|
@@ -80,6 +80,154 @@ THREE.BufferGeometry.prototype = {
|
|
|
|
|
|
},
|
|
},
|
|
|
|
|
|
|
|
+ fromGeometry: function ( geometry, settings ) {
|
|
|
|
+
|
|
|
|
+ settings = settings || { 'vertexColors': THREE.NoColors };
|
|
|
|
+
|
|
|
|
+ var vertices = geometry.vertices;
|
|
|
|
+ var faces = geometry.faces;
|
|
|
|
+ var faceVertexUvs = geometry.faceVertexUvs;
|
|
|
|
+ var vertexColors = settings.vertexColors;
|
|
|
|
+ var hasFaceVertexUv = faceVertexUvs[ 0 ].length > 0;
|
|
|
|
+ var hasFaceVertexNormals = faces[ 0 ].vertexNormals.length == 3;
|
|
|
|
+
|
|
|
|
+ var positions = new Float32Array( faces.length * 3 * 3 );
|
|
|
|
+ this.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
|
|
|
|
+
|
|
|
|
+ var normals = new Float32Array( faces.length * 3 * 3 );
|
|
|
|
+ this.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) );
|
|
|
|
+
|
|
|
|
+ if ( vertexColors !== THREE.NoColors ) {
|
|
|
|
+
|
|
|
|
+ var colors = new Float32Array( faces.length * 3 * 3 );
|
|
|
|
+ this.addAttribute( 'color', new THREE.BufferAttribute( colors, 3 ) );
|
|
|
|
+
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if ( hasFaceVertexUv === true ) {
|
|
|
|
+
|
|
|
|
+ var uvs = new Float32Array( faces.length * 3 * 2 );
|
|
|
|
+ this.addAttribute( 'uvs', new THREE.BufferAttribute( uvs, 2 ) );
|
|
|
|
+
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ for ( var i = 0, i2 = 0, i3 = 0; i < faces.length; i ++, i2 += 6, i3 += 9 ) {
|
|
|
|
+
|
|
|
|
+ var face = faces[ i ];
|
|
|
|
+
|
|
|
|
+ var a = vertices[ face.a ];
|
|
|
|
+ var b = vertices[ face.b ];
|
|
|
|
+ var c = vertices[ face.c ];
|
|
|
|
+
|
|
|
|
+ positions[ i3 ] = a.x;
|
|
|
|
+ positions[ i3 + 1 ] = a.y;
|
|
|
|
+ positions[ i3 + 2 ] = a.z;
|
|
|
|
+
|
|
|
|
+ positions[ i3 + 3 ] = b.x;
|
|
|
|
+ positions[ i3 + 4 ] = b.y;
|
|
|
|
+ positions[ i3 + 5 ] = b.z;
|
|
|
|
+
|
|
|
|
+ positions[ i3 + 6 ] = c.x;
|
|
|
|
+ positions[ i3 + 7 ] = c.y;
|
|
|
|
+ positions[ i3 + 8 ] = c.z;
|
|
|
|
+
|
|
|
|
+ if ( hasFaceVertexNormals === true ) {
|
|
|
|
+
|
|
|
|
+ var na = face.vertexNormals[ 0 ];
|
|
|
|
+ var nb = face.vertexNormals[ 1 ];
|
|
|
|
+ var nc = face.vertexNormals[ 2 ];
|
|
|
|
+
|
|
|
|
+ normals[ i3 ] = na.x;
|
|
|
|
+ normals[ i3 + 1 ] = na.y;
|
|
|
|
+ normals[ i3 + 2 ] = na.z;
|
|
|
|
+
|
|
|
|
+ normals[ i3 + 3 ] = nb.x;
|
|
|
|
+ normals[ i3 + 4 ] = nb.y;
|
|
|
|
+ normals[ i3 + 5 ] = nb.z;
|
|
|
|
+
|
|
|
|
+ normals[ i3 + 6 ] = nc.x;
|
|
|
|
+ normals[ i3 + 7 ] = nc.y;
|
|
|
|
+ normals[ i3 + 8 ] = nc.z;
|
|
|
|
+
|
|
|
|
+ } else {
|
|
|
|
+
|
|
|
|
+ var n = face.normal;
|
|
|
|
+
|
|
|
|
+ normals[ i3 ] = n.x;
|
|
|
|
+ normals[ i3 + 1 ] = n.y;
|
|
|
|
+ normals[ i3 + 2 ] = n.z;
|
|
|
|
+
|
|
|
|
+ normals[ i3 + 3 ] = n.x;
|
|
|
|
+ normals[ i3 + 4 ] = n.y;
|
|
|
|
+ normals[ i3 + 5 ] = n.z;
|
|
|
|
+
|
|
|
|
+ normals[ i3 + 6 ] = n.x;
|
|
|
|
+ normals[ i3 + 7 ] = n.y;
|
|
|
|
+ normals[ i3 + 8 ] = n.z;
|
|
|
|
+
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if ( vertexColors === THREE.FaceColors ) {
|
|
|
|
+
|
|
|
|
+ var fc = face.color;
|
|
|
|
+
|
|
|
|
+ colors[ i3 ] = fc.r;
|
|
|
|
+ colors[ i3 + 1 ] = fc.g;
|
|
|
|
+ colors[ i3 + 2 ] = fc.b;
|
|
|
|
+
|
|
|
|
+ colors[ i3 + 3 ] = fc.r;
|
|
|
|
+ colors[ i3 + 4 ] = fc.g;
|
|
|
|
+ colors[ i3 + 5 ] = fc.b;
|
|
|
|
+
|
|
|
|
+ colors[ i3 + 6 ] = fc.r;
|
|
|
|
+ colors[ i3 + 7 ] = fc.g;
|
|
|
|
+ colors[ i3 + 8 ] = fc.b;
|
|
|
|
+
|
|
|
|
+ } else if ( vertexColors === THREE.VertexColors ) {
|
|
|
|
+
|
|
|
|
+ var vca = face.vertexColors[ 0 ];
|
|
|
|
+ var vcb = face.vertexColors[ 1 ];
|
|
|
|
+ var vcc = face.vertexColors[ 2 ];
|
|
|
|
+
|
|
|
|
+ colors[ i3 ] = vca.r;
|
|
|
|
+ colors[ i3 + 1 ] = vca.g;
|
|
|
|
+ colors[ i3 + 2 ] = vca.b;
|
|
|
|
+
|
|
|
|
+ colors[ i3 + 3 ] = vcb.r;
|
|
|
|
+ colors[ i3 + 4 ] = vcb.g;
|
|
|
|
+ colors[ i3 + 5 ] = vcb.b;
|
|
|
|
+
|
|
|
|
+ colors[ i3 + 6 ] = vcc.r;
|
|
|
|
+ colors[ i3 + 7 ] = vcc.g;
|
|
|
|
+ colors[ i3 + 8 ] = vcc.b;
|
|
|
|
+
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if ( hasFaceVertexUv === true ) {
|
|
|
|
+
|
|
|
|
+ var uva = faceVertexUvs[ 0 ][ i ][ 0 ];
|
|
|
|
+ var uvb = faceVertexUvs[ 0 ][ i ][ 1 ];
|
|
|
|
+ var uvc = faceVertexUvs[ 0 ][ i ][ 2 ];
|
|
|
|
+
|
|
|
|
+ uvs[ i2 ] = uva.x;
|
|
|
|
+ uvs[ i2 + 1 ] = uva.y;
|
|
|
|
+
|
|
|
|
+ uvs[ i2 + 2 ] = uvb.x;
|
|
|
|
+ uvs[ i2 + 3 ] = uvb.y;
|
|
|
|
+
|
|
|
|
+ uvs[ i2 + 4 ] = uvc.x;
|
|
|
|
+ uvs[ i2 + 5 ] = uvc.y;
|
|
|
|
+
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ this.computeBoundingSphere()
|
|
|
|
+
|
|
|
|
+ return this;
|
|
|
|
+
|
|
|
|
+ },
|
|
|
|
+
|
|
computeBoundingBox: function () {
|
|
computeBoundingBox: function () {
|
|
|
|
|
|
if ( this.boundingBox === null ) {
|
|
if ( this.boundingBox === null ) {
|