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Example: Remove soft tabs from geometries

Mugen87 7 gadi atpakaļ
vecāks
revīzija
efe24f8932

+ 22 - 22
examples/js/geometries/ConvexGeometry.js

@@ -24,16 +24,16 @@
 
 	function ConvexBufferGeometry( points ) {
 
-	  THREE.BufferGeometry.call( this );
+		THREE.BufferGeometry.call( this );
 
 		this.type = 'ConvexBufferGeometry';
 
-	  // buffers
+		// buffers
 
-	  var vertices = [];
-	  var normals = [];
+		var vertices = [];
+		var normals = [];
 
-	  // execute QuickHull
+		// execute QuickHull
 
 		if ( THREE.QuickHull === undefined ) {
 
@@ -41,36 +41,36 @@
 
 		}
 
-	  var quickHull = new THREE.QuickHull().setFromPoints( points );
+		var quickHull = new THREE.QuickHull().setFromPoints( points );
 
-	  // generate vertices and normals
+		// generate vertices and normals
 
-	  var faces = quickHull.faces;
+		var faces = quickHull.faces;
 
-	  for ( var i = 0; i < faces.length; i ++ ) {
+		for ( var i = 0; i < faces.length; i ++ ) {
 
-	    var face = faces[ i ];
-	    var edge = face.edge;
+			var face = faces[ i ];
+			var edge = face.edge;
 
-	    // we move along a doubly-connected edge list to access all face points (see HalfEdge docs)
+			// we move along a doubly-connected edge list to access all face points (see HalfEdge docs)
 
-	    do {
+			do {
 
-	      var point = edge.head().point;
+				var point = edge.head().point;
 
-	      vertices.push( point.x, point.y, point.z );
-	      normals.push( face.normal.x, face.normal.y, face.normal.z );
+				vertices.push( point.x, point.y, point.z );
+				normals.push( face.normal.x, face.normal.y, face.normal.z );
 
-	      edge = edge.next;
+				edge = edge.next;
 
-	    } while ( edge !== face.edge );
+			} while ( edge !== face.edge );
 
-	  }
+		}
 
-	  // build geometry
+		// build geometry
 
-	  this.addAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
-	  this.addAttribute( 'normal', new THREE.Float32BufferAttribute( normals, 3 ) );
+		this.addAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
+		this.addAttribute( 'normal', new THREE.Float32BufferAttribute( normals, 3 ) );
 
 	}
 

+ 196 - 196
examples/js/geometries/DecalGeometry.js

@@ -20,317 +20,317 @@
 
 	function DecalGeometry( mesh, position, orientation, size ) {
 
-  	THREE.BufferGeometry.call( this );
+		THREE.BufferGeometry.call( this );
 
-  	this.type = 'DecalGeometry';
+		this.type = 'DecalGeometry';
 
-  	// buffers
+		// buffers
 
-  	var vertices = [];
-  	var normals = [];
-  	var uvs = [];
+		var vertices = [];
+		var normals = [];
+		var uvs = [];
 
-  	// helpers
+		// helpers
 
-  	var plane = new THREE.Vector3();
+		var plane = new THREE.Vector3();
 
-  	// this matrix represents the transformation of the decal projector
+		// this matrix represents the transformation of the decal projector
 
-  	var projectorMatrix = new THREE.Matrix4();
-  	projectorMatrix.makeRotationFromEuler( orientation );
-  	projectorMatrix.setPosition( position );
+		var projectorMatrix = new THREE.Matrix4();
+		projectorMatrix.makeRotationFromEuler( orientation );
+		projectorMatrix.setPosition( position );
 
-  	var projectorMatrixInverse = new THREE.Matrix4().getInverse( projectorMatrix );
+		var projectorMatrixInverse = new THREE.Matrix4().getInverse( projectorMatrix );
 
-  	// generate buffers
+		// generate buffers
 
-  	generate();
+		generate();
 
-  	// build geometry
+		// build geometry
 
-  	this.addAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
-  	this.addAttribute( 'normal', new THREE.Float32BufferAttribute( normals, 3 ) );
-  	this.addAttribute( 'uv', new THREE.Float32BufferAttribute( uvs, 2 ) );
+		this.addAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
+		this.addAttribute( 'normal', new THREE.Float32BufferAttribute( normals, 3 ) );
+		this.addAttribute( 'uv', new THREE.Float32BufferAttribute( uvs, 2 ) );
 
-  	function generate() {
+		function generate() {
 
-  		var i;
-  		var geometry = new THREE.BufferGeometry();
-  		var decalVertices = [];
+			var i;
+			var geometry = new THREE.BufferGeometry();
+			var decalVertices = [];
 
-  		var vertex = new THREE.Vector3();
-  		var normal = new THREE.Vector3();
+			var vertex = new THREE.Vector3();
+			var normal = new THREE.Vector3();
 
-  		// handle different geometry types
+			// handle different geometry types
 
-  		if ( mesh.geometry.isGeometry ) {
+			if ( mesh.geometry.isGeometry ) {
 
-  			geometry.fromGeometry( mesh.geometry );
+				geometry.fromGeometry( mesh.geometry );
 
-  		} else {
+			} else {
 
-  			geometry.copy( mesh.geometry );
+				geometry.copy( mesh.geometry );
 
-  		}
+			}
 
-  		var positionAttribute = geometry.attributes.position;
-  		var normalAttribute = geometry.attributes.normal;
+			var positionAttribute = geometry.attributes.position;
+			var normalAttribute = geometry.attributes.normal;
 
-  		// first, create an array of 'DecalVertex' objects
-  		// three consecutive 'DecalVertex' objects represent a single face
-  		//
-  		// this data structure will be later used to perform the clipping
+			// first, create an array of 'DecalVertex' objects
+			// three consecutive 'DecalVertex' objects represent a single face
+			//
+			// this data structure will be later used to perform the clipping
 
-  		if ( geometry.index !== null ) {
+			if ( geometry.index !== null ) {
 
-  			// indexed BufferGeometry
+				// indexed BufferGeometry
 
-  			var index = geometry.index;
+				var index = geometry.index;
 
-  			for ( i = 0; i < index.count; i ++ ) {
+				for ( i = 0; i < index.count; i ++ ) {
 
-  				vertex.fromBufferAttribute( positionAttribute, index.getX( i ) );
-  				normal.fromBufferAttribute( normalAttribute, index.getX( i ) );
+					vertex.fromBufferAttribute( positionAttribute, index.getX( i ) );
+					normal.fromBufferAttribute( normalAttribute, index.getX( i ) );
 
-  				pushDecalVertex( decalVertices, vertex, normal );
+					pushDecalVertex( decalVertices, vertex, normal );
 
-  			}
+				}
 
-  		} else {
+			} else {
 
-  			// non-indexed BufferGeometry
+				// non-indexed BufferGeometry
 
-  			for ( i = 0; i < positionAttribute.count; i ++ ) {
+				for ( i = 0; i < positionAttribute.count; i ++ ) {
 
-  				vertex.fromBufferAttribute( positionAttribute, i );
-  				normal.fromBufferAttribute( normalAttribute, i );
+					vertex.fromBufferAttribute( positionAttribute, i );
+					normal.fromBufferAttribute( normalAttribute, i );
 
-  				pushDecalVertex( decalVertices, vertex, normal );
+					pushDecalVertex( decalVertices, vertex, normal );
 
-  			}
+				}
 
-  		}
+			}
 
-  		// second, clip the geometry so that it doesn't extend out from the projector
+			// second, clip the geometry so that it doesn't extend out from the projector
 
-  		decalVertices = clipGeometry( decalVertices, plane.set( 1, 0, 0 ) );
-  		decalVertices = clipGeometry( decalVertices, plane.set( - 1, 0, 0 ) );
-  		decalVertices = clipGeometry( decalVertices, plane.set( 0, 1, 0 ) );
-  		decalVertices = clipGeometry( decalVertices, plane.set( 0, - 1, 0 ) );
-  		decalVertices = clipGeometry( decalVertices, plane.set( 0, 0, 1 ) );
-  		decalVertices = clipGeometry( decalVertices, plane.set( 0, 0, - 1 ) );
+			decalVertices = clipGeometry( decalVertices, plane.set( 1, 0, 0 ) );
+			decalVertices = clipGeometry( decalVertices, plane.set( - 1, 0, 0 ) );
+			decalVertices = clipGeometry( decalVertices, plane.set( 0, 1, 0 ) );
+			decalVertices = clipGeometry( decalVertices, plane.set( 0, - 1, 0 ) );
+			decalVertices = clipGeometry( decalVertices, plane.set( 0, 0, 1 ) );
+			decalVertices = clipGeometry( decalVertices, plane.set( 0, 0, - 1 ) );
 
-  		// third, generate final vertices, normals and uvs
+			// third, generate final vertices, normals and uvs
 
-  		for ( i = 0; i < decalVertices.length; i ++ ) {
+			for ( i = 0; i < decalVertices.length; i ++ ) {
 
-  			var decalVertex = decalVertices[ i ];
+				var decalVertex = decalVertices[ i ];
 
-  			// create texture coordinates (we are still in projector space)
+				// create texture coordinates (we are still in projector space)
 
-  			uvs.push(
-  				0.5 + ( decalVertex.position.x / size.x ),
-  				0.5 + ( decalVertex.position.y / size.y )
-  			);
+				uvs.push(
+					0.5 + ( decalVertex.position.x / size.x ),
+					0.5 + ( decalVertex.position.y / size.y )
+				);
 
-  			// transform the vertex back to world space
+				// transform the vertex back to world space
 
-  			decalVertex.position.applyMatrix4( projectorMatrix );
+				decalVertex.position.applyMatrix4( projectorMatrix );
 
-  			// now create vertex and normal buffer data
+				// now create vertex and normal buffer data
 
-  			vertices.push( decalVertex.position.x, decalVertex.position.y, decalVertex.position.z );
-  			normals.push( decalVertex.normal.x, decalVertex.normal.y, decalVertex.normal.z );
+				vertices.push( decalVertex.position.x, decalVertex.position.y, decalVertex.position.z );
+				normals.push( decalVertex.normal.x, decalVertex.normal.y, decalVertex.normal.z );
 
-  		}
+			}
 
-  	}
+		}
 
-  	function pushDecalVertex( decalVertices, vertex, normal ) {
+		function pushDecalVertex( decalVertices, vertex, normal ) {
 
-  		// transform the vertex to world space, then to projector space
+			// transform the vertex to world space, then to projector space
 
-  		vertex.applyMatrix4( mesh.matrix );
-  		vertex.applyMatrix4( projectorMatrixInverse );
+			vertex.applyMatrix4( mesh.matrix );
+			vertex.applyMatrix4( projectorMatrixInverse );
 
-  		decalVertices.push( new DecalVertex( vertex.clone(), normal.clone() ) );
+			decalVertices.push( new DecalVertex( vertex.clone(), normal.clone() ) );
 
-  	}
+		}
 
-  	function clipGeometry( inVertices, plane ) {
+		function clipGeometry( inVertices, plane ) {
 
-  		var outVertices = [];
+			var outVertices = [];
 
-  		var s = 0.5 * Math.abs( size.dot( plane ) );
+			var s = 0.5 * Math.abs( size.dot( plane ) );
 
-  		// a single iteration clips one face,
-  		// which consists of three consecutive 'DecalVertex' objects
+			// a single iteration clips one face,
+			// which consists of three consecutive 'DecalVertex' objects
 
-  		for ( var i = 0; i < inVertices.length; i += 3 ) {
+			for ( var i = 0; i < inVertices.length; i += 3 ) {
 
-  			var v1Out, v2Out, v3Out, total = 0;
-  			var nV1, nV2, nV3, nV4;
+				var v1Out, v2Out, v3Out, total = 0;
+				var nV1, nV2, nV3, nV4;
 
-  			var d1 = inVertices[ i + 0 ].position.dot( plane ) - s;
-  			var d2 = inVertices[ i + 1 ].position.dot( plane ) - s;
-  			var d3 = inVertices[ i + 2 ].position.dot( plane ) - s;
+				var d1 = inVertices[ i + 0 ].position.dot( plane ) - s;
+				var d2 = inVertices[ i + 1 ].position.dot( plane ) - s;
+				var d3 = inVertices[ i + 2 ].position.dot( plane ) - s;
 
-  			v1Out = d1 > 0;
-  			v2Out = d2 > 0;
-  			v3Out = d3 > 0;
+				v1Out = d1 > 0;
+				v2Out = d2 > 0;
+				v3Out = d3 > 0;
 
-  			// calculate, how many vertices of the face lie outside of the clipping plane
+				// calculate, how many vertices of the face lie outside of the clipping plane
 
-  			total = ( v1Out ? 1 : 0 ) + ( v2Out ? 1 : 0 ) + ( v3Out ? 1 : 0 );
+				total = ( v1Out ? 1 : 0 ) + ( v2Out ? 1 : 0 ) + ( v3Out ? 1 : 0 );
 
-  			switch ( total ) {
+				switch ( total ) {
 
-  				case 0: {
+					case 0: {
 
-  					// the entire face lies inside of the plane, no clipping needed
+						// the entire face lies inside of the plane, no clipping needed
 
-  					outVertices.push( inVertices[ i ] );
-  					outVertices.push( inVertices[ i + 1 ] );
-  					outVertices.push( inVertices[ i + 2 ] );
-  					break;
+						outVertices.push( inVertices[ i ] );
+						outVertices.push( inVertices[ i + 1 ] );
+						outVertices.push( inVertices[ i + 2 ] );
+						break;
 
-  				}
+					}
 
-  				case 1: {
+					case 1: {
 
-  					// one vertex lies outside of the plane, perform clipping
+						// one vertex lies outside of the plane, perform clipping
 
-  					if ( v1Out ) {
+						if ( v1Out ) {
 
-  						nV1 = inVertices[ i + 1 ];
-  						nV2 = inVertices[ i + 2 ];
-  						nV3 = clip( inVertices[ i ], nV1, plane, s );
-  						nV4 = clip( inVertices[ i ], nV2, plane, s );
+							nV1 = inVertices[ i + 1 ];
+							nV2 = inVertices[ i + 2 ];
+							nV3 = clip( inVertices[ i ], nV1, plane, s );
+							nV4 = clip( inVertices[ i ], nV2, plane, s );
 
-  					}
+						}
 
-  					if ( v2Out ) {
+						if ( v2Out ) {
 
-  						nV1 = inVertices[ i ];
-  						nV2 = inVertices[ i + 2 ];
-  						nV3 = clip( inVertices[ i + 1 ], nV1, plane, s );
-  						nV4 = clip( inVertices[ i + 1 ], nV2, plane, s );
+							nV1 = inVertices[ i ];
+							nV2 = inVertices[ i + 2 ];
+							nV3 = clip( inVertices[ i + 1 ], nV1, plane, s );
+							nV4 = clip( inVertices[ i + 1 ], nV2, plane, s );
 
-  						outVertices.push( nV3 );
-  						outVertices.push( nV2.clone() );
-  						outVertices.push( nV1.clone() );
+							outVertices.push( nV3 );
+							outVertices.push( nV2.clone() );
+							outVertices.push( nV1.clone() );
 
-  						outVertices.push( nV2.clone() );
-  						outVertices.push( nV3.clone() );
-  						outVertices.push( nV4 );
-  						break;
+							outVertices.push( nV2.clone() );
+							outVertices.push( nV3.clone() );
+							outVertices.push( nV4 );
+							break;
 
-  					}
+						}
 
-  					if ( v3Out ) {
+						if ( v3Out ) {
 
-  						nV1 = inVertices[ i ];
-  						nV2 = inVertices[ i + 1 ];
-  						nV3 = clip( inVertices[ i + 2 ], nV1, plane, s );
-  						nV4 = clip( inVertices[ i + 2 ], nV2, plane, s );
+							nV1 = inVertices[ i ];
+							nV2 = inVertices[ i + 1 ];
+							nV3 = clip( inVertices[ i + 2 ], nV1, plane, s );
+							nV4 = clip( inVertices[ i + 2 ], nV2, plane, s );
 
-  					}
+						}
 
-  					outVertices.push( nV1.clone() );
-  					outVertices.push( nV2.clone() );
-  					outVertices.push( nV3 );
+						outVertices.push( nV1.clone() );
+						outVertices.push( nV2.clone() );
+						outVertices.push( nV3 );
 
-  					outVertices.push( nV4 );
-  					outVertices.push( nV3.clone() );
-  					outVertices.push( nV2.clone() );
+						outVertices.push( nV4 );
+						outVertices.push( nV3.clone() );
+						outVertices.push( nV2.clone() );
 
-  					break;
+						break;
 
-  				}
+					}
 
-  				case 2: {
+					case 2: {
 
-  					// two vertices lies outside of the plane, perform clipping
+						// two vertices lies outside of the plane, perform clipping
 
-  					if ( ! v1Out ) {
+						if ( ! v1Out ) {
 
-  						nV1 = inVertices[ i ].clone();
-  						nV2 = clip( nV1, inVertices[ i + 1 ], plane, s );
-  						nV3 = clip( nV1, inVertices[ i + 2 ], plane, s );
-  						outVertices.push( nV1 );
-  						outVertices.push( nV2 );
-  						outVertices.push( nV3 );
+							nV1 = inVertices[ i ].clone();
+							nV2 = clip( nV1, inVertices[ i + 1 ], plane, s );
+							nV3 = clip( nV1, inVertices[ i + 2 ], plane, s );
+							outVertices.push( nV1 );
+							outVertices.push( nV2 );
+							outVertices.push( nV3 );
 
-  					}
+						}
 
-  					if ( ! v2Out ) {
+						if ( ! v2Out ) {
 
-  						nV1 = inVertices[ i + 1 ].clone();
-  						nV2 = clip( nV1, inVertices[ i + 2 ], plane, s );
-  						nV3 = clip( nV1, inVertices[ i ], plane, s );
-  						outVertices.push( nV1 );
-  						outVertices.push( nV2 );
-  						outVertices.push( nV3 );
+							nV1 = inVertices[ i + 1 ].clone();
+							nV2 = clip( nV1, inVertices[ i + 2 ], plane, s );
+							nV3 = clip( nV1, inVertices[ i ], plane, s );
+							outVertices.push( nV1 );
+							outVertices.push( nV2 );
+							outVertices.push( nV3 );
 
-  					}
+						}
 
-  					if ( ! v3Out ) {
+						if ( ! v3Out ) {
 
-  						nV1 = inVertices[ i + 2 ].clone();
-  						nV2 = clip( nV1, inVertices[ i ], plane, s );
-  						nV3 = clip( nV1, inVertices[ i + 1 ], plane, s );
-  						outVertices.push( nV1 );
-  						outVertices.push( nV2 );
-  						outVertices.push( nV3 );
+							nV1 = inVertices[ i + 2 ].clone();
+							nV2 = clip( nV1, inVertices[ i ], plane, s );
+							nV3 = clip( nV1, inVertices[ i + 1 ], plane, s );
+							outVertices.push( nV1 );
+							outVertices.push( nV2 );
+							outVertices.push( nV3 );
 
-  					}
+						}
 
-  					break;
+						break;
 
-  				}
+					}
 
-  				case 3: {
+					case 3: {
 
-  					// the entire face lies outside of the plane, so let's discard the corresponding vertices
+						// the entire face lies outside of the plane, so let's discard the corresponding vertices
 
-  					break;
+						break;
 
-  				}
+					}
 
-  			}
+				}
 
-  		}
+			}
 
-  		return outVertices;
+			return outVertices;
 
-  	}
+		}
 
-  	function clip( v0, v1, p, s ) {
+		function clip( v0, v1, p, s ) {
 
-  		var d0 = v0.position.dot( p ) - s;
-  		var d1 = v1.position.dot( p ) - s;
+			var d0 = v0.position.dot( p ) - s;
+			var d1 = v1.position.dot( p ) - s;
 
-  		var s0 = d0 / ( d0 - d1 );
+			var s0 = d0 / ( d0 - d1 );
 
-  		var v = new DecalVertex(
-  			new THREE.Vector3(
-  				v0.position.x + s0 * ( v1.position.x - v0.position.x ),
-  				v0.position.y + s0 * ( v1.position.y - v0.position.y ),
-  				v0.position.z + s0 * ( v1.position.z - v0.position.z )
-  			),
-  			new THREE.Vector3(
-  				v0.normal.x + s0 * ( v1.normal.x - v0.normal.x ),
-  				v0.normal.y + s0 * ( v1.normal.y - v0.normal.y ),
-  				v0.normal.z + s0 * ( v1.normal.z - v0.normal.z )
-  			)
-  		);
+			var v = new DecalVertex(
+				new THREE.Vector3(
+					v0.position.x + s0 * ( v1.position.x - v0.position.x ),
+					v0.position.y + s0 * ( v1.position.y - v0.position.y ),
+					v0.position.z + s0 * ( v1.position.z - v0.position.z )
+				),
+				new THREE.Vector3(
+					v0.normal.x + s0 * ( v1.normal.x - v0.normal.x ),
+					v0.normal.y + s0 * ( v1.normal.y - v0.normal.y ),
+					v0.normal.z + s0 * ( v1.normal.z - v0.normal.z )
+				)
+			);
 
-  		// need to clip more values (texture coordinates)? do it this way:
-  		// intersectpoint.value = a.value + s * ( b.value - a.value );
+			// need to clip more values (texture coordinates)? do it this way:
+			// intersectpoint.value = a.value + s * ( b.value - a.value );
 
-  		return v;
+			return v;
 
-  	}
+		}
 
 	}