|
@@ -392,15 +392,24 @@
|
|
|
// Custom Geometry - using 3 triangles each. No UVs, no normals currently.
|
|
|
THREE.BirdGeometry = function () {
|
|
|
|
|
|
+ var triangles = BIRDS * 3;
|
|
|
+ var points = triangles * 3;
|
|
|
+
|
|
|
THREE.BufferGeometry.call( this );
|
|
|
- // THREE.Geometry2.call( this, BIRDS * 3 );
|
|
|
+ // THREE.Geometry2.call( this, points );
|
|
|
+
|
|
|
+ var vertices = new Float32Array( points * 3 );
|
|
|
+ var birdColors = new Float32Array( points * 3 );
|
|
|
+ var references = new Float32Array( points * 2 );
|
|
|
+ var birdVertex = new Float32Array( points );
|
|
|
|
|
|
- var triangles = 3 * BIRDS;
|
|
|
+ this.addAttribute( 'position', vertices, 3 );
|
|
|
+ this.addAttribute( 'birdColor', birdColors, 3 );
|
|
|
+ this.addAttribute( 'reference', references, 2 );
|
|
|
+ this.addAttribute( 'birdVertex', birdVertex, 1 );
|
|
|
+
|
|
|
+ // this.addAttribute( 'normal', new Float32Array( points * 3 ), 3 );
|
|
|
|
|
|
- // this.addAttribute( 'index', Uint16Array, triangles * 3, 1 );
|
|
|
- var vertices = this.addAttribute( 'position', Float32Array, triangles * 3, 3 ).array;
|
|
|
- // this.addAttribute( 'normal', Float32Array, triangles * 3, 3 );
|
|
|
- // this.addAttribute( 'color', Float32Array, triangles * 3, 3 );
|
|
|
|
|
|
var v = 0;
|
|
|
|
|
@@ -437,11 +446,6 @@
|
|
|
|
|
|
}
|
|
|
|
|
|
- var birdColors = this.addAttribute( 'birdColor', Float32Array, triangles * 3, 3 ).array;
|
|
|
- var references = this.addAttribute( 'reference', Float32Array, triangles * 3, 2 ).array;
|
|
|
- var birdVertex = this.addAttribute( 'birdVertex', Float32Array, triangles * 3, 1 ).array;
|
|
|
- // Uint16Array
|
|
|
-
|
|
|
for( var v = 0; v < triangles * 3; v++ ) {
|
|
|
|
|
|
var i = ~~(v / 3);
|
|
@@ -466,9 +470,6 @@
|
|
|
|
|
|
this.applyMatrix( new THREE.Matrix4().makeScale( 0.2, 0.2, 0.2 ) );
|
|
|
|
|
|
- // this.computeCentroids();
|
|
|
- // this.computeFaceNormals();
|
|
|
- // this.computeVertexNormals();
|
|
|
|
|
|
}
|
|
|
|