BufferGeometry.js 26.8 KB
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/**
 * @author alteredq / http://alteredqualia.com/
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 * @author mrdoob / http://mrdoob.com/
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 */

THREE.BufferGeometry = function () {

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	Object.defineProperty( this, 'id', { value: THREE.GeometryIdCount ++ } );

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	this.uuid = THREE.Math.generateUUID();
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	this.name = '';
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	this.type = 'BufferGeometry';
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	this.attributes = {};
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	this.attributesKeys = [];

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	this.drawcalls = [];
	this.offsets = this.drawcalls; // backwards compatibility
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	this.boundingBox = null;
	this.boundingSphere = null;

};

THREE.BufferGeometry.prototype = {

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	constructor: THREE.BufferGeometry,
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	addAttribute: function ( name, attribute ) {
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		if ( attribute instanceof THREE.BufferAttribute === false && attribute instanceof THREE.InterleavedBufferAttribute === false ) {
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			THREE.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );
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			this.attributes[ name ] = { array: arguments[ 1 ], itemSize: arguments[ 2 ] };

			return;

		}

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		this.attributes[ name ] = attribute;
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		this.attributesKeys = Object.keys( this.attributes );
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	},

	getAttribute: function ( name ) {

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		return this.attributes[ name ];

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	},

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	addDrawCall: function ( start, count, indexOffset ) {

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		this.drawcalls.push( {
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			start: start,
			count: count,
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			index: indexOffset !== undefined ? indexOffset : 0
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		} );

	},

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	applyMatrix: function ( matrix ) {

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		var position = this.attributes.position;
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		if ( position !== undefined ) {
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			matrix.applyToVector3Array( position.array );
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			position.needsUpdate = true;
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		}

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		var normal = this.attributes.normal;
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		if ( normal !== undefined ) {
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			var normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
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			normalMatrix.applyToVector3Array( normal.array );
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			normal.needsUpdate = true;
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		}

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		if ( this.boundingBox !== null ) {
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			this.computeBoundingBox();

		}

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		if ( this.boundingSphere !== null ) {
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			this.computeBoundingSphere();

		}

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	},

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	center: function () {

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		this.computeBoundingBox();

		var offset = this.boundingBox.center().negate();

		this.applyMatrix( new THREE.Matrix4().setPosition( offset ) );

		return offset;
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	},

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	setFromObject: function ( object ) {
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		console.log( 'THREE.BufferGeometry.setFromObject(). Converting ', object, this );

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		var geometry = object.geometry;
		var material = object.material;

		if ( object instanceof THREE.PointCloud || object instanceof THREE.Line ) {

			var positions = new Float32Array( geometry.vertices.length * 3 );
			var colors = new Float32Array( geometry.colors.length * 3 );

			this.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) );
			this.addAttribute( 'color', new THREE.BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) );
			this.computeBoundingSphere();

		} else if ( object instanceof THREE.Mesh ) {

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			if ( geometry instanceof THREE.DynamicGeometry ) {
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				this.fromDynamicGeometry( geometry );
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			} else if ( geometry instanceof THREE.Geometry ) {

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				this.fromGeometry( geometry, material );
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			}
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		}

		if ( material.attributes !== undefined ) {

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			var attributes = material.attributes;

			for ( var name in attributes ) {

				var attribute = attributes[ name ];

				var type = attribute.type;
				var array = attribute.value;

				switch ( type ) {

					case "f":
						var floats = new Float32Array( array.length );
						this.addAttribute( name, new THREE.BufferAttribute( floats, 1 ).copyArray( array ) );
						break;

					case "c":
						var colors = new Float32Array( array.length * 3 );
						this.addAttribute( name, new THREE.BufferAttribute( colors, 3 ).copyColorsArray( array ) );
						break;

					case "v3":
						var colors = new Float32Array( array.length * 3 );
						this.addAttribute( name, new THREE.BufferAttribute( colors, 3 ).copyVector3sArray( array ) );
						break;

					default:
						console.warn( 'THREE.BufferGeometry.setFromObject(). TODO: attribute unsupported', type );
						break;

				}

			}
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		}

		return this;

	},

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	updateFromObject: function ( object ) {

		var geometry = object.geometry;

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		if ( geometry.verticesNeedUpdate === true ) {
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			var attribute = this.attributes.position;
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			if ( attribute !== undefined ) {
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				attribute.copyVector3sArray( geometry.vertices );
				attribute.needsUpdate = true;
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			}

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			geometry.verticesNeedUpdate = false;
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		}
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		if ( geometry.colorsNeedUpdate === true ) {
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			var attribute = this.attributes.color;
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			if ( attribute !== undefined ) {
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				attribute.copyColorsArray( geometry.colors );
				attribute.needsUpdate = true;
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			}

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			geometry.colorsNeedUpdate = false;

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		}

	},

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	updateFromMaterial: function ( material ) {

		if ( material.attributes !== undefined ) {

			var attributes = material.attributes;

			for ( var name in attributes ) {

				var attribute = attributes[ name ];

				var type = attribute.type;
				var array = attribute.value;

				switch ( type ) {

					case "f":
						this.attributes[ name ].copyArray( array );
						this.attributes[ name ].needsUpdate = true;
						break;

					case "c":
						this.attributes[ name ].copyColorsArray( array );
						this.attributes[ name ].needsUpdate = true;
						break;

					case "v3":
						this.attributes[ name ].copyVector3sArray( array );
						this.attributes[ name ].needsUpdate = true;
						break;

				}

			}

		}

	},

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	fromGeometry: function ( geometry, material ) {
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		material = material || { 'vertexColors': THREE.NoColors };
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		var vertices = geometry.vertices;
		var faces = geometry.faces;
		var faceVertexUvs = geometry.faceVertexUvs;
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		var vertexColors = material.vertexColors;
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		var hasFaceVertexUv = faceVertexUvs[ 0 ].length > 0;
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		var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0;

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		var hasFaceVertexNormals = faces[ 0 ] && faces[ 0 ].vertexNormals.length == 3;
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		var positions = new Float32Array( faces.length * 3 * 3 );
		this.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );

		var normals = new Float32Array( faces.length * 3 * 3 );
		this.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) );

		if ( vertexColors !== THREE.NoColors ) {

			var colors = new Float32Array( faces.length * 3 * 3 );
			this.addAttribute( 'color', new THREE.BufferAttribute( colors, 3 ) );

		}

		if ( hasFaceVertexUv === true ) {

			var uvs = new Float32Array( faces.length * 3 * 2 );
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			this.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) );
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		}

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		if ( hasFaceVertexUv2 === true ) {

			var uvs2 = new Float32Array( faces.length * 3 * 2 );
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			this.addAttribute( 'uv2', new THREE.BufferAttribute( uvs2, 2 ) );
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		}

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		for ( var i = 0, i2 = 0, i3 = 0; i < faces.length; i ++, i2 += 6, i3 += 9 ) {

			var face = faces[ i ];

			var a = vertices[ face.a ];
			var b = vertices[ face.b ];
			var c = vertices[ face.c ];

			positions[ i3     ] = a.x;
			positions[ i3 + 1 ] = a.y;
			positions[ i3 + 2 ] = a.z;
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			positions[ i3 + 3 ] = b.x;
			positions[ i3 + 4 ] = b.y;
			positions[ i3 + 5 ] = b.z;
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			positions[ i3 + 6 ] = c.x;
			positions[ i3 + 7 ] = c.y;
			positions[ i3 + 8 ] = c.z;

			if ( hasFaceVertexNormals === true ) {

				var na = face.vertexNormals[ 0 ];
				var nb = face.vertexNormals[ 1 ];
				var nc = face.vertexNormals[ 2 ];

				normals[ i3     ] = na.x;
				normals[ i3 + 1 ] = na.y;
				normals[ i3 + 2 ] = na.z;

				normals[ i3 + 3 ] = nb.x;
				normals[ i3 + 4 ] = nb.y;
				normals[ i3 + 5 ] = nb.z;

				normals[ i3 + 6 ] = nc.x;
				normals[ i3 + 7 ] = nc.y;
				normals[ i3 + 8 ] = nc.z;

			} else {

				var n = face.normal;

				normals[ i3     ] = n.x;
				normals[ i3 + 1 ] = n.y;
				normals[ i3 + 2 ] = n.z;

				normals[ i3 + 3 ] = n.x;
				normals[ i3 + 4 ] = n.y;
				normals[ i3 + 5 ] = n.z;

				normals[ i3 + 6 ] = n.x;
				normals[ i3 + 7 ] = n.y;
				normals[ i3 + 8 ] = n.z;

			}

			if ( vertexColors === THREE.FaceColors ) {

				var fc = face.color;

				colors[ i3     ] = fc.r;
				colors[ i3 + 1 ] = fc.g;
				colors[ i3 + 2 ] = fc.b;

				colors[ i3 + 3 ] = fc.r;
				colors[ i3 + 4 ] = fc.g;
				colors[ i3 + 5 ] = fc.b;

				colors[ i3 + 6 ] = fc.r;
				colors[ i3 + 7 ] = fc.g;
				colors[ i3 + 8 ] = fc.b;

			} else if ( vertexColors === THREE.VertexColors ) {

				var vca = face.vertexColors[ 0 ];
				var vcb = face.vertexColors[ 1 ];
				var vcc = face.vertexColors[ 2 ];

				colors[ i3     ] = vca.r;
				colors[ i3 + 1 ] = vca.g;
				colors[ i3 + 2 ] = vca.b;

				colors[ i3 + 3 ] = vcb.r;
				colors[ i3 + 4 ] = vcb.g;
				colors[ i3 + 5 ] = vcb.b;

				colors[ i3 + 6 ] = vcc.r;
				colors[ i3 + 7 ] = vcc.g;
				colors[ i3 + 8 ] = vcc.b;

			}

			if ( hasFaceVertexUv === true ) {

				var uva = faceVertexUvs[ 0 ][ i ][ 0 ];
				var uvb = faceVertexUvs[ 0 ][ i ][ 1 ];
				var uvc = faceVertexUvs[ 0 ][ i ][ 2 ];

				uvs[ i2     ] = uva.x;
				uvs[ i2 + 1 ] = uva.y;
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				uvs[ i2 + 2 ] = uvb.x;
				uvs[ i2 + 3 ] = uvb.y;
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				uvs[ i2 + 4 ] = uvc.x;
				uvs[ i2 + 5 ] = uvc.y;

			}

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			if ( hasFaceVertexUv2 === true ) {

				var uva = faceVertexUvs[ 1 ][ i ][ 0 ];
				var uvb = faceVertexUvs[ 1 ][ i ][ 1 ];
				var uvc = faceVertexUvs[ 1 ][ i ][ 2 ];

				uvs2[ i2     ] = uva.x;
				uvs2[ i2 + 1 ] = uva.y;

				uvs2[ i2 + 2 ] = uvb.x;
				uvs2[ i2 + 3 ] = uvb.y;

				uvs2[ i2 + 4 ] = uvc.x;
				uvs2[ i2 + 5 ] = uvc.y;

			}

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		}

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		this.computeBoundingSphere();
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		return this;

	},

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	fromDynamicGeometry: function ( geometry ) {
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		var indices = new Uint16Array( geometry.faces.length * 3 );
		this.addAttribute( 'index', new THREE.BufferAttribute( indices, 1 ).copyFacesArray( geometry.faces ) );

		var positions = new Float32Array( geometry.vertices.length * 3 );
		this.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) );

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		var normals = new Float32Array( geometry.normals.length * 3 );
		this.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) );
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		var colors = new Float32Array( geometry.colors.length * 3 );
		this.addAttribute( 'color', new THREE.BufferAttribute( colors, 3 ).copyVector3sArray( geometry.colors ) );

		var uvs = new Float32Array( geometry.uvs.length * 2 );
		this.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) );

		this.computeBoundingSphere();

		return this;

	},

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	computeBoundingBox: function () {

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		var vector = new THREE.Vector3();
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		return function () {
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			if ( this.boundingBox === null ) {
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				this.boundingBox = new THREE.Box3();
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			}

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			var positions = this.attributes.position;
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			if ( positions ) {
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				var bb = this.boundingBox;
				bb.makeEmpty();
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				for ( var i = 0, il = positions.length / positions.itemSize; i < il; i ++ ) {
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					vector.set( positions.getX( i ), positions.getY( i ), positions.getZ( i ) );
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					bb.expandByPoint( vector );
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				}

			}

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			if ( positions === undefined || positions.length === 0 ) {
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				this.boundingBox.min.set( 0, 0, 0 );
				this.boundingBox.max.set( 0, 0, 0 );
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			}
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			if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
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				THREE.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.' );
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			}
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		}

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	}(),
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	computeBoundingSphere: function () {

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		var box = new THREE.Box3();
		var vector = new THREE.Vector3();
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		return function () {
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			if ( this.boundingSphere === null ) {
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				this.boundingSphere = new THREE.Sphere();
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			}
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			var positions = this.attributes.position;
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			if ( positions ) {
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				box.makeEmpty();

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				var center = this.boundingSphere.center;
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				for ( var i = 0, il = positions.length / positions.itemSize; i < il; i ++ ) {
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					vector.set( positions.getX( i ), positions.getY( i ), positions.getZ( i ) );
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					box.expandByPoint( vector );
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				}

				box.center( center );

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				// hoping to find a boundingSphere with a radius smaller than the
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				// boundingSphere of the boundingBox: sqrt(3) smaller in the best case
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				var maxRadiusSq = 0;

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				for ( var i = 0, il = positions.length / positions.itemSize; i < il; i ++ ) {
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					vector.set( positions.getX( i ), positions.getY( i ), positions.getZ( i ) );
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					maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) );
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				}

				this.boundingSphere.radius = Math.sqrt( maxRadiusSq );

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				if ( isNaN( this.boundingSphere.radius ) ) {

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					THREE.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.' );
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				}

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			}
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		}

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	}(),
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	computeFaceNormals: function () {

		// backwards compatibility

	},

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	computeVertexNormals: function () {

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		var attributes = this.attributes;
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		if ( attributes.position ) {
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			var positions = attributes.position.array;
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			if ( attributes.normal === undefined ) {
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				this.addAttribute( 'normal', new THREE.BufferAttribute( new Float32Array( positions.length ), 3 ) );
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			} else {

				// reset existing normals to zero

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				var normals = attributes.normal.array;

				for ( var i = 0, il = normals.length; i < il; i ++ ) {
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					normals[ i ] = 0;
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				}

			}

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			var normals = attributes.normal.array;
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			var vA, vB, vC,
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			pA = new THREE.Vector3(),
			pB = new THREE.Vector3(),
			pC = new THREE.Vector3(),

			cb = new THREE.Vector3(),
			ab = new THREE.Vector3();

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			// indexed elements

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			if ( attributes.index ) {
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				var indices = attributes.index.array;
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				var offsets = ( this.offsets.length > 0 ? this.offsets : [ { start: 0, count: indices.length, index: 0 } ] );
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				for ( var j = 0, jl = offsets.length; j < jl; ++ j ) {
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					var start = offsets[ j ].start;
					var count = offsets[ j ].count;
					var index = offsets[ j ].index;

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					for ( var i = start, il = start + count; i < il; i += 3 ) {
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						vA = ( index + indices[ i     ] ) * 3;
						vB = ( index + indices[ i + 1 ] ) * 3;
						vC = ( index + indices[ i + 2 ] ) * 3;
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						pA.fromArray( positions, vA );
						pB.fromArray( positions, vB );
						pC.fromArray( positions, vC );
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						cb.subVectors( pC, pB );
						ab.subVectors( pA, pB );
						cb.cross( ab );
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						normals[ vA     ] += cb.x;
						normals[ vA + 1 ] += cb.y;
						normals[ vA + 2 ] += cb.z;
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						normals[ vB     ] += cb.x;
						normals[ vB + 1 ] += cb.y;
						normals[ vB + 2 ] += cb.z;
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						normals[ vC     ] += cb.x;
						normals[ vC + 1 ] += cb.y;
						normals[ vC + 2 ] += cb.z;
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					}

				}

			} else {
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				// non-indexed elements (unconnected triangle soup)

				for ( var i = 0, il = positions.length; i < il; i += 9 ) {
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					pA.fromArray( positions, i );
					pB.fromArray( positions, i + 3 );
					pC.fromArray( positions, i + 6 );
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					cb.subVectors( pC, pB );
					ab.subVectors( pA, pB );
					cb.cross( ab );
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					normals[ i     ] = cb.x;
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					normals[ i + 1 ] = cb.y;
					normals[ i + 2 ] = cb.z;
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					normals[ i + 3 ] = cb.x;
					normals[ i + 4 ] = cb.y;
					normals[ i + 5 ] = cb.z;
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					normals[ i + 6 ] = cb.x;
					normals[ i + 7 ] = cb.y;
					normals[ i + 8 ] = cb.z;
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				}

			}

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			this.normalizeNormals();
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			attributes.normal.needsUpdate = true;
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		}
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	},
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	computeTangents: function () {

		// based on http://www.terathon.com/code/tangent.html
		// (per vertex tangents)

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		if ( this.attributes.index === undefined ||
			 this.attributes.position === undefined ||
			 this.attributes.normal === undefined ||
			 this.attributes.uv === undefined ) {
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			THREE.warn( 'THREE.BufferGeometry: Missing required attributes (index, position, normal or uv) in BufferGeometry.computeTangents()' );
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			return;

		}

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		var indices = this.attributes.index.array;
		var positions = this.attributes.position.array;
		var normals = this.attributes.normal.array;
		var uvs = this.attributes.uv.array;
702 703 704

		var nVertices = positions.length / 3;

705
		if ( this.attributes.tangent === undefined ) {
706

707
			this.addAttribute( 'tangent', new THREE.BufferAttribute( new Float32Array( 4 * nVertices ), 4 ) );
708 709 710

		}

711
		var tangents = this.attributes.tangent.array;
712 713 714 715 716 717 718 719 720 721

		var tan1 = [], tan2 = [];

		for ( var k = 0; k < nVertices; k ++ ) {

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

		}

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		var vA = new THREE.Vector3(),
			vB = new THREE.Vector3(),
			vC = new THREE.Vector3(),
725

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			uvA = new THREE.Vector2(),
			uvB = new THREE.Vector2(),
			uvC = new THREE.Vector2(),
729 730 731 732 733 734 735 736

			x1, x2, y1, y2, z1, z2,
			s1, s2, t1, t2, r;

		var sdir = new THREE.Vector3(), tdir = new THREE.Vector3();

		function handleTriangle( a, b, c ) {

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			vA.fromArray( positions, a * 3 );
			vB.fromArray( positions, b * 3 );
			vC.fromArray( positions, c * 3 );
740

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			uvA.fromArray( uvs, a * 2 );
			uvB.fromArray( uvs, b * 2 );
			uvC.fromArray( uvs, c * 2 );
744

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			x1 = vB.x - vA.x;
			x2 = vC.x - vA.x;
747

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			y1 = vB.y - vA.y;
			y2 = vC.y - vA.y;
750

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			z1 = vB.z - vA.z;
			z2 = vC.z - vA.z;
753

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			s1 = uvB.x - uvA.x;
			s2 = uvC.x - uvA.x;
756

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			t1 = uvB.y - uvA.y;
			t2 = uvC.y - uvA.y;
759 760 761

			r = 1.0 / ( s1 * t2 - s2 * t1 );

762 763 764 765 766 767 768 769 770 771 772
			sdir.set(
				( t2 * x1 - t1 * x2 ) * r,
				( t2 * y1 - t1 * y2 ) * r,
				( t2 * z1 - t1 * z2 ) * r
			);

			tdir.set(
				( s1 * x2 - s2 * x1 ) * r,
				( s1 * y2 - s2 * y1 ) * r,
				( s1 * z2 - s2 * z1 ) * r
			);
773

774 775 776
			tan1[ a ].add( sdir );
			tan1[ b ].add( sdir );
			tan1[ c ].add( sdir );
777

778 779 780
			tan2[ a ].add( tdir );
			tan2[ b ].add( tdir );
			tan2[ c ].add( tdir );
781 782 783 784 785 786 787

		}

		var i, il;
		var j, jl;
		var iA, iB, iC;

788
		if ( this.drawcalls.length === 0 ) {
789

790
			this.addDrawCall( 0, indices.length, 0 );
791

792 793 794 795 796 797 798 799 800
		}

		var drawcalls = this.drawcalls;

		for ( j = 0, jl = drawcalls.length; j < jl; ++ j ) {

			var start = drawcalls[ j ].start;
			var count = drawcalls[ j ].count;
			var index = drawcalls[ j ].index;
801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819

			for ( i = start, il = start + count; i < il; i += 3 ) {

				iA = index + indices[ i ];
				iB = index + indices[ i + 1 ];
				iC = index + indices[ i + 2 ];

				handleTriangle( iA, iB, iC );

			}

		}

		var tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3();
		var n = new THREE.Vector3(), n2 = new THREE.Vector3();
		var w, t, test;

		function handleVertex( v ) {

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			n.fromArray( normals, v * 3 );
821 822 823 824 825 826 827
			n2.copy( n );

			t = tan1[ v ];

			// Gram-Schmidt orthogonalize

			tmp.copy( t );
828
			tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();
829 830 831

			// Calculate handedness

832
			tmp2.crossVectors( n2, t );
833
			test = tmp2.dot( tan2[ v ] );
834
			w = ( test < 0.0 ) ? - 1.0 : 1.0;
835

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			tangents[ v * 4     ] = tmp.x;
837 838 839 840 841 842
			tangents[ v * 4 + 1 ] = tmp.y;
			tangents[ v * 4 + 2 ] = tmp.z;
			tangents[ v * 4 + 3 ] = w;

		}

843
		for ( j = 0, jl = drawcalls.length; j < jl; ++ j ) {
844

845 846 847
			var start = drawcalls[ j ].start;
			var count = drawcalls[ j ].count;
			var index = drawcalls[ j ].index;
848 849 850 851 852 853 854 855 856 857 858 859 860 861 862

			for ( i = start, il = start + count; i < il; i += 3 ) {

				iA = index + indices[ i ];
				iB = index + indices[ i + 1 ];
				iC = index + indices[ i + 2 ];

				handleVertex( iA );
				handleVertex( iB );
				handleVertex( iC );

			}

		}

863 864
	},

865
	/*
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	Compute the draw offset for large models by chunking the index buffer into chunks of 65k addressable vertices.
	This method will effectively rewrite the index buffer and remap all attributes to match the new indices.
	WARNING: This method will also expand the vertex count to prevent sprawled triangles across draw offsets.
869
	size - Defaults to 65535 or 4294967296 if extension OES_element_index_uint supported, but allows for larger or smaller chunks.
870
	*/
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	computeOffsets: function ( size ) {
872

873
		if ( size === undefined ) size = THREE.BufferGeometry.MaxIndex;
874

875 876
		var indices = this.attributes.index.array;
		var vertices = this.attributes.position.array;
877

878
		var facesCount = ( indices.length / 3 );
879

880
		var UintArray = ( ( vertices.length / 3 ) > 65535 && THREE.BufferGeometry.MaxIndex > 65535 ) ? Uint32Array : Uint16Array;
881

882
		/*
883 884 885
		THREE.log("Computing buffers in offsets of "+size+" -> indices:"+indices.length+" vertices:"+vertices.length);
		THREE.log("Faces to process: "+(indices.length/3));
		THREE.log("Reordering "+verticesCount+" vertices.");
886 887
		*/

888 889
		var sortedIndices = new UintArray( indices.length );

890 891 892 893
		var indexPtr = 0;
		var vertexPtr = 0;

		var offsets = [ { start:0, count:0, index:0 } ];
894
		var offset = offsets[ 0 ];
895 896 897

		var duplicatedVertices = 0;
		var newVerticeMaps = 0;
898
		var faceVertices = new Int32Array( 6 );
899 900
		var vertexMap = new Int32Array( vertices.length );
		var revVertexMap = new Int32Array( vertices.length );
901
		for ( var j = 0; j < vertices.length; j ++ ) { vertexMap[ j ] = - 1; revVertexMap[ j ] = - 1; }
902 903 904

		/*
			Traverse every face and reorder vertices in the proper offsets of 65k.
905
			We can have more than 'size' entries in the index buffer per offset, but only reference 'size' values.
906
		*/
907
		for ( var findex = 0; findex < facesCount; findex ++ ) {
908 909
			newVerticeMaps = 0;

910 911 912
			for ( var vo = 0; vo < 3; vo ++ ) {
				var vid = indices[ findex * 3 + vo ];
				if ( vertexMap[ vid ] == - 1 ) {
913
					//Unmapped vertice
914 915 916 917
					faceVertices[ vo * 2 ] = vid;
					faceVertices[ vo * 2 + 1 ] = - 1;
					newVerticeMaps ++;
				} else if ( vertexMap[ vid ] < offset.index ) {
918
					//Reused vertices from previous block (duplicate)
919 920 921
					faceVertices[ vo * 2 ] = vid;
					faceVertices[ vo * 2 + 1 ] = - 1;
					duplicatedVertices ++;
922 923
				} else {
					//Reused vertice in the current block
924 925
					faceVertices[ vo * 2 ] = vid;
					faceVertices[ vo * 2 + 1 ] = vertexMap[ vid ];
926 927 928 929
				}
			}

			var faceMax = vertexPtr + newVerticeMaps;
930
			if ( faceMax > ( offset.index + size ) ) {
931
				var new_offset = { start:indexPtr, count:0, index:vertexPtr };
932
				offsets.push( new_offset );
933 934 935
				offset = new_offset;

				//Re-evaluate reused vertices in light of new offset.
936 937 938 939
				for ( var v = 0; v < 6; v += 2 ) {
					var new_vid = faceVertices[ v + 1 ];
					if ( new_vid > - 1 && new_vid < offset.index )
						faceVertices[ v + 1 ] = - 1;
940 941 942 943
				}
			}

			//Reindex the face.
944 945 946
			for ( var v = 0; v < 6; v += 2 ) {
				var vid = faceVertices[ v ];
				var new_vid = faceVertices[ v + 1 ];
947

948 949
				if ( new_vid === - 1 )
					new_vid = vertexPtr ++;
950

951 952 953 954
				vertexMap[ vid ] = new_vid;
				revVertexMap[ new_vid ] = vid;
				sortedIndices[ indexPtr ++ ] = new_vid - offset.index; //XXX overflows at 16bit
				offset.count ++;
955 956 957 958
			}
		}

		/* Move all attribute values to map to the new computed indices , also expand the vertice stack to match our new vertexPtr. */
959
		this.reorderBuffers( sortedIndices, revVertexMap, vertexPtr );
960 961
		this.offsets = offsets; // TODO: Deprecate
		this.drawcalls = offsets;
962 963 964

		/*
		var orderTime = Date.now();
965 966 967 968
		THREE.log("Reorder time: "+(orderTime-s)+"ms");
		THREE.log("Duplicated "+duplicatedVertices+" vertices.");
		THREE.log("Compute Buffers time: "+(Date.now()-s)+"ms");
		THREE.log("Draw offsets: "+offsets.length);
969 970 971
		*/

		return offsets;
972

973 974
	},

975 976 977 978
	merge: function ( geometry, offset ) {

		if ( geometry instanceof THREE.BufferGeometry === false ) {

979
			THREE.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );
980 981 982 983 984 985 986 987 988 989 990
			return;

		}

		if ( offset === undefined ) offset = 0;

		var attributes = this.attributes;

		for ( var key in attributes ) {

			if ( geometry.attributes[ key ] === undefined ) continue;
991

992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008
			var attribute1 = attributes[ key ];
			var attributeArray1 = attribute1.array;

			var attribute2 = geometry.attributes[ key ];
			var attributeArray2 = attribute2.array;

			var attributeSize = attribute2.itemSize;

			for ( var i = 0, j = attributeSize * offset; i < attributeArray2.length; i ++, j ++ ) {

				attributeArray1[ j ] = attributeArray2[ i ];

			}

		}

		return this;
1009 1010 1011 1012 1013

	},

	normalizeNormals: function () {

1014
		var normals = this.attributes.normal.array;
1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033

		var x, y, z, n;

		for ( var i = 0, il = normals.length; i < il; i += 3 ) {

			x = normals[ i ];
			y = normals[ i + 1 ];
			z = normals[ i + 2 ];

			n = 1.0 / Math.sqrt( x * x + y * y + z * z );

			normals[ i     ] *= n;
			normals[ i + 1 ] *= n;
			normals[ i + 2 ] *= n;

		}

	},

1034 1035 1036 1037 1038 1039 1040
	/*
		reoderBuffers:
		Reorder attributes based on a new indexBuffer and indexMap.
		indexBuffer - Uint16Array of the new ordered indices.
		indexMap - Int32Array where the position is the new vertex ID and the value the old vertex ID for each vertex.
		vertexCount - Amount of total vertices considered in this reordering (in case you want to grow the vertice stack).
	*/
1041
	reorderBuffers: function ( indexBuffer, indexMap, vertexCount ) {
1042 1043 1044

		/* Create a copy of all attributes for reordering. */
		var sortedAttributes = {};
1045 1046
		for ( var attr in this.attributes ) {
			if ( attr == 'index' )
1047
				continue;
1048
			var sourceArray = this.attributes[ attr ].array;
1049
			sortedAttributes[ attr ] = new sourceArray.constructor( this.attributes[ attr ].itemSize * vertexCount );
1050 1051 1052
		}

		/* Move attribute positions based on the new index map */
1053 1054
		for ( var new_vid = 0; new_vid < vertexCount; new_vid ++ ) {
			var vid = indexMap[ new_vid ];
1055
			for ( var attr in this.attributes ) {
1056
				if ( attr == 'index' )
1057
					continue;
1058 1059 1060 1061
				var attrArray = this.attributes[ attr ].array;
				var attrSize = this.attributes[ attr ].itemSize;
				var sortedAttr = sortedAttributes[ attr ];
				for ( var k = 0; k < attrSize; k ++ )
1062 1063 1064 1065 1066
					sortedAttr[ new_vid * attrSize + k ] = attrArray[ vid * attrSize + k ];
			}
		}

		/* Carry the new sorted buffers locally */
1067
		this.attributes[ 'index' ].array = indexBuffer;
1068
		for ( var attr in this.attributes ) {
1069
			if ( attr == 'index' )
1070
				continue;
1071 1072
			this.attributes[ attr ].array = sortedAttributes[ attr ];
			this.attributes[ attr ].numItems = this.attributes[ attr ].itemSize * vertexCount;
1073 1074 1075
		}
	},

1076
	toJSON: function() {
1077

1078 1079
		// we will store all serialization data on 'data'
		var data = {};
1080

1081 1082
		// add metadata
		data.metadata = {
1083 1084 1085
			version: 4.4,
			type: 'BufferGeometry',
			generator: 'BufferGeometry.toJSON'
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1086
		};
1087

1088
		// standard BufferGeometry serialization
1089

1090 1091 1092
		data.type = this.type;
		data.uuid = this.uuid;
		if ( this.name !== '' ) data.name = this.name;
1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108

		if ( this.parameters !== undefined ) {

			var parameters = this.parameters;

			for ( var key in parameters ) {

				if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];

			}

			return data;

		}

		data.data = { attributes: {} };
1109

1110
		var attributes = this.attributes;
1111 1112 1113 1114 1115 1116 1117
		var offsets = this.offsets;
		var boundingSphere = this.boundingSphere;

		for ( var key in attributes ) {

			var attribute = attributes[ key ];

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			var array = Array.prototype.slice.call( attribute.array );
1119

1120
			data.data.attributes[ key ] = {
1121 1122 1123 1124 1125 1126 1127 1128 1129
				itemSize: attribute.itemSize,
				type: attribute.array.constructor.name,
				array: array
			}

		}

		if ( offsets.length > 0 ) {

1130
			data.data.offsets = JSON.parse( JSON.stringify( offsets ) );
1131 1132 1133 1134 1135

		}

		if ( boundingSphere !== null ) {

1136
			data.data.boundingSphere = {
1137 1138 1139 1140 1141 1142
				center: boundingSphere.center.toArray(),
				radius: boundingSphere.radius
			}

		}

1143
		return data;
1144 1145 1146

	},

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	clone: function () {
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		var geometry = new THREE.BufferGeometry();

		for ( var attr in this.attributes ) {

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			var sourceAttr = this.attributes[ attr ];
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			geometry.addAttribute( attr, sourceAttr.clone() );
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1155 1156 1157

		}

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1158
		for ( var i = 0, il = this.offsets.length; i < il; i ++ ) {
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1159 1160 1161

			var offset = this.offsets[ i ];

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1162
			geometry.offsets.push( {
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1164 1165 1166
				start: offset.start,
				index: offset.index,
				count: offset.count
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			} );
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1170
		}
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1171 1172 1173 1174 1175

		return geometry;

	},

1176
	dispose: function () {
1177

1178
		this.dispatchEvent( { type: 'dispose' } );
1179

1180
	}
1181 1182

};
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THREE.EventDispatcher.prototype.apply( THREE.BufferGeometry.prototype );
1185

1186
THREE.BufferGeometry.MaxIndex = 65535;