BufferGeometry.js 25.3 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.morphAttributes = [];

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	this.drawcalls = [];
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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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			console.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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	},

	getAttribute: function ( name ) {

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		return this.attributes[ name ];

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	},

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	get offsets() {
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		console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .drawcalls.' );
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		return this.drawcalls;
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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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	clearDrawCalls: function () {

		this.drawcalls = [];

	},

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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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	copy: function ( geometry ) {

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		// TODO Clear attributes? Clear drawcalls? Copy morphTargets?

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		var attributes = geometry.attributes;
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		var offsets = geometry.drawcalls;
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		for ( var name in attributes ) {

			var attribute = attributes[ name ];

			this.addAttribute( name, attribute.clone() );

		}

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

			var offset = offsets[ i ];
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			this.addDrawCall( offset.start, offset.count, offset.index );
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		}

		return this;

	},

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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;

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

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			var positions = new THREE.Float32Attribute( geometry.vertices.length * 3, 3 );
			var colors = new THREE.Float32Attribute( geometry.colors.length * 3, 3 );
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			this.addAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) );
			this.addAttribute( 'color', colors.copyColorsArray( geometry.colors ) );
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			if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) {

				var lineDistances = new THREE.Float32Attribute( geometry.lineDistances.length, 1 );

				this.addAttribute( 'lineDistance',  lineDistances.copyArray( geometry.lineDistances ) );

			}

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			if ( geometry.boundingSphere !== null ) {

				this.boundingSphere = geometry.boundingSphere.clone();

			}

			if ( geometry.boundingBox !== null ) {

				this.boundingBox = geometry.boundingBox.clone();

			}
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		} else if ( object instanceof THREE.Mesh ) {

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			if ( geometry instanceof THREE.Geometry ) {
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				this.fromGeometry( geometry );
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			}
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		}

		return this;

	},

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	updateFromObject: function ( object ) {

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		var geometry = object.geometry;
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		if ( object instanceof THREE.Mesh ) {
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			var direct = geometry.__directGeometry;
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			direct.verticesNeedUpdate = geometry.verticesNeedUpdate;
			direct.normalsNeedUpdate = geometry.normalsNeedUpdate;
			direct.colorsNeedUpdate = geometry.colorsNeedUpdate;
			direct.uvsNeedUpdate = geometry.uvsNeedUpdate;
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			direct.tangentsNeedUpdate = geometry.tangentsNeedUpdate;
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			geometry.verticesNeedUpdate = false;
			geometry.normalsNeedUpdate = false;
			geometry.colorsNeedUpdate = false;
			geometry.uvsNeedUpdate = false;
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			geometry.tangentsNeedUpdate = false;
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			geometry = direct;
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		}
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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.normalsNeedUpdate === true ) {

			var attribute = this.attributes.normal;

			if ( attribute !== undefined ) {

				attribute.copyVector3sArray( geometry.normals );
				attribute.needsUpdate = true;

			}

			geometry.normalsNeedUpdate = false;

		}

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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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		if ( geometry.tangentsNeedUpdate === true ) {

			var attribute = this.attributes.tangent;

			if ( attribute !== undefined ) {

				attribute.copyVector4sArray( geometry.tangents );
				attribute.needsUpdate = true;

			}

			geometry.tangentsNeedUpdate = false;

		}

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		if ( geometry.lineDistancesNeedUpdate ) {

			var attribute = this.attributes.lineDistance;

			if ( attribute !== undefined ) {

				attribute.copyArray( geometry.lineDistances );
				attribute.needsUpdate = true;

			}

			geometry.lineDistancesNeedUpdate = false;

		}

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		return this;
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	},

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	fromGeometry: function ( geometry ) {
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		geometry.__directGeometry = new THREE.DirectGeometry().fromGeometry( geometry );
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		return this.fromDirectGeometry( geometry.__directGeometry );
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	},
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	fromDirectGeometry: function ( geometry ) {
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		var positions = new Float32Array( geometry.vertices.length * 3 );
		this.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) );
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		if ( geometry.normals.length > 0 ) {

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

		}

		if ( geometry.colors.length > 0 ) {
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			var colors = new Float32Array( geometry.colors.length * 3 );
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			this.addAttribute( 'color', new THREE.BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) );
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		}

		if ( geometry.uvs.length > 0 ) {

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

		}
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		if ( geometry.uvs2.length > 0 ) {

			var uvs2 = new Float32Array( geometry.uvs2.length * 2 );
			this.addAttribute( 'uv2', new THREE.BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) );

		}

		if ( geometry.tangents.length > 0 ) {

			var tangents = new Float32Array( geometry.tangents.length * 4 );
			this.addAttribute( 'tangent', new THREE.BufferAttribute( tangents, 4 ).copyVector4sArray( geometry.tangents ) );

		}

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		if ( geometry.indices.length > 0 ) {

			var indices = new Uint16Array( geometry.indices.length * 3 );
			this.addAttribute( 'index', new THREE.BufferAttribute( indices, 1 ).copyIndicesArray( geometry.indices ) );

		}

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		// morphs

		if ( geometry.morphTargets.length > 0 ) {

			var morphTargets = geometry.morphTargets;

			for ( var i = 0, l = morphTargets.length; i < l; i ++ ) {

				var morphTarget = morphTargets[ i ];

				var attribute = new THREE.Float32Attribute( morphTarget.length * 3, 3 );

				this.morphAttributes.push( attribute.copyVector3sArray( morphTarget ) );

			}

			// TODO normals, colors

		}

		// skinning

		if ( geometry.skinIndices.length > 0 ) {

			var skinIndices = new THREE.Float32Attribute( geometry.skinIndices.length * 4, 4 );
			this.addAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) );

		}

		if ( geometry.skinWeights.length > 0 ) {

			var skinWeights = new THREE.Float32Attribute( geometry.skinWeights.length * 4, 4 );
			this.addAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) );

		}

		//

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		if ( geometry.boundingSphere !== null ) {

			this.boundingSphere = geometry.boundingSphere.clone();

		}

		if ( geometry.boundingBox !== null ) {

			this.boundingBox = geometry.boundingBox.clone();

		}
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		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.array;
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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; i < il; i += 3 ) {
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					vector.fromArray( positions, 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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				console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
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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.array;
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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; i < il; i += 3 ) {
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					vector.fromArray( positions, 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; i < il; i += 3 ) {
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					vector.fromArray( positions, 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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					console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
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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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				if ( this.drawcalls.length === 0 ) {

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					this.addDrawCall( 0, indices.length );
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				}

				for ( var j = 0, jl = this.drawcalls.length; j < jl; ++ j ) {
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					var start = this.drawcalls[ j ].start;
					var count = this.drawcalls[ j ].count;
					var index = this.drawcalls[ 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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			console.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;
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		var nVertices = positions.length / 3;

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		if ( this.attributes.tangent === undefined ) {
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			this.addAttribute( 'tangent', new THREE.BufferAttribute( new Float32Array( 4 * nVertices ), 4 ) );
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		}

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		var tangents = this.attributes.tangent.array;
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		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(),
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			uvA = new THREE.Vector2(),
			uvB = new THREE.Vector2(),
			uvC = new THREE.Vector2(),
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			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 );
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			uvA.fromArray( uvs, a * 2 );
			uvB.fromArray( uvs, b * 2 );
			uvC.fromArray( uvs, c * 2 );
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			x1 = vB.x - vA.x;
			x2 = vC.x - vA.x;
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			y1 = vB.y - vA.y;
			y2 = vC.y - vA.y;
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			z1 = vB.z - vA.z;
			z2 = vC.z - vA.z;
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			s1 = uvB.x - uvA.x;
			s2 = uvC.x - uvA.x;
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			t1 = uvB.y - uvA.y;
			t2 = uvC.y - uvA.y;
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			r = 1.0 / ( s1 * t2 - s2 * t1 );

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			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
			);
731

732 733 734
			tan1[ a ].add( sdir );
			tan1[ b ].add( sdir );
			tan1[ c ].add( sdir );
735

736 737 738
			tan2[ a ].add( tdir );
			tan2[ b ].add( tdir );
			tan2[ c ].add( tdir );
739 740 741 742 743 744 745

		}

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

746
		if ( this.drawcalls.length === 0 ) {
747

748
			this.addDrawCall( 0, indices.length );
749

750 751 752 753 754 755 756 757 758
		}

		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;
759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777

			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 );
779 780 781 782 783 784 785
			n2.copy( n );

			t = tan1[ v ];

			// Gram-Schmidt orthogonalize

			tmp.copy( t );
786
			tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();
787 788 789

			// Calculate handedness

790
			tmp2.crossVectors( n2, t );
791
			test = tmp2.dot( tan2[ v ] );
792
			w = ( test < 0.0 ) ? - 1.0 : 1.0;
793

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			tangents[ v * 4     ] = tmp.x;
795 796 797 798 799 800
			tangents[ v * 4 + 1 ] = tmp.y;
			tangents[ v * 4 + 2 ] = tmp.z;
			tangents[ v * 4 + 3 ] = w;

		}

801
		for ( j = 0, jl = drawcalls.length; j < jl; ++ j ) {
802

803 804 805
			var start = drawcalls[ j ].start;
			var count = drawcalls[ j ].count;
			var index = drawcalls[ j ].index;
806 807 808 809 810 811 812 813 814 815 816 817 818 819 820

			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 );

			}

		}

821 822
	},

823
	/*
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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.
827
	size - Defaults to 65535 or 4294967296 if extension OES_element_index_uint supported, but allows for larger or smaller chunks.
828
	*/
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	computeOffsets: function ( size ) {
830

831
		if ( size === undefined ) size = THREE.BufferGeometry.MaxIndex;
832

833 834
		var indices = this.attributes.index.array;
		var vertices = this.attributes.position.array;
835

836
		var facesCount = ( indices.length / 3 );
837

838
		var UintArray = ( ( vertices.length / 3 ) > 65535 && THREE.BufferGeometry.MaxIndex > 65535 ) ? Uint32Array : Uint16Array;
839

840
		/*
841 842 843
		console.log("Computing buffers in offsets of "+size+" -> indices:"+indices.length+" vertices:"+vertices.length);
		console.log("Faces to process: "+(indices.length/3));
		console.log("Reordering "+verticesCount+" vertices.");
844 845
		*/

846 847
		var sortedIndices = new UintArray( indices.length );

848 849 850
		var indexPtr = 0;
		var vertexPtr = 0;

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		var tmpOffsets = [ { start:0, count:0, index:0 } ];
		var offset = tmpOffsets[ 0 ];
853 854 855

		var duplicatedVertices = 0;
		var newVerticeMaps = 0;
856
		var faceVertices = new Int32Array( 6 );
857 858
		var vertexMap = new Int32Array( vertices.length );
		var revVertexMap = new Int32Array( vertices.length );
859
		for ( var j = 0; j < vertices.length; j ++ ) { vertexMap[ j ] = - 1; revVertexMap[ j ] = - 1; }
860 861 862

		/*
			Traverse every face and reorder vertices in the proper offsets of 65k.
863
			We can have more than 'size' entries in the index buffer per offset, but only reference 'size' values.
864
		*/
865
		for ( var findex = 0; findex < facesCount; findex ++ ) {
866 867
			newVerticeMaps = 0;

868 869
			for ( var vo = 0; vo < 3; vo ++ ) {
				var vid = indices[ findex * 3 + vo ];
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				if ( vertexMap[ vid ] === - 1 ) {
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					//Unmapped vertex
872 873 874 875
					faceVertices[ vo * 2 ] = vid;
					faceVertices[ vo * 2 + 1 ] = - 1;
					newVerticeMaps ++;
				} else if ( vertexMap[ vid ] < offset.index ) {
876
					//Reused vertices from previous block (duplicate)
877 878 879
					faceVertices[ vo * 2 ] = vid;
					faceVertices[ vo * 2 + 1 ] = - 1;
					duplicatedVertices ++;
880
				} else {
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					//Reused vertex in the current block
882 883
					faceVertices[ vo * 2 ] = vid;
					faceVertices[ vo * 2 + 1 ] = vertexMap[ vid ];
884 885 886 887
				}
			}

			var faceMax = vertexPtr + newVerticeMaps;
888
			if ( faceMax > ( offset.index + size ) ) {
889
				var new_offset = { start:indexPtr, count:0, index:vertexPtr };
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				tmpOffsets.push( new_offset );
891 892 893
				offset = new_offset;

				//Re-evaluate reused vertices in light of new offset.
894 895 896 897
				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;
898 899 900 901
				}
			}

			//Reindex the face.
902 903 904
			for ( var v = 0; v < 6; v += 2 ) {
				var vid = faceVertices[ v ];
				var new_vid = faceVertices[ v + 1 ];
905

906 907
				if ( new_vid === - 1 )
					new_vid = vertexPtr ++;
908

909 910 911 912
				vertexMap[ vid ] = new_vid;
				revVertexMap[ new_vid ] = vid;
				sortedIndices[ indexPtr ++ ] = new_vid - offset.index; //XXX overflows at 16bit
				offset.count ++;
913 914 915
			}
		}

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		/* Move all attribute values to map to the new computed indices , also expand the vertex stack to match our new vertexPtr. */
917
		this.reorderBuffers( sortedIndices, revVertexMap, vertexPtr );
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918 919

		this.clearDrawCalls();
920

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921 922
		for ( var i = 0; i < tmpOffsets.length; i ++ ) {

923 924
			var tmpOffset = tmpOffsets[ i ];
			this.addDrawCall( tmpOffset.start, tmpOffset.count, tmpOffset.index );
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925 926

		}
927 928 929

		/*
		var orderTime = Date.now();
930 931 932
		console.log("Reorder time: "+(orderTime-s)+"ms");
		console.log("Duplicated "+duplicatedVertices+" vertices.");
		console.log("Compute Buffers time: "+(Date.now()-s)+"ms");
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933
		console.log("Draw tmpOffsets: "+tmpOffsets.length);
934 935 936 937
		*/

	},

938 939 940 941
	merge: function ( geometry, offset ) {

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

942
			console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );
943 944 945 946 947 948 949 950 951 952 953
			return;

		}

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

		var attributes = this.attributes;

		for ( var key in attributes ) {

			if ( geometry.attributes[ key ] === undefined ) continue;
954

955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971
			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;
972 973 974 975 976

	},

	normalizeNormals: function () {

977
		var normals = this.attributes.normal.array;
978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996

		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;

		}

	},

997 998 999 1000 1001
	/*
		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.
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		vertexCount - Amount of total vertices considered in this reordering (in case you want to grow the vertex stack).
1003
	*/
1004
	reorderBuffers: function ( indexBuffer, indexMap, vertexCount ) {
1005 1006 1007

		/* Create a copy of all attributes for reordering. */
		var sortedAttributes = {};
1008
		for ( var attr in this.attributes ) {
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1009
			if ( attr === 'index' )
1010
				continue;
1011
			var sourceArray = this.attributes[ attr ].array;
1012
			sortedAttributes[ attr ] = new sourceArray.constructor( this.attributes[ attr ].itemSize * vertexCount );
1013 1014 1015
		}

		/* Move attribute positions based on the new index map */
1016 1017
		for ( var new_vid = 0; new_vid < vertexCount; new_vid ++ ) {
			var vid = indexMap[ new_vid ];
1018
			for ( var attr in this.attributes ) {
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1019
				if ( attr === 'index' )
1020
					continue;
1021 1022 1023 1024
				var attrArray = this.attributes[ attr ].array;
				var attrSize = this.attributes[ attr ].itemSize;
				var sortedAttr = sortedAttributes[ attr ];
				for ( var k = 0; k < attrSize; k ++ )
1025 1026 1027 1028 1029
					sortedAttr[ new_vid * attrSize + k ] = attrArray[ vid * attrSize + k ];
			}
		}

		/* Carry the new sorted buffers locally */
1030
		this.attributes[ 'index' ].array = indexBuffer;
1031
		for ( var attr in this.attributes ) {
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1032
			if ( attr === 'index' )
1033
				continue;
1034 1035
			this.attributes[ attr ].array = sortedAttributes[ attr ];
			this.attributes[ attr ].numItems = this.attributes[ attr ].itemSize * vertexCount;
1036 1037 1038
		}
	},

1039
	toJSON: function () {
1040

1041 1042 1043 1044 1045 1046
		var data = {
			metadata: {
				version: 4.4,
				type: 'BufferGeometry',
				generator: 'BufferGeometry.toJSON'
			}
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1047
		};
1048

1049
		// standard BufferGeometry serialization
1050

1051
		data.uuid = this.uuid;
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1052
		data.type = this.type;
1053
		if ( this.name !== '' ) data.name = this.name;
1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069

		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: {} };
1070

1071
		var attributes = this.attributes;
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1072
		var offsets = this.drawcalls;
1073 1074 1075 1076 1077 1078
		var boundingSphere = this.boundingSphere;

		for ( var key in attributes ) {

			var attribute = attributes[ key ];

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1079
			var array = Array.prototype.slice.call( attribute.array );
1080

1081
			data.data.attributes[ key ] = {
1082 1083 1084
				itemSize: attribute.itemSize,
				type: attribute.array.constructor.name,
				array: array
1085
			};
1086 1087 1088 1089 1090

		}

		if ( offsets.length > 0 ) {

1091
			data.data.offsets = JSON.parse( JSON.stringify( offsets ) );
1092 1093 1094 1095 1096

		}

		if ( boundingSphere !== null ) {

1097
			data.data.boundingSphere = {
1098 1099
				center: boundingSphere.center.toArray(),
				radius: boundingSphere.radius
1100
			};
1101 1102 1103

		}

1104
		return data;
1105 1106 1107

	},

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1108
	clone: function () {
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1109 1110

		var geometry = new THREE.BufferGeometry();
1111
		return geometry._copyFrom( this );
1112 1113 1114

	},

1115
	_copyFrom: function ( source ) {
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1116

1117
		for ( var attr in source.attributes ) {
O
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1118

1119 1120
			var sourceAttr = source.attributes[ attr ];
			this.addAttribute( attr, sourceAttr.clone() );
O
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1121 1122 1123

		}

1124
		for ( var i = 0, il = source.drawcalls.length; i < il; i ++ ) {
O
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1125

1126
			var offset = source.drawcalls[ i ];
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1127

1128
			this.addDrawCall( offset.start, offset.count, offset.index );
O
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1129

O
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1130
		}
O
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1131

1132
		return this;
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1133 1134 1135

	},

1136
	dispose: function () {
1137

1138
		this.dispatchEvent( { type: 'dispose' } );
1139

1140
	}
1141 1142

};
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1143 1144

THREE.EventDispatcher.prototype.apply( THREE.BufferGeometry.prototype );
1145

1146
THREE.BufferGeometry.MaxIndex = 65535;