BufferGeometry.js 25.1 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 = [];
	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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			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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		if ( ! attribute.uuid ) {

			attribute.uuid = THREE.Math.generateUUID();

		}

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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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	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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	copy: function ( geometry ) {

		var attributes = geometry.attributes;
		var offsets = geometry.offsets;

		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 ];

			this.offsets.push( {

				start: offset.start,
				index: offset.index,
				count: offset.count

			} );

		}

		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;
		var material = object.material;

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

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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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		// 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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				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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			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
			);
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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, 0 );
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 );

848 849 850 851
		var indexPtr = 0;
		var vertexPtr = 0;

		var offsets = [ { start:0, count:0, index:0 } ];
852
		var offset = offsets[ 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 };
890
				offsets.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 );
918 919
		this.offsets = offsets; // TODO: Deprecate
		this.drawcalls = offsets;
920 921 922

		/*
		var orderTime = Date.now();
923 924 925 926
		console.log("Reorder time: "+(orderTime-s)+"ms");
		console.log("Duplicated "+duplicatedVertices+" vertices.");
		console.log("Compute Buffers time: "+(Date.now()-s)+"ms");
		console.log("Draw offsets: "+offsets.length);
927 928 929
		*/

		return offsets;
930

931 932
	},

933 934 935 936
	merge: function ( geometry, offset ) {

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

937
			console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );
938 939 940 941 942 943 944 945 946 947 948
			return;

		}

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

		var attributes = this.attributes;

		for ( var key in attributes ) {

			if ( geometry.attributes[ key ] === undefined ) continue;
949

950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966
			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;
967 968 969 970 971

	},

	normalizeNormals: function () {

972
		var normals = this.attributes.normal.array;
973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991

		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;

		}

	},

992 993 994 995 996
	/*
		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).
998
	*/
999
	reorderBuffers: function ( indexBuffer, indexMap, vertexCount ) {
1000 1001 1002

		/* Create a copy of all attributes for reordering. */
		var sortedAttributes = {};
1003
		for ( var attr in this.attributes ) {
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			if ( attr === 'index' )
1005
				continue;
1006
			var sourceArray = this.attributes[ attr ].array;
1007
			sortedAttributes[ attr ] = new sourceArray.constructor( this.attributes[ attr ].itemSize * vertexCount );
1008 1009 1010
		}

		/* Move attribute positions based on the new index map */
1011 1012
		for ( var new_vid = 0; new_vid < vertexCount; new_vid ++ ) {
			var vid = indexMap[ new_vid ];
1013
			for ( var attr in this.attributes ) {
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1014
				if ( attr === 'index' )
1015
					continue;
1016 1017 1018 1019
				var attrArray = this.attributes[ attr ].array;
				var attrSize = this.attributes[ attr ].itemSize;
				var sortedAttr = sortedAttributes[ attr ];
				for ( var k = 0; k < attrSize; k ++ )
1020 1021 1022 1023 1024
					sortedAttr[ new_vid * attrSize + k ] = attrArray[ vid * attrSize + k ];
			}
		}

		/* Carry the new sorted buffers locally */
1025
		this.attributes[ 'index' ].array = indexBuffer;
1026
		for ( var attr in this.attributes ) {
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1027
			if ( attr === 'index' )
1028
				continue;
1029 1030
			this.attributes[ attr ].array = sortedAttributes[ attr ];
			this.attributes[ attr ].numItems = this.attributes[ attr ].itemSize * vertexCount;
1031 1032 1033
		}
	},

1034
	toJSON: function () {
1035

1036 1037 1038 1039 1040 1041
		var data = {
			metadata: {
				version: 4.4,
				type: 'BufferGeometry',
				generator: 'BufferGeometry.toJSON'
			}
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1042
		};
1043

1044
		// standard BufferGeometry serialization
1045

1046
		data.uuid = this.uuid;
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1047
		data.type = this.type;
1048
		if ( this.name !== '' ) data.name = this.name;
1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064

		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: {} };
1065

1066
		var attributes = this.attributes;
1067 1068 1069 1070 1071 1072 1073
		var offsets = this.offsets;
		var boundingSphere = this.boundingSphere;

		for ( var key in attributes ) {

			var attribute = attributes[ key ];

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1074
			var array = Array.prototype.slice.call( attribute.array );
1075

1076
			data.data.attributes[ key ] = {
1077 1078 1079 1080 1081 1082 1083 1084 1085
				itemSize: attribute.itemSize,
				type: attribute.array.constructor.name,
				array: array
			}

		}

		if ( offsets.length > 0 ) {

1086
			data.data.offsets = JSON.parse( JSON.stringify( offsets ) );
1087 1088 1089 1090 1091

		}

		if ( boundingSphere !== null ) {

1092
			data.data.boundingSphere = {
1093 1094 1095 1096 1097 1098
				center: boundingSphere.center.toArray(),
				radius: boundingSphere.radius
			}

		}

1099
		return data;
1100 1101 1102

	},

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1103
	clone: function () {
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1104 1105 1106 1107 1108

		var geometry = new THREE.BufferGeometry();

		for ( var attr in this.attributes ) {

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1109
			var sourceAttr = this.attributes[ attr ];
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1110
			geometry.addAttribute( attr, sourceAttr.clone() );
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1111 1112 1113

		}

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1114
		for ( var i = 0, il = this.offsets.length; i < il; i ++ ) {
O
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1115 1116 1117

			var offset = this.offsets[ i ];

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1118
			geometry.offsets.push( {
O
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1119

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1120 1121 1122
				start: offset.start,
				index: offset.index,
				count: offset.count
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1123

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1124
			} );
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1125

O
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1126
		}
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1127 1128 1129 1130 1131

		return geometry;

	},

1132
	dispose: function () {
1133

1134
		this.dispatchEvent( { type: 'dispose' } );
1135

1136
	}
1137 1138

};
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1139 1140

THREE.EventDispatcher.prototype.apply( THREE.BufferGeometry.prototype );
1141

1142
THREE.BufferGeometry.MaxIndex = 65535;