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- /**
- * @author alteredq / http://alteredqualia.com/
- * @author mrdoob / http://mrdoob.com/
- */
- THREE.BufferGeometry = function () {
- Object.defineProperty( this, 'id', { value: THREE.GeometryIdCount ++ } );
- this.uuid = THREE.Math.generateUUID();
- this.name = '';
- this.type = 'BufferGeometry';
- this.attributes = {};
- this.attributesKeys = [];
- this.drawcalls = [];
- this.offsets = this.drawcalls; // backwards compatibility
- this.boundingBox = null;
- this.boundingSphere = null;
- };
- THREE.BufferGeometry.prototype = {
- constructor: THREE.BufferGeometry,
- addAttribute: function ( name, attribute ) {
- if ( attribute instanceof THREE.BufferAttribute === false ) {
- console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );
- this.attributes[ name ] = { array: arguments[ 1 ], itemSize: arguments[ 2 ] };
- return;
- }
- this.attributes[ name ] = attribute;
- this.attributesKeys = Object.keys( this.attributes );
- },
- getAttribute: function ( name ) {
- return this.attributes[ name ];
- },
- addDrawCall: function ( start, count, indexOffset ) {
- this.drawcalls.push( {
- start: start,
- count: count,
- index: indexOffset !== undefined ? indexOffset : 0
- } );
- },
- applyMatrix: function ( matrix ) {
- var position = this.attributes.position;
- if ( position !== undefined ) {
- matrix.applyToVector3Array( position.array );
- position.needsUpdate = true;
- }
- var normal = this.attributes.normal;
- if ( normal !== undefined ) {
- var normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
- normalMatrix.applyToVector3Array( normal.array );
- normal.needsUpdate = true;
- }
- },
- center: function () {
- // TODO
- },
- fromGeometry: function ( geometry, settings ) {
- settings = settings || { 'vertexColors': THREE.NoColors };
- var vertices = geometry.vertices;
- var faces = geometry.faces;
- var faceVertexUvs = geometry.faceVertexUvs;
- var vertexColors = settings.vertexColors;
- var hasFaceVertexUv = faceVertexUvs[ 0 ].length > 0;
- var hasFaceVertexNormals = faces[ 0 ].vertexNormals.length == 3;
- var positions = new Float32Array( faces.length * 3 * 3 );
- this.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
- var normals = new Float32Array( faces.length * 3 * 3 );
- this.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) );
- if ( vertexColors !== THREE.NoColors ) {
- var colors = new Float32Array( faces.length * 3 * 3 );
- this.addAttribute( 'color', new THREE.BufferAttribute( colors, 3 ) );
- }
- if ( hasFaceVertexUv === true ) {
- var uvs = new Float32Array( faces.length * 3 * 2 );
- this.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) );
- }
- for ( var i = 0, i2 = 0, i3 = 0; i < faces.length; i ++, i2 += 6, i3 += 9 ) {
- var face = faces[ i ];
- var a = vertices[ face.a ];
- var b = vertices[ face.b ];
- var c = vertices[ face.c ];
- positions[ i3 ] = a.x;
- positions[ i3 + 1 ] = a.y;
- positions[ i3 + 2 ] = a.z;
- positions[ i3 + 3 ] = b.x;
- positions[ i3 + 4 ] = b.y;
- positions[ i3 + 5 ] = b.z;
- positions[ i3 + 6 ] = c.x;
- positions[ i3 + 7 ] = c.y;
- positions[ i3 + 8 ] = c.z;
- if ( hasFaceVertexNormals === true ) {
- var na = face.vertexNormals[ 0 ];
- var nb = face.vertexNormals[ 1 ];
- var nc = face.vertexNormals[ 2 ];
- normals[ i3 ] = na.x;
- normals[ i3 + 1 ] = na.y;
- normals[ i3 + 2 ] = na.z;
- normals[ i3 + 3 ] = nb.x;
- normals[ i3 + 4 ] = nb.y;
- normals[ i3 + 5 ] = nb.z;
- normals[ i3 + 6 ] = nc.x;
- normals[ i3 + 7 ] = nc.y;
- normals[ i3 + 8 ] = nc.z;
- } else {
- var n = face.normal;
- normals[ i3 ] = n.x;
- normals[ i3 + 1 ] = n.y;
- normals[ i3 + 2 ] = n.z;
- normals[ i3 + 3 ] = n.x;
- normals[ i3 + 4 ] = n.y;
- normals[ i3 + 5 ] = n.z;
- normals[ i3 + 6 ] = n.x;
- normals[ i3 + 7 ] = n.y;
- normals[ i3 + 8 ] = n.z;
- }
- if ( vertexColors === THREE.FaceColors ) {
- var fc = face.color;
- colors[ i3 ] = fc.r;
- colors[ i3 + 1 ] = fc.g;
- colors[ i3 + 2 ] = fc.b;
- colors[ i3 + 3 ] = fc.r;
- colors[ i3 + 4 ] = fc.g;
- colors[ i3 + 5 ] = fc.b;
- colors[ i3 + 6 ] = fc.r;
- colors[ i3 + 7 ] = fc.g;
- colors[ i3 + 8 ] = fc.b;
- } else if ( vertexColors === THREE.VertexColors ) {
- var vca = face.vertexColors[ 0 ];
- var vcb = face.vertexColors[ 1 ];
- var vcc = face.vertexColors[ 2 ];
- colors[ i3 ] = vca.r;
- colors[ i3 + 1 ] = vca.g;
- colors[ i3 + 2 ] = vca.b;
- colors[ i3 + 3 ] = vcb.r;
- colors[ i3 + 4 ] = vcb.g;
- colors[ i3 + 5 ] = vcb.b;
- colors[ i3 + 6 ] = vcc.r;
- colors[ i3 + 7 ] = vcc.g;
- colors[ i3 + 8 ] = vcc.b;
- }
- if ( hasFaceVertexUv === true ) {
- var uva = faceVertexUvs[ 0 ][ i ][ 0 ];
- var uvb = faceVertexUvs[ 0 ][ i ][ 1 ];
- var uvc = faceVertexUvs[ 0 ][ i ][ 2 ];
- uvs[ i2 ] = uva.x;
- uvs[ i2 + 1 ] = uva.y;
- uvs[ i2 + 2 ] = uvb.x;
- uvs[ i2 + 3 ] = uvb.y;
- uvs[ i2 + 4 ] = uvc.x;
- uvs[ i2 + 5 ] = uvc.y;
- }
- }
- this.computeBoundingSphere()
- return this;
- },
- computeBoundingBox: function () {
- var vector = new THREE.Vector3();
- return function () {
- if ( this.boundingBox === null ) {
- this.boundingBox = new THREE.Box3();
- }
- var positions = this.attributes.position.array;
- if ( positions ) {
- var bb = this.boundingBox;
- bb.makeEmpty();
- for ( var i = 0, il = positions.length; i < il; i += 3 ) {
- vector.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
- bb.expandByPoint( vector );
- }
- }
- if ( positions === undefined || positions.length === 0 ) {
- this.boundingBox.min.set( 0, 0, 0 );
- this.boundingBox.max.set( 0, 0, 0 );
- }
- if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
- console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.' );
- }
- }
- }(),
- computeBoundingSphere: function () {
- var box = new THREE.Box3();
- var vector = new THREE.Vector3();
- return function () {
- if ( this.boundingSphere === null ) {
- this.boundingSphere = new THREE.Sphere();
- }
- var positions = this.attributes.position.array;
- if ( positions ) {
- box.makeEmpty();
- var center = this.boundingSphere.center;
- for ( var i = 0, il = positions.length; i < il; i += 3 ) {
- vector.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
- box.expandByPoint( vector );
- }
- box.center( center );
- // hoping to find a boundingSphere with a radius smaller than the
- // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
- var maxRadiusSq = 0;
- for ( var i = 0, il = positions.length; i < il; i += 3 ) {
- vector.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
- maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) );
- }
- this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
- if ( isNaN( this.boundingSphere.radius ) ) {
- console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.' );
- }
- }
- }
- }(),
- computeFaceNormals: function () {
- // backwards compatibility
- },
- computeVertexNormals: function () {
- var attributes = this.attributes;
- if ( attributes.position ) {
- var positions = attributes.position.array;
- if ( attributes.normal === undefined ) {
- this.addAttribute( 'normal', new THREE.BufferAttribute( new Float32Array( positions.length ), 3 ) );
- } else {
- // reset existing normals to zero
- var normals = attributes.normal.array;
- for ( var i = 0, il = normals.length; i < il; i ++ ) {
- normals[ i ] = 0;
- }
- }
- var normals = attributes.normal.array;
- var vA, vB, vC,
- pA = new THREE.Vector3(),
- pB = new THREE.Vector3(),
- pC = new THREE.Vector3(),
- cb = new THREE.Vector3(),
- ab = new THREE.Vector3();
- // indexed elements
- if ( attributes.index ) {
- var indices = attributes.index.array;
- var offsets = ( this.offsets.length > 0 ? this.offsets : [ { start: 0, count: indices.length, index: 0 } ] );
- for ( var j = 0, jl = offsets.length; j < jl; ++ j ) {
- var start = offsets[ j ].start;
- var count = offsets[ j ].count;
- var index = offsets[ j ].index;
- for ( var i = start, il = start + count; i < il; i += 3 ) {
- vA = ( index + indices[ i ] ) * 3;
- vB = ( index + indices[ i + 1 ] ) * 3;
- vC = ( index + indices[ i + 2 ] ) * 3;
- pA.fromArray( positions, vA );
- pB.fromArray( positions, vB );
- pC.fromArray( positions, vC );
- cb.subVectors( pC, pB );
- ab.subVectors( pA, pB );
- cb.cross( ab );
- normals[ vA ] += cb.x;
- normals[ vA + 1 ] += cb.y;
- normals[ vA + 2 ] += cb.z;
- normals[ vB ] += cb.x;
- normals[ vB + 1 ] += cb.y;
- normals[ vB + 2 ] += cb.z;
- normals[ vC ] += cb.x;
- normals[ vC + 1 ] += cb.y;
- normals[ vC + 2 ] += cb.z;
- }
- }
- } else {
- // non-indexed elements (unconnected triangle soup)
- for ( var i = 0, il = positions.length; i < il; i += 9 ) {
- pA.fromArray( positions, i );
- pB.fromArray( positions, i + 3 );
- pC.fromArray( positions, i + 6 );
- cb.subVectors( pC, pB );
- ab.subVectors( pA, pB );
- cb.cross( ab );
- normals[ i ] = cb.x;
- normals[ i + 1 ] = cb.y;
- normals[ i + 2 ] = cb.z;
- normals[ i + 3 ] = cb.x;
- normals[ i + 4 ] = cb.y;
- normals[ i + 5 ] = cb.z;
- normals[ i + 6 ] = cb.x;
- normals[ i + 7 ] = cb.y;
- normals[ i + 8 ] = cb.z;
- }
- }
- this.normalizeNormals();
- attributes.normal.needsUpdate = true;
- }
- },
- computeTangents: function () {
- // based on http://www.terathon.com/code/tangent.html
- // (per vertex tangents)
- if ( this.attributes.index === undefined ||
- this.attributes.position === undefined ||
- this.attributes.normal === undefined ||
- this.attributes.uv === undefined ) {
- console.warn( 'Missing required attributes (index, position, normal or uv) in BufferGeometry.computeTangents()' );
- return;
- }
- var indices = this.attributes.index.array;
- var positions = this.attributes.position.array;
- var normals = this.attributes.normal.array;
- var uvs = this.attributes.uv.array;
- var nVertices = positions.length / 3;
- if ( this.attributes.tangent === undefined ) {
- this.addAttribute( 'tangent', new THREE.BufferAttribute( new Float32Array( 4 * nVertices ), 4 ) );
- }
- var tangents = this.attributes.tangent.array;
- var tan1 = [], tan2 = [];
- for ( var k = 0; k < nVertices; k ++ ) {
- tan1[ k ] = new THREE.Vector3();
- tan2[ k ] = new THREE.Vector3();
- }
- var vA = new THREE.Vector3(),
- vB = new THREE.Vector3(),
- vC = new THREE.Vector3(),
- uvA = new THREE.Vector2(),
- uvB = new THREE.Vector2(),
- uvC = new THREE.Vector2(),
- x1, x2, y1, y2, z1, z2,
- s1, s2, t1, t2, r;
- var sdir = new THREE.Vector3(), tdir = new THREE.Vector3();
- function handleTriangle( a, b, c ) {
- vA.fromArray( positions, a * 3 );
- vB.fromArray( positions, b * 3 );
- vC.fromArray( positions, c * 3 );
- uvA.fromArray( uvs, a * 2 );
- uvB.fromArray( uvs, b * 2 );
- uvC.fromArray( uvs, c * 2 );
- 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.x - uvA.x;
- s2 = uvC.x - uvA.x;
- t1 = uvB.y - uvA.y;
- t2 = uvC.y - uvA.y;
- 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 ].add( sdir );
- tan1[ b ].add( sdir );
- tan1[ c ].add( sdir );
- tan2[ a ].add( tdir );
- tan2[ b ].add( tdir );
- tan2[ c ].add( tdir );
- }
- var i, il;
- var j, jl;
- var iA, iB, iC;
- if ( this.drawcalls.length === 0 ) {
- this.addDrawCall( 0, indices.length, 0 );
- }
- var drawcalls = this.drawcalls;
- for ( j = 0, jl = drawcalls.length; j < jl; ++ j ) {
- var start = drawcalls[ j ].start;
- var count = drawcalls[ j ].count;
- var index = drawcalls[ j ].index;
- for ( i = start, il = start + count; i < il; i += 3 ) {
- iA = index + indices[ i ];
- iB = index + indices[ i + 1 ];
- iC = index + indices[ i + 2 ];
- handleTriangle( iA, iB, iC );
- }
- }
- var tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3();
- var n = new THREE.Vector3(), n2 = new THREE.Vector3();
- var w, t, test;
- function handleVertex( v ) {
- n.fromArray( normals, v * 3 );
- n2.copy( n );
- t = tan1[ v ];
- // Gram-Schmidt orthogonalize
- tmp.copy( t );
- tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();
- // Calculate handedness
- tmp2.crossVectors( n2, t );
- test = tmp2.dot( tan2[ v ] );
- w = ( test < 0.0 ) ? - 1.0 : 1.0;
- tangents[ v * 4 ] = tmp.x;
- tangents[ v * 4 + 1 ] = tmp.y;
- tangents[ v * 4 + 2 ] = tmp.z;
- tangents[ v * 4 + 3 ] = w;
- }
- for ( j = 0, jl = drawcalls.length; j < jl; ++ j ) {
- var start = drawcalls[ j ].start;
- var count = drawcalls[ j ].count;
- var index = drawcalls[ j ].index;
- for ( i = start, il = start + count; i < il; i += 3 ) {
- iA = index + indices[ i ];
- iB = index + indices[ i + 1 ];
- iC = index + indices[ i + 2 ];
- handleVertex( iA );
- handleVertex( iB );
- handleVertex( iC );
- }
- }
- },
- /*
- computeOffsets
- Compute the draw offset for large models by chunking the index buffer into chunks of 65k addressable vertices.
- This method will effectively rewrite the index buffer and remap all attributes to match the new indices.
- WARNING: This method will also expand the vertex count to prevent sprawled triangles across draw offsets.
- indexBufferSize - Defaults to 65535, but allows for larger or smaller chunks.
- */
- computeOffsets: function ( indexBufferSize ) {
- var size = indexBufferSize;
- if ( indexBufferSize === undefined )
- size = 65535; //WebGL limits type of index buffer values to 16-bit.
- var s = Date.now();
- var indices = this.attributes.index.array;
- var vertices = this.attributes.position.array;
- var verticesCount = ( vertices.length / 3 );
- var facesCount = ( indices.length / 3 );
- /*
- console.log("Computing buffers in offsets of "+size+" -> indices:"+indices.length+" vertices:"+vertices.length);
- console.log("Faces to process: "+(indices.length/3));
- console.log("Reordering "+verticesCount+" vertices.");
- */
- var sortedIndices = new Uint16Array( indices.length ); //16-bit buffers
- var indexPtr = 0;
- var vertexPtr = 0;
- var offsets = [ { start:0, count:0, index:0 } ];
- var offset = offsets[ 0 ];
- var duplicatedVertices = 0;
- var newVerticeMaps = 0;
- var faceVertices = new Int32Array( 6 );
- var vertexMap = new Int32Array( vertices.length );
- var revVertexMap = new Int32Array( vertices.length );
- for ( var j = 0; j < vertices.length; j ++ ) { vertexMap[ j ] = - 1; revVertexMap[ j ] = - 1; }
- /*
- Traverse every face and reorder vertices in the proper offsets of 65k.
- We can have more than 65k entries in the index buffer per offset, but only reference 65k values.
- */
- for ( var findex = 0; findex < facesCount; findex ++ ) {
- newVerticeMaps = 0;
- for ( var vo = 0; vo < 3; vo ++ ) {
- var vid = indices[ findex * 3 + vo ];
- if ( vertexMap[ vid ] == - 1 ) {
- //Unmapped vertice
- faceVertices[ vo * 2 ] = vid;
- faceVertices[ vo * 2 + 1 ] = - 1;
- newVerticeMaps ++;
- } else if ( vertexMap[ vid ] < offset.index ) {
- //Reused vertices from previous block (duplicate)
- faceVertices[ vo * 2 ] = vid;
- faceVertices[ vo * 2 + 1 ] = - 1;
- duplicatedVertices ++;
- } else {
- //Reused vertice in the current block
- faceVertices[ vo * 2 ] = vid;
- faceVertices[ vo * 2 + 1 ] = vertexMap[ vid ];
- }
- }
- var faceMax = vertexPtr + newVerticeMaps;
- if ( faceMax > ( offset.index + size ) ) {
- var new_offset = { start:indexPtr, count:0, index:vertexPtr };
- offsets.push( new_offset );
- offset = new_offset;
- //Re-evaluate reused vertices in light of new offset.
- for ( var v = 0; v < 6; v += 2 ) {
- var new_vid = faceVertices[ v + 1 ];
- if ( new_vid > - 1 && new_vid < offset.index )
- faceVertices[ v + 1 ] = - 1;
- }
- }
- //Reindex the face.
- for ( var v = 0; v < 6; v += 2 ) {
- var vid = faceVertices[ v ];
- var new_vid = faceVertices[ v + 1 ];
- if ( new_vid === - 1 )
- new_vid = vertexPtr ++;
- vertexMap[ vid ] = new_vid;
- revVertexMap[ new_vid ] = vid;
- sortedIndices[ indexPtr ++ ] = new_vid - offset.index; //XXX overflows at 16bit
- offset.count ++;
- }
- }
- /* Move all attribute values to map to the new computed indices , also expand the vertice stack to match our new vertexPtr. */
- this.reorderBuffers( sortedIndices, revVertexMap, vertexPtr );
- this.offsets = offsets;
- /*
- var orderTime = Date.now();
- console.log("Reorder time: "+(orderTime-s)+"ms");
- console.log("Duplicated "+duplicatedVertices+" vertices.");
- console.log("Compute Buffers time: "+(Date.now()-s)+"ms");
- console.log("Draw offsets: "+offsets.length);
- */
- return offsets;
- },
- merge: function ( geometry, offset ) {
- if ( geometry instanceof THREE.BufferGeometry === false ) {
- console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );
- return;
- }
- if ( offset === undefined ) offset = 0;
- var attributes = this.attributes;
- for ( var key in attributes ) {
- if ( geometry.attributes[ key ] === undefined ) continue;
- var attribute1 = attributes[ key ];
- var attributeArray1 = attribute1.array;
- var attribute2 = geometry.attributes[ key ];
- var attributeArray2 = attribute2.array;
- var attributeSize = attribute2.itemSize;
- for ( var i = 0, j = attributeSize * offset; i < attributeArray2.length; i ++, j ++ ) {
- attributeArray1[ j ] = attributeArray2[ i ];
- }
- }
- return this;
- },
- normalizeNormals: function () {
- var normals = this.attributes.normal.array;
- var x, y, z, n;
- for ( var i = 0, il = normals.length; i < il; i += 3 ) {
- x = normals[ i ];
- y = normals[ i + 1 ];
- z = normals[ i + 2 ];
- n = 1.0 / Math.sqrt( x * x + y * y + z * z );
- normals[ i ] *= n;
- normals[ i + 1 ] *= n;
- normals[ i + 2 ] *= n;
- }
- },
- /*
- reoderBuffers:
- Reorder attributes based on a new indexBuffer and indexMap.
- indexBuffer - Uint16Array of the new ordered indices.
- indexMap - Int32Array where the position is the new vertex ID and the value the old vertex ID for each vertex.
- vertexCount - Amount of total vertices considered in this reordering (in case you want to grow the vertice stack).
- */
- reorderBuffers: function ( indexBuffer, indexMap, vertexCount ) {
- /* Create a copy of all attributes for reordering. */
- var sortedAttributes = {};
- for ( var attr in this.attributes ) {
- if ( attr == 'index' )
- continue;
- var sourceArray = this.attributes[ attr ].array;
- sortedAttributes[ attr ] = new sourceArray.constructor( this.attributes[ attr ].itemSize * vertexCount );
- }
- /* Move attribute positions based on the new index map */
- for ( var new_vid = 0; new_vid < vertexCount; new_vid ++ ) {
- var vid = indexMap[ new_vid ];
- for ( var attr in this.attributes ) {
- if ( attr == 'index' )
- continue;
- var attrArray = this.attributes[ attr ].array;
- var attrSize = this.attributes[ attr ].itemSize;
- var sortedAttr = sortedAttributes[ attr ];
- for ( var k = 0; k < attrSize; k ++ )
- sortedAttr[ new_vid * attrSize + k ] = attrArray[ vid * attrSize + k ];
- }
- }
- /* Carry the new sorted buffers locally */
- this.attributes[ 'index' ].array = indexBuffer;
- for ( var attr in this.attributes ) {
- if ( attr == 'index' )
- continue;
- this.attributes[ attr ].array = sortedAttributes[ attr ];
- this.attributes[ attr ].numItems = this.attributes[ attr ].itemSize * vertexCount;
- }
- },
- toJSON: function () {
- var output = {
- metadata: {
- version: 4.0,
- type: 'BufferGeometry',
- generator: 'BufferGeometryExporter'
- },
- uuid: this.uuid,
- type: this.type,
- data: {
- attributes: {}
- }
- };
- var attributes = this.attributes;
- var offsets = this.offsets;
- var boundingSphere = this.boundingSphere;
- for ( var key in attributes ) {
- var attribute = attributes[ key ];
- var array = [], typeArray = attribute.array;
- for ( var i = 0, l = typeArray.length; i < l; i ++ ) {
- array[ i ] = typeArray[ i ];
- }
- output.data.attributes[ key ] = {
- itemSize: attribute.itemSize,
- type: attribute.array.constructor.name,
- array: array
- }
- }
- if ( offsets.length > 0 ) {
- output.data.offsets = JSON.parse( JSON.stringify( offsets ) );
- }
- if ( boundingSphere !== null ) {
- output.data.boundingSphere = {
- center: boundingSphere.center.toArray(),
- radius: boundingSphere.radius
- }
- }
- return output;
- },
- clone: function () {
- var geometry = new THREE.BufferGeometry();
- for ( var attr in this.attributes ) {
- var sourceAttr = this.attributes[ attr ];
- geometry.addAttribute( attr, sourceAttr.clone() );
- }
- for ( var i = 0, il = this.offsets.length; i < il; i ++ ) {
- var offset = this.offsets[ i ];
- geometry.offsets.push( {
- start: offset.start,
- index: offset.index,
- count: offset.count
- } );
- }
- return geometry;
- },
- dispose: function () {
- this.dispatchEvent( { type: 'dispose' } );
- }
- };
- THREE.EventDispatcher.prototype.apply( THREE.BufferGeometry.prototype );
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