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- /**
- * @author mr.doob / http://mrdoob.com/
- * @author kile / http://kile.stravaganza.org/
- * @author alteredq / http://alteredqualia.com/
- * @author mikael emtinger / http://gomo.se/
- */
- THREE.Geometry = function () {
- this.id = "Geometry" + THREE.GeometryIdCounter ++;
- this.vertices = [];
- this.colors = []; // one-to-one vertex colors, used in ParticleSystem, Line and Ribbon
- this.faces = [];
- this.faceUvs = [[]];
- this.faceVertexUvs = [[]];
- this.morphTargets = [];
- this.morphColors = [];
- this.skinWeights = [];
- this.skinIndices = [];
- this.boundingBox = null;
- this.boundingSphere = null;
- this.hasTangents = false;
- };
- THREE.Geometry.prototype = {
- computeCentroids: function () {
- var f, fl, face;
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
- face = this.faces[ f ];
- face.centroid.set( 0, 0, 0 );
- if ( face instanceof THREE.Face3 ) {
- face.centroid.addSelf( this.vertices[ face.a ].position );
- face.centroid.addSelf( this.vertices[ face.b ].position );
- face.centroid.addSelf( this.vertices[ face.c ].position );
- face.centroid.divideScalar( 3 );
- } else if ( face instanceof THREE.Face4 ) {
- face.centroid.addSelf( this.vertices[ face.a ].position );
- face.centroid.addSelf( this.vertices[ face.b ].position );
- face.centroid.addSelf( this.vertices[ face.c ].position );
- face.centroid.addSelf( this.vertices[ face.d ].position );
- face.centroid.divideScalar( 4 );
- }
- }
- },
- computeFaceNormals: function ( useVertexNormals ) {
- var n, nl, v, vl, vertex, f, fl, face, vA, vB, vC,
- cb = new THREE.Vector3(), ab = new THREE.Vector3();
- /*
- for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
- vertex = this.vertices[ v ];
- vertex.normal.set( 0, 0, 0 );
- }
- */
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
- face = this.faces[ f ];
- if ( useVertexNormals && face.vertexNormals.length ) {
- cb.set( 0, 0, 0 );
- for ( n = 0, nl = face.vertexNormals.length; n < nl; n++ ) {
- cb.addSelf( face.vertexNormals[n] );
- }
- cb.divideScalar( 3 );
- if ( ! cb.isZero() ) {
- cb.normalize();
- }
- face.normal.copy( cb );
- } else {
- vA = this.vertices[ face.a ];
- vB = this.vertices[ face.b ];
- vC = this.vertices[ face.c ];
- cb.sub( vC.position, vB.position );
- ab.sub( vA.position, vB.position );
- cb.crossSelf( ab );
- if ( !cb.isZero() ) {
- cb.normalize();
- }
- face.normal.copy( cb );
- }
- }
- },
- computeVertexNormals: function () {
- var v, vl, f, fl, face, vertices;
- // create internal buffers for reuse when calling this method repeatedly
- // (otherwise memory allocation / deallocation every frame is big resource hog)
- if ( this.__tmpVertices == undefined ) {
- this.__tmpVertices = new Array( this.vertices.length );
- vertices = this.__tmpVertices;
- for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
- vertices[ v ] = new THREE.Vector3();
- }
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
- face = this.faces[ f ];
- if ( face instanceof THREE.Face3 ) {
- face.vertexNormals = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
- } else if ( face instanceof THREE.Face4 ) {
- face.vertexNormals = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
- }
- }
- } else {
- vertices = this.__tmpVertices;
- for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
- vertices[ v ].set( 0, 0, 0 );
- }
- }
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
- face = this.faces[ f ];
- if ( face instanceof THREE.Face3 ) {
- vertices[ face.a ].addSelf( face.normal );
- vertices[ face.b ].addSelf( face.normal );
- vertices[ face.c ].addSelf( face.normal );
- } else if ( face instanceof THREE.Face4 ) {
- vertices[ face.a ].addSelf( face.normal );
- vertices[ face.b ].addSelf( face.normal );
- vertices[ face.c ].addSelf( face.normal );
- vertices[ face.d ].addSelf( face.normal );
- }
- }
- for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
- vertices[ v ].normalize();
- }
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
- face = this.faces[ f ];
- if ( face instanceof THREE.Face3 ) {
- face.vertexNormals[ 0 ].copy( vertices[ face.a ] );
- face.vertexNormals[ 1 ].copy( vertices[ face.b ] );
- face.vertexNormals[ 2 ].copy( vertices[ face.c ] );
- } else if ( face instanceof THREE.Face4 ) {
- face.vertexNormals[ 0 ].copy( vertices[ face.a ] );
- face.vertexNormals[ 1 ].copy( vertices[ face.b ] );
- face.vertexNormals[ 2 ].copy( vertices[ face.c ] );
- face.vertexNormals[ 3 ].copy( vertices[ face.d ] );
- }
- }
- },
- computeTangents: function () {
- // based on http://www.terathon.com/code/tangent.html
- // tangents go to vertices
- var f, fl, v, vl, i, il, vertexIndex,
- face, uv, vA, vB, vC, uvA, uvB, uvC,
- x1, x2, y1, y2, z1, z2,
- s1, s2, t1, t2, r, t, test,
- tan1 = [], tan2 = [],
- sdir = new THREE.Vector3(), tdir = new THREE.Vector3(),
- tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3(),
- n = new THREE.Vector3(), w;
- for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
- tan1[ v ] = new THREE.Vector3();
- tan2[ v ] = new THREE.Vector3();
- }
- function handleTriangle( context, a, b, c, ua, ub, uc ) {
- vA = context.vertices[ a ].position;
- vB = context.vertices[ b ].position;
- vC = context.vertices[ c ].position;
- uvA = uv[ ua ];
- uvB = uv[ ub ];
- uvC = uv[ uc ];
- x1 = vB.x - vA.x;
- x2 = vC.x - vA.x;
- y1 = vB.y - vA.y;
- y2 = vC.y - vA.y;
- z1 = vB.z - vA.z;
- z2 = vC.z - vA.z;
- s1 = uvB.u - uvA.u;
- s2 = uvC.u - uvA.u;
- t1 = uvB.v - uvA.v;
- t2 = uvC.v - uvA.v;
- r = 1.0 / ( s1 * t2 - s2 * t1 );
- sdir.set( ( t2 * x1 - t1 * x2 ) * r,
- ( t2 * y1 - t1 * y2 ) * r,
- ( t2 * z1 - t1 * z2 ) * r );
- tdir.set( ( s1 * x2 - s2 * x1 ) * r,
- ( s1 * y2 - s2 * y1 ) * r,
- ( s1 * z2 - s2 * z1 ) * r );
- tan1[ a ].addSelf( sdir );
- tan1[ b ].addSelf( sdir );
- tan1[ c ].addSelf( sdir );
- tan2[ a ].addSelf( tdir );
- tan2[ b ].addSelf( tdir );
- tan2[ c ].addSelf( tdir );
- }
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
- face = this.faces[ f ];
- uv = this.faceVertexUvs[ 0 ][ f ]; // use UV layer 0 for tangents
- if ( face instanceof THREE.Face3 ) {
- handleTriangle( this, face.a, face.b, face.c, 0, 1, 2 );
- } else if ( face instanceof THREE.Face4 ) {
- handleTriangle( this, face.a, face.b, face.c, 0, 1, 2 );
- handleTriangle( this, face.a, face.b, face.d, 0, 1, 3 );
- }
- }
- var faceIndex = [ 'a', 'b', 'c', 'd' ];
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
- face = this.faces[ f ];
- for ( i = 0; i < face.vertexNormals.length; i++ ) {
- n.copy( face.vertexNormals[ i ] );
- vertexIndex = face[ faceIndex[ i ] ];
- t = tan1[ vertexIndex ];
- // Gram-Schmidt orthogonalize
- tmp.copy( t );
- tmp.subSelf( n.multiplyScalar( n.dot( t ) ) ).normalize();
- // Calculate handedness
- tmp2.cross( face.vertexNormals[ i ], t );
- test = tmp2.dot( tan2[ vertexIndex ] );
- w = (test < 0.0) ? -1.0 : 1.0;
- face.vertexTangents[ i ] = new THREE.Vector4( tmp.x, tmp.y, tmp.z, w );
- }
- }
- this.hasTangents = true;
- },
- computeBoundingBox: function () {
- var vertex;
- if ( this.vertices.length > 0 ) {
- this.boundingBox = { 'x': [ this.vertices[ 0 ].position.x, this.vertices[ 0 ].position.x ],
- 'y': [ this.vertices[ 0 ].position.y, this.vertices[ 0 ].position.y ],
- 'z': [ this.vertices[ 0 ].position.z, this.vertices[ 0 ].position.z ] };
- for ( var v = 1, vl = this.vertices.length; v < vl; v ++ ) {
- vertex = this.vertices[ v ];
- if ( vertex.position.x < this.boundingBox.x[ 0 ] ) {
- this.boundingBox.x[ 0 ] = vertex.position.x;
- } else if ( vertex.position.x > this.boundingBox.x[ 1 ] ) {
- this.boundingBox.x[ 1 ] = vertex.position.x;
- }
- if ( vertex.position.y < this.boundingBox.y[ 0 ] ) {
- this.boundingBox.y[ 0 ] = vertex.position.y;
- } else if ( vertex.position.y > this.boundingBox.y[ 1 ] ) {
- this.boundingBox.y[ 1 ] = vertex.position.y;
- }
- if ( vertex.position.z < this.boundingBox.z[ 0 ] ) {
- this.boundingBox.z[ 0 ] = vertex.position.z;
- } else if ( vertex.position.z > this.boundingBox.z[ 1 ] ) {
- this.boundingBox.z[ 1 ] = vertex.position.z;
- }
- }
- }
- },
- computeBoundingSphere: function () {
- var radius = this.boundingSphere === null ? 0 : this.boundingSphere.radius;
- for ( var v = 0, vl = this.vertices.length; v < vl; v ++ ) {
- radius = Math.max( radius, this.vertices[ v ].position.length() );
- }
- this.boundingSphere = { radius: radius };
- }
- };
- THREE.GeometryIdCounter = 0;
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