Geometry.js 17 KB

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  1. /**
  2. * @author mrdoob / http://mrdoob.com/
  3. * @author kile / http://kile.stravaganza.org/
  4. * @author alteredq / http://alteredqualia.com/
  5. * @author mikael emtinger / http://gomo.se/
  6. * @author zz85 / http://www.lab4games.net/zz85/blog
  7. * @author bhouston / http://exocortex.com
  8. */
  9. THREE.Geometry = function () {
  10. THREE.EventDispatcher.call( this );
  11. this.id = THREE.GeometryIdCount ++;
  12. this.name = '';
  13. this.vertices = [];
  14. this.colors = []; // one-to-one vertex colors, used in ParticleSystem, Line and Ribbon
  15. this.normals = []; // one-to-one vertex normals, used in Ribbon
  16. this.faces = [];
  17. this.faceUvs = [[]];
  18. this.faceVertexUvs = [[]];
  19. this.morphTargets = [];
  20. this.morphColors = [];
  21. this.morphNormals = [];
  22. this.skinWeights = [];
  23. this.skinIndices = [];
  24. this.lineDistances = [];
  25. this.boundingBox = null;
  26. this.boundingSphere = null;
  27. this.hasTangents = false;
  28. this.dynamic = true; // the intermediate typed arrays will be deleted when set to false
  29. // update flags
  30. this.verticesNeedUpdate = false;
  31. this.elementsNeedUpdate = false;
  32. this.uvsNeedUpdate = false;
  33. this.normalsNeedUpdate = false;
  34. this.tangentsNeedUpdate = false;
  35. this.colorsNeedUpdate = false;
  36. this.lineDistancesNeedUpdate = false;
  37. this.buffersNeedUpdate = false;
  38. };
  39. THREE.Geometry.prototype = {
  40. constructor: THREE.Geometry,
  41. applyMatrix: function ( matrix ) {
  42. var normalMatrix = new THREE.Matrix3().getInverse( matrix ).transpose();
  43. for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
  44. var vertex = this.vertices[ i ];
  45. vertex.projectPoint( matrix );
  46. }
  47. for ( var i = 0, il = this.faces.length; i < il; i ++ ) {
  48. var face = this.faces[ i ];
  49. face.normal.applyMatrix3( normalMatrix ).normalize();
  50. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  51. face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
  52. }
  53. face.centroid.projectPoint( matrix );
  54. }
  55. },
  56. computeCentroids: function () {
  57. var f, fl, face;
  58. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  59. face = this.faces[ f ];
  60. face.centroid.set( 0, 0, 0 );
  61. if ( face instanceof THREE.Face3 ) {
  62. face.centroid.add( this.vertices[ face.a ] );
  63. face.centroid.add( this.vertices[ face.b ] );
  64. face.centroid.add( this.vertices[ face.c ] );
  65. face.centroid.divideScalar( 3 );
  66. } else if ( face instanceof THREE.Face4 ) {
  67. face.centroid.add( this.vertices[ face.a ] );
  68. face.centroid.add( this.vertices[ face.b ] );
  69. face.centroid.add( this.vertices[ face.c ] );
  70. face.centroid.add( this.vertices[ face.d ] );
  71. face.centroid.divideScalar( 4 );
  72. }
  73. }
  74. },
  75. computeFaceNormals: function () {
  76. var n, nl, v, vl, vertex, f, fl, face, vA, vB, vC,
  77. cb = new THREE.Vector3(), ab = new THREE.Vector3();
  78. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  79. face = this.faces[ f ];
  80. vA = this.vertices[ face.a ];
  81. vB = this.vertices[ face.b ];
  82. vC = this.vertices[ face.c ];
  83. cb.subVectors( vC, vB );
  84. ab.subVectors( vA, vB );
  85. cb.cross( ab );
  86. cb.normalize();
  87. face.normal.copy( cb );
  88. }
  89. },
  90. computeVertexNormals: function ( areaWeighted ) {
  91. var v, vl, f, fl, face, vertices;
  92. // create internal buffers for reuse when calling this method repeatedly
  93. // (otherwise memory allocation / deallocation every frame is big resource hog)
  94. if ( this.__tmpVertices === undefined ) {
  95. this.__tmpVertices = new Array( this.vertices.length );
  96. vertices = this.__tmpVertices;
  97. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  98. vertices[ v ] = new THREE.Vector3();
  99. }
  100. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  101. face = this.faces[ f ];
  102. if ( face instanceof THREE.Face3 ) {
  103. face.vertexNormals = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
  104. } else if ( face instanceof THREE.Face4 ) {
  105. face.vertexNormals = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
  106. }
  107. }
  108. } else {
  109. vertices = this.__tmpVertices;
  110. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  111. vertices[ v ].set( 0, 0, 0 );
  112. }
  113. }
  114. if ( areaWeighted ) {
  115. // vertex normals weighted by triangle areas
  116. // http://www.iquilezles.org/www/articles/normals/normals.htm
  117. var vA, vB, vC, vD;
  118. var cb = new THREE.Vector3(), ab = new THREE.Vector3(),
  119. db = new THREE.Vector3(), dc = new THREE.Vector3(), bc = new THREE.Vector3();
  120. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  121. face = this.faces[ f ];
  122. if ( face instanceof THREE.Face3 ) {
  123. vA = this.vertices[ face.a ];
  124. vB = this.vertices[ face.b ];
  125. vC = this.vertices[ face.c ];
  126. cb.subVectors( vC, vB );
  127. ab.subVectors( vA, vB );
  128. cb.cross( ab );
  129. vertices[ face.a ].add( cb );
  130. vertices[ face.b ].add( cb );
  131. vertices[ face.c ].add( cb );
  132. } else if ( face instanceof THREE.Face4 ) {
  133. vA = this.vertices[ face.a ];
  134. vB = this.vertices[ face.b ];
  135. vC = this.vertices[ face.c ];
  136. vD = this.vertices[ face.d ];
  137. // abd
  138. db.subVectors( vD, vB );
  139. ab.subVectors( vA, vB );
  140. db.cross( ab );
  141. vertices[ face.a ].add( db );
  142. vertices[ face.b ].add( db );
  143. vertices[ face.d ].add( db );
  144. // bcd
  145. dc.subVectors( vD, vC );
  146. bc.subVectors( vB, vC );
  147. dc.cross( bc );
  148. vertices[ face.b ].add( dc );
  149. vertices[ face.c ].add( dc );
  150. vertices[ face.d ].add( dc );
  151. }
  152. }
  153. } else {
  154. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  155. face = this.faces[ f ];
  156. if ( face instanceof THREE.Face3 ) {
  157. vertices[ face.a ].add( face.normal );
  158. vertices[ face.b ].add( face.normal );
  159. vertices[ face.c ].add( face.normal );
  160. } else if ( face instanceof THREE.Face4 ) {
  161. vertices[ face.a ].add( face.normal );
  162. vertices[ face.b ].add( face.normal );
  163. vertices[ face.c ].add( face.normal );
  164. vertices[ face.d ].add( face.normal );
  165. }
  166. }
  167. }
  168. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  169. vertices[ v ].normalize();
  170. }
  171. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  172. face = this.faces[ f ];
  173. if ( face instanceof THREE.Face3 ) {
  174. face.vertexNormals[ 0 ].copy( vertices[ face.a ] );
  175. face.vertexNormals[ 1 ].copy( vertices[ face.b ] );
  176. face.vertexNormals[ 2 ].copy( vertices[ face.c ] );
  177. } else if ( face instanceof THREE.Face4 ) {
  178. face.vertexNormals[ 0 ].copy( vertices[ face.a ] );
  179. face.vertexNormals[ 1 ].copy( vertices[ face.b ] );
  180. face.vertexNormals[ 2 ].copy( vertices[ face.c ] );
  181. face.vertexNormals[ 3 ].copy( vertices[ face.d ] );
  182. }
  183. }
  184. },
  185. computeMorphNormals: function () {
  186. var i, il, f, fl, face;
  187. // save original normals
  188. // - create temp variables on first access
  189. // otherwise just copy (for faster repeated calls)
  190. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  191. face = this.faces[ f ];
  192. if ( ! face.__originalFaceNormal ) {
  193. face.__originalFaceNormal = face.normal.clone();
  194. } else {
  195. face.__originalFaceNormal.copy( face.normal );
  196. }
  197. if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = [];
  198. for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
  199. if ( ! face.__originalVertexNormals[ i ] ) {
  200. face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
  201. } else {
  202. face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
  203. }
  204. }
  205. }
  206. // use temp geometry to compute face and vertex normals for each morph
  207. var tmpGeo = new THREE.Geometry();
  208. tmpGeo.faces = this.faces;
  209. for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {
  210. // create on first access
  211. if ( ! this.morphNormals[ i ] ) {
  212. this.morphNormals[ i ] = {};
  213. this.morphNormals[ i ].faceNormals = [];
  214. this.morphNormals[ i ].vertexNormals = [];
  215. var dstNormalsFace = this.morphNormals[ i ].faceNormals;
  216. var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;
  217. var faceNormal, vertexNormals;
  218. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  219. face = this.faces[ f ];
  220. faceNormal = new THREE.Vector3();
  221. if ( face instanceof THREE.Face3 ) {
  222. vertexNormals = { a: new THREE.Vector3(), b: new THREE.Vector3(), c: new THREE.Vector3() };
  223. } else {
  224. vertexNormals = { a: new THREE.Vector3(), b: new THREE.Vector3(), c: new THREE.Vector3(), d: new THREE.Vector3() };
  225. }
  226. dstNormalsFace.push( faceNormal );
  227. dstNormalsVertex.push( vertexNormals );
  228. }
  229. }
  230. var morphNormals = this.morphNormals[ i ];
  231. // set vertices to morph target
  232. tmpGeo.vertices = this.morphTargets[ i ].vertices;
  233. // compute morph normals
  234. tmpGeo.computeFaceNormals();
  235. tmpGeo.computeVertexNormals();
  236. // store morph normals
  237. var faceNormal, vertexNormals;
  238. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  239. face = this.faces[ f ];
  240. faceNormal = morphNormals.faceNormals[ f ];
  241. vertexNormals = morphNormals.vertexNormals[ f ];
  242. faceNormal.copy( face.normal );
  243. if ( face instanceof THREE.Face3 ) {
  244. vertexNormals.a.copy( face.vertexNormals[ 0 ] );
  245. vertexNormals.b.copy( face.vertexNormals[ 1 ] );
  246. vertexNormals.c.copy( face.vertexNormals[ 2 ] );
  247. } else {
  248. vertexNormals.a.copy( face.vertexNormals[ 0 ] );
  249. vertexNormals.b.copy( face.vertexNormals[ 1 ] );
  250. vertexNormals.c.copy( face.vertexNormals[ 2 ] );
  251. vertexNormals.d.copy( face.vertexNormals[ 3 ] );
  252. }
  253. }
  254. }
  255. // restore original normals
  256. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  257. face = this.faces[ f ];
  258. face.normal = face.__originalFaceNormal;
  259. face.vertexNormals = face.__originalVertexNormals;
  260. }
  261. },
  262. computeTangents: function () {
  263. // based on http://www.terathon.com/code/tangent.html
  264. // tangents go to vertices
  265. var f, fl, v, vl, i, il, vertexIndex,
  266. face, uv, vA, vB, vC, uvA, uvB, uvC,
  267. x1, x2, y1, y2, z1, z2,
  268. s1, s2, t1, t2, r, t, test,
  269. tan1 = [], tan2 = [],
  270. sdir = new THREE.Vector3(), tdir = new THREE.Vector3(),
  271. tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3(),
  272. n = new THREE.Vector3(), w;
  273. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  274. tan1[ v ] = new THREE.Vector3();
  275. tan2[ v ] = new THREE.Vector3();
  276. }
  277. function handleTriangle( context, a, b, c, ua, ub, uc ) {
  278. vA = context.vertices[ a ];
  279. vB = context.vertices[ b ];
  280. vC = context.vertices[ c ];
  281. uvA = uv[ ua ];
  282. uvB = uv[ ub ];
  283. uvC = uv[ uc ];
  284. x1 = vB.x - vA.x;
  285. x2 = vC.x - vA.x;
  286. y1 = vB.y - vA.y;
  287. y2 = vC.y - vA.y;
  288. z1 = vB.z - vA.z;
  289. z2 = vC.z - vA.z;
  290. s1 = uvB.x - uvA.x;
  291. s2 = uvC.x - uvA.x;
  292. t1 = uvB.y - uvA.y;
  293. t2 = uvC.y - uvA.y;
  294. r = 1.0 / ( s1 * t2 - s2 * t1 );
  295. sdir.set( ( t2 * x1 - t1 * x2 ) * r,
  296. ( t2 * y1 - t1 * y2 ) * r,
  297. ( t2 * z1 - t1 * z2 ) * r );
  298. tdir.set( ( s1 * x2 - s2 * x1 ) * r,
  299. ( s1 * y2 - s2 * y1 ) * r,
  300. ( s1 * z2 - s2 * z1 ) * r );
  301. tan1[ a ].add( sdir );
  302. tan1[ b ].add( sdir );
  303. tan1[ c ].add( sdir );
  304. tan2[ a ].add( tdir );
  305. tan2[ b ].add( tdir );
  306. tan2[ c ].add( tdir );
  307. }
  308. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  309. face = this.faces[ f ];
  310. uv = this.faceVertexUvs[ 0 ][ f ]; // use UV layer 0 for tangents
  311. if ( face instanceof THREE.Face3 ) {
  312. handleTriangle( this, face.a, face.b, face.c, 0, 1, 2 );
  313. } else if ( face instanceof THREE.Face4 ) {
  314. handleTriangle( this, face.a, face.b, face.d, 0, 1, 3 );
  315. handleTriangle( this, face.b, face.c, face.d, 1, 2, 3 );
  316. }
  317. }
  318. var faceIndex = [ 'a', 'b', 'c', 'd' ];
  319. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  320. face = this.faces[ f ];
  321. for ( i = 0; i < face.vertexNormals.length; i++ ) {
  322. n.copy( face.vertexNormals[ i ] );
  323. vertexIndex = face[ faceIndex[ i ] ];
  324. t = tan1[ vertexIndex ];
  325. // Gram-Schmidt orthogonalize
  326. tmp.copy( t );
  327. tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();
  328. // Calculate handedness
  329. tmp2.crossVectors( face.vertexNormals[ i ], t );
  330. test = tmp2.dot( tan2[ vertexIndex ] );
  331. w = (test < 0.0) ? -1.0 : 1.0;
  332. face.vertexTangents[ i ] = new THREE.Vector4( tmp.x, tmp.y, tmp.z, w );
  333. }
  334. }
  335. this.hasTangents = true;
  336. },
  337. computeLineDistances: function ( ) {
  338. var d = 0;
  339. var vertices = this.vertices;
  340. for ( var i = 0, il = vertices.length; i < il; i ++ ) {
  341. if ( i > 0 ) {
  342. d += vertices[ i ].distanceTo( vertices[ i - 1 ] );
  343. }
  344. this.lineDistances[ i ] = d;
  345. }
  346. },
  347. computeBoundingBox: function () {
  348. if ( this.boundingBox === null ) {
  349. this.boundingBox = new THREE.Box3();
  350. }
  351. this.boundingBox.setFromPoints( this.vertices );
  352. },
  353. computeBoundingSphere: function () {
  354. if ( this.boundingSphere === null ) {
  355. this.boundingSphere = new THREE.Sphere();
  356. }
  357. this.boundingSphere.setFromCenterAndPoints( this.boundingSphere.center, this.vertices );
  358. },
  359. /*
  360. * Checks for duplicate vertices with hashmap.
  361. * Duplicated vertices are removed
  362. * and faces' vertices are updated.
  363. */
  364. mergeVertices: function () {
  365. var verticesMap = {}; // Hashmap for looking up vertice by position coordinates (and making sure they are unique)
  366. var unique = [], changes = [];
  367. var v, key;
  368. var precisionPoints = 4; // number of decimal points, eg. 4 for epsilon of 0.0001
  369. var precision = Math.pow( 10, precisionPoints );
  370. var i,il, face;
  371. var indices, k, j, jl, u;
  372. // reset cache of vertices as it now will be changing.
  373. this.__tmpVertices = undefined;
  374. for ( i = 0, il = this.vertices.length; i < il; i ++ ) {
  375. v = this.vertices[ i ];
  376. key = [ Math.round( v.x * precision ), Math.round( v.y * precision ), Math.round( v.z * precision ) ].join( '_' );
  377. if ( verticesMap[ key ] === undefined ) {
  378. verticesMap[ key ] = i;
  379. unique.push( this.vertices[ i ] );
  380. changes[ i ] = unique.length - 1;
  381. } else {
  382. //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
  383. changes[ i ] = changes[ verticesMap[ key ] ];
  384. }
  385. };
  386. // if faces are completely degenerate after merging vertices, we
  387. // have to remove them from the geometry.
  388. var faceIndicesToRemove = [];
  389. for( i = 0, il = this.faces.length; i < il; i ++ ) {
  390. face = this.faces[ i ];
  391. if ( face instanceof THREE.Face3 ) {
  392. face.a = changes[ face.a ];
  393. face.b = changes[ face.b ];
  394. face.c = changes[ face.c ];
  395. indices = [ face.a, face.b, face.c ];
  396. var dupIndex = -1;
  397. // if any duplicate vertices are found in a Face3
  398. // we have to remove the face as nothing can be saved
  399. for ( var n = 0; n < 3; n ++ ) {
  400. if ( indices[ n ] == indices[ ( n + 1 ) % 3 ] ) {
  401. dupIndex = n;
  402. faceIndicesToRemove.push( i );
  403. break;
  404. }
  405. }
  406. } else if ( face instanceof THREE.Face4 ) {
  407. face.a = changes[ face.a ];
  408. face.b = changes[ face.b ];
  409. face.c = changes[ face.c ];
  410. face.d = changes[ face.d ];
  411. // check dups in (a, b, c, d) and convert to -> face3
  412. indices = [ face.a, face.b, face.c, face.d ];
  413. var dupIndex = -1;
  414. for ( var n = 0; n < 4; n ++ ) {
  415. if ( indices[ n ] == indices[ ( n + 1 ) % 4 ] ) {
  416. // if more than one duplicated vertex is found
  417. // we can't generate any valid Face3's, thus
  418. // we need to remove this face complete.
  419. if ( dupIndex >= 0 ) {
  420. faceIndicesToRemove.push( i );
  421. }
  422. dupIndex = n;
  423. }
  424. }
  425. if ( dupIndex >= 0 ) {
  426. indices.splice( dupIndex, 1 );
  427. var newFace = new THREE.Face3( indices[0], indices[1], indices[2], face.normal, face.color, face.materialIndex );
  428. for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
  429. u = this.faceVertexUvs[ j ][ i ];
  430. if ( u ) {
  431. u.splice( dupIndex, 1 );
  432. }
  433. }
  434. if( face.vertexNormals && face.vertexNormals.length > 0) {
  435. newFace.vertexNormals = face.vertexNormals;
  436. newFace.vertexNormals.splice( dupIndex, 1 );
  437. }
  438. if( face.vertexColors && face.vertexColors.length > 0 ) {
  439. newFace.vertexColors = face.vertexColors;
  440. newFace.vertexColors.splice( dupIndex, 1 );
  441. }
  442. this.faces[ i ] = newFace;
  443. }
  444. }
  445. }
  446. for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {
  447. this.faces.splice( i, 1 );
  448. for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
  449. this.faceVertexUvs[ j ].splice( i, 1 );
  450. }
  451. }
  452. // Use unique set of vertices
  453. var diff = this.vertices.length - unique.length;
  454. this.vertices = unique;
  455. return diff;
  456. },
  457. clone: function () {
  458. var geometry = new THREE.Geometry();
  459. var vertices = this.vertices;
  460. for ( var i = 0, il = vertices.length; i < il; i ++ ) {
  461. geometry.vertices.push( vertices[ i ].clone() );
  462. }
  463. var faces = this.faces;
  464. for ( var i = 0, il = faces.length; i < il; i ++ ) {
  465. geometry.faces.push( faces[ i ].clone() );
  466. }
  467. var uvs = this.faceVertexUvs[ 0 ];
  468. for ( var i = 0, il = uvs.length; i < il; i ++ ) {
  469. var uv = uvs[ i ], uvCopy = [];
  470. for ( var j = 0, jl = uv.length; j < jl; j ++ ) {
  471. uvCopy.push( new THREE.Vector2( uv[ j ].x, uv[ j ].y ) );
  472. }
  473. geometry.faceVertexUvs[ 0 ].push( uvCopy );
  474. }
  475. return geometry;
  476. },
  477. dispose: function () {
  478. this.dispatchEvent( { type: 'dispose' } );
  479. }
  480. };
  481. THREE.GeometryIdCount = 0;