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- /**
- * @author mrdoob / http://mrdoob.com/
- * @author kile / http://kile.stravaganza.org/
- * @author alteredq / http://alteredqualia.com/
- * @author mikael emtinger / http://gomo.se/
- * @author zz85 / http://www.lab4games.net/zz85/blog
- * @author bhouston / http://exocortex.com
- */
- THREE.Geometry = function () {
- THREE.EventDispatcher.call( this );
- this.id = THREE.GeometryIdCount ++;
- this.name = '';
- this.vertices = [];
- this.colors = []; // one-to-one vertex colors, used in ParticleSystem, Line and Ribbon
- this.normals = []; // one-to-one vertex normals, used in Ribbon
- this.faces = [];
- this.faceUvs = [[]];
- this.faceVertexUvs = [[]];
- this.morphTargets = [];
- this.morphColors = [];
- this.morphNormals = [];
- this.skinWeights = [];
- this.skinIndices = [];
- this.lineDistances = [];
- this.boundingBox = null;
- this.boundingSphere = null;
- this.hasTangents = false;
- this.dynamic = true; // the intermediate typed arrays will be deleted when set to false
- // update flags
- this.verticesNeedUpdate = false;
- this.elementsNeedUpdate = false;
- this.uvsNeedUpdate = false;
- this.normalsNeedUpdate = false;
- this.tangentsNeedUpdate = false;
- this.colorsNeedUpdate = false;
- this.lineDistancesNeedUpdate = false;
- this.buffersNeedUpdate = false;
- };
- THREE.Geometry.prototype = {
- constructor: THREE.Geometry,
- applyMatrix: function ( matrix ) {
- var normalMatrix = new THREE.Matrix3();
- normalMatrix.getInverse( matrix ).transpose();
- for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
- var vertex = this.vertices[ i ];
- matrix.multiplyVector3( vertex );
- }
- for ( var i = 0, il = this.faces.length; i < il; i ++ ) {
- var face = this.faces[ i ];
- normalMatrix.multiplyVector3( face.normal ).normalize();
- for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
- normalMatrix.multiplyVector3( face.vertexNormals[ j ] ).normalize();
- }
- matrix.multiplyVector3( face.centroid );
- }
- },
- computeCentroids: function () {
- var f, fl, face;
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
- face = this.faces[ f ];
- face.centroid.set( 0, 0, 0 );
- if ( face instanceof THREE.Face3 ) {
- face.centroid.addSelf( this.vertices[ face.a ] );
- face.centroid.addSelf( this.vertices[ face.b ] );
- face.centroid.addSelf( this.vertices[ face.c ] );
- face.centroid.divideScalar( 3 );
- } else if ( face instanceof THREE.Face4 ) {
- face.centroid.addSelf( this.vertices[ face.a ] );
- face.centroid.addSelf( this.vertices[ face.b ] );
- face.centroid.addSelf( this.vertices[ face.c ] );
- face.centroid.addSelf( this.vertices[ face.d ] );
- face.centroid.divideScalar( 4 );
- }
- }
- },
- computeFaceNormals: function () {
- var n, nl, v, vl, vertex, f, fl, face, vA, vB, vC,
- cb = new THREE.Vector3(), ab = new THREE.Vector3();
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
- face = this.faces[ f ];
- vA = this.vertices[ face.a ];
- vB = this.vertices[ face.b ];
- vC = this.vertices[ face.c ];
- cb.sub( vC, vB );
- ab.sub( vA, vB );
- cb.crossSelf( ab );
- cb.normalize();
- face.normal.copy( cb );
- }
- },
- computeVertexNormals: function ( areaWeighted ) {
- var v, vl, f, fl, face, vertices;
- // create internal buffers for reuse when calling this method repeatedly
- // (otherwise memory allocation / deallocation every frame is big resource hog)
- if ( this.__tmpVertices === undefined ) {
- this.__tmpVertices = new Array( this.vertices.length );
- vertices = this.__tmpVertices;
- for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
- vertices[ v ] = new THREE.Vector3();
- }
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
- face = this.faces[ f ];
- if ( face instanceof THREE.Face3 ) {
- face.vertexNormals = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
- } else if ( face instanceof THREE.Face4 ) {
- face.vertexNormals = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
- }
- }
- } else {
- vertices = this.__tmpVertices;
- for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
- vertices[ v ].set( 0, 0, 0 );
- }
- }
- if ( areaWeighted ) {
- // vertex normals weighted by triangle areas
- // http://www.iquilezles.org/www/articles/normals/normals.htm
- var vA, vB, vC, vD;
- var cb = new THREE.Vector3(), ab = new THREE.Vector3(),
- db = new THREE.Vector3(), dc = new THREE.Vector3(), bc = new THREE.Vector3();
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
- face = this.faces[ f ];
- if ( face instanceof THREE.Face3 ) {
- vA = this.vertices[ face.a ];
- vB = this.vertices[ face.b ];
- vC = this.vertices[ face.c ];
- cb.sub( vC, vB );
- ab.sub( vA, vB );
- cb.crossSelf( ab );
- vertices[ face.a ].addSelf( cb );
- vertices[ face.b ].addSelf( cb );
- vertices[ face.c ].addSelf( cb );
- } else if ( face instanceof THREE.Face4 ) {
- vA = this.vertices[ face.a ];
- vB = this.vertices[ face.b ];
- vC = this.vertices[ face.c ];
- vD = this.vertices[ face.d ];
- // abd
- db.sub( vD, vB );
- ab.sub( vA, vB );
- db.crossSelf( ab );
- vertices[ face.a ].addSelf( db );
- vertices[ face.b ].addSelf( db );
- vertices[ face.d ].addSelf( db );
- // bcd
- dc.sub( vD, vC );
- bc.sub( vB, vC );
- dc.crossSelf( bc );
- vertices[ face.b ].addSelf( dc );
- vertices[ face.c ].addSelf( dc );
- vertices[ face.d ].addSelf( dc );
- }
- }
- } else {
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
- face = this.faces[ f ];
- if ( face instanceof THREE.Face3 ) {
- vertices[ face.a ].addSelf( face.normal );
- vertices[ face.b ].addSelf( face.normal );
- vertices[ face.c ].addSelf( face.normal );
- } else if ( face instanceof THREE.Face4 ) {
- vertices[ face.a ].addSelf( face.normal );
- vertices[ face.b ].addSelf( face.normal );
- vertices[ face.c ].addSelf( face.normal );
- vertices[ face.d ].addSelf( face.normal );
- }
- }
- }
- for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
- vertices[ v ].normalize();
- }
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
- face = this.faces[ f ];
- if ( face instanceof THREE.Face3 ) {
- face.vertexNormals[ 0 ].copy( vertices[ face.a ] );
- face.vertexNormals[ 1 ].copy( vertices[ face.b ] );
- face.vertexNormals[ 2 ].copy( vertices[ face.c ] );
- } else if ( face instanceof THREE.Face4 ) {
- face.vertexNormals[ 0 ].copy( vertices[ face.a ] );
- face.vertexNormals[ 1 ].copy( vertices[ face.b ] );
- face.vertexNormals[ 2 ].copy( vertices[ face.c ] );
- face.vertexNormals[ 3 ].copy( vertices[ face.d ] );
- }
- }
- },
- computeMorphNormals: function () {
- var i, il, f, fl, face;
- // save original normals
- // - create temp variables on first access
- // otherwise just copy (for faster repeated calls)
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
- face = this.faces[ f ];
- if ( ! face.__originalFaceNormal ) {
- face.__originalFaceNormal = face.normal.clone();
- } else {
- face.__originalFaceNormal.copy( face.normal );
- }
- if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = [];
- for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
- if ( ! face.__originalVertexNormals[ i ] ) {
- face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
- } else {
- face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
- }
- }
- }
- // use temp geometry to compute face and vertex normals for each morph
- var tmpGeo = new THREE.Geometry();
- tmpGeo.faces = this.faces;
- for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {
- // create on first access
- if ( ! this.morphNormals[ i ] ) {
- this.morphNormals[ i ] = {};
- this.morphNormals[ i ].faceNormals = [];
- this.morphNormals[ i ].vertexNormals = [];
- var dstNormalsFace = this.morphNormals[ i ].faceNormals;
- var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;
- var faceNormal, vertexNormals;
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
- face = this.faces[ f ];
- faceNormal = new THREE.Vector3();
- if ( face instanceof THREE.Face3 ) {
- vertexNormals = { a: new THREE.Vector3(), b: new THREE.Vector3(), c: new THREE.Vector3() };
- } else {
- vertexNormals = { a: new THREE.Vector3(), b: new THREE.Vector3(), c: new THREE.Vector3(), d: new THREE.Vector3() };
- }
- dstNormalsFace.push( faceNormal );
- dstNormalsVertex.push( vertexNormals );
- }
- }
- var morphNormals = this.morphNormals[ i ];
- // set vertices to morph target
- tmpGeo.vertices = this.morphTargets[ i ].vertices;
- // compute morph normals
- tmpGeo.computeFaceNormals();
- tmpGeo.computeVertexNormals();
- // store morph normals
- var faceNormal, vertexNormals;
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
- face = this.faces[ f ];
- faceNormal = morphNormals.faceNormals[ f ];
- vertexNormals = morphNormals.vertexNormals[ f ];
- faceNormal.copy( face.normal );
- if ( face instanceof THREE.Face3 ) {
- vertexNormals.a.copy( face.vertexNormals[ 0 ] );
- vertexNormals.b.copy( face.vertexNormals[ 1 ] );
- vertexNormals.c.copy( face.vertexNormals[ 2 ] );
- } else {
- vertexNormals.a.copy( face.vertexNormals[ 0 ] );
- vertexNormals.b.copy( face.vertexNormals[ 1 ] );
- vertexNormals.c.copy( face.vertexNormals[ 2 ] );
- vertexNormals.d.copy( face.vertexNormals[ 3 ] );
- }
- }
- }
- // restore original normals
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
- face = this.faces[ f ];
- face.normal = face.__originalFaceNormal;
- face.vertexNormals = face.__originalVertexNormals;
- }
- },
- computeTangents: function () {
- // based on http://www.terathon.com/code/tangent.html
- // tangents go to vertices
- var f, fl, v, vl, i, il, vertexIndex,
- face, uv, vA, vB, vC, uvA, uvB, uvC,
- x1, x2, y1, y2, z1, z2,
- s1, s2, t1, t2, r, t, test,
- tan1 = [], tan2 = [],
- sdir = new THREE.Vector3(), tdir = new THREE.Vector3(),
- tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3(),
- n = new THREE.Vector3(), w;
- for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
- tan1[ v ] = new THREE.Vector3();
- tan2[ v ] = new THREE.Vector3();
- }
- function handleTriangle( context, a, b, c, ua, ub, uc ) {
- vA = context.vertices[ a ];
- vB = context.vertices[ b ];
- vC = context.vertices[ c ];
- uvA = uv[ ua ];
- uvB = uv[ ub ];
- uvC = uv[ uc ];
- 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 ].addSelf( sdir );
- tan1[ b ].addSelf( sdir );
- tan1[ c ].addSelf( sdir );
- tan2[ a ].addSelf( tdir );
- tan2[ b ].addSelf( tdir );
- tan2[ c ].addSelf( tdir );
- }
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
- face = this.faces[ f ];
- uv = this.faceVertexUvs[ 0 ][ f ]; // use UV layer 0 for tangents
- if ( face instanceof THREE.Face3 ) {
- handleTriangle( this, face.a, face.b, face.c, 0, 1, 2 );
- } else if ( face instanceof THREE.Face4 ) {
- handleTriangle( this, face.a, face.b, face.d, 0, 1, 3 );
- handleTriangle( this, face.b, face.c, face.d, 1, 2, 3 );
- }
- }
- var faceIndex = [ 'a', 'b', 'c', 'd' ];
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
- face = this.faces[ f ];
- for ( i = 0; i < face.vertexNormals.length; i++ ) {
- n.copy( face.vertexNormals[ i ] );
- vertexIndex = face[ faceIndex[ i ] ];
- t = tan1[ vertexIndex ];
- // Gram-Schmidt orthogonalize
- tmp.copy( t );
- tmp.subSelf( n.multiplyScalar( n.dot( t ) ) ).normalize();
- // Calculate handedness
- tmp2.cross( face.vertexNormals[ i ], t );
- test = tmp2.dot( tan2[ vertexIndex ] );
- w = (test < 0.0) ? -1.0 : 1.0;
- face.vertexTangents[ i ] = new THREE.Vector4( tmp.x, tmp.y, tmp.z, w );
- }
- }
- this.hasTangents = true;
- },
- computeLineDistances: function ( ) {
- var d = 0;
- var vertices = this.vertices;
- for ( var i = 0, il = vertices.length; i < il; i ++ ) {
- if ( i > 0 ) {
- d += vertices[ i ].distanceTo( vertices[ i - 1 ] );
- }
- this.lineDistances[ i ] = d;
- }
- },
- computeBoundingBox: function () {
- if ( this.boundingBox === null ) {
- this.boundingBox = new THREE.Box3();
- }
- this.boundingBox.setFromPoints( this.vertices );
- },
- computeBoundingSphere: function () {
- if ( this.boundingSphere === null ) {
- this.boundingSphere = new THREE.Sphere();
- }
- this.boundingSphere.setFromCenterAndPoints( this.boundingSphere.center, this.vertices );
- },
- /*
- * Checks for duplicate vertices with hashmap.
- * Duplicated vertices are removed
- * and faces' vertices are updated.
- */
- mergeVertices: function () {
- var verticesMap = {}; // Hashmap for looking up vertice by position coordinates (and making sure they are unique)
- var unique = [], changes = [];
- var v, key;
- var precisionPoints = 4; // number of decimal points, eg. 4 for epsilon of 0.0001
- var precision = Math.pow( 10, precisionPoints );
- var i,il, face;
- var abcd = 'abcd', o, k, j, jl, u;
- for ( i = 0, il = this.vertices.length; i < il; i ++ ) {
- v = this.vertices[ i ];
- key = [ Math.round( v.x * precision ), Math.round( v.y * precision ), Math.round( v.z * precision ) ].join( '_' );
- if ( verticesMap[ key ] === undefined ) {
- verticesMap[ key ] = i;
- unique.push( this.vertices[ i ] );
- changes[ i ] = unique.length - 1;
- } else {
- //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
- changes[ i ] = changes[ verticesMap[ key ] ];
- }
- };
- // Start to patch face indices
- for( i = 0, il = this.faces.length; i < il; i ++ ) {
- face = this.faces[ i ];
- if ( face instanceof THREE.Face3 ) {
- face.a = changes[ face.a ];
- face.b = changes[ face.b ];
- face.c = changes[ face.c ];
- } else if ( face instanceof THREE.Face4 ) {
- face.a = changes[ face.a ];
- face.b = changes[ face.b ];
- face.c = changes[ face.c ];
- face.d = changes[ face.d ];
- // check dups in (a, b, c, d) and convert to -> face3
- o = [ face.a, face.b, face.c, face.d ];
- for ( k = 3; k > 0; k -- ) {
- if ( o.indexOf( face[ abcd[ k ] ] ) !== k ) {
- // console.log('faces', face.a, face.b, face.c, face.d, 'dup at', k);
- o.splice( k, 1 );
- this.faces[ i ] = new THREE.Face3( o[0], o[1], o[2], face.normal, face.color, face.materialIndex );
- for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
- u = this.faceVertexUvs[ j ][ i ];
- if ( u ) u.splice( k, 1 );
- }
- this.faces[ i ].vertexColors = face.vertexColors;
- break;
- }
- }
- }
- }
- // Use unique set of vertices
- var diff = this.vertices.length - unique.length;
- this.vertices = unique;
- return diff;
- },
- clone: function () {
- var geometry = new THREE.Geometry();
- var vertices = this.vertices;
- for ( var i = 0, il = vertices.length; i < il; i ++ ) {
- geometry.vertices.push( vertices[ i ].clone() );
- }
- var faces = this.faces;
- for ( var i = 0, il = faces.length; i < il; i ++ ) {
- geometry.faces.push( faces[ i ].clone() );
- }
- var uvs = this.faceVertexUvs[ 0 ];
- for ( var i = 0, il = uvs.length; i < il; i ++ ) {
- var uv = uvs[ i ], uvCopy = [];
- for ( var j = 0, jl = uv.length; j < jl; j ++ ) {
- uvCopy.push( new THREE.Vector2( uv[ j ].x, uv[ j ].y ) );
- }
- geometry.faceVertexUvs[ 0 ].push( uvCopy );
- }
- return geometry;
- },
- dispose: function () {
- this.dispatchEvent( { type: 'dispose' } );
- for ( var property in this ) {
- delete this[ property ];
- }
- }
- };
- THREE.GeometryIdCount = 0;
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