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@@ -1,75 +0,0 @@
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-/**
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- * @author Mugen87 / https://github.com/Mugen87
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- */
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-
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-import { Geometry } from '../core/Geometry';
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-import { BufferGeometry } from '../core/BufferGeometry';
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-import { Float32BufferAttribute } from '../core/BufferAttribute';
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-import { QuickHull3 } from '../math/convexhull/QuickHull3';
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-
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-function ConvexGeometry( points ) {
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-
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- Geometry.call( this );
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-
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- this.type = 'ConvexGeometry';
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-
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- this.fromBufferGeometry( new ConvexBufferGeometry( points ) );
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- this.mergeVertices();
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-
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-}
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-
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-ConvexGeometry.prototype = Object.create( Geometry.prototype );
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-ConvexGeometry.prototype.constructor = ConvexGeometry;
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-
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-
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-function ConvexBufferGeometry( points ) {
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-
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- BufferGeometry.call( this );
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-
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- this.type = 'ConvexBufferGeometry';
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-
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- // buffers
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-
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- var vertices = [];
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- var normals = [];
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-
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- // execute QuickHull
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-
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- var quickHull = new THREE.QuickHull3().setFromPoints( points );
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-
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- // generate vertices and normals
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-
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- var faces = quickHull.faces;
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-
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- for ( var i = 0; i < faces.length; i ++ ) {
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-
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- var face = faces[ i ];
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- var edge = face.edge;
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-
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- // we move along a doubly-connected edge list to access all face points (see HalfEdge docs)
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-
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- do {
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-
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- var point = edge.head().point;
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-
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- vertices.push( point.x, point.y, point.z );
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- normals.push( face.normal.x, face.normal.y, face.normal.z );
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-
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- edge = edge.next;
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-
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- } while ( edge !== face.edge );
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-
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- }
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-
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- // build geometry
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-
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- this.addAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
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- this.addAttribute( 'normal', new THREE.Float32BufferAttribute( normals, 3 ) );
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-
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-}
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-
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-ConvexBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
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-ConvexBufferGeometry.prototype.constructor = ConvexBufferGeometry;
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-
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-
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-export { ConvexGeometry, ConvexBufferGeometry };
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