Geometry.js 10 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.edges = [];
  13. this.faceUvs = [[]];
  14. this.faceVertexUvs = [[]];
  15. this.morphTargets = [];
  16. this.morphColors = [];
  17. this.skinWeights = [];
  18. this.skinIndices = [];
  19. this.boundingBox = null;
  20. this.boundingSphere = null;
  21. this.hasTangents = false;
  22. };
  23. THREE.Geometry.prototype = {
  24. computeCentroids: function () {
  25. var f, fl, face;
  26. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  27. face = this.faces[ f ];
  28. face.centroid.set( 0, 0, 0 );
  29. if ( face instanceof THREE.Face3 ) {
  30. face.centroid.addSelf( this.vertices[ face.a ].position );
  31. face.centroid.addSelf( this.vertices[ face.b ].position );
  32. face.centroid.addSelf( this.vertices[ face.c ].position );
  33. face.centroid.divideScalar( 3 );
  34. } else if ( face instanceof THREE.Face4 ) {
  35. face.centroid.addSelf( this.vertices[ face.a ].position );
  36. face.centroid.addSelf( this.vertices[ face.b ].position );
  37. face.centroid.addSelf( this.vertices[ face.c ].position );
  38. face.centroid.addSelf( this.vertices[ face.d ].position );
  39. face.centroid.divideScalar( 4 );
  40. }
  41. }
  42. },
  43. computeFaceNormals: function ( useVertexNormals ) {
  44. var n, nl, v, vl, vertex, f, fl, face, vA, vB, vC,
  45. cb = new THREE.Vector3(), ab = new THREE.Vector3();
  46. /*
  47. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  48. vertex = this.vertices[ v ];
  49. vertex.normal.set( 0, 0, 0 );
  50. }
  51. */
  52. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  53. face = this.faces[ f ];
  54. if ( useVertexNormals && face.vertexNormals.length ) {
  55. cb.set( 0, 0, 0 );
  56. for ( n = 0, nl = face.vertexNormals.length; n < nl; n++ ) {
  57. cb.addSelf( face.vertexNormals[n] );
  58. }
  59. cb.divideScalar( 3 );
  60. if ( ! cb.isZero() ) {
  61. cb.normalize();
  62. }
  63. face.normal.copy( cb );
  64. } else {
  65. vA = this.vertices[ face.a ];
  66. vB = this.vertices[ face.b ];
  67. vC = this.vertices[ face.c ];
  68. cb.sub( vC.position, vB.position );
  69. ab.sub( vA.position, vB.position );
  70. cb.crossSelf( ab );
  71. if ( !cb.isZero() ) {
  72. cb.normalize();
  73. }
  74. face.normal.copy( cb );
  75. }
  76. }
  77. },
  78. computeVertexNormals: function () {
  79. var v, vl, f, fl, face, vertices;
  80. // create internal buffers for reuse when calling this method repeatedly
  81. // (otherwise memory allocation / deallocation every frame is big resource hog)
  82. if ( this.__tmpVertices == undefined ) {
  83. this.__tmpVertices = new Array( this.vertices.length );
  84. vertices = this.__tmpVertices;
  85. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  86. vertices[ v ] = new THREE.Vector3();
  87. }
  88. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  89. face = this.faces[ f ];
  90. if ( face instanceof THREE.Face3 ) {
  91. face.vertexNormals = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
  92. } else if ( face instanceof THREE.Face4 ) {
  93. face.vertexNormals = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
  94. }
  95. }
  96. } else {
  97. vertices = this.__tmpVertices;
  98. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  99. vertices[ v ].set( 0, 0, 0 );
  100. }
  101. }
  102. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  103. face = this.faces[ f ];
  104. if ( face instanceof THREE.Face3 ) {
  105. vertices[ face.a ].addSelf( face.normal );
  106. vertices[ face.b ].addSelf( face.normal );
  107. vertices[ face.c ].addSelf( face.normal );
  108. } else if ( face instanceof THREE.Face4 ) {
  109. vertices[ face.a ].addSelf( face.normal );
  110. vertices[ face.b ].addSelf( face.normal );
  111. vertices[ face.c ].addSelf( face.normal );
  112. vertices[ face.d ].addSelf( face.normal );
  113. }
  114. }
  115. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  116. vertices[ v ].normalize();
  117. }
  118. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  119. face = this.faces[ f ];
  120. if ( face instanceof THREE.Face3 ) {
  121. face.vertexNormals[ 0 ].copy( vertices[ face.a ] );
  122. face.vertexNormals[ 1 ].copy( vertices[ face.b ] );
  123. face.vertexNormals[ 2 ].copy( vertices[ face.c ] );
  124. } else if ( face instanceof THREE.Face4 ) {
  125. face.vertexNormals[ 0 ].copy( vertices[ face.a ] );
  126. face.vertexNormals[ 1 ].copy( vertices[ face.b ] );
  127. face.vertexNormals[ 2 ].copy( vertices[ face.c ] );
  128. face.vertexNormals[ 3 ].copy( vertices[ face.d ] );
  129. }
  130. }
  131. },
  132. computeTangents: function () {
  133. // based on http://www.terathon.com/code/tangent.html
  134. // tangents go to vertices
  135. var f, fl, v, vl, i, il, vertexIndex,
  136. face, uv, vA, vB, vC, uvA, uvB, uvC,
  137. x1, x2, y1, y2, z1, z2,
  138. s1, s2, t1, t2, r, t, test,
  139. tan1 = [], tan2 = [],
  140. sdir = new THREE.Vector3(), tdir = new THREE.Vector3(),
  141. tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3(),
  142. n = new THREE.Vector3(), w;
  143. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  144. tan1[ v ] = new THREE.Vector3();
  145. tan2[ v ] = new THREE.Vector3();
  146. }
  147. function handleTriangle( context, a, b, c, ua, ub, uc ) {
  148. vA = context.vertices[ a ].position;
  149. vB = context.vertices[ b ].position;
  150. vC = context.vertices[ c ].position;
  151. uvA = uv[ ua ];
  152. uvB = uv[ ub ];
  153. uvC = uv[ uc ];
  154. x1 = vB.x - vA.x;
  155. x2 = vC.x - vA.x;
  156. y1 = vB.y - vA.y;
  157. y2 = vC.y - vA.y;
  158. z1 = vB.z - vA.z;
  159. z2 = vC.z - vA.z;
  160. s1 = uvB.u - uvA.u;
  161. s2 = uvC.u - uvA.u;
  162. t1 = uvB.v - uvA.v;
  163. t2 = uvC.v - uvA.v;
  164. r = 1.0 / ( s1 * t2 - s2 * t1 );
  165. sdir.set( ( t2 * x1 - t1 * x2 ) * r,
  166. ( t2 * y1 - t1 * y2 ) * r,
  167. ( t2 * z1 - t1 * z2 ) * r );
  168. tdir.set( ( s1 * x2 - s2 * x1 ) * r,
  169. ( s1 * y2 - s2 * y1 ) * r,
  170. ( s1 * z2 - s2 * z1 ) * r );
  171. tan1[ a ].addSelf( sdir );
  172. tan1[ b ].addSelf( sdir );
  173. tan1[ c ].addSelf( sdir );
  174. tan2[ a ].addSelf( tdir );
  175. tan2[ b ].addSelf( tdir );
  176. tan2[ c ].addSelf( tdir );
  177. }
  178. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  179. face = this.faces[ f ];
  180. uv = this.faceVertexUvs[ 0 ][ f ]; // use UV layer 0 for tangents
  181. if ( face instanceof THREE.Face3 ) {
  182. handleTriangle( this, face.a, face.b, face.c, 0, 1, 2 );
  183. } else if ( face instanceof THREE.Face4 ) {
  184. handleTriangle( this, face.a, face.b, face.c, 0, 1, 2 );
  185. handleTriangle( this, face.a, face.b, face.d, 0, 1, 3 );
  186. }
  187. }
  188. var faceIndex = [ 'a', 'b', 'c', 'd' ];
  189. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  190. face = this.faces[ f ];
  191. for ( i = 0; i < face.vertexNormals.length; i++ ) {
  192. n.copy( face.vertexNormals[ i ] );
  193. vertexIndex = face[ faceIndex[ i ] ];
  194. t = tan1[ vertexIndex ];
  195. // Gram-Schmidt orthogonalize
  196. tmp.copy( t );
  197. tmp.subSelf( n.multiplyScalar( n.dot( t ) ) ).normalize();
  198. // Calculate handedness
  199. tmp2.cross( face.vertexNormals[ i ], t );
  200. test = tmp2.dot( tan2[ vertexIndex ] );
  201. w = (test < 0.0) ? -1.0 : 1.0;
  202. face.vertexTangents[ i ] = new THREE.Vector4( tmp.x, tmp.y, tmp.z, w );
  203. }
  204. }
  205. this.hasTangents = true;
  206. },
  207. computeBoundingBox: function () {
  208. var vertex;
  209. if ( this.vertices.length > 0 ) {
  210. this.boundingBox = { 'x': [ this.vertices[ 0 ].position.x, this.vertices[ 0 ].position.x ],
  211. 'y': [ this.vertices[ 0 ].position.y, this.vertices[ 0 ].position.y ],
  212. 'z': [ this.vertices[ 0 ].position.z, this.vertices[ 0 ].position.z ] };
  213. for ( var v = 1, vl = this.vertices.length; v < vl; v ++ ) {
  214. vertex = this.vertices[ v ];
  215. if ( vertex.position.x < this.boundingBox.x[ 0 ] ) {
  216. this.boundingBox.x[ 0 ] = vertex.position.x;
  217. } else if ( vertex.position.x > this.boundingBox.x[ 1 ] ) {
  218. this.boundingBox.x[ 1 ] = vertex.position.x;
  219. }
  220. if ( vertex.position.y < this.boundingBox.y[ 0 ] ) {
  221. this.boundingBox.y[ 0 ] = vertex.position.y;
  222. } else if ( vertex.position.y > this.boundingBox.y[ 1 ] ) {
  223. this.boundingBox.y[ 1 ] = vertex.position.y;
  224. }
  225. if ( vertex.position.z < this.boundingBox.z[ 0 ] ) {
  226. this.boundingBox.z[ 0 ] = vertex.position.z;
  227. } else if ( vertex.position.z > this.boundingBox.z[ 1 ] ) {
  228. this.boundingBox.z[ 1 ] = vertex.position.z;
  229. }
  230. }
  231. }
  232. },
  233. computeBoundingSphere: function () {
  234. var radius = this.boundingSphere === null ? 0 : this.boundingSphere.radius;
  235. for ( var v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  236. radius = Math.max( radius, this.vertices[ v ].position.length() );
  237. }
  238. this.boundingSphere = { radius: radius };
  239. },
  240. computeEdgeFaces: function () {
  241. function edge_hash( a, b ) {
  242. return Math.min( a, b ) + "_" + Math.max( a, b );
  243. };
  244. function addToMap( map, hash, i ) {
  245. if ( map[ hash ] === undefined ) {
  246. map[ hash ] = { "set": {}, "array": [] };
  247. map[ hash ].set[ i ] = 1;
  248. map[ hash ].array.push( i );
  249. } else {
  250. if( map[ hash ].set[ i ] === undefined ) {
  251. map[ hash ].set[ i ] = 1;
  252. map[ hash ].array.push( i );
  253. }
  254. }
  255. };
  256. var i, il, v1, v2, j, k,
  257. face, faceIndices, faceIndex,
  258. edge,
  259. hash,
  260. vfMap = {};
  261. // construct vertex -> face map
  262. for( i = 0, il = this.faces.length; i < il; i ++ ) {
  263. face = this.faces[ i ];
  264. if ( face instanceof THREE.Face3 ) {
  265. hash = edge_hash( face.a, face.b );
  266. addToMap( vfMap, hash, i );
  267. hash = edge_hash( face.b, face.c );
  268. addToMap( vfMap, hash, i );
  269. hash = edge_hash( face.a, face.c );
  270. addToMap( vfMap, hash, i );
  271. } else if ( face instanceof THREE.Face4 ) {
  272. // in WebGLRenderer quad is tesselated
  273. // to triangles: a,b,d / b,c,d
  274. // shared edge is: b,d
  275. // should shared edge be included?
  276. // comment out if not
  277. hash = edge_hash( face.b, face.d );
  278. addToMap( vfMap, hash, i );
  279. hash = edge_hash( face.a, face.b );
  280. addToMap( vfMap, hash, i );
  281. hash = edge_hash( face.a, face.d );
  282. addToMap( vfMap, hash, i );
  283. hash = edge_hash( face.b, face.c );
  284. addToMap( vfMap, hash, i );
  285. hash = edge_hash( face.c, face.d );
  286. addToMap( vfMap, hash, i );
  287. }
  288. }
  289. // extract faces
  290. for( i = 0, il = this.edges.length; i < il; i ++ ) {
  291. edge = this.edges[ i ];
  292. v1 = edge.vertexIndices[ 0 ];
  293. v2 = edge.vertexIndices[ 1 ];
  294. edge.faceIndices = vfMap[ edge_hash( v1, v2 ) ].array;
  295. for( j = 0; j < edge.faceIndices.length; j ++ ) {
  296. faceIndex = edge.faceIndices[ j ];
  297. edge.faces.push( this.faces[ faceIndex ] );
  298. }
  299. }
  300. }
  301. };
  302. THREE.GeometryIdCounter = 0;