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DecalGeometry: Clean up

Mugen87 8 år sedan
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2683adb1e1
2 ändrade filer med 1 tillägg och 290 borttagningar
  1. 0 289
      examples/js/geometries/DecalGeometry.js
  2. 1 1
      src/geometries/DecalGeometry.js

+ 0 - 289
examples/js/geometries/DecalGeometry.js

@@ -1,289 +0,0 @@
-THREE.DecalVertex = function( v, n ) {
-
-	this.vertex = v;
-	this.normal = n;
-
-};
-
-THREE.DecalVertex.prototype.clone = function() {
-
-	return new THREE.DecalVertex( this.vertex.clone(), this.normal.clone() );
-
-};
-
-THREE.DecalGeometry = function( mesh, position, rotation, dimensions, check ) {
-
-	THREE.Geometry.call( this );
-
-	if ( check === undefined ) check = null;
-	check = check || new THREE.Vector3( 1, 1, 1 );
-
-	this.uvs = [];
-
-	this.cube = new THREE.Mesh( new THREE.BoxGeometry( dimensions.x, dimensions.y, dimensions.z ), new THREE.MeshBasicMaterial() );
-	this.cube.rotation.set( rotation.x, rotation.y, rotation.z );
-	this.cube.position.copy( position );
-	this.cube.scale.set( 1, 1, 1 );
-	this.cube.updateMatrix();
-
-	this.iCubeMatrix = ( new THREE.Matrix4() ).getInverse( this.cube.matrix );
-
-	this.faceIndices = [ 'a', 'b', 'c', 'd' ];
-
-	this.clipFace = function( inVertices, plane ) {
-
-		var size = .5 * Math.abs( ( dimensions.clone() ).dot( plane ) );
-
-		function clip( v0, v1, p ) {
-
-			var d0 = v0.vertex.dot( p ) - size,
-				d1 = v1.vertex.dot( p ) - size;
-
-			var s = d0 / ( d0 - d1 );
-			var v = new THREE.DecalVertex(
-				new THREE.Vector3(
-					v0.vertex.x + s * ( v1.vertex.x - v0.vertex.x ),
-					v0.vertex.y + s * ( v1.vertex.y - v0.vertex.y ),
-					v0.vertex.z + s * ( v1.vertex.z - v0.vertex.z )
-				),
-				new THREE.Vector3(
-					v0.normal.x + s * ( v1.normal.x - v0.normal.x ),
-					v0.normal.y + s * ( v1.normal.y - v0.normal.y ),
-					v0.normal.z + s * ( v1.normal.z - v0.normal.z )
-				)
-			);
-
-			// need to clip more values (texture coordinates)? do it this way:
-			//intersectpoint.value = a.value + s*(b.value-a.value);
-
-			return v;
-
-		}
-
-		if ( inVertices.length === 0 ) return [];
-		var outVertices = [];
-
-		for ( var j = 0; j < inVertices.length; j += 3 ) {
-
-			var v1Out, v2Out, v3Out, total = 0;
-
-			var d1 = inVertices[ j + 0 ].vertex.dot( plane ) - size,
-				d2 = inVertices[ j + 1 ].vertex.dot( plane ) - size,
-				d3 = inVertices[ j + 2 ].vertex.dot( plane ) - size;
-
-			v1Out = d1 > 0;
-			v2Out = d2 > 0;
-			v3Out = d3 > 0;
-
-			total = ( v1Out ? 1 : 0 ) + ( v2Out ? 1 : 0 ) + ( v3Out ? 1 : 0 );
-
-			switch ( total ) {
-				case 0: {
-
-					outVertices.push( inVertices[ j ] );
-					outVertices.push( inVertices[ j + 1 ] );
-					outVertices.push( inVertices[ j + 2 ] );
-					break;
-
-				}
-				case 1: {
-
-					var nV1, nV2, nV3, nV4;
-					if ( v1Out ) {
-
-						nV1 = inVertices[ j + 1 ];
-						nV2 = inVertices[ j + 2 ];
-						nV3 = clip( inVertices[ j ], nV1, plane );
-						nV4 = clip( inVertices[ j ], nV2, plane );
-
-					}
-					if ( v2Out ) {
-
-						nV1 = inVertices[ j ];
-						nV2 = inVertices[ j + 2 ];
-						nV3 = clip( inVertices[ j + 1 ], nV1, plane );
-						nV4 = clip( inVertices[ j + 1 ], nV2, plane );
-
-						outVertices.push( nV3 );
-						outVertices.push( nV2.clone() );
-						outVertices.push( nV1.clone() );
-
-						outVertices.push( nV2.clone() );
-						outVertices.push( nV3.clone() );
-						outVertices.push( nV4 );
-						break;
-
-					}
-					if ( v3Out ) {
-
-						nV1 = inVertices[ j ];
-						nV2 = inVertices[ j + 1 ];
-						nV3 = clip( inVertices[ j + 2 ], nV1, plane );
-						nV4 = clip( inVertices[ j + 2 ], nV2, plane );
-
-					}
-
-					outVertices.push( nV1.clone() );
-					outVertices.push( nV2.clone() );
-					outVertices.push( nV3 );
-
-					outVertices.push( nV4 );
-					outVertices.push( nV3.clone() );
-					outVertices.push( nV2.clone() );
-
-					break;
-
-				}
-				case 2: {
-
-					var nV1, nV2, nV3;
-					if ( ! v1Out ) {
-
-						nV1 = inVertices[ j ].clone();
-						nV2 = clip( nV1, inVertices[ j + 1 ], plane );
-						nV3 = clip( nV1, inVertices[ j + 2 ], plane );
-						outVertices.push( nV1 );
-						outVertices.push( nV2 );
-						outVertices.push( nV3 );
-
-					}
-					if ( ! v2Out ) {
-
-						nV1 = inVertices[ j + 1 ].clone();
-						nV2 = clip( nV1, inVertices[ j + 2 ], plane );
-						nV3 = clip( nV1, inVertices[ j ], plane );
-						outVertices.push( nV1 );
-						outVertices.push( nV2 );
-						outVertices.push( nV3 );
-
-					}
-					if ( ! v3Out ) {
-
-						nV1 = inVertices[ j + 2 ].clone();
-						nV2 = clip( nV1, inVertices[ j ], plane );
-						nV3 = clip( nV1, inVertices[ j + 1 ], plane );
-						outVertices.push( nV1 );
-						outVertices.push( nV2 );
-						outVertices.push( nV3 );
-
-					}
-
-					break;
-
-				}
-				case 3: {
-
-					break;
-
-				}
-			}
-
-		}
-
-		return outVertices;
-
-	};
-
-	this.pushVertex = function( vertices, id, n ) {
-
-		var v = mesh.geometry.vertices[ id ].clone();
-		v.applyMatrix4( mesh.matrix );
-		v.applyMatrix4( this.iCubeMatrix );
-		vertices.push( new THREE.DecalVertex( v, n.clone() ) );
-
-	};
-
-	this.computeDecal = function() {
-
-		var finalVertices = [];
-
-		for ( var i = 0; i < mesh.geometry.faces.length; i ++ ) {
-
-			var f = mesh.geometry.faces[ i ];
-			var vertices = [];
-
-			this.pushVertex( vertices, f[ this.faceIndices[ 0 ] ], f.vertexNormals[ 0 ] );
-			this.pushVertex( vertices, f[ this.faceIndices[ 1 ] ], f.vertexNormals[ 1 ] );
-			this.pushVertex( vertices, f[ this.faceIndices[ 2 ] ], f.vertexNormals[ 2 ] );
-
-			if ( check.x ) {
-
-				vertices = this.clipFace( vertices, new THREE.Vector3( 1, 0, 0 ) );
-				vertices = this.clipFace( vertices, new THREE.Vector3( - 1, 0, 0 ) );
-
-			}
-			if ( check.y ) {
-
-				vertices = this.clipFace( vertices, new THREE.Vector3( 0, 1, 0 ) );
-				vertices = this.clipFace( vertices, new THREE.Vector3( 0, - 1, 0 ) );
-
-			}
-			if ( check.z ) {
-
-				vertices = this.clipFace( vertices, new THREE.Vector3( 0, 0, 1 ) );
-				vertices = this.clipFace( vertices, new THREE.Vector3( 0, 0, - 1 ) );
-
-			}
-
-			for ( var j = 0; j < vertices.length; j ++ ) {
-
-				var v = vertices[ j ];
-
-				this.uvs.push( new THREE.Vector2(
-					.5 + ( v.vertex.x / dimensions.x ),
-					.5 + ( v.vertex.y / dimensions.y )
-				) );
-
-				vertices[ j ].vertex.applyMatrix4( this.cube.matrix );
-
-			}
-
-			if ( vertices.length === 0 ) continue;
-
-			finalVertices = finalVertices.concat( vertices );
-
-		}
-
-		for ( var k = 0; k < finalVertices.length; k += 3 ) {
-
-			this.vertices.push(
-				finalVertices[ k ].vertex,
-				finalVertices[ k + 1 ].vertex,
-				finalVertices[ k + 2 ].vertex
-			);
-
-			var f = new THREE.Face3(
-				k,
-				k + 1,
-				k + 2
-			);
-			f.vertexNormals.push( finalVertices[ k + 0 ].normal );
-			f.vertexNormals.push( finalVertices[ k + 1 ].normal );
-			f.vertexNormals.push( finalVertices[ k + 2 ].normal );
-
-			this.faces.push( f );
-
-			this.faceVertexUvs[ 0 ].push( [
-				this.uvs[ k ],
-				this.uvs[ k + 1 ],
-				this.uvs[ k + 2 ]
-			] );
-
-		}
-
-		this.verticesNeedUpdate = true;
-		this.elementsNeedUpdate = true;
-		this.morphTargetsNeedUpdate = true;
-		this.uvsNeedUpdate = true;
-		this.normalsNeedUpdate = true;
-		this.colorsNeedUpdate = true;
-		this.computeFaceNormals();
-
-	};
-
-	this.computeDecal();
-
-};
-
-THREE.DecalGeometry.prototype = Object.create( THREE.Geometry.prototype );
-THREE.DecalGeometry.prototype.constructor = THREE.DecalGeometry;

+ 1 - 1
src/geometries/DecalGeometry.js

@@ -49,7 +49,7 @@ function DecalGeometry( mesh, position, rotation, dimensions, check ) {
 		var vertex = new Vector3();
 		var normal = new Vector3();
 
-		// handle Geometry
+		// handle different geometry types
 
 		if ( mesh.geometry.isGeometry ) {