Geometry.js 21 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. Object.defineProperty( this, 'id', { value: THREE.GeometryIdCount ++ } );
  11. this.uuid = THREE.Math.generateUUID();
  12. this.name = '';
  13. this.type = 'Geometry';
  14. this.vertices = [];
  15. this.colors = []; // one-to-one vertex colors, used in Points and Line
  16. this.faces = [];
  17. this.faceVertexUvs = [ [] ];
  18. this.morphTargets = [];
  19. this.morphColors = [];
  20. this.morphNormals = [];
  21. this.skinWeights = [];
  22. this.skinIndices = [];
  23. this.lineDistances = [];
  24. this.boundingBox = null;
  25. this.boundingSphere = null;
  26. this.hasTangents = false;
  27. this.dynamic = true; // the intermediate typed arrays will be deleted when set to false
  28. // update flags
  29. this.verticesNeedUpdate = false;
  30. this.elementsNeedUpdate = false;
  31. this.uvsNeedUpdate = false;
  32. this.normalsNeedUpdate = false;
  33. this.tangentsNeedUpdate = false;
  34. this.colorsNeedUpdate = false;
  35. this.lineDistancesNeedUpdate = false;
  36. this.groupsNeedUpdate = false;
  37. };
  38. THREE.Geometry.prototype = {
  39. constructor: THREE.Geometry,
  40. applyMatrix: function ( matrix ) {
  41. var normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
  42. for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
  43. var vertex = this.vertices[ i ];
  44. vertex.applyMatrix4( matrix );
  45. }
  46. for ( var i = 0, il = this.faces.length; i < il; i ++ ) {
  47. var face = this.faces[ i ];
  48. face.normal.applyMatrix3( normalMatrix ).normalize();
  49. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  50. face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
  51. }
  52. }
  53. if ( this.boundingBox instanceof THREE.Box3 ) {
  54. this.computeBoundingBox();
  55. }
  56. if ( this.boundingSphere instanceof THREE.Sphere ) {
  57. this.computeBoundingSphere();
  58. }
  59. },
  60. fromBufferGeometry: function ( geometry ) {
  61. var scope = this;
  62. var attributes = geometry.attributes;
  63. var vertices = attributes.position.array;
  64. var indices = attributes.index !== undefined ? attributes.index.array : undefined;
  65. var normals = attributes.normal !== undefined ? attributes.normal.array : undefined;
  66. var colors = attributes.color !== undefined ? attributes.color.array : undefined;
  67. var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined;
  68. var tempNormals = [];
  69. var tempUVs = [];
  70. for ( var i = 0, j = 0; i < vertices.length; i += 3, j += 2 ) {
  71. scope.vertices.push( new THREE.Vector3( vertices[ i ], vertices[ i + 1 ], vertices[ i + 2 ] ) );
  72. if ( normals !== undefined ) {
  73. tempNormals.push( new THREE.Vector3( normals[ i ], normals[ i + 1 ], normals[ i + 2 ] ) );
  74. }
  75. if ( colors !== undefined ) {
  76. scope.colors.push( new THREE.Color( colors[ i ], colors[ i + 1 ], colors[ i + 2 ] ) );
  77. }
  78. if ( uvs !== undefined ) {
  79. tempUVs.push( new THREE.Vector2( uvs[ j ], uvs[ j + 1 ] ) );
  80. }
  81. }
  82. var addFace = function ( a, b, c ) {
  83. var vertexNormals = normals !== undefined ? [ tempNormals[ a ].clone(), tempNormals[ b ].clone(), tempNormals[ c ].clone() ] : [];
  84. var vertexColors = colors !== undefined ? [ scope.colors[ a ].clone(), scope.colors[ b ].clone(), scope.colors[ c ].clone() ] : [];
  85. scope.faces.push( new THREE.Face3( a, b, c, vertexNormals, vertexColors ) );
  86. if ( uvs !== undefined ) {
  87. scope.faceVertexUvs[ 0 ].push( [ tempUVs[ a ].clone(), tempUVs[ b ].clone(), tempUVs[ c ].clone() ] );
  88. }
  89. };
  90. if ( indices !== undefined ) {
  91. for ( var i = 0; i < indices.length; i += 3 ) {
  92. addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );
  93. }
  94. } else {
  95. for ( var i = 0; i < vertices.length / 3; i += 3 ) {
  96. addFace( i, i + 1, i + 2 );
  97. }
  98. }
  99. this.computeFaceNormals();
  100. if ( geometry.boundingBox !== null ) {
  101. this.boundingBox = geometry.boundingBox.clone();
  102. }
  103. if ( geometry.boundingSphere !== null ) {
  104. this.boundingSphere = geometry.boundingSphere.clone();
  105. }
  106. return this;
  107. },
  108. center: function () {
  109. this.computeBoundingBox();
  110. var offset = new THREE.Vector3();
  111. offset.addVectors( this.boundingBox.min, this.boundingBox.max );
  112. offset.multiplyScalar( - 0.5 );
  113. this.applyMatrix( new THREE.Matrix4().makeTranslation( offset.x, offset.y, offset.z ) );
  114. this.computeBoundingBox();
  115. return offset;
  116. },
  117. computeFaceNormals: function () {
  118. var cb = new THREE.Vector3(), ab = new THREE.Vector3();
  119. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  120. var face = this.faces[ f ];
  121. var vA = this.vertices[ face.a ];
  122. var vB = this.vertices[ face.b ];
  123. var vC = this.vertices[ face.c ];
  124. cb.subVectors( vC, vB );
  125. ab.subVectors( vA, vB );
  126. cb.cross( ab );
  127. cb.normalize();
  128. face.normal.copy( cb );
  129. }
  130. },
  131. computeVertexNormals: function ( areaWeighted ) {
  132. var v, vl, f, fl, face, vertices;
  133. vertices = new Array( this.vertices.length );
  134. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  135. vertices[ v ] = new THREE.Vector3();
  136. }
  137. if ( areaWeighted ) {
  138. // vertex normals weighted by triangle areas
  139. // http://www.iquilezles.org/www/articles/normals/normals.htm
  140. var vA, vB, vC, vD;
  141. var cb = new THREE.Vector3(), ab = new THREE.Vector3(),
  142. db = new THREE.Vector3(), dc = new THREE.Vector3(), bc = new THREE.Vector3();
  143. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  144. face = this.faces[ f ];
  145. vA = this.vertices[ face.a ];
  146. vB = this.vertices[ face.b ];
  147. vC = this.vertices[ face.c ];
  148. cb.subVectors( vC, vB );
  149. ab.subVectors( vA, vB );
  150. cb.cross( ab );
  151. vertices[ face.a ].add( cb );
  152. vertices[ face.b ].add( cb );
  153. vertices[ face.c ].add( cb );
  154. }
  155. } else {
  156. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  157. face = this.faces[ f ];
  158. vertices[ face.a ].add( face.normal );
  159. vertices[ face.b ].add( face.normal );
  160. vertices[ face.c ].add( face.normal );
  161. }
  162. }
  163. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  164. vertices[ v ].normalize();
  165. }
  166. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  167. face = this.faces[ f ];
  168. face.vertexNormals[ 0 ] = vertices[ face.a ].clone();
  169. face.vertexNormals[ 1 ] = vertices[ face.b ].clone();
  170. face.vertexNormals[ 2 ] = vertices[ face.c ].clone();
  171. }
  172. },
  173. computeMorphNormals: function () {
  174. var i, il, f, fl, face;
  175. // save original normals
  176. // - create temp variables on first access
  177. // otherwise just copy (for faster repeated calls)
  178. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  179. face = this.faces[ f ];
  180. if ( ! face.__originalFaceNormal ) {
  181. face.__originalFaceNormal = face.normal.clone();
  182. } else {
  183. face.__originalFaceNormal.copy( face.normal );
  184. }
  185. if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = [];
  186. for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
  187. if ( ! face.__originalVertexNormals[ i ] ) {
  188. face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
  189. } else {
  190. face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
  191. }
  192. }
  193. }
  194. // use temp geometry to compute face and vertex normals for each morph
  195. var tmpGeo = new THREE.Geometry();
  196. tmpGeo.faces = this.faces;
  197. for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {
  198. // create on first access
  199. if ( ! this.morphNormals[ i ] ) {
  200. this.morphNormals[ i ] = {};
  201. this.morphNormals[ i ].faceNormals = [];
  202. this.morphNormals[ i ].vertexNormals = [];
  203. var dstNormalsFace = this.morphNormals[ i ].faceNormals;
  204. var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;
  205. var faceNormal, vertexNormals;
  206. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  207. faceNormal = new THREE.Vector3();
  208. vertexNormals = { a: new THREE.Vector3(), b: new THREE.Vector3(), c: new THREE.Vector3() };
  209. dstNormalsFace.push( faceNormal );
  210. dstNormalsVertex.push( vertexNormals );
  211. }
  212. }
  213. var morphNormals = this.morphNormals[ i ];
  214. // set vertices to morph target
  215. tmpGeo.vertices = this.morphTargets[ i ].vertices;
  216. // compute morph normals
  217. tmpGeo.computeFaceNormals();
  218. tmpGeo.computeVertexNormals();
  219. // store morph normals
  220. var faceNormal, vertexNormals;
  221. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  222. face = this.faces[ f ];
  223. faceNormal = morphNormals.faceNormals[ f ];
  224. vertexNormals = morphNormals.vertexNormals[ f ];
  225. faceNormal.copy( face.normal );
  226. vertexNormals.a.copy( face.vertexNormals[ 0 ] );
  227. vertexNormals.b.copy( face.vertexNormals[ 1 ] );
  228. vertexNormals.c.copy( face.vertexNormals[ 2 ] );
  229. }
  230. }
  231. // restore original normals
  232. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  233. face = this.faces[ f ];
  234. face.normal = face.__originalFaceNormal;
  235. face.vertexNormals = face.__originalVertexNormals;
  236. }
  237. },
  238. computeTangents: function () {
  239. // based on http://www.terathon.com/code/tangent.html
  240. // tangents go to vertices
  241. var f, fl, v, vl, i, il, vertexIndex,
  242. face, uv, vA, vB, vC, uvA, uvB, uvC,
  243. x1, x2, y1, y2, z1, z2,
  244. s1, s2, t1, t2, r, t, test,
  245. tan1 = [], tan2 = [],
  246. sdir = new THREE.Vector3(), tdir = new THREE.Vector3(),
  247. tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3(),
  248. n = new THREE.Vector3(), w;
  249. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  250. tan1[ v ] = new THREE.Vector3();
  251. tan2[ v ] = new THREE.Vector3();
  252. }
  253. function handleTriangle( context, a, b, c, ua, ub, uc ) {
  254. vA = context.vertices[ a ];
  255. vB = context.vertices[ b ];
  256. vC = context.vertices[ c ];
  257. uvA = uv[ ua ];
  258. uvB = uv[ ub ];
  259. uvC = uv[ uc ];
  260. x1 = vB.x - vA.x;
  261. x2 = vC.x - vA.x;
  262. y1 = vB.y - vA.y;
  263. y2 = vC.y - vA.y;
  264. z1 = vB.z - vA.z;
  265. z2 = vC.z - vA.z;
  266. s1 = uvB.x - uvA.x;
  267. s2 = uvC.x - uvA.x;
  268. t1 = uvB.y - uvA.y;
  269. t2 = uvC.y - uvA.y;
  270. r = 1.0 / ( s1 * t2 - s2 * t1 );
  271. sdir.set( ( t2 * x1 - t1 * x2 ) * r,
  272. ( t2 * y1 - t1 * y2 ) * r,
  273. ( t2 * z1 - t1 * z2 ) * r );
  274. tdir.set( ( s1 * x2 - s2 * x1 ) * r,
  275. ( s1 * y2 - s2 * y1 ) * r,
  276. ( s1 * z2 - s2 * z1 ) * r );
  277. tan1[ a ].add( sdir );
  278. tan1[ b ].add( sdir );
  279. tan1[ c ].add( sdir );
  280. tan2[ a ].add( tdir );
  281. tan2[ b ].add( tdir );
  282. tan2[ c ].add( tdir );
  283. }
  284. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  285. face = this.faces[ f ];
  286. uv = this.faceVertexUvs[ 0 ][ f ]; // use UV layer 0 for tangents
  287. handleTriangle( this, face.a, face.b, face.c, 0, 1, 2 );
  288. }
  289. var faceIndex = [ 'a', 'b', 'c', 'd' ];
  290. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  291. face = this.faces[ f ];
  292. for ( i = 0; i < Math.min( face.vertexNormals.length, 3 ); i ++ ) {
  293. n.copy( face.vertexNormals[ i ] );
  294. vertexIndex = face[ faceIndex[ i ] ];
  295. t = tan1[ vertexIndex ];
  296. // Gram-Schmidt orthogonalize
  297. tmp.copy( t );
  298. tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();
  299. // Calculate handedness
  300. tmp2.crossVectors( face.vertexNormals[ i ], t );
  301. test = tmp2.dot( tan2[ vertexIndex ] );
  302. w = ( test < 0.0 ) ? - 1.0 : 1.0;
  303. face.vertexTangents[ i ] = new THREE.Vector4( tmp.x, tmp.y, tmp.z, w );
  304. }
  305. }
  306. this.hasTangents = true;
  307. },
  308. computeLineDistances: function () {
  309. var d = 0;
  310. var vertices = this.vertices;
  311. for ( var i = 0, il = vertices.length; i < il; i ++ ) {
  312. if ( i > 0 ) {
  313. d += vertices[ i ].distanceTo( vertices[ i - 1 ] );
  314. }
  315. this.lineDistances[ i ] = d;
  316. }
  317. },
  318. computeBoundingBox: function () {
  319. if ( this.boundingBox === null ) {
  320. this.boundingBox = new THREE.Box3();
  321. }
  322. this.boundingBox.setFromPoints( this.vertices );
  323. },
  324. computeBoundingSphere: function () {
  325. if ( this.boundingSphere === null ) {
  326. this.boundingSphere = new THREE.Sphere();
  327. }
  328. this.boundingSphere.setFromPoints( this.vertices );
  329. },
  330. merge: function ( geometry, matrix, materialIndexOffset ) {
  331. if ( geometry instanceof THREE.Geometry === false ) {
  332. console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
  333. return;
  334. }
  335. var normalMatrix,
  336. vertexOffset = this.vertices.length,
  337. vertices1 = this.vertices,
  338. vertices2 = geometry.vertices,
  339. faces1 = this.faces,
  340. faces2 = geometry.faces,
  341. uvs1 = this.faceVertexUvs[ 0 ],
  342. uvs2 = geometry.faceVertexUvs[ 0 ];
  343. if ( materialIndexOffset === undefined ) materialIndexOffset = 0;
  344. if ( matrix !== undefined ) {
  345. normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
  346. }
  347. // vertices
  348. for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
  349. var vertex = vertices2[ i ];
  350. var vertexCopy = vertex.clone();
  351. if ( matrix !== undefined ) vertexCopy.applyMatrix4( matrix );
  352. vertices1.push( vertexCopy );
  353. }
  354. // faces
  355. for ( i = 0, il = faces2.length; i < il; i ++ ) {
  356. var face = faces2[ i ], faceCopy, normal, color,
  357. faceVertexNormals = face.vertexNormals,
  358. faceVertexColors = face.vertexColors;
  359. faceCopy = new THREE.Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
  360. faceCopy.normal.copy( face.normal );
  361. if ( normalMatrix !== undefined ) {
  362. faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
  363. }
  364. for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
  365. normal = faceVertexNormals[ j ].clone();
  366. if ( normalMatrix !== undefined ) {
  367. normal.applyMatrix3( normalMatrix ).normalize();
  368. }
  369. faceCopy.vertexNormals.push( normal );
  370. }
  371. faceCopy.color.copy( face.color );
  372. for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {
  373. color = faceVertexColors[ j ];
  374. faceCopy.vertexColors.push( color.clone() );
  375. }
  376. faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
  377. faces1.push( faceCopy );
  378. }
  379. // uvs
  380. for ( i = 0, il = uvs2.length; i < il; i ++ ) {
  381. var uv = uvs2[ i ], uvCopy = [];
  382. if ( uv === undefined ) {
  383. continue;
  384. }
  385. for ( var j = 0, jl = uv.length; j < jl; j ++ ) {
  386. uvCopy.push( uv[ j ].clone() );
  387. }
  388. uvs1.push( uvCopy );
  389. }
  390. },
  391. mergeMesh: function ( mesh ) {
  392. if ( mesh instanceof THREE.Mesh === false ) {
  393. console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );
  394. return;
  395. }
  396. mesh.matrixAutoUpdate && mesh.updateMatrix();
  397. this.merge( mesh.geometry, mesh.matrix );
  398. },
  399. /*
  400. * Checks for duplicate vertices with hashmap.
  401. * Duplicated vertices are removed
  402. * and faces' vertices are updated.
  403. */
  404. mergeVertices: function () {
  405. var verticesMap = {}; // Hashmap for looking up vertice by position coordinates (and making sure they are unique)
  406. var unique = [], changes = [];
  407. var v, key;
  408. var precisionPoints = 4; // number of decimal points, eg. 4 for epsilon of 0.0001
  409. var precision = Math.pow( 10, precisionPoints );
  410. var i,il, face;
  411. var indices, k, j, jl, u;
  412. for ( i = 0, il = this.vertices.length; i < il; i ++ ) {
  413. v = this.vertices[ i ];
  414. key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );
  415. if ( verticesMap[ key ] === undefined ) {
  416. verticesMap[ key ] = i;
  417. unique.push( this.vertices[ i ] );
  418. changes[ i ] = unique.length - 1;
  419. } else {
  420. //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
  421. changes[ i ] = changes[ verticesMap[ key ] ];
  422. }
  423. };
  424. // if faces are completely degenerate after merging vertices, we
  425. // have to remove them from the geometry.
  426. var faceIndicesToRemove = [];
  427. for ( i = 0, il = this.faces.length; i < il; i ++ ) {
  428. face = this.faces[ i ];
  429. face.a = changes[ face.a ];
  430. face.b = changes[ face.b ];
  431. face.c = changes[ face.c ];
  432. indices = [ face.a, face.b, face.c ];
  433. var dupIndex = - 1;
  434. // if any duplicate vertices are found in a Face3
  435. // we have to remove the face as nothing can be saved
  436. for ( var n = 0; n < 3; n ++ ) {
  437. if ( indices[ n ] == indices[ ( n + 1 ) % 3 ] ) {
  438. dupIndex = n;
  439. faceIndicesToRemove.push( i );
  440. break;
  441. }
  442. }
  443. }
  444. for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {
  445. var idx = faceIndicesToRemove[ i ];
  446. this.faces.splice( idx, 1 );
  447. for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
  448. this.faceVertexUvs[ j ].splice( idx, 1 );
  449. }
  450. }
  451. // Use unique set of vertices
  452. var diff = this.vertices.length - unique.length;
  453. this.vertices = unique;
  454. return diff;
  455. },
  456. toJSON: function () {
  457. var output = {
  458. metadata: {
  459. version: 4.0,
  460. type: 'BufferGeometry',
  461. generator: 'BufferGeometryExporter'
  462. },
  463. uuid: this.uuid,
  464. type: this.type
  465. };
  466. if ( this.name !== "" ) output.name = this.name;
  467. if ( this.parameters !== undefined ) {
  468. var parameters = this.parameters;
  469. for ( var key in parameters ) {
  470. if ( parameters[ key ] !== undefined ) output[ key ] = parameters[ key ];
  471. }
  472. return output;
  473. }
  474. var vertices = [];
  475. for ( var i = 0; i < this.vertices.length; i ++ ) {
  476. var vertex = this.vertices[ i ];
  477. vertices.push( vertex.x, vertex.y, vertex.z );
  478. }
  479. var faces = [];
  480. var normals = [];
  481. var normalsHash = {};
  482. var colors = [];
  483. var colorsHash = {};
  484. var uvs = [];
  485. var uvsHash = {};
  486. for ( var i = 0; i < this.faces.length; i ++ ) {
  487. var face = this.faces[ i ];
  488. var hasMaterial = false; // face.materialIndex !== undefined;
  489. var hasFaceUv = false; // deprecated
  490. var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined;
  491. var hasFaceNormal = face.normal.length() > 0;
  492. var hasFaceVertexNormal = face.vertexNormals.length > 0;
  493. var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
  494. var hasFaceVertexColor = face.vertexColors.length > 0;
  495. var faceType = 0;
  496. faceType = setBit( faceType, 0, 0 );
  497. faceType = setBit( faceType, 1, hasMaterial );
  498. faceType = setBit( faceType, 2, hasFaceUv );
  499. faceType = setBit( faceType, 3, hasFaceVertexUv );
  500. faceType = setBit( faceType, 4, hasFaceNormal );
  501. faceType = setBit( faceType, 5, hasFaceVertexNormal );
  502. faceType = setBit( faceType, 6, hasFaceColor );
  503. faceType = setBit( faceType, 7, hasFaceVertexColor );
  504. faces.push( faceType );
  505. faces.push( face.a, face.b, face.c );
  506. /*
  507. if ( hasMaterial ) {
  508. faces.push( face.materialIndex );
  509. }
  510. */
  511. if ( hasFaceVertexUv ) {
  512. var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ];
  513. faces.push(
  514. getUvIndex( faceVertexUvs[ 0 ] ),
  515. getUvIndex( faceVertexUvs[ 1 ] ),
  516. getUvIndex( faceVertexUvs[ 2 ] )
  517. );
  518. }
  519. if ( hasFaceNormal ) {
  520. faces.push( getNormalIndex( face.normal ) );
  521. }
  522. if ( hasFaceVertexNormal ) {
  523. var vertexNormals = face.vertexNormals;
  524. faces.push(
  525. getNormalIndex( vertexNormals[ 0 ] ),
  526. getNormalIndex( vertexNormals[ 1 ] ),
  527. getNormalIndex( vertexNormals[ 2 ] )
  528. );
  529. }
  530. if ( hasFaceColor ) {
  531. faces.push( getColorIndex( face.color ) );
  532. }
  533. if ( hasFaceVertexColor ) {
  534. var vertexColors = face.vertexColors;
  535. faces.push(
  536. getColorIndex( vertexColors[ 0 ] ),
  537. getColorIndex( vertexColors[ 1 ] ),
  538. getColorIndex( vertexColors[ 2 ] )
  539. );
  540. }
  541. }
  542. function setBit( value, position, enabled ) {
  543. return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position) );
  544. }
  545. function getNormalIndex( normal ) {
  546. var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();
  547. if ( normalsHash[ hash ] !== undefined ) {
  548. return normalsHash[ hash ];
  549. }
  550. normalsHash[ hash ] = normals.length / 3;
  551. normals.push( normal.x, normal.y, normal.z );
  552. return normalsHash[ hash ];
  553. }
  554. function getColorIndex( color ) {
  555. var hash = color.r.toString() + color.g.toString() + color.b.toString();
  556. if ( colorsHash[ hash ] !== undefined ) {
  557. return colorsHash[ hash ];
  558. }
  559. colorsHash[ hash ] = colors.length;
  560. colors.push( color.getHex() );
  561. return colorsHash[ hash ];
  562. }
  563. function getUvIndex( uv ) {
  564. var hash = uv.x.toString() + uv.y.toString();
  565. if ( uvsHash[ hash ] !== undefined ) {
  566. return uvsHash[ hash ];
  567. }
  568. uvsHash[ hash ] = uvs.length / 2;
  569. uvs.push( uv.x, uv.y );
  570. return uvsHash[ hash ];
  571. }
  572. output.data = {};
  573. output.data.vertices = vertices;
  574. output.data.normals = normals;
  575. if ( colors.length > 0 ) output.data.colors = colors;
  576. if ( uvs.length > 0 ) output.data.uvs = [ uvs ]; // temporal backward compatibility
  577. output.data.faces = faces;
  578. //
  579. return output;
  580. },
  581. clone: function () {
  582. var geometry = new THREE.Geometry();
  583. var vertices = this.vertices;
  584. for ( var i = 0, il = vertices.length; i < il; i ++ ) {
  585. geometry.vertices.push( vertices[ i ].clone() );
  586. }
  587. var faces = this.faces;
  588. for ( var i = 0, il = faces.length; i < il; i ++ ) {
  589. geometry.faces.push( faces[ i ].clone() );
  590. }
  591. for ( var i = 0, il = this.faceVertexUvs.length; i < il; i ++ ) {
  592. var faceVertexUvs = this.faceVertexUvs[ i ];
  593. if ( geometry.faceVertexUvs[ i ] === undefined ) {
  594. geometry.faceVertexUvs[ i ] = [];
  595. }
  596. for ( var j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {
  597. var uvs = faceVertexUvs[ j ], uvsCopy = [];
  598. for ( var k = 0, kl = uvs.length; k < kl; k ++ ) {
  599. var uv = uvs[ k ];
  600. uvsCopy.push( uv.clone() );
  601. }
  602. geometry.faceVertexUvs[ i ].push( uvsCopy );
  603. }
  604. }
  605. return geometry;
  606. },
  607. dispose: function () {
  608. this.dispatchEvent( { type: 'dispose' } );
  609. }
  610. };
  611. THREE.EventDispatcher.prototype.apply( THREE.Geometry.prototype );
  612. THREE.GeometryIdCount = 0;