Quellcode durchsuchen

Refactored CTMLoader to use BufferGeometry.computeVertexNormals (for when CTM file doesn't have normals).

Still some more cleanup should be possible, e.g. it would be nice to get rid of GL context dependency.
alteredq vor 13 Jahren
Ursprung
Commit
8ac72b3412
1 geänderte Dateien mit 18 neuen und 84 gelöschten Zeilen
  1. 18 84
      examples/js/loaders/ctm/CTMLoader.js

+ 18 - 84
examples/js/loaders/ctm/CTMLoader.js

@@ -207,8 +207,6 @@ THREE.CTMLoader.prototype.createModelBuffers = function ( file, callback ) {
 		var scope = this;
 
 		var keepArrays = true,
-		computeNormals = true,
-		normalizeNormals = true,
 		reorderVertices = true;
 
 		scope.materials = [];
@@ -235,86 +233,6 @@ THREE.CTMLoader.prototype.createModelBuffers = function ( file, callback ) {
 
 		}
 
-		//console.log( "vertices", vertexPositionArray.length/3 );
-		//console.log( "triangles", vertexIndexArray.length/3 );
-
-		// compute face normals from scratch
-		// (must be done before computing offsets)
-
-		if ( vertexNormalArray === undefined && computeNormals ) {
-
-			var nElements = vertexPositionArray.length;
-
-			vertexNormalArray = new Float32Array( nElements );
-
-			var vA, vB, vC, x, y, z,
-
-			pA = new THREE.Vector3(),
-			pB = new THREE.Vector3(),
-			pC = new THREE.Vector3(),
-
-			cb = new THREE.Vector3(),
-			ab = new THREE.Vector3();
-
-			for ( var i = 0; i < vertexIndexArray.length; i += 3 ) {
-
-				vA = vertexIndexArray[ i ];
-				vB = vertexIndexArray[ i + 1 ];
-				vC = vertexIndexArray[ i + 2 ];
-
-				x = vertexPositionArray[ vA * 3 ];
-				y = vertexPositionArray[ vA * 3 + 1 ];
-				z = vertexPositionArray[ vA * 3 + 2 ];
-				pA.set( x, y, z );
-
-				x = vertexPositionArray[ vB * 3 ];
-				y = vertexPositionArray[ vB * 3 + 1 ];
-				z = vertexPositionArray[ vB * 3 + 2 ];
-				pB.set( x, y, z );
-
-				x = vertexPositionArray[ vC * 3 ];
-				y = vertexPositionArray[ vC * 3 + 1 ];
-				z = vertexPositionArray[ vC * 3 + 2 ];
-				pC.set( x, y, z );
-
-				cb.sub( pC, pB );
-				ab.sub( pA, pB );
-				cb.crossSelf( ab );
-
-				vertexNormalArray[ vA * 3 ] 	+= cb.x;
-				vertexNormalArray[ vA * 3 + 1 ] += cb.y;
-				vertexNormalArray[ vA * 3 + 2 ] += cb.z;
-
-				vertexNormalArray[ vB * 3 ] 	+= cb.x;
-				vertexNormalArray[ vB * 3 + 1 ] += cb.y;
-				vertexNormalArray[ vB * 3 + 2 ] += cb.z;
-
-				vertexNormalArray[ vC * 3 ] 	+= cb.x;
-				vertexNormalArray[ vC * 3 + 1 ] += cb.y;
-				vertexNormalArray[ vC * 3 + 2 ] += cb.z;
-
-			}
-
-			if ( normalizeNormals ) {
-
-				for ( var i = 0; i < nElements; i += 3 ) {
-
-					x = vertexNormalArray[ i ];
-					y = vertexNormalArray[ i + 1 ];
-					z = vertexNormalArray[ i + 2 ];
-
-					var n = 1.0 / Math.sqrt( x * x + y * y + z * z );
-
-					vertexNormalArray[ i ] 	   *= n;
-					vertexNormalArray[ i + 1 ] *= n;
-					vertexNormalArray[ i + 2 ] *= n;
-
-				}
-
-			}
-
-		}
-
 		// reorder vertices
 		// (needed for buffer splitting, to keep together face vertices)
 
@@ -458,7 +376,6 @@ THREE.CTMLoader.prototype.createModelBuffers = function ( file, callback ) {
 
 		scope.offsets.push( { start: start, count: i - start, index: minPrev } );
 
-
 		// indices
 
 		var vertexIndexArray16 = new Uint16Array( vertexIndexArray );
@@ -534,7 +451,24 @@ THREE.CTMLoader.prototype.createModelBuffers = function ( file, callback ) {
 
 	Model.prototype = Object.create( THREE.BufferGeometry.prototype );
 
-	callback( new Model() );
+	var geometry = new Model();
+
+	// compute vertex normals if not present in the CTM model
+
+	if ( geometry.vertexNormalArray === undefined ) {
+
+		geometry.computeVertexNormals();
+
+		geometry.vertexNormalBuffer = gl.createBuffer();
+		gl.bindBuffer( gl.ARRAY_BUFFER, geometry.vertexNormalBuffer );
+		gl.bufferData( gl.ARRAY_BUFFER, geometry.vertexNormalArray, gl.STATIC_DRAW );
+
+		geometry.vertexNormalBuffer.itemSize = 3;
+		geometry.vertexNormalBuffer.numItems = geometry.vertexNormalArray.length;
+
+	}
+
+	callback( geometry );
 
 };