未验证 提交 8ea885cd 编写于 作者: M Michael Herzog 提交者: GitHub

Ensure geometry helpers can use new clone() method. (#22571)

上级 271dc86e
......@@ -11,133 +11,128 @@ const _triangle = new Triangle();
class EdgesGeometry extends BufferGeometry {
constructor( geometry, thresholdAngle ) {
constructor( geometry = null, thresholdAngle = 1 ) {
super();
this.type = 'EdgesGeometry';
this.parameters = {
geometry: geometry,
thresholdAngle: thresholdAngle
};
thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;
if ( geometry.isGeometry === true ) {
if ( geometry !== null ) {
console.error( 'THREE.EdgesGeometry no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
return;
}
const precisionPoints = 4;
const precision = Math.pow( 10, precisionPoints );
const thresholdDot = Math.cos( MathUtils.DEG2RAD * thresholdAngle );
const precisionPoints = 4;
const precision = Math.pow( 10, precisionPoints );
const thresholdDot = Math.cos( MathUtils.DEG2RAD * thresholdAngle );
const indexAttr = geometry.getIndex();
const positionAttr = geometry.getAttribute( 'position' );
const indexCount = indexAttr ? indexAttr.count : positionAttr.count;
const indexAttr = geometry.getIndex();
const positionAttr = geometry.getAttribute( 'position' );
const indexCount = indexAttr ? indexAttr.count : positionAttr.count;
const indexArr = [ 0, 0, 0 ];
const vertKeys = [ 'a', 'b', 'c' ];
const hashes = new Array( 3 );
const indexArr = [ 0, 0, 0 ];
const vertKeys = [ 'a', 'b', 'c' ];
const hashes = new Array( 3 );
const edgeData = {};
const vertices = [];
for ( let i = 0; i < indexCount; i += 3 ) {
const edgeData = {};
const vertices = [];
for ( let i = 0; i < indexCount; i += 3 ) {
if ( indexAttr ) {
if ( indexAttr ) {
indexArr[ 0 ] = indexAttr.getX( i );
indexArr[ 1 ] = indexAttr.getX( i + 1 );
indexArr[ 2 ] = indexAttr.getX( i + 2 );
indexArr[ 0 ] = indexAttr.getX( i );
indexArr[ 1 ] = indexAttr.getX( i + 1 );
indexArr[ 2 ] = indexAttr.getX( i + 2 );
} else {
} else {
indexArr[ 0 ] = i;
indexArr[ 1 ] = i + 1;
indexArr[ 2 ] = i + 2;
indexArr[ 0 ] = i;
indexArr[ 1 ] = i + 1;
indexArr[ 2 ] = i + 2;
}
}
const { a, b, c } = _triangle;
a.fromBufferAttribute( positionAttr, indexArr[ 0 ] );
b.fromBufferAttribute( positionAttr, indexArr[ 1 ] );
c.fromBufferAttribute( positionAttr, indexArr[ 2 ] );
_triangle.getNormal( _normal );
const { a, b, c } = _triangle;
a.fromBufferAttribute( positionAttr, indexArr[ 0 ] );
b.fromBufferAttribute( positionAttr, indexArr[ 1 ] );
c.fromBufferAttribute( positionAttr, indexArr[ 2 ] );
_triangle.getNormal( _normal );
// create hashes for the edge from the vertices
hashes[ 0 ] = `${ Math.round( a.x * precision ) },${ Math.round( a.y * precision ) },${ Math.round( a.z * precision ) }`;
hashes[ 1 ] = `${ Math.round( b.x * precision ) },${ Math.round( b.y * precision ) },${ Math.round( b.z * precision ) }`;
hashes[ 2 ] = `${ Math.round( c.x * precision ) },${ Math.round( c.y * precision ) },${ Math.round( c.z * precision ) }`;
// create hashes for the edge from the vertices
hashes[ 0 ] = `${ Math.round( a.x * precision ) },${ Math.round( a.y * precision ) },${ Math.round( a.z * precision ) }`;
hashes[ 1 ] = `${ Math.round( b.x * precision ) },${ Math.round( b.y * precision ) },${ Math.round( b.z * precision ) }`;
hashes[ 2 ] = `${ Math.round( c.x * precision ) },${ Math.round( c.y * precision ) },${ Math.round( c.z * precision ) }`;
// skip degenerate triangles
if ( hashes[ 0 ] === hashes[ 1 ] || hashes[ 1 ] === hashes[ 2 ] || hashes[ 2 ] === hashes[ 0 ] ) {
// skip degenerate triangles
if ( hashes[ 0 ] === hashes[ 1 ] || hashes[ 1 ] === hashes[ 2 ] || hashes[ 2 ] === hashes[ 0 ] ) {
continue;
continue;
}
}
// iterate over every edge
for ( let j = 0; j < 3; j ++ ) {
// iterate over every edge
for ( let j = 0; j < 3; j ++ ) {
// get the first and next vertex making up the edge
const jNext = ( j + 1 ) % 3;
const vecHash0 = hashes[ j ];
const vecHash1 = hashes[ jNext ];
const v0 = _triangle[ vertKeys[ j ] ];
const v1 = _triangle[ vertKeys[ jNext ] ];
// get the first and next vertex making up the edge
const jNext = ( j + 1 ) % 3;
const vecHash0 = hashes[ j ];
const vecHash1 = hashes[ jNext ];
const v0 = _triangle[ vertKeys[ j ] ];
const v1 = _triangle[ vertKeys[ jNext ] ];
const hash = `${ vecHash0 }_${ vecHash1 }`;
const reverseHash = `${ vecHash1 }_${ vecHash0 }`;
const hash = `${ vecHash0 }_${ vecHash1 }`;
const reverseHash = `${ vecHash1 }_${ vecHash0 }`;
if ( reverseHash in edgeData && edgeData[ reverseHash ] ) {
if ( reverseHash in edgeData && edgeData[ reverseHash ] ) {
// if we found a sibling edge add it into the vertex array if
// it meets the angle threshold and delete the edge from the map.
if ( _normal.dot( edgeData[ reverseHash ].normal ) <= thresholdDot ) {
// if we found a sibling edge add it into the vertex array if
// it meets the angle threshold and delete the edge from the map.
if ( _normal.dot( edgeData[ reverseHash ].normal ) <= thresholdDot ) {
vertices.push( v0.x, v0.y, v0.z );
vertices.push( v1.x, v1.y, v1.z );
vertices.push( v0.x, v0.y, v0.z );
vertices.push( v1.x, v1.y, v1.z );
}
}
edgeData[ reverseHash ] = null;
edgeData[ reverseHash ] = null;
} else if ( ! ( hash in edgeData ) ) {
} else if ( ! ( hash in edgeData ) ) {
// if we've already got an edge here then skip adding a new one
edgeData[ hash ] = {
// if we've already got an edge here then skip adding a new one
edgeData[ hash ] = {
index0: indexArr[ j ],
index1: indexArr[ jNext ],
normal: _normal.clone(),
index0: indexArr[ j ],
index1: indexArr[ jNext ],
normal: _normal.clone(),
};
};
}
}
}
}
// iterate over all remaining, unmatched edges and add them to the vertex array
for ( const key in edgeData ) {
// iterate over all remaining, unmatched edges and add them to the vertex array
for ( const key in edgeData ) {
if ( edgeData[ key ] ) {
if ( edgeData[ key ] ) {
const { index0, index1 } = edgeData[ key ];
_v0.fromBufferAttribute( positionAttr, index0 );
_v1.fromBufferAttribute( positionAttr, index1 );
const { index0, index1 } = edgeData[ key ];
_v0.fromBufferAttribute( positionAttr, index0 );
_v1.fromBufferAttribute( positionAttr, index1 );
vertices.push( _v0.x, _v0.y, _v0.z );
vertices.push( _v1.x, _v1.y, _v1.z );
vertices.push( _v0.x, _v0.y, _v0.z );
vertices.push( _v1.x, _v1.y, _v1.z );
}
}
}
this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
}
}
......
......@@ -4,65 +4,66 @@ import { Vector3 } from '../math/Vector3.js';
class WireframeGeometry extends BufferGeometry {
constructor( geometry ) {
constructor( geometry = null ) {
super();
this.type = 'WireframeGeometry';
if ( geometry.isGeometry === true ) {
this.parameters = {
geometry: geometry
};
console.error( 'THREE.WireframeGeometry no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
return;
if ( geometry !== null ) {
}
// buffer
// buffer
const vertices = [];
const edges = new Set();
const vertices = [];
const edges = new Set();
// helper variables
// helper variables
const start = new Vector3();
const end = new Vector3();
const start = new Vector3();
const end = new Vector3();
if ( geometry.index !== null ) {
if ( geometry.index !== null ) {
// indexed BufferGeometry
// indexed BufferGeometry
const position = geometry.attributes.position;
const indices = geometry.index;
let groups = geometry.groups;
const position = geometry.attributes.position;
const indices = geometry.index;
let groups = geometry.groups;
if ( groups.length === 0 ) {
if ( groups.length === 0 ) {
groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
}
}
// create a data structure that contains all eges without duplicates
// create a data structure that contains all eges without duplicates
for ( let o = 0, ol = groups.length; o < ol; ++ o ) {
for ( let o = 0, ol = groups.length; o < ol; ++ o ) {
const group = groups[ o ];
const group = groups[ o ];
const groupStart = group.start;
const groupCount = group.count;
const groupStart = group.start;
const groupCount = group.count;
for ( let i = groupStart, l = ( groupStart + groupCount ); i < l; i += 3 ) {
for ( let i = groupStart, l = ( groupStart + groupCount ); i < l; i += 3 ) {
for ( let j = 0; j < 3; j ++ ) {
for ( let j = 0; j < 3; j ++ ) {
const index1 = indices.getX( i + j );
const index2 = indices.getX( i + ( j + 1 ) % 3 );
const index1 = indices.getX( i + j );
const index2 = indices.getX( i + ( j + 1 ) % 3 );
start.fromBufferAttribute( position, index1 );
end.fromBufferAttribute( position, index2 );
start.fromBufferAttribute( position, index1 );
end.fromBufferAttribute( position, index2 );
if ( isUniqueEdge( start, end, edges ) === true ) {
if ( isUniqueEdge( start, end, edges ) === true ) {
vertices.push( start.x, start.y, start.z );
vertices.push( end.x, end.y, end.z );
vertices.push( start.x, start.y, start.z );
vertices.push( end.x, end.y, end.z );
}
}
......@@ -70,31 +71,31 @@ class WireframeGeometry extends BufferGeometry {
}
}
} else {
} else {
// non-indexed BufferGeometry
// non-indexed BufferGeometry
const position = geometry.attributes.position;
const position = geometry.attributes.position;
for ( let i = 0, l = ( position.count / 3 ); i < l; i ++ ) {
for ( let i = 0, l = ( position.count / 3 ); i < l; i ++ ) {
for ( let j = 0; j < 3; j ++ ) {
for ( let j = 0; j < 3; j ++ ) {
// three edges per triangle, an edge is represented as (index1, index2)
// e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
// three edges per triangle, an edge is represented as (index1, index2)
// e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
const index1 = 3 * i + j;
const index2 = 3 * i + ( ( j + 1 ) % 3 );
const index1 = 3 * i + j;
const index2 = 3 * i + ( ( j + 1 ) % 3 );
start.fromBufferAttribute( position, index1 );
end.fromBufferAttribute( position, index2 );
start.fromBufferAttribute( position, index1 );
end.fromBufferAttribute( position, index2 );
if ( isUniqueEdge( start, end, edges ) === true ) {
if ( isUniqueEdge( start, end, edges ) === true ) {
vertices.push( start.x, start.y, start.z );
vertices.push( end.x, end.y, end.z );
vertices.push( start.x, start.y, start.z );
vertices.push( end.x, end.y, end.z );
}
}
......@@ -102,11 +103,11 @@ class WireframeGeometry extends BufferGeometry {
}
}
// build geometry
// build geometry
this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
}
}
......
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