|
@@ -0,0 +1,751 @@
|
|
|
+/**
|
|
|
+ * @author Eric Haines / http://erichaines.com/
|
|
|
+ *
|
|
|
+ * Tessellates the famous Utah teapot database by Martin Newell into triangles.
|
|
|
+ *
|
|
|
+ * THREE.TeapotBufferGeometry = function ( size, segments, bottom, lid, body, fitLid, blinn )
|
|
|
+ *
|
|
|
+ * defaults: size = 50, segments = 10, bottom = true, lid = true, body = true,
|
|
|
+ * fitLid = false, blinn = true
|
|
|
+ *
|
|
|
+ * size is a relative scale: I've scaled the teapot to fit vertically between -1 and 1.
|
|
|
+ * Think of it as a "radius".
|
|
|
+ * segments - number of line segments to subdivide each patch edge;
|
|
|
+ * 1 is possible but gives degenerates, so two is the real minimum.
|
|
|
+ * bottom - boolean, if true (default) then the bottom patches are added. Some consider
|
|
|
+ * adding the bottom heresy, so set this to "false" to adhere to the One True Way.
|
|
|
+ * lid - to remove the lid and look inside, set to true.
|
|
|
+ * body - to remove the body and leave the lid, set this and "bottom" to false.
|
|
|
+ * fitLid - the lid is a tad small in the original. This stretches it a bit so you can't
|
|
|
+ * see the teapot's insides through the gap.
|
|
|
+ * blinn - Jim Blinn scaled the original data vertically by dividing by about 1.3 to look
|
|
|
+ * nicer. If you want to see the original teapot, similar to the real-world model, set
|
|
|
+ * this to false. True by default.
|
|
|
+ * See http://en.wikipedia.org/wiki/File:Original_Utah_Teapot.jpg for the original
|
|
|
+ * real-world teapot (from http://en.wikipedia.org/wiki/Utah_teapot).
|
|
|
+ *
|
|
|
+ * Note that the bottom (the last four patches) is not flat - blame Frank Crow, not me.
|
|
|
+ *
|
|
|
+ * The teapot should normally be rendered as a double sided object, since for some
|
|
|
+ * patches both sides can be seen, e.g., the gap around the lid and inside the spout.
|
|
|
+ *
|
|
|
+ * Segments 'n' determines the number of triangles output.
|
|
|
+ * Total triangles = 32*2*n*n - 8*n [degenerates at the top and bottom cusps are deleted]
|
|
|
+ *
|
|
|
+ * size_factor # triangles
|
|
|
+ * 1 56
|
|
|
+ * 2 240
|
|
|
+ * 3 552
|
|
|
+ * 4 992
|
|
|
+ *
|
|
|
+ * 10 6320
|
|
|
+ * 20 25440
|
|
|
+ * 30 57360
|
|
|
+ *
|
|
|
+ * Code converted from my ancient SPD software, http://tog.acm.org/resources/SPD/
|
|
|
+ * Created for the Udacity course "Interactive Rendering", http://bit.ly/ericity
|
|
|
+ * Lesson: https://www.udacity.com/course/viewer#!/c-cs291/l-68866048/m-106482448
|
|
|
+ * YouTube video on teapot history: https://www.youtube.com/watch?v=DxMfblPzFNc
|
|
|
+ *
|
|
|
+ * See https://en.wikipedia.org/wiki/Utah_teapot for the history of the teapot
|
|
|
+ *
|
|
|
+ */
|
|
|
+/*global THREE */
|
|
|
+
|
|
|
+THREE.TeapotBufferGeometry = function ( size, segments, bottom, lid, body, fitLid, blinn ) {
|
|
|
+
|
|
|
+ "use strict";
|
|
|
+
|
|
|
+ // 32 * 4 * 4 Bezier spline patches
|
|
|
+ var teapotPatches = [
|
|
|
+/*rim*/
|
|
|
+0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,
|
|
|
+3,16,17,18,7,19,20,21,11,22,23,24,15,25,26,27,
|
|
|
+18,28,29,30,21,31,32,33,24,34,35,36,27,37,38,39,
|
|
|
+30,40,41,0,33,42,43,4,36,44,45,8,39,46,47,12,
|
|
|
+/*body*/
|
|
|
+12,13,14,15,48,49,50,51,52,53,54,55,56,57,58,59,
|
|
|
+15,25,26,27,51,60,61,62,55,63,64,65,59,66,67,68,
|
|
|
+27,37,38,39,62,69,70,71,65,72,73,74,68,75,76,77,
|
|
|
+39,46,47,12,71,78,79,48,74,80,81,52,77,82,83,56,
|
|
|
+56,57,58,59,84,85,86,87,88,89,90,91,92,93,94,95,
|
|
|
+59,66,67,68,87,96,97,98,91,99,100,101,95,102,103,104,
|
|
|
+68,75,76,77,98,105,106,107,101,108,109,110,104,111,112,113,
|
|
|
+77,82,83,56,107,114,115,84,110,116,117,88,113,118,119,92,
|
|
|
+/*handle*/
|
|
|
+120,121,122,123,124,125,126,127,128,129,130,131,132,133,134,135,
|
|
|
+123,136,137,120,127,138,139,124,131,140,141,128,135,142,143,132,
|
|
|
+132,133,134,135,144,145,146,147,148,149,150,151,68,152,153,154,
|
|
|
+135,142,143,132,147,155,156,144,151,157,158,148,154,159,160,68,
|
|
|
+/*spout*/
|
|
|
+161,162,163,164,165,166,167,168,169,170,171,172,173,174,175,176,
|
|
|
+164,177,178,161,168,179,180,165,172,181,182,169,176,183,184,173,
|
|
|
+173,174,175,176,185,186,187,188,189,190,191,192,193,194,195,196,
|
|
|
+176,183,184,173,188,197,198,185,192,199,200,189,196,201,202,193,
|
|
|
+/*lid*/
|
|
|
+203,203,203,203,204,205,206,207,208,208,208,208,209,210,211,212,
|
|
|
+203,203,203,203,207,213,214,215,208,208,208,208,212,216,217,218,
|
|
|
+203,203,203,203,215,219,220,221,208,208,208,208,218,222,223,224,
|
|
|
+203,203,203,203,221,225,226,204,208,208,208,208,224,227,228,209,
|
|
|
+209,210,211,212,229,230,231,232,233,234,235,236,237,238,239,240,
|
|
|
+212,216,217,218,232,241,242,243,236,244,245,246,240,247,248,249,
|
|
|
+218,222,223,224,243,250,251,252,246,253,254,255,249,256,257,258,
|
|
|
+224,227,228,209,252,259,260,229,255,261,262,233,258,263,264,237,
|
|
|
+/*bottom*/
|
|
|
+265,265,265,265,266,267,268,269,270,271,272,273,92,119,118,113,
|
|
|
+265,265,265,265,269,274,275,276,273,277,278,279,113,112,111,104,
|
|
|
+265,265,265,265,276,280,281,282,279,283,284,285,104,103,102,95,
|
|
|
+265,265,265,265,282,286,287,266,285,288,289,270,95,94,93,92
|
|
|
+ ] ;
|
|
|
+
|
|
|
+ var teapotVertices = [
|
|
|
+1.4,0,2.4,
|
|
|
+1.4,-0.784,2.4,
|
|
|
+0.784,-1.4,2.4,
|
|
|
+0,-1.4,2.4,
|
|
|
+1.3375,0,2.53125,
|
|
|
+1.3375,-0.749,2.53125,
|
|
|
+0.749,-1.3375,2.53125,
|
|
|
+0,-1.3375,2.53125,
|
|
|
+1.4375,0,2.53125,
|
|
|
+1.4375,-0.805,2.53125,
|
|
|
+0.805,-1.4375,2.53125,
|
|
|
+0,-1.4375,2.53125,
|
|
|
+1.5,0,2.4,
|
|
|
+1.5,-0.84,2.4,
|
|
|
+0.84,-1.5,2.4,
|
|
|
+0,-1.5,2.4,
|
|
|
+-0.784,-1.4,2.4,
|
|
|
+-1.4,-0.784,2.4,
|
|
|
+-1.4,0,2.4,
|
|
|
+-0.749,-1.3375,2.53125,
|
|
|
+-1.3375,-0.749,2.53125,
|
|
|
+-1.3375,0,2.53125,
|
|
|
+-0.805,-1.4375,2.53125,
|
|
|
+-1.4375,-0.805,2.53125,
|
|
|
+-1.4375,0,2.53125,
|
|
|
+-0.84,-1.5,2.4,
|
|
|
+-1.5,-0.84,2.4,
|
|
|
+-1.5,0,2.4,
|
|
|
+-1.4,0.784,2.4,
|
|
|
+-0.784,1.4,2.4,
|
|
|
+0,1.4,2.4,
|
|
|
+-1.3375,0.749,2.53125,
|
|
|
+-0.749,1.3375,2.53125,
|
|
|
+0,1.3375,2.53125,
|
|
|
+-1.4375,0.805,2.53125,
|
|
|
+-0.805,1.4375,2.53125,
|
|
|
+0,1.4375,2.53125,
|
|
|
+-1.5,0.84,2.4,
|
|
|
+-0.84,1.5,2.4,
|
|
|
+0,1.5,2.4,
|
|
|
+0.784,1.4,2.4,
|
|
|
+1.4,0.784,2.4,
|
|
|
+0.749,1.3375,2.53125,
|
|
|
+1.3375,0.749,2.53125,
|
|
|
+0.805,1.4375,2.53125,
|
|
|
+1.4375,0.805,2.53125,
|
|
|
+0.84,1.5,2.4,
|
|
|
+1.5,0.84,2.4,
|
|
|
+1.75,0,1.875,
|
|
|
+1.75,-0.98,1.875,
|
|
|
+0.98,-1.75,1.875,
|
|
|
+0,-1.75,1.875,
|
|
|
+2,0,1.35,
|
|
|
+2,-1.12,1.35,
|
|
|
+1.12,-2,1.35,
|
|
|
+0,-2,1.35,
|
|
|
+2,0,0.9,
|
|
|
+2,-1.12,0.9,
|
|
|
+1.12,-2,0.9,
|
|
|
+0,-2,0.9,
|
|
|
+-0.98,-1.75,1.875,
|
|
|
+-1.75,-0.98,1.875,
|
|
|
+-1.75,0,1.875,
|
|
|
+-1.12,-2,1.35,
|
|
|
+-2,-1.12,1.35,
|
|
|
+-2,0,1.35,
|
|
|
+-1.12,-2,0.9,
|
|
|
+-2,-1.12,0.9,
|
|
|
+-2,0,0.9,
|
|
|
+-1.75,0.98,1.875,
|
|
|
+-0.98,1.75,1.875,
|
|
|
+0,1.75,1.875,
|
|
|
+-2,1.12,1.35,
|
|
|
+-1.12,2,1.35,
|
|
|
+0,2,1.35,
|
|
|
+-2,1.12,0.9,
|
|
|
+-1.12,2,0.9,
|
|
|
+0,2,0.9,
|
|
|
+0.98,1.75,1.875,
|
|
|
+1.75,0.98,1.875,
|
|
|
+1.12,2,1.35,
|
|
|
+2,1.12,1.35,
|
|
|
+1.12,2,0.9,
|
|
|
+2,1.12,0.9,
|
|
|
+2,0,0.45,
|
|
|
+2,-1.12,0.45,
|
|
|
+1.12,-2,0.45,
|
|
|
+0,-2,0.45,
|
|
|
+1.5,0,0.225,
|
|
|
+1.5,-0.84,0.225,
|
|
|
+0.84,-1.5,0.225,
|
|
|
+0,-1.5,0.225,
|
|
|
+1.5,0,0.15,
|
|
|
+1.5,-0.84,0.15,
|
|
|
+0.84,-1.5,0.15,
|
|
|
+0,-1.5,0.15,
|
|
|
+-1.12,-2,0.45,
|
|
|
+-2,-1.12,0.45,
|
|
|
+-2,0,0.45,
|
|
|
+-0.84,-1.5,0.225,
|
|
|
+-1.5,-0.84,0.225,
|
|
|
+-1.5,0,0.225,
|
|
|
+-0.84,-1.5,0.15,
|
|
|
+-1.5,-0.84,0.15,
|
|
|
+-1.5,0,0.15,
|
|
|
+-2,1.12,0.45,
|
|
|
+-1.12,2,0.45,
|
|
|
+0,2,0.45,
|
|
|
+-1.5,0.84,0.225,
|
|
|
+-0.84,1.5,0.225,
|
|
|
+0,1.5,0.225,
|
|
|
+-1.5,0.84,0.15,
|
|
|
+-0.84,1.5,0.15,
|
|
|
+0,1.5,0.15,
|
|
|
+1.12,2,0.45,
|
|
|
+2,1.12,0.45,
|
|
|
+0.84,1.5,0.225,
|
|
|
+1.5,0.84,0.225,
|
|
|
+0.84,1.5,0.15,
|
|
|
+1.5,0.84,0.15,
|
|
|
+-1.6,0,2.025,
|
|
|
+-1.6,-0.3,2.025,
|
|
|
+-1.5,-0.3,2.25,
|
|
|
+-1.5,0,2.25,
|
|
|
+-2.3,0,2.025,
|
|
|
+-2.3,-0.3,2.025,
|
|
|
+-2.5,-0.3,2.25,
|
|
|
+-2.5,0,2.25,
|
|
|
+-2.7,0,2.025,
|
|
|
+-2.7,-0.3,2.025,
|
|
|
+-3,-0.3,2.25,
|
|
|
+-3,0,2.25,
|
|
|
+-2.7,0,1.8,
|
|
|
+-2.7,-0.3,1.8,
|
|
|
+-3,-0.3,1.8,
|
|
|
+-3,0,1.8,
|
|
|
+-1.5,0.3,2.25,
|
|
|
+-1.6,0.3,2.025,
|
|
|
+-2.5,0.3,2.25,
|
|
|
+-2.3,0.3,2.025,
|
|
|
+-3,0.3,2.25,
|
|
|
+-2.7,0.3,2.025,
|
|
|
+-3,0.3,1.8,
|
|
|
+-2.7,0.3,1.8,
|
|
|
+-2.7,0,1.575,
|
|
|
+-2.7,-0.3,1.575,
|
|
|
+-3,-0.3,1.35,
|
|
|
+-3,0,1.35,
|
|
|
+-2.5,0,1.125,
|
|
|
+-2.5,-0.3,1.125,
|
|
|
+-2.65,-0.3,0.9375,
|
|
|
+-2.65,0,0.9375,
|
|
|
+-2,-0.3,0.9,
|
|
|
+-1.9,-0.3,0.6,
|
|
|
+-1.9,0,0.6,
|
|
|
+-3,0.3,1.35,
|
|
|
+-2.7,0.3,1.575,
|
|
|
+-2.65,0.3,0.9375,
|
|
|
+-2.5,0.3,1.125,
|
|
|
+-1.9,0.3,0.6,
|
|
|
+-2,0.3,0.9,
|
|
|
+1.7,0,1.425,
|
|
|
+1.7,-0.66,1.425,
|
|
|
+1.7,-0.66,0.6,
|
|
|
+1.7,0,0.6,
|
|
|
+2.6,0,1.425,
|
|
|
+2.6,-0.66,1.425,
|
|
|
+3.1,-0.66,0.825,
|
|
|
+3.1,0,0.825,
|
|
|
+2.3,0,2.1,
|
|
|
+2.3,-0.25,2.1,
|
|
|
+2.4,-0.25,2.025,
|
|
|
+2.4,0,2.025,
|
|
|
+2.7,0,2.4,
|
|
|
+2.7,-0.25,2.4,
|
|
|
+3.3,-0.25,2.4,
|
|
|
+3.3,0,2.4,
|
|
|
+1.7,0.66,0.6,
|
|
|
+1.7,0.66,1.425,
|
|
|
+3.1,0.66,0.825,
|
|
|
+2.6,0.66,1.425,
|
|
|
+2.4,0.25,2.025,
|
|
|
+2.3,0.25,2.1,
|
|
|
+3.3,0.25,2.4,
|
|
|
+2.7,0.25,2.4,
|
|
|
+2.8,0,2.475,
|
|
|
+2.8,-0.25,2.475,
|
|
|
+3.525,-0.25,2.49375,
|
|
|
+3.525,0,2.49375,
|
|
|
+2.9,0,2.475,
|
|
|
+2.9,-0.15,2.475,
|
|
|
+3.45,-0.15,2.5125,
|
|
|
+3.45,0,2.5125,
|
|
|
+2.8,0,2.4,
|
|
|
+2.8,-0.15,2.4,
|
|
|
+3.2,-0.15,2.4,
|
|
|
+3.2,0,2.4,
|
|
|
+3.525,0.25,2.49375,
|
|
|
+2.8,0.25,2.475,
|
|
|
+3.45,0.15,2.5125,
|
|
|
+2.9,0.15,2.475,
|
|
|
+3.2,0.15,2.4,
|
|
|
+2.8,0.15,2.4,
|
|
|
+0,0,3.15,
|
|
|
+0.8,0,3.15,
|
|
|
+0.8,-0.45,3.15,
|
|
|
+0.45,-0.8,3.15,
|
|
|
+0,-0.8,3.15,
|
|
|
+0,0,2.85,
|
|
|
+0.2,0,2.7,
|
|
|
+0.2,-0.112,2.7,
|
|
|
+0.112,-0.2,2.7,
|
|
|
+0,-0.2,2.7,
|
|
|
+-0.45,-0.8,3.15,
|
|
|
+-0.8,-0.45,3.15,
|
|
|
+-0.8,0,3.15,
|
|
|
+-0.112,-0.2,2.7,
|
|
|
+-0.2,-0.112,2.7,
|
|
|
+-0.2,0,2.7,
|
|
|
+-0.8,0.45,3.15,
|
|
|
+-0.45,0.8,3.15,
|
|
|
+0,0.8,3.15,
|
|
|
+-0.2,0.112,2.7,
|
|
|
+-0.112,0.2,2.7,
|
|
|
+0,0.2,2.7,
|
|
|
+0.45,0.8,3.15,
|
|
|
+0.8,0.45,3.15,
|
|
|
+0.112,0.2,2.7,
|
|
|
+0.2,0.112,2.7,
|
|
|
+0.4,0,2.55,
|
|
|
+0.4,-0.224,2.55,
|
|
|
+0.224,-0.4,2.55,
|
|
|
+0,-0.4,2.55,
|
|
|
+1.3,0,2.55,
|
|
|
+1.3,-0.728,2.55,
|
|
|
+0.728,-1.3,2.55,
|
|
|
+0,-1.3,2.55,
|
|
|
+1.3,0,2.4,
|
|
|
+1.3,-0.728,2.4,
|
|
|
+0.728,-1.3,2.4,
|
|
|
+0,-1.3,2.4,
|
|
|
+-0.224,-0.4,2.55,
|
|
|
+-0.4,-0.224,2.55,
|
|
|
+-0.4,0,2.55,
|
|
|
+-0.728,-1.3,2.55,
|
|
|
+-1.3,-0.728,2.55,
|
|
|
+-1.3,0,2.55,
|
|
|
+-0.728,-1.3,2.4,
|
|
|
+-1.3,-0.728,2.4,
|
|
|
+-1.3,0,2.4,
|
|
|
+-0.4,0.224,2.55,
|
|
|
+-0.224,0.4,2.55,
|
|
|
+0,0.4,2.55,
|
|
|
+-1.3,0.728,2.55,
|
|
|
+-0.728,1.3,2.55,
|
|
|
+0,1.3,2.55,
|
|
|
+-1.3,0.728,2.4,
|
|
|
+-0.728,1.3,2.4,
|
|
|
+0,1.3,2.4,
|
|
|
+0.224,0.4,2.55,
|
|
|
+0.4,0.224,2.55,
|
|
|
+0.728,1.3,2.55,
|
|
|
+1.3,0.728,2.55,
|
|
|
+0.728,1.3,2.4,
|
|
|
+1.3,0.728,2.4,
|
|
|
+0,0,0,
|
|
|
+1.425,0,0,
|
|
|
+1.425,0.798,0,
|
|
|
+0.798,1.425,0,
|
|
|
+0,1.425,0,
|
|
|
+1.5,0,0.075,
|
|
|
+1.5,0.84,0.075,
|
|
|
+0.84,1.5,0.075,
|
|
|
+0,1.5,0.075,
|
|
|
+-0.798,1.425,0,
|
|
|
+-1.425,0.798,0,
|
|
|
+-1.425,0,0,
|
|
|
+-0.84,1.5,0.075,
|
|
|
+-1.5,0.84,0.075,
|
|
|
+-1.5,0,0.075,
|
|
|
+-1.425,-0.798,0,
|
|
|
+-0.798,-1.425,0,
|
|
|
+0,-1.425,0,
|
|
|
+-1.5,-0.84,0.075,
|
|
|
+-0.84,-1.5,0.075,
|
|
|
+0,-1.5,0.075,
|
|
|
+0.798,-1.425,0,
|
|
|
+1.425,-0.798,0,
|
|
|
+0.84,-1.5,0.075,
|
|
|
+1.5,-0.84,0.075
|
|
|
+ ] ;
|
|
|
+
|
|
|
+ THREE.BufferGeometry.call( this );
|
|
|
+
|
|
|
+ this.type = 'TeapotBufferGeometry';
|
|
|
+
|
|
|
+ this.parameters = {
|
|
|
+ size: size,
|
|
|
+ segments: segments,
|
|
|
+ bottom: bottom,
|
|
|
+ lid: lid,
|
|
|
+ body: body,
|
|
|
+ fitLid: fitLid,
|
|
|
+ blinn: blinn
|
|
|
+ };
|
|
|
+
|
|
|
+ size = size || 50;
|
|
|
+
|
|
|
+ // number of segments per patch
|
|
|
+ segments = segments !== undefined ? Math.max( 2, Math.floor( segments ) || 10 ) : 10;
|
|
|
+
|
|
|
+ // which parts should be visible
|
|
|
+ bottom = bottom === undefined ? true : bottom;
|
|
|
+ lid = lid === undefined ? true : lid;
|
|
|
+ body = body === undefined ? true : body;
|
|
|
+
|
|
|
+ // Should the lid be snug? It's not traditional, so off by default
|
|
|
+ fitLid = fitLid === undefined ? false : fitLid;
|
|
|
+
|
|
|
+ // Jim Blinn scaled the teapot down in size by about 1.3 for
|
|
|
+ // some rendering tests. He liked the new proportions that he kept
|
|
|
+ // the data in this form. The model was distributed with these new
|
|
|
+ // proportions and became the norm. Trivia: comparing images of the
|
|
|
+ // real teapot and the computer model, the ratio for the bowl of the
|
|
|
+ // real teapot is more like 1.25, but since 1.3 is the traditional
|
|
|
+ // value given, we use it here.
|
|
|
+ var blinnScale = 1.3;
|
|
|
+ blinn = blinn === undefined ? true : blinn;
|
|
|
+
|
|
|
+ // scale the size to be the real scaling factor
|
|
|
+ var maxHeight = 3.15 * ( blinn ? 1 : blinnScale );
|
|
|
+
|
|
|
+ var maxHeight2 = maxHeight / 2;
|
|
|
+ var trueSize = size / maxHeight2;
|
|
|
+
|
|
|
+ // Number of elements depends on what is needed. Subtract degenerate
|
|
|
+ // triangles at tip of bottom and lid out in advance.
|
|
|
+ var numTriangles = bottom ? ( 8 * segments - 4 ) * segments : 0;
|
|
|
+ numTriangles += lid ? ( 16 * segments - 4 ) * segments : 0;
|
|
|
+ numTriangles += body ? 40 * segments * segments : 0;
|
|
|
+
|
|
|
+ var indices = new Uint32Array( numTriangles * 3 );
|
|
|
+
|
|
|
+ var numVertices = bottom ? 4 : 0;
|
|
|
+ numVertices += lid ? 8 : 0;
|
|
|
+ numVertices += body ? 20 : 0;
|
|
|
+ numVertices *= ( segments + 1 ) * ( segments + 1 );
|
|
|
+
|
|
|
+ var vertices = new Float32Array( numVertices * 3 );
|
|
|
+ var normals = new Float32Array( numVertices * 3 );
|
|
|
+ var uvs = new Float32Array( numVertices * 2 );
|
|
|
+
|
|
|
+ // Bezier form
|
|
|
+ var ms = new THREE.Matrix4();
|
|
|
+ ms.set( -1.0, 3.0, -3.0, 1.0,
|
|
|
+ 3.0, -6.0, 3.0, 0.0,
|
|
|
+ -3.0, 3.0, 0.0, 0.0,
|
|
|
+ 1.0, 0.0, 0.0, 0.0 ) ;
|
|
|
+
|
|
|
+ var g = [];
|
|
|
+ var i, r, c;
|
|
|
+
|
|
|
+ var sp = [];
|
|
|
+ var tp = [];
|
|
|
+ var dsp = [];
|
|
|
+ var dtp = [];
|
|
|
+
|
|
|
+ // M * G * M matrix, sort of see
|
|
|
+ // http://www.cs.helsinki.fi/group/goa/mallinnus/curves/surfaces.html
|
|
|
+ var mgm = [];
|
|
|
+
|
|
|
+ var vert = [];
|
|
|
+ var sdir = [];
|
|
|
+ var tdir = [];
|
|
|
+
|
|
|
+ var norm = new THREE.Vector3();
|
|
|
+
|
|
|
+ var tcoord;
|
|
|
+
|
|
|
+ var sstep, tstep;
|
|
|
+ var vertPerRow, eps;
|
|
|
+
|
|
|
+ var s, t, sval, tval, p, dsval, dtval;
|
|
|
+
|
|
|
+ var normOut = new THREE.Vector3();
|
|
|
+ var v1, v2, v3, v4;
|
|
|
+
|
|
|
+ var gmx = new THREE.Matrix4();
|
|
|
+ var tmtx = new THREE.Matrix4();
|
|
|
+
|
|
|
+ var vsp = new THREE.Vector4();
|
|
|
+ var vtp = new THREE.Vector4();
|
|
|
+ var vdsp = new THREE.Vector4();
|
|
|
+ var vdtp = new THREE.Vector4();
|
|
|
+
|
|
|
+ var vsdir = new THREE.Vector3();
|
|
|
+ var vtdir = new THREE.Vector3();
|
|
|
+
|
|
|
+ var mst = ms.clone();
|
|
|
+ mst.transpose();
|
|
|
+
|
|
|
+ // internal function: test if triangle has any matching vertices;
|
|
|
+ // if so, don't save triangle, since it won't display anything.
|
|
|
+ var notDegenerate = function ( vtx1, vtx2, vtx3 ) {
|
|
|
+
|
|
|
+ // if any vertex matches, return false
|
|
|
+ return ! ( ( ( vertices[ vtx1 * 3 ] === vertices[ vtx2 * 3 ] ) &&
|
|
|
+ ( vertices[ vtx1 * 3 + 1 ] === vertices[ vtx2 * 3 + 1 ] ) &&
|
|
|
+ ( vertices[ vtx1 * 3 + 2 ] === vertices[ vtx2 * 3 + 2 ] ) ) ||
|
|
|
+ ( ( vertices[ vtx1 * 3 ] === vertices[ vtx3 * 3 ] ) &&
|
|
|
+ ( vertices[ vtx1 * 3 + 1 ] === vertices[ vtx3 * 3 + 1 ] ) &&
|
|
|
+ ( vertices[ vtx1 * 3 + 2 ] === vertices[ vtx3 * 3 + 2 ] ) ) ||
|
|
|
+ ( ( vertices[ vtx2 * 3 ] === vertices[ vtx3 * 3 ] ) &&
|
|
|
+ ( vertices[ vtx2 * 3 + 1 ] === vertices[ vtx3 * 3 + 1 ] ) &&
|
|
|
+ ( vertices[ vtx2 * 3 + 2 ] === vertices[ vtx3 * 3 + 2 ] ) ) );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+
|
|
|
+ for ( i = 0; i < 3; i ++ )
|
|
|
+ {
|
|
|
+
|
|
|
+ mgm[ i ] = new THREE.Matrix4();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var minPatches = body ? 0 : 20;
|
|
|
+ var maxPatches = bottom ? 32 : 28;
|
|
|
+
|
|
|
+ vertPerRow = segments + 1;
|
|
|
+
|
|
|
+ eps = 0.0000001;
|
|
|
+
|
|
|
+ var surfCount = 0;
|
|
|
+
|
|
|
+ var vertCount = 0;
|
|
|
+ var normCount = 0;
|
|
|
+ var uvCount = 0;
|
|
|
+
|
|
|
+ var indexCount = 0;
|
|
|
+
|
|
|
+ for ( var surf = minPatches ; surf < maxPatches ; surf ++ ) {
|
|
|
+
|
|
|
+ // lid is in the middle of the data, patches 20-27,
|
|
|
+ // so ignore it for this part of the loop if the lid is not desired
|
|
|
+ if ( lid || ( surf < 20 || surf >= 28 ) ) {
|
|
|
+
|
|
|
+ // get M * G * M matrix for x,y,z
|
|
|
+ for ( i = 0 ; i < 3 ; i ++ ) {
|
|
|
+
|
|
|
+ // get control patches
|
|
|
+ for ( r = 0 ; r < 4 ; r ++ ) {
|
|
|
+
|
|
|
+ for ( c = 0 ; c < 4 ; c ++ ) {
|
|
|
+
|
|
|
+ // transposed
|
|
|
+ g[ c * 4 + r ] = teapotVertices[ teapotPatches[ surf * 16 + r * 4 + c ] * 3 + i ] ;
|
|
|
+
|
|
|
+ // is the lid to be made larger, and is this a point on the lid
|
|
|
+ // that is X or Y?
|
|
|
+ if ( fitLid && ( surf >= 20 && surf < 28 ) && ( i !== 2 ) ) {
|
|
|
+
|
|
|
+ // increase XY size by 7.7%, found empirically. I don't
|
|
|
+ // increase Z so that the teapot will continue to fit in the
|
|
|
+ // space -1 to 1 for Y (Y is up for the final model).
|
|
|
+ g[ c * 4 + r ] *= 1.077;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // Blinn "fixed" the teapot by dividing Z by blinnScale, and that's the
|
|
|
+ // data we now use. The original teapot is taller. Fix it:
|
|
|
+ if ( ! blinn && ( i === 2 ) ) {
|
|
|
+
|
|
|
+ g[ c * 4 + r ] *= blinnScale;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ gmx.set( g[ 0 ], g[ 1 ], g[ 2 ], g[ 3 ], g[ 4 ], g[ 5 ], g[ 6 ], g[ 7 ], g[ 8 ], g[ 9 ], g[ 10 ], g[ 11 ], g[ 12 ], g[ 13 ], g[ 14 ], g[ 15 ] );
|
|
|
+
|
|
|
+ tmtx.multiplyMatrices( gmx, ms );
|
|
|
+ mgm[ i ].multiplyMatrices( mst, tmtx );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // step along, get points, and output
|
|
|
+ for ( sstep = 0 ; sstep <= segments ; sstep ++ ) {
|
|
|
+
|
|
|
+ s = sstep / segments;
|
|
|
+
|
|
|
+ for ( tstep = 0 ; tstep <= segments ; tstep ++ ) {
|
|
|
+
|
|
|
+ t = tstep / segments;
|
|
|
+
|
|
|
+ // point from basis
|
|
|
+ // get power vectors and their derivatives
|
|
|
+ for ( p = 4, sval = tval = 1.0 ; p -- ; ) {
|
|
|
+
|
|
|
+ sp[ p ] = sval ;
|
|
|
+ tp[ p ] = tval ;
|
|
|
+ sval *= s ;
|
|
|
+ tval *= t ;
|
|
|
+
|
|
|
+ if ( p === 3 ) {
|
|
|
+
|
|
|
+ dsp[ p ] = dtp[ p ] = 0.0 ;
|
|
|
+ dsval = dtval = 1.0 ;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ dsp[ p ] = dsval * ( 3 - p ) ;
|
|
|
+ dtp[ p ] = dtval * ( 3 - p ) ;
|
|
|
+ dsval *= s ;
|
|
|
+ dtval *= t ;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ vsp.fromArray( sp );
|
|
|
+ vtp.fromArray( tp );
|
|
|
+ vdsp.fromArray( dsp );
|
|
|
+ vdtp.fromArray( dtp );
|
|
|
+
|
|
|
+ // do for x,y,z
|
|
|
+ for ( i = 0 ; i < 3 ; i ++ ) {
|
|
|
+
|
|
|
+ // multiply power vectors times matrix to get value
|
|
|
+ tcoord = vsp.clone();
|
|
|
+ tcoord.applyMatrix4( mgm[ i ] );
|
|
|
+ vert[ i ] = tcoord.dot( vtp );
|
|
|
+
|
|
|
+ // get s and t tangent vectors
|
|
|
+ tcoord = vdsp.clone();
|
|
|
+ tcoord.applyMatrix4( mgm[ i ] );
|
|
|
+ sdir[ i ] = tcoord.dot( vtp ) ;
|
|
|
+
|
|
|
+ tcoord = vsp.clone();
|
|
|
+ tcoord.applyMatrix4( mgm[ i ] );
|
|
|
+ tdir[ i ] = tcoord.dot( vdtp ) ;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // find normal
|
|
|
+ vsdir.fromArray( sdir );
|
|
|
+ vtdir.fromArray( tdir );
|
|
|
+ norm.crossVectors( vtdir, vsdir );
|
|
|
+ norm.normalize();
|
|
|
+
|
|
|
+ // if X and Z length is 0, at the cusp, so point the normal up or down, depending on patch number
|
|
|
+ if ( vert[ 0 ] === 0 && vert[ 1 ] === 0 )
|
|
|
+ {
|
|
|
+
|
|
|
+ // if above the middle of the teapot, normal points up, else down
|
|
|
+ normOut.set( 0, vert[ 2 ] > maxHeight2 ? 1 : - 1, 0 );
|
|
|
+
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+
|
|
|
+ // standard output: rotate on X axis
|
|
|
+ normOut.set( norm.x, norm.z, - norm.y );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // store it all
|
|
|
+ vertices[ vertCount ++ ] = trueSize * vert[ 0 ];
|
|
|
+ vertices[ vertCount ++ ] = trueSize * ( vert[ 2 ] - maxHeight2 );
|
|
|
+ vertices[ vertCount ++ ] = - trueSize * vert[ 1 ];
|
|
|
+
|
|
|
+ normals[ normCount ++ ] = normOut.x;
|
|
|
+ normals[ normCount ++ ] = normOut.y;
|
|
|
+ normals[ normCount ++ ] = normOut.z;
|
|
|
+
|
|
|
+ uvs[ uvCount ++ ] = 1 - t;
|
|
|
+ uvs[ uvCount ++ ] = 1 - s;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // save the faces
|
|
|
+ for ( sstep = 0 ; sstep < segments ; sstep ++ ) {
|
|
|
+
|
|
|
+ for ( tstep = 0 ; tstep < segments ; tstep ++ ) {
|
|
|
+
|
|
|
+ v1 = surfCount * vertPerRow * vertPerRow + sstep * vertPerRow + tstep;
|
|
|
+ v2 = v1 + 1;
|
|
|
+ v3 = v2 + vertPerRow;
|
|
|
+ v4 = v1 + vertPerRow;
|
|
|
+
|
|
|
+ // Normals and UVs cannot be shared. Without clone(), you can see the consequences
|
|
|
+ // of sharing if you call geometry.applyMatrix( matrix ).
|
|
|
+ if ( notDegenerate ( v1, v2, v3 ) ) {
|
|
|
+
|
|
|
+ indices[ indexCount ++ ] = v1;
|
|
|
+ indices[ indexCount ++ ] = v2;
|
|
|
+ indices[ indexCount ++ ] = v3;
|
|
|
+
|
|
|
+ }
|
|
|
+ if ( notDegenerate ( v1, v3, v4 ) ) {
|
|
|
+
|
|
|
+ indices[ indexCount ++ ] = v1;
|
|
|
+ indices[ indexCount ++ ] = v3;
|
|
|
+ indices[ indexCount ++ ] = v4;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // increment only if a surface was used
|
|
|
+ surfCount ++;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ this.addAttribute( 'index', new THREE.IndexBufferAttribute( indices, 1 ) );
|
|
|
+ this.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
|
|
|
+ this.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) );
|
|
|
+ this.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) );
|
|
|
+
|
|
|
+ this.computeBoundingSphere();
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+
|
|
|
+THREE.TeapotBufferGeometry.prototype = Object.create( THREE.BufferGeometry.prototype );
|
|
|
+THREE.TeapotBufferGeometry.prototype.constructor = THREE.TeapotBufferGeometry;
|
|
|
+
|
|
|
+THREE.TeapotBufferGeometry.prototype.clone = function () {
|
|
|
+
|
|
|
+ var bufferGeometry = new THREE.TeapotBufferGeometry(
|
|
|
+ this.parameters.size,
|
|
|
+ this.parameters.segments,
|
|
|
+ this.parameters.bottom,
|
|
|
+ this.parameters.lid,
|
|
|
+ this.parameters.body,
|
|
|
+ this.parameters.fitLid,
|
|
|
+ this.parameters.blinn
|
|
|
+ );
|
|
|
+
|
|
|
+ return bufferGeometry;
|
|
|
+
|
|
|
+};
|