Geometry.js 27 KB

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  1. import { EventDispatcher } from './EventDispatcher.js';
  2. import { Face3 } from './Face3.js';
  3. import { Matrix3 } from '../math/Matrix3.js';
  4. import { Sphere } from '../math/Sphere.js';
  5. import { Box3 } from '../math/Box3.js';
  6. import { Vector3 } from '../math/Vector3.js';
  7. import { Matrix4 } from '../math/Matrix4.js';
  8. import { Vector2 } from '../math/Vector2.js';
  9. import { Color } from '../math/Color.js';
  10. import { Object3D } from './Object3D.js';
  11. import { _Math } from '../math/Math.js';
  12. /**
  13. * @author mrdoob / http://mrdoob.com/
  14. * @author kile / http://kile.stravaganza.org/
  15. * @author alteredq / http://alteredqualia.com/
  16. * @author mikael emtinger / http://gomo.se/
  17. * @author zz85 / http://www.lab4games.net/zz85/blog
  18. * @author bhouston / http://clara.io
  19. */
  20. var geometryId = 0; // Geometry uses even numbers as Id
  21. function Geometry() {
  22. Object.defineProperty( this, 'id', { value: geometryId += 2 } );
  23. this.uuid = _Math.generateUUID();
  24. this.name = '';
  25. this.type = 'Geometry';
  26. this.vertices = [];
  27. this.colors = [];
  28. this.faces = [];
  29. this.faceVertexUvs = [[]];
  30. this.morphTargets = [];
  31. this.morphNormals = [];
  32. this.skinWeights = [];
  33. this.skinIndices = [];
  34. this.lineDistances = [];
  35. this.boundingBox = null;
  36. this.boundingSphere = null;
  37. // update flags
  38. this.elementsNeedUpdate = false;
  39. this.verticesNeedUpdate = false;
  40. this.uvsNeedUpdate = false;
  41. this.normalsNeedUpdate = false;
  42. this.colorsNeedUpdate = false;
  43. this.lineDistancesNeedUpdate = false;
  44. this.groupsNeedUpdate = false;
  45. }
  46. Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  47. constructor: Geometry,
  48. isGeometry: true,
  49. applyMatrix: function ( matrix ) {
  50. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  51. for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
  52. var vertex = this.vertices[ i ];
  53. vertex.applyMatrix4( matrix );
  54. }
  55. for ( var i = 0, il = this.faces.length; i < il; i ++ ) {
  56. var face = this.faces[ i ];
  57. face.normal.applyMatrix3( normalMatrix ).normalize();
  58. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  59. face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
  60. }
  61. }
  62. if ( this.boundingBox !== null ) {
  63. this.computeBoundingBox();
  64. }
  65. if ( this.boundingSphere !== null ) {
  66. this.computeBoundingSphere();
  67. }
  68. this.verticesNeedUpdate = true;
  69. this.normalsNeedUpdate = true;
  70. return this;
  71. },
  72. rotateX: function () {
  73. // rotate geometry around world x-axis
  74. var m1 = new Matrix4();
  75. return function rotateX( angle ) {
  76. m1.makeRotationX( angle );
  77. this.applyMatrix( m1 );
  78. return this;
  79. };
  80. }(),
  81. rotateY: function () {
  82. // rotate geometry around world y-axis
  83. var m1 = new Matrix4();
  84. return function rotateY( angle ) {
  85. m1.makeRotationY( angle );
  86. this.applyMatrix( m1 );
  87. return this;
  88. };
  89. }(),
  90. rotateZ: function () {
  91. // rotate geometry around world z-axis
  92. var m1 = new Matrix4();
  93. return function rotateZ( angle ) {
  94. m1.makeRotationZ( angle );
  95. this.applyMatrix( m1 );
  96. return this;
  97. };
  98. }(),
  99. translate: function () {
  100. // translate geometry
  101. var m1 = new Matrix4();
  102. return function translate( x, y, z ) {
  103. m1.makeTranslation( x, y, z );
  104. this.applyMatrix( m1 );
  105. return this;
  106. };
  107. }(),
  108. scale: function () {
  109. // scale geometry
  110. var m1 = new Matrix4();
  111. return function scale( x, y, z ) {
  112. m1.makeScale( x, y, z );
  113. this.applyMatrix( m1 );
  114. return this;
  115. };
  116. }(),
  117. lookAt: function () {
  118. var obj = new Object3D();
  119. return function lookAt( vector ) {
  120. obj.lookAt( vector );
  121. obj.updateMatrix();
  122. this.applyMatrix( obj.matrix );
  123. };
  124. }(),
  125. fromBufferGeometry: function ( geometry ) {
  126. var scope = this;
  127. var indices = geometry.index !== null ? geometry.index.array : undefined;
  128. var attributes = geometry.attributes;
  129. var positions = attributes.position.array;
  130. var normals = attributes.normal !== undefined ? attributes.normal.array : undefined;
  131. var colors = attributes.color !== undefined ? attributes.color.array : undefined;
  132. var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined;
  133. var uvs2 = attributes.uv2 !== undefined ? attributes.uv2.array : undefined;
  134. if ( uvs2 !== undefined ) this.faceVertexUvs[ 1 ] = [];
  135. for ( var i = 0, j = 0; i < positions.length; i += 3, j += 2 ) {
  136. scope.vertices.push( new Vector3().fromArray( positions, i ) );
  137. if ( colors !== undefined ) {
  138. scope.colors.push( new Color().fromArray( colors, i ) );
  139. }
  140. }
  141. function addFace( a, b, c, materialIndex ) {
  142. var vertexColors = ( colors === undefined ) ? [] : [
  143. scope.colors[ a ].clone(),
  144. scope.colors[ b ].clone(),
  145. scope.colors[ c ].clone() ];
  146. var vertexNormals = ( normals === undefined ) ? [] : [
  147. new Vector3().fromArray( normals, a * 3 ),
  148. new Vector3().fromArray( normals, b * 3 ),
  149. new Vector3().fromArray( normals, c * 3 )
  150. ];
  151. var face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex );
  152. scope.faces.push( face );
  153. if ( uvs !== undefined ) {
  154. scope.faceVertexUvs[ 0 ].push( [
  155. new Vector2().fromArray( uvs, a * 2 ),
  156. new Vector2().fromArray( uvs, b * 2 ),
  157. new Vector2().fromArray( uvs, c * 2 )
  158. ] );
  159. }
  160. if ( uvs2 !== undefined ) {
  161. scope.faceVertexUvs[ 1 ].push( [
  162. new Vector2().fromArray( uvs2, a * 2 ),
  163. new Vector2().fromArray( uvs2, b * 2 ),
  164. new Vector2().fromArray( uvs2, c * 2 )
  165. ] );
  166. }
  167. }
  168. var groups = geometry.groups;
  169. if ( groups.length > 0 ) {
  170. for ( var i = 0; i < groups.length; i ++ ) {
  171. var group = groups[ i ];
  172. var start = group.start;
  173. var count = group.count;
  174. for ( var j = start, jl = start + count; j < jl; j += 3 ) {
  175. if ( indices !== undefined ) {
  176. addFace( indices[ j ], indices[ j + 1 ], indices[ j + 2 ], group.materialIndex );
  177. } else {
  178. addFace( j, j + 1, j + 2, group.materialIndex );
  179. }
  180. }
  181. }
  182. } else {
  183. if ( indices !== undefined ) {
  184. for ( var i = 0; i < indices.length; i += 3 ) {
  185. addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );
  186. }
  187. } else {
  188. for ( var i = 0; i < positions.length / 3; i += 3 ) {
  189. addFace( i, i + 1, i + 2 );
  190. }
  191. }
  192. }
  193. this.computeFaceNormals();
  194. if ( geometry.boundingBox !== null ) {
  195. this.boundingBox = geometry.boundingBox.clone();
  196. }
  197. if ( geometry.boundingSphere !== null ) {
  198. this.boundingSphere = geometry.boundingSphere.clone();
  199. }
  200. return this;
  201. },
  202. center: function () {
  203. var offset = new Vector3();
  204. return function center() {
  205. this.computeBoundingBox();
  206. this.boundingBox.getCenter( offset ).negate();
  207. this.translate( offset.x, offset.y, offset.z );
  208. return this;
  209. };
  210. }(),
  211. normalize: function () {
  212. this.computeBoundingSphere();
  213. var center = this.boundingSphere.center;
  214. var radius = this.boundingSphere.radius;
  215. var s = radius === 0 ? 1 : 1.0 / radius;
  216. var matrix = new Matrix4();
  217. matrix.set(
  218. s, 0, 0, - s * center.x,
  219. 0, s, 0, - s * center.y,
  220. 0, 0, s, - s * center.z,
  221. 0, 0, 0, 1
  222. );
  223. this.applyMatrix( matrix );
  224. return this;
  225. },
  226. computeFaceNormals: function () {
  227. var cb = new Vector3(), ab = new Vector3();
  228. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  229. var face = this.faces[ f ];
  230. var vA = this.vertices[ face.a ];
  231. var vB = this.vertices[ face.b ];
  232. var vC = this.vertices[ face.c ];
  233. cb.subVectors( vC, vB );
  234. ab.subVectors( vA, vB );
  235. cb.cross( ab );
  236. cb.normalize();
  237. face.normal.copy( cb );
  238. }
  239. },
  240. computeVertexNormals: function ( areaWeighted ) {
  241. if ( areaWeighted === undefined ) areaWeighted = true;
  242. var v, vl, f, fl, face, vertices;
  243. vertices = new Array( this.vertices.length );
  244. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  245. vertices[ v ] = new Vector3();
  246. }
  247. if ( areaWeighted ) {
  248. // vertex normals weighted by triangle areas
  249. // http://www.iquilezles.org/www/articles/normals/normals.htm
  250. var vA, vB, vC;
  251. var cb = new Vector3(), ab = new Vector3();
  252. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  253. face = this.faces[ f ];
  254. vA = this.vertices[ face.a ];
  255. vB = this.vertices[ face.b ];
  256. vC = this.vertices[ face.c ];
  257. cb.subVectors( vC, vB );
  258. ab.subVectors( vA, vB );
  259. cb.cross( ab );
  260. vertices[ face.a ].add( cb );
  261. vertices[ face.b ].add( cb );
  262. vertices[ face.c ].add( cb );
  263. }
  264. } else {
  265. this.computeFaceNormals();
  266. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  267. face = this.faces[ f ];
  268. vertices[ face.a ].add( face.normal );
  269. vertices[ face.b ].add( face.normal );
  270. vertices[ face.c ].add( face.normal );
  271. }
  272. }
  273. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  274. vertices[ v ].normalize();
  275. }
  276. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  277. face = this.faces[ f ];
  278. var vertexNormals = face.vertexNormals;
  279. if ( vertexNormals.length === 3 ) {
  280. vertexNormals[ 0 ].copy( vertices[ face.a ] );
  281. vertexNormals[ 1 ].copy( vertices[ face.b ] );
  282. vertexNormals[ 2 ].copy( vertices[ face.c ] );
  283. } else {
  284. vertexNormals[ 0 ] = vertices[ face.a ].clone();
  285. vertexNormals[ 1 ] = vertices[ face.b ].clone();
  286. vertexNormals[ 2 ] = vertices[ face.c ].clone();
  287. }
  288. }
  289. if ( this.faces.length > 0 ) {
  290. this.normalsNeedUpdate = true;
  291. }
  292. },
  293. computeFlatVertexNormals: function () {
  294. var f, fl, face;
  295. this.computeFaceNormals();
  296. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  297. face = this.faces[ f ];
  298. var vertexNormals = face.vertexNormals;
  299. if ( vertexNormals.length === 3 ) {
  300. vertexNormals[ 0 ].copy( face.normal );
  301. vertexNormals[ 1 ].copy( face.normal );
  302. vertexNormals[ 2 ].copy( face.normal );
  303. } else {
  304. vertexNormals[ 0 ] = face.normal.clone();
  305. vertexNormals[ 1 ] = face.normal.clone();
  306. vertexNormals[ 2 ] = face.normal.clone();
  307. }
  308. }
  309. if ( this.faces.length > 0 ) {
  310. this.normalsNeedUpdate = true;
  311. }
  312. },
  313. computeMorphNormals: function () {
  314. var i, il, f, fl, face;
  315. // save original normals
  316. // - create temp variables on first access
  317. // otherwise just copy (for faster repeated calls)
  318. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  319. face = this.faces[ f ];
  320. if ( ! face.__originalFaceNormal ) {
  321. face.__originalFaceNormal = face.normal.clone();
  322. } else {
  323. face.__originalFaceNormal.copy( face.normal );
  324. }
  325. if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = [];
  326. for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
  327. if ( ! face.__originalVertexNormals[ i ] ) {
  328. face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
  329. } else {
  330. face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
  331. }
  332. }
  333. }
  334. // use temp geometry to compute face and vertex normals for each morph
  335. var tmpGeo = new Geometry();
  336. tmpGeo.faces = this.faces;
  337. for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {
  338. // create on first access
  339. if ( ! this.morphNormals[ i ] ) {
  340. this.morphNormals[ i ] = {};
  341. this.morphNormals[ i ].faceNormals = [];
  342. this.morphNormals[ i ].vertexNormals = [];
  343. var dstNormalsFace = this.morphNormals[ i ].faceNormals;
  344. var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;
  345. var faceNormal, vertexNormals;
  346. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  347. faceNormal = new Vector3();
  348. vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() };
  349. dstNormalsFace.push( faceNormal );
  350. dstNormalsVertex.push( vertexNormals );
  351. }
  352. }
  353. var morphNormals = this.morphNormals[ i ];
  354. // set vertices to morph target
  355. tmpGeo.vertices = this.morphTargets[ i ].vertices;
  356. // compute morph normals
  357. tmpGeo.computeFaceNormals();
  358. tmpGeo.computeVertexNormals();
  359. // store morph normals
  360. var faceNormal, vertexNormals;
  361. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  362. face = this.faces[ f ];
  363. faceNormal = morphNormals.faceNormals[ f ];
  364. vertexNormals = morphNormals.vertexNormals[ f ];
  365. faceNormal.copy( face.normal );
  366. vertexNormals.a.copy( face.vertexNormals[ 0 ] );
  367. vertexNormals.b.copy( face.vertexNormals[ 1 ] );
  368. vertexNormals.c.copy( face.vertexNormals[ 2 ] );
  369. }
  370. }
  371. // restore original normals
  372. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  373. face = this.faces[ f ];
  374. face.normal = face.__originalFaceNormal;
  375. face.vertexNormals = face.__originalVertexNormals;
  376. }
  377. },
  378. computeBoundingBox: function () {
  379. if ( this.boundingBox === null ) {
  380. this.boundingBox = new Box3();
  381. }
  382. this.boundingBox.setFromPoints( this.vertices );
  383. },
  384. computeBoundingSphere: function () {
  385. if ( this.boundingSphere === null ) {
  386. this.boundingSphere = new Sphere();
  387. }
  388. this.boundingSphere.setFromPoints( this.vertices );
  389. },
  390. merge: function ( geometry, matrix, materialIndexOffset ) {
  391. if ( ! ( geometry && geometry.isGeometry ) ) {
  392. console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
  393. return;
  394. }
  395. var normalMatrix,
  396. vertexOffset = this.vertices.length,
  397. vertices1 = this.vertices,
  398. vertices2 = geometry.vertices,
  399. faces1 = this.faces,
  400. faces2 = geometry.faces,
  401. uvs1 = this.faceVertexUvs[ 0 ],
  402. uvs2 = geometry.faceVertexUvs[ 0 ],
  403. colors1 = this.colors,
  404. colors2 = geometry.colors;
  405. if ( materialIndexOffset === undefined ) materialIndexOffset = 0;
  406. if ( matrix !== undefined ) {
  407. normalMatrix = new Matrix3().getNormalMatrix( matrix );
  408. }
  409. // vertices
  410. for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
  411. var vertex = vertices2[ i ];
  412. var vertexCopy = vertex.clone();
  413. if ( matrix !== undefined ) vertexCopy.applyMatrix4( matrix );
  414. vertices1.push( vertexCopy );
  415. }
  416. // colors
  417. for ( var i = 0, il = colors2.length; i < il; i ++ ) {
  418. colors1.push( colors2[ i ].clone() );
  419. }
  420. // faces
  421. for ( i = 0, il = faces2.length; i < il; i ++ ) {
  422. var face = faces2[ i ], faceCopy, normal, color,
  423. faceVertexNormals = face.vertexNormals,
  424. faceVertexColors = face.vertexColors;
  425. faceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
  426. faceCopy.normal.copy( face.normal );
  427. if ( normalMatrix !== undefined ) {
  428. faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
  429. }
  430. for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
  431. normal = faceVertexNormals[ j ].clone();
  432. if ( normalMatrix !== undefined ) {
  433. normal.applyMatrix3( normalMatrix ).normalize();
  434. }
  435. faceCopy.vertexNormals.push( normal );
  436. }
  437. faceCopy.color.copy( face.color );
  438. for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {
  439. color = faceVertexColors[ j ];
  440. faceCopy.vertexColors.push( color.clone() );
  441. }
  442. faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
  443. faces1.push( faceCopy );
  444. }
  445. // uvs
  446. for ( i = 0, il = uvs2.length; i < il; i ++ ) {
  447. var uv = uvs2[ i ], uvCopy = [];
  448. if ( uv === undefined ) {
  449. continue;
  450. }
  451. for ( var j = 0, jl = uv.length; j < jl; j ++ ) {
  452. uvCopy.push( uv[ j ].clone() );
  453. }
  454. uvs1.push( uvCopy );
  455. }
  456. },
  457. mergeMesh: function ( mesh ) {
  458. if ( ! ( mesh && mesh.isMesh ) ) {
  459. console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );
  460. return;
  461. }
  462. if ( mesh.matrixAutoUpdate ) mesh.updateMatrix();
  463. this.merge( mesh.geometry, mesh.matrix );
  464. },
  465. /*
  466. * Checks for duplicate vertices with hashmap.
  467. * Duplicated vertices are removed
  468. * and faces' vertices are updated.
  469. */
  470. mergeVertices: function () {
  471. var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)
  472. var unique = [], changes = [];
  473. var v, key;
  474. var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001
  475. var precision = Math.pow( 10, precisionPoints );
  476. var i, il, face;
  477. var indices, j, jl;
  478. for ( i = 0, il = this.vertices.length; i < il; i ++ ) {
  479. v = this.vertices[ i ];
  480. key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );
  481. if ( verticesMap[ key ] === undefined ) {
  482. verticesMap[ key ] = i;
  483. unique.push( this.vertices[ i ] );
  484. changes[ i ] = unique.length - 1;
  485. } else {
  486. //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
  487. changes[ i ] = changes[ verticesMap[ key ] ];
  488. }
  489. }
  490. // if faces are completely degenerate after merging vertices, we
  491. // have to remove them from the geometry.
  492. var faceIndicesToRemove = [];
  493. for ( i = 0, il = this.faces.length; i < il; i ++ ) {
  494. face = this.faces[ i ];
  495. face.a = changes[ face.a ];
  496. face.b = changes[ face.b ];
  497. face.c = changes[ face.c ];
  498. indices = [ face.a, face.b, face.c ];
  499. // if any duplicate vertices are found in a Face3
  500. // we have to remove the face as nothing can be saved
  501. for ( var n = 0; n < 3; n ++ ) {
  502. if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) {
  503. faceIndicesToRemove.push( i );
  504. break;
  505. }
  506. }
  507. }
  508. for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {
  509. var idx = faceIndicesToRemove[ i ];
  510. this.faces.splice( idx, 1 );
  511. for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
  512. this.faceVertexUvs[ j ].splice( idx, 1 );
  513. }
  514. }
  515. // Use unique set of vertices
  516. var diff = this.vertices.length - unique.length;
  517. this.vertices = unique;
  518. return diff;
  519. },
  520. setFromPoints: function ( points ) {
  521. this.vertices = [];
  522. for ( var i = 0, l = points.length; i < l; i ++ ) {
  523. var point = points[ i ];
  524. this.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  525. }
  526. return this;
  527. },
  528. sortFacesByMaterialIndex: function () {
  529. var faces = this.faces;
  530. var length = faces.length;
  531. // tag faces
  532. for ( var i = 0; i < length; i ++ ) {
  533. faces[ i ]._id = i;
  534. }
  535. // sort faces
  536. function materialIndexSort( a, b ) {
  537. return a.materialIndex - b.materialIndex;
  538. }
  539. faces.sort( materialIndexSort );
  540. // sort uvs
  541. var uvs1 = this.faceVertexUvs[ 0 ];
  542. var uvs2 = this.faceVertexUvs[ 1 ];
  543. var newUvs1, newUvs2;
  544. if ( uvs1 && uvs1.length === length ) newUvs1 = [];
  545. if ( uvs2 && uvs2.length === length ) newUvs2 = [];
  546. for ( var i = 0; i < length; i ++ ) {
  547. var id = faces[ i ]._id;
  548. if ( newUvs1 ) newUvs1.push( uvs1[ id ] );
  549. if ( newUvs2 ) newUvs2.push( uvs2[ id ] );
  550. }
  551. if ( newUvs1 ) this.faceVertexUvs[ 0 ] = newUvs1;
  552. if ( newUvs2 ) this.faceVertexUvs[ 1 ] = newUvs2;
  553. },
  554. toJSON: function () {
  555. var data = {
  556. metadata: {
  557. version: 4.5,
  558. type: 'Geometry',
  559. generator: 'Geometry.toJSON'
  560. }
  561. };
  562. // standard Geometry serialization
  563. data.uuid = this.uuid;
  564. data.type = this.type;
  565. if ( this.name !== '' ) data.name = this.name;
  566. if ( this.parameters !== undefined ) {
  567. var parameters = this.parameters;
  568. for ( var key in parameters ) {
  569. if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
  570. }
  571. return data;
  572. }
  573. var vertices = [];
  574. for ( var i = 0; i < this.vertices.length; i ++ ) {
  575. var vertex = this.vertices[ i ];
  576. vertices.push( vertex.x, vertex.y, vertex.z );
  577. }
  578. var faces = [];
  579. var normals = [];
  580. var normalsHash = {};
  581. var colors = [];
  582. var colorsHash = {};
  583. var uvs = [];
  584. var uvsHash = {};
  585. for ( var i = 0; i < this.faces.length; i ++ ) {
  586. var face = this.faces[ i ];
  587. var hasMaterial = true;
  588. var hasFaceUv = false; // deprecated
  589. var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined;
  590. var hasFaceNormal = face.normal.length() > 0;
  591. var hasFaceVertexNormal = face.vertexNormals.length > 0;
  592. var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
  593. var hasFaceVertexColor = face.vertexColors.length > 0;
  594. var faceType = 0;
  595. faceType = setBit( faceType, 0, 0 ); // isQuad
  596. faceType = setBit( faceType, 1, hasMaterial );
  597. faceType = setBit( faceType, 2, hasFaceUv );
  598. faceType = setBit( faceType, 3, hasFaceVertexUv );
  599. faceType = setBit( faceType, 4, hasFaceNormal );
  600. faceType = setBit( faceType, 5, hasFaceVertexNormal );
  601. faceType = setBit( faceType, 6, hasFaceColor );
  602. faceType = setBit( faceType, 7, hasFaceVertexColor );
  603. faces.push( faceType );
  604. faces.push( face.a, face.b, face.c );
  605. faces.push( face.materialIndex );
  606. if ( hasFaceVertexUv ) {
  607. var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ];
  608. faces.push(
  609. getUvIndex( faceVertexUvs[ 0 ] ),
  610. getUvIndex( faceVertexUvs[ 1 ] ),
  611. getUvIndex( faceVertexUvs[ 2 ] )
  612. );
  613. }
  614. if ( hasFaceNormal ) {
  615. faces.push( getNormalIndex( face.normal ) );
  616. }
  617. if ( hasFaceVertexNormal ) {
  618. var vertexNormals = face.vertexNormals;
  619. faces.push(
  620. getNormalIndex( vertexNormals[ 0 ] ),
  621. getNormalIndex( vertexNormals[ 1 ] ),
  622. getNormalIndex( vertexNormals[ 2 ] )
  623. );
  624. }
  625. if ( hasFaceColor ) {
  626. faces.push( getColorIndex( face.color ) );
  627. }
  628. if ( hasFaceVertexColor ) {
  629. var vertexColors = face.vertexColors;
  630. faces.push(
  631. getColorIndex( vertexColors[ 0 ] ),
  632. getColorIndex( vertexColors[ 1 ] ),
  633. getColorIndex( vertexColors[ 2 ] )
  634. );
  635. }
  636. }
  637. function setBit( value, position, enabled ) {
  638. return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) );
  639. }
  640. function getNormalIndex( normal ) {
  641. var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();
  642. if ( normalsHash[ hash ] !== undefined ) {
  643. return normalsHash[ hash ];
  644. }
  645. normalsHash[ hash ] = normals.length / 3;
  646. normals.push( normal.x, normal.y, normal.z );
  647. return normalsHash[ hash ];
  648. }
  649. function getColorIndex( color ) {
  650. var hash = color.r.toString() + color.g.toString() + color.b.toString();
  651. if ( colorsHash[ hash ] !== undefined ) {
  652. return colorsHash[ hash ];
  653. }
  654. colorsHash[ hash ] = colors.length;
  655. colors.push( color.getHex() );
  656. return colorsHash[ hash ];
  657. }
  658. function getUvIndex( uv ) {
  659. var hash = uv.x.toString() + uv.y.toString();
  660. if ( uvsHash[ hash ] !== undefined ) {
  661. return uvsHash[ hash ];
  662. }
  663. uvsHash[ hash ] = uvs.length / 2;
  664. uvs.push( uv.x, uv.y );
  665. return uvsHash[ hash ];
  666. }
  667. data.data = {};
  668. data.data.vertices = vertices;
  669. data.data.normals = normals;
  670. if ( colors.length > 0 ) data.data.colors = colors;
  671. if ( uvs.length > 0 ) data.data.uvs = [ uvs ]; // temporal backward compatibility
  672. data.data.faces = faces;
  673. return data;
  674. },
  675. clone: function () {
  676. /*
  677. // Handle primitives
  678. var parameters = this.parameters;
  679. if ( parameters !== undefined ) {
  680. var values = [];
  681. for ( var key in parameters ) {
  682. values.push( parameters[ key ] );
  683. }
  684. var geometry = Object.create( this.constructor.prototype );
  685. this.constructor.apply( geometry, values );
  686. return geometry;
  687. }
  688. return new this.constructor().copy( this );
  689. */
  690. return new Geometry().copy( this );
  691. },
  692. copy: function ( source ) {
  693. var i, il, j, jl, k, kl;
  694. // reset
  695. this.vertices = [];
  696. this.colors = [];
  697. this.faces = [];
  698. this.faceVertexUvs = [[]];
  699. this.morphTargets = [];
  700. this.morphNormals = [];
  701. this.skinWeights = [];
  702. this.skinIndices = [];
  703. this.lineDistances = [];
  704. this.boundingBox = null;
  705. this.boundingSphere = null;
  706. // name
  707. this.name = source.name;
  708. // vertices
  709. var vertices = source.vertices;
  710. for ( i = 0, il = vertices.length; i < il; i ++ ) {
  711. this.vertices.push( vertices[ i ].clone() );
  712. }
  713. // colors
  714. var colors = source.colors;
  715. for ( i = 0, il = colors.length; i < il; i ++ ) {
  716. this.colors.push( colors[ i ].clone() );
  717. }
  718. // faces
  719. var faces = source.faces;
  720. for ( i = 0, il = faces.length; i < il; i ++ ) {
  721. this.faces.push( faces[ i ].clone() );
  722. }
  723. // face vertex uvs
  724. for ( i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) {
  725. var faceVertexUvs = source.faceVertexUvs[ i ];
  726. if ( this.faceVertexUvs[ i ] === undefined ) {
  727. this.faceVertexUvs[ i ] = [];
  728. }
  729. for ( j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {
  730. var uvs = faceVertexUvs[ j ], uvsCopy = [];
  731. for ( k = 0, kl = uvs.length; k < kl; k ++ ) {
  732. var uv = uvs[ k ];
  733. uvsCopy.push( uv.clone() );
  734. }
  735. this.faceVertexUvs[ i ].push( uvsCopy );
  736. }
  737. }
  738. // morph targets
  739. var morphTargets = source.morphTargets;
  740. for ( i = 0, il = morphTargets.length; i < il; i ++ ) {
  741. var morphTarget = {};
  742. morphTarget.name = morphTargets[ i ].name;
  743. // vertices
  744. if ( morphTargets[ i ].vertices !== undefined ) {
  745. morphTarget.vertices = [];
  746. for ( j = 0, jl = morphTargets[ i ].vertices.length; j < jl; j ++ ) {
  747. morphTarget.vertices.push( morphTargets[ i ].vertices[ j ].clone() );
  748. }
  749. }
  750. // normals
  751. if ( morphTargets[ i ].normals !== undefined ) {
  752. morphTarget.normals = [];
  753. for ( j = 0, jl = morphTargets[ i ].normals.length; j < jl; j ++ ) {
  754. morphTarget.normals.push( morphTargets[ i ].normals[ j ].clone() );
  755. }
  756. }
  757. this.morphTargets.push( morphTarget );
  758. }
  759. // morph normals
  760. var morphNormals = source.morphNormals;
  761. for ( i = 0, il = morphNormals.length; i < il; i ++ ) {
  762. var morphNormal = {};
  763. // vertex normals
  764. if ( morphNormals[ i ].vertexNormals !== undefined ) {
  765. morphNormal.vertexNormals = [];
  766. for ( j = 0, jl = morphNormals[ i ].vertexNormals.length; j < jl; j ++ ) {
  767. var srcVertexNormal = morphNormals[ i ].vertexNormals[ j ];
  768. var destVertexNormal = {};
  769. destVertexNormal.a = srcVertexNormal.a.clone();
  770. destVertexNormal.b = srcVertexNormal.b.clone();
  771. destVertexNormal.c = srcVertexNormal.c.clone();
  772. morphNormal.vertexNormals.push( destVertexNormal );
  773. }
  774. }
  775. // face normals
  776. if ( morphNormals[ i ].faceNormals !== undefined ) {
  777. morphNormal.faceNormals = [];
  778. for ( j = 0, jl = morphNormals[ i ].faceNormals.length; j < jl; j ++ ) {
  779. morphNormal.faceNormals.push( morphNormals[ i ].faceNormals[ j ].clone() );
  780. }
  781. }
  782. this.morphNormals.push( morphNormal );
  783. }
  784. // skin weights
  785. var skinWeights = source.skinWeights;
  786. for ( i = 0, il = skinWeights.length; i < il; i ++ ) {
  787. this.skinWeights.push( skinWeights[ i ].clone() );
  788. }
  789. // skin indices
  790. var skinIndices = source.skinIndices;
  791. for ( i = 0, il = skinIndices.length; i < il; i ++ ) {
  792. this.skinIndices.push( skinIndices[ i ].clone() );
  793. }
  794. // line distances
  795. var lineDistances = source.lineDistances;
  796. for ( i = 0, il = lineDistances.length; i < il; i ++ ) {
  797. this.lineDistances.push( lineDistances[ i ] );
  798. }
  799. // bounding box
  800. var boundingBox = source.boundingBox;
  801. if ( boundingBox !== null ) {
  802. this.boundingBox = boundingBox.clone();
  803. }
  804. // bounding sphere
  805. var boundingSphere = source.boundingSphere;
  806. if ( boundingSphere !== null ) {
  807. this.boundingSphere = boundingSphere.clone();
  808. }
  809. // update flags
  810. this.elementsNeedUpdate = source.elementsNeedUpdate;
  811. this.verticesNeedUpdate = source.verticesNeedUpdate;
  812. this.uvsNeedUpdate = source.uvsNeedUpdate;
  813. this.normalsNeedUpdate = source.normalsNeedUpdate;
  814. this.colorsNeedUpdate = source.colorsNeedUpdate;
  815. this.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate;
  816. this.groupsNeedUpdate = source.groupsNeedUpdate;
  817. return this;
  818. },
  819. dispose: function () {
  820. this.dispatchEvent( { type: 'dispose' } );
  821. }
  822. } );
  823. export { Geometry };