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- import { Vector3 } from '../math/Vector3.js';
- import { Vector2 } from '../math/Vector2.js';
- import { Box3 } from '../math/Box3.js';
- import { EventDispatcher } from './EventDispatcher.js';
- import { BufferAttribute, Float32BufferAttribute, Uint16BufferAttribute, Uint32BufferAttribute } from './BufferAttribute.js';
- import { Sphere } from '../math/Sphere.js';
- import { Object3D } from './Object3D.js';
- import { Matrix4 } from '../math/Matrix4.js';
- import { Matrix3 } from '../math/Matrix3.js';
- import { generateUUID } from '../math/MathUtils.js';
- import { arrayNeedsUint32, warn, error } from '../utils.js';
- let _id = 0;
- const _m1 = /*@__PURE__*/ new Matrix4();
- const _obj = /*@__PURE__*/ new Object3D();
- const _offset = /*@__PURE__*/ new Vector3();
- const _box = /*@__PURE__*/ new Box3();
- const _boxMorphTargets = /*@__PURE__*/ new Box3();
- const _vector = /*@__PURE__*/ new Vector3();
- /**
- * A representation of mesh, line, or point geometry. Includes vertex
- * positions, face indices, normals, colors, UVs, and custom attributes
- * within buffers, reducing the cost of passing all this data to the GPU.
- *
- * ```js
- * const geometry = new THREE.BufferGeometry();
- * // create a simple square shape. We duplicate the top left and bottom right
- * // vertices because each vertex needs to appear once per triangle.
- * const vertices = new Float32Array( [
- * -1.0, -1.0, 1.0, // v0
- * 1.0, -1.0, 1.0, // v1
- * 1.0, 1.0, 1.0, // v2
- *
- * 1.0, 1.0, 1.0, // v3
- * -1.0, 1.0, 1.0, // v4
- * -1.0, -1.0, 1.0 // v5
- * ] );
- * // itemSize = 3 because there are 3 values (components) per vertex
- * geometry.setAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
- * const material = new THREE.MeshBasicMaterial( { color: 0xff0000 } );
- * const mesh = new THREE.Mesh( geometry, material );
- * ```
- *
- * @augments EventDispatcher
- */
- class BufferGeometry extends EventDispatcher {
- /**
- * Constructs a new geometry.
- */
- constructor() {
- super();
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isBufferGeometry = true;
- /**
- * The ID of the geometry.
- *
- * @name BufferGeometry#id
- * @type {number}
- * @readonly
- */
- Object.defineProperty( this, 'id', { value: _id ++ } );
- /**
- * The UUID of the geometry.
- *
- * @type {string}
- * @readonly
- */
- this.uuid = generateUUID();
- /**
- * The name of the geometry.
- *
- * @type {string}
- */
- this.name = '';
- this.type = 'BufferGeometry';
- /**
- * Allows for vertices to be re-used across multiple triangles; this is
- * called using "indexed triangles". Each triangle is associated with the
- * indices of three vertices. This attribute therefore stores the index of
- * each vertex for each triangular face. If this attribute is not set, the
- * renderer assumes that each three contiguous positions represent a single triangle.
- *
- * @type {?BufferAttribute}
- * @default null
- */
- this.index = null;
- /**
- * A (storage) buffer attribute which was generated with a compute shader and
- * now defines indirect draw calls.
- *
- * Can only be used with {@link WebGPURenderer} and a WebGPU backend.
- *
- * @type {?BufferAttribute}
- * @default null
- */
- this.indirect = null;
- /**
- * The offset, in bytes, into the indirect drawing buffer where the value data begins. If an array is provided, multiple indirect draw calls will be made for each offset.
- *
- * Can only be used with {@link WebGPURenderer} and a WebGPU backend.
- *
- * @type {number|Array<number>}
- * @default 0
- */
- this.indirectOffset = 0;
- /**
- * This dictionary has as id the name of the attribute to be set and as value
- * the buffer attribute to set it to. Rather than accessing this property directly,
- * use `setAttribute()` and `getAttribute()` to access attributes of this geometry.
- *
- * @type {Object<string,(BufferAttribute|InterleavedBufferAttribute)>}
- */
- this.attributes = {};
- /**
- * This dictionary holds the morph targets of the geometry.
- *
- * Note: Once the geometry has been rendered, the morph attribute data cannot
- * be changed. You will have to call `dispose()`, and create a new geometry instance.
- *
- * @type {Object}
- */
- this.morphAttributes = {};
- /**
- * Used to control the morph target behavior; when set to `true`, the morph
- * target data is treated as relative offsets, rather than as absolute
- * positions/normals.
- *
- * @type {boolean}
- * @default false
- */
- this.morphTargetsRelative = false;
- /**
- * Split the geometry into groups, each of which will be rendered in a
- * separate draw call. This allows an array of materials to be used with the geometry.
- *
- * Use `addGroup()` and `clearGroups()` to edit groups, rather than modifying this array directly.
- *
- * Every vertex and index must belong to exactly one group — groups must not share vertices or
- * indices, and must not leave vertices or indices unused.
- *
- * @type {Array<Object>}
- */
- this.groups = [];
- /**
- * Bounding box for the geometry which can be calculated with `computeBoundingBox()`.
- *
- * @type {?Box3}
- * @default null
- */
- this.boundingBox = null;
- /**
- * Bounding sphere for the geometry which can be calculated with `computeBoundingSphere()`.
- *
- * @type {?Sphere}
- * @default null
- */
- this.boundingSphere = null;
- /**
- * Determines the part of the geometry to render. This should not be set directly,
- * instead use `setDrawRange()`.
- *
- * @type {{start:number,count:number}}
- */
- this.drawRange = { start: 0, count: Infinity };
- /**
- * An object that can be used to store custom data about the geometry.
- * It should not hold references to functions as these will not be cloned.
- *
- * @type {Object}
- */
- this.userData = {};
- }
- /**
- * Returns the index of this geometry.
- *
- * @return {?BufferAttribute} The index. Returns `null` if no index is defined.
- */
- getIndex() {
- return this.index;
- }
- /**
- * Sets the given index to this geometry.
- *
- * @param {Array<number>|BufferAttribute} index - The index to set.
- * @return {BufferGeometry} A reference to this instance.
- */
- setIndex( index ) {
- if ( Array.isArray( index ) ) {
- this.index = new ( arrayNeedsUint32( index ) ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
- } else {
- this.index = index;
- }
- return this;
- }
- /**
- * Sets the given indirect attribute to this geometry.
- *
- * @param {BufferAttribute} indirect - The attribute holding indirect draw calls.
- * @param {number|Array<number>} [indirectOffset=0] - The offset, in bytes, into the indirect drawing buffer where the value data begins. If an array is provided, multiple indirect draw calls will be made for each offset.
- * @return {BufferGeometry} A reference to this instance.
- */
- setIndirect( indirect, indirectOffset = 0 ) {
- this.indirect = indirect;
- this.indirectOffset = indirectOffset;
- return this;
- }
- /**
- * Returns the indirect attribute of this geometry.
- *
- * @return {?BufferAttribute} The indirect attribute. Returns `null` if no indirect attribute is defined.
- */
- getIndirect() {
- return this.indirect;
- }
- /**
- * Returns the buffer attribute for the given name.
- *
- * @param {string} name - The attribute name.
- * @return {BufferAttribute|InterleavedBufferAttribute|undefined} The buffer attribute.
- * Returns `undefined` if not attribute has been found.
- */
- getAttribute( name ) {
- return this.attributes[ name ];
- }
- /**
- * Sets the given attribute for the given name.
- *
- * @param {string} name - The attribute name.
- * @param {BufferAttribute|InterleavedBufferAttribute} attribute - The attribute to set.
- * @return {BufferGeometry} A reference to this instance.
- */
- setAttribute( name, attribute ) {
- this.attributes[ name ] = attribute;
- return this;
- }
- /**
- * Deletes the attribute for the given name.
- *
- * @param {string} name - The attribute name to delete.
- * @return {BufferGeometry} A reference to this instance.
- */
- deleteAttribute( name ) {
- delete this.attributes[ name ];
- return this;
- }
- /**
- * Returns `true` if this geometry has an attribute for the given name.
- *
- * @param {string} name - The attribute name.
- * @return {boolean} Whether this geometry has an attribute for the given name or not.
- */
- hasAttribute( name ) {
- return this.attributes[ name ] !== undefined;
- }
- /**
- * Adds a group to this geometry.
- *
- * @param {number} start - The first element in this draw call. That is the first
- * vertex for non-indexed geometry, otherwise the first triangle index.
- * @param {number} count - Specifies how many vertices (or indices) are part of this group.
- * @param {number} [materialIndex=0] - The material array index to use.
- */
- addGroup( start, count, materialIndex = 0 ) {
- this.groups.push( {
- start: start,
- count: count,
- materialIndex: materialIndex
- } );
- }
- /**
- * Clears all groups.
- */
- clearGroups() {
- this.groups = [];
- }
- /**
- * Sets the draw range for this geometry.
- *
- * @param {number} start - The first vertex for non-indexed geometry, otherwise the first triangle index.
- * @param {number} count - For non-indexed BufferGeometry, `count` is the number of vertices to render.
- * For indexed BufferGeometry, `count` is the number of indices to render.
- */
- setDrawRange( start, count ) {
- this.drawRange.start = start;
- this.drawRange.count = count;
- }
- /**
- * Applies the given 4x4 transformation matrix to the geometry.
- *
- * @param {Matrix4} matrix - The matrix to apply.
- * @return {BufferGeometry} A reference to this instance.
- */
- applyMatrix4( matrix ) {
- const position = this.attributes.position;
- if ( position !== undefined ) {
- position.applyMatrix4( matrix );
- position.needsUpdate = true;
- }
- const normal = this.attributes.normal;
- if ( normal !== undefined ) {
- const normalMatrix = new Matrix3().getNormalMatrix( matrix );
- normal.applyNormalMatrix( normalMatrix );
- normal.needsUpdate = true;
- }
- const tangent = this.attributes.tangent;
- if ( tangent !== undefined ) {
- tangent.transformDirection( matrix );
- tangent.needsUpdate = true;
- }
- if ( this.boundingBox !== null ) {
- this.computeBoundingBox();
- }
- if ( this.boundingSphere !== null ) {
- this.computeBoundingSphere();
- }
- return this;
- }
- /**
- * Applies the rotation represented by the Quaternion to the geometry.
- *
- * @param {Quaternion} q - The Quaternion to apply.
- * @return {BufferGeometry} A reference to this instance.
- */
- applyQuaternion( q ) {
- _m1.makeRotationFromQuaternion( q );
- this.applyMatrix4( _m1 );
- return this;
- }
- /**
- * Rotates the geometry about the X axis. This is typically done as a one time
- * operation, and not during a loop. Use {@link Object3D#rotation} for typical
- * real-time mesh rotation.
- *
- * @param {number} angle - The angle in radians.
- * @return {BufferGeometry} A reference to this instance.
- */
- rotateX( angle ) {
- // rotate geometry around world x-axis
- _m1.makeRotationX( angle );
- this.applyMatrix4( _m1 );
- return this;
- }
- /**
- * Rotates the geometry about the Y axis. This is typically done as a one time
- * operation, and not during a loop. Use {@link Object3D#rotation} for typical
- * real-time mesh rotation.
- *
- * @param {number} angle - The angle in radians.
- * @return {BufferGeometry} A reference to this instance.
- */
- rotateY( angle ) {
- // rotate geometry around world y-axis
- _m1.makeRotationY( angle );
- this.applyMatrix4( _m1 );
- return this;
- }
- /**
- * Rotates the geometry about the Z axis. This is typically done as a one time
- * operation, and not during a loop. Use {@link Object3D#rotation} for typical
- * real-time mesh rotation.
- *
- * @param {number} angle - The angle in radians.
- * @return {BufferGeometry} A reference to this instance.
- */
- rotateZ( angle ) {
- // rotate geometry around world z-axis
- _m1.makeRotationZ( angle );
- this.applyMatrix4( _m1 );
- return this;
- }
- /**
- * Translates the geometry. This is typically done as a one time
- * operation, and not during a loop. Use {@link Object3D#position} for typical
- * real-time mesh rotation.
- *
- * @param {number} x - The x offset.
- * @param {number} y - The y offset.
- * @param {number} z - The z offset.
- * @return {BufferGeometry} A reference to this instance.
- */
- translate( x, y, z ) {
- // translate geometry
- _m1.makeTranslation( x, y, z );
- this.applyMatrix4( _m1 );
- return this;
- }
- /**
- * Scales the geometry. This is typically done as a one time
- * operation, and not during a loop. Use {@link Object3D#scale} for typical
- * real-time mesh rotation.
- *
- * @param {number} x - The x scale.
- * @param {number} y - The y scale.
- * @param {number} z - The z scale.
- * @return {BufferGeometry} A reference to this instance.
- */
- scale( x, y, z ) {
- // scale geometry
- _m1.makeScale( x, y, z );
- this.applyMatrix4( _m1 );
- return this;
- }
- /**
- * Rotates the geometry to face a point in 3D space. This is typically done as a one time
- * operation, and not during a loop. Use {@link Object3D#lookAt} for typical
- * real-time mesh rotation.
- *
- * @param {Vector3} vector - The target point.
- * @return {BufferGeometry} A reference to this instance.
- */
- lookAt( vector ) {
- _obj.lookAt( vector );
- _obj.updateMatrix();
- this.applyMatrix4( _obj.matrix );
- return this;
- }
- /**
- * Center the geometry based on its bounding box.
- *
- * @return {BufferGeometry} A reference to this instance.
- */
- center() {
- this.computeBoundingBox();
- this.boundingBox.getCenter( _offset ).negate();
- this.translate( _offset.x, _offset.y, _offset.z );
- return this;
- }
- /**
- * Defines a geometry by creating a `position` attribute based on the given array of points. The array
- * can hold 2D or 3D vectors. When using two-dimensional data, the `z` coordinate for all vertices is
- * set to `0`.
- *
- * If the method is used with an existing `position` attribute, the vertex data are overwritten with the
- * data from the array. The length of the array must match the vertex count.
- *
- * @param {Array<Vector2>|Array<Vector3>} points - The points.
- * @return {BufferGeometry} A reference to this instance.
- */
- setFromPoints( points ) {
- const positionAttribute = this.getAttribute( 'position' );
- if ( positionAttribute === undefined ) {
- const position = [];
- for ( let i = 0, l = points.length; i < l; i ++ ) {
- const point = points[ i ];
- position.push( point.x, point.y, point.z || 0 );
- }
- this.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
- } else {
- const l = Math.min( points.length, positionAttribute.count ); // make sure data do not exceed buffer size
- for ( let i = 0; i < l; i ++ ) {
- const point = points[ i ];
- positionAttribute.setXYZ( i, point.x, point.y, point.z || 0 );
- }
- if ( points.length > positionAttribute.count ) {
- warn( 'BufferGeometry: Buffer size too small for points data. Use .dispose() and create a new geometry.' );
- }
- positionAttribute.needsUpdate = true;
- }
- return this;
- }
- /**
- * Computes the bounding box of the geometry, and updates the `boundingBox` member.
- * The bounding box is not computed by the engine; it must be computed by your app.
- * You may need to recompute the bounding box if the geometry vertices are modified.
- */
- computeBoundingBox() {
- if ( this.boundingBox === null ) {
- this.boundingBox = new Box3();
- }
- const position = this.attributes.position;
- const morphAttributesPosition = this.morphAttributes.position;
- if ( position && position.isGLBufferAttribute ) {
- error( 'BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box.', this );
- this.boundingBox.set(
- new Vector3( - Infinity, - Infinity, - Infinity ),
- new Vector3( + Infinity, + Infinity, + Infinity )
- );
- return;
- }
- if ( position !== undefined ) {
- this.boundingBox.setFromBufferAttribute( position );
- // process morph attributes if present
- if ( morphAttributesPosition ) {
- for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
- const morphAttribute = morphAttributesPosition[ i ];
- _box.setFromBufferAttribute( morphAttribute );
- if ( this.morphTargetsRelative ) {
- _vector.addVectors( this.boundingBox.min, _box.min );
- this.boundingBox.expandByPoint( _vector );
- _vector.addVectors( this.boundingBox.max, _box.max );
- this.boundingBox.expandByPoint( _vector );
- } else {
- this.boundingBox.expandByPoint( _box.min );
- this.boundingBox.expandByPoint( _box.max );
- }
- }
- }
- } else {
- this.boundingBox.makeEmpty();
- }
- if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
- error( 'BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
- }
- }
- /**
- * Computes the bounding sphere of the geometry, and updates the `boundingSphere` member.
- * The engine automatically computes the bounding sphere when it is needed, e.g., for ray casting or view frustum culling.
- * You may need to recompute the bounding sphere if the geometry vertices are modified.
- */
- computeBoundingSphere() {
- if ( this.boundingSphere === null ) {
- this.boundingSphere = new Sphere();
- }
- const position = this.attributes.position;
- const morphAttributesPosition = this.morphAttributes.position;
- if ( position && position.isGLBufferAttribute ) {
- error( 'BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere.', this );
- this.boundingSphere.set( new Vector3(), Infinity );
- return;
- }
- if ( position ) {
- // first, find the center of the bounding sphere
- const center = this.boundingSphere.center;
- _box.setFromBufferAttribute( position );
- // process morph attributes if present
- if ( morphAttributesPosition ) {
- for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
- const morphAttribute = morphAttributesPosition[ i ];
- _boxMorphTargets.setFromBufferAttribute( morphAttribute );
- if ( this.morphTargetsRelative ) {
- _vector.addVectors( _box.min, _boxMorphTargets.min );
- _box.expandByPoint( _vector );
- _vector.addVectors( _box.max, _boxMorphTargets.max );
- _box.expandByPoint( _vector );
- } else {
- _box.expandByPoint( _boxMorphTargets.min );
- _box.expandByPoint( _boxMorphTargets.max );
- }
- }
- }
- _box.getCenter( center );
- // second, try to find a boundingSphere with a radius smaller than the
- // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
- let maxRadiusSq = 0;
- for ( let i = 0, il = position.count; i < il; i ++ ) {
- _vector.fromBufferAttribute( position, i );
- maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector ) );
- }
- // process morph attributes if present
- if ( morphAttributesPosition ) {
- for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
- const morphAttribute = morphAttributesPosition[ i ];
- const morphTargetsRelative = this.morphTargetsRelative;
- for ( let j = 0, jl = morphAttribute.count; j < jl; j ++ ) {
- _vector.fromBufferAttribute( morphAttribute, j );
- if ( morphTargetsRelative ) {
- _offset.fromBufferAttribute( position, j );
- _vector.add( _offset );
- }
- maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector ) );
- }
- }
- }
- this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
- if ( isNaN( this.boundingSphere.radius ) ) {
- error( 'BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
- }
- }
- }
- /**
- * Calculates and adds a tangent attribute to this geometry.
- *
- * The computation is only supported for indexed geometries and if position, normal, and uv attributes
- * are defined. When using a tangent space normal map, prefer the MikkTSpace algorithm provided by
- * {@link BufferGeometryUtils#computeMikkTSpaceTangents} instead.
- */
- computeTangents() {
- const index = this.index;
- const attributes = this.attributes;
- // based on http://www.terathon.com/code/tangent.html
- // (per vertex tangents)
- if ( index === null ||
- attributes.position === undefined ||
- attributes.normal === undefined ||
- attributes.uv === undefined ) {
- error( 'BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)' );
- return;
- }
- const positionAttribute = attributes.position;
- const normalAttribute = attributes.normal;
- const uvAttribute = attributes.uv;
- if ( this.hasAttribute( 'tangent' ) === false ) {
- this.setAttribute( 'tangent', new BufferAttribute( new Float32Array( 4 * positionAttribute.count ), 4 ) );
- }
- const tangentAttribute = this.getAttribute( 'tangent' );
- const tan1 = [], tan2 = [];
- for ( let i = 0; i < positionAttribute.count; i ++ ) {
- tan1[ i ] = new Vector3();
- tan2[ i ] = new Vector3();
- }
- const vA = new Vector3(),
- vB = new Vector3(),
- vC = new Vector3(),
- uvA = new Vector2(),
- uvB = new Vector2(),
- uvC = new Vector2(),
- sdir = new Vector3(),
- tdir = new Vector3();
- function handleTriangle( a, b, c ) {
- vA.fromBufferAttribute( positionAttribute, a );
- vB.fromBufferAttribute( positionAttribute, b );
- vC.fromBufferAttribute( positionAttribute, c );
- uvA.fromBufferAttribute( uvAttribute, a );
- uvB.fromBufferAttribute( uvAttribute, b );
- uvC.fromBufferAttribute( uvAttribute, c );
- vB.sub( vA );
- vC.sub( vA );
- uvB.sub( uvA );
- uvC.sub( uvA );
- const r = 1.0 / ( uvB.x * uvC.y - uvC.x * uvB.y );
- // silently ignore degenerate uv triangles having coincident or colinear vertices
- if ( ! isFinite( r ) ) return;
- sdir.copy( vB ).multiplyScalar( uvC.y ).addScaledVector( vC, - uvB.y ).multiplyScalar( r );
- tdir.copy( vC ).multiplyScalar( uvB.x ).addScaledVector( vB, - uvC.x ).multiplyScalar( 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 );
- }
- let groups = this.groups;
- if ( groups.length === 0 ) {
- groups = [ {
- start: 0,
- count: index.count
- } ];
- }
- for ( let i = 0, il = groups.length; i < il; ++ i ) {
- const group = groups[ i ];
- const start = group.start;
- const count = group.count;
- for ( let j = start, jl = start + count; j < jl; j += 3 ) {
- handleTriangle(
- index.getX( j + 0 ),
- index.getX( j + 1 ),
- index.getX( j + 2 )
- );
- }
- }
- const tmp = new Vector3(), tmp2 = new Vector3();
- const n = new Vector3(), n2 = new Vector3();
- function handleVertex( v ) {
- n.fromBufferAttribute( normalAttribute, v );
- n2.copy( n );
- const t = tan1[ v ];
- // Gram-Schmidt orthogonalize
- tmp.copy( t );
- tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();
- // Calculate handedness
- tmp2.crossVectors( n2, t );
- const test = tmp2.dot( tan2[ v ] );
- const w = ( test < 0.0 ) ? - 1.0 : 1.0;
- tangentAttribute.setXYZW( v, tmp.x, tmp.y, tmp.z, w );
- }
- for ( let i = 0, il = groups.length; i < il; ++ i ) {
- const group = groups[ i ];
- const start = group.start;
- const count = group.count;
- for ( let j = start, jl = start + count; j < jl; j += 3 ) {
- handleVertex( index.getX( j + 0 ) );
- handleVertex( index.getX( j + 1 ) );
- handleVertex( index.getX( j + 2 ) );
- }
- }
- }
- /**
- * Computes vertex normals for the given vertex data. For indexed geometries, the method sets
- * each vertex normal to be the average of the face normals of the faces that share that vertex.
- * For non-indexed geometries, vertices are not shared, and the method sets each vertex normal
- * to be the same as the face normal.
- */
- computeVertexNormals() {
- const index = this.index;
- const positionAttribute = this.getAttribute( 'position' );
- if ( positionAttribute !== undefined ) {
- let normalAttribute = this.getAttribute( 'normal' );
- if ( normalAttribute === undefined ) {
- normalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 );
- this.setAttribute( 'normal', normalAttribute );
- } else {
- // reset existing normals to zero
- for ( let i = 0, il = normalAttribute.count; i < il; i ++ ) {
- normalAttribute.setXYZ( i, 0, 0, 0 );
- }
- }
- const pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
- const nA = new Vector3(), nB = new Vector3(), nC = new Vector3();
- const cb = new Vector3(), ab = new Vector3();
- // indexed elements
- if ( index ) {
- for ( let i = 0, il = index.count; i < il; i += 3 ) {
- const vA = index.getX( i + 0 );
- const vB = index.getX( i + 1 );
- const vC = index.getX( i + 2 );
- pA.fromBufferAttribute( positionAttribute, vA );
- pB.fromBufferAttribute( positionAttribute, vB );
- pC.fromBufferAttribute( positionAttribute, vC );
- cb.subVectors( pC, pB );
- ab.subVectors( pA, pB );
- cb.cross( ab );
- nA.fromBufferAttribute( normalAttribute, vA );
- nB.fromBufferAttribute( normalAttribute, vB );
- nC.fromBufferAttribute( normalAttribute, vC );
- nA.add( cb );
- nB.add( cb );
- nC.add( cb );
- normalAttribute.setXYZ( vA, nA.x, nA.y, nA.z );
- normalAttribute.setXYZ( vB, nB.x, nB.y, nB.z );
- normalAttribute.setXYZ( vC, nC.x, nC.y, nC.z );
- }
- } else {
- // non-indexed elements (unconnected triangle soup)
- for ( let i = 0, il = positionAttribute.count; i < il; i += 3 ) {
- pA.fromBufferAttribute( positionAttribute, i + 0 );
- pB.fromBufferAttribute( positionAttribute, i + 1 );
- pC.fromBufferAttribute( positionAttribute, i + 2 );
- cb.subVectors( pC, pB );
- ab.subVectors( pA, pB );
- cb.cross( ab );
- normalAttribute.setXYZ( i + 0, cb.x, cb.y, cb.z );
- normalAttribute.setXYZ( i + 1, cb.x, cb.y, cb.z );
- normalAttribute.setXYZ( i + 2, cb.x, cb.y, cb.z );
- }
- }
- this.normalizeNormals();
- normalAttribute.needsUpdate = true;
- }
- }
- /**
- * Ensures every normal vector in a geometry will have a magnitude of `1`. This will
- * correct lighting on the geometry surfaces.
- */
- normalizeNormals() {
- const normals = this.attributes.normal;
- for ( let i = 0, il = normals.count; i < il; i ++ ) {
- _vector.fromBufferAttribute( normals, i );
- _vector.normalize();
- normals.setXYZ( i, _vector.x, _vector.y, _vector.z );
- }
- }
- /**
- * Return a new non-index version of this indexed geometry. If the geometry
- * is already non-indexed, the method is a NOOP.
- *
- * @return {BufferGeometry} The non-indexed version of this indexed geometry.
- */
- toNonIndexed() {
- function convertBufferAttribute( attribute, indices ) {
- const array = attribute.array;
- const itemSize = attribute.itemSize;
- const normalized = attribute.normalized;
- const array2 = new array.constructor( indices.length * itemSize );
- let index = 0, index2 = 0;
- for ( let i = 0, l = indices.length; i < l; i ++ ) {
- if ( attribute.isInterleavedBufferAttribute ) {
- index = indices[ i ] * attribute.data.stride + attribute.offset;
- } else {
- index = indices[ i ] * itemSize;
- }
- for ( let j = 0; j < itemSize; j ++ ) {
- array2[ index2 ++ ] = array[ index ++ ];
- }
- }
- return new BufferAttribute( array2, itemSize, normalized );
- }
- //
- if ( this.index === null ) {
- warn( 'BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.' );
- return this;
- }
- const geometry2 = new BufferGeometry();
- const indices = this.index.array;
- const attributes = this.attributes;
- // attributes
- for ( const name in attributes ) {
- const attribute = attributes[ name ];
- const newAttribute = convertBufferAttribute( attribute, indices );
- geometry2.setAttribute( name, newAttribute );
- }
- // morph attributes
- const morphAttributes = this.morphAttributes;
- for ( const name in morphAttributes ) {
- const morphArray = [];
- const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
- for ( let i = 0, il = morphAttribute.length; i < il; i ++ ) {
- const attribute = morphAttribute[ i ];
- const newAttribute = convertBufferAttribute( attribute, indices );
- morphArray.push( newAttribute );
- }
- geometry2.morphAttributes[ name ] = morphArray;
- }
- geometry2.morphTargetsRelative = this.morphTargetsRelative;
- // groups
- const groups = this.groups;
- for ( let i = 0, l = groups.length; i < l; i ++ ) {
- const group = groups[ i ];
- geometry2.addGroup( group.start, group.count, group.materialIndex );
- }
- return geometry2;
- }
- /**
- * Serializes the geometry into JSON.
- *
- * @return {Object} A JSON object representing the serialized geometry.
- */
- toJSON() {
- const data = {
- metadata: {
- version: 4.7,
- type: 'BufferGeometry',
- generator: 'BufferGeometry.toJSON'
- }
- };
- // standard BufferGeometry serialization
- data.uuid = this.uuid;
- data.type = this.type;
- if ( this.name !== '' ) data.name = this.name;
- if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
- if ( this.parameters !== undefined ) {
- const parameters = this.parameters;
- for ( const key in parameters ) {
- if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
- }
- return data;
- }
- // for simplicity the code assumes attributes are not shared across geometries, see #15811
- data.data = { attributes: {} };
- const index = this.index;
- if ( index !== null ) {
- data.data.index = {
- type: index.array.constructor.name,
- array: Array.prototype.slice.call( index.array )
- };
- }
- const attributes = this.attributes;
- for ( const key in attributes ) {
- const attribute = attributes[ key ];
- data.data.attributes[ key ] = attribute.toJSON( data.data );
- }
- const morphAttributes = {};
- let hasMorphAttributes = false;
- for ( const key in this.morphAttributes ) {
- const attributeArray = this.morphAttributes[ key ];
- const array = [];
- for ( let i = 0, il = attributeArray.length; i < il; i ++ ) {
- const attribute = attributeArray[ i ];
- array.push( attribute.toJSON( data.data ) );
- }
- if ( array.length > 0 ) {
- morphAttributes[ key ] = array;
- hasMorphAttributes = true;
- }
- }
- if ( hasMorphAttributes ) {
- data.data.morphAttributes = morphAttributes;
- data.data.morphTargetsRelative = this.morphTargetsRelative;
- }
- const groups = this.groups;
- if ( groups.length > 0 ) {
- data.data.groups = JSON.parse( JSON.stringify( groups ) );
- }
- const boundingSphere = this.boundingSphere;
- if ( boundingSphere !== null ) {
- data.data.boundingSphere = boundingSphere.toJSON();
- }
- return data;
- }
- /**
- * Returns a new geometry with copied values from this instance.
- *
- * @return {BufferGeometry} A clone of this instance.
- */
- clone() {
- return new this.constructor().copy( this );
- }
- /**
- * Copies the values of the given geometry to this instance.
- *
- * @param {BufferGeometry} source - The geometry to copy.
- * @return {BufferGeometry} A reference to this instance.
- */
- copy( source ) {
- // reset
- this.index = null;
- this.attributes = {};
- this.morphAttributes = {};
- this.groups = [];
- this.boundingBox = null;
- this.boundingSphere = null;
- // used for storing cloned, shared data
- const data = {};
- // name
- this.name = source.name;
- // index
- const index = source.index;
- if ( index !== null ) {
- this.setIndex( index.clone() );
- }
- // attributes
- const attributes = source.attributes;
- for ( const name in attributes ) {
- const attribute = attributes[ name ];
- this.setAttribute( name, attribute.clone( data ) );
- }
- // morph attributes
- const morphAttributes = source.morphAttributes;
- for ( const name in morphAttributes ) {
- const array = [];
- const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
- for ( let i = 0, l = morphAttribute.length; i < l; i ++ ) {
- array.push( morphAttribute[ i ].clone( data ) );
- }
- this.morphAttributes[ name ] = array;
- }
- this.morphTargetsRelative = source.morphTargetsRelative;
- // groups
- const groups = source.groups;
- for ( let i = 0, l = groups.length; i < l; i ++ ) {
- const group = groups[ i ];
- this.addGroup( group.start, group.count, group.materialIndex );
- }
- // bounding box
- const boundingBox = source.boundingBox;
- if ( boundingBox !== null ) {
- this.boundingBox = boundingBox.clone();
- }
- // bounding sphere
- const boundingSphere = source.boundingSphere;
- if ( boundingSphere !== null ) {
- this.boundingSphere = boundingSphere.clone();
- }
- // draw range
- this.drawRange.start = source.drawRange.start;
- this.drawRange.count = source.drawRange.count;
- // user data
- this.userData = source.userData;
- return this;
- }
- /**
- * Frees the GPU-related resources allocated by this instance. Call this
- * method whenever this instance is no longer used in your app.
- *
- * @fires BufferGeometry#dispose
- */
- dispose() {
- this.dispatchEvent( { type: 'dispose' } );
- }
- }
- export { BufferGeometry };
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