2
0
Эх сурвалжийг харах

Updated code and examples that relied on GeometryUtils.clone()

Mr.doob 12 жил өмнө
parent
commit
812ef356ee

+ 2 - 2
examples/webgl_geometry_shapes.html

@@ -110,7 +110,7 @@
 
 					// vertices from real points
 
-					var pgeo = THREE.GeometryUtils.clone( points );
+					var pgeo = points.clone();
 					var particles = new THREE.ParticleSystem( pgeo, new THREE.ParticleBasicMaterial( { color: color, size: 2, opacity: 0.75 } ) );
 					particles.position.set( x, y, z + 75 );
 					particles.rotation.set( rx, ry, rz );
@@ -127,7 +127,7 @@
 
 					// equidistance sampled points
 
-					var pgeo = THREE.GeometryUtils.clone( spacedPoints );
+					var pgeo = spacedPoints.clone();
 					var particles2 = new THREE.ParticleSystem( pgeo, new THREE.ParticleBasicMaterial( { color: color, size: 2, opacity: 0.5 } ) );
 					particles2.position.set( x, y, z + 125 );
 					particles2.rotation.set( rx, ry, rz );

+ 3 - 3
examples/webgl_geometry_subdivision.html

@@ -107,7 +107,7 @@
 				geometriesParams.push({type: 'WaltHead', args: [ ], meshScale: 6 });
 
 				THREE.WaltHead = function() {
-					return THREE.GeometryUtils.clone(geometry);
+					return geometry.clone();
 				};
 
 				updateInfo()
@@ -120,7 +120,7 @@
 				geometriesParams.push({type: 'Suzanne', args: [ ], scale: 100, meshScale:2 });
 
 				THREE.Suzanne = function() {
-					return THREE.GeometryUtils.clone(geometry);
+					return geometry.clone();
 				};
 
 				updateInfo()
@@ -218,7 +218,7 @@
 
 				// Cloning original geometry for debuging
 
-				smooth = THREE.GeometryUtils.clone( geometry );
+				smooth = geometry.clone();
 
 				// mergeVertices(); is run in case of duplicated vertices
 				smooth.mergeVertices();

+ 21 - 5
examples/webgl_materials_cubemap_dynamic.html

@@ -555,17 +555,33 @@
 
 				var object = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( { color: color, ambient: color } ) );
 				object.position.set( x, y, z );
-				scene.add( object );
-
 				object.castShadow = true;
 				object.receiveShadow = true;
+				scene.add( object );
+
+				//
+
+				var canvas = document.createElement( 'canvas' );
+				canvas.width = 128;
+				canvas.height = 128;
+
+				var context = canvas.getContext( '2d' );
+				var gradient = context.createRadialGradient( canvas.width / 2, canvas.height / 2, 0, canvas.width / 2, canvas.height / 2, canvas.width / 2 );
+				gradient.addColorStop( 0.1, 'rgba(0,0,0,1)' );
+				gradient.addColorStop( 1, 'rgba(0,0,0,0)' );
+
+				context.fillStyle = gradient;
+				context.fillRect( 0, 0, canvas.width, canvas.height );
+
+				//
 
-				var shadowTexture = THREE.ImageUtils.loadTexture( "textures/shadowAlpha.png" );
+				var shadowTexture = new THREE.Texture( canvas );
+				shadowTexture.needsUpdate = true;
 
 				var shadowPlane = new THREE.PlaneGeometry( 400, 400 );
 				var shadowMaterial = new THREE.MeshBasicMaterial( {
 
-					color: 0xff0000, opacity: 0.35, transparent: true, map: shadowTexture,
+					opacity: 0.35, transparent: true, map: shadowTexture,
 					polygonOffset: false, polygonOffsetFactor: -0.5, polygonOffsetUnits: 1
 
 				} );
@@ -586,7 +602,7 @@
 				var shadowTarget = new THREE.WebGLRenderTarget( width, height, renderTargetParameters );
 
 				var shadowMaterial = new THREE.MeshBasicMaterial( { color: 0x000000 } );
-				var shadowGeometry = THREE.GeometryUtils.clone( object.geometry );
+				var shadowGeometry = object.geometry.clone();
 
 				var shadowObject = new THREE.Mesh( shadowGeometry, shadowMaterial );
 

+ 161 - 138
src/extras/modifiers/SubdivisionModifier.js

@@ -1,12 +1,12 @@
 /*
  *	@author zz85 / http://twitter.com/blurspline / http://www.lab4games.net/zz85/blog 
- * 
+ *
  *	Subdivision Geometry Modifier 
  *		using Catmull-Clark Subdivision Surfaces
  *		for creating smooth geometry meshes
  *
  *	Note: a modifier modifies vertices and faces of geometry,
- *		so use THREE.GeometryUtils.clone() if orignal geoemtry needs to be retained
+ *		so use geometry.clone() if original geometry needs to be retained
  * 
  *	Readings: 
  *		http://en.wikipedia.org/wiki/Catmull%E2%80%93Clark_subdivision_surface
@@ -21,32 +21,32 @@
  *	Supports:
  *		Closed and Open geometries.
  *
- *	TODO: 
+ *	TODO:
  *		crease vertex and "semi-sharp" features
  *		selective subdivision
  */
 
 
 THREE.SubdivisionModifier = function( subdivisions ) {
-	
+
 	this.subdivisions = (subdivisions === undefined ) ? 1 : subdivisions;
-	
+
 	// Settings
 	this.useOldVertexColors = false;
 	this.supportUVs = true;
 	this.debug = false;
-	
+
 };
 
 // Applies the "modify" pattern
 THREE.SubdivisionModifier.prototype.modify = function ( geometry ) {
-	
+
 	var repeats = this.subdivisions;
-	
+
 	while ( repeats-- > 0 ) {
 		this.smooth( geometry );
 	}
-	
+
 };
 
 /// REFACTORING THIS OUT
@@ -70,13 +70,13 @@ THREE.GeometryUtils.computeEdgeFaces = function ( geometry ) {
 	var orderedKey = THREE.GeometryUtils.orderedKey;
 
 	function mapEdgeHash( hash, i ) {
-		
+
 		if ( edgeFaceMap[ hash ] === undefined ) {
 
 			edgeFaceMap[ hash ] = [];
-			
+
 		}
-		
+
 		edgeFaceMap[ hash ].push( i );
 	}
 
@@ -108,7 +108,7 @@ THREE.GeometryUtils.computeEdgeFaces = function ( geometry ) {
 
 			hash = orderedKey( face.c, face.d );
 			mapEdgeHash( hash, i );
-			
+
 			hash = orderedKey( face.d, face.a );
 			mapEdgeHash( hash, i );
 
@@ -117,18 +117,18 @@ THREE.GeometryUtils.computeEdgeFaces = function ( geometry ) {
 	}
 
 	// extract faces
-	
+
 	// var edges = [];
 	// 
 	// var numOfEdges = 0;
 	// for (i in edgeFaceMap) {
 	// 	numOfEdges++;
-	// 	
+	//
 	// 	edge = edgeFaceMap[i];
 	// 	edges.push(edge);
-	// 	
+	//
 	// }
-	
+
 	//debug('edgeFaceMap', edgeFaceMap, 'geometry.edges',geometry.edges, 'numOfEdges', numOfEdges);
 
 	return edgeFaceMap;
@@ -139,67 +139,75 @@ THREE.GeometryUtils.computeEdgeFaces = function ( geometry ) {
 
 // Performs an iteration of Catmull-Clark Subdivision
 THREE.SubdivisionModifier.prototype.smooth = function ( oldGeometry ) {
-	
+
 	//debug( 'running smooth' );
-	
+
 	// New set of vertices, faces and uvs
 	var newVertices = [], newFaces = [], newUVs = [];
-	
+
 	function v( x, y, z ) {
 		newVertices.push( new THREE.Vector3( x, y, z ) );
 	}
-	
+
 	var scope = this;
 	var orderedKey = THREE.GeometryUtils.orderedKey;
 	var computeEdgeFaces = THREE.GeometryUtils.computeEdgeFaces;
 
 	function assert() {
+
 		if (scope.debug && console && console.assert) console.assert.apply(console, arguments);
+
 	}
 
 	function debug() {
+
 		if (scope.debug) console.log.apply(console, arguments);
+
 	}
 
 	function warn() {
+
 		if (console)
 		console.log.apply(console, arguments);
+
 	}
 
 	function f4( a, b, c, d, oldFace, orders, facei ) {
-		
+
 		// TODO move vertex selection over here!
-		
+
 		var newFace = new THREE.Face4( a, b, c, d, null, oldFace.color, oldFace.materialIndex );
-		
+
 		if (scope.useOldVertexColors) {
-			
+
 			newFace.vertexColors = []; 
-			
+
 			var color, tmpColor, order;
+
 			for (var i=0;i<4;i++) {
+
 				order = orders[i];
-				
+
 				color = new THREE.Color(),
 				color.setRGB(0,0,0);
-				
+
 				for (var j=0, jl=0; j<order.length;j++) {
 					tmpColor = oldFace.vertexColors[order[j]-1];
 					color.r += tmpColor.r;
 					color.g += tmpColor.g;
 					color.b += tmpColor.b;
 				}
-				
+
 				color.r /= order.length;
 				color.g /= order.length;
 				color.b /= order.length;
-				
+
 				newFace.vertexColors[i] = color;
-				
+
 			}
-			
+
 		}
-		
+
 		newFaces.push( newFace );
 
 		if (scope.supportUVs) {
@@ -210,7 +218,7 @@ THREE.SubdivisionModifier.prototype.smooth = function ( oldGeometry ) {
 				getUV(c, facei),
 				getUV(d, facei)
 			];
-			
+
 			if (!aUv[0]) debug('a :( ', a+':'+facei);
 			else if (!aUv[1]) debug('b :( ', b+':'+facei);
 			else if (!aUv[2]) debug('c :( ', c+':'+facei);
@@ -220,26 +228,27 @@ THREE.SubdivisionModifier.prototype.smooth = function ( oldGeometry ) {
 
 		}
 	}
-	
+
 	var originalPoints = oldGeometry.vertices;
 	var originalFaces = oldGeometry.faces;
 	var originalVerticesLength = originalPoints.length;
-	
+
 	var newPoints = originalPoints.concat(); // New set of vertices to work on
-		
+
 	var facePoints = [], // these are new points on exisiting faces
 		edgePoints = {}; // these are new points on exisiting edges
-	
+
 	var sharpEdges = {}, sharpVertices = []; // Mark edges and vertices to prevent smoothening on them
 	// TODO: handle this correctly.
-	
+
 	var uvForVertices = {}; // Stored in {vertex}:{old face} format
 
 
 	function debugCoreStuff() {
+
 		console.log('facePoints', facePoints, 'edgePoints', edgePoints);
 		console.log('edgeFaceMap', edgeFaceMap, 'vertexEdgeMap', vertexEdgeMap);
-		
+
 	}
 
 	function getUV(vertexNo, oldFaceNo) {
@@ -277,26 +286,30 @@ THREE.SubdivisionModifier.prototype.smooth = function ( oldGeometry ) {
 			warn('dup vertexNo', vertexNo, 'oldFaceNo', oldFaceNo, 'value', value, 'key', key, uvForVertices[key]);
 		}
 	}
-	
+
 	// Step 1
 	//	For each face, add a face point
 	//	Set each face point to be the centroid of all original points for the respective face.
 	// debug(oldGeometry);
 	var i, il, j, jl, face;
-	
+
 	// For Uvs
 	var uvs = oldGeometry.faceVertexUvs[0];
 	var abcd = 'abcd', vertice;
 
 	debug('originalFaces, uvs, originalVerticesLength', originalFaces.length, uvs.length, originalVerticesLength);
+
 	if (scope.supportUVs)
+
 	for (i=0, il = uvs.length; i<il; i++ ) {
+
 		for (j=0,jl=uvs[i].length;j<jl;j++) {
+
 			vertice = originalFaces[i][abcd.charAt(j)];
-			
 			addUV(vertice, i, uvs[i][j]);
-			
+
 		}
+
 	}
 
 	if (uvs.length == 0) scope.supportUVs = false;
@@ -312,29 +325,33 @@ THREE.SubdivisionModifier.prototype.smooth = function ( oldGeometry ) {
 	}
 
 	var avgUv ;
+
 	for (i=0, il = originalFaces.length; i<il ;i++) {
+
 		face = originalFaces[ i ];
 		facePoints.push( face.centroid );
 		newPoints.push( face.centroid );
-		
-		
+
 		if (!scope.supportUVs) continue;
-		
+
 		// Prepare subdivided uv
-		
+
 		avgUv = new THREE.UV();
-		
+
 		if ( face instanceof THREE.Face3 ) {
+
 			avgUv.u = getUV( face.a, i ).u + getUV( face.b, i ).u + getUV( face.c, i ).u;
 			avgUv.v = getUV( face.a, i ).v + getUV( face.b, i ).v + getUV( face.c, i ).v;
 			avgUv.u /= 3;
 			avgUv.v /= 3;
-			
+
 		} else if ( face instanceof THREE.Face4 ) {
+
 			avgUv.u = getUV( face.a, i ).u + getUV( face.b, i ).u + getUV( face.c, i ).u + getUV( face.d, i ).u;
 			avgUv.v = getUV( face.a, i ).v + getUV( face.b, i ).v + getUV( face.c, i ).v + getUV( face.d, i ).v;
 			avgUv.u /= 4;
 			avgUv.v /= 4;
+
 		}
 
 		addUV(originalVerticesLength + i, '', avgUv);
@@ -344,122 +361,129 @@ THREE.SubdivisionModifier.prototype.smooth = function ( oldGeometry ) {
 	// Step 2
 	//	For each edge, add an edge point.
 	//	Set each edge point to be the average of the two neighbouring face points and its two original endpoints.
-	
+
 	var edgeFaceMap = computeEdgeFaces ( oldGeometry ); // Edge Hash -> Faces Index  eg { edge_key: [face_index, face_index2 ]}
 	var edge, faceIndexA, faceIndexB, avg;
-	
+
 	// debug('edgeFaceMap', edgeFaceMap);
 
 	var edgeCount = 0;
 
 	var edgeVertex, edgeVertexA, edgeVertexB;
-	
+
 	////
-	
+
 	var vertexEdgeMap = {}; // Gives edges connecting from each vertex
 	var vertexFaceMap = {}; // Gives faces connecting from each vertex
-	
+
 	function addVertexEdgeMap(vertex, edge) {
+
 		if (vertexEdgeMap[vertex]===undefined) {
+
 			vertexEdgeMap[vertex] = [];
+
 		}
-		
+
 		vertexEdgeMap[vertex].push(edge);
 	}
-	
+
 	function addVertexFaceMap(vertex, face, edge) {
+
 		if (vertexFaceMap[vertex]===undefined) {
+
 			vertexFaceMap[vertex] = {};
+
 		}
-		
+
 		vertexFaceMap[vertex][face] = edge;
 		// vertexFaceMap[vertex][face] = null;
 	}
-	
+
 	// Prepares vertexEdgeMap and vertexFaceMap
 	for (i in edgeFaceMap) { // This is for every edge
 		edge = edgeFaceMap[i];
-		
+
 		edgeVertex = i.split('_');
 		edgeVertexA = edgeVertex[0];
 		edgeVertexB = edgeVertex[1];
-		
+
 		// Maps an edgeVertex to connecting edges
 		addVertexEdgeMap(edgeVertexA, [edgeVertexA, edgeVertexB] );
 		addVertexEdgeMap(edgeVertexB, [edgeVertexA, edgeVertexB] );
-		
-		
+
 		for (j=0,jl=edge.length;j<jl;j++) {
+
 			face = edge[j];
-			
 			addVertexFaceMap(edgeVertexA, face, i);
 			addVertexFaceMap(edgeVertexB, face, i);
+
 		}
 
 		// {edge vertex: { face1: edge_key, face2: edge_key.. } }
-		
+
 		// this thing is fishy right now.
 		if (edge.length < 2) {
+
 			// edge is "sharp";
 			sharpEdges[i] = true;
 			sharpVertices[edgeVertexA] = true;
 			sharpVertices[edgeVertexB] = true;
-			
+
 		}
-		
+
 	}
-	
+
 	for (i in edgeFaceMap) {
+
 		edge = edgeFaceMap[i];
-		
+
 		faceIndexA = edge[0]; // face index a
 		faceIndexB = edge[1]; // face index b
-		
+
 		edgeVertex = i.split('_');
 		edgeVertexA = edgeVertex[0];
 		edgeVertexB = edgeVertex[1];
-		
-		
+
 		avg = new THREE.Vector3();
-		
+
 		//debug(i, faceIndexB,facePoints[faceIndexB]);
 
 		assert(edge.length > 0, 'an edge without faces?!');
-		
+
 		if (edge.length==1) {
 
 			avg.addSelf(originalPoints[edgeVertexA]);
-			avg.addSelf(originalPoints[edgeVertexB]);			
+			avg.addSelf(originalPoints[edgeVertexB]);
 			avg.multiplyScalar(0.5);
-			
+
 			sharpVertices[newPoints.length] = true;
-			
+
 		} else {
-		
+
 			avg.addSelf(facePoints[faceIndexA]);
 			avg.addSelf(facePoints[faceIndexB]);
-		
+
 			avg.addSelf(originalPoints[edgeVertexA]);
 			avg.addSelf(originalPoints[edgeVertexB]);
-		
+
 			avg.multiplyScalar(0.25);
-		
+
 		}
-		
+
 		edgePoints[i] = originalVerticesLength + originalFaces.length + edgeCount;
-		
+
 		newPoints.push( avg );
-	
+
 		edgeCount ++;
-		
+
 		if (!scope.supportUVs) {
 			continue;
 		}
 
 		// Prepare subdivided uv
-		
+
 		avgUv = new THREE.UV();
-		
+
 		avgUv.u = getUV(edgeVertexA, faceIndexA).u + getUV(edgeVertexB, faceIndexA).u;
 		avgUv.v = getUV(edgeVertexA, faceIndexA).v + getUV(edgeVertexB, faceIndexA).v;
 		avgUv.u /= 2;
@@ -468,17 +492,17 @@ THREE.SubdivisionModifier.prototype.smooth = function ( oldGeometry ) {
 		addUV(edgePoints[i], faceIndexA, avgUv);
 
 		if (edge.length>=2) {
-		assert(edge.length == 2, 'did we plan for more than 2 edges?');
-		avgUv = new THREE.UV();
-		
-		avgUv.u = getUV(edgeVertexA, faceIndexB).u + getUV(edgeVertexB, faceIndexB).u;
-		avgUv.v = getUV(edgeVertexA, faceIndexB).v + getUV(edgeVertexB, faceIndexB).v;
-		avgUv.u /= 2;
-		avgUv.v /= 2;
-		
-		addUV(edgePoints[i], faceIndexB, avgUv);
+			assert(edge.length == 2, 'did we plan for more than 2 edges?');
+			avgUv = new THREE.UV();
+
+			avgUv.u = getUV(edgeVertexA, faceIndexB).u + getUV(edgeVertexB, faceIndexB).u;
+			avgUv.v = getUV(edgeVertexA, faceIndexB).v + getUV(edgeVertexB, faceIndexB).v;
+			avgUv.u /= 2;
+			avgUv.v /= 2;
+
+			addUV(edgePoints[i], faceIndexB, avgUv);
 		}
-		
+
 	}
 
 	debug('-- Step 2 done');
@@ -486,11 +510,11 @@ THREE.SubdivisionModifier.prototype.smooth = function ( oldGeometry ) {
 	// Step 3
 	//	For each face point, add an edge for every edge of the face, 
 	//	connecting the face point to each edge point for the face.
-	
+
 	var facePt, currentVerticeIndex;
-	
+
 	var hashAB, hashBC, hashCD, hashDA, hashCA;
-	
+
 	var abc123 = ['123', '12', '2', '23'];
 	var bca123 = ['123', '23', '3', '31'];
 	var cab123 = ['123', '31', '1', '12'];
@@ -498,76 +522,79 @@ THREE.SubdivisionModifier.prototype.smooth = function ( oldGeometry ) {
 	var bcd1234 = ['1234', '23', '3', '34'];
 	var cda1234 = ['1234', '34', '4', '41'];
 	var dab1234 = ['1234', '41', '1', '12'];
-	
-	
+
 	for (i=0, il = facePoints.length; i<il ;i++) { // for every face
 		facePt = facePoints[i];
 		face = originalFaces[i];
 		currentVerticeIndex = originalVerticesLength+ i;
-		
+
 		if ( face instanceof THREE.Face3 ) {
-			
+
 			// create 3 face4s
-			
+
 			hashAB = orderedKey( face.a, face.b );
 			hashBC = orderedKey( face.b, face.c );
 			hashCA = orderedKey( face.c, face.a );
-			
+
 			f4( currentVerticeIndex, edgePoints[hashAB], face.b, edgePoints[hashBC], face, abc123, i );
 			f4( currentVerticeIndex, edgePoints[hashBC], face.c, edgePoints[hashCA], face, bca123, i );
 			f4( currentVerticeIndex, edgePoints[hashCA], face.a, edgePoints[hashAB], face, cab123, i );
-			
+
 		} else if ( face instanceof THREE.Face4 ) {
+
 			// create 4 face4s
-			
+
 			hashAB = orderedKey( face.a, face.b );
 			hashBC = orderedKey( face.b, face.c );
 			hashCD = orderedKey( face.c, face.d );
 			hashDA = orderedKey( face.d, face.a );
-			
+
 			f4( currentVerticeIndex, edgePoints[hashAB], face.b, edgePoints[hashBC], face, abc1234, i );
 			f4( currentVerticeIndex, edgePoints[hashBC], face.c, edgePoints[hashCD], face, bcd1234, i );
 			f4( currentVerticeIndex, edgePoints[hashCD], face.d, edgePoints[hashDA], face, cda1234, i );
 			f4( currentVerticeIndex, edgePoints[hashDA], face.a, edgePoints[hashAB], face, dab1234, i );
 
-				
+
 		} else {
+
 			debug('face should be a face!', face);
+
 		}
+
 	}
-	
+
 	newVertices = newPoints;
-	
+
 	// Step 4
-	
+
 	//	For each original point P, 
 	//		take the average F of all n face points for faces touching P, 
 	//		and take the average R of all n edge midpoints for edges touching P, 
 	//		where each edge midpoint is the average of its two endpoint vertices. 
 	//	Move each original point to the point
 
-	
+
 	var F = new THREE.Vector3();
 	var R = new THREE.Vector3();
 
 	var n;
 	for (i=0, il = originalPoints.length; i<il; i++) {
 		// (F + 2R + (n-3)P) / n
-		
+
 		if (vertexEdgeMap[i]===undefined) continue;
-		
+
 		F.set(0,0,0);
 		R.set(0,0,0);
 		var newPos =  new THREE.Vector3(0,0,0);
-		
+
 		var f = 0; // this counts number of faces, original vertex is connected to (also known as valance?)
 		for (j in vertexFaceMap[i]) {
 			F.addSelf(facePoints[j]);
 			f++;
 		}
-		
+
 		var sharpEdgeCount = 0;
-		
+
 		n = vertexEdgeMap[i].length; // given a vertex, return its connecting edges
 
 		// Are we on the border?
@@ -576,8 +603,7 @@ THREE.SubdivisionModifier.prototype.smooth = function ( oldGeometry ) {
 		// if (boundary_case) {
 		// 	console.error('moo', 'o', i, 'faces touched', f, 'edges',  n, n == 2);
 		// }
-		
-		
+
 		for (j=0;j<n;j++) {
 			if (
 				sharpEdges[
@@ -586,7 +612,7 @@ THREE.SubdivisionModifier.prototype.smooth = function ( oldGeometry ) {
 					sharpEdgeCount++;
 				}
 		}
-		
+
 		// if ( sharpEdgeCount==2 ) {
 		// 	continue;
 		// 	// Do not move vertex if there's 2 connecting sharp edges.
@@ -599,11 +625,9 @@ THREE.SubdivisionModifier.prototype.smooth = function ( oldGeometry ) {
 		*/
 
 		F.divideScalar(f);
-		
-		
-		var boundary_edges = 0;
 
-		
+
+		var boundary_edges = 0;
 
 		if (boundary_case) {
 
@@ -637,35 +661,34 @@ THREE.SubdivisionModifier.prototype.smooth = function ( oldGeometry ) {
 
 
 		if (boundary_case) {
-			
+
 			newPos.divideScalar(2);
 			newPos.addSelf(R);
 
 		} else {
-	
+
 			newPos.multiplyScalar(n - 3);
-			
+
 			newPos.addSelf(F);
 			newPos.addSelf(R.multiplyScalar(2));
 			newPos.divideScalar(n);
 
 		}
-		
+
 		newVertices[i] = newPos;
-		
-		
+
 	}
-	
+
 	var newGeometry = oldGeometry; // Let's pretend the old geometry is now new :P
-	
+
 	newGeometry.vertices = newVertices;
 	newGeometry.faces = newFaces;
 	newGeometry.faceVertexUvs[ 0 ] = newUVs;
-	
+
 	delete newGeometry.__tmpVertices; // makes __tmpVertices undefined :P
-	
+
 	newGeometry.computeCentroids();
 	newGeometry.computeFaceNormals();
 	newGeometry.computeVertexNormals();
-	
-};
+
+};