diff --git a/docs/api/math/Matrix3.html b/docs/api/math/Matrix3.html
index db495029c9bdfc9bb064bc1a6eba5f4f10a7b8de..53036b864a0d2bd31ee834e9a4e0395632fd59e3 100644
--- a/docs/api/math/Matrix3.html
+++ b/docs/api/math/Matrix3.html
@@ -16,26 +16,9 @@
Constructor
- [name]([page:Float n11], [page:Float n12], [page:Float n13], [page:Float n21], [page:Float n22], [page:Float n23], [page:Float n31], [page:Float n32], [page:Float n33])
+ [name]()
- n11 -- [page:Float]
- n12 -- [page:Float]
- n13 -- [page:Float]
- n21 -- [page:Float]
- n22 -- [page:Float]
- n23 -- [page:Float]
- n31 -- [page:Float]
- n32 -- [page:Float]
- n33 -- [page:Float]
-
-
- Initialize the 3x3 matrix with a row-major sequence of values.
-
- n11, n12, n13,
- n21, n22, n23,
- n31, n32, n33
-
- If no values are sent the matrix will be initialized as an identity matrix.
+ Creates and initializes the 3x3 matrix to the identity matrix.
@@ -44,7 +27,7 @@
[property:Float32Array elements]
- Float32Array with column-major matrix values.
+ A column-major list of matrix values.
@@ -60,13 +43,13 @@
array -- [page:Array]
- Transposes this matrix into the supplied array, and returns itself.
+ Transposes this matrix into the supplied array, and returns itself unchanged.
[method:Float determinant]()
- Returns the matrix's determinant.
+ Computes and returns the determinant of this matrix.
[method:Matrix3 set]([page:Float n11], [page:Float n12], [page:Float n13], [page:Float n21], [page:Float n22], [page:Float n23], [page:Float n31], [page:Float n32], [page:Float n33]) [page:Matrix3 this]
@@ -82,15 +65,15 @@
n33 -- [page:Float]
- Set the 3x3 matrix values to the given row-major sequence of values.
+ Sets the 3x3 matrix values to the given row-major sequence of values.
- [method:Matrix3 multiplyScalar]([page:Float scalar]) [page:Matrix3 this]
+ [method:Matrix3 multiplyScalar]([page:Float s]) [page:Matrix3 this]
scalar -- [page:Float]
- Multiply every component of the matrix by a scalar value.
+ Multiplies every component of the matrix by the scalar value *s*.
[method:Array applyToVector3Array]([page:Array array])
@@ -98,42 +81,42 @@
array -- An array in the form [vector1x, vector1y, vector1z, vector2x, vector2y, vector2z, ...]
- Multiply (apply) this matrix to every vector3 in the array.
+ Multiplies (applies) this matrix to every vector3 in the array.
- [method:Matrix3 getNormalMatrix]([page:Matrix4 matrix4]) [page:Matrix3 this]
+ [method:Matrix3 getNormalMatrix]([page:Matrix4 m]) [page:Matrix3 this]
- matrix4 -- [page:Matrix4]
+ m -- [page:Matrix4]
- Set this matrix as the normal matrix of the passed [page:Matrix4 matrix4]. The normal matrix is the inverse transpose of the matrix.
+ Sets this matrix as the normal matrix (upper left 3x3)of the passed [page:Matrix4 matrix4]. The normal matrix is the inverse transpose of the matrix *m*.
- [method:Matrix3 getInverse]([page:Matrix4 matrix4], [page:Boolean throwOnInvertible]) [page:Matrix3 this]
+ [method:Matrix3 getInverse]([page:Matrix4 m], [page:Boolean throwOnInvertible]) [page:Matrix3 this]
- matrix4 -- [page:Matrix4]
+ m -- [page:Matrix4]
throwOnInvertible -- [Page:Boolean] If true, throw an error if the matrix is invertible.
Set this matrix to the inverse of the passed matrix.
- [method:Matrix3 copy]([page:Matrix3 matrix]) [page:Matrix3 this]
+ [method:Matrix3 copy]([page:Matrix3 m]) [page:Matrix3 this]
- matrix -- [page:Matrix3]
+ m -- [page:Matrix4]
- Copy the values of the passed matrix.
+ Copies the values of matrix *m* into this matrix.
[method:Matrix3 clone]()
- Create a copy of the matrix.
+ Creates a copy of this matrix.
[method:Matrix3 identity]() [page:Matrix3 this]
- Set as an identity matrix.
+ Resets this matrix to identity.
1, 0, 0
0, 1, 0
diff --git a/docs/api/math/Matrix4.html b/docs/api/math/Matrix4.html
index 353f194fbd04e7c32fdd110ebdd1129c6bfc262e..d92b919a645c17ec87da95c036c34209e30142b6 100644
--- a/docs/api/math/Matrix4.html
+++ b/docs/api/math/Matrix4.html
@@ -39,10 +39,10 @@
Constructor
-
[name]( [page:Float n11], [page:Float n12], [page:Float n13], [page:Float n14], [page:Float n21], [page:Float n22], [page:Float n23], [page:Float n24], [page:Float n31], [page:Float n32], [page:Float n33], [page:Float n34], [page:Float n41], [page:Float n42], [page:Float n43], [page:Float n44] )
+
[name]()
- Initialises the matrix with the supplied row-major values n11..n44, or just creates an identity matrix if no values are passed.
+ Creates and initializes the matrix to the identity matrix.
Properties
@@ -64,7 +64,7 @@
[method:Matrix4 copy]( [page:Matrix4 m] ) [page:Matrix4 this]
- Copies a matrix *m* into this matrix.
+ Copies the values of matrix *m* into this matrix.
[method:Matrix4 copyPosition]( [page:Matrix4 m] ) [page:Matrix4 this]
@@ -72,12 +72,12 @@
Copies the translation component of the supplied matrix *m* into this matrix translation component.
- [method:Matrix4 makeBasis]( [page:Vector3 xAxis], [page:Vector3 yAxis], [page:Vector3 zAxis] ) [page:Matrix4 this]
+ [method:Matrix4 makeBasis]( [page:Vector3 xAxis], [page:Vector3 zAxis], [page:Vector3 zAxis] ) [page:Matrix4 this]
Creates the basis matrix consisting of the three provided axis vectors. Returns the current matrix.
- [method:Matrix4 extractBasis]( [page:Vector3 xAxis], [page:Vector3 yAxis], [page:Vector3 zAxis] ) [page:Matrix4 this]
+ [method:Matrix4 extractBasis]( [page:Vector3 xAxis], [page:Vector3 zAxis], [page:Vector3 zAxis] ) [page:Matrix4 this]
Extracts basis of into the three axis vectors provided. Returns the current matrix.
@@ -110,12 +110,12 @@
[method:Matrix4 multiplyScalar]( [page:Float s] ) [page:Matrix4 this]
- Multiplies this matrix by *s*.
+ Multiplies every component of the matrix by a scalar value *s*.
[method:Float determinant]()
- Computes determinant of this matrix.
+ Computes and returns the determinant of this matrix.
Based on [link:http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm]
@@ -142,7 +142,7 @@
[method:Matrix4 makeRotationFromEuler]( [page:Euler euler] ) [page:Matrix4 this]
- euler — Rotation vector followed by order of rotations. Eg. "XYZ".
+ euler — Rotation vector followed by order of rotations, e.g., "XYZ".
Sets the rotation submatrix of this matrix to the rotation specified by Euler angles, the rest of the matrix is identity.
@@ -230,7 +230,7 @@
[method:Matrix4 clone]()
- Clones this matrix.
+ Creates a copy of this matrix.
[method:Array applyToVector3Array]([page:Array a])
@@ -238,12 +238,12 @@
array -- An array in the form [vector1x, vector1y, vector1z, vector2x, vector2y, vector2z, ...]
- Multiply (apply) this matrix to every vector3 in the array.
+ Multiplies (applies) this matrix to every vector3 in the array.
[method:Float getMaxScaleOnAxis]()
- Gets the max scale value of the 3 axes.
+ Gets the maximum scale value of the 3 axes.
Source
diff --git a/examples/index.html b/examples/index.html
index 798fb109b4981d380ca1b8f3e5ccb2d9d6318c20..7450db5d1b7fbdf10fcfaaa846c7587807041e56 100644
--- a/examples/index.html
+++ b/examples/index.html
@@ -381,6 +381,7 @@
"webgl_buffergeometry_lines_indexed",
"webgl_buffergeometry_particles",
"webgl_buffergeometry_rawshader",
+ "webgl_buffergeometry_teapot",
"webgl_buffergeometry_uint",
"webgl_custom_attributes",
"webgl_custom_attributes_lines",
diff --git a/examples/js/geometries/TeapotBufferGeometry.js b/examples/js/geometries/TeapotBufferGeometry.js
new file mode 100644
index 0000000000000000000000000000000000000000..1785e56be7f03fb975868462fe9625f83553b14d
--- /dev/null
+++ b/examples/js/geometries/TeapotBufferGeometry.js
@@ -0,0 +1,751 @@
+/**
+ * @author Eric Haines / http://erichaines.com/
+ *
+ * Tessellates the famous Utah teapot database by Martin Newell into triangles.
+ *
+ * THREE.TeapotBufferGeometry = function ( size, segments, bottom, lid, body, fitLid, blinn )
+ *
+ * defaults: size = 50, segments = 10, bottom = true, lid = true, body = true,
+ * fitLid = false, blinn = true
+ *
+ * size is a relative scale: I've scaled the teapot to fit vertically between -1 and 1.
+ * Think of it as a "radius".
+ * segments - number of line segments to subdivide each patch edge;
+ * 1 is possible but gives degenerates, so two is the real minimum.
+ * bottom - boolean, if true (default) then the bottom patches are added. Some consider
+ * adding the bottom heresy, so set this to "false" to adhere to the One True Way.
+ * lid - to remove the lid and look inside, set to true.
+ * body - to remove the body and leave the lid, set this and "bottom" to false.
+ * fitLid - the lid is a tad small in the original. This stretches it a bit so you can't
+ * see the teapot's insides through the gap.
+ * blinn - Jim Blinn scaled the original data vertically by dividing by about 1.3 to look
+ * nicer. If you want to see the original teapot, similar to the real-world model, set
+ * this to false. True by default.
+ * See http://en.wikipedia.org/wiki/File:Original_Utah_Teapot.jpg for the original
+ * real-world teapot (from http://en.wikipedia.org/wiki/Utah_teapot).
+ *
+ * Note that the bottom (the last four patches) is not flat - blame Frank Crow, not me.
+ *
+ * The teapot should normally be rendered as a double sided object, since for some
+ * patches both sides can be seen, e.g., the gap around the lid and inside the spout.
+ *
+ * Segments 'n' determines the number of triangles output.
+ * Total triangles = 32*2*n*n - 8*n [degenerates at the top and bottom cusps are deleted]
+ *
+ * size_factor # triangles
+ * 1 56
+ * 2 240
+ * 3 552
+ * 4 992
+ *
+ * 10 6320
+ * 20 25440
+ * 30 57360
+ *
+ * Code converted from my ancient SPD software, http://tog.acm.org/resources/SPD/
+ * Created for the Udacity course "Interactive Rendering", http://bit.ly/ericity
+ * Lesson: https://www.udacity.com/course/viewer#!/c-cs291/l-68866048/m-106482448
+ * YouTube video on teapot history: https://www.youtube.com/watch?v=DxMfblPzFNc
+ *
+ * See https://en.wikipedia.org/wiki/Utah_teapot for the history of the teapot
+ *
+ */
+/*global THREE */
+
+THREE.TeapotBufferGeometry = function ( size, segments, bottom, lid, body, fitLid, blinn ) {
+
+ "use strict";
+
+ // 32 * 4 * 4 Bezier spline patches
+ var teapotPatches = [
+/*rim*/
+0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,
+3,16,17,18,7,19,20,21,11,22,23,24,15,25,26,27,
+18,28,29,30,21,31,32,33,24,34,35,36,27,37,38,39,
+30,40,41,0,33,42,43,4,36,44,45,8,39,46,47,12,
+/*body*/
+12,13,14,15,48,49,50,51,52,53,54,55,56,57,58,59,
+15,25,26,27,51,60,61,62,55,63,64,65,59,66,67,68,
+27,37,38,39,62,69,70,71,65,72,73,74,68,75,76,77,
+39,46,47,12,71,78,79,48,74,80,81,52,77,82,83,56,
+56,57,58,59,84,85,86,87,88,89,90,91,92,93,94,95,
+59,66,67,68,87,96,97,98,91,99,100,101,95,102,103,104,
+68,75,76,77,98,105,106,107,101,108,109,110,104,111,112,113,
+77,82,83,56,107,114,115,84,110,116,117,88,113,118,119,92,
+/*handle*/
+120,121,122,123,124,125,126,127,128,129,130,131,132,133,134,135,
+123,136,137,120,127,138,139,124,131,140,141,128,135,142,143,132,
+132,133,134,135,144,145,146,147,148,149,150,151,68,152,153,154,
+135,142,143,132,147,155,156,144,151,157,158,148,154,159,160,68,
+/*spout*/
+161,162,163,164,165,166,167,168,169,170,171,172,173,174,175,176,
+164,177,178,161,168,179,180,165,172,181,182,169,176,183,184,173,
+173,174,175,176,185,186,187,188,189,190,191,192,193,194,195,196,
+176,183,184,173,188,197,198,185,192,199,200,189,196,201,202,193,
+/*lid*/
+203,203,203,203,204,205,206,207,208,208,208,208,209,210,211,212,
+203,203,203,203,207,213,214,215,208,208,208,208,212,216,217,218,
+203,203,203,203,215,219,220,221,208,208,208,208,218,222,223,224,
+203,203,203,203,221,225,226,204,208,208,208,208,224,227,228,209,
+209,210,211,212,229,230,231,232,233,234,235,236,237,238,239,240,
+212,216,217,218,232,241,242,243,236,244,245,246,240,247,248,249,
+218,222,223,224,243,250,251,252,246,253,254,255,249,256,257,258,
+224,227,228,209,252,259,260,229,255,261,262,233,258,263,264,237,
+/*bottom*/
+265,265,265,265,266,267,268,269,270,271,272,273,92,119,118,113,
+265,265,265,265,269,274,275,276,273,277,278,279,113,112,111,104,
+265,265,265,265,276,280,281,282,279,283,284,285,104,103,102,95,
+265,265,265,265,282,286,287,266,285,288,289,270,95,94,93,92
+ ] ;
+
+ var teapotVertices = [
+1.4,0,2.4,
+1.4,-0.784,2.4,
+0.784,-1.4,2.4,
+0,-1.4,2.4,
+1.3375,0,2.53125,
+1.3375,-0.749,2.53125,
+0.749,-1.3375,2.53125,
+0,-1.3375,2.53125,
+1.4375,0,2.53125,
+1.4375,-0.805,2.53125,
+0.805,-1.4375,2.53125,
+0,-1.4375,2.53125,
+1.5,0,2.4,
+1.5,-0.84,2.4,
+0.84,-1.5,2.4,
+0,-1.5,2.4,
+-0.784,-1.4,2.4,
+-1.4,-0.784,2.4,
+-1.4,0,2.4,
+-0.749,-1.3375,2.53125,
+-1.3375,-0.749,2.53125,
+-1.3375,0,2.53125,
+-0.805,-1.4375,2.53125,
+-1.4375,-0.805,2.53125,
+-1.4375,0,2.53125,
+-0.84,-1.5,2.4,
+-1.5,-0.84,2.4,
+-1.5,0,2.4,
+-1.4,0.784,2.4,
+-0.784,1.4,2.4,
+0,1.4,2.4,
+-1.3375,0.749,2.53125,
+-0.749,1.3375,2.53125,
+0,1.3375,2.53125,
+-1.4375,0.805,2.53125,
+-0.805,1.4375,2.53125,
+0,1.4375,2.53125,
+-1.5,0.84,2.4,
+-0.84,1.5,2.4,
+0,1.5,2.4,
+0.784,1.4,2.4,
+1.4,0.784,2.4,
+0.749,1.3375,2.53125,
+1.3375,0.749,2.53125,
+0.805,1.4375,2.53125,
+1.4375,0.805,2.53125,
+0.84,1.5,2.4,
+1.5,0.84,2.4,
+1.75,0,1.875,
+1.75,-0.98,1.875,
+0.98,-1.75,1.875,
+0,-1.75,1.875,
+2,0,1.35,
+2,-1.12,1.35,
+1.12,-2,1.35,
+0,-2,1.35,
+2,0,0.9,
+2,-1.12,0.9,
+1.12,-2,0.9,
+0,-2,0.9,
+-0.98,-1.75,1.875,
+-1.75,-0.98,1.875,
+-1.75,0,1.875,
+-1.12,-2,1.35,
+-2,-1.12,1.35,
+-2,0,1.35,
+-1.12,-2,0.9,
+-2,-1.12,0.9,
+-2,0,0.9,
+-1.75,0.98,1.875,
+-0.98,1.75,1.875,
+0,1.75,1.875,
+-2,1.12,1.35,
+-1.12,2,1.35,
+0,2,1.35,
+-2,1.12,0.9,
+-1.12,2,0.9,
+0,2,0.9,
+0.98,1.75,1.875,
+1.75,0.98,1.875,
+1.12,2,1.35,
+2,1.12,1.35,
+1.12,2,0.9,
+2,1.12,0.9,
+2,0,0.45,
+2,-1.12,0.45,
+1.12,-2,0.45,
+0,-2,0.45,
+1.5,0,0.225,
+1.5,-0.84,0.225,
+0.84,-1.5,0.225,
+0,-1.5,0.225,
+1.5,0,0.15,
+1.5,-0.84,0.15,
+0.84,-1.5,0.15,
+0,-1.5,0.15,
+-1.12,-2,0.45,
+-2,-1.12,0.45,
+-2,0,0.45,
+-0.84,-1.5,0.225,
+-1.5,-0.84,0.225,
+-1.5,0,0.225,
+-0.84,-1.5,0.15,
+-1.5,-0.84,0.15,
+-1.5,0,0.15,
+-2,1.12,0.45,
+-1.12,2,0.45,
+0,2,0.45,
+-1.5,0.84,0.225,
+-0.84,1.5,0.225,
+0,1.5,0.225,
+-1.5,0.84,0.15,
+-0.84,1.5,0.15,
+0,1.5,0.15,
+1.12,2,0.45,
+2,1.12,0.45,
+0.84,1.5,0.225,
+1.5,0.84,0.225,
+0.84,1.5,0.15,
+1.5,0.84,0.15,
+-1.6,0,2.025,
+-1.6,-0.3,2.025,
+-1.5,-0.3,2.25,
+-1.5,0,2.25,
+-2.3,0,2.025,
+-2.3,-0.3,2.025,
+-2.5,-0.3,2.25,
+-2.5,0,2.25,
+-2.7,0,2.025,
+-2.7,-0.3,2.025,
+-3,-0.3,2.25,
+-3,0,2.25,
+-2.7,0,1.8,
+-2.7,-0.3,1.8,
+-3,-0.3,1.8,
+-3,0,1.8,
+-1.5,0.3,2.25,
+-1.6,0.3,2.025,
+-2.5,0.3,2.25,
+-2.3,0.3,2.025,
+-3,0.3,2.25,
+-2.7,0.3,2.025,
+-3,0.3,1.8,
+-2.7,0.3,1.8,
+-2.7,0,1.575,
+-2.7,-0.3,1.575,
+-3,-0.3,1.35,
+-3,0,1.35,
+-2.5,0,1.125,
+-2.5,-0.3,1.125,
+-2.65,-0.3,0.9375,
+-2.65,0,0.9375,
+-2,-0.3,0.9,
+-1.9,-0.3,0.6,
+-1.9,0,0.6,
+-3,0.3,1.35,
+-2.7,0.3,1.575,
+-2.65,0.3,0.9375,
+-2.5,0.3,1.125,
+-1.9,0.3,0.6,
+-2,0.3,0.9,
+1.7,0,1.425,
+1.7,-0.66,1.425,
+1.7,-0.66,0.6,
+1.7,0,0.6,
+2.6,0,1.425,
+2.6,-0.66,1.425,
+3.1,-0.66,0.825,
+3.1,0,0.825,
+2.3,0,2.1,
+2.3,-0.25,2.1,
+2.4,-0.25,2.025,
+2.4,0,2.025,
+2.7,0,2.4,
+2.7,-0.25,2.4,
+3.3,-0.25,2.4,
+3.3,0,2.4,
+1.7,0.66,0.6,
+1.7,0.66,1.425,
+3.1,0.66,0.825,
+2.6,0.66,1.425,
+2.4,0.25,2.025,
+2.3,0.25,2.1,
+3.3,0.25,2.4,
+2.7,0.25,2.4,
+2.8,0,2.475,
+2.8,-0.25,2.475,
+3.525,-0.25,2.49375,
+3.525,0,2.49375,
+2.9,0,2.475,
+2.9,-0.15,2.475,
+3.45,-0.15,2.5125,
+3.45,0,2.5125,
+2.8,0,2.4,
+2.8,-0.15,2.4,
+3.2,-0.15,2.4,
+3.2,0,2.4,
+3.525,0.25,2.49375,
+2.8,0.25,2.475,
+3.45,0.15,2.5125,
+2.9,0.15,2.475,
+3.2,0.15,2.4,
+2.8,0.15,2.4,
+0,0,3.15,
+0.8,0,3.15,
+0.8,-0.45,3.15,
+0.45,-0.8,3.15,
+0,-0.8,3.15,
+0,0,2.85,
+0.2,0,2.7,
+0.2,-0.112,2.7,
+0.112,-0.2,2.7,
+0,-0.2,2.7,
+-0.45,-0.8,3.15,
+-0.8,-0.45,3.15,
+-0.8,0,3.15,
+-0.112,-0.2,2.7,
+-0.2,-0.112,2.7,
+-0.2,0,2.7,
+-0.8,0.45,3.15,
+-0.45,0.8,3.15,
+0,0.8,3.15,
+-0.2,0.112,2.7,
+-0.112,0.2,2.7,
+0,0.2,2.7,
+0.45,0.8,3.15,
+0.8,0.45,3.15,
+0.112,0.2,2.7,
+0.2,0.112,2.7,
+0.4,0,2.55,
+0.4,-0.224,2.55,
+0.224,-0.4,2.55,
+0,-0.4,2.55,
+1.3,0,2.55,
+1.3,-0.728,2.55,
+0.728,-1.3,2.55,
+0,-1.3,2.55,
+1.3,0,2.4,
+1.3,-0.728,2.4,
+0.728,-1.3,2.4,
+0,-1.3,2.4,
+-0.224,-0.4,2.55,
+-0.4,-0.224,2.55,
+-0.4,0,2.55,
+-0.728,-1.3,2.55,
+-1.3,-0.728,2.55,
+-1.3,0,2.55,
+-0.728,-1.3,2.4,
+-1.3,-0.728,2.4,
+-1.3,0,2.4,
+-0.4,0.224,2.55,
+-0.224,0.4,2.55,
+0,0.4,2.55,
+-1.3,0.728,2.55,
+-0.728,1.3,2.55,
+0,1.3,2.55,
+-1.3,0.728,2.4,
+-0.728,1.3,2.4,
+0,1.3,2.4,
+0.224,0.4,2.55,
+0.4,0.224,2.55,
+0.728,1.3,2.55,
+1.3,0.728,2.55,
+0.728,1.3,2.4,
+1.3,0.728,2.4,
+0,0,0,
+1.425,0,0,
+1.425,0.798,0,
+0.798,1.425,0,
+0,1.425,0,
+1.5,0,0.075,
+1.5,0.84,0.075,
+0.84,1.5,0.075,
+0,1.5,0.075,
+-0.798,1.425,0,
+-1.425,0.798,0,
+-1.425,0,0,
+-0.84,1.5,0.075,
+-1.5,0.84,0.075,
+-1.5,0,0.075,
+-1.425,-0.798,0,
+-0.798,-1.425,0,
+0,-1.425,0,
+-1.5,-0.84,0.075,
+-0.84,-1.5,0.075,
+0,-1.5,0.075,
+0.798,-1.425,0,
+1.425,-0.798,0,
+0.84,-1.5,0.075,
+1.5,-0.84,0.075
+ ] ;
+
+ THREE.BufferGeometry.call( this );
+
+ this.type = 'TeapotBufferGeometry';
+
+ this.parameters = {
+ size: size,
+ segments: segments,
+ bottom: bottom,
+ lid: lid,
+ body: body,
+ fitLid: fitLid,
+ blinn: blinn
+ };
+
+ size = size || 50;
+
+ // number of segments per patch
+ segments = segments !== undefined ? Math.max( 2, Math.floor( segments ) || 10 ) : 10;
+
+ // which parts should be visible
+ bottom = bottom === undefined ? true : bottom;
+ lid = lid === undefined ? true : lid;
+ body = body === undefined ? true : body;
+
+ // Should the lid be snug? It's not traditional, so off by default
+ fitLid = fitLid === undefined ? false : fitLid;
+
+ // Jim Blinn scaled the teapot down in size by about 1.3 for
+ // some rendering tests. He liked the new proportions that he kept
+ // the data in this form. The model was distributed with these new
+ // proportions and became the norm. Trivia: comparing images of the
+ // real teapot and the computer model, the ratio for the bowl of the
+ // real teapot is more like 1.25, but since 1.3 is the traditional
+ // value given, we use it here.
+ var blinnScale = 1.3;
+ blinn = blinn === undefined ? true : blinn;
+
+ // scale the size to be the real scaling factor
+ var maxHeight = 3.15 * ( blinn ? 1 : blinnScale );
+
+ var maxHeight2 = maxHeight / 2;
+ var trueSize = size / maxHeight2;
+
+ // Number of elements depends on what is needed. Subtract degenerate
+ // triangles at tip of bottom and lid out in advance.
+ var numTriangles = bottom ? ( 8 * segments - 4 ) * segments : 0;
+ numTriangles += lid ? ( 16 * segments - 4 ) * segments : 0;
+ numTriangles += body ? 40 * segments * segments : 0;
+
+ var indices = new Uint32Array( numTriangles * 3 );
+
+ var numVertices = bottom ? 4 : 0;
+ numVertices += lid ? 8 : 0;
+ numVertices += body ? 20 : 0;
+ numVertices *= ( segments + 1 ) * ( segments + 1 );
+
+ var vertices = new Float32Array( numVertices * 3 );
+ var normals = new Float32Array( numVertices * 3 );
+ var uvs = new Float32Array( numVertices * 2 );
+
+ // Bezier form
+ var ms = new THREE.Matrix4();
+ ms.set( -1.0, 3.0, -3.0, 1.0,
+ 3.0, -6.0, 3.0, 0.0,
+ -3.0, 3.0, 0.0, 0.0,
+ 1.0, 0.0, 0.0, 0.0 ) ;
+
+ var g = [];
+ var i, r, c;
+
+ var sp = [];
+ var tp = [];
+ var dsp = [];
+ var dtp = [];
+
+ // M * G * M matrix, sort of see
+ // http://www.cs.helsinki.fi/group/goa/mallinnus/curves/surfaces.html
+ var mgm = [];
+
+ var vert = [];
+ var sdir = [];
+ var tdir = [];
+
+ var norm = new THREE.Vector3();
+
+ var tcoord;
+
+ var sstep, tstep;
+ var vertPerRow, eps;
+
+ var s, t, sval, tval, p, dsval, dtval;
+
+ var normOut = new THREE.Vector3();
+ var v1, v2, v3, v4;
+
+ var gmx = new THREE.Matrix4();
+ var tmtx = new THREE.Matrix4();
+
+ var vsp = new THREE.Vector4();
+ var vtp = new THREE.Vector4();
+ var vdsp = new THREE.Vector4();
+ var vdtp = new THREE.Vector4();
+
+ var vsdir = new THREE.Vector3();
+ var vtdir = new THREE.Vector3();
+
+ var mst = ms.clone();
+ mst.transpose();
+
+ // internal function: test if triangle has any matching vertices;
+ // if so, don't save triangle, since it won't display anything.
+ var notDegenerate = function ( vtx1, vtx2, vtx3 ) {
+
+ // if any vertex matches, return false
+ return ! ( ( ( vertices[ vtx1 * 3 ] === vertices[ vtx2 * 3 ] ) &&
+ ( vertices[ vtx1 * 3 + 1 ] === vertices[ vtx2 * 3 + 1 ] ) &&
+ ( vertices[ vtx1 * 3 + 2 ] === vertices[ vtx2 * 3 + 2 ] ) ) ||
+ ( ( vertices[ vtx1 * 3 ] === vertices[ vtx3 * 3 ] ) &&
+ ( vertices[ vtx1 * 3 + 1 ] === vertices[ vtx3 * 3 + 1 ] ) &&
+ ( vertices[ vtx1 * 3 + 2 ] === vertices[ vtx3 * 3 + 2 ] ) ) ||
+ ( ( vertices[ vtx2 * 3 ] === vertices[ vtx3 * 3 ] ) &&
+ ( vertices[ vtx2 * 3 + 1 ] === vertices[ vtx3 * 3 + 1 ] ) &&
+ ( vertices[ vtx2 * 3 + 2 ] === vertices[ vtx3 * 3 + 2 ] ) ) );
+
+ };
+
+
+ for ( i = 0; i < 3; i ++ )
+ {
+
+ mgm[ i ] = new THREE.Matrix4();
+
+ }
+
+ var minPatches = body ? 0 : 20;
+ var maxPatches = bottom ? 32 : 28;
+
+ vertPerRow = segments + 1;
+
+ eps = 0.0000001;
+
+ var surfCount = 0;
+
+ var vertCount = 0;
+ var normCount = 0;
+ var uvCount = 0;
+
+ var indexCount = 0;
+
+ for ( var surf = minPatches ; surf < maxPatches ; surf ++ ) {
+
+ // lid is in the middle of the data, patches 20-27,
+ // so ignore it for this part of the loop if the lid is not desired
+ if ( lid || ( surf < 20 || surf >= 28 ) ) {
+
+ // get M * G * M matrix for x,y,z
+ for ( i = 0 ; i < 3 ; i ++ ) {
+
+ // get control patches
+ for ( r = 0 ; r < 4 ; r ++ ) {
+
+ for ( c = 0 ; c < 4 ; c ++ ) {
+
+ // transposed
+ g[ c * 4 + r ] = teapotVertices[ teapotPatches[ surf * 16 + r * 4 + c ] * 3 + i ] ;
+
+ // is the lid to be made larger, and is this a point on the lid
+ // that is X or Y?
+ if ( fitLid && ( surf >= 20 && surf < 28 ) && ( i !== 2 ) ) {
+
+ // increase XY size by 7.7%, found empirically. I don't
+ // increase Z so that the teapot will continue to fit in the
+ // space -1 to 1 for Y (Y is up for the final model).
+ g[ c * 4 + r ] *= 1.077;
+
+ }
+
+ // Blinn "fixed" the teapot by dividing Z by blinnScale, and that's the
+ // data we now use. The original teapot is taller. Fix it:
+ if ( ! blinn && ( i === 2 ) ) {
+
+ g[ c * 4 + r ] *= blinnScale;
+
+ }
+
+ }
+
+ }
+
+ gmx.set( g[ 0 ], g[ 1 ], g[ 2 ], g[ 3 ], g[ 4 ], g[ 5 ], g[ 6 ], g[ 7 ], g[ 8 ], g[ 9 ], g[ 10 ], g[ 11 ], g[ 12 ], g[ 13 ], g[ 14 ], g[ 15 ] );
+
+ tmtx.multiplyMatrices( gmx, ms );
+ mgm[ i ].multiplyMatrices( mst, tmtx );
+
+ }
+
+ // step along, get points, and output
+ for ( sstep = 0 ; sstep <= segments ; sstep ++ ) {
+
+ s = sstep / segments;
+
+ for ( tstep = 0 ; tstep <= segments ; tstep ++ ) {
+
+ t = tstep / segments;
+
+ // point from basis
+ // get power vectors and their derivatives
+ for ( p = 4, sval = tval = 1.0 ; p -- ; ) {
+
+ sp[ p ] = sval ;
+ tp[ p ] = tval ;
+ sval *= s ;
+ tval *= t ;
+
+ if ( p === 3 ) {
+
+ dsp[ p ] = dtp[ p ] = 0.0 ;
+ dsval = dtval = 1.0 ;
+
+ } else {
+
+ dsp[ p ] = dsval * ( 3 - p ) ;
+ dtp[ p ] = dtval * ( 3 - p ) ;
+ dsval *= s ;
+ dtval *= t ;
+
+ }
+
+ }
+
+ vsp.fromArray( sp );
+ vtp.fromArray( tp );
+ vdsp.fromArray( dsp );
+ vdtp.fromArray( dtp );
+
+ // do for x,y,z
+ for ( i = 0 ; i < 3 ; i ++ ) {
+
+ // multiply power vectors times matrix to get value
+ tcoord = vsp.clone();
+ tcoord.applyMatrix4( mgm[ i ] );
+ vert[ i ] = tcoord.dot( vtp );
+
+ // get s and t tangent vectors
+ tcoord = vdsp.clone();
+ tcoord.applyMatrix4( mgm[ i ] );
+ sdir[ i ] = tcoord.dot( vtp ) ;
+
+ tcoord = vsp.clone();
+ tcoord.applyMatrix4( mgm[ i ] );
+ tdir[ i ] = tcoord.dot( vdtp ) ;
+
+ }
+
+ // find normal
+ vsdir.fromArray( sdir );
+ vtdir.fromArray( tdir );
+ norm.crossVectors( vtdir, vsdir );
+ norm.normalize();
+
+ // if X and Z length is 0, at the cusp, so point the normal up or down, depending on patch number
+ if ( vert[ 0 ] === 0 && vert[ 1 ] === 0 )
+ {
+
+ // if above the middle of the teapot, normal points up, else down
+ normOut.set( 0, vert[ 2 ] > maxHeight2 ? 1 : - 1, 0 );
+
+ }
+ else
+ {
+
+ // standard output: rotate on X axis
+ normOut.set( norm.x, norm.z, - norm.y );
+
+ }
+
+ // store it all
+ vertices[ vertCount ++ ] = trueSize * vert[ 0 ];
+ vertices[ vertCount ++ ] = trueSize * ( vert[ 2 ] - maxHeight2 );
+ vertices[ vertCount ++ ] = - trueSize * vert[ 1 ];
+
+ normals[ normCount ++ ] = normOut.x;
+ normals[ normCount ++ ] = normOut.y;
+ normals[ normCount ++ ] = normOut.z;
+
+ uvs[ uvCount ++ ] = 1 - t;
+ uvs[ uvCount ++ ] = 1 - s;
+
+ }
+
+ }
+
+ // save the faces
+ for ( sstep = 0 ; sstep < segments ; sstep ++ ) {
+
+ for ( tstep = 0 ; tstep < segments ; tstep ++ ) {
+
+ v1 = surfCount * vertPerRow * vertPerRow + sstep * vertPerRow + tstep;
+ v2 = v1 + 1;
+ v3 = v2 + vertPerRow;
+ v4 = v1 + vertPerRow;
+
+ // Normals and UVs cannot be shared. Without clone(), you can see the consequences
+ // of sharing if you call geometry.applyMatrix( matrix ).
+ if ( notDegenerate ( v1, v2, v3 ) ) {
+
+ indices[ indexCount ++ ] = v1;
+ indices[ indexCount ++ ] = v2;
+ indices[ indexCount ++ ] = v3;
+
+ }
+ if ( notDegenerate ( v1, v3, v4 ) ) {
+
+ indices[ indexCount ++ ] = v1;
+ indices[ indexCount ++ ] = v3;
+ indices[ indexCount ++ ] = v4;
+
+ }
+
+ }
+
+ }
+
+ // increment only if a surface was used
+ surfCount ++;
+
+ }
+
+ }
+
+ this.addAttribute( 'index', new THREE.IndexBufferAttribute( indices, 1 ) );
+ this.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
+ this.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) );
+ this.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) );
+
+ this.computeBoundingSphere();
+
+};
+
+
+THREE.TeapotBufferGeometry.prototype = Object.create( THREE.BufferGeometry.prototype );
+THREE.TeapotBufferGeometry.prototype.constructor = THREE.TeapotBufferGeometry;
+
+THREE.TeapotBufferGeometry.prototype.clone = function () {
+
+ var bufferGeometry = new THREE.TeapotBufferGeometry(
+ this.parameters.size,
+ this.parameters.segments,
+ this.parameters.bottom,
+ this.parameters.lid,
+ this.parameters.body,
+ this.parameters.fitLid,
+ this.parameters.blinn
+ );
+
+ return bufferGeometry;
+
+};
diff --git a/examples/webgl_buffergeometry_teapot.html b/examples/webgl_buffergeometry_teapot.html
new file mode 100644
index 0000000000000000000000000000000000000000..af09ab56bd11cffee5a295af038c473da8d9749e
--- /dev/null
+++ b/examples/webgl_buffergeometry_teapot.html
@@ -0,0 +1,393 @@
+
+
+
+ three.js webgl - teapot buffer geometry
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+