
//
// bar.delay(500).fadeOut(function(){
//
// // Trigger the custom progress-finish event
// button.trigger('progress-finish');
// setProgress(0);
// });
//
// }
setProgress(progress);
});
function setProgress(percentage) {
bar.filter('.background-horizontal,.background-bar').width(percentage + '%');
bar.filter('.background-vertical').height(percentage + '%');
}
});
};
// progressStart simulates activity on the progress meter. Call it first,
// if the progress is going to take a long time to finish.
$.fn.progressStart = function () {
var button = this.first(),
last_progress = new Date().getTime();
if (button.hasClass('in-progress')) {
// Don't start it a second time!
return this;
}
button.on('progress', function () {
last_progress = new Date().getTime();
});
// Every half a second check whether the progress
// has been incremented in the last two seconds
var interval = window.setInterval(function () {
if (new Date().getTime() > 2000 + last_progress) {
// There has been no activity for two seconds. Increment the progress
// bar a little bit to show that something is happening
button.progressIncrement(5);
}
}, 500);
button.on('progress-finish', function () {
window.clearInterval(interval);
});
return button.progressIncrement(10);
};
$.fn.progressFinish = function () {
return this.first().progressSet(100);
};
$.fn.progressIncrement = function (val) {
val = val || 10;
var button = this.first();
button.trigger('progress', [val])
return this;
};
$.fn.progressSet = function (val) {
val = val || 10;
var finish = false;
if (val >= 100) {
finish = true;
}
return this.first().trigger('progress', [val, true, finish]);
};
// This function creates a progress meter that
// finishes in a specified amount of time.
$.fn.progressTimed = function (seconds, cb) {
var button = this.first(),
bar = button.find('.tz-bar');
if (button.is('.in-progress')) {
return this;
}
// Set a transition declaration for the duration of the meter.
// CSS will do the job of animating the progress bar for us.
bar.css('transition', seconds + 's linear');
button.progressSet(99);
window.setTimeout(function () {
bar.css('transition', '');
button.progressFinish();
if ($.isFunction(cb)) {
cb();
}
}, seconds * 1000);
};
function PreLoad(imgs, options) {
this.imgs = (typeof imgs === 'string') ? [imgs] : imgs;
this.opts = $.extend({}, PreLoad.DEFAULTS, options);
if (this.opts.order === 'ordered') {
this._ordered();
} else {
this._unordered();
}
}
PreLoad.DEFAULTS = {
order: 'unordered', //无序预加载
each: null, //每张图片加载完毕后执行
all: null // 所有图片加载完毕后执行
};
PreLoad.prototype._ordered = function () {
var imgs = this.imgs,
opts = this.opts,
count = 0,
len = imgs.length;
function load() {
var imgObj = new Image();
$(imgObj).on('load error', function () {
opts.each && opts.each(count);
if (count >= len) {
//所有图片全部加载完成
opts.all && opts.all();
} else {
load();
}
count++;
});
imgObj.src = imgs[count];
}
load();
};
PreLoad.prototype._unordered = function () {//无序加载
var imgs = this.imgs,
opts = this.opts,
count = 0,
len = imgs.length;
$.each(imgs, function (i, src) {
if (typeof src != 'string') return;
var imgObj = new Image();
$(imgObj).on('load error', function () {
opts.each && opts.each(count);
if (count >= len - 1) {
opts.all && opts.all();
}
count++;
});
imgObj.src = src;
});
};
$.extend({
preLoad: function (imgs, opts) {
new PreLoad(imgs, opts);
}
});
})(jQuery);

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/**
* @author mrdoob / http://mrdoob.com/
* @author alteredq / http://alteredqualia.com/
* @author paulirish / http://paulirish.com/
*/
THREE.FirstPersonControls = function ( object, domElement ) {
this.object = object;
this.target = new THREE.Vector3( 0, 0, 0 );
this.domElement = ( domElement !== undefined ) ? domElement : document;
this.enabled = true;
this.movementSpeed = 1.0;
this.lookSpeed = 0.005;
this.lookVertical = true;
this.autoForward = false;
this.activeLook = true;
this.heightSpeed = false;
this.heightCoef = 1.0;
this.heightMin = 0.0;
this.heightMax = 1.0;
this.constrainVertical = false;
this.verticalMin = 0;
this.verticalMax = Math.PI;
this.autoSpeedFactor = 0.0;
this.mouseX = 0;
this.mouseY = 0;
this.lat = 0;
this.lon = 0;
this.phi = 0;
this.theta = 0;
this.moveForward = false;
this.moveBackward = false;
this.moveLeft = false;
this.moveRight = false;
this.mouseDragOn = false;
this.viewHalfX = 0;
this.viewHalfY = 0;
if ( this.domElement !== document ) {
this.domElement.setAttribute( 'tabindex', - 1 );
}
//
this.handleResize = function () {
if ( this.domElement === document ) {
this.viewHalfX = window.innerWidth / 2;
this.viewHalfY = window.innerHeight / 2;
} else {
this.viewHalfX = this.domElement.offsetWidth / 2;
this.viewHalfY = this.domElement.offsetHeight / 2;
}
};
this.onMouseDown = function ( event ) {
if ( this.domElement !== document ) {
this.domElement.focus();
}
event.preventDefault();
event.stopPropagation();
if ( this.activeLook ) {
switch ( event.button ) {
case 0: this.moveForward = true; break;
case 2: this.moveBackward = true; break;
}
}
this.mouseDragOn = true;
};
this.onMouseUp = function ( event ) {
event.preventDefault();
event.stopPropagation();
if ( this.activeLook ) {
switch ( event.button ) {
case 0: this.moveForward = false; break;
case 2: this.moveBackward = false; break;
}
}
this.mouseDragOn = false;
};
this.onMouseMove = function ( event ) {
if ( this.domElement === document ) {
this.mouseX = event.pageX - this.viewHalfX;
this.mouseY = event.pageY - this.viewHalfY;
} else {
this.mouseX = event.pageX - this.domElement.offsetLeft - this.viewHalfX;
this.mouseY = event.pageY - this.domElement.offsetTop - this.viewHalfY;
}
};
this.onKeyDown = function ( event ) {
//event.preventDefault();
switch ( event.keyCode ) {
case 38: /*up*/
case 87: /*W*/ this.moveForward = true; break;
case 37: /*left*/
case 65: /*A*/ this.moveLeft = true; break;
case 40: /*down*/
case 83: /*S*/ this.moveBackward = true; break;
case 39: /*right*/
case 68: /*D*/ this.moveRight = true; break;
case 82: /*R*/ this.moveUp = true; break;
case 70: /*F*/ this.moveDown = true; break;
}
};
this.onKeyUp = function ( event ) {
switch ( event.keyCode ) {
case 38: /*up*/
case 87: /*W*/ this.moveForward = false; break;
case 37: /*left*/
case 65: /*A*/ this.moveLeft = false; break;
case 40: /*down*/
case 83: /*S*/ this.moveBackward = false; break;
case 39: /*right*/
case 68: /*D*/ this.moveRight = false; break;
case 82: /*R*/ this.moveUp = false; break;
case 70: /*F*/ this.moveDown = false; break;
}
};
this.update = function( delta ) {
if ( this.enabled === false ) return;
if ( this.heightSpeed ) {
var y = THREE.Math.clamp( this.object.position.y, this.heightMin, this.heightMax );
var heightDelta = y - this.heightMin;
this.autoSpeedFactor = delta * ( heightDelta * this.heightCoef );
} else {
this.autoSpeedFactor = 0.0;
}
var actualMoveSpeed = delta * this.movementSpeed;
if ( this.moveForward || ( this.autoForward && ! this.moveBackward ) ) this.object.translateZ( - ( actualMoveSpeed + this.autoSpeedFactor ) );
if ( this.moveBackward ) this.object.translateZ( actualMoveSpeed );
if ( this.moveLeft ) this.object.translateX( - actualMoveSpeed );
if ( this.moveRight ) this.object.translateX( actualMoveSpeed );
if ( this.moveUp ) this.object.translateY( actualMoveSpeed );
if ( this.moveDown ) this.object.translateY( - actualMoveSpeed );
var actualLookSpeed = delta * this.lookSpeed;
if ( ! this.activeLook ) {
actualLookSpeed = 0;
}
var verticalLookRatio = 1;
if ( this.constrainVertical ) {
verticalLookRatio = Math.PI / ( this.verticalMax - this.verticalMin );
}
this.lon += this.mouseX * actualLookSpeed;
if ( this.lookVertical ) this.lat -= this.mouseY * actualLookSpeed * verticalLookRatio;
this.lat = Math.max( - 85, Math.min( 85, this.lat ) );
this.phi = THREE.Math.degToRad( 90 - this.lat );
this.theta = THREE.Math.degToRad( this.lon );
if ( this.constrainVertical ) {
this.phi = THREE.Math.mapLinear( this.phi, 0, Math.PI, this.verticalMin, this.verticalMax );
}
var targetPosition = this.target,
position = this.object.position;
targetPosition.x = position.x + 100 * Math.sin( this.phi ) * Math.cos( this.theta );
targetPosition.y = position.y + 100 * Math.cos( this.phi );
targetPosition.z = position.z + 100 * Math.sin( this.phi ) * Math.sin( this.theta );
this.object.lookAt( targetPosition );
};
function contextmenu( event ) {
event.preventDefault();
}
this.dispose = function() {
this.domElement.removeEventListener( 'contextmenu', contextmenu, false );
this.domElement.removeEventListener( 'mousedown', _onMouseDown, false );
this.domElement.removeEventListener( 'mousemove', _onMouseMove, false );
this.domElement.removeEventListener( 'mouseup', _onMouseUp, false );
window.removeEventListener( 'keydown', _onKeyDown, false );
window.removeEventListener( 'keyup', _onKeyUp, false );
};
var _onMouseMove = bind( this, this.onMouseMove );
var _onMouseDown = bind( this, this.onMouseDown );
var _onMouseUp = bind( this, this.onMouseUp );
var _onKeyDown = bind( this, this.onKeyDown );
var _onKeyUp = bind( this, this.onKeyUp );
this.domElement.addEventListener( 'contextmenu', contextmenu, false );
this.domElement.addEventListener( 'mousemove', _onMouseMove, false );
this.domElement.addEventListener( 'mousedown', _onMouseDown, false );
this.domElement.addEventListener( 'mouseup', _onMouseUp, false );
window.addEventListener( 'keydown', _onKeyDown, false );
window.addEventListener( 'keyup', _onKeyUp, false );
function bind( scope, fn ) {
return function () {
fn.apply( scope, arguments );
};
}
this.handleResize();
};

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/*
* GPU Particle System
* @author flimshaw - Charlie Hoey - http://charliehoey.com
*
* A simple to use, general purpose GPU system. Particles are spawn-and-forget with
* several options available, and do not require monitoring or cleanup after spawning.
* Because the paths of all particles are completely deterministic once spawned, the scale
* and direction of time is also variable.
*
* Currently uses a static wrapping perlin noise texture for turbulence, and a small png texture for
* particles, but adding support for a particle texture atlas or changing to a different type of turbulence
* would be a fairly light day's work.
*
* Shader and javascript packing code derrived from several Stack Overflow examples.
*
*/
THREE.GPUParticleSystem = function( options ) {
THREE.Object3D.apply( this, arguments );
options = options || {};
// parse options and use defaults
this.PARTICLE_COUNT = options.maxParticles || 1000000;
this.PARTICLE_CONTAINERS = options.containerCount || 1;
this.PARTICLE_NOISE_TEXTURE = options.particleNoiseTex || null;
this.PARTICLE_SPRITE_TEXTURE = options.particleSpriteTex || null;
this.PARTICLES_PER_CONTAINER = Math.ceil( this.PARTICLE_COUNT / this.PARTICLE_CONTAINERS );
this.PARTICLE_CURSOR = 0;
this.time = 0;
this.particleContainers = [];
this.rand = [];
// custom vertex and fragement shader
var GPUParticleShader = {
vertexShader: [
'uniform float uTime;',
'uniform float uScale;',
'uniform sampler2D tNoise;',
'attribute vec3 positionStart;',
'attribute float startTime;',
'attribute vec3 velocity;',
'attribute float turbulence;',
'attribute vec3 color;',
'attribute float size;',
'attribute float lifeTime;',
'varying vec4 vColor;',
'varying float lifeLeft;',
'void main() {',
// unpack things from our attributes'
' vColor = vec4( color, 1.0 );',
// convert our velocity back into a value we can use'
' vec3 newPosition;',
' vec3 v;',
' float timeElapsed = uTime - startTime;',
' lifeLeft = 1.0 - ( timeElapsed / lifeTime );',
' gl_PointSize = ( uScale * size ) * lifeLeft;',
' v.x = ( velocity.x - 0.5 ) * 3.0;',
' v.y = ( velocity.y - 0.5 ) * 3.0;',
' v.z = ( velocity.z - 0.5 ) * 3.0;',
' newPosition = positionStart + ( v * 10.0 ) * timeElapsed;',
' vec3 noise = texture2D( tNoise, vec2( newPosition.x * 0.015 + ( uTime * 0.05 ), newPosition.y * 0.02 + ( uTime * 0.015 ) ) ).rgb;',
' vec3 noiseVel = ( noise.rgb - 0.5 ) * 30.0;',
' newPosition = mix( newPosition, newPosition + vec3( noiseVel * ( turbulence * 5.0 ) ), ( timeElapsed / lifeTime ) );',
' if( v.y > 0. && v.y < .05 ) {',
' lifeLeft = 0.0;',
' }',
' if( v.x < - 1.45 ) {',
' lifeLeft = 0.0;',
' }',
' if( timeElapsed > 0.0 ) {',
' gl_Position = projectionMatrix * modelViewMatrix * vec4( newPosition, 1.0 );',
' } else {',
' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
' lifeLeft = 0.0;',
' gl_PointSize = 0.;',
' }',
'}'
].join( '\n' ),
fragmentShader: [
'float scaleLinear( float value, vec2 valueDomain ) {',
' return ( value - valueDomain.x ) / ( valueDomain.y - valueDomain.x );',
'}',
'float scaleLinear( float value, vec2 valueDomain, vec2 valueRange ) {',
' return mix( valueRange.x, valueRange.y, scaleLinear( value, valueDomain ) );',
'}',
'varying vec4 vColor;',
'varying float lifeLeft;',
'uniform sampler2D tSprite;',
'void main() {',
' float alpha = 0.;',
' if( lifeLeft > 0.995 ) {',
' alpha = scaleLinear( lifeLeft, vec2( 1.0, 0.995 ), vec2( 0.0, 1.0 ) );',
' } else {',
' alpha = lifeLeft * 0.75;',
' }',
' vec4 tex = texture2D( tSprite, gl_PointCoord );',
' gl_FragColor = vec4( vColor.rgb * tex.a, alpha * tex.a );',
'}'
].join( '\n' )
};
// preload a million random numbers
var i;
for ( i = 1e5; i > 0; i-- ) {
this.rand.push( Math.random() - 0.5 );
}
this.random = function() {
return ++ i >= this.rand.length ? this.rand[ i = 1 ] : this.rand[ i ];
};
var textureLoader = new THREE.TextureLoader();
this.particleNoiseTex = this.PARTICLE_NOISE_TEXTURE || textureLoader.load( 'res/comet/perlin-512.png' );
this.particleNoiseTex.wrapS = this.particleNoiseTex.wrapT = THREE.RepeatWrapping;
this.particleSpriteTex = this.PARTICLE_SPRITE_TEXTURE || textureLoader.load( 'res/comet/particle2.png' );
this.particleSpriteTex.wrapS = this.particleSpriteTex.wrapT = THREE.RepeatWrapping;
this.particleShaderMat = new THREE.ShaderMaterial( {
transparent: true,
depthWrite: false,
uniforms: {
'uTime': {
value: 0.0
},
'uScale': {
value: 1.0
},
'tNoise': {
value: this.particleNoiseTex
},
'tSprite': {
value: this.particleSpriteTex
}
},
blending: THREE.AdditiveBlending,
vertexShader: GPUParticleShader.vertexShader,
fragmentShader: GPUParticleShader.fragmentShader
} );
// define defaults for all values
this.particleShaderMat.defaultAttributeValues.particlePositionsStartTime = [ 0, 0, 0, 0 ];
this.particleShaderMat.defaultAttributeValues.particleVelColSizeLife = [ 0, 0, 0, 0 ];
this.init = function() {
for ( var i = 0; i < this.PARTICLE_CONTAINERS; i ++ ) {
var c = new THREE.GPUParticleContainer( this.PARTICLES_PER_CONTAINER, this );
this.particleContainers.push( c );
this.add( c );
}
};
this.spawnParticle = function( options ) {
this.PARTICLE_CURSOR ++;
if ( this.PARTICLE_CURSOR >= this.PARTICLE_COUNT ) {
this.PARTICLE_CURSOR = 1;
}
var currentContainer = this.particleContainers[ Math.floor( this.PARTICLE_CURSOR / this.PARTICLES_PER_CONTAINER ) ];
currentContainer.spawnParticle( options );
};
this.update = function( time ) {
for ( var i = 0; i < this.PARTICLE_CONTAINERS; i ++ ) {
this.particleContainers[ i ].update( time );
}
};
this.dispose = function() {
this.particleShaderMat.dispose();
this.particleNoiseTex.dispose();
this.particleSpriteTex.dispose();
for ( var i = 0; i < this.PARTICLE_CONTAINERS; i ++ ) {
this.particleContainers[ i ].dispose();
}
};
this.init();
};
THREE.GPUParticleSystem.prototype = Object.create( THREE.Object3D.prototype );
THREE.GPUParticleSystem.prototype.constructor = THREE.GPUParticleSystem;
// Subclass for particle containers, allows for very large arrays to be spread out
THREE.GPUParticleContainer = function( maxParticles, particleSystem ) {
THREE.Object3D.apply( this, arguments );
this.PARTICLE_COUNT = maxParticles || 100000;
this.PARTICLE_CURSOR = 0;
this.time = 0;
this.offset = 0;
this.count = 0;
this.DPR = window.devicePixelRatio;
this.GPUParticleSystem = particleSystem;
this.particleUpdate = false;
// geometry
this.particleShaderGeo = new THREE.BufferGeometry();
this.particleShaderGeo.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( this.PARTICLE_COUNT * 3 ), 3 ).setDynamic( true ) );
this.particleShaderGeo.addAttribute( 'positionStart', new THREE.BufferAttribute( new Float32Array( this.PARTICLE_COUNT * 3 ), 3 ).setDynamic( true ) );
this.particleShaderGeo.addAttribute( 'startTime', new THREE.BufferAttribute( new Float32Array( this.PARTICLE_COUNT ), 1 ).setDynamic( true ) );
this.particleShaderGeo.addAttribute( 'velocity', new THREE.BufferAttribute( new Float32Array( this.PARTICLE_COUNT * 3 ), 3 ).setDynamic( true ) );
this.particleShaderGeo.addAttribute( 'turbulence', new THREE.BufferAttribute( new Float32Array( this.PARTICLE_COUNT ), 1 ).setDynamic( true ) );
this.particleShaderGeo.addAttribute( 'color', new THREE.BufferAttribute( new Float32Array( this.PARTICLE_COUNT * 3 ), 3 ).setDynamic( true ) );
this.particleShaderGeo.addAttribute( 'size', new THREE.BufferAttribute( new Float32Array( this.PARTICLE_COUNT ), 1 ).setDynamic( true ) );
this.particleShaderGeo.addAttribute( 'lifeTime', new THREE.BufferAttribute( new Float32Array( this.PARTICLE_COUNT ), 1 ).setDynamic( true ) );
// material
this.particleShaderMat = this.GPUParticleSystem.particleShaderMat;
var position = new THREE.Vector3();
var velocity = new THREE.Vector3();
var color = new THREE.Color();
this.spawnParticle = function( options ) {
var positionStartAttribute = this.particleShaderGeo.getAttribute( 'positionStart' );
var startTimeAttribute = this.particleShaderGeo.getAttribute( 'startTime' );
var velocityAttribute = this.particleShaderGeo.getAttribute( 'velocity' );
var turbulenceAttribute = this.particleShaderGeo.getAttribute( 'turbulence' );
var colorAttribute = this.particleShaderGeo.getAttribute( 'color' );
var sizeAttribute = this.particleShaderGeo.getAttribute( 'size' );
var lifeTimeAttribute = this.particleShaderGeo.getAttribute( 'lifeTime' );
options = options || {};
// setup reasonable default values for all arguments
position = options.position !== undefined ? position.copy( options.position ) : position.set( 0, 0, 0 );
velocity = options.velocity !== undefined ? velocity.copy( options.velocity ) : velocity.set( 0, 0, 0 );
color = options.color !== undefined ? color.set( options.color ) : color.set( 0xffffff );
var positionRandomness = options.positionRandomness !== undefined ? options.positionRandomness : 0;
var velocityRandomness = options.velocityRandomness !== undefined ? options.velocityRandomness : 0;
var colorRandomness = options.colorRandomness !== undefined ? options.colorRandomness : 1;
var turbulence = options.turbulence !== undefined ? options.turbulence : 1;
var lifetime = options.lifetime !== undefined ? options.lifetime : 5;
var size = options.size !== undefined ? options.size : 10;
var sizeRandomness = options.sizeRandomness !== undefined ? options.sizeRandomness : 0;
var smoothPosition = options.smoothPosition !== undefined ? options.smoothPosition : false;
if ( this.DPR !== undefined ) size *= this.DPR;
var i = this.PARTICLE_CURSOR;
// position
positionStartAttribute.array[ i * 3 + 0 ] = position.x + ( particleSystem.random() * positionRandomness );
positionStartAttribute.array[ i * 3 + 1 ] = position.y + ( particleSystem.random() * positionRandomness );
positionStartAttribute.array[ i * 3 + 2 ] = position.z + ( particleSystem.random() * positionRandomness );
if ( smoothPosition === true ) {
positionStartAttribute.array[ i * 3 + 0 ] += - ( velocity.x * particleSystem.random() );
positionStartAttribute.array[ i * 3 + 1 ] += - ( velocity.y * particleSystem.random() );
positionStartAttribute.array[ i * 3 + 2 ] += - ( velocity.z * particleSystem.random() );
}
// velocity
var maxVel = 2;
var velX = velocity.x + particleSystem.random() * velocityRandomness;
var velY = velocity.y + particleSystem.random() * velocityRandomness;
var velZ = velocity.z + particleSystem.random() * velocityRandomness;
velX = THREE.Math.clamp( ( velX - ( - maxVel ) ) / ( maxVel - ( - maxVel ) ), 0, 1 );
velY = THREE.Math.clamp( ( velY - ( - maxVel ) ) / ( maxVel - ( - maxVel ) ), 0, 1 );
velZ = THREE.Math.clamp( ( velZ - ( - maxVel ) ) / ( maxVel - ( - maxVel ) ), 0, 1 );
velocityAttribute.array[ i * 3 + 0 ] = velX;
velocityAttribute.array[ i * 3 + 1 ] = velY;
velocityAttribute.array[ i * 3 + 2 ] = velZ;
// color
color.r = THREE.Math.clamp( color.r + particleSystem.random() * colorRandomness, 0, 1 );
color.g = THREE.Math.clamp( color.g + particleSystem.random() * colorRandomness, 0, 1 );
color.b = THREE.Math.clamp( color.b + particleSystem.random() * colorRandomness, 0, 1 );
colorAttribute.array[ i * 3 + 0 ] = color.r;
colorAttribute.array[ i * 3 + 1 ] = color.g;
colorAttribute.array[ i * 3 + 2 ] = color.b;
// turbulence, size, lifetime and starttime
turbulenceAttribute.array[ i ] = turbulence;
sizeAttribute.array[ i ] = size + particleSystem.random() * sizeRandomness;
lifeTimeAttribute.array[ i ] = lifetime;
startTimeAttribute.array[ i ] = this.time + particleSystem.random() * 2e-2;
// offset
if ( this.offset === 0 ) {
this.offset = this.PARTICLE_CURSOR;
}
// counter and cursor
this.count ++;
this.PARTICLE_CURSOR ++;
if ( this.PARTICLE_CURSOR >= this.PARTICLE_COUNT ) {
this.PARTICLE_CURSOR = 0;
}
this.particleUpdate = true;
};
this.init = function() {
this.particleSystem = new THREE.Points( this.particleShaderGeo, this.particleShaderMat );
this.particleSystem.frustumCulled = false;
this.add( this.particleSystem );
};
this.update = function( time ) {
this.time = time;
this.particleShaderMat.uniforms.uTime.value = time;
this.geometryUpdate();
};
this.geometryUpdate = function() {
if ( this.particleUpdate === true ) {
this.particleUpdate = false;
var positionStartAttribute = this.particleShaderGeo.getAttribute( 'positionStart' );
var startTimeAttribute = this.particleShaderGeo.getAttribute( 'startTime' );
var velocityAttribute = this.particleShaderGeo.getAttribute( 'velocity' );
var turbulenceAttribute = this.particleShaderGeo.getAttribute( 'turbulence' );
var colorAttribute = this.particleShaderGeo.getAttribute( 'color' );
var sizeAttribute = this.particleShaderGeo.getAttribute( 'size' );
var lifeTimeAttribute = this.particleShaderGeo.getAttribute( 'lifeTime' );
if ( this.offset + this.count < this.PARTICLE_COUNT ) {
positionStartAttribute.updateRange.offset = this.offset * positionStartAttribute.itemSize;
startTimeAttribute.updateRange.offset = this.offset * startTimeAttribute.itemSize;
velocityAttribute.updateRange.offset = this.offset * velocityAttribute.itemSize;
turbulenceAttribute.updateRange.offset = this.offset * turbulenceAttribute.itemSize;
colorAttribute.updateRange.offset = this.offset * colorAttribute.itemSize;
sizeAttribute.updateRange.offset = this.offset * sizeAttribute.itemSize;
lifeTimeAttribute.updateRange.offset = this.offset * lifeTimeAttribute.itemSize;
positionStartAttribute.updateRange.count = this.count * positionStartAttribute.itemSize;
startTimeAttribute.updateRange.count = this.count * startTimeAttribute.itemSize;
velocityAttribute.updateRange.count = this.count * velocityAttribute.itemSize;
turbulenceAttribute.updateRange.count = this.count * turbulenceAttribute.itemSize;
colorAttribute.updateRange.count = this.count * colorAttribute.itemSize;
sizeAttribute.updateRange.count = this.count * sizeAttribute.itemSize;
lifeTimeAttribute.updateRange.count = this.count * lifeTimeAttribute.itemSize;
} else {
positionStartAttribute.updateRange.offset = 0;
startTimeAttribute.updateRange.offset = 0;
velocityAttribute.updateRange.offset = 0;
turbulenceAttribute.updateRange.offset = 0;
colorAttribute.updateRange.offset = 0;
sizeAttribute.updateRange.offset = 0;
lifeTimeAttribute.updateRange.offset = 0;
// Use -1 to update the entire buffer, see #11476
positionStartAttribute.updateRange.count = -1;
startTimeAttribute.updateRange.count = -1;
velocityAttribute.updateRange.count = -1;
turbulenceAttribute.updateRange.count = -1;
colorAttribute.updateRange.count = -1;
sizeAttribute.updateRange.count = -1;
lifeTimeAttribute.updateRange.count = -1;
}
positionStartAttribute.needsUpdate = true;
startTimeAttribute.needsUpdate = true;
velocityAttribute.needsUpdate = true;
turbulenceAttribute.needsUpdate = true;
colorAttribute.needsUpdate = true;
sizeAttribute.needsUpdate = true;
lifeTimeAttribute.needsUpdate = true;
this.offset = 0;
this.count = 0;
}
};
this.dispose = function() {
this.particleShaderGeo.dispose();
};
this.init();
};
THREE.GPUParticleContainer.prototype = Object.create( THREE.Object3D.prototype );
THREE.GPUParticleContainer.prototype.constructor = THREE.GPUParticleContainer;

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/**
* Loads a Wavefront .mtl file specifying materials
*
* @author angelxuanchang
*/
THREE.MTLLoader = function ( manager ) {
this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
};
THREE.MTLLoader.prototype = {
constructor: THREE.MTLLoader,
/**
* Loads and parses a MTL asset from a URL.
*
* @param {String} url - URL to the MTL file.
* @param {Function} [onLoad] - Callback invoked with the loaded object.
* @param {Function} [onProgress] - Callback for download progress.
* @param {Function} [onError] - Callback for download errors.
*
* @see setPath setTexturePath
*
* @note In order for relative texture references to resolve correctly
* you must call setPath and/or setTexturePath explicitly prior to load.
*/
load: function ( url, onLoad, onProgress, onError ) {
var scope = this;
var loader = new THREE.FileLoader( this.manager );
loader.setPath( this.path );
loader.load( url, function ( text ) {
onLoad( scope.parse( text ) );
}, onProgress, onError );
},
/**
* Set base path for resolving references.
* If set this path will be prepended to each loaded and found reference.
*
* @see setTexturePath
* @param {String} path
*
* @example
* mtlLoader.setPath( 'assets/obj/' );
* mtlLoader.load( 'my.mtl', ... );
*/
setPath: function ( path ) {
this.path = path;
},
/**
* Set base path for resolving texture references.
* If set this path will be prepended found texture reference.
* If not set and setPath is, it will be used as texture base path.
*
* @see setPath
* @param {String} path
*
* @example
* mtlLoader.setPath( 'assets/obj/' );
* mtlLoader.setTexturePath( 'assets/textures/' );
* mtlLoader.load( 'my.mtl', ... );
*/
setTexturePath: function ( path ) {
this.texturePath = path;
},
setBaseUrl: function ( path ) {
console.warn( 'THREE.MTLLoader: .setBaseUrl() is deprecated. Use .setTexturePath( path ) for texture path or .setPath( path ) for general base path instead.' );
this.setTexturePath( path );
},
setCrossOrigin: function ( value ) {
this.crossOrigin = value;
},
setMaterialOptions: function ( value ) {
this.materialOptions = value;
},
/**
* Parses a MTL file.
*
* @param {String} text - Content of MTL file
* @return {THREE.MTLLoader.MaterialCreator}
*
* @see setPath setTexturePath
*
* @note In order for relative texture references to resolve correctly
* you must call setPath and/or setTexturePath explicitly prior to parse.
*/
parse: function ( text ) {
var lines = text.split( '\n' );
var info = {};
var delimiter_pattern = /\s+/;
var materialsInfo = {};
for ( var i = 0; i < lines.length; i ++ ) {
var line = lines[ i ];
line = line.trim();
if ( line.length === 0 || line.charAt( 0 ) === '#' ) {
// Blank line or comment ignore
continue;
}
var pos = line.indexOf( ' ' );
var key = ( pos >= 0 ) ? line.substring( 0, pos ) : line;
key = key.toLowerCase();
var value = ( pos >= 0 ) ? line.substring( pos + 1 ) : '';
value = value.trim();
if ( key === 'newmtl' ) {
// New material
info = { name: value };
materialsInfo[ value ] = info;
} else if ( info ) {
if ( key === 'ka' || key === 'kd' || key === 'ks' ) {
var ss = value.split( delimiter_pattern, 3 );
info[ key ] = [ parseFloat( ss[ 0 ] ), parseFloat( ss[ 1 ] ), parseFloat( ss[ 2 ] ) ];
} else {
info[ key ] = value;
}
}
}
var materialCreator = new THREE.MTLLoader.MaterialCreator( this.texturePath || this.path, this.materialOptions );
materialCreator.setCrossOrigin( this.crossOrigin );
materialCreator.setManager( this.manager );
materialCreator.setMaterials( materialsInfo );
return materialCreator;
}
};
/**
* Create a new THREE-MTLLoader.MaterialCreator
* @param baseUrl - Url relative to which textures are loaded
* @param options - Set of options on how to construct the materials
* side: Which side to apply the material
* THREE.FrontSide (default), THREE.BackSide, THREE.DoubleSide
* wrap: What type of wrapping to apply for textures
* THREE.RepeatWrapping (default), THREE.ClampToEdgeWrapping, THREE.MirroredRepeatWrapping
* normalizeRGB: RGBs need to be normalized to 0-1 from 0-255
* Default: false, assumed to be already normalized
* ignoreZeroRGBs: Ignore values of RGBs (Ka,Kd,Ks) that are all 0's
* Default: false
* @constructor
*/
THREE.MTLLoader.MaterialCreator = function ( baseUrl, options ) {
this.baseUrl = baseUrl || '';
this.options = options;
this.materialsInfo = {};
this.materials = {};
this.materialsArray = [];
this.nameLookup = {};
this.side = ( this.options && this.options.side ) ? this.options.side : THREE.FrontSide;
this.wrap = ( this.options && this.options.wrap ) ? this.options.wrap : THREE.RepeatWrapping;
};
THREE.MTLLoader.MaterialCreator.prototype = {
constructor: THREE.MTLLoader.MaterialCreator,
crossOrigin: 'Anonymous',
setCrossOrigin: function ( value ) {
this.crossOrigin = value;
},
setManager: function ( value ) {
this.manager = value;
},
setMaterials: function ( materialsInfo ) {
this.materialsInfo = this.convert( materialsInfo );
this.materials = {};
this.materialsArray = [];
this.nameLookup = {};
},
convert: function ( materialsInfo ) {
if ( ! this.options ) return materialsInfo;
var converted = {};
for ( var mn in materialsInfo ) {
// Convert materials info into normalized form based on options
var mat = materialsInfo[ mn ];
var covmat = {};
converted[ mn ] = covmat;
for ( var prop in mat ) {
var save = true;
var value = mat[ prop ];
var lprop = prop.toLowerCase();
switch ( lprop ) {
case 'kd':
case 'ka':
case 'ks':
// Diffuse color (color under white light) using RGB values
if ( this.options && this.options.normalizeRGB ) {
value = [ value[ 0 ] / 255, value[ 1 ] / 255, value[ 2 ] / 255 ];
}
if ( this.options && this.options.ignoreZeroRGBs ) {
if ( value[ 0 ] === 0 && value[ 1 ] === 0 && value[ 2 ] === 0 ) {
// ignore
save = false;
}
}
break;
default:
break;
}
if ( save ) {
covmat[ lprop ] = value;
}
}
}
return converted;
},
preload: function () {
for ( var mn in this.materialsInfo ) {
this.create( mn );
}
},
getIndex: function ( materialName ) {
return this.nameLookup[ materialName ];
},
getAsArray: function () {
var index = 0;
for ( var mn in this.materialsInfo ) {
this.materialsArray[ index ] = this.create( mn );
this.nameLookup[ mn ] = index;
index ++;
}
return this.materialsArray;
},
create: function ( materialName ) {
if ( this.materials[ materialName ] === undefined ) {
this.createMaterial_( materialName );
}
return this.materials[ materialName ];
},
createMaterial_: function ( materialName ) {
// Create material
var scope = this;
var mat = this.materialsInfo[ materialName ];
var params = {
name: materialName,
side: this.side
};
function resolveURL( baseUrl, url ) {
if ( typeof url !== 'string' || url === '' )
return '';
// Absolute URL
if ( /^https?:\/\//i.test( url ) ) return url;
return baseUrl + url;
}
function setMapForType( mapType, value ) {
if ( params[ mapType ] ) return; // Keep the first encountered texture
var texParams = scope.getTextureParams( value, params );
var map = scope.loadTexture( resolveURL( scope.baseUrl, texParams.url ) );
map.repeat.copy( texParams.scale );
map.offset.copy( texParams.offset );
map.wrapS = scope.wrap;
map.wrapT = scope.wrap;
params[ mapType ] = map;
}
for ( var prop in mat ) {
var value = mat[ prop ];
var n;
if ( value === '' ) continue;
switch ( prop.toLowerCase() ) {
// Ns is material specular exponent
case 'kd':
// Diffuse color (color under white light) using RGB values
params.color = new THREE.Color().fromArray( value );
break;
case 'ks':
// Specular color (color when light is reflected from shiny surface) using RGB values
params.specular = new THREE.Color().fromArray( value );
break;
case 'map_kd':
// Diffuse texture map
setMapForType( "map", value );
break;
case 'map_ks':
// Specular map
setMapForType( "specularMap", value );
break;
case 'norm':
setMapForType( "normalMap", value );
break;
case 'map_bump':
case 'bump':
// Bump texture map
setMapForType( "bumpMap", value );
break;
case 'ns':
// The specular exponent (defines the focus of the specular highlight)
// A high exponent results in a tight, concentrated highlight. Ns values normally range from 0 to 1000.
params.shininess = parseFloat( value );
break;
case 'd':
n = parseFloat( value );
if ( n < 1 ) {
params.opacity = n;
params.transparent = true;
}
break;
case 'tr':
n = parseFloat( value );
if ( n > 0 ) {
params.opacity = 1 - n;
params.transparent = true;
}
break;
default:
break;
}
}
this.materials[ materialName ] = new THREE.MeshPhongMaterial( params );
return this.materials[ materialName ];
},
getTextureParams: function ( value, matParams ) {
var texParams = {
scale: new THREE.Vector2( 1, 1 ),
offset: new THREE.Vector2( 0, 0 )
};
var items = value.split( /\s+/ );
var pos;
pos = items.indexOf( '-bm' );
if ( pos >= 0 ) {
matParams.bumpScale = parseFloat( items[ pos + 1 ] );
items.splice( pos, 2 );
}
pos = items.indexOf( '-s' );
if ( pos >= 0 ) {
texParams.scale.set( parseFloat( items[ pos + 1 ] ), parseFloat( items[ pos + 2 ] ) );
items.splice( pos, 4 ); // we expect 3 parameters here!
}
pos = items.indexOf( '-o' );
if ( pos >= 0 ) {
texParams.offset.set( parseFloat( items[ pos + 1 ] ), parseFloat( items[ pos + 2 ] ) );
items.splice( pos, 4 ); // we expect 3 parameters here!
}
texParams.url = items.join( ' ' ).trim();
return texParams;
},
loadTexture: function ( url, mapping, onLoad, onProgress, onError ) {
var texture;
var loader = THREE.Loader.Handlers.get( url );
var manager = ( this.manager !== undefined ) ? this.manager : THREE.DefaultLoadingManager;
if ( loader === null ) {
loader = new THREE.TextureLoader( manager );
}
if ( loader.setCrossOrigin ) loader.setCrossOrigin( this.crossOrigin );
texture = loader.load( url, onLoad, onProgress, onError );
if ( mapping !== undefined ) texture.mapping = mapping;
return texture;
}
};

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@ -0,0 +1,715 @@
/**
* @author mrdoob / http://mrdoob.com/
*/
THREE.OBJLoader = ( function () {
// o object_name | g group_name
var object_pattern = /^[og]\s*(.+)?/;
// mtllib file_reference
var material_library_pattern = /^mtllib /;
// usemtl material_name
var material_use_pattern = /^usemtl /;
function ParserState() {
var state = {
objects: [],
object: {},
vertices: [],
normals: [],
colors: [],
uvs: [],
materialLibraries: [],
startObject: function ( name, fromDeclaration ) {
// If the current object (initial from reset) is not from a g/o declaration in the parsed
// file. We need to use it for the first parsed g/o to keep things in sync.
if ( this.object && this.object.fromDeclaration === false ) {
this.object.name = name;
this.object.fromDeclaration = ( fromDeclaration !== false );
return;
}
var previousMaterial = ( this.object && typeof this.object.currentMaterial === 'function' ? this.object.currentMaterial() : undefined );
if ( this.object && typeof this.object._finalize === 'function' ) {
this.object._finalize( true );
}
this.object = {
name: name || '',
fromDeclaration: ( fromDeclaration !== false ),
geometry: {
vertices: [],
normals: [],
colors: [],
uvs: []
},
materials: [],
smooth: true,
startMaterial: function ( name, libraries ) {
var previous = this._finalize( false );
// New usemtl declaration overwrites an inherited material, except if faces were declared
// after the material, then it must be preserved for proper MultiMaterial continuation.
if ( previous && ( previous.inherited || previous.groupCount <= 0 ) ) {
this.materials.splice( previous.index, 1 );
}
var material = {
index: this.materials.length,
name: name || '',
mtllib: ( Array.isArray( libraries ) && libraries.length > 0 ? libraries[ libraries.length - 1 ] : '' ),
smooth: ( previous !== undefined ? previous.smooth : this.smooth ),
groupStart: ( previous !== undefined ? previous.groupEnd : 0 ),
groupEnd: - 1,
groupCount: - 1,
inherited: false,
clone: function ( index ) {
var cloned = {
index: ( typeof index === 'number' ? index : this.index ),
name: this.name,
mtllib: this.mtllib,
smooth: this.smooth,
groupStart: 0,
groupEnd: - 1,
groupCount: - 1,
inherited: false
};
cloned.clone = this.clone.bind( cloned );
return cloned;
}
};
this.materials.push( material );
return material;
},
currentMaterial: function () {
if ( this.materials.length > 0 ) {
return this.materials[ this.materials.length - 1 ];
}
return undefined;
},
_finalize: function ( end ) {
var lastMultiMaterial = this.currentMaterial();
if ( lastMultiMaterial && lastMultiMaterial.groupEnd === - 1 ) {
lastMultiMaterial.groupEnd = this.geometry.vertices.length / 3;
lastMultiMaterial.groupCount = lastMultiMaterial.groupEnd - lastMultiMaterial.groupStart;
lastMultiMaterial.inherited = false;
}
// Ignore objects tail materials if no face declarations followed them before a new o/g started.
if ( end && this.materials.length > 1 ) {
for ( var mi = this.materials.length - 1; mi >= 0; mi -- ) {
if ( this.materials[ mi ].groupCount <= 0 ) {
this.materials.splice( mi, 1 );
}
}
}
// Guarantee at least one empty material, this makes the creation later more straight forward.
if ( end && this.materials.length === 0 ) {
this.materials.push( {
name: '',
smooth: this.smooth
} );
}
return lastMultiMaterial;
}
};
// Inherit previous objects material.
// Spec tells us that a declared material must be set to all objects until a new material is declared.
// If a usemtl declaration is encountered while this new object is being parsed, it will
// overwrite the inherited material. Exception being that there was already face declarations
// to the inherited material, then it will be preserved for proper MultiMaterial continuation.
if ( previousMaterial && previousMaterial.name && typeof previousMaterial.clone === 'function' ) {
var declared = previousMaterial.clone( 0 );
declared.inherited = true;
this.object.materials.push( declared );
}
this.objects.push( this.object );
},
finalize: function () {
if ( this.object && typeof this.object._finalize === 'function' ) {
this.object._finalize( true );
}
},
parseVertexIndex: function ( value, len ) {
var index = parseInt( value, 10 );
return ( index >= 0 ? index - 1 : index + len / 3 ) * 3;
},
parseNormalIndex: function ( value, len ) {
var index = parseInt( value, 10 );
return ( index >= 0 ? index - 1 : index + len / 3 ) * 3;
},
parseUVIndex: function ( value, len ) {
var index = parseInt( value, 10 );
return ( index >= 0 ? index - 1 : index + len / 2 ) * 2;
},
addVertex: function ( a, b, c ) {
var src = this.vertices;
var dst = this.object.geometry.vertices;
dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
dst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] );
dst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] );
},
addVertexLine: function ( a ) {
var src = this.vertices;
var dst = this.object.geometry.vertices;
dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
},
addNormal: function ( a, b, c ) {
var src = this.normals;
var dst = this.object.geometry.normals;
dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
dst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] );
dst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] );
},
addColor: function ( a, b, c ) {
var src = this.colors;
var dst = this.object.geometry.colors;
dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
dst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] );
dst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] );
},
addUV: function ( a, b, c ) {
var src = this.uvs;
var dst = this.object.geometry.uvs;
dst.push( src[ a + 0 ], src[ a + 1 ] );
dst.push( src[ b + 0 ], src[ b + 1 ] );
dst.push( src[ c + 0 ], src[ c + 1 ] );
},
addUVLine: function ( a ) {
var src = this.uvs;
var dst = this.object.geometry.uvs;
dst.push( src[ a + 0 ], src[ a + 1 ] );
},
addFace: function ( a, b, c, ua, ub, uc, na, nb, nc ) {
var vLen = this.vertices.length;
var ia = this.parseVertexIndex( a, vLen );
var ib = this.parseVertexIndex( b, vLen );
var ic = this.parseVertexIndex( c, vLen );
this.addVertex( ia, ib, ic );
if ( ua !== undefined ) {
var uvLen = this.uvs.length;
ia = this.parseUVIndex( ua, uvLen );
ib = this.parseUVIndex( ub, uvLen );
ic = this.parseUVIndex( uc, uvLen );
this.addUV( ia, ib, ic );
}
if ( na !== undefined ) {
// Normals are many times the same. If so, skip function call and parseInt.
var nLen = this.normals.length;
ia = this.parseNormalIndex( na, nLen );
ib = na === nb ? ia : this.parseNormalIndex( nb, nLen );
ic = na === nc ? ia : this.parseNormalIndex( nc, nLen );
this.addNormal( ia, ib, ic );
}
if ( this.colors.length > 0 ) {
this.addColor( ia, ib, ic );
}
},
addLineGeometry: function ( vertices, uvs ) {
this.object.geometry.type = 'Line';
var vLen = this.vertices.length;
var uvLen = this.uvs.length;
for ( var vi = 0, l = vertices.length; vi < l; vi ++ ) {
this.addVertexLine( this.parseVertexIndex( vertices[ vi ], vLen ) );
}
for ( var uvi = 0, l = uvs.length; uvi < l; uvi ++ ) {
this.addUVLine( this.parseUVIndex( uvs[ uvi ], uvLen ) );
}
}
};
state.startObject( '', false );
return state;
}
//
function OBJLoader( manager ) {
this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
this.materials = null;
}
OBJLoader.prototype = {
constructor: OBJLoader,
load: function ( url, onLoad, onProgress, onError ) {
var scope = this;
var loader = new THREE.FileLoader( scope.manager );
loader.setPath( this.path );
loader.load( url, function ( text ) {
onLoad( scope.parse( text ) );
}, onProgress, onError );
},
setPath: function ( value ) {
this.path = value;
},
setMaterials: function ( materials ) {
this.materials = materials;
return this;
},
parse: function ( text ) {
console.time( 'OBJLoader' );
var state = new ParserState();
if ( text.indexOf( '\r\n' ) !== - 1 ) {
// This is faster than String.split with regex that splits on both
text = text.replace( /\r\n/g, '\n' );
}
if ( text.indexOf( '\\\n' ) !== - 1 ) {
// join lines separated by a line continuation character (\)
text = text.replace( /\\\n/g, '' );
}
var lines = text.split( '\n' );
var line = '', lineFirstChar = '';
var lineLength = 0;
var result = [];
// Faster to just trim left side of the line. Use if available.
var trimLeft = ( typeof ''.trimLeft === 'function' );
for ( var i = 0, l = lines.length; i < l; i ++ ) {
line = lines[ i ];
line = trimLeft ? line.trimLeft() : line.trim();
lineLength = line.length;
if ( lineLength === 0 ) continue;
lineFirstChar = line.charAt( 0 );
// @todo invoke passed in handler if any
if ( lineFirstChar === '#' ) continue;
if ( lineFirstChar === 'v' ) {
var data = line.split( /\s+/ );
switch ( data[ 0 ] ) {
case 'v':
state.vertices.push(
parseFloat( data[ 1 ] ),
parseFloat( data[ 2 ] ),
parseFloat( data[ 3 ] )
);
if ( data.length === 8 ) {
state.colors.push(
parseFloat( data[ 4 ] ),
parseFloat( data[ 5 ] ),
parseFloat( data[ 6 ] )
);
}
break;
case 'vn':
state.normals.push(
parseFloat( data[ 1 ] ),
parseFloat( data[ 2 ] ),
parseFloat( data[ 3 ] )
);
break;
case 'vt':
state.uvs.push(
parseFloat( data[ 1 ] ),
parseFloat( data[ 2 ] )
);
break;
}
} else if ( lineFirstChar === 'f' ) {
var lineData = line.substr( 1 ).trim();
var vertexData = lineData.split( /\s+/ );
var faceVertices = [];
// Parse the face vertex data into an easy to work with format
for ( var j = 0, jl = vertexData.length; j < jl; j ++ ) {
var vertex = vertexData[ j ];
if ( vertex.length > 0 ) {
var vertexParts = vertex.split( '/' );
faceVertices.push( vertexParts );
}
}
// Draw an edge between the first vertex and all subsequent vertices to form an n-gon
var v1 = faceVertices[ 0 ];
for ( var j = 1, jl = faceVertices.length - 1; j < jl; j ++ ) {
var v2 = faceVertices[ j ];
var v3 = faceVertices[ j + 1 ];
state.addFace(
v1[ 0 ], v2[ 0 ], v3[ 0 ],
v1[ 1 ], v2[ 1 ], v3[ 1 ],
v1[ 2 ], v2[ 2 ], v3[ 2 ]
);
}
} else if ( lineFirstChar === 'l' ) {
var lineParts = line.substring( 1 ).trim().split( " " );
var lineVertices = [], lineUVs = [];
if ( line.indexOf( "/" ) === - 1 ) {
lineVertices = lineParts;
} else {
for ( var li = 0, llen = lineParts.length; li < llen; li ++ ) {
var parts = lineParts[ li ].split( "/" );
if ( parts[ 0 ] !== "" ) lineVertices.push( parts[ 0 ] );
if ( parts[ 1 ] !== "" ) lineUVs.push( parts[ 1 ] );
}
}
state.addLineGeometry( lineVertices, lineUVs );
} else if ( ( result = object_pattern.exec( line ) ) !== null ) {
// o object_name
// or
// g group_name
// WORKAROUND: https://bugs.chromium.org/p/v8/issues/detail?id=2869
// var name = result[ 0 ].substr( 1 ).trim();
var name = ( " " + result[ 0 ].substr( 1 ).trim() ).substr( 1 );
state.startObject( name );
} else if ( material_use_pattern.test( line ) ) {
// material
state.object.startMaterial( line.substring( 7 ).trim(), state.materialLibraries );
} else if ( material_library_pattern.test( line ) ) {
// mtl file
state.materialLibraries.push( line.substring( 7 ).trim() );
} else if ( lineFirstChar === 's' ) {
result = line.split( ' ' );
// smooth shading
// @todo Handle files that have varying smooth values for a set of faces inside one geometry,
// but does not define a usemtl for each face set.
// This should be detected and a dummy material created (later MultiMaterial and geometry groups).
// This requires some care to not create extra material on each smooth value for "normal" obj files.
// where explicit usemtl defines geometry groups.
// Example asset: examples/models/obj/cerberus/Cerberus.obj
/*
* http://paulbourke.net/dataformats/obj/
* or
* http://www.cs.utah.edu/~boulos/cs3505/obj_spec.pdf
*
* From chapter "Grouping" Syntax explanation "s group_number":
* "group_number is the smoothing group number. To turn off smoothing groups, use a value of 0 or off.
* Polygonal elements use group numbers to put elements in different smoothing groups. For free-form
* surfaces, smoothing groups are either turned on or off; there is no difference between values greater
* than 0."
*/
if ( result.length > 1 ) {
var value = result[ 1 ].trim().toLowerCase();
state.object.smooth = ( value !== '0' && value !== 'off' );
} else {
// ZBrush can produce "s" lines #11707
state.object.smooth = true;
}
var material = state.object.currentMaterial();
if ( material ) material.smooth = state.object.smooth;
} else {
// Handle null terminated files without exception
if ( line === '\0' ) continue;
throw new Error( 'THREE.OBJLoader: Unexpected line: "' + line + '"' );
}
}
state.finalize();
var container = new THREE.Group();
container.materialLibraries = [].concat( state.materialLibraries );
for ( var i = 0, l = state.objects.length; i < l; i ++ ) {
var object = state.objects[ i ];
var geometry = object.geometry;
var materials = object.materials;
var isLine = ( geometry.type === 'Line' );
// Skip o/g line declarations that did not follow with any faces
if ( geometry.vertices.length === 0 ) continue;
var buffergeometry = new THREE.BufferGeometry();
buffergeometry.addAttribute( 'position', new THREE.Float32BufferAttribute( geometry.vertices, 3 ) );
if ( geometry.normals.length > 0 ) {
buffergeometry.addAttribute( 'normal', new THREE.Float32BufferAttribute( geometry.normals, 3 ) );
} else {
buffergeometry.computeVertexNormals();
}
if ( geometry.colors.length > 0 ) {
buffergeometry.addAttribute( 'color', new THREE.Float32BufferAttribute( geometry.colors, 3 ) );
}
if ( geometry.uvs.length > 0 ) {
buffergeometry.addAttribute( 'uv', new THREE.Float32BufferAttribute( geometry.uvs, 2 ) );
}
// Create materials
var createdMaterials = [];
for ( var mi = 0, miLen = materials.length; mi < miLen; mi ++ ) {
var sourceMaterial = materials[ mi ];
var material = undefined;
if ( this.materials !== null ) {
material = this.materials.create( sourceMaterial.name );
// mtl etc. loaders probably can't create line materials correctly, copy properties to a line material.
if ( isLine && material && ! ( material instanceof THREE.LineBasicMaterial ) ) {
var materialLine = new THREE.LineBasicMaterial();
materialLine.copy( material );
material = materialLine;
}
}
if ( ! material ) {
material = ( ! isLine ? new THREE.MeshPhongMaterial() : new THREE.LineBasicMaterial() );
material.name = sourceMaterial.name;
}
material.flatShading = sourceMaterial.smooth ? false : true;
createdMaterials.push( material );
}
// Create mesh
var mesh;
if ( createdMaterials.length > 1 ) {
for ( var mi = 0, miLen = materials.length; mi < miLen; mi ++ ) {
var sourceMaterial = materials[ mi ];
buffergeometry.addGroup( sourceMaterial.groupStart, sourceMaterial.groupCount, mi );
}
mesh = ( ! isLine ? new THREE.Mesh( buffergeometry, createdMaterials ) : new THREE.LineSegments( buffergeometry, createdMaterials ) );
} else {
mesh = ( ! isLine ? new THREE.Mesh( buffergeometry, createdMaterials[ 0 ] ) : new THREE.LineSegments( buffergeometry, createdMaterials[ 0 ] ) );
}
mesh.name = object.name;
container.add( mesh );
}
console.timeEnd( 'OBJLoader' );
return container;
}
};
return OBJLoader;
} )();

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// stats.js - http://github.com/mrdoob/stats.js
var Stats=function(){function h(a){c.appendChild(a.dom);return a}function k(a){for(var d=0;d<c.children.length;d++)c.children[d].style.display=d===a?"none":"none";l=a}var l=0,c=document.createElement("div");c.style.cssText="position:fixed;top:0;left:0;cursor:pointer;opacity:0.9;z-index:10000";c.addEventListener("click",function(a){a.preventDefault();k(++l%c.children.length)},!1);var g=(performance||Date).now(),e=g,a=0,r=h(new Stats.Panel("FPS","#0ff","#002")),f=h(new Stats.Panel("MS","#0f0","#020"));
if(self.performance&&self.performance.memory)var t=h(new Stats.Panel("MB","#f08","#201"));k(0);return{REVISION:16,dom:c,addPanel:h,showPanel:k,begin:function(){g=(performance||Date).now()},end:function(){a++;var c=(performance||Date).now();f.update(c-g,200);if(c>e+1E3&&(r.update(1E3*a/(c-e),100),e=c,a=0,t)){var d=performance.memory;t.update(d.usedJSHeapSize/1048576,d.jsHeapSizeLimit/1048576)}return c},update:function(){g=this.end()},domElement:c,setMode:k}};
Stats.Panel=function(h,k,l){var c=Infinity,g=0,e=Math.round,a=e(window.devicePixelRatio||1),r=80*a,f=48*a,t=3*a,u=2*a,d=3*a,m=15*a,n=74*a,p=30*a,q=document.createElement("canvas");q.width=r;q.height=f;q.style.cssText="width:80px;height:48px";var b=q.getContext("2d");b.font="bold "+9*a+"px Helvetica,Arial,sans-serif";b.textBaseline="top";b.fillStyle=l;b.fillRect(0,0,r,f);b.fillStyle=k;b.fillText(h,t,u);b.fillRect(d,m,n,p);b.fillStyle=l;b.globalAlpha=.9;b.fillRect(d,m,n,p);return{dom:q,update:function(f,
v){c=Math.min(c,f);g=Math.max(g,f);b.fillStyle=l;b.globalAlpha=1;b.fillRect(0,0,r,m);b.fillStyle=k;b.fillText(e(f)+" "+h+" ("+e(c)+"-"+e(g)+")",t,u);b.drawImage(q,d+a,m,n-a,p,d,m,n-a,p);b.fillRect(d+n-a,m,a,p);b.fillStyle=l;b.globalAlpha=.9;b.fillRect(d+n-a,m,a,e((1-f/v)*p))}}};"object"===typeof module&&(module.exports=Stats);

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static/pkg/solar/js/libs/tween.min.js vendored Normal file
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// tween.js - http://github.com/sole/tween.js
'use strict';var TWEEN=TWEEN||function(){var a=[];return{REVISION:"7",getAll:function(){return a},removeAll:function(){a=[]},add:function(c){a.push(c)},remove:function(c){c=a.indexOf(c);-1!==c&&a.splice(c,1)},update:function(c){if(0===a.length)return!1;for(var b=0,d=a.length,c=void 0!==c?c:Date.now();b<d;)a[b].update(c)?b++:(a.splice(b,1),d--);return!0}}}();
TWEEN.Tween=function(a){var c={},b={},d=1E3,e=0,f=null,h=TWEEN.Easing.Linear.None,r=TWEEN.Interpolation.Linear,k=[],l=null,m=!1,n=null,p=null;this.to=function(a,c){null!==c&&(d=c);b=a;return this};this.start=function(d){TWEEN.add(this);m=!1;f=void 0!==d?d:Date.now();f+=e;for(var g in b)if(null!==a[g]){if(b[g]instanceof Array){if(0===b[g].length)continue;b[g]=[a[g]].concat(b[g])}c[g]=a[g]}return this};this.stop=function(){TWEEN.remove(this);return this};this.delay=function(a){e=a;return this};this.easing=
function(a){h=a;return this};this.interpolation=function(a){r=a;return this};this.chain=function(){k=arguments;return this};this.onStart=function(a){l=a;return this};this.onUpdate=function(a){n=a;return this};this.onComplete=function(a){p=a;return this};this.update=function(e){if(e<f)return!0;!1===m&&(null!==l&&l.call(a),m=!0);var g=(e-f)/d,g=1<g?1:g,i=h(g),j;for(j in c){var s=c[j],q=b[j];a[j]=q instanceof Array?r(q,i):s+(q-s)*i}null!==n&&n.call(a,i);if(1==g){null!==p&&p.call(a);g=0;for(i=k.length;g<
i;g++)k[g].start(e);return!1}return!0}};
TWEEN.Easing={Linear:{None:function(a){return a}},Quadratic:{In:function(a){return a*a},Out:function(a){return a*(2-a)},InOut:function(a){return 1>(a*=2)?0.5*a*a:-0.5*(--a*(a-2)-1)}},Cubic:{In:function(a){return a*a*a},Out:function(a){return--a*a*a+1},InOut:function(a){return 1>(a*=2)?0.5*a*a*a:0.5*((a-=2)*a*a+2)}},Quartic:{In:function(a){return a*a*a*a},Out:function(a){return 1- --a*a*a*a},InOut:function(a){return 1>(a*=2)?0.5*a*a*a*a:-0.5*((a-=2)*a*a*a-2)}},Quintic:{In:function(a){return a*a*a*
a*a},Out:function(a){return--a*a*a*a*a+1},InOut:function(a){return 1>(a*=2)?0.5*a*a*a*a*a:0.5*((a-=2)*a*a*a*a+2)}},Sinusoidal:{In:function(a){return 1-Math.cos(a*Math.PI/2)},Out:function(a){return Math.sin(a*Math.PI/2)},InOut:function(a){return 0.5*(1-Math.cos(Math.PI*a))}},Exponential:{In:function(a){return 0===a?0:Math.pow(1024,a-1)},Out:function(a){return 1===a?1:1-Math.pow(2,-10*a)},InOut:function(a){return 0===a?0:1===a?1:1>(a*=2)?0.5*Math.pow(1024,a-1):0.5*(-Math.pow(2,-10*(a-1))+2)}},Circular:{In:function(a){return 1-
Math.sqrt(1-a*a)},Out:function(a){return Math.sqrt(1- --a*a)},InOut:function(a){return 1>(a*=2)?-0.5*(Math.sqrt(1-a*a)-1):0.5*(Math.sqrt(1-(a-=2)*a)+1)}},Elastic:{In:function(a){var c,b=0.1;if(0===a)return 0;if(1===a)return 1;!b||1>b?(b=1,c=0.1):c=0.4*Math.asin(1/b)/(2*Math.PI);return-(b*Math.pow(2,10*(a-=1))*Math.sin((a-c)*2*Math.PI/0.4))},Out:function(a){var c,b=0.1;if(0===a)return 0;if(1===a)return 1;!b||1>b?(b=1,c=0.1):c=0.4*Math.asin(1/b)/(2*Math.PI);return b*Math.pow(2,-10*a)*Math.sin((a-c)*
2*Math.PI/0.4)+1},InOut:function(a){var c,b=0.1;if(0===a)return 0;if(1===a)return 1;!b||1>b?(b=1,c=0.1):c=0.4*Math.asin(1/b)/(2*Math.PI);return 1>(a*=2)?-0.5*b*Math.pow(2,10*(a-=1))*Math.sin((a-c)*2*Math.PI/0.4):0.5*b*Math.pow(2,-10*(a-=1))*Math.sin((a-c)*2*Math.PI/0.4)+1}},Back:{In:function(a){return a*a*(2.70158*a-1.70158)},Out:function(a){return--a*a*(2.70158*a+1.70158)+1},InOut:function(a){return 1>(a*=2)?0.5*a*a*(3.5949095*a-2.5949095):0.5*((a-=2)*a*(3.5949095*a+2.5949095)+2)}},Bounce:{In:function(a){return 1-
TWEEN.Easing.Bounce.Out(1-a)},Out:function(a){return a<1/2.75?7.5625*a*a:a<2/2.75?7.5625*(a-=1.5/2.75)*a+0.75:a<2.5/2.75?7.5625*(a-=2.25/2.75)*a+0.9375:7.5625*(a-=2.625/2.75)*a+0.984375},InOut:function(a){return 0.5>a?0.5*TWEEN.Easing.Bounce.In(2*a):0.5*TWEEN.Easing.Bounce.Out(2*a-1)+0.5}}};
TWEEN.Interpolation={Linear:function(a,c){var b=a.length-1,d=b*c,e=Math.floor(d),f=TWEEN.Interpolation.Utils.Linear;return 0>c?f(a[0],a[1],d):1<c?f(a[b],a[b-1],b-d):f(a[e],a[e+1>b?b:e+1],d-e)},Bezier:function(a,c){var b=0,d=a.length-1,e=Math.pow,f=TWEEN.Interpolation.Utils.Bernstein,h;for(h=0;h<=d;h++)b+=e(1-c,d-h)*e(c,h)*a[h]*f(d,h);return b},CatmullRom:function(a,c){var b=a.length-1,d=b*c,e=Math.floor(d),f=TWEEN.Interpolation.Utils.CatmullRom;return a[0]===a[b]?(0>c&&(e=Math.floor(d=b*(1+c))),f(a[(e-
1+b)%b],a[e],a[(e+1)%b],a[(e+2)%b],d-e)):0>c?a[0]-(f(a[0],a[0],a[1],a[1],-d)-a[0]):1<c?a[b]-(f(a[b],a[b],a[b-1],a[b-1],d-b)-a[b]):f(a[e?e-1:0],a[e],a[b<e+1?b:e+1],a[b<e+2?b:e+2],d-e)},Utils:{Linear:function(a,c,b){return(c-a)*b+a},Bernstein:function(a,c){var b=TWEEN.Interpolation.Utils.Factorial;return b(a)/b(c)/b(a-c)},Factorial:function(){var a=[1];return function(c){var b=1,d;if(a[c])return a[c];for(d=c;1<d;d--)b*=d;return a[c]=b}}(),CatmullRom:function(a,c,b,d,e){var a=0.5*(b-a),d=0.5*(d-c),f=
e*e;return(2*c-2*b+a+d)*e*f+(-3*c+3*b-2*a-d)*f+a*e+c}}};

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static/pkg/solar/js/main.js Normal file
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var container, stats, gui, promptSound;
var switchCamera, scene, renderer;
var roamingCamera, cameraControl;
var sunLight;
var ambientLight;
var goRoaming = false, roamingStatus = false;
var tween;
var trackCamera = new Map();
var renderCamera;
var needSet = true;
var curBody = "Galaxy", nextBody = curBody;
var saveCur, saveNext;
var orbitDraw = new Map();
var clock = new THREE.Clock();
var tick = 0;
var cometSet = false;
var lastCometX, lastCometY, lastCometZ;
var params = {
Camera: "Galaxy",
};
var calculateParams;
var orbitParams;
var cometParams;
var control;
var firstflag = true;
var options = {
position: new THREE.Vector3(),
positionRandomness: .3,
velocity: new THREE.Vector3(),
velocityRandomness: 3.0,
color: 0xfff700,
colorRandomness: .2,
turbulence: 0.,
lifetime: .1,
size: 10,
sizeRandomness: 2
};
var spawnerOptions = {
spawnRate: 1500000,
horizontalSpeed: .1,
verticalSpeed: .1, timeScale: .1,
};
$('.progress').progressInitialize();
var progressBar = $('#control');
pre();
$(this).removeAttr('onclick');
progressBar.click(function (e) {
e.preventDefault();
progressBar.progressSet(0);
pre();
$(this).removeAttr('onclick');
});
function pre() {
var manifest = [
"res/callisto/diffuse.jpg",
"res/comet/particle2.png",
"res/comet/perlin-512.png",
"res/deimos/diffuse.jpg",
"res/deimos/bump.jpg",
"res/dione/diffuse.jpg",
"res/earth/diffuse.jpg",
"res/earth/bump.jpg",
"res/earth/clouds.png",
"res/earth/night.png",
"res/earth/spec.jpg",
"res/effects/flare.jpg",
"res/europa/diffuse.jpg",
"res/io/diffuse.png",
"res/jupiter/clouds.png",
"res/jupiter/diffuse.jpg",
"res/jupiter/ring.png",
"res/loading/splash.png",
"res/mars/diffuse.jpg",
"res/mars/bump.jpg",
"res/mercury/diffuse.jpg",
"res/mercury/bump.jpg",
"res/moon/diffuse.jpg",
"res/moon/bump.jpg",
"res/neptune/diffuse.jpg",
"res/neptune/ring.png",
"res/phobos/diffuse.jpg",
"res/phobos/bump.jpg",
"res/pluto/diffuse.jpg",
"res/saturn/diffuse.png",
"res/saturn/bump.png",
"res/saturn/clouds.png",
"res/saturn/ring.png",
"res/skybox/posX.jpg",
"res/skybox/posY.jpg",
"res/skybox/posZ.jpg",
"res/skybox/negX.jpg",
"res/skybox/negY.jpg",
"res/skybox/negZ.jpg",
"res/sol/diffuse.png",
"res/titan/diffuse.jpg",
"res/uranus/diffuse.jpg",
"res/uranus/ring.png",
"res/venus/diffuse.jpg",
"res/venus/bump.jpg",
"res/venus/clouds.jpg",
];
$.preLoad(manifest, {
each: function (count) {
progressBar.progressSet(count * 2);
progressBar.attr({'data-loading': (parseInt(count / manifest.length * 100)).toString() + "%"});
},
all: function () {
progressBar.progressSet(100);
progressBar.attr({'data-loading': (100).toString() + "%"});
init();
animate();
}
});
}
function initScene() {
scene = new THREE.Scene();
scene.background = new THREE.Color(0x000000);
}
function initCamera() {
roamingCamera = new cameraParameters(3000, 200, "Astronaut");
switchCamera = new cameraParameters(3000, 200, "Sun");
switchCamera.setCamera();
trackCamera["Galaxy"] = new cameraParameters(70000, 200, "Sun");
trackCamera["Galaxy"].theta = 80.0;
trackCamera["Galaxy"].phi = 0.0;
trackCamera["Comet"] = new cameraParameters(1000, 1000, "Comet");
var planets = ["Sun", "Mercury", "Venus", "Earth", "Mars", "Jupiter", "Saturn", "Uranus", "Neptune", "Pluto"];
for (var i in planets) {
trackCamera[planets[i]] = new cameraParameters(3.0 * celestialBodies[planets[i]].radius, 3.0 * celestialBodies[planets[i]].radius, planets[i]);
}
trackCamera["Ship"] = new cameraParameters(3.0 * celestialBodies["Ship"].radius, 3.0 * celestialBodies["Ship"].radius, "Ship")
}
function initLight() {
// Add light
sunLight = new THREE.PointLight(0xFFFFFF, 1.0);
sunLight.position.set(0, 0, 0);
scene.add(sunLight);
ambientLight = new THREE.AmbientLight(0xFFFFFF);
ambientLight.intensity = 0;
scene.add(ambientLight)
// sunLight.castShadow = true;
}
function drawOrbit(celestialBody) {
var radius = celestialBody.orbit.semiMajorAxis;
var angle = celestialBody.orbit.inclination / 180.0 * Math.PI;
var size = 360 / radius;
var orbit = new THREE.Geometry();
var e = celestialBody.orbit.eccentricity;
var material = new THREE.LineBasicMaterial({vertexColors: true});
for (var i = 0; i <= radius; i++) {
var segment = (i * size) * Math.PI / 180;
var r = radius * (1 - e * e) / (1 + e * Math.cos(segment));
orbit.vertices.push(new THREE.Vector3((Math.cos(segment) * r) * Math.cos(angle),
(Math.cos(segment) * r) * Math.sin(angle),
Math.sin(segment) * r));
var color1 = new THREE.Color(0xffffff);
var quad = (radius / 4.0);
if (i < quad) {
color1.setRGB((0 + (4 * i / radius) * 100) / 255, (50 + (4 * i / radius) * 50) / 255, 100.0 / 255);
} else if (i >= quad && i < 2 * quad) {
color1.setRGB((100 - (4 * i / radius - 1) * 100) / 255, (100 - (4 * i / radius - 1) * 50) / 255, 100.0 / 255);
} else if (i >= 2 * quad && i < 3 * quad) {
color1.setRGB((0 + (4 * i / radius - 2) * 100) / 255, (50 + (4 * i / radius - 2) * 50) / 255, 100.0 / 255);
} else {
color1.setRGB((100 - (4 * i / radius - 3) * 100) / 255, (100 - (4 * i / radius - 3) * 50) / 255, 100.0 / 255);
}
orbit.colors.push(color1);
}
return new THREE.Line(orbit, material);
}
function initRender() {
renderer = new THREE.WebGLRenderer({antialias: true, alpha: true, preserveDrawingBuffer: true});
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
//renderer.shadowMapEnabled = true;
//renderer.shadowMapSoft = true;
//renderer.shadowMap.enabled = true;
//renderer.shadowCameraNear = 3;
//renderer.shadowCameraFar = 100;
//renderer.shadowMapDarkness = 0.2;
//renderer.shadowCameraFov = 50;
//renderer.shadowMapBias = 0.0039;
//renderer.shadowMapWidth = 1024;
//renderer.shadowMapHeight = 1024;
}
function initObjects() {
// Add sky box
var skyboxTextureFilenames = [
"res/skybox/posX.jpg", "res/skybox/negX.jpg",
"res/skybox/posY.jpg", "res/skybox/negY.jpg",
"res/skybox/posZ.jpg", "res/skybox/negZ.jpg"];
var materialArray = [];
var skyGeometry = new THREE.CubeGeometry(10000000, 10000000, 10000000);
for (var i = 0; i < 6; i++)
materialArray.push(new THREE.MeshBasicMaterial({
map: textureLoader.load(skyboxTextureFilenames[i]),
side: THREE.BackSide
}));
var skyBox = new THREE.Mesh(skyGeometry, materialArray);
skyBox.rotateX(Math.PI / 2);
scene.add(skyBox);
var orbits = ["Comet", "Mercury", "Venus", "Earth", "Mars", "Jupiter", "Saturn", "Uranus", "Neptune", "Pluto"];
for (var i in orbits) {
orbitDraw[orbits[i]] = drawOrbit(celestialBodies[orbits[i]]);
}
for (var objKey in celestialBodies) {
celestialBodies[objKey].generateObjectsOnScene(scene);
}
for (var objKey in celestialBodies) {
if (celestialBodies[objKey].parent != null)
celestialBodies[objKey].parent = celestialBodies[celestialBodies[objKey].parent];
}
}
function initGui() {
var calculate = gui.addFolder('Calculate');
calculateParams = {
Sun: true,
Comet: false,
Mercury: true,
Venus: true,
Earth: true,
Mars: true,
Jupiter: true,
Saturn: true,
Uranus: true,
Neptune: true,
Pluto: true
};
for (var i in calculateParams)
calculate.add(calculateParams, i);
var orbit = gui.addFolder('Orbit');
orbitParams = {
Comet: false,
Mercury: false,
Venus: false,
Earth: false,
Mars: false,
Jupiter: false,
Saturn: false,
Uranus: false,
Neptune: false,
Pluto: false
};
var comet = gui.addFolder('CometParameters');
cometParams = {
Length: 6000.,
Size: 15000.
};
comet.add(cometParams, "Length", 1000, 100000)
.onChange(function () {
window.removeEventListener('mousedown', onWindowMouseDown, false);
})
.onFinishChange(function () {
window.addEventListener('mousedown', onWindowMouseDown, false);
});
comet.add(cometParams, "Size", 1000, 100000)
.onChange(function () {
window.removeEventListener('mousedown', onWindowMouseDown, false);
})
.onFinishChange(function () {
window.addEventListener('mousedown', onWindowMouseDown, false);
});
for (var i in orbitParams)
orbit.add(orbitParams, i);
gui.add(params, 'Camera', ["Galaxy", "Sun", "Comet", "Ship", "Mercury", "Venus", "Earth", "Mars", "Jupiter", "Saturn", "Uranus", "Neptune", "Pluto"]).onChange(function (val) {
nextBody = val;
if (nextBody != switchCamera.body || (curBody == "Galaxy" && nextBody == "Sun")) {
initTween();
cameraCopy(switchCamera, trackCamera[curBody]);
setTween(curBody, nextBody);
tween.start();
}
});
control = new function () {
this.Roam = function () {
if (roamingStatus == false) {
roamingCamera.camera.position.x = celestialBodies["Astronaut"].objectGroup.position.x;
roamingCamera.camera.position.y = celestialBodies["Astronaut"].objectGroup.position.y;
roamingCamera.camera.position.z = celestialBodies["Astronaut"].objectGroup.position.z;
goRoaming = true;
initTween();
if (curBody != "Earth") {
saveNext = calculateParams["Earth"];
calculateParams["Earth"] = false;
}
cameraCopy(switchCamera, trackCamera[curBody]);
setTween(curBody, null, celestialBodies["Astronaut"].objectGroup.position.x, celestialBodies["Astronaut"].objectGroup.position.y, celestialBodies["Astronaut"].objectGroup.position.z);
tween.start();
} else {
cameraControl.dispose();
roamingStatus = false;
initTween();
setTween(null, curBody, roamingCamera.camera.position.x, roamingCamera.camera.position.y, roamingCamera.camera.position.z);
tween.start();
}
};
this.Collision = false;
this.Light = 1.0;
this.Ambient = 0.4;
this.TimeScale = 0.1;
this.Screenshot = function () {
var dataURL = renderer.domElement.toDataURL();
var newWindow = window.open()
var img = newWindow.document.createElement("img");
img.src = dataURL;
newWindow.document.body.appendChild(img);
}
};
gui.add(control, 'Light', 0.0, 2.0)
.onChange(function (val) {
window.removeEventListener('mousedown', onWindowMouseDown, false);
sunLight.intensity = val;
})
.onFinishChange(function () {
window.addEventListener('mousedown', onWindowMouseDown, false);
});
gui.add(control, 'Ambient', 0.0, 1.0)
.onChange(function (val) {
window.removeEventListener('mousedown', onWindowMouseDown, false);
ambientLight.intensity = val;
})
.onFinishChange(function () {
window.addEventListener('mousedown', onWindowMouseDown, false);
});
gui.add(control, 'TimeScale', 0.0, 10.0)
.onChange(function (val) {
window.removeEventListener('mousedown', onWindowMouseDown, false);
globalTime.scale = val;
})
.onFinishChange(function () {
window.addEventListener('mousedown', onWindowMouseDown, false);
});
gui.add(control, "Collision");
gui.add(control, "Roam");
gui.add(control, "Screenshot");
gui.autoPlace = true;
}
function init() {
container = document.getElementById('container');
promptSound = document.getElementById('promptSound');
initCamera();
initScene();
initLight();
initObjects();
initRender();
renderCamera = trackCamera["Galaxy"];
stats = new Stats();
gui = new dat.GUI();
gui.close();
dat.GUI.toggleHide();
window.addEventListener('mousedown', onWindowMouseDown, false);
window.addEventListener('mousemove', onWindowMouseMove, false);
window.addEventListener('mouseup', onWindowMouseUp, false);
window.addEventListener('mousewheel', onMouseWheelChange, false);
window.addEventListener('DOMMouseScroll', onMouseWheelChange, false);
window.addEventListener('resize', onWindowResize, false);
initGui()
}
function onWindowResize() {
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
if (roamingStatus)
cameraControl.handleResize();
renderCamera.aspect = window.innerWidth / window.innerHeight;
renderCamera.camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function checkCrash() {
var cameraPos = roamingCamera.camera.position.clone();
for (var objKey in celestialBodies) {
if (celestialBodies[objKey].parent == celestialBodies["Sun"]) {
var r = celestialBodies[objKey].radius;
var dX = celestialBodies[objKey].getX() - roamingCamera.camera.position.x;
var dY = celestialBodies[objKey].getY() - roamingCamera.camera.position.y;
var dZ = celestialBodies[objKey].getZ() - roamingCamera.camera.position.z;
if (Math.sqrt(dX * dX + dY * dY + dZ * dZ) > 2 * r)
continue;
var localBodyPos = celestialBodies[objKey].objectGroup.position.clone();
var globalBodyPos = localBodyPos.applyMatrix4(celestialBodies[objKey].objectGroup.matrix);
var directVector = globalBodyPos.sub(cameraPos).normalize();
var ray = new THREE.Raycaster(cameraPos, directVector);
var collisionResults = ray.intersectObject(celestialBodies[objKey].objectGroup, true);
if (collisionResults.length > 0 && collisionResults[0].distance < celestialBodies[objKey].radius + directVector.length()) {
return true;
}
}
}
return false;
}
function animate() {
requestAnimationFrame(animate);
TWEEN.update();
if (roamingStatus) {
cameraControl.update(clock.getDelta());
if (control.Collision && checkCrash()) {
promptSound.play();
}
}
render();
stats.update();
}
function key_press_h() {
gui = new dat.GUI();
gui.open();
initGui()
}

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CelestialBody.prototype.updateOrbitAndRotation = function (time) {
// Calculate the orbit
// The reference frame (X, Y, Z) is the center coordinate of
// the object's parent body.
var referenceFrameX = 0;
var referenceFrameY = 0;
var referenceFrameZ = 0;
if (this.parent != null) {
referenceFrameX = this.parent.getX();
referenceFrameY = this.parent.getY();
referenceFrameZ = this.parent.getZ();
// Now this is only a naive way of calculating the orbit
// Note that zOx is the orbit plane
// x -> z y -> z z -> x
//1.11version
//r=a*(1-e^2)/(1+ecoswt)
//x=rcoswt+c
//y=rsinwt
var r = this.orbit.semiMajorAxis * (1 - this.orbit.eccentricity * this.orbit.eccentricity) / (1 + this.orbit.eccentricity * Math.cos(10.0 * -time / this.orbit.period));
var x = referenceFrameX + (r * Math.cos(10.0 * -time / this.orbit.period)) * Math.cos(this.orbit.inclination / 180.0 * Math.PI);
var y = referenceFrameY + (r * Math.cos(10.0 * -time / this.orbit.period)) * Math.sin(this.orbit.inclination / 180.0 * Math.PI);
var z = referenceFrameZ + r * Math.sin(10.0 * -time / this.orbit.period);
if (this.isComet) {
this.cometPivot.position.set(x, y, z);
if (cometSet) {
this.objectGroup.position.set(x, y, z);
lastCometX = x;
lastCometY = y;
lastCometZ = z;
cometSet = false;
}
var delta = clock.getDelta() * spawnerOptions.timeScale;
tick += delta;
if (tick < 0) tick = 0;
if (delta > 0) {
var distance = Math.sqrt(this.getX() * this.getX() + this.getY() * this.getY() + this.getZ() * this.getZ());
var tailLength = cometParams["Length"] / distance;
options.size = cometParams["Size"] / distance;
this.particleSystem.color = new THREE.Color();
options.position.x -= tailLength * x / Math.sqrt(x * x + y * y + z * z);
options.position.y -= tailLength * y / Math.sqrt(x * x + y * y + z * z);
options.position.z -= tailLength * z / Math.sqrt(x * x + y * y + z * z);
// options.sizeRandomness = 2;
for (var i = 0; i < spawnerOptions.spawnRate * delta; i++) {
this.particleSystem.spawnParticle(options);
}
this.objectGroup.position.x += ( tailLength * x / Math.sqrt(x * x + y * y + z * z) );
this.objectGroup.position.y += ( tailLength * y / Math.sqrt(x * x + y * y + z * z) );
this.objectGroup.position.z += ( tailLength * z / Math.sqrt(x * x + y * y + z * z) );
this.objectGroup.position.x += (x - lastCometX);
this.objectGroup.position.y += (y - lastCometY);
this.objectGroup.position.z += (z - lastCometZ);
}
this.particleSystem.update(tick);
lastCometX = x;
lastCometY = y;
lastCometZ = z;
} else {
this.objectGroup.position.set(x, y, z);
// self-rotation
this.objectGroup.rotateOnAxis(new THREE.Vector3(0, 1, 0), 0.1 / this.rotation.period);
}
}
};

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var generalVS = `
varying vec2 vUv;
varying vec3 vNormal;
void main() {
vUv = uv;
vec4 mvPosition = modelViewMatrix * vec4(position, 1.0);
vNormal = normalMatrix * normal;
gl_Position = projectionMatrix * mvPosition;
}
`;
var nightFS = `
uniform sampler2D nightTexture;
varying vec2 vUv;
varying vec3 vNormal;
void main( void ) {
vec4 nightColor = vec4(texture2D( nightTexture, vUv ).rgb, 1.0);
vec4 dayColor = vec4(0, 0, 0, 0);
vec3 sunDirection = vec3(viewMatrix * vec4(0, 0, 0, 1));
// compute cosine sun to normal so -1 is away from sun and +1 is toward sun.
float cosineAngleSunToNormal = dot(normalize(vNormal), sunDirection);
// sharpen the edge beween the transition
cosineAngleSunToNormal = clamp( cosineAngleSunToNormal / 100.0, -1.0, 1.0);
// convert to 0 to 1 for mixing
float mixAmount = cosineAngleSunToNormal * 0.5 + 0.5;
// Select day or night texture based on mixAmount.
vec4 color = mix( nightColor, dayColor, mixAmount );
gl_FragColor += vec4(color);
// comment in the next line to see the mixAmount
//gl_FragColor = vec4( mixAmount, mixAmount, mixAmount, 1.0 );
}
`;
// This stuff works, currently we do not use the scattering model
var atmosphereVS = `
varying float intensity1;
varying float intensity2;
const float PI = 3.14159265358979;
void main(void) {
// Vertex position in world coordinate
vec4 vertexPos = modelMatrix * vec4(position, 1.0);
vec3 vertexPos3 = vertexPos.xyz/vertexPos.w;
// Vertex light position in world coordinate
vec4 lightPos = vec4(0., 0., 0., 1.);
vec3 lightPos3 = lightPos.xyz/lightPos.w;
// Light direction in world coordinate
// Normal vector in world coordinate
// Model view position of the vertex
vec4 modelViewPos = modelViewMatrix * vec4(position, 1.0);
// Camera
vec4 centerPos4 = modelMatrix * vec4(0., 0., 0., 1.);
vec3 centerPos3 = (centerPos4/centerPos4.w).xyz;
vec3 cameraRelative = cameraPosition - centerPos3;
vec3 cameraDir = normalize(cameraRelative);
vec3 lightDir = normalize(lightPos3 - vertexPos3);
vec3 normalVec = (modelMatrix * vec4(normal, 0.)).xyz;
vec3 halfNormalVec = normalize(normalVec + cameraDir);
intensity1 = 0.5*dot(lightDir, normalVec + 0.5 * lightDir) * dot(cameraDir + 0.5*lightDir, lightDir) * (1. - pow(dot(cameraDir, normalVec), 1.5));
intensity2 = 1.5*dot(lightDir, normalVec + lightDir) * (1. - dot(cameraDir + 1.5*lightDir, lightDir)/2.5) * (1. - dot(cameraDir, normalVec));
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`;
// Atomosphere fragment shader
var atmosphereFS = `
varying float intensity1;
varying float intensity2;
uniform vec3 atmosphereColor;
uniform vec3 sunsetColor;
uniform float atmosphereStrength;
uniform float sunsetStrength;
void main(void) {
gl_FragColor = vec4(atmosphereStrength * intensity1 * atmosphereColor
+ sunsetStrength * intensity2 * sunsetColor, intensity1 + intensity2);
}
`;
var haloVS = `
varying float intensity;
const float PI = 3.14159265358979;
void main(void) {
// Vertex position in world coordinate
vec4 vertexPos = modelMatrix * vec4(position, 1.0);
vec3 vertexPos3 = vertexPos.xyz/vertexPos.w;
// Light direction in world coordinate
// Normal vector in world coordinate
// Model view position of the vertex
vec4 modelViewPos = modelViewMatrix * vec4(position, 1.0);
float distance = length(cameraPosition);
// Camera
vec4 centerPos4 = modelMatrix * vec4(0., 0., 0., 1.);
vec3 centerPos3 = (centerPos4/centerPos4.w).xyz;
vec3 cameraRelative = cameraPosition - centerPos3;
vec3 cameraDir = normalize(cameraRelative);
vec3 normalVec = (modelMatrix * vec4(normal, 0.)).xyz;
// pow(dot(normalVec, cameraDir), 4.) *
intensity = pow(dot(normalVec, cameraDir), 4.) * min(distance / 2000., 1.);
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`;
// Atomosphere fragment shader
var haloFS = `
varying float intensity;
uniform vec3 color;
void main(void) {
gl_FragColor = vec4(intensity * color, intensity);
}
`;

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var globalTimeFlag = true;
var globalTime = {
absolute: 0,
relative: 0,
scale: 1.,
getAbsolute: function () { return this.absolute; },
getRelative: function () { return this.relative; }
};
window.setInterval(function () {
if (globalTimeFlag) {
globalTime.relative += 0.001 * globalTime.scale;
globalTime.absolute += 0.001;
}
}, 10);

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# 3ds Max Wavefront OBJ Exporter v0.97b - (c)2007 guruware
newmtl 01___Default
Ns 50.0000
Ni 1.5000
d 1.0000
Tr 0.0000
Tf 1.0000 1.0000 1.0000
illum 2
Ka 1.0000 1.0000 1.0000
Kd 1.0000 1.0000 1.0000
Ks 0.0396 0.0396 0.0396
Ke 0.0000 0.0000 0.0000
map_Ka lab.jpg
map_Kd lab.jpg
newmtl Material__2
Ns 50.0000
Ni 1.5000
d 1.0000
Tr 0.0000
Tf 1.0000 1.0000 1.0000
illum 2
Ka 0.7529 0.7529 0.7529
Kd 0.7529 0.7529 0.7529
Ks 0.0396 0.0396 0.0396
Ke 0.0000 0.0000 0.0000
newmtl 19___Default
Ns 50.0000
Ni 1.5000
d 1.0000
Tr 0.0000
Tf 1.0000 1.0000 1.0000
illum 2
Ka 0.7529 0.7529 0.7529
Kd 0.7529 0.7529 0.7529
Ks 0.0396 0.0396 0.0396
Ke 0.0000 0.0000 0.0000
newmtl 02___Default
Ns 20.0000
Ni 1.5000
d 1.0000
Tr 0.0000
Tf 1.0000 1.0000 1.0000
illum 2
Ka 0.3098 0.3098 0.3098
Kd 0.3098 0.3098 0.3098
Ks 0.3169 0.3169 0.3169
Ke 0.0000 0.0000 0.0000
newmtl 07___Default
Ns 10.0000
Ni 1.5000
d 1.0000
Tr 0.0000
Tf 1.0000 1.0000 1.0000
illum 2
Ka 0.7373 0.7373 0.7373
Kd 0.7373 0.7373 0.7373
Ks 0.1188 0.1188 0.1188
Ke 0.0000 0.0000 0.0000
newmtl 03___Default
Ns 30.0000
Ni 1.5000
d 1.0000
Tr 0.0000
Tf 1.0000 1.0000 1.0000
illum 2
Ka 0.3098 0.6000 0.8667
Kd 0.3098 0.6000 0.8667
Ks 0.7922 0.7922 0.7922
Ke 0.0000 0.0000 0.0000
newmtl 09___Default
Ns 45.0000
Ni 1.5000
d 1.0000
Tr 0.0000
Tf 1.0000 1.0000 1.0000
illum 2
Ka 0.0000 0.0000 0.0000
Kd 0.0000 0.0000 0.0000
Ks 0.7129 0.7129 0.7129
Ke 0.0000 0.0000 0.0000
newmtl 08___Default
Ns 50.0000
Ni 1.5000
d 1.0000
Tr 0.0000
Tf 1.0000 1.0000 1.0000
illum 2
Ka 0.0275 0.0431 0.3294
Kd 0.0275 0.0431 0.3294
Ks 0.1500 0.1500 0.1500
Ke 0.0000 0.0000 0.0000
map_Ka sol.jpg
map_Kd sol.jpg
newmtl 20___Default
Ns 5.0000
Ni 1.5000
d 1.0000
Tr 0.0000
Tf 1.0000 1.0000 1.0000
illum 2
Ka 0.0039 0.0039 0.0039
Kd 0.0039 0.0039 0.0039
Ks 0.0792 0.0792 0.0792
Ke 0.0000 0.0000 0.0000
newmtl 14___Default
Ns 50.0000
Ni 1.5000
d 1.0000
Tr 0.0000
Tf 1.0000 1.0000 1.0000
illum 2
Ka 0.7843 0.7843 0.7843
Kd 0.7843 0.7843 0.7843
Ks 0.0396 0.0396 0.0396
Ke 0.0000 0.0000 0.0000
newmtl 13___Default
Ns 81.0000
Ni 1.5000
d 1.0000
Tr 0.0000
Tf 1.0000 1.0000 1.0000
illum 2
Ka 0.5255 0.6588 0.9608
Kd 0.5255 0.6588 0.9608
Ks 0.5466 0.5466 0.5466
Ke 0.0000 0.0000 0.0000

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5
static/pkg/solar/run.js Normal file
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var connect = require('connect');
var serveStatic = require('serve-static');
connect().use(serveStatic(__dirname)).listen(8080, function(){
console.log('Server running on 8080...');
});