Geometry.js 8.6 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.colors = []; // one-to-one vertex colors, used in ParticleSystem, Line and Ribbon
  11. this.faces = [];
  12. this.faceUvs = [[]];
  13. this.faceVertexUvs = [[]];
  14. this.morphTargets = [];
  15. this.morphColors = [];
  16. this.skinWeights = [];
  17. this.skinIndices = [];
  18. this.boundingBox = null;
  19. this.boundingSphere = null;
  20. this.hasTangents = false;
  21. };
  22. THREE.Geometry.prototype = {
  23. computeCentroids: function () {
  24. var f, fl, face;
  25. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  26. face = this.faces[ f ];
  27. face.centroid.set( 0, 0, 0 );
  28. if ( face instanceof THREE.Face3 ) {
  29. face.centroid.addSelf( this.vertices[ face.a ].position );
  30. face.centroid.addSelf( this.vertices[ face.b ].position );
  31. face.centroid.addSelf( this.vertices[ face.c ].position );
  32. face.centroid.divideScalar( 3 );
  33. } else if ( face instanceof THREE.Face4 ) {
  34. face.centroid.addSelf( this.vertices[ face.a ].position );
  35. face.centroid.addSelf( this.vertices[ face.b ].position );
  36. face.centroid.addSelf( this.vertices[ face.c ].position );
  37. face.centroid.addSelf( this.vertices[ face.d ].position );
  38. face.centroid.divideScalar( 4 );
  39. }
  40. }
  41. },
  42. computeFaceNormals: function ( useVertexNormals ) {
  43. var n, nl, v, vl, vertex, f, fl, face, vA, vB, vC,
  44. cb = new THREE.Vector3(), ab = new THREE.Vector3();
  45. /*
  46. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  47. vertex = this.vertices[ v ];
  48. vertex.normal.set( 0, 0, 0 );
  49. }
  50. */
  51. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  52. face = this.faces[ f ];
  53. if ( useVertexNormals && face.vertexNormals.length ) {
  54. cb.set( 0, 0, 0 );
  55. for ( n = 0, nl = face.vertexNormals.length; n < nl; n++ ) {
  56. cb.addSelf( face.vertexNormals[n] );
  57. }
  58. cb.divideScalar( 3 );
  59. if ( ! cb.isZero() ) {
  60. cb.normalize();
  61. }
  62. face.normal.copy( cb );
  63. } else {
  64. vA = this.vertices[ face.a ];
  65. vB = this.vertices[ face.b ];
  66. vC = this.vertices[ face.c ];
  67. cb.sub( vC.position, vB.position );
  68. ab.sub( vA.position, vB.position );
  69. cb.crossSelf( ab );
  70. if ( !cb.isZero() ) {
  71. cb.normalize();
  72. }
  73. face.normal.copy( cb );
  74. }
  75. }
  76. },
  77. computeVertexNormals: function () {
  78. var v, vl, f, fl, face, vertices;
  79. // create internal buffers for reuse when calling this method repeatedly
  80. // (otherwise memory allocation / deallocation every frame is big resource hog)
  81. if ( this.__tmpVertices == undefined ) {
  82. this.__tmpVertices = new Array( this.vertices.length );
  83. vertices = this.__tmpVertices;
  84. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  85. vertices[ v ] = new THREE.Vector3();
  86. }
  87. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  88. face = this.faces[ f ];
  89. if ( face instanceof THREE.Face3 ) {
  90. face.vertexNormals = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
  91. } else if ( face instanceof THREE.Face4 ) {
  92. face.vertexNormals = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
  93. }
  94. }
  95. } else {
  96. vertices = this.__tmpVertices;
  97. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  98. vertices[ v ].set( 0, 0, 0 );
  99. }
  100. }
  101. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  102. face = this.faces[ f ];
  103. if ( face instanceof THREE.Face3 ) {
  104. vertices[ face.a ].addSelf( face.normal );
  105. vertices[ face.b ].addSelf( face.normal );
  106. vertices[ face.c ].addSelf( face.normal );
  107. } else if ( face instanceof THREE.Face4 ) {
  108. vertices[ face.a ].addSelf( face.normal );
  109. vertices[ face.b ].addSelf( face.normal );
  110. vertices[ face.c ].addSelf( face.normal );
  111. vertices[ face.d ].addSelf( face.normal );
  112. }
  113. }
  114. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  115. vertices[ v ].normalize();
  116. }
  117. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  118. face = this.faces[ f ];
  119. if ( face instanceof THREE.Face3 ) {
  120. face.vertexNormals[ 0 ].copy( vertices[ face.a ] );
  121. face.vertexNormals[ 1 ].copy( vertices[ face.b ] );
  122. face.vertexNormals[ 2 ].copy( vertices[ face.c ] );
  123. } else if ( face instanceof THREE.Face4 ) {
  124. face.vertexNormals[ 0 ].copy( vertices[ face.a ] );
  125. face.vertexNormals[ 1 ].copy( vertices[ face.b ] );
  126. face.vertexNormals[ 2 ].copy( vertices[ face.c ] );
  127. face.vertexNormals[ 3 ].copy( vertices[ face.d ] );
  128. }
  129. }
  130. },
  131. computeTangents: function () {
  132. // based on http://www.terathon.com/code/tangent.html
  133. // tangents go to vertices
  134. var f, fl, v, vl, i, il, vertexIndex,
  135. face, uv, vA, vB, vC, uvA, uvB, uvC,
  136. x1, x2, y1, y2, z1, z2,
  137. s1, s2, t1, t2, r, t, test,
  138. tan1 = [], tan2 = [],
  139. sdir = new THREE.Vector3(), tdir = new THREE.Vector3(),
  140. tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3(),
  141. n = new THREE.Vector3(), w;
  142. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  143. tan1[ v ] = new THREE.Vector3();
  144. tan2[ v ] = new THREE.Vector3();
  145. }
  146. function handleTriangle( context, a, b, c, ua, ub, uc ) {
  147. vA = context.vertices[ a ].position;
  148. vB = context.vertices[ b ].position;
  149. vC = context.vertices[ c ].position;
  150. uvA = uv[ ua ];
  151. uvB = uv[ ub ];
  152. uvC = uv[ uc ];
  153. x1 = vB.x - vA.x;
  154. x2 = vC.x - vA.x;
  155. y1 = vB.y - vA.y;
  156. y2 = vC.y - vA.y;
  157. z1 = vB.z - vA.z;
  158. z2 = vC.z - vA.z;
  159. s1 = uvB.u - uvA.u;
  160. s2 = uvC.u - uvA.u;
  161. t1 = uvB.v - uvA.v;
  162. t2 = uvC.v - uvA.v;
  163. r = 1.0 / ( s1 * t2 - s2 * t1 );
  164. sdir.set( ( t2 * x1 - t1 * x2 ) * r,
  165. ( t2 * y1 - t1 * y2 ) * r,
  166. ( t2 * z1 - t1 * z2 ) * r );
  167. tdir.set( ( s1 * x2 - s2 * x1 ) * r,
  168. ( s1 * y2 - s2 * y1 ) * r,
  169. ( s1 * z2 - s2 * z1 ) * r );
  170. tan1[ a ].addSelf( sdir );
  171. tan1[ b ].addSelf( sdir );
  172. tan1[ c ].addSelf( sdir );
  173. tan2[ a ].addSelf( tdir );
  174. tan2[ b ].addSelf( tdir );
  175. tan2[ c ].addSelf( tdir );
  176. }
  177. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  178. face = this.faces[ f ];
  179. uv = this.faceVertexUvs[ 0 ][ f ]; // use UV layer 0 for tangents
  180. if ( face instanceof THREE.Face3 ) {
  181. handleTriangle( this, face.a, face.b, face.c, 0, 1, 2 );
  182. } else if ( face instanceof THREE.Face4 ) {
  183. handleTriangle( this, face.a, face.b, face.c, 0, 1, 2 );
  184. handleTriangle( this, face.a, face.b, face.d, 0, 1, 3 );
  185. }
  186. }
  187. var faceIndex = [ 'a', 'b', 'c', 'd' ];
  188. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  189. face = this.faces[ f ];
  190. for ( i = 0; i < face.vertexNormals.length; i++ ) {
  191. n.copy( face.vertexNormals[ i ] );
  192. vertexIndex = face[ faceIndex[ i ] ];
  193. t = tan1[ vertexIndex ];
  194. // Gram-Schmidt orthogonalize
  195. tmp.copy( t );
  196. tmp.subSelf( n.multiplyScalar( n.dot( t ) ) ).normalize();
  197. // Calculate handedness
  198. tmp2.cross( face.vertexNormals[ i ], t );
  199. test = tmp2.dot( tan2[ vertexIndex ] );
  200. w = (test < 0.0) ? -1.0 : 1.0;
  201. face.vertexTangents[ i ] = new THREE.Vector4( tmp.x, tmp.y, tmp.z, w );
  202. }
  203. }
  204. this.hasTangents = true;
  205. },
  206. computeBoundingBox: function () {
  207. var vertex;
  208. if ( this.vertices.length > 0 ) {
  209. this.boundingBox = { 'x': [ this.vertices[ 0 ].position.x, this.vertices[ 0 ].position.x ],
  210. 'y': [ this.vertices[ 0 ].position.y, this.vertices[ 0 ].position.y ],
  211. 'z': [ this.vertices[ 0 ].position.z, this.vertices[ 0 ].position.z ] };
  212. for ( var v = 1, vl = this.vertices.length; v < vl; v ++ ) {
  213. vertex = this.vertices[ v ];
  214. if ( vertex.position.x < this.boundingBox.x[ 0 ] ) {
  215. this.boundingBox.x[ 0 ] = vertex.position.x;
  216. } else if ( vertex.position.x > this.boundingBox.x[ 1 ] ) {
  217. this.boundingBox.x[ 1 ] = vertex.position.x;
  218. }
  219. if ( vertex.position.y < this.boundingBox.y[ 0 ] ) {
  220. this.boundingBox.y[ 0 ] = vertex.position.y;
  221. } else if ( vertex.position.y > this.boundingBox.y[ 1 ] ) {
  222. this.boundingBox.y[ 1 ] = vertex.position.y;
  223. }
  224. if ( vertex.position.z < this.boundingBox.z[ 0 ] ) {
  225. this.boundingBox.z[ 0 ] = vertex.position.z;
  226. } else if ( vertex.position.z > this.boundingBox.z[ 1 ] ) {
  227. this.boundingBox.z[ 1 ] = vertex.position.z;
  228. }
  229. }
  230. }
  231. },
  232. computeBoundingSphere: function () {
  233. var radius = this.boundingSphere === null ? 0 : this.boundingSphere.radius;
  234. for ( var v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  235. radius = Math.max( radius, this.vertices[ v ].position.length() );
  236. }
  237. this.boundingSphere = { radius: radius };
  238. }
  239. };
  240. THREE.GeometryIdCounter = 0;