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JSM: Added module and TS file for DecalGeometry.

Mugen87 преди 6 години
родител
ревизия
39873e0fb4

+ 1 - 0
docs/manual/en/introduction/Import-via-modules.html

@@ -127,6 +127,7 @@
 				<li>geometries
 					<ul>
 						<li>BoxLineGeometry</li>
+						<li>DecalGeometry</li>
 						<li>ParametricGeometries</li>
 						<li>TeapotBufferGeometry</li>
 					</ul>

+ 202 - 210
examples/js/geometries/DecalGeometry.js

@@ -16,342 +16,334 @@
  *
  */
 
-( function () {
+THREE.DecalGeometry = function ( mesh, position, orientation, size ) {
 
-	function DecalGeometry( mesh, position, orientation, size ) {
+	THREE.BufferGeometry.call( this );
 
-		THREE.BufferGeometry.call( this );
+	// buffers
 
-		// buffers
+	var vertices = [];
+	var normals = [];
+	var uvs = [];
 
-		var vertices = [];
-		var normals = [];
-		var uvs = [];
+	// helpers
 
-		// helpers
+	var plane = new THREE.Vector3();
 
-		var plane = new THREE.Vector3();
+	// this matrix represents the transformation of the decal projector
 
-		// this matrix represents the transformation of the decal projector
+	var projectorMatrix = new THREE.Matrix4();
+	projectorMatrix.makeRotationFromEuler( orientation );
+	projectorMatrix.setPosition( position );
 
-		var projectorMatrix = new THREE.Matrix4();
-		projectorMatrix.makeRotationFromEuler( orientation );
-		projectorMatrix.setPosition( position );
+	var projectorMatrixInverse = new THREE.Matrix4().getInverse( projectorMatrix );
 
-		var projectorMatrixInverse = new THREE.Matrix4().getInverse( projectorMatrix );
+	// generate buffers
 
-		// generate buffers
+	generate();
 
-		generate();
+	// build geometry
 
-		// build geometry
+	this.addAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
+	this.addAttribute( 'normal', new THREE.Float32BufferAttribute( normals, 3 ) );
+	this.addAttribute( 'uv', new THREE.Float32BufferAttribute( uvs, 2 ) );
 
-		this.addAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
-		this.addAttribute( 'normal', new THREE.Float32BufferAttribute( normals, 3 ) );
-		this.addAttribute( 'uv', new THREE.Float32BufferAttribute( uvs, 2 ) );
+	function generate() {
 
-		function generate() {
+		var i;
+		var geometry = new THREE.BufferGeometry();
+		var decalVertices = [];
 
-			var i;
-			var geometry = new THREE.BufferGeometry();
-			var decalVertices = [];
+		var vertex = new THREE.Vector3();
+		var normal = new THREE.Vector3();
 
-			var vertex = new THREE.Vector3();
-			var normal = new THREE.Vector3();
+		// handle different geometry types
 
-			// handle different geometry types
+		if ( mesh.geometry.isGeometry ) {
 
-			if ( mesh.geometry.isGeometry ) {
+			geometry.fromGeometry( mesh.geometry );
 
-				geometry.fromGeometry( mesh.geometry );
+		} else {
 
-			} else {
+			geometry.copy( mesh.geometry );
 
-				geometry.copy( mesh.geometry );
-
-			}
+		}
 
-			var positionAttribute = geometry.attributes.position;
-			var normalAttribute = geometry.attributes.normal;
+		var positionAttribute = geometry.attributes.position;
+		var normalAttribute = geometry.attributes.normal;
 
-			// first, create an array of 'DecalVertex' objects
-			// three consecutive 'DecalVertex' objects represent a single face
-			//
-			// this data structure will be later used to perform the clipping
+		// first, create an array of 'DecalVertex' objects
+		// three consecutive 'DecalVertex' objects represent a single face
+		//
+		// this data structure will be later used to perform the clipping
 
-			if ( geometry.index !== null ) {
+		if ( geometry.index !== null ) {
 
-				// indexed BufferGeometry
+			// indexed BufferGeometry
 
-				var index = geometry.index;
+			var index = geometry.index;
 
-				for ( i = 0; i < index.count; i ++ ) {
+			for ( i = 0; i < index.count; i ++ ) {
 
-					vertex.fromBufferAttribute( positionAttribute, index.getX( i ) );
-					normal.fromBufferAttribute( normalAttribute, index.getX( i ) );
+				vertex.fromBufferAttribute( positionAttribute, index.getX( i ) );
+				normal.fromBufferAttribute( normalAttribute, index.getX( i ) );
 
-					pushDecalVertex( decalVertices, vertex, normal );
+				pushDecalVertex( decalVertices, vertex, normal );
 
-				}
-
-			} else {
+			}
 
-				// non-indexed BufferGeometry
+		} else {
 
-				for ( i = 0; i < positionAttribute.count; i ++ ) {
+			// non-indexed BufferGeometry
 
-					vertex.fromBufferAttribute( positionAttribute, i );
-					normal.fromBufferAttribute( normalAttribute, i );
+			for ( i = 0; i < positionAttribute.count; i ++ ) {
 
-					pushDecalVertex( decalVertices, vertex, normal );
+				vertex.fromBufferAttribute( positionAttribute, i );
+				normal.fromBufferAttribute( normalAttribute, i );
 
-				}
+				pushDecalVertex( decalVertices, vertex, normal );
 
 			}
 
-			// second, clip the geometry so that it doesn't extend out from the projector
-
-			decalVertices = clipGeometry( decalVertices, plane.set( 1, 0, 0 ) );
-			decalVertices = clipGeometry( decalVertices, plane.set( - 1, 0, 0 ) );
-			decalVertices = clipGeometry( decalVertices, plane.set( 0, 1, 0 ) );
-			decalVertices = clipGeometry( decalVertices, plane.set( 0, - 1, 0 ) );
-			decalVertices = clipGeometry( decalVertices, plane.set( 0, 0, 1 ) );
-			decalVertices = clipGeometry( decalVertices, plane.set( 0, 0, - 1 ) );
-
-			// third, generate final vertices, normals and uvs
-
-			for ( i = 0; i < decalVertices.length; i ++ ) {
-
-				var decalVertex = decalVertices[ i ];
-
-				// create texture coordinates (we are still in projector space)
+		}
 
-				uvs.push(
-					0.5 + ( decalVertex.position.x / size.x ),
-					0.5 + ( decalVertex.position.y / size.y )
-				);
+		// second, clip the geometry so that it doesn't extend out from the projector
 
-				// transform the vertex back to world space
+		decalVertices = clipGeometry( decalVertices, plane.set( 1, 0, 0 ) );
+		decalVertices = clipGeometry( decalVertices, plane.set( - 1, 0, 0 ) );
+		decalVertices = clipGeometry( decalVertices, plane.set( 0, 1, 0 ) );
+		decalVertices = clipGeometry( decalVertices, plane.set( 0, - 1, 0 ) );
+		decalVertices = clipGeometry( decalVertices, plane.set( 0, 0, 1 ) );
+		decalVertices = clipGeometry( decalVertices, plane.set( 0, 0, - 1 ) );
 
-				decalVertex.position.applyMatrix4( projectorMatrix );
+		// third, generate final vertices, normals and uvs
 
-				// now create vertex and normal buffer data
+		for ( i = 0; i < decalVertices.length; i ++ ) {
 
-				vertices.push( decalVertex.position.x, decalVertex.position.y, decalVertex.position.z );
-				normals.push( decalVertex.normal.x, decalVertex.normal.y, decalVertex.normal.z );
+			var decalVertex = decalVertices[ i ];
 
-			}
+			// create texture coordinates (we are still in projector space)
 
-		}
+			uvs.push(
+				0.5 + ( decalVertex.position.x / size.x ),
+				0.5 + ( decalVertex.position.y / size.y )
+			);
 
-		function pushDecalVertex( decalVertices, vertex, normal ) {
+			// transform the vertex back to world space
 
-			// transform the vertex to world space, then to projector space
+			decalVertex.position.applyMatrix4( projectorMatrix );
 
-			vertex.applyMatrix4( mesh.matrixWorld );
-			vertex.applyMatrix4( projectorMatrixInverse );
+			// now create vertex and normal buffer data
 
-			decalVertices.push( new DecalVertex( vertex.clone(), normal.clone() ) );
+			vertices.push( decalVertex.position.x, decalVertex.position.y, decalVertex.position.z );
+			normals.push( decalVertex.normal.x, decalVertex.normal.y, decalVertex.normal.z );
 
 		}
 
-		function clipGeometry( inVertices, plane ) {
+	}
 
-			var outVertices = [];
+	function pushDecalVertex( decalVertices, vertex, normal ) {
 
-			var s = 0.5 * Math.abs( size.dot( plane ) );
+		// transform the vertex to world space, then to projector space
 
-			// a single iteration clips one face,
-			// which consists of three consecutive 'DecalVertex' objects
+		vertex.applyMatrix4( mesh.matrixWorld );
+		vertex.applyMatrix4( projectorMatrixInverse );
 
-			for ( var i = 0; i < inVertices.length; i += 3 ) {
+		decalVertices.push( new THREE.DecalVertex( vertex.clone(), normal.clone() ) );
 
-				var v1Out, v2Out, v3Out, total = 0;
-				var nV1, nV2, nV3, nV4;
+	}
 
-				var d1 = inVertices[ i + 0 ].position.dot( plane ) - s;
-				var d2 = inVertices[ i + 1 ].position.dot( plane ) - s;
-				var d3 = inVertices[ i + 2 ].position.dot( plane ) - s;
+	function clipGeometry( inVertices, plane ) {
 
-				v1Out = d1 > 0;
-				v2Out = d2 > 0;
-				v3Out = d3 > 0;
+		var outVertices = [];
 
-				// calculate, how many vertices of the face lie outside of the clipping plane
+		var s = 0.5 * Math.abs( size.dot( plane ) );
 
-				total = ( v1Out ? 1 : 0 ) + ( v2Out ? 1 : 0 ) + ( v3Out ? 1 : 0 );
+		// a single iteration clips one face,
+		// which consists of three consecutive 'DecalVertex' objects
 
-				switch ( total ) {
+		for ( var i = 0; i < inVertices.length; i += 3 ) {
 
-					case 0: {
+			var v1Out, v2Out, v3Out, total = 0;
+			var nV1, nV2, nV3, nV4;
 
-						// the entire face lies inside of the plane, no clipping needed
+			var d1 = inVertices[ i + 0 ].position.dot( plane ) - s;
+			var d2 = inVertices[ i + 1 ].position.dot( plane ) - s;
+			var d3 = inVertices[ i + 2 ].position.dot( plane ) - s;
 
-						outVertices.push( inVertices[ i ] );
-						outVertices.push( inVertices[ i + 1 ] );
-						outVertices.push( inVertices[ i + 2 ] );
-						break;
+			v1Out = d1 > 0;
+			v2Out = d2 > 0;
+			v3Out = d3 > 0;
 
-					}
+			// calculate, how many vertices of the face lie outside of the clipping plane
 
-					case 1: {
+			total = ( v1Out ? 1 : 0 ) + ( v2Out ? 1 : 0 ) + ( v3Out ? 1 : 0 );
 
-						// one vertex lies outside of the plane, perform clipping
+			switch ( total ) {
 
-						if ( v1Out ) {
+				case 0: {
 
-							nV1 = inVertices[ i + 1 ];
-							nV2 = inVertices[ i + 2 ];
-							nV3 = clip( inVertices[ i ], nV1, plane, s );
-							nV4 = clip( inVertices[ i ], nV2, plane, s );
+					// the entire face lies inside of the plane, no clipping needed
 
-						}
+					outVertices.push( inVertices[ i ] );
+					outVertices.push( inVertices[ i + 1 ] );
+					outVertices.push( inVertices[ i + 2 ] );
+					break;
 
-						if ( v2Out ) {
+				}
 
-							nV1 = inVertices[ i ];
-							nV2 = inVertices[ i + 2 ];
-							nV3 = clip( inVertices[ i + 1 ], nV1, plane, s );
-							nV4 = clip( inVertices[ i + 1 ], nV2, plane, s );
+				case 1: {
 
-							outVertices.push( nV3 );
-							outVertices.push( nV2.clone() );
-							outVertices.push( nV1.clone() );
+					// one vertex lies outside of the plane, perform clipping
 
-							outVertices.push( nV2.clone() );
-							outVertices.push( nV3.clone() );
-							outVertices.push( nV4 );
-							break;
+					if ( v1Out ) {
 
-						}
+						nV1 = inVertices[ i + 1 ];
+						nV2 = inVertices[ i + 2 ];
+						nV3 = clip( inVertices[ i ], nV1, plane, s );
+						nV4 = clip( inVertices[ i ], nV2, plane, s );
 
-						if ( v3Out ) {
+					}
 
-							nV1 = inVertices[ i ];
-							nV2 = inVertices[ i + 1 ];
-							nV3 = clip( inVertices[ i + 2 ], nV1, plane, s );
-							nV4 = clip( inVertices[ i + 2 ], nV2, plane, s );
+					if ( v2Out ) {
 
-						}
+						nV1 = inVertices[ i ];
+						nV2 = inVertices[ i + 2 ];
+						nV3 = clip( inVertices[ i + 1 ], nV1, plane, s );
+						nV4 = clip( inVertices[ i + 1 ], nV2, plane, s );
 
-						outVertices.push( nV1.clone() );
-						outVertices.push( nV2.clone() );
 						outVertices.push( nV3 );
-
-						outVertices.push( nV4 );
-						outVertices.push( nV3.clone() );
 						outVertices.push( nV2.clone() );
+						outVertices.push( nV1.clone() );
 
+						outVertices.push( nV2.clone() );
+						outVertices.push( nV3.clone() );
+						outVertices.push( nV4 );
 						break;
 
 					}
 
-					case 2: {
+					if ( v3Out ) {
 
-						// two vertices lies outside of the plane, perform clipping
+						nV1 = inVertices[ i ];
+						nV2 = inVertices[ i + 1 ];
+						nV3 = clip( inVertices[ i + 2 ], nV1, plane, s );
+						nV4 = clip( inVertices[ i + 2 ], nV2, plane, s );
 
-						if ( ! v1Out ) {
-
-							nV1 = inVertices[ i ].clone();
-							nV2 = clip( nV1, inVertices[ i + 1 ], plane, s );
-							nV3 = clip( nV1, inVertices[ i + 2 ], plane, s );
-							outVertices.push( nV1 );
-							outVertices.push( nV2 );
-							outVertices.push( nV3 );
+					}
 
-						}
+					outVertices.push( nV1.clone() );
+					outVertices.push( nV2.clone() );
+					outVertices.push( nV3 );
 
-						if ( ! v2Out ) {
+					outVertices.push( nV4 );
+					outVertices.push( nV3.clone() );
+					outVertices.push( nV2.clone() );
 
-							nV1 = inVertices[ i + 1 ].clone();
-							nV2 = clip( nV1, inVertices[ i + 2 ], plane, s );
-							nV3 = clip( nV1, inVertices[ i ], plane, s );
-							outVertices.push( nV1 );
-							outVertices.push( nV2 );
-							outVertices.push( nV3 );
+					break;
 
-						}
+				}
 
-						if ( ! v3Out ) {
+				case 2: {
 
-							nV1 = inVertices[ i + 2 ].clone();
-							nV2 = clip( nV1, inVertices[ i ], plane, s );
-							nV3 = clip( nV1, inVertices[ i + 1 ], plane, s );
-							outVertices.push( nV1 );
-							outVertices.push( nV2 );
-							outVertices.push( nV3 );
+					// two vertices lies outside of the plane, perform clipping
 
-						}
+					if ( ! v1Out ) {
 
-						break;
+						nV1 = inVertices[ i ].clone();
+						nV2 = clip( nV1, inVertices[ i + 1 ], plane, s );
+						nV3 = clip( nV1, inVertices[ i + 2 ], plane, s );
+						outVertices.push( nV1 );
+						outVertices.push( nV2 );
+						outVertices.push( nV3 );
 
 					}
 
-					case 3: {
+					if ( ! v2Out ) {
 
-						// the entire face lies outside of the plane, so let's discard the corresponding vertices
-
-						break;
+						nV1 = inVertices[ i + 1 ].clone();
+						nV2 = clip( nV1, inVertices[ i + 2 ], plane, s );
+						nV3 = clip( nV1, inVertices[ i ], plane, s );
+						outVertices.push( nV1 );
+						outVertices.push( nV2 );
+						outVertices.push( nV3 );
 
 					}
 
-				}
+					if ( ! v3Out ) {
 
-			}
+						nV1 = inVertices[ i + 2 ].clone();
+						nV2 = clip( nV1, inVertices[ i ], plane, s );
+						nV3 = clip( nV1, inVertices[ i + 1 ], plane, s );
+						outVertices.push( nV1 );
+						outVertices.push( nV2 );
+						outVertices.push( nV3 );
 
-			return outVertices;
+					}
 
-		}
+					break;
 
-		function clip( v0, v1, p, s ) {
+				}
 
-			var d0 = v0.position.dot( p ) - s;
-			var d1 = v1.position.dot( p ) - s;
+				case 3: {
 
-			var s0 = d0 / ( d0 - d1 );
+					// the entire face lies outside of the plane, so let's discard the corresponding vertices
 
-			var v = new DecalVertex(
-				new THREE.Vector3(
-					v0.position.x + s0 * ( v1.position.x - v0.position.x ),
-					v0.position.y + s0 * ( v1.position.y - v0.position.y ),
-					v0.position.z + s0 * ( v1.position.z - v0.position.z )
-				),
-				new THREE.Vector3(
-					v0.normal.x + s0 * ( v1.normal.x - v0.normal.x ),
-					v0.normal.y + s0 * ( v1.normal.y - v0.normal.y ),
-					v0.normal.z + s0 * ( v1.normal.z - v0.normal.z )
-				)
-			);
+					break;
 
-			// need to clip more values (texture coordinates)? do it this way:
-			// intersectpoint.value = a.value + s * ( b.value - a.value );
+				}
 
-			return v;
+			}
 
 		}
 
+		return outVertices;
+
 	}
 
-	DecalGeometry.prototype = Object.create( THREE.BufferGeometry.prototype );
-	DecalGeometry.prototype.constructor = DecalGeometry;
+	function clip( v0, v1, p, s ) {
+
+		var d0 = v0.position.dot( p ) - s;
+		var d1 = v1.position.dot( p ) - s;
+
+		var s0 = d0 / ( d0 - d1 );
 
-	// helper
+		var v = new THREE.DecalVertex(
+			new THREE.Vector3(
+				v0.position.x + s0 * ( v1.position.x - v0.position.x ),
+				v0.position.y + s0 * ( v1.position.y - v0.position.y ),
+				v0.position.z + s0 * ( v1.position.z - v0.position.z )
+			),
+			new THREE.Vector3(
+				v0.normal.x + s0 * ( v1.normal.x - v0.normal.x ),
+				v0.normal.y + s0 * ( v1.normal.y - v0.normal.y ),
+				v0.normal.z + s0 * ( v1.normal.z - v0.normal.z )
+			)
+		);
 
-	function DecalVertex( position, normal ) {
+		// need to clip more values (texture coordinates)? do it this way:
+		// intersectpoint.value = a.value + s * ( b.value - a.value );
 
-		this.position = position;
-		this.normal = normal;
+		return v;
 
 	}
 
-	DecalVertex.prototype.clone = function () {
+};
+
+THREE.DecalGeometry.prototype = Object.create( THREE.BufferGeometry.prototype );
+THREE.DecalGeometry.prototype.constructor = THREE.DecalGeometry;
+
+// helper
+
+THREE.DecalVertex = function ( position, normal ) {
 
-		return new DecalVertex( this.position.clone(), this.normal.clone() );
+	this.position = position;
+	this.normal = normal;
 
-	};
+};
 
-	// export
+THREE.DecalVertex.prototype.clone = function () {
 
-	THREE.DecalGeometry = DecalGeometry;
+	return new this.constructor( this.position.clone(), this.normal.clone() );
 
-} )();
+};

+ 15 - 0
examples/jsm/geometries/DecalGeometry.d.ts

@@ -0,0 +1,15 @@
+import {
+  BufferGeometry,
+  Euler,
+  Mesh,
+  Vector3
+} from '../../../src/Three';
+
+export class DecalGeometry extends BufferGeometry {
+  constructor(mesh: Mesh, position: Vector3, orientation: Euler, size: Vector3);
+}
+
+export class DecalVertex {
+  constructor(position: Vector3, normal: Vector3);
+  clone(): DecalVertex;
+}

+ 358 - 0
examples/jsm/geometries/DecalGeometry.js

@@ -0,0 +1,358 @@
+/**
+ * @author Mugen87 / https://github.com/Mugen87
+ * @author spite / https://github.com/spite
+ *
+ * You can use this geometry to create a decal mesh, that serves different kinds of purposes.
+ * e.g. adding unique details to models, performing dynamic visual environmental changes or covering seams.
+ *
+ * Constructor parameter:
+ *
+ * mesh — Any mesh object
+ * position — Position of the decal projector
+ * orientation — Orientation of the decal projector
+ * size — Size of the decal projector
+ *
+ * reference: http://blog.wolfire.com/2009/06/how-to-project-decals/
+ *
+ */
+
+import {
+	BufferGeometry,
+	Float32BufferAttribute,
+	Matrix4,
+	Vector3
+} from "../../../build/three.module.js";
+
+var DecalGeometry = function ( mesh, position, orientation, size ) {
+
+	BufferGeometry.call( this );
+
+	// buffers
+
+	var vertices = [];
+	var normals = [];
+	var uvs = [];
+
+	// helpers
+
+	var plane = new Vector3();
+
+	// this matrix represents the transformation of the decal projector
+
+	var projectorMatrix = new Matrix4();
+	projectorMatrix.makeRotationFromEuler( orientation );
+	projectorMatrix.setPosition( position );
+
+	var projectorMatrixInverse = new Matrix4().getInverse( projectorMatrix );
+
+	// generate buffers
+
+	generate();
+
+	// build geometry
+
+	this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
+	this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
+	this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
+
+	function generate() {
+
+		var i;
+		var geometry = new BufferGeometry();
+		var decalVertices = [];
+
+		var vertex = new Vector3();
+		var normal = new Vector3();
+
+		// handle different geometry types
+
+		if ( mesh.geometry.isGeometry ) {
+
+			geometry.fromGeometry( mesh.geometry );
+
+		} else {
+
+			geometry.copy( mesh.geometry );
+
+		}
+
+		var positionAttribute = geometry.attributes.position;
+		var normalAttribute = geometry.attributes.normal;
+
+		// first, create an array of 'DecalVertex' objects
+		// three consecutive 'DecalVertex' objects represent a single face
+		//
+		// this data structure will be later used to perform the clipping
+
+		if ( geometry.index !== null ) {
+
+			// indexed BufferGeometry
+
+			var index = geometry.index;
+
+			for ( i = 0; i < index.count; i ++ ) {
+
+				vertex.fromBufferAttribute( positionAttribute, index.getX( i ) );
+				normal.fromBufferAttribute( normalAttribute, index.getX( i ) );
+
+				pushDecalVertex( decalVertices, vertex, normal );
+
+			}
+
+		} else {
+
+			// non-indexed BufferGeometry
+
+			for ( i = 0; i < positionAttribute.count; i ++ ) {
+
+				vertex.fromBufferAttribute( positionAttribute, i );
+				normal.fromBufferAttribute( normalAttribute, i );
+
+				pushDecalVertex( decalVertices, vertex, normal );
+
+			}
+
+		}
+
+		// second, clip the geometry so that it doesn't extend out from the projector
+
+		decalVertices = clipGeometry( decalVertices, plane.set( 1, 0, 0 ) );
+		decalVertices = clipGeometry( decalVertices, plane.set( - 1, 0, 0 ) );
+		decalVertices = clipGeometry( decalVertices, plane.set( 0, 1, 0 ) );
+		decalVertices = clipGeometry( decalVertices, plane.set( 0, - 1, 0 ) );
+		decalVertices = clipGeometry( decalVertices, plane.set( 0, 0, 1 ) );
+		decalVertices = clipGeometry( decalVertices, plane.set( 0, 0, - 1 ) );
+
+		// third, generate final vertices, normals and uvs
+
+		for ( i = 0; i < decalVertices.length; i ++ ) {
+
+			var decalVertex = decalVertices[ i ];
+
+			// create texture coordinates (we are still in projector space)
+
+			uvs.push(
+				0.5 + ( decalVertex.position.x / size.x ),
+				0.5 + ( decalVertex.position.y / size.y )
+			);
+
+			// transform the vertex back to world space
+
+			decalVertex.position.applyMatrix4( projectorMatrix );
+
+			// now create vertex and normal buffer data
+
+			vertices.push( decalVertex.position.x, decalVertex.position.y, decalVertex.position.z );
+			normals.push( decalVertex.normal.x, decalVertex.normal.y, decalVertex.normal.z );
+
+		}
+
+	}
+
+	function pushDecalVertex( decalVertices, vertex, normal ) {
+
+		// transform the vertex to world space, then to projector space
+
+		vertex.applyMatrix4( mesh.matrixWorld );
+		vertex.applyMatrix4( projectorMatrixInverse );
+
+		decalVertices.push( new DecalVertex( vertex.clone(), normal.clone() ) );
+
+	}
+
+	function clipGeometry( inVertices, plane ) {
+
+		var outVertices = [];
+
+		var s = 0.5 * Math.abs( size.dot( plane ) );
+
+		// a single iteration clips one face,
+		// which consists of three consecutive 'DecalVertex' objects
+
+		for ( var i = 0; i < inVertices.length; i += 3 ) {
+
+			var v1Out, v2Out, v3Out, total = 0;
+			var nV1, nV2, nV3, nV4;
+
+			var d1 = inVertices[ i + 0 ].position.dot( plane ) - s;
+			var d2 = inVertices[ i + 1 ].position.dot( plane ) - s;
+			var d3 = inVertices[ i + 2 ].position.dot( plane ) - s;
+
+			v1Out = d1 > 0;
+			v2Out = d2 > 0;
+			v3Out = d3 > 0;
+
+			// calculate, how many vertices of the face lie outside of the clipping plane
+
+			total = ( v1Out ? 1 : 0 ) + ( v2Out ? 1 : 0 ) + ( v3Out ? 1 : 0 );
+
+			switch ( total ) {
+
+				case 0: {
+
+					// the entire face lies inside of the plane, no clipping needed
+
+					outVertices.push( inVertices[ i ] );
+					outVertices.push( inVertices[ i + 1 ] );
+					outVertices.push( inVertices[ i + 2 ] );
+					break;
+
+				}
+
+				case 1: {
+
+					// one vertex lies outside of the plane, perform clipping
+
+					if ( v1Out ) {
+
+						nV1 = inVertices[ i + 1 ];
+						nV2 = inVertices[ i + 2 ];
+						nV3 = clip( inVertices[ i ], nV1, plane, s );
+						nV4 = clip( inVertices[ i ], nV2, plane, s );
+
+					}
+
+					if ( v2Out ) {
+
+						nV1 = inVertices[ i ];
+						nV2 = inVertices[ i + 2 ];
+						nV3 = clip( inVertices[ i + 1 ], nV1, plane, s );
+						nV4 = clip( inVertices[ i + 1 ], nV2, plane, s );
+
+						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[ i ];
+						nV2 = inVertices[ i + 1 ];
+						nV3 = clip( inVertices[ i + 2 ], nV1, plane, s );
+						nV4 = clip( inVertices[ i + 2 ], nV2, plane, s );
+
+					}
+
+					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: {
+
+					// two vertices lies outside of the plane, perform clipping
+
+					if ( ! v1Out ) {
+
+						nV1 = inVertices[ i ].clone();
+						nV2 = clip( nV1, inVertices[ i + 1 ], plane, s );
+						nV3 = clip( nV1, inVertices[ i + 2 ], plane, s );
+						outVertices.push( nV1 );
+						outVertices.push( nV2 );
+						outVertices.push( nV3 );
+
+					}
+
+					if ( ! v2Out ) {
+
+						nV1 = inVertices[ i + 1 ].clone();
+						nV2 = clip( nV1, inVertices[ i + 2 ], plane, s );
+						nV3 = clip( nV1, inVertices[ i ], plane, s );
+						outVertices.push( nV1 );
+						outVertices.push( nV2 );
+						outVertices.push( nV3 );
+
+					}
+
+					if ( ! v3Out ) {
+
+						nV1 = inVertices[ i + 2 ].clone();
+						nV2 = clip( nV1, inVertices[ i ], plane, s );
+						nV3 = clip( nV1, inVertices[ i + 1 ], plane, s );
+						outVertices.push( nV1 );
+						outVertices.push( nV2 );
+						outVertices.push( nV3 );
+
+					}
+
+					break;
+
+				}
+
+				case 3: {
+
+					// the entire face lies outside of the plane, so let's discard the corresponding vertices
+
+					break;
+
+				}
+
+			}
+
+		}
+
+		return outVertices;
+
+	}
+
+	function clip( v0, v1, p, s ) {
+
+		var d0 = v0.position.dot( p ) - s;
+		var d1 = v1.position.dot( p ) - s;
+
+		var s0 = d0 / ( d0 - d1 );
+
+		var v = new DecalVertex(
+			new Vector3(
+				v0.position.x + s0 * ( v1.position.x - v0.position.x ),
+				v0.position.y + s0 * ( v1.position.y - v0.position.y ),
+				v0.position.z + s0 * ( v1.position.z - v0.position.z )
+			),
+			new Vector3(
+				v0.normal.x + s0 * ( v1.normal.x - v0.normal.x ),
+				v0.normal.y + s0 * ( v1.normal.y - v0.normal.y ),
+				v0.normal.z + s0 * ( 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;
+
+	}
+
+};
+
+DecalGeometry.prototype = Object.create( BufferGeometry.prototype );
+DecalGeometry.prototype.constructor = DecalGeometry;
+
+// helper
+
+var DecalVertex = function ( position, normal ) {
+
+	this.position = position;
+	this.normal = normal;
+
+};
+
+DecalVertex.prototype.clone = function () {
+
+	return new this.constructor( this.position.clone(), this.normal.clone() );
+
+};
+
+export { DecalGeometry, DecalVertex };

+ 1 - 0
utils/modularize.js

@@ -43,6 +43,7 @@ var files = [
 	{ path: 'exporters/TypedGeometryExporter.js', dependencies: [], ignoreList: [] },
 
 	{ path: 'geometries/BoxLineGeometry.js', dependencies: [], ignoreList: [] },
+	{ path: 'geometries/DecalGeometry.js', dependencies: [], ignoreList: [] },
 	{ path: 'geometries/ParametricGeometries.js', dependencies: [], ignoreList: [] },
 	{ path: 'geometries/TeapotBufferGeometry.js', dependencies: [], ignoreList: [] },