Browse Source

remove some old code

zz85 14 years ago
parent
commit
f66a6f547c
1 changed files with 2 additions and 358 deletions
  1. 2 358
      src/extras/geometries/TextGeometry.js

+ 2 - 358
src/extras/geometries/TextGeometry.js

@@ -19,7 +19,8 @@
  *  bevelThickness: <float>, 		// how deep into text bevel goes
  *  bevelSize:		<float>, 		// how far from text outline is bevel
  *
- *  bend:			<bool>			// bend according to hardcoded curve (for the moment)
+ *  bend:			<bool>			// bend according to hardcoded curve (generates bendPath)
+ *  bendPath:       <curve>         // wraps text according to bend Path
  *  }
  *
  * It uses techniques used in:
@@ -180,363 +181,6 @@ THREE.FontUtils = {
 
 	},
 
-/* LEGACY CODE
-
-	extractPoints : function( allPoints, charactersPoints ) {
-
-		// Quick exit
-
-		if ( allPoints.length < 3 ) {
-
-			//throw "not valid polygon";
-
-			console.log( "not valid polygon" );
-
-			return {
-
-				points: allPoints,
-				faces: []
-
-			};
-
-		}
-
-		// Try to split shapes and holes.
-
-		var p, point, shape,
-			all,
-			ch, singleCharPoints,
-			isolatedShapes = [];
-
-		// Use a quick hashmap for locating duplicates
-
-		for ( var c = 0; c < charactersPoints.length; c ++ ) {
-
-			singleCharPoints = charactersPoints[ c ];
-
-			all = [];
-
-			// Use a quick hashmap for locating duplicates
-
-			for ( var p = 0; p < singleCharPoints.length; p ++ ) {
-
-				point = singleCharPoints[ p ];
-				all.push( point.x + "," + point.y );
-
-			}
-
-			var firstIndex, firstPt, endPt, holes;
-
-			// We check the first loop whether its CW or CCW direction to determine
-			// whether its shapes or holes first
-
-			endPt = all.slice( 1 ).indexOf( all[ 0 ] );
-			var shapesFirst = this.Triangulate.area( singleCharPoints.slice( 0, endPt + 1 ) ) < 0;
-
-			//console.log( singleCharPoints.length, "shapesFirst", shapesFirst );
-
-			holes = [];
-			endPt = -1;
-
-			while ( endPt < all.length ) {
-
-				firstIndex = endPt + 1;
-				firstPt = all[ firstIndex ];
-				endPt = all.slice( firstIndex + 1 ).indexOf( firstPt ) + firstIndex;
-
-				if ( endPt <= firstIndex ) break;
-
-				var contours = singleCharPoints.slice( firstIndex, endPt + 1 );
-
-				if ( shapesFirst ) {
-
-					if ( this.Triangulate.area( contours ) < 0 ) {
-
-						// we got new isolated shape
-
-						if ( firstIndex > 0 ) {
-
-							isolatedShapes.push( { shape: shape, holes: holes } );
-
-						}
-
-						// Save the old shapes, then work on new additional separated shape
-
-						shape = contours;
-						holes = [];
-
-					} else {
-
-						holes.push( contours );
-
-					}
-
-				} else {
-
-					if ( this.Triangulate.area( contours ) < 0 ) {
-
-						isolatedShapes.push( { shape: contours, holes: holes } );
-						holes = [];
-
-					} else {
-
-						holes.push( contours );
-
-					}
-
-				}
-
-				endPt++;
-
-			}
-
-			if ( shapesFirst ) {
-
-				isolatedShapes.push( { shape: shape, holes: holes } );
-
-			}
-
-		}
-
-		//console.log("isolatedShapes", isolatedShapes);
-
-		// For each isolated shape, find the closest points and break to the hole to allow triangulation
-
-		// Find closest points between holes
-
-		// we could optimize with
-		// http://en.wikipedia.org/wiki/Proximity_problems
-		// http://en.wikipedia.org/wiki/Closest_pair_of_points
-		// http://stackoverflow.com/questions/1602164/shortest-distance-between-points-algorithm
-
-		var prevShapeVert, nextShapeVert,
-			prevHoleVert, nextHoleVert,
-			holeIndex, shapeIndex,
-			shapeId, shapeGroup,
-			h, h2,
-			hole, shortest, d,
-			p, pts1, pts2,
-			tmpShape1, tmpShape2,
-			tmpHole1, tmpHole2,
-			verts = [];
-
-		for ( shapeId = 0; shapeId < isolatedShapes.length; shapeId ++ ) {
-
-			shapeGroup = isolatedShapes[ shapeId ];
-
-			shape = shapeGroup.shape;
-			holes = shapeGroup.holes;
-
-			for ( h = 0; h < holes.length; h++ ) {
-
-				// we slice to each hole when neccessary
-
-				hole = holes[ h ];
-				shortest = Number.POSITIVE_INFINITY;
-
-				for ( h2 = 0; h2 < hole.length; h2++ ) {
-
-					pts1 = hole[ h2 ];
-
-					for ( p = 0; p < shape.length; p++ ) {
-
-						pts2 = shape[ p ];
-						d = pts1.distanceTo( pts2 );
-
-						if ( d < shortest ) {
-
-							shortest = d;
-							holeIndex = h2;
-							shapeIndex = p;
-
-						}
-
-					}
-
-				}
-
-				prevShapeVert = ( shapeIndex - 1 ) >= 0 ? shapeIndex - 1 : shape.length - 1;
-				nextShapeVert = ( shapeIndex + 1 ) < shape.length ? shapeIndex + 1 : 0;
-
-				prevHoleVert = ( holeIndex - 1 ) >= 0 ? holeIndex - 1 : hole.length - 1;
-				nextHoleVert = ( holeIndex + 1 ) < hole.length ? holeIndex + 1 : 0 ;
-
-				var areaapts = [];
-				areaapts.push( hole[ holeIndex ] );
-				areaapts.push( shape[ shapeIndex ] );
-				areaapts.push( shape[ prevShapeVert ] );
-
-				var areaa = this.Triangulate.area( areaapts );
-
-				var areabpts = [];
-				areabpts.push( hole[ holeIndex ] );
-				areabpts.push( hole[ prevHoleVert ] );
-				areabpts.push( shape[ shapeIndex ] );
-
-				var areab = this.Triangulate.area( areabpts );
-
-				var shapeOffset =1;
-				var holeOffset = -1;
-
-				var oldShapeIndex = shapeIndex, oldHoleIndex = holeIndex;
-				shapeIndex += shapeOffset;
-				holeIndex += holeOffset;
-
-				if ( shapeIndex < 0 ) { shapeIndex += shape.length;  }
-				shapeIndex %= shape.length;
-
-				if ( holeIndex < 0 ) { holeIndex += hole.length;  }
-				holeIndex %= shape.length;
-
-				prevShapeVert = ( shapeIndex - 1 ) >= 0 ? shapeIndex - 1 : shape.length - 1;
-				nextShapeVert = ( shapeIndex + 1 ) < shape.length ? shapeIndex + 1 : 0;
-
-				prevHoleVert = ( holeIndex - 1 ) >= 0 ? holeIndex - 1 : hole.length - 1;
-				nextHoleVert = ( holeIndex + 1 ) < hole.length ? holeIndex + 1 : 0 ;
-
-
-				areaapts = [];
-				areaapts.push( hole[ holeIndex ] );
-				areaapts.push( shape[ shapeIndex ] );
-				areaapts.push( shape[ prevShapeVert ] );
-
-				var areaa2 = this.Triangulate.area( areaapts );
-
-				areabpts = [];
-				areabpts.push( hole[ holeIndex ] );
-				areabpts.push( hole[ prevHoleVert ] );
-				areabpts.push( shape[ shapeIndex ] );
-
-				var areab2 = this.Triangulate.area( areabpts );
-
-				if ( ( areaa + areab ) > ( areaa2 + areab2 ) ) {
-
-					shapeIndex = oldShapeIndex;
-					holeIndex = oldHoleIndex ;
-
-					if ( shapeIndex < 0 ) { shapeIndex += shape.length;  }
-					shapeIndex %= shape.length;
-
-					if ( holeIndex < 0 ) { holeIndex += hole.length;  }
-					holeIndex %= shape.length;
-
-
-					prevShapeVert = ( shapeIndex - 1 ) >= 0 ? shapeIndex - 1 : shape.length - 1;
-					nextShapeVert = ( shapeIndex + 1 ) < shape.length ? shapeIndex + 1 : 0;
-
-					prevHoleVert = ( holeIndex - 1 ) >= 0 ? holeIndex - 1 : hole.length - 1;
-					nextHoleVert = ( holeIndex + 1 ) < hole.length ? holeIndex + 1 : 0 ;
-
-				}
-
-				tmpShape1 = shape.slice( 0, shapeIndex );
-				tmpShape2 = shape.slice( shapeIndex );
-				tmpHole1 = hole.slice( holeIndex );
-				tmpHole2 = hole.slice( 0, holeIndex );
-
-				verts.push( hole[ holeIndex ] );
-				verts.push( shape[ shapeIndex ] );
-				verts.push( shape[ prevShapeVert ] );
-
-				verts.push( hole[ holeIndex ] );
-				verts.push( hole[ prevHoleVert ] );
-				verts.push( shape[ shapeIndex ] );
-
-				shape = tmpShape1.concat( tmpHole1 ).concat( tmpHole2 ).concat( tmpShape2 );
-
-			}
-
-			shapeGroup.shape = shape;
-
-		}
-
-		var triangulatedPoints = [];
-		var triangulatedFaces = [];
-		var lastTriangles = 0;
-
-		for ( shapeId = 0; shapeId < isolatedShapes.length; shapeId ++ ) {
-
-			shapeGroup = isolatedShapes[ shapeId ];
-
-			shape = shapeGroup.shape;
-			triangulatedPoints = triangulatedPoints.concat( shape );
-
-			var triangles = THREE.FontUtils.Triangulate( shape, true );
-
-			// We need to offset vertex indices for faces
-
-			for ( var v = 0; v < triangles.length; v++ ) {
-
-				var face = triangles[ v ];
-
-				face[ 0 ] += lastTriangles;
-				face[ 1 ] += lastTriangles;
-				face[ 2 ] += lastTriangles;
-
-			}
-
-			triangulatedFaces = triangulatedFaces.concat( triangles );
-			lastTriangles += shape.length;
-
-		}
-
-
-		// Now we push the "cut" vertices back to the triangulated indices.
-
-		//console.log("we have verts.length",verts.length,verts);
-
-		var v, j, k, l, found, face;
-
-		for ( v = 0; v < verts.length / 3; v++ ) {
-
-			face = [];
-
-			for ( k = 0; k < 3; k++ ) {
-
-				found = false;
-
-				for ( j = 0; j < triangulatedPoints.length && !found; j++ ) {
-
-					l = v * 3 + k;
-
-					if ( triangulatedPoints[ j ].equals( verts[ l ] ) ) {
-
-						face.push( j );
-						found = true;
-
-					}
-
-				}
-
-				// you would not wish to reach this point of code, something went wrong
-
-				if ( !found ) {
-
-					triangulatedPoints.push( verts[ l ] );
-					face.push( triangulatedPoints.length - 1 );
-
-					console.log( "not found" )
-
-				}
-
-			}
-
-			triangulatedFaces.push( face );
-
-		}
-
-
-		//console.log( "triangles", triangulatedFaces.length, "points", triangulatedPoints );
-
-		return {
-
-			points: triangulatedPoints,
-			faces: triangulatedFaces
-
-		};
-
-	},*/
-
 	drawText : function( text ) {
 
 		var characterPts = [], allPts = [];