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; i < positions.length; i += 3 ) {
  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. colors1 = this.colors,
  402. colors2 = geometry.colors;
  403. if ( materialIndexOffset === undefined ) materialIndexOffset = 0;
  404. if ( matrix !== undefined ) {
  405. normalMatrix = new Matrix3().getNormalMatrix( matrix );
  406. }
  407. // vertices
  408. for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
  409. var vertex = vertices2[ i ];
  410. var vertexCopy = vertex.clone();
  411. if ( matrix !== undefined ) vertexCopy.applyMatrix4( matrix );
  412. vertices1.push( vertexCopy );
  413. }
  414. // colors
  415. for ( var i = 0, il = colors2.length; i < il; i ++ ) {
  416. colors1.push( colors2[ i ].clone() );
  417. }
  418. // faces
  419. for ( i = 0, il = faces2.length; i < il; i ++ ) {
  420. var face = faces2[ i ], faceCopy, normal, color,
  421. faceVertexNormals = face.vertexNormals,
  422. faceVertexColors = face.vertexColors;
  423. faceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
  424. faceCopy.normal.copy( face.normal );
  425. if ( normalMatrix !== undefined ) {
  426. faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
  427. }
  428. for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
  429. normal = faceVertexNormals[ j ].clone();
  430. if ( normalMatrix !== undefined ) {
  431. normal.applyMatrix3( normalMatrix ).normalize();
  432. }
  433. faceCopy.vertexNormals.push( normal );
  434. }
  435. faceCopy.color.copy( face.color );
  436. for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {
  437. color = faceVertexColors[ j ];
  438. faceCopy.vertexColors.push( color.clone() );
  439. }
  440. faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
  441. faces1.push( faceCopy );
  442. }
  443. // uvs
  444. for ( var i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) {
  445. var faceVertexUvs2 = geometry.faceVertexUvs[ i ];
  446. if ( this.faceVertexUvs[ i ] === undefined ) this.faceVertexUvs[ i ] = [];
  447. for ( var j = 0, jl = faceVertexUvs2.length; j < jl; j ++ ) {
  448. var uvs2 = faceVertexUvs2[ j ], uvsCopy = [];
  449. for ( var k = 0, kl = uvs2.length; k < kl; k ++ ) {
  450. uvsCopy.push( uvs2[ k ].clone() );
  451. }
  452. this.faceVertexUvs[ i ].push( uvsCopy );
  453. }
  454. }
  455. },
  456. mergeMesh: function ( mesh ) {
  457. if ( ! ( mesh && mesh.isMesh ) ) {
  458. console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );
  459. return;
  460. }
  461. if ( mesh.matrixAutoUpdate ) mesh.updateMatrix();
  462. this.merge( mesh.geometry, mesh.matrix );
  463. },
  464. /*
  465. * Checks for duplicate vertices with hashmap.
  466. * Duplicated vertices are removed
  467. * and faces' vertices are updated.
  468. */
  469. mergeVertices: function () {
  470. var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)
  471. var unique = [], changes = [];
  472. var v, key;
  473. var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001
  474. var precision = Math.pow( 10, precisionPoints );
  475. var i, il, face;
  476. var indices, j, jl;
  477. for ( i = 0, il = this.vertices.length; i < il; i ++ ) {
  478. v = this.vertices[ i ];
  479. key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );
  480. if ( verticesMap[ key ] === undefined ) {
  481. verticesMap[ key ] = i;
  482. unique.push( this.vertices[ i ] );
  483. changes[ i ] = unique.length - 1;
  484. } else {
  485. //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
  486. changes[ i ] = changes[ verticesMap[ key ] ];
  487. }
  488. }
  489. // if faces are completely degenerate after merging vertices, we
  490. // have to remove them from the geometry.
  491. var faceIndicesToRemove = [];
  492. for ( i = 0, il = this.faces.length; i < il; i ++ ) {
  493. face = this.faces[ i ];
  494. face.a = changes[ face.a ];
  495. face.b = changes[ face.b ];
  496. face.c = changes[ face.c ];
  497. indices = [ face.a, face.b, face.c ];
  498. // if any duplicate vertices are found in a Face3
  499. // we have to remove the face as nothing can be saved
  500. for ( var n = 0; n < 3; n ++ ) {
  501. if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) {
  502. faceIndicesToRemove.push( i );
  503. break;
  504. }
  505. }
  506. }
  507. for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {
  508. var idx = faceIndicesToRemove[ i ];
  509. this.faces.splice( idx, 1 );
  510. for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
  511. this.faceVertexUvs[ j ].splice( idx, 1 );
  512. }
  513. }
  514. // Use unique set of vertices
  515. var diff = this.vertices.length - unique.length;
  516. this.vertices = unique;
  517. return diff;
  518. },
  519. setFromPoints: function ( points ) {
  520. this.vertices = [];
  521. for ( var i = 0, l = points.length; i < l; i ++ ) {
  522. var point = points[ i ];
  523. this.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  524. }
  525. return this;
  526. },
  527. sortFacesByMaterialIndex: function () {
  528. var faces = this.faces;
  529. var length = faces.length;
  530. // tag faces
  531. for ( var i = 0; i < length; i ++ ) {
  532. faces[ i ]._id = i;
  533. }
  534. // sort faces
  535. function materialIndexSort( a, b ) {
  536. return a.materialIndex - b.materialIndex;
  537. }
  538. faces.sort( materialIndexSort );
  539. // sort uvs
  540. var uvs1 = this.faceVertexUvs[ 0 ];
  541. var uvs2 = this.faceVertexUvs[ 1 ];
  542. var newUvs1, newUvs2;
  543. if ( uvs1 && uvs1.length === length ) newUvs1 = [];
  544. if ( uvs2 && uvs2.length === length ) newUvs2 = [];
  545. for ( var i = 0; i < length; i ++ ) {
  546. var id = faces[ i ]._id;
  547. if ( newUvs1 ) newUvs1.push( uvs1[ id ] );
  548. if ( newUvs2 ) newUvs2.push( uvs2[ id ] );
  549. }
  550. if ( newUvs1 ) this.faceVertexUvs[ 0 ] = newUvs1;
  551. if ( newUvs2 ) this.faceVertexUvs[ 1 ] = newUvs2;
  552. },
  553. toJSON: function () {
  554. var data = {
  555. metadata: {
  556. version: 4.5,
  557. type: 'Geometry',
  558. generator: 'Geometry.toJSON'
  559. }
  560. };
  561. // standard Geometry serialization
  562. data.uuid = this.uuid;
  563. data.type = this.type;
  564. if ( this.name !== '' ) data.name = this.name;
  565. if ( this.parameters !== undefined ) {
  566. var parameters = this.parameters;
  567. for ( var key in parameters ) {
  568. if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
  569. }
  570. return data;
  571. }
  572. var vertices = [];
  573. for ( var i = 0; i < this.vertices.length; i ++ ) {
  574. var vertex = this.vertices[ i ];
  575. vertices.push( vertex.x, vertex.y, vertex.z );
  576. }
  577. var faces = [];
  578. var normals = [];
  579. var normalsHash = {};
  580. var colors = [];
  581. var colorsHash = {};
  582. var uvs = [];
  583. var uvsHash = {};
  584. for ( var i = 0; i < this.faces.length; i ++ ) {
  585. var face = this.faces[ i ];
  586. var hasMaterial = true;
  587. var hasFaceUv = false; // deprecated
  588. var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined;
  589. var hasFaceNormal = face.normal.length() > 0;
  590. var hasFaceVertexNormal = face.vertexNormals.length > 0;
  591. var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
  592. var hasFaceVertexColor = face.vertexColors.length > 0;
  593. var faceType = 0;
  594. faceType = setBit( faceType, 0, 0 ); // isQuad
  595. faceType = setBit( faceType, 1, hasMaterial );
  596. faceType = setBit( faceType, 2, hasFaceUv );
  597. faceType = setBit( faceType, 3, hasFaceVertexUv );
  598. faceType = setBit( faceType, 4, hasFaceNormal );
  599. faceType = setBit( faceType, 5, hasFaceVertexNormal );
  600. faceType = setBit( faceType, 6, hasFaceColor );
  601. faceType = setBit( faceType, 7, hasFaceVertexColor );
  602. faces.push( faceType );
  603. faces.push( face.a, face.b, face.c );
  604. faces.push( face.materialIndex );
  605. if ( hasFaceVertexUv ) {
  606. var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ];
  607. faces.push(
  608. getUvIndex( faceVertexUvs[ 0 ] ),
  609. getUvIndex( faceVertexUvs[ 1 ] ),
  610. getUvIndex( faceVertexUvs[ 2 ] )
  611. );
  612. }
  613. if ( hasFaceNormal ) {
  614. faces.push( getNormalIndex( face.normal ) );
  615. }
  616. if ( hasFaceVertexNormal ) {
  617. var vertexNormals = face.vertexNormals;
  618. faces.push(
  619. getNormalIndex( vertexNormals[ 0 ] ),
  620. getNormalIndex( vertexNormals[ 1 ] ),
  621. getNormalIndex( vertexNormals[ 2 ] )
  622. );
  623. }
  624. if ( hasFaceColor ) {
  625. faces.push( getColorIndex( face.color ) );
  626. }
  627. if ( hasFaceVertexColor ) {
  628. var vertexColors = face.vertexColors;
  629. faces.push(
  630. getColorIndex( vertexColors[ 0 ] ),
  631. getColorIndex( vertexColors[ 1 ] ),
  632. getColorIndex( vertexColors[ 2 ] )
  633. );
  634. }
  635. }
  636. function setBit( value, position, enabled ) {
  637. return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) );
  638. }
  639. function getNormalIndex( normal ) {
  640. var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();
  641. if ( normalsHash[ hash ] !== undefined ) {
  642. return normalsHash[ hash ];
  643. }
  644. normalsHash[ hash ] = normals.length / 3;
  645. normals.push( normal.x, normal.y, normal.z );
  646. return normalsHash[ hash ];
  647. }
  648. function getColorIndex( color ) {
  649. var hash = color.r.toString() + color.g.toString() + color.b.toString();
  650. if ( colorsHash[ hash ] !== undefined ) {
  651. return colorsHash[ hash ];
  652. }
  653. colorsHash[ hash ] = colors.length;
  654. colors.push( color.getHex() );
  655. return colorsHash[ hash ];
  656. }
  657. function getUvIndex( uv ) {
  658. var hash = uv.x.toString() + uv.y.toString();
  659. if ( uvsHash[ hash ] !== undefined ) {
  660. return uvsHash[ hash ];
  661. }
  662. uvsHash[ hash ] = uvs.length / 2;
  663. uvs.push( uv.x, uv.y );
  664. return uvsHash[ hash ];
  665. }
  666. data.data = {};
  667. data.data.vertices = vertices;
  668. data.data.normals = normals;
  669. if ( colors.length > 0 ) data.data.colors = colors;
  670. if ( uvs.length > 0 ) data.data.uvs = [ uvs ]; // temporal backward compatibility
  671. data.data.faces = faces;
  672. return data;
  673. },
  674. clone: function () {
  675. /*
  676. // Handle primitives
  677. var parameters = this.parameters;
  678. if ( parameters !== undefined ) {
  679. var values = [];
  680. for ( var key in parameters ) {
  681. values.push( parameters[ key ] );
  682. }
  683. var geometry = Object.create( this.constructor.prototype );
  684. this.constructor.apply( geometry, values );
  685. return geometry;
  686. }
  687. return new this.constructor().copy( this );
  688. */
  689. return new Geometry().copy( this );
  690. },
  691. copy: function ( source ) {
  692. var i, il, j, jl, k, kl;
  693. // reset
  694. this.vertices = [];
  695. this.colors = [];
  696. this.faces = [];
  697. this.faceVertexUvs = [[]];
  698. this.morphTargets = [];
  699. this.morphNormals = [];
  700. this.skinWeights = [];
  701. this.skinIndices = [];
  702. this.lineDistances = [];
  703. this.boundingBox = null;
  704. this.boundingSphere = null;
  705. // name
  706. this.name = source.name;
  707. // vertices
  708. var vertices = source.vertices;
  709. for ( i = 0, il = vertices.length; i < il; i ++ ) {
  710. this.vertices.push( vertices[ i ].clone() );
  711. }
  712. // colors
  713. var colors = source.colors;
  714. for ( i = 0, il = colors.length; i < il; i ++ ) {
  715. this.colors.push( colors[ i ].clone() );
  716. }
  717. // faces
  718. var faces = source.faces;
  719. for ( i = 0, il = faces.length; i < il; i ++ ) {
  720. this.faces.push( faces[ i ].clone() );
  721. }
  722. // face vertex uvs
  723. for ( i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) {
  724. var faceVertexUvs = source.faceVertexUvs[ i ];
  725. if ( this.faceVertexUvs[ i ] === undefined ) {
  726. this.faceVertexUvs[ i ] = [];
  727. }
  728. for ( j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {
  729. var uvs = faceVertexUvs[ j ], uvsCopy = [];
  730. for ( k = 0, kl = uvs.length; k < kl; k ++ ) {
  731. var uv = uvs[ k ];
  732. uvsCopy.push( uv.clone() );
  733. }
  734. this.faceVertexUvs[ i ].push( uvsCopy );
  735. }
  736. }
  737. // morph targets
  738. var morphTargets = source.morphTargets;
  739. for ( i = 0, il = morphTargets.length; i < il; i ++ ) {
  740. var morphTarget = {};
  741. morphTarget.name = morphTargets[ i ].name;
  742. // vertices
  743. if ( morphTargets[ i ].vertices !== undefined ) {
  744. morphTarget.vertices = [];
  745. for ( j = 0, jl = morphTargets[ i ].vertices.length; j < jl; j ++ ) {
  746. morphTarget.vertices.push( morphTargets[ i ].vertices[ j ].clone() );
  747. }
  748. }
  749. // normals
  750. if ( morphTargets[ i ].normals !== undefined ) {
  751. morphTarget.normals = [];
  752. for ( j = 0, jl = morphTargets[ i ].normals.length; j < jl; j ++ ) {
  753. morphTarget.normals.push( morphTargets[ i ].normals[ j ].clone() );
  754. }
  755. }
  756. this.morphTargets.push( morphTarget );
  757. }
  758. // morph normals
  759. var morphNormals = source.morphNormals;
  760. for ( i = 0, il = morphNormals.length; i < il; i ++ ) {
  761. var morphNormal = {};
  762. // vertex normals
  763. if ( morphNormals[ i ].vertexNormals !== undefined ) {
  764. morphNormal.vertexNormals = [];
  765. for ( j = 0, jl = morphNormals[ i ].vertexNormals.length; j < jl; j ++ ) {
  766. var srcVertexNormal = morphNormals[ i ].vertexNormals[ j ];
  767. var destVertexNormal = {};
  768. destVertexNormal.a = srcVertexNormal.a.clone();
  769. destVertexNormal.b = srcVertexNormal.b.clone();
  770. destVertexNormal.c = srcVertexNormal.c.clone();
  771. morphNormal.vertexNormals.push( destVertexNormal );
  772. }
  773. }
  774. // face normals
  775. if ( morphNormals[ i ].faceNormals !== undefined ) {
  776. morphNormal.faceNormals = [];
  777. for ( j = 0, jl = morphNormals[ i ].faceNormals.length; j < jl; j ++ ) {
  778. morphNormal.faceNormals.push( morphNormals[ i ].faceNormals[ j ].clone() );
  779. }
  780. }
  781. this.morphNormals.push( morphNormal );
  782. }
  783. // skin weights
  784. var skinWeights = source.skinWeights;
  785. for ( i = 0, il = skinWeights.length; i < il; i ++ ) {
  786. this.skinWeights.push( skinWeights[ i ].clone() );
  787. }
  788. // skin indices
  789. var skinIndices = source.skinIndices;
  790. for ( i = 0, il = skinIndices.length; i < il; i ++ ) {
  791. this.skinIndices.push( skinIndices[ i ].clone() );
  792. }
  793. // line distances
  794. var lineDistances = source.lineDistances;
  795. for ( i = 0, il = lineDistances.length; i < il; i ++ ) {
  796. this.lineDistances.push( lineDistances[ i ] );
  797. }
  798. // bounding box
  799. var boundingBox = source.boundingBox;
  800. if ( boundingBox !== null ) {
  801. this.boundingBox = boundingBox.clone();
  802. }
  803. // bounding sphere
  804. var boundingSphere = source.boundingSphere;
  805. if ( boundingSphere !== null ) {
  806. this.boundingSphere = boundingSphere.clone();
  807. }
  808. // update flags
  809. this.elementsNeedUpdate = source.elementsNeedUpdate;
  810. this.verticesNeedUpdate = source.verticesNeedUpdate;
  811. this.uvsNeedUpdate = source.uvsNeedUpdate;
  812. this.normalsNeedUpdate = source.normalsNeedUpdate;
  813. this.colorsNeedUpdate = source.colorsNeedUpdate;
  814. this.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate;
  815. this.groupsNeedUpdate = source.groupsNeedUpdate;
  816. return this;
  817. },
  818. dispose: function () {
  819. this.dispatchEvent( { type: 'dispose' } );
  820. }
  821. } );
  822. export { Geometry };