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055ec426
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体验新版 GitCode,发现更多精彩内容 >>
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055ec426
编写于
2月 24, 2012
作者:
M
Mr.doob
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
Documentation: Added all the available objects to the list.
上级
b6d5c329
变更
3
显示空白变更内容
内联
并排
Showing
3 changed file
with
176 addition
and
302 deletion
+176
-302
docs/index.html
docs/index.html
+176
-16
src/extras/geometries/IcosahedronGeometry_.js
src/extras/geometries/IcosahedronGeometry_.js
+0
-148
src/extras/geometries/OctahedronGeometry_.js
src/extras/geometries/OctahedronGeometry_.js
+0
-138
未找到文件。
docs/index.html
浏览文件 @
055ec426
...
...
@@ -17,23 +17,23 @@
position
:
fixed
;
width
:
160px
;
padding-left
:
20px
;
width
:
260px
;
overflow
:
auto
;
}
#panel
h1
{
color
:
#999
;
font-size
:
18px
;
margin-top
:
30px
;
margin-left
:
20px
;
}
#panel
ul
{
list-style-type
:
none
;
padding
:
0px
;
margin
:
0px
;
margin
-left
:
2
0px
;
}
#viewer
{
...
...
@@ -84,13 +84,18 @@
var
viewer
=
document
.
getElementById
(
'
viewer
'
);
var
pages
=
{
"
Arrya
"
:
"
Array
"
,
"
Number
"
:
"
Number
"
,
"
Camera
"
:
"
cameras/Camera
"
"
Array
"
:
"
Array
"
,
"
Number
"
:
"
Number
"
};
var
list
=
{
"
Cameras
"
:
[
{
name
:
"
Camera
"
,
path
:
"
cameras/Camera
"
},
{
name
:
"
PerspectiveCamera
"
,
path
:
"
cameras/PerspectiveCamera
"
},
{
name
:
"
OrtographicCamera
"
,
path
:
"
cameras/OrtographicCamera
"
}
],
"
Core
"
:
[
{
name
:
"
Clock
"
,
path
:
"
core/Clock
"
},
{
name
:
"
Color
"
,
path
:
"
core/Color
"
},
...
...
@@ -115,17 +120,168 @@
{
name
:
"
Vertex
"
,
path
:
"
core/Vertex
"
}
],
"
Cameras
"
:
[
{
name
:
"
PerspectiveCamera
"
,
path
:
"
cameras/PerspectiveCamera
"
},
{
name
:
"
OrtographicCamera
"
,
path
:
"
cameras/OrtographicCamera
"
}
],
"
Lights
"
:
[
{
name
:
"
AmbientLight
"
,
path
:
"
lights/AmbientLight
"
},
{
name
:
"
DirectionalLight
"
,
path
:
"
lights/DirectionalLight
"
},
{
name
:
"
Light
"
,
path
:
"
lights/Light
"
},
{
name
:
"
PointLight
"
,
path
:
"
lights/PointLight
"
},
{
name
:
"
SpotLight
"
,
path
:
"
lights/SpotLight
"
},
]
{
name
:
"
SpotLight
"
,
path
:
"
lights/SpotLight
"
}
],
"
Materials
"
:
[
{
name
:
"
Material
"
,
path
:
"
materials/Material
"
},
{
name
:
"
LineBasicMaterial
"
,
path
:
"
materials/LineBasicMaterial
"
},
{
name
:
"
MeshBasicMaterial
"
,
path
:
"
materials/MeshBasicMaterial
"
},
{
name
:
"
MeshDepthMaterial
"
,
path
:
"
materials/MeshDepthMaterial
"
},
{
name
:
"
MeshFaceMaterial
"
,
path
:
"
materials/MeshFaceMaterial
"
},
{
name
:
"
MeshLambertMaterial
"
,
path
:
"
materials/MeshLambertMaterial
"
},
{
name
:
"
MeshNormalMaterial
"
,
path
:
"
materials/MeshNormalMaterial
"
},
{
name
:
"
MeshPhongMaterial
"
,
path
:
"
materials/MeshPhongMaterial
"
},
{
name
:
"
ParticleBasicMaterial
"
,
path
:
"
materials/ParticleBasicMaterial
"
},
{
name
:
"
ParticleCanvasMaterial
"
,
path
:
"
materials/ParticleCanvasMaterial
"
},
{
name
:
"
ParticleDOMMaterial
"
,
path
:
"
materials/ParticleDOMMaterial
"
},
{
name
:
"
ShaderMaterial
"
,
path
:
"
materials/ShaderMaterial
"
}
],
"
Objects
"
:
[
{
name
:
"
Bone
"
,
path
:
"
objects/Bone
"
},
{
name
:
"
Line
"
,
path
:
"
objects/Line
"
},
{
name
:
"
LOD
"
,
path
:
"
objects/LOD
"
},
{
name
:
"
Mesh
"
,
path
:
"
objects/Mesh
"
},
{
name
:
"
MorphAnimMesh
"
,
path
:
"
objects/MorphAnimMesh
"
},
{
name
:
"
Particle
"
,
path
:
"
objects/Particle
"
},
{
name
:
"
ParticleSystem
"
,
path
:
"
objects/ParticleSystem
"
},
{
name
:
"
Ribbon
"
,
path
:
"
objects/Ribbon
"
},
{
name
:
"
SkinnedMesh
"
,
path
:
"
objects/SkinnedMesh
"
},
{
name
:
"
Sprite
"
,
path
:
"
objects/Sprite
"
}
],
"
Renderers
"
:
[
{
name
:
"
CanvasRenderer
"
,
path
:
"
renderers/CanvasRenderer
"
},
{
name
:
"
DOMRenderer
"
,
path
:
"
renderers/DOMRenderer
"
},
{
name
:
"
SVGRenderer
"
,
path
:
"
renderers/SVGRenderer
"
},
{
name
:
"
WebGLRenderer
"
,
path
:
"
renderers/WebGLRenderer
"
},
{
name
:
"
WebGLRenderTarget
"
,
path
:
"
renderers/WebGLRenderTarget
"
},
{
name
:
"
WebGLRenderTargetCube
"
,
path
:
"
renderers/WebGLRenderTargetCube
"
},
{
name
:
"
WebGLShaders
"
,
path
:
"
renderers/WebGLShaders
"
}
],
"
Renderers / Renderables
"
:
[
{
name
:
"
RenderableFace3
"
,
path
:
"
renderers/renderables/RenderableFace3
"
},
{
name
:
"
RenderableFace4
"
,
path
:
"
renderers/renderables/RenderableFace4
"
},
{
name
:
"
RenderableLine
"
,
path
:
"
renderers/renderables/RenderableLine
"
},
{
name
:
"
RenderableObject
"
,
path
:
"
renderers/renderables/RenderableObject
"
},
{
name
:
"
RenderableParticle
"
,
path
:
"
renderers/renderables/RenderableParticle
"
},
{
name
:
"
RenderableVertex
"
,
path
:
"
renderers/renderables/RenderableVertex
"
}
],
"
Scenes
"
:
[
{
name
:
"
Fog
"
,
path
:
"
scenes/Fog
"
},
{
name
:
"
FogExp2
"
,
path
:
"
scenes/FogExp2
"
},
{
name
:
"
Scene
"
,
path
:
"
scenes/Scene
"
}
],
"
Textures
"
:
[
{
name
:
"
DataTexture
"
,
path
:
"
textures/DataTexture
"
},
{
name
:
"
Texture
"
,
path
:
"
textures/Texture
"
}
],
"
Extras
"
:
[
{
name
:
"
ColorUtils
"
,
path
:
"
extras/ColorUtils
"
},
{
name
:
"
GeometryUtils
"
,
path
:
"
extras/GeometryUtils
"
},
{
name
:
"
ImageUtils
"
,
path
:
"
extras/ImageUtils
"
},
{
name
:
"
SceneUtils
"
,
path
:
"
extras/SceneUtils
"
},
{
name
:
"
ShaderUtils
"
,
path
:
"
extras/ShaderUtils
"
}
],
"
Extras / Animation
"
:
[
{
name
:
"
Animation
"
,
path
:
"
extras/animation/Animation
"
},
{
name
:
"
AnimationHandler
"
,
path
:
"
extras/animation/AnimationHandler
"
},
{
name
:
"
AnimationMorphTarget
"
,
path
:
"
extras/animation/AnimationMorphTarget
"
},
{
name
:
"
KeyFrameAnimation
"
,
path
:
"
extras/animation/KeyFrameAnimation
"
}
],
"
Extras / Cameras
"
:
[
{
name
:
"
CombinedCamera
"
,
path
:
"
extras/cameras/CombinedCamera
"
},
{
name
:
"
CubeCamera
"
,
path
:
"
extras/cameras/CubeCamera
"
}
],
"
Extras / Controls
"
:
[
{
name
:
"
FirstPersonControls
"
,
path
:
"
extras/controls/FirstPersonControls
"
},
{
name
:
"
FlyControls
"
,
path
:
"
extras/controls/FlyControls
"
},
{
name
:
"
PathControls
"
,
path
:
"
extras/controls/PathControls
"
},
{
name
:
"
RollControls
"
,
path
:
"
extras/controls/RollControls
"
},
{
name
:
"
TrackballControls
"
,
path
:
"
extras/controls/TrackballControls
"
}
],
"
Extras / Core
"
:
[
{
name
:
"
BufferGeometry
"
,
path
:
"
extras/core/BufferGeometry
"
},
{
name
:
"
Curve
"
,
path
:
"
extras/core/Curve
"
},
{
name
:
"
CurvePath
"
,
path
:
"
extras/core/CurvePath
"
},
{
name
:
"
EventTarget
"
,
path
:
"
extras/core/EventTarget
"
},
{
name
:
"
Gyroscope
"
,
path
:
"
extras/core/Gyroscope
"
},
{
name
:
"
Path
"
,
path
:
"
extras/core/Path
"
},
{
name
:
"
Shape
"
,
path
:
"
extras/core/Shape
"
},
{
name
:
"
TextPath
"
,
path
:
"
extras/core/TextPath
"
}
],
"
Extras / Geometries
"
:
[
{
name
:
"
CubeGeometry
"
,
path
:
"
extras/geometries/CubeGeometry
"
},
{
name
:
"
CylinderGeometry
"
,
path
:
"
extras/geometries/CylinderGeometry
"
},
{
name
:
"
ExtrudeGeometry
"
,
path
:
"
extras/geometries/ExtrudeGeometry
"
},
{
name
:
"
IcosahedronGeometry
"
,
path
:
"
extras/geometries/IcosahedronGeometry
"
},
{
name
:
"
LatheGeometry
"
,
path
:
"
extras/geometries/LatheGeometry
"
},
{
name
:
"
OctahedronGeometry
"
,
path
:
"
extras/geometries/OctahedronGeometry
"
},
{
name
:
"
PlaneGeometry
"
,
path
:
"
extras/geometries/PlaneGeometry
"
},
{
name
:
"
PolyhedronGeometry
"
,
path
:
"
extras/geometries/PolyhedronGeometry
"
},
{
name
:
"
SphereGeometry
"
,
path
:
"
extras/geometries/SphereGeometry
"
},
{
name
:
"
TetrahedronGeometry
"
,
path
:
"
extras/geometries/TetrahedronGeometry
"
},
{
name
:
"
TextGeometry
"
,
path
:
"
extras/geometries/TextGeometry
"
},
{
name
:
"
TorusGeometry
"
,
path
:
"
extras/geometries/TorusGeometry
"
},
{
name
:
"
TorusKnotGeometry
"
,
path
:
"
extras/geometries/TorusKnotGeometry
"
}
],
"
Extras / Helpers
"
:
[
{
name
:
"
AxisHelper
"
,
path
:
"
extras/helpers/AxisHelper
"
},
{
name
:
"
CameraHelper
"
,
path
:
"
extras/helpers/CameraHelper
"
}
],
"
Extras / Loaders
"
:
[
{
name
:
"
BinaryLoader
"
,
path
:
"
extras/loaders/BinaryLoader
"
},
{
name
:
"
ColladaLoader
"
,
path
:
"
extras/loaders/ColladaLoader
"
},
{
name
:
"
JSONLoader
"
,
path
:
"
extras/loaders/JSONLoader
"
},
{
name
:
"
Loader
"
,
path
:
"
extras/loaders/Loader
"
},
{
name
:
"
SceneLoader
"
,
path
:
"
extras/loaders/SceneLoader
"
},
{
name
:
"
UTF8Loader
"
,
path
:
"
extras/loaders/UTF8Loader
"
}
],
"
Extras / Modifiers
"
:
[
{
name
:
"
SubdivisionModifier
"
,
path
:
"
extras/modifiers/SubdivisionModifier
"
}
],
"
Extras / Objects
"
:
[
{
name
:
"
LensFlare
"
,
path
:
"
extras/objects/LensFlare
"
},
{
name
:
"
MarchingCubes
"
,
path
:
"
extras/objects/MarchingCubes
"
}
],
"
Extras / Renderers
"
:
[
{
name
:
"
AnaglyphWebGLRenderer
"
,
path
:
"
extras/renderers/AnaglyphWebGLRenderer
"
},
{
name
:
"
CrosseyedWebGLRenderer
"
,
path
:
"
extras/renderers/CrosseyedWebGLRenderer
"
},
{
name
:
"
ParallaxBarrierWebGLRenderer
"
,
path
:
"
extras/renderers/ParallaxBarrierWebGLRenderer
"
}
],
"
Extras / Renderers / Plugins
"
:
[
{
name
:
"
LensFlarePlugin
"
,
path
:
"
extras/renderers/plugins/LensFlarePlugin
"
},
{
name
:
"
ShadowMapPlugin
"
,
path
:
"
extras/renderers/plugins/ShadowMapPlugin
"
},
{
name
:
"
SpritePlugin
"
,
path
:
"
extras/renderers/plugins/SpritePlugin
"
}
],
"
Extras / Shaders
"
:
[
{
name
:
"
ShaderFlares
"
,
path
:
"
extras/shaders/ShaderFlares
"
},
{
name
:
"
ShaderSprite
"
,
path
:
"
extras/shaders/ShaderSprite
"
}
],
};
...
...
@@ -135,6 +291,8 @@
html
+=
'
<h1>
'
+
category
+
'
</h1>
'
;
html
+=
'
<ul>
'
;
for
(
var
i
=
0
;
i
<
list
[
category
].
length
;
i
++
)
{
var
page
=
list
[
category
][
i
];
...
...
@@ -143,9 +301,11 @@
}
html
+=
'
</ul>
'
;
}
panel
.
innerHTML
+=
'
<ul>
'
+
html
+
'
</ul>
'
;
panel
.
innerHTML
+=
html
;
// Page loading
...
...
@@ -184,7 +344,7 @@
// Layout
var
margin
=
2
0
0
;
var
margin
=
2
8
0
;
function
updateLayout
()
{
...
...
src/extras/geometries/IcosahedronGeometry_.js
已删除
100644 → 0
浏览文件 @
b6d5c329
/**
* @author oosmoxiecode
*
* uvs are messed up in this one, and commented away for now. There is an ugly "seam" by the shared vertices
* when it "wraps" around, that needs to be fixed. It's because they share the first and the last vertices
* so it draws the entire texture on the seam-faces, I think...
*/
THREE
.
IcosahedronGeometry_
=
function
(
subdivisions
)
{
var
scope
=
this
;
var
tempScope
=
new
THREE
.
Geometry
();
var
tempFaces
;
this
.
subdivisions
=
subdivisions
||
0
;
THREE
.
Geometry
.
call
(
this
);
// create 12 vertices of a Icosahedron
var
t
=
(
1
+
Math
.
sqrt
(
5
)
)
/
2
;
v
(
-
1
,
t
,
0
);
v
(
1
,
t
,
0
);
v
(
-
1
,
-
t
,
0
);
v
(
1
,
-
t
,
0
);
v
(
0
,
-
1
,
t
);
v
(
0
,
1
,
t
);
v
(
0
,
-
1
,
-
t
);
v
(
0
,
1
,
-
t
);
v
(
t
,
0
,
-
1
);
v
(
t
,
0
,
1
);
v
(
-
t
,
0
,
-
1
);
v
(
-
t
,
0
,
1
);
// 5 faces around point 0
f3
(
0
,
11
,
5
,
tempScope
);
f3
(
0
,
5
,
1
,
tempScope
);
f3
(
0
,
1
,
7
,
tempScope
);
f3
(
0
,
7
,
10
,
tempScope
);
f3
(
0
,
10
,
11
,
tempScope
);
// 5 adjacent faces
f3
(
1
,
5
,
9
,
tempScope
);
f3
(
5
,
11
,
4
,
tempScope
);
f3
(
11
,
10
,
2
,
tempScope
);
f3
(
10
,
7
,
6
,
tempScope
);
f3
(
7
,
1
,
8
,
tempScope
);
// 5 faces around point 3
f3
(
3
,
9
,
4
,
tempScope
);
f3
(
3
,
4
,
2
,
tempScope
);
f3
(
3
,
2
,
6
,
tempScope
);
f3
(
3
,
6
,
8
,
tempScope
);
f3
(
3
,
8
,
9
,
tempScope
);
// 5 adjacent faces
f3
(
4
,
9
,
5
,
tempScope
);
f3
(
2
,
4
,
11
,
tempScope
);
f3
(
6
,
2
,
10
,
tempScope
);
f3
(
8
,
6
,
7
,
tempScope
);
f3
(
9
,
8
,
1
,
tempScope
);
// subdivide faces to refine the triangles
for
(
var
i
=
0
;
i
<
this
.
subdivisions
;
i
++
)
{
tempFaces
=
new
THREE
.
Geometry
();
for
(
var
i
=
0
,
l
=
tempScope
.
faces
.
length
;
i
<
l
;
i
++
)
{
// replace each triangle by 4 triangles
var
face
=
tempScope
.
faces
[
i
];
var
a
=
getMiddlePoint
(
face
.
a
,
face
.
b
);
var
b
=
getMiddlePoint
(
face
.
b
,
face
.
c
);
var
c
=
getMiddlePoint
(
face
.
c
,
face
.
a
);
f3
(
face
.
a
,
a
,
c
,
tempFaces
);
f3
(
face
.
b
,
b
,
a
,
tempFaces
);
f3
(
face
.
c
,
c
,
b
,
tempFaces
);
f3
(
a
,
b
,
c
,
tempFaces
);
}
tempScope
.
faces
=
tempFaces
.
faces
;
tempScope
.
faceVertexUvs
[
0
]
=
tempFaces
.
faceVertexUvs
[
0
];
}
scope
.
faces
=
tempScope
.
faces
;
scope
.
faceVertexUvs
[
0
]
=
tempScope
.
faceVertexUvs
[
0
];
this
.
mergeVertices
();
this
.
computeCentroids
();
this
.
computeFaceNormals
();
function
v
(
x
,
y
,
z
)
{
var
length
=
Math
.
sqrt
(
x
*
x
+
y
*
y
+
z
*
z
);
var
i
=
scope
.
vertices
.
push
(
new
THREE
.
Vertex
(
new
THREE
.
Vector3
(
x
/
length
,
y
/
length
,
z
/
length
)
)
);
return
i
-
1
;
}
function
f3
(
a
,
b
,
c
,
inscope
)
{
var
v1
=
scope
.
vertices
[
a
].
position
;
var
v2
=
scope
.
vertices
[
b
].
position
;
var
v3
=
scope
.
vertices
[
c
].
position
;
var
face
=
new
THREE
.
Face3
(
a
,
b
,
c
);
face
.
vertexNormals
.
push
(
v1
.
clone
().
normalize
(),
v2
.
clone
().
normalize
(),
v3
.
clone
().
normalize
()
);
inscope
.
faces
.
push
(
face
);
inscope
.
faceVertexUvs
[
0
].
push
(
[
new
THREE
.
UV
(
1
-
(
(
(
Math
.
atan2
(
v1
.
z
,
v1
.
x
)
+
Math
.
PI
)
%
Math
.
PI
)
/
Math
.
PI
*
0.5
),
0.5
-
v1
.
y
/
2
),
new
THREE
.
UV
(
1
-
(
(
(
Math
.
atan2
(
v2
.
z
,
v2
.
x
)
+
Math
.
PI
)
%
Math
.
PI
)
/
Math
.
PI
*
0.5
),
0.5
-
v2
.
y
/
2
),
new
THREE
.
UV
(
1
-
(
(
(
Math
.
atan2
(
v3
.
z
,
v3
.
x
)
+
Math
.
PI
)
%
Math
.
PI
)
/
Math
.
PI
*
0.5
),
0.5
-
v3
.
y
/
2
)
]
);
}
function
getMiddlePoint
(
p1
,
p2
)
{
var
pos1
=
scope
.
vertices
[
p1
].
position
;
var
pos2
=
scope
.
vertices
[
p2
].
position
;
var
x
=
(
pos1
.
x
+
pos2
.
x
)
/
2
;
var
y
=
(
pos1
.
y
+
pos2
.
y
)
/
2
;
var
z
=
(
pos1
.
z
+
pos2
.
z
)
/
2
;
var
i
=
v
(
x
,
y
,
z
);
return
i
;
}
}
THREE
.
IcosahedronGeometry_
.
prototype
=
new
THREE
.
Geometry
();
THREE
.
IcosahedronGeometry_
.
prototype
.
constructor
=
THREE
.
IcosahedronGeometry_
;
src/extras/geometries/OctahedronGeometry_.js
已删除
100644 → 0
浏览文件 @
b6d5c329
/**
* Octahedrons have 8 sides. This octahedron supports subdivision.
*
* Vertices have 'smooth' normals,
* to make a sharp edge choose a material that uses face normals instead.
*
* @author daniel.deady@knectar.com
* @param radius
* @param detail Final number of triangles = 4^detail * 8
*/
THREE
.
OctahedronGeometry_
=
function
(
radius
,
detail
)
{
THREE
.
Geometry
.
call
(
this
);
detail
=
detail
||
0
;
var
that
=
this
;
// ugly scope hack
prepare
(
new
THREE
.
Vector3
(
+
1
,
0
,
0
)
);
// right
prepare
(
new
THREE
.
Vector3
(
-
1
,
0
,
0
)
);
// left
prepare
(
new
THREE
.
Vector3
(
0
,
+
1
,
0
)
);
// up
prepare
(
new
THREE
.
Vector3
(
0
,
-
1
,
0
)
);
// down
prepare
(
new
THREE
.
Vector3
(
0
,
0
,
+
1
)
);
// front
prepare
(
new
THREE
.
Vector3
(
0
,
0
,
-
1
)
);
// back
var
midpoints
=
[],
p
=
this
.
vertices
;
// careful to output faces counter-clockwise, that is required for meshes
make
(
p
[
0
],
p
[
2
],
p
[
4
],
detail
);
make
(
p
[
0
],
p
[
4
],
p
[
3
],
detail
);
make
(
p
[
0
],
p
[
3
],
p
[
5
],
detail
);
make
(
p
[
0
],
p
[
5
],
p
[
2
],
detail
);
make
(
p
[
1
],
p
[
2
],
p
[
5
],
detail
);
make
(
p
[
1
],
p
[
5
],
p
[
3
],
detail
);
make
(
p
[
1
],
p
[
3
],
p
[
4
],
detail
);
make
(
p
[
1
],
p
[
4
],
p
[
2
],
detail
);
/**
* Project vector onto sphere's surface
*/
function
prepare
(
vector
)
{
var
normal
=
vector
.
clone
().
normalize
();
var
vertex
=
new
THREE
.
Vertex
(
normal
.
clone
().
multiplyScalar
(
radius
)
);
vertex
.
index
=
that
.
vertices
.
push
(
vertex
)
-
1
;
// Texture coords are equivalent to map coords, calculate angle and convert to fraction of a circle.
var
u
=
azimuth
(
vector
)
/
2
/
Math
.
PI
+
0.5
;
var
v
=
inclination
(
vector
)
/
Math
.
PI
+
0.5
;
vertex
.
uv
=
new
THREE
.
UV
(
u
,
v
);
return
vertex
;
}
/**
* Approximate a curved face with recursively sub-divided triangles.
*/
function
make
(
v1
,
v2
,
v3
,
detail
)
{
if
(
detail
<
1
)
{
var
face
=
new
THREE
.
Face3
(
v1
.
index
,
v2
.
index
,
v3
.
index
,
[
v1
.
position
,
v2
.
position
,
v3
.
position
]
);
face
.
centroid
.
addSelf
(
v1
.
position
).
addSelf
(
v2
.
position
).
addSelf
(
v3
.
position
).
divideScalar
(
3
);
face
.
normal
=
face
.
centroid
.
clone
().
normalize
();
that
.
faces
.
push
(
face
);
var
azi
=
azimuth
(
face
.
centroid
);
that
.
faceVertexUvs
[
0
].
push
(
[
correctUV
(
v1
.
uv
,
v1
.
position
,
azi
),
correctUV
(
v2
.
uv
,
v2
.
position
,
azi
),
correctUV
(
v3
.
uv
,
v3
.
position
,
azi
)
]
);
}
else
{
detail
-=
1
;
// split triangle into 4 smaller triangles
make
(
v1
,
midpoint
(
v1
,
v2
),
midpoint
(
v1
,
v3
),
detail
);
// top quadrant
make
(
midpoint
(
v1
,
v2
),
v2
,
midpoint
(
v2
,
v3
),
detail
);
// left quadrant
make
(
midpoint
(
v1
,
v3
),
midpoint
(
v2
,
v3
),
v3
,
detail
);
// right quadrant
make
(
midpoint
(
v1
,
v2
),
midpoint
(
v2
,
v3
),
midpoint
(
v1
,
v3
),
detail
);
// center quadrant
}
}
function
midpoint
(
v1
,
v2
)
{
if
(
!
midpoints
[
v1
.
index
]
)
midpoints
[
v1
.
index
]
=
[];
if
(
!
midpoints
[
v2
.
index
]
)
midpoints
[
v2
.
index
]
=
[];
var
mid
=
midpoints
[
v1
.
index
][
v2
.
index
];
if
(
mid
===
undefined
)
{
// generate mean point and project to surface with prepare()
midpoints
[
v1
.
index
][
v2
.
index
]
=
midpoints
[
v2
.
index
][
v1
.
index
]
=
mid
=
prepare
(
new
THREE
.
Vector3
().
add
(
v1
.
position
,
v2
.
position
).
divideScalar
(
2
)
);
}
return
mid
;
}
/**
* Angle around the Y axis, counter-clockwise when looking from above.
*/
function
azimuth
(
vector
)
{
return
Math
.
atan2
(
vector
.
z
,
-
vector
.
x
);
}
/**
* Angle above the XZ plane.
*/
function
inclination
(
vector
)
{
return
Math
.
atan2
(
-
vector
.
y
,
Math
.
sqrt
(
(
vector
.
x
*
vector
.
x
)
+
(
vector
.
z
*
vector
.
z
)
)
);
}
/**
* Texture fixing helper. Spheres have some odd behaviours.
*/
function
correctUV
(
uv
,
vector
,
azimuth
)
{
if
(
(
azimuth
<
0
)
&&
(
uv
.
u
===
1
)
)
uv
=
new
THREE
.
UV
(
uv
.
u
-
1
,
uv
.
v
);
if
(
(
vector
.
x
===
0
)
&&
(
vector
.
z
===
0
)
)
uv
=
new
THREE
.
UV
(
azimuth
/
2
/
Math
.
PI
+
0.5
,
uv
.
v
);
return
uv
;
}
this
.
boundingSphere
=
{
radius
:
radius
};
};
THREE
.
OctahedronGeometry_
.
prototype
=
new
THREE
.
Geometry
();
THREE
.
OctahedronGeometry_
.
prototype
.
constructor
=
THREE
.
OctahedronGeometry_
;
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