BufferGeometry.js 21.6 KB
Newer Older
1 2
/**
 * @author alteredq / http://alteredqualia.com/
3
 * @author mrdoob / http://mrdoob.com/
4 5 6 7
 */

THREE.BufferGeometry = function () {

M
Mr.doob 已提交
8 9
	Object.defineProperty( this, 'id', { value: THREE.GeometryIdCount ++ } );

10
	this.uuid = THREE.Math.generateUUID();
11

M
Mr.doob 已提交
12
	this.name = '';
13
	this.type = 'BufferGeometry';
M
Mr.doob 已提交
14

15
	this.attributes = {};
16 17
	this.attributesKeys = [];

18 19
	this.drawcalls = [];
	this.offsets = this.drawcalls; // backwards compatibility
20

21 22 23 24 25 26 27
	this.boundingBox = null;
	this.boundingSphere = null;

};

THREE.BufferGeometry.prototype = {

28
	constructor: THREE.BufferGeometry,
29

M
Mr.doob 已提交
30
	addAttribute: function ( name, attribute ) {
31

32 33
		if ( attribute instanceof THREE.BufferAttribute === false ) {

34
			THREE.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );
35 36 37 38 39 40 41

			this.attributes[ name ] = { array: arguments[ 1 ], itemSize: arguments[ 2 ] };

			return;

		}

M
Mr.doob 已提交
42
		this.attributes[ name ] = attribute;
43
		this.attributesKeys = Object.keys( this.attributes );
44

M
Mr.doob 已提交
45 46 47 48
	},

	getAttribute: function ( name ) {

49 50
		return this.attributes[ name ];

51 52
	},

M
Mr.doob 已提交
53 54
	addDrawCall: function ( start, count, indexOffset ) {

55
		this.drawcalls.push( {
M
Mr.doob 已提交
56 57 58

			start: start,
			count: count,
M
Mr.doob 已提交
59
			index: indexOffset !== undefined ? indexOffset : 0
M
Mr.doob 已提交
60 61 62 63 64

		} );

	},

65 66
	applyMatrix: function ( matrix ) {

M
Mr.doob 已提交
67
		var position = this.attributes.position;
68

M
Mr.doob 已提交
69
		if ( position !== undefined ) {
70

71
			matrix.applyToVector3Array( position.array );
M
Mr.doob 已提交
72
			position.needsUpdate = true;
73 74 75

		}

M
Mr.doob 已提交
76
		var normal = this.attributes.normal;
77

M
Mr.doob 已提交
78
		if ( normal !== undefined ) {
79

M
Mr.doob 已提交
80
			var normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
81

82
			normalMatrix.applyToVector3Array( normal.array );
M
Mr.doob 已提交
83
			normal.needsUpdate = true;
84 85 86

		}

M
Mr.doob 已提交
87
		if ( this.boundingBox !== null ) {
88 89 90 91 92

			this.computeBoundingBox();

		}

M
Mr.doob 已提交
93
		if ( this.boundingSphere !== null ) {
94 95 96 97 98

			this.computeBoundingSphere();

		}

99 100
	},

101 102
	center: function () {

M
Mr.doob 已提交
103 104 105 106 107 108 109
		this.computeBoundingBox();

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

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

		return offset;
110 111 112

	},

113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139
	fromGeometry: function ( geometry, settings ) {

		settings = settings || { 'vertexColors': THREE.NoColors };

		var vertices = geometry.vertices;
		var faces = geometry.faces;
		var faceVertexUvs = geometry.faceVertexUvs;
		var vertexColors = settings.vertexColors;
		var hasFaceVertexUv = faceVertexUvs[ 0 ].length > 0;
		var hasFaceVertexNormals = faces[ 0 ].vertexNormals.length == 3;

		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 );
140
			this.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) );
141 142 143 144 145 146 147 148 149 150 151 152 153 154

		}

		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;
155

156 157 158
			positions[ i3 + 3 ] = b.x;
			positions[ i3 + 4 ] = b.y;
			positions[ i3 + 5 ] = b.z;
159

160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243
			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;
244

245 246
				uvs[ i2 + 2 ] = uvb.x;
				uvs[ i2 + 3 ] = uvb.y;
247

248 249 250 251 252 253 254 255 256 257 258 259 260
				uvs[ i2 + 4 ] = uvc.x;
				uvs[ i2 + 5 ] = uvc.y;

			}

		}

		this.computeBoundingSphere()

		return this;

	},

261 262
	computeBoundingBox: function () {

263
		var vector = new THREE.Vector3();
264

265
		return function () {
266

267
			if ( this.boundingBox === null ) {
268

269
				this.boundingBox = new THREE.Box3();
270

271 272
			}

273
			var positions = this.attributes.position.array;
274

275
			if ( positions ) {
276

277 278
				var bb = this.boundingBox;
				bb.makeEmpty();
279

280
				for ( var i = 0, il = positions.length; i < il; i += 3 ) {
281

282 283
					vector.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
					bb.expandByPoint( vector );
284 285 286 287 288

				}

			}

289
			if ( positions === undefined || positions.length === 0 ) {
290

291 292
				this.boundingBox.min.set( 0, 0, 0 );
				this.boundingBox.max.set( 0, 0, 0 );
293

294
			}
295

296
			if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
297

298
				THREE.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.' );
299

300
			}
301 302 303

		}

304
	}(),
305 306 307

	computeBoundingSphere: function () {

308 309
		var box = new THREE.Box3();
		var vector = new THREE.Vector3();
310

311
		return function () {
312

313
			if ( this.boundingSphere === null ) {
314

315
				this.boundingSphere = new THREE.Sphere();
316

317
			}
318

319
			var positions = this.attributes.position.array;
320

321
			if ( positions ) {
322

323 324
				box.makeEmpty();

325
				var center = this.boundingSphere.center;
326

327
				for ( var i = 0, il = positions.length; i < il; i += 3 ) {
328

329
					vector.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
J
Jan Wrobel 已提交
330
					box.expandByPoint( vector );
331 332 333 334 335

				}

				box.center( center );

336
				// hoping to find a boundingSphere with a radius smaller than the
M
Mr.doob 已提交
337
				// boundingSphere of the boundingBox:  sqrt(3) smaller in the best case
338

339 340 341 342 343 344
				var maxRadiusSq = 0;

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

					vector.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
					maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) );
345

346 347 348 349
				}

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

350 351
				if ( isNaN( this.boundingSphere.radius ) ) {

352
					THREE.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.' );
353 354 355

				}

356
			}
357 358 359

		}

360
	}(),
361

362 363 364 365 366 367
	computeFaceNormals: function () {

		// backwards compatibility

	},

368 369
	computeVertexNormals: function () {

370
		var attributes = this.attributes;
371

372
		if ( attributes.position ) {
373

374
			var positions = attributes.position.array;
375

376
			if ( attributes.normal === undefined ) {
377

378
				this.addAttribute( 'normal', new THREE.BufferAttribute( new Float32Array( positions.length ), 3 ) );
379 380 381 382 383

			} else {

				// reset existing normals to zero

384 385 386
				var normals = attributes.normal.array;

				for ( var i = 0, il = normals.length; i < il; i ++ ) {
387

388
					normals[ i ] = 0;
389 390 391 392 393

				}

			}

394
			var normals = attributes.normal.array;
395

M
Mr.doob 已提交
396
			var vA, vB, vC,
397 398 399 400 401 402 403 404

			pA = new THREE.Vector3(),
			pB = new THREE.Vector3(),
			pC = new THREE.Vector3(),

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

405 406
			// indexed elements

407
			if ( attributes.index ) {
408

409
				var indices = attributes.index.array;
410

411
				var offsets = ( this.offsets.length > 0 ? this.offsets : [ { start: 0, count: indices.length, index: 0 } ] );
412

413
				for ( var j = 0, jl = offsets.length; j < jl; ++ j ) {
414 415 416 417 418

					var start = offsets[ j ].start;
					var count = offsets[ j ].count;
					var index = offsets[ j ].index;

419
					for ( var i = start, il = start + count; i < il; i += 3 ) {
420

M
Mr.doob 已提交
421 422 423
						vA = ( index + indices[ i     ] ) * 3;
						vB = ( index + indices[ i + 1 ] ) * 3;
						vC = ( index + indices[ i + 2 ] ) * 3;
424

M
Mr.doob 已提交
425 426 427
						pA.fromArray( positions, vA );
						pB.fromArray( positions, vB );
						pC.fromArray( positions, vC );
428

429 430 431
						cb.subVectors( pC, pB );
						ab.subVectors( pA, pB );
						cb.cross( ab );
432

M
Mr.doob 已提交
433 434 435
						normals[ vA     ] += cb.x;
						normals[ vA + 1 ] += cb.y;
						normals[ vA + 2 ] += cb.z;
436

M
Mr.doob 已提交
437 438 439
						normals[ vB     ] += cb.x;
						normals[ vB + 1 ] += cb.y;
						normals[ vB + 2 ] += cb.z;
440

M
Mr.doob 已提交
441 442 443
						normals[ vC     ] += cb.x;
						normals[ vC + 1 ] += cb.y;
						normals[ vC + 2 ] += cb.z;
444 445 446 447 448 449

					}

				}

			} else {
450

451 452 453
				// non-indexed elements (unconnected triangle soup)

				for ( var i = 0, il = positions.length; i < il; i += 9 ) {
454

M
Mr.doob 已提交
455 456 457
					pA.fromArray( positions, i );
					pB.fromArray( positions, i + 3 );
					pC.fromArray( positions, i + 6 );
458

459 460 461
					cb.subVectors( pC, pB );
					ab.subVectors( pA, pB );
					cb.cross( ab );
462

M
Mr.doob 已提交
463
					normals[ i     ] = cb.x;
464 465
					normals[ i + 1 ] = cb.y;
					normals[ i + 2 ] = cb.z;
466

467 468 469
					normals[ i + 3 ] = cb.x;
					normals[ i + 4 ] = cb.y;
					normals[ i + 5 ] = cb.z;
470

471 472 473
					normals[ i + 6 ] = cb.x;
					normals[ i + 7 ] = cb.y;
					normals[ i + 8 ] = cb.z;
474 475 476 477 478

				}

			}

479
			this.normalizeNormals();
480

481
			attributes.normal.needsUpdate = true;
482

483
		}
484

485
	},
486

487 488 489 490 491
	computeTangents: function () {

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

492 493 494 495
		if ( this.attributes.index === undefined ||
			 this.attributes.position === undefined ||
			 this.attributes.normal === undefined ||
			 this.attributes.uv === undefined ) {
496

497
			THREE.warn( 'THREE.BufferGeometry: Missing required attributes (index, position, normal or uv) in BufferGeometry.computeTangents()' );
498 499 500 501
			return;

		}

502 503 504 505
		var indices = this.attributes.index.array;
		var positions = this.attributes.position.array;
		var normals = this.attributes.normal.array;
		var uvs = this.attributes.uv.array;
506 507 508

		var nVertices = positions.length / 3;

509
		if ( this.attributes.tangent === undefined ) {
510

511
			this.addAttribute( 'tangent', new THREE.BufferAttribute( new Float32Array( 4 * nVertices ), 4 ) );
512 513 514

		}

515
		var tangents = this.attributes.tangent.array;
516 517 518 519 520 521 522 523 524 525

		var tan1 = [], tan2 = [];

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

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

		}

M
Mr.doob 已提交
526 527 528
		var vA = new THREE.Vector3(),
			vB = new THREE.Vector3(),
			vC = new THREE.Vector3(),
529

M
Mr.doob 已提交
530 531 532
			uvA = new THREE.Vector2(),
			uvB = new THREE.Vector2(),
			uvC = new THREE.Vector2(),
533 534 535 536 537 538 539 540

			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 ) {

M
Mr.doob 已提交
541 542 543
			vA.fromArray( positions, a * 3 );
			vB.fromArray( positions, b * 3 );
			vC.fromArray( positions, c * 3 );
544

M
Mr.doob 已提交
545 546 547
			uvA.fromArray( uvs, a * 2 );
			uvB.fromArray( uvs, b * 2 );
			uvC.fromArray( uvs, c * 2 );
548

M
Mr.doob 已提交
549 550
			x1 = vB.x - vA.x;
			x2 = vC.x - vA.x;
551

M
Mr.doob 已提交
552 553
			y1 = vB.y - vA.y;
			y2 = vC.y - vA.y;
554

M
Mr.doob 已提交
555 556
			z1 = vB.z - vA.z;
			z2 = vC.z - vA.z;
557

M
Mr.doob 已提交
558 559
			s1 = uvB.x - uvA.x;
			s2 = uvC.x - uvA.x;
560

M
Mr.doob 已提交
561 562
			t1 = uvB.y - uvA.y;
			t2 = uvC.y - uvA.y;
563 564 565

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

566 567 568 569 570 571 572 573 574 575 576
			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
			);
577

578 579 580
			tan1[ a ].add( sdir );
			tan1[ b ].add( sdir );
			tan1[ c ].add( sdir );
581

582 583 584
			tan2[ a ].add( tdir );
			tan2[ b ].add( tdir );
			tan2[ c ].add( tdir );
585 586 587 588 589 590 591

		}

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

592
		if ( this.drawcalls.length === 0 ) {
593

594
			this.addDrawCall( 0, indices.length, 0 );
595

596 597 598 599 600 601 602 603 604
		}

		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;
605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623

			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 ) {

M
Mr.doob 已提交
624
			n.fromArray( normals, v * 3 );
625 626 627 628 629 630 631
			n2.copy( n );

			t = tan1[ v ];

			// Gram-Schmidt orthogonalize

			tmp.copy( t );
632
			tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();
633 634 635

			// Calculate handedness

636
			tmp2.crossVectors( n2, t );
637
			test = tmp2.dot( tan2[ v ] );
638
			w = ( test < 0.0 ) ? - 1.0 : 1.0;
639

M
Mr.doob 已提交
640
			tangents[ v * 4     ] = tmp.x;
641 642 643 644 645 646
			tangents[ v * 4 + 1 ] = tmp.y;
			tangents[ v * 4 + 2 ] = tmp.z;
			tangents[ v * 4 + 3 ] = w;

		}

647
		for ( j = 0, jl = drawcalls.length; j < jl; ++ j ) {
648

649 650 651
			var start = drawcalls[ j ].start;
			var count = drawcalls[ j ].count;
			var index = drawcalls[ j ].index;
652 653 654 655 656 657 658 659 660 661 662 663 664 665 666

			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 );

			}

		}

667 668
	},

669 670 671 672 673 674 675
	/*
		computeOffsets
		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.
		indexBufferSize - Defaults to 65535, but allows for larger or smaller chunks.
	*/
676
	computeOffsets: function ( indexBufferSize ) {
677 678

		var size = indexBufferSize;
679
		if ( indexBufferSize === undefined )
680 681
			size = 65535; //WebGL limits type of index buffer values to 16-bit.

B
brason 已提交
682
		//var s = Date.now();
683

684 685
		var indices = this.attributes.index.array;
		var vertices = this.attributes.position.array;
686

B
brason 已提交
687
		//var verticesCount = ( vertices.length / 3 );
688
		var facesCount = ( indices.length / 3 );
689 690 691 692 693 694 695 696 697 698 699 700

		/*
		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.");
		*/

		var sortedIndices = new Uint16Array( indices.length ); //16-bit buffers
		var indexPtr = 0;
		var vertexPtr = 0;

		var offsets = [ { start:0, count:0, index:0 } ];
701
		var offset = offsets[ 0 ];
702 703 704

		var duplicatedVertices = 0;
		var newVerticeMaps = 0;
705
		var faceVertices = new Int32Array( 6 );
706 707
		var vertexMap = new Int32Array( vertices.length );
		var revVertexMap = new Int32Array( vertices.length );
708
		for ( var j = 0; j < vertices.length; j ++ ) { vertexMap[ j ] = - 1; revVertexMap[ j ] = - 1; }
709 710 711 712 713

		/*
			Traverse every face and reorder vertices in the proper offsets of 65k.
			We can have more than 65k entries in the index buffer per offset, but only reference 65k values.
		*/
714
		for ( var findex = 0; findex < facesCount; findex ++ ) {
715 716
			newVerticeMaps = 0;

717 718 719
			for ( var vo = 0; vo < 3; vo ++ ) {
				var vid = indices[ findex * 3 + vo ];
				if ( vertexMap[ vid ] == - 1 ) {
720
					//Unmapped vertice
721 722 723 724
					faceVertices[ vo * 2 ] = vid;
					faceVertices[ vo * 2 + 1 ] = - 1;
					newVerticeMaps ++;
				} else if ( vertexMap[ vid ] < offset.index ) {
725
					//Reused vertices from previous block (duplicate)
726 727 728
					faceVertices[ vo * 2 ] = vid;
					faceVertices[ vo * 2 + 1 ] = - 1;
					duplicatedVertices ++;
729 730
				} else {
					//Reused vertice in the current block
731 732
					faceVertices[ vo * 2 ] = vid;
					faceVertices[ vo * 2 + 1 ] = vertexMap[ vid ];
733 734 735 736
				}
			}

			var faceMax = vertexPtr + newVerticeMaps;
737
			if ( faceMax > ( offset.index + size ) ) {
738
				var new_offset = { start:indexPtr, count:0, index:vertexPtr };
739
				offsets.push( new_offset );
740 741 742
				offset = new_offset;

				//Re-evaluate reused vertices in light of new offset.
743 744 745 746
				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;
747 748 749 750
				}
			}

			//Reindex the face.
751 752 753
			for ( var v = 0; v < 6; v += 2 ) {
				var vid = faceVertices[ v ];
				var new_vid = faceVertices[ v + 1 ];
754

755 756
				if ( new_vid === - 1 )
					new_vid = vertexPtr ++;
757

758 759 760 761
				vertexMap[ vid ] = new_vid;
				revVertexMap[ new_vid ] = vid;
				sortedIndices[ indexPtr ++ ] = new_vid - offset.index; //XXX overflows at 16bit
				offset.count ++;
762 763 764 765
			}
		}

		/* Move all attribute values to map to the new computed indices , also expand the vertice stack to match our new vertexPtr. */
766
		this.reorderBuffers( sortedIndices, revVertexMap, vertexPtr );
767 768
		this.offsets = offsets; // TODO: Deprecate
		this.drawcalls = offsets;
769 770 771 772 773 774 775 776 777 778

		/*
		var orderTime = Date.now();
		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);
		*/

		return offsets;
779

780 781
	},

782 783 784 785
	merge: function ( geometry, offset ) {

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

786
			THREE.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );
787 788 789 790 791 792 793 794 795 796 797
			return;

		}

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

		var attributes = this.attributes;

		for ( var key in attributes ) {

			if ( geometry.attributes[ key ] === undefined ) continue;
798

799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815
			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;
816 817 818 819 820

	},

	normalizeNormals: function () {

821
		var normals = this.attributes.normal.array;
822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840

		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;

		}

	},

841 842 843 844 845 846 847
	/*
		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).
	*/
848
	reorderBuffers: function ( indexBuffer, indexMap, vertexCount ) {
849 850 851

		/* Create a copy of all attributes for reordering. */
		var sortedAttributes = {};
852 853
		for ( var attr in this.attributes ) {
			if ( attr == 'index' )
854
				continue;
855
			var sourceArray = this.attributes[ attr ].array;
856
			sortedAttributes[ attr ] = new sourceArray.constructor( this.attributes[ attr ].itemSize * vertexCount );
857 858 859
		}

		/* Move attribute positions based on the new index map */
860 861
		for ( var new_vid = 0; new_vid < vertexCount; new_vid ++ ) {
			var vid = indexMap[ new_vid ];
862
			for ( var attr in this.attributes ) {
863
				if ( attr == 'index' )
864
					continue;
865 866 867 868
				var attrArray = this.attributes[ attr ].array;
				var attrSize = this.attributes[ attr ].itemSize;
				var sortedAttr = sortedAttributes[ attr ];
				for ( var k = 0; k < attrSize; k ++ )
869 870 871 872 873
					sortedAttr[ new_vid * attrSize + k ] = attrArray[ vid * attrSize + k ];
			}
		}

		/* Carry the new sorted buffers locally */
874
		this.attributes[ 'index' ].array = indexBuffer;
875
		for ( var attr in this.attributes ) {
876
			if ( attr == 'index' )
877
				continue;
878 879
			this.attributes[ attr ].array = sortedAttributes[ attr ];
			this.attributes[ attr ].numItems = this.attributes[ attr ].itemSize * vertexCount;
880 881 882
		}
	},

883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905
	toJSON: function () {

		var output = {
			metadata: {
				version: 4.0,
				type: 'BufferGeometry',
				generator: 'BufferGeometryExporter'
			},
			uuid: this.uuid,
			type: this.type,
			data: {
				attributes: {}
			}
		};

		var attributes = this.attributes;
		var offsets = this.offsets;
		var boundingSphere = this.boundingSphere;

		for ( var key in attributes ) {

			var attribute = attributes[ key ];

M
makc 已提交
906
			var array = Array.prototype.slice.call( attribute.array );
907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934

			output.data.attributes[ key ] = {
				itemSize: attribute.itemSize,
				type: attribute.array.constructor.name,
				array: array
			}

		}

		if ( offsets.length > 0 ) {

			output.data.offsets = JSON.parse( JSON.stringify( offsets ) );

		}

		if ( boundingSphere !== null ) {

			output.data.boundingSphere = {
				center: boundingSphere.center.toArray(),
				radius: boundingSphere.radius
			}

		}

		return output;

	},

M
Mr.doob 已提交
935
	clone: function () {
O
ohmed 已提交
936 937 938 939 940

		var geometry = new THREE.BufferGeometry();

		for ( var attr in this.attributes ) {

M
Mr.doob 已提交
941
			var sourceAttr = this.attributes[ attr ];
D
dubejf 已提交
942
			geometry.addAttribute( attr, sourceAttr.clone() );
O
ohmed 已提交
943 944 945

		}

O
ohmed 已提交
946
		for ( var i = 0, il = this.offsets.length; i < il; i ++ ) {
O
ohmed 已提交
947 948 949

			var offset = this.offsets[ i ];

M
Mr.doob 已提交
950
			geometry.offsets.push( {
O
ohmed 已提交
951

O
ohmed 已提交
952 953 954
				start: offset.start,
				index: offset.index,
				count: offset.count
O
ohmed 已提交
955

M
Mr.doob 已提交
956
			} );
O
ohmed 已提交
957

O
ohmed 已提交
958
		}
O
ohmed 已提交
959 960 961 962 963

		return geometry;

	},

964
	dispose: function () {
965

966
		this.dispatchEvent( { type: 'dispose' } );
967

968
	}
969 970

};
M
Mr.doob 已提交
971 972

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