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@@ -6242,7 +6242,11 @@ THREE.Math = {
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};
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};
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- }()
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+ }(),
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+
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+ isPowerOfTwo: function ( value ) {
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+ return ( value & ( value - 1 ) ) === 0 && value !== 0;
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+ }
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};
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};
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@@ -9224,7 +9228,7 @@ THREE.BufferGeometry.prototype = {
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constructor: THREE.BufferGeometry,
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constructor: THREE.BufferGeometry,
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- addAttribute: function( name, type, numItems, itemSize ) {
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+ addAttribute: function ( name, type, numItems, itemSize ) {
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this.attributes[ name ] = {
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this.attributes[ name ] = {
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@@ -22124,6 +22128,45 @@ THREE.WebGLRenderer = function ( parameters ) {
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};
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};
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+ // used by renderBufferDirect for THREE.Line
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+ function setupLinesVertexAttributes( material, programAttributes, geometryAttributes, startIndex ) {
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+
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+ var attributeItem, attributeName, attributePointer, attributeSize;
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+
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+ for ( attributeName in programAttributes ) {
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+
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+ attributePointer = programAttributes[ attributeName ];
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+ attributeItem = geometryAttributes[ attributeName ];
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+
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+ if ( attributePointer >= 0 ) {
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+
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+ if ( attributeItem ) {
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+
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+ attributeSize = attributeItem.itemSize;
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+ _gl.bindBuffer( _gl.ARRAY_BUFFER, attributeItem.buffer );
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+ enableAttribute( attributePointer );
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+ _gl.vertexAttribPointer( attributePointer, attributeSize, _gl.FLOAT, false, 0, startIndex * attributeSize * 4 ); // 4 bytes per Float32
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+
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+ } else if ( material.defaultAttributeValues ) {
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+
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+ if ( material.defaultAttributeValues[ attributeName ].length === 2 ) {
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+
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+ _gl.vertexAttrib2fv( attributePointer, material.defaultAttributeValues[ attributeName ] );
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+
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+ } else if ( material.defaultAttributeValues[ attributeName ].length === 3 ) {
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+
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+ _gl.vertexAttrib3fv( attributePointer, material.defaultAttributeValues[ attributeName ] );
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+
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+ }
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+
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+ }
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+
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+ }
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+
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+ }
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+
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+ }
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+
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function setDirectBuffers ( geometry, hint, dispose ) {
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function setDirectBuffers ( geometry, hint, dispose ) {
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var attributes = geometry.attributes;
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var attributes = geometry.attributes;
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@@ -22463,54 +22506,65 @@ THREE.WebGLRenderer = function ( parameters ) {
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} else if ( object instanceof THREE.Line ) {
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} else if ( object instanceof THREE.Line ) {
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- if ( updateBuffers ) {
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+ var primitives = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
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- for ( attributeName in programAttributes ) {
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+ setLineWidth( material.linewidth );
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- attributePointer = programAttributes[ attributeName ];
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- attributeItem = geometryAttributes[ attributeName ];
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-
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- if ( attributePointer >= 0 ) {
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+ var index = geometryAttributes[ "index" ];
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- if ( attributeItem ) {
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+ // indexed lines
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+
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+ if ( index ) {
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- attributeSize = attributeItem.itemSize;
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- _gl.bindBuffer( _gl.ARRAY_BUFFER, attributeItem.buffer );
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- enableAttribute( attributePointer );
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- _gl.vertexAttribPointer( attributePointer, attributeSize, _gl.FLOAT, false, 0, 0 );
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+ var offsets = geometry.offsets;
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- } else if ( material.defaultAttributeValues && material.defaultAttributeValues[ attributeName ] ) {
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+ // if there is more than 1 chunk
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+ // must set attribute pointers to use new offsets for each chunk
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+ // even if geometry and materials didn't change
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- if ( material.defaultAttributeValues[ attributeName ].length === 2 ) {
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+ if ( offsets.length > 1 ) updateBuffers = true;
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- _gl.vertexAttrib2fv( attributePointer, material.defaultAttributeValues[ attributeName ] );
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+ for ( var i = 0, il = offsets.length; i < il; i ++ ) {
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- } else if ( material.defaultAttributeValues[ attributeName ].length === 3 ) {
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+ var startIndex = offsets[ i ].index;
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- _gl.vertexAttrib3fv( attributePointer, material.defaultAttributeValues[ attributeName ] );
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+ if ( updateBuffers ) {
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- }
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+ setupLinesVertexAttributes(material, programAttributes, geometryAttributes, startIndex);
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- }
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+ // indices
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+ _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
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}
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}
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+ // render indexed lines
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+
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+ _gl.drawElements( _gl.LINES, offsets[ i ].count, _gl.UNSIGNED_SHORT, offsets[ i ].start * 2 ); // 2 bytes per Uint16Array
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+
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+ _this.info.render.calls ++;
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+ _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
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+
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}
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}
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}
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}
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- // render lines
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+ // non-indexed lines
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- var primitives = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
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+ else {
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- setLineWidth( material.linewidth );
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+ if ( updateBuffers ) {
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- var position = geometryAttributes[ "position" ];
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+ setupLinesVertexAttributes(material, programAttributes, geometryAttributes, 0);
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+ }
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+
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+ var position = geometryAttributes[ "position" ];
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+
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+ _gl.drawArrays( primitives, 0, position.numItems / 3 );
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+ _this.info.render.calls ++;
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+ _this.info.render.points += position.numItems;
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+ }
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- _gl.drawArrays( primitives, 0, position.numItems / 3 );
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- _this.info.render.calls ++;
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- _this.info.render.points += position.numItems;
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}
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}
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@@ -25564,13 +25618,6 @@ THREE.WebGLRenderer = function ( parameters ) {
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// Textures
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// Textures
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-
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- function isPowerOfTwo ( value ) {
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-
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- return ( value & ( value - 1 ) ) === 0;
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-
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- };
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-
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function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {
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function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {
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if ( isImagePowerOfTwo ) {
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if ( isImagePowerOfTwo ) {
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@@ -25628,7 +25675,7 @@ THREE.WebGLRenderer = function ( parameters ) {
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_gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
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_gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
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var image = texture.image,
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var image = texture.image,
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- isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ),
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+ isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
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glFormat = paramThreeToGL( texture.format ),
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glFormat = paramThreeToGL( texture.format ),
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glType = paramThreeToGL( texture.type );
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glType = paramThreeToGL( texture.type );
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@@ -25778,7 +25825,7 @@ THREE.WebGLRenderer = function ( parameters ) {
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}
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}
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var image = cubeImage[ 0 ],
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var image = cubeImage[ 0 ],
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- isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ),
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+ isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
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glFormat = paramThreeToGL( texture.format ),
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glFormat = paramThreeToGL( texture.format ),
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glType = paramThreeToGL( texture.type );
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glType = paramThreeToGL( texture.type );
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@@ -25891,7 +25938,7 @@ THREE.WebGLRenderer = function ( parameters ) {
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// Setup texture, create render and frame buffers
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// Setup texture, create render and frame buffers
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- var isTargetPowerOfTwo = isPowerOfTwo( renderTarget.width ) && isPowerOfTwo( renderTarget.height ),
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+ var isTargetPowerOfTwo = THREE.Math.isPowerOfTwo( renderTarget.width ) && THREE.Math.isPowerOfTwo( renderTarget.height ),
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glFormat = paramThreeToGL( renderTarget.format ),
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glFormat = paramThreeToGL( renderTarget.format ),
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glType = paramThreeToGL( renderTarget.type );
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glType = paramThreeToGL( renderTarget.type );
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@@ -27993,10 +28040,6 @@ THREE.FontUtils.generateShapes = function( text, parameters ) {
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px = contour[ verts[ p ] ].x
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px = contour[ verts[ p ] ].x
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py = contour[ verts[ p ] ].y
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py = contour[ verts[ p ] ].y
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- if ( ( (px === ax) && (py === ay) ) ||
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- ( (px === bx) && (py === by) ) ||
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- ( (px === cx) && (py === cy) ) ) continue;
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-
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apx = px - ax; apy = py - ay;
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apx = px - ax; apy = py - ay;
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bpx = px - bx; bpy = py - by;
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bpx = px - bx; bpy = py - by;
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cpx = px - cx; cpy = py - cy;
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cpx = px - cx; cpy = py - cy;
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@@ -29632,7 +29675,7 @@ THREE.Shape.Utils = {
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},
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},
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- triangulateShape_OLD: function ( contour, holes ) {
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+ triangulateShape: function ( contour, holes ) {
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var shapeWithoutHoles = THREE.Shape.Utils.removeHoles( contour, holes );
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var shapeWithoutHoles = THREE.Shape.Utils.removeHoles( contour, holes );
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@@ -29716,374 +29759,6 @@ THREE.Shape.Utils = {
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}, // end triangulate shapes
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}, // end triangulate shapes
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- /*
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- * Modified Triangulation.
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- *
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- * basically rewritten 'removeHoles':
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- * - doesn't cut out an area anymore, but slices from shape to hole by adding two edges
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- * - ATTENTION: this requires small change to 'THREE.FontUtils.snip' to account for duplicate coordinates
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- * - checks whether such a cut line lies inside the shape doesn't intersect any other edge (shape and holes)
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- */
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- triangulateShape: function ( contour, holes ) {
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-
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- function point_in_segment_2D( inSegPt1, inSegPt2, inOtherPt ) {
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- // inOtherPt needs to be colinear to the inSegment
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- if ( inSegPt1.x != inSegPt2.x ) {
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- if ( inSegPt1.x < inSegPt2.x ) {
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- return ( ( inSegPt1.x <= inOtherPt.x ) && ( inOtherPt.x <= inSegPt2.x ) );
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- } else {
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- return ( ( inSegPt2.x <= inOtherPt.x ) && ( inOtherPt.x <= inSegPt1.x ) );
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- }
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- } else {
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- if ( inSegPt1.y < inSegPt2.y ) {
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- return ( ( inSegPt1.y <= inOtherPt.y ) && ( inOtherPt.y <= inSegPt2.y ) );
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- } else {
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- return ( ( inSegPt2.y <= inOtherPt.y ) && ( inOtherPt.y <= inSegPt1.y ) );
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- }
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- }
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- }
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-
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- function intersect_segments_2D( inSeg1Pt1, inSeg1Pt2, inSeg2Pt1, inSeg2Pt2, inExcludeAdjacentSegs ) {
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- var EPSILON = 0.0000000001;
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-
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- var seg1dx = inSeg1Pt2.x - inSeg1Pt1.x, seg1dy = inSeg1Pt2.y - inSeg1Pt1.y;
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- var seg2dx = inSeg2Pt2.x - inSeg2Pt1.x, seg2dy = inSeg2Pt2.y - inSeg2Pt1.y;
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-
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- var seg1seg2dx = inSeg1Pt1.x - inSeg2Pt1.x;
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- var seg1seg2dy = inSeg1Pt1.y - inSeg2Pt1.y;
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-
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- var limit = seg1dy * seg2dx - seg1dx * seg2dy;
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- var perpSeg1 = seg1dy * seg1seg2dx - seg1dx * seg1seg2dy;
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-
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- if ( Math.abs(limit) > EPSILON ) { // not parallel
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-
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- var perpSeg2;
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- if ( limit > 0 ) {
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- if ( ( perpSeg1 < 0 ) || ( perpSeg1 > limit ) ) return [];
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- perpSeg2 = seg2dy * seg1seg2dx - seg2dx * seg1seg2dy;
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- if ( ( perpSeg2 < 0 ) || ( perpSeg2 > limit ) ) return [];
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- } else {
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- if ( ( perpSeg1 > 0 ) || ( perpSeg1 < limit ) ) return [];
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- perpSeg2 = seg2dy * seg1seg2dx - seg2dx * seg1seg2dy;
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- if ( ( perpSeg2 > 0 ) || ( perpSeg2 < limit ) ) return [];
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- }
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-
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- // intersection at endpoint ?
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- if ( perpSeg2 == 0 ) {
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- if ( ( inExcludeAdjacentSegs ) &&
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- ( ( perpSeg1 == 0 ) || ( perpSeg1 == limit ) ) ) return [];
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- return [ inSeg1Pt1 ];
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- }
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- if ( perpSeg2 == limit ) {
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- if ( ( inExcludeAdjacentSegs ) &&
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- ( ( perpSeg1 == 0 ) || ( perpSeg1 == limit ) ) ) return [];
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- return [ inSeg1Pt2 ];
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- }
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-
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- // return real intersection point
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- var factorSeg1 = perpSeg2 / limit;
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- return [ { x: inSeg1Pt1.x + factorSeg1 * seg1dx,
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- y: inSeg1Pt1.y + factorSeg1 * seg1dy } ];
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-
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- } else { // parallel or colinear
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- if ( perpSeg1 != 0 ) return [];
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-
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- // they are collinear or degenerate
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- var seg1Pt = ( (seg1dx == 0) && (seg1dy == 0) ); // segment1 ist just a point?
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- var seg2Pt = ( (seg2dx == 0) && (seg2dy == 0) ); // segment2 ist just a point?
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- // both segments are points
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- if ( seg1Pt && seg2Pt ) {
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- if ( (inSeg1Pt1.x != inSeg2Pt1.x) ||
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- (inSeg1Pt1.y != inSeg2Pt1.y) ) return []; // they are distinct points
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- return [ inSeg1Pt1 ]; // they are the same point
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- }
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- // segment#1 is a single point
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- if ( seg1Pt ) {
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- if (! point_in_segment_2D( inSeg2Pt1, inSeg2Pt2, inSeg1Pt1 ) ) return []; // but not in segment#2
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- return [ inSeg1Pt1 ];
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- }
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- // segment#2 is a single point
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- if ( seg2Pt ) {
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- if (! point_in_segment_2D( inSeg1Pt1, inSeg1Pt2, inSeg2Pt1 ) ) return []; // but not in segment#1
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- return [ inSeg2Pt1 ];
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- }
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-
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- // they are collinear segments, which might overlap
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- var seg1min, seg1max, seg1minVal, seg1maxVal;
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- var seg2min, seg2max, seg2minVal, seg2maxVal;
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- if (seg1dx != 0) { // the segments are NOT on a vertical line
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- if ( inSeg1Pt1.x < inSeg1Pt2.x ) {
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- seg1min = inSeg1Pt1; seg1minVal = inSeg1Pt1.x;
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- seg1max = inSeg1Pt2; seg1maxVal = inSeg1Pt2.x;
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- } else {
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- seg1min = inSeg1Pt2; seg1minVal = inSeg1Pt2.x;
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- seg1max = inSeg1Pt1; seg1maxVal = inSeg1Pt1.x;
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- }
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- if ( inSeg2Pt1.x < inSeg2Pt2.x ) {
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|
|
|
- seg2min = inSeg2Pt1; seg2minVal = inSeg2Pt1.x;
|
|
|
|
- seg2max = inSeg2Pt2; seg2maxVal = inSeg2Pt2.x;
|
|
|
|
- } else {
|
|
|
|
- seg2min = inSeg2Pt2; seg2minVal = inSeg2Pt2.x;
|
|
|
|
- seg2max = inSeg2Pt1; seg2maxVal = inSeg2Pt1.x;
|
|
|
|
- }
|
|
|
|
- } else { // the segments are on a vertical line
|
|
|
|
- if ( inSeg1Pt1.y < inSeg1Pt2.y ) {
|
|
|
|
- seg1min = inSeg1Pt1; seg1minVal = inSeg1Pt1.y;
|
|
|
|
- seg1max = inSeg1Pt2; seg1maxVal = inSeg1Pt2.y;
|
|
|
|
- } else {
|
|
|
|
- seg1min = inSeg1Pt2; seg1minVal = inSeg1Pt2.y;
|
|
|
|
- seg1max = inSeg1Pt1; seg1maxVal = inSeg1Pt1.y;
|
|
|
|
- }
|
|
|
|
- if ( inSeg2Pt1.y < inSeg2Pt2.y ) {
|
|
|
|
- seg2min = inSeg2Pt1; seg2minVal = inSeg2Pt1.y;
|
|
|
|
- seg2max = inSeg2Pt2; seg2maxVal = inSeg2Pt2.y;
|
|
|
|
- } else {
|
|
|
|
- seg2min = inSeg2Pt2; seg2minVal = inSeg2Pt2.y;
|
|
|
|
- seg2max = inSeg2Pt1; seg2maxVal = inSeg2Pt1.y;
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
- if ( seg1minVal <= seg2minVal ) {
|
|
|
|
- if ( seg1maxVal < seg2minVal ) return [];
|
|
|
|
- if ( seg1maxVal == seg2minVal ) {
|
|
|
|
- if ( inExcludeAdjacentSegs ) return [];
|
|
|
|
- return [ seg2min ];
|
|
|
|
- }
|
|
|
|
- if ( seg1maxVal <= seg2maxVal ) return [ seg2min, seg1max ];
|
|
|
|
- return [ seg2min, seg2max ];
|
|
|
|
- } else {
|
|
|
|
- if ( seg1minVal > seg2maxVal ) return [];
|
|
|
|
- if ( seg1minVal == seg2maxVal ) {
|
|
|
|
- if ( inExcludeAdjacentSegs ) return [];
|
|
|
|
- return [ seg1min ];
|
|
|
|
- }
|
|
|
|
- if ( seg1maxVal <= seg2maxVal ) return [ seg1min, seg1max ];
|
|
|
|
- return [ seg1min, seg2max ];
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- function isPointInsideAngle( inVertex, inLegFromPt, inLegToPt, inOtherPt ) {
|
|
|
|
- // The order of legs is important
|
|
|
|
-
|
|
|
|
- var EPSILON = 0.0000000001;
|
|
|
|
-
|
|
|
|
- // translation of all points, so that Vertex is at (0,0)
|
|
|
|
- var legFromPtX = inLegFromPt.x - inVertex.x, legFromPtY = inLegFromPt.y - inVertex.y;
|
|
|
|
- var legToPtX = inLegToPt.x - inVertex.x, legToPtY = inLegToPt.y - inVertex.y;
|
|
|
|
- var otherPtX = inOtherPt.x - inVertex.x, otherPtY = inOtherPt.y - inVertex.y;
|
|
|
|
-
|
|
|
|
- // main angle >0: < 180 deg.; 0: 180 deg.; <0: > 180 deg.
|
|
|
|
- var from2toAngle = legFromPtX * legToPtY - legFromPtY * legToPtX;
|
|
|
|
- var from2otherAngle = legFromPtX * otherPtY - legFromPtY * otherPtX;
|
|
|
|
-
|
|
|
|
- if ( Math.abs(from2toAngle) > EPSILON ) { // angle != 180 deg.
|
|
|
|
-
|
|
|
|
- var other2toAngle = otherPtX * legToPtY - otherPtY * legToPtX;
|
|
|
|
- // console.log( "from2to: " + from2toAngle + ", from2other: " + from2otherAngle + ", other2to: " + other2toAngle );
|
|
|
|
-
|
|
|
|
- if ( from2toAngle > 0 ) { // main angle < 180 deg.
|
|
|
|
- return ( ( from2otherAngle >= 0 ) && ( other2toAngle >= 0 ) );
|
|
|
|
- } else { // main angle > 180 deg.
|
|
|
|
- return ( ( from2otherAngle >= 0 ) || ( other2toAngle >= 0 ) );
|
|
|
|
- }
|
|
|
|
- } else { // angle == 180 deg.
|
|
|
|
- // console.log( "from2to: 180 deg., from2other: " + from2otherAngle );
|
|
|
|
- return ( from2otherAngle > 0 );
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
-
|
|
|
|
- function removeHoles( contour, holes ) {
|
|
|
|
-
|
|
|
|
- var shape = contour.concat(); // work on this shape
|
|
|
|
- var hole;
|
|
|
|
-
|
|
|
|
- function isCutLineInsideAngles( inShapeIdx, inHoleIdx ) {
|
|
|
|
- // Check if hole point lies within angle around shape point
|
|
|
|
- var lastShapeIdx = shape.length - 1;
|
|
|
|
-
|
|
|
|
- var prevShapeIdx = inShapeIdx - 1;
|
|
|
|
- if ( prevShapeIdx < 0 ) prevShapeIdx = lastShapeIdx;
|
|
|
|
-
|
|
|
|
- var nextShapeIdx = inShapeIdx + 1;
|
|
|
|
- if ( nextShapeIdx > lastShapeIdx ) nextShapeIdx = 0;
|
|
|
|
-
|
|
|
|
- var insideAngle = isPointInsideAngle( shape[inShapeIdx], shape[ prevShapeIdx ], shape[ nextShapeIdx ], hole[inHoleIdx] );
|
|
|
|
- if (! insideAngle ) {
|
|
|
|
- // console.log( "Vertex (Shape): " + inShapeIdx + ", Point: " + hole[inHoleIdx].x + "/" + hole[inHoleIdx].y );
|
|
|
|
- return false;
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- // Check if shape point lies within angle around hole point
|
|
|
|
- var lastHoleIdx = hole.length - 1;
|
|
|
|
-
|
|
|
|
- var prevHoleIdx = inHoleIdx - 1;
|
|
|
|
- if ( prevHoleIdx < 0 ) prevHoleIdx = lastHoleIdx;
|
|
|
|
-
|
|
|
|
- var nextHoleIdx = inHoleIdx + 1;
|
|
|
|
- if ( nextHoleIdx > lastHoleIdx ) nextHoleIdx = 0;
|
|
|
|
-
|
|
|
|
- insideAngle = isPointInsideAngle( hole[inHoleIdx], hole[ prevHoleIdx ], hole[ nextHoleIdx ], shape[inShapeIdx] );
|
|
|
|
- if (! insideAngle ) {
|
|
|
|
- // console.log( "Vertex (Hole): " + inHoleIdx + ", Point: " + shape[inShapeIdx].x + "/" + shape[inShapeIdx].y );
|
|
|
|
- return false;
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- return true;
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- function intersectsShapeEdge( inShapePt, inHolePt ) {
|
|
|
|
- // checks for intersections with shape edges
|
|
|
|
- var sIdx, nextIdx, intersection;
|
|
|
|
- for ( sIdx = 0; sIdx < shape.length; sIdx++ ) {
|
|
|
|
- nextIdx = sIdx+1; nextIdx %= shape.length;
|
|
|
|
- intersection = intersect_segments_2D( inShapePt, inHolePt, shape[sIdx], shape[nextIdx], true );
|
|
|
|
- if ( intersection.length > 0 ) return true;
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- return false;
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- var indepHoles = [];
|
|
|
|
-
|
|
|
|
- function intersectsHoleEdge( inShapePt, inHolePt ) {
|
|
|
|
- // checks for intersections with hole edges
|
|
|
|
- var ihIdx, chkHole,
|
|
|
|
- hIdx, nextIdx, intersection;
|
|
|
|
- for ( ihIdx = 0; ihIdx < indepHoles.length; ihIdx++ ) {
|
|
|
|
- chkHole = holes[indepHoles[ihIdx]];
|
|
|
|
- for ( hIdx = 0; hIdx < chkHole.length; hIdx++ ) {
|
|
|
|
- nextIdx = hIdx+1; nextIdx %= chkHole.length;
|
|
|
|
- intersection = intersect_segments_2D( inShapePt, inHolePt, chkHole[hIdx], chkHole[nextIdx], true );
|
|
|
|
- if ( intersection.length > 0 ) return true;
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
- return false;
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- var holeIndex, shapeIndex,
|
|
|
|
- shapePt, h, h2, holePt,
|
|
|
|
- holeIdx, cutKey, failedCuts = [],
|
|
|
|
- tmpShape1, tmpShape2,
|
|
|
|
- tmpHole1, tmpHole2;
|
|
|
|
-
|
|
|
|
- for (h in holes) { indepHoles.push( h ); }
|
|
|
|
-
|
|
|
|
- var counter = indepHoles.length * 2;
|
|
|
|
- while ( indepHoles.length > 0 ) {
|
|
|
|
- counter --;
|
|
|
|
- if ( counter < 0 ) {
|
|
|
|
- console.log( "Infinite Loop! Holes left:" + indepHoles.length + ", Probably Hole outside Shape!" );
|
|
|
|
- break;
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- // search for shape-vertex and hole-vertex,
|
|
|
|
- // which can be connected without intersections
|
|
|
|
- for ( shapeIndex = 0; shapeIndex < shape.length; shapeIndex++ ) {
|
|
|
|
-
|
|
|
|
- shapePt = shape[ shapeIndex ];
|
|
|
|
- holeIndex = -1;
|
|
|
|
-
|
|
|
|
- // search for hole which can be reached without intersections
|
|
|
|
- for ( h = 0; h < indepHoles.length; h++ ) {
|
|
|
|
- holeIdx = indepHoles[h];
|
|
|
|
-
|
|
|
|
- // prevent multiple checks
|
|
|
|
- cutKey = shapePt.x + ":" + shapePt.y + ":" + holeIdx;
|
|
|
|
- if ( failedCuts[cutKey] !== undefined ) continue;
|
|
|
|
-
|
|
|
|
- hole = holes[holeIdx];
|
|
|
|
- for ( h2 = 0; h2 < hole.length; h2 ++ ) {
|
|
|
|
- holePt = hole[ h2 ];
|
|
|
|
- if (! isCutLineInsideAngles( shapeIndex, h2 ) ) continue;
|
|
|
|
- if ( intersectsShapeEdge( shapePt, holePt ) ) continue;
|
|
|
|
- if ( intersectsHoleEdge( shapePt, holePt ) ) continue;
|
|
|
|
-
|
|
|
|
- holeIndex = h2;
|
|
|
|
- indepHoles.splice(h,1);
|
|
|
|
-
|
|
|
|
- tmpShape1 = shape.slice( 0, shapeIndex+1 );
|
|
|
|
- tmpShape2 = shape.slice( shapeIndex );
|
|
|
|
- tmpHole1 = hole.slice( holeIndex );
|
|
|
|
- tmpHole2 = hole.slice( 0, holeIndex+1 );
|
|
|
|
-
|
|
|
|
- shape = tmpShape1.concat( tmpHole1 ).concat( tmpHole2 ).concat( tmpShape2 );
|
|
|
|
-
|
|
|
|
- // Debug only, to show the selected cuts
|
|
|
|
- // glob_CutLines.push( [ shapePt, holePt ] );
|
|
|
|
-
|
|
|
|
- break;
|
|
|
|
- }
|
|
|
|
- if ( holeIndex >= 0 ) break; // hole-vertex found
|
|
|
|
-
|
|
|
|
- failedCuts[cutKey] = true; // remember failure
|
|
|
|
- }
|
|
|
|
- if ( holeIndex >= 0 ) break; // hole-vertex found
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- return shape; /* shape with no holes */
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
-
|
|
|
|
- var i, il, f, face,
|
|
|
|
- key, index,
|
|
|
|
- allPointsMap = {};
|
|
|
|
-
|
|
|
|
- // To maintain reference to old shape, one must match coordinates, or offset the indices from original arrays. It's probably easier to do the first.
|
|
|
|
-
|
|
|
|
- var allpoints = contour.concat();
|
|
|
|
- for (var h in holes) { Array.prototype.push.apply( allpoints, holes[h] ); }
|
|
|
|
- //console.log( "allpoints",allpoints, allpoints.length );
|
|
|
|
-
|
|
|
|
- // prepare all points map
|
|
|
|
-
|
|
|
|
- for ( i = 0, il = allpoints.length; i < il; i ++ ) {
|
|
|
|
-
|
|
|
|
- key = allpoints[ i ].x + ":" + allpoints[ i ].y;
|
|
|
|
-
|
|
|
|
- if ( allPointsMap[ key ] !== undefined ) {
|
|
|
|
-
|
|
|
|
- console.log( "Duplicate point", key );
|
|
|
|
-
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- allPointsMap[ key ] = i;
|
|
|
|
-
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- // remove holes by cutting paths to holes and adding them to the shape
|
|
|
|
- var shapeWithoutHoles = removeHoles( contour, holes );
|
|
|
|
-
|
|
|
|
- var triangles = THREE.FontUtils.Triangulate( shapeWithoutHoles, false ); // True returns indices for points of spooled shape
|
|
|
|
- //console.log( "triangles",triangles, triangles.length );
|
|
|
|
-
|
|
|
|
- // check all face vertices against all points map
|
|
|
|
-
|
|
|
|
- for ( i = 0, il = triangles.length; i < il; i ++ ) {
|
|
|
|
-
|
|
|
|
- face = triangles[ i ];
|
|
|
|
-
|
|
|
|
- for ( f = 0; f < 3; f ++ ) {
|
|
|
|
-
|
|
|
|
- key = face[ f ].x + ":" + face[ f ].y;
|
|
|
|
-
|
|
|
|
- index = allPointsMap[ key ];
|
|
|
|
-
|
|
|
|
- if ( index !== undefined ) {
|
|
|
|
-
|
|
|
|
- face[ f ] = index;
|
|
|
|
-
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- return triangles.concat();
|
|
|
|
-
|
|
|
|
- }, // end triangulate shapes
|
|
|
|
-
|
|
|
|
/*
|
|
/*
|
|
triangulate2 : function( pts, holes ) {
|
|
triangulate2 : function( pts, holes ) {
|
|
|
|
|