Geometry.js 21.5 KB
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/**
 * @author mrdoob / http://mrdoob.com/
 * @author kile / http://kile.stravaganza.org/
 * @author alteredq / http://alteredqualia.com/
 * @author mikael emtinger / http://gomo.se/
 * @author zz85 / http://www.lab4games.net/zz85/blog
 * @author bhouston / http://exocortex.com
 */

THREE.Geometry = function () {

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	Object.defineProperty( this, 'id', { value: THREE.GeometryIdCount ++ } );

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

	this.name = '';
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	this.type = 'Geometry';
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	this.vertices = [];
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	this.colors = [];  // one-to-one vertex colors, used in Points and Line
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	this.faces = [];

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	this.faceVertexUvs = [ [] ];
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	this.morphTargets = [];
	this.morphColors = [];
	this.morphNormals = [];

	this.skinWeights = [];
	this.skinIndices = [];

	this.lineDistances = [];

	this.boundingBox = null;
	this.boundingSphere = null;

	this.hasTangents = false;

	this.dynamic = true; // the intermediate typed arrays will be deleted when set to false

	// update flags

	this.verticesNeedUpdate = false;
	this.elementsNeedUpdate = false;
	this.uvsNeedUpdate = false;
	this.normalsNeedUpdate = false;
	this.tangentsNeedUpdate = false;
	this.colorsNeedUpdate = false;
	this.lineDistancesNeedUpdate = false;

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	this.groupsNeedUpdate = false;
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};

THREE.Geometry.prototype = {

	constructor: THREE.Geometry,

	applyMatrix: function ( matrix ) {

		var normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );

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

			var vertex = this.vertices[ i ];
			vertex.applyMatrix4( matrix );

		}

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

			var face = this.faces[ i ];
			face.normal.applyMatrix3( normalMatrix ).normalize();

			for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {

				face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();

			}

		}

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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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		this.verticesNeedUpdate = true;
		this.normalsNeedUpdate = true;

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	},

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	fromBufferGeometry: function ( geometry ) {

		var scope = this;

		var attributes = geometry.attributes;

		var vertices = attributes.position.array;
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		var indices = attributes.index !== undefined ? attributes.index.array : undefined;
		var normals = attributes.normal !== undefined ? attributes.normal.array : undefined;
		var colors = attributes.color !== undefined ? attributes.color.array : undefined;
		var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined;
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		var tempNormals = [];
		var tempUVs = [];

		for ( var i = 0, j = 0; i < vertices.length; i += 3, j += 2 ) {

			scope.vertices.push( new THREE.Vector3( vertices[ i ], vertices[ i + 1 ], vertices[ i + 2 ] ) );

			if ( normals !== undefined ) {

				tempNormals.push( new THREE.Vector3( normals[ i ], normals[ i + 1 ], normals[ i + 2 ] ) );

			}

			if ( colors !== undefined ) {

				scope.colors.push( new THREE.Color( colors[ i ], colors[ i + 1 ], colors[ i + 2 ] ) );

			}

			if ( uvs !== undefined ) {

				tempUVs.push( new THREE.Vector2( uvs[ j ], uvs[ j + 1 ] ) );

			}

		}

		var addFace = function ( a, b, c ) {

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			var vertexNormals = normals !== undefined ? [ tempNormals[ a ].clone(), tempNormals[ b ].clone(), tempNormals[ c ].clone() ] : [];
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			var vertexColors = colors !== undefined ? [ scope.colors[ a ].clone(), scope.colors[ b ].clone(), scope.colors[ c ].clone() ] : [];
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			scope.faces.push( new THREE.Face3( a, b, c, vertexNormals, vertexColors ) );
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			if ( uvs !== undefined ) {

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				scope.faceVertexUvs[ 0 ].push( [ tempUVs[ a ].clone(), tempUVs[ b ].clone(), tempUVs[ c ].clone() ] );
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			}
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		};

		if ( indices !== undefined ) {

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			var drawcalls = geometry.drawcalls;
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			if ( drawcalls.length > 0 ) {

				for ( var i = 0; i < drawcalls.length; i ++ ) {

					var drawcall = drawcalls[ i ];

					var start = drawcall.start;
					var count = drawcall.count;
					var index = drawcall.index;

					for ( var j = start, jl = start + count; j < jl; j += 3 ) {

						addFace( index + indices[ j ], index + indices[ j + 1 ], index + indices[ j + 2 ] );

					}

				}

			} else {

				for ( var i = 0; i < indices.length; i += 3 ) {

					addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );

				}
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			}

		} else {

			for ( var i = 0; i < vertices.length / 3; i += 3 ) {

				addFace( i, i + 1, i + 2 );

			}

		}
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		this.computeFaceNormals();
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		if ( geometry.boundingBox !== null ) {

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

		}

		if ( geometry.boundingSphere !== null ) {

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

		}

		return this;

	},

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	center: function () {

		this.computeBoundingBox();

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		var offset = this.boundingBox.center().negate();
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		this.applyMatrix( new THREE.Matrix4().setPosition( offset ) );
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		return offset;

	},

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	computeFaceNormals: function () {

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

		for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {

			var face = this.faces[ f ];

			var vA = this.vertices[ face.a ];
			var vB = this.vertices[ face.b ];
			var vC = this.vertices[ face.c ];

			cb.subVectors( vC, vB );
			ab.subVectors( vA, vB );
			cb.cross( ab );

			cb.normalize();

			face.normal.copy( cb );

		}

	},

	computeVertexNormals: function ( areaWeighted ) {

		var v, vl, f, fl, face, vertices;

		vertices = new Array( this.vertices.length );

		for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {

			vertices[ v ] = new THREE.Vector3();

		}

		if ( areaWeighted ) {

			// vertex normals weighted by triangle areas
			// http://www.iquilezles.org/www/articles/normals/normals.htm

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			var vA, vB, vC;
			var cb = new THREE.Vector3(), ab = new THREE.Vector3();
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			for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

				face = this.faces[ f ];

				vA = this.vertices[ face.a ];
				vB = this.vertices[ face.b ];
				vC = this.vertices[ face.c ];

				cb.subVectors( vC, vB );
				ab.subVectors( vA, vB );
				cb.cross( ab );

				vertices[ face.a ].add( cb );
				vertices[ face.b ].add( cb );
				vertices[ face.c ].add( cb );

			}

		} else {

			for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

				face = this.faces[ f ];

				vertices[ face.a ].add( face.normal );
				vertices[ face.b ].add( face.normal );
				vertices[ face.c ].add( face.normal );

			}

		}

		for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {

			vertices[ v ].normalize();

		}

		for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

			face = this.faces[ f ];

			face.vertexNormals[ 0 ] = vertices[ face.a ].clone();
			face.vertexNormals[ 1 ] = vertices[ face.b ].clone();
			face.vertexNormals[ 2 ] = vertices[ face.c ].clone();

		}

	},

	computeMorphNormals: function () {

		var i, il, f, fl, face;

		// save original normals
		// - create temp variables on first access
		//   otherwise just copy (for faster repeated calls)

		for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

			face = this.faces[ f ];

			if ( ! face.__originalFaceNormal ) {

				face.__originalFaceNormal = face.normal.clone();

			} else {

				face.__originalFaceNormal.copy( face.normal );

			}

			if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = [];

			for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {

				if ( ! face.__originalVertexNormals[ i ] ) {

					face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();

				} else {

					face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );

				}

			}

		}

		// use temp geometry to compute face and vertex normals for each morph

		var tmpGeo = new THREE.Geometry();
		tmpGeo.faces = this.faces;

		for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {

			// create on first access

			if ( ! this.morphNormals[ i ] ) {

				this.morphNormals[ i ] = {};
				this.morphNormals[ i ].faceNormals = [];
				this.morphNormals[ i ].vertexNormals = [];

				var dstNormalsFace = this.morphNormals[ i ].faceNormals;
				var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;

				var faceNormal, vertexNormals;

				for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

					faceNormal = new THREE.Vector3();
					vertexNormals = { a: new THREE.Vector3(), b: new THREE.Vector3(), c: new THREE.Vector3() };

					dstNormalsFace.push( faceNormal );
					dstNormalsVertex.push( vertexNormals );

				}

			}

			var morphNormals = this.morphNormals[ i ];

			// set vertices to morph target

			tmpGeo.vertices = this.morphTargets[ i ].vertices;

			// compute morph normals

			tmpGeo.computeFaceNormals();
			tmpGeo.computeVertexNormals();

			// store morph normals

			var faceNormal, vertexNormals;

			for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

				face = this.faces[ f ];

				faceNormal = morphNormals.faceNormals[ f ];
				vertexNormals = morphNormals.vertexNormals[ f ];

				faceNormal.copy( face.normal );

				vertexNormals.a.copy( face.vertexNormals[ 0 ] );
				vertexNormals.b.copy( face.vertexNormals[ 1 ] );
				vertexNormals.c.copy( face.vertexNormals[ 2 ] );

			}

		}

		// restore original normals

		for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

			face = this.faces[ f ];

			face.normal = face.__originalFaceNormal;
			face.vertexNormals = face.__originalVertexNormals;

		}

	},

	computeTangents: function () {

		// based on http://www.terathon.com/code/tangent.html
		// tangents go to vertices

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		var f, fl, v, vl, i, vertexIndex,
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			face, uv, vA, vB, vC, uvA, uvB, uvC,
			x1, x2, y1, y2, z1, z2,
			s1, s2, t1, t2, r, t, test,
			tan1 = [], tan2 = [],
			sdir = new THREE.Vector3(), tdir = new THREE.Vector3(),
			tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3(),
			n = new THREE.Vector3(), w;

		for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {

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

		}

		function handleTriangle( context, a, b, c, ua, ub, uc ) {

			vA = context.vertices[ a ];
			vB = context.vertices[ b ];
			vC = context.vertices[ c ];

			uvA = uv[ ua ];
			uvB = uv[ ub ];
			uvC = uv[ uc ];

			x1 = vB.x - vA.x;
			x2 = vC.x - vA.x;
			y1 = vB.y - vA.y;
			y2 = vC.y - vA.y;
			z1 = vB.z - vA.z;
			z2 = vC.z - vA.z;

			s1 = uvB.x - uvA.x;
			s2 = uvC.x - uvA.x;
			t1 = uvB.y - uvA.y;
			t2 = uvC.y - uvA.y;

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

			tan1[ a ].add( sdir );
			tan1[ b ].add( sdir );
			tan1[ c ].add( sdir );

			tan2[ a ].add( tdir );
			tan2[ b ].add( tdir );
			tan2[ c ].add( tdir );

		}

		for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

			face = this.faces[ f ];
			uv = this.faceVertexUvs[ 0 ][ f ]; // use UV layer 0 for tangents

			handleTriangle( this, face.a, face.b, face.c, 0, 1, 2 );

		}

		var faceIndex = [ 'a', 'b', 'c', 'd' ];

		for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

			face = this.faces[ f ];

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			for ( i = 0; i < Math.min( face.vertexNormals.length, 3 ); i ++ ) {
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				n.copy( face.vertexNormals[ i ] );

				vertexIndex = face[ faceIndex[ i ] ];

				t = tan1[ vertexIndex ];

				// Gram-Schmidt orthogonalize

				tmp.copy( t );
				tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();

				// Calculate handedness

				tmp2.crossVectors( face.vertexNormals[ i ], t );
				test = tmp2.dot( tan2[ vertexIndex ] );
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				w = ( test < 0.0 ) ? - 1.0 : 1.0;
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				face.vertexTangents[ i ] = new THREE.Vector4( tmp.x, tmp.y, tmp.z, w );

			}

		}

		this.hasTangents = true;

	},

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	computeLineDistances: function () {
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		var d = 0;
		var vertices = this.vertices;

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

			if ( i > 0 ) {

				d += vertices[ i ].distanceTo( vertices[ i - 1 ] );

			}

			this.lineDistances[ i ] = d;

		}

	},

	computeBoundingBox: function () {

		if ( this.boundingBox === null ) {

			this.boundingBox = new THREE.Box3();

		}

		this.boundingBox.setFromPoints( this.vertices );

	},

	computeBoundingSphere: function () {

		if ( this.boundingSphere === null ) {

			this.boundingSphere = new THREE.Sphere();

		}

		this.boundingSphere.setFromPoints( this.vertices );

	},

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	merge: function ( geometry, matrix, materialIndexOffset ) {
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		if ( geometry instanceof THREE.Geometry === false ) {

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			THREE.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
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			return;

		}

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		var normalMatrix,
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		vertexOffset = this.vertices.length,
		vertices1 = this.vertices,
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		vertices2 = geometry.vertices,
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		faces1 = this.faces,
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		faces2 = geometry.faces,
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		uvs1 = this.faceVertexUvs[ 0 ],
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		uvs2 = geometry.faceVertexUvs[ 0 ];
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		if ( materialIndexOffset === undefined ) materialIndexOffset = 0;

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		if ( matrix !== undefined ) {
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			normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );

		}

		// vertices

		for ( var i = 0, il = vertices2.length; i < il; i ++ ) {

			var vertex = vertices2[ i ];

			var vertexCopy = vertex.clone();

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			if ( matrix !== undefined ) vertexCopy.applyMatrix4( matrix );
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			vertices1.push( vertexCopy );

		}

		// faces

		for ( i = 0, il = faces2.length; i < il; i ++ ) {

			var face = faces2[ i ], faceCopy, normal, color,
			faceVertexNormals = face.vertexNormals,
			faceVertexColors = face.vertexColors;

			faceCopy = new THREE.Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
			faceCopy.normal.copy( face.normal );

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			if ( normalMatrix !== undefined ) {
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				faceCopy.normal.applyMatrix3( normalMatrix ).normalize();

			}

			for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {

				normal = faceVertexNormals[ j ].clone();

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				if ( normalMatrix !== undefined ) {
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					normal.applyMatrix3( normalMatrix ).normalize();

				}

				faceCopy.vertexNormals.push( normal );

			}

			faceCopy.color.copy( face.color );

			for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {

				color = faceVertexColors[ j ];
				faceCopy.vertexColors.push( color.clone() );

			}

			faceCopy.materialIndex = face.materialIndex + materialIndexOffset;

			faces1.push( faceCopy );

		}

		// uvs

		for ( i = 0, il = uvs2.length; i < il; i ++ ) {

			var uv = uvs2[ i ], uvCopy = [];
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			if ( uv === undefined ) {
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				continue;
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			}

			for ( var j = 0, jl = uv.length; j < jl; j ++ ) {

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				uvCopy.push( uv[ j ].clone() );
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			}

			uvs1.push( uvCopy );

		}

	},

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	mergeMesh: function ( mesh ) {

		if ( mesh instanceof THREE.Mesh === false ) {

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			THREE.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );
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			return;

		}

		mesh.matrixAutoUpdate && mesh.updateMatrix();

		this.merge( mesh.geometry, mesh.matrix );

	},

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	/*
	 * Checks for duplicate vertices with hashmap.
	 * Duplicated vertices are removed
	 * and faces' vertices are updated.
	 */

	mergeVertices: function () {

		var verticesMap = {}; // Hashmap for looking up vertice by position coordinates (and making sure they are unique)
		var unique = [], changes = [];

		var v, key;
		var precisionPoints = 4; // number of decimal points, eg. 4 for epsilon of 0.0001
		var precision = Math.pow( 10, precisionPoints );
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		var i, il, face;
		var indices, j, jl;
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		for ( i = 0, il = this.vertices.length; i < il; i ++ ) {

			v = this.vertices[ i ];
			key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );

			if ( verticesMap[ key ] === undefined ) {

				verticesMap[ key ] = i;
				unique.push( this.vertices[ i ] );
				changes[ i ] = unique.length - 1;

			} else {

				//console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
				changes[ i ] = changes[ verticesMap[ key ] ];

			}

		};


		// if faces are completely degenerate after merging vertices, we
		// have to remove them from the geometry.
		var faceIndicesToRemove = [];

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		for ( i = 0, il = this.faces.length; i < il; i ++ ) {
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			face = this.faces[ i ];

			face.a = changes[ face.a ];
			face.b = changes[ face.b ];
			face.c = changes[ face.c ];

			indices = [ face.a, face.b, face.c ];

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			var dupIndex = - 1;
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			// if any duplicate vertices are found in a Face3
			// we have to remove the face as nothing can be saved
			for ( var n = 0; n < 3; n ++ ) {
				if ( indices[ n ] == indices[ ( n + 1 ) % 3 ] ) {

					dupIndex = n;
					faceIndicesToRemove.push( i );
					break;

				}
			}

		}

		for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {
			var idx = faceIndicesToRemove[ i ];

			this.faces.splice( idx, 1 );

			for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {

				this.faceVertexUvs[ j ].splice( idx, 1 );

			}

		}

		// Use unique set of vertices

		var diff = this.vertices.length - unique.length;
		this.vertices = unique;
		return diff;

	},

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	toJSON: function () {

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

		if ( this.name !== "" ) output.name = this.name;

		if ( this.parameters !== undefined ) {

			var parameters = this.parameters;

			for ( var key in parameters ) {

				if ( parameters[ key ] !== undefined ) output[ key ] = parameters[ key ];

			}

			return output;

		}

		var vertices = [];

		for ( var i = 0; i < this.vertices.length; i ++ ) {

			var vertex = this.vertices[ i ];
			vertices.push( vertex.x, vertex.y, vertex.z );

		}

		var faces = [];
		var normals = [];
		var normalsHash = {};
		var colors = [];
		var colorsHash = {};
		var uvs = [];
		var uvsHash = {};

		for ( var i = 0; i < this.faces.length; i ++ ) {

			var face = this.faces[ i ];

			var hasMaterial = false; // face.materialIndex !== undefined;
			var hasFaceUv = false; // deprecated
			var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined;
			var hasFaceNormal = face.normal.length() > 0;
			var hasFaceVertexNormal = face.vertexNormals.length > 0;
			var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
			var hasFaceVertexColor = face.vertexColors.length > 0;

			var faceType = 0;

			faceType = setBit( faceType, 0, 0 );
			faceType = setBit( faceType, 1, hasMaterial );
			faceType = setBit( faceType, 2, hasFaceUv );
			faceType = setBit( faceType, 3, hasFaceVertexUv );
			faceType = setBit( faceType, 4, hasFaceNormal );
			faceType = setBit( faceType, 5, hasFaceVertexNormal );
			faceType = setBit( faceType, 6, hasFaceColor );
			faceType = setBit( faceType, 7, hasFaceVertexColor );

			faces.push( faceType );
			faces.push( face.a, face.b, face.c );


			/*
			if ( hasMaterial ) {

				faces.push( face.materialIndex );

			}
			*/

			if ( hasFaceVertexUv ) {

				var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ];

				faces.push(
					getUvIndex( faceVertexUvs[ 0 ] ),
					getUvIndex( faceVertexUvs[ 1 ] ),
					getUvIndex( faceVertexUvs[ 2 ] )
				);

			}

			if ( hasFaceNormal ) {

				faces.push( getNormalIndex( face.normal ) );

			}

			if ( hasFaceVertexNormal ) {

				var vertexNormals = face.vertexNormals;

				faces.push(
					getNormalIndex( vertexNormals[ 0 ] ),
					getNormalIndex( vertexNormals[ 1 ] ),
					getNormalIndex( vertexNormals[ 2 ] )
				);

			}

			if ( hasFaceColor ) {

				faces.push( getColorIndex( face.color ) );

			}

			if ( hasFaceVertexColor ) {

				var vertexColors = face.vertexColors;

				faces.push(
					getColorIndex( vertexColors[ 0 ] ),
					getColorIndex( vertexColors[ 1 ] ),
					getColorIndex( vertexColors[ 2 ] )
				);

			}

		}

		function setBit( value, position, enabled ) {

			return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position) );

		}

		function getNormalIndex( normal ) {

			var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();

			if ( normalsHash[ hash ] !== undefined ) {

				return normalsHash[ hash ];

			}

			normalsHash[ hash ] = normals.length / 3;
			normals.push( normal.x, normal.y, normal.z );

			return normalsHash[ hash ];

		}

		function getColorIndex( color ) {

			var hash = color.r.toString() + color.g.toString() + color.b.toString();

			if ( colorsHash[ hash ] !== undefined ) {

				return colorsHash[ hash ];

			}

			colorsHash[ hash ] = colors.length;
			colors.push( color.getHex() );

			return colorsHash[ hash ];

		}

		function getUvIndex( uv ) {

			var hash = uv.x.toString() + uv.y.toString();

			if ( uvsHash[ hash ] !== undefined ) {

				return uvsHash[ hash ];

			}

			uvsHash[ hash ] = uvs.length / 2;
			uvs.push( uv.x, uv.y );

			return uvsHash[ hash ];

		}

		output.data = {};

		output.data.vertices = vertices;
		output.data.normals = normals;
		if ( colors.length > 0 ) output.data.colors = colors;
		if ( uvs.length > 0 ) output.data.uvs = [ uvs ]; // temporal backward compatibility
		output.data.faces = faces;

		//

		return output;

	},

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	clone: function () {

		var geometry = new THREE.Geometry();

		var vertices = this.vertices;

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

			geometry.vertices.push( vertices[ i ].clone() );

		}

		var faces = this.faces;

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

			geometry.faces.push( faces[ i ].clone() );

		}

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		for ( var i = 0, il = this.faceVertexUvs.length; i < il; i ++ ) {
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			var faceVertexUvs = this.faceVertexUvs[ i ];

			if ( geometry.faceVertexUvs[ i ] === undefined ) {

				geometry.faceVertexUvs[ i ] = [];
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			}
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			for ( var j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {

				var uvs = faceVertexUvs[ j ], uvsCopy = [];
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				for ( var k = 0, kl = uvs.length; k < kl; k ++ ) {
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					var uv = uvs[ k ];
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					uvsCopy.push( uv.clone() );
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				}

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				geometry.faceVertexUvs[ i ].push( uvsCopy );
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			}
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		}

		return geometry;

	},

	dispose: function () {

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

	}

};

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

THREE.GeometryIdCount = 0;