Geometry.js 27 KB

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  1. import { EventDispatcher } from './EventDispatcher.js';
  2. import { Face3 } from './Face3.js';
  3. import { Matrix3 } from '../math/Matrix3.js';
  4. import { Sphere } from '../math/Sphere.js';
  5. import { Box3 } from '../math/Box3.js';
  6. import { Vector3 } from '../math/Vector3.js';
  7. import { Matrix4 } from '../math/Matrix4.js';
  8. import { Vector2 } from '../math/Vector2.js';
  9. import { Color } from '../math/Color.js';
  10. import { Object3D } from './Object3D.js';
  11. import { _Math } from '../math/Math.js';
  12. /**
  13. * @author mrdoob / http://mrdoob.com/
  14. * @author kile / http://kile.stravaganza.org/
  15. * @author alteredq / http://alteredqualia.com/
  16. * @author mikael emtinger / http://gomo.se/
  17. * @author zz85 / http://www.lab4games.net/zz85/blog
  18. * @author bhouston / http://clara.io
  19. */
  20. var geometryId = 0; // Geometry uses even numbers as Id
  21. function Geometry() {
  22. Object.defineProperty( this, 'id', { value: geometryId += 2 } );
  23. this.uuid = _Math.generateUUID();
  24. this.name = '';
  25. this.type = 'Geometry';
  26. this.vertices = [];
  27. this.colors = [];
  28. this.faces = [];
  29. this.faceVertexUvs = [[]];
  30. this.morphTargets = [];
  31. this.morphNormals = [];
  32. this.skinWeights = [];
  33. this.skinIndices = [];
  34. this.lineDistances = [];
  35. this.boundingBox = null;
  36. this.boundingSphere = null;
  37. // update flags
  38. this.elementsNeedUpdate = false;
  39. this.verticesNeedUpdate = false;
  40. this.uvsNeedUpdate = false;
  41. this.normalsNeedUpdate = false;
  42. this.colorsNeedUpdate = false;
  43. this.lineDistancesNeedUpdate = false;
  44. this.groupsNeedUpdate = false;
  45. }
  46. Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  47. constructor: Geometry,
  48. isGeometry: true,
  49. applyMatrix: function ( matrix ) {
  50. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  51. for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
  52. var vertex = this.vertices[ i ];
  53. vertex.applyMatrix4( matrix );
  54. }
  55. for ( var i = 0, il = this.faces.length; i < il; i ++ ) {
  56. var face = this.faces[ i ];
  57. face.normal.applyMatrix3( normalMatrix ).normalize();
  58. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  59. face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
  60. }
  61. }
  62. if ( this.boundingBox !== null ) {
  63. this.computeBoundingBox();
  64. }
  65. if ( this.boundingSphere !== null ) {
  66. this.computeBoundingSphere();
  67. }
  68. this.verticesNeedUpdate = true;
  69. this.normalsNeedUpdate = true;
  70. return this;
  71. },
  72. rotateX: function () {
  73. // rotate geometry around world x-axis
  74. var m1 = new Matrix4();
  75. return function rotateX( angle ) {
  76. m1.makeRotationX( angle );
  77. this.applyMatrix( m1 );
  78. return this;
  79. };
  80. }(),
  81. rotateY: function () {
  82. // rotate geometry around world y-axis
  83. var m1 = new Matrix4();
  84. return function rotateY( angle ) {
  85. m1.makeRotationY( angle );
  86. this.applyMatrix( m1 );
  87. return this;
  88. };
  89. }(),
  90. rotateZ: function () {
  91. // rotate geometry around world z-axis
  92. var m1 = new Matrix4();
  93. return function rotateZ( angle ) {
  94. m1.makeRotationZ( angle );
  95. this.applyMatrix( m1 );
  96. return this;
  97. };
  98. }(),
  99. translate: function () {
  100. // translate geometry
  101. var m1 = new Matrix4();
  102. return function translate( x, y, z ) {
  103. m1.makeTranslation( x, y, z );
  104. this.applyMatrix( m1 );
  105. return this;
  106. };
  107. }(),
  108. scale: function () {
  109. // scale geometry
  110. var m1 = new Matrix4();
  111. return function scale( x, y, z ) {
  112. m1.makeScale( x, y, z );
  113. this.applyMatrix( m1 );
  114. return this;
  115. };
  116. }(),
  117. lookAt: function () {
  118. var obj = new Object3D();
  119. return function lookAt( vector ) {
  120. obj.lookAt( vector );
  121. obj.updateMatrix();
  122. this.applyMatrix( obj.matrix );
  123. };
  124. }(),
  125. fromBufferGeometry: function ( geometry ) {
  126. var scope = this;
  127. var indices = geometry.index !== null ? geometry.index.array : undefined;
  128. var attributes = geometry.attributes;
  129. var positions = attributes.position.array;
  130. var normals = attributes.normal !== undefined ? attributes.normal.array : undefined;
  131. var colors = attributes.color !== undefined ? attributes.color.array : undefined;
  132. var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined;
  133. var uvs2 = attributes.uv2 !== undefined ? attributes.uv2.array : undefined;
  134. if ( uvs2 !== undefined ) this.faceVertexUvs[ 1 ] = [];
  135. var tempNormals = [];
  136. var tempUVs = [];
  137. var tempUVs2 = [];
  138. for ( var i = 0, j = 0; i < positions.length; i += 3, j += 2 ) {
  139. scope.vertices.push( new Vector3( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] ) );
  140. if ( normals !== undefined ) {
  141. tempNormals.push( new Vector3( normals[ i ], normals[ i + 1 ], normals[ i + 2 ] ) );
  142. }
  143. if ( colors !== undefined ) {
  144. scope.colors.push( new Color( colors[ i ], colors[ i + 1 ], colors[ i + 2 ] ) );
  145. }
  146. if ( uvs !== undefined ) {
  147. tempUVs.push( new Vector2( uvs[ j ], uvs[ j + 1 ] ) );
  148. }
  149. if ( uvs2 !== undefined ) {
  150. tempUVs2.push( new Vector2( uvs2[ j ], uvs2[ j + 1 ] ) );
  151. }
  152. }
  153. function addFace( a, b, c, materialIndex ) {
  154. var vertexNormals = normals !== undefined ? [ tempNormals[ a ].clone(), tempNormals[ b ].clone(), tempNormals[ c ].clone() ] : [];
  155. var vertexColors = colors !== undefined ? [ scope.colors[ a ].clone(), scope.colors[ b ].clone(), scope.colors[ c ].clone() ] : [];
  156. var face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex );
  157. scope.faces.push( face );
  158. if ( uvs !== undefined ) {
  159. scope.faceVertexUvs[ 0 ].push( [ tempUVs[ a ].clone(), tempUVs[ b ].clone(), tempUVs[ c ].clone() ] );
  160. }
  161. if ( uvs2 !== undefined ) {
  162. scope.faceVertexUvs[ 1 ].push( [ tempUVs2[ a ].clone(), tempUVs2[ b ].clone(), tempUVs2[ c ].clone() ] );
  163. }
  164. }
  165. var groups = geometry.groups;
  166. if ( groups.length > 0 ) {
  167. for ( var i = 0; i < groups.length; i ++ ) {
  168. var group = groups[ i ];
  169. var start = group.start;
  170. var count = group.count;
  171. for ( var j = start, jl = start + count; j < jl; j += 3 ) {
  172. if ( indices !== undefined ) {
  173. addFace( indices[ j ], indices[ j + 1 ], indices[ j + 2 ], group.materialIndex );
  174. } else {
  175. addFace( j, j + 1, j + 2, group.materialIndex );
  176. }
  177. }
  178. }
  179. } else {
  180. if ( indices !== undefined ) {
  181. for ( var i = 0; i < indices.length; i += 3 ) {
  182. addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );
  183. }
  184. } else {
  185. for ( var i = 0; i < positions.length / 3; i += 3 ) {
  186. addFace( i, i + 1, i + 2 );
  187. }
  188. }
  189. }
  190. this.computeFaceNormals();
  191. if ( geometry.boundingBox !== null ) {
  192. this.boundingBox = geometry.boundingBox.clone();
  193. }
  194. if ( geometry.boundingSphere !== null ) {
  195. this.boundingSphere = geometry.boundingSphere.clone();
  196. }
  197. return this;
  198. },
  199. center: function () {
  200. var offset = new Vector3();
  201. return function center() {
  202. this.computeBoundingBox();
  203. this.boundingBox.getCenter( offset ).negate();
  204. this.translate( offset.x, offset.y, offset.z );
  205. return this;
  206. };
  207. }(),
  208. normalize: function () {
  209. this.computeBoundingSphere();
  210. var center = this.boundingSphere.center;
  211. var radius = this.boundingSphere.radius;
  212. var s = radius === 0 ? 1 : 1.0 / radius;
  213. var matrix = new Matrix4();
  214. matrix.set(
  215. s, 0, 0, - s * center.x,
  216. 0, s, 0, - s * center.y,
  217. 0, 0, s, - s * center.z,
  218. 0, 0, 0, 1
  219. );
  220. this.applyMatrix( matrix );
  221. return this;
  222. },
  223. computeFaceNormals: function () {
  224. var cb = new Vector3(), ab = new Vector3();
  225. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  226. var face = this.faces[ f ];
  227. var vA = this.vertices[ face.a ];
  228. var vB = this.vertices[ face.b ];
  229. var vC = this.vertices[ face.c ];
  230. cb.subVectors( vC, vB );
  231. ab.subVectors( vA, vB );
  232. cb.cross( ab );
  233. cb.normalize();
  234. face.normal.copy( cb );
  235. }
  236. },
  237. computeVertexNormals: function ( areaWeighted ) {
  238. if ( areaWeighted === undefined ) areaWeighted = true;
  239. var v, vl, f, fl, face, vertices;
  240. vertices = new Array( this.vertices.length );
  241. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  242. vertices[ v ] = new Vector3();
  243. }
  244. if ( areaWeighted ) {
  245. // vertex normals weighted by triangle areas
  246. // http://www.iquilezles.org/www/articles/normals/normals.htm
  247. var vA, vB, vC;
  248. var cb = new Vector3(), ab = new Vector3();
  249. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  250. face = this.faces[ f ];
  251. vA = this.vertices[ face.a ];
  252. vB = this.vertices[ face.b ];
  253. vC = this.vertices[ face.c ];
  254. cb.subVectors( vC, vB );
  255. ab.subVectors( vA, vB );
  256. cb.cross( ab );
  257. vertices[ face.a ].add( cb );
  258. vertices[ face.b ].add( cb );
  259. vertices[ face.c ].add( cb );
  260. }
  261. } else {
  262. this.computeFaceNormals();
  263. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  264. face = this.faces[ f ];
  265. vertices[ face.a ].add( face.normal );
  266. vertices[ face.b ].add( face.normal );
  267. vertices[ face.c ].add( face.normal );
  268. }
  269. }
  270. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  271. vertices[ v ].normalize();
  272. }
  273. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  274. face = this.faces[ f ];
  275. var vertexNormals = face.vertexNormals;
  276. if ( vertexNormals.length === 3 ) {
  277. vertexNormals[ 0 ].copy( vertices[ face.a ] );
  278. vertexNormals[ 1 ].copy( vertices[ face.b ] );
  279. vertexNormals[ 2 ].copy( vertices[ face.c ] );
  280. } else {
  281. vertexNormals[ 0 ] = vertices[ face.a ].clone();
  282. vertexNormals[ 1 ] = vertices[ face.b ].clone();
  283. vertexNormals[ 2 ] = vertices[ face.c ].clone();
  284. }
  285. }
  286. if ( this.faces.length > 0 ) {
  287. this.normalsNeedUpdate = true;
  288. }
  289. },
  290. computeFlatVertexNormals: function () {
  291. var f, fl, face;
  292. this.computeFaceNormals();
  293. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  294. face = this.faces[ f ];
  295. var vertexNormals = face.vertexNormals;
  296. if ( vertexNormals.length === 3 ) {
  297. vertexNormals[ 0 ].copy( face.normal );
  298. vertexNormals[ 1 ].copy( face.normal );
  299. vertexNormals[ 2 ].copy( face.normal );
  300. } else {
  301. vertexNormals[ 0 ] = face.normal.clone();
  302. vertexNormals[ 1 ] = face.normal.clone();
  303. vertexNormals[ 2 ] = face.normal.clone();
  304. }
  305. }
  306. if ( this.faces.length > 0 ) {
  307. this.normalsNeedUpdate = true;
  308. }
  309. },
  310. computeMorphNormals: function () {
  311. var i, il, f, fl, face;
  312. // save original normals
  313. // - create temp variables on first access
  314. // otherwise just copy (for faster repeated calls)
  315. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  316. face = this.faces[ f ];
  317. if ( ! face.__originalFaceNormal ) {
  318. face.__originalFaceNormal = face.normal.clone();
  319. } else {
  320. face.__originalFaceNormal.copy( face.normal );
  321. }
  322. if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = [];
  323. for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
  324. if ( ! face.__originalVertexNormals[ i ] ) {
  325. face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
  326. } else {
  327. face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
  328. }
  329. }
  330. }
  331. // use temp geometry to compute face and vertex normals for each morph
  332. var tmpGeo = new Geometry();
  333. tmpGeo.faces = this.faces;
  334. for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {
  335. // create on first access
  336. if ( ! this.morphNormals[ i ] ) {
  337. this.morphNormals[ i ] = {};
  338. this.morphNormals[ i ].faceNormals = [];
  339. this.morphNormals[ i ].vertexNormals = [];
  340. var dstNormalsFace = this.morphNormals[ i ].faceNormals;
  341. var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;
  342. var faceNormal, vertexNormals;
  343. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  344. faceNormal = new Vector3();
  345. vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() };
  346. dstNormalsFace.push( faceNormal );
  347. dstNormalsVertex.push( vertexNormals );
  348. }
  349. }
  350. var morphNormals = this.morphNormals[ i ];
  351. // set vertices to morph target
  352. tmpGeo.vertices = this.morphTargets[ i ].vertices;
  353. // compute morph normals
  354. tmpGeo.computeFaceNormals();
  355. tmpGeo.computeVertexNormals();
  356. // store morph normals
  357. var faceNormal, vertexNormals;
  358. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  359. face = this.faces[ f ];
  360. faceNormal = morphNormals.faceNormals[ f ];
  361. vertexNormals = morphNormals.vertexNormals[ f ];
  362. faceNormal.copy( face.normal );
  363. vertexNormals.a.copy( face.vertexNormals[ 0 ] );
  364. vertexNormals.b.copy( face.vertexNormals[ 1 ] );
  365. vertexNormals.c.copy( face.vertexNormals[ 2 ] );
  366. }
  367. }
  368. // restore original normals
  369. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  370. face = this.faces[ f ];
  371. face.normal = face.__originalFaceNormal;
  372. face.vertexNormals = face.__originalVertexNormals;
  373. }
  374. },
  375. computeBoundingBox: function () {
  376. if ( this.boundingBox === null ) {
  377. this.boundingBox = new Box3();
  378. }
  379. this.boundingBox.setFromPoints( this.vertices );
  380. },
  381. computeBoundingSphere: function () {
  382. if ( this.boundingSphere === null ) {
  383. this.boundingSphere = new Sphere();
  384. }
  385. this.boundingSphere.setFromPoints( this.vertices );
  386. },
  387. merge: function ( geometry, matrix, materialIndexOffset ) {
  388. if ( ! ( geometry && geometry.isGeometry ) ) {
  389. console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
  390. return;
  391. }
  392. var normalMatrix,
  393. vertexOffset = this.vertices.length,
  394. vertices1 = this.vertices,
  395. vertices2 = geometry.vertices,
  396. faces1 = this.faces,
  397. faces2 = geometry.faces,
  398. uvs1 = this.faceVertexUvs[ 0 ],
  399. uvs2 = geometry.faceVertexUvs[ 0 ],
  400. colors1 = this.colors,
  401. colors2 = geometry.colors;
  402. if ( materialIndexOffset === undefined ) materialIndexOffset = 0;
  403. if ( matrix !== undefined ) {
  404. normalMatrix = new Matrix3().getNormalMatrix( matrix );
  405. }
  406. // vertices
  407. for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
  408. var vertex = vertices2[ i ];
  409. var vertexCopy = vertex.clone();
  410. if ( matrix !== undefined ) vertexCopy.applyMatrix4( matrix );
  411. vertices1.push( vertexCopy );
  412. }
  413. // colors
  414. for ( var i = 0, il = colors2.length; i < il; i ++ ) {
  415. colors1.push( colors2[ i ].clone() );
  416. }
  417. // faces
  418. for ( i = 0, il = faces2.length; i < il; i ++ ) {
  419. var face = faces2[ i ], faceCopy, normal, color,
  420. faceVertexNormals = face.vertexNormals,
  421. faceVertexColors = face.vertexColors;
  422. faceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
  423. faceCopy.normal.copy( face.normal );
  424. if ( normalMatrix !== undefined ) {
  425. faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
  426. }
  427. for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
  428. normal = faceVertexNormals[ j ].clone();
  429. if ( normalMatrix !== undefined ) {
  430. normal.applyMatrix3( normalMatrix ).normalize();
  431. }
  432. faceCopy.vertexNormals.push( normal );
  433. }
  434. faceCopy.color.copy( face.color );
  435. for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {
  436. color = faceVertexColors[ j ];
  437. faceCopy.vertexColors.push( color.clone() );
  438. }
  439. faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
  440. faces1.push( faceCopy );
  441. }
  442. // uvs
  443. for ( i = 0, il = uvs2.length; i < il; i ++ ) {
  444. var uv = uvs2[ i ], uvCopy = [];
  445. if ( uv === undefined ) {
  446. continue;
  447. }
  448. for ( var j = 0, jl = uv.length; j < jl; j ++ ) {
  449. uvCopy.push( uv[ j ].clone() );
  450. }
  451. uvs1.push( uvCopy );
  452. }
  453. },
  454. mergeMesh: function ( mesh ) {
  455. if ( ! ( mesh && mesh.isMesh ) ) {
  456. console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );
  457. return;
  458. }
  459. if ( mesh.matrixAutoUpdate ) mesh.updateMatrix();
  460. this.merge( mesh.geometry, mesh.matrix );
  461. },
  462. /*
  463. * Checks for duplicate vertices with hashmap.
  464. * Duplicated vertices are removed
  465. * and faces' vertices are updated.
  466. */
  467. mergeVertices: function () {
  468. var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)
  469. var unique = [], changes = [];
  470. var v, key;
  471. var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001
  472. var precision = Math.pow( 10, precisionPoints );
  473. var i, il, face;
  474. var indices, j, jl;
  475. for ( i = 0, il = this.vertices.length; i < il; i ++ ) {
  476. v = this.vertices[ i ];
  477. key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );
  478. if ( verticesMap[ key ] === undefined ) {
  479. verticesMap[ key ] = i;
  480. unique.push( this.vertices[ i ] );
  481. changes[ i ] = unique.length - 1;
  482. } else {
  483. //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
  484. changes[ i ] = changes[ verticesMap[ key ] ];
  485. }
  486. }
  487. // if faces are completely degenerate after merging vertices, we
  488. // have to remove them from the geometry.
  489. var faceIndicesToRemove = [];
  490. for ( i = 0, il = this.faces.length; i < il; i ++ ) {
  491. face = this.faces[ i ];
  492. face.a = changes[ face.a ];
  493. face.b = changes[ face.b ];
  494. face.c = changes[ face.c ];
  495. indices = [ face.a, face.b, face.c ];
  496. // if any duplicate vertices are found in a Face3
  497. // we have to remove the face as nothing can be saved
  498. for ( var n = 0; n < 3; n ++ ) {
  499. if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) {
  500. faceIndicesToRemove.push( i );
  501. break;
  502. }
  503. }
  504. }
  505. for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {
  506. var idx = faceIndicesToRemove[ i ];
  507. this.faces.splice( idx, 1 );
  508. for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
  509. this.faceVertexUvs[ j ].splice( idx, 1 );
  510. }
  511. }
  512. // Use unique set of vertices
  513. var diff = this.vertices.length - unique.length;
  514. this.vertices = unique;
  515. return diff;
  516. },
  517. setFromPoints: function ( points ) {
  518. this.vertices = [];
  519. for ( var i = 0, l = points.length; i < l; i ++ ) {
  520. var point = points[ i ];
  521. this.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  522. }
  523. return this;
  524. },
  525. sortFacesByMaterialIndex: function () {
  526. var faces = this.faces;
  527. var length = faces.length;
  528. // tag faces
  529. for ( var i = 0; i < length; i ++ ) {
  530. faces[ i ]._id = i;
  531. }
  532. // sort faces
  533. function materialIndexSort( a, b ) {
  534. return a.materialIndex - b.materialIndex;
  535. }
  536. faces.sort( materialIndexSort );
  537. // sort uvs
  538. var uvs1 = this.faceVertexUvs[ 0 ];
  539. var uvs2 = this.faceVertexUvs[ 1 ];
  540. var newUvs1, newUvs2;
  541. if ( uvs1 && uvs1.length === length ) newUvs1 = [];
  542. if ( uvs2 && uvs2.length === length ) newUvs2 = [];
  543. for ( var i = 0; i < length; i ++ ) {
  544. var id = faces[ i ]._id;
  545. if ( newUvs1 ) newUvs1.push( uvs1[ id ] );
  546. if ( newUvs2 ) newUvs2.push( uvs2[ id ] );
  547. }
  548. if ( newUvs1 ) this.faceVertexUvs[ 0 ] = newUvs1;
  549. if ( newUvs2 ) this.faceVertexUvs[ 1 ] = newUvs2;
  550. },
  551. toJSON: function () {
  552. var data = {
  553. metadata: {
  554. version: 4.5,
  555. type: 'Geometry',
  556. generator: 'Geometry.toJSON'
  557. }
  558. };
  559. // standard Geometry serialization
  560. data.uuid = this.uuid;
  561. data.type = this.type;
  562. if ( this.name !== '' ) data.name = this.name;
  563. if ( this.parameters !== undefined ) {
  564. var parameters = this.parameters;
  565. for ( var key in parameters ) {
  566. if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
  567. }
  568. return data;
  569. }
  570. var vertices = [];
  571. for ( var i = 0; i < this.vertices.length; i ++ ) {
  572. var vertex = this.vertices[ i ];
  573. vertices.push( vertex.x, vertex.y, vertex.z );
  574. }
  575. var faces = [];
  576. var normals = [];
  577. var normalsHash = {};
  578. var colors = [];
  579. var colorsHash = {};
  580. var uvs = [];
  581. var uvsHash = {};
  582. for ( var i = 0; i < this.faces.length; i ++ ) {
  583. var face = this.faces[ i ];
  584. var hasMaterial = true;
  585. var hasFaceUv = false; // deprecated
  586. var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined;
  587. var hasFaceNormal = face.normal.length() > 0;
  588. var hasFaceVertexNormal = face.vertexNormals.length > 0;
  589. var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
  590. var hasFaceVertexColor = face.vertexColors.length > 0;
  591. var faceType = 0;
  592. faceType = setBit( faceType, 0, 0 ); // isQuad
  593. faceType = setBit( faceType, 1, hasMaterial );
  594. faceType = setBit( faceType, 2, hasFaceUv );
  595. faceType = setBit( faceType, 3, hasFaceVertexUv );
  596. faceType = setBit( faceType, 4, hasFaceNormal );
  597. faceType = setBit( faceType, 5, hasFaceVertexNormal );
  598. faceType = setBit( faceType, 6, hasFaceColor );
  599. faceType = setBit( faceType, 7, hasFaceVertexColor );
  600. faces.push( faceType );
  601. faces.push( face.a, face.b, face.c );
  602. faces.push( face.materialIndex );
  603. if ( hasFaceVertexUv ) {
  604. var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ];
  605. faces.push(
  606. getUvIndex( faceVertexUvs[ 0 ] ),
  607. getUvIndex( faceVertexUvs[ 1 ] ),
  608. getUvIndex( faceVertexUvs[ 2 ] )
  609. );
  610. }
  611. if ( hasFaceNormal ) {
  612. faces.push( getNormalIndex( face.normal ) );
  613. }
  614. if ( hasFaceVertexNormal ) {
  615. var vertexNormals = face.vertexNormals;
  616. faces.push(
  617. getNormalIndex( vertexNormals[ 0 ] ),
  618. getNormalIndex( vertexNormals[ 1 ] ),
  619. getNormalIndex( vertexNormals[ 2 ] )
  620. );
  621. }
  622. if ( hasFaceColor ) {
  623. faces.push( getColorIndex( face.color ) );
  624. }
  625. if ( hasFaceVertexColor ) {
  626. var vertexColors = face.vertexColors;
  627. faces.push(
  628. getColorIndex( vertexColors[ 0 ] ),
  629. getColorIndex( vertexColors[ 1 ] ),
  630. getColorIndex( vertexColors[ 2 ] )
  631. );
  632. }
  633. }
  634. function setBit( value, position, enabled ) {
  635. return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) );
  636. }
  637. function getNormalIndex( normal ) {
  638. var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();
  639. if ( normalsHash[ hash ] !== undefined ) {
  640. return normalsHash[ hash ];
  641. }
  642. normalsHash[ hash ] = normals.length / 3;
  643. normals.push( normal.x, normal.y, normal.z );
  644. return normalsHash[ hash ];
  645. }
  646. function getColorIndex( color ) {
  647. var hash = color.r.toString() + color.g.toString() + color.b.toString();
  648. if ( colorsHash[ hash ] !== undefined ) {
  649. return colorsHash[ hash ];
  650. }
  651. colorsHash[ hash ] = colors.length;
  652. colors.push( color.getHex() );
  653. return colorsHash[ hash ];
  654. }
  655. function getUvIndex( uv ) {
  656. var hash = uv.x.toString() + uv.y.toString();
  657. if ( uvsHash[ hash ] !== undefined ) {
  658. return uvsHash[ hash ];
  659. }
  660. uvsHash[ hash ] = uvs.length / 2;
  661. uvs.push( uv.x, uv.y );
  662. return uvsHash[ hash ];
  663. }
  664. data.data = {};
  665. data.data.vertices = vertices;
  666. data.data.normals = normals;
  667. if ( colors.length > 0 ) data.data.colors = colors;
  668. if ( uvs.length > 0 ) data.data.uvs = [ uvs ]; // temporal backward compatibility
  669. data.data.faces = faces;
  670. return data;
  671. },
  672. clone: function () {
  673. /*
  674. // Handle primitives
  675. var parameters = this.parameters;
  676. if ( parameters !== undefined ) {
  677. var values = [];
  678. for ( var key in parameters ) {
  679. values.push( parameters[ key ] );
  680. }
  681. var geometry = Object.create( this.constructor.prototype );
  682. this.constructor.apply( geometry, values );
  683. return geometry;
  684. }
  685. return new this.constructor().copy( this );
  686. */
  687. return new Geometry().copy( this );
  688. },
  689. copy: function ( source ) {
  690. var i, il, j, jl, k, kl;
  691. // reset
  692. this.vertices = [];
  693. this.colors = [];
  694. this.faces = [];
  695. this.faceVertexUvs = [[]];
  696. this.morphTargets = [];
  697. this.morphNormals = [];
  698. this.skinWeights = [];
  699. this.skinIndices = [];
  700. this.lineDistances = [];
  701. this.boundingBox = null;
  702. this.boundingSphere = null;
  703. // name
  704. this.name = source.name;
  705. // vertices
  706. var vertices = source.vertices;
  707. for ( i = 0, il = vertices.length; i < il; i ++ ) {
  708. this.vertices.push( vertices[ i ].clone() );
  709. }
  710. // colors
  711. var colors = source.colors;
  712. for ( i = 0, il = colors.length; i < il; i ++ ) {
  713. this.colors.push( colors[ i ].clone() );
  714. }
  715. // faces
  716. var faces = source.faces;
  717. for ( i = 0, il = faces.length; i < il; i ++ ) {
  718. this.faces.push( faces[ i ].clone() );
  719. }
  720. // face vertex uvs
  721. for ( i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) {
  722. var faceVertexUvs = source.faceVertexUvs[ i ];
  723. if ( this.faceVertexUvs[ i ] === undefined ) {
  724. this.faceVertexUvs[ i ] = [];
  725. }
  726. for ( j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {
  727. var uvs = faceVertexUvs[ j ], uvsCopy = [];
  728. for ( k = 0, kl = uvs.length; k < kl; k ++ ) {
  729. var uv = uvs[ k ];
  730. uvsCopy.push( uv.clone() );
  731. }
  732. this.faceVertexUvs[ i ].push( uvsCopy );
  733. }
  734. }
  735. // morph targets
  736. var morphTargets = source.morphTargets;
  737. for ( i = 0, il = morphTargets.length; i < il; i ++ ) {
  738. var morphTarget = {};
  739. morphTarget.name = morphTargets[ i ].name;
  740. // vertices
  741. if ( morphTargets[ i ].vertices !== undefined ) {
  742. morphTarget.vertices = [];
  743. for ( j = 0, jl = morphTargets[ i ].vertices.length; j < jl; j ++ ) {
  744. morphTarget.vertices.push( morphTargets[ i ].vertices[ j ].clone() );
  745. }
  746. }
  747. // normals
  748. if ( morphTargets[ i ].normals !== undefined ) {
  749. morphTarget.normals = [];
  750. for ( j = 0, jl = morphTargets[ i ].normals.length; j < jl; j ++ ) {
  751. morphTarget.normals.push( morphTargets[ i ].normals[ j ].clone() );
  752. }
  753. }
  754. this.morphTargets.push( morphTarget );
  755. }
  756. // morph normals
  757. var morphNormals = source.morphNormals;
  758. for ( i = 0, il = morphNormals.length; i < il; i ++ ) {
  759. var morphNormal = {};
  760. // vertex normals
  761. if ( morphNormals[ i ].vertexNormals !== undefined ) {
  762. morphNormal.vertexNormals = [];
  763. for ( j = 0, jl = morphNormals[ i ].vertexNormals.length; j < jl; j ++ ) {
  764. var srcVertexNormal = morphNormals[ i ].vertexNormals[ j ];
  765. var destVertexNormal = {};
  766. destVertexNormal.a = srcVertexNormal.a.clone();
  767. destVertexNormal.b = srcVertexNormal.b.clone();
  768. destVertexNormal.c = srcVertexNormal.c.clone();
  769. morphNormal.vertexNormals.push( destVertexNormal );
  770. }
  771. }
  772. // face normals
  773. if ( morphNormals[ i ].faceNormals !== undefined ) {
  774. morphNormal.faceNormals = [];
  775. for ( j = 0, jl = morphNormals[ i ].faceNormals.length; j < jl; j ++ ) {
  776. morphNormal.faceNormals.push( morphNormals[ i ].faceNormals[ j ].clone() );
  777. }
  778. }
  779. this.morphNormals.push( morphNormal );
  780. }
  781. // skin weights
  782. var skinWeights = source.skinWeights;
  783. for ( i = 0, il = skinWeights.length; i < il; i ++ ) {
  784. this.skinWeights.push( skinWeights[ i ].clone() );
  785. }
  786. // skin indices
  787. var skinIndices = source.skinIndices;
  788. for ( i = 0, il = skinIndices.length; i < il; i ++ ) {
  789. this.skinIndices.push( skinIndices[ i ].clone() );
  790. }
  791. // line distances
  792. var lineDistances = source.lineDistances;
  793. for ( i = 0, il = lineDistances.length; i < il; i ++ ) {
  794. this.lineDistances.push( lineDistances[ i ] );
  795. }
  796. // bounding box
  797. var boundingBox = source.boundingBox;
  798. if ( boundingBox !== null ) {
  799. this.boundingBox = boundingBox.clone();
  800. }
  801. // bounding sphere
  802. var boundingSphere = source.boundingSphere;
  803. if ( boundingSphere !== null ) {
  804. this.boundingSphere = boundingSphere.clone();
  805. }
  806. // update flags
  807. this.elementsNeedUpdate = source.elementsNeedUpdate;
  808. this.verticesNeedUpdate = source.verticesNeedUpdate;
  809. this.uvsNeedUpdate = source.uvsNeedUpdate;
  810. this.normalsNeedUpdate = source.normalsNeedUpdate;
  811. this.colorsNeedUpdate = source.colorsNeedUpdate;
  812. this.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate;
  813. this.groupsNeedUpdate = source.groupsNeedUpdate;
  814. return this;
  815. },
  816. dispose: function () {
  817. this.dispatchEvent( { type: 'dispose' } );
  818. }
  819. } );
  820. export { Geometry };
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