Geometry.js 10.5 KB
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/**
 * @author mr.doob / http://mrdoob.com/
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 * @author kile / http://kile.stravaganza.org/
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 * @author alteredq / http://alteredqualia.com/
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 * @author mikael emtinger / http://gomo.se/
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 */

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THREE.Geometry = function () {
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	this.id = "Geometry" + THREE.GeometryIdCounter ++;
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	this.vertices = [];
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	this.colors = []; // one-to-one vertex colors, used in ParticleSystem, Line and Ribbon
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	this.faces = [];
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	this.edges = [];

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	this.faceUvs = [[]];
	this.faceVertexUvs = [[]];
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	this.morphTargets = [];
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	this.morphColors = [];
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	this.skinWeights = [];
	this.skinIndices = [];
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	this.boundingBox = null;
	this.boundingSphere = null;

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	this.hasTangents = false;
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};

THREE.Geometry.prototype = {

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	constructor : THREE.Geometry,

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	computeCentroids: function () {

		var f, fl, face;

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		for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
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			face = this.faces[ f ];
			face.centroid.set( 0, 0, 0 );

			if ( face instanceof THREE.Face3 ) {

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				face.centroid.addSelf( this.vertices[ face.a ].position );
				face.centroid.addSelf( this.vertices[ face.b ].position );
				face.centroid.addSelf( this.vertices[ face.c ].position );
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				face.centroid.divideScalar( 3 );

			} else if ( face instanceof THREE.Face4 ) {

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				face.centroid.addSelf( this.vertices[ face.a ].position );
				face.centroid.addSelf( this.vertices[ face.b ].position );
				face.centroid.addSelf( this.vertices[ face.c ].position );
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				face.centroid.addSelf( this.vertices[ face.d ].position );
				face.centroid.divideScalar( 4 );

			}

		}

	},

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	computeFaceNormals: function ( useVertexNormals ) {
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		var n, nl, v, vl, vertex, f, fl, face, vA, vB, vC,
		cb = new THREE.Vector3(), ab = new THREE.Vector3();
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		/*
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		for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
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			vertex = this.vertices[ v ];
			vertex.normal.set( 0, 0, 0 );
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		}
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		*/
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		for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
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			face = this.faces[ f ];
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			if ( useVertexNormals && face.vertexNormals.length  ) {
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				cb.set( 0, 0, 0 );
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				for ( n = 0, nl = face.vertexNormals.length; n < nl; n++ ) {
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					cb.addSelf( face.vertexNormals[n] );
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				}
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				cb.divideScalar( 3 );
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				if ( ! cb.isZero() ) {
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					cb.normalize();
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				}
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				face.normal.copy( cb );
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			} else {
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				vA = this.vertices[ face.a ];
				vB = this.vertices[ face.b ];
				vC = this.vertices[ face.c ];

				cb.sub( vC.position, vB.position );
				ab.sub( vA.position, vB.position );
				cb.crossSelf( ab );

				if ( !cb.isZero() ) {

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					cb.normalize();
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				}

				face.normal.copy( cb );

			}

		}

	},

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	computeVertexNormals: function () {

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		var v, vl, f, fl, face, vertices;
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		// create internal buffers for reuse when calling this method repeatedly
		// (otherwise memory allocation / deallocation every frame is big resource hog)
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		if ( this.__tmpVertices == undefined ) {
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			this.__tmpVertices = new Array( this.vertices.length );
			vertices = this.__tmpVertices;
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			for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {

				vertices[ v ] = new THREE.Vector3();

			}
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			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() ];
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				} else if ( face instanceof THREE.Face4 ) {
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					face.vertexNormals = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];

				}

			}
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		} else {
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			vertices = this.__tmpVertices;
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			for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {

				vertices[ v ].set( 0, 0, 0 );

			}
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		}

		for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

			face = this.faces[ f ];

			if ( face instanceof THREE.Face3 ) {
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				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 ) {

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				face.vertexNormals[ 0 ].copy( vertices[ face.a ] );
				face.vertexNormals[ 1 ].copy( vertices[ face.b ] );
				face.vertexNormals[ 2 ].copy( vertices[ face.c ] );
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			} else if ( face instanceof THREE.Face4 ) {

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				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 ] );
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			}
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		}

	},

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	computeTangents: function () {
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		// based on http://www.terathon.com/code/tangent.html
		// tangents go to vertices
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		var f, fl, v, vl, i, il, vertexIndex,
			face, uv, vA, vB, vC, uvA, uvB, uvC,
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			x1, x2, y1, y2, z1, z2,
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			s1, s2, t1, t2, r, t, test,
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			tan1 = [], tan2 = [],
			sdir = new THREE.Vector3(), tdir = new THREE.Vector3(),
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			tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3(),
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			n = new THREE.Vector3(), w;
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		for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {

			tan1[ v ] = new THREE.Vector3();
			tan2[ v ] = new THREE.Vector3();

		}
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		function handleTriangle( context, a, b, c, ua, ub, uc ) {
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			vA = context.vertices[ a ].position;
			vB = context.vertices[ b ].position;
			vC = context.vertices[ c ].position;
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			uvA = uv[ ua ];
			uvB = uv[ ub ];
			uvC = uv[ uc ];
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			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.u - uvA.u;
			s2 = uvC.u - uvA.u;
			t1 = uvB.v - uvA.v;
			t2 = uvC.v - uvA.v;

			r = 1.0 / ( s1 * t2 - s2 * t1 );
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			sdir.set( ( t2 * x1 - t1 * x2 ) * r,
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					  ( t2 * y1 - t1 * y2 ) * r,
					  ( t2 * z1 - t1 * z2 ) * r );
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			tdir.set( ( s1 * x2 - s2 * x1 ) * r,
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					  ( s1 * y2 - s2 * y1 ) * r,
					  ( s1 * z2 - s2 * z1 ) * r );
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			tan1[ a ].addSelf( sdir );
			tan1[ b ].addSelf( sdir );
			tan1[ c ].addSelf( sdir );
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			tan2[ a ].addSelf( tdir );
			tan2[ b ].addSelf( tdir );
			tan2[ c ].addSelf( tdir );
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		}
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		for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
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			face = this.faces[ f ];
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			uv = this.faceVertexUvs[ 0 ][ f ]; // use UV layer 0 for tangents
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			if ( face instanceof THREE.Face3 ) {
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				handleTriangle( this, face.a, face.b, face.c, 0, 1, 2 );
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			} else if ( face instanceof THREE.Face4 ) {
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				handleTriangle( this, face.a, face.b, face.c, 0, 1, 2 );
				handleTriangle( this, face.a, face.b, face.d, 0, 1, 3 );
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			}
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		}
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		var faceIndex = [ 'a', 'b', 'c', 'd' ];
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		for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
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			face = this.faces[ f ];
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			for ( i = 0; i < face.vertexNormals.length; i++ ) {
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				n.copy( face.vertexNormals[ i ] );
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				vertexIndex = face[ faceIndex[ i ] ];
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				t = tan1[ vertexIndex ];
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				// Gram-Schmidt orthogonalize
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				tmp.copy( t );
				tmp.subSelf( n.multiplyScalar( n.dot( t ) ) ).normalize();
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				// Calculate handedness
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				tmp2.cross( face.vertexNormals[ i ], t );
				test = tmp2.dot( tan2[ vertexIndex ] );
				w = (test < 0.0) ? -1.0 : 1.0;
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				face.vertexTangents[ i ] = new THREE.Vector4( tmp.x, tmp.y, tmp.z, w );
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			}
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		}
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		this.hasTangents = true;
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	},
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	computeBoundingBox: function () {
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		var vertex;

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		if ( this.vertices.length > 0 ) {

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			this.boundingBox = { 'x': [ this.vertices[ 0 ].position.x, this.vertices[ 0 ].position.x ],
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			'y': [ this.vertices[ 0 ].position.y, this.vertices[ 0 ].position.y ],
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			'z': [ this.vertices[ 0 ].position.z, this.vertices[ 0 ].position.z ] };

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			for ( var v = 1, vl = this.vertices.length; v < vl; v ++ ) {
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				vertex = this.vertices[ v ];

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				if ( vertex.position.x < this.boundingBox.x[ 0 ] ) {
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					this.boundingBox.x[ 0 ] = vertex.position.x;
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				} else if ( vertex.position.x > this.boundingBox.x[ 1 ] ) {
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					this.boundingBox.x[ 1 ] = vertex.position.x;
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				}

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				if ( vertex.position.y < this.boundingBox.y[ 0 ] ) {
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					this.boundingBox.y[ 0 ] = vertex.position.y;
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				} else if ( vertex.position.y > this.boundingBox.y[ 1 ] ) {
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					this.boundingBox.y[ 1 ] = vertex.position.y;
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				}

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				if ( vertex.position.z < this.boundingBox.z[ 0 ] ) {
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					this.boundingBox.z[ 0 ] = vertex.position.z;
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				} else if ( vertex.position.z > this.boundingBox.z[ 1 ] ) {
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					this.boundingBox.z[ 1 ] = vertex.position.z;
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				}

			}
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		}

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	},

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	computeBoundingSphere: function () {

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		// var radius = this.boundingSphere === null ? 0 : this.boundingSphere.radius;

		var radius = 0;
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		for ( var v = 0, vl = this.vertices.length; v < vl; v ++ ) {

			radius = Math.max( radius, this.vertices[ v ].position.length() );

		}

		this.boundingSphere = { radius: radius };

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	},

	computeEdgeFaces: function () {

		function edge_hash( a, b ) {

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			return Math.min( a, b ) + "_" + Math.max( a, b );
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		};

		function addToMap( map, hash, i ) {

			if ( map[ hash ] === undefined ) {

				map[ hash ] = { "set": {}, "array": [] };
				map[ hash ].set[ i ] = 1;
				map[ hash ].array.push( i );

			} else {

				if( map[ hash ].set[ i ] === undefined ) {

					map[ hash ].set[ i ] = 1;
					map[ hash ].array.push( i );

				}

			}

		};

		var i, il, v1, v2, j, k,
			face, faceIndices, faceIndex,
			edge,
			hash,
			vfMap = {};

		// construct vertex -> face map

		for( i = 0, il = this.faces.length; i < il; i ++ ) {

			face = this.faces[ i ];

			if ( face instanceof THREE.Face3 ) {

				hash = edge_hash( face.a, face.b );
				addToMap( vfMap, hash, i );

				hash = edge_hash( face.b, face.c );
				addToMap( vfMap, hash, i );

				hash = edge_hash( face.a, face.c );
				addToMap( vfMap, hash, i );

			} else if ( face instanceof THREE.Face4 ) {

				// in WebGLRenderer quad is tesselated
				// to triangles: a,b,d / b,c,d
				// shared edge is: b,d

				// should shared edge be included?
				// comment out if not

				hash = edge_hash( face.b, face.d ); 
				addToMap( vfMap, hash, i );

				hash = edge_hash( face.a, face.b );
				addToMap( vfMap, hash, i );

				hash = edge_hash( face.a, face.d );
				addToMap( vfMap, hash, i );

				hash = edge_hash( face.b, face.c );
				addToMap( vfMap, hash, i );

				hash = edge_hash( face.c, face.d );
				addToMap( vfMap, hash, i );

			}

		}

		// extract faces

		for( i = 0, il = this.edges.length; i < il; i ++ ) {

			edge = this.edges[ i ];

			v1 = edge.vertexIndices[ 0 ];
			v2 = edge.vertexIndices[ 1 ];

			edge.faceIndices = vfMap[ edge_hash( v1, v2 ) ].array;

			for( j = 0; j < edge.faceIndices.length; j ++ ) {

				faceIndex = edge.faceIndices[ j ];
				edge.faces.push( this.faces[ faceIndex ] );

			}

		}

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	}
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};
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THREE.GeometryIdCounter = 0;