Geometry.js 8.7 KB

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  1. /**
  2. * @author mr.doob / http://mrdoob.com/
  3. * @author kile / http://kile.stravaganza.org/
  4. * @author alteredq / http://alteredqualia.com/
  5. * @author mikael emtinger / http://gomo.se/
  6. */
  7. THREE.Geometry = function () {
  8. this.id = "Geometry" + THREE.GeometryIdCounter ++;
  9. this.vertices = [];
  10. this.faces = [];
  11. this.uvs = [];
  12. this.uvs2 = [];
  13. this.colors = [];
  14. this.vertexKeys = [];
  15. this.skinWeights = [];
  16. this.skinIndices = [];
  17. this.boundingBox = null;
  18. this.boundingSphere = null;
  19. this.hasTangents = false;
  20. };
  21. THREE.Geometry.prototype = {
  22. computeCentroids: function () {
  23. var f, fl, face;
  24. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  25. face = this.faces[ f ];
  26. face.centroid.set( 0, 0, 0 );
  27. if ( face instanceof THREE.Face3 ) {
  28. face.centroid.addSelf( this.vertices[ face.a ].position );
  29. face.centroid.addSelf( this.vertices[ face.b ].position );
  30. face.centroid.addSelf( this.vertices[ face.c ].position );
  31. face.centroid.divideScalar( 3 );
  32. } else if ( face instanceof THREE.Face4 ) {
  33. face.centroid.addSelf( this.vertices[ face.a ].position );
  34. face.centroid.addSelf( this.vertices[ face.b ].position );
  35. face.centroid.addSelf( this.vertices[ face.c ].position );
  36. face.centroid.addSelf( this.vertices[ face.d ].position );
  37. face.centroid.divideScalar( 4 );
  38. }
  39. }
  40. },
  41. computeFaceNormals: function ( useVertexNormals ) {
  42. var n, nl, v, vl, vertex, f, fl, face, vA, vB, vC,
  43. cb = new THREE.Vector3(), ab = new THREE.Vector3();
  44. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  45. vertex = this.vertices[ v ];
  46. vertex.normal.set( 0, 0, 0 );
  47. }
  48. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  49. face = this.faces[ f ];
  50. if ( useVertexNormals && face.vertexNormals.length ) {
  51. cb.set( 0, 0, 0 );
  52. for ( n = 0, nl = face.vertexNormals.length; n < nl; n++ ) {
  53. cb.addSelf( face.vertexNormals[n] );
  54. }
  55. cb.divideScalar( 3 );
  56. if ( ! cb.isZero() ) {
  57. cb.normalize();
  58. }
  59. face.normal.copy( cb );
  60. } else {
  61. vA = this.vertices[ face.a ];
  62. vB = this.vertices[ face.b ];
  63. vC = this.vertices[ face.c ];
  64. cb.sub( vC.position, vB.position );
  65. ab.sub( vA.position, vB.position );
  66. cb.crossSelf( ab );
  67. if ( !cb.isZero() ) {
  68. cb.normalize();
  69. }
  70. face.normal.copy( cb );
  71. }
  72. }
  73. },
  74. computeVertexNormals: function () {
  75. var v, vl, f, fl, face, vertices;
  76. // create internal buffers for reuse when calling this method repeatedly
  77. // (otherwise memory allocation / deallocation every frame is big resource hog)
  78. if ( this.__tmpVertices == undefined ) {
  79. this.__tmpVertices = new Array( this.vertices.length );
  80. vertices = this.__tmpVertices;
  81. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  82. vertices[ v ] = new THREE.Vector3();
  83. }
  84. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  85. face = this.faces[ f ];
  86. if ( face instanceof THREE.Face3 ) {
  87. face.vertexNormals = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
  88. } else if ( face instanceof THREE.Face4 ) {
  89. face.vertexNormals = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
  90. }
  91. }
  92. } else {
  93. vertices = this.__tmpVertices;
  94. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  95. vertices[ v ].set( 0, 0, 0 );
  96. }
  97. }
  98. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  99. face = this.faces[ f ];
  100. if ( face instanceof THREE.Face3 ) {
  101. vertices[ face.a ].addSelf( face.normal );
  102. vertices[ face.b ].addSelf( face.normal );
  103. vertices[ face.c ].addSelf( face.normal );
  104. } else if ( face instanceof THREE.Face4 ) {
  105. vertices[ face.a ].addSelf( face.normal );
  106. vertices[ face.b ].addSelf( face.normal );
  107. vertices[ face.c ].addSelf( face.normal );
  108. vertices[ face.d ].addSelf( face.normal );
  109. }
  110. }
  111. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  112. vertices[ v ].normalize();
  113. }
  114. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  115. face = this.faces[ f ];
  116. if ( face instanceof THREE.Face3 ) {
  117. face.vertexNormals[ 0 ].copy( vertices[ face.a ] );
  118. face.vertexNormals[ 1 ].copy( vertices[ face.b ] );
  119. face.vertexNormals[ 2 ].copy( vertices[ face.c ] );
  120. } else if ( face instanceof THREE.Face4 ) {
  121. face.vertexNormals[ 0 ].copy( vertices[ face.a ] );
  122. face.vertexNormals[ 1 ].copy( vertices[ face.b ] );
  123. face.vertexNormals[ 2 ].copy( vertices[ face.c ] );
  124. face.vertexNormals[ 3 ].copy( vertices[ face.d ] );
  125. }
  126. }
  127. },
  128. computeTangents: function () {
  129. // based on http://www.terathon.com/code/tangent.html
  130. // tangents go to vertices
  131. var f, fl, v, vl, face, uv, vA, vB, vC, uvA, uvB, uvC,
  132. x1, x2, y1, y2, z1, z2,
  133. s1, s2, t1, t2, r, t, test,
  134. tan1 = [], tan2 = [],
  135. sdir = new THREE.Vector3(), tdir = new THREE.Vector3(),
  136. tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3(),
  137. n = new THREE.Vector3(), w;
  138. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  139. tan1[ v ] = new THREE.Vector3();
  140. tan2[ v ] = new THREE.Vector3();
  141. }
  142. function handleTriangle( context, a, b, c, ua, ub, uc ) {
  143. vA = context.vertices[ a ].position;
  144. vB = context.vertices[ b ].position;
  145. vC = context.vertices[ c ].position;
  146. uvA = uv[ ua ];
  147. uvB = uv[ ub ];
  148. uvC = uv[ uc ];
  149. x1 = vB.x - vA.x;
  150. x2 = vC.x - vA.x;
  151. y1 = vB.y - vA.y;
  152. y2 = vC.y - vA.y;
  153. z1 = vB.z - vA.z;
  154. z2 = vC.z - vA.z;
  155. s1 = uvB.u - uvA.u;
  156. s2 = uvC.u - uvA.u;
  157. t1 = uvB.v - uvA.v;
  158. t2 = uvC.v - uvA.v;
  159. r = 1.0 / ( s1 * t2 - s2 * t1 );
  160. sdir.set( ( t2 * x1 - t1 * x2 ) * r,
  161. ( t2 * y1 - t1 * y2 ) * r,
  162. ( t2 * z1 - t1 * z2 ) * r );
  163. tdir.set( ( s1 * x2 - s2 * x1 ) * r,
  164. ( s1 * y2 - s2 * y1 ) * r,
  165. ( s1 * z2 - s2 * z1 ) * r );
  166. tan1[ a ].addSelf( sdir );
  167. tan1[ b ].addSelf( sdir );
  168. tan1[ c ].addSelf( sdir );
  169. tan2[ a ].addSelf( tdir );
  170. tan2[ b ].addSelf( tdir );
  171. tan2[ c ].addSelf( tdir );
  172. }
  173. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  174. face = this.faces[ f ];
  175. uv = this.uvs[ f ];
  176. if ( face instanceof THREE.Face3 ) {
  177. handleTriangle( this, face.a, face.b, face.c, 0, 1, 2 );
  178. this.vertices[ face.a ].normal.copy( face.vertexNormals[ 0 ] );
  179. this.vertices[ face.b ].normal.copy( face.vertexNormals[ 1 ] );
  180. this.vertices[ face.c ].normal.copy( face.vertexNormals[ 2 ] );
  181. } else if ( face instanceof THREE.Face4 ) {
  182. handleTriangle( this, face.a, face.b, face.c, 0, 1, 2 );
  183. handleTriangle( this, face.a, face.b, face.d, 0, 1, 3 );
  184. this.vertices[ face.a ].normal.copy( face.vertexNormals[ 0 ] );
  185. this.vertices[ face.b ].normal.copy( face.vertexNormals[ 1 ] );
  186. this.vertices[ face.c ].normal.copy( face.vertexNormals[ 2 ] );
  187. this.vertices[ face.d ].normal.copy( face.vertexNormals[ 3 ] );
  188. }
  189. }
  190. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  191. n.copy( this.vertices[ v ].normal );
  192. t = tan1[ v ];
  193. // Gram-Schmidt orthogonalize
  194. tmp.copy( t );
  195. tmp.subSelf( n.multiplyScalar( n.dot( t ) ) ).normalize();
  196. // Calculate handedness
  197. tmp2.cross( this.vertices[ v ].normal, t );
  198. test = tmp2.dot( tan2[ v ] );
  199. w = (test < 0.0) ? -1.0 : 1.0;
  200. this.vertices[ v ].tangent.set( tmp.x, tmp.y, tmp.z, w );
  201. }
  202. this.hasTangents = true;
  203. },
  204. computeBoundingBox: function () {
  205. var vertex;
  206. if ( this.vertices.length > 0 ) {
  207. this.boundingBox = { 'x': [ this.vertices[ 0 ].position.x, this.vertices[ 0 ].position.x ],
  208. 'y': [ this.vertices[ 0 ].position.y, this.vertices[ 0 ].position.y ],
  209. 'z': [ this.vertices[ 0 ].position.z, this.vertices[ 0 ].position.z ] };
  210. for ( var v = 1, vl = this.vertices.length; v < vl; v ++ ) {
  211. vertex = this.vertices[ v ];
  212. if ( vertex.position.x < this.boundingBox.x[ 0 ] ) {
  213. this.boundingBox.x[ 0 ] = vertex.position.x;
  214. } else if ( vertex.position.x > this.boundingBox.x[ 1 ] ) {
  215. this.boundingBox.x[ 1 ] = vertex.position.x;
  216. }
  217. if ( vertex.position.y < this.boundingBox.y[ 0 ] ) {
  218. this.boundingBox.y[ 0 ] = vertex.position.y;
  219. } else if ( vertex.position.y > this.boundingBox.y[ 1 ] ) {
  220. this.boundingBox.y[ 1 ] = vertex.position.y;
  221. }
  222. if ( vertex.position.z < this.boundingBox.z[ 0 ] ) {
  223. this.boundingBox.z[ 0 ] = vertex.position.z;
  224. } else if ( vertex.position.z > this.boundingBox.z[ 1 ] ) {
  225. this.boundingBox.z[ 1 ] = vertex.position.z;
  226. }
  227. }
  228. }
  229. },
  230. computeBoundingSphere: function () {
  231. var radius = this.boundingSphere === null ? 0 : this.boundingSphere.radius;
  232. for ( var v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  233. radius = Math.max( radius, this.vertices[ v ].position.length() );
  234. }
  235. this.boundingSphere = { radius: radius };
  236. }
  237. };
  238. THREE.GeometryIdCounter = 0;