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@@ -1,8 +1,10 @@
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import { BufferGeometry } from '../core/BufferGeometry';
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-import { BufferAttribute } from '../core/BufferAttribute';
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+import { Float32BufferAttribute } from '../core/BufferAttribute';
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+import { Vector3 } from '../math/Vector3';
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/**
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* @author mrdoob / http://mrdoob.com/
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+ * @author Mugen87 / https://github.com/Mugen87
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*/
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function WireframeGeometry( geometry ) {
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@@ -11,37 +13,40 @@ function WireframeGeometry( geometry ) {
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this.type = 'WireframeGeometry';
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- var edge = [ 0, 0 ], hash = {};
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+ // buffer
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- var keys = [ 'a', 'b', 'c' ];
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+ var vertices = [];
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+
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+ // helper variables
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+
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+ var i, j, l, o, ol;
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+ var edge = [ 0, 0 ], edges = {}, e;
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+ var key, keys = [ 'a', 'b', 'c' ];
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+ var vertex;
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+
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+ // different logic for Geometry and BufferGeometry
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if ( geometry && geometry.isGeometry ) {
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- var vertices = geometry.vertices;
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- var faces = geometry.faces;
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- var numEdges = 0;
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+ // create a data structure that contains all edges without duplicates
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- // allocate maximal size
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- var edges = new Uint32Array( 6 * faces.length );
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+ var faces = geometry.faces;
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- for ( var i = 0, l = faces.length; i < l; i ++ ) {
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+ for ( i = 0, l = faces.length; i < l; i ++ ) {
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var face = faces[ i ];
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- for ( var j = 0; j < 3; j ++ ) {
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+ for ( j = 0; j < 3; j ++ ) {
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edge[ 0 ] = face[ keys[ j ] ];
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edge[ 1 ] = face[ keys[ ( j + 1 ) % 3 ] ];
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- edge.sort( sortFunction );
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+ edge.sort( sortFunction ); // sorting prevents duplicates
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- var key = edge.toString();
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+ key = edge.toString();
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- if ( hash[ key ] === undefined ) {
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+ if ( edges[ key ] === undefined ) {
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- edges[ 2 * numEdges ] = edge[ 0 ];
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- edges[ 2 * numEdges + 1 ] = edge[ 1 ];
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- hash[ key ] = true;
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- numEdges ++;
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+ edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
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}
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@@ -49,68 +54,64 @@ function WireframeGeometry( geometry ) {
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}
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- var coords = new Float32Array( numEdges * 2 * 3 );
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+ // generate vertices
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- for ( var i = 0, l = numEdges; i < l; i ++ ) {
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+ for ( key in edges ) {
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- for ( var j = 0; j < 2; j ++ ) {
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+ e = edges[ key ];
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- var vertex = vertices[ edges [ 2 * i + j ] ];
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+ vertex = geometry.vertices[ e.index1 ];
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+ vertices.push( vertex.x, vertex.y, vertex.z );
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- var index = 6 * i + 3 * j;
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- coords[ index + 0 ] = vertex.x;
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- coords[ index + 1 ] = vertex.y;
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- coords[ index + 2 ] = vertex.z;
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-
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- }
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+ vertex = geometry.vertices[ e.index2 ];
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+ vertices.push( vertex.x, vertex.y, vertex.z );
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}
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- this.addAttribute( 'position', new BufferAttribute( coords, 3 ) );
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-
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} else if ( geometry && geometry.isBufferGeometry ) {
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+ var position, indices, groups;
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+ var group, start, count;
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+ var index1, index2;
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+
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+ vertex = new Vector3();
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+
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if ( geometry.index !== null ) {
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- // Indexed BufferGeometry
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+ // indexed BufferGeometry
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- var indices = geometry.index.array;
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- var vertices = geometry.attributes.position;
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- var groups = geometry.groups;
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- var numEdges = 0;
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+ position = geometry.attributes.position;
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+ indices = geometry.index;
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+ groups = geometry.groups;
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if ( groups.length === 0 ) {
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- geometry.addGroup( 0, indices.length );
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+ geometry.addGroup( 0, indices.count );
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}
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- // allocate maximal size
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- var edges = new Uint32Array( 2 * indices.length );
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+ // create a data structure that contains all eges without duplicates
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- for ( var o = 0, ol = groups.length; o < ol; ++ o ) {
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+ for ( o = 0, ol = groups.length; o < ol; ++ o ) {
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- var group = groups[ o ];
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+ group = groups[ o ];
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- var start = group.start;
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- var count = group.count;
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+ start = group.start;
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+ count = group.count;
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- for ( var i = start, il = start + count; i < il; i += 3 ) {
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+ for ( i = start, l = ( start + count ); i < l; i += 3 ) {
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- for ( var j = 0; j < 3; j ++ ) {
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+ for ( j = 0; j < 3; j ++ ) {
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- edge[ 0 ] = indices[ i + j ];
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- edge[ 1 ] = indices[ i + ( j + 1 ) % 3 ];
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- edge.sort( sortFunction );
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+ edge[ 0 ] = indices.getX( i + j );
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+ edge[ 1 ] = indices.getX( i + ( j + 1 ) % 3 );
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+ edge.sort( sortFunction ); // sorting prevents duplicates
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- var key = edge.toString();
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+ key = edge.toString();
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- if ( hash[ key ] === undefined ) {
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+ if ( edges[ key ] === undefined ) {
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- edges[ 2 * numEdges ] = edge[ 0 ];
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- edges[ 2 * numEdges + 1 ] = edge[ 1 ];
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- hash[ key ] = true;
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- numEdges ++;
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+ edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
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}
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@@ -120,61 +121,53 @@ function WireframeGeometry( geometry ) {
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}
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- var coords = new Float32Array( numEdges * 2 * 3 );
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-
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- for ( var i = 0, l = numEdges; i < l; i ++ ) {
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+ // generate vertices
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- for ( var j = 0; j < 2; j ++ ) {
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+ for ( key in edges ) {
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- var index = 6 * i + 3 * j;
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- var index2 = edges[ 2 * i + j ];
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+ e = edges[ key ];
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- coords[ index + 0 ] = vertices.getX( index2 );
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- coords[ index + 1 ] = vertices.getY( index2 );
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- coords[ index + 2 ] = vertices.getZ( index2 );
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+ vertex.fromBufferAttribute( position, e.index1 );
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+ vertices.push( vertex.x, vertex.y, vertex.z );
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- }
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+ vertex.fromBufferAttribute( position, e.index2 );
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+ vertices.push( vertex.x, vertex.y, vertex.z );
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}
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- this.addAttribute( 'position', new BufferAttribute( coords, 3 ) );
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-
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} else {
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// non-indexed BufferGeometry
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- var vertices = geometry.attributes.position.array;
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- var numEdges = vertices.length / 3;
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- var numTris = numEdges / 3;
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+ position = geometry.attributes.position;
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- var coords = new Float32Array( numEdges * 2 * 3 );
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+ for ( i = 0, l = ( position.count / 3 ); i < l; i ++ ) {
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- for ( var i = 0, l = numTris; i < l; i ++ ) {
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+ for ( j = 0; j < 3; j ++ ) {
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- for ( var j = 0; j < 3; j ++ ) {
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+ // three edges per triangle, an edge is represented as (index1, index2)
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+ // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
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- var index = 18 * i + 6 * j;
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+ index1 = 3 * i + j;
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+ vertex.fromBufferAttribute( position, index1 );
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+ vertices.push( vertex.x, vertex.y, vertex.z );
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- var index1 = 9 * i + 3 * j;
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- coords[ index + 0 ] = vertices[ index1 ];
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- coords[ index + 1 ] = vertices[ index1 + 1 ];
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- coords[ index + 2 ] = vertices[ index1 + 2 ];
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-
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- var index2 = 9 * i + 3 * ( ( j + 1 ) % 3 );
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- coords[ index + 3 ] = vertices[ index2 ];
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- coords[ index + 4 ] = vertices[ index2 + 1 ];
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- coords[ index + 5 ] = vertices[ index2 + 2 ];
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+ index2 = 3 * i + ( ( j + 1 ) % 3 );
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+ vertex.fromBufferAttribute( position, index2 );
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+ vertices.push( vertex.x, vertex.y, vertex.z );
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}
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}
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- this.addAttribute( 'position', new BufferAttribute( coords, 3 ) );
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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 Float32BufferAttribute( vertices, 3 ) );
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+
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// custom array sort function
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function sortFunction( a, b ) {
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