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Added vertex reordering to CTMLoader.

This is needed to avoid endless loop when generating offsets (when some triangles have vertices spread across offset boundaries).
alteredq 13 gadi atpakaļ
vecāks
revīzija
0d904dd3a8
1 mainītis faili ar 110 papildinājumiem un 10 dzēšanām
  1. 110 10
      examples/js/ctm/CTMLoader.js

+ 110 - 10
examples/js/ctm/CTMLoader.js

@@ -131,7 +131,8 @@ THREE.CTMLoader.prototype.createModelBuffers = function ( file, callback ) {
 
 		var dynamic = false,
 		computeNormals = true,
-		normalizeNormals = true;
+		normalizeNormals = true,
+		reorderVertices = true;
 
 		scope.materials = [];
 
@@ -145,6 +146,18 @@ THREE.CTMLoader.prototype.createModelBuffers = function ( file, callback ) {
 
 		var vertexUvArray, vertexColorArray;
 
+		if ( file.body.uvMaps !== undefined && file.body.uvMaps.length > 0 ) {
+
+			vertexUvArray = file.body.uvMaps[ 0 ].uv;
+
+		}
+
+		if ( file.body.attrMaps !== undefined && file.body.attrMaps.length > 0 && file.body.attrMaps[ 0 ].name === "Color" ) {
+
+			vertexColorArray = file.body.attrMaps[ 0 ].attr;
+
+		}
+
 		//console.log( "vertices", vertexPositionArray.length/3 );
 		//console.log( "triangles", vertexIndexArray.length/3 );
 
@@ -225,14 +238,105 @@ THREE.CTMLoader.prototype.createModelBuffers = function ( file, callback ) {
 
 		}
 
+		// reorder vertices
+		// (needed for buffer splitting, to keep together face vertices)
+
+		if ( reorderVertices ) {
+
+			var newFaces = new Uint32Array( vertexIndexArray.length ),
+				newVertices = new Float32Array( vertexPositionArray.length );
+
+			var newNormals, newUvs, newColors;
+
+			if ( vertexNormalArray ) newNormals = new Float32Array( vertexNormalArray.length );
+			if ( vertexUvArray ) newUvs = new Float32Array( vertexUvArray.length );
+			if ( vertexColorArray ) newColors = new Float32Array( vertexColorArray.length );
+
+			var indexMap = {}, vertexCounter = 0;
+
+			function handleVertex( v ) {
+
+				if ( indexMap[ v ] === undefined ) {
+
+					indexMap[ v ] = vertexCounter;
+
+					var sx = v * 3,
+						sy = v * 3 + 1,
+						sz = v * 3 + 2,
+
+						dx = vertexCounter * 3,
+						dy = vertexCounter * 3 + 1,
+						dz = vertexCounter * 3 + 2;
+
+					newVertices[ dx ] = vertexPositionArray[ sx ];
+					newVertices[ dy ] = vertexPositionArray[ sy ];
+					newVertices[ dz ] = vertexPositionArray[ sz ];
+
+					if ( vertexNormalArray ) {
+
+						newNormals[ dx ] = vertexNormalArray[ sx ];
+						newNormals[ dy ] = vertexNormalArray[ sy ];
+						newNormals[ dz ] = vertexNormalArray[ sz ];
+
+					}
+
+					if ( vertexUvArray ) {
+
+						newUvs[ vertexCounter * 2 ] 	= vertexUvArray[ v * 2 ];
+						newUvs[ vertexCounter * 2 + 1 ] = vertexUvArray[ v * 2 + 1 ];
+
+					}
+
+					if ( vertexColorArray ) {
+
+						newColors[ vertexCounter * 4 ] 	   = vertexNormalArray[ v * 4 ];
+						newColors[ vertexCounter * 4 + 1 ] = vertexNormalArray[ v * 4 + 1 ];
+						newColors[ vertexCounter * 4 + 2 ] = vertexNormalArray[ v * 4 + 2 ];
+						newColors[ vertexCounter * 4 + 3 ] = vertexNormalArray[ v * 4 + 3 ];
+
+					}
+
+					vertexCounter += 1;
+
+				}
+
+			}
+
+			var a, b, c;
+
+			for ( var i = 0; i < vertexIndexArray.length; i += 3 ) {
+
+				a = vertexIndexArray[ i ];
+				b = vertexIndexArray[ i + 1 ];
+				c = vertexIndexArray[ i + 2 ];
+
+				handleVertex( a );
+				handleVertex( b );
+				handleVertex( c );
+
+				newFaces[ i ] 	  = indexMap[ a ];
+				newFaces[ i + 1 ] = indexMap[ b ];
+				newFaces[ i + 2 ] = indexMap[ c ];
+
+			}
+
+			vertexIndexArray = newFaces;
+			vertexPositionArray = newVertices;
+
+			if ( vertexNormalArray ) vertexNormalArray = newNormals;
+			if ( vertexUvArray ) vertexUvArray = newUvs;
+			if ( vertexColorArray ) vertexColorArray = newColors;
+
+		}
+
 		// compute offsets
 
 		scope.offsets = [];
 
-		var indices = file.body.indices;
+		var indices = vertexIndexArray;
 
 		var start = 0,
-			min = file.body.vertices.length,
+			min = vertexPositionArray.length,
 			max = 0,
 			minPrev = min;
 
@@ -260,7 +364,7 @@ THREE.CTMLoader.prototype.createModelBuffers = function ( file, callback ) {
 				scope.offsets.push( { start: start, count: i - start, index: minPrev } );
 
 				start = i;
-				min = file.body.vertices.length;
+				min = vertexPositionArray.length;
 				max = 0;
 
 			}
@@ -311,9 +415,7 @@ THREE.CTMLoader.prototype.createModelBuffers = function ( file, callback ) {
 
 		// uvs
 
-		if ( file.body.uvMaps !== undefined && file.body.uvMaps.length > 0 ) {
-
-			vertexUvArray = file.body.uvMaps[ 0 ].uv;
+		if ( vertexUvArray !== undefined ) {
 
 			// "fix" flipping
 
@@ -334,9 +436,7 @@ THREE.CTMLoader.prototype.createModelBuffers = function ( file, callback ) {
 
 		// colors
 
-		if ( file.body.attrMaps !== undefined && file.body.attrMaps.length > 0 && file.body.attrMaps[ 0 ].name === "Color" ) {
-
-			vertexColorArray = file.body.attrMaps[ 0 ].attr;
+		if ( vertexColorArray !== undefined ) {
 
 			scope.vertexColorBuffer = gl.createBuffer();
 			gl.bindBuffer( gl.ARRAY_BUFFER, scope.vertexColorBuffer );